Walkthroughs of X-MEN Legends II - Rise of Apocalypse
X-MEN Legends II - Rise of Apocalypse Walkthroughs
X-MEN Legends II - Rise of Apocalypse
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X-MEN LEGENDS II: RISE OF APOCALYPSE (PC Version)
Copyright 2005, 2006 Barry Scott Will
*GAME VERSION NOTE*
This guide was written while playing the PC version of the game; however,
the console versions (PS2, XBox and Gamecube) are exactly the same with the
exception of the two PC-only characters and the control layout.
For a visual version of this guide, complete with maps, please visit:
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
Marvel, X-Men and all Marvel characters and the distinctive likenesses
thereof are trademarks of Marvel Characters, Inc. Copyright 2005 Marvel
Characters, Inc. Game copyright 2005 Activision Publishing, Inc.
This guide is not endorsed by, nor is the author associated with, Marvel
Comics, Activision or Raven Software.
Please include "XML2 FAQ" in your subject line so I don't auto-discard the
message. Also, please read the FAQ carefully prior to asking for help on
any part of the game. If you send me additional suggestions or hints for
the game and I find them useful, you will be acknowledged in the Credits.
If you found this guide useful and would like to contribute a small token
for my efforts, you may send money through PayPal to:
Table of Contents
Section A. Overview
Section B. Gameplay
B.02 Team Management Screens
B.04 Item Collecting
B.05 Using the Map
B.06 Hints, Tips & Tricks
B.07 Exploits (It's not cheating! Really!)
B.08 Glitches & Bugs
Section C. Walkthrough
C.02 Special Conversations
C.04 In the Blink of an Eye
C.05 Hacker's Delight
C.07 Under Pressure
C.09 Into the Void
C.10 Certain Destiny
C.11 The New Ice Age
C.12 No Way In, No Way Out
C.13 Beyond the Threshold
C.14 Tomb Raiders
C.15 Beyond the Threshold, Part II
C.16 The Beast Within
C.17 Rotten to the Core
C.18 Infinite Possibilities
C.19 Sinister Intentions
C.20 'Altar'ed Reality
C.21 Of Gods and Heroes
C.22 Sentinel Invasion
C.23 Hellfire to Pay
C.24 Prison of Misery
C.25 Where Angels Fear to Tread
C.26 Hail to the Queen
C.27 Evil Revealed
C.28 Seal of Fate
C.29 Survival of the Fittest
Section D. Allies
D.07 Iron Man*
D.08 Jean Grey
D.12 Professor X*
D.16 Scarlet Witch
D.21 Bonus Teams
* Denotes an ally that must be unlocked
+ Denotes an ally only available in the PC version of the game
X-Men Legends II: Rise of Apocalypse is proof of the old adage, bigger is
not always better. Compared to XML1, XML2 has more mutants with more powers
fighting through bigger areas against bigger bosses. About the only thing
that's really an improvement; however, are the bigger bosses.
Raven Software tweaked the graphics--at least you can count the fingers on
the hands of the characters during cutscenes--but the locales tend to be
annoyingly similar. And, the more you play, the more you realize a lot of
the "extras" added to the game are just filler. More collecting X number of
items. More long, meandering hallways built by Frank Lloyd Wright's insane
twin filled with cannon fodder that must be disposed of using the even
greater number of powers at your disposal, which leads to lots and lots of
reading and experimenting and calculating...and other complexity.
Admittedly, there are some nice touches. There's a bit more variety in the
powers now, especially with Xtremes. The bosses are more fearsome and even
some of the early bosses can lay waste your entire team a few times before
you figure them out. The story is pretty good and will hold your interest,
though it will be tried many times as you slink your way through yet more
Overall, this game rates about the same as the first. For every
improvement, there's a disappointment. Still, in the end, this is one of
the best superhero titles as well as one of the best action RPGs to come
down the pike this year.
Q. How do I unlock Deadpool/Iron Man/Professor X/Pyro/Sabretooth?
A. If you have the PC version of XML2, Pyro and Sabretooth will be
available to you at the first Xtraction point in the Genosha Sanctuary. If
you don't have the PC version of XML2, you're out of luck.
Deadpool is unlocked when you beat the game for the first time. You can
unlock Professor X by collecting all Danger Room discs and beating all the
Danger Room scenarios. You only need to beat the scenarios (i.e. earn the
Titanium Award), you don't have to beat the optional Award requirements
(Adamantium and Vibranium).
Iron Man is a bit more complicated. In each of the five Acts, you can find
up to six homing beacons. Find four of them and a secret portal will open
back at your base (it will be located next to the "shop"--i.e. Beast or
Forge). Go through the portal and defeat the enemies. In Acts 1 through 4,
you recover a piece of Iron Man's armor. In Act 5, you rescue Iron Man
himself and can then use him in the current and future games.
Q. I heard Cable/X-Man/Dark Phoenix/Cannonball are in the game. Why aren't
they in your FAQ?
A. Those four characters are exclusive to the Sony PSP version of XML2.
Unless someone wants to donate a PSP to me, they won't be covered in this
Q. I thought the comic books unlocked special Flashback missions?
A. The Flashback missions are a Sony PSP exclusive. You won't get them on
the Gamecube, PS2, XBox or PC.
Q. Should I get this for PC or one of the consoles?
A. It's up to you. XML2 is not that demanding on PC hardware, so even mid-
range systems from two or three years ago can probably run it. If you can
play newer games such as Dungeon Siege II or Ultimate Spider-Man, XML2 will
run like butter. The PC offers two more playable characters (albeit ones
very like Sunfire and Wolverine), much shorter load times and better
graphics. The downside is a complicated control scheme unless you have a
decent gamepad and possible bugs or conflicts with your hardware. Oh, yeah,
the PC version is $10 (US) cheaper.
Still, it's your call.
