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    Magneto by Zibanzo

    Version: 1.00 | Updated: 11/02/05 | Printable Version | Search Guide | Bookmark Guide

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    X-Men Legends II - Rise of the Apocalypse
    In Depth Character FAQ for Magneto
    Playstation II Version
    Start Date: 10/19/2005
    Copyright 2005 Spencer Bell
    Version 1.00
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    History:
    
    10/19/05: started FAQ.
    
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    *******************
          Index
    *******************
    
    1.0 Introduction
    1.1 Strengths
    1.2 Weaknesses
    1.3 Abilities
    1.4 Strategies
    1.5 Suggestions
    1.6 Contact Info
    1.7 Thanks, Credits
    1.8 Legal Banter
    
    
    
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    1.0   INTRODUCTION 
    ******************************
    First of all, I'd like to give a warning. I 
    Use an EXTREMELY harsh grading system. If I rate a
    character or an ability out of 10, numbers will most 
    likely be lower than what you're used to seeing.  I 
    rank things based on how they are compared to everything
    else in the game, not based on how useful they are as a 
    percentage or on their own. I do it this way because I 
    believe it helps set priorities. 
    
    For easy access to what you are looking for, hold CTRL
    on your keyboard and hit F.  This will bring up the 
    "Find Menu." After that, type the corresponding number
    from above to get to what section you'd like to view.
    
    I'm writing this guide as a helper to those who are 
    looking for a decent Magneto "build." My Magneto was 
    level 99 when I started writing this, and I have helped
    various people on the boards make him good. In this guide
    I will outline things such as his strengths, weaknesses, 
    and abilities. Also, if you find any erroneous data,
    grammar, or spelling, feel free to contact me.
    
    
    
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    1.1  STRENGTHS 
    ******************************
    
    In most RPG games, characters can usually be divided
    into two categories: "Fighter" or "Magician." 
    One of Magneto's strengths is even though he is a 
    "Magician" character he is still able to fight on the
    front lines and survive even better than some of the 
    "Fighter" characters.
    
    He possesses a wide variety or attacks doing multiple 
    types of damage, effective for fighting enemies on hard
    with many kinds of resistances.
    
    If he is built right, he should have the energy to execute
    most of his attacks without too much worry.
    
    On his own, he is one of the more damaging characters in
    the game.
    
    Good Passive Abilities
    
    
    
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    1.2  WEAKNESSES 
    ******************************
    
    If he is being controlled by the AI, he is somewhat
    vulnerable.  While you shouldn't die in this game
    anyway, as the difficulty is quite low, you have to
    choose whether you want him to help you out offensively
    or defend himself while on AI. His best boost - Polarized
    Shield can be set to L2. If you do this, he will be well
    defended while he's being controlled by the computer. On
    the downside, he won't be able to help you as much 
    offensively.  Even if you set him to aggressive, he won't 
    ALWAYS attack.  Some people have said put him as defensive
    or normal and put an attack on L2. Even so, It gets annoying
    to have to tap a button if you want him to attack.
    
    While his damage isn't low by any means, it definitely isn't
    the best in the game.  The worst part about his damage is 
    it can't be boosted like many others can.  Because of this,
    his damage can get left in the dust by a well balanced party.
    
    His only party boost is supremacy.  While good early on, 
    later in the game it is completely useless. Most "Magician"
    characters are good because of their boosts, and he is
    seriously lacking in this department.
    
    
    
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    1.3  ABILITIES 
    ******************************
     - I'm not going to bother copying all the 
    text from the game underneath each ability.
    Simply hit L2 on an ability to get a brief 
    description. Also I will not add level
    requirements. They are listed in the game 
    and are easy to access.
    What I will provide, though, is Damage and EP 
    cost at the first level, and the max level,
    as well as how many skill points it will take
    to max. I will also provide a ranking, and
    my own, personal description of the ability
    below.
    
