Freedom Force
                   Additional Gameplay Information
          by Peter Karsanow - hentaihelper[AT}dellepro{DOT)com
                        v1.01  28 August 2002


Based on info found (or not) in Jortiz's Freedom Force FAQ v0.6,
Nicadeamus' FAQ v1.0 [really big thanks to him!], Unsub's Character 
Guide v1.0, and Sherwin Tam's Campaign Guide v0.2.

v1.01 - 28 August 2002, Minor editing to make this suitable for 
        GameFAQs submission. Warning: I haven't tried the patch to 
        see if it fixes any of these Quirks or bugs!
v1.00 - 17 May 2002, after finishing the game and posting lots of 
        Quirks


Jortiz's FAQ has lots of terminology errors, and it appears he thinks 
it's 2003 already (game released March-April 2002). After I got past 
the few missions covered by Jortiz, I relied heavily on Nicadeamus' 
work. Unsub was useful for trying to decide on which characters to 
select for missions. Sherwin Tam's was most useful to me in knowing 
which powers to use at lower power or avoid.

I attempted to keep spoilers to a minimum, and mark unavoidable ones.
A lot of the "Quirk" entries have been posted on the official Freedom 
Force Community Center Technical Issues forum back in May 2002.

Common Abbreviations:
MM = Minuteman
NW = Nuclear Winter
MOW = Man O' War
LL = Liberty Lad
DV = Deja Vu

Prestige Point values are for a "Normal" difficulty campaign, in case 
they're different at another level.

Mission #01: "Came a Hero!"
Quirk: You can beat up the Minuteman statue, but you can't destroy it!
SPOILER: To avoid having to run away from the collapsing building, use 
the "Strike for Liberty" on the Pistol Thug on top of the roof. You'll 
usually knock him off the roof with the knockback. You can then 
Interrogate him where he lands. Also, to be nice, wait until there are 
no pedestrians near the building so they don't get wiped out when it 
comes down. END SPOILER.
Do a quick-save (F11) just before you interrogate O'Connor. Do a zoom-
out and check for baddies anywhere else. The Gangster is a bonus, but 
the true secret bonus is the green (XP) canister under the dumpster 
near him.
Make sure you knock out the two thugs that surrendered earlier. You 
can't get rid of them until you move past what they tell you about, but 
you have to go back and tie up these loose ends to get a perfect score.

Interlude:
A perfect run of mission #01 gets you 410 Prestige, 1200 CP/XP.
Buy "Minute Missile" by raising "Eternal Vigilance" to at least level 
3, then you can buy the new power. Personally, I later raised this 
passive defense all the way, and never used the active defense.

Mission #02: "Strange Visitors" (Parts 1 and 2)
Quirk: You can be run over by moving cars! In fact, they'll knock you 
down and push you in front of them until you're knocked out, or they 
stop for some reason or turn. Most of the time they'll stop for you, 
but in some cases they won't.
Quirk: If you throw a car at a building that's too close, it will 
bounce back and hurt quite a bit! (It may even knock you in front of a 
moving car...)
Don't miss the Prestige canister barely visible underneath a truck by 
the guardhouse on the upper left (northwest) of the compound.
An Experience canister is hidden under a shipping container in the far 
upper right (northeast) of the compound; it's the closest one to the 
guardhouse.
NO Interlude: A perfect run of mission #02 gets you 580 Prestige, but 
there's no chance to improve the characters or examine Mentor before 
you charge into "Strange Visitors Part 2".
There are no canisters at all in this part; you just have to take it 
slow and easy. I kept Mentor far in the back except for the very 
beginning, when it turned into a madhouse with enemies and heroes 
running all over for a while. When it calmed down, I then kept 
Minuteman running for fuel tanks to throw at enemies from very far 
away. Took out Sukhov with one, but I had originally hoped to nail him 
with a TNT box...
Anyway, a perfect run of this part gets you 356 more Prestige, for a 
total of 936 for this whole mission.

Mission #03: "Skating on Thin Ice" (Parts 1 and 2)
This is the first mission you can use a custom character. You'll get to 
use it in both parts [MINOR SPOILER: even though Minuteman and Mentor 
aren't available at the start of part 2]. 
Quirk: Minuteman can "clip" through the fence to attack the thugs 
talking about vandalizing a car, but then he often can't get back 
without breaking the fence!
Don't miss the pistol thug trying to be a 3-card Monte dealer on a 
sidewalk. Minuteman won't talk to him, but Mentor gets some droll 
dialogue before a fight starts; the second time, I just had MM whack 
him and still got the points.
Part 1 ends when you interrogate the Ice Queen.
My score for Part 1 is 611 Prestige, but I may have missed XP and 
Prestige canisters since I didn't find any of those.
Again, NO chance to do anything for the characters between parts 1 and 
2.
Also, hero HP and EP always start at full in the next part.
There's an XP canister (good for El Diablo) hidden in a garbage can in 
Part 2, You may have to destroy all the garbage cans in the park to 
find it. The trigger for this is to talk to the man and woman in the 
square paved area to the right from where you start.
This isn't the place where I learned this, or verified it, but here's 
the first place you could use it: Thanks to "brikov", who posted it at 
gamefaqs.com, for discovering that you can have multiple heroes Use a 
canister at once. Just pause the game, have all the heroes that you 
want around the canister (close by - do a Move To first), give them all 
the Use Canister command, then unpause. You'll see it work if you get 
multiple messages in the message window. I verified this myself with 
the XP canister in mission #07, but it should work everywhere.
Part 2 doesn't end when you destroy the pumphouse, but when you 
interrogate the last Ice Queen that comes at you from the street.
A perfect run of part 2 gets you 780 PP, for a total of 1391 on this 
mission. While you get a chance to save the game, unless you gave the 
XP canister to somebody besides El Diablo, nobody will go up a level 
due to this mission. Also, if you added a (cheap one if you weren't 
cheating) custom character at the beginning of this mission, you won't 
regain the Prestige cost by dismissing the character now. And you can't 
use any custom characters in the next mission anyway!

