X-Men (For Sega Genesis/MegaDrive) FAQ
First Version: 07/17/03
Last Revised: 07/19/03
Authored by: J2DK

If this document or any part of it is copied or used without my consent, I
will feel free to sue you for plagiarism or copyright infringement. If you
would like to use any part of my FAQ,
E-mail me telling me what you want to do with it and what parts you would
like to use, and I'll reply. Thank you for your consideration.

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TABLE OF CONTENTS

I.    Introduction
II.   Revision History
III.  Who Are the X-Men?
IV.   Individual Character Information
  A.    Gambit
  B.    Nightcrawler
  C.    Wolverine
  D.    Cyclops
V.    In-Game Character Strengths/Weaknesses and Mutant Power Uses
  A.    Gambit
  B.    Nightcrawler
  C.    Wolverine
  D.    Cyclops
VI.   Substituting/Assist Uses
  A     Subsituting
  B.    Rogue, Archangel, and Storm
  C.    Iceman
VII.  Special Jump
VIII. General Tips
IX.   The Gambit Glitch
X.    Level by Level Walkthrough
  A.    Danger Room
  B.    Savage Land
  C.    Shi'Ar Empire
  D.    Excalibur Lighthouse
  E.    Ahab's World
  F.    Mojo's Future Crunch
  G.    Asteroid M
XI.   Final Comments
XII.  Special Thanks

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I.    INTRODUCTION

Hey! You might be wondering why I decided writing an FAQ for a game this old
in 2003. Well, I forgot I even had this game. I was rummaging through my
closet and found this cart. I dusted it off and played through the entire
game (yes, I beat it) for the first time since...I was in second or third
grade. I was curious to see if anyone had written any FAQs for this game and
I decided to write one myself. For those that actually enjoyed this game, I
hope this helps you complete it. If you don't like this game and...wait, why
would you bother playing through this if you don't enjoy it? Whatever, hope
this helps. ;] Oh yeah, most of this FAQ is based on stuff I figured out when
I was 6 or 7 Lol. =D Sometimes I will refer to buttons as A, B, and C because
I have never found a button configuration screen that let's you change the
button setup.

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II.   REVISION HISTORY

*07/17/03-07/19/03* Version 1.0: First version, everything is new.

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III.  WHO ARE THE X-MEN?

Look, if you don't know who the X-Men are, why are you reading this FAQ, let
alone playing this game? Besides that, if you haven't heard of the X-Men yet,
well...I don't see how someone could have never heard of the X-Men. ::Shrug::
Well, the X-Men are a super team of mutants. Mutants are humans, but with
mutations in the DNA. It's an exaggerated take on Darwinism. The "X" in "X-
Men" could mean two things. 1) The X could represent the X-factor in the
DNA/genome of all mutants that gives them their mutant powers or attributes.
2)  Professor Xavier's last name starts with an X. I think that speaks for
itself. The team itself has undergone many changes with many members coming,
going, rejoining, and getting makeovers. I think that's all (and more than)
you really need to know to play this game.

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IV.   INDIVIDUAL CHARACTER INFORMATION

A. Gambit

Real Name: Remy Lebeau
Mtuant Power: Can charge objects with so much kinetic energy that they
explode on impact.
Extra Information: Remy Lebeau originates from New Orleans, Louisiana. He
used to be a thief, but was exiled from the Thief's Guild. During one of his
heists, he save Storm from the Shadow King (A.K.A. the nightmare guy). He
joins the X-Men and becomes a very valuable member because of his versatile
mutant power and superb fighting ability (he carries an
extendable/retractable staff). He's part of the Blue Team along with Cyclops,
Beast, and I forgot who else. I think Sabretooth when he became a not-so-bad-
guy. There's not much I can tell you about Gambit. Even though he's my
favorite character, I don't know much about his history. He's the mysterious
X-Man. He always has been.

B. Nightcrawler

Real Name: Kurt Wagner
Mutant Power: Teleportation
Extra Information: Kurt is now a member of Excalibur, a little known mutant
team. He WAS part of the X-Men. Why did he join? Well, he was once hated by
all the people in his birthplace. It's a heavily religious area and they all
thought he was a demon (maybe the blue fur and pointed tail made them think
that...). Well, the monks in the sanctuary took him in and taught him
religion. He became a very spiritual person and used his powers to help the
people that hated him. The people of his village blamed him for the child
murders that plagued the town. Professor Xavier saved him and he joined the
X-Men to help save the ORIGINAL X-Men team except Cyclops. He was the only
one that escaped the island Krakatoa. Krakatoa looks like a island, but is
actually a really big mutant. He captured the original X-Men team except
Cyclops. Oh yeah, Mystique's his mom and Mystique adopted Rogue, so
technically Nightcrawler and Rogue are siblings by law.

C. Wolverine

Real Name: Logan
Mutant Powers: Enhanced senses and healing factor
Extra Information: Yes, he has adamantium claws and an adamantium skeleton.
His skeleton was laced with adamantium in Canada through the Weapon X
project. He has almost no memory of his past before he broke out of the lab
and is a very confused character in the comics for some time. Wolverine was
once the leader of Alpha Flight (The Canadian superhero team now led by the
Vindicator), but was growing bored working for the government. When Prof. X
came around with his offer to join the new X-Men, Wolverine joined because he
thought it sounded more exciting. When I say new X-Men, I mean the team that
was led by Cyclops to rescue the rest of the original team from Krakatoa. He
is portrayed as a very aggressive fighter with and without his claws. He does
lose his adamantium, but somehow retains his claws in bone form. At one point
in time, his claws are broken, but they grow back (healing factor?). Oh yeah,
Wolverine started out as a bad guy in his first appearance. Wolverine's first
appearance was in a Hulk comic book (I forgot which number) and he, of
course, fought the Incredible Hulk.

D. Cyclops

Real Name: Scott Summers
Mutant powers: Optic blast
Extra Information: Scott is married to Jean Grey, is brother to Alex Summers
A.K.A. Havoc, and raised Cable with his wife by transferring their spirits to
the future. He was one of the first X-Men and has been in the X-Men longer
than most other members. He's an original. He was an orphan and used to have
the capacity to control his optic blasts without the use of eyewear. I think
he damaged the part of his brain that controlled his mutant power in a fight
or a fall when he was a kid. Mr. Sinister recruited him and tried to use
Scott's powers for his own gain (evil gain that is). Professor X saved him
and recruited him for the X-Men.

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V.   IN-GAME CHARACTER STRENGTHS/WEAKNESSES AND MUTANT POWER USES

A. Gambit

Attributes-
Intelligence: Normal
Strength: Athlete (way above normal)
Speed: Athlete (way above normal)
Stamina: Athlete (way above normal)
Agility: Peak Human (peak of human potential)

Strengths: He uses a staff, so his normal attack has the best range, PLUS
when he flips, he can use the spinning staff attack. He has the second
highest jump, but check the Special Jump section to see why that doesn't
matter too much. Gambit has an enemy-seeking mutant power. If you don't
believe me, stand under an enemy and fire. It should make contact.

Weaknesses: His mutant power uses too much of the mutant power bar. You can
only fire six in quick succession, but you won't need his mutant power much.
You'll NEVER have to fire that many in succession, so his mutant power should
regenerate by the next occasion you need it. Rely on his staff attacks for
the most part. Another weakness is his crouching stance. He squats and all
the others get down on a knee. This makes him taller than all the others
while ducking. Doesn't sound like it's that bad, but on the Shi'ar level, he
can be hit by the gunshots while crouching and all the others can't be hit
while crouching. You can fix this problem by using his regular attack just as
the shot is coming. He lowers his head during his crouching staff attack.

How to use the Kinetic Card: Just hit the A button and fire. You can't aim it
besides left and right and you don't have to because it's enemy-seeking. If
you charge his cards more (hold A longer), then it should be even more
efficient at seeking enemies, be more powerful, and take no extra mutant
power. The downside is that it stays on screen for a shorter amount of time.
You'll know when the card is charged more because the glowing animation will
become bigger.

B. Nightcrawler

Attributes-
Intelligence: Normal
Strength: Normal
Speed: Athlete (way above normal)
Stamina: Athlete (way above normal)
Agility: Peak Human (peak of human potential)

Strengths: Unlike Gambit's incarnation, Nightcrawler's peak human agility
actually shows, but not much. He has the most useful jumping attack. It's a
diving kick. You can use it during most of those platform jumps and release
the attack button as you are over the platform and Nightcrawler will drop
onto the platform. He also has the best crouching attack due to range and
speed. Use his crouching attack whenever on the ground. His mutant power lets
him escape damage of EVERY kind. He can escape everything from a spear, to a
punch, to a gunshot, to Juggernaut's running charge, and even Magento's
blasts. Oh yeah, and the Bamf (onomatopoeia used in comics when Nightcrawler
teleports) does as much damage as the Optic Blast or Kinetic Card, if close
enough, that is. Nightcrawler can also take shortcuts through levels by
teleporting through walls.

Weaknesses: His standing attack stinks. Don't EVER use the standing attack.
Night's mutant power takes some getting used to. The first time I played this
game, I would often teleport by accident. Not many weaknesses for the game
version of Nightcrawler. I guess the fact that his teleport depletes more
mutant power than any other mutant power attack is a weakness.

How to use the Teleport a.k.a. "Bamf": Abuse the Bamf, as you can use it
without depleting the mutant power bar. Just tap the button when an attack
comes or tap the button right next to an enemy for damage (don't push ANY
directions when you release the mutant power button or else you'll deplete a
lot of mutant power by teleporting) and you won't lose any mutant power. You
can give his Bamf a little more range by pressing the direction the enemy is
in. Just don't release the mutant power button while you are pressing a
direction. If you release A while pointing Nightcrawler in a direction, he'll
do a freak teleport and fly around the screen usually without hitting the
other enemies on screen. It's a waste of mutant power. If someone is too far
from Nightcrawler to use the Teleport attack, you can simply jump into the
air, dive kick at your target, and tap the A button once you touch your
target or are close enough. To take shortcuts and to do a CLEAN teleport
where Nighty only goes in one direction, hold the direction you want to go,
then quickly tap A. He'll go in that direction for about 3 character sprites
worth of distance and stop. That's how you take shortcuts. There are other
ways to get a clean Bamf, but this is the easiest way to explain. Mess around
a little when you first start so you get the hang of the Bamf, then reset
your game so you can get started with full mutant power. Nightcrawler can
carry his partner in his Teleports.

