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FAQ/Walkthrough by Shadi_Potter
Version: 1.0 | Updated: 11/10/07
"A common enemy calls for an uncommon alliance." X-MEN LEGENDS 2: RISE OF APOCALYPSE FAQ In-Depth Walkthrough and Complete Strategy Guide JAVA-based mobile game for cellphones Written by : Shadi Sobremisana E-Mail : firstname.lastname@example.org Location : Manila, Philippines This FAQ is copyright © 2007 Shadi Sobremisana X-MEN LEGENDS 2: RISE OF APOCALYPSE 4 © 2005 MARVEL, ACTIVISION, MFORMA Heya! I'm Shadi, writer and owner of this FAQ. I'm here once again to give an ultimate strategy guide and complete walkthrough for the mutant RPG game now for mobile phones: X-MEN LEGENDS 2. If any one of you had played the console versions, then you'll be familiar with the Diablo-esque RPG approach of the game. This is my second FAQ, the first being for Sega's The House of the Dead 4 for the arcades. Any positive or negative feedback delivered in a polite way is warmly welcome to my inbox. shadift [@] yahoo [dot] com This FAQ's only location should be only at this site: www.gamefaqs.com Please send notice immediately when you see this FAQ somewhere else. X-Men. Brotherhood. Two rival factions with a common goal. Rescue Professor X and destroy the mutant abomination known as Apocalypse. LET THE BATTLE BEGIN. X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X T A B L E O F C O N T E N T S X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X I Revision History II X-Men Legends 2 Story III Gameplay IV Mutant Files Wolverine Cyclops Storm Juggernaut Magneto V Save Points and Items VI Enemy List VII The Walkthrough Act 1: Genosha Colony Release Act 2: Starship in the Savage Land Act 3: Battle in the City Act 4: Apocalypse's Tower Act 5: Egyptian Pyramid VIIII Horseman Strategies Act 1: Abyss, Horseman of War Act 2: Mikhail, Horseman of Pestilence Act 3: Holocaust, Horseman of Famine Act 4: Archangel, Horseman of Death Act 5: Apocalypse IX Credits X Disclaimer X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X I R E V I S I O N H I S T O R Y X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X Version 1.0 (11/10/2007) - Original release X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X II X - M E N L E G E N D S 2 S T O R Y X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X Apocalypse has risen and no mutant is safe from his evil plan to take over the Earth! Magneto has been exiled from his own colony in Genosha and in desperation helps the X-Men find their kidnapped leader, Professor Xavier. With the fate of the world in their hands, the X-Men are forced to unite with Magneto and his outlaw brotherhood of mutants to stop Apocalypse once and for all. X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X III G A M E P L A Y X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X I have played XML2:ROA and beat the game several times in the PC version (which I have an original copy). And in my opinion, the game was excellently ported in Java-based game for the cellphones. I owned a Nokia 6600 and honestly, XML2:ROA is one of my personal favorites aside from Final Fight. Now, I'll list how the game is played and how it differed to the PC and console versions. Let's go, bub! HOW THE GAME IS PLAYED Like any other side-scroller, you select your character(s) and move across five stages (aka Acts) destroying any enemy that crosses your path. Each act is made of 3 sub-areas and ultimately ends with your heroes facing one of Apocalypse's 4 Horsemen. The final act pits you against each of the Horsemen (stronger) and finally, the decisive battle with Apocalypse. The heroes will gain experience, grow in levels, and earn skill points to enhance their mutant powers as they make their way throughout the levels. The game also has a fighting game engine approach for pressing a sequence of keys to use a learned mutant power. Skill trees are also present, which means a certain skill must reach a minimum level in order to learn another skill. Heroes can also purchase potions called Health Packs (red) and Energy Packs (blue) by collecting X-Points called Tech Bits (as coins) from defeated enemies. DIFFERENCE IN OTHER VERSIONS KEY: Home & PC Versions (HV), Mobile Version (MV) HV: The player creates a team of 4 characters from a total of 15 (varies). There are unlockable secret characters, and some are console-exclusive. MV: The player can select a pair (2) of mutants from the roster of 5. There are no secret characters to be unlocked nor any exclusive characters. HV: Each mutant has a very diverse list of mutant powers and skill trees. MV: Each mutant has about 8-10 skills and certain skills have the maximum level of 4. There are mutant powers, passive skills, and Xtremes. Each skill has their devastating effects to enemies. Experiment and discover! HV: Each mutant gains 1 skill point (SP) to allocate for each experience level. MV: Each mutant gains 2 skill points for each level. Experience is shown by % progress. Inactive member gains experience slower than the active one. Some skills require 2 SP to learn and 1 SP for next levels mastery. Certain one- level skills (Xtremes and passives) cost 2 SP to learn and master. HV: There is a town center per act where you can restock potions and heal up. The player can carry a maximum of 9 health and 9 energy packs. The currency are spare parts called Tech Bits used to buy items. MV: The player can only purchase potions at save points. He can only carry a maximum of 5 units of each kind of potion. Any kind of potion cost 3 Coins each, while fully healing up the team or reviving a fallen character cost 6 Coins each. The coins are small gold pyramids also known as Tech Bits. HV: The player can equip his heroes with gloves (ATK+), armor (DEF+), and belts (DEF+) to improve survival rates of each character. MV: Mentioned equipment are unavailable for purchase nor dropped by enemies. Thus the base stats of each mutant remain the same throughout the game with no increase during level-ups. HV: There are several side-quests which are key to level-ups. You can even collect comics, sketchbooks, and different types of discs. MV: The game is straightforward with no side-quests. Just drive your way to the boss, defeat him, and you have completed the act. Smart use of your Xtremes are the key to level-ups. You also have nothing else to collect except X-Points and purchased potions. HV: Interactive boss battles (i.e. background items can be smashed, etc.) MV: Fight the bosses with your powers alone. There are no breakable items that hide potions to replenish your stock. You fight Apocalypse directly without being able to use the Harmonic DNA of "The Four". HV: Each act has several backgrounds from cities, temples, buildings, etc. MV: Each act is made up of a single background design from start to end. If you have played the game in the consoles, each act in the CP version has the act boss scenario as its background (Ex. Act 2's Mikhail in the Starship) There are two boss exceptions as will be discussed later. CONTROLS *All key commands are given for a character facing right. 