Home
Home · Please take our survey · Play Clash N Slash for Free · Giveaways: Hell Ride · Age of Booty - PS3
AddThis Feed Button




- Sponsored links -

Pool Tables
Pool Tables

Cartoon School
Cartoon School






X-Men Legends II: Rise of Apocalypse - Game Guide
System: PC
Rated: T
Shop: Buy It Cheap · Get The Guide

Index · Guides · Your Reviews · Your Rating

==========================
B.06: Hints, Tips & Tricks
==========================

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.

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).

Stick with one or two teams. 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. Acts 4 and 5 will be especially hard if 
you've been playing musical X-Men. Use Acts 1 and 2 to figure out your 
favorite characters and then stick with them.

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 
unlocked).

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 Strike and Strike over Speed. For melee 
characters, prefer Focus over Strike, Strike over Speed and Speed over 
Body.

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).

Having a character with a highly destructive radial power makes breaking 
containers and walls much quicker. Some suggestions are Iceman's Arctic 
Burst, Sunfire's Fiery Geyser, Pyro's Flaming Pillar, Colossus' Bounding 
Smash, etc.

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.
 

Gameplay


Walkthrough


Allies


Item Lists


Danger Room Courses


Trivia Games

 




Click here to send this page to a friend!

AddThis Social Bookmark Button  

 

Google  
www.gamerstemple.comWeb