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    FAQ/Walkthrough by PapaGamer

    Version: 1.30 | Updated: 01/14/05 | Search Guide | Bookmark Guide

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                X-MEN LEGENDS (Gamecube version) FAQ/WALKTRHOUGH
                                v1.30 2005-01-14
               (c)2004 Barry Scott Will <pyric@cavecreations.net>
    This work is licensed under the Creative Commons Attribution-ShareAlike 
    License. To view a copy of this license, visit
    or send a letter to
      Creative Commons
      559 Nathan Abbott Way
      Stanford, California 94305, USA.
    X-Men (tm)Marvel Comics
    X-Men Legends (c)2004 Activision
    This FAQ/walkthrough is not endorsed by, nor is the author associated with, 
    either Activision or Marvel Comics.
    ASCII art by Barry Scott Will
     \  /--MEN---------------------------------------------------------------
      \/                       Table of Contents
     /  \
    [1] Overview
        [1.1] Game Review
        [1.2] Glossary
        [1.3] Frequently Asked Questions
    [2] Controls
    [3] Gameplay
        [3.1] Basic Play
        [3.2] Combat & Mutant Powers
              [3.2.1] Power Combo Names
        [3.3] Using the Map
        [3.4] Leveling the X-Men
        [3.5] Items
        [3.6] Hints
    [4] X-Men
        [4.1] X-Men Stats
        [4.2] Power Leveling
        [4.3] Beast
        [4.4] Colossus
        [4.5] Cyclops
        [4.6] Emma Frost
        [4.7] Gambit
        [4.8] Iceman
        [4.9] Jean Grey
        [4.10] Jubilee
        [4.11] Magma
        [4.12] Nightcrawler
        [4.13] Professor X
        [4.14] Psylocke
        [4.15] Rogue
        [4.16] Storm
        [4.17] Wolverine
        [4.18] Optional Builds
    [5] Enemies
    [6] Walkthrough
        [6.1] Overview
        [6.2] Escape From New York
        [6.3] Interlude #1 - X-Mansion
        [6.4] HAARPo March
        [6.5] Interlude #2 - X-Mansion
              [6.5.1] Sentinel Flashback
              [6.5.2] Juggernaut Flashback
        [6.6] That's Morlock It!
        [6.7] An Arbiter-y Assignment
        [6.8] Interlude #3 - X-Mansion
              [6.8.1] Magma Qualification Exam
              [6.8.2] Weapon X Flashback
        [6.9] Nuclear Family
        [6.10] Interlude #4 - Muir Island
        [6.11] Interlude #5 - X-Mansion 
        [6.12] Illyana on the Astral Plane
        [6.13] Weapon X Part Deux
        [6.14] Interlude #6 - X-Mansion
        [6.15] Morlock, More Power
        [6.16] Interlude #7 - X-Mansion
        [6.17] Juggernaut Jig
        [6.18] 48 Sentinels on Parade
        [6.19] Got Morlock?
        [6.20] Interlude #8 - X-Mansion
        [6.21] I Fall To Pieces...
        [6.22] Sentinels 'R Us
        [6.23] Three Strikes and You're Out, Shadow King
        [6.24] Interlude #9 - X-Mansion
        [6.25] Magneto's Hunk-a, Hunk-a, Burnin' Rock
    [7] Item List
    [8] Trivia Game Q&A
    [9] Danger Room Scenarios
    [10] Version History
    [11] Credits
    To jump to a specific topic, open the Edit menu and choose Find in this 
    Page (or just press Control-F) and enter the bracketed number, including 
    the brackets. For example, enter [4.17] as the search text to jump straight 
    to the information on Wolverine.
     \  /--MEN---------------------------------------------------------------
      \/                           [1] Overview
     /  \
    [1.1] Game Review
    X-Men Legends is an action role-playing game in the mold of Diablo, Dungeon 
    Siege or Baldur's Gate: Dark Alliance. The primary "role-playing" aspect of 
    the game is controlling your characters' increase in power--a process 
    called "leveling"--and the occasional non-action stage, where your main 
    purpose is to hunt down other characters and chat with them.
    Primarily, your task is to kill people and break things; and, since your 
    characters are fifteen of the uncanny X-Men, you can do this very well. For 
    fans of the action/RPG genre, this is a good game. For fans of the X-Men, 
    this is a good game. For fans of both the action/RPG genre and the X-Men, 
    this is...well, your geek dreams have come true.
    The gameplay is smooth, combat controls are mostly intuitive, and the game 
    is very linear, so you don't really have to put much thought into it beyond 
    "X-Men Smash!" The story involves an ongoing fight between the X-Men and 
    two opposing groups: The Brotherhood of Mutants, led by Magneto; and the 
    Genetic Research and Security Organization (GRSO), led by General Kincaid. 
    Throw in some of the supreme anti-mutant robots known as Sentinels and you 
    have the recipe for rock-'em, sock-'em fun.
    Some people have been put off by the fact the characters in the game are 
    somewhat clumsily rendered using a cel-shaded technique, rather than being 
    full, 3-dimensional polygonal figures. You will get used to it, and it does 
    help the characters pop off the screen. Considering how chaotic many of the 
    fights become, this is a good thing.
    Controlling the X-Men's leveling is also a nice feature; but, a lot less 
    useful than one would think. Each X-Man has a strength, and, for the most 
    part, trying to make the X-Man anything else ranges from hard to 
    impossible. For example, Wolverine, Beast and Rogue will never be anything 
    other than hand-to-hand fighters and you can't make them into ranged 
    fighters. Cyclops can be a hand-to-hand fighter if you level him that way; 
    however, he will be an incredibly bad melee fighter, so why bother?
    In the end, most of the X-Men end up being basically the same regardless 
    how many times you play through. This does limit the replay value of the 
    game; but, it is so much fun the first time (or two) through, it is 
    definitely a worthwhile purchase.
    [1.2] Glossary
    A few terms used in this guide with which you may not be familiar...
    "Boss" enemies are the super-powerful opponents you face at different 
    stages of the game. Typically you will see references to a "mini-boss", 
    this is a slightly weaker foe you fight midway through a mission. A "boss" 
    is the foe you meet at the end of a mission. The "end boss" is the wickedly 
    powerful bad guy you have to defeat to end the game.
    Buff, buffing, insta-buff
    A "buff" in game lingo is an increase in a character's powers. For the X-
    Men, this may be an increase in ability scores or damage from attacks. An 
    "insta-buff" is an increase in the team's powers that can be easily and 
    immediately applied. For example, Cyclops' Command power increases the 
    Strike and Agility scores of the entire team as soon as it is used, thus is 
    can be described as an "insta-buff".
    Critical hit
    A critical hit (or, sometimes just "critical" or "crit") is an attack that 
    strikes a "sensitive" area and does more damage. In X-Men Legends, 
    criticals do three times as much damage as a normal attack. E.g. if your 
    normal attack averages 30 points damage, a crit will do 90 points damage.
    While this term originally referred to groups of enemies, it has evolved to 
    refer to any enemy--even singular foes.
    In this context, "spam" refers to repetitive action. For example, to "spam 
    the L button" means repeatedly press the L (Call Team) button. Or, "spam 
    Lightning" means use Storm's Lightning power over and over and over and 
    over...You get the point.
    A hand-to-hand fighter that can take a lot of damage and dish out even more 
    damage. Colossus, Rogue, Beast and Wolverine are all examples of "tanks".
    [1.3] Frequently Asked Questions
    The following questions are the ones most frequently asked via email or on 
    the GameFAQs X-Men Legends message board. Look here first, if you're having 
    a specific problem.
    Q1) How many X-Men are playable?
    A1) Count 'em from the ToC above. There are 15 playable X-Men; although, 
    one, Prof X, is only playable in one mission.
    Q2) I'm having trouble rescuing the crewmen from the Arbiter!
    A2) First, don't save at the Galley Xtraction point if you don't have much 
    time left! Second, be sure to seal up all the leaks; they're marked for you 
    on your auto-map.
    Q3) How do I beat the Sentinels?
    A3) Nightcrawler + Teleport Frenzy + Hammer of Nimrod = dead Sentinel. If 
    you're not high enough level to use HoN yet, Wolverine's Brutal Slash is 
    remarkably effective.
    Q4) I'm out of health packs and don't have enough money to buy more.
    A4) Play a Danger Room scenario that you have not completed. You can use 
    this same method to earn money, collect energy packs and equipment, etc.
    Q5) What's the maximum level for the X-Men?
    A5) Forty-five (45).
    Q6) My team is constantly being beaten. What's the best team for (insert 
    mission here)?
    A6) The best team is usually Cyclops, Storm, Jean Grey and a tank 
    (Wolverine early, Colossus later). However, unless your team is composed of 
    just Emma, Jubilee and Beast, you've got a fighting chance in any mission. 
    If you keep dying, try these combat tips:
     - Don't charge ahead. Advance slowly, and, if you get mobbed, retreat the
       way you came, drawing a few enemies after you. Keep AI-controlled X-Men
       near by using the L button (Call Team) frequently. Don't let them charge
       ahead and trigger more mobs. Consider using Jubilee (Photo Flash) or
       Emma Frost (Confuse or Fear) for controlling large crowds.
     - Always be aware of rejuvenation units and take them out first (i.e.
       Morlock Goths, Acolyte Adepts)
     - Learn to hit power combos and always have Cyclops or Storm or both
       on your team (with leveled up Leadership skill) to increase the
       damage done by combos
     - Learn to read the enemies' resistances and concentrate on hitting them
       with other types of damage. I.e. don't expect Jean's Psychic Shout to
       have much effect on Sentinels.
    Q7) I'm stuck! Something's blocking my way and I can't go around.
    A7) Yes, you can go around. You can always go around. Just search a little 
    harder. Try hitting a few nearby walls to see if they're breakable.
    Q8) Can you play as (insert enemy mutant here)?
    A8) Only in Skirmish or Sparring mode. In Story Mode, you are limited to 
    the 15 X-Men listed in the ToC above.
    Q9) I beat the game; how do I change costumes?
    A9) Press X (Skin) in any team select character screen (at beginning of a 
    mission or when using Change Team at an Xtraction point). In other words, 
    you can't change costumes until you get most of the way through the first 
    Q10) Do I keep my comics, sketch books and X-Men levels when I start a new 
    A10) No. Every game plays exactly the same way. You can use the Review 
    option from the main menu to view all previously unlocked load screens, 
    cinematics, concept art and comics. In the game itself, you still have to 
    start at level one with all X-Men, unlock the X-Men in the same order, find 
    all the comics, DR discs and sketch books, etc.
    Q11) I missed a Danger Room disc. Now what do I do?
    A11) If it was one of the standard (i.e. not the Challenge or Nightmare 
    discs) scenarios, it will eventually show up in Healer's shop and you can 
    buy it. You may also get any DR disc from Healer's Grab Bag, but trying 
    over and over again to get one can be frustratingly tedious.
    Q12) I've unlocked all 15 characters, and there's still an empty slot in my 
    team selection screen. Who is the missing X-Man?
    A12) Prof X. That's his slot for when he's playable during the first Astral 
    Plane mission.
    Q13) What's the best way to use (insert X-Man here)?
    A13) General leveling and tactics tips are covered in this guide. For more 
    exhaustive information on using each mutant, refer to the GameFAQs FAQ page 
    for X-Men Legends. As of this writing, every X-Man has an individual guide 
    with the exception of Rogue, Jubilee and Prof X (who doesn't really need 
    his own guide).
     \  /--MEN---------------------------------------------------------------
      \/                            [2] Controls
     /  \
     - A comma between two buttons means press the first button and release, 
    then press the second button. Example: A, A, B means press-and-release A, 
    press-and-release A again, then press B.
     - An addition symbol between two buttons means press-and-hold the first 
    button, then press the second button. Example: R+A means press and hold the 
    R (right shoulder) button and then press A.
     - A, B, X, Y, Z are the buttons on the controller that are labeled with 
    those same letters
     - L and R are the Left and Right shoulder buttons
    Just another reminder, this refers to the control layout for the Nintendo 
    Gamecube. If you're trying to use this FAQ for the PS2 or X-Box version, 
    none of this is going to make sense (or even work). The controls for the 
    menus are covered where appropriate in Section 3, Gameplay below. This 
    section covers the in-game controls.
    [2.1] In-game control chart
    A................Standard attack, basic mutant power
    B................Knockback attack, Strong jump, Alternate mutant power
    X................Use, Down while flying, Defensive/Buffing mutant power
    Y................Jump, Flight, Up while flying, Xtreme mutant power
    Z................Use health pack
    X+Z..............Use energy pack
    R................Activate mutant power menu: hold, then press A, B, X or Y
    L................Call teammates to you
    Control stick....Move
    D-pad............Switch player control to a different X-Man
    C-stick..........Move camera
    Start............Bring up game menu
    [2.2] Detailed descriptions
    [2.2.1] Standard Attack (A button)
    This is your basic melee attack (punch, kick, some X-Men use a weapon) and 
    does the least amount of damage.
    [2.2.2] Knockback attack (B button)
    This is a stronger, slower melee attack that has the ability to knock your 
    opponent backwards. Use A and B in different sequences to deliver special 
    attacks. For example: A, A, B is a popup; A, B, A is a trip; etc. You can 
    learn and practice special attacks in the Danger Room.
    [2.2.3] Use (X button)
    This is the button you press to open doors and pick up items. You also 
    press X to talk to other characters, activate Xtraction points or to use 
    certain control panels. You will get a notice on screen if you can press X 
    to use anything. X can also be used to pick up people or other objects and 
    throw them; and is the button fliers use to pick up and carry people. 
    Fliers can also use X to fly lower.
    [2.2.4] Jump/Double jump/Flight (Y button)
    A single press of the Y button will cause your character to jump. Pressing 
    Y again in mid-jump will cause the character to use his or her special 
    mutant ability, assuming you have purchased points in that ability. For 
    example: Iceman creates ice slides; Magma creates lava slides; some X-Men 
    can fly; some X-men can double-jump; etc. Fliers use Y to fly higher. Any 
    X-Man can perform a high jump when you press Y, B. The high jump ends with 
    a powerful attack, which is very useful against tall enemies, such as 
    Sentinels. You can also use it to clear large gaps or tall obstacles.
    [2.2.5] Use health (Z button) or energy (X+Z buttons) packs
    To use a health pack for your current character, press Z. To use an energy 
    pack for your current character, press-and-hold X and then press Z.
    [2.2.6] Activate mutant power menu (R button)
    Press-and-hold the R button to open the mutant power menu, which will show 
    in the upper-left portion of the screen. All currently available mutant 
    powers will appear mapped to the appropriate button. Press the 
    corresponding button to activate the mutant power. The buttons for the 
    mutant powers are:
    A - Basic offensive power, all X-Men have this power from the beginning
        of the game. All other mutant powers must be purchased with level-up
        points. The A-power icon is the bottom icon on the menu.
    B - This is an alternate offensive power. It may be a variation of the
        A-Power, or a different ability altogether. The B-power icon is the
        left icon on the menu.
    X - Defensive/buffing mutant power. Some X-Men's defensive powers cover the
        entire team, others only protect the individual X-Man. Some X-Men have
        a buffing (stat-increasing) power rather than a pure defensive power.
        The X-power icon is the right icon on the menu.
    Y - Xtreme mutant power. This is a super-powerful mutant power that can
        only be purchased once an X-Man has reached 15th level. The Xtreme
        power icon is the top icon on the menu.
    [2.2.7] Call team {L button)
    Press L to call your teammates to you. If you are currently engaged in 
    combat, your teammates will target your opponent with their mutant power as 
    defined in their character sheet (see section 3.4 below for more 
    information on character sheets). Use this button, in combination with one 
    of your own mutant powers, to score combos (see section 3.2 below).
    [2.2.8] Move (Control stick)
    Use the left control stick to move your character around the screen.
    [2.2.9] Switch X-Man (D-pad)
    Use the directional pad on the left side of the controller to switch to an 
    "open" X-Man. Any X-Man that is not controlled by a human is available for 
    switching. Look at your team icons in the lower left of the screen to see 
    which direction to press the D-pad to switch to a character. For example, 
    your team icons look like this:
    Storm <--------> Rogue
    You would press up to take control of Cyclops, right to take control of 
    Rogue, down to control Wolverine and left to control Storm.
    When playing with more than one player, each X-Man on the team appears in 
    one of the four corners of the screen, with a diagram of the D-pad next to 
    the X-Man's portrait that shows which direction on the D-pad you should 
    press to take control of that X-Man. 
    [2.2.10] Move camera (C-stick)
    You have some limited control over the camera using the yellow C-stick on 
    the right of the controller. Left/right rotates the camera, up/down zooms 
    in and out. There's no way to change the camera angle except through the 
    options menu.
    [2.2.11] Game menu (Start button)
    Press Start to bring up a menu that allows you to view your current 
    objectives, access your current teams' character sheets, load a game, turn 
    the map on or off, etc.
     \  /--MEN---------------------------------------------------------------
      \/                             [3] Gameplay
     /  \
    [3.1] Basic Play (Story Mode)
    The following information is for playing through the main story. There are 
    some special game modes that can be accessed through the Danger Room 
    selection at the main menu (the one you get when you first start the game). 
    Those game modes--Sparring and Skirmish--are not covered in this guide.
    Gameplay in X-Men Legends consists of action-oriented missions interspersed 
    with interludes where all you do is talk to other characters. During the 
    interludes, you are limited to playing as Alison Crestmere (AKA Magma). 
    During the missions, you will have up to fourteen X-Men from which to 
    choose. (The fifteenth character, Prof X, is playable only in two specific 
    You progress through each mission with a team of up to four X-Men. There 
    are a few missions where the number of available X-Men is less than four. 
    Anywhere from one to four players may control the X-Men on the current 
    team. Any X-Man not controlled by a player will be controlled by the game's 
    artificial intelligence (AI).
    NOTE: A player can take control of an X-Man simply by plugging in a 
    controller and hitting Start. If a player has to leave, you have to bring 
    up the game menu (Start button) and select the Players option to render 
    their controller inactive. If there are fewer players than there are X-Men, 
    any player can switch control to any "open" X-Man on the team.
    In addition to finding and eliminating resistance, each mission will have a 
    variety of objectives you must complete. You might need to destroy a 
    certain number of machines, or find a specific character or rescue other 
    people. You can review your current mission objectives by bringing up the 
    game menu and selecting the Objectives option.
    During missions, you can bring up an auto-map (see section 3.3 below) that 
    shows you where you've been. The map shows objectives (a yellow X inside a 
    circle) and Xtraction points (a blue X inside a circle). You should always 
    use the map to help you find your way around the different stages.
    Xtraction points are marked by a glowing, blue X in a circle on the ground. 
    At an Xtraction point, you can do a variety of things:
    Change Team
    Allows you to change the members of your current team. Choosing this option 
    brings up the team select characters screen. Highlight any character and 
    press A to switch to a different character. While in this mode, you can 
    revive fallen X-Men using tech bits (see section 3.5 below) and re-add them 
    to your team. If your current roster is not subject to change, this option 
    will not be available. NOTE: all fallen X-Men are revived at the end of a 
    mission, so only pay to revive an X-Man if you absolutely must do so.
    Save Game
    Allows you to save your current progress. Saved games require 25 blocks on 
    a GCN memory card. You should use a memory card with enough free space to 
    store at least two saved games, preferably more. You will also need 1 block 
    for game configuration options, so your memory card must have at least 26 
    blocks and should have 51 or 76 blocks free for playing X-Men Legends.
    Load Game
    Allows you to load a saved game. You can also do this from the game menu 
    (i.e. you don't need an Xtraction point to load a game).
    Visit the Danger Room
    Some Xtraction points allow you to jump straight to the Danger Room in X-
    Mansion and play scenarios there. If you are finding a stage difficult, use 
    this option to level your characters some more so you have more power to 
    get through the stage.
    Visit Healer
    Healer is a Morlock friendly to the X-Men. Once you have talked to him 
    during the third mission, you will be able to use Xtraction points to visit 
    his shop. He sells health and energy packs and certain Danger Room discs 
    you may have missed along the way. He also has a very expensive Grab Bag 
    that produces a random item. Sometimes this can be a very good item; most 
    of the time it will be worth far less than what you paid to reach into the 
    bag. Healer will also buy any of your surplus items.
    Visit Forge
    Once you have unlocked Forge during the first interlude, you may use an 
    Xtraction point to visit his shop and either buy or sell equipment. Forge 
    will buy anything you carry; however, he sells only armor, backpacks and 
    belts. If you are in desperate need of protection, you can buy some things 
    from him. Mostly, you will use Forge to reduce your inventory so you can 
    pick up more loot.
    Not all stages have Xtraction points and not all Xtraction points allow the 
    full range of options listed above. (Save Game and Load Game are available 
    at all Xtraction points; the other options vary.) Whether or not a stage 
    has an Xtraction point is noted in the walkthrough below.
    As you play through each mission, you should try to pick up as much stuff 
    as you can. This means breaking things. At least half, if not more, of all 
    the placeable objects in the game are breakable, and some produce 
    equipment, health or energy packs or tech bits. The most likely candidates 
    for useful items are the container objects: barrels, trash cans, crates, 
    etc. Beds, chairs, computer consoles and other such items rarely produce 
    anything; but, they're fun to break anyway. (Or, pick them up and throw 
    them at the bad guys...)
    [3.2] Combat & Mutant Powers
    Combat, and lots of it, is the name of the game in X-Men Legends. Each X-
    Man has two primary melee attacks: standard and strong/knockback. Standard 
    attacks are made with the A button, strong attacks with B. By hitting an 
    opponent with different sequences, you can perform a special attack that 
    does more damage. Some of the special attacks are:
     - Triple Hit: A, A, A
     - Knockback: B, B
     - Popup: A, A, B
     - Trip: A, B, A
     - Stun: B, A, B, B
     - Power sequence: A, B, B, A, A, A
    While some X-Men can be effective just unloading melee attacks on the bad 
    guys, the best way to win fights is to use your X-Men's mutant powers. Even 
    better, you should learn how to hit "power combos"--two mutant powers used 
    on one opponent at the same time.
    Hitting combos in multiplayer requires communication between the players 
    and a good sense of the timing of each mutant power being used. Wolverine's 
    Brutal Slash, for example, is much faster than Storm's Lightning Strike. If 
    a player controlling Wolverine wants to hit a combo with a player 
    controlling Storm, the Wolverine player must watch the timing of the LS and 
    initiate the Brutal Slash immediately before the lightning hits.
    In single player, hitting combos is part luck and part skill. In combat, 
    you press L repeatedly to call your teammates to you and have them attack 
    your opponent with their mutant powers. Again, timing is an issue, but you 
    don't have much control over when the computer AI will actually unleash its 
    The primary method of hitting combos in single player is to hold down the R 
    button and repeatedly press both the L and either the A or B button. 
    Experiment to find different teams that work well for hitting combos. 
    (Note: Emma Frost's Confuse and Jubilee's Photo Flash powers do not appear 
    to cause power combos.)
    Make sure you always have either Cyclops or Storm (or both) on the team for 
    the bonuses they provide to power combos. The Leadership skill possessed by 
    both X-Men adds bonus damage to power combos and bonus experience points 
    earned from an enemy on whom you used a combo. You do not have to actually 
    defeat the enemy with the combo. As long as you used a combo on that enemy 
    at some point, you get the bonus XP. Also, you only need Storm or Cyclops 
    on the team for the bonus, other X-Men can actually hit the combo.
    The damage bonuses from the Leadership skills "stack"; i.e. if both Cyclops 
    and Storm are on your team and both have Leadership 5, you'll get 300% 
    bonus damage to your combos! The XP bonuses, alas, do not stack. Still, the 
    primary purpose for Leadership is the damage bonus, so having both X-Men 
    leaders on your team is a good thing.
    You can also score combos even if you are just fighting hand-to-hand; just 
    keep pressing L while you're punching to keep your teammates blasting away 
    with their powers. There's even a "Batter Up!" combo that is scored when 
    one X-Man hits with a strike sequence at the same time another X-Man hits 
    with another strike sequence.
    Examination of gameplay videos shows the powers do not have to hit exactly 
    simultaneously. There is a small window of opportunity surrounding each 
    power when you can cause a combo. Powers that temporarily stun your 
    opponents are especially good for combos as you can hit with the second 
    power any time while the foe is stunned. Area-of-effect powers also give 
    good chances for hitting combos as multiple enemies are affected.
    Once you get to level 15 and purchase Xtreme powers for your X-Men, you can 
    use these powers by pressing R + Y. You can hit super power combos by 
    hitting a combo with one or two Xtreme powers. Xtreme powers require Xtreme 
    icons, which will display at the bottom center of the screen. In order to 
    fill these icons, you need to collect Xtreme tokens the same way you 
    collect health packs, etc. Each token fills one-quarter of an icon, so you 
    must collect four tokens to get one full icon and use an Xtreme power once.
    The Xtreme power icons are shared by all X-Men. Thus, if you have one icon 
    filled, and Gambit uses 52 Pick Up, Storm cannot then immediately follow 
    with Cyclone Fury until you pick up more tokens. At level 15, you can have 
    one filled Xtreme icon. At level 20, you can have two filled icons. At 
    level 25, you can have three; at level 30, you can have four; and, at level 
    35 and after, you can have five filled icons.
    Xtreme powers are most useful for crowd control. The best Xtreme powers are 
    those that launch enemies away from you, such as Colossus' Seismic Smash. 
    Try to avoid using Xtreme powers against bosses, as most Xtreme powers are 
    large area-of-effect powers that are intended to damage multiple enemies. 
    Against a single enemy, they're a lot less powerful. Use focused, single-
    opponent powers and combos against bosses.
    Another method of dealing with your enemies is to throw things at them. A 
    character with the Might skill can pick up and throw cars, trucks and other 
    really heavy things--or Wolverine for a Fastball Special (see section 4.17 
    below). Any character can throw barrels or crates; the exploding barrels 
    are especially nice. Gambit and Jubilee can both charge objects and throw 
    them before they explode--sort of homemade grenades.
    As you attack enemies, keep an eye on the enemy status bar in the top 
    center of the screen. This shows your opponent's health status and any 
    damage resistances possessed by the enemy. For example, some enemies are 
    physical resistant. This means attacks causing physical damage are less 
    effective. Team up on the foe with energy and mental attacks. The same goes 
    for opponents listed as mental resistant, etc.
    Keep an eye out for rejuvenators. Various mobs have a special unit that can 
    revive fallen comrades. If you don't take out the rejuvenator, the bad guys 
    will keep coming and coming and coming and coming. See section 5, Enemies, 
    below for a list of rejuvenator units.
    Finally, if you can, avoid combat on bridges (especially bridges built by 
    an X-Man) or near ledges. The computer AI is just stupid enough to 
    occasionally send your teammates jumping into the abyss after enemies that 
    have fallen over the edge. That's a bad thing.
    Combat in X-Men Legends is fast, furious and goes on forever; so, you'll 
    get plenty of practice in taking care of the bad guys. If, for some strange 
    reason, you can't get enough combat, try the Danger Room.
    [3.2.1] Power Combo Names
    Every power combo or super power combo has a name composed of an adjective 
    and a noun; e.g. Atomic Blades or Electric Quake. The two words are taken 
    from the X-Men powers that were used. The first power that hits determines 
    the adjective; the second power determines the noun. To determine the name 
    of a combo, just look up the adjective and noun for each power. Thus:
      Cyclops Optic Beam + Wolverine Brutal Slash = Optic Claw
      Wolverine Brutal Slash + Cyclops Optic Beam = Adamantium Beam
    Here is a list of adjectives and nouns for most of the offensive mutant 
    powers. Emma Frost's Confuse power and Jubilee's Photo Flash power do not 
    appear to cause combos, perhaps because they do not harm your foes.
    | Character    | Power               | Adjective    | Noun         |
    | Beast        | Pinball             | Rolling      | Strike       |
    |              | Propeller Kick      | Simian       | Kick         |
    |              | Orbital Bombardment |              |              |
    | Colossus     | Power Smash         | Charging     | Smash        |
    |              | Concussion Slam     | Catastrophic | Slam         |
    |              | Seismic Smash       | Diving       | Quake        |
    | Cyclops      | Optic Beam          | Optic        | Beam         |
    |              | Optic Sweep         | Immobilizing | Shockwave    |
    |              | Optic Rage          |              | Rage         |
    | Emma Frost   | Confuse             | n/a          | n/a          |
    |              | Fear                | Spectral     | Terror       |
    |              | Psychic Bedlam      |              | Shellshock   |
    | Gambit       | Charged Card        | Atomic       | Cards        |
    |              | Staff Slam          | Charged      | Slam         |
    |              | 52 Pick Up          |              |              |
    | Iceman       | Freeze Blast        | Icy          | Chill        |
    |              | Ice Shards          | Piercing     | Blades       |
    |              | Freeze Frame        |              |              |
    | Jean Grey    | Telekinesis         | Lifting      | Kinetics     |
    |              | Psychic Shout       | Shrieking    | Scream       |
    |              | Phoenix Force       |              |              |
    | Jubilee      | Energy Burst        | Dazzling     | Sparklers    |
    |              | Photo Flash         | n/a          | n/a          |
    |              | Independence Day    |              |              |
    | Magma        | Fiery Blast         | Burning      | Blast        |
    |              | Lava Fissure        | Molten       | Eruption     |
    |              | Volcano             |              |              |
    | Nightcrawler | Teleport Leap       | Quantum      | Leap         |
    |              | Teleport Flurry     | Leaping      | Flurry       |
    |              | Blindside Blitz     |              | Chaos        |
    | Professor X  | Hammer Legend       | Astral       | Flash        |
    |              | Blast Legend        | Cerebral     | Nova         |
    |              | Psychic Maelstrom   |              | Maelstrom    |
    | Psylocke     | Psychic Slash       | Crushing     | Slash        |
    |              | Psychic Bolts       | Slicing      | Bolt         |
    |              | Psychic Onslaught   |              | Devastation  |
    | Rogue        | Southern Strike     | Vampiric     | Strike       |
    |              | Ability Drain       | Devitalizing | Diffusion    |
    |              | Energy Drain        |              |              |
    | Storm        | Lightning           | Electric     | Surge        |
    |              | Whirlwind           | Tempestuous  | Twister      |
    |              | Cyclone Fury        |              |              |
    | Wolverine    | Brutal Slash        | Adamantium   | Claw         |
    |              | Claw Flurry         | Bestial      | Assault      |
    |              | Savage Rampage      |              |              |
    [3.3] Using the Map
    The large auto-map is an essential part of success in X-Men Legends. 
