Freedom Force Unofficial Strategy Guide and FAQ by Kasey Chang released February 6, 2003 0 Introduction This section is for "what the FAQ is about" and things like that. Feel free to skip this section. NOTE: If you have a good hero you have built for UNDER 7500 pp, send it in with a short explanation and analysis of your hero/ine, and I may include it in the next release! If you are looking for information on how to use the downloaded "custom heroes", see final section. If you like the FAQ, please send me a dollar. :-) See [0.3] And thanks to Jason S. Connor... He's the first person to donate $5 for this FAQ. :-) 0.1 A WORD FROM THE AUTHOR I've read all the FAQs in Gamefaqs.com for Freedom Force, and I'm not quite completely satisfied with all of them, so here's one more version. This is a FAQ, NOT a manual. You probably will not be able to learn how to play the game with this document. This USG only covers the PC version since that's the only version that I have (and existed). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2002, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Freedom Force Unofficial Strategy Guide and FAQ" is copyrighted (c) 2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. [Small exception: a "small" toolbar with no banners embedded is okay.] 3) No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, contact me (see below). 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related websites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of US stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. For the record, out of ALL the FAQs I wrote (33 at least count) over the past six years, I've received exactly 7 dollars and 2 sets of stamps, as of release of this guide. So I'm NOT making any money off these guides, folks. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is the job of the publisher. Please do NOT ask me to send you a list of controls, the manual, etc. If you borrowed the game without borrowing the manual, blame your own stupidity. If you bought the game without a manual, blame your own stupidity. If you copied the game without copying the manual, you're not only scum, but STUPID scum. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97. Some editing was done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion War, Driver, and a few more. To contact me, see 0.4 above. 0.6 DISCLAIMER / COPYRIGHT INFORMATION Irrational Games created Freedom Force. Visit the official site at http://www.myfreedomforce.com. Electronic Arts and Crave Entertainment published Freedom Force. This USG is not endorsed or authorized by ANY of the companies mentioned above. The information compiled in this USG has been gathered independently through the author's efforts except where noted otherwise. 0.7 HISTORY 21-OCT-2002 Initial release, complete except custom hero and multiplayer tips 28-DEC-2002 Second release, fixed up custom heroes and misc. stuff, answered questions about how to use custom heroes and meshes 04-JAN-2003 Third release, updated a section about video workaround 06-FEB-2003 Fourth release, included V1.3info, updated more on "Strange Visitors" mission walkthru 1 Freedom Force General Info 1.1 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No. Q: Can you send me the manual (or portions thereof)? A: No. Q: Can you send me the install code? A: That's a part of the game, so see the first question. Q: Can you tell me how to play the game? A: Read the manual. Q: Can you help me get the game working? A: That's the publisher's job, isn't it? Q: When I try to play the screen flickers like crazy! Any ideas? A: This seems to be a problem when NVIDIA users upgraded to the Detonator 40.xx series drivers. There is a workaround: add these 2 lines to your init.py file: import ff ff.RENDER_DISABLEHWTNL = 1 Alternatively, get patch V1.3. Q: How about a patch? A: V1.3 is available. However, the download link at the official site appears to be broken. Try one of the fansites, or directly from Irrational Games' website. Q: How about a sequel? Expansion packs? A: There are rumors that an official Marvel Heroes version of Freedom Force is coming soon (or is that DC?). Also, Freedom Force was planned as a trilogy, so definitely more stuff is coming soon. There is also quite a few fan mods and conversions out there. Q: What's the difference among the difficulty levels? A: Difficulty level affects amount of prestige points, amount of damage you do, amount of resistance the enemy gets, etc. Even on "very easy" the enemies are not walk- overs. Some enemies are tougher than others. A combined approach is needed. Q: Can I play both sides? A: You can only be the good guy (i.e. Freedom Force) in the "campaign". However, you can choose anybody (including some of the bad guys) in multiplayer and skirmish (Danger Room) modes. And who is to say who's good and who's evil? Q: Where is the pause button? A: Space bar or P. See your options button. Q: Why did the objects I had the heroes carry disappear after a cinematic has finished? A: Apparently the cinematic were designed without the objects so they had to "reset" you. If you want to keep the items, drop them before triggering the cinematic, then pick them up again later. Q: What about some cheat codes? A: Supposedly there is a cheat console command. See final section. Q: Where can I find some mods? A: Official mod site is http://www.modforce.com/. There are LOTS of mods, featuring a LOT of comic book heroes. Everybody from Green Lantern to Green Arrow has been converted for Freedom Force. There are plenty of custom heroes as well. Q: How do I install the custom skins and meshes? A: See last section. Q: What happened to Crave Entertainment, the publisher? A: They appear to be bankrupt (or close to it). Irrational Games, the maker, still supports the game. 1.2 FREEDOM FORCE HISTORY Freedom Force has the distinction of being the first "superhero" game that actually got made. There had been attempts to computerize some of the superhero RPGs such as Champions. However, that never progressed beyond vaporware stage. Other projects such as "The Immortals" didn't get very far either. Freedom Force is the first game to break the "superhero game curse", except maybe the old Steve Meretzky RPG called "Superhero League of Hoboken". It's a traditional RPG with turn-based combat in a text window, where you take a bunch of not-quite superheroes on adventures with not-quite super- villains using not-quite superpowers. 1.3 FREEDOM FORCE REQUIREMENTS The follow is from the official FF FAQ on the official website. Minimum requirements to run Freedom Force is as follows: * Windows XP, Windows Me, Windows 2000, or Windows 98 (Windows 95 and Windows NT not supported) * 300 MHz Intel Pentium II or AMD K6-2 processor * 96 MB RAM * 4x CD-ROM/DVD-ROM drive * 31 MB free hard disk space plus space for saved games (with additional space required for Windows swap-file and DirectX 8.1 installation) * 16 MB Direct3D capable video card using the NVIDIA GeForce3, NVIDIA GeForce2, NVIDIA GeForce 256, NVIDIA Riva TNT2, NVIDIA Riva TNT, ATI Radeon 8500, ATI Radeon, ATI Rage 128 Pro, ATI Rage 128, PowerVR3 Kyro II, PowerVR Kyro, Matrox MGA-G450, or Matrox MGA-G400 chipset with DirectX 8.1 compatible driver * DirectX 8.1 compatible sound card * Keyboard * Mouse The game should run smoothly on this system at lowest settings, but the more powerful your system, the more bells and whistles you can leave running and the nicer Freedom Force will look. In complicated battles where a lot of enemies and friendlies and civilians are moving around, the system can slow to a crawl. The recommended specs for best game performance is: * 600 MHz or faster Intel Pentium III or AMD Athlon processor * 128 MB or more RAM * 16x or faster CD-ROM/DVD-ROM drive * 570 MB or more free hard disk space plus space for saved games * 32 MB or greater supported Direct3D capable video card with DirectX 8.1 compatible driver * Environmental Audio (EAX) capable sound card 1.4 HOW DOES THE GAME PLAY? Freedom Force is basically a 3D real-time role-playing game with a pause button. You get a fully rotate-able camera with zoom. Each hero has one or more attacks that are divided into six different categories, from melee to mystical, from beams to projectiles. Each also gets defenses (of various types). Hero has two measurements: energy points (EP), and hit points (HPs). When HPs reach 0, the hero is unconscious. When energy is depleted, hero may no longer attack (unless s/he has 0-EP attacks). Some heroes with superior strength can pick up items such as cars and buses, and throw them as weapons. Other heroes can pick up long objects such as lightpoles and traffic lights and wield those as melee weapons. Take the heroes (up to 4 per mission) on different missions, earn XPs (experience points) and PP (prestige points). When the character gets enough XPs, they "level up", earning them CPs (character points) which can then be used to "purchase" better powers. Then they go on to more missions, perhaps meet more heroes and recruit some using those prestige points. Objectives vary from investigation to rescue civilians, deal with various threats to Patriot City (a fictional copy of New York in the 1960s). You can also create your own heroes with your own 'skins', 'meshes', and your special combinations of attributes. 1.5 BUGS AND FIXES The V1.1 patch fixed most known bugs and added the "Danger Room" skirmish mode. You can find the full list of fixes in the patch Readme file. There are still some reports of incompatibility with certain video cards and drivers. Try upgrading and downgrading video drivers as you see fit. For those of you with NVIDIA cards and using Detonator 40.xx drivers, and you have video flickering and corruption problem, see Q/A above for a workaround. The V1.3 patch fixed the video compatibility problems, among others. 1.6 EXPANSION PACKS? SEQUELS? RELATED TITLES? There are no expansion pack or sequel to Freedom Force at the moment. However, an officially licensed version from either Marvel or DC is rumored. A "clone" for Freedom Force is "Hero X", which is considered a budget title. There is a huge fan mod community that has supplied almost every comic book superhero that ever existed, everybody from Green Lantern to Green Arrow, from Ultraman (not the Japanese one, but the mirror-universe Superman) to Knightfall's Batman. Others have produced more spectacular attacks (like X-Men Gambit's Exploding Cards) and plenty of different "models/meshes" and "skins". 2 General Tactics Here are some general tactics we need to discuss before we get started on the specifics. 2.1 READ THE OBJECTIVES CAREFULLY Before you start moving, open the objective window and take a look. Time is paused while you read so read the objectives carefully. Do that whenever it says new primary or secondary objective also (usually just after you start on the mission). Then you know what to do to earn extra prestige points. Often, you can earn extra prestige by cleaning out the map of all the villain's minions as a secondary objective. If you are working within Patriot City, saving civilians is often a secondary objective. You must read your objectives to know this! 2.2 TAKE THINGS SLOWLY WHEN YOU CAN Approach each area slowly. You don't want to trigger too many enemies at the same time. On the other hand, sometimes some of the objectives are "timed". If you need to protect civilians, and there are bad guys chasing them, you may need to hurry a bit. 2.3 USE THE PAUSE BUTTON! Things can get hectic when there are a lot of enemies and good guys moving around. There is a PAUSE button and you CAN issue orders while paused, so do so! Pause also gives you a chance to issue simultaneous orders. For example, if you want TWO objects thrown at the same target together, you need to use pause to issue orders. 2.4 STUDY YOUR TARGET! When you hold the cursor over an object, you can see how many HP it has, what it is resistant to or vulnerable to, and so on. Study that before you attack! The description of the object also will show you which civilians are real and which ones are fake on the Deja Vu levels. The "fake" ones will say "unusual citizen". 2.5 PROPER SCOUTING Scouting means knowing where the enemy is without alerting them to your presence. In general, enemies are stupid and will not notice things high above them. If you can fly, take to the air and check things out. If you can jump or climb, get on top of buildings. If you are up high, you get much better visibility of enemies. This can help you fulfill secondary objectives of clearing out the minions, as often, they aren't that easy to find. This can also help you locate those canisters lying around. 