X-Men Legends II: Rise of Apocalypse (walkthrough)


X-Men Legends II: Rise of Apocalypse



Areas with an Xtraction point are marked with an (X). There is no compass
in the game and the maps rotate with your camera, so directions are based
on nearest landmark and are not always real clear. Be sure to use your map
to keep your bearings.

===========================
C.01: Special Conversations
===========================
Unlike XML1, XML2 has different conversation paths depending on whom is in
your party and who is the current active (player-controlled) character. In
some cases, having the right person on your team or as the active character
results in a fully voice-acted conversation–almost a cutscene. The
following are known conversation pairs:

C.01.a) Act 1
————-
* Grizzly and Iceman: Full VO conversation, Iceman must be the active
  character when you encounter Grizzly

* Zealot and Magneto: Full VO conversation, Magneto must be the active
  character when you encounter Zealot

* Lady Deathstrike and Wolverine: Full VO conversation, Wolverine must be
  the active character when you encounter Deathstrike

* Lady Deathstrike and Brotherhood: Optional conversation allowing you to
  bribe Deathstrike to leave you alone, Brotherhood mutant must be the
  active character when you talk to Deathstrike

* Pyro and Sunfire: Full VO conversation, this takes place when you are
  about to enter the Genosha Council for the boss fight against Abyss,
  Sunfire must be a member of your team

* Mr. Sinister and Nightcrawler: Full VO conversation, Nightcrawler must
  be a member of your team but does not have to be the active character


===============
C.02: Prologue
===============

Objectives:
* Escape

Items:
* None

Recommended Team:
* You get Magneto, Cyclops, Storm and Wolverine.

Tutorial stage. You get Magneto, Cyclops, Storm and Wolverine. Mystique and
Sabretooth follow you for a little bit, but are soon removed from action.
This stage is just meant to get you used to the controls–especially
fighting.

If you are a veteran XML1 player, you should breeze through this area. But,
veteran or novice alike should still take a look at the game hints
scattered around. Stand on the yellow question mark and press Use.

The third main room you enter has a side area straight ahead of you,
blocked by a force field. Use Magneto’s Levitation power to throw the
switch on the other side of the field. Just press Use Powers and Magneto
should target the switch, then press Attack.

The first time you pick up a piece of equipment (such as a belt), the game
will ask you if you would like to turn Auto-Equip on. For more info about
Auto-Equip, see section B.02 Team Management Screens. It is recommended you
turn Auto-Equip on.

The first time one of your characters levels up, you will be asked if you
would like to turn on Auto-Trait or Auto-Skill or both. For more info, see
section B.02. It is recommended you turn on both if you are a first-time
player, and Auto-Trait is still recommended for experienced players.

In the fifth large room, if you continue straight ahead, you’ll enter a
corridor guarded by gun turrets. Retreat from the turrets and knock a hole
in the wall to your left (as you return from the guns). This takes you to
the mini-boss of this area and brings you around behind the guns, which you
can destroy if you wish.

Head out to the X-Jet to begin Act 1.


=============================
C.03: In the Blink of an Eye
=============================

Objectives:
* Talk to Sabretooth in the Sanctuary
* Rescue Blink in the Dead Zone

Areas:
* Sanctuary (X)
* Dead Zone

Items:
* Tech station (+2 Strike): first burned out airship

Recommended Team:
* Iceman comes in handy putting out fires and building bridges,
  otherwise, this is a good time for experimentation

You open with an extended cutscene in Magneto’s Genosha sanctuary, which is
home base for Act 1. Spend a little time looking around; though, there’s
not much to see. You can go ahead and play the Act 1 trivia game for some
extra XP. Then go talk to Sabretooth, who is standing near the exit.

(PC version anomaly: you can add Sabretooth to your team at the Xtraction
point, then go talk to Sabretooth with Sabretooth. Weird.)

Victor introduces you to your first mission, to rescue Blink. He’ll open
the gate for you to continue to the Dead Zone. There are a lot of fires in
this area, which can hurt if you get knocked into them during combat. Use
Iceman to put them out as you go.

This first part of the Dead Zone is pretty small. There’s one point where
you can build a bridge (with Iceman, Jean or Magneto) for a shortcut. Keep
an eye out for a burned-out ship. Inside is a +2 Strike tech station.

Once you reach Blink and talk to her, this mission ends. You can return to
Sanctuary for the official mission briefing, or just use Blink’s portal to
jump to the next part of the Dead Zone.

**NOTE** Now that you have rescued Blink, you can open a Blink Portal back
to home base at any time using the Blink Portal option from the game menu.


=======================
C.04: Hacker’s Delight
=======================

Objectives:
* Find a security code module in the Cerci Caverns
* Find a security code module in the Barren Cliffs
* Find a security code module in the Desolate Mesa
* Locate and destroy the radar array in Desolate Mesa (optional)

Areas:
* Dead Zone (X)
* Cerci Caverns
* Barren Cliffs (X)
* Desolate Mesa

Items:
* Homing beacon: just past entrance to Cerci Caverns
* Danger Room Disc Setting 102 – Throwing: third large room in
  Cerci Caverns
* Homing beacon: Cerci Caverns as you cross a bridge, to the side
  is a platform requiring flier or bridge builder to reach
* Data disc: Barren Cliffs, under the brush in the side area
  right before you cross a bridge for your first meeting with Grizzly
* Weapons cache: After meeting Grizzly, go left, build two bridges and
  pick up the cache
* Tech station (+2 Focus): near radar array in Desolate Mesa
* Bishop comic: next to aforementioned tech station
* Sketch book (Dead Zone, Dead Zone Enemy, Magneto): next to
  aforementioned tech station

Recommended Team:
* Iceman for putting out fires, building bridges and slowing down
  Grizzly
* Tank (Juggernaut, Colossus, Sabretooth, Wolverine) for breaking
  down walls in the Caverns
* Characters with good beam or radial attacks for hitting Power
  Combos on Grizzly

After her rescue, Blink opens a portal to the other section of the Dead
Zone and you automatically jump through. There’s an Xtraction point nearby
for saving your game. It’s a relatively short distance to the entrance to
the Cerci Caverns. You’ll be thrown into the Caverns automatically when you
first approach the entrance, so run back out, go past the entrance and pick
up your first homing beacon.

In the first large “room” of the Caverns, you’ll find your first security
code module, which looks like a computer and has a green arrow floating
over it. It is also marked on your map with a large, red X. Use it to add
the codes to your collection.

In the third room you enter in the Caverns, there’s a Danger Room Disc
(Throwing 102) in the middle of the room. Shortly thereafter, you’ll cross
a narrow bridge over a cavern. To your left will be a platform that
requires a flier or bridge builder to reach. Cross to it to pick up another
homing beacon.

You exit the Caverns into the Barren Cliffs. You quickly reach a bridge
formed by a burned-out airship. As you get ready to cross, you meet
Grizzly. Yay. After exchanging barbed witticisms, turn around the search
the brush for a data disc. Collect 4 data discs and get a bonus to your
health/energy pack carrying capacity. Yay!

Head over the bridge and go left. Build a bridge when you reach the chasm,
then another to reach a weapon cache. Return from whence you came and go
the other way to another Grizzly encounter. Make sure to pick up your
second security module (marked with the red X on your map) as you go.

After Grizzly runs off, break the box with the red X floating over it to
turn off the flame jets. Save your game at the Xtraction point and head
after Grizzly to the Desolate Mesa. First up is the radar array that’s been
aiming attacks at you the whole time. Destroy it, then head down and to the
left of the main path. You’ll find a +2 Focus tech station, Bishop’s comic
and a sketch book unlocking the Dead Zone, Dead Zone Enemy and Magneto
concept artwork.

Continue on the main path, it doesn’t matter which way you go to get to
your boss fight against Grizzly. Grizzly is all about melee attacks, so
staying out of range and hitting him with Power Combos will work wonders.
Afterward, pick up the last security module and head back to the Barren
Cliffs.


===================
C.05: Infiltration
===================

Objectives
* Defeat Zealot
* Find the buried Genosha entrance in the Queen’s Lair
* Use security codes to enter Genosha
* Defeat insect drones (12) in the Cerci Burrows (optional)
* Destroy egg clusters (4) in the Larvae Chambers (optional)
* Destroy the Cerci queens (3) in the Queen’s Lair (optional)

Areas
* Cerci Burrows
* Larvae Chambers (X)
* Queen’s Lair (X)

Items:
* Tech station (+2 Speed): Cerci Burrows, third room with drones
* Sketch book (Insect Tunnels, Insect Tunnels Enemy, Nightcrawler):
  Cerci Burrows, when path forks, go right
* Tech station (+10 Health): Larvae Chambers, in large room with a
  pit where you find second egg cluster
* Wolverine comic: room with third egg cluster
* Data disc: one of the queen’s chambers, use a flier or bridge
  builder to get to central platform
* Danger Room Disc Moves 103 – Triple Hit and Moves 104 – Throw:
  in the queen’s chamber where you first meet Zealot

Recommended Team:
* Magneto for full dialogue with Zealot
* Tank for breaking through walls
* Ranged fighters for dealing with Zealot
* Flier or bridge-builder for getting a data disc

From the Barren Cliffs Xtraction point, Xtract back to the Sanctuary, talk
to Angel and play your new mission briefing. You’ll also find Beast is now
in the Sanctuary and can buy and sell equipment and health and energy
packs. There’s also a Review Library computer; use it to look at unlocked
comics, concept art, load screens and cinematics. Finally, there’s now a
Danger Room computer, so you can start playing those.

When you’re ready, Xtract back to the Barren Cliffs and enter the newly
opened Cerci Burrows. In the third major room, after killing the fifth and
sixth drone, find the +2 Speed tech station.

In the next room, take the right-hand path first. It quickly dead-ends, but
you can pick up a sketch book (Insect Tunnels, Insect Tunnels Enemy and
Nightcrawler). Head back the other way. The next room contains the final
two drones, the entrance to the Larvae Chambers and a homing beacon.

As you enter the Larvae Chambers, you get a new optional objective. There
are lots of egg clusters around, but you only have to destroy the four
marked for you. Destroy this first one, then follow the tunnel until you
reach a large chasm.

Go left along the chasm to the second egg cluster, then continue around the
chasm to find a +10 Health tech station. Keep going around the chasm and
follow the marker to the third egg cluster. Wolverine’s comic is in this
same room.

Follow the tunnels to the final egg cluster. You’ll pass an Xtraction point
on the way; save your game here. In the final room is the entrance to the
Queen’s Lair, so down you go. Get ready for some more serious fighting as
you face off against Zealot’s minions in addition to the Cerci.

After your first encounter with Zealot’s minions, the tunnel forks. Take
the left path to the first queen’s chamber and get a new objective. Kill
the queen, then fly or build a bridge to the platform in the middle of the
room. Pick up the data disc and go back the other way.

When you reach the end of the tunnel, keep going straight through the next
room and follow the next tunnel around to the second queen’s chamber, where
you meet Zealot. He runs away (not very zealous, is he?); after the fight
is over, punch your way through queen’s eggs to get a Danger Room disc
containing two courses: 103 and 104.

Follow your map to the final queen, where you run into Zealot again. (Note,
for extra fun dialogue, have Magneto in your party and selected as the
active character.) Zealot runs away (again), leaving you to kill the final
queen. Bust your way through to the Xtraction point and save your game.

Your boss fight with Zealot is in the next room. Zealot’s primary offense
is also a defense. He surrounds himself with rock, becoming invulnerable to
your attacks, then the rocks explode outward doing a bit of damage and–
more important–knocking you back and down. Take four ranged fighters and
keep away from him and pepper him with beams, projectiles, etc.

When Zealot is down, head through the next door to the red X on your map
and Use the computer to open the way into Genosha. A woman runs out and
tells of some bombs planted on the seawall. Return to Sanctuary and watch
your next mission briefing.


