############################################################ ----- ----- ----- ----- -------- ---- ----- \ \ / / | \ / | | ----- | \ | | \ -- / ___ | \/ | | --- | LEGENDS / -- \ | || |\ /| | | --- | \| | / / \ \ --- | | \/ | | | ----- | |\ | ----- ----- ----- ----- -------- ---- ------ "Alone, you are mighty. Together, you are legends." -Professor Charles Xavier (http://www.x-men-legends.com) FAQ v1.7 by Joe Palanca (JGPalanca@aol.com) ############################################################ //..VERSION HISTORY v1.7 [10/20/04] Changed character bios; added sayings; completed item lists; added more to walk through v1.6 [10/12/04] Added special character moves to the con- trols section. Added strategies for building characters. v1.5 [10/11/04] Added MORE info. I still have a lot of the walkthrough to finish. I skipped over to some parts that I seem to be getting a lot of questions on. I'll try to make common questions a priority for this FAQ as I update it more and more. v1.1 [10/10/04] Added more info. Still have a lot more I need to add. This update is my site release only. I want it a bit more complete before I send it to GameFaqs or any other place again. v1.0 [10/06/04] Initial release. I don't really need any contributions right now, as I still have a lot more to add. I just wanted to get it out there so people know I'm working on it. ############################################################ //..CONTENTS I. What's the story? II. How do I play? III. Who are the characters? A. The Good 1. Playable 2. Support B. The Bad 1. Main Villains 2. Support/Grunts IV. What stuff can I acquire? V. Where do I go? A. New York City B. Xavier Institute For Higher Learning C. HAARP Facility D. Xavier Institute For Higher Learning 1. Sentinel Flashback 2. Magma's Danger Room Test 3. Juggernaut Flashback E. Morlock Tunnels F. The U.S.S. Arbiter G. Xavier Institute For Higher Learning 1. Magma's New York City Test 2. Weapon X Flashback H. Nuclear Power Plant I. Muir Island J. Xavier Institute For Higher Learning K. Astral Plane L. Weapon X Facility M. Xavier Institute For Higher Learning N. Morlock Tunnels O. The Mount P. Xavier Institute For Higher Learning Q. Muir Island R. New York City (Riots) S. Morlock Tunnels T. Xavier Institute For Higher Learning U. Astral Plane V. Sentinel Factory W. Astral Plane X. Xavier Institute For Higher Learning Y. Asteroid M Z. The Danger Room 1. Freshman Courses 2. Sophomore Courses 3. Junior Courses 4. Senior Courses 5. X-man Courses 6. Legend Courses VI. What are the trivia game answers? VII. Are there any game codes/cheats? VIII. Who helped with this FAQ? IX. Who's the author of this FAQ? X. What do you need to complete this FAQ? ############################################################ //..WHAT'S THE STORY? The first flakes of winter fluttered down on a biting breeze. Betsy Braddock stepped out onto her balcony and stared up at the charcoal New York City skyline in wonder- ment. Where had all the stars gone? There was no moonlight glow casting long shadows along the rooftops this night. There were, however, enough falling stars to answer the wishes of every child in midtown Manhattan. She had been awakened by a terrible nightmare that the city had gone mad. Screams of terror lingered and seemed to echo in her head. No! Those weren't echoes in her head at all...those screams were real! Fires burned, down on 34th Street. Somewhere nearby, a car screeched and slammed into the side of a building. A female voice cried out in the darkness, mingling with cries of glee and screams of anguish... ...And in the next moment, like the last rays of moonlight, Betsy, the woman now known as Psylocke was gone, lost among the embers and city lights below. This was not how anyone thought it would be. Least of all, the X-men. Just then, Betsy's apartment shook as a large shadow the length of five cars passed two stories beneath, through the darkness of night. What was already a dark sky was darkened further by dozens of mechanized beasts flying above, the mutant hunting Sentinel swarm, circling about like vultures waiting to feast in the streets below. ...Several blocks away, a car exploded, rocking the street and sending bodies flailing to the ground like dominoes. The joints of a 50-foot steel behemoth creaked as it rose above the city lights and awnings in the middle of the six- lane street. A small girl hunched over a doll crouched behind a car, screaming for her mother. "Mutant DNA identified...prime objective, terminate," a pair of inhuman eyes the size of street lamps glared from above and glowed with white hot fury. Just then, a large gloved hand grabbed the child like a doll and lifted her onto the massive shoulders of a mighty, metallic-skinned mutant. Out of the shadows of the X-Jet, a ruby-quartz visor burned fiery hot, and almost instantly six razor-sharp adamantium claws extended, reflecting the monster's yellowish gaze. "Not tonight, bub..." ============================================================ The X-Men are brought to life in a high-action role-playing game that takes you and your favorite heroes through their most dangerous adventure yet. Get ready to take control of a team of X-Men, travel to exotic locations and embark on daring missions in a quest to save the world from a new face of evil. X-Men Legends allows you to live the adven- ture as an entire team of heroes. Choose the most suitable heroes for the mission, customize your heroes and launch them into a story of epic scope. It's up to you to decide the fate of the world! (Text taken from the game manual.) ############################################################ //..HOW DO I PLAY? (Author's note: I've got a PS2, so everything is going to be based on that version of the game, including the controls. So if I refer to any controls, it'll be the PS2's. I'm also going to assume only one player is playing. There are small differences when playing with 2 or more.) ============================================================ :: CONTROLS :: X Button = Punch Circle (C) Button = Smash Square (S) Button = Use/Pickup/Throw (Push Left Analog Stick to determine direction of throw) Triangle (T) Button = Jump/Special L2 Button = Call Allies R2 Button = Superpower Selector X + R2 = Mutant Power 1 C + R2 = Mutant Power 2 S + R2 = Mutant Power 3 T + R2 = Xtreme Power Directional Buttons = Change Hero L1 Button = Use Health Pack R1 Button = Use Energy Pack Left Analog Stick = Move Character Right Analog Stick = Camera Control (Left/Right Pans; Up/Down Zooms) Start = Options Select = Team Information Double Tap T Button = Activates Flight/Ice Tracks/Magma Tracks/Double-Jump/Colossus' Charge To pick someone/something up during flight (must have high enough flight ability to pick stuff up), activate the flight, then press the S button while next to whatever you want to carry. Rogue, Colossus, Beast and Magma (in Magma form only) can pick up Wolverine (using the S button when next to him) and perform the "Fastball Special." If Nightcrawler is next to a wall, press the S button and he'll grab it and launch himself across the room like a missle. Same with Beast, but he rolls himself into a ball. Jubilee and Gambit can charge objects making them explo- sive. Stand next to the object and press R2 + X to charge it. You can then let it detonate where it is or you can pick it up and throw it. Punch, Punch, Punch = Triple Hit Attack Smash, Smash = Knockback Attack Punch, Punch, Smash = Pop-Up Attack Punch, Smash, Punch = Trip Attack Smash, Punch, Smash, Smash = Stun Attack ============================================================ :: MAIN MENU :: Begin Story = Start a new game Load Game = Continue an existing save game from last save point Danger Room = Access non-story, multiplayer modes/missions Training = Complete pre-set challenges for experience Sparring = Compete against CPU with time limits Sparring Scores = View high scores for sparring matches Skirmish = Multi-player games Brawl = Fight other players with a time limit; unlimited lives King of the Hill = Fight other players to remain the King of the Hill with a time limit; unlimited lives Last Man Standing = Fight other players till only one remains; 4 lives Last Man Ladder = Fight other players till only one remains; defeated players return at higher levels; 4 lives Options = Set sound/camera/controller options; View controller layout Review = View unlocked cinematics/comics/artwork Credits = View game credits ============================================================ ::HEADS UP DISPLAY (HUD):: < Team Roster > Displayed in left corner. Active character is highlighted and larger. "Dead" characters are smaller Meters for active characters displayed to right of roster < Health Meter > Top bar(red); shows health of selected character < Energy Meter > Middle bar (blue); shows energy of selected character < Experience Meter > Bottom bar (gray); shows how close next level up is of selected character < Level Indicator > Number next to Health/Energy bars Displays level of active character < Xtreme Meter > Acquiring 4 segements will light up an icon and enable use of Xtreme power < Tech Bits > Displayed on left side Used for purchasing items from Forge and The Healer < Health Packs > Displayed on left side Replenishes lost health Usable by all characters (pooled) There is a maximum amount you can carry which increases throughout the game Can be found or bought/sold from/to The Healer < Energy Packs > Displayed on left side Replenishes lost energy Usable by all characters (pooled) There is a maximum amount you can carry which increases throughout the game Can be found or bought/sold from/to The Healer < Power HUD > Displayed by pressing R2 button Shows available powers for active character < Enemy Meter > Displayed at top of screen for enemy active character is currently engaging ============================================================ ::TEAM INFORMATION:: Pressing Select will bring up your current roster or before missions, you will be asked to choose your team. Press the C Button to bring up the attributes of each character. L1 and L2 cycles through the characters. Left and Right cycles through the Attributes, Skills and Equipment screens. Each time you Level Up, you are given points to distribute among various attributes. You can do this manually or you can press the C Button and they will be automatically placed in "optimal slots" by Cerebro. < Attributes > Strike = Attack Level Agility = Defense Level Body = Maximum Health Focus = Maximum Energy and Energy Regeneration Rate AI Level = Determines actions of AI controlled teammates Aggressive = Always attacks target immediately Normal = Attacks when oppportunity arises Defensive = Stays away from enemies; attacks only when attacked AI Heal = Determines automatic use of health packs by AI controlled teammates Never = AI will never use health packs Less Than 20% = AI will use health pack when health is below 20% of maximum health Less Than 40% = AI will use health pack when health is below 40% of maximum health Less Than 80% = AI will use health pack when health is below 80% of maximum health AI Power = Determines the mutant power used by AI controlled teammates when 'Call Allies' button is pressed (Xtreme Power cannot be selected) < Skills > Each character has his/her own unique skills which will be explained in the characters section. Some skills are active, where you must perform a special action to use them. Others are passive, where they are automatically in effect. Every character has multiple upgrades to their powers and as you assign more points to them, they change in look and use. Some have multiple tiers. Upgrading powers costs one skill point and increases the potency of that skill. New powers or upgrading to the next tier costs two skill points (indicated by a gold square). Buffs (skills that increase your attributes) are visible by glows on either the hands (offensive) or feet (defensive). Xtreme Powers are 'ultimate' versions of each characters' basic power. Unlike mutant powers, this doesn't use the energy, but rather tokens. You must collect 4 tokens for each use of the Xtreme Power. < Items/Equipment > (All items are explained in the 'STUFF' section.) Armor = deflects damage and gives resistances Belts = increases 1 or more of the 4 basic attributes Backpacks = adds damage to melee and mutant attacks Health Packs = replenish health Initial maximum you can carry is 10, but increases as you progress through the game. Energy Packs = replenish energy Initial maximum you can carry is 10, but increases as you progress through the game. ############################################################ //..WHO ARE THE CHARACTERS? ============================================================ :: PLAYABLE GOOD GUYS (Bio text taken from the game. Listed in order of appearance.) Most of the powers for all characters are similar in terms of their purpose. However, there are a few exceptions. The Mutant Power 1 is generally a close range or single target striking power. Mutant Power 2 is usually a long range, multiple target striking power. Mutant Power 3 is for the most part a power up or defensive power. ------------------------------------------------------------ < WOLVERINE > Real Name: James Howlett (currently birth name); Logan Height: 5'3" Weight: 195 lbs. Eye Color: Brown Hair Color: Black Little is known of his past, save that it was fraught with pain and loss. Long ago, he trained as a samurai in Japan; later, he became Weapon X, an operative for the Canadian government. Today, Logan is an X-Man -- using his animal- keen senses, healing factor and razor-sharp claws to help protect a world that fears and hates mutants! Defeat Enemy: "You're lucky you're still breathing." Request Help: Level Up: Dying: Idle: BRUTAL SLASH (Mutant Power 1; brutal claw slash) EVISCERATE LEGEND SLASH CLAW FURY (Mutant Power 2; multiple slashing attacks) CLAW FRENZY LEGEND FRENZY FERAL RAGE (Mutant Power 3; enters a raged state) BERSERKER RAGE UNSTOPPABLE RAGE SAVAGE RAMPAGE (Xtreme Power) HEALING FACTOR (heals after idle for 5 seconds) SHARPNESS (adds extra physical damage) TOUGHNESS (increases maximum health) MUTANT MASTERY (increases maximum energy) CRITICAL STRIKE (increases chance for criticals during melee attacks) EXPERTISE (adds striking and agility) Level Up: "Now I'm really ready for a scrap!" I start off getting his Brutal Slash and Healing Factor up as quickly as possible. Wolverine's the most valuable character because of his Healing Factor. If you're ever in a jam and are out of Health Packs, you can rely on him to get your team to safety. When maxed out, his