    Without the map, stages can become confusing and impossible to navigate. 
    With the map, you can always see in which direction your next objective 
    lies. The stages are very linear, but some of them can twist around enough 
    to leave you confused unless you can see where you are and where you are 
    going on your map.
    The map contains a number of useful markers to help you find your way 
    through each stage:
    A blue X marks an Xtraction point. See section 3.1 above for more 
    information about Xtraction points.
    A yellow X marks a stage objective. It might be a control panel that needs 
    to be operated, a person who needs to be rescued or a device that needs to 
    be destroyed. Your primary goal in each stage is to go to each yellow X and 
    do whatever needs to be done. Then you head for the exit and the next 
    A red arrow marks the exit from the stage. Once all objectives have been 
    cleared, find and use the exit.
    By default, the map is hidden when you start the game. To turn on the map, 
    bring up the game menu using the Start button. Scroll down to the Map 
    option, which defaults to Map Hidden for story missions and Small Map for 
    DR scenarios, and press A to switch maps. The order is Map Hidden - Small 
    Map - Large Map. The small map overlays the right center portion of the 
    screen, and is the best option for DR scenarios as they take place in very 
    small areas.. The large map overlays the center of the screen and can show 
    nearly an entire area in story missions.
    The large map overlay can be daunting when first used; however, it is an 
    invaluable tool and you should quickly grow accustomed to its presence. In 
    no time at all, you will be able to look right past the map whenever you 
    are in combat and then refocus on it when you are ready to move on.
    [3.4] Leveling the X-Men
    [3.4.1] Introduction
    Each X-Man has a "level" that indicates how much experience and how much 
    power the X-Man has. This level can be seen on the character screens, the 
    character sheet of each X-Man and next to the X-Man's health and energy 
    meters during game play. As you play the game, the X-Men earn experience 
    points (XP). At specific totals of XP, each X-Man increases in level and 
    can "level up".
    Here is the list of total experience points required to reach each level:
    Level   Total XP Required
    -----   -----------------
      1                   0
      2                 100
      3                 265
      4                 505
      5                 830
      6               1,320
      7               2,070
      8               3,190
      9               4,720
     10               6.880
     11              10,015
     12              14,415
     13              20,610
     14              29,190
     15              41,265
     16              58,065
     17              81,440
     18             113,810
     19             158.630
     20             220,650
     21             306,345
     22             424.545
     23             587,450
     24             811,610
     25           1,119,830
     26           1,543,300
     27           2,124,650
     28           2,921,870
     29           4,014,295
     30           5,510,355
     31           7,557,660
     32          10,357,460
     33          14,183,785
     34          19,410,055
     35          26,544,400
     36          36,278,080
     37          49,551,280
     38          67,642,160
     39          92,287,785
     40         125,847,705
     41         171,526,730
     42         233,674,980
     43         318,196,770
     44         433,102,210
     45         589,255,845
    Each time you defeat an enemy or fulfill your objectives in a mission, you 
    earn experience. Each active X-Man on your current team receives the full 
    amount of XP; inactive X-Men ("dead", not on the team or not unlocked) 
    receive a percentage of the XP. The percentage received by inactive X-Men 
    is sufficient to keep them about three to four levels behind active X-Men 
    even if you never use them on any team.
    For example, if you defeat an enemy worth 499 XP, each active X-Man on your 
    team will receive 499 XP. All inactive X-Men will receive a percentage of 
    499 XP. The percentage varies based on level, type of XP earned, etc. If 
    you use Cyclops on every team and never use Beast at all, by the end of the 
    game, Cyclops will be about 38th level and Beast will be about 34th level--
    even though Beast was never an active X-Man.
    Whenever an X-Man on your team has increased in level, you will get a 
    notice on screen (it's kind of hard to miss). You may also see a smaller 
    notice on screen if you start using an X-Man who has increased in level, 
    but has not yet been leveled up. This notice shows bottom center and says 
    "Level Up" with a small gray circle to the left of it. The small gray 
    circle represents the Start button. Additionally, any X-Man that needs to 
    level up will have a gold double-helix rotating around his or her feet.
    Every time an X-Man increases in level, he or she receives one point to add 
    to stats (stat point) and one point to add to powers/skills (skill point). 
    At every fifth level (5, 10, 15, 20, etc.), the X-Man receives two stat 
    points and two skill points. If you play the game normally--i.e. without 
    power leveling--the X-Men will end the game around 38th level, which means 
    you will be able to spend a total of 44 stat points and 44 skill points.
    If you power-level using the Danger Room, you can get your X-Men to level 
    45, which is the maximum. At 45th level, you will have earned 53 stat 
    points and 53 skill points. Purchasing all levels of all powers and skills 
    for each X-Man varies, but is usually around 65 or 66 points. It is 
    impossible, no matter how much power-leveling you do, to max out all powers 
    and skills. The descriptions of each X-Man in section 4 will list those 
    powers and skills you can most easily do without.
    You are not required to level up the X-Men every time they increase in 
    level. You can wait as long as you wish, saving the skill points in order 
    to buy more expensive powers or skills; i.e. those costing 2 points rather 
    than 1.
    [3.4.2] Character Screen
    To level up an X-Man, you must bring them up on the character screen. You 
    can get to the character screen through the game menu (Start button) and 
    choosing the option Characters. At the beginning of each mission and when 
    you select Change Team at an Xtraction point, you get the team select 
    character screen. The team select character screen allows access to all 
    available X-Men. The character screen accessed from the game menu only 
    allows access to the members of the current team (including "dead" X-Men).
    The character screen shows four X-pads, typically with a mutant on each 
    pad. The pads are in the same configuration as the X-Men on the D-pad icon 
    on your game screen. To the right are each X-Man's vital statistics, in 
    order from top to bottom of top, right, left and bottom X-pad. The stats 
    show each X-Man's level and current and maximum health and energy. If the 
    X-Man needs to be leveled up, a gold double-helix will be rotating next to 
    his or her name. To select an X-Man on the screen, use the control stick or 
    D-pad to highlight an X-pad.
    Below the character stats are your current number of tech bits, health 
    packs and energy packs. Along the bottom of the screen is the menu.
    B - Back: cancels everything you've done and returns to the game; do not
        press this unless you want to go back and start over from the point
        where you first opened the character screen. At the team select
        character screen, this button also selects the team that appeared when
        you first opened the screen.
    X - Skin: changes the current X-Man's costume (not all X-Men have alternate
        costumes); available only after you have beat the game and unlocked
        extra costumes and only useable on the team select character screen.
    A - Replace: changes the X-Man at the currently selected X-pad; only
        available on the team select character screen.
    Y - Details: opens the currently selected X-Man's character sheet
    Start - Accept: commits all changes to memory and returns to the game; once
            you accept changes made to the X-Men's stats, powers and skills you
            cannot undo them. On the team select screen, this selects the
            current team with changes made since you opened the screen.
    If you are at the team select character screen and you press A to change an 
    X-Man, a filmstrip of available X-Men portraits opens on the bottom of the 
    screen. You can scroll left and right on this filmstrip with the control 
    stick. Fallen X-Men's portraits are darkened with "Revive" overlaid and the 
    cost (in tech bits) to revive him or her. The cost increases as the X-Men 
    increase in level.
    From this filmstrip, highlight an X-Man and press A to revive (if the X-Man 
    has fallen and you have enough tech bits). Press A to place that X-Man at 
    the currently selected X-pad. Press Y to access that X-Man's character 
    [3.4.3] Character Sheet
    You level up the X-Men, change their equipment, change the AI that governs 
    them and view all their information from the character sheet. At the top 
    left of the character sheet is the character's portrait. To the left of the 
    portrait, you can see the L and R button icons; press L or R to switch to 
    the character sheets of the other X-Men on your current team. If you are 
    accessing the character sheet from the team select filmstrip, you can 
    switch to any unlocked X-Man.
    To the right of the portrait are three icons representing three pages that 
    you can access. Underneath these page icons is the character's current 
    level and the number of points (stat or skill) available for the selected 
    page. The three pages are:
    Shows the character's Strike, Agility, Body and Focus scores; the AI level; 
    the AI heal rule and the character's AI mutant power.
    Shows the character's mutant powers and skills and current level in each.
    Shows the character's equipped backpack, belt and armor and the available 
    inventory for each slot.
    To the right of the main window are the character's statistics including 
    current attack and defense ratings, current and maximum health and energy, 
    current experience points and points needed to reach the next level. 
    Underneath the editable region of the window is an information window 
    showing details about the selected stat, power, skill or piece of 
    equipment. At the bottom is the menu:
    B - Back: returns you to the character screen; changes you have made are
        kept, but have not yet been committed to memory, you can still come
        back to the character sheet and re-do the level up.
    X - Subtract/Unequip: reduces the currently selected stat, power or skill
        by one point; this is only available if you have, in this session,
        added points to the score. On the equipment screen, X unequips the
        currently selected item.
    A - Add/Equip: increases the currently selected stat, power or skill by one
        step or allows you to change the currently selected piece of equipment.
    Y - Auto: automatically levels up the X-Man. Auto-leveling tends to spread
        stat and skill points evenly and produces mediocre X-Men. It is not
        recommended that you auto-level the X-Men.
    Z - Drop: on the equipment screen, drops the currently selected item from
        the team's inventory.
    Start - Accept: commits changes to memory and returns to the game; all
            changes are committed to memory and cannot be undone.
    [3.4.4] Stats/AI
    Each X-Man has four ability statistics (stats): Strike, Agility, Body and 
    Focus. Strike adjusts attack rating, Agility adjusts defense rating, Body 
    adjusts your health and Focus adjusts both the amount of mutant energy you 
    have and the rate at which it regenerates. The stats shown on this screen 
    represent your "modified" stats; i.e. any bonuses from skills, equipment or 
    other items are included.
    In general, each X-Man needs lots of Focus because generous use of mutant 
    powers is the way to win this game. Putting all your level-up points into 
    Strike, Agility and Body and just punching and kicking your opponents is a 
    recipe for disaster. Mutants need their mutant powers; thus, they need lots 
    of mutant energy. Melee characters need at from one-third to one-half of 
    all level up points placed in Focus. Ranged characters should have from 
    one-half to two-thirds of all points in Focus.
    Of the other three stats, Body is the most important as it determines the 
    X-Man's health. Early in the game, Agility can be important as it keeps 
    your X-Men from being hit so often; however, late in the game, you should 
    have party-wide shields that absorb most damage so Agility becomes almost 
    irrelevant. Strike is important for melee-oriented characters, especially 
    those who do not have any type of mutant damage bonus to melee attacks--
    e.g. Iceman's Cold Crush or Emma Frost's Psionic Strike.
    In general, you can be very successful putting almost all stat points into 
    Focus for all X-Men. Put a few points into Body, for health, and add some 
    Strike points for melee-oriented characters. Once you get about half-way 
    through the game, you will be relying almost totally on mutant attacks and 
    will want lots of Focus.
    Below the Focus score is the character's AI level. The AI level controls 
    how the X-Man should react in combat, especially when you call for help. 
    There are three levels of AI for each X-Man.
      Aggressive: the X-Man responds immediately to attack
      Normal:     the X-Man waits for an opportunity before attacking
      Defensive:  the X-Man only attacks if he or she is attacked
    There's little use in this game for Defensive AI. Melee characters should 
    be set to Aggressive, the remaining X-Men can be set to Normal.
    Next on the list is the AI heal rule that governs how the AI uses health 
    packs. A change on any one character's sheet affects all X-Men, not just 
    the individual character. There are four rules:
      Never: the AI never uses health packs
      < 20%: the AI uses a health pack if the character's health falls below
             20 per cent of maximum and there are more than two health packs
             in inventory
      < 40%: the AI uses a health pack when the character's health falls below
             40 per cent of maximum and there are more than two health packs
             in inventory
      < 80%: the AI uses a health pack when the character's health falls below
             80 per cent of maximum and there are more than two health packs
             in inventory
    The recommended settings are 40% and 80%. Never is not a good idea unless 
    you intend to rapidly switch X-Men while in combat in order to use health 
    packs. Less than 20% can cause an X-Man to die from massive damage before 
    getting low enough to use a health pack. Less than 40% is a good all-around 
    rule that will keep your teammates alive while saving on your store of 
    health packs. Less than 80% will cause the AI to use health packs far too 
    rapidly in the early game; but, you can switch to it once you are able to 
    hold 15 or more health packs.
    Last on the list is the AI power. This is the mutant power the AI will use 
    when you call for an attack using the L button. Recommended settings for AI 
    power are listed in the description of each X-Man in Section 4.
    To increase a stat or change an AI rule, use the control stick to highlight 
    the item and press A. If you have added points to a stat in this session, 
    highlight the stat and press X to subtract a point. You cannot subtract 
    points added to stats previously and committed to memory.
    [3.4.5] Powers/Skills
    Each X-Man has three standard mutant powers, one Xtreme power and several 
    skills as outlined in Section 4. The first power on the list is the A-
    button power and all X-Men start with one level of this power. Next on the 
    list is the B-power, then the X-power and then the Xtreme (Y-button) power 
    followed by the skills.
    Each of the first three powers is a "tree" with three "branches". You must 
    fill up each level of an upper branch before you can fill up levels in the 
    next branch. The A and B powers have two branches of five levels each, 
    followed by a "Legend" branch with just one level. Initially, you will not 
    see the Legend branch, it does not show on the character sheet until your 
    X-Men have reached 25th level. The X power has three branches of three 
    levels each. All three branches are visible from the start, though it will 
    take you a while to fill them. The Xtreme power is a single level.
    The powers, the cost to buy a level, the character level requirement for 
    each level and the energy cost to use each power are standard for all 
    characters. Here's the basic chart:
                                      Char Level
    Power & Level     Point cost      Requirement     Energy Used
      A-1.1             -                 -              10
      A-1.2             1                 3              15
      A-1.3             1                 5              20
      A-1.4             1                 7              25
      A-1.5             1                 9              30
      A-2.1             2                15              40
      A-2.2             1                17              45
      A-2.3             1                19              50
      A-2.4             1                21              55
      A-2.5             1                23              60
      A-3.1             2                30              70
      B-1.1             2                 5              25
      B-1.2             1                 7              30
      B-1.3             1                 9              35
      B-1.4             1                11              40
      B-1.5             1                13              45
      B-2.1             2                20              55
      B-2.2             1                22              60
      B-2.3             1                24              65
      B-2.4             1                26              70
      B-2.5             1                28              75
      B-3.1             2                30              85
      X-1.1             2                 5              60
      X-1.2             1                 7              70
      X-1.3             1                 9              80
      X-2.1             2                14             100
      X-2.2             1                16             110
      X-2.3             1                18             120
      X-3.1             2                23             140
      X-3.2             1                25             150
      X-3.3             1                27             160
      Y-1.1             2                15             1 Xtreme icon
    There are two exceptions to this standard progression. Nightcrawler's B 
    power (Teleport Flurry) uses almost double the energy of other X-Men's B 
    powers. Jean Grey's TK (A power) requires an additional expenditure of 
    energy each second it is in use; this is over the initial cost of using the 
    Listed underneath the powers are the skills. All skill levels cost one 
    point to fill. Most skills have either three or five levels. A few skills 
    have six levels and are shown as two three-level branches. Some skills also 
    have level requirements; for example, Level 1 Toughness cannot be purchased 
    until the X-Man is 10th level. Some of the skills, such as Flying, are 
    additional mutant powers requiring an expenditure of mutant energy.
    The complete layout looks something like this (using Wolverine as an 
    example); X is a filled level, . is an empty level:
    Brutal Slash           X X X X X
      Eviscerate            X X X X X
        Legend Slash         X
    Claw Flurry            . . . . .
      Claw Frenzy           . . . . .
        Legend Frenzy        .
    Feral Rage             X X X
      Berserker Rage        X X .
        Unstoppable Rage     . . .
    SAVAGE RAMPAGE         X
    Health Factor          X X X X X
    Sharpness              X X X X X
    Toughness              . . .
    Mutant Mastery         X . .
    Critical Strike        X X X . .
    Expertise              X X X X X
    Powers and skills that can be leveled up display in white. Powers and 
    skills you cannot currently level up show in gray. Using the control stick, 
    highlight the power or skill you want to level up and press A to add a 
    level. Press X to subtract any levels you have added in this session. 
    Levels added in a previous session and committed to memory cannot be 
    [3.4.6] Equipment
    The third screen shows the character's current equipment in, from top to 
    bottom, the backpack slot, the belt slot and the armor slot. Highlight a 
    slot and a list of equipment for that slot that is in inventory will show 
    below. Press A to access the inventory list, highlight the equipment you 
    want to place in the slot and press A again to equip it. Press B while in 
    the inventory list to keep the currently equipped item. Press Z while in 
    the inventory list to drop an item out of the team's inventory and leave it 
    on the ground. If you want to empty the character's equipment slot, press X 
    while the slot is highlighted.
    Information about each piece of equipment will show in the information 
    window at the bottom of the screen when that piece of equipment is 
    highlighted. You can also get an overview of all the equipment in sections 
    7.6, 7.7 and 7.8 below.
    [3.5] Items
    Your primary task in X-Men Legends is defeating the bad guys. Your 
    secondary task is scrounging for loot...that is, collecting valuable 
    equipment. You get most of your swag from drops by your enemies; however, 
    you can also get a lot of loot from destroying the scenery.
    Most of the items you will collect are health packs and energy packs. Since 
    these resources get used up frequently (especially in the early game), it's 
    a good thing the game drops a lot. Later in the game, as your energy 
    regeneration improves, you can start selling off some of the energy packs 
    you pick up, since you don't need them as much and so many of them drop 
    anyway. Keep the health packs, they don't show up quite as often.
    You also need to look out for tech bits, the X-Men Legends equivalent of 
    money. You use tech bits to buy equipment from Forge and Healer and revive 
    fallen mutants-in-arms. Once you hit 15th level and can use Xtreme powers, 
    you'll start picking up the Xtreme tokens you need to fill your Xtreme 
    power icons.
    There are also many bonus items that are hidden throughout the game: comic 
    books to upgrade your X-Men; discs for playing in the Danger Room; sketch 
    books that unlock concept art so you can say "kewwwl"; bonus skill points, 
    stat points and experience points. All lying around where just anybody can 
    get to it. Well, all right, anybody that can fly or teleport or pick up 
    All X-Men share the inventory, so any X-Man can equip anything that's been 
    picked up, unless another X-Man is already wearing the item. There is a 
    limit to the number of items that can be held in inventory. If you try to 
    pick something up and get the message "Inventory is full", you have three 
    options: ignore the item on the ground because it is underpowered for your 
    current level; go to a nearby Xtraction point and sell unused items to 
    Forge or Healer; or, drop some of your current inventory on the ground. In 
    order to keep your inventory from filling up, re-evaluate your equipment 
    and sell unneeded items at least every second Xtraction point.
    A more complete list of items available is in section 7. Items that always 
    show up in a specific location (such as comics, Danger Room discs, sketch 
    books and bonus points) are listed in section 6, Walkthrough. The locations 
    of comics are also listed in section 7.3. Danger Room disc locations are 
    also listed in section 9.
    [3.6] Hints
    Learn to use the large map. It's a bit annoying and hard to use at first; 
    however, once you become accustomed to it, you will not be able to play 
    with it off.
    Learn to hit combos and always have at least Cyclops or Storm on your team 
    to increase the damage and XP bonus of combos. For really insane damage 
    bonuses, have both leaders on your team. (This is assuming you are building 
    up their Leadership skill, which you should.) To score more combos in 
    single player, control an X-Man with a slow-developing power or a power 
    that affects multiple enemies (Storm is a good choice as her Lightning does 
    both). By the time your character's power hits, your teammates will have 
    responded to your call and hit with their own powers.
    Use the Danger Room to level your X-Men and collect items. Deliberately 
    "fail" the course, and you can re-play it and continue collecting items. 
    Once you've cleared a DR mission, it will no longer drop items when 
    replayed. Any DR scenario which requires you to execute certain commands 
    (such as the Teamwork courses) or protect objects is a good candidate for 
    collecting items. It's very easy to fail the course.
    Concentrate on maximizing a few key mutant powers and skills rather than 
    having lots of half-powered abilities. Consider each X-Man's core strengths 
    and pick corresponding powers and skills. Cyclops, for example, doesn't 
    really need any levels in Critical Strike.
    With a few exceptions, powers that damage a single opponent are stronger 
    and more useful than wide area powers. Keep your team and their powers 
    focused on a single enemy and take your opponents out one-by-one rather 
    than trying to blast them all at once. The main exceptions are Colossus' 
    Concussion Slam, Psylocke's Psychic Bolts and Jean Grey's Psychic Shout. 
    These are also great powers for hitting combos.
    Make sure each X-Man that has a special jumping/flying ability gets it 
    built up. The exceptions may be Iceman and Magma. Their slides are not 
    quite as useful as flying or double-jumping. They are, however, really cool 
    to play with, so you may want to level up one of them at least the first 
    time you play the game.
    As much as possible, use equipment that aids regeneration of health or 
    energy, aids in defense or increases damage. Always use nanofiber armor 
    rather than other types of armor. Late in the game (at 30th level and 
    above), the best backpack item for every X-Man is the Super Power Enhancer: 
    +80 to +100 damage to each mutant attack. This damage is also added to 
    mutant-enhances melee attacks; e.g. Emma's Psionic Strike. At 40th level, 
    you can obtain Ultra Power Enhancers: +125 to +150 damage to mutant 
    attacks. Dishing out that much damage makes your X-Men nearly invulnerable.
    Lure enemies to you using a ranged fighter to prevent being mobbed.
    Consistently use the L button to keep all X-Men focused on a single enemy 
    and increase the chances of scoring a combo.
    Always take out the strongest enemy first, then deal with the peons. The 
    only exception is when there is some method where the enemy is 
    regenerating; in that case, take out the regeneration unit first. Examples: 
    Morlock Goths resurrecting their comrades; launchers that keep spitting out 
    Sentinels, etc. The exception may be if you want a bit of extra XP, you can 
    let the bad guys keep coming and keep taking them down. However, if power-
    leveling is your thing, DR scenarios are a better choice.
    Always save when you reach an Xtraction point. Use a large memory card and 
    rotate between two or three saves. If you find you're in bad trouble in a 
    stage, you can always go back one or two stages and try something 
     \  /--MEN---------------------------------------------------------------
      \/                               [4] X-Men
     /  \
    [4.1] X-Men Stats
    Each X-Man has four ability statistics (stats):
     - Strike: Attack rating is 1 per level + 1 per Strike rank
    Your attack rating affects how often you hit when fighting hand-to-hand; it 
    also affects how much base damage your character does when he or she hits.
     - Agility: Defense rating is 1 per level + 1 per Agility rank
    Your defense rating affects how often you are hit by melee attacks or 
    ranged, non-mutant attacks (i.e. guns).
     - Body: Health is 25 + 5 per level + 10 per Body rank
    The more health you have, the more damage you can absorb before needing to 
    use up health packs. Since some attacks, especially mutant powers directed 
    against you, cannot be avoided with Agility, you need a decent Body stat, 
    even if your Agility is high.
     - Focus: Mutant energy is 30 + 4 per level + 7 per Focus rank
              Mutant energy regeneration is +1% per Focus rank
    The more mutant energy you have and the faster it regenerates, the more you 
    can use your mutant powers; this is an important stat for all X-Men.
    In general, you should concentrate on Focus for each X-Man as your mutant 
    attacks are your most powerful, so you want to be able to use them as much 
    as possible. You should spend at least one of every three stat increases on 
    Focus. Over the course of the game, this should add about 14 or 15 points 
    of Focus to your starting stat. Characters that heavily rely on mutant 
    powers (e.g. Storm, Cyclops, Jean Grey) should get one of every two points 
    or two of every three points placed in Focus.
    Spread the remaining points out however you wish. There's no real formula 
    for how these scores should relate to each other. Melee characters will 
    want to concentrate on Strike and Body; ranged characters on Body and 
    Agility. You'll find that, for characters that need high scores in these 
    three stats, you'll get bonus skills and items that greatly improve them. 
    This makes it even easier to concentrate on Focus.
    Each X-Man also receives bonus stat points to a specific stat each time he 
    or she levels up. This varies by X-Man, though it is usually related to 
    that X-Man's primary need. E.g. Cyclops, Storm and Jean Grey receive bonus 
    Focus points; Nightcrawler receives bonus Agility points; Wolverine 
    receives bonus Strike points; etc. Since the characters that are more 
    reliant on Strike, Agility or Body receive these bonus points, you can 
    afford to spend more on Focus to increase their ability to use mutant 
    There are also three other stats that can be affected by powers, skills and 
     - Knockback: governs how far you are thrown back when hit by a knockback
       attack, or how far you throw enemies with knockback attacks.
    There are a lot of attacks in the game that cause "knockback"--you or your 
    enemy is literally flung through the air. There are a number of powers 
    (Cyclops' Optic Sweep, Colossus' Concussion Slam, etc.) that cause a lot of 
    knockback. These powers are useful for separating yourself from a mob of 
    enemies. Similarly, there are powers, skills and equipment that reduce the 
    chance your X-Man will be flung backwards if hit by such an attack.
     - Pain: pain appears to affect whether your X-Man is stunned by a
       sufficiently severe attack
    Without being able to examine the game engine, it seems pain is used 
    whenever an X-Man is hit by an attack that causes a large amount of damage. 
    In such cases, your X-Man may appear "stunned", even though he or she has 
    not been hit by a stunning mutant power. There are defensive powers and 
    equipment that reduce pain.
     - Destruction: a lot of the scenery in X-Men Legends is destructible;
       this stat shows how effective a power is at destroying the scenery
    The higher the destruction rating of a power or skill, the easier it is to 
    blow up the scenery.
    [4.2] Power Leveling
    If you play through the game normally, you will end with most of your X-Men 
    in the upper 30's in level; the maximum level that you can achieve with any 
    X-Man is 45. It will take a bit of work to get your X-Men to that level. 
    The game is quite beatable without power leveling; getting your X-Men to 
    maximum level will just make the game a cakewalk. Still, you'll end up with 
    about 10 more stat and skill points to spend, allowing you to more fully 
    realize each X-Man's potential.
    The key to power leveling is judicious use of Danger Room scenarios. To 
    power level, repeatedly play a scenario that earns the maximum XP in as 
    little time as possible. You should always have Storm or Cyclops on the 
    team for the Leadership bonus to power combo XP. For courses that allow 
    unlimited foes (e.g. Survival courses), use both Cyclops and Storm for the 
    stacked Leadership damage bonus to enable you to defeat more enemies.
    Freshman Courses
    There's not much here that provides power leveling. At the time you first 
    gain access to the Danger Room, you can earn more experience just taking 
    the Trivia test on the second floor of X-Mansion. In any case, power 
    leveling this early in the game is kind of meaningless, as you will level 
    very quickly just playing the game.
    Sophomore Courses
    There aren't any really good power leveling classes in this set. All the 
    classes have a short time limit, and can end quite early through failure or 
    success. The best classes to use for level gains are Focus 201 and Focus 
    202. While you will easily end the class successfully by killing the 
    Morlock Goths, the Morlocks you confront are worth good XP for your X-Men 
    up to about tenth level.
    Junior Courses
    Survival 302 gives you no objective other than staying alive for three 
    minutes. A good source of experience for X-Men through the teen levels.
    Senior Courses
    The best power leveling class in this year is Graduation Exam 400. You can 
    get a full two minutes on the Astral Plane defeating hordes of high-XP 
    enemies. Protect Prof X and ignore the statues to ensure you "fail" the 
    course, allowing you to keep playing it with item drops. You should earn 
    over four million XP each attempt, which will quickly power-level 
    characters from the mid-20's to the low-30's in level.
    X-Man Courses/Legends Courses
    There are no good power-leveling courses at the X-Man level. At the Legends 
    level, Focus 601 is a quick XP-earner: between one-and-one-half and two 
    million XP in about 15 seconds. Averaged over time, it's a faster leveler 
    than GE400 and good for pushing characters from the low-30's to 40th level.
    Challenge Legends provides an average of 37 million XP in the five-minute 
    time limit; however, by the time you obtain the disc, the game is all but 
    over, so power-leveling at that point isn't worth much. Still, if you get 
    your characters to 40th level with Focus 601, you can finish the job in 
    approximately one hour of dedicated play in Challenge Legends. It won't 
    make the final battle significantly easier, but it's the best way to get 
    that sense of "completion" to the game.
    The best way to power level your characters is to play the game through 
    normally until you have obtained Graduation Exam 400. Your primary X-Men 
    should be about 23rd or 24th level. Play through GE400 with as many 
    different teams as you like until you have pushed your favorite X-Men to 
    level 35. Make sure you have either Cyclops or Storm on every team for the 
    XP bonus to power combos. Also, don't finish it until you're ready to move 
    on to the X-Man and Legends courses--you don't want to lose the items that 
    drop each time you play.
    Once your characters are 35th level, continue playing through the story. 
    After you finish the mission to the Sentinel Factory, you will have the 
    Focus 601 disc. Now is the time to power level your preferred teams to 40th 
    level using Focus 601. Once you get at least one X-Man to 40th level, you 
    will be able to buy Ultra equipment from Forge. (E.g. Ultra Power 
    Enhancers, Ultra Nanofiber Armor, Ultra Focus Enhancers, etc.)
    Equip your X-Men with Ultra equipment and continue playing through to the 
    next-to-last stage of Asteroid M. You should now have the Challenge Legends 
    disc and, if you desire that last little bit of power for the final battle, 
    use it to level your team to 45th level. Make sure you avoid destroying all 
    the generators until you are ready to complete the course; you'll need the 
    item drops during each attempt.
