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C.24: Prison of Misery
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Objectives:
* Destroy the powerful psychic brains in the Brain Trust
* Defeat Stryfe
* Talk to Banshee at the X-Mansion
* Get access code from Mirrin (optional)
* Get access codes from Schill (optional)
* Create a psychic demon to help defeat Stryfe: Use Lenzir's access code
on the Test Chamber Control Panel to disable the test Brain Trust and
enable the psychic demon Spawn Control Panel (optional)
Areas:
* Sewers West
* Holding Pens (X)
* Stockade
* Brain Trust
Items:
* Weapon cache: Sewers West, in a room behind a bus, use a Mighty character
or Magneto or Jean Grey to move the bus
* Magneto's comic: Sewers West, in the hall beyond the bus room, go to the
left end and break the sewer great, enter the tunnel to collect the comic
* Data disc: Sewers West, in a room near the exit to the Holding Pens, shut
off the water using the switch in the room across the hall, then send a
flier down to get the disc
* Homing beacon: Holding Pens, go left from the exit to Sewers West and
work your way around behind the double force fields to find the console
that turns them off and you can collect the beacon
* Weapon cache: Holding Pens, after destroying a generator, keep going
straight to reach the cache
* Jean Grey's comic: Holding Pens, next to aforementioned weapon cache
* Weapon cache: Holding Pens, a little further on from the previous
cache, behind some destructible fencing
* Danger Room Disc Defend 503: Holding Pens, next to second weapon cache
* Tech station (+8 Body): Stockade, near the exit to the Holding Pens is
a gated room, use Magneto or Jean Grey to flip the switch inside the
room and collect the tech station; you can also get into this room from
the other side once you've fought your way around, just activate the
console to lower the force field
* Sketch book (New York, New York Enemy, Colossus): Stockade, just past
the Slow trap, go behind a force field to get the book
* Weapon cache: Stockade, after the Slow trap, keep to the right, crossing
a water-filled pit and in the next room is the cache
* Data disc: Stockade, after switching hallways to get around a force
field, keep to the right and get it from behind another force field
* Danger Room Disc Teamwork 403: Stockade, in large room leading to Brain
Trust, in a side alcove
* Weapon cache: Brain Trust, in the pit in the room where you spawn the
psychic demon
* Danger Room Disc Challenge - Juggernaut: Brain Trust, in the room next
to the psychic demon spawn room
* Weapon cache (x2): Brain Trust, right outside the door leading to the
fight against Stryfe
Down the street from the tech station is the entrance to Sewers West. Head
down into the sewers and work your way to a hall that has a derelict bus.
Using Magneto, Jean or a character with Might, push the bus out of the way
to get into a room with a weapon cache. Opposite the bus is a room with a
big pit. Fly over the pit and pick up an ID Card on the opposite side.
In the next room beyond the bus hall, go to the far left end and break
through the sewer grate. Enter the tunnel to collect Magneto's comic.
Return to the Sewers and head through to the next room, which is a mini-
boss fight against a Morlock Giant.
Just beyond this room you'll find Banshee, who will fill you in on the
holding pens where Apocalypse is holding many mutants. Continue until you
reach an octagonal room with a large pool of water in the center. Straight
ahead is the entrance to the Holding Pens and there is a room to the left
and the right.
Go into the left-hand room first and throw the main water switch. This will
shut off the water flowing in the room across the hall (the right-hand
room) and reveal a data disc. Send a flier down to get it, then exit to the
Holding Pens.
At the first intersection, turn left. Your path back will be blocked by a
force field, and, after defeating the mobs, you will be able to see a
homing beacon between two force fields on the opposite side of the room.
There is one door that you can open, to your right as you face the homing
beacon.
Go through that door and work your way around behind the homing beacon.
There's a console here that turns off all three force fields and you can
pick up the beacon (your fourth) and go back toward the entrance.
Continue in the other direction by the only path open to you until you are
shown a generator you must destroy. Defeat the mobs, then break the
generator to open the path straight ahead. Continue to pick up a weapon
cache and Jean Grey's comic. Keep following this path to pick up another
weapon cache and the Defend 503 Danger Room disc.
