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    FAQ/Walkthrough by mstieler

    Version: 1.02 | Updated: 12/19/06 | Printable Version | Search This Guide

    ******************************************************************************
    *                             X-Men Legends Guide                            *
    *                            Playstation 2 version                           *
    *                                 Version 1.04                               *
    *                              December 20, 2006                             *
    *                               Marshall Stieler                             *
    *                   m s t i e l e r 8 4 8 0 @ a i m . c o m                  *
    ******************************************************************************
    
    Table of Contents:
    
    00: Introduction to the guide
    
    01: Character Screen
    1a: Stats Screen
    1b: Skills Screen
    1c: Equipment Screen
    
    02: The Walkthrough
    2a: Mission 1 - New York
    2b: Intermission, Mansion Basics
    2c: Mission 2 - HAARP Facility, Alaska
    2d: Intermission
    2e: Mission 3 - Old Sewers, New York City
    2f: Mission 4 - U.S.S. Arbiter
    2g: Intermission
    2h: Mission 5 - Boshnoy Nuclear Plant, Russia
    2i: Intermission, Muir Island, Mansion
    2j: Mission 6 - The Mansion
    2k: Intermission
    2l: Mission 7 - Astral Plane / Weapon X
    2m: Mission 8 - The Mansion
    2n: Intermission
    2o: Mission 9 - The Morlock Tunnels (2)
    2p: Mission 10 - The Mount
    2q: Intermission
    2r: Mission 11 - New York Riots/Defend Morlocks/Stop Juggernaut
    2s: Intermission
    2t: Mission 12 - The Astral Plane (2)
    2u: Mission 13 - Sentinel Central
    2v: Mission 14 - The Astral Plane (3)
    2w: Intermission
    2x: Mission 15 - Asteroid M
    
    03: Skills
    3a: Beast
    3b: Colossus
    3c: Cyclops
    3d: Emma Frost
    3e: Gambit
    3f: Iceman
    3g: Jean Grey
    3h: Jubilee
    3i: Magma
    3j: Nightcrawler
    3k: Professor X
    3l: Psylocke
    3m: Rogue
    3n: Storm
    3o: Wolverine
    
    04: Items / Collectibles
    4a: Backpacks
    4b: Unique Backpacks
    4c: Belts
    4d: Armor
    4e: Danger Room Discs
    4f: Comic Books
    4g: Sketchbooks
    4h: Load Screens
    
    05: Codebreaker Codes
    
    06: Version History
    
    07: Next versions
    
    08: Thanks
    
    09: Legal
    
    ------------------------------------------------------------------------------
                           00: Introduction to the Guide
    ------------------------------------------------------------------------------  
    Hello. I'm Marshall. I made this guide. By myself, I add. With help from a few
    people on the Forums. I can't remember who it was that answered my question
    about a Danger Room Mission (the one where you have the danger bar, or
    whatever it is), but I really want to thank you. This is my first guide, so go
    easy on me. I started this back when I first got this game (a week or so after
    it came out) because there weren't any guides (or at least any walkthroughs).
    So, here we go!
    
    Well, one last stop beforehand. I originally posted this to Gamefaqs, and
    recieved email from people saying they got it from cheatcc. I don't necessarily
    have a problem with this, but they still didn't ask. Neoseeker at least asked
    me if they could use it. So, to all you websites out there, ask me first, I'll
    gladly accept; but it's all about the asking!
    
    Therefore:
    Accepted sites:
    Gamefaqs.com
    Neoseeker.com
    Cheatcc.com
    Ign.com
    SPOnG.com
    Gamerhelp.com
    Supercheats.com
    1up.com
    
    If anyone finds my guide somewhere else (and it's not a linked file over to
    Gamefaqs or something like that), please let me know. It'd be greatly
    appreciated.
    
    ------------------------------------------------------------------------------
                                01: Character Screen
    ------------------------------------------------------------------------------  
    Use the Left Analog Stick to highlight a character, then O to select them.
    
    First Page: Stats screen
    Use Up/Down to highlight stats & AI parameters.
    Use X to add stats or change parameters
    Use Square to subtract points from stats
    Use O to have the game decide for you, based on the character, how the stats
     available to you should be spent.
    Strike: Strength. Combines with your level to increase attack rating
     Attack rating = 1 per level + 1 per Strike
    Agility: Defense. Combines with level to increase defense rating
     Defense rating = 1 per level + 1 per Agility
    Body: HP. Combines with you level to increase health
     HP = 25 + 5 per level + 10 per Body
    Focus: MP. Combines with your level to increase energy & energy regeneration
     EP = 30 + 4 per level + 7 per Focus
    AI Level: determines how the character reacts when you're not controlling them.
     Normal- Attack when opportunity arises. Balanced character.
     Aggressive- Immediately attack your target. Attack character.
     Defensive- Stay away from enemies, only attack when attacked. Mental attack
                characters
    AI Heal: determined if and when the character will use health packs for an
             AI teammate
     Never, less than 20% health, less than 40% health, less than 80% health
    AI Power: when this character isn't being controlled, hit L2 to use this power.
    
    Second Page: Skills screen
    Use Up/Down to highlight skills
    Use X to add points to skills
    Use Square to subtract points from skills
    Use O to have the game decide for you, based on the character, how the points
     available to you for skills should be spent.
    Note: only those skills in white can be added to. To add to those in blue
     you'll need to level up to the required level.
    
    Third Page: Equipment
    Each character can have three items: A Backpack (top icon), A Belt (middle
    icon) and a piece of Armor (bottom icon). These you'll either find along the
    levels, or you can buy them from Forge once you start mission 2.
    
    ------------------------------------------------------------------------------
                                 02: The Walkthrough
    ------------------------------------------------------------------------------
    Mission 1 - New York:
    Objectives:
    Find Blob
     Find Blob's trail and track him down
    Defeat Mystique
     Defeat Mystique to get to Blob
    Defeat Blob
     Defeat Blob to rescue Allison
    Get to the X-Jet
     Make your way through the rooftops to the X-Jet
    
    You start as Wolverine. It's mostly linear, just follow the yellow question
    marks along, kicking ass all the while as you get used to the game's controls.
    
    Tip #1: Use R3 to toggle and resize the world map.
    Tip #2: Breaking stuff can net you items.
    
    The "breakable items" include: trach cans, potted plants, benches, pillars,
    all sorts of stuff. If you get a break from the action, try busting anything
    around you; you might be surprised.
    
    Follow the linear path downstairs into a lava-filled subway area. Exit back to
    the street.
    
    Tip #3: Use Square to pick up items, then Square again or X to throw the item
     in the direction you're facing. Large objects require the "Might" ability.
     (Then again, if you don't have Might, just break it. That simple.
    Tip #4: Use Triangle to jump. Follow it with O while you're in the air for an
     aerial attack that'll get you a little farther than a regular jump, as well
     as damage whoever you land on.
    Tip #5: Use L1 to use a Health Pack (red) and R1 to use an Energy Pack (blue)
    
    Yay! those big-ass footprints could be none other. Looks like you completed
    the first part of your first objective. Also, off to the left (if the red
    arrow is the top) are a Health Pack and Energy Pack). Head up into the next
    area, West Manhattan.
    
    Damn Brotherhood bastard. Anyways, follow thw footsteps and you'll see the
    steps leading down.
    
    Tip #6: Use Square near an enemy to throw them; use the Left Analog Stick to
     control your throw somewhat. Throw enemies into other enemies, walls,
     destructible objects, off buildings, you get the point. It's fun!
    
    Go through the atrium area, but stop at the "exit", off to the left are
    some destructibles with a prize inside! Basic Nanofiber Armor. Go ahead and
    follow the steps into Central Park.
    
    What a dirty trick! But they kind of gave it away.... Anyways, new objective!
    
    Tip #7: Hold R2 to bring up your powers screen. Press the button relative to
     the power (X for bottom one, Square for right one, Triangle for left one,
     O for top one) to activate those powers
    
    Across the bridge for another Brotherhood encounter. Up the steps to follow
    along. Keep going past the arch to find more Health & Energy packs. There
    are stairs next to the arch, go up them to continue.
    
    Tip #8: Ususally there are multiple ways to get around an obstacle. But in
     this case... HULK SMASH!
    Tip #9: Use your powers to effect the environment. In this case, you don't
     have Iceman, so I'm not sure why they threw this in here.
    
    Just bust the fire hydrant to go on.
    
    Tip #10: The big blue Xs are Extraction Points (a big word for Save Points).
     Once you get to mission 2, they can be used to swap teammates and buy items.
    
    Uh-oh, who's that on top of the arch?
    
    Mini-boss: Mystique, 3 goons at a time
    
    Objective complete, continue on to East Manhattan.
    
    Yay! a teammate! You now have Cyclops on your team. Keep following Blob's
    footprints, killing more goons along the way.
    
    Tip #11: To switch to a teammate, press the directional pad in the
     direction of the teammate in you HUD (i.e.: when Cyclops joins, press Left
     to control him and have Wolverine on AI).
    Tip #12: If you find your allies doing retarded AI stuff, press L2 and they'll
     stop what they're doing and come right over to you.
    Tip #13: Press L2 during combat to have your allies perform the move specified
     under "AI Power" on their stats screen.
    
    Looks like the level might be coming to a close! Oh no!
    
    New objective, 
    
    Boss: Blob
    Strategy: Not too hard, just keep using Cyclops' Optic Beam move with L2 and
     either hit, combo, or Brutal Slash with Wolverine.
    
    In the rubble lying just down the alleyway past Blob, there's a Basic Power
    Enhancer. Exit to the East Rooftops
    
    Just keep going through the rooftops until... oooh... new goon. Watch out!
    He can blast you with green stuff! But now, you can throw people off buildings,
    and into either Cyclops for a combo, or into Allison. Once you enter the
    building, pick up the comic book (they give you bonuses once you look at them
    in the mansion. Also in this little area is a Basic Weakness Analyzer. Keep
    going along, killing the baddies as you see fit. Exit over to the North
    Rooftops.
    
    Just keep going, until you get to an area with wooden planking going to it, 
    a staircase going up and wooden planking leading off to another building. The
    other building has a green guy straight ahead with a Health Pack and an
    Energy Pack; off to the side there's another area with Health and Energy
    Packs. Now go up the stairs, collecting the Danger Room disc. Just keep going,
    and you'll reach the X-Jet.
    
    Mission Complete!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Explore the Subbasement
     Finish the subbasement tour before starting the next mission
    Start new Mission
     Go to the War Room to start the next mission
    Explore the X-Mansion
     Explore the masion to meet various X-Men
    Contact Forge
     Use the console in the War Room to talk to Forge
    
    Now you get to control Allison (Magma). You can have Jean show you around the
    mansion, have Prof. X take you to the underground area, or explore on your
    own. I prefer to take the tour with Jean, for the conversation, then Prof. X's
    tour of the underground (again, for the conversation), then explore on my own.
    You learn a lot about the X-Men, and the dialog in Cyclops' room is kinda
    funny.
    
    Tip #14: Explore the mansion.
    Tip #15: Use Square to open doors and use objects
    
    Things to do:
    Study - View X-Men bios:           All the characters you've met so far are
                                       available to see here.
    Library - Review Comics:           Look at all the Comic books you've
                                       collected so far and the bonuses they
                                       give your characters.
    Day room - See Cinematics:         View any or all of the cinematics seen
                                       so far.
    Colossus' room - see Concept Art:  view any concept art you've picked
                                       up so far.
    Living room - Play Trivia Game:    Play an X-Men trivia game for 6 exp a
                                       question (spoilers below).
    Workout room - view load screens:  see any of the loading screens seen
                                       so far.
    War Room - Contact Forge:          Talk to Forge at Muir Island (objective).
    War Room - Use War Room Comp.:     Start a Mission (objective).
    Danger Room - Danger Room Console: Train using the Danger Room programs.
    near Xtraction point - Elevator:   (if you don't know what an elevator does...)
    Brig - Review Enemy Bios:          Much like "review X-Men bios", only for
                                       the bosses.
    
    Once you're done chumming around with Prof. X, tell him you're done with the
    subbasement tour to get on with it. New objectives! Now's about time to break
    out the ol' X-cyclopedia Britannica for the trivia game (though if you've been
    following the X-Men for a decent amount of time, you should be able to breeze
    through it without my spoiler section) and test yourself in the Danger Room.
    
    Spoilers ahoy! Spoilers ahoy! Read not ahead if ye wish to learn on yer own!
    (or search for ***END*SPOILERS*** and it'll skip past it)
    
    Trivia Time! 50 total questions, which the game throws at you in no
    particular order (though they have been alphabetized here)
    
    Total max EXP here: (50x6) = 300! More than enough to get you started!
    
    A nickname for Cyclops is:
    #2: Slim
    
    Against her will, Psylocke's mind was transferred into the body of:
    #1: A ninja
    
    Aside from being a powerfulk telepath, Emma Frost can also:
    #3: Change to diamond hard substance
    
    Cyclops derives the energy for his optic blast from:
    #1: Solar energy
    
    Cyclops' father was the leader of what group?
    #1: The Starjammers
    
    For a short time, Jean Grey was a member of:
    #2: The Hellfire Club
    
    Forge is a member of which Native American tribe?
    #3: Cheyenne
    
    Gambit's father trained him to be a:
    #1: Thief
    
    Gambit's power is the ability to:
    #1: Charge objects with kinetic energy
    
    In addition to Wolverine, who has been an experiment of the Weapon X program?
    #3: Sabretooth
    
    Jubilee is the unofficial sidekick of which X-Man?
    #5: Wolverine
    
    Juggernaut received hid fantastic powers from:
    #1: A gem of Cyttorak
    
    Kitty Pryde has a pet dragon named:
    #2: Lockheed
    
    Magneto's outer space base, Asteroid M, has also been referred to as:
    #1: Avalon
    
    Moira McTaggart rund which facility?
    #3: Mutant Research Center of Muir Island
    
    Moira's son, Kevin McTaggart, was also known as:
    #2: Proteus
    
    Name the machine Xavier uses to augment his psychic powers:
    #5: Cerebro
    
    Nightcrawler is originally from:
    #5: Germany
    
    Of these characters, which was the first X-Man?
    #5: Cyclops
    
    One name Mystique goes by is:
    #1: Raven Darkholme
    
    One of Storm's favorite hobbies is:
    #5: Gardening
    
    Professor Xavier built Cerebro with the aid of:
    #1: Magneto
    
    Psylocke is from:
    #1: England
    
    Rogue had once been involved with which evil mutant?
    #4: Magneto
    
    Sabretooth and Wolverine worked together doing covert operations for:
    #3: The CIA and Weapon X
    
    Storm's biggest fear is:
    #3: Enclosed spaces
    
    The address for the X-Mansion is:
    #2: 1407 Graymalkin Lane
    
    The comic book X-Men #1 featuring the X-Men and Magneto appeared in:
    #5: September 1963
    
    The first five members of the X-Men were:
    #3: Cyclops, Iceman, Angel, Beast and Jean Grey
    
    The metal bonded to Wolverine's bones is:
    #3: Adamantium
    
    The Morlocks took their name from:
    #2: The underground race in H.G. Wells' novel 'The Time Machine'
    
    The original X-Men went to Coffee A-Go-Go to listen to a beatnik
    known as:
    #1: Bernard the Poet
    
    Toad's real name is:
    #2: Mortimer Toynbee
    
    What is the Xavier Protocol?
    #1: Files listing the secret identities of all known mutants
    
    When did Colossus first turn into his metal form?
    #2: Stopping a runaway tractor
    
    When do a mutant's powers normally first activate?
    #1: During the teenage years
    
    When Jean Grey is overwhelmed by her powers, she becomes:
    #1: The Phoenix
    
    When Shadow King first met Professor Xavier, he was known as:
    #4: Amahl Farouk
    
    Where did Jubilee live for a short time?
    #1: Hollywood shopping mall
    
    Which is a codename for Kitty Pryde?
    #2: Sprite
    
    Which X-Man is immune to Rogue's power?
    #3: Colossus
    
    Who in this group is a mutant?
    #4: Bobby Drake
    
    Who is next in line to lead the X-Men if Cyclops is unable to?
    #3: Storm
    
    Who is Cyclops' brother?
    #2: Havok
    
    Who is not truly a mutant?
    #2: Juggernaut
    
    Who isn't a member of the Brotherhood?
    #3: Gateway
    
    Who developed Sentinels as a deterrant to mutants?
    #5: Bolivar Trask
    
    Who wears a helmet to protect against psionic attacks?
    #2: Juggernaut
    
    Why can't Cyclops control his optic blast?
    #1 Head trauma suffered as a child
    
    Wolverine was forced to slay the father of the woman he loved. What was the
    father's name?
    #1: Shingen
    
    ***END*SPOILERS***
    
    Now that you've got experience, try out the Danger Room.
    
    Danger Room
     Freshman
     Sophomore
     Junior
     Senior
     X-Man
     Legend
    
    Obviously, if this is when you first get to the Danger Room, only "Freshman"
    will be highlighted. Also, the courses with an asterisk (*) are ones you get
    through the Danger Room Discs you find through the course of the game. Also,
    when you kill an enemy in the Danger room, you still get EXP. Hell, I went
    from level 1 with Magma to level 6, just through the Danger Room & Trivia.
    
    Danger Room Courses
    
    Freshman:
    Name                        Req.  Lvl  Rew.   Bonuses
    Setting 101 - Hidden Goods  0     1    1      Efficiency
    Setting 102 - Throwing      1     1    1      Efficiency
    Moves 101 - Triple Hit      1     2    2      Efficiency, Untouchable
    Moves 102 - Knockback       2     2    2      Efficiency, Untouchable
    Moves 103 - Popup           2     2    2      Efficiency, Untouchable
    Moves 104 - Trip            4     3    3      Efficiency, Untouchable
    Moves 105 - Stun            4     3    3      Efficiency, Untouchable
    Moves 106 - Throw           4     3    3      Efficiency, Untouchable
    Teamwork 101*               9     4    4      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Teamwork 102*               9     5    4      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Combined Powers 101*        14    6    5      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Combined Powers 102*        14    7    5      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Qualifying Exam 100*        28    8    Soph.  Demolitionist, Tactician,
                                                  Untouchable
    
    Sophomore:
    Name                        Req   Lvl  Rew.   Bonuses
    Protect 201                 28    8    2      Demolitionist, Tactician,
                                                  Untouchable
    Defend 201                  28    9    2      Demolitionist, Tactician,
                                                  Untouchable
    Protect 202*                34    10   3      Demolitionist, Tactician,
                                                  Untouchable
    Defend 202*                 38    11   3      Demolitionist, Tactician,
                                                  Untouchable
    Focus 201*                  38    12   4      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Focus 202*                  40    13   5      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Qualifying Exam 200*        43    14   Jun.   Demolitionist, Tactician,
                                                  Untouchable
    Challenge - Beast*          0     8    Item   Efficiency, Untouchable
                                                  Item - Bands of the Beast
    Challenge - Rogue*          0     12   Item   Efficiency, Untouchable
                                                  Item - Gauntlets of Wrath
    Challenge - Cyclops*        0     10   Item   Efficiency, Untouchable
                                                  Item - Visor of Retribution
    
    Junior:
    Name                        Req   Lvl  Rew.   Bonuses
    Combined Powers 301         43    15   2      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Combined Powers 302         43    15   2      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Survival 301                45    16   3      Demolitionist, Tactician,
                                                  Untouchable
    Survival 302*               49    17   3      Demolitionist, Tactician,
                                                  Untouchable
    Assault 301*                50    18   4      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Assault 302*                55    19   5      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Qualifying Exam 300*        57    20   Sen.   Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Challenge - Wolverine       0     18   Item   Untouchable
                                                  Item - Claws of Rage
    Challenge - Storm           0     17   Item   Efficiency, Untouchable
                                                  Item - Goddess Medallion
    Challenge - Iceman          0     18   Item   Untouchable
                                                  Item - Winter's Fury
    
    Senior:
    Name                        Req   Lvl  Rew.   Bonuses
    Protect 401                 57    20   2      Demolitionist, Tactician,
                                                  Untouchable
    Protect 402                 57    21   2      Demolitionist, Tactician,
                                                  Untouchable
    Sabtage 401                 59    22   3      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Sabtage 402*                61    23   4      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Focus 401*                  66    24   5      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Focus 402*                  70    25   6      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Graduation Exam 400*        75    25   X-Man  Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Challenge - Phoenix         0     20   Item   Efficiency, Untouchable
                                                  Item - Mantle of the Phoenix
    Challenge - Nightcrawler    0     22   Item   Efficiency, Untouchable
                                                  Item - Agility of the Acrobat
    Challenge - Magma           0     23   Item   Efficiency, Untouchable
                                                  Item - Volcano's Might
    Challenge - Colossus        0     24   Item   Efficiency, Untouchable
                                                  Item - Soul of the Gladiator
    
    X-Man:
    Name                        Req   Lvl  Rew.   Bonuses
    Defend 501                  70    24   2      Demolitionist, Tactician,
                                                  Untouchable
    Assault 501                 70    24   3      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Assault 502                 74    25   3      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Survival 501*               79    26   4      Demolitionist, Tactician,
                                                  Untouchable
    Survival 502*               80    27   4      Demolitionist, Tactician,
                                                  Untouchable
    Sabotage 501*               86    28   5      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Qualifying Exam 500*        91    29   Leg.   Demolitionist, Tactician,
                                                  Untouchable
    Challenge - Jubilee*        0     25   Item   Efficiency, Untouchable
                                                  Item - Hypnotic Skyburst
    Challenge - Gambit*         0     27   Item   Efficiency, Untouchable
                                                  Item - Dead Man's Hand
    Challenge - Emma Frost*     0     28   Item   Untouchable
                                                  Item - Diamond's Aura
    Challenge - Psylocke*       0     29   Item   Efficiency, Untouchable
                                                  Item - Heart of the Assassin
    
    Legend:
    Name                        Req   Lvl  Rew.   Bonuses
    Protect 601*                0     30   0      Demolitionist, Tactician,
                                                  Untouchable
    Focus 601*                  0     31   0      Efficiency, Demolitionist,
                                                  Tactician, Untouchable
    Nightmare - Wolverine*      0     32   Item   Efficiency, Untouchable
                                                  Item - Shi'Ar Mind Gem
    Nightmare - Phoenix*        0     33   Item   Efficiency, Untouchable
                                                  Item - Shi'Ar Body Shield
    Nightmare - Cyclops*        0     34   Item   Efficiency, Untouchable
                                                  Item - Shi'Ar Energy Armor
    Nightmare - Colossus*       0     35   Item   Efficiency, Untouchable
                                                  Item - Shi'Ar Battle Implants
    Challenge - Legends*        0     35   Item   Efficiency, Demolitionist,
                                                  Tactician, Untouchable
                                                  Item - Mask of Xorn
    
    
    The "Bonuses" category is when you fulfill any of the listed things while on
    that course:
    Efficiency: Finish with time left over.
    Demolitionist: Lots of power combos
    Tactician: Use all heroes equally
    Untouchable: Take very little damage
    
    Once you're done playing around, head over to the Xtraction point to save your
    game, then on to the War Room and use the War Room Computer to start a mission.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 2 - HAARP Facility, Alaska:
    Characters available: Cyclops, Storm, Jean Grey, Wolverine, Iceman, Rogue
    Objectives:
    Shutdown Surveillance System
     Shutdown the outer perimeter transformers that power the surveillance system
     (five total)
    Destroy tank defenses.
     Destroy the tank to access the inner grounds
    Find Door.
     Find the transformers that power the exterior HAARP door and blast them to
     gain entrance to the facility (six total)
    Investigate the Brotherhood's activities
     Find and confront the Brotherhood
    Find Mystique or Toad
     Attempt to discover the Brotherhood's evil plan
    Fight Toad
     Defeat Toad before he escapes
    
    Okay, you get to choose 4 of you 6 characters to use, but don't worry, you can
    always lug yourself back to the extraction point if you find yourself needing
    someone else's powers.
    