C. Wolverine

Attributes-
Intelligence: Above Normal
Strength: Enhanced Human (above athlete, below peak human)
Speed: Athlete (way above normal)
Stamina: Metahuman (inhuman-like, above peak human)
Agility: Enhanced Human (above athlete, below peak human)

Strengths: Claws. Attacking with his claws unsheathed makes his attacks twice
as strong as they would be normally, but it's not a good idea to walk around
aimlessly with his claws unsheathed. Wolverine doesn't have a flip, but if
you hit the jump button while his claws are out, he does a Claw Spin. It's
very powerful, but depletes one-fourth of a full mutant power bar. Without
his claws, his jumping attack is a punch, but with his claws unsheathed, he
does a diving slash which can be used like Nightcrawlers jump attack. It's
just not as useful because the dive stops. If you want to make a REALLY long
dive, just keep hitting the attack button and hold the direction you want to
go so that the next dive starts as soon as the first one ends. Oh yeah,
Wolverine sort of has a healing power. It's not implicated very well in this
game. The regen is slower than that of the mutant power bar and you have to
stand still with your claws sheathed.

Weaknesses: Well, Wolverine has a Berserker Rage and no, it's not useful.
It's very damaging...to Wolverine. The Beserker Rage happens when Wolverine
has no mutant power left. He goes berserker, like the name suggests, and he
does random attacks for about 3-5 seconds. The BR hurts you a LOT and will
probably make you take even more damage from surviving enemies. It also will
most likely make you fall off of small platforms. Other than that he has no
real weaknesses, but his mutant power isn't as useful as the others.

How to use Wolverine's claws: Uh...press A once to make them extend, press A
again to make them retract. To the Spinning Claw, press C (jump) twice as if
you were going to flip or special jump. To stop Wolverine's diving claw
attack, press A to retract his claws and he will start to drop, much like
Nightcrawler's diving kick.

D. Cyclops

Attributes-
Intelligence: Normal
Strength: Athlete (way above normal)
Speed: Athlete (way above normal)
Stamina: Athlete (way above normal)
Agility: Normal

Strengths: He has the optic blast. It's the second most useful mutant power,
really. He can rebound it (hold A longer to charge his power and it should
rebound off of walls and ceilings) and he can aim it in 8 directions. The
charged version takes no extra mutant power. He can take out at least 3
enemies with his flip-blast. Another strength is his jump. He has the highest
jump in the game, though it's not really a big deal (see special jump
section). Cyke's mutant power uses up the least of the mutant power bar (not
counting wolverine having his claws unsheathed), so you can abuse his blasts
a lot more than Gambit's cards. Actually, you SHOULD abuse his mutant power,
but save some for that boss :P.

Weaknesses: He can't fight. No matter WHAT you see in his fighting game
appearances, he has poor hand-to-hand fighting skills. If you were wondering
how he's able to fight as an X-Man, I have two words for you: "Optic blast!"
Why can't he fight in this game? He can't fight in this game 'cause he can't
fight in the comic books or the television show. He always, ALWAYS has to
reach up to his visor or glasses to defeat someone. He's poor at fighting up
close, but in this game, it's not that much of a big deal.

How to use the Optic Blast: This one you have to aim. Point Cyclops' eye(?)
toward whatever you want to hit and press A. Charge it to make it rebound.
Rebound shots work for some angles where you can't aim directly at the enemy.
You can bounce it off the ceiling or floor if you need to. It bounces off
walls, too, but that's usually not too useful. You'll know the Optic Blast is
charged when it looks like Cyclops' eyes' glow animation gets bigger.

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VI.   SUBSTITUTING/ASSIST USES

A. Substituting

Substitutions are when you switch one X-Man for another. Each level limits
your substitutions in different ways. Mojo's World only let's you substitute
once while the Savage Land and Asteroid M let you sub 3 times. If your S-Man
is dying and you can't find any health pickups, then you should sub. There is
no reason you should let an X-Man die. If your X-Man dies, you have to do the
whole level again. Any dead X-Man is revived after the Mojo World level.

B. Rogue, Archangel, and Storm

These three are useful for enemies you can't reach. Archangel makes three
rounds, so he'll kill everything on screen. Rogue makes one attack on one
enemy and Storm makes one really long attack and will kill anything that
comes onto the screen during her attack. They are useful for bosses if you
want to make things easier for yourself. Apocalypse and Magneto are immune to
your assists, for the most part (it's just hard to time, I think, but I
almost never use the assists).

C. Iceman

Iceman is useful for reaching hard-to-reach areas. In one level, you HAVE to
use Iceman if you want to get across the very large hole...unless you're
Nightcrawler or Wolverine. :P Iceman can be summoned at any time. You can
stand, crouch, jump, or fall and Iceman will come.

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VII.  SPECIAL JUMP

You might be wondering what the special jump is. Sure, Gambit and Cyclops can
flip to make them jump higher, but there's another way. Tap the jump button
twice in quick succession to make ANY character jump almost as high as
Cyclops can flip (Cyclops can jump higher than anyone else if you time his
flip just right). Tap the jump button twice, In quick succession, but hold
the button down on the second tap so that you reach the peak of the jump. If
you were wondering how I found this, I have a question for you. Have you ever
seen the Wolverine demo at the Sentinel level? He jumps into a little room he
normally wouldn't be able to get out of. The demo shows Wolverine jump three
times in attempt to get out, but then the third time he makes it out. I
wondered how for a while until I accidentally did this. I experimented and
discovered that all the characters can jump to almost same height as Cyclops'
highest flip using the Special Jump. This is EXTREMELY useful. I've been
using this since I was 6, it's very useful, trust me.

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VIII. GENERAL TIPS

Rely on your regular attacks the most. Use jumping and crouching attacks
whenever possible because they do more damage than standing attacks. When
you're Wolverine, claws multiply his damage by two, making his jumping and
crouching claw attacks much stronger than a regular standing attack!
Crouching Attacks are stronger than standing attacks and jumping attacks are
more powerful than crouching attacks. Use the mutant power with discretion.
Cyclops should use it more than Gambit. Nightcrawler should use it a lot, at
least just to avoid attacks and projectiles. Wolverine should only have his
claws out when he's close to an enemy (except maybe boss fights). This way,
he can keep his mutant power bar mostly full. When Wolverine's mutant power
drops to about 1/5 of the bar, you should stop using the claws. It's too
dangerous to risk a Berserker Rage.

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IX.   THE GAMBIT GLITCH

The Gambit glitch let's you skip stages through an odd glitch. What you do is
jump into the green light that starts the next stage and hold A (mutant power
button) once the screen starts to darken. When the screen fades back in,
you'll see Gambit standing in the "charging card" stance, but his hand won't
glow. Once you let go of the mutant power button, you return to the Danger
Room. You may use this to skip through the first three stages. The first
stage must be skipped twice (the stage and the boss area), the second stage
is skipped all at once, and the third stage can only be skipped at the
lighthouse (once you step through the door, hold down the A button). I did
this by accident when I was 6 and thought it made beating the game a whole
lot less time consuming, and it does.

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X.   LEVEL BY LEVEL WALKTHROUGH (all walkthroughs are based on the Hero
difficulty setting)

If you're looking to actually BEAT this game, I recommend you don't play two
players. Actually, I recommend you don't play two players on the last 3
stages. The first three stages of the game aren't as bad in two player mode
since they're easier.

A. Danger Room

This isn't really a level. It's the only part of the X-Mansion you get to
see, so this is technically your headquarters. You select your X-Man here and
can replenish energy/mutant power by destroying floating orbs (after the
first level). Oh yeah, not all levels are Danger Room simulations.

B. Savage Land

You can Gambit Glitch past this stage if you like. It's your choice. This
level allows you to substitute your X-Man 4 times, which you probably won't
need. Well, from the start, it's a good idea to drop to the ground and stay
as low as possible because of the pterodactyls that appear higher in the
trees. If you run into one, they do a lot more damage than the savage land
warriors. If you do decide to stay up in the trees, you have to come down
anyway because there's a lever you've got to hit. The pterodactyls should be
killed with either a mutant power attack (two slashes with Wolverine) or with
two jumping/crouching attacks (one with Wolvie's claws). I will walk through
this level as safely as possible, avoiding most obstacles.

From your starting point, move to the right a couple of steps and then drop
down to the ground (crouch and hit the jump button). There will be an unarmed
savage warrior on your left. He'll jump at you. Either meet him in the air
with a jumping attack or blast him with a mutant power. Walk to the right and
jump onto the first stone platform. There's a spear guy on the stone platform
above you. There's another spear guy on a branch to the left. Take him out
with a special jump from the branch below him, but you can just as easily
dodge his spear if you want. Get back on the lowest ground level and take out
the two savage warriors here (one has spears). Go into the cave and kill the
savage warrior here. Smack the lever (lowers a very tall stone wall so you
can finish the level) with a regular attack and keep going to the right. Exit
the cave and another savage warrior awaits. The next cave is a dead end, but
there's an extra archangel pickup here. It doesn't give you TWO archangel
uses, so if you haven't used him yet, don't bother entering the cave. Jump
onto the platform the savage warrior attacked from and then special jump
STRAIGHT UP     and attack 'cause a pterodactyl will fly diagonally at you. Once
you hit him, he flies straight, so you don't have to kill him. Jump up the
platforms, but look out for the spear guy on a branch. In fact, watch out for
the spear guy on a branch right after that one, too. Stay on the grass
because a couple of pterodactyls will attack you. They completely miss if you
just walk to the right on the grass. Drop down to the right and a savage
warrior will attack you. There is a health pickup in this area. Jump straight
up the tree starting from the savage warrior's branch. When you see the bee
hive, you should special jump straight up to kill the annoying spear guy
above you. Hit the hive and collect the health that falls out of it. Walk to
the right a step or two or just until you see the spear guy. Just stand
there, he'll throw his spears diagonally down because your branch is lower
than him. Time your jump and kill him (just jump after the first spear). Take
to the trees again. Jump on the first branch you see. Duck. Kill the spear
guy in front of you and continue to the right via branches. Get rid of the
savage warrior and make your way to the waterfall (hear it?). Just keep
walking and the spear guy should miss. Kill him and go into the cave. (You
could drop down to get the health pickup guarded by a spear guy and savage
warrior, but you really shouldn't NEED any health pickups.) In the cave is a
mutant power pickup. In the middle of the waterfall, crouch and press jump.
Walk as far right as you can and you should get it (you can't see in the
waterfall). Then jump back up and continue on your way. Walk to the right,
but watch it 'cause there's a spear guy hiding in the foliage. There's a
savage warrior behind him. Kill them separately, or wait for the savage
warrior to jump into the foliage and kill them both in one jump attack. Drop
down and kill the two spear guys. Go to the right, avoid the spikes, and then
jump up into the tree structures. Kill the spear guy. Make your way to the
right (carefully because there are two spear guys, one savage warrior, and
one pterodactyl). Don't fall off the moving platforms because you are jumping
around above spikes. Keep going on to the right and hit the lever here. This
makes most of the spikes lower, but the big ones stay up and will damage you.
To insure you don't get hurt when you drop down, walk to the right of the
lever until you drop. Once you are off, DON'T TOUCH THE D-PAD! You'll land
right next to some spikes. Make your way to the right while jumping over the
spikes and then jump to the top of the platforms. Kill the savage warrior and
stay at the top. You should see a hive. You either hit it now and either get
the health or save it for after you fight Juggernaut. If you don't hit it,
the flies might disturb your battle with Juggernaut.

