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XMEN Legends II Rise of Apocalypse Tips & Tricks

Tags: XMEN Legends II Rise of Apocalypse Game Guides, XMEN Legends II Rise of Apocalypse Hints, XMEN Legends II Rise of Apocalypse Walkthrough

X-MEN Legends II - Rise of Apocalypse

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   XXXXXXXX      R I S E   O F   A P O C A L Y P S E      _//_//_
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            X-MEN LEGENDS II: RISE OF APOCALYPSE (PC Version)
                             FAQ/WALKTHROUGH
                             v1.31 2006-01-04
                   Copyright 2005, 2006 Barry Scott Will

*GAME VERSION NOTE*
This guide was written while playing the PC version of the game; however, 
the console versions (PS2, XBox and Gamecube) are exactly the same with the 
exception of the two PC-only characters and the control layout.

For a visual version of this guide, complete with maps, please visit:
     http://www.pyric.com/xml2/

This work is licensed under the Creative Commons Attribution-ShareAlike 
License. To view a copy of this license, visit
     http://creativecommons.org/licenses/by-sa/2.5/

Marvel, X-Men and all Marvel characters and the distinctive likenesses 
thereof are trademarks of Marvel Characters, Inc. Copyright 2005 Marvel 
Characters, Inc. Game copyright 2005 Activision Publishing, Inc.

This guide is not endorsed by, nor is the author associated with, Marvel 
Comics, Activision or Raven Software.


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---CONTACT INFORMATION------------------------------------------------
 /  \
/

To contact me about the guide, send email to:

     pyric@cavecreations.net

Please include "XML2 FAQ" in your subject line so I don't auto-discard the 
message. Also, please read the FAQ carefully prior to asking for help on 
any part of the game. If you send me additional suggestions or hints for 
the game and I find them useful, you will be acknowledged in the Credits.

If you found this guide useful and would like to contribute a small token 
for my efforts, you may send money through PayPal to:

     paypal@cavecreations.net

Or use the Donate link found on my Web site:

     http://www.pyric.com/

Thank you, and enjoy the guide!


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---TABLE OF CONTENTS--------------------------------------------------
 /  \
/

Title Matter
Contact Information
Table of Contents

Section A. Overview
   A.01 Review
   A.02 FAQ
   A.03 Glossary

Section B. Gameplay
   B.01 Controls
   B.02 Team Management Screens
   B.03 Combat
   B.04 Item Collecting
   B.05 Using the Map
   B.06 Hints, Tips & Tricks
   B.07 Exploits (It's not cheating! Really!)
   B.08 Glitches & Bugs

Section C. Walkthrough
   C.01 Overview
   C.02 Special Conversations

   *ACT 1*
   C.03 Prologue
   C.04 In the Blink of an Eye
   C.05 Hacker's Delight
   C.06 Infiltration
   C.07 Under Pressure
   C.08 Jailbreak
   C.09 Into the Void

   *ACT 2*
   C.10 Certain Destiny
   C.11 The New Ice Age
   C.12 No Way In, No Way Out
   C.13 Beyond the Threshold
   C.14 Tomb Raiders
   C.15 Beyond the Threshold, Part II
   C.16 The Beast Within

   *ACT 3*
   C.17 Rotten to the Core
   C.18 Infinite Possibilities
   C.19 Sinister Intentions
   C.20 'Altar'ed Reality
   C.21 Of Gods and Heroes

   *ACT 4*
   C.22 Sentinel Invasion
   C.23 Hellfire to Pay
   C.24 Prison of Misery
   C.25 Where Angels Fear to Tread
   C.26 Hail to the Queen
   C.27 Evil Revealed

   *ACT 5*
   C.28 Seal of Fate
   C.29 Survival of the Fittest

Section D. Allies
   D.01 Bishop
   D.02 Colossus
   D.03 Cyclops
   D.04 Deadpool*
   D.05 Gambit
   D.06 Iceman
   D.07 Iron Man*
   D.08 Jean Grey
   D.09 Juggernaut
   D.10 Magneto
   D.11 Nightcrawler
   D.12 Professor X*
   D.13 Pyro+
   D.14 Rogue
   D.15 Sabretooth+
   D.16 Scarlet Witch
   D.17 Storm
   D.18 Sunfire
   D.19 Toad
   D.20 Wolverine
   D.21 Bonus Teams
   D.22 Categories
   * Denotes an ally that must be unlocked
   + Denotes an ally only available in the PC version of the game

Section E. Item Lists
   E.01 Danger Room Discs
   E.02 Tech Stations
   E.03 Homing Beacons
   E.04 Data Discs
   E.05 Weapon Caches
   E.06 Comic Books
   E.07 Sketch Books

Section F. Danger Room Courses
   F.01 Freshman Courses
   F.02 Sophomore Courses
   F.03 Junior Courses
   F.04 Senior Courses
   F.05 X-Man Courses
   F.06 Legends Courses

Section G. Trivia Games
   G.01 Act 1 Questions
   G.02 Act 2 Questions
   G.03 Act 3 Questions
   G.04 Act 4 Questions
   G.05 Act 5 Questions

Version History & Credits

To quickly find a section, open your browser's Find function (typically 
CTRL-F on a Windows PC) and type the section number, e.g. D.11, into the 
search box.


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---Section A. OVERVIEW-------------------------------------------------
 /  \
/

==============
A.01:  Review
==============

X-Men Legends II: Rise of Apocalypse is proof of the old adage, bigger is 
not always better. Compared to XML1, XML2 has more mutants with more powers 
fighting through bigger areas against bigger bosses. About the only thing 
that's really an improvement; however, are the bigger bosses.

Raven Software tweaked the graphics--at least you can count the fingers on 
the hands of the characters during cutscenes--but the locales tend to be 
annoyingly similar. And, the more you play, the more you realize a lot of 
the "extras" added to the game are just filler. More collecting X number of 
items. More long, meandering hallways built by Frank Lloyd Wright's insane 
twin filled with cannon fodder that must be disposed of using the even 
greater number of powers at your disposal, which leads to lots and lots of 
reading and experimenting and calculating...and other complexity.

Admittedly, there are some nice touches. There's a bit more variety in the 
powers now, especially with Xtremes. The bosses are more fearsome and even 
some of the early bosses can lay waste your entire team a few times before 
you figure them out. The story is pretty good and will hold your interest, 
though it will be tried many times as you slink your way through yet more 
mindless filler.

Overall, this game rates about the same as the first. For every 
improvement, there's a disappointment. Still, in the end, this is one of 
the best superhero titles as well as one of the best action RPGs to come 
down the pike this year.


===========
A.02:  FAQ
===========

Q. How do I unlock Deadpool/Iron Man/Professor X/Pyro/Sabretooth?

A. If you have the PC version of XML2, Pyro and Sabretooth will be 
available to you at the first Xtraction point in the Genosha Sanctuary. If 
you don't have the PC version of XML2, you're out of luck.

Deadpool is unlocked when you beat the game for the first time. You can 
unlock Professor X by collecting all Danger Room discs and beating all the 
Danger Room scenarios. You only need to beat the scenarios (i.e. earn the 
Titanium Award), you don't have to beat the optional Award requirements 
(Adamantium and Vibranium).

Iron Man is a bit more complicated. In each of the five Acts, you can find 
up to six homing beacons. Find four of them and a secret portal will open 
back at your base (it will be located next to the "shop"--i.e. Beast or 
Forge). Go through the portal and defeat the enemies. In Acts 1 through 4, 
you recover a piece of Iron Man's armor. In Act 5, you rescue Iron Man 
himself and can then use him in the current and future games.


Q. I heard Cable/X-Man/Dark Phoenix/Cannonball are in the game. Why aren't 
they in your FAQ?

A. Those four characters are exclusive to the Sony PSP version of XML2. 
Unless someone wants to donate a PSP to me, they won't be covered in this 
FAQ.


Q. I thought the comic books unlocked special Flashback missions?

A. The Flashback missions are a Sony PSP exclusive. You won't get them on 
the Gamecube, PS2, XBox or PC.


Q. Should I get this for PC or one of the consoles?

A. It's up to you. XML2 is not that demanding on PC hardware, so even mid-
range systems from two or three years ago can probably run it. If you can 
play newer games such as Dungeon Siege II or Ultimate Spider-Man, XML2 will 
run like butter. The PC offers two more playable characters (albeit ones 
very like Sunfire and Wolverine), much shorter load times and better 
graphics. The downside is a complicated control scheme unless you have a 
decent gamepad and possible bugs or conflicts with your hardware. Oh, yeah, 
the PC version is $10 (US) cheaper.

Still, it's your call.


Q. Can I play as ?

A. In the Skirmish mode, you can choose various enemy mutants. You can put 
enemy mutants and some non-playable mutants on your team in Story mode, but 
it involves hex editing your savegame, so you'll need to look elsewhere for 
that info.


Q. What's the correct answer to ?

A. See Section G of this guide.


Q. What's the best setup for my gamepad?

A. A complete overview of the controls is in Section B.01, including how to 
set up your gamepad to mimic the control layout of the consoles.


Q. How do I hit combos?

A. Section B.03 covers combat in all its permutations.


Q. How should I level up ?

A. Section D of this guide covers all 20 playable characters, with complete 
lists of skills and recommended leveling procedures.


Q. What's the highest level for the X-Men?

A. 99, and, even if you get that high, you still won't be able to buy every 
rank in every skill.


Q. Is this just like XML1?

A. There are a lot of similarities; however, it is different enough--
especially in the heroes and their skills, that you'll need some time to 
get used to it. Still, it plays close enough to the original that you can 
jump in and start killing bad guys right away.


Q. How many savegames can I have?

A. The PC version of XML2 allows 10 savegames. They are stored in

      My Documents\Activision\X-Men Legends 2\Save

You should rotate at least three or four saves in case you mess up real 
bad.


Q. I can't destroy the statues in the Temple of Anubis! What's up?

A. There's a glitch in this area. See B.08, Glitches & Bugs, for the 
solution.


===============
A.03: Glossary
===============

ATK: Attack rating; measures how easy it is for a character to successfully 
land a melee attack on another character

Boost: Skills that are buffs

Buff: Any enhancement to a character's offensive or defensive stats or 
abilities

Debuff: Any penalty to a character's offensive or defensive stats or 
abilities

DEF: Defense rating; measures how hard it is for a character to be 
successfully hit by a melee attack

EP: Energy points

HP: Hit points or health

Mob: Any hostile character or characters

Power: Any mutant skill that requires activation (i.e. non-Passive)

Skill: The varying abilities of all mutants. Skills come in several types:
* Ability: adds an ability to the character's repertoire (such as flying)
* Beam: an instantaneous, straight-line, narrow-width projection of energy
* Blast: causes an explosion at the target spot
* Boost: enhances offensive/defensive capabilities
* Charge: a special attack that covers a large distance
* Debuff: penalizes enemies' abilities
* Melee: an enhanced hand-to-hand attack
* Passive: a skill that provides a continuous effect
* Projectile: fires a bullet or missile, some will track the target
* Radial: creates an effect in a circle around the character
* Special: Any skill that does not fall into one of the other categories
* Trap: Creates an effect that damages enemies autonomically
* Xtreme: Skills that can only be used with Xtreme tokens

XP: Experience points


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---Section B. GAMEPLAY-------------------------------------------------
 /  \
/

================
B.01:  Controls
================

B.01.a) Control Layout
----------------------
The following table lists the default keyboard controls as well as 
recommended gamepad controls. XML2 recognizes most gamepads, but does not 
automatically set up the controls. You will have to do that through the 
game's Options>Advanced menu.

+--------------------+--------------------+--------------------+
| Action             | Key                | Gamepad            |
|--------------------+--------------------+--------------------|
| Move Forward       | W                  | Left Analog Up     |
| Move Backward      | S                  | Left Analog Down   |
| Move Left          | A                  | Left Analog Left   |
| Move Right         | D                  | Left Analog Right  |
| Attack/Power 1     | Keypad 4           | Button 1           |
| Smash/Power 2      | Keypad 6           | Button 2           |
| Jump/Xtreme        | Spacebar           | Button 4           |
| Use/Boost          | E                  | Button 3           |
| Use Powers         | Keypad 5           | Right Shoulder     |
| Energy Pack        | O                  | Right Trigger      |
| Health Pack        | P                  | Left Trigger       |
| Call Allies        | C                  | Left Shoulder      |
| Character Up       | Up Arrow           | D-Pad Up           |
| Character Down     | Down Arrow         | D-Pad Down         |
| Character Left     | Left Arrow         | D-Pad Left         |
| Character Right    | Right Arrow        | D-Pad Right        |
| Map Toggle         | M                  |                    |
| Start/Pause        | ESC                | Button 9           |
| Stats Menu         | F1                 | Button 10          |
| Camera Up          | I                  | Right Analog Up    |
| Camera Down        | K                  | Right Analog Down  |
| Camera Left        | J                  | Right Analog Left  |
| Camera Right       | L                  | Right Analog Right |
| Screenshot         | F11                |                    |
| Talk               | T                  |                    |
| Walk               | Left Shift         |                    |
| Switch Character   | Q                  |                    |
| Attack Object      | Left CTRL          |                    |
| Rotate Camera      | V                  |                    |
| Bind Power         | B                  |                    |
| Quick Power        | ` (backtick)       |                    |
| Power 1 through 11 | 1 through - (dash) |                    |
+--------------------+--------------------+--------------------+

Here's an (admittedly crude) representation of a generic, 10-button, dual-
analog stick controller:
           ____________               ____________
          / LS______   \             /   ______RS \
        __|__/__LT__\__|_____________|__/__RT__\__|__
       /    _                                        \
      /   _| |_                                (4)    \
     /   [_ D _]                            (3)   (2)  \
    /      |_|           (9)    (10)           (1)      \
   /                 _                 _                 \
  (               ,~' '~,           ,~' '~,               )
   \             (  LA   )_________(   RA  )             /
    \            |'~,_,~'           '~,_.~'|            /
     \           |                         |           /
      \          |                         |          /
       \         |                         |         /
        \        |                         |        /
         \       |                         |       /
          \      |                         |      /
           \     |                         |     /
            \____|                         |____/          

D     = D-pad
LA/RA = Left and Right thumbsticks
LT/RT = Left and Right triggers (small shoulder buttons)
LS/RS = Left and Right (large) shoulder buttons

The game may refer to the triggers as buttons 5 and 6; and it may refer to 
the shoulder buttons as buttons 7 and 8. Your gamepad may have additional 
buttons, or it may have six thumb-placed buttons on the right face and only 
two shoulder buttons. The thumbsticks may also be buttons. Etc. The 
variations aren't endless, but there are more than can be reasonably 
accounted for here.

However, if your controller is roughly like the one pictured here and you 
bind controls as suggested in the above table, it will handle pretty much 
just like XML and XML2 on the consoles.

*CONTROLLER QUICK-TIP*
Bind your keyboard controls to the secondary slots and bind your gamepad 
controls to the primary slots. Then the game hints will refer to your 
gamepad rather than keyboard. For example, instead of being told to press E 
to activate an Xtraction point, you'll be told to press Btn 3. Not having 
to carry a translation table in your head makes gameplay much smoother.


B.01.b) Using the Controls
--------------------------
ATTACK & SMASH
These are your two different melee attack buttons; Smash is a more powerful 
attack. You can string them together in different ways to create melee 
combos (not the same thing as power combos). E.g. Attack - Attack - Smash 
is a heavy uppercut. You can learn different combos in Freshman and 
Sophomore level Danger Room courses.

Attack and Smash also execute offensive powers when you press and hold Use 
Powers. You can choose which two powers to assign to the buttons from the 
team management screens.


USE/BOOST
This is the generic "use" key for all kinds of game situations: open doors, 
talk to NPCs, use computer consoles, pick up & throw items or enemies. Etc. 
This is also the key to which you bind boost and debuff powers.


JUMP/XTREME
Pressing Jump once causes your character to jump. Press Jump + Smash to 
execute a power jump (slightly longer, higher jump with an attack at the 
end).

Some characters can fly, if ranks are purchased in the Flight skill. To 
fly, press Jump, then press Jump again while in the air. While flying, 
press Use to fly lower and Jump to fly higher. You can also press Smash to 
execute a dive-bombing attack. *NOTE* In XML2, fliers cannot carry other 
characters.

Teleporters (Nightcrawler and Deadpool) will teleport in the direction you 
push the control pad if you press Jump while the character is in the air.

Iceman will use his Ice Slide if you press Jump in mid-air (if you have 
purchased ranks of the Ice Slide skill).

Toad can double-jump by pressing Jump while he is in mid-air (no special 
skills required).

Xtreme powers are bound to the Jump button.


USE ENERGY/HEALTH PACK
Press one of these buttons to cause your currently selected character to 
use an energy or health pack, restoring 33% of the character's maximum 
energy or health. Each character has a chance of getting 66% max energy or 
health, depending on Focus and Body stats, respectively.

Characters controlled by the AI can be set to use health packs under 
certain conditions (see Team Management Screens below). AI-controlled 
characters will never use energy packs. All characters regenerate energy. 
Some character skills (and some equipment) regenerate health.

You begin the game with the ability to carry 10 of each type of pack. You 
gain +5 carrying capacity with each 10 levels (i.e. as soon as any one 
character reaches the next 10-level mark: 10, 20, 30, etc.) to a maximum of 
55 of each pack at level 90. You can gain 12 additional units carrying 
capacity for each type of pack by finding all data discs in the game.


CALL ALLIES
Issues a command to your AI-controlled teammates to come attack your 
current target (or reform around you if no targets are nearby). The AI-
controlled characters will attack with the power specified on their AI 
screen. (Or, in some cases, the AI may choose a different offensive power, 
based on the range to the target.) Spamming the Call button is the only way 
to hit Power Combos in single-player.

Pressing Call Allies also gives a verbal cue so other player-controlled 
characters (when playing multiplayer) can come to your aid.


USE POWERS
Pressing Use Powers brings up the Powers menu, which shows your bound 
powers in this arrangement:

     Jump

Use        Smash

    Attack

Press and hold this key, then press the appropriate key (Attack, Smash, 
Use, Jump) to execute a mutant power. Attack and Smash are offensive 
powers, Use is a boost/debuff power and Jump is an Xtreme power.

If you set up your gamepad as specified above, this configuration will 
match the face buttons on the right of your controller:

    4
 3     2
    1

You can bind powers to keys through the Skills page in the character stats 
(see below). If you have more powers than can be bound to keys (e.g. you 
have two boost/debuff powers and there is only one boost key), you can 
change bound powers on the fly:

Press and hold Use Powers, then press a character selection key in the 
direction of the key to which you want to bind a different power. The game 
will cycle through the available powers for that button. For example:

You have both Absorption and Energy Fury for Bishop. Currently, Absorption 
is bound to the Use key.
* Press and hold Use Powers (e.g. Right Shoulder button)
* Press Left Character Select (e.g. Left D-pad)
* The Energy Fury icon will replace Absorption on the powers menu
* Release Use Powers
* Energy Fury is now bound to the Use key


START/PAUSE
Brings up the game menu.


MAP TOGGLE
Switches the overhead map between small, large and hidden. On the PC, the 
small overhead map works quite well.


SCREENSHOT
Saves a .bmp screenshot to:

    My Documents\Activision\X-Men Legends 2\Screenshots

The game will only save 256 screenshots (XMenLegends0000.bmp to 
XMenLegends0255.bmp) and then will start over at 0000, even if it means 
overwriting earlier images.


TALK
Opens chat window for online multiplayer chatting.


WALK
Slows down the movement of your characters.


BIND POWER
Allows you to bind two additional "quick powers" to your mouse buttons. 
Press and hold 'B', select the power and then press either the left or 
right mouse button. To use the power, press and hold backtick (`) and press 
the left or right mouse button. (The backtick key is immediately left of 
the number '1' key on US English keyboards.) If you're using a gamepad, you 
probably won't use this feature.


POWER KEYS 1 THROUGH 11
You can immediately execute any power by pressing the numbers 1 through 0 
and the - (dash) key (directly right of the '0' key). You cannot change the 
binding of these keys. To see which powers have been mapped to which keys, 
press and hold 'B'. In general, offensive powers are keys 1 to 6, Xtreme 
powers are keys 7 and 8 and boosts/debuffs are keys 9, 0 and - (dash). 
However, because different characters have different numbers of each 
category of skill, the mappings will vary slightly. This is a quick and 
easy way to use a power for a special situation without having to re-map 
your buttons.


B.01.c) The Game Menu
---------------------
The following options are available on the game menu (press Start/Pause 
while playing):

OBJECTIVES
See all active and finished tasks received in the current Act.

TEAM MANAGEMENT
Brings up the team management menu, same as pushing the Stats Menu key.

END MISSION
This option, only available while playing a Danger Room scenario, ends the 
scenario and returns you to the Danger Room menu.

BLINK PORTAL
Opens a portal from your current location to the home base in the current 
Act. This option is only available after you rescue Blink at the beginning 
of Act 1. Blink Portals persist through reloads, so you can, effectively, 
save and quit any time. Blink must rest for five minutes after creating a 
portal, so you can't use them completely indiscriminately.

MAP [SMALL/LARGE/HIDDEN]
Toggles through the different overhead map sizes (or turns it off).

AUTOMAP
Leaves the game paused and turns on the large overhead map. You can move 
and rotate the map so you can get an idea of the current area's layout, 
look for rooms you might have missed, etc.

OPTIONS
Opens the game options menu.

PLAYERS
Opens the player management menu, where you can add or remove players for 
co-operative play.

LOAD GAME
Loads a savegame.

QUIT GAME
Quits to the main menu.


B.01.d) Xtraction Points
------------------------
Xtraction points must be activated by walking over them. Once activated, 
Xtraction points allow you to do three things:

1) Xtract--instantly teleport to any other Xtraction point you have 
activated, including those in previous Acts. Just press Left or Right to 
switch Acts.

2) Change Team--bring up the Change Team menu to replace/revive members of 
your current team.

3) Save Game--save your game to one of the ten save slots available.

Note that options like visiting the danger room or shopping have been 
removed since all you have to do is Xtract back to base to do those things. 
(You can even Blink Portal back to base at any time, without using an 
Xtraction point.)


=============================
B.02: Team Management Screens
=============================

*MENU CONTROLS*
In the following descriptions, the gamepad buttons shown match the 
recommended layout given previously. If you have mapped your gamepad 
differently, you will have to adjust or use the on-screen prompts.

Press the Stats Menu button or choose Change Team at an Xtraction point or 
press Start/Pause and choose the Team Management option to bring up the 
main team management menu. The main menu shows your current team. Select a 
character using the movement or character controls, then:

* Press Jump (Btn 4) to open that character's stat screens.
* Press Use (Btn 3) to remove that character (Change Team screen only)
* Press Attack (Btn 1) to replace that character (Change Team screen only)
* Press Use Energy Pack (RT) to apply a different costume (skin)
  (Change Team screen only; not available for all characters)
* Press Smash (Btn 2) to back up one menu level
* Press Start/Pause to end the session, accept all changes and return
  to the game (or game menu if you used the Team Management menu option)

If you choose to Replace a character, a menu of available heroes appears. 
Scroll through the menu using up/down movement keys to highlight the hero 
you want. If that hero previously fell in battle, there is a cost to revive 
him or her. This cost varies based on your character level and is shown 
next to the character's portrait. Press Attack (Btn 1) to revive the 
character.

Press Attack (Btn 1) to place a character in the current position on the 
team. Press Smash (Btn 2) to quit the replacement menu. Note: you can also 
bring up stat screens of characters on the replacement menu by pressing 
Jump (Btn 4). Thus, from the Change Team menu, you can manage the stats, 
skills and equipment for all playable characters.

There are four stat screens: Stats, Skills, Gear and AI. To switch screens, 
press left or right movement buttons (LA stick) or character select buttons 
(D-pad) or click a tab. Underneath the tabs, on all screens, is the current 
character's name, XP progress through the current level (displayed as a 
simple bar graph, no XP numbers are actually shown) and current level.

To switch to a different character while the character screens are open, 
press Call Allies (Left Shoulder button) or Use Powers (Right Shoulder 
button).


B.02.a) Stats
-------------
At the top of the stats screens are listed your four abilities as well as 
stats based on those abilities. Underneath is detail information about the 
currently selected stat. All information displayed on this screen includes 
bonuses from skills and equipped items. Your four ability scores are:

BODY
Increases your health points (HP) and chance for double health from 
potions. Next to your current Body score are your current and max HP. To 
add a point to Body, select it and press Attack (Btn 1). To remove a point 
from Body that has been added during this session, select it and press Use 
(Btn 3).

Health is calculated as: 25 + 5 per level + 3 per Body

Body also affects your natural resistances. Your resistances are listed on 
the right side of the screen. In order they are:
  Energy resistance
  Mental resistance
  Radiation resistance
  Elemental resistance


FOCUS
Increases your energy points (EP), energy regeneration, melee mental 
damage, and chance for double energy from potions. Next to your Focus score 
are your current and max EP. To add a point to Focus, select it and press 
Attack (Btn 1). To remove a point from Focus that has been added during 
this session, select it and press Use (Btn 3).

Energy is calculated as: 30 + 4 per level + 2 per Focus


STRIKE
Increases the damage you do with melee attacks. Next to your Strike score 
is shown your melee damage. The range before the slash is standard Attack 
damage. The range after the slash is Smash attack damage. You get a damage 
bonus of +2% per Strike. To add a point to Strike, select it and press 
Attack (Btn 1). To remove a point from Strike that has been added during 
this session, select it and press Use (Btn 3).


SPEED
Increases your attack rating (ATK) and defense rating (DEF). Next to your 
Speed score are your ATK and DEF.

ATK: Increases the chance to hit with melee attacks (5 per Speed - 35)
DEF: Increases your ability to dodge incoming melee attacks (3 per Speed)

To add a point to Speed, select it and press Attack (Btn 1). To remove a 
point from Speed that has been added during this session, select it and 
press Use (Btn 3).


B.02.b) Skills
--------------
If you played XML1, this will be the biggest change as characters have a 
greater selection of powers. One big change is two Xtreme powers per 
character (most characters, anyway) rather than one. Also, the Xtreme 
powers have ranks just like all the other powers. There's also been some 
shuffling of roles (Storm no longer has Leadership), and more reasonable 
allocation of skills (only melee-focused characters get Critical Strike).

Unlocked skills show a series of boxes representing the ranks available. 
Like so:

[][][][][][][][][][][][][][][][][][][][]

Ranks you have bought are colored in, ranks available to be bought are 
highlighted in white. All powers show 20 ranks; however, some powers don't 
allow 20 ranks. These powers show "locked" boxes on the left:

[/][/][/][/][/][][][][][][][][][][][][][][][]

Why did the developer team do this? Especially when some skills with fewer 
than 20 ranks simply show fewer than 20 boxes? The world may never know.

To view information about a skill, select it and press Use Energy Pack 
(RT). To add a rank to a skill, select it and press Attack (Btn 1). 
Available points are shown at the bottom of the skills page. All ranks cost 
one skill point. To subtract a rank bought in this session, press Use (Btn 
3).

Once you Accept the changes (by exiting the team management screens), you 
can't subtract the points. There doesn't appear to be any kind of Cancel 
command, so if you want to delete your changes, you'll have to do it 
manually before pressing Start/Pause.

To assign a power to a power key (Attack, Smash, Use or Jump) select the 
power, press Use Health Pack (LT), then press the appropriate button. 
Remember, only non-Xtreme offensive powers on Attack and Smash; only non-
Xtreme boost or debuff powers on Use and only Xtreme powers on Jump.


B.02.c) Gear
------------
At the top of the Gear screen are your ability scores and related stats (as 
shown on the Stats screen). This allows you to examine the effects of 
equipping and unequipping items. Below your stats are your three equipment 
slots and whatever items you currently have in those slots: belts, gloves 
and armor. Below that is the current inventory of unequipped items.

To remove an equipped item, select it and press Use (Btn 3).

To equip an item to a slot, select the slot, press Attack (Btn 1) to move 
to the inventory list, select the item you want to equip and press Attack 
(Btn 1). If you already had an item equipped in that slot, it will be 
swapped with the new item. To leave the inventory list without equipping a 
new item, press Smash (Btn 2).

To drop an item on the ground either from your gear slot or from the 
inventory list, press Use Health Pack (LT).


B.02.d) AI
----------
The AI screen shows the current settings for this character when controlled 
by the computer. To change any of these settings, select it and press 
Attack (Btn 1) until the proper setting is displayed.


AI HEAL WHEN FULL
If set to Yes, when walking over a health pack and any current team member 
needs health (no matter how small) and you have a full complement of health 
packs, your characters will use health packs and pick up the new one. Set 
this to Yes. This setting applies to the whole team.


AI HEAL
Governs how the AI uses health packs. This rule applies to the whole team. 
There are four rules:

  Never: the AI never uses health packs

  < 20%: the AI uses a health pack if the character's health falls below
         20 per cent of maximum and there are more than two health packs
         in inventory

  < 40%: the AI uses a health pack when the character's health falls below
         40 per cent of maximum and there are more than two health packs
         in inventory

  < 80%: the AI uses a health pack when the character's health falls below
         80 per cent of maximum and there are more than two health packs
         in inventory

The recommended settings are 40% and 80%. Never is not a good idea unless 
you intend to rapidly switch characters while in combat in order to use 
health packs. Less than 20% can cause a character to die from massive 
damage before getting low enough to use a health pack. Less than 40% is a 
good all-around rule that will keep your teammates alive while saving on 
your store of health packs. Less than 80% will cause the AI to use health 
packs far too rapidly in the early game; but, you can switch to it once you 
are able to hold 20 or more health packs (at level 20).


AI MODE
Sets how the character should react in combat, especially when you call for 
help. There are three levels of AI for each character.

  Aggressive: the character responds immediately to attack

  Normal:     the character waits for an opportunity before attacking

  Defensive:  the character only attacks if he or she is attacked

There's little use in this game for Defensive AI. Melee characters should 
be set to Aggressive, the remaining characters can be set to Normal.


AI SKILL
This is the mutant power the AI will use when you call for an attack using 
the Call Allies button. See the individual character listings in Section D 
for recommendations.


AI AUTO-TRAIT, AI AUTO-SKILL, AI AUTO-EQUIP
Controls whether the AI will automatically level up stats or skills and 
automatically equip characters with new equipment.

Here's the quick rundown:

You can set everything to Auto and beat the game.

If you want to beat the game easily, you will turn Auto-Skill off.

If you want to pwn* the game, you will handle everything yourself.

The game does all right auto-leveling and auto-equipping characters; 
however, it spreads stat and skill points too thin and tends to equip items 
based on their level requirement rather than their actual stat boosts. 
Plus, it doesn't necessarily equip items based on usefulness; for example, 
putting a +Strike item on Magneto is worthless, but would be a big help on 
Wolverine.

If you really want to power-game through XML2, you'll want to stick with a 
single team and level them up and equip them yourself.

* A "gamer-ism" that is a deliberate typo of "own" and means to so
  thoroughly and completely understand the game that you can breeze
  through Hard mode without breaking a sweat.


==============
B.03: Combat
==============
Combat, and lots of it, is the name of the game in X-Men Legends II. Each 
character has two primary melee attacks: Attack and Smash. By hitting an 
opponent with different sequences, you can perform a special attack that 
does more damage. Some of the special attacks are:

 - Triple Hit: Attack, Attack, Attack
 - Knockback: Attack, Smash, Smash, Smash
 - Stun: Smash, Attack, Smash, Smash

While some characters can be effective just unloading melee attacks on the 
bad guys, the best way to win fights is to use your mutant powers. There 
are also power combos: two mutant powers hitting an enemy at the same time. 
In XML2, power combos are harder to execute and are not as useful anyway 
because there is no damage bonus for hitting a combo. There is an XP bonus 
for using a combo, and that can be exploited (a little) for faster 
leveling.

Hitting combos in multiplayer requires communication between the players 
and a good sense of the timing of each mutant power being used. Wolverine's 
Feral Slash, for example, is much faster than Storm's Lightning Strike. If 
a player controlling Wolverine wants to hit a combo with a player 
controlling Storm, the Wolverine player must watch the timing of the LS and 
initiate the Slash immediately before the lightning hits.

In single player, hitting combos is part luck and part skill. In combat, 
you spam the Call Allies button to have them attack your opponent with 
their mutant powers. Again, timing is an issue, but you don't have much 
control over when the computer AI will actually unleash its power(s). 
Experiment to find different teams that work well for hitting combos.
 
Make sure you always have a character with Leadership on the team. This 
skill adds bonus experience points earned from an enemy on whom you used a 
combo, and it increases the critical strike chance for the entire team. You 
do not have to actually defeat the enemy with the combo. As long as you 
used a combo on that enemy at some point, you get the bonus XP.
 
You can also score combos even if you are just fighting hand-to-hand; just 
keep pressing Call Allies while you're punching to keep your teammates 
blasting away with their powers. There's even a "Batter Up!" combo that is 
scored when one character hits with a strike sequence at the same time 
another character hits with another strike sequence. You can also score 
Batter Up! combos by picking an enemy up (by hand or with powers) and 
flinging the foe into the rest of the team.

There is a small window of opportunity surrounding each power when you can 
cause a combo. Powers that temporarily stun your opponents are especially 
good for combos as you can hit with the second power any time while the foe 
is stunned. Area-of-effect powers also give good chances for hitting combos 
as multiple enemies are affected. Finally, multiple-attack powers (e.g. 
Nightcrawler's Teleport Frenzy or Gambit's Staff Assault) give you more 
opportunities for hitting combos.

Once you get to level 15 and purchase Xtreme powers for your X-Men, you can 
use these powers by pressing Use Powers + Jump. You can hit super power 
combos by hitting a combo with one or two Xtreme powers. Xtreme powers 
require Xtreme icons, which will display at the bottom center of the 
screen. In order to fill these icons, you need to collect Xtreme tokens the 
same way you collect health packs, etc. Each token fills one-quarter of an 
icon, so you must collect four tokens to get one full icon and use an 
Xtreme power once.

The Xtreme power icons are shared by all X-Men. Thus, if you have one icon 
filled, and Bishop uses Big Bang, Deadpool cannot then immediately follow 
with Nitrogen Blast until you pick up more tokens. At level 15, you can 
have one filled Xtreme icon. At level 20, you can have two filled icons. At 
level 25, you can have three; at level 30, you can have four; and, at level 
35 and after, you can have five filled icons.

Xtreme powers are most useful for crowd control. Try to avoid using Xtreme 
powers against bosses, as most Xtreme powers are large area-of-effect 
powers that are intended to damage multiple enemies. Against a single 
enemy, they're a lot less powerful. (With one or two exceptions as noted in 
Section D.) Use focused, single-opponent powers and combos against bosses.

Another method of dealing with your enemies is to throw things at them. A 
character with the Might skill can pick up and throw cars, trucks and other 
really heavy things--as can Jean and Magneto if you buy enough ranks in 
their special powers (Telekinesis and Levitation, respectively). Any 
character can throw barrels or crates.

You can even pick up and throw enemies; and, a character with Might can 
pick up and throw Wolverine (Fastball Special). Though, for the most part, 
throwing is not a normal method of dealing with mobs.
 
As you attack enemies, keep an eye on the enemy status bar in the top 
center of the screen. This shows your opponent's health status and any 
damage resistances possessed by the enemy. For example, some enemies are 
physical resistant. This means attacks causing physical damage are less 
effective. Team up on the foe with energy and mental attacks. The same goes 
for opponents listed as mental resistant, etc.

Finally, if you can, avoid combat on bridges (especially bridges built by 
an X-Man) or near ledges. The computer AI is just stupid enough to 
occasionally send your teammates jumping into the abyss after enemies that 
have fallen over the edge. That's a bad thing.

Combat in XML2 is fast, furious and goes on forever; so, you'll get plenty 
of practice in taking care of the bad guys. If, for some strange reason, 
you can't get enough combat, try the Danger Room.


=====================
B.04: Item Collecting
=====================

Your primary task in X-Men Legends II is defeating the bad guys. Your 
secondary task is scrounging for loot...that is, collecting valuable 
equipment. You get most of your swag from drops by your enemies; however, 
you can also get a lot of loot from destroying the scenery.

Most of the items you will collect are health packs, energy packs and tech 
bits. Tech bits are the XML2 equivalent of money. You use tech bits to buy 
equipment from Forge and Beast and revive fallen mutants-in-arms. Once you 
hit 15th level and can use Xtreme powers, you'll start picking up the 
Xtreme tokens you need to fill your Xtreme power icons.

You'll also pick up a lot of gear that improve stats. All allies share the 
inventory, so any hero can equip anything that's been picked up, unless 
another character is already wearing the item. There is a limit of 20 
unequipped items that can be held in inventory. If you try to pick 
something up and get the message "Inventory is full", you have three 
options:

1) Ignore the item on the ground because it is underpowered for your
   current level;

2) Return to base and sell unused items to Forge or Beast or put them
   in the hero stash; or,

3) Drop some of your current inventory on the ground.

In order to keep your inventory from filling up, re-evaluate your equipment 
and sell unneeded items at least every other Xtraction point.

*NOTE* There's a game-stopping bug related to memory dumps and the number 
of items in your hero stash. Keep your hero stash at 30 items or less!

There are also many bonus items that are hidden throughout the game. If you 
thought there were lots of hidden items in XML, wait until you get a load 
of XML2. Here's the quick hit list:

Comic books: there are 15 of them. They don't confer any stat bonuses, 
alas, but they are still cool to look at.

Sketch books: there are 16 sketch books, each unlocks 3 pieces of concept 
art. If you collect all 16, you will get a boatload of additional concept 
art.

Tech stations: like the skill/stat point bonuses from XML, although there 
are more of them. Each tech station gives a bonus to the one character that 
uses the station. They provide permanent stat boosts, health and energy 
increases, etc. There are 30 tech stations scattered throughout the game.

Weapon cache: XML2's version of the uber-loot-producing treasure chest. 
Each weapon cache contains tech bits, health and energy packs and rare or 
unique equipment.

Danger Room Discs: as in XML1, you have to find these in order to play the 
scenarios. Find them all (and beat all the scenarios) and Professor X is 
yours to manipulate to your will...

Data discs: Collect four data discs and you get a bonus to your health or 
energy pack carrying capacity. There are twenty discs in all.
* +2 energy packs for the first set of four data discs
* +2 health packs for the second set of four data discs
* +4 energy packs for the third set of four data discs
* +4 health packs for the fourth set of four data discs
* +6 health and +6 energy packs for the fifth set of four data discs

Section E of this guide will fill you in on all the locations of these 
goodies. You can also find the location of all the Danger Room Discs in 
Section F.

And, there are load screens and cinematics that can be unlocked through 
normal gameplay.

Finally, beating the game once entitles you to start a new game+, which 
gives you all characters (including unlocked characters) at their endgame 
level. If you beat the game on Normal difficulty, you can play at the Hard 
difficulty.


===================
B.05: Using the Map
===================

The map is an essential part of success in XML2. Without the map, stages 
can become confusing and impossible to navigate. With the map, you can 
always see in which direction your next objective lies. The stages are very 
linear, but some of them can twist around enough to leave you confused 
unless you can see where you are and where you are going on your map.

The map contains a number of useful markers to help you find your way 
through each stage:

A blue X in a circle marks an Xtraction point.

A red X marks a stage objective. It might be a control panel that needs to 
be operated, a person who needs to be rescued or a device that needs to be 
destroyed. Your primary goal in each stage is to go to each red X and do 
whatever needs to be done. Then you head for the exit and the next stage.

A yellow double-arrow in a half-circle marks the exits from the area. Once 
all objectives have been cleared, find and use the exit.

A yellow exclamation mark identifies an NPC you need to talk to.

Red arrows show the direction of objectives too far away to display on the 
map. Yellow arrows show the direction of NPCs too far away to display on 
the map.

The map comes in two sizes: large and small. It can also be hidden. Unlike 
XML1, the large map shows no more area than the small map--it just shows 
the same area overlaid on the entire screen. Thus, on the PC, at least, the 
small map works just fine. The small map is the default when you start the 
game. To change the map size, use the Map toggle key or the Map option in 
the game menu.

There's also an auto-map, available from the game menu. This is a map of 
the area and can be scrolled and rotated around the screen (the game is 
paused while the auto-map is on). Use this to get a better idea of the 
direction in which you need to go to reach your objectives.


==========================
B.06: Hints, Tips & Tricks
==========================

Always have on your team a bridge builder, a flier, a teleporter and a 
character with Might. (There's no need, as in XML1, to have a welder.) 
Magneto and Jean Grey double as both fliers and bridge builders; if you 
level up Levitation or Telekinesis (respectively), they can also function 
as the Mighty character. This will allow your team to overcome any obstacle 
encountered during the game.

Make sure your party is well-balanced in types of damage used. This way you 
always have counters to resistances of enemies. For example, if you're 
loaded up on physical damage (e.g. Wolverine, Nightcrawler, Deadpool and 
Colossus), you're going to have a tough time with physical resistant 
enemies.

Don't forget about the Blink Portal. It effectively allows you to make your 
own Xtraction point in almost any area of the game (boss arenas and the 
Perimeter Platforms area of Act 4 are notable exceptions).

The amount of experience gained by inactive characters is much less than it 
was in XML1. If you constantly switch teams around, your characters are 
going to begin to lag badly behind the mobs as you progress through the 
game. You can still beat the game, even if your characters are only in the 
Level 37 to 38 range by the final fight; however, you'll be using energy 
and health (mostly energy) packs like water. Not that this is a problem; 
you'll have plenty of tech bits to restock from Forge every few minutes. 
Still, if you want to make things easier on yourself, stick with one team 
through most of the game--you'll finish at least 10 levels higher than if 
you play musical mutants.

Have one (or more) characters with Leadership on your team to increase the 
experience gained. Magneto (who can also fly, build bridges and Levitate 
massive objects) has Leadership, as does Cyclops and Professor X (once he's 
unlocked).

You can buy, from Forge or Beast, the ability to redistribute skill points. 
For any single character, this costs 10,000 tech bits the first time; 
100,000 tech bits the second time and 1,000,000 tech bits the third time. 
So, effectively, you could, one time, redistribute skill points for all 
your main characters. Take advantage of this option (you'll have plenty of 
tech bits). Let the computer auto-level skill points for a while until you 
have a good idea how the characters play, then redistribute the skill 
points as you like and turn off the Auto-Skill AI.

As in XML1, mutant powers are king. Straight-up melee works fine in Acts 1 
and 2, and even for a little while in Act 3. But you will soon find 
yourself relying more and more on powers, even for your tanks. Thus, Focus 
is the prime stat, just as it was in XML1. For ranged characters, prefer 
Focus over Body, Body over Speed and Speed over Strike. For melee 
characters, prefer Focus over Strike, Strike over Speed and Speed over 
Body. If the character's primary powers involve a percentage increase in 
melee damage (e.g. Colossus, Wolverine, etc.), then keep Focus and Strike 
roughly equal.

On the other hand...

The best defense is a good offense. There's not a whole lot of use for Body 
or Speed in this game. You can get huge bonuses to ATK and DEF from 
equipped items and boost powers, so you don't need to spend a lot on Speed. 
Body only helps you take a beating, which you can avoid by one-hit killing 
your opponents. To do that you need a lot of Focus (for power use) and 
Strike (if your powers' damage is a percentage of your base melee damage--
e.g. Wolverine's Feral Slash). For example, you could put every one of 
Magneto's stat points into Focus and he will be no worse for wear--in fact, 
he will be considerably better as he can spam his mutant attacks over and 
over. And Nightcrawler will be enormously strong if you evenly split all 
his stat points between Focus and Strike. So pump just Focus or Focus and 
Strike and don't worry about the other two stats.

Some very generalized comments on powers:
* Press-and-hold powers are a big waste of energy. (Storm's Chain Lightning
  is a notable exception.) Unless there is some sort of auto-targeting
  mechanism (like Chain Lightning), you spend a large amount of energy
  hitting nothing.
* Multiple-strike powers are the strongest. If you can focus all strikes on
  one target, you do far more damage than any other attack. On the other
  hand, you can also use the power for crowd control or clearing a path.
  (Nightcrawler's Divine Blades and Teleport Frenzy are two notable
  examples of such attacks.)
* No flier needs more than one rank of Flight
* Other good skills: traps, blasts and projectiles.
* Other not-so-good skills: radials, beams and damage-over-time powers.
Obviously there will be exceptions to these rules-of-thumb, which will be 
gradually filled in as the Allies list is completed.

Once you start getting the unique equipment from the Challenge courses in 
the Danger Room, turn off Auto-Equip AI or be prepared to constantly re-
equip the special items to your characters. The Auto-Equip AI prefers 
lower-stat equipment with a higher level requirement to the special 
equipment given as a reward for a Challenge course.

The Fastball Special where a character with Might throws Wolverine into a 
group of mobs is present in XML2 as it was in XML1. It's just as much of a 
toy, but you can do it if you want (though it means having two tanks on 
your team, which reduces the variety).

Teammates will automatically "jump" to your location if you leave them 
behind. This means you can teleport through walls or fly over pits, and 
your teammates--even if they can't teleport or fly--will just show up.


==========================================
B.07: Exploits (It's not cheating! Really!)
==========================================

* Iceman's Ice Gloves power consumes no energy

* Nightcrawler's Teleport Frenzy consumes no energy provided you have not
  put any points into Teleport Attack

* Equipping Nightcrawler with an item that provides a bonus to the Teleport
  skill (i.e. +1 Teleport) increases the skill ranks of *all* teleport-
  related skills (i.e. Attack, Frenzy, Leap of Faith, etc.)

* Iron Man's Motion Amplifier increases damage from all Iron Man's attacks
  (not just melee)--only confirmed for XBox, but PC version is direct port,
  so...


=====================
B.08: Glitches & Bugs
=====================

The following are glitches and bugs that have been encountered in the game. 
These appear to affect all versions of the game (PS2, XBox, Gamecube and 
PC):

* Constant crashing when you reach Act 4. This is caused by a memory dump
  because the game holds recent maps and all items stored in inventory
  and the hero stash in memory. The maps in Act 4 are huge, so a lot more
  memory is needed. You can avoid this bug by keeping your hero stash at
  30 items or less.


* Statues in the crystal room of the Temple of Anubis are not destructible.
  
The cause of this glitch is probably as follows:

When you enter the crystal room, you get a conversation pop-up that says, 
essentially, "We have to figure out how to move the crystal into the 
light." When you press ENTER to end the conversation, a script runs that 
sets the first statue destructible and marks it (with a red arrow hovering 
over the statue and a red X on your map).

If you are attacked while that conversation is open and it closes before 
you press ENTER, the script DOES NOT RUN and the statues are not set as 
destructible. To make things more interesting, there are is an Anubite 
Warrior right outside each door, disguised as a statue. So it is easy to 
run right by it, into the room, and then have it attack you while the 
conversation is open.

To AVOID the glitch, don't step into the crystal room until you are sure 
all enemies are clear. Advance slowly, so warriors disguised as statues 
come to life and attack before you enter the room.

To SOLVE the problem after being hit by the glitch, you must reset the map. 
To reset the map, you must load a sufficient number of maps into memory so 
the Temple of Anubis map is pushed out. Return to the Ancient Labyrinth and 
Xtract back to any map in a previous Act. You don't have to do anything, 
just keep Xtracting to old maps until you've visited six old areas. Xtract 
back to the Ancient Labyrinth and re-enter the Temple of Anubis. If the map 
is hidden and enemies are once more in the corridors, then the map is reset 
and you can fight your way back to the crystal room and finish the 
objective. (Remember to clear all enemies before entering the final room or 
you'll be hit by the glitch again.)

ALWAYS ROTATE MULTIPLE SAVES--AT LEAST THREE--IN CASE YOU GET HIT BY ONE OF 
THESE BUGS.


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---Section C. WALKTHROUGH----------------------------------------------
 /  \
/

==============
C.01: Overview
==============

Here are some things to watch out for while moving through each stage:

C.01.a) Obstacles
-----------------
You will frequently find your path blocked by some obstacle. There are 
usually several ways around the obstacle, some more efficient than others.

GAPS
Broken bridges, catwalks and deep chasms will occasionally dot your path. 
There's a variety of methods to get around these. The easiest way is to 
build a bridge. Iceman (Slow Beam/Freeze Blast), Jean Grey (Telekinesis) 
and Magneto (Levitation) can all build bridges. Just target the blue X at 
the gap and unleash the appropriate power.

FORCE FIELDS
You will occasionally find your way blocked by energy force fields. Some 
force fields have a control panel nearby that can turn them off. If that is 
the case, have Nightcrawler (or Deadpool) teleport through the field and 
turn it off; otherwise, you have to go around it--typically by stepping 
into a side room and bashing your way through the wall. Some force fields 
remain up until you complete your objectives in the area.

BIG STUFF
Sometimes your way will just be blocked by big...well, blocks. A character 
with Might (or Magneto/Jean) can push this stuff out of the way; but, only 
if the object is marked with a blue X.

Other, unique, obstacles will be covered in the walkthrough.


C.01.b) Traps
-------------
There are machines in various stages that sap your mutant energy or hit you 
with a Slow effect. Some of these traps are not destructible, which means 
you have to stay out of the area that triggers the trap and draw enemies to 
you with ranged attacks. The traps only trigger if an active character gets 
close, so another option is to hang back and simply let your AI teammates 
handle the problem.


C.01.c) "Secret" Areas
----------------------
The auto-map (mostly) prevents there being any truly hidden rooms or 
platforms in the game (there are a small number of areas that do not appear 
on the map); however, some are only accessible if you have a flier or 
teleporter in your party. Some are just out of the way and you might run 
right by them on your way to an objective. Keep an eye out for "unfinished" 
areas on your map and make sure you explore each stage to its edges.


C.01.d) Make-a-Door
-------------------
Sometimes the only way to progress is to blow a hole in the wall. Almost 
any character can do this (though some are better at it than others), so if 
a room seems otherwise inaccessible or the path seems to have reached a 
dead end, try knocking down the wall.


C.01.e) Special Enemy Abilities
-------------------------------
As you play, you'll frequently run into mobs with special abilities. Some 
of these abilities include:

* Health Regeneration: the mob regenerates health (rather rapidly), take
  it out with your strongest powers to overcome the regeneration.

* Irradiated: the mob releases radiation from its body, any melee attacks
  cause the attacker to take radiation damage, concentrate ranged fire on
  these mobs.

* Energy Sap: the mob drains your energy points whenever you get too close,
  take it out from range or use standard melee attacks.

* Invulnerable: the mob is completely impervious until you hit it with a
  specific melee combo, such as Stun or Pop-up. Check the mob's status bar
  in the top center of the screen to see what will take out its shield and
  use that attack against it. They typically go down quickly once you get
  rid of their invulnerability.

* Resistance: lots of mobs, even common ones, will be resistant to some
  type of damage. For example, Sentinels are resistant to mental damage,
  Morlock Brutes are resistant to physical damage. Concentrate other types
  of damage against these enemies.


===========================
C.02: Special Conversations
===========================
Unlike XML1, XML2 has different conversation paths depending on whom is in 
your party and who is the current active (player-controlled) character. In 
some cases, having the right person on your team or as the active character 
results in a fully voice-acted conversation--almost a cutscene. The 
following are known conversation pairs:

C.02.a) Act 1
-------------
* Toad and Blink: Full VO conversation, when you rescue Blink at the
  end of the first mission. Toad does not need to be active.

* Grizzly and Iceman: Full VO conversation, Iceman must be the active
  character when you encounter Grizzly.

* Grizzly and Jean Grey: Full VO conversation, first encounter with
  Grizzly only, Jean does not have to be active.

* Zealot and Magneto: Full VO conversation, before the fight against
  Zealot (not for the two previous meetings with him). Magneto does not
  have to be the active character when you encounter Zealot

* Blob and Brotherhood: Blob has two different conversations depending on
  whether an X-Man or Brotherhood mutant is the active character when
  you speak to him (no VO for player's character)

* Lady Deathstrike and Wolverine: Full VO conversation, Wolverine must be
  the active character when you encounter Deathstrike

* Lady Deathstrike and Brotherhood: Optional conversation allowing you to
  bribe Deathstrike to leave you alone, Brotherhood mutant must be the
  active character when you talk to Deathstrike (no VO for player's
  character)

* Pyro and Gambit: Full VO conversation when you rescue Pyro, Gambit does
  not have to be the active character

* Pyro and Sunfire: Full VO conversation, this takes place when you are
  about to enter the Genosha Council for the boss fight against Abyss,
  Sunfire does not have to be the active character

* Mr. Sinister and Nightcrawler: Full VO conversation, Nightcrawler must
  does not have to be the active character when you meet Mr. Sinister in
  the Northern Plaza


C.02.b) Act 2
-------------
* Rogue and Mystique: Full VO conversation. Have Rogue in your party
  (does not have to be active) when you first leave Avalon and meet
  Mystique.


C.02.c) Act 3
-------------
* Guardian and Wolverine: Full VO conversation. Wolverine does not have
  to be the active character when you meet Guardian at the entrance to
  the Infinite Factory.


C.02.d) Act 4
-------------
* Colossus and Kitty Pryde: Full VO conversation. When at the X-Mansion,
  put Colossus on your team and make him the active character and then
  speak with Kitty Pryde (Shadowcat).

* Gambit and Sebastian Shaw: Full VO conversation. Have Gambit on your team
  (does not need to be active character) when you first meet Shaw in the
  streets of New York South Side.

* Toad and Stryfe: Full VO conversation. Toad must be on your team but does
  not need to be the active character to have a little extra chat with
  Stryfe (final fight at the end of the Brain Trust area).

* Deadpool and Deadpool: Full VO conversation. Obviously, you have to be
  playing through for a second time, with Deadpool unlocked and on your
  team when you encounter the enemy Deadpool in New York North Side.

* Archangel and Jean Grey: Full VO conversation. Jean does not have to be
  the active character when you meet Archangel at the end of Act 4.


C.02.e) Act 5
-------------
* Storm, Beast and Mr. Sinister: Full VO conversation. Storm does not have
  to be the active character when you finally fight these two

* Living Monolith and Sunfire: Full VO conversation. Sunfire does not have
  to be the active character to get this dialogue.


Areas with an Xtraction point are marked with an (X). There is no compass 
in the game and the maps rotate with your camera, so directions are based 
on the nearest landmark and are not always real clear. Be sure to use your 
map to keep your bearings. Item lists have checkboxes [] so you can print 
these out and check them off as you find the items.

===============
C.03: Prologue
===============

Objectives:
* Escape

Areas:
* Prison

Items:
* None

Recommended Team:
* You get Magneto, Cyclops, Storm and Wolverine.
* Unless you're playing Hard mode, then you can choose your team

Tutorial stage. You get Magneto, Cyclops, Storm and Wolverine. Mystique and 
Sabretooth follow you for a little bit, but are soon removed from action. 
This stage is just meant to get you used to the controls--especially 
fighting.

If you are a veteran XML1 player, you should breeze through this area. But, 
veteran or novice alike should still take a look at the game hints 
scattered around. Stand on the yellow question mark and press Use.

The third main room you enter has a side area straight ahead of you, 
blocked by a force field. Use Magneto's Levitation power to throw the 
switch on the other side of the field. Just press Use Powers and Magneto 
should target the switch, then press Attack.

The first time you pick up a piece of equipment (such as a belt), the game 
will ask you if you would like to turn Auto-Equip on. For more info about 
Auto-Equip, see section B.02 Team Management Screens.

The first time one of your characters levels up, you will be asked if you 
would like to turn on Auto-Trait or Auto-Skill or both. For more info, see 
section B.02. It is recommended you turn on both if you are a first-time 
player.

In the fifth large room, if you continue straight ahead, you'll enter a 
corridor guarded by gun turrets. Retreat from the turrets and knock a hole 
in the wall to your left (as you return from the guns). This takes you to 
the mini-boss of this area and brings you around behind the guns, which you 
can destroy if you wish.

Head out to the X-Jet to begin Act 1.


=============================
C.04: In the Blink of an Eye
=============================

Objectives:
* Talk to Sabretooth in the Sanctuary
* Rescue Blink in the Dead Zone

Areas:
* Sanctuary (X)
* Dead Zone

Items:
[] Tech station (+2 Strike): first burned out airship

Recommended Team:
* Iceman comes in handy putting out fires and building bridges,
  otherwise, this is a good time for experimentation

You open with an extended cutscene in Magneto's Genosha sanctuary, which is 
home base for Act 1. Spend a little time looking around; you'll find Beast 
nearby, ready to buy and sell and, next to him, the Review Computer, where 
you can look at your unlocked goodies. You can go ahead and play the Act 1 
trivia game for some extra XP. Finally, there's the Danger Room Computer; 
but you can't do much yet as only one course is available.

When you're finished sightseeing, go talk to Sabretooth, who is standing 
near the exit.

(PC version anomaly: you can add Sabretooth to your team at the Xtraction 
point, then go talk to Sabretooth with Sabretooth. Weird.)

Victor introduces you to your first mission, to rescue Blink. He'll open 
the gate for you to continue to the Dead Zone. There are a lot of fires in 
this area, which can hurt if you get knocked into them during combat. Use 
Iceman to put them out as you go.

This first part of the Dead Zone is pretty small. There's one point where 
you can build a bridge (with Iceman, Jean or Magneto) for a shortcut. Keep 
an eye out for a burned-out ship. Inside is a +2 Strike tech station.

Once you reach Blink and talk to her, this mission ends. You can return to 
Sanctuary for the official mission briefing, or just use Blink's portal to 
jump to the next part of the Dead Zone.

*NOTE* Now that you have rescued Blink, you can open a Blink Portal back to 
home base at any time using the Blink Portal option from the game menu.


=======================
C.05: Hacker's Delight
=======================

Objectives:
* Find a security code module in the Cerci Caverns
* Find a security code module in the Barren Cliffs
* Find a security code module in the Desolate Mesa
* Locate and destroy the radar array in Desolate Mesa (optional)

Areas:
* Dead Zone (X)
* Cerci Caverns
* Barren Cliffs (X)
* Desolate Mesa

Items:
[] Homing beacon: just past entrance to Cerci Caverns
[] Danger Room Disc Setting 102 - Throwing: third large room in
   Cerci Caverns
[] Homing beacon: Cerci Caverns as you cross a bridge, to the side
   is a platform requiring flier or bridge builder to reach
[] Data disc: Barren Cliffs, under the brush in the side area
   right before you cross a bridge for your first meeting with Grizzly
[] Weapons cache: After meeting Grizzly, go left, build two bridges and
   pick up the cache
[] Tech station (+2 Focus): near radar array in Desolate Mesa
[] Bishop comic: next to aforementioned tech station
[] Sketch book (Dead Zone, Dead Zone Enemy, Magneto): next to
   aforementioned tech station

Recommended Team:
* Iceman for putting out fires, building bridges and slowing down
  Grizzly
* Tank (Juggernaut, Colossus, Sabretooth, Wolverine) for breaking
  down walls in the Caverns
* Characters with good radial attacks for hitting Power Combos on Grizzly

After her rescue, Blink opens a portal to the other section of the Dead 
Zone and you automatically jump through. There's an Xtraction point nearby 
for saving your game. It's a relatively short distance to the entrance to 
the Cerci Caverns. You'll be thrown into the Caverns automatically when you 
first approach the entrance, so run back out, go past the entrance and pick 
up your first homing beacon.

In the first large "room" of the Caverns, you'll find your first security 
code module, which looks like a computer and has a green arrow floating 
over it. It is also marked on your map with a large, red X. Use it to add 
the codes to your collection.

In the third room you enter in the Caverns, there's a Danger Room Disc 
(Throwing 102) in the middle of the room. Shortly thereafter, you'll cross 
a narrow bridge over a cavern. To your left will be a platform that 
requires a flier or bridge builder to reach. Cross to it to pick up another 
homing beacon.

You exit the Caverns into the Barren Cliffs. You quickly reach a bridge 
formed by a burned-out airship. As you get ready to cross, you meet 
Grizzly. Yay. After exchanging barbed witticisms, turn around to search the 
brush for a data disc. Collect 4 data discs and get a bonus to your 
health/energy pack carrying capacity. Yay!

Head over the bridge and go left. Build a bridge when you reach the chasm, 
then another to reach a weapon cache. Return from whence you came and go 
the other way to another Grizzly encounter. Make sure to pick up your 
second security module (marked with the red X on your map) as you go.

After Grizzly runs off, break the box with the red X floating over it to 
turn off the flame jets. Save your game at the Xtraction point and head 
after Grizzly to the Desolate Mesa. First up is the radar array that's been 
aiming attacks at you the whole time. Destroy it, then head down and to the 
left of the main path. You'll find a +2 Focus tech station, Bishop's comic 
and a sketch book unlocking the Dead Zone, Dead Zone Enemy and Magneto 
concept artwork.

Continue on the main path, it doesn't matter which way you go to get to 
your boss fight against Grizzly. Grizzly is all about melee attacks, so 
staying out of range and hitting him with Power Combos will work wonders. 
Afterward, pick up the last security module and head back to the Barren 
Cliffs.


===================
C.06: Infiltration
===================

Objectives
* Defeat Zealot
* Find the buried Genosha entrance in the Queen's Lair
* Use security codes to enter Genosha
* Defeat insect drones (12) in the Cerci Burrows (optional)
* Destroy egg clusters (4) in the Larvae Chambers (optional)
* Destroy the Cerci queens (3) in the Queen's Lair (optional)

Areas
* Cerci Burrows
* Larvae Chambers (X)
* Queen's Lair (X)

Items:
[] Tech station (+2 Speed): Cerci Burrows, third room with drones
[] Sketch book (Insect Tunnels, Insect Tunnels Enemy, Nightcrawler):
   Cerci Burrows, when path forks, go right
[] Homing beacon: Cerci Burrows, in same room as exit to Larvae Chambers
[] Tech station (+10 Health): Larvae Chambers, in large room with a
   pit where you find second egg cluster
[] Wolverine comic: Larvae Chambers, room with third egg cluster
[] Data disc: one of the queen's chambers, use a flier or bridge
   builder to get to central platform
[] Danger Room Disc Moves 103 - Triple Hit and Moves 104 - Throw:
   in one of the queen's chambers, behind some egg clusters

Recommended Team:
* Magneto for full dialogue with Zealot
* Tank for breaking through walls
* Ranged fighters for dealing with Zealot
* Flier or bridge-builder for getting a data disc

From the Barren Cliffs Xtraction point, Xtract back to the Sanctuary, talk 
to Angel and play your new mission briefing. When you're ready, Xtract back 
to the Barren Cliffs and enter the newly opened Cerci Burrows. In the third 
major room, after killing the fifth and sixth drone, find the +2 Speed tech 
station.

In the next room, take the right-hand path first. It quickly dead-ends, but 
you can pick up a sketch book (Insect Tunnels, Insect Tunnels Enemy and 
Nightcrawler). Head back the other way. The next room contains the final 
two drones, the entrance to the Larvae Chambers and a homing beacon.

As you enter the Larvae Chambers, you get a new optional objective. There 
are lots of egg clusters around, but you only have to destroy the four 
marked for you. Destroy this first one, then follow the tunnel until you 
reach a large chasm.

Go left along the chasm to the second egg cluster, then continue around the 
chasm to find a +10 Health tech station. Keep going around the chasm and 
follow the marker to the third egg cluster. Wolverine's comic is in this 
same room.

Follow the tunnels to the final egg cluster. You'll pass an Xtraction point 
on the way; save your game here. In the final room is the entrance to the 
Queen's Lair, so down you go. Get ready for some more serious fighting as 
you face off against Zealot's minions in addition to the Cerci.

After your first encounter with Zealot's minions, the tunnel forks. Take 
the left path to the first queen's chamber and get a new objective. Kill 
the queen, then fly or build a bridge to the platform in the middle of the 
room. Pick up the data disc and go back the other way.

When you reach the end of the tunnel, keep going straight through the next 
room and follow the next tunnel around to the second queen's chamber, where 
you meet Zealot. He runs away (not very zealous, is he?); after the fight 
is over, punch your way through the queen's eggs to get a Danger Room disc 
containing two courses: 103 and 104.

Follow your map to the final queen, where you run into Zealot again. (Note, 
for extra fun dialogue, have Magneto in your party and selected as the 
active character.) Zealot runs away (again), leaving you to kill the final 
queen. Bust your way through to the Xtraction point and save your game.

Your boss fight with Zealot is in the next room. Zealot's primary offense 
is also a defense. He surrounds himself with rock, becoming invulnerable to 
your attacks, then the rocks explode outward doing a bit of damage and--
more important--knocking you back and down. Take four ranged fighters and 
keep away from him and pepper him with beams, projectiles, etc.

When Zealot is down, head through the next door to the red X on your map 
and Use the computer to open the way into Genosha. A woman runs out and 
tells of some bombs planted on the seawall. Return to Sanctuary and watch 
your next mission briefing.


====================
C.07: Under Pressure
====================

Objectives:
* Disable the dirigible moorings (8) in the Genosha Seawall
* Defuse all bombs (2) on the Genosha Seawall by destroying the
  detonators
* Help Blob repair the cracked Genosha Seawall before all of
  Genosha is flooded (optional)

Areas:
* Genosha Seawall

Items:
[] Tech station (+10 Energy): central rooms between dirigible hangar and
   seawall
[] Homing beacon: in a corner room to the right as you leave the dirigible
   hangar, need a Brotherhood mutant to open the door

Recommended Team:
* Someone with Might (i.e. Juggernaut, Wolverine, Colossus) to make helping
  Blob a little easier
* A Brotherhood mutant to pick up a homing beacon

As you enter the Genosha Seawall, you find yourself in a dirigible hangar 
and there's a blimp waiting to take off. First, you have to destroy the 
moorings holding it in place. Then, you'll need to free some prisoners, but 
that comes a bit later.

Exit the hangar and hang a right. There's a security door down at the 
corner. Use a Brotherhood mutant to open it and collect your fourth homing 
beacon. Back in Sanctuary, a secret Blink Portal has opened. Don't go 
running back now, you're not quite high enough level to take on the enemies 
beyond the portal.

Search the central rooms here for a +10 Energy tech station, then head for 
the seawall room where you find Blob playing the Dutch Boy to Genosha's 
dike. There are two bombs that must be defused, and the detonators are up 
on platforms along the wall. Any character can power jump over to the 
detonators, or you can fly (teleporting doesn't seem to work). Just make 
sure you send someone that can do some damage because you have to destroy 
the detonators.

Once they are both out, return to the water level. If you have a mutant 
with Might, push (Use) the beam into place. If not, find the computer 
console right next to the beam--there's a green arrow hovering over it. Try 
to activate it and it will fail. Now head up the stairs to your right and 
find the box marked with a red X on your map. Use it to find the spare 
parts for the console. Return to the console and you can now use it to move 
the beam into place.

The exit to the Southern Habitats is to your left, so go there next.


