FREEDOM FORCE FAQ/Walkthrough By Nicadeamus This FAQ is Copyright 2002 by Keith McClain /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ | Game name : Freedom Force | | Genre : Role-playing | | Developer : Irrational Games LLC | | Publisher : Crave Entertainment,Inc and Electronic Arts Inc | | Released : 2002 | \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ ___________________________________________________ /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ | FAQ name : Freedom Force FAQ/Walkthrough | | FAQ author : Keith McClain "Nicadeamus" | | Version : 1.0 | | Contact : Nicadeamus@hotmail.com | | Date : April 1, 2002 | \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ Hello! This Faq was made in response to the fact that I couldn't find one already made (which has changed in the 3 days it took me to make this.) I hope anyone that uses it finds it helpful. If anyone would like to reprint or use this Faq in any way other than it's completed form herein, please email me for permission. I. Walkthrough 1. Came a Hero! 2. Strange Visitors 3. Strange Visitors 2 4. Skating on Thin Ice 5. Skating on Thin Ice 2 6. A Nuclear Winter 7. A Nuclear Winter 2 8. A Nuclear Winter 3 9. In the Nick of Time 10. In the Nick of Time 2 11. In the Nick of Time 3 12. Prehistoric Panic 13. Here Today, Gone Forever 14. City of Darkness 15. Where Shadows Fall 16. Where Shadows Fall 2 17. Looking for Trouble 18. Looking for Trouble 2 19. Wanted - The Minuteman 20. Wanted - The Minuteman 2 21. Wanted - The Minuteman 3 22. Déjà Who 23. Déjà Who 2 24. Seeing Double 25. Robots on the Rampage 26. Robots on the Rampage 2 27. Robots on the Rampage 3 28. Destruction Production 29. The Madness of Mr. Mechanical 30. History Lesson 31. A God Walks the Earth 32. Forbidden Fruit 33. Pandemonium 34. Beginning of the End 35. The End of Time 36. The End of Time 2 37. The End of Time 3 38. The End of Time 4 II. Tips, Tricks, and Loose Ends 1. Infinite Prestige Points 2. Heroic Beating 3. Cloaking 4. My Dream Team (a well rounded team to strike fear in the hearts of evil- doers) a. The Déjà-hunter (Dream Team version): b. The Heavy Hitter c. The Spy I. Walkthrough I have chosen not to include the locations of red and purple energy X canisters because they are everywhere, and usually not hidden. Also, the canisters, objectives, and baddies I have listed may not be all inclusive. Even I miss things from time to time ; ) 1. CAME A HERO! Primary Objective: Catch O'conner (80 prestige points) Secondary Objective: Rescue the victim from the muggers (20 pp) Baddies: Gangster (20 pp), 18 Thugs with bats (5pp each), 9 Thugs with pistols (10ppeach), O'connor (20pp) Canisters: Green (XP) behind a building with a Fresh Coffee sign, in the alley, along the left side of town. This being the first level, it is mostly just a training stage. If you want to zip through the level, follow the red arrow as soon as it shows up. Otherwise, follow the yellow arrows for all the tips, baddies, and so on in the level. The level is extremely self-explanatory, follow the arrows, talk to the designated people, it's all over before you know it. 2. STRANGE VISITORS Primary Objective: Catch Sukhov (80pp), Talk to the stranger (40pp), Use Mentor to talk to the thug (20pp) Secondary Objective: Knock out all the thugs (20pp), Don't alert the guards (80pp) Baddies: 12 Traitors with bats (7pp each), 13 Traitors with guns (12pp each) Canisters: Travel by rooftops in this mission to remain undetected. The secondary objectives are almost impossible to do both. If the guards are alerted, more Traitors with guns than the original 13 will appear from the guardhouses. The object of this level is to reach the parking lot on the far top of the map. The enemies won't appear until you get there. 3. STRANGE VISITIORS 2 Primary Objective: Catch Suhkov (80pp) Secondary Objective: Knock out all the thugs (20pp) Baddies: 4 Traitors with bats (7pp each), 6 Traitorous Grenadiers (10pp each), 14 Traitors with guns (12pp each) Canisters: This is another straightforward level. Take out the grenadiers as soon as possible on the rooftops, they never run out of grenades. Sukhov is on the far left side of the map in the building area. This is a good level to play with Mentor's mental abilities. 