XXXXXXX
XXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX ___ ___ _______ ___ _
XXXXXXXX XXXXXXXX | \ / | | ______| | \ | |
XXXXXXXXXXXXXXX | |\ \ / /| | | |_____ | |\ \ | |
XXXXXXXXXXXXX ____ | | \ \ / / | | | _____| | | \ \ | |
XXXXXXXXXXX |____|| | \ \ / / | | | |_____ | | \ \| |
XXXXXXXXX |_| \___/ |_| |_______| |_| \___|
XXXXXXXXXXX __ _ __ _ _
XXXXXXXXXXXXX | | / \ | |\ | | \ ( \
XXXXXXXXXXXXXXX | |-- ( __ |-- | \ | | ) \
XXXXXXXX XXXXXXXX |__ |__ \_/ |__ | \| |_/ \_)
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX
XXXXXXXX
X-MEN LEGENDS (Gamecube version) FAQ/WALKTRHOUGH
v1.00 2004-10-14
(c)2004 Barry Scott Will
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.0/
or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.
X-Men (tm)Marvel Comics
X-Men Legends (c)2004 Activision
This FAQ/walkthrough is not endorsed by, nor is the author associated with,
either Activision or Marvel Comics.
ASCII art by Barry Scott Will
/
\ /--MEN---------------------------------------------------------------
\/ Table of Contents
/\---LEGENDS-----------------------------------------------------------
/ \
/
[1] Overview
[2] Controls
[3] Gameplay
[3.1] Basic Play
[3.2] Combat & Mutant Powers
[3.3] Using the Map
[3.4] Leveling the X-Men
[3.5] Items
[3.6] Hints
[4] X-Men
[4.1] X-Men Stats
[4.2] Shared Skills
[4.3] Beast
[4.4] Colossus
[4.5] Cyclops
[4.6] Emma Frost
[4.7] Gambit
[4.8] Iceman
[4.9] Jean Grey
[4.10] Jubilee
[4.11] Magma
[4.12] Nightcrawler
[4.13] Professor X
[4.14] Psylocke
[4.15] Rogue
[4.16] Storm
[4.17] Wolverine
[4.18] Optional Builds
[5] Enemies
[6] Walkthrough
[6.1] Overview
[6.2] Escape From New York
[6.3] Interlude #1 - X-Mansion
[6.4] HAARPo March
[6.5] Interlude #2 - X-Mansion
[6.5.1] Sentinel Flashback
[6.5.2] Juggernaut Flashback
[6.6] That's Morlock It!
[6.7] An Arbiter-y Assignment
[6.8] Interlude #3 - X-Mansion
[6.8.1] Magma Qualification Exam
[6.8.2] Weapon X Flashback
[6.9] Nuclear Family
[6.10] Interlude #4 - Muir Island
[6.11] Interlude #5 - X-Mansion
[6.12] Illyana on the Astral Plane
[6.13] Weapon X Part Deux
[6.14] Interlude #6 - X-Mansion
[6.15] Morlock, More Power
[6.16] Interlude #7 - X-Mansion
[6.17] Juggernaut Jig
[6.18] 48 Sentinels on Parade
[6.19] Got Morlock?
[6.20] Interlude #8 - X-Mansion
[6.21] I Fall To Pieces...
[6.22] Sentinels 'R Us
[6.23] Three Strikes and You're Out, Shadow King
[6.24] Interlude #9 - X-Mansion
[6.25] Magneto's Hunk-a, Hunk-a, Burnin' Rock
[7] Item List
[8] Trivia Game Q&A
[9] Danger Room Classes
[10] Version History
[11] Credits
To jump to a specific topic, open the Edit menu and choose Find in this
Page (or just press Control-F) and enter the bracketed number, including
the brackets. For example, enter [4.17] as the search text to jump straight
to the information on Wolverine.
/
\ /--MEN---------------------------------------------------------------
\/ [1] Overview
/\---LEGENDS-----------------------------------------------------------
/ \
/
X-Men Legends is an action role-playing game in the mold of Diablo, Dungeon
Siege or Baldur's Gate: Dark Alliance. The primary "role-playing" aspect of
the game is controlling your characters' increase in power--a process
called "leveling"--and the occasional non-action stage, where your main
purpose is to hunt down other characters and chat with them.
Primarily, your task is to kill people and break things; and, since your
characters are fifteen of the amazing X-Men, you can do this very well. For
fans of the action/RPG genre, this is a good game. For fans of the X-Men,
this is a good game. For fans of both the action/RPG genre and the X-Men,
this is...well, your geek dreams have come true.
The gameplay is smooth, combat controls are mostly intuitive, and the game
is very linear, so you don't really have to put much thought into it beyond
"X-Men Smash!" The story involves an ongoing fight between the X-Men and
two opposing groups: The Brotherhood of Mutants, led by Magneto; and the
Genetic Research and Security Organization (GRSO), led by General Kincaid.
Throw in some of the supreme anti-mutant robots known as Sentinels and you
have the recipe for rock-'em, sock-'em fun.
Some people have been put off by the fact the characters in the game are
somewhat clumsily rendered using a cel-shaded technique, rather than being
full, 3-dimensional polygonal figures. You will get used to it, and it does
help the characters pop off the screen. Considering how chaotic many of the
fights become, this is a good thing.
Controlling the X-Men's leveling is also a nice feature; but, a lot less
useful than one would think. Each X-Man has a strength, and, for the most
part, trying to make the X-Man anything else ranges from hard to
impossible. For example, Wolverine, Beast, Rogue and Colossus will never be
anything other than hand-to-hand fighters and you can't make them into
ranged fighters. Cyclops can be a hand-to-hand fighter if you level him
that way; however, he will be an incredibly bad melee fighter, so why would
you bother?
In the end, all the X-Men end up being basically the same regardless how
many times you play through. This does limit the replay value of the game;
but, it is so much fun the first time (or two) through, it is definitely a
worthwhile purchase.
/
\ /--MEN---------------------------------------------------------------
\/ [2] Controls
/\---LEGENDS-----------------------------------------------------------
/ \
/
Key:
- A comma between two buttons means press the first button and release,
then press the second button. Example: A, A, B means press-and-release A,
press-and-release A again, then press B.
- An addition symbol between two buttons means press-and-hold the first
button, then press the second button. Example: R+A means press and hold the
R (right shoulder) button and then press A.
Just another reminder, this refers to the control layout for the Nintendo
Gamecube. If you're trying to use this FAQ for the PS2 or X-Box version,
none of this is going to make sense (or even work).
The controls for the menus are covered where appropriate in Section [3]
Gameplay below. This section covers the in-game controls. On a Gamecube
controller, A is the large green button on the right of the controller. B
is the smaller red button next to A. X is a gray, crescent-shaped button to
the right of A, and Y is also a gray, crescent-shaped button above A. R is
the large, grey button on the right "shoulder" of the controller--where
your pointer finger lands when holding the controller. Z is the blue button
above R. L is the left shoulder button.
The control stick is the analog joystick on the left side of the
controller. The C stick is the yellow analog joystick on the right side of
the controller. The D-pad is the gray, directional pad below and right of
the control stick. The Start button is the small round button in the middle
of the controller.
===========================
[2.1] In-game control chart
===========================
BUTTON...........ACTION
A................Standard attack, basic mutant power
B................Knockback (strong) attack, alternate mutant power
X................Use, defensive/buffing mutant power
Y................Jump, special jump/flight, Xtreme mutant power
Z................Use health pack
X+Z..............Use energy pack
R................Activate mutant power menu, hold, then press A, B, X or Y
L................Call teammates to you
Control stick....Move
D-pad............Switch player control to a different X-Man
C-stick..........Move camera
Start............Bring up game menu
===========================
[2.2] Detailed descriptions
===========================
[2.2.1] Standard Attack (A button)
----------------------------------
This is your basic melee attack (punch, kick, some X-Men use a weapon) and
does the least amount of damage.
[2.2.2] Knockback attack (B button)
-----------------------------------
This is a stronger, slower melee attack that has the ability to knock your
opponent backwards. Use A and B in different sequences to deliver special
attacks. For example: A, A, B is a popup; A, B, A is a trip; etc. You can
learn and practice special attacks in the Danger Room.
[2.2.3] Use (X button)
----------------------
This is the button you press to open doors and pick up certain items. You
also press X to talk to other characters, activate Xtraction points or to
use certain control panels. You will get a notice on screen if you can
press X to use anything. X can also be used to pick up people or other
objects and throw them; and is the button fliers use to pick up and carry
people. Fliers can also use X to fly lower.
[2.2.4] Jump/special jump/flight (Y button)
-------------------------------------------
A single press of the Y button will cause your character to jump. Pressing
Y again in mid-jump will cause the character to use his or her special
mutant ability, assuming you have purchased points in that ability. For
example: Iceman creates ice slides; Magma creates lava slides; some X-Men
can fly; some X-men can double-jump; etc. Fliers use Y to fly higher. You
can press Y, B to perform a higher jump that ends with a powerful attack,
which is very useful against tall enemies--such as sentinels--or to clear
large gaps or tall obstacles.
[2.2.5] Use health (Z button) or energy (X+Z buttons) packs
-----------------------------------------------------------
To use a health pack for your current character, press Z. To use an energy
pack for your current character, press-and-hold X and then press Z.
[2.2.6] Activate mutant power menu (R button)
---------------------------------------------
Press-and-hold the R button to open the mutant power menu, which will show
in the upper-left portion of the screen. All currently available mutant
powers will appear mapped to the appropriate button. Press the
corresponding button to activate the mutant power. The buttons for the
mutant powers are:
A - Basic mutant power, all X-Men have this power from the beginning of the
game. All other mutant powers must be purchased with level-up points. The
A-power icon is the bottom icon on the menu.
B - This is an alternate power. For some X-men it's an area-of-effect
version of their A-power; for others, it's a different ability. The B-power
icon is the left icon on the menu.
X - Defensive/buffing mutant power. Some X-Men's defensive powers cover the
entire team, others only protect the individual X-Man. Some X-Men have a
buffing (stat-increasing) power rather than a pure defensive power. The X-
power icon is the right icon on the menu.
Y- Xtreme mutant power. This is a super-powerful mutant power that can only
be purchased once an X-Man has reached 15th level. The Xtreme power icon is
the top icon on the menu.
[2.2.7] Call team {L button)
----------------------------
Press L to call your teammates to you. If you are currently engaged in
combat, your teammates will target your opponent with their mutant power as
defined in their character sheet (see [3.4] below for more information on
character sheets). Use this button, in combination with one of your own
mutant powers to score combos (see [3.2] below).
[2.2.8] Move (Control stick)
----------------------------
Use the left control stick to move your character around the screen.
[2.2.9] Switch X-Man (D-pad)
----------------------------
Use the directional pad on the left side of the controller to switch to an
"open" X-Man. Any X-Man that is not controlled by a human is available for
switching. Look at your team icons in the lower left of the screen to see
which direction to press the D-pad to switch to a character. For example,
your team icons look like this:
Cyclops
/\
||
Storm <--------> Rogue
||
\/
Wolverine
You would press up to take control of Cyclops, right to take control of
Rogue, down to control Wolverine and left to control Storm.
[2.2.10] Move camera (C-stick)
------------------------------
You have some limited control over the camera using the yellow C-stick on
the right of the controller. Left/right rotates the camera, up/down zooms
in and out. There's no way to change the camera angle except through the
options menu.
[2.2.11] Game menu (Start button)
---------------------------------
Press Start to bring up a menu that allows you to view your current
objectives, access your current teams' character sheets, load a game, turn
the map on or off, etc.
/
\ /--MEN---------------------------------------------------------------
\/ [3] Gameplay
/\---LEGENDS-----------------------------------------------------------
/ \
/
=============================
[3.1] Basic Play (Story Mode)
=============================
The following information concerns playing through the main story. There
are some special game modes that can be accessed through the Danger Room
selection at the main menu (the one you get when you first start the game).
Those game modes--Sparring and Skirmish--are not covered in this guide.
Gameplay in X-Men Legends consists of action stages (called "missions")
interspersed with interludes where all you do is talk to other characters.
During the interludes, you are limited to playing as Alison Crestmere (AKA
Magma). During the missions, you will have up to fourteen X-Men from which
to choose. (The fifteenth character, Prof X, is playable only in two
specific situations.)
You progress through each mission with a team of four X-Men. (There are a
few missions where the number of available X-Men is less than four.)
Anywhere from one to four players may control the X-Men on the current
team. Any X-Men not controlled by a player will be controlled by the game's
artificial intelligence (AI).
NOTE: A player can take control of an X-Man simply by plugging in a
controller and hitting Start. If a player has to leave, you have to bring
up the game menu (Start button) and select the Players option to render
their controller inactive. If there are fewer players than there are X-Men,
any player can switch control to any "open" X-Man on the team.
In addition to finding and eliminating resistance, each mission will have a
variety of objectives you must complete. You might need to destroy a
certain number of machines, or find a specific character or rescue other
people. You can review your current mission objectives by bringing up the
game menu and selecting the Objectives option.
During missions, you can bring up an auto-map (see Section [3.3] below)
that shows you where you've been. The large map also shows objectives (a
yellow X inside a circle) and Xtraction points (a blue X inside a circle).