Q. Can I play as ?
A. In the Skirmish mode, you can choose various enemy mutants. You can put
enemy mutants and some non-playable mutants on your team in Story mode, but
it involves hex editing your savegame, so you'll need to look elsewhere for
Q. What's the correct answer to ?
A. See Section G of this guide.
Q. What's the best setup for my gamepad?
A. A complete overview of the controls is in Section B.01, including how to
set up your gamepad to mimic the control layout of the consoles.
Q. How do I hit combos?
A. Section B.03 covers combat in all its permutations.
Q. How should I level up ?
A. Section D of this guide covers all 20 playable characters, with complete
lists of skills and recommended leveling procedures.
Q. What's the highest level for the X-Men?
A. 99, and, even if you get that high, you still won't be able to buy every
rank in every skill.
Q. Is this just like XML1?
A. There are a lot of similarities; however, it is different enough--
especially in the heroes and their skills, that you'll need some time to
get used to it. Still, it plays close enough to the original that you can
jump in and start killing bad guys right away.
Q. How many savegames can I have?
A. The PC version of XML2 allows 10 savegames. They are stored in
My Documents\Activision\X-Men Legends 2\Save
You should rotate at least three or four saves in case you mess up real
Q. I can't destroy the statues in the Temple of Anubis! What's up?
A. There's a glitch in this area. See B.08, Glitches & Bugs, for the
ATK: Attack rating; measures how easy it is for a character to successfully
land a melee attack on another character
Boost: Skills that are buffs
Buff: Any enhancement to a character's offensive or defensive stats or
Debuff: Any penalty to a character's offensive or defensive stats or
DEF: Defense rating; measures how hard it is for a character to be
successfully hit by a melee attack
EP: Energy points
HP: Hit points or health
Mob: Any hostile character or characters
Power: Any mutant skill that requires activation (i.e. non-Passive)
Skill: The varying abilities of all mutants. Skills come in several types:
* Ability: adds an ability to the character's repertoire (such as flying)
* Beam: an instantaneous, straight-line, narrow-width projection of energy
* Blast: causes an explosion at the target spot
* Boost: enhances offensive/defensive capabilities
* Charge: a special attack that covers a large distance
* Debuff: penalizes enemies' abilities
* Melee: an enhanced hand-to-hand attack
* Passive: a skill that provides a continuous effect
* Projectile: fires a bullet or missile, some will track the target
* Radial: creates an effect in a circle around the character
* Special: Any skill that does not fall into one of the other categories
* Trap: Creates an effect that damages enemies autonomically
* Xtreme: Skills that can only be used with Xtreme tokens
B.01.a) Control Layout
The following table lists the default keyboard controls as well as
recommended gamepad controls. XML2 recognizes most gamepads, but does not
automatically set up the controls. You will have to do that through the
game's Options>Advanced menu.
| Action | Key | Gamepad |
| Move Forward | W | Left Analog Up |
| Move Backward | S | Left Analog Down |
| Move Left | A | Left Analog Left |
| Move Right | D | Left Analog Right |
| Attack/Power 1 | Keypad 4 | Button 1 |
| Smash/Power 2 | Keypad 6 | Button 2 |
| Jump/Xtreme | Spacebar | Button 4 |
| Use/Boost | E | Button 3 |
| Use Powers | Keypad 5 | Right Shoulder |
| Energy Pack | O | Right Trigger |
| Health Pack | P | Left Trigger |
| Call Allies | C | Left Shoulder |
| Character Up | Up Arrow | D-Pad Up |
| Character Down | Down Arrow | D-Pad Down |
| Character Left | Left Arrow | D-Pad Left |
| Character Right | Right Arrow | D-Pad Right |
| Map Toggle | M | |
| Start/Pause | ESC | Button 9 |
| Stats Menu | F1 | Button 10 |
| Camera Up | I | Right Analog Up |
| Camera Down | K | Right Analog Down |
| Camera Left | J | Right Analog Left |
| Camera Right | L | Right Analog Right |
| Screenshot | F11 | |
| Talk | T | |
| Walk | Left Shift | |
| Switch Character | Q | |
| Attack Object | Left CTRL | |
| Rotate Camera | V | |
| Bind Power | B | |
| Quick Power | ` (backtick) | |
| Power 1 through 11 | 1 through - (dash) | |
D = D-pad
LA/RA = Left and Right thumbsticks
LT/RT = Left and Right triggers (small shoulder buttons)
LS/RS = Left and Right (large) shoulder buttons
The game may refer to the triggers as buttons 5 and 6; and it may refer to
the shoulder buttons as buttons 7 and 8. Your gamepad may have additional
buttons, or it may have six thumb-placed buttons on the right face and only
two shoulder buttons. The thumbsticks may also be buttons. Etc. The
variations aren't endless, but there are more than can be reasonably
accounted for here.
However, if your controller is roughly like the one pictured here and you
bind controls as suggested in the above table, it will handle pretty much
just like XML and XML2 on the consoles.
Bind your keyboard controls to the secondary slots and bind your gamepad
controls to the primary slots. Then the game hints will refer to your
gamepad rather than keyboard. For example, instead of being told to press E
to activate an Xtraction point, you'll be told to press Btn 3. Not having
to carry a translation table in your head makes gameplay much smoother.
B.01.b) Using the Controls
ATTACK & SMASH
These are your two different melee attack buttons; Smash is a more powerful
attack. You can string them together in different ways to create melee
combos (not the same thing as power combos). E.g. Attack - Attack - Smash
is a heavy uppercut. You can learn different combos in Freshman and
Sophomore level Danger Room courses.
Attack and Smash also execute offensive powers when you press and hold Use
Powers. You can choose which two powers to assign to the buttons from the
team management screens.
This is the generic "use" key for all kinds of game situations: open doors,
talk to NPCs, use computer consoles, pick up & throw items or enemies. Etc.
This is also the key to which you bind boost and debuff powers.