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    1) LEVITATION - 5/10 
    FIRST LEVEL (Counted as Level 1):
    11-15 mental damage at lift
    9-12 physical damage at impact
    12 EP/second
    
    MAX LEVEL (Level 20):
    195-217 mental damage at lift
    79-89 physical damage at impact
    126 EP/second
    
    Notes: I recommend at only getting this to level 8 
    max. At this level it costs 53 EP and you can lift
    "Massive" Objects with it.  This is more for fun 
    than anything though, and you should invest in
    other, more useful skills before this one.
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    2) MAGNETIC SHELL - 2/10
    FIRST LEVEL (Level 1):
    30-36 energy damage
    3 second hold
    22 EP
    
    MAX LEVEL (Level 18):
    195-217 damage
    7 second hold
    126 EP.
    
    Notes: A beam that holds people in place.  Almost
    All beam attacks are just flat out bad.  I gave
    this a 2 only because there are worse techniques.
    Holding people in place gives you no real advantage
    to weaker enemies that shouldn't hurt you anyway
    and won't work on the tougher ones.
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    3) METAL SPIKES - 7/10
    FIRST LEVEL (Level 1):
    30-36 damage
    1 spike
    36 EP
    
    MAX LEVEL (Level 16):
    121-135 physical damage
    5 spikes
    142 EP
    
    Notes: This is particularly useful at higher
    levels. Each spike does good damage, moreso than
    Shrapnel Sentry even.  The only downside is once
    a spike hits, it's gone.  5 of these will pretty
    much cover the entire area in front of you though,
    and as long as there are a group of enemies, this
    is bound to hit something.
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    4) SHRAPNEL SENTRY - 8/10
    FIRST LEVEL: 
    2 piles
    34-40 damage 
    40 EP
    
    MAX LEVEL (Level 16):
    6 piles
    130-146 damage
    156 EP
    
    Notes: This is his most damaging move.  While a 
    Metal Spike will do more damage than a pile of 
    shrapnel or two, generally when these are thrown
    they always find themselves in a large crownd of 
    enemies and have a great radius for being so small.
    Each pile is capable of hitting multiple targets, 
    and it's not uncommon to see enemies get hit 3-4
    times per attack.  Even against single enemies and 
    bosses this is very useful and lethal move, hitting
    multiple times with decent damage.  The biggeset 
    downside to this move, however, is that it isn't 
    able to be boosted as easily as other damaging
    moves.
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    5) MAGNETIC GRASP - 5.5/10
    FIRST LEVEL:
    34-40 damage
    60 EP/second
    
    MAX LEVEL (Level 14):
    82-93 damage
    170 EP/second
    
    Notes: I am fond of this move.  It has a few
    specific advantages over other moves than can 
    easily be exploited.  The main one being this move
    does better with one skill point than many. Most 
    "press and hold" moves are the same though there
    are exceptions. This move just gives you more of a
    "Magneto Feel" than his others. The damage isn't 
    too great, but it's a great defensive tool (which
    seems to be a theme with him). On top of that it 
    is one of his most fun abililties to use. 
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    6) MAGNETIC BLAST - 3/5
    FIRST LEVEL:
    43-50 damage
    25% chance to confuse
    5 seconds
    84 EP
    
    MAX LEVEL (Level 11):
    85-96 damage
    53% chance to confuse
    12 seconds
    180 EP
    
    Notes: Enemies fall very quickly in this game,
    hence the need for moves that have more a status
    ailment theme than a damage theme are somewhat 
    useless.  Your goal should be to do high damage, 
    quickly, and kill enemies.  Besides completely
    failing at this, it also has a terrible attack 
    radius. It got a 3 out of a 5 though, because
    it can help you out if you get into a bind and
    you for some reason like this move.
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    7) DEATH TRAP - 1.5/10
    FIRST LEVEL:
    15% damage mirrored as physical damage.
    12 seconds
    84 EP
    
    MAX LEVEL (Level 11):
    150% damage mirrored as physical damage.
    55 seconds
    180 EP
    
