___ ____/ \ | ___ \ ****************** |/ / \ ****************** * @@@@@@@@@@@@ \***/ \***/ @@@@@@@@@@@@ * * @@@@@@@@@@@@ --U----S----A-- @@@@@@@@@@@@ * * @@@@@ && &&& && @@@@@ * * @@@@@@@@@@@ & & & @@@@@@@@@@@ * * @@@@@@@@@@@ & & & @@@@@@@@@@@ * * @@@@@ & & & @@@@@ * * @@@@@ & & & @@@@@ * * @@@@@ & & & @@@@ * *********************************** FREEDOM FORCE FAQ v0.6 by JOrtiz (sidephase@therealms.net) date: 030410 *******DISCLAIMER You are NOT AUTHORIZED to REPRINT this ANYWHERE DO NOT ASK FOR MY PERMISSION, YOU WILL NOT GET IT. I am TIRED of other sites screwing authors over copyright and GameFaqs seems to be the only one who cares so I'm quite happy with this being exclusive. Don't like it then deal with it. This is done for FUN, NON-PROFIT. If I find out anyone has been using this for $$$ I WILL NOTICE. This is meant to be a full walkthrough, giving the user the best possible way that I've found to fufill at least the primary and secondary goals. If you want something a bit faster, read Nicodemus' FAQ on this game =) ******** CHANGELOG .06 - 030409 - Mission 3 added .05 - 030407 - Fixed errors .01d - 030407 - Finished up Mission 2 without alarming guards; updated. - Verified tip from shiru_sagasu .01c - 030406 - Small Update to Disclaimer - Updated Basics and Mission 1 - Recieved a tip from shiru_sagasu; waiting to verify. - DELETED email from someone too stupid to read the disclaimer. .01b - 030405 - Added Mission 1 .01a - 030402 - First faq version ********INDEX 1. Introduction 2. Basics 3. Characters 3.1 - MinuteMan (CS) 4. Missions 4.1 - Came a Hero! 4.2 - Strange Visitors 4.3 - Skating On Thin Ice ******** ******** 1.0 INTRODUCTION First off, I hope to be able to finish this one, not like my Anachronox guide. Anacrhonox started out fun but it got boring FAST. FF doesn't look like this will be the case so...here we go! In FF you play the part of a squad of superheroes, each one given mysterious powers by a ray of energy from outerspace named "Energy X". Your goal is to follow the mission of each super hero and then together take out a bad guy from outer space. If that's not enough to make the older readers flash back to the old 50's and 60's comics then I don't know what will! To those of you who are younger (don't ask about my age!) you may notice that this isn't from Erik Larsen or Stan Lee - and you will be right! This game uses an idea that I think died out in the early 90's during the re-birth of the comic industry - a good, long, engrossing storyline. And yes, they may seem cheesy at first - but fun as heck to play out. This guide is currently at version .01d. I'll try to keep it updating as much as I can. Any reference to any image will be hosted on my site, http://www.jonothonortiz.com. This is also the ONLY other place to find any FAQ from me. Finally, all of my guides are NON-SPOILERS. Finally, this was the first FAQ up on this game =) ******** ******** 2.0 BASICS PLEASE NOTE: I am currently going to explain some of the basic game mechanics and a couple of tricks I've already picked up on. EVENTUALLY I'll start putting the stuff that's in the book but, between you and me, BUY THE FREAKIN' GAME. It's worth it. A. Movement Movement is basically a mouse-click away. You move your arrow to where you want your character to move, left-click, and BAM! You're there. Not that special but you can interrupt yourself in mid-movement. This will allow you to react a lot quicker and I've noticed that this is faster reaction than SC had - which is VERY cool. B. Attacking Your character begins with a common set of attacks, which you can consider at that time the "basics". Most characters (?) will have a single attack, a wide-area or status effect attack, and two methods of blocking. You can only attack bad guys; you'll know there is one you can attack because your mouse icon will change into a fist as you move it over the bad guy. One other aspect of attacking - you can set which attack you want to be your "default" attack by selecting an attack with the menu located directly beneath the avatar of the character you are currently playing. This probably will change when you are working with a full squad. I don't know yet, haven't gotten that far. You can also use the F# keys to change your attacks without having to use the mouse. For example, with MinuteMan, F1 is the "Smash", and F2 is the "Strike for Liberty". Smash is a single-char attack while "Strike for Liberty" is an attack that will affect characters within the range of the wide swing. C. Leveling Up This is VERY important - the points you earn as you go through the levels have two important functions; first they provide you with actual XP and secondly they provide Prestige Points (PP). PP's are used to make your character more "heroic" and make other heroes drawn to you. This is how you recruit a squad and allows you to buy new abilities. You gain more PP by defeating thugs, minions, and even level bosses. Each level as X amount of thugs per thug type and if you get them all you get a bonus. Back to the XP. Once you reach enough XP for a new level you will find that your HP, Energy, and overall stats will change and raise. At the end of every mission you will be able to train your character which will allow you to use points gained during the mission to buy new attacks and other abilities. Keep an eye out on new abilities you can buy before the following level; for example, MinuteMan will beat Mission 2 a lot quicker if he has the "Patriot Missle" ability. Keep an eye out on the stage as you proceed through it; various new enemies may appear as you