Pressing Jump once causes your character to jump. Press Jump + Smash to
execute a power jump (slightly longer, higher jump with an attack at the
Some characters can fly, if ranks are purchased in the Flight skill. To
fly, press Jump, then press Jump again while in the air. While flying,
press Use to fly lower and Jump to fly higher. You can also press Smash to
execute a dive-bombing attack. *NOTE* In XML2, fliers cannot carry other
Teleporters (Nightcrawler and Deadpool) will teleport in the direction you
push the control pad if you press Jump while the character is in the air.
Iceman will use his Ice Slide if you press Jump in mid-air (if you have
purchased ranks of the Ice Slide skill).
Toad can double-jump by pressing Jump while he is in mid-air (no special
Xtreme powers are bound to the Jump button.
USE ENERGY/HEALTH PACK
Press one of these buttons to cause your currently selected character to
use an energy or health pack, restoring 33% of the character's maximum
energy or health. Each character has a chance of getting 66% max energy or
health, depending on Focus and Body stats, respectively.
Characters controlled by the AI can be set to use health packs under
certain conditions (see Team Management Screens below). AI-controlled
characters will never use energy packs. All characters regenerate energy.
Some character skills (and some equipment) regenerate health.
You begin the game with the ability to carry 10 of each type of pack. You
gain +5 carrying capacity with each 10 levels (i.e. as soon as any one
character reaches the next 10-level mark: 10, 20, 30, etc.) to a maximum of
55 of each pack at level 90. You can gain 12 additional units carrying
capacity for each type of pack by finding all data discs in the game.
Issues a command to your AI-controlled teammates to come attack your
current target (or reform around you if no targets are nearby). The AI-
controlled characters will attack with the power specified on their AI
screen. (Or, in some cases, the AI may choose a different offensive power,
based on the range to the target.) Spamming the Call button is the only way
to hit Power Combos in single-player.
Pressing Call Allies also gives a verbal cue so other player-controlled
characters (when playing multiplayer) can come to your aid.
Pressing Use Powers brings up the Powers menu, which shows your bound
powers in this arrangement:
Press and hold this key, then press the appropriate key (Attack, Smash,
Use, Jump) to execute a mutant power. Attack and Smash are offensive
powers, Use is a boost/debuff power and Jump is an Xtreme power.
If you set up your gamepad as specified above, this configuration will
match the face buttons on the right of your controller:
You can bind powers to keys through the Skills page in the character stats
(see below). If you have more powers than can be bound to keys (e.g. you
have two boost/debuff powers and there is only one boost key), you can
change bound powers on the fly:
Press and hold Use Powers, then press a character selection key in the
direction of the key to which you want to bind a different power. The game
will cycle through the available powers for that button. For example:
You have both Absorption and Energy Fury for Bishop. Currently, Absorption
is bound to the Use key.
* Press and hold Use Powers (e.g. Right Shoulder button)
* Press Left Character Select (e.g. Left D-pad)
* The Energy Fury icon will replace Absorption on the powers menu
* Release Use Powers
* Energy Fury is now bound to the Use key
Brings up the game menu.
Switches the overhead map between small, large and hidden. On the PC, the
small overhead map works quite well.
Saves a .bmp screenshot to:
My Documents\Activision\X-Men Legends 2\Screenshots
The game will only save 256 screenshots (XMenLegends0000.bmp to
XMenLegends0255.bmp) and then will start over at 0000, even if it means
overwriting earlier images.
Opens chat window for online multiplayer chatting.
Slows down the movement of your characters.
Allows you to bind two additional "quick powers" to your mouse buttons.
Press and hold 'B', select the power and then press either the left or
right mouse button. To use the power, press and hold backtick (`) and press
the left or right mouse button. (The backtick key is immediately left of
the number '1' key on US English keyboards.) If you're using a gamepad, you
probably won't use this feature.
POWER KEYS 1 THROUGH 11
You can immediately execute any power by pressing the numbers 1 through 0
and the - (dash) key (directly right of the '0' key). You cannot change the
binding of these keys. To see which powers have been mapped to which keys,
press and hold 'B'. In general, offensive powers are keys 1 to 6, Xtreme
powers are keys 7 and 8 and boosts/debuffs are keys 9, 0 and - (dash).
However, because different characters have different numbers of each
category of skill, the mappings will vary slightly. This is a quick and
easy way to use a power for a special situation without having to re-map
B.01.c) The Game Menu
The following options are available on the game menu (press Start/Pause
See all active and finished tasks received in the current Act.
Brings up the team management menu, same as pushing the Stats Menu key.
This option, only available while playing a Danger Room scenario, ends the
scenario and returns you to the Danger Room menu.
Opens a portal from your current location to the home base in the current
Act. This option is only available after you rescue Blink at the beginning
of Act 1. Blink Portals persist through reloads, so you can, effectively,
save and quit any time. Blink must rest for five minutes after creating a
portal, so you can't use them completely indiscriminately.
Toggles through the different overhead map sizes (or turns it off).
Leaves the game paused and turns on the large overhead map. You can move
and rotate the map so you can get an idea of the current area's layout,
look for rooms you might have missed, etc.
Opens the game options menu.
Opens the player management menu, where you can add or remove players for
Loads a savegame.
Quits to the main menu.
B.01.d) Xtraction Points
Xtraction points must be activated by walking over them. Once activated,
Xtraction points allow you to do three things:
1) Xtract--instantly teleport to any other Xtraction point you have
activated, including those in previous Acts. Just press Left or Right to
2) Change Team--bring up the Change Team menu to replace/revive members of
your current team.
3) Save Game--save your game to one of the ten save slots available.
Note that options like visiting the danger room or shopping have been
removed since all you have to do is Xtract back to base to do those things.