Healing Factor only takes a few seconds to replenish the lost health. At the same time, start building his Feral Rage, and Sharpness. The Feral Rage is useful for moving faster when going after enemies. Also helpful if you need a quick exit. The Sharp- ness adds more damage to his attacks (which is always a good thing). I haven't really found his Claw Fury too use- ful except for escaping a swarm of enemies because I usually have someone like Storm or Jean to take out big groups of baddies. Same goes for his Savage Rampage. When you get to the end, you'll definitely need Wolvie maxed out in the Legend Slash, Unstoppable Rage and Healing Factor department as he'll be the one keeping your team alive against Master Mold. Favor putting points in his Strike and Focus as they are what you need the most of. ------------------------------------------------------------ < CYCLOPS > (Beat Mystique) Real Name: Scott Summers Height: 6'1" Weight: 185 lbs. Eye Color: Glowing red Hair Color: Brown Longtime leader of the X-Men, Scott Summers is cursed with optic blasts that fire whenever he opens his eyes. Cyclops must wear a protective ruby-quartz visor to hold these destructive beams in check -- or risk destorying everyone and everything around him! Defeat Enemy: "Game. Set. And match." Request Help: "X-men, close ranks." "Form up on me." "Follow me." Level Up: Dying: Idle: "Wish I'd brought a deck of cards." OPTIC BEAM (Mutant Power 1) OPTIC BLAST LEGEND BLAST OPTIC SWEEP (Mutant Power 2) OPTIC SLAM LEGEND SLAM TACTICS (Mutant Power 3) STRATEGY COMMAND OPTIC RAGE (Xtreme Power) TOUGHNESS ACCURACY LEADERSHIP MUTANT MASTERY CRITICAL STRIKE POINT BLANK SHOT I honestly haven't used Cyclops much aside from when you don't have any other choice. His Optic Beam and Optic Sweep are useful against physical resistant enemies such as Blob. And you definitely need him if you're not using Storm for welding things together (in the U.S.S. Arbiter and Nuclear Facility missions). His Leadership is great for adding up those experience points quickly. I like his Optic Rage, except it only shoots in one direction and usually when I need the Xtreme Power, it's because I'm hopelessly surrounded. However, it's great against bosses. Since I didn't really use him much, I don't know exactly what he's best used for, so I distributed his points pretty evenly. ------------------------------------------------------------ < MAGMA > (Usable in field missions after Magma's New York City Test) Real Name: Allison Crestmere Height: 5'6" Weight: 124 lbs. Eye Color: Brown Hair Color: Blonde Magma believed that she was the daughter of Lucius Antonius Aquilla, First Senator of Nova Roma, a hidden city in the Amazon jungles of Brazil. Amara remained in hiding for years until she was captured by the New Mutants, who were on an expedition in the Amazon jungle. Magma requested to to be transferred to Emma Frost's Massachusetts Academy. Later, she discovered that she and all the people of this Nova Roma had been living a lie. The city had not been founded by ancient Roman settlers. In- stead, it was populated by the kidnapped and mind-wiped victims of the mutant sorceress Selene. She had created the city as a testament to the times she loved most and des- perately wanted to relive. The people of Nova Roma started to regain their memories and Amara was told that her name was Allison Crestmere and that she was a mutant of British descent. Magma is a mutant with several superhuman powers. She can psionically control the movement of the tectonic plates within the Earth's crust within limited areas. She can also psionically cause magma, or molten rock, from far beneath Earth's surface to rise to and break through the surface, forming miniature volcanoes. Magma's power to create small earthquakes and volcanic eruptions is linked to her emotions. She could unintentionally create minor earthquakes and small-scale volcanic activity by losing control of her temper and becoming unusually angry. Magma can also telekinetically project fiery blasts of magma at targets. Defeat Enemy: "Who's bad?" "Ooh...that had to hurt!" Request Help: Level Up: Dying: Idle: FIERY BLAST (Mutant Power 1) MAGMA BLAST MAGMA LEGEND LAVA FISSURE (Mutant Power 2) LAVA RIFT LEGEND RIFT FIERY FORM (Mutant Power 3) MAGMA FORM ATLAS FORM VOLCANO (Xtreme Power) BURNING RAGE ERUPTING RAGE LAVA TRACKS MAGMA MIGHT TOUGHNESS MUTANT MASTERY CRITICAL STRIKE Contrary to most people, I actually like using Magma early on. Later in the game, other characters at higher levels are more useful (such as Iceman or Storm), but early on, she can be pretty powerful. Her Fiery Blast isn't the greatest projectile attack, but it does have a nice range. The Lava Fissure is the move I used the most of because when it's at least at Lava Rift level, it has a good range of attack and it does knockdowns. Great for swarms of baddies. Her Fiery Form is also useful during melee fights and for destroying bigger objects. Her Volcano is one of the better (and IMO cooler looking) Xtreme attacks because of the huge range it shoots out. You can take out 10 or more baddies with it. I love using it in those Danger Room missions. Build up her Burning Rage/Erupting Rage early on. She can destroy stuff with a single touch, and sometimes not even have to touch, early on. Her Lava Tracks are good early on because they do damage right away. The higher the level, the longer it lasts, the less energy it uses and the easier it is to control. Build up her Magma Might if you plan on using her to lift big objects. But it's better to use Rogue or Colossus for that since she has to go into Magma Form to utilize it. One last note is her Lava Fissure power can create bridges. Like Wolvie, she needs points in Strike and Focus more than the others. ------------------------------------------------------------ < ICEMAN > (Beat New York City (1st) Level) Real Name: Robert Drake Height: 5' Weight: 145 lbs. Eye Color: Brown Hair Color: Brown There's one in every class: a joker with amazing gifts, but lacking the ambition to tap his true potential. One of Professor Charles Xavier's original students, Bobby Drake found out the hard way that he still had a lot to learn. But once he glimpsed the full extent of his mutant power to freeze water molecules, Iceman returned to the X-Men with evolution on his mind! Defeat Enemy: Request Help: Level Up: Dying: Idle: FREEZE BLAST (Mutant Power 1) DEEP FREEZE LEGEND FREEZE ICE SHARDS (Mutant Power 2) ICE SPIKES LEGEND SPIKES ICE ARMOR (Mutant Power 3) ICE EQUIPMENT ICE FORGE FREEZE FRAME (Xtreme Power) COLD SMASH COLD CRUSH ICE TRACKS TOUGHNESS CRITICAL STRIKE MUTANT MASTERY POINT BLANK SHOT Iceman's one of the funner characters and one of the staples of my team late in the game. Early on he's almost useless because he's mostly defensive and supporting. In the begin- ning of the game, I only used him to create bridges and put out fires with his Freeze Blast. But once I built up his Ice Armor and maxed it out completely to the Ice Forge stage he was a force to be reckoned with. He's as powerful as Storm and Jean in melee attacks with that activated. But before that happens you have to max out his Cold Smash/Cold Crush as well. ^_^ Ice Tracks are fun. The higher you level this up, the longer it lasts, the less energy it uses and the easier it is to control. I don't really use his Ice Shards much because it doesn't seem to do much damage. I leave that to Storm or Jean. His Freeze Frame is great for boss fights where you're swarmed by enemies. He can use this to give you a quick breather and evaluate your situation. Also note his Ice Forge affects nearby teammates as well (those that are affected will grow "ice armor") and will add damage to their attacks. I put a lot of points early on in Focus and Body. Once I built up his powers, I started adding on to his Strike for help during melee attacks. ------------------------------------------------------------ < STORM > (Beat New York City (1st) Level) Real Name: Ororo Munroe Height: 5'11" Weight: 127 lbs. Eye Color: Blue Hair Color: White Orphaned as a child, Ororo Munroe developed the power to command the forces of nature -- and once was worshipped as a goddess in Africa for that very reason. As a member of the X-Men, she wields her unique genetic gifts to protect a world that hates and fears mutants! Defeat Enemy: "I believe you've lost." Request Help: "X-men...keep together." Level Up: "I feel as strong as a hurricane!" "Yyyeeessss!! Ahahahahaha!" "Faaaantastic!" Dying: Idle: "Isn't it time we righted some wrongs or defended the weak? Oooor...at least took a few steps forward?" "So I'm just supposed to stand here?" LIGHTNING STRIKE (Mutant Power 1) CHAIN LIGHTNING LEGEND LIGHTNING WHIRLWIND (Mutant Power 2) TORNADO LEGEND VORTEX STORM SHIELD (Mutant Power 3) HAIL SHIELD BLIZZARD SHIELD CYCLONE FURY (Xtreme Power) LIGHTNING FURY LIGHTNING RAGE TOUGHNESS FLIGHT LEADERSHIP MUTANT MASTERY CRITICAL STRIKE Storm is the ULTIMATE member of the team. If she had Wolvie's healing factor, she'd be invincible when maxed out in most of her powers. Her Lightning Strike is already powerful to begin with, but once you get it up to a max of Chain Lightning, you can take groups of enemies out with a single strike. At Legend Lightning, she takes EVERYTHING out. So build this up as fast as you can. Early on, build up her Whirlwind a bit too, as this can be useful while at lower levels in keeping enemies away when you're being swarmed. I didn't find too much use for her Storm Shield, as I pretty much cleared the area before I needed it. Her Cyclone Fury is good for when you're really in a pinch, but I didn't really need it too much after I got her Legend Lightning full. I only used it once I was out of energy. Aside from her Lightning Strike, the Lightning Fury/ Lightning Rage is something you should max out as quickly as possible. She's a very POWERFUL melee fighter once this is built up. And she takes out the environment (walls and stuff) easily. Like Cyclops, her Leadership is useful for building Experience quickly. And her Flight is necessary for some missions where you may not want Rogue or Jean on the team. Her Whirlwind puts out fires and her Lightning Strike can weld (for the Aribiter and doors). Strike, Body and Focus are the places you want to add points to. ------------------------------------------------------------ < ROGUE > (Beat New York City (1st) Level) Real Name: Unrevealed Height: 5'8" Weight: 120 lbs. Eye Color: Green Hair Color: Brown with a white streak The young woman known only as Rogue joined the X-Men to learn to control the genetic attributes that are both her blessing and her curse -- namely, the power to absorb others' memories and talents through touch. Tragically, she still has not mastered this power, and so is forced to keep those she loves most at arm's length. Defeat Enemy: Request Help: Level Up: Dying: Idle: SOUTHERN STRIKE (Mutant Power 1) SOUTHERN SMASH SOUTHERN LEGEND ABILITY DRAIN (Mutant Power 2) ABILITY SAP CONSUME ABILITY BULLETPROOF (Mutant Power 3) IRON MAIDEN INVULNERABILITY ENERGY DRAIN (Xtreme Power) TOUGHNESS FLIGHT CRITICAL STRIKE MUTANT MASTERY GRAPPLING MIGHT Early on, I used Rogue for her Might and Flight. But in later levels, I didn't find too much use for her except maybe having the AI control her as a melee fighter. I built up her Flight and Might early on because that's what I needed. I never really used her Ability Drain, because I would use Iceman or Jean if I needed to stun any baddies. Her Southern Strike is useful in taking down early bosses quickly. I never used her Bulletproof much, but the AI does use it often in melee fights. The biggest reason I used her early on was for my comic geekiness and constantly using her and Wolverine's "Fastball Special" attack. It doesn't do much damage, but it's FUN to be able to do it. Since she's mostly a melee fighter I put points in her Strike more than anything else. ------------------------------------------------------------ < JEAN GREY > (Beat New York City (1st) Level) Real Name: Jean Grey Height: 5'6" Weight: 115 lbs. Eye Color: Green Hair Color: Red One of the first mutants recruited by Professor Charles Xavier, Jean Grey has been an anchor of the X-Men since the team's inception. Tempering telepathy and telekinesis with warmth and compassion, Jean has overcome seemingly insur- mountable challenges -- rising from the ashes of her apprent death like a Phoenix to stand in defense of a world on the brink of genetic war! Chosen Character: "Ok" Defeat Enemy: Request Help: Level Up: Dying: Idle: "Isn't it time we got moving?" TELEKINESIS (Mutant Power 1) TELEKINETIC MASTERY TELEKINETIC LEGEND PSYCHIC SHOUT (Mutant Power 2) PSYCHIC SCREAM PSYCHIC LEGEND TELEKINETIC SHIELD (Mutant Power 3) TELEKINETIC SHELL TELEKINETIC ARMOR PHOENIX FORCE (Xtreme Power) PSIONIC STRIKE PSIONIC FURY TELEKINETIC COMBAT TOUGHNESS MUTANT MASTERY FLIGHT CRITICAL STRIKE Jean is the second most powerful character (after Storm) in the game. Early on, she may not seem like much, but get her Psychic Shout up to Psychic Legend and you'll see what I mean. Her Telekinesis is useful when you don't have Storm to move objects or Iceman/Magma to build bridges. It's also a good attack move when you get it up to Legend level. Her Telekinetic Shield is a good defense, but unlike the AI, I didn't use it too much...everyone was dead before I remembered I had it. The few times I tried her Phoenix Force, it didn't seem like it did much, so I stopped using it. Build up her Psionic Strike until it's a maxed out Psionic Fury and her melee ability will rival that of Storm and Wolverine. You definitely need to get some points into her Mutant Mastery, as she uses energy quite a bit. Especially if being controlled by the AI. And Flight is always useful (although I relied more on Rogue or Storm for that). Focus is the main place you want to build. Add some to her Strike to help her out during melee attacks. ------------------------------------------------------------ < BEAST > (Beat New York City (1st) Level) Real Name: Henry McCoy Height: 5'11" Weight: 400 lbs. Eye Color: Blue Hair Color: Originally brown, bluish-black fur Hank McCoy not only possesses superhuman agility, strength, speed, endurance and dexterity -- he's also a world- renowned biochemist. As an X-man, the blue-furred Beast has dedicated the totality of his physical gifts and scientific genius to the creation of a better world for man and mutant! Defeat Enemy: Request Help: Level Up: Dying: Idle: PINBALL (Mutant Power 1) CANNONBALL LEGEND BALL PROPELLER KICK (Mutant Power 2) PROPELLER LASH LEGEND PROPELLER