X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 14)
Below are the cheat codes, hints and help for X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 14).
D.20.b) Commentary
------------------
Wolverine is a good tank. His one big lack as a pure tank is the lack of
the second level of Might, but having Magneto or Jean around can fill that
gap. Wolverine's primary offense is Feral Slash. Bloodlust provides a Plan
B when encountering physical resistant enemies, but works rather slowly.
Lethal Lunge is one of the best charges in the game and Claw Flurry is an
excellent crowd control move. Regeneration is not as big a deal in XML2 as
it was in one, except in the early game when health packs are a bit more
scarce.
Buy:
* Feral Slash: basic offense, keep maxed
* Claw Flurry: a few ranks for crowd control
* Eviscerate: for the really big enemies
* Lethal Lunge: a few ranks to give a sort of ranged attack
* Berserker Fury: good Xtreme
* Berserker Rage: a good boost, take at least a few ranks
* Claw Master: keep maxed
* Regeneration: about 8 ranks should be enough
* Might: might as well take one rank
Don't Buy:
* Bloodlust: slow damage, only needed if you have a team of all
tanks and you need options for physical resistant mobs
* Scream: debuffs aren't very useful
* Block: not a good skill
* Strong Willed: get resistances from equipment
Stats
-----
At level 1: 20 Body, 8 Focus, 24 Strike, 16 Speed
At level 99: 69 Body, 8 Focus, 147 Strike, 41 Speed
Max: Body 298, Focus 250, Strike 322, Speed 290
Build:
1/3 Strike
1/3 Focus
1/6 each Body and Speed
==================
D.21: Bonus Teams
==================
Certain combinations of four characters provide a team bonus. If more than
four characters are listed below, you may have any four on your team to
earn the bonus:
Age of Apocalypse: +100% ATK Rating
- Any 4 heroes with Age of Apocalypse skins (excludes only Professor X
and Pyro)
Good for a melee-heavy party, but not much use if you're using lots of
powers, especially ranged powers. This is a good team for early in the game
(after the first run-through, when you have AoA skins early). As a
reference, here are what the AoA costumes look like:
Bishop: has a gray outfit, with large drape around his neck and metal
implant on his forehead
Colossus: is wearing a read scarf over his head and eyes
Cyclops: has long hair obscuring the left side of his face
Deadpool: the outfit without a mask
Gambit: has a red bandanna around his neck and a red headband
Iceman: has spikes protruding from his arms and legs
Iron Man: silver/gray armor
Jean Grey: short hair and a patch over one eye
Juggernaut: no armor or helmet
Magneto: red suit and helmet
Nightcrawler: has crossed swords on his back
Professor X: No AoA skin
Pyro: No AoA skin
Rogue: yellow and green outfit without a coat
Sabretooth: yellow outfit with bare arms and metal wrist bands
Scarlet Witch: outfit that looks like a one-piece swimsuit
Storm: short hair, full body black-and-white "patched" outfit
Sunfire: full hood over his head and he's wreathed in flames
Toad: has no hat and is wearing a purple/gray suit
Wolverine: red and blue outfit and no left hand (just claws sticking out of
a stump)
AoA skins are unlocked when you complete Act 2 the first time.
Agile Warriors: +5% XP
- Nightcrawler, Sunfire, Toad, Deadpool
The team lacks bridge building and Leadership; though, the team bonus
partly makes up for the lack of Leadership, and Nightcrawler and Deadpool
can teleport past most gaps. Toad can put out fires and Sunfire can blast
everything in sight. All-in-all, not a bad team for a second run-through.
Brotherhood of Evil: +5% XP
- Juggernaut, Magneto, Toad, Scarlet Witch
A good mix, with a tank, semi-tank (Toad), Leadership, flying, bridge-
building and strong support character (Scarlet Witch). The lack of an X-Man
shouldn't have any effect on gameplay.
Bruiser Brigade: 20 EP gain per Knockout
- Juggernaut, Colossus, Wolverine, Rogue
Too tank-heavy.
