I. Author and Contact Info
II. Introduction
III. Gameplay
IV. Controls
V. In play menu options
VI. Unique Moves/Maneuvers
VII. Power-ups
VIII. Standard Items and other common level stuff
IX. Enemy List
X. Level Walkthrough
XI. Danger Room Walkthrough
XII. Final Notes
======================================================
I. Author and Contact Info
I've been meaning to contribute something to gamefaqs for years now, but
never got around to it since I would either get lazy or just forget about it
the whole thing altogether after finding out that 10 other people or so have
already beaten me to certain FAQs I was going to write. In this case, seeing
as people were concentrated on "X2: Wolverine's Revenge" for other platforms
and completely left the GBA version untouched, I jumped at the opportunity.
This would in fact make this my first FAQ ever, so if there's something
amiss, that's probably why.
To further note: I probably won't be writing any more FAQs, ever. Just
writing something as simple as a platform action gaming walkthrough got quite
burdensome. My thanks to all those who freely contributed their own FAQs,
here on gamefaqs or anywhere else. It truly takes a romp through the process
on your own to appreciate what everyone else in the gamefaqs community has
already done and for what's to come.
Only contact me for:
-If something about this FAQ is confusing
-If some fact or information seems wrong or missing
-If you have alternate ways for beating bosses, doing certain things
do >NOT< contact me for:
-asking for version updates. The only 2 cases where I'll update are:
any corrections I feel are necessary (e.g. I have had a lot of
incorrect information or am missing a lot of that)
If I'm able to find the time to make corrections.
Otherwise, consider this a final version
-requests for ROMs
-for information already on this FAQ. Depending on my mood, I may tell you,
or just say "rtfs" (read the friggin' spec)
If you do wish to contact me, my most permanent, current email address is:
(this is to keep my new inbox from getting spammed via spambots)
alpha - yankee - alpha - oscar - at
- papa - echo - echo - papa - echo - romeo - sierra - dot
- oscar - romeo - golf
To decipher this, simply read the first letter off each word
except for the numbers and the punctuation. This is "military
phonetics" or "aeronautical phonetics" in case you're wondering.
Okay, not a 100% per se, I don't know if that's what they really use for 'o',
'p', and 'r'. but I'm sure you get the picture.
Just to warn you ahead of time, this isn't my primary email address, so I
only check it about x1 a week or so.
======================================================
II. Introduction
Another X-men game. This one based on the "X2: X-men united" movie sequel
that came out over a month ago from now (6/29/03). Before playing this game,
I thought it would address 1 important issue on my mind: What the heck
happened to Sabretooth between the first and second X-Men movie. Alas it
didn't. I heard somewhere else that in any of the console and PC versions,
it DOES go into what happened to him. Apparently the it's the storyline AND
gameplay that are different.
======================================================
III. Gameplay
Gameplay for this title is old school platform gaming. Unlike other versions
of this game available for other gaming platforms which are 3rd person 3D, the
GBA version is 2D. Play a level and then fight its boss. Levels are either
of straight up running through to the end or under stealth conditions
(without being detected.). Both may require you to find keys, switches,
and/or kill enemies to proceed. Chasing an opponent without losing sight of
him is another type of level. Bosses are either a true boss battles against
1 hard, powerful character or arena bosses where you fight lots of lesser
enemies.
Finally, there are bonus danger room levels that aren't required to be found,
let alone played, but are there to give you a chance to hone your skills and
even earn a continue.
======================================================
IV. Controls
Menu controls:
A - select
B - cancel
Start - select, resume paused game on main menu pause screen
Joypad - move cursor around
In game controls (excluding power-up moves):
A - jump
B - attack
L - sheathe/unsheathe claws
R - power-up ability use (see below)
Select - not used
Start - pause
======================================================
V. In play menu options
Resume:
Unpauses the game. Pressing start will also do the same thing
Quit:
Quit back to the title screen. Confirmation will be asked first though
Music:
Toggles music on or off. May conserve battery power.
Power-ups:
Lists all power-ups in the game with the ones that you already acquired
spinning.
======================================================
VI. Unique Moves/Maneuvers
3-hit combo: B 3 times in succession
Your standard Final fight move. With claws sheathed straight punch, left
hook, followed by a knockdown uppercut. Pretty bland. With claws out,
horizontal forward slash, downward slash across, followed by the knockdown
upward vertical slash. The slash directional make a difference in where the
2nd and 3rd slashes and hit enemies below and above you respectively.
Stealth attack: up + B while claws are sheathed
Use this to take out unsuspecting, passive enemies out in one hit. Only
works against people or humanoid machines of the same size (as opposed to
say, the shiva droids). Most enemies can be dealt with just as easily if not
instantly without stealth attack, but for taking out enemies without setting
off alarms, this is only way. Regardless of whether you're playing a stealth
level or not, once enemies detect you, stealth will still hurt them, but will
no longer be an instant kill.
Berserker rage: with claws out, repeatedly press B until your rage meter
completely fills
Attacking power and range are slightly increased. Some notes about this
move. First, it's not how fast LOGAN slashes that determine how fast the
rage meter fills, but how fast YOU press the B button. Even though Logan
swings about 3 punches per second, I've seen someone with a Fast thumb
completely fill the meter in less than a second! Good skill to have for
those quick ambushes or in tight boss battles. Works when in air, standing,
and crouching. When you stop slashing (and yes, punches and slashes ARE
different in this game), the meter slowly goes down assuming it isn't at
full. Another thing is while in berserker rage mode, Wall Cling and Ceiling
Cling abilities are unavailable. Finally, and strangely enough, Berserker
Rage slashes can't penetrate walls but they do go through and hit foes across
crates (even the unbreakable ones). Use this when groups of fighting a
combination of the following: large groups of enemies, enemies you don't want
to keep your distance from, or don't need to scale walls. To end berserker
rage mode, simply stop slashing long enough for the meter to go completely
empty. You'll need a few seconds after the meter hits zero to recover from
it. Of all the moves Logan can normally do, he will only be able to walk in
either direction or stand still in this state and nothing else. Be careful
slipping back into normal mode around enemies, as it's an easy hit or two to
get on you. Final Note: Although the boss walkthrough for the bosses below,
will help you beat them with out taking a single hit, this move may be used
immediately in an attempt to finish the battle quickly. Won't always work,
but if you're lucky, it just might :)
Automatic knockdown strikes:
Think of it like the "extra joy" or "panic button" for the game, taken from
Cody's swirl kick or Haggar's spinning clothesline from the Final Fight
series. Like those "special moves" these are automatic 1-hit knockdowns (not
all enemies, mostly enemy people) and they do much less damage than a normal
claw strike. But unlike from Final Fight, they don't make you temporarily
invincible and have no health penalty in using it. As you face situations
like fighting multiple people along with incoming orb bots or rushing through
part of a level in minimal time, using this maneuver helps since if people
are flat on their backs, they can't be throwing grenades and slashing at you,
which would not only chip away at your health, but pin you down and keep you
from jumping away or throwing your own attacks. This allows you to run away
or reposition yourself. Except to do stray damage, this move is worthless
against any enemy that can't be knocked down, the big droids/robots and
bosses in particular. The following 3 maneuvers are knockdown strikes.
