FAQ/Walkthrough by JOrtiz

Version: 0.6 | Updated: 04/10/02 | Printable Version

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by JOrtiz (sidephase@therealms.net)
date: 030410


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 =)


.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


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

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

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

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

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

All content here has been written for
free by sidephase@therealms.net. 

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