BOSS
Juggernaut: Juggernaut's weak point is his head only when he's standing
still. While he's running the only things that will hurt him are your assits.
Mutant powers work here. Not. If you hit with Kinetic Card, Optic Blast, or
Bamf, Juggernaut will do his stun animation, but his life meter won't go
down. To tell the truth, those three powers do HALF a bar's worth of damage
to Juggernaut. With Cyclops, Gambit, and Wolverine (no claws) walk up to
Juggy while he's standing still and jump up TOWARD him, hit him in the head
on the way up, and go over him with the rest of your jump. Wolvie's claws DO
work, but due to the dive effect, it's a bit dangerous. The only way you can
use the dive claw is to RETRACT his claws the INSTANT you make contact and
walk away from Juggy, then jump over him. It's more dangerous than just not
using his claws. Nightcrawler is easy. Dive kick into Juggernaut and once you
hit him, Bamf so Juggernaut goes through you. Don't bother going into the
branches. Juggernaut will stomp you down from the trees. There's a savage
warrior that jumps in from the right of the screen. If you kill him, don't
bother trying to hit Juggernaut until after he charges again. You won't have
time. Just dodge him. To easily kill him before he jumps in, the first time
you jump and hit Juggernaut, on the way down fire a Kinetic Card or Optic
Blast. Your assists will knock Juggernaut out of his charge for a sec, but
he'll continue after he takes damage. Here's a fun tip: dodge Juggernaut's
charge about 20 times or maybe a little more with or without hurting him and
he'll charge so hard that he'll charge right off the platform. You win.

Once you get rid of him, go to the right. Watch out for the spear guy. Jump
all the way to the top and go to the right. Kill the savage warrior. The
reason you're at the top is because if you're at the top, Sauron will give
you a lift :). You'll hear a sound like a pterodactyl, but you'll see a green
one instead. That's Sauron! Jump on his back (special jump if you need to)
and ignore the Rogue pickup. Duck while you're riding Sauron because a spear
guy will attack you. He normally throws his spear straight even if you
crouch. I recommend riding Sauron because it's a whole lot quicker than
jumping across those moving platforms. From the branch that the spear guy was
one, drop straight down off the right of the branch to ensure you don't land
on the spikes. Past the spikes is a gated entrance. Hit the thing 5 or 6
times with your regular attack and it will...explode. Why? I don't know, but
you can go in now. You can Gambit Glitch here, too. Once inside, hide behind
the pillar and jump straight up. A health pickup are hidden here. Now for the
disappearing platforms: jump to the first, then the second, but wait on the
second. When the third comes back, jump to that then continue.

BOSS
Zaldane: Eh, she's invulnerable when she's charging a shot. To dodge the
first shot, walk near her then jump straight up. USUALLY she shoots it
diagonally and you'll jump over it (or you can Bamf through it). Hit her with
anything: mutant power or normal attack of any kind. When she jumps, FOLLOW
HER. If you follow her well enough, she won't stop to charge a shot, but you
can hit her and she won't attack. :P From here if she charges another shot,
try to dodge it. If she doesn't, oh well. She's not very powerful and if she
hits you, she'll probably charge another shot. If you get hit, walk up to her
while you're blinking (invincible) and hit her after her shot. You can use
your assists on her if you like. They hit her even when she's invulnerable to
your attacks.

After the Savage Land level there will be orbs floating in the Danger Room.
Hit them to replenish some health and mutant power of the character you're
using.

C. Shi'ar Empire

You can skip this entire level in one Gambit Glitch if you like. This level
allows three substitutions. Make your way to the right. Kill the white
troopers on your way there. These guys have no melee attacks, so if you
crouch right next to them, they can't hurt you. You can simply duck under the
shot, walk a couple steps, and anticipate the next shot, duck, repeat until
you are close enough to attack. Note: Gambit *CANNOT* duck under the trooper
blasts; he can avoid them though by crouching and performing his crouching
attack as the blast nears him. Gambit ducks his head in his crouching attack
animation. Likewise, Wolverine should not do his crouching SLASH while a
blast is coming toward him. Wolverine raises his head in his crouching slash
animation. If there's a trooper firing at you from a distance while you are
attacking another, don't use Wolverine's claws. Remember: white troopers have
no melee attack, but brown and silver troopers do. Nightcrawler can Bamf
through the shots, of course. Gambit and Cyke can kill them in one shot, but
be conservative with the mutant power. Collect the key by the third white
trooper and go back to the first gated door you saw. It will now open for
you. Jump to enter it. Some rising platforms should take you up to the next
floor, but you could special jump up there if you're impatient. Exit the
doors by crouching and pressing jump. If you go to the left, you'll see a
single sliding door. Any single sliding door will produce enemies (usually no
more than 3.) If you enter this one and walk to the right, you will activate
rising platforms in the middle of the room. (There are lots of opportunities
like this.) Of course, you could always just jump your way up...but I
digress. Kill the two troopers here (when you walk through this hall,
Gambit's jacket does a weird color-changing thing :P). Drop down and kill the
troopers on the middle level. Drop down again and stand by the single sliding
door. Just keep hitting the attack button until troopers stop coming out of
it. If you want some health, go to the left and hit the switch on the wall
(blue light, two horizontal stripes). This door drops two enemies, one at a
time of course. After you dispose of them, hit the switch and jump in. Go to
the left and collect the health. Then exit and go to the right. You'll see
another kind of sliding door. Going to the right, you'll come across another
enemy-dropping single sliding door. If you go all the way to the right on the
lowest level, you'll run into two of those right next to each other. On the
middle level, there are switches that turn the rising platforms on. There are
three troopers on the middle level. On the highest level, there is another
Key sphere you have to get to continue. There are four troopers on this
level. Drop back down to the lowest level and the double sliding doors will
now open for you. Jump into the door on the most right. Kill the trooper. If
you jump into the first gated door, you can go up to the next level. If you
jump into the second one, you can activate the rising platforms in the
middle. I recommend going into the second one. Kill the troopers in your way.
They are brownish-green now. They shoot stronger blasts and have a melee
attack. Gambit and Cyclops can still kill them in one shot and so can
Nightcrawler's Bamf. Jump into the second gated door and attack at the same
time. This way you can avoid damage from the trooper waiting here. Walk all
the way to the right until you hear a sound. The rising platforms are on. You
can jump out of the "window" if you like. Oh yeah, Nightcrawler's Bamf will
make you exit the back areas, so try not to use it when you're back there.
Stand on the rising platform and IGNORE the troopers that come out. Jump up
into the small room and take the pickups if you need them. Go to the right
again. Time your jump out so that you don't get shot. Kill the three troopers
here. If you're Cyclops or Gambit you can blast the first guy shooting at you
from behind the wall before you jump out.
Drop down and kill any troopers near you and continue to the right. There's a
flying trooper on the other side of the door. If you're NC, then you can just
Bamf through his shots. If you're any other character, you have to time your
entrance correctly. Once the door opens, jump and you should dodge any shots.
(Extra Cyclops technique: Stand in the middle and make sure neither door is
open. Charge a rebounding optic blast and fire it to the right because if you
fire it to the left, it will go through the wall. If you fire it to the
right, it will keep bouncing left and right in the small room. Once you fire
it, walk to the right and jump when the door opens. Your rebounding blast
should hit the flying trooper.) If you continue to the right on the lower
level, you will encounter 3 more flying troopers and 3 brown troopers.
Destroy them or else they'll hurt you (duh). You'll come to three panels on
the wall that you can hit with your regular attack. To get an extra health
pickup, punch the left one, the right one, then the middle one. You don't
need to do anything here. If you jump to the middle level and walk as far
right as possible, you reach the exit into the next area, but if you need
mutant power or more health, then jump into one of those big open doors on
the middle level (preferably the second or third from the right because the
very last one on the right is a dead-end), crouch and press the jump button.
Go to the left if you jump in the second from the right and to the right if
you jumped down the third from the right. If you hit a wall, jump up. If you
used Storm and want another one, then go as far left as possible on the top
level. There are many enemies up there, so I suggest going left THEN jumping
up there. Well, anyway, when you decide to enter the next area, there will be
a parked space ship that will open its doors and spit silver troopers at you.
These guys are of course the strongest troopers. If you don't want to kill
them, you don't have to. Just be careful when you jump near them. Note: When
you "kill" flying troopers here, you only destroy the vehicle. Silver
troopers drop down from them and you have to kill them then. Before you can
get to the next area, you have to find a key. It comes out of one of the
doors, and there are lots of doors. The doors all spit out powerful silver
troopers, so you'll want to find the key quickly, hehe. I'll tell you exactly
where it is. Go ALL THE WAY to the right on the floor you started on. Drop
down one floor and you'll see more of those panels you punched earlier one
floor below you. Leave them for now. Go to the left and you'll see a switch
(the blue-light kind of switch). Hit it with a regular attack. The doors
beneath you should open and reveal the key. Drop down and grab the key. You
may now proceed to the next area, but what about the panels? It all depends
on what you need. Whatever panel you hit third delegates the power-up you
get. If you punch the first or third panel third, you get a health pickup. If
you punch any of the other three third, you get mutant power. I recommend you
grab the mutant power if you're low on both mutant power AND health. Soon,
there are two health pickups that should replenish your lifebar completely if
you collect both. Once you're done with the panels, continue on to the next
area. QUICKLY get as far up to the front of the ship as possible. Jump onto
the tail, then jump onto the ship, but do NOT jump any more than that until
the ship starts moving. Jumping slows you down in this game. Walk all the way
to the front or as far up you can get and once the ship begins to move: jump,
jump, jump, jump, and jump! Like I said, jumping slows you down. If you keep
jumping toward the right, then you won't fall off the ship. If you try
WALKING to the right, you're falling off. If you're Nightcrawler, just Bamf
for a couple seconds and you won't fall off. Flying rocks (I think those are
supposed to be little asteroids, but they look a bit like flying turds...)
will start appearing and will hurt you if they make contact. The first one
appears on the lower level of the ship, the second on the higher, the third
on the lower, and so on. Nightcrawler doesn't have to worry about these
because he may just Bamf through them. Otherwise, make sure you keep track of
where the last one was and where the next one's going to be. Nine troopers
will jump out of the spaceship. You know how to deal with them by now, but
try to drop right in front of the door so that you can kill them without
using Gambit or Cyclops' mutant power. You will have to kill three of every
kind of trooper: three white, then three brown, and then three silver
troopers. It should take no more than three solid crouching attacks to kill
each one (two at max with claws out). The ship will slow down and a bridge
will come out. Jump onto the bridge carefully (once, I don't know how, but
once I missed the bridge and died because I was low on health.). Continue to
the right and drop down the shaft. It's safe on this floor. On the floor
below you, though are two silver troopers. Drop down and kick their butts.
Above you'll see a couple of sliding doors. If you get too close, they will
open and drop off a silver trooper, but only two or three at the most (one at
a time, of course) like all other sliding doors. If you need health, then
stay on this floor and continue all the way to the right. You'll see another
set of sliding doors and yes, they drop silver troopers (three). On the right
side of the sliding doors is a health pickup that restores 50% of the life
bar. Don't bother trying to punch the switch below you, that door won't open
yet. Go to the left once more. If you STILL need health, then jump in the big
open door and drop down. Go to the right until you get the health pickup. If
you don't get it and you're at a dead-end, jump. You're character might be
too short. After that, go to the left and get on the rising platform to fight
the final boss of this stage.