(You can even Blink Portal back to base at any time, without using an
B.02: Team Management Screens
In the following descriptions, the gamepad buttons shown match the
recommended layout given previously. If you have mapped your gamepad
differently, you will have to adjust or use the on-screen prompts.
Press the Stats Menu button or choose Change Team at an Xtraction point or
press Start/Pause and choose the Team Management option to bring up the
main team management menu. The main menu shows your current team. Select a
character using the movement or character controls, then:
* Press Jump (Btn 4) to open that character's stat screens.
* Press Use (Btn 3) to remove that character (Change Team screen only)
* Press Attack (Btn 1) to replace that character (Change Team screen only)
* Press Use Energy Pack (RT) to apply a different costume (skin)
(Change Team screen only; not available for all characters)
* Press Smash (Btn 2) to back up one menu level
* Press Start/Pause to end the session, accept all changes and return
to the game (or game menu if you used the Team Management menu option)
If you choose to Replace a character, a menu of available heroes appears.
Scroll through the menu using up/down movement keys to highlight the hero
you want. If that hero previously fell in battle, there is a cost to revive
him or her. This cost varies based on your character level and is shown
next to the character's portrait. Press Attack (Btn 1) to revive the
Press Attack (Btn 1) to place a character in the current position on the
team. Press Smash (Btn 2) to quit the replacement menu. Note: you can also
bring up stat screens of characters on the replacement menu by pressing
Jump (Btn 4). Thus, from the Change Team menu, you can manage the stats,
skills and equipment for all playable characters.
There are four stat screens: Stats, Skills, Gear and AI. To switch screens,
press left or right movement buttons (LA stick) or character select buttons
(D-pad) or click a tab. Underneath the tabs, on all screens, is the current
character's name, XP progress through the current level (displayed as a
simple bar graph, no XP numbers are actually shown) and current level.
To switch to a different character while the character screens are open,
press Call Allies (Left Shoulder button) or Use Powers (Right Shoulder
At the top of the stats screens are listed your four abilities as well as
stats based on those abilities. Underneath is detail information about the
currently selected stat. All information displayed on this screen includes
bonuses from skills and equipped items. Your four ability scores are:
Increases your health points (HP) and chance for double health from
potions. Next to your current Body score are your current and max HP. To
add a point to Body, select it and press Attack (Btn 1). To remove a point
from Body that has been added during this session, select it and press Use
Health is calculated as: 25 + 5 per level + 3 per Body
Body also affects your natural resistances. Your resistances are listed on
the right side of the screen. In order they are:
Increases your energy points (EP), energy regeneration, melee mental
damage, and chance for double energy from potions. Next to your Focus score
are your current and max EP. To add a point to Focus, select it and press
Attack (Btn 1). To remove a point from Focus that has been added during
this session, select it and press Use (Btn 3).
Energy is calculated as: 30 + 4 per level + 2 per Focus
Increases the damage you do with melee attacks. Next to your Strike score
is shown your melee damage. The range before the slash is standard Attack
damage. The range after the slash is Smash attack damage. You get a damage
bonus of +2% per Strike. To add a point to Strike, select it and press
Attack (Btn 1). To remove a point from Strike that has been added during
this session, select it and press Use (Btn 3).
Increases your attack rating (ATK) and defense rating (DEF). Next to your
Speed score are your ATK and DEF.
ATK: Increases the chance to hit with melee attacks (5 per Speed - 35)
DEF: Increases your ability to dodge incoming melee attacks (3 per Speed)
To add a point to Speed, select it and press Attack (Btn 1). To remove a
point from Speed that has been added during this session, select it and
press Use (Btn 3).
If you played XML1, this will be the biggest change as characters have a
greater selection of powers. One big change is two Xtreme powers per
character (most characters, anyway) rather than one. Also, the Xtreme
powers have ranks just like all the other powers. There's also been some
shuffling of roles (Storm no longer has Leadership), and more reasonable
allocation of skills (only melee-focused characters get Critical Strike).
Unlocked skills show a series of boxes representing the ranks available.
Ranks you have bought are colored in, ranks available to be bought are
highlighted in white. All powers show 20 ranks; however, some powers don't
allow 20 ranks. These powers show "locked" boxes on the left:
Why did the developer team do this? Especially when some skills with fewer
than 20 ranks simply show fewer than 20 boxes? The world may never know.
To view information about a skill, select it and press Use Energy Pack
(RT). To add a rank to a skill, select it and press Attack (Btn 1).
Available points are shown at the bottom of the skills page. All ranks cost
one skill point. To subtract a rank bought in this session, press Use (Btn
Once you Accept the changes (by exiting the team management screens), you
can't subtract the points. There doesn't appear to be any kind of Cancel
command, so if you want to delete your changes, you'll have to do it
manually before pressing Start/Pause.
To assign a power to a power key (Attack, Smash, Use or Jump) select the
power, press Use Health Pack (LT), then press the appropriate button.
Remember, only non-Xtreme offensive powers on Attack and Smash; only non-
Xtreme boost or debuff powers on Use and only Xtreme powers on Jump.
At the top of the Gear screen are your ability scores and related stats (as
shown on the Stats screen). This allows you to examine the effects of
equipping and unequipping items. Below your stats are your three equipment
slots and whatever items you currently have in those slots: belts, gloves
and armor. Below that is the current inventory of unequipped items.
To remove an equipped item, select it and press Use (Btn 3).
To equip an item to a slot, select the slot, press Attack (Btn 1) to move
to the inventory list, select the item you want to equip and press Attack
(Btn 1). If you already had an item equipped in that slot, it will be
swapped with the new item. To leave the inventory list without equipping a
new item, press Smash (Btn 2).
To drop an item on the ground either from your gear slot or from the
inventory list, press Use Health Pack (LT).
The AI screen shows the current settings for this character when controlled
by the computer. To change any of these settings, select it and press
Attack (Btn 1) until the proper setting is displayed.