Jump kick: while running press B OR press B while dashing. Both done while
claws are sheathed
Just a simple knockdown blow. This can knock foes back halfway across the
screen, and if they fall off a ledge, they may live, they may not, but they
won't be bothering you again.
Jump slash: press B while in air OR press B while dashing. Both done while
claws are out
Another simple knockdown blow. You'll want to do this instead of jump kick
to knock foes into pits rather over them. Otherwise, same damage done here
as with jump kicks.
Crouching slash: down + B with claws out
Something to do if you're getting wailed on and don't have Sliding power-up
yet.
"Encircling attack": (requires slide ability, and optionally dive attack)
Preferably with claws out, whack the foe 1 or more times, slide through him,
then turn around and whack him some more. Rinse and repeat. If you can get
the timing right, you can put the pressure on your foes, but still avoid
getting clobbered. A better way to put the hurt on your foes without
standing in one place for long is to dive attack into them, then slide
"around" them to safety. Whatever works best for you.
======================================================
VII. Power-ups:
Note: any asci illustrations for the power-up icons may look way off, simply
either because of the way this document will ultimately be formatted when
posted online, or its just simply not possible to draw it out using the
standard character sets.
You can revisit completed acts and obtain the power-ups again, but getting
them again won't change anything
----------
Dash
R + left or right while on ground
Looks like: two 'greater than' signs >>
Most important use is for leaping across long chasms and pitfalls. You can
also execute a quick jump kick attack (see moves/maneuvers section) while
running, which is helpful for knocking enemies down into pits. Also helpful
in timed areas and boss fights.
----------
Wall Cling
Unsheathe claws and jump towards any wall
Looks like: the letter 'c' with a vertical pipe right next to it c|
While this is necessary to scale new heights and make progress throughout the
levels, this can also slow down your downward descent. Most notably, saving
your ass if you should fall short of jumping across a pitfall. Just cling to
the side and spring back up to the edge (like in Ninja Gaiden or in Megaman
X), a process I'll refer to as "wall clinging your way up" or something of
that sort. Pressing left or right + A will let you jump off the wall while
just a neutral A lets you drop down. Note that the longer you cling, the
faster you'll fall. Also note that you can slash while hanging there, which
can keep you from getting hit and knocked all the way whence you climbed
from. This and ceiling cling are the only power-ups that canNOT be used in
conjunction with berserker rage mode.
----------
Slide
Down + R while on ground
Looks like: a downward right curved arrow \-->
Allows you to pass through narrow openings in walls at ground level. Also
does about half a punch's worth of damage. Very useful if you're fighting a
horde of enemies and are trapped, as you can't run through enemies and
jumping may not be possible if they keep wailing on you. Use slide in such a
situation to go right through them. Last but not least, sliding lets you
move while staying in the crouched position, something not quite as
applicable, but still occurs none of the less.
----------
Somersault
Press B in air only if not already somersaulting ^
Looks like: two hat characters, one atop another ^
A pseudo double jump ability. More like 1.5 jumps, as the second jump is
much shorter than the first. Still, it allows you to get to those 'just out
of reach spots'. Also a potential lifesaver when crossing those 'just a
little short' jumps across gaps. Some boss fights are easier with this
ability.
----------
Dive Attack
Down + Y while in air \
Looks like: a straight arrow pointing diagonally down and right _\|
Finally, the first attacking power-up! Performs a big crescent slash,
diagonally down and forward. Additionally, Wolvie also air dashes down and
forward for a short distance as he strikes (kinda like when you jump kick in
those old Teenage Mutant Ninja Turtles arcade games.) As an attacking move,
it's pretty useful. It does the equivalent damage of a combo strike (3 hits)
and knocks down most enemies, making it a suitable replacement for the
jumping slash attack (but not necessarily jump kicking, as jump kicking can
still knock enemies further back than this attack). Finally, the fact that
Wolvie air dashes in short bursts when he performs this makes it helpful
anywhere you would be doing a lot of jumping, but still need the speed and
long distance coverage of ground dashing. If you're falling from a high
altitude, just Dive Attack multiple times to simulate "air dashing".
----------
Restoration
Press and hold B while standing still with claws sheathed
Looks like: a heart with a plus sign inside of it. <No picture Available>
Yep, at a healing factor of about 5 - 6 times than normal, that's fast. With
this ability, all you literally need are 5 seconds of 'peace and quiet', and
you can have around 75% of your life restored. When you consider that almost
any situation where you get ganged up on can be escaped alive by sliding to
safety and that bosses don't continuously put you under siege, then there are
always restoration opportunities. Okay, so you usually won't have a full 5
seconds, but there's always 2-3 second intervals you can squeeze in, and
doing those 2 - 3 times is enough to completely fill your life meter. In
short, as long as you don't have to worry about falling into pits or auto-
failing missions, then you'll be "more invincible" with this power-up.
----------
Ceiling Cling
Hold A with claws out and jump to a ceiling _
Looks like: a 'u' with a horizontal line above it. U
Akin to Wall Cling. Unlike wall cling, you can stay there all day and not
have to worry about sliding down or something of that sort. You can forward
slash while hanging (just press B) and also slash straight down (press up +
B). Just be careful not to press down + B, as you'll Dive Slash instead and
fall straight down. Another neat trick is to just press and hold up, and
Wolverine will pull his legs up. This is to let enemies and projectiles pass
harmlessly beneath. Sadly, there's only 1 place in the game where this is
actually useful. Ceiling cling is really only practical for traversing
terrain, as you move too slowly to be useful when fighting bosses. Finally,
there's a way to transit between Wall Cling and Ceiling Cling and vice versa
around corners that jut out. For wall to ceiling, fall slightly and
somersault jump forward to ceiling cling to the adjacent ceiling. For
ceiling to wall, just keep moving forward, and when there's nothing else to
ceiling cling to, he'll automatically jump forward and up slightly.
