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Asteroid M |
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Did we miss anything in this area? Is there something we didn't discover? Let us know!
OBJECTIVE UPDATE
- GATHER INFO: Ask around to discover where Magneto is located.
- FIND THE ASTEROID M CONTROL CENTER: Locate the control center Magneto is in.
- BATTLE MAGNETO: Defeat Magneto in combat.
STORAGE AREA
Head straight and you'll come to an Xtraction Point. Make a left and head forward and you'll come to stairs to the right. Go down them and make a right. Head straight until the path curves to the left and then curves again left. You'll come to stairs, and then another set of stairs. Head around to the left and you'll find yourself on a walkway. Continue down the walkway as it goes around. You'll see a second walkway ahead. Continue down that and at the end make a left. Head straigh until you come to another open area. There'll be a walkway to your immediate left and stairs further down on the left. Take the walkway (for least resistance) and follow it all the way around to the end. Once at the end, just head to the left and continue on to the exit.
POWER STATION
Head forward until the path curves right. Continue to follow it and you'll come to stairs. Go down the stairs and turn left. Keep heading forward and you'll see stairs going up to the left. Head up those and follow the path around and all the way to the end. It'll curve right and there'll be stairs going down. Go down and around and down another set of stairs. Head forward and make a right and up those stairs. Head forward and make a left. There'll be a room to the left and a door ahead. Go into the room first and talk to the mutant there. Then go through the other door and you'll encounter Mystique and a quick cutscene. Instead of going on the walkway, head to the left all the way to the stairs. Go down the stairs and straight ahead is the NIGHTMARE COLOSSUS DANGER ROOM DISC. Make a u-turn and head forward to the center of the area. One of the guards here holds a key card you'll need. Continue forward and you'll reach another set of stairs. Head up them and follow the path around until you come to the spot where you came in. Now head across on the walkway and follow it around to a second walkway. Continue forward to the exit.
INTERIOR QUARTERS
Head forward until you come to a wall and make a right. Go all the way to the end of the hall and through the door to the right. Make a right and head to the door on the opposite end. Go around the corner and continue through the far door and make left. Head straight until you get to the exit.
COMMAND CENTER
Head forward to the first room, then into the second. At the curve in the walkway is a mutant power indicator. Create a bridge and destroy the wall to move on. Make a left and at the end of the hall is an Xtraction point. I recommend you go through the door to the right and beat all the guards here, then come back and save before going through the door to the left. Magneto awaits in the command center. Scattered around the room are some health and energy packs as well as quite a few things to destroy. You will definitely need Storm and/or Wolverine in this fight. Along with Magneto are some Acolytes as well as Mystique and Sabretooth. Take out the Acolytes first. Don't worry too much about Mystique and Sabretooth, as they'll find their way to you. Once the Acolytes are gone, use either Storm or Wolverine to destroy everything you can. One of Magneto's powers is to hurl these objects at your team. Take away his ammo and his power is descreased (he can also tear up the floor and hurl those however). Beware of Mystique. She comes in as one of the X-men, and sometimes you don't notice that there's two Iceman members on the battlefield. Next thing you know you're taking damage and don't know where it's coming from. Just keep slamming away at Magneto's health. But keep an eye on your own and those of your teammates. Make use of combos, especially super combos, to up the damage. After Magneto is taken, out, regroup and gather the health/energy packs and head through the second door on the same wall where you came in. Asteroid M will start to shake and you'll realize it's under attack. Head to the left and you'll come to the next elevator. But before going on, to the left is the PSYLOCKE CHALLENGE DANGER ROOM DISC.
LOUNGE DECK A
Head forward and make a right. Continue forward through the next door and make a left. There'll be a room to your left. Go in it and get the keycard at the far end of the room (do NOT destroy anything including walls until you get it, as there is a glitch where if you do destory something next to it, the card disappears). Head across the hallway and slightly to the left and you'll find another room. Open it and you'll free Havok. At the far end of that room is another card. Pick it up (again, don't destroy anything until you do). Then head across the hall and slightly to the right for yet another room. Inside is a STAT POINT. Exit the room and turn left. Head down the hall and into the next room. You'll see a walkway ahead that's damaged. Don't bother creating a bridge and heading across unless you want to walk into an ambush. Instead, drop down and head to the left. You'll find an Xtraction Point here. Continue forward up the steps and into the next room. Head across the walkway into the next room. At the end of the room make a left. Go into that room and make a left again. Head all the way across and you'll come to a broken stairway. Create a bridge to make your way up and make a right. You'll come to another damaged walkway. Make a bridge and head across. Head into the room and make a right and through the door to the next room and make a left. You'll come to a room with an illuminated walkway on the floor. Flame jets shoot up along this walkway, so watch out. The exit is straight ahead, but head to the far left corner of the room first for a STAT POINT. Then move on to the next room.
OBJECTIVE UPDATE
- FIND THE GRAVITRON: Locate the entrance to the Gravitron room.
LOUNGE DECK B
Head forward and make a right. At the end of the room go through the door on the right and make a left. Continue forward until you see the door on the left. Go through it and make a right and head through that door. Go to the end and you'll see a room to the right. There's an Xtraction Point in this room (this is the last Xtraction Point you'll be able to use to visit Forge, Healer or use the Danger Room). Make a left down the hall until you get to the end and it'll curve left. Continue forward into the next room and forward into one more room.
Once you open the door, a couple of your AI controlled teammates (or even yourself) will probably fall down as the walkway is broken right at the door. If you fall, you'll need to find a way back up as you'll have to create the bridges from the doorway. There are three bridges to create. One that goes from this doorway to the one across the way. One that goes from the midpoint of the first bridge to the center of the room, and one that goes from the tail end of the first bridge down to the floor. Head down the center bridge to the end and you'll find the final Danger Room disc, the LEGENDS CHALLENGE DANGER ROOM DISC. (You'll need to head back to the Xtraction Point ON THIS SECTION to use it, as the next section is the final one and the Xtraction Point there only allows you to save, load and change characters.) After picking up the disc, head back to the bridge and go through the door on the left. Make a right and another right through the next door. Head across and make a left, following the path all the way around to the exit. (I suggest if you are not maxed out on Energy/Health Packs to head back to the Xtraction Point and do so before going to the final level, as you won't be able to see the Healer anymore.)
MAIN POWER CORE
The first wave of baddies will the be the Mark II Sentinels. Right at the entrance is an Xtraction Point (but you can only save, load and change characters here). Take out the Sentinels as fast as you can avoiding any damage. You'll want to protect your health as much as possible, as you'll need it against Master Mold. Once the majority of Mark IIs are gone, there are three doors that'll open and three Weapons Platforms will emerge. Once again, try and take them out as fast and efficiently as possible. Once these are destroyed, three more will come out. After those are gone, the final boss will emerge, Master Mold. COMBOS. COMBOS. COMBOS. Beware of his missles, as they can drain health pretty fast. After about half the health is gone, three Sentinel Controllers will come and start up the ramps. For the moment, forget Master Mold and get rid of these guys first. Master Mold will then start throwing out some spider-like machines and firing his missles like crazy. Some of the spider things will give health/energy packs when destroyed. After a while, Master Mold will generate a shield making it invulnerable. Head up the ramps and flip the switches of all three generators. If done correctly, the energy will short out his shield (you should see a beam of energy fire from the generator to Master Mold). Go back to beating on Master Mold and finish the final boss off and save the world.
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