Mission #04 - "A Nuclear Winter" (Parts 1, 2, and 3)
After two big waves of enemies, part 1 turns into another throwing 
exercise to knock out the turrets using snowballs and oil drums. But 
the last (far end from your start point) is actually the easiest; just 
destroy the big oil tank!
Quirks: The turrets can be stunned, and I was unable to destroy the 
turret stands completely.
You can accidentally trigger the Mentor line about unique knowledge 
without the target enemy being visible. If you get a red arrow pointing 
to a specific point on the far end of the carrier, but you see nothing 
there, you got the same thing I did. Just creep closer and you'll see 
what the problem is. SPOILER: Use an oil drum to fry it from down on 
the ice. END SPOILER
Two troopers are on the highest point of the carrier, and one more is 
on a platform opposite from the last turret. Mentor was able to 
alternately enrage the two until one was left with only 3 HP; 
unfortunately, El Diablo got frozen in mid-air trying to take him out, 
and took 13 HP falling out of the ice. ARG!
I found only 2 energy canisters and 1 HP canister, all very obvious if 
you zoom out. There may be more if you destroy all the fighters and 
stuff, but I didn't bother.
Just like the other multi-part missions, you get a status and save 
interlude before part 2. I got 560 Prestige, and except for any hidden 
bonus canisters, that was a perfect run.
Part 2 has 4 obvious energy canisters, only 1 HP canister, and a bunch 
of snowballs and oil drums and TNT boxes just waiting for you (or an 
Ice Queen) to throw.
Quirk: The ships can't be damaged.
End part 2 by "Investigate" on Man-Bot. A perfect run is 1040 more, for 
a total of 1600.
Part 3 begins rather quickly; you should send El Diablo up to see what 
all the screaming is about, while Minuteman and Man-Bot deal with the 
locals and then provide backup. Mentor should either throw light items 
that go boom, or mess with people's heads like he usually does.
Quirk: At least 4 of the street lights don't actually cast light onto 
the ground surfaces; there's nothing below them to show the light 
that's supposed to be up there. In fact, it appears the lights 
throughout the game were pre-rendered onto the surface textures, 
because they don't change if you destroy the light poles.
Quirk: Damage decals don't come back if you reload a saved game.
Quirk: If you're running an ATI Radeon video card like I was, you may 
think that Irrational should have put some street lights on the 
street. Try turning off the W-buffer in Control Panel / Display / 
Advanced / Direct3D to make it noticeably brighter. Others may have 
to fiddle with the gamma controls in the display properties.
The trick to this part is not to trigger too many enemies at once; MM 
or El Diablo should creep up and stop whenever the voice says something 
about spotting enemies (it differs from hero to hero). 
Take it very slow and easy until you get close to the bomb and truck 
where Nuclear Winter makes his last stand.
Quirk: Canisters don't get destroyed.
You still can't damage the ships in part 3. There's an Ice Queen 
standing on one that may get slightly moved so she's nearly invisible 
while standing almost entirely inside the ship.
Quirk: There is a range to an enemy where you will suddenly see the 
enemy appear on the map. A little further in, and this might depend on 
the hero involved, you should get a voice indication that the hero has 
spotted the enemy. Usually further in than that, the enemy will notice 
the hero and react. I think the range at which you can damage the enemy 
with thrown objects is at the "hero notices enemy" point, although I've 
had several cases where thrown snowballs do nothing at all to Frost 
Warriors or Ice Troopers.
Ice Queens are effectively stronger than Minuteman; they can lift up a 
2640 pound shipping container! (MM can't.) It turns out they have the 
Heavy Lifting attribute.
Quirk: Objects in the game are really weighed in kilograms, that's why 
you see values like 110 and 220 pounds. Some of the values are a bit 
off, but in most cases it doesn't matter.
There's a health canister under one of the shipping containers near the 
street, close to the other one visible under a pile of snowballs.
If you're careful, you can whittle down the enemies and leave the big 
guy for last. SPOILER: I was able to bean him with an oil drum before 
the cinematic started, making it a lot easier to take him down when 
combat resumed. END SPOILER
Quirk: Any objects picked up by heroes before the cinematic starts will 
be gone when it's over.
As Nicadeamus says in his FAQ, have Minuteman run for the bomb and 
leave NW to the other heroes. You have to Move To the bomb before the 
cinematic, then Examine after it, and once Minuteman speaks Move To 
again, finally Disarm. I won't tell you how many times the bomb went 
off on me because I thought you were supposed to run away, or destroy 
the bomb, instead of the second Move To.
I got 1310 Prestige from this part, but the game gave me 2160 for the 
previous 2 parts instead of 1600, for a total of 3470. Something 
doesn't add up. And somehow I missed credit for 3 Ice Queens, because I 
only had 2/2, yet I remember there being 5 just like Nicadeamus's FAQ 
says. I had El Diablo cover the map before going after NW, just to make 
sure there was nobody else lurking.

Interlude: Before going on, you should have at least one hero go up a 
level from all this, and you've got 600 CP to allocate to the one(s) who 
do. Sadly, Man-Bot doesn't get any this time, and neither does any 
custom hero you added earlier.
Quirk: If you view the melee attack by an Ice Queen, she doesn't 
rotate. I wasn't able to find a consistent pattern to which attacks 
rotate and which don't, although melee attacks usually don't and other 
attacks usually do.

MISSION #05 - "In The Nick Of Time" (Parts 1, 2 and 3)
Part 1 is Mentor and Man-Bot; it ends when you interrogate the thug who 
runs then gives up. You should look for and defeat the 3 other pairs of 
bat thugs in the alleys. Before you really start, have Man-Bot go and 
use the XP canister. Last thing you should do is have Mentor go and use 
the Prestige canister (100 bonus) in the opposite corner of the map; 
Man-Bot takes too long to go that far.
Quirk: You don't have to talk to the Police Chief. As soon as one of 
the heroes gets close enough to the scene, the police and robbers start 
a shootout. The police can actually take down the robbers and destroy 
the vehicle by themselves. You don't miss the 20 points either!
Quirk: Nick Craft can lose this mission for you by being run over by a 
car, even though other civilians knocked down by cars often take no 
damage.
Although Nicadeamus says there are only 4 thugs with guns, I got scored 
for 5. I didn't actually see them; the police took care of them all for 
me!
A perfect run of this one gets you 420 Prestige.
Part 2 is El Diablo solo; I found the easiest way to take out the 
multiple gun-toting enemies on the roof of the cinema was to grab the 
flagpole.
Quirk: I nearly lost some points because one civilian insisted on 
runnning in front of cars several times. I even spotted him running 
into stopped cars, going "Oof!" and falling down, but not taking any 
damage.
Quirk: The last two gun thugs ended up in the alley behind the cinema, 
along with Nick Craft. I only saw one at first, so El Diablo jumped 
down and started punching. The first one went down quickly, then I was 
surprised by a second one who was practically standing inside El 
Diablo!
A perfect run of this one is another 226 Prestige; I don't know why 
this strange number, as I didn't think I missed anyone.
Part 2 ends when you interrogate the gangster.
Part 3 is everybody, although Minuteman is in trouble at first. This 
one, you supposedly have to hurry to defeat the enemies - especially 
the big guy - in a hurry. Part 3 ends when you talk to Nick Craft after 
all the enemies are defeated.
Quirk: I got 206 Prestige from this part, but again the game can't add 
and gave me 1066 more for the previous 2 parts instead of 646. Now that 
this has happened twice, it looks like the game is giving you twice the 
Prestige for the first part of a 3-part mission.

Interlude:
Quirk: If you're like me and had Man-Bot get the first XP canister, and 
El Diablo get the second (or else you skipped that one), Man-Bot gets 
600 XP for his, and El Diablo only gets 300!? Or maybe this is again 
the double-counting bug at work...
Apparently, the game gives each character 600 CP when they go up a 
level, 0 otherwise. Part of the decision-making process during the 
training phase is deciding to save up for the expensive new powers and 
attributes, or just maxing out what you already have first.
Quirk: On Man O' War, the Electric Arc and Pressure Punch don't rotate 
him either. Maybe really short (<2.5 seconds) animations don't rotate 
the figure when you view the animation...
Quirk: The hit men (and gangster from mission #01) aren't in the 
database of enemies now. The gangster is added later after another 
appearance in the game, but the hit men never appear, even after you 
see more of them later.

MISSION #06 - "Prehistoric Panic"
Minuteman is unavailable for this one, and El Diablo must be included. 
You can finally use custom heroes again! If you got everything so far, 
and didn't spend any of it, you should have about 7400 to spend; that's 
enough to get you only one of Man O' War or Sea Urchin. As Nicadeamus 
says, Speed is of the essence in this one; Sea Urchin is the only 
built-in character fast enough to chase raptors and take them down 
without running out of energy. El Diablo is just a mite too slow on the 
ground, and you can't easily have him fly about flaming things without 
running out of energy or destroying too much stuff. Finally, you can 
only pick 3 characters as Alchemiss is made the 4th (or 1st unless you 
rearrange them) once you start.
You should have little trouble finding the XP canister and Prestige 
canister, but read Nicadeamus' FAQ to get the XP one.
Except for custom heroes, only El Diablo can get to the rooftops in 
this one, and there are a lot of things (enemies, canisters, and one 
special object) up on rooftops in this mission. In some cases, you'll 
have to get raptors down so the rest of the group can efficiently fight 
them.
Some of the raptors are apparently given the goal of going after 
civilians. After Alchemiss did a Repulsion on one that hurt a male, it 
went after another male near where it landed, and took him out before 
the heroes could get to it: -25 points! Just wounding somebody, or only 
partially destroying a building, has no penalty.
Quirk: I spotted one light pole in the park, near the statue and the 
Prestige canister, with the base up in the air. It caused some strange 
effects, like Man-Bot's head disappearing when he walked under it; 
while Man-Bot had a Wield command for it, he didn't do anything. I've 
seen some posts on the Community Center at the FF site that complained 
about the characters being effectively drawn under the map terrain, but 
this is the first time that I noticed an object at the wrong altitude.
Make sure you've taken out all the enemies on the map before you have 
Alchemiss attempt to close the portal. If you haven't gotten all the 
raptors (thugs are ignored for this), red arrows will appear to show 
you where any you missed are hiding.
When Alchemiss tries to close the portal (you must use her Close 
Portal command on it), the biggest of the bunch will appear nearly on 
top of her. But with everybody ready, you can take it down rather 
quickly.
Maximum prestige for this mission depends on how long you want to stand 
ready in front of the portal, waiting for random raptors to arrive. The 
values in the Nicadeamus FAQ are close to the minimum. It's easy to get 
a few hundred more points, but it's boring to wait, and annoying to 
chase raptors around before somebody (in my case Sea Urchin) can 
finally put it down. You get 100 for the Prestige canister from the 
park. I got a total of 1505: 14 Raptors * 20, 9 Wild Raptors * 30, 10 
Tough Raptors * 40, 5 Thugs with Bat * 5, 5 Thugs with Gun * 12, & 1 
T-Rex * 150. If you don't wait around, you should get about 1245 
Prestige.