AI HEAL WHEN FULL
If set to Yes, when walking over a health pack and any current team member
needs health (no matter how small) and you have a full complement of health
packs, your characters will use health packs and pick up the new one. Set
this to Yes. This setting applies to the whole team.
Governs how the AI uses health packs. This rule applies to the whole team.
There are four rules:
Never: the AI never uses health packs
< 20%: the AI uses a health pack if the character's health falls below
20 per cent of maximum and there are more than two health packs
< 40%: the AI uses a health pack when the character's health falls below
40 per cent of maximum and there are more than two health packs
< 80%: the AI uses a health pack when the character's health falls below
80 per cent of maximum and there are more than two health packs
The recommended settings are 40% and 80%. Never is not a good idea unless
you intend to rapidly switch characters while in combat in order to use
health packs. Less than 20% can cause a character to die from massive
damage before getting low enough to use a health pack. Less than 40% is a
good all-around rule that will keep your teammates alive while saving on
your store of health packs. Less than 80% will cause the AI to use health
packs far too rapidly in the early game; but, you can switch to it once you
are able to hold 20 or more health packs (at level 20).
Sets how the character should react in combat, especially when you call for
help. There are three levels of AI for each character.
Aggressive: the character responds immediately to attack
Normal: the character waits for an opportunity before attacking
Defensive: the character only attacks if he or she is attacked
There's little use in this game for Defensive AI. Melee characters should
be set to Aggressive, the remaining characters can be set to Normal.
This is the mutant power the AI will use when you call for an attack using
the Call Allies button. See the individual character listings in Section D
AI AUTO-TRAIT, AI AUTO-SKILL, AI AUTO-EQUIP
Controls whether the AI will automatically level up stats or skills and
automatically equip characters with new equipment.
Here's the quick rundown:
You can set everything to Auto and beat the game.
If you want to beat the game easily, you will turn Auto-Skill off.
If you want to pwn* the game, you will handle everything yourself.
The game does all right auto-leveling and auto-equipping characters;
however, it spreads stat and skill points too thin and tends to equip items
based on their level requirement rather than their actual stat boosts.
Plus, it doesn't necessarily equip items based on usefulness; for example,
putting a +Strike item on Magneto is worthless, but would be a big help on
If you really want to power-game through XML2, you'll want to stick with a
single team and level them up and equip them yourself.
* A "gamer-ism" that is a deliberate typo of "own" and means to so
thoroughly and completely understand the game that you can breeze
through Hard mode without breaking a sweat.
Combat, and lots of it, is the name of the game in X-Men Legends II. Each
character has two primary melee attacks: Attack and Smash. By hitting an
opponent with different sequences, you can perform a special attack that
does more damage. Some of the special attacks are:
While some characters can be effective just unloading melee attacks on the
bad guys, the best way to win fights is to use your mutant powers. There
are also power combos: two mutant powers hitting an enemy at the same time.
In XML2, power combos are harder to execute and are not as useful anyway
because there is no damage bonus for hitting a combo. There is an XP bonus
for using a combo, and that can be exploited (a little) for faster
Hitting combos in multiplayer requires communication between the players
and a good sense of the timing of each mutant power being used. Wolverine's
Feral Slash, for example, is much faster than Storm's Lightning Strike. If
a player controlling Wolverine wants to hit a combo with a player
controlling Storm, the Wolverine player must watch the timing of the LS and
initiate the Slash immediately before the lightning hits.
In single player, hitting combos is part luck and part skill. In combat,
you spam the Call Allies button to have them attack your opponent with
their mutant powers. Again, timing is an issue, but you don't have much
control over when the computer AI will actually unleash its power(s).
Experiment to find different teams that work well for hitting combos.
Make sure you always have a character with Leadership on the team. This
skill adds bonus experience points earned from an enemy on whom you used a
combo, and it increases the critical strike chance for the entire team. You
do not have to actually defeat the enemy with the combo. As long as you
used a combo on that enemy at some point, you get the bonus XP.
You can also score combos even if you are just fighting hand-to-hand; just
keep pressing Call Allies while you're punching to keep your teammates
blasting away with their powers. There's even a "Batter Up!" combo that is
scored when one character hits with a strike sequence at the same time
another character hits with another strike sequence. You can also score
Batter Up! combos by picking an enemy up (by hand or with powers) and
flinging the foe into the rest of the team.
There is a small window of opportunity surrounding each power when you can
cause a combo. Powers that temporarily stun your opponents are especially
good for combos as you can hit with the second power any time while the foe
is stunned. Area-of-effect powers also give good chances for hitting combos
as multiple enemies are affected. Finally, multiple-attack powers (e.g.
Nightcrawler's Teleport Frenzy or Gambit's Staff Assault) give you more
opportunities for hitting combos.
Once you get to level 15 and purchase Xtreme powers for your X-Men, you can
use these powers by pressing Use Powers + Jump. You can hit super power
combos by hitting a combo with one or two Xtreme powers. Xtreme powers
require Xtreme icons, which will display at the bottom center of the
screen. In order to fill these icons, you need to collect Xtreme tokens the
same way you collect health packs, etc. Each token fills one-quarter of an
icon, so you must collect four tokens to get one full icon and use an
Xtreme power once.
The Xtreme power icons are shared by all X-Men. Thus, if you have one icon
filled, and Bishop uses Big Bang, Deadpool cannot then immediately follow
with Nitrogen Blast until you pick up more tokens. At level 15, you can
have one filled Xtreme icon. At level 20, you can have two filled icons. At
level 25, you can have three; at level 30, you can have four; and, at level
35 and after, you can have five filled icons.
Xtreme powers are most useful for crowd control. Try to avoid using Xtreme
powers against bosses, as most Xtreme powers are large area-of-effect
powers that are intended to damage multiple enemies. Against a single
enemy, they're a lot less powerful. (With one or two exceptions as noted in
Section D.) Use focused, single-opponent powers and combos against bosses.