    There's a path leading off from the X-Jet (use the map to see it); follow
    that along until you get to
    
    Tip #16: Characters' powers can affect the environment in different ways.
             Experiment when you see a blue marker.
    
    You might see the blue X marker in the background of the tip marker. There are
    a few ways to use this: Fly, using Rogue/Storm/Jean Grey, or use Iceman's
    Freeze Blast to make a bridge. Or you could just take the long way around...
    
    Now, keep going along, and you'll see a scene. HAARP people set fire to
    some helpless branches. You'll need to set them straight! Use Storm's
    Whirlwind or Iceman's Freeze Blast to take care of it, then kick the
    crap out of the HAARP jackasses behind it. Keep going past to find the
    first of five transformers (more than meets the eye!... oh, wait, not those
    Transformers?) and do what you need to to blow it up. Now, keep going along
    the path to find the next transformer. A little further along is the next
    area, The Bridge.
    
    Choices, choices. You can go up the path, or over the ice mound w/tractor.
    If you go up the path, you'll eventually come to another transformer. One
    enemy here dropped Black Tom's Cane, a Unique Backpack. There's also a
    mound in the middle of the map that houses a fourth transformer. Slip
    under the bridge to pop the last transformer, and get a new objective.
    Now head up and cross the bridge.
    
    Mini-boss: Tank, three goons at a time
    
    Finish off the tank and enter the Outer Grounds.
    
    New objective, just like the old objective, just more to do. Just follow along,
    looking for the yellow dots. Once you get to the bridge, uh-oh! Looks like
    you'll need to find another way out there. If you use Storm, Rogue, or Jean
    Grey, fly up to the train tracks and onto the top of the train car over the
    ravine. There's a skill point up there. Also from that vantage point, you
    should be able to see you land-bound characters' way of crossing; there's a
    metal, uh, something spanning the gap. Over in the little alcove area, look!
    It's another transformer! And across the pathway is #3. Exit out to the Inner
    Grounds.
    
    Off to the left of the path, there's a hut; you can walk on to the top of it
    (or fly) and above that is another transformer. Keep going along on this ridge
    to #5. Hop down to the road, and on top of the first big building you come to,
    there's a Danger Room Disc. Keep going on that top area to get to the last
    transformer. Now, once you hop back down on the road, there's a cutscene, then:
    
    Mini-boss: Tank, Goons, Flamethrower Goons
    
    After you bust down the tank, enter the HAARP Facility.
    Just wander around, go through the door, but then.... What's this? A green
    barrier? Cyclops' Optic Blast can't penetrate it, but Storm sure can blast that
    bastard with Lightning Strike. Afterwards, head through the door to your right.
    Then, use Rogue to bust the crap out of the walls (it just looks so cool).
    There's a few guys on the other side (in a "ambush", though they're in plain
    sight), so take them out (note that the one with the green around him is
    physical resistant, so blast him with Cyclops and Storm). Keep going through
    the walls, and in to their "game room". Oooh, a pool table. Special. Keep
    going on into the next warehouse-like area. There's another one of those
    physical-resistant guys in there, but he drops a keycard. Sounds necessary.
    Head back to the red arrow on the map, and into the Mess Hall.
    
    Yeah! Break the walls down! Lots of baddies to fight and walls and assorted
    objects to break. As you're going down the first hall, after the door leading 
    to the next room is a door to the left. Inside is a Danger Room Disc. 
    Eventually, you'll come to another green barrier. Again, there's a loop around 
    it. After the barrier, the wall explodes and another green, physical resistant 
    guy is there. Hmmm... the door doesn't open. Must be able to come back later. 
    Anyways, follow the path along to the red arrow to Systems Operations.
    
    Ooh, looks kind of dangerous, down that catwalk, don't it? Just cross over, and
    a physical-resistant guy awaits. He fled into the next room for me, so it was 
    him and a room-full of guys vs. me and my three. I don't think I need to tell 
    you who won. Also, everything in the computer room can be busted by Rogue! Just 
    keep to the path, and into an open room, with another physical-resist guy in a 
    recessed area. Follow the path along the side into another room. Once again,
    just keep following that path they lay out for you. You'll eventually get to 
    another door to yet another area: Satellite Control Center.
    
    ****Iceman Comic****
    Well, judging from the loading screen, I'm guessing there's a boss ahead,
    probably Pyro. No, they couldn't be that bold. Well, if the load screen wasn't 
    a giveaway, the Xtraction point sure is. Cutscene, then:
    
    Mid-boss: Pyro & Flame Demons
    
    Well, one objective down, but another damn one pops up. Well, keep going along,
    now. As far as I can tell, you can't put out the fire off in the corner (tried
    Storm & Iceman, but nothing). You'll find a new type of henchman that's energy
    resistant. Ooh. A Well-tossed explosive object to the head still works fine,
    though. Keep going, and you'll get to an area with an elevator; off in the
    corner is a green box with a Comic Book in it. Hop on the elevator to go to the
    Main Tunnels.
    
    Use the Xtraction point, and follow the tunnels along, as usual. You'll need
    Iceman for the next area. He's needed for a bridge. Afterwards, just keep 
    following the path, killing anything that moves. Fight off the Brotherhood 
    Usurper (physical resist... damn, don't they get tired of these?). Pick up 
    another Danger Room Disc in the room beyong the Usurper. And once again, down 
    the elevator, this time to the Exterior Access Tunnels.
    
    Boy, don't this sound repetitive? Keep following the path, stupid. At the end
    of the path, it curves to the right, with a few Brotherhood Goons (yay! all 
    physical resistant!). After mercilessly killing their sorry asses, there's a 
    Sketchbook on the ground. Then, we've all seen this before. Whip out Iceman to 
    magic up a bridge across the chasm. Ooh, more goons. And...that's funny.... 
    Usually the Xtraction point is at the base of the elevator.... Unless.... Use 
    the VTOL pad.
    
    Boss: Toad
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Sentinel Flashback
     Talk to Nightcrawler for the Sentinel Flashback
    Magma Test
     Go to the Danger Room to learn more Magma's powers
    Locate Prof. X and speak to him
     Find Prof. X in the subbasement
    Juggernaut Flashback
     Talk to beast for the Juggernaut Flashback
    Meet in War Room
     Go to the War Room for a mission briefing
    
    Just wander around. There;s four people you can talk to in the outer area:
    Iceman, Jubilee, and two generic students. Once you head back inside, you'll
    find it a bit more populated than last time. Not everyone want to talk,
    though. After exploring the first floor, you'll come across Nightcrawler,
    who'll let you fight a Sentinel.
    
    *****
    Sidequest - Sentinel Flashback
    Objectives:
    Defeat the Sentinels
     Battle the Sentinels and destroy them
    Protect the city
     Protect the city
    Find escape route
     Find an escape route through the city, but defeat the Sentinels along the way
    Hold out against the Sentinels
     Survive as long as you can.
    
    You'll have Wolverine, Nightcrawler, Jean Grey and Cyclops for this. Start
    by whupping "Alpha Sentinel" all over the place. Head back a little bit and
    off to the right will be asmall alley. Inside is a Danger Room Disc. Follow
    the street past the XTraction Point to Eighth Ave. Two more Sentinels. Head
    off to Ninth Ave. From where you start, head down the alley, but when you
    come to a T, go off to the side. 1 Sentinel down. Go back to the T and head
    up. 3 Sentinels down. Keep heading down the only way not blocked by police.
    Hey, isn't that nice? The police will actually fire on the Sentinels for
    you. Well, all 5 Sentinels are down now, so the only thing left is to hit
    that red arrow to Tenth Ave. 8 total Sentinels here, just explore the map
    ****Nightcrawler Comic****
    and they show up like flies. Then back to the mansion
    *****
    
    Up on the second floor, there's
    not much, unless you didn't do the trivia game. You can look at the sketchbook
    in Colossus' room. Once you're ready, go to the subbasement. Talk to Toad,
    then head over to the Danger room for
    
    Tip #17: Use Danger Room Discs to unlock new missions
    
    Have a chat with the good Professor. Looks like Allison is one damn powerful
    chick. Afterward, talk to Beast for yet another Flashback.
    
    *****
    Sidequest - Juggernaut Flashback
    
    You'll have Beast, Iceman, Jean Grey and Cyclops here; just follow
    Juggernaut around, kicking his ass. At points he drops Unique items.
    I got Caliban's Shroud and The Exodus Cloak. After whupping him down,
    you return to the mansion.
    *****
    
    Now head over to the War Room for the next assignment.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 3 - Old Sewers, New York City:
    Characters available: Cyclops, Jean Grey, Storm, Wolverine, Iceman, Rogue,
                          Beast, Nightcrawler, Jubilee
    Objectives:
    Rescue Gambit.
     Rescue Gambit from the Morlocks.
    Shut off water flow from the reservoir.
     Find a way to shut off the water flow.
    Find Healer.
     Locate Healer and talk to him.
    Find Marrow.
     Locate Marrow and talk to her.
    
    Now you've got a lot of characters to choose from, but, as always, you can
    swap them at an XTraction Point. Let's see... XTraction Point, door, gated
    area... where to go? Well, at least the Morlock Brutes are only Physical
    Resistant, as opposed to those damn Brotherhood Goons. Keep going around
    until you get to the yellow X. Use Storm's Lightning on it, then continue
    on. Head over to the red arrow to go to the Mainline Reservoir.
    
    Loop around the first area, into the hallway; it doesn't matter which way you
    go, they both end up in the same spot. Guess what? Just keep going along into
    the next area. From here you can head off to the East Trunk Line or the
    West Trunk Line. I'll do West first
    
    If you go left from the start point, you'll find a Danger Room Disc. Head
    back to the start point and go left again (straight if you didn't pick up
    the Danger Room Disc). Both exits from this room lead to the same place. In
    this next room, you're trying to head across the sewer ditch, into the next
    area. Through there is another tunnel, and, amazingly, where the yellow X
    is, is where your target's at! Target 1 of 2. Head bak to the Mainline
    Reservoir and take the East Trunk Line.
    
    Across where the first yellow X is located, is a Comic Book. Just follow
    the path and you'll eventually get to a Morlock Giant (physical resistant).
    Again, just keep following the path around to fight more Morlocks and get
    closer to your goal. In the are just before you get to the other yellow X,
    go off to you right to get another Sketchbook. Shut down the second pump,
    and head back to the Mainline Reservoir. Head down into the previously-
    inaccessible central area and into the Morlock Haven.
    
    Well, not much to do here. You can run around the outer ring, talking to the
    Morlocks, or head to the inner area to find Healer & Marrow. Healer will now 
    sell you Health & Energy Packs, Danger Room Discs, and give you a chance at his 
    Grab Bag for a random item. Well, talking to Marrow really didn't go anywere. 
    At least you can exit out of the area now, through the other red arrow, to 
    Mainline North.
    
    Follow around, follow around, follow around. If you feel like saving, head over
    to the XTraction Point, otherwise, head up to the T and take a left to get a 
    Sketchbook inside. Loop around to where the other fork from the T would have 
    taken you, and go through the door. This big room is a long L shape. at the end
    is the entrance to the Filtration Reservoir.
    
    Keep going down the hallway, and on to a catwalk. Down a ways are two platforms
    with Morlock Goths on them; one platform has a Danger Room Disc on it. Be 
    careful getting over there though, since falling in the muck will kill you. 
    After the catwalk is another two-way split that leads to the same spot: an 
    XTraction Point and a red arrow. Head off to 22nd St. Steam Works.
    
    Looks like a nice litle arena setup here... don't it?
    
    Boss: Marrow
    
    Yay! A new character! But no intermission....
    
    
    Mission 4 - U.s.s. Arbiter:
    Characters available: Cyclops, Jean Grey, Storm, Wolverine, Iceman, Rogue,
                          Beast, Nightcrawler, Jubilee, Gambit
    Objectives: 
    Stop the Brotherhood.
     Prevent the Brotherhood from destroying the U.S.S. Arbiter.
    Disable the Sentinel Launch Tubes.
     Destroy the Sentinel Launch Tubes to disable the security force field (four 
     total).
    Get to the lower decks.
     Enter the interior of the ship.
    Repair the hull breaches.
     To give yourself more time, repair the breaches.
    Save crewmen.
     Save the friendly crewmen before the Arbiter sinks.
    
    You should see the first Sentinel Launch Tube ahead of you. take it out, along
    with any resistance you find. If you need 3 of each Pack, head down the stairs 
    to the left, on the side of the ship the first Tube was on. Afterwards, head up 
    the other set of stairs. The next Tube is on the other side of the ship. Head 
    up that side to the next area, with the last two Tubes. Head around the other 
    side of the ship to the Aft Flight Deck.
    
    You know the routine, fight, fight, save. Head up the steps.
    
    Mid-boss: Sentinel Controller
    
    Afterwards, there's nothing else you can do on the deck of the ship, so head up
    the steps towards to yellow X. Use the crane controls and head back to the 
    deck. Have someone fly up and beat on the yellow sub-thing. You're dropped into 
    the Hangar Lift.
    
    Just keep killing the stupid enemies that keep coming for you, and eventually
    head up to the staircase labeled "D-34". Fight a few more enemies, then head to 
    the Aft Hatchways.
    
    Looks like the Brotherhood already mopped the floor with these guys. Blow up
    the little box marked with the red arrow/yellow X to stop those damned 
    Sentinels from popping up (or leave it going 'til you've leveled up). Keep 
    going past where the Sentinels were and head up the stairs and across the 
    catwalk. Kill off the group of enemies, then the little generator-looking thing 
    with the blue arrow. Head through the door and around the corners to a 
    stationary gun. Blow it up, then around the corner again are more guys, kill 
    them and use the control panel to drop the blue forcefields. Head to the red 
    arrow to the Starboard Launch Bays.
    
    There's an XTraction Point just inside. Go on and use it, since you don't know
    what's around the corner. Oh wait, you're reading this guide, so you can just 
    read down to see what's around the corner. Sentinels! Yay! Just head up the 
    stairs and on to the next part. Hey, what's that? That thing emitting those 
    blue waves? Well, it didn't stick around too long for me to find out, that's 
    for damn sure. Further along, more Sentinels! Keep along, and you'll come to a 
    bunch of connected rooms. Most of the walls here are breakable, so go to town, 
    and find the Sketchbook in the corner of one of the rooms. The red arrow leads 
    to the Fore Launch Bays.
    
    Oh goody, more Sentinels. At this point, I'm pretty sure you know what you're
    doing, wither milking them for EXP or just blasting the little control box and 
    blowing by them. Now, keep going on, and you'll eventually get to an auto-gun 
    with a blue barrier in front of it. Why, I don't know. How to deactivate the 
    barrier, I don't know either. Just go around, and blow up the gun. What's funny 
    is that the barrier stops the gun's bullets, just like it would stop you or 
    your powers. Hmmm.... You'll eventually see the makings of yet another 
    Sentinel-spout. Afterwards, keep on going. Wow, the last yellow X ISN'T 
    Sentinels. It leads to the Brig.
    
    I'm going to suggest your team from here: Storm and Iceman are a must. Well,
    either Storm or Cyclops, but Storm's easier to use. Now that you've got some 
    new objectives, let me let you in on a little secret: use Cyclops or Storm to 
    seal the cracks in the hull. Those powers they have that say "Can weld"? 
    They're for use here (and in the X-Man level graduation course). Also, you get 
    to rescue the crewmen. Just talk to them, then head over to the yellow X that 
    marks the lifeboats. In the area with the second crewman, there's a comic book. 
    Once you've rescued the two crewmen and sealed the three cracks, proceed 
    through the red arrow to the Infirmary.
    
    2 more crewmen, 2 more cracks. There are a few control panels to operate, but
    you can see those through the map. Look at the map. It is a very useful tool. 
    Pretty much just navigation through the map can work, though you'll still need 
    to lay the smack down on whoever gets in your way. Oh, and btw, there's also 
    another lifeboat exit here, just past the first crewman (use Iceman to build a 
    bridge to him, then Storm/Cyclops to weld the two cracks). On to the Galley.
    
    Oooh... lots of yellow dots. Well, on to the first one. But before that, just
    after the first forcefield is a door with a forcefield; to get inside, go 
    around the side to a catwalk over the water. At the end is a cracked wall you 
    can use to get inside and get at the Sketchbook. Use Iceman to build a bridge 
    to the next area, and Storm to fly over to the crack. Keep going on until 
    you've rescued the two more crewmembers. Proceed to the Maintenance Division.
    
    And some more people to save. There's a spot where you'll need to use Iceman to
    make a bridge, and have Storm/Cyclops blast the cracks. And always you have to 
    take the long way! Damn! Well, at least no boss. Once you save the last 
    crewman, you get a CG sequence with... mmm... mutie booty. I just keep thinking 
    of Rebecca Romijn when I see Mystique.... Ahem, what was I saying? Oh yes... 
    the intermission....
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Locate Storm & Wolverine.
     They're somewhere in the subbasement. Talk to them.
    Explore the mansion.
     Uh, duh! Do I really need to spell this out for you?
    Defeat Mystique
     Defeat Mystique to get to Blob.
    Defeat Blob
     Find Blob's trail to track him down.
    Meet in War Room.
     Meet at the War Room to start the next mission.
    Find wolverine and talk to him.
     Duh.
    
    No one to talk to on the top floor, but you can check out your newest artwork
    in Colossus' room. Go down to the ground floor. You can have a chat with 
    Nightcrawler, head on over to the library to boost up the characters with 
    whatever comics you got, have a chat with Iceman in the dining room. Talk with 
    Jubilee in the living room. You can't go to the Front Lawn or Estate Grounds, 
    so head downstairs to the Subbasement. Chat with Beast, then Jean Grey at 
    Cerebro, then head to the Danger Room to chat with Storm and Wolverine.
    
    Well, your new objectives sound a lot like the first level.... And you already 
    know about the first level, so I'm not gonna give you another walkthrough. Just 
    read the same stuff from above, without all the breaks for the tips. Okay, so 
    there's different enemies here, and different items. Also, in the area after 
    Pyro, all the way at the end of the path is a Comic Book. Just past there is a 
    Sketch Book, hiding under some fencing, just before the pipe you have to break 
    into.
    
    And now you get to use Magma in field missions! Now, if you were following me
    correctly, you should have another Comic and Sketch Book. Head to their 
    respective places to check 'em out. Anyone you talked to before has something 
    new to say about you becoming an X-Man (or -Woman, for that matter). 
    Wolverine's in the X-Jet Hangar, and he lets you go through the Weapon-X 
    Flashback.
    
    *****
    Sidequest - Weapon-X Flashback
    Objectives:
    Catch the director.
     Find the director of the Weapon X project.
    
    You start in the tank. Bust out. It's still really just a one-way area, not
    really any side-spots. Just keep going until to get to a red arrow for Lab 
    Support. Just keep on going through to Fission Gate. Along the way there's a 
    Danger Room Disc for Survival 302, in case you haven't picked it up yet from 
    Healer. As you get to the next XTraction Point, the camera pans around, showing 
    you the various things in the room. You'll need to head to the left, jump over 
    the green stuff and use the control panel to deactivate the Automated Defense 
    Control. Head back to where you came, and go past, over another river of green 
    stuff, and down the next stairs. Now, brave the flamethrowers (or just time it 
    right), note the last one can be a bastard. Now, head down to the top of the 
    last staircase before you get to the center. Wait until the big thing blasts
    it's greeny goodness into the center, then rush around the side of the center 
    and up the staircase at the end. Then, more flamethrowers and green goo-
    hurdling, and finally... the Director!
    Sidequest finished
    *****
    
    Now, so long as you have nothing else to do, head to the War Room to start the
    next mission.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 5 - Boshnoy Nuclear Plant, Russia:
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma
    Objectives:
    Stop the Brotherhood.
     Find them and stop them immediately.
    Locate Colossus.
     Find him and see what you can do for him.
    Redirect Coolant.
     Find the pumps and redirect the coolant by turning them on (4 total).
    Raise coolant level.
     Find the controls to the main vat and use them to raise the level.
    Locate a helpful scientist
     Duh!
    
    Well, starting out, talk to the Lab Tech for a new objective (the old one was
    kind of vague). Head around the area, mopping up the Nuclear Security guys, 
    heading to the Turbine Facility.
    
    Now, keep heading on, and when you get to the first yellow X, you now have 2
    choices, thanks to Magma. Either an Ice Bridge, or a  Molten Lava Bridge. Head 
    past there and to the left to use the control panel that operates the green 
    forcefield. On to the next area, the Reactor Core.
    
    Head across to the Lab Tech and he gives you another new objective. Head past
    him, and use the first panel you see to raise an elevator. Past that, after 
    wading through Acolytes, is another panel, across a catwalk. Wait until the 
    electric-generating thing is at the bottom of it's cycle, then dash across, hit 
    the panel, then after the scene, wait for it to get to the bottom again, then 
    dash back across. Head across the other catwalk past the red arrow and have 
    someone who can fly go down just off the end; at the bottom, there's a platform 
    with a Comic Book. Then go into the Coolant Pumps.
    
    Head right at the first fork, then go along until you see (on the map) a yellow
    X. Here, make a bridge with Iceman/Magma. Cross over. Two of four down. Head 
    back to the second fork. Loop back to deactivate the forcefield, then back up 
    to where the other three yellow X's are. Another bridge, and all four down. 
    Head back to the Reactor Core.
    
    Straight ahead of you is the control panel you need to use. There's two
    objectives down, two to go. Talk to the Lab Tech for some gratitude, then head 
    through the recently-opened door to the Conversion Sequencer.
    
    Use the control panel to have the elevator take you down. Hey! There's
    Colossus! What's Up? Oh s@#$! We have 20 minutes until a nuclear explosion!
    And  apparently, we can avert this with the aid of a "helpful scientist".
    O-kaaay. Head down the catwalk, and there's a fork just past Colossus. Take the
    right path to use the first Control Panel here. go back and take the left fork
    to continue on. Go on until you get to the door to the Secondary Control
    Center.
    
    Go down, and make a bridge, so the Acolytes across from you can die. Well, the
    helpful scientist wasn't very. Use the control panel near him to drop a 
    forcefield. There's a Sketchbook here, in an area you can only fly to. It has 
    an Acolyte Master guarding it, though. Head to where the forcefield was, into 
    the Condenser Controls.
    
    Keep wandering through here, and you'll eventually see a Danger Room Disc for
    Challenge - Storm, if you don't have it already. The control panel just below 
    the Disc shuts off the flames in front of the next door, leading back to the 
    Conversion Sequencer, this time, the top area.
    