Interlude: Again, the new team member - Alchemiss in this case - gets 
"Non-Squad" XP for participating. El Diablo got 300 extra XP for the XP 
canister. If you can, get Electron Beam for Mentor if you haven't 
already.
Quirk: The Unsub character guide for FF mentions that you see the text 
box for "Flier" if you let the cursor stay below the last known 
attribute (including those you haven't bought yet) for a hero. 
Actually, it depends on what you've been looking at already; I got it 
to show me the text for "Nimble" once, and I've seen others.

MISSION #07 - "Here Today, Gone Forever"
This one is designed to force you to move quickly from "fire" to 
"fire," as it were. You have to take Minuteman and El Diablo, and have 
room for 2 others. Because the ants don't move too far from the 
anthills, you can get by with Man-Bot in this one, but he may show up 
at the very end of dealing with one anthill just in time to start 
moving everyone towards another one or two.
Quirk: Both Man-Bot and Alchemiss refused to go through a narrow alley 
with two crates in it; they tried to go the long way around the 
building instead. I guess heroes don't know how to jump on top of 
crates or edge past them. Later on, I saw Deja Vu running on top of 
parked cars, but I guess a 2-foot-high wooden crate is an 
insurmountable obstacle unless you have the Jumper attribute.
You can lose lots of Prestige due to the actions of the ants, or 
accidental/side-effect damage by the heroes. Remember that completely 
destroying a building, or knocking out a civilian, is what costs you 
Prestige; no penalty for partial destruction or wounding.
As Nicadeamus says, you can get any number of ants to come out of an 
anthill, so the amount of Prestige you get is determined solely by how 
quickly you destroy anthills, and how much effort you expend in killing 
ants vice the anthill. Note that any live ants nearby are removed the 
moment you destroy the anthill, and you apparently don't get any credit 
for them.
Quirk: Man-Bot got apparently run over by a bus during one run of this 
mission. I didn't notice it was moving because of the way I was popping 
from one character to another; and then I thought for a while an ant 
was carrying it! At one point, Man-Bot was hidden from view inside the 
middle of the bus, then he was suddenly catapulted out of it and flew 
over the just-closed anthill to land with about 80 HP missing. Ow! 
Anyway, watch out for vehicles moving around during this one; they will 
often drive right over an anthill you just closed, or will drive right 
into (and crash in front of) an anthill that just appeared. Often, the 
heroes are safest on the sidewalks or running right down the middle of 
the street on the yellow line.
Quirk: I've seen multiple busses driving around with the exact same 
amount of damage done to them; I don't know how that happened, as they 
were apparently nowhere ever near ants.
The XP canister is actually inside/under a water tank on a rooftop; El 
Diablo picking up the tank made the green glow immediately go away. I 
was able to get it by carefully zooming in and moving around using the 
arrow keys until I could actually select the canister and Use it.
The game engine moves the ants around even if you don't see them, so 
don't be lax in tackling the ants. Because of Prestige penalties, the 
variable number of ants you can get rid of, and the damage that can be 
done to the city, I can't give you a minimum or maximum value for 
Prestige earned on this mission. In several tries, I got from 315 to 
645.
This mission ends when you destroy the biggest anthill. Luckily for me, 
Man-Bot usually ends up the closest when it appears, as he is slow 
getting to the next-to-last one on the far side of the city.

Interlude:
You may wonder what's going at the Freedom Fortress, but just train up 
your characters and save the game as usual.
Quirk: I finally decided to mention that when you train a hero, then 
return to the screen where you can select heroes to recruit or dismiss 
or train, you get no picture of the hero and the "old" CP and 
recruitment values. Select the hero you just trained to see the updated 
values and restore the picture.
Whine: It would be nice if custom characters could "buy back" the "bad" 
attributes that they started with. For instance, to make a custom 
character cheap enough to recruit with limited Prestige, you might add 
things like Beserker and Weak Minded; some of these could be removed 
for either the cost you paid for them, or some small multiple above 
that, as the character advances. This would be like the procedure in 
the Champions RPG of "buying down Disadvantages."
Quirk: Custom characters can only buy one new Attribute each time they 
train.

Mission #08 - "City of Darkness"
El Diablo isn't available for this one, and Man-Bot is mandatory; 
choose 3 others to go underground, including your custom heroes.
Quirk: If you damage The Ant when you see him the second time, say by 
throwing an explosive mushroom at him, he won't sustain the correct 
amount of damage. I saw a "78" appear above him in the explosion, but 
he showed 10 HP remaining just before he disappeared. I'm not sure you 
could actually kill him, say by having somebody strong like Man-Bot or 
Minuteman throw a mushroom, instead of Sea Urchin like I used. He's 
probably rigged to not be killed no matter what you do, though.
SPOILER: In the second city cavern, break the wall to the next area by 
throwing a mushroom at it; odds are you'll take out one of the 3 
Soldier Ants hiding behind the rocks. END SPOILER
The Blue Darkmen have the ability to go invisible, but they have to 
turn visible to attack. Be quick on the pause key! They also have some 
kind of electric defense, which even affects Man O' War. MOW is 
definitely _not_ the best character to deal with Darkmen.
Quirk: The heroes can detect those ants behind the wall, even if you 
can't see them. I got both Mentor and Man-Bot to say their "I sense 
enemies" line when picking up mushrooms near the rocks.
Quirk: When The Ant shows up a third time, he's back to full HP, even 
if you damaged him before. OK, OK, he's there to push the story, not be 
an enemy. But why does his status bar say "Mysterious Mimic of the 
Emmet Empire"? BTW, when I got MOW to throw a mushroom at The Ant, it 
did more than enough damage to KO, but all I saw was Stunned, and his 
HP stayed at 10 even after a few more hits from Sea Urchin and MOW; The 
Ant just delivered his line and dug a hole to escape again.
Now, I don't know if The Ant will simply escape again when he appears 
on the street in the third city cavern, but I again beat the snot out 
of him with MOW & Sea Urchin, and again he escaped. Warning: he's a 
fast mover compared to the other enemies!
SPOILER: After destroying the wall out of the third city cavern, you 
see before you a tunnel with a veritable chain of those exploding 
mushrooms. If you happen to have something to throw in there to set one 
off, you will get to see an amazing chain reaction that will eventually 
blow up the rocks at the other end of the tunnel. I counted at least 4 
KO's in there as well, but 5 or so more Soldier Ants came out, 1 or 2 
at a time, over the next minute or so. I was also lucky that one 
mushroom survived at the very end. END SPOILER
SPOILER: If you wiped out the tunnel like I did, and then the 
procession of Soldier Ants after that, then you'll find only one last 
enemy in the final city cavern. And that's The Ant, again. But this 
time he'll stay down. END SPOILER
This mission ends when you Interrogate The Ant.
Why the last city cavern has several energy canisters is beyond me, as 
I had only one short combat here. Once again, my originally 
questionable decision to bring Sea Urchin on this mission paid off, as 
I doubt anyone else could have beaten The Ant so quickly, although 
throwing a mushroom at him first certainly made a big difference!
Quirk: Man-Bot refers to "The Shadow" in the final cinematic, but I 
don't recall hearing either she or The Ant use that name earlier. So 
how did Man-Bot know what to call her?
Underground buildings (at least 2 of them when I did this mission) 
getting destroyed doesn't have a Prestige penalty.
I got 1150 Prestige from this mission, which includes the 100 bonus for 
the Prestige canister.

A simply awful FF joke:
Q: Which member of Freedom Force would make the best TV dinner?
A: Mentor, because he is "ready to serve" and "for the good 
   of all"!

