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    FAQ/Walkthrough by JPalanca

    Version: 1.7 | Updated: 10/20/04 | Search Guide | Bookmark Guide

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

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