    [4.3] Beast (Henry "Hank" McCoy)
    A-power: PinBall/Cannon Ball/Legend Ball--Beast rolls into a ball and 
    careens through the area at incredible speed, dishing out lots of physical 
    B-power: Propeller Kick/Propeller Lash/Legend Propeller--Beast spins 
    around, kicking any enemies in range and causing physical damage
    X-power: Beastial Feats/Beastial Instinct/Beastial Soul--Beast mentally 
    focuses his mind and body to react to anything; this delivers increasing 
    physical damage resistance, Agility boosts and increased jumping range at 
    higher levels
    Y-power: Orbital Bombardment--calls a powerful laser down from an orbiting 
    satellite to smite enemies
     - Acrobatics: Increases Agility and allows a double-jump
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Grappling: Increases Strike and reflects damage from punches and kicks
     - Might: Increases lifting strength and damage of melee attacks.
     - Mutant Mastery: Increases maximum mutant energy
     - Toughness: Increases maximum health
    When acquired: You meet Beast during your first interlude in X-Mansion.
    Recommended AI level: Aggressive
    Recommended AI power: Propeller Kick
    Beast is, probably, the purest melee fighter among the X-Men. As such, he 
    needs the least amount of Focus of any mutant; you can get away with just 
    one-fourth of your stat points placed into Focus. Put half your stat points 
    into Strike and the remaining fourth split between Body and Agility--
    Beastial Feats and Acrobatics will take care of Agility and damage 
    reduction for you.
    Pinball is pretty useless, as it is very difficult to control and often 
    does more damage to the scenery than to your enemies. Propeller Kick is 
    very good, but is most effective only when Beast is being mobbed. You'll 
    need enough mutant energy to keep Beastial Feats up and running with the 
    occasional Propeller Kick thrown in for good measure.
    Otherwise, you'll mostly fight hand-to-hand with Beast. Level up Might, 
    Critical Strike, Grappling, Acrobatics and Toughness to their maximum as 
    soon as you can. You can ignore Pinball and Mutant Mastery. Orbital 
    Bombardment is a useful Xtreme power. Max out his X-power to Beastial Soul 
    3 and buy his B-power up to at least Propeller Lash 3 or 4. When coupled 
    with a higher-level Cyclops and his Tactics power, Beast can really put the 
    hurt on your foes.
    [4.4] Colossus (Piotr Nikolievitch Rasputin)
    A-power: Power Smash/Titanic Smash/Titanic Legend--Colossus lays one on an 
    opponent; a very destructive power
    B-power: Concussion Slam/Concussion Blast/Concussion Legend--Colossus claps 
    his hands, causing an arcing shockwave that damages and knocks back 
    opponents in range
    X-power: Steel Skin/Titanium Skin/Osmium Skin--Colossus' personal shield; 
    metal armor forms around his body giving him physical damage resistance, 
    resistance to beam attacks and resistance to pain; higher levels have a 
    chance of deflecting physical damage back on the attacker
    Y-power: Seismic Smash--Colossus slams the ground and really shakes things 
     - Colossus Charge: A heavy charge attack that can be performed from a jump
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Knockback: Adds additional knockback to all knockback skills/powers
     - Might: Increases lifting strength and damage of melee attacks
     - Mutant Mastery: Increases maximum mutant energy
     - Toughness: Increases maximum health
    When acquired: You rescue Colossus from a Russian nuclear plant; he's first 
    available during the GRSO attack on X-Mansion during Interlude #5.
    Recommended AI level: Aggressive
    Recommended AI power: Concussion Slam
    Colossus is the strongest X-Man with the most devastating mutant attack 
    (Power Smash). He is also the slowest X-Man, which makes it very hard to 
    actually land his signature punch. Thus, Colossus is most useful for crowd 
    control. Both Power Smash and Concussion Slam cause a lot of knockback, 
    which can be increased with the Knockback skill. Add in a good defensive 
    power, and Peter is a one-man riot squad.
    For his main offensive power, Concussion Slam is more useful as it affects 
    all enemies in front of Colossus and has a large amount of knockback. Power 
    Smash is more destructive on an individual; but, can be difficult to land 
    because Colossus is so slow. Even equipped with a muscle accelerator, it 
    will only be slightly easier to use his destructive blow.
    Colossus Charge is sort of a "fifth power attack". In mid-jump, push the Y 
    button again and, when Peter lands, he'll lumber forward and bash into 
    whatever is in front of him. This will do a fair amount of damage and 
    knockback and requires mutant energy to execute. This power is about as 
    useful as Iceman's Ice Tracks, but less fun to play with and can be 
    To make Colossus most effective, max out Concussion Slam and Steel Skin. 
    You also want to max out Knockback and Might; and a level or two of Mutant 
    Mastery is also a help. At Concussion Legend level, Colossus' clap can 
    clear out the *next* room--just stand near the door and execute the B-power 
    and then walk into a room full of falling bodies. It is also very easy to 
    hit combos with Concussion Slam. Equip him with a Power Enhancer to 
    increase the damage from his attack.
    [4.5] Cyclops (Scott Summers)
    Mutant Powers
    A-power: Optic Beam/Optic Blast/Legend Blast: ranged attack that does 
    energy damage; can weld metal; higher levels have Piercing capability, 
    allowing Cyclops to shoot multiple enemies in a line or shoot through walls
    B-power: Optic Sweep/Optic Slam/Legend Slam: ranged attack that does energy 
    damage to multiple targets in an arc in front of Cyclops, also knocks 
    enemies back and causes a fair amount of Destruction
    X-power: Tactics/Strategy/Command: Cyclops' leadership abilities add to his 
    or the team's Strike and Agility scores
    Y-power: Optic Rage--an extremely powerful version of Optic Sweep
     - Accuracy: Increases chance of a critical hit for a ranged attack
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Leadership: Increases damage of and experience received from combos
     - Mutant Mastery: Increases maximum mutant energy
     - Point Blank Shot: Increases damage of ranged attack within 10 feet
     - Toughness: Increases maximum health
    When acquired: You pick up Cyclops just after fighting Mystique during the 
    first mission.
    Recommended AI level: Normal
    Recommended AI power: Optic Beam
    Cyclops isn't really built for melee fighting. He has no melee skills 
    except Critical Strike. His Tactics power can't even be purchased until 
    level five, and isn't hugely useful until level 9, when you can get Tactics 
    3 and receive +6 to Strike and Agility.
    Since he is so weak at melee, you'll want to concentrate on powering up his 
    ranged attacks. He's dependant on mutant energy, so pour stat points into 
    Focus until you've gotten that stat into the 20s; you can then spare a few 
    stat points to beef up his health (Body).
    Max out Optic Beam to Legend Blast and Tactics to Command 3 for an insta-
    buff to all X-Men. You'll also need levels in Tactics for the Weapon X Part 
    Deux mission. A few levels of Optic Sweep can be effective for crowd 
    control and for taking out energy saps.
    Level up Cyclops' Leadership, Accuracy and Point Blank Shot skills as soon 
    as possible. You may also want a point or two in Mutant Mastery. Ignore 
    Critical Strike and Toughness. Optic Rage is nice, but not as useful as 
    those Xtreme powers that have 360-degree radial effect (Optic Rage only 
    works in a 90-degree arc in front of Cyclops).
    With his weak melee skills and the limited usefulness of his ranged attack 
    early (before he has enough Focus to keep up the blasting), Cyclops is not 
    a good choice for your team until the early teen levels. Afterwards, he 
    will probably become a mainstay as his Optic Beam has the longest range of 
    any mutant attack in X-Men Legends and Leadership will have a significant 
    effect on your team.
    [4.6] Emma Frost
    A-power: Confuse/Command/Legend Command--confuses enemies so they are no 
    longer able to fight; Command and Legend Command convert enemies to allies 
    and add to their stats; the confusion/conversion effect is time-limited
    B-power: Fear/Terror/Legend Terror--causes enemies to flee in terror and 
    reduces their stats; Terror and Legend Terror also cause mental damage; the 
    fear effect is time-limited
    X-power: Psychic Shell/Diamond Shell/Impervious Shell--encases Emma in a 
    diamond-hard substance that reduces physical damage, beam damage and pain
    Y-power: Psychic Bedlam--causes psychic (mental) damage to all enemies 
    within 50 feet and paralyzes nearby enemies with fear
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Hardness: Reflects physical damage back at foes
     - Mutant Mastery: Increases maximum mutant energy
     - Psionic Strike/Fury: Adds mental damage to melee attacks
     - Shell Might: Increases lifting strength and damage of melee attacks
       when in Shell Form
     - Toughness: Increases maximum health
    When acquired: Emma comes to help free Illyana from the Astral Plane, and 
    is first available during the GRSO attack on X-Mansion in Interlude #5.
    Recommended AI level: Normal
    Recommended AI power: Fear
    Emma Frost can be a very good character, but only under human control. The 
    key to getting the most from the White Queen's powers is to maximize her 
    melee ability using her Shell form in conjunction with Hardness, Psionic 
    Strike and Shell Might. Her offensive powers are OK for crowd control, but 
    they are not as much use to you when leaving Emma under AI control.
    Psychic Shell is as powerful a defense as Colossus' Steel Skin. Maximize it 
    and also max out Hardness, Shell Might, Psionic Strike/Fury and Critical 
    Strike. Split Emma's stat points up equally between Focus and Strike with 
    the occasional point put into Agility or Body (her Shell will protect her 
    from a lot of damage) and she becomes a great melee fighter. In order to 
    get the most out of her attacks, you have to keep her Shell form in use at 
    all times; and that requires human control. You don't want Emma using her 
    Confuse or Fear powers on your opponents while you're trying to hit combos. 
    The only effect is you will hit a lot fewer combos since all your enemies 
    are either running away or fighting on your side.
    Level up either one of Emma's offensive powers. Fear is good because it 
    eventually begins causing damage along with the fear effects. Buy her 
    Xtreme power. Don't worry about Toughness or Mutant Mastery unless you just 
    have some spare points. Play as Emma and keep her Shell up and just hammer 
    away at your opponents. If you get mobbed, use Confuse or Fear to break up 
    the crowd and take them down one-by-one.
    [4.7] Gambit (Remy LeBeau)
    A-power: Charged Card/Charged Shuffle/Card Legend--throws kinetically 
    charged cards that cause energy damage and knockback; can also destroy 
    objects with a touch (stand next to an object and press R+A)
    B-power: Staff Slam/Staff Detonation/Staff Legend--Gambit slams his staff 
    on the ground, causing a concussive shockwave that knocks down and damages 
    nearby enemies (energy damage)
    X-power: Kinetic Boost/Kinetic Amplification/Kinetic Mastery--boosts damage 
    of Gambit's physical attacks and his movement speed; at high levels, adds 
    energy damage to teammates' melee attacks
    Y-power: 52 Pick Up--Gambit fires off a full deck of kinetically charged 
    cards, damaging enemies in a wide area
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Kinetic Strike/Fury: Adds kinetic damage to non-staff melee attacks
     - Overload: Adds energy to charged objects
     - Mutant Mastery: Increases maximum mutant energy
     - Staff Master: Adds kinetic energy to non-power staff attacks
     - Toughness: Increases maximum health
    When acquired: Gambit is held hostage by the Morlocks; you'll free him at 
    the end of your first mission into their sewers.
    Recommended AI level: Normal
    Recommended AI power: Charged Card
    Gambit is another great character for players, who is less useful under AI 
    control. By leveling his melee abilities, you can turn him into a very good 
    fighter, but his powers are not used by the game as well as they could be. 
    Still, if you do want to play with Gambit on your team, but not under your 
    control, you can hit some pretty effective combos with either of his 
    offensive powers.
    The other good thing about using Gambit as your character is the ability to 
    charge objects (using his A-power) and hurl them at enemies, where they 
    explode. Simply stand next to an object and press R+A, then quickly throw 
    it at your opponents. You can also use this to destroy items; just charge 
    them up and then step back.
    For an AI-controlled Gambit, Charged Card ends up being a better choice 
    than Staff Slam. Because CC is a power that affects multiple enemies, you 
    have a better chance of scoring a combo. For a player-controlled Gambit, 
    Staff Slam is the better offensive power, though you won't hit as many 
    In both cases, you'll want to emphasize Gambit's Strike and Focus stats and 
    level up Kinetic Boost, which also provides a bonus to his teammates at 
    Amplification and Mastery levels. Level up Critical Strike, Staff Master 
    and Toughness. Only level up Overload if you're going to use Gambit's 
    ability to charge objects. You should level up Kinetic Strike/Fury if you 
    will be using Gambit a lot for hand-to-hand fighting.
    Use Staff Slam as a crowd-control measure, and then use lots of strong 
    attacks hand-to-hand. Strong (B) attacks are more likely to cause Gambit to 
    use his Staff; thus, you get the bonuses from the Staff Master skill. Keep 
    Kinetic Boost up and use lots of melee attack sequences.
    [4.8] Iceman (Bobby Drake)
    A-power: Freeze Blast/Deep Freeze/Legend Freeze--slows or freezes enemies, 
    builds ice bridges, puts out fires
    B-power: Ice Shards/Ice Spikes/Legend Spikes--throws ice projectiles 
    (energy damage)
    X-power: Ice Armor/Ice Equipment/Ice Forge--reduces damage (all types), 
    causes touch damage to attackers; higher levels add energy damage to 
    teammates' punches
    Y-power: Freeze Frame--freezes enemies within 12 feet, slows enemies within 
    33 feet
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Cold Smash/Cold Crush: Adds cold damage to melee attacks
     - Ice Tracks: Iceman can glide through the air on sheets of ice
     - Mutant Mastery: Increases maximum mutant energy
     - Point Blank Shot: Increases damage of ranged attacks within 10 feet
     - Toughness: Increases maximum health
    When acquired: Bobby Drake will try to charm Alison during the first 
    interlude in X-Mansion.
    Recommended AI level: Normal
    Recommended AI power: Freeze Blast
    Iceman is one of the more versatile X-Men. He's a good support character 
    and he's a good fighter. As a bridge-builder, he's very useful--especially 
    in some early missions when neither Jean nor Magma are available. Freeze 
    Blast slows (or completely freezes) your opponents, making them easier 
    targets. Note, it does no actual damage of its own. This is an especially 
    important power for some of the tougher mutant bosses, as freezing them 
    keeps them from using their most devastating attacks.
    Ice Shards is fairly weak unless boosted with the extra damage from Point 
    Blank Shot. Considering the overall usefulness of his other two main 
    powers, you probably don't want to waste points in this power and have to 
    spend points on PBS as well. Ice Tracks is another pretty useless skill. 
    The ice slides are hard to control, have incredibly short range until level 
    5, and are not nearly as useful as the Flying skill (since you can't carry 
    teammates on your slide).
    Ice Armor is a great defensive power. It gives Bobby good protection, 
    including a small touch attack damage bonus--i.e. any opponent that touches 
    him is automatically damaged. He can also give his teammates an energy 
    bonus to their melee attacks. Of course, you don't see the full benefit of 
    this until you get to Ice Forge level, about midway through the game.
    The best build for Iceman is to max out Freeze Blast and Ice Armor and keep 
    his Focus high and level up Mutant Mastery so he can keep up his shields 
    and keep blasting away. Split remaining stat points between Agility and 
    Body and don't worry much about his Strike. You can give him some levels in 
    Cold Smash to increase his Melee ability and a point in Toughness will help 
    him stay alive.
    You can also make Bobby more of a tank by maxing Cold Smash and Critical 
    Strike and spending more points on his Strike stat; however, that will 
    reduce his effectiveness at providing support for the rest of the team.
    [4.9] Jean Grey
    A-power: Telekinesis/Telekinetic Mastery/Telekinetic Legend--uses TK to 
    throw enemies and objects about (mental damage), build bridges and pull 
    distant switches
    B-power: Psychic Shout/Psychic Scream/Psychic Legend--radial attack that 
    causes mental damage to opponents and reduces their Strike and Agility
    X-power: Telekinetic Shield/Telekinetic Shell/Telekinetic Armor--reduces 
    damage (all types); Shell and Armor protect teammates
    Y-power: Phoenix Force--Jean Grey transforms into Phoenix, lifts all nearby 
    enemies up and smashes them into the ground
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Flight: Allows flying and flight pickup (at level 3 and above)
     - Mutant Mastery: Increases maximum mutant energy
     - Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
     - Telekinetic Combat: Increases damage of all mental attacks
     - Toughness: Increases maximum health
    When acquired: Jean gives you the tour of the upper two floors of X-Mansion 
    during your first visit.
    Recommended AI level: Normal
    Recommended AI power: Psychic Shout
    Jean comes in a very close second to Storm as the most indispensable mutant 
    in the game. Both have the best party-wide shields in the game (reducing 
    all types of damage for all members of the team), both can fly, move 
    distant objects, add bonus damage to melee attacks and have devastating 
    mutant attacks. Storm's ability to weld metal and her Leadership skill put 
    her just slightly ahead of Jean for overall usefulness.
    While Jean's TK power can be fun to play with, by far her most useful 
    attack is Psychic Shout. You will also want to maximize TK Shield in order 
    to provide party-wide damage reduction. Having both TK Armor and Blizzard 
    Shield available means you can either mix-and-match X-Men better, or use 
    them both and have 100 points of all-purpose damage reduction. With both 
    shields in place, your X-Men will never take any damage.
    Telekinetic Combat is necessary to increase the effectiveness of Psychic 
    Shout. You will want at least three levels of Flight for the ability to 
    pick up allies. Early in the game you may want one or two levels of Psionic 
    Strike, but you can ignore it the rest of the way. At least one level of 
    Mutant Mastery wouldn't hurt. Ignore Critical Strike and Toughness.
    Maximize Psychic Shout and TK Shield. Buy Phoenix Force when it becomes 
    available. Maximize the TK Combat skill and buy at least five levels of 
    Telekinesis. Next to Storm, Jean will be the most effective X-Man on any 
    [4.10] Jubilee (Jubilation Lee)
    A-power: Energy Burst/Energy Blast/Legend Blast--throws charged energy 
    globes causing energy damage and knockback
    B-power: Photo Flash/Strobe Flash/Legend Flash--radial light attack 
    confuses enemies; Strobe and Legend Flash convert enemies to allies
    X-power: Bait/Taunt/Pep Rally--reduces enemies' damage; Taunt and Pep Rally 
    increase teammates' Strike and Agility
    Y-power: Independence Day--sets off a bunch of fireworks
     - Accuracy: Increases the chance of a critical hit with a ranged attack
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Detonate: Adds energy to charged objects
     - Mutant Mastery: Increases maximum mutant energy
     - Point Blank Shot: Increases damage of ranged attacks within 10 feet
     - Toughness: Increases maximum health
    When acquired: You find Jubilee hanging out on the grounds of X-Mansion 
    during the second interlude.
    Recommended AI level: Normal
    Recommended AI power: Energy Burst
    Many people compare Jubilee to Gambit, usually in a manner unfavorable to 
    Jubilee; however, Jubilee is much closer to Cyclops than to Gambit. The 
    resemblance to Everyone's Favorite Cajun(tm) is superficial in that their 
    ranged attacks are somewhat similar and both can charge and throw objects; 
    however, Jubilee gets Accuracy and Point Blank Shot, which means her ranged 
    attack is actually far more effective.
    Also, Jubilee's buffing power raises teammates' Strike and Agility, just 
    like Cyclops, with the added bonus of decreasing the damage done by your 
    opponents. The only problem--and the reason Jubilee doesn't make it on a 
    lot of teams--is she offers nothing else. She has no other supporting 
    powers or skills: she can't build bridges, or fly, or weld metal or add a 
    Leadership bonus to combos. The result...you usually end up using Cyclops 
    or Storm rather than Jubilee.
    Which is a shame, really. With a few levels of Photo Flash, Jubilee can be 
    very effective at crowd control. You can buff your teammates, confuse your 
    enemies and then sit back and throw energy bursts while your accompanying 
    tanks cut them to pieces. OK, this won't be that effective against boss 
    characters; but, for most of the game your primary concern is being mobbed 
    by too many bad guys and Jubilee is a great help here.
    Max out Energy Burst and Bait, buy her Xtreme Power and level up Accuracy 
    and Point Blank Shot. Keep Focus high; and a point or two of Mutant Mastery 
    wouldn't hurt. Don't worry with Critical Strike, and only buy a level of 
    Toughness if you're having a hard time keeping her alive. Level up Photo 
    Flash, but don't buy any levels of Strobe Flash--your goal is to confuse 
    mobs, not convert them. If you have some points left over, level up 
    Detonate for some grenade-throwing fun.
    [4.11] Magma (Alison Crestmere)
    A-power: Fiery Blast/Magma Blast/Magma Legend--fires balls of fire (energy 
    damage) in an arc in front of Magma causing energy damage; is capable of 
    welding metal
    B-power: Lava Fissure/Lava Rift/Legend Rift--molten rock erupts from the 
    ground causing energy damage and throwing opponents in the air; can also 
    build molten rock bridges
    X-power: Fiery Form/Magma Form/Atlas Form--gives Magma protection from 
    damage, damages attackers and adds Might and energy damage to her own melee 
    Y-power: Volcano--Vesuvius erupts under your opponents' feet
     - Burning Rage/Erupting Rage: Adds fire damage to melee attacks
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Lava Tracks: Allows Magma to glide through the air on streams of lava
     - Magma Might: Increases lifting strength and damage of melee attacks
       when in Fiery Form
     - Mutant Mastery: Increases maximum mutant energy
     - Toughness: Increases maximum health
    When acquired: You play as Alison during all the interludes; however, you 
    can't use her as Magma until you've completed your X-Men Qualification Exam 
    after the mission to save the Arbiter.
    Recommended AI level: Normal
    Recommended AI power: Lava Fissure
    Magma is, primarily, a tank. Her ranged power, Fiery Blast, is very weak--
    it has no knockback and no bonuses from other skills (such as Point Blank 
    Shot). Lava Fissure is a great offensive power, but has limited range. 
    However, the combination of Fiery Form, Burning Rage and Magma Might makes 
    Alison one tough little cookie. And her Xtreme power, Volcano, isn't too 
    bad either.
    You really do not need to put any additional points into Fiery Blast. The 
    one point you start with is sufficient if you really need to back up 
    Cyclops or Storm and weld metal. Lava Fissure is a great offensive power, 
    and allows Magma to build bridges. Your main goal with Magma is, like Emma 
    Frost, keep up your defensive power and lay into your enemies with your 
    fists and feet.
    You'll need to max out Fiery Form, Burning Rage, Critical Strike and Magma 
    Might. You also want to take Lava Fissure up to at least the Lava Rift 3 or 
    4 level; all the way to Legend Rift if you have the points. Since defensive 
    powers are so expensive, you might want to consider a point or two of 
    Mutant Mastery. Lava Tracks, like Iceman's Ice Tracks, is fun to play with 
    for about ten minutes and then will never be used again; don't waste points 
    on it. Since you will be operating within a shield most of the time, don't 
    worry about Toughness. Definitely buy Magma's Xtreme power.
    Keep Magma's Focus and Strike scores high and don't worry as much with 
    Agility and Body. Perhaps 1 of 3 points to Focus, 1 of 3 to Strike and 1 of 
    3 split to Agility and Body. Keep Fiery Form up at all times, use Lava 
    Fissure if you get mobbed and just pound away with your fists.
    [4.12] Nightcrawler (Kurt Wagner)
    A-power: Teleport Leap/Teleport Strike/Legend Strike--teleport ahead for a 
    distance; if an enemy is ahead, teleport behind him and strike
    B-power: Teleport Flurry/Teleport Frenzy/Legend Frenzy--teleport around an 
    area, hitting multiple enemies (or one or two enemies multiple times) and 
    end back at start position
    X-power: Shadow Blend/Shadow Arts/Shadow Mastery--reduces damage (all 
    types) and increases Agility
    Y-power: Blindside Blitz--Unrelenting teleport attack frenzy
     - Acrobatics: Increases Nightcrawler's Agility and allows a double jump
     - Critical Strike: Increases chance of a critical hit for a melee attack,
       also increases critical chance when using teleport attacks
     - Leap of Faith: Gives a chance that Nightcrawler will use his Teleport
       Leap to rescue teammates from death if they are about to die; this only
       works if the computer AI is controlling Nightcrawler
     - Mutant Mastery: Increases maximum mutant energy
     - Sucker Punch: Adds to the chance of scoring a critical hit when making
       a teleport attack
     - Toughness: Increases maximum health
    When acquired: You'll meet Kurt during the second interlude at X-Mansion.
    Recommended AI level: Normal
    Recommended AI power: Teleport Flurry
    Nightcrawler is the one X-Man who almost has to be controlled by the game's 
    artificial intelligence. His most useful skill is Leap of Faith, which 
    doesn't work when Kurt is controlled by a player. It's OK to just let the 
    AI control Nightcrawler, with Teleport Flurry set as his AI power; just let 
    him jump around the room attacking your opponents. You will also want a few 
    levels of Teleport Leap, as this ability comes in handy in a few instances.
    Shadow Blend has the highest damage reduction of any personal shield in the 
    game (-80 damage, all types, at Shadow Mastery 3). It also raises 
    Nightcrawler's Agility. However, if you use Teleport Leap or Flurry often, 
    which you should, Kurt isn't going to be hit anyway. Save the points from 
    this and buy some Toughness instead.
    Kurt's Flurry/Frenzy power should be maxed out and take Teleport Leap to 
    level 4 or 5 so you can teleport other X-Men; don't bother buying the 
    Teleport Strike levels. Max level Sucker Punch and Critical Strike as they 
    stack; this will allow Nightcrawler to hit lots of criticals (triple 
    damage) when using Flurry (or Leap as an attack).
    Because Flurry is so expensive, you want to have a high Focus stat and 
    probably max out Mutant Mastery. Buy levels of Acrobatics instead of 
    spending stat points on Agility. Don't put too many points into Strike, as 
    it doesn't affect his teleport attacks. Keep his Body score up to help 
    maintain health. Definitely buy Leap of Faith to maximum level.
    Keep Flurry as Nightcrawler's AI power, let the AI control him and just 
    spam the L button in combat. Kurt will be teleporting in-and-out all over 
    the battlefield, doing a lot of damage while taking almost nothing in 
    [4.13] Professor X (Charles Xavier)
    A-power: Hammer Legend--super strong psychic punch
    B-power: Blast Legend--radial blast of psychic energy
    X-power: Psychic Defense--reduces physical damage, knockback and pain
    Y-power: Psychic Maelstrom--large blast of psychic energy and lightning
     - Astral Knockback: adds knockback to mental attacks
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Leadership: Increases damage of and experience received from combos
     - Might: Increases lifting strength and damage of melee attacks
     - Mutant Mastery: Increases maximum mutant energy
     - Toughness: Increases maximum health
    When acquired: Prof X is only available as a playable character during the 
    mission to free Illyana's mind from the Astral Plane, and again (as Astral 
    Gladiator) for the boss battle against Shadow King. You cannot otherwise 
    play as Xavier.
    Recommended AI level: Normal
    Recommended AI power: Blast Legend
    Prof X is a set character. There's no leveling involved. He's a powerful 
    melee fighter and has devastating mental attacks. There's not much to say 
    about him, as you only use him twice and you can't adjust his powers and 
    skills. As Astral Gladiator, you can "level up" his stats; information 
    about recommended settings is covered in the Walkthrough, section 6.23.
    [4.14] Psylocke (Betsy Braddock)
    A-power: Psychic Slash/Psychic Hammer/Hammer Legend--powerful psychic blade 
    attack (mental damage)
    B-power: Psychic Bolts/Psychic Spikes/Legend Bolts--throws psychic bolts 
    (mental damage); higher levels stun enemies
    X-power: Psychic Defense/Psychic Armor/Psychic Wall--reduces damage from 
    mental attacks; Armor and Wall cover teammates as well; Wall increases 
    teammates' Focus score
    Y-power: Psychic Onslaught--psychic blades strike down your enemies
     - Blade Master: Increases damage and range of psychic blade attacks
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Mutant Mastery: Increases maximum mutant energy
     - Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
     - Toughness: Increases maximum health
    When acquired: You'll help her fight Sentinels during the NYC riots; she'll 
    be available after that series of missions.
    Recommended AI level: Normal
    Recommended AI power: Psychic Bolts
    Psylocke doesn't show up until the game is about 75% finished. You can only 
    use her during the last four missions; however, she's a very useful X-Man 
    to have around. Psychic Slash in conjunction with Blade Master is an attack 
    on par with Wolverine's Brutal Slash. Blade Master also affects Psychic 
    Bolts, which makes that easily the most powerful "scattershot" ranged 
    attack in the game.
    Betsy's best power is Psychic Bolts; with maximized Blade Master, each bolt 
    dishes out serious damage and, at Spikes and Legend levels, stuns the 
    enemy--making for easy combos. Psychic Defense looks attractive, but 
    protection from mental damage only is not as good as the all-purpose 
    protection of Storm or Jean. The Focus bonus is nice, but not especially 
    useful when your teammates already have Focus scores of 50+ and energy 
    packs are lying around like candy at Halloween.
    You'll want to maximize Psychic Bolts and Blade Master and buy Psychic 
    Onslaught. Since Blade Master is the only must-have skill, you should be 
    able to buy several levels of both Psychic Slash and Psychic Defense. You 
    may want a level of Mutant Mastery, but you can ignore the other skills.  
    [4.15] Rogue (Anna Marie)
    A-power: Southern Strike/Southern Smash/Southern Legend--powerful punch 
    B-power: Ability Drain/Ability Sap/Consume Ability--stun attack that steals 
    powers from the victim; while the victim is stunned, Rogue can use the 
    stolen power by pressing R+B
    X-power: Bullet Proof/Iron Maiden/Invulnerability--reduces damage and pain
    Y-power: Energy Drain--saps energy from all enemies, stuns them and 
    prevents them from using their powers for a short time
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Flight: Allows flying and flight pickup (at level 3 and above)
     - Grappling: Increases Strike and reflects punches and kicks
     - Might: Increases lifting strength and damage of melee attacks
     - Mutant Mastery: Increases maximum mutant energy
     - Toughness: Increases maximum health
    When acquired: Rogue is hanging out in the sitting room of the X-Mansion 
    during your first interlude there.
