Nom du fichier : X-Men Legends Walkthrough v2.0.0 - Auteur : ERH - [XBOX] |
X-Men Legends Walkthrough Version 2.0.0 By Eristole & HexKrak xxxxxxxxxxxxxxxxxxx xTable of Contentsx xxxxxxxxxxxxxxxxxxx A)A couple of notes B) Concept art, Danger room disks, and Comic locations, with basic tips and mission objective type info C) Danger Room Scenario list D) Alternate Costumes E) Danger room Extra credit tips F) Concept art Titles(not finished) G) Special Thanks and Credits H) Legal I) Important note xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xA) First off a couple of tips and notes.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx +The danger room gives you some of the disks for each level. We beat each dd as soon as we could. So I'm not sure whether the scenario's it gives you is based on your credits, current mission or what. Beating the challenges gives great items for each character that they are able to use at lvl 20. +If you leave a danger room mission incomplete you can use it to get potions at the xtraction points by entering the scenario grabbing all the potions you can and then exit before you finish the objectives. This trick can get you out of some tight spots. +Comics add stat points for the featured characters. They're not just another version of concept art. +After collecting all of the concept art there will be a lot more unlocked for you to view. We're not sure if this is the only reward for it. +The first time we played thru this game we missed a lot of danger room disks, and we were able to buy a lot from healer. I'm not sure how many you can buy from him, or which ones, but we were missing quite a few at endgame, so you'd best find as many as you can, and that what we're trying to help you do here. +Use the map!!! So many people get stuck, especially on the USS Arbiter, while trying to locate people, or objectives when on a timer. The important spots, a) objective points, this includes the people on the USS arbiter, and the place you need to escort them to, b) places to make bridges, c) entrance and exit points. +Please email hexkrak@hotmail.com with errors or fixes. Please include which console you play this on, and how many times you've already beat the game. Also any info that you'd like to see here. +We just found out that there is one piece of concept art missing from this guide. It was the Morlock tunnels concept art. We had it, but apparently neglected to write it down. Our best guess is that its in the second visit to the morlock tunnels when saving the morlocks. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xB) Item Locations and zone specific tipsx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Game starts: Cinematic of Magma in NY Start as Wolverine; Mission 1: Zone 1 +Nothing important Zone2 +Nothing important Zone 3 +Nothing again Zone 4 +Nothing important Boss 1 Mystique Focus on the Brotherhood thugs when they spawn, then hit and run Mystique if you get low on hp. The trash cans have potions; grab em if ya need em. Zone 5 Blob +nothing Boss 2 Blob Use Cyclops's eye beam, and combo it with Wolverine's claw attack for a damage bonus. Zone 6 +DD Teamwork 101 +Wolverine Comic ------------------------------------------------------------------------------ --- X mansion: +DD Teamwork 102(subbasement) Go ahead and do the danger room missions. It will make the next mission cake. ------------------------------------------------------------------------------ --- Mission 2: Zone 1 Frozen falls +Concept art (behind generator, on a little raised area just left of the exit, assuming you're facing the exit) Your objective here is to blow up the 2 of the 5 generators. Zone 2 The bridge +Comic book Cyclops (Hidden in the trees, Just to the right, off the ledge, by the generator next to the save point) Objective-> More generators to make into rubble. Also shut down the surveillance system, which is just more lovely destruction. Zone 3 Outer grounds +DD Combined powers 101(On top of roof with the train wrecked across road) +Skill point (on train car on train bridge) Objectives Destroy 3 of 6 transformers Something fun to do here is to throw one of the explosive barrels onto the bridge in the middle of the map, it will explode and blow up. Zone 4 Inner grounds +DD Challenge Beast (on roof near tank fight, across road