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    Character Guide by UnSub

    Version: 1.2 | Updated: 10/03/02 | Printable Version | Search Guide | Bookmark Guide

    Freedom Force Character Guide
    Version: 1.2 (Date: 3 October 2002)
    Author: UnSub (evilasahobby@graffiti.net)
    1.0 Introduction
    2.0 Disclaimer
    3.0 General
    4.0 In-built Characters
     Minute Man
     El Diablo
     The Ant
     Liberty Lad
    5.0 Recruits
     Sea Urchin
     Man O' War
     Law and Order
    6.0 Cheats
     Iron Ox
    7.0 Bugs
    8.0 Messages
    9.0 Version History
    1.0 Introduction
    This is my first faq, so be gentle.
    I really enjoyed FF, even if it is a little short, and the character AI leaves
    something to be desired (I've lost count of the number of times I yelled "Hit
    him back!" or "Shoot him!" at the screen). Hopefully some patches will iron out
    the problems of the game. Otherwise, it's a really good rts, and you really
    start to agonise over the character development choices you make. Hopefully
    this guide will help make some of those decisions easier.
    This faq does contain spoilers, but I will try to keep them to a minimum.
    This is not a character creation help guide - this only focuses on the in-built
    characters within the single player game. At this point anyway. I'm part way
    through the game for a second time, so I've added a bit more that I have
    *Sorry about the lack of updates, but I have been busy playing games and
    writing other faqs. I did actually write an update once, only to alt-tab myself
    into a system crash where I lost all my work. That sucked, so it's taken a
    while to get back to this. The largest changes have occurred in the Cheats
    section about the secret characters. I've also added in some material that
    people emailed me.
    2.0 Disclaimer
    This my opinion, and it reflects how I played the game, so don't snipe at me
    with how wrong I am about character X. The copyright is also mine, but this
    guide can be freely distributed providing you don't change anything on it or
    charge for it (either whole or in part) without my permission. Email me if I
    have something factually wrong, but don't ask me "how do I..." or "where is..."
    because I probably won't reply. This was first posted at at www.gamefaqs.com.
    3.0 General
    When playing FF, the important part is diversity. In selecting a team, I tried
    to put a tough melee fighter, a good distance attacker, a good group attacker
    and a jack-of-all-trades for each team. Sometimes one character can take up
    several roles, but (especially at the start) this is rare.
    My big tip - always take at least a jumper / flier / climber on a mission.
    Nothing is worse than starting mission only to find some canisters / the
    mission target is on top of a building and you can't get to it. The Deja Vu
    mission with the clone ray on the roof of a building was almost aborted since
    the team I had picked only had one character (Ant) who could get to it. It then
    took about 16 years for him to destroy the ray, but that's another story. You
    can also see more if you are higher, so Fliers / Jumpers are useful as scouts.
    Firstly, you can find out what a power does before buying it by floating the
    cursor over the name of the power. The brief description tells you a bit about
    what you are about to get, and you can make a decision based on that.
    Secondly, none of the characters in built in the single player game are
    completely bad. All have strong points. All can have their weaknesses covered
    by other members of the team. The secret is to pick the team that best suits
    your play style, and your favourite characters. I really liked Man-Bot, so he
    got a lot of field action. Mentor, on the other hand, kept the base clean.
    Thirdly, look at the resistances and weaknesses of your team and the enemy.
    Watch for the blue (resistance) and red (weakness) damage indicators. Although
    you can find this out by placing your mouse over the character in question and
    looking at the red and blue sections of their description to find this out, in
    all the excitement of battle you may forget, or not know the damage type of an
    enemy attack. If you see one of your heros taking red damage, get them out of
    there, or focus on that damage source and knock it out as quickly as possible.
    If an enemy is taking red damage, keep it up! The short of it is that red
    damage can take something out very quickly. If you see a hero doing blue damage
    to a target, you don't have to stop, but be aware that you may have another
    member on your team that could take that target out more quickly.
    Lastly, I recommend you rotate your team roster to give everyone of the heroes
    experience (this doesn't have to occur for recruits though). This is because
    you will have compulsory heroes on some missions, or have objectives such as
    "Minuteman must survive - this is personal". It seems to me that heroes that
    must survive attract the most attacks from those levels, so having a hero that
    can take the damage is crucial. Also there's nothing worse than having four
    characters but only three of them are useful.