    Recommended AI level: Aggressive
    Recommended AI power: Ability Drain
    Rogue might be one of the most difficult characters to get a handle on in 
    X-Men Legends. Her two offensive powers are radically different; and, when 
    you use Ability Drain, you actually end up with a different power mapped to 
    your B button.
    Rogue is set up as a tank. Southern Strike is second only to Colossus' 
    Power Smash in terms of raw, physical damage--and is also a very slow 
    attack. Her personal shield is not quite as powerful as Colossus', but will 
    still shield her from a lot of damage. Grappling not only increases her 
    Strike rating, it also adds to her defense by deflecting melee damage. 
    Finally, she gets both Might and Flying, making her the only X-Man that 
    could fly tanks over a ravine. Too bad there's really no opportunity to do 
    Ability Drain is most useful against boss mutants (Mystique, Pyro, 
    Avalance, etc.); and is a good power to use as Rogue's AI power for scoring 
    combos. Southern Strike is less useful as it is easy to dodge; but, coupled 
    with a Muscle Accelerator or under the influence of Gambit's Kinetic 
    Mastery, it can do a lot of damage. Because Grappling aids in defense, you 
    probably don't need Rogue's personal shield--especially if you have a 
    party-wide shield (Jean, Storm) available.
    Max out Rogue's Critical Strike, Grappling and Might skills. You should 
    also max out one of Southern Strike or Ability Drain and buy the other up 
    to at least level four or five of the second branch (i.e. Southern Smash 4 
    or 5; Ability Sap 4 or 5). Take three levels of Flight to pick up allies. 
    Concentrate Rogue's stat points on Focus, Strike and Body.
    [4.16] Storm (Ororo Munroe)
    A-power: Lightning Strike/Chain Lightning/Legend Lightning--a slow-
    developing, ranged energy attack; Chain and Legend Lightning affect 
    multiple opponents; can weld metal
    B-power: Whirlwind/Tornado/Legend Vortex--creates a whirlwind that picks up 
    and throws enemies, doing physical damage in the process; can also put out 
    fires and move distant objects
    X-power: Storm Shield/Hail Shield/Blizzard Shield--reduces damage (all 
    types); Hail And Blizzard Shield protect teammates as well
    Y-power: Cyclone Fury--a powerful, area-wide lightning and wind attack
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Lightning Fury/Lightning Rage: Adds lightning damage to melee attacks
     - Flight: Allows flying and flight pickup (at level 3 and above)
     - Leadership: Increases damage of and experience received from combos
     - Mutant Mastery: Increases maximum mutant energy
     - Toughness: Increases maximum health
    When acquired: You can meet Storm during your first tour of X-Mansion.
    Recommended AI level: Normal
    Recommended AI power: Lightning Strike
    Like Jean Grey, it is very difficult to pick-and-choose from among Storm's 
    powers and skills. It would be nice if you could just maximize all of them. 
    Unfortunately, this just doesn't work, so sacrifices have to be made.
    By far, Storm's best offensive power is Lightning; you want this leveled up 
    to Legend status. Whirlwind, while incredibly useful and effective, can be 
    sacrificed. Buy a few levels for putting out fires and moving objects--just 
    in case you don't have Iceman or Jean nearby.
    You can sacrifice Storm Shield if you will be using Jean Grey and her TK 
    Shield; however, it's far better to have both shields available so maximize 
    this to Blizzard Shield 3. The easiest skills to give up are the melee-
    oriented ones; Ororo won't beat many people with her fists. A level or two 
    of Lightning Fury early in the game is a big help; but don't bother maxing 
    that skill tree.
    You can also ignore Critical Strike and Toughness. Storm is dependant on 
    mutant energy, so at least one level of Mutant Mastery is a plus. You also 
    don't need more than three levels of Flight (for teammate pickup). That 
    leaves Leadership as the only skill tree that must be maxed out, and that 
    will give you plenty more points for increasing Storm's mutant powers.
    Because Storm can weld metal (with Lightning), cross gaps (by flying the 
    team members across), move objects and put out fires (with Whirlwind) and 
    adds Leadership bonuses to combos, she is the ultimate Swiss Army Knife of 
    the X-Men. Unless you have some personal vendetta against Storm, you should 
    always have her on your team.
    In the early missions, Storm is a better leader than Cyclops. With a level 
    or two of Lightning Fury, she can hold her own hand-to-hand when her energy 
    runs out; and your energy will run out a lot until you get into the low 
    teens in level. Once you have leveled up a bit, you won't be running out of 
    power and you can focus on mutant attacks. You'll also be able to bring 
    Cyclops into the mix and double your Leadership bonuses.
    Chain Lightning/Legend Lightning is great for hitting combos and Whirlwind 
    is very useful for crowd control. Equip Storm with a DNA Generator--or, 
    better, the mask of Xorn--and let her keep the party shield up and just 
    spam her mutant attacks.
    [4.17] Wolverine (Logan)
    A-power: Brutal Slash/Eviscerate/Legend Slash--Wolverine's staple power, a 
    powerful strike with his extended claws
    B-power: Claw Flurry/Claw Frenzy/Legend Frenzy--multiple slashing attacks 
    against all enemies in a line in front of Wolverine
    X-power: Feral Rage/Berserker Rage/Unstoppable Rage--adds +5 to Wolverine's 
    Agility and increases movement speed by 30%, Berserker Rage also increases 
    Strike by +5 and Unstoppable Rage also increases Body by +5
    Y-power: Savage Rampage--huge slashing attacks against all nearby enemies
     - Critical Strike: Increases chance of a critical hit for a melee attack
     - Expertise: Increases Strike and Agility stats
     - Healing Factor: Regenerates health and reduces the effect of pain
     - Mutant Mastery: Increases maximum mutant energy
     - Sharpness: Adds damage and destruction to all claw attacks
     - Toughness: Increases maximum health
    When acquired: You start the game with Everyone's Favorite X-Man(tm).
    Recommended AI level: Aggressive
    Recommended AI power: Brutal Slash
    Wolverine is very popular, and is your starting character. In the early 
    going, you will find him to be very useful because of his Healing Factor--
    he can regenerate health. As the game progresses, you may find yourself 
    using Wolverine less and less. Once you have the ability to carry a lot of 
    health packs and you have Tissue Generators in your inventory, Logan is 
    just not as appealing.
    Wolverine's primary mutant attack should be the Brutal Slash tree. It's a 
    powerful attack, especially combined with Sharpness, and is much faster 
    than the major attacks of Rogue, Psylocke and Colossus. Claw Flurry allows 
    Wolverine to make multiple, fast slashing attacks. It is great for getting 
    out of a crowd, and can also hit combos well. While not, overall, as good 
    as Brutal Slash, it may be worth investing a few points to see if it gives 
    you more combos than Slash. If so, you would want to max Flurry rather than 
    It's questionable whether the Rage buffing power is useful. You can, at 
    high levels, get +5 to three of your stats; but, you can also get +5 to two 
    of those stats by buying levels of Expertise. The difference is Expertise 
    is permanent. Rage only lasts, at most, 36 seconds and uses a huge amount 
    of energy.
    Since Wolverine probably won't have a lot of energy, you should concentrate 
    on maxing out the Brutal Slash power, Critical Strike, Expertise, Healing 
    Factor and Sharpness. Then, just use Wolverine in a very up-close and 
    personal way. Split your stat points fairly evenly between all four stats 
    until you decide how much you want to use Brutal Slash. If you like to use 
    if frequently, concentrate more points on Focus, followed by Strike. If you 
    would rather just use Queensbury Rules, let Focus lag and put more points 
    into Strike, then Agility and Body.
    Wolverine is also the central figure is what is known as the "Fastball 
    Special". Any character with at least one level of Might (Beast, Colossus 
    or Rogue) can pick Wolverine up and throw him, like a dart, at an enemy. 
    This is a quite useless feature of the game, but can be fun to play with 
    once in a while. Note: despite rumors to the contrary, only Wolverine can 
    be thrown as a Fastball Special and only the three X-Men with normal Might 
    can throw him. Emma's Shell Might and Alison's Magma Might do not work.
    [4.18] Optional Builds
    As in any role-playing game, there is no one correct way to build your 
    characters. Here are some thoughts on other ways you might want to level up 
    your X-Men...
    [4.18.1] Batter Up!
    With the exception of Cyclops, Jubilee and Nightcrawler, any X-Man can be 
    built into a good melee fighter; i.e. a character that just uses punches 
    and kicks. Emma, Gambit, Iceman, Jean, Magma, Psylocke and Storm can all 
    add different damage types to their melee attacks, making them more 
    effective against physical resistant foes. All X-Men get Critical Strike as 
    a skill, which increases the chance of scoring triple damage with each 
    (Cyclops, Jubilee and Nightcrawler aren't good melee fighters because they 
    get no bonus such as energy damage or Might to their melee attacks. 
    Nightcrawler could be considered good at melee through the use of his 
    teleporting powers; but, he's no better at just stepping in and trading 
    punches than Cyclops or Jubilee.)
    If you want a real, "hands-on" experience, level up your favorite X-Men 
    with concentrations on their melee skills, Strike and Body, and one 
    offensive or defensive power. You won't use powers as much, so Focus is not 
    much of a concern and a team-shielding power, such as Jean's TK Shield, can 
    substitute for high Agility. Mix up damage types on your team; for example, 
    Rogue for physical damage, Storm for energy (lightning) damage and Emma 
    Frost for mental damage. You can also max out Cyclops' Tactics buffing 
    power and keep him on the team as ranged support and insta-buffer; or, use 
    Jubilee for the same purpose, using Bait, with the added ability to control 
    crowds, using Photo Flash.
    The benefit of this method is a greater ability to continue fighting even 
    if powers are exhausted. The downside is lower experience earned from fewer 
    combos performed, and a weak ranged fighting ability.
    [4.18.2] The Best Defense...
    ...Is a good offense. Perhaps you think shields are for girlie-men. Or, 
    perhaps, you have realized when playing X-Men Legends by yourself, most of 
    the defensive powers are unused. The AI doesn't use defensive powers that 
    much, so getting full use from all the various shields and buffs requires a 
    single player to rapidly switch among X-Men and turn on their X-power.
    Of course, you're not going to do that; not many people will. When playing 
    exclusively single-player, only level up the defensive power of those X-Men 
    whom you will play (i.e. control) frequently and whose X-power covers the 
    whole team (Cyclops, Storm, Jean, Iceman, etc.). You can switch on the 
    defensive power at the beginning of combat and then just use offensive 
    powers or melee attacks.
    On the plus side, you'll have more points to put into offensive powers and 
    skills. On the down side, if you get into a really tough fight and are 
    taking lots of damage, you won't have as much protection to layer on each 
     \  /--MEN---------------------------------------------------------------
      \/                            [5] Enemies
     /  \
    The statistics for the enemies below are estimates based on examining 
    gameplay video. They should give you a rough idea of the strength of each 
    enemy. Experience point (XP) awards may vary. Boss stats are given in 
    Section 6, Walkthrough.
    [5.1] Anti-Mutant Troops
    Health: 40
    Resistances: None
    Powers: None
    XP: 7
    These are the basic troops you encounter during the first mission (and 
    again when you have to replay that mission as Magma). They are not terribly 
    strong; use them as punching bags and get the hang of using your mutant 
    [5.2] Brotherhood Mutants
    The Brotherhood is Magneto's anti-human gang of mutants. You'll meet a 
    variety of Brotherhood members during your battles.
    [5.2.1] Brotherhood Thug
    Health: 75
    Resistances: None
    Powers: None
    XP: 7
    The basic foot troop of the Brotherhood, you'll first meet them in Central 
    Park, helping Mystique. Three Brutal Slashes will finish them, or you can 
    toy with them a bit with A and B attacks. They don't pose much threat, 
    especially since you should have leveled up once by now and put a point 
    into Wolverine's Healing ability.
    [5.2.2] Brotherhood Insurgent
    Health: 40
    Resistances: None
    Powers: Energy ray that can stun
    XP: 11
    These mutants are slightly more dangerous than the thugs; you encounter 
    them on the rooftops of NYC during the first mission. While they can stun 
    you with their energy ray, their health is low enough they go down to a 
    single Brutal Slash from Wolverine's claws.
    [5.2.3] Brotherhood Marauder
    Health: 120
    Resistances: Energy
    Powers: Powerful punching attack
    XP: 31
    A stronger version of the thug with resistance to energy attacks, but not 
    physical attacks. Beat him down with your tanks, but beware of his power 
    smash attack. Marauders first appear in the HAARP facility.
    [5.2.4] Brotherhood Revolutionary
    Health: 100
    Resistances: Physical
    Powers: Energy ray that can stun
    XP: 67
    A stronger version of the Insurgent that makes his first appearance in the 
    Ice Tunnels of the HAARP facility. He's resistant to physical damage, so 
    your tanks are going to be less useful against him. Use something that will 
    slow him down or hold him up to keep him from unleashing his stun ray and 
    then beat him down.
    [5.2.5] Acolyte
    Health: 200
    Resistances: Energy
    Powers: Stunning beam
    XP: 499
    These guys are mostly dangerous for their ability to stun the X-Men; 
    allowing you to get beat up by the Warriors that usually accompany them. 
    You run into Acolytes first at the Boshnoy Nuclear Plant.
    [5.2.6] Acolyte Warrior
    Health: 300
    Resistances: Physical
    Powers: Super strong melee attack, concussion slam
    XP: 667
    Strong melee fighters that are resistant to melee attacks; but, they go 
    down like flies to strong energy attacks, especially combos. Watch out for 
    their concussion slam, which can knock your entire team off their feet.
    [5.2.7] Acolyte Adept
    Health: 250
    Resistances: Mental
    Powers: Stunning beam, revives fallen acolytes
    XP: 887
    These slightly tougher acolytes are distinguished by their bright green 
    outfits--the other acolytes wear black. In addition to being able to stun 
    you, they can revive their fallen comrades. Like Morlock Goths, always hunt 
    these mutants down first and take them out; otherwise, you're in for a 
    long, long battle.
    [5.3] HAARP Guards
    These humans are a little tougher than the anti-mutant troops in NYC. They 
    are frequently equipped with machine guns or flamethrowers, which means 
    they can hit from range. You'll need at least a couple of ranged X-Men to 
    take them on.
    [5.3.1] HAARP Security
    Health: 100
    Resistances: None
    Powers: None
    XP: 11
    The basic foot troops at the HAARP facility. They are melee fighters, using 
    clubs and are not much of a threat.
    [5.3.2] HAARP Soldier
    Health: 100
    Resistances: None
    Powers: None
    XP: 11
    These troops are equipped with machine guns and hand grenades and can 
    damage you from range.
    [5.3.3] HAARP Flamethrower
    Health: 100
    Resistances: None
    Powers: None
    XP: 11
    A flamethrower-wielding version of the Soldier.
    [5.3.4] HAARP Officer
    Health: 150
    Resistances: Physical
    Powers: Has a weapon that can stun
    XP: 23
    A stronger version of the soldier with a weapon that can stun, flash 
    grenades and physical damage resistance. Concentrate energy powers on him 
    and try to hit combos to increase damage.
    [5.4] Sentinels
    The ultimate mutant-killing machines, Sentinels of various types pop up 
    throughout X-Men Legends. However, rather than inspiring fear and 
    trepidation, they are more like an obstacle that needs to be brushed out of 
    the way. For all the terror they are supposed to induce, they are really 
    rather easy opponents.
    [5.4.1] Sentinel Alpha
    Health: 100
    Resistances: Mental
    Powers: Energy beams, missiles, strong melee attacks
    XP: 67
    These are the Sentinels you fight in the Sentinel Flashback scenario. They 
    don't have much in the way of health and aren't resistant to physical 
    attacks. Wolverine's Brutal Slash or Nightcrawler's Teleport Flurry is the 
    way to take them down, especially if you can combo it with Cyclops' ranged 
    [5.4.2] Sentinel
    Health: 500
    Resistances: Mental
    Powers: Energy beams, missiles, strong melee attacks
    XP: 283
    A stronger Sentinel you first encounter on board the Arbiter. Taking it 
    down is the same as any tough foe--lots of combos. Storm and Cyclops, with 
    their energy ranged attacks, are good against these behemoths, as is Rogue 
    with her mutant-powered smash and Nightcrawler, since he is hard to target. 
    By this time, you should be able to buy and use the Hammer of Nimrod, which 
    will make disposing of these robots even easier.
    [5.4.3] Sentinel Controller
    Health: 600
    Resistances: Mental
    Powers: Energy beams, missiles, strong melee attacks
    XP: 2071
    An even bigger, badder Sentinel that uses a lot more energy beam attacks.
    [5.4.4] Sentinel Mark II
    Health: 1500
    Resistances: Mental
    Powers: Energy beams, missiles, grenades
    XP: 6647
    These more advanced Sentinels first show up in the Sentinel factory. The 
    Hammer of Nimrod equipped on an X-Man with a powerful ranged attack or on 
    Nightcrawler will take them down quickly.
    [5.4.5] Sentinel Platform Mark II
    Health: 5000
    Resistances: Mental
    Powers: Lots of weapons
    XP: 117987
    Also known as "spider Sentinels", these are the toughest anti-mutant robots 
    in the game. The Hammer of Nimrod gives you an advantage, and you need 
    every advantage you can get.
    [5.4.6] Sentinel Advanced
    Health: 800
    Resistances: Mental
    Powers: Various ranged attacks: energy, freezing, fire, etc.
    XP: 37331
    These cyborgs first show up in the Sentinel factory. They're actually not 
    as hard to deal with as the larger Sentinels.
    [5.4.7] Sentinel Advanced Mark II
    Health: 1200
    Resistances: Mental
    Powers: Various ranged attacks: energy, freezing, fire, etc.
    XP: 88491
    These are the Sentinels that attack Asteroid M during the final mission. 
    They should not present you with much of a problem.
    [5.5] Morlocks
    Morlocks are mutants who feel shunned by society and have taken up 
    residence in the sewers of New York City. They derive their name from the 
    race of underground dwellers in H. G. Wells' novel, "The Time Machine".
    [5.5.1] Morlock Brute
    Health: 150
    Resistances: Phsyical
    Powers: Concussion slam
    XP: 67
    Brutes, along with Claws, are the basic troops of the Morlocks. Brutes are 
    strong and can take a beating. Ranged energy attacks, especially in combos, 
    are the best way to dispose of them.
    [5.5.2] Morlock Claw
    Health: 150
    Resistances: Energy
    Powers: Throws projectiles, can stun
    XP: 51
    Claws are quite agile, and jump around a lot. They won't close with you too 
    often, preferring to stay at a distance and hit you with their projectile 
    attack. Your best bet is some type of holding/slowing power to keep them 
    immobile while you beat up on them.
    [5.5.3] Morlock Goth
    Health: 100
    Resistances: Mental
    Powers: Revives fallen Morlocks, teleportation
    XP: 91
    Goths are very nasty, not so much because they are hard to take down, 
    they're actually quite easy. Rather, it's their ability to revive their 
    fallen comrades that makes them such a threat. They lurk in the corners and 
    out of the way, and you usually won't know they are there until the guy you 
    just took down starts glowing green and gets back up. That's when you go 
    Goth hunting. Any time you are fighting Morlocks, try and locate the Goth. 
    You'll be happy you did.
    [5.5.4] Morlock Blade
    Health: 250
    Resistances: Energy
    Powers: Throws spikes, can stun 
    XP: 159
    The Blade is a stronger version of the Claw first encountered halfway 
    through the second mission in the Morlock sewers. By the time you run into 
    them, you can frequently take them out with a single combo attack.
    [5.5.5] Morlock Giant
    Health: 300
    Resistances: Physical
    Powers: Stunning fist attack 
    XP: 211
    A stronger melee fighter than the Brute, you won't notice much difference 
    in how easily they go down as you'll be much stronger by the time you 
    encounter them.
    [5.5.6] Morlock Outsider
    Health: 250
    Resistances: Mental
    Powers: Revives fallen Morlocks, teleportation 
    XP: 283
    This is the improved version of the Goth. The Outsider is distinguished by 
    her white hair, so pick her out of the crowd and take her down.
    [5.5.7] Morlock Leviathan
    Health: 600
    Resistances: Physical
    Powers: Power smash 
    XP: 4983
    These brutes are Marrow's henchmen in your second fight with her. By this 
    time they're not much of a challenge to your team; but, if you spend too 
    much time with them, Marrow can hurt you. Take them out with an Xtreme 
    power or some wide area-of-effect attacks.
    [5.5.8] Marrow's Lieutenant
    Health: 500
    Resistances: Mental
    Powers: Revives fallen Morlocks, teleports 
    XP: 8859
    These are the Morlocks who, during the second battle with Marrow, teleport 
    in, heal Marrow and her Leviathans and teleport out. You have only a few 
    seconds to take them out, else they will prolong your fight. Fortunately, 
    one good combo can take them down. Having Iceman Freeze them will give you 
    time for one or two more shots.
    [5.6] Genetic Research and Security Organization (GRSO)
    These are the soldiers working for General Kincaid, an anti-mutant zealot 
    who is, along with Magneto, one of your primary opponents. You first run 
    into GRSO soldiers on the U.S.S. Arbiter during the fourth mission.
    [5.6.1] GRSO Soldier
    Health: 200
    Resistances: None
    Powers: None
    XP: 119
    These foot troops are armed with machine guns and grenades; but, aren't 
    much tougher for you than the HAARP soldiers were in the second mission.
    [5.6.2] GRSO Assault
    Health: 200
    Resistances: None
    Powers: None
    XP: 119
    A GRSO soldier that uses a melee weapon--a type of sword that does 
    additional energy damage--instead of a rifle.
    [5.6.3] GRSO Officer
    Health: 300
    Resistances: Mental
    Powers: None
    XP: 283
    Slightly tougher version of the GRSO soldier that uses a ranged energy 
    [5.6.4] GRSO Infiltrator
    Health: 400
    Resistances: None
    Powers: None
    XP: 667
    These are the GRSO troops that attack X-Mansion during Interlude #5. They 
    are tough only in numbers, since each appears with a drone. If two or three 
    spawn in at once, you've got a fight on your hands. One-by-one they're 
    [5.6.5] Infiltration Drone
    Health: 200
    Resistances: Mental
    Powers: None
    XP: 667
    These drones are small robots that accompany the GRSO Infiltrators. They're 
    resistant to psychic attacks, as all robots are, but aren't quite as 
    dangerous as the troops. The main threat comes when you destroy them, as 
    they explode a second or two afterwards.
    [5.6.6] Patrol Drone
    Health: 300
    Resistances: Mental
    Powers: Electric shock, can freeze opponent in place for a few seconds
    XP: 1579
    You encounter these robots in the ruins of Weapon X. By this point in time, 
    two shots from Cyclops' Optic Beam should take care of them. Watch out, 
    they explode when you destroy them.
    [5.6.7] GRSO Skirmisher
    Health: 300
    Resistances: None
    Powers: Energy melee attack
    XP: 2103
    These are the front line troops located in the ruins of the Weapon X 
    [5.6.8] GRSO Expert Sniper
    Health: 500
    Resistances: Energy
    Powers: Rapid fire, highly accurate machine gun
    XP: 2103
    These guys can really pepper you full of holes. Take them down quickly.
    [5.6.9] GRSO Captain
    Health: 600
    Resistances: Physical
    Powers: Energy gun
    XP: 1003
    These units are usually accompanied by Expert Snipers, and it's the snipers 
    you've got to watch out for. The Captains aren't much trouble.
    [5.6.10] GRSO Line Officer
    Health: 600
    Resistances: Physical
    Powers: Rifle drains mutant energy
    XP: 2103
    Perhaps the most dangerous enemy in the Weapon X ruins, these officers can 
    drain your mutant energy and prevent you from using your powers. Since they 
    are resistant to physical damage, you don't want to be left without Scott's 
    eye blasts.
    [5.6.11] GRSO Commander
    Health: 600
    Resistances: Energy
    Powers: High-powered energy gun
    XP: 4983
    The commanders go down pretty easily to Wolverine's Brutal Slash.
    [5.6.12] GRSO Major
    Health: 1000
    Resistances: Mental
    Powers: None
    XP: 1003
    By the time you encounter these troops, one combo will usually take them 
    [5.6.13] GRSO Black Guard
    Health: 500
    Resistances: Energy
    Powers: Multiple projectile attack, high Agility
    XP: 27999
    These troops can be fairly nasty, since they attack from range and are 
    resistant to most of your ranged attacks. Hit a combo with a tank or a 
    psychic X-Man and they'll go down quickly.
    [5.6.14] GRSO Elite Skirmisher/Flamer
    Health: 500
    Resistances: -
    Powers: Energy melee weapons or flamethrower
    XP: 15751
    These are the primary troops in the Sentinel factory. Skirmishers use 
    energy melee attacks; while Flamers use a flamethrower.
    [5.7] Weapon X Soldiers
    The guards of the Weapon X facility are your only opponents during 
    Wolverine's flashback. They're fairly weak, which is a good thing since 
    Wolverine has to go it alone against them.
    [5.7.1] Weapon X Security
    Health: 150
    Resistances: None
    Powers: None
    XP: 91
    Armed with an energy melee weapon.
    [5.7.2] Weapon X Guard
    Health: 150
    Resistances: None
    Powers: None
    XP: 91
    Armed with machine guns and grenades.
    [5.7.3] Weapon X Officer
    Health: 200
    Resistances: None
    Powers: None
    XP: 283
    Uses a ranged energy weapon and grenades. Watch out for his energy gun, it 
    will sap all your health if you take a full shot. He has to charge it up 
    though, so close in quickly on him and start Slashing.
    [5.8] Nuclear Plant Guards
    Yet more humans trying to stand in the way of the X-Men. Will they never 
    learn? You know the drill by now, these guys are just cannon fodder to help 
    fill the time it takes to run through the mission.
    [5.8.1] Nuclear Security
    Health: 200
    Resistances: None
    Powers: None
    XP: 159
    Basic melee foot troops, armed with an energy weapon.
    [5.8.2] Nuclear Guard
    Health: 200
    Resistances: None
    Powers: None
    XP: 159
    Ranged version of the security troops; uses a machine gun and grenades.
    [5.9] Shadow Creatures
    These are the enemies you encounter on the Astral Plane. When you first run 
    into them, you'll think them pushovers. But that's because the 40th level 
    Professor X is hitting them for about 250 points each blow (750 when he 
    hits a critical). Once Prof X is gone, you're in for a fight...
    [5.9.1] Astral Shade
    Health: 300
    Resistances: None
    Powers: Energy blast
    XP: 403
    The weakest foe in the Astral Plane, their energy blast doesn't do much 
    damage and they don't melee much.
    [5.9.2] Astral Fiend
    Health: 500
    Resistances: Physical
    Powers: None
    XP: 403
    This is a hand-to-hand combat unit. It's not very strong, but it has enough 
    health to last for a while unless you can hit some big combos.
    [5.9.3] Astral Shadow
    Health: 500
    Resistances: Energy
    Powers: Energy blast
    XP: 603
    A stronger version of the Shade.
    [5.9.3] Astral Goliath
    Health: 500
    Resistances: Physical
    Powers: None
    XP: 603
    A powerful melee fighter, with resistance to purely physical attacks.
    [5.9.4] Warped Synapse
    Health: 400
    Resistances: None
    Powers: Damages anyone who touches it
    XP: 5751
    A pod that spits out ego creepers and damages anyone who touches it. Do not 
    attack this creature hand-to-hand unless you have a lot of shielding.
    [5.9.5] Ego Creeper
    Health: 300
    Resistances: None
    Powers: Explodes on death
    XP: 7
    You don't get much XP for killing these offspring of the warped synapse, 
    but they can do lot of damage when they explode.
    [5.9.6] Astral Warden
    Health: 400
    Resistances: Mental
    Powers: Psionic Blast
    XP: 2103
    Yeah, that's real nice. Put a mental-resistant monster on a plane where you 
    frequently travel with mental-damage only X-Men. The wardens are tough, 
    especially during the first mission to the Astral Plane, because all the 
    psychic damage is greatly reduced.
     \  /--MEN---------------------------------------------------------------
      \/                           [6] Walkthrough
     /  \
    [6.1] Overview
    This will be a very generalized walkthrough. First, each stage is almost 
    constant combat, so it would be incredibly boring to have each encounter 
    spelled out. Only the toughest fights, including boss battles, will be 
    specifically mentioned.
    Second, there is no compass and the camera can be freely moved around, so 
    directions like left, right, forward or back have little meaning. Unless 
    there is some distinct frame of reference, no directions will be given, you 
    will need to follow your map. There is usually only one way to go, so 
    rather than very detailed directions, you will be told to go to the first 
    objective point, go to the exit, etc.
    Here are some things to watch out for while moving through each stage:
    [6.1.1] Obstacles
    You will frequently find your path blocked by some obstacle. There are 
    usually several ways around the obstacle, some more efficient than others.
    Broken bridges, catwalks and deep chasms will occasionally dot your path. 
    There's a variety of methods to get around these. The easiest way is to 
    build a bridge. Iceman (Freeze Blast), Jean Grey (Telekinesis) and Magma 
    (Lava Fissure) can all build bridges. Just target the blue X at the gap and 
    unleash the appropriate power. You can also use Storm, Rogue or Jean Grey 
    to fly the other team members across (with at least three levels of the 
    Flight skill). Nightcrawler can teleport the other X-Men across.
    Loose Metal
    There are a few missions where you have to weld metal parts back together. 
    Cyclops' Optic Beam, Storm's Lightning and Magma's Fiery Blast can all weld 
    metal. Most of the time you will have Cyclops or Storm (or both) on your 
    team, so leaks, broken supports, etc. will not present much of a problem.