from big satellite dish, right before a snow tractor is in the road) Objectives Destroy the other 3 transformers Zone 5 HARPP facility +Nothing important Zone 6 Mess hall +DD Combined powers 102(From zone in follow path forward to the first door. Inside this door there is another door immediately to your left. In this small room is the disk behind some box's) Zone 7 System ops +Nothing important Zone 8 Satellite ops +Comic book Iceman(Room right before the lift out of the zone next to 2 generator looking things) Boss fight Pyro We slowed him with iceman, lightning with storm, and had had rogue melee him. There's better ways, but this was who was in our group at the time, along with the useless Jean Grey *for this fight.* Wolverine makes a better addition to the group then Jean. I do recommend having iceman around the slow is very useful, along with his ability to put out fires(although storms tornado can do this too) Zone 9 Ice tunnels +DD Qualifying exam 100 (right next to the zone out lift) Zone 10 Exterior access tunnels +Concept art (Inlet near area you need to make bridge over) Boss Toad +Nothing to find here ------------------------------------------------------------------------------ --- Allison in the Mansion #2: Outside +Nothing important Bobby- by pool Denise- Just out of pool area in grass Danny- Between basketball and tennis courts Jubilee- Towards house Upstairs Dorms +DD Protect 202 (By stairs) Ground floor *IMPORTANT*Nightcrawler for Flashback Sentinels Nightcrawlers Flashback (need flyer for comic): 7th ave +DD Defend 202- Alley near start 2 sentinels 8th ave +Nothing 2 sentinels 9th ave +Nothing 5 sentinels 10th ave +Comic book Nightcrawler(on roof, Use Jean Grey to fly up and right from zone in, building has lots of round tables on it) Don't kill all of the sentinels until you have the comic book, because once you do, the mission will end without giving you an option to scout around. Subbasement *IMPORTANT*Beast Flashback Juggernauts Rampage Beast's Flashback: +DD Challenge Cyclops(by stairway to dorms) Attack Juggernaut full out until he gets a big red circle around his feet signifying that he's invulnerable. Wait until it disappears and then attack him again. Allison's Danger room test in the dangeroom(subbasement) Lots of health and mana here, stock up the best you can, should be pretty easy. ------------------------------------------------------------------------------ --- Morlock Tunnels: Zone 1 Outfall Tunnels +Nothing important Zone 2 Mainline Reservoir From here you can go East or West. For the purposes of this walkthru go east. Zone 3 EAST trunk line +Comic book Storm (Just to the right of the zone in. Need ice bridge or flyer to get across gap) +Concept art (behind crates near water pump) Zone 4 WEST trunk line +DD Focus 201 (Strait ahead from zone in) Go back to the Mainline Reservoir and you'll be able there will be a door in the center where there was sewage. Zone 5 The Morlock village +Nothing important Talk to Marrow Talk to Healer(you now have access to the healer thru most xtraction points) Zone 6 Mainline North +Concept art (get to xtraction point. go over bridge, take a left through door, Break wall by door #2. Secret room with box's) Zone 7 The Filtration reservoir +DD Focus 202(Straight from zone in to wall. Turn left, in middle of bridge, need a flyer, left side by Goth) Zone 8 22nd st Steamworks +DD Challenge Rogue(before entering the fighting ring to battle morrow, fly around the left of the ring to a ledge back behind it.) In fighting Marrow Storm is a must you can just nuke nuke nuke, and win the fight with very little problem. You can break the ring apart after you beat marrow. The mission dosent end until you talk to Gambit. ------------------------------------------------------------------------------ --- From here strait to the USS Arbiter: Zone 1 Forward Flight Deck +Nothing important Zone 2 Aft Flight Deck +Nothing important After using the crane take one of the exploding barrels and throw it at the spot the cable connects to the vehicle, to blow the thing apart dropping it on the deck and opening up the new zone. For fun put one of your characters under the spot it will drop. It will fall on them instantly zoning you, without causing damage to your team. Hey it made me laugh anyway. Zone 3 Hanger Lift +Skill point (to the right of the zone in on a ledge, you need to fly to it, but that's ok because there's an xtraction point at the zone in too.) Zone 4 Aft Hatchways +Nothing important Zone 5 Starboard Launch bay +Concept art(in a little room just right of the zone out, if you're facing the zone out) Zone 6 Fore Launch bay +Nothing important Zone 7 The Brig +Comic Beast(left of zone out, in room with a guy in need of rescue) Timer starts in here don't fret though, when looking for the comic you'll come across holes in the hull that you can use storm or Cyclops to weld giving you extra time. Remember you don't have to go back to the save crewman here point after each time you find someone, you can wait until you have all the crewmen tagging along. That will save you some precious time. Also use the large map menu option and all the crewmen will show up on the map as objective points (gold x's). When you have more than one following you, you may need to run away from the red arrow (save people here point), and come back to get the next guy to leave. You don't have to run very far tho. Zone 8 Infirmary +Nothing important Same thing goes for here. Get all the crewmen following you before returning to the point where they need to be saved. Zone 9 Galley +DD Qualify 200 (if zone out and zone in are oriented to the top hallway along the map there are 3 indents along the hallway. Between the middle one and the far left one there is a door to the south, go thru this door and then again thru a second door to your south. The disk should be in this room) +Concept art (left from zone in, electric guarded, 1 blocked door, jump on walkway over electric water by wall and bust it down, the wall that is) Zone 10 Maintenance division +Nothing important ------------------------------------------------------------------------------ --- Back to the Mansion: Magma Danger room #2: Zone 1 +Nothing important Zone 2 Central park +Comic Magma (on path by sewer grate you destroy) +Concept art (by destroyed bridge Zone 3 East Manhattan +Nothing important Wolverine Flashback: Zone 1 +Nothing important Zone 2 Lab Support +DD Survival 302 (Top left corner of the map, oriented as the map is when you zone in) Zone 3 Fission Gate +DD Challenge Wolverine (at end before you catch boss scientist, go upstairs into his room hug the right wall, and walk out down stairs and you'll see it.) ------------------------------------------------------------------------------ --- Nuke Factory (need a flyer for comic in zone 2): Zone 1 Primary Control Center +DD Assault 301 (go forward, talk to the guy, continue forward, take the stairway down to your right, follow around machinery) Zone 2 Turbine facility +Nothing important Zone 3 Reactor Core +Comic Jubilee (At zone in if you fly strait over the stairs and turn right you will see it down by the water. Down stairs, need a flyer to get over the electrified water) Zone 4 Coolant pumps +Nothing *I recommend you crack open a 40 of Old E here. It really helps you get thru. Zone 5 Back to the reactor core +Nothing unless you missed it the first time Zone 6 Conversion Sequencers +Nothing important Zone 7 Secondary Control center +Concept art (when leaving the room with the objective, take off from the stairs down, and fly to the right) Zone 8 Condenser controls +DD Challenge Storm (From zone in go down to grate above electric wate. Run straight fly forward onto ledge to your left) Zone 9 Back to the conversion sequencers +DD Assault 302 (behind, now open, blast doors, you must get these with a flyer before welding the arms into position, because this will cause the mission complete sequence) +Skill Point (same place as assault 302) To weld the arms in place first you must push them into place using Jean Grey's telekinesis, or Storm's Tornado. Then you can weld them with Cyclops's eye beams, or Storm's lightning bolt. ------------------------------------------------------------------------------ --- Muir Island Main area +Sketch Book (run around the center area and you'll find it with ease.) Reboot the supercomputer Zone 1 Load up on potions, there should be more than enough to beat the robots and stock you reserves. If you have Shadowcat's touch, this would be a good place to use it. Muir Island main area We got stuck here both times thru the game, and had to