    4.0 In-built Characters
    Over the course of the game you are slowly given access to a range of
    characters that you can (generally) choose for missions. After a little while
    you have quite a range to choose from. Which is a bit of a problem given the
    length of the game. Either the game is too short, or the list of characters to
    choose from too long! You will only be likely to max out one or two characters
    attributes _and_ powers. Especially if you pick up and use the recruits as
    well. Still, it gives you a lot of options in choosing the field team.
    I've included a list of the character's attributes and powers to give an
    indication of character advancement as you spend cp's. I haven't included
    individual descriptions for each because you can read them easily enough when
    you get access to the character, or in the character creation menu. Each hero
    has two power lists, usually based on different themes. You have to purchase a
    certain level of a power (about 2 -3) to obtain access to the next higher
    Attributes - Jumper, Disciplined, Heroic, Extra Heroic
    Powers -
    Patriotism: Smash, Strike for Freedom, Vanquish, Patriot Whirl
    Vigilance: National Guard, Eternal Vigilance, Minute Missle, Rally the Troops
    Your first hero. Minuteman is a good all-round melee figher, but is really let
    down by his lack of ranged attack. Minute Missle is okay in certain situations,
    but as the enemies get tougher, these situations lessen. Having a group of
    stunned enemies is nice, but when compared with a group of fried and ko'd
    enemies thanks to El Diablo's Inferno or Hellfire, I know what I would want.
    So you're left with a melee fighter. His big advantage is his speed - most
    other melee fighters aren't as fast as he is for the same amount of punch.
    Upgrading his passive (Eternal Vigilance) and active defenses (National Guard)
    is always useful, although at a point in the game you'll stop caring about him
    catching a bullet (I think fighting Pinstripe was the last time I used National
    Guard) because he won't take that much damage. Vanquish is very useful in
    fighting bosses, so I recommend you get it if you use Minuteman a lot. I don't
    think I ever used Rally the Troops, depite spending points on it. Purchasing
    Minuteman's advantages is very useful too - getting the extra hero points can
    be the difference between having him knocked out or still in action, especially
    if he is always on the front line.
    Minuteman starts out as a the key to your team, but gradually fades away in
    importance as the enemies get tougher and better at dodging melee attacks. He
    fares well against flesh targets, but is completely useless versus the Mech
    Men. You can also see how quickly he goes down when Microwave appears on the
    scene due to his Radiation weakness.
    Attributes - Disciplined, Unbeliever, Levitation
    Powers -
    Mentalism: Instinct Suppression, Cortical Suppression, Cerebral Balance, Mental
    Alien Energy: Psyche Slash, Electron Beam, Kinetic Barrier, Modulating Beam
    Although not my favourite character, Mentor serves his purpose during the early
    stages of FF. Instinct Dominance is good for groups of enemies (or even two of
    them) provided they are far enough away not to attack one of your heroes
    instead. His melee attack takes forever to power up, and two bat guys can pound
    Mentor senseless in no time. So keep him at a distance. Cortical Suppression
    can be useful, but does require him to run close to enemies to use it. This can
    also be a problem if you have heroes in range of the Suppression - they can
    blank out too. Mentor's Electron Beam attack is probably his most useful
    attack, but even then there are others who do beam attacks better. Mentor got
    left at home once I could choose someone else. I suppose his greatest attribute
    is that he does Mental damage - against enemies who are weak against this (eg
    Purple Darkmen, and that's about it), he is useful.
    El Diablo
    Attributes - Flier, Hot Headed
    Powers -
    Tier A: Swift Punch, Fire It Up, Flaming Fist, Absorb Heat
    Tier B: Tongues of Flame, Inferno, Ignition, Hellfire
    Although he starts out weak, El Diablo can easily become the artillery of any
    team. His Swift Punch and Tongues of Flame are okay, but the fact is that El
    Diablo is the first member of your team to fly. This is really useful since
    flyers can travel faster than non-flyers and get to locations before the rest
    of your team (usually). I also think the game gives advantages to those who are
    higher when attacking, so that's another bonus. You will find El Diablo running
    out of energy often, and may have to land him to melee attack or regain his
    energy more quickly, but this is a small price to pay for some of his later
    abilities. El Diablo is also strong enough to pick up medium-heavy objects, so
    use this if you need to. Early on I recommend you use Tongues of Flame at close
    range if you want to hit the enemies you are aiming at - he seems a bit of poor
    shot with it.