2.6 LONG RANGE ATTACK FIRST Often you can use barrels, snowballs, crates, TNT crates, explosive mushrooms, and the like to attack the enemies. Even better, if you attack from REALLY long range, the enemy may not react! The explosive items like mushrooms, barrels, and TNTs are best used on a GROUP of enemies from long range. Minuteman is best for this, though Manbot would work also (if you have the patience). El Diablo is a bit weak for this and lacks the range. 2.7 LOOK FOR BONUS CANISTERS You can find all sorts of energy X canisters in the city. They can give experience, energy, health, and perhaps other bonuses. Look for the rare canisters, like health and experience first as you explore the city. Some are hidden inside trucks, or containers, and such. Others can be hidden behind hills or under certain things. Use these before you use your "heroic deeds". 2.8 UNDERSTAND ENVIRONMENTAL HINTS Often, the environment tells you where you need to go, when there are no yellow or red arrows to point the way. Take a hint from the way the streets are structured. Often, those arrows pointing the way on the streets also point a way for you to progress. This is especially true in the underground levels where you encounter "The Ant" and "The Shadow". Sometimes, you need to chase down some bad guys who are harassing the civilians. You can hear the screaming "Help me!" from pretty far away. Use the 3D sound hints and head in that direction. Those often produce bonus prestige. 2.9 MINIMIZE COLLATERAL DAMAGE When fighting evil, try not to cause too much collateral damage. Basically, this means don't break down buildings or knock out civilians while you're at it. You get negative prestige for K/O civilians or destroying innocent buildings (or allowing them to be destroyed). The small stuff like chimneys, water tanks, cars, light poles, and such don't count. Only the FULL building counts. Even if one corner came down, it's still counted as "intact". Beware when using area attacks. You may hit your fellow heroes or even civilians. If you explode things that cause secondary explosions, you may bring down building accidentally and knock out civilians. In some cases, saving civilian buildings will save you from loss of prestige. 2.10 PROPER USE OF OVERPOWER OR UNDERPOWER Look at how much damage you can do vs. the enemy's hit points. If you already do enough damage, try underpower the attack to save EP. If you don't do quite enough to knock an enemy out, overpower to take out the enemy. Note that overpower and underpower does NOT affect chance-to- hit. 2.11 PROPER USE OF CONTINUOUS ATTACK Note that you DO have a continuous-attack key. Hold down that key and order the attack will cause the hero to continuously (allowing for available energy) to use beam and projectile attack instead of just attacking once. This can save you a LOT of micromanagement. 2.12 CREATE GOOD COMBINATIONS One possibility is tie them up (so they can't fight back, with stun, area null, etc.) then you attack. For example, Mentor's "Cortical Suppression" is great on a group of enemies if you can move in quickly and attack the blanked minions with even MORE area attacks, like "chained" attacks, El Diablo's Inferno, and so on. Similar thing can be done with Eve's "Vine Entangle", but that works on a single enemy only. Such slow-enemy attacks can also be used to help heroes who have slow attacks, like Minuteman's Smash. 2.13 USE OBJECTS WHEN AVAILABLE The objects like lightpoles, traffic signals, etc. are excellent melee objects as they have a big swing arc and can hit multiple enemies at the same time. However, you can hit friendlies in wild melees if you are holding a big pole. And if you get knocked back/knocked down, you'll lose the object. Keep two heroes with objects near each other to cover each other, but don't get into each other's way. 2.14 TAKE OUT THE MINIONS FIRST In general, the minions are more dangerous than the head honcho, since there are more of them. So take out the minions first, then concentrate attack on the head honcho. 2.15 USE YOUR HERO DEED(S) BEFORE IT'S TOO LATE Once your hero's knocked out, it's too late to use the heroic remedy. So use those deeds when there's something left to use it on. 2.16 LOOK FOR AI "MODES" AND EXPLOIT The AI shifts "modes". Sometimes it attacks objects, such as civilians. Sometimes it only wants to attack you. This is esp. true for Mr. Mechanical's Mech Men, as they switch between building bashing and Freedom Force bashing. The best time to bash them in melee is when they are building bashing. When they want to bash Freedom Force, get out of melee range and keep running while others keep shooting. Another AI tendency is to fixate on a single target. The AI will fixate on the first enemy it sees. So if that target is fast, and can keep from being hit, other team members can take out the chasers. 2.17 DON'T MOVE IN ON THE BOSS VILLAIN UNTIL EVERYTHING ELSE IS DONE A lot of the bonus prestige is earned by cleaning out all the minions on the map. Check your objective screen for details. Once you trigger the final "boss fight", you won't have a chance to fulfill those other secondary objectives. 2.18 REALLY STUPID TRICK: RUN IN CIRCLES The enemy/minion AI can be exploited if you know how. Basically, the AI locks onto the target (maybe first one it sees, maybe it was attacked by the target), and never lets go unless the target leaves detection radius. So if you have one guy who is fast, you can set the other two characters to attack the chasers (who won't fight back!) while the first guy keeps running away. For example, once I was on the may where I rescued Manbot. I had set off two Ice Queens and Minuteman has like 2 HPs left (due to prior damage) and I already used the Heroic Remedy. So the plan is... I set Mentor to hit one while El Diablo hit the other, both with melee attacks on default, while Minuteman run around in circles, constantly doubling back to let the other two teammates have a shot. Ice Queen is nearly as fast as Minuteman, and El Diablo/Mentor are quite slow. Still, after a while I was able to get both Ice Queens out, and I was able to find a health canister. 3 Creating Your Hero Please keep the cost of your hero under 10000 pp, perhaps under 7000 pp. The really powerful heroes make the game too easy. Look at your own heroes when they are fully developed... They are still well under 10000 pp. 3.1 BODY TYPE You get a lot of choices on what type of body you want. However, most people agree that Stone is best. It really has no vulnerabilities and is extra resistant to some attack types. You can try flesh or even metal, but those are somewhat less useful. 3.2 ATTRIBUTES There are quite a few attributes that are valuable, and they tend to have positive costs, and they add up really fast. You may want to take a few negative attributes just for the fun of it. Remember, it's the weaknesses that make a hero memorable. Don't forget the advice in the movie "Unbreakdable"... Every hero has a weakness. 3.3 ATTACK POWERS As explained in the manual, there are five different types of attack powers: melee, projectile, beam, area, and direct. 3.3.1 Melee Melee combat is just that: point-blank hand-to-hand combat. There are multiple types of melee damage, like crushing, piercing, and so on. Piercing seem to be more useful as there are several resistances to crushing. However, piercing also do less damage. Good attacks, in addition to damage, do stun and knockback. Stun prevents the target from fighting back. Knockback prevents them from getting off a melee hit as they are pushed away from you, or knock them off their feet, during which they are vulnerable to more hits. A pure knockback attack that does no damage can still be lethal if you knock the target into a building or OFF a building. The Ant's "shove" is such an example. Swifter the attack, the better. You need to get off the first shot as well as make your attacks harder to dodge. Up knockback is nice to have as it adds falling damage. 3.3.2 Projectile Attacks Projectile attacks are just that, projectiles that must travel the distance. Grenades bounce, regular shots don't. You want range and accuracy as much as possible. If the hero has "crack shot" skill, accuracy gets a big bonus. Spawn is nice but not required, as you don't fight hordes THAT often. Usually you fight individuals or pairs. Homing and such is nice but hardly essential. What is needed is area damage and accuracy. On the other hand, area damage is bad when you have friendlies around or when the enemy is very close. You may want to consider two shots... An area shot for long- distance, and a closer accuracy shot that hits one at a time. 3.3.3 Beam Attacks Beam attack is just that, a beam that comes from the shooter at the target. The faster the beam, the more it costs. The more power the beam, the more it will cost as well. You want high beam speed (or the enemy can dodge the beam) and knockback (so enemy will have to get up to fight back). Stun is nice to have but knockback is generally better. 3.3.4 Area Attack As attacks that affect a whole area, area attacks are usually indiscriminate, meaning it'll affect any one within that radius. The larger the radius, the costlier the power. Mentor's Cortical Suppression is an area attack. So is El Diablo's Inferno. Watch for damage radius vs. power range. You can't want the radius so large you can't get out of the way when it hits! 3.3.5 Direct Attack Direct Attack affects the target instantaneously, without going through the intermediate space. Think telekinetic strike or curse or similar powers. Direct Attack can do any sorts of damage, including acid, radiation, and more. You can have a building between you and the target and such. As long as you're in range, the attack will work. 3.4 DEFENSE POWERS There are two types of defense, active, and passive. This is separate from resistance. 3.4.1 Active Defense Active defense is like an energy shield, and it must be activated, and usually consumes energy. Depending on the type you get, it may have limited duration, arc, or protect against different types of attacks. Some can move with you, while others require you to stay still. 3.4.2 Passive Defense Passive defense is always active, but obviously somewhat less effective. Most of them increase resistances, while others do automatic deflect or absorb. 3.5 CUSTOM HERO TIPS The first thing to learn: every attack can be countered. It is not possible to design a single all-around hero that will beat everybody. If you spend that much CP on a single hero, you can use that much CP to create multiple separate heroes that specialize in different areas, and thus complement each other and many times as difficult to take out! Here are some tips for creating memorable superheroes that can stand up to the challenge. 3.5.1 Have a Zero-energy attack You need a zero-energy attack, probably melee, so you can fight even when you're out of energy. 3.5.2 Combinations rule A pure melee or pure beam or pure projectile hero is never as good as one that can do multiple things. Batman was cool because he can do many different things. He can fly (sort of), he has all those gadgets (projectile weapons), and he can even do melee. Superman is similar: he can fly, he has heat vision, x-ray vision, super strength... A one-dimensional hero can be beat easily by exploiting the weakness. A multi-dimensional hero is MUCH harder to beat. On the other hand, that's why you have a GROUP of heroes. 3.5.3 Give hero a vulnerability for fun Remember the movie "Unbreakable"? All heroes should have a weakness. Having a weakness for each hero makes the hero far more believable. Remember in FF heroes never act alone except in certain situations. You can always have someone else cover the weakness. 3.5.4 Melee character needs speed Melee requires closing to point-blank range. If you can't get into range you can't hit them, while those with beam weapons and projectile weapons can hit you. You need at least a speed 7, and high agility (at least 7). High agility will help you avoid a lot of the attacks. Pick high-speed melee attack. You also want high knockback or high stun so you can get in more hits. Piercing is better than crushing as less people are resistant to piercing. 3.5.5 Optimal: Three attacks In general, your heroes should have three attacks: Zero-energy melee attack for close range Medium-energy melee attack for area/arc attack against groups Medium-energy ranged attack to wear down the enemy before they get into range, preferably with stun or knockback. Chain or spawn are nice but not required. 