1 - Use HP+ Potion (red Health Pack) 2 - Directional Pad UP 3 - Use MP+ Potion (blue Energy Pack) 4 - Directional Pad LEFT 5 - Attack 6 - Directional Pad RIGHT 7 - Special Move / Mutant Power (MP cost varies) 8 - Directional Pad DOWN 9 - Xtreme Mutant Power (costs 50 MP) 0 - Toggle active mutant (replacing partner must be alive) NOTE: Let's say the key notation for a combo move is 5,5,6. So if your character is facing right, input the commands in that order. However, if your character is facing left, input the mirror version of the command: 5,5,4. UP and DOWN keys are not reversed regardless of which direction your character is facing. X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X IV M U T A N T F I L E S X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X Before the character introductions and movelists, here is a brief description of the skill's notations. Every character has a skill with a certain effect. It may be used by pressing a specific button (MP cost for skill varies) or remains active as long the skill is learned. Onto the list: == LEARNING SKILLS == How skills are listed: SKILL NAME (TYPE, PROPERTY) - COMMAND KEY; MP COST Prerequisites: SKILL LEVELS REQUIRED TO LEARN SKILL Skill Levels : MAXIMUM SKILL LEVELS & SP COST FOR EACH LEVEL - SKILL DESCRIPTION * S.P. stands for skill points. Level 0 characters start with 1 SP. The first level they gain gives them 3 bonus SP. Subsequent levels earn them 2 SP each. As of the skill level notation, here is an explanation. Example: [X] A 4 Level Skill. The 1st level is already learned from the start (You don't need to spend an SP) You must pay 2 SP for 2nd level, 1 for the each of the next 2 levels. Thus this skill requires 4 SP total to maximize. == SKILL TYPES == These are the categories of skills. Notations are based on the home versions of X-Men Legends 2. ABILITY (Variable MP cost) Certain heroes have a main ability which are on the offensive side focused on their mutant powers. If not using their melee attacks, they may choose to use such powers to inflict considerable damage at a significant cost of their MP. However, such powers must also be used sparingly. Some specials also benefit from certain passive skills available to the hero. Each level-up will improve the overall performance (increased damage, speed, etc.) of the Ability. BOOST (Variable MP cost) Certain heroes have a main ability that may temporarily improve a stat or even recover health without even using items rather than inflicting direct damage to the opposition. Each level-up of such skills increases the effectiveness and duration. However, Boost skills consume a substantial amount of MP which leaves the player to use it sparingly without wasting all MP. CHARGE (No MP cost) A charge type skill is typically an extra attack while on the midst of dashing. It will only work while dashing forward, and is best used to charge against a distant target with a sudden attack. SPECIAL (Command varies as well as MP cost) As you progress, normal attack strikes will do little against more resilient enemies. A Special skill is suitable for up-close combat and best known as a combo finisher. This consumes variable amounts of MP, but if used carefully and strategically, this can decimate a single target to even eradicate a group of enemies for massive damage. XTREME (50 MP) The ultimate mutant power that inflicts major damage to a single enemy or group of enemies. Extremely useful against boss battles. The drawback for producing such devastation is the hefty sum of MP needed to cast an Xtreme. Use it in moments you need the most. Think of it as a Desperation Attack or Hyper X Attack in the arcades. == SKILL PROPERTIES == These are the innate characteristics of skills. Notations are based on the home versions of X-Men Legends 2. BEAM PROPERTY A horizontal straight line attack that pierces through several targets at once. MELEE PROPERTY Only targets within the hero's striking range are affected. PROJECTILE PROPERTY Any offensive skill that sends any form of ranged projectile that travels a horizontal distance from the character is a missile skill. It may damage a single target or a group of targets prone to the projectile. PASSIVE PROPERTY Passive skills needs not to be used in battle. Once learned, it is permanently activated in the hero. RADIAL PROPERTY Radial skills affects any enemy within the hero's circular vicinity when using the splash attack. BLAST PROPERTY All on-screen enemies suffer distributed share of massive damage. The maximum damage inflicted does not change with the number of enemies on-screen. == CHARACTER STATISTICS == These are the attributes of the playable heroes. Since you can't buy pieces of equipment to enhance the base attributes, these stats remain constant in the entire game. More stars mean higher values. HP (Default is 100 for all heroes) The hero's Health Power aka Hit Points, depicted by the yellow power bar at the upper left interface. This refers the hero's life force and decreases as the hero takes damage. If ever the hero's HP gauge reaches 0, then the hero is K.O. (knocked out) unless revived at Save Points. If alive, the other partner will replace him and enter the fray. If both heroes are K.O., the game is over. Hit Points can be restored by certain skills and by HP+ Potions. MP (Default is 100 for all heroes) The hero's Mutant