====================
C.06: Under Pressure
====================

Objectives:
* Disable the dirigible moorings (8) in the Genosha Seawall
* Defuse all bombs (2) on the Genosha Seawall by destroying the
  detonators
* Help Blob repair the cracked Genosha Seawall before all of
  Genosha is flooded (optional)

Areas:
* Genosha Seawall

Items:
* Tech station (+10 Energy): central rooms between dirigible hangar and
  seawall

Recommended Team:
* Someone with Might (i.e. Juggernaut, Wolverine, Colossus) to make helping
  Blob a little easier
* A Brotherhood mutant to pick up a homing beacon

As you enter the Genosha Seawall, you find yourself in a dirigible hangar
and there’s a blimp waiting to take off. First, you have to destroy the
moorings holding it in place. Then, you’ll need to free some prisoners, but
that comes a bit later.

Exit the hangar and hang a right. There’s a security door down at the
corner. Use a Brotherhood mutant to open it and collect your fourth homing
beacon. Back in Sanctuary, a secret Blink Portal has opened. Don’t go
running back now, you’re not quite high enough level to take on the enemies
beyond the portal.

Search the central rooms here for a +10 Energy tech station, then head for
the seawall room where you find Blob playing the Dutch Boy to Genosha’s
dike. There are two bombs that must be defused, and the detonators are up
on platforms along the wall. Any character can power jump over to the
detonators, or you can fly or teleport. Just make sure you send someone
that can do some damage because you have to destroy the detonators.

Once they are both out, return to the water level. If you have a mutant
with Might, push (Use) the beam into place. If not, find the computer
console right next to the beam–there’s a green arrow hovering over it. Try
to activate it and it will fail. Now head up the stairs to your right and
find the box marked with a red X on your map. Use it to find the spare
parts for the console. Return to the console and you can now use it to move
the beam into place.

The exit to the Southern Habitats is to your left, so go there next.


===============
C.07: Jailbreak
===============

Objectives:
* Help mutant prisoners (11) escape in the Southern Habitats
* Help mutant prisoners (6) escape in the Northern Plaza
* Speak with Blink in the Sanctuary
* Save Pyro from the torture device in the Grand Hall (optional)

Areas:
* Southern Habitats (X)
* Northern Plaza
* Grand Hall (X)

Items:
* Homing beacon: Southern Habitats, unmapped corridor behind
  hydroponics lab
* Colossus comic: Southern Habitats, side room near some of the
  mutant prisoners
* Data disc: Northern Plaza, underneath one of the first stairways
* Homing beacon: Northern Plaza, Mr. Sinister’s experiment
  room
* Tech station (+2 Body): Grand Hall, near entrance, room to the
  right–destroy generator to bring down the force field
* Sketch book (Genosha, Genosha Enemy, Iceman): Grand Hall, on one
  of the platforms, need a flier
* Weapon Cache: Grand Hall, behind a broken pillar opposite the
  Xtraction Point
* Data Disc: Grand Hall, on the floor

Recommended Team:
* Wolverine for full dialogue with Yuriko
* Nightcrawler to open force fields and talk to Mr. Sinister
* Brotherhood mutant if you want to avoid fighting Lady Deathstrike

First up: Lady Deathstrike. She’s fast. She’s furious. And she’s got
adamantium claws like Wolverine. Bring Logan with you as the active
character to get the full dialogue between them. (Evil mutant bonus: have a
member of the Brotherhood as the active character when you meet Lady
Deathstrike, and you can bribe her–cost 2,000 tech bits–to go away and
leave you alone.)

Open up a can of Feral Slash on her steely behind. Don’t worry about the
regeneration chambers she uses around the room. She doesn’t heal much, and
by the time you get up there to attack her, she’s back down on the lower
level. Have some ranged X-Men with you to combo up with Wolverine’s Slash
and just lay into Ms. Oyama.

Once she’s down, save your game at the nearby Xtraction point. Time to
rescue some prisoners. From the Southern Habitats Xtraction point, go back
into the Lady Deathstrike arena and head right through the double doors on
the upper level. Go straight through another set of double doors into a
hydroponics lab and head around the walkway into the back room.

Talk to Caleb-Bann to open a door into an unmapped area just behind you.
Follow this hall to pick up a homing beacon if you don’t have four yet, or
a 5,000 XP bonus if you do. Enter a room with three cells. Destroy the
console in the center of the room to open the cells, then talk to each
prisoner to officially “free” them.

Now, here’s the cheesy method of freeing the remaining prisoners using
Nightcrawler. Leave the room going back toward the hydroponics lab,
continue straight ahead, through another hall and then take the outside
corridors around the large room. Teleport through the force fields and turn
them off with the control panels. This also opens the prisons in the center
area of this room. Go talk to those prisoners.

Head back through the arena to the set of rooms on the opposite side. Go
straight back until you see a room with two control panels in it, that
appear to be inaccessible. Teleport through the wall and activate the
consoles to turn off force fields to the right and left. Go free the
prisoners in the side areas. Be sure to thoroughly search side rooms, one
has Colossus’ comic.

Go save your game. You’re probably strong enough, by this time, to give the
secret portal a try. Xtract to Sanctuary and enter the secret portal near
Beast. You’ll be in one leg of an X-shaped room. Go to the other three
legs, defeating the enemies, and activate the consoles.

The toughest enemies will be a pair of mutants with some serious knockback
attacks. Bringing along a good tank with anti-knockback shielding would be
a good idea. After the third console is activated, a titan appears in the
center of the room, but he’s a pushover. Collect Iron Man’s gauntlets and
leave.

Xtract back to Southern Habitats and enter Northern Plaza.

If you call the door where you come in “south”, then there are two
prisoners down a hall to the west and two down a hall to the east. Go down
the stairs into the main room, then look under the stairways for a data
disc. Go free the prisoners down the east and west halls.

To the north are three hallways and a side room to the northeast. Go into
the side room for a talk with Mr. Sinister. (Bring Nightcrawler along for
full dialogue.) When he escapes, quickly kill his minions, then destroy the
holding tanks with the Genoshans. If you still haven’t collected four
homing beacons, there’s one in this room. If you have four homing beacons,
you can get a 5,000 XP bonus instead.

Now go free the prisoners in the left-hand and right-hand northern
hallways. The prison down the left-hand north hall has the Qualifying Exam
100 Danger Room disc. The center hallway takes you to the Grand Hall.

Enter the Grand Hall and go to your right. Take out the generator to open
the force field and go through for a +2 Body tech station. Go to the other
side of the entrance room and enter the doors to find Pyro held prisoner.
Free him by knocking out the two generators.

(PC anomaly: you can have Pyro help free himself. Weird.)

After Pyro is free, advance into the Grand Hall proper. After defeating the
enemies, search the ground level for a data disc and a weapon cache. Have a
flier search the upper platforms for a sketch book (Genosha, Genosha Enemy
and Iceman).

When you approach the door to the Genosha Council, Pyro will warn you
against fighting Abyss. (Bonus dialogue with Sunfire.) He’ll then run away
and you can get on with it.


===================
C.08: Into the Void
===================

Objectives:
* Defeat Abyss
* Speak with Professor X in the Sanctuary

Areas:
* Genosha Council (X)

Items:
* None

Recommended Team:
* Someone with Might to throw bombs at Abyss
* Someone to stun or slow Abyss (such as Iceman or Wolverine)
* Your favorite Power Combo pair

The boss fight against Abyss is exciting, but not hard. The first stage
involves straight up fisticuffs (X-Men style). Every once in a while Abyss
will suck everyone in and throw them back out. This doesn’t damage you,
just delays the inevitable. Keep at him until he hits 50% health and he
runs away.

Follow him (you can save your game first, if you like) and jump on the
dirigible he’s riding. You then find yourself fighting Abyss on a flying
airship. It’s pretty cool, but, again, not that hard.

When Abyss gets to 25% health, he jumps to another dirigible. You can’t
follow him, and you’ve got minions to deal with now. On top of that, Abyss
is throwing bombs at your airship. Pick them up and throw them back. Hit
Abyss’ dirigible with about six or seven bombs and it blows up and Abyss
jumps back to your airship.

Lay into him again. When he hits 0 health, he sucks your whole team into an
inter-dimensional abyss. There are four bombs surrounded by shields and
they are on two levels. Walk over the wormhole in the center to switch
levels, take out the demons keeping the shields up, then activate the
bombs. Abyss and the airship blow up and you “land”.

Use the Blink Portal to return to Sanctuary. Wrap up everything you’ve left
hanging (if you want to, you can come back later), then speak to Professor
X. Time to go back to the X-Mansion.


=====================
C.09: Certain Destiny
=====================

Objectives:
* Talk to Pyro
* Find Mystique in the Jungle Canal
* Rescue Destiny in the Jungle Canal
* Defeat Garokk
* Talk to Mystique in Avalon

Areas:
* Avalon (X)
* Jungle Canal

Items:
* Danger Room Disc Challenge – Cyclops: Jungle Canal, right fork in the
  path soon after entering area
* Data disc: Jungle Canal, first cave you travel through
* Homing beacon: Jungle Canal, second cave you travel through

Recommended Team:
* Mostly ranged fighters for dealing with Garrok

Or not. Well, there’ll be no wandering the halls of the Xavier School for
the Gifted in this game. You’re in a new base of operations in the Savage
Land, which is a tropical jungle in the middle of Antarctica. Yeah, it’s
the X-Men, what do you expect? OK, you’ve got a new base, Avalon, to
explore. Play the trivia game. Talk to people. You’ll find Pyro out on the
docks; after talking to him, you can view your next mission briefing.

Head out to the Jungle Canal–the entrance is right next to Pyro. When the
path forks, go right to pick up a Danger Room Disc, Challenge – Cyclops.
Past that point, you’ll see a marked exit. When you approach, you fall into
a cave. Proceed through the cave, picking up a data disc on the way. At the
other end, break through the rocks to exit the cave. Head straight across
the exterior path and into another cave entrance.

You’ll find a homing beacon in this cave. When you exit, you’ll be trapped
by Garrok. After a short cutscene, you are freed and have to take him on
with the help of Mystique. Garrok can’t dish out a lot of damage, but he
does have a knockback attack and a teleportation-like ability. Melee
characters will be chasing him all over the place. Take some ranged
characters and just sit back and blast him.

After, return to Avalon and talk to Mystique, Garrok, Destiny and Angel.
You can then view your next mission briefing.


=====================
C.10: The New Ice Age
=====================

Objectives:
* Protect the atmospheric generators in the Jungle Ruins

Areas:
* Jungle Ruins (X)

Items:
* Weapon cache: Jungle Ruins, just past the Xtraction point
* Homing beacon: Jungle Ruins, next to weapon cache
* Toad comic: Jungle Ruins, behind one of the atmospheric generators
* Tech station (+20 Health): Jungle Ruins, next to one of the
  atmospheric generators

Recommended Team:
* Fast-moving characters to quickly run between the generators
* Characters with knockback attacks or stunning attacks to keep
  enemies away from the generators

Go to the Jungle Ruins–the entrance is past Ka-Zar. You’ll see a short
cutscene of enemies destroying a generator. Your mission is to protect the
other two; however, there’s no hurry…yet. Advance down the path,
activating an Xtraction point. Just a bit further on you’ll see a weapon
cache lying out in plain sight. Next to it, somewhat camouflaged by the
environment, is a homing beacon.

Continue down the path until you come to the first generator under attack.
Rush in to defend it. When Angel signals the other generator is under
attack, rush over to it (you’ll see the red X’s on your map) and defend it
for a while. Then you’ll have to run back to the other generator. Continue
until you get the cutscene with the last enemy.

Once that conversation is finished, you can explore around the generators,
where you’ll find Toad’s comic and a +20 Health tech station.


===========================
C.11: No Way In, No Way Out
===========================

Objectives:
* Locate the hidden entrance to the ancient monument in the jungle
* Defeat Sauron to gain entrance into the monument

Areas:
* Jungle Pass (X)

Items:
* Cyclops’ comic: Jungle Pass, in the ruined temple
* Homing beacon: Jungle Pass, take the right fork from the beginning
  path and then enter the left-hand cave to get the beacon
* Weapon cache: Jungle Pass, in laser-bomb guarded cave just before
  Xtraction point
* Tech station (+4 Speed): Jungle Pass, in a ruined temple beyond
  the laser-bomb guarded cave with the weapon cache
* Sketch book (Jungle, Jungle Enemy, Jean Grey): Jungle Pass, cave
  just past the Xtraction point

Recommended Team:
* Tanks to deal with Sauron
* Ranged characters to take out laser-tripped bombs

From the Jungle Ruins, enter the Jungle Pass. When the path forks, take the
left path to a ruined temple. Pick up Cyclops’ comic. Continue following
the path. When you reach a downed tree, instead of jumping over it, head to
the right and follow the path to a cave entrance. Go through the cave,
picking up a homing beacon on the way.

