****************************************************************************** * 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