You should always use the large map to help you find your way around the
different stages.
Xtraction points are marked by a glowing, blue X in a circle on the ground.
At an Xtraction point, you can do a variety of things:
- Change Team: allows you to change the members of your current team.
Choosing this option brings up the Characters screen. Highlight any
character and press A to switch to a different character. While in this
mode, you can revive fallen X-Men using tech bits (see Section [3.5] below)
and re-add them to your team. If your current roster is not subject to
change, this option will not be available. NOTE: all fallen X-Men are
revived at the end of a mission, so only pay to revive an X-Man if you
absolutely must do so.
- Save Game: allows you to save your current progress. Saved games require
25 blocks on a GCN memory card. You should use a memory card with enough
free space to store at least two saved games, preferably more. You will
also need 1 block for game options, so your memory card must have at least
26 blocks and should have 51 or 76 blocks free for playing X-Men Legends.
- Load Game: allows you to load a saved game. You can also do this from
the game menu (i.e. you don't need an Xtraction point to load a game).
- Visit the Danger Room: some Xtraction points allow you to jump straight
to the Danger Room in the X-Mansion and play scenarios there. If you are
finding a stage difficult, use this option to level your characters some
more so you have more power to get through the stage.
- Visit Forge: once you have unlocked Forge during the first interlude,
you may use an Xtraction point to visit his shop and either buy or sell
equipment. Forge will buy anything you carry; however, he sells only armor,
backpacks and belts. If you are in desperate need of protection, you can
buy some things from him. Mostly, you will use Forge to reduce your
inventory so you can pick up more stuff.
- Visit Healer: Healer is a Morlock friendly to the X-Men. Once you have
talked to him during the third mission, you will be able to use Xtraction
points to visit his shop. Like Forge, he buys anything. All he sells are
health and energy packs and certain Danger Room discs you may have missed
along the way. He also has a very expensive Grab Bag that produces a random
item. Sometimes this can be a very good item, most of the time it will be
worth far less than what you paid to reach into the bag.
Not all stages have Xtraction points and not all Xtraction points allow the
full range of options listed above. (Save Game and Load Game are available
at all Xtraction points, the other options vary.) Whether or not a stage
has an Xtraction point is noted in the walkthrough below.
As you play through each mission, you should try to pick up as much stuff
as you can. This means breaking things. At least half, if not more, of all
the placeable objects in the game are breakable, and some produce
equipment, health or energy packs or tech bits. The most likely candidates
for useful stuff are the container objects: barrels, trash cans, crates,
etc. Beds, chairs, computer consoles and other such items rarely produce
anything; but, they're fun to break anyway. (Or, pick them up and throw
them at the bad guys...)
============================
[3.2] Combat & Mutant Powers
============================
Combat, and lots of it, is the name of the game in X-Men Legends. Each X-
Man has two primary melee attacks: standard and strong/knockback. Standard
attacks are made with the A button, strong attacks with B. By hitting an
opponent with different sequences, you can perform a special attack that
does more damage. Some of the special attacks are:
- Triple Hit: A, A, A
- Knockback: B, B
- Popup: A, A, B
- Trip: A, B, A
- Stun: B, A, B, B
- Power sequence: A, B, B, A, A, A
While some X-Men can be mildly effective just unloading melee attacks on
the bad guys, the best way to win fights is to use your X-Men's mutant
powers. Even better, you should learn how to hit "power combos"--two mutant
powers used on one opponent at the same time.
Hitting combos in multiplayer requires communication between the players
and a good sense of the timing of each mutant power being used. Wolverine's
Brutal Slash, for example, is much faster than Storm's Lightning Strike. If
a player controlling Wolverine wants to hit a combo with a player
controlling Storm, the Wolverine player must watch the timing of the LS and
initiate the Brutal Slash immediately before the lightning hits.
In single player, hitting combos is part luck and part skill. In combat,
you press L repeatedly to call your teammates to you and have them attack
your opponent with their mutant powers. Again, timing is an issue, but you
don't have much control over when the computer AI will actually unleash its
power(s).
The primary method of hitting combos in single player is to hold down the R
button and repeatedly press both the L and A buttons. Experiment to find
different teams that work well for hitting combos. Make sure you always
have either Cyclops or Storm (or both) on the team for the bonuses they
provide to power combos.
Examination of gameplay videos shows the powers do not have to hit exactly
simultaneously. There is a small window of opportunity surrounding each
power when you can cause a combo. You can also hit super combos by
executing an Xtreme power at the same time another X-Man unleashes a normal
power. Combos can also occur between two of your teammates while you're
melee attacking an opponent. During combat, get used to mashing the L key
repeatedly to keep your teammates firing away.
Once you get to level 15 and purchase Xtreme powers for your X-Men, you can
use these powers by pressing R+Y. Xtreme powers require Xtreme icons, which
will display at the bottom center of the screen. In order to fill these
icons, you need to collect Xtreme tokens the same way you collect health
packs, etc. Each token fills one-quarter of an icon, so you must collect
four tokens to get one full icon and use an Xtreme power once.
The Xtreme power icons are shared by all X-Men. That means, if you have one
icon filled, and Gambit uses 52 Pick Up, Storm cannot then immediately
follow with Cyclone Fury until you pick up more tokens. At level 15, you
can have one filled Xtreme icon. At level 20, you can have two filled
icons. At level 25, you can have three; at level 30, you can have four;
and, at level 35 and after, you can have five filled icons.
Xtreme powers are most useful for crowd control. The best Xtreme powers are
those that launch enemies away from you, such as Colossus' Seismic Smash.
Try to avoid using Xtreme powers against bosses, as the Xtreme powers are
large area-of-effect powers that are intended to damage multiple enemies.
Against a single enemy, they're a lot less powerful. Use focused, single-
opponent powers and combos against bosses.
Another method of dealing with your enemies is to throw things at them. A
character with the Might skill can pick up cars, trucks and other really
heavy things. Any character can throw barrels or crates; the exploding
barrels are especially nice. Any character with Might can pick up Wolverine
and hurl him--claws first, of course--at an opponent. Gambit and Jubilee
can both charge objects and throw them before they explode--sort of
homemade grenades.
As you attack enemies, keep an eye on the enemy status bar in the top
center of the screen. This shows your opponent's health status and any
damage resistances possessed by the enemy. For example, some enemies are
physical resistant. This means attacks causing physical damage are less
effective. Team up on the guy with energy, elemental and mental attacks.
The same goes for opponents listed as mental resistant, etc.
Keep an eye out for rejuvenators. Various mobs have a special unit that can
revive fallen comrades. If you don't take out the rejuvenator, the bad guys
will keep coming and coming and coming and coming. See Section [5] Enemies
below for a list of rejuvenator units.
Finally, if you can, avoid combat on bridges (especially bridges built by
an X-Man) or near ledges. The computer AI is just stupid enough to
occasionally send your teammates jumping into the abyss after enemies that
have fallen over the edge. That's a bad thing.
Combat in X-Men Legends is fast, furious and goes on forever; so, you'll
get plenty of practice in taking care of the bad guys. If, for some strange
reason, you can't get enough combat, try the Danger Room.
===================
[3.3] Using the Map
===================
The large auto-map is an essential part of success in X-Men Legends.
Without the map, stages can become confusing and impossible to navigate.
With the map, you can always see in which direction your next objective
lies. The stages are very linear, but some of them can twist around enough
to leave you confused unless you can see where you are and where you are
going on your map.
The large map contains a number of useful markers to help you find your way
through each stage:
A blue X marks an Xtraction point. See section [3.1] above for more
information about Xtraction points.
A yellow X marks a stage objective. It might be a control panel that needs
to be operated, a person who needs to be rescued or a device that needs to
be destroyed. Your primary goal in each stage is to go to each yellow X and
do whatever needs to be done. Then you head for the exit and the next
stage.
A red arrow marks the exit from the stage. Once all objectives have been
cleared (all yellow X's are gone), find and use the exit.
By default, the map is hidden when you start the game. To turn on the map,
bring up the game menu using the Start button. Scroll down to the Map
Hidden button and press A to switch to the Small Map. The small map might
be more to your taste; however, it only shows your immediate surroundings
and will not show distant objectives. The small map overlays the right
center portion of the screen. Press A again to switch to the Large Map. The
large map overlays the center of the screen and can show nearly an entire
stage. Pressing A again will switch back to Map Hidden.
The large map overlay can be daunting when first used; however, it is an
invaluable tool and you should quickly grow accustomed to its presence. In
no time at all, you will be able to look right past the map whenever you
are in combat and then refocus on it when you are ready to move on.
========================
[3.4] Leveling the X-Men
========================
[3.4.1] Introduction
--------------------
Each X-Man has a "level" that indicates how much experience and how much
power the X-Man has. This level can be seen on the character screens, the
character sheet of each X-Man and next to the X-Man's health and energy
meters during game play. As you play the game, the X-Men earn experience
points (XP). At specific totals of XP, each X-Man increases in level and
can "level up".
NOTE: As you earn XP, *every* X-Man receives some points, including those
who are not participating in the mission, and even those who have yet to be
unlocked. The X-Men actually participating in the mission receive a
slightly higher amount. This way, all X-Men stay at about the same level;
however, if you use a specific team almost exclusively, they will
eventually outpace the rest of the X-Men. It is a good idea to change-up
the team once-in-a-while to keep everyone's level equivalent.
Whenever an X-Man on your team has increased in level, you will get a
notice on screen (it's kind of hard to miss). You may also see a smaller
notice on screen if you start using an X-Man who has increased in level,
but has not yet been leveled up. This notice shows bottom center and says
"Level Up" with a small gray circle to the left of it. The small gray
circle represents the Start button.
Every time your X-Man increases in level, he or she receives one point to
add to stats and one point to add to powers/skills. At every fifth level
(5, 10, 15, 20, etc.), the X-Man receives two points for stats and two
points for powers/skills. If you do a moderate amount of Danger Room play,
the X-Men will probably end the game around 37th level, which means you
will be able to spend a total of 43 points for stats and 43 points for
powers/skills. If you power-level using the Danger Room, you can get your
X-Men into the mid-40s in level.
[3.4.2] Character Screen
------------------------
To level up an X-Man, you must bring them up on the character screen. You
can get to the character screen through the game menu (Start button) and
choosing the option Characters. You also access the character screen at
Xtraction points when you choose to Change Team and at the beginning of
each mission. The Change Team character screen allows access to all
available X-Men. The character screen accessed from the game menu only
allows access to the members of the current team.
The character screen shows four X-pads, typically with a mutant on each
pad. The pads are in the same configuration as the X-Men on the D-pad icon
on your game screen. To the right are each X-Man's vital statistics, in
order from top to bottom of top, right, left and bottom X-pad. The stats
show each X-Man's level and current and maximum health and energy. If the
X-Man needs to be leveled up, a gold double-helix will be rotating next to
his or her name. To select an X-Man on the screen, use the control stick or
D-pad to highlight an X-pad.
Below the character stats are your current number of tech bits, health
packs and energy packs. Along the bottom of the screen is the menu.
- B button: Back--cancels everything you've done and returns to the game;
do not press this unless you want to go back and start over from the point
where you first opened the character screen
- X button: Skin--changes the current X-Man's costume (not all X-Men have
alternate costumes); available only after you've beaten the game and
unlocked extra costumes and only useable on the Change Team character
screen
- A button: Replace--changes the X-Man at the currently selected X-pad;
only available on the Change Team character screen
- Y button: Details--opens the currently selected X-Man's character sheet
- Start button: Accept--commits all changes to memory and returns to the
game; once you accept changes made to the X-Men's stats, powers and skills
you can't undo them
If you are at the Change Team character screen and you press A to change an
X-Man, a filmstrip of available X-Men portraits opens on the bottom of the
screen. You can scroll left and right on this filmstrip with the control
stick. "Dead" X-Men's portraits are darkened with "Revive" overlaid and the
cost (in tech bits) to revive him or her. The cost increases as the X-Men
increase in level.
From this filmstrip, highlight an X-Man and press A to revive (if the X-Man
is dead and you have enough tech bits). Press A to place that X-Man at the
currently selected X-pad if the X-Man is alive. Press Y to access that X-
Man's character sheet.
[3.4.3] Character Sheet
-----------------------
You level up an X-Man, change their equipment, change the AI that governs
them and view all their information from the character sheet. At the top
left of the character sheet is the character's portrait. To the left of the
portrait, you can see the L and R button icons; press L or R to switch to
the character sheets of the other X-Men on your current team. If you're
accessing the character sheet from the Change Team filmstrip, you can
switch to any available X-Man.
To the right of the portrait are three icons representing three pages that
you can access. Underneath these page icons is the character's current
level and the number of points available for the currently selected page.
The three pages are:
- Stats/AI: shows the character's Strike, Agility, Body and Focus scores;
the AI level; the AI heal rule and the character's AI mutant power
- Powers/Skills: shows the character's mutant powers and skills and
current level in each
- Equipment: shows character's equipped backpack, belt and armor and the
available inventory for each slot
To the right of the main window are the character's statistics including
current attack and defense ratings, current and maximum health and energy,
current experience points and points needed to obtain another level.