Somersault back to wall cling to the adjacent wall. This and ceiling cling
are the only power-ups that canNOT be used in conjunction with berserker rage
mode.
----------
Feral Rage
Enter Berserker Rage and attack like you normally would.
Looks like: 3 diagonal lines coming in from the upper right hand side to the
center, resembling claws ///
"Increases your attack power when in berserker rage". Well, it does just
that. Expect about 1.5x to 2x the power compared to without this power-up.
If you're a berserker rage person, this is for you. Battles that were
previously unmanageable with berserker before can now be quickly finished
before you get killed first. The big downer, it's the last power-up you get,
so you gotta go back to previous acts to REALLY have fun with it.
======================================================
VIII. Standard Items and other common level stuff
----------
1-up
Looks like: a big 'X1' icon
Gives you a 1-up
----------
Continue
Looks like: One Big X
Gives you an extra continue
----------
Check Point
Looks like: Raised circular blue floor pad with an X on it
Step on it to light up and activate it. From here on till your next
checkpoint, if you die, you'll start here instead of the very beginning of
the current part of the level you're playing.
----------
Gray metal doors
Looks like: a gray horizontal or vertical line as thick as Wolverine
himself.
Probably adamantium (which would be enough to explain why Wolverine can't
just tear it down with his claws). These can be opened/closed either by
hitting the correct switch or killing all the enemies within an area.
Furthermore, on stealth maps, triggering alarms may cause doors to seal shut,
while waiting it out will reopen them.
----------
switch
Looks like: a long stick with a red handle, like a larger version of a
gearshift on a car
Attack this switch in any way to toggle it
----------
lifts
Looks like: a horizontal gray line
These move horizontally, vertically, or remain stationary. They can also be
wall/ceiling clinged to and are needed to cross over otherwise impassible
territory.
----------
saw blades
Looks like: circular saw blades
These are mounted on floors, walls, and ceilings to prevent passage to
specific places or to make your trip more difficult. 4 hits from these
without any regeneration will kill you.
----------
Key card
Looks like: red key card
Dropped by defeated enemies or in plain site, each key can unlock a locked
door (the ones with a red "keyhole") within an act. This item will appear in
your item box when active.
----------
Locked door
Looks like: a gray door with a red "keyhole" in the middle
These doors will only open with the possession of a key card
----------
Module
Looks like: green key card
Total of 8 in the game, 1 on each level. Each one of these grants access to
a different Danger Room that you play between acts.
----------
Scent
Looks like: a blue circle with green scent swirling within it.
Allows Wolverine to track things much more accurately, which in turn will
lead to the goal of the level. A radar meter will appear top center to let
you know which direction the goal is relevant to your current position while
green scent lines will appear during game play to "mark" the path to go by.
This item will appear in your item box when active.
----------
CD
Looks like: gray CD icon on an aqua-green, square background
Obtaining all these CDs is required to complete act 4.
----------
Missing child
Looks like: a child in school uniform on her knees
Rescuing all the children is required to complete act 5.
======================================================
IX. Enemy List:
FYI: thugs and guards are essentially the same thing; the Hellfire mercenary
thugs.
Blue mercenary thugs
These guys shoot their pistols from afar and punch and kick up close. Both
deal very minor damage. Simply duck under their shots.
Purple mercenary thugs
Like the blue mercenary thugs except they also throw explosives across short
distances which deal moderate damage.
Red mercenary thugs
Like the blue mercenary thugs except they shoot a ball of electricity instead
of a bullet. No more threatening than their blue cousins.
Orb bots
Found in the danger rooms as well as regular levels. They inflict damage by
ramming into you, where as they then die. These also go down in one hit.
Probe bots
They look like miniature versions of the probots from Star Wars: Empire
Strikes Back. These shoot an energy ball just like the Red mercenary thugs,
but go down in one hit.
Wall mounted security cameras
You can see their range of view. Avoid it, deactivate it via a switch, or
take it out in one fell swoop. Otherwise, an alarm will be triggered.
Blue clad ninjas
The orb bots of Japan, act 3, part 1. They only come out of the wooden doors
when an alarm is triggered. They're melee units only.
Gray clad ninjas
The orb bots of Japan, act 3, part 2. Just like the blue ninjas except they
throw shurikens from afar, which do sizeable damage.
Wall mounted spider bots
They scale up and down walls and fire energy balls at you. One hit to kill.
Green clad ninjas
These guys are out in the open, and don't seem to be any different than the
gray ninjas.
Act 4 green ninjas
Throw shurikens, but are deadlier in melee than previous versions since they
can match your claw range with their own swords.
Act 4 gray ninjas
Look just like the gray ninjas from the last act. They throw bombs, punches,
and kicks and go down after 1 combo strike.
Act 4 red ninjas
No missile attack, but upon sighting you, they run after you and slash at
you, like Wolverine himself. Also weak in they go down after 1 combo strike.
Large spider bots (red and blue)
They look heavily armed and armored, but these robots are nothing more than
glorified mercenary thugs. Except for invulnerability to the effects of
stealth attack, inability to be knocked down, and slightly better armor, you
can easily treat them like thugs and possibly even kill them as quickly and
easily too. The ones with red streaks on their head are armed with a
flamethrower. Since it's mounted at head level, you can safely crouch under
it while slashing away. The other type with blue streaks on its head lobs 2
grenades at you in succession. Jump in and attack when you get an opening.
"Unarmed" bronze-silverish colored robots (looks like C3PO)
Patrolling the base on act 7, they share the same attributes as the thugs, so
you can also stealth them, but they can also set off alarms. Interestingly
enough they attack you by self-destruction.
[I probably missed about up to 10% of the enemies, but most of Those would be
hybrids similar to the ones already listed. Being as I'm getting fed up and
lazy with creating this FAQ, I'm gonna ignore the rest for now and maybe get
the rest in a later version]
hint: all module locations are labelled with *mod*. Do an ctrl+F search on
that to locate it quickly.
----------
Act 1
Canadian Wilderness
Revenge Awakening
Meh, pretty straightforward level. There isn't any required vertical
traversing in this level, so everything will pretty much be out in the open.
Xavier's head pops up in this level more often than others, and rightfully
so, since all the extra dialogue provide a tutorial and information on
gameplay. When on the wooden rope bridges, simply run across them or, if
you're in a more daring mood, walk and jump across them.