BOSS
Deathbird: Deathbird can only be harmed by Optic Blasts and Kinetic Cards
after firing her beam. Sounds a bit like the first level's last boss, eh?
Well, this is different because Dithbird moves more quickly than Zandane and
because physical strikes will hurt Deathbird as long as she isn't in the air.
You can dodge the shot by jumping, Bamf-ing, or just plain ducking if you're
right in front of Deathbird's fist. Use your mutant power if you can. If you
stand too close to Deathbird, she'll punch you and you'll lose your chance to
hit her. If you beat her to the punch, you'll hurt her. You can let off a
quick Optic Blast, a quick Kinetic Card or quick anything else from right
next to her. She's vulnerable when before she punches and during the punch.
Every time you hit her, a flying trooper comes along to help her out. Don't
worry, these are normal flying troopers and not silver flying troopers,
except now they shoot red like DB instead of yellow. Kill it when one
appears. Avoid using your regular attacks (Wolverine with claws doesn't count
as regular) on Deathbird because they will do little damage and you'll have
to deal with more troopers. If you decide to hit Deathbird three times
without dealing with these guys, you'll have three of them shooting at you.
Not very easy to dodge that, mind you. With Gambit, try to stand on the
middle level. Don't move much unless you're dodging shots or trying to kill a
flying trooper. When Deathbird is on the same level as you and is about to
shoot you, drop to the level below you and fire a Kinetic Card. Make sure you
face her when you fire or else the enemy-seeking card will probably be too
slow. If you're close to her, don't fire too quickly or else you might hit
her before she becomes vulnerable. Kill the trooper. Return to the middle
level and repeat a few times. Cyclops can do the same thing as Gambit. Make
sure Cyclops hits the ground and is standing before you fire. Cyclops can
also jump towards Deathbird to dodge the shot and shoot down or diagonally
down to hit DB. Sometimes the higher floor gets in your way, though. Of
course, kill the trooper when he comes. Nightcrawler doesn't have to move to
dodge Deathbird's shots, thanks to the teleport. Instead of standing on the
middle level like Cyke and Gambit do, Nightcrawler can easily defeat
Deathbird by standing on the level right above the one you start one (the
highest one). Just wait for Deathbird to land near you, walk over to her, and
then Bamf her away. The Bamf acts like a physical strike, so you don't have
to wait for her to fire. Kill the troopers when they come just to make things
easier. Cyclops, Gambit, and Nightcrawler can kill Deathbird in three hits
from mutant power. With wolverine, pull out the claws and just hunt
deathbird. Hit her once with whatever slash you feel like using, kill the
trooper, repeat. It will take a maximum of 4 slashes, 3 if they're all
jumping claw dives. Actually, every character can use Nightcrawler's
technique, but it's not a very good idea for Cyclops or Gambit unless you
want to use your regular attack (it's more of a guarantee that you'll beat
DB's punch than the mutant powers) and blast a lot of troopers.

Wait! The level isn't over! Remember the switch you couldn't hit and the door
you couldn't open? Go back there. Go down, get out of the big open door, and
walk to the right. Drop to the lower floor and hit the switch. You're done!

After the Shi'Ar Empire level, there are more replenishing orbs in the Danger
Room, except now they bob up and down a lot more.

D. Excalibur Lighthouse

Wouldn't Nightcrawler be at home here since he's now officially part of the
Excalibur team? ::Shrug:: Oh well. You can't Gambit Glitch here, yet. For
some reason, I always thought this stage's theme was kind of catchy. You can
substitute two times on this level. Watch out for crumbling platforms. The
corners of some platforms will crumble when you step on them causing you to
fall and lose somewhere between 1/4 and 1/3 of your life (it varies). That
is, only if you're not fast enough. You can see the corners that will crumble
if you press start. In the character screen, the corners are shown as to what
they look like after they crumble. Just jump quickly when you see it starting
to fall apart. Try to special jump or flip (Cyclops and Gambit) or dive
(Nightcrawler and clawed Wolverine) to the next platform over the gap. All
the other crumbling corners you can simply walk past. If you want to be safe,
just jump.

BOSS
Sabretooth: Sabretooth is only vulnerable when he's crouching and about to
dive. This is the easiest boss fight in the game because Sabretooth is an
idiot. Don't believe me? Well, when you first see him, he'll dive down,
right? Special Jump/flip over him and land on the platform he just dove from.
Altenately, run across away from him and jump onto the platform on the left.
Also, you could run to the left platform, jump on it, then hop off and go
back to the right. Either platform works fine. Run into the corner. He'll
stand there about a character sprite and a half away on the level below you.
He'll stand there and not move until you do. You're completely safe.
Seriously, if you have to use the rest room or need something to eat, you
don't even need to pause here. Leave the room, come back, and he'll
just...stand there. Well, how do you beat him if you need to hit him right
before he dives? Jump straight up into the air. See what happens? I told you
he was an idiot. He was designed to chase you when you jumped off the
platform, but you're not jumping _off_. ;] Jump up into the air. Sabretooth
will jump onto your platform and when he crouches, hit him with whatever you
feel like hitting him with. I usually don't waste mutant power on him. After
you hit him, he falls back to the platform below you. He'll stand there again
until you jump again. See how easy that is? Jump, Sabretooth crouches, you
hit him, he falls, you jump again... Simple. Just don't stand too close to
him or he'll punch you. Told ya this was the easiest boss battle in the game.
:P

After you've defeated the oh-so-difficult Sabretooth, there are more
crumbling platforms. There's crumbling platform from which you have to jump
onto ANOTHER crumbling platform. Nightcrawler and Wolverine can easily dive
past the second crumbling corner. Be careful when using Cyclops or Gambit. As
soon as you land, jump. You'll come to a strange pole. This is actually a
lock mechanism for the lighthouse. If you don't hit this, you can't go in the
lighthouse. I don't see why you wouldn't hit it anyway since it has those
weird light balls that damage you. As one gets just far enough for you to
squeeze between the ball and the poll, another one is formed and goes on the
circular path. Quickly hit it (if you're Cyclops and Gambit, hit it from afar
for ease) and then move away so you can dodge the final light ball. If you're
Nightcrawler, you can just Bamf through it. Go to the right and enter the
lighthouse. No more crumbling platforms past the pole.
You can Gambit Glitch here. It's a pretty confusing area, but Nightcrawler
can teleport through a certain wall and save you some time. In fact, he let's
you skip the rematch with Juggernaut! :P At first, there are no enemies in
the lighthouse...just mirages. The mirage floats toward you, then
materializes as a playable X-Man, tries to hit you, then floats away. The
Mirage attacks are as follows: mirage Wolverine will do a standing punch,
mirage Gambit will do a standing staff swing, mirage Nightcrawler will do a
crouching kick, and mirage Cyclops will do a crouching Optic Blast. These are
their only attacks as Gambit and Wolverine can't do the second hit of their
standing "combo." You can't kill them, yet. You can just jump toward it (and
hopefully over it) or Bamf through the attack. Either one works fine.
Nightcrawler obviously is the best choice for this level. If you jump over
the mirage, but stop moving, the mirage could attack the other way and catch
you on the way down. If the mirage comes from the right jump to the right,
OVER the mirage, and keep the jump directed to the right. If the mirage comes
from the left, jump to the left, OVER the mirage, and keep the jump directed
to the left.
I can't give you tips on where enemies will appear because mirages appear for
the most part randomly. Anyway, once you enter the lighthouse, you'll see a
brown, rectangular platform. Jump on it and jump up to the next floor. Walk
to the right and you should see a small panel on the wall near the wood and
stone structure blocking your path. Jump and break it. Yes the mutant powers
break it, but why waste your power on an inanimate object that can't harm
you? Go back to where you started and then go to the right again, but this
time on the lower floor. Ignore the door because it's blocked off right now
and drop down through the hole. Okay, if you're using Nightcrawler and you
want to get to the boss quickly, walk all the way to the right. (If you want
to get through the whole level without taking shortcuts, skip to the next
line break.) See the wood and stone structure? Walk into it so that
Nightcrawler's body pushes into the wall and tap A. Viola! You are on the
other side going up the final elevator to fight the stage's boss. Don't
forget to jump off to the left once the elevator reaches the top. If you
chose to do this, skip to the Apocalypse boss fight.

If you didn't choose to do the Nightcrawler shortcut, here's the rest of the
level. Go to the left and jump into the door. Just like in the Shi'Ar Empire,
if you Bamf from back here, you end up exiting the door. Don't Bamf when
you're back there. There's a mutant power pickup back here: walk to about the
middle between the two doors and jump. Go down the elevator or just drop down
the whole yourself. Don't jump into the door yet! Go past the door and drop
down. Drop below this platform and go to the left. You'll see another panel
and a weird glasses storage container. Break the panel and grab a pair of
glasses (touch the container). Remember those mirages you had to dodge? Now
you can kill them! Those jerks... Three regular hits should kill them. Use
mutant powers with discretion. Be careful, if you get hit too much, you'll
lose the glasses and you'll have to dodge the floating mirages again. There's
another mutant power pickup, so if you want to waste a little power now, it's
all right. Each panel unlocks one thing. This panel unlocked something you
already passed. You have to go back now. Go back up the elevator. Hop in the
door again, pass the stone structure, and hop down out of the door. Kill
anything that gets in your way because if you don't, they'll just follow you.
I've had up to three follow me before I killed them. If you want that mutant
power pickup, go all the way to the right where Nightcrawler's ideal shortcut
is. Now that you have those glasses on, pickups that were once invisible and
not available appear. Go back to the brown rectangular platform and jump up
to the next floor. Remember the door that was once blocked and I told you to
ignore? It's not blocked anymore thanks to the second panel you broke. As you
can tell, Nightcrawler can shortcut a lot of places in this lighthouse, but
the one I pointed out makes it so you only have to teleport once. Well, jump
into the door and walk to the right. Hop out. Jump up a couple floors and you
should be in a room with metal floors and walls. Walk all the way to the left
(chances are at least one mirage will attack you here) and you'll see another
panel to break and, oh yeah, Juggernaut's back!