When you leave the cave, there’s another cave entrance to your left. (If
you look at your map, you’ll see you’ve made a circle and are now at the
end of the right fork of the beginning path.) Go through the other cave.
When you exit, you’ll be trapped. Destroy the energy saps and then the
laser fence posts and continue up the path. You’ll now be on the main path,
past the fallen tree you stopped at earlier.

Continue on to an Xtraction point. Backtrack from the Xtraction point and
search to the left for a cave entrance. The cave has laser bombs, so you’ll
need a ranged attacker to take them out. Pass through the cave, picking up
a weapon cache. Beyond is a small area with a ruined temple containing a +4
Speed tech station. Go back to the main path and head for the cave entrance
past the Xtraction point.

As you pass through this cave, keep an eye out to your left for a sketch
book (Jungle, Jungle Enemy, Jean Grey). When you exit the cave, you’ll be
at the entrance to the Nuwali Temple, but a talking pterodactyl named
Sauron doesn’t want you to go any further.

Sauron flies around a bit, dropping energy bombs on your head. You can try
to hit him with ranged attacks while he’s flying, but it’s more effective
to wait until he lands and then lay into him with melee powers and attacks.
He’s quite vulnerable to those. He’ll stun you, briefly, when he takes off
again, but just wait him out, keep moving around while he’s flying and let
him have it when he lands.

Once Sauron is defeated, you can enter the Nuwali Shrine.


==========================
C.12: Beyond the Threshold
==========================

Objectives:
* Locate a mystic stone in the Nuwali Shrine
* Locate a mystic stone in the Nuwali Corridors

Areas:
* Nuwali Shrine
* Nuwali Corridors

Items:
* Tech station (+4 Body): “East” path from Nuwali Shrine entrance, have
  to push columns out of the way
* Danger Room Disc Assault 203: Nuwali Shrine, in a room “southwest” of
  the water-filled altar room

Recommended Team:
* Character with Might or Magneto or Jean to push things around
* Iceman or Storm to put out fires

As you enter the Shrine, you’ll get a communique from Shanna. You’ve got to
find some keys hidden in the Shrine. Oh joy. To make directions in this
place easier, call the main entrance the south side of the Shrine.

From the first main room, take the east hall and follow it around. You’ll
soon come to some columns that need to be pushed out of the way. Any
character with Might, or Magneto or Jean can do so. Continue on to find a
+4 Body tech station.

Beyond the tech station, the path will fork. Take the south door and search
the next room carefully for a homing beacon. That should be the four you
need this Act. Continue this direction until you reach a marked objective
(red X on your map), which turns out to be a Zelda-inspired push-button on
the floor.

Yay.

Step on it, then go jump down into the water-filled room. Head south and up
the stairs, then through the west door. In this next room search for the
Danger Room Disc, Assault 203.


[to be continued…]


     /
   /–MEN LEGENDS II—————————————————–
  /
  /—Section D. ALLIES—————————————————
 / 
/

HOW TO READ THE SKILL LISTINGS
There will be a header number (such as C.01.a.vi) followed by the skill
name followed in parentheses by the skill type. There will then be a colon,
followed by any skill pre-requisites (i.e. other skills that you must
acquire first before unlocking this skill) and then the skill description.
At the end of the description will be the combo name, which is the
adjective/noun pair used when making combos with the skill (offensive
skills only)*. So, the skill header will look like this:

header number – skill name (skill type): pre-requisites. description. combo
name.

Underneath the skill header will be the list of ranks, their level
requirements, effects and energy point (EP) cost:

Rank (level requirement): effects, cost EP

If the level requirement for a skill rank is 1, then that skill is
available from the beginning of the game.

* HOW COMBO NAMES WORK
Power combos have a name composed of an adjective and a noun. Each
offensive power has an adjective and a noun associated with it. When a
combo occurs, the first power that hits contributes the adjective and the
second power that hits contributes the noun. Thus:

Storm’s Blizzard + Magneto’s Magnetic Shell = Snowy Prison
Magneto’s Magnetic Shell + Storm’s Blizzard = Immobilizing Blizzard

or

Iron Man’s Disruptor Shock + Deadpool’s Butterfly Kick = Stunning Kick
Deadpool’s Butterfly Kick + Iron Man’s Disruptor Shock = Wicked Disruption


=============
D.01: Bishop
=============

D.01.a) Skills
————–
D.01.a.i –  Bio Beam (Beam): Combo name – Energy Beam

D.01.a.ii –  Plasma Blaster (Projectile): Combo name – Pulsating Pulse

D.01.a.iii –  Sapping Strike (Melee): Combo name – Draining Sap

D.01.a.iv –  Full Auto (Projectile): Requires Plasma Blaster. Combo name –
Blasting Shots

D.01.a.v –  Rapid Fire (Projectile): Requires Full Auto. Combo name –
Shooting Barrage

D.01.a.vi –  Bombardment (Radial)

D.01.a.vii –  Bio Blast (Radial): Requires Sapping Strike. Combo name –
Stunning Blast

D.01.a.viii –  Big Bang (Radial, Xtreme): Combo name – Blackout

D.01.a.ix –  Superconductor (Boost, Xtreme)

D.01.a.x –  Absorption (Boost)

D.01.a.xi –  Energy Fury (Boost): Requires Absorption

D.01.a.xii –  Energy Combat (Passive)

D.01.a.xiii –  Gun Mastery (Passive): Requires Mutant Master

D.01.a.xiv –  Power Trip (Passive): Requires Sapping Strike

D.01.a.xv –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


===============
D.02: Colossus
===============

D.02.a) Skills
————-
D.02.a.i –  Iron Fist (Melee)

D.02.a.ii –  Uppercut (Melee): Requires Iron Fist

D.02.a.iii –  Thunder Clap (Radial)

D.02.a.iv –  Massive Strike (Melee): Requires Uppercut

D.02.a.v –  Bounding Smash (Radial): Requires Thunder Clap

D.02.a.vi –  Siberian Express (Charge): Requires Massive Strike

D.02.a.vii –  Demolition (Radial, Xtreme)

D.02.a.viii –  Unbreakable (Boost, Xtreme)

D.02.a.ix –  Steel Skin (Boost)

D.02.a.x –  Roar (Boost): Requires Steel Skin

D.02.a.xi –  Block (Ability)

D.02.a.xii –  Brawler (Passive)

D.02.a.xiii –  Galvanize (Passive): Requires Brawler

D.02.a.xiv –  Metallurgy (Passive): Requires Galvanize

D.02.a.xv –  Might (Ability)

D.02.a.xvi –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


==============
D.03: Cyclops
==============

D.03.a) Skills
————–
D.03.a.i –  Optic Beam (Beam)

D.03.a.ii –  Optic Slam (Beam)

D.03.a.iii –  Optic Flash (Debuff): Requires Optic Slam

D.03.a.iv –  Auto Artillery (Trap): Requires Optic Flash

D.03.a.v –  Fusion Beam (Beam): Requires Optic Beam

D.03.a.vi –  Focuses Beam (Beam): Requires Fusion Beam

D.03.a.vii –  Polarized Beam (Beam): Requires Auto Artillery

D.03.a.viii –  Optic Rage (Beam, Xtreme)

D.03.a.ix –  Flawless Tactics (Boost, Xtreme)

D.03.a.x –  Tactics (Boost)

D.03.a.xi –  Command (Boost): Requires Tactics

D.03.a.xii –  Defense Grid (Passive): Requires Leadership

D.03.a.xiii –  Visor Upgrade (Passive): Requires Mutant Master

D.03.a.xiv –  Leadership (Passive)

D.03.a.xv –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


===============
D.04: Deadpool
===============

You unlock Deadpool when you beat the game’s main story the first time.

D.04.a) Skills
————–
D.04.a.i –  Rupturing Jab (Melee)

D.04.a.ii –  Teleport (Special)

D.04.a.iii –  Dual Shot (Projectile)

D.04.a.iv –  Butterfly Kick (Melee)

D.04.a.v –  Blade Cyclone (Charge)

D.04.a.vi –  Nitrogen Blast (Blast, Xtreme)

D.04.a.vii –  Wisecrack (Boost)

D.04.a.viii –  Block (Ability)

D.04.a.ix –  Regeneration (Passive)

D.04.a.x –  Stealth (Passive)

D.04.a.xi –  Weapons Mastery (Passive)

D.04.a.xii –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


=============
D.05: Gambit
=============

D.05.a) Skills
————–
D.05.a.i –  Card Shuffle (Projectile)

D.05.a.ii –  Staff Assault (Melee)

D.05.a.iii –  Ace of Spades (Trap): Requires Card Shuffle

D.05.a.iv –  Staff Slam (Radial): Requires Staff Assault

D.05.a.v –  Full House (Trap): Requires Ace of Spades

D.05.a.vi –  Detonation (Special): Requires Staff Slam

D.05.a.vii –  52 Pickup (Radial, Xtreme)

D.05.a.viii –  Prince of Thieves (Boost, Xtreme)

D.05.a.ix –  Energy Form (Boost)

D.05.a.x –  Energy Fury (Boost): Requires Energy Form

D.05.a.xi –  Block (Ability)

D.05.a.xii –  Energy Combat (Passive)

D.05.a.xiii –  Evade (Passive): Requires Energy Combat

D.05.a.xiv –  Card Mastery (Passive): Requires Mutant Master

D.05.a.xv –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


=============
D.06: Iceman
=============

D.06.a) Skills
————–
D.06.a.i –  Slow Beam (Beam)

D.06.a.ii –  Ice Shards (Projectile)

D.06.a.iii –  Freeze Beam (Beam): Requires Slow Beam

D.06.a.iv –  Ice Slide (Charge)

D.06.a.v –  Arctic Burst (Radial): Requires Freeze Beam

D.06.a.vi –  Cold Crush (Projectile): Requires Ice Slide

D.06.a.vii –  Ice Pillar (Blast): Requires Arctic Burst

D.06.a.viii –  Cold Snap (Radial, Xtreme)

D.06.a.ix –  Ice Sidekick (Special, Xtreme)

D.06.a.x –  Ice Armor (Boost)

D.06.a.xi –  Ice Gloves (Boost): Requires Ice Armor

D.06.a.xii –  Ice Combat (Passive)

D.06.a.xiii –  Cold Mastery (Passive): Requires Mutant Master

D.06.a.xiv –  Piercing Cold (Passive): Requires Ice Combat

D.06.a.xv –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


==============
D.07: Iron Man
==============

To unlock Iron Man, you have to find four homing beacons in each Act. After
finding four homing beacons (there are six total in each Act, so you don’t
need to find every one available), a Secret Blink Portal will open at your
home base. In Acts 1 through 4, entering the Portal takes you to a piece of
Iron Man’s armor. In Act 5, the portal takes you to Iron Man himself.