Another method of dealing with your enemies is to throw things at them. A
character with the Might skill can pick up and throw cars, trucks and other
really heavy things--as can Jean and Magneto if you buy enough ranks in
their special powers (Telekinesis and Levitation, respectively). Any
character can throw barrels or crates.
You can even pick up and throw enemies; and, a character with Might can
pick up and throw Wolverine (Fastball Special). Though, for the most part,
throwing is not a normal method of dealing with mobs.
As you attack enemies, keep an eye on the enemy status bar in the top
center of the screen. This shows your opponent's health status and any
damage resistances possessed by the enemy. For example, some enemies are
physical resistant. This means attacks causing physical damage are less
effective. Team up on the foe with energy and mental attacks. The same goes
for opponents listed as mental resistant, etc.
Finally, if you can, avoid combat on bridges (especially bridges built by
an X-Man) or near ledges. The computer AI is just stupid enough to
occasionally send your teammates jumping into the abyss after enemies that
have fallen over the edge. That's a bad thing.
Combat in XML2 is fast, furious and goes on forever; so, you'll get plenty
of practice in taking care of the bad guys. If, for some strange reason,
you can't get enough combat, try the Danger Room.
Your primary task in X-Men Legends II is defeating the bad guys. Your
secondary task is scrounging for loot...that is, collecting valuable
equipment. You get most of your swag from drops by your enemies; however,
you can also get a lot of loot from destroying the scenery.
Most of the items you will collect are health packs, energy packs and tech
bits. Tech bits are the XML2 equivalent of money. You use tech bits to buy
equipment from Forge and Beast and revive fallen mutants-in-arms. Once you
hit 15th level and can use Xtreme powers, you'll start picking up the
Xtreme tokens you need to fill your Xtreme power icons.
You'll also pick up a lot of gear that improve stats. All allies share the
inventory, so any hero can equip anything that's been picked up, unless
another character is already wearing the item. There is a limit of 20
unequipped items that can be held in inventory. If you try to pick
something up and get the message "Inventory is full", you have three
1) Ignore the item on the ground because it is underpowered for your
2) Return to base and sell unused items to Forge or Beast or put them
in the hero stash; or,
3) Drop some of your current inventory on the ground.
In order to keep your inventory from filling up, re-evaluate your equipment
and sell unneeded items at least every other Xtraction point.
*NOTE* There's a game-stopping bug related to memory dumps and the number
of items in your hero stash. Keep your hero stash at 30 items or less!
There are also many bonus items that are hidden throughout the game. If you
thought there were lots of hidden items in XML, wait until you get a load
of XML2. Here's the quick hit list:
Comic books: there are 15 of them. They don't confer any stat bonuses,
alas, but they are still cool to look at.
Sketch books: there are 16 sketch books, each unlocks 3 pieces of concept
art. If you collect all 16, you will get a boatload of additional concept
Tech stations: like the skill/stat point bonuses from XML, although there
are more of them. Each tech station gives a bonus to the one character that
uses the station. They provide permanent stat boosts, health and energy
increases, etc. There are 30 tech stations scattered throughout the game.
Weapon cache: XML2's version of the uber-loot-producing treasure chest.
Each weapon cache contains tech bits, health and energy packs and rare or
Danger Room Discs: as in XML1, you have to find these in order to play the
scenarios. Find them all (and beat all the scenarios) and Professor X is
yours to manipulate to your will...
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
Section E of this guide will fill you in on all the locations of these
goodies. You can also find the location of all the Danger Room Discs in
And, there are load screens and cinematics that can be unlocked through
Finally, beating the game once entitles you to start a new game+, which
gives you all characters (including unlocked characters) at their endgame
level. If you beat the game on Normal difficulty, you can play at the Hard
B.05: Using the Map
The map is an essential part of success in XML2. Without the map, stages
can become confusing and impossible to navigate. With the map, you can
always see in which direction your next objective lies. The stages are very
linear, but some of them can twist around enough to leave you confused
unless you can see where you are and where you are going on your map.
The map contains a number of useful markers to help you find your way
through each stage:
A blue X in a circle marks an Xtraction point.
A red X marks a stage objective. It might be a control panel that needs to
be operated, a person who needs to be rescued or a device that needs to be
destroyed. Your primary goal in each stage is to go to each red X and do
whatever needs to be done. Then you head for the exit and the next stage.
A yellow double-arrow in a half-circle marks the exits from the area. Once
all objectives have been cleared, find and use the exit.
A yellow exclamation mark identifies an NPC you need to talk to.
Red arrows show the direction of objectives too far away to display on the
map. Yellow arrows show the direction of NPCs too far away to display on
The map comes in two sizes: large and small. It can also be hidden. Unlike
XML1, the large map shows no more area than the small map--it just shows
the same area overlaid on the entire screen. Thus, on the PC, at least, the
small map works just fine. The small map is the default when you start the
game. To change the map size, use the Map toggle key or the Map option in
the game menu.
There's also an auto-map, available from the game menu. This is a map of
the area and can be scrolled and rotated around the screen (the game is
paused while the auto-map is on). Use this to get a better idea of the
direction in which you need to go to reach your objectives.
Always have on your team a bridge builder, a flier, a teleporter and a
character with Might. (There's no need, as in XML1, to have a welder.)
Magneto and Jean Grey double as both fliers and bridge builders; if you
level up Levitation or Telekinesis (respectively), they can also function
as the Mighty character. This will allow your team to overcome any obstacle
encountered during the game.
Make sure your party is well-balanced in types of damage used. This way you
always have counters to resistances of enemies. For example, if you're
loaded up on physical damage (e.g. Wolverine, Nightcrawler, Deadpool and
Colossus), you're going to have a tough time with physical resistant
Don't forget about the Blink Portal. It effectively allows you to make your
own Xtraction point in almost any area of the game (boss arenas and the
Perimeter Platforms area of Act 4 are notable exceptions).