BOSS 1 gang of mercenary thugs
Not a true boss per se, but an arena like setting where you fight about up to
a dozen of those hellfire mercenaries. The key is to keep em all on one side
(if you played games like Final Fight or Double Dragon, then you'll know what
I mean), otherwise you'll get clobbered for sure if they surround you from
both sides. For those of you who remember any of the Double Dragon games you
could also do another strategy and knock the thugs into the hole for quick
kills, but be careful not to fall in yourself, else it's you'll have to start
the "boss" all over again. Some will even try to jump you from above (those
coming out of the right hand side door). Note that new enemies come out at
timed intervals, and not after you kill them, so you may have to deal with up
to 4 of them at once. Either way, this is rather easy to get through. Good
place to use berserker rage.
1 one-up
1 power-up
1 module
*mod*
When you arrive at the 2nd area of this level, jump across the first gap, and
climb up onto the roof of the first house you find, which is also where you
run into your first enemy of the game to find module 1 (you'll need the Wall
Cling power-up to reach it. Make note of it and come back later when you've
got it.).
----------
Act 2
Weapon X
Sabretooth's Trail
The chase is on! A nice diversion to the standard "march across a level and
kill anyone who gets in your way" type levels. Keep close on Sabretooth's
tail without running into him or attacking him. Although it's usually pretty
easy to spot Sabretooth at any given point and determine how you're doing
distance wise, use of the gauge at the upper right to monitor your progress
helps. When the road diverges, take the top road and have your claws ready.
Take out the snow bunks, and jump across the gap, taking care NOT to land on
any part of the wooden bridge (it won't be there by the time You land). For
the wooden bridge after that, you'll notice that Sabretooth didn't use the
entire bridge, so most of it still remains. Use the front portion that's
left to cross the bridge. At this point you're close to the end. If he's
already at the edge of the screen go straight for the door. Otherwise,
you'll have enough time to smash the crate and grab a 1-up.
Now that the chasing part is over, keep going right. Hit the switch to
toggle its settings. You'll need to do this for these and other switches
like these throughout the next part.
Use the Stealth Attack to easily take out the thug in the next part. Running
into him or using any other attack will alert him and set off the alarms.
Plus, you'll then have to fight him normally. Note: Triggering any alarms
in this act doesn't fail the mission; it's just a nuisance as extra orb bots
are sent after for each short duration of the alarm. You could just as well
finish this part by hitting only the switches that open up doors and barriers
while plowing through and setting off all the alarms in every other spot.
Whatever suits your style. Go up the first vertical shaft and hit the switch
to the right to deactivate the lasers. Go up the second shaft and to the
left to claim the Wall Cling power-up and to the right to de-activate yet
another security switch. Just after you will reach checkpoint 1, you'll come
across patrolling guards, as opposed to the stationary guards. These guys
walk back and forth and if they spot you, will trigger the alarm. This'll
happen should u come within 1/2 the screens length within them while on the
same height level. Deal with them as they turn your back towards you and
stop moving. You'll reach a dead end, but killing the last guard will grant
you an access key to open the locked door that was just beyond the checkpoint
1. Keep going right and down 2 vertical shafts, taking note of the
horizontal eye beams set up in the 2nd shaft. Grab Sabretooth's scent to the
right and proceed past checkpoint 3. Take the first path up and head right.
At the end you'll find *mod* module 2 in the crate as well as the switch to
turn off the camera on the ground level. Go back all the way down and
explore both paths. The bottom one opening up the door and the top to get
another 1-up. At this point, all obstacles are resolved. Go through to the
final door, but be sure to grab the final 1-up all the way to the right
before you do.
BOSS 2a Sabretooth
There are only 3 things you need to worry about when fighting Sabretooth.
First is his running slash attack. Just before he moves from one side of the
room to another, he'll growl (sounds tinny, but not too surprising coming
from a GBA unit) and run towards the other side of the room, slashing when he
gets close. Since you can't duck or jump over this attack, your only hope is
to wall cling and use that extra height to jump over him. You COULD remain
hanging on the wall, but every once in a while, he'll do his second type of
attack and jump up an try to slash you from directly below. That's it, he'll
keep repeating these moves over and over again till one of you goes down.
Halfway through, your third concern; orb bots will come out of the top middle
door to attempt to complicate matters but, simply take it out when you've got
an open shot. Remember, since he hits much harder than you do, u need to
wall cling to avoid getting hit, and that means NO BERSERKER RAGE.
BOSS 2b Shiva droids (x4)
Weapon X's defense droids are onto you! You fight four of these of these bad
boys, which come out at timed intervals like the mercenaries in the previous
level. You could wall cling and jump over the fireballs the Shivas shoot and
back away from their swipes, but it'd be more fun and quicker (especially in
berserker rage mode) to just keep going all out on them. You'll lose a lot
of health this way, but they'll all be gone if you keep plugging away.
Either way, be careful with the fireballs, as they're really 3 of them per
blast and can easily hit you 3 times if you don't move when you get knocked
down the first time. Orb bots still come out, but not a lot to be a big
issue. Another pseudo boss since you'll be seeing shiva later in the game as
well.
3 one-up
1 power-up
1 module
----------
Act 3
Mt. Arakawa, Japan
Ring of Fire
Start off by stealth killing all the guards in the area, and then grabbing
the 1-up on the roof of the first house. Alerting any guards will
temporarily close any door that were open and will cause blue ninjas to pour
out of the wooden doors, so try to avoid this. Destroying boxes alerts
guards who are within earshot range (about half a screen length away) so wait
until you taken them out before you smash them. Once all the guards are
gone, the door opens up and you may proceed to the second house. Not a very
big one compared to the others, but it does contain your checkpoint 1 on the
ground floor. While climbing between building 2 and 3, you may have noticed
some item at the upper right edge of your screen. That's a continue, but you
won't be able to get it until you have the somersault power-up. Scour the
rooftops of the third house to find another 1-up. From here, there are no
more doors blocking the exit, so you could stick around and waste the
remaining guards or just go straight to part 2
Keep going right until you run into a fountain in the background, then go all
the way straight up. Slightly to the right in view is checkpoint 2 while
jumping onto the roof just left of you will get you *mod* module 3. The rest
of the house contains just more guards and checkpoint 3 just before the tall
wall.
Straightforward part. Enemies are initially unaware of your presence but
will flash an exclamation point above their heads once they are. You can
still stealth attack them for quick kills, but no alarms will be triggered if
you are discovered. When you reach checkpoint 1 of this area, jump over the
gap and Wall Cling upwards, (takes a little skill to pull off due to the
uneven walls) to and to the left to get a 1-up. Go back down where you were
and fall through the gap this time, stepping off right into the second
opening (the first opening is too narrow to move through). Keep going all
the way right until you reach a tall, empty dead end of a room. There's a
raised block of ground off the conveyer that you can jump off of to wall
cling onto the left wall. Traverse all the way up top, and the cling onto
the small right hand side wall. From here keep holding right until you fall
into view of your next power-up, the Slide power-up resting on a ledge.