Underneath the editable region of the window is an information window
showing details about the currently selected stat, power, skill or piece of
equipment. At the bottom is the menu:
- B button: Back--returns you to the character screen; changes you have
made are kept, but have not yet been committed to memory, you can still
come back to the character sheet and re-do the level up
- X button: Subtract--reduces the currently selected stat, power or skill
by one point; this is only available if you have, in this session, added
points to the score
- A button: Add/Equip--increases the currently selected stat, power or
skill by one step or allows you to change the currently selected piece of
equipment
- Y button: Auto--automatically levels up the X-Man. This is not
recommended
- Z button: Drop--on the equipment screen, drops the currently selected
item from the team's inventory
- Start button: Accept--commits changes to memory and returns to the game;
all changes are committed to memory and cannot be undone
[3.4.4] Stats/AI
----------------
Each X-Man has four ability statistics (stats): Strike, Agility, Body and
Focus. Strike adjusts attack rating, Agility adjusts defense rating, Body
adjusts your health and Focus adjusts both the amount of mutant energy you
have and the rate at which it regenerates. The stats shown on this screen
represent your "modified" stats; i.e. any bonuses from skills, equipment or
other items are included.
In general, each X-Man needs lots of Focus because generous use of mutant
powers is the way to win this game. Putting all your level-up points into
Strike, Agility and Body and just punching and kicking your opponents is a
recipe for disaster. Mutants need their mutant powers; thus, they need lots
of mutant energy. Melee characters need at least one-third of all level up
points placed in Focus. Ranged characters need about one-half of all points
in Focus.
Of the other three stats, Body is the most important as it determines the
X-Man's health. Melee characters will want a high Strike score so they can
dish out more damage. Ranged characters will want a higher Agility so they
don't get hit so often. Spread your level up points between these stats as
you desire; there's no real formula for the relationship between them.
Below the Focus score is the character's AI level. The AI level controls
how the X-Man should react in combat, especially when you call for help.
There are three levels of AI for each X-Man.
- Aggressive: the X-Man responds immediately to attack your opponent
- Normal: the X-Man waits for an opportunity before attacking your
opponent
- Defensive: the X-Man only attacks if he or she is attacked
There's little use in this game for Defensive AI. Melee characters should
be set to Aggressive, the remaining X-Men can be set to Normal.
Next on the list is the AI heal rule that governs how the AI uses health
packs. A change on any one character's sheet affects all X-Men, not just
the individual character. There are four rules:
- Never: the AI never uses health packs
- < 20%: the AI uses a health pack if the character's health falls below
20 per cent of maximum and there are more than two health packs in
inventory
- < 40%: the AI uses a health pack when the character's health falls below
40 per cent of maximum and there are more than two health packs in
inventory
- < 80%: the AI uses a health pack when the character's health falls below
80 per cent of maximum and there are more than two health packs in
inventory
The recommended setting is < 40%. Never is not a good idea unless you
intend to rapidly switch X-Men while in combat in order to use health
packs. Less than 20% can cause an X-Man to die from massive damage before
getting low enough to use a health pack. Less than 80% will cause the AI to
use health packs far too rapidly.
Last on the list is the AI power. This is the mutant power the AI will use
when you call for an attack using the L button. Recommended settings for AI
power are listed in the description of each X-Man in Section [4].
To increase a stat or change an AI rule, use the control stick to highlight
the item and press A. If you have added points to a stat in this session,
highlight the stat and press X to subtract a point. You cannot subtract
points added to stats previously and committed to memory.
[3.4.5] Powers/Skills
---------------------
Each X-Man has three standard mutant powers, one Xtreme power and several
skills as outlined in Section [4]. The first power on the list is the A-
button power and all X-Men start with one level of this power. Next on the
list is the B-power, then the X-power and then the Xtreme (Y-button) power
followed by the skills.
Each of the first three powers is a "tree" with three "branches". You must
fill up each level of an upper branch before you can fill up levels in the
next branch. The A and B powers have two branches of five levels each,
followed by a "Legend" branch with just one level. Initially, you will not
see the Legend branch, it does not show on the character sheet until your
X-Men have reached 25th level. Even then, you can't purchase the Legend
branch until 30th level. The X power has three branches of three levels
each. All three branches are visible from the start, though it will take
you a while to fill them. The Xtreme power is a single level.
The first level of any branch costs two level up points to fill. Successive
levels in that branch cost only one point. In addition, there are level
requirements; for example, the first level of the first branch of the B and
X powers require the X-Man be level 5 before he or she can purchase that
power. The Xtreme power cannot be purchased until level 15.
Underneath the powers are the skills. All skill levels cost one point to
fill. Most skills have either three or five levels. A few skills have six
levels and are shown as two three-level branches. Some skills also have
level requirements; for example, Level 1 Toughness cannot be purchased
until the X-Man is 10th level.
The complete layout looks something like this (using Wolverine as an
example); capital X is a filled level, lowercase x is an empty level:
Brutal Slash X X X X X
Eviscerate X X X X X
Legend Slash X
Claw Fury x x x x x
Claw Frenzy x x x x x
Legend Frenzy x
Feral Rage X X X
Berserker Rage X X x
Unstoppable Rage x x x
SAVAGE RAMPAGE X
Health Factor X X X X X
Sharpness X X X X X
Toughness X X X
Mutant Mastery X x x
Critical Strike X X X x x
Expertise X X x x x
Powers and skills that can be leveled up display in white. Powers and
skills you cannot currently level up (not high enough character level) show
in gray. Using the control stick, highlight the power or skill you want to
level up and press A to add a level. Press X to subtract any levels you
have added in this session. Levels added in a previous session and
committed to memory cannot be subtracted.
[3.4.6] Equipment
-----------------
The third screen shows the character's current equipment in, from top to
bottom, the backpack slot, the belt slot and the armor slot. Highlight a
slot and a list of equipment for that slot that is in inventory will show
below. Press A to access the inventory list, highlight the equipment you
want to place in the slot and press A again to equip it. Press B while in
the inventory list to keep the currently equipped item. If you want to
empty the equipment slot, press X while the slot is highlighted.
Information about each piece of equipment will show in the information
window at the bottom of the screen when that piece of equipment is
highlighted. You can also get an overview of all the equipment in Sections
[7.6], [7.7] and [7.8] below.
===========
[3.5] Items
===========
Your primary task in X-Men Legends is defeating the bad guys. Your
secondary task is scrounging for loot...err, I mean collecting valuable
equipment. The bad guys sometimes drop items, but much of your swag is
going to come from busting open barrels, crates, computer terminals...you
get the idea. It's just more fun, random destruction!
Most of the items you will collect are health packs and energy packs. Since
these resources get used up frequently (especially in the early game), it's
a good thing the game drops a lot. Later in the game, as your energy
regeneration improves, you can start selling off some of the energy packs
you pick up, since you don't need them as much and so many of them drop
anyway. Keep the health packs, they don't show up quite as often.
You also need to look out for tech bits, the X-Men Legends equivalent of
money. You use tech bits to buy equipment from Forge and Healer and revive
fallen mutants-in-arms. Once you hit 15th level and can use Xtreme powers,
you'll start picking up the Xtreme tokens you need to fill your Xtreme
power icons.
Then, there are all the nifty pieces of equipment that drop. Comic books to
upgrade your X-Men. Discs for "playing" in the Danger Room. Sketch books
that unlock concept art so you can say "kewwwl". And bonus skill points,
stat points and experience points. All lying around where just anybody can
get to it. Well, all right, anybody that can fly or teleport or pick up
tractor-trailers...
All X-Men share the inventory, so any X-Man can equip anything that's been
picked up, unless another X-Man is already wearing the item. There is a
limit to the number of items that can be held in inventory. If you try to
pick something up and get the message "Inventory is full", you have three
options: ignore the item on the ground because it's underpowered for your
current level; go to a nearby Xtraction point and sell unused items to
Forge or Healer; drop some of your current inventory on the ground. In
order to keep your inventory from filling up, re-evaluate your equipment
and sell unneeded items every second or third Xtraction point.
A more complete list of items available is in Section [7]. Items that
always show up in a specific location (such as comics, Danger Room discs,
sketch books and bonus points) are listed in Section [6] Walkthrough.
===========
[3.6] Hints
===========
Learn to use the large map. It's a bit annoying and hard to use at first;
however, once you become accustomed to it, you will not be able to play
with it off.
Learn to hit combos and always have at least Cyclops or Storm on your team
to increase the damage and XP bonus of combos. For really insane bonuses,
have both leaders on your team. (This is assuming you are building up their
Leadership skill, which you should.) To score more combos in single player,
control an X-Man with a slow-developing power or a power that affects
multiple enemies (Storm is a good choice as her Lightning does both). By
the time your character's power hits, your teammates will have responded to
your call and hit with their own powers.
Use the Danger Room to level your X-Men and collect items. Exit a Danger
Room mission before completing it and you can play through it as many times
as you like and still collect items. Once you've cleared a DR mission, it
will no longer drop items when replayed. The Teamwork scenarios are useful,
since you can easily avoid accidentally "winning" the scenario by refusing
to use combos. You'll get el grande experience and items, and can do it
over, and over, and over...
Concentrate on maximizing a few key mutant powers and skills rather than
having lots of half-powered abilities. Consider each X-Man's core strengths
and pick corresponding powers and skills. Cyclops, for example, doesn't
really need any levels in Critical Strike.
Powers that damage a single opponent are stronger and more useful than wide
area powers (except for the Xtreme powers, which are in a league of their
own). Keep your team and their powers focused on a single enemy and take
your opponents out one-by-one rather than trying to blast them all at once.
Make sure each X-Man that has a special jumping/flying ability gets it
built up. The exceptions may be Iceman and Magma. Their slides are not
quite as useful as flying or double-jumping. They're really, really cool,
however, so, you know, go ahead and buy a few levels anyway. Just so you
can, you know, show off once in a while.
As much as possible, use equipment that aids regeneration of health or
energy, or aids in defense. Sell off the stat-boosting items once you have
the other types.
Lure enemies to you using a ranged fighter to prevent being mobbed.
Consistently use the L button to keep all X-Men focused on a single enemy
and increase the chances of scoring a combo.
Always take out the strongest enemy first, then deal with the peons. The
only exception is when there is some method where the enemy is
regenerating; in that case, take out the regeneration unit first. Examples:
Morlock Goths resurrecting their comrades; launchers that keep spitting out
sentinels.
Always save when you reach an Xtraction point. Use a large memory card and
rotate between two or three saves. If you find you're in bad trouble in a
stage, you can always go back one or two stages and try something
different.
/
\ /--MEN---------------------------------------------------------------
\/ [4] X-Men
/\---LEGENDS-----------------------------------------------------------
/ \
/
=================
[4.1] X-Men Stats
=================
Each X-Man has four ability statistics (stats):
- Strike: determines attack rating
- Agility: determines defense rating
- Body: determines maximum health
- Focus: determines maximum energy and energy regeneration rate
In general, you should concentrate on Focus for each X-Man as your mutant
attacks are your most powerful, so you want to be able to use them as much
as possible. I recommend spending at least one of every three stat
increases on Focus. Over the course of the game, this should add about 14
or 15 points of Focus over your starting stat. Characters that heavily rely
on mutant powers (e.g. Storm, Cyclops, Jean Grey and others) should get one
of every two points placed in Focus.
Spread the remaining points out however you wish. There's no real formula
for how these scores should relate to each other. Melee characters will
want to concentrate on Strike and Body; ranged characters on Body and
Agility. You'll find that, for characters that need high scores in these
three stats, you'll get bonus skills and items that greatly improve them.
This makes it even easier to concentrate on Focus.
===================
[4.2] Shared Skills
===================
The following three skills are available to all X-Men:
- Critical Strike: Increases the chance of criticals for melee attacks
- Mutant Mastery: Increases maximum energy by 10/15/20% based on skill
level
- Toughness: Increases maximum health by 10/15/20% based on skill level
Toughness and Mutant Mastery are good skills to have for any mutant.
Critical Strike increases the chance of scoring a critical hit with a melee
attack, and should only be taken by characters who are primarily tanks
(strong melee fighters). Criticals are hits that do additional damage. From
examination of combat, critical hits appear to do three times as much
damage as a standard hit. The base chance of hitting a critical is unknown,
but anything that increases it is a good thing.
================================
[4.3] Beast (Henry "Hank" McCoy)
================================
A-power: PinBall/Cannon Ball/Legend Ball--Beast rolls into a ball and
careens through the area at incredible speed, dishing out lots of damage
B-power: Propeller Kick/Propeller Lash/Legend Propeller--Beast spins
around, kicking any enemies in range
X-power: Beastial Feats/Beastial Instinct/Beastial Soul--Beast mentally
focuses his mind and body to react to anything; this delivers increasing
damage resistance, stat boosts and increased jumping range at higher levels
Y-power: Orbital Bombardment--calls a powerful laser down from an orbiting
satellite to smite enemies
Skills:
- Acrobatics: Increases Agility and allows a double-jump
- Grappling: Increases Strike and reflects damage from punches and kicks
- Might: Increases lifting strength and damage of melee attacks.