    Notes: This attack is fairly useless as well. Just
    another beam attack with a status ailment attached
    to it. For more detail, read the "Magnetic Blast" 
    and "Magnetic Shell" descriptions
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    8) METALLIC MAYHEM - 1/10
    FIRST LEVEL:
    85-96 Energy damage
    
    MAX LEVEL (Level 7):
    279-309 Energy damage
    
    Notes: Don't bother with Radial Xtreme moves. They
    are a waste of your tokens. You can do much better
    damage without them, plus you get to keep a token.
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    9) METAL MINION - 2/10
    FIRST LEVEL:
    15 seconds
    50% of Magneto's Health
    50% of Magneto's Melee damage
    
    MAX LEVEL (Level 5):
    45 seconds
    100% of Magneto's Heath
    125% of Magneto's Melee Damage
    
    Notes: This is pretty bad as well. Magneto isn't a
    melee character so this guy doesn't do so well.  
    The only reason I gave him a 2 is because I think
    he's fun to use once in awhile.  It's more of an
    amusement than a practicality.
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    10) POLARIZED SHIELD - 9/10
    FIRST LEVEL:
    25% Chance
    13 seconds
    48 EP
    
    MAX LEVEL (Level 20):
    67% Chance
    55 seconds
    504 EP
    
    Notes: This is where Magneto really shines.  Set
    him up with this thing and have some of his
    passives with decent points into them and he's 
    almost untouchable. This move at max gives him
    the ability to dodge 2/3 of ALL ATTACKS. This 
    basically triples the amount of times he can get
    hit. More on this in the Notes section.
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    11) SUPREMACY - 1/10 OR 6.5/10
    FIRST LEVEL:
    +1 to all skills 
    13 seconds
    88 EP
    
    MAX LEVEL (Level 18):
    +3 to all skills
    55 seconds
    504 EP
    
    Notes: This is a fickle skill.  It can be a 
    complete waste of time or something you will build
    your entire party around.  If you use cyclops and
    command (same thing, different name) they stack. At
    max with both of them you will have +6 to all
    skills which is a nice, nice bonus. If you're going
    to use both Magneto and Cyclops anyway, this is
    actually a good idea.  Another good thing about 
    this skill is that when Magneto is an AI character,
    he will keep casting it for no reason. The downfall
    is the high EP, but you should always have your 
    Magneto with high EP anyway. I am at level 99, and 
    I have no use for this skill, as most of mine are 
    already maxed from all the free skill points I
    have. It's not a bad idea to pick this up early on
    although there are so many other good skills it's 
    really a coin toss. Another downfall is that it 
    takes quite awhile (18 + the mandatory point into
    Polarized Shield = 19 skill points!!) to get to +3
    to all skills.  
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    12) MAGNETIC DEFLECTION - 7.5/10
    FIRST LEVEL:
    8% Chance to block
    
    MAX LEVEL (Level 15):
    50% Chance to block
    
    Notes: Excellent Passive.  Maxed, he dodges half of
    all incoming ranged attacks.  Very useful.
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    13) INTIMIDATION - 7.5/10
    FIRST LEVEL:
    +15% Defence
    -3% physical damage taken
    
    MAX LEVEL (Level 15):
    +127% Defence
    -31% physical damage taken
    
    Notes: Excellent Passive. Maxed, Your chance to 
    dodge attacks is doubled and if you do get hit, 
    it's only 2/3 of what you normally would take
    otherwise.
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    14) LEADERSHIP - 6.75/10
    FIRST LEVEL:
    +2% critical chance
    +8% combo experience
    