BOSS
Juggernaut: Yeah, he's back, but he's a little smarter this time around. He
charges faster and stands still for a shorter amount of time. He also punches
now. Do your best to not get hit because if he hits you, you lose the
glasses. You can get another pair, but on the way down you'll have to dodge
mirages again. Against Juggy with Nightcrawler, simply jump toward Juggernaut
from a reasonable distance, dive kick, and then Bamf to avoid damage. Then
you should walk in the direction Juggy charged and once he stops, jump, dive
kick, and Bamf. You get the picture, right? For all the other characters, I
walk all the way to the right. When Juggy charges, I usually jump over him
and land on the lowest platform. Then I hit him with a regular attack
(standing or crouching) then immediately jump out of his way. If you miss
with the attack, Juggernaut will try to stomp you off of the platform. Jump
and hit him between stomps. Whenever you hit him, he charges once he's out of
his stun animation. After I dodge that charge, I stay on the left side of the
screen. Besides Nightcrawler, none of the characters can SAFELY attempt
another attack. I usually wait for him to charge to the left again and get
back on the platform and repeat. If you want to use an assist here, be my
guest. I would suggest using Archangel while Juggernaut is on the right side
of the screen. If you time it right, Archangel will hit him all three times
and you'll have to hit him just once more to take him out.

Once Juggernaut is dead (again), make sure you break the panel. There is an
Archangel pickup and a health pickup in this room. Above the platform I
suggested you use in the fight against Juggernaut is another one that is
slightly lower than the others. Jump onto it and jump straight up. You'll get
Archangel. If you need the health, either jump the platforms all the way to
the right, or walk on the floor all the way to the right and special jump up.
The health will be in plain view. Well, now that Juggernaut is down for the
count, go all the way back to the elevator. Walk to the right, but don't drop
down this time. Hop into the door and walk all the way to the right (sorry,
no hidden pickup here) and hop out of the door. Drop down and walk left. The
door you see is once again blocked, so you need to break another panel. Go
left and you'll drop down again. Walk to the right and break the panel. Walk
to the left and jump back up. Walk to the right and enter the door that was
once blocked. Walk to the right more, and then hop down. Walk to the right
and drop again. Get on the elevator and wait. :P There's a health pickup
here, but it's a bit difficult to get. It's easiest with Cyclops because he
naturally has a high jump. You have to special jump or use Cyclops' flip jump
to get it. Jump at the VERY PEAK of the elevator's course and jump to the
left. If you miss it and you REALLY need health, then just drop down onto the
elevator and wait for it to go back up. If you're Nightcrawler and you're
lazy, you can just jump and teleport up there. Once you go back down to the
level below the health and walk a little to the left, your funny-looking
glasses will disappear and you'll fight...

BOSS
Apocalypse: That's right, you fight Apocalypse: the immortal non-mutant who
is beyond all beings on earth in terms of power. Why the hell is he so easy,
then? Okay, he's not THAT easy, but that's only because he can deplete your
entire life bar in 4 hits. When you first see him, he's absorbing energy. You
can't hurt him in this state. If he's big, you can't hurt him. Makes sense,
right? Well, he has three attacks: absorbing energy (the energy can hurt
you), a big, weird-looking punch (he shrinks after this and becomes
vulnerable), and releasing energy (another energy column plus he shrinks and
becomes vulnerable after this). What you have to do to beat him: trigger his
release energy attack. Trigger it, but don't get hit. Jump towards him, but
aim your X-man away from him once you're above about his shoulder. If this is
done correctly, he'll release the energy and your X-Man will jump away
unscathed. Once you land from your jump, hit him with something, preferably a
mutant power or claws. They do more damage so you can lower the risk of
losing 1/4 your life bar. Once you hit him either walk away or walk through
him (don't jump through him 'cause the column of energy from absorbing energy
comes from the top of the screen and will hit you). Note: If you're
Nightcrawler, let Apocalypse try to punch you. Bamf out of the way then Bamf
again or just sit there to hurt him. Then you should move or you can be lazy
and just sit there in one spot wasting your mutant power while being
completely safe. It's your choice. :P

After the Excalibur Lighthouse level, all the orbs are back, but they move in
an orbit around the spot you first found them after the Savage Land level.

E. Ahab's World

Guess what!? No more Gambit Glitching! This is the first level you have to
actually COMPLETELY play through, unless you're playing on an emulator. :P
Many people I know only play through this level with Nightcrawler. I ask why
and they say 'cause he makes it easier. That's true, but this level isn't
that hard to begin with. Don't ever go onto the roof except for the end of
the level. These portals will open up and release these annoying plane-type
things. Nightcrawler can kill them all by Bamfing in front of the portal and
sitting there for a few seconds, but the rest have trouble. Stay off the roof
until the end of the level. It's just safer. I'll tell you why this level is
so easy. Shi'Ar and the Excalibur Lighthouse had you going back and forth a
lot. This level is pretty much "go to the right until you get to the end."
Two substitutions are allowed.

You start by some turret guns. You can take them out with one hit from
anything. Start by taking out the near by guns (remember that if you're
Nightcrawler, you can Bamf through anything). If you see a sentinel, you can
kill it in 3 regular hits. Drop down and drop into the small hole. There are
two BIG holes and one about the size of your character's sprite. Drop into
this whole (there's a gun by it and you might want to break it) and break the
panel here. To get out, you'll have to flip jump (Cyclops only) or Special
Jump. See all those energy gates on the right? The one behind a turret gun on
the second level (the level above the holes) will now open if you broke the
panel. If you need health already, drop down the hole in the floor you see
here and make sure you direct your character to the right. If you don't,
ignore the hole, destroy the gun on the other side with a projectile if you
are Cyclops or Gambit, and then jump over the green puddle. Green puddles are
toxic because they're green and in video games, toxic waste hurts you instead
of terribly poisoning you or mutating you. O____o To get over these puddles
best, either dive claw/kick, or get as close as you can without getting hurt
and then flip/special jump over it. If you didn't kill the gun with a
projectile, wait for it to get to shoot on its way to the top. Once it
finishes its shot at the top or near the top, jump. Break it once you land.
Go to the right. Jump over the hole (land on the first platform, but don't
get on the roof; drop down back onto the ground). Next, continue to the right
and you'll see another hole. Jump up the platforms and (don't go to the roof)
drop down to the right (direct your character to the right to insure he does
not fall). If you are Nightcrawler or Wolverine, you can wait for the gun to
be at the bottom of his pole, then dive off the platform (drop, then attack
just as you hit jump to lower yourself) and your attack should hit the gun.
Naturally, if you didn't do that, break the gun. Now jump over the next green
puddle. Don't worry; jump from pretty close to it and you'll land on the
platform next to it. Drop off the platform to the right. Stop. See the hole
on your left? Drop onto the little platform that's on the hole's right wall.
There's a gun on the far right of this little room and panel right under you
that you need to destroy. The two persons that can't kill it safely would be
Wolverine and Gambit. Gambit's card doesn't well here because the room is so
small. Wolverine can't cause he's not a distance fighter; then again neither
is Nightcrawler, but he can Bamf through it. Cyclops can Optic Blast it. Of
course, you always have the option of destroying the panel and jumping right
back up without even trying to hit the gun. It's the safest option you have,
really. Once the panel's broken, jump back up and continue to the right.
There's a hole here. You can clear it in several ways: first you could just
drop off the level onto the lower level right next to the hole and easily
jump it from there; second you could jump up to the platforms leading to the
roof, then drop down to the right. The other ways are just variations with
the dive claw/kick. If you used Iceman earlier in the level, get on the roof.
There's an Iceman pickup and another panel to bust past the hole, but don't
bust it. It makes the next part harder. Go back where you came from (to the
left, over the hole, down the platforms to the right) and walk to the right.
The path splits to a high road and a low road. Take the low road. If you take
the high road, you'll have to drop down within 20 steps, anyway, because of
an energy gate. Don't teleport through the energy gate, it's a complete waste
of mutant power. Anyway, take the lower path. Jump the hole, it's an easy
jump. Jump the green puddle; it's another easy one (you have vertical space
on this one). Jump the next hole. It's pretty big so if you're Wolvie or
Nightcrawler, dive over it. If you're Gambit or Cyclops: good luck. When you
jump it as either one of them, you have to practically be falling of the
ledge when you hit the jump button. Gambit's flip helps him a little. It
makes him fall slower than Cyclops. Now jump up the platforms (sorry if you
fell) and dispose of the gun on your left. Jump to the right and the energy
gate should rise. The energy gate rises when your character touches the
ground, so don't be hasty and dive right into it. It does a nice amount of
damage. See the red lights on the ground? They create an energy between them
that can sometimes knock your character into the big hole plus the damage
they do on their own. That's not good. So only stand between them when the
energy is gone (that only lasts a couple of seconds) then jump into the
middle of the hole. You'll land on a moving platform. Be very careful. Don't
mess around whenever you're on one of these because you can "jump" down
through it (crouch and press jump). That is bad, too. When the platform goes
up, jump to the right (take the higher path, it's safer). Break the gun
whenever you feel like it and move on to the next moving platform. Take the
higher path again (to avoid another hole jump), kill the gun, move on to the
right, fall down the hole, land on the lower path, and time a good jump onto
the next moving platform. If you're low on health, take the lower path.
Warning: If you're low on health and go for this pickup, you may die. There
are three "windows." The middle one breaks by itself and a monster comes out.
Learn the timing of these windows so that you can kill the monsters before
they hit the ground. Nightcrawler can cheat at this. Bamf in front of or near
a window and stay Bamfed till you kill all the monsters on screen. :P I won't
repeat this again fro Nightcrawler, but I will give tips for all the other
players. The first window breaks if you hit it. There's another purple
monster in it. There's a gun to the right of this room and the third window
has a health pickup. Grab it quickly as it disappears quickly. Alternately,
you can drop into the lower area through a hole in the top area. It drops you
next to the gun. Get back onto the moving platform and take the high road.
Watch out for the red lights on the floor. The red lights on either side of
the door don't do anything. If you need some mutant power, drop down the big
hole in the floor and you'll see another room like the one you found the
panel and the gun (pretty small room). The middle window breaks on its own.
Walk past it and turn around to hit the monster. Break the first one from a
safe distance (using a regular attack or Bamf) and kill that monster (this
one is green). The third window has a mutant power pickup. Jump back up one
floor (the floor below the red-lighted door) and walk to the right. When the
windows break, walk to the left and kill them from a good distance. Watch the
red lights on the ground here. If you STILL need mutant power, then drop down
the hole in front of you and direct yourself to the left. DON'T PICK UP THE
ICE MAN. Without exiting the hole, jump and activate Iceman. Grab the Iceman
pickup and get out of there. Of course, you only have to reserve an Iceman if
you aren't Nightcrawler or Wolverine. Go to the right. Jump on the platform
and go to the roof. That's right, I said to get on the roof. For once, it's
safer up there. No glass-breaking monsters, but just some red lights. The
lower path has glass-breaking monsters and red lights. The roof's red lights
are easier to dodge. Once you're on the roof, walk to the right. Avoid the
first set of red lights you see (not counting the ones on your left). You
should Special Jump over the big hole. Jump over the smaller hole, but try to
land on the edge or just time it so you land when the lights are "off." Okay,
the roof ends here. This is the REALLY BIG hole.