    Force Fields
    You will occasionally find your way blocked by energy force fields. Some 
    force fields have a control panel nearby that can turn them off. If that is 
    the case, have Nightcrawler teleport through the field and turn it off; 
    otherwise, you have to go around it--typically by stepping into a side room 
    and bashing your way through the wall. Some force fields remain up until 
    you complete your objectives in the area.
    Your path will sometimes be blocked or obstructed by fire. In a couple of 
    cases, a nearby fire hydrant can be broken open to douse the flames. 
    Otherwise, use Iceman's Freeze Blast or Storm's Whirlwind to put out the 
    Moving platforms
    In some of the Astral Plane stages, moving platforms can only hold one X-
    Man at a time. One X-Man steps on the platform, crosses to the next walkway 
    and flips a switch that builds a bridge for the remaining team. There is 
    one particular stage in the final Astral Plane mission where Jean Grey must 
    make the crossing and use TK to flip the switch. Otherwise, send over a 
    strong fighter to deal with the shadow creatures that typically surround 
    the switch.
    Other, unique, obstacles will be covered in the walkthrough.
    [6.1.2] Energy Saps
    There are machines in various stages that sap your mutant energy. You can 
    take them out with a strong melee fighter or a long-range power (Cyclops' 
    Optic Slam is a good choice).
    [6.1.3] Exploding Containers
    Some containers explode when struck. Keep on eye out for the hazard symbol 
    (three triangles arranged in a triangle) and don't destroy those 
    containers. You can pick them up and throw them; they make very useful 
    weapons and are also good for destroying energy saps. Be careful when 
    fighting in a room full of exploding containers, you don't want to have one 
    blow up in your face because your opponent has backed into it. Another way 
    of dealing with them is hitting them with a ranged attack--even better, 
    explode them from a distance while enemies are near them.
    [6.1.4] "Secret" Areas
    The auto-map prevents there being any truly hidden rooms or platforms in 
    the game; however, some are only accessible if you have a flyer or 
    Nightcrawler (teleporting) in your party. Some are just out of the way and 
    you might run right by them on your way to an objective. These areas 
    frequently contain Danger Room discs, comic books, sketch books or other 
    useful bonus items. Keep an eye out for "unfinished" areas on your map and 
    make sure you explore each stage to its edges.
    [6.1.5] Make-a-Door
    Sometimes the only way to progress is to blow a hole in the wall. Almost 
    any character can do this (though some are better at it than others), so if 
    a room seems otherwise inaccessible or the path seems to have reached a 
    dead end, try knocking down the wall.
    In the following walkthrough, stages with an Xtraction point will be marked 
    with an (X). All stages in each mission are listed in the order in which 
    you travel through them. Note, each time you transition between stages, all 
    effects on your characters are reset, so don't bother putting up shields, 
    etc. right before heading through a stage transition.
    Select Begin Game from the main menu and watch the video of NYC playing the 
    part of LA in the movie "Volcano".
    [6.2] Escape From New York
     - New York City
     - West Manhattan
     - Central Park (X)
     - East Manhattan (X)
     - East Rooftops (X)
     - North Rooftops
     - Wolverine Comic: East Rooftops, lying out in the open in the one
       interior area you pass through
     - Danger Room Disc Teamwork 101: North Rooftops, lying out in the open on
       a stair landing
    Recommended X-Men:
     - You have no choice, you start with Wolverine and pick up
       Cyclops on the way.
    NOTE: The Xtraction points in these stages offer you only the ability to 
    save or load a game. After you pick up Cyclops, you get the Change Team 
    option; its only use is to revive Wolverine or Cyclops if one happens to 
    Your journey begins with just Wolverine tracking Blob through the streets 
    and subways of New York City. This is your tutorial stage and you'll find 
    lots of game hints (yellow question marks floating above the ground) lying 
    in your path. Twice you will have to go through a subway tunnel as your way 
    is otherwise blocked. Keep an eye out for side areas if you need additional 
    health or energy packs. There's one stash that is down in a below-street 
    house entrance.
    Eventually you will reach Central Park and encounter Mystique. After your 
    initial encounter, keep following Blob's footprints until Pyro blocks your 
    path with flaming trees. While facing the burning branches, head left and 
    pass under a bridge, then go up the stairs to the top. Go through the 
    broken fence and drop down to the entrance of a drainage tunnel. Destroy 
    the gate and use the drain tunnel to get back on the main path.
    You will then come to an Xtraction point. Immediately beforehand, put out 
    the fire by destroying the fire hydrant nearby. The fire hydrant has a blue 
    X floating over it. This symbol indicates something that requires an X-Man 
    to use a mutant power to advance. After the Xtraction point (save your 
    game!), you will come to a bridge with an open gate underneath. This marks 
    the beginning of your first boss battle with Mystique.
    Health: 400
    Resistances: None
    Powers: Shapeshifting, can disguise herself among a group of thugs
    When fighting Mystique, stay behind her, away from her guns until she stops 
    shooting, then move in and Brutal Slash her. When she calls in help, take 
    them out quickly while you keep moving to avoid the bombs she is throwing 
    at you. If you run out of health or energy packs, break the trash cans 
    lining the side of the patch.
    After Mystique, you'll pick up Cyclops and the two of you will continue 
    following Blob's footprints through East Manhattan.
    Health: 200
    Resistances: Physical
    Powers: Body slam creates a shockwave that can knock you down
    While Blob may have lower health than Mystique, his physical damage 
    resistance absorbs a lot of what Wolverine can dish out, and Cyclops is way 
    underpowered at this point in the game. Try to hit as many combos as you 
    can. The best way of doing this is to control Wolverine, close in on Blob, 
    issue the call to Cyclops and then hit Blob with a Brutal Slash about one 
    second after calling for help. When Blob jumps in the air, run away and 
    jump as he hits the ground so you won't be knocked down by the shockwave. 
    You can also pick things up and throw them at Blob. If you run low on 
    health or energy, there are lots of packs in the barrels and crates lying 
    After Blob is done, you'll pick up Alison; but, she's just a follower and 
    cannot be controlled. Keep following the path over the rooftops of New York 
    until you get to the X-Jet. You should pick up both a comic book and a 
    Danger Room disc along the way.
    [6.3] Interlude #1 - X-Mansion
     - Ground Floor
     - Dormitories
     - Subbasement (X)
     - Danger Room Disc Teamwork 102: in the corner in the Danger Room
    After most missions, you will have a "talkie" stage that usually takes 
    place in Xavier Mansion. This is your first interlude. Your primary 
    character in these stages is Alison Crestmere (soon to be known as Magma). 
    This interlude begins in Professor Xavier's office and you are offered a 
    tour of the mansion by Jean Grey or a tour of the subbasement (X-Men HQ) by 
    Prof. X.
    Start with the tour of the mansion. Located throughout the mansion are 
    stations where you can view unlocked items. Each station is marked by a 
    green arrow floating over it and pointing at it. Get used to that symbol; 
    it, and a red arrow like it, will be seen in many places. Green arrows mark 
    something you must do, operate or protect; red arrows mark something or 
    someone that must simply be reached or must be destroyed. A third mark 
    you'll encounter in this interlude is the exclamation point over NPC (non-
    player character) heads. This means you can talk with the NPC. Stand next 
    to the character and press X to talk.
    All right, you are in Prof X's office, and have accepted Jean Grey's offer 
    of a tour. Your first stop should be behind the professor's desk; you can 
    use the computer to read short biographies of each X-Man, but only after he 
    or she has been unlocked. Right now, the only X-Men biographies in the 
    computer are Wolverine, Cyclops and Jean Grey.
    Exit the professor's office and you will be in the library. On the wall is 
    a bookcase with the tell-tale green arrow. Use (press X while standing in 
    front of it) the bookcase to see the comic books you have collected. Comic 
    books are items found in the missions. Each comic provides a permanent stat 
    boost for one character. In order to get the stat boosts, you must check 
    the comics menu each time you visit X-Mansion. Until you check the menu and 
    see the new comics collected, the stat boosts will not be applied.
    On the opposite side of the library from Professor X's office is a 
    classroom. There's never any reason to visit this room after your first 
    tour, unless you want to use the secondary elevator in this room. Leave the 
    library and head down the hall to the sitting room. They'll be nothing here 
    now, but during some interludes, you'll find X-Men hanging around in here, 
    ready to talk. The large door in one wall leads to the estate grounds; 
    however, you can never actually use this door.
    To one side of the room is an entrance to the main foyer, which has a 
    staircase to the second floor (dormitories) and an elevator that goes to 
    the dormitories and the subbasement. For now, continue down the hall. At 
    the other end of the mansion is the day room where a TV provides access to 
    cinematics that you have already seen. Behind the TV is the other secondary 
    elevator. To the other side of the hall is the dining room. You can find X-
    Men in both these rooms in later interludes.
    After peeking in all the rooms on the first floor, go up the stairs or use 
    the elevator to get to the dormitories. You can rifle through each X-Man's 
    bedroom and look at their personal things if you want more information on 
    them. Otherwise, there's no need to go into any bedroom except Colossus' 
    room, which has the station where you can view concept art. Concept art is 
    unlocked when you recover sketch books in the game.
    At either end of the dormitories is a sitting room. One room contains a 
    computer where you can review load screens that you have already seen. The 
    other room has a television where you can play the X-Men Legends trivia 
    game (see section 8 below). Both rooms have secondary elevators, allowing 
    quick access to these rooms from the subbasement or ground floor, without 
    having to wind your way through the hallways.
    That does it for the upper two floors. Go back down to Professor Xavier's 
    office and ask him to take you on a tour of the subbasement. Prof X will 
    introduce you to the War Room, which is where you go to begin missions. He 
    can then give you a guided tour of the subbasement. Tell him you don't need 
    the tour and just use this walkthrough instead.
    After telling Prof X you don't need the tour, you'll find yourself facing 
    the X-Mansion's Xtraction point. Directly behind you is the main elevator. 
    In front of you to the left and right, are the secondary elevators, or 
    transport tubes. These secondary elevators let out into corner rooms on the 
    ground floor and dormitory levels. On those levels, the elevators are 
    hidden inside wood cabinets. Stand near the cabinet and press X to open the 
    transport tube.
    To your left is Beast's laboratory and the entrance to the X-Jet hangar. To 
    your right is the medical facility and the holding cell. Inside the holding 
    cell is a computer where you can review biographies of Brotherhood mutants.
    Straight ahead, at the end of the hall, is Cerebro. To the left of Cerebro 
    is the War Room and to the right of Cerebro is the Danger Room. Go ahead 
    and save your game at the Xtraction point and head for the lab to your 
    left, where you can find and talk to Beast. Then head for the medical 
    facility for another talk with Jean Grey.
    Now go to the Danger Room where you can pick up your second disc. Go ahead 
    and run through some lessons for a quick level up. After playing in the 
    Danger Room, head back upstairs to the ground floor and meet with Rogue in 
    the sitting room, Iceman (Bobby Drake) in the day room and Storm in her 
    room in the Dormitories.
    Go back to the subbasement and go to the War Room. Use the computer in the 
    corner to talk to Forge. From now on, you can use an Xtraction point to 
    visit Forge and buy or sell equipment: backpacks, belts and armor. Use the 
    computer in the center of the room to start the next mission.
    [6.4] HAARPo March
     - The Frozen Falls (X)
     - The Bridge (X)
     - Outer Grounds
     - Inner Grounds (X)
     - Maintenance Garage (X)
     - Mess Hall
     - Systems Operations
     - Satellite Control Center (X)
     - Main Tunnels (X)
     - Exterior Access Tunnels (X - two)
     - VTOL Pad
     - Sketch book: Frozen Falls near the far transformer
     - Cyclops comic: The Bridge, near the Xtraction point
     - Skill point: Outer Grounds, on top of a railroad car 
     - Danger Room disc Combined Powers 101: Outer Grounds on top of building
       in to which the train has crashed
     - Danger Room disc Challenge-Beast: Inner Grounds, on top of a building
     - Danger Room disc Combined Powers 102: Mess Hall, side room behind crates
     - Iceman comic: Satellite Control Center, near exit
     - Danger Room disc Qualifying Exam 100: Main Tunnels, near exit
     - Sketch book: Exterior Access Tunnels, near broken bridge
    Recommended X-Men:
     - Iceman; at this early level, you'll need him to put out fires for you
     - Jean Grey or Iceman to build bridges
     - Beast, Rogue or Wolverine as your tank
     - Either Storm or Cyclops with some Leadership skill
     - Recommended team: Storm, Jean Grey, Wolverine and Iceman
    The Brotherhood is invading the High Frequency Active Auroral Research 
    Program (HAARP) facility in Alaska. It's up to the X-Men to stop them and 
    find out what they're up too. Of course, since, to humans, all mutants are 
    just alike, the HAARP guards will be trying to kill you too.
    You begin next to the X-Jet outside the HAARP facility. Leaving the jet, 
    you have two path options:
    1) Follow the road: you'll find your way blocked by a burning bonfire.
       Have Iceman put out the fires and continue.
    2) Follow the stream: you'll find your way blocked by a chasm.
       Have Iceman or Jean build a bridge and continue.
    Either way, your objective is taking out two transformers marked on your 
    map. Next to the transformer closest to the exit is a wooded ledge with a 
    sketch book.
    When you reach The Bridge stage, you have three more transformers to 
    destroy, then head up to the bridge. The Xtraction point is located at the 
    beginning of the bridge. Off to one side of the bridge is Cyclops' comic. 
    The bridge is guarded by a tank and some soldiers.
    Have *your* tank (Beast, Rogue or Wolverine) jump onto the military tank 
    and attack the *front* of the turret with your basic mutant power. Do *not* 
    press L; let your teammates frolic with the soldiers. Once the tank is 
    destroyed, mop up and head into the Outer Grounds.
    As you head down the path, your way will be blocked by a derailed train. On 
    the roof of the building the train crashed into is the DR disc Combined 
    Powers 101. It's easiest for a flier (Storm, Rogue or Jean Grey) to get up 
    there. Continue past the train, destroy the first of three transformers and 
    then watch as a bridge is blown out.
    Head left from the bridge and cross the chasm on a wrecked railroad car. 
    After crossing, turn around and go back across the chasm using the railroad 
    tracks, jump up onto the next car and pick up a bonus skill point (awarded 
    to whichever X-Man picks it up). Go back across the chasm on the trakcs, 
    destroy two more transformers and head for the Inner Grounds.
    Look on top of one of the large buildings for a DR disc: Challenge-Beast. 
    Destroy three transformers, and approach the entrance to the Maintenance 
    Garage. Another tank fight is looming, this time there are flamethrowers 
    involved. Have Iceman put out the fires and use the same tactics as before 
    to get into the garage.
    You'll follow a convoluted path through the garage stage. When the corridor 
    is blocked by lasers, move into the room to the side and break through the 
    wall into the next room to get around the lasers. Continue to the exit 
    point, which you will find locked. There's a large storeroom nearby; inside 
    is a HAARP Officer with a keycard. Take it from him and continue to the 
    Mess Hall. 
    Work your way through this stage, going around another laser beam blockade 
    in the process. Keep your eyes out for the Combined Powers 102 DR disc, 
    it's in a side room behind some crates. Next is Systems Operations, which 
    is a large stage with nothing in it but enemy soldiers. Pass through to get 
    to the Satellite Control Center.
    Early in this stage, you have a mini-boss fight against Pyro:
    Health: 300
    Resistances: Multiple
    Powers: Throws flame, can create flame creatures
    Ranged attacks work best on Pyro, as he is usually surrounded by a damaging 
    fire shield. Take out his fire demons to take down his multiple resistances 
    and then smite him with power combos. Iceman is a good choice to keep Pyro 
    cooled down.
    Once he's done, continue until you find the lift down to the Main Tunnels. 
    Before using the lift, search the room to find Iceman's comic. Once in the 
    Main Tunnels, work your way to the lift; look for the DR disc Qualifying 
    Exam 100 next to the lift and go to the Exterior Access Tunnels.
    In both tunnel stages, there are gaps where Iceman or Jean must build a 
    bridge. Make sure you immediately rush across the bridge and engage the 
    enemy. If you try to engage the enemy on the bridge, your teammates are 
    likely to fall into the darkness. In the Exterior Access Tunnels, when you 
    reach the gap that must be bridged, search to the side for a sketchbook.
    At the end of the Access Tunnels is another Xtraction point next to the 
    lift. Save your game and then take the lift to the final boss battle for 
    this mission: Toad. Toad has been left behind by his mates, and he's trying 
    to escape in one of HAARP's jets.
    Health: 300
    Resistances: Multiple
    Powers: Tongue Lash
    In addition to taking down Toad, you have to disable the jets he is using 
    to try and escape. To complicate matters, HAARP troops show up from time to 
    time to give you more trouble. Toad is resistant to physical damage, and 
    his tongue lash can be devastating when it's unleashed. Wolverine, if 
    you've kept Brutal Slash maxed, is devastatingly effective against Toad, 
    especially if you can hit some combos.
    [6.5] Interlude #2 - X-Mansion
    Item: Danger Room disc Protect 202, Dormitories
    After delivering Toad to the holding cell in the X-Mansion, you find 
    yourself as Alison once again, lounging by the pool. At the other end of 
    the pool, you can talk to Iceman. Make your way towards the mansion, 
    stopping to speak to other students along the way. On one of the paths you 
    can find Jubilee and talk to her.
    Once in the mansion, head for the library outside Professor Xavier's 
    office. You will be startled by the sudden appearance of Kurt Wagner, AKA 
    Nightcrawler. Having this conversation with Kurt unlocks the Sentinel 
    flashback. This is an optional, short mission. You only get this one chance 
    to play this scenario. It's pretty easy and there's a comic book and Danger 
    Room disc available in it, so have a go at it.
    [6.5.1] Sentinel Flashback
     - 7th Avenue (X)
     - 8th Avenue
     - 9th Avenue
     - 10th Avenue (X)
     - Danger Room disc Defend 202: 7th Avenue, in a boarded-up alley
     - Nighcrawler comic: 10th Avenue on a rooftop
    In this flashback, you have a set team of Nightcrawler, Cyclops, Wolverine 
    and Jean Grey. Advance through each stage, destroying Sentinels along the 
    way. Keep an eye on your objectives to see how many Sentinels you have to 
    defeat in each stage. In the first stage, 7th Avenue, you can find a DR 
    disc in a boarded-up alley. Do your best to keep your team alive, as there 
    is no opportunity to revive them at the Xtraction points.
    In the final stage, 10th Avenue, you can get Nightcrawler's comic book from 
    the rooftops; but, only if you have leveled up Jean Grey's Flight skill. 
    Collect the comic before fighting the Sentinels; as soon as you dispose of 
    eight, the scenario ends and you have no opportunity to explore. Avoid the 
    park area in 10th Avenue, as multiple Sentinels drop on your head if you 
    venture into the middle of the park. Skirt the edges, taking on Sentinels 
    one-by-one until you've taken out five or six. Then enter the park and 
    quickly take out the last two or three to end the scenario.
    Back in the mansion, go up to the Dormitories and snag a DR disc, Protect 
    202 from one of the balconies by the stairs. Then go down to the 
    subbasement and the Danger Room. Xavier will give you a test, which gives 
    you an opportunity to play as Magma. You'll be placed in a long hallway, 
    and your objective is to destroy 22 robots. Hopefully, you've leveled up 
    Magma's Lava Fissure and Fiery Form powers, as they are more useful than 
    her Fiery Blast. Hit the robots with Fissure, then transform to Fiery Form 
    and beat on them. If you encounter large crowds, use Fiery Blast to break 
    them up and then take them on one-by-one.
    After defeating 22 robots, you're placed in the main Danger Room with more 
    robots coming at you. After you've blown a bunch of them up, there's a cut 
    scene and you're back in the subbasement. Go to Beast's lab and talk to him 
    to open up the Juggernaut Flashback. Again, if you don't take this option 
    to play now, you will not get another chance.
    [6.5.2] Juggernaut Flashback
     - X-Mansion
     - Danger Room disc Challenge-Cyclops, in the foyer
    Fight Juggernaut through the X-Mansion, preventing him from getting to 
    Professor X in the subbasement. There's a "damage meter" on the left side 
    of the screen that fills up during Juggernaut's rampage. If it fills 
    completely, you fail the mission. Take a side trip to the main foyer and 
    pick up Cyclops' Challenge scenario DR disc that's lying in front of the 
    main staircase.
    Your team is Jean Grey, Cyclops, Iceman and Beast. Hit Juggs with lots of 
    combos. Whenever he moves between rooms, he turns on his multiple 
    resistances. Lay back while he's moving, then hit him hard once his 
    resistances come down.
    Now it's off to explore the X-Mansion, or, if you're itching for action, go 
    to the War Room and initiate the next mission.
    [6.6] That's Morlock It!
     - Outfall Tunnels (X)
     - Mainline Reservoir (X)
     - East Trunk Line
     - West Trunk Line
     - Morlock Haven
     - Mainline North (X)
     - Filtration Reservoir (X)
     - 22nd Street Steam Works
     - Storm's comic: East Trunk Line, across a gap that must be bridged
       or flown across
     - Sketch book: East Trunk Line, near the water pump
     - Danger Room disc Focus 201: West Trunk Line, left path from the entrance
     - Sketch book: Mainline North, hidden room--break down the wall
     - Danger Room disc Focus 202: Filtration Reservoir, side platform beside
       bridge at start of stage
     - Danger Room disc Challenge-Rogue: 22nd Street Steam Works, small ledge
       at back left corner from entrance, use flier to reach before starting
       the fight with Marrow
    Recommended X-Men:
     - Jean or Iceman to build bridges
     - A mixture of attacks (physical, mental, energy) to deal with varying
       resistances of Morlocks
     - Recommended team: Cyclops or Storm, Jean Grey, Rogue, Nightcrawler
    Fight your way through the first two stages, which are bereft of anything 
    notable other than new enemies--the Morlocks (just Brutes and Claws at this 
    point). When you reach the end of the Mainline Reservoir, there's an 
    Xtraction point and two exits. You have to enter the two "side" areas: East 
    Trunk Line and West Trunk Line and shut off the pumps that are filling the 
    reservoir. You can do these in either order.
    In the East Trunk Line, you can cross a gap (fly or teleport over or make a 
    bridge) and get Storm's comic book. There's also a sketch book near the 
    water pump that you must destroy. In the West Trunk Line, take the left 
    path from the entrance to find a Danger Room disc. Be careful in the West 
    Trunk Line, there's a bug with one set of stairs that leads down into the 
    sewer water. You can go down, but you can't come back up; your X-Men fall 
    through the stairs into a bottomless pit and die. Just stay out of the 
    sewage. After taking care of each trunk line, return to the mainline 
    reservoir and save your game. After the second trunk line is done, you can 
    go down into the reservoir to the Morlock Haven.
    Once in the Morlock Haven, enter the center ring and talk to Healer and 
    Marrow. After talking to Healer, you'll be able to access his shop from any 
    Xtraction point. He sells health and energy packs, as well as essential 
    Danger Room discs you may have missed. After talking to Marrow, go through 
    the marked exit to Mainline North.
    Here you'll have your first encounter with Morlock Goths. They can be 
    distinguished by their black headgear; take out the Goths first so they 
    can't revive their brethren. After using the Xtraction point to save, look 
    for a small room that can only be accessed by knocking down the wall; 
    you'll find a sketch book inside.
    From Mainline North, you'll enter the Filtration Reservoir. There's a bad 
    fight near the beginning of this stage. You have to cross a narrow bridge 
    under attack from a lot of Brutes and Claws. There are two side platforms 
    containing Goths that can keep reviving these guys as they go down. Any X-
    Man can jump over to the side platforms; use your tank character (Rogue or 
    Wolverine) to take out the Goths. One of the platforms has the Focus 202 
    Danger Room disc.
    The Xtraction point is at the end of the level; make sure you have plenty 
    of health and energy packs and a good team before entering 22nd Street 
    Steam Works--your boss battle with Marrow is coming right up. As soon as 
    you enter the Steam Works, walk around to the left until the ledge ends, 
    then fly straight ahead to a small platform with the Challenge-Rogue DR 
    disc. Then head to the center area for the showdown with Marrow.
    Health: 600
    Resistances: Mental
    Powers: Projectile attack
    Marrow has a lot of health, but she's only resistant to psychic attack. 
    Take a couple of tanks and a couple of ranged energy attackers (e.g. Storm, 
    Iceman, Wolverine and Rogue) and just keep combo-ing her spiny rear until 
    she goes down. Fortunately, she doesn't do a huge amount of damage in 
    return, but she will keep you busy for a while.
    Once Marrow is defeated, and Gambit is free, it's time to return home.
    But wait! Professor X has new information about The Brotherhood's next 
    target. It's the submersible aircraft carrier, U.S.S. Arbiter. He stops 
    your flight back to X-Mansion and sends you to the Arbiter instead.
    [6.7] An Arbiter-y Assignment
     - Fore Flight Deck (X)
     - Aft Flight Deck (X)
     - Hangar Lift (X)
     - Aft Hatchways
     - Starboard Launch Bays (X)
     - Fore Launch Bays
     - Brig (X)
     - Infirmary
     - Galley (X)
     - Maintenance Division
     - Stat point: Hangar Lift, on a ledge
     - Sketch book: Starboard Launch Bays
     - Beast comic: Brig, room with a crewman
     - Sketch book: Galley, room with force field door
     - Danger Room disc Qualifying Exam 200: Galley, side room next to crewman
    Recommended X-Men:
     - Don't use a mental-attack X-Man against Sentinels (Jean isn't available
       anyway and you haven't unlocked Emma or Betsy yet)
     - Once you reach the Brig, you absolutely must have either Cyclops or
       Storm, and Iceman. Nightcrawler is also very useful in this part of the
       mission. Prior to that point, you need at least one good tank to help
       take down Sentinels.
     - Recommended teams: Cyclops, Storm, Nightcrawler and Wolverine for
       the first six stages. Cyclops, Storm, Nightcrawler and Iceman for
       the final four stages.
    There are four Sentinel launchers on the fore deck. Each one will launch a 
    new Sentinel as you destroy the previous one launched, so take out the 
    launchers first (hit the crane arm) before attacking the Sentinel. Also, 
    try and draw the GRSO soldiers away from the launchers and defeat them and 
    recuperate before taking on the Sentinels.
    pgw, of the GameFAQs X-Men Legends message board, contributes the 
    information the launchers on will only spit out four Sentinels apiece. For 
    extra experience, especially if you have the Hammer of Nimrod at this 
    point, let the launchers empty themselves. You can also use this tactic on 
    the launch bays below deck; though, there you will have between five and 
    six Sentinels come from each launcher.
    NOTE on the Sentinels: There's a glitch where, if you attack the Sentinel 
    before it fully leaves the launch tube, it will get stuck and you cannot 
    damage it, but it can damage you. (Not a good thing.) This is most likely 
    to happen in the tubes below deck. Let the Sentinel step out of the launch 
    bay before attacking it.
    On the aft deck, use the Xtraction point to save, then clear the GRSO 
    soldiers and defeat the Sentinel controller. Climb to the crane platform 
    marked as an objective on your map. Use the control panel to swing the 
    yellow sub over the flight deck, then cut the chain using an exploding 
    barrel or mutant energy attack. The sub will crash through the deck and you 
    can jump down into the Hangar Lift.
    The Hangar Lift consists of three large areas side-by-side. There are 
    ledges in the walls of the side areas that can be reached by any character 
    using a power jump (Y, B). One of these ledges has a bonus stat point. 
    Clear out the GRSO soldiers and head for the Aft Hatchways.
    There's another Sentinel launcher in the Aft Hatchways; clear everything 
    out and go through to the Starboard Launch Bays. There are two more 
    Sentinel launch bays to be destroyed here. Once you get past the second and 
    are in a long hall, enter the rooms to the side to pick up a sketch book, 
    then head for the Fore Launch Bays. Take out two more Sentinels and go down 
    to the Brig.
    At this point, the ship starts coming apart at the seams. Jean Grey can 
    hold it together, but only for 15 minutes. You have to go through four 
    stages, rescuing two crewmembers in each stage, within that 15 minutes. Now 
    is the time to change out the team so you have Cyclops, Storm, Nightcrawler 
    and Iceman.
    As you progress through each level, there are leaks in the ship that can be 
    sealed by either Cyclops or Storm. Each hole sealed up adds to your time; 
    you can double your time, earning 15 extra minutes this way. Considering 
    the importance of gaining time, you'll want both Cyclops and Storm--if one 
    dies, you can continue sealing leaks with the other.
    You need Iceman to put out fires and make bridges, which is much faster 
    than flying each X-Man across each gap you come to. Nightcrawler helps get 
    past force fields more quickly--just teleport through and turn them off at 
    the control panel. Make your way through each stage methodically, but not 
    slowly. Do whatever you have to do to free up enough memory card space for 
    at least two saves. If you find yourself running out of time, you can back 
    up a stage or two and try again.
    Deal with the enemies, seal up the leaks and rescue the crewmen--talk to 
    each crewman and he will follow you back to the lifeboat; you can collect 
    both crewmen in each stage before returning to the lifeboat. If you reach 
    the lifeboat and, for some reason, the crewman doesn't respond, move away 
    from the exit and then back to it. All the crewmen and the lifeboat are 
    clearly marked on your large map--use it. Follow these simple instructions 
    and you'll make it through these stages with time to spare.
    Along the way, keep an eye out for hidden items. In the Brig, you can pick 
    up Beast's comic book in one of the rooms with a crewman. In the Galley, 
    shortly after leaving the Xtraction point, you'll come to a room where the 
    door is blocked by a force field. Have Nightcrawler teleport through and 
    pick up a sketch book. If you don't have Kurt, continue on until you get to 
    the missing bridge. Move along the catwalk to the right of the gap and bust 
    a hole in the wall into the room with the book. Also in the Galley, there's 
    a DR disc, Qualifying Exam 200, in a room next to one of the rooms with a 
    crewman. Break the wall to get to it.
    After rescuing all eight crewmen, it's back to the X-Mansion for you.