Power aka Mana Points, depicted by the blue power bar at the upper left interface below the HP gauge. This refers the hero's energy force that depletes as the hero uses his special abilities or mutant powers. Should the hero's MP gauge reaches 0, then the hero is unable to use abilities unless he has the required MP cost to use the ability. Mutant Points can be restored by attacking enemies with physical attacks and by MP+ Potions. STRIKE (Attack) As the name implies, this is the hero's raw offensive power when he fights in melee using the Attack button. BODY (Defense) This is the hero's physical endurance to attacks. How much damage he takes from an enemy attack depends on this attribute. FOCUS (MP Regeneration) This refers to the character's concentration to convert energy from physical attacks into inner energy for mutant power (MP) use. The higher the focus, then the character is able to recover MP at a rapid rate. SPEED (Agility) This is how accurate a hero is when creating combos. A hero with higher speed has higher chances to link more hits, thus extending the combo streak. NOW, LET's GET STARTED, BUB! MEET THE X-MEN AND THE BROTHERHOOD! * All playable characters are in their 'Ultimate X-Men' edition costumes. ========================= ==== W O L V E R I N E ==================================================== ========================= Real Name : Logan (born James Howlett) Team Alignment : X-Men Mutant Powers : Keen senses, regeneration, adamantium-laced skeleton and claws Main Ability : Healing Factor (Recover HP) ----[ S T A T I S T I C S ]---- STRIKE : ********* 9 BODY : ******* 7 FOCUS : *** 3 SPEED : ****** 6 Total : 25 * Your main melee hero. Overrated favorite. Sadly, he's not as strong and fast as he is in the arcades. Hey, this is no 2-player fighting game engine. * Even though Wolvie should have better range with his claws, it seems not the way he should. Many enemies can outrange Wolvie's melee attacks, so you need real toe-to-toe combat. Most of his skills also revolve around the use of his claws for pure slicin' dicin' fun! Since you mainly fight melee with enemies using Wolvie, chances are you get hit back. Hey, Wolvie has a distinct mutant power, yes? Then... * USE THE HEALING FACTOR! If you learned the skill, that is. This power will save your health packs for your other character. Since this skill consumes a fair amount of MP, hack enemies to recharge MP, then heal up after the fray. Rinse and repeat. Remember to keep a stock of MP potions just in case. * Wolvie is the only one who has a passive speed boost. He is also one of those heavy combo streakers. * Wolvie's suffers great weak points: His slow MP regeneration. I mean VERY SLOW (Focus). And his Xtreme is too impressive. NOT! ----[ S K I L L T R E E ]---- HEALING FACTOR (Boost) - Command 7; 20 MP Prerequisites: None Skill Levels :  - This is Wolvie's HP replenishing skill. It costs a substantial amount of MP, so you can't go frantic whacking enemies and healing yourself all the time. Though this skill may save you some HP potions however, Wolvie's very slow MP regeneration rate is a huge downfall. The first skill point on Healing Factor restores 13 HP per use. The second heals 15 HP. Maxing out this skill jumps the maximum restoration to 20 HP! This skill deserves to be maxed once you place skill points into it. All levels cost 20 MP per cast, so maxing it out makes it MP cost-efficient. DASH ATTACK (Melee, Charge) - Command 6,6,5 Prerequisites: None Skill Levels :  - Wolvie's dash attack gives more range to his standard melee attack. This is nifty to close the gap as you dash your way to ranged enemies. Since Wolvie is all-out melee, this skill will serve him well till the very end. COMBO CLAW (Melee, Special) - Command 5,5,6; 5 MP Prerequisites: None Skill Levels :  - Wolvie's basic combo finisher. After a string of hits, he dashes forward with claws extended that hits everything in his path. Though it does not travel full-screen, the claws are wrapped in energy that also damages any nearby opponent. Be sure to allot a point for this. BACK TURN (Melee, Special) - Command 5,5,4; 5 MP Prerequisites: None Skill Levels :  - One of Wolvie's coolest moves. After a combo, Wolvie drives his claws on the ground and performs a somersault. This move damages any enemy in front and behind Wolvie. Allot one skill point for this. ROUND SLASH (Radial, Special) - Command 5,5,2; 20 MP Prerequisites: None Skill Levels :  - Since Wolvie always gets into melee, chances are he often gets surrounded by hordes of enemies at once. Wolvie performs a vicious spinning attack that damages every enemy in the vicinity of the radial attack, allowing to befall a horde before retreating. One of Wolvie's must have in his arsenal. FAST DASH (Passive) Prerequisites: Level 5 Skill Levels :  - Once learned, this passive skill enables all of Wolverine's dashes to be performed more quickly, allowing him to dash and evade enemy attacks. It also improves the Dash Attack, allowing it to hit first before the enemy strikes. CHAIN RUSH CLAW (Melee, Xtreme) - Command 9; 50 MP Prerequisites: Combo Claw Lv1, Back Turn Lv1, Round Slash Lv1 Skill Levels :  - Call this as Wolvie's version of Weapon X in this game. Basically, Wolvie focuses all his energy then performs his three finishers on any enemy in front of him for massive damage. It's best to use this move with all the enemies in one side of the screen (and even aligned). Though optional, the next level slightly improves the damage of the move. FERAL RAGE (Melee, Special/Xtreme) - Command 5,5,9; 30 MP Prerequisites: Chain Rush Claw Lv1 - This is like the Chain Rush Claw, but linked from a combo. It is also a good idea to get this once you have Chain Rush Claw since this move costs less MP to perform. ===================== ==== C Y C L O P S ======================================================== ===================== Real Name : Scott 'Slim' Summers Team Alignment : X-Men Mutant Powers : Convert solar energy into concussive laser blasts from eyes Main Ability : Optic Blast (Laser energy attack) ----[ S T A T I S T I C S ]---- STRIKE : ******** 8 BODY : ******* 7 FOCUS : ******* 7 SPEED : ***** 5 Total : 27 * Your ranged good ol' pal. Underrated in favor of