After you gain the slide ability, backtrack to the narrow opening and slide
through to reach checkpoint 2. From here on, you don't won't need to kill
anyone to proceed so go straight for the level exit. As you're climbing,
look out for more conveyers as you jump across walls, as that's when 2 orb
bots will swoop down to attack
BOSS 3 Pyro
This one seems tough, but it's manageable. Just 3 patterns to know
To start, he'll shoot 3 towers of fire, which slowly makes its way across the
room. Wall Cling to the pocket of space at the top of the screen to avoid
the towers. When they pass, he'll shoot his fire ring at you. If you've
already dropped down, jump over it, or let him aim it upwards and Then drop
down to avoid it. He'll then walk to the other side of the room and this
pattern will repeat until his life drops down to about 2/3.
Next, he'll throw his fire ring at you. Followed by shooting small, slow
moving firebirds at you. They constantly home in on your position, but they
can usually be destroyed or will disappear after a short time. Finally,
he'll walk across the room. This'll go on until his life is about 1/3.
Finally he'll throw his fire ring at you, followed by creating a huge fire
golem twice the height of Wolvie. When the fire golem closes in, it'll swing
a massive uppercut. It seems the only way of dodging this is to climb up to
the pocket of space and cling onto the side towards the center. He then
walks across the room.
To further note, you only take hits from the fire ring as it's launched as a
projectile. So if Pyro's standing still or walking around with it on, you
could actually walk right up to him and punch him. Also, if you're low on
life take every moment to sheathe your claws and regenerate some life. Any
moment when you can't safely attack him is good, like when he's walking,
waiting for the firewalls or firebirds to inch towards you.
4 continues
3 one-up
1 power-up
1 module
----------
Act 4
Underground Base
Underground Operation
Just keep going right till you hit a locked door. Conveniently enough, the
enemy guarding it is the one with the key. Go through and kill the shiva
droid at the end to get your 1st CD. Backtrack slightly and head up the
shaft, turning left. Only one way to go on this path, so head all the way
down to the end to get your 2nd CD from the next shiva droid. Backtrack to
where the fork in the road began and head right this time. Only one way to
go again for this path as well for the moment. By the time you reach the end
you'll battle shiva for the 3rd CD, checkpoint 1, and the somersault power-up.
Well, now you can extend the height of your jumps, use it to go up the
vertical passageway just before where the sliding area was. First lead left
past some natural obstacles to get the 1-up in clear sight and the shiva
droid for the 4th CD. Backtrack and head right to for another 1-up in a crate
and the shiva and 5th CD. Getting all 5 CDs will then release the lock on the
door.
Next part is mostly linear. When you reach the top ignore the crate between
the 2 saw blades. It's rigged with a orb bot inside. When going up a wide
vertical section, smash the crate guarded by a gray/black ninja for a
keycard, and the next crate u see in a corner after that for another 1-up.
Time to evacuate, and you've got 4 minutes to do so. Unless an item is to be
obtained, all passages that you see but aren't mentioned by me are dead ends,
so no need to bother with them. Go right and drop down the first shaft, then
head right. When the path splits between up and sliding right, go right to
pick up Mystique's scent item. Like Sabretooth's scent from act 2, this
isn't needed to complete the act, but can prove to be helpful, especially if
it's your first time playing here. Backtrack, climb up, and slide through.
You'll be at a 4-way intersection. All roads but up lead to dead ends so
head up. If you want a continue, take the first left you see from the
intersection. Lots of ninjas on this path, but with a little patience and
timing, and can take out groups of them, literally, in one hit, as you'll
have windows of opportunity to sneak up on groups of them facing/walking away
from you and stealth 'em when the all stop on top one another. When that's
done go all the up and right. You'll now be at the last leg of the
evacuation, a LONG vertical shaft with 6 floors, like an elevator system of
skyscrapers without the actual elevator. Since you come in from the top,
that will be designated as 1st floor while the very bottom floor a ground
level will be the 6th floor. The 2nd and 3rd floor contain *mod* module 4 and a
1-up respectively, while going all the way down the 4th floor passage will
take you to the exit.
FYI, I was able to race through this part within 40 seconds, while clearing
out all enemies AND the level with 45 seconds left.
BOSS 4 More Shiva droids + golden shiva
Very similar to boss 2b, except the landscape is different. All the way to
the left is a bottomless pit, and you got 2 levels of action with a
'stairway' to the right. They're about 4 shiva droids along with side
helpings of blue mercenary thugs and orb bots. Keep slashing away and the
golden shiva droid will come out and play. Can't seem to tell the difference
between her and its silver brethren, except this one adds a sliding dash
attack to her repertoire, so pretty much same tactics apply. Well after u
kill the golden one, it doesn't die yet, but is cut down to size, crawling
around on arms but still slashing and shooting fireballs. If you should run
low on life, the rightmost side is a good place to regenerate, provided that
they don't jump after you, which surprisingly, they usually don't. Another
cheap, but useful trick is to enter berserker rage mode, climb onto the
rightmost ground and continuously slash left. The rage gives you extended
reach with your claws, permitting to safely hack away at any droids on the
top from a distance. If you're in a bold and gambling mood, try tricking the
golden shiva to dash attack into the pit :)
94 kills!! (not the max, but for my game)
1 continues
4 one-up
1 power-up
1 module
----------
Act 5
Xavier Institute
The Rescue
Act 5
Take your first left. Scroll up/downward before actually jumping in to off
screen expose orb bots. Checkpoint 1 is already upon you. Jump down for a
continue. Then climb back up and to the right. Be careful, as the enemies
hit faster, and the energy shooting thugs can hit you even when you're
ducking. Take the top route three times, the third one requiring a well-
timed "double" jump over a long opening. Upon making it up the platform,
perform another "double" jump across the left over the same long opening, but
to the higher platform. If you make it again, you'll be rewarded with the
Dive Attack power-up. Head towards the bottom right corner of the level into
a door where a cut scene with Iceman ensues.
Make your way left. When you see the child behind the wall to the left, work
your way around to rescue the 1st child. Then move all the way left, all the
way up, and all the way right to rescue the 2nd child. Backtrack to where you
broke off initially and head the other way now. Go past the lockers, and
branch off left to grab *mod* module 5. On your way back, ignore the 1st
bottom path for now; it's sealed until all children are accounted for. The
2nd bottom path will get you your 3rd child and also a view of the 4th child.