progress through and you won't get a complete rating if you miss one! D. Miscellaneous You can also use the mouse to grab various items within the game, such as Poles, Cars, and other items that can be thrown. Your character's strength will affect the speed they pick up and what they can actually pick up. I assume that some characters compensate for this in some manner. E. Energy Canisters Throughout the game you are going to find some canisters that will be able to give you more life, more energy, an experience point boost, or a prestige point boost. Each level generally has a set of canisters that are visible but there are also a few that are hidden. Hidden canisters can be found easily because the object they are generally hidden under will radiate the glow of the canister since the glow part of the energy object will clip outside of the object that's hiding it. In some cases it becomes a bit more difficult since the object is wide or large. However, you may still notice a hint glow. Keep an eye out! ******** 4.0 MISSIONS 4.1 - Mission 1 - Came a Hero! ------------------------------------------------- Number of Enemies Gangster: 01 Bat Thugs: 18 Pistol Thugs: 09 O'Connor: 01 ------------------------------------------------- As soon as you can gain control of MinuteMan you can take two different roads; if you have never played the game before, follow the yellow marker to the tutorial objectives. If you have played before follow the red arrow. However, if you have played before and follow the red arrow you will miss out on a couple of thugs. Make your way through out the park and try to locate all of the thugs. Once you exit the part by way of destroying the fence, you can find a total of two red energy X canisters and 1 green energy X canister. One of the red energy X canisters is hidden within an air conditioning duct on the northeast building; zoom out to see all of the buildings overhead and you'll notice it. If you get stuck getting through this level, just follow the arrows (yellow or red). Also, as you continue, keep an eye back on the park since a couple of thugs will appear there as you proceed. A good hero must be vigilant! The final building you have to get to is on the northwest corner of the map. You will notice that it has a Pistol Thug on the roof. Ignore this thug for now and proceed to the northeast side without the Pistol Thug noticing you. You will find one bat thug, one pistol thug, and another pistol thug on the roof of a nearby building. Take these three out then go back to the previous pistol thug. Take him out. With the expection of the previous pistol thug, if you don't take out the three thugs before fighting O'Connor you may defeat O'Connor without taking these out and you will not get PP's for them. After O'Connor gets out, wait a minute and let him head to the back alley. If you scan the alleys that are in the block below the block that O'Connor is in you will notice a new enemy - a Gangster. Just jump to a roof top near him and jump down behind him. He'll be too surprised to attack immediately so you can whack him twice and take him out. Go back to where O'Connor is and do the same thing; it only takes one smash to knock him out. If you followed all of the arrows, paid attention back on the park, and took out the three thugs at the end you should find a perfect completion =) Get the PatriotMissle aibility from the training centre before continuing. ******** 4.2 Mission 2 - Strange Visitors Part 1 ------------------------------------------------- Number of Enemies: Bat Thugs: 12 Pistol Thugs: 13 ------------------------------------------------- *NOTE: I think that these enemies may be labled alternatively in this stage as "Traitor..." I have not noticed any difference between these and the thugs. The naming change was probably to fit the scenario. Like to walk on roofs? Well, you're going to have to in order to get through this mission. One major point to stress is that the secondary objective is difficult to get but I'll be able to give you a quick hand with this ;) One MAJOR point - the Pistol Thug is the enemy that will always make a break for the alarm house. Take out the pistol thug first ALWAYS! The bat thug will just try and fight you. Ok, first off, jump to the building on the far south-east side of the fenced area. Go to the north-west corner of that building and wait a minute; a pistol thug should appear that patrols that area. He'll go into the alley way, back around to the courtyard, by the wharehouse, and back to the walkway towards the alleyway. Jump to the rooftop immediately in front of you after he goes away. Go to the west end of the roof, jump towards the next roof, and then jump to the roof on the south. You should be close to the front gate and be able to see a bat thug by the gate and two pistol thugs behind him. Save your game at this time. Keep an eye out on the pistol thug making his rounds; once he goes back into the far east alleyway, jump down from the north end of the building and run behind the two pistol thugs. Don't bother with Strike For Freedom, just smash them; one of them may try to run so get them asap. If you don't get it right the first time, reload the save and try again. The bat thug will come out and attack you; whack him out and jump back up to the rooftop and wait for the pistol thug making his rounds; jump back down behind him and take him out as well. Jump back to rooftop and make your way on the roofs back to the east alley. Save your game. Jump down behind the two thugs, preferably from the north rooftop, and take them out. The bat