3.5.6 Melee: Knockback is very important If you can get into range, a melee fighter with very-fast high-knockback melee attack is nearly unstoppable. A Manbull (Pan's minion) is an excellent example of such design. A Manbull doesn't do much damage, but it can get an attack off before most heroes. If it knocks you down, it'll keep knocking you down. It is also very fast that you can't get away unless you fly or jump to higher floor or similar things. Such a fighter CAN be defeated with distance or direct attack, or mystical attack. 3.5.7 Flying heroes need LOTS of energy Consider taking the attribute that gives you twice recharge rate but half the total energy. Then scale your attack so you can fire those shots almost continuously WHILE FLYING. Knockback is nice. Add an attack that can take out a whole area. 3.5.8 Team should have at least one flier The flier is a great scout, and can be immune to a LOT of attacks, esp. melee, and thus can complement a lot of attacks. 3.6 MELEE HERO: JOHNNY "KIDNEY" STONE I resolved to build a hero for under 10000 prestige, and here's a pretty good one based on the Belted Male mesh. Hokey story: Johnny Stone was in a doctor's office being checked for acid reflux and kidney stone when energy X hit him through the window of the office... His body was turned into stone-type (Tough Guy). He was used to the pain (Shake It Off). He got the ability to generate large amount of acid to burn a particular target (Acid Reflux). However, his hands are not longer quite as nimble, so he can't wield objects (clumsy). Still, his hitting power is at least as good as before. Body type: Stone STR 7 / SPD 7 / AGL 7 / END 5 / ENG 4 ATTRB: Clumsy / Tough Guy / Shake It Off Clumsy means he can't wield or pick up objects. Tough Guy and Shake It Off makes him last longer in combat. Power 1: Pass the Stone / Melee / Type Crushing / Mag Low / Energy none / Stun None / Knock back High / Swiftness Very Fast / No arc / Level 5 This one is the primary attack, with no energy expenditure. The heavy knockback keep the enemy off their feet and impossible to fight back. Usually, the enemy flies into the air, and he chases after the enemy. When the enemy falls to earth, the enemy gets hit again before he can get up and fight back... Power 2: Acid Reflux / Direct / Type Acid / Mag Medium / Energy Medium / Stun None / Knockback None / Range Far / Level 5 This is the attack for those minions who want to fly away, or fight from a distance. The long acid range keeps Johnny out of danger, and perhaps out of line-of-sight. In melee, this guy is only vulnerable to Pan's hypnosis (occasionally), Mechman (those guys cannot be knocked back), and Timemaster (a lot of various different attacks). He has enough speed to get into range of almost any one and his fast attack ensures he gets the first blow off. Even against Pan and Mechman he can use his acid attacks and stays out of range using his speed. If you want to make him a "grow-able" hero, cut him down to level 2 or 3 on both powers, and maybe add a melee attack that has 90 or 180 degree arc. He doesn't need jumper or flier as he can attack any one nearby with Acid Reflux, even without line of sight. 3.7 FLYING HERO: PASCAL "GASBAG" THOMAS To be completed. 4 Your Heroes The heroes are listed in roughly their order of appearance. 4.1 MINUTEMAN Attributes - Jumper, Disciplined, Heroic, Extra Heroic Power 1 : Patriotism: Smash, Strike for Freedom, Vanquish, Patriot Whirl Power 2 : Vigilance: National Guard, Eternal Vigilance, Minute Missile, Rally the Troops Minuteman is strong, fast running, and jumps high. He can get into range of enemies faster than most heroes (except maybe Bullet). He has very high strength that allows him to pickup objects of under 2000 pounds (light trucks and lighter) and throw them. On smaller maps, he can throw items across the map. With heavy objects, he can do quite a bit of damage at long range by throwing. Minuteman can pick up lightpoles and traffic lights and does smack downs. This increases his "reach" somewhat. Minuteman however, is also slow in attack, and lacks area and ranged attack capability. Minuteman can do a LOT of damage if he hits, but Minuteman is unlikely to get off the first shot. Vanquish, while powerful (like double-smash), can quickly exhaust his energy store. Switch between Smash and Vanquish as needed. Minuteman's Minute Missile is good to stun multiple opponents, but doesn't seem to work on tougher opponents. Don't bother using it on later missions. Minuteman is susceptible to progressive damage like Rad and Acid. If teamed with Microwave or The Ant, don't attack the same target. If attacking Deja Vu, go for knockouts immediately as you can't afford to have him irradiate you with his pistol over and over again. Minuteman has a hard time taking care of enemies that do high knock-back damage. He can't get into range to get the first strike off. When that happens, grab a light pole and do smack downs, or run away and throw things. Rally the Troops is nearly useless. I never use it. 4.2 MENTOR Attributes - Disciplined, Unbeliever, Levitation Power 1 / Mentalism: Instinct Dominance, Cortical Suppression, Cerebral Balance, Mental Barrier Power 2 / Alien Energy: Psychic Slash, Electron Beam, Kinetic Barrier, Modulating Beam Mentor has an extremely lousy melee attack (Psychic Slash). Upgrade him to Electron Beam ASAP. Most of his damage is on the mental side. Mentor cannot fly. His levitation is a poor substitute. He also has low strength that doesn't allow him to pickup and throw things. Instinct Dominance is useful to turn enemies on each other if you can approach them without being seen. Cortical suppression is useful to blank out enemies for attack by other heroes, similar effect to a stun grenade but somewhat longer lasting. In general, Mentor should be left home. You can find someone else who is more useful in more situations. 4.3 EL DIABLO Attributes - Flier, Hot Headed Power 1 : Swift Punch, Fire It Up, Flaming Fist, Absorb Heat Power 2 : Tongues of Flame, Inferno, Ignition, Hellfire El Diablo can fly, but his constitution is a bit lacking. Try to upgrade his abilities ASAP as his default punch is a bit weak. His tongues of flame is pretty good but you can use up his power quickly due to random overpower of "hot tempered" trait. El Diablo can fly, which makes him a VERY good scout. However, don't have him attack while flying. Flying slows/stops energy regeneration. Being the fastest guy, he can use his abilities to soften up the enemy before the rest of your team gets there. He can also attract attention of enemies and thus "save" civilians. Use Inferno and Ignition on groups of enemies. Inferno should be launched in the ground IN FRONT of the target instead of AT the target. That way, if the shot misses, it will still damage the target with splash effect instead of causing collateral damage. El Diablo has medium strength, which means he can do smack down as well as throw some items. El Diablo should NOT be use in direct combat unless you got no one else to go to, at least until he gets "flaming fist". Keep him in a distance using "tongue of flames". Keep him near the Energy Canisters if there are some around. He uses up his energy in a hurry. Flaming Fist does quite a bit of damage. Use that in melee unless you're out of energy. El Diablo is extra vulnerable to the cold. He takes damage even from those freezing rays. 4.4 MANBOT Attributes - Ponderous, Unstable Energy, Grim Resolve, Flier Power 1: Contain Energy, Wallop, Double Uppercut, Energize Others Power 2: Focus, Transfer, Disruption, Energy Leech, Release Manbot is great as he absorbs almost all types of damage. Later, when he gets "transfer", he can pass on a lot of that energy to people who need it, like El Diablo. It's almost impossible to knock Manbot out. Manbot has extremely slow speed and attacks initially. Even his force beam (focus) is slow. At least it does decent damage. You may want to consider spending ALL your CPs on attributes until you get "Flier". That would negate a lot of his weaknesses. Manbot's unstable energy attribute is actually useful sometimes. In melee range, that unstable energy "explosion" can do quite a bit of damage. Just make sure keep your guys out of the way when he does "blow". Later, he can do that on demand using "release". 4.5 BLACKBIRD (HIRABLE) Attributes - Rapid Metabolism, Flier, Level Headed Power 1: Piercing Peck, Fluttering Feathers, Blinding Scratch Power 2: Seeking Beam, Sonic Wing, Call of Confusion Blackbird can be useful to soften up the group of attackers for the rest of your team to attack. However, she doesn't do that much damage. Attacks like Blinding Scratch or Call of Confusion makes enemies more vulnerable to your attacks. I'd probably save up the PP for Man O'War or Bullet instead. 4.6 ALCHEMISS Attributes - Timid, Level Headed, Levitate Power 1 / Sorcery - Smite the Wicked, Arcane Bolt, Repulsion, Vengence Curse, Arms of the Goddess Power 2/ Dimensional Summoning - Alteration, Blessed Aegis, Aloft, Purgatory Alchemiss is the only one that can close portals. So keep her out of primary combat. Arcane Bolt is a decent ranged attack, but not that good. Repulsion is good to keep enemies out of melee range. Bounce enemies into walls and such can do more damage than you think. Alteration can be useful if one of your heroes is taking progressive damage, though the random state can be a problem, as not all states are beneficial to you! Hypnotized (turns hero to enemy side) can be bad... Note: Seems to have a secret crush on Manbot. 4.7 MAN O' WAR (HIRABLE) Attributes - Charged, Cold Blooded, Flier Power 1 / Call the Storm: Electric Arc, Storm Bolt, Magnetic Harbor, Kraken's Scales, Ball Lightning Power 2 / Control the Waves: Pressure Punch, Bermuda Triangle, Water Jet, Whirpool Man O'War is, by some accounts, one of the heroes you SHOULD hire. He is resistant to electrical attacks, which makes him useful early on against Darkmen. Man O'War's Storm Bolts do a LOT of damage esp. on enemies that is vulnerable to electrical attacks. Storm Bolts can even stun, making the enemies more vulnerable to subsequent shots. Water Jet is useful to do "knockbacks" to keep the enemy down and thus unable to attack you. Flier makes him FAST... 4.8 SEA URCHIN (HIRABLE) Attributes - Charged, Neutralize, Nimble, Flier Power 1 / Dolphin's Child: Snap Kick, Sonic Shriek, Riptide, Power Null Power 2 / Bubbles: Bubble Swarm, Bubble Shell, Current Bounce, Bubble Gum Sea Urchin has too little HP to be useful. The attacks are decent, but she can't take any hits. 4.9 THE ANT Attributes - Heavy Lifter, Wall Climbing, Nimble Power 1 / Soldier Ant: Thorax Punch, Acid Bomb, Pincher Punch, Metabolize, Mandible Assault Power 2 / Worker Ant: Burrow, Shove, Tunnel Travel, Ultrasonic Squeal, Ant Swarm The Ant was once under control of The Shadow, but he's since been a powerful member of Freedom Force. The Ant's Acid Bomb is probably his best, if he hits, and the range is quite low. Aim for the ground like a grenade and watch for the bounce. His Thorax punch is weak initially, but when upgraded it can be quite powerful. The Pincher Punch also gets better. The Ant can also throw things, including 2200 lb rocks and trucks. Shove is semi-useful if done at high altitudes (knock them right off the building), and in the final levels. If you are fighting in limited space (esp. final missions), shove can be VERY useful. 4.10 LIBERTY LAD Attributes - Nimble, Jumper, Danger Sense Power 1/ Rumbling: The Ol' One Two, Schoolyard Taunt, Flipkick, Tumble, Throw Voice Power 2 / Molecular Control: Stun Grenade, Energy Grenade, Proximity Grenade, Molecular Excitation Liberty Lad was Nick, leader of the fan club. After a transfusion from Minuteman, he gets extra powers too. Liberty Lad is very similar to Minuteman, except for much better projectile fire, like the stun and energy grenades, and (much) less hit points. The grenades are very hard to use as they bounce quite a bit. However, a good hit can stun or damage a group of enemies. Energy grenade can also be bounced around corners to take out enemies there. The range is better than some beam weapons. Proximity Grenades can work if you plant a whole bunch of them, say, around a corner or across an intersection, but you need a whole bunch of them to do a lot of damage. Liberty Lad's melee attacks aren't that bad, but aren't that good either. I never got molecular excitation. I imagine it would be similar to El Diablo's Ignition. SPOILER: in Mr. Mechanical's Lair, Nick's grenades are very useful when launched from upper level. One possibility is combine with El Diablo's Inferno. Stun them with stun grenades, then hit them with group area attacks. 