BEASTIAL FEATS (Mutant Power 3) BEASTIAL INSTINCT BEASTIAL SOUL ORBITAL BOMBARDMENT (Xtreme Power) TOUGHNESS ACROBATICS CRITICAL STRIKE MUTANT MASTERY GRAPPLING MIGHT Unfortunately, I didn't use Beast much. I really couldn't figure this guy out. His melee attacks felt a bit awkward to me and his powers were hard to get used to. As far as I can tell, he's best as a melee fighter and that's how I built him up. I worked on his Propeller Kick first and would drop him in the middle of a group of baddies taking them out with this power. His Pinball is useful if you can learn to control it. I didn't get a chance to use his Beastial Feats or Orbital Bombardment, so I can't really comment on those. I built up his Acrobatics and Might for when Nightcrawler, Colossus, Rogue or Magma weren't on the team. He can also perform the "Fastball Special" with Wolvie. I built up his Agility and Strike because I usually used him in the front lines. ------------------------------------------------------------ < JUBILEE > (Beat HAARP Facility Level) Real Name: Jubilation Lee Height: 5'5" Weight: 105 lb.s Eye Color: Blue Hair Color: Black With mutant powers to match her explosive personality, Jubilation Lee was the most outspoken member of Generation X. An orphaned California mallrat, Jubilee hasn't been the same since she hooked up with the X-Men. Defeat Enemy: "One more citizen for loserville!" "I guess this wasn't your day, chump!" Request Help: "Let's keep together guys." "Stick close." Level Up: Dying: "A little help here!" Idle: "Huh...and to think...I could be shopping at the mall right now." ENERGY BURST (Mutant Power 1) ENERGY BLAST LEGEND BLAST PHOTO FLASH (Mutant Power 2) STROBE FLASH LEGEND FLASH BAIT (Mutant Power 3) TAUNT PEP RALLY INDEPENDENCE DAY (Xtreme Power) DETONATE TOUGHNESS MUTANT MASTERY ACCURACY CRITICAL STRIKE POINT BLANK SHOT Early on, Jubilee seems like a useless character. But take her along as a support character on missions where you take charge mostly of one or two characters and the AI makes good use of her and she picks up some quick experience. Once you build up her Pep Rally and Legend Blast, she can be a pretty good range fighter and add some easy defense to your team. I didn't find too much use for her Independence Day. Her Detonate is fun to use when you've got tons of stuff lying around that you can charge up. Charge things around the room as baddies are coming your way and you've got instant land mines. I tended to add to her Focus and Agility. She needs the energy to keep her mutant powers useful and the AI tends to put her in the thick of the action. ------------------------------------------------------------ < NIGHTCRAWLER > (Beat HAARP Facility Level) Real Name: Kurt Wagner Height: 5'9" Weight: 195 lbs. Eye Color: Shining yellow with no pupils Hair Color: Indigo Raised in a traveling circus, German-born Kurt Wagner learned that his mutant abilities were a gift to be celebrated. Since joining the X-Men, Nightcrawler has changed costumes, switched teams and even shifted his life's focus: He now dedicates himself to a higher calling as a priest in training. Nightcrawler may look like a blue- skinned demon, but this swashbuckler is one of mutantkind's guardian angels. Defeat Enemy: Request Help: Level Up: Dying: Idle: TELEPORT LEAP (Mutant Power 1) TELEPORT STRIKE LEGEND STRIKE TELEPORT FLURRY (Mutant Power 2) TELEPORT FRENZY LEGEND FRENZY SHADOW BLEND (Mutant Power 3) SHADOW ARTS SHADOW MASTERY BLINDSIDE BLITZ (Xtreme Power) LEAP OF FAITH SUCKER PUNCH TOUGHNESS MUTANT MASTERY ACROBATICS CRITICAL STRIKE Nightcrawler is almost essential for doing things other characters can't. His Teleport Leap is needed immediately for getting into those rooms that have no doors or getting past the barriers the EASY way. I maxed his Teleport Flurry up to Legend Frenzy first because it's the best move he's got. With it, he can obliterate multiple attackers or a single enemy. I believe he's the only one with this kind of attack. I didn't use his Shadow Blend much and didn't even get a chance to use the Blindside Blitz. Of the rest, I only really built up his Mutant Mastery (because of how often I'd use his powers) and Acrobatics. Nightcrawler can also grab onto walls and launch himself across the room. Points go best into Agility and Focus. ------------------------------------------------------------ < GAMBIT > (Beat Marrow) Real Name: Remy LeBeau Height: 6'1" Weight: 175 lbs. Eye Color: Burning red Hair Color: Brown Always an outsider, Remy LeBeau was shunned as a youth because of his strange, burning-red eyes. Eventually, he realized he was a mutant -- gifted with the ability to charge inanimate objects with explosively released bio- kinetic energy. A reformed thief and charming scoundrel, the ragin' Cajun always has a card up his sleeve! Defeat Enemy: Request Help: Level Up: "The deuces are really wild now!" Dying: Idle: CHARGED CARD (Mutant Power 1) CHARGED SHUFFLE CARD LEGEND STAFF SLAM (Mutant Power 2) STAFF DETONATION STAFF LEGEND KINETIC BOOST (Mutant Power 3) KINETIC AMPLIFICATION KINETIC MASTERY 52 PICK UP (Xtreme Power) KINETIC STRIKE KINETIC FURY OVERLOAD STAFF MASTER TOUGHNESS MUTANT MASTERY CRITICAL STRIKE Like Beast, I really couldn't figure out how best to use Gambit. His range attacks early on were weak and his melee skills weren't the greatest. I mostly used his Staff Slam (as it does good damage and knockback on multiple enemies) and his Overload (charging objects around the room). His 52 Pick Up was nice against bosses. ------------------------------------------------------------ < COLOSSUS > (Beat Nuclear Facility Level) Real Name: Piotr (Peter) Nikolaievitch Rasputin Height: (normal) 6'6" (armored) 7'5" Weight: (normal) 250 lbs. (armored) 500 lbs. Eye Color: Blue, (transformed) Silver Hair Color: Black Piotr Rasputin was born on the Soviet collective farm called the Ust-Ordynski Collective near Lake Baikal in Siberia. His superhuman powers emerged in adolescence. At first, Rasputin was content simply to use these powers to aid the other people of the Collective. However, Peter was contacted by Professor Charles Xavier, founder of the X-Men, when Xavier was organizing a new team of mutant X-Men. Peter agreed to leave the farm community in which he was born and raised to go to America with Xavier. Although Peter remained in the United States with the new X-Men while the rest of his family stayed on the farm his family always remained in his thoughts, especially his sister, Illyana. Colossus is a mutant with the ability to convert his body into an organic steel-like substance, granting him superhuman strength and a high degree of resistance to injury. Defeat Enemy: "Sleep well." Request Help: Level Up: Dying: Idle: POWER SMASH (Mutant Power 1) TITANIC SMASH TITANIC LEGEND CONCUSSION SLAM (Mutant Power 2) CONCUSSION BLAST CONCUSSION LEGEND STEEL SKIN (Mutant Power 3) TITANIUM SKIN OSMIUM SKIN SEISMIC SMASH (Xtreme Power) COLOSSUS CHARGE TOUGHNESS MUTANT MASTERY CRITICAL STRIKE KNOCKBACK MIGHT Colossus is surprisingly a fast mover, but a slow striker. Build more in his Focus than in his Strike as you'll use his mutant powers more than you will just throw punches. His Concussion Slam is great to build quickly because it takes out multiple opponents and has knockback. I also built the Colossus Charge out of curiousity, but ended up finding it more useful (especially against Sentinels) than regular melee attacks because he moves better with it. Build up his might, as it's very fun to pick up cars and throw them at the Sentinels during the New York City Riot level. He can perform the "Fastball Special" with Wolverine. ------------------------------------------------------------ < WHITE QUEEN > (Beat Nuclear Facility Level) Real Name: Emma Frost Height: 5'10" Weight: 144 lbs. Eye Color: Blue Hair Color: Blonde A diamond-sculpted seductress with the brains to back up her body of work, Emma Frost amassed wealth and influence enough to attract the attention of the planet's social elite. As White Queen of the exclusive Hellfire Club, Frost's frequent power plays put her at odds with the heroic X-Men. Now, she stands with her genetic brethren in defense of a world that hates and fears them. Chosen Character: "Very well." "If you insist." Defeat Enemy: "Who's next?" Request Help: "Alright dears, it's time to go." "I demand you help me this instant!" Level Up: "It should be a sin to...(?)" Dying: Idle: "Hello? Hello out there?! This can't be happening to ME!" CONFUSE (Mutant Power 1) COMMAND LEGEND COMMAND FEAR (Mutant Power 2) TERROR LEGEND TERROR PSYCHIC SHELL (Mutant Power 3) DIAMOND SHELL IMPERVIOUS SHELL PSYCHIC BEDLAM (Xtreme Power) PSIONIC STRIKE PSIONIC FURY HARDNESS SHELL MIGHT TOUGHNESS MUTANT MASTERY CRITICAL STRIKE Emma is a deceptive character. You would think she's a weak melee fighter or a weaker version of Jean, but that is not the case. She's one of the better melee fighters when you get her leveled up and she provides a great defense against swarming enemies. Build up either her Confuse or Fear but put a lot of points into her Striking and get her Psionic Strike/Psionic Fury maxed as quickly as possible. She does some major punch/kick damage. The Confuse and Fear is great against swarms of enemies. I didn't use her Psychic Shell much because I was too busy dishing out damage to bother. Hardness is good to build as it gives her a better defense when diving into those fist fights. I never tried her Psychic Bedlam, so I'm not sure how good it is. ------------------------------------------------------------ < PROFESSOR X > (Used in Astral Plane (1st) Level and fight against Shadow King) Real Name: Charles Xavier Height: 6' Weight: 190 lbs. Eye Color: Blue Hair Color: Bald (blonde as a child) Telepath. Teacher. Visionary. The planet's most powerful mutant is also its most compassionate teacher. In pursuit of his dream for peacful coexistence between Homo sapiens and Homo superior, Professor Charles Xavier established his School for Gifted Youngsters to help a select class of troubled teenagers hone their strange abilities -- and pro- tect society from those who would use such gifts to rule mankind. Chosen Character: "Okay." Defeat Enemy: "I believe I won that round." "You can always surrender." "Terribly sorry about that." Request Help: Level Up: Dying: Idle: HAMMER LEGEND (Mutant Power 1) BLASTS LEGEND (Mutant Power 2) PSYCHIC DEFENSE (Mutant Power 3) PSYCHIC MAELSTROM (Xtreme Power) PSIONIC COMBAT TOUGHNESS MUTANT MASTERY CRITICAL STRIKE LEADERSHIP MIGHT ASTRAL KNOCKBACK You only get to use Professor X twice, once in the first Astral Plane mission and again against Shadow King. You don't really get to distribute his points because he's already levelled up. In the fight against Shadow King, you can distribute his skill points, but it didn't seem to matter too much to me how I did since there's a fairly easy strategy to beating the guy. ------------------------------------------------------------ < PSYLOCKE > (Beat New York City Riots Level) Real Name: Elizabeth Braddock Height: (both bodies) 5'11" Weight: (both bodies) 155 lbs. Eye Color: (original body) Violet, (current body) Blue Hair Color: (original body) Blonde, (current body) Black (dyed purple) Psylocke possesses many telepathic abilities, enabling her to read minds, communicate mentally with others over long distances, stun the minds of others with "mental bolts," control the minds of others, and create illusions in the minds of others. Psylocke can intensely focus her psionic powers into her "psychic knife," with which she can stun or kill an adversary. Because her mind was transferred into the body of an assassin, she also is highly trained in martial arts. Defeat Enemy: Request Help: Level Up: Dying: Idle: PYSCHIC SLASH (Mutant Power 1) PSYCHIC HAMMER HAMMER LEGEND PSYCHIC BOLTS (Mutant Power 2) PSYCHIC SPIKES LEGEND BOLTS PSYCHIC DEFENSE (Mutant Power 3) PSYCHIC ARMOR PSYCHIC WALL PSYCHIC ONSLAUGHT (Xtreme Power) PSIONIC STRIKE PSIONIC FURY BLADE MASTER TOUGHNESS MUTANT MASTERY CRITICAL STRIKE Personally, I don't like Psylocke because she's not as I remembered her in the comics. I would think she'd move as well as Wolvie or even Jean, but she's slower and her attacks aren't as refined. However, she can mow down baddies with ease once she's maxed out her Legend Bolts. In the last level, I was taking out swarms of enemies with this single attack. Her Psychic Onslaught is also quite power- ful. Build up her Psionic Strike/Psionic Fury to improve her melee abilities. Her Psychic Slash isn't very useful because it's got a narrow target area and misses most of the time. And early on, it does very little damage. ============================================================ :: SUPPORTING GOOD GUYS ------------------------------------------------------------ < FORGE > Real Name: Unrevealed Height: 6' Weight: 180 lbs. Eye Color: Brown Hair Color: Black The man known as Forge is a Cheyenne Indian who was once the pupil of Naze, a shaman in his tribe. Forge developed con- siderable mystical powers as a result of the training Naze gave him. Forge is also a mutant with an unusual talent for inventing mechanical devices. ------------------------------------------------------------ < THE HEALER > ------------------------------------------------------------ < MOIRA MACTAGGART > Real Name: Dr. Moira Kinross MacTaggart Height: 5'7" Weight: 135 lbs. Eye Color: Blue Hair Color: Brown Dr. Moira MacTaggart is the daughter of the powerful Scots nobleman Lord Kinross. She proved to be a brilliant student of the biological sciences and selected genetics as her specialty. As a college student she met Charles Xavier who was working toward a doctorate at Oxford University. Moira MacTaggart led a brilliant career as one of the world's leading geneticists, earning a Nobel Prize for her work. She founded a Mutant Research Center on Muir Island off the coast of Scotland. Xavier and MacTaggart discussed the possibility of establishing a school for training, super- human mutants in the use of their powers. Eventually, MacTaggart became Xavier's "silent partner" in founding this school, which trained the team of mutant adventurers known as the X-Men. Moira MacTaggart continued to operate her Muir Isle research center and has proved to be a val- uable ally to mutants who have trained under Xavier's guidance. ============================================================ :: MAIN VILLAINS ------------------------------------------------------------ < MYSTIQUE > (New York City (1st) Mid-Level Boss) Real Name: Raven Darkholme Height: 5'10" Weight: 125 lbs. Eye Color: Yellow with no pupils Hair