D.07.a) Skills
————–
D.07.a.i –  Unibeam (Beam): Basic beam attack, causes energy damage.
Rank 1 (Level 1): 11-15 energy damage, 12EP
Rank 2 (Level 4): 20-25 energy damage, 18EP
Rank 3 (Level 7): 30-36 energy damage, 24EP
Rank 4 (Level 10): 40-46 energy damage, 30EP
Rank 5 (Level 13): 49-57 energy damage, 36EP
Rank 6 (Level 16): 59-68 energy damage, 42EP
Rank 7 (Level 19): 69-78 energy damage, 48EP
Rank 8 (Level 22): 78-89 energy damage, 54EP
Rank 9 (Level 25): 88-100 energy damage, 60EP
Rank 10 (Level 28): 98-110 energy damage, 66EP
Rank 11 (Level 31): 107-121 energy damage, 72EP
Rank 12 (Level 34): 117-131 energy damage, 78EP
Rank 13 (Level 37): 127-142 energy damage, 84EP
Rank 14 (Level 40): 136-153 energy damage, 90EP
Rank 15 (Level 43): 146-163 energy damage, 96EP
Rank 16 (Level 46): 156-174 energy damage, 102EP
Rank 17 (Level 49): 165-185 energy damage, 108EP
Rank 18 (Level 52): 175-195 energy damage, 114EP
Rank 19 (Level 55): 185-206 energy damage, 120EP
Rank 20 (Level 58): 195-217 energy damage, 126EP

D.07.a.ii –  Plasma Charges (Projectile): Shoot multiple charges of energy
from hands. Damage shown is per charge.
Rank 1 (Level 1): 1 charge,
Rank 2 (Level 4): 1 charge, 11-15 energy damage, 20EP
Rank 3 (Level 7): 1 charge, 17-21 energy damage, 27EP
Rank 4 (Level 10): 1 charge, 23-28 energy damage, 33EP
Rank 5 (Level 13): 2 charges, 29-34 energy damage, 40EP
Rank 6 (Level 16): 2 charges, 35-41 energy damage, 47EP
Rank 7 (Level 19): 2 charges, 41-47 energy damage, 53EP
Rank 8 (Level 22): 3 charges, 46-54 energy damage, 60EP
Rank 9 (Level 25): 3 charges, 52-60 energy damage, 67EP
Rank 10 (Level 28): 3 charges, 58-67 energy damage, 73EP
Rank 11 (Level 31): 4 charges, 64-73 energy damage, 80EP
Rank 12 (Level 34): 4 charges, 70-80 energy damage, 86EP
Rank 13 (Level 37): 4 charges, 76-86 energy damage, 93EP
Rank 14 (Level 40): 5 charges, 81-93 energy damage, 100EP
Rank 15 (Level 43): 5 charges, 87-99 energy damage, 106EP
Rank 16 (Level 46): 5 charges, 93-106 energy damage, 113EP
Rank 17 (Level 49): 6 charges, 99-112 energy damage, 120EP
Rank 18 (Level 52): 6 charges, 105-119 energy damage, 126EP
Rank 19 (Level 55): 6 charges, 111-125 energy damage, 133EP
Rank 20 (Level 58): 7 charges, 117-132 energy damage, 140EP

D.07.a.iii –  Disruptor Shock (Blast): Burst of radiation that damages and
stuns enemies
Rank 1 (Level 7): 17-22 radiation damage, 1.0 second stun, 28EP
Rank 2 (Level 10): 22-27 radiation damage, 1.2 second stun, 36EP
Rank 3 (Level 13): 27-33 radiation damage, 1.4 second stun, 44EP
Rank 4 (Level 16): 32-38 radiation damage, 1.6 second stun, 52EP
Rank 5 (Level 19): 37-44 radiation damage, 1.8 second stun, 60EP
Rank 6 (Level 22): 42-50 radiation damage, 1.9 second stun, 68EP
Rank 7 (Level 25): 48-55 radiation damage, 2.1 second stun, 76EP
Rank 8 (Level 28): 43-61 radiation damage, 2.3 second stun, 84EP
Rank 9 (Level 31): 58-67 radiation damage, 2.5 second stun, 92EP
Rank 10 (Level 34): 63-72 radiation damage, 2.7 second stun, 100EP
Rank 11 (Level 37): 68-78 radiation damage, 2.9 second stun, 108EP
Rank 12 (Level 40): 73-84 radiation damage, 3.1 second stun, 116EP
Rank 13 (Level 43): 79-89 radiation damage, 3.3 second stun, 124EP
Rank 14 (Level 46): 84-95 radiation damage, 3.4 second stun, 132EP
Rank 15 (Level 49): 89-101 radiation damage, 3.6 second stun, 140EP
Rank 16 (Level 52): 94-106 radiation damage, 3.8 second stun, 148EP
Rank 17 (Level 55): 99-112 radiation damage, 4.0 second stun, 156EP
Rank 18 (Level 58): 105-118 radiation damage, 4.2 second stun, 164EP

D.07.a.iv –  Auto Turret (Trap): Requires Plasma Charges. Places an Auto
Turret that fires on nearby enemies
Rank 1 (Level 14): 53-61 elemental dmg, 40 turret HP, 12s, 34EP
Rank 2 (Level 17): 62-71 elemental dmg, 42 turret HP, 12s, 40EP
Rank 3 (Level 20): 72-82 elemental dmg, 45 turret HP, 13s, 46EP
Rank 4 (Level 23): 82-92 elemental dmg, 48 turret HP, 14s, 53EP
Rank 5 (Level 26): 91-103 elemental dmg, 51 turret HP, 15s, 59EP
Rank 6 (Level 29): 101-114 elemental dmg, 54 turret HP, 16s, 66EP
Rank 7 (Level 32): 111-124 elemental dmg, 56 turret HP, 17s, 72EP
Rank 8 (Level 35): 120-135 elemental dmg, 59 turret HP, 18s, 78EP
Rank 9 (Level 38): 130-145 elemental dmg, 62 turret HP, 19s, 85EP
Rank 10 (Level 41): 140-156 elemental dmg, 65 turret HP, 20s, 91EP
Rank 11 (Level 44): 149-167 elemental dmg, 68 turret HP, 21s, 98EP
Rank 12 (Level 47): 159-177 elemental dmg, 70 turret HP, 22s, 104EP
Rank 13 (Level 50): 169-188 elemental dmg, 73 turret HP, 23s, 110EP
Rank 14 (Level 53): 178-198 elemental dmg, 76 turret HP, 24s, 117EP
Rank 15 (Level 56): 188-209 elemental dmg, 79 turret HP, 25s, 123EP
Rank 16 (Level 59): 198-220 elemental dmg, 82 turret HP, 26s, 130EP

D.07.a.v –  Repulsor Rays (Projectile): Requires Disruptor Shock. Rapidly
fires lasers as long as button is held.
Rank 1 (Level 21): 43-50 energy damage, 50 EP
Rank 2 (Level 24): 49-56 energy damage, 57 EP
Rank 3 (Level 27): 55-63 energy damage, 64 EP
Rank 4 (Level 30): 61-69 energy damage, 71 EP
Rank 5 (Level 33): 67-76 energy damage, 78 EP
Rank 6 (Level 36): 73-82 energy damage, 86 EP
Rank 7 (Level 39): 79-89 energy damage, 93 EP
Rank 8 (Level 42): 85-95 energy damage, 100 EP
Rank 9 (Level 45): 91-102 energy damage, 107 EP
Rank 10 (Level 48): 97-108 energy damage, 115 EP
Rank 11 (Level 51): 103-115 energy damage, 122 EP
Rank 12 (Level 54): 109-121 energy damage, 129 EP
Rank 13 (Level 57): 115-128 energy damage, 136 EP
Rank 14 (Level 60): 121-135 energy damage, 144 EP

D.07.a.vi –  Gamma Bolts (Projectile): Requires Auto Turret. Fires 3 gamma
bolts that pierce enemies and bounce off walls.
Rank 1 (Level 28): 66-75 radiation dmg, 2 second bolts, 2 bounces, 72EP
Rank 2 (Level 31): 72-82 radiation dmg, 2 second bolts, 2 bounces, 80EP
Rank 3 (Level 34): 78-89 radiation dmg, 2 second bolts, 2 bounces, 88EP
Rank 4 (Level 37): 85-96 radiation dmg, 2 second bolts, 3 bounces, 96EP
Rank 5 (Level 40): 91-103 radiation dmg, 2 second bolts, 3 bounces, 104EP
Rank 6 (Level 43): 98-110 radiation dmg, 3 second bolts, 4 bounces, 112EP
Rank 7 (Level 46): 104-117 radiation dmg, 3 second bolts, 4 bounces, 120EP
Rank 8 (Level 49): 110-124 radiation dmg, 3 second bolts, 4 bounces, 128EP
Rank 9 (Level 52): 117-131 radiation dmg, 3 second bolts, 5 bounces, 136EP
Rank 10 (Level 55): 123-138 radiation dmg, 3 second bolts, 5 bounces, 144EP
Rank 11 (Level 58): 130-146 radiation dmg, 4 second bolts, 6 bounces, 152EP

D.07.a.vii –  Tractor Beam (Blast): Requires Repulsor Rays. Attaches a
gravity well to target, causing damage and stun, and sucks in nearby
enemies.
Rank 1 (Level 28): 43-50 victim dmg, 27-33 surrounding dmg, 84EP
Rank 2 (Level 31): 47-54 victim dmg, 31-37 surrounding dmg, 93EP
Rank 3 (Level 34): 51-59 victim dmg, 35-42 surrounding dmg, 103EP
Rank 4 (Level 37): 55-63 victim dmg, 39-46 surrounding dmg, 112EP
Rank 5 (Level 40): 59-68 victim dmg, 43-51 surrounding dmg, 122EP
Rank 6 (Level 43): 64-73 victim dmg, 48-56 surrounding dmg, 132EP
Rank 7 (Level 46): 68-77 victim dmg, 52-60 surrounding dmg, 141EP
Rank 8 (Level 49): 72-82 victim dmg, 56-65 surrounding dmg, 151EP
Rank 9 (Level 52): 76-86 victim dmg, 60-69 surrounding dmg, 160EP
Rank 10 (Level 55): 80-91 victim dmg, 64-74 surrounding dmg, 170EP
Rank 11 (Level 58): 85-96 victim dmg, 69-79 surrounding dmg, 180EP

D.07.a.viii –  Concussive Overload (Radial, Xtreme): Suit overloads, sending
4 shockwaves of different energy types.
Rank 1 (Level 15): 27-33 energy, 27-33 elemental,
                   27-33 radiation, 21-26 EMP (robots only)
Rank 2 (Level 20): 37-44 energy, 37-44 elemental,
                   37-44 radiation, 37-43 EMP (robots only)
Rank 3 (Level 25): 48-56 energy, 48-56 elemental,
                   48-56 radiation, 53-61 EMP (robots only)
Rank 4 (Level 30): 59-68 energy, 59-68 elemental,
                   59-68 radiation, 69-79 EMP (robots only)
Rank 5 (Level 35): 70-80 energy, 70-80 elemental,
                   70-80 radiation, 85-96 EMP (robots only)
Rank 6 (Level 40): 81-92 energy, 81-92 elemental,
                   81-92 radiation, 101-114 EMP (robots only)
Rank 7 (Level 45): 92-104 energy, 92-104 elemental,
                   92-104 radiation, 117-132 EMP (robots only)

D.07.a.ix –  System Override (Boost, Xtreme): Allows Iron Man to revive
himself.
Rank 1 (Level 20): 10% of Maximum HP, 180 seconds
Rank 2 (Level 25): 26% of Maximum HP, 210 seconds
Rank 3 (Level 30): 42% of Maximum HP, 240 seconds
Rank 4 (Level 35): 58% of Maximum HP, 270 seconds
Rank 5 (Level 40): 75% of Maximum HP, 300 seconds

D.07.a.x –  Energy Shield (Boost): Suit forms energy shield that turns
energy damage taken into HP and increases physical damage.
Rank 1 (Level 7): 45% dmg, +21% DEF, +11% physical dmg, 13s, 88EP
Rank 2 (Level 10): 47% dmg, +29% DEF, +11% physical dmg, 13s, 112EP
Rank 3 (Level 13): 50% dmg, +37% DEF, +12% physical dmg, 13s, 136EP
Rank 4 (Level 16): 52% dmg, +45% DEF, +12% physical dmg, 13s, 161EP
Rank 5 (Level 19): 54% dmg, +53% DEF, +13% physical dmg, 13s, 185EP
Rank 6 (Level 22): 57% dmg, +62% DEF, +13% physical dmg, 13s, 210EP
Rank 7 (Level 25): 59% dmg, +70% DEF, +14% physical dmg, 13s, 234EP
Rank 8 (Level 28): 62% dmg, +78% DEF, +15% physical dmg, 13s, 259EP
Rank 9 (Level 31): 64% dmg, +86% DEF, +15% physical dmg, 13s, 283EP
Rank 10 (Level 34): 67% dmg, +95% DEF, +16% physical dmg, 13s, 308EP
Rank 11 (Level 37): 69% dmg, +103% DEF, +16% physical dmg, 13s, 332EP
Rank 12 (Level 40): 72% dmg, +111% DEF, +17% physical dmg, 13s, 357EP
Rank 13 (Level 43): 74% dmg, +119% DEF, +18% physical dmg, 13s, 381EP
Rank 14 (Level 46): 77% dmg, +128% DEF, +18% physical dmg, 13s, 406EP
Rank 15 (Level 49): 79% dmg, +136% DEF, +19% physical dmg, 13s, 430EP
Rank 16 (Level 52): 82% dmg, +144% DEF, +19% physical dmg, 13s, 455EP
Rank 17 (Level 55): 84% dmg, +152% DEF, +20% physical dmg, 13s, 479EP
Rank 18 (Level 58): 87% dmg, +160% DEF, +21% physical dmg, 13s, 504EP