Wolvie. We got used to Cyke with high combos and massive damage, but in this game he's toned down. Still, he's one pretty all-balanced good guy judging from his stats. * Cyke focuses his skills on his optic blasts and a few melee combat combos. He doesn't boast good toe-to-toe fighting skills, but his keep-away ability is his key to survive. Then... * MAXIMIZE ALL BEAM-BASED SKILLS! Maxed MP Charge skill helps Cyke regain MP faster with a few melee attacks before going optic-happy once again. One of his skills is a cheaper equivalent of his Xtreme: Charge Blast. If you will (and you really will) use this skill... * ABUSE THE CHARGING MOVE! For no extra cost to a regular Optic Blast, you can keep a charged beam while moving through scenes and release the beam once you see an enemy for a lot more damage than a normal Optic Blast. When fighting bosses, 10 Charged Beams are cheap alternatives of 2 Hyper Blasts. Cyke may need some MP potions in reserve to refuel his constant blasting. * EMPLOY HIT-AND-RUN TACTICS! As much as possible, keep Cyke away from melee. Only fight up-close to refill MP (MP Charge is great) then move back to safe distances. A good combo is attack, Charge Blast, retreat, release. Cyke is among the characters who can create high combo streaks. * Before using Hyper Blast, group all your enemies in one side of the screen, then dash to the opposite side, face them and unleash the Xtreme. ----[ S K I L L T R E E ]---- MP CHARGE (Passive) Prerequisites: None Skill Levels :  - This passive skill is very useful for Cyke. Maxed out level is recommended. Cyke depends on the power of his optic lasers, so he needs to replenish his MP as quickly as possible to allow him to blast enemies from a distance. By the time this is maxed, Cyke can fill up his MP gauge in a rapid span of time after attacking enemies in melee. His high Focus really helps, too. OPTIC BLAST (Beam, Ability) - Command 7; 10 MP Prerequisites: None Skill Levels :  - Cyke's bread and butter skill. You'll traverse all of the acts using this skill. Each skill point increases its maximum damage. It's imperative that you spend your first 4 points to max this out, since it's a prerequisite of Cyke's most powerful attack. SLIDING ATTACK (Melee, Charge) - Command 6,6,5 Prerequisites: None Skill Levels :  - Cyke's dash attack allows him to foot sweep his enemies whilst dashing. Since this is a low attack, high attacks (i.e. punches) cannot counter Cyke's kick. This skill is entirely optional since Cyke focuses on ranged warfare, yet it may prove useful in certain situations when distance is not an option. A bad thing is that this move cannot damage flying enemies as well. CHARGE BLAST (Beam, Ability) - Hold Key 7, press again to fire; 10 MP Prerequisites: None Skill Levels :  - This is more of a passive skill for the Optic Blast. Once learned, depress Key 7 and Cyke's visor will shine, indicating that you charge up power. Once you press Key 7 again, Cyke releases the charged beam with more punch than a normal Optic Blast at the same cost. The only downside is that Cyke is NOT able to move while charging (another skill WILL compensate this). Cyke can do more damage by using this rather than his Optic Blast, so this is cost- efficient to use one Charge Blast than several Optic Blasts while doing the same damage. COMBO BLAST (Beam, Special) - Command 5,5,6; 10 MP Prerequisites: None Skill Levels :  - This skill allows Cyke to end his melee hits with a horizontal laser bolt. This is excellent for attacking several enemies in front, then send lasers to mow down their ranks. CHARGING MOVE (Passive) Prerequisites: Charge Blast Lv1 Skill Levels :  - If you're using Charge Blast (and you surely will), then Charging Move is a MUST. It improves the versatility of the Charge Blast a hundredfold. Though it allows you to move while you keep a Charge Blast, it all makes the huge difference: You never have to stand in place before releasing the blast since you can move around freely while finding a good place to fire; Charge up a blast after clearing a scene and bring it to the next scene before firing it again. Repeat and rinse. It all matters. OPTIC BUSTER (Beam, Special) - Command 5,5,6,4; 10 MP Prerequisites: Optic Blast Lv1, Charge Blast Lv1, Combo Blast MAX Skill Levels :  - Cyke performs a melee combo followed by a normal optic beam, finished with a thicker optic beam. Much like Combo Blast except that two force beams fired simultaneously but retains the same MP cost. This deserves as the alternative for the Combo Blast move. HYPER BLAST (Blast, Xtreme) - Command 5,5,9; 30 MP Prerequisites: Optic Blast MAX Skill Levels :  - This skill is a widespread beam, because it affects EVERY enemy in Cyke's front vicinity. Simply one of the best Xtremes that can be learned very early in the game, making Cyke survive a lot longer with this super move. Recall Mega Optic Blast of arcade fame: Cyke jumps a bit backward and releases a massive blast of laser that devastates all in front of him as he recoils in mid-air. Group all enemies on one side and unleash hell! ================= ==== S T O R M ============================================================ ================= Real Name : Ororo Munroe Team Alignment : X-Men Mutant Powers : Commands the forces of weather, wind and lightning at will Main Ability : Thunder Attack (Strike enemy down with a lightning bolt) ----[ S T A T I S T I C S ]---- STRIKE : ******** 8 BODY : ******* 7 FOCUS : ************* 13 SPEED : **** 4 Total : 32 * One of my top tier mutants in this game. Storm is not strong in close combat, but her crowd-control arsenal of abilities are to be feared. * Storm's standard attack is weird. She punches and a burst of lightning will form a few steps away from her position. Enemies within arm's length are NOT affected by the punch. The bursts only damage those that come within reach. * By the goddess, MASTER HER SKILLS! Storm wields an excellent skill list, all ranging from short, middle, and long ranges. Mastering when to use a certain skill to attack close or distant targets ensures victory. Her crowd-control Xtreme is a valuable asset to her as well. * Storm's best trait: she's gliding from the ground, meaning she's practically immune to