Interlude:
The Ant joins Freedom Force for no Prestige cost.
This time, you train in the tunnel, with an annoying background sound 
something like a filling bathtub.
Quirk: When you hover the mouse pointer over the word "Training...", it 
says you can "Improve Your Character's Stats, Abilities and Powers"; 
but you can't improve Stats, only Attributes and Powers.
Quirk: Luckily for you, Shadow is in the database; I guess The Ant told 
Freedom Force all he knew about her and more. You should therefore 
choose heroes with Acid or Radiation attacks for this mission.
Quirk: When you select anyone/anything in the database, you see the 
rotating animated figure. When you're viewing the selected whatever, 
you see the rotating animated figure. But when you back out, you see 
nothing animated or rotating until you select something else; you 
should at least see what you had selected earlier.

Mission #09 - "Where Shadows Fall" (Parts 1 and 2)
You have 4 characters, but one of them must be The Ant, and you can't 
have Alchemiss; I think custom characters can be in every mission after 
#06.
SPOILER: You should pick a strong character like Minuteman or Man-Bot; 
you're going to need to knock down some columns in part 2. END SPOILER
In Part 1, Alchemiss will warn you of an ambush in the first city 
cavern just as several Blue Darkmen appear. You are supposed to take 
out a specific one that is running for the next cavern, which I was 
able to do with a thrown mushroom, but you'll still run into Shadow in 
the next room.
In the second room, The Ant will summon 2 Giant Red Ants when Shadow 
plus several Darkmen appear. Take advantage of their 
sacrifice/distraction to take out the enemies. Be careful of moving too 
far forward; several Purple Darkmen lurk behind the far row of 
buildings and can throw damaging attacks through the buildings as far 
as the middle of the street.
You may wonder what happened if you damage Shadow; apparently she goes 
invisible and flees beyond the second wall of rocks. Nicadeamus' FAQ 
says you must defeat Shadow in the second cavern before you can proceed 
to the third, but I found that I didn't actually have to defeat Shadow, 
just do some damage to her.
Don't forget to get the XP canister before going beyond the rocks to 
the third cavern.
Quirk: When you enter the third cavern, and get close enough to the 
open doors, a cinematic sequence will run. Anything the characters have 
picked up will disappear when the sequence is over. "Sandman" confirmed 
this, saying that it applies to ALL cinematics in the game.
You should get 595 Prestige for part 1, for 9 Blue and 7 Purple 
Darkmen. No penalty for destroying underground buildings.
Nicadeamus also said that The Ant must pull both ropes on either end of 
the stone doors to open them. It worked for me with The Ant pulling one 
and Man-Bot another; guess they just both have to be pulled.
Open the doors and move to the opening to end part 1.
In part 2, you can either try to take down the 4 columns while staying 
close to the center, or go running around to each one. I barely 
succeeded with a combination approach: Man-Bot and Sea Urchin ran to 
each column and knocked it down, The Ant kept doing Shoves to Shadow 
and any Darkmen that came near to keep them busy, and Mentor stayed in 
the center taking down Darkmen with Electron Beam. I nearly lost 
Mentor, but once Man-Bot got to a column it came down very quickly. I 
had Sea Urchin and The Ant run for the 2 Prestige canisters when there 
were opportunities; such as when Shadow accidentally blinded herself.
My score, including 200 for the 2 canisters, was 965 for part 2, for a 
total of 1560 on this mission. But I somehow missed several Darkmen 
(got 8/11 Blue at 30 each, and 3/5 Purple at 35 each), probably because 
they didn't move close enough to be triggered. Apparently, there is no 
damage penalty for the 4 columns. I only took out Shadow once while the 
columns were still up, but when she came back The Ant wore her down and 
she was easy to defeat once all the columns were down.
Quirk: People in 1962 didn't say somebody "had issues".

Mission #10 - "Looking for Trouble" (Parts 1 and 2)
Before Part 1, you pick 2 characters to go along with Minuteman and 
Liberty Lad. But only LL plays in this part.
Quirk: Liberty Lad can hang in mid-air if he's stunned by one of his 
own Stun Grenades while jumping. He'll complete his movement when the 
stun wears off.
I think that some hilarious (to me, anyway) dialogue between two thugs 
when you first spot them, involving high-energy physics, is in this 
part of the game.
Quirk: When Liberty Lad stunned and attacked a Gangster, then jumped 
back up to a rooftop, the Gangster ran around the corner of the 
building and began firing at a policeman standing half a block away, 
instead of running back and forth under LL like I expect. What's worse, 
the policeman took some damage, but just stood there during several 
bursts of gunfire.
Quirk: Liberty Lad can run right through the small "top of the stairs" 
structures first seen on the top of some buildings on this map. He can 
also run through the billboards standing on some buildings.
Quirk: You can return the second purse to the lady standing at a corner, 
then talk to her and be told her purse was just stolen. What, again!?
Quirk: The crooked cop that tells you to go to Homer's Electronics is 
wrong; the sign says "Homer's Electrical Store".
Nicadeamus missed the first of the secondary objectives: Retrieve the 
purse from the purse snatcher (40pp).
As Nicadeamus says, use Stun Grenades to even the odds; hell, I used 
them to shamelessly take advantage of them! Nearly all the enemies in 
this part will just mill around aimlessly after they come out of stun, 
if LL just jumps back up to a rooftop after taking out one or two of 
their number. I used this principle on as many as 6 thugs at once.
SPOILER: There's a situation with 2 pistol thugs plus a patrolling 
gangster. I followed the gangster, and took him out far enough away 
from the pistol thugs that they didn't notice, then went back for the 
oblivious pair. END SPOILER
Quirk: One gangster stationed near a corner is near a building whose 
rooftop is apparently high enough to put him out of Liberty Lad's 
"sensor range". I had LL move to the corner of the building, heard 
nothing, told him to jump down preparatory to crossing the street, and 
suddenly heard LL speak plus a gangster voice. The gangster began 
running, and soon it was over; but LL didn't say anything until he got 
down to the ground, as if the top of the high building put the gangster 
on the ground out of range.
I got 470 Prestige for Part 1, plus 2 XP canisters.
This part ends when LL hides in the truck.
In Part 2 you are introduced to Law and Order, then Microwave. Order is 
not under your control, and will usually go around destroying 
warehouses until knocked out, or just close to it. For me, he stopped 
moving when thugs with pistols whittled him down to 17 HP. So, I had to 
do the last warehouse and a half on my own.
SPOILER: Maybe it depends on which warehouse (the 20 HP kind only) that 
you destroy last, but Pinstripe and Microwave, plus 3 Gangsters, showed 
up for me in the area near the guardhouses near the last warehouse. You 
could set up your heroes, except for the one destroying the last 
warehouse, in that vicinity to get an advantage in the final combat. In 
fact, by carefully leaving the part of the warehouse near the 
guardhouse for last, you won't have a hero miss the fight. END SPOILER
Quirk: Order is restored to full HP during the cinematic when Pinstripe 
appears, but your heroes aren't.
This part ends when you take down Pinstripe.
A perfect run of this mission, including getting the Prestige canister 
on top of the warehouse in Part 2, should get you 1711 Prestige.
Quirk: That Prestige canister can hang in mid-air if you destroy parts 
of the building underneath.

Interlude:
Unless you added a lot of custom characters, or used a Prestige cheat, 
this should be the first time you have more than one full screen of 
heroes.
Quirk: The "Up" and "Down" buttons don't indicate if nothing will 
happen when you push them. You just have to try, and try the other one 
if you're already at the end of the list.
The 2 XP canisters in Part 1 should have given Liberty Lad a total of 
900 XP for the mission. Liberty Lad should get Danger Sense right away.
It's your option, if you can afford it, to get Law & Order and/or 
Bullet or wait. You'll get Microwave on the team for free regardless.