Dark Past: 5% damage inflicted goes to HP
- Rogue, Gambit, Deadpool, Wolverine
Rogue, Gambit and Deadpool all have some ranged attacks, but this is still
primarily a melee-heavy party. If you use this combo, you'd be better
served outfitting them in AoA skins and getting the +100% ATK bonus.
Double Date: 20 HP gained per Knockout
- Rogue, Gambit, Jean Grey, Cyclops
Flying, bridge building, Leadership, strong melee attacks, ability to move
massive objects, strong ranged attacks...What's not to love?*
* Pun intended.
Energy Corps: +5% damage
- Gambit, Bishop, Cyclops, Iron Man
The only thing this group lacks is bridge building, and, with the "auto
jump" feature you don't really need to build bridges. Just fly over gaps
with Iron Man and your team will show up. Otherwise, you've got Might,
strong melee attacks, strong ranged attacks and Leadership. You'll want to
build Iron Man as a melee monster rather than concentrating on his ranged
attacks (which tend to duplicate Cyclops).
Family Affair: +5 HP regeneration
- Magneto, Scarlet Witch, Juggernaut, Prof X
Identical to Brotherhood of Evil with Prof X substituted for Toad, which
provides strong mental damage powers and double Leadership bonuses for
faster leveling. Not bad. The team bonus is kind of weak, though.
Femme Fatale: 5% damage inflicted goes to HP
- Storm, Scarlet Witch, Rogue, Jean Grey
Another group that almost has it all: flying (3), bridge building, tank,
Might, ranged support. The only thing you lack is Leadership, and that's
not as big a deal in XML2 as it was in XML1. The team bonus is nice, and
combined with Rogue and Scarlet Witch's boosts means no health packs for
you!
Forces of Nature: +10 to all Resists
- Storm, Iceman, Sunfire, Magneto
A strong team with everything you want, including Leadership. About the
only thing you lack is a pure tank, but this group can dish out some
beastly damage, hit lots of combos and Magneto's Levitation fills in for
Might. The resistance bonus is very handy.
Heavy Metal: +10 to all stats
- Colossus, Juggernaut, Iron Man, Magneto
This group is a little tank-heavy, but Iron Man can be set up as a strong
ranged support character and Magneto gives you all the bonus goodies like
building bridges and Leadership. The team bonus is pretty huge in the
beginning of the game, but becomes statistically irrelevant near the end of
the game or in Hard mode.
New Avengers: +15% Max HP
- Iron Man, Scarlet Witch, Wolverine, Bishop
You get no Leadership, no bridge building and only one flier. On the other
hand, the team bonus is pretty sweet.
New X-Men: +15% Max HP
- Nightcrawler, Storm, Colossus, Wolverine, Sunfire, Bishop
You put Nightcrawler, Colossus/Wolverine, Storm and Sunfire on a team and
you're cooking with gas. On the downside, there's no Brotherhood mutant on
the team, but that only makes a difference in two spots early in the game.
You also can't build bridges, but you've got two fliers and a teleporter
and the other character will simply appear. And Nightcrawler's Teleport
Frenzy will hit a lot of combos with Storm and Sunfire. Alas, no Leadership
bonus for that.
Old School: +15% Max EP
- Cyclops, Jean Grey, Iceman, Magneto, Toad, Prof X
Magneto + Cyclops + Prof X = triple Leadership bonuses--if you can hit
combos reliably. You wouldn't want both Jean Grey and Prof X on the same
team, so your fourth will probably be Iceman, as he's more versatile than
Toad.
Raven Knights: +60% tech bit drops
- Iceman, Prof X, Iron Man, Deadpool
A good team, but the team bonus is worthless. Tech bits are not in short
supply--it shouldn't be hard to finish the game in Normal mode with nearly
1,000,000 tech bits.
Special Ops: +5% damage
- Bishop, Deadpool, Nightcrawler, Gambit
Deadpool, as a sort of cross between Nightcrawler and Bishop, seems kind of
out-of-place in this group. However, strong melee and ranged attacks to
take advantage of the team bonus are a plus. This team should dish out the
hurt in major ways; however, you're likely to need to call in help once in
a while to complete certain objectives (no flight, bridge building or
Might).