    MAX LEVEL (Level 15):
    +9% critical chance
    +92 combo experience
    
    Notes: If you need levels, and need them now, this
    can help quite a bit.  I didn't find myself needing
    this too much though.  Even without the exp bonus 
    it still has a nice critical chance bonus so it's
    worth the points after other things have been 
    maxed imo. the huge disadvantage to this is that 
    combo exp ONLY WORKS BETWEEN THE TWO PEOPLE WHO
    EXECUTED THE COMBO. Ie if you're playing as Magneto
    and throw an enemy into an ally and get "batter up"
    the only two people who will get the bonus exp are
    Magneto and the ally you hit with the enemy.
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    15) FLIGHT - 10/10
    FIRST LEVEL:
    10 EP/second
    
    MAX LEVEL (Level 5):
    3 EP/second
    
    NOTES: Put one point and nothing more. Eventually
    you'll be able to fly and it will cost you nothing
    even with only one point.  More is just a waste.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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    16) MUTANT MASTERY - 10/10
    FIRST LEVEL:
    +30% EP regeneration
    
    MAX LEVEL(Level 15)
    +198% EP regneration
    
    NOTES: Max asap. He will use a lot of EP and the 
    faster he regenerates the better. At max this just
    about triples your regeneration rate.
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    1.4   STRATEGIES 
    ******************************
    In this section, I will give a few different
    combinations for how to make a magneto 
    "build." First,I will go through and explain
    what Stats to use. Then I will list a group
    of skills and give them a nickname while 
    describing their usefulness together for later
    reference. NOTE: You receive no extra bonus/
    nothing special happens if you use these
    abilities the way I'm telling you to.  I'm just 
    grouping them this way for reference, plain and 
    simiple.
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    As far as Statistics go, it depends on high of a 
    level you want to get your Magneto to.  
    
    IF you plan on getting extremely high (75-99) then
    don't put all your points into focus.  At level 99
    without adding any points to it, Magneto has 151 
    Focus points.  In addition, you probably will want
    to give him some of the Focus Tech stations.  If 
    This is the case, he will need much less than 100
    focus before you're wasting points. For your
    excess points, I would say go with mainly body. 
    Strike is fairly useless for him, and his passives
    more than make up for the lack of speed.
    
    
    If you are just playing to beat the game once, I 
    would recommend putting 3 focus/level at least. 
    You're only going to make it to level 50. 60 max. 
    He needs a lot of Focus so you might as well give
    it to him.
    
    
    
    
    
    
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    NAME: ULTRA DEFENCE
    
    SKILLS REQUIRED:
    Maxed Polarized Shield
    Maxed Intimidation
    Maxed Magnetic deflection
    
    BENEFITS: If you read what these abilities do above,
    it becomes clear Magneto looks more like a "Tank" 
    character than he does someone who should fight 
    from the back. He should have no problem jumping
    right up front and with this and using whatever
    you feel like
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    Name: CLASSIC MAGNETO
    
    SKILLS REQUIRED:
    Maxed Shrapnel Sentry
    LEVEL 8 (7 skill points) Levitation
    LEVEL 1 Magnetic Grasp
    Maxed Mutant Mastery
     
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    SPOILER IN THE BENEFIT SECTION!!!!!!!!!!!!!!!!!
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    
    BENEFITS: This is probably his most fun set up. 
    The only reason to get Levitation up that high
    is to lift cars in Act IV. Even though is such
    a small part of the game, I found it really fun.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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    NAME: PARTY SUPPORT 
    
    SKILLS REQUIRED:
    Maxed Leadership
    Maxed Supremacy
    
    BENEFITS: Higher skills for everyone, higher
    criticals for everyone. The extra exp doesn't
    hurt either. 
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    NAME: POWERHOUSE
    
    SKILLS REQUIRED:
    Maxed Shrapnel Sentry
    Maxed Metal Spikes
    
    BENEFITS: Two really high damaging moves.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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    The Best Magneto build is sujbect to opinion, and
    equipment.
    