Mission #11 - "Wanted - The Minuteman" (Parts 1, 2, 3)
Surprisingly, Minuteman and Liberty Lad have to go on this one; you'd 
think MM wouldn't want to confuse everyone by fighting himself, but 
maybe he just can't stomach letting others ruin his rep. And again 
Alchemiss is unavailable for some reason; must be more studying or 
something.
Part 1 could _almost_ be handled by just MinuteMan and Liberty Lad (as 
long as LL isn't swarmed by enemies and dodges nearly everything). But 
you'll be glad if you have some other heroes along. Although in my case, 
I thought Microwave moved too slowly to get involved in most of the 
fights.
This is the first map that I noticed subway entrances and the "Wok n 
Roll" sign.
Quirk: After KOing one thug on a rooftop, the money bag appeared inside 
the building, down at ground level. I wouldn't have noticed it, except 
for the red arrow pointing to the bag inside the building. And even 
though Liberty Lad didn't leave the rooftop, I was able to have him 
Retrieve the bag, and I watched it disappear with him still up on the 
roof. It also happened with a second bag.
Watch out for the thugs in this one. Not only do they have more HP (35) 
than you're used to, they can also jump up onto rooftops.
Don't forget the XP canister in an alley near one corner of the map.
Part 1 ends when you Talk to the Bank Manager, who will only appear 
after you've gotten both bags.
A perfect run of Part 1 gets you 400 Prestige.
You'll only have 3 heroes in Part 2; MinuteMan is removed.
As Nicadeamus says, take out the male clone from a distance; he 
explodes when you Talk to him.
There is a health canister under one of the shipping containers near 
where you see the Minuteman clone.
Part 2 ends when you interrogate the Minuteman clone. Your total for 
this mission should now be 880; 400 of it is for Part 1.
Part 3 is a bit tougher, but only because the cops and civilians get in 
the way more.
One trick that I learned from the FF site forums is to disable or stop 
the cars so they won't run people over; even a mailbox or something in 
the street will stop them, but you may have to damage a car until it 
changes graphics for it to stop moving otherwise.
Get the Prestige canister in the alley before talking to the chief of 
police at the station.
SPOILER: Before talking to the chief, put 2 of your heroes near the 
yellow crosswalk in front of the station. That way, when Deja Vu shows 
up in that vicinity, you'll be ready. END SPOILER
Quirk: Actually, the above spoiler can be defeated if you press the Esc 
key during the cinematic when Deja Vu appears. He will then show up in 
the alley next to the police station.
Quirk: Although any "real" police getting KOed before Deja Vu appears 
will get you a message and lose the secondary objective, afterward it 
won't.
Because Deja Vu can create clones of himself, each worth 400 PP, until 
he's KOd, there's no telling how much Prestige you can earn from this 
mission. However, you should get at least 660 from this part, plus 1280 
from Parts 1 and 2 (there's that double-counting-Part1 bug again). If 
you stomp Deja Vu right away, you'll get only 400 for him and 400 for 
each of the 3 clones that you beat (if you let him appear in the usual 
spot); otherwise, it's however many you can stomach...

Interlude:
I followed Nicadeamus' advice, and tried playing the final part of the 
previous mission several times, chasing Deja Vu all over and just 
beating up his clones (after DV himself was down to about 20 HP). My 
version of his Deja-Hunter cost me about 7000 Prestige, but I got over 
8400 one time - enough to afford "Deja-Killer" and also Law & Order 
too! Deja Vu finally went down to some police bullets, but surprisingly 
not from the cop who had been firing at point-blank range for a while; 
it was one of the 3 cops that had chased him a whole block and went 
down an alley as a group.
No new characters this time, but you should have enough Prestige now to 
easily afford at least one of the built-ins.
Quirk: Minuteman gets XP and can be trained although he's not 
available.
Quirk: Dwight Arrow is supposed to be a U.S. pilot flying in Vietnam, 
but the first acknowledged U.S. air attack on North Vietnam wasn't 
until 1964.

Mission #12 - "Deja Who" (Parts 1 and 2)
You get only 3 characters to start with in Part 1; one must be Liberty 
Lad, and Minuteman is unavailable for obvious reasons.
Watch out for enemies hiding under trees or in bushes.
Quirk: You can't do more than half (100) damage to the statue in this 
part, or those in Part 2. Why the game lets you attack them at all is a 
mystery.
Part 1 ends after you free Minuteman and then Talk to him. I got 710 
Prestige here.
Part 2 starts with a surprise grand melee; the only tough part for me 
was that Order went beserk and nearly blew up everyone by hitting the 
male civilian.
Quirk: Order's beserk status was removed by the cinematic that you get 
when somebody KOed the cloned MM. Since this can happen during combat,
it's kind of disconcerting to have the status disappear.
While any hero(es) can scour the park for clones, only LL can 
Interrogate them. Some of the ones who give up will heal back up to 
full if you wait, but they won't fight back after you Interrogate 
them. Make sure you KO them to get all the Prestige.
If you really want to solve the puzzle, instead of just triggering MM 
clones and beating them for the Prestige, look closely at the pedestals 
and you'll see numbers.
I was able to release and fight all the fakes, I guess Nicadeamus 
missed something somehow.
Don't forget the XP canister under a tree near a corner. You may want 
to let Eve use it, as she won't get any XP for this mission otherwise.
Part 2 ends when you free the correct MM.
DO you want to see the Freedom Flyer? Just wait, you'll see it in a 
little while...
With the 710 from Part 1, you should get a total of 2350 Prestige from 
this mission.

Interlude:
Eve automatically joins the Freedom Force.
Last chance to create a Deja-Hunter/Killer! Mine used the "Black Widow" 
version of Alchemiss that's available without downloading any skins, 
and the "Shadow" voice. Compared to Nicadeamus' specs, mine had lower 
STR but higher ENG, and cost about 7,000. I also used the name "Deja-
Killer", because I tweaked mine from Nicadeamus' recipe. This character 
became the only custom that I used more than once in the game (my first 
custom was a really cheap thing immune to cold to use in mission #3).

Mission #13 - "Seeing Double"
Pick 3 characters to go along with Eve, just not Man-Bot. If you 
created a Deja-Hunter custom character, this is the perfect time to use 
it.
Quirk: I spotted several out-of-control dynamic shadows on several 
buildings. The first is, from where the heroes start, forward and to 
the right; it's a stone portico on a rectangular college building 
facing the "quad". The shadow moves around as your viewpoint shifts. 
The two domed buildings on either side of the one with the cloning ray 
also have small dynamic shadows that move about.
This mission should be tackled in 3 parts. First, work your way around 
the map taking out clones, but be careful not to be shot by that 
cloning ray. This just makes it easier when you are hunting Deja Vu 
clones later. Second, destroy the shield generators and then the 
cloning ray itself. This triggers the appearance of Deja Vu. Chasing 
him and taking out his clones, and eventually him, is third and final.
If you're using a Deja-Hunter/Killer custom, you can hide below the 
Cloning Ray's pedestal (i.e. below where it can shoot at you) and throw 
acid attacks at it to knock it out.
Even if you do use a Deja-Hunter/Killer custom, Deja Vu can get out of 
control by jumping up and down between the ground and rooftops, and can 
create several clones in a row. Sometimes the clones show up at the 
other altitude. And the clones can run fast enough that even a SPD 9 
character can chase one for a while just constantly swinging at him 
without actually attacking. Note that if you build using Nicadeamus' 
recipe, a level 1 acid attack won't work often enough unless you over-
power it. But that costs energy, which the recipe has as ENG 1. I 
therefore strongly suggest that you lower STR and raise ENG. If you're 
lucky, you will only be using the acid attack on the real Deja Vu once, 
and you won't burn off all his HP with it. After that, you'll be 
chasing Deja Vu around, and then using the melee attack (because it's 0 
energy), or the acid attack if a clone gets too far away. I was lucky 
that one use of an acid attack took the original Deja Vu down to only 8 
HP, so the clones had only 4, making it very easy from then on.
Quirk: Clones that appear in the black area off the map were ignored by 
my Deja-Killer custom until they moved a bit into "fair territory".
Quirk: There's no way to tell a hero to just follow somebody. You have 
to constantly change the movement destination. Clicking on the person 
will actually instruct the hero to carry out the default attack (which 
is sometimes what you want to do), but not when you're trying to follow 
around DV and only attack the clones...
Quirk: You can left-click and drag to open up a translucent window on 
the screen. It has some interesting size constraints, but doesn't seem 
to do anything. The window will disappear when you let up on the mouse 
button. While at first I thought it was supposed to let you select 
multiple characters, it doesn't.
Quirk: Eve either had a rare miss, or she decided to shoot the original 
Deja Vu instead of holding fire because the clone she was originally 
told to shoot had just been KOed by my Deja-Killer. Probably my fault 
for assuming that the game would avoid attacking because the targetted 
enemy was gone.
Well, this is another mission where you could get any amount of 
Prestige because of the nearly infinite Deja Vu clones you could knock 
out. The minimum would be something like 1585.