any hostile ground-based attack. * Though she will use her skills frequently, smart use of Storm will prevent you from overusing any kind of your precious potions. High combo streaks are not a problem for her. Hey, she's a goddess! * Storm has one of the fastest MP recharge rates. Her Focus stat says it all. ----[ S K I L L T R E E ]---- NOTE: Storm has 2 passive skills right from the start: FLIGHT and GODDESS MODE. She is impervious to any ground attacks. Pressing key 7 enables Goddess Mode: Storm's skills inflict extra damage at the expense of slowly depleting her MP. Goddess Mode ends once Storm's MP hits 0 or by pressing key 7 again. There are also some notes for each of her skills: SHORT, MIDDLE, and LONG. Storm's normal attack is a middle-range type. Each range is approximately 2 character widths away from Storm (i.e. 6 is the farthest). DASH ATTACK (Melee, Charge) - Command 6,6,5 Prerequisites: None Skill Levels :  - Storm extends her arms to her opponent, her fists engulfed into a lightning ball that gives more range to her standard melee attack. This is nifty to close the gap as you dash your way to ranged enemies. Since most of Storm's abilities are ranged, this skill can prove to be effective in conjunction with Storm's speed. *SHORT THUNDER ATTACK (Projectile, Special) - Command 5,5,8; 10 MP * This is a naming error. In-game it is also named as Dash Attack. Prerequisites: None Skill Levels :  - Storm's excellent combo finisher. After lightning cloud punches, she may call forth a lightning bolt to strike down the enemy. The bolt has the same range as of Storm's melee attack, so it will likely hit any enemy struck with the combo. Though the bolt's initial damage is small, it actually sweeps for another width forward, which dishes the real damage. This move can take down a group of enemies after being caught in a combo. Overall, Storm's combo can link into more hits for Thunder Attack's 2-hit bolt. *MIDDLE GODDESS ADVENT (Melee/Projectile, Special) - Command 7,4,5,6; 20 MP Prerequisites: None Skill Levels :  - Another of Storm's fearsome combos where she basically links all finishers in one big-time combo once in Goddess Mode: Whirl Wind, Lightning Bolt, finally with Cross Cyclone. Anyone caught by the first strike suffers the succeeding hits as well, doing massive damage. This also consumes a substantial cost of MP, so it's typical you won't use this all the way. *SHORT, MIDDLE, LONG WHIRL WIND (Melee, Special) - Command 5,5,4; 20 MP Prerequisites: None Skill Levels :  - Storm conjures a whirlwind in front of her after a combo. Basic finisher but deals decent damage. Remember that it only damages enemies very near Storm. In short, this inflicts more damage on those in the front flank of your main combo target. Each level adds an extra whirlwind and deals more damage. *SHORT CROSS CYCLONE (Projectile, Special) - Command 5,5,6; 20 MP Prerequisites: None Skill Levels :  - Storm throws a tornado farther in front of her after a combo. Another basic finisher but needs advanced tactics to use. Its primary use is to knock those behind the opponent hit by the combo, thus inflicting more damage on those in the rear flanks of your main combo target. Each level adds an extra whirlwind and deals more damage. *LONG GODDESS MOVE (Passive) Prerequisites: Goddess Advent Lv1 Skill Levels :  - This is much like Cyke's Charging Move skill. If you're bent on using Storm's Goddess Mode often, this skill is for you. It allows you to move freely while in Goddess mode to unleash more carnage with your Lightning Strikes. Keep in mind that being in Goddess Mode continually drains MP so you can't go gung-ho over these skills. GODDESS POWER (Passive) Prerequisites: Goddess Advent MAX Skill Levels : [X] - Storm automatically learns Lv1 of this skill upon learning Goddess Advent. As the goddess of weather, Storm can improve the power of her lightning attacks. If you use her Thunder Attack often, maxing this out will help a lot to deal loads of damage on several targets at once. And since Storm's Xtreme is also lightning-based... GODDESS RAGE (Blast, Xtreme) - Command 9; 50 MP Prerequisites: Lightning Strike Lv3 Skill Levels :  - Recall Storm's Lightning Storm in arcade fame (no pun intended). Essentially Storm's crowd control move and quite an impressive show-stopper. Five to six lightning bolts sweep around the entire screen, doing several hits as well as massive damage to all onscreen enemies. With Goddess Power maxed, this move causes real mayhem. =========================== ==== J U G G E R N A U T ================================================== =========================== Real Name : Cain Marko Team Alignment : Brotherhood of Evil Mutants Mutant Powers : Superhuman strength and indomitable endurance Main Ability : Rage (Temporarily attack boost) NOTE: Juggie is NOT a mutant. He received his powers when he found the Ruby of Cyttorak in Korea and read the inscription on a stone tablet that endowed him the traits of a human juggernaut. He is also Xavier's half-brother. ----[ S T A T I S T I C S ]---- STRIKE : ******** 8 BODY : ******* 7 FOCUS : ************** 14 SPEED : ***** 5 Total : 34 * The Brotherhood's tank. If you figure how insanely powerful this lug is in the comics or in other games, too bad you won't play Jughead like that. * In terms of skills, Juggie has his own jumping, standing, and ground-smashing skills, all which can decimate closely-packed targets. Juggie's melee attacks are not to brag about in terms of damage, but can outrange most of enemies' melee attacks (i.e. punches). Like X-Men's Wolvie, Juggie also has a uinque skill, which is to... * RAGE! Capcom gamers are familiar with Juggie's Ruby of Cyttorak move and he's lived to his name as 'unstoppable'. However, the version of this skill boosts damage for a certain amount for a short duration. Too bad the skill wears off once Juggie moves between screens. * It's worth noting that Juggie is one of the fastest MP regenerating heroes. * Also worth noting that Juggie has the WORST mobility in the game, both in moving and attacking (Speed stat doesn't refer to mobility). His damn slow speed might be negligible in the first 2 acts, but once Juggie faces enemies with ranged attacks, or worse (gasp) face