XXXXXXX
                   XXXXXXX
  XXXXXXXX       XXXXXXXX
   XXXXXXXX     XXXXXXXX
    XXXXXXXX   XXXXXXXX      ___         ___   _______   ___     _
     XXXXXXXX XXXXXXXX      |   \       /   | | ______| |   \   | |
      XXXXXXXXXXXXXXX       | |\ \     / /| | | |_____  | |\ \  | |
       XXXXXXXXXXXXX   ____ | | \ \   / / | | |  _____| | | \ \ | |
        XXXXXXXXXXX   |____|| |  \ \ / /  | | | |_____  | |  \ \| |
         XXXXXXXXX          |_|   \___/   |_| |_______| |_|   \___|
        XXXXXXXXXXX                __    _    __          _     _
       XXXXXXXXXXXXX         |    |     / \  |    |\  |  | \   ( \
      XXXXXXXXXXXXXXX        |    |--  ( __  |--  | \ |  |  )   \
     XXXXXXXX XXXXXXXX       |__  |__   \_/  |__  |  \|  |_/   \_)
    XXXXXXXX   XXXXXXXX     
   XXXXXXXX     XXXXXXXX    
  XXXXXXXX       XXXXXXXX
 XXXXXXXX
XXXXXXXX

            X-MEN LEGENDS (Gamecube version) FAQ/WALKTRHOUGH
                            v1.30 2005-01-14

           (c)2004 Barry Scott Will <pyric@cavecreations.net>
                         <http://www.pyric.com/>


This work is licensed under the Creative Commons Attribution-ShareAlike 
License. To view a copy of this license, visit
  http://creativecommons.org/licenses/by-sa/2.0/
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
  /\---LEGENDS-----------------------------------------------------------
 /  \
/

[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.


     /
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  \/                           [1] Overview
  /\---LEGENDS-----------------------------------------------------------
 /  \
/

=================
[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
----
"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.

Mob
---
While this term originally referred to groups of enemies, it has evolved to 
refer to any enemy--even singular foes.

Spam
----
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.

Tank
----
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 
mission.


Q10) Do I keep my comics, sketch books and X-Men levels when I start a new 
game?

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
  /\---LEGENDS-----------------------------------------------------------
 /  \
/

Key:
 - 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
===========================

BUTTON...........ACTION
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:

       Cyclops
          /\
          ||
Storm <--------> Rogue
          ||
          \/
      Wolverine

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.


     /
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  \/                             [3] Gameplay
  /\---LEGENDS-----------------------------------------------------------
 /  \
/

=============================
[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 
situations.)

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 
power(s).

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 
stage.

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 
sheet.

[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:

Stats/AI
--------
Shows the character's Strike, Agility, Body and Focus scores; the AI level; 
the AI heal rule and the character's AI mutant power.

Powers/Skills
-------------
Shows the character's mutant powers and skills and current level in each.

Equipment
---------
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 
power.

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 
subtracted.

[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 
tractor-trailers...

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 
different.


     /
 \  /--MEN---------------------------------------------------------------
  \/                               [4] X-Men
  /\---LEGENDS-----------------------------------------------------------
 /  \
/

=================
[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 
powers.

There are also three other stats that can be affected by powers, skills and 
equipment.

 - 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 
damage

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

Skills:
 - 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 
up

Skills:
 - 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 
ignored.

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

Skills
------
 - 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

Skills:
 - 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

Skills:
 - 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 
combos.

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

Skills:
 - 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

Skills:
 - 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 
team.


===============================
[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

Skills:
 - 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 
attacks

Y-power: Volcano--Vesuvius erupts under your opponents' feet

Skills:
 - 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

Skills:
 - 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 
return.


===================================
[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

Skills:
 - 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

Skills:
 - 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 
attack

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

Skills:
 - 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 
so...

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

Skills:
 - 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

Skills:
 - 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 
Slash.

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 
strike.

(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 
X-Man.


     /
 \  /--MEN---------------------------------------------------------------
  \/                            [5] Enemies
  /\---LEGENDS-----------------------------------------------------------
 /  \
/

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 
powers.


=========================
[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 
attack.

[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 eve