When acquired: You meet Beast during your first interlude in X-Mansion.
Beast is your second "tank" character, after Wolverine. At first, Wolverine
is the better fighter; but, once you get deeper into the game and max out
some of Beast's powers and skills, he's the better fighter. His PinBall
power is good, but difficult to control and frequently misses the opponent.
Propeller Kick is much more effective and is great for crowd control.
Beastial Feats ends with Beast being able to jump more than half the
screen, and increasing his Acrobatics, Critical Strike, Grappling and Might
makes him a fearsome fighter. Beast is one of a few X-Men that can get by
with less Focus; keep his Strike and Body up.
Recommended AI level: Aggressive
Recommended AI power: Propeller Kick
============================================
[4.4] Colossus (Piotr Nikolievitch Rasputin)
============================================
A-power: Power Smash/Titanic Smash/Titanic Legend--Colossus lays one on an
opponent; a very destructive power
B-power: Concussion Slam/Concussion Blast/Concussion Legend--Colossus claps
his hands, causing an arcing shockwave that damages and knocks back
opponents in range
X-power: Steel Skin/Titanium Skin/Osmium Skin--Colossus' personal shield;
metal armor forms around his body giving him damage resistance and
resistance to pain
Y-power: Seismic Smash--Colossus slams the ground and really shakes things
up
Skills:
- Colossus Charge: A heavy charge attack that can be performed from a jump
- Knockback: Increases the knockback power for Colossus' knockback (B-
button) melee attacks
- Might: Increases lifting strength and damage of melee attacks
When acquired: You rescue Colossus from a Russian nuclear plant; he's first
available during the GRSO attack on X-Mansion during Interlude #5.
Once you acquire him, Colossus is probably your best tank. He simply does
insane amounts of damage with his Power Smash and his metal skin keeps his
health levels high. On the downside, he's kind of slow. He'll need to be
equipped with a Muscle Accelerator to make him really effective.
The Concussion Slam power affects multiple enemies, but only in a 90-degree
arc in front of him, so it's less useful for crowd control. Max out the
Power Smash and Steel Skin trees, Toughness, Critical Strike and Might. Put
stat points into Strike, Body and Focus. In single player, let the AI
control Colossus and try hitting combos with him with a ranged fighter
(Storm, Magma, Iceman, etc.).
Recommended AI level: Aggressive
Recommended AI power: Power Smash
=============================
[4.5] Cyclops (Scott Summers)
=============================
A-power: Optic Beam/Optic Blast/Legend Blast--a powerful energy beam that
strikes a single opponent; can weld metal
B-power: Optic Sweep/Optic Slam/Legend Slam--a wide-angle beam that blasts
enemies in an arc in front of Cyclops
X-power: Tactics/Strategy/Command--Cyclops' leadership abilities add to the
team's stats
Y-power: Optic Rage--an extremely powerful version of Optic Sweep
Skills:
- Accuracy: increases the chance of scoring a critical hit with a ranged
attack
- Leadership: increases the damage of and experience earned from power
combos
- Point Blank Shot: increased damage done by ranged attacks within 10 feet
When acquired: You pick up Cyclops just after fighting Mystique during the
first mission.
There's no way around it, in the early game, Cyclops is a wuss. His Optic
Beam isn't nearly as useful as Storm's Lightning--though, statistically,
they're equivalent. He stinks as a melee fighter--Jean Grey and Storm at
least have the ability to power up their melee attacks with bonus damage.
Overall, until you get past the halfway mark and Cyclops can start powering
up his signature eye-blast, you're not going to use him much.
Ignore his Optic Sweep power as it only affects groups in a 90-degree arc
in front of him. Optic Rage, as an Xtreme power, has the same limitation,
so you may not even want to purchase it until much later in the game. Power
up Optic Beam, Tactics, Mutant Mastery, Leadership, Accuracy and Point
Blank Shot. He has little melee skill, so concentrate on beefing up his
Focus and split the remainder between Agility and Body. Equip him with
something that powers up his mutant attack or ranged attack.
Recommended AI level: Normal
Recommended AI power: Optic Beam
================
[4.6] Emma Frost
================
A-power: Confuse/Command/Legend Command--confuses enemies so they are no
longer able to fight, at high levels it can convert enemies to allies; this
effect is time-limited
B-power: Fear/Terror/Legend Terror--causes enemies to flee in terror; this
effect is time-limited
X-power: Psychic Shell/Diamond Shell/Impervious Shell--encases Emma in a
diamond-hard substance that reduces damage
Y-power: Psychic Bedlam--causes psychic (mental) damage to all enemies
within 50 feet and paralyzes nearby enemies with fear
Skills:
- Psionic Strike/Psionic Fury: adds mental damage to melee attacks
- Hardness: reflects physical damage back at foes
- Shell Might: has the same effect as Might--increased melee damage, can
lift heavy objects--when using Psychic/Diamond/Impervious Shell
When acquired: Emma comes to help free Illyana from the Astral Plane, and
is first available during the GRSO attack on X-Mansion in Interlude #5.
Emma's "offensive" powers are only offensive to you, the player. Causing
enemies to run away either in confusion or fear accomplishes only one
thing--it prevents you from hitting those oh-so-important combos. On the
other hand, if you want to play a more "straight-up" style game, where you
just pummel everyone to death, then Emma's A and B powers are great for
crowd control.
Emma should be leveled up as a melee fighter; doing so will make the last
stage of the first Astral Plane mission a lot easier. Max out her Shell
power, Hardness, Shell Might, Psionic Strike, Toughness and Critical
Strike. Keep her Shell up all the time and just melee with her; she can
dish out a lot of damage. Emphasize her Strike and Body stats more than
with other characters and don't worry about Focus quite as much--you won't
be using energy quite as continuously as other characters.
Recommended AI level: Normal
Recommended AI power: Confuse
==========================
[4.7] Gambit (Remy LeBeau)
==========================
A-power: Charged Card/Charged Shuffle/Card Legend--throws kinetically
charged cards, can also destroy objects with a touch (stand next to an
object and press R+A)
B-power: Staff Slam/Staff Detonation/Staff Legend--Gambit slams his staff
on the ground, causing a concussive shockwave that knocks down and damages
nearby enemies
X-power: Kinetic Boost/Kinetic Amplification/Kinetic Mastery--boosts damage
of Gambit's physical attacks and his movement speed
Y-power: 52 Pick Up--Gambit fires off a full deck of kinetically charged
cards, damaging enemies in a wide area
Skills:
- Kinetic Strike/Kinetic Fury: adds kinetic damage to melee attacks, not
including staff attacks
- Overload: adds energy to charged objects
- Staff Master: adds kinetic energy to non-power staff attacks
When acquired: Gambit is held hostage by the Morlocks; you'll free him at
the end of your first mission into their sewers.
Gambit is a melee fighter, but not really a tank. With Staff Slam, Kinetic
Boost, Kinetic Strike, Staff Master and Critical Strike, he's a good close-
in fighter. His one ranged attack, Charged Card, is OK, but not great. One
way he can work at range is to charge objects using Charged Card and
Overload. Just stand next to a barrel, press R+A and then hurl the barrel
at your opponents before it explodes.
Recommended AI level: Normal
Recommended AI power: Staff Slam
==========================
[4.8] Iceman (Bobby Drake)
==========================
A-power: Freeze Blast/Deep Freeze/Legend Freeze--slows or freezes enemies,
build ice bridges, puts out fires
B-power: Ice Shards/Ice Spikes/Legend Spikes--throws ice projectiles
X-power: Ice Armor/Ice Equipment/Ice Forge--adds ice armor bonus, higher
levels give allies cold damage bonus to punches
Y-power: Freeze Frame--freezes enemies within 12 feet, slows enemies within
33 feet
Skills:
- Cold Smash/Cold Crush: adds cold damage to melee attacks
- Ice Tracks: Iceman can glide through the air on sheets of ice
- Point Blank Shot: increases damage of ranged attacks within 10 feet
When acquired: Bobby Drake will try to charm Alison during the first
interlude in X-Mansion.
Iceman is almost indispensable in the early game as you need him to build
ice bridges and put out fires. Once Jean Grey and Magma can build bridges,
and Storm can put out fires, he's a lot less useful. His primary power,
Freeze Blast, is nice for slowing your enemies down; but, it does no actual
damage. As a scattershot attack, Ice Shards is less than useful.
Perhaps Bobby's best power is Ice Armor since, at higher levels, it extends
bonus damage to the melee attacks of the other X-Men on the team. If you
concentrate on Ice Armor, Cold Smash, Critical Strike, Toughness and his
Strike and Body stats, you can turn Iceman into a capable melee fighter.
Recommended AI level: Normal
Recommended AI power: Freeze Blast
===============
[4.9] Jean Grey
===============
A-power: Telekinesis/Telekinetic Mastery/Telekinetic Legend--uses TK to
throw enemies and objects about, build bridges and pull distant switches
B-power: Psychic Shout/Psychic Scream/Psychic Legend--radial mental attack
that cripples and slows enemies while damaging them
X-power: Telekinetic Shield/Telekinetic Shell/Telekinetic Armor--psychic
shield, at high levels extends to the rest of the team
Y-power: Phoenix Force--Jean Grey transforms into Phoenix, lifts all nearby
enemies up and smashes them into the ground
Skills:
- Psionic Strike/Psionic Fury: adds mental damage to melee attacks
- Telekinetic Combat: increases damage of all mental attacks
- Flight: allows flying and flight pickup (at level 3 and above)
When acquired: Jean gives you the tour of the upper two floors of X-Mansion
during your first visit.
Jean is all about the mutant powers, baby! You want 'em all, you know you
do. Forget about Psionic Strike and Critical Strike. Power up Telekinetic
Combat, Mutant Mastery, Flight and all three of her mutant powers and let
her lay waste the hordes of evildoers that dare to befoul this fair
planet...
Err, yeah. All of Jean Grey's mutant powers are very useful and you will
want to magnify their use as much as possible. Outfit her with DNA
Generators as quickly as possible so she can spend all day tossing enemies
about like little rag dolls.
Recommended AI level: Normal
Recommended AI power: Telekinesis
===============================
[4.10] Jubilee (Jubilation Lee)
===============================
A-power: Energy Burst/Energy Blast/Legend Blast--throws charged energy
globes
B-power: Photo Flash/Strobe Flash/Legend Flash--radial light attack
confuses enemies
X-power: Bait/Taunt/Pep Rally--penalizes enemy's attack
Y-power: Independence Day--sets off a bunch of fireworks
Skills:
- Detonate: adds energy to charged objects
- Accuracy: increases the chance of a critical hit with a ranged attack
- Point Blank Shot: increases damage of ranged attacks within 10 feet
When acquired: You find Jubilee hanging out on the grounds of X-Mansion
during the second interlude.
Jubilee is a support character. Her most useful power is Bait, which can
considerably weaken your foes. Energy Burst + Detonate allows her to create
her own grenades, just like Gambit.
She's not much for melee fighting, so if you're going to use her, you'll
have to concentrate on her one ranged attack, Energy Burst. Photo Flash is
not much use, in the same manner as Emma Frost's Confuse is not much use.
You don't want enemies wandering around confused, it makes it hard to hit
combos on them. Use Bait liberally to keep enemies weak, and power up
Accuracy and Point Blank Shot to make Energy Burst more effective.
Recommended AI level: Normal
Recommended AI power: Energy Burst
===============================
[4.11] Magma (Alison Crestmere)
===============================
A-power: Fiery Blast/Magma Blast/Magma Legend--fires balls of fire in an
arc in front of Magma; is capable of welding metal
B-power: Lava Fissure/Lava Rift/Legend Rift--molten rock erupts from the
ground damaging enemies in a wide radius and throwing them upward; can also
build rock bridges
X-power: Fiery Form/Magma Form/Atlas Form--gives Magma protection from
damage, and adds Might and energy damage to her own melee attacks
Y-power: Volcano--Vesuvius erupts under your opponents' feet
Skills:
- Burning Rage/Erupting Rage: adds fire damage to melee attacks
- Lava Tracks: allows Magma to glide through the air on streams of lava
- Magma Might: Has the same effect as Might--increased melee damage, lift
heavy object--but only while Magma is in her Fiery Form
When acquired: You play as Alison during all the interludes; however, you
can't use her as Magma until you've completed your X-Men Qualification Exam
after the mission to save the Arbiter.
Like Gambit, Magma has an OK ranged attack, but is really meant to be a
melee combatant. Using Fiery Form and with Erupting Rage, Magma Might and
Critical Strike maxed, she becomes a pretty decent fighter. Lava Fissure is
a better attack power than Fiery Blast; but, since both have their uses
other than combat, you'll want at least a few levels in Fiery Blast; max
out Lava Fissure.
Since Magma can build bridges and weld metal and is a better melee fighter
than Iceman, she'll probably replace him on the team once she's unlocked as
a playable X-Man.