The amount of experience gained by inactive characters is much less than it
was in XML1. If you constantly switch teams around, your characters are
going to begin to lag badly behind the mobs as you progress through the
game. You can still beat the game, even if your characters are only in the
Level 37 to 38 range by the final fight; however, you'll be using energy
and health (mostly energy) packs like water. Not that this is a problem;
you'll have plenty of tech bits to restock from Forge every few minutes.
Still, if you want to make things easier on yourself, stick with one team
through most of the game--you'll finish at least 10 levels higher than if
you play musical mutants.
Have one (or more) characters with Leadership on your team to increase the
experience gained. Magneto (who can also fly, build bridges and Levitate
massive objects) has Leadership, as does Cyclops and Professor X (once he's
You can buy, from Forge or Beast, the ability to redistribute skill points.
For any single character, this costs 10,000 tech bits the first time;
100,000 tech bits the second time and 1,000,000 tech bits the third time.
So, effectively, you could, one time, redistribute skill points for all
your main characters. Take advantage of this option (you'll have plenty of
tech bits). Let the computer auto-level skill points for a while until you
have a good idea how the characters play, then redistribute the skill
points as you like and turn off the Auto-Skill AI.
As in XML1, mutant powers are king. Straight-up melee works fine in Acts 1
and 2, and even for a little while in Act 3. But you will soon find
yourself relying more and more on powers, even for your tanks. Thus, Focus
is the prime stat, just as it was in XML1. For ranged characters, prefer
Focus over Body, Body over Speed and Speed over Strike. For melee
characters, prefer Focus over Strike, Strike over Speed and Speed over
Body. If the character's primary powers involve a percentage increase in
melee damage (e.g. Colossus, Wolverine, etc.), then keep Focus and Strike
On the other hand...
The best defense is a good offense. There's not a whole lot of use for Body
or Speed in this game. You can get huge bonuses to ATK and DEF from
equipped items and boost powers, so you don't need to spend a lot on Speed.
Body only helps you take a beating, which you can avoid by one-hit killing
your opponents. To do that you need a lot of Focus (for power use) and
Strike (if your powers' damage is a percentage of your base melee damage--
e.g. Wolverine's Feral Slash). For example, you could put every one of
Magneto's stat points into Focus and he will be no worse for wear--in fact,
he will be considerably better as he can spam his mutant attacks over and
over. And Nightcrawler will be enormously strong if you evenly split all
his stat points between Focus and Strike. So pump just Focus or Focus and
Strike and don't worry about the other two stats.
Some very generalized comments on powers:
* Press-and-hold powers are a big waste of energy. (Storm's Chain Lightning
is a notable exception.) Unless there is some sort of auto-targeting
mechanism (like Chain Lightning), you spend a large amount of energy
* Multiple-strike powers are the strongest. If you can focus all strikes on
one target, you do far more damage than any other attack. On the other
hand, you can also use the power for crowd control or clearing a path.
(Nightcrawler's Divine Blades and Teleport Frenzy are two notable
examples of such attacks.)
* No flier needs more than one rank of Flight
* Other good skills: traps, blasts and projectiles.
* Other not-so-good skills: radials, beams and damage-over-time powers.
Obviously there will be exceptions to these rules-of-thumb, which will be
gradually filled in as the Allies list is completed.
Once you start getting the unique equipment from the Challenge courses in
the Danger Room, turn off Auto-Equip AI or be prepared to constantly re-
equip the special items to your characters. The Auto-Equip AI prefers
lower-stat equipment with a higher level requirement to the special
equipment given as a reward for a Challenge course.
The Fastball Special where a character with Might throws Wolverine into a
group of mobs is present in XML2 as it was in XML1. It's just as much of a
toy, but you can do it if you want (though it means having two tanks on
your team, which reduces the variety).
Teammates will automatically "jump" to your location if you leave them
behind. This means you can teleport through walls or fly over pits, and
your teammates--even if they can't teleport or fly--will just show up.
B.07: Exploits (It's not cheating! Really!)
* Iceman's Ice Gloves power consumes no energy
* Nightcrawler's Teleport Frenzy consumes no energy provided you have not
put any points into Teleport Attack
* Equipping Nightcrawler with an item that provides a bonus to the Teleport
skill (i.e. +1 Teleport) increases the skill ranks of *all* teleport-
related skills (i.e. Attack, Frenzy, Leap of Faith, etc.)
* Iron Man's Motion Amplifier increases damage from all Iron Man's attacks
(not just melee)--only confirmed for XBox, but PC version is direct port,
The following are glitches and bugs that have been encountered in the game.
These appear to affect all versions of the game (PS2, XBox, Gamecube and
* Constant crashing when you reach Act 4. This is caused by a memory dump
because the game holds recent maps and all items stored in inventory
and the hero stash in memory. The maps in Act 4 are huge, so a lot more
memory is needed. You can avoid this bug by keeping your hero stash at
30 items or less.
* Statues in the crystal room of the Temple of Anubis are not destructible.
The cause of this glitch is probably as follows:
When you enter the crystal room, you get a conversation pop-up that says,
essentially, "We have to figure out how to move the crystal into the
light." When you press ENTER to end the conversation, a script runs that
sets the first statue destructible and marks it (with a red arrow hovering
over the statue and a red X on your map).
If you are attacked while that conversation is open and it closes before
you press ENTER, the script DOES NOT RUN and the statues are not set as
destructible. To make things more interesting, there are is an Anubite
Warrior right outside each door, disguised as a statue. So it is easy to
run right by it, into the room, and then have it attack you while the
conversation is open.
To AVOID the glitch, don't step into the crystal room until you are sure
all enemies are clear. Advance slowly, so warriors disguised as statues
come to life and attack before you enter the room.
To SOLVE the problem after being hit by the glitch, you must reset the map.