    After you use the control panel, you can have someone fly past the working
    reactor you see over to an area with a Danger Room Disc (Assault 302) and a 
    stat point. Afterwards, use Storm's Tornado to push the reactor parts together, 
    then zap 'em with Lightning. Once both are done, a scene with Colossus. Mission 
    Complete!
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                             Intermission - Muir Island
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives: 
    Talk to Forge
     Duh!
    Reboot the Mainframe
     Reboot it for Forge
    
    Well, take your time here, since it's a new, non-hostile area. Talk to Moira,
    and you can head around to talk to Multipleman. As you work your way around, 
    chat with Colossus, then head downstairs. In the "outer ring" of the central 
    area, there is another Sketchbook. Head around to the next set of stairs, and 
    you can see a scene with Cyclops and Havok. Head back down to the central area, 
    and there is a small area off to the side. Forge is in there. Talk to him.
    
    Now you're in the Mainframe area, doing Forge's job. Go around the catwalks to
    the first yellow X. Hit it, but it doesn't do anything. Bust out the window to 
    the right or left and head down into that area. Destroy the debris that's 
    laying on the center section, then head over to the next yellow X to raise the 
    bridge. Be sure to be on it when it goes up. Afterwards, hit the next X to find 
    out you have more to do. The control stations are on the bottom of the first 
    area in the Mainframe. Hit them both, then head back to the "Main Console" in 
    the center of the second section, to complete this part.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Meet in War Room
     Start next mission.
    
    You start at the pool, so head around, talking to people. Head over to the
    high-dive part of the pool for a Sketchbook. Colossus is up near the entrance 
    to the Mansion. And check it out! Another new character! Cyclops is just down 
    the hall. Head over to the Library to use the new comic you got, then up to the 
    Dorms, if you want to check your new artwrok, otherwise, down to the 
    subbasement. You can talk to Beast in the lab, and there's a Comic down by 
    Toad. Then, either head back to the library to boost up a character, or to 
    the War Room for a briefing. Also, Nightcrawler is there, have a chat.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 6 - The Mansion:
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
    Objectives:
    Locate cloaked Soldiers.
     Find the GRSO Soldiers in the front yard. Jean Grey will reveal them.
    Locate cloaked Soldiers.
     Find the GRSO Soldiers in the back yard. Jean Grey will reveal them.
    
    You start on the basketball court. Consider the side of the court with the exit
    as North. As you exit the court, Jean will show you 2 GRSOs and 2 Infiltration 
    drones. Head to the East. on the South side of the pool area, 1 more GRSO and 2 
    Infiltrators appear. In the central path leading away from the pool, 2 more 
    GRSOs and 1 Infiltrator show up. GRSO #6 and an Infiltrator show up just 
    outside of the Tennis Court entrance. #7 shows up at the southern area of the 
    Mansion's deck area, just off the southern door of the Mansion. #8 and an 
    Infiltrator show up on the West side of the Basketball court, south of the deck 
    area. #s 9 & 10 are at the NW side of the hedge in the center of the map. Now, 
    follow the path to the Front Yard.
    
    GRSOs 1 & 2 show up with 2 Infiltrators where the path turns to the N, if going
    off the same directions as before. In the SW corner, there is 1 more GRSO and 2 
    Infiltrators. 3 GRSOs & 3 Infiltrators show up at the center of the map, to the 
    West. In the NW corner, 1 more GRSO and 1 more Infiltrator show up, though I 
    had another GRSO and Infiltrator pop up on a sweep of the area. #8 and an 
    Infiltrator are at the Northern center of the map, where the path starts in a 
    circular area. #9 and an Infiltrator are at the NE corner of the Mansion. #10 & 
    11 are at the front door, along with two Infiltrators.
    
    Well, that was a short one....
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Locate Jean Grey.
     Find her and talk to her.
    Explore the Mansion
     A-duh!
    Mission selection
     Meet in the War Room to start the next mission.
    
    Everyone still has the same crap to say, so you might as well just head on over
    to Cerebro to talk to Jean.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 7 - Astral Plane / Weapon X:
    I'll be dealing with the Astral Plane first.
    
    Mission 7a - The Astral Plane:
    Characters: Jean Grey, Emma Frost, Professor X
    Objectives:
    Rescue Illyana
     She's trapped in the Astral Plane. You get to rescue her.
    
    You start at the XTraction Point. Head in the direction of either yellow X (if
    XTraction Point is in the Southwest, I went with the East one first) and keep 
    touching the switches until you eventually get to the one that works. Hit that, 
    then go for the other one. The Western one you have to hit with a Telekinetic 
    Blast. Now that both are triggered, the way ahead is open. Ooh, spooky Astral 
    creatures. Once you kill them all, a switch appears in a lower courtyard. Hit 
    that, then proceed. Off to the South side of this next area is a Danger Room 
    Disc; keep going afterwards on the main path. Just head into the spooky gate on 
    towards the Chamber of Echoes.
    
    If the entrance is South, the paths to the North and West connect in a small
    area with some Astrals, the paths to the East lead onward. In the next area, 
    the South leads to more enemies, while the North leads forward. At the 
    XTraction Point, the West leads on, while the East holds more enemies and a 
    Danger Room Disc. Head West into The Endless Stairs.
    
    Just hop on down, and head either way. If the base area is South, and the
    direction you head away from it is North, then to the West are some more 
    enemies, to the East is the path. The spookiness! Oh, who is that most evil-
    sounding of voices? (well, I'm betting it's the Shadow King, given the load 
    screen, but, who knows? Could be Toad, for all I know) Anyways, to the South, 
    more enemies, to the North, freedom! Oh, what was I saying? I mean, to the 
    North, uh, more enemies? Hmmm.... Maybe the path? Hop on the stone block, and 
    do like you did way back when, only you get to do it twice this time! How 
    enjoyable! At the far end, you find a Warped Synapse, and it's little buddies. 
    Well, just head through the door, after you've triggered the switch, of course, 
    to... fight more enemies! Kill them off and another switch appears, head 
    through for a cutscene....
    
    Now you are two. From the start point as South, head North. At the crossroad,
    to the West, then Northeast, lies an XTraction Point and an Astral Stone. Looks 
    important. To the North of the crossroad are more enemies. To the East of the 
    crossroad lies an area with a Comic Book. So, head back to the West, then NE. 
    Kill all the enemies, then Illyana is rescued.
    
    
    Mission 7b - Weapon X:
    Character: Cyclops (Wolverine joins)
    Objectives:
    Explore facility.
     Ivestigate the entire facility
    Locate Havok.
     Find and talk to him.
    Defeat Havok.
     Defeat him.
    Free the mutants.
     Open the cellblocks to free them (2 total)
    
    If where you start is the NW corner of the map, you can obviously go South or
    East. To the South and then East is an XTraction Point, though to the East and 
    South gets you to the same spot... where Wolverine started at his Weapon X 
    Flashback. Head North from there, and if you go past the exit, you'll wind up 
    in front of a yellow X. Blast it with the welding beam, and it gets the door 
    beyond it to work. Inside that room is 30,000 EXP. NOW head back to the exit, 
    into the Lab Support Ruins.
    
    There are two more welding spots, each leading to Healing and Energy Packs.
    Just keep going, and get into a fight. I'm not saying who, or why, 'cuz that's 
    wrong. Oh wait, you already read the objectives? DAMN! You one will be three 
    afterwards. Go to the elevator to get to the next area.
    
    You start at the elevator, just keep heading down the path. You'll be fighting
    the GRSO guys again. Just keep on fighting. Eventually, you'll run into a 
    barrier in front of the exit. Look on your map, there's a yellow X nearby. Use 
    it, and in the room housing it, there's a Danger Room Disc. Now head back to 
    the exit to the D-Block Ruins.
    
    Around the corner to the right is a Danger Room Disc. Head on over to the
    yellow X to pick up the keycard, then proceed on. Keep on until the scene with 
    a Lab Tech, then exit to the Holding Cells.
    
    Head up to the XTraction Point. You can't exactly head through the lefthand
    way, so go right; in the room the walls are breakable, so head through. At the 
    far end of this room is a platform with a GRSO and a Sketchbook. Past here, you 
    can't get through without a keycard, so head back to the lower area and 
    continue on. Yay! New objectives! Hop on up top to the glassed-in area to open 
    the first cellblock (and get that cardkey). Stay on top, and keep going around 
    on this raised area to get to the 2nd set of cellblock controls. There's not 
    much anything else you can do, so head out through the red arrow to complete 
    the mission.
    
    
    Mission 8 - The Mansion:
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
    Objectives:
    Defeat the Sentinels
     12 total
    
    How cool is this? you've got a whole crapload of people helping here! Them
    Sentinels don't stand a chance. Well, that was sure bizarre.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Meet in War Room.
     Attend the mission briefing to continue to the next mission.
    Locate Emma and Jean.
     Find them to get more info on the Astral Plane.
    Talk to Beast and Storm.
     They're in the Medlab.
    Find Wolverine and talk to him.
     Duh!
    Find Cyclops and talk to him
     Duh!
    
    Okay, after the bizarre little scene from earlier, it's no wonder they want you
    to talk to every-damn-one. Well, two areas are off the list: the Front Lawn and 
    Estate Grounds. Can't get there from here (at least right now you can't). 
    Wolverine's kickin' back watchin' the tube in the Living Room. You can check 
    out any new Comics you got (should be the Emma Frost one now), other than that, 
    head on up to the Dorms to check out your new Sketchbook. Other than that, head 
    on down to the Subbasement. We know where to find Storm & Beast, so head there 
    first. Talking to either one starts a conversation with both. Afterwards, chat 
    with Colossus & Illyana over in the corner. Well, now that the Brig's empty, 
    head on over to Cerebro to talk with Jean & Emma. Again, talking to one talks 
    with both, so head on out to the War Room to talk with Cyclops. So head on back 
    to the XTraction Point to save, then back to the War Room for the next mission.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 9 - The Morlock Tunnels (2):
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
    Objectives:
    Find Healer.
     Find him and talk to him.
    Rescue the Healer.
     He's been kidnapped, so you gotta go get him back.
     *changes to:
     Find the mechanism to unlock his cage.
    Find Gateway
     Search for Gateway in the nearby rooms.
    
    Well, all the Morlocks except one are as tight-lipped as before, so just head
    up to Healer's little stand and talk with the Morlock there. He explains the 
    situation. Can't say I blame the Morlocks, though. If I had been stuck in the 
    sewer all my life, I'd be itchin' for something better m'self. Anyways, head 
    through the now open door, to the Storm Drain.
    
    Once again, the linear path. Keep going, and when you get to a bridge, cross it
    to get a Sketchbook. Go back, down the steps, into the muck. Keep going, and 
    you'll get to another staircase going up. Head up, and around the bend. Down 
    the hallway is a wall you gotta bust through, then another bridge. Keep going 
    until you get to the red arrow for the Influent Bypass.
    
    Keep heading down the path 'til you get to an open area. Off to one side,
    there's a fenced part, with sewage, and on the other side, a door and a Comic 
    Book. We will be heading there shortly, so just keep a look out. Head out the 
    other exit from this area to keep on along. See the door in front of the yellow 
    X? Go past it to get to that Comic Book from before. Now head back to the X. 
    Looks like someone wants to play. Head around to the back side othe the arena-
    type area. Kill 'em all (the Morlock Outsider should be your first target; it's 
    the one that'll raise 'em back from the dead), then hit the switch. On the 
    upper area of the arena, away from the exit, is a Danger Room Disc. Head out 
    the exit to the Wastewater Basin.
    
    Not really much to explain here, just keep on going around and around and
    around.... Just go past the exit gate to the area containing the lever to open
    it, along with an XTraction Point. Then head off to the Overflow Reservoir.
    
    There's a Danger Room Disc located just across where you enter into the first
    big room. Just bust down the wall and snatch it. Yeah, those Morlock Giants say 
    they're Physical Resistant, but if say, Colossus uses his Concussion move and 
    blasts 'em into a wall, they're knocked the hell out. And, having it blow up 
    damn near every wall down here is sure cool too. Anyways, you eventually find
    Healer. But what is this? His cage is locked? But, but I'm using Colossus! 
    Can't he bust it open? Okay, I guess I have to play by the rules. Head towards
    the yellow X to hit the lever that opens his cage. Now head back to Healer for 
    a chat. Could he BE more vague? "I believe it to be in that room"? AAAH! What 
    room?! Where?! How?! Why?! Who?! What?! Oh, wait, we know who and what, but 
    still.... Just head on to find Gateway and head to....
    
    
    Mission 10 - The Mount:
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
    (though you start with whoever you ended the last mission with)
    Objectives:
    Stop the Brotherhood.
     "Stop the Brotherhood", "Stop the Brotherhood", always "Stop the Brotherhood",
    damn this game gets to be a broken record sometimes.
    
    Well, head on along the way, and there's an XTraction Point up on a ledge. Just
    keep killing the stupid Acolytes (of all shapes and sizes). My favorite way
    is to blast 'em into the lava. Hahahahaha! You get around ALL their resistances 
    that way. Head along the needle-like province to get a Danger Room Disc, then
    up the incline. There's a Sketchbook to the side of the next incline. Go up the 
    incline to hit a control panel to open up the next area, the Transport Conduit.
    
    No going back now. Head across the cracked lava/stone bridge to an open area.
    
    Bosses: Avalanche, Sabretooth
    
    Damn Brotherhood bastards.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Explore the X-Mansion.
     Duh!
    Go to War Room.
     You should have done this plenty of times by now to know what to do here.
    
    Now, before you head to check out your Sketchbooks, there's a new one waiting
    for you down in the Dining Room. After checking them out, and checking out your 
    Comics, head to the Subbasement, since there's nothing else to do on the top 
    floors. Beast has the portal thing from the Weapon X lab set up, so go talk to 
    him. The hangar's still closed off, so go talk to Jean in the Infirmary. 
    Wolverine's outside of the Danger Room. Emma's at Cerebro. Head over to the War 
    Room to start the next mission
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 11 - New York Riots/Defend Morlocks/Stop Juggernaut
    I'll be dealing with the Riots first
    
    Mission 11a - New York Riots
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
    Objectives:
    Save Mutants. (3rd St.)
     Protect them from the Sentinels (three total),
    Sentinels (3rd St.)
     Destroy all the Sentinels in this area (nine total)
    Save Mutants. (4th St.)
     Protect them from the Sentinels (four total),
    Sentinels (4th St.)
     Destroy all the Sentinels in this area (eleven total)
    Save Mutants. (5th St.)
     Protect them from the Sentinels (five total),
    Sentinels (5th St.)
     Destroy all the Sentinels in this area (thirteen total)
    Save Mutants. (6th St.)
     Protect them from the Sentinels (six total),
    Sentinels (6th St.)
     Destroy all the Sentinels in this area (fifteen total)
    
    Okay, I'll base the compass here off the X-Jet. It's nose is facing South.
    Sentinel #1 is just ahead of you, so go beat it down. #2 is just off to the 
    West. South of #2 is #3. Head North and you'll get to #4. Mutant Civilian #1 
    (MC1) is to the West of Sentinel #4. Don't talk to him just yet, though. You 
    might waht to clear the area of Sentinel Mark IIs. Speaking of which, #5 is
    slightly NE of #4, in the park area, with MC2, just barely to the East.  
    Sentinel #6 is just South of #5, so be aware. There's a Danger Room Disc in an 
    alcove at the North side of the park area, outside the fence. Sentinel #7 and 
    MC3 are NE of the park area. Sentinel #8 is just South of them. The Ambulance 
    you take the MCs to is South of Sentinel #8. Sentinel #9 is to the West of the 
    Ambulance. Once you're clear, head to the red arrow in the NW corner to go to 
    East 4th Street.
    
    Okay. Where you enter is South. So head North, and on the West side, there's an
    alley with MC1. Head down the alley until you see MC2, and Sentinel #1 will pop 
    up. As you head out of the alley, Sentinels #2 and #3 show up. Further to the 
    South, a scene, then Sentinels #4 & #5. head back North up the street. MC3 is 
    in an alcove on the West side. Sentinels #6 & #7 are a little ways up, as the 
    street turns. MC4 is hiding behind a tree on the North side of the street, as 
    it heads East. Sentinels #8 & #9 are where the street comes to a T. When the 
    street Ts again, on the East end is the Ambulance, and on the South end are the 
    last two Sentinels. Head off to the SW corner to get to East 5th Street.
    
    Well, the wacky-looking thing from the load screen is sitting there if front of
    you. What do you do? Kick it's ass, that's what! Consider yourself as facing 
    West as you enter this map. The XTraction Point is just to the South. Well, at 
    least we know where them MC's are gonna go, since that's the Ambulance just in 
    front of us. And as soon as you pass it, guess what drop down? That's right!
    Sentinels! #1 & #2 down. Head North from them for #3 & #4, along with MC1. In a 
    little nook, hidden behind a tree on the East side, is a Sketchbook. On the 
    West side of the street you're on, there's an alley. Head down it for Sentinels 
    #5 & #6, along with MC2. Go back to where the alley Ts, and up the other way is 
    Sentinel #7. Head South onto the road, and MC3 is to the West of you. But to 
    get to him, you trigger Sentinels #8 & #9, with #10 just South of them. MC4 is 
    a little ways further, on the South side of the street. When you see MC5, 
    Sentinels #11 and #12 pop out. A little bit South of MC5 is that last Sentinel. 
    Head on over to East 6th Street.
    
    Here, you start facing North; head that way. The Ambulance is just ahead of you
    at a 4-way intersection. Head East for Sentinel #1. Past that are #2 and #3, 
    with MC1. To the West of the Ambulance are Sentinels #4 & #5. Keep heading West 
    for Sentinel #6. At the far West end is MC2. Head back East, and just before 
    you get to the intersection, head North into a little alley. Sentinel #7's 
    here, along with MC3. You can see MC4, but due to the fence, can't get to him 
    yet. Now head North at the intersection. Sentinels #8 and #9 are here, with MC5 
    slightly past them, on the East side of the street. But at the next 
    intersection, a cutscene, then Sentinel #10. Aw, it's a little kid version of 
    an X-Man from the future! How cute! As you head over to get MC4, Sentinels #11 
    & #12 pop up on the street, then #13 shows up in the little alcove. Head to the
    second intersection and head East. The last two Sentinels appear just a little 
    ways down, and MC6 pops up as well. With that, we head to the Sewers.
    
    
    Mission 11b - The GRSO Sewer Raid
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
    Objectives:
    Destroy the Ladders. (Pumping Station)
     Destroy the ladders to stop the GRSOs from entering
     the Sewers (four total).
    Destroy the Teleporters. (Pumping Station)
     Destroy the Teleporter Beacons to keep the GRSOs
     from entering the sewers (four total).
    Destroy the Ladders. (Grit Flowage)
     Destroy the ladders to stop the GRSOs from entering
     the Sewers (four total).
    Destroy the Teleporters. (Grit Flowage)
     Destroy the Teleporter Beacons to keep the GRSOs
     from entering the sewers (four total).
    Destroy the Ladders. (Sedimentary)
     Destroy the ladders to stop the GRSOs from entering
     the Sewers (four total).
    Destroy the Teleporters. (Sedimentary)
     Destroy the Teleporter Beacons to keep the GRSOs
     from entering the sewers (four total).
    
    Boy, look at all them yellow Xs on the map! Better get a move on.... Okay, so
    you start facing West. Head down the hall, and you'll see an XTraction Point, 
    along with one of the Ladders. 1 down. Looping around to the North then East, 
    you see the first Teleporter Beacon (TB1). Use the lever past the only door you 
    can use to drop the gate leading down to some GRSOs. Hop on over the catwalk
    to Ladder 2, and hit the switch to drop the other gate. Head back South to get 
    to it, then head North. Head down to use the third lever, and again for the
    fourth lever. Ladder 3 is just downstairs, so take care of it. Head down the 
    long stairs and TB2 is there to meet you. Keep going, and TB3 will await. Head 
    on down to Ladder 4. If you head around the South side of the ladder, there's a 
    Sketchbook. Go down into the next area, and you'll find TB4. Keep going and 
    you'll eventually get to Grit Flowage.
    
    Well, at least the number don't keep escalating, like with the Sentinels &
    Mutant Civilians. Anyways, it looks as if we're back to the good ol' linear 
    levels. Keep going forward to reach TB1. Go down into the muck and back up the 
    steps; One direction has Ladder 1, the other has TB2 and the door onward. Just 
    a little further, and Ladder 2 makes its appearance. Where the path kind of 
    looks like an E, go down the middle for a Danger Room Disc. Further along is 
    TB3. Just through the next door is Ladder 3. Through the next door is TB4. Head 
    around the cage area, keep going around until you're in the cage area and blast 
    Ladder 4. Onward to Sedimentary.
    
    Onward, down the path. First up is TB1, followed closely by Ladder 1. Well,
    only one door works for you, leading to TB2. Have Magma/Iceman build a bridge 
    across the muck. Now, in this M-looking area, the midpoint of the M is where 
    the door to Ladder 2 is, along with a Stat Point. Keep going along the M to get 
    to TB3. Ladder 3 awaits at the end of this twisty path. Keep going, and you'll 
    get to TB4. Hit the XTraction Point, then on to Ladder 4. Head through the 
    door, nab the Stat Point, and on to the Dechlorination Area.
    
    Boss: Marrow, Marrow's Lieutenants, Morlocks
    Note: this battle will take a LONG time. For some reason, Marrow keeps getting
    revived after being killed. Luckily, she comes back with less and less health 
    each time.
    
    On to Muir Island!
    
    
    Mission 11c - Muir Island Assault
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
    Objectives:
    none, but you still gotta whomp on Juggernaut.
    
    Mostly, just kick Juggernaut's Ass. Also, there's some items sprawled around
    for ya to get at:
    A Danger Room Disc right by where you start,
    A Comic Book over by the blue circular area
    
    Chat with Juggernaut, Forge, Moira, and Multipleman. Then exit to the next
    area.
    
    I've received several emails about this area, saying that nothing let's
    them get along in the story. One user (Antony Bates) emailed me back
    with a suggestion to reset the game, which he said worked perfectly. So
    if you're stuck here, after talking to everybody, and the story's not
    advanceing, try that.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Explore the X-Mansion.
     Duh!
    Go to War Room.
     You should have done this plenty of times by now to know what to do here.
    
    Emma's still at Cerebro. Beast isn't being all that talkative. Jean's still in
    the infirmary. Head to the ground floor. Psylocke's sitting of the Pool table.
    Still can't go outside. Check your comics to boost up Colossus. Then head to 
    the Dorms. Check out your new Sketchbook content, then head back to 
    the Subbasement.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 12 - The Astral Plane (2):
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
                Psylocke
    Objectives:
    Rescue Professor Xavier.
     He's trapped somewhere here on the Astral Plane.
    Retrieve Xavier's Honor, Wisdom and Justice
     Find the three pieces of his mind.
    Gain access to Xavier's Mind.
     Bring the three pieces of his mind back to the
     Gate
    
    If you head away from the XTraction Point, a cutscene will occur, letting you
    get on with the mission. You now have a choice of three doors. I'll start with 
    The Guardian Statues
    
    Consider the doorway as South, and when you enter the level, you're facing
    North. Just follow the path along. Once you get to a T-like area, head West to 
    get Xavier's Honor. To the East is a Danger Room Disc. On the way back to the 
    portal...
    