Again, go up and around to her, then go all the right for a 1-up. 5th and
final child is right above the spot where you needed to slide through for
child #4. Sealed door is now open, so exit out.
BOSS 5 Omega Red (OR)
Like Pyro, OR he has 3 different patterns:
First, OR will shoot his coils or tentacles straight across the room, grapple
the opposite wall, and pull himself over to the other side. Avoid both his
tentacle and himself by wall clinging over. Next, he'll shoot a tentacle
that comes out vertically out of the ground, but moves horizontally across
the screen. Again, wall cling over this.
Next pattern, he'll grappled across the room, followed by the ground
tentacle, except it comes out of the ceiling. Duck or slide to dodge this.
Final Pattern, yet again, he'll grapple himself across the room. This time
however. He shoots 2 tentacles simultaneously. One in on the bottom and
slightly in front, the other slightly behind and above. More difficult to
dodge both of them, but still possible.
So how do you hit him while not getting hit yourself? Take a couple of
swipes between each full pattern. After each vertical tentacle that gets
shot across room clears, he'll pause for a very brief time. You should be
able to start squeezing in hits even before they clear. The key is to
position yourself accordingly. For patterns 1 and 3 jump over the bottom
tentacle and slide under the top (only applicable for pattern 3) as quickly
as possible, and then dash over to OR, and cut loose. For pattern 2, as soon
as OR moves to the other side of the room, get as close as possible and duck
under the top tentacle and slash away. If you end up really far away, you
can always slide in closer to get to him sooner.
1 continues
1 one-up
1 power-up
1 module
----------
Act 6
No Man's Island
No Man's Island
A rather uneventful trek to checkpoint 1. Right after checkpoint 1, you'll
most likely trigger the alarms because of that one guard between the bridges
who almost always turns his head just before you can stealth him. Alarms
trigger probots that come out of foliage camouflaged doors in the air. Not
the end of the world, but can be fatal. In this case, you got them coming
from left and above, and for those of us who know played games like
Castlevania and Ninja Gaiden know all too well that the energy balls that the
probots shoot can knock Logan back... into the pit. Since it's highly unlikely
you'll get knocked to the left, stay all the way on the left edge to protect
yourself. Take the top route when you see it, bottom route has a guards
constantly looking left into the exit where you would come out from the
bottom route.
Chasing Sabretooth again. Except this time, you'll need to rely on your
power-up skills more heavily, and bonus items/"hotspots" are placed off route
in attempt to lure you to your doom. Another thing different is that
Sabretooth will stop and stop and pause every now and then at certain points.
This is both nice and annoying as it gives you that necessary extra time
needed to go off target and grab loot, but also makes things harder if he
stops close to the edge of a ledge. There's a hard way to get through part
and an easier way to get through this part. The former will allow you to
snag a 1-up while the latter will just get you through.
For the easier way:
First wooden bridge you run into will be completely broken, so double jump
over this as soon as ST clears it. Slightly past the silver box, he'll
pause. Resist the urge to double jump past him, as he'll see you as soon as
you cross over above his head, and you'll lose a life. When he resumes,
double jump across the next 2 bridges as soon as clears them, but beware that
ST will pause close to the ledge of the third wooden bridge, (classic
tailgating, an excellent example being I-95 on a typical day :| ) In order
to avoid jumping into him and being detected, either stop short as you land
on the platform (hit detection is WAY off on this one, as the closest I've
landed to ST without being detected was Wolverine's front foot was in front
of ST's back foot, and crossed over at their knees!) or actually don't land
on the platform, but wall cling to break your fall. When he starts off
again, the 4th and final bridge is right in front of you. Like from what he
did later on in act 2, he doesn't traverse the whole bridge, so run across
the remaining front portion and make a long-ass leap to get to the other
side. You won't be able to directly make it, so have your claws ready to
wall cling back up, and once you touch foot on ground, then the chase ends
successfully.
For the hard way:
Everything same as the easier way up to when right after you clear the first
bridge. You'll find a point of interest right above the silver box.
Sabretooth will pause at the platform where you need to jump left from to
reach it. Hitting this switch causes "multiple doors open" to occur. Make
sure you don't fall into the 2 new narrow gaps caused by hitting that switch
(more so because it'll slow you down than poison you to death). Same thing
again as the easier way again until right after you clear the 2nd bridge. At
this point, instead of going right across the 3rd bridge, double jump and wall
cling straight up (hitting the switch from before unsealed the door above
you) and right to collect your 1-up in a crate. From here you have 2
options. You can either go down and finish up the chase by following the
easier way procedures or use the moving lift in front of you. I'd recommend
the bottom route, as you gotta wait for it to come to you, which makes it
slower and unreliable.
In this next part, no more annoying alarms. Just stealth people if you get
the chance, otherwise, duke it out. You'll first meet large spider bots in
this area. You'll find a ridiculously easy to get to, boxed up continue
after fighting your first batch of enemies for this part, followed by an
enclosed and locked room on ground level. Ignore the room for now and move
on. More jumping, like encountered in the second half of danger room #1.
Same deal here, don't hit the saw blades, because then you get knocked back
without the ability to jump, somersault, wall cling, move, ......... in other
words, save yourself from falling into the hole. Here's a tip: if you're
having trouble landing square on top of the pillars, then aim to overshoot it
and when you fall, quickly press back and jump to wall cling yourself back
up. The final pillar you land on will be marked with a stationary gray lift
right above your head (doesn't seem to do anything else). From here, taking
the bottom route forward is easy, but getting to the top of the floating
island will require the use of 4 power-ups in harmony. Dash jump full speed
across. At the full height of the first jump press B again for the
Somersault jump. Then at the height of the second jump, Dive Attack, to get
the extra "oomph" you need to Wall Cling right above the guarding saw blade.
If you don't make it at first, don't sweat it, the saw blade will knock you
onto solid ground and you'll get the change to heal yourself and try again.
Collect *mod* module 6 lying next to the fern and waste the shiva droid for
the key card which will get you into the previously locked room. When you
grab the Regeneration power-up, head right to the exit.
BOSS 6 golden shiva droids (x5)
Yet another arena like setting, fighting a horde of lesser enemies. The dive
and slash technique seems to work well, so stick with that. Now that you
have restoration, you can exploit it by luring the droids to one side, then
quickly wall clinging over their fireballs and them. Dash to the other side,
sheathe claws, and use it to cure boatloads of life on the spot. This "boss"
would be harder than the previous arena boss, but using restoration really
tips the scales in your favor.