D.07.a.xi –  Motion Amplifier (Boost): Requires Energy Shield. Increases
attack speed and melee damage.
Rank 1 (Level 14): +75% ATK speed, +80% ATK, +375% melee dmg, 13s, 22EP
Rank 2 (Level 14): +80% ATK speed, +88% ATK, +397% melee dmg, 15s, 22EP
Rank 3 (Level 15): +86% ATK speed, +95% ATK, +419% melee dmg, 18s, 23EP
Rank 4 (Level 16): +90% ATK speed, +103% ATK, +441% melee dmg, 21s, 24EP
Rank 5 (Level 17): +96% ATK speed, +110% ATK, +462% melee dmg, 24s, 24EP
Rank 6 (Level 18): +100% ATK speed, +118% ATK, +484% melee dmg, 27s, 25EP
Rank 7 (Level 19): +105% ATK speed, +125% ATK, +506% melee dmg, 29s, 26EP
Rank 8 (Level 20): +110% ATK speed, +133% ATK, +527% melee dmg, 32s, 26EP
Rank 9 (Level 21): +116% ATK speed, +140% ATK, +549% melee dmg, 35s, 27EP
Rank 10 (Level 22): +121% ATK speed, +148% ATK, +570% melee dmg, 38s, 28EP
Rank 11 (Level 23): +125% ATK speed, +155% ATK, +592% melee dmg, 41s, 28EP
Rank 12 (Level 24): +130% ATK speed, +163% ATK, +614% melee dmg, 43s, 29EP
Rank 13 (Level 25): +135% ATK speed, +170% ATK, +635% melee dmg, 46s, 30EP
Rank 14 (Level 26): +141% ATK speed, +178% ATK, +657% melee dmg, 49s, 30EP
Rank 15 (Level 27): +146% ATK speed, +185% ATK, +679% melee dmg, 52s, 31EP
Rank 16 (Level 28): +150% ATK speed, +193% ATK, +700% melee dmg, 55s, 32EP

D.07.a.xii –  Auto Medic (Passive): Provides health regeneration over a
short time period.
Rank 1 (Level 1): 1.0% of total health per 7 seconds
Rank 2 (Level 2): 1.4% of total health per 7 seconds
Rank 3 (Level 3): 1.7% of total health per 7 seconds
Rank 4 (Level 4): 2.1% of total health per 7 seconds
Rank 5 (Level 5): 2.4% of total health per 7 seconds
Rank 6 (Level 6): 2.8% of total health per 7 seconds
Rank 7 (Level 7): 3.1% of total health per 7 seconds
Rank 8 (Level 8): 3.5% of total health per 7 seconds
Rank 9 (Level 9): 3.9% of total health per 7 seconds
Rank 10 (Level 10): 4.2% of total health per 7 seconds
Rank 11 (Level 11): 4.6% of total health per 7 seconds
Rank 12 (Level 12): 4.9% of total health per 7 seconds
Rank 13 (Level 13): 5.3% of total health per 7 seconds
Rank 14 (Level 14): 5.6% of total health per 7 seconds
Rank 15 (Level 15): 6.0% of total health per 7 seconds

D.07.a.xiii –  Mark VIII Upgrade (Passive): Requires Mutant Master.
Increases damage done and chance of criticals, when using energy damage
attacks.
Rank 1 (Level 14): +5% energy damage, +1% critical chance
Rank 2 (Level 15): +9% energy damage, +2% critical chance
Rank 3 (Level 16): +12% energy damage, +2% critical chance
Rank 4 (Level 17): +15% energy damage, +3% critical chance
Rank 5 (Level 18): +18% energy damage, +3% critical chance
Rank 6 (Level 19): +22% energy damage, +4% critical chance
Rank 7 (Level 20): +25% energy damage, +4% critical chance
Rank 8 (Level 21): +28% energy damage, +5% critical chance
Rank 9 (Level 22): +31% energy damage, +6% critical chance
Rank 10 (Level 23): +34% energy damage, +6% critical chance
Rank 11 (Level 24): +38% energy damage, +7% critical chance
Rank 12 (Level 25): +41% energy damage, +7% critical chance
Rank 13 (Level 26): +44% energy damage, +8% critical chance
Rank 14 (Level 27): +47% energy damage, +8% critical chance
Rank 15 (Level 28): +50% energy damage, +9% critical chance

D.07.a.xiv –  Environmental Suit (Passive): Requires Auto Medic. Resistance
to elemental, mental, energy and radiation damage.
Rank 1 (Level 21): 5% resistance
Rank 2 (Level 22): 8% resistance
Rank 3 (Level 23): 11% resistance
Rank 4 (Level 24): 14% resistance
Rank 5 (Level 25): 17% resistance
Rank 6 (Level 26): 20% resistance
Rank 7 (Level 27): 23% resistance
Rank 8 (Level 28): 26% resistance
Rank 9 (Level 29): 29% resistance
Rank 10 (Level 30): 32% resistance
Rank 11 (Level 31): 35% resistance
Rank 12 (Level 32): 38% resistance
Rank 13 (Level 33): 41% resistance
Rank 14 (Level 34): 44% resistance
Rank 15 (Level 35): 47% resistance

D.07.a.xv –  Might (Ability): Increases lifting strength and destruction
level of melee attacks.
Rank 1 (Level 1): Can lift heavy objects
                  Can damage reinforced walls and objects
Rank 2 (Level 5): Can lift massive objects
                  Can damage reinforced walls and objects

D.07.a.xvi –  Flight (Ability): Allows flying and improves mastery over it.
Rank 1 (Level 1): 10 EP/s
Rank 2 (Level 2):  8 EP/s
Rank 3 (Level 3):  6 EP/s
Rank 4 (Level 4):  4 EP/s
Rank 5 (Level 5):  3 EP/s

D.07.a.xvii –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


================
D.08: Jean Grey
================

D.08.a) Skills
————
D.08.a.i –  Telekinesis (Special)

D.08.a.ii –  Psychic Spike (Projectile)

D.08.a.iii –  Psionic Boom (Radial): Requires Telekinesis

D.08.a.iv –  Memory Wipe (Radial): Requires Psionic Boom

D.08.a.v –  Dark Phoenix (Blast)

D.08.a.vi –  Mental Guardian (Trap): Requires Psychic Spike

D.08.a.vii –  Phoenix Force (Radial, Xtreme)

D.08.a.viii –  From the Ashes (Boost, Xtreme)

D.08.a.ix –  Mental Vortex (Boost)

D.08.a.x –  Calming Presence (Boost): Requires Mental Vortex

D.08.a.xi –  Psychic Fury (Boost): Requires Calming Presence

D.08.a.xii –  Psionic Combat (Passive)

D.08.a.xiii –  Telekinetic Net (Passive): Requires Psionic Combat

D.08.a.xiv –  Mental Mastery (Passive): Requires Mutant Master

D.08.a.xv –  Flight (Ability): Allows flying and improves mastery over it.
Rank 1 (Level 1): 10 EP/s
Rank 2 (Level 2):  8 EP/s
Rank 3 (Level 3):  6 EP/s
Rank 4 (Level 4):  4 EP/s
Rank 5 (Level 5):  3 EP/s

D.08.a.xvi –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


=================
D.09: Juggernaut
=================

D.09.a) Skills
————–
D.09.a.i –  Thunder Punch (Melee)

D.09.a.ii –  Brutal Blitz (Melee)

D.09.a.iii –  Arcane Fist (Radial): Requires Brutal Blitz.

D.09.a.iv –  Bullrush (Charge): Requires Block.

D.09.a.v –  Widowmaker (Melee): Requires Thunder Punch.

D.09.a.vi –  Crimson Rage (Melee): Requires Cyttorak Shield.

D.09.a.vii –  Crimson Devastation (Radial, Xtreme)

D.09.a.viii –  Path of Destruction (Boost, Xtreme)

D.09.a.ix –  Cyttorak Shield (Boost)

D.09.a.x –  Cyttorak Transfer (Boost): Requires Cyttorak Shield.

D.09.a.xi –  Block (Ability)

D.09.a.xii –  Precision (Passive)

D.09.a.xiii –  Cyttorak’s Folly (Passive): Requires Critical Strike

D.09.a.xiv –  Critical Strike (Passive)

D.09.a.xv –  Might (Ability)


==============
D.10: Magneto
==============

D.10.a) Skills
————–
D.10.a.i –  Levitation (Special)

D.10.a.ii –  Magnetic Shell (Beam)

D.10.a.iii –  Metal Spikes (Projectile): Requires Levitation

D.10.a.iv –  Shrapnel Sentry (Trap): Requires Magnetic Shell

D.10.a.v –  Magnetic Grasp (Radial): Requires Metal Spikes

D.10.a.vi –  Magnetic Blast (Blast): Requires Shrapnel Sentry

D.10.a.vii –  Death Trap (Debuff): Requires Magnetic Grasp

D.10.a.viii –  Metallic Mayhem (Radial, Xtreme)

D.10.a.ix –  Metal Minion (Special, Xtreme)

D.10.a.x –  Polarized Shield (Boost)

D.10.a.xi –  Supremacy (Boost): Requires Polarized Shield

D.10.a.xii –  Magnetic Deflection (Passive): Requires Mutant Master

D.10.a.xiii –  Intimidation (Passive): Requires Leadership

D.10.a.xiv –  Leadership (Passive)

D.10.a.xv –  Flight (Ability): Allows flying and improves mastery over it.
Rank 1 (Level 1): 10 EP/s
Rank 2 (Level 2):  8 EP/s
Rank 3 (Level 3):  6 EP/s
Rank 4 (Level 4):  4 EP/s
Rank 5 (Level 5):  3 EP/s

D.10.a.xvi –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


===================
D.11: Nightcrawler
===================

D.11.a) Skills
————–
D.11.a.i –  Divine Blades (Melee)

D.11.a.ii –  Teleport (Special)

D.11.a.iii –  Teleport Attack (Melee): Requires Teleport

D.11.a.iv –  Piercing Strike (Melee): Requires Block

D.11.a.v –  Teleport Frenzy (Melee): Requires Teleport

D.11.a.vi –  Sword Whirlwind (Melee): Requires Piercing Strike

D.11.a.vii –  Master of Chaos (Charge, Xtreme)

D.11.a.viii –  Disappearing Act (Boost, Xtreme)

D.11.a.ix –  Worship (Boost)

D.11.a.x –  Shadow Master (Boost)

D.11.a.xi –  Block (Ability)

D.11.a.xii –  Sword Mastery (Passive)

D.11.a.xiii –  Teleport Mastery (Passive)

D.11.a.xiv –  Uncanny Reflexes (Passive)

D.11.a.xv –  Leap of Faith (Passive)

D.11.a.xvi –  Critical Strike (Passive)


==================
D.12: Professor X
==================

To use Prof X, you must collect all the Danger Room discs and beat all the
Danger Room scenarios.