    [6.8] Interlude #3 - X-Mansion
    You start in your room in the dormitories. There's nothing to do up here 
    except look at new concept art you've acquired. On the ground floor you can 
    look at your new comics and talk to Nightcrawler in the sitting room, 
    Jubilee in the day room and Iceman in the dining room. In the subbasement, 
    you can talk to Beast in his lab and Jean Grey in Cerebro.
    Your first objective is to speak to Storm and Wolverine in the Danger Room. 
    They'll send you in for another test, your qualifying exam for the X-Men.
    [6.8.1] Magma Qualification Exam
     - New York City
     - West Manhattan
     - Central Park
     - East Manhattan (X)
     - Magma comic: Central Park beside broken bridge
     - Sketch book: Central Park beside drain tunnel entrance
    This is an exact repeat of the first mission, with Magma in the place of 
    Wolverine and ending after the fight with Blob. You'll find it very easy 
    because the enemies have not increased in power. During the mission, pick 
    up Magma's comic from beside the broken bridge in Central Park. Also in 
    Central Park, at the entrance to the drainage tunnel, you can get a sketch 
    book. After Blob is defeated, you'll talk to Professor Xavier and 
    officially become an X-Man. Magma is now available for missions.
    Afterwards, you're back in your room, now in your X-Man costume. Head down 
    to the subbasement, go to the X-Jet hangar and talk to Wolverine to 
    initiate the Weapon X Flashback. Unlike Nightcrawler and Beast, you must 
    ask the right questions to open the flashback. First comment how Jean 
    refers to Logan as a man of mystery, then ask the questions about the 
    Weapon X experiment. You'll get your one-and-only chance to play the 
    [6.8.2] Weapon X Flashback
     - Infusion Trials (X)
     - Lab Support
     - Fission Gate (X)
     - Danger Room disc Survival 302: Lab Support, in a side lab
     - Danger Room disc Challenge-Wolverine: Fission Gate, past room with
       the Director
    In this mission, you play only as Wolverine. Your job is to track down the 
    director of the Weapon X project. Rampage your way through each level; if 
    you've kept Brutal Slash maxed, most of the troops will go down to a single 
    blow, the officers take two Slashes.
    Look for a DR disc in Lab Support in a lab that is off the main path. When 
    you reach the Xtraction point in Fission Gate, you'll be at a nuclear core. 
    From the Xtraction point facing the core, go down the left stairs. Use a 
    power jump (Y, B) to clear the gaps in the catwalk and use the console to 
    turn off the automated security guns.
    Go back around past the Xtraction point, down the stairs, dodge the flames, 
    down more stairs, wait for the core to flash twice, then down the stairs, 
    run around, jump the gap and go up the next set of stairs. Go up some more 
    stairs, dodge the flames, up the stairs, jump the gap and up the stairs to 
    the room with the director. Avoid getting close to the director and go 
    through the door opposite where you came in and down the stairs to get the 
    Challenge-Wolverine DR disc. Then go meet with the director to end the 
    You are now finished with the third interlude and can go to the War Room to 
    begin the next mission, to the Boshnoy Nuclear Plant in Siberia.
    [6.9] Nuclear Family
     - Primary Control Center (X)
     - Turbine Facility (X)
     - Reactor Core
     - Coolant Pumps (X)
     - Conversion Sequencer (X)
     - Secondary Control Center (X)
     - Condenser Controls
     - Danger Room disc Assault 301: Primary Control Center, in a pit in
       first room
     - Jubilee's comic: Reactor Core, low-lying platform, use flier to reach
     - Sketch book: Secondary Control Center, high platform near exit
     - Danger Room disc Challenge-Storm: Condenser Controls, fly to a ledge
       near set of stairs
     - Danger Room disc Assault 302: Conversion Sequencer, fly to platform from
       blast door controls
     - Bonus stat point: Conversion Sequencer, same as DR disc Assault 302
    Recommended X-Men:
     - Iceman, Jean Grey or Magma to build bridges
     - Storm, Magma, or Cyclops to do some welding
     - Jean Grey or Storm to move things around
     - Recommended team: Storm, Jean Grey, Cyclops and Wolverine
    After talking to the lab tech in the first stage, drop down into the pit 
    and walk around until you find the DR disc (Assault 301). Continue to the 
    Turbine Facility. Watch out for the electrified bridge and be sure to cross 
    quickly and call your teammates to you. Try not to fight on the catwalks 
    and bridges.
    In the Reactor Core, you find the Brotherhood is overloading the core and 
    you have to turn on the coolant pumps. To get to the coolant pumps, you 
    have to take down a force field covering the door. The control is over 
    another electrified bridge. After the force field is down, continue past 
    the door and have a flier (Storm, Jean Grey or Rogue) drop down to a 
    platform below you and pick up Jubilee's comic and then fly back up.
    Go to the Coolant Pumps and turn them on, then go back to the Reactor Core 
    and use the control panel to raise the coolant level. Now you can continue 
    to the Conversion Sequencer. Find your way through to the Secondary Control 
    Center. After you turn off the force field and talk to the lab tech, you 
    are on the clock again; but, this time it's much easier to finish in time.
    On the way to the exit, fly up to a platform above the stairs and pick up a 
    sketch book. In the Condenser Controls, after you've gone down one set of 
    stairs and then up another, look over to see a DR disc (Challenge-Storm). 
    Fly over to the ledge and pick it up and then fly back. Continue until you 
    reach the exit back into the Conversion Sequencer (use Storm's Whirlwind to 
    put out the fire). This upper level of the Conversion Sequencer stage has 
    the Xtraction point.
    From the Xtraction point, fly to the left through the open blast doors and 
    pick up the Assault 302 DR disc and a bonus stat point. Now go to the 
    regulator bracket arms and push them into place with either Jean's 
    Telekinesis or Storm's Whirlwind and then weld them with either Storm's 
    Lightning, Cyclops' Optic Beam or Magma's Fiery Blast.
    Thus ends the mission at the nuclear plant, but Colossus does not want to 
    leave his sister, Illyana, who is in a coma. You offer to take her to the 
    Mutant Research Center on Muir Island...
    [6.10] Interlude #4 - Muir Island
     - Muir Island
     - Com Core
     - Sketch book: main labs of Muir Island, lying out in the open
    After the cut scenes, your first objective is to find Forge and speak with 
    him. Spend some time exploring the labs and speaking with the other 
    characters. You'll also find a sketch book lying around. Speak to Forge and 
    he'll ask you to manually reboot the supercomputer. Agree to help and 
    you'll be transported to the Com Core.
    This is a simple, short mission you play as Magma. Take out the robots and 
    follow Forge's directions. Once complete, you'll be in another cut scene in 
    the lab, which ends with everyone heading back to X-Mansion.
    NOTE: Many people have reported the final cut scene ends without 
    transporting you back to the X-Mansion. Saving, resetting your Gamecube and 
    reloading seems to solve the problem; however, you should be able to avoid 
    this issue if you allow the cut scene dialogue to play itself out without 
    skipping ahead by pressing A.
    [6.11] Interlude #5 - X-Mansion 
     - X-Mansion Back Lawn
     - X-Mansion (X)
     - X-Mansion Back Lawn-GRSO (X)
     - X-Mansion Front Lawn-GRSO
     - X-Mansion (X)
     - Sketch book: by the pool immediately after interlude begins
     - Danger Room disc Challenge-Iceman: 2nd floor balcony in X-Mansion
     - Rogue Comic: holding cell in the subbasement of X-Mansion
    Once again, you are lounging by the pool. Pick up a sketch book from the 
    area around the pool and then head for the mansion. You can talk to 
    Colossus right outside the main doors, then go inside. In the sitting room 
    you'll meet a new character, Emma Frost (aka White Queen). After talking to 
    her, continue exploring the mansion.
    You'll find Cyclops by the door to the library. Rogue and Gambit are having 
    a "discussion" in the day room. Upstairs, you can find the Danger Room disc 
    Challenge-Iceman along the balcony next to the stairs. In the subbasement, 
    talk to Beast in his lab, pick up Rogue's comic from the holding cell, play 
    in the Danger Room and talk to Nightcrawler in the War Room. Then begin the 
    next mission.
    The X-Mansion comes under attack. You'll have to clear the back and front 
    lawns of the mansion of cloaked GRSO soldiers and drones. Use a flier to 
    quickly go back-and-forth across the lawns until a soldier "de-cloaks", 
    then call your teammates to you. Pick your favorite X-Men; you'll have two 
    new ones to choose from: Emma Frost and Colossus; however, Jean Grey is not 
    available. There are no items to collect. There is an Xtraction point on 
    the back lawn, where you begin.
    Once finished, there's another cut scene and you can explore the mansion 
    again. Not much has changed, but you do need to go talk to Jean Grey, who 
    is in Cerebro. If you didn't pick up the DR disc or comic prior to the GRSO 
    invasion, do so now. Then head for the War Room to begin the next mission.
    You have a choice of two missions: rescue Illyana from the Astral Plane or 
    investigate the ruins of the Weapon X facility. The Astral Plane will be 
    described first, but you may finish these missions in any order. If you 
    choose the Weapon X mission first, you get a cutscene that does not play if 
    you perform that mission second.
    [6.12] Illyana on the Astral Plane
     - The Shadow Gallery (X)
     - The Chamber of Echoes (X)
     - The Endless Stairs
     - The Lonely Dark (X)
     - Danger Room disc Challenge-Phoenix: Shadow Gallery, below the main path
     - Danger Room Disc Qualifying Exam 300: Chamber of Echoes, side room from
       Xtraction point
     - Astral Stone: The Lonely Dark, next to Xtraction Point
     - Emma Frost Comic: The Lonely Dark, opposite corner of the map from the
       Xtraction point
    Recommended X-Men:
     - Your team is Jean Grey, Emma Frost and Professor X (note, this is the
       only mission where you can use Prof X). If Prof X dies at any time, the
       game is over and you have to reload.
    The Xtraction points in the Astral Plane actually allow access to all the 
    options: Change Team, Save, Load, Danger Room, Forge and Healer. The Change 
    Team screen; however, is only useful if Jean or Emma dies and needs to be 
    The Astral Plane can be difficult to navigate because the floors and walls 
    are translucent. The large map can help you find your way. From the 
    starting Xtraction point in The Shadow Gallery, go up the side stairs on 
    either side and flip the switches. One has to be switched by Jean's TK 
    power. That will open the door and allow you to continue.
    As you follow the path, keep your eyes peeled for a DR disc, Challenge-
    Phoenix, that you can see through the floor. In the room immediately before 
    the exit, you can drop down to the lower platform, get the disc, and jump 
    back up. (Note: You cannot fly in the Astral Plane.)
    Continue to The Chamber of Echoes. During this mission, any time you come 
    to a moving platform, send Professor X ahead to flip the switch to build a 
    bridge. When you reach the Xtraction point in the Chamber of Echoes, 
    explore the area surrounding it to find a side room that has the DR disc 
    Qualifying Exam 300. Move on to the exit and advance to the Endless Stairs.
    There's a lot of combat in this area, and you will meet with astral wardens 
    near the end. They are going to be tougher foes because they are resistant 
    to mental attacks. When you reach the exit, Professor X will leave the 
    group, and Emma and Jean have to continue to the Lonely Dark alone.
    Once into the Lonely Dark, you're in for a much more difficult challenge. 
    Now that it is just Emma and Jean, the shadow foes are more difficult to 
    put down. If you have leveled Emma as an almost pure melee fighter, you'll 
    have an easier time. Keep her shell up and just melee the fiends while Jean 
    uses Psychic Shout. You can find the Astral Stone near the Xtraction Point. 
    At the opposite corner of the map from the Xtraction point is Emma Frost's 
    comic book.
    Once you rescue Illyana, the mission is over and you will jump straight to 
    the Weapon X mission; unless, you have already completed that mission, in 
    which case you will return to X-Mansion.
    [6.13] Weapon X Part Deux
     - Infusion Trials Ruins (X)
     - Lab Support Ruins
     - C-Block Ruins (X)
     - D-Block Ruins
     - Holding Cells (X)
     - Danger Room disc Sabotage 402: Infusion Trials Ruins, in pit near
       Xtraction point
     - XP Bonus, 30,000 points: Infusion Trials Ruins, room next to second
       power block
     - Danger Room disc Challenge-Nightcrawler: C-Block Ruins, same room as
       switch that opens the exit
     - Danger Room disc Focus 401: D-Block Ruins, near entrance
    Recommended X-Men:
     - You've got Cyclops to start out and Wolverine joins you along the way.
    Xtraction points in the Weapon X facility only allow Saving and Loading.
    You begin in the ruins of the Infusion Trials area. In an adjacent room is 
    a pit; in the pit is the Danger Room disc Sabotage 402. Just a couple of 
    rooms away is your first Xtraction point. Make your way to the two 
    objective points on your map and use your Optic Beam on the power blocks to 
    turn them on. At the second power block, which is on a small platform next 
    to a stairway, find the door and go into the side room for a 30,000 
    experience point bonus.
    In the Lab Support Ruins, you have to find two more power blocks and turn 
    them on. You will then encounter your little brother, Alex Summers, AKA 
    Havok. Havok has joined the Brotherhood, and you will have to beat some 
    sense into his head. Your Optic Beam is useless against him; hopefully, you 
    have leveled up your Tactics power. Turn it on and use your fists and feet 
    to beat him down. His power is useless against you as well, so it takes 
    time but it isn't hard.
    When Havok has been shown the error of his ways, Wolverine shows up and the 
    three of you make your way to the exit. When the C-Block Ruins stage loads, 
    Wolverine is now part of your party. Now you begin to encounter some tough 
    GRSO units, and there are a lot of energy saps. Clear the C-Block Ruins 
    and, in the room where you open the exit, look for the Challenge - 
    Nightcrawler DR disc.
    After entering the D-Block Ruins, take your first left and go around to 
    come in behind the energy sap. Shoot it and then deal with the GRSO 
    Commander and his support. Get a keycard from the Commander's leftovers, 
    and then go through the door behind where the sap used to be to find the 
    Focus 401 DR disc.
    Once you reach the holding cells, make your way to the upper level to the 
    objective points, which are the control panels keeping the cell force 
    fields in place. Watch out for energy saps, and destroy them before they 
    suck up all your energy. One of the officers on the upper level is carrying 
    a key card that will give you access to a side room where you can pick up a 
    sketch book.
    Once you've unlocked both cell blocks, head for the exit. The mission is 
    over, and it's back to the mansion or on to the Astral Plane.
    [6.14] Interlude #6 - X-Mansion
    After a cut scene where Emma and Jean moan and wail about Professor X, 
    Magneto comes calling on Xavier. With Charles out of action, it is up to a 
    team of four X-Men to meet with him. Unfortunately, a bunch of Sentinels 
    pick that very moment to crash the party.
    You have to destroy 12 Sentinels on the front lawn. There's an Xtraction 
    point near the front door if you need to change out team members or want to 
    save your game. These Sentinels are the same as the ones you fought on the 
    Arbiter. At this point, you could equip Kurt with the Hammer of Nimrod and 
    he can beat each Sentinel by himself.
    Once you've downed a dozen, there's a cut scene and then you're back in the 
    mansion. Your Objectives screen has a long list of people to talk to, and 
    then you can go meet in the War Room for the next mission. The people you 
    should see are:
     - Wolverine is in the day room, lounging on the couch
     - Emma Frost and Jean Grey are in Cerebro
     - Beast, Storm, Colossus and Illyana are in the medical lab
     - Cyclops is in the War Room
    After talking to Cyclops, use the War Room computer to start the next 
    [6.15] Morlock, More Power
     - Morlock Haven
     - Storm Drain (X)
     - Influent Bypass (X)
     - Wastewater Basin (X)
     - Overflow Reservoir
     - Mount Entrance (X)
     - Transport Conduit
     - Sketch book: Storm Drain, side platform across a small bridge
     - Gambit Comic: Influent Bypass, side tunnel before stage objective
     - Danger Room disc Focus 402: Influent Bypass, upper level next to lever
     - Danger Room disc Challenge-Colossus: Overflow Reservoir, knock down wall
       into small room near entrance
     - Danger Room disc Graduation Exam 400: Overflow Reservoir, in room with
       lever that frees Healer
     - Danger Room disc Challenge-Magma: Mount Entrance, small strip of rock
       near exit
     - Sketch book: Mount Entrance, bottom of the ramp to the control panel
       that opens the door
    Recommended X-Men:
     - For once you don't need a bridge-builder or flier
     - Both Iceman and Emma Frost come in handy for the boss battle
     - You'll want a variety of damage types to deal with the various
       resistances of the Morlocks and Acolytes.
     - Recommended team: Storm, Colossus, Jean Grey and Emma Frost
    The Morlocks have gotten themselves tied in with the Brotherhood and are 
    holding the key to getting into Magneto's base, Asteroid M. It's time to 
    pay the sewer dwellers another visit. You begin in the Morlock Haven. Go 
    into the center section and find the Morlock who is pilfering supplies from 
    Healer's shop. Go through his entire conversation and you will be able to 
    leave through one of the side doors and enter the Storm Drain.
    In about the fourth room of the Storm Drain stage, right before you are 
    forced to go down into the sewage, go across a small bridge to a side 
    platform to pick up a sketch book. Continue to Influent Bypass.
    In the Bypass, just before you reach the objective point marked on your 
    map, turn and head down the side hallway until you find Gambit's comic. 
    When you get to the objective point (a lever), run along the right side of 
    the room from the entrance to pick up a Danger Room disc, Focus 402.
    Continue through the Wastewater Basin; the Xtraction point is located near 
    the exit. Shortly after entering the Overflow Reservoir, you'll enter a 
    large room with two small rooms in the center; inside is the DR disc, 
    Challenge - Colossus. When you reach the room with the lever to free 
    Healer, search for the DR disc, Graduation Exam 400. After freeing Healer, 
    talk to him and then go into the next room and use Gateway's portal to get 
    to The Mount.
    When you reach the Mount Entrance, continue along the path until you see a 
    ledge going up to your right. The Xtraction point is at the top of the 
    ledge. Past the Xtraction point, when you reach the large door, continue 
    along the narrow strip of rock to find the DR disc, Challenge - Magma. Now 
    go over the bridge to get to the control panel that opens the door. At the 
    bottom of the ramp leading to the control panel is a sketch book.
    Use the Xtraction point before entering the Transport Conduit. Add Iceman 
    to your team in place of your tank. You have a fight against Avalanche and 
    Sabretooth before you. Your main focus should be Avalanche--as soon as he's 
    beaten, both mutants will flee. Avalanche is physical resistant and he's 
    very dangerous at close range.
    Health: 1800
    Resistances: Physical
    Powers: Concussion blast, Concussion slam, Quake
    Keep up the combos on Avalanche and ignore Sabretooth. Use Iceman to slow 
    or freeze Avalanche so he can't use his powers. A good X-Man to use here is 
    Emma Frost. With her Shell up, Avalanche can't hurt her, even toe-to-toe; 
    her Hardness skill will deflect some of Avalanche's damage back onto him 
    and Emma's Psionic Strike/Fury skill will bypass his physical resistance. 
    Keep control of Emma, engage Avalanche and spam the L button to keep your 
    teammates focused on Avalanche. He'll go down in less than a minute with 
    these tactics.
    After Avalanche and Sabretooth have fled, it's time to regroup at X-
    [6.16] Interlude #7 - X-Mansion
     - Sketch book: ground floor, dining room
    This interlude begins with Alison in her room, complaining to her diary 
    about the new ice age on Earth. Bummer. There's nothing to see or do up 
    here unless you want to look at some of your newly acquired concept art, so 
    head down to the ground floor.
    You can pick up another sketch book in the dining room, and look at your 
    new comics. Then it's time to go to the subbasement. Beast is working in 
    his lab. Jean Grey is caring for Professor X in the medical lab. Emma Frost 
    is in Cerebro, and Wolverine is standing outside the Danger Room.
    Now is a good time to make use of your newly acquired Graduation Exam 400 
    Danger Room scenario. Within 20 minutes, you can have all your X-Men to at 
    least 30th level. You can get them all to 35th level if you spend a bit 
    more time at it. When you're ready for a mission again, go to the War Room 
    and use the computer. There are three missions that need to be completed, 
    in any order, and there will be no interludes between them.
    [6.17] Juggernaut Jig
     - Danger Room disc Survival 501: starting point
     - Colossus Comic: center, round room
    Recommended X-Men:
     - A team that has a variety of damage types and can easily hit power
       combos. Emma or Jubilee is good for keeping Juggernaut confused
       and off-balance.
    Juggs is on the loose at the Mutant Research Center on Muir Island. Looks 
    like the X-Men are going to be putting in some overtime today...
    After the cut scenes, pick up a Danger Room disc, Survival 501, from right 
    in front of you. In the center, round room, you can pick up Colossus' comic 
    Health: 4000
    Resistances: Mental
    Powers: Shield gives multiple resistances, power smash
    Keep after Juggernaut, and keep up the combos. When he puts up his energy 
    shields--signified by a glowing, red circle around him--lay back a little 
    as you won't do much damage to him. Wait for the shields to come down and 
    lay into him again.
    After Juggernaut is beaten, there's a cut scene and then you can chat with 
    Forge, Moira and Multiple Man. When you're finished, head for the door and 
    either load the next mission, or, if you saved Juggs for last, head back to 
    [6.18] 48 Sentinels on Parade
     - East 2nd Street (X)
     - East 4th Street
     - East 5th Street (X)
     - East 6th Street
     - Danger Room disc Survival 502: East 2nd St, alcove near exit
     - Danger Room disc Challenge-Jubilee: East 4th St, stairs near exit
     - Sketch book: East 5th St, alcove near Xtraction point
     - Stat point: East 6th St, subway entrance near ambulance
    Recommended X-Men:
     - The only opponents in this mission are Sentinels, so leave the
       psychics (Jean and Emma) at home
     - With the Hammer of Nimrod and Legend Frenzy (you did power level in
       the DR in the last Interlude, right?), Nightcrawler can take down
       each Sentinel by himself. With a power combo or two, he can take
       down two Sentinels with one Frenzy.
     - You'll have to put out some fires, so you'll need Storm or Iceman
     - Recommended team: Nightcrawler, Iceman and any two other mutants
    There are riots in New York City, and the mutant-hunting Sentinels stomping 
    around are not helping. You must take a team of X-Men through four stages 
    of Sentinel hunting and mutant rescues. In each stage you must lead a 
    number of mutants to an ambulance, much like leading the crewmen of the 
    Arbiter to a lifeboat; there's no time limit. You must also defeat some 
    Sentinel Mark IIs in each stage. The number of mutants needing rescue and 
    the number of Sentinels that need to be destroyed are:
     - East 2nd Street: 3 mutants, 9 Sentinels
     - East 4th Street: 4 mutants, 11 Sentinels
     - East 5th Street: 5 mutants, 13 Sentinels
     - East 6th Street: 6 mutants, 15 Sentinels
    Some basic tips:
     - Advance slowly so no more than one or two Sentinels drop on you. Be
       aware there are usually Sentinels near the mutants that need to be
     - There are very few health or energy packs available in these areas. Use
       the Xtraction points to visit Healer and purchase a full supply. Sell
       off equipment if you have to.
     - The Sentinels explode when destroyed, so run away as they fall and call
       your team to you.
     - Keep a couple of Tissue Generators in your inventory. If things get
       really bad, you can always run away, equip the TGs and heal up.
     - When you meet a young Bishop in East 6th St., do not use Nightcrawler's
       Flurry attack on the Sentinel, else he will invariably fall through the
       scene and die--and there's no Xtraction point to revive him. When you
       get the notice there's a young boy in trouble, switch Kurt to AI control
       and set his AI power as Teleport Leap. Put the Hammer of Nimrod on your
       next strongest X-Man (e.g. Cyclops, Colossus, Wolverine) and beat the
       one Sentinel threatening Bishop. Then switch everything back to normal.
    You can pick up a few items in these stages. In East 2nd Street, to the 
    right of the exit (as you're facing the exit), is an alcove with the DR 
    disc, Survival 502. In East 4th Street, on the street leading up to the 
    exit, is a fire on a stairway. Put the fire out with Storm or Iceman and 
    collect the DR disc, Challenge-Jubilee. Also on East 4th Street, you'll 
    help Psylocke with a couple of Sentinels. After this series of missions, 
    Psylocke will be available for your team.
    In East 5th Street, you'll get your first taste of fighting a Sentinel 
    Weapons Platform. You can also collect a sketch book behind a tree in an 
    alcove. From the Xtraction point facing the ambulance, head right from the 
    ambulance and look for it along the right side of the street. In East 6th 
    St, head away towards two mutants who are cowering near each other (marked 
    as objectives on your map). Just before reaching the mutants, there is a 
    subway entrance blocked by a fire. Put out the fire and go down the stairs 
    to collect a bonus stat point. Once the last stage is complete, you'll 
    either advance to the next mission, or return to X-Mansion, if you saved 
    this mission for last.
    [6.19] Got Morlock?
     - Pumping Station (X)
     - Grit Flowage
     - Sedimentary (X)
     - Dechlorination Area
     - Sketch book: Pumping Station, near 4th ladder
     - Danger Room disc Sabotage 501: Grit Flowage, behind energy sap
     - Danger Room disc Challenge-Gambit: Dechlorination, side ledge, requires
    Recommended X-Men:
     - You'll want a team with a variety of damage types to overcome the
       different resistances of the GRSO soldiers.
     - You'll want one or two ranged fighters to take out the ladders and
       teleport beacons quickly.
     - You will need a flier prior to the last stage, if you want the DR disc
     - You need a bridge builder
     - Storm can be especially useful if you've leveled up her Chain Lightning
       power. Stand next to a teleport beacon, wait for a bunch of GRSO
       soldiers to teleport in, then hit the beacon with Chain Lightning and
       watch what happens...
     - Iceman is especially handy for the boss battle against Marrow
     - Recommended team: Storm, Jean Grey, Iceman, Colossus
    GRSO soldiers are invading the Morlock sewers. It's up to the X-Men to save 
    the worthless hides of the Morlocks. And be thoroughly unappreciated for 
    the effort.
    The first three stages require you to destroy the GRSO soldiers' means of 
    access to the tunnels. You have to destroy four ladders and four teleport 
    beacons in each stage. All ladders and beacons are marked on your map.
    First up is the Pumping Station; next to the fourth ladder you destroy is a 
    sketch book. Next up is Grit Flowage; after the second ladder has been 
    destroyed, and you reach the energy sap, search the area behind the sap for 
    the DR disc, Sabotage 501.
    From Grit Flowage, you enter Sedimentary and destroy another four ladders 
    and four teleport beacons. The Xtraction point is near the exit. Stock up 
    on health and energy packs (if you need them), get your team set for a huge 
    boss battle (change out psychic X-Men for energy or physical X-Men), save 
    your game and then head through the door to Dechlorination.
    Health: 2000
    Resistances: Mental
    Powers: Throws bone projectiles in a 90-degree arc
    As the battle begins, quickly take a flier on a circuit of the outer rim of 
    the room. You're looking for a DR disc, Challenge - Gambit. Once you have 
    it, quickly return to the fight. Each time you beat Marrow down, one of 
    Marrow's Lieutenants pops up in one of the corners of the main stage and 
    revives her and all her Leviathan henchmen. Killing the Lieutenants when 
    they pop up will shorten the fight; however, you can still beat Marrow down 
    without taking out the Lieutenants. Each time she is revived, she has less 
    of her full health, and she will eventually not be able to get back up.
    When Marrow gets low on health, quickly run over to a corner and look for 
    the Lieutenant. Iceman is a good X-Man to have here, as he can slow, or 
    even freeze, the Lieutenant and allow your team to get over for the kill. 
    There are four Lieutenants, so you're going to have to fight Marrow and her 
    "Gene Nation" at least five times. It is recommended that you have 
    purchased some Xtreme powers and saved all your tokens so you can, at 
    least, dispose of the henchmen easily.
    Once Marrow is finally finished, the mission ends in a cut scene and it is 
    either on to the next mission or back to X-Mansion.
    [6.20] Interlude #8 - X-Mansion
    There's not much to see or do this time. You can speak to Emma Frost in 
    Cerebro, Jean Grey in the medical lab and Psylocke in the day room. Once 
    you've talked to those three, you can speak to Beast in his lab. Then go to 
    the War Room to initiate the next mission. Thanks to Beast, the Astral Gate 
    is now working and the entire team can enter the Astral Plane to rescue 
    Xavier's mind.
    [6.21] I Fall To Pieces...
     - The Threshold (X)
     - The Guardian Statues
     - The Chamber of Earth
     - The Hall of Fire
     - The Colosseum
     - Danger Room disc Protect 601: Threshold, bottom of stairs to the right
       from Xtraction point, as you face astral doors
     - Danger Room disc Challenge-Emma Frost: Guardian Statues, take a left
       before taking a right to get to the objective
     - Sketch book: Chamber of Earth, room right after first floating platform
     - Emma Frost Comic: Hall of Fire, left from entrance
    Recommended X-Men:
     - Ranged fighters work best for the mini-boss battles
     - A mix of damage types is useful for overcoming multiple resistances
     - Recommended team: Cyclops, Storm, Psylocke and Colossus
    Shadow King seems to have fragmented Xavier's mind. Three important pieces 
    of his mind are held in three areas. You must collect each piece and bring 
    it back to the Threshold in order to enter Xavier's mind and rescue him. 
    There's an Xtraction point here on the Threshold, and you can come back 
    here between each stage, save your game, sell or purchase supplies and 
    change your team. While standing on the Xtraction point looking at the 
    astral doors that lead to the three stages, go to your right and search 
    around the bottom of the stairs for a DR disc, Protect 601.
    At the Xtraction point, the stages, from left to right, are:
    Guardian Statues
    Follow the path. Before you take a right to reach your objective point, 
    turn left and pick up the DR disc, Challenge - Emma Frost. On the way back 
    out, you have to fight Dark Blob. Look for the glowing statues and destroy 
    them to take down his multiple resistances.