Interlude:
Hopefully, you got enough Prestige that you can afford Bullet. That's 
the last of the built-in heroes; the 3 others available if you have the 
EB pre-order disc or modify your init.py file are something else. I 
don't know when those 3 are supposed to get recruited, but none of them 
showed up now or before the end of the game when I modified the init.py 
file after already starting a campaign. The 3 are in the Multiplayer 
list if you want to look at them, though.
Check out the stats on the Cloning Ray in the Database! It's a good 
thing that I took out the shield generators first, or I guess I would 
have been wasting my time trying to destroy it otherwise.

Mission #14 - "Robots on the Rampage" (Parts 1, 2, and 3)
You have to take Man-Bot, and you can't take Mentor. Well, you should 
know that you're going up against giant robots. Man O' War should do 
well; Minuteman and those vulnerable to radiation should stay home. I
started off with Man O' War (Flier, but nothing else added over 
starting powers), Sea Urchin, and El Diablo. They did extremely well in 
part 1, keeping the destruction down to 3 complete buildings and 2 more 
partials. I sent El Diablo over to grab the XP canister on the rooftop 
without too much regard for him needing the XP; he's useful, but all he 
managed to do in the first part was turn two destroyed buildings into 
smaller rocks.
Nicadeamus and I both got 9 robots, but the screen after part 1 says 
"9/10"; if somebody knows where another robot might be lurking, let us 
know!
I got only 375 Prestige from part 1: each building destroyed is a 20 
point penalty.
Part 2 is another exercise in fighting "fires" as quickly as possible; 
as soon as you beat one group of Mech-Men, another seems to appear, 
sometimes right behind you! I found it helpful to usually use Man O' 
War as the initial attacker, El Diablo to throw in Inferno when the 
fight wasn't too close to the large building you're trying to protect, 
Man-Bot to Transfer to keep the other two going and Focus once in a 
while, and Sea Urchin to throw acid bombs when she got a chance and 
dart in to finish off the blanked or stunned robots with low HP. She's 
the only one that took serious damage, when one robot took a swing at 
her that flung her quite a ways.
I got 1175 total Prestige for parts 1 and 2.
Part 3 might seem even tougher, but the objective is apparently lost 
only if all 4 corner statues _and_ the spire are destroyed, as the 
robots destroyed one statue on me without stopping play. Just work your 
way around, quick as you can, and that will put an end to the Mech-Men. 
If at all possible, try to keep heroes up in the air; that way only the 
Flame Mechs can easily target them. You won't believe how much 
knockback one of your heroes will take if a regular Mech-Man connects.
As always, even though you should get 425 Prestige for completing Part 
3, the game reports 1550 from "Previous Mission" instead of 1175, for a 
total of 1975.

Interlude:
Quirk: It's possible for a hero to appear to gain more than one level 
in a mission! I managed to get 900 XP for El Diablo because he got the 
XP canister in part 1 of the mission. Given the bug that I described 
earlier, the 300 XP for the canister was doubled, then El Diablo got 
the normal 300 XP for being on the mission. Voila, 900 XP, and I was 
lucky that he must have been at least half-way to the next level 
because he got 1200 CP in the hero listing. Except that when I went to 
train, he had only 600+ CP. Bogus!
Quirk/SPOILER: The stats for Mr Mechanical are in the Database already! 
Looks like you'll need to power-up Man O' War and Alche-Miss for that 
one, and keep everyone away from those big feet. END SPOILER
If somebody has gotten to this point WITHOUT recruiting Bullet, can you 
let us know if he still appears in the Mission Briefing?

Mission #15 - "Destruction Production"
Minuteman puts himself on the squad for this one, and for some reason 
The Ant doesn't want to go underground this time. I used Bullet for 
quickly running over to Override Turret, Man O' War for robot-
electrifying fun, and Man-Bot for Transfer and Disruption of everything 
that isn't a railing (leave those to Minuteman - sorry!). After the 
fact, Bullet and Minuteman were only useful for throwing things.
Quirk: I was able to get Man-Bot to shoot at the left turret in the 
first room without it shooting back (because every time I tried to have 
Bullet run to Override, he got shot), but then I couldn't destroy the 
console later.
Quirk: If you zoom way out (you may need to alter the init.py file for 
this), you can see little bits of other rooms that you haven't gotten 
to yet, or even Blank status coming off robots you can't see.
Override Turret seems to only work for one shot, so keep doing it 
unless you want somebody attacking the turret to be suddenly shot at 
point-blank range, or a robot attacking the turret to suddenly not have 
it as an enemy. In fact, because of the way the consoles and turrets 
are arranged, the only turret that I could get any use out of was the 
one to the right in the first room. All the others, you can't get to 
the console without getting shot. SPOILER: So you might as well exploit 
the slight gap between the turrets having a "Medium" range, and any 
heroes that have a longer range attack. Those turrets shoot extremely 
quickly, so you're not going to get them unscathed otherwise. END 
SPOILER
Quirk: You can't destroy or damage the doors between rooms; they just 
automatically open when a hero gets close enough.
Quirk: "Houston, we have a problem" is an interesting phrase for Bullet 
to say, but it wasn't until 1970 and Apollo 13 that it would make any 
sense - not 1962.
The enemies can usually be taken out one at a time; the significant 
exception is Flame Mechs, which usually aren't afflicted with Blank and 
can shoot at fliers. You won't find much to throw until the later 
rooms, so Minuteman will probably be your least valuable squad member.
Quirk: Some of the robot bodies remain behind when you destroy them or 
what they were on. This affects 3 out of the 4 in the repair room.
Quirk: I'm not sure if this was the graphics starting to go haywire, 
but my two fliers (Man-Bot and Man O' War) sometimes ended WAY up in 
the air when flying from one room to another, mostly the last 3 rooms. 
And somehow they could fly _over_ the door, instead of through it. 
Maybe changing the zoom settings did it?
The mission ends when you destroy the 4th generator. You fail if you 
destroy the reactor instead, but you'll usually only miss 60 points for 
the primary objective. The only difference is that the game won't let 
you save the game, encouraging you to try again.
The enemy list for the mission is strange: 24/23 Mech Men (I guess it 
counted some hidden in storage boxes) for 840, 5/5 Flame Mech for 250, 
and Flame Mech (yes, again) for 50.
Anyway, your Prestige total should be 1420, which includes 100 for the 
Prestige canister. I cheated by having all 4 heroes grab both the XP 
and Prestige canisters, so I got 1720 total, and 600 XP for each squad 
member afterward.

Interlude:
By the way, if you have enabled the console in your init.py file, when 
you press the "u" key in the game it will toggle a display of some 
rendering engine stats, e.g. FPS, # of objects, etc. After a while, it 
just becomes annoying when you're typing in save game names.
If you plan to take Man O' War on the next mission, I strongly suggest 
that you plus-up his Storm Bolt attack if at all possible; having it at 
level 5 instead of 3 makes a significant different in how fast you can 
take down a giant robot.
There's an entry for Mr Mechanical the giant robot in the Database 
already (although it should have appeared after mission #15 instead of 
#14, given that you find giant robot parts in one room). Choose your 
characters and train them accordingly.