    Once you can get Inferno, I recommend it. Being able to blow up multiple
    enemies at once is great, especially if he is first on scene (which he is often
    with his flying). He can really soften up the enemies before your other heroes
    get there. Hellfire is also great for this. I found aiming at the ground near a
    group of enemies was more effective than aiming at the enemies themselves since
    bad guys have a tendancy to run towards you and blow El Diablo up as well.
    Ignition is great for dropping buildings or blowing up cars to damage nearby
    enemies. Since I focussed on the explosive side of El Diablo, I can't really
    comment on how good Flame Punch is. His Fire It Up (a shield) seems pretty good
    *SPOILER!* El Diablo Verus the Space Aliens: The Aliens arrive through the
    portal just in time to see El Diablo Inferno the ground under the gate. Those
    that aren't ko'd by the explosion find the fall back to earth is too much.
    Attributes - Ponderous, Unstable Energy, Grim Resolve, Flier
    Powers -
    Tier A: Contain Energy, Wallop, Double Uppercut, Energize Others
    Tier B: Focus, Transfer, Disruption, Energy Leech, Release
    Ahh, Man-Bot. My favourite character, although with perhaps the cheesiest name
    of any hero. Off the bat he is strong, has a decent ranged attack, but is s-o
    s-l-o-w. Like El Diablo, I recommend using his Focus at close range when he
    starts out, especially against nimble villains who can dodge his punches.
    Man-Bot is also hard to knock back, which can be a useful attribute.
    My recommendation for him is this - upgrade is basic Punch and Focus to the
    max, and then put all of his cp into his advantages until you have bought
    Flier. Once Man-Bot flies, he is no longer as slow as a wet week. Flying is a
    lot quicker than walking! A friend of mine (who wishes to be known as Judas)
    recommends you use the first two levels cp's to buy Grim Resolve and Flier
    before doing anything else. This will make Man-Bot quicker rather than a better
    fighter early on, but speed is probably more important.
    Once you've done this, make your own choice on how to develop him. I focused on
    his energy powers, of which Transfer wasn't really used (although El Diablo
    received it a few times) since Man-Bot was usually at close range with enemies.
    Disruption was useful in the destruction of materials to damage enemies, and at
    higher power levels has a fantastic range.
    Man-Bot's tendancy to explode when taking damage is a fantastic ability,
    provided you haven't got the rest of your team standing right next to him. I
    would send him to fight Mech Men by having him Focus on them at long range,
    then maybe with time for one Punch, then the leave the Mech Men to keep
    knocking him down until he explodes, taking them out or severely damaging them.
    Release Energy does give you a bit more control over this process, but does
    drain his energy stores a the same time.
    *SPOILER!* My choice of Man-Bot as my favourite character was justified by him
    becoming Master of the Universe at the end of the game. Although it does suck
    that the character I spent so much time with can't be used in the final set of
    missions. *SPOILER END!*
    Attributes - Timid, Level Headed, Levitate
    Sorcery - Smite the Wicked, Arcane Bolt, Repulsion, Vengence Curse, Arms of the
    Dimensional Summoning - Alteration, Blessed Aegis, Aloft, Purgatory
    This southern harpie (watch out for her clashes with Eve!) is a good support
    character, and the only one who can close portals. I do my best to keep her out
    of melee situations, using Arcane Bolt to pepper enemies at range (and it does
    have a good range and accuracy). Her main advantages are her abilities to
    change the state of characters, using Alteration or Vengence of the Goddess.
    Alteration is a bit too random for my liking, but is useful if one of your
    heroes is getting progressive damage (say from acid or radiation) that you'd
    like to stop. I had about a 20% failure rate for Alteration, which is to say
    that the Altered character may have stopped taking Acid damage, but the
    resulting state wasn't too helpful either (eg Ant went from taking Acid damage
    to being Hypnotised, stunned the rest of the team with Ultrasonic Squeal, then
    started beating them up!).