4.11 LAW & ORDER (HIRABLE) Law / Attributes - Blind, Danger Sense Power 1 / Justice: Justice, Thrust, Slash, Trouncing Power 2 / Balance: Transform, Mercy, Harmony, Commuted Sentence, Balance Order / Attributes -- Berserker, Jumper Power 1 / Punishment: Punishment, Hammer Crush, Quake, Hammer Carnage Power 2 / Fury: Transform, Blind Justice, Condemnation, Order in the Court Law and Order is an interesting combo, as you could swap between them using the Transform power. They arrive a bit late to allow you to train them fully, unless you take them on almost every mission. Law is fast and mainly defensive. Balance can be used to transfer a bit of HP over to the other side. Order is a true offensive powerhouse, but relatively slow. Order in the Court is a decent "stun" move. 4.12 MICROWAVE Attributes - Cybernetic Brain, Radioactive Power 1 / Beam Projection: Microwave Beam, Rad Bolts, Irradiate, Meltdown Power 2 / Materialization: Interference, Displace Image, Teleport Self, Genetic Damage, Clone Self Microwave is one of the robots sent from the future to destroy Freedom Force. Mentor was able to reprogram it to serve the force of good. Microwave is quite slow, and does not fly. Keep him on defense, use his "microwave beam" as your primary weapon until you get "irradiate". Microwave mainly does radiation damage, which almost everybody is vulnerable to. Rad Bolts are pretty nasty, as is Irradiate. However, Rad Bolt has low range and shoots off 3 bolts, so it's only useful if you want to damage a bunch of enemies at once. Genetic Damage can reduce resistance on the hard boss you can't take down. Use it when you run into someone like Pinstripe or similar bosses. Teleport can be used to get out of tough situations, and clone self makes for an interesting fight. 4.13 IRON OX (HIRABLE) Attributes - Armored, Jumper, Grim Resolve, Disciplined Power 1: Biff, Haymaker, Fancy Footwork Power 2: Jab, Sunday Punch, Iron Jaw Iron Ox is your typical melee character... Think "slower" and "tougher" Minuteman and you got Iron Ox with better agility. Lack of even ANY ranged attack makes Iron Ox a rather... ho- hum character to play. Only 3 powers per group means the growth room is rather... limited. At least he can jump. However, he has a hard time chasing down flying shooters... 4.14 BULLET (HIRABLE) Attributes - Rapid Metabolism, Fast Healing, Solid Skeleton Power 1 / Fists of Fury: One-Shot Punch, Fist Flurry, Fist Fusillade, Speeding Bullet Power 2 / Speeding Bullet: Sprint, Whirlwind, Hyper Spin, Energize, Electrify Bullet, with his high speed, can easily defeat 3 or more enemies, esp. when he gets Fast Healing. Solid Skeleton makes him more resistant to damage. Sprint is useful if you have to room to bounce the enemy off. The Punch is also quite useful as it has occasional knockback that allows him to hit, move to the fallen enemy, and punch again before the target can get up. Sprint can be used to dodge beam or projectile attacks. Just use it sparingly as it does take quite a bit of energy. Whirlwind is a good attack as it is "chained". Use it on a group of nasties and they will take damage in turn. When used against thugs or such weak enemies, the Whirlwind scores knockouts as it can do 15-25 damage. Bullet is strong enough to pick up light poles for smackdowns. This causes 100% knockback, so do try to use this as much as possible. Remember the AI is fixed on the first target it sees, even if they can't catch up to it. So if you send Bullet in and have him attract attention of multiple enemies, he can keep them busy chasing him while your team pummels the rest of them. 4.15 SUPERCOLLIDER (HIRABLE) Attributes - Weak Minded, Solid Skeleton, Armored Power 1: Wham, Headbutt, Slam Power 2: Shrug Off, Proton Shield, Roaring Doom Supercollider is fast, extremely tough, though weak-minded, which means mystical attacks will usually succeed. On the other hand, he does so much damage you will WANT to use him. One hit from him will probably take out the target. Even those supervillains only take a couple of hits to take out with Supercollider. Supercollider has good agility, which means he can dodge quite a few attacks. For example, Wham can do 50-80 against Alien Warriors and Sergeants, about 50 against Praetor or even Lord Dominion. Supercollider should NOT be brought to battles where the enemy can hypnotize (like fighting Pan). If he is hypnotized he can decimate your team. [Revised] Supercollider is not that vulnerable to knockback as I first thought. Still his lack of ranged attacks means you have to get close. This can be a problem if you fight a lot of the long-range fighters... On the other hand, Supercollider is fast enough that fighting long-range attackers is not that much of a problem. [Anecdote] Once, I was playing Danger Room, "We come in peace", very easy. Supercollider takes minimal damage from the alien weapons, rarely if ever gets knocked down by the plasma charge, and so on. I got all the way up to wave 14 without using the heroic deed before the game froze on me. I have no doubt I would have made it to at least level 20 if not more. 4.16 EVE Attributes - Beautiful, Crack Shot, Temperature Control Power 1 / Archery: Arrow, Living Arrow, Acid Arrow, Swarm of Arrows Power 2 / Nature's Glory: Nature's Kiss, Swarm of Leaves, Binding Vines, Empathy Eve arrived in the middle of the park taking care of goons. Eve's problem is she arrives a bit late to be properly "grown". The arrows are great. They are very useful to take out enemies who fly away as soon as you get close enough. Having Crackshot means she rarely misses. The Acid Arrows are great also as it deals progressive damage, but tend to miss more often than normal arrows. Binding Vines can be useful to take one enemy out of the fight temporarily so she can take out another. Eve's constitution and protection is a bit on the weak side. Don't let her fight melee. She's the one to shoot enemies down from long-range. 5 Villains and Their Minions With this chapter, you will know what the villains and minions are capable of. Pick the heroes that are best suited for the fight, or create one that complements the team you want. 5.1 O'CONNOR GROUP The O'Connor Group is pretty simple, just thugs. Of course, you are pretty weak in the beginning as well. 5.1.1 Thugs with Bats Thugs with bats are not too tough. It's best to take them from behind with thrown objects like cars and rocks and such. In melee they can stun you and if they have a group, you'll be stunned continuously, which is bad. Use knockback attacks to keep them away. 5.1.2 Thugs with Pistols Pistols don't do much damage, but they are annoying. They can also melee with their blackjacks. Take them out with explosives would be best, or thrown objects. 5.1.3 O'Connor O'Connor has a gun and a decent punch, though he's not that hard to take down in melee. [Spoiler] The main problem is his minions (he has a couple thugs with guns near him) and that little trap he had prepared... 5.2 ZHUKOV GROUP 5.2.1 Traitor with Bats Same as thug with bat. 5.2.2 Traitor with Pistols Same as thug with pistol. 5.2.3 Traitorous Grenadier The grenades have large blast area, so stay away, esp. from anything else that can blow up (cars, tanks, barrels, etc.). The traitor also gets a bat as backup. They tend to stay on rooftops. Get in close and take them out. Minuteman can do them easily, esp. with thrown objects like water tanks and such. Be careful not to stand near impact zones, esp. with explosive material around. 5.2.4 Zhukov His gun and his punch isn't that bad. Still, when you get close you can take him easily. 5.3 NUCLEAR WINTER GROUP 5.3.1 Ice Trooper Armed with an ice gun and a freezing ray, Ice Trooper is more annoying than deadly unless you are susceptible to cold like El Diablo. Get in close and hit them hard, or hit them from a distance with thrown objects. 5.3.2 Ice Warrior Ice Warrior is far more dangerous. That ice ray has serious knock-back and does 6-10 pts of damage. It also prevents you from get in close and do melee damage. A group of them can keep blasting you and wear you down and you never get close enough to hit them. They also have enough HPs so one good hit may not take one down. To fight ice warriors, get as close as possible immediately, like using heights then jump next to them, and immediately start hitting. Use Minute Missile to stun the enemy is a good way also. Another way is to use distance attacks like thrown objects. A nicely packed snowball can knock out a guy in one shot, so use those fuel barrels, explosives, etc. 5.3.3 Ice Queen One of the most deadly threats to your heroes early on... Ice Queen has good speed, climbing ability (so being on a cliff won't help), and deadly melee attack (icicle slash) that does damage in the TEENS. Early, on, a couple slashes and your heroes are history. Best way to fight ice queen is with a light pole or traffic light, basically something with LONG reach. Continue smacking. You can't miss with a pole. Works great against groups also. Just make sure your pole lasts that long. 5.3.4 Nuclear Winter Nuclear Winter has a "mind blank" move that does area damage. He can also do freeze ray with bare hands and has a good melee attack. Still, if you gang up on him you can take him. He mainly has a lot of HPs. 5.4 PINSTRIPES GROUP 5.4.1 Gangster Gangster fires the Tommy gun in burst of three. In close range, they can be pretty bad. 5.4.2 Thugs with Pistols Same as others... 5.4.3 Pinstripe Pinstripe is a very tough customer. He has density control, which means it's nearly impossible to hit him, while his Tommy Gun does quite a bit of damage. Still, if you gang up on him he will go down. 5.4.4 Crooked Cop Same as regular cop, but on the other side. 5.5 DINO GROUP 5.5.1 Raptor Regular raptor isn't that tough, but they bite pretty hard. 5.5.2 Wild Raptor Better raptor, more attack. 5.5.3 Tough Raptor Tougher hide, but still beatable. 5.5.4 T-Rex The T-Rex has very tough hide and lots of HPs. It has stomp, bite, AND claw. Hope it gets stuck on something (like the gate) and then gang up and beat it. 5.6 ANT GROUP 5.6.1 Worker Ant Worker ants are black/blue and slightly smaller than the soldier ants. They generally don't attack unless you get in their way. They can throw things. If you get caught by a thrown rock you are in a major world of hurt. 5.6.2 Soldier Ant Soldier ants are red and larger. They have a nasty pincer attack, and their acid spit is really nasty as it delivers progressive damage. The soldier ants can climb also, so being on a cliff/building won't help. While underground, you should deal with the ants from long- range with mushrooms as much as possible. 5.6.3 The Ant The Ant is a pretty tough customer. He can hit pretty hard with good knockback. His acid bomb is pretty nasty too and does progressive damage. Try to hit him from long range with the exploding mushrooms. 5.7 SHADOW GROUP 5.7.1 Blue Shadows Nasty minions, they do electrical discharge and have cloaking ability. Still, they are vulnerable to regular attacks. 5.7.2 Purple Shadows The purple shadows are worse... They can generate REMOTE electrical attacks. They are weak physically, so attack them directly. The main problem is they can cloak. 5.7.3 The Shadow The way to defeat "The Shadow" is to destroy the four pillars first, THEN hit her hard. If you don't do the pillars first, she just pops back up, fully charged when she gets down to nothing. 5.8 DEJA VU GROUP Deja Vu's goons consist of clones of ordinary citizens and police. Those cloned cops can fly, and fires energy pistols. They fly away if you get close, so they are quite nasty if you don't have a long-distance shooter. 5.8.1 Tough bat thugs The tough bat thugs are still bat thugs, but harder to put down. 5.8.2 Tough gun thugs The tough gun thugs shoot energy pistols and have more HPs. 5.8.3 Cloned Police The cloned cops can actually fly, and fires energy pistols. Use long-range firepower like Eve's arrows at them. (Use Continuous fire to minimize micromanagement!) You can wait until they land, THEN hit them or you can use thrown objects. 5.8.4 Male Civilian (Cloned) Cloned Male Civilian will explode if you get too close. Talk to him to trigger, then run away immediately. You can hit them from afar, thus trigger them from afar. If you put them in stasis THEN hit them they won't explode. 