================
D.22: Categories
================
Throughout this guide, references will be made to heroes by their
abilities; for example, fliers refers to all characters with the Flight
skill. Here are the categories used in this guide and the heroes that fit
into that category:
D.22.a) Leader
--------------
Characters with the Leadership skill: Cyclops, Magneto and Professor X
D.22.b) Flier
-------------
Characters with the Flight skill: Iron Man, Jean Grey, Magneto, Rogue,
Storm and Sunfire
D.22.c) Bridge Builder
----------------------
Characters that can build bridges at marked places on the map: Iceman, Jean
Grey and Magneto
D.22.d) Tank
------------
Characters with lots of melee skills, the Might skill and typically high
Body and Strike scores: Colossus, Iron Man, Juggernaut, Rogue, Sabretooth
and Wolverine
D.22.e) Ranged
--------------
Characters that have good beam or projectile powers or typically operate in
a non-melee mode: Bishop, Cyclops, Iceman, Iron Man, Jean Grey, Magneto,
Professor X, Pyro, Scarlet Witch, Storm and Sunfire
D.22.f) Teleporter
------------------
Character that can teleport: Deadpool and Nightcrawler
D.22.g) X-Man
-------------
Characters who are part of the X-Men: Bishop, Colossus, Cyclops, Gambit,
Iceman, Iron Man*, Jean Grey, Nightcrawler, Professor X, Rogue, Storm,
Sunfire and Wolverine. (*Iron Man is actually an Avenger, but, for the
purposes of this game, he's part of the X-Men.)
D.22.h) Brotherhood
-------------------
Characters who are part of the Brotherhood of Evil Mutants: Deadpool,
Juggernaut, Magneto, Pyro, Sabretooth, Scarlet Witch and Toad.
/
\ /--MEN LEGENDS II-----------------------------------------------------
\/
/\---Section E. ITEM LISTS-----------------------------------------------
/ \
/
=======================
E.01: Danger Room Discs
=======================
Discs listed here are only those that are found during the course of
gameplay. Discs that automatically show up in the Danger Room computer and
discs that have to be purchased from Beast or Forge are not listed here.
You'll find all the courses listed, along with the availability of the
discs, in Section F.
E.01.a) Act 1
-------------
[] Setting 102 - Throwing: Cerci Caverns, third room
[] Moves 103 - Triple Hit: One of the queen chambers in the Queens Lair
[] Moves 104 - Throw: Same disc as 103
[] Qualifying Exam 100: One of the "north" prisons in the Northern Plaza
E.01.b) Act 2
-------------
[] Challenge - Cyclops: Jungle Canal, right fork in path soon after
entering area
[] Assault 203: Nuwali Shrine, room "southwest" of the water-filled altar
room
[] Challenge - Gambit: Elemental Tomb, water room
[] Defend 204: Nuwali Gateway, when you enter from the Nuwali Corridors,
go straight across the hall and break through the wall on the left
for the disc
[] Qualifying Exam 200: Beyonders Sanctum, when you enter, the disc
is behind a large stone in an alcove to your left
E.01.c) Act 3
-------------
[] Challenge - Iceman: Core Interior, after putting Forge's
transceiver in a security console, turn left down the hall and first
room on your right
[] Assault 303: Core Security, from the entrance, go right to the third
room on the left and into the back room
[] Challenge - Phoenix: Infinite Engineering, from power distribution
console, follow hall back towards exit, going straight through door
to get the disc from a balcony
[] Challenge - Sunfire: Assembly Factory, cryogenic chamber inside
one of the pods
[] Destroy 304: Madri Antechamber, first room after entrance
[] Challenge - Scarlet Witch: Madri Cloisters, in the room where you make
an offering to open the Artifact of Rage room
[] Qualifying Exam 300: Meditation Chamber, in an alcove on the opposite
side of the area from the entrance
E.01.d) Act 4
-------------
[] Challenge - Toad: Perimeter Platforms, second gun platform
[] Challenge - Rogue: Perimeter Platforms, third radar array platform
[] Challenge - Colossus: Sewers South, in the first very large room, in the
left corner opposite the entrance
[] Challenge - Nightcrawler: New York South Side, left of the Xtraction
point, at the end of the street
[] Survival 404: New York West Side, straight ahead from the exit to New
York South Side, on the left side of the street
[] Defend 503: Holding Pens, destroy the generator and keep going straight
and around the corner to find this disc behind some fencing
[] Teamwork 403: Stockade, in large room leading to Brain Trust, in a side
alcove
[] Challenge - Juggernaut: Brain Trust, in the room next to the psychic
demon spawn room
[] Challenge - Magneto: Pantheon, under the statue in the middle of the