Color: Red; black as Raven Darkholme Whether operating undercover or fronting a band of genetic terrorists, the metamorphic mutant known as Mystique possesses an almost pathological capacity for deception. The sinister shapeshifter has infiltrated the highest levels of the federal government, trading on her lofty status to further her terrorist objectives. ------------------------------------------------------------ < BLOB > (New York City (1st) Boss) Real Name: Fred J. Dukes Height: 5'10" Weight: 510 lbs. Eye Color: Brown Hair Color: Brown Thinking of himself as no more than, in his own words, "an extra-strong freak," the Blob used his superhuman powers as a performer in a carnival. Eventually, the Blob was re- cruited by Mystique for the Brotherhood. As a member of the Brotherhood, the Blob was involved in missions that con- tinued to bring him into conflict with the X-Men. The Blob's mutant powers relate to the mass, strength, resilience and indestructibility of his obese body. His primary ability is to become virtually immovable at will as long as he is in contact with the ground. He also has a superhuman resistance to injury. ------------------------------------------------------------ < PYRO > (HAARP Facility Mid-Level Boss) Real Name: St. John Allerdyce Height: 5'10" Weight: 150 lbs. Eye Color: Blue Hair Color: Blonde St. John Allerdyce was born and raised in Australia. His powers emerged at puberty, but since he could not think of a way to use them for profit, for years he did not use them except in emergencies. Under circumstances that have yet to be revealed, Allerdyce met the mutant called Mystique, who learned of his mutant powers. As a result, Allerdyce joined her and the Brotherhood under the name of Pyro. Pyro is invulnerable to any fire that he has placed under his mental control and has the psionic ability to cause any fire to grow in size and intensity and to take any form he wishes, even that of a living creature. (Such fire creatures, however, have no intelligence or life.) However, he can only control fire, not create it. Therefore he usually carries a flame- thrower with him. ------------------------------------------------------------ < TOAD > (HAARP Facility Boss) Real Name: Mortimer Toynbee Height: 5'8" Weight: 260 lbs. Eye Color: Brown Hair Color: Brown Since birth, Toad has been cursed with a grotesque physical appearance. As he matured, the other children considered him a freak and tormented the youngster mercilessly. When he reached puberty, Toad's mutant abilities manifested. During this time, Magneto recruited the youngster to join his cause. The Master of Magnetism recognized that Toad shared his belief that humans should serve mutants. Toad's extra- ordinary leaping prowess enables him to execute a flying kick of unmatched force. He also possesses the ability to cling to walls and exude a sticky substance, with which he can immobilize opponents. Further powers include an elastic, prehensile tongue he can manipulate as easily -- if not better -- than his other appendages. ------------------------------------------------------------ < MARROW > (Morlock Tunnels (1st) Boss; Morlock Tunnels (3rd) Boss) Real Name: Sarah Height: 6' Weight: Unrevealed Eye Color: Pale Blue Hair Color: Purple Marrow is a mutant who, due to the physical appearance of her mutant abilities, hid herself as a young girl in the sewers underneath New York City as a member of the Morlocks, a group of mutants who were also physically deformed. She leads a rebel faction of Morlocks, called Gene Nation. Her physiology has been radically altered from the human norm. Her bones grow to an abnormally large size and protrude from her skin without causing any physical damage to herself. She is proficient at using these like blades as throwing weapons or in hand-to-hand combat. ------------------------------------------------------------ < JUGGERNAUT > (Juggernaut X-Mansion Flashback; Muir Island) Real Name: Cain Marko Height: 6'10" Weight: 900 lbs. Eye Color: Blue Hair Color: Red Cain Marko is a human juggernaut. Once he begins moving in a certain direction, no power on Earth can stand in his way. Scientists would classify him as an "irresistable force" -- and when he gets a head of steam, there's no object he can't move. A mystically empowered human, Juggernaut has long harbored resentment toward his stepbrother, Charles Xavier. ------------------------------------------------------------ < HAVOK > (Weapon X Facility Boss) Real Name: Alexander Summers Height: 6' Weight: 175 lbs. Eye Color: Brown Hair Color: Blonde Alex Summers is the younger brother of Scott Summers (Cyclops) and son of Corsair, leader of the Starjammers. He has the ability to absorb ambient cosmic energy and trans- form and release it as waves of energy that heat the air in their path enough to turn it into plasma. He, himself, is immune to the intense heat he creates, as well as the optic blasts of his brother. Cyclops, in turn, is also immune to Havok's powers. ------------------------------------------------------------ < AVALANCHE > (The Mount Boss) Real Name: Dominic Petros Height: 5'7" Weight: 195 lbs. Eye Color: Brown Hair Color: Brown Avalanche's past before Mystique recruited him for the Brotherhood is almost entirely unknown, except for the fact that he is an immigrant from Greece. He first publicly appeared with the Brotherhood when they unsuccessfully attempted to assassinate Senator Robert Kelly during his hearings on the menace that mutants allegedly pose to humanity in general. He has the ability to generate powerful waves of vibrations from his hands, creating highly destructive effects. The vibrations can cause an inorganic object to shatter or crumble into dust. When directed against large objects like buildings or upon the earth itself, the vibrations can produce effects similar to those of an earthquake or avalanches within limited areas. Avalanche need not touch an object to affect it: he can direct the vibrations against it from some distance away from it. Avalanche is himself invulnerable to the effects of generating these intense vibratory waves. However, if the vibrations were to be reflected back upon him, he would be injured. ------------------------------------------------------------ < SABRETOOTH > (The Mount Boss) Real Name: Victor Creed Height: 6'6" Weight: 275 lbs. Eye Color: Amber Hair Color: Blonde Mortal enemy of the feral X-Man known as Wolverine, Sabretooth is a psychotic murder machine with an accelerated healing factor, razor-sharp talons, hyper-keen senses...and an all-consuming hunger for blood! ------------------------------------------------------------ < SHADOW KING > (Astral Plane Boss) ------------------------------------------------------------ < MAGNETO > (Asteroid M mid-level Boss) Real Name: Erik Lensherr Height: 6'2" Weight: 190 lbs. Eye Color: Bluish-gray Hair Color: Silver Once a close friend of mutant mentor Charles Xavier, the genetic terrorist known as Magneto is now his deadliest foe. The self-annointed Master of Magnetism has dedicated his life to the advancement of Homo Superior, even if he must bring about humanity's downfall to ensure the ascendance of mutantkind. Arguably the most powerful man on Earth, Magneto believes that mutants represent the next step in human evolution. ------------------------------------------------------------ < MASTER MOLD > (Asteroid M/Game Final Boss) The Master Mold is an immense Sentinel robot, at least thirty feet in height, which, like all Sentinels, is ded- icated to the capture and destruction of superhuman. The original Master Mold was created by the Sentinels' inventor, Dr. Bolivar Track, who believed that a superhuman mutant race was evolving, that would eventually subjugate humanity if it were not stopped. Dr. Trask designed the original Sentinels as robot warriors that would hunt down and capture superhuman mutants on normal humanity's behalf. Trask created the enormous Master Mold primarily as a computer that would control the automated process of constructing other Sentinel robots. However, Trask also made the Master Mold mobile and capable of speech and equipped the Master Mold with powerful weaponry. The Master Mold could project a disintegration beam or intense electrical energy from its fingertips. ============================================================ :: SUPPORTING VILLAINS/GRUNTS ------------------------------------------------------------ < GENERAL KINCAID > ------------------------------------------------------------ < SENTINELS > Android assassins birthed by misguided minds to eradicate the mutant menace, the Sentinels most often have met defeat at the hands of their intended targets: the X-Men. The destruction of these mechanical marvels invariably leads to the development of enhanced models. ------------------------------------------------------------ < MORLOCKS > ------------------------------------------------------------ < GRSO SOLDIERS > ############################################################ //..WHAT STUFF CAN I ACQUIRE? ============================================================ :: BACKPACKS These items supplement the characters' physical attacks and damage as well as their mutant powers. Some items require your character to be at a certain level before they can use them. Others are character specific and are only unlocked after beating the character's Danger Room challenge. ------------------------------------------------------------ Basic DNA Generator = Generate energy 25% more quickly. DNA Generator = Generate energy 50% more quickly. Super DNA Generator = Generate energy 75% more quickly. Ultra DNA Generator = Generate energy 100% more quickly. Basic Muscle Accelerator = Attack and run speed +10%. Muscle Accelerator = Attack and run speed +20%. Super Muscle Accelerator = Attack and run speed +30%. Ultra Muscle Accelerator = Attack and run speed +40%. Basic Power Enhancer = +9-11 damage to mutant power attacks. Power Enhancer = +25-31 damage to mutant power attacks. Super Power Enhancer = +80-100 damage to mutant power attacks. Ultra Power Enhancer = +125-150 damage to mutant power attacks. Basic Targeting Implant = +2% chance of criticals during a ranged attack. Targeting Implant = +4% chance of criticals during a ranged attack. Super Targeting Implant = +6% chance of criticals during a ranged attack. Ultra Targeting Implant = +8% chance of criticals during a ranged attack. Basic Tissue Generator = Regenerate 2 health per second up to 25% after 5 idle seconds. Tissue Generator = Regenerate 4 health per second up to 50% after 5 idle seconds. Super Tissue Generator = Regenerate 6 health per second up to 75% after 5 idle seconds. Ultra Tissue Generator = Regenerate 8 health per second up to 100% after 5 idle seconds. Basic Weakness Analyzer = +2% chance of criticals during a melee attack. Weakness Analyzer = +4% chance of criticals during a melee attack. Super Weakness Analyzer = +6% chance of criticals during a melee attack. Ultra Weakness Analyzer = +8% chance of criticals during a melee attack. ------------------------------------------------------------ Agility of the Acrobat - Danger Room Nightcrawler Challenge - Nightcrawler only; Level 20 - +20% damage to Nightcrawler's teleport attacks - +5 Agility Astral Stone - Astral Plane (1st) - +3 Focus - +9-11 damage vs. Shadow Creatures Bands of the Beast - Danger Room Beast Challenge - Beast only; Level 20 - +20% damage to Beast's mutant attacks - +5 Strike Belt of Unus - Level 32 - -13 damage - 20% chance of deflecting beam damage back at attacker Black Tom's Cane - Level 7 - +1 Body - -20% beam damage Caliban's Shroud - Level 19 - +2 Focus - +25-31 damage to punches Callisto's Eye Patch - Level 15 - +2 Strike - +15-18 damage to melee attacks vs. Morlocks Cannonball's Flame - Level 15 - -8 damage taken - +100-125 damage to flying melee attacks Claws of Rage - Danger Room Wolverine Challenge - Wolverine only; Level 20 - +20% Wolverine claw damage - +5 striking Crown of Apocolypse - Level 35 - +4 Agility - -2 Body - -2 Focus - +12% chance for melee criticals Cyber's Revenge - Level 30 - -8 damage - +4-5 bleed damge to punches for 5 seconds Dead Man's Hand - Danger Room Gambit Challenge - Gambit only; Level 20 - +20% damage to Gambit's kinetic attacks - +5 Agility Deathbird's Javelin - Level 20 - Attack and run speed +20% - +9-11 bleed damage for 5 seconds to projectiles Diamond's Aura - Danger Room Emma Frost Challenge - Emma Frost only; Level 20 - +50% damage to Emma Frost's punch/kick - +5 Body Eric the Red's Armor - Level 29 - -8 damage - +100-125 damage to energy attacks vs. Magneto Exodus Cloak - Level 18 - 30% chance deflect mental damage - +80-100 damage vs humans Flight of the Northstar - Level 10 - 30% longer flying time - +20% knockback to knockback attacks Gauntlets of Wrath - Danger Room Rogue Challenge - Rogue only; Level 20 - +20% damage to Rogue's power attacks - +20% Rogue stun duration Goddess Medallion - Danger Room Storm Challenge - Storm only; Level 20 - +20% Storm's wind and electricity - +5 Agility Hammer of Nimrod - Level 13 - +125-150 damage to mutant attacks vs. Sentinels Heart of the Assasin - Danger Room Psylocke Challenge - Psylocke only; Level 20 - +20% damage to Psylock's psychic attacks - +5 Strike Hypnotic Skyburst - Danger Room Jubilee Challenge - Jubilee only; Level 20 - +20% damage to Jubilee's power attacks - +4 Agility Luck of the Longshot - Level 17 - +1 Strike - +1 Agility - +1 Body - +1 Focus - 5% chance to reflect 125-150 punch/kick damage Mantle of the Phoenix - Danger Room Jean Grey Challenge - Jean Grey only; Level 20 - +20% damage to Jean Grey's psionic attacks - +5 Focus Manual of the Puck - Level 13 - +1 Agility - +15-18 damage to kicks Mask of Xorn - Level 35 - Mutant powers cost no energy to use Opal of Ozymandius - Level 23 - +5 Body - 30% chance of deflecting elemental damage at attacker Ring of Polaris - Level 13 - +1 Body - +20% flying time - -40% knockback Sabertooth's Fangs - Level 28 - Regenerate 4 health/sec up to 50% - +25-31 blade damage to punches Shadowcat's Touch - Level 15 - -5 damage taken - +25-31 to punch and kick attacks vs. robots Shard of Cyttorak - Level 31 - -5 damage taken - +2 Body - +2 Strike Shi'Ar Battle Implants - Level 26 - +3 to all traits Shi'Ar Body Shield - Level 29 - +50% resistance to physical attacks Shi'Ar Energy Armor - Level 30 - +50% resistance to energy attacks Shi'Ar Mind Gem - Level 28 - +50% resistance to mental attacks Soul of the Gladiator - Danger Room Colossus Challenge - Colossus only; Level 20 - +20% damage to Colossus' power attacks - +5 Body Spiked Armor of Stryfe - Level 32 - -10 damage