D.12.a) Skills
————–
D.12.a.i –  Cleave (Melee): Swing a massive sword causing damage, and a
chance for a Deadly Strike (1/3 instant HP loss)
Rank 1 (Level 1): 88-147 physical damage, 16% chance, 12 EP
Rank 2 (Level 4): 96-160 physical damage, 16% chance, 18 EP
Rank 3 (Level 7): 103-173 physical damage, 17% chance, 24 EP
Rank 4 (Level 10): 111-186 physical damage, 18% chance, 30 EP
Rank 5 (Level 13): 118-198 physical damage, 19% chance, 36 EP
Rank 6 (Level 16): 126-211 physical damage, 19% chance, 42 EP
Rank 7 (Level 19): 133-224 physical damage, 20% chance, 48 EP
Rank 8 (Level 22): 141-236 physical damage, 21% chance, 54 EP
Rank 9 (Level 25): 149-249 physical damage, 21% chance, 60 EP
Rank 10 (Level 28): 156-262 physical damage, 22% chance, 66 EP
Rank 11 (Level 31): 164-275 physical damage, 23% chance, 72 EP
Rank 12 (Level 34): 171-287 physical damage, 24% chance, 78 EP
Rank 13 (Level 37): 179-300 physical damage, 24% chance, 84 EP
Rank 14 (Level 40): 186-313 physical damage, 25% chance, 90 EP
Rank 15 (Level 43): 194-325 physical damage, 26% chance, 96 EP
Rank 16 (Level 46): 201-338 physical damage, 27% chance, 102 EP
Rank 17 (Level 49): 209-351 physical damage, 27% chance, 108 EP
Rank 18 (Level 52): 217-364 physical damage, 28% chance, 114 EP
Rank 19 (Level 55): 224-376 physical damage, 29% chance, 120 EP
Rank 20 (Level 58): 232-389 physical damage, 30% chance, 126 EP

D.12.a.ii –  Crushing Ego (Blast): Radial burst of mental energy that holds
enemies four seconds, causing bleed damage during that time
Rank 1 (Level 7): 11-15 mental dmg, 3-5 bleed dmg, 28 EP
Rank 2 (Level 10): 15-19 mental dmg, 4-7 bleed dmg, 36 EP
Rank 3 (Level 13): 19-23 mental dmg, 6-9 bleed dmg, 44 EP
Rank 4 (Level 16): 23-28 mental dmg, 8-11 bleed dmg, 52 EP
Rank 5 (Level 19): 27-32 mental dmg, 10-13 bleed dmg, 60 EP
Rank 6 (Level 22): 31-36 mental dmg, 12-15 bleed dmg, 68 EP
Rank 7 (Level 25): 35-41 mental dmg, 13-17 bleed dmg, 76 EP
Rank 8 (Level 28): 39-45 mental dmg, 15-19 bleed dmg, 84 EP
Rank 9 (Level 31): 43-49 mental dmg, 17-21 bleed dmg, 92 EP
Rank 10 (Level 34): 47-54 mental dmg, 19-23 bleed dmg, 100 EP
Rank 11 (Level 37): 51-58 mental dmg, 21-25 bleed dmg, 108 EP
Rank 12 (Level 40): 55-62 mental dmg, 23-27 bleed dmg, 116 EP
Rank 13 (Level 43): 59-67 mental dmg, 24-29 bleed dmg, 124 EP
Rank 14 (Level 46): 63-71 mental dmg, 26-31 bleed dmg, 132 EP
Rank 15 (Level 49): 67-75 mental dmg, 28-33 bleed dmg, 140 EP
Rank 16 (Level 52): 71-80 mental dmg, 30-35 bleed dmg, 148 EP
Rank 17 (Level 55): 75-84 mental dmg, 32-37 bleed dmg, 156 EP
Rank 18 (Level 58): 79-89 mental dmg, 34-40 bleed dmg, 164 EP

D.12.a.iii –  Psychic Storm (Special): Press and hold power. Lightning
chains from Professor X’s body to nearby enemies (energy damage).
Rank 1 (Level 21): 30-36 dmg primary, 17-22 dmg chain, 60 EP/sec
Rank 2 (Level 24): 34-40 dmg primary, 20-25 dmg chain, 68 EP/sec
Rank 3 (Level 27): 38-44 dmg primary, 24-29 dmg chain, 76 EP/sec
Rank 4 (Level 30): 42-49 dmg primary, 27-33 dmg chain, 85 EP/sec
Rank 5 (Level 33): 46-53 dmg primary, 31-37 dmg chain, 93 EP/sec
Rank 6 (Level 36): 50-57 dmg primary, 34-41 dmg chain, 102 EP/sec
Rank 7 (Level 39): 54-62 dmg primary, 38-45 dmg chain, 110 EP/sec
Rank 8 (Level 42): 58-66 dmg primary, 41-48 dmg chain, 119 EP/sec
Rank 9 (Level 45): 62-71 dmg primary, 45-52 dmg chain, 127 EP/sec
Rank 10 (Level 48): 66-75 dmg primary, 48-56 dmg chain, 136 EP/sec
Rank 11 (Level 51): 70-79 dmg primary, 52-60 dmg chain, 144 EP/sec
Rank 12 (Level 54): 74-84 dmg primary, 55-64 dmg chain, 153 EP/sec
Rank 13 (Level 57): 78-88 dmg primary, 59-68 dmg chain, 161 EP/sec
Rank 14 (Level 60): 82-93 dmg primary, 63-72 dmg chain, 170 EP/sec

D.12.a.iv –  Psychic Shock (Special, Xtreme): Resurrects nearby fallen
allies and enemies. Resurrected enemies become allies for a time, then
expire.
Rank 1 (Level 15): 15% of HP restored, 13 seconds for enemies
Rank 2 (Level 20): 25% of HP restored, 16 seconds for enemies
Rank 3 (Level 25): 35% of HP restored, 19 seconds for enemies
Rank 4 (Level 30): 45% of HP restored, 23 seconds for enemies
Rank 5 (Level 35): 55% of HP restored, 26 seconds for enemies
Rank 6 (Level 40): 65% of HP restored, 29 seconds for enemies
Rank 7 (Level 45): 75% of HP restored, 33 seconds for enemies

D.12.a.v –  Telepathic Link (Boost): Links to the minds of all teammates,
increasing ATK and Damage
Rank 1 (Level 14): +5% damage all attacks, +21% ATK, 13 seconds, 132 EP
Rank 2 (Level 17): +7% damage all attacks, +30% ATK, 15 seconds, 157 EP
Rank 3 (Level 20): +9% damage all attacks, +39% ATK, 18 seconds, 183 EP
Rank 4 (Level 23): +11% damage all attacks, +49% ATK, 21 seconds, 208 EP
Rank 5 (Level 26): +13% damage all attacks, +58% ATK, 24 seconds, 234 EP
Rank 6 (Level 29): +15% damage all attacks, +67% ATK, 27 seconds, 260 EP
Rank 7 (Level 32): +17% damage all attacks, +76% ATK, 29 seconds, 285 EP
Rank 8 (Level 35): +19% damage all attacks, +86% ATK, 32 seconds, 311 EP
Rank 9 (Level 38): +20% damage all attacks, +95% ATK, 35 seconds, 336 EP
Rank 10 (Level 41): +22% damage all attacks, +104% ATK, 38 seconds, 362 EP
Rank 11 (Level 44): +24% damage all attacks, +114% ATK, 41 seconds, 388 EP
Rank 12 (Level 47): +26% damage all attacks, +123% ATK, 43 seconds, 413 EP
Rank 13 (Level 50): +28% damage all attacks, +132% ATK, 46 seconds, 439 EP
Rank 14 (Level 53): +30% damage all attacks, +142% ATK, 49 seconds, 464 EP
Rank 15 (Level 56): +32% damage all attacks, +151% ATK, 52 seconds, 490 EP
Rank 16 (Level 59): +34% damage all attacks, +160% ATK, 55 seconds, 516 EP

D.12.a.vi –  Reveal Intent (Passive): Increases Professor X’s mental
insight, increasing his DEF
Rank 1 (Level 14): +15% DEF
Rank 2 (Level 15): +23% DEF
Rank 3 (Level 16): +30% DEF
Rank 4 (Level 18): +37% DEF
Rank 5 (Level 19): +45% DEF
Rank 6 (Level 20): +52% DEF
Rank 7 (Level 22): +59% DEF
Rank 8 (Level 23): +67% DEF
Rank 9 (Level 26): +81% DEF
Rank 10 (Level 27): +88% DEF
Rank 11 (Level 28): +96% DEF
Rank 12 (Level 30): +103% DEF
Rank 13 (Level 31): +110% DEF
Rank 14 (Level 33): +118% DEF

D.12.a.vii –  Clairvoyance (Passive): Increase movement speed and reduce
damage taken
Rank 1 (Level 21): +9% movement speed, -5% damage taken
Rank 2 (Level 22): +12% movement speed, -6% damage taken
Rank 3 (Level 23): +14% movement speed, -7% damage taken
Rank 4 (Level 25): +18% movement speed, -9% damage taken
Rank 5 (Level 26): +21% movement speed, -10% damage taken
Rank 6 (Level 27): +24% movement speed, -11% damage taken
Rank 7 (Level 29): +26% movement speed, -13% damage taken
Rank 8 (Level 30): +29% movement speed, -14% damage taken
Rank 9 (Level 31): +33% movement speed, -15% damage taken
Rank 10 (Level 33): +36% movement speed, -17% damage taken
Rank 11 (Level 34): +38% movement speed, -18% damage taken
Rank 12 (Level 35): +41% movement speed, -19% damage taken
Rank 13 (Level 37): +45% movement speed, -48% damage taken
Rank 14 (Level 38): +48% movement speed, -22% damage taken
Rank 15 (Level 40): +50% movement speed, -24% damage taken

D.12.a.viii –  Leadership (Passive): Increases combo XP bonus to any combo
done while on team, and increases chance for critical strike for whole team
Rank 1 (Level 1): +2% critical strike, +9% combo XP
Rank 2 (Level 2): +2% critical strike, +14% combo XP
Rank 3 (Level 3): +3% critical strike, +21% combo XP
Rank 4 (Level 4): +3% critical strike, +26% combo XP
Rank 5 (Level 5): +4% critical strike, +33% combo XP
Rank 6 (Level 6): +4% critical strike, +38% combo XP
Rank 7 (Level 7): +5% critical strike, +45% combo XP
Rank 8 (Level 8): +5% critical strike, +50% combo XP
Rank 9 (Level 9): +6% critical strike, +56% combo XP
Rank 10 (Level 10): +6% critical strike, +63% combo XP
Rank 11 (Level 11): +7% critical strike, +68% combo XP
Rank 12 (Level 12): +7% critical strike, +75% combo XP
Rank 13 (Level 13): +8% critical strike, +80% combo XP
Rank 14 (Level 14): +8% critical strike, +87% combo XP
Rank 15 (Level 15): +9% critical strike, +92% combo XP

D.12.a.ix –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


===========
D.13: Pyro
===========

Pyro is available only in the PC version of XML2. He does not need to be
unlocked.

D.13.a) Skills
————–
D.13.a.i –  Burn (Blast)

D.13.a.ii –  Breath of Fire (Special)

D.13.a.iii –  Fiery Charge (Projectile): Requires Burn

D.13.a.iv –  Flaming Pillar (Radial): Requires Breath of Fire

D.13.a.v –  Fire Bats (Projectile): Requires Fiery Charge

D.13.a.vi –  Fire Blade (Melee): Requires Breath of Fire

D.13.a.vii –  Fire Blast (Projectile): Requires Fire Bats

D.13.a.viii –  Wildfire (Radial, Xtreme)

D.13.a.ix –  Fire it Up (Boost, Xtreme)

D.13.a.x –  Torch Fury (Boost)

D.13.a.xi –  Flame Shield (Boost): Requires Torch Fury

D.13.a.xii –  Flame Mastery (Passive)

D.13.a.xiii –  Elemental Combat (Passive)

D.13.a.xiv –  Scorch (Passive)

D.13.a.xv –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


============
D.14: Rogue
============

D.14.a) Skills
————–
D.14.a.i –  Smash (Melee)

D.14.a.ii –  Bedazzle (Debuff)

D.14.a.iii –  Power Theft (Special): Requires Smash.

D.14.a.iv –  Energy Overflow (Radial): Requires Power Theft.

D.14.a.v –  Torpedo Strike (Charge)

D.14.a.vi –  Tremor (Melee): Requires Torpedo Strike

D.14.a.vii –  Manic Slam (Charge, Xtreme)

D.14.a.viii –  Reflective Aura (Boost, Xtreme)

D.14.a.ix –  Heal (Boost): Requires Bedazzle

D.14.a.x –  Southern Shout (Boost): Requires Heal

D.14.a.xi –  Block (Ability)

D.14.a.xii –  Hardened (Passive)

D.14.a.xiii –  Prism Shield (Passive)

D.14.a.xiv –  Critical Strike (Passive)

D.14.a.xv –  Might (Ability)

D.14.a.xvi –  Flight (Ability): Allows flying and improves mastery over it.
Rank 1 (Level 1): 10 EP/s
Rank 2 (Level 2):  8 EP/s
Rank 3 (Level 3):  6 EP/s
Rank 4 (Level 4):  4 EP/s
Rank 5 (Level 5):  3 EP/s


=================
D.15: Sabretooth
=================

Sabretooth is available only in the PC version of XML2. He does not need to
be unlocked.