first hall; requires a flier
[] Challenge - Storm: Tower Engineering, in the room where you destroy the
power control panels for the prison
[] Graduation Exam 400: Sinister's Lab, room to the right of the Xtraction
point
E.01.e) Act 5
-------------
[] Challenge - Bishop: Ancient Labyrinth, going left from the Xtraction
point, through the room with the tech station, on the floor of the
large corner room
[] Survival 504: Temple of Anubis, after clearing the pit produced by
picking up the homing beacon, climb the stairs out and the disc is at
the top of the first flight of stairs
[] Challenge - Wolverine: Temple of Sekhmet, first room, behind second
large pillar to your left
[] Qualifying Exam 500: Hall of the Dead, immediately to your left as you
enter the area
===================
E.02: Tech Stations
===================
Tech stations upgrade stats. There are 30 scattered throughout the game
(six in each Act).
E.02.a) Act 1
-------------
[] Dead Zone: +2 Strike, first burned-out airship
[] Desolate Mesa: +2 Focus, down left from radar array
[] Cerci Burrows: +2 Speed, third room with drones
[] Larvae Chambers: +10 Health, in room with second egg cluster
[] Genosha Seawall: +10 Focus, central rooms just past dirigible
[] Grand Hall: +2 Body, to right of entrance, destroy generator to get
through force field
E.02.b) Act 2
-------------
[] Jungle Ruins: +20 Health, between the atmospheric generators
[] Jungle Pass: +4 Speed, in a ruined temple beyond the laser-bomb
guarded cave with the weapon cache
[] Nuwali Shrine: +4 Body, right-hand path from entrance, have
to push columns out of the way
[] Nuwali Corridors: +20 Energy, first main room
[] Elemental Tomb: +4 Strike, between earth and water rooms
[] Beyonders Sanctum: +4 Focus, in the corner opposite the Xtraction point,
go up the stairs, through either door and to the corner room, put out
the fire at the base of the column and the station will come down
E.02.c) Act 3
-------------
[] Core Interior: +6 Speed, in a room with a blue reactor coil, knock down
the wall over the coil and then fly, teleport or walk across the coil
[] Infinite Engineering: +6 Strike, from the large room with tow pits,
take the left-hand path and go to the end
[] Fusion Core: +30 Health, at first intersection, go left and it's in
in the second room, just beyond Scarlet Witch's comic
[] Genetic Processing: +30 Energy, in the DNA processor (big rollers)
after you wreck it
[] Madri Antechamber: +6 Body, after meeting Emma Frost,
keep going straight and it's the room at the end of the hall
[] Madri Cloisters: +6 Focus, when you destroy the psionic
altar, use the offering altars in the corners of the room to open a
room a little way back down the hall
E.02.d) Act 4
-------------
[] Perimeter Platforms: +6 Strike, first radar array platform
[] New York West Side: +8 Speed, on an upper floor of a bombed-out building
near the Sewers West exit, you can fly up or climb the pile of rubble
nearby
[] Stockade: +8 Body, near the exit to the Holding Pens is a gated room,
use Magneto or Jean Grey to flip the switch inside the room and collect
the tech station; you can also get into this room from the other side
once you've fought your way around, just activate the console to lower
the force field
[] New York North Side: +40 Energy, from the exit to West Side, go straight
across and a little left
[] Pantheon: +8 Focus, in front of the large statue
[] Tower Engineering: +40 Health, in the room where Selene is held prisoner
E.02.e) Act 5
-------------
[] Ra's Mouth: +50 Health, after the fight with Mr. Sinister, build a
bridge to the center of the Ra's Mouth area
[] Ancient Labyrinth: +50 Energy, go left from the Xtraction point and
break down a wall to reach the station
[] Temple of Anubis: +10 Body, from the first room take a right and find
the station in the first main room, lower level
[] Temple of Sekhmet: +10 Focus, from the Y-shaped room, go left
[] Hall of the Dead: +10 Speed, past the Monolith battle, in a room with
a glowing statue, Use the statue to reveal the station
[] Vault of the Ages: +10 Strike, one of the generator rooms is reached
by a hall that splits, take the left-hand hall to get to the station
====================
E.03: Homing Beacons
====================
There are six homing beacons in each Act; however, you only need four. Once
you've collected four, the remaining two are replaced with XP bonuses. When
you have four, a secret Blink Portal opens in your home base. Go through
the portal and defeat the enemies. In Acts 1 through 4, you collect a piece
of Iron Man's armor. In Act 5, you rescue Iron Man and can then add him to
your team.