===============
C.08: Jailbreak
===============

Objectives:
* Help mutant prisoners (11) escape in the Southern Habitats
* Help mutant prisoners (6) escape in the Northern Plaza
* Speak with Blink in the Sanctuary
* Save Pyro from the torture device in the Grand Hall (optional)

Areas:
* Southern Habitats (X)
* Northern Plaza
* Grand Hall (X)

Items:
[] Homing beacon: Southern Habitats, unmapped corridor behind
   hydroponics lab
[] Colossus comic: Southern Habitats, side room near some of the
   mutant prisoners
[] Data disc: Northern Plaza, underneath one of the first stairways
[] Homing beacon: Northern Plaza, Mr. Sinister's experiment
   room
[] Danger Room Disc Qualifying Exam 100: Northern Plaza, one of the
   prisoner cells
[] Tech station (+2 Body): Grand Hall, near entrance, room to the
   right--destroy generator to bring down the force field
[] Sketch book (Genosha, Genosha Enemy, Iceman): Grand Hall, on one
   of the platforms, need a flier
[] Weapon Cache: Grand Hall, behind a broken pillar opposite the
   Xtraction Point
[] Data Disc: Grand Hall, on the floor

Recommended Team:
* Wolverine for full dialogue with Yuriko
* Nightcrawler to open force fields and talk to Mr. Sinister
* Brotherhood mutant if you want to avoid fighting Lady Deathstrike

First up: Lady Deathstrike. She's fast. She's furious. And she's got 
adamantium claws like Wolverine. Bring Logan with you as the active 
character to get the full dialogue between them. (Evil mutant bonus: have a 
member of the Brotherhood as the active character when you meet Lady 
Deathstrike, and you can bribe her--cost 2,000 tech bits--to go away and 
leave you alone.)

Open up a can of Feral Slash on her steely behind. Don't worry about the 
regeneration chambers she uses around the room. She doesn't heal much, and 
by the time you get up there to attack her, she's back down on the lower 
level. Have some ranged X-Men with you to combo up with Wolverine's Slash 
and just lay into Ms. Oyama.

Once she's down, save your game at the nearby Xtraction point. Time to 
rescue some prisoners. From the Southern Habitats Xtraction point, go back 
into the Lady Deathstrike arena and head right through the double doors on 
the upper level. Go straight through another set of double doors into a 
hydroponics lab and head around the walkway into the back room.

Talk to Caleb-Bann to open a door into an unmapped area just behind you. 
Follow this hall to pick up a homing beacon if you don't have four yet, or 
a 5,000 XP bonus if you do. Enter a room with three cells. Destroy the 
console in the center of the room to open the cells, then talk to each 
prisoner to officially "free" them.

Now, here's the cheesy method of freeing the remaining prisoners using 
Nightcrawler (or Deadpool). Leave the room going back toward the 
hydroponics lab, continue straight ahead, through another hall and then 
take the outside corridors around the large room. Teleport through the 
force fields and turn them off with the control panels. This also opens the 
prisons in the center area of this room. Go talk to those prisoners.

Head back through the arena to the set of rooms on the opposite side. Go 
straight back until you see a room with two control panels in it, that 
appear to be inaccessible. Teleport through the wall and activate the 
consoles to turn off force fields to the right and left. Go free the 
prisoners in the side areas. Be sure to thoroughly search side rooms, one 
has Colossus' comic.

Go save your game. You're probably strong enough, by this time, to give the 
secret portal a try. Xtract to Sanctuary and enter the secret portal near 
Beast. You'll be in one leg of an X-shaped room. Go to the other three 
legs, defeating the enemies, and activate the consoles.

The toughest enemies will be a pair of mutants with some serious knockback 
attacks. Bringing along a good tank with anti-knockback shielding would be 
a good idea. After the third console is activated, a titan appears in the 
center of the room, but he's a pushover. Collect Iron Man's gauntlets and 
leave.

Xtract back to Southern Habitats and enter Northern Plaza.

If you call the door where you come in "south", then there are two 
prisoners down a hall to the west and two down a hall to the east. Go down 
the stairs into the main room, then look under the stairways for a data 
disc. Go free the prisoners down the east and west halls.

To the north are three hallways and a side room to the northeast. Go into 
the side room for a talk with Mr. Sinister. (Bring Nightcrawler along for 
full dialogue.) When he escapes, quickly kill his minions, then destroy the 
holding tanks with the Genoshans. If you still haven't collected four 
homing beacons, there's one in this room. If you have four homing beacons, 
you can get a 5,000 XP bonus instead.

Now go free the prisoners in the left-hand and right-hand northern 
hallways. The prison down the left-hand north hall has the Qualifying Exam 
100 Danger Room disc. The center hallway takes you to the Grand Hall.

Enter the Grand Hall and go to your right. Take out the generator to open 
the force field and go through for a +2 Body tech station. Go to the other 
side of the entrance room and enter the doors to find Pyro held prisoner. 
Free him by knocking out the two generators.

(PC anomaly: you can have Pyro help free himself. Weird.)

After Pyro is free, advance into the Grand Hall proper. After defeating the 
enemies, search the ground level for a data disc and a weapon cache. Have a 
flier search the upper platforms for a sketch book (Genosha, Genosha Enemy 
and Iceman).

When you approach the door to the Genosha Council, Pyro will warn you 
against fighting Abyss. (Bonus dialogue with Sunfire.) He'll then run away 
and you can get on with it.


===================
C.09: Into the Void
===================

Objectives:
* Defeat Abyss
* Speak with Professor X in the Sanctuary

Areas:
* Genosha Council (X)

Items:
* None

Recommended Team:
* Someone to stun or slow Abyss (such as Iceman or Wolverine)
* Your favorite Power Combo pair

The boss fight against Abyss is exciting, but not hard. The first stage 
involves straight up fisticuffs (X-Men style). Every once in a while Abyss 
will suck everyone in and throw them back out. This doesn't damage you, 
just delays the inevitable. Keep at him until he hits 50% health and he 
runs away.

Follow him (you can save your game first, if you like) and jump on the 
dirigible he's riding. You then find yourself fighting Abyss on a flying 
airship. It's pretty cool, but, again, not that hard.

When Abyss gets to 25% health, he jumps to another dirigible. You can't 
follow him, and you've got minions to deal with now. On top of that, Abyss 
is throwing bombs at your airship. Pick them up and throw them back. Hit 
Abyss' dirigible with about five or six bombs and it blows up and Abyss 
jumps back to your airship.

Lay into him again. When he hits 0 health, he sucks your whole team into an 
inter-dimensional abyss. There are four bombs surrounded by shields and 
they are on two levels. Walk over the wormhole in the center to switch 
levels, take out the demons keeping the shields up, then activate the 
bombs. Abyss and the airship blow up and you "land".

Use the Blink Portal to return to Sanctuary. Wrap up everything you've left 
hanging (if you want to, you can come back later), then speak to Professor 
X. Time to go back to the X-Mansion.


=====================
C.10: Certain Destiny
=====================

Objectives:
* Talk to Pyro
* Find Mystique in the Jungle Canal
* Rescue Destiny in the Jungle Canal
* Defeat Garokk
* Talk to Mystique in Avalon

Areas:
* Avalon (X)
* Jungle Canal

Items:
[] Danger Room Disc Challenge - Cyclops: Jungle Canal, right fork in the
   path soon after entering area
[] Data disc: Jungle Canal, first cave you travel through
[] Homing beacon: Jungle Canal, second cave you travel through

Recommended Team:
* Mostly ranged fighters for dealing with Garrok

Or not. Well, there'll be no wandering the halls of the Xavier School for 
the Gifted in this game. You're in a new base of operations in the Savage 
Land, which is a tropical jungle in the middle of Antarctica. Yeah, it's 
the X-Men, what do you expect? OK, you've got a new base, Avalon, to 
explore. Play the trivia game. Talk to people. You'll find Pyro out on the 
docks; after talking to him, you can view your next mission briefing.

Head out to the Jungle Canal--the entrance is right next to Pyro. When the 
path forks, go right to pick up a Danger Room Disc, Challenge - Cyclops. 
Past that point, you'll see a marked exit. When you approach, you fall into 
a cave. Proceed through the cave, picking up a data disc on the way. At the 
other end, break through the rocks to exit the cave. Head straight across 
the exterior path and into another cave entrance.

You'll find a homing beacon in this cave. When you exit, you'll be trapped 
by Garrok. After a short cutscene, you are freed and have to take him on 
with the help of Mystique. Garrok can't dish out a lot of damage, but he 
does have a knockback attack and a teleportation-like ability. Melee 
characters will be chasing him all over the place. Take some ranged 
characters and just sit back and blast him.

After, return to Avalon and talk to Mystique, Garrok, Destiny and Angel. 
You can then view your next mission briefing.


=====================
C.11: The New Ice Age
=====================

Objectives:
* Protect the atmospheric generators in the Jungle Ruins

Areas:
* Jungle Ruins (X)

Items:
[] Weapon cache: Jungle Ruins, just past the Xtraction point
[] Homing beacon: Jungle Ruins, next to weapon cache
[] Toad comic: Jungle Ruins, behind one of the atmospheric generators
[] Tech station (+20 Health): Jungle Ruins, next to one of the
   atmospheric generators

Recommended Team:
* Fast-moving characters to quickly run between the generators
* Characters with knockback attacks or stunning attacks to keep
  enemies away from the generators

Go to the Jungle Ruins--the entrance is past Ka-Zar. You'll see a short 
cutscene of enemies destroying a generator. Your mission is to protect the 
other two; however, there's no hurry...yet. Advance down the path, 
activating an Xtraction point. Just a bit further on you'll see a weapon 
cache lying out in plain sight. Next to it, somewhat camouflaged by the 
environment, is a homing beacon.

Continue down the path until you come to the first generator under attack. 
Rush in to defend it. When Angel signals the other generator is under 
attack, rush over to it (you'll see the red X's on your map) and defend it 
for a while. Then you'll have to run back to the other generator. Continue 
until you get the cutscene with the last enemy.

Once that conversation is finished, you can explore around the generators, 
where you'll find Toad's comic and a +20 Health tech station.


===========================
C.12: No Way In, No Way Out
===========================

Objectives:
* Locate the hidden entrance to the ancient monument in the jungle
* Defeat Sauron to gain entrance into the monument

Areas:
* Jungle Pass (X)

Items:
[] Cyclops' comic: Jungle Pass, in the ruined temple
[] Homing beacon: Jungle Pass, take the right fork from the beginning
   path and then enter the left-hand cave to get the beacon
[] Weapon cache: Jungle Pass, in laser-bomb guarded cave just before
   Xtraction point
[] Tech station (+4 Speed): Jungle Pass, in a ruined temple beyond
   the laser-bomb guarded cave with the weapon cache
[] Sketch book (Jungle, Jungle Enemy, Jean Grey): Jungle Pass, cave
   just past the Xtraction point

Recommended Team:
* Tanks to deal with Sauron
* Ranged characters to take out laser-tripped bombs

From the Jungle Ruins, enter the Jungle Pass. When the path forks, take the 
left path to a ruined temple. Pick up Cyclops' comic. Continue following 
the path. When you reach a downed tree, instead of jumping over it, head to 
the right and follow the path to a cave entrance. Go through the cave, 
picking up a homing beacon on the way.

When you leave the cave, there's another cave entrance to your left. (If 
you look at your map, you'll see you've made a circle and are now at the 
end of the right fork of the beginning path.) Go through the other cave. 
When you exit, you'll be trapped. Destroy the energy saps and then the 
laser fence posts and continue up the path. You'll now be on the main path, 
past the fallen tree you stopped at earlier.

Continue on to an Xtraction point. Backtrack from the Xtraction point and 
search to the left for a cave entrance. The cave has laser bombs, so you'll 
need a ranged attacker to take them out. Pass through the cave, picking up 
a weapon cache. Beyond is a small area with a ruined temple containing a +4 
Speed tech station. Go back to the main path and head for the cave entrance 
past the Xtraction point.

As you pass through this cave, keep an eye out to your left for a sketch 
book (Jungle, Jungle Enemy, Jean Grey). When you exit the cave, you'll be 
at the entrance to the Nuwali Temple, but a talking pterodactyl named 
Sauron doesn't want you to go any further.

Sauron flies around a bit, dropping energy bombs on your head. You can try 
to hit him with ranged attacks while he's flying, but it's more effective 
to wait until he lands and then lay into him with melee powers and attacks. 
He's quite vulnerable to those. He'll stun you, briefly, when he takes off 
again, but just wait him out, keep moving around while he's flying and let 
him have it when he lands.

Once Sauron is defeated, you can enter the Nuwali Shrine.


==========================
C.13: Beyond the Threshold
==========================

Objectives:
* Locate a mystic stone in the Nuwali Shrine
* Locate a mystic stone in the Nuwali Corridors

Areas:
* Nuwali Shrine
* Nuwali Corridors (X)

Items:
[] Tech station (+4 Body): "East" path from Nuwali Shrine entrance, have
   to push columns out of the way
[] Danger Room Disc Assault 203: Nuwali Shrine, in a room "southwest" of
   the water-filled altar room
[] Sunfire's comic: Nuwali Shrine, in room leading to Nuwali Corridors
[] Tech station (+20 Energy): first main room of Nuwali Corridors
[] Sketch book (Monument, Monument Enemy, Juggernaut): Nuwali Corridors,
   on a ledge after you fly over the large chasm
[] Gambit's comic: Nuwali Corridors, on the octagonal platform with one
   of the guardian switches
[] Weapon cache: Nuwali Corridors, in a hidden room in the corridor on the
   way to the octagonal platform, break down the wall
[] Data disc: Nuwali Corridors, behind a breakable wall next to weapon
   cache

Recommended Team:
* Jean Grey to fly and use TK or Magneto to fly and use Levitation

As you enter the Shrine, you'll get a communique from Shanna. You've got to 
find two keys hidden in the Shrine. Oh joy. To make directions in this 
place easier, call the main entrance the south side of the Shrine.

From the first main room, take the east hall and follow it around. You'll 
soon come to some columns that need to be pushed out of the way. Any 
character with Might, or Magneto or Jean can do so. Continue on to find a 
+4 Body tech station.

Beyond the tech station, the path will fork. Take the south door and search 
the next room carefully for a homing beacon. That should be the four you 
need this Act. Continue this direction until you reach a marked objective 
(red X on your map), which turns out to be a Zelda-inspired push-button on 
the floor.

Yay.

Step on it, then jump down into the water-filled room. Head south and up 
the stairs, then through the west door. In this next room search for the 
Danger Room Disc, Assault 203. Keep on going around until you get to 
another floor button. Now jump down into the water-filled room and go up on 
the altar platform to get your first mystic stone.

Head south back to the main entrance and take the west door. Look for 
Sunfire's comic among the rubble along the right side of the room and exit 
to the Nuwali Corridors. In the first room you will find an Xtraction point 
and a +20 Energy tech station. The door straight ahead leads to the Nuwali 
Gateway; don't go there yet.

Go through the other door and enter another water-filled room. From where 
you enter, take the right-hand hall and have either Jean or Magneto fly 
across the L-shaped chasm to a small ledge. Pick up the sketch book 
(Monument, Monument Enemy, Juggernaut), use TK or Levitation to push the 
large block out of the way, then throw the guardian switch.

(Don't worry if your teammates mysteriously appear next to you. It's one of 
the "features" of the game.)

Fly back to the water-filled room and go straight across. Continue down the 
corridor to an octagonal platform. Defeat the horde of enemies, then throw 
the guardian switch and pick up Gambit's comic. (If you don't see the comic 
after the battle, don't worry, you probably accidentally picked it up 
during all the button mashing.)

Go a little way back down the corridor and find the breakable wall on your 
left. Enter the hidden room for a weapon cache, then break the wall to the 
left of the cache for a data disc. Head back to the water-filled room and 
get your second mystic stone.

The fourth corridor from this room leads to the Elemental Tomb, so head 
there now.


==================
C.14: Tomb Raiders
==================
Objectives:
* Locate the Vibranium Idol
* Find the Fire Skull
* Return the Fire Skull
* Find the Water Skull
* Return the Water Skull
* Find the Earth Skull
* Return the Earth Skull
* Find the Air Skull
* Return the Air Skull
* Return to Ka-zar in Avalon

Areas:
* Elemental Tomb (X)

Items:
[] Weapon cache: room of air
[] Tech station (+4 Strike): between earth and water rooms
[] Danger Room Disc Challenge - Gambit: water room
[] Homing beacon: alcove in the room of fire

Recommended Team:
* Flier for getting an elemental skull
* Bridge builder for getting an elemental skull
* Tank for breaking things
* Iceman, Storm or Toad for putting out fires

Advance to the first main room and turn right. When you reach the ledge 
around the large chasm, turn right for a weapon cache. Go back the other 
way around the chasm until you reach the bridge over to the central, 
octagonal platform. Have your flier fly to the top of the column and pick 
up the air elemental skull.

Go back over the bridge and through the nearby door to reach another chasm 
with platform. Take the bridge over, break the rocks and get the earth 
elemental skull. Take the second bridge off this platform and head through 
the door. After passing through one room, look down the stairs to your 
right to find a +4 Strike tech station.

Continue through to the water room. Here you'll need to build a bridge 
across to the platform to get the water elemental skull. Just to the right 
of where you build the bridge, pick up the Danger Room Disc, Challenge - 
Gambit. There's also an Xtraction point nearby.

Leave through the other door and enter the fire room. Cross to the center 
platform and put out the fires to get the fire elemental skull. There's a 
homing beacon (or 15,000 XP reward) in an alcove in the corner opposite 
where you entered.

Continue on to complete the circle and arrive back at the entrance. Now go 
through the door opposite the entrance to find the room with the pillars 
that requires the skulls you just picked up. Go to each pillar and Use it 
to place the skull and the vibranium idol you're searching for rises out of 
the ground.

Go back to the Nuwali Corridors and Xtract back to Avalon and talk to Ka-
Zar to finish this task.


===================================
C.15: Beyond the Threshold, Part II
===================================

Objectives:
* Place the mystic stones (2) in the Ancient Doorway statues of
  the Nuwali Gateway

Areas:
* Nuwali Gateway (X)

Items:
[] Danger Room Disc Defend 204: when you enter the Gateway from the
   Corridors, go straight across the hall and break through the wall
   on the left for the disc
[] Homing beacon: when you enter the Gateway from the Corridors, turn left
   and fight your way down the long hall with flame-throwing statues, near
   the end of the hall, break through the wall on your left and break your
   way through the walls to reach the beacon
[] Data disc: from the homing beacon room, go straight across the large
   hall and through a series of rooms to a large cavern with bridges and
   islands, immediately turn left and send a flier along the ledge until
   you see the disc on the other side of the wall, break through the wall

Recommended Team:
* You'll need a flier or bridge builder to get the data disc

Return to the Nuwali Corridors and enter the Gateway. As you enter, go 
straight through the hall into the next door and break the wall to the left 
to pick up Danger Room Disc Defend 204.

Return to the entrance hall and go right. At the end is another hall with 
water troughs running through it. It's a long hall with lots of enemies 
and, just to make things interesting, flame-throwing statues along the 
sides. You can't destroy the statues or their flamethrowers, so just stay 
out of the way. Near the end of the hall is a breakable wall to the left.

When you break through the wall and get to the next room, walls rise out of 
the floor. They're breakable, so don't worry about them. Bust your way down 
the right side of the room to cross the bridge over the chasm and 
eventually get to a homing beacon--or 15,000 XP if you've already got four 
beacons.

Go back to the main hall and go straight through the door on the other 
side. Follow the rooms until you get to a cavernous room and find yourself 
on a bridge. You can, if you wish, thoroughly explore this room, building 
bridges to move from platform to platform. You'll find a way back to the 
Corridors exit; an exit to the Shrine and plenty of enemies to drop loot 
and give XP.

However, the important thing is right here. Look along the wall to your 
left as you come into the cavern. You can't walk along it, but send a flier 
down the wall until you see a breakable wall along the ledge (you should 
also be able to see the data disc behind the wall). Land, break down the 
wall, collect the disc and head back to the hall of flamethrowers.

Head through the main exit and you'll be in a large room with some columns 
that have glowing rings around them and an Xtraction point. If you fall off 
the raised floor where the Xtraction point is located, you can send a flier 
back up and the rest of the team will "jump" to you.

If, for some reason, you have no flier nor a teleporter, throw one of the 
switches to be sent to the homing beacon room you cleared a few moments ago 
and come back through the main door.

Alright, head across the room, place your mystic stones and open the 
Gateway. Professor X will call you back to Avalon to speak to Destiny; this 
would be a good time to get Iron Man's armor as well. The secret room is M-
shaped; and the boss at the end is guarding Iron Man's chest piece.

Get Iron Man's armor, return to Avalon, talk to Destiny, Xtract back to the 
Gateway and head on through to the Beyonders Sanctum.


======================
C.16: The Beast Within
======================
Objectives:
* Defeat Mikhail
* Free Beast from Mikhail's trap
* Talk to Professor X in Avalon

Areas:
* Beyonders Sanctum (X)
* Mikhail's Warship (X - Change Team only)

Items:
[] Danger Room Disc Qualifying Exam 200: When you enter the Sanctum, it
   is behind a large stone in an alcove to your left
[] Data disc: From the Xtraction point in the Sanctum, go to the opposite
   corner of the room and look behind the stairs
[] Tech station (+4 Focus): in the Sanctum, in the corner opposite the
   Xtraction point, go up the stairs, through either door and to the
   corner room, put out the fire at the base of the column and the station
   will come down
[] Weapon cache: Beyonders Sanctum in the room where you fight Omega Red

Recommended Team:
* See below

In the first large room you enter, look along the left wall for an alcove. 
The Qualifying Exam 200 Danger Room Disc is hiding behind a large stone.

From the Xtraction point, go down the stairs and head for the opposite 
corner of the room. There's a stairway here, and a data disc is hiding to 
the left of the stairs. At the top of the stairs, go through either door 
and to the corner room where a large column dominates the center of the 
room. Put out the fire burning at the base of the column and it will lower 
to reveal a +4 Focus tech station.

Once you've finished your collecting, head through the door next to the 
Xtraction Point and fight your way to the mini-boss battle against Omega 
Red. He's not that tough, just hang in there and hit him with your powers. 
Once he's down, the real fun begins.

Search Omega Red's room for a weapon cache, then save your game and stock 
up on energy and health packs. You should be able to carry at least 22 of 
each (20 from having at least one character at level 20+ and 2 from finding 
the first eight data discs). Use the glowing portal in Omega Red's room to 
enter Mikhail's Warship. Once past his initial group of minions, you'll 
find an Xtraction point. All you can do at this one is Change Team.

Beyond you'll begin what is, arguably, the hardest boss fight in the whole 
game. The fight against Mikhail has three stages, each harder than the 
last:

1) Mikhail clones himself. Individually, these guys aren't all that tough, 
but being mobbed by 15 or 20 Mikhails isn't fun or easy. An Xtreme or two 
here really helps.

2) Mikhail shields himself and turns the four shield generators into 
minions. In order to take down the shield, you have to lure each minion 
onto a pad, kill it while it's on the pad, whereupon it turns back into a 
console and you can Use it to turn off one of Mikhail's shields. Minions 
killed when not on a pad turn into consoles, but you can't use them. And 
then Mikhail turns them back into minions.

After the first shield is down, Mikhail starts sending out a rotating beam 
that damages you and knocks you down, forcing you to play jump-the-energy-
beam with him.

Now, you're probably wondering how, exactly, you are supposed to accomplish 
all this.

Good question.

First, you can recognize when a minion is in the right place because a red 
arrow will show up over its head. When you see that red arrow, blast it. 
Don't use powers with Knockback, because you DON'T want to knock it back. 
Likewise, don't use Telekinesis or Levitation to throw it around. 
Immobilizing powers (such as Iceman's Freeze Beam) are best.

You can lure foes onto the pads by setting your teammates to Defensive AI 
and keeping them grouped around you with the Call Allies button. This fight 
takes patience and a certain amount of luck. But, keep at it, the worst is 
yet to come.

3) When Mikhail loses his shields, he becomes quite happy. You see, he now 
gets to open a can of whup-ass on you and he will enjoy this very much. 
Mikhail is TOUGH, and he has a couple of very annoying powers. One, he can 
turn random objects in the room into minions, so you can't just pepper 
Mikhail, you have to worry about his lackeys as well. Second, Mikhail can 
slow down time and you start moving in slow motion while he speeds up and 
he can come and have his way with you.

Yeah. It's that bad. Of course, in addition to his main powers, he can hit 
for a fair amount of damage and he has a ranged attack and he can stun you 
and he can knock you down. But, it's all good, right?

Again, patience and luck are key. One way to survive this battle is to use 
Nightcrawler (or Deadpool if you've unlocked him) and, whenever Mikhail 
slows time, teleport to the opposite side of the room. Mikhail will 
concentrate on the human-controlled player, so he'll chase after you 
without bothering your companions.

Another helpful thing is to go on a rampage around the room, destroying 
objects before Mikhail can turn them into minions. A highly destructive, 
wide-range power works well for this (such as Colossus' Thunder Clap). As a 
side benefit, you'll get some item drops, including, hopefully, energy and 
health packs.

Finally, Mikhail seems most susceptible to melee damage, so having 
characters who can add melee damage (especially elemental damage, like 
Iceman and Sunfire) can be a big help. Keep the flaming fists of fury up, 
get Mikhail into a corner and just whale on him.

However you fight Mikhail, you'll want your highest-level mutants in this 
battle. The higher the level, the better. There's no one specific way to 
defeat him. Go all tank or all ranged, just be sure you go all out. Don't 
be surprised if you get through this battle with one hero left, clinging to 
life by a thread.

Ladd Everitt contributes the following battle strategies:

"1) In Stage One with the multiple Mikhails, one thing I discovered is that 
you do NOT have to stand your ground and fight once all his clones pop up. 
I knocked down a few of them and then started to circle around the bridge 
(the board is huge). I was pleasantly surprised to find that there were 
barrels EVERYWHERE around the perimeter (and down the stairs) on this board 
and they were pleasantly well stocked, particularly with health, which was 
crucial to me in winning this and the next two battles. I was literally 
able to wander around unmolested when there were still several Mikhails 
left and plunder and restock my entire team. Then, once I was ready to 
fight again, I was able to isolate the remaining Mikhails and pick them off 
one or two at a time. This made it MUCH easier than trying to stand and 
fight.

"2) During Stage Three of the battle, once the shields come down and you 
fight Mikhail himself, I found a gem of a strategy. This strategy is to 
NEVER LEAVE THE AREA YOU START THE BATTLE IN. You start this fight in a 4-
way intersection with white floor underneath you. If you keep your team in 
this intersection and never leave, Mikhail has NOTHING to turn into a 
minion. I fought him using Nightcrawler and without ever teleporting I was 
still quick enough to run around and slice him with sword attacks until he 
dropped. I only got hit 2, maybe 3, times the whole battle, and I never 
faced a single minion."

For the record, Mr. Everitt's strategy works extremely well.

Once Mikhail is down, don't worry about the new objectives. It's all over 
but the shouting. Sweep the room for tech bits, health and energy packs and 
other flotsam, then take the new door that's opened up. Once the scientist 
runs away, destroy the computer console, talk to Beast and take the portal 
back to Avalon.

Talk to Professor Xavier to begin the next Act.


========================
C.17: Rotten to the Core
========================

Objectives:
* Talk to Angel
* Take X-Jet to the Core
* Attach Forge's transceiver into a core console in the Core Interior
* Shut down security gate in Core Security
* Lower Core shields using shield controls in Core Security
* Lower control rods (2) in the Yellow sector of the Core Reactor
* Activate control rods in the Yellow sector of the Core Reactor
* Lower control rods (2) in the Blue sector of the Core Reactor
* Activate control rods in the Blue sector of the Core Reactor
* Destroy coolant pumps (2) in Core Control
* Defeat Sugarman
* Release safety mechanism in Core Control
* Talk to Angel in the Weapon X Facility

Areas:
* Weapon X (X)
* Core Interior
* Core Security (X)
* Core Reactor (X)
* Core Control

Items:
[] Homing Beacon: small room left of the entrance to Core Interior
[] Data disc: from entrance to Core Interior, go right and disc is near
   X-shaped pit
[] Danger Room Disc Challenge - Iceman: Core Interior, after putting
   Forge's transceiver in a security console, turn left down the hall
   and first room on your right
[] Tech station (+6 Speed): at the other end of the hall from the Challenge
   - Iceman disc is a room with a reactor coil, send a teleporter through
   the wall over the coil blast the wall down with beams/projectiles, any
   character can walk across the coil and jump into the room once the wall
   is down
[] Weapon cache: Core Interior, at the opposite end of the hall from the
   exit to Core Security
[] Danger Room Disc Assault 303: Core Security, from the entrance, go
   right to the third room on the left and into the back room
[] Weapon cache: Core Security, from the entrance, take the left-side
   hall to the second room on the left and break through the back wall
[] Storm's comic: Core Reactor, in the central hall
[] Homing beacon: Core Reactor, in the central hall, on a ledge past
   a nuclear waste pit, use a flier or teleporter to pick it up
[] Sketch book (Core, Core Enemy, Rogue): Core Control, near force field
   that blocks you from Yellow reactor coolant pump
[] Weapon cache: Core Control, in room where you fight Sugarman

Recommended Team
* You'll need a flier or teleporter to pick up a homing beacon
* You'll need a team that's good at hitting combos to fight Sugarman

Welcome to your new digs. Go to the Xtraction point and try out your new 
Age of Apocalypse threads. You can now put together an AoA team (+100% ATK) 
of your choice (or not). Wander around. Talk to Prof X, Wolverine, Havok, 
Heather Hudson (required) and Angel (required). Note: you'll have to use 
the X-jet to get around this time.

Play the trivia game. Frolic in the Danger Room. Drool over your 
unlockables. View your mission briefings. Whatever floats your boat. When 
you're ready to get back to the action, head for the X-Jet and choose to be 
taken to the Core.

You'll enter the Core Interior. To the left is a small room where you can 
pick up your first homing beacon.

To the right of the entrance is an X-shaped pit with radioactive slime at 
the bottom. Be careful fighting around the pit, enemies with knockback can 
throw you to your gloopy doom. There's a data disc next to the pit, so be 
sure to pick that up. You'll also begin encountering enemies that are 
invulnerable unless you hit them with a specific attack (such as the boss 
in the Iron Man area in Act 2). Keep an eye on the enemy's status bar.

Head down the hall past the pit to another pit room, this one with a 
computer console that is your first objective. Use it, and the door behind 
it will open. In the hall, turn left and go into the first room on your 
right to pick up the Challenge - Iceman Danger Room disc.

Go down the hall the other direction and turn the corner to run into a 
force field. Turn around and go through the door behind you into a reactor 
room. Over the blue coil is a breakable wall. Any character can stand on 
the coil and blast the wall with beams/projectiles or you can teleport 
through it. Behind the wall is a +6 Speed tech station.

Go through the next room to get around the force field (you can disable it 
from this side), then go to the room at the end of the hall and break down 
the left-hand walls to advance to the exit. At the opposite end of the exit 
hall is a weapon cache hidden amongst common barrels and boxes.

Enter Core Security. The Xtraction point is down the hall to your right, 
first door on your left, which happens to be a lavatory. Oh joy. The next 
room to the left is just goons.

The room beyond that is also just mobs, but you can go through to the room 
in the back to pick up the Assault 303 Danger Room disc. Go back to the 
room before the DR Disc room, and break the wall to the side to get into a 
computer room. Destroy the computers to open the gate to the security room.

Head back for the entrance and take the left side hallway. The first room 
on the left has mobs, and the second. You can break through the back wall 
of the second room to get a weapon cache. The third room is also just mobs; 
the fourth is the core security room. Destroy the console in here to open 
the force field to the core reactor.

Head for the exit, clearing out the room on the left as you go (nothing but 
mobs). As you enter the Core Reactor, the Blue area is to your left and 
Yellow to your right. In each area, you have to drop two control rods and 
then activate the reactor at the main control. Take whichever you prefer 
first; both areas play exactly the same:

The room you first enter has the main control console. Ignore it and 
continue to the room with a big pit in the center. Use the console on the 
small bridge to drop the rods. Proceed to the next rod room and repeat the 
procedure. Return to the main console and activate the reactor.

Once both reactors have been activated, the doors to the central hall will 
open. Go up the center hall to pick up Storm's comic and continue until it 
dead-ends at a T intersection. Across the pit is a homing beacon, use 
flight or teleportation to get it. Then go around either through the Yellow 
or Blue area to get to the Xtraction point and the exit to Core Control.

In Core Control, follow the hall to a dead end, where you can destroy the 
coolant pump for the Blue reactor (has a red arrow floating over it). Then 
go back through the hall and take the door on your left.

When you reach the room with the force field, go the other way, through the 
door and break through the wall at the far end of the room. Be sure to 
circle around and pick up the sketch book (Core, Core Enemy, Rogue) near 
the force field. When you get to the room with the energy sap, try to stay 
away from it and draw mobs to you.

Go through the door before the energy sap to find the Yellow reactor 
coolant pump. Destroy it, then head back to the energy sap room and go past 
it. Wait a few moments for your energy to recharge (or use up some energy 
packs). You've got a mini-boss fight ahead of you, so you might want to 
open a Blink Portal and return to base for rest, refit and save game. When 
you're ready, head through the door for your battle royale.

Sugarman looks tough and he is, partially. He can dish out a lot of damage, 
and his tongue lash would make Toad green with envy, but his defenses are 
weak. Power combos are especially good against him. A half-dozen combos 
will dissolve Sugarman, so take a team that you can hit a lot of combos 
with. Try to stay behind him or to the side so you avoid his tongue, and 
run away when he starts flailing about with his hammers.

It shouldn't take you long to take Sugarman out. Search the room for a 
weapon cache (it's not hidden), then activate the console to blow up the 
reactor. Take the portal back to Weapon X. Rest and refit. Watch the 
Infinite Factory mission briefing, then head out in the X-Jet.


============================
C.18: Infinite Possibilities
============================

Objectives:
* Talk to Heather Hudson in the Weapon X Facility
* Take X-Jet to the Infinite Factory
* Destroy Infinite Engineering
  - Start the power source in Infinite Engineering
  - Turn off emergency override in Infinite Engineering
* Destroy Genetic Processing
  - Destroy the DNA storage in Genetic Processing
* Destroy Mutant Fusion Core
* Destroy Infinite Assembly Factory
  - Shut down the substations (4) in the Assembly area
  - Shut down the substation for the cryogenic monitoring system
* Infinite spy needs codes: A member of Department H needs codes from
  a computer console (optional)

Areas:
* Factory Entrance (X)
* Infinite Engineering
* Fusion Core
* Genetic Processing
* Assembly Factory (X)

Items:
[] Data disc: Factory Entrance, near exit to Genetic Processing
[] Weapon cache: Room beside power distribution console room
[] Danger Room Disc Challenge - Phoenix: Infinite Engineering, from
   power distribution console, follow hall back towards exit, going
   straight through door to get the disc from a balcony
[] Tech station (+6 Strike): Infinite Engineering, end of the path
   opposite the way to the power distribution console
[] Scarlet Witch's comic: Fusion Core, at first intersection go left
   and it's in the first room
[] Tech station (+30 Health): room just beyond Scarlet Witch's comic
[] Weapon cache: Fusion Core, in a room with a large pit, just before
   the room with the fusion core
[] Tech station (+30 Energy): Genetic Processing, in the DNA processor
   (big rollers) after you wreck it
[] Homing beacon: Genetic Processing, left at the first intersection
   past the DNA processor, on one of the side catwalks
[] Iceman's comic: Genetic Processing, on the large metal bridge, among
   the blocks that bar your way
[] Homing beacon: Assembly Factory, on top of some crates in a long,
   rectangular room on your way to the cryogenic substation
[] Weapon cache: Assembly Factory, room where you destroy the cryogenic
   substation
[] Danger Room Disc Challenge - Sunfire: Assembly Factory, cryogenic
   chamber inside one of the pods

Recommended Team:
* There are a lot of robots that are resistant to mental attacks and
  immune to energy and elemental attacks, so a tank-heavy party does well
* You'll need someone with Might or Magneto/Jean to destroy Genetic
  Processing

At the Factory Entrance, your first objective is ahead and to the left 
behind some cylinders; it's the security pass that will allow you to get 
into some locked areas. Go down the right-side hall to the four-way 
intersection and take a right. Down on your right is the Xtraction point, 
and across from it is a console where you can download some genetic codes.

Go back to the four-way and turn right (you're now continuing straight away 
from the entrance) and pick up a data disc. Back to the four-way, go right 
again, and find the Department H agent who wants those genetic codes. Since 
you're down here anyway, head through the door, which leads to Infinite 
Engineering.

Follow the hall to the large room with two pits in the center, and take the 
left-hand (as you come into the room) door. Dodge the flame jets in the 
hall until you reach a +6 Strike tech station. Use the console in the room 
to turn off the flame jets.

Head back to the large room with two pits and cross to the door opposite. 
When you come to the next large room, you're up on a catwalk, follow it 
around to your right and continue through the hall.

Keep going, through a couple more rooms. In the second room, activate the 
security console to unlock the power distribution console you're looking 
for. Head out through the opposite door to a T-intersection. Go left and 
through the door to pick up the Danger Room disc, Challenge - Phoenix, then 
go back the other way to find the power distribution console. Use it to 
overload the system. Open the door to your right to score a weapon cache, 
then use the Blink Portal to instantly return to the center of the Factory 
Entrance.

Go save your game. Since the Xtraction point is right next to the Fusion 
Core, make that your next stop. When you reach the first intersection, use 
the control panel on your left to open the door. Go into the rooms beyond 
to find Scarlet Witch's comic and a +30 Health tech station.

Go back the other way and proceed across the bridge. When you get near 
where the hall turns left, there's an energy sap. Run past it and draw the 
mobs after you; recharge with energy packs and lay into them. Keep going 
until you reach a room with an energy sap in the middle. Stay away from it 
and wait for the mobs to come get you. Then bust your way through the wall 
to continue.

In this room, there's a weapon cache to the left of the wall you broke 
through. Now just keep going until you reach the fusion core and bust it 
up. Then take the nearby teleporter back to the Factory Entrance and head 
for Genetic Processing (the door near where you picked up the data disc).

Take either the left or right path until you reach a large room with some 
rolling cylinders in a pit. Find the steel beam with the blue X floating 
over it and use a Might character or Jean or Magneto to push it into the 
cylinders. Jump down into the pit and use the +30 Energy tech station. 
Continue across the bridge until you reach the first intersection.

Go left, destroy robots until the dispenser runs out, then search the 
catwalks to the side to pick up a homing beacon. Go back the other way and 
follow the catwalks around until you get back on to the main bridge (it was 
blocked, and you had to come around this way). Go back toward the blocks on 
the bridge to pick up Iceman's comic.

Continue on to the main DNA processing platform, activate the console, then 
have a character with Might push a tank off the edge. Mission accomplished, 
time to teleport back to the Factory Entrance and talk to Guardian.

Time to take out the Assembly Factory. Go down the stairs to the left of 
your entry point to this area and open the doors using the console. Beware 
of the energy sap in the first room of the Factory. The next room contains 
an Xtraction point.

Work your way down the corridor, dodging electric beams and destroying the 
marked consoles. When you hit the last one, a door opens to your left, but 
don't go that way just yet. 

Head in the opposite direction to find a cryogenic chamber. Destroy the gun 
turret in the center, then head back in the other direction. When you get 
to a long, rectangular room filled with crates, look on top of the crates 
for your fourth homing beacon.

Continue following the corridors until you get to a small room with your 
objective--a computer console. Destroy it, pick up the weapon cache nearby 
and leave through the other door, which takes you to the cryogenic chamber.

Now you'll appreciate having destroyed that turret as all the clones in 
cryogenic sleep wake up and start attacking you. You'll note, during the 
short cutscene, one of the slumbering clones has a disc in its pod. After 
you've defeated the mobs, use a flier or teleporter to get up to the upper 
level and pick up the Challenge Sunfire Danger Room disc.

Go through the one door you haven't been through yet, and you'll find the 
exit into Central Processing.


=========================
C.19: Sinister Intentions
=========================

Objectives:
* Destroy the super computer
* Talk to Heather Hudson in the Weapon X Facility

Areas:
* Central Processing

Items:
[] Sketch book (Infinite Processing Plant, Infinite Enemy, Gambit):
   Landing after crossing first bridge

Recommended Team:
* Anyone with whom you're comfortable, the fight is pretty easy

From the entrance of Central Processing, cross the bridge to a landing, 
which has an energy sap and a sketch book (Infinite Processing Plant, 
Infinite Enemy, Gambit). Cross the next bridge and through a couple of 
rooms until you see reach a large room with a center area surrounded by 
(unbreakable) glass and several large columns of light.

This is your mini-boss fight, so you might want to open a Blink Portal and 
save your game. Walk around the outside of the glass until you reach some 
glass doors. When you enter, you'll be confronted by a hologram of Mr. 
Sinister, who then unleashes clones of old X-Men (Cyclops, Storm, Wolverine 
and Iceman, to be specific).

This fight is, really, laughably easy. Ignore the Sinister clones and run 
around destroying the holographic generators (columns of light). Then 
concentrate on the X-Dopplegangers. Once they are gone, use the new Blink 
Portal to return to Weapon X and talk to Heather Hudson.

While you're here, use the Secret Portal next to Forge to enter an E-shaped 
room. Clear the room while avoiding the far end of the E from where you 
enter. Once the room is clear, you can go to that end and Use the console 
to turn off the force field blocking Iron Man's helmet. The console is 
protected by an energy sap, but if there are no enemies around, that 
doesn't matter. Return to Weapon X.


=======================
C.20: 'Altar'ed Reality
=======================

Objectives:
* Destroy the psionic altar in the Madri Cloisters
* Destroy the psionic altar in the Meditation Chamber
* Destroy the psionic altar in the Divine Sanctuary

You will accomplish these objectives simultaneously with "Of Gods and 
Heroes".


========================
C.21: Of Gods and Heroes
========================

Objectives:
* Talk to Professor X
* Take the X-Jet to the Madri Temple
* Locate the Stepford Sisters
* Find the Body Artifact in the Hall of Knowledge
* Return the Body Artifact to the Madri Antechamber
* Find the Rage Artifact in the Madri Cloisters
* Return the Rage Artifact to the Madri Antechamber
* Find the Heart Artifact in the Meditation Chamber
* Return the Heart Artifact to the Madri Antechamber
* Find the Soul Artifact in the Divine Sanctuary
* Return the Soul Artifact to the Madri Antechamber
* Find the Mind Artifact in the Madri Conclave
* Return the Mind Artifact to the Madri Antechamber
* Talk to Professor X

Areas:
* Madri Antechamber
* Hall of Knowledge (X)
* Madri Cloisters
* Meditation Chamber
* Divine Sanctuary
* Madri Conclave (X)
* Monastic Citadel (X - Change Team only)

Items:
[] Homing beacon: Madri Antechamber, entrance, next to one of the columns
[] Danger Room Disc Destroy 304: Madri Antechamber, first room after
   entrance
[] Juggernaut's comic: Madri Antechamber, behind an altar near where you
   first meet Emma Frost
[] Tech station (+6 Body): Madri Antechamber, after meeting Emma Frost,
   keep going straight and it's the room at the end of the hall
[] Danger Room Disc Challenge - Scarlet Witch: Madri Cloisters, in the
   room where you make an offering to open the Artifact of Rage room
[] Tech station (+6 Focus): Madri Cloisters, when you destroy the psionic
   altar, use the offering altars in the corners of the room to open a
   room a little way back down the hall
[] Weapon cache: Madri Cloisters, same room as +6 Focus tech station
[] Danger Room Disc Qualifying Exam 300: Meditation Chamber, in an alcove
   on the opposite side of the area from the entrance
[] Weapon cache: Divine Sanctuary, in the large room with all the side
   rooms, turn back toward the entrance and enter a small room
[] Homing beacon: Divine Sanctuary, from the room with the weapon cache,
   go further back (toward the entrance) to enter a very small room and
   fly up to get the beacon
[] Data disc: Divine Sanctuary, in one of the two side rooms with a large
   pit, fly over the pit to a ledge
[] Sketch book (Madri Temple, Madri Enemy, Scarlet Witch): Divine
   Sanctuary, in the downstairs shortcut from the Artifact to the main
   entrance
[] Data disc: Madri Conclave, at the first T-intersection, go right and
   clear the rooms and you should find the disc in a corner alcove
[] Weapon cache: Madri Conclave, in the downstairs shortcut between the
   Artifact and the main entrance

Recommended Team:
* You'll need a flier for several items
* A teleporter comes in handy for exploiting a couple of shortcuts
* You'll definitely need a tank with strong personal shielding (Colossus,
  Juggs, Rogue) for the boss fight

Watch your mission briefing, then use the X-Jet to get to the Madri Temple 
Antechamber. Here in the entrance foyer is a homing beacon, right beside 
one of the columns. In the very next room is a Danger Room disc, Destroy 
304. Next up is a hall full of doors. Open any of the side doors to get 
your next set of tasks.

Clear out the side rooms and beyond to find the entrance to the Hall of 
Knowledge. In the Hall, take your first left to get the Artifact of Body. A 
portal will open back to the Altar of Body, use it, place the artifact, 
then portal back. Continue through the Hall. Take the next right to find an 
Xtraction point.

Then head the opposite way to encounter Emma Frost, who adds a new set of 
tasks to your Objectives list. Look to the right side of this room for a 
sunken altar pit, Juggernaut's comic is behind the altar. Keep on going 
straight and you'll come to a room with a +6 Body tech station. Coming out 
of that room, turn right and fight your way through needless filler to get 
to the exit to the Madri Cloisters.

The Cloisters is a spiral hall, so you go 'round and 'round. The second 
room on your left contains the Artifact of Rage, but you can't open the 
door. (Exploit alert: teleport through the wall with Nightcrawler/Deadpool 
and your teammates will also jump through the wall, so you can go ahead and 
get the artifact immediately.)

Continue along the hall to the next room on the left, where you can make an 
offering (and pick up a Danger Room disc, Challenge - Scarlet Witch). Once 
you make an offering, the door to the artifact room opens, so go back, pick 
it up, portal through, place it on the altar and portal back.

When you finally reach the end of the hall, you will be in the room with a 
psionic altar. Destroy it, and the door to continue will open. Before going 
on, visit the four offering altars in the corners of the room. Doing so 
opens a door a bit further back along the hall, inside that room is a +6 
Focus tech station and a weapon cache. Continue on into the Madri Conclave.

At the first intersection, go right and enter the Meditation Chamber. Take 
your first right and then the next right and enter the large room. Kill the 
mobs and flip the switch in the corner to lower a gate leading to the Heart 
Artifact. You'll also find the psionic altar for the 'Altar'ed Reality 
mission; however, it will most likely be destroyed during the fighting--
check your objectives to make sure you've taken care of it.

There are three more switches like this, one in each corner of the area. If 
you leave this first room and go around to your right, you'll find a Danger 
Room disc, Qualifying Exam 300, after the second corner room. It's directly 
opposite the area entrance.

Once all four switches have been thrown, you can go to the center room, 
pick up the Heart Artifact and return it to the altar in the Antechamber. 
Then portal back to the Meditation Chamber, go back to the Conclave and 
cross to the Divine Sanctuary.

Take either the right or left passage, go down the ramp and, at the bottom, 
turn back toward the "front" of the area, enter the small room and find a 
weapon cache. Go into the next small room and fly up to where you can see 
either a homing beacon or an XP bonus waiting for you. Now advance deeper 
into the Sanctuary. You'll come to a huge room with seven side rooms, one 
of which contains the proper Artifact.

Standing facing into the large room from where you enter, number the side 
rooms starting at the left-most room and skipping the center room (the 
gated one right in front of you). So, the left-most room is #1 and the 
right-most is #6. You can explore each one if you like; however, you'll 
find the correct Artifact in room #3, which will open the gate to the 
center room where the portal to the Antechamber opens.

In room #2 you can get a data disc by sending a flier over the pit, past 
the fake Artifact platform. After returning to the Antechamber to place the 
Artifact, as you leave the portal, go downstairs through the new door that 
opened when you collected the Artifact. This is just a shortcut back to the 
beginning of the area, but you can pick up a sketch book (Madri Temple, 
Madri Enemy, Scarlet Witch) in the left-hand side room.

Return to the Conclave and advance deeper into the area. When you get to 
the end of the hall, go right and kill the enemies and search the area for 
a data disc. Go back the other way and fight your way to a large room with 
a Book of Contemplation on a stand (green arrow hovering over it). Use the 
book, then continue to a room with a pool in it, where you can Use a Book 
of Questions.

The hall beyond has an Xtraction point. You might be tempted to take a 
shortcut and fly or teleport over the pit (and your teammates will "jump" 
to you); all you'll miss is a little XP and the Book of Answers, which is 
in the next room.

Opposite the Xtraction point (however you get there) is the Book of 
Reflections. Use it, then continue until you get to the room with the 
Artifact of Mind. When you collect the Artifact, a portal opens and so do a 
couple of doors leading downstairs. Take the nearest door downstairs to 
pick up a weapon cache, then come back up the same way and use the portal 
to get back to the Antechamber.

When you place the Artifact of Mind on the appropriate Altar, a portal 
opens to the Monastic Citadel. This is the boss fight and there's no full-
service Xtraction point there, so prepare yourself before stepping through 
the portal.

The first stage of the battle is with the Stepford Sisters. This isn't that 
hard, and mostly requires patience. The two main weapons of the Sisters are 
creating illusions of themselves and a psychic blast that has a lot of 
knockback, but doesn't do a lot of damage.

You can spot the translucent illusions easily enough, and if you can keep 
the real Sisters off balance, they won't be able to use their psychic 
blast. A good tank is useful here. Once you've "killed" the Sisters, 
Holocaust drops in to see what's happening.

*GLITCH WARNING* If you defeat the Sisters too quickly, Holocaust won't 
appear and you'll be stuck. Play with the Sisters for a minute or so before 
smacking them down.

Again, this isn't terribly difficult as long as you're patient and have a 
good tank with good defenses. If you can keep at Holocaust, he'll spend 
most of his time draining the life force from his minions and won't spend a 
lot of time attacking you.

When he is draining life from a minion, don't bother attacking him as you 
can't damage him. Instead, unleash a good AoE power, such as an Xtreme, to 
get rid of the minions and then go back to attacking him. As his health 
goes down, a Stepford Sister will run out and stand at a shrine and send a 
beam to Holocaust that makes him invincible.

OK, the Sisters are no tougher now than before. Run over and feed the 
Sister a knuckle sandwich and then you can lay into Holocaust again. This 
battle is likely to take a while, but it shouldn't cause too much trouble. 
Use Colossus, Rogue or Juggernaut as your active player, keep defenses up 
and use energy packs to keep the heavy punches coming.

Once Holocaust is down, portal back to Weapon X, talk to Xavier and leave 
for the X-Mansion.


=======================
C.22: Sentinel Invasion
=======================

Objectives:
* Talk to Havok
* Take X-Jet to the Perimeter Platforms
* Destroy all the generators on the main gun platforms (3)
* Destroy radar arrays on the radar array platforms (3)
* Destroy console
* Deactivate shielding
* Destroy generator
* Defeat Bastion
* Talk to Havok at the X-Mansion

Areas:
* Perimeter Platforms

Items:
[] Sketch book (Pens, Pens Enemy, Storm): First gun platform
[] Danger Room Disc Challenge - Toad: Second gun platform
[] Weapon cache: Second gun platform
[] Homing beacon: Third gun platform
[] Tech station (+6 Strike): First radar array platform
[] Weapon cache: Second radar array platform
[] Danger Room Disc Challenge - Rogue: Third radar array platform

Recommended Team:
* You'll be fighting Sentinels, so don't bring Jean Grey or Prof X
* You need a party-wide shield to help protect the SHIELD agent
  (hint: Storm's Will of the Goddess)
* Someone with a very destructive power to take out machinery in
  one shot

The X-Mansion is a shadow of its former self; but it will still serve as 
your home base for this part of the game. Things are a bit more scattered 
here: Forge and the Review Computer are upstairs; Prof X, Moira McTaggert, 
the Mission Briefing Computer and the Trivia Game are on the first floor in 
a side room; and the Hero Stash, Danger Room Computer, Xtraction Point and 
Havok and the X-Jet are outside.

Your first order of business is to speak with both Moira and Havok. After 
speaking with them, you can view your two new mission briefings, play the 
trivia game, work out in the Danger Room, what have you. When you're ready, 
use the X-Jet to head for the Perimeter Platforms.

This mission is fast, furious and extremely chaotic. The first part is also 
timed. OK, here's the rundown in a nutshell: you run to three gun platforms 
and destroy the generators powering the guns--within a small time limit, 
then you teleport to some radar arrays and run through three of them, 
protecting a SHIELD demolitions expert while he destroys the arrays. After 
all this is over, you fight Bastion.

Finally, you do all this without the benefit of any Xtraction points or the 
use of Blink portals--so no saves, re-stocking of supplies or anything 
else.

Get it? Got it. Good.

Here's the best way to handle this mission. You start on the first gun 
platform, so run to the generator (big machine in the middle) and destroy 
it. Head toward the left side (from your entry point) to find the bridge to 
the next platform. Don't worry about the mobs, just head for the next 
platform.

Repeat destruction of the generator, then head for platform #3, which is 
straight ahead from the entry point. After destroying that generator, take 
some time to de-mob the platform. You're off the clock now, so go back 
through the gun platforms, taking out the trash and picking up goodies. 
Here on gun platform #3 is a homing beacon.

On gun platform #2 is a weapon cache and the Challenge - Toad Danger Room 
disc. On platform #1 you can pick up a sketch book (Pens, Pens Enemy, 
Storm). Head back to gun platform #3 and use the teleporter to jump to the 
radar arrays. You'll meet Sergeant Kilroy, the SHIELD demolitions expert. 
Your job is to keep him alive while he destroys the radar array in the 
middle of the platform.

Using a party-wide shield makes this a little easier. You should also use 
Radial powers--especially any with a lot of knockback. You don't have to 
worry too much about Kilroy, his health is restored after the radar array 
is destroyed. Once the first is down, run to the second--head straight 
across and a little left from your entry point--and repeat, then run to the 
third--go left from the entry point.

Uh oh. There goes Kilroy. And after all that effort on your part. Go to the 
platform and go to the console to the left of the radar array. Destroy it, 
then go to the console at the base of the array and Use it. Run clockwise 
around the array to the generator and destroy it.

Everything's cleared, so it's time to mop up and search for collectibles. 
Clean off radar array platform #3 and search the small areas on the outside 
edges for Danger Room disc Challenge - Rogue. Head back to radar array 
platform #2 and claim a weapon cache. There's also a nice Sentinel respawn 
point near the bridge to platform 1 if you want to power-level a little 
bit. Back on platform #1, right beside the entrance to the bridge to #2, is 
a +6 Strike tech station.

When you're ready, head back towards platform #3 and use the teleporter to 
the Command Center Platform. This is a boss fight against Bastion, who 
isn't terribly tough on his own, but summons hordes of Sentinels to help 
him out. You're probably a bit low on energy and health packs at this 
point, so here's the cheesy way to beat him:

Use Storm's Will of the Goddess to make the party invincible and then 
unload power attacks on Bastion and ignore the Sentinels. You should be 
able to defeat Bastion before you run out of Xtreme icons to use for WotG.

Once Bastion is defeated, Blink finally makes a portal for you and you can 
return to X-Mansion. After a rest and refit, enter Sewers South near where 
Kitty Pryde is standing.


=====================
C.23: Hellfire to Pay
=====================

Objectives:
* Talk to Moira
* Find Sebastian Shaw in the New York South Side
* Find the Master Key in the New York South Side
* Find Sebastian Shaw's holodiscs in the New York West Side
* Return the Master Key to Shaw at the Mansion
* Return the holodiscs to Shaw at the Mansion
* Pay Sebastian Shaw 10,000 tech bits

Areas:
* Sewers South
* New York South Side (X)
* New York West Side

Items:
[] Homing beacon: Sewers South, inside a fan, to get it you must stop the
   generator, which is located in a room behind the fan, use Storm
   (Lightning), Rogue (Power Theft) or Bishop (Sapping Strike) to stop
   the generator
[] Danger Room Disc Challenge - Colossus: Sewers South, in the first very
   large room, in the left corner opposite the entrance
[] Weapon cache: Sewers South, in the hall right before the exit to New
   York South Side
[] Homing beacon: New York South Side, on the rooftop to the right of
   the exit to Sewers South
[] Danger Room Disc Challenge - Nightcrawler: New York South Side, left
   of the Xtraction point, at the end of the street
[] Weapon cache: New York West Side, straight ahead from the South Side
   exit, along the right side of the street
[] Danger Room Disc Survival 404: New York West Side, across the street
   from the weapon cache
[] Tech station (+8 Speed): New York West Side, on an upper floor of a
   bombed-out building near the Sewers West exit, you can fly up or
   climb the pile of rubble nearby

Recommended Team:
* You'll need Storm, Rogue or Bishop to pick up a homing beacon
  in Sewers South
* The Morlocks have a variety of resistances, so a variety of damage
  types (physical, mental, elemental, energy) are desirable

Ah well, you think they could have recycled one of the more interesting 
locales from the first game. Anyway, when you reach the first large room, 
you'll keep seeing your game pause as someone says, "Look! Here's a homing 
beacon!" There is, indeed, a homing beacon behind a large fan. You can't 
get it right now, so ignore it.

Keep going around until you reach a very large room. Head down the left-
side catwalks to find the Challenge - Colossus Danger Room disc. When you 
get to the next room, go left and work your way around behind the fan with 
the homing beacon. You can build a bridge over the pit to get to the fan 
generator or fly over. To stop the generator, use Storm's Lightning, 
Rogue's Power Theft or Bishop's Sapping Strike.

You can then fight your way back to the homing beacon and pick it up. Then 
it's on through the sewers until you reach the exit to New York South Side. 
Just before the exit is a weapon cache.

Once on the streets of the Big Apple, follow the alley around until you 
find some wrecked train cars and use one as a ramp to the elevated tracks. 
Go back over the rooftops, crossing a bridge, to find a homing beacon. 
(Shortcut: when you first leave the sewers, send a flier or teleporter 
straight up to the rooftop to your right to pick up the homing beacon.)

Now go around the cars still on the tracks to find Sebastian Shaw. He'll 
cut a deal with you and then you're off on your mission to find his stuff. 
Go down the stairs to find an Xtraction point. To the left of the Xtraction 
point, at the end of the street, pick up the Challenge - Nightcrawler 
Danger Room disc.

Going right from the Xtraction point, you'll soon come to another place 
where you can cross over the elevated tracks and you'll find both Shaw's 
Master Key and the exit to New York West Side on the other side of the 
tracks.

As you enter New York West Side, go straight and find a weapon cache along 
the right side of the street. Go directly to the opposite side of the 
street and look behind some trash cans for the Danger Room disc Survival 
404. Go back to the intersection and cross to the next street. Keep going 
straight to find some Infinite Uniforms underneath a hotel portico.

Backtrack to where you see the red X marking your objective; you'll be able 
to pass the force field with the Infinite Uniforms you picked up. (You'll 
automatically put the uniforms on as you approach the force field.) After 
getting Shaw's holodisc, head for the opposite corner of the street. You'll 
find a large pile of rubble up against the side of a bombed-out building. 
Climb the rubble and climb up through the ruins to a +8 Speed tech station.

Open a Blink Portal back to X-Mansion and talk to Shaw (he's standing next 
to the Danger Room computer). This will officially close out this mission. 
Save your game and portal back to New York West Side.


======================
C.24: Prison of Misery
======================

Objectives:
* Destroy the powerful psychic brains in the Brain Trust
* Defeat Stryfe
* Talk to Banshee at the X-Mansion
* Get access code from Mirrin (optional)
* Get access codes from Schill (optional)
* Create a psychic demon to help defeat Stryfe: Use Lenzir's access code
  on the Test Chamber Control Panel to disable the test Brain Trust and
  enable the psychic demon Spawn Control Panel (optional)


Areas:
* Sewers West
* Holding Pens (X)
* Stockade
* Brain Trust

Items:
[] Weapon cache: Sewers West, in a room behind a bus, use a Mighty
   character or Magneto or Jean Grey to move the bus
[] Magneto's comic: Sewers West, in the hall beyond the bus room,
   go to the left end and break the sewer great, enter the tunnel
   to collect the comic
[] Data disc: Sewers West, in a room near the exit to the Holding Pens,
   shut off the water using the switch in the room across the hall,
   then send a flier down to get the disc
[] Homing beacon: Holding Pens, go left from the exit to Sewers West and
   work your way around behind the double force fields to find the console
   that turns them off and you can collect the beacon
[] Weapon cache: Holding Pens, after destroying a generator, keep going
   straight to reach the cache
[] Jean Grey's comic: Holding Pens, next to aforementioned weapon cache
[] Weapon cache: Holding Pens, a little further on from the previous
   cache, behind some destructible fencing
[] Danger Room Disc Defend 503: Holding Pens, next to second weapon cache
[] Tech station (+8 Body): Stockade, near the exit to the Holding Pens is
   a gated room, use Magneto or Jean Grey to flip the switch inside the
   room and collect the tech station; you can also get into this room from
   the other side once you've fought your way around, just activate the
   console to lower the force field
[] Sketch book (New York, New York Enemy, Colossus): Stockade, just past
   the Slow trap, go behind a force field to get the book
[] Weapon cache: Stockade, after the Slow trap, keep to the right, crossing
   a water-filled pit and in the next room is the cache
[] Data disc: Stockade, after switching hallways to get around a force
   field, keep to the right and get it from behind another force field
[] Danger Room Disc Teamwork 403: Stockade, in large room leading to Brain
   Trust, in a side alcove
[] Weapon cache: Brain Trust, in the pit in the room where you spawn the
   psychic demon
[] Danger Room Disc Challenge - Juggernaut: Brain Trust, in the room next
   to the psychic demon spawn room
[] Weapon cache (x2): Brain Trust, right outside the door leading to the
   fight against Stryfe

Recommended Team:
* More Morlocks, so a variety of damage types is helpful
* You'll need a Mighty character to get a weapon cache
* You'll need a flier or teleporter to pick up an ID Card
* You'll need a flier to pick up a data disc
* Someone who can more fast (flier or teleporter) during the
  fight with Stryfe

Down the street from the tech station is the entrance to Sewers West. Head 
down into the sewers and work your way to a hall that has a derelict bus. 
Using Magneto, Jean or a character with Might, push the bus out of the way 
to get into a room with a weapon cache. Opposite the bus is a room with a 
big pit. Fly over the pit and pick up an ID Card on the opposite side.

In the next room beyond the bus hall, go to the far left end and break 
through the sewer grate. Enter the tunnel to collect Magneto's comic. 
Return to the Sewers and head through to the next room, which is a mini-
boss fight against a Morlock Giant.

Just beyond this room you'll find Banshee, who will fill you in on the 
holding pens where Apocalypse is holding many mutants. Continue until you 
reach an octagonal room with a large pool of water in the center. Straight 
ahead is the entrance to the Holding Pens and there is a room to the left 
and the right.

Go into the left-hand room first and throw the main water switch. This will 
shut off the water flowing in the room across the hall (the right-hand 
room) and reveal a data disc. Send a flier down to get it, then exit to the 
Holding Pens.

At the first intersection, turn left. Your path back will be blocked by a 
force field, and, after defeating the mobs, you will be able to see a 
homing beacon between two force fields on the opposite side of the room. 
There is one door that you can open, to your right as you face the homing 
beacon.

Go through that door and work your way around behind the homing beacon. 
There's a console here that turns off all three force fields and you can 
pick up the beacon (your fourth) and go back toward the entrance.

Continue in the other direction by the only path open to you until you are 
shown a generator you must destroy. Defeat the mobs, then break the 
generator to open the path straight ahead. Continue to pick up a weapon 
cache and Jean Grey's comic. Keep following this path to pick up another 
weapon cache and the Defend 503 Danger Room disc.

Just beyond the second weapon cache is a small room with two teleporters 
that will respawn mobs for quite a long while. (Note that some people have 
experienced system crashes in this room, so you might want to just turn 
around and go back to the generator room.) When you're tired of frolicking 
with your constantly refreshing playmates, run back to the generator and go 
through the door directly opposite to find an Xtraction point and the exit 
to the Stockade.

Since you should have all four homing beacons by this point, you may wish 
to Xtract back to the X-Mansion and use the secret portal (it's upstairs, 
near Forge). This time you have to fight your way through an N-shaped room 
full of mid-40s level mobs. There's no mini-boss, but the mobs are tough 
enough to make up for this, so stock up on health packs before entering. 
You'll collect Iron Man's jet boots for your trouble.

Return to the Holding Pens and enter the Stockade. You'll quickly reach a 
gated room to the right that has a tech station. There's a lever to open 
the door on the inside of the room, Magneto or Jean can flip the switch and 
you can pick up the +8 Body station now, or wait just a bit.

Progressing past this side room, you'll take a right and run into a mini-
boss. After he and his minions are defeated, you'll find your way back 
blocked by a force field. Go to your right where you can see a console with 
the familiar green arrow hovering over it. As you approach, you'll set off 
a trap that slows your party down.

Turn and destroy the trap, as you will come under attack. Once all the mobs 
are defeated, activate the console to turn off the force field leading into 
the tech station room from this side. You can now enter, get your +8 Body 
and open the door from the inside.

Continuing past the Slow trap, you can go behind a force field and pick up 
a sketch book (New York, New York Enemy, Colossus). Then keep going down 
the hall. At the end of the hall, go right and jump down into the water-
filled pit. Climb the stairs and pick up a weapon cache.
 
(Note: if, rather than go right at the end of the hall, you went left, you 
would need a Mighty character or Magneto or Jean to throw a large pipe into 
the fire to open the path. Then you would go through the next room and to 
the right to find the weapon cache.)

There are two doors through which you can continue. The left-hand door's 
path is blocked by a force field, so take the right-hand door and Use the 
console to turn off the field. Then cut over to the left hand path and at 
the next intersection, turn off the force field and go right for a data 
disc.

Continue until you reach a large room with the exit to the Brain Trust. Be 
careful of approaching the door, there's another Slow trap in front of it. 
Once all the mobs are defeated, look in a side alcove of the room for the 
Teamwork 403 Danger Room disc. Then break down the door and enter the Brain 
Trust.

As you enter Brain Trust, you get a holographic message from Banshee 
containing some helpful hints. Proceed straight across the hall into a room 
with a pit. Defeat the mob in this room to get his access code, then use it 
on the console in the corner. This will open the other console and allow 
you to spawn a psychic demon helper. Down in the pit is a weapon cache. 
Next to the first console is a door, through which is a room containing the 
Challenge - Juggernaut Danger Room disc.

Leave this room by the other door and turn left at the corner and then take 
the first door on the right. This leads to Mirrin and his access code. Once 
he's defeated, use the console in the room to destroy Brain Trusts 1 and 2. 
Go back out into the hall and around the corner, through the first door on 
the right and then go immediately right and through the door to find 
Schill, get his access code and destroy Brain Trust 3 at the console.