reload the game. All the advice I have is listen to everything the people say without skipping thru it by pressing A. This seemed to do the trick. ------------------------------------------------------------------------------ -- Back to the X Mansion romp: Outside +Sketchbook (by a set of three chairs, with a couple kids lounging around, by pool) +DD Challenge Ice Man (Dorm level next to stairs) +Comic Book Rogue (Subbasement, Brig, where they're holding toad) ------------------------------------------------------------------------------ --- Mansion Mission GRSO: Zone 1 Back yard +Nothing important *p.s. By this point if you took the 40's of old e advice you should be pretty drunk. Zone 2 Front yard +Nothing ------------------------------------------------------------------------------ --- Back Inside the Mansion: You have a second chance to get the items you could have found if you were following the walkthru the last time you were exploring. Even if you found them the first time they will show up again. +DD Challenge Ice Man (Dorm level next to stairs) +Comic Book Rogue (Subbasement, Brig, where they're holding toad) ------------------------------------------------------------------------------ --- Astral plane or Weapon X choice for mission: Weapon X Zone 1 Infusion trials ruins +Skill point 30k exp (go left from zone out and you'll see a second yellow x on the map, go to it) +DD Sabotage 402 (Right from zone in. In room with 2 pipe things, in the middle of a little pit thing) Zone 2 Lab support ruins +Nothing important * Finally I started taking the notes, and I can read the handwriting Zone 3 +DD Challenge Night Crawler (by switch to shut off force field door at end of zone) Zone 4 D Block Ruins +DD Focus 401 (first door on right from zone in) Zone 5 Holding Cells +Concept art (straight ahead from zone in) ------------------------------------------------------------------------------ --- Astral Plains Zone 1 The Shadow Gallery +DD Challenge Phoenix (Follow the path and keep left) Zone 2 The Chamber of Echos +DD Qualify Exam 300 (Left of save point, when facing zone in) Zone 3 The endless stairs +Nothing important Zone 4 The lovely Dark +Astral Stone +Comic book Emma frost (north from entrance, from original map orientation?) ------------------------------------------------------------------------------ --- Sentinel Attack: +Big fat nothing except lovely potions of goodness ------------------------------------------------------------------------------ --- Mansion romp: +Nothing important ------------------------------------------------------------------------------ --- Morlock Village visit #2: Zone 1 Morlock village +nothing important Zone 2 Storm drain +concept art (From zone in take all rights. It is across a small bridge) Zone 3 +Comic book Gambit (left of zone in, in area blocked by sewer fence) +DD Focus 402 (Upstairs by lever, to the right as you go in the room) Zone 4 Waste waster basin +Cybers Revenge Zone 5 Overflow reservoir +DD Challenge Colossus (first door on left side, destroy wall on right) +DD Graduation Exam 400 (in room with lever to release healer) ------------------------------------------------------------------------------ --- Mt Essence Zone 1 +DD Challenge Magma (as you travel forward from the xtraction point follow the left wall, opposite from the lava, and there will be a sliver of land that curves around a bend, just before the walking room ends and the magma continues the disk will be) +Concept art (beginning of stairway before conputer, marked by yellow x on map) Zone 2 Transport C +Nothing ------------------------------------------------------------------------------ --- Mansion romp: +Concept art (dining room) 3 options for the next mission we did them in this order. Juggernaut on Muir island: +Comic Colossus (in the middle) +DD Survival 501 (Forge's room by where you start) ------------------------------------------------------------------------------ --- Save the Morlocks: Zone 1 Ladder and Teleporter destruction?