E.03.a) Act 1
-------------
The bonus for extra beacons in Act 1 is 5,000 XP.
[] Dead Zone: just past entrance to Cerci Caverns
[] Cerci Caverns: side ledge to left of long bridge, requires flier or
bridge builder
[] Cerci Burrows: near the entrance to the Larvae Chambers
[] Genosha Seawall: just past dirigible room, need Brotherhood mutant to
open door to the right
[] Southern Habitats: in unmapped hallway off hydroponics lab
[] Northern Plaza: in Mr. Sinister's experiment room
E.03.b) Act 2
-------------
The bonus for extra beacons in Act 2 is 15,000 XP.
[] Jungle Canal: second cave you travel through
[] Jungle Ruins: on the main path next to a weapon cache
[] Jungle Pass: take the right fork from the main path, then the left-hand
cave entrance and get the homing beacon in the cave
[] Nuwali Shrine: from the main entrance, go right and follow the path
around, through some columns that need to pushed out of the way and
past a tech station, then take the left-path when you reach a T and
in the next room the beacon is on the floor near some broken stones
[] Elemental Tomb: in an alcove of the room of fire
[] Nuwali Gateway: when you enter the Gateway from the Corridors, turn left
and fight your way down the long hall with flame-throwing statues, near
the end of the hall, break through the wall on your left and break your
way through the walls to reach the beacon
E.03.c) Act 3
-------------
The bonus for extra beacons in Act 3 is 25,000 XP.
[] Core Interior: small room just left of the entrance
[] Core Reactor: in the central hall, on a ledge past a nuclear waste pit,
use a flier or teleporter to pick it up
[] Genetic Processing: left at the first intersection past the DNA
processor, on one of the side catwalks
[] Assembly Factory: on top of some crates in a long, rectangular room on
your way to the cryogenic substation
[] Madri Antechamber: beside a column near the entrance
[] Divine Sanctuary: from the large room with all the side rooms, head back
toward the entrance into a room with a weapon cache, keep going into the
next room and fly up to the beacon
E.03.d) Act 4
-------------
The bonus for extra beacons in Act 4 is 35,000 XP.
[] Perimeter Platforms: third gun platform
[] Sewers South: behind a fan near the entrance from X-Mansion, you can fly
over the gap or build a bridge to reach the generator,
use Storm (Lightning), Rogue (Power Theft) or Bishop (Sapping Strike)
to drain the generator and stop the fan, then fight your way back to
the front of the fan and pick up the beacon
[] New York South Side: immediately after coming out of Sewers South, on
the roof of the building to your right, you can fly up or work your way
around on the street until you can climb a wrecked train car
[] Holding Pens: go left from the exit to Sewers West and work your way
around behind the double force fields to find the console that turns
them off and you can collect the beacon
[] Sewers North: after coming in from New York North Side, you'll pass
through a waterway, in the room beyond that has a campfire in the
middle, look in one corner for a door that cannot be opened; teleport
through or use Magneto or Jean to throw a switch on the inside of the
room to get through and collect the beacon
[] Sinister's Lab: room to the left of the Xtraction point
E.03.e) Act 5
-------------
The bonus for extra beacons in Act 5 is 40,000 XP.