taken - +4-5 energy drain to punches Spikes of Penance - Level 27 - -8 damage taken - reflects 80-100 physical damage Sunfire's Mask - Level 16 - -20% fire damage taken - +9-11 fire damage to mutant attacks Sword of Ogun - Level 25 - +3 Focus - +8% chance punch/kick criticals Thunderbird's Beads - Level 18 - -20% physical damage - Stun immunity Vidicator's Gauntlets - Level 14 - +10% experience - -20% beam damage Visor of Retribution - Danger Room Cyclops Challenge - Cyclops only; Level 20 - +20% Cyclops optic damage - +5 Focus Volcano's Might - Danger Room Magma Challenge - Magma only; Level 20 - +20% damage to Magma's power attacks - +5 Body Winter's Fury - Danger Room Iceman Challenge - Iceman only; Level 20 - +20% damage to Iceman's cold attacks - +5 Body Wrath of the Wendigo - Level 14 - -5 damage taken - -60% pain X-Cutioner Hood - Level 20 - Generate energy 50% more quickly - +80-100 damage vs. Mutants ============================================================ :: BELTS These help boost your base attributes. ------------------------------------------------------------ Basic Agility Enhancer = +1 Agility Agility Enhancer = +2 Agility Super Agility Enhancer = +4 Agility Ultra Agility Enhancer = +8 Agility Basic Body Enhancer = +1 Body Body Enhancer = +2 Body Super Body Enhancer = +4 Body Ultra Body Enhancer = +8 Body Basic Focus Enhancer = +1 Focus Focus Enhancer = +2 Focus Super Focus Enhancer = +4 Focus Ultra Focus Enhancer = +8 Focus Basic Strike Enhancer = +1 Strike Strike Enhancer = +2 Strike Super Strike Enhancer = +4 Strike Ultra Strike Enhancer = +8 Strike ============================================================ :: ARMOR These help to protect your characters. They lower damages caused by certain attacks or can even reflect the damages back to enemies. ------------------------------------------------------------ Basic Electron Deflector = +10% chance to reflect 15-18 electrical damage. Electron Deflector = +20% chance to reflect 50-63 electrical damage. Super Electron Deflector = +30% chance to reflect 125-150 electrical damage. Ultra Electron Deflector = +40% chance to reflect 175-215 electrical damage. Basic Elemental Deflector = +10% chance to reflect 15-18 elemental damage. Elemental Deflector = +20% chance to reflect 50-63 elemental damage. Super Elemental Deflector = +30% chance to reflect 125-150 elemental damage. Ultra Elemental Deflector = +40% chance to reflect 175-215 elemental damage. Basic Harmonic Deflector = +10% chance to reflect 15-18 beam damage. Harmonic Deflector = +20% chance to reflect 50-63 beam damage. Super Harmonic Deflector = +30% chance to reflect 125-150 beam damage. Ultra Harmonic Deflector = +40% chance to reflect 175-215 beam damage. Basic Inertial Dampener = -20% knockback Inertial Dampener = -40% knockback Super Inertial Dampener = -60% knockback Ultra Inertial Dampener = -80% knockback Basic Inertial Deflector = +10% chance to reflect 15-18 punch/kick damage. Inertial Deflector = +20% chance to reflect 50-63 punch/kick damage. Super Inertial Deflector = +30% chance to reflect 125-150 punch/kick damage. Ultra Inertial Deflector = +40% chance to reflect 175-215 punch/kick damage. Basic Nanofiber Armor = -5 damage taken Nanofiber Armor = -8 damage taken Super Nanofiber Armor = -10 damage taken Ultra Nanofiber Armor = -13 damage taken Basic Psionic Deflector = +10% chance to reflect 15-18 psionic damage. Psionic Deflector = +20% chance to reflect 50-63 psionic damage. Super Psionic Deflector = +30% chance to reflect 125-150 psionic damage. Ultra Psionic Deflector = +40% chance to reflect 175-215 psionic damage. ============================================================ :: DANGER ROOM DISCS (See Danger Room Level section.) ============================================================ :: COMICS Each comic gives attribute bonuses to the appropriate characters. Beast (U.S.S. Arbiter; +2 Agility, +2 Body) Colossus (Muir Island vs Juggernaut) Cyclops (HAARP Facility; +2 Agility, +2 FOcus) Emma Frost (Astral Plane 1st; +2 Body, +2 Focus) Gambit (Morlock Tunnels 2nd; +2 Strike, +2 Agility) Iceman (HAARP Facility; +2 Body) Jean Grey (Astral Plane 1st) Jubilee (Nuclear Facility) Magma (Magma's New York City Test; +2 Body, +2 Focus) Nightcrawler (Sentinel Flashback; +2 Agility, +2 Focus) Rogue (Xavier Institute for Higher Learning; +2 Strike, +2 Body) Storm (Morlock Tunnels 1st; +4 Focus) Wolverine (New York City 1st) ============================================================ :: SKETCH BOOKS Collecting all the sketch books unlocks more art. Arbiter (U.S.S. Arbiter) Asteroid M (Xavier Institute for Higher Learning) Early Alison (Magma's New York City Test) HAARP and Ice Tunnels (Morlock Tunnels 3rd) HAARP Interior (The Mount) HAARP Soldier 1 (HAARP Facility) HAARP Soldier 2 (HAARP Facility) Hive Factory (Sentinel Factory) Hive Labs (Xavier Institute for Higher Learning) Jubilee (Muir Island) Mansion Sketches (Sentinel Factory) Morlock Tunnels (Morlock Tunnels 1st) Morlocks (Morlock Tunnels 2nd) Rogue Gambit (Morlock Tunnels 1st) Sentinels (U.S.S. Arbiter) Sewers Healer (Nuclear Facility) Spider Sentinel (New York City Riots) Trio One (Xavier Institute for Higher Learning) Weapon X Lab (Weapon X Flashback) ############################################################ //..WHERE DO I GO? I've divided up the walkthrough by locations and missions. Each mission has certain objectives that must be fulfilled in order to move on to the next. Objectives are always viewable by pressing the start button and selection the 'Objectives' option. Walkthrough instructions are based on finishing the objectives/missions. It is not always necessary to explore all areas in each location or defeat all enemies. However, you do gain more items and experience in doing so. I will however give directions on obtaining unique items, such as Danger Room Discs, Comics, Sketch Books, etc. I will also try to list information on certain things in the environment that you can interact with that aren't "normal" such as explosive objects or things that can be destoryed by some characters and not by others, etc. Directions are based on facing forward (top of the screen) at all times. So if I was to say turn left, then I assume you would pan the camera so you start heading towards the top of the screen again. A note about gaps/bridges. Gaps fall under two different categories, ones that can kill you and ones that can't. The ones where you can fall off and plummet to your death are the tricky ones when it comes to AI controlled characters. Sometimes, (especially if there's an enemy on the other side), the AI gets a little anxious and walks right off the edge. Even if you build a bridge, they sometimes have a tendency to walk off the bridge. Maybe they don't like your team...I don't know. Other times, if you happen to fall in, before the computer automatically changes the character you control, the AI will have followed you to the bottom, leaving you sometimes with only one character left. Just be wary when standing close to the edge or you can lose team- mates unneccessarily. Gaps can be crossed one of three ways. A bridge can be made by Iceman's Freeze Blast, Magma's Lava Fissure or Jean Grey's Telekinesis. Nightcrawler can teleport others across (stand behind the character you want to teleport and activate the power and he'll grab them as he teleports). Or they can be flown across by Rogue, Storm or Jean. However, you must have a high enough FLIGHT rating to be able to carry someone and you have to be able to fly long enough to get across. This may not be possible early on in the game. Aside from those three, some individual characters can also get across in special ways. Iceman's Ice Tracks and Magma's Lava Tracks can get them across if the ability is high enough to last. If Nightcrawler's Acrobatics are high enough and there is a wall next to the gap, he can grab the wall and launch across to the other side. If the gaps are small enough and Nightcrawler/Beast have high enough Acrobatics ratings, they can also double-jump across. Colossus/Rogue can do the "fastball special" with Wolverine. Depending on their strength, they can throw him across gaps as well. ============================================================ :: NEw YORK CITY < OBJECTIVES > - Find Blob's trail and track him down. Use the early levels such as this one to destroy as much as you can collecting health and energy packs as well as tech bits. Enemies pretty much come at you one at a time, so you don't have to worry about being overwhelmed. Get used to using combo and throw attacks as well as your mutant powers. It'll help later on against tougher enemies or when you're overwhelmed. [WEST MANHATTAN] Start by heading to the left until you find a subway entrance. Enter the subway and head on through to the exit on the opposite end. Go to your right and follow the make- shift bridge up and over the magma flow. Head down the subway entrance to go around the barrier. You'll come up on the other side. If you're not looking to explore or gain items or experience you can just head straight, make a right and go through the building and into the park. [CENTRAL PARK] In the park you will see Cyclops standing there. Approach him, and a brief scene will occur revealing him to be Mystique in disguise. After defeating the guards, head down the stairs to the left, then go to the right past the big fountain. You will see a bridge where you can cross the waterway. At the end of the bridge, you will encounter Pyro and another brief scene will occur. Pyro will block your path. Wolverine doesn't have any powers to extinguish or bypass this barrier, so head over to the left. You will pass under a bridge and immediately on the right side is a path. Take it and you will come to a sewer pipe. Destroy the bars and head down the pipe. You'll come to the end, where you have to destroy another set of bars. You'll come out on the other side of the fire barrier. Head left. You'll come to yet another fire barrier. Destroy the fire hydrant to your left and it'll extinguish the flames. Continue heading down until you reach a gateway. Passing through will start your fight with Mystique. < OBJECTIVES > - Defeat Mystique. Stay up close to Mystique and attack relentlessly. When she pulls out her guns, try to get behind her to avoid being hit and use Wolverine's Brutal Slash attack. Ignore the guards for the most part and keep attacking Mystique. At some point she'll jump on top of the building. Since you can't reach her, use this opportunity to destroy trash cans and other stuff picking up health and energy packs or to take out the guards. When she comes back down attack her again as before. She'll transform into a guard and will switch with one of the other guards. It doesn't matter which one you attack, as soon as you find her, she'll transform back to herself. After you beat her, head through the next archway. < OBJECTIVES > - Defeat Blob and rescue Alison. [EAST MANHATTAN] You'll meet the real Cyclops and he becomes a playable character at this point. Press the select button and upgrade his skills and powers. Head forward and you'll come across your first "Extraction Point." At this point, you can only save or load the game. Continue heading forward (beating the guards and destroying your environment along the way ^_^). The path will turn to the right. Head up the stairs and back onto the street. Go right on the street until you see an alley to the left. Head up that alley to rescue Alison and fight Blob. Regular melee attacks don't do much against Blob. There are a lot of things around to pick up and throw. And almost all of them have an energy or health pack for you to pick up. Use Cyclops' Optic Beam and replenish with energy packs. Wolverine's Brutal Slash is effective as well. Don't worry too much about picking up everything. When you defeat Blob you can still destroy everything around and fill up on health packs, energy packs and tech bits. Head across to the other alley and move on to the rooftops. < OBJECTIVES > - Get to X-Jet. [NEW YORK CITY ROOFTOPS] The rooftops are a great place to practice throwing, as you can toss guys off the roof if there is no fence or barrier. Use this opportunity to practice combos as well. Head forward. The second rooftop section has the WOLVERINE COMIC BOOK. From there, head to the right for two more rooftop sections. Continue heading forward to get to the next section. You'll start next to a bunch of patio chairs and tables. Head foward past two rooftop sections. On the third section you can find the TEAMWORK 101 DANGER ROOM DISC. Head to the left and continue on till you reach the X-Jet. End of mission. ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Explore the X-Mansion and meet various X-Men. - Contact Forge. - Go to the War Room to start the next mission. There's no dangers in the Xavier Institute for most of the times you are here. It's a break from the action and allows you to learn more about the world of the X-Men. Spend time exploring and you can learn more about the characters. You can even find things such as comics, sketchbooks and danger room discs. You can also review these items as well as view load screens, bios (both heroes and villains), cinematics and use the Danger Room. Also note that talking to X-Men characters unlocks their bios and reveals answers to trivia questions. In this section, I'll give you a brief layout of the mansion, but for future (non-combat) scenarios located here, I will just tell you where each objective is located. Rooms are listed in order from the center of the mansion, outward. I'll try to list what is viewable in each room as well. Some things are only viewable after certain missions are accomplished. (The number next to each is the time of the visit to the X-Mansion when it becomes active.) For the current objectives: - Go to the War Room and talk contact Forge. - Go to the Medical Facility and talk to Jean. - Go to Beast's Lab and talk to Beast. - Go to Storm's Room and talk to Storm. - Go to Sitting Room and talk to Rogue. - Go to Dayroom (Ground Floor) and talk to Iceman. - When you're done exploring, head to the War Room and begin a new mission. - The TEAMWORK 102 DANGER ROOM DISC is in the Danger ROom. ------------------------------------------------------------ :: Dormitories [LEFT WING] < Rogue's Room > - Explore her map. (2) - Explore her desk. (4) - Explore her dresser. < Storm's Room > - Explore her desk. (1) - Explore her bed. - Explore mask on wall. < Iceman's Room > - Explore end table. (4) - Explore TV. - Explore desk. < Wolverine's Room > - Explore flag. (1) - Explore end table. - Explore bed. < Colossus' Room > - Explore easle. (1) - Explore concept art. (1) Each time you pick up a sketchbook, new art will be available here. - Explore desk. (4) < Dayroom > - Play Trivia Game Magma can gain 6 XP for each correctly answered question. An easy way to build her up. Answers are provided towards the end of this FAQ. - Elevator is located in the upper right corner. [RIGHT WING] < Cyclops' Room > - Explore Jean's picture. (1) - Explore bed. (4) - Explore desk. < Jean Grey's Room > - Explore rose picture. (1) - Explore end table. < Magma's Room > - Explore suitcase. (1) - Explore diary. (2) - Explore family picture. - Explore end table. < Beast's Room > - Explore chalkboard. (1) - Explore desk. (2) - Explore trophy. < Dayroom > - Review load screens. - Elevator is located in the upper left corner. ------------------------------------------------------------ :: Ground Floor [CENTER WING] < Sitting Room (Top) > - Several X-Men will first appear here. - Door to Estate Grounds (not always accessible). < Entry Hall (Bottom) > - Stairs and Elevator (under stairs). - Door to Front Lawn (so far been inaccessible). [LEFT WING] < Dayroom (Top) > - Review Cinematics - Elevator is in upper right corner. < Dining Room (Bottom) > [RIGHT WING] < Library (Center) > - Review comics. < Classroom (Top) > - Elevator is in the upper left corner. < Xavier's Office > - Review X-Men bios. ------------------------------------------------------------ :: Subbasement [CENTER HALLWAY] - Extraction Point. - All three elevators. < Cerebro (Top) > < War Room (Left)> - Begin new missions. < Danger Room (Right) > - Use Danger Room Discs. [LEFT HALLWAY] < Beast's Lab > - Talk to Beast (this is where you'll usually find him). < X-Jet Hangar > - Not always accessible. [RIGHT HALLWAY] < Medical Facility > < Brig > - Review Enemy bios. ============================================================ :: HAARP FACILITY < OBJECTIVES > - Destroy 5 transformers powering the surveillance system. - Defeat the tank to enter the inner grounds. < ENVIROMENT > Snowmobiles (only Rogue/Beast can pick these up, but they can be destroyed) Explosive Cannisters (be careful destorying these as they deliver health damage to anyone in the blast radius) [???] Starting from the X-Jet head forward until you come to the river. Head to the left. You can either follow the river or take the path. If you follow the river, you'll come to a nice short cut. There's be a drop off with a mutant power indicator. Use Iceman's Freeze Blast to create a bridge. If you folow the path, it'll bring you around to the first transformer you need to destroy. If you take the shortcut, you'll have to make a left after passing the drop off and back track a bit to that first generator. Continue follow- ing the river and it'll take you to the second transformer which will be to the left. Behind that transformer is the HAARP SOLDIER 1 SKETCH BOOK. Continue down the river to the gateway which leads you to The Bridge. [THE BRIDGE] Follow the path until it comes to a bend. At the end of the bend, on the left side, you'll find the CYCLOPS COMIC BOOK. From the comic book, head forward and you'll come to the third transformer. Head back to the path and follow it down the the next campsite and you'll come to the fourth trans- former. Continue down the path till you reach the river. Follow the river past the bridge and on the right will be the final transformer. After destroying the final trans- former, head to your left up the snow to the top of the bridge. You'll find an Extraction Point on the bridge. Follow the bridge and you'll come to the tank which you'll need to destroy to get to the inner grounds. The fastest way to beat the tank is to use Wolverine. Ignore the guards and run up to the tank and jump up on it. Use his Brutal Slash a few times to destroy the turret. After beating the tank and guards, head up to the doors and go on through. < OBJECTIVES > - Destroy 6 transformers for the interior door. [OUTER GROUNDS] Head forward till you get to the train. Make a left and you'll come to the train tracks and a fire barrier. Use Storm's Whirlwind or Iceman's Freeze Blast to extinguish it. Continue following the tracks until the bushes on the right stop and make a right to the clearing. You'll find the first transformer here. However, if you keep following the tracks, you'll come to more railcars. Jump (or fly) on top of the first one, move to the second, and you'll see a yellow "SK." This is a SKILL POINT REWARD. Whichever character picks it up gets a bonus point they can put in whichever skill they want. After destorying the transformer, head to the other side of the road and you'll find the COMBINED POWERS 101 DANGER ROOM DISC on the rooftop. From there, follow the road till you get to a camp on either side. One transformer is to the right and one is to the left. Destroy both and head to the doors to move on. [INNER GROUNDS] There will be an Extraction Point to your right. Head down the road a bit and the fourth transformer will be to your left. Follow the train tracks and you'll come to another fire barrier. Use Storm or Iceman again (or you can run through it and take some damage). Head to your right after the fire an you'll come to the fifth transformer. To the right of the clearing, there'll be a break in the bushes. Go down that way and had forward till you come to a bunker. On the rooftop of the bunker is the BEAST CHALLENGE DANGER ROOM DISC. From that bunker, head to the left to another one and go around the backside. You'll find the final transformer here. Move back to the road and go down it. You'll come to another tank fight. This time, two of the guards are equipped with flamethrowers and will set some barricades ablaze. Use Storm or Iceman to quickly put them out, then switch to Wolverine and use the same strategy as with the previous tank. Head to the doors and move into the interior. < OBJECTIVES > - Stop the Brotherhood. [MAINTENANCE GARAGE] You start off in a fairly empty room with a lot of things to destory. There's also an Extraction Point here. Take advantage of this break to restock with whatever the room offers you. Head past the tank and up the stairs. Go through the door at the top and head down the hallway. You will come to a barrier. To the right is a door, head through it. You need to destroy the wall to the left. Go through to the next room, exit out the door on the left and to the left in the hallway you'll see the controls for the barrier. Make a u-turn and head back down the hall. You'll come to a locked door which you'll need a keycard for. Head to the left and into a warehouse area. Go down the stairs and travel in a clockwise path around the room taking out the guards. At about the 1 o'clock position, there will be a HAARP Officer that has the keycard you need. Once you defeat him, you'll see it. A note about the shelves in areas such as these. You'll see stuff at the top which you can destroy and get objects. Sometimes from the top of stairways you can jump over to these shelves. But for the most part, you need a character who can fly to get up on top to reach them. Head back down to the locked door and proceed through it. [MESS HALL] Head down the hall and there'll be a door on your left. Go through it. On the left there will be a storage room. Go to the far left corner and you'll find the COMBINED POWERS 102 DANGER ROOM DISC. Go back out and head left to the opposite end of the mess hall from where you entered. You'll be in another hallway. There will be another laser barrier to your right. Head to the left and go into the room. Destroy the wall on the right and you'll find another room which has the controls for the barrier. Turn off the barrier and go back down the hall which will lead to the next section. [SYSTEMS OPERATIONS] This next section is pretty much a one way path all the way through. Just keep heading foward and you'll get to the next section. There's nothing special on this section to be found. [SATELLITE CONTROL CENTER] Go down the hallway and to the left you'll find an Extraction Point. On the right will be a door. Head through the door and go down the stairs. Go up the stairs on the opposite side of the room and head through the door- way. A brief cinematic will occur and you will start your fight against Pyro. Pyro has a good defense. And he can create a couple fire demons to assist him. He also sets fires around the room which do damage. Use Iceman or Storm to extinguish them. Wolverine is the most effective to take Pyro out because of his strong melee attacks. You can also pick stuff and up and throw them at Pyro from a distance to weaken him up a bit. After beating Pyro, if you're facing the wall of fire he created when he came in, head to the right Head down the hall until you come to a sort of T. Go right. You'll come to another sort of T. Head left. You'll come to a room. On the side of the landing opposite the stairs is the ICEMAN COMIC BOOK hidden behind a green container. There is an Extraction Point at the far end of the room next to the elevator. Use the elevator to move on to the next section. < OBJECTIVES > - Locate Toad to discover the Brotherhood's plan. [MAIN TUNNELS] In this next section, just keep moving forward until you come to a broken bridge. Use Iceman's Freeze Blast or Jean Grey's Telekinesis to create a new one. Continue heading forward till you reach another elevator. To the left of the elevator is the QUALIFYING EXAM 100 DANGER ROOM DISC. Use the elevator to move on. [EXTERIOR ACCESS TUNNELS] You start off on an Extraction Point. Head foward until you come to another broken bridge. To the right of the bridge is the HAARP SOLDIER 2 SKETCH BOOK. Use Iceman or Jean Grey again to get across. Continue heading foward and you'll come to the final elevator and Extraction Point before the final battle of the mission against Toad. Use the elevator. < OBJECTIVES > - Stop Toad from escaping. [LANDING PAD] Toad moves around A LOT and has a powerful tongue attack that can hit everyone on the team if they're in range. He normally uses it when the team crowds around him, so when there's 3 or more of your team pounding away, move your character back. Before he lashes out, you'll see the range. If you're out of range when he strikes, quickly rush in and do some damage. Use Wolverine's Claw Flurry to speed him up during the fight. It's very helpful when Toad's bouncing around. He sometimes only stops briefly and most of the team cannot get to him in time before he starts jumping around again. There are four jets which he'll also try to use to escape whenever his life goes down by 1/4. You have to destroy them whenever he tries to use them. The fastest way is to use Storm's Lightning Strike a couple times. ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Talk to Nightcrawler to play the Sentinel Flashback. - Find Professor Xavier. - Go to the Danger Room to learn more about Magma's powers. - Talk to Beast to unlock the Juggernaut Flashback. - Explore the X-Mansion and meet various X-Men. - Go to the War Room to start the next mission. The layout of the backyard of the mansion is pretty much like this: From the swimming pool, facing the mansion, there's a basketball court to the left and a tennis court to the right. For the current objectives: - Iceman is next to the diving board. - Jubilee is by the tree next to the tennis courts. - A student named Danny is in the center of the yard. - A student named Janice is on the left side of the porch (facing the mansion). - Nightcrawler is in the library. (After talking to him, you'll be asked if you want to play the Sentinel Flash- back.) - The PROTECT 202 DANGER ROOM DISC is on the right landing of the stairs. - Go to the Danger Room and talk to Professor X to start the test. - After the Danger Room Test, go to Beast's lab and talk to him to unlock the Juggernaut Flashback. ------------------------------------------------------------ :: Sentinel Flashback < OBJECTIVES > - Destroy 1 Sentinel. [SEVENTH AVENUE] Proceeding foward, till you get to the intersection, will trigger a Sentinel to drop from the sky. Defeat him and you'll be all clear on this level. However, from the start point, there will be an alley way to the right. Go down it and make a left at the end. You'll find the DEFEND 202 DANGER ROOM DISC there. Also, if you use Jean to fly up on the rooftops of the building to the left and the other building across the street, you can pick up more health/ energy packs. Proceed down the street you started on and move on to Eighth Avenue. < OBJECTIVES > - Destroy 2 Sentinels. [EIGHTH AVENUE] Head foward down the street. Two Sentinels will appear. Beat them to clear the level. If you proceed down to the end of the street, on either side are police barricades. The policemen will help you (although they don't do too much damage) if they are close enough to the Sentinels. On the rooftops are some health/energy packs in case you need them. Before the end of the street, an alley goes off to the left. Head down that way to get to Ninth Avenue. < OBJECTIVES > - Destroy 5 Sentinels. [NINTH AVENUE] From the start point, head forward and make a left at the first branch off. When you exit onto the street, you'll come across the first Sentinel. Head back down the alley you came from and make a left. Continue following the alley until you exit onto another street. The second and third Sentinels will be on your right and left. After beating both, head down the alley on the other side of the street. Follow it around till you get to another street and you'll find the final two Sentinels. Continue forward on the street to get to Tenth Avenue, the final section. < OBJECTIVES > - Survive as long as you can. Destroy 8 Sentinels. - Protect the city. [TENTH AVENUE] There will be an Xtraction Point to the right. I suggest you use it, as you may get overwhelmed by Sentinels if you like to just charge in. There's an asphalt path around the corner from the Xtraction Point. Head towards it and you'll meet the first Sentinel. The building next to it has a roof top patio. Fly up there and you'll find the NIGHTCRAWLER COMIC BOOK. You should probably also trigger a second Sentinel's appearance. If not, drop down off the roof and you will. I don't suggest heading to the center of the park unless you want to engage a mass of Sentinels all at once. Instead, head back down to the starting point, staying close to the building. Move across the street and head forward. You'll come to two Sentinels. Head to the left a bit from that battle, and you'll come to another Sentinel. From that battle, continue heading down the street and you'll reach a seventh