Go back to the previous room and cross the catwalks to enter a long hall 
full of respawning mobs and Slow traps. Fun stuff. At the end of this hall 
are two weapon caches. Beyond is the boss fight against Stryfe, so take a 
moment to open a Blink Portal and head back to the X-Mansion for rest and 
refit.

When you're ready, step into the arena with Stryfe. (Bonus: have Toad in 
your party to get a full-VO conversation with Stryfe.) Stryfe isn't that 
tough, but, as long as one psychic brain is "alive", he will be revived 
every time you kill him. Even though you destroyed three brains using the 
consoles earlier, there's still six that remain. Concentrate on getting rid 
of those first.

Stryfe has a telepathic attack that holds you and then flings you away, and 
he'll chase after the active character. It helps to use Nightcrawler or 
Deadpool here and quickly teleport away from Stryfe, destroy a brain, then 
teleport away again. He'll be spending all his time running back-and-forth 
after you while your teammates pepper him with attacks. Once the final 
brain is gone, Stryfe is a pushover.

Use Blink's portal to return to X-Mansion and talk to Banshee. Then Xtract 
back to New York South Side and head back to West Side.


================================
C.25: Where Angels Fear to Tread
================================

Objectives:
* Find the abandoned sewer entrance in the New York North Side
* Defeat Deadpool
* Enter Apocalypse's Tower through the North Sewers

Areas:
* New York North Side
* Sewers North (X)

Items:
[] Tech station (+40 Energy): New York North Side, from the exit to West
   Side, go straight across and a little left
[] Rogue's comic: New York North Side, from the exit to West Side, go
   right to the end of the street and look behind some barrels on the
   left side of the street
[] Data disc: New York North Side, after finding Rogue's comic, turn left
   down the street and look on the left side of the street in a small
   alcove
[] Sketch book (Perimeter, Perimeter Enemy, Sunfire): New York North Side,
   in a corner of the area where you fight Deadpool
[] Sketch book (Sewers, Sewer Enemy, Cyclops): Sewers North, after crossing
   a waterway, head to the right to a small side room that must be entered
   by knocking down the wall
[] Homing beacon: Sewers North, after crossing a waterway, continue
   straight to a room with a campfire, in the corner is a door that cannot
   be opened, teleport through or use Magneto or Jean to flip a switch on
   the inside
[] Weapon cache: Sewers North, side room immediately before the Xtraction
   point

Recommended Team:
* Deadpool for a unique conversation with...Deadpool
* Deadpool or Nightcrawler to keep up with Deadpool (the enemy one)
* Teleporter or Magneto/Jean to get a homing beacon

Cross over to the other street and go in the opposite direction from the 
Sewers West entrance. You'll reach the entrance to New York North Side. 
After entering North Side, go straight and a little left to find a +40 
Energy tech station. Then go right until you can't go any further and look 
on the left side of the street for Rogue's comic.

Take the street to the left and search the left-hand side for a data disc 
hidden in a small alcove. Go left around the corner and you'll soon get a 
cutscene of Deadpool busting out of the ground. Fighting Deadpool is easier 
with Nightcrawler as you can use Teleport Attack or Teleport Frenzy to keep 
up with him as he teleports around the area.

Once Deadpool is defeated, look around the area to locate a sketch book 
(Perimeter, Perimeter Enemy, Sunfire). Then jump down into the hole 
Deadpool came out of to enter Sewers North. You can only get out of the 
first room by breaking down the walls; and many of the walls in the first 
set of rooms are destructible.

When you reach a long room with paths to your left and right, take the left 
path as the right one is blocked. In the next set of rooms, find a small 
side room to the right that can only be entered by knocking down the wall. 
You'll find a sketch book (Sewers, Sewer Enemy, Cyclops) inside.

Go back to your left to a room with a campfire in the middle. In one corner 
is a room with a door that cannot be opened. Use a teleporter to jump 
through or have Magneto or Jean throw the switch that is on the other side 
of the door. Inside is a homing beacon (or XP bonus).

Continue working your way through the sewers until you reach the Xtraction 
point. Just before the Xtraction point is a side room with a weapon cache. 
Just beyond the Xtraction point is the entrance to Apocalypse's Tower. As 
you approach it, you'll get a message from Professor X asking you to meet 
him at X-Mansion, but don't bother, he has nothing new to say.

Save your game at the Xtraction point and enter the Tower.


=======================
C.26: Hail to the Queen
=======================

Objectives:
* Find the Black Queen in the Tower
* Shut down the power grid to the prison sector of Tower Engineering
* Talk to the Black Queen

You will complete this mission as you complete "Evil Revealed".


===================
C.27: Evil Revealed
===================

Objectives:
* Meet Beast in Sinister's Lab
* Chase after Beast into the Tower Apex
* Defeat Archangel

Areas:
* The Pantheon (X)
* Tower Engineering
* Sinister's Lab (X)
* Tower Apex

Items:
[] Sketch book (Apocalypse's Tower, Tower Enemy, Toad): Pantheon, in the
   center of the room as you enter from North Sewers
[] Tech station (+6 Focus): Pantheon, in front of the large statue
[] Weapon cache: Pantheon, under the statue in the middle of the first
   hall; requires a flier
[] Danger Room Disc Challenge - Magneto: Pantheon, under the statue in the
   middle of the first hall; requires a flier
[] Tech station (+40 Health): Tower Engineering, in the room where Selene
   is held prisoner
[] Data disc: Tower Engineering, in a room next to the prison room
[] Danger Room Disc Challenge - Storm: Tower Engineering, in the room where
   you destroy the power control panels for the prison
[] Weapon cache: Tower Engineering, just outside the room where you destroy
   the power control panels for the prison
[] Nightcrawler's comic: Sinister's Lab, first room, upper level
[] Danger Room Disc Graduation Exam 400: Sinister's Lab, room to the right
   of the Xtraction point
[] Weapon cache: Sinister's Lab, next to GE400 disc
[] Homing beacon: Sinister's Lab, room to the left of the Xtraction point
[] Weapon cache: Sinister's Lab, just in front of the teleporter to Tower
   Apex

Recommended Team:
* Flier to get a Danger Room disc and weapon cache
* Flier or teleporter for the boss fight (teleporter works better)
* Jean Grey for unique conversation with Archangel

As you enter The Pantheon, you'll see a sketch book (Apocalypse's Tower, 
Tower Enemy, Toad) in front of you. Pick it up, then try to open the door 
to the left. You'll activate the auto-defense systems. Destroy the two 
control units highlighted with red arrows, then destroy mobs until they 
stop respawning. Go through the now open door to an Xtraction point.

Go down the steps and fight your way along the hall. When you reach a large 
pit, there's a +8 Focus tech station in front of it. In the center of the 
pit, underneath the huge statue is a weapon cache and the Challenge - 
Magneto Danger Room disc. You'll need a flier to get the goodies; you can't 
build a bridge or teleport.

Beyond the statue are stairs leading up to a teleporter that takes you to 
Tower Engineering. Use the console to start the teleporter sequence, then 
fight off mobs for 30 seconds until the teleporter is ready. Then take it 
to the next level.

As you pass through the first doorway in Engineering, turn left and double 
back through another door. This leads to the room where Selene, the Black 
Queen, is being held. Pick up a +40 Health tech station in the room, then 
leave by the door to the right of the tech station, and find a data disc--
the fourth for this Act--in the next room, right next to the pit.

Continue toward the room with all the red X's marked on your map and 
destroy the marked control units. You can also pick up the Challenge - 
Storm Danger Room disc in this room. If, rather than going straight back to 
Selene's cell, you leave by the other door, you will find a weapon cache 
just outside.

Head back to Selene and talk to her to close out the "Hail to the Queen" 
mission, then leave by the door to the left of the tech station and take 
the teleporter to Sinister's Lab.

Head into the first room and clear out the mobs. You can pick up 
Nightcrawler's comic from the upper level. At the far end of the room is a 
door that can be opened by Magneto or Jean, either of whom can flip the 
switch on the other side of the door. This will open the Xtraction point.

You can also get around the door the hard way by clearing out the halls to 
either side of the main room. You can do this anyway for the XP. Also, the 
room to the right of the Xtraction point has a weapon cache and the 
Graduation Exam 400 Danger Room disc. In the room to the left of the 
Xtraction point is the final homing beacon.

When you're ready to get on with the final fight, leave by the door 
directly opposite the Xtraction point. After the cutscene, clear the mobs, 
collect the weapon cache and use the teleporter to get to the Tower Apex.

Bonus: have Jean Grey in your party for a full-VO conversation with 
Archangel.

The fight against Archangel proceeds in three stages. First is a straight-
up fight against him until he's lost a third of his health. During this 
stage, just avoid his dive-bombing attacks and work him over with your 
mutant powers.

Second, Archangel takes refuge in the teleporter in the center of the area 
and starts summoning minions. Ignore the minions and concentrate on taking 
out the teleporter arms. When they are all destroyed, the teleporter beam 
goes crazy. Thus begins the hardest part of the fight.

Like many boss fights, this isn't really difficult, as in, you're going to 
die a lot, but it does require patience. Every time you get hit by the 
teleporter beam you get randomly transported to one of the mini-teleporters 
scattered around the Tower Apex. You don't take any damage, but you do have 
to get yourself back into the fight.

Meanwhile, Archangel is taking refuge on columns on the outside edges of 
the area. You have to attack the column he is on and destroy it. Once all 
these refuges are gone, Archangel returns to attack you.

Once again, this is a straight-up fight against Archangel, but he is going 
to spend a lot more time in the air, so you must maximize the damage you 
inflict when he's on the ground. Then there's that teleporter beam sweeping 
around, randomly transporting you hither and thither...

Patience, padawan, patience. Perhaps the best single mutant for this battle 
is Nightcrawler. You can quickly teleport back if you get hit with the 
beam, and you can also teleport away from the beam. And, when Archangel 
alights, you can Teleport Frenzy him from a fair distance away. Keep at 
Archangel, collect health and energy packs as they drop from all the 
destructible objects, and you will eventually wear him down.

Clean off the Tower Apex and step into the center teleporter to begin the 
last Act.


==================
C.28: Seal of Fate
==================

Objectives:
* Rotate the sun mirror in the Temple of Anubis
* Rotate the sun mirror in the Temple of Sekhmet
* Find the canopic jars (4) in the Temple of Sekhmet
* Place the canopic jars (4) in the canopic container
* Find the sun crystal in the Ancient Labyrinth
  Find and use the sun crystal as the final component to
  open the great seal door.
* Pass the Great Seal

Areas:
* Teleport Chamber (X)
* Ra's Mouth
* Ancient Labyrinth (X)
* Temple of Anubis
* Temple of Sekhmet

Items:
[] Data disc: Ra's Mouth, left from the exit to Teleport Chamber (home
   base), behind one of the ships that are on side platforms
[] Homing beacon: Ra's Mouth, as you enter from the Teleport Chamber, go
   right at the first intersection, after rounding the corner, go through
   the second door on the left, fly over to a ledge to the left and push
   (or Levitate or TK) the column out of the way (must have Magneto, Jean,
   Rogue or Iron Man to do this), then go through the door to get the
   homing beacon
[] Tech station (+50 Health): Ra's Mouth, between the homing beacon and
   the fight with Mr. Sinister
[] Homing beacon: Ancient Labyrinth, near the entrance to the Temple of
   Sekhmet are two doors leading to bridges, take the right-hand door
   to get to the room with the beacon
[] Weapon cache: Ancient Labyrinth, on a ledge of a room with a big pit,
   to the left of the Xtraction point room (left as you face into the room)
[] Tech station (+50 Energy): Ancient Labyrinth, in a room near the
   weapon cache, break down a wall to reach it
[] Danger Room Disc Challenge - Bishop: Ancient Labyrinth, beyond the
   tech station, on the floor of a large room
[] Sketch book (Wolverine, Abyss, Mikhail): Ancient Labyrinth, in the
   room with the Xtraction point
[] Homing beacon: Temple of Anubis, in the first room, take a left and
   pick up the beacon from the middle of the floor
[] Sketch book (Egypt, Egypt Enemy, Bishop): Temple of Anubis, after
   picking up the homing beacon, the floor will fall away and the sketch
   book is in the bottom of the pit
[] Danger Room disc Survival 504: Temple of Anubis, after clearing the
   pit produced by picking up the homing beacon, climb the stairs out and
   the disc is at the top of the first flight of stairs
[] Data disc: Temple of Anubis, roughly in the center of the area, straight
   ahead from where you enter, but the way is blocked by stones, you can
   teleport through or work your way around and break through the walls
   behind the room where the disc is at
[] Weapon cache: Temple of Anubis, next to the data disc
[] Tech station (+10 Body): Temple of Anubis, from the first room take
   a right and find the station in the first main room, lower level
[] Weapon cache: Temple of Sekhmet, first room, behind first large pillar
   to your left
[] Danger Room Disc Challenge - Wolverine: Temple of Sekhmet, first room,
   behind second large pillar to your left
[] Tech station (+10 Focus): Temple of Sekhmet, from the Y-shaped room, go
   left
[] Data disc: Temple of Sekhmet, from the Y-shaped room, go right and in
   the room with the canopic jar, break through a wall on the right side
   of the room and follow the corridor
[] Homing beacon: Temple of Sekhmet, from the Y-shaped room, go straight
   and cross the chasm to get the beacon in the hall beyond

Recommended Team:
* Iceman, Toad or Storm to put out fires
* Storm for unique conversation with Beast/Mr. Sinister
* Flier or teleporter for fight against Mr. Sinister
* Character with Flight and Might (Magneto, Jean, Rogue or Iron Man)
  to get homing beacon
* Character with good destructive power for breaking through walls

Explore your home base for a bit, play the Trivia Game, gain some 
experience in the Danger Room, etc. etc. When you're ready, leave through 
the main door and enter Ra's Mouth. Take the left path. After turning the 
corner, fly over to the platform to your left and pick up a data disc on 
the far side of the boat.

Now go back towards the entrance and head the opposite way (as though you 
turned right at the first intersection rather than left). After turning the 
corner, go through the second door on the left. You'll be on a small ledge 
next to a large pit. Using Jean, Magneto, Rogue or Iron Man, fly across to 
another ledge to your left. Push (or Levitate or TK) the column out of your 
way, then go through the door to pick up a homing beacon.

Now head through the door opposite from the main entrance and build a 
bridge across to a meeting with Beast and Mr. Sinister. This is a fairly 
involved fight, but shouldn't be too difficult.

Mr. Sinister is the main villain here; but, he's invulnerable to your 
attacks. To take down his defenses, you have to use one of the four 
Nullifiers spaced around the platform. Stand next to a Nullifier and wait 
for Mr. Sinister to get close and then Use the Nullifier. If Sinister is 
caught in the blast, he will be vulnerable for approximately 10 seconds, so 
lay into him.

To complicate things, Mr. Sinister will constantly hit you with energy 
draining rays as well as a power that causes you to run in fear. Ignore 
Beast (as much as possible), try to dodge Sinister's beams, and keep luring 
him to the Nullifiers. Once Mr. Sinister is defeated, enter the Ancient 
Labyrinth through the door opposite the bridge.

The Ancient Labyrinth is well-named. This is a fairly complicated area, so 
follow the directions closely. From the entrance, take the right-hand door 
and follow the hall around until you see a room with a flaming floor to 
your right. Break down the wall and use Storm, Toad or Iceman to put out 
the fires. (If you don’t have of these three you could fly over or teleport 
past the flames with one team member and the rest will follow. Or just run 
through and take the damage.)

This opens the way to the Temple of Sekhmet, but don't go there yet. 
Continue down the main hall and around the corner and break down the wall 
to your left. You can keep breaking down walls to open up a set of three 
rooms that contain minor loot.

Leave this set of rooms and go straight. You'll come to a pair of doors to 
your right that lead to bridges. When you step through a door you are 
instantly transported to a room that is off the map. The first door leads 
to a homing beacon. The second door leads to a pull lever that opens a door 
opposite the bridge.

Go through the newly opened door. To the right is a large room with an 
Xtraction point. Pass the Xtraction point room and go straight through to 
another room and turn left onto a small ledge. Go left along the ledge to 
pick up a weapon cache. Go back into the previous room and break down the 
wall opposite the way you came in.

Pick up the +50 Energy tech station. Break down the far wall and enter a 
very large room. At the far end you can find the Challenge - Bishop Danger 
Room disc. Head to your left from the disc and climb a pile of stones to a 
wall you can break through. Head to your left, break through the wall, turn 
left and break through the wall again to drop down into a pit.

Go to the far end of the pit, climb the stones and head around to your 
right. Go through the door, take the door to your right and break through 
the far wall to open the way to the Temple of Anubis. Head back and 
continue through the hall until you reach your starting point at the Ra's 
Mouth exit. Go straight through the door opposite the exit, drop down into 
the pit, then climb the stairs to collect the sun crystal.

The door behind the crystal will open and you can follow your map around to 
the Xtraction point. In this room, in the corner diagonally opposite the 
Xtraction point, behind a column, is a sketch book (Wolverine, Abyss, 
Mikhail). You've now cleared this area, collected all the swag and have an 
Xtraction point to use as your "base" for exploring the temples of Anubis 
and Sekhmet. Save your game and head for the Temple of Anubis.

In the first room, head left and pick up the homing beacon in the next 
room. The floor will fall away. Drop down, fight the mini-boss, collect a 
sketch book (Egypt, Egypt Enemy, Bishop), then leave through the door in 
the pit. Climb the stairs and pick up the Survival 504 Danger Room disc in 
the hall at the top of the stairs.

At the top of the next flight of stairs, pull the lever, then head back 
into the homing beacon room and leave through the door directly opposite. 
In the next room, take the door in the middle of the right wall, and break 
your way through walls to a large room in the center of the temple area. 
Break through the wall that is to your right as you come into the room and 
head into the small side room for a weapon cache and data disc.

Back in the large room, break your way through the wall opposite the one 
you came through the first time, and work your way back toward the exit to 
the Ancient Labyrinth. You'll enter a large room with a sunken level that 
has a +10 Body tech station. Now head for the "back" of the temple--the 
places you haven't explored yet.

In the very back of the temple is the altar room. Before entering the room, 
make sure there are no enemies left (there is an Anubite Warrior disguised 
as a statue next to each door into the altar room). When you enter the 
altar room, you'll get a pop-up conversation. Make sure you press ENTER to 
exit the conversation normally, or your game will glitch (see section B.08 
for more info.)

One of the statues will be marked (with a red arrow hovering over it and a 
red X on your map.) Destroy the statues, in the order they are marked, on 
both sides of the chasm to cause the altar with the sun crystal to move 
into the light. Head back to the Ancient Labyrinth, save your game, then 
head to the Temple of Sekhmet.

In the first large room, with all the pillars, find a weapon cache behind 
the first large pillar on your left and the Challenge - Wolverine Danger 
Room disc behind the second large pillar on the left. In the next room, 
turn left to pick up your first canopic jar. Then go forward and to the 
right to get the second jar.

Going deeper into the temple, you will come to a Y-shaped room where you 
can continue straight or go left or right. Go left to reach the third 
canopic jar and a +10 Focus tech station. The right-hand path leads to the 
fourth canopic jar. You'll need a flier or bridge-builder to get it. To 
pick up a data disc, go to the right side of the room and break through the 
back wall and follow the corridor to the disc.

When you reach a chasm that must be bridged (or flown or teleported over), 
you can either cross the chasm (and then another) or take the hall to the 
left, both go to the same room. The hall on the other side of the chasm 
contains a homing beacon. You may want to clear out both halls for the XP.

In the large room you arrive in, cross the wood bridge and stand in front 
of the square container and press Use to put your canopic jars in the 
container. This opens the way for you to continue, so head down the hall. 
At the end of the hall, pull the lever on the upper platform to "rotate the 
sun crystal". You're now ready to pass the Great Seal.


=============================
C.29: Survival of the Fittest
=============================

Objectives:
* Defeat Apocalypse

Areas:
* Hall of the Dead (X)
* Vault of Ages (X - Change Team only)

Items:
[] Danger Room Disc Qualifying Exam 500: Hall of the Dead, immediately
   to your left as you enter
[] Data disc: Hall of the Dead, down the left path in the room after
   the Living Monolith battle
[] Homing beacon: Hall of the Dead, in the room with the data disc, stand
   roughly in the center of the room, on the lower level, and move around
   until "Use loose stone" appears, then press Use to reveal the beacon
[] Tech station (+10 Speed): Hall of the Dead, past the Monolith battle,
   in a room with a glowing statue, Use the statue to reveal the station
[] Weapon cache: Hall of the Dead, in the room with the Xtraction point
[] Sketch book (Holocaust, Archangel, Apocalypse): Hall of the Dead,
   in the room with the Xtraction point
[] Homing beacon: Vault of the Ages, in a side alcove of the main arena
[] Tech station (+10 Strike): Vault of the Ages, one of the generator rooms
   is reached by a hall that splits, take the left-hand hall to get to
   the tech station

Recommended Team:
* Nightcrawler with Master of Chaos comes in real handy during the
  battle against Apocalypse and the Four Horsemen

Return to the Ancient Labyrinth's Xtraction point room. Use the pedestal in 
front of the anubite statues to place the sun crystal on it and open the 
door into the Hall of the Dead. As you enter the Hall, directly to your 
left is the Qualifying Exam 500 Danger Room disc.

The next room contains a boss fight against the Living Monolith. This is a 
long fight, but not an especially difficult one. Monolith is powered by the 
sun's rays reflected to him from the four pedestals on the sides of the 
room. When all four pedestals are active, Monolith is invulnerable. You can 
de-activate a pedestal for a short period of time simply by standing on it. 
This will cause the pedestal to rise up.

You do not have to remain standing on the pedestal as it rises, nor do you 
need to de-activate more than one pedestal at a time (de-activating more 
than one pedestal does not make Monolith any more vulnerable than de-
activating just one).

With one pedestal not reflecting light to Monolith, he is vulnerable to 
your attacks--though, only just barely. You'll be hard pressed to do a lot 
of damage to Monolith, so this battle is one where you just keep pounding 
and use health and energy packs like water.

Run to one side of the room and raise a pedestal. Beat on Monolith for a 
bit, then raise the other pedestal on that side of the room. Keep 
alternating the pedestals and keep Monolith vulnerable and keep hitting 
him. He will, eventually, go down. Head through to the next large room and 
take the left-hand door.

In the room at the end of the hall is the final data disc. You can also 
reveal a homing beacon by Using a "loose stone" in the floor. Just walk 
around the lower level near the center of the room until you get the notice 
on your screen.

Return to the previous room and continue deeper into the Hall. In the next 
room is a glowing statue. Use it to reveal a +10 Speed tech station and 
open the door into the next room. That room has a sketch book (Holocaust, 
Archangel, Apocalypse), a weapon cache and an Xtraction point.

Since you're headed back to base for a rest and refit, might as well use 
the Secret portal next to Forge and rescue Iron Man. In the X-in-a-circle-
shaped room, there are three different devices that need to be activated in 
each corner other than the one through which you enter.

Once all three are activated, Tony Stark appears in the center of the room. 
Talk to him, and, if you've recovered all his armor, you will unlock Iron 
Man as a playable character. When you're ready for the climactic battle, 
return to the Hall of the Dead and exit to the Vault of Ages.

NOTE: You might want to put Nightcrawler on your team and buy the ability 
to redistribute his skill points. Buy up every level of Teleport Frenzy and 
Master of Chaos that you are able to purchase. Also put points into 
Teleport Mastery and Critical Strike. (Or, you can just ignore that advice 
and make the final battle a lot tougher. Your call.)

When you first fight Apocalypse, he actually seems a bit of a pushover, 
and, truth be told, he is. If you know what you're doing (and, since you're 
reading this, you will know what you're doing), this climactic battle turns 
out to be pretty anti-climactic. First, you have to fight Apoc straight up. 
He's not that tough. Spam Nightcrawler's Teleport Frenzy on him and he'll 
go down fairly quickly.

He jumps into his machine and powers up. OK, two can play that game. Jump 
into the machine yourself and you'll be imbued with the Power of the Four. 
You now have:

* Emma Frost's Psychic Beam (Attack button)
* Quicksilver's Speed Charge (Smash button)
* Polaris' Magnetic Burst (Jump button)
* Sabretooth's Regeneration (Use button)

The two you want to use most are Emma's and Polaris' powers. Using these 
powers does not consume energy, but you do have a limited amount of time 
you can use them. You'll get a yellow gauge at the bottom of the screen 
showing your remaining power. You can increase this power by picking up a 
yellow DNA Orb--looks like a yellow Xtreme token. These orbs will start 
dropping like flies, so you shouldn't have any problem staying powered up.

Continue to ignore Apoc and run to one of the two doors from which power 
conduits come into the room. Just walk through the door (in your powered-up 
state of course) and blow (Polaris' Magnetic Burst) through the enemies 
beyond.

If you happen to enter the room that branches right and left, go right. 
Either way you will reach one of the two generators powering Apoc's 
machine. He'll be there ahead of you, so fight him (lots of Psychic Beam 
and the occasional Magnetic Burst work really well).

When he's defeated, he returns to his machine to power up, so take the 
opportunity to destroy the generator. You can only use melee attacks (not 
powers) on the machine, and the best way is to use the Power Jump (Jump + 
Smash). If you remained imbued with the Power of the Four, you should 
destroy it in two or three hits. Otherwise, it's going to take a while.

Once the generator is destroyed, you lose your Power, so run back to the 
main room and use Apoc's machine again and head for the other generator. 
Defeat Apoc, destroy the generator, go back to the main room.

Now it's a straight-up fight again, but Apoc starts by summoning his Four 
Horsemen (Abyss, Mikhail, Holocaust and Archangel). If, at any point, you 
defeat Apoc and a Horseman is still alive, he'll use the Horseman to 
regenerate (the Horseman will be turned into a statue).

So, here's where Kurt's Master of Chaos comes in handy. Run (or, better, 
teleport) to a Horseman that is far away from Apoc and unload Master of 
Chaos on him. Nightcrawler's Xtreme power is the exception to the rule of 
not using Xtremes on bosses--if no other enemy is near, every Chaos attack 
hits the one target. One MoC should take out each Horseman.

Now it's just a matter of beating down Apoc and he's not that much harder 
now than he was when this whole fight started. Truthfully, if you do this 
right, it will take you less time to get the ending cinematics than it did 
to read this explanation.

After the credits roll, you're back in the Vault of the Ages. In a side 
alcove is a homing beacon (or XP reward). In the generator room that 
branches, on the left path, is a +10 Strike tech station.

That's it!

You've defeated all the enemies. Collected all the goodies. Unlocked 
Deadpool and Iron Man (and, hopefully, Professor X by beating all the 
Danger Room courses) and it's time to start a new game. Just choose New 
Game and you'll get the option to start with default characters or 
characters as they were in a saved game.

Good night, Bub.


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---Section D. ALLIES---------------------------------------------------
 /  \
/

*HOW TO READ THE SKILL LISTINGS*
There will be a header number (such as C.01.a.vi) followed by the skill 
name followed in parentheses by the skill type. There will then be a colon, 
followed by any skill pre-requisites (i.e. other skills that you must 
acquire first before unlocking this skill) and then the skill description:

Header number - Skill name (skill type): Pre-requisites. Description.

Underneath the skill header will be the list of ranks, their level 
requirements, effects and energy point (EP) cost:

(level requirement): effects, cost EP

If the level requirement for a skill rank is 1, then that skill is 
available from the beginning of the game, unless there is another skill 
pre-requisite.

*ABOUT STATS*
All characters receive four stat points each level that may be spent in any 
way you choose (or may be spent by the AUTO-TRAIT option). Each character 
also receives two stat points that are automatically assigned. Under each 
character's Commentary is a section on Stats that shows the character's 
starting stat points (at level 1) and ending stat points (at level 99) not 
including the player-selectable stat point allocations (i.e. only the stat 
points automatically assingned).

Furthermore, there are maximum stats for each character. You cannot buy 
stat ranks for any character once that character has 250 points (or more). 
However, you can still boost the stat using tech stations, Danger Room 
awards and equipment. However, there are absolute maximums beyond which 
tech station bonuses will cause the stat to "reset" and start over again at 
1. (Danger Room awards and equipment boosts do not cause this.) These stat 
maximums are listed with each character.*

* Stat max values are taken from Majestros' FAQ, as listed in the Credits.


=============
D.01: Bishop
=============

D.01.a) Skills
--------------
D.01.a.i -  Bio Beam (Beam): Channels energy through his hands to blast foes 
with a beam of focused power.
(Level 1): 11-15 energy damage, 14EP
(Level 4): 21-26 energy damage, 20EP
(Level 7): 32-38 energy damage, 27EP
(Level 10): 43-50 energy damage, 33EP
(Level 13): 54-62 energy damage, 40EP
(Level 16): 65-74 energy damage, 47EP
(Level 19): 76-88 energy damage, 53EP
(Level 22): 86-98 energy damage, 60EP
(Level 25): 97-110 energy damage, 67EP
(Level 28): 108-122 energy damage, 73EP
(Level 31): 119-134 energy damage, 80EP
(Level 34): 130-146 energy damage, 86EP
(Level 37): 141-158 energy damage, 93EP
(Level 40): 151-170 energy damage, 100EP
(Level 43): 162-182 energy damage, 106EP
(Level 46): 173-194 energy damage, 113EP
(Level 49): 184-206 energy damage, 120EP
(Level 52): 195-218 energy damage, 126EP
(Level 55): 206-230 energy damage, 133EP
(Level 58): 217-242 energy damage, 140EP

D.01.a.ii -  Plasma Blaster (Projectile): Uses guns to fire projectiles that 
stun enemies. (Press and hold.)
(Level 1): 11-15 energy dmg/sec, 1 second stun, 12EP/s
(Level 4): 20-25 energy dmg/sec, 1 second stun, 18EP/s
(Level 7): 30-36 energy dmg/sec, 1 second stun, 24EP/s
(Level 10): 40-46 energy dmg/sec, 1 second stun, 30EP/s
(Level 13): 49-57 energy dmg/sec, 1 second stun, 36EP/s
(Level 16): 59-68 energy dmg/sec, 1 second stun, 42EP/s
(Level 19): 69-78 energy dmg/sec, 1 second stun, 48EP/s
(Level 22): 78-89 energy dmg/sec, 2 second stun, 54EP/s
(Level 25): 88-100 energy dmg/sec, 2 second stun, 60EP/s
(Level 28): 98-110 energy dmg/sec, 2 second stun, 66EP/s
(Level 31): 107-121 energy dmg/sec, 2 second stun, 72EP/s
(Level 34): 117-131 energy dmg/sec, 2 second stun, 78EP/s
(Level 37): 127-142 energy dmg/sec, 2 second stun, 84EP/s
(Level 40): 136-153 energy dmg/sec, 3 second stun, 90EP/s
(Level 43): 146-163 energy dmg/sec, 3 second stun, 96EP/s
(Level 46): 156-174 energy dmg/sec, 3 second stun, 102EP/s
(Level 49): 165-185 energy dmg/sec, 3 second stun, 108EP/s
(Level 52): 175-195 energy dmg/sec, 3 second stun, 114EP/s
(Level 55): 185-206 energy dmg/sec, 3 second stun, 120EP/s
(Level 58): 195-217 energy dmg/sec, 4 second stun, 126EP/s

D.01.a.iii -  Sapping Strike (Melee): Requires Level 7. Melee attack that 
reduces damage victims do by 50% for a time. Drains batteries.
(Level 7): 30-36 energy damage, 2 seconds, 22EP
(Level 10): 39-46 energy damage, 2 seconds, 28EP
(Level 13): 49-57 energy damage, 2 seconds, 34EP
(Level 16): 59-67 energy damage, 2 seconds, 40EP
(Level 19): 68-78 energy damage, 2 seconds, 46EP
(Level 22): 78-89 energy damage, 3 seconds, 52EP
(Level 25): 88-99 energy damage, 3 seconds, 58EP
(Level 28): 97-110 energy damage, 3 seconds, 64EP
(Level 31): 107-121 energy damage, 3 seconds, 70EP
(Level 34): 117-131 energy damage, 4 seconds, 77EP
(Level 37): 127-142 energy damage, 4 seconds, 83EP
(Level 40): 136-153 energy damage, 4 seconds, 89EP
(Level 43): 146-163 energy damage, 4 seconds, 95EP
(Level 46): 156-174 energy damage, 5 seconds, 101EP
(Level 49): 165-185 energy damage, 5 seconds, 107EP
(Level 52): 175-195 energy damage, 5 seconds, 113EP
(Level 55): 185-206 energy damage, 5 seconds, 119EP
(Level 58): 195-217 energy damage, 6 seconds, 126EP

D.01.a.iv -  Full Auto (Projectile): Requires Level 14, Plasma Blaster. 
Fires both guns in a spray of bullets causing radiation damage. (Press and 
hold.)
(Level 14): 30-36 radiation dmg over 1 second, 36EP/s
(Level 17): 35-42 radiation dmg over 1 second, 43EP/s
(Level 20): 41-48 radiation dmg over 1 second, 50EP/s
(Level 23): 47-55 radiation dmg over 1 second, 57EP/s
(Level 26): 53-61 radiation dmg over 1 second, 64EP/s
(Level 29): 59-68 radiation dmg over 1 second, 71EP/s
(Level 32): 64-74 radiation dmg over 1 second, 78EP/s
(Level 35): 70-80 radiation dmg over 1 second, 85EP/s
(Level 38): 76-87 radiation dmg over 1 second, 92EP/s
(Level 41): 82-93 radiation dmg over 1 second, 99EP/s
(Level 44): 88-100 radiation dmg over 1 second, 106EP/s
(Level 47): 93-106 radiation dmg over 1 second, 113EP/s
(Level 50): 99-112 radiation dmg over 1 second, 120EP/s
(Level 53): 105-119 radiation dmg over 1 second, 127EP/s
(Level 56): 111-125 radiation dmg over 1 second, 134EP/s
(Level 59): 117-132 radiation dmg over 1 second, 142EP/s

D.01.a.v -  Rapid Fire (Projectile): Requires Level 21, Full Auto. Fires 
both guns in broad sweeps with atomic radiation rounds.
(Level 21): 43-50 radiation dmg over 3 seconds, 52EP
(Level 24): 49-56 radiation dmg over 3 seconds, 59EP
(Level 27): 55-63 radiation dmg over 3 seconds, 66EP
(Level 30): 61-69 radiation dmg over 3 seconds, 73EP
(Level 33): 67-76 radiation dmg over 3 seconds, 80EP
(Level 36): 73-82 radiation dmg over 3 seconds, 87EP
(Level 39): 79-89 radiation dmg over 3 seconds, 94EP
(Level 42): 85-95 radiation dmg over 3 seconds, 101EP
(Level 45): 91-102 radiation dmg over 3 seconds, 108EP
(Level 48): 97-108 radiation dmg over 3 seconds, 115EP
(Level 51): 103-115 radiation dmg over 3 seconds, 122EP
(Level 54): 109-121 radiation dmg over 3 seconds, 129EP
(Level 57): 115-128 radiation dmg over 3 seconds, 136EP
(Level 60): 121-135 radiation dmg over 3 seconds, 144EP

D.01.a.vi -  Bombardment (Radial): Requires Level 28. Fires several high-
powered rounds into the air. They then crash down, smashing into enemies 
and surrounding objects.
(Level 28): 43-50 energy damage, 84EP
(Level 31): 47-54 energy damage, 93EP
(Level 34): 51-59 energy damage, 103EP
(Level 37): 55-63 energy damage, 112EP
(Level 40): 59-68 energy damage, 122EP
(Level 43): 64-73 energy damage, 132EP
(Level 46): 68-77 energy damage, 141EP
(Level 49): 72-82 energy damage, 151EP
(Level 52): 76-86 energy damage, 160EP
(Level 55): 80-91 energy damage, 170EP
(Level 58): 85-96 energy damage, 180EP

D.01.a.vii -  Bio Blast (Radial): Requires Level 28, Sapping Strike. Radial 
energy attack that damages enemies and has a chance of doing a 'Deadly 
Strike' (33% instant HP loss).
(Level 28): 46-54 energy dmg, 5% chance for Deadly Strike, 92EP
(Level 31): 59-59 energy dmg, 6% chance for Deadly Strike, 102EP
(Level 34): 55-64 energy dmg, 7% chance for Deadly Strike, 113EP
(Level 37): 60-69 energy dmg, 9% chance for Deadly Strike, 123EP
(Level 40): 65-75 energy dmg, 10% chance for Deadly Strike, 134EP
(Level 43): 70-80 energy dmg, 12% chance for Deadly Strike, 145EP
(Level 46): 75-85 energy dmg, 13% chance for Deadly Strike, 155EP
(Level 49): 80-91 energy dmg, 14% chance for Deadly Strike, 166EP
(Level 52): 85-95 energy dmg, 16% chance for Deadly Strike, 176EP
(Level 55): 90-101 energy dmg, 17% chance for Deadly Strike, 187EP
(Level 58): 95-107 energy dmg, 19% chance for Deadly Strike, 198EP

D.01.a.viii -  Big Bang (Radial, Xtreme): Requires Level 15. Sucks in 
surrounding energy releasing it in a violent explosion of power nullifying 
enemy powers.
(Level 15): 85-96 energy damage, 2 second nullify
(Level 20): 117-131 energy damage, 2 second nullify
(Level 25): 149-167 energy damage, 3 second nullify
(Level 30): 182-202 energy damage, 4 second nullify
(Level 35): 214-238 energy damage, 4 second nullify
(Level 40): 246-273 energy damage, 5 second nullify
(Level 45): 279-309 energy damage, 6 second nullify

D.01.a.ix -  Superconductor (Boost, Xtreme): Requires Level 20. Entire party 
spends no EP and takes no energy damage for a time.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.01.a.x -  Absorption (Boost): Requires Level 7. Absorbs a percentage of 
energy damage as HP gain and boosts physical resistance.
(Level 7): 45% energy dmg as HP gain, +21% DEF, 10% (PR), 13 secs, 88EP
(Level 10): 45% energy dmg as HP gain, +29% DEF, 10% (PR), 15 secs, 111EP
(Level 13): 45% energy dmg as HP gain, +37% DEF, 11% (PR), 17 secs, 134EP
(Level 16): 45% energy dmg as HP gain, +45% DEF, 11% (PR), 20 secs, 157EP
(Level 19): 46% energy dmg as HP gain, +53% DEF, 12% (PR), 22 secs, 180EP
(Level 22): 46% energy dmg as HP gain, +62% DEF, 13% (PR), 25 secs, 203EP
(Level 25): 46% energy dmg as HP gain, +70% DEF, 13% (PR), 27 secs, 226EP
(Level 28): 47% energy dmg as HP gain, +78% DEF, 14% (PR), 30 secs, 249EP
(Level 31): 47% energy dmg as HP gain, +86% DEF, 14% (PR), 32 secs, 272EP
(Level 34): 47% energy dmg as HP gain, +95% DEF, 15% (PR), 35 secs, 295EP
(Level 37): 48% energy dmg as HP gain, +103% DEF, 15% (PR), 37 secs, 318EP
(Level 40): 48% energy dmg as HP gain, +111% DEF, 16% (PR), 40 secs, 341EP
(Level 43): 48% energy dmg as HP gain, +119% DEF, 17% (PR), 42 secs, 364EP
(Level 46): 48% energy dmg as HP gain, +128% DEF, 17% (PR), 45 secs, 387EP
(Level 49): 49% energy dmg as HP gain, +136% DEF, 18% (PR), 47 secs, 410EP
(Level 52): 49% energy dmg as HP gain, +144% DEF, 18% (PR), 50 secs, 433EP
(Level 55): 49% energy dmg as HP gain, +152% DEF, 19% (PR), 52 secs, 456EP
(Level 58): 50% energy dmg as HP gain, +160% DEF, 20% (PR), 55 secs, 480EP

D.01.a.xi -  Energy Fury (Boost): Requires Level 14, Absorption. Gives bonus 
energy damage to melee attacks for self and allies for a time.
(Level 14): +5% energy dmg, +21% ATK, 13 seconds, 132EP
(Level 17): +8% energy dmg, +30% ATK, 15 seconds, 157EP
(Level 20): +11% energy dmg, +39% ATK, 18 seconds, 183EP
(Level 23): +14% energy dmg, +49% ATK, 21 seconds, 208EP
(Level 26): +17% energy dmg, +58% ATK, 24 seconds, 234EP
(Level 29): +19% energy dmg, +67% ATK, 27 seconds, 260EP
(Level 32): +22% energy dmg, +76% ATK, 29 seconds, 285EP
(Level 35): +25% energy dmg, +86% ATK, 32 seconds, 311EP
(Level 38): +28% energy dmg, +95% ATK, 35 seconds, 336EP
(Level 41): +31% energy dmg, +104% ATK, 38 seconds, 362EP
(Level 44): +34% energy dmg, +114% ATK, 41 seconds, 388EP
(Level 47): +36% energy dmg, +123% ATK, 43 seconds, 413EP
(Level 50): +39% energy dmg, +132% ATK, 46 seconds, 439EP
(Level 53): +42% energy dmg, +142% ATK, 49 seconds, 464EP
(Level 56): +45% energy dmg, +151% ATK, 52 seconds, 490EP
(Level 59): +48% energy dmg, +160% ATK, 55 seconds, 516EP

D.01.a.xii -  Energy Combat (Passive): Adds energy damage to melee attacks.
(Level 1): +50% as energy damage
(Level 2): +65% as energy damage
(Level 3): +80% as energy damage
(Level 4): +95% as energy damage
(Level 5): +110% as energy damage
(Level 6): +125% as energy damage
(Level 7): +140% as energy damage
(Level 8): +155% as energy damage
(Level 9): +170% as energy damage
(Level 10): +185% as energy damage
(Level 11): +200% as energy damage
(Level 12): +215% as energy damage
(Level 13): +230% as energy damage
(Level 14): +245% as energy damage
(Level 15): +260% as energy damage

D.01.a.xiii -  Gun Mastery (Passive): Requires Level 14, Mutant Master. Adds 
to gun damage and increases chance for criticals with gun attacks.
(Level 14): +5% damage, +1% critical chance
(Level 15): +9% damage, +1% critical chance
(Level 16): +12% damage, +2% critical chance
(Level 17): +15% damage, +2% critical chance
(Level 18): +18% damage, +3% critical chance
(Level 19): +22% damage, +3% critical chance
(Level 20): +25% damage, +4% critical chance
(Level 21): +28% damage, +4% critical chance
(Level 22): +31% damage, +5% critical chance
(Level 23): +34% damage, +5% critical chance
(Level 24): +38% damage, +6% critical chance
(Level 25): +41% damage, +6% critical chance
(Level 26): +44% damage, +7% critical chance
(Level 27): +47% damage, +7% critical chance
(Level 28): +50% damage, +8% critical chance

D.01.a.xiv -  Power Trip (Passive): Requires Level 21, Sapping Strike. Adds 
to DEF, movement speed and energy resistance.
(Level 21): +115% DEF, +3% movement speed, 10% energy resist
(Level 21): +122% DEF, +5% movement speed, 13% energy resist
(Level 21): +129% DEF, +7% movement speed, 16% energy resist
(Level 21): +136% DEF, +9% movement speed, 19% energy resist
(Level 22): +143% DEF, +12% movement speed, 22% energy resist
(Level 22): +150% DEF, +13% movement speed, 25% energy resist
(Level 22): +157% DEF, +15% movement speed, 28% energy resist
(Level 23): +165% DEF, +17% movement speed, 31% energy resist
(Level 23): +171% DEF, +19% movement speed, 34% energy resist
(Level 23): +178% DEF, +21% movement speed, 37% energy resist
(Level 23): +185% DEF, +23% movement speed, 40% energy resist
(Level 24): +192% DEF, +25% movement speed, 43% energy resist
(Level 24): +199% DEF, +27% movement speed, 46% energy resist
(Level 24): +206% DEF, +29% movement speed, 49% energy resist
(Level 25): +213% DEF, +31% movement speed, 52% energy resist

D.01.a.xv -  Mutant Master (Passive): Requires Level 7. Increases EP 
regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.01.b) Commentary
------------------
On his own, Bishop is not that strong with average attacks. Power Trip 
gives him good DEF and ups his movement speed, making him one of the faster 
characters, if you choose to utilize it. Bishop is best used as a computer-
controlled character with maxed Energy Fury to boost damage for your tank 
(or tanks). Given the extra damage from Energy Fury, Nightcrawler or 
Wolverine become quite fearsome.

Superconductor can be helpful if you want to spam mutant attacks from 
characters with low Focus scores (like tanks). Big Bang doesn't do as much 
damage as other Xtremes, but the power nullification can be helpful, 
especially when you're facing enemies that revive fallen teammates.

For offense, combine a gun skill with Gun Mastery and let him operate under 
AI control for maximum effectiveness. A few levels of Mutant Master will 
keep him firing almost continuously.

Buy:
* Plasma Blaster: few levels until you can get...
* Full Auto: keep maxed until you can buy...
* Rapid Fire: preferred offensive skill, keep maxed
* Superconductor: keep maxed if you have an energy-hungry tank on your team
* Energy Fury: keep maxed if you heavily use characters that rely on melee
               damage
* Gun Mastery: keep maxed to improve gun skills
* Power Trip: a few levels to improve defense
* Mutant Master: keep near max for energy regen

Don't Buy:
* Bio Beam or Sapping Strike: not useful
* Absorption: might help save on some health packs, but they're plentiful
* Energy Combat: Bishop is not a melee character


Stats
-----
At level  1: 16 Body,  20 Focus, 16 Strike, 16 Speed
At level 99: 41 Body, 118 Focus, 41 Strike, 65 Speed
Max: 284 Body, 322 Focus, 274 Strike, 298 Speed

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


===============
D.02: Colossus
===============

D.02.a) Skills
-------------
D.02.a.i -  Iron Fist (Melee): Increased melee attack with knockback.
(Level 1): +250% physical damage, 40 knockback, 8EP
(Level 4): +280% physical damage, 53 knockback, 11EP
(Level 7): +310% physical damage, 67 knockback, 15EP
(Level 10): +341% physical damage, 81 knockback, 18EP
(Level 13): +370% physical damage, 95 knockback, 22EP
(Level 16): +400% physical damage, 109 knockback, 25EP
(Level 19): +430% physical damage, 123 knockback, 29EP
(Level 22): +460% physical damage, 137 knockback, 33EP
(Level 25): +491% physical damage, 151 knockback, 36EP
(Level 28): +520% physical damage, 165 knockback, 40EP
(Level 31): +550% physical damage, 179 knockback, 43EP
(Level 34): +580% physical damage, 193 knockback, 47EP
(Level 37): +610% physical damage, 207 knockback, 50EP
(Level 40): +641% physical damage, 221 knockback, 54EP
(Level 43): +670% physical damage, 235 knockback, 58EP
(Level 46): +700% physical damage, 249 knockback, 61EP
(Level 49): +731% physical damage, 263 knockback, 65EP
(Level 52): +760% physical damage, 277 knockback, 68EP
(Level 55): +790% physical damage, 291 knockback, 72EP
(Level 58): +820% physical damage, 305 knockback, 76EP

D.02.a.ii -  Uppercut (Melee): Requires Level 7, Iron Fist. An increased 
melee attack that pops enemies into the air.
(Level 7): +310% physical damage, 14EP
(Level 10): +341% physical damage, 17EP
(Level 13): +370% physical damage, 21EP
(Level 16): +400% physical damage, 24EP
(Level 19): +430% physical damage, 28EP
(Level 22): +460% physical damage, 32EP
(Level 25): +491% physical damage, 35EP
(Level 28): +520% physical damage, 39EP
(Level 31): +550% physical damage, 43EP
(Level 34): +580% physical damage, 46EP
(Level 37): +610% physical damage, 50EP
(Level 40): +640% physical damage, 54EP
(Level 43): +670% physical damage, 57EP
(Level 46): +700% physical damage, 61EP
(Level 49): +731% physical damage, 65EP
(Level 52): +760% physical damage, 68EP
(Level 55): +790% physical damage, 72EP
(Level 58): +820% physical damage, 76EP

D.02.a.iii -  Thunder Clap (Radial): Requires Level 14. A thunderous clap 
that sends out a 140 degree blast of damage.
(Level 14): +230% physical dmg, 120 radius, 24EP
(Level 17): +250% physical dmg, 121 radius, 28EP
(Level 20): +270% physical dmg, 123 radius, 32EP
(Level 23): +289% physical dmg, 124 radius, 36EP
(Level 26): +309% physical dmg, 126 radius, 40EP
(Level 29): +329% physical dmg, 128 radius, 44EP
(Level 32): +349% physical dmg, 129 radius, 48EP
(Level 35): +368% physical dmg, 131 radius, 52EP
(Level 38): +388% physical dmg, 132 radius, 57EP
(Level 41): +408% physical dmg, 134 radius, 61EP
(Level 44): +427% physical dmg, 136 radius, 65EP
(Level 47): +447% physical dmg, 137 radius, 69EP
(Level 50): +466% physical dmg, 139 radius, 73EP
(Level 53): +486% physical dmg, 140 radius, 77EP
(Level 56): +506% physical dmg, 142 radius, 81EP
(Level 59): +525% physical dmg, 144 radius, 86EP

D.02.a.iv -  Massive Strike (Melee): Requires Level 21, Uppercut. An 
increased melee attack with a chance for a 33% instant HP loss on target.
(Level 21): +541% physical dmg, 16% chance, 28EP
(Level 24): +566% physical dmg, 17% chance, 32EP
(Level 27): +592% physical dmg, 18% chance, 36EP
(Level 30): +618% physical dmg, 19% chance, 40EP
(Level 33): +644% physical dmg, 20% chance, 44EP
(Level 36): +669% physical dmg, 21% chance, 48EP
(Level 39): +695% physical dmg, 22% chance, 52EP
(Level 42): +721% physical dmg, 23% chance, 56EP
(Level 45): +747% physical dmg, 24% chance, 60EP
(Level 48): +772% physical dmg, 25% chance, 64EP
(Level 51): +798% physical dmg, 26% chance, 68EP
(Level 54): +824% physical dmg, 27% chance, 72EP
(Level 57): +850% physical dmg, 29% chance, 76EP
(Level 60): +875% physical dmg, 30% chance, 80EP

D.02.a.v -  Bounding Smash (Radial): Requires Level 28, Thunder Clap. A 
colossal leap and landing that sends out a radial shock wave of damage.
(Level 28): +275% physical dmg, 245 knockback, 51EP
(Level 31): +288% physical dmg, 282 knockback, 56EP
(Level 34): +300% physical dmg, 320 knockback, 62EP
(Level 37): +313% physical dmg, 357 knockback, 68EP
(Level 40): +325% physical dmg, 395 knockback, 74EP
(Level 43): +338% physical dmg, 432 knockback, 80EP
(Level 46): +350% physical dmg, 470 knockback, 85EP
(Level 49): +363% physical dmg, 507 knockback, 91EP
(Level 52): +375% physical dmg, 545 knockback, 97EP
(Level 55): +388% physical dmg, 582 knockback, 103EP
(Level 58): +400% physical dmg, 620 knockback, 109EP

D.02.a.vi -  Siberian Express (Charge): Requires Level 28, Massive Strike. 
Charge against enemies, and objects, knocking them back. (Press and hold.)
(Level 28): +575% physical dmg, 245 knockback, 48EP/s
(Level 31): +610% physical dmg, 282 knockback, 53EP/s
(Level 34): +645% physical dmg, 320 knockback, 58EP/s
(Level 37): +681% physical dmg, 357 knockback, 63EP/s
(Level 40): +715% physical dmg, 395 knockback, 68EP/s
(Level 43): +750% physical dmg, 432 knockback, 74EP/s
(Level 46): +786% physical dmg, 470 knockback, 79EP/s
(Level 49): +820% physical dmg, 507 knockback, 84EP/s
(Level 52): +856% physical dmg, 545 knockback, 89EP/s
(Level 55): +890% physical dmg, 582 knockback, 94EP/s
(Level 58): +925% physical dmg, 620 knockback, 100EP/s

D.02.a.vii -  Demolition (Radial, Xtreme): Requires Level 15. An Xtreme 
concussion attack.
(Level 15): +550% physical damage
(Level 20): +700% physical damage
(Level 25): +850% physical damage
(Level 30): +1000% physical damage
(Level 35): +1150% physical damage
(Level 40): +1300% physical damage
(Level 45): +1450% physical damage

D.02.a.viii -  Unbreakable (Boost, Xtreme): Requires Level 20. Makes 
Colossus invincible and doubles his damage for a time.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.02.a.ix -  Steel Skin (Boost): Generates steel armor around his body which 
absorbs an amount of damage instead of colossus taking it.
(Level 1): 15 physical damage absorbed, 32EP
(Level 4): 17 physical damage absorbed, 46EP
(Level 7): 20 physical damage absorbed, 60EP
(Level 10): 23 physical damage absorbed, 74EP
(Level 13): 26 physical damage absorbed, 89EP
(Level 16): 29 physical damage absorbed, 103EP
(Level 19): 32 physical damage absorbed, 117EP
(Level 22): 35 physical damage absorbed, 132EP
(Level 25): 38 physical damage absorbed, 146EP
(Level 28): 41 physical damage absorbed, 160EP
(Level 31): 44 physical damage absorbed, 175EP
(Level 34): 47 physical damage absorbed, 189EP
(Level 37): 50 physical damage absorbed, 203EP
(Level 40): 53 physical damage absorbed, 218EP
(Level 43): 56 physical damage absorbed, 232EP
(Level 46): 59 physical damage absorbed, 246EP
(Level 49): 62 physical damage absorbed, 261EP
(Level 52): 65 physical damage absorbed, 275EP
(Level 55): 68 physical damage absorbed, 289EP
(Level 58): 71 physical damage absorbed, 304EP

D.02.a.x -  Roar (Boost): Requires Level 14, Steel Skin. A battle cry giving 
all party members a bonus to all character traits.
(Level 14): 13 seconds, +2 Strength (Strike), Speed, Body, Focus, 84EP
(Level 17): 15 seconds, +2 Strength (Strike), Speed, Body, Focus, 98EP
(Level 20): 18 seconds, +3 Strength (Strike), Speed, Body, Focus, 113EP
(Level 23): 21 seconds, +4 Strength (Strike), Speed, Body, Focus, 128EP
(Level 26): 24 seconds, +5 Strength (Strike), Speed, Body, Focus, 143EP
(Level 29): 27 seconds, +6 Strength (Strike), Speed, Body, Focus, 158EP
(Level 32): 29 seconds, +7 Strength (Strike), Speed, Body, Focus, 173EP
(Level 35): 32 seconds, +8 Strength (Strike), Speed, Body, Focus, 188EP
(Level 38): 35 seconds, +9 Strength (Strike), Speed, Body, Focus, 203EP
(Level 41): 38 seconds, +10 Strength (Strike), Speed, Body, Focus, 218EP
(Level 44): 41 seconds, +11 Strength (Strike), Speed, Body, Focus, 233EP
(Level 47): 43 seconds, +12 Strength (Strike), Speed, Body, Focus, 248EP
(Level 50): 46 seconds, +13 Strength (Strike), Speed, Body, Focus, 263EP
(Level 53): 49 seconds, +14 Strength (Strike), Speed, Body, Focus, 278EP
(Level 56): 52 seconds, +15 Strength (Strike), Speed, Body, Focus, 293EP
(Level 59): 55 seconds, +16 Strength (Strike), Speed, Body, Focus, 308EP

D.02.a.xi -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.02.a.xii -  Brawler (Passive): Gives a natural ATK increase.
(Level 1): +21% ATK
(Level 1): +31% ATK
(Level 1): +40% ATK
(Level 1): +50% ATK
(Level 1): +61% ATK
(Level 1): +71% ATK
(Level 1): +80% ATK
(Level 1): +90% ATK
(Level 1): +100% ATK
(Level 1): +110% ATK
(Level 1): +121% ATK
(Level 1): +130% ATK
(Level 1): +140% ATK
(Level 1): +150% ATK
(Level 1): +160% ATK

D.02.a.xiii -  Galvanize (Passive): Requires Brawler. Gives a natural DEF 
increase.
(Level 1): +15% DEF
(Level 1): +24% DEF
(Level 1): +31% DEF
(Level 1): +39% DEF
(Level 1): +48% DEF
(Level 1): +55% DEF
(Level 1): +63% DEF
(Level 1): +72% DEF
(Level 1): +79% DEF
(Level 1): +88% DEF
(Level 1): +95% DEF
(Level 1): +103% DEF
(Level 1): +111% DEF
(Level 1): +120% DEF
(Level 1): +127% DEF

D.02.a.xiv -  Metallurgy (Passive): Requires Galvanize. Increases natural 
resistance to elemental, energy and mental damage.
(Level 1): +5% energy, elemental & mental resistance
(Level 1): +8% energy, elemental & mental resistance
(Level 1): +11% energy, elemental & mental resistance
(Level 1): +14% energy, elemental & mental resistance
(Level 1): +17% energy, elemental & mental resistance
(Level 1): +20% energy, elemental & mental resistance
(Level 1): +23% energy, elemental & mental resistance
(Level 1): +26% energy, elemental & mental resistance
(Level 1): +29% energy, elemental & mental resistance
(Level 1): +32% energy, elemental & mental resistance
(Level 1): +35% energy, elemental & mental resistance
(Level 1): +38% energy, elemental & mental resistance
(Level 1): +41% energy, elemental & mental resistance
(Level 1): +44% energy, elemental & mental resistance
(Level 1): +47% energy, elemental & mental resistance

D.02.a.xv -  Might (Ability): Increases lifting strength and destruction 
level of melee attacks.
(Level 1): Lift heavy objects, damage reinforced walls and objects
(Level 5): Lift massive objects, damage reinforced walls and objects

D.02.a.xvi -  Mutant Master (Passive): Requires Level 7. Increases EP 
regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.02.b) Commentary
------------------
Oh how the mighty have fallen! Colossus in XML1 was indispensable with his 
Concussion Slam. In XML2, Colossus is next to useless. Not only is his 
damage output less than other tanks (such as Wolverine and, heaven forbid, 
even Toad); but also, all his attacks are physical damage. When 
encountering physical resistant mobs, he has no Plan B.

Plus, he's still slow as molasses. If you're really a fan of Big Red, play 
to his strengths. Beef up his Strike stat to increase the damage of his 
attacks. Ignore his radial attacks and take Toad and his Secretion skill to 
boost Peter's speed and damage output.

Buy:
* Uppercut: useful pop up secondary effect
* Massive Strike: chance for instant 1/3 HP loss on target
* Bounding Smash: good knockback effect
* Siberian Express: one of the better press-and-hold skills in the game,
                    great for taking out large mobs
* Unbreakable: more for the damage increase than the invincibility
* Brawler/Galvanize: a few levels for the extra ATK and DEF
* Might: always useful and you only need to spend one point (Colossus
         starts with one level Might)
* Mutant Master: a few levels are needed to keep Peter going

Don't Buy:
* Thunder Clap: just not as good (nor as fun) as in XML1, buy one level for
                Bounding Smash
* Demoliton: there are better Xtremes
* Roar: even when maxed, the stat increase isn't that impressive
* Block: not a useful skill for any character
* Metallurgy: better to wear +resistance equipment
* Steel Skin: doesn't really have enough energy to afford it


Stats
-----
At level  1: 20 Body, 8 Focus,  24 Strike, 16 Speed
At level 99: 69 Body, 8 Focus, 147 Strike, 41 Speed
Max: Body 304, Focus 250, Strike 310, Speed 274

Build:
1/2 Strike
1/4 Focus
1/8 each Body and Speed


==============
D.03: Cyclops
==============

D.03.a) Skills
--------------
D.03.a.i -  Optic Beam (Beam): A beam of energy filtered through Cyclops' 
visor.
(Level 1): 11-15 energy damage, 12EP
(Level 4): 20-25 energy damage, +6% attack speed, 18EP
(Level 7): 30-36 energy damage, +11% attack speed, 24EP
(Level 10): 40-46 energy damage, +16% attack speed, 30EP
(Level 13): 49-57 energy damage, +22% attack speed, 36EP
(Level 16): 59-68 energy damage, +27% attack speed, 42EP
(Level 19): 69-78 energy damage, +32% attack speed, 48EP
(Level 22): 78-89 energy damage, +37% attack speed, 54EP
(Level 25): 88-100 energy damage, +43% attack speed, 60EP
(Level 28): 98-110 energy damage, +48% attack speed, 66EP
(Level 31): 107-121 energy damage, +53% attack speed, 72EP
(Level 34): 117-131 energy damage, +58% attack speed, 78EP
(Level 37): 127-142 energy damage, +64% attack speed, 84EP
(Level 40): 136-153 energy damage, +69% attack speed, 90EP
(Level 43): 146-163 energy damage, +74% attack speed, 96EP
(Level 46): 156-174 energy damage, +79% attack speed, 102EP
(Level 49): 165-185 energy damage, +85% attack speed, 108EP
(Level 52): 175-195 energy damage, +90% attack speed, 114EP
(Level 55): 185-206 energy damage, +95% attack speed, 120EP
(Level 58): 195-217 energy damage, +100% attack speed, 126EP

D.03.a.ii -  Optic Slam (Beam): A wide beam that can knock enemies back.
(Level 1): 6-9 energy damage, 40 knockback, 14EP
(Level 4): 11-15 energy damage, 70 knockback, 20EP
(Level 7): 17-21 energy damage, 101 knockback, 27EP
(Level 10): 23-28 energy damage, 131 knockback, 33EP
(Level 13): 29-34 energy damage, 162 knockback, 40EP
(Level 16): 35-41 energy damage, 192 knockback, 47EP
(Level 19): 41-47 energy damage, 223 knockback, 53EP
(Level 22): 46-54 energy damage, 253 knockback, 60EP
(Level 25): 52-60 energy damage, 284 knockback, 67EP
(Level 28): 58-67 energy damage, 314 knockback, 73EP
(Level 31): 64-73 energy damage, 345 knockback, 80EP
(Level 34): 70-80 energy damage, 375 knockback, 86EP
(Level 37): 76-86 energy damage, 406 knockback, 93EP
(Level 40): 81-93 energy damage, 436 knockback, 100EP
(Level 43): 87-99 energy damage, 467 knockback, 106EP
(Level 46): 93-106 energy damage, 497 knockback, 113EP
(Level 49): 99-112 energy damage, 528 knockback, 120EP
(Level 52): 105-119 energy damage, 558 knockback, 126EP
(Level 55): 111-125 energy damage, 589 knockback, 133EP
(Level 58): 117-132 energy damage, 620 knockback, 140EP

D.03.a.iii -  Optic Flash (Debuff): Requires Level 7, Optic Slam. Produces a 
low powered discharge of energy stunning and damaging enemies.
(Level 7): 6-9 energy damage, 1 sec stun, 12 foot range, 28EP
(Level 10): 8-12 energy damage, 1 sec stun, 12 foot range, 36EP
(Level 13): 11-15 energy damage, 1 sec stun, 12 foot range, 44EP
(Level 16): 14-18 energy damage, 1 sec stun, 12 foot range, 52EP
(Level 19): 17-22 energy damage, 1 sec stun, 12 foot range, 60EP
(Level 22): 20-25 energy damage, 1 sec stun, 12 foot range, 68EP
(Level 25): 23-28 energy damage, 2 sec stun, 12 foot range, 76EP
(Level 28): 26-32 energy damage, 2 sec stun, 12 foot range, 84EP
(Level 31): 29-35 energy damage, 2 sec stun, 12 foot range, 92EP
(Level 34): 32-38 energy damage, 2 sec stun, 12 foot range, 100EP
(Level 37): 35-41 energy damage, 2 sec stun, 12 foot range, 108EP
(Level 40): 38-45 energy damage, 3 sec stun, 12 foot range, 116EP
(Level 43): 41-48 energy damage, 3 sec stun, 12 foot range, 124EP
(Level 46): 44-51 energy damage, 3 sec stun, 12 foot range, 132EP
(Level 49): 47-55 energy damage, 3 sec stun, 12 foot range, 140EP
(Level 52): 50-58 energy damage, 3 sec stun, 12 foot range, 148EP
(Level 55): 53-61 energy damage, 4 sec stun, 12 foot range, 156EP
(Level 58): 56-65 energy damage, 4 sec stun, 12 foot range, 164EP

D.03.a.iv -  Auto Artillery (Trap): Requires Level 14, Optic Flash. Sets a 
small trap that sends out a wave of electricity when activated by enemies.
(Level 14): 21-26 electricity dmg/sec, 12 secs, 40 trap HP, 44EP
(Level 17): 24-30 electricity dmg/sec, 12 secs, 42 trap HP, 52EP
(Level 20): 28-34 electricity dmg/sec, 13 secs, 45 trap HP, 60EP
(Level 23): 32-38 electricity dmg/sec, 14 secs, 48 trap HP, 68EP
(Level 26): 36-42 electricity dmg/sec, 15 secs, 51 trap HP, 77EP
(Level 29): 40-47 electricity dmg/sec, 16 secs, 54 trap HP, 85EP
(Level 32): 44-51 electricity dmg/sec, 17 secs, 56 trap HP, 93EP
(Level 35): 48-55 electricity dmg/sec, 18 secs, 59 trap HP, 101EP
(Level 38): 51-59 electricity dmg/sec, 19 secs, 62 trap HP, 110EP
(Level 41): 55-63 electricity dmg/sec, 20 secs, 65 trap HP, 118EP
(Level 44): 59-68 electricity dmg/sec, 21 secs, 68 trap HP, 126EP
(Level 47): 63-72 electricity dmg/sec, 22 secs, 70 trap HP, 134EP
(Level 50): 67-76 electricity dmg/sec, 23 secs, 73 trap HP, 143EP
(Level 53): 71-80 electricity dmg/sec, 24 secs, 76 trap HP, 151EP
(Level 56): 75-84 electricity dmg/sec, 25 secs, 79 trap HP, 159EP
(Level 59): 79-89 electricity dmg/sec, 26 secs, 82 trap HP, 168EP

D.03.a.v -  Fusion Beam (Beam): Requires Level 21, Optic Beam. A beam laces 
with atomic energy causing extra radiation damage.
(Level 21): 101-114 radiation dmg over 3 seconds, 46EP
(Level 24): 114-128 radiation dmg over 3 seconds, 52EP
(Level 27): 127-142 radiation dmg over 3 seconds, 59EP
(Level 30): 140-157 radiation dmg over 3 seconds, 65EP
(Level 33): 153-171 radiation dmg over 3 seconds, 72EP
(Level 36): 166-186 radiation dmg over 3 seconds, 79EP
(Level 39): 179-200 radiation dmg over 3 seconds, 85EP
(Level 42): 193-215 radiation dmg over 3 seconds, 92EP
(Level 45): 206-229 radiation dmg over 3 seconds, 98EP
(Level 48): 219-244 radiation dmg over 3 seconds, 105EP
(Level 51): 232-258 radiation dmg over 3 seconds, 112EP
(Level 54): 245-273 radiation dmg over 3 seconds, 118EP
(Level 57): 258-287 radiation dmg over 3 seconds, 125EP
(Level 60): 272-302 radiation dmg over 3 seconds, 132EP

D.03.a.vi -  Focused Beam (Beam): Requires Level 28, Fusion Beam. An 
intensely focused beam that can pierce through enemies.
(Level 28): 69-79 energy damage, 78EP
(Level 31): 76-86 energy damage, 86EP
(Level 34): 83-94 energy damage, 95EP
(Level 37): 90-102 energy damage, 104EP
(Level 40): 97-110 energy damage, 113EP
(Level 43): 104-118 energy damage, 122EP
(Level 46): 111-125 energy damage, 130EP
(Level 49): 118-133 energy damage, 139EP
(Level 52): 125-141 energy damage, 148EP
(Level 55): 132-149 energy damage, 157EP
(Level 58): 140-157 energy damage, 166EP

D.03.a.vii -  Polarized Beam (Beam): Requires Level 28, Auto Artillery. A 
beam that splits into 3 at point of contact with enemies.
(Level 28): 66-75 main energy dmg, 53-61 split energy dmg, 72EP
(Level 31): 72-82 main energy dmg, 58-66 split energy dmg, 80EP
(Level 34): 78-89 main energy dmg, 63-72 split energy dmg, 88EP
(Level 37): 85-96 main energy dmg, 68-78 split energy dmg, 96EP
(Level 40): 91-103 main energy dmg, 73-83 split energy dmg, 104EP
(Level 43): 98-110 main energy dmg, 79-89 split energy dmg, 112EP
(Level 46): 104-117 main energy dmg, 84-95 split energy dmg, 120EP
(Level 49): 110-124 main energy dmg, 89-100 split energy dmg, 128EP
(Level 52): 117-131 main energy dmg, 94-106 split energy dmg, 136EP
(Level 55): 123-138 main energy dmg, 99-112 split energy dmg, 144EP
(Level 58): 130-146 main energy dmg, 105-118 split energy dmg, 152EP

D.03.a.viii -  Optic Rage (Beam, Xtreme): Requires Level 15. An Xtreme arc 
spray attack.
(Level 15): 101-114 energy damage
(Level 20): 135-151 energy damage
(Level 25): 170-189 energy damage
(Level 30): 204-226 energy damage
(Level 35): 239-264 energy damage
(Level 40): 273-301 energy damage
(Level 45): 308-339 energy damage

D.03.a.ix -  Flawless Tactics (Boost, Xtreme): Requires Level 20. Increase 
experience earned by 200% for entire party for a time.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.03.a.x -  Tactics (Boost): Requires Level 7. Uses combat knowledge to 
organize and prepare his allies increasing defense.
(Level 7): +21% DEF, 13 seconds, 88EP
(Level 10): +25% DEF, 15 seconds, 112EP
(Level 13): +29% DEF, 17 seconds, 136EP
(Level 16): +33% DEF, 20 seconds, 161EP
(Level 19): +37% DEF, 22 seconds, 185EP
(Level 22): +41% DEF, 25 seconds, 210EP
(Level 25): +45% DEF, 27 seconds, 234EP
(Level 28): +49% DEF, 30 seconds, 259EP
(Level 31): +53% DEF, 32 seconds, 283EP
(Level 34): +58% DEF, 35 seconds, 308EP
(Level 37): +62% DEF, 37 seconds, 332EP
(Level 40): +66% DEF, 40 seconds, 357EP
(Level 43): +70% DEF, 42 seconds, 381EP
(Level 46): +74% DEF, 45 seconds, 406EP
(Level 49): +78% DEF, 47 seconds, 430EP
(Level 52): +82% DEF, 50 seconds, 455EP
(Level 55): +86% DEF, 52 seconds, 479EP
(Level 58): +90% DEF, 55 seconds, 504EP

D.03.a.xi -  Command (Boost): Requires Lever 14, Tactics. Uses his natural 
leadership abilities to boost the effectiveness of entire team.
(Level 14): +1 all learned skills, 13 seconds, 132EP
(Level 17): +1 all learned skills, 15 seconds, 157EP
(Level 20): +1 all learned skills, 18 seconds, 183EP
(Level 23): +1 all learned skills, 21 seconds, 208EP
(Level 26): +1 all learned skills, 24 seconds, 234EP
(Level 29): +1 all learned skills, 27 seconds, 260EP
(Level 32): +1 all learned skills, 29 seconds, 285EP
(Level 35): +1 all learned skills, 32 seconds, 311EP
(Level 38): +2 all learned skills, 35 seconds, 336EP
(Level 41): +2 all learned skills, 38 seconds, 362EP
(Level 44): +2 all learned skills, 41 seconds, 388EP
(Level 47): +2 all learned skills, 43 seconds, 413EP
(Level 50): +2 all learned skills, 46 seconds, 439EP
(Level 53): +2 all learned skills, 49 seconds, 464EP
(Level 56): +2 all learned skills, 52 seconds, 490EP
(Level 59): +3 all learned skills, 55 seconds, 516EP

D.03.a.xii -  Defense Grid (Passive): Requires Level 14, Leadership. Adds a 
chance to dodge projectile attacks.
(Level 14): 8% chance to dodge
(Level 15): 11% chance to dodge
(Level 16): 14% chance to dodge
(Level 17): 17% chance to dodge
(Level 18): 20% chance to dodge
(Level 19): 23% chance to dodge
(Level 20): 26% chance to dodge
(Level 21): 29% chance to dodge
(Level 22): 32% chance to dodge
(Level 23): 35% chance to dodge
(Level 24): 38% chance to dodge
(Level 25): 41% chance to dodge
(Level 26): 44% chance to dodge
(Level 27): 47% chance to dodge
(Level 28): 50% chance to dodge

D.03.a.xiii -  Visor Upgrade (Passive): Requires Level 21, Mutant Master. 
Increase damage of all visor beam attacks and adds to the chance for 
critical hits with them.
(Level 21): +5% damage, +1% critical chance
(Level 22): +9% damage, +1% critical chance
(Level 23): +12% damage, +2% critical chance
(Level 24): +15% damage, +2% critical chance
(Level 25): +18% damage, +3% critical chance
(Level 26): +22% damage, +3% critical chance
(Level 27): +25% damage, +4% critical chance
(Level 28): +28% damage, +4% critical chance
(Level 29): +31% damage, +5% critical chance
(Level 30): +34% damage, +5% critical chance
(Level 31): +38% damage, +6% critical chance
(Level 32): +41% damage, +6% critical chance
(Level 33): +44% damage, +7% critical chance
(Level 34): +47% damage, +7% critical chance
(Level 35): +50% damage, +8% critical chance

D.03.a.xiv -  Leadership (Passive)
(Level 1): +2% critical strike, +9% combo XP
(Level 2): +2% critical strike, +14% combo XP
(Level 3): +3% critical strike, +21% combo XP
(Level 4): +3% critical strike, +26% combo XP
(Level 5): +4% critical strike, +33% combo XP
(Level 6): +4% critical strike, +38% combo XP
(Level 7): +5% critical strike, +45% combo XP
(Level 8): +5% critical strike, +50% combo XP
(Level 9): +6% critical strike, +56% combo XP
(Level 10): +6% critical strike, +63% combo XP
(Level 11): +7% critical strike, +68% combo XP
(Level 12): +7% critical strike, +75% combo XP
(Level 13): +8% critical strike, +80% combo XP
(Level 14): +8% critical strike, +87% combo XP
(Level 15): +9% critical strike, +92% combo XP

D.03.a.xv -  Mutant Master (Passive): Requires Level 7. Increases EP 
regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration

D.03.b) Commentary
------------------
In XML1, Cyclops was kind of a wuss. Not much has changed in the sequel. 
Damage output is limited, his visor is hard to aim and he doesn't add a lot 
to the team. There's no welding this time around and Leadership is only 
useful if you want to power level a little bit (and power leveling is 
overrated). Command is a good boost, so that combined with Leadership might 
be reason enough to have him around.