    Hexing an opponent (using Vengence Curse) is great - as far as I can tell, a
    hex stops the opponent from using their powers. This is really useful when you
    can pull it off. Aloft is good if Alchemiss is surrounded or attacked at close
    range. It throws all enemies (bar Mech Men!) up into the air, causing them
    damage when they impact on the ground.
    I used Alchemiss sparingly, so I can't tell you about her other abilities. Most
    annoying is Alchemiss' tendency to panic after suffering damage (Timid).
    Although it doesn't happen all the time, it does happen enough to be annoying.
    The Ant
    Attributes - Heavy Lifter, Wall Climbing, Nimble
    Powers -
    Soldier Ant: Thorax Punch, Acid Bomb, Pincher Punch, Metabolize, Mandible
    Worker Ant: Burrow, Shove, Tunnel Travel, Ultrasonic Squeal, Ant Swarm
    This Spiderman-esqe character is quite fun to use, but lacks to strength to
    make him a great melee fighter, and doesn't have enough power at range to use
    him as artillery. His Shove attack is great on targets that can take knockback,
    and really great if you shove the enemy off a high location to the ground. His
    punch isn't bad in melee situations, but isn't as good as some of the other
    fighters. Acid Bomb is great when it hits (given the widespread enemy weakness
    to Acid) but getting the grenade to land in the right spot to hit the maximum
    number of enemies is really hard. It also seems that Ant is unable to throw the
    Acid Bomb far enough be really useful - the bad guys just close too fast. With
    all that in mind, a well-placed Acid Bomb is a thing of beauty.
    I rarely used Burrow, but it does serve a defensive purpose if Ant is going to
    get pummelled. Tunnel Travel was also used sparingly, as I never saw any
    tactical advantage in having Ant travel underneath the enemy and attack them
    from behind. Tunnel Travel doesn't have the range to be especially useful
    either. His Ant Swarm is also of little use, but then I prefer to do direct
    damage rather than blinding an enemy. I didn't get Metabolize or Pincer Punch,
    so I can't talk about them.
    *SPOILER!* Ant is best used against flesh targets (Mech Men can't be Shoved)
    and  can be very useful in the final set of maps where the bad guys (and you!)
    can fall off the edge of the discs. *END SPOILER!*
    Liberty Lad
    Attributes - Nimble, Jumper, Danger Sense
    Powers -
    Rumbling: The Ol' One Two, Schoolyard Taunt, Flipkick, Tumble, Throw Voice
    Molecular Control: Stun Grenade, Energy Grenade, Proximity Grenade, Molecular
    I can take or leave Liberty Lad. His speed is useful, and his versatility (good
    melee fighter one-on-one, good ranged offense abilities) is also good. He
    dodges attacks quite often, so he takes less damage overall. But... he doesn't
    have the hit points to take too much damage anyway (Sea Urchin is tougher than
    him!). He throws grenades, which are hard to aim with. You can throw them in
    front of enemies, but they have a tendancy to keep rolling. His melee attacks
    (Ol' One Two, Snap Kick) aren't bad, and are fast and don't seem to be dogded
    that often. Schoolyard Taunt can be useful, but more as a distraction against a
    number of enemies rather than a winning ploy.
    I didn't really use Liberty Lad, as there are others who can do what he does
    and do it better. He sits above Mentor in the usefulness stakes, but then so
    does Eve. Actually, I would pick Eve over Liberty Lad.
    In the end, Liberty Lad is a plucky sidekick, which makes him utterly useless
    when you want something done. Why send a boy to do an adult's job? :-)
    Attributes - Cybernetic Brain, Radioactive
    Powers -
    Beam Projection: Microwave Beam, Rad Bolts, Irradiate, Meltdown
    Materialization: Interference, Displace Image, Teleport Self, Genetic Damage,
    Clone Self
    Since Microwave deals primarily in Radiation damage, which lots of creatures
    are weak against, he becomes really useful if you choose to use him. His major
    problem is that is he is as fast as a tired turtle dragging a heavy weight, so
    you spend a lot of your time waiting for him to arrive. His Teleportation
    ability isn't so useful to change this since the range of it is a bit limited.