(like I said we were kinda drunk at this point) +Concept art (Near 4th ladder, close to exit) Zone 2 Grit Flowage +DD Sabotage 501 (after second ladder go to the right, inbetween metal cages in the back) Zone 3 Sedimentary +Nothing Put a flyer in your group if you don't have one, you'll need it for a DD in the next zone Zone 4 Dechlorination +DD Challenge Gambit (left from fighting platform, you'll need a flyer to get it, Nightcrawler might do it, but if he cant its a 32k death, and a missing disk) First take out her lackeys, I suggest storm with some massive chain lighting. Then take morrow out. As soon as you do run to one of the 4 corners, very quick, a leviathan will show up briefly while resurrecting Morrow. Kill it quick. Kill her lackeys and then her. Run to the next nearest corner to the one you visited first, and kill the leviathan. Repeat this process until you have killed all 4 of the corner units. And then just kill morrow again, and she won't come back this time. Remember one thing tho. Get that disk first, because once you beat her you wont have a chance to go run around, it will be mission over. ------------------------------------------------------------------------------ --- NY Riot: Zone 1 2nd st +DD Survival 502 (Straight out from the save point, all the way to the fourth st wall. In a little cove) Zone 2 East 4th st +DD Challenge Jubilee (Before zone out, before alley, left hand side of street, hidden by fire, need ice or storm to put it out) +Concept art (Hug right from zone in, in a little cove on right behind tree) ------------------------------------------------------------------------------ --- Mansion again: +DD Sabotage 402(bought from healer, available from general inventory not grab bag. If its not for you don't fret, try beating some of your incomplete danger room sequences or gaining a few levels) * Recommended drinking a pot of coffee here if you want to finish this game in 1 sitting. ------------------------------------------------------------------------------ --- Astral Plane(again): Zone 1 Xavier Nexsus +DD Protect 601 (far left at start of stariways) From here you have 3 choices of zones to visit Knowledge - Hall on fire (right most portal) +Comic (left down and left again from zone in) *everyone but Eristole is passed out at this point, including me, HexKrak, cuz I didn't drink that pot of coffee and it was 8:00am. All props to Eristole for making this part possible. Honor - The guardian statue (left most portal) +DD Challenge Emma Frost (take all lefts) To kill blob you have to kill the statues to make him vulnerable Middle Portal - Chamber of faith +Concept art (Right after first floating florr tile) *Due to Eristole's continued degradation of handwriting I'm guessing he's really tired by now, its gotta be about 9am Prof Mind +Nothing ------------------------------------------------------------------------------ --- Factory Grounds: +Concept art (in train box car, by guy that drops proximity card) Zone 1 Fabrication facility +DD Qualifying Exam 500 (to the right of zone in, up stairs in a back room) Zone 2 Armor application +Nothing Zone 3 Leg attachment +Nothing Zone 4 Arm attachment +Nothing Zone 5 Head attachment +Focus 601 (in a room by the guidance thing Zone 6 Storage Wearhouse +Nothing Zone 7 Biolab's holding +Nothing Zone 8 Biolab workshop +Concept art (from save point go through the doors until you find a room with a "pool" in it. The pool kills you but in the back on an I beam you'll be able to land and get sketchbook) Zone 9 Biolab Gallery +DD Nightmare Wolverine (on top of the generator, after spider sentinal) Zone 10 Subject recondition center +skill point (need a Flyer and nightcrawler, by the two bridges, that you make, fly around back) Zone 11 +nothing ------------------------------------------------------------------------------ --- Astral Plane(3rd time): +DD Nightmare Cyclops (right pathway from save point go straight all the way to cove in wall up stairs) +Comic Book Jean Grey (left pathway from save point, in big room, bottom left cove) ------------------------------------------------------------------------------ --- Mansion again again again again...: +DD Nightmare Phoenix (xJet hanger) +Concept art(Dining room) *Gratz You now have all the concept art, check the book in Colossus's room to check out the new unlocked art. ------------------------------------------------------------------------------ --- Last mission Asteroid M: Zone 1 +Nothing important Zone 2 +Nightmare Colossus (to the left and down the stairs, behind some boxes after Mystique dialog) Zone 3 +Nothing Zone 4 +DD Challenge Psylocke (room after you fight Magneto) Zone 5 +Challenge Legends (room with lots of places to make bridges, in center top, break big planter to see it easier) xxxxxxxxxxxxxxxxxxxxxxxxxx xC) Danger Room Scenario'sx xxxxxxxxxxxxxxxxxxxxxxxxxx Here's a list of all the Danger room scenario's so you can cross reference to see which you missed or even better, haven't missed. Freshman-> Setting 101: Hidden goods Setting 102: Throwing Moves 101: Triple hit Moves 102: Knock Back Moves 103: Popup Moves 104: Trip Moves 105: Stun Moves 106: Throw Teamwork 101 Teamwork 102 Combined Powers 101 Combined Powers 102 Qualifying exam 100 Sophomore-> Protect 201 Protect 202 Defend 201 Defend 202 Focus 201 Focus 202 Qualifying exam 200 Challenge Beast Challenge Rogue Challenge Cyclops Junior-> Combined Powers 301 Combined Powers 302 Survival 301 Survival 302 Assault 301 Assault 302 Qualifying exam 300 Challenge Wolverine Challenge Storm Challenge Iceman Senior-> Protect 401 Protect 402 Sabotage 401 Sabotage 402 Focus 401 Focus 402 Graduation Exam 400 Challenge Phoenix Challenge Nightcrawler Challenge Magma Challenge Colossus X-Man-> Defend 501 Assault 501 Assault 502 Survival 501 Survival 502 Sabotage 501 Qualifying Exam 500 Challenge Jubilee Challenge Gambit Challenge Emma Frost Challenge Psylocke Legend-> Protect 601 Focus 601 Nightmare Wolverine Nightmare Phoenix Nightmare Cyclops Nightmare Colossus Challenge Legends xxxxxxxxxxxxxxxxxxxxxxx xD) Alternate Costumesx xxxxxxxxxxxxxxxxxxxxxxx Beast-> Original, Extreme Colossus-> Original, Extreme, Flesh Cyclops-> Extreme, Original, 70s Emma Frost-> New X-Men, Extreme Gambit-> Extreme Iceman-> Original, Flesh, 70's, and one other I think it but its a very slight change from another of his costumes Jean Grey-> Original, 70's, Phoenix Jubilee-> None Magma-> X mansion attire, Extreme Nightcrawler-> Original, Extreme Professor X-> None Psylocke-> Extreme Rogue-> None Storm-> Extreme Wolverine-> Weapon X, Extreme, 70's xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xE)Danger room extra credit tips.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Efficiency-> Finish the mission quick, you'll notice in the scenarios that you have to run the timer down this credit wont be available Demolition-> Not sure yet, but it has something to do with power combo's Tactician-> Use each character for the same amount of time. So if you have a 2 minute timer you have to run down, use each character for 30 seconds Untouchable-> Finish the scenario with all characters above 90% health xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xF)Concept art titles(in the order they're listed in the game)x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Sentinels Asteroid M Morlock Tunnels Early Alison Morlocks HAARP Soldier 1 HAARP Soldier 2 Spider Sentinel Jubilee Arbiter Astral Plane Hive Labs Rogue Gambit Trio One Sewars Healer Hove Factory Mansion Sketches HAARP and Ice Tunnels HAARP Interior Weapon X Lab --------------The rest are bonus art for collecting all of the above Mansion Backyard Mansion Subbasement Conference Furniture Conference Environement Subbasement Hall Mansion Front Overhead mansion Hangerbay Danger Room Danger Room Blueprint Mansion Blueprint layout Professor X and Cerebro Wolverine and Beast Cyclops and Emma Frost Nightcrawler, Kitty, Havok Storm and Mervel Girl Polaris, Sage, Rogue Gambit and Bishop xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xG) A special thanks and Credit to these people x x for helping us fill in the holes x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx _Swyfter_ rimtice AdviceGui KrayzieKMF ashokatw Dan.Smith krptkaiser xxxxxxxxxx xH)Legal:x xxxxxxxxxx This FAQ was made for personal use, please don't reproduce without my consent. Copyright Cory Sougstad (HexKrak) 2004 xxxxxxxxxxxxxxxxxxx xI)Important note:x xxxxxxxxxxxxxxxxxxx If you enjoyed this faq, and want to see more send me an e-mail. If you feel I saved you from buying a $20 guide at the store, feel free to send a couple dollars via paypal, to hexkrak@hotmail.com. If you don't have a couple dollars to send, again, just send me an e-mail. I really enjoy the feedback from the people using this. |
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Mise à jour : 2004.10.18 |
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