[] Ra's Mouth, as you enter from the Teleport Chamber, go right at the
first intersection, after rounding the corner, go through the second
door on the left, fly over to a ledge to the left and push (or Levitate
or TK) the column out of the way (must have Magneto, Jean, Rogue or
Iron Man to do this), then go through the door to get the homing beacon
[] Ancient Labyrinth: near the entrance to the Temple of Sekhmet are two
doors leading to bridges, take the right-hand door to get to the room
with the beacon
[] Temple of Anubis: in the first room, take a left and pick up the beacon
from the middle of the floor
[] Temple of Sekhmet: from the Y-shaped room, go straight and cross the
chasm to get the beacon in the hall beyond
[] Hall of the Dead: in the room with the data disc, stand roughly in the
center of the room, on the lower level, and move around until "Use loose
stone" appears, then press Use to reveal the beacon
[] Vault of the Ages: in a side alcove of the main arena
================
E.04: Data Discs
================
Collect four data discs and you get a bonus to your health or energy pack
carrying capacity. There are twenty discs in all.
* +2 energy packs for the first set of four data discs
* +2 health packs for the second set of four data discs
* +4 energy packs for the third set of four data discs
* +4 health packs for the fourth set of four data discs
* +6 health and +6 energy packs for the fifth set of four data discs
E.04.a) Act 1
-------------
[] Barren Cliffs: under brush in area right before first Grizzly meeting
[] Queens Lair: central platform in one of the queen's chambers, need
flier or bridge builder
[] Northern Plaza: under one of the first stairways
[] Grand Hall: out in the open on the ground level
E.04.b) Act 2
-------------
[] Jungle Canal: first cave you travel through
[] Nuwali Corridors: in a hidden room in the corridor on the way to the
octagonal platform, break down the wall to find a weapon cache and
break the wall next to it to get the disc
[] Nuwali Gateway : in the large cavern with bridges and islands, from
the exit to the Nuwali Shrine, go to the right-most side of the room
and use a flier to search along the wall, you should be able to see
it over the top of the wall, break down the wall to get it
[] Beyonders Sanctum: from the Xtraction point, go to the opposite
corner of the room and look behind the stairs
E.04.c) Act 3
-------------
[] Core Interior: from entrance go right and disc is near X-shaped pit
[] Factory Entrance: near exit to Genetic Processing
[] Divine Sanctuary: in one of the two side rooms with a large pit, fly
over the pit to a ledge
[] Madri Conclave: at the first T-intersection, go right and clear the
rooms and you should find the disc in a corner alcove
E.04.d) Act 4
-------------
[] Sewers West: in a room near the exit to the Holding Pens, shut
off the water using the switch in the room across the hall, then send a
flier down to get the disc
[] Stockade: after switching hallways to get around a force
field, keep to the right and get it from behind another force field
[] New York North Side: from the West Side exit head right and then turn
left and look on the left side of the street in a small alcove
[] Tower Engineering: in a room next to the prison room
E.04.e) Act 5
-------------
[] Ra's Mouth: left from the exit to Teleport Chamber (home base),
behind one of the ships that are on side platforms
[] Temple of Anubis: roughly in the center of the area, straight
ahead from where you enter, but the way is blocked by stones, you can
teleport through or work your way around and break through the walls
behind the room where the disc is at
[] Temple of Sekhmet: from the Y-shaped room, go right and in the room
with the canopic jar, break through a wall on the right side of the
room and follow the corridor
[] Hall of the Dead: down the left path in the room after
the Living Monolith battle
===================
E.05: Weapon Caches
===================
E.05.a) Act 1
-------------
[] Barren Cliffs: After first meeting with Grizzly, go left and build two
bridges to reach cache
[] Grand Hall: near a fallen pillar opposite the Xtraction point
| « Previous Page | Next Page » |