Or not.

Buy:
* Optic Beam: bread-and-butter offense
* Auto Artillery: one of his most useful skills
* Fusion Beam: for energy-resistant enemies
* Polarized Beam: for large mobs
* Command: good boost for team
* Visor Upgrade: to keep offensive damage up
* Leadership: along with Command, only reason to have him around
* Mutant Mastery: because you want to spam his powers 24/7

Don't Buy:
* Optic Slam: low damage, lots of knockback, but damage is more important
* Optic Flash: not that great as a stunning attack
* Focused Beam: sure it pierces enemies, but that only helps if they line
                up, which they don't, so it's just a low-damage version of
                Optic Beam
* Optic Rage: OK Xtreme, but not great
* Flawless Tactics: only if you want to power level
* Tactics: get better DEF bonuses from equipment
* Defense Grid: not a big help

Stats
-----
At level  1: 16 Body,  20 Focus, 16 Strike, 16 Speed
At level 99: 41 Body, 118 Focus, 41 Strike, 65 Speed
Max: Body 274, Focus 316, Strike 274, Speed 304

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


===============
D.04: Deadpool
===============

You unlock Deadpool when you beat the game's main story the first time.

D.04.a) Skills
--------------
D.04.a.i -  Rupturing Jab (Melee): Quick sword attack.
(Level 1): +241% physical dmg, 3-5 bleed dmg over 4 secs, 10EP
(Level 4): +287% physical dmg, 5-7 bleed dmg over 4 secs, 14EP
(Level 7): +333% physical dmg, 8-10 bleed dmg over 4 secs, 18EP
(Level 10): +379% physical dmg, 10-13 bleed dmg over 4 secs, 23EP
(Level 13): +426% physical dmg, 13-16 bleed dmg over 4 secs, 27EP
(Level 16): +472% physical dmg, 16-19 bleed dmg over 4 secs, 32EP
(Level 19): +518% physical dmg, 18-22 bleed dmg over 4 secs, 36EP
(Level 22): +565% physical dmg, 21-25 bleed dmg over 4 secs, 40EP
(Level 25): +611% physical dmg, 24-28 bleed dmg over 4 secs, 45EP
(Level 28): +657% physical dmg, 26-31 bleed dmg over 4 secs, 49EP
(Level 31): +704% physical dmg, 29-34 bleed dmg over 4 secs, 54EP
(Level 34): +750% physical dmg, 31-37 bleed dmg over 4 secs, 58EP
(Level 37): +796% physical dmg, 34-40 bleed dmg over 4 secs, 63EP
(Level 40): +843% physical dmg, 37-43 bleed dmg over 4 secs, 67EP
(Level 43): +889% physical dmg, 39-46 bleed dmg over 4 secs, 71EP
(Level 46): +935% physical dmg, 42-49 bleed dmg over 4 secs, 76EP
(Level 49): +982% physical dmg, 45-52 bleed dmg over 4 secs, 80EP
(Level 52): +1028% physical dmg, 47-55 bleed dmg over 4 secs, 85EP
(Level 55): +1074% physical dmg, 50-58 bleed dmg over 4 secs, 89EP
(Level 58): +1120% physical dmg, 53-61 bleed dmg over 4 secs, 94EP

D.04.a.ii -  Teleport (Special): Teleport to hard to reach locations or 
escape from combat. Increases to allow carrying allies.
(Level 1): 20 foot teleport range, 8EP
(Level 4): 22 foot teleport range, 10EP
(Level 7): 24 foot teleport range, 12EP
(Level 10): 26 foot teleport range, carry allies, 14EP
(Level 13): 28 foot teleport range, carry allies, 16EP
(Level 16): 30 foot teleport range, carry allies, 19EP
(Level 19): 32 foot teleport range, carry allies, 21EP
(Level 22): 34 foot teleport range, carry allies, 23EP
(Level 25): 36 foot teleport range, carry allies, 25EP
(Level 28): 38 foot teleport range, carry allies, 27EP
(Level 31): 41 foot teleport range, carry allies, 30EP
(Level 34): 43 foot teleport range, carry allies, 32EP
(Level 37): 45 foot teleport range, carry allies, 34EP
(Level 40): 47 foot teleport range, carry allies, 36EP
(Level 43): 49 foot teleport range, carry allies, 38EP
(Level 46): 51 foot teleport range, carry allies, 41EP
(Level 49): 53 foot teleport range, carry allies, 43EP
(Level 52): 55 foot teleport range, carry allies, 45EP
(Level 55): 57 foot teleport range, carry allies, 47EP
(Level 58): 60 foot teleport range, carry allies, 50EP

D.04.a.iii -  Dual Shot (Projectile): Requires Level 7. Pull out two pistols 
and shoot. (Press and hold.)
(Level 7): 30-36 dmg per bullet, 1% trip chance, 18EP/s
(Level 10): 36-42 dmg per bullet, 1% trip chance, 23EP/s
(Level 13): 42-49 dmg per bullet, 1% trip chance, 28EP/s
(Level 16): 48-56 dmg per bullet, 1% trip chance, 33EP/s
(Level 19): 54-62 dmg per bullet, 2% trip chance, 38EP/s
(Level 22): 60-69 dmg per bullet, 2% trip chance, 43EP/s
(Level 25): 66-76 dmg per bullet, 2% trip chance, 48EP/s
(Level 28): 72-82 dmg per bullet, 3% trip chance, 53EP/2
(Level 31): 78-89 dmg per bullet, 3% trip chance, 58EP/s
(Level 34): 85-96 dmg per bullet, 3% trip chance, 63EP/s
(Level 37): 91-103 dmg per bullet, 4% trip chance, 68EP/s
(Level 40): 97-109 dmg per bullet, 4% trip chance, 73EP/s
(Level 43): 103-116 dmg per bullet, 4% trip chance, 78EP/s
(Level 46): 109-123 dmg per bullet, 4% trip chance, 83EP/s
(Level 49): 115-129 dmg per bullet, 5% trip chance, 88EP/s
(Level 52): 121-136 dmg per bullet, 5% trip chance, 93EP/s
(Level 55): 127-143 dmg per bullet, 5% trip chance, 98EP/s
(Level 58): 134-150 dmg per bullet, 6% trip chance, 104EP/s

D.04.a.iv -  Butterfly Kick (Melee): Requires Level 7. Pulls out swords and 
does back kick followed by thrusts from each sword.
(Level 7): +350% physical damage, 18EP
(Level 10): +386% physical damage, 22EP
(Level 13): +421% physical damage, 26EP
(Level 16): +456% physical damage, 31EP
(Level 19): +492% physical damage, 35EP
(Level 22): +527% physical damage, 40EP
(Level 25): +562% physical damage, 44EP
(Level 28): +598% physical damage, 49EP
(Level 31): +633% physical damage, 53EP
(Level 34): +668% physical damage, 58EP
(Level 37): +703% physical damage, 62EP
(Level 40): +739% physical damage, 67EP
(Level 43): +774% physical damage, 71EP
(Level 46): +809% physical damage, 76EP
(Level 49): +845% physical damage, 80EP
(Level 52): +880% physical damage, 85EP
(Level 55): +915% physical damage, 89EP
(Level 58): +950% physical damage, 94EP

D.04.a.v -  Blade Cyclone (Charge): Requires Level 21. Radial sword spin 
attack.
(Level 21): +350% physical damage/second, 44EP/s
(Level 24): +381% physical damage/second, 50EP/s
(Level 27): +412% physical damage/second, 56EP/s
(Level 30): +443% physical damage/second, 63EP/s
(Level 33): +474% physical damage/second, 69EP/s
(Level 36): +504% physical damage/second, 76EP/s
(Level 39): +535% physical damage/second, 82EP/s
(Level 42): +566% physical damage/second, 89EP/s
(Level 45): +597% physical damage/second, 95EP/s
(Level 48): +627% physical damage/second, 102EP/s
(Level 51): +658% physical damage/second, 108EP/s
(Level 54): +689% physical damage/second, 115EP/s
(Level 57): +720% physical damage/second, 121EP/s
(Level 60): +750% physical damage/second, 128EP/s

D.04.a.vi -  Nitrogen Blast (Blast, Xtreme): Requires Level 15. Throws 
explosive nitroglycerin grenades that cause freezing and slowing of 
enemies.
(Level 15): 85-96 cold dmg, 4.0s freeze, 70% slow for 5.0s
(Level 20): 117-131 cold dmg, 4.7s freeze, 62% slow for 6.2s
(Level 25): 149-167 cold dmg, 5.3s freeze, 55% slow for 7.3s
(Level 30): 182-202 cold dmg, 6.0s freeze, 47% slow for 8.5s
(Level 35): 214-238 cold dmg, 6.7s freeze, 40% slow for 9.7s
(Level 40): 246-273 cold dmg, 7.3s freeze, 32% slow for 10.8s
(Level 45): 279-309 cold dmg, 8.0s freeze, 25% slow for 12.0s

D.04.a.vii -  Wisecrack (Debuff): Requires Level 14. Taunts others to get 
them to fight.
(Level 14): -10% ATK/DEF, 7 seconds, 100EP
(Level 17): -14% ATK/DEF, 7 seconds, 118EP
(Level 20): -18% ATK/DEF, 8 seconds, 137EP
(Level 23): -23% ATK/DEF, 9 seconds, 156EP
(Level 26): -27% ATK/DEF, 10 seconds, 175EP
(Level 29): -31% ATK/DEF, 11 seconds, 194EP
(Level 32): -36% ATK/DEF, 12 seconds, 213EP
(Level 35): -40% ATK/DEF, 13 seconds, 232EP
(Level 38): -44% ATK/DEF, 14 seconds, 251EP
(Level 41): -49% ATK/DEF, 15 seconds, 270EP
(Level 44): -53% ATK/DEF, 16 seconds, 289EP
(Level 47): -57% ATK/DEF, 17 seconds, 308EP
(Level 50): -62% ATK/DEF, 18 seconds, 327EP
(Level 53): -66% ATK/DEF, 19 seconds, 346EP
(Level 56): -70% ATK/DEF, 20 seconds, 365EP
(Level 59): -75% ATK/DEF, 21 seconds, 384EP

D.04.a.viii -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.04.a.ix -  Regeneration (Passive): Adds HP regeneration over time.
(Level 1): 1.0% of max HP per 6 seconds
(Level 1): 1.4% of max HP per 6 seconds
(Level 1): 1.7% of max HP per 6 seconds
(Level 1): 2.1% of max HP per 6 seconds
(Level 1): 2.4% of max HP per 6 seconds
(Level 1): 2.8% of max HP per 6 seconds
(Level 1): 3.1% of max HP per 6 seconds
(Level 1): 3.5% of max HP per 5 seconds
(Level 1): 3.9% of max HP per 5 seconds
(Level 1): 4.2% of max HP per 6 seconds
(Level 1): 4.6% of max HP per 6 seconds
(Level 1): 4.9% of max HP per 6 seconds
(Level 1): 5.3% of max HP per 6 seconds
(Level 1): 5.6% of max HP per 6 seconds
(Level 1): 6.0% of max HP per 6 seconds

D.04.a.x -  Stealth (Passive): Requires Level 14. Boosts damage and chance 
for criticals with all melee attacks.
(Level 14): +18% damage, +1% critical chance
(Level 15): +26% damage, +2% critical chance
(Level 16): +34% damage, +3% critical chance
(Level 18): +42% damage, +4% critical chance
(Level 19): +50% damage, +5% critical chance
(Level 20): +58% damage, +6% critical chance
(Level 22): +66% damage, +7% critical chance
(Level 23): +75% damage, +8% critical chance
(Level 24): +82% damage, +9% critical chance
(Level 26): +90% damage, +10% critical chance
(Level 27): +98% damage, +11% critical chance
(Level 28): +106% damage, +12% critical chance
(Level 30): +114% damage, +13% critical chance
(Level 31): +123% damage, +14% critical chance
(Level 33): +130% damage, +15% critical chance

D.04.a.xi -  Weapons Mastery (Passive): Requires Level 21. Boosts damage and 
chance for criticals with all sword and gun attacks.
(Level 21): +5% damage, +1% critical chance
(Level 22): +9% damage, +1% critical chance
(Level 23): +12% damage, +2% critical chance
(Level 25): +15% damage, +2% critical chance
(Level 26): +18% damage, +3% critical chance
(Level 27): +22% damage, +3% critical chance
(Level 29): +25% damage, +4% critical chance
(Level 30): +28% damage, +4% critical chance
(Level 31): +31% damage, +5% critical chance
(Level 33): +34% damage, +5% critical chance
(Level 34): +38% damage, +6% critical chance
(Level 35): +41% damage, +6% critical chance
(Level 37): +44% damage, +7% critical chance
(Level 38): +47% damage, +7% critical chance
(Level 40): +50% damage, +8% critical chance

D.04.a.xii -  Mutant Master (Passive): Requires Level 7. Increases EP 
regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.04.b) Commentary
------------------
Deadpool is really quite scary. Rupturing jab has very high bonuses to 
melee damage, plus a little extra bleed damage. He's got regneration equal 
to Wolverine (and Sabretooth) and teleportation similar to Nightcrawler 
(though you have to buy a lot more levels to get the same distance, and you 
can't use it for attacking).

You'll want lots of Strike points for Deadpool to exploit damage from your 
melee skills. Weapons Mastery is also a must have, and you'll want plenty 
of Mutant Master levels to make up for lack of Focus. Regeneration is nice, 
and saves a little on health packs. Don't bother with Dual Shot unless 
you're going to let the computer control him, it aims better than you do. 
Nitrogen Blast, Wisecrack and Block aren't that exciting. A few levels of 
Stealth can boost your melee, but you should be relying on powers rather 
than fisticuffs.

Buy:
* Rupturing Jab: keep maxed
* Weapons Mastery: keep maxed
* Teleport: either 6 or 11 ranks (30 ft or 41 ft range)
* Mutant Master: at least 7 ranks
* Regeneration: maybe 7 ranks, not more
* Dual Shot: if you're letting the computer control Deadpool

Don't Buy:
* Wisecrack: eh...
* Block: useless.
* Nitrogen Blast: if you want to freeze your enemies, get Iceman
* Blade Cyclone: hard to aim, expensive
* Butterfly Kick: don't need it with Rupturing Jab

Stats
-----
At level  1: 16 Body, 20 Focus,  16 Strike, 16 Speed
At level 99: 65 Body, 45 Focus, 114 Strike, 41 Speed
Max: Body 298, Focus 274, Strike 312, Speed 274

Build:
1/2 Strike
1/4 Speed
1/8 each Body and Focus


=============
D.05: Gambit
=============

D.05.a) Skills
--------------
D.05.a.i -  Card Shuffle (Projectile): Multiple card projectile attack.
(Level 1): 6-9 energy damage, 1 card, 14EP
(Level 4): 11-15 energy damage, 1 card, 20EP
(Level 7): 17-21 energy damage, 1 card, 27EP
(Level 10): 23-28 energy damage, 1 card, 33EP
(Level 13): 29-34 energy damage, 2 cards, 40EP
(Level 16): 35-41 energy damage, 2 cards, 47EP
(Level 19): 41-47 energy damage, 2 cards, 53EP
(Level 22): 46-54 energy damage, 3 cards, 60EP
(Level 25): 52-60 energy damage, 3 cards, 67EP
(Level 28): 58-67 energy damage, 3 cards, 73EP
(Level 31): 64-73 energy damage, 4 cards, 80EP
(Level 34): 70-80 energy damage, 4 cards, 86EP
(Level 37): 76-86 energy damage, 4 cards, 93EP
(Level 40): 81-93 energy damage, 5 cards, 100EP
(Level 43): 87-99 energy damage, 5 cards, 106EP
(Level 46): 93-106 energy damage, 5 cards, 113EP
(Level 49): 99-112 energy damage, 6 cards, 120EP
(Level 52): 105-119 energy damage, 6 cards, 126EP
(Level 55): 111-125 energy damage, 6 cards, 133EP
(Level 58): 117-132 energy damage, 7 cards, 140EP

D.05.a.ii -  Staff Assault (Melee): Requires Level 7. Multiple staff melee 
attacks in quick succession.
(Level 7): 17-22 energy damage per attack, 24EP
(Level 10): 22-28 energy damage per attack, 30EP
(Level 13): 28-34 energy damage per attack, 37EP
(Level 16): 34-41 energy damage per attack, 44EP
(Level 19): 40-47 energy damage per attack, 51EP
(Level 22): 46-54 energy damage per attack, 58EP
(Level 25): 52-60 energy damage per attack, 64EP
(Level 28): 58-67 energy damage per attack, 71EP
(Level 31): 64-73 energy damage per attack, 78EP
(Level 34): 69-80 energy damage per attack, 85EP
(Level 37): 75-86 energy damage per attack, 92EP
(Level 40): 81-93 energy damage per attack, 99EP
(Level 43): 87-99 energy damage per attack, 105EP
(Level 46): 93-106 energy damage per attack, 112EP
(Level 49): 99-112 energy damage per attack, 119EP
(Level 52): 105-119 energy damage per attack, 126EP
(Level 55): 111-125 energy damage per attack, 133EP
(Level 58): 117-132 energy damage per attack, 140EP

D.05.a.iii -  Ace of Spades (Trap): Requires Level 14, Card Shuffle. Gambit 
throws down cards in front of him that will blow up when enemies approach 
them, causing radiation damage.
(Level 14): 43-50 radiation dmg over 4 seconds, 1 card, 36EP
(Level 17): 51-59 radiation dmg over 4 seconds, 1 card, 43EP
(Level 20): 59-68 radiation dmg over 4 seconds, 1 card, 50EP
(Level 23): 68-77 radiation dmg over 4 seconds, 1 card, 57EP
(Level 26): 76-87 radiation dmg over 4 seconds, 2 cards, 64EP
(Level 29): 85-96 radiation dmg over 4 seconds, 2 cards, 71EP
(Level 32): 93-105 radiation dmg over 4 seconds, 2 cards, 78EP
(Level 35): 101-114 radiation dmg over 4 seconds, 2 cards, 85EP
(Level 38): 110-124 radiation dmg over 4 seconds, 3 cards, 92EP
(Level 41): 118-133 radiation dmg over 4 seconds, 3 cards, 99EP
(Level 44): 127-142 radiation dmg over 4 seconds, 3 cards, 106EP
(Level 47): 135-151 radiation dmg over 4 seconds, 3 cards, 113EP
(Level 50): 143-161 radiation dmg over 4 seconds, 4 cards, 120EP
(Level 53): 152-170 radiation dmg over 4 seconds, 4 cards, 127EP
(Level 56): 160-179 radiation dmg over 4 seconds, 4 cards, 134EP
(Level 59): 169-189 radiation dmg over 4 seconds, 5 cards, 142EP

D.05.a.iv -  Staff Slam (Radial): Requires Level 21, Staff Assault. Radial 
energy attack.
(Level 21): 30-36 energy damage, 10 feet, 60EP
(Level 24): 34-40 energy damage, 10 feet, 68EP
(Level 27): 38-44 energy damage, 10 feet, 76EP
(Level 30): 42-49 energy damage, 10 feet, 85EP
(Level 33): 46-53 energy damage, 10 feet, 93EP
(Level 36): 50-57 energy damage, 10 feet, 102EP
(Level 39): 54-62 energy damage, 10 feet, 110EP
(Level 42): 58-66 energy damage, 11 feet, 119EP
(Level 45): 62-71 energy damage, 11 feet, 127EP
(Level 48): 66-75 energy damage, 11 feet, 136EP
(Level 51): 70-79 energy damage, 11 feet, 144EP
(Level 54): 74-84 energy damage, 11 feet, 153EP
(Level 57): 78-88 energy damage, 11 feet, 161EP
(Level 60): 82-93 energy damage, 12 feet, 170EP

D.05.a.v -  Full House (Trap): Requires Level 28, Ace of Spades. Gambit 
throws down cards in front of him that will blow up when enemies approach 
them, causing popup damage.
(Level 28): 66-75 energy damage, 2 cards, 72EP
(Level 31): 72-82 energy damage, 2 cards, 80EP
(Level 34): 78-89 energy damage, 2 cards, 88EP
(Level 37): 85-96 energy damage, 3 cards, 96EP
(Level 40): 91-103 energy damage, 3 cards, 104EP
(Level 43): 98-110 energy damage, 4 cards, 112EP
(Level 46): 104-117 energy damage, 4 cards, 120EP
(Level 49): 110-124 energy damage, 4 cards, 128EP
(Level 52): 117-131 energy damage, 5 cards, 136EP
(Level 55): 123-138 energy damage, 5 cards, 144EP
(Level 58): 130-146 energy damage, 6 cards, 152EP

D.05.a.vi -  Detonation (Special): Requires Level 28, Staff Slam. Charge 
object/enemy. If enemy, will cause massive knockback on explosion.
(Level 28): 108-121 energy damage, 190 knockback, 66EP
(Level 31): 118-132 energy damage, 214 knockback, 73EP
(Level 34): 129-144 energy damage, 238 knockback, 80EP
(Level 37): 139-156 energy damage, 262 knockback, 88EP
(Level 40): 150-167 energy damage, 286 knockback, 95EP
(Level 43): 161-179 energy damage, 310 knockback, 103EP
(Level 46): 171-191 energy damage, 334 knockback, 110EP
(Level 49): 182-202 energy damage, 358 knockback, 117EP
(Level 52): 192-214 energy damage, 382 knockback, 125EP
(Level 55): 203-226 energy damage, 406 knockback, 132EP
(Level 58): 214-238 energy damage, 430 knockback, 140EP

D.05.a.vii -  52 Pickup (Radial, Xtreme): Requires Level 15. Throws cards 
into the air which rain down energy damage.
(Level 15): 88-100 energy damage
(Level 20): 120-135 energy damage
(Level 25): 152-171 energy damage
(Level 30): 185-206 energy damage
(Level 35): 217-242 energy damage
(Level 40): 249-277 energy damage
(Level 45): 282-313 energy damage

D.05.a.viii -  Prince of Thieves (Boost, Xtreme): Requires Level 20. 
Increases health pack and energy pack drops by 200%. Increases techbit 
drops by 400%.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.05.a.ix -  Energy Form (Boost): Turns parts of Gambit's body into energy, 
improving defense and movement speed.
(Level 1): +11% ATK, +30% DEF, +25% movement, 13 seconds, 48EP
(Level 4): +16% ATK, +35% DEF, +30% movement, 15 seconds, 72EP
(Level 7): +21% ATK, +39% DEF, +34% movement, 17 seconds, 96EP
(Level 10): +26% ATK, +43% DEF, +39% movement, 19 seconds, 120EP
(Level 13): +31% ATK, +47% DEF, +43% movement, 21 seconds, 144EP
(Level 16): +36% ATK, +51% DEF, +48% movement, 24 seconds, 168EP
(Level 19): +41% ATK, +55% DEF, +52% movement, 26 seconds, 192EP
(Level 22): +47% ATK, +60% DEF, +56% movement, 28 seconds, 216EP
(Level 25): +52% ATK, +64% DEF, +61% movement, 30 seconds, 240EP
(Level 28): +57% ATK, +68% DEF, +65% movement, 32 seconds, 264EP
(Level 31): +62% ATK, +72% DEF, +70% movement, 35 seconds, 288EP
(Level 34): +67% ATK, +76% DEF, +74% movement, 37 seconds, 312EP
(Level 37): +72% ATK, +80% DEF, +79% movement, 39 seconds, 336EP
(Level 40): +78% ATK, +85% DEF, +83% movement, 41 seconds, 360EP
(Level 43): +83% ATK, +89% DEF, +87% movement, 43 seconds, 384EP
(Level 46): +88% ATK, +93% DEF, +92% movement, 46 seconds, 408EP
(Level 49): +93% ATK, +97% DEF, +96% movement, 48 seconds, 432EP
(Level 52): +98% ATK, +101% DEF, +101% movement, 50 seconds, 456EP
(Level 55): +103% ATK, +105% DEF, +105% movement, 52 seconds, 480EP
(Level 58): +108% ATK, +109% DEF, +109% movement, 55 seconds, 504EP

D.05.a.x -  Energy Fury (Boost): Requires Level 14, Energy Form. Gives 
nearby allies and self energy damage on all melee attacks.
(Level 14): +5% energy dmg, +21% ATK, 13 seconds, 132EP
(Level 17): +8% energy dmg, +30% ATK, 15 seconds, 157EP
(Level 20): +11% energy dmg, +39% ATK, 18 seconds, 183EP
(Level 23): +14% energy dmg, +49% ATK, 21 seconds, 208EP
(Level 26): +17% energy dmg, +58% ATK, 24 seconds, 234EP
(Level 29): +19% energy dmg, +67% ATK, 27 seconds, 260EP
(Level 32): +22% energy dmg, +76% ATK, 29 seconds, 285EP
(Level 35): +25% energy dmg, +86% ATK, 32 seconds, 311EP
(Level 38): +28% energy dmg, +95% ATK, 35 seconds, 336EP
(Level 41): +31% energy dmg, +104% ATK, 38 seconds, 362EP
(Level 44): +34% energy dmg, +114% ATK, 41 seconds, 388EP
(Level 47): +36% energy dmg, +123% ATK, 43 seconds, 413EP
(Level 50): +39% energy dmg, +132% ATK, 46 seconds, 439EP
(Level 53): +42% energy dmg, +142% ATK, 49 seconds, 464EP
(Level 56): +45% energy dmg, +151% ATK, 52 seconds, 490EP
(Level 59): +48% energy dmg, +160% ATK, 55 seconds, 516EP

D.05.a.xi -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.05.a.xii -  Energy Combat (Passive): Adds additional energy damage to 
melee attacks.
(Level 1): +50% energy dmg to all non-power melee attacks
(Level 2): +65% energy dmg to all non-power melee attacks
(Level 3): +80% energy dmg to all non-power melee attacks
(Level 4): +95% energy dmg to all non-power melee attacks
(Level 5): +110% energy dmg to all non-power melee attacks
(Level 6): +125% energy dmg to all non-power melee attacks
(Level 7): +140% energy dmg to all non-power melee attacks
(Level 8): +155% energy dmg to all non-power melee attacks
(Level 9): +171% energy dmg to all non-power melee attacks
(Level 10): +185% energy dmg to all non-power melee attacks
(Level 11): +200% energy dmg to all non-power melee attacks
(Level 12): +215% energy dmg to all non-power melee attacks
(Level 13): +230% energy dmg to all non-power melee attacks
(Level 14): +245% energy dmg to all non-power melee attacks
(Level 15): +260% energy dmg to all non-power melee attacks

D.05.a.xiii -  Evade (Passive): Requires Level 14, Energy Combat. Increases 
chance to evade melee attacks.
(Level 14): 8% chance to dodge
(Level 15): 11% chance to dodge
(Level 16): 14% chance to dodge
(Level 17): 17% chance to dodge
(Level 18): 20% chance to dodge
(Level 19): 23% chance to dodge
(Level 20): 26% chance to dodge
(Level 21): 29% chance to dodge
(Level 22): 32% chance to dodge
(Level 23): 35% chance to dodge
(Level 24): 38% chance to dodge
(Level 25): 41% chance to dodge
(Level 26): 44% chance to dodge
(Level 27): 47% chance to dodge
(Level 28): 50% chance to dodge

D.05.a.xiv -  Card Mastery (Passive): Requires Level 21, Mutant Master. Adds 
damage to all projectile card attacks.
(Level 21): +5% damage, +1% critical chance
(Level 22): +9% damage, +1% critical chance
(Level 23): +12% damage, +2% critical chance
(Level 24): +15% damage, +2% critical chance
(Level 25): +18% damage, +3% critical chance
(Level 26): +22% damage, +3% critical chance
(Level 27): +25% damage, +4% critical chance
(Level 28): +28% damage, +4% critical chance
(Level 29): +31% damage, +5% critical chance
(Level 30): +34% damage, +5% critical chance
(Level 31): +38% damage, +6% critical chance
(Level 32): +41% damage, +6% critical chance
(Level 33): +44% damage, +7% critical chance
(Level 34): +47% damage, +7% critical chance
(Level 35): +50% damage, +8% critical chance

D.05.a.xv -  Mutant Master (Passive): Requires Level 7. Increases EP 
regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.05.b) Commentary
------------------
You can build Gambit in two ways. First, you can concentrate on building 
his Strike score and spend your points on Energy Fury, Energy Combat and 
Evade and make him an "energy tank". He's pretty good this way, especially 
against the physical resistant enemies that give regular tanks a lot of 
trouble. You can also throw in some Staff Assault, which is good for 
hitting power combos.

Second, you can use him as a ranged/support character, with skill points 
spent on Card Shuffle, the traps, Card Mastery, using Energy Fury to buff 
the tanks and Prince of Thieves to improve treasure drops. As a ranged 
character, he's not quite as good as some of the others, but it's the buffs 
you want in this build.

ENERGY TANK

Buy:
* Staff Assault: some ranks here and there to use breaking up mobs
* Energy Form: keep maxed
* Energy Fury: keep maxed
* Energy Combat: keep maxed
* Evade: keep maxed
* Mutant Mastery: some points as you can spare them

Don't Buy:
* Pretty much everything else, you're not going to use any Card attacks,
  nor the Xtremes

RANGED/SUPPORT

Buy:
* Card Shuffle: keep maxed
* Ace of Spades: just a rank or two until you get Full House
* Full House: keep maxed
* 52 Pickup: keep maxed
* Prince of Thieves: keep maxed
* Card Mastery: keep maxed
* Energy Fury: ranks as you can afford them to buff your tanks

Don't Buy:
* Staff Assault, Staff Slam, Energy Form, Energy Combat and Evade:
  you should be avoiding melee combat
* Mutant Master: maybe a few ranks, but you're going for high Focus
  score, so you don't need this as much


Stats
-----
At level  1: 20 Body,  16 Focus, 20 Strike, 20 Speed
At level 99: 45 Body, 114 Focus, 45 Strike, 65 Speed
Max: Body 274, Focus 310, Strike 280, Speed 304

Build (Energy Tank):
1/2 Strike
1/4 each Body and Speed
Ignore Focus (you're getting bonus points in it every level anyway) until 
you get at least 150 in Strike, then put 1/4 of your points into each stat

Build (Ranged/Support):
1/2 Focus
1/4 Speed
1/8 each Body and Strike


=============
D.06: Iceman
=============

D.06.a) Skills
--------------
D.06.a.i -  Slow Beam (Beam): Sends out a beam, slowing enemies. Can build 
bridges.
(Level 1): 11-15 cold dmg, 70% slow, 4 second slow, 12EP
(Level 4): 20-25 cold dmg, 67% slow, 4 second slow, 18EP
(Level 7): 30-36 cold dmg, 65% slow, 4 second slow, 24EP
(Level 10): 40-46 cold dmg, 62% slow, 5 second slow, 30EP
(Level 13): 49-57 cold dmg, 60% slow, 5 second slow, 36EP
(Level 16): 59-68 cold dmg, 58% slow, 6 second slow, 42EP
(Level 19): 69-78 cold dmg, 55% slow, 6 second slow, 48EP
(Level 22): 78-89 cold dmg, 53% slow, 6 second slow, 54EP
(Level 25): 88-100 cold dmg, 51% slow, 7 second slow, 60EP
(Level 28): 98-110 cold dmg, 48% slow, 7 second slow, 66EP
(Level 31): 107-121 cold dmg, 46% slow, 8 second slow, 72EP
(Level 34): 117-131 cold dmg, 44% slow, 8 second slow, 78EP
(Level 37): 127-142 cold dmg, 41% slow, 9 second slow, 84EP
(Level 40): 136-153 cold dmg, 39% slow, 9 second slow, 90EP
(Level 43): 146-163 cold dmg, 36% slow, 9 second slow, 96EP
(Level 46): 156-174 cold dmg, 34% slow, 10 second slow, 102EP
(Level 49): 165-185 cold dmg, 32% slow, 10 second slow, 108EP
(Level 52): 175-195 cold dmg, 29% slow, 11 second slow, 114EP
(Level 55): 185-206 cold dmg, 27% slow, 11 second slow, 120EP
(Level 58): 195-217 cold dmg, 25% slow, 12 second slow, 126EP

D.06.a.ii -  Ice Shards (Projectile): Throws shards of ice at enemies, 
inflicting cold damage.
(Level 1): 6-9 cold dmg, 1 shard, 14EP
(Level 4): 11-15 cold dmg, 1 shard, 20EP
(Level 7): 17-21 cold dmg, 1 shard, 27EP
(Level 10): 23-28 cold dmg, 1 shard, 33EP
(Level 13): 29-34 cold dmg, 1 shard, 40EP
(Level 16): 35-41 cold dmg, 3 shards, 47EP
(Level 19): 41-47 cold dmg, 3 shards, 53EP
(Level 22): 46-54 cold dmg, 3 shards, 60EP
(Level 25): 52-60 cold dmg, 3 shards, 67EP
(Level 28): 58-67 cold dmg, 3 shards, 73EP
(Level 31): 64-73 cold dmg, 3 shards, 80EP
(Level 34): 70-80 cold dmg, 3 shards, 86EP
(Level 37): 76-86 cold dmg, 5 shards, 93EP
(Level 40): 81-93 cold dmg, 5 shards, 100EP
(Level 43): 87-99 cold dmg, 5 shards, 106EP
(Level 46): 93-106 cold dmg, 5 shards, 113EP
(Level 49): 99-112 cold dmg, 5 shards, 120EP
(Level 52): 105-119 cold dmg, 5 shards, 126EP
(Level 55): 111-125 cold dmg, 5 shards, 133EP
(Level 58): 117-132 cold dmg, 7 shards, 140EP

D.06.a.iii -  Freeze Beam (Beam): Requires Level 7, Slow Beam. Sends out a 
beam, freezing enemies for a time. Can build bridges.
(level 7): 30-36 cold dmg, 2.0 seconds, 22EP
(level 10): 39-46 cold dmg, 2.2 seconds, 28EP
(level 13): 49-57 cold dmg, 2.5 seconds, 34EP
(level 16): 59-67 cold dmg, 2.7 seconds, 40EP
(level 19): 68-78 cold dmg, 2.9 seconds, 46EP
(level 22): 78-89 cold dmg, 3.2 seconds, 52EP
(level 25): 88-99 cold dmg, 3.4 seconds, 58EP
(level 28): 97-110 cold dmg, 3.6 seconds, 64EP
(level 31): 107-121 cold dmg, 3.9 seconds, 70EP
(level 34): 117-131 cold dmg, 4.1 seconds, 77EP
(level 37): 127-142 cold dmg, 4.4 seconds, 83EP
(level 40): 136-153 cold dmg, 4.6 seconds, 89EP
(level 43): 146-163 cold dmg, 4.8 seconds, 95EP
(level 46): 156-174 cold dmg, 5.1 seconds, 101EP
(level 49): 165-185 cold dmg, 5.3 seconds, 107EP
(level 52): 175-195 cold dmg, 5.5 seconds, 113EP
(level 55): 185-206 cold dmg, 5.8 seconds, 119EP
(level 58): 195-217 cold dmg, 6.0 seconds, 126EP

D.06.a.iv -  Ice Slide (Charge): Requires Level 14. Slides on an ice sled, 
damaging and slowing hit enemies. (Press and hold. You can also use this 
power by pressing and holding Jump while in mid-air.)
(Level 14): 53-61 cold dmg, 40 knockback, 50% slow for 4s, 34EP/s
(Level 17): 62-71 cold dmg, 53 knockback, 50% slow for 4s, 40EP/s
(Level 20): 72-82 cold dmg, 67 knockback, 50% slow for 4s, 46EP/s
(Level 23): 82-92 cold dmg, 81 knockback, 50% slow for 4s, 53EP/s
(Level 26): 91-103 cold dmg, 94 knockback, 50% slow for 4s, 59EP/s
(Level 29): 101-114 cold dmg, 108 knockback, 50% slow for 4s, 66EP/s
(Level 32): 111-124 cold dmg, 122 knockback, 50% slow for 4s, 72EP/s
(Level 35): 120-135 cold dmg, 135 knockback, 50% slow for 4s, 78EP/s
(Level 38): 130-145 cold dmg, 149 knockback, 50% slow for 4s, 85EP/s
(Level 41): 140-156 cold dmg, 163 knockback, 50% slow for 4s, 91EP/s
(Level 44): 149-167 cold dmg, 176 knockback, 50% slow for 4s, 98EP/s
(Level 47): 159-177 cold dmg, 190 knockback, 50% slow for 4s, 104EP/s
(Level 50): 169-188 cold dmg, 204 knockback, 50% slow for 4s, 110EP/s
(Level 53): 178-198 cold dmg, 217 knockback, 50% slow for 4s, 117EP/s
(Level 56): 188-209 cold dmg, 231 knockback, 50% slow for 4s, 123EP/s
(Level 59): 198-220 cold dmg, 245 knockback, 50% slow for 4s, 130EP/s

D.06.a.v -  Arctic Burst (Radial): Requires Level 21, Freeze Beam. Radial 
blast of cold which damages and slows enemies.
(level 21): 30-36 cold dmg, 75% slow, 4.0 seconds, 60EP
(level 24): 34-40 cold dmg, 71% slow, 4.5 seconds, 68EP
(level 27): 38-44 cold dmg, 67% slow, 5.1 seconds, 76EP
(level 30): 42-49 cold dmg, 63% slow, 5.6 seconds, 85EP
(level 33): 46-53 cold dmg, 59% slow, 6.2 seconds, 93EP
(level 36): 50-57 cold dmg, 55% slow, 6.7 seconds, 102EP
(level 39): 54-62 cold dmg, 52% slow, 7.2 seconds, 110EP
(level 42): 58-66 cold dmg, 48% slow, 7.8 seconds, 119EP
(level 45): 62-71 cold dmg, 44% slow, 8.3 seconds, 127EP
(level 48): 66-75 cold dmg, 40% slow, 8.8 seconds, 136EP
(level 51): 70-79 cold dmg, 36% slow, 9.4 seconds, 144EP
(level 54): 74-84 cold dmg, 32% slow, 9.9 seconds, 153EP
(level 57): 78-88 cold dmg, 28% slow, 10.5 seconds, 161EP
(level 60): 82-93 cold dmg, 25% slow, 11.0 seconds, 170EP

D.06.a.vi -  Cold Crush (Projectile): Requires Level 28, Ice Slide. Ice 
projectile. Freezes target, slows in radius. Can build bridges.
(level 28): 69-79 cold dmg, 53-61 explosion cold dmg,
            70% slow for 3.0 seconds, 78EP
(level 31): 76-86 cold dmg, 59-68 explosion cold dmg,
            65% slow for 3.0 seconds, 86EP
(level 34): 83-94 cold dmg, 65-75 explosion cold dmg,
            61% slow for 3.0 seconds, 95EP
(level 37): 90-102 cold dmg, 72-82 explosion cold dmg,
            56% slow for 3.0 seconds, 104EP
(level 40): 97-110 cold dmg, 78-89 explosion cold dmg,
            52% slow for 3.0 seconds, 113EP
(level 43): 104-118 cold dmg, 85-96 explosion cold dmg,
            47% slow for 3.0 seconds, 122EP
(level 46): 111-125 cold dmg, 91-103 explosion cold dmg,
            43% slow for 3.0 seconds, 130EP
(level 49): 118-133 cold dmg, 97-110 explosion cold dmg,
            38% slow for 3.0 seconds, 139EP
(level 52): 125-141 cold dmg, 104-117 explosion cold dmg,
            34% slow for 3.0 seconds, 148EP
(level 55): 132-149 cold dmg, 110-124 explosion cold dmg,
            29% slow for 3.0 seconds, 157EP
(level 58): 140-157 cold dmg, 117-132 explosion cold dmg,
            25% slow for 3.0 seconds, 166EP

D.06.a.vii -  Ice Pillar (Blast): Requires Level 28, Arctic Burst. Blast ice 
pillars from the ground, damaging enemies and popping them up.
(Level 28): 66-75 cold dmg, 2 pillars, 72EP
(Level 31): 72-82 cold dmg, 2 pillars, 80EP
(Level 34): 78-89 cold dmg, 2 pillars, 88EP
(Level 37): 85-96 cold dmg, 3 pillars, 96EP
(Level 40): 91-103 cold dmg, 3 pillars, 104EP
(Level 43): 98-110 cold dmg, 4 pillars, 112EP
(Level 46): 104-117 cold dmg, 4 pillars, 120EP
(Level 49): 110-124 cold dmg, 4 pillars, 128EP
(Level 52): 117-131 cold dmg, 5 pillars, 136EP
(Level 55): 123-138 cold dmg, 5 pillars, 144EP
(Level 58): 130-146 cold dmg, 6 pillars, 152EP

D.06.a.viii -  Cold Snap (Radial, Xtreme): Requires Level 15. Xtreme cold 
attack damaging everything in sight. Nearby enemies are frozen, more 
distant enemies are slowed.
(Level 15): 85-96 cold dmg, 4.0s freeze, 70% slow for 5.0s
(Level 20): 117-131 cold dmg, 4.7s freeze, 62% slow for 6.2s
(Level 25): 149-167 cold dmg, 5.3s freeze, 55% slow for 7.3s
(Level 30): 182-202 cold dmg, 6.0s freeze, 47% slow for 8.5s
(Level 35): 214-238 cold dmg, 6.7s freeze, 40% slow for 9.7s
(Level 40): 246-273 cold dmg, 7.3s freeze, 32% slow for 10.8s
(Level 45): 279-309 cold dmg, 8.0s freeze, 25% slow for 12.0s

D.06.a.ix -  Ice Sidekick (Special, Xtreme): Requires Level 20. Spawn a 
minion to fight alongside party for a time.
(Level 20): 15 seconds, 50% of Iceman's max HP, 50% dmg
(Level 25): 22 seconds, 62% of Iceman's max HP, 68% dmg
(Level 30): 30 seconds, 75% of Iceman's max HP, 87% dmg
(Level 35): 37 seconds, 87% of Iceman's max HP, 106% dmg
(Level 40): 45 seconds, 100% of Iceman's max HP, 125% dmg

D.06.a.x -  Ice Armor (Boost): Requires Level 7. Armor takes damage instead 
of Iceman. Also damages and slows melee attackers.
(Level 7): 35 dmg absorbed, 1-2 cold dmg inflicted on attackers,
           50% slow for 3.0 seconds, 88EP
(Level 10): 38 dmg absorbed, 1-3 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 112EP
(Level 13): 41 dmg absorbed, 2-4 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 136EP
(Level 16): 44 dmg absorbed, 3-5 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 161EP
(Level 19): 48 dmg absorbed, 4-6 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 185EP
(Level 22): 51 dmg absorbed, 4-7 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 210EP
(Level 25): 54 dmg absorbed, 5-8 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 234EP
(Level 28): 58 dmg absorbed, 6-9 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 259EP
(Level 31): 61 dmg absorbed, 7-10 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 283EP
(Level 34): 64 dmg absorbed, 7-11 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 308EP
(Level 37): 67 dmg absorbed, 8-12 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 332EP
(Level 40): 71 dmg absorbed, 9-13 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 357EP
(Level 43): 74 dmg absorbed, 10-14 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 381EP
(Level 46): 77 dmg absorbed, 10-15 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 406EP
(Level 49): 81 dmg absorbed, 11-16 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 430EP
(Level 52): 84 dmg absorbed, 12-17 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 455EP
(Level 55): 87 dmg absorbed, 13-18 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 479EP
(Level 58): 91 dmg absorbed, 14-19 cold dmg inflicted on attackers,
            50% slow for 3.0 seconds, 504EP

D.06.a.xi -  Ice Gloves (Boost): Requires Level 14, Ice Armor. Gives self 
and allies ice gloves for a time adding cold damage to melee attacks and 
increasing ATK.
(Level 14): +5% cold dmg, +1 ATK, 13.0 seconds, 132EP
(Level 17): +7% cold dmg, +1 ATK, 15.8 seconds, 157EP
(Level 20): +10% cold dmg, +1 ATK, 18.6 seconds, 183EP
(Level 23): +13% cold dmg, +1 ATK, 21.4 seconds, 208EP
(Level 26): +16% cold dmg, +1 ATK, 24.2 seconds, 234EP
(Level 29): +19% cold dmg, +1 ATK, 27.0 seconds, 260EP
(Level 32): +21% cold dmg, +1 ATK, 29.8 seconds, 285EP
(Level 35): +24% cold dmg, +1 ATK, 32.6 seconds, 311EP
(Level 38): +27% cold dmg, +1 ATK, 35.4 seconds, 336EP
(Level 41): +30% cold dmg, +2 ATK, 38.2 seconds, 362EP
(Level 44): +33% cold dmg, +2 ATK, 41.0 seconds, 388EP
(Level 47): +35% cold dmg, +2 ATK, 43.8 seconds, 413EP
(Level 50): +38% cold dmg, +2 ATK, 46.6 seconds, 439EP
(Level 53): +41% cold dmg, +2 ATK, 49.4 seconds, 464EP
(Level 56): +44% cold dmg, +2 ATK, 52.2 seconds, 490EP
(Level 59): +47% cold dmg, +2 ATK, 55.0 seconds, 516EP

D.06.a.xii -  Ice Combat (Passive): Adds additional cold damage to melee 
attacks.
(Level 1): +50% melee damage as cold damage
(Level 2): +65% melee damage as cold damage
(Level 3): +80% melee damage as cold damage
(Level 4): +95% melee damage as cold damage
(Level 5): +110% melee damage as cold damage
(Level 6): +125% melee damage as cold damage
(Level 7): +140% melee damage as cold damage
(Level 8): +155% melee damage as cold damage
(Level 9): +170% melee damage as cold damage
(Level 10): +185% melee damage as cold damage
(Level 11): +200% melee damage as cold damage
(Level 12): +215% melee damage as cold damage
(Level 13): +230% melee damage as cold damage
(Level 14): +245% melee damage as cold damage
(Level 15): +260% melee damage as cold damage

D.06.a.xiii -  Cold Mastery (Passive): Requires Level 14, Mutant Master. 
Adds additional damage to all cold damage and adds resistance to cold 
damage.
(Level 14): +5% cold dmg, +1% critical chance, +25% cold resistance
(Level 15): +9% cold dmg, +2% critical chance, +30% cold resistance
(Level 16): +12% cold dmg, +2% critical chance, +35% cold resistance
(Level 17): +15% cold dmg, +3% critical chance, +41% cold resistance
(Level 18): +18% cold dmg, +3% critical chance, +46% cold resistance
(Level 19): +22% cold dmg, +4% critical chance, +51% cold resistance
(Level 20): +25% cold dmg, +4% critical chance, +57% cold resistance
(Level 21): +28% cold dmg, +5% critical chance, +62% cold resistance
(Level 22): +31% cold dmg, +6% critical chance, +67% cold resistance
(Level 23): +34% cold dmg, +6% critical chance, +73% cold resistance
(Level 24): +38% cold dmg, +7% critical chance, +78% cold resistance
(Level 25): +41% cold dmg, +7% critical chance, +84% cold resistance
(Level 26): +44% cold dmg, +8% critical chance, +89% cold resistance
(Level 27): +47% cold dmg, +8% critical chance, +94% cold resistance
(Level 28): +50% cold dmg, +9% critical chance, +100% cold resistance

D.06.a.xiv -  Piercing Cold (Passive): Requires Level 21, Ice Combat. 
Increases the chance of a piercing hit while using beams and Ice Shards 
attacks.
(Level 21): 20% chance to pierce
(Level 22): 24% chance to pierce
(Level 23): 28% chance to pierce
(Level 24): 32% chance to pierce
(Level 25): 36% chance to pierce
(Level 26): 40% chance to pierce
(Level 27): 44% chance to pierce
(Level 28): 48% chance to pierce
(Level 29): 52% chance to pierce
(Level 30): 56% chance to pierce
(Level 31): 60% chance to pierce
(Level 32): 64% chance to pierce
(Level 33): 68% chance to pierce
(Level 34): 72% chance to pierce
(Level 35): 76% chance to pierce

D.06.a.xv -  Mutant Master (Passive): Requires Level 7. Increases EP 
regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.06.b) Commentary
------------------
Iceman's big contribution is slowing or freezing enemies. This is 
especially helpful against mini bosses and bosses. In addition, he can be 
quite damaging on his own, and adds useful support to the team with the 
ability to build bridges, put out fires, and buff your tanks.

Still, he's not indispensible, even in the early game. And his powers 
consume too much energy for you to invest heavily in Strike, so his Ice 
Gloves work much better for other characters than for himself.

Buy:
* Slow Beam: until you get Freeze Beam
* Freeze Beam: keep maxed
* Ice Pillar: strong blast power that's also very destructive
* Ice Gloves: to buff tanks
* Cold Mastery: keep maxed
* Mutant Master: a few ranks to boost energy regen

Don't Buy:
* Ice Shards: not very powerful
* Ice Slide: more of a toy than anything
* Arctic Burst: weak radial
* Cold Snap/Ice Sidekick: weak Xtremes
* Ice Combat: maybe a few ranks early, but Bobby shouldn't be in melee


Stats:
------
At level  1: 20 Body,  12 Focus, 20 Strike, 16 Speed
At level 99: 45 Body, 110 Focus, 45 Strike, 65 Speed
Max: Body 274, Focus 334, Strike 274, Speed 298

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


==============
D.07: Iron Man
==============

To unlock Iron Man, you have to find four homing beacons in each Act. After 
finding four homing beacons (there are six total in each Act, so you don't 
need to find every one available), a Secret Blink Portal will open at your 
home base. In Acts 1 through 4, entering the Portal takes you to a piece of 
Iron Man's armor. In Act 5, the portal takes you to Iron Man himself.

D.07.a) Skills
--------------
D.07.a.i -  Unibeam (Beam): Basic beam attack, causes energy damage.
(Level 1): 11-15 energy damage, 12EP
(Level 4): 20-25 energy damage, 18EP
(Level 7): 30-36 energy damage, 24EP
(Level 10): 40-46 energy damage, 30EP
(Level 13): 49-57 energy damage, 36EP
(Level 16): 59-68 energy damage, 42EP
(Level 19): 69-78 energy damage, 48EP
(Level 22): 78-89 energy damage, 54EP
(Level 25): 88-100 energy damage, 60EP
(Level 28): 98-110 energy damage, 66EP
(Level 31): 107-121 energy damage, 72EP
(Level 34): 117-131 energy damage, 78EP
(Level 37): 127-142 energy damage, 84EP
(Level 40): 136-153 energy damage, 90EP
(Level 43): 146-163 energy damage, 96EP
(Level 46): 156-174 energy damage, 102EP
(Level 49): 165-185 energy damage, 108EP
(Level 52): 175-195 energy damage, 114EP
(Level 55): 185-206 energy damage, 120EP
(Level 58): 195-217 energy damage, 126EP

D.07.a.ii -  Plasma Charges (Projectile): Shoot multiple charges of energy 
from hands. Damage shown is per charge.
(Level 1): 1 charge, 6-9 energy damage, 14EP
(Level 4): 1 charge, 11-15 energy damage, 20EP
(Level 7): 1 charge, 17-21 energy damage, 27EP
(Level 10): 1 charge, 23-28 energy damage, 33EP
(Level 13): 2 charges, 29-34 energy damage, 40EP
(Level 16): 2 charges, 35-41 energy damage, 47EP
(Level 19): 2 charges, 41-47 energy damage, 53EP
(Level 22): 3 charges, 46-54 energy damage, 60EP
(Level 25): 3 charges, 52-60 energy damage, 67EP
(Level 28): 3 charges, 58-67 energy damage, 73EP
(Level 31): 4 charges, 64-73 energy damage, 80EP
(Level 34): 4 charges, 70-80 energy damage, 86EP
(Level 37): 4 charges, 76-86 energy damage, 93EP
(Level 40): 5 charges, 81-93 energy damage, 100EP
(Level 43): 5 charges, 87-99 energy damage, 106EP
(Level 46): 5 charges, 93-106 energy damage, 113EP
(Level 49): 6 charges, 99-112 energy damage, 120EP
(Level 52): 6 charges, 105-119 energy damage, 126EP
(Level 55): 6 charges, 111-125 energy damage, 133EP
(Level 58): 7 charges, 117-132 energy damage, 140EP

D.07.a.iii -  Disruptor Shock (Blast): Burst of radiation that damages and 
stuns enemies
(Level 7): 17-22 radiation damage, 1.0 second stun, 28EP
(Level 10): 22-27 radiation damage, 1.2 second stun, 36EP
(Level 13): 27-33 radiation damage, 1.4 second stun, 44EP
(Level 16): 32-38 radiation damage, 1.6 second stun, 52EP
(Level 19): 37-44 radiation damage, 1.8 second stun, 60EP
(Level 22): 42-50 radiation damage, 1.9 second stun, 68EP
(Level 25): 48-55 radiation damage, 2.1 second stun, 76EP
(Level 28): 43-61 radiation damage, 2.3 second stun, 84EP
(Level 31): 58-67 radiation damage, 2.5 second stun, 92EP
(Level 34): 63-72 radiation damage, 2.7 second stun, 100EP
(Level 37): 68-78 radiation damage, 2.9 second stun, 108EP
(Level 40): 73-84 radiation damage, 3.1 second stun, 116EP
(Level 43): 79-89 radiation damage, 3.3 second stun, 124EP
(Level 46): 84-95 radiation damage, 3.4 second stun, 132EP
(Level 49): 89-101 radiation damage, 3.6 second stun, 140EP
(Level 52): 94-106 radiation damage, 3.8 second stun, 148EP
(Level 55): 99-112 radiation damage, 4.0 second stun, 156EP
(Level 58): 105-118 radiation damage, 4.2 second stun, 164EP

D.07.a.iv -  Auto Turret (Trap): Requires Plasma Charges. Places an Auto 
Turret that fires on nearby enemies
(Level 14): 53-61 elemental dmg, 40 turret HP, 12s, 34EP
(Level 17): 62-71 elemental dmg, 42 turret HP, 12s, 40EP
(Level 20): 72-82 elemental dmg, 45 turret HP, 13s, 46EP
(Level 23): 82-92 elemental dmg, 48 turret HP, 14s, 53EP
(Level 26): 91-103 elemental dmg, 51 turret HP, 15s, 59EP
(Level 29): 101-114 elemental dmg, 54 turret HP, 16s, 66EP
(Level 32): 111-124 elemental dmg, 56 turret HP, 17s, 72EP
(Level 35): 120-135 elemental dmg, 59 turret HP, 18s, 78EP
(Level 38): 130-145 elemental dmg, 62 turret HP, 19s, 85EP
(Level 41): 140-156 elemental dmg, 65 turret HP, 20s, 91EP
(Level 44): 149-167 elemental dmg, 68 turret HP, 21s, 98EP
(Level 47): 159-177 elemental dmg, 70 turret HP, 22s, 104EP
(Level 50): 169-188 elemental dmg, 73 turret HP, 23s, 110EP
(Level 53): 178-198 elemental dmg, 76 turret HP, 24s, 117EP
(Level 56): 188-209 elemental dmg, 79 turret HP, 25s, 123EP
(Level 59): 198-220 elemental dmg, 82 turret HP, 26s, 130EP

D.07.a.v -  Repulsor Rays (Projectile): Requires Disruptor Shock. Rapidly 
fires lasers as long as button is held.
(Level 21): 43-50 energy damage, 50 EP
(Level 24): 49-56 energy damage, 57 EP
(Level 27): 55-63 energy damage, 64 EP
(Level 30): 61-69 energy damage, 71 EP
(Level 33): 67-76 energy damage, 78 EP
(Level 36): 73-82 energy damage, 86 EP
(Level 39): 79-89 energy damage, 93 EP
(Level 42): 85-95 energy damage, 100 EP
(Level 45): 91-102 energy damage, 107 EP
(Level 48): 97-108 energy damage, 115 EP
(Level 51): 103-115 energy damage, 122 EP
(Level 54): 109-121 energy damage, 129 EP
(Level 57): 115-128 energy damage, 136 EP
(Level 60): 121-135 energy damage, 144 EP

D.07.a.vi -  Gamma Bolts (Projectile): Requires Auto Turret. Fires 3 gamma 
bolts that pierce enemies and bounce off walls.
(Level 28): 66-75 radiation dmg, 2 second bolts, 2 bounces, 72EP
(Level 31): 72-82 radiation dmg, 2 second bolts, 2 bounces, 80EP
(Level 34): 78-89 radiation dmg, 2 second bolts, 2 bounces, 88EP
(Level 37): 85-96 radiation dmg, 2 second bolts, 3 bounces, 96EP
(Level 40): 91-103 radiation dmg, 2 second bolts, 3 bounces, 104EP
(Level 43): 98-110 radiation dmg, 3 second bolts, 4 bounces, 112EP
(Level 46): 104-117 radiation dmg, 3 second bolts, 4 bounces, 120EP
(Level 49): 110-124 radiation dmg, 3 second bolts, 4 bounces, 128EP
(Level 52): 117-131 radiation dmg, 3 second bolts, 5 bounces, 136EP
(Level 55): 123-138 radiation dmg, 3 second bolts, 5 bounces, 144EP
(Level 58): 130-146 radiation dmg, 4 second bolts, 6 bounces, 152EP

D.07.a.vii -  Tractor Beam (Blast): Requires Repulsor Rays. Attaches a 
gravity well to target, causing damage and stun, and sucks in nearby 
enemies.
(Level 28): 43-50 victim dmg, 27-33 surrounding dmg, 84EP
(Level 31): 47-54 victim dmg, 31-37 surrounding dmg, 93EP
(Level 34): 51-59 victim dmg, 35-42 surrounding dmg, 103EP
(Level 37): 55-63 victim dmg, 39-46 surrounding dmg, 112EP
(Level 40): 59-68 victim dmg, 43-51 surrounding dmg, 122EP
(Level 43): 64-73 victim dmg, 48-56 surrounding dmg, 132EP
(Level 46): 68-77 victim dmg, 52-60 surrounding dmg, 141EP
(Level 49): 72-82 victim dmg, 56-65 surrounding dmg, 151EP
(Level 52): 76-86 victim dmg, 60-69 surrounding dmg, 160EP
(Level 55): 80-91 victim dmg, 64-74 surrounding dmg, 170EP
(Level 58): 85-96 victim dmg, 69-79 surrounding dmg, 180EP

D.07.a.viii -  Concussive Overload (Radial, Xtreme): Suit overloads, sending 
4 shockwaves of different energy types.
(Level 15): 27-33 energy, elemental & radiation, 21-26 EMP (robots only)
(Level 20): 37-44 energy, elemental & radiation, 37-43 EMP (robots only)
(Level 25): 48-56 energy, elemental & radiation, 53-61 EMP (robots only)
(Level 30): 59-68 energy, elemental & radiation, 69-79 EMP (robots only)
(Level 35): 70-80 energy, elemental & radiation, 85-96 EMP (robots only)
(Level 40): 81-92 energy, elemental & radiation, 101-114 EMP (robots only)
(Level 45): 92-104 energy, elemental & radiation, 117-132 EMP (robots only)

D.07.a.ix -  System Override (Boost, Xtreme): Allows Iron Man to revive 
himself if he dies within the time limit of the power.
(Level 20): 10% of Maximum HP, 180 seconds
(Level 25): 26% of Maximum HP, 210 seconds
(Level 30): 42% of Maximum HP, 240 seconds
(Level 35): 58% of Maximum HP, 270 seconds
(Level 40): 75% of Maximum HP, 300 seconds

D.07.a.x -  Energy Shield (Boost): Suit forms energy shield that turns 
energy damage taken into HP and increases physical damage.
(Level 7): 45% dmg, +21% DEF, +11% physical dmg, 13s, 88EP
(Level 10): 47% dmg, +29% DEF, +11% physical dmg, 13s, 112EP
(Level 13): 50% dmg, +37% DEF, +12% physical dmg, 13s, 136EP
(Level 16): 52% dmg, +45% DEF, +12% physical dmg, 13s, 161EP
(Level 19): 54% dmg, +53% DEF, +13% physical dmg, 13s, 185EP
(Level 22): 57% dmg, +62% DEF, +13% physical dmg, 13s, 210EP
(Level 25): 59% dmg, +70% DEF, +14% physical dmg, 13s, 234EP
(Level 28): 62% dmg, +78% DEF, +15% physical dmg, 13s, 259EP
(Level 31): 64% dmg, +86% DEF, +15% physical dmg, 13s, 283EP
(Level 34): 67% dmg, +95% DEF, +16% physical dmg, 13s, 308EP
(Level 37): 69% dmg, +103% DEF, +16% physical dmg, 13s, 332EP
(Level 40): 72% dmg, +111% DEF, +17% physical dmg, 13s, 357EP
(Level 43): 74% dmg, +119% DEF, +18% physical dmg, 13s, 381EP
(Level 46): 77% dmg, +128% DEF, +18% physical dmg, 13s, 406EP
(Level 49): 79% dmg, +136% DEF, +19% physical dmg, 13s, 430EP
(Level 52): 82% dmg, +144% DEF, +19% physical dmg, 13s, 455EP
(Level 55): 84% dmg, +152% DEF, +20% physical dmg, 13s, 479EP
(Level 58): 87% dmg, +160% DEF, +21% physical dmg, 13s, 504EP

D.07.a.xi -  Motion Amplifier (Boost): Requires Energy Shield. Increases 
attack speed and melee damage.
(Level 14): +75% attack speed, +80% ATK, +375% melee dmg, 13s, 22EP
(Level 14): +80% attack speed, +88% ATK, +397% melee dmg, 15s, 22EP
(Level 15): +86% attack speed, +95% ATK, +419% melee dmg, 18s, 23EP
(Level 16): +90% attack speed, +103% ATK, +441% melee dmg, 21s, 24EP
(Level 17): +96% attack speed, +110% ATK, +462% melee dmg, 24s, 24EP
(Level 18): +100% attack speed, +118% ATK, +484% melee dmg, 27s, 25EP
(Level 19): +105% attack speed, +125% ATK, +506% melee dmg, 29s, 26EP
(Level 20): +110% attack speed, +133% ATK, +527% melee dmg, 32s, 26EP
(Level 21): +116% attack speed, +140% ATK, +549% melee dmg, 35s, 27EP
(Level 22): +121% attack speed, +148% ATK, +570% melee dmg, 38s, 28EP
(Level 23): +125% attack speed, +155% ATK, +592% melee dmg, 41s, 28EP
(Level 24): +130% attack speed, +163% ATK, +614% melee dmg, 43s, 29EP
(Level 25): +135% attack speed, +170% ATK, +635% melee dmg, 46s, 30EP
(Level 26): +141% attack speed, +178% ATK, +657% melee dmg, 49s, 30EP
(Level 27): +146% attack speed, +185% ATK, +679% melee dmg, 52s, 31EP
(Level 28): +150% attack speed, +193% ATK, +700% melee dmg, 55s, 32EP

D.07.a.xii -  Auto Medic (Passive): Provides health regeneration over a 
short time period.
(Level 1): 1.0% of total health per 7 seconds
(Level 2): 1.4% of total health per 7 seconds
(Level 3): 1.7% of total health per 7 seconds
(Level 4): 2.1% of total health per 7 seconds
(Level 5): 2.4% of total health per 7 seconds
(Level 6): 2.8% of total health per 7 seconds
(Level 7): 3.1% of total health per 7 seconds
(Level 8): 3.5% of total health per 7 seconds
(Level 9): 3.9% of total health per 7 seconds
(Level 10): 4.2% of total health per 7 seconds
(Level 11): 4.6% of total health per 7 seconds
(Level 12): 4.9% of total health per 7 seconds
(Level 13): 5.3% of total health per 7 seconds
(Level 14): 5.6% of total health per 7 seconds
(Level 15): 6.0% of total health per 7 seconds

D.07.a.xiii -  Mark VIII Upgrade (Passive): Requires Mutant Master. 
Increases damage done and chance of criticals, when using energy damage 
attacks.
(Level 14): +5% energy damage, +1% critical chance
(Level 15): +9% energy damage, +2% critical chance
(Level 16): +12% energy damage, +2% critical chance
(Level 17): +15% energy damage, +3% critical chance
(Level 18): +18% energy damage, +3% critical chance
(Level 19): +22% energy damage, +4% critical chance
(Level 20): +25% energy damage, +4% critical chance
(Level 21): +28% energy damage, +5% critical chance
(Level 22): +31% energy damage, +6% critical chance
(Level 23): +34% energy damage, +6% critical chance
(Level 24): +38% energy damage, +7% critical chance
(Level 25): +41% energy damage, +7% critical chance
(Level 26): +44% energy damage, +8% critical chance
(Level 27): +47% energy damage, +8% critical chance
(Level 28): +50% energy damage, +9% critical chance

D.07.a.xiv -  Environmental Suit (Passive): Requires Auto Medic. Resistance 
to elemental, mental, energy and radiation damage.
(Level 21): 5% resistance
(Level 22): 8% resistance
(Level 23): 11% resistance
(Level 24): 14% resistance
(Level 25): 17% resistance
(Level 26): 20% resistance
(Level 27): 23% resistance
(Level 28): 26% resistance
(Level 29): 29% resistance
(Level 30): 32% resistance
(Level 31): 35% resistance
(Level 32): 38% resistance
(Level 33): 41% resistance
(Level 34): 44% resistance
(Level 35): 47% resistance

D.07.a.xv -  Might (Ability): Increases lifting strength and destruction 
level of melee attacks.
(Level 1): Lift heavy objects, damage reinforced walls and objects
(Level 5): Lift massive objects, damage reinforced walls and objects

D.07.a.xvi -  Flight (Ability): Allows flying and improves mastery over it.
(Level 1): 10 EP/s
(Level 2):  8 EP/s
(Level 3):  6 EP/s
(Level 4):  4 EP/s
(Level 5):  3 EP/s

D.07.a.xvii -  Mutant Master (Passive): Increases EP regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration

D.07.b) Commentary
------------------
Imagine if you could take Wolverine's Feral Slash and do that much damage 
with a basic melee strike. Then imagine if you could also fly, had two 
levels of Might and could out-duel Cyclops in a battle of beamers.