    Boss: Dark Blob
    
    Once back at The Threshold, go to The Chamber of Earth.
    
    Again, with the doorway as South, head NW to hit a switch. Head back to the
    door and head NE. Head across using the moving block, then battle some Astrals 
    and hit the switch at the other end of the room. This solidifies the bridge, 
    and your team can come with you now. At the East side of the platform is a 
    Sketchbook. Again, the same tactics for the next spot. Follow the path along to 
    get Xavier's Wisdom. As you head back, yet again...
    
    Boss: Dark Avalanche
    
    Once back at The Threshold, go to The Hall of Fire.
    
    Okay, let's take a different spin on this one. You start facing South, so go
    that way and down the stairs to the East. Just before the two paths meet back 
    up, there's a Comic Book in the NE corner. Once the paths meet, head North. 
    Pick up Xavier's Knowledge and head back towards the door, but again...
    
    Boss: Dark Pyro
    
    Once back at The Threshold, feel free to save your game and then head to the
    upper area, the items are placed automatically, and you can enter The 
    Colosseum.
    
    Bosses: Champion of Rhodes, Ultimate Predator,
            Sun Goddess, Chaos Lord, Astrals
    
    After you win, a scene, then on to...
    
    
    Mission 13 - Sentinel Central:
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
                Psylocke
    Objectives:
    Destroy tank defenses.
     Destroy all the tanks before entering the grounds (four total).
    Locate sensor.
     Find the Sentinel Guidance System Sensor.
    Destroy all production machinery. (Fabrication Facility).
     Stop Sentinel production by bustin' their machinery down (three total).
    Find controller.
     Locate the Sentinel Navigational Controller.
    Destroy all production machinery. (Armor Application).
     Stop Sentinel production by bustin' their machinery down (three total).
    Disable leg placement machinery. (Leg Attachment).
     Stop Sentinel production by bustin' their machinery down (two total).
    Disable arm placement machinery. (Arm Attachment).
     Stop Sentinel production by bustin' their machinery down (two total).
    Battle Sentinels.
     Isn't that what we've been doing? (eight total).
    Fight the Bio-Sentinels.
     Blast 'em out of your way (two total).
    Investigate the Lower Levels.
     Do what it says. It's kind of self-explanatory.
    Locate Kincaid.
     Find the General.
    Liberate Gateway.
     Free him from his cage.
    Free Morlocks.
     Free the other Morlocks from their cages (five total).
    Get Kincaid.
     Capture him (damn! can't we rough him up a bit?) before he escapes.
    
    Well, head down the only path that doesn't end in a dead end, to find GRSOs and
    a Tank. Well, actually keep going afterwards and if you follow the path,
    that's really just what you'll run into. Pretty simple to do that first 
    Objective. Eventually the path will wind around and you'll have to defeat a
    GRSO Captain for his Keycard. Keep going past him into a metal box-type thing 
    for a Sketchbook. Go use the door, and head to the Fabrication Facility.
    
    Head up and follow the path. This is a decent-sized room, and there's lots of
    enemies here. Just roam around, killing 'em off. Once you've polished off
    all the enemies on the ground floor, head up the stairs and across the
    catwalk. What's this? Another Danger Room Disc (in the room the GRSO busts out
    of)? Keep going on, then there's some more GRSOs in a recessed area to your
    left, down some stairs (or the quick way, just drop). Head back up and continue
    on. Through the door and down the stairs. The thing on the wall with the
    conveyor belt is the first of three Sentinel Production Machineries. Head up
    the stairs at the end. Loop around the little room, and see a few more of your
    Objectives in front of your eyes. The big steel thing with the yellow X
    painted on it is Sentinel Production Machinery #2, and next to it is #3. Head
    up the stairs into Armor Application
    
    Hop on downstairs for Sentinel Production Machinery #1. Across the room and
    upstaris is the Lab Tech, who'll tell you where to find the items you're
    looking for, along with some oh so great news. Keep going on, then hop
    downstairs for Sentinel Production Machinery #2. Head back upstairs and across
    the catwalk. Head down this pathway, and downstairs is Sentinel Production
    Machinery #3. Head back up either stairs to Leg Attachment.
    
    Just off to the side in the XTraction Point. They throw a whole crapload of
    enemies at you here, so be prepared. Head around through the little area with
    the Lab Tech in it, and down the stairs. Across the room, head up the stairs,
    and in the little room with the Lab Tech, use Leg Placement Control Panel 1.
    One down, 2 to go. Just past, have Iceman/Magma make a bridge. Cross and drop
    on down. Go up the stairs near the yellow X and use Leg Placement Control
    Panel 2. Cross back over the lower area, and use the third set of steps to get
    to the exit, leading to Arm Attachment.
    
    Well, it does feel good to bust up all this machinery, knowing it's stopping
    Sentinel production, but do we really have to break everything? Anyways, you
    can take the safer way around, or the direct approach (the path to the stairs
    or dropping right into it). Either way, you have no objectives in the upper
    area, so head down. Near the stairs leading down is Arm Production Control
    Panel 2, along with a Sentinel Mark II (if you have Storm or Cyclops blast
    the doors nearby, they will seal and the Sentinels will stop coming out).
    Across the room is Arm Production Control Panel 1, and the same applies here.
    The nearby stairs had Cyber's Revenge for me, a Unique Backpack. There's two
    sets of stairs at the top; head up the left one first, as the right one leads
    to nothing. Here you'll exit to Head Attachment.
    
    Wow, no new objectives for once. The XTraction Point is just ahead. Head across
    the small room and up the stairs. If you wanna clean the place out before
    hitting your objectives, when you come the the two sets of stairs, head down
    first. At the far end of this is another one of those Sentinel Doors, blast
    it and be rid of them. Note: you don't have to worry about the three Sentinels
    you see crossing the lower room, they're only there for show. When you're
    ready to go on, head back to the two staircases and go up the "up" one.
    The Guidance System Sensor is waiting there, just for you. Head back across
    the lower area, up the far steps, and through the door to the Storage
    Warehouse.
    
    Oh well, the yellow X is way away from where you start, so head on out to get
    a little closer to your goal. Head around and down the steps. Two Sentinels
    down. A little further and it's four Sentinels down. Up the steps to the
    Navigational Controller. Welll, that speech was a little early, so head on
    through the door and down the stairs for the last four Sentinels. Now you
    get to battle these bizarre things. Looks like we're not done here yet. Head
    down the elevator to the Bio Lab Holdings.
    
    There's an XTraction Point nearby, and more GRSOs down the steps. Head along
    the path, it's a linear one, and you'll hit a Sentinel Platform Mark II.
    You'll have to but the stuff (or toss it) from in front of the next door.
    Keep going, and you'll face off against several Sentinel Advanced. Keep going
    to get to the door to the Bio Lab Workshop.
    
    Once again we have a linear path, loaded with GRSO goodness and Sentinel
    Advanced badness. Along the way, there's an XTraction Point. Over in an icky
    pool of crap is a Sketchbook. Well, not in it, but above it. Fly over there
    and snag it. Up shortly you'll see a scene, and head around the path, and
    eventually get to the exit to the Bio Lab Gallery.
    
    'Kay, another linear path. Head around, wading through the GRSOs and Sentinel
    Advanced, getting to the XTraction Point. Head down the stairs, and face off
    against another Sentinel Platform Mark II. Up the stairs at the other end,
    break through/throw the crap in front of the door, and continue on the path.
    You'll eventually wind around to another recessed-lab-type area. And, wouldn't
    you know it? Another Sentinel Platform Mark II. Well, on top of a nearby, uh,
    thing, is a Danger Room Disc. Fly to it. Head on through the door into the
    Subject Rentention Center.
    
    There's an XTraction Point near the entrance. Head on up, and find your next
    Objective. Just bust the four things at the corners of the cage to break it.
    Talk to Gateway for your next Objective. Go up the stairs and through the one
    door you can go through. At the Y, head right for two Morlocks, and left for
    the other three. Once you've broken their cells, talk to them and lead them
    back to Gateway's gateway. After they go through, that other door opens (the
    one you couldn't go through earlier) and guess who steps through? Well, might
    as well follow him, he's you new Objective. Well, isn't Gateway just so
    helpful? On to the Bio-Chamber Storage.
    
    An XTraction Point lies just ahead. Follow the path, and once you get to the
    sunken-lab-type area, bust up the, uh, whatever you want to call them, the
    pods, the tanks, they're the things mass-producing Sentinel Advanced. Head
    through, and eventually...
    
    Mission Complete!
    
    But no intermission, yet again!
    
    Mission 14 - The Astral Plane (3):
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
                Psylocke
    Objectives:
    Rescue Professor Xavier.
     Hopefully, this time he won't try to kill us.
    Release Xavier's trapped mind.
     Break the crystal holding him hostage.
    Battle Shadow King.
     Uh, kill him? Duh!
    
    Note: put Jean Grey in your party to ease your troubles.
    Starting at The Forasken Place, head up to get to an XTraction Point. Well, it
    looks like the stairs are where we'll be going soon, just not yet. Head
    through the door. Head up eith way and wind yourself around the pathway. Up in
    one corner of this large area is thre last Comic Book. Head on through the door
    and across the bridge. In the little nubby area off this next room is a Danger
    Room Disc. Use Jean's Telekinesis to hit the TK switch and head through the
    newly-opened door. Another XTraction Point, then head in to The Forbidden
    Halls.
    
    Head on down the stairs, and across the room is a door. Go near it for a
    switch to pop up. The two side areas here just have some enemies. Hit the
    switch and head through the door. In the area with all the doors on the sides,
    go through the far door and down the steps. Have Jean (you still have her with
    you, don't you?) hop on the moving block, since on the other side there's
    another one of those TK switches. Charge on through to The Lost Passages.
    
    Head through this first room, and down the steps to continue the path. Head
    around, through the room, down the next set of steps. Again, down the stairs
    to keep on the path. Head along the path, and across the platform (no switch
    this spot, so send whoever), though you might want to send everyone over one
    at a time, since to get to the switch, you have to wade through some enemies.
    Hitting the switch also opens the nearby door. Hey look! It's the Professor!
    Once you start working on the crystal, Astrals will start coming at you. Once
    you do though... MAXIMUS! Uh, I guess I mean XAVIUS! Oh well, on to the
    obligatory showdown between good and evil, summed up into one battle:
    
    Boss: Shadow King
    You'll play as Xavier, sorry Astral Gladiator, alone here.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Intermission - The Mansion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Objectives:
    Prep the X-Jet.
     Talk to Wolverine and Beast in the Hangar.
    Explore the X-Mansion.
     Duh!
    Meet in War Room.
     Start next mission.
    
    Hmmm. Didn't think it would send ya back to the Mansion, huh? You know, final
    boss-type thing that all was. Oh well, guess there's always Magneto...
    Well, talk to everyone. Cyclops is next to you, Gambit's across from you when
    you exit the War Room. Jean's still in the Infirmary. Head on up to the
    first floor. No one to talk to, so just go to the Library to use your Comic
    Books, and to the dining Room for a Sketchbook. Up to the Dorms. Head to
    Colossus' Room to check out your new artwork, then back down to the
    Subbasement to talk to Beast & Wolverine in the Hangar. There's a Danger Room
    Disc at the far side of the Hangar. Head to the War Room to get on with it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               End Intermission
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mission 15 - Asteroid M:
    Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
                Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
                Psylocke
    Objectives:
    Gather Info
     Ask around (?!) to find out where Magneto is.
    Find the Asteroid M control center.
     Find it to find Magneto.
    Battle Magneto.
     Duh! Defeat him maybe?
    Find the Gravitron.
     Find the entrance to the Gravitron room.
    Defeat the Sentinels.
     Duh!
    
    You'll start with Emma Frost, Wolverine, Storm and Iceman. Feel free to
    change them out at the XTraction Point just ahead. Except, you can't
    let Emma Frost out of the group, since she can pull that niftyness like she
    did on Toad. It is kind of funny watching Emma do her stuff on 'em, having
    'em run or fight each other. Well, head along the path, like always. Winding
    around the path will get you to another door Emma has opened for you. Bust
    through the wall and talk to the Morlock. Looks like they're a little
    friendlier, but still lack the whole "usefulness" thing. Head further along
    the path. Take either the stairs or the catwalk, they both lead to the same
    spot. Head throuth the door and on to the Power Station.
    
    Hop on down and head along. And along. And along. And along. Eventually,
    you'll come to two doors: one that can be broken down, and one you can open.
    Behind the broken one is the mutant you need to talk to to fulfill your
    Objective. The other one leads further on. Now Mystique has to go and do the
    Bond-moment-esque "Duh, I just spilled the plot of what we were gonna do, and
    also told you how to save the world all in one breath." Down the stairs on the
    far wall is a Danger Room Disc. Along the lower way, you'll pick up a
    Proximity Keycard from an Acolyte Master Elite. Head across the upper catwalk
    and through the door at the other side, on to the elevator, to the Interior
    Quarters.
    
    NOW you can bump Emma off your team in favor of someone better. Someone with
    say, ATTACK abilities? Feel free to bust into the Acolytes quarters (it's not
    like they're still around to enjoy them). Head down the path, AGAIN.
    Eventually, you'll get to another elevator, this one to the Command Center.
    
    Another path, leading right to Magneto.
    
    Boss: Magneto, Acolytes, Sabretooth, Mystique
    Whenever Magneto gets those silver things floating around him, you can't hurt
    him. It also means, he's got a crony lying about somewhere that you gotta
    whack for the balls to disappear. Once they're gone, it's open season on
    Magneto (atl east until he brings someone else out).
    
    Afterwards head through the other door to Lounge Deck A.
    
    Oh, this looks like fun. Thought you saw the last of them, huh? Head along,
    and there'll be a room on the left side with a fire behind the door. You should
    know what to do here. Behind the fire is a Proximity Keycard. Across from the
    keycard room is Havok's Room (with a fire in front). Let him out, and pick up
    the ID Card in the corner. On to the other side again (next to the keycard
    room) is where you use the ID Card to get a Stat Point. Head along, using
    Iceman/Magma to make a bridge, and hit the XTraction Point. Continue on.
    There's no need to head down to the big thing with the green things at it's
    corners, but feel free to. Head through the door, and follow the path around
    until it looks like you can't go any further (this room has two yellow Xs in
    it). Use Iceman/Magma to make not a bridge, but a staircase! How cool is that!
    Head around and then make a bridge with Iceman/Magma. Be careful, since the
    next room has some flame jets you might want to avoid. There's a Stat Point
    hiding behind one of the flame jets in an escape pod bay. Head to the elevator
    to get to Lounge Deck B.
    
    Just keep going along and you'll get to an XTraction Point. Next, we have a
    very strange occurence: a triple bridge/staircase. Have Iceman/Magma make one
    bridge from the doorway, then another bridge from the next X you come to, and
    finally a staircase from the second X. Behind the statue of Magneto (after
    the second bridge) is a Danger Room Disc. Keep heading around to get to an
    elevator leading to the Main Power Core.
    
    Now you get to run a gauntlet of Sentinel Advanced and Sentinel Advanced Mark
    II. Although your main concerns are getting to the tops of the three platforms
    and activating the generator switches. Eventually, three Sentinel Weapons
    Platforms will come at you, as well as Mark IIs. Once you blast the 6
    Platforms, a cutscene. Oh, fun.
    
    Boss: Master Mold, Sentinel Controllers
    Whack on him for a little while, then he releases 3 Sentinel Controllers from
    doors. Kill them, then hit the three generator switches from before. Continue
    whacking on Master Mold.
    
    Game complete. Watch the ending. Uh oh! X-Men Legends 2, anyone?
    
    Now that you've finished the game, you unlock new stuff for the Danger Room
    that's accesible from the main menu. Unlocked are the Extreme costumes and
    the different enemies and bosses, so you can play as them too. Unfortunately,
    you can't go back through and play with your fully-leveled characters.
    
    
    ------------------------------------------------------------------------------
                                   03: Skills
    ------------------------------------------------------------------------------  
    ______________________________________________________________________________
                                  3a: Beast
    PinBall/Cannon Ball/Legend Ball: Pinball through the air at an amazing speed
    Active Power
    Level 1: 15-18 damage, 10 energy per roll
    Level 2: 25-31 damage, 15 energy per roll, level 3
    Level 3: 50-63 damage, 20 energy per roll, level 5
    Level 4: 80-100 damage, 25 energy per roll, level 7
    Level 5: 100-125 damage, 30 energy per roll, level 9
    Level 1: 100-125 damage, 190 knockback, 40 energy per roll, level 15,
             PinBall level 5
    Level 2: 125-150 damage, 245 knockback, 45 energy per roll, level 17
    Level 3: 150-165 damage, 305 knockback, 50 energy per roll, level 19
    Level 4: 175-215 damage, 370 knockback, 55 energy per roll, level 21
    Level 5: 200-250 damage, 430 knockback, 60 energy per roll, level 23
    Level 1: 300-375 damage, 500 knockback, 70 energy per roll, level 30,
             Cannon Ball level 5
    
    Propeller Kick/Propeller Lash/Legend Propeller: Spins legs around, kicking
                                                    nearby enemies
    Active Power
    Level 1: 15-18 damage, 5 foot range, 25 energy, level 5
    Level 2: 25-31 damage, 6 foot range, 30 energy, level 7
    Level 3: 50-63 damage, 6 foot range, 35 energy, level 9
    Level 4: 80-100 damage, 7 foot range, 40 energy, level 11
    Level 5: 100-125 damage, 7 foot range, 45 energy, level 13
    Level 1: 125-150 damage, 8 foot range, 190 knockback, 55 energy, level 20,
             Propeller Kick level 5
    Level 2: 150-165 damage, 9 foot range, 245 knockback, 60 energy, level 22
    Level 3: 175-215 damage, 9 foot range, 305 knockback, 65 energy, level 24
    Level 4: 200-250 damage, 10 foot range, 370 knockback, 70 energy, level 26
    Level 5: 250-310 damage, 10 foot range, 430 knockback, 75 energy, level 28
    Level 1: 300-375 damage, 11 foot range, 620 knockback, 85 energy, level 30,
             Propeller Lash level 5
    
    Beastial Feats/Beastial Instinct/Beastial Soul: Mentally focus body and mind
    Active Power
    Level 1: 15 seconds, -5 physical damage, 60 energy, level 5
    Level 2: 16 seconds, -8 physical damage, 70 energy, level 7
    Level 3: 17 seconds, -10 physical damage, 80 energy, level 9
    Level 1: 20 seconds, -10 physical damage, +2 Agility, 100 energy, level 14,
             Beastial Feats level 3
    Level 2: 22 seconds, -13 physical damage, +4 Agility, 110 energy, level 16
    Level 3: 24 seconds, -13 physical damage, +6 Agility, 120 energy, level 18
    Level 1: 28 seconds, -16 physical damage, +8 Agility, +75% jump, 140 energy,
             level 23, Beastial Instinct level 3
    Level 2: 32 seconds, -20 physical damage, +10 Agility, +125% jump, 150 energy,
             level 25
    Level 3: 36 seconds, -20 physical damage, +12 Agility, +150% jump, 160 energy,
             level 27
    
    ORBITAL BOMBARDMENT: Call laser down to smite enemies
    Level 1: level 15
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Acrobatics: Unlock acrobatic moves
    Passive Power
    Level 1: +2 Agility, Double Jump
    Level 2: +4 Agility, Double Jump
    Level 3: +6 Agility, Double Jump
    Level 4: +8 Agility, Double Jump
    Level 5: +10 Agility, Double Jump
    
    Grappling: Improves Strike, reflect punch & kick damage
    Passive Power
    Level 1: +2 Strike, reflect 4-5 punch/kick damage
    Level 2: +4 Strike, reflect 9-11 punch/kick damage
    Level 3: +6 Strike, reflect 15-18 punch/kick damage
    Level 4: +8 Strike, reflect 25-31 punch/kick damage
    Level 5: +10 Strike, reflect 50-63 punch/kick damage
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Might: Increase lifting strength, melee damage, and melee damage level
    Passive Power
    Level 1: +5% damage, Heavy Object lifting, +3 destruction
    Level 2: +10% damage, Massive Object lifting, +6 destruction
    Level 3: +15% damage, Gigantic Object lifting, +8 destruction
    
    ______________________________________________________________________________
                                  3b: Colossus
    Power Smash/Titanic Smash/Titanic Legend: Extra heavy lunge punch
    Active Power
    Level 1: 25-31 damage, 5 destruction, 40 knockback, 10 energy
    Level 2: 50-63 damage, 5 destruction, 120 knockback, 15 energy, level 3
    Level 3: 80-100 damage, 5 destruction, 190 knockback, 20 energy, level 5
    Level 4: 100-125 damage, 5 destruction, 245 knockback, 25 energy, level 7
    Level 5: 125-150 damage, 5 destruction, 305 knockback, 30 energy, level 9
    Level 1: 175-215 damage, 5 destruction, 370 knockback, 40 energy, level 15,
             Power Smash level 5
    Level 2: 200-250 damage, 5 destruction, 430 knockback, 45 energy, level 17
    Level 3: 250-310 damage, 5 destruction, 500 knockback, 50 energy, level 19
    Level 4: 300-375 damage, 5 destruction, 555 knockback, 55 energy, level 21
    Level 5: 360-450 damage, 5 destruction, 620 knockback, 60 energy, level 23
    Level 1: 600-750 damage, 10 destruction, 620 knockback, 70 energy, level 30,
             Titanic Smash level 5
    
    Concussion Slam/Concussion Blast/Concussion Legend: Colossal clap with a blast
    Active Power
    Level 1: 4-5 damage, 40 knockback, 2 destruction, 10 feet, 25 energy, level 5
    Level 2: 9-11 damage, 40 knockback, 2 destruction, 10 feet, 30 energy, level 7
    Level 3: 15-18 damage, 120 knockback, 2 destruction, 10 feet, 35 energy,
             level 9
    Level 4: 25-31 damage, 190 knockback, 2 destruction, 10 feet, 40 energy,
             level 11
    Level 5: 50-63 damage, 245 knockback, 2 destruction, 10 feet, 45 energy,
             level 13
    Level 1: 80-100 damage, 305 knockback, 5 destruction, 20 feet, 55 energy,
             level 20, Concussion Slam level 5
    Level 2: 100-125 damage, 370 knockback, 5 destruction, 20 feet, 60 energy, 
             level 22
    Level 3: 125-150 damage, 430 knockback, 5 destruction, 20 feet, 65 energy, 
             level 24
    Level 4: 150-165 damage, 500 knockback, 5 destruction, 20 feet, 70 energy, 
             level 26
    Level 5: 175-215 damage, 555 knockback, 5 destruction, 20 feet, 75 energy, 
             level 28
    Level 1: 200-250 damage, 620 knockback, 10 destruction, 30 feet, 85 energy, 
             level 30, Concussion Blast level 5
    