Recommended AI level: Normal
Recommended AI power: Lava Fissure
=================================
[4.12] Nightcrawler (Kurt Wagner)
=================================
A-power: Teleport Leap/Teleport Strike/Legend Strike--teleport ahead for a
distance, if an enemy is ahead, teleport behind him and strike
B-power: Teleport Flurry/Teleport Frenzy/Legend Frenzy--teleport around an
area, hitting multiple enemies (or one or two enemies multiple times) and
end back at start position
X-power: Shadow Blend/Shadow Arts/Shadow Mastery--reduces damage and
increases Agility
Y-power: Blindside Blitz--Unrelenting teleport attack frenzy
Skills:
- Leap of Faith: gives a chance that Nightcrawler will rescue friends from
death if they die within range; this only works if the computer AI is
controlling Nightcrawler
- Sucker Punch: adds to the chance of scoring a critical hit when making a
teleport attack
- Acrobatics: increases Nightcrawler's Agility and allows a double jump
When acquired: You'll meet Kurt during the second interlude at X-Mansion.
Nightcrawler is an extremely versatile character, and he has a beautiful
attack power in Teleport Flurry. Leap of Faith can be a life-saver
(literally) and Sucker Punch makes his teleport attacks quite dangerous;
and, since he's blinking in and out all the time, it is very hard for
enemies to hit him.
On top of that, Kurt can teleport past force fields and turn them off;
teleport teammates across gaps and reach certain otherwise inaccessible
areas. Overall, he's a valuable member of any team.
Recommended AI level: Normal
Recommended AI power: Teleport Flurry
===================================
[4.13] Professor X (Charles Xavier)
===================================
A-power: Hammer Legend--super strong psychic punch
B-power: Blast Legend--radial blast of psychic energy
X-power: Psychic Defense--psychic shield around Prof X only
Y-power: Psychic Maelstrom--large blast of psychic energy and lightning
Skills:
- Leadership: increased damaged caused by and experience gained from power
combos
- Might: increases lifting strength and damage of melee attacks
- Astral Knockback: adds knockback to mental attacks
When acquired: Prof X is only available as a playable character during the
mission to free Illyana's mind from the Astral Plane, and again for the
boss battle against Shadow King. You cannot otherwise play as Xavier.
Prof X is a set character. There's no leveling involved. He's a powerful
melee fighter and has devastating mental attacks. There's not much to say
about him, as you only use him once and you can't level him up.
Recommended AI level: Normal
Recommended AI power: Hammer Legend
================================
[4.14] Psylocke (Betsy Braddock)
================================
A-power: Psychic Slash/Psychic Hammer/Hammer Legend--powerful mutant blade
attack
B-power: Psychic Bolts/Psychic Spikes/Legend Bolts--throws psychic bolts
X-power: Psychic Defense/Psychic Armor/Psychic Wall--reduces damage; at
higher levels covers allies
Y-power: Psychic Onslaught--psychic blades strike down your enemies
Skills:
- Psionic Strike/Psionic Fury: adds mental damage to melee attacks
- Blade Master: increases damage and range of psychic blade attacks
When acquired: You'll help her fight Sentinels during the NYC riots; she'll
be available after that series of missions.
Betsy doesn't show up until the game is about 70% finished; and, she is, in
game terms, a psychic version of Wolverine. With Blade Master maxed, Hammer
Legend is about equivalent to Wolverine's Legend Slash. Like most
scattershot ranged attacks, Psychic Bolts is less useful at higher levels.
If you really want to use her, max out Psychic Slash, Psychic Defense,
Pisonic Strike, Blade Master, Mutant Mastery and Critical Strike.
Recommended AI level: Normal
Recommended AI power: Psychic Slash
=========================
[4.15] Rogue (Anna Marie)
=========================
A-power: Southern Strike/Southern Smash/Southern Legend--powerful smash
punch
B-power: Ability Drain/Ability Sap/Consume Ability--stun attack that steals
powers from the victim; while the victim is stunned, Rogue can use the
stolen power by pressing R+B
X-power: Bullet Proof/Iron Maiden/Invulnerability--reduces damage and pain
Y-power: Energy Drain--saps energy from all enemies, stuns them and
prevents them from using their powers for a short time
Skills:
- Flight: allows flying and flight pickup (at level 3 and above)
- Grappling: increases Strike and reflects punches and kicks
- Might: increases damage of melee attacks and enables Rogue to lift heavy
objects
When acquired: Rogue is hanging out in the sitting room of the X-Mansion
during your first interlude there.
Rogue is your best tank. Yes, that's right, she's your best tank. She's
more powerful than Wolverine, faster than Beast and Colossus and her
Ability Drain power is great for softening enemies up before smashing them.
Add in Grappling and Flight, and you have a versatile melee fighter that
can also support the team.
If there's a downside, it is that there is so much goodness, it is hard to
have it all. You'll want to buy levels in all her skills and powers, so
choosing how and where to allocate level up points is hard. You'll want to
max out Southern Legend, Flight, Might and Grappling. Spread the rest of
your points to Ability Drain, Bullet Proof, Energy Drain, Toughness and
Critical Strike. Don't bother with Mutant Mastery, unless you somehow
manage get all the others maxed out.
Recommended AI level: Aggressive
Recommended AI power: Southern Smash
===========================
[4.16] Storm (Ororo Munroe)
===========================
A-power: Lightning Strike/Chain Lightning/Legend Lightning
B-power: Whirlwind/Tornado/Legend Vortex
X-power: Storm Shield/Hail Shield/Blizzard Shield
Y-power: Cyclone Fury
Skills:
- Lightning Fury/Lightning Rage: adds lightning damage to melee attacks
- Flight: allows flying and flight pickup (at level 3 and above)
- Leadership: increases the damage of and experience earned from power
combos
When acquired: You can meet Storm during your first tour of X-Mansion.
Storm is an extremely versatile X-Man and you may quickly find yourself
including her in all your teams. She can fly, add electrical damage to her
melee attacks, blow out fires or push objects with Whirlwind, damage
multiple enemies and weld metal with Lightning/Chain Lightning and adds to
combo damage and experience with the Leadership skill. What's not to like?
All that versatility does come at a cost. She needs energy, lots of it, to
remain really useful. That means putting a lot of points into Focus, which
will make her weak if the enemy gets close or has a powerful ranged attack.
She also needs DNA Regenerators to keep her power up and avoid using up all
your energy packs. Still, once you get into the late game and Storm has a
Super or Ultra DNA Regenerator, the X-cutioner's Hood or the Mask of Xorn,
you can literally blow lightning and whirlwinds all over the place and
never run out of power.
Concentrate on building up all her mutant powers and the Leadership, Mutant
Mastery and Flight skills. Any points left over can go first into
Toughness. Storm should not be used for melee as she is far more powerful
standing back and electrocuting everyone.
Recommended AI level: Normal
Recommended AI power: Lightning Strike
========================
[4.17] Wolverine (Logan)
========================
A-power: Brutal Slash/Eviscerate/Legend Slash--Wolverines staple power, a
powerful strike with his extended claws
B-power: Claw Fury/Claw Frenzy/Legend Frenzy--multiple slashing attacks
that are good for crowd control
X-power: Feral Rage/Berserker Rage/Unstoppable Rage--increases Wolverine's
stats and movement speed
Y-power: Savage Rampage--huge slashing attacks against all nearby enemies
Skills:
- Healing Factor: allows Wolverine to regenerate health and reduces the
effect of pain
- Sharpness: adds damage and destruction to all claw attacks
- Expertise: increases Strike and Agility stats
When acquired: You start the game with Everyone's Favorite X-Man(tm).
Wolverine is very popular; but, in game terms, he's pretty underpowered
once you get about halfway through the game. In the beginning, he's your
best tank (strong melee fighter). He will soon be eclipsed by more
versatile tanks such as Rogue, Colossus or even Magma or Iceman (who can
add elemental damage to their melee strikes). He's all about hitting with
Brutal Slash or Claw Fury. Even though, with Expertise and Feral Rage, his
stats can go through the roof, he begins losing out to stronger X-Men in
the late game.
What keeps him going, and is especially important early, is Healing Factor.
If he gets weak, just run away and he'll be better in no time. Still, this
ability can be partially recreated with Tissue Generators on the other X-
Men and loses its appeal once you can carry around a lot of health packs.
To keep him useful, max out the Brutal Slash and Feral Rage trees and keep
his Healing Factor, Sharpness and Critical Strike as high as you can. Put
left over points into Mutant Mastery and Claw Fury. Because of Healing
Factor, Wolverine doesn't really need Toughness.
Recommended AI level: Aggressive
Recommended AI power: Brutal Slash
======================
[4.18] Optional Builds
======================
As in any role-playing game, there is no one correct way to build your
characters. Here are some thoughts on other ways you might want to level up
your X-Men...
[4.18.1] Batter Up!
-------------------
With the exception of Cyclops and Jubilee, any X-Man can be built into a
devastating melee fighter; i.e. a character that just uses punches and
kicks. Emma, Gambit, Iceman, Jean, Magma, Psylocke and Storm can all add
different damage types to their melee attacks, making them more effective
against physical resistant foes. All X-Men get Critical Strike as a skill,
which increases the chance of scoring triple damage with each strike.
(Cyclops and Jubilee aren't good melee fighters because they get no bonus
such as energy damage or Might to their melee attacks. Also note
Nightcrawler is only good at melee through the use of his teleporting
powers. He's no better at just stepping in and trading punches than Cyclops
or Jubilee.)
If you want a real, "hands-on" experience, level up your favorite X-Men
with concentrations on their melee skills, Strike and Body, and one
offensive or defensive power. You won't use powers as much, so Focus is not
much of a concern and a team-shielding power, such as Jean's TK Shield, can
substitute for high Agility. Mix up damage types on your team; for example,
Rogue for physical damage, Storm for energy (lightning) damage, Jean for
mental damage and Magma for elemental (fire) damage. You can also max out
Cyclops' Tactics buffing power and keep him on the team as ranged support
and insta-buffer.
The benefit of this method is a greater ability to continue fighting even
if powers are exhausted. The downside is lower experience earned from fewer
combos performed, and a weak ranged fighting ability.
[4.18.2] The Best Defense...
----------------------------
...Is a good offense. Perhaps you think that shields are for girlie-men.
Or, perhaps, you have realized that, when playing X-Men Legends by
yourself, most of the defensive powers are unused. The AI doesn't use
defensive powers that much, so getting full use from all the various
shields and buffs requires a single player to rapidly switch among X-Men
and turn on their X-power.
Of course, you're not going to do that; not many people will. When playing
exclusively single-player, only level up the defensive power of those X-Men
whom you will play (i.e. control) frequently and whose X-power covers the
whole team (Cyclops, Storm, Jean, Iceman, etc.). You can switch on the
defensive power at the beginning of combat and then just use offensive
powers or melee attacks.
On the plus side, you'll have more points to put into offensive powers and
skills. On the down side, if you get into a really tough fight and are
taking lots of damage, you won't have as much protection to layer on each
X-Man.
/
\ /--MEN---------------------------------------------------------------
\/ [5] Enemies
/\---LEGENDS-----------------------------------------------------------
/ \
/
The statistics for the enemies below are estimates based on examining
combat with them. They should give you a rough idea of the strength of each
enemy. Experience point (XP) awards may vary. Boss stats are given in the
walkthrough (Section [6] below) as you meet the same bosses more than once
and their stats vary.
========================
[5.1] Anti-Mutant Troops
========================
Health: 40
Resistances: None
Powers: None
XP: 7
These are the basic troops you encounter during the first mission (and
again when you have to replay that mission as Magma). They are not terribly
strong; use them as punching bags and get the hang of using your mutant
powers.
=========================
[5.2] Brotherhood Mutants
=========================
The Brotherhood is Magneto's anti-human gang of mutants. You'll meet a
variety of Brotherhood members during your battles.
[5.2.1] Brotherhood Thug
------------------------
Health: 75
Resistances: None
Powers: None
XP: 7
The basic foot troop of the Brotherhood, you'll first meet them in Central
Park, helping Mystique. Three Brutal Slashes will finish them, or you can
toy with them a bit with A and B attacks. They don't pose much threat,
especially since you should have leveled up once by now and put a point
into Wolverine's Healing ability.
[5.2.2] Brotherhood Insurgent
-----------------------------
Health: 40
Resistances: None
Powers: Energy ray that can stun
XP: 11
These mutants are slightly more dangerous than the thugs; you encounter
them on the rooftops of NYC during the first mission. While they can stun
you with their energy ray, their health is low enough they go down to a
single Brutal Slash from Wolverine's claws.
[5.2.3] Brotherhood Marauder
----------------------------
Health: 120
Resistances: Energy
Powers: Powerful punching attack
XP: 31
A stronger version of the thug with resistance to energy attacks, but not
physical attacks. Beat him down with your tanks, but beware of his power
smash attack. Marauders first appear in the HAARP facility.
[5.2.4] Brotherhood Revolutionary
---------------------------------
Health: 100
Resistances: Physical
Powers: Energy ray that can stun
XP: 67
A stronger version of the Insurgent that makes his first appearance in the
Ice Tunnels of the HAARP facility. He's resistant to physical damage, so
your tanks are going to be less useful against him. Use something that will
slow him down or hold him up to keep him from unleashing his stun ray and
then beat him down.
[5.2.5] Acolyte
---------------
Health: 200
Resistances: Energy
Powers: Stunning beam
XP: 499
These guys are mostly dangerous for their ability to stun the X-Men;
allowing you to get beat up by the Warriors that usually accompany them.