5.8.5 Female Civilian (Cloned) Cloned Female Civilian will do an area "energy drain" attack if you get too close. Otherwise, they are vulnerable to melee attacks. 5.8.6 Cloned Minuteman Cloned Minuteman is just like Minuteman except he's evil and slightly weaker. He has the same attacks and such. 5.8.7 Deja Vu Clones The clones of Deja is a bit weaker than himself 5.8.8 Deja Vu The honcho himself, he can be quite annoying as he keeps making clones of himself. He also has a radiation pistol that'll irradiate you if he doesn't keep cloning or run away. 5.9 MR. MECHANICAL GROUP Mr. Mechanical makes, you guessed it, giant robots. 5.9.1 Mech Man These are yellow and pack a good punch. Try to hit them from a distance. Microwave's Microwave beam or Diablo's Tongue of Flame works fine. They cannot be knocked off their feet. 5.9.2 Flame Mech These are red, somewhat larger than Mech Man, and come with a flamethrower that shoots a ball of flame. It can do quite a bit of damage if you get too close. They cannot be knocked off their feet. 5.9.3 Turret Turret fires an energy burst that does quite a bit of damage but takes a while to recharge. The turret can usually be disabled with access to a terminal nearby. Look for cables leading from the turret to a control console. Access that console and the turret comes over to your side. Turret has very limited range. If you are fast, you can access the terminal before it gets off a shot. It is quite hardy and takes quite a bit of damage to destroy. 5.9.4 Mr. Mechanical The blue mech Mr. Mechanical controls is an extra large version of the mechs, and has a couple extra tricks: earthquake and stomp. Earthquake can cause minor damage to all enemies nearby, while stomp causes a LOT of damage if you get cause under its feet. To combat Mr. Mechanical, ranged attack is preferred. Melee is not good at all unless it is concentrating on some other building. Mr. Mechanical is also more vulnerable to electrical attacks, making Man O' War the best person to attack from a distance. 5.10 ALIENS GROUP 5.10.1 Alien Warrior The alien warrior has a nasty beam weapon that can do a bit of damage if you're not protected well. Alien warrior also has decent speed to run away from slow targets like Manbot. You need decent speed to get to one. Good thing that Alien Warrior doesn't really have that many HPs. 5.10.2 Alien Sergeant Alien Sergeant can fly, which means you will have a hard time getting into his melee range. Alien Sergeant fires an explosive shot that does quite a bit of damage and knocks the target off their feet, similar to El Diablo's Inferno but somewhat less powerful. Alien Sergeants are slightly harder to take down, but not that much tougher. 5.10.3 Praetor Praetor has a LOT of HPs, but otherwise is still the same as alien warrior. 5.10.4 Lord Dominion Lord Dominion is basically an alien warrior with extra HPs. He is not that difficult to take down. LD is similar to Praetor in HPs. 5.11 PAN GROUP 5.11.1 Green Sylph Green Sylph doesn't do that much physical attack. Sylph mainly ties you down for others to pound. Green Sylphs can morph into trees, and that makes them hard to detect. They can suddenly freeze one or more of your team members. If you got frozen for no reason, look for trees that aren't supposed to be there. Also, they only morph to a particular type of trees. Just run into range and they usually turn back into Sylphs immediately. Green Sylphs appear from temples, so destroying temples can prevent enemies from appearing. Approach the temples from behind to avoid triggering more beam-ins. 5.11.2 Red Sylph The Red Sylph fires a burning spear that explodes on contact, and that can be pretty nasty. Use ranged attacks or get close ASAP. 5.11.3 Man-bull Mainly physical attacks... Low visual range. Attack it from a distance and it won't even fight back. Liberty Lad's energy grenades are good for this. Man-Bull, in Pan's lair, can burst out of walls from hidden rooms. Use a guy who can't be knocked back or a fast guy who can pass the trigger point quickly to prevent from being crushed by a charging man-bull. Does BIG knockbacks. VERY fast. 5.11.4 Silver Sylph Tougher attack, morph into stone... Can be pretty hard to beat. Makes electrical attacks. 5.11.5 Wall Carving These wall carvings spit fire. You can take them out from long range with Microwave's microwave beam, or Liberty Lad's energy grenades. 5.11.6 Pan Pan himself has some nasty attacks, including hypnotize (even works on Microwave?), stun, electrical attacks like Silver Sylph, some nasty kicks, and so on . He has a decent amount of hit points. 5.12 TIMEMASTER GROUP Timemaster, your final nemesis, relies on a lot of enemies from the past, as well as his "temporal twins". I've included Microwave here as you'll see more of them. 5.12.1 Microwave Microwave's "brothers" are not that difficult to beat. They tend NOT to use Interference melee attack, but relies on Microwave beam and teleport. If you keep chasing them they will use up all their energy teleporting away, then you have them beat as they keep stunning themselves. 5.12.2 Time Twin Time Twin doesn't have that many HPs, and is not that hard to beat. There are three different types of them, actually. Some do radiation, some do beam/heat, and so on. 5.12.3 Timemaster Initially Timemaster himself is invulnerable. You need to destroy the 3 restraints holding Manbot, THEN destroy the 3 "clocks". THEN Timemaster becomes vulnerable. His "stomp" is pretty nasty. Use ranged attacks if possible. Timemaster has a LOT of different attacks. 6 Campaign Walkthru Abbreviations: pp = prestige points, XP = experience points, HP = hit points, EP = energy points. 6.1 CAME A HERO! Primary Objective: Catch O'Conner (80 prestige points) Secondary Objective: Rescue the victim from the muggers (20 pp) Villains and Minions: 18 Thugs with bats (5pp each), 9 Thugs with pistols (10 pp each), O'Connor (20 pp), 1 Gangster ? (?? pp) Canisters: Green (XP) near the two gunmen protecting O'Conner Total prestige possible: 410 If you have played the demo, you should be quite familiar with this level. It's best to follow the yellow arrows and clean out the entire park before you embark on the quest to locate O'Connor. That way you do the secondary objective and earn more prestige. Explore every inch of the park before heading into town. This is essentially a tutorial level, so you get a LOT of explanations on how to proceed. Follow the instructions and take care of the villains without hurting any civilians. Rescue civilians from the minions when you can. Use the cars and light poles as you see fit to help you combat the minions. Use the rooftop items as long-range artillery. WARNING: Beware of cars. With V1.1 the cars won't run you over continuously, but it's still 4 HPs you should not have lost per hit. Wait until the traffic clears before crossing the street. If you don't have the patch, the cars can kill your heroes before they get into range of the bad guys! Clean out the minions around the O'Connor's suspect building and a block around it before heading in. SPOILER: when you get to the O'Connor building with the pistol thug on the roof, use Strike for Freedom to knock him off the roof. Then you don't have to worry about the building collapsing and you taking damage. Otherwise, you have to be quick to jump off before it collapses beneath you. SPOILER: Try NOT to interrogate the K/O'ed thug until the area is clear. If the building comes down with civilians around and they get K/O'ed, it's your fault! When you find O'Connor, knock him flat. Interrogate him and the level is done. SPOILER: For more points, knock O'Connor flat, then search the area for remaining minions. You may find a Gangster with the XP canister near him. Additional notes: "Edward Liu" adds that it is possible to catch O'Connor BEFORE that trap building collapses, thus saving you that - 20 prestige penalty. 6.2 STRANGE VISITORS (PART 1) 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) Minions: 12 Traitors with bats (7pp each), 13 Traitors with guns (12pp each), more depending on if you triggered the guards Canisters: Prestige (Yellow) canister hidden in one of the trucks Total prestige possible: 580 pp or so (depending on how many gunmen did you trigger) Travel by rooftops in this mission to remain undetected, which should give you more prestige than knocking out all the guards. It is almost impossible to do both. As stealth is worth more, try to follow that. If the guards are alerted, more Traitors with guns than the original 13 will appear from the guardhouses. Each guardhouse should produce 3-4 more gunmen. 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. You can only get about 3/4 of the way on rooftops. The rest will depend on how can you prevent the "guards" from reaching their local "guardhouse". Grab some of those fuel canisters and use them as long-range artillery. Use them on groups you cannot bypass. Go after the pistol guys first as they would raise the alarm. Once you got there, you spot Zhukov next to the truck. You approach... [Cinematic] It's a trap! A whole BUNCH of Traitors with bats come out and surround you as Zhukov runs away. Mentor reveals himself and blanks all the Traitors. Use area attack (Strike for Freedom) ASAP and clean out the area while the enemies are "blanked". Once you clean out the area you're safe. Additional notes: "The Old Mixer" recommends that you sneak up on the guardhouses without being seen by the thugs, then bash the guardhouses. They can't raise the alarm without the guardhouse. "Edward Liu" has an even more ingenious suggestion... Destroy the alarm itself! If you can sneak up on the guardhouse, you can target the alarm itself and bash it. 6.3 STRANGE VISITORS (PART 2) Primary Objective: Catch Suhkov (80pp) Secondary Objective: Knock out all the thugs (20pp) Minions : 4 Traitors with bats (7pp each), 6 Traitors with grenades (10pp each), 14 Traitors with guns (12pp each) Canisters: None? Approach the corner with both and wait around the corner. Use Mentor's instinct stimulation to make the traitors fight each other. They'll do that instead of coming after you. Once they are mostly out, have Minuteman jump up and clean out the first rooftop of the grenade guys, then use thrown objects and jumping to clean out subsequent rooftops of more grenade guys. There are a couple crates of TNT you can use though you'll need to throw them pretty hard to make them go boom. Clean out the surrounding area of enemies using those TNT crates and such. Sukhov is on the far side of the map in the building area. Knock him out to finish. Use those explosive crates. [Cinematic] Sukhov got frozen in liquid nitrogen as he attempts to escape. Mentor leads you away... 6.4 SKATING ON THIN ICE (PART 1) 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) Villains and Minions: 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: ?? As you approach the edge of the park, you should hear some vandals (thugs) discussing how to vandalize the car. Take them out for a little bonus. Take out these Ice Troopers (with freezing ray and ice gun), then rescue the various civilians around the park. The red arrows will lead you to them, and they are all over the park. There's usually an Ice Trooper or two near each cluster. By the time you made it through the whole park, you would have found Nuclear Winter (Zhukov transformed). [Cinematic] Both Minuteman and Mentor got frozen! 6.5 SKATING ON THIN ICE (PART 2) [Cinematic] El Diablo makes his appearance... 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) Minions: 4 Ice Queens (40pp each), 17 Ice troopers (20pp each) Canisters: Green (XP) inside of a trashcan in the park. You may need to talk to the couple first for it to appear. You must destroy the trashcan to get the canister. Canister may not always be in the same trashcan. It's up to El Diablo to save the day. El Diablo can fly, so use it to scout the park, then locate Minuteman and Mentor, while rescuing all the frozen civilians. Take out the thugs and such. Remember to pick up a light pole against the Ice Queens. Have Minuteman do that also. When both Minuteman and Mentor are free, destroy the pump house. A couple more Ice Queens will attack. Take the lamp posts and beat them silly, then you can find out where did Nuclear Winter go... [Cinematic] Nuclear Winter is locating a nuclear warhead... From the carrier in town. 6.6 A NUCLEAR WINTER (PART 1) Primary Objective: Defeat all the cold warriors and find out where Nuclear Winter is going (60p) Secondary Objective: Defeat all of Nuclear Winter's minions (20pp) Minions: 3 Ice Queens (40pp each), 15 Ice troopers (20pp each), 4 Turrets (15pp each) Canisters: Several, mostly energy, some on ice others on carrier itself [Cinematic] Your team arrives, and Nuclear Winter makes his escape from the carrier... You must beat the minions and locate one that knows where Nuclear Winter is going... You start on the bow of the carrier. 