    Steel Skin/Titanium Skin/Osmium Skin: Generate steel armor around your body
    Active Power
    Level 1: 15 seconds, -8 physical damage, -33% pain, 60 energy, level 5
    Level 2: 16 seconds, -10 physical damage, -33% pain, 70 energy, level 7
    Level 3: 17 seconds, -13 physical damage, -33% pain, 80 energy, level 9
    Level 1: 20 seconds, -13 physical damage, -8 beam damage, -66% pain, 
             100 energy, level 14, Steel Skin level 3
    Level 2: 22 seconds, -16 physical damage, -10 beam damage, -66% pain, 
             110 energy, level 16
    Level 3: 24 seconds, -20 physical damage, -13 beam damage, -66% pain, 
             120 energy, level 18
    Level 1: 28 seconds, -30 physical damage, -13 beam damage, 
             20% chance to deflect physical damage, -100% pain, 140 energy, 
             level 23, Titanium Skin level 3
    Level 2: 32 seconds, -30 physical damage, -16 beam damage, 
             35% chance to deflect physical damage, -100% pain, 150 energy, 
             level 25
    Level 3: 36 seconds, -50 physical damage, -20 beam damage, 
             50% chance to deflect physical damage, -100% pain, 160 energy, 
             level 27
    
    SEISMIC SMASH: Xtreme concussion attack
    Level 1: level 15
    
    Colossus Charge: Heavy charge attack performed from a jump
    Level 1: 9-11 physical damage, 2 destruction, 190 knockback, 30 energy, 
             level 2
    Level 2: 15-18 physical damage, 2 destruction, 190 knockback, 30 energy, 
             level 7
    Level 3: 25-31 physical damage, 5 destruction, 245 knockback, 40 energy, 
             level 12
    Level 4: 50-63 physical damage, 5 destruction, 245 knockback, 40 energy, 
             level 17
    Level 5: 80-100 physical damage, 10 destruction, 305 knockback, 50 energy, 
             level 22
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Knockback: Adds additional knockback to all skills with knockback effects
    Passive Power
    Level 1: +40 knockback
    Level 2: +120 knockback
    Level 3: +190 knockback
    Level 4: +245 knockback
    Level 5: +305 knockback
    
    Might: Increase lifting strength, melee damage, and melee damage level
    Passive Power
    Level 1: +5% damage, Heavy Object lifting, +3 destruction
    Level 2: +10% damage, Massive Object lifting, +6 destruction
    Level 3: +15% damage, Gigantic Object lifting, +8 destruction
    
    ______________________________________________________________________________
                                  3c: Cyclops
    Optic Beam/Optic Blast/Legend Blast: Improved Optic Beam. Can weld!
    Active Power
    Level 1: 9-11 energy damage, 1 destruction, 10 energy
    Level 2: 15-18 energy damage, 2 destruction, 15 energy, level 3
    Level 3: 25-31 energy damage, 3 destruction, 20 energy, level 5
    Level 4: 50-63 energy damage, 3 destruction, 25 energy, level 7
    Level 5: 80-100 energy damage, 4 destruction, 30 energy, level 9
    Level 1: 100-125 energy damage, 4 destruction, piercing, 40 energy, level 15, 
             Optic Beam level 5
    Level 2: 125-150 energy damage, 5 destruction, piercing, 45 energy, level 17
    Level 3: 150-165 energy damage, 6 destruction, piercing, 50 energy, level 19
    Level 4: 175-215 energy damage, 7 destruction, piercing, 55 energy, level 21
    Level 5: 200-250 energy damage, 8 destruction, piercing, 60 energy, level 23
    Level 1: 250-310 energy damage, 10 destruction, piercing, 70 energy, Level 30, 
             Optic Blast level 5
    
    Optic Sweep/Optic Slam/Legend Slam: A wide beam attack
    Active Power
    Level 1: 4-5 energy damage, 1 destruction, 120 knockback, 25 energy, level 5
    Level 2: 6-8 energy damage, 1 destruction, 190 knockback, 30 energy, level 7
    Level 3: 9-11 energy damage, 1 destruction, 245 knockback, 35 energy, level 9
    Level 4: 12-15 energy damage, 1 destruction, 305 knockback, 40 energy, level 11
    Level 5: 15-18 energy damage, 1 destruction, 370 knockback, 45 energy, level 13
    Level 1: 20-25 energy damage, 2 destruction, 430 knockback, 55 energy, 
             level 20, Optic Sweep level 5
    Level 2: 25-31 energy damage, 3 destruction, 500 knockback, 60 energy, level 22
    Level 3: 37-45 energy damage, 4 destruction, 500 knockback, 65 energy, level 24
    Level 4: 50-63 energy damage, 5 destruction, 555 knockback, 70 energy, level 26
    Level 5: 80-100 energy damage, 6 destruction, 555 knockback, 75 energy, 
             level 28
    Level 1: 100-125 energy damage, 7 destruction, 620 knockback, 85 energy, 
             level 30, Optic Slam level 5
    
    Tactics/Strategy/Command: Improves fighting effectiveness
    Active Power
    Level 1: 15 seconds, +2 Strike & Agility, 60 Energy, level 5
    Level 2: 16 seconds, +4 Strike & Agility, 70 Energy, level 7
    Level 3: 17 seconds, +6 Strike & Agility, 80 Energy, level 9
    Level 1: 20 seconds, +8 Strike & Agility, 100 Energy, affects nearby teammates,
             level 14, Tactics level 3
    Level 2: 22 seconds, +10 Strike & Agility, 110 Energy, 
             affects nearby teammates, level 16
    Level 3: 24 seconds, +12 Strike & Agility, 120 Energy, 
             affects nearby teammates, level 18
    Level 1: 28 seconds, +14 Strike & Agility, 140 Energy, affects all teammates, 
             level 23, Strategy level 3
    Level 2: 32 seconds, +16 Strike & Agility, 150 Energy, affects all teammates, 
             level 25
    Level 3: 36 seconds, +18 Strike & Agility, 160 Energy, affects all teammates, 
             level 27
    
    Optic Rage: Xtreme arc spray attack
    Active Power
    Level 1: level 15
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Accuracy: Increase chance of a critical attack for ranged damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance
    Level 3: +6% chance
    Level 4: +8% chance
    Level 5: +10% chance
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Leadership: Damage & Combo EXP bonus to any combo Cyclops is involved in
    Passive Power
    Level 1: +25% damage, +5% EXP, level 4
    Level 2: +50% damage, +10% EXP, level 9
    Level 3: +75% damage, +15% EXP, level 14
    Level 4: +100% damage, +20% EXP, level 19
    Level 5: +150% damage, +25% EXP, level 24
    
    Point Blank Shot: Increase damage to targets within 10 feet
    Passive Power
    Level 1: +10% damage, level 4
    Level 2: +20% damage, level 9
    Level 3: +30% damage, level 14
    Level 4: +40% damage, level 19
    Level 5: +50% damage, level 24
    
    ______________________________________________________________________________
                                  3d: Emma Frost
    Confuse/Command/Legend Command: Confuses or converts enemies for a short time
    Active Power
    Level 1: 1-3 seconds, short range, 10 energy
    Level 2: 1-4 seconds, short range, 15 energy, level 3
    Level 3: 1-5 seconds, short range, 20 energy, level 5
    Level 4: 1-6 seconds, short range, 25 energy, level 7
    Level 5: 1-7 seconds, short range, 30 energy, level 9
    Level 1: 2-10 seconds, medium range, 40 energy, converts, +2 victim traits, 
             level 15, Confuse level 5
    Level 2: 2-11 seconds, medium range, 45 energy, converts, +4 victim traits, 
             level 17
    Level 3: 2-12 seconds, medium range, 50 energy, converts, +6 victim traits, 
             level 19
    Level 4: 2-13 seconds, medium range, 55 energy, converts, +8 victim traits, 
             level 21
    Level 5: 2-14 seconds, medium range, 60 energy, converts, +10 victim traits, 
             level 23
    Level 1: 5-20 seconds, long range, 70 energy, converts, +16 victim traits, 
             level 30, Command level 5
    
    Fear/Terror/Legend Terror: Cause foes to flee
    Active Power
    Level 1: 1-3 seconds, short range, 25 energy, level 5
    Level 2: 1-4 seconds, short range, 30 energy, level 7
    Level 3: 1-5 seconds, short range, 35 energy, level 9
    Level 4: 1-6 seconds, short range, 40 energy, level 11
    Level 5: 1-7 seconds, short range, 45 energy, level 13
    Level 1: 2-8 seconds, medium range, 55 energy, -2 victim traits, 
             15-18 mental damage, level 20, Fear level 5
    Level 2: 2-9 seconds, medium range, 60 energy, -3 victim traits, 
             25-31 mental damage, level 22
    Level 3: 2-10 seconds, medium range, 60 energy, -4 victim traits, 
             50-63 mental damage, level 24
    Level 4: 2-11 seconds, medium range, 70 energy, -5 victim traits, 
             80-100 mental damage, level 26
    Level 5: 2-12 seconds, medium range, 75 energy, -5 victim traits, 
             80-100 mental damage, level 28
    Level 1: 5-15 seconds, long range, 85 energy, -8 victim traits, 
             125-150 mental damage, level 30, Terror level 5
    
    Psychic Shell/Diamond Shell/Impervious Shell: change to shell form
    Active Power
    Level 1: 15 seconds, -8 physical damage, -33% pain, 60 energy, level 5
    Level 2: 16 seconds, -10 physical damage, -33% pain, 70 energy, level 7
    Level 3: 17 seconds, -13 physical damage, -33% pain, 80 energy, level 9
    Level 1: 20 seconds, -13 physical damage, -8 beam damage, -66% pain, 
             100 energy, level 14, Psychic Shell level 3
    Level 2: 22 seconds, -16 physical damage, -10 beam damage, -66% pain, 
             110 energy, level 16
    Level 3: 24 seconds, -20 physical damage, -13 beam damage, -66% pain, 
             120 energy, level 18
    Level 1: 28 seconds, -30 physical damage, -13 beam damage, -100% pain, 
             140 energy, level 23, Diamond Shell level 3
    Level 2: 32 seconds, -30 physical damage, -16 beam damage, -100% pain, 
             150 energy, level 25
    Level 3: 36 seconds, -50 physical damage, -20 beam damage, -100% pain, 
             160 energy, level 27
    
    PSYCHIC BEDLAM: Damage all enemies within 50 feet, paralyze nearby enemies
    Active Power
    Level 1: level 15
    
    Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
    Passive Power
    Level 1: 4-5 mental damage, level 3
    Level 2: 9-11 mental damage, level 5
    Level 3: 15-18 mental damage, level 9
    Level 1: 25-31 mental damage, level 12, Psionic Strike level 3
    Level 2: 50-63 mental damage, level 15
    Level 3: 80-100 mental damage, level 18
    
    Hardness: Reflect physical damage back to foes
    Passive Power
    Level 1: 10% chance to reflect 15-18 damage
    Level 2: 20% chance to reflect 25-31 damage, level 7
    Level 3: 30% chance to reflect 50-63 damage, level 12
    Level 4: 40% chance to reflect 80-100 damage, level 17
    Level 5: 50% chance to reflect 100-125 damage, level 22
    
    Shell Might: Increase lifting strength and damage done in Shell form
    Passive Power
    Level 1: +5% damage, Heavy Object lifting, +3 destruction, level 4
    Level 2: +10% damage, Massive Object lifting, +6 destruction, level 9
    Level 3: +15% damage, Gigantic Object lifting, +8 destruction, level 14
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    ______________________________________________________________________________
                                  3e: Gambit
    Charged Card/Charged Shuffle/Card Legend: Throw Kinetically charged cards and 
                                              destroy objects by touching them
    Active Power
    Level 1: 3 cards, 4-5 energy damage per card, 1 destruction, 10 energy
    Level 2: 3 cards, 6-8 energy damage per card, 1 destruction, 15 energy, level 3
    Level 3: 3 cards, 9-11 energy damage per card, 2 destruction, 20 energy, 
             level 5
    Level 4: 3 cards, 12-15 energy damage per card, 2 destruction, 25 energy, 
             level 7
    Level 5: 3 cards, 15-18 energy damage per card, 3 destruction, 30 energy, 
             level 9
    Level 1: 5 cards, 15-18 energy damage per card, 4 destruction, 120 knockback, 
             40 energy, level 15, Charged Card level 5
    Level 2: 5 cards, 20-25 energy damage per card, 5 destruction, 120 knockback, 
             45 energy, level 17
    Level 3: 5 cards, 25-31 energy damage per card, 6 destruction, 190 knockback, 
             50 energy, level 19
    Level 4: 5 cards, 37-45 energy damage per card, 7 destruction, 190 knockback, 
             55 energy, level 21
    Level 5: 5 cards, 50-63 energy damage per card, 8 destruction, 245 knockback, 
             60 energy, level 23
    Level 1: 7 cards, 50-63 energy damage per card, 9 destruction, 305 knockback, 
             70 energy, level 30, Charged Shuffle level 5
    
    Staff Slam/Staff Detonation/Staff Legend: Powerful staff attack
    Active Power
    Level 1: 4-5 energy damage, 1 destruction, 120 knockback, 5 foot range, 
             25 energy, level 5
    Level 2: 9-11 energy damage, 1 destruction, 190 knockback, 6 foot range, 
             30 energy, level 7
    Level 3: 15-18 energy damage, 2 destruction, 190 knockback, 6 foot range, 
             35 energy, level 9
    Level 4: 25-31 energy damage, 2 destruction, 245 knockback, 7 foot range, 
             40 energy, level 11
    Level 5: 50-63 energy damage, 3 destruction, 245 knockback, 7 foot range, 
             45 energy, level 13
    Level 1: 80-100 energy damage, 3 destruction, 370 knockback, 8 foot range, 
             55 energy, level 20, Staff Slam level 5
    Level 2: 100-125 energy damage, 4 destruction, 370 knockback, 9 foot range, 
             60 energy, level 22
    Level 3: 125-150 energy damage, 4 destruction, 430 knockback, 9 foot range, 
             65 energy, level 24
    Level 4: 150-165 energy damage, 5 destruction, 430 knockback, 10 foot range, 
             70 energy, level 26
    Level 5: 175-215 energy damage, 5 destruction, 500 knockback, 10 foot range, 
             75 energy, level 28
    Level 1: 200-250 energy damage, 6 destruction, 620 knockback, 11 foot range, 
             85 energy, level 30, Staff Detonation level 5
    
    Kinetic Boost/Kinetic Amplification/Kinetic Mastery: Gives damage bonus
    Active Power
    Level 1: 15 seconds, +4-5 energy damage for physical attacks, 60 energy, 
             level 5
    Level 2: 16 seconds, +6-8 energy damage for physical attacks, 70 energy, 
             level 7
    Level 3: 17 seconds, +9-11 energy damage for physical attacks, 80 energy, 
             level 9
    Level 1: 20 seconds, +12-15 energy damage for physical attacks, 
             +10% movement speed, 100 energy, affects nearby teammates, level 14, 
             Kinetic Boost level 3
    Level 2: 22 seconds, +15-18 energy damage for physical attacks, 
             +10% movement speed, 110 energy, affects nearby teammates, level 16
    Level 3: 24 seconds, +20-25 energy damage for physical attacks, 
             +15% movement speed, 120 energy, affects nearby teammates, level 18
    Level 1: 28 seconds, +25-31 energy damage for physical attacks, 
             +25% movement speed, 140 energy, affects all teammates, level 23, 
             Kinetic Amplification level 3
    Level 2: 32 seconds, +37-45 energy damage for physical attacks, 
             +25% movement speed, 150 energy, affects all teammates, level 25
    Level 3: 36 seconds, +50-63 energy damage for physical attacks, 
             +30% movement speed, 160 energy, affects all teammates, level 27
    
    52 PICKUP: A flurry of kinetically charged cards
    Active Power
    Level 1: level 15
    
    Kinetic Strike/Kinetic Fury: Add Kinetic damage to non-staff melee attacks
    Passive Power
    Level 1: 4-5 energy damage, 3 destruction, level 3
    Level 2: 6-8 energy damage, 3 destruction, level 5
    Level 3: 9-11 energy damage, 4 destruction, level 9
    Level 1: 12-15 energy damage, 4 destruction, level 12, Kinetic Strike level 3
    Level 2: 15-18 energy damage, 5 destruction, level 15
    Level 3: 20-25 energy damage, 5 destruction, level 18
    
    Overload: Adds damage to charged objects
    Passive Power
    Level 1: 15-18 energy damage, 40 knockback, 4 foot range, 20 energy, level 2
    Level 2: 25-31 energy damage, 120 knockback, 5 foot range, 20 energy, level 7
    Level 3: 50-63 energy damage, 190 knockback, 6 foot range, 20 energy, level 12
    Level 4: 80-100 energy damage, 245 knockback, 7 foot range, 20 energy, level 17
    Level 5: 100-125 energy damage, 305 knockback, 8 foot range, 20 energy, 
             level 22
    
    Staff Master: Adds kinetic damage to non-power staff attacks
    Passive Power
    Level 1: +15-18 damage, level 4
    Level 2: +25-31 damage, level 9
    Level 3: +50-63 damage, level 14
    Level 4: +80-100 damage, level 19
    Level 5: +100-125 damage, level 24
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    ______________________________________________________________________________
                                  3f: Iceman
    Freeze Blast/Deep Freeze/Legend Freeze: Slow/freeze enemies, build ice bridges,
                                            alter environment
    Active Power
    Level 1: 4 seconds, 65% slow, 10 energy
    Level 2: 5 seconds, 55% slow, 15 energy, level 3
    Level 3: 6 seconds, 45% slow, 20 energy, level 5
    Level 4: 7 seconds, 35% slow, 25 energy, level 7
    Level 5: 8 seconds, 25% slow, 30 energy, level 9
    Level 1: 4 second freeze, 4 second 30% slow, 40 energy, level 15, 
             Freeze Blast level 5
    Level 2: 5 second freeze, 4 second 30% slow, 45 energy, level 17
    Level 3: 5 second freeze, 5 second 30% slow, 50 energy, level 19
    Level 4: 6 second freeze, 5 second 30% slow, 55 energy, level 21
    Level 5: 6 second freeze, 6 second 30% slow, 60 energy, level 23
    Level 1: 8 second freeze, 8 second 30% slow, 70 energy, level 30, 
             Deep Freeze level 5
    
    Ice Shards/Ice Spikes/Legend Spikes: Throw ice projectiles
    Active Power
    Level 1: 3 shards, 4-5 energy damage per shard, 1 destruction, 25 energy, 
             level 5
    Level 2: 3 shards, 6-8 energy damage per shard, 1 destruction, 30 energy, 
             level 7
    Level 3: 3 shards, 9-11 energy damage per shard, 2 destruction, 35 energy, 
             level 9
    Level 4: 3 shards, 12-15 energy damage per shard, 3 destruction, 40 energy, 
             level 11
    Level 5: 3 shards, 15-18 energy damage per shard, 3 destruction, 45 energy, 
             level 13
    Level 1: 5 spikes, 15-18 energy damage per shard, 4 destruction, piercing, 
             55 energy, level 20, Ice Shards level 5
    Level 2: 5 spikes, 20-25 energy damage per shard, 5 destruction, piercing, 
             60 energy, level 22
    Level 3: 5 spikes, 25-31 energy damage per shard, 6 destruction, piercing, 
             65 energy, level 24
    Level 4: 5 spikes, 37-45 energy damage per shard, 7 destruction, piercing, 
             70 energy, level 26
    Level 5: 5 spikes, 50-63 energy damage per shard, 8 destruction, piercing, 
             75 energy, level 28
    Level 1: 7 spikes, 50-63 energy damage per shard, 9 destruction, piercing, 
             85 energy, level 30, Ice Spikes level 5
    
    Ice Armor/Ice Equipment/Ice Forge: Icy armor bonus
    Active Power
    Level 1: 15 seconds, -8 damage, 60 energy, level 5
    Level 2: 16 seconds, -10 damage, 70 energy, level 7
    Level 3: 17 seconds, -13 damage, 80 energy, level 9
    Level 1: 20 seconds, -13 damage, 
             nearby allies get +4-5 energy damage to punches, 100 energy, level 14,
             Ice Armor level 3
    Level 2: 22 seconds, -16 damage, 
             nearby allies get +6-8 energy damage to punches, 110 energy, level 16
    Level 3: 24 seconds, -20 damage, 
             nearby allies get +9-11 energy damage to punches, 120 energy, level 18
    Level 1: 28 seconds, -20 damage, 
             all allies get +12-15 energy damage to punches, 12-15 touch damage, 
             140 energy, level 23, Ice Equipment level 3
    Level 2: 32 seconds, -30 damage, 
             all allies get +15-18 energy damage to punches, 15-18 touch damage, 
             150 energy, level 25
    Level 3: 36 seconds, -50 damage, 
             all allies get +20-25 energy damage to punches, 20-25 touch damage, 
             160 energy, level 27
    
    FREEZE FRAME: Freezes within 12 ft., slows within 33 ft.
    Active Power
    Level 1: level 15
    
    Cold Smash/Cold Crush: Adds cold damage to melee attacks
    Passive Power
    Level 1: 4-5 energy damage, 3 destruction, level 3
    Level 2: 9-11 energy damage, 3 destruction, level 5
    Level 3: 15-18 energy damage, 4 destruction, level 9
    Level 1: 25-31 energy damage, 4 destruction, level 12, Cold Smash level 3
    Level 2: 50-63 energy damage, 5 destruction, level 15
    Level 3: 80-100 energy damage, 5 destruction, level 18
    
    Ice Tracks: use air skating
    Passive Power
    Level 1: 10 feet, 9-11 energy damage, 40 knockback, 10 energy per 10 feet, 
             level 2
    Level 2: 20 feet, 15-18 energy damage, 120 knockback, 15 energy per 10 feet, 
             level 7
    Level 3: 30 feet, 25-31 energy damage, 190 knockback, 20 energy per 10 feet, 
             level 12
    Level 4: 40 feet, 50-63 energy damage, 245 knockback, 25 energy per 10 feet, 
             level 17
    Level 5: 80-100 energy damage, 305 knockback, 30 energy per 10 feet, 
             no distance restrictions, level 22
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Point Blank Shot: Increase damage to targets within 10 feet
    Passive Power
    Level 1: +10% damage, level 4
    Level 2: +20% damage, level 9
    Level 3: +30% damage, level 14
    Level 4: +40% damage, level 19
    Level 5: +50% damage, level 24
    
    ______________________________________________________________________________
                                  3g: Jean Grey
    Telekinesis/Telekinetic Mastery/Telekinetic Legend: Throw enemies and objects 
                                                        with your mind
    Active Power
    Level 1: 0 damage, Light Objects, 10 energy, 20 energy per second
    Level 2: 4-5 mental damage, Light objects, 15 energy, 19 energy per second, 
             level 3
    Level 3: 9-11 mental damage, Light objects, 20 energy, 18 energy per second, 
             level 5
    Level 4: 15-18 mental damage, Light objects, 25 energy, 17 energy per second, 
             level 7
    Level 5: 25-31 mental damage, Light objects, 30 energy, 16 energy per second, 
             level 9
    Level 1: 25-31 mental damage, Large objects, 40 energy, 15 energy per second, 
             level 15, Telekinesis level 5
    Level 2: 50-63 mental damage, Large objects, 45 energy, 14 energy per second, 
             level 17
    Level 3: 80-100 mental damage, Large objects, 50 energy, 13 energy per second, 
             level 19
    Level 4: 100-125 mental damage, Large objects, 55 energy, 12 energy per second,
             level 21
    Level 5: 125-150 mental damage, Large objects, 60 energy, 11 energy per second,
             level 23
    Level 1: 200-250 mental damage, Huge objects, 70 energy, 10 energy per second, 
             level 30, Telekinetic Mastery level 5
    