Sentinel. Now head to the park and walk to the center. About 4 or 5 Sentinels will appear. Try to move out and pick one distanced from the group. All you need to do is beat this one and the mission is complete. If you are more the suicidal type, you can just start here and hack away till you've destroyed 8 Sentinels. But good luck with that. ------------------------------------------------------------ :: Magma's Danger Room Test < OBJECTIVES > - Use all your powers to defeat the robots. The place is scattered with health and energy packs, so it shouldn't be very difficult. I suggest you try and pick off the robots one at a time. Try to seperate the groups by using her knockback attack. If they stay grouped, make use of her Lava Fissure power. ------------------------------------------------------------ :: Juggernaut Flashback < OBJECTIVES > - Stop Juggernaut before he gets to Professor X in the subbasement. Jean is almost useless unless you knock off Juggernaut's helmet. Do do that, you have to have a well placed jumping attack that sort of hits him in the head. I normally start off by controlling Beast to do just that. At certain points Juggernaut starts to glow and has a red glowing cicle be- neath him. He's temporarily invulnerable at this point, so save your energy. Use that time to pick things up around the area. When you start off, head to the entry hall to get the CYCLOPS CHALLENGE DANGER ROOM DISC. Health/Energy packs are scattered around the level. Be careful about fighting Juggy up close. If he's facing your character, chances are high that he will pick him up, hold him for a minute, then toss them across the room. If this happens to a character you are controlling, quickly switch to another and continue the attack. The clock is ticking. ============================================================ :: MORLOCK TUNNELS < OBJECTIVES > - Rescue Gambit from the Morlocks. - Locate Healer. - Locate Marrow. If you power up Storm's Lightning Fury/Lightning Rage as much as you can up to this point and all the way through the level, she can be time saving in terms of destroying objects and walls to find items to pick up. If not, you can always use Jubilee's Energy Burst for one hit destruction. She's very useful here, as she can charge walls up. When enemies are flowing through the doors, have her start at the farth- est point charging the walls and run back to the team and you'll have instant land mines that'll wear down the oppo- sition. There are basically three different Morlocks you'll have to fight. The first is a big bald guy who's resistant to physical attacks. Use your energy/psychic/elemental team members against them. The second are skinnier guys who are energy resistant. Take them out with your fists. The third are the Goths. These guys can ressurect fallen Morlocks. They have black hair and black tops. Take them out first or you'll find yourself fighting the same enemies over and over. [OUTFALL TUNNELS] Head foward and you'll see a bridge to your left. Go down it to find the Xtraction Point. Go back down the bridge to the opposite side where you'll find a doorway. Head through the door. Continue moving from room to room. You'll eventually end up in a room similar to the first one, with water running down the center. To the left is a sewer pipe where Morlocks emerge. Use Storm's Lightning or Cyclops' Optic Blast to shut it and prevent more from coming through. Head across the bridge and follow the doorway to the next room. Heading straight, there will be a door to your right which will lead you to the Mainline Resevoir. [MAINLINE RESEVOIR] Head forward and make a left on the bridge. Go through the door on the far side. Making either a left or a right does not matter, as you'll end up in the same spot whichever side you choose to travel on. You'll end up in a fairly round room with a basin full of water in the center. Head around to the right far corner and you'll see an Xtraction Point. From this Xtraction Point, the door next to it leads to the East Trunk Line and on the opposite side is a door that leads to the West Trunk Line. You need to go down both sections to shut the pumps off and stop the water flow. < OBJECTIVES > - Destroy 2 pumps [EAST TRUNK LINE] At the starting point, you'll see a Mutant Power Indicator on the right. Use Jean or Iceman to create a bridge. You can also use someone who flies or Nightcrawler to teleport across, as the whole team is not necessary to be on the other side. The other side has the STORM COMIC BOOK. Back on the starting point, there will be a door to the left. Go through it and continue making your way through the tun- nels. You'll eventually find yourself at the first pump, indicated by a red arrow above it. Two room prior to this one, in the far right corner is the MORLOCK TUNNELS SKETCH BOOK. After destorying the pump, head back to the MAINLINE RESEVOIR. [WEST TRUNK LINE] Upon entering, head straight forward across the bridge to get the FOCUS 201 DANGER ROOM DISC. Back to the start point head to the path that goes right. Make a left at the end and head down the bridge. Turn right again and go through the door. Continue making your way through the tunnels heading in the general direction you are now facing. You'll eventually come to the second pump. There are two spots, however, you should watch out for. You'll see a number of holes in the ground spanning the width of the hallway. This is a spike trap. Jumping over it doesn't avoid it either. I've run through it quickly and avoided it with my faster characters. Other than that, there are also alternate routes to go around it. After destroying the pump, head back to the Mainline Resevoir and the water should now be drained. Jump into the center and head through the door. [MORLOCK HAVEN] Your controls revert to X-Mansion style here, as there is no threat of combat in this area. You can talk to a number of Morlocks, but 99% of them will brush you off. From where you enter, move forward an slightly to the left and you'll see a ramp going up to the center area. Go up it and continue moving foward. You'll see Marrow standing in front of the fire. Talk to her. After talking with her, head to your left and you'll find the Healer. Talk to him. Ask him what he's selling and you'll unlock his shop. Then make a 180 and head foward till you come to a ramp. At the bottom of the ramp, make a left and move foward till you come to a door. This will lead you to Mainline North as you continue your search for Gambit. [MAINLINE NORTH] [FILTRATION RESEVOIR] [22ND ST STEAM WORKS] ============================================================ :: THE U.S.S. ARBITER < OBJECTIVES > - Destory all (4) Sentinel launch tubes. - Gain entrance to the interior of the ship. - Find a way to the lower decks. - Save the crewmen before the Arbiter sinks. - Stop the Brotherhood. [FORE FLIGHT DECK] [AFT FLIGHT DECK] [HANGAR LIFT] [AFT HATCHWAYS] [STARBOARD LAUNCH BAYS] [FORE LAUNCH BAYS] [BRIG] [INFIRMARY] [GALLEY] [MAINTENANCE DIVISION] During the "crewman rescue" section, each section has two crewmen to save. The first section, head left from the start point for the first one. The second is to the right of the exit (facing the exit). In the second section, the first crewman is straight ahead from the start point. The second is to the left of the exit (facing the exit) near the barrier control. In the third section, after the broken bridge, head forward till the path turn to the right, go to the room on the left and you'll find the first crewman. Go right and head past the fire barrier which will lead you to a room. Either go through the far wall (by destorying it) or go to the next room then head right and go to the room on the right for the second crewman. In the final section, if from the start point you turn and face left, one crewman is straight down at the bottom of the map. The other is on the exact opposite corner from the start point. ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Explore the X-Mansion and meet various X-Men. - Find Storm and Wolverine. - Find Wolverine. - Proceed to War Room and begin new mission. ------------------------------------------------------------ :: Magma's New York City Test < OBJECTIVES > - Find Blob's trail and track him down. - Defeat Mystique. - Defeat Blob and rescue Alison. [???] [WEST MANHATTAN] [CENTRAL PARK] [EAST MANHATTAN] ------------------------------------------------------------ :: Weapon X Flashback < OBJECTIVES > - Find director of Weapon X. [INFUSION TRIALS] [LAB SUPPORT] [FISSION GATE] ============================================================ :: NUCLEAR POWER PLANT < OBJECTIVES > - Stop the Brotherhood. - Find and help Colossus. - Redirect the coolant by turning on the (4) pumps. - Raise the coolant level by finding the controls to the main vat. [PRIMARY CONTROL CENTER] [TURBINE FACILITY] [REACTOR CORE] [COOLANT PUMPS] [CONVERSION SEQUENCER] [SECONDARY CONTROL CENTER] [CONDENSOR CONTROLS] [CONVERSION SEQUENCER] To get the clamps in place, you need to use Storm's Whirlwind power to move them into place, then either Storm's Lightning Strike or Cyclops' Optic Blast to weld them in place. ============================================================ :: MUIR ISLAND < OBJECTIVES > - Find and talk to Forge. - Reboot the mainframe computer for Forge. ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Explore the X-Mansion and meet various X-Men. - Find Jean Grey. - Proceed to War Room and begin new mission. ------------------------------------------------------------ :: GRSO Invasion < OBJECTIVES > - Search for (10) GRSO Soldiers. < OBJECTIVES > - Search for (12) GRSO Soldiers. ============================================================ :: ASTRAL PLANE < OBJECTIVES > - Find and rescue Illyana. [THE SHADOW GALLERY] [CHAMBER OF ECHOES] [THE ENDLESS STAIRS] [THE LONELY DARK] ============================================================ :: WEAPON X FACILITY < OBJECTIVES > - Explore all of Weapon X Facility. - Find Havok. [INFUSION TRIALS RUINS] [LAB SUPPORT RUINS] [D-BLOCK RUINS] < OBJECTIVES > - Free imprisoned Mutants from their (2) cell blocks. [HOLDING CELLS] ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Defeat (12) Sentinels. ============================================================ :: MORLOCK TUNNELS < OBJECTIVES > - Find The Healer. - Locate and Rescue the Healer. [STORM DRAIN] [INFLUENT BYPASS] [WASTEWATER BASIN] [OVERFLOW RESEVOIR] ============================================================ :: THE MOUNT < OBJECTIVES > - Find and stop the Brotherhood. [MOUNT ENTRANCE] [TRANSPORT CONDUIT] Concentrate on Avalanche, first, as he does the most amount of damage. Use a range fighter, like Storm, Magma or Cyclops. Get an idea of how far his shockwave attack reaches and stay out of that range, bombarding him with range attacks. If Sabretooth comes after you, fight him with regular melee attacks but stay out of Avalanche's range. ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Explore the X-Mansion and meet various X-Men. - Proceed to War Room and begin new mission. ============================================================ :: MUIR ISLAND < OBJECTIVES > - Stop Juggernaut. ============================================================ :: NEw YORK CITY (RIOTS) < OBJECTIVES > - Protect (3) Mutants being attacked by Sentinels. - Defeat (9) Sentinels. < OBJECTIVES > - Protect (4) Mutants being attacked by Sentinels. - Defeat (11) Sentinels. < OBJECTIVES > - Protect (5) Mutants being attacked by Sentinels. - Defeat (13) Sentinels. < OBJECTIVES > - Protect (6) Mutants being attacked by Sentinels. - Defeat (15) Sentinels. The most effective way to fighting the Sentinels is to move into an area where only one can attack you at a time. Two at most. Stay near walls or cars in case you get targeted by their missles. When they get close enough move past a wall or jump over a car and they'll hit those instead. ============================================================ :: MORLOCK TUNNELS < OBJECTIVES > - Stop the GRSO Soldiers from invading (destroy 4 ladders in 3 zones). - Stop the GRSO Soldiers from invading (destroy 4 tele- porter beacons in 3 zones). - Defeat Marrow. To beat Marrow you have to first defeat the 4 Leviathans who ressurect her each time. When Marrow is down to almost nothing, use Iceman and move near one of the corners and use his Freeze Blast to stun her while your other teammates finish her off. Once you beat Marrow, a Leviathan will appear in the corner. Use Iceman's Freeze Frame to keep him from teleporting out (which he does rather quickly). While the Freeze Frame is activating, switch to Wolverine and dash up to him with his Brutal Slash (which should be powerful enough by now to take him out with one strike). Be careful of your other characters with range attacks, though as they can hit him first without killing him and he'll be free of the Freeze Frame and disappear before you can finish him off. ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Explore the X-Mansion and meet various X-Men. - Proceed to War Room and begin new mission. ============================================================ :: ASTRAL PLANE < OBJECTIVES > - Rescue Professer Xavier. - Find the three pieces of Xavier's mind. - Bring the pieces to the great portal. ============================================================ :: SENTINEL FACTORY < OBJECTIVES > - Destroy 4 tanks. - Destroy Sentinel production machinery (3). - Destroy Sentinel production machinery (3). - Disable leg placement machinery (2). - Disable arm placement machinery (2). - Find Sentinel Guidance System Sensor. - Find Sentinel Navigational Controller. - Destroy all Sentinels (8). - Destroy all BioSentinels (2). - Investigate lower levels of Sentinel Factory. - Find General Kincaid. - Free Gateway. - Free Morlock prisoners (5) and get them to Gateway. - Capture General Kincaid before he escapes. - Destroy bio-chambers (3). ============================================================ :: ASTRAL PLANE < OBJECTIVES > - Rescue Professor Xavier. - Destroy the crystal imprisoning Xavier's mind. - Defeat Shadow King. Getting BEHIND Shadow King is the key to the fight. ============================================================ :: XAVIER INSTITUTE FOR HIGHER LEARNING < OBJECTIVES > - Talk to Beast and Wolverine. - Explore the X-Mansion and meet various X-Men. - Proceed to War Room and begin new mission. ============================================================ :: ASTEROID M < OBJECTIVES > - Ask around to find where Magneto is located. - Find Asteroid M control center. - Defeat Magneto. - Locate entrance to Gravitron room. ============================================================ :: THE DANGER ROOM I've included the locations of where each disc can be found. If you finished a level and did not pick up the disc, they are available for purchase from The Healer. If there is no location listed, then it is automatically give to you after certain criteria are met. Some courses may be obtained but unusable because of insufficient credits or you may have to complete previous courses first. ------------------------------------------------------------ :: Freshman Courses SETTING 101 - HIDDEN GOODS Credits Required: 0 Recommended Level: 1 Time Limit: 0:30 Objective: Destory all crates Extra Credits: Efficiency Reward: 1 credit SETTING 102 - THROWING Credits Required: 1 Recommended Level: 1 Time Limit: 0:30 Objective: Pick up and throw a crate 5 times Extra Credits: Efficiency Reward: 1 credit MOVES 101 - TRIPLE HIT Credits Required: 1 Recommended Level: 2 Time Limit: 1:00 Objective: Strike enemies using 'Triple Hit Attack' 3 times Extra Credits: Efficiency, Untouchable Reward: 2 credits MOVES 102 - KNOCKBACK Credits Required: 2 Recommended Level: 2 Time Limit: 1:00 Objective: Strike enemies using 'Knockback Attack' 3 times Extra Credits: Efficiency, Untouchable Reward: 2 credits MOVES 103 - POPUP Credits Required: 2 Recommended Level: 2 Time Limit: 1:00 Objective: Strike enemies using 'Popup Attack' 4 times Extra Credits: Efficiency, Untouchable Reward: 2 credits MOVES 104 - TRIP Credits Required: 4 Recommended Level: 3 Time Limit: 2:00 Objective: Strike enemies using 'Trip Attack' 5 times Extra Credits: Efficiency, Untouchable Reward: 3 credits MOVES 105 - STUN Credits Required: 4 Recommended Level: 3 Time Limit: 2:00 Objective: Strike enemies using 'Stun Attack' 6 times Extra Credits: Efficiency, Untouchable Reward: 3 credits MOVES 106 - THROW Credits Required: 4 Recommended Level: 3 Time Limit: 2:00 Objective: Throw an enemies 7 times Extra Credits: Efficiency, Untouchable Reward: 3 credits TEAMWORK 101 (New York City 1st) Credits Required: 9 Recommended Level: 4 Time Limit: 2:00 Objective: Call for help 10 times while fighting enemies Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 4 credits TEAMWORK 102 (Xavier Institute for Higher Learning) Credits Required: 9 Recommended Level: 5 Time Limit: 1:00 Objective: Call for help 10 times while fighting enemies Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 4 credits COMBINED POWERS 101 (HAARP Facility) Credits Required: 14 Recommended Level: 6 Time Limit: 4:00 Objective: Strike enemies using 'Combo Attack' 5 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 5 credits COMBINED POWERS 102 (HAARP Facility) Credits Required: 14 Recommended Level: 7 Time Limit: 4:00 Objective: Strike enemies using 'Combo Attack' 7 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 5 credits QUALIFYING EXAM 100 (HAARP Facility) Credits Required: 28 Recommended Level: 8 Time Limit: 3:00 Objective: Destroy 4 generators Extra Credits: Demolitionist, Tactician, Untouchable Reward: Unlock Sophomore Courses ------------------------------------------------------------ :: Sophomore Courses PROTECT 201 Credits Required: 28 Recommended Level: 8 Time Limit: 2:00 Objective: Protect vents from enemy attacks Extra Credits: Demolitionist, Tactician, Untouchable Reward: 2 credits DEFEND 201 Credits Required: 28 Recommended Level: 9 Time Limit: 2:00 Objective: Defend students from enemy attacks Extra Credits: Demolitionist, Tactician, Untouchable Reward: 2 credits PROTECT 202 (Xavier Institute for Higher Learning) Credits Required: 34 Recommended Level: 10 Time Limit: 2:00 Objective: Defend students and computers from enemy attacks Extra Credits: Demolitionist, Tactician, Untouchable Reward: 3 credits DEFEND 202 (Sentinel Flashback) Credits Required: 38 Recommended Level: 11 Time Limit: 2:00 Objective: Defend civilian and 2 vehicles from enemy attacks Extra Credits: Demolitionist, Tactician, Untouchable Reward: 3 credits FOCUS 201 (Morlock Tunnels 1st) Credits Required: 38 Recommended Level: 12 Time Limit: 3:00 Objective: Defeat Morlock Goth 4 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 4 credits FOCUS 202 (Morlock Tunnels 1st) Credits Required: 40 Recommended Level: 13 Time Limit: 2:00 Objective: Defeat Morlock Goth 6 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 5 credits QUALIFYING EXAM 200 (U.S.S. Arbiter) Credits Required: 43 Recommended Level: 14 Time Limit: 2:00 Objective: Defend crewman and protect 4 computers Extra Credits: Demolitionist, Tactician, Untouchable Reward: Unlock Junior Courses CHALLENGE - BEAST (HAARP Facility) Credits Required: 0 Recommended Level: 8 Time Limit: 2:00 Objective: Defeat 20 enemies Extra Credits: Efficiency, Untouchable Reward: Bands of the Beast CHALLENGE - ROGUE (Morlock Tunnels 1st) Credits Required: 0 Recommended Level: 10 Time Limit: 2:00 Objective: Defeat 20 enemies and Mystique Extra Credits: Efficiency, Untouchable Reward: Gauntlets of Wrath CHALLENGE - CYCLOPS (Juggernaut Flashback) Credits Required: 0 Recommended Level: 12 Time Limit: 2:00 Objective: Defeat 2 Sentinels Extra Credits: Efficiency, Untouchable Reward: Visor of Retribution ------------------------------------------------------------ :: Junior Courses COMBINED POWERS 301 Credits Required: 43 Recommended Level: 15 Time Limit: 2:00 Objective: Strike enemies using 'Combo Attack' 5 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 2 credits COMBINED POWERS 302 Credits Required: 43 Recommended Level: 15 Time Limit: 2:00 Objective: Strike enemies using 'Combo Attack' 7 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 2 credits SURVIVAL 301 Credits Required: 45 Recommended Level: 16 Time Limit: 2:00 Objective: Survive for 2:00 Extra Credits: Demolitionist, Tactician, Untouchable Reward: 3 credits SURVIVAL 302 (Weapon X Flashback) Credits Required: 49 Recommended Level: 17 Time Limit: 3:00 Objective: Survive for 3:00 Extra Credits: Demolitionist, Tactician, Untouchable Reward: 3 credits ASSAULT 301 Credits Required: 50 Recommended Level: 18 Time Limit: 2:00 Objective: Defeat 30 enemies Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 4 credits ASSAULT 302 Credits Required: 55 Recommended Level: 19 Time Limit: 2:00 Objective: Defeat 20 enemies Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 5 credits QUALIFYING EXAM 200 Credits Required: 57 Recommended Level: 20 Time Limit: 2:00 Objective: Defeat 30 enemies and destroy all teleporters Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: Unlock Senior Courses CHALLENGE - WOLVERINE Credits Required: 0 Recommended Level: 15 Time Limit: 2:00 Objective: Defeat 20 enemies and the Director Extra Credits: Efficiency, Untouchable Reward: Claws of Rage CHALLENGE - STORM Credits Required: 0 Recommended Level: 17 Time Limit: 2:00 Objective: Defeat 10 enemies and Marrow Extra Credits: Efficiency, Untouchable Reward: Goddess Medallion CHALLENGE - ICEMAN Credits Required: 0 Recommended Level: 18 Time Limit: 2:00 Objective: Defeat 20 enemies, defend civilians and survive for 2 minutes Extra Credits: Untouchable Reward: Winter's Fury ------------------------------------------------------------ :: Senior Courses PROTECT 401 Credits Required: 57 Recommended Level: 20 Time Limit: 2:00 Objective: Protect all statues Extra Credits: Demolitionist, Tactician, Untouchable Reward: 2 credits PROTECT 402 Credits Required: 57 Recommended Level: 21 Time Limit: 3:00 Objective: Protect all statues Extra Credits: Demolitionist, Tactician, Untouchable Reward: 2 credits SABATOGE 401 Credits Required: 59 Recommended Level: 22 Time Limit: 1:00 Objective: Defeat 10 enemies and destroy all ladders Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 3 credits SABATOGE 402 Credits Required: 61 Recommended Level: 23 Time Limit: 0:45 Objective: Defeat 15 enemies and destroy all ladders Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 4 credits FOCUS 401 Credits Required: 66 Recommended Level: 24 Time Limit: 1:30 Objective: Defeat 5 enemies and Astral Fiend 2 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 5 credits FOCUS 402 Credits Required: 70 Recommended Level: 25 Time Limit: 1:00 Objective: Defeat 10 enemies and Astral Fiend 2 times Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: 6 credits QUALIFYING EXAM 400 Credits Required: 75 Recommended Level: 25 Time Limit: 2:00 Objective: Defeat 25 enemies, Astral Shadow 5 times, Astral Fury 5 times, destroy all statues and protect Professor X Extra Credits: Efficiency, Demolitionist, Tactician, Untouchable Reward: Unlock X-Man Courses CHALLENGE - PHOENIX Credits Required: 0 Recommended Level: 20 Time Limit: 2:00 Objective: Defeat 20 enemies Extra Credits: Efficiency, Untouchable Reward: Mantle of the Phoenix CHALLENGE - NIGHTCRAWLER Credits Required: 0 Recommended Level: 22 Time Limit: 2:00 Objective: Defeat Toad Extra Credits: Efficiency, Untouchable Reward: Agility of the Acrobat CHALLENGE - MAGMA Credits Required: 0 Recommended Level: 23 Time Limit: 2:00 Objective: Defeat 20 enemies Extra Credits: Efficiency, Untouchable Reward: Volcano's Might CHALLENGE - COLOSSUS Credits Required: 0 Recommended Level: 24 Time Limit: 2:00 Objective: Defeat 20 enemies, Pyro and destroy all alarm boxes (4) Extra Credits: Efficiency, Untouchable Reward: Soul of the Gladiator ------------------------------------------------------------ :: X-man Courses ------------------------------------------------------------ :: Legend Courses ############################################################ //..WHAT ARE THE TRIVIA GAME ANSWERS? In the left common room of the Dormitory, there's a television where you can play a trivia game. Each question answered correctly gives Magma 6 experience points. It's an easy way to gain levels early on for her. Conversations with various X-men members will reveal the answers to all the questions. However, you only get one shot at it. So if you miss the question, you lose those experience points. Rogue had once been romantically involved with which evil mutant? MAGNETO The address for the X-Mansion is... 1407 GRAYMALKIN LANE Of these characters, which was the first X-man? CYCLOPS Who isn't a member of the Brotherhood? GATEWAY Name the machine Xavier uses to augment his psychic powers. CEREBRO Why can't Cyclops control his optic blast? HEAD TRAUMA SUFFERED AS A CHILD Gambit's father trained him to be a... THIEF Nightcrawler is originally from... GERMANY When Jean Grey is overwhelmed by her powers she becomes... THE PHOENIX Who is Cyclops' brother? HAVOK Moira MacTaggert runs what facility? MUTANT RESEARCH CENTER ON MUIR ISLAND Who is not truly a mutant? JUGGERNAUT Wolverine was forced to slay the father of the woman he loved. What was the father's name? SHINGEN Cyclops' father was the leader of which group? THE STARJAMMERS Who developed the Sentinels as a deterrent to mutants? BOLIVAR TRASK The original X-men went to the Coffee-A-Go-Go to listen to a beatnik known as... BERNARD THE POET Magneto's super base, Asteroid M, has also been referred to as... AVALON Who wears a helmet to protect against psionic attack? JUGGERNAUT The metal bonded to Wolverine's bones is... ADAMANTIUM Which is a codename for Kitty Pryde? SPRITE Toad's real name is... MORTIMER TOYNBEE Aside from being a powerful telepath, Emma Frost can also... CHANGE TO DIAMOND HARD SUBSTANCE Moira's son, Kevin MacTaggert, was also known as... PROTEUS For a short time, Jean Grey was a member of... THE HELLFIRE CLUB Which X-man is immune to Rogue's power? COLOSSUS Storm's biggest fear is... ENCLOSED SPACES Who in this group is a mutant? BOBBY DRAKE What is the Xavier Protocol? FILES LISTING THE SECRET IDENTITIES OF ALL KNOWN MUTANTS Professor Xavier built Cerebro with the aid of... MAGNETO Forge is a member of which Native American tribe? CHEYENNE The comic book X-men #1 featuring the X-men and Magneto appeared in... SEPTEMBER 1963 Who is next in line to lead the X-men if Cyclops is unable to? STORM Psylocke is from... ENGLAND Where did Jubilee live for a short time? HOLLYWOOD SHOPPING MALL Cyclops derives the energy from his optic blast from... SOLAR ENERGY When Shadow King first met Professor Xavier he was known as... AMAHL FAROUK The Morlocks took their name from... THE UNDERGROUND RACE IN H.G. WELLS' NOVEL 'THE TIME MACHINE' Gambit's power is the ability to... CHARGE OBJECTS WITH KINETIC ENERGY Jubilee is the unofficial sidekick of which X-man? WOLVERINE Against her will, Psylocke's mind was transferred into the body of... A NINJA Juggernaut received his fantastic powers from... A GEM OF CYTTORAK A nickname for Cyclops is... SLIM Sabretooth and Wolverine worked together doing covert operations for... THE CIA AND WEAPON X Kitty Pryde has a pet dragon named... LOCKHEED One name Mystique goes by is... RAVEN DARKHOLME One of Storm's favorite hobbies is... GARDENING In addition to Wolverine, who has been an experiment of the Weapon X program? SABRETOOTH When did Colossus first turn into his metal form? STOPPING A RUNAWAY TRACTOR The first five members of the X-men were... CYCLOPS, ICEMAN, ANGEL, BEAST AND JEAN GREY When do a mutant's powers normally first activate? DURING THE TEENAGE YEARS ############################################################ //..ARE THERE ANY GAME CODES/CHEATS? :: Xtreme Costumes At the main menu press Up, Up, Right, Left, Down, Down, Start :: Alternate Costumes Beating the game will unlock the Xtreme Costumes as well as Wolverine's Weapon X, Wolverine's yellow/blue, Cyclops' classic, Cyclops' blue/yellow, Magma's civilian, Iceman's classic, Jean Grey's classic, Jean Grey's Phoenix, Beast's classic, Nightcrawler's original red, Gambit's original, purple, Colossus' human form, and Colossus'classic red/yellow (Rogue and Jubilee do not have any alternate costumes) (To use alternate costumes, once you get to a point where you can "change team" at an extraction point, there will be a new option at that screen which allows you to change the "skin" of your characters. It's the square button for the PS2 version.) ############################################################ //..WHO HELPED WITH THIS FAQ? No contributions as of yet. ############################################################ //..WHO'S THE AUTHOR OF THIS FAQ? I'll add my little bio after the rest of the FAQ nears completion. ############################################################ //..WHAT DO YOU NEED TO COMPLETE THIS FAQ? - Missing character sayings. - Location names for stages. - Missing Comic Book Bonuses. - Danger Room Disc locations. ############################################################ (C)2004 JGPalanca http://www.jgpalanca.com ############################################################