      Dark Blob
      Health: 2500
      Resistances: Multiple
      Powers: Belly flop
    Chamber of Earth
    First go left from the entrance and use the switch, then go back past the 
    entrance and go around the other way. Send a good fighter on the moving 
    platform and use the switch to reunite the team. You can get a sketch book 
    from the room right before the switch. On the way back out, you're in for a 
    fight with Dark Avalanche. Use the same techniques here as you used against 
    Avalanche at The Mount.
      Dark Avalanche
      Health: 2000
      Resistances: Physical
      Powers: Quake, concussion slam
    Hall of Fire
    From the entrance, take the left path to find Emma Frost's comic book. 
    Continue to the objective. On your way back out, you'll have to fight Dark 
    Pyro. Destroy his fire creatures to take down his multiple resistances, and 
    beat on him with power combos. A group of four ranged attackers is 
    recommended, or tanks with very good personal shields. Try to keep shields 
    up and hit Pyro from range to avoid damage from his fiery shield.
      Dark Pyro
      Health: 1000
      Resistances: Multiple
      Powers: Column of fire, fire shield, fire blast
    After you've collected Xavier's wisdom, honor and knowledge, go to the 
    upper platform of the Threshold and the door to the Colosseum will open. 
    Inside, you'll find Xavier under the control of Shadow King, and you will 
    have to fight a bunch of champions from the Astral Plane. They shouldn't be 
    much of a problem. After, Xavier comes out of his mental stupor, but Shadow 
    King spirits him away.
    The group reconvenes at X-Mansion. Beast informs the team he needs a 
    Sentinel guidance system sensor and navigational controller to get the X-
    Jet through to Asteroid M; so, it's off to the Sentinel factory in 
    [6.22] Sentinels 'R Us
     - Factory Grounds (X)
     - Fabrication Facility (X)
     - Armor Application
     - Leg Attachment (X)
     - Arm Attachment
     - Head Attachment (X)
     - Storage Warehouse
     - Bio Labs Holding (X)
     - Bio Lab Workshop (X)
     - Bio Lab Gallery (X)
     - Subject Retention Center (X)
     - Bio-Chamber Storage (X)
     - Sketch book: Factory Grounds, in cargo box on far side of main building
     - Danger Room disc Qualifying Exam 500: Fabrication Facility, across the
       first bridge, blow a hole in the back wall of the room
     - Danger Room disc Focus 601: Head Attachment, room next to guidance
     - Sketch book: Bio Lab Workshop, over a pit in one of the labs
     - Danger Room disc Nightmare-Wolverine: Bio Lab Gallery, on top of a
       generator in room with second Sentinel weapons platform
     - Skill point: Subject Retention Center, requires Nightcrawler and either
       Storm or Rogue to retrieve
    Recommended X-Men:
     - Magma or Iceman to build bridges; Jean could build them, but her psychic
       attacks are not as useful as Magma or Iceman's energy attacks
     - Cyclops, Storm or Magma for welding
     - Cyclops or Storm for Leadership
     - A tank
     - A flier for obtaining a sketch book
     - Nightcrawler with Legend Frenzy and the Hammer of Nimrod is still
       your best option for taking down Sentinels.
     - Nightcrawler and either Storm or Rogue for a bonus skill point
     - Recommended team: Storm, Nightcrawler, Iceman, Colossus
    In the first stage, take out four tanks and their guards. By this point, a 
    ranged character should be able to take out a tank in one shot. Continue 
    all the way around the building, taking out the GRSO Captain on the far 
    side for his keycard; get the sketch book from the cargo box just beyond 
    In the Fabrication Facility, follow the path until you cross a bridge. Blow 
    a hole in the back wall of the room after the bridge and collect Qualifying 
    Exam 500. You have to destroy three Sentinel production machines in this 
    stage and the next.
    In Leg Attachment, you have to disable two leg placement machines. In the 
    Arm Attachment area, you must not only shut down the arm placement 
    machines, you must seal the doors the Sentinels are coming through. Use 
    Cyclops, Storm or Magma to weld the doors shut.
    In Head Attachment, you will finally get the guidance sensor. On the way, 
    there's another door that needs to be sealed up less it keep spitting out 
    Sentinels. Once you obtain the sensor, go across the bridge to a small room 
    and pick up a DR disc, Focus 601.
    When you reach the Storage Warehouse, you have to destroy eight Sentinels. 
    The Sentinels come at you two-by-two. Be careful not to run further down 
    the corridor where they are located, or you'll set off the next two in 
    line. After the first four Sentinels are destroyed, you'll pick up the 
    navigational controller. After the next four Sentinels are destroyed, you 
    will encounter Sentinel Advanced cyborgs for the first time. After the Mark 
    IIs you've been fighting, the bio-Sentinels will seem easy.
    Continue down into the depths of the factory, exploring the bio-labs where 
    the new cyborgs are built. After you reach the Xtraction point in the 
    Workshop, in the next large lab, there's a pit filled with gas. The gas 
    will kill you if you drop into it; send a flier over to the small I-beam 
    and pick up the sketch book.
    In the Bio Lab Gallery, after the second fight with a Sentinel platform 
    Mark II, search the room. There is a DR disc, Nightmare - Wolverine, on top 
    of one of the generators. Next up is the Subject Retention Center, where 
    you will have to free several Morlock prisoners.
    First, free Gateway by destroying one of the pillars of his cage. Talk to 
    him to get a portal open to New York City. Then head through the stage, 
    freeing the other prisoners. There is one spot where you have to build two 
    bridges to cells that are surrounded by the deadly gas you encountered 
    earlier. There is a bonus skill point available here, but you need 
    Nightcrawler and either Storm or Rogue to get it.
    Have Storm or Rogue pick Nightcrawler up and fly him around to a ledge at 
    the back of the cells. Kurt can then teleport the two of them through the 
    wall and destroy the Sentinel advanced. You then need Storm or Rogue to 
    take down one of the pillars, bringing down the force field and allowing 
    you to get the bonus point. (Note: Jean Grey isn't much help here against 
    the Sentinel, nor can she help destroy the pillar.)
    Once you've guided all five Morlock prisoners to Gateway, General Kincaid 
    makes an appearance and your next objective is to chase him down. Follow 
    him through Bio-Chamber Storage until your way is blocked and you have to 
    go back to X-Mansion. With the Sentinel factory shut down, it's time to get 
    Xavier back from the Astral Plane.
    [6.23] Three Strikes and You're Out, Shadow King
     - The Forsaken Place (X - 2)
     - The Forbidden Halls
     - The Lost Passages (X)
     - Jean Grey's Comic: Forsaken Place, from Xtraction point, go left, comic
       is in room at far corner of map
     - Danger Room disc Nightmare-Cyclops: Forsaken Place, next room beyond
    Recommended X-Men:
     - Jean Grey is necessary as there are a couple of places you need her
       TK power to throw a switch (Storm's Whirlwind, alas, will not work)
     - Recommended team: Cyclops, Storm, Jean Grey and Colossus--
       energy, psychic and physical attacks plus outrageous combo bonuses
       and 100 points of damage reduction.
    It's your third--and last--trip to the Astral Plane. This time, Shadow King 
    is going down and out. From the first Xtraction point in The Forsaken 
    Place, take the straight path rather than the curved stairs. Follow the 
    path around; at the far corner room, search for Jean's comic. In the next 
    room, go up the stairs to an alcove to collect the DR disc, Nightmare - 
    Cyclops. From this room, ascend a stairway to a ledge with a switch nearby. 
    Use Jean's TK to throw the switch, then jump down from the ledge to another 
    room, which is the room you would have reached had you taken the curved 
    path from the Xtraction point.
    There is another Xtraction point at the exit leading to The Forbidden 
    Halls. Follow the Forbidden Halls; when you reach the moving platform, send 
    Jean Grey across as you need her TK power to throw the switch on the far 
    side. Continue to The Lost Passages.
    In the Lost Passages, twice there will be a locked door blocking your way 
    and, both times, there is a path around the door. Look for stairs to the 
    side of the door. When you reach the moving platform, send a good fighter 
    across to flip the switch and hold the shadow creatures at bay until the 
    rest of the team can cross.
    When you reach the room with the crystal, before breaking the crystal use 
    the Xtraction point to save your game and stock up on health and energy 
    packs. Have one character concentrate on breaking the crystal while the 
    others deal with the creatures. Once the crystal is broken, it's time for 
    Xavier (as Astral Gladiator) to get it on with Shadow King.
    Shadow King
    Health: 2500
    Resistances: Multiple
    Powers: Rejuvenation, Energy Lance, Gas Breath, Cloning
    When the boss stage loads, immediately go to the Characters screen and 
    level up Astral Gladiator. You can't add any power or skill levels, but you 
    do have 47 points to spend on stats. Get Focus and Strike up to 40 or 
    higher before worrying about Agility or Body. You can also equip him with 
    the best stuff you've got right now.
    Try to stay behind SK and just beat on him. Use your defensive power to 
    reduce damage taken. When SK clones himself or calls forth some shadow 
    creatures, use your B-power or Xtreme Power to get rid of the extras. If 
    you leveled up your Strike, you can do a lot of damage just melee 
    attacking. He can restore his health a few times; but, so can you with a 
    full supply of health packs, so just keep at it.
    Once Shadow King is down, the mission is over and it's time for one last 
    visit to X-Mansion.
    [6.24] Interlude #9 - X-Mansion
    This is your last chance to wander around X-Mansion. You can look at all 
    the concept art, comic books, mutant biographies, etc. You will still be 
    able to visit the Danger Room during the last mission by using the 
    Xtraction points. When the stage loads you are in the War Room; talk to 
    Cyclops. Then go to the X-Jet hangar and talk to Beast and Wolverine. While 
    you're in the hangar, pick up the DR disc, Nightmare - Phoenix.
    On the first floor, you can pick up the last sketch book in the dining 
    room. You can now view all the game's concept art in Colossus' room (this 
    is your last chance to do so). You should have collected 20 sketch books 
    during the game, and this will unlock an additional 18 pieces of concept 
    If you haven't power-leveled your X-Men, now is the time to do so using 
    Focus 601. You should be able to easily get your favorite X-Men to 40th 
    level and buy Ultra equipment from Forge. Now you're ready to take on the 
    big guy (or guys, as the case may be). Go to the War Room and start the 
    final mission...
    [6.25] Magneto's Hunk-a, Hunk-a, Burnin' Rock
     - Storage Area (X)
     - Power Station
     - Interior Quarters (X)
     - Command Center (X)
     - Lounge Deck A (X)
     - Lounge Deck B (X)
     - Main Power Core (X)
     - Danger Room disc Nightmare-Colossus: Power Station, left and down from
       the bridge where you meet Mystique
     - Danger Room disc Challenge-Psylocke: Command Center, right next to exit
     - Bonus stat point: Lounge Deck A, get the ID card from Havok's cell and
       use it on the cell opposite
     - Danger Room disc Challenge Legends: Lounge Deck B, large room where you
       build two bridges and a ramp, behind planter on center pedestal
    Recommended X-Men:
     - You're must use Emma Frost in the first two stages
     - You should have both Cyclops and Storm for the huge bonuses to damage
       from power combos
     - You will need a bridge builder
     - You need Iceman or Storm to put out fires
     - Psychic X-Men will not be much help during the last three stages
     - Recommended team: Cyclops, Storm, Colossus and Iceman
       (use Emma in place of Cyclops for the first two stages)
    The Xtraction point in the Main Power Core can only be used to Change Team, 
    Save Game and Load Game.
    The invasion of Asteroid M is the last mission. You'll finally face off 
    against Magneto and General Kincaid. If your team dies during this mission, 
    you don't just get the "Game Over" screen, you actually get to watch the 
    consequences of your failure in spectacular, full-motion video. Nice.
    Emma Frost "influences" Toad to let you into Asteroid M, and you must keep 
    her on your team until you reach the Xtraction point in Interior Quarters. 
    Fight your way through the Storage Area and Power Station. About two-thirds 
    of the way through the Power Station, you'll have a chat with Mystique. 
    After she runs off, while facing the bridge she was standing on, head left 
    and go down the stairs. Continue straight to the wall and find a DR disc, 
    Nightmare - Colossus.
    Continue through Power Station and Interior Quarters. Be sure to carefully 
    search out and talk to the "friendly" Morlocks standing around. There's one 
    in Power Station that unlocks the exit to Interior Quarters. At the 
    Interior Quarters Xtraction point, you can remove Emma from your team, if 
    you wish. Continue through Interior Quarters until you reach the Command 
    Center. You'll quickly reach a spot where you have to build a bridge and 
    then blow a hole through the wall to continue. When you reach the Command 
    Center Xtraction point, the door on your right (as you face the Xtraction 
    point) is a room with some Acolytes. The door on your left leads to 
    Health: 5000
    Resistances: Multiple
    Powers: Manipulates magnetic fields to shield himself and throw heavy, 
    metal objects at you
    Save your game and check your health and energy pack supply before going in 
    to see Magneto. You have to fight him and Mystique and Sabretooth. 
    Concentrate on Magneto and try to hit as many combos as you can. See if you 
    can score a couple of super combos using an Xtreme power. His shields don't 
    stay up forever, try to hit him when they're down. Don't worry about 
    Mystique and Sabretooth, especially if you're using an area-of-effect power 
    like Chain Lightning; they'll go down while you pound on Magneto.
    Finally, Magneto is beaten; but...
    Sentinels are now attacking Asteroid M and are sending it hurtling 
    Earthward. You have to defeat the Sentinels and use the Gravitron to send 
    Asteroid M back into space. Go back and save your game at the Xtraction 
    point, then continue on through the Command Center and pick up the DR disc, 
    Challenge - Psylocke, right before the exit.
    In the second large room you enter in Lounge Deck A, there are three side 
    rooms, two on one side and one on the other. On the side with two rooms, go 
    in the left room (as you face the rooms) and pick up a keycard. Use it on 
    the room opposite to find Havok. After speaking with Scott's brother, pick 
    up an ID card from his room and use it on the other room opposite. There's 
    a bonus stat point in that room.
    In Lounge Deck B, shortly after you pass the Xtraction point, you'll come 
    to a room where you have to build a bridge across the room and you can also 
    build a ramp down into the room and a bridge from your bridge over to a 
    center pedestal. On the center pedestal, behind the large planter, is the 
    Challenge Legends Danger Room disc. You now have all the DR discs and you 
    can go back to the Xtraction point in this stage and finish all the courses 
    if you so desire. You can also use Challenge Legends to get your X-Men to 
    45th level if you wish. This is your last chance to do so.
    Once you're ready to end the game, proceed to the exit from Lounge Deck B. 
    In the Main Power Core, you'll first be swarmed by Sentinel Advanced Mark 
    IIs and then Sentinel Platform Mark IIs. When the last platform is 
    defeated, Master Mold shows up.
    Master Mold
    Health: 15000
    Resistances: Multiple
    Powers: Strong melee attack, freezing beams, guided missiles
    Master Mold is a huge robot controlled by General Kincaid. It has multiple 
    resistances that are controlled by the three generators spaced around the 
    room. There are catwalks connecting the generators. You must get to each 
    generator and turn it off to take down Master Mold's resistances and then 
    pile on with power combos.
    When MM gets to about 50% health, he'll summon in three Sentinel 
    controllers to turn the generators back on. Get back to each generator, 
    destroy the Sentinel controller and turn the generator off again. Then spam 
    combos on MM.
    Recommended strategy is to have Cyclops fitted with the Mask of Xorn (no 
    energy cost for his Optic Beam) and Storm fitted with an Ultra DNA 
    Regenerator. Keep Storm up on the catwalks and control her to spam Legend 
    Lightning on MM while Cyclops is hitting with Legend Blast, etc. You can 
    easily pull off combos that do over 2,000 points of damage, which, as you 
    can tell, is not all that much against MM.
    When the Sentinel controllers show up to turn the generators back on, use 
    Storm to fly to each generator and call your team to you. When Storm is 
    flying, it is easy to avoid the guided missiles and energy beams coming 
    from MM. If you really get into trouble, there's an Xtraction point in the 
    corner of the room where you can Change Team if necessary (including 
    reviving fallen X-Men).
    It's finally all over. There are some extended FMV end sequences and the 
    credits to watch. You can use the Review option from the main menu to look 
    at all your comics, concept art, load screens and movie sequences 
    (cinematics). Then you get to try all over again; this time with cool new 
     \  /--MEN---------------------------------------------------------------
      \/                            [7] Item List
     /  \
    [7.1] Health and Energy Packs, Tech Bits & Xtreme Tokens
    Health and energy packs can be used to restore...you guessed it...health 
    and energy! They can be found lying all over the place, and are usually 
    dropped by enemies and the crates and barrels you break open. Each pack 
    restores 25% of your health or energy meter. Energy packs seem to be more 
    common than health packs, which is a minor problem since all X-Men 
    regenerate energy, but only Wolverine can regenerate health without wearing 
    special equipment. You can also buy both types of packs from the Morlock 
    Healer, but only after you have finished the first Morlock mission. You 
    begin the game with the ability to carry a maximum of 10 of each type of 
    pack. This capacity increases by 5 every 10 levels: 15 at 10th level, 20 at 
    20th level and 25 at 30th level.
    Tech bits are the "currency" of X-Men Legends. You use them to revive 
    fallen team members (at an Xtraction point) and purchase items from Forge 
    and Healer. They are dropped by some enemies and some trashed items. They 
    don't drop as frequently as health and energy packs, so keep a lookout for 
    them and try to pick up as many as you can, especially in the early game. 
    You can also receive tech bits for selling excess equipment to Forge or 
    Healer. This is a good idea not only for the tech bits, but also because 
    your inventory can only hold so many items and you have to sell some off in 
    order to pick up newer items that you find.
    Xtreme tokens are used to fill up your Xtreme icons (see section 3.2 
    above). Each token fills one-quarter of an X-treme icon; so, you need to 
    collect four tokens to use one Xtreme power. You can have one filled icon 
    at 15th level, and this increases by one each five levels to a maximum of 5 
    filled icons at 35th level.
    Note that the additional capacity for health and energy packs and Xtreme 
    powers increases as soon as any one X-Man reaches the appropriate level 
    (with the exception of Professor X, who is a special case).
    [7.2] Danger Room Discs
    In order to train in the Danger Room, you need Danger Room discs. These can 
    be found in various stages; you can also buy them from Healer or get them 
    from Healer's Grab Bag (sometimes). The locations of Danger Room discs is 
    given in section 6, Walkthrough and in section 9, Danger Room Scenarios.
    [7.3] Comic Books
    Comic books add permanent stat bonuses to the associated X-Man. There are 
    13 comics, one for each X-Man except Psylocke and Professor X. In order to 
    gain the stat bonuses, you must check the comics "stand" in X-Mansion. You 
    do not need to actually view the comics, simply open the menu to see the 
    new comics added and the stat bonuses that have just been applied.
     - Cyclops Comic: +2 Agility, +2 Focus; located in the trees near the
       Xtraction point in The Bridge stage of the HAARP mission
     - Jean Grey Comic: +4 Focus; located in the Forsaken Place during last
       trip to Astral Plane
     - Wolverine Comic: +2 Strike, +2 Agility; located on the floor of a
       building in the East Rooftops stage of the first mission.
     - Storm Comic: +4 Focus; located in the Morlock tunnels, East Trunk Line,
       use a bridge-maker or flier to get it
     - Rogue Comic: +2 Strike, +2 Body; located in the brig of X-Mansion during
       the post-Muir Island interlude
     - Iceman Comic: +2 Body; located in the elevator room at the end of the
       Satellite Control Center of HAARP
     - Colossus Comic: +2 Strike, +2 Body; located on Muir Island during the
       Juggernaut escapade
     - Gambit Comic: +2 Strike, +2 Agility; located in the Influent Bypass
       during second Morlock mission, in a side area just before stage
     - Jubilee Comic: +2 Agility, +2 Focus; located in the Reactor Core of the
       nuclear plant
     - Magma Comic: +2 Body, +2 Focus; located in Central Park next to the
       broken bridge in Magma's X-Man trial.
     - Beast Comic: +2 Agility, +2 Body; located in the Brig of the Arbiter in
       a room with a crewman that needs to be rescued
     - Emma Frost Comic: +2 Body, +2 Focus; located in the Lonely Dark stage of
       the first Astral Plane mission, in the corner of the map opposite the
       Xtraction point
     - Nightcrawler Comic: +2 Agility, +2 Focus; located on a rooftop in 10th
       Avenue of the Sentinel Flashback scenario, you'll need Jean Grey's
       Flight skill to reach it
    [7.4] Sketch Books
    Sketch books allow you to view concept art at the stand in Colossus' room 
    in Xavier Mansion. They have no other value. If you collect all sketch 
    books in the game, you will unlock additional concept art. Sketch book 
    locations are given in section 6, Walkthrough.
    There are 20 sketch books in the game, representing the following concept 
    Asteroid M
    Morlock Tunnels
    Early Alison
    HAARP Soldier 1
    HAARP Soldier 2
    Spider Sentinel
    Astral Plane
    Hive Labs
    Rogue Gambit
    Trio One
    Sewers Healer
    Hive Factory
    Mansion Sketches
    HAARP and Ice Tunnels
    HAARP Interior
    Weapon X Lab
    If you collect all of those sketch books, you will unlock an additional 18 
    Mansion Backyard
    Mansion Subbasement
    Conference Furniture
    Conference Environment
    Subbasement Hall
    Mansion Front
    Overhead Mansion
    Hangerbay [sic]
    Danger Room
    Danger Room Blueprint
    Mansion Blueprint Layout
    Professor X and Cerebro
    Wolverine and Beast
    Cyclops and Emma Frost
    Nightcrawler, Kitty, Havok
    Storm and Marvel Girl
    Polaris, Sage, Rogue
    Gambit and Bishop
    [7.5] Bonus
    There are several types of bonuses that can be found or are given as 
    rewards. These include a skill point for whichever character picks it up; 
    additional experience or a stat point bonus. These are pretty rare, but 
    very valuable, so keep a close eye out for them. Locations of these items 
    can be found in section 6, Walkthrough.
    [7.6] Backpacks
    Backpacks enhance an X-Man's mutant abilities. With the exception of some 
    of the unique items, these are all random drops, or may be purchased from 
    Agility of the Acrobat (Nightcrawler Challenge)
    +20% damage to Nightcrawler's teleport attacks, +5 Agility; requires 
    Nightcrawler, level 20
    Astral Stone
    +3 Focus, +9-11 damage vs. Shadow creatures
    Bands of the Beast (Beast Challenge)
    +20% damage to Beast's mutant attacks, +5 Strike; requires Beast, level 20
    Belt of Unus
    -13 damage, 20% chance of deflecting beam damage back at attacker; requires 
    level 32
    Black Tom's Cane
    +1 Body, -20% beam damage; requires level 7
    Caliban's Shroud
    +2 Focus,  +25-31 damage to punches; requires Level 19
    Callisto's Eye Patch
    +2 Strike, +15-18 damage to melee attacks vs. Morlocks; requires Level 15
    Cannonball's Flame
    -8 damage, +100-125 damage to flying melee attacks; requires Level 15
    Claws of Rage (Wolverine Challenge)
    +20% damage to Wolverine's claw attacks, +5 Strike; requires Wolverine, 
    level 20
    Crown of Apocalypse
    +4 Strike, +4 Agility, -2 Body, -2 Focus, +12% chance for melee criticals; 
    requires level 35
    Cyber's Revenge
    -8 damage, +4-5 bleed damage to punches for 5 seconds; requires level 30
    Dead Man's Hand (Gambit Challenge)
    +20% damage to Gambit's kinetic attacks, +5 Agility; requires Gambit, level 
    Deathbird's Javelin
    Attack and run speed +20%, +9-11 bleed damage for 5 seconds to projectiles; 
    requires level 20
    Diamond's Aura (Emma Frost Challenge)
    +50% damage to Emma Frost's Punch/Kick, +5 Body; requires Emma Frost, level 
    DNA Generator (Basic/Normal/Super/Ultra)
    The X-Man regenerates mutant energy 25%/50%/75%/100% faster than normal. 
    With a Super or Ultra DNA Regenerator and a fairly high Focus stat, an X-
    Man can just spam (use over and over and over and over) mutant powers and 
    will almost never run out of energy.
    Eric the Red's Armor
    -8 Damage, +100-125 to energy attacks vs. Magneto; requires Level 29
    Exodus Cloak
    30% chance to deflect mental damage back to attacker. +80-100 damage vs 
    humans. Requires level 18. Until you get Super Power Enhancers (about level 
    30), equip your strongest X-Man with this item any time you're fighting 
    GRSO soldiers or other human guards.
    Flight of the Northstar
    30% longer flying time, +20% knockback to knockback attacks; requires level 
    Gauntlets of Wrath (Rogue Challenge)
    +20% damage to Rogue's power attakcs, +20% Rogue stun duration, +5 Body; 
    requires Rogue, level 20
    Goddess Medallion (Storm Challenge)
    +20% to Storm's wind and electricity, +5 Agility; requires Storm, Level 20
    Hammer of Nimrod
    +125-150 damage to mutant attacks vs. Sentinels; requires level 13. This is 
    pretty much a must-have item for one of your ranged X-Men any time you are 
    fighting Sentinels (unless you have an Ultra Power Enhancer, which has the 
    same effect against all enemies). Nightcrawler is a good choice for this, 
    as the bonus damage is applied to *each* of his Teleport Flurry attacks.
    Heart of the Assassin (Psylocke Challenge)
    +20% damage to Psylocke's psychic attacks, +5 Strike; requires Psylocke, 
    level 20
    Hypnotic Skyburst (Jubilee Challenge)
    +5 Agility, +20% damage to Jubilee's power attacks; requires Jubilee, level 
    Luck of the Longshot
    +1 Strike, +1 Agility, +1 Body, +1 Focus, 5% chance to reflect punch/kick 
    for 125-150 damage; requires level 17
    Mantle of the Phoenix (Jean Grey Challenge)
    +20% damage to Phoenix's psychic attacks, +5 Focus; requires Jean Grey, 
    level 20
    Manual of the Puck
    +1 Agility, +15-18 damage to kicks; requires level 13
    Mask of Xorn (Legends Challenge)
    Mutant powers cost no energy to execute; requires level 35. This item is 
    the reward for completing the Challenge Legends scenario in the Danger 
    Room. A worthy replacement for a DNA Generator; but, doesn't provide any 
    kind of attack or damage bonuses.
    Muscle Accelerator (Basic/Normal/Super/Ultra)
    Adds 10%/20%/30%/40% to attack and run speed. For a couple of the slower 
    tank characters (like Colossus), this is a good enhancement.
    Opal of Ozymandius
    +5 Body, 30% chance of deflecting fire, cold and wind damage back at 
    attacker; requires level 23
    Power Enhancer (Basic/Normal/Super/Ultra)
    Adds 9-11, 25-31, 80-100 or 125-150 damage to mutant attacks. The Super and 
    Ultra Power Enhancers are, probably, the best equipment in the game for 
    almost every X-Man (Beast may be the lone exception). They even affect 
    punches and kicks for those X-Men that add "mutant" damage to melee attacks 
    (i.e. Emma Frost, Storm, Iceman, etc.). Putting an Ultra Power Enhancer on, 
    say, Colossus with Concussion Legend is, really, almost unfair. The enemies 
    on the other side of the wall--who haven't even seen you yet--are toast. In 
    fact, Super and Ultra Power Enhancers are so powerful, you may want to 
    avoid using them just to make the game a little more difficult.
    Ring of Polaris
    +1 Body, +20% flying time, -40% knockback; requires level 13
    Sabretooth's Tags
    Regenerate 4 Health per second, up to 50% health, +25-31 blade damage to 
    punches; requires level 28
    Shadowcat's Touch
    -5 damage, +25-31 to punch/kick attacks vs. robots; requires level 15.
    Shard of Cyttorak
    -5 damage, +2 Body, +2 Strike; requires level 31
    Shi'Ar Battle Implants
    +3 to all traits; requires level 26. This item is the reward for completing 
    the Nightmare - Colossus scenario in the Danger Room.
    Shi'Ar Body Shield
    +50% resistance to physical attacks; requires level 29. This item is the 
    reward for completing the Nightmare - Phoenix scenario in the Danger Room.
    Shi'Ar Energy Armor
    +50% resistance to energy attacks; requires level 30. This item is the 
    reward for completing the Nightmare - Cyclops scenario in the Danger Room.
    Shi'Ar Mind Gem
    +50% resistance to mental attacks; requires level 28. This item is the 
    reward for completing the Nightmare - Wolverine scenario in the Danger 
    Soul of the Gladiator (Colossus Challenge)
    +20% damage to Colossus' powered attacks, +5 Body; requires Colossus, level 
    Spiked Armor of Stryfe
    -10 damage, +4-5 energy draing to punches
    Spikes of Penance
    -8 damage, reflects 80-100 physical damage to attacks; requires level 27
    Sunfire's Mask
    -20% damage from fire, +9-11 fire damage to mutant attacks; requires level 
    Sword of Ogun
    +3 Focus, +8% chance for punch/kick criticals; requires level 25
    Targeting Implant (Basic/Normal/Super/Ultra)
    Adds 2%/4%/6%/8% to chance for a critical during a ranged attack
    Thunderbird's Beads
    -20% physical damage, Stun immunity; requires level 18
    Tissue Generator (Basic/Normal/Super/Ultra)
    The X-Man regenerates health at the rate of 2/4/6/8 points per second after 
    five idle seconds up to 25%/50%/75%/100% of full health. Generally, you 
    will not want to wear these full time since there are more useful backpacks 
    available. You should always keep at least one or two in your general 
    inventory. There may be times when you are down to only one or two X-Men, 
    are out of health packs and will need to run away, rest while wearing a 
    Tissue Generator and then run back to battle.