    If he's trying to chase someone, or you want him a roof of a building,
    Teleportation can come in handy.
    While Interference isn't a bad melee attack at all, doing good damage when
    powered up, Microwave's strengths lie in his ranged attacks. Microwave Beam is
    an attack that does good damage over a great range to one target, which due to
    its Radiation damage type can really do some damage against weak enemies.
    Irradiate is also good (if a bit expensive energy wise) since it does
    continuous damage to a target and is less likely to be avoided than Acid
    damage. I used Displace self once (by mistake) but can see its use if Microwave
    were to get cornered and was alone. Even so, that shouldn't happen much at all,
    so I wouldn't use it.
    Microwave's greatest power (that I could afford) is Genetic Damage. When
    successful, this renders the opponent weak against all damage types. This makes
    kicking the butt of that really hard boss suddenly very simple. It doesn't last
    forever (the time depends on its power level) but being able to do 30 damage
    instead of 20 (or whatever) means the enemy will likely fall before it wears
    off. I didn't get Clone Self or Particle Beam, so I can't comment on them.
    Attributes - Beautiful, Crack Shot, Temperature Control
    Powers -
    Archery: Arrow, Living Arrow, Acid Arrow, Swarm of Arrows
    Nature's Glory: Nature's Kiss, Swarm of Leaves, Binding Vines, Empathy
    Hmmm. Eve isn't as bad as Mentor, but she arrives too late in the game to power
    up unless you take her on lots of missions. Eve's advantages include a melee
    attack that can hypnotise an enemy and some very accurate ranged attacks. Her
    Acid Arrow is great in softening up an enemy before sending a melee fighter in
    or focusing on with other ranged attacks. But I didn't really use her, so let's
    move on.
    *However, Tyson McCann <tysonm@thegrid.net> has this to say about Eve:
    "In my opinion she's one of the best and no where near as bad as Mentor, for
    many reasons.
    Best Attrib: Crackshot... this is absolutely the reason Eve is as good as she
    is. She hits almost everything.
    1. Normal Arrow. It does moderate damage, has a long range, takes virtually
    zero energy to cast since the meter is filled again by the time she fires, has
    a low dodge rate and is fast enough to hit even moving targets. It's the number
    one reason to have her in the party.
    2. Acid Arrow. As so many of the later minions have a vulnerability to acid and
    virtually no one resists it completely, it's usually advisable to fire one or
    two of these into a tough creature right off the bat and watch those HP drain
    off. I found it extremely useful though not as reliable as the normal arrow.
    3. Living Arrow. Very reliable, seems to take off more damage than her normal
    arrow, and is great for KO's or when you desperately need to hit a minion.
    3. Binding Vines. Early on, when Eve doesn't have Acid Arrow, or when there are
    multiple creatures closing in, this is a great and reliable spell to put a
    minion in Stasis for a considerable amount of time before you have to work on
    4. Swarm of Arrows. This can be a useful skill if you decide to go this far. It
    has great range, very good damage and fires a lot of arrows. Multiple arrows
    can hit a single creature so if you decide to be bold, you can be rewarded
    greatly by getting close.
    I hardly bothered at all to use Nature's Kiss, Swarm of Leaves or Empathy, and
    her Temperature Control does not come in very handy during the levels you can
    use her.
    Against most minions, she is undispensable, but especially these: Raptors, any
    variety. Lord Dominion's Goons. Against those ultra annoying Police, she is the
    absolute best character to use. 2 or 3 arrows and they are toast, and do not
    attempt to fly away. Sylphs, any variety... since they run away when a
    character gets close, she's great to use against them from afar.  She's also
    not super slow like many characters, and can run at a decent pace.
    In all, her long range and nearly unlimited energy along with her incredible
    accuracy due mainly to "Crackshot" gave my squad incredible odds in every
    mission.  During the "End of Time" series, my squad consisted of an Extra
    Heroic Minuteman, a fully pumped El Diablo, a nearly full flying Man o' War
    (the overall most useful after Diablo IMO), and Eve (third most useful).... of
    course, I haven't played Bullet at all so he may be way up there, and there may
    be others, but I generally agree with your sentiments about the characters."