3 Ice Troopers will rush you and it's no fun being frozen. Get moving and bash them. Retreat ASAP as there's an Ice Trooper acting as sniper on top of "island". There are also more minions on either side of the carrier on the ice. You can hunt them down for more PP's. Use those barrels of fuel as explosives and long-range firepower. Those turrets can do you a world of hurt if you get too close. Use the barrels on them. Takes 3-4 to take out each turret. Jump to the ice floe below to locate more Nuclear Winter's minions. Wipe out everybody and the last enemy needs to be interrogated... [Cinamatic] Nuclear Winter is getting away... But you know where he's going... 6.7 A NUCLEAR WINTER (PART 2) Primary Objective: Track Nuclear Winter by following the directions of a mysterious stranger (60pp) Secondary Objective: none really Minions: 8 Ice Queens (40pp each), 7 Frost warriors (40pp each), 19 Ice troopers (20pp each) Canisters: There's quite a few, including one life canister This one can be tough as you need to be VERY methodical moving in. Use snowballs and explosive barrels carefully. You want to take enemies out in a group as much as possible, from as long range as possible. Try NOT to engage in melee as there are no light poles and such around for you to do smack-downs. Explore to either side of that "canyon", as you'll find ice warriors and ice troopers in groups. Use El Diablo's flying ability as a scouting tool. Move up slowly, taking out one set of enemies at a time, clear the entire map from your location to either side, and you'll eventually find Man-bot, who will join you for the final assault on Nuclear Winter... 6.8 A NUCLEAR WINTER (PART 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: none Minions: 3 Ice Queens (40pp each), 5 Ice Queens (50pp each), 7 Frost warriors (40pp each), 14 Ice troopers (20pp each), Nuclear Winter (200pp) Canisters: lots, at least one life in the pile of snowballs, others scattered all over [Cinematic] Nuclear Winter's truck with the nuclear warhead crashed... You start next to the piers. Take out the two Ice Troopers to the left. Then head right instead to take out the troopers harassing the civilians on the street. Watch Minuteman's health carefully. Don't let him get into serious combat. Minuteman should be using smack-down and thrown objects as much as possible. Grab barrels of fuel as needed. Take out the two Ice Queens at that pile of snowballs using a barrel (or two, have two guys throw it simultaneously). Then use the crates and whatnot to snipe at the guards that you can see. Have Minuteman and El Diablo grab a lightpole each to defend. Work your way left again, along the pier, use thrown objects as much as possible first. Have Minuteman defend against Ice Queens and Frost Warriors with smack-downs (pull a new light pole if necessary). Work your way to edge of the map. Retrace your steps back to the paved road on the other edge of the map. Then head north and clean out opposition there. You should be pretty close to wiping out all of the minions except those guarding the cliff above Nuclear Winter. Save the game, and see if you can use El Diablo in flying mode to tease out those few defenders on the cliff without getting too close to Nuclear Winter and trigger the final encounter. When you see him, throw all the barrels and such you got at him from as long range as possible. Then drop all objects and charge in. [Cinematic] Nuclear Winter has started the bomb's count- down! You have less than 60 seconds! Send EVERYBODY to hit Nuclear Winter in melee, while Minuteman need to head straight to the bomb. Click on the bomb once, and Minuteman will try to smash the bomb once, then kneel beside it and get to work. He needs at least 20 seconds of uninterrupted work, and you'll need to give him that time. Hopefully by then Nuclear Winter should have gone down. Else join in and smash him flat. And you win! [Cinematic] Nuclear Winter has been captured and sent to special prison. 6.9 IN THE NICK OF TIME (PART 1) [Cinematics] Nick Craft, Freedom Force Fan Club President, saw you guys on the case, and decided to tag along. He may just get in the way though... 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 means parts of the building, not that backwall. * Minions: 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. Player Characters: Man-bot, Mentor This level is pretty easy, but it does separate your heroes into separate actions, so they can't support each other. Approach, and talk to police chief. Then send Man-bot in by himself. He can take care of every threat there. Have Mentor run around and grab the canisters. Nick Craft will probably follow Mentor around. Have Man-Bot use "focus" on the armored car, then on the various "thugs with guns", or go melee. Mentor should chase down the two thugs that came out the "backdoor" (send Man- bot in when he can) and take care of the few reinforcements. Mentor can use "blank mind" to escape, or "instinct stimulate" to turn the baddies on each other. 6.10 IN THE NICK OF TIME (PART 2) Primary Objective: Arrest the robbers at the Starlight cinema (40pp), Protect Nick Craft from harm (60pp) Secondary Objective: Nah 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. Player Character: El Diablo Move in slowly, around the edges of the map, and spiral in. Beat one or two enemies at a time. When you take out the Gangster, you've won this one. 6.11 IN THE NICK OF TIME (PART 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: ?? Move in and take out a few thugs with guns. You see Pinstripe... Nick takes a burst for Minuteman. Send EVERYBODY in and hit Pinstripe with regular melee attack. He is VERY resistant to attacks, so just gang up with EVERYBODY. After that, check on Nick... [Cinematic] as Pinstripe gets away... Minuteman turns back and saves Nick... Who's near death... 6.12 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. The city is big and you need to chase around a LOT of raptors. At easier levels the raptors chase you. At tougher levels you need to chase them, so bring fast people. Man-bot just would NOT do at all. Remember, you need Alchemiss to close the portal, so keep her in the back or let someone else to make initial contact, THEN send Alchemiss into the fray. Basically, chase down all the raptors, all over the place. Once you got most of them, when Alchemiss say it's enough to close the portal, get Alchemiss to close the portal. The T- Rex will come through. Take it out and you're done. 6.13 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) Minions: Soldier ants (30pp each), Worker ants (10pp each) Canisters: Green (xp) under a vent on top of a building with a Fresh Coffee sign. You technically don't need to fight the ants, just beat those antihills into the ground to close them. Still, there are a LOT of anthills, and you need to move quickly. The acid damage done by ants can be really nasty. You'll be using "Heroic Remedy" a lot. Those worker ants may throw things at you. Those rocks can do some serious damage. 6.14 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) Minions: 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. You come to a tunnel. You get three main problems... One, the yellow mushrooms can be picked up and tossed as explosives. If you hit them too hard, they go boom. If there's several of them, they can chain react. Two, ants spit acid, remember, and that's nasty too. Three, Darkmen are nasty. They do area damage with electrical discharge. Use explosive mushrooms on the ants and Darkmen as possible. The Darkmen can cloak, which make them hard to hit. Whenever the Ant pops up, hit him hard. Once explosive mushroom should do it. When he's hurt bad he'll dig into the ground and disappear. You'll need to beat him a couple times. Follow the tunnel through, pick up the yellow mushrooms as possible. Use these to open the cave-ins that blocked the end of each tunnel. Then go through and use those on ants and the Darkmen in your way. Cloaked Darkmen can still be hit if you're using explosive stuff. They can't take hits, so one solid hit should drop one. When you beat Ant the last time, his Mistress comes out... [Cinematic] Mistress orders Ant to kill everybody, and the giant ants close in... But the Ant shakes off the mind- control drug, and the Shadow and her minions disappeared... 6.15 WHERE SHADOWS FALL (PART 1) Primary Objective: Corner Shadow in her lair! (40pp), The Ant must not fall...This is personal (40pp) Secondary Objective: none Minions: 9 Blue Darkmen (30pp each), Purple Darkmen (35pp each) Canisters: Green (xp) in the back of the second city area, up on a ledge. Now that "The Ant" is on your side, you get no more giant ants. However, Darkmen are pretty nasty also. Follow the tunnels and such around. Take out any Darkmen you see at long-range with explosive mushrooms. Then take out the rest. When Shadow comes out, defeat her so she will retreat. Make your way to the entrance. Shadow will close the door. Clear out the entrance room of Darkmen. To open the entrance, put one person on each "rope". Have both pull simultaneously (use pause button to coordinate), then you can gather the team for the final showdown... 6.16 WHERE SHADOWS FALL (PART 2) Primary Objective: Corner Shadow in her lair! (40pp), Defeat Shadow (80pp) Secondary Objective: none Minions: ? 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 respawn until you take care of The Shadow. HOWEVER, Shadow is invincible. Every time you beat her, she will respawn at full health. The only way to beat her is knock out the 4 columns at the corners of the room, to let the light in from above. AFTER you knock out the 4 columns, THEN Shadow will be vulnerable. Beat her down one more time, and you win! [Cinematics] Now you know who the Shadow is, and how she became The Shadow! Except that's when a new twist develops... 6.17 LOOKING FOR TROUBLE (PART 1) 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 the owner (it belongs to a lady standing on the corner of a street, she will call to you when you pass close to her.) (40pp) Minions: 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. This is a Liberty Lad solo adventure. You basically beat one thug after another until one of them can tell you where's the big job going down for Pinstripe. Nothing too difficult here if you approach carefully. Use objects like cars and lightpoles to help you attack. Use Stun Grenades to help out. Use jump to get out of range and recharge. 6.18 LOOKING FOR TROUBLE (PART 2) Primary Objective: Find and defeat Pinstripe! (80pp), Destroy the four warehouses (60pp) Secondary Objective: None Villains and Minions: 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 Liberty Lad found Pinstripe's HQ, and was discovered... Then Law/Order dropped in for a little assistance... Basically, beat up ALL of the bad guys that attack (should not be that hard with help). By then the rest of the team should have arrived. Help Law/Order wipe out the four warehouses (don't hit the wrong ones). You will need to personally destroy at least two. Take out the guards also. Once all four warehouses are gone, Pinstripe shows up... Then a portal opens... Out steps Microwave, a robot from the future, and he's NOT friendly! Send one person after Microwave (Manbot if available as Microwave is pretty slow). The rest should gang up on Pinstripe with all melee attacks or direct attacks. When Pinstripe AND Microwave goes down, you win! 6.19 WANTED -- MINUTEMAN! (PART 1) Primary Objective: Locate the stolen moneybags (20pp), Return the stolen moneybags to bank manager (20pp) Secondary Objective: Apprehend all of the robbers (40pp) Minions: 7 Tough bat Thugs (20pp each), 6 Tough gun Thugs (30pp each) Canisters: Green (xp) in the alley at the top of the map Sweep the city, follow the arrows, and grab all the moneybags the bad guys left behind. Keep sweeping the city until you got ALL the robbers. The Thugs are quite a bit tougher but nothing you guys can't handle. Sweep the city and get that secondary objective done before you go back and turn in all the money. After you do that, the cops arrest Minuteman... You know it's a clone that is doing all this... So where is that clone? 