How to cross the really big hole: With Nightcrawler, just jump to the right
and at the peak of your jump, press the attack button and hold it down.
You'll make it all the way across easily. If you're Logan, then Special Jump
to the right and at the peak of your jump, press A and start tapping the
attack button quickly (and keep directing him to the right). If done
correctly, then Wolverine will make it, but not with as much clearance as
Nightcrawler. If you're Cyclops, Gambit, or just don't want to dive, then
call Iceman and walk to the right. Kill the Sentinels if you want to. You
have about seven seconds. For good measure, jump to the right when you reach
the end of the Icebridge. Here is a large room with moving platforms (they
are in the holes) and many levels. There are lots of windows. You need to
find a key. One of those key spheres (haha, sounds like FFX). It's in a
window...somewhere. I can't tell you where. Be smart when you hit the
windows, if you hear one crack on its own, don't open another one. The key
goes to a "random" place. It frequents about 5 locations, but I can't tell
you where. The lower levels have one pickup. At the first moving platform,
the room on the left has mutant power. It's the second to last "window."
There's no pickup in the lower room to the right. There is a health pickup
past the energy gate (the one you need the key for). The first window is a
purple monster and the second window is a health pickup. The monster won't
break out by itself. There's an electric current blocking your way and a
disappearing platform for you to stand on. There are two panels on the
ceiling. Special jump or use Cyclops' flips to hit them. The farther one
takes out the electric current and the closer one takes out the platform.
There's a well-hidden health pickup in the left wall of the hole where the
electricity used to be. Only two people can get it and come back without
falling into the hole. The health is all the way on the left (jump). Cyclops
can do his highest reaching flip to the right to get back on the higher
level. Nightcrawler can teleport wherever you want to make him teleport. The
other two would need Iceman, even with the Special Jump. Go to the right and
you'll be confronted by Ahab.

BOSS
Ahab: This is a bit annoying. Ahab appears, throws a spear, then disappears.
He takes about 1.5 seconds to appear and throw the spear and he takes about
another .5 seconds to disappear. You have 2 seconds to hit him. His spear
throwing is better than the savage spear warriors. He can throw it upwards.
With any character, jump to the longest platform. It's in the middle of the
room, it's high up, and it has two broken "windows" on it. Here, just wait
for Ahab to show up near you, use a mutant power (you need to be quick) or
regular attack if it's fast for you, preferably a power because if you use
regular attacks, you'll give Ahab enough time to create one of you "airplane
portals." If he makes one of those, it becomes harder to hit him. Once you
hit him, he'll use another, more powerful attack. To avoid it, after he
disappears, just keep jumping straight up (full height jumps, no flips or
Special Jumps). You'll avoid his attack 99% of the time that way.
Nightcrawler can just Bamf through all of Ahabs spears and shots, so he has
an advantage over the others. Mutant powers will defeat Ahab in 4 hits (or 4
slashes :P). If you need health, jump to the rightmost platform (the highest
one), and then jump. There's a health pickup hidden in the ceiling. Once you
defeat Ahab, you'll return to the Danger Room.

In the Danger Room, there are more replenishing orbs, but they come
rather...oddly. The orbs fly around the room and you'll have to chase them or
search for them. Here's a tip: you know that panel you hit to return your X-
Man and choose another one? Move to either the left or right side, then hit
the panel to return your X-Man. The orbs will stop moving and if you're
lucky, some will stop on the screen where you can hit them easily. Don't
forget that you can Special Jump or Cyke flip to the ledge above you. This
helps getting orbs. They will usually stop at the edges of the screen.

F. Mojo's Future Crunch

This level has a time limit. If Mojo's face and jaw come together on that
weird looking meter on the left side of the screen, you die. (It doesn't
count if the game is paused on the character screen.) Don't worry; you can
try again if that happens. You can only substitute on this level ONE time. DO
NOT FALL IN THIS LEVEL. If you fall in this level, you will lose HALF of your
life bar. If you fall twice, you guessed it, you're dead. This level was
purposely designed with a shortcut for Nightcrawler (I'm not sure about the
Lighthouse level). Actually, it's not much of a shortcut. It's really not
worth it.

All right, doing a walkthrough for this level is going to be a little tricky,
but bear with me. First, in the very beginning of the level, you have two
choices: walk the path you see, or fall down the right side of the hole.
Don't take the lower path because the triple fire column jump is harder if
you start from the bottom. Jump onto the fading platform and jump to the
right. There is a sentry gun here that crawls like Mojo. He can fire mid-
blasts and low-blasts. The low blasts hit you if you're crouching. Gambit can
be hit with both if he is crouching unless you do his crouching attack as the
blast is about to hit him; remember that Gambit ducks his head during his
crouching attack. Also remember that Wolverine raises his head during his
crouching slash attack. Take this guy out with a mutant power or just
jump/duck your way close to him. It takes 3 regular hits or two slashes. One
mutant power attack takes him out. Continue to the right and jump to the next
ledge. There are two dog-like enemies here. Three regular hits should take
them out. Use mutant power at your discretion. Now is the triple fire column
jump. Here is the fire column pattern: the first one flames, the second one
flames, the first again, the third flames, the second again, and then finally
the third one flames for the second time, and then the pattern repeats
itself. I can't tell you exactly how to get across because the pattern
continues while you're not on screen. I can't tell you exactly where the
pattern will start, my apologies. There is a health pickup on the lower ledge
of the middle flame column's area. It's not worth the risk. If you're
Nightcrawler, you can just Bamf through the columns if you timed a bad jump.
Once on the fourth ledge across, you're safe. Jump onto the ledge and DUCK.
On a screen above you appears Mojo's face (the top half), and then it
explodes. If you try to walk past it, you'll get hit. You can either duck or
Bamf to avoid this one. Watch out for these throughout the level. Walk to the
right and fall off the ledge quickly. There's another screen on your right,
but this one is lower. Wolverine and Cyclops can duck under it, Nightcrawler
can Bamf to avoid it, and Gambit has to walk to the left once it's activated
to avoid it. You could jump, but there are higher screens to the sides of
this one and if you jump, they are guaranteed to hit unless you Bamf. Walk to
the right, jump up the ledge, and jump across the hole using the platform.
You can kill the flying guy with one mutant power attack, but otherwise just
leave him alone. It's tricky to kill him here because of the fading platform.
If you hit him with a physical attack (even a slash) he will punch in
retaliation and will probably hit you on your way off the fading platform.
Just jump past him to be safe (land on the fading platform then quickly jump
to the right). If you fall down this hole and you're not Nighty, jump into
the wall on the left. There's a hidden path back the end of the fire column
jump. If you're Nightcrawler and you fell down this hole, you can take the
not-so-short shortcut. It's on the right of the hole. There's a Storm pickup
here. It's not worth It's not worth the mutant power to take this shortcut.
It saves you maybe a minute. Okay, once you pass the flying guy with or
without killing him (three regular hits to kill, two slashes, and one mutant
power), you come to a row of screen and a fire-shooting floor. More fun with
fire! :P Well, watch the screens. The screens that show Mojo are the safe
areas. Stand under Mojo to escape the fire. The fires shoot every 2-3
seconds, so be quick. You should Special Jump or Cyclops flip if you hear the
fire and you're not under Mojo yet. You can jump over a couple of the flames
with a Special Jump or Cyke flip. If you're Nightcrawler, you can just walk
across and Bamf when you hear the fire (there's a sound, then the fire shoots
up). Jump up the ledges (don't take the lower path) and continue to the
right. Short circuit the walking gun here. You'll see spikes when you
continue more to the right. Jump onto the higher ledges. There are more
flying, fire-shooting, punching guys here. Kill them if you like because
their fire can slow you down. Keep jumping across the ledges because of the
spikes. Don't fall down the hole in the middle of the spikes. Jump off of the
last ledge onto the solid ground on your right. Drop off. This area is
covered with exploding Mojo screens, not to mention a walking gun. You'll
probably notice how the higher screen explodes when you drop off of the
ledge. The screens don't all explode, only half of them do. Starting with the
first one the pattern of explosions will be high, low, high, low, high. To
avoid the high ones, just don't jump. To avoid the low ones you can Bamf
(Nightcrawler) or walk to the left (everyone else) or try Special Jumping
over it (not recommended because you'll barely clear it). You may want to
eliminate the walking gun here as soon as you can; it's annoying and pretty
damaging. Continue to the right and do not drop down to the lower level. This
is where the lower path forces players to get on the higher path. Continue to
the right and you'll run into another flying guy. Do as you wish. You'll see
another path composed of platforms. This leads to another flying guy and a
health pickup. If you don't need health, just continue to the right. If you
do need health, jump across the platforms either avoiding or killing the
flying guy and then jump into the wall on the right. The health pickup is
hidden in a small room in the wall. Drop down once you're done. Continue to
the right. Welcome to Mojo's lair.

BOSS
Mojo: This is one annoying mother...He laughs if you hit him in the stomach.
He's not very difficult though. Don't use the platforms above you unless Mojo
is right under one because he makes the screens up there fire energy balls.
Remember, in Mojoworld, Mojo rules television. He has five attacks: the
energy ball from the screens (he points at the screen), the energy ball from
under his stomach (he folds his hands on his stomach then fires), the stab
from the back of his hair (whenever you are behind him he will do this), the
crunch (if you stand really close to him, he'll pick you up and take a bite),
and his laugh (hit him in the front, though it's not really an attack :P).
With any character but Gambit (see Gambit strategy below), Special
Jump/Cyclops flip over Mojo, DUCK as soon as you land, and hit him with a
mutant power or claw slash or just a regular attack (only does one bar of
damage to Mojo's lifebar). With Wolverine or Nightcrawler, you can Special
Jump then dive past him. This is more effective with Nightcrawler as with
Wolverine, you have to Special Jump, extend claws, dive, duck, slash, retract
claws, and special jump again, plus sometimes Nightcrawler's dive hits Mojo
in the head which makes him laugh canceling his stab attack. Then you can
just Bamf and stay there until he stops laughing and he will take damage.
Whenever you hit Mojo, he turns to face you. If you just keep going over him
then ducking as you hit the ground (or Bamf-ing before you even hit the
ground :P), he'llbe down in no time as long as you use your mutant power
attack (everyone but Gambit). Only jump onto the platforms if Mojo is right
under one. Jump on the platform then immediately jump off and land behind
Mojo. Six Mutant power attacks will kill Mojo and seven slashes will kill
Mojo. It takes sixteen regular attacks to kill Mojo.

BOSS
Mojo (Gambit strategy): If you get behind Mojo with Gambit, his cards will
miss 9/10 times, so what to do if regular attacks only do one bar of damage?
This is funny to watch, hehe. Walk up to Mojo. Hit him in the stomach and
make him laugh. Time the next attack so that the second hit of your combo
hits after he laughs. If you don't hit his vulnerable spot and he laughs,
move in a little closer and try again. Gambit's foot should be just a little
bit past Mojo's front-most "leg." Keep timing Gambit's attack so that the
first hit doesn't register and the second hit goes past Mojo to his
vulnerable spot. Once you get used to it, it's really easy. You only have to
do it 16 times. :P Even so, it's easier than trying to jump over his large
self.