Just beyond the second weapon cache is a small room with two teleporters
that will respawn mobs for quite a long while. (Note that some people have
experienced system crashes in this room, so you might want to just turn
around and go back to the generator room.) When you're tired of frolicking
with your constantly refreshing playmates, run back to the generator and go
through the door directly opposite to find an Xtraction point and the exit
to the Stockade.
Since you should have all four homing beacons by this point, you may wish
to Xtract back to the X-Mansion and use the secret portal (it's upstairs,
near Forge). This time you have to fight your way through an N-shaped room
full of mid-40s level mobs. There's no mini-boss, but the mobs are tough
enough to make up for this, so stock up on health packs before entering.
You'll collect Iron Man's jet boots for your trouble.
Return to the Holding Pens and enter the Stockade. You'll quickly reach a
gated room to the right that has a tech station. There's a lever to open
the door on the inside of the room, Magneto or Jean can flip the switch and
you can pick up the +8 Body station now, or wait just a bit.
Progressing past this side room, you'll take a right and run into a mini-
boss. After he and his minions are defeated, you'll find your way back
blocked by a force field. Go to your right where you can see a console with
the familiar green arrow hovering over it. As you approach, you'll set off
a trap that slows your party down.
Turn and destroy the trap, as you will come under attack. Once all the mobs
are defeated, activate the console to turn off the force field leading into
the tech station room from this side. You can now enter, get your +8 Body
and open the door from the inside.
Continuing past the Slow trap, you can go behind a force field and pick up
a sketch book (New York, New York Enemy, Colossus). Then keep going down
the hall. At the end of the hall, go right and jump down into the water-
filled pit. Climb the stairs and pick up a weapon cache.
(Note: if, rather than go right at the end of the hall, you went left, you
would need a Mighty character or Magneto or Jean to throw a large pipe into
the fire to open the path. Then you would go through the next room and to
the right to find the weapon cache.)
There are two doors through which you can continue. The left-hand door's
path is blocked by a force field, so take the right-hand door and Use the
console to turn off the field. Then cut over to the left hand path and at
the next intersection, turn off the force field and go right for a data
disc.
Continue until you reach a large room with the exit to the Brain Trust. Be
careful of approaching the door, there's another Slow trap in front of it.
Once all the mobs are defeated, look in a side alcove of the room for the
Teamwork 403 Danger Room disc. Then break down the door and enter the Brain
Trust.
As you enter Brain Trust, you get a holographic message from Banshee
containing some helpful hints. Proceed straight across the hall into a room
with a pit. Defeat the mob in this room to get his access code, then use it
on the console in the corner. This will open the other console and allow
you to spawn a psychic demon helper. Down in the pit is a weapon cache.
Next to the first console is a door, through which is a room containing the
Challenge - Juggernaut Danger Room disc.
Leave this room by the other door and turn left at the corner and then take
the first door on the right. This leads to Mirrin and his access code. Once
he's defeated, use the console in the room to destroy Brain Trusts 1 and 2.
Go back out into the hall and around the corner, through the first door on
the right and then go immediately right and through the door to find
Schill, get his access code and destroy Brain Trust 3 at the console.
Go back to the previous room and cross the catwalks to enter a long hall
full of respawning mobs and Slow traps. Fun stuff. At the end of this hall
are two weapon caches. Beyond is the boss fight against Stryfe, so take a
moment to open a Blink Portal and head back to the X-Mansion for rest and
refit.
When you're ready, step into the arena with Stryfe. (Bonus: have Toad in
your party to get a full-VO conversation with Stryfe.) Stryfe isn't that
tough, but, as long as one psychic brain is "alive", he will be revived
every time you kill him. Even though you destroyed three brains using the
consoles earlier, there's still six that remain. Concentrate on getting rid
of those first.
Stryfe has a telepathic attack that holds you and then flings you away, and
he'll chase after the active character. It helps to use Nightcrawler or
Deadpool here and quickly teleport away from Stryfe, destroy a brain, then
teleport away again. He'll be spending all his time running back-and-forth
after you while your teammates pepper him with attacks. Once the final
brain is gone, Stryfe is a pushover.
Use Blink's portal to return to X-Mansion and talk to Banshee. Then Xtract
back to New York South Side and head back to West Side.
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