    Psychic Shout/Psychis Scream/Psychic Legend: Radial attack to cripple and slow
                                                 enemies
    Active Power
    Level 1: 4-5 mental damage, -1 Strike, 10 feet, 3 seconds, 25 energy, level 5
    Level 2: 9-11 mental damage, -1 Strike & Agility, 10 feet, 4 seconds, 
             30 energy, level 7
    Level 3: 15-18 mental damage, -2 Strike, -1 Agility, 10 feet, 4 seconds, 
             35 energy, level 9
    Level 4: 25-31 mental damage, -2 Strike & Agility, 10 feet, 5 seconds, 
             40 energy, level 11
    Level 5: 50-63 mental damage, -3 Strike, -2 Agility, 10 feet, 5 seconds, 
             45 energy, level 13
    Level 1: 80-100 mental damage, -3 Strike & Agility, 20 feet, 6 seconds, 
             55 energy, level 20, Psychic Shout level 5
    Level 2: 100-125 mental damage, -4 Strike, -3 Agility, 20 feet, 6 seconds, 
             60 energy, level 22
    Level 3: 125-150 mental damage, -4 Strike & Agility, 20 feet, 7 seconds, 
             65 energy, level 24
    Level 4: 150-165 mental damage, -5 Strike, -4 Agility, 20 feet, 7 seconds, 
             70 energy, level 26
    Level 5: 175-215 mental damage, -5 Strike & Agility, 20 feet, 8 seconds, 
             75 energy, level 28
    Level 1: 200-250 mental damage, -6 Strike, -5 Agility, 30 feet, 10 seconds, 
             85 energy, level 30, Psychic Scream level 5
    
    Telekinetic Shield/Telekinetic Shell/Telekinetic Armor: Creates a field of
                                                            protection
    Active Power
    Level 1: 15 seconds, -10 damage, 60 energy, level 5
    Level 2: 16 seconds, -13 damage, 70 energy, level 7
    Level 3: 17 seconds, -13 damage, 80 energy, level 9
    Level 1: 20 seconds, -16 damage, affects nearby allies, 100 energy, level 14, 
             Telekinetic Shield level 3
    Level 2: 22 seconds, -16 damage, affects nearby allies, 110 energy, level 16
    Level 3: 24 seconds, -20 damage, affects nearby allies, 120 energy, level 18
    Level 1: 28 seconds, -20 damage, affects all allies, 140 energy, level 23, 
             Telekinetic Shell level 3
    Level 2: 32 seconds, -30 damage, affects all allies, 150 energy, level 25
    Level 3: 36 seconds, -50 damage, affects all allies, 160 energy, level 27
    
    PHOENIX FORCE: Possesses Jean, lifts all targets off the ground and smashes
                   them.
    Active Power
    Level 1: level 15
    
    Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
    Passive Power
    Level 1: 4-5 mental damage, level 3
    Level 2: 9-11 mental damage, level 5
    Level 3: 15-18 mental damage, level 9
    Level 1: 25-31 mental damage, level 12, Psionic Strike level 3
    Level 2: 50-63 mental damage, level 15
    Level 3: 80-100 mental damage, level 18
    
    Telekinetic Combat: Increase damage for all mental attacks
    Passive Power
    Level 1: +4-5 damage, level 4
    Level 2: +15-18 damage, level 9
    Level 3: +50-63 damage, level 14
    Level 4: +100-125 damage, level 19
    Level 5: +150-165 damage, level 24
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Flight: Allows character to fly and improves control
    Passive Power
    Level 1: 40 energy per second
    Level 2: 30 energy per second
    Level 3: 20 energy per second, allows flight pickup
    Level 4: 10 energy per second, allows flight pickup
    Level 5: 5 energy per second, allows flight pickup
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    ______________________________________________________________________________
                                  3h: Jubilee
    Energy Burst/Energy Blast/Legend Blast: Throw a charged energy globule
    Active Power
    Level 1: 3 Globules, 4-5 energy damage per globule, 10 energy
    Level 2: 3 globules, 6-8 energy damage per globule, 15 energy, level 3
    Level 3: 3 globules, 9-11 energy damage per globule, 20 energy, level 5
    Level 4: 3 globules, 12-15 energy damage per globule, 25 energy, level 7
    Level 5: 3 globules, 15-18 energy damage per globule, 30 energy, level 9
    Level 1: 5 globules, 15-18 energy damage per globule, 120 knockback, 40 energy,
             level 15, Energy Burst level 5
    Level 2: 5 globules, 20-25 energy damage per globule, 120 knockback, 45 energy,
             level 17
    Level 3: 5 globules, 25-31 energy damage per globule, 190 knockback, 50 energy,
             level 19
    Level 4: 5 globules, 37-45 energy damage per globule, 190 knockback, 55 energy,
             level 21
    Level 5: 5 globules, 50-63 energy damage per globule, 245 knockback, 60 energy,
             level 23
    Level 1: 7 globules, 50-63 energy damage per globule, 370 knockback, 70 energy,
             level 30, Energy Blast level 5
    
    Photo Flash/Strobe Flash/Legend Flash: Radial light attack to confuse enemies
    Active Power
    Level 1: 1-3 sec. confusion, short range, 25 energy, level 5
    Level 2: 2-4 sec. confusion, short range, 30 energy, level 7
    Level 3: 2-5 sec. confusion, short range, 35 energy, level 9
    Level 4: 2-6 sec. confusion, short range, 40 energy, level 11
    Level 5: 2-7 sec. confusion, short range, 45 energy, level 13
    Level 1: 2-10 sec. conversion, medium range, 55 energy, level 20, 
             Photo Flash level 5
    Level 2: 2-11 sec. conversion, medium range, 60 energy, level 22
    Level 3: 2-12 sec. conversion, medium range, 65 energy, level 24
    Level 4: 2-13 sec. conversion, medium range, 70 energy, level 26
    Level 5: 2-14 sec. conversion, medium range, 75 energy, level 28
    Level 1: 5-20 sec. conversion, medium range, 85 energy, level 30, 
             Strobe Flash level 5
    
    Bait/Taunt/Pep Rally: Lower enemy attacks
    Active Power
    Level 1: 15 seconds, -25% damage, 10 foot range, 60 energy, level 5
    Level 2: 16 seconds, -35% damage, 10 foot range, 70 energy, level 7
    Level 3: 17 seconds, -45% damage, 10 foot range, 60 energy, level 9
    Level 1: Taunts, 20 seconds, -45% damage, 11 foot range, 100 energy, level 14, 
             Bait level 5
    Level 2: Taunts, 22 seconds, -50% damage, 12 foot range, 110 energy, level 16
    Level 3: Taunts, 24 seconds, -50% damage, 13 foot range, 120 energy, level 18
    Level 1: Taunts, 28 seconds, -50% damage, 13 foot range, 
             +10% to allies Strike & Agility, 140 energy, level 23, Taunt level 5
    Level 2: Taunts, 32 seconds, -50% damage, 13 foot range, 
             +15% to allies Strike & Agility, 150 energy, level 25
    Level 3: Taunts, 36 seconds, -50% damage, 13 foot range, 
             +20% to allies Strike & Agility, 160 energy, level 27
    
    INDEPENDENCE DAY: Fill the sky with fireworks
    Active Power
    Level 1: level 15
    
    Detonate: Add energy to charged objects
    Passive Power
    Level 1: 15-18 energy damage, 40 knockback, 4 foot range, 20 energy, level 2
    Level 2: 25-31 energy damage, 120 knockback, 5 foot range, 20 energy, level 7
    Level 3: 50-63 energy damage, 190 knockback, 6 foot range, 20 energy, level 12
    Level 4: 80-100 energy damage, 245 knockback, 7 foot range, 20 energy, level 17
    Level 5: 100-125 energy damage, 305 knockback, 8 foot range, 20 energy, 
             level 22
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Accuracy: Increase chance of a critical attack for ranged damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance
    Level 3: +6% chance
    Level 4: +8% chance
    Level 5: +10% chance
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Point Blank Shot: Increase damage to targets within 10 feet
    Passive Power
    Level 1: +10% damage, level 4
    Level 2: +20% damage, level 9
    Level 3: +30% damage, level 14
    Level 4: +40% damage, level 19
    Level 5: +50% damage, level 24
    
    ______________________________________________________________________________
                                  3i: Magma
    Fiery Blast/Magma Blast/Magma Legend: Improved Fiery Blast; can build molten 
                                          rock bridges, can weld
    Active Power
    Level 1: 3 lava balls, 4-5 energy damage per ball, 10 energy
    Level 2: 3 lava balls, 6-8 energy damage per ball, 15 energy, level 3
    Level 3: 3 lava balls, 9-11 energy damage per ball, 20 energy, level 5
    Level 4: 3 lava balls, 12-15 energy damage per ball, 25 energy, level 7
    Level 5: 3 lava balls, 15-18 energy damage per ball, 30 energy, level 9
    Level 1: 5 lava balls, 15-18 energy damage per ball, 40 energy, level 15, 
             Fiery Blast level 5
    Level 2: 5 lava balls, 20-25 energy damage per ball, 45 energy, level 17
    Level 3: 5 lava balls, 25-31 energy damage per ball, 50 energy, level 19
    Level 4: 5 lava balls, 37-45 energy damage per ball, 55 energy, level 21
    Level 5: 5 lava balls, 50-63 energy damage per ball, 60 energy, level 23
    Level 1: 7 lava balls, 50-63 energy damage per ball, 70 energy, level 30, 
             Magma Blast level 5
    
    Lava Fissure/Lava Rift/Legend Rift: Molten rock erupts from the ground; can
                                        build lava bridges
    Active Power
    Level 1: 9-11 energy damage, 5 foot radius, 25 energy, level 5
    Level 2: 15-18 energy damage, 5.5 foot radius, 30 energy, level 7
    Level 3: 25-31 energy damage, 6 foot radius, 35 energy, level 9
    Level 4: 50-63 energy damage, 6.5 foot radius, 40 energy, level 11
    Level 5: 80-100 energy damage, 7 foot radius, 45 energy, level 13
    Level 1: 80-100 energy damage, 7.5 foot radius, 55 energy,
             launches enemies upward, level 20, Lava Fissure level 5
    Level 2: 100-125 energy damage, 8 foot radius, 60 energy, 
             launches enemies upward, level 22
    Level 3: 125-150 energy damage, 8.5 foot radius, 65 energy, 
             launches enemies upward, level 24
    Level 4: 150-165 energy damage, 9 foot radius, 70 energy, 
             launches enemies upward, level 26
    Level 5: 175-215 energy damage, 9.5 foot radius, 75 energy, 
             launches enemies upward, level 28
    Level 1: 200-250 energy damage, 10 foot radius, 85 energy, 
             launches enemies upward, level 30, Lava Rift level 5
    
    Fiery Form/Magma Form/Atlas Form: Improved Fiery Form
    Active Power
    Level 1: 15 seconds, -5 damage, +1 Might, -50% fire damage, 60 energy, level 5
    Level 2: 16 seconds, -8 damage, +1 Might, -50% fire damage, 70 energy, level 7
    Level 3: 17 seconds, -10 damage, +1 Might, -50% fire damage, 80 energy, level 9
    Level 1: 20 seconds, -13 damage, +1 Might, +4-5 energy damage, 
             -50% fire damage, 100 energy, level 14, Fiery Form level 3
    Level 2: 22 seconds, -16 damage, +1 Might, +6-8 energy damage, 
             -50% fire damage, 110 energy, level 16
    Level 3: 24 seconds, -20 damage, +1 Might, +9-11 energy damage,
             -50% fire damage, 120 energy, level 18
    Level 1: 28 seconds, -20 damage, +1 Might, +15-18 energy damage,
             +6-8 touch damage, -50% fire damage, 140 energy, level 23,
             Magma Form level 3
    Level 2: 32 seconds, -20 damage, +1 Might, +20-25 energy damage,
             +9-11 touch damage, -50% fire damage, 150 energy, level 25
    Level 3: 36 seconds, -20 damage, +1 Might, +25-31 energy damage,
             +12-15 touch damage, -50% fire damage, 160 energy, level 27
    
    Volcano: A volcano erupts and rains rocks (duh...what else would a volcano do?)
    Active Power
    Level 1: level 15
    
    Burning Rage/Erupting Rage: Add fire damage to melee attacks
    Passive Power
    Level 1: 4-5 energy damage, 3 destruction, level 3
    Level 2: 9-11 energy damage, 3 destruction, level 5
    Level 3: 15-18 energy damage, 4 destruction, level 9
    Level 1: 25-31 energy damage, 4 destruction, level 12, Burning Rage level 3
    Level 2: 50-63 energy damage, 5 destruction, level 15
    Level 3: 80-100 energy damage, 5 destruction, level 18
    
    Lava Tracks: Can lava skate
    Passive Power
    Level 1: 10 feet, 9-11 energy damage, 40 knockback, 10 energy per 10 feet, 
             level 2
    Level 2: 20 feet, 15-18 energy damage, 120 knockback, 15 energy per 10 feet, 
             level 7
    Level 3: 30 feet, 25-31 energy damage, 190 knockback, 20 energy per 10 feet, 
             level 12
    Level 4: 40 feet, 50-63 energy damage, 245 knockback, 25 energy per 10 feet,
             level 17
    Level 5: 80-100 energy damage, 305 knockback, 30 energy per 10 feet, 
             no distance restrictions, level ?
    
    Magma Might: Increase lifting strength and damage done in Magma form
    Passive Power
    Level 1: +5% damage, Heavy Object lifting, +3 destruction, level 4
    Level 2: +10% damage, Massive Object lifting, +6 destruction, level 9
    Level 3: +15% damage, Gigantic Object lifting, +8 destruction, level 14
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    ______________________________________________________________________________
                                  3j: Nightcrawler
    Teleport Leap/Teleport Strike/Legend Strike: Teleport ahead; if an enemy is
                                                 ahead, teleport behind and strike
    Active Power
    Level 1: 4-5 physical damage, 15 foot range, 10 energy
    Level 2: 6-8 physical damage, 18 foot range, 15 energy, level 3
    Level 3: 9-11 physical damage, 22 foot range, 20 energy, level 5
    Level 4: 12-15 physical damage, 26 foot range, 25 energy, can teleport allies, 
             level 7
    Level 5: 15-18 physical damage, 30 foot range, 30 energy, can teleport allies, 
             level 9
    Level 1: 20-25 physical damage, 34 foot range, 40 energy, can teleport allies, 
             level 15, Teleport Leap level 5
    Level 2: 25-31 physical damage, 38 foot range, 45 energy, can teleport allies, 
             level 17
    Level 3: 50-63 physical damage, 42 foot range, 50 energy, can teleport allies, 
             level 19
    Level 4: 80-100 physical damage, 45 foot range, 55 energy, can teleport allies,
             level 21
    Level 5: 100-125 physical damage, 48 foot range, 60 energy, 
             can teleport allies, level 23
    Level 1: 150-165 physical damage, 50 foot range, 70 energy, 
             can teleport allies, level 30, Teleport Strike level 5
    
    Teleport Flurry/Teleport Frenzy/Legend Frenzy: Teleport around an area,
                                                   hitting enemies
    Active Power
    Level 1: 4-5 physical damage, 14 foot range, 2 attacks, 40 energy, 
             5 energy per attack, level 5
    Level 2: 9-11 physical damage, 16 foot range, 2 attacks, 50 energy, 
             5 energy per attack, level 7
    Level 3: 15-18 physical damage, 18 foot range, 3 attacks, 60 energy, 
             5 energy per attack, level 9
    Level 4: 25-31 physical damage, 20 foot range, 3 attacks, 70 energy, 
             5 energy per attack, level 11
    Level 5: 50-63 physical damage, 22 foot range, 4 attacks, 80 energy, 
             5 energy per attack, level 13
    Level 1: 50-63 physical damage, 24 foot range, 5 attacks, 90 energy, 
             5 energy per attack, level 20, Teleport Flurry level 5
    Level 2: 65-80 physical damage, 26 foot range, 5 attacks, 100 energy, 
             5 energy per attack, level 22
    Level 3: 80-100 physical damage, 28 foot range, 6 attacks, 110 energy, 
             5 energy per attack, level 24
    Level 4: 90-110 physical damage, 30 foot range, 6 attacks, 120 energy, 
             5 energy per attack, level 26
    Level 5: 100-125 physical damage, 30 foot range, 7 attacks, 130 energy, 
             5 energy per attack, level 28
    Level 1: 110-135 physical damage, 30 foot range, 8 attacks, 140 energy, 
             5 energy per attack, level 30, Teleport Frenzy level 5
    
    Shadow Blend/Shadow Arts/Shadow Mastery: Become nearly invisible, so that
                                             enemies almost can't hit you
    Active Power
    Level 1: 15 seconds, -5 damage, +2 Agility, 60 energy, level 5
    Level 1: 16 seconds, -8 damage, +3 Agility, 70 energy, level 7
    Level 1: 17 seconds, -10 damage, +4 Agility, 80 energy, level 9
    Level 1: 20 seconds, -13 damage, +6 Agility, 100 energy, level 14, 
             Shadow Blend level 3
    Level 1: 22 seconds, -16 damage, +7 Agility, 110 energy, level 16
    Level 1: 24 seconds, -20 damage, +8 Agility, 120 energy, level 18
    Level 1: 28 seconds, -30 damage, +10 Agility, 140 energy, level 23, 
             Shadow Arts level 3
    Level 1: 32 seconds, -50 damage, +11 Agility, 150 energy, level 25
    Level 1: 36 seconds, -80 damage, +12 Agility, 160 energy, level 27
    
    BLINDSIDE BLITZ: Unrelenting teleport attack frenzy
    Active Power
    Level 1: level 15
    
    Leap of Faith: Chance to rescue friends as they die within range, under AI 
                   control
    Passive Power
    Level 1: 25% chance within 10 feet, level 3
    Level 2: 50% chance within 15 feet, level 8
    Level 3: 75% chance within 30 feet, level 13
    Level 4: 80% chance within 45 feet, level 18
    Level 5: 100% chance within 60 feet, level 23
    
    Sucker Punch: Bonus chance for critical if from a teleport attack
    Passive Power
    Level 1: 3% bonus, level 4
    Level 2: 6% bonus, level 9
    Level 3: 9% bonus, level 14
    Level 4: 12% bonus, level 19
    Level 5: 15% bonus, level 24
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Acrobatics: Unlock acrobatic moves
    Passive Power
    Level 1: +2 Agility, Double Jump
    Level 2: +4 Agility, Double Jump
    Level 3: +6 Agility, Double Jump
    Level 4: +8 Agility, Double Jump
    Level 5: +10 Agility, Double Jump
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    ______________________________________________________________________________
                                  3k: Professor X
    Hammer Legend: A heavy psychic punch
    Active Power
    Level 1: 200-250 Mental Damage, 10 destruction, 620 knockback, 70 energy
    
    Blast Legend: Spheric release of mental energy
    Active Power
    Level 1: 20-250 mental damage, 10 destruction, 620 knockback, 12 feet, 
             100 energy
    
    Psychic Defense: Psychic shield around self
    Active Power
    Level 1: 28 seconds, -50 physical damage, -100% knockback, -100% pain, 
             160 energy
    
    PSYCHIC MAELSTROM: Psychic energy & lightning ravage the area
    Active Power
    Level 1: (unlocked)
    
    Psionic Combat: Add mental damage to melee attacks
    Passive Power
    Level 1: +4-5 mental damage to physical attacks
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Leadership: Damage & Combo EXP bonus to any combo Cyclops is involved in
    Passive Power
    Level 1: +25% damage, +5% EXP, level 4
    Level 2: +50% damage, +10% EXP, level 9
    Level 3: +75% damage, +15% EXP, level 14
    Level 4: +100% damage, +20% EXP, level 19
    Level 5: +150% damage, +25% EXP, level 24
    
    Might: Increase lifting strength, melee damage, and melee damage level
    Passive Power
    Level 1: +5% damage, Heavy Object lifting, +3 destruction
    Level 2: +10% damage, Massive Object lifting, +6 destruction
    Level 3: +15% damage, Gigantic Object lifting, +8 destruction
    
    ______________________________________________________________________________
                                  3l: Psylocke
    Psychic Slash/Psychic Hammer/Legend Hammer: Powerful psychic blade attack
    Active Power
    Level 1: 4-5 mental damage, 10 energy
    Level 2: 9-11 mental damage, 15 energy, level 3
    Level 3: 15-18 mental damage, 20 energy, level 5
    Level 4: 25-31 mental damage, 25 energy, level 7
    Level 5: 50-63 mental damage, 30 energy, level 9
    Level 1: 80-100 mental damage, 120 knockback, 40 energy, level 15, 
             Psychic Slash level 5
    Level 2: 100-125 mental damage, 190 knockback, 45 energy, level 17
    Level 3: 125-150 mental damage, 245 knockback, 50 energy, level 19
    Level 4: 150-165 mental damage, 305 knockback, 55 energy, level 21
    Level 5: 175-215 mental damage, 370 knockback, 60 energy, level 23
    Level 1: 200-250 mental damage, 430 knockback, 70 energy, level 30, 
             Psychic Hammer level 5
    
    Psychic Bolts/Psychic Spikes/Legend Bolts: Throw psychic bolts
    Active Power
    Level 1: 3 blades, 4-5 mental damage per blade, 25 energy, Level 5
    Level 2: 3 blades, 6-8 mental damage per blade, 30 energy, Level 7
    Level 3: 3 blades, 9-11 mental damage per blade, 35 energy, Level 9
    Level 4: 3 blades, 12-15 mental damage per blade, 40 energy, Level 11
    Level 5: 3 blades, 15-18 mental damage per blade, 45 energy, Level 13
    Level 1: 5 blades, 15-18 mental damage per blade, 55 energy, Level 20, 
             Psychic Bolts level 5
    Level 2: 5 blades, 20-25 mental damage per blade, 60 energy, Level 22
    Level 3: 5 blades, 25-31 mental damage per blade, 65 energy, Level 24
    Level 4: 5 blades, 37-45 mental damage per blade, 70 energy, Level 26
    Level 5: 5 blades, 50-63 mental damage per blade, 75 energy, Level 28
    Level 1: 7 blades, 50-63 mental damage per blade, 85 energy, Level 30, 
             Psychic Spikes level 5
    