That's Iron Man. The Motion Amplifier boost is fantastic as described. Keep 
this power maxed and combine it with a high Strike stat and Iron Man 
becomes a deadly force just using his fists. And for very little energy. 
But wait! There's more.

Motion Amplifier, contrary to its description, affects all Iron Man's 
powers, not just his melee attacks. Imagine Plasma Charges blowing entire 
rooms to smithereens (including all enemies inside). Unibeams that fry 
bosses in a couple of hits.

Oh yeah, Iron Man is as strong as Colossus, Juggernaut and Rogue. He 
delivers four different types of damage (energy, radiation, elemental and 
physical). He can fly. He has the ability to regenerate health. And don't 
forget his Xtreme. With Motion Amplifier, you're looking at hundreds of 
points of damage to all mobs around Iron Man--even at low levels. And the 
extra EMP damage to robots means Col. Stark will deliver some Kentucky 
Fried Sentinel your way.

What more do you need? Of course, to power it all, you'll want some Mutant 
Master levels to increase energy regeneration. Repulsor Rays and Tractor 
Beam aren't all that impressive, even with a boost from Motion Amplifier. 
Energy Shield doesn't last long enough and costs too much to be very 
useful. System Override isn't needed if you're building Iron Man properly, 
as he shouldn't ever die.

Buy:
* Motion Amplifier: Keep maxed as much as possible
* Unibeam or Plasma Charges: Iron Man's most effective early game powers
* Auto Turret: An effective trap
* Gamma Bolts: Keep maxed, Iron Man's most devastating power
* Concussive Overload: Keep maxed, a good Xtreme power for use in mobs
* Auto Medic: Don't need to keep it maxed, but you'll want some ranks
* Environmental Suit: A good passive
* Might: Buy both ranks
* Flight: Only really need one rank
* Mutant Master: Several ranks here will help a lot 
* Energy Shield: Buy one rank so you can get Motion Amplifier, but this
  power is too expensive and too short-lived

Don't Buy:
* Disruptor Shock: Not terribly effective
* Repulsor Rays: Like most press-and-hold powers, hard to aim
* Tractor Beam: Gamma Bolts is the better power at this level
* System Override: Dying shouldn't be a problem
* Mark VIII Upgrade: You'll get enough of a bonus from Motion Amplifier

AI Power:
* Plasma Charges, Auto Turret or Gamma Bolts as available

Stats
-----
At level  1: 16 Body,  20 Focus, 16 Strike, 16 Speed
At level 99: 41 Body, 118 Focus, 41 Strike, 65 Speed
Max: Body 274, Focus 310, Strike 274, Speed 298

Build:
* 1/2 Strike
* 1/2 Focus

Until both Strike and Focus are in the 125 to 150 range, then

* 1/3 Strike
* 1/3 Focus
* 1/6 each Body and Speed


================
D.08: Jean Grey
================

D.08.a) Skills
------------
D.08.a.i -  Telekinesis (Special): Gives Jean the ability to lift and throw 
objects and enemies. Can build bridges. (Press and hold.)
(Level 1): Heavy objects/enemies, 11-15 mental damage at lift,
           8-11 physical damage at impact, 16EP/s
(Level 4): Heavy objects/enemies, 20-25 mental damage at lift,
           11-15 physical damage at impact, 21EP/s
(Level 7): Heavy objects/enemies, 30-36 mental damage at lift,
           15-19 physical damage at impact, 27EP/s
(Level 10): Heavy objects/enemies, 40-46 mental damage at lift,
            19-23 physical damage at impact, 33EP/s
(Level 13): Heavy objects/enemies, 49-57 mental damage at lift,
            22-27 physical damage at impact, 39EP/s
(Level 16): Heavy objects/enemies, 59-68 mental damage at lift,
            26-31 physical damage at impact, 45EP/s
(Level 19): Heavy objects/enemies, 69-78 mental damage at lift,
            30-35 physical damage at impact, 51EP/s
(Level 22): Massive objects/enemies, 78-89 mental damage at lift,
            34-39 physical damage at impact, 57EP/s
(Level 25): Massive objects/enemies, 88-100 mental damage at lift,
            37-43 physical damage at impact, 63EP/s
(Level 28): Massive objects/enemies, 98-110 mental damage at lift,
            41-47 physical damage at impact, 69EP/s
(Level 31): Massive objects/enemies, 107-121 mental damage at lift,
            45-52 physical damage at impact, 74EP/s
(Level 34): Massive objects/enemies, 117-131 mental damage at lift,
            49-56 physical damage at impact, 80EP/s
(Level 37): Massive objects/enemies, 127-142 mental damage at lift,
            52-60 physical damage at impact, 86EP/s
(Level 40): Massive objects/enemies, 136-153 mental damage at lift,
            56-54 physical damage at impact, 92EP/s
(Level 43): Massive objects/enemies, 146-163 mental damage at lift,
            60-68 physical damage at impact, 98EP/s
(Level 46): Massive objects/enemies, 156-174 mental damage at lift,
            64-72 physical damage at impact, 104EP/s
(Level 49): Massive objects/enemies, 165-185 mental damage at lift,
            67-76 physical damage at impact, 110EP/s
(Level 52): Massive objects/enemies, 175-195 mental damage at lift,
            71-80 physical damage at impact, 116EP/s
(Level 55): Massive objects/enemies, 185-206 mental damage at lift,
            75-84 physical damage at impact, 122EP/s
(Level 58): Massive objects/enemies, 195-217 mental damage at lift,
            79-89 physical damage at impact, 128EP/s

D.08.a.ii -  Psychic Spike (Projectile): Requires Level 7. Fires a mental 
homing projectile.
(Level 7): 30-36 mental damage, 24EP
(Level 10): 39-46 mental damage, 30EP
(Level 13): 49-57 mental damage, 36EP
(Level 16): 59-67 mental damage, 42EP
(Level 19): 69-78 mental damage, 48EP
(Level 22): 78-89 mental damage, 54EP
(Level 25): 88-99 mental damage, 60EP
(Level 28): 97-110 mental damage, 66EP
(Level 31): 107-121 mental damage, 72EP
(Level 34): 117-131 mental damage, 79EP
(Level 37): 127-142 mental damage, 85EP
(Level 40): 136-153 mental damage, 91EP
(Level 43): 146-163 mental damage, 97EP
(Level 46): 156-174 mental damage, 103EP
(Level 49): 165-185 mental damage, 109EP
(Level 52): 175-195 mental damage, 115EP
(Level 55): 185-206 mental damage, 121EP
(Level 58): 195-217 mental damage, 128EP

D.08.a.iii -  Psionic Boom (Radial): Requires Level 14, Telekinesis. A 
radial mental attack inflicting pain on enemies and reducing their damage 
for a time.
(Level 14): 21-26 mental dmg, -25% damage reduction, 5 secs, 46EP
(Level 16): 24-30 mental dmg, -26% damage reduction, 5 secs, 54EP
(Level 19): 28-34 mental dmg, -28% damage reduction, 6 secs, 62EP
(Level 22): 32-38 mental dmg, -30% damage reduction, 7 secs, 70EP
(Level 25): 36-42 mental dmg, -31% damage reduction, 7 secs, 79EP
(Level 28): 40-47 mental dmg, -33% damage reduction, 8 secs, 87EP
(Level 31): 44-51 mental dmg, -35% damage reduction, 9 secs, 95EP
(Level 34): 48-55 mental dmg, -36% damage reduction, 9 secs, 103EP
(Level 37): 51-59 mental dmg, -38% damage reduction, 10 secs, 112EP
(Level 40): 55-63 mental dmg, -39% damage reduction, 11 secs, 120EP
(Level 43): 59-68 mental dmg, -41% damage reduction, 11 secs, 128EP
(Level 46): 63-72 mental dmg, -43% damage reduction, 12 secs, 136EP
(Level 49): 67-76 mental dmg, -44% damage reduction, 13 secs, 145EP
(Level 52): 71-80 mental dmg, -46% damage reduction, 13 secs, 153EP
(Level 55): 75-84 mental dmg, -48% damage reduction, 14 secs, 161EP
(Level 58): 79-89 mental dmg, -50% damage reduction, 15 secs, 170EP

D.08.a.iv -  Memory Wipe (Radial): Requires Level 21, Psionic Boom. A radial 
blast of mental energy that confuses enemies and makes them flee.
(Level 21): 30-36 mental dmg, 10% chance to confuse, 62EP
(Level 24): 34-40 mental dmg, 15% chance to confuse, 70EP
(Level 27): 38-44 mental dmg, 20% chance to confuse, 79EP
(Level 30): 42-49 mental dmg, 25% chance to confuse, 87EP
(Level 33): 46-53 mental dmg, 30% chance to confuse, 96EP
(Level 36): 50-57 mental dmg, 35% chance to confuse, 104EP
(Level 39): 54-62 mental dmg, 40% chance to confuse, 113EP
(Level 42): 58-66 mental dmg, 45% chance to confuse, 121EP
(Level 45): 62-71 mental dmg, 50% chance to confuse, 130EP
(Level 48): 66-75 mental dmg, 55% chance to confuse, 138EP
(Level 51): 70-79 mental dmg, 60% chance to confuse, 147EP
(Level 54): 74-84 mental dmg, 65% chance to confuse, 155EP
(Level 57): 78-88 mental dmg, 70% chance to confuse, 164EP
(Level 60): 82-93 mental dmg, 75% chance to confuse, 173EP

D.08.a.v -  Dark Phoenix (Blast)*: Requires Level 28. Inflicts a mental 
blast in a radius, and causes a physical damage explosion around fallen 
enemies.
(Level 28): 43-50 mental dmg, 25% foe's max HP phys dmg, 1 blast, 74EP
(Level 31): 47-54 mental dmg, 27% foe's max HP phys dmg, 1 blast, 82EP
(Level 34): 51-59 mental dmg, 30% foe's max HP phys dmg, 2 blasts, 90EP
(Level 37): 55-63 mental dmg, 32% foe's max HP phys dmg, 2 blasts, 98EP
(Level 40): 59-68 mental dmg, 35% foe's max HP phys dmg, 3 blasts, 106EP
(Level 43): 64-73 mental dmg, 37% foe's max HP phys dmg, 3 blasts, 115EP
(Level 46): 68-77 mental dmg, 40% foe's max HP phys dmg, 4 blasts, 123EP
(Level 49): 72-82 mental dmg, 42% foe's max HP phys dmg, 4 blasts, 131EP
(Level 52): 76-86 mental dmg, 45% foe's max HP phys dmg, 5 blasts, 139EP
(Level 55): 80-91 mental dmg, 47% foe's max HP phys dmg, 5 blasts, 147EP
(Level 58): 85-96 mental dmg, 50% foe's max HP phys dmg, 6 blasts, 156EP

*There's a glitch with this power in that it shows 15 ranks rather than 
just 11; however, the last five ranks are all the same.

D.08.a.vi -  Mental Guardian (Trap): Requires Level 28, Psychic Spike. 
Summons a mental guardian entity that attacks enemies.
(Level 28): 108-121 mental dmg, 12 secs, 40 guardian HP, 68EP
(Level 29): 118-131 mental dmg, 13 secs, 44 guardian HP, 75EP
(Level 30): 129-144 mental dmg, 14 secs, 48 guardian HP, 82EP
(Level 32): 139-156 mental dmg, 16 secs, 52 guardian HP, 90EP
(Level 33): 150-167 mental dmg, 17 secs, 56 guardian HP, 97EP
(Level 35): 161-179 mental dmg, 19 secs, 61 guardian HP, 105EP
(Level 36): 171-191 mental dmg, 20 secs, 65 guardian HP, 112EP
(Level 37): 182-202 mental dmg, 21 secs, 69 guardian HP, 119EP
(Level 39): 192-214 mental dmg, 23 secs, 73 guardian HP, 127EP
(Level 40): 203-226 mental dmg, 24 secs, 77 guardian HP, 134EP
(Level 42): 214-238 mental dmg, 26 secs, 82 guardian HP, 142EP

D.08.a.vii -  Phoenix Force (Radial, Xtreme): Requires Level 15. Xtreme 
radial attack dealing mental damage with a chance to convert enemies.
(Level 15): 85-96 mental dmg, 8% chance to convert, 20 sec conversion
(Level 20): 117-131 mental dmg, 15% chance to convert, 22 sec conversion
(Level 25): 149-167 mental dmg, 22% chance to convert, 24 sec conversion
(Level 30): 182-202 mental dmg, 29% chance to convert, 27 sec conversion
(Level 35): 214-238 mental dmg, 36% chance to convert, 29 sec conversion
(Level 40): 246-273 mental dmg, 43% chance to convert, 31 sec conversion
(Level 45): 279-309 mental dmg, 50% chance to convert, 34 sec conversion

D.08.a.viii -  From the Ashes (Boost, Xtreme): Requires Level 20. Resurrect 
1 ally.
(Level 20): 10% of max HP
(Level 25): 32% of max HP
(Level 30): 55% of max HP
(Level 35): 77% of max HP
(Level 40): 100% of max HP

D.08.a.ix -  Mental Vortex (Boost): All allies turn 20% of damage inflicted 
into EP.
(Level 1): 13 seconds, 60EP
(Level 4): 15 seconds, 83EP
(Level 7): 17 seconds, 107EP
(Level 10): 19 seconds, 131EP
(Level 13): 21 seconds, 155EP
(Level 16): 24 seconds, 178EP
(Level 19): 26 seconds, 202EP
(Level 22): 28 seconds, 226EP
(Level 25): 30 seconds, 250EP
(Level 28): 32 seconds, 274EP
(Level 31): 35 seconds, 297EP
(Level 34): 37 seconds, 321EP
(Level 37): 39 seconds, 345EP
(Level 40): 41 seconds, 369EP
(Level 43): 43 seconds, 393EP
(Level 46): 46 seconds, 416EP
(Level 49): 48 seconds, 440EP
(Level 52): 50 seconds, 464EP
(Level 55): 52 seconds, 488EP
(Level 58): 55 seconds, 512EP

D.08.a.x -  Calming Presence (Boost): Requires Level 14, Mental Vortex. 
Increase EP regeneration rate for entire party for a time.
(Level 14): +100% EP regeneration, 10 secs, 96EP
(Level 14): +115% EP regeneration, 10 secs, 120EP
(Level 15): +128% EP regeneration, 10 secs, 144EP
(Level 16): +143% EP regeneration, 10 secs, 169EP
(Level 17): +156% EP regeneration, 10 secs, 193EP
(Level 18): +171% EP regeneration, 10 secs, 218EP
(Level 18): +185% EP regeneration, 10 secs, 242EP
(Level 19): +199% EP regeneration, 10 secs, 267EP
(Level 20): +213% EP regeneration, 10 secs, 291EP
(Level 21): +226% EP regeneration, 10 secs, 316EP
(Level 22): +241% EP regeneration, 10 secs, 340EP
(Level 23): +254% EP regeneration, 10 secs, 365EP
(Level 23): +269% EP regeneration, 10 secs, 389EP
(Level 24): +283% EP regeneration, 10 secs, 414EP
(Level 25): +297% EP regeneration, 10 secs, 438EP
(Level 26): +310% EP regeneration, 10 secs, 463EP
(Level 27): +325% EP regeneration, 10 secs, 487EP
(Level 28): +339% EP regeneration, 10 secs, 512EP

D.08.a.xi -  Psychic Fury (Boost): Requires Level 14, Calming Presence. 
Gives Jean and allies mental damage bonus on all melee attacks for a time.
(Level 14): +5% mental dmg, +21% ATK, 13 seconds, 144EP
(Level 17): +7% mental dmg, +30% ATK, 15 seconds, 169EP
(Level 20): +10% mental dmg, +39% ATK, 18 seconds, 194EP
(Level 23): +13% mental dmg, +49% ATK, 21 seconds, 219EP
(Level 26): +16% mental dmg, +58% ATK, 24 seconds, 244EP
(Level 29): +19% mental dmg, +67% ATK, 27 seconds, 269EP
(Level 32): +21% mental dmg, +76% ATK, 29 seconds, 294EP
(Level 35): +24% mental dmg, +86% ATK, 32 seconds, 319EP
(Level 38): +27% mental dmg, +95% ATK, 35 seconds, 344EP
(Level 41): +30% mental dmg, +104% ATK, 38 seconds, 369EP
(Level 44): +33% mental dmg, +114% ATK, 41 seconds, 394EP
(Level 47): +35% mental dmg, +123% ATK, 43 seconds, 419EP
(Level 50): +38% mental dmg, +132% ATK, 46 seconds, 444EP
(Level 53): +41% mental dmg, +142% ATK, 49 seconds, 469EP
(Level 56): +44% mental dmg, +151% ATK, 52 seconds, 494EP
(Level 59): +47% mental dmg, +160% ATK, 55 seconds, 520EP

D.08.a.xii -  Psionic Combat (Passive): Adds mental damage to melee attacks.
(Level 1): +50% mental damage
(Level 2): +72% mental damage
(Level 3): +94% mental damage
(Level 4): +116% mental damage
(Level 5): +138% mental damage
(Level 6): +160% mental damage
(Level 7): +182% mental damage
(Level 8): +205% mental damage
(Level 9): +227% mental damage
(Level 10): +249% mental damage
(Level 11): +271% mental damage
(Level 12): +293% mental damage
(Level 13): +315% mental damage
(Level 14): +337% mental damage
(Level 15): +360% mental damage

D.08.a.xiii -  Telekinetic Net (Passive): Requires Level 14, Psionic Combat. 
Gives Jean a chance to dodge projectile attacks.
(Level 14): 8% chance to dodge
(Level 15): 11% chance to dodge
(Level 16): 14% chance to dodge
(Level 17): 17% chance to dodge
(Level 18): 20% chance to dodge
(Level 19): 23% chance to dodge
(Level 20): 26% chance to dodge
(Level 21): 29% chance to dodge
(Level 22): 32% chance to dodge
(Level 23): 35% chance to dodge
(Level 24): 38% chance to dodge
(Level 25): 41% chance to dodge
(Level 26): 44% chance to dodge
(Level 27): 47% chance to dodge
(Level 28): 50% chance to dodge

D.08.a.xiv -  Mental Mastery (Passive): Requires Level 21, Mutant Master. 
Increases damage of all mental attacks.
(Level 21): +5% mental damage
(Level 22): +9% mental damage
(Level 23): +12% mental damage
(Level 24): +15% mental damage
(Level 25): +18% mental damage
(Level 26): +22% mental damage
(Level 27): +25% mental damage
(Level 28): +28% mental damage
(Level 29): +31% mental damage
(Level 30): +34% mental damage
(Level 31): +38% mental damage
(Level 32): +41% mental damage
(Level 33): +44% mental damage
(Level 34): +47% mental damage
(Level 35): +50% mental damage

D.08.a.xv -  Flight (Ability): Allows flying and improves mastery over it.
(Level 1): 10 EP/s
(Level 2):  8 EP/s
(Level 3):  6 EP/s
(Level 4):  4 EP/s
(Level 5):  3 EP/s

D.08.a.xvi -  Mutant Master (Passive): Increases EP regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.08.b) Commentary
------------------
Jean is not quite as powerful in XML2 as she was in XML1, but she comes 
close. The biggest problem bringing Jean along is she becomes next to 
useless in those areas swarming with robots and other mental resistant 
enemies. She has no other means of attack.

Buy:
* Telekinesis: 8 ranks to get the ability to move Massive objects
* Psychic Spike: a useful projectile attack
* Dark Phoenix: Jean's best offensive power, keep maxed
* Phoenix Force: the ability to convert enemies is very nice
* Calming Prescence: a few ranks can really help Focus-weak allies
* Psychic Fury: works as well as Bishop/Gambit's Energy Fury
* Mental Mastery: makes her attacks hurt more
* Mutant Master: keep those power attacks coming
* Flight: one rank is all you need

Don't Buy:
* Psionic Boom/Memory Wipe: weak attacks
* Mental Guardian: not much use
* From the Ashes: might want one level, but you really shouldn't be
  losing characters all that often


Stats
-----
At level  1: 12 Body,  28 Focus, 8 Strike, 20 Speed
At level 99: 37 Body, 151 Focus, 8 Strike, 69 Speed
Max: Body 274, Focus 316, Strike 250, Speed 298

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


=================
D.09: Juggernaut
=================

D.09.a) Skills
--------------
D.09.a.i -  Thunder Punch (Melee): Increased melee attack with stun.
(Level 1): +250% physical damage, 1 second stun, 8EP
(Level 4): +280% physical damage, 1 second stun, 11EP
(Level 7): +310% physical damage, 1 second stun, 15EP
(Level 10): +341% physical damage, 1 second stun, 18EP
(Level 13): +370% physical damage, 1 second stun, 22EP
(Level 16): +400% physical damage, 1 second stun, 25EP
(Level 19): +430% physical damage, 1 second stun, 29EP
(Level 22): +460% physical damage, 1 second stun, 33EP
(Level 25): +491% physical damage, 1 second stun, 36EP
(Level 28): +520% physical damage, 2 second stun, 40EP
(Level 31): +550% physical damage, 2 second stun, 43EP
(Level 34): +580% physical damage, 2 second stun, 47EP
(Level 37): +610% physical damage, 2 second stun, 50EP
(Level 40): +641% physical damage, 2 second stun, 54EP
(Level 43): +670% physical damage, 2 second stun, 58EP
(Level 46): +700% physical damage, 2 second stun, 61EP
(Level 49): +731% physical damage, 2 second stun, 65EP
(Level 52): +760% physical damage, 2 second stun, 68EP
(Level 55): +790% physical damage, 3 second stun, 72EP
(Level 58): +820% physical damage, 3 second stun, 76EP

D.09.a.ii -  Brutal Blitz (Melee): Requires Level 7. Spins around and hits 
surrounding enemies.
(Level 7): +130% physical damage, 18EP
(Level 10): +143% physical damage, 22EP
(Level 13): +155% physical damage, 27EP
(Level 16): +168% physical damage, 32EP
(Level 19): +180% physical damage, 36EP
(Level 22): +192% physical damage, 41EP
(Level 25): +205% physical damage, 46EP
(Level 28): +217% physical damage, 50EP
(Level 31): +229% physical damage, 55EP
(Level 34): +242% physical damage, 60EP
(Level 37): +254% physical damage, 65EP
(Level 40): +266% physical damage, 69EP
(Level 43): +279% physical damage, 74EP
(Level 46): +291% physical damage, 79EP
(Level 49): +303% physical damage, 83EP
(Level 52): +316% physical damage, 88EP
(Level 55): +328% physical damage, 93EP
(Level 58): +341% physical damage, 98EP

D.09.a.iii -  Arcane Fist (Radial): Requires Level 14, Brutal Blitz. A 
crystal-powered ground slam that sends out a radial blast of damage.
(Level 14): 21-26 energy damage, 28EP
(Level 17): 24-30 energy damage, 32EP
(Level 20): 28-34 energy damage, 37EP
(Level 23): 32-38 energy damage, 42EP
(Level 26): 36-42 energy damage, 47EP
(Level 29): 40-47 energy damage, 52EP
(Level 32): 44-51 energy damage, 56EP
(Level 35): 48-55 energy damage, 61EP
(Level 38): 51-59 energy damage, 66EP
(Level 41): 55-63 energy damage, 71EP
(Level 44): 59-68 energy damage, 76EP
(Level 47): 63-72 energy damage, 80EP
(Level 50): 67-76 energy damage, 85EP
(Level 53): 71-80 energy damage, 90EP
(Level 56): 75-84 energy damage, 95EP
(Level 59): 79-89 energy damage, 100EP

D.09.a.iv -  Bullrush (Charge): Requires Level 21, Block. Charge against 
enemies, and objects, knocking them back. (Press and hold.)
(Level 21): +450% physical dmg, 245 knockback, 34EP/s
(Level 24): +483% physical dmg, 273 knockback, 38EP/s
(Level 27): +516% physical dmg, 302 knockback, 43EP/s
(Level 30): +549% physical dmg, 331 knockback, 48EP/s
(Level 33): +581% physical dmg, 360 knockback, 53EP/s
(Level 36): +614% physical dmg, 389 knockback, 57EP/s
(Level 39): +647% physical dmg, 418 knockback, 62EP/s
(Level 42): +679% physical dmg, 446 knockback, 67EP/s
(Level 45): +712% physical dmg, 475 knockback, 72EP/s
(Level 48): +745% physical dmg, 504 knockback, 76EP/s
(Level 51): +777% physical dmg, 533 knockback, 81EP/s
(Level 54): +810% physical dmg, 562 knockback, 86EP/s
(Level 57): +843% physical dmg, 591 knockback, 91EP/s
(Level 60): +875% physical dmg, 620 knockback, 96EP/s

D.09.a.v -  Widowmaker (Melee): Requires Level 28, Thunder Punch. Massive 
melee attack, weakens Juggernaut for a time.
(Level 28): +700% physical dmg, +50% dmg to self, 4 sec weaken, 48EP
(Level 31): +740% physical dmg, +53% dmg to self, 4 sec weaken, 53EP
(Level 34): +781% physical dmg, +56% dmg to self, 4 sec weaken, 58EP
(Level 37): +820% physical dmg, +59% dmg to self, 4 sec weaken, 63EP
(Level 40): +861% physical dmg, +62% dmg to self, 4 sec weaken, 68EP
(Level 43): +900% physical dmg, +64% dmg to self, 4 sec weaken, 74EP
(Level 46): +940% physical dmg, +67% dmg to self, 4 sec weaken, 79EP
(Level 49): +981% physical dmg, +70% dmg to self, 4 sec weaken, 84EP
(Level 52): +1020% physical dmg, +73% dmg to self, 4 sec weaken, 89EP
(Level 55): +1061% physical dmg, +76% dmg to self, 4 sec weaken, 94EP
(Level 58): +1100% physical dmg, +78% dmg to self, 4 sec weaken, 100EP

D.09.a.vi -  Crimson Rage (Melee): Requires Level 28, Cyttorak Shield. 
Multiple punch attack, building up damage with each hit.
(Level 28): +575% physical dmg, +5% physical dmg, 3 seconds, 40EP
(Level 31): +610% physical dmg, +6% physical dmg, 3 seconds, 44EP
(Level 34): +645% physical dmg, +6% physical dmg, 3 seconds, 48EP
(Level 37): +681% physical dmg, +7% physical dmg, 4 seconds, 53EP
(Level 40): +715% physical dmg, +7% physical dmg, 4 seconds, 57EP
(Level 43): +750% physical dmg, +7% physical dmg, 5 seconds, 62EP
(Level 46): +786% physical dmg, +8% physical dmg, 5 seconds, 66EP
(Level 49): +820% physical dmg, +8% physical dmg, 5 seconds, 70EP
(Level 52): +856% physical dmg, +9% physical dmg, 6 seconds, 75EP
(Level 55): +890% physical dmg, +9% physical dmg, 6 seconds, 79EP
(Level 58): +925% physical dmg, +10% physical dmg, 7 seconds, 84EP

D.09.a.vii -  Crimson Devastation (Radial, Xtreme): Requires Level 15. 
Juggernaut rips open a portal to the Crimson Cosmos, flooding enemies with 
energy damage and stunning them.
(Level 15): 85-96 energy dmg, 2 second stun
(Level 20): 117-131 energy dmg, 2 second stun
(Level 25): 149-167 energy dmg, 3 second stun
(Level 30): 182-202 energy dmg, 4 second stun
(Level 35): 214-238 energy dmg, 4 second stun
(Level 40): 246-273 energy dmg, 5 second stun
(Level 45): 279-309 energy dmg, 6 second stun

D.09.a.viii -  Path of Destruction (Boost, Xtreme): Requires Level 20. 
Allows Juggernaut to break through objects effortlessly, and kill most 
enemies with one hit.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.09.a.ix -  Cyttorak Shield (Boost): All party members gain an energy 
shield, reflecting some melee damage back at attackers.
(Level 1): 15% DMG, 13 seconds, 32EP
(Level 4): 17% DMG, 15 seconds, 46EP
(Level 7): 19% DMG, 17 seconds, 60EP
(Level 10): 21% DMG, 19 seconds, 74EP
(Level 13): 23% DMG, 21 seconds, 89EP
(Level 16): 26% DMG, 24 seconds, 103EP
(Level 19): 28% DMG, 26 seconds, 117EP
(Level 22): 30% DMG, 28 seconds, 132EP
(Level 25): 32% DMG, 30 seconds, 146EP
(Level 28): 34% DMG, 32 seconds, 160EP
(Level 31): 37% DMG, 35 seconds, 175EP
(Level 34): 39% DMG, 37 seconds, 189EP
(Level 37): 41% DMG, 39 seconds, 203EP
(Level 40): 43% DMG, 41 seconds, 218EP
(Level 43): 46% DMG, 43 seconds, 232EP
(Level 46): 48% DMG, 46 seconds, 246EP
(Level 49): 50% DMG, 48 seconds, 261EP
(Level 52): 52% DMG, 50 seconds, 275EP
(Level 55): 54% DMG, 52 seconds, 289EP
(Level 58): 57% DMG, 55 seconds, 304EP

D.09.a.x -  Cyttorak Transfer (Boost): Requires Level 14, Cyttorak Shield. 
All party members convert inflicted energy and radiation damage into HP for 
Juggernaut. Other party members also receive DEF and Strike bonus.
(Level 14): 7% dmg transferred, +5% DEF, +6 Strike, 13 secs, 84EP
(Level 17): 9% dmg transferred, +6% DEF, +6 Strike, 15 secs, 98EP
(Level 20): 12% dmg transferred, +7% DEF, +7 Strike, 18 secs, 113EP
(Level 23): 15% dmg transferred, +8% DEF, +8 Strike, 21 secs, 128EP
(Level 26): 18% dmg transferred, +9% DEF, +9 Strike, 24 secs, 143EP
(Level 29): 21% dmg transferred, +10% DEF, +10 Strike, 27 secs, 158EP
(Level 32): 23% dmg transferred, +11% DEF, +11 Strike, 29 secs, 173EP
(Level 35): 26% dmg transferred, +12% DEF, +12 Strike, 32 secs, 188EP
(Level 38): 29% dmg transferred, +13% DEF, +13 Strike, 35 secs, 203EP
(Level 41): 32% dmg transferred, +14% DEF, +14 Strike, 38 secs, 218EP
(Level 44): 35% dmg transferred, +15% DEF, +15 Strike, 41 secs, 233EP
(Level 47): 37% dmg transferred, +16% DEF, +16 Strike, 43 secs, 248EP
(Level 50): 40% dmg transferred, +17% DEF, +17 Strike, 46 secs, 263EP
(Level 53): 43% dmg transferred, +18% DEF, +18 Strike, 49 secs, 278EP
(Level 56): 46% dmg transferred, +19% DEF, +19 Strike, 52 secs, 293EP
(Level 59): 49% dmg transferred, +20% DEF, +20 Strike, 55 secs, 308EP

D.09.a.xi -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.09.a.xii -  Precision (Passive): Requires Level 7. ATK increased.
(Level 7): +21% ATK
(Level 8): +31% ATK
(Level 9): +40% ATK
(Level 10): +50% ATK
(Level 11): +61% ATK
(Level 12): +71% ATK
(Level 13): +80% ATK
(Level 14): +90% ATK
(Level 15): +100% ATK
(Level 16): +110% ATK
(Level 17): +121% ATK
(Level 18): +130% ATK
(Level 19): +140% ATK
(Level 20): +150% ATK
(Level 21): +160% ATK

D.09.a.xiii -  Cyttorak's Folly (Passive): Requires Level 14, Critical 
Strike. All physical attacks have a chance to convert 15% of inflicted 
damage as EP gain.
(Level 14): 10% chance to steal
(Level 15): 14% chance to steal
(Level 16): 18% chance to steal
(Level 17): 22% chance to steal
(Level 18): 26% chance to steal
(Level 19): 30% chance to steal
(Level 20): 34% chance to steal
(Level 21): 38% chance to steal
(Level 22): 42% chance to steal
(Level 23): 46% chance to steal
(Level 24): 50% chance to steal
(Level 25): 54% chance to steal
(Level 26): 58% chance to steal
(Level 27): 62% chance to steal
(Level 28): 66% chance to steal

D.09.a.xiv -  Balanced Form (Passive): Requires Level 21, Precision. 
Juggernaut learns to carry himself better in combat, gaining bonuses to 
both DEF and attack speed.
(Level 21): +15% DEF, +9% attack speed
(Level 22): +24% DEF, +12% attack speed
(Level 23): +31% DEF, +14% attack speed
(Level 24): +39% DEF, +18% attack speed
(Level 25): +48% DEF, +21% attack speed
(Level 26): +55% DEF, +24% attack speed
(Level 27): +63% DEF, +26% attack speed
(Level 28): +72% DEF, +29% attack speed
(Level 29): +79% DEF, +33% attack speed
(Level 30): +88% DEF, +36% attack speed
(Level 31): +95% DEF, +38% attack speed
(Level 32): +103% DEF, +41% attack speed
(Level 33): +111% DEF, +45% attack speed
(Level 34): +120% DEF, +48% attack speed
(Level 35): +127% DEF, +50% attack speed

D.09.a.xv -  Critical Strike (Passive): Increase chance of criticals for 
melee attacks.
(Level 1): +5% chance
(Level 2): +7% chance
(Level 3): +9% chance
(Level 4): +11% chance
(Level 5): +13% chance
(Level 6): +15% chance
(Level 7): +17% chance
(Level 8): +19% chance
(Level 9): +21% chance
(Level 10): +23% chance
(Level 11): +25% chance
(Level 12): +27% chance
(Level 13): +29% chance
(Level 14): +31% chance
(Level 15): +33% chance

D.09.a.xvi -  Might (Ability): Increases lifting strength and destruction 
level of melee attacks.
(Level 1): Lift heavy objects, damage reinforced walls and objects
(Level 5): Lift massive objects, damage reinforced walls and objects


D.09.b) Commentary
------------------
At first, Juggs might seem like the Brotherhood version of Colossus. He's 
big and slow and does lots of physical damage. But wait! There's so much 
more to Charles' half-brother, whereas Peter is quite shallow.

Juggernaut has a number of useful skills that make him a very good tank, 
about equal to Wolverine and much better than Colossus or Rogue. Brutal 
Blitz and Arcane Fist aren't all that great, but pretty much everything 
else is good. Path of Destruction is just sick.

Buy:
* Thunder Punch: keep maxed early as primary offense
* Widowmaker: keep maxed later in the game as primary offense
* Path of Destruction: keep maxed and use it
* Cyttorak's Folly: a good substitute for Mutant Master
* Balanced Form: what sets Juggs apart from the other snail-paced tanks
* Might: yes, you need it
* Crimson Rage: in combo with increased attack speed boosts, very good

Don't Buy:
* Brutal Blitz: weak radial
* Arcane Fist: weaker radial
* Bullrush: Juggs has got better offenses


Stats
-----
At level  1: 20 Body, 8 Focus,  24 Strike, 16 Speed
At level 99: 69 Body, 8 Focus, 147 Strike, 41 Speed
Max: Body 298, Focus 250, Strike 314, Speed 274

Build:
1/2 Strike
1/4 each Focus and Speed
Ignore Body until you have 150 Strike, then put 1/4 into each stat


==============
D.10: Magneto
==============

D.10.a) Skills
--------------
D.10.a.i -  Levitation (Special): Lift and throw objects and enemies. Can 
build bridges. (Press and hold)
(Level 1): Heavy objects/enemies, 11-15 mental damage at lift,
           9-12 physical damage at impact, 12EP/s
(Level 4): Heavy objects/enemies, 20-25 mental damage at lift,
           12-16 physical damage at impact, 18EP/s
(Level 7): Heavy objects/enemies, 30-36 mental damage at lift,
           16-20 physical damage at impact, 24EP/s
(Level 10): Heavy objects/enemies, 40-46 mental damage at lift,
            20-24 physical damage at impact, 30EP/s
(Level 13): Heavy objects/enemies, 49-57 mental damage at lift,
            23-28 physical damage at impact, 36EP/s
(Level 16): Heavy objects/enemies, 59-68 mental damage at lift,
            27-32 physical damage at impact, 42EP/s
(Level 19): Heavy objects/enemies, 69-78 mental damage at lift,
            31-36 physical damage at impact, 48EP/s
(Level 22): Massive objects/enemies, 78-89 mental damage at lift,
            34-40 physical damage at impact, 54EP/s
(Level 25): Massive objects/enemies, 88-100 mental damage at lift,
            38-44 physical damage at impact, 60EP/s
(Level 28): Massive objects/enemies, 98-110 mental damage at lift,
            42-48 physical damage at impact, 66EP/s
(Level 31): Massive objects/enemies, 107-121 mental damage at lift,
            45-52 physical damage at impact, 72EP/s
(Level 34): Massive objects/enemies, 117-131 mental damage at lift,
            49-56 physical damage at impact, 78EP/s
(Level 37): Massive objects/enemies, 127-142 mental damage at lift,
            53-60 physical damage at impact, 84EP/s
(Level 40): Massive objects/enemies, 136-153 mental damage at lift,
            56-54 physical damage at impact, 90EP/s
(Level 43): Massive objects/enemies, 146-163 mental damage at lift,
            60-68 physical damage at impact, 96EP/s
(Level 46): Massive objects/enemies, 156-174 mental damage at lift,
            64-72 physical damage at impact, 102EP/s
(Level 49): Massive objects/enemies, 165-185 mental damage at lift,
            67-76 physical damage at impact, 108EP/s
(Level 52): Massive objects/enemies, 175-195 mental damage at lift,
            71-80 physical damage at impact, 114EP/s
(Level 55): Massive objects/enemies, 185-206 mental damage at lift,
            75-84 physical damage at impact, 120EP/s
(Level 58): Massive objects/enemies, 195-217 mental damage at lift,
            79-89 physical damage at impact, 126EP/s

D.10.a.ii -  Magnetic Shell (Beam): Requires Level 7. Forms a metal shell 
around victims, inflicting damage and holding them in place.
(Level 7): 30-36 energy dmg, 3.0 seconds, 22EP
(Level 10): 39-46 energy dmg, 3.2 seconds, 28EP
(Level 13): 49-57 energy dmg, 3.5 seconds, 34EP
(Level 16): 59-67 energy dmg, 3.7 seconds, 40EP
(Level 19): 68-78 energy dmg, 3.9 seconds, 46EP
(Level 22): 78-89 energy dmg, 4.2 seconds, 52EP
(Level 25): 88-99 energy dmg, 4.4 seconds, 58EP
(Level 28): 97-110 energy dmg, 4.6 seconds, 64EP
(Level 31): 107-121 energy dmg, 4.9 seconds, 70EP
(Level 34): 117-131 energy dmg, 5.1 seconds, 77EP
(Level 37): 127-142 energy dmg, 5.4 seconds, 83EP
(Level 40): 136-153 energy dmg, 5.6 seconds, 89EP
(Level 43): 146-163 energy dmg, 5.8 seconds, 95EP
(Level 46): 156-174 energy dmg, 6.1 seconds, 101EP
(Level 49): 165-185 energy dmg, 6.3 seconds, 107EP
(Level 52): 175-195 energy dmg, 6.5 seconds, 113EP
(Level 55): 185-206 energy dmg, 6.8 seconds, 119EP
(Level 58): 195-217 energy dmg, 7.0 seconds, 126EP

D.10.a.iii -  Metal Spikes (Projectile): Requires Level 14, Levitation. 
Forms metal spikes and hurls them at enemies.
(Level 14): 30-36 physical dmg, 1 spike, 36EP
(Level 17): 36-42 physical dmg, 1 spike, 43EP
(Level 20): 42-49 physical dmg, 1 spike, 50EP
(Level 23): 48-55 physical dmg, 1 spike, 57EP
(Level 26): 54-62 physical dmg, 2 spikes, 64EP
(Level 29): 60-69 physical dmg, 2 spikes, 71EP
(Level 32): 66-75 physical dmg, 2 spikes, 78EP
(Level 35): 72-82 physical dmg, 2 spikes, 85EP
(Level 38): 78-88 physical dmg, 3 spikes, 92EP
(Level 41): 84-95 physical dmg, 3 spikes, 99EP
(Level 44): 90-102 physical dmg, 3 spikes, 106EP
(Level 47): 96-108 physical dmg, 3 spikes, 113EP
(Level 50): 102-115 physical dmg, 4 spikes, 120EP
(Level 53): 108-121 physical dmg, 4 spikes, 127EP
(Level 56): 114-128 physical dmg, 4 spikes, 134EP
(Level 59): 121-135 physical dmg, 5 spikes, 142EP

D.10.a.iv -  Shrapnel Sentry (Trap): Requires Level 14, Magnetic Shell. 
Metal shards placed on the ground damage enemies who come near.
(Level 14): 2 shrapnel piles, 34-40 physical dmg, 40EP
(Level 17): 2 shrapnel piles, 40-47 physical dmg, 47EP
(Level 20): 2 shrapnel piles, 46-54 physical dmg, 55EP
(Level 23): 2 shrapnel piles, 53-61 physical dmg, 63EP
(Level 26): 3 shrapnel piles, 59-68 physical dmg, 70EP
(Level 29): 3 shrapnel piles, 66-75 physical dmg, 78EP
(Level 32): 3 shrapnel piles, 72-82 physical dmg, 86EP
(Level 35): 3 shrapnel piles, 78-89 physical dmg, 94EP
(Level 38): 4 shrapnel piles, 85-96 physical dmg, 101EP
(Level 41): 4 shrapnel piles, 91-103 physical dmg, 109EP
(Level 44): 4 shrapnel piles, 98-110 physical dmg, 117EP
(Level 47): 4 shrapnel piles, 104-117 physical dmg, 125EP
(Level 50): 5 shrapnel piles, 110-124 physical dmg, 132EP
(Level 53): 5 shrapnel piles, 117-131 physical dmg, 140EP
(Level 56): 5 shrapnel piles, 123-138 physical dmg, 148EP
(Level 59): 6 shrapnel piles, 130-146 physical dmg, 156EP

D.10.a.v -  Magnetic Grasp (Radial): Requires Level 21, Metal Spikes. Pulls 
in surrounding enemies and objects, damaging them on contact. (Press and 
hold)
(Level 21): 34-40 physical damage, 60EP/s
(Level 24): 37-44 physical damage, 68EP/s
(Level 27): 41-48 physical damage, 76EP/s
(Level 30): 45-52 physical damage, 85EP/s
(Level 33): 48-56 physical damage, 93EP/s
(Level 36): 52-60 physical damage, 102EP/s
(Level 39): 56-64 physical damage, 110EP/s
(Level 42): 59-68 physical damage, 119EP/s
(Level 45): 63-72 physical damage, 127EP/s
(Level 48): 67-76 physical damage, 136EP/s
(Level 51): 70-80 physical damage, 144EP/s
(Level 54): 74-84 physical damage, 153EP/s
(Level 57): 78-88 physical damage, 161EP/s
(Level 60): 82-93 physical damage, 170EP/s

D.10.a.vi -  Magnetic Blast (Blast): Requires Level 28, Shrapnel Sentry. 
Uses iron in the blood to slow down the blood flow of enemies, which 
inflicts damage and confuses them.
(Level 28): 43-50 energy dmg, 25% chance to confuse, 5 seconds, 84EP
(Level 31): 47-54 energy dmg, 27% chance to confuse, 5 seconds, 93EP
(Level 34): 51-59 energy dmg, 30% chance to confuse, 6 seconds, 103EP
(Level 37): 55-63 energy dmg, 33% chance to confuse, 7 seconds, 112EP
(Level 40): 59-68 energy dmg, 36% chance to confuse, 7 seconds, 122EP
(Level 43): 67-73 energy dmg, 39% chance to confuse, 8 seconds, 132EP
(Level 46): 68-77 energy dmg, 41% chance to confuse, 9 seconds, 141EP
(Level 49): 72-82 energy dmg, 44% chance to confuse, 9 seconds, 151EP
(Level 52): 76-86 energy dmg, 47% chance to confuse, 10 seconds, 160EP
(Level 55): 80-91 energy dmg, 50% chance to confuse, 11 seconds, 170EP
(Level 58): 85-96 energy dmg, 53% chance to confuse, 12 seconds, 180EP

D.10.a.vii -  Death Trap (Debuff): Requires Level 28, Magnetic Grasp. 
Enemies are surrounded by a cloud of flying metal, reflecting a percentage 
of damage back upon themselves.
(Level 28): 15% damage mirrored as physical dmg, 13 seconds, 84EP
(Level 31): 28% damage mirrored as physical dmg, 17 seconds, 93EP
(Level 34): 42% damage mirrored as physical dmg, 21 seconds, 103EP
(Level 37): 55% damage mirrored as physical dmg, 25 seconds, 112EP
(Level 40): 69% damage mirrored as physical dmg, 29 seconds, 122EP
(Level 43): 82% damage mirrored as physical dmg, 34 seconds, 132EP
(Level 46): 96% damage mirrored as physical dmg, 38 seconds, 141EP
(Level 49): 109% damage mirrored as physical dmg, 42 seconds, 151EP
(Level 52): 123% damage mirrored as physical dmg, 46 seconds, 160EP
(Level 55): 136% damage mirrored as physical dmg, 50 seconds, 170EP
(Level 58): 150% damage mirrored as physical dmg, 55 seconds, 180EP

D.10.a.viii -  Metallic Mayhem (Radial, Xtreme): Requires Level 15. Xtreme 
radial attack. Blasts surrounding enemies with metallic shrapnel.
(Level 15): 85-96 energy damage
(Level 20): 117-131 energy damage
(Level 25): 149-167 energy damage
(Level 30): 182-202 energy damage
(Level 35): 214-238 energy damage
(Level 40): 246-273 energy damage
(Level 45): 279-309 energy damage

D.10.a.ix -  Metal Minion (Special, Xtreme): Requires Level 20. Spawn a 
metallic minion entity to fight alongside team for a time.
(Level 20): 15 secs, 50% of Magneto's max HP, 50% of Magneto's melee dmg
(Level 25): 22 secs, 62% of Magneto's max HP, 68% of Magneto's melee dmg
(Level 30): 30 secs, 75% of Magneto's max HP, 87% of Magneto's melee dmg
(Level 35): 37 secs, 87% of Magneto's max HP, 106% of Magneto's melee dmg
(Level 40): 45 secs, 100% of Magneto's max HP, 125% of Magneto's melee dmg

D.10.a.x -  Polarized Shield (Boost): Chance to block all incoming attacks.
(Level 1): 25% chance, 13 second life, 48EP
(Level 4): 27% chance, 15 second life, 72EP
(Level 7): 29% chance, 17 second life, 96EP
(Level 10): 31% chance, 19 second life, 120EP
(Level 13): 33% chance, 21 second life, 144EP
(Level 16): 36% chance, 24 second life, 168EP
(Level 19): 38% chance, 26 second life, 192EP
(Level 22): 40% chance, 28 second life, 216EP
(Level 25): 42% chance, 30 second life, 240EP
(Level 28): 44% chance, 32 second life, 264EP
(Level 31): 47% chance, 35 second life, 288EP
(Level 34): 49% chance, 37 second life, 312EP
(Level 37): 51% chance, 39 second life, 336EP
(Level 40): 53% chance, 41 second life, 360EP
(Level 43): 56% chance, 43 second life, 384EP
(Level 46): 58% chance, 46 second life, 408EP
(Level 49): 60% chance, 48 second life, 432EP
(Level 52): 62% chance, 50 second life, 456EP
(Level 55): 64% chance, 52 second life, 480EP
(Level 58): 67% chance, 55 second life, 504EP

D.10.a.xi -  Supremacy (Boost): Requires Level 7, Polarized Shield. 
Magneto's dominating presence and experience makes the entire party better 
in combat, increasing the level of all assigned skills temporarily.
(Level 7): +1 all skills, 13 seconds, 88EP
(Level 10): +1 all skills, 15 seconds, 147EP
(Level 13): +1 all skills, 17 seconds, 206EP
(Level 16): +1 all skills, 20 seconds, 266EP
(Level 19): +1 all skills, 22 seconds, 325EP
(Level 22): +1 all skills, 25 seconds, 385EP
(Level 25): +1 all skills, 27 seconds, 444EP
(Level 28): +1 all skills, 30 seconds, 504EP
(Level 31): +1 all skills, 32 seconds, 504EP
(Level 34): +2 all skills, 35 seconds, 504EP
(Level 37): +2 all skills, 37 seconds, 504EP
(Level 40): +2 all skills, 40 seconds, 504EP
(Level 43): +2 all skills, 42 seconds, 504EP
(Level 46): +2 all skills, 45 seconds, 504EP
(Level 49): +2 all skills, 47 seconds, 504EP
(Level 52): +2 all skills, 50 seconds, 504EP
(Level 55): +2 all skills, 52 seconds, 504EP
(Level 58): +3 all skills, 55 seconds, 504EP

D.10.a.xii -  Magnetic Deflection (Passive): Requires Level 14, Mutant 
Master. Magneto uses a magnetic field to deflect a percentage of missile 
attacks.
(Level 14): 8% chance to block
(Level 15): 11% chance to block
(Level 16): 14% chance to block
(Level 17): 17% chance to block
(Level 18): 20% chance to block
(Level 19): 23% chance to block
(Level 20): 26% chance to block
(Level 21): 29% chance to block
(Level 22): 32% chance to block
(Level 23): 35% chance to block
(Level 24): 38% chance to block
(Level 25): 41% chance to block
(Level 26): 44% chance to block
(Level 27): 47% chance to block
(Level 28): 50% chance to block

D.10.a.xiii -  Intimidation (Passive): Requires Level 21, Leadership. 
Increases DEF, lowers melee damage taken.
(Level 21): +15% DEF, -2% physical damage taken
(Level 22): +24% DEF, -4% physical damage taken
(Level 23): +31% DEF, -6% physical damage taken
(Level 24): +39% DEF, -8% physical damage taken
(Level 25): +48% DEF, -10% physical damage taken
(Level 26): +55% DEF, -12% physical damage taken
(Level 27): +63% DEF, -14% physical damage taken
(Level 28): +72% DEF, -16% physical damage taken
(Level 29): +79% DEF, -18% physical damage taken
(Level 30): +88% DEF, -20% physical damage taken
(Level 31): +95% DEF, -23% physical damage taken
(Level 32): +103% DEF, -25% physical damage taken
(Level 33): +111% DEF, -26% physical damage taken
(Level 34): +120% DEF, -29% physical damage taken
(Level 35): +127% DEF, -31% physical damage taken

D.10.a.xiv -  Leadership (Passive)
(Level 1): +2% critical strike, +9% combo XP
(Level 2): +2% critical strike, +14% combo XP
(Level 3): +3% critical strike, +21% combo XP
(Level 4): +3% critical strike, +26% combo XP
(Level 5): +4% critical strike, +33% combo XP
(Level 6): +4% critical strike, +38% combo XP
(Level 7): +5% critical strike, +45% combo XP
(Level 8): +5% critical strike, +50% combo XP
(Level 9): +6% critical strike, +56% combo XP
(Level 10): +6% critical strike, +63% combo XP
(Level 11): +7% critical strike, +68% combo XP
(Level 12): +7% critical strike, +75% combo XP
(Level 13): +8% critical strike, +80% combo XP
(Level 14): +8% critical strike, +87% combo XP
(Level 15): +9% critical strike, +92% combo XP

D.10.a.xv -  Flight (Ability): Allows flying and improves mastery over it.
(Level 1): 10 EP/s
(Level 2):  8 EP/s
(Level 3):  6 EP/s
(Level 4):  4 EP/s
(Level 5):  3 EP/s

D.10.a.xvi -  Mutant Master (Passive): Increases EP regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.10.b) Commentary
------------------
Magneto has some similarity to Jean Grey (Levitation and TK are almost 
identical), but Magneto has a broader variety of damage types (mental, 
energy and physical) and more useful team buffs. Supremacy is a good boost 
for the team, and the Leadership bonus helps as well. His trap (Shrapnel 
Sentry) is quite destructive, especially in tight areas with lots of mobs 
(as you encounter in some DR courses).

Buy:
* Levitation: 8 ranks for Massive object lifting
* Magnetic Shell: very useful freezing power, don't equip Magneto with
  any equipment that adds damage, as this will keep Shell from freezing
* Leadership: must-have for the team if you're going to include Magneto
* Supremacy: great team-wide buff
* Metal Spikes: pretty good projectile
* Flight: just one rank
* Mutant Master: you can do it! All day long!

Don't Buy:
* Death Trap: debuffs just aren't that great
* Metal Minion: yeah, right


Stats
-----
At level  1: 16 Body,  20 Focus, 16 Strike, 16 Speed
At level 99: 41 Body, 118 Focus, 41 Strike, 65 Speed
Max: Body 274, Focus 310, Strike 274, Speed 298

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


===================
D.11: Nightcrawler
===================

D.11.a) Skills
--------------
D.11.a.i -  Divine Blades (Melee): Multiple sword melee attacks in quick 
succession.
(Level 1): 11-15 physical dmg per attack, 10EP
(Level 4): 20-25 physical dmg per attack, 14EP
(Level 7): 30-36 physical dmg per attack, 18EP
(Level 10): 40-46 physical dmg per attack, 23EP
(Level 13): 49-57 physical dmg per attack, 27EP
(Level 16): 59-68 physical dmg per attack, 32EP
(Level 19): 69-78 physical dmg per attack, 36EP
(Level 22): 78-80 physical dmg per attack, 40EP
(Level 25): 88-100 physical dmg per attack, 45EP
(Level 28): 98-110 physical dmg per attack, 49EP
(Level 31): 107-121 physical dmg per attack, 54EP
(Level 34): 117-131 physical dmg per attack, 58EP
(Level 37): 127-142 physical dmg per attack, 63EP
(Level 40): 136-153 physical dmg per attack, 67EP
(Level 43): 146-163 physical dmg per attack, 71EP
(Level 46): 156-174 physical dmg per attack, 76EP
(Level 49): 165-185 physical dmg per attack, 80EP
(Level 52): 175-195 physical dmg per attack, 85EP
(Level 55): 185-206 physical dmg per attack, 89EP
(Level 58): 195-217 physical dmg per attack, 94EP

D.11.a.ii -  Teleport (Special): Teleport to hard to reach locations or 
escape from combat. Increases to allow carrying allies. (Note: once 
purchased, you can use this power by pressing Jump in midair, you do not 
need to map this power to a power button. To carry an ally while 
teleporting, stand next to the ally and teleport toward the ally and you'll 
both make the jump.)
(Level 1): 20 ft teleport range, 8EP
(Level 4): 30 ft teleport range, 18EP
(Level 8): 40 ft teleport range, carry allies, 29EP
(Level 11): 50 ft teleport range, carry allies, 39EP
(Level 15): 60 ft teleport range, carry allies, 50EP

D.11.a.iii -  Teleport Attack (Melee): Requires Level 7, Teleport. Teleport 
and perform a boosted melee attack.
(Level 7): +200% dmg, 20EP
(Level 10): +218% dmg, 25EP
(Level 13): +236% dmg, 31EP
(Level 16): +253% dmg, 36EP
(Level 19): +271% dmg, 42EP
(Level 22): +289% dmg, 47EP
(Level 25): +306% dmg, 53EP
(Level 28): +324% dmg, 59EP
(Level 31): +342% dmg, 64EP
(Level 34): +359% dmg, 70EP
(Level 37): +377% dmg, 75EP
(Level 40): +395% dmg, 81EP
(Level 43): +412% dmg, 87EP
(Level 46): +430% dmg, 92EP
(Level 49): +448% dmg, 98EP
(Level 52): +465% dmg, 103EP
(Level 55): +483% dmg, 109EP
(Level 58): +500% dmg, 115EP

D.11.a.iv -  Piercing Strike (Melee): Requires Level 21, Block. Sword attack 
that causes bleed damage.
(Level 21): 101-114 bleed dmg over 4 seconds, 34EP
(Level 24): 114-128 bleed dmg over 4 seconds, 38EP
(Level 27): 127-142 bleed dmg over 4 seconds, 43EP
(Level 30): 140-157 bleed dmg over 4 seconds, 48EP
(Level 33): 153-171 bleed dmg over 4 seconds, 53EP
(Level 36): 166-186 bleed dmg over 4 seconds, 58EP
(Level 39): 179-200 bleed dmg over 4 seconds, 63EP
(Level 42): 193-215 bleed dmg over 4 seconds, 68EP
(Level 45): 206-229 bleed dmg over 4 seconds, 73EP
(Level 48): 219-244 bleed dmg over 4 seconds, 78EP
(Level 51): 232-258 bleed dmg over 4 seconds, 83EP
(Level 54): 245-273 bleed dmg over 4 seconds, 88EP
(Level 57): 258-287 bleed dmg over 4 seconds, 93EP
(Level 60): 272-302 bleed dmg over 4 seconds, 98EP

D.11.a.v -  Teleport Frenzy (Melee): Requires Level 28, Teleport. Rapidly 
teleports to attack multiple targets, stunning them.
(Level 28): +230% dmg, 1.0 second stun, 2 attacks, 62EP
(Level 31): +245% dmg, 1.4 second stun, 2 attacks, 69EP
(Level 34): +259% dmg, 1.8 second stun, 2 attacks, 77EP
(Level 37): +274% dmg, 2.3 second stun, 3 attacks, 85EP
(Level 40): +288% dmg, 2.7 second stun, 3 attacks, 93EP
(Level 43): +303% dmg, 3.1 second stun, 4 attacks, 101EP
(Level 46): +318% dmg, 3.5 second stun, 4 attacks, 108EP
(Level 49): +322% dmg, 3.9 second stun, 4 attacks, 116EP
(Level 52): +347% dmg, 4.4 second stun, 5 attacks, 124EP
(Level 55): +361% dmg, 4.8 second stun, 5 attacks, 132EP
(Level 58): +375% dmg, 5.2 second stun, 6 attacks, 140EP

D.11.a.vi -  Sword Whirlwind (Melee): Requires Level 28, Piercing Strike. 
Spins around, attacking with swords. Move with analog stick as normal 
(press and hold).
(Level 28): 43-50 physical dmg per attack, 64EP/s
(Level 31): 47-54 physical dmg per attack, 71EP/s
(Level 34): 51-59 physical dmg per attack, 78EP/s
(Level 37): 55-63 physical dmg per attack, 85EP/s
(Level 40): 59-68 physical dmg per attack, 92EP/s
(Level 43): 64-73 physical dmg per attack, 99EP/s
(Level 46): 68-77 physical dmg per attack, 106EP/s
(Level 49): 72-82 physical dmg per attack, 113EP/s
(Level 52): 76-86 physical dmg per attack, 120EP/s
(Level 55): 80-91 physical dmg per attack, 127EP/s
(Level 58): 85-96 physical dmg per attack, 134EP/s

D.11.a.vii -  Master of Chaos (Charge, Xtreme): Requires Level 15. Teleports 
around, attacking each enemy up to a set number of times.
(Level 15): +550% melee damage, 4 attacks
(Level 20): +700% melee damage, 5 attacks
(Level 25): +850% melee damage, 6 attacks
(Level 30): +1000% melee damage, 7 attacks
(Level 35): +1150% melee damage, 8 attacks
(Level 40): +1300% melee damage, 9 attacks
(Level 45): +1450% melee damage, 10 attacks

D.11.a.viii -  Disappearing Act (Boost, Xtreme): Requires Level 20. Makes 
all allies invisible, and gives them a DEF and XP bonus.
(Level 20): +15% DEF, +50% XP, 15 seconds
(Level 25): +15% DEF, +50% XP, 22 seconds
(Level 30): +15% DEF, +50% XP, 30 seconds
(Level 35): +15% DEF, +50% XP, 37 seconds
(Level 40): +15% DEF, +50% XP, 45 seconds

D.11.a.ix -  Worship (Boost): Requires Level 14. Nightcrawler prays, giving 
himself and all allies reduced power consumption.
(Level 14): -10% EP cost for powers, 13 seconds, 100EP
(Level 17): -11% EP cost for powers, 13 seconds, 118EP
(Level 20): -13% EP cost for powers, 13 seconds, 137EP
(Level 23): -15% EP cost for powers, 13 seconds, 156EP
(Level 26): -17% EP cost for powers, 13 seconds, 175EP
(Level 29): -19% EP cost for powers, 13 seconds, 194EP
(Level 32): -21% EP cost for powers, 13 seconds, 213EP
(Level 35): -23% EP cost for powers, 13 seconds, 232EP
(Level 38): -24% EP cost for powers, 13 seconds, 251EP
(Level 41): -26% EP cost for powers, 13 seconds, 270EP
(Level 44): -28% EP cost for powers, 13 seconds, 289EP
(Level 47): -30% EP cost for powers, 13 seconds, 308EP
(Level 50): -32% EP cost for powers, 13 seconds, 327EP
(Level 53): -34% EP cost for powers, 13 seconds, 346EP
(Level 56): -36% EP cost for powers, 13 seconds, 365EP
(Level 59): -37% EP cost for powers, 13 seconds, 384EP

D.11.a.x -  Shadow Master (Boost): Requires Level 14. Cloaks in the shadows, 
becoming hard for enemies to attack and defend against.
(Level 14): +40% DEF, +11% ATK, 13 seconds, 100EP
(Level 17): +50% DEF, +15% ATK, 15 seconds, 118EP
(Level 20): +59% DEF, +20% ATK, 18 seconds, 137EP
(Level 23): +68% DEF, +25% ATK, 21 seconds, 156EP
(Level 26): +78% DEF, +29% ATK, 24 seconds, 175EP
(Level 29): +87% DEF, +34% ATK, 27 seconds, 194EP
(Level 32): +96% DEF, +38% ATK, 29 seconds, 213EP
(Level 35): +106% DEF, +43% ATK, 32 seconds, 232EP
(Level 38): +115% DEF, +48% ATK, 35 seconds, 251EP
(Level 41): +125% DEF, +52% ATK, 38 seconds, 270EP
(Level 44): +134% DEF, +57% ATK, 41 seconds, 289EP
(Level 47): +143% DEF, +62% ATK, 43 seconds, 308EP
(Level 50): +152% DEF, +66% ATK, 46 seconds, 327EP
(Level 53): +162% DEF, +71% ATK, 49 seconds, 346EP
(Level 56): +171% DEF, +76% ATK, 52 seconds, 365EP
(Level 59): +180% DEF, +80% ATK, 55 seconds, 384EP

D.11.a.xi -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.11.a.xii -  Sword Mastery (Passive): Boosts damage and chance for 
criticals with all sword attacks.
(Level 1): +5% sword damage, +1% critical chance
(Level 2): +9% sword damage, +1% critical chance
(Level 4): +12% sword damage, +2% critical chance
(Level 6): +15% sword damage, +2% critical chance
(Level 8): +18% sword damage, +3% critical chance
(Level 10): +22% sword damage, +3% critical chance
(Level 12): +25% sword damage, +4% critical chance
(Level 14): +28% sword damage, +4% critical chance
(Level 16): +31% sword damage, +5% critical chance
(Level 18): +34% sword damage, +5% critical chance
(Level 20): +38% sword damage, +6% critical chance
(Level 22): +41% sword damage, +6% critical chance
(Level 24): +44% sword damage, +7% critical chance
(Level 26): +47% sword damage, +7% critical chance
(Level 28): +50% sword damage, +8% critical chance

D.11.a.xiii -  Teleport Mastery (Passive): Extra damage and increased chance 
for criticals to all teleport attacks.
(Level 1): +5% damage, +1% critical chance
(Level 5): +9% damage, +1% critical chance
(Level 9): +12% damage, +2% critical chance
(Level 13): +15% damage, +2% critical chance
(Level 17): +18% damage, +3% critical chance
(Level 22): +22% damage, +3% critical chance
(Level 26): +25% damage, +4% critical chance
(Level 30): +28% damage, +4% critical chance
(Level 34): +31% damage, +5% critical chance
(Level 38): +34% damage, +5% critical chance
(Level 43): +38% damage, +6% critical chance
(Level 47): +41% damage, +6% critical chance
(Level 51): +44% damage, +7% critical chance
(Level 55): +47% damage, +7% critical chance
(Level 60): +50% damage, +8% critical chance

D.11.a.xiv -  Uncanny Reflexes (Passive): Increases chance to dodge melee 
attacks.
(Level 1): 5% chance to dodge melee attacks
(Level 2): 8% chance to dodge melee attacks
(Level 3): 11% chance to dodge melee attacks
(Level 5): 14% chance to dodge melee attacks
(Level 6): 17% chance to dodge melee attacks
(Level 7): 21% chance to dodge melee attacks
(Level 9): 24% chance to dodge melee attacks
(Level 10): 27% chance to dodge melee attacks
(Level 11): 30% chance to dodge melee attacks
(Level 13): 34% chance to dodge melee attacks
(Level 14): 37% chance to dodge melee attacks
(Level 15): 40% chance to dodge melee attacks
(Level 17): 43% chance to dodge melee attacks
(Level 18): 46% chance to dodge melee attacks
(Level 20): 50% chance to dodge melee attacks

D.11.a.xv -  Leap of Faith (Passive): Requires Level 20. Chance that 
Nightcrawler will rescue friends from death as they die within range (once 
per minute). Does not occur while player controls Nightcrawler.
(Level 20): 50% chance within 15 feet
(Level 40): 75% chance within 37 feet
(Level 60): 100% chance within 60 feet

D.11.a.xvi -  Critical Strike (Passive): Increase chance of criticals for 
melee attacks.
(Level 1): +5% chance
(Level 2): +7% chance
(Level 3): +9% chance
(Level 4): +11% chance
(Level 5): +13% chance
(Level 6): +15% chance
(Level 7): +17% chance
(Level 8): +19% chance
(Level 9): +21% chance
(Level 10): +23% chance
(Level 11): +25% chance
(Level 12): +27% chance
(Level 13): +29% chance
(Level 14): +31% chance
(Level 15): +33% chance

D.11.b) Commentary
------------------
If you build Nightcrawler correctly, you can almost beat the game with him 
solo. Yes, he's that good. Of course, he's not really so invaluable until 
you reach Level 28 and can pick up Teleport Frenzy--especially if you 
exploit the bug that keeps Frenzy from costing any energy if you don't have 
any points in Teleport Attack. Nightcrawler in a Frenzy is (almost) 
unstoppable. The only thing that will slow him down is--literally--a Slow 
effect (produced by some traps and enemies).