    5.0 Recruits
    By spending prestige points, you can recruit new characters onto your team. But
    then you knew this because you read your manual. In fact, you're probably
    downloading a Spiderman skin as we speak, wanting to recreate him in the game.
    That's really sad, you know that? :-)
    Anyway, the in-game recruits can serve as useful replacements for your regular
    team members. But the drawback is that you usually get them later in the game
    when you have less time to earn cp and build them up. Choose your recruits
    carefully, as you will find prestige hard to come by (unless you cheat, use the
    Deja Vu infinite prestige trick, or some other exploit).
    Sea Urchin
    Attributes - Charged, Neutralise, Nimble, Flier
    Powers -
    Dolphin's Child: Snap Kick, Sonic Shriek, Riptide, Power Null
    Bubbles: Bubble Swarm, Bubble Shell, Current Bounce, Bubble Gum
    Sea Urchin falls into the "really useful, but don't get her" recruit category.
    Why? It's not because she is weak. Her Kick does good damage for a melee
    attack, her Bubble Swarm is useful since it deals Acid damage and (at higher
    levels) will fire out muliple bubbles targetting characters in front of her
    (which includes heroes, btw). You can get Flier for her. Sonic Scream is a
    stunning attack, which I don't really like, but it's not too bad. Heck, I used
    her to take out Pinstripe singlehanded. But... the other recruits just excel
    that little bit more. She is not a primo recruit, unlike...
    Man O' War
    Attributes - Charged, Cold Blooded, Flier
    Powers -
    Call the Storm: Electric Arc, Storm Bolt, Magnetic Harbor, Kraken's Scales,
    Ball Lightning
    Control the Waves: Pressure Punch, Bermuda Triangle, Water Jet, Whirpool
    Man O' War is starts off as a good all-rounder who turns into a great
    all-rounder. He has a good melee attack in Pressure Punch, and Electric Arc can
    be useful against multiple attackers. You can get him Flier for him (which you
    should ASAP). But I learned to love Man O' War for his reliance on Electricity.
    Because Man O' War is resistant to Electrical attacks, you find him essential
    in beating up the blue Darkmen. He can usually punch them into submission
    reasonably quickly (unless they cloak). But it is the enduring power of Storm
    Bolt that is Man O' War's true talent. As a (short) ranged electrical attack,
    it  is vital in bringing down those weak against Electrical damage *SPOILER!*
    such as Mr Mechanical and his Mech Men. Mr Mechanical didn't get past the
    School Grounds with Man O' War flying over to him and doing 50 - 70 points of
    electrical damage with each Storm Bolt. *SPOILER END!*
    The Storm Bolt also has a chance of stunning enemies, which does add a little
    bit more value to it. Water Jet, although doing little to no damage, is useful
    and fun for the knockback it causes on enemies. I used it to keep a boss on the
    ground while the rest of the team mopped up his minions.
    I strongly recommend you pick up Man O' War and use him.
    Law & Order
    Attributes - (Law) Blind, Danger Sense (Order) Berserker, Jumper
    Powers -
    Justice: Justice, Thrust, Slash, Trouncing
    Balance: Transform, Mercy, Harmony, Commuted Sentence, Balance
    Punishment: Punishment, Hammer Crush, Quake, Hammer Carnage
    Fury: Transform, Blind Justice, Condemnation, Order in the Court
    Two for the price of one! A great deal, especially since Law and Order are
    unique enough that they might be worth buying separately. Law gives the team a
    healer, while Order is a powerhouse. I recruited these two too late in the game
    to fully power them up, but here are some things I recommend.
    Order is very slow, while Law isn't. Use Law to run around and locate enemies,
    then have Order hit them (especially with Hammer Crush). Law isn't a slouch in
    the offense department either, and can be used to hit the enemies Order finds
    too agile to connect with. Law's greatest strength is her Mercy, which heals
    heroes at the cost of Law's hit points (twice the healing for the hit point
    cost). She should be healing whenever other team members take a beating, and
    should really be the one you save red healing canisters for.
    Order's weakness is that sometimes he becomes enraged when taking damage. This
    is bad for the rest of the team if he gets hit (especially with continous
    damage sources, such as Acid or Radiation) but he is slow enough that they
    should be able to run away. Order also has the ability in Blind Justice to get
    enraged on purpose and do more damage, but I recommend that you do this away
    from the rest of your team.