even a single Demon. A Demon can beat Juggie to pulp before he can even land his own blow to retaliate. Use him at your own risk. Still, he can dish out better combos than Wolvie. ----[ S K I L L T R E E ]---- RAGE BOOST (Boost) - Command 7; 15 MP Prerequisites: None Skill Levels :  - This is Juggie's butter to his bread. Initially, Rage Mode improves Juggie's damage to 110%. The next level jolts damage to 125%. Maxing out this skill bumps Juggie's Rage power to 150%. This is only worth maxing out if you want to learn another good skill, otherwise just invest an SP for extra damage improvement. HEAD BOMBER (Melee, Charge) - Command 6,6,5 Prerequisites: None Skill Levels :  - Juggernaut Headcrush, anyone? Too bad he does not traverse the entire screen. Juggie charges forward and swings down his rock-hard head forward, damaging any enemy that comes into range. The range of the attack is a tad shorter to Juggie's excellent reach punches. This is nifty to close the gap as you run your way to ranged enemies. Given Juggie's slow speed, you almost need to use this often to come nearer to enemies and stun them for a moment while also dishing out damage. MISSILE DROP (Melee, Special) - Command 5,5,2; 5 MP Prerequisites: None Skill Levels :  - Juggie's aerial finisher. After linking melee hits, he may choose to jump for a short while and land with a crushing stomp on the ground. This is actually a ground attack, but the best advantage of this finisher is that Juggie is invulnerable to ground-based attacks during his jump. You need one level for this skill as prerequisite for the Xtreme. If you used the Barbarian in the game Diablo II, his Leap Attack is generally Juggie's version of the skill. However, the landing blow is ground-based and won't affect flying enemies. FULL SWING HAMMER (Melee/Radial, Special) - Command 5,5,6; 5 MP Prerequisites: None Skill Levels :  - Juggie's frontal and radial finisher. After linking melee hits, he can flail out his arm and swing his mace-like fist in circular motion, devastating any enemy that falls within range of his punch. Effective for clearing out hordes of enemies when you get surrounded as you do a combo. You need one level for this skill as prerequisite for the Xtreme. GROUND WAVE (Projectile, Special) - Command 5,5,2; 5 MP Prerequisites: None Skill Levels :  - Juggie's ground finisher. After linking melee hits, he may slam the ground with his fists, creating a rock tremor that rushes a good distance forward. In fighting games, this is known as Juggie's cheap attack Earth Quake. This skill is excellent for knocking out a row of enemies immediately. You need one level for this skill as prerequisite for the Xtreme. The main and only disadvantage of the skill is inability to damage flying enemies. LONG DASH (Passive) Prerequisites: Level 5 Skill Levels :  - As this skill's name implies, this passively improves the length of Juggie's dash, thus also improving the effectiveness of his Head Bomber attack. It is entirely optional, yet this skill can benefit Juggie's dash attack till the very end of the game. EARTHQUAKE (Radial, Ability) - During Rage Mode, Keys 7,7; 15 MP Prerequisites: Rage Boost MAX Skill Levels :  - One of Juggie's strongest, double-edged 'sword' in the game. Juggie pounds the ground with his fists, creating a circular tremor in the ground and damaging any enemy in the vicinity. Like the Ground Wave, its disadvantage is that airborne (flying) enemies cannot be affected by this skill. One of the bosses has a version of this skill. CRAZY RUSH (Melee, Xtreme) - Command 9; 50 MP Prerequisites: Missile Drop Lv1, Full Swing Hammer Lv1, Ground Wave Lv1 Skill Levels :  - Extremely similar to Wolvie's Xtreme. Juggie focuses all his wrath then performs his three finishers on any enemy in front of him for massive damage. It's best to use this move with all the enemies in one side of the screen (and in a row). Though optional, the next level slightly improves the damage of the move. ===================== ==== M A G N E T O ======================================================== ===================== Real Name : Erik 'Magnus' Lehnsherr Team Alignment : Brotherhood of Evil Mutants Mutant Powers : Control the forces of magnetism and manipulate metal Main Ability : Magnetic Pulse Attack (Magnetically capture nearby enemies by magnetizing the iron from their blood or armor) ----[ S T A T I S T I C S ]---- STRIKE : ****************** 18 BODY : ************ 12 FOCUS : ***** 5 SPEED : *** 3 Total : 38 * Based on stat total, he's the best hero in the game. Hands-down. Only he or Storm in a team can be able to breeze through the acts with relative ease. * Erik's magnetic skills are simply the best and most are easy to acquire (esp. his Xtreme). Since he specializes on magnetism, you don't have to spend the points on different skills. A reason why Magneto is the Master of Magnetism. * ABUSE MAGNETIC SKILLS! Magneto is so specialized and versatile with control over magnetism. He can 'hold' nearby enemies and by learning certain skills, he can send them closer for more pummeling or throw them away to open doors for escape. He will never be outnumbered once he uses his Xtreme, the best one there is in the game. Clean-up is a breeze (or even not necessary). * Erik strikes with a spray of metal debris with good range and immense damage (Strike), and also brags of a high defense (Body). He's the worst combo maker due to his attack strength (Speed), unless you can connect it with an Xtreme in the middle of several targets. * Erik has 2 prelearnt skills as he begins and once he reaches a certain level, gains another prelearnt skill! Yay! ----[ S K I L L T R E E ]---- ATTACK BOOST (Passive) Prerequisites: None Skill Levels : [X] - This skill improves the range of Erik's melee splash attack. Placing your first 2 SP here to max it not only gives you a powerful head start for the rest of the game, but also enables you to learn a kick-ass Xtreme! MAGNETIC CAPTURE (Radial, Ability) - Command 7; 15 MP Prerequisites: None Skill Levels : [X] - One of Erik's useful skills. For a certain range around him, he can magnetize the iron present within his victims, effectively paralyzing them for a short duration! The stun time is long enough