6.20 WANTED -- MINUTEMAN! (PART 2) Primary Objective: bring the Minuteman clone to justice (60pp), Keep Liberty Lad safe (60pp) Secondary Objective: Apprehend all of the robbers (40pp) Minions: 7 Tough bat Thugs (20pp each), 3 Tough gun Thugs (30pp each), Cloned Police (40pp), 2 Female civilians (20pp each), Male civilian (10pp). Canisters: None? Sweep the city and take out additional clones, follow the arrow when you feel like it. You need ranged attack, and a lot of it to take out those cloned civilians and the cloned cop. 6.21 WANTED -- MINUTEMAN! (PART 3) Primary Objective: Keep Liberty Lad safe (60pp), Defeat all the clone cops (40pp), Talk to the police chief at the station (20pp), Defeat Deja Vu! (80pp) Secondary Objective: Protect the cops and their station (20pp) Minions: 11 Cloned Police (40pp each), ? Deja 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. Police station is under attack, and you need to rescue them from all the clone cops. The clone cops will go after regular cops unless you attack them. Once you got all the bad cops, Deja Vu makes his appearance. Deja Vu's clones are worth quite a bit of prestige, but V1.1 capped the maximum PP at 20 K/Os. When you defeat Deja Vu, he disappears. However, he leaves a clue to Minuteman's whereabouts! 6.22 DEJA WHO? (PART 1) 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) Minions: 2 Tough gun Thugs (30pp each), 10 Cloned Police (40pp each), 3 Cloned Female civilians (20pp each), 3 Cloned Male civilians (10pp each) Canisters: Green (xp) under a tree at the top corner of the park. When you arrive at the park, things look normal, but things are not what they seem! The gun thugs will attack. Once you get to the park, you meet up with more of the cloned civilians. SPOILER: One way to tell the clones from the regulars is pause, then hold the mouse over the subject. The cloned ones have a different description. You need to locate the 4 civilians, each with one stanza to Deja Vu's puzzle. When you get all four, and take out all the cops, you can free Minuteman... Who's been placed as the statue! The flying cops are a REAL PAIN to hit as they fly away. Hit them with ranged attack. 6.23 DEJA WHO? (PART 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) Minions: 7 Cloned Police (40pp each), 4 Cloned Female civilians (20pp each), 4 Cloned Male civilians (10pp each), 1-4 Cloned Minutemen (200pp each) Canisters: Green (xp) inside a tree at the bottom corner of the map. You arrive at the other section of the park... Eve appears and reveals that the Minuteman you were following is a clone! Defeat this clone and Eve will join you. Use Eve's arrows on the various cloned cops. Take on the cloned civilians, as they have more stanzas to solve the puzzle. Eventually, you make your way to the semi-circle of 5 Minuteman statues. Based on the clues given, which one do you pick as the right one? HINT: Count COUNTER-clockwise. If you picked the wrong one, you'll have to fight and defeat the clone (worth more prestige). However, you only have FOUR chances to get the right one, not five. 6.24 SEEING DOUBLE Primary Objective: Find out what Deja 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 Deja Vu! (60pp) Secondary Objective: None really Bad Guys: ? Deja 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. When you arrive at the University, Deja Vu shows his latest creation... A giant cloning ray! Don't let it hit or you'll end up fighting yourselves! Use the buildings as cover, move around and defeat the misc. clones. Eve is probably best to take out the clone cops and such. Send one hero who can fly to take out the two shield generators behind the cloning ray gun itself. Once that's done, the hero can then destroy the cloning ray gun. Then Deja Vu himself should show up. If you can hit him with progressive damage (acid and such) before he clones, his clones would have less HPs as well. This would make defeating clones very simple. Just defeat Deja Vu and you win the mission. 6.25 ROBOTS ON RAMPAGE (PART 1) 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) Minions: 9 Mech men (35pp each) Canisters: Green (xp) on top of a building with a Burgers sign at the top of the map. It's going to be difficult to prevent 5 buildings from being destroyed unless you have flying heroes and such that can move VERY quickly and can attack and get out of the way quickly. Basically, the Robots are melee machines only. Use ranged attack as much as possible. Acid attacks would work great if you can get them to hit, as would electrical attacks. As mechs cannot be made to fall down, "shove" and other knockback attacks are worthless. 6.26 ROBOTS ON RAMPAGE (PART 2) Primary Objective: Protect the central city tower (60pp) Secondary Objective: none Minions: 14 Mech men (35pp each), 5 Flame mechs (50pp each) Canisters: Yellow (pp) in a phone booth at the bottom of the map. More robots to bash. These arrive in waves in different directions. You need speedy heroes with ranged attacks so you can react to each crisis as it unfolds. NOTE: Pick fliers and climbers as much as possible. If you have been knocked off you are toast unless you can fly/climb up again. Don't worry too much about the city buildings. Your primary objective is saving the city tower, which means you must protect the four different supports of the tower. While are you assessed a penalty for each building wrecked, that just means you must give it your best shot. Team up on robot as much as possible. Diablo can do quite a bit of damage if you pump up his Tongue of Flame. Use Inferno on a group of mechs. Microwave's Interference is good. Two solid hits can take out a Mechman. Microwave beam is also good but does less damage. Minuteman isn't doing much damage with his staff and such. Liberty Lad's energy grenade doesn't do much either and it bounces too much. Use someone else that does good damage. 6.27 ROBOTS ON RAMPAGE (PART 3) Primary Objective: Prevent the robots from destroying the statues and the spire (80pp) Secondary Objective: none Minions: 7 Mech men (35pp each), 2 Flame mechs (50pp each) Canisters: some energy canisters around, 1 HP canister near the central spire (?) This time, you are on the TOP of the tower... The problem is... Any one that has been knocked off is out for the count. The Mech Men are going after the 4 statues at each corner, as well as the 4 supports in the middle. While you may think separating is bad, you must, since there are too many targets. Bring El Diablo and Man O'War as you need their good ranged attacks. Microwave is good as well. Send the fast guys to the far side of the building and start knocking. Attack just so the mechs come after you. Then run and attack someone else. As soon as the mech returns to building bashing, turn back in and re-attack. Do this with everyone in sequence. Try to keep yourself to the "inside" as you don't want to be knocked off the building. Use range attack as much as possible. [In my game, I had Minuteman, Microwave, Manbot, and The Ant. EVERYONE except Microwave got knocked off. The Ant and Minuteman is completely out. Manbot got knocked to that "lower level" and cannot get back up. Fortunately, Microwave was able to take care of those last couple mechs. ] 6.28 DESTRUCTION PRODUCTION Primary Objective: Find and destroy Mr. Mechanical (n/a), Destroy the four power generators. Do not damage the reactor! (60pp) Secondary Objective: none 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 comm room under the computers. Note: the turrets CAN be stopped if you "use" the console near it. Destroy the turrets any way for more PP. You are in Mr. Mechanical's base. Follow the corridors slowly and blast each and every robot that attacks. There's usually only one or two per room, with an occasional turret. Use Diablo and Microwave here as their ranged attack is very good. Inferno on a group of robots is a real crowd-pleaser as well. You'll see some turrets. The turrets aren't that hard to kill, but it's better if you run for the console. Use those to help you kill the robots. Run past them and lead the robots past them repeatedly. If you brought fast people, use them to lead the robots on a merry chase while others use ranged attacks. There are some rooms with explosive barrels, use them against the robots as possible. If you brought Liberty Lad, his energy grenades come in handy in SOME situations. One of them is when the room has two levels, a mezzanine level with a ramp leading down to main level. The energy grenade will explode in the lower level so if you stay out of the radius you can grenade the Mechs below to death. Don't use Diablo's Inferno too close or you'll end up blowing up your own people. Take out the 4 generators surrounding the reactor is easy if you take out the mechs first. Attract the mechs and let Liberty Lad drop grenades on them, or use the beam attacks. 6.29 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) Villain: Mr. Mechanical (350pp), 4 to 8 Mech Men (?? pp) 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. Mr. Mechanical's huge blue mech is out to bash... And it has 1000 HPs. Ouch. Keep one slow guy (probably Microwave, as he MUST be included) near the Freedom Fortress on defense. Send the others to attack Mr. Mechanical. You need to inflict 250 pts of damage to make him turn toward the next target, and you need to do this BEFORE he destroys the target. El Diablo is probably the best guy to use. His Tongue of Flames can do 20+ pts damage per shot. Minuteman should attack only when Mr. Mechanical is bashing buildings. Microwave should stay back a bit and use Microwave beam from long-rage. When you save the school, Mr. Mechanical should have a couple mechs on the way to Freedom Fortress. Have Microwave start to defend while the rest continue to bash Mr. Mechanical. Repeat the same steps as Microwave turn to police station, then hospital (which is getting close to Freedom Fortress). Finally, when Mr. Mechanical turns toward Freedom Fortress, EVERYONE should attack Mr. Mechanical. On the other hand, MAYBE have one guy take on the remaining mechman attacking the Freedom Fortress. When Mr. Mechanical goes down, it doesn't matter if there are any mechs remaining. You win nonetheless. 6.30 HISTORY LESSON Primary Objective: Find and subdue the aliens (60pp), Close the alien portals (40pp), Protect Alchemiss (20pp), Protect the museum (60pp) Secondary Objective: Keep the museum undamaged (80pp) Minions: ? Alien Sergeants (75pp each), ? Alien Warriors (60pp), Praetor (?? pp) Canisters: Green (xp) on top of a building with a Fresh Coffee sign Alchemiss is the only one that can close the portal(s), so protecting her is your primary mission. The alien portals will periodically release more aliens. Beware! Close them quickly as more aliens are coming through! If you need a lot of XPs, sit near the first portal and keep whacking those alien warriors. They give decent XP, though with the V1.1 cap on XP, this is a less viable tactic than before. There will be a total of FOUR portals you need to close. After you close the first one, two more pop up. Then one big portal appears with Praetor and his minions. The trick in taking out Aliens is get close ASAP, or fight them from long-range. The Alien Sergeants do a bit of damage if you can't catch up to them. Their plasma gun shots explodes when hit and does quite a bit of knockback. The warriors aren't that hard to hit. Basically, concentrate fire on one at a time, Sergeants first. Praetor and his group aren't that bad either, as they concentrate on the museum for the most part. Send Alchemiss to close the portal, then send someone to engage Praetor while the rest of the team takes on the minions. Minuteman can probably take out Praetor by himself. Take out the minions, then interrogate Praetor. 6.31 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) Minions: 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. Women are turning into Sylphs and men are trapped in vines all over the city... Looks similar to Eve's attacks, don't they? Who's behind all this? Definitely bring long-range shooters, like Microwave, El Diablo, and maybe Liberty Lad. Basically, move around and take out as many Sylphs from long range as you can. Use Liberty Lad's energy grenades, let it bounce slightly for more range. The Sylphs are pretty weak. Use Eve's arrows, Microwave, and El Diablo's long-range attacks as much as possible. You have to take out THREE groups of Sylphs before you get to this huge tree. Interrogate the remaining Sylph when you defeat each group. Keep knocking out and interrogating Sylphs until you see this HUGE tree next to several VERY high buildings. You can't jump on top of those buildings, so don't try. Instead, "tease" the Sylphs away from the tree, and take out the Sylphs. THEN send in Liberty Lad and bounce grenades around to take out the Manbulls around the tree. Interrogate this last Sylph. [Cinematic] Pan makes his appearance... And Eve went with him, after shooting El Diablo! 