    I recommend you get Law and Order for the versatility they give the field team.
    Attributes - Rapid Metabolism, Fast Healing, Solid Skeleton
    Powers -
    Fists of Fury: One-Shot Punch, Fist Flurry, Fist Fusillade, Speeding Bullet
    Speeding Bullet: Sprint, Whirlwind, Hyper Spin, Energize, Electrify
    I love Bullet for so many reasons. Although less versatile than Law and Order
    in what he can do, he is more interesting to play with. His speed makes him
    great to have around, and I've had him fighting up to 4 guys at once. And
    winning easily. Buying Rapid Healing and Solid Skeleton for him is very
    important to improve his chances of survival if he gets hit (he can go down
    very quickly if you aren't careful). His Punch is quite good, especially at
    higher power levels where it can knock an enemy down, meaning Bullet can either
    attack someone else or follow up on the prone opponent.
    Whirlwind is his only ranged attack, and it moves slowly, but does seem to home
    in a bit on enemies. It throws enemies upwards, doing damage when they hit the
    ground. This is a bit of a fire and forget move, as you can send it off and
    have Bullet go and do other things. I don't know if Whirlwinds will attack
    civilians, so be careful in its use.
    Fist Flurry and the next one up are also fun, but seem to use a lot of energy
    up. I also didn't power these up to the max, so I don't know how good they are
    in the end. Bullet is almost solely a melee fighter, but his speed gives him an
    edge over most other melee fighters.
    My favourite Bullet trick is to have him pick up a light pole and use this to
    smack people around. He is usually so fast that the bad guys are out before
    they know it. In the case of the Mech Men, who don't fall down, I have Bullet
    hit them with the lamp post until they try to attack me, then have him run away
    (usually across the street to attack another Mech Man). They can't keep up and
    become easy pickings once the rest of the team arrive.
    I recommend you get Bullet since he makes quite a few missions very easy.
    6.0 Cheats
    If you pre-ordered the game at www.EBgames.com, you apparently got three other
    possible recruits. Their names are Supercollider, Iron Ox and Blackbird.
    Since this faq was first released, I have had emails from Nick Genter
    <iced_rake@hotmail.com>, NotOnL8LY@aol.com and Chris Burton
    <cburton@micoks.net> about how to get the special release characters. Mr Burton
    got his info from www.gamewinners.com and Mr Genter credited Nick Sorg (who
    posted the info on www.gamewinners.com, funnily enough).
    I am copying the information from Mr Genter's email, which goes:
    Note: This procedure involves editing a game file; create a backup copy of
    the file before proceeding. Certain game retailers are releasing a bonus
    Freedom Force disc. This disc will give you more powers as well as three new
    recruitable built in characters for campaign mode. They are Blackbird, Iron
    Ox, and Supercollider. Use the following steps to unlock them without the
    bonus disc. Use a text editor to edit the "init.py" file in the game folder.
    Add the following lines to the file:
    Information in this section was contributed by Nick Sorg.
    import ff
    This gives you access to the console through the use of the tilde (`) key.
    Using the console, you can cheat. Don't cheat. It only shortens a shortish
    game. Anyway, the codes are below (from Nick Sorg and www.gamewinners.com).
    Invincibility for entire party - god()
    Enemies do not move or attack - peace()
    Win current mission - Mission_Win()
    Unlock all character powers in current mission - DEBUG_ALLPOWERS=1
    Add CP to specified character - Campaign_AddCP('<name>',<number>)
    Automatically get specified character - Campaign_Recruit('<name>')
    Unlock specified built-in character's origin - Campaign_UnlockOrigin('<name>')
    Set prestige amount - Campaign_AddPrestige(<number>)
    To get the extra characters, you need to enter Campaign_Recruit('<name>'),
    where <name> is replaced by supercollider, ironox or blackbird. You need those
    apostrophes in there to make it work. These characters don't have origin movies
    or any real dialogue, mores-the-pity.
    Having taken messages from those who got the extra cd, those who didn't get it
    didn't miss much. I'll let the authors speak for themselves...