for Erik to strike down an enemy or two without fear of reataliation. Try this out while in the middle of a horde of enemies and smack them down with am Xtreme! MAGNETIC SHOCK (Melee, Charge) - Command 6,6,5 Prerequisites: None Skill Levels :  - A good overall skill. During a dash, Erik can perform a knee attack, his entire body enveloped in a magnetic energy and damaging any enemy that falls into contact. Being one of Magneto's powerful skills, you can dash through hordes and knock their health significantly before deciding their fates. Get this skill ASAP to learn another neat skill! MAGNETIC PULL (Radial, Ability) - Command 7,4; 15+5 MP Prerequisites: None Skill Levels :  - One of Erik's mainly optional skills. Basically, Magnetic Capture is useful enough, but with Magnetic Pull, you can even drag any stunned victim closer to you and open to any form of your attacks. Note that this only pulls the victims struck in front of Erik. Once you have learned most of Erik's good skills, it's worth investing a level for this skill in later acts. MAGNETIC SPLASH (Radial, Ability) - Command 7,6; 15+5 MP Prerequisites: None Skill Levels :  - Another optional magnetic skill, which does the opposite of its earlier counterpart. Instead of dragging any stunned enemies, Erik can throw them across the screen away from him, significantly opening a huge breathing space after being surrounded by a thick horde. Later in the game, you'll find out that this is one of Erik's must-haves in his arsenal. POWER SAVE (Passive) Prerequisites: Level 5 Skill Levels : [X] - Another useful passive skill that enables Erik to use less MP when using his 'Magnetic' skills, that is. This skill does not lessen MP use from Xtremes (too bad), but somehow, being able to abuse magnetic skills by using MP far less than usual helps Erik. A LOT. Since this is prelearnt, you may not max it out, especially if you don't quite use his magnetic stun skills. COMBO SHOCK (Melee, Special) - Command 5,5,6; 10 MP Prerequisites: Magnetic Shock MAX Skill Levels :  - If you enjoyed Magnetic Shock, Combo Shock will thrill you more. After you deal magnetic debris on your enemies' faces, finish them with a 2-hit Knee Shock attack. The finisher hits so hard that enemies are killed even by the initial hit. The second hit also deals considerable extra damage that makes this skill so useful for most of the game. GRAVITY JUDGMENT (Blast, Xtreme) - Command 9; 50 MP Prerequisites: Attack Boost MAX Skill Levels :  - The best and most powerful Xtreme there is in the game. Flashy show-stopper. Recall a beefed-up version of Magnetic Tempest in arcade games. Erik calls forth magnetic rocks and debris to rain down continuously on all on-screen enemies. It's so powerful that one cast can destroy EVERYTHING on the screen, save for bosses which also suffer considerable damage. It's also one of the skills of Erik that is very easy to obtain so early in the game. X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X V S A V E P O I N T S A N D I T E M S X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X In the console versions of XML2, the player is able to save only at certain location points called X-Traction points, depicted by flashing blue X-marks on the floor. In the mobile game, these hotspots are simply called Save Points. It has the same blue X-mark on the floor appearance, but aside from being able to save progress here, it also doubles as a shop where you can purchase items at the cost of coins called X-Points. HP+ Potions____________________________________________________COST: 3 X-POINTS These are called Health Packs in the console versions, and these red crystals recover 30 points of your HP gauge. You can carry a maximum of 5 at a time. MP+ Potions____________________________________________________COST: 3 X-POINTS These are called Energy Packs in the console versions, and these blue crystals recover 30 points of your MP gauge. You can carry a maximum of 5 at a time. RECOVERY_______________________________________________________COST: 6 X-POINTS It doesn't exist as an item, but when selected, it recovers both your heroes' HP and MP gauges back into a full 100 points. Incapacitated heroes (KO) won't benefit from this unless revived first. REVIVE_________________________________________________________COST: 6 X-POINTS It also doesn't exist as an item, but when selected, it revives your fallen hero with a minimal amount of HP. Thus, it also obligates the player to buy potions or use the Recover commands to bring them back to fighting form. X-POINTS_______________________________________________________________Currency This is known as Tech Bits in the console versions, which is the main form of finance in the game. There are two variations of this: small and large. Small X-Points are worth one unit each, while large X-Points are worth FIVE units! However, X-Points collected throughout the act are gained as bonus points, so it behooves the player to save X-Points till the end of the act. Each X-Point unspent is worth 100 points at the end of the act and are carried over to the next act. Locations of Save Points will be discussed in the walkthrough. X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X VI E N E M Y L I S T X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X Here is the game's bestiary, listed in order of appearance within the 5 acts. Higher difficulty settings give the creatures more life and attack much faster, thus if you got the hang of the game, take the challenge to become a legend! ----CRITTER [Night Critter]---- Appearances: Acts 1 to 4 Console version gamers recognize these critters from the Cerci brood. They are the first cannon fodder thrown against you in early acts, but later which will become nastier and more dangerous when in hordes. MELEE : Bite MISSILE : Acid spit (travels around half-screen before reaching the ground) ----HELLHOUND [Hell Hound]---- Appearances: Acts 1 to 4 Though these creatures are slow and don't breath fire like those in Dungeons and Dragons, they pack quite a punch each time they attack. Watch out for their attacks from any distance. They were not as humongous as they were in the home versions, but still, watch out! MELEE : Bite MISSILE : Pouncing