4. SKATING ON THIN ICE Primary Objective: Find out why the park is frozen (40pp), Break the man out of the ice (20pp), Save the civilians frozen in ice by breaking them out of it (40pp), Knock out the Ice Queen! Don't let her get away! (60pp) Secondary Objective: Rescue the woman from the muggers (20pp) Baddies: Ice Queen (40pp), 16 Ice troopers (20 pp each), Traitor with bat (7pp), Traitorous Grenadier (10pp), Traitor with gun (12pp), 6 Thugs with bats (5pp each) Canisters: The action in this level covers the entire map, in and out of the park. If any of the ice baddies see you, charge them quickly. Don't give them a chance to freeze you. Follow the arrows, save the frozen people, and the mission will unfold itself. 5. SKATING ON THIN ICE 2 Primary Objective: Find and free Minuteman (40pp), Find and free Mentor (40pp), El Diablo must not fall (60pp), Destroy the pump house (40pp), Defeat the Ice Queen so you can interrogate her (80pp) Secondary Objective: Save the couple from the Ice Queen (20pp) Baddies: 4 Ice Queens (40pp each), 17 Ice troopers (20pp each) Canisters: Green (XP) inside of a trashcan. You may need to talk to the couple on the right side of the map first for it to appear. You must destroy the trashcan to get the canister. I believe the canister is not always in the same trashcan. Didn't Mentor just make a snide remark about Minuteman walking into a trap? Ah well, they are both frozen, and it's up to El Diablo to save the day. El Diablo can fly, which opens up a whole new style of exploring and scouting. Cover the whole park for maximum pp, destroy the pump house, then fight the last bad guys. Easy. 6. A NUCLEAR WINTER Primary Objective: Defeat all the cold warriors and find out where Nuclear Winter is going (60p) Secondary Objective: Deafeat all of Nuclear Winter's minions (20pp) Baddies: 3 Ice Queens (40pp each), 15 Ice troopers (20pp each), 4 Turrets (15pp each) Canisters: This level is fast and furious. The enemy rushes you from the start. As you advance up the carrier, the baddies come in waves. If you decide to take out the turrets, be sure to hit the part that is shooting you. Taking out the turret stands has no beneficial effect that I can find. 7. A NUCLEAR WINTER 2 Primary Objective: Track Nuclear Winter by following the directions of the mysterious stranger (60pp) Secondary Objective: Baddies: 8 Ice Queens (40pp each), 7 Frost warriors (40pp each), 19 Ice troopers (20pp each) Canisters: This level can be a true pain. Take it slow and work your way across the valley untill you get to Man-bot. And save a lot... 8. A NUCLEAR WINTER 3 Primary Objective: Don't let Minuteman fall. This is personal! (60pp), Bring Nuclear Winter to justice (40pp), Minuteman must disarm the bomb before it explodes (80pp) Secondary Objective: Baddies: 3 Ice Queens (40pp each), 5 Ice Queens (50pp each), 7 Frost warriors (40pp each), 14 Ice troopers (20pp each), Nuclear Winter (200pp) Canisters: With the large concentration of baddies in various spots, this is another level to take very slowly. To the right of the starting point is some troopers chasing down civilians. Before taking on Nuclear Winter, have El Diablo fly the long way around to the top of the cliff. There he can attract the attention of the troopers at the top and bring them back to the group to take out. When the fight scene with Nuclear Winter commences, have Minuteman immediately head to disarm the bomb. Use the other heroes to keep Nuclear Winter and any remaining goons occupied. 9. N THE NICK OF TIME Primary Objective: Get to the bank and talk to police chief (20pp), Bank must not be destroyed (40pp), Protect Nick Craft from harm (60pp), Destroy the armored car (20pp), Catch all the bank robbers escaping on foot (40pp) Secondary Objective: Don't allow any part of the bank to collapse (40pp) *note: this apparently doesn't include the back wall that the robbers blow up when they escape* Baddies: 8 Thugs with bats (5pp each), 4 Thugs with guns (12pp each) Canisters: Green (xp) in the alleys at the bottom-most block, Yellow (pp) in the alleys at the top-most block. This level is extremely easy, and is intended to become accustomed to Man-bot. Have Mentor retrieve the green canister, then the yellow. Nick should follow Mentor. Man-bot can do this mission all by himself with little risk. 10. IN THE NICK OF TIME 2 Primary Objective: Arrest the robbers at the Starlight cinema (40pp), Protect Nick Craft from harm (60pp) Secondary Objective: Baddies: Gangster (20pp), 4 Hitmen (15pp), 2 Thugs with bats (5pp each), 3 Thugs with guns (12pp each) Canisters: Green (xp) right in the middle of the map in the alley. El Diablo