    Vindicator's Gauntlets
    +10% experience, -20% beam damage; requires level 14
    Visor of Retribution (Cyclops Challenge)
    +20% Cyclops' Optic damage, +5 Focus; requires Cyclops, level 20
    Volcano's Might (Magma Challenge)
    +5 Body, +20% damage to Magma's power attacks; requires Magma, level 20
    Weakness Analyzer (Basic/Normal/Super/Ultra)
    Adds 2%/4%/6%/8% to chance for a critical during a melee attack
    Winter's Fury (Iceman Challenge)
    +20% damage to Iceman's cold attacks, +5 body; requires Iceman, level 20
    Wrath of Wendigo
    -5 damage, -60% pain; requires level 14
    X-Cutioner Hood
    Generate energy 50% more quickly, +80-100 damage vs. mutants; requires 
    level 20. A good item for Cyclops, Storm or other ranged attacker whenever 
    you're fighting Morlocks or The Brotherhood.
    [7.7] Belts
    Belts enhance an X-Man's stats. Like backpacks, most of these are random 
    drops or can be purchased from Forge.
    Stat Enhancer (Basic/Normal/Super/Ultra)
    Adds +1, +2, +4 or +8 to the listed stat (Strike, Agility, Body or Focus). 
    Focus Enhancers work for every X-Man. Lacking Focus Enhancers, Body 
    Enhancers should be your second choice; or, Strike Enhancers for those X-
    Men that use more melee attacks (e.g. Beast or Wolverine).
    [7.8] Armor
    Armor reduces damage received or gives resistance to specific types of 
    damage. Armor can be found in random drops or purchased from Forge.
    Damage Deflector (Basic/Normal/Super/Ultra)
    Gives a chance to reflect a specific type of damage:
     - Basic: +10% chance to reflect 15-18 damage
     - Normal: +20% chance to reflect 50-63 damage
     - Super: +30% chance to reflect 125-150 damage
     - Ultra: +40% chance to reflect 175-215 damage
    The types of damage deflected are:
     - Harmonic: beam damage
     - Inertial: punch/kick damage
     - Psionic: psychic damage
     - Electron: electrical damage
     - Elemental: elemental (fire/cold/wind) damage
    Inertial Dampener (Basic/Normal/Super/Ultra)
    Reduces the chance of being knocked back by 20%, 40%, 60% or 80%.
    Nanofiber Armor (Basic/Normal/Super/Ultra)
    Reduces damage received by 5, 8, 10 or 13 points. This is your best choice 
    for the armor slot for every X-Man.
     \  /--MEN---------------------------------------------------------------
      \/                         [8] Trivia Game Q&A
     /  \
    On the second floor of Xavier Mansion, there is an X-Men Trivia Game the 
    player can use to earn a quick 300 experience points. There are 50 
    questions, and each question is worth 6 XP. This is the list of questions 
    and the correct answers for any player wishing to earn all 300 XP with the 
    Trivia Game without playing through most of the game to learn the answers 
    (and who does not know enough about the X-Men in the first place). The 
    questions are listed in the order in which they appear when you first play 
    the game.
    Q) Rogue had once been romantically involved with which evil mutant?
    A) Magneto
    Q) The address for the X-Mansion is:
    A) 1407 Graymalkin Lane
    Q) Of these characters, which was the first X-Man:
    A) Cyclops
    Q) Who isn't a member of the Brotherhood?
    A) Gateway
    Q) Name the machine Xavier uses to augment his psychic powers.
    A) Cerebro
    Q) Why can't Cyclops control his optic blast?
    A) Head trauma suffered as a child
    Q) Gambit's father trained him to be a:
    A) Thief
    Q) Nightcrawler is originally from:
    A) Germany
    Q) When Jean Grey is overwhelmed by her psychic powers she becomes:
    A) The Phoenix
    Q) Who is Cyclops's brother?
    A) Havok
    Q) Moira MacTaggert runs what facility?
    A) Mutant Research Center on Muir Island
    Q) Who is not truly a mutant?
    A) Juggernaut
    Q) Wolverine was forced to slay the father of the woman he loved. What was 
    the father's name?
    A) Shingen
    Q) Cyclops's father was leader of which group?
    A) The Starjammers
    Q) Who developed Sentinels as a deterrent to mutants?
    A) Bolivar Trask
    Q) The original X-Men went to the Coffee A-Go-Go to listen to a beatnik 
    known as:
    A) Bernard the Poet
    Q) Magneto's outer space base, Asteroid M, has also been referred to as:
    A) Avalon
    Q) Who wears a helmet to protect against psionic attacks?
    A) Juggernaut
    Q) The metal bonded to Wolverine's body is:
    A) Adamantium
    Q) Which is a codename for Kitty Pryde?
    A) Sprite
    Q) Toad's real name is:
    A) Mortimer Toynbee
    Q) Aside from being a powerful telepath, Emma Frost can also:
    A) Change to diamond hard substance
    Q) Moira's son, Kevin MacTaggert, was also known as:
    A) Proteus
    Q) For a short time, Jean Grey was a member of:
    A) The Hellfire Club
    Q) Which X-Man is immune to Rogue's power?
    A) Colossus
    Q) Storm's biggest fear is:
    A) Enclosed spaces
    Q) Who in this group is a mutant?
    A) Bobby Drake
    Q) What is the Xavier Protocol?
    A) Files listing the secret identities of all known mutants
    Q) Professor Xavier built Cerebro with the aid of:
    A) Magneto
    Q) Forge is a member of which Native American tribe?
    A) Cheyenne
    Q) The comic book X-Men #1 featuring the X-Men and Magneto appeared in:
    A) September 1963
    Q) Who is next in line to lead the X-Men if Cyclops is unable to?
    A) Storm
    Q) Psylocke is from:
    A) England
    Q) Where did Jubilee live for a short time?
    A) Hollywood shopping mall
    Q) Cyclops derives the energy for his optic blast from:
    A) Solar energy
    Q) When Shadow King first met Professor Xavier he was known as:
    A) Amahl Farouk
    Q) The Morlocks took their name from:
    A) The underground race in H. G. Wells' novel "The Time Machine"
    Q) Gambit's power is the ability to:
    A) Charge objects with kinetic energy
    Q) Jubilee is the unofficial sidekick of which X-Man?
    A) Wolverine
    Q) Against her will, Psylocke's mind was transferred into the body of:
    A) A ninja
    Q) Juggernaut received his fantastic powers from...
    A) A gem of Cyttorak
    Q) A nickname for Cyclops is:
    A) Slim
    Q) Sabretooth and Wolverine worked together doing covert operations for:
    A) The CIA and Weapon X
    Q) Kitty Pryde has a pet dragon named:
    A) Lockheed
    Q) One name Mystique goes by is:
    A) Raven Darkholme
    Q) One of Storm's favorite hobbies is:
    A) Gardening
    Q) In addition to Wolverine, who has been an experiment of the Weapon X 
    A) Sabretooth
    Q) When did Colossus first turn into his metal form?
    A) Stopping a runaway tractor
    Q) The first five members of the X-Men were:
    A) Cyclops, Iceman, Angel, Beast and Jean Grey
    Q) When do mutant powers normally first activate?
    A) During the teenage years
    If you play the trivia game during your first visit to Xavier Mansion, 
    they're worth a quick two levels for Alison Crestmere (Magma).
     \  /--MEN---------------------------------------------------------------
      \/                     [9] Danger Room Scenarios
     /  \
    Following is a list of Danger Room scenarios: their objectives, the 
    required number of credits you need to have earned, the recommended level 
    (according to the game) for playing the scenario, the reward for 
    completion, the location of the disc and tips for completing the scenario, 
    if needed. (Note: n/a in the Location field means the disc is automatically 
    available to you and does not need to be collected during game play.)
    [9.1] Freshman Classes
    The first 6 classes listed here are very basic training. You play them as 
    Magma and they will help you learn the basics of gameplay. Play them early, 
    during your first Interlude. Moves 105, especially, is actually harder to 
    execute once you've leveled up a bit--your attacks are so powerful you 
    knock the Danger Room robots away from you and can't complete the strike 
    sequence. For the other classes at this level (and most DR classes except 
    for the character-specific challenges), you can choose your team from 
    currently available X-Men.
    Setting 101 - Hidden Goods
    Credits required:  0
    Recommended level: 1
    Reward:            1 credit
    Location of disc:  n/a
    Destroy all eight crates within 30 seconds.
    Setting 102 - Throwing
    Credits required:  1
    Recommended level: 1
    Reward:            1 credit
    Location of disc:  n/a
    Pickup and throw five crates within 30 seconds. Use X to pickup a crate and 
    A to throw it.
    Moves 101 - Triple Hit
    Credits required:  1
    Recommended level: 2
    Reward:            2 credits
    Location of disc:  n/a
    Strike enemies with the triple hit three times within one minute. A triple 
    hit is A, A, A.
    Moves 102 - Knockback
    Credits required:  2
    Recommended level: 2
    Reward:            2 credits
    Location of disc:  n/a
    Strike enemies with the knockback attack three times within one minute. 
    Knockback is B, B.
    Moves 103 - Popup
    Credits required:  2
    Recommended level: 2
    Reward:            2 credits
    Location of disc:  n/a
    Strike enemies with the popup attack four times within one minute. Popup is 
    A, A, B.
    Moves 104 - Trip
    Credits required:  4
    Recommended level: 3
    Reward:            3 credits
    Location of disc:  n/a
    Strike enemies with the trip maneuver five times within two minutes. Trip 
    is A, B, A.
    Moves 105 - Stun
    Credits required:  4
    Recommended level: 3
    Reward:            3 credits
    Location of disc:  n/a
    Strike enemies with the stunning blow six times within two minutes. Stun is 
    B, A, B, B. Very hard to do except at low level. At higher levels--over 3 
    or 4--the first B attack knocks the opponent away and you can't follow up 
    with the A attack.
    Moves 106 - Throw
    Credits required:  4
    Recommended level: 3
    Reward:            3 credits
    Location of disc:  n/a
    Throw an enemy seven times within two minutes. To throw an enemy, stand 
    near and press X, then push the control stick in the direction you wish to 
    throw and press A.
    Teamwork 101
    Credits required:  9
    Recommended level: 4
    Reward:            4 credits
    Location of disc:  NYC, North Rooftops, see [6.2]
    Call for help ten times within two minutes. Press L to call for help. This 
    is a great course to leave undone in order to collect items (especially 
    health and energy packs). All you have to do to fail the course is not 
    press L. You can play it any time you need to stock up on health packs and 
    don't want to spend tech bits (or don't have enough tech bits).
    Teamwork 102
    Credits required:  9
    Recommended level: 5
    Reward:            4 credits
    Location of disc:  Danger Room during first Interlude, see [6.3]
    Call for help ten times within one minute.
    Combined Powers 101
    Credits required:  14
    Recommended level: 6
    Reward:            5 credits
    Location of disc:  HAARP, Outer Grounds, see [6.4]
    Execute five power combos within four minutes.
    Combined Powers 102
    Credits required:  14
    Recommended level: 7
    Reward:            5 credits
    Location of disc:  HAARP, Mess Hall, see [6.4]
    Execute seven power combos within four minutes.
    Qualifying Exam 100
    Credits required:  28
    Recommended level: 8
    Reward:            Grade complete
    Location of disc:  HAARP, Main Tunnels, see [6.4]
    Destroy four generators, survive for three minutes.
    [9.2] Sophomore Classes
    Protect 201
    Credits required:  28
    Recommended level: 8
    Reward:            2 credits
    Location of disc:  n/a
    Protect four air vents from destruction, survive for two minutes. 
    Protection scenarios demand that you keep moving and take enemies out as 
    quickly as possible. Ignore any opponent that is not directly threatening a 
    protected item. Ranged, area-of-effect powers work very well for these 
    scenarios. E.g. Colossus' Concussion Slam, Jean's Psychic Shout, Jubilee's 
    Energy Burst, etc.
    Defend 201
    Credits required:  28
    Recommended level: 9
    Reward:            2 credits
    Location of disc:  n/a
    Defend civilian, survive for two minutes. There are two civilians. You can 
    move them by getting on one side of them and walk towards them. They will 
    walk away from you. Using this method, "push" the two together in the 
    center of the room and just stand there and blast away at any soldier that 
    gets close. If you've already got shields that cover nearby allies (not 
    likely unless you wait a long time to play this scenario), you can use your 
    shields to help protect the civilians.
    Protect 202
    Credits required:  34
    Recommended level: 10
    Reward:            3 credits
    Location of disc:  Dormitories during second Interlude, see [6.5]
    Defend civilian, protect all computers, survive for two minutes. There are 
    two computers in adjacent corners of the room. Push the civilian next to 
    one computer and keep your team around it. Run over to the over computer 
    every 10 seconds and get rid of any soldier attacking it. Ranged, area-of-
    effect powers are very useful for these types of scenarios.
    Defend 202
    Credits required:  38
    Recommended level: 11
    Reward:            3 credits
    Location of disc:  Sentinel flashback, 7th Ave, see [6.5.1]
    Defend civilian, protect two vehicles, survive for two minutes. Push the 
    civilian between two of the vehicles and stand your ground. Let the other 
    two vehicles go. Requires 38 credits. Reward is 3 credits.
    Focus 201
    Credits required:  38
    Recommended level: 12
    Reward:            4 credits
    Location of disc:  Morlocks, West Trunk Line, see [6.6]
    Defeat a Morlock Goth four times within three minutes. Don't worry about 
    trying to target the Goths specifically, just blast anything that moves. 
    You'll easily defeat four Goths in the time limit.
    Focus 202
    Credits required:  40
    Recommended level: 13
    Reward:            5 credits
    Location of disc:  Morlocks, Filtration Reservoir, see [6.6]
    Defeat a Morlock Goth six times within two minutes.
    Qualifying Exam 200
    Credits required:  43
    Recommended level: 14
    Reward:            Grade complete
    Location of disc:  Arbiter, Galley, see [6.7]
    Defend crewman, protect four computers, survive for two minutes. As before, 
    push the crewman in between two computers and keep your team clustered 
    around. You only need to keep one computer intact in order to win the 
    scenario, so don't worry about the two computers across the room.
    Challenge - Beast
    Credits required:  0
    Recommended level: 8
    Reward:            Bands of the Beast
    Location of disc:  HAARP, Inner Grounds, see [6.4]
    Defeat 20 enemies within two minutes, Beast only. In character challenges, 
    you have unlimited mutant energy. Run into groups of enemies and use 
    Propeller Kick to take lots of them down at once.
    Challenge - Rogue
    Credits required:  0
    Recommended level: 10
    Reward:            Gauntlets of Wrath
    Location of disc:  Morlocks, 22nd Street Steam Works, see [6.6]
    Defeat 20 enemies, defeat Mystique within two minutes, Rogue only. Keep 
    using Ability Drain and/or Southern Smash.
    Challenge - Cyclops
    Credits required:  0
    Recommended level: 12
    Reward:            Visor of Retribution
    Location of disc:  Juggernaut flashback, foyer of X-Mansion, see [6.5.2]
    Defeat two Sentinels in two minutes, Cyclops only. Stand far away, blast a 
    few times and be prepared to run when a Sentinel throws a grenade. Wait 
    until you have and can use the Hammer of Nimrod to make this extremely 
    simple (each Sentinel only requires three to four blasts when using HoN).
    [9.3] Junior Classes
    Combined Powers 301
    Credits required:  43
    Recommended level: 15
    Reward:            2 credits
    Location of disc:  n/a
    Execute five power combos in two minutes.
    Combined Powers 302
    Credits required:  43
    Recommended level: 15
    Reward:            2 credits
    Location of disc:  Weapon X flashback, Lab Support, see [6.8.2]
    Execute seven power combos in two minutes.
    Survival 301
    Credits required:  45
    Recommended level: 16
    Reward:            3 credits
    Location of disc:  n/a
    Survive for two minutes.
    Survival 302
    Credits required:  49
    Recommended level: 17
    Reward:            3 credits
    Location of disc:  n/a
    Survive for three minutes.
    Assault 301
    Credits required:  50
    Recommended level: 18
    Reward:            4 credits
    Location of disc:  Nuclear plant, Primary Control Center, see [6.9]
    Defeat 30 enemies within two minutes.
    Assault 302
    Credits required:  55
    Recommended level: 19
    Reward:            5 credits
    Location of disc:  Nuclear plant, Conversion Sequencer, see [6.9]
    Defeat 30 enemies within two minutes.
    Qualifying Exam 300
    Credits required:  57
    Recommended level: 20
    Reward:            Grade complete
    Location of disc:  Astral Plane, Chamber of Echoes, see [6.12]
    Defeat 30 enemies, destroy all teleporters within two minutes.
    Challenge - Wolverine
    Credits required:  0
    Recommended level: 15
    Reward:            Claws of Rage
    Location of disc:  Weapon X flashback, Fission Gate, see [6.8.2]
    Defeat 20 enemies, defeat the Director within two minutes, Wolverine only. 
    This is almost too easy, just lay into everyone with Brutal Slashes.
    Challenge - Storm
    Credits required:  0
    Recommended level: 17
    Reward:            Goddess Medallion
    Location of disc:  Nuclear plant, Condenser Controls, see [6.9]
    Defeat 10 enemies, defeat Marrow within two minutes, Storm only. Lots of 
    Lightning and Whirlwind will do the job.
    Challenge - Iceman
    Credits required:  0
    Recommended level: 18
    Reward:            Winter's Fury
    Location of disc:  Dormitories during Interlude #5, see [6.11]
    Defeat 20 enemies, defend civilian, survive for two minutes, Iceman only. 
    Push the two civilians together in a corner and use Freeze Blast to slow or 
    freeze the GRSO soldiers, then pummel them.
    [9.4] Senior Classes
    Protect 401
    Credits required:  57
    Recommended level: 20
    Reward:            2 credits
    Location of disc:  n/a
    Protect all statues for two minutes. A group of four ranged X-Men is 
    recommended because you cannot herd the statues together.
    Protect 402
    Credits required:  57
    Recommended level: 21
    Reward:            2 credits
    Location of disc:  n/a
    Protect all statues for three minutes. Same as Protect 401, just harder.
    Sabotage 401
    Credits required:  59
    Recommended level: 22
    Reward:            3 credits
    Location of disc:  n/a
    Defeat 10 enemies, destroy all four ladders, complete within one minute. 
    Storm or Colossus work well for this scenario as they can destroy the 
    ladders from the other side of the wall.
    Sabotage 402
    Credits required:  61
    Recommended level: 23
    Reward:            4 credits
    Location of disc:  Weapon X, Infusion Trials Ruins, see [6.13]
    Defeat 15 enemies, destroy all four ladders, complete within 45 seconds. 
    Same as Sabotage 401, just harder.
    Focus 401
    Credits required:  66
    Recommended level: 24
    Reward:            5 credits
    Location of disc:  Weapon X, D-Block Ruins, see [6.13]
    Defeat five enemies, defeat Astral Fiend two times, complete within one 
    minute and 30 seconds.
    Focus 402
    Credits required:  70
    Recommended level: 25
    Reward:            6 credits
    Location of disc:  Morlocks, Influent Bypass, see [6.15]
    Defeat ten enemies, defeat Astral Shade two times, complete within one 
    minute. As with other Focus courses, just blast everything that moves and 
    you'll easily complete the course.
    Graduation Exam 400
    Credits required:  75
    Recommended level: 25
    Reward:            Grade complete
    Location of disc:  Morlocks, Overflow Reservoir, see [6.15]
    Defeat 25 enemies, defeat Astral Shadow 5 times, defeat Astral Fury 5 
    times, defend Professor X, destroy all statues, complete within two 
    minutes. Use a shield power that affects the whole team, it will shield 
    Prof X as well. Stay near him, keep the shields up and destroy the shadow 
    creatures. Once all the required enemies have been defeated, send a ranged 
    fighter around the room to destroy the statues.
    This is a good DR scenario for power leveling. Use both Storm and Cyclops 
    on your team and try to hit as many power combos as possible. By not 
    destroying the statues, you can go the whole two minutes and easily earn in 
    excess of four million experience points.
    Challenge - Phoenix
    Credits required:  0
    Recommended level: 20
    Reward:            Mantle of the Phoenix
    Location of disc:  Astral Plane, Shadow Gallery, see [6.12]
    Defeat 20 enemies within two minutes, Jean Grey only. Use lots of TK and 
    Psychic Shout.
    Challenge - Nightcrawler
    Credits required:  0
    Recommended level: 22
    Reward:            Agility of the Acrobat
    Location of disc:  Weapon X, C-Block Ruins, see [6.13]
    Defeat Toad within two minutes, Nightcrawler only. In addition to Toad, 
    you'll be attacked by Acolytes. Use Teleport Flurry continuously.
    Challenge - Magma
    Credits required:  0
    Recommended level: 23
    Reward:            Volcano's Might
    Location of disc:  Mount Entrance, see [6.15]
    Defeat 20 enemies within two minutes. Some of your opponents are Sentinels. 
    Isn't that fun? Stay in fiery form, use your most powerful mutant attack 
    frequently and wear the Hammer of Nimrod, if you have it.
    Challenge - Colossus
    Credits required:  0
    Recommended level: 24
    Reward:            Soul of the Gladiator
    Location of disc:  Morlocks, Overflow Reservoir, see [6.15]
    Defeat 20 enemies, defeat Pyro, destroy all four alarm boxes, complete 
    within two minutes. If you've leveled up Concussion Slam, this should be 
    relatively easy. If you leveled up Power Smash, equip Colossus with a 
    Muscle Accelerator to make it easier to land your punch.
    [9.5] X-Man Classes
    Defend 501
    Credits required:  70
    Recommended level: 24
    Reward:            2 credits
    Location of disc:  n/a
    Defend civilian. Survive for two minutes. Use at least one X-Man with a 
    party-covering shield power.
    Assault 501
    Credits required:  70
    Recommended level: 24
    Reward:            3 credits
    Location of disc:  n/a
    Defeat 25 enemies within three minutes.
    Assault 502
    Credits required:  74
    Recommended level: 25
    Reward:            3 credits
    Location of disc:  n/a
    Defeat 25 enemies within three minutes.
    Survival 501
    Credits required:  79
    Recommended level: 26
    Reward:            4 credits
    Location of disc:  Muir Island, Juggernaut fight, see [6.17]
    Survive for three minutes.
    Survival 502
    Credits required:  80
    Recommended level: 27
    Reward:            4 credits
    Location of disc:  NYC Riots, East 2nd St, see [6.18]
    Survive for three minutes.
    Sabotage 501
    Credits required:  86
    Recommended level: 28
    Reward:            5 credits
    Location of disc:  Morlocks, Grit Flowage, see [6.19]
    Destroy all four alarm boxes within one minute.
    Qualifying Exam 500
    Credits required:  91
    Recommended level: 29
    Reward:            Grade complete
    Location of disc:  Sentinel Factory, Fabrication Facility, see [6.22]
    Danger level must not exceed 10.00. Survive for 3:00. This is a replay of 
    the Arbiter timed rescue mission. Let your teammates do their own thing 
    while you, as Cyclops, run around keeping the hull breaches sealed.
    Challenge - Jubilee
    Credits required:  0
    Recommended level: 25
    Reward:            Hypnotic Skyburst
    Location of disc:  NYC Riots, East 4th St, see [6.18]
    Defeat 50 enemies, destroy all four generators within two minutes. Use Bait 
    to weaken the soldiers and plenty of Energy Burst.
    Challenge - Gambit
    Credits required:  0
    Recommended level: 27
    Reward:            Dead Man's Hand
    Location of disc:  Morlocks, Dechlorination, see [6.19]
    Defeat 20 enemies, defeat Marrow's Lieutenant four times within two 
    minutes. Excessive use of Staff Slam works wonders in this challenge.
    Challenge - Emma Frost
    Credits required:  0
    Recommended level: 28
    Reward:            Diamond's Aura
    Location of disc:  Astral Plane, Guardian Statues, see [6.21]
    Destroy all six statues. This challenge is almost an admission by the 
    developers that Emma is a useless character. There's not even a time limit! 
    Turn on your Shell and run to the statues and take them down. If you've 
    leveled Shell Might, Psionic Fury and Hardness, you don't even need to 
    bother Confusing the shadow creatures.
    Challenge - Psylocke
    Credits required:  0
    Recommended level: 29
    Reward:            Heart of the Assassin
    Location of disc:  Asteroid M, Command Center, see [6.25]
    Defeat Sabretooth, defeat Mystique, complete within two minutes. Remember 
    you have unlimited mutant energy so exercise your powers generously. Your 
    shield won't do any good against either mutant, so stay back and fling 
    Psychic Bolts at them.
    [9.6] Legends Classes
    Protect 601
    Credits required:  0
    Recommended level: 30
    Reward:            None
    Location of disc:  Astral Plane, Threshold, see [6.21]
    Protect all generators for one minute. You don't earn any credits for this 
    class, but you can earn a couple million experience points.
    Focus 601
    Credits required:  0
    Recommended level: 31
    Reward:            None
    Location of disc:  Sentinel Factory, Head Attachment, see [6.21]
    Defeat Acolyte Master Elite 5 times within one minute. This is easy if 
    you've learned how to hit combos. Again, the only reward is a lot of XP.
    Nightmare - Wolverine
    Credits required:  0
    Recommended level: 32
    Reward:            Shi'Ar Mind Gem
    Location of disc:  Sentinel Factory, Bio Lab Gallery, see [6.21]
    You play as Magma. Defeat Ultimate Predator 2 times within one minute. If 
    you've leveled up Lava Fissure, this one is cake.
    Nightmare - Phoenix
    Credits required:  0
    Recommended level: 33
    Reward:            Shi'Ar Body Shield
    Location of disc:  X-Mansion, X-Jet hangar, during final Interlude
    You play as Rogue. Defeat Sun Goddess 2 times within one minute. Use 
    Ability Drain and then use Sun Goddess' power against her.
    Nightmare - Cyclops
    Credits required:  0
    Recommended level: 34
    Reward:            Shi'Ar Energy Armor
    Location of disc:  Astral Plane, Forsaken Place, see [6.23]
    You play as Nightcrawler. Defeat Chaos Lord 2 times within one minute. 
    Frequent use of Teleport Flurry is recommended.
    Nightmare - Colossus
    Credits required:  0
    Recommended level: 35
    Reward:            Shi'Ar Battle Implants
    Location of disc:  Asteroid M, Power Station, see [6.25]
    You play as Gambit. Defeat Champion of Rhodes 2 times within one minute. 
    Staff Slam works great for this battle, as it knocks the champions away 
    from you and keeps them from beating on you.
    Challenge - Legends
    Credits required:  0
    Recommended level: 35
    Reward:            Mask of Xorn
    Location of disc:  Asteroid M, Lounge Deck B, see [6.25]
    Defeat 40 enemies, defeat Dark Pyro, destroy all generators within five 
    minutes. Just blast away. Three of the generators are close by and will be 
    destroyed quickly. Run to the fourth and take it out, then just blow up bad 
    guys. Dark Pyro will be in there somewhere and be taken down as well.
     \  /--MEN---------------------------------------------------------------
      \/                       [10] Version History
     /  \
    1.30 (2005-01-14)
         - Fixed some atrocious grammar in Beast's description
         - Added yet more super power combo names
         - Added some more questions to the FAQ (section 1.3)
         - Added more information to Power Leveling (section 4.2)
         - Clarified information about the Leadership skill in several places
         - Clarified information about earned XP in section 3.4.1
         - Made minor changes throughout the guide
         - This is, most likely, the final version of this guide. Enjoy!
    1.21 (2004-12-29)
         - Put in some information accidentally left out of previous update
         - Added to list of power combo names
         - Added section 1.3, Frequently Asked Questions
    1.20 (2004-12-02)
         - Added section 3.2.1, Power Combo Names
         - Added additional equipment to section 7
         - Re-formatted and updated section 9, Danger Room Scenarios
         - Added location of bonus Stat point to section 6.18
         - Added more enemy stats
    1.10 (2004-11-15)
         - Changed section 4.2 from Shared Skills to Power Leveling,
           put Shared Skills under each X-Man for ease of looking up
           the information
         - Fleshed out the X-Men descriptions
         - Added section 1.2, Glossary
         - Cleaned up some bad grammar and typographic errors
    1.00 (2004-10-14)
         - Walkthrough is complete
         - Added more item descriptions to section 7
         - Added concept art titles to section 7.4
         - Added more enemy stats to section 5
         - Finished Danger Room scenario descriptions
         - TO DO: Finish all enemy stats
    0.80 (2004-10-13)
         - Moved this version history to section 10, renumbered sections
         - Added section 4.18, Optional Builds
         - Added sections 6.16 through 6.22 to Walkthrough
         - Added more items to section 7
    0.70 (2004-10-11)
         - Added sections 6.10, 6.11, 6.12, 6.13 and 6.14 to the Walkthrough
         - Added more enemy stats to section 5
         - Added Professor X's descriptive information to section 4.13
         - Added more DR class descriptions in section 9
         - Rewrote section 8, Trivia Q&A to match the actual wording
           used in the game
         - Minor grammar and spelling changes throughout
    0.60 (2004-10-09)
          - Added sections 6.7, 6.8 and 6.9 to the Walkthrough
          - Added more items to section 7
          - Added more Danger Room class descriptions to section 9
          - Added more enemy stats to section 5
          - Cleaned up some information and corrected some typos
    0.50 (2004-10-07)
         - Beta release, currently incomplete
         - TO DO: finish walkthrough, currently only complete through
           the third mission (rescue Gambit from Morlocks)
         - TO DO: finish list of Danger Room classes
         - TO DO: finish item list, missing some unique items
     \  /--MEN---------------------------------------------------------------
      \/                              [11] Credits
     /  \
    Thanks to Eristole and HexKrak for their FAQ, which helped me find a few 
    items that I missed on my first playthrough.
    Thanks to pgw for several tactics and tips on the GameFAQs X-Men Legends 
    message board, and for finding the bonus Stat point in the NYC 
    riots/Sentinel mission
    Thanks to Bob Floris for giving me the information on the Crown of 
    Thanks to Ralph Anthony Huerto for filling me in on Prof X's power combo 
    Written and (c)2004 by Barry Scott Will
    This work is licensed under the Creative Commons Attribution-ShareAlike 
    License. To view a copy of this license, visit
    or send a letter to
      Creative Commons
      559 Nathan Abbott Way
      Stanford, California 94305, USA.

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