The real beauty of Teleport Frenzy (and the Xtreme version, Master of 
Chaos) is that all the attacks will be directed against one target if there 
is only one target available. This makes both powers very useful against 
bosses. The problem with Frenzy is it is affected by the range of Teleport. 
If you have Teleport maxed out with the 60ft range, Nightcrawler might 
Frenzy clear into another area and trigger more enemies. You don't want 
that, so keep Teleport at 40ft or under.

Kurt's sword skills are not quite as good as his teleport attacks, but 
they're still strong. Divine Blades is the best and stays that way. Though 
per attack it is less than Piercing Strike, if you can land all three or 
four attacks on one target, it is far more damaging. Also, since it's 
physical damage, not bleed damage, Divine Blades is extremely destructive--
great for taking out computer consoles and the like. Plus, all the damage 
happens now rather than several seconds into the future. That's less time 
your enemies spend hitting on you.

Sword Whirlwind is not that good as Nightcrawler is hard to control while 
he's spinning and the power uses a lot of energy. And, if you're traveling 
with a knockback specialist like Storm or Jean, you won't hit anything 
anyway. A few points of Shadow Master can help Kurt early, but once you get 
Frenzy, no one's going to hit him anyway. Worship isn't that helpful of a 
boost, especially since it will drain so much of Nightcrawler's power.

Buy a rank of Leap of Faith if you will be leaving Kurt on AI control, 
otherwise, don't bother. Critical Strike is a necessity to pump up the 
damage from the teleport attacks.

Buy:
* Divine Blades: keep maxed early, and throw some more points in later
* Teleport: two or three ranks at most
* Teleport Frenzy: keep maxed
* Master of Chaos: keep maxed
* Shadow Master: few points here and there
* Sword Mastery: lots of points early, fewer late in the game
* Teleport Mastery: keep maxed
* Uncanny Reflexes: keep maxed
* Leap of Faith: one point if the computer will be controlling Kurt
* Critical Strike: keep maxed

Don't Buy:
* Teleport Attack: Frenzy is more useful, and you can exploit a bug if
                   you don't buy Attack
* Piercing Strike: Bleed damage just isn't that useful
* Sword Whirlwind: Too expensive for the benefit
* Disappearing Act: Not very useful
* Worship: short-lived, costs too much, not much benefit
* Block: don't need it

AI Power:
* Divine Blades early, Teleport Frenzy late

Stats
-----
At level  1: 20 Body, 12 Focus,  20 Strike, 16 Speed
At level 99: 69 Body, 37 Focus, 118 Strike, 41 Speed
Max: Body 298, Focus 272, Strike 342, Speed 284

Build:
If you are not going to exploit Teleport Frenzy:
* 1/3 Focus
* 1/3 Strike
* 1/6 each Body and Speed

If you are going to exploit Teleport Frenzy:
* 1/2 Strike
* 1/4 Focus
* 1/8 each Body and Speed


==================
D.12: Professor X
==================

To use Prof X, you must collect all the Danger Room discs and beat all the 
Danger Room scenarios. You only need to beat the scenarios (i.e. earn the 
Titanium Award), you don't have to beat the optional Award requirements 
(Adamantium and Vibranium).

D.12.a) Skills
--------------
D.12.a.i -  Cleave (Melee): Swing a massive sword causing damage, and a 
chance for a Deadly Strike (1/3 instant HP loss)
(Level 1): 88-147 physical damage, 16% chance, 12 EP
(Level 4): 96-160 physical damage, 16% chance, 18 EP
(Level 7): 103-173 physical damage, 17% chance, 24 EP
(Level 10): 111-186 physical damage, 18% chance, 30 EP
(Level 13): 118-198 physical damage, 19% chance, 36 EP
(Level 16): 126-211 physical damage, 19% chance, 42 EP
(Level 19): 133-224 physical damage, 20% chance, 48 EP
(Level 22): 141-236 physical damage, 21% chance, 54 EP
(Level 25): 149-249 physical damage, 21% chance, 60 EP
(Level 28): 156-262 physical damage, 22% chance, 66 EP
(Level 31): 164-275 physical damage, 23% chance, 72 EP
(Level 34): 171-287 physical damage, 24% chance, 78 EP
(Level 37): 179-300 physical damage, 24% chance, 84 EP
(Level 40): 186-313 physical damage, 25% chance, 90 EP
(Level 43): 194-325 physical damage, 26% chance, 96 EP
(Level 46): 201-338 physical damage, 27% chance, 102 EP
(Level 49): 209-351 physical damage, 27% chance, 108 EP
(Level 52): 217-364 physical damage, 28% chance, 114 EP
(Level 55): 224-376 physical damage, 29% chance, 120 EP
(Level 58): 232-389 physical damage, 30% chance, 126 EP

D.12.a.ii -  Crushing Ego (Blast): Radial burst of mental energy that holds 
enemies four seconds, causing bleed damage during that time
(Level 7): 11-15 mental dmg, 3-5 bleed dmg, 28 EP
(Level 10): 15-19 mental dmg, 4-7 bleed dmg, 36 EP
(Level 13): 19-23 mental dmg, 6-9 bleed dmg, 44 EP
(Level 16): 23-28 mental dmg, 8-11 bleed dmg, 52 EP
(Level 19): 27-32 mental dmg, 10-13 bleed dmg, 60 EP
(Level 22): 31-36 mental dmg, 12-15 bleed dmg, 68 EP
(Level 25): 35-41 mental dmg, 13-17 bleed dmg, 76 EP
(Level 28): 39-45 mental dmg, 15-19 bleed dmg, 84 EP
(Level 31): 43-49 mental dmg, 17-21 bleed dmg, 92 EP
(Level 34): 47-54 mental dmg, 19-23 bleed dmg, 100 EP
(Level 37): 51-58 mental dmg, 21-25 bleed dmg, 108 EP
(Level 40): 55-62 mental dmg, 23-27 bleed dmg, 116 EP
(Level 43): 59-67 mental dmg, 24-29 bleed dmg, 124 EP
(Level 46): 63-71 mental dmg, 26-31 bleed dmg, 132 EP
(Level 49): 67-75 mental dmg, 28-33 bleed dmg, 140 EP
(Level 52): 71-80 mental dmg, 30-35 bleed dmg, 148 EP
(Level 55): 75-84 mental dmg, 32-37 bleed dmg, 156 EP
(Level 58): 79-89 mental dmg, 34-40 bleed dmg, 164 EP

D.12.a.iii -  Psychic Storm (Special): Press and hold power. Lightning 
chains from Professor X's body to nearby enemies (energy damage).
(Level 21): 30-36 dmg primary, 17-22 dmg chain, 60 EP/sec
(Level 24): 34-40 dmg primary, 20-25 dmg chain, 68 EP/sec
(Level 27): 38-44 dmg primary, 24-29 dmg chain, 76 EP/sec
(Level 30): 42-49 dmg primary, 27-33 dmg chain, 85 EP/sec
(Level 33): 46-53 dmg primary, 31-37 dmg chain, 93 EP/sec
(Level 36): 50-57 dmg primary, 34-41 dmg chain, 102 EP/sec
(Level 39): 54-62 dmg primary, 38-45 dmg chain, 110 EP/sec
(Level 42): 58-66 dmg primary, 41-48 dmg chain, 119 EP/sec
(Level 45): 62-71 dmg primary, 45-52 dmg chain, 127 EP/sec
(Level 48): 66-75 dmg primary, 48-56 dmg chain, 136 EP/sec
(Level 51): 70-79 dmg primary, 52-60 dmg chain, 144 EP/sec
(Level 54): 74-84 dmg primary, 55-64 dmg chain, 153 EP/sec
(Level 57): 78-88 dmg primary, 59-68 dmg chain, 161 EP/sec
(Level 60): 82-93 dmg primary, 63-72 dmg chain, 170 EP/sec

D.12.a.iv -  Psychic Shock (Special, Xtreme): Resurrects nearby fallen 
allies and enemies. Resurrected enemies become allies for a time, then 
expire.
(Level 15): 15% of HP restored, 13 seconds for enemies
(Level 20): 25% of HP restored, 16 seconds for enemies
(Level 25): 35% of HP restored, 19 seconds for enemies
(Level 30): 45% of HP restored, 23 seconds for enemies
(Level 35): 55% of HP restored, 26 seconds for enemies
(Level 40): 65% of HP restored, 29 seconds for enemies
(Level 45): 75% of HP restored, 33 seconds for enemies

D.12.a.v -  Telepathic Link (Boost): Links to the minds of all teammates, 
increasing ATK and Damage
(Level 14): +5% damage all attacks, +21% ATK, 13 seconds, 132 EP
(Level 17): +7% damage all attacks, +30% ATK, 15 seconds, 157 EP
(Level 20): +9% damage all attacks, +39% ATK, 18 seconds, 183 EP
(Level 23): +11% damage all attacks, +49% ATK, 21 seconds, 208 EP
(Level 26): +13% damage all attacks, +58% ATK, 24 seconds, 234 EP
(Level 29): +15% damage all attacks, +67% ATK, 27 seconds, 260 EP
(Level 32): +17% damage all attacks, +76% ATK, 29 seconds, 285 EP
(Level 35): +19% damage all attacks, +86% ATK, 32 seconds, 311 EP
(Level 38): +20% damage all attacks, +95% ATK, 35 seconds, 336 EP
(Level 41): +22% damage all attacks, +104% ATK, 38 seconds, 362 EP
(Level 44): +24% damage all attacks, +114% ATK, 41 seconds, 388 EP
(Level 47): +26% damage all attacks, +123% ATK, 43 seconds, 413 EP
(Level 50): +28% damage all attacks, +132% ATK, 46 seconds, 439 EP
(Level 53): +30% damage all attacks, +142% ATK, 49 seconds, 464 EP
(Level 56): +32% damage all attacks, +151% ATK, 52 seconds, 490 EP
(Level 59): +34% damage all attacks, +160% ATK, 55 seconds, 516 EP

D.12.a.vi -  Reveal Intent (Passive): Increases Professor X's mental 
insight, increasing his DEF
(Level 14): +15% DEF
(Level 15): +23% DEF
(Level 16): +30% DEF
(Level 18): +37% DEF
(Level 19): +45% DEF
(Level 20): +52% DEF
(Level 22): +59% DEF
(Level 23): +67% DEF
(Level 26): +81% DEF
(Level 27): +88% DEF
(Level 28): +96% DEF
(Level 30): +103% DEF
(Level 31): +110% DEF
(Level 33): +118% DEF

D.12.a.vii -  Clairvoyance (Passive): Increase movement speed and reduce 
damage taken
(Level 21): +9% movement speed, -5% damage taken
(Level 22): +12% movement speed, -6% damage taken
(Level 23): +14% movement speed, -7% damage taken
(Level 25): +18% movement speed, -9% damage taken
(Level 26): +21% movement speed, -10% damage taken
(Level 27): +24% movement speed, -11% damage taken
(Level 29): +26% movement speed, -13% damage taken
(Level 30): +29% movement speed, -14% damage taken
(Level 31): +33% movement speed, -15% damage taken
(Level 33): +36% movement speed, -17% damage taken
(Level 34): +38% movement speed, -18% damage taken
(Level 35): +41% movement speed, -19% damage taken
(Level 37): +45% movement speed, -48% damage taken
(Level 38): +48% movement speed, -22% damage taken
(Level 40): +50% movement speed, -24% damage taken

D.12.a.viii -  Leadership (Passive): Increases combo XP bonus to any combo 
done while on team, and increases chance for critical strike for whole team
(Level 1): +2% critical strike, +9% combo XP
(Level 2): +2% critical strike, +14% combo XP
(Level 3): +3% critical strike, +21% combo XP
(Level 4): +3% critical strike, +26% combo XP
(Level 5): +4% critical strike, +33% combo XP
(Level 6): +4% critical strike, +38% combo XP
(Level 7): +5% critical strike, +45% combo XP
(Level 8): +5% critical strike, +50% combo XP
(Level 9): +6% critical strike, +56% combo XP
(Level 10): +6% critical strike, +63% combo XP
(Level 11): +7% critical strike, +68% combo XP
(Level 12): +7% critical strike, +75% combo XP
(Level 13): +8% critical strike, +80% combo XP
(Level 14): +8% critical strike, +87% combo XP
(Level 15): +9% critical strike, +92% combo XP

D.12.a.ix -  Mutant Master (Passive): Increases EP regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.12.b) Commentary
------------------
For a cripple, Prof X sure moves fast. Xavier is one of the fastest movers 
on the team, and his Clairvoyance skill only increases that. Since the 
party essentially moves at the rate of the player-controlled character, 
using Prof X with Clairvoyance will have you skipping through maps in no 
time at all. Top it off with a small, but decent collection of offensive 
powers and Prof X is no slouch.

Buy:
* Cleave: best offensive power
* Psychic Shock: resurrects enemies and allies
* Telepathic Link: good boost for team
* Clairvoyance: makes an already fast character even faster
* Leadership: for that little extra leveling
* Mutant Master: to keep him spamming powers

Don't Buy
* Anything else


Stats
-----
At level  1: 16 Body,  20 Focus, 16 Strike, 16 Speed
At level 99: 41 Body, 118 Focus, 41 Strike, 65 Speed
Max: Body 272, Focus 336, Strike 272, Speed 294

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


===========
D.13: Pyro
===========

Pyro is available only in the PC version of XML2. He does not need to be 
unlocked.

D.13.a) Skills
--------------
D.13.a.i -  Burn (Blast)
D.13.a.ii -  Breath of Fire (Special)
D.13.a.iii -  Fiery Charge (Projectile): Requires Level 7, Burn.
D.13.a.iv -  Flaming Pillar (Radial): Requires Level 7, Breath of Fire.
D.13.a.v -  Fire Bats (Projectile): Requires Level 14, Fiery Charge.
D.13.a.vi -  Fire Blade (Melee): Requires Level 21, Breath of Fire.
D.13.a.vii -  Fire Blast (Projectile): Requires Level 21, Fire Bats.
D.13.a.viii -  Wildfire (Radial, Xtreme): Requires Level 15.
D.13.a.ix -  Fire it Up (Boost, Xtreme): Requires Level 20.
D.13.a.x -  Torch Fury (Boost): Requires Level 14.
D.13.a.xi -  Flame Shield (Boost): Requires Level 28, Torch Fury.
D.13.a.xii -  Flame Mastery (Passive)
D.13.a.xiii -  Elemental Combat (Passive)
D.13.a.xiv -  Scorch (Passive)
D.13.a.xv -  Mutant Master (Passive): Requires Level 7.

Pyro is an exact duplicate of Sunfire, with the exception Pyro does not 
have the Flight ability. Otherwise, their skills are the same so they will 
not be reproduced here.

D.13.b) Commentary
------------------
See Sunfire's Commentary.


============
D.14: Rogue
============

D.14.a) Skills
--------------
D.14.a.i -  Smash (Melee): Increased melee punch with knockback.
(Level 1): +250% physical damage, 40 knockback, 8EP
(Level 4): +280% physical damage, 70 knockback, 11EP
(Level 7): +310% physical damage, 101 knockback, 15EP
(Level 10): +341% physical damage, 131 knockback, 18EP
(Level 13): +370% physical damage, 162 knockback, 22EP
(Level 16): +400% physical damage, 192 knockback, 25EP
(Level 19): +430% physical damage, 223 knockback, 29EP
(Level 22): +460% physical damage, 253 knockback, 33EP
(Level 25): +491% physical damage, 284 knockback, 36EP
(Level 28): +520% physical damage, 314 knockback, 40EP
(Level 31): +550% physical damage, 345 knockback, 43EP
(Level 34): +580% physical damage, 375 knockback, 47EP
(Level 37): +610% physical damage, 406 knockback, 50EP
(Level 40): +641% physical damage, 436 knockback, 54EP
(Level 43): +670% physical damage, 467 knockback, 58EP
(Level 46): +700% physical damage, 497 knockback, 61EP
(Level 49): +731% physical damage, 528 knockback, 65EP
(Level 52): +760% physical damage, 558 knockback, 68EP
(Level 55): +790% physical damage, 589 knockback, 72EP
(Level 58): +820% physical damage, 620 knockback, 76EP

D.14.a.ii -  Bedazzle (Debuff): Baits nearby enemies into attacking you 
while lowering their fighting abilities for a time.
(Level 1): -10% ATK/DEF, 7 seconds, 32EP
(Level 4): -12% ATK/DEF, 7 seconds, 46EP
(Level 7): -14% ATK/DEF, 8 seconds, 60EP
(Level 10): -16% ATK/DEF, 9 seconds, 74EP
(Level 13): -18% ATK/DEF, 9 seconds, 89EP
(Level 16): -21% ATK/DEF, 10 seconds, 103EP
(Level 19): -23% ATK/DEF, 11 seconds, 117EP
(Level 22): -25% ATK/DEF, 12 seconds, 132EP
(Level 25): -27% ATK/DEF, 12 seconds, 146EP
(Level 28): -29% ATK/DEF, 13 seconds, 160EP
(Level 31): -32% ATK/DEF, 14 seconds, 175EP
(Level 34): -34% ATK/DEF, 15 seconds, 189EP
(Level 37): -36% ATK/DEF, 15 seconds, 203EP
(Level 40): -38% ATK/DEF, 16 seconds, 218EP
(Level 43): -40% ATK/DEF, 17 seconds, 232EP
(Level 46): -43% ATK/DEF, 18 seconds, 246EP
(Level 49): -45% ATK/DEF, 18 seconds, 261EP
(Level 52): -47% ATK/DEF, 19 seconds, 275EP
(Level 55): -49% ATK/DEF, 20 seconds, 289EP
(Level 58): -52% ATK/DEF, 21 seconds, 304EP

D.14.a.iii -  Power Theft (Special): Requires Level 7, Smash. Steals a power 
from the target (if possible) and stuns them.
(Level 7): +200% stolen power dmg, 13 sec steal, 1 sec stun, 14EP
(Level 10): +221% stolen power dmg, 15 sec steal, 1 sec stun, 17EP
(Level 13): +242% stolen power dmg, 17 sec steal, 1 sec stun, 21EP
(Level 16): +262% stolen power dmg, 20 sec steal, 1 sec stun, 24EP
(Level 19): +283% stolen power dmg, 22 sec steal, 1 sec stun, 28EP
(Level 22): +303% stolen power dmg, 25 sec steal, 2 sec stun, 32EP
(Level 25): +324% stolen power dmg, 27 sec steal, 2 sec stun, 35EP
(Level 28): +345% stolen power dmg, 30 sec steal, 2 sec stun, 39EP
(Level 31): +365% stolen power dmg, 32 sec steal, 2 sec stun, 43EP
(Level 34): +386% stolen power dmg, 35 sec steal, 3 sec stun, 46EP
(Level 37): +406% stolen power dmg, 37 sec steal, 3 sec stun, 50EP
(Level 40): +427% stolen power dmg, 40 sec steal, 3 sec stun, 54EP
(Level 43): +448% stolen power dmg, 42 sec steal, 3 sec stun, 57EP
(Level 46): +468% stolen power dmg, 45 sec steal, 4 sec stun, 61EP
(Level 49): +489% stolen power dmg, 47 sec steal, 4 sec stun, 65EP
(Level 52): +509% stolen power dmg, 50 sec steal, 4 sec stun, 68EP
(Level 55): +530% stolen power dmg, 52 sec steal, 4 sec stun, 72EP
(Level 58): +550% stolen power dmg, 55 sec steal, 5 sec stun, 76EP

D.14.a.iv -  Energy Overflow (Radial): Requires Level 14, Power Theft. 
Releases built up energy in a 180 degree forward arc.
(Level 14): 34-40 energy damage, 24EP
(Level 17): 39-46 energy damage, 28EP
(Level 20): 45-52 energy damage, 32EP
(Level 23): 51-59 energy damage, 36EP
(Level 26): 57-65 energy damage, 40EP
(Level 29): 63-71 energy damage, 44EP
(Level 32): 68-78 energy damage, 48EP
(Level 35): 74-84 energy damage, 52EP
(Level 38): 80-90 energy damage, 56EP
(Level 41): 86-97 energy damage, 60EP
(Level 44): 92-103 energy damage, 64EP
(Level 47): 97-109 energy damage, 68EP
(Level 50): 103-116 energy damage, 72EP
(Level 53): 109-122 energy damage, 76EP
(Level 56): 115-128 energy damage, 80EP
(Level 59): 121-135 energy damage, 84EP

D.14.a.v -  Torpedo Strike (Charge): Requires Level 21. Lunges forward and 
attacks in a torpedo fashion knocking enemies back.
(Level 21): +450% physical damage, 28EP
(Level 24): +481% physical damage, 32EP
(Level 27): +512% physical damage, 36EP
(Level 30): +543% physical damage, 40EP
(Level 33): +574% physical damage, 44EP
(Level 36): +604% physical damage, 48EP
(Level 39): +635% physical damage, 52EP
(Level 42): +666% physical damage, 56EP
(Level 45): +697% physical damage, 60EP
(Level 48): +727% physical damage, 64EP
(Level 51): +758% physical damage, 68EP
(Level 54): +789% physical damage, 72EP
(Level 57): +820% physical damage, 76EP
(Level 60): +850% physical damage, 80EP

D.14.a.vi -  Tremor (Melee): Requires Level 28, Torpedo Strike. Leaps into 
the air and comes down hard with a smash attack.
(Level 28): +230% physical damage, 1 second stun, 52EP
(Level 31): +245% physical damage, 1 second stun, 57EP
(Level 34): +258% physical damage, 1 second stun, 63EP
(Level 37): +272% physical damage, 2 second stun, 69EP
(Level 40): +286% physical damage, 2 second stun, 75EP
(Level 43): +300% physical damage, 3 second stun, 81EP
(Level 46): +314% physical damage, 3 second stun, 86EP
(Level 49): +328% physical damage, 3 second stun, 92EP
(Level 52): +343% physical damage, 4 second stun, 98EP
(Level 55): +356% physical damage, 4 second stun, 104EP
(Level 58): +370% physical damage, 5 second stun, 110EP

D.14.a.vii -  Manic Slam (Charge, Xtreme): Requires Level 15. Saps EP from 
all enemies, stuns them, and prevents them from using their powers for a 
time.
(Level 15): 85-96 physical damage, 25% of damage as EP,
            5 second stun, 5 seconds w/o powers
(Level 20): 117-131 physical damage, 37% of damage as EP,
            6 second stun, 5 seconds w/o powers
(Level 25): 149-167 physical damage, 50% of damage as EP,
            8 second stun, 6 seconds w/o powers
(Level 30): 182-202 physical damage, 62% of damage as EP,
            10 second stun, 7 seconds w/o powers
(Level 35): 214-238 physical damage, 75% of damage as EP,
            11 second stun, 8 seconds w/o powers
(Level 40): 246-273 physical damage, 87% of damage as EP,
            13 second stun, 9 seconds w/o powers
(Level 45): 279-309 physical damage, 100% of damage as EP,
            15 second stun, 10 seconds w/o powers

D.14.a.viii -  Reflective Aura (Boost, Xtreme): Requires Level 20. Deflects 
all damage taken back onto enemies for a time.
(Level 20): 15 seconds
(Level 21): 17 seconds
(Level 22): 19 seconds
(Level 24): 21 seconds
(Level 25): 23 seconds
(Level 27): 25 seconds
(Level 28): 27 seconds
(Level 30): 30 seconds
(Level 31): 32 seconds
(Level 32): 34 seconds
(Level 34): 36 seconds
(Level 35): 38 seconds
(Level 37): 40 seconds
(Level 38): 42 seconds
(Level 40): 45 seconds

D.14.a.ix -  Heal (Boost): Requires Level 14, Bedazzle. Raises HP 
regeneration rate for the whole party for a time and instantly removes any 
harmful effects at the cost of 10% of her own HP.
(Level 14): +1% HP/s, 13 seconds, 84EP
(Level 17): +1% HP/s, 15 seconds, 98EP
(Level 20): +1% HP/s, 18 seconds, 113EP
(Level 23): +1% HP/s, 21 seconds, 128EP
(Level 26): +1% HP/s, 24 seconds, 143EP
(Level 29): +2% HP/s, 27 seconds, 158EP
(Level 32): +2% HP/s, 29 seconds, 173EP
(Level 35): +2% HP/s, 32 seconds, 188EP
(Level 38): +2% HP/s, 35 seconds, 203EP
(Level 41): +2% HP/s, 38 seconds, 218EP
(Level 44): +3% HP/s, 41 seconds, 233EP
(Level 47): +3% HP/s, 43 seconds, 248EP
(Level 50): +3% HP/s, 46 seconds, 263EP
(Level 53): +3% HP/s, 49 seconds, 278EP
(Level 56): +3% HP/s, 52 seconds, 293EP
(Level 59): +4% HP/s, 55 seconds, 308EP

D.14.a.x -  Southern Shout (Boost): Requires Level 28, Heal. Increases HP 
and EP maximums of entire team for a time.
(Level 28): +21% max HP/EP, 45 seconds, 144EP
(Level 31): +21% max HP/EP, 52 seconds, 160EP
(Level 34): +22% max HP/EP, 60 seconds, 176EP
(Level 37): +23% max HP/EP, 67 seconds, 192EP
(Level 40): +24% max HP/EP, 75 seconds, 208EP
(Level 43): +25% max HP/EP, 82 seconds, 224EP
(Level 46): +25% max HP/EP, 90 seconds, 240EP
(Level 49): +26% max HP/EP, 97 seconds, 256EP
(Level 52): +27% max HP/EP, 105 seconds, 272EP
(Level 55): +28% max HP/EP, 112 seconds, 288EP
(Level 58): +28% max HP/EP, 120 seconds, 304EP

D.14.a.xi -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.14.a.xii -  Hardened (Passive): Increases DEF.
(Level 1): +11% DEF
(Level 5): +17% DEF
(Level 9): +23% DEF
(Level 13): +30% DEF
(Level 17): +36% DEF
(Level 22): +43% DEF
(Level 26): +49% DEF
(Level 30): +55% DEF
(Level 34): +62% DEF
(Level 38): +68% DEF
(Level 43): +75% DEF
(Level 47): +81% DEF
(Level 51): +88% DEF
(Level 55): +94% DEF
(Level 60): +100% DEF

D.14.a.xiii -  Prism Shield (Passive): Requires Level 21. Passive ability 
that adds to resistances.
(Level 21): +5% resistance to elemental, mental and energy damage
(Level 22): +9% resistance to elemental, mental and energy damage
(Level 23): +12% resistance to elemental, mental and energy damage
(Level 24): +16% resistance to elemental, mental and energy damage
(Level 25): +20% resistance to elemental, mental and energy damage
(Level 26): +24% resistance to elemental, mental and energy damage
(Level 27): +28% resistance to elemental, mental and energy damage
(Level 28): +32% resistance to elemental, mental and energy damage
(Level 29): +36% resistance to elemental, mental and energy damage
(Level 30): +40% resistance to elemental, mental and energy damage
(Level 31): +44% resistance to elemental, mental and energy damage
(Level 32): +48% resistance to elemental, mental and energy damage
(Level 33): +52% resistance to elemental, mental and energy damage
(Level 34): +56% resistance to elemental, mental and energy damage
(Level 35): +60% resistance to elemental, mental and energy damage

D.14.a.xiv -  Critical Strike (Passive): Increase chance of criticals for 
melee attacks.
(Level 1): +5% chance
(Level 2): +7% chance
(Level 3): +9% chance
(Level 4): +11% chance
(Level 5): +13% chance
(Level 6): +15% chance
(Level 7): +17% chance
(Level 8): +19% chance
(Level 9): +21% chance
(Level 10): +23% chance
(Level 11): +25% chance
(Level 12): +27% chance
(Level 13): +29% chance
(Level 14): +31% chance
(Level 15): +33% chance

D.14.a.xv -  Might (Ability): Increases lifting strength and destruction 
level of melee attacks.
(Level 1): Lift heavy objects, damage reinforced walls and objects
(Level 5): Lift massive objects, damage reinforced walls and objects

D.14.a.xvi -  Flight (Ability): Allows flying and improves mastery over it.
(Level 1): 10 EP/s
(Level 2):  8 EP/s
(Level 3):  6 EP/s
(Level 4):  4 EP/s
(Level 5):  3 EP/s


D.14.b) Commentary
------------------
Well, there's really not a lot to like here. Rogue is slow, does less 
damage than other tanks, has some completely useless skills and one skill 
that could be useful but is glitched so you don't ever want to touch it. 
About all Rogue can do is be a Mighty character that can also fly, which is 
useful in a couple of situations. And, once you unlock Iron Man, he can do 
the same thing.

Smash is Rogue's only decent offensive power. Power Theft isn't as useful 
as Rogue's power stealing skill from XML1 and, considering the number of 
non-mutants you face in the game, it's of limited usefulness. Manic Slam 
and Reflective Aura are good Xtremes, but RA takes a lot of skill points to 
level up.

Heal is glitched. While it is supposed to remove harmful effects (debuffs), 
it also removes beneficial effects (buffs), so you can't use it. Southern 
Shout is OK, but Hardened and Prism Shield are not that great--you can get 
better boosts from equipment.

Buy:
* Smash: only good offensive power, keep maxed
* Tremor: stun effect gives you some crowd control ability
* Manic Slam: useful against mobs of mutants, especially rejuvenators
* Reflective Aura: basically makes Rogue invincible
* Southern Shout: good boost for the team
* Critical Strike: get more mileage from your attacks
* Might
* Flight: just one rank

Don't Buy:
* Bedazzle: debuffs aren't any good
* Power Theft: doesn't work as well as in XML1
* Heal: glitch causes it to remove buffs from team
* Hardened/Prism Shield: get better boosts from equipment


Stats
-----
At level  1: 20 Body, 8 Focus,  24 Strike, 16 Speed
At level 99: 69 Body, 8 Focus, 147 Strike, 41 Speed
Max: Body 298, Focus 255, Strike 310, Speed 274

Build:
* 1/2 Strike
* 1/4 Speed
* 1/8 each Body and Focus


=================
D.15: Sabretooth
=================

Sabretooth is available only in the PC version of XML2. He does not need to 
be unlocked.

D.15.a) Skills
--------------
D.15.a.i -  Talon Slice (Melee)
D.15.a.ii -  Talon Slash (Melee): Requires Level 7, Talon Slice
D.15.a.iii -  Bleeding Talons (Melee): Requires Level 14, Talon Slice
D.15.a.iv -  Talon Rage (Melee): Requires Level 21, Talon Slash
D.15.a.v -  Deadly Lunge (Charge): Requires Level 28, Bleeding Talons
D.15.a.vi -  Talon Fury (Melee): Requires Level 28, Talon Rage
D.15.a.vii -  Slash and Bash (Radial, Xtreme): Requires Level 15
D.15.a.viii -  Regeneration Overdrive (Boost, Xtreme): Requires Level 20
D.15.a.ix -  Feral Rampage (Boost)
D.15.a.x -  Roar (Debuff): Requires Level 14, Feral Rampage
D.15.a.xi -  Block (Ability): Requires Level 7
D.15.a.xii -  Talon Mastery (Passive)
D.15.a.xiii -  Enhanced Senses (Passive)
D.15.a.xiv -  Strong Willed (Passive)
D.15.a.xv -  Regeneration (Passive)
D.15.a.xvi -  Might (Ability)

All Sabretooth's skills are exact duplicates of Wolverine's skills, so 
they'll not be reproduced here. The only difference between the two is 
Sabretooth does not begin the game with a point in Talon Slice as Wolverine 
does Feral Slash. Thus, Sabretooth must be increased to level 2 in order to 
use any powers. Otherwise, Sabretooth is just Wolverine with a different 
character model and voice actor.

D.15.b) Commentary
------------------
See Wolverine's Commentary.


====================
D.16: Scarlet Witch
====================

D.16.a) Skills
--------------
D.16.a.i -  Misfortune (Boost): Requires Reality Shift. Causes enemy attacks 
to backfire, reflecting a percentage of damage back on themselves.
(Level 1): 200% damage reflected, 74EP
(Level 1): 228% damage reflected, 82EP
(Level 1): 256% damage reflected, 90EP
(Level 1): 284% damage reflected, 98EP
(Level 1): 312% damage reflected, 106EP
(Level 1): 340% damage reflected, 114EP
(Level 1): 368% damage reflected, 122EP
(Level 1): 396% damage reflected, 130EP
(Level 1): 424% damage reflected, 138EP
(Level 1): 452% damage reflected, 146EP
(Level 1): 480% damage reflected, 155EP

D.16.a.ii -  Hex Bolt (Projectile): Fire a single hex-bolt.
(Level 1): 11-15 energy damage, 16EP
(Level 4): 20-25 energy damage, 21EP
(Level 7): 30-36 energy damage, 27EP
(Level 10): 40-46 energy damage, 33EP
(Level 13): 49-57 energy damage, 39EP
(Level 16): 59-68 energy damage, 45EP
(Level 19): 69-78 energy damage, 51EP
(Level 22): 78-89 energy damage, 57EP
(Level 25): 88-100 energy damage, 63EP
(Level 28): 98-110 energy damage, 69EP
(Level 31): 107-121 energy damage, 74EP
(Level 34): 117-131 energy damage, 80EP
(Level 37): 127-142 energy damage, 86EP
(Level 40): 136-153 energy damage, 92EP
(Level 43): 146-163 energy damage, 98EP
(Level 46): 156-174 energy damage, 104EP
(Level 49): 165-185 energy damage, 110EP
(Level 52): 175-195 energy damage, 116EP
(Level 55): 185-206 energy damage, 122EP
(Level 58): 195-217 energy damage, 128EP

D.16.a.iii -  Combustion (Radial): Requires Level 7. Use probability to 
spontaneously combust surrounding enemies and objects.
(Level 7): 30-36 physical damage, 24EP
(Level 10): 39-46 physical damage, 30EP
(Level 13): 49-57 physical damage, 36EP
(Level 16): 59-67 physical damage, 42EP
(Level 19): 68-78 physical damage, 48EP
(Level 22): 78-89 physical damage, 54EP
(Level 25): 88-99 physical damage, 60EP
(Level 28): 97-110 physical damage, 66EP
(Level 31): 107-121 physical damage, 72EP
(Level 34): 117-131 physical damage, 78EP
(Level 37): 127-142 physical damage, 84EP
(Level 40): 136-153 physical damage, 90EP
(Level 43): 146-163 physical damage, 96EP
(Level 46): 156-174 physical damage, 102EP
(Level 49): 165-185 physical damage, 108EP
(Level 52): 175-195 physical damage, 114EP
(Level 55): 185-206 physical damage, 120EP
(Level 58): 195-217 physical damage, 126EP

D.16.a.iv -  Reality Shift (Special): Requires Level 14, Combustion. Launch 
a hex bolt that has a chance to turn enemy into a crate with something good 
inside.
(Level 14): 53-61 energy damage, 10% chance, 36EP
(Level 17): 62-71 energy damage, 10% chance, 42EP
(Level 20): 72-82 energy damage, 11% chance, 48EP
(Level 23): 82-92 energy damage, 12% chance, 54EP
(Level 26): 91-103 energy damage, 12% chance, 61EP
(Level 29): 101-114 energy damage, 13% chance, 67EP
(Level 32): 111-124 energy damage, 14% chance, 73EP
(Level 35): 120-135 energy damage, 14% chance, 79EP
(Level 38): 130-145 energy damage, 15% chance, 86EP
(Level 41): 140-156 energy damage, 16% chance, 92EP
(Level 44): 149-167 energy damage, 16% chance, 98EP
(Level 47): 159-177 energy damage, 17% chance, 104EP
(Level 50): 169-188 energy damage, 18% chance, 111EP
(Level 53): 178-198 energy damage, 18% chance, 117EP
(Level 56): 188-209 energy damage, 19% chance, 123EP
(Level 59): 198-220 energy damage, 20% chance, 130EP

D.16.a.v -  Hex Locked (Projectile): Requires Level 21, Hex Bolt. Fire 
several hex-bolts with a chance to cause a deadly strike (1/3 instant 
health loss).
(Level 21): 43-50 energy damage, 1 hex-bolt, 16% chance, 52EP
(Level 24): 49-56 energy damage, 1 hex-bolt, 17% chance, 59EP
(Level 27): 55-63 energy damage, 1 hex-bolt, 18% chance, 66EP
(Level 30): 61-69 energy damage, 1 hex-bolt, 19% chance, 73EP
(Level 33): 67-76 energy damage, 2 hex-bolts, 20% chance, 80EP
(Level 36): 73-82 energy damage, 2 hex-bolts, 21% chance, 88EP
(Level 39): 79-89 energy damage, 2 hex-bolts, 22% chance, 95EP
(Level 42): 85-95 energy damage, 3 hex-bolts, 23% chance, 102EP
(Level 45): 91-102 energy damage, 3 hex-bolts, 24% chance, 109EP
(Level 48): 97-108 energy damage, 3 hex-bolts, 25% chance, 117EP
(Level 51): 103-115 energy damage, 4 hex-bolts, 26% chance, 124EP
(Level 54): 109-121 energy damage, 4 hex-bolts, 27% chance, 131EP
(Level 57): 115-128 energy damage, 4 hex-bolts, 29% chance, 138EP
(Level 60): 121-135 energy damage, 5 hex-bolts, 30% chance, 146EP

D.16.a.vi -  Hex Explosion (Projectile): Requires Level 28, Hex Locked. Fire 
a hex-bolt which causes nearby objects to explode violently.
(Level 28): 69-79 initial energy dmg, 37-43 explosion energy dmg, 82EP
(Level 31): 76-86 initial energy dmg, 45-51 explosion energy dmg, 90EP
(Level 34): 83-94 initial energy dmg, 53-60 explosion energy dmg, 99EP
(Level 37): 90-102 initial energy dmg, 61-69 explosion energy dmg, 108EP
(Level 40): 97-110 initial energy dmg, 69-78 explosion energy dmg, 117EP
(Level 43): 104-118 initial energy dmg, 77-87 explosion energy dmg, 126EP
(Level 46): 111-125 initial energy dmg, 85-96 explosion energy dmg, 134EP
(Level 49): 118-133 initial energy dmg, 93-105 explosion energy dmg, 143EP
(Level 52): 125-141 initial energy dmg, 101-114 explosion energy dmg, 152EP
(Level 55): 132-149 initial energy dmg, 109-123 explosion energy dmg, 161EP
(Level 58): 140-157 initial energy dmg, 117-132 explosion energy dmg, 170EP

D.16.a.vii -  Anarchy Assault (Radial, Xtreme): Requires Level 15. Unleash 
Magick bursts with a random damage type, with a chance to convert enemies 
for a time.
(Level 15): 85-96 damage, 8% chance to convert, 20 sec conversion
(Level 20): 117-131 damage, 15% chance to convert, 22 sec conversion
(Level 25): 149-167 damage, 22% chance to convert, 24 sec conversion
(Level 30): 182-202 damage, 29% chance to convert, 27 sec conversion
(Level 35): 214-238 damage, 36% chance to convert, 29 sec conversion
(Level 40): 246-273 damage, 43% chance to convert, 31 sec conversion
(Level 45): 279-309 damage, 50% chance to convert, 34 sec conversion

D.16.a.viii -  Revitalize (Boost, Xtreme): Requires Level 20. Restore full 
HP for entire party, and raise max HP.
(Level 20): +25% max HP, 15 seconds
(Level 25): +25% max HP, 22 seconds
(Level 30): +25% max HP, 30 seconds
(Level 35): +25% max HP, 37 seconds
(Level 40): +25% max HP, 45 seconds

D.16.a.ix -  Probability Syphon (Boost): Each team member absorbs 20% of 
inflicted damage into EP.
(Level 1): 13 seconds, 60EP
(Level 4): 15 seconds, 83EP
(Level 7): 17 seconds, 107EP
(Level 10): 19 seconds, 131EP
(Level 13): 21 seconds, 155EP
(Level 16): 24 seconds, 178EP
(Level 19): 26 seconds, 202EP
(Level 22): 28 seconds, 226EP
(Level 25): 30 seconds, 250EP
(Level 28): 32 seconds, 274EP
(Level 31): 35 seconds, 297EP
(Level 34): 37 seconds, 321EP
(Level 37): 39 seconds, 345EP
(Level 40): 41 seconds, 369EP
(Level 43): 43 seconds, 393EP
(Level 46): 46 seconds, 416EP
(Level 49): 48 seconds, 440EP
(Level 52): 50 seconds, 464EP
(Level 55): 52 seconds, 488EP
(Level 58): 55 seconds, 512EP

D.16.a.x -  Amplify Luck (Boost): Requires Level 7, Probability Syphon. 
Amplify entire team's luck, increasing damage and chance of critical hits.
(Level 7): +5% damage, +5% chance of critical hit, 13 seconds, 96EP
(Level 10): +6% damage, +6% chance of critical hit, 15 seconds, 120EP
(Level 13): +7% damage, +6% chance of critical hit, 17 seconds, 144EP
(Level 16): +8% damage, +7% chance of critical hit, 20 seconds, 169EP
(Level 19): +9% damage, +7% chance of critical hit, 22 seconds, 193EP
(Level 22): +10% damage, +8% chance of critical hit, 25 seconds, 218EP
(Level 25): +10% damage, +8% chance of critical hit, 27 seconds, 242EP
(Level 28): +11% damage, +8% chance of critical hit, 30 seconds, 267EP
(Level 31): +12% damage, +9% chance of critical hit, 32 seconds, 291EP
(Level 34): +13% damage, +9% chance of critical hit, 35 seconds, 316EP
(Level 37): +14% damage, +10% chance of critical hit, 37 seconds, 340EP
(Level 40): +15% damage, +10% chance of critical hit, 40 seconds, 365EP
(Level 43): +15% damage, +10% chance of critical hit, 42 seconds, 389EP
(Level 46): +16% damage, +11% chance of critical hit, 45 seconds, 414EP
(Level 49): +17% damage, +11% chance of critical hit, 47 seconds, 438EP
(Level 52): +18% damage, +12% chance of critical hit, 50 seconds, 463EP
(Level 55): +19% damage, +12% chance of critical hit, 52 seconds, 487EP
(Level 58): +20% damage, +13% chance of critical hit, 55 seconds, 512EP

D.16.a.xi -  Heal (Boost): Requires Level 14, Amplify Luck. Gives party 
regenerative healing for a time.
(Level 14): 1% HP/sec, 144EP
(Level 17): 1% HP/sec, 169EP
(Level 20): 1% HP/sec, 194EP
(Level 23): 1% HP/sec, 219EP
(Level 26): 1% HP/sec, 244EP
(Level 29): 2% HP/sec, 269EP
(Level 32): 2% HP/sec, 294EP
(Level 35): 2% HP/sec, 319EP
(Level 38): 2% HP/sec, 344EP
(Level 41): 2% HP/sec, 369EP
(Level 44): 3% HP/sec, 394EP
(Level 47): 3% HP/sec, 419EP
(Level 50): 3% HP/sec, 444EP
(Level 53): 3% HP/sec, 469EP
(Level 56): 3% HP/sec, 494EP
(Level 59): 4% HP/sec, 520EP

D.16.a.xii -  Scarlet's Touch (Passive): Increase chance of critical hit on 
all attacks.
(Level 1): +3.0% chance
(Level 2): +3.5% chance
(Level 3): +4.0% chance
(Level 4): +4.5% chance
(Level 5): +5.0% chance
(Level 6): +5.5% chance
(Level 7): +6.0% chance
(Level 8): +6.5% chance
(Level 9): +7.0% chance
(Level 10): +7.5% chance
(Level 11): +8.0% chance
(Level 12): +8.5% chance
(Level 13): +9.0% chance
(Level 14): +9.5% chance
(Level 15): +10.0% chance

D.16.a.xiii -  Deflect Missiles (Passive): Requires Level 14, Scarlet's 
Touch. Increases the chance of deflecting missile attacks.
(Level 14): 8% chance to deflect
(Level 15): 11% chance to deflect
(Level 16): 14% chance to deflect
(Level 17): 17% chance to deflect
(Level 18): 20% chance to deflect
(Level 19): 23% chance to deflect
(Level 20): 26% chance to deflect
(Level 21): 29% chance to deflect
(Level 22): 32% chance to deflect
(Level 23): 35% chance to deflect
(Level 24): 38% chance to deflect
(Level 25): 41% chance to deflect
(Level 26): 44% chance to deflect
(Level 27): 47% chance to deflect
(Level 28): 50% chance to deflect

D.16.a.xiv -  Hex Mastery (Passive): Requires Level 21, Mutant Master. 
Increase damage and chance of criticals when using hex-bolt attacks.
(Level 21): +5% damage, +1% critical chance
(Level 22): +9% damage, +2% critical chance
(Level 23): +12% damage, +2% critical chance
(Level 24): +15% damage, +3% critical chance
(Level 25): +18% damage, +3% critical chance
(Level 26): +22% damage, +4% critical chance
(Level 27): +25% damage, +4% critical chance
(Level 28): +28% damage, +5% critical chance
(Level 29): +31% damage, +6% critical chance
(Level 30): +34% damage, +6% critical chance
(Level 31): +38% damage, +7% critical chance
(Level 32): +41% damage, +7% critical chance
(Level 33): +44% damage, +8% critical chance
(Level 34): +47% damage, +8% critical chance
(Level 35): +50% damage, +9% critical chance

D.16.a.xv -  Mutant Master (Passive): Increases EP regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.16.b) Commentary
------------------
Scarlet Witch isn't that much fun to use as your main character, but she's 
a great addition to the team as an AI-controlled character. It's a lot of 
fun to be struggling with a mob, only to have it turned into a box in front 
of your very eyes. And then you get to break it open and collect some swag!

As if that weren't enough, Scarlet's Hex Bolt, Reality Shift and Hex Locked 
powers bypass enemy invulnerability shields.* That's pretty sweet. When you 
get right down to it, offensively, Scarlet can keep up with Cyclops and 
other ranged fighters in terms of damage, and she has some nice team 
boosts.

* As reported by Majestros in his FAQ as listed in the credits.

Buy:
* Hex Bolt: basic offensive skill
* Reality Shift: useful tool to convert enemies into crates
* Hex Explosion: very destructive skill
* Anarchy Assault: random damage and chance for conversion, good stuff
* Probability Syphon: good for Focus-weak teammates
* Hex Mastery: improve damage of hex attacks
* Mutant Master: gotta have it for ranged characters

Don't Buy:
* Misfortune: not that useful
* Combustion: typically weak radial
* Deflect Missiles: that's what good equipment is for


Stats
-----
At level  1: 12 Body,  28 Focus, 8 Strike, 20 Speed
At level 99: 37 Body, 151 Focus, 8 Strike, 69 Speed
Max: Body 274, Focus 314, Strike 250, Speed 298

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


============
D.17: Storm
============

D.17.a) Skills
--------------
D.17.a.i -  Lightning Strike (Blast): Casts lightning bolt down on enemy.
(Level 1): 11-15 energy damage, 16EP
(Level 4): 20-25 energy damage, 21EP
(Level 7): 30-36 energy damage, 27EP
(Level 10): 40-46 energy damage, 33EP
(Level 13): 49-57 energy damage, 39EP
(Level 16): 59-68 energy damage, 45EP
(Level 19): 69-78 energy damage, 51EP
(Level 22): 78-89 energy damage, 57EP
(Level 25): 88-100 energy damage, 63EP
(Level 28): 98-110 energy damage, 69EP
(Level 31): 107-121 energy damage, 74EP
(Level 34): 117-131 energy damage, 80EP
(Level 37): 127-142 energy damage, 86EP
(Level 40): 136-153 energy damage, 92EP
(Level 43): 146-163 energy damage, 98EP
(Level 46): 156-174 energy damage, 104EP
(Level 49): 165-185 energy damage, 110EP
(Level 52): 175-195 energy damage, 116EP
(Level 55): 185-206 energy damage, 122EP
(Level 58): 195-217 energy damage, 128EP

D.17.a.ii -  Funnels (Trap): Two small wind funnels that move outward 
stunning enemies as they hit.
(Level 1): 6-9 wind dmg per funnel, 3 seconds, 0.5 second stun, 16EP
(Level 4): 11-15 wind dmg per funnel, 3 seconds, 0.5 second stun, 22EP
(Level 7): 17-21 wind dmg per funnel, 3 seconds, 0.5 second stun, 29EP
(Level 10): 23-28 wind dmg per funnel, 3 seconds, 0.6 second stun, 35EP
(Level 13): 29-34 wind dmg per funnel, 3 seconds, 0.6 second stun, 42EP
(Level 16): 35-41 wind dmg per funnel, 4 seconds, 0.6 second stun, 49EP
(Level 19): 41-47 wind dmg per funnel, 4 seconds, 0.6 second stun, 55EP
(Level 22): 46-54 wind dmg per funnel, 4 seconds, 0.6 second stun, 62EP
(Level 25): 52-60 wind dmg per funnel, 4 seconds, 0.7 second stun, 69EP
(Level 28): 58-67 wind dmg per funnel, 4 seconds, 0.7 second stun, 75EP
(Level 31): 64-73 wind dmg per funnel, 5 seconds, 0.7 second stun, 82EP
(Level 34): 70-80 wind dmg per funnel, 5 seconds, 0.7 second stun, 88EP
(Level 37): 76-86 wind dmg per funnel, 5 seconds, 0.8 second stun, 95EP
(Level 40): 81-93 wind dmg per funnel, 5 seconds, 0.8 second stun, 102EP
(Level 43): 87-99 wind dmg per funnel, 5 seconds, 0.8 second stun, 108EP
(Level 46): 93-106 wind dmg per funnel, 6 seconds, 0.8 second stun, 115EP
(Level 49): 99-112 wind dmg per funnel, 6 seconds, 0.8 second stun, 122EP
(Level 52): 105-119 wind dmg per funnel, 6 seconds, 0.9 second stun, 128EP
(Level 55): 111-125 wind dmg per funnel, 6 seconds, 0.9 second stun, 135EP
(Level 58): 117-132 wind dmg per funnel, 7 seconds, 0.9 second stun, 142EP

D.17.a.iii -  Blizzard (Debuff): Requires Level 7, Funnels. Attaches a 
blizzard to an enemy damaging other enemies nearby for a time.
(Level 7): 17-22 wind dmg, 9-12 wind dmg/s for 4 seconds, 26EP
(Level 10): 22-28 wind dmg, 12-16 wind dmg/s for 4 seconds, 32EP
(Level 13): 28-34 wind dmg, 16-20 wind dmg/s for 4 seconds, 39EP
(Level 16): 34-41 wind dmg, 20-25 wind dmg/s for 5 seconds, 46EP
(Level 19): 40-47 wind dmg, 24-29 wind dmg/s for 5 seconds, 53EP
(Level 22): 46-54 wind dmg, 28-33 wind dmg/s for 6 seconds, 60EP
(Level 25): 52-60 wind dmg, 32-38 wind dmg/s for 6 seconds, 66EP
(Level 28): 58-67 wind dmg, 36-42 wind dmg/s for 6 seconds, 73EP
(Level 31): 64-73 wind dmg, 40-46 wind dmg/s for 7 seconds, 80EP
(Level 34): 69-80 wind dmg, 43-51 wind dmg/s for 7 seconds, 87EP
(Level 37): 75-86 wind dmg, 47-55 wind dmg/s for 8 seconds, 94EP
(Level 40): 81-93 wind dmg, 51-59 wind dmg/s for 8 seconds, 101EP
(Level 43): 87-99 wind dmg, 55-64 wind dmg/s for 8 seconds, 107EP
(Level 46): 93-106 wind dmg, 59-68 wind dmg/s for 9 seconds, 114EP
(Level 49): 99-112 wind dmg, 63-72 wind dmg/s for 9 seconds, 121EP
(Level 52): 105-119 wind dmg, 67-77 wind dmg/s for 10 seconds, 128EP
(Level 55): 111-125 wind dmg, 71-81 wind dmg/s for 10 seconds, 135EP
(Level 58): 117-132 wind dmg, 75-86 wind dmg/s for 11 seconds, 142EP

D.17.a.iv -  Electric Shock (Radial): Requires Level 14, Lightning Strike. 
An electric pulse radiates outward damaging enemies within range.
(Level 14): 21-26 electricity damage, 46EP
(Level 16): 24-30 electricity damage, 54EP
(Level 19): 28-34 electricity damage, 62EP
(Level 22): 32-38 electricity damage, 70EP
(Level 25): 36-42 electricity damage, 78EP
(Level 28): 40-47 electricity damage, 87EP
(Level 31): 44-51 electricity damage, 95EP
(Level 34): 48-55 electricity damage, 103EP
(Level 37): 51-59 electricity damage, 111EP
(Level 40): 55-63 electricity damage, 119EP
(Level 43): 59-68 electricity damage, 128EP
(Level 46): 63-72 electricity damage, 136EP
(Level 49): 67-76 electricity damage, 144EP
(Level 52): 71-80 electricity damage, 152EP
(Level 55): 75-84 electricity damage, 160EP
(Level 58): 79-89 electricity damage, 169EP

D.17.a.v -  Whirlwind (Trap): Requires Level 21, Blizzard. Creates a 
powerful wind vortex lifting and throwing objects and enemies about.
(Level 21): 27-33 wind dmg/s for 4 seconds, 62EP
(Level 24): 31-37 wind dmg/s for 4 seconds, 70EP
(Level 27): 35-41 wind dmg/s for 5 seconds, 79EP
(Level 30): 39-45 wind dmg/s for 5 seconds, 87EP
(Level 33): 43-50 wind dmg/s for 6 seconds, 96EP
(Level 36): 47-54 wind dmg/s for 6 seconds, 105EP
(Level 39): 51-58 wind dmg/s for 7 seconds, 113EP
(Level 42): 55-63 wind dmg/s for 7 seconds, 122EP
(Level 45): 59-67 wind dmg/s for 8 seconds, 130EP
(Level 48): 63-71 wind dmg/s for 8 seconds, 139EP
(Level 51): 67-76 wind dmg/s for 9 seconds, 148EP
(Level 54): 71-80 wind dmg/s for 9 seconds, 156EP
(Level 57): 75-84 wind dmg/s for 10 seconds, 165EP
(Level 60): 79-89 wind dmg/s for 11 seconds, 174EP

D.17.a.vi -  Chain Lightning (Blast): Requires Level 28, Lightning Strike. 
Lightning shoots from her hands chaining from enemy to enemy. (Press and 
hold).
(Level 28): 66-75 electricity dmg/s, 46-54 electricity dmg/s per chain,
            2 chains, 94EP/s
(Level 31): 72-81 electricity dmg/s, 51-60 electricity dmg/s per chain,
            2 chains, 100EP/s
(Level 34): 78-88 electricity dmg/s, 57-66 electricity dmg/s per chain,
            3 chains, 106EP/s
(Level 37): 84-95 electricity dmg/s, 62-72 electricity dmg/s per chain,
            4 chains, 112EP/s
(Level 40): 90-102 electricity dmg/s, 68-78 electricity dmg/s per chain,
            4 chains, 118EP/s
(Level 43): 96-109 electricity dmg/s, 73-84 electricity dmg/s per chain,
            5 chains, 124EP/s
(Level 46): 102-115 electricity dmg/s, 79-90 electricity dmg/s per chain,
            6 chains, 130EP/s
(Level 49): 108-122 electricity dmg/s, 84-96 electricity dmg/s per chain,
            6 chains, 136EP/s
(Level 52): 114-129 electricity dmg/s, 90-102 electricity dmg/s per chain,
            7 chains, 142EP/s
(Level 55): 120-136 electricity dmg/s, 95-108 electricity dmg/s per chain,
            8 chains, 148EP/s
(Level 58): 127-143 electricity dmg/s, 101-114 electricity dmg/s per chain,
            9 chains, 155EP/s

D.17.a.vii -  Static Charge (Debuff): Requires Level 28, Whirlwind. Charges 
enemies within range increasing all damage taken for a time.
(Level 28): +75% damage, 13 seconds, 80EP
(Level 31): +81% damage, 17 seconds, 88EP
(Level 34): +87% damage, 21 seconds, 97EP
(Level 37): +92% damage, 25 seconds, 105EP
(Level 40): +98% damage, 29 seconds, 114EP
(Level 43): +103% damage, 34 seconds, 123EP
(Level 46): +109% damage, 38 seconds, 131EP
(Level 49): +115% damage, 42 seconds, 140EP
(Level 52): +120% damage, 46 seconds, 148EP
(Level 55): +126% damage, 50 seconds, 157EP
(Level 58): +131% damage, 55 seconds, 166EP

D.17.a.viii -  Raging Tempest (Radial, Xtreme): Requires Level 15. Radial 
lightning and wind attack.
(Level 15): 85-96 electricity damage
(Level 20): 117-131 electricity damage
(Level 25): 149-167 electricity damage
(Level 30): 182-202 electricity damage
(Level 35): 214-238 electricity damage
(Level 40): 246-273 electricity damage
(Level 45): 279-309 electricity damage

D.17.a.ix -  Will of the Goddess (Boost, Xtreme): Makes all party members 
invulnerable for a time, and increases max EP by 25%.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.17.a.x -  Whirlwind Armor (Boost): Requires Level 7. A whirlwind protector 
that absorbs damage, energy damage and radiation damage for Storm and 
damages those that touch her.
(Level 7): 35 damage absorbed, 2-3 wind dmg, 13 seconds, 96EP
(Level 10): 38 damage absorbed, 2-4 wind dmg, 15 seconds, 120EP
(Level 13): 41 damage absorbed, 3-5 wind dmg, 17 seconds, 144EP
(Level 16): 44 damage absorbed, 4-6 wind dmg, 20 seconds, 169EP
(Level 19): 48 damage absorbed, 5-7 wind dmg, 22 seconds, 193EP
(Level 22): 51 damage absorbed, 6-8 wind dmg, 25 seconds, 218EP
(Level 25): 54 damage absorbed, 7-9 wind dmg, 27 seconds, 242EP
(Level 28): 58 damage absorbed, 8-10 wind dmg, 30 seconds, 267EP
(Level 31): 61 damage absorbed, 9-11 wind dmg, 32 seconds, 291EP
(Level 34): 64 damage absorbed, 9-13 wind dmg, 35 seconds, 316EP
(Level 37): 67 damage absorbed, 10-14 wind dmg, 37 seconds, 340EP
(Level 40): 71 damage absorbed, 11-15 wind dmg, 40 seconds, 365EP
(Level 43): 74 damage absorbed, 12-15 wind dmg, 42 seconds, 389EP
(Level 46): 77 damage absorbed, 13-17 wind dmg, 45 seconds, 414EP
(Level 49): 81 damage absorbed, 14-18 wind dmg, 47 seconds, 438EP
(Level 52): 84 damage absorbed, 15-19 wind dmg, 50 seconds, 463EP
(Level 55): 87 damage absorbed, 16-20 wind dmg, 52 seconds, 487EP
(Level 58): 91 damage absorbed, 17-22 wind dmg, 55 seconds, 512EP

D.17.a.xi -  Storm Shield (Boost): Requires Level 14, Whirlwind Armor. 
Increases resistances for self and allies.
(Level 14): +5% elemental and energy resistance, 13 seconds, 144EP
(Level 17): +7% elemental and energy resistance, 15 seconds, 169EP
(Level 20): +10% elemental and energy resistance, 18 seconds, 194EP
(Level 23): +13% elemental and energy resistance, 21 seconds, 219EP
(Level 26): +16% elemental and energy resistance, 24 seconds, 244EP
(Level 29): +19% elemental and energy resistance, 27 seconds, 269EP
(Level 32): +21% elemental and energy resistance, 29 seconds, 294EP
(Level 35): +24% elemental and energy resistance, 32 seconds, 319EP
(Level 38): +27% elemental and energy resistance, 35 seconds, 344EP
(Level 41): +30% elemental and energy resistance, 38 seconds, 369EP
(Level 44): +33% elemental and energy resistance, 41 seconds, 394EP
(Level 47): +35% elemental and energy resistance, 43 seconds, 419EP
(Level 50): +38% elemental and energy resistance, 46 seconds, 444EP
(Level 53): +41% elemental and energy resistance, 49 seconds, 469EP
(Level 56): +44% elemental and energy resistance, 52 seconds, 494EP
(Level 59): +47% elemental and energy resistance, 55 seconds, 520EP

D.17.a.xii -  Elemental Combat (Passive): Adds additional electricity damage 
to melee attacks.
(Level 1): +50% as electricity damage
(Level 2): +65% as electricity damage
(Level 3): +80% as electricity damage
(Level 4): +95% as electricity damage
(Level 5): +110% as electricity damage
(Level 6): +125% as electricity damage
(Level 7): +140% as electricity damage
(Level 8): +155% as electricity damage
(Level 9): +170% as electricity damage
(Level 10): +185% as electricity damage
(Level 11): +200% as electricity damage
(Level 12): +215% as electricity damage
(Level 13): +230% as electricity damage
(Level 14): +245% as electricity damage
(Level 15): +260% as electricity damage

D.17.a.xiii -  Wind Mastery (Passive): Requires Level 14, Mutant Master. 
Increases damage and chance for criticals with wind damage.
(Level 14): +5% damage, +1% critical chance
(Level 15): +9% damage, +1% critical chance
(Level 16): +12% damage, +2% critical chance
(Level 17): +15% damage, +2% critical chance
(Level 18): +18% damage, +3% critical chance
(Level 19): +22% damage, +3% critical chance
(Level 20): +25% damage, +4% critical chance
(Level 21): +28% damage, +4% critical chance
(Level 22): +31% damage, +5% critical chance
(Level 23): +34% damage, +5% critical chance
(Level 24): +38% damage, +6% critical chance
(Level 25): +41% damage, +6% critical chance
(Level 26): +44% damage, +7% critical chance
(Level 27): +47% damage, +7% critical chance
(Level 28): +50% damage, +8% critical chance

D.17.a.xiv -  Lightning Mastery (Passive): Requires Level 21, Mutant Master. 
Increases damage and chance for criticals with electricity damage.
(Level 21): +5% damage, +1% critical chance
(Level 22): +9% damage, +1% critical chance
(Level 23): +12% damage, +2% critical chance
(Level 24): +15% damage, +2% critical chance
(Level 25): +18% damage, +3% critical chance
(Level 26): +22% damage, +3% critical chance
(Level 27): +25% damage, +4% critical chance
(Level 28): +28% damage, +4% critical chance
(Level 29): +31% damage, +5% critical chance
(Level 30): +34% damage, +5% critical chance
(Level 31): +38% damage, +6% critical chance
(Level 32): +41% damage, +6% critical chance
(Level 33): +44% damage, +7% critical chance
(Level 34): +47% damage, +7% critical chance
(Level 35): +50% damage, +8% critical chance

D.17.a.xv -  Flight (Ability): Allows flying and improves mastery over it.
(Level 1): 10 EP/s
(Level 2):  8 EP/s
(Level 3):  6 EP/s
(Level 4):  4 EP/s
(Level 5):  3 EP/s

D.17.a.xvi -  Mutant Master (Passive): Increases EP regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.17.b) Commentary
------------------
In XML1, Storm pwned all. In fact, not having Storm (or Jean) on your team 
was a challenge. In XML2, Storm is just another character. By far her 
greatest gift is Will of the Goddess--complete invincibility for your 
entire team as well as any allies close by. This is indispensible for 
completing the Defend Danger Room courses.