should have no problem here as long as you don't rush into the middle from the start. Work your way inward, it's a small map. 11. IN THE NICK OF TIME 3 Primary Objective: Defeat Pinstripe before Nick Craft dies (80pp), Check back on Nick! (60pp) Secondary Objective: Baddies: 3 Thugs with guns (12pp each) Canisters: Pinstripe is very resistant to damage, so you need to gang up on him. Have Minuteman take out the thugs while the other teammates move in, then let Pinstripe have it. 12. PREHISTORIC PANIC Primary Objective: Protect Alchemiss until she can close the portal (40pp), Find the portal (20pp), Defeat the raptors so the portal can be closed! (60pp), Defeat the T-Rex (80pp) Secondary Objective: Return the loot to the proper authorities (20pp) Baddies: 10 Raptors (20pp each), 7 Wild Raptors (30pp each), 8 Tough Raptors (35pp each), 5 Thugs with bats (5pp each), 5 Thugs with guns (12pp each), T-Rex (150pp) Canisters: Green (xp) under a giant hamburger on top of a building. Do not destroy the burger, or the canister will disappear. Have El Diablo or another flier land on the burger, then zoom in real close until you can see the canister. Click on it, and the character will grab it from underneath the burger. Yellow (pp) under a tree in the park, towards the top of the map. This level is big, and a lot is going on. It wouldn't be so bad if it wasn't for the fact that the raptors will run if you chase them, and the raptors have a higher speed. This level is also the point in the game where you can start using custom heroes. If you do bring in a custom character into this level, be sure that the character has a good speed. From this point on, the more custom heroes you use (that are built intelligently,) the easier the game will be. 13. HERE TODAY, GONE FOREVER Primary Objective: Investigate the source of the earthquakes (20pp), Close the anthills and defeat the ants (80pp) Secondary Objective: Prevent the ants from stealing more than $50,000 worth of property (40pp) Baddies: Soldier ants (30pp each), Worker ants (10pp each) Canisters: Green (xp) under a vent on top of a building with a Fresh Coffee sign. There is no end to the number of ants that can crawl out of the anthills. But be careful fighting them, or exploring. While you are occupied doing that, the ants are destroying the city (which means a loss of pp to you.) Also be careful of acid damage, as it will stay with you for some time. You will almost certainly be using heroic remedies on your heroes. 14. CITY OF DARKNESS Primary Objective: Explore the caverns to find the source of the ant menace (60pp), Man- bot must survive (60pp) Secondary Objective: Break the cages to free the civilians held prisoner (20pp) Baddies: 17 Soldier ants (30pp each), 13 Worker ants (10pp each), 9 Blue Darkmen (30pp each) Canisters: Green (xp) in the second city area behind a building next to the cage. Yellow (pp) in the third city area behind a building. This is a long winding level in which you must break the walls separating the different areas. There are also several hazards to be aware of. First are the explosive mushrooms. They will go boom if hit by you or debris. Second are the ants that spit acid. They tend to go straight for the weakest character. Third are the Darkmen. They have an area attack that has a real bite and can stun. There is a hallway that you can break into behind The Ant at the end of the level. There is where you head when the mission is over. I have not found anything special there, but if you find something I don't know, please feel free to email me. 15. WHERE SHADOWS FALL Primary Objective: Corner Shadow in her lair! (40pp), The Ant must not fall...This is personal (40pp) Secondary Objective: Baddies: 9 Blue Darkmen (30pp each), Purple Darkmen (35pp each) Canisters: Green (xp) in the back of the second city area, up on a ledge. This level is like the last, but blessedly no ants. When Shadow comes out, you must defeat her before you can smash through the rocks to the next area. To open the stone doors, The Ant must pull both ropes on either end of the door. 16. WHERE SHADOWS FALL 2 Primary Objective: Corner Shadow in her lair! (40pp), Defeat Shadow (80pp) Secondary Objective: Baddies: ? Blue Darkmen (30pp each), ? Purple Darkmen (35pp each), Shadow (300pp) Canisters: Yellow (pp) in front of Shadow's throne, Yellow (pp) at the bottom corner of the room. This is the final showdown with Shadow. Darkmen will continuously spawn throughout the fight. At the start, Shadow is invincible. Every time you beat her, she will respawn at full health. Have your heavy hitter go around the room and knock out the columns. When all the columns are destroyed, light will shine down into the room and Shadow will become vulnerable. 