thug you left alone in the courtyard will come running. Take him out and you've cleared the first half of the board. Jump back to the roof and head west. Make your way to the north end of the rooftop and stun the thug with PM, then jump next to him and smash him - make sure he doesn't fall off, which may alert the two thugs nearby. On the left there are two small bunkers; jump to the southern bunker to see one pistol thug and one bat thug appear in front of the truck. Jump down BEHIND the truck, make your way around, and attack the pistol thug from an angle with Strike for Freedom. Take them both out; a third pistol thug will run towards the scene - take him out as soon as he gets close to the area. Jump back up IMMEDIATELY to the bunker and then to a roof. Save your game and then jump back down to the front of the truck. Jump to the wharehouse in front of the guard house, and then to the large buidling. Jump immediately up and head to the west end of the building to see the bat thug and pistol thug but don't do anything yet. Keep an eye on their location, then jump to the warehouse that's on the north side of the building. Once you do two pistol thugs will be visible; had you tried to attack the two previous thugs these two pistol thugs would have sounded the alarm. Jump down behind them and use a high-intensity Strike for Freedom to knock them both out. The pistol thug you saw before will come running to the scene; you should be able to defeat him before he even reaches the alarm. Finally, take out the bat thug and jump back up to the roof. There are two trucks by the guardhouse where you took out two pistol thugs; the north one has a prestige point canister. You can break the truck without fear of alarming guards. (thanks to shiru_sagasu for this tip) Head to the small wharehouse directly next to that area to get the cutscene. After the fight is over, wait before using Mentor. Head to the building directly to the east and jump up. Head north and find that there is still one pistol thug and one bat thug guarding the north exit. There is a third pistol thug walking from this gate and then south on the same walkway. Head to the west, jump down, and go around the small warehouse. You'll find a red energy X. Use it if you need it, then wait for the pistol thug that is walking to head past the oil truck. Come out and attack the bat thug immediately since the bat thug will be the one in this instance to try and go for the alarm. Then, take out the pistol thug and the remaining pistol thug. Go back and finish the level. ******** 4.3 Mission 3 - Skating On Thin Ice ------------------------------------------------- Number of Enemies: Ice Queen: 01 Ice Trooper: 16 Traitor Thug: 01 Grenade Thug: 01 Pistol Thug: 01 Bat Thug: 06 ------------------------------------------------- You start at the park entrance - don't worry, the gate won't cost you PP. Go in and handle the two troopers. Unfreeze the citizen and head towards the boathouse. Have Mentor enrage two of the ice soldiers while minuteman takes care of the rest. It's fun to have Mentor play with the troopers, especially since they will attack anything that hits them, even for a small time after they regain consciousness. Have mentor move forward and undo the ice on the three people behind the boathouse while you move minuteman down to the fountain. Minuteman can handle all four by himself; have Mentor move slightly to the west, just behind the snowdrift, and try to get the troopers by the two captured civilians to appear. Once they do, enrage two of them and keep it up until they are all defeated. You may wind up having a total of six people come after Mentor but if you play it right you'll win. In the meantime have Minuteman talk to the two cops, and unfreeze the people. As you go around the bend to the north you'll hear two thugs talking about taking a bat to a parked car; have Minuteman take care of it - what will more than likely happen is that he'll clip through the fence (weird but it can happen) and attack them. If you can't clip through the fence, head north to find a gap in the north-east corner of the fence. Take out the trooper there and then proceed to take out the two thugs. A woman may scream for help and a second objective may appear; you have to go help her from four thugs. They will be in front of the north side of the boathouse. There will also be a Pistol Thug and a bat thug to the north west, by an Energy X canister for energy. After this, you will probably have to deal with Ice Queen. She'll have two troopers with her. Take out all of the soldiers and make sure none of them exit the park to attack civilians. I've noticed that sometimes if Ice Queen shows up before the woman screams for help the secondary objective will not show up. You can still force it to show up if you can see a woman in front of the boathouse and a cop behind her. Just run towards them with both Mentor and Minuteman and the action should kick in. If this is the case, wait until the Ice Queen is stunned before going to take care of the thugs. ******** COPYRIGHT Freedom Force, and all named characters from this game, are Copyright 2002 Irrational Games LLC. Electronic Arts is Copyright 2002 Electronic Arts,Inc. and Crave Games is Copyright 2002 Crave games. All content here has been written for free by sidephase@therealms.net. Don't abuse; say NO to the CBDTPA. Contact your local representative, governor, senator, and congressperson about this legislation that will make all of us opensource people be treated like criminals. Moreinfo: http://www.digitalconsumer.org/faq.html