You run into Acolytes first at the Boshnoy Nuclear Plant.
[5.2.6] Acolyte Warrior
-----------------------
Health: 300
Resistances: Physical
Powers: Super strong melee attack, concussion slam
XP: 667
Strong melee fighters that are resistant to melee attacks; but, they go
down like flies to strong energy attacks, especially combos. Watch out for
their concussion slam, which can knock your entire team off their feet.
[5.2.7] Acolyte Adept
---------------------
Health: 250
Resistances: Mental
Powers: Stunning beam, revives fallen acolytes
XP: 887
These slightly tougher acolytes are distinguished by their bright green
outfits--the other acolytes wear black. In addition to being able to stun
you, they can revive their fallen comrades. Like Morlock Goths, always hunt
these mutants down first and take them out; otherwise, you're in for a
long, long battle.
==================
[5.3] HAARP Guards
==================
These humans are a little tougher than the anti-mutant troops in NYC. They
are frequently equipped with machine guns or flamethrowers, which means
they can hit from range. You'll need at least a couple of ranged X-Men to
take them on.
[5.3.1] HAARP Security
----------------------
Health: 100
Resistances: None
Powers: None
XP: 11
The basic foot troops at the HAARP facility. They are melee fighters, using
clubs and are not much of a threat.
[5.3.2] HAARP Soldier
---------------------
Health: 100
Resistances: None
Powers: None
XP: 11
These troops are equipped with machine guns and hand grenades and can
damage you from range.
[5.3.3] HAARP Flamethrower
--------------------------
Health: 100
Resistances: None
Powers: None
XP: 11
A flamethrower-wielding version of the Soldier.
[5.3.4] HAARP Officer
---------------------
Health: 150
Resistances: Physical
Powers: Has a weapon that can stun
XP: 23
A stronger version of the soldier with a weapon that can stun, flash
grenades and physical damage resistance. Concentrate energy powers on him
and try to hit combos to increase damage.
===============
[5.4] Sentinels
===============
The ultimate mutant-killing machines, sentinels of various types pop up
throughout X-Men Legends. However, rather than inspiring fear and
trepidation, they are more like an obstacle that needs to be brushed out of
the way. For all the terror they are supposed to induce, they are really
rather easy opponents.
[5.4.1] Sentinel Alpha
----------------------
Health: 100
Resistances: Mental
Powers: Energy beams, missiles, strong melee attacks
XP: 67
These are the sentinels you fight in the Sentinel Flashback scenario. They
don't have much in the way of health and aren't resistant to physical
attacks. Wolverine's Brutal Slash is the way to take them down, especially
if you can combo it with Storm or Cyclops' ranged attack.
[5.4.2] Sentinel
----------------
Health: 500
Resistances: Mental
Powers: Energy beams, missiles, strong melee attacks
XP: 283
A stronger sentinel you first encounter on board the Arbiter. Taking it
down is the same as any tough foe--lots of combos. Storm and Cyclops, with
their energy ranged attacks, are good against these behemoths, as is Rogue
with her mutant-powered smash and Nightcrawler, since he is hard to target.
[5.4.3] Sentinel Controller
---------------------------
Health: 600
Resistances: Mental
Powers: Energy beams, missiles, strong melee attacks
XP: 2071
An even bigger, badder sentinel that uses a lot more energy beam attacks.
[5.4.4] Sentinel Mark II
------------------------
[5.4.5] Sentinel Weapons Platform
---------------------------------
[5.4.6] Sentinel Platform Mark II
---------------------------------
[5.4.7] Sentinel Advanced
-------------------------
==============
[5.5] Morlocks
==============
Morlocks are mutants who feel shunned by society and have taken up
residence in the sewers of New York City. They derive their name from the
race of underground dwellers in H. G. Wells' novel, "The Time Machine".
[5.5.1] Morlock Brute
---------------------
Health: 150
Resistances: Phsyical
Powers: Super strong
XP: 67
Brutes, along with Claws, are the basic troops of the Morlocks. Brutes are
strong and can take a beating. Ranged energy attacks, especially in combos,
are the best way to dispose of them.
[5.5.2] Morlock Claw
--------------------
Health: 150
Resistances: Energy
Powers: Throws projectiles, can stun
XP: 51
Claws are quite agile, and jump around a lot. They won't close with you too
often, preferring to stay at a distance and hit you with their projectile
attack. Your best bet is some type of holding/slowing power to keep them
immobile while you beat up on them.
[5.5.3] Morlock Goth
--------------------
Health: 100
Resistances: Mental
Powers: Revives fallen Morlocks, limited teleportation
XP: 91
Goths are very nasty, not so much because they are hard to take down,
they're actually quite easy. Rather, it's their ability to revive their
fallen comrades that makes them such a threat. They lurk in the corners and
out of the way, and you usually won't know they are there until the guy you
just took down starts glowing green and gets back up. That's when you go
Goth hunting. Any time you are fighting Morlocks, try and locate the Goth.
You'll be happy you did.
[5.5.4] Morlock Blade
---------------------
Health: 250
Resistances: Energy
Powers: Throws spikes, can stun
XP: 159
The Blade is a stronger version of the Claw first encountered halfway
through the second mission in the Morlock sewers. By the time you run into
them, you can frequently take them out with a single combo attack.
[5.5.5] Morlock Giant
---------------------
Health: 300
Resistances: Physical
Powers: Stunning fist attack
XP: 211
A stronger melee fighter than the Brute, you won't notice much difference
in how easily they go down as you'll be much stronger by the time you
encounter them.
[5.5.6] Morlock Outsider
------------------------
Health: 250
Resistances: Mental
Powers: Revives fallen Morlocks, teleportation
XP: 283
This is the improved version of the Goth. The Outsider is distinguished by
her white hair, so pick her out of the crowd and take her down.
[5.5.7] Morlock Leviathan
-------------------------
Health: 600
Resistances: Physical
Powers: Power smash
XP: 4983
These brutes are Marrow's henchmen in your second fight with her. By this
time they're not much of a challenge to your team; but, if you spend too
much time with them, Marrow can hurt you. Take them out with an Xtreme
power or some wide area-of-effect attacks.
[5.5.8] Marrow's Lieutenant
---------------------------
Health:
Resistances:
Powers:
XP:
=======================================================
[5.6] Genetic Research and Security Organization (GRSO)
=======================================================
These are the soldiers working for General Kincaid, an anti-mutant zealot
who is, along with Magneto, one of your primary opponents. You first run
into GRSO soldiers on the U.S.S. Arbiter during the fourth mission.
[5.6.1] GRSO Soldier
--------------------
Health: 200
Resistances: None
Powers: None
XP: 119
These foot troops are armed with machine guns and grenades; but, aren't
much tougher for you than the HAARP soldiers were in the second mission.
[5.6.2] GRSO Assault
--------------------
Health: 200
Resistances: None
Powers: None
XP: 119
A GRSO soldier that uses a melee weapon--a type of sword that does
additional energy damage--instead of a rifle.
[5.6.3] GRSO Officer
--------------------
Health: 300
Resistances: Mental
Powers: None
XP: 283
Slightly tougher version of the GRSO soldier that uses a ranged energy
weapon.
[5.6.4] GRSO Infiltrator
------------------------
Health: 400
Resistances: None
Powers: None
XP: 667
These are the GRSO troops that attack X-Mansion during Interlude #5. They
are tough only in numbers, since each appears with a drone. If two or three
spawn in at once, you've got a fight on your hands. One-by-one they're
cake.
[5.6.5] Infiltration Drone
--------------------------
Health: 200
Resistances: Mental
Powers: None
XP: 667
These drones are small robots that accompany the GRSO Infiltrators. They're
resistant to psychic attacks, as all robots are, but aren't quite as
dangerous as the troops.
[5.6.6] Patrol Drone
--------------------
Health: 300
Resistances: Mental
Powers: Electric shock, can freeze opponent in place for a few seconds
XP: 1579
You encounter these robots in the ruins of Weapon X. By this point in time,
two shots from Cyclops' Optic Beam should take care of them. Watch out,
they explode when you destroy them.
[5.6.7] GRSO Skirmisher
-----------------------
Health: 300
Resistances: None
Powers: Energy melee attack
XP: 2103
These are the front line troops located in the ruins of the Weapon X
facility.
[5.6.8] GRSO Expert Sniper
--------------------------
Health: 200
Resistances: Energy
Powers: Rapid fire, highly accurate machine gun
XP: 2103
These guys can really pepper you full of holes. Take them down quickly.
[5.6.8] GRSO Line Officer
-------------------------
Health: 600
Resistances: Physical
Powers: Rifle drains mutant energy
XP: 2103
Perhaps the most dangerous enemy in the Weapon X ruins, these officers can
drain your mutant energy and prevent you from using your powers. Since they
are resistant to physical damage, you don't want to be left without Scott's
eye blasts.
[5.6.8] GRSO Commander
----------------------
Health: 600
Resistances: Energy
Powers: High-powered energy gun
XP: 4983
The commanders go down pretty easily to Wolverine's Brutal Slash.
[5.6.9] GRSO Elite Skirmisher
-----------------------------
[5.6.10] GRSO Black Guard
-------------------------
[5.6.11] GRSO Major
-------------------
[5.6.12] GRSO Captain
---------------------
=======================
[5.7] Weapon X Soldiers
=======================
The guards of the Weapon X facility are your only opponents during
Wolverine's flashback. They're fairly weak, which is a good thing since
Wolverine has to go it alone against them.
[5.7.1] Weapon X Security
-------------------------
Health: 150
Resistances: None
Powers: None
XP: 91
Armed with an energy melee weapon.
[5.7.2] Weapon X Guard
----------------------
Health: 150
Resistances: None
Powers: None
XP: 91
Armed with machine guns and grenades.
[5.7.3] Weapon X Officer
------------------------
Health: 200
Resistances: None
Powers: None
XP: 283
Uses a ranged energy weapon and grenades.
==========================
[5.8] Nuclear Plant Guards
==========================
Yet more humans trying to stand in the way of the X-Men. Will they never
learn? You know the drill by now, these guys are just cannon fodder to help
fill the time it takes to run through the mission.
[5.8.1] Nuclear Security
------------------------
Health: 200
Resistances: None
Powers: None
XP: 159
Basic melee foot troops, armed with an energy weapon.
[5.8.2] Nuclear Guard
---------------------
Health: 200
Resistances: None
Powers: None
XP: 159
Ranged version of the security troops; uses a machine gun and grenades.
======================
[5.9] Shadow Creatures
======================
These are the enemies you encounter on the Astral Plane. When you first run
into them, you'll think them pushovers. But that's because the 40th level
Professor X is hitting them for about 250 points each blow (750 when he
hits a critical). Once Prof X is gone, you're in for a fight...
[5.9.1] Astral Shade
--------------------
Health: 300
Resistances: None
Powers: Energy blast
XP: 403
The weakest foe in the Astral Plane, their energy blast doesn't do much
damage and they don't melee much.
[5.9.2] Astral Fiend
--------------------
Health: 500
Resistances: Physial
Powers: None
XP: 403
This is a hand-to-hand combat unit. It's not very strong, but it has enough
health to last for a while unless you can hit some big combos.
[5.9.3] Astral Shadow
---------------------
Health: 500
Resistances: Energy
Powers: Energy blast
XP: 603
A stronger version of the Shade.
[5.9.3] Astral Goliath
----------------------
Health: 500
Resistances: Physical
Powers: None
XP: 603
A powerful melee fighter, with resistance to purely physical attacks.
[5.9.4] Warped Synapse
----------------------
Health: 400
Resistances: None
Powers: Damages anyone who touches it
XP: 5751
A sort of pod that spits out ego creepers and damages anyone who touches
it.
[5.9.5] Ego Creeper
-------------------
Health: 300
Resistances: None
Powers: Explodes on death
XP: 7
You don't get much XP for killing these offspring of the warped synapse,
but they can do lot of damage when they explode.
[5.9.6] Astral Warden
---------------------
Health: 400
Resistances: Mental
Powers: Psionic Blast
XP: 2103
Yeah, that's real nice. Put a mental-resistant monster on a plane where you
frequently travel with mental-damage only X-Men. The wardens are tough,
especially during the first mission to the Astral Plane, because all the
psychic damage is greatly reduced.
/
\ /--MEN---------------------------------------------------------------
\/ [6] Walkthrough
/\---LEGENDS-----------------------------------------------------------
/ \
/
==============
[6.1] Overview
==============
This will be a very generalized walkthrough. First, each stage is almost
constant combat, so it would be incredibly boring to have each encounter
spelled out. Only the toughest fights, including boss battles, will be
specifically mentioned.
Second, there is no compass and the camera can be freely moved around, so
directions like left, right or forward, back have little meaning. Unless
there is some distinct frame of reference, no directions will be given, you
will need to just follow your map. There is usually only one way to go, so
rather than very detailed directions, you will be told to go to the first
objective point, go to the exit, etc.
Here are some things to watch out for while moving through each stage:
[6.1.1] Obstacles
-----------------
You will frequently find your path blocked by some obstacle. There are
usually several ways around the obstacle, some more efficient than others.