17. LOOKING FOR TROUBLE Primary Objective: Track down Pinstripe's base of operations (60pp), Defeat and interrogate thugs for clues to Pinstripe's location (40pp) Secondary Objective: Find the owner of the second purse and return it to them (it belongs to a lady standing on the corner of a street, she will call to you when you pass close to her.) (40pp) Baddies: Crooked Cop (0pp), 3 Gangsters (20pp each), 7 Hitmen (15pp each), 13 Thugs with bats (5pp each), 5 Thugs with guns (12pp each) Canisters: Green (xp) behind the giant Tomato ad board on top of a building, Green (xp) on top of a building with a Fresh Coffee sign. Liberty Lad just had to go out and prove himself. This level isn't hard as long as you play smart. Use Liberty Lad's stun grenades when possible to even out the odds. Just follow the arrows and this level is a piece of cake. 18. LOOKING FOR TROUBLE 2 Primary Objective: Find and defeat Pinstripe! (80pp), Destroy the four warehouses (60pp) Secondary Objective: Baddies: 6 Gangsters (20pp each), Microwave robot (250pp), Pinstripe (250pp), ? Thugs with bats (5pp each), Thug with bombs (10pp), 23 Thugs with guns (12pp each) Canisters: Yellow (pp) on top of Pinstripe's warehouse #4. It's time to deal with Pinstripe. To make him come out to play, you must demolish his 4 warehouses. Be sure you don't take down the wrong buildings, as it will cause a loss of pp. Order will be running around providing assistance. When Pinstripe does come out, a Microwave robot will teleport in from somewhere. Be sure to take him down as well, he's worth the pp. You can destroy the guard houses if you like, there won't be any pp penalty for doing so. When you take on Pinstripe, be sure to gang up on him again, as he can avoid most damage. 19. WANTED - THE MINUTEMAN Primary Objective: Locate the stolen moneybags (20pp), Return the stolen moneybags to bank manager (20pp) Secondary Objective: Apprehend all of the robbers (40pp) Baddies: 7 Tough bat Thugs (20pp each), 6 Tough gun Thugs (30pp each) Canisters: Green (xp) in the alley at the top of the map The thugs in this mission are much stronger than the previous thugs, but are still pushovers to Freedom Force. Go to the bank and the robbers will scatter. Move as a group and sweep the city. Be sure to pick up any moneybags that the robbers drop. Then go back to the bank manager in front of the bank. It doesn't get much more straightforward than this. If you plan on using the Déjà-hunter as described later in this Faq, this is the time to port the hero in, since you will soon be facing the police clones. 20. WANTED - THE MINUTEMAN 2 Primary Objective: bring the Minuteman clone to justice (60pp), Keep Liberty Lad safe (60pp) Secondary Objective: Apprehend all of the robbers (40pp) Baddies: 7 Tough bat Thugs (20pp each), 3 Tough gun Thugs (30pp each), Police (40pp), 2 Female civilians (20pp each), Male civilian (10pp) Canisters: There are two ways to do this level. The easy way is to just run after the red arrow and take down the Minuteman clone. Or, you could sweep the city and find the other clones for added pp. The police clones can be tricky, as they can fly and have fast healing. If you have a custom hero with a direct attack, use that on this and all future police clones. The female clones have an area attack that can drain your power, and the male clones will explode. It would be better to handle both of these with ranged attacks. 21. WANTED - THE MINUTEMAN 3 Primary Objective: Keep Liberty Lad safe (60pp), Defeat all the duplicate cops (40pp), Talk to the police chief at the station (20pp), Defeat Déjà Vu! (80pp) Secondary Objective: Protect the cops and their station (20pp) Baddies: 11 Police (40pp each), ? Déjà Vus (400pp each) Canisters: Yellow (pp) in the alley towards the top of the map, directly behind a building with a Jersey Fried Chicken sign. The police clones in this level go for the good cops until you start clobbering them, which makes fulfilling the secondary objective a little difficult. This is the first time you can use the Déjà Vu-infinite pp trick (described later in this Faq,) but don't plan on making more than about 5000pp since the cops in this level will be shooting at Déjà Vu constantly (and hitting your heroes in the process.) 