1 continues
1 one-up
1 power-up
1 module
----------
Act 7
Inner Island Fortress
Belly of the Beast
As you climb up for the first time, take note of the security cam. To the
right of that behind the wall is *mod* module 7. You can technically go
straight for it by heading up if setting off the alarms doesn't bother you.
Otherwise, return here when you've disabled the security switch later on.
Your only other way is to take the winding passage to the left. When you
drop down, there will be 2 security cams, one on top the other, they both
block your path, so approach them from above and slash just as you land on
them to take them out quietly. Right after this section, head down and right
to reach the security switch. Now that all the security cams and eye lasers
are deactivated, head back and grab the now unsecured *mod* module 7 if you
haven't already. And move on up to checkpoint 1. just beyond checkpoint 1,
you can go either way (right or down). Both will lead you to the same place.
Bottom has more enemies while top has more security cams. The doorway you're
looking for is at the end of a short hallway, somewhere where the top and
bottom paths converge.
This next part is linear, but all platform jumping. Remember, if you find
yourself overshooting long jumps, then aim to undershoot and wall cling
yourself back up. On the first set of moving lifts, sprint off the 3rd lift
across to where the probots are. Better to have get hit on solid ground than
the short lifts. You'll find a switch halfway across, what it does beats the
hell out of me.
When you reach the cavernous room on this part, wall cling up to find a
continue. From here, you can dash and dive attack across to the opposite
side of the chasm. Take the first path up you can. Sooner or later, the end
of the line will yield checkpoint 2 and the Ceiling Cling ability.
;;
Now that you can ceiling cling, go back and use it to continue right. As
you're moving along, you'll see a narrow opening with ladders on the right
side of it. Jump in for a 1-up and cling your way out. Nothing else from
here on, so head all the way down the line to exit.
BOSS 7 Sabretooth again
I'm going to assume that most you played and still remember "The Legend of
Zelda: A Link to the Past". Well, fighting Sabretooth twice is like fighting
Agahnim (the wizard) twice. First time may have been something and the
second time may initially look more difficult and impressive, but it turns
out the second time's really just pathetically easier. This is mostly due to
the fact that this time around, you have much more power-ups at your
disposal. A small part of it is also the fact that he still does the same
attacks. However you decide to finish him, you may want to rid the 2 wall-
mounted spider bots first. They're quite a nuisance.
1 continues
1 one-up
1 power-up
1 module
----------
Act 8
Magneto's Lair
Showdown
You get 2 1/2 minutes to reach the top. If you ignore all the enemies, you
should still be able to reach the top with 30 - 60 seconds to spare, so
there's no need to blaze through at lightning speeds.
Next part. When the road diverges, first go right to get a key card. Next
divergence, go through the door on the right. Sooner or later,.. Checkpoint
1. After a long, winding path from that checkpoint, you'll have the option
of going up or left. Go up and take the first right to get a 1-up and then
head back all the way left. Since saw blades are placed on both sides, wall
clinging is out of the question; climb up via the moving lifts (remember that
you can ceiling cling to the lifts as well as wall cling to them). When you
make your way to the end of all the lifts, jump right to receive the final
power-up, Feral Rage power-up. Slide through and go right, but first, fall
straight down to grab Jean's scent. Make your way top right. When you reach
three narrow openings to be jumped across, fall down the third one for
another 1-up. Continuing right and take the top path for a continue. If
you want to stop the conveyers in the area, cling your way along the
perimeter of where you got the continue and all the way to the left until you
see the switch (it takes a while, hope you have more patience than I did) and
then head back to tack the bottom path beneath where the continue was. Drop
all the way down and left, hitting the switch to open the door along the way.
When you get to checkpoint 2, move all the way to the right, leaning towards
the top for *mod* module 8. Halfway across is the "series of chambers" in
the center top part of the room.
Here's what it looks like:
;;
Since the "series of chambers" resembles a 2x4 grid, I'll use numbers and
letters as follows to reference locations like Cartesian coordinates. Each
number and letter represents an entrance, so this grid has a total of 12
entrances (4 top, 4 bottom, and 2 on each side). Still not clear? Just look
at the actual grid. It'll make A LOT more sense when you run a circle around
it you see it for yourselves.
s1
1 2 3 4
a s3 s2
b s5 EXIT s4
After you grab module 8, return to the top of the grid, next to the switch
(labeled 's1'). Hit that switch. That will open the door to get into a4
(from the top.). Inside you'll find 's2'. The 's2' switch opens the door to
get into a1 (from the left). Inside you'll find the switch 's3' and an orb
bot. That'll open the door to get into b4 (through a4, from the top).
Inside is 's4'. That opens the door to get into b1 (from the bottom). Be
careful when getting into b1, not only do you have to cling your way around a
corner, but an orb bot will greet you on your climb up. Since the wall cling
slash hits upwards, let the orb bot come just above your head and then slash.
In b1, you'll find s5, which takes you to the EXIT.
BOSS 8 Magneto
Magnes, the big cheese himself. Unlike the other bosses, the environment, or
level itself actually plays a big role in your battle. Here's what it looks
like:
Key:
B-permanent silver box
r-rotating silver box
b-temporary silver box
M-Magneto's position
#-different origins where debris gets flung at you
2 3
r r
M
r r
1 4
B b b b b b B
For all of his phases, he stays stationary. To give you an idea of scale,
Wolverine can almost single jump from the 'r' box on the bottom to the bottom
of the top 'r' box. The numbers indicating where the debris come from are
actually beyond the screen, and they're no walls and ceilings in this semi-
cavernous empty room with Magneto and boxes. He'll also create a magnetic
blue field around himself, which hurts you if touched and makes him
invincible, and fling it at intervals. You can anticipate his throwing of
the blue field by watching his hands. He'll raise them just before he cuts
loose.
Anyways, for his first phase, he'll create his blue field. He'll then fling
debris at you from the numbered positions one at a time (in that order).
Similar to the debris flung at you by Magneto in the 1st X-Men for Genesis.
The debris can't be destroyed, but can't penetrate the boxes. Simply jump
over any that come your way. The idea is to end up on the top 'r' boxes by
the time he's done flinging debris #4 at you. At this point, he'll then
fling his blue field at you, this one which does go through boxes. Jump over
the field and dive attack him. If you're quick enough, you can squeeze in
another dive attack before the phase repeats again with him creating another
field around him. If you have Feral Rage, and enjoy using berserker rage in
every situation you can, this would be a good time. The extra power from it
itself plus feral rage will allow you to wipe out almost all his life, if not
all before he erects another blue field. As an added bonus, you won't have
to jump at him, since the extra range is enough to reach him.