Mission #16 - "The Madness of Mr Mechanical"
You have to take Microwave on this mission, and can't take Man-Bot.
Well, the tin can was originally going to be one of my choices to fight 
a giant robot, so I had to improvise instead. And that meant trouble, 
no matter what I tried. My first try was Man O' War, Alchemiss and Sea 
Urchin: Sea Urchin got KOed, and really couldn't attack the giant robot 
on the ground or go toe-to-toe with Mech-Men. Second try, I pulled out 
my Deja-Killer (who had been taking a break since #13) and gave her 
about 900 CP of ranged Electricity attack, plussed-up Man O' War's 
Storm Bolt to level 5, and left Microwave to mind the Freedom Fortress: 
the giant robot came down much faster, but Microwave didn't do as well 
as Sea Urchin against the Mech-Men - Microwave survived but only took 
down 2, and couldn't run/fly away if they came after him. Your mileage 
may vary, but I _really_ didn't like Microwave in the squad on this 
mission.
Yay! We finally get to see the outside of the Freedom Fortress! Doesn't 
it remind you of the building from "Men in Black"? Or the HQ of the old 
Justice League cartoon? There must be a lot of stuff underground, 
because that building doesn't look big enough...
Unless you're really good at using Microwave's Teleport power, he/it 
moves too slow for this mission. The giant robot moves too fast for 
Microwave to keep up, making most shots miss because the target moves 
out of range. SPOILER: Maybe keep Microwave around the Freedom Fortress 
to fend off Mech-Men. Why Nicadeamus doesn't mention these is unknown, 
but I guess they can lose the mission for you if you don't take down 
the giant robot in a hurry. END SPOILER
This mission ends when the giant robot is KOed, or I guess you could 
fail by letting the Freedom Fortress be destroyed. Unlike most other 
missions, there are no breaks to explore the map without penalty.
You should get 260 Prestige for the objectives; as long as a target 
building isn't completely destroyed, you get the points for saving it. 
As Mr Mechanical is at the controls, usually all you have to do is hit 
the giant robot enough for it to say "I'll take care of you first", and 
it forgets about the building while it chases you instead.
Another batch of points is for the enemies: 350 for Mr Mechanical (the 
giant robot), and up to 6*35 for Mech-Men attacking Freedom Fortress, 
thus up to 560 more. Take off 20 points for each city building 
demolished during the robot rampage, maybe add for the Prestige 
canister under a crate in an alley, and you've got a variable total 
that I can't predict for you. It probably doesn't matter if you got a 
lot from Deja Vu clones earlier, anyway.

Interlude:
Why the Museum of Ancient History? I guess we'll find out...
Quirk: For once, the Database doesn't tell you anything about the 
upcoming enemies when it should; if Mentor is already a traitor to the 
Domain, why not tell Freedom Force about the expected soldiers?

Mission #17 - "History Lesson"
You must bring Alchemiss, and Mentor stays behind. Guess he didn't want 
to risk being a special target of the invaders, or maybe he was afraid 
his disguise might fail.
Quirk: The physics model is apparently working even during the 
cinematics, because somehow my custom Deja-Killer got knocked down by a 
taxi before the screen "zoomed out", Alchemiss even opened her mouth or 
the objectives appeared. Not fun to have to start the mission damaged.
SPOILER: Before anyone goes anywhere, I strongly suggest that you blast 
a car to the left of your starting position. That way, there will be a 
lot less traffic to knock down Alchemiss or your other non-fliers. END 
SPOILER
The aliens that came out of a particular portal disappear (except for 
Praetor) when that portal is closed. Alchemiss has to be rather close 
to the portal to do it, and it takes a few seconds; so no letting El 
Diablo throw Infernos that-a-way! ;)
The aliens will occasionally turn on shields when they think they're in 
the middle of a big battle. Surprisingly, although the data says the 
shields are movable, the aliens just stand there. SPOILER: Acid attacks 
go right through these shields. And getting the aliens to turn on their 
shields is a good way to prevent them from even getting close to the 
museum. END SPOILER
SPOILER: A Deja-Killer as described by Nicadeamus will do rather well 
on this mission, if you add something like an Electrical attack (Direct 
or Ranged with Penetrating). Mine kept one portal busy while the other 
3 heroes took care of another. The only problem was when an Alien 
Sergeant blew up half a building under her; turns out that the aliens 
need to see a hero to attack, so hovering over the middle of a rooftop 
doing Direct attacks down into the alleys worked like a charm. END 
SPOILER
Don't forget the XP canister on a rooftop, but wait until before you 
interrogate Praetor to get it.
This mission ends when you interrogate Praetor. In my case, he had been 
acid burned several times, but didn't take truly serious damage until 
Man-Bot started walloping, and everyone else joined in - even 
Alchemiss!
The Prestige from this mission is again very variable, because of the 
number of Alien Warriors and Alien Sergeants that can come through the 
portals before you close them, and the damage that can be done to the 
city. Fulfilling all the objectives gets you 260 points, letting any of 
the 19 civilians get wiped is -25 each. The portals usually let in 1 
Alien Sergeant and 2 Alien Warriors each time, so you probably have "n" 
times 75 and "2n" times 60 points for the enemies, or 195 for each 
group of aliens that came through a portal. You don't get any points 
for Praetor.

Interlude:
Well, the comic book cover during the loading screen, and the green 
stuff on the ground in the background, sort of give it away. You can 
expect to need Eve for what's coming up next.
Quirk: The descriptions are identical for the Alien Sergeant and Alien 
Warrior, although the Warrior doesn't fly.
Quirk: After you press the "+" to add the 5th level to a power, when 
you hover the mouse over the "-" it says "CP RETURN: 0" instead of the 
correct value (which you do get back if you press "-").

Mission #18 - "A God Walks the Earth"
You must take El Diablo and Eve, but nobody else has to stay home.
To be assigned the secondary objective of unblocking the police 
station, talk to the policeman near the blocked door. Then destroy, or 
at least damage further, all 4 vehicles. I had already destroyed 3 of 
them before talking, and had to throw the 4th one before it was marked 
done.
The sylphs are apparently active even if you can't see them; while I 
only saw them take out 1 civilian, the scorecard says I lost 5, for a 
larger damage penalty than I got in the Mr Mechanical attack!
SPOILER: Green Sylphs can do acid damage to heroes that hit them with a 
melee attack, even if they aren't resisting! At least, somehow one of 
my heroes got acid burnt when roughing up a surrendered Green Sylph in 
the next mission, and it probably applies here as well. 
END SPOILER
Except for one sylph that I found way up in the corner near the XP 
canister, you should be led to all the enemies by the arrows. I'd hold 
off on interrogating the red sylph near the giant tree until you take 
down the 2 Manbulls nearby.
This one ends when Eve (the only one who can in this mission) 
interrogates the Red Sylph near the giant tree. Interestingly, the 
cinematic also had a male civilian standing next to Pan; guess he 
brought his lawyer!
A perfect run of this mission would get you 1340 Prestige.

Interlude:
Quirk: Pan, the Green Sylph and the Manbull are all in the database 
now, but the Red Sylph isn't.
Quirk: Eve is still listed as being on the team, and can be trained 
even though she's temporarily unavailable.

Mission #19 - "Forbidden Fruit"
As the Mission Briefing suggests, Microwave must be on the team, and 
Eve is unavailable. Mentor stays home to polish his dome or something.
The Sylphs have different elemental attacks and vulnerabilities, so 
you'll have to be flexible and sometimes just waste attacks against 
strong resistances just to be doing something.
SPOILER: Warning! The Silver Sylphs are new, and have a lightning chain 
attack that can travel extremely far and affect multiple targets. END 
SPOILER
SPOILER: Use El Diablo's Ignition, or Man-Bot's Disruption, or 
something equivalent to quickly take down the temples that start 
spawning enemies when you approach. You can't actually use those 
attacks on the temples, but it's just as effective on the columns 
nearby. END SPOILER
If you look very closely at the ground, you can find little spirals at 
various locations. These are one-use Stasis traps, triggered when 
somebody runs (not flies) over that location. I didn't see any Sylphs 
run over them, but it's possible for heroes to accidentally trigger 
them while fighting or just going from place to place.
When Microwave collects fruit from the 5th tree, 4 Green Sylphs will 
appear at the red arrows. You can't KO them, so just pick one to 
Administer Cure to. I don't think you have to beat them up to do it, 
but I did it anyway. Warning: my custom character got acid-burned 
while attacking one of these passive Green Sylphs with a melee attack, 
so the physics engine may let a hero get poked with a spear even if 
the holder isn't actively attacking with it.
Don't forget the obvious XP and Prestige canisters before you end this 
mission. For once, there were enough HP canisters for me, but I was 
also cheating when using them.
This one ends, after an interesting cinematic, when you Administer 
Fruit to one of the 4 Green Sylphs.
You can again get a variable amount of Prestige for this mission, 
because of the spawn point temples. At least you'll get 200 for the 
objectives, 100 (unless you cheat) for the canister, no penalty for 
destroying the 6 temples. I'm not sure if I only got 1 or 2 arrivals 
from my first or second temple, so I won't even tell you how many 
enemies I got. However, don't worry about getting 6/9 or so Green 
Sylphs; that's due to the 4 that show up at the very end, when you can 
only Administer Fruit to 1.
Quirk: If you try a variation on the canister cheat, and try Administer 
Fruit simultaneously to all 4 Green Sylphs, you'll probably get a view 
of some other hero next to an unchanged sylph while Microwave talks to 
a female civilian.