22. DÉJÀ WHO Primary Objective: Find Minuteman and rescue him (40pp), Liberty Lad must not be defeated (60pp) Secondary Objective: Defeat all the duplicate cops in the park (60pp) Baddies: 2 Tough gun Thugs (30pp each), 10 Police (40pp each), 3 Female civilians (20pp each), 3 Male civilians (10pp each) Canisters: Green (xp) under a tree at the top corner of the park. Liberty Lad must find the 4 people that have the stanzas of Déjà Vu's rhyme to free the Minuteman statue. This level is too easy if you bring a Déjà-hunter. 23. DÉJÀ WHO 2 Primary Objective: Liberty Lad must not be defeated (60pp), Defeat the duplicate Minuteman (60pp), Rescue the real Minuteman (80pp) Secondary Objective: Find and defeat all clones in the park (40pp) Baddies: 7 Police (40pp each), 4 Female civilians (20pp each), 4 Male civilians (10pp each), 1-4 minutemen (200pp each) Canisters: Green (xp) inside a tree at the bottom corner of the map. Liberty lad must get clues from 4 clones across the park then release the right statue. If you try to release the wrong statues for the extra pp, you will only be allowed to fight 3 more Minutemen. 24. SEEING DOUBLE Primary Objective: Find out what Déjà Vu is up to (20pp), Destroy the Cloning ray-gun! (60pp), Don't allow any part of the ray-gun building to collapse (80pp), Disable the shield generators (40pp), Defeat Déjà Vu! (60pp) Secondary Objective: Baddies: ? Déjà Vu (400pp each), 17 Police (40pp each), 5 Female civilians (20pp each), 4 Male civilians (10pp each), Thug with bat (5pp), Cloning ray (0pp) Canisters: Green (xp) under a crate in the alley on the right side of the map, Yellow (pp) on top of a building on the left side of the map. This is the best mission to perform the Déjà-infinite pp trick. First, choose your team. Eve is mandatory, your Déjà-hunter, and two weak characters (in case they get cloned, so they will be easy to take down.) Have the hero team stay back. You won't even need them for other than getting the canisters. Have the Déjà-hunter fly over to the ray gun and destroy the 2 shield generators, then the ray gun, all with your melee attack. Then clean up any other baddies you want to handle. Now get ready for some dirty Déjà hunting. Hit the main Déjà Vu once with your acid attack, and let his life dwindle. Then go after the clones. When Déjà Vu's life stops dropping, your job gets easier. Since the clones form with only half the life of the original, these reduced clones only need to be hit once. The acid damage will take care of the rest. Follow Déjà Vu around and blast all of his clones, repeat until you have all the pp you want/need. Save often, because sometimes Déjà Vu does something fundamentally insipid, like getting ran over by a car, or getting shot by his clones. 25. ROBOTS ON THE RAMPAGE Primary Objective: Prevent the robots from destroying 15 buildings (20pp) Secondary Objective: Prevent 10 buildings from being destroyed (40pp), Prevent 5 buildings from being destroyed (60pp) Baddies: 9 Mech men (35pp each) Canisters: Green (xp) on top of a building with a Burgers sign at the top of the map. Chase down the robots, beat them down. Yawn... Try to attack the robots head on. They go fast enough that if you try to attack them from behind, you may not get a hit in until they get to their destination. 26. ROBOTS ON THE RAMPAGE 2 Primary Objective: Protect the central city tower (60pp) Secondary Objective: Baddies: 14 Mech men (35pp each), 5 Flame mechs (50pp each) Canisters: Yellow (pp) in a phone booth at the bottom of the map. The robots come in waves from different directions. Follow the arrows and destroy the robots. 27. ROBOTS ON THE RAMPAGE 3 Primary Objective: Prevent the robots from destroying the statues and the spire (80pp) Secondary Objective: Baddies: 7 Mech men (35pp each), 2 Flame mechs (50pp) Canisters: This is the third mission where you blow up robots before they blow up the city. Mr. Mechanical has no imagination, but I guess that's the point. 28. DESTRUCTION PRODUCTION Primary Objective: Find and destroy Mr. Mechanical (you won't), Destroy the four power generators. Do not damage the reactor! (60pp) Secondary Objective: Baddies: 27 Mech men (35pp each), 6 Flame mechs (50pp each), 8 Turrets (15pp each) Canisters: Green (xp) in the spare parts room, Yellow (pp) in the com room under the computers. There's lots of running around to be found in this mission. The turrets can be controlled by flipping the switch on the consoles. To find the consoles, follow the power cable running from the turrets. For added pp, destroy the turrets anyway. Feel free to trash the place, as you wont lose any pp. That's how I found the yellow canister. 