6.32 FORBIDDEN FRUIT Primary Objective: Find and administer the fruit (60pp), Microwave must survive (60pp), Administer the fruit to a bacchite (80pp) Secondary Objective: none Minions: ? 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, X life canisters (hp) all over the place The temples allow the green sylphs to "beam in", so destroy those ASAP. You don't lose any points doing that. Basically, move around the island in a circle, collecting fruit, fighting sylphs and manbulls, until you covered all the fruit trees. I tried counter-clockwise and that seems to work fine. If you fight the Sylphs a few at a time, they can't do much damage. Target Red Sylphs first, other Sylphs later. They seem vulnerable to energy grenades as the explosion knocks them into trees and such for more damage. Move slowly, take out temples while you're at it. Only Microwave can "pick fruit", so don't let him fall. There should be several canisters of health (hp) under various trees you can get to. Keep going and collect fruit. When you got all the fruit trees, the cure is ready. Now you need to try the cure on a Sylph. Feel free to knock out more Sylphs as now you get arrows pointing to all of them. Knock out a Sylph, then have Microwave try the cure on her. [Cinematic] The cure worked, Sylph turns back into a civilian... Your team was able to gain access to the inner sanctum of Pan's Lair... Then Eve turns on you again and froze all of you in vines! 6.33 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: none Minions: ? 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. May have some life canisters lying around. The same team from previous mission is in this mission as well. You start in the "prison", and suddenly, the door opens... Is someone helping you? Defeat the 2 Green Sylphs at the door, then 4 more Sylphs in the round "courtyard". Don't forget the green (XP) canister. Now you get two entrances, both leads to the next room. However, each passage contains 2 Manbulls hiding in rooms adjacent to the passage. Use a flying guy (like El Diablo) to "tease" them out and take care of them. Keep moving in and defeat a set of Red Sylphs in the room with Wall Carvings. Tease the Red Sylphs out of the room and take them out. THEN move into the room and use long-range fire to take care of the wall carvings. Liberty Lad's grenades can be VERY useful here, as will Microwave's microwave beam. Keep moving in and take out a set of Silver Sylphs at the mini-Stone Henge. Don't forget the yellow canister off to the side. Finally, you make your way to Pan's throne room... Eve turns on Pan... then Pan turned her into a Green Sylph! First defeat this Green Sylph, then have Microwave "cure" her. When Eve reverts to her natural state, have everybody gang up on Pan, with maybe one protecting Eve and take on any last minions. Once you defeat Pan, you win... [Cinematic] Pan was defeated, and Eve, with help of Gaia, banished him... And the city returns to normal! However, time itself seems to be under attack... Suddenly, Timemaster appears in Freedom Fortress, puts everybody in stasis, and takes Manbot away! Timemaster will use Manbot's Energy-X storage to destroy time! 6.34 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) Minions: 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. A piece of the city has been ripped out and placed in a desert... With raptors and T-Rex all around. You need to go to EACH of the crystals and plant a transmitter on it. If you see raptors chasing civilians, save the civilians! There are several raptors around the first crystals, a bunch of thugs and hitmen around the second crystal, and a T-Rex around the third. There are plenty loose raptors around chasing civilians. Once you got all the transmitters planted, the SOS was sent to the future... to Lord Dominion! He arrives through the portal with his alien invaders! You need to defeat all of them to continue... [Cinematic] You've defeated Lord Dominion and his elite guard. Lord Dominion said he can send four people into the timestream to challenge Timemaster. He will do so if you will choose your team. 6.35 THE END OF TIME (PART 1) Primary Objective: Defeat Pinstripe and his minions (20pp), Defeat Nuclear Winter and his lackeys (20pp), Defeat the prehistoric pests (20pp), Defeat the oversized ants (20pp) Secondary Objective: none Minions: 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: none You get to fight in the stream of time in order to get to Timemaster... And this means you get to fight EVERYBODY all over again. This is your FINAL TEAM. You don't get to substitute or "grow" any one during this four-part battle... I would suggest Microwave, El Diablo, The Ant, and MAYBE Minuteman. Disc one is Pinstripe and his thugs, some with guns, some with grenades, etc. Pinstripe is hard to hit, but not that hard. Irradiate him or genetic damage him to change his resistance. Then he'll be vulnerable to SOMETHING. One guy takes out the minions while others work on Pinstripe. Once you finish the disc, STAY AWAY from the center pad! If you're too close, that energy burst will send you FLYING, falling off. Disc two is Nuclear Winter and his lackeys. Somehow he never moved from his "perch", so I just have Microwave keep beaming him. El Diablo, flying, is toasting those Frost Warriors. The Ant is shoving those Ice Queens off the disc, and Minuteman is beating up those Ice Troopers. Disc three has some Raptors, and those are pretty easy. The Ant's shove or even Minuteman's Strike will take care of them. [Cinematic] You enter the portal and jump to next section... 6.36 THE END OF PART (PART 2) Primary Objective: Defeat Shadow and her minions (20pp), Defeat Deja Vu and his duplicates, Defeat the mechanical miscreants (20pp), Defeat the Sylphs (20pp) Secondary Objective: none Minions: 3 Green sylphs (40pp each), 3 Red sylphs (45pp each), 2 Blue darkmen (30pp each), 3 Purple darkmen (35pp each), Deja Vu (400pp each), 2 Police (40pp each), 2 Female civilians (20pp each), 2 Male civilians (10pp each) Canisters: none Disc 4 is Shadow's minions. I had Microwave keep beaming Shadow. Minuteman and The Ant jump off the center platform to take care of two Blue Darkmen below. El Diablo shoot one Inferno at each "tower" and the shock will send the Purple Darkmen on each flying off the disc. If not, just repeat. Use the life canisters and such, then be ready to move out. Disc 5 is Deja Vu and his minions. Have El Diablo take off and shoot those fake cops from the air with tongue of flames. Have the Ant "shove" various targets, esp. those "civilians". Microwave should use Microwave beam only. Minuteman... Should probably stay put unless you want to send him in to take on additional targets. Disc 6 is Mr. Mechanical and 2 Mechman... 1 regular (yellow), 1 flame (red). I recommend you leave the 2 mechmen to El Diablo and Microwave, while Minuteman and the Ant concentrate on Mr. Mechanical. Minuteman however, can be vulnerable to "stomping" and can lose 50 HP in a single hit. If that's the case, pull back and use those heroic deeds. Disc 7 holds the Sylphs, (some of each color). Chase the Sylphs down 6.37 THE END OF TIME (PART 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: none Minions: 2 Silver sylphs (50pp each), 2 Man-bulls (75pp each), 3 Microwave robots (250pp each), Pan (450pp), 3 Temporal twins (250pp each), Timemaster (250pp) Canisters: none Pan and his followers are on Disc 8. Take out the Silver Sylphs and the Manbulls first, then take on Pan himself. Try to do him from a distance so you don't fall to his enchantments. Disc 9 holds 2 T-Rex's. They aren't that hard, actually, esp. with El Diablo's flaming fists and Minuteman's Vanquish. The Ant can use Acid Bomb and Microwave can use Irradiate on the other T-Rex. Disc 10 holds 3 Microwave Robots, and 4 turrets. Take control of the turrets to help you fight the robots. Those robots quickly run out of energy and will stun themselves. Use that time to attack. Disc 11 holds Timemaster and his Temporal Twins. Just beat all of them, then bash Timemaster himself. Use all your attacks from a distance. Once you beat him, and all the twins, Manbot will send you to the final fight... 6.38 THE END OF TIME (PART 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: none Minions: multiple Temporal Twins (?? pp each) Canisters: none Take out the 3 restraints (they look kinda of like upside down magnets). There will be two temporal twins guarding each one. Destroy the restraint and it'll take out the temporal twins guarding each one. Now starting smashing those timepieces... They each have 500 hp so it'll take a while, but keep doing it. Timemaster don't do that much damage, really. Grab those life canisters on the map if you need them. Once ALL THREE timepieces are gone, start bashing Timemaster himself. He can heal himself, so keep bashing, no respite for the wicked. Use all your powers and heroic deeds now, as there is no later. You beat Timemaster, and you win! [Cinematic] now that Timemaster is gone, Manbot has gained most of Timemaster's powers... He's now master of time! He opened a portal for the team to go back through, but he himself cannot come... Nor did he really wish to... He is a menace to mankind, he knows, and thus he knows his sacrifice will not be in vain... And perhaps, he will see them again... in time... 7 Multiplayer Mayhem I don't play online, so I have no information for this section. If you care to contribute, please send info to address specified above. 8 Misc. Information 8.1 LINKS Freedom Force Center at http://www.freedomforcecenter.com/ Modforce at http://www.modforce.com Look in their links section for even MORE links to other skins, meshes, and more. 8.2 STUPID EXPLOITS 8.2.1 Multi-use canisters If you need the canister for multiple people, it is possible to sort of cheat with it. Have your heroes surround the canister, but NOT touching. Pause, then give EVERY hero the "use canister" command. Unpause, and everybody will benefit from the canister. This has been tested with health canisters in V1.1 for all types of canisters. 8.2.2 Infinite Prestige In V1.0, you can get infinite prestige by taking out enemies that spawn, such as Deja Vu's clones of himself. NOTE: This no longer works in V1.1. Maximum prestige is capped at 20 K/O's for a particular enemy type. 8.3 CHEATS The only known cheat requires one to edit an INIT file enable the debug console, then open the console and enter some debug Python commands. I can't get those to work reliably, as they seem to depend on the circumstances. 8.4 HOW TO ADD DOWNLOADED SKINS If you downloaded a new "hero", it should come with a whole set of files, namely: ==a file with extension .HERO ==a folder with the character name containing the actual skin files in .TGA format ==a text file that explains which "mesh" (frame/skeleton) this skin is designed for, and some background information, like who designed this, what "team" the hero belongs to, whose copyright is the character, and so on. For example, say you downloaded Wolverine (X-Men). The ZIP file should contain ==wolverine.hero ==wolverine [folder] (which contains at least 2 .TGA files, possibly more) ==The text file (sometimes inside the folder) explained that this skin is for the "male_alpha" mesh. To install this character, you need to do two things: 1) Put the .hero file in X:\Program Files\Irrational Games\Freedom Force\Data\Heroes (substitute X for your actual install drive letter) 2) The folder of .TGA files goes under X:\Program Files\Irrational Games\Freedom Force\Data\Art\custom_characters\male_alpha\skins Remember, the names must match, and the skin should match the mesh. Substitute the mesh name with the mesh you're actually using. After you've done that, start Freedom Force, and the new hero should appear in the custom hero list. Technical note: it appears that the .hero file contains the characteristics, like power type, duration, and all that. The portrait and skin goes under the specific skins folder. 8.5 HOW TO ADD DOWNLOADED MESHES Downloaded meshes go under X:\Program Files\Irrational Games\Freedom Force\Data\Art\custom_characters\ Make a new folder for it with the proper name. Inside this new folder should go the character file and the keyframe file, and a [skins] folder. After that, add the skins as described in the previous step. --THE END--