    Attributes - Rapid Metabolism, Flier, Level Headed
    Powers -
    Tier A: Piercing Peck, Fluttering Feathers, Blinding Scratch
    Tier B: Seeking Beam, Sonic Wing, Call of Confusion
    From GalahadPC@aol.com:
    "Blackbird shows up during the Shadow mission... Blackbird starts off with a
    good range weapon, and can become a flier, but rather than packing power,
    learns a number of status-inducing attacks.  Tough to use, but not useless."
    I found Blackbird to have a lot of weak damage status-effecting attacks. I like
    direct damage. Next!
    Iron Ox
    Attributes - Armored, Jumper, Grim Resolve, Disciplined
    Powers -
    Tier A: Biff, Haymaker, Fancy Footwork
    Tier B: Jab, Sunday Punch, Iron Jaw
    From Scott Straub <sstraub@cox-internet.com>:
    " Iron Ox , as far as I can tell , is first available for recruitment right
    after The Ant's origin movie."
    From GalahadPC@aol.com:
    "Iron Ox is designed for melee, but can also jump and has good agility.  Kind
    of like a tougher, slower Minuteman.  Acceptable, but not awe-inspiring."
    Iron Ox is pretty strong and able to dish out the damage, but I found him
    pretty boring to play with. Still, he isn't bad. A character that is worth
    testing out to see if you like using him.
    Attributes - Weak Minded, Solid Skeleton, Armored
    Powers -
    Tier A: Wham, Headbutt, Slam
    Tier B: Shrug Off, Proton Shield, Roaring Doom
    From GalahadPC@aol.com:
    "Supercollider <shows up> during the Deja Vu missions... Supercollider is the
    atom-smashing machine his name implies, with fantastic strength and stamina,
    and surprising speed.  His basic attacks can do triple digits of damage against
    standard enemies, and send them soaring several blocks down the road for even
    more hurt.  His only real weakness is his minimal agility, so if he gets
    cornered by a boss that does easy knockdowns (Mr. Mechanical, Timelord), he'll
    be helpless.  Even if he can't reach rooftop enemies, he can always bring the
    building down, or just throw things.  When I faced Deja Vu's cloning ray, I
    neglected to bring any jumpers or fliers, and direct-fire attacks can't reach
    it, so I had Supercollider just heave boulders at it from maximum range so they
    would clear the faculty building's corners... Supercollider is a must-have if
    you have the Prestige to spare."
    Chad Serrant <chads@MIT.EDU> has this to add about Supercollider:
    "All I remember is that Supercollider appears right before the Mr Mechanical
    Whoa! Talk about unbalanced! Supercollider can thump the stuffing out of almost
    anyone. He's almost a game spoiler in that he makes some things too easy.
    Still, he is very effective at what he does. Have a play around with him and
    see if you like what he can do.
    7.0 Bugs
    I found an Attribute bug (which isn't huge, but is still there). If you hover
    your cursor just below the last attribute list entry for a character (I was
    using heroes with maxxed out attributes) I got a "Can fly." text box. It looks
    like "Flier" is invisible on these attribute lists.
    8.0 Messages
    From my girlfriend:
    help im in love with a nerd boy - save me
    (and she says I don't include her in anything!) :-)
    Thanks to KentCave, Darrick Chen, Mekender@aol.com, Jonathan Bult,
    GalahadPC@aol.com, Scott Straub, Tyson McCann, Maximilian Hong, Christopher
    Coty, Chad Serrant and Olaf OB. Boehm for their emails about FF. It was great
    to get such a large amount of information from you and I apologise for taking
    this long to include you in this faq.
    9.0 Version History
    0.9 - Written off the top of my head, so I made a number of mistakes.
    1.0 - Fixed up the mistakes as much as I could. Added Attribute and Power lists
    for each character. Added Contents List.
    1.1 - Added in material about the the three 'hidden' characters. Added emails
    sent to me about Freedom Force. New bits to old sections will be separated by a
    "NEW:" tag. This will probably be the final version of this faq unless a patch
    really, really changes things.
    1.2 - The patch (v1.1) is out, but I haven't really tested it out. I do know
    that it has screwed up my saved games though!
    THE END.
    C. 2002 (First Version completed  9 April 2002)