29. THE MADNESS OF MR. MECHANICAL Primary Objective: Defeat Mr. Mechanical (80pp), Protect the Freedom fortress (60pp) Secondary Objective: Protect the school (40pp), Protect the police station (40pp), Protect the hospital building (40pp) Baddies: Mr. Mechanical (350pp) Canisters: Green (xp) on top of a building in the right corner of the map, Yellow (pp) under a crate in the alley at the bottom corner of the map. As in all of the Mr. Mechanical missions, time is of the essence. Destroy his robot before it destroys the city. 30. HISTORY LESSON Primary Objective: Find and subdue the aliens (60pp), Close the alien portals (40pp), Protect Alchemiss (20pp), Protect the museum (60pp) Secondary Objective: Kep the museum undamaged (80pp) Baddies: ? Alien Sergeants (75pp each), ? Alien Warriors (60pp) Canisters: Green (xp) on top of a building with a Fresh Coffee sign close to the bottom of the map. Protecting Alchemiss is paramount in this mission, as she is the only one who can close the portals. If you can't keep a constant eye on her, consider moving her around in levitation. It is slower, but she doesn't seem smart enough to avoid running in front of cars. The aliens wont stop coming out of the portals at regular intervals until you close them, which is a good source of pp if you are in need. 31. A GOD WALKS THE EARTH Primary Objective: Find the source of the Bacchites (60pp), Interrogate the Sylphs to find out what is happening (80pp), Eve must survive (60pp) Secondary Objective: Defeat all of Pan's minions (60pp), Free the police by destroying the cars (40pp) Baddies: 14 Green Sylphs (40pp each), 4 Red Sylphs (45pp each), 4 Manbulls (75pp each) Canisters: Green (xp) in the alley on the right corner of the map. The entire map is covered in mayhem, which can make finding some of the enemies a little difficult. Also, some of the Sylphs will look like trees until you get close to them. To get through the mission, Eve must talk to 4 Sylphs in particular, and the 4th wont show until Eve has talked to the first 3. 32. FORBIDDEN FRUIT Primary Objective: Find and administer the fruit (60pp), Microwave must survive (60pp), Administer the fruit to a bacchite (80pp) Secondary Objective: Baddies: ? Green Sylphs (40pp each), 8 Red Sylphs (45pp each), 6 Silver Sylphs (50pp each), ? Manbulls (75pp each) Canisters: Green (xp) under a tree towards the upper left of the island. Have your team run around the island fighting the Sylphs with Microwave behind them collecting the fruit. Microwave must not be defeated because he alone possesses the uncanny ability of... picking fruit (???) There are various temples on the island that will continuously pop out Sylphs and Manbulls. Fight them as much as you want then destroy the temples to keep more from coming. After Microwave has collected fruit from all the trees, he must try out the cure on one of the fallen Sylphs (in case the cure kills her or something... doesn't seem very safe to me) before giving it to Eve. 33. PANDEMONIUM Primary Objective: Locate Pan's Lair (60pp), Microwave must survive (60pp), Heal Eve with the magic fruit (80pp), Defeat Pan (80pp), Eve must survive (0pp) Secondary Objective: Baddies: ? Greens Sylphs (40pp each), 2 Red Sylphs (45pp each), ? Silver Sylphs (50pp each), 6 Manbulls (75pp each), 6 Wall Carvings (15pp each) Canisters: Green (xp) right outside the starting room, Yellow (pp) under a tree in the standing stones room. Deception is around every corner in this mission. Green Sylphs come out of the temple or hide as trees. Manbulls break through the walls from hidden rooms. Silver Sylphs spawn out of the standing stones. And you can't beat Pan... Of course, you can gang up on Pan so that every time he gets his life back, you beat him down again. To succeed in this mission, Eve must be knocked out, then Microwave must administer the cure, and then Pan can be defeated... sort of. 34. BEGINNING OF THE END Primary Objective: Place a transmitter on each of the three crystals (80pp), Protect the civilians 90pp), Return to the base! The signal is ready to be sent! (40pp), Defeat Lord Dominion and his elite guard (80pp) Secondary Objective: Don't allow any civilians to be injured (40pp) Baddies: 2 Alien Sergeants (75pp each), 2 Alien Warriors (60pp each), Lord Dominion (450pp), 2 Hit men (15pp each), 11 Raptors (20pp each), 6 Wild Raptors (30pp each), 7 Tough Raptors (40pp each), Thug with bat (5pp) Canisters: Green (xp) in left corner of the map, Yellow (pp) in right corner of the map. Be sure to leave some heroes in town in case some Raptors come along. To succeed the secondary mission, head left from the city to the far left crystal. There is a woman out there who runs in various directions. Follow her, fighting any raptors who chase her, until she gets to town. After the last transmitter is placed, get all your heroes back to town, as Lord Dominion is about to show on the scene with his guards. There are some other enemies in this mission that aren't listed, those being 2 T-rexes and a Thug with bombs. I guess since there was no more room on the Enemies screen after the mission, the points were just dropped. Cheesey. 35. THE END OF TIME Primary Objective: Defeat pinstripe and his goons (20pp), Defeat Nuclear Winter and his lackeys (20pp), Defeat the prehistoric pests (20pp), Defeat the oversized ants (20pp) Secondary Objective: Baddies: 6 Soldier ants (30pp each), 2 Ice Queens (40pp each), 2 Frost Warriors (40pp each), 2 Ice troopers (20pp each), 2 Gangsters (20pp each), 2 Hit men (15pp each) Nuclear Winter (200pp), Pinstripe (250pp) Canisters: Be aware! The heroes you choose for this mission will be the ones you finish the rest of the game with. Also, you won't have a chance for any more training from this point on. The team moves from disc to disc, fighting their old enemies. Don't get knocked off the discs, or that character is out for the rest of the mission. Disc I is Pinstripe and his goons. Disc II is Nuclear Winter and gang. Disc 3 is various Raptors. Disc 4 is Soldier ants. Be careful on discs with city buildings. Even out here in the lost streams of time, you will still lose pp for breaking the wrong things. Again, there wasn't enough room on the Enemies screen, so some were forgotten, like the Raptors. 36. THE END OF TIME 2 Primary Objective: Defeat Shadow and her minions (20pp), Defeat Déjà Vu and his duplicates, Defeat the mechanical miscreants (20pp), Defeat the Sylphs (20pp) Secondary Objective: Baddies: 3 Green sylphs (40pp each), 3 Red sylphs (45pp each), 2 Blue darkmen (30pp each), 3 Purple darkmen (35pp each), Déjà Vu (400pp each), 2 Police (40pp each), 2 Female civilians (20pp each), 2 Male civilians (10pp each) Canisters: This is more of the same. Disc V is Shadow and her darkmen. Disc 6 is Déjà Vu and clones. Disc VII is some robots. Disc 8 is some sylphs. Yet again, some enemies are forgotten when the mission is over, namely Shadow and the robots. 37. THE END OF TIME 3 Primary Objective: Defeat Pan and his followers (20pp), Defeat the deadly dinosaurs (20pp), Defeat the robotic reprobates (20pp), Defeat Timemaster and his temporal twins (20pp) Secondary Objective: Baddies: 2 Silver sylphs (50pp each), 2 Manbulls (75pp each), 3 Microwave robots (250pp each), Pan (450pp), 3 Temporal twins (250pp each), Timemaster (250pp) Canisters: These are the last discs. Disc IX is Pan and his creations, and some temples to spawn new sylphs and Manbulls. Disc X is 2 T-Rexes. Disc XI is 3 Microwave robots and some turrets. Disc XII is Timemaster and his twins. And surprise, surprise... some enemies were forgotten when it came time to dish out the pp. This time it was the T-Rexes. 38. THE END OF TIME 4 Primary Objective: Destroy the field holding Man-bot prisoner (60pp), Destroy the 3 mental constraint devices (60pp), Defeat Timemaster once and for all! (80pp) Secondary Objective: Baddies: Canisters: Here is the final showdown. First off, go destroy the 3 constraints found at the edges of the disc. Then take down Timemaster and watch the ending cinematic. Good job! II. Various tips and tricks for Freedom Force------ 1. Infinite Prestige Points: When fighting Déjà Vu (in the Déjà ray gun level), he will continually create clones of himself. Each clone is also worth 400 prestige points. The trick here is to make the clone clobbering easy. My method is this. I made the following hero: The Déjà-hunter- Stats: STR 5 Attributes: Flier Body type-Stone ........SPD 9 Fast Healing ........AGI 4 Rapid Metabolism .......END 4 Glass Bones .......ENG 1 Unheroic Melee attack Passive Defense (5 levels) Damage type- crushing Damage blocked- radiation Magnitude- high- 15 Block type- absorb