Beyond that...you get some decent powers, but nothing earth-shattering. In 
fact, some of her powers can be quite irritating as they throw enemies away 
from the rest of your team. Also, her skills are set in such a way that it 
is easy to spread your points too thin.

You really have to decide up front whether you want to concentrate on 
energy damage (Lightning, Electric Shock, etc.) or wind damage (Funnels, 
Blizzard, etc.). If you try to take both routes, you won't be the mistress 
of the storm you should be.

Buy:
* Lightning Strike/Electric Shock/Chain Lightning/Lightning Mastery
  OR
* Funnels/Blizzard/Whirlwind/Wind Mastery
  These will be your primary offense
* Will of the Goddess: must keep maxed
* Flight: one rank only
* Mutant Master: for easy spamming
* Whirlwind Armor: for defense and offense in one easy boost

Don't Buy:
* Static Charge: debuffs are wastes of points
* Rading Tempest: weak Xtreme
* Storm Shield: get better resistances from equipment
* Elemental Combat: Storm has no business using her fists


Stats
-----
At level  1: 12 Body,  28 Focus, 8 Strike, 20 Speed
At level 99: 37 Body, 151 Focus, 8 Strike, 69 Speed
Max: Body 274, Focus 316, Strike 250, Speed 298

Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed


==============
D.18: Sunfire
==============

D.18.a) Skills
--------------
D.18.a.i -  Ignite (Blast): Burst nearby enemies into flames.
(Level 1): 11-15 fire damage, 12EP
(Level 4): 20-25 fire damage, 18EP
(Level 7): 30-36 fire damage, 24EP
(Level 10): 40-46 fire damage, 30EP
(Level 13): 49-57 fire damage, 36EP
(Level 16): 59-68 fire damage, 42EP
(Level 19): 69-78 fire damage, 48EP
(Level 22): 78-89 fire damage, 54EP
(Level 25): 88-100 fire damage, 60EP
(Level 28): 98-110 fire damage, 66EP
(Level 31): 107-121 fire damage, 72EP
(Level 34): 117-131 fire damage, 78EP
(Level 37): 127-142 fire damage, 84EP
(Level 40): 136-153 fire damage, 90EP
(Level 43): 146-163 fire damage, 96EP
(Level 46): 156-174 fire damage, 102EP
(Level 49): 165-185 fire damage, 108EP
(Level 52): 175-195 fire damage, 114EP
(Level 55): 185-206 fire damage, 120EP
(Level 58): 195-217 fire damage, 126EP

D.18.a.ii -  Flamethrower (Special): Shoots flames from hands in a wide arc. 
(Press and hold.)
(Level 1): 6-9 fire dmg/sec, 10 foot range, 14EP/s
(Level 1): 11-15 fire dmg/sec, 10 foot range, 20EP/s
(Level 2): 17-21 fire dmg/sec, 10 foot range, 27EP/s
(Level 3): 23-28 fire dmg/sec, 10 foot range, 33EP/s
(Level 3): 29-34 fire dmg/sec, 10 foot range, 40EP/s
(Level 4): 35-41 fire dmg/sec, 10 foot range, 47EP/s
(Level 5): 41-47 fire dmg/sec, 10 foot range, 53EP/s
(Level 6): 46-54 fire dmg/sec, 10 foot range, 60EP/s
(Level 6): 52-60 fire dmg/sec, 10 foot range, 67EP/s
(Level 7): 58-67 fire dmg/sec, 10 foot range, 73EP/s
(Level 8): 64-73 fire dmg/sec, 11 foot range, 80EP/s
(Level 9): 70-80 fire dmg/sec, 11 foot range, 86EP/s
(Level 9): 76-86 fire dmg/sec, 11 foot range, 93EP/s
(Level 10): 81-93 fire dmg/sec, 11 foot range, 100EP/s
(Level 11): 87-99 fire dmg/sec, 11 foot range, 106EP/s
(Level 12): 93-106 fire dmg/sec, 11 foot range, 113EP/s
(Level 12): 99-112 fire dmg/sec, 11 foot range, 120EP/s
(Level 13): 105-119 fire dmg/sec, 11 foot range, 126EP/s
(Level 14): 111-125 fire dmg/sec, 11 foot range, 133EP/s
(Level 15): 117-132 fire dmg/sec, 12 foot range, 140EP/s

D.18.a.iii -  Atomic Charge (Projectile): Requires Level 7, Ignite. A 
radiated homing projectile.
(Level 7): 43-50 radiation damage over 6 seconds, 22EP
(Level 10): 55-64 radiation damage over 6 seconds, 22EP
(Level 13): 68-78 radiation damage over 6 seconds, 22EP
(Level 16): 81-92 radiation damage over 6 seconds, 22EP
(Level 19): 94-106 radiation damage over 6 seconds, 22EP
(Level 22): 107-120 radiation damage over 6 seconds, 23EP
(Level 25): 120-135 radiation damage over 6 seconds, 23EP
(Level 28): 133-149 radiation damage over 6 seconds, 23EP
(Level 31): 146-163 radiation damage over 6 seconds, 23EP
(Level 34): 159-177 radiation damage over 6 seconds, 24EP
(Level 37): 172-191 radiation damage over 6 seconds, 24EP
(Level 40): 185-205 radiation damage over 6 seconds, 24EP
(Level 43): 198-220 radiation damage over 6 seconds, 24EP
(Level 46): 211-234 radiation damage over 6 seconds, 25EP
(Level 49): 224-248 radiation damage over 6 seconds, 25EP
(Level 52): 237-262 radiation damage over 6 seconds, 25EP
(Level 55): 250-276 radiation damage over 6 seconds, 25EP
(Level 58): 263-291 radiation damage over 6 seconds, 26EP

D.18.a.iv -  Fiery Geyser (Radial): Requires Level 7, Flamethrower. Creates 
a column of flame that harms nearby enemies.
(Level 7): 11-15 fire damage, 370 knockback, 28EP
(Level 10): 15-19 fire damage, 384 knockback, 36EP
(Level 13): 19-23 fire damage, 399 knockback, 44EP
(Level 16): 23-28 fire damage, 414 knockback, 52EP
(Level 19): 27-32 fire damage, 428 knockback, 60EP
(Level 22): 31-36 fire damage, 443 knockback, 68EP
(Level 25): 35-41 fire damage, 458 knockback, 76EP
(Level 28): 29-45 fire damage, 472 knockback, 84EP
(Level 31): 43-49 fire damage, 487 knockback, 92EP
(Level 34): 47-54 fire damage, 502 knockback, 100EP
(Level 37): 51-58 fire damage, 517 knockback, 108EP
(Level 40): 55-62 fire damage, 531 knockback, 116EP
(Level 43): 59-67 fire damage, 546 knockback, 124EP
(Level 46): 63-71 fire damage, 561 knockback, 132EP
(Level 49): 67-75 fire damage, 575 knockback, 140EP
(Level 52): 71-80 fire damage, 590 knockback, 148EP
(Level 55): 75-84 fire damage, 605 knockback, 156EP
(Level 58): 79-89 fire damage, 620 knockback, 164EP

D.18.a.v -  Blazing Barrage (Projectile): Requires Level 14, Atomic Charge. 
Launch fire balls at targets.
(Level 14): 30-36 fire dmg, 1 fire ball, 36EP
(Level 17): 35-42 fire dmg, 1 fire ball, 43EP
(Level 20): 41-48 fire dmg, 1 fire ball, 50EP
(Level 23): 46-54 fire dmg, 2 fire balls, 64EP
(Level 26): 52-60 fire dmg, 2 fire balls, 64EP
(Level 29): 58-66 fire dmg, 3 fire balls, 71EP
(Level 32): 63-72 fire dmg, 3 fire balls, 78EP
(Level 35): 69-78 fire dmg, 3 fire balls, 85EP
(Level 38): 74-85 fire dmg, 4 fire balls, 92EP
(Level 41): 80-91 fire dmg, 4 fire balls, 99EP
(Level 44): 86-97 fire dmg, 5 fire balls, 106EP
(Level 47): 91-103 fire dmg, 5 fire balls, 113EP
(Level 50): 97-109 fire dmg, 5 fire balls, 120EP
(Level 53): 102-115 fire dmg, 6 fire balls, 127EP
(Level 56): 108-121 fire dmg, 6 fire balls, 134EP
(Level 59): 114-128 fire dmg, 7 fire balls, 142EP

D.18.a.vi -  Flame Sword (Melee): Requires Level 21, Flamethrower. Sweeping 
arc of fire that can hit multiple enemies. Increased critical chance.
(Level 21): 75-86 fire dmg, +15% critical chance, 46EP
(Level 24): 84-96 fire dmg, +19% critical chance, 52EP
(Level 27): 94-107 fire dmg, +23% critical chance, 59EP
(Level 30): 104-117 fire dmg, +28% critical chance, 65EP
(Level 33): 113-128 fire dmg, +32% critical chance, 72EP
(Level 36): 123-139 fire dmg, +36% critical chance, 79EP
(Level 39): 133-149 fire dmg, +40% critical chance, 85EP
(Level 42): 142-160 fire dmg, +45% critical chance, 92EP
(Level 45): 152-170 fire dmg, +49% critical chance, 98EP
(Level 48): 162-181 fire dmg, +53% critical chance, 105EP
(Level 51): 171-192 fire dmg, +58% critical chance, 112EP
(Level 54): 181-202 fire dmg, +62% critical chance, 118EP
(Level 57): 191-213 fire dmg, +66% critical chance, 125EP
(Level 60): 201-224 fire dmg, +71% critical chance, 132EP

D.18.a.vii -  Inferno (Projectile): Requires Level 21, Blazing Barrage. 
Launch a fireball that explodes on contact and harms nearby enemies for a 
time.
(Level 21): 59-68 fire dmg, 3-5 fire dmg/sec, 72EP
(Level 24): 66-75 fire dmg, 8-10 fire dmg/sec, 80EP
(Level 28): 73-83 fire dmg, 13-16 fire dmg/sec, 88EP
(Level 32): 80-91 fire dmg, 18-21 fire dmg/sec, 96EP
(Level 35): 87-99 fire dmg, 23-27 fire dmg/sec, 104EP
(Level 39): 94-107 fire dmg, 28-33 fire dmg/sec, 112EP
(Level 43): 101-114 fire dmg, 33-38 fire dmg/sec, 120EP
(Level 46): 108-122 fire dmg, 38-44 fire dmg/sec, 128EP
(Level 50): 115-130 fire dmg, 43-49 fire dmg/sec, 136EP
(Level 54): 122-138 fire dmg, 48-55 fire dmg/sec, 144EP
(Level 58): 130-146 fire dmg, 53-61 fire dmg/sec, 152EP

D.18.a.viii -  Super Nova (Radial, Xtreme): Requires Level 15. Mushroom 
cloud that causes fire damage and radiation damage.
(Level 15): 37-43 fire dmg, 72-82 radiation dmg
(Level 20): 42-49 fire dmg, 80-90 radiation dmg
(Level 25): 48-56 fire dmg, 88-99 radiation dmg
(Level 30): 54-62 fire dmg, 96-108 radiation dmg
(Level 35): 60-69 fire dmg, 104-117 radiation dmg
(Level 40): 66-75 fire dmg, 112-126 radiation dmg
(Level 45): 72-82 fire dmg, 121-135 radiation dmg

D.18.a.ix -  Rising Sun (Boost, Xtreme): Requires Level 20. Makes Sunfire 
invincible and doubles his damage.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.18.a.x -  Flaming Fury (Boost): Requires Level 14. Adds fire damage to 
melee attacks for self and allies.
(Level 14): +5% fire dmg, +21% ATK, 13 seconds, 132EP
(Level 17): +8% fire dmg, +30% ATK, 15 seconds, 157EP
(Level 20): +11% fire dmg, +39% ATK, 18 seconds, 183EP
(Level 23): +14% fire dmg, +49% ATK, 21 seconds, 208EP
(Level 26): +17% fire dmg, +58% ATK, 24 seconds, 234EP
(Level 29): +19% fire dmg, +67% ATK, 27 seconds, 260EP
(Level 32): +22% fire dmg, +76% ATK, 29 seconds, 285EP
(Level 35): +25% fire dmg, +86% ATK, 32 seconds, 311EP
(Level 38): +28% fire dmg, +95% ATK, 35 seconds, 336EP
(Level 41): +31% fire dmg, +104% ATK, 38 seconds, 362EP
(Level 44): +34% fire dmg, +114% ATK, 41 seconds, 388EP
(Level 47): +36% fire dmg, +123% ATK, 43 seconds, 413EP
(Level 50): +39% fire dmg, +132% ATK, 46 seconds, 439EP
(Level 53): +42% fire dmg, +142% ATK, 49 seconds, 464EP
(Level 56): +45% fire dmg, +151% ATK, 52 seconds, 490EP
(Level 59): +48% fire dmg, +160% ATK, 55 seconds, 516EP

D.18.a.xi -  Ion Shield (Boost): Requires Level 28, Flaming Fury. Forms 
shield of atomic particles that increases defense and damages enemies.
(Level 28): +1 DEF, 3-5 fire dmg/sec, 13 seconds, 236EP
(Level 31): +1 DEF, 4-7 fire dmg/sec, 17 seconds, 262EP
(Level 34): +1 DEF, 6-9 fire dmg/sec, 21 seconds, 289EP
(Level 37): +1 DEF, 8-11 fire dmg/sec, 25 seconds, 316EP
(Level 40): +1 DEF, 10-13 fire dmg/sec, 29 seconds, 343EP
(Level 43): +2 DEF, 12-15 fire dmg/sec, 34 seconds, 370EP
(Level 46): +2 DEF, 13-17 fire dmg/sec, 38 seconds, 396EP
(Level 49): +2 DEF, 15-19 fire dmg/sec, 42 seconds, 423EP
(Level 52): +2 DEF, 17-21 fire dmg/sec, 46 seconds, 450EP
(Level 55): +2 DEF, 19-23 fire dmg/sec, 50 seconds, 477EP
(Level 58): +2 DEF, 21-26 fire dmg/sec, 55 seconds, 504EP

D.18.a.xii -  Fire Mastery (Passive): Increases damage and chance for 
criticals with fire damage.
(Level 1): +5% damage, +1% critical chance
(Level 1): +9% damage, +1% critical chance
(Level 1): +12% damage, +2% critical chance
(Level 1): +15% damage, +2% critical chance
(Level 1): +18% damage, +3% critical chance
(Level 1): +22% damage, +3% critical chance
(Level 1): +25% damage, +4% critical chance
(Level 1): +28% damage, +4% critical chance
(Level 1): +31% damage, +5% critical chance
(Level 1): +34% damage, +5% critical chance
(Level 1): +38% damage, +6% critical chance
(Level 1): +41% damage, +6% critical chance
(Level 1): +44% damage, +7% critical chance
(Level 1): +47% damage, +7% critical chance
(Level 1): +50% damage, +8% critical chance

D.18.a.xiii -  Elemental Combat (Passive): Adds additional fire damage to 
melee attacks.
(Level 1): +50% melee damage as fire damage
(Level 1): +65% melee damage as fire damage
(Level 1): +80% melee damage as fire damage
(Level 1): +95% melee damage as fire damage
(Level 1): +110% melee damage as fire damage
(Level 1): +125% melee damage as fire damage
(Level 1): +140% melee damage as fire damage
(Level 1): +155% melee damage as fire damage
(Level 1): +170% melee damage as fire damage
(Level 1): +185% melee damage as fire damage
(Level 1): +200% melee damage as fire damage
(Level 1): +215% melee damage as fire damage
(Level 1): +230% melee damage as fire damage
(Level 1): +245% melee damage as fire damage
(Level 1): +260% melee damage as fire damage

D.18.a.xiv -  Ionize (Passive): Increases all resistances.
(Level 1): +5% all resistances, +25% resistance to fire damage
(Level 1): +8% all resistances, +30% resistance to fire damage
(Level 1): +11% all resistances, +35% resistance to fire damage
(Level 1): +14% all resistances, +41% resistance to fire damage
(Level 1): +17% all resistances, +46% resistance to fire damage
(Level 1): +20% all resistances, +51% resistance to fire damage
(Level 1): +23% all resistances, +57% resistance to fire damage
(Level 1): +26% all resistances, +62% resistance to fire damage
(Level 1): +29% all resistances, +67% resistance to fire damage
(Level 1): +32% all resistances, +73% resistance to fire damage
(Level 1): +35% all resistances, +78% resistance to fire damage
(Level 1): +38% all resistances, +84% resistance to fire damage
(Level 1): +41% all resistances, +89% resistance to fire damage
(Level 1): +44% all resistances, +94% resistance to fire damage
(Level 1): +47% all resistances, +100% resistance to fire damage

D.18.a.xv -  Flight (Ability): Allows flying and improves mastery over it.
(Level 1): 10 EP/s
(Level 2):  8 EP/s
(Level 3):  6 EP/s
(Level 4):  4 EP/s
(Level 5):  3 EP/s

D.18.a.xvi -  Mutant Master (Passive): Increases EP regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.18.b) Commentary
------------------
Sunfire is a standard-issue ranged damage dealer with some melee bonuses 
thrown in. Like Bishop/Gambit (energy), Iceman (cold) and Jean Grey 
(mental), Sunfire can boost the damage of your tanks, as well as boost his 
own melee with a passive skill. His offense is a mix of projectiles, blasts 
and radial attacks. Since he pretty much does fire damage with everything 
and not many enemies are resistant to elemental damage, he's pretty 
effective.

Buy:
* Atomic Charge: high damage and something different (radiation)
* Flame Sword: best damage fire attack, and very destructive
* Super Nova: good Xtreme because it mixes up damage types
* Flaming Fury: imagine Wolverine with flaming claws...
* Fire Mastery: need that extra damage on offense
* Flight: one rank only
* Mutant Master: need to keep flame on

Don't Buy:
* Ignite: maybe a rank or two early, but there are better offensive skills
* Flamethrower: press-and-hold powers are largely a waste of EP
* Ionize: get better resistances from equipment
* Ion Shield: minimal boost for way too much EP

Stats
-----
At level  1: 16 Body,  20 Focus, 16 Strike, 16 Speed
At level 99: 41 Body, 118 Focus, 41 Strike, 65 Speed
Max: Body 274, Focus 312, Strike 274, Speed 308

Build:
1/2 Focus
1/4 Strike
1/8 each Body and Speed


===========
D.19: Toad
===========

D.19.a) Skills
--------------
D.19.a.i -  Hammer Kick (Melee): A quick kick, lowers enemy's DEF.
(Level 1): +250% physical dmg, +15% ATK, -5% enemy DEF, 3.0 secs, 10EP
(Level 4): +280% physical dmg, +19% ATK, -5% enemy DEF, 3.2 secs, 14EP
(Level 7): +310% physical dmg, +23% ATK, -6% enemy DEF, 3.4 secs, 18EP
(Level 10): +341% physical dmg, +27% ATK, -7% enemy DEF, 3.6 secs, 23EP
(Level 13): +370% physical dmg, +30% ATK, -7% enemy DEF, 3.8 secs, 27EP
(Level 16): +400% physical dmg, +34% ATK, -8% enemy DEF, 4.1 secs, 32EP
(Level 19): +430% physical dmg, +38% ATK, -9% enemy DEF, 4.3 secs, 36EP
(Level 22): +460% physical dmg, +41% ATK, -10% enemy DEF, 4.5 secs, 40EP
(Level 25): +491% physical dmg, +45% ATK, -10% enemy DEF, 4.7 secs, 45EP
(Level 28): +520% physical dmg, +49% ATK, -11% enemy DEF, 4.9 secs, 49EP
(Level 31): +550% physical dmg, +52% ATK, -12% enemy DEF, 5.1 secs, 54EP
(Level 34): +580% physical dmg, +56% ATK, -13% enemy DEF, 5.3 secs, 58EP
(Level 37): +610% physical dmg, +60% ATK, -13% enemy DEF, 5.5 secs, 63EP
(Level 40): +641% physical dmg, +63% ATK, -14% enemy DEF, 5.7 secs, 67EP
(Level 43): +670% physical dmg, +67% ATK, -15% enemy DEF, 5.9 secs, 71EP
(Level 46): +700% physical dmg, +71% ATK, -16% enemy DEF, 6.2 secs, 76EP
(Level 49): +731% physical dmg, +74% ATK, -16% enemy DEF, 6.4 secs, 80EP
(Level 52): +760% physical dmg, +78% ATK, -17% enemy DEF, 6.6 secs, 85EP
(Level 55): +790% physical dmg, +82% ATK, -18% enemy DEF, 6.8 secs, 89EP
(Level 58): +820% physical dmg, +86% ATK, -18% enemy DEF, 7.0 secs, 94EP

D.19.a.ii -  Tongue Strike (Melee): Requires Level 7. A quick tongue stab, 
stuns victims.
(Level 7): +310% physical dmg, +25% ATK, 1.0 second stun, 18EP
(Level 10): +341% physical dmg, +30% ATK, 1.2 second stun, 22EP
(Level 13): +370% physical dmg, +34% ATK, 1.4 second stun, 26EP
(Level 16): +400% physical dmg, +38% ATK, 1.5 second stun, 31EP
(Level 19): +430% physical dmg, +42% ATK, 1.7 second stun, 35EP
(Level 22): +460% physical dmg, +46% ATK, 1.9 second stun, 40EP
(Level 25): +491% physical dmg, +50% ATK, 2.1 second stun, 44EP
(Level 28): +520% physical dmg, +54% ATK, 2.2 second stun, 49EP
(Level 31): +550% physical dmg, +58% ATK, 2.4 second stun, 53EP
(Level 34): +580% physical dmg, +63% ATK, 2.6 second stun, 58EP
(Level 37): +610% physical dmg, +67% ATK, 2.8 second stun, 62EP
(Level 40): +640% physical dmg, +71% ATK, 2.9 second stun, 67EP
(Level 43): +670% physical dmg, +75% ATK, 3.1 second stun, 71EP
(Level 46): +700% physical dmg, +79% ATK, 3.3 second stun, 76EP
(Level 49): +731% physical dmg, +83% ATK, 3.5 second stun, 80EP
(Level 52): +760% physical dmg, +87% ATK, 3.6 second stun, 85EP
(Level 55): +790% physical dmg, +91% ATK, 3.8 second stun, 89EP
(Level 58): +820% physical dmg, +96% ATK, 4.0 second stun, 94EP

D.19.a.iii -  Mucous Spit (Projectile): Requires Level 14. An explosive bile 
projectile, leaving a sticky substance on the ground.
(Level 14): 53-61 physical dmg, 4.0 seconds, 26EP
(Level 17): 62-71 physical dmg, 4.3 seconds, 30EP
(Level 20): 72-82 physical dmg, 4.5 seconds, 35EP
(Level 23): 82-92 physical dmg, 4.8 seconds, 40EP
(Level 26): 91-103 physical dmg, 5.1 seconds, 44EP
(Level 29): 101-114 physical dmg, 5.3 seconds, 49EP
(Level 32): 111-124 physical dmg, 5.6 seconds, 54EP
(Level 35): 120-135 physical dmg, 5.9 seconds, 58EP
(Level 38): 130-145 physical dmg, 6.1 seconds, 63EP
(Level 41): 140-156 physical dmg, 6.4 seconds, 68EP
(Level 44): 149-167 physical dmg, 6.7 seconds, 72EP
(Level 47): 159-177 physical dmg, 6.9 seconds, 77EP
(Level 50): 169-188 physical dmg, 7.2 seconds, 82EP
(Level 53): 178-198 physical dmg, 7.5 seconds, 86EP
(Level 56): 188-209 physical dmg, 7.7 seconds, 91EP
(Level 59): 198-220 physical dmg, 8.0 seconds, 96EP

D.19.a.iv -  Tongue Lash (Melee): Requires Level 21, Hammer Kick. Wider 
tongue attack, strikes several enemies and causes popup.
(Level 21): +271% physical dmg, +40% ATK, 38EP
(Level 24): +289% physical dmg, +49% ATK, 43EP
(Level 27): +307% physical dmg, +58% ATK, 48EP
(Level 30): +326% physical dmg, +66% ATK, 54EP
(Level 33): +344% physical dmg, +75% ATK, 59EP
(Level 36): +363% physical dmg, +84% ATK, 64EP
(Level 39): +381% physical dmg, +92% ATK, 70EP
(Level 42): +400% physical dmg, +101% ATK, 75EP
(Level 45): +418% physical dmg, +109% ATK, 81EP
(Level 48): +437% physical dmg, +118% ATK, 86EP
(Level 51): +455% physical dmg, +127% ATK, 91EP
(Level 54): +474% physical dmg, +135% ATK, 97EP
(Level 57): +492% physical dmg, +144% ATK, 102EP
(Level 60): +510% physical dmg, +152% ATK, 108EP

D.19.a.v -  Noxious Spew (Projectile): Requires Level 28, Mucous Spit. A 
poisonous bile projectile doing radiation damage on impact, and splits off 
to hit more than one target.
(Level 28): 72-82 radiation dmg, 21-26 split physical dmg, 54EP
(Level 31): 78-89 radiation dmg, 25-30 split physical dmg, 60EP
(Level 34): 85-97 radiation dmg, 30-35 split physical dmg, 66EP
(Level 37): 92-104 radiation dmg, 34-40 split physical dmg, 72EP
(Level 40): 99-112 radiation dmg, 39-45 split physical dmg, 78EP
(Level 43): 106-119 radiation dmg, 43-50 split physical dmg, 84EP
(Level 46): 112-127 radiation dmg, 48-55 split physical dmg, 90EP
(Level 49): 119-134 radiation dmg, 52-60 split physical dmg, 96EP
(Level 52): 126-142 radiation dmg, 57-65 split physical dmg, 102EP
(Level 55): 133-149 radiation dmg, 61-70 split physical dmg, 108EP
(Level 58): 140-157 radiation dmg, 66-75 split physical dmg, 114EP

D.19.a.vi -  Leap Attack (Charge): Requires Level 28, Tongue Lash. Leap at 
targets, doing radial damage on impact. Press and hold button to leap 
farther.
(Level 28): +350% physical dmg, 40 knockback, 48EP
(Level 31): +370% physical dmg, 98 knockback, 53EP
(Level 34): +391% physical dmg, 156 knockback, 59EP
(Level 37): +410% physical dmg, 214 knockback, 64EP
(Level 40): +431% physical dmg, 272 knockback, 70EP
(Level 43): +450% physical dmg, 330 knockback, 76EP
(Level 46): +470% physical dmg, 388 knockback, 81EP
(Level 49): +491% physical dmg, 446 knockback, 87EP
(Level 52): +510% physical dmg, 504 knockback, 92EP
(Level 55): +531% physical dmg, 562 knockback, 98EP
(Level 58): +550% physical dmg, 620 knockback, 104EP

D.19.a.vii -  Tongue Whip (Radial, Xtreme): Requires Level 15. Xtreme 360 
degree tongue strike.
(Level 15): +550% physical dmg, +75% EP
(Level 20): +700% physical dmg, +99% EP
(Level 25): +850% physical dmg, +122% EP
(Level 30): +1000% physical dmg, +146% EP
(Level 35): +1150% physical dmg, +169% EP
(Level 40): +1300% physical dmg, +192% EP
(Level 45): +1450% physical dmg, +216% EP

D.19.a.viii -  Plunder (Boost, Xtreme): Requires Level 20. Increases health 
pack and energy pack drops by 300%. Increases techbit drops by 200%.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds

D.19.a.ix -  Secretion (Boost): Secrete pheromones that enhance party speed 
and increase melee damage.
(Level 1): +11% movement speed, +30% damage, 13 seconds, 40EP
(Level 4): +13% movement speed, +33% damage, 15 seconds, 57EP
(Level 7): +15% movement speed, +36% damage, 17 seconds, 75EP
(Level 10): +17% movement speed, +39% damage, 19 seconds, 93EP
(Level 13): +19% movement speed, +42% damage, 21 seconds, 110EP
(Level 16): +22% movement speed, +45% damage, 24 seconds, 128EP
(Level 19): +24% movement speed, +48% damage, 26 seconds, 146EP
(Level 22): +26% movement speed, +51% damage, 28 seconds, 163EP
(Level 25): +28% movement speed, +54% damage, 30 seconds, 181EP
(Level 28): +30% movement speed, +57% damage, 32 seconds, 199EP
(Level 31): +33% movement speed, +60% damage, 35 seconds, 216EP
(Level 34): +35% movement speed, +63% damage, 37 seconds, 234EP
(Level 37): +37% movement speed, +66% damage, 39 seconds, 252EP
(Level 40): +39% movement speed, +69% damage, 41 seconds, 269EP
(Level 43): +41% movement speed, +72% damage, 43 seconds, 287EP
(Level 46): +44% movement speed, +75% damage, 46 seconds, 305EP
(Level 49): +46% movement speed, +78% damage, 48 seconds, 322EP
(Level 52): +48% movement speed, +81% damage, 50 seconds, 340EP
(Level 55): +50% movement speed, +84% damage, 52 seconds, 358EP
(Level 58): +52% movement speed, +87% damage, 55 seconds, 376EP

D.19.a.x -  Taunt (Debuff): Requires Secretion
(Level 14): -10% ATK/DEF, 7 seconds, 100EP
(Level 17): -12% ATK/DEF, 7 seconds, 118EP
(Level 20): -15% ATK/DEF, 8 seconds, 137EP
(Level 23): -18% ATK/DEF, 9 seconds, 156EP
(Level 26): -21% ATK/DEF, 10 seconds, 175EP
(Level 29): -24% ATK/DEF, 11 seconds, 194EP
(Level 32): -26% ATK/DEF, 12 seconds, 213EP
(Level 35): -29% ATK/DEF, 13 seconds, 232EP
(Level 38): -32% ATK/DEF, 14 seconds, 251EP
(Level 41): -35% ATK/DEF, 15 seconds, 270EP
(Level 44): -37% ATK/DEF, 16 seconds, 289EP
(Level 47): -40% ATK/DEF, 17 seconds, 308EP
(Level 50): -43% ATK/DEF, 18 seconds, 327EP
(Level 53): -46% ATK/DEF, 19 seconds, 346EP
(Level 56): -49% ATK/DEF, 20 seconds, 365EP
(Level 59): -52% ATK/DEF, 21 seconds, 384EP

D.19.a.xi -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.19.a.xii -  Spit Mastery (Passive): Requires Level 14, Mutant Master. 
Increases damage and chance of criticals when using spit attacks.
(Level 14): +5% damage, +1% critical chance
(Level 15): +9% damage, +2% critical chance
(Level 17): +12% damage, +2% critical chance
(Level 18): +15% damage, +3% critical chance
(Level 20): +18% damage, +3% critical chance
(Level 21): +22% damage, +4% critical chance
(Level 23): +25% damage, +4% critical chance
(Level 24): +28% damage, +5% critical chance
(Level 26): +31% damage, +6% critical chance
(Level 27): +34% damage, +6% critical chance
(Level 29): +38% damage, +7% critical chance
(Level 30): +41% damage, +7% critical chance
(Level 32): +44% damage, +8% critical chance
(Level 33): +47% damage, +8% critical chance
(Level 35): +50% damage, +9% critical chance

D.19.a.xiii -  Tongue Mastery (Passive): Requires Level 21, Critical Strike. 
Increase damage and chance of criticals when using tongue attacks.
(Level 21): +5% damage, +1% critical chance
(Level 22): +9% damage, +2% critical chance
(Level 23): +12% damage, +2% critical chance
(Level 24): +15% damage, +3% critical chance
(Level 25): +18% damage, +3% critical chance
(Level 26): +22% damage, +4% critical chance
(Level 27): +25% damage, +4% critical chance
(Level 28): +28% damage, +5% critical chance
(Level 29): +31% damage, +6% critical chance
(Level 30): +34% damage, +6% critical chance
(Level 31): +38% damage, +7% critical chance
(Level 32): +41% damage, +7% critical chance
(Level 33): +44% damage, +8% critical chance
(Level 34): +47% damage, +8% critical chance
(Level 35): +50% damage, +9% critical chance

D.19.a.xiv -  Critical Strike (Passive): Increase chance of criticals for 
melee attacks.
(Level 1): +5% chance
(Level 2): +7% chance
(Level 3): +9% chance
(Level 4): +11% chance
(Level 5): +13% chance
(Level 6): +15% chance
(Level 7): +17% chance
(Level 8): +19% chance
(Level 9): +21% chance
(Level 10): +23% chance
(Level 11): +25% chance
(Level 12): +27% chance
(Level 13): +29% chance
(Level 14): +31% chance
(Level 15): +33% chance

D.19.a.xv -  Mutant Master (Passive)
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration


D.19.b) Commentary
------------------
Toad is far stronger than he has any right to be. After all, this is the 
little sniveler who served as the mission 2 boss in XML1. Here, on your 
team, Toad has strong melee and ranged attacks and further has the 
capability to put out fires and give a great boost to the entire team. Now, 
if only he were more attractive...

Buy:
* Tongue Strike/Tongue Lash/Tongue Mastery
  OR
* Mucous Spit/Noxious Spew/Spit Mastery
  As your primary offense
* Tongue Whip: good Xtreme, made better with some levels of Tongue Mastery
* Secretion: keep maxed and use to give a good boost to the whole party

Don't Buy:
* Hammer Kick/Leap Attack: OK offensive, but other powers are better
* Plunder: you won't be hurting for loot
* Block/Taunt: not really useful


Stats
-----
At level  1: 20 Body, 12 Focus,  20 Strike, 16 Speed
At level 99: 69 Body, 37 Focus, 118 Strike, 41 Speed
Max: Body 298, Focus 284, Strike 336, Speed 274

Build:
1/2 Focus
1/4 Strike
1/8 each Body and Speed


================
D.20: Wolverine
================

D.20.a) Skills
--------------
D.20.a.i -  Feral Slash (Melee): Increased melee attack with knockback.
(Level 1): +300% physical dmg, 40 knockback, 10EP
(Level 4): +337% physical dmg, 50 knockback, 14EP
(Level 7): +373% physical dmg, 61 knockback, 18EP
(Level 10): +409% physical dmg, 62 knockback, 22EP
(Level 13): +446% physical dmg, 83 knockback, 27EP
(Level 16): +482% physical dmg, 93 knockback, 31EP
(Level 19): +518% physical dmg, 104 knockback, 35EP
(Level 22): +555% physical dmg, 115 knockback, 40EP
(Level 25): +591% physical dmg, 126 knockback, 44EP
(Level 28): +627% physical dmg, 137 knockback, 48EP
(Level 31): +664% physical dmg, 147 knockback, 53EP
(Level 34): +700% physical dmg, 158 knockback, 57EP
(Level 37): +736% physical dmg, 169 knockback, 61EP
(Level 40): +773% physical dmg, 180 knockback, 66EP
(Level 43): +809% physical dmg, 191 knockback, 70EP
(Level 46): +845% physical dmg, 201 knockback, 74EP
(Level 49): +882% physical dmg, 212 knockback, 79EP
(Level 52): +918% physical dmg, 223 knockback, 83EP
(Level 55): +954% physical dmg, 234 knockback, 87EP
(Level 58): +990% physical dmg, 245 knockback, 92EP

D.20.a.ii -  Claw Flurry (Melee): Requires Level 7, Feral Slash. Increased 
melee attack that stuns victims.
(Level 7): +210% physical damage, 1 second stun, 16EP
(Level 10): +228% physical damage, 1 second stun, 20EP
(Level 13): +245% physical damage, 1 second stun, 24EP
(Level 16): +262% physical damage, 1 second stun, 28EP
(Level 19): +279% physical damage, 1 second stun, 32EP
(Level 22): +296% physical damage, 1 second stun, 36EP
(Level 25): +313% physical damage, 1 second stun, 40EP
(Level 28): +330% physical damage, 2 second stun, 44EP
(Level 31): +347% physical damage, 2 second stun, 48EP
(Level 34): +364% physical damage, 2 second stun, 52EP
(Level 37): +381% physical damage, 2 second stun, 56EP
(Level 40): +398% physical damage, 2 second stun, 60EP
(Level 43): +415% physical damage, 2 second stun, 64EP
(Level 46): +432% physical damage, 3 second stun, 68EP
(Level 49): +449% physical damage, 3 second stun, 72EP
(Level 52): +466% physical damage, 3 second stun, 76EP
(Level 55): +483% physical damage, 3 second stun, 80EP
(Level 58): +500% physical damage, 3 second stun, 84EP

D.20.a.iii -  Bloodlust (Melee): Requires Level 14, Feral Slash. Increased 
melee attack as bleed damage.
(Level 14): +440% bleed dmg over 3 seconds, 44EP
(Level 17): +453% bleed dmg over 3 seconds, 47EP
(Level 20): +466% bleed dmg over 3 seconds, 50EP
(Level 23): +480% bleed dmg over 3 seconds, 53EP
(Level 26): +493% bleed dmg over 3 seconds, 56EP
(Level 29): +506% bleed dmg over 3 seconds, 60EP
(Level 32): +520% bleed dmg over 3 seconds, 63EP
(Level 35): +533% bleed dmg over 3 seconds, 66EP
(Level 38): +546% bleed dmg over 3 seconds, 69EP
(Level 41): +560% bleed dmg over 3 seconds, 72EP
(Level 44): +573% bleed dmg over 3 seconds, 76EP
(Level 47): +586% bleed dmg over 3 seconds, 79EP
(Level 50): +600% bleed dmg over 3 seconds, 82EP
(Level 53): +613% bleed dmg over 3 seconds, 85EP
(Level 56): +626% bleed dmg over 3 seconds, 88EP
(Level 59): +640% bleed dmg over 3 seconds, 92EP

D.20.a.iv -  Eviscerate (Melee): Requires Level 21, Claw Flurry. Increased 
melee attack causing extra damage taken for a short time after.
(Level 21): +675% physical dmg, +50% dmg taken for 4 seconds, 42EP
(Level 24): +720% physical dmg, +53% dmg taken for 4 seconds, 48EP
(Level 27): +764% physical dmg, +55% dmg taken for 4 seconds, 54EP
(Level 30): +808% physical dmg, +57% dmg taken for 4 seconds, 60EP
(Level 33): +852% physical dmg, +59% dmg taken for 4 seconds, 66EP
(Level 36): +897% physical dmg, +61% dmg taken for 4 seconds, 72EP
(Level 39): +941% physical dmg, +63% dmg taken for 4 seconds, 78EP
(Level 42): +985% physical dmg, +66% dmg taken for 4 seconds, 84EP
(Level 45): +1029% physical dmg, +58% dmg taken for 4 seconds, 90EP
(Level 48): +1074% physical dmg, +70% dmg taken for 4 seconds, 96EP
(Level 51): +1118% physical dmg, +72% dmg taken for 4 seconds, 102EP
(Level 54): +1162% physical dmg, +74% dmg taken for 4 seconds, 108EP
(Level 57): +1206% physical dmg, +76% dmg taken for 4 seconds, 114EP
(Level 60): +1250% physical dmg, +78% dmg taken for 4 seconds, 120EP

D.20.a.v -  Lethal Lunge (Charge): Requires Level 28, Bloodlust. Launches 
forward, knocking back enemies where he lands and brutally slashing his 
target.
(Level 28): +575% physical dmg, 25% chance for instant knockout,
            40 knockback, 40EP
(Level 29): +608% physical dmg, 30% chance for instant knockout,
            98 knockback, 44EP
(Level 30): +641% physical dmg, 36% chance for instant knockout,
            156 knockback, 48EP
(Level 32): +673% physical dmg, 41% chance for instant knockout,
            214 knockback, 53EP
(Level 33): +706% physical dmg, 47% chance for instant knockout,
            272 knockback, 57EP
(Level 35): +738% physical dmg, 52% chance for instant knockout,
            330 knockback, 62EP
(Level 36): +770% physical dmg, 58% chance for instant knockout,
            388 knockback, 66EP
(Level 37): +803% physical dmg, 63% chance for instant knockout,
            446 knockback, 70EP
(Level 39): +836% physical dmg, 25% chance for instant knockout,
            504 knockback, 75EP
(Level 40): +868% physical dmg, 74% chance for instant knockout,
            562 knockback, 79EP
(Level 42): +900% physical dmg, 80% chance for instant knockout,
            620 knockback, 84EP

D.20.a.vi -  Claw Frenzy (Melee): Requires Level 28, Eviscerate. Multiple 
slashing attacks with each hit increasing attack speed for a time.
(Level 28): +341% physical dmg, +10% speed/hit for 3 seconds, 44EP
(Level 31): +360% physical dmg, +10% speed/hit for 3 seconds, 48EP
(Level 34): +381% physical dmg, +11% speed/hit for 3 seconds, 53EP
(Level 37): +400% physical dmg, +12% speed/hit for 4 seconds, 58EP
(Level 40): +421% physical dmg, +12% speed/hit for 4 seconds, 63EP
(Level 43): +441% physical dmg, +13% speed/hit for 5 seconds, 68EP
(Level 46): +460% physical dmg, +14% speed/hit for 5 seconds, 72EP
(Level 49): +481% physical dmg, +15% speed/hit for 5 seconds, 77EP
(Level 52): +500% physical dmg, +15% speed/hit for 6 seconds, 82EP
(Level 55): +521% physical dmg, +16% speed/hit for 6 seconds, 87EP
(Level 58): +541% physical dmg, +17% speed/hit for 7 seconds, 92EP

D.20.a.vii -  Berserker Fury (Radial, Xtreme): Requires Level 15. Slashes 
multiple targets in a blinding flurry of rage.
(Level 15): +650% physical dmg, 3 targets
(Level 20): +784% physical dmg, 4 targets
(Level 25): +917% physical dmg, 5 targets
(Level 30): +1050% physical dmg, 6 targets
(Level 35): +1184% physical dmg, 7 targets
(Level 40): +1317% physical dmg, 8 targets
(Level 45): +1450% physical dmg, 10 targets

D.20.a.viii -  Rude Awakening (Boost, Xtreme): Requires Level 20. Gives 
Wolverine the ability to resurrect himself from the dead if he dies within 
the boost lifetime.
(Level 20): 10% of Maximum HP, 180 seconds
(Level 25): 26% of Maximum HP, 210 seconds
(Level 30): 42% of Maximum HP, 240 seconds
(Level 35): 58% of Maximum HP, 270 seconds
(Level 40): 75% of Maximum HP, 300 seconds

D.20.a.ix -  Berserker Rage (Boost): Boosts defense and movement for a time.
(Level 1): +40% DEF, +11% attack speed, 13 seconds, 32EP
(Level 4): +48% DEF, +14% attack speed, 15 seconds, 46EP
(Level 7): +55% DEF, +18% attack speed, 17 seconds, 60EP
(Level 10): +63% DEF, +22% attack speed, 19 seconds, 74EP
(Level 13): +70% DEF, +26% attack speed, 21 seconds, 89EP
(Level 16): +77% DEF, +30% attack speed, 24 seconds, 103EP
(Level 19): +85% DEF, +34% attack speed, 26 seconds, 117EP
(Level 22): +92% DEF, +38% attack speed, 28 seconds, 132EP
(Level 25): +99% DEF, +42% attack speed, 30 seconds, 146EP
(Level 28): +107% DEF, +46% attack speed, 32 seconds, 160EP
(Level 31): +114% DEF, +50% attack speed, 35 seconds, 175EP
(Level 34): +122% DEF, +54% attack speed, 37 seconds, 189EP
(Level 37): +129% DEF, +58% attack speed, 39 seconds, 203EP
(Level 40): +136% DEF, +62% attack speed, 41 seconds, 218EP
(Level 43): +144% DEF, +66% attack speed, 43 seconds, 232EP
(Level 46): +151% DEF, +70% attack speed, 46 seconds, 246EP
(Level 49): +158% DEF, +74% attack speed, 48 seconds, 261EP
(Level 52): +166% DEF, +78% attack speed, 50 seconds, 275EP
(Level 55): +173% DEF, +82% attack speed, 52 seconds, 289EP
(Level 59): +180% DEF, +86% attack speed, 55 seconds, 304EP

D.20.a.x -  Scream (Debuff): Requires Level 14, Berserker Rage. Causes 
enemies to run in fear and decreases their defenses.
(Level 14): -19% DEF, 2 seconds, 84EP
(Level 17): -22% DEF, 2 seconds, 98EP
(Level 20): -25% DEF, 2 seconds, 113EP
(Level 23): -28% DEF, 2 seconds, 128EP
(Level 26): -31% DEF, 3 seconds, 143EP
(Level 29): -33% DEF, 3 seconds, 158EP
(Level 32): -36% DEF, 3 seconds, 173EP
(Level 35): -39% DEF, 3 seconds, 188EP
(Level 38): -42% DEF, 4 seconds, 203EP
(Level 41): -45% DEF, 4 seconds, 218EP
(Level 44): -48% DEF, 4 seconds, 233EP
(Level 47): -50% DEF, 4 seconds, 248EP
(Level 50): -53% DEF, 5 seconds, 263EP
(Level 53): -56% DEF, 5 seconds, 278EP
(Level 56): -59% DEF, 5 seconds, 293EP
(Level 59): -62% DEF, 6 seconds, 308EP

D.20.a.xi -  Block (Ability): Requires Level 7. Allows heroes to protect 
themselves from all attacks by blocking damage at the cost of EP.
(Level 7): 100% EP/Damage blocked
(Level 10): 87% EP/Damage blocked
(Level 14): 75% EP/Damage blocked
(Level 17): 62% EP/Damage blocked
(Level 21): 50% EP/Damage blocked

D.20.a.xii -  Claw Master (Passive): Increases effectiveness of claw power 
attacks.
(Level 1): +5% damage, +1% critical chance
(Level 1): +9% damage, +1% critical chance
(Level 1): +12% damage, +2% critical chance
(Level 1): +15% damage, +2% critical chance
(Level 1): +18% damage, +3% critical chance
(Level 1): +22% damage, +3% critical chance
(Level 1): +25% damage, +4% critical chance
(Level 1): +28% damage, +4% critical chance
(Level 1): +31% damage, +5% critical chance
(Level 1): +34% damage, +5% critical chance
(Level 1): +38% damage, +6% critical chance
(Level 1): +41% damage, +6% critical chance
(Level 1): +44% damage, +7% critical chance
(Level 1): +47% damage, +7% critical chance
(Level 1): +50% damage, +8% critical chance

D.20.a.xiii -  Enhanced Senses (Passive): Animal instincts allow a natural 
increase in ATK and DEF.
(Level 1): +11% ATK, +5% DEF
(Level 1): +15% ATK, +10% DEF
(Level 1): +21% ATK, +15% DEF
(Level 1): +25% ATK, +20% DEF
(Level 1): +30% ATK, +25% DEF
(Level 1): +36% ATK, +30% DEF
(Level 1): +40% ATK, +36% DEF
(Level 1): +46% ATK, +40% DEF
(Level 1): +50% ATK, +45% DEF
(Level 1): +55% ATK, +50% DEF
(Level 1): +61% ATK, +55% DEF, reveals hidden enemies
(Level 1): +65% ATK, +61% DEF, reveals hidden enemies
(Level 1): +70% ATK, +65% DEF, reveals hidden enemies
(Level 1): +75% ATK, +71% DEF, reveals hidden enemies
(Level 1): +80% ATK, +75% DEF, reveals hidden enemies

D.20.a.xiv -  Strong Willed (Passive): Increases all resistances.
(Level 1): +5% energy, radiation, elemental & mental resistance
(Level 1): +8% energy, radiation, elemental & mental resistance
(Level 1): +11% energy, radiation, elemental & mental resistance
(Level 1): +14% energy, radiation, elemental & mental resistance
(Level 1): +17% energy, radiation, elemental & mental resistance
(Level 1): +20% energy, radiation, elemental & mental resistance
(Level 1): +23% energy, radiation, elemental & mental resistance
(Level 1): +26% energy, radiation, elemental & mental resistance
(Level 1): +29% energy, radiation, elemental & mental resistance
(Level 1): +32% energy, radiation, elemental & mental resistance
(Level 1): +35% energy, radiation, elemental & mental resistance
(Level 1): +38% energy, radiation, elemental & mental resistance
(Level 1): +41% energy, radiation, elemental & mental resistance
(Level 1): +44% energy, radiation, elemental & mental resistance
(Level 1): +47% energy, radiation, elemental & mental resistance

D.20.a.xv -  Regeneration (Passive): Heals over time.
(Level 1): 1.0% of max HP per 6 seconds
(Level 1): 1.4% of max HP per 6 seconds
(Level 1): 1.7% of max HP per 6 seconds
(Level 1): 2.1% of max HP per 6 seconds
(Level 1): 2.4% of max HP per 6 seconds
(Level 1): 2.8% of max HP per 6 seconds
(Level 1): 3.1% of max HP per 6 seconds
(Level 1): 3.5% of max HP per 5 seconds
(Level 1): 3.9% of max HP per 5 seconds
(Level 1): 4.2% of max HP per 6 seconds
(Level 1): 4.6% of max HP per 6 seconds
(Level 1): 4.9% of max HP per 6 seconds
(Level 1): 5.3% of max HP per 6 seconds
(Level 1): 5.6% of max HP per 6 seconds
(Level 1): 6.0% of max HP per 6 seconds

D.20.a.xvi -  Might (Ability): Increases lifting strength and destruction 
level of melee attacks.
(Level 1): Lift heavy objects, damage reinforced walls and objects


D.20.b) Commentary
------------------
Wolverine is a good tank. His one big lack as a pure tank is the lack of 
the second level of Might, but having Magneto or Jean around can fill that 
gap. Wolverine's primary offense is Feral Slash. Bloodlust provides a Plan 
B when encountering physical resistant enemies, but works rather slowly.

Lethal Lunge is one of the best charges in the game and Claw Flurry is an 
excellent crowd control move. Regeneration is not as big a deal in XML2 as 
it was in one, except in the early game when health packs are a bit more 
scarce.

Buy:
* Feral Slash: basic offense, keep maxed
* Claw Flurry: a few ranks for crowd control
* Eviscerate: for the really big enemies
* Lethal Lunge: a few ranks to give a sort of ranged attack
* Berserker Fury: good Xtreme
* Berserker Rage: a good boost, take at least a few ranks
* Claw Master: keep maxed
* Regeneration: about 8 ranks should be enough
* Might: might as well take one rank

Don't Buy:
* Bloodlust: slow damage, only needed if you have a team of all
  tanks and you need options for physical resistant mobs
* Scream: debuffs aren't very useful
* Block: not a good skill
* Strong Willed: get resistances from equipment


Stats
-----
At level  1: 20 Body, 8 Focus,  24 Strike, 16 Speed
At level 99: 69 Body, 8 Focus, 147 Strike, 41 Speed
Max: Body 298, Focus 250, Strike 322, Speed 290

Build:
1/3 Strike
1/3 Focus
1/6 each Body and Speed


==================
D.21: Bonus Teams
==================

Certain combinations of four characters provide a team bonus. If more than 
four characters are listed below, you may have any four on your team to 
earn the bonus:

Age of Apocalypse: +100% ATK Rating
 - Any 4 heroes with Age of Apocalypse skins (excludes only Professor X
   and Pyro)

Good for a melee-heavy party, but not much use if you're using lots of 
powers, especially ranged powers. This is a good team for early in the game 
(after the first run-through, when you have AoA skins early). As a 
reference, here are what the AoA costumes look like:

Bishop: has a gray outfit, with large drape around his neck and metal 
implant on his forehead

Colossus: is wearing a read scarf over his head and eyes

Cyclops: has long hair obscuring the left side of his face

Deadpool: the outfit without a mask

Gambit: has a red bandanna around his neck and a red headband

Iceman: has spikes protruding from his arms and legs

Iron Man: silver/gray armor

Jean Grey: short hair and a patch over one eye

Juggernaut: no armor or helmet

Magneto: red suit and helmet

Nightcrawler: has crossed swords on his back

Professor X: No AoA skin

Pyro: No AoA skin

Rogue: yellow and green outfit without a coat

Sabretooth: yellow outfit with bare arms and metal wrist bands

Scarlet Witch: outfit that looks like a one-piece swimsuit

Storm: short hair, full body black-and-white "patched" outfit

Sunfire: full hood over his head and he's wreathed in flames

Toad: has no hat and is wearing a purple/gray suit

Wolverine: red and blue outfit and no left hand (just claws sticking out of 
a stump)

AoA skins are unlocked when you complete Act 2 the first time.


Agile Warriors: +5% XP
 - Nightcrawler, Sunfire, Toad, Deadpool

The team lacks bridge building and Leadership; though, the team bonus 
partly makes up for the lack of Leadership, and Nightcrawler and Deadpool 
can teleport past most gaps. Toad can put out fires and Sunfire can blast 
everything in sight. All-in-all, not a bad team for a second run-through.


Brotherhood of Evil: +5% XP
 - Juggernaut, Magneto, Toad, Scarlet Witch

A good mix, with a tank, semi-tank (Toad), Leadership, flying, bridge-
building and strong support character (Scarlet Witch). The lack of an X-Man 
shouldn't have any effect on gameplay.


Bruiser Brigade: 20 EP gain per Knockout
 - Juggernaut, Colossus, Wolverine, Rogue

Too tank-heavy.


Dark Past: 5% damage inflicted goes to HP
 - Rogue, Gambit, Deadpool, Wolverine

Rogue, Gambit and Deadpool all have some ranged attacks, but this is still 
primarily a melee-heavy party. If you use this combo, you'd be better 
served outfitting them in AoA skins and getting the +100% ATK bonus.


Double Date: 20 HP gained per Knockout
 - Rogue, Gambit, Jean Grey, Cyclops

Flying, bridge building, Leadership, strong melee attacks, ability to move 
massive objects, strong ranged attacks...What's not to love?*

* Pun intended.


Energy Corps: +5% damage
 - Gambit, Bishop, Cyclops, Iron Man

The only thing this group lacks is bridge building, and, with the "auto 
jump" feature you don't really need to build bridges. Just fly over gaps 
with Iron Man and your team will show up. Otherwise, you've got Might, 
strong melee attacks, strong ranged attacks and Leadership. You'll want to 
build Iron Man as a melee monster rather than concentrating on his ranged 
attacks (which tend to duplicate Cyclops).


Family Affair: +5 HP regeneration
 - Magneto, Scarlet Witch, Juggernaut, Prof X

Identical to Brotherhood of Evil with Prof X substituted for Toad, which 
provides strong mental damage powers and double Leadership bonuses for 
faster leveling. Not bad. The team bonus is kind of weak, though.


Femme Fatale: 5% damage inflicted goes to HP
 - Storm, Scarlet Witch, Rogue, Jean Grey

Another group that almost has it all: flying (3), bridge building, tank, 
Might, ranged support. The only thing you lack is Leadership, and that's 
not as big a deal in XML2 as it was in XML1. The team bonus is nice, and 
combined with Rogue and Scarlet Witch's boosts means no health packs for 
you!


Forces of Nature: +10 to all Resists
 - Storm, Iceman, Sunfire, Magneto

A strong team with everything you want, including Leadership. About the 
only thing you lack is a pure tank, but this group can dish out some 
beastly damage, hit lots of combos and Magneto's Levitation fills in for 
Might. The resistance bonus is very handy.


Heavy Metal: +10 to all stats
 - Colossus, Juggernaut, Iron Man, Magneto

This group is a little tank-heavy, but Iron Man can be set up as a strong 
ranged support character and Magneto gives you all the bonus goodies like 
building bridges and Leadership. The team bonus is pretty huge in the 
beginning of the game, but becomes statistically irrelevant near the end of 
the game or in Hard mode.


New Avengers: +15% Max HP
 - Iron Man, Scarlet Witch, Wolverine, Bishop

You get no Leadership, no bridge building and only one flier. On the other 
hand, the team bonus is pretty sweet.


New X-Men: +15% Max HP
 - Nightcrawler, Storm, Colossus, Wolverine, Sunfire, Bishop

You put Nightcrawler, Colossus/Wolverine, Storm and Sunfire on a team and 
you're cooking with gas. On the downside, there's no Brotherhood mutant on 
the team, but that only makes a difference in two spots early in the game. 
You also can't build bridges, but you've got two fliers and a teleporter 
and the other character will simply appear. And Nightcrawler's Teleport 
Frenzy will hit a lot of combos with Storm and Sunfire. Alas, no Leadership 
bonus for that.


Old School: +15% Max EP
 - Cyclops, Jean Grey, Iceman, Magneto, Toad, Prof X

Magneto + Cyclops + Prof X = triple Leadership bonuses--if you can hit 
combos reliably. You wouldn't want both Jean Grey and Prof X on the same 
team, so your fourth will probably be Iceman, as he's more versatile than 
Toad.


Raven Knights: +60% tech bit drops
 - Iceman, Prof X, Iron Man, Deadpool

A good team, but the team bonus is worthless. Tech bits are not in short 
supply--it shouldn't be hard to finish the game in Normal mode with nearly 
1,000,000 tech bits.


Special Ops: +5% damage
 - Bishop, Deadpool, Nightcrawler, Gambit

Deadpool, as a sort of cross between Nightcrawler and Bishop, seems kind of 
out-of-place in this group. However, strong melee and ranged attacks to 
take advantage of the team bonus are a plus. This team should dish out the 
hurt in major ways; however, you're likely to need to call in help once in 
a while to complete certain objectives (no flight, bridge building or 
Might).


================
D.22: Categories
================

Throughout this guide, references will be made to heroes by their 
abilities; for example, fliers refers to all characters with the Flight 
skill. Here are the categories used in this guide and the heroes that fit 
into that category:

D.22.a) Leader
--------------
Characters with the Leadership skill: Cyclops, Magneto and Professor X

D.22.b) Flier
-------------
Characters with the Flight skill: Iron Man, Jean Grey, Magneto, Rogue, 
Storm and Sunfire

D.22.c) Bridge Builder
----------------------
Characters that can build bridges at marked places on the map: Iceman, Jean 
Grey and Magneto

D.22.d) Tank
------------
Characters with lots of melee skills, the Might skill and typically high 
Body and Strike scores: Colossus, Iron Man, Juggernaut, Rogue, Sabretooth 
and Wolverine

D.22.e) Ranged
--------------
Characters that have good beam or projectile powers or typically operate in 
a non-melee mode: Bishop, Cyclops, Iceman, Iron Man, Jean Grey, Magneto, 
Professor X, Pyro, Scarlet Witch, Storm and Sunfire

D.22.f) Teleporter
------------------
Character that can teleport: Deadpool and Nightcrawler

D.22.g) X-Man
-------------
Characters who are part of the X-Men: Bishop, Colossus, Cyclops, Gambit, 
Iceman, Iron Man*, Jean Grey, Nightcrawler, Professor X, Rogue, Storm, 
Sunfire and Wolverine. (*Iron Man is actually an Avenger, but, for the 
purposes of this game, he's part of the X-Men.)

D.22.h) Brotherhood
-------------------
Characters who are part of the Brotherhood of Evil Mutants: Deadpool, 
Juggernaut, Magneto, Pyro, Sabretooth, Scarlet Witch and Toad.


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---Section E. ITEM LISTS-----------------------------------------------
 /  \
/

=======================
E.01: Danger Room Discs
=======================

Discs listed here are only those that are found during the course of 
gameplay. Discs that automatically show up in the Danger Room computer and 
discs that have to be purchased from Beast or Forge are not listed here. 
You'll find all the courses listed, along with the availability of the 
discs, in Section F.

E.01.a) Act 1
-------------
[] Setting 102 - Throwing: Cerci Caverns, third room

[] Moves 103 - Triple Hit: One of the queen chambers in the Queens Lair

[] Moves 104 - Throw: Same disc as 103

[] Qualifying Exam 100: One of the "north" prisons in the Northern Plaza


E.01.b) Act 2
-------------
[] Challenge - Cyclops: Jungle Canal, right fork in path soon after
   entering area

[] Assault 203: Nuwali Shrine, room "southwest" of the water-filled altar
   room

[] Challenge - Gambit: Elemental Tomb, water room

[] Defend 204: Nuwali Gateway, when you enter from the Nuwali Corridors,
   go straight across the hall and break through the wall on the left
   for the disc

[] Qualifying Exam 200: Beyonders Sanctum, when you enter, the disc
   is behind a large stone in an alcove to your left


E.01.c) Act 3
-------------
[] Challenge - Iceman: Core Interior, after putting Forge's
   transceiver in a security console, turn left down the hall and first
   room on your right

[] Assault 303: Core Security, from the entrance, go right to the third
   room on the left and into the back room

[] Challenge - Phoenix: Infinite Engineering, from power distribution
   console, follow hall back towards exit, going straight through door
   to get the disc from a balcony

[] Challenge - Sunfire: Assembly Factory, cryogenic chamber inside
   one of the pods

[] Destroy 304: Madri Antechamber, first room after entrance

[] Challenge - Scarlet Witch: Madri Cloisters, in the room where you make
   an offering to open the Artifact of Rage room

[] Qualifying Exam 300: Meditation Chamber, in an alcove on the opposite
   side of the area from the entrance


E.01.d) Act 4
-------------
[] Challenge - Toad: Perimeter Platforms, second gun platform

[] Challenge - Rogue: Perimeter Platforms, third radar array platform

[] Challenge - Colossus: Sewers South, in the first very large room, in the
   left corner opposite the entrance

[] Challenge - Nightcrawler: New York South Side, left of the Xtraction
   point, at the end of the street

[] Survival 404: New York West Side, straight ahead from the exit to New
   York South Side, on the left side of the street

[] Defend 503: Holding Pens, destroy the generator and keep going straight
   and around the corner to find this disc behind some fencing

[] Teamwork 403: Stockade, in large room leading to Brain Trust, in a side
   alcove

[] Challenge - Juggernaut: Brain Trust, in the room next to the psychic
   demon spawn room

[] Challenge - Magneto: Pantheon, under the statue in the middle of the
   first hall; requires a flier

[] Challenge - Storm: Tower Engineering, in the room where you destroy the
   power control panels for the prison

[] Graduation Exam 400: Sinister's Lab, room to the right of the Xtraction
   point


E.01.e) Act 5
-------------
[] Challenge - Bishop: Ancient Labyrinth, going left from the Xtraction
   point, through the room with the tech station, on the floor of the
   large corner room

[] Survival 504: Temple of Anubis, after clearing the pit produced by
   picking up the homing beacon, climb the stairs out and the disc is at
   the top of the first flight of stairs

[] Challenge - Wolverine: Temple of Sekhmet, first room, behind second
   large pillar to your left

[] Qualifying Exam 500: Hall of the Dead, immediately to your left as you
   enter the area


===================
E.02: Tech Stations
===================

Tech stations upgrade stats. There are 30 scattered throughout the game 
(six in each Act).

E.02.a) Act 1
-------------
[] Dead Zone: +2 Strike, first burned-out airship

[] Desolate Mesa: +2 Focus, down left from radar array

[] Cerci Burrows: +2 Speed, third room with drones

[] Larvae Chambers: +10 Health, in room with second egg cluster

[] Genosha Seawall: +10 Focus, central rooms just past dirigible

[] Grand Hall: +2 Body, to right of entrance, destroy generator to get
   through force field


E.02.b) Act 2
-------------
[] Jungle Ruins: +20 Health, between the atmospheric generators

[] Jungle Pass: +4 Speed, in a ruined temple beyond the laser-bomb
   guarded cave with the weapon cache

[] Nuwali Shrine: +4 Body, right-hand path from entrance, have
   to push columns out of the way

[] Nuwali Corridors: +20 Energy, first main room

[] Elemental Tomb: +4 Strike, between earth and water rooms

[] Beyonders Sanctum: +4 Focus, in the corner opposite the Xtraction point,
   go up the stairs, through either door and to the corner room, put out
   the fire at the base of the column and the station will come down


E.02.c) Act 3
-------------
[] Core Interior: +6 Speed, in a room with a blue reactor coil, knock down
   the wall over the coil and then fly, teleport or walk across the coil

[] Infinite Engineering: +6 Strike, from the large room with tow pits,
   take the left-hand path and go to the end

[] Fusion Core: +30 Health, at first intersection, go left and it's in
   in the second room, just beyond Scarlet Witch's comic

[] Genetic Processing: +30 Energy, in the DNA processor (big rollers)
   after you wreck it

[] Madri Antechamber: +6 Body, after meeting Emma Frost,
   keep going straight and it's the room at the end of the hall

[] Madri Cloisters: +6 Focus, when you destroy the psionic
   altar, use the offering altars in the corners of the room to open a
   room a little way back down the hall


E.02.d) Act 4
-------------
[] Perimeter Platforms: +6 Strike, first radar array platform

[] New York West Side: +8 Speed, on an upper floor of a bombed-out building
   near the Sewers West exit, you can fly up or climb the pile of rubble
   nearby

[] Stockade: +8 Body, near the exit to the Holding Pens is a gated room,
   use Magneto or Jean Grey to flip the switch inside the room and collect
   the tech station; you can also get into this room from the other side
   once you've fought your way around, just activate the console to lower
   the force field

[] New York North Side: +40 Energy, from the exit to West Side, go straight
   across and a little left

[] Pantheon: +8 Focus, in front of the large statue

[] Tower Engineering: +40 Health, in the room where Selene is held prisoner


E.02.e) Act 5
-------------
[] Ra's Mouth: +50 Health, after the fight with Mr. Sinister, build a
   bridge to the center of the Ra's Mouth area

[] Ancient Labyrinth: +50 Energy, go left from the Xtraction point and
   break down a wall to reach the station

[] Temple of Anubis: +10 Body, from the first room take a right and find
   the station in the first main room, lower level

[] Temple of Sekhmet: +10 Focus, from the Y-shaped room, go left

[] Hall of the Dead: +10 Speed, past the Monolith battle, in a room with
   a glowing statue, Use the statue to reveal the station

[] Vault of the Ages: +10 Strike, one of the generator rooms is reached
   by a hall that splits, take the left-hand hall to get to the station


====================
E.03: Homing Beacons
====================

There are six homing beacons in each Act; however, you only need four. Once 
you've collected four, the remaining two are replaced with XP bonuses. When 
you have four, a secret Blink Portal opens in your home base. Go through 
the portal and defeat the enemies. In Acts 1 through 4, you collect a piece 
of Iron Man's armor. In Act 5, you rescue Iron Man and can then add him to 
your team.