claw (very fast execution) ----TROOPER [Shock Trooper]---- Appearances: Acts 1 to 4 The only armored human enemies. They are technologically enhanced to dispatch mutants and are even controlled to do Apocalypse's bidding. Their attacks have alarming ranges. MELEE : Shock fist (enhanced range) MISSILE : Tectonic beam (no effect to flying heroes) ----PROBE [Culling Probe]---- Appearances: Acts 1 to 4 Mechanical sentries armed with security cameras and cannons that fire at will on intruders and anything hostile. Since it is flying, it is impervious to any ground-based attack. Beware of laser beams from a mob of Probes! They also have a damaging self-destruct sequence once their HP reaches 0, so use ranged skills to destroy them, or just dash away quickly if you're in melee. MELEE : Nothing MISSILE : Probe laser (horizontal beam; VERY dangerous from Probe mobs) ----INFINITE [Infinite]---- Appearances: Acts 2 to 4 The primary mechanical enemy in the game. Like in the console version, it can be tough especially in later stages. Easiest to destroy when used with radial or piercing attacks especially in mobs. MELEE : Infinite fist MISSILE : Infinite tackle (distance attacks are best used as counterattacks) ----SENTINEL [Sentinel]---- Appearances: Acts 3 and 4 Gee, console version Sentinels (Bastion fight, remember?) are HUGE! Their human like size in this game reminds of the popular beat-em-up game from Konami (oh, nostalgia). Still, Sentinels kick ass. Consider tougher Infinites with ruthless hand lasers used like there's no tomorrow and you'll have a nightmare. MELEE : Nothing MISSILE : Sentinel laser (horizontal beam; VERY dangerous from Sentinel mobs) ----DEMON [Energy Demon]---- Appearances: Acts 4 and 5 The toughest non-boss creature in the game. It has the nastiest damaging moves, flies slowly but attacks very fast, strong defense with high HP, and worse has immunity to ground-based attacks. Even Magneto's strongest attacks cannot take down a single Demon that easily. Keep your eyes against these gargoyles! And... good luck if you're using Juggernaut. He can now say, 'I'm stoppable!' MELEE: : Claw swipe MISSILE : Claw coil X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X VII T H E W A L K T H R O U G H X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X Coming soon... [ ACT 1 ] GENOSHA COLONY RELEASE BOSS: ABYSS LIFE: 560 HP [ ACT 2 ] STARSHIP IN THE SAVAGE LAND BOSS: MIKHAIL LIFE: 950 HP [ ACT 3 ] BATTLE IN THE CITY BOSS: HOLOCAUST LIFE: 1240 HP [ ACT 4 ] APOCALYPSE'S TOWER BOSS: ARCHANGEL LIFE: 1600 HP [ ACT 5 ] EGYPTIAN PYRAMID BOSS: APOCALYPSE LIFE: 3500 HP X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X VIII H O R S E M A N S T R A T E G I E S X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X Coming soon... ACT 1_______________________________________ ABYSS, Horseman of War (560 HP) Special Attacks: * Headbutt * Dimensional Destruction ACT 2_______________________________________ MIKHAIL, Horseman of Pestilence (950 HP) Special Attacks: * Teleport * Fireblast ACT 3_______________________________________ HOLOCAUST, Horseman of Famine (1240 HP) Special Attacks: * Tackle * Earthquake ACT 4_______________________________________ ARCHANGEL, Horseman of Death (1960 HP) Special Attacks: * Flying Tackle * Wing Missile ACT 5_______________________________________ APOCALYPSE, The Final Battle (3500 HP) Special Attacks: * Power Strike * Beam Bolt X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X IX C R E D I T S X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X I wish to thank Activision and MFORMA for a nice conversion of one of the most wanted games into a portable mobile phone version. For anyone who spent their time to read this FAQ and wish to give me their corrections, suggestions, and the like, they'll be credited in this section in future revisions of the FAQ. AND YOU, DEAR READER FOR TAKING TIME TO READ THIS FAQ. X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X X D I S C L A I M E R X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X This FAQ is neither affiliated nor endorsed by Marvel, Activision or MFORMA. It can be distributed for FREE as long it's the latest unmodified version (found in GameFAQs). It is made for PRIVATE USE and MUST NOT be reproduced for any other purpose at any means. Do not attempt to sell this guide since no monetary profit was gained from this FAQ, nor be used by anyone else for their personal credits by submitting it to other game magazines, web sites, or part of any collection, compilation, or anything similar without prior permission from me. Email any corrections, errors, suggestions, etc. to me at this email: shadift [at] yahoo [dot] com Note that you are reading the latest version prior to sending me the email. The other games and move names mentioned herein are the properties of Capcom (X-Men Children of the Atom) and Konami (X-Men) and are trademarks of their respective owners. ATTENTION: Copyright infringement is heavily punished in the US and other countries, but not as heavily here in the Philippines. Pirated optical media are given more attention to, leaving other pirated media, published or not, unattended. Please notify me whenever you see this FAQ sold or published for monetary profit in your locales. I should say that I once bought a Chaos Legion FAQ magazine once in my store, and to my dismay, it contained all the contents straight from the FAQ I used in GameFAQs. Only the walkthrough was included, but everything else like author's notes etc. are wholly omitted. The magazine is a text file cut-copied identically from the FAQ itself. Worse, the publisher of the magazine did not include their name in that mag. Just photos of Chaos Legion all around. So, please, if you see a certain walkthrough magazine with THOTD4 with the contents of my FAQ, tell me. Though I won't mind pursuing them with lawsuits maybe named or unnamed vermin they are, their souls are burning somewhere in time. SHADI SOBREMISANA Manila, Philippines PS: DEDICATED TO EMMA WATSON AND EVANNA LYNCH of Harry Potter film fame. DEDICATED TO ROX GUINOO & MEL RICKS of Star Circle Quest fame. Wink, wink. AAAAAAAND... ANGEL LOCSIN! XD GAME OVER, BUB! Copyright © November 2007 All rights reserved.