    Psychic Defense/Psychic Armor/Psychic Wall: Increase defense
    Active Power
    Level 1: 15 seconds, -8 mental damage, affects nearby allies, 60 energy, 
             level 5
    Level 2: 16 seconds, -10 mental damage, affects nearby allies, 70 energy, 
             level 7
    Level 3: 17 seconds, -13 mental damage, affects nearby allies, 80 energy, 
             level 9
    Level 1: 20 seconds, -13 mental damage, -8 knockback, affects nearby allies, 
             100 energy, level 14, Psychic Defense level 3
    Level 2: 22 seconds, -16 mental damage, -10 knockback, affects nearby allies, 
             110 energy, level 16
    Level 3: 24 seconds, -20 mental damage, -13 knockback, affects nearby allies, 
             120 energy, level 18
    Level 1: 28 seconds, -20 mental damage, -16 knockback, +10 Focus, 
             affects all allies, 140 energy, level 23, Psychic Armor level 3
    Level 2: 32 seconds, -30 mental damage, -20 knockback, +20 Focus, 
             affects all allies, 150 energy, level 25
    Level 3: 36 seconds, -50 mental damage, -30 knockback, +30 Focus, 
             affects all allies, 160 energy, level 27
    
    PSYCHIC ONSLAUGHT: Psychic blades strike down your foes
    Active Power
    Level 1: level 15
    
    Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
    Passive Power
    Level 1: 4-5 mental damage, level 3
    Level 2: 9-11 mental damage, level 5
    Level 3: 15-18 mental damage, level 9
    Level 1: 25-31 mental damage, level 12, Psionic Strike level 3
    Level 2: 50-63 mental damage, level 15
    Level 3: 80-100 mental damage, level 18
    
    Blade Master: Psychic dagger increases in power & size
    Level 1: +4-5 damage, level 4
    Level 2: +15-18 damage, dagger blade, level 9
    Level 3: +50-63 damage, dagger blade, level 14
    Level 4: +100-125 damage, sword blade, level 19
    Level 5: +175-215 damage, sword blade, level 24
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    ______________________________________________________________________________
                                  3m: Rogue
    Southern Strike/Southern Smash/Southern Legend: Smash punch
    Active Power
    Level 1: 15-18 damage, 40 knockback, 10 energy
    Level 2: 25-31 damage, 120 knockback, 15 energy, level 3
    Level 3: 50-63 damage, 190 knockback, 20 energy, level 5
    Level 4: 80-100 damage, 245 knockback, 25 energy, level 7
    Level 5: 100-125 damage, 305 knockback, 30 energy, level 9
    Level 1: 150-165 damage, 305 knockback, 40 energy, level 15, 
             Southern Strike level 5
    Level 2: 175-215 damage, 370 knockback, 45 energy, level 17
    Level 3: 200-250 damage, 430 knockback, 50 energy, level 19
    Level 4: 350-310 damage, 500 knockback, 55 energy, level 21
    Level 5: 300-375 damage, 555 knockback, 60 energy, level 23
    Level 1: 450-550 damage, 620 knockback, 70 energy, level 30, 
             Southern Smash level 5
    
    Ability Drain/Ability Sap/Consume Ability: Stun victim & steal powers; if no 
                                               victim, a taunt
    Active Power
    Level 1: 4-5 damage, 10 second stun, steal basic attack power, damage level 1, 
             25 energy, level 5
    Level 2: 9-11 damage, 15 second stun, steal basic attack power, damage level 2,
              30 energy, level 7
    Level 3: 15-18 damage, 17 second stun, steal basic attack power, 
             damage level 3, 35 energy, level 9
    Level 4: 25-31 damage, 19 second stun, steal basic attack power, 
             damage level 4, 40 energy, level 11
    Level 5: 50-63 damage, 21 second stun, steal basic attack power, 
             damage level 5, 45 energy, level 13
    Level 1: 80-100 damage, 25 second stun, steal heavy attack power, 
             damage level 5, 55 energy, level 20, Ability Drain level 5
    Level 2: 100-125 damage, 28 second stun, steal heavy attack power, 
             damage level 6, 60 energy, level 22
    Level 3: 125-150 damage, 30 second stun, steal heavy attack power, 
             damage level 7, 65 energy, level 24
    Level 4: 150-165 damage, 32 second stun, steal heavy attack power, 
             damage level 8, 70 energy, level 26
    Level 5: 175-215 damage, 34 second stun, steal heavy attack power, 
             damage level 9, 75 energy, level 28
    Level 1: 200-250 damage, 45 second stun, steal heavy attack power, 
             damage level 10, 85 energy, level 30, Ability Sap level 5
    
    Bullet Proof/Iron Maiden/Invulnerability: Boost defense and resistance
    Active Power
    Level 1: 15 seconds, -5 physical damage, -30% pain, 60 energy, level 5
    Level 2: 16 seconds, -8 physical damage, -60% pain, 70 energy, level 7
    Level 3: 17 seconds, -10 physical damage, -60% pain, 80 energy, level 9
    Level 1: 20 seconds, -10 physical damage, -5 beam damage, -60% pain, 
             -100% knockback, 100 energy, level 14, Bullet Proof level 3
    Level 2: 22 seconds, -13 physical damage, -8 beam damage, -60% pain, 
             -100% knockback, 110 energy, level 16
    Level 3: 24 seconds, -16 physical damage, -10 beam damage, -60% pain, 
             -100% knockback, 120 energy, level 18
    Level 1: 28 seconds, -16 physical damage, -10 beam damage, -60% pain, 
             -100% knockback, 10% chance to deflect physical, 140 energy, level 23,
             Iron Maiden level 3
    Level 2: 32 seconds, -20 physical damage, -13 beam damage, -100% pain, 
             -100% knockback, 25% chance to deflect physical, 150 energy, level 25
    Level 3: 36 seconds, -30 physical damage, -16 beam damage, -100% pain, 
             -100% knockback, 40% chance to deflect physical, 160 energy, level 27
    
    ENERGY DRAIN: Stun, sap energy from, and prevent use of powers by enemies
    Active Power
    Level 1: level 15
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Flight: Allows character to fly and improves control
    Passive Power
    Level 1: 40 energy per second
    Level 2: 30 energy per second
    Level 3: 20 energy per second, allows flight pickup
    Level 4: 10 energy per second, allows flight pickup
    Level 5: 5 energy per second, allows flight pickup
    
    Grappling: Improves Strike, reflect punch & kick damage
    Passive Power
    Level 1: +2 Strike, reflect 4-5 punch/kick damage
    Level 2: +4 Strike, reflect 9-11 punch/kick damage
    Level 3: +6 Strike, reflect 15-18 punch/kick damage
    Level 4: +8 Strike, reflect 25-31 punch/kick damage
    Level 5: +10 Strike, reflect 50-63 punch/kick damage
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Might: Increase lifting strength, melee damage, and melee damage level
    Passive Power
    Level 1: +5% damage, Heavy Object lifting, +3 destruction
    Level 2: +10% damage, Massive Object lifting, +6 destruction
    Level 3: +15% damage, Gigantic Object lifting, +8 destruction
    
    ______________________________________________________________________________
                                  3n: Storm
    Lightning Strike/Chain Lightning/Legend Lightning: Cast lightning down on
                                                       enemy; can weld
    Active Power
    Level 1: 9-11 energy damage, 1 destruction, 10 energy
    Level 2: 15-18 energy damage, 1 destruction, 15 energy, level 3
    Level 3: 25-31 energy damage, 2 destruction, 20 energy, level 5
    Level 4: 50-63 energy damage, 2 destruction, 25 energy, level 7
    Level 5: 80-100 energy damage, 3 destruction, 30 energy, level 9
    Level 1: 100-125 energy damage, 4 destruction, 40 energy, level 15, 
             Lightning Strike level 5
    Level 2: 125-150 energy damage, 5 destruction, 45 energy, level 17
    Level 3: 150-165 energy damage, 6 destruction, 50 energy, level 19
    Level 4: 175-215 energy damage, 7 destruction, 55 energy, level 21
    Level 5: 200-250 energy damage, 8 destruction, 60 energy, level 23
    Level 1: 250-310 energy damage, 10 destruction, 70 energy, level 30, 
             Chain Lightning level 5
    
    Whirlwind/Tornado/Legend Vortex: Create a whirlwind to throw enemies and 
                                     objects
    Active Power
    Level 1: Small objects, 1-2 damage per second for 1 second, 25 energy, level 5
    Level 2: Small objects, 1-2 damage per second for 1.5 seconds, 30 energy, 
             level 7
    Level 3: Small objects, 2-4 damage per second for 2 seconds, 35 energy, level 9
    Level 4: Small objects, 2-4 damage per second for 2.5 seconds, 40 energy, 
             level 11
    Level 5: Small objects, 4-5 damage per second for 3 seconds, 45 energy, 
             level 13
    Level 1: Medium objects, 6-8 damage per second for 3.5 seconds, 55 energy, 
             level 20, Whirlwind level 5
    Level 2: Medium objects, 9-11 damage per second for 4 seconds, 60 energy, 
             level 22
    Level 3: Medium objects, 15-18 damage per second for 4.5 seconds, 65 energy, 
             level 24
    Level 4: Medium objects, 25-31 damage per second for 5 seconds, 70 energy, 
             level 26
    Level 5: Medium objects, 50-63 damage per second for 6 seconds, 75 energy, 
             level 28
    Level 1: Large objects, 100-125 damage per second for 8 seconds, 85 energy, 
             level 30, Tornado level 5
    
    Storm Shield/Hail Shield/Blizzard Shield: Shield for physical attacks
    Active Power
    Level 1: 15 seconds, -8 damage, 60 energy, level 5
    Level 2: 16 seconds, -10 damage, 70 energy, level 7
    Level 3: 17 seconds, -13 damage, 80 energy, level 9
    Level 1: 20 seconds, -13 damage, affects nearby allies, 4-5 touch damage, 
             100 energy, level 14, Storm Shield level 3
    Level 2: 22 seconds, -16 damage, affects nearby allies, 6-8 touch damage, 
             110 energy, level 16
    Level 3: 24 seconds, -20 damage, affects nearby allies, 9-11 touch damage, 
             120 energy, level 18
    Level 1: 28 seconds, -20 damage, affects all allies, 15-18 touch damage, 
             140 energy, level 23, Hail Shield level 3
    Level 2: 32 seconds, -30 damage, affects all allies, 20-25 touch damage, 
             150 energy, level 25
    Level 3: 36 seconds, -50 damage, affects all allies, 25-31 touch damage, 
             160 energy, level 27
    
    CYCLONE FURY: XTreme wind and lightning attack
    Level 1: ?, level 15
    
    Lightning Fury/Ligghtning Rage: Add lightning damage to melee attacks
    Passive Power
    Level 1: 4-5 damage, 3 destruction, level 3
    Level 2: 9-11 damage, 3 destruction, level 5
    Level 3: 15-18 damage, 4 destruction, level 9
    Level 1: 25-31 damage, 4 destruction, level 12, Lightning Fury level 3
    Level 2: 50-63 damage, 5 destruction, level 15
    Level 3: 80-100 damage, 5 destruction, level 18
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Flight: Allows character to fly and improves control
    Passive Power
    Level 1: 40 energy per second
    Level 2: 30 energy per second
    Level 3: 20 energy per second, allows flight pickup
    Level 4: 10 energy per second, allows flight pickup
    Level 5: 5 energy per second, allows flight pickup
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Leadership: Damage & Combo EXP bonus to any combo Cyclops is involved in
    Passive Power
    Level 1: +25% damage, +5% EXP, level 4
    Level 2: +50% damage, +10% EXP, level 9
    Level 3: +75% damage, +15% EXP, level 14
    Level 4: +100% damage, +20% EXP, level 19
    Level 5: +150% damage, +25% EXP, level 24
    
    ______________________________________________________________________________
                                  3o: Wolverine
    Brutal Slash/Eviscerate/Legend Slash: Brutal claw slash and stab.
    Active power
    Level 1: 25-31 physical damage, 3 destruction, 245 knockback, 10 energy
    Level 2: 50-63 physical damage, 3 destruction, 245 knockback, 15 energy, 
             level 3
    Level 3: 80-100 physical damage, 3 destruction, 245 knockback, 20 energy, 
             level 5
    Level 4: 100-125 physical damage, 3 destruction, 245 knockback, 25 energy, 
             level 7
    Level 5: 125-150 physical damage, 3 destruction, 245 knockback, 30 energy, 
             level 9
    Level 1: 150-165 physical damage, 3 destruction, 245 knockback, 40 energy, 
             adds bleed damage, level 15, Brutal Slash level 5
    Level 2: 175-215 physical damage, 3 destruction, 245 knockback, 45 energy, 
             adds bleed damage, level 17
    Level 3: 200-250 physical damage, 3 destruction, 245 knockback, 50 energy, 
             adds bleed damage, level 19
    Level 4: 250-310 physical damage, 3 destruction, 245 knockback, 55 energy, 
             adds bleed damage, level 21
    Level 5: 300-375 physical damage, 3 destruction, 245 knockback, 60 energy, 
             adds bleed damage, level 23
    Level 1: 450-550 physical damage, 3 destruction, 245 knockback, 70 energy, 
             adds bleed damage, level 30, Eviscerate level 5
    
    Claw Flurry/Claw Frenzy/Legend Frenzy: Multiple slashing attack
    Active power
    Level 1: 9-11 physical damage, 25 energy, level 5
    Level 2: 15-18 physical damage, 30 energy, up to 2 attacks in sequence, level 7
    Level 3: 25-31 physical damage, 35 energy, up to 2 attacks in sequence, level 9
    Level 4: 50-63 physical damage, 40 energy, up to 3 attacks in sequence, 
             level 11
    Level 5: 80-100 physical damage, 45 energy, up to 3 attacks in sequence, 
             level 13
    Level 1: 100-125 physical damage, 55 energy, up to 3 attacks in sequence, 
             level 20, Claw Flurry level 5
    Level 2: 125-150 physical damage, 60 energy, up to 4 attacks in sequence, 
             level 22
    Level 3: 150-165 physical damage, 65 energy, up to 4 attacks in sequence, 
             level 24
    Level 4: 175-215 physical damage, 70 energy, up to 5 attacks in sequence, 
             level 26
    Level 5: 200-250 physical damage, 75 energy, up to 5 attacks in sequence, 
             level 28
    Level 1: 250-310 physical damage, 85 energy, up to 5 attacks in sequence, 
             level 30, Claw Frenzy level 5
    
    Feral Rage/Berserker Rage/Unstoppable Rage: Enter a raged state
    Active Power
    Level 1: 15 seconds, +5 Agility, +30% movement, 60 energy, level 5
    Level 2: 16 seconds, +5 Agility, +30% movement, 70 energy, level 7
    Level 3: 17 seconds, +5 Agility, +30% movement, 80 energy, level 9
    Level 1: 20 seconds, +5 Agility, +30% movement, +5 Strike, 100 energy, 
             level 14, Feral Rage level 3
    Level 2: 22 seconds, +5 Agility, +30% movement, +5 Strike, 110 energy, level 16
    Level 3: 24 seconds, +5 Agility, +30% movement, +5 Strike, 120 energy, level 18
    Level 1: 28 seconds, +5 Agility, +30% movement, +5 Strike, +5 Body, 
             140 energy, level 23, Berserker Rage level 3
    Level 2: 32 seconds, +5 Agility, +30% movement, +5 Strike, +5 Body, 
             150 energy, level 25
    Level 3: 36 seconds, +5 Agility, +30% movement, +5 Strike, +5 Body, 
             160 energy, level 27
    
    SAVAGE RAMPAGE: Dash from enemy to enemy brutally slashing them
    Active Power
    Level 1: level 15
    
    Healing Factor: Heal over time
    Passive Power
    Level 1: 2 HP/second after being idle for 5 seconds, -20& pain
    Level 2: 4 HP/second after being idle for 5 seconds, -40% pain, level 7
    Level 3: 6 HP/second after being idle for 5 seconds, -60% pain, level 12
    Level 4: 8 HP/second after being idle for 5 seconds, -80% pain, level 17
    Level 5: 10 HP/second after being idle for 5 seconds, -100% pain, level 22
    
    Sharpness: add damage & destruction to all claw attacks
    Passive Power
    Level 1: +4-5 Physical damage, +3 destruction, level 3
    Level 2: +9-11 Physical damage, +5 destruction, level 8
    Level 3: +15-18 Physical damage, +6 destruction, +4-5 bleed for 5 seconds, 
             level 13
    Level 4: +25-31 Physical damage, +7 destruction, +9-11 bleed for 7 seconds, 
             level 18
    Level 5: +50-63 Physical damage, +8 destruction, +15-18 bleed for 9 seconds, 
             level 20
    
    Toughness: Increase maximum HP
    Passive Power
    Level 1: +10% HP, Level 10
    Level 2: +15% HP, Level 12
    Level 3: +20% HP, Level 14
    
    Mutant Mastery: Increase maximum EP
    Passive Power
    Level 1: +10% EP, Level 10
    Level 2: +15% EP, Level 12
    Level 3: +20% EP, Level 14
    
    Critical Strike: Increase chance of a critical attack for melee damage
    Passive Power
    Level 1: +2% chance
    Level 2: +4% chance, level 7
    Level 3: +6% chance, level 12
    Level 4: +8% chance, level 17
    Level 5: +10% chance, level 22
    
    Expertise: Adds to Strike & Agility
    Passive Power
    Level 1: +1 Strike, +1 Agility
    Level 2: +2 Strike, +2 Agility
    Level 3: +3 Strike, +3 Agility
    Level 4: +4 Strike, +4 Agility
    Level 5: +5 Strike, +5 Agility
    
    
    ------------------------------------------------------------------------------
                                    04: Items
    ------------------------------------------------------------------------------  
    
    I have come to the realization the Forge and Healer's stocks are Level-based.
    Hopefully, on my next playthrough, I'll find out exactly when the stock
    changes pop up.
    ______________________________________________________________________________
                                  4a: Backpacks
    Name                        Buy   Effect
    Basic DNA Generator R       2000  +25% faster EP regeneration
    Basic Muscle Accelerator R  2000  Attack & run speed +10%
    Basic Power Enhancer        2000  +9-11 damage for all mutant power attacks
    Basic Targeting Implant     1500  +2% chance of ranged criticals
    Basic Tissue Generator R    1000  Regenerate 2 HP/s up to 25% after 5 sec. idle
    Basic Weakness Analyzer     2000  +2% chance of melee criticals
    DNA Generator R             3000  Regenerate EP 50% faster
    Muscle Accelerator R        3000  Attack & run speed +20%
    Power Enhancer              3000  +25-31 damage to mutant power attacks
    Super DNA Generator R       4000  Regenerate EP 75% faster
    Super Muscle Accelerator R  4000  Attack & run speed +30%
    Super Power Enhancer        4000  +80-100 damage to mutant power attacks
    Super Targeting Implant     4500  +6% chance of ranged criticals
    Super Tissue Generator R    6000  Regenerate 6 HP/s up to 75% after 5 sec. idle
    Super Weakness Analyzer     6000  +6% chance of melee criticals
    Targeting Implant           3000  +4% chance of ranged criticals
    Tissue Generator R          3000  Regenerate 4 HP/s up to 50% after 5 sec. idle
    Ultra DNA Generator         5000  Regenerate EP 100% faster
    Ultra Muscle Accelerator R  5000  Attack & run speed +40%
    Ultra Power Enhancer        5000  +125-150 damage to mutant power attacks
    Ultra Targeting Implant     6000  +8% chance of ranged criticals
    Ultra Tissue Generator R    10000 Regenerate 8 HP/s up to 100% after 5 sec.
                                      idle
    Ultra Weakness Analyzer     8000  +8% chance of melee criticals
    Weakness Analyzer           4000  +4% chance of melee criticals
    
    ______________________________________________________________________________
                                  4b: Uniques
    Agility of the Acrobat U          +20% damage to teleport attacks, +5 Agility,
                                      Nightcrawler level 20
    Astral Stone U                    +3 Focus, +9-11 damage vs. Shadow creatures
    Bands of the Beast U              +20% damage to mutant attacks, +5 strike,
                                      Beast level 20
    Belt of Unus U                    -13 damage, 20% chance to reflect beam damage
                                      to attacker, level 32
    Black Tom's Cane U          2500  +1 Body, -20% beam damage, level 7
    Caliban's Shroud U                +2 Focus, +25-31 punch damage, level 19
    Callisto's Eye Patch U            +2 Strike, +15-18 damage to melee attacks vs.
                                      Morlocks, level 15
    Cannonball's Flame U        4500  -8 damage, +100-125 damage for flying melee
                                      attacks, level 15
    Claws of Rage U                   +20% to claw attacks, +5 Strike, Wolverine
                                      level 20
    Crown of Apocalypse U             +4 Strike, +4 Agility, -2 Body, -2 Focus,
                                      +12% chance for melee criticals, level 35
    Cyber's Revenge U                 -8 Damage, +4-5 bleed damage for 5 sec. to
                                      punches, level 30
    Dead Man's Hand U                 +20% to power attacks, +5 Agility, Gambit
                                      level 20
    Deathbird's Javelin U       6500  Attack and run speed +20%, +9-11 bleed damage
                                      for 5 sec. to projectiles, level 20
    Diamond's Aura U                  +50% to punch/kick damage, +5 Body, Emma
                                      Frost level 20
    Eric the Red's Armor U            -8 damage, +100-125 damage to energy attacks
                                      vs. Magneto, level 29
    Flight of the Northstar U   2500  30% longer flying time, +20% knockback to
                                      knockback effects, level 10
    Gaunltets of Wrath U              +20% damage for power attacks, +20% stun
                                      duration, +5 Body, Rogue level 20
    Goddess Medallion U               +20% to wind & electricity, +5 Agility,
                                      Storm level 20
    Heart of the Assassin U           +20% to psychic attacks, +5 Strike, Psylocke
                                      level 20
    Hypnotic Skyburst U               +5 Agility, +20% damage to power attacks,
                                      Jubilee level 20
    Luck of the Longshot U      5500  +1 Strike, Agility, Body, Focus, 5% chance to
                                      reflect punch/kick for 125-150 damage,
                                      level 17
    Mantle of the Phoenix U           +20% to psionic attacks, +5 focus, Jean Grey
                                      level 20
    Manual of the Puck U        4000  +1 Agility, +15-18 damage to kicks, level 13
    Mask of Xorn U                    Power cost nothing to activate, level 35
    Opal of Ozymandius U        7000  +5 Body, 30% chance to reflect fire, cold and
                                      wind to attacker, level 23
    Ring of Polaris U           4000  +1 Body, +20% flight time, -40% knockback,
                                      level 13
    Sabretooh's Tags U                Regenerate 4 HP/s up to 50%, +25-31 blade
                                      damage to punches, Level 28
    Shadowcat's Touch U         4500  -5 damage, +25-31 to punch/kick attacks vs.
                                      Robots, level 15
    Shard of Cyttorak U         10000 -5 damage, +2 Body, +2 Strike, level 31
    Shi'Ar Battle Implants U          +3 to al traints, level 26
    Shi'Ar Body Shield U              +50% resistance to physical attacks, level 29
    Shi'Ar Energy Armor U             +50% resistance to energy attacks, level 30
    Shi'Ar Mind Gem U                 +50% resistance to mental attacks, level 28
    Soul of the Gladiator U           +20% to power attacks, +5 Body, Colossus
                                      level 20
    Spike Armor of Stryfe U     10500 -10 damage, +4-5 energy drain from punches,
                                      level 32
    Spikes of Penance U         8000  -8 Damage, reflects 80-100 physical damage to
                                      attacker, level 27
    Sword of Ogun U             7500  +3 Focus, +8% chance for punch/kick
                                      criticals, level 25
    The Exodus Cloak U                30% change to reflect mental damage to
                                      attacker, +80-100 damage vs. humans, level 18
    The Hammer of Nimrod U      4500  +125-150 damage to mutant attacks vs.
                                      Sentinels, level 13
    The X-Cutioner Hood U             Regenerate EP 50% faster, +80-100 damage vs.
                                      mutants, level 20
    Thunderbird's Beads U       5000  -20% physical damage, Stun immunity, level 18
    Vindicator's Gauntlets U    4000  +10% EXP, -20% beam damage, level 14
    Visor of Retribution U            +20% Optic damage, +5 Focus, Cyclops level 20
    Volcano's Might U                 +5 Body, +20% to power attacks, Magma
                                      level 20
    Winter's Fury U                   +20% to cold attacks, +5 Body, Iceman
                                      level 20
    Wrath of Wendigo U          4000  -5 damage, -60% pain, level 14
    