E.03.a) Act 1
-------------
The bonus for extra beacons in Act 1 is 5,000 XP.

[] Dead Zone: just past entrance to Cerci Caverns

[] Cerci Caverns: side ledge to left of long bridge, requires flier or
   bridge builder

[] Cerci Burrows: near the entrance to the Larvae Chambers

[] Genosha Seawall: just past dirigible room, need Brotherhood mutant to
   open door to the right

[] Southern Habitats: in unmapped hallway off hydroponics lab

[] Northern Plaza: in Mr. Sinister's experiment room


E.03.b) Act 2
-------------
The bonus for extra beacons in Act 2 is 15,000 XP.

[] Jungle Canal: second cave you travel through

[] Jungle Ruins: on the main path next to a weapon cache

[] Jungle Pass: take the right fork from the main path, then the left-hand
   cave entrance and get the homing beacon in the cave

[] Nuwali Shrine: from the main entrance, go right and follow the path
   around, through some columns that need to pushed out of the way and
   past a tech station, then take the left-path when you reach a T and
   in the next room the beacon is on the floor near some broken stones

[] Elemental Tomb: in an alcove of the room of fire

[] Nuwali Gateway: when you enter the Gateway from the Corridors, turn left
   and fight your way down the long hall with flame-throwing statues, near
   the end of the hall, break through the wall on your left and break your
   way through the walls to reach the beacon


E.03.c) Act 3
-------------
The bonus for extra beacons in Act 3 is 25,000 XP.

[] Core Interior: small room just left of the entrance

[] Core Reactor: in the central hall, on a ledge past a nuclear waste pit,
   use a flier or teleporter to pick it up

[] Genetic Processing: left at the first intersection past the DNA
   processor, on one of the side catwalks

[] Assembly Factory: on top of some crates in a long, rectangular room on
   your way to the cryogenic substation

[] Madri Antechamber: beside a column near the entrance

[] Divine Sanctuary: from the large room with all the side rooms, head back
   toward the entrance into a room with a weapon cache, keep going into the
   next room and fly up to the beacon


E.03.d) Act 4
-------------
The bonus for extra beacons in Act 4 is 35,000 XP.

[] Perimeter Platforms: third gun platform

[] Sewers South: behind a fan near the entrance from X-Mansion, you can fly
   over the gap or build a bridge to reach the generator,
   use Storm (Lightning), Rogue (Power Theft) or Bishop (Sapping Strike)
   to drain the generator and stop the fan, then fight your way back to
   the front of the fan and pick up the beacon

[] New York South Side: immediately after coming out of Sewers South, on
   the roof of the building to your right, you can fly up or work your way
   around on the street until you can climb a wrecked train car

[] Holding Pens: go left from the exit to Sewers West and work your way
   around behind the double force fields to find the console that turns
   them off and you can collect the beacon

[] Sewers North: after coming in from New York North Side, you'll pass
   through a waterway, in the room beyond that has a campfire in the
   middle, look in one corner for a door that cannot be opened; teleport
   through or use Magneto or Jean to throw a switch on the inside of the
   room to get through and collect the beacon

[] Sinister's Lab: room to the left of the Xtraction point


E.03.e) Act 5
-------------
The bonus for extra beacons in Act 5 is 40,000 XP.

[] Ra's Mouth, as you enter from the Teleport Chamber, go right at the
   first intersection, after rounding the corner, go through the second
   door on the left, fly over to a ledge to the left and push (or Levitate
   or TK) the column out of the way (must have Magneto, Jean, Rogue or
   Iron Man to do this), then go through the door to get the homing beacon

[] Ancient Labyrinth: near the entrance to the Temple of Sekhmet are two
   doors leading to bridges, take the right-hand door to get to the room
   with the beacon

[] Temple of Anubis: in the first room, take a left and pick up the beacon
   from the middle of the floor

[] Temple of Sekhmet: from the Y-shaped room, go straight and cross the
   chasm to get the beacon in the hall beyond

[] Hall of the Dead: in the room with the data disc, stand roughly in the
   center of the room, on the lower level, and move around until "Use loose
   stone" appears, then press Use to reveal the beacon

[] Vault of the Ages: in a side alcove of the main arena


================
E.04: Data Discs
================

Collect four data discs and you get a bonus to your health or energy pack 
carrying capacity. There are twenty discs in all.
* +2 energy packs for the first set of four data discs
* +2 health packs for the second set of four data discs
* +4 energy packs for the third set of four data discs
* +4 health packs for the fourth set of four data discs
* +6 health and +6 energy packs for the fifth set of four data discs

E.04.a) Act 1
-------------
[] Barren Cliffs: under brush in area right before first Grizzly meeting

[] Queens Lair: central platform in one of the queen's chambers, need
   flier or bridge builder

[] Northern Plaza: under one of the first stairways

[] Grand Hall: out in the open on the ground level


E.04.b) Act 2
-------------
[] Jungle Canal: first cave you travel through

[] Nuwali Corridors: in a hidden room in the corridor on the way to the
   octagonal platform, break down the wall to find a weapon cache and
   break the wall next to it to get the disc

[] Nuwali Gateway : in the large cavern with bridges and islands, from
   the exit to the Nuwali Shrine, go to the right-most side of the room
   and use a flier to search along the wall, you should be able to see
   it over the top of the wall, break down the wall to get it

[] Beyonders Sanctum: from the Xtraction point, go to the opposite
   corner of the room and look behind the stairs


E.04.c) Act 3
-------------
[] Core Interior: from entrance go right and disc is near X-shaped pit

[] Factory Entrance: near exit to Genetic Processing

[] Divine Sanctuary: in one of the two side rooms with a large pit, fly
   over the pit to a ledge

[] Madri Conclave: at the first T-intersection, go right and clear the
   rooms and you should find the disc in a corner alcove


E.04.d) Act 4
-------------
[] Sewers West: in a room near the exit to the Holding Pens, shut
   off the water using the switch in the room across the hall, then send a
   flier down to get the disc

[] Stockade: after switching hallways to get around a force
   field, keep to the right and get it from behind another force field

[] New York North Side: from the West Side exit head right and then turn
   left and look on the left side of the street in a small alcove

[] Tower Engineering: in a room next to the prison room


E.04.e) Act 5
-------------
[] Ra's Mouth: left from the exit to Teleport Chamber (home base),
   behind one of the ships that are on side platforms

[] Temple of Anubis: roughly in the center of the area, straight
   ahead from where you enter, but the way is blocked by stones, you can
   teleport through or work your way around and break through the walls
   behind the room where the disc is at

[] Temple of Sekhmet: from the Y-shaped room, go right and in the room
   with the canopic jar, break through a wall on the right side of the
   room and follow the corridor

[] Hall of the Dead: down the left path in the room after
   the Living Monolith battle


===================
E.05: Weapon Caches
===================

E.05.a) Act 1
-------------
[] Barren Cliffs: After first meeting with Grizzly, go left and build two
   bridges to reach cache

[] Grand Hall: near a fallen pillar opposite the Xtraction point


E.05.b) Act 2
-------------
[] Jungle Ruins: on the main path

[] Jungle Pass: in a laser-bomb filled cave just before the Xtraction point

[] Nuwali Corridors: in a hidden room in the corridor on the
   way to the octagonal platform, break down the wall

[] Elemental Tomb: room of air

[] Beyonders Sanctum: Omega Red's room


E.05.c) Act 3
-------------
[] Core Interior: at the opposite end of the hall from the exit to
   Core Security

[] Core Security: from the entrance, take the left-side hall to the second
   room on the left and break through the back wall

[] Core Control: in room where you fight Sugarman

[] Infinite Engineering: Room beside power distribution console room

[] Fusion Core: in a room with a large pit, just before the room with the
   fusion core

[] Assembly Factory: room where you destroy the cryogenic substation

[] Madri Cloisters: when you destroy the psionic altar, use the offering
   altars in the corners of the room to open a room a little way back down
   the hall

[] Divine Sanctuary: in the large room with all the side rooms, turn back
   toward the entrance and enter a small room

[] Madri Conclave: in the downstairs shortcut between the Artifact and the
   main entrance


E.05.d) Act 4
-------------
[] Perimeter Platforms: second gun platform

[] Perimeter Platforms: second radar array platform

[] Sewers South: in the hall right before the exit to New York South Side

[] New York West Side: straight ahead from the South Side exit, along the
   right side of the street

[] Sewers West: in a room behind a bus, use a Mighty character
   or Magneto or Jean Grey to move the bus

[] Holding Pens: after destroying a generator, keep going
   straight to reach the cache

[] Holding Pens: a little further on from the previous
   cache, behind some destructible fencing

[] Stockade: after the Slow trap, keep to the right, crossing
   a water-filled pit and in the next room is the cache

[] Brain Trust: in the pit in the room where you spawn the psychic demon

[] Brain Trust (x2): right outside the door leading to the
   fight against Stryfe

[] Sewers North: side room immediately before the Xtraction point

[] Pantheon: under the statue in the middle of the first hall;
   requires a flier

[] Tower Engineering: just outside the room where you destroy
   the power control panels for the prison

[] Sinister's Lab: in the room to the right of the Xtraction point

[] Sinister's Lab: just in front of the teleporter to Tower Apex


E.05.e) Act 5
-------------
[] Ancient Labyrinth: on a ledge of a room with a big pit,
   to the left of the Xtraction point room (left as you face into the room)

[] Temple of Anubis: roughly in the center of the area, straight
   ahead from where you enter, but the way is blocked by stones, you can
   teleport through or work your way around and break through the walls
   behind the room where the cache is at

[] Temple of Sekhmet: first room, behind first large pillar to your left

[] Hall of the Dead: in the room with the Xtraction point


=================
E.06: Comic Books
=================

Comic books confer no special bonuses, as they did in XML1. There are 15 
comics (one for each of the "main" characters), and all are in Acts 1 
through 4.

E.06.a) Act 1
-------------
[] Bishop: In Desolate Mesa, after destroying radar array, go down and left
   from main path

[] Wolverine: Larvae Chambers, room with third egg cluster

[] Colossus: Southern Habitats, side room near one of the prisons


E.06.b) Act 2
-------------
[] Toad: Jungle Ruins, behind an atmospheric generator

[] Cyclops: Jungle Pass, in a ruined temple along the left fork from
   the beginning path

[] Sunfire: Nuwali Shrine, in room leading to Nuwali Corridors

[] Gambit: Nuwali Corridors, on the octagonal platform with one
   of the guardian switches


E.06.c) Act 3
-------------
[] Storm: Core Reactor, in the central hall

[] Scarlet Witch: Fusion Core, at first intersection go left
   and it's in the first room

[] Iceman: Genetic Processing, on the large metal bridge, among
   the blocks that bar your way

[] Juggernaut: Madri Antechamber, behind an altar near where you
   first meet Emma Frost


E.06.d) Act 4
-------------
[] Magneto: Sewers West, after the hall with the derelict bus, go to
   the far left end of the next hall and break through the sewer grate

[] Jean Grey: Holding Pens, after destroying a generator, keep going
   straight

[] Rogue: New York North Side, from the exit to West Side, go
   right to the end of the street and look behind some barrels on the
   left side of the street

[] Nightcrawler: Sinister's Lab, first room, upper level


==================
E.07: Sketch Books
==================

Sketch books unlock concept art. There are 16 sketch books and each one 
unlocks three pieces of concept art. If you collect all 16, a lot of 
additional concept art is unlocked. On the Stats tab of your review screen, 
the number of sketch books is actually the number of concept art pieces 
you've unlocked. E.g., in Act 1, your sketch book stats will be x of 9, not 
x of 3.

E.07.a) Act 1
-------------
[] Dead Zone, Dead Zone Enemy, Magneto: Desolate Mesa, down left from the
   radar array

[] Insect Tunnels, Insect Tunnels Enemy, Nightcrawler: Cerci Burrows, in
   one of the rooms with drones

[] Genosha, Genosha Enemy, Iceman: Grand Hall, on an upper platform, need
   a flier to get it


E.07.b) Act 2
-------------
[] Jungle, Jungle Enemy, Jean Grey: Jungle Pass, in cave between Xtraction
   point and boss fight with Sauron

[] Monument, Monument Enemy, Juggernaut: Nuwali Corridors,
   on a ledge after you fly over the large chasm


E.07.c) Act 3
-------------
[] Core, Core Enemy, Rogue: Core Control, near force field
   that blocks you from Yellow reactor coolant pump

[] Infinite Processing Plant, Infinite Enemy, Gambit: Core Processing,
   landing after crossing first bridge

[] Madri Temple, Madri Enemy, Scarlet Witch: Divine Sanctuary, in the
   downstairs shortcut from the Artifact to the main entrance


E.07.d) Act 4
-------------
[] Pens, Pens Enemy, Storm: Perimeter Platforms, first gun platform

[] New York, New York Enemy, Colossus: Stockade, just past the Slow trap,
   go behind a force field to get the book

[] Perimeter, Perimeter Enemy, Sunfire: New York North Side,
   in a corner of the area where you fight Deadpool

[] Sewers, Sewer Enemy, Cyclops: Sewers North, after crossing a waterway,
   head to the right to a small side room that must be entered by knocking
   down the wall

[] Apocalypse's Tower, Tower Enemy, Toad: Pantheon, in the center of the
   room as you enter from North Sewers


E.07.e) Act 5
-------------
[] Wolverine, Abyss, Mikhail: Ancient Labyrinth, in the room with the
   Xtraction point

[] Egypt, Egypt Enemy, Bishop: Temple of Anubis, after picking up the
   homing beacon, the floor will fall away and the sketch book is in
   the bottom of the pit

[] Holocaust, Archangel, Apocalypse: Hall of the Dead, in the room with
   the Xtraction point


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---Section F. DANGER ROOM COURSES--------------------------------------
 /  \
/

n/a for Location of a Danger Room disc indicates the course is 
automatically available. Buy for Location means the disc must be purchased 
from Beast or Forge. Awards stack; e.g. if you beat the Vibranium Award 
requirement, you also receive the Titanium Award and Adamantium Award.

If you beat all the courses, you will unlock Professor X as a playable 
character.

======================
F.01: Freshman Courses
======================

The four courses (105, 106, 107 and 108) that must be bought will only show 
up in Forge's shop after you have collected the Challenge - Cyclops disc 
(from the first mission in Act 2).


F.01.a) Setting 101 - Hidden Goods
----------------------------------
Location: n/a

Objectives:
* Destroy all crates
* Complete within 1:30

Titanium Award (beat the course): 200 XP
Adamantium Award (within 0:45): +1 Strike
Vibranium Award (within 0:30): An item

Recommended Team:
* Any single hero, one with Might or a Beam power works best

Smash the marked crates. It's easier to finish in less than 30 seconds if 
you use a ranged fighter or teleporter.


F.01.b) Setting 102 - Throwing
------------------------------
Location: Cerci Caverns, third room

Objectives:
* Execute a pickup-and-throw move five times
* Complete within 1:30

Titanium Award (beat the course): 300 XP
Adamantium Award (within 0:45): +1 Speed
Vibranium Award (within 0:30): An item

Recommended Team:
* Any single hero, the faster the better

Pick up items with Use and throw them with Use. Just grab any crates or 
barrels lying around.


F.01.c) Moves 103 - Triple Hit
------------------------------
Location: Queen's Lair, chamber where you first meet Zealot

Objectives:
* Strike enemies with the Triple Hit 5 times
* Complete within 1:30

Titanium Award (beat the course): 450 XP
Adamantium Award (within 1:00): +1 Strike
Vibranium Award (within 0:45): An item

Recommended Team:
* Any single hero, a tank works best

Use Attack, Attack, Attack for the Triple Hit. Don't spend a lot of time 
running around looking for enemies, they'll spawn on top of you.


F.01.d) Moves 104 - Throw
-------------------------
Location: Queen's Lair, chamber where you first meet Zealot

Objectives:
* Execute throwing an enemy 5 times
* Complete within 1:00

Titanium Award (beat the course): 600 XP
Adamantium Award (within 0:45): +1 Body
Vibranium Award (within 0:30): An item

Recommended Team:
* Any single hero, a tank works best

Press Use while standing near an enemy to pick him/her/it up. Press Use 
again to throw the enemy. Don't spend a lot of time running around looking 
for enemies, they'll spawn on top of you.


F.01.e) Teamwork 105
--------------------
Location: Buy for 160 tech bits

Objectives:
* Defeat 10 enemies
* Call for help from allies five times
* Complete within 3:00

Titanium Award (beat the course): 750 XP
Adamantium Award (within 1:15): +1 Focus
Vibranium Award (within 0:45): An item

Recommended Team:
* Any

This is real simple. Just lay into the enemies that spawn and spam your 
Call Allies button. You should be able to complete the course in less than 
30 seconds.


F.01.f) Moves 106 - Knockback
-----------------------------
Location: Buy for 250 tech bits

Objectives:
* Strike enemies with the knockback attack 10 times
* Complete within 2:00

Titanium Award (beat the course): 1000 XP
Adamantium Award (within 1:30): +1 Body
Vibranium Award (within 1:00): An item

Recommended Team:
* Any single hero, a non-tank works best

The knockback attack is Attack, Smash, Smash, Smash. A non-melee oriented 
character works best. A tank is likely to knock enemies away with the first 
or second Smash and make completing the combo difficult.


F.01.g) Combined Powers 107
---------------------------
Location: Buy for 360 tech bits

Objectives:
* Execute 10 power combinations
* Complete within 3:00

Titanium Award (beat the course): 1250 XP
Adamantium Award (within 2:30): +1 Speed
Vibranium Award (within 2:00): An item

Recommended Team:
* Whatever team works best for you hitting power combos (see more below)

There's no getting around it: hitting power combos in XML2 is a lot harder 
than in XML1. First, the margin of error--the time you have between when 
the two powers hit--has been reduced. Second, the AI won't always use the 
power you assign to AI Skill, so it's not as reliable. Third, the variety 
of mutants makes finding good combinations harder. That said, here are some 
powers that work well for causing Power Combos:

* Magneto's Magnetic Shell
* Storm's Blizzard
* Iceman's Slow Beam and Freeze Beam
* Almost any Radial power

Beating the Combined Powers courses in XML2 takes a lot more work and 
experimentation than in XML1. Another possibility is to use a tank with 
Might to pick enemies up and hurl them into the rest of the team, which 
almost always causes a Batter Up! combo.

If you're having a lot of trouble with it, wait until you level up some 
more and increase your skill ranks. Power combos generally get easier to 
hit as your skills increase in rank. But, don't wait too long for this 
first combined powers course. If you get to the point you can one-shot kill 
the enemies in this course, it will be almost impossible to beat it.


F.01.h) Moves 108 - Stun
------------------------
Location: Buy for 490 tech bits

Objectives:
* Strike enemies with the stunning blow 10 times
* Complete within 2:00

Titanium Award (beat the course): 1500 XP
Adamantium Award (within 1:30): +1 Focus
Vibranium Award (within 1:00): An item

Recommended Team:
* Any single hero, a fast-moving non-tank works best

The stunning blow is Smash, Attack, Smash, Smash. A non-melee oriented 
character works best. A tank is likely to knock enemies away with the first 
Smash and make completing the combo difficult. Also, you'll have to chase 
enemies down in this course, so having a fast-moving hero gives you a 
better chance at the Vibranium Award.


F.01.i) Qualifying Exam 100
---------------------------
Location: Northern Plaza of Genosha, in one of the prisons from which you
          free mutants

Objectives:
* Fight Lady Deathstrike

Titanium Award (beat the course): unlock the next grade and 3000 XP
Adamantium Award (within 5:00): +1 Focus
Vibranium Award (within 3:00): Free talent (skill) point

Recommended Team:
* Same team you used in boss fight against Lady Deathstrike, unless you
  bribed her--in which case you'll want Wolverine, Iceman and two other
  ranged attackers.

This is a repeat of your boss fight against Lady Deathstrike, except she 
won't regenerate. You should be able to easily beat her down in less than 
three minutes.


=======================
F.02: Sophomore Courses
=======================

F.02.a) Moves 201 - Trip
------------------------
Location: n/a

Objectives:
* Strike enemies with the trip maneuver 10 times
* Complete within 1:30

Titanium Award (beat the course): 2500 XP
Adamantium Award (within 1:15): +1 Focus
Vibranium Award (within 1:00): An enhanced item

Recommended team:
* Any single character with decent melee skills, but not a tank

Trip is Attack, Smash, Attack. A tank will frequently knock enemies back 
with either the first or second blow, so will have trouble finishing the 
combo. The timing on this combo seems to be a little tricky and you can hit 
the sequence perfectly but the game fails to record your trip. It almost 
always seems to fail when you've got your foe backed up against a wall, so 
try to keep the mobs out in the open. Also, attacks from other mobs will 
disrupt the sequence, so you may need to quickly blast all mobs but one and 
then use the combo on that one foe.


F.02.b) Moves 202 - Popup
-------------------------
Location: n/a

Objectives:
* Strike enemies with the popup attack 10 times
* Complete within 1:30

Titanium Award (beat the course): 3000 XP
Adamantium Award (within 1:15): +1 Body
Vibranium Award (within 1:00): An enhanced item

Recommended team:
* Any single character, preferably a tank

The popup combo is Attack, Attack, Smash. Unlike the other Moves courses, 
you'll probably want a tank for this as some of the enemy spawns have 
strong attacks. You're going to find it difficult to land the sequence of 
blows, so just keep repeating the sequence to yourself and try to get the 
rhythm down.


F.02.c) Assault 203
-------------------
Location: Nuwali Shrine, from the main entrance, head straight into the
          next room, then turn left and search for the disc in the room
          beyond

Objectives:
* Defeat 30 enemies

Titanium Award (beat the course): 3350 XP
Adamantium Award (within 3:00): +1 Strike
Vibranium Award (within 2:00): An enhanced item

Recommended Team:
* Characters with good radial or blast powers

Enemies will spawn fast and furious. Use characters with good area-of-
effect powers and keep blasting.


F.02.d) Defend 204
------------------
Location: Entering the Nuwali Gateway from the Corridors, go straight
          across the hall and break through the wall on the left

Objectives:
* Defend Beast
* Survive for 2:00

Titanium Award (beat the course): 3500 XP
Adamantium Award (defeat 15 enemies): +1 Speed
Vibranium Award (defeat 20 enemies): An enhanced item

Recommended Team:
* Someone with a shield that covers all allies
* Someone with a good blast power to keep bad guys away from Beast

The thing to worry about here are the ranged attackers. You can deal with 
melee thugs by staying close to Beast and using a Radial or Blast power to 
keep the mobs at bay. But the shooters standing outside of range can be 
deadly. Have a party-wide shield power available; it should also protect 
Beast.


F.02.e) Qualifying Exam 200
---------------------------
Location: Beyonders Sanctum, in an alcove to the left just inside the
          entrance

Objectives:
* Defeat Sauron

Titanium Award (beat the course): Unlock the next grade and 3000 XP
Adamantium Award (within 5:00): +1 Focus
Vibranium Award (within 3:00): Free talent (skill) point

Recommended Team:
* Your favorite characters, the stronger the better

This will be just like your mini-boss fight against Sauron, but he's 
tougher and takes longer to kill. Strong attacks--especially with a team 
that can hit lots of combos--will help you achieve the Vibranium Award. 
Which is, really, all you need to worry about as Sauron isn't particularly 
dangerous.


F.02.f) Challenge - Cyclops
---------------------------
Location: Jungle Canal, right fork in the path soon after you enter area

Objectives:
* Protect all bookcases
* Survive for 2:00

Titanium Award (beat the course): Accelerated Visor
Adamantium Award (defeat 10 enemies): +1 Body
Vibranium Award (defeat 20 enemies): +1 Level

Recommended team:
* Cyclops

In challenge courses, you get unlimited energy. Bind Cyclops' strongest 
beam attack to one of your Powers buttons and use it continuously. If 
you've gotten Auto Artillery, you might want to set some up in the vicinity 
of each bookcase. The bookcases are marked with red X's on your map, keep 
running around to them and blasting everything that moves.


F.02.g) Challenge - Gambit
---------------------------
Location: Elemental Tomb, water room

Objectives:
* Defeat 5 enemies
* Destroy the stone head
* Complete within 2:00

Titanium Award (beat the course): Nanocore Staff
Adamantium Award (within 1:00): +1 Strike
Vibranium Award (within 0:45): +1 Level

Recommended team:
* Gambit

You have unlimited energy in Challenge courses, so lay about you with Staff 
Slam or Staff Assault. Once you've killed five enemies, run to the stone 
head and beat on it with more Staff Assaults.


F.02.h) Challenge - Iceman
---------------------------
Location: Core Interior, after putting Forge's transceiver in a security
          console, turn left down the hall and first room on your right

Objectives:
* Survive for 2:00

Titanium Award (beat the course): Cryogenic Booster
Adamantium Award (defeat 15 enemies): +1 Strike
Vibranium Award (defeat 30 enemies): +1 Level

Recommended team:
* Iceman

You have unlimited power, so lay about with your strongest skills. If 
you've purchased some ranks in it, Arctic Burst is probably your best bet. 
You'll also want Ice Armor for extra protection.


====================
F.03: Junior Courses
====================

F.03.a) Survival 301
--------------------
Location: n/a

Objectives:
* Survive for 3:00

Titanium Award (beat the course): 4500 XP
Adamantium Award (defeat 20 enemies): +1 Body
Vibranium Award (defeat 40 enemies): An enhanced item

Recommended Team:
* Any of your favorites

Survival courses are the second-easiest courses in the game (the easiest 
being the Assault scenarios). Just take your favorite mutants into the 
scenario and have at the mobs.


F.03.b) Teamwork 302
--------------------
Location: n/a

Objectives:
* Execute 10 power combinations
* Complete within 2:00

Titanium Award (beat the course): 4750 XP
Adamantium Award (defeat 10 enemies): +1 Strike
Vibranium Award (defeat 20 enemies): an enhanced item

Recommended Team:
* Gambit, Deadpool, Nightcrawler or another mutant with a multiple-attack
  power
* Magneto or Jean Grey if you just want Batter Up! combos

By the time you acquire this course, you have some more options available 
to you than when you tried Combined Powers 107. One good method of hitting 
combos is to use a power that has multiple attacks (not multiple 
projectiles, but individual melee attacks). For example, Gambit's Staff 
Assault has Gambit make a series of four or five strikes with his staff. 
Put him into a group of mobs, activate Staff Assault and spam the Call 
Allies button. You should hit at least one combos, possibly even two on 
that one execution of Staff Assault.

Another way of hitting combos is to play Jean Grey or Magneto. Set all your 
teammates to Defensive AI and use your character to toss enemies at them. 
You should get regular Batter Up! combos.


F.03.c) Assault 303
-------------------
Location: Core Security, from the entrance, go right to the third room on
          the left and into the back room

Objectives:
* Defeat 40 enemies
* Destroy: all barrels

Titanium Award (beat the course): 5000 XP
Adamantium Award (within 4:00): +1 Body
Vibranium Award (within 2:30): an enhanced item

Recommended Team:
* Someone with a very destructive radial power
* Mutants with good AoE powers

Forget about the enemies at first and run to the marked X's on your map and 
activate your most destructive radial power (e.g. Iceman's Arctic Blast). 
You'll destroy the barrels and probably a few enemies as well. Then 
concentrate on the mobs. Try to attack closely packed groups with AoE 
powers to beat the Vibranium award time.


F.03.d) Destroy 304
-------------------
Location: Madri Antechamber, first room after entrance

Objectives:
* Destroy: all small urns
* Complete within 1:45

Titanium Award (beat the course): 5500 XP
Adamantium Award (within 1:15): +1 Speed
Vibranium Award (within 1:00): an enhanced item

Recommended Team:
* Sunfire is your best bet for flying and quickly destroying objects

Don't worry about enemies, take Sunfire on a flight around the room, 
dropping down near each marked X on your map and blowing things up.


F.03.e) Qualifying Exam 300
---------------------------
Location: Meditation Chamber, in an alcove on the opposite side of the area
          from the entrance

Objectives:
* Defeat Sugarman

Titanium Award (beat the course): Unlock the next grade and 10000 XP
Adamantium Award (within 5:00): +1 Speed
Vibranium Award (within 3:00): Free talent (skill) point

Recommended Team:
* Your favorite damage-dealers

Wait until you're in the mid-20s in level and you should be able to take 
down Sugarman with no trouble. Remember to stay to the sides to avoid his 
tongue lash and to jump out of the way when he begins flailing with his 
hammers.


F.03.f) Challenge - Toad
------------------------
Location: Perimeter Platforms, second gun platform

Objectives:
* Defeat Madri High Priest

Titanium Award (beat the course): Amphibian Scales
Adamantium Award (within 1:00): +1 Speed
Vibranium Award (within 0:45): +1 Level

Recommended Team:
* Toad

Excessive use of Tongue Lash is recommended.


F.03.g) Challenge - Phoenix
---------------------------
Location: Infinite Engineering, from power distribution console, follow
          hall back towards exit, going straight through door to get the
          disc from a balcony

Objectives:
* Defeat 20 enemies

Titanium Award (beat the course): Touch of the Phoenix
Adamantium Award (within 2:00): +1 Focus
Vibranium Award (within 1:30): +1 Level

Recommended Team:
* Jean Grey

In XML2, Jean is more defensive than offensive, still, you can probably 
find a power or two (Psionic Boom, Dark Phoenix) that will do decent 
damage. You have unlimited energy, so these challenges come down to 
spamming a specific power over and over.


F.03.h) Challenge - Scarlet Witch
---------------------------------
Location: Madri Cloisters, in the room where you make an offering to open
          the Artifact of Rage room

Objectives:
* Survive for 2:00

Titanium Award (beat the course): Orb of Chaos
Adamantium Award (defeat 10 enemies): +1 Speed
Vibranium Award (defeat 15 enemies): +1 Level

Recommended Team:
* Scarlet Witch

While the main objective is not that difficult (if nothing else, you can 
just keep running away for two minutes), defeating enough enemies to win 
the higher awards is difficult. Scarlet Witch is not one of the most 
powerful mutants when it comes to doling out heavy doses of damage. You can 
spam your most damaging power (unlimited energy), but defeating 10 or 15 
enemies will mainly be a matter of luck.


F.03.i) Challenge - Sunfire
---------------------------
Location: Assembly Factory, cryogenic chamber inside one of the pods

Objectives:
* Defeat 5 enemies
* Destroy: all tactical displays

Titanium Award (beat the course): Essence of the Corona
Adamantium Award (within 2:00): +1 Speed
Vibranium Award (within 1:30): +1 Level

Recommended Team:
* Sunfire

There's no problem with the defeating or destroying parts of the scenario; 
Sunfire is one of the more destructive mutants in your arsenal. The problem 
is the time limit for the Adamantium and Vibranium awards. There are 12 
tactical displays around the room, so, to destroy them all (the 5 enemies--
and more--will go down with the displays) you'll pretty much need to fly 
between them and blow up two at a time when you find them close together.


====================
F.04: Senior Courses
====================

F.04.a) Sabotage 401
--------------------
Location: n/a

Objectives:
* Defeat Infinite Mark V
* Destroy: all barrels
* Complete within 2:00

Titanium Award (beat the course): 6250 XP
Adamantium Award (within 1:30): +1 Body
Vibranium Award (within 1:00): a rare items

Recommended Team:
* Someone with a very destructive radial power

Forget about the enemies at first and run to the marked X's on your map and 
activate your most destructive radial power (e.g. Iceman's Arctic Blast). 
You'll destroy the barrels and probably a few enemies as well. Then find 
and concentrate fire on the Infinite Mark V.


F.04.b) Defend 402
------------------
Location: n/a

Objectives:
* Defend Havok
* Survive for 2:00

Titanium Award (beat the course): 6750 XP
Adamantium Award (defeat 30 enemies): +1 Strike
Vibranium Award (defeat 45 enemies): a rare item

Recommended Team:
* Storm
* Iron Man
* Strong blast or projectile powers

The easiest way to beat this course is to have Storm's Will of the Goddess 
leveled up a bit, plenty of Xtreme Icons (wait until you're level 35 and 
can have five icons) and keep WotG up continually. Havok is very weak and 
will go down in one or two shots unless you keep him covered with WotG. If 
you've unlocked Iron Man already, you can keep Gamma Bolts bouncing around 
the room to help take out the enemies. The ranged enemies are the worst, so 
you'll need strong blast or projectile powers to take them out quickly.


F.04.c) Teamwork 403
--------------------
Location: Stockade, in large room leading to Brain Trust, in a side alcove;
          or, buy for 5,290 tech bits

Objectives:
* Defeat 15 enemies
* Execute 10 power combination
* Complete within 2:00

Titanium Award (beat the course): 7500 XP
Adamantium Award (within 1:30): +1 Focus
Vibranium Award (within 1:00): a rare item

Recommended Team:
* Whatever team you can best hit combos with

Hitting power combos in XML2 is more difficult than in XML1. Some 
suggestions:
* Use Magneto or Jean to throw enemies into your teammates, which should 
earn you a Batter Up! combo.
* Use a power that affects multiple enemies (Nightcrawler's Teleport 
Frenzy, Gambit's Staff Assault, Iron Man's Gamma Bolts), which gives you 
more chances to hit combos (sometimes two or three with a single power 
execution).
* Set all your characters to use radial powers and try to keep your team 
close togther.
* Get a friend to come over and help you out.


F.04.d) Survival 404
--------------------
Location: New York West Side, straight ahead from the entrance from South
          Side, on the left side of the street; or, buy for 5,760 tech bits

Objectives:
* Survive for 3:00

Titanium Award (beat the course): 8000 XP
Adamantium Award (defeat 15 enemies): +1 Body
Vibranium Award (defeat 30 enemies): a rare item

Recommended Team:
* Favorite team

Survival courses aren't that difficult. Just keep moving around the killing 
the bad guys.


F.04.e) Graduation Exam 400
---------------------------
Location: Sinister’s Lab, room to the right of the Xtraction point;
          or, buy for 6,250 tech bits

Objectives:
* Defeat Bastion

Titanium Award (beat the course): Unlock the next grade and 12500 XP
Adamantium Award (within 5:00): +1 Speed
Vibranium Award (within 3:00): Free talent (skill) point

This plays out just like your fight against Bastion in the game. Take Storm 
and use Will of the Goddess to keep your party invincible while beating up 
on Bastion. Ignore the Sentinels, since they can't hurt you while you're 
under Will of the Goddess.


F.04.f) Challenge - Colossus
----------------------------
Location: Sewers South, in the first very large room, in the left corner
          opposite the entrance

Objectives:
* Defeat 30 enemies
* Complete within 3:00

Titanium Award (beat the course): Regenerative Plating
Adamantium Award (within 1:30): +1 Strike
Vibranium Award (within 1:00): +1 level

Recommended Team:
* Colossus

Use whatever the most damage power Colossus has available and spam it.


F.04.g) Challenge - Magneto
---------------------------
Location: Pantheon, under the statue in the middle of the first hall;
          requires a flier

Objectives:
* Defeat 20 enemies
* Complete within 2:00

Titanium Award (beat the course): Advanced Magneto Helmet
Adamantium Award (within 1:30): +1 Focus
Vibranium Award (within 1:00): +1 level

Recommended Team:
* Magneto

Magneto isn't known for his damage-dealing skill, so this may be harder 
than it looks. Shrapnel Sentry is a good power to use here and there's no 
limit to the number you can throw out.


F.04.h) Challenge - Juggernaut
------------------------------
Location: Brain Trust, in the room next to the psychic demon spawn room

Objectives:
* Defeat 20 enemies

Titanium Award (beat the course): Cyttorak Enhancer
Adamantium Award (within 2:00): +1 Body
Vibranium Award (within 1:30): +1 level

Recommended Team:
* Juggernaut

You shouldn't have any difficulty beating people up with Juggs.


F.04.i) Challenge - Nightcrawler
--------------------------------
Location: New York South Side, left of the Xtraction point, at the end of
          the street

Objectives:
* Destroy: all small urns
* Survive for 3:00

Titanium Award (beat the course): Quantum Swords
Adamantium Award (defeat 15 enemies): +1 Speed
Vibranium Award (defeat 30 enemies): +1 level

Recommended Team:
* Nightcrawler

Unlimited energy = lots and lots of Teleport Frenzy. Use Teleport to stay 
ahead of the dogs, which can slow you down. Jump to the urns and take them 
out with Divine Blades then just Frenzy 'til you drop.


===================
F.05: X-Man Courses
===================

F.05.a) Protect 501
-------------------
Location: n/a

Objectives:
* Protect: all crates
* Survive for 2:00

Titanium Award (beat the course): 10000 XP
Adamantium Award (defeat 10 enemies): +1 Speed
Vibranium Award (defeat 20 enemies): a rare item

Recommended Team:
* Strong ranged characters
* Characters with good trap skills

Unlike the Defend courses, you can't use Will of the Goddess to make the 
crates invulnerable. Fortunately, the crates are pretty strong, the area is 
tight and easily contained and the enemies are primarily close-range 
attackers. This means a strong group of ranged characters can keep the 
enemies at bay. Having characters with strong traps (such as Cyclops, 
Magneto or Iron Man) is also useful as you can throw the traps out and get 
what amounts to additional allies wiping out enemies.


F.05.b) Assault 502
-------------------
Location: n/a

Objectives:
* Defeat 30 enemies

Titanium Award (beat the course): 11000 XP
Adamantium Award (within 4:00): +1 Strike
Vibranium Award (within 3:00): a rare item

Recommended Team:
* Your favorite damage dealers

Assault courses should be old hat by now. Bring your favorite team of 
damage dealers and lay waste the quivering hordes.


F.05.c) Defend 503
------------------
Location: Holding Pens, destroy the generator and keep going straight and
          around the corner to find this disc behind some fencing

Objectives:
* Defend Genoshan prisoner
* Survive for 2:00

Titanium Award (beat the course): 12000 XP
Adamantium Award (defeat 15 enemies): +1 Focus
Vibranium Award (defeat 30 enemies): a rare item

Recommended Team:
* Storm + ranged characters

Strom + Will of the Goddess = instant win. Bring along some strong ranged 
characters to earn the higher rewards.


F.05.d) Survival 504
--------------------
Location: Temple of Anubis, after clearing the pit produced by picking up
          the homing beacon, climb the stairs out and the disc is at the
          top of the first flight of stairs

Objectives:
* Survive for 3:00

Titanium Award (beat the course): 13000 XP
Adamantium Award (defeat 20 enemies): +1 Body
Vibranium Award (defeat 30 enemies): a rare item

Recommended Team:
* Your favorites

Survival courses are pretty easy. If you want to make it even easier, bring 
along Storm and Will of the Goddess.


F.05.e) Qualifying Exam 500
---------------------------
Location: Hall of the Dead, immediately to your left as you enter the area

Objectives:
* Defeat Stryfe

Titanium Award (beat the course): unlock the next grade and 20000 XP
Adamantium Award (within 5:00): +1 Focus
Vibranium Award (within 3:00): free talent (skill) point

Recommended Team:
* Teleporter or flier to stay ahead of Stryfe

This is a repeat of the boss battle in the middle of Act 4 and the strategy 
is the same. See Section C.24 for details on fighting Stryfe.


F.05.f) Challenge - Bishop
--------------------------
Location: Ancient Labyrinth, going left from the Xtraction point, through
          the room with the tech station, on the floor of the large corner
          room

Objectives:
* Protect: all crates
* Survive for 1:30

Titanium Award (beat the course): Phase Pistol
Adamantium Award (defeat 10 enemies): +1 Strike
Vibranium Award (defeat 15 enemies): +1 Level

Recommended Team:
* Bishop

You've got unlimited energy, so you'll probably want to unload lots of 
Bombardments, or just use Full Auto or Rapid Fire and never let off the 
button.


F.05.g) Challenge - Storm
-------------------------
Location: Tower Engineering, in the room where you destroy the power
          control panels for the prison

Objectives:
* Survive for 2:00

Titanium Award (beat the course): Goddess Mantle
Adamantium Award (defeat 10 enemies): +1 Speed
Vibranium Award (defeat 15 enemies): +1 Level

Recommended Team:
* Storm

If you've got Will of the Goddess (which is really Storm's best power), 
just put that up and spam (unlimited energy) Lightning. Should be no 
problem.


F.05.h) Challenge - Rogue
-------------------------
Location: Perimeter Platforms, third radar array platform

Objectives:
* Defeat 5 enemies
* Destroy: all flaming barrels
* Complete within 2:00

Titanium Award (beat the course): Touch of Death
Adamantium Award (within 1:30): +1 Focus
Vibranium Award (within 1:00): +1 Level

Recommended Team:
* Rogue

Fly between the barrels and destroy them with Smash (or similar offensive 
power). Then spam your best offensive power on the mobs.


F.05.i) Challenge - Wolverine
-----------------------------
Location: Temple of Sekhmet, first room, behind second large pillar to
          your left

Objectives:
* Defeat 20 enemies

Titanium Award (beat the course): Fist of Weapon X
Adamantium Award (within 2:00): +1 Speed
Vibranium Award (within 1:30): +1 Level

Recommended Team:
* Wolverine

With unlimited energy, you can just spam your favorite power. A combination 
of Berserker Rage and Claw Flurry should easily clear 20 enemies in less 
than 1:30.


=====================
F.06: Legends Courses
=====================

All the Legends courses are just alike. They pit you against a very strong 
version of one of the mini bosses from each Act. You'll want to wait until 
you've got a high level team (at least mid-40s) before taking these on. Use 
your favorite team and tactics and take 'em down.


F.06.a) Nightmare 501 - Deathstrike
-----------------------------------
Location: n/a

Objectives:
* Defeat Lady Deathstrike

Titanium Award (beat the course): 25000 XP
Adamantium Award (within 4:00): +1 Speed
Vibranium Award (within 3:00): a rare item


F.06.b) Nightmare 502 - Sauron
------------------------------
Location: n/a

Objectives:
* Defeat Sauron

Titanium Award (beat the course): 30000 XP
Adamantium Award (within 4:00): +1 Focus
Vibranium Award (within 3:00): free talent (skill) point


F.06.c) Nightmare 503 - Sugarman
--------------------------------
Location: n/a

Objectives:
* Defeat Sugarman

Titanium Award (beat the course): 35000 XP
Adamantium Award (within 4:00): +1 Strike
Vibranium Award (within 3:00): free talent (skill) point


F.06.d) Nightmare 504 - Bastion
-------------------------------
Location: n/a

Objectives:
* Defeat Bastion

Titanium Award (beat the course): 40000 XP
Adamantium Award (within 4:00): +1 Body
Vibranium Award (within 3:00): free talent (skill) point


F.06.e) Nightmare 505 - Stryfe
------------------------------
Location: n/a

Objectives:
* Defeat Stryfe

Titanium Award (beat the course): 50000 XP
Adamantium Award (within 4:00): +1 Focus
Vibranium Award (within 3:00): free talent (skill) point


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---Section G. TRIVIA GAMES---------------------------------------------
 /  \
/

At your home base in each act, you can play a trivia game to earn XP.

======================
G.01: Act 1 Questions
======================

Each correct answer in Act 1 is worth 50 XP.

Q. Sabretooth's archenemy is:
A. Wolverine

Q. In the video game X-Men: Legends, Iceman had a crush on
A. Alison Crestmere

Q. Juggernaut first appeared in X-Men number:
A. 12

Q. As a young man, Gambit wed an assassin named:
A. Bella Donna Boudreaux

Q. What is Victor Creed's mutant code name?
A. Sabretooth

Q. Forge has been romantically linked to:
A. Storm

Q. While growing up in an orphanage, Cyclops was bullied by a boy
   named Nathan, who was really:
A. Mister Sinister

Q. Which is true of Colossus in his armored form?
A. Even his eyeballs become steel-like

Q. Beast was born a mutant because:
A. His father was exposed to a massive amount of radiation

Q. What is Apocalypse's real name?
A. En Sabah Nur

Q. Before joining the X-Men, Angel was a crime fighter who worked under
   the name:
A. Avenging Angel

Q. Abyss is able to:
A. Pull enemies into an inter-dimensional cavity in his chest

Q. Blink's real name is:
A. Clarice Ferguson

Q. What is Lorna Dane's X-Men code name?
A. Polaris

Q. Blob is originally from:
A. Lubbock, Texas

Q. Grizzly worked for which team?
A. Six Pack

Q. Why does Lady Deathstrike hate Wolverine?
A. She thinks he stole her father's work in adamantium

Q. Quicksilver's mutant power is:
A. Super speed

Q. What is Polaris' mutant power?
A. Magnetic Manipulation

Q. Blink's protector is:
A. Sabretooth

Q. Which X-Man saved Polaris from Mesmero?
A. Iceman

Q. Before joining the Brotherhood, Blob worked at:
A. A traveling circus

Q. What color hair does Polaris have?
A. Green

Q. Quicksilver and his sister were raised by:
A. Gypsies

Q. What secret project did Wolverine and Sabretooth both belong to?
A. Weapon X

Q. Cable, Domino, Grizzly, George Washington Bridge, Hammer and Kane
   together form what group?
A. Six Pack

Q. Blink is able to teleport:
A. As far away as the moon

Q. Zealot is the bitter enemy of:
A. Magneto

Q. Quicksilver's real name is:
A. Pietro Maximoff

Q. Sabretooth made his debut in which Marvel comic book?
A. Iron Fist

Q. Jean's psychic powers awoke when:
A. Her friend was hit by a car

Q. Juggernaut frequently partners up with which of the following mutants?
A. Black Tom Cassidy

Q. Who did Sabretooth have a son with?
A. Mystique

Q. What is Lady Deathstrike's real name?
A. Yuriko Oyama

Q. Who are the children of Magneto?
A. Scarlet Witch and Quicksilver

Q. Which Marvel hero's comic did Mystique first appear in 1978?
A. Ms. Marvel

Q. Lady Deathstrike's father developed a process for:
A. Bonding adamantium to bone

Q. Abyss works for:
A. Apocalypse

Q. Where is Genosha located?
A. The Indian Ocean

Q. Professor Xavier attended which university?
A. Oxford

Q. On average, if Rogue touches a mutant for a minute, how long does
   she retain that mutant's powers?
A. 60 minutes

Q. Which of these mutants can't fly?
A. Wolverine

Q. What time traveling team of mutants does Blink belong to?
A. Exiles

Q. Who here is not a mutant?
A. Juggernaut

Q. What group of criminals did Lady Deathstrike join after her attempt
   to kill Wolverine failed?
A. The Reavers

Q. Blob is able to generate:
A. A gravitational force that makes him immovable

Q. What X-Man did Polaris have a relationship with?
A. Havok

Q. Forge was contracted by the U.S. Government to develop a way to
   detect an alien race known as:
A. Dire Wraiths

Q. Who is Sabretooth's son?
A. Graydon Creed

Q. Beast was born in:
A. Dunfee, Illinois


=====================
G.02: Act 2 Questions
=====================

Each correct answer in Act 2 is worth 200 XP.

Q. Angel is:
A. Extremely wealthy

Q. Wolverine made his debut in 1974 in which comic book series?
A. Incredible Hulk

Q. In the video game X-Men Legends, what was the name of the base Magneto
   had in orbit of Earth?
A. Asteroid M

Q. Which of the following X-Men was at one time Apocalypse's
   Horseman Death?
A. Wolverine

Q. Destiny belonged to which super villain team?
A. The Brotherhood of Evil Mutants

Q. Garokk was originally?
A. A British sailor

Q. In the video game X-Men Legends, who was the first playable
   character at the very beginning in New York City?
A. Wolverine

Q. How many fingers does Nightcrawler have on each hand?
A. Three

Q. Who is Ka-Zar's wife?
A. Shanna O'Hara

Q. Which person is Mystique not connected to?
A. Mikhail Rasputin

Q. Which X-Man was involved romantically with Magneto?
A. Rogue

Q. Joseph is a clone of which mutant?
A. Magneto

Q. Iceman's real name is
A. Bobby Drake

Q. Who is not a member of the Brotherhood
A. Lupa

Q. As a boy, Nightcrawler's hero was:
A. Errol Flynn

Q. Who served alongside Cable in his mercenary group, Six Pack?
A. Domino

Q. What is Bishop's mutant power?
A. Absorb energy and rechannel it

Q. Ka'Zar's father came to the Savage Land in search of what?
A. Anti-metal

Q. What are Forge's Powers?
A. Inventing new technology and mystic powers

Q. Ka-Zar was originally named:
A. Kevin Plunder

Q. Colossus' brother Mikhail first appeared in Uncanny X-Men number
A. 285

Q. What evil villain is also known as Cain Marko?
A. Juggernaut

Q. Heather Cameron is known as which X-Man?
A. Lifeguard

Q. Magneto first appeared in 1963 in X-Men number:
A. 1

Q. What name does Magneto go by?
A. Erik Lehnsherr

Q. Mikhail is the brother of:
A. Colossus

Q. Colossus first learned he could turn into metal when he:
A. Saved his sister from a runaway tractor.

Q. In the video game, X-Men Legends, what was the code name of the
   young woman the X-Men saved in New York City from Blob and
   Mystique?
A. Magma

Q. Bishop is a time traveler from which century?
A. 21st

Q. What is Omega Red's real name?
A. Arkady Gregorovich

Q. Nightcrawler was once the leader of which of the following groups?
A. Excalibur

Q. Pyro's real name is:
A. St. John Allerdyce

Q. Approximately how old is Apocalypse?
A. 5000 yrs old

Q. What is Sauron's real name?
A. Karl Lykos

Q. Shanna at one time:
A. Worked at a zoo in New York City

Q. Death, War, Pestilence and Famine together form what group?
A. The Four Horsemen

Q. What is Pyro's mutant ability?
A. He can control fire.

Q. What is Sunfire's real name?
A. Shiro Yoshida

Q. Ororo Munroe's X-Men code name is:
A. Storm

Q. Omega Red's arm coils are made from what material?
A. Carbonadium

Q. Toad first appeared in:
A. X-Men number 4

Q. Where is the Savage Land located?
A. Antartica

Q. Who is Mystique's best friend?
A. Destiny

Q. The Savage Land is protected from freezing temperatures by:
A. Alien technology

Q. Mikhail Rasputin has been:
A. A Russian cosmonaut

Q. Nightcrawler grew up working in a circus as:
A. An acrobat

Q. What animal protected Ka-Zar as he grew up in the Savage Land?
A. A sabretooth tiger

Q. What was Shanna known as in the Savage Land?
A. Shanna the She-Devil

Q. Garokk was ship wrecked in the Savage Land in what time period?
A. 1400s

Q. Bishop has a sister named:
A. Shard


=====================
G.03: Act 3 Questions
=====================

Each correct answer in Act 3 is worth 450 XP.

Q. Sunfire's sister's code name was:
A. Sunpyre

Q. Wolverine wound up killing the father of this woman he loved:
A. Mariko Yashido

Q. What Hellfire Club leader first appeared in X-Men number 129 in 1980?
A. Sebastian Shaw

Q. Storm was once the leader of which of the following groups?
A. The Morlocks

Q. What is Heather Hudson's Alpha Flight code name?
A. Vindicator

Q. Who oversaw the Weapon X program during Wolverine's transformation?
A. The Professor

Q. Who is not a member of Alpha Flight?
A. Prism

Q. Cyclops' father is the captain of a spaceship named:
A. Starjammer

Q. Which super team was Wolverine originally intended to lead?
A. Alpha Flight

Q. Who is the leader of the team known as the Hellions?
A. Emma Frost

Q. Who is Heather Hudson's husband?
A. Guardian

Q. There is speculation that Professor Xavier's father at one time:
A. Was part of the Weapon X project that worked on Wolverine

Q. Havok's real name is:
A. Alex Summers

Q. What is James MacDonald Hudson's Alpha Flight code name?
A. Guardian

Q. Which of the following X-Men has also been a member of The Avengers?
A. Wolverine

Q. Who saved Apocalypse as a child?
A. Baal

Q. The process of bonding adamantium to Wolverine's bones would have
   killed him if not for:
A. Wolverine's healing power

Q. What super hero team does Heather Hudson belong to?
A. Alpha Flight

Q. What is Sebastian Shaw's title in the Hellfire Club?
A. Black King

Q. Toad is from:
A. England

Q. Ororo Munroe, better known as Storm, first appeared in 1975 in which
   comic book?
A. X-Men Giant-Size number 1

Q. Where did Juggernaut find the Ruby of Cyttorak?
A. Korea

Q. Jean Grey's main powers are:
A. Telekinesis, telepathy

Q. Which super team does James MacDonald Hudson belong to?
A. Alpha Flight

Q. Sebastian Shaw belongs to which New York social club?
A. The Hellfire Club

Q. Apocalypse first appeared in X-Factor number 5 in:
A. 1986

Q. Who headed the facility failed Weapon X experiments, like Deadpool,
   were sent to?
A. Dr. Killebrew

Q. Cable founded which team comprised mostly from former Xavier
   school students?
A. X-Force

Q. The leader of the Brotherhood is:
A. Magneto

Q. What is Sebastian Shaw's mutant power?
A. Absorb and rechannel energy

Q. Who did Apocalypse kidnap and raise to be as cruel as he is?
A. Stryfe

Q. Who tool control of Iceman's body and discovered his powers were
   greater than he realized?
A. Emma Frost

Q. Who is James MacDonald Hudson's wife?
A. Vindicator

Q. Sugar Man is originally from a timeline where:
A. Xavier is dead and Apocalypse nearly rules the world

Q. Magneto once raised a mysterious city from the ocean in what part of
   the world?
A. The Bermuda Triangle

Q. Who was not a subject of the Weapon X project?
A. Shard

Q. Betsy Braddock is known as which X-Man?
A. Psylocke

Q. Scarlet Witch's real name is:
A. Wanda Maximoff

Q. Rogue first appeared in which 1981 comic book?
A. Avengers Annual number 10

Q. Before turning to crime, Pyro was a:
A. Writer

Q. Who were students of Emma Frost?
A. The Stepford Cuckoos

Q. The Weapon X facility is located in:
A. Canada

Q. Infinite soldiers are clones created by:
A. Mister Sinister

Q. Sugar Man is a traveler from which alternate reality?
A. The Age of Apocalypse

Q. Sunfire is a member of Japanese super hero team known in English as:
A. Big Hero 6

Q. After escaping from the Weapon X facility Wolverine was discovered
   and befriended by:
A. James and Heather Hudson

Q. What is untrue of Guardian?
A. Is a mutant

Q. What does Rogue absorb when she touches someone?
A. All the above

Q. While working for the government in Dallas, Texas, Forge had a
   penthouse known as:
A. Eagle's Nest

Q. What color is Beast's fur?
A. Blue


=====================
G.04: Act 4 Questions
=====================

Each correct answer in Act 4 is worth 800 XP.

Q. Nick Fury is the leader of:
A. SHIELD

Q. The mutant sewer dwellers of New York City are known as:
A. The Morlocks

Q. What is Wolverine's real name?
A. James Howlet

Q. Moira MacTaggert's Mutant Research Center is located:
A. On Muir Island

Q. In World War II, Nick Fury commanded:
A. The Howling Commandos

Q. Angel's secondary mutation allows him to:
A. Accelerate his healing factor

Q. Banshee has the mutant power to:
A. Generate a sonic scream

Q. Bastion assembled which organization?
A. Operation: Zero Tolerance

Q. What is the Black Queen's real name?
A. Selene

Q. What is the name of the machine Professor Charles Xavier uses to
   find mutants around the world?
A. Cerebro

Q. Deadpool wears a mask:
A. To cover his scarred face

Q. Banshee's daughter uses the code name:
A. Syrin

Q. Who is the evil clone of Cable?
A. Stryfe

Q. Colossus' sister's code name was:
A. Magik

Q. What is Professor Xavier's middle name?
A. Francis

Q. What is the Black Queen's mutant ability?
A. Drain other's life force to maintain her beauty.

Q. Who is the great-grandfather of Bishop?
A. Gateway

Q. Sean Cassidy, better known as Banshee, first appeared in 1975 in
   which comic book?
A. Uncanny X-Men number 28

Q. Magneto once disguised himself as what mutant to infiltrate the
   Xavier Institute?
A. Xorn

Q. Sunfire's powers first manifested when:
A. He touched radioactive soil

Q. Deadpool is a victim of:
A. Weapon X

Q. Scarlet Witch's power is the ability to:
A. Affect probability and make the improbably become possible

Q. Who is Banshee's cousin?
A. Black Tom Cassidy

Q. What was the name of the boy Rogue kissed and almost killed just as
   her powers were beginning to emerge?
A. Cody Robbins

Q. Who is Kitty Pryde's loyal companion?
A. Lockheed

Q. Which of Apocalypse's four horsemen is Archangel?
A. Death

Q. As a child, Storm was a:
A. Pickpocket in Cairo, Egypt

Q. Toad is devoted to:
A. Magneto

Q. How many adamantium claws does Wolverine have on each hand?
A. Three

Q. Deadpool joined the Weapon X program because:
A. He had cancer

Q. Who has not served in the Hellfire Club's inner circle?
A. Lorna Dane

Q. Which Hellfire Club member is really a non-mutant cyborg?
A. Donald Pierce

Q. What was Emma Frost's title in the Hellfire Club?
A. White Queen

Q. Who was Kitty Pryde's mentor?
A. Wolverine

Q. Moira MacTaggert has a son named Kevin who also went by the name of:
A. Proteus

Q. Which X-Man is romantically involved with Kitty Pryde?
A. Colossus

Q. Lockheed, Kitty Pryde's small dragon companion, first appeared on
   which aliens' homeworld?
A. The Brood

Q. Where do Wolverine's claws appear?
A. Between his knuckles

Q. What is Marrow's real name?
A. Sarah

Q. In the video game X-Men Legends: The Rise of Apocalypse, what is the
   name of Magneto's secret hideaway near Genosha.
A. Sanctuary

Q. Bastion is really:
A. A hybrid Sentinel in disguise

Q. For a time, Bishop worked:
A. As a detective

Q. Forge was trained in magic by:
A. The Cheyenne shaman Naze

Q. The Hellfire Club originally started in:
A. London

Q. In the video game X-Men Legends, who is the leader of the Morlocks?
A. Marrow

Q. For a time, Banshee worked for:
A. Interpol

Q. What is the name of the room where the X-Men do their training
   exercises?
A. The Danger Room

Q. In the Hellfire Club, Sebastian Shaw goes by the code name:
A. Black King

Q. Deadpool possesses the ability to:
A. Heal quickly

Q. Nick Fury is blind in which eye?
A. Left


=====================
G.05: Act 5 Questions
=====================

Each correct answer in Act 5 is worth 1250 XP.

Q. Beast grew blue fur because of:
A. A serum he took

Q. Cable's hair is what color?
A. White

Q. Which of the following X-Men was at one time a host for Apocalypse?
A. Cyclops

Q. Ahmer Abdol is also known as:
A. Living Monolith

Q. In X-Men Legends 2: Rise of Apocalypse, who was responsible for
   transforming the X-Man Angel into Archangel?
A. Mr. Sinister

Q. Bishop was a part of what security force in the future?
A. Xavier Security Enforcers

Q. Scott Summers works under the code name:
A. Cyclops

Q. Colossus has a brother named:
A. Mikhail

Q. Who is the one person Havok's power can't hurt?
A. Scott Summers

Q. Which two X-Men were at different times Death, one of Apocalypse's
   four horsemen?
A. Wolverine and Angel

Q. When Bobby Drake's powers first activated he:
A. Was locked in jail for his own protection

Q. When consumed by her powers, Jean Grey becomes:
A. The Dark Phoenix

Q. What is Mister Sinister's real name?
A. Nathaniel Essex

Q. Bishop's sister is named:
A. Shard

Q. What is the name of Apocalypse's 4 lieutenants?
A. The Four Horsemen

Q. What was Juggernaut's occupation when he found the Ruby of Cyttorak?
A. Soldier

Q. Madeline Pryor was:
A. Created by Mister Sinister to be an exact copy of Jean Grey

Q. Where was Apocalypse born?
A. Egypt

Q. Who was Bishop pursuing through time when he first encountered the
   X-Men?
A. Trevor Fitzroy

Q. Who is not related to Scott Summers?
A. Mr. Sinister

Q. Gambit is from:
A. New Orleans

Q. Apocalypse's horsemen first appeared in 1987 in which comic book?
A. X-Factor

Q. Who did Magneto have twins with?
A. Magda

Q. What mutant team did Forge and Mystique belong to?
A. X-Factor

Q. What is the sound made when Nightcrawler teleports?
A. BAMF

Q. Who did Rogue permanently absorb the powers of?
A. Ms. Marvel

Q. What color hair does Ororo have?
A. White

Q. Which alien race have the X-Men never encountered.
A. Skrulls

Q. Which of the following is not one of Wolverine's alias'?
A. War

Q. What is the other team that Nightcrawler and Shadowcat serve
   together on?
A. Excalibur

Q. Gambit's real name is:
A. Remy Lebeau

Q. Who is Kurt Wagner's adopted sister?
A. Rogue

Q. Professor Charles Xavier lost the use of his legs:
A. While battling a tyrant named Lucifer in the Himalayas

Q. Scarlet Witch first appearance was in X-Men number 4 in:
A. 1964

Q. Who trained Storm in the ways of thievery as a child?
A. Achmed El-Gibar

Q. Who is considered by some to be the very first mutant?
A. Apocalypse

Q. Which member of the X-Men had previously workd for Mister
   Sinister?
A. Gambit

Q. What was Mr. Sinister's occupation when he met Apocalypse?
A. Geneticist

Q. Colossus is romantically involved with:
A. Kitty Pryde

Q. Which mutant is from the future?
A. Bishop

Q. Who formed the X-Men?
A. Professor Charles Xavier

Q. Before turning into the Living Monolith, Ahmet Abdol had been a:
A. Professor of Archeology

Q. Sunfire is from:
A. Japan

Q. What color are Nightcrawler's eyes?
A. Yellow

Q. What material is used in Cyclops' visor?
A. Ruby quartz

Q. When Jean was manipulated into working for the Hellfire Club, she
   was known as:
A. The Black Queen

Q. Rogue is from:
A. Mississippi

Q. Scarlet Witch has a brother named:
A. Pietro

Q. Who proposed the Mutant Registration Act?
A. Senator Robert Kelly

Q. What are the first names of Iceman's parents?
A. William and Madeline


     /
 \  /--MEN LEGENDS II-----------------------------------------------------
  \/
  /\---VERSION HISTORY & CREDITS------------------------------------------
 /  \
/

v1.31 2006-01-04
      - "Bugfix" release (cleaned up typos, etc.)

v1.30 2005-12-23
      - Finished Commentary/build lists for all characters
      - Finished descriptions for all Danger Room Courses
      - This should be the final version

V1.20 2005-11-18
      - Added Iron Man Commentary
      - Added skill ranks for all Allies
      - Removed the Enemies section

v1.10 2005-10-27
      - Added skill ranks for Nightcrawler and Wolverine (and, by
        extension, Sabretooth), also added Commentary for Kurt
      - Finished all item lists and added checkboxes to them
      - Added Glitches & Bugs section
      - Updated minor information in the Walkthrough
      - Complete rewrite of Section B based on extended play experience
      - Two new FAQ questions covering differences in the PSP version

v1.00 2005-10-20
      - Finished walkthrough (all 5 Acts)
      - Added Act 5 trivia questions
      - Added Exploits section


SPECIAL THANKS

* David Kim, Steve Osborne, Mike Morrison and Benjamin Whiting for an
  extended discussion of double-jumping. Conclusion: Toad can double-
  jump, not that it serves much purpose.

* Charles Parsons provided the Rogue/Mystique conversation item.

* Adam Loyd mentioned a special conversation between Jean Grey & Grizzly.

* Paul Vandermeuse pointed out I left out the weapon cache in Omega Red's
  room.

* "Some Kid Named Will", Jeff Arcuri and Paul-Gabriel Wiener let me know
  Rogue can disable the generator blocking the homing beacon in Sewers
  South. "Some Kid Named Will" also suggested Bishop's Sapping Strike,
  which I confirmed does work.

* Ladd Everitt for the additional Mikhail battle strategies

* Ermizab for the Gambit/Pyro conversation

* Yaniv for Blink/Toad conversation

* Phillip Jermakian for Iron Man Motion Amplifier exploit

* Jason Kemp, Marty Pietrobon and George Schlossmacher for Gambit/Shaw
  conversation

* Joshua Millat for Archangel/Jean Grey conversation

* Paul-Gabriel Wiener for Nightcrawler Teleport bonus exploit, the location
  of a homing beacon in Act 4 and the randomness of mini-boss
  vulnerabilities

* homemakerguy for Deadpool/Deadpool, Guardian/Wolverine and Living
  Monotlith/Sunfire conversations

* Shiro J. Dy for the Living Monolith/Sunfire conversation

* Marty Pietrobon for Guardian/Wolverine conversation

* Wyntherm Knight for Storm/Beast/Mr. Sinister conversation

* Majestros' Advanced Tactics FAQ
  (http://db.gamefaqs.com/console/ps2/file/x_men_legends_ii_tactics.txt)
  for max character stats and Scarlet Witch's ability to bypass
  invulnerabilities


Written and Copyright 2005, 2006 by Barry Scott Will

This work is licensed under the Creative Commons Attribution-ShareAlike 
License. To view a copy of this license, visit
     http://creativecommons.org/licenses/by-sa/2.5/
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