Once Mojo is dead, it's not over. Continue to the right. After this level,
all the X-Men are replenish and/or revived. Continue to the right from Mojo's
lair and kill the walking gun you encounter. Farther to the right are more
Mojo screens. This time, it's low, high, low, high. If you need either a
mutant power or health pickup and you have plenty of time, go up the
platforms between the screens. Go to the left for a mutant power pickup and
go to the right for a health pickup. To the left there's walking gun and the
mutant power pickup is in the wall. If you go to the right, a couple of walls
will drop to lock you in. Don't worry, this is easy to escape. Once you hear
the walls drop (when you get close to the health pickup), you'll notice the
red switches behind you. Punch the switch ALL THE WAY on the left and then
punch the switch second from the left. You should be home free. Go back down
the platforms and continue to the right (don't forget to dodge the screens).
Destroy the walking gun here (another one) and jump carefully over the fire
pits (there are only two and there's a safe platform between them). Once you
land to the right after jumping the second fire pit, another blue dog will
attack you. Go up the platforms to complete the level, but if you STILL need
mutant power, go to the right and past the screens (low, high). Another blue
dog will attack you. Once you get close to the mutant power pickup, another
wall will drop. Punch the third switch from the left. Get out. Kill the blue
dog that should attack you and dodge the screens again. Go up the platforms,
continue to the right, and destroy the gun. Next is the hardest obstacle
course on the level. There will be those exploding Mojo screens and the safe-
screens for the fire that's shooting out of the ground. I will tell you where
all the exploding screens are. In the first column of screens, the second
highest screen will blow. In the second column, both the second highest and
second lowest will explode. In the third column, the second highest will
explode. In the fifth, seventh, and eighth columns, the second highest will
explode. In the ninth column, the second highest and second lowest will
explode. When you get to the end of the level, the screen will lock. Jump and
hit the danger room screen (it's the big computer monitor-looking object). It
will explode and disappear. Wait for a few seconds and...RESET YOU SYSTEM!
Make sure it's a soft reset (just tap your reset button) because if you hold
your reset button down, you really will reset. Just a quick tap (soft reset)
and your screen will go black and then fill with binary code (1's and 0's)
and then you'll get a "VIRUS PROGRAM SUSPENDED" screen. This is supposed to
happen. After that you'll get to see a comic-like "cut scene" where Psylocke,
Morph (?), and Beast make an appearance. Go figure.

Back in the Danger Room there are NO ORBS! That is because all four
characters are back to full strength. When you've chosen your character (I
will do a normal walkthrough with notes where Nightcrawler can shortcut) jump
into the green light. Whoa! You can go past the green light and now there's a
hallway? Why is the Blackbird docked into the Danger Room? Oh well. Now it's
time to fly all the way to Asteroid M to kick some magnetic butt.

G. Asteroid M

You can substitute three times on this level. If you want to take a shortcut,
only use one shortcut. I'll write this walkthrough using numbers. If you plan
on using Cyclops, save at least half your mutant power bar for the end of the
level (right before the boss fight). If you need go further into the
walkthrough, I will tell you in parenthesis. (See 1)

 1. Gambit, Wolverine, Cyclops, Nightcrawler

You should start off standing above two pickups that are blocked off with an
energy field. If you want to take Nightcrawler shortcut #1, then you should
teleport through the wall on your right (see 2). Here's something different:
jump to the LEFT. xD stay off of the lowest floor level until the soldier is
in striking distance. Let me warn you about these guys. All the soldiers on
this level actually know how to crouch. They might crouch and jump to avoid
an Optic Blast or jump to avoid a Kinetic Card or they might even crouch to
shoot you. If they shoot you, they surround you with an energy field. If you
press ANY button while you're in the energy field, you lose a lot of life.
The first time I got here when I was younger, I died fighting the first
soldier because I kept hitting the directional pad. If you do get hit with
their shots, don't press any buttons. The energy field should wear off after
3-5 seconds. You can't use the "crouch under their shots to get close to
them" strategy. It takes 6 standing attacks to kill these guys (4 crouching).
A very small amount of them have normal guns and not the trap guns. All
characters but Gambit can duck under their melee attack. This is why you
should always try to be as close as possible to them. Well, take this first
guy out, or just jump past him (travel by way of the higher ledges). You have
to Special Jump or Cyclops flip over the very tall platform to the left.
Continue to the left and you'll come across a timed jump. You can dive or
jump past when all the magnetic beams are down. If you time it correctly, you
will get across without being harmed. You see the soldier? Walk under him and
punch the red light. This opens an entrance in the floor and takes away the
magnetic current that was guarding the health and mutant power pickups. If
you want to kill the soldier, Special Jump up so that if he fires, you go
right over it. The switch you hit opens the base and stops the magnetic
currents. Walk to the right and the ground should open. Drop down to the
RIGHT. Since it's a long fall, you will land in a crouch and won't be able to
move for a second. I say fall to the right because a soldier with the trap
gun patrols on the right. If he hits you with the trap, don't move. Kill him
and go to the left. This guy has a normal gun. Kill him and jump straight up
where he was standing and then jump to the right. You'll get a health pickup
so if you got hit, you don't have to worry about running low on life. Go to
the left and drop yourself down (crouch and jump). Go back where you came
from to the right. You'll come to a large hole. If you are a diving
character, once the moving platform materializes, dive to it and duck. If you
aren't a diving character, once you see the magnetic current, wait for a
short time (less than 1 second) and then do a little hop right off the edge
of the floor and crouch when you land. If done correctly, you'll land just as
the moving platform materializes and you'll duck under the magnetic current.
Once the magnetic current is gone, walk to the end of the platform quickly,
and duck again. Once your character is clear of the magnetism, quickly jump
to the right and take out the trap soldier. You have to do the entire moving
platform thing again. Same exact procedures will work and watch out for the
trap soldier. If you want to take Nightcrawler shortcut #2, you then have to
teleport through the magnetic gate to the right (see 5). If not, hit the
switch (make sure that you wait and watch a moving platform disappear, THEN
hit this switch) and walk to the left quickly. This switch makes the moving
platform that is coming bounce to the left. You can jump on it as it is going
to the right still and it will bounce off the wall (in a sense) without
completely dematerializing (you won't fall off). There's a new elevator
platform. Time a good jump and get on it. Once on the elevator, jump up when
you get to the top. From this platform, Special Jump to the right and attack
the trap soldier before you hit the ground. Finish him off and head to the
left for another magnetically-timed jump (jump onto the higher platform so
the trap soldier can't shoot you or hit him with a projectile). Jump when all
the magnetic currents are off. Hit the soldier before you hit the ground if
he's still alive. (See 3.)

  2. After taking Nightcrawler shortcut #1

Drop off the ledge and carefully dive kick at the trap soldier here and then
Bamf him to death just to be safe. Hit the red switch to your left. The
magnetic currents will stop now. As you make your way to the right, jump and
dive kick into the trap soldier here. If you need health ALREADY, stand in
the corner to the right and Special Jump straight up. Warning: Because you
took a shortcut, a certain platform has not been activated. Drop down the
shaft, but Bamf once you've cleared the ceiling. Wait for the moving platform
to show up from the left and un-Bamf. You shut off the magnetic current on
the right side by hitting the switch earlier, so you can stand up. Jump off
to the right and- (See 4.)

  3. Gambit, Wolverine, Cyclops, Nightcrawler (no shortcuts)

Hit the red switch. If you need health here, stand in the corner all the way
on the right and Special Jump straight up. Drop back down onto the elevator
platform. Time a good jump to the lower moving platform (you can drop through
the elevator platform if you like) while it's moving to the right. The
magnetic current to the right is now completely off, so you don't have to
worry about getting knocked off the platform. Jump to the right and- (See 4.)

  4. Gambit, Wolverine, Cyclops, Nightcrawler (no shortcut and shortcut #1)

-kill the soldier. Move to the right. Special Jump up to the platform (to
avoid trap shots) and attack the soldier before you land. (See 5.)

  5. Everyone

Make your way to the right (take the higher path) and kill all the soldiers
in your way. There will be another soldier to kill once you reach the higher
ledge on the right. The platform ends. If you are Nightcrawler or Wolverine
(with spare mutant power), then see 6. If you are Gambit, Cyclops, or don't
feel like using Wolverine's claws, see 7.

  6. Nightcrawler and Wolverine (claws)

Jump off the right end of the platform and dive kick/claw. Once you hit the
switch let go of the attack button or retract your claws (you'll land on a
moving platform). (See 8.)

  7. Gambit, Wolverine (no claws), Cyclops

See the blue formation over your head? Walk to the right of it (you should be
near the edge now) and Special Jump straight up. Walk to the right on this
walkway until you see another blue wall under you. Stop at the edge of the
blue wall and drop down. HIT THE SWITCH ON YOUR WAY DOWN and the platform
will appear and catch you. If you miss, you'll lose half of your life. To see
what it looks like, go to this URL:
http://www.angelfire.com/electronic2/j2dk/xmen.html. The first two screens
are to illustrate your position in the level. The last four screens
illustrate how to hit the switch and land on the platform. If you want to be
safe, stand at the edge of the blue wall, summon Storm, then go back to the
left, drop down onto the first ledge and work your way down to the lower path
where the platform materializes. (See 8.)

  8. Everyone

Once on the moving platform, there are obstacles in your way. Quickly jump
over the wall that is in your way, drop off the right side landing on the
moving platform and duck to avoid the magnetism (you'll need to jump over the
next wall in the same fashion). Once you pass the second jolt of magnetism,
jump to the stationary platforms above you. Stand on the edge of the higher
one and you'll see a soldier. You can either Special Jump (better chances of
not getting hit) and attack the trap soldier on the way down and kill
him/knock him off the small wall you landed on (all characters but
Nightcrawler and clawed Wolverine), kill him with a charged Kinetic Card then
jump (he'll dodge it the first time, but it will circle back and hit him; an
uncharged Kinetic Card will completely miss), hit him with an Optic Blast
(aim down to the left), or you can dive at him then finish him off
(Nightcrawler and clawed Wolverine). Now wait for the moving platform to come
back and continue to the right. Now jump up the platforms. When jumping to
the third platform, don't do a full-height jump, just do a little hop (or
you'll get trapped). When you land on the third platform up, you should
crouch because if you stand, the trap soldier on your left will shoot you
(he'll hit you with a crouching shot). Take him out with either a quick
crouching Kinetic Card (quick, don't charge it or you'll get shot), an Optic
Blast, or dive at him. Sometimes you can jump your way to him without getting
shot, but that's not very safe. You'll see a health pickup here. If you need
it, take a leap of faith from the very edge. Just jump to it and once you
touch it, fall straight down (it is right above the wall you killed the trap
soldier earlier) and wait for the moving platform again. Go back up the two
platforms on the right and continue to the right. Drop down to the right
until you see soldiers. The room's platform placements are as follows:

|                                 ___________
|__                 ____              |
|                                     |
|                                     |
|                                     |             __________________
|   ____                 ___+____     |            |        Key        |
|                                     |            | |  Wall           |
|__                 __-_              |            |___ Platform/floor |
|                                 ____|            | +  Trap Soldier   |
|                                     |            | -  Normal Soldier |
|    _____+_________     ___+____     |             -------------------
|                                     |
|                   ____              |
|___-___                          ____|

I know, it is a bit crude, but it's better than trying to explain it to you
with words. Make your way to the upper right corner and continue right. Then
drop down again and kill the trap soldier that you will encounter here. Walk
to the right and jump up only the FIRST ledge. Kill the soldier you see
quickly, and drop down again. There are these flying spike contraptions here
plus most of the platforms fall when you stand on them. The easiest way to
pass them is to use NC or Wolvie and dive your way across (but read further
before doing this). Anyone can make it across if you know what platforms to
stand on. Well...I'll make another bad illustration of it.