Interlude:
While previous backgrounds have also been animated, this is the first 
one where something interesting happens; you get to see Pan doing his 
Lethes (sic) Song and dance, with audio.
Quirk: You can train up the team members that you'd assume are 
inaccessible for various reasons, including Eve.

Mission #20 - "Pandemonium"
You can't change your squad from the last mission, but the game shows 
you the screen anyway.
Quirk: If you zoom out really far from the start location, you can see 
the very tops of 2 pine trees, but everything else (besides your start 
room and the one beyond the doors) is black.
There are more stasis trap spirals on the ground: 2 in the first room 
you enter, 2 more in the small hedge maze following it, 1 each in the 
dais and standing stones rooms.
Quirk: Mentor will call you on the psychic link twice, if you go 
through both exits from the first room you enter. I guess the event is 
set up to trigger on passing either spot, not just the first one.
Quirk: Enraged Manbulls are rather singleminded; two of them ran right 
past Microwave, my only character on the ground. The first was going to 
pick up a large rock, I assume the second one was trying to do the same 
after the first got pounded while holding it.
SPOILER: The hidden rooms with Manbulls trigger on something involving 
how long any hero has been nearby, either walking or flying. So flying 
quickly past once or twice won't trigger them, but flying slowly or 
walking should do it. END SPOILER
SPOILER/Quirk: One of the wall carvings in the fire room took a shot at 
one of my heroes, so I quickly pulled back after getting rid of the Red 
Sylph occupants. El Diablo then flew around doing Ignition on anything 
and everything. Those wall carvings were tricky though; only one 
specific location on the object would let you attack it. I think it was 
the nose. Also, although they had 50 HP, when El Diablo did Ignition I 
would consistently see a blue 30 damage marker when it exploded. END 
SPOILER
Quirk: After the fire room, you see 2 Manbulls at the end of the hall. 
When my custom Deja-Killer went after one to acid burn it, she flew 
above the blackness that's normally behind the walls, while trying to 
"cut the corner" and quickly approach the Manbull, which was moving 
away to go pick up a huge rock. After the ensuing combat, I found 
damage decals on the top of the wall from where she shot penetrating 
bolts through the wall, from above and behind it.
SPOILER: Against the 3 Silver Sylphs on the dais, your best defense is 
all-out attack while they charge up their lightning bolts. If you can't 
take them all out before they let fly, at least knock down 1 or 2 
instead of wearing them all down equally. Remember, even at 1 HP they 
still shock you, at 0 they're a statistic. END SPOILER
Quirk: When an enemy starts to spawn at the central "altar" in the 
standing stones room, there's a second or two where you can see the 
enemy, and it looks like it's getting ready to attack, but you can't 
target it. Eventually though, you can.
Enter the next room, and you have to defeat Eve and Pan, except that 
Pan can't really be defeated. Have Microwave do Administer Cure to Eve 
when prompted, and finally when you defeat Pan again, Eve will resolve 
the whole thing. Did you notice that Eve turned the Manbulls into male 
civilians?
Quirk: The throne seems a little light at only 110 pounds for something 
so large. And several times I commanded El Diablo to Ignition it, but 
he did nothing.
This one ends when you get Pan down to 1 HP the second time, and you 
won't have a chance to go back for canisters - so take care of them 
when you clear out the room they're in.
Again, because of the spawn sites, you can get a variable amount of 
Prestige for this mission. At a minimum, you should get 1610, maybe a 
little less if the game lets you destroy all the standing stones before 
the first enemy spawns. There's no penalty for destroying the temple in 
the first room, and apparently nothing else even counts.

Interlude:
Quirk: The "Wall Carving" is in the database now, but it has no picture 
or description.
This Mission Briefing has the best cinematics so far.

Mission #21 - "Beginning of The End"
Both Man-Bot and The Ant are unavailable, but you can choose any 4 from 
the rest.
I think the secondary objective is impossible, as I had my fastest 
flying hero immediately set off to rescue the female civilian at the 
crystal to your left, but she was already surrounded by 3 Raptors. 
Admittedly, these were already damaged, and fell quickly, but by that 
time the fool had already run off into the hills and met 3 more 
raptors. This time she wasn't so lucky. I won't even ask you to imagine 
what would have happened if she had run the other way into a T-Rex. 
Anyway, at this point losing a little Prestige is the least of your 
worries.
You really do have to keep a hero or two near the FF HQ, and constantly 
check on them while moving the others in the rest of the map. In a few 
seconds, several raptors can run in out of the desert and start 
wreaking havoc. The 3 police are a slight advantage: if you listen 
carefully you can sometimes hear them start to fire when you haven't 
been checking, and that can alert you to trouble.
Quirk: It's possible to get rid of the second T-Rex before The Ant pops 
up with a message about it and the beacon, which appears when you 
approach the crystal and not necessarily the T-Rex.
Your chance to pick up canisters is after you've scoured the map for 
thugs and raptors.
SPOILER: I strongly suggest that you have only 1 hero, preferably your 
fastest flyer, place the 3rd transmitter, and make it at the crystal 
where The Ant talks about the T-Rex. It actually doesn't matter exactly 
where your other 3 heroes are, as the game will place them 
automatically when the cinematic winds down. About the only choices you 
have are: who the 4th hero - who should start heading back to the city 
ASAP when the transmitter is placed - will be, and if your heroes are 
flying or not.
After a cinematic and a slam-bang melee (Lord Dominion went flying 
about as high as a pteranodon thanks to Alchemiss, and by the time he 
started shooting he was alone; second time he went even higher but one 
of his guards survived a few seconds longer), this mission is over.
If you play like I did, or close to it, you'll get a total of 1800 
Prestige. This includes NOT getting the primary objective of "protect 
the civilians", and losing 25 points for the silly female who wants to 
walk with raptors. But Prestige shouldn't matter much now, as you're 
down to the final mission!

Interlude:
Quirk: Lord Dominion and the Hit-man aren't in the database.
Quirk: Again, you can train up the unavailable character; if you've 
gotten to this point in the game, you know who it is.
Last chance for training!
Pick 4 heroes who complement each other, and can cover a wide range of 
attack types.

Mission #22 - "The End of Time" (Parts 1, 2, 3 and 4)
No XP or Prestige canisters out here, like you need them!
You can walk on the glowing purple edge of a disc, e.g. to get around 
behind a building right at the edge of the normal-looking terrain. If 
you couldn't, heroes that can only walk couldn't get to the healing 
canister on disc I.
Beware of the portal! When you complete the primary objective, the 
portal will immediately let off an explosion that does pretty 
impressive knockback. On disc I, it threw Man O' War from street level 
up onto a roof!
SPOILER/Quirk: On disc II, don't worry about immediately jumping into 
combat with enemies encased in ice. Although the game lets you start up 
attacks (and you lose the energy), all are cancelled when a cinematic 
plays about 2 seconds after your arrival. Then, once the enemies thaw 
out, and in some cases end up in odd locations or even damage 
themselves, you can begin to fight them. END SPOILER
You must eliminate _all_ enemies, even if they don't bar your way to 
the portal, or otherwise fulfill the primary objective _only_. An 
excellent example is disc IV, with the ants; if you bring The Ant, the 
objective changes to just getting rid of the impostor. As soon as you 
do that (Shove works just dandy!), the ants immediately vanish and the 
portal explodes open. You get Prestige for the ants, but not for the 
impostor, in that case.
Part 1 ends when you enter the portal on disc IV (ants). If you still 
care, you should get 980 Prestige unless you have The Ant and got away 
with fewer ants at 30 each.
The heroes' HP is restored after completing each part, but no XP or CP 
or training.
Again, beware