    My personal recommendation, is to go with Mutant 
    mastery and get your one point into flight.  
    After that work on his Ultra Defence
    skill set.  When your level is high enough, start
    working on Shrapnel sentry. Don't do levitation
    until later in the game, if you have points to 
    spare. Only use Shrapnel sentry to attack.  
    You will be using a lot of Energy packs if you
    play this way but you'll be doing a lot of
    damage too.  Depending on your play style, 
    it may be a good idea to put one point into 
    Magnetic Grasp.  One point isn't going to hurt
    and the fun you get out of it is well worth it.
    
    
    
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    1.5   SUGGESTIONS
    ******************************
    This sections will list tips, who I think he pairs 
    well with in a party, and any other
    miscellaneous information that didn't fit in the 
    other categories well.
    
    
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    Party Suggestion 1)
    
    Other Members: Professor X, Cyclops.
    
    Reasoning: If all three have maxed Leadership you
    get a massive experience bonus when executing a 
    combo attack.  The only downside is only the two
    characters who combo'd together get the bonus exp.
    Even so, this can be useful if you want to play as
    as a fourth person for leveling purposes as you'll 
    get 4x the experience per kill. Even without 
    Professor X you'd still get 3x the experience.
    
    Also, If Magneto has Supremacy maxed and Cyclops
    has Command maxed, you can get a +6 to skill bonus.
    Your whole team could benefit greatly from this 
    and could leave the remaining 6 slots of all their 
    skills open.  After a few skills, it makes up for
    itself even with Magneto.
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    Party Suggestion 2)
    
    Other Memebers: Toad, Scarlet Witch, Juggernaut.
    
    Reasoning: 5% EXP adds up overtime, especially 
    if you're using leadership.  The 5% exp is just
    an added bonus though as this party works extremely
    well together. If you're playing as Magneto,
    Secretion will allow you do use Shrapnel Sentry
    faster, and Probability syphon will allow you to
    absorb energy from damage. This party clears things
    fast as you all have juggernaut to hide behind.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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    Party Suggestion 3)
    
    Other Members: Toad, Jean Grey, Cyclops.
    
    Reasoning: Cyclops for Suggestion 1, and 
    Toad/Jean for reason 2 (sub mental vortex for 
    probability syphon). The extra 15% Energy is 
    an added bonus for the whole team, as well. If you
    Find you don't need Mental Vortex (especially with
    the extra ep) then sub Jean out for Professor X
    (if you have him) for exp or Iceman for damage.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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    1.6   CONTACT INFO
    ******************************
    REASONS TO CONTACT ME:
    
    If you see any errors (I'm not perfect, and I didn't 
    really check).
    
    You have something you'd like to add/point out.
    
    Since this is my first FAQ, I know it's not perfect 
    and it's probably not one of the best looking.  I 
    would actually appreciate some constructive criticism.
    I will not respond to, nor do I care to get, e-mails
    or messages to the effect of "ur faq sux." If you're 
    going to criticize, please list actual faults AND ways
    they can be improved.  
    
    You want to use this FAQ on your website.
    
    I also don't mind be contacted if you need help with
    the game in general, but please keep in mind you can
    get help (and probably get it much more quickly as
    well) on the gamefaqs message board.  If you ask a 
    question that was clearly explain in this guide, or
    in another guide (don't ask danger room disc locations)
    I will probably just not respond.
    
    If you need to reach me, I am on AIM, Screen name Zibanzo.
    
    My Email address is Zibanzo@yahoo.com
    
    
    
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    1.7  Thanks, Credits
    ******************************
    Thanks to Kraftwerk for making the song Popcorn. I would
    have never had the energy to make this without listening 
    to that for two hours straight.
    
    
    Thanks to PatrickRThomas for the Supremacy/Command idea.
    
    Also, Thanks to Kaj for all his imput on "ZIBANZO TOPIC"
    in the forums.  I not sure, but I may have taken something
    from something that he might have said :D.
    
    
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    1.8  LEGAL BANTER 
    ******************************
    All trademarks and copyrights contained in this document are
    owned by Marvel. 
    
    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.
    
    Copyright 2005 Spencer Bell/Zibanzo