                                |__*__|
                                      |
                                      |
Start here                _8_     *____|             __________________
|      _3_         _6_                |            |        Key       |
v              _5_                    |            |  |  Wall         |
___   _1_  _4_         _7_   _9_  *_10_|            |____ Platform     |
  |                                   |            |  *  Platform does|
  |  *_2_                        *_11_|            |     not fall     |
  |                                   |             ------------------
  |                                   |
  |                                   |

Okay, here we go. From where you start, jump onto the platform 1 and quickly
drop down to platform 2 (crouch and press C). On platform 2, wait for the
spikes to pass. Just as they pass over your head jump off the right edge of
platform 2 (literally the far edge) onto platform 4. Try to avoid stepping on
platform 3 as it slows you down a little and you may miss the platform and
fall. From platform 4, jump to 5, and then jump to 7 OR 6 (aim for 7, but if
you hit 6, that's okay; just drop down to 7 quickly and continue). Now jump
up to platform 8 and drop down to platform 9. If you land on 9 without
hitting 8, that's all right, too, hehe. Jump to platform 10 and even though
this one doesn't fall, it's still in the spike contraptions' range. Drop down
to platform 11 (crouch and press C) and wait for the spike contraptions to
pass. Now jump up the platforms (platform 10 and the two I left unmarked),
but hit the trap soldier as quickly as possible to avoid any damage. Walk to
the right and kill the trap soldier here, too. Walk to the right a little
more and the path splits. There is a high path, a mid path (the one you drop
to if you walk off the ledge), and a low path (drop through the platform to
find a third path). If you do not have full health up to this point, you may
die here (and you're so close to Magneto!). After you get through this (it's
quite short) there are two pickups guarded by a single trap soldier. You
might think that the two pickups aren't enough after all this level put you
through (falling off the level makes you lose half your life!), but they are
each full-restores. One full health pickup and one full mutant power pickup.
Just don't die here. ;] Hopefully you'll make it to Magneto without having to
substitute yet.

  9. Wolverine

Wolverine is the only character that should take the highest path. There are
flying machines that bounce around and fire bursts of two shots. Every other
character would take so much damage that he would die within two hits.
Wolverine for some reason is not very vulnerable to these contraptions. In
fact, sometimes he takes no damage at all. Take the high path and continue to
the right. Unsheathe your claws and destroy the contraptions in the first
room. There are three of them and Wolverine can kill them in one claw slash.
Most times you'll be able to kill all three in one diving claw attack. :P
Continue to the right and you should encounter a normal soldier. Sometimes he
doesn't appear. Farther to the right is another room with 3 contraptions.
Destroy them and move on. You'll come to the end of this path. Dive claw off
the edge to the right and claw spin before you land on the ledge the soldier
is on. If you time it correctly, you'll kill the soldier, and collect the
health and mutant power pickups AFTER you use the claw spin. You should have
replenished both of your bars completely. Now drop down and walk to the
right. Get ready to fight- (See 13.)

  10. Cyclops

I hope you have enough mutant power for 9 optic blasts left. Take the lowest
path (drop down two platforms). Walk to the right and a gun should start
firing. Don't walk into its fire because it will drain half your life with
one shot. Wait for about 5 seconds because a normal soldier will walk into
the screen. Kill him with an Optic Blast so he doesn't disrupt you. Now stand
under the gun and aim straight up. Fire 8 Optic Blasts (yes, 8) at the gun
and it will, uh...explode. You can now safely proceed to the right. Jump up
the wall and drop down on the trap soldier. Proceed to the right and ignore
the ledge above you. Jump up the two steps on the right, but stop there. At
the left edge of the platform you're standing on, either jump up to take out
the trap soldier and grab the full-restore pickups, or jump straight up, aim
another Optic Blast straight up (it will go through the ceiling/floor and
kill the soldier), and then jump up to get the full restore pickups. Drop
down and continue to the right to fight- (See 13.)

  11. Nightcrawler

Take the low path with Nightcrawler. Only Cyclops can destroy the gun, but
Nightcrawler can always teleport through it. :) Once the gun starts shooting,
just walk toward the line of fire and teleport through it. If you're lucky,
you'll hit the normal soldier with your teleport, but if not, kill him. =D
Proceed to the right. Jump up the wall and drop down on the trap soldier.
Proceed to the right and ignore the ledge above you. Jump up the two steps on
the right, but stop there. At the left edge of the platform you're standing
on, jump and teleport up (you'll kill the trap soldier with your teleport).
The full-restore pickups are on this ledge. Drop down and walk to the right
to fight- (See 13.)

  12. Gambit

Gambit is an unfortunate fellow. His only option is to walk right through the
obstacles, so I hope you have a lot of health. The best path for Gambit to
take is the middle path. Have him walk to the right and don't stop until you
pass those "drippers." You'll lose just a little more than half of your life
bar. Proceed to the right with caution and as you see the barrel of the trap
soldier's gun, fire a Kinetic Card. He can't dodge anything here. Jump across
to the ledge and grab the full-restore pickups. Drop down and walk to the
right to fight- (See 13.)

  13. Everyone

BOSS
Magneto: The big man himself. He's not really a super villain, just a
misunderstood superhero. He even gets his own theme song in this game. xD
Okay, he can kill you in any 4 or 5 attacks. Mags is invincible while he is
surrounded by a blue magnetic field. This fight will take a while because you
don't get many chances to hit him. Magneto has the following attacks:
magnetic orb (X-Men 2: Clone Wars, anyone?), two-handed beam (with force
field), stalk-your-character-around-the-screen (his force field will hurt you
if he touches you), a punch (eh), and a one handed beam (he stops on a
platform, takes his force field down, and fires). During Magneto's one-handed
beam, he leaves himself vulnerable for about 3-5 seconds.

General tips about Mags:
-Magneto opens the battle by throwing 5 magnetic orbs your way. The formation
of the orb can hurt you (not the shrapnel, but if the orb forms on you). The
magnetic orb will float in place for about 4 seconds then home in on your
position. The orb travels straight so get as far away from it as possible and
jump around and drop off platforms. Just try to move as much as possible.
This isn't a sure fire way of avoiding the orb. The only sure fire way to
avoid the orb is to Bamf.
-Never hit Mags while his force shield is up because it will make him land on
the nearest platform (or the floow) and wait. If you go near him, he'll punch
you. If you use a mutant power on him, he'll put his shield up. The only time
he's vulnerable is when he stops to do the one-handed beam.
-Don't even bother using your assists.
-If you want to dodge him easily while he is following you, walk to the
corners of the room using the higher platforms. Jump up to make Magneto go
higher into the air, drop down the platform, and then walk under him quickly.
You can try to dive over him, but you run a higher risk of hurting yourself.
-Gambit should only use his Kinetic Card (you don't have to aim because Mags
doesn't dodge, but if you're too slow, your card will hit his shield),
Cyclops should only use his Optic Blast, Nightcrawler should only Bamf (feel
free to use a moving teleport as long as you do it right and don't deplete
half your mutant power bar in one teleport), and Wolverine should only attack
with his claws. Don't bother conserving mutant power here. If you need to
Bamf Magneto and you don't have time to walk up to him, teleport through him.
If you're at a bad claw dive angle, don't hesitate to use the claw spin. If
you don't have time to get a good angle with Cyclops, use a spinning flip-
blast (though I don't see why you can't get a good angle in the time it takes
you to do the spinning flip-blast). If you feel like being fancy, go for it.
-If you are walking away from Mags and he drops his shield, TURN AROUND and
blast him! (Alternately) TURN AROUND and rip him to shreds!
- During the 5th orb attack, Magneto will start moving toward you making it a
little harder to dodge the last orb attack.
-Mags never does the same beam twice. If his first attack after the orbs is a
one-handed beam (vulnerable) then his next attack is guaranteed to be a two-
handed beam. The same is true vice versa.
-If you are Nightcrawler or Wolverine, you have more options to avoid
Magneto. It is possible to Special Jump + dive over Magneto.
-Cyclops can flip right over Magneto's head if timed correctly. You have to
get the maximum height of his flip possible to clear Magneto's shield.
-Keep Magneto in sight once he stops throwing magnetic orbs at you. If
Magneto isn't on the screen, you won't know when he's attacking.
-If Magneto makes a quick, sudden move, then he is about to attack. If his
head is down and his shield is still up, he well attack with the two-handed
beam. If he stops on a platform with both hands at his side and his shield is
down, he will attack with the one-handed beam.
-To avoid the two-handed beam best, use the platforms, especially the ones
farthest to the left or right. Jump onto the platform then jump/Special
Jump/flip off of the edge into the wall. If timed right, his blast will miss.
Sometimes this blast sprays, but only in two different directions making it
only a little harder to dodge.
-It takes 5 hits from mutant power/claw attacks. It would take 15 or 16
regular hits to take him down.
-Don't bother trying to avoid the one-handed beam because you should be
blasting/slashing the crap out of Mags before he even thinks about shooting
his beam, plus you can't dodge it anyway because this blast sprays.
-If Magneto hits you 3 times, substitute immediately. Don't risk dying. It's
very possible to complete this entire level and defeat Magneto without ever
substituting. Yes, any character can do this. Nightcrawler just has a better
chance since he doesn't even have to try to dodge as he is able to Bamf
through everything.

Once Magneto is done, you will see the ending.
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XI.    FINAL COMMENTS

I think it's odd that Psylocke and Beast are in the last picture of the
ending before the credits while Nightcrawler, Storm, Archangel, and Iceman
aren't. It's also odd that all the assist characters appear to be slightly
taller and larger than all the playable characters, even though they should
all be shorter than Gambit and Cyclops. Is it just me, or does Nightcrawler's
icon picture (next to the life/mutant power meters) look kind of like Micheal
Jackson in the "Thriller" video? Hehe. :P Well, I hope this walkthrough
helped you out, gamer. See ya 'round!

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XII.   SPECIAL THANKS


Thanks to GameFAQS.com for posting my FAQ

Thank you for reading this. :)

J2DK 2003

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