- Gaps: broken bridges, catwalks and deep chasms will occasionally dot
your path. There's a variety of methods to get around these. The easiest
way is to build a bridge. At first, Iceman's Freeze Blast is your basic
bridge builder. Later, Magma, with Lava Fissure, and Jean Grey with
Telekinesis can also build bridges. You can also use Storm, Rogue or Jean
Grey to fly the other team members across (with at least three levels of
the Flight skill). Nightcrawler can teleport the other X-Men across.
- Force fields: you will occasionally find your way blocked by energy
force fields. Some force fields have a control panel nearby that can turn
them off. If that is the case, have Nightcrawler teleport through the field
and turn it off; otherwise, you have to go around it--typically by stepping
into a side room and bashing your way through the wall. Some force fields
remain up until you complete your objectives in the area.
- Fires: your path will sometimes be blocked or obstructed by fire. In a
couple of cases, a nearby fire hydrant can be broken open to douse the
flames. Otherwise, use Iceman's Freeze Blast or Storm's Whirlwind to put
out the flames.
- Moving platforms: in some of the Astral Plane stages, moving platforms
can only hold one X-Man at a time. One X-Man steps on the platform, crosses
to the next walkway and flips a switch that builds a bridge for the
remaining team.
Other, unique, obstacles will be covered in the walkthrough.
[6.1.2] Energy Saps
-------------------
There are machines in various stages that sap your mutant energy. You can
take them out with a strong melee fighter or a long-range power (Cyclops'
Optic Beam is a good choice).
[6.1.3] Exploding Containers
----------------------------
Some containers explode when struck. Keep on eye out for the hazard symbol
(three triangles arranged in a triangle) and don't destroy those
containers. You can pick them up and throw them; they make very useful
weapons and are also good for destroying energy saps. Be careful when
fighting in a room full of exploding containers, you don't want to have one
blow up in your face because your opponent has backed into it. Another way
of dealing with them is hitting them with a ranged attack--even better,
explode them from a distance while enemies are near them.
[6.1.4] "Secret" Areas
----------------------
The auto-map prevents there being any truly hidden rooms or platforms in
the game; however, some are only accessible if you have a flyer or
Nightcrawler (teleporting) in your party. Some are just out of the way and
you might run right by them on your way to an objective. These areas
frequently contain Danger Room discs, comic books, sketch books or other
useful bonus items. Keep an eye out for "unfinished" areas on your map and
make sure you explore each stage to its edges.
[6.1.5] Make-a-Door
-------------------
Sometimes the only way to progress is to blow a hole in the wall. Almost
any character can do this (though some are better at it than others), so if
a room seems otherwise inaccessible or the path seems to have reached a
dead end, try knocking down the wall.
In the following walkthrough, stages with an Xtraction point will be marked
with an (X). All stages in each mission are listed in the order in which
you travel through them. Select Begin Game from the main menu and watch the
video of NYC playing the part of LA in the movie "Volcano".
==========================
[6.2] Escape From New York
==========================
Stages:
- New York City
- West Manhattan
- Central Park (X)
- East Manhattan (X)
- East Rooftops (X)
- North Rooftops
Items:
- Wolverine Comic: East Rooftops, lying out in the open in the one
interior area you pass through
- Danger Room Disc Teamwork 101: North Rooftops, lying out in the open on
a stair landing
Recommended X-Men: You have no choice, you start with Wolverine and pick up
Cyclops on the way.
NOTE: The Xtraction points in these stages offer you only the ability to
save or load a game. After you pick up Cyclops, you get the Change Team
option; its only use is to revive Wolverine or Cyclops if one happens to
die.
Your journey begins with just Wolverine tracking Blob through the streets
and subways of New York City. This is your tutorial stage and you'll find
lots of game hints (yellow question marks floating above the ground) lying
in your path. Twice you will have to go through a subway tunnel as your way
is otherwise blocked. Keep an eye out for side areas if you need additional
health or energy packs. There's one stash that is down in a below-street
house entrance.
Eventually you will reach Central Park and encounter Mystique. After your
initial encounter, keep following Blob's footprints until Pyro blocks your
path with flaming trees. While facing the burning branches, head left and
pass under a bridge, then go up the stairs to the top. Go through the
broken fence and drop down to the entrance of a drainage tunnel. Destroy
the gate and use the drain tunnel to get back on the main path.
You will then come to an Xtraction point. Immediately beforehand, put out
the fire by destroying the fire hydrant nearby. The fire hydrant has a blue
X floating over it. This symbol indicates something that requires an X-Man
to use a mutant power to advance. After the Xtraction point (save your
game!), you will come to a bridge with an open gate underneath. This marks
the beginning of your first boss battle with Mystique.
Mystique
--------
Health: 400
Resistances: None
Powers: Shapeshifting, can disguise herself among a group of thugs
When fighting Mystique, stay behind her, away from her guns until she stops
shooting, then move in and Brutal Slash her. When she calls in help, take
them out quickly while you keep moving to avoid the bombs she is throwing
at you. If you run out of health or energy packs, break the trash cans
lining the side of the patch.
After Mystique, you'll pick up Cyclops and the two of you will continue
following Blob's footprints through East Manhattan.
Blob
----
Health: 200
Resistances: Physical
Powers: Body slam creates a shockwave that can knock you down
While Blob may have lower health than Mystique, his physical damage
resistance absorbs a lot of what Wolverine can dish out, and Cyclops is way
underpowered at this point in the game. Try to hit as many combos as you
can. The best way of doing this is to control Wolverine, close in on Blob,
issue the call to Cyclops and then hit Blob with a Brutal Slash about one
second after calling for help. When Blob jumps in the air, run away and
jump as he hits the ground so you won't be knocked down by the shockwave.
You can also pick things up and throw them at Blob. If you run low on
health or energy, there are lots of packs in the barrels and crates lying
around.
After Blob is done, you'll pick up Alison; but, she's just a follower and
cannot be controlled. Keep following the path over the rooftops of New York
until you get to the X-Jet. You should pick up both a comic book and a
Danger Room disc along the way.
==============================
[6.3] Interlude #1 - X-Mansion
==============================
Stages:
- Ground Floor
- Dormitories
- Subbasement (X)
Items:
- Danger Room Disc Teamwork 102: in the corner in the Danger Room
After most missions, you will have a "talkie" stage that usually takes
place in Xavier Mansion. This is your first interlude. Your primary
character in these stages is Alison Crestmere (soon to be known as Magma).
This interlude begins in Professor Xavier's office and you are offered a
tour of the mansion by Jean Grey or a tour of the subbasement (X-Men HQ) by
Prof. X.
Start with the tour of the mansion. Located throughout the mansion are
stations where you can view unlocked items. Each station is marked by a
green arrow floating over it and pointing at it. Get used to that symbol;
it, and a red arrow like it, will be seen in many places. Green arrows mark
something you must do, operate or protect; red arrows mark something or
someone that must simply be reached or must be destroyed. A third mark
you'll encounter in this interlude is the exclamation point over NPC (non-
player character) heads. This means you can talk with the NPC. Stand next
to the character and press X to talk.
All right, you are in Prof X's office, and have accepted Jean Grey's offer
of a tour. Your first stop should be behind the professor's desk; you can
use the computer to read short biographies of each X-Man, but only after he
or she has been unlocked. Right now, the only X-Men biographies in the
computer are Wolverine, Cyclops and Jean Grey.
Exit the professor's office and you will be in the library. On the wall is
a bookcase with the tell-tale green arrow. Use (press X while standing in
front of it) the bookcase to see the comic books you have collected. Comic
books are items found in the missions. Each comic provides a permanent stat
boost for one character.
On the opposite side of the library from Professor X's office is a
classroom. There's never any reason to visit this room after your first
tour. Leave the library and head down the hall to the sitting room. They'll
be nothing here now, but during some interludes, you'll find X-Men hanging
around in here, ready to talk. The large door in one wall leads to the
estate grounds; however, you can never actually use this door.
To one side of the room is an entrance to the main foyer, which has a
staircase to the second floor (dormitories) and an elevator that goes to
the dormitories and the subbasement. For now, continue down the hall. At
the other end of the mansion is the day room where a TV provides access to
cinematics that you have already seen. To the other side of the hall is the
dining room. You can find X-Men in both these rooms in later interludes.
After peeking in all the rooms on the first floor, go up the stairs or use
the elevator to get to the dormitories. You can rifle through each X-Man's
bedroom and look at their personal things if you want more information on
them. Otherwise, there's no need to go into any bedroom except Colossus'
room, which has the station where you can view concept art. Concept art is
unlocked when you recover sketch books in the game.
At either end of the dormitories is a sitting room. One room contains a
computer where you can review load screens that you have already seen. The
other room has a television where you can play the X-Men Legends trivia
game (see Section [8] below).
That does it for the upper two floors. Go back down to Professor Xavier's
office and ask him to take you on a tour of the subbasement. Prof X will
introduce you to the War Room, which is where you go to begin missions. He
can then give you a guided tour of the subbasement. Tell him you don't need
the tour and just use this walkthrough instead.
After telling Prof X you don't need the tour, you'll find yourself facing
the X-Mansion's Xtraction point. Directly behind you is the elevator to the
top two floors. To your left is Beast's laboratory and the entrance to the
X-Jet hangar. To your right is the medical facility and the holding cell.
Inside the holding cell is a computer where you can review biographies of
Brotherhood mutants.
Straight ahead, at the end of the hall, is Cerebro. To the left of Cerebro
is the War Room and to the right of Cerebro is the Danger Room. Go ahead
and save your game at the Xtraction point and head for the lab to your
left, where you can find and talk to Beast. Then head for the medical
facility for another talk with Jean Grey.
Now go to the Danger Room where you can pick up your second disc. Go ahead
and run through some lessons for a quick level up. After playing in the
Danger Room, head back upstairs to the ground floor and meet with Rogue in
the sitting room, Iceman (Bobby Drake) in the day room and Storm in her
room in the Dormitories.
Go back to the subbasement and go to the War Room. Use the computer in the
corner to talk to Forge. From now on, you can use an Xtraction point to
visit Forge and buy or sell equipment: backpacks, belts and armor. Use the
computer in the center of the room to start the next mission.
==================
[6.4] HAARPo March
==================
Stages:
- The Frozen Falls (X)
- The Bridge (X)
- Outer Grounds
- Inner Grounds (X)
- Maintenance Garage (X)
- Mess Hall
- Systems Operations
- Satellite Control Center (X)
- Main Tunnels (X)
- Exterior Access Tunnels (X - two)
- VTOL Pad
Items:
- Sketch book: Frozen Falls near the far (from Xtraction point)
transformer
- Cyclops comic: The Bridge, near the Xtraction point
- Skill point: Outer Grounds, on top of a railroad car
- Danger Room disc Combined Powers 101: Outer Grounds on top of building
in to which the train has crashed
- Danger Room disc Challenge-Beast: Inner Grounds, on top of a building
- Danger Room disc Combined Powers 102: Mess Hall, side room behind crates
- Iceman comic: Satellite Control Center, near exit
- Danger Room disc Qualifying Exam 100: Main Tunnels, near exit
- Sketch book: Exterior Access Tunnels, near broken bridge
Recommended X-Men:
- Iceman; at this early level, you'll need him to build bridges and put
out fires for you
- Beast, Rogue or Wolverine as your tank, Wolverine is probably still a
little better tank than the other two
- Either Storm or Cyclops with some Leadership skill to increase the
damage and experience from combos.
- Recommended team: Storm, Jean Grey, Wolverine and Iceman for clearing the
HAARP facilities.
The Brotherhood is invading the High Frequency Active Auroral Research
Program (HAARP) facility in Alaska. It's up to the X-Men to stop them and
find out what they're up too. Of course, since, to humans, all mutants are
just alike, the HAARP guards will be trying to kill you too.
You begin next to the X-Jet outside the HAARP facility. Leaving the jet,
you have two path options:
- Follow the road: you'll find your way blocked by a burning bonfire. Have
Iceman put out the fires and continue.
- Follow the stream: you'll find your way blocked by a chasm. Have Iceman
build a bridge and continue.
Either way, your objective is taking out two transformers marked on your
map. Next to the transformer closest to the exit is a wooded ledge with a
sketch book.
When you reach The Bridge stage, you have three more transformers to
destroy, then head up to the bridge. The Xtraction point is located at the
beginning of the bridge. Off to one side of the bridge is Cyclops' comic.
The bridge is guarded by a tank and some soldiers.
Have *your* tank (Beast, Rogue or Wolverine) jump onto the military tank
and attack the *front* of the turret with your basic mutant power. Do *not*
press L; let your teammates frolic with the soldiers. Once the tank is
destroyed, mop up and head into the Outer Grounds.
As you head down the path, your way will be blocked by a derailed train. On
the roof of the building the train crashed into is the DR disc Combined
Powers 101. It's easiest for a flier (Storm, Rogue or Jean Grey) to get up
there. Continue past the train, destroy the first of three transformers and
then watch as a bridge is blown out.
Head left from the bridge and cross the chasm on a wrecked railroad car.
After crossing, turn around and go back across on the tracks, jump up onto
the next car and pick up a bonus skill point (awarded to whichever X-Man
picks it up). Destroy two more transformers and head for the Inner Grounds.
Look on top of one of the large buildings for a DR disc: Challenge-Beast.
Destroy three transformers, and approach the entrance to the Maintenance
Garage. Another tank fight is looming, this time there are flamethrowers
involved. Have Iceman put out the fires and use the same tactics as before
to get into the garage.
You'll follow a convoluted path through the garage stage. When the corridor
is blocked by lasers, move into the room to the side and bust through the
wall into the next room to get around the lasers. Continue to the exit
point, which you will find locked. There's a large storeroom nearby; inside
is a HAARP Officer with a keycard. Take it from him and continue to the
Mess Hall.
Work your way through this stage, going around another laser beam blockade
in the process. Keep your eyes out for the Combined Powers 102 DR disc,
it's in a side room behind some crates. Next is Systems Operations, which
is a large stage with nothing in it but enemy soldiers. Pass through to get
to the Satellite Control Center.
Early in this stage, you have a mini-boss fight against Pyro:
Pyro
----
Health: 300
Resistances: Multiple
Powers: Throws flame, can create flame creatures
Pyro doesn't seem to have much (if any) resistance to physical attacks, so
your best bet is to gang up on him with fists and feet. Ignore his fire
creatures and concentrate on taking him out.
Once he's done, continue until you find the lift down to the Main Tunnels.
Before using the lift, search the room to find Iceman's comic. Once in the
Main Tunnels, work your way to the lift; look for the DR disc Qualifying
Exam 100 next to the lift and go to the Exterior Access Tunnels.
In both tunnel stages, there are gaps where Iceman must build a bridge.
Make sure you immediately rush across the bridge and engage the enemy. If
you try to engage the enemy on the bridge, your teammates are likely to
fall into the darkness. In the Exterior Access Tunnels, when you reach the
gap that Iceman must bridge, search to the side for a sketchbook.
At the end of the Access Tunnels is another Xtraction point next to the
lift. Save your game and then take the lift to the final boss battle for
this mission: Toad. Toad has been left behind by his mates, and he's trying
to escape in one of HAARP's jets.
Toad
----
Health: 300
Resistances: Multiple
Powers: Tongue Lash
In addition to taking down Toad, you have to disable the jets he is using
to try and escape. To complicate matters, HAARP troops show up from time to
time to give you more trouble. Toad is resistant to physical damage, and
his tongue lash can be devastating when it's unleashed. Combos are the name
of the game for squishing Toad.
==============================
[6.5] Interlude #2 - X-Mansion
==============================
Item: Danger Room disc Protect 202, Dormitories
After delivering Toad to the holding cell in the X-Mansion, you find
yourself as Alison once again, lounging by the pool. Make your way towards
the mansion, stopping to speak to other students along the way. On one of
the paths you can find Jubilee and talk to her.
Once in the mansion, head for the library outside Professor Xavier's
office. You will be startled by the sudden appearance of Kurt Wagner, AKA
Nightcrawler. During your conversation, you can ask him about sentinels,
which will unlock the Sentinel Flashback scenario. This is an optional,
short mission. It's pretty easy and there's a comic book and Danger Room
disc available in it, so have a go at it.
[6.5.1] Sentinel Flashback
--------------------------
Stages:
- 7th Avenue
- 8th Avenue
- 9th Avenue
- 10th Avenue
Items:
- Danger Room disc Defend 202: 7th Avenue, in a boarded-up alley
- Nighcrawler comic book: 10th Avenue on a rooftop
In this flashback, you have a set team of Nightcrawler, Cyclops, Wolverine
and Jean Grey. Advance through each stage, destroying sentinels along the
way. Keep an eye on your objectives to see how many sentinels you have to
defeat in each stage. In the first stage, 7th Avenue, you can find a DR
disc in a boarded-up alley.
In the final stage, 10th Avenue, you can get Nightcrawler's comic book from
the rooftops; but, only if you have leveled up Jean Grey's Flight skill.
Collect the comic before fighting the sentinels; as soon as you dispose of
eight, the scenario ends and you have no opportunity to explore. Avoid the
park area in 10th Avenue, as multiple sentinels drop on your head if you
venture into the middle of the park. Skirt the edges, taking on sentinels
one-by-one until you've taken out five or six. Then enter the park and
quickly take out the last two or three to end the scenario.
Back in the mansion, go up to the Dormitories and snag a DR disc, Protect
202 from one of the balconies by the stairs. Then go down to the
subbasement and the Danger Room. Xavier will give you a test, which gives
you an opportunity to play as Magma. You'll be placed in a long hallway,
and your objective is to destroy 22 robots. Hopefully, you've leveled up
Magma's Lava Fissure and Fiery Form powers, as they are more useful than
her Fiery Blast. Hit the robots with Fissure, then transform to Fiery Form
and beat on them. If you encounter large crowds, use the Fiery Blast to
break them up and then take them on one-by-one.
After defeating 22 robots, there's a cut scene and you're back in the
subbasement. Go to Beast's lab and talk to him to open up the Juggernaut
Flashback.
[6.5.2] Juggernaut Flashback
------------------------------
Stage: X-Mansion
Item: Danger Room disc Challenge-Cyclops, in the foyer
Fight Juggernaut through the X-Mansion, preventing him from getting to
Professor X in the subbasement. Take a side trip to the main foyer and pick
up Cyclops' Challenge scenario DR disc that's lying in front of the main
staircase. Your team is Jean Grey, Cyclops, Iceman and Beast. Hit Juggs
with lots of combos. He has a lot of health and a lot of resistances, so
just keep plugging away and use the health and energy packs that
continually pop up.
Now it's off to explore the X-Mansion, or, if you're itching for action, go
to the War Room and initiate the next mission.
========================
[6.6] That's Morlock It!
========================
Stages:
- Outfall Tunnels (X)
- Mainline Reservoir (X)
- East Trunk Line
- West Trunk Line
- Morlock Haven
- Mainline North (X)
- Filtration Reservoir (X)
- 22nd Street Steam Works
Items:
- Storm's comic: East Trunk Line, across a gap that must be bridged or
flown across
- Sketch book: East Trunk Line, behind the water pump
- Danger Room disc Focus 201: West Trunk Line, left path from the entrance
- Sketch book: Mainline North, hidden room--break down the wall
- Danger Room disc Focus 202: Filtration Reservoir, side platform beside
bridge at start of stage
- Danger Room disc Challenge-Rogue: 22nd Street Steam Works, small ledge
at back left corner from entrance, use flier to reach before starting the
fight with Marrow
Recommended X-Men:
- You don't really need Iceman for this mission, but he's useful for
slowing down the onslaught of Morlocks
- You should have at least two tanks, Nightcrawler should be one of them
as he is best at keeping the Morlocks off balance
- The three main Morlock foes have different resistances, so mix up your
team
- Recommended team: Cyclops or Storm, Jean Grey, Rogue, Nightcrawler
Fight your way through the first two stages, which are bereft of anything
notable other than new enemies--the Morlocks (just Brutes and Claws at this
point). When you reach the end of the Mainline Reservoir, there's an
Xtraction point and two exits. You have to enter the two "side" areas: East
Trunk Line and West Trunk Line and shut off the pumps that are filling the
reservoir. You can do these in either order.
In the East Trunk Line, you can cross a gap (fly or teleport over or have
Iceman make a bridge) and get Storm's comic book. There's also a sketch
book behind the water pump that you must destroy. In the West Trunk Line,
take the left path from the entrance to find a Danger Room disc. Be careful
in the West Trunk Line, there's a bug with one set of stairs that leads
down into the sewer water. You can go down, but you can't come back up;
your X-Men fall through the stairs into a bottomless pit and die. Just stay
out of the sewage. After taking care of each trunk line, return to the
mainline reservoir and save your game. After the second trunk line is done,
you can go down into the reservoir to the Morlock Haven.
Once in the Morlock Haven, enter the center ring and talk to Healer and
Marrow. After talking to Healer, you'll be able to access his shop from any
Xtraction point. He sells health and energy packs, as well as essential
Danger Room discs you may have missed. After talking to Marrow, go through
the marked exit to Mainline North.
Here you'll have your first encounter with Morlock Goths. They can be
distinguished by their black headgear; take out the Goths first so they
can't revive their brethren. After using the Xtraction point to save, look
for a small room that can only be accessed by knocking down the wall;
you'll find a sketch book inside.
From Mainline North, you'll enter the Filtration Reservoir. There's a bad
fight near the beginning of this stage. You have to cross a narrow bridge
under attack from a lot of Brutes and Claws. There are two side platforms
containing Goths that can keep reviving these guys as they go down. Use
Nightcrawler or a flier to get over to the platforms and take out the
Goths. One of the platforms has the Focus 202 Danger Room disc.
The Xtraction point is at the end of the level; make sure you have plenty
of health and energy packs and a good team before entering 22nd Street
Steam Works--your boss battle with Marrow is coming right up. As soon as
you enter the Steam Works, walk around to the left until the ledge ends,
then fly straight ahead to a small platform with the Challenge-Rogue DR
disc. Then head to the center area for the showdown with Marrow.
Marrow
------
Health: 600
Resistances: Mental
Powers: Projectile attack
Marrow has a lot of health, but she's only resistant to psychic attack.
Take a couple of tanks and a couple of ranged energy attackers (e.g. Storm,
Iceman, Wolverine and Rogue) and just keep combo-ing her spiny rear until
she goes down. Fortunately, she doesn't do a huge amount of damage in
return, but she will keep you busy for a while.
Once Marrow is defeated, and Gambit is free, it's time to return home.
But wait! Professor X has new information about The Brotherhood's next
target. It's the submersible aircraft carrier, U.S.S. Arbiter. He stops
your flight back to X-Mansion and sends you to the Arbiter instead.
=============================
[6.7] An Arbiter-y Assignment
=============================
Stages:
- Fore Flight Deck (X)
- Aft Flight Deck (X)
- Hangar Lift (X)
- Aft Hatchways
- Starboard Launch Bays (X)
- Fore Launch Bays
- Brig (X)
- Infirmary
- Galley (X)
- Maintenance Division
Items:
- Stat point: Hangar Lift, on a ledge
- Sketch book: Starboard Launch Bays
- Beast comic: Brig, room with a crewman
- Sketch book: Galley, room with force field door
- Danger Room disc Qualifying Exam 200: Galley, side room next to crewman
Recommended X-Men:
- Jean Grey is not available for this mission, she's keeping Arbiter
afloat. This is OK as all the toughest enemies are resistant to psychic
attacks anyway.
- Once you reach the Brig, you absolutely must have either Cyclops or
Storm, and Iceman. Nightcrawler is also very useful in this part of the
mission. Prior to that point, you need at least one good tank to help take
down sentinels.
- Recommended teams: Cyclops, Storm, Rogue and Wolverine for the first six
stages. Cyclops, Storm, Nightcrawler and Iceman for the final four stages.
There are four sentinel launchers on the fore deck. Each one will launch a
new sentinel as you destroy the previous one launched, so take out the
launchers first (hit the crane arm) before attacking the sentinel. Also,
try and draw the GRSO soldiers away from the launchers and defeat them and
recuperate before taking on the sentinels.
NOTE on the sentinels: There's a glitch where, if you attack the sentinel
before it fully leaves the launch tube, it will get stuck and you cannot
damage it, but it can damage you. (Not a good thing.) This is most likely
to happen in the tubes below decks. Let the sentinel step out of the launch
bay before attacking it.
On the aft deck, use the Xtraction point to save, then clear the GRSO
soldiers and defeat the sentinel controller. Climb to the crane platform
marked as an objective on your map. Use the control panel to swing the
yellow sub over the flight deck, then cut the chain using an exploding
barrel or mutant energy attack. The sub will crash through the deck and you
can jump down into the Hangar Lift.
The Hangar Lift consists of three large areas side-by-side. There are
ledges in the walls of the side areas that can be reached by a flier or
double-jumper. One of these ledges has a bonus stat point. Clear out the
GRSO soldiers and head for the Aft Hatchways.
There's another sentinel launcher in the Aft Hatchways; clear everything
out and go through to the Starboard Launch Bays. There are two more
sentinel launch bays to be destroyed here. Once you get past the second and
are in a long hall, enter the rooms to the side to pick up a sketch book,
then head for the Fore Launch Bays. Take out two more sentinels and go down
to the Brig.
At this point, the ship starts coming apart at the seams. Jean Grey can
hold it together, but only for 15 minutes. You have to go through four
stages, rescuing two crewmembers in each stage, in that 15 minutes. Now is
the time to change out the team so you have Cyclops, Storm, Nightcrawler
and Iceman.
As you progress through each level, there are leaks in the ship that can be
sealed by either Cyclops or Storm. Each hole sealed up adds to your time;
you can double your time, earning 15 extra minutes this way. Considering
the importance of gaining time, you'll want both Cyclops and Storm--if one
dies, you can continue sealing leaks with the other.
You need Iceman to put out fires and make bridges, which is much faster
than flying each X-Man across each gap you come to. Nightcrawler helps get
past force fields more quickly--just teleport through and turn them off at
the control panel. Make your way through each stage methodically, b