Energy point cost- 0 Success rating- almost always Stun- 0 Defense flags- inactive Knockback- 0 Attakcs blocked- ranged Swiftness- very fast Arc- none Direct attack Damage type- acid burn Magnitude- medium- 10 Energy point cost- 0 Stun- 0 Knockback- 0 Range- long Total cost: between 9,000 and 10,000 depending on which character you use, and which attack animations. Notes: Be sure to use a hover animation for the direct attack, so you wont have to land each time you attack. After the gun is destroyed and Deja comes out to play, I hit him with acid and let his life wear down a little. Then all his clones came out very weak, and I would hit and forget, knowing the acid would take care of them. Being made of stone meant less damage, fast healing and the passive defense countered the rad damage, flying and good speed meant chasing down the clones easily and good agility meant lots of dodging. In a matter of minutes I had about 100,000 prestige points, and was able to port in my dream team of super-hero's. The same trick can be used when fighting Deja at any point of the game (but the Seeing Double mission is the best time and place) or anywhere where enemies can spawn continuously (although they wont be worth 400pp like the Déjà Vu clones.) 2. Heroic Beating: When making a new character, both the Hulking and Heavy custom types have access to some special melee abilities. When choosing and designing a melee attack, switch to the Animation and FX screen. Under Animation, Melee 2 will have four contacts, and Melee 4 will have three contacts. This means each attack will hit that many times, effectively tripling or quadrupling the damage that the character will do. Other characters may have different melee options, but the ones that do that I've seen don't go past 2 contacts. Also, the Bulletman hero has an impressive 6 contact melee option, but can be costly to recruit. 3. Cloaking: There are two forms of cloaking in the game, Cloak of Shadows and Shadow Cloak. I have tried experimenting with both of them, and I can't find any difference. You cannot attack while cloaked, so be sure to also get the decloaking ability. Also, when buying a cloaking ability for a custom hero, the cost in power is 5. But if you try to change the cost, the lowest you can set it at is 10. If you can handle the extra cost, leave it set at 5. 4. My Dream Team (a well rounded team to strike fear in the hearts of evil-doers): For the following heroes, I maxed out their attacks to 5 levels. I did this because of a game bug that sometime doesn't let a custom hero train up their skills. If you were to make these same heroes with only 1 level in their attacks, they would cost about one-third less. a. The Déjà-hunter (Dream Team version): Stats: STR 10 Attributes: Flier Body type-Stone ........SPD 10 Fast Healing ........AGI 10 Disciplined ........END 10 Level Headed ........ENG 1 Density Control Melee attack (5 levels) Direct attack (5 levels) Damage type- piercing Damage type- acid burn Magnitude- extreme Magnitude- extreme Energy point cost- 0 Energy point cost- 0 Stun- extreme Stun- extreme Knockback- 0 Knockback- none Swiftness- very fast Range- long Arc- none Total cost: Around 60,000 depending on which character you use, and which attack animations. Notes: Be sure to use a hover animation for the direct attack, so you wont have to land each time you attack. b. The Heavy Hitter Stats: STR 10 Attributes: Flier Body type-Stone .........SPD 10 Fast Healing .........AGI 10 Claws .........END 10 Level Headed .........ENG 1 Density Control Melee attack (5 levels) Damage type- energy Magnitude- extreme Energy point cost- 0 Stun- extreme Knockback- 0 Swiftness- very fast Arc- none Total cost: Around 40,000 depending on which character you use (I used Bulletman for his 6 contact melee option,) and which attack animations. Notes: Be sure to use one of the hero types described under the Heroic Beating section. c. The Spy Stats: STR 10 Attributes: Flier Body type-Stone ........SPD 10 Fast Healing .........AGI 10 Danger Sense ........END 10 Claws ........ENG 10 Density Control Melee attack (5 levels) Cloak Damage type- energy EP cost- minor Magnitude- extreme Energy point cost- 0 Decloak Stun- extreme EP cost- minor Knockback- 0 Swiftness- very fast Arc- none Total cost: Around 25,000 depending on which character you use, and which attack animations. Notes: The cost may be considerably more if you use a multi-contact melee option character.