D.15.a) Skills
————–

D.15.a.i –  Talon Slice (Melee)

D.15.a.ii –  Talon Slash (Melee): Requires Talon Slice

D.15.a.iii –  Bleeding Talons (Melee): Requires Talon Slice

D.15.a.iv –  Talon Rage (Melee): Requires Talon Slash

D.15.a.v –  Deadly Lunge (Charge): Requires Bleeding Talons

D.15.a.vi –  Talon Fury (Melee): Requires Talon Rage

D.15.a.vii –  Slash and Bash (Radial, Xtreme)

D.15.a.viii –  Regeneration Overdrive (Boost, Xtreme)

D.15.a.ix –  Feral Rampage (Boost)

D.15.a.x –  Roar (Debuff): Requires Feral Rampage

D.15.a.xi –  Block (Ability)

D.15.a.xii –  Talon Mastery (Passive)

D.15.a.xiii –  Enhanced Senses (Passive)

D.15.a.xiv –  Strong Willed (Passive)

D.15.a.xv –  Regeneration (Passive)

D.15.a.xvi –  Might (Ability)


====================
D.16: Scarlet Witch
====================

D.16.a) Skills
————–
D.16.a.i –  Misfortune (Boost): Requires Reality Shift

D.16.a.ii –  Hex Bolt (Projectile)

D.16.a.iii –  Combustion (Radial)

D.16.a.iv –  Reality Shift (Special): Requires Combustion

D.16.a.v –  Hex Locked (Projectile): Requires Hex Bolt

D.16.a.vi –  Hex Explosion (Projectile): Requires Hex Locked

D.16.a.vii –  Anarchy Assault (Radial, Xtreme)

D.16.a.viii –  Revitalize (Boost, Xtreme)

D.16.a.ix –  Probability Syphon (Boost)

D.16.a.x –  Amplify Luck (Boost): Requires Probability Syphon

D.16.a.xi –  Heal (Boost): Requires Amplify Luck

D.16.a.xii –  Scarlet’s Touch (Passive)

D.16.a.xiii –  Deflect Missiles (Passive): Requires Scarlet’s Touch

D.16.a.xiv –  Hex Mastery (Passive): Requires Mutant Master

D.16.a.xv –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


============
D.17: Storm
============

D.17.a) Skills
————–
D.17.a.i –  Lightning Strike (Blast)

D.17.a.ii –  Funnels (Trap)

D.17.a.iii –  Blizzard (Debuff): Requires Funnels

D.17.a.iv –  Electric Shock (Radial): Requires Lightning Strike

D.17.a.v –  Whirlwind (Trap): Requires Blizzard

D.17.a.vi –  Chain Lightning (Blast): Requires Lightning Strike

D.17.a.vii –  Static Charge (Debuff): Requires Whirlwind

D.17.a.viii –  Raging Tempest (Radial, Xtreme)

D.17.a.ix –  Will of the Goddess (Boost, Xtreme)

D.17.a.x –  Whirlwind Armor (Boost)

D.17.a.xi –  Storm Shield (Boost): Requires Whirlwind Armor

D.17.a.xii –  Elemental Combat (Passive)

D.17.a.xiii –  Wind Mastery (Passive): Requires Mutant Master

D.17.a.xiv –  Lightning Mastery (Passive): Requires Mutant Master

D.17.a.xv –  Flight (Ability): Allows flying and improves mastery over it.
Rank 1 (Level 1): 10 EP/s
Rank 2 (Level 2):  8 EP/s
Rank 3 (Level 3):  6 EP/s
Rank 4 (Level 4):  4 EP/s
Rank 5 (Level 5):  3 EP/s

D.17.a.xvi –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


==============
D.18: Sunfire
==============

D.18.a) Skills
————–
D.18.a.i –  Ignite (Blast)

D.18.a.ii –  Flamethrower (Special)

D.18.a.iii –  Atomic Charge (Projectile): Requires Ignite

D.18.a.iv –  Fiery Geyser (Radial): Requires Flamethrower

D.18.a.v –  Blazing Barrage (Projectile): Requires Atomic Charge

D.18.a.vi –  Flame Sword (Melee): Requires Flamethrower

D.18.a.vii –  Inferno (Projectile): Requires Blazing Barrage

D.18.a.viii –  Super Nova (Radial, Xtreme)

D.18.a.ix –  Rising Sun (Boost, Xtreme)

D.18.a.x –  Flaming Fury (Boost)

D.18.a.xi –  Ion Shield (Boost): Requires Flaming Fury

D.18.a.xii –  Fire Mastery (Passive)

D.18.a.xiii –  Elemental Combat (Passive)

D.18.a.xiv –  Ionize (Passive)

D.18.a.xv –  Flight (Ability): Allows flying and improves mastery over it.
Rank 1 (Level 1): 10 EP/s
Rank 2 (Level 2):  8 EP/s
Rank 3 (Level 3):  6 EP/s
Rank 4 (Level 4):  4 EP/s
Rank 5 (Level 5):  3 EP/s

D.18.a.xvi –  Mutant Master (Passive): Increases EP regeneration rate.
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


===========
D.19: Toad
===========

D.19.a) Skills
————–
D.19.a.i –  Hammer Kick (Melee)

D.19.a.ii –  Tongue Strike (Melee)

D.19.a.iii –  Mucous Spit (Projectile)

D.19.a.iv –  Tongue Lash (Melee): Requires Hammer Kick

D.19.a.v –  Noxious Spew (Projectile): Requires Mucous Spit

D.19.a.vi –  Leap Attack (Charge): Requires Tongue Lash

D.19.a.vii –  Tongue Whip (Radial, Xtreme)

D.19.a.viii –  Plunder (Boost, Xtreme)

D.19.a.ix –  Secretion (Boost)

D.19.a.x –  Taunt (Debuff): Requires Secretion

D.19.a.xi –  Block (Ability)

D.19.a.xii –  Spit Mastery (Passive): Requires Mutant Master

D.19.a.xiii –  Tongue Mastery (Passive): Requires Critical Strike

D.19.a.xiv –  Critical Strike (Passive)

D.19.a.xv –  Mutant Master (Passive)
Rank 1 (Level 7): +30% EP regeneration
Rank 2 (Level 8): +42% EP regeneration
Rank 3 (Level 9): +54% EP regeneration
Rank 4 (Level 10): +66% EP regeneration
Rank 5 (Level 11): +78% EP regeneration
Rank 6 (Level 12): +90% EP regeneration
Rank 7 (Level 13): +102% EP regeneration
Rank 8 (Level 14): +114% EP regeneration
Rank 9 (Level 15): +126% EP regeneration
Rank 10 (Level 16): +139% EP regeneration
Rank 11 (Level 17): +150% EP regeneration
Rank 12 (Level 18): +162% EP regeneration
Rank 13 (Level 19): +175% EP regeneration
Rank 14 (Level 20): +187% EP regeneration
Rank 15 (Level 21): +199% EP regeneration


================
D.20: Wolverine
================

D.20.a) Skills
————–
D.20.b) Feral Slash (Melee)

D.20.c) Claw Flurry (Melee): Requires Feral Slash

D.20.c.i –  Bloodlust (Melee): Requires Feral Slash

D.20.c.ii –  Eviscerate (Melee): Requires Claw Flurry

D.20.c.iii –  Lethal Lunge (Charge): Requires Bloodlust

D.20.c.iv –  Claw Frenzy (Melee): Requires Eviscerate

D.20.c.v –  Berserker Fury (Radial, Xtreme)

D.20.c.vi –  Rude Awakening (Boost, Xtreme)

D.20.c.vii –  Berserker Rage (Boost)

D.20.c.viii –  Scream (Debuff): Requires Berserker Rage

D.20.c.ix –  Block (Ability)

D.20.c.x –  Claw Master (Passive)

D.20.c.xi –  Enhances Senses (Passive)

D.20.c.xii –  Strong Willed (Passive)

D.20.c.xiii –  Regeneration (Passive)

D.20.c.xiv –  Might (Ability)


==================
D.21: Bonus Teams
==================

Certain combinations of four characters provide a team bonus. If more than
four characters are listed below, you may have any four on your team to
earn the bonus:

Age of Apocalypse: +100% ATK Rating
 – Any 4 heroes with Age of Apocalypse skins

Agile Warriors: +5% XP
 – Nightcrawler, Sunfire, Toad, Deadpool

Brotherhood of Evil: +5% XP
 – Juggernaut, Magneto, Toad, Scarlet Witch

Bruiser Brigade: 20 EP gain per Knockout
 – Juggernaut, Colossus, Wolverine, Rogue

Dark Past: 5% damage inflicted goes to HP
 – Rogue, Gambit, Deadpool, Wolverine

Double Date: 20 HP gained per Knockout
 – Rogue, Gambit, Jean Grey, Cyclops

Energy Corps: +5% damage
 – Gambit, Bishop, Cyclops, Iron Man

Family Affair: +5 HP regeneration
 – Magneto, Scarlet Witch, Juggernaut, Prof X

Femme Fatale: 5% damage inflicted goes to HP
 – Storm, Scarlet Witch, Rogue, Jean Grey

Forces of Nature: +10 to all Resists
 – Storm, Iceman, Sunfire, Magneto

Heavy Metal: +10 to all stats
 – Colossus, Juggernaut, Iron Man, Magneto

New Avengers: +15% Max HP
 – Iron Man, Scarlet Witch, Wolverine, Bishop

New X-Men: +15% Max HP
 – Nightcrawler, Storm, Colossus, Wolverine, Sunfire, Bishop

Old School: +15% Max EP
 – Cyclops, Jean Grey, Iceman, Magneto, Toad, Prof X

Raven Knights: +60% tech bit drops
 – Iceman, Prof X, Iron Man, Deadpool

Special Ops: +5% damage
 – Bishop, Deadpool, Nightcrawler, Gambit

So, what are the best teams? Forces of Nature is a good team; you get two
fliers, two bridge builders and the Leadership bonus. The only thing you
don’t get is a good tank, which can hurt in the early game. You also don’t
get a hugely useful team bonus.

You can mix-and-match either New X-Men or Old School for a varied team. The
downside to New X-Men is the lack of a Brotherhood mutant while Old School,
again, lacks a decent tank. Femme Fatale is another tank-less team with
otherwise good variety and a regenerating team bonus–always nice.

The Age of Apocalypse is good for a melee-heavy party, but the bonus won’t
help much if you are using lots of ranged attacks. And, since you can’t get
the AoA skins until Act 3, you probably won’t be using melee much by that
point in the game. Brotherhood of Evil gives a nice selection of mutants
and faster leveling, but no X-Men and Juggs and Toad are not likely to be
high on many players’ list of favorite mutants.

Most of the rest are too heavy in one area (e.g. Bruiser Brigade is all
tanks) or not available until you’ve beat the game once. Once you have
unlocked the three bonus characters, New Avengers, Heavy Metal and Special
Ops look attractive.


================
D.22: Categories
================

Throughout this guide, references will be made to heroes by their
abilities; for example, fliers refers to all characters with the Flight
skill. Here are the categories used in this guide and the heroes that fit
into that category:

D.22.a) Leader
————–
Characters with the Leadership skill: Cyclops, Magneto and Professor X

D.22.b) Flier
————-
Characters with the Flight skill: Iron Man, Jean Grey, Magneto, Rogue,
Storm and Sunfire

D.22.c) Bridge Builder
———————-
Characters that can build bridges at marked places on the map: Iceman, Jean
Grey and Magneto

D.22.d) Tank
————
Characters with lots of melee skills, the Might skill and typically high
Body and Strike scores: Colossus, Iron Man, Juggernaut, Rogue, Sabretooth
and Wolverine

D.22.e) Ranged
————–
Characters that have good beam or projectile powers: Bishop, Cyclops,
Iceman, Iron Man, Jean Grey, Pyro, Scarlet Witch, Storm and Sunfire

D.22.f) Teleporter
——————
Character that can teleport: Deadpool and Nightcrawler

D.22.g) X-Man
————-
Characters who are part of the X-Men: Bishop, Colossus, Cyclops, Gambit,
Iceman, Iron Man*, Jean Grey, Nightcrawler, Professor X, Rogue, Storm,
Sunfire and Wolverine. (*Iron Man is actually an Avenger, but, for the
purposes of this game, he’s part of the X-Men.)