To reset the map, you must load a sufficient number of maps into memory so
the Temple of Anubis map is pushed out. Return to the Ancient Labyrinth and
Xtract back to any map in a previous Act. You don't have to do anything,
just keep Xtracting to old maps until you've visited six old areas. Xtract
back to the Ancient Labyrinth and re-enter the Temple of Anubis. If the map
is hidden and enemies are once more in the corridors, then the map is reset
and you can fight your way back to the crystal room and finish the
objective. (Remember to clear all enemies before entering the final room or
you'll be hit by the glitch again.)
ALWAYS ROTATE MULTIPLE SAVES--AT LEAST THREE--IN CASE YOU GET HIT BY ONE OF
Here are some things to watch out for while moving through each stage:
You will frequently find your path blocked by some obstacle. There are
usually several ways around the obstacle, some more efficient than others.
Broken bridges, catwalks and deep chasms will occasionally dot your path.
There's a variety of methods to get around these. The easiest way is to
build a bridge. Iceman (Slow Beam/Freeze Blast), Jean Grey (Telekinesis)
and Magneto (Levitation) can all build bridges. Just target the blue X at
the gap and unleash the appropriate power.
You will occasionally find your way blocked by energy force fields. Some
force fields have a control panel nearby that can turn them off. If that is
the case, have Nightcrawler (or Deadpool) teleport through the field and
turn it off; otherwise, you have to go around it--typically by stepping
into a side room and bashing your way through the wall. Some force fields
remain up until you complete your objectives in the area.
Sometimes your way will just be blocked by big...well, blocks. A character
with Might (or Magneto/Jean) can push this stuff out of the way; but, only
if the object is marked with a blue X.
Other, unique, obstacles will be covered in the walkthrough.
There are machines in various stages that sap your mutant energy or hit you
with a Slow effect. Some of these traps are not destructible, which means
you have to stay out of the area that triggers the trap and draw enemies to
you with ranged attacks. The traps only trigger if an active character gets
close, so another option is to hang back and simply let your AI teammates
handle the problem.
C.01.c) "Secret" Areas
The auto-map (mostly) prevents there being any truly hidden rooms or
platforms in the game (there are a small number of areas that do not appear
on the map); however, some are only accessible if you have a flier or
teleporter in your party. Some are just out of the way and you might run
right by them on your way to an objective. Keep an eye out for "unfinished"
areas on your map and make sure you explore each stage to its edges.
Sometimes the only way to progress is to blow a hole in the wall. Almost
any character can do this (though some are better at it than others), so if
a room seems otherwise inaccessible or the path seems to have reached a
dead end, try knocking down the wall.
C.01.e) Special Enemy Abilities
As you play, you'll frequently run into mobs with special abilities. Some
of these abilities include:
* Health Regeneration: the mob regenerates health (rather rapidly), take
it out with your strongest powers to overcome the regeneration.
* Irradiated: the mob releases radiation from its body, any melee attacks
cause the attacker to take radiation damage, concentrate ranged fire on
* Energy Sap: the mob drains your energy points whenever you get too close,
take it out from range or use standard melee attacks.
* Invulnerable: the mob is completely impervious until you hit it with a
specific melee combo, such as Stun or Pop-up. Check the mob's status bar
in the top center of the screen to see what will take out its shield and
use that attack against it. They typically go down quickly once you get
rid of their invulnerability.
* Resistance: lots of mobs, even common ones, will be resistant to some
type of damage. For example, Sentinels are resistant to mental damage,
Morlock Brutes are resistant to physical damage. Concentrate other types
of damage against these enemies.
C.02: 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.02.a) Act 1
* Toad and Blink: Full VO conversation, when you rescue Blink at the
end of the first mission. Toad does not need to be active.
* Grizzly and Iceman: Full VO conversation, Iceman must be the active
character when you encounter Grizzly.
* Grizzly and Jean Grey: Full VO conversation, first encounter with
Grizzly only, Jean does not have to be active.
* Zealot and Magneto: Full VO conversation, before the fight against
Zealot (not for the two previous meetings with him). Magneto does not
have to be the active character when you encounter Zealot
* Blob and Brotherhood: Blob has two different conversations depending on
whether an X-Man or Brotherhood mutant is the active character when
you speak to him (no VO for player's character)
* 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 (no VO for player's
* Pyro and Gambit: Full VO conversation when you rescue Pyro, Gambit does
not have to be the active character
* 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 does not have to be the active character
* Mr. Sinister and Nightcrawler: Full VO conversation, Nightcrawler must
does not have to be the active character when you meet Mr. Sinister in
the Northern Plaza
C.02.b) Act 2
* Rogue and Mystique: Full VO conversation. Have Rogue in your party
(does not have to be active) when you first leave Avalon and meet
C.02.c) Act 3
* Guardian and Wolverine: Full VO conversation. Wolverine does not have
to be the active character when you meet Guardian at the entrance to
the Infinite Factory.
C.02.d) Act 4
* Colossus and Kitty Pryde: Full VO conversation. When at the X-Mansion,
put Colossus on your team and make him the active character and then
speak with Kitty Pryde (Shadowcat).
* Gambit and Sebastian Shaw: Full VO conversation. Have Gambit on your team
(does not need to be active character) when you first meet Shaw in the
streets of New York South Side.
* Toad and Stryfe: Full VO conversation. Toad must be on your team but does
not need to be the active character to have a little extra chat with
Stryfe (final fight at the end of the Brain Trust area).
* Deadpool and Deadpool: Full VO conversation. Obviously, you have to be
playing through for a second time, with Deadpool unlocked and on your
team when you encounter the enemy Deadpool in New York North Side.
* Archangel and Jean Grey: Full VO conversation. Jean does not have to be
the active character when you meet Archangel at the end of Act 4.
C.02.e) Act 5
* Storm, Beast and Mr. Sinister: Full VO convers