When his life is about down to two thirds, his second phase begins. No more
debris flinging. This time around he still creates and flings his blue
fields, but he also causes the 4 'r' boxes to rotate clockwise. While his
blue field takes off a moderate chunk of life, it's getting knocked into the
abyss that'll be the biggest threat. At this point, berserker rage mode may
be dangerous, as if you get knocked down to the lower boxes, you won't be
able climb back up and counter attack since clinging is disabled. When you
get a clear shot with his blue aura down, dive attack, and cling your way
back up to the boxes if necessary.
When his life is about down to one thirds, his final phase begins. He'll
continue creating and flinging blue fields at you, but he'll also take out
the 'b' boxes for good. Also, he'll throw a 'curve ball' here and there and
switch the rotation movements of the boxes. The most dangerous change here
is the center 'b' boxes being gone. If get knocked center, it's over. Also,
whatever jump attacks you do (hopefully dive attack), you'll have to be
certain that you can, if not land on one of the rotating boxes, at least
cling to it to boost yourself back up. Using berserker rage here presents
the same issues as from using it during Magneto's second phase. If you get
hit, you'll need to wait for the rage to subside to cling back up onto the
boxes. Oh, and when you do kill him, he doesn't die right away. It'll take
him about 2 seconds fall over (still stationary) and the level to be
officially over, so find solid ground until then.
CONGRATIONS, NOW YOU'VE EARNED YOUR CRAPPY ENDING!!! :) :) :)
1 continues
3 one-up
1 power-up
1 module
======================================================
XI. Danger Room Walkthrough:
----------
Room #1
In the first half which is an arena, mercenary thugs will pour out of the 2
doors as well as the occasional floating orb bot. It's not overwhelming, but
don't recklessly waste your life. Use your healing factor if you get low on
life. The second consists of jumping over gaps. Gotta run to do that, and
gotta clear it in a swoop, least the strategically placed saw blades knock
you back into the chasm. Hovering probe bots will also do that by shooting
electrical balls of energy. Either let them come to you under solid ground
or jump in, swing with your claws, and move back to Wall Cling to keep from
falling.
----------
Room #2
Very similar to the Act 1 "boss". Duck under gunshots, dodge grenades, and
keep slicing away. You'll earn your continue in no time.
----------
Room #3
Ahh, old school Ninja Gaiden or Megaman X gaming (well, truly Mario Bros.,
but last I checked, Mario still can't hang onto walls). When you get to the
moving platforms, use the wall cling technique to boost yourself onto it.
Halfway through the level, you'll end up on a high platform close to the
ceiling. You'll need to run and jump to barely cling onto the opposite wall
of the next platform. All other places where you gotta make a 'leap of
faith', try either pressing and holding down on the joypad when standing
still or Wall clinging over the ledge first to peak below. (Although not
required, this level is MUCH easier to complete with the somersault power-up)
----------
Room #4
This is a "sneak-around" level. 2 ways to play through it: be as careful
and undetectable as possible or screw all the alarms and just blitz through.
Both work well depending on your style. The former is nice is considering if
alarms go off, fast moving orb bots get released from all directions, 3 at a
time in certain places. If this does happen, the latter, running like hell
also works since you can still barely outrun the orb bots. Good rush
feeling. In the last leg, a security camera is strategically place such that
you can't destroy or get by it without setting off the alarm, so make a dash
for it.
----------
Room #5
This is similar to danger room #2, except there are 2 silver boxes diving the
room into one third sections and the left and right hand sides of the rooms
are on conveyer belts. You still fight various mercenary thugs and orb bots,
but some ninjas and a pair of shiva droids are also thrown into the mix. The
key is endurance, as none of the enemies are hard, but taking enough stray
hits from them will add up and kill you. Berserker rage helps throughout
this room. You can already slash enemies through the silver boxes, but
berserker rage makes it all the easier. If you're still not comfortable
using berserker rage, then why not give your new dive attack ability a shot?
Keeps you mobile while dishing out good chunks of damage. If you must
regenerate, then your best shot would actually be when fighting ONLY the
shiva droids. They shoot fireballs, can take more damage, but dish out about
the same damage at longer reach and they hit much more slowly than the new
and improved thugs. You can easily dash and somersault around the room
without getting hit.
----------
Room #6
Another arena level, this time, up against 7 shiva droids and 2 gold shivas.
Lots of doors and a center hole for you to fall into. This one can get quite
intense, as there's not much room on either side to begin with and even less
when up to 3 shiva droids fill a side. The primary thing to look out for is
not to end up in the hole. Do whatever you need to do to stay towards the
sides as long as possible. This way getting hit and knocked back won't end
it all. They come out in intervals, so when you clear a side, you'll need to
clear the other to get the rest to come out. Use such opportunities to life
up via restoration.
----------
Room #7
Makes use of all your traversing skills to make it through. Also a stealth
level, but by now alarms are probably second nature to you. Nothing unique
about this level. Security cams, stationary/patrolling guards, and hidden
eye lasers. Another fun rush through level.
---------
Room #8
Unlike the other danger rooms (especially the arena ones), the final danger
room can be annoying in where many places present opportunities for Logan to
get knocked down into the void. The first place is right at the beginning.
Hang down and underneath the shiva droids swipes and fireballs and jump up to
dive attack in between them, but don't actually climb up there. It's more
difficult to dodge its attacks on that narrow block of land than it is wall
clinging to the side. You'll next fight a shiva and a red spider bots, but
have plenty of space to maneuver. After that, you'll run into 2 orb bots
just before a long chasm, (let them come to you before jumping in. You'll
then need to ceiling cling your way across that long chasm. Be ready to
forward slash 2 more incoming orb bots up there. Next, you'll run into a
probot. Luckily, the probot never flies up to your height and fire across.
Instead, it hangs slightly below you and fires diagonally up, allowing you to
move back to dodge it. In between its shots, quickly move in and downward
slash (up + B) it. 2 more probots, but the vertical moving lifts now present
will give you more mobility. After the lifts, continue ceiling clinging
across until you reach the end. You'll know you're almost there when you see
a shiva perched high on his block. Grab your continue, and now you're done.
======================================================
XII. Final Notes
My thanks to:
Nintendo - for all the neat stuff they made during my childhood and up to now
Marvel - for creating the X-men
Family and friends - no explanation needed here
Readers - for supporting this FAQ
Contributors - for their free FAQs that created the gamefaqs and online FAQs
community that it is today.
Copyright 2003 ackmondual
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.