    ______________________________________________________________________________
                                  4c: Belts
    Name                        Buy   Effect
    Agility Enhancer            2000  +2 Agility
    Basic Focus Enhancer        1000  +1 Focus
    Basic Strike Enhancer       1000  +1 Strike
    Basic Agility Enhancer      1000  +1 Agility
    Basic Body Enhancer         1000  +1 Body
    Body Enhancer               2000  +2 Body
    Focus Enhancer              2000  +2 Focus
    Strike Enhancer             2000  +2 Strike
    Super Focus Enhancer        4000  +4 Focus
    Super Strike Enhancer       4000  +4 Strike
    Super Agility Enhancer      4000  +4 Agility
    Super Body Enhancer         4000  +4 Body
    Ultra Focus Enhancer        8000  +8 Focus
    Ultra Strike Enhancer       8000  +8 Strike
    Ultra Agility Enhancer      8000  +8 Agility
    Ultra Body Enhancer         8000  +8 Body
    
    ______________________________________________________________________________
                                  4d: Armor
    Name                        Buy   Effect
    Basic Electron Deflector    500   +10% chance to reflect 15-18 electrical
                                      damage
    Basic Elemental Deflector   500   +10% chance to reflect 15-18 elemental damage
    Basic Harmonic Deflector    500   +10% chance to reflect 15-18 beam damage
    Basic Inertial Dampener     1000  -20% knockback
    Basic Inertial Deflector R  500   +10% chance to reflect 15-18 punch/kick
                                      damage
    Basic Nanofiber Armor       2500  -5 Damage
    Basic Psionic Deflector     500   +10% chance to reflect 15-18 psionic damage
    Electron Deflector          1000  +20% chance to reflect 50-63 electrical
                                      damage
    Elemental Deflector         1000  +20% chance to reflect 50-63 elemental damage
    Harmonic Deflector          1000  +20% chance to reflect 50-63 beam damage
    Inertial Dampener           2000  -40% knockback
    Inertial Deflector R        1000  +20% chance to reflect 50-63 punch/kick
                                      damage
    Nanofiber Armor             5000  -8 Damage
    Psionic Deflector           1000  +20% chance to reflect 50-63 psionic damage
    Super Electron Deflector    1500  +30% chance to reflect 125-150 electrical
                                      damage
    Super Elemental Deflector   1500  +30% chance to reflect 125-150 elemental
                                      damage
    Super Harmonic Deflector    1500  +30% chance to reflect 125-150 beam damage
    Super Inertial Dampener     4000  -60% knockback
    Super Inertial Deflector R  1500  +30% chance to reflect 125-150 punch/kick
                                      damage
    Super Nanofiber Armor       7500  -10 Damage
    Super Psionic Deflector     1500  +30% chance to reflect 125-150 psionic damage
    Ultra Electron Deflector    2000  +40% chance to reflect 175-215 electrical
                                      damage
    Ultra Elemental Deflector   2000  +40% chance to reflect 175-215 elemental
                                      damage
    Ultra Harmonic Deflector    2000  +40% chance to reflect 175-215 beam damage
    Ultra Inertial Dampener     8000  -80% knockback
    Ultra Inertial Deflector R  2000  +40% chance to reflect 175-215 punch/kick
                                      damage
    Ultra Nanofiber Armor       10000 -13 Damage
    Ultra Psionic Deflector     2000  +40% chance to reflect 175-215 psionic damage
    
    ______________________________________________________________________________
                            4e: Danger Room Discs
    Note on Danger Room Discs: even if you buy the discs from Healer, you'll still
    find them in the game. Don't worry about it, you can still pick them up and
    not harm the game.
    Danger Room Discs
    Assault 301                 Assault 301, Junior Course
    Assault 302                 Assault 302, Junior Course
    Challenge - Beast           Challenge - Beast, Sophomore Course
    Challenge - Colossus        Challenge - Colossus, Senior Course
    Challenge - Cyclops         Challenge - Cyclops, Sophomore Course
    Challenge - Emma Frost      Challenge - Emma Frost, X-Man Course
    Challenge - Gambit          Challenge - Gambit, X-Man Course
    Challenge - Iceman          Challenge - Iceman, Junior Course
    Challenge - Jubilee         Challenge - Jubilee, X-Man Course
    Challenge - Legends         Challenge - Legends, Legend Course
    Challenge - Magma           Challenge - Magma, Senior Course
    Challenge - Nightcrawler    Challenge - Nightcrawler, Senior Course
    Challenge - Phoenix         Challenge - Phoenix, Senior Course
    Challenge - Psylocke        Challenge - Psylocke, X-Man Course
    Challenge - Rogue           Challenge - Rogue, Sophomore Course
    Challenge - Storm           Challenge - Storm, Junior Course
    Challenge - Wolverine       Challenge - Wolverine, Junior Course
    Combined Powers 101         Combined Powers 101, Freshman Course
    Combined Powers 102         Combined Powers 102, Freshman Course
    Defend 202                  Defend 202, Sophomore Course
    Focus 201                   Focus 201, Sophomore Course
    Focus 202                   Focus 202, Sophomore Course
    Focus 401                   Focus 401, Senior Course
    Focus 402                   Focus 402, Senior Course
    Focus 601                   Focus 601, Legend Course
    Graduation Exam 400         Graduation Exam, Senior Course
    Nightmare - Colossus        Nightmare - Colossus, Legend Course
    Nightmare - Cyclops         Nightmare - Cyclops, Legend Course
    Nightmare - Phoenix         Nightmare - Phoenix, Legend Course
    Nightmare - Wolverine       Nightmare - Wolverine, Legend Course
    Protect 202                 Protect 202, Sophomore Course
    Protect 601                 Protect 601, Legend Course
    Qualifying Exam 100         Qualifying Exam, Freshman Course
    Qualifying Exam 200         Qualifying Exam, Sophomore Course
    Qualifying Exam 300         Qualifying Exam, Junior Course
    Qualifying Exam 500         Qualifying Exam, X-Man Course
    Sabotage 402                Sabotage 402, Senior Course
    Sabotage 501                Sabotage 501, X-Man Course
    Survival 302                Survival 302, Junior Course
    Survival 501                Survival 501, X-Man Course
    Survival 502                Survival 502, X-Man Course
    Teamwork 101                Teamwork 101, Freshman course
    Teamwork 102                Teamwork 102, Freshman course
    
    ______________________________________________________________________________
                                 4f: Comic Books
    As far as I can tell, the ? Comic should be the Psylocke comic. I can't be
    sure, since I picked it up and it didn't register at the Mansion. Any help?
    Comic Books         Effect                              Found
    Beast Comic         Beast: +2 Agility, +2 Body          ?East Trunkline,
                                                            Mission 3?
    Cyclops Comic       Cyclops: +2 Agility, +2 Focus       The Bridge, Mission 2
    Emma Frost Comic    Emma Frost: +2 Body, +2 Focus       The Lonely Dark,
                                                            Mission 7a
    Gambit Comic        Gambit: +2 Strike,+2 Agility        Influent Bypass,
                                                            Mission 9
    Iceman Comic        Iceman: +2 Body                     Satellite Control
                                                            Center, Mission 2
    Jubilee Comic       Jubilee: +2 Agility, +2 Focus       Reactor Core, Mission 6
    Magma Comic         Magma: +2 Body, +2 Focus            Path by Pyro, Magma's
                                                            Initiation
    Nightcrawler Comic  Nightcrawler: +2 Agility, +2 Focus  10th Ave., Sentinel
                                                            Flashback
    Rogue Comic         Rogue: +2 Strike, +2 Body           Subbasement, The
                                                            Mansion
    Storm Comic         Storm: +4 Focus                     ?Brig, Mission 4?
    Wolverine Comic     Wolverine: +2 Strike, +2 Agility    East Rooftops,
                                                            Mission 1
    Colossus Comic      Colossus: +2 Strike, +2 Body        Mutant Research
                                                            Facility, Mission 11c
    ? Comic             ?                                   The Hall of Fire,
                                                            Mission 12
    Jean Grey Comic     Jean Grey: +4 Focus                 Forsaken Place,
                                                            Mission 14
    Note: the pairings of ? (in ?, ??, ???, and so on) are from getting multiple
    comics in between trips to the mansion. Hopefully, this will be corrected soon.
    
    ______________________________________________________________________________
                                4g: Sketchbooks
    I believe there's only the 18 here, since I checked the sketchbooks I had
    before getting the last one, there at the Dining Room, and I had 18. I got
    the one at the Dining Room, and still had 18. It's possible there's only 18
    total sketches, and you have multiple chances to get them, but I don't know.
    Any clarification would help.
    Sketchbooks                 Location
    Arbiter                     ?Starboard Launch Bay, Mission 4?
    Asteroid M                  Dining Room, The Mansion (after Mission 10)
    Early Alison                Alison's Initiation, The Mansion
    HAARP and Ice Tunnels       Pumping Station, Mission 11b
    HAARP Interior              Mount Entrance, Mission 10
    HAARP Soldier I             Exterior Access Tunnels, Mission 2
    Hive Factory                ???Factory Grounds, Mission 13???
    Jubilee                     ???Bio Labs Workshop, Mission 13???
    Mansion Sketches            ???Chamber of Earth, Mission 12???
    Morlock Tunnels             ?Mainline North, Mission 3?
    Morlocks                    Storm Drain, Mission 9
    Jubilee                     ??Conversion Sequencers, Mission 5??
    Rogue Gambit                ?East Trunk Line, Mission 3?
    Sentinels                   ?Galley, Mission 4?
    Sewers Healer               ??Pool area, The Mansion??
    Spider Sentinel             East 5th Street, Mission 11a
    Trio One                    ??Mutant Research Facility, Muir Island (1)??
    Weapon X Lab                Holding Cells, Mission 7b
    ?                           Dining Room, The Mansion (after Mission 13)
    Note: the pairings of ? (in ?, ??, ???, and so on) are from getting multiple
    Sketchbooks in between trips to the mansion. Hopefully, this will be corrected
    soon.
    
    ______________________________________________________________________________
                                  4h: Load Screens
    Alison
    Astral Plane
    Beast
    Bio Sentinel
    Blob
    Briefing
    Briefing 2
    Characters Menu
    Colosseum
    Colossus
    Cyclops
    Danger Room
    Dark Avalanche
    Dark Blob
    Dark Pyro
    Emma Frost
    Endgame (you can only see it through the Review Screen at the Title Screen)
    Gambit
    Gateway
    GRSO
    HAARP Interior
    Havok
    Iceman
    Ice Tunnels
    Jubilee
    Juggernaut
    Magma
    Magneto (you can only see it through the Review Screen at the Title Screen)
    Mansion Front
    Mansion First Floor
    Mansion Upstairs
    Mansion Act 3
    Mansion Subbasement
    Mansion Grounds
    Mansion Ground Floor
    Marrow
    Morlocks
    Muir Com Core
    Mystique
    Nightcrawler
    Nuke Exterior
    Jean Grey
    Phoenix
    Professor X
    Psylocke
    Pyro
    Rogue
    Daytime Sentinels
    Flashback Sentinel
    Ultimate Sentinel
    Shadow King
    Spider Sentinel
    Storm
    Toad
    Weapon X
    Wolverine
    Wolverine Sewers
    Classic Wolverine
    X-Jet in Hangar
    X-Jet New York
    X-Jet New York 2
    
    
    ------------------------------------------------------------------------------
                              05: Codebreaker Codes
    ------------------------------------------------------------------------------  
    Because Gameshark and Action Replay suck
    
    Use a Codebreaker version 7.0 or above for these codes
    
    E Enable Code (Must Be On)    B4336FA9 4DFEFB79
                                  7F03EE65 7AF2434D
                                  37C67461 E903EB3F
                                  6715971D FE00AC07 
    1 Infinite Health             D42C8901 291F24FC 
    2 Infinite Energy             D6D6041A AC6DD4D1 
    3 Infinite All Health Packs   624F686B C23B68B6 
    4 Max All Health Packs        38817636 21547F4D
                                  032CCA82 12BE9ED1 
    5 Infinite Health Packs       E034DB2E 648A3286 
    6 Infinite Energy Packs       3911EC1C 0099C158 
    7 Max Tech Bits               7B96B973 1A5E71C3 
    Beast Codes 
    8 Quick Exp Gain              C2A1CC4F 6C30AAC8 
    9 Max Exp                     1A94272D EC40493D 
    10 Level 99                   AA61E9BD 5115FF78 
    11 Max Strike                 67312E0E 30D39504 
    12 Max Agility                F8D0EA8E 0192F993 
    13 Max Body                   C04216D2 BF34ADAA 
    14 Max Focus                  ED892851 058709A0 
    15 Infinite Skill Points      08984B4B EE5258A9 
    16 Infinite Stat Points       A548BC13 C8D4B8AE 
    Colossus Codes 
    17 Quick Exp Gain             9592D9A4 228DF555 
    18 Max Exp                    A711A742 003C1A8C 
    19 Level 99                   043DEAFD F797D55E 
    20 Max Strike                 53D23E20 FAFE0D3E 
    21 Max Agility                4DD61686 F41732FE 
    22 Max Body                   178F264A F35026F9 
    23 Max Focus                  3F911A2D 54B6D68C 
    24 Infinite Skill Points      94F1249B 32F27496 
    25 Infinite Stat Points       953A091E 15479BB5 
    Cyclops Codes 
    26 Quick Exp Gain             1E756E75 E26924B6 
    27 Max Exp                    17DE8E04 702C5071 
    28 Level 99                   60EE3183 11A30F24 
    29 Max Strike                 264E3476 BA35ED13 
    30 Max Agility                EBC5B5EE EB9AD045 
    31 Max Body                   1DE15A39 2A1C5414 
    32 Max Focus                  2085BC8D 9F0E7575 
    33 Infinite Skill Points      97B3863C 2D584229 
    34 Infinite Stat Points       CFF8A956 1A1F7B48 
    Frost Codes 
    35 Quick Exp Gain             B0F7B005 63329A09 
    36 Max Exp                    650E45A5 1073C609 
    37 Level 99                   3B5AA761 B7CCF068 
    38 Max Strike                 89BC7797 7EDDCE0B 
    39 Max Agility                9D6D0A7D 1D1FB12A 
    40 Max Body                   60034FDD 354AD051 
    41 Max Focus                  DED9FAF8 DB0905C3 
    42 Infinite Skill Points      7743F030 3C6D5ACF 
    43 Infinite Stat Points       4F715BD9 4ACEDA42 
    Gambit Codes 
    44 Quick Exp Gain             707A8566 56264C27 
    45 Max Exp                    B4B4E795 97832A4C 
    46 Level 99                   75CAA7DD 9001A23D 
    47 Max Strike                 C9F84178 678B50DB 
    48 Max Agility                3734838A 359817D3 
    49 Max Body                   8ACE8CB1 BE14692C 
    50 Max Focus                  A3092A02 FD85F062 
    51 Infinite Skill Points      9306F94E E8827BBB 
    52 Infinite Stat Points       1805DDAB DAC339F9 
    Iceman Codes 
    53 Quick Exp Gain             0556EC55 B54B07B3 
    54 Max Exp                    05756325 AA041EA7 
    55 Level 99                   B6E76D60 8F9F6045 
    56 Max Strike                 201647D4 73542C3C 
    57 Max Agility                2A7802C9 204CEE71 
    58 Max Body                   2D2A5CD4 B65FE08C 
    59 Max Focus                  6A12071E C8DD8151 
    60 Infinite Skill Points      2176314E 212108EC 
    61 Infinite Stat Points       E117CED5 37EBF842 
    Jubilee Codes 
    62 Quick Exp Gain             CCE61833 EFDE96B8 
    63 Max Exp                    FC00AB06 B2ACB1CE 
    64 Level 99                   74E95CF5 D6F45D17 
    65 Max Strike                 9E615706 2DAB7505 
    66 Max Agility                FD58E740 D1DEFDF2 
    67 Max Body                   2F73D39B F9755463 
    68 Max Focus                  97E1A465 29ED91E3 
    69 Infinite Skill Points      8B5385B4 16A1CD7C 
    70 Infinite Stat Points       B85EDB0D 316836B8 
    Magma Codes 
    71 Quick Exp Gain             B074670D A73444F8 
    72 Max Exp                    326882AC 26B25D10 
    73 Level 99                   17E39320 559641FD 
    74 Max Strike                 DE673FC6 5A44237F 
    75 Max Agility                53CA4377 D8742E4E 
    76 Max Body                   DB7006F8 52D08810 
    77 Max Focus                  D4CA9E59 2F119856 
    78 Infinite Skill Points      CAD92379 D231937A 
    79 Infinite Stat Points       B491605D 648F9C70 
    Nightcrawler Codes 
    80 Quick Exp Gain             DE6D9A20 2711EDFA 
    81 Max Exp                    1C703402 3E3A8EFC 
    82 Level 99                   D0BCE4F9 A7E00532 
    83 Max Strike                 8BD683D7 A003FF46 
    84 Max Agility                5D13AFBB A0C938EC 
    85 Max Body                   6766A6D2 061C37FB 
    86 Max Focus                  2F888D24 7403CC4D 
    87 Infinite Skill Points      58AE1F9A 49BF4982 
    88 Infinite Stat Points       C7A837A7 83A951A8 
    Phoenix Codes 
    89 Quick Exp Gain             6F3AD545 5DF3769B 
    90 Max Exp                    7A4330EF 8DD2FCA2 
    91 Level 99                   0D15966E 62078014 
    92 Max Strike                 5A67E640 74B19C7C 
    93 Max Agility                13401021 0A409E85 
    94 Max Body                   92AD8D81 FB51F350 
    95 Max Focus                  CE623ABF 0C069BBA 
    96 Infinite Skill Points      03992831 BC7FC99F 
    97 Infinite Stat Points       6F8437E5 0E95F5CA 
    Professor X Codes 
    98 Quick Exp Gain             B713FA31 962C3DF6 
    99 Max Exp                    8EB74EB6 0616B2B1 
    100 Level 99                  72574D99 88E8DFC9 
    101 Max Strike                C577EE42 6A4DBE5B 
    102 Max Agility               37A45E95 07DA6749 
    103 Max Body                  FAAC3976 D57ECF27 
    104 Max Focus                 476C65EF 73AECFC6 
    105 Infinite Skill Points     AF89C3B1 7BACF26F 
    106 Infinite Stat Points      C8836250 9A957E88 
    Psylocke Codes 
    107 Quick Exp Gain            117CF360 D7DEF43E 
    108 Max Exp                   E5E49DE5 3E67048F 
    109 Level 99                  745CDF78 892252EF 
    110 Max Strike                F72C1877 B3C24780 
    111 Max Agility               E33C0E49 9B68FE6C 
    112 Max Body                  F7C39A3A 63886DB6 
    113 Max Focus                 9492C2E1 06D08CAE 
    114 Infinite Skill Points     42273F40 A1675216 
    115 Infinite Stat Points      CBC5D0D9 F3F5A83E 
    Rogue Codes 
    116 Quick Exp Gain            29580FD1 1BCAF1C5 
    117 Max Exp                   D14760A6 1CD996F8 
    118 Level 99                  50A3E0D1 E98A01C5 
    119 Max Strike                FFAE9960 2457D75A 
    120 Max Agility               C086CEF0 82F7C0AA 
    121 Max Body                  89FEAE4C 0E262AFB 
    122 Max Focus                 2BC3EFA1 E0BB56AB 
    123 Infinite Skill Points     0E7D422D 772F80CE 
    124 Infinite Stat Points      7B13104A CBAA11E3 
    Storm Codes 
    125 Quick Exp Gain            7C7BE18A F558A106 
    126 Max Exp                   C3321BDE 04814FC9 
    127 Level 99                  2BBD335E 3D0146E1 
    128 Max Strike                DB32B381 F097064E 
    129 Max Agility               B4EE4B49 A099045B 
    130 Max Body                  85C85D5E B13DA61E 
    131 Max Focus                 4A23D0FE EC24FE58 
    132 Infinite Skill Points     7443C2B5 7116B71F 
    133 Infinite Stat Points      5744237D CB16E701 
    Wolverine Codes 
    134 Quick Exp Gain            CD226C44 EFED8CE8 
    135 Max Exp                   DC8035A2 3C42CF26 
    136 Level 99                  B3DCC25D 6178FDB9 
    137 Max Strike                6AD3D5AA 9508858E 
    138 Max Agility               A298BC18 55DE4613 
    139 Max Body                  B0D4D244 5D4EEDDE 
    140 Max Focus                 A3D54141 D794882B 
    141 Infinite Skill Points     BF9CA716 8150041D 
    142 Infinite Stat Points      27A28217 E16E7F11 
    
    
    ------------------------------------------------------------------------------
                               06: Version History
    ------------------------------------------------------------------------------  
    Version 1. Duh. First Version.
    
    Version 1.01. First revision, added part about the Extreme costumes and also
    approved sites, as well as some typos.
    
    Version 1.02. Nothing more, just more approved sites.
    
    Version 1.03. Added tip in Muir Island. Wow. It's been awhile between updates.
    
    Vesion 1.04. Updated email address
    
    ------------------------------------------------------------------------------
                                07: Next Versions
    ------------------------------------------------------------------------------  
    Hopefully, boss strategies. Also, clarification on Sketchbooks and comics.
    
    Anyone care to send anything in, send it to
                           mstieler@lycos.com
    
    ------------------------------------------------------------------------------
                                   08: Thanks
    ------------------------------------------------------------------------------  
    Major thanks go to Stan Lee, for, you know, MARVEL and all...
    
    Also to the creators of the game, Activision, Raven, Vicarious Visions,
    Sofdec, and of course: Marvel
    
    Thanks also go to gundamtotoro for the Item FAQ. Couldn't have found some of
    'em without it.
    
    Thanks to Antony Bates, for the suggestion in Muir Island
    
    Also to CJayC, and all of Gamefaqs (I know that's kind of redundant, but hey)
    
    Thanks to cmgsccc.com, for the Codebreaker codes (and the Codebreaker, too)
    
    As well as to you, for reading this.
    
    And all of you other people out there, even the ones who DIDN'T read this.
    
    
    ------------------------------------------------------------------------------
                                    09: Legal
    ------------------------------------------------------------------------------  
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    This guide, Copyright 2004 Marshall Stieler