D.22.h) Brotherhood
——————-
Characters who are part of the Brotherhood of Evil Mutants: Deadpool,
Juggernaut, Magneto, Pyro, Sabretooth, Scarlet Witch and Toad.


     /
   /–MEN LEGENDS II—————————————————–
  /
  /—Section E. ENEMIES————————————————–
 / 
/


E.01:  Abyss

E.02:  Apocalypse

E.03:  Archangel

E.04:  Bastion

E.05:  Deadpool

E.06:  Grizzly

E.07:  Holocaust

E.08:  Lady Deathstrike

E.09:  Living Monolith

E.10:  Mikhail

E.11:  Mr. Sinister

E.12:  Omega Red

E.13:  Sauron

E.14:  Stryfe

E.15:  Sugarman

E.16:  Zealot


     /
   /–MEN LEGENDS II—————————————————–
  /
  /—Section F. ITEM LISTS———————————————–
 / 
/

=======================
F.01: Danger Room Discs
=======================

Discs listed here are only those that are found during the course of
gameplay. Discs that automatically show up in the Danger Room computer and
discs that have to be purchased from Beast or Forge are not listed here.

* Setting 102 – Throwing: Cerci Caverns, third room

* Moves 103 – Triple Hit: One of the queen chambers in the Queens Lair

* Moves 104 – Throw: Same disc as 103

* Qualifying Exam 100: One of the “north” prisons in the Northern Plaza

* Challenge – Cyclops: Jungle Canal, right fork in path soon after
  entering area

* Assault 203: Nuwali Shrine, room “southwest” of the water-filled altar
  room


===================
F.02: Tech Stations
===================

Tech stations upgrade stats. There are 20 scattered throughout the game.

* Dead Zone: +2 Strike, first burned-out airship

* Desolate Mesa: +2 Focus, down left from radar array

* Cerci Burrows: +2 Speed, third room with drones

* Larvae Chambers: +10 Health, in room with second egg cluster

* Genosha Seawall: +10 Focus, central rooms just past dirigible

* Grand Hall: +2 Body, to right of entrance, destroy generator to get
  through force field

* Jungle Ruins: +20 Health, between the atmospheric generators

* Jungle Pass:


====================
F.03: Homing Beacons
====================

There are six homing beacons in each Act; however, you only need four. Once
you’ve collected four, the remaining two are replaced with XP bonuses. When
you have four, a secret Blink Portal opens in your home base. Go through
the portal and defeat the enemies. In Acts 1 through 4, you collect a piece
of Iron Man’s armor. In Act 5, you rescue Iron Man and can then add him to
your team.

F.03.a) Act 1
————-
* Dead Zone: just past entrance to Cerci Caverns

* Cerci Caverns: side ledge to left of long bridge, requires flier or
  bridge builder

* Cerci Burrows: near the entrance to the Larvae Chambers

* Genosha Seawall: just past dirigible room, need Brotherhood mutant to
  open door to the right

* Southern Habitats: in unmapped hallway off hydroponics lab

* Northern Plaza: in Mr. Sinister’s experiment room


F.03.b) Act 2
————-
* Jungle Canal: second cave you travel through

* Jungle Ruins: on the main path next to a weapon cache

* Jungle Pass: take the right fork from the main path, then the left-hand
  cave entrance and get the homing beacon in the CaveCreations

* Nuwali Shrine: from the main entrance, go right and follow the path
  around, through some columns that need to pushed out of the way and
  past a tech station, then take the left-path when you reach a T and
  in the next room the beacon is on the floor near some broken stones


================
F.04: Data Discs
================

Collect four data discs and you get a bonus to your health or energy pack
carrying capacity. There are twenty discs in all.
* +2 energy packs for the first set of four data discs
* +2 health packs for the second set of four data discs
* +4 energy packs for the third set of four data discs
* +4 health packs for the fourth set of four data discs
* +6 health and +6 energy packs for the fifth set of four data discs

Data disc locations:
* Barren Cliffs: under brush in area right before first Grizzly meeting

* Queens Lair: central platform in one of the queen’s chambers, need
  flier or bridge builder

* Northern Plaza: under one of the first stairways

* Grand Hall: out in the open on the ground level

* Jungle Canal: first cave you travel through


===================
F.05: Weapon Caches
===================

* Barren Cliffs: After first meeting with Grizzly, go left and build two
  bridges to reach cache

* Grand Hall: near a fallen pillar opposite the Xtraction point

* Jungle Ruins: on the main path

* Jungle Pass: in a laster-bomb filled cave just before the Xtraction point


=================
F.06: Comic Books
=================

* Bishop: In Desolate Mesa, after destroying radar array, go down and left
  from main path

* Wolverine: Larvae Chambers, room with third egg cluster

* Colossus: Southern Habitats, side room near one of the prisons

* Toad: Jungle Ruins, behind an atmospheric generator

* Cyclops: Jungle Pass, in a ruined temple along the left fork from
  the beginning path


==================
F.07: Sketch Books
==================

Sketch books unlock concept art. There are 16 sketch books and each one
unlocks three pieces of concept art.

* Dead Zone, Dead Zone Enemy, Magneto: Desolate Mesa, down left from the
  radar array

* Insect Tunnels, Insect Tunnels Enemy, Nightcrawler: Cerci Burrows, in
  one of the rooms with drones

* Genosha, Genosha Enemy, Iceman: Grand Hall, on an upper platform, need
  a flier to get it

* Jungle, Jungle Enemy, Jean Grey: Jungle Pass, in cave between Xtraction
  point and boss fight with Sauron


     /
   /–MEN LEGENDS II—————————————————–
  /
  /—Section G. DANGER ROOM COURSES————————————–
 / 
/

n/a for Location of a Danger Room disc indicates the course is
automatically available. Buy for Location means the disc must be purchased
from Beast or Forge. Awards stack; e.g. if you beat the Vibranium Award
requirement, you also receive the Titanium Award and Adamantium Award.

If you beat all the courses, you will unlock Professor X as a playable
character.

======================
G.01: Freshman Courses
======================

G.01.a) Setting 101 – Hidden Goods
———————————-
Location: n/a
Objectives:
* Destroy all crates
* Complete within 1:30

Titanium Award (beat the course): 200 XP
Adamantium Award (within 0:45): +1 Strike
Vibranium Award (within 0:30): An item

Recommended Team:
* Any single hero, one with Might or a Beam power works best

Smash the marked crates. It’s easier to finish in less than 30 seconds if
you use a ranged fighter.


G.01.b) Setting 102 – Throwing
——————————
Location: Cerci Caverns, third room
Objectives:
* Execute a pickup-and-throw move five times
* Complete within 1:30

Titanium Award (beat the course): 300 XP
Adamantium Award (within 0:45): +1 Speed
Vibranium Award (within 0:30): An item

Recommended Team:
* Any single hero, the faster the better

Pick up items with Use and throw them with Use. Just grab any crates or
barrels lying around.


G.01.c) Moves 103 – Triple Hit
——————————
Location: Queen’s Lair, chamber where you first meet Zealot
Objectives:
* Strike enemies with the Triple Hit 5 times
* Complete within 1:30

Titanium Award (beat the course): 450 XP
Adamantium Award (within 1:00): +1 Strike
Vibranium Award (within 0:45): An item

Recommended Team:
* Any single hero, a tank works best

Use Attack, Attack, Attack for the Triple Hit. Don’t spend a lot of time
running around looking for enemies, they’ll spawn on top of you.


G.01.d) Moves 104 – Throw
————————-
Location: Queen’s Lair, chamber where you first meet Zealot
Objectives:
* Execute throwing an enemy 5 times
* Complete within 1:00

Titanium Award (beat the course): 600 XP
Adamantium Award (within 0:45): +1 Body
Vibranium Award (within 0:30): An item

Recommended Team:
* Any single hero, a tank works best

Press Use while standing near an enemy to pick him/her/it up. Press Use
again to throw the enemy. Don’t spend a lot of time running around looking
for enemies, they’ll spawn on top of you.


G.01.e) Teamwork 105
——————–
Location: Buy, 160 tech bits
Objectives:
* Defeat 10 enemies
* Call for help from allies five times
* Complete within 3:00

Titanium Award (beat the course): 750 XP
Adamantium Award (within 1:15): +1 Focus
Vibranium Award (within 0:45): An item

Recommended Team:
* Any

This is real simple. Just lay into the enemies that spawn and spam your
Call Allies button. You should be able to complete the course in less than
30 seconds.


G.01.f) Moves 106 – Knockback
—————————–
Location: Buy, 250 tech bits
Objectives:
* Strike enemies with the knockback attack 10 times
* Complete within 2:00

Titanium Award (beat the course): 1000 XP
Adamantium Award (within 1:30): +1 Body
Vibranium Award (within 1:00): An item

Recommended Team:
* Any single hero, a non-tank works best

The knockback attack is Attack, Smash, Smash, Smash. A non-melee oriented
character works best. A tank is likely to knock enemies away with the first
or second Smash and make completing the combo difficult.


G.01.g) Combined Powers 107
—————————
Location: Buy, 360 tech bits
Objectives:
* Execute 10 power combinations
* Complete within 3:00

Titanium Award (beat the course): 1250 XP
Adamantium Award (within 2:30): +1 Speed
Vibranium Award (within 2:00): An item

Recommended Team:
* Whatever team works best for you hitting power combos (see more below)

There’s no getting around it: hitting power combos in XML2 is a lot harder
than in XML1. First, the margin of error–the time you have between when
the two powers hit–has been reduced. Second, the AI won’t always use the
power you assign to AI Skill, so it’s not as reliable. Third, the variety
of mutants makes finding good combinations harder. That said, here are some
powers that work well for causing Power Combos:

* Magneto’s Magnetic Shell
* Storm’s Blizzard
* Iceman’s Slow Beam and Freeze Beam
* Scarlet Witch’s Hex Bolt

Beating the Combined Powers courses in XML2 takes a lot more work and
experimentation than in XML1. Another possibility is to use a tank with
Might to pick enemies up and hurl them into the rest of the team, which
almost always causes a Batter Up! combo.

If you’re having a lot of trouble with it, wait until you level up some
more and increase your skill ranks. Power combos generally get easier to
hit as your skills increase in rank. But, don’t wait too long for this
first combined powers course. If you get to the point you can one-shot kill
the enemies in this course, it will be almost impossible to beat it.


G.01.h) Moves 108 – Stun
————————
Location: Buy, 490 tech bits
Objectives:
* Strike enemies with the stunning blow 10 times
* Complete within 2:00

Titanium Award (beat the course): 1500 XP
Adamantium Award (within 1:30): +1 Focus
Vibranium Award (within 1:00): An item

Recommended Team:
* Any single hero, a fast-moving non-tank works best

The stunning blow is Smash, Attack, Smash, Smash. A non-melee oriented
character works best. A tank is likely to knock enemies away with the first
Smash and make completing the combo difficult. Also, you’ll have to chase
enemies down in this course, so having a fast-moving hero gives you a
better chance at the Vibranium Award.


G.01.i) Qualifying Exam 100
—————————
Location: Northern Plaza of Genosha, in one of the prisons from which you
          free mutants
Objectives:
* Fight Lady Deathstrike

Titanium Award (beat the course): unlock the next grade and 3000 XP
Adamantium Award (within 5:00): +1 Focus
Vibranium Award (within 3:00): Free talent (skill) point

Recommended Team:
* Same team you used in boss fight against Lady Deathstrike, unless you
  bribed her–in which case you’ll want Wolverine, Iceman and two other
  ranged attackers.

This is a repeat of your boss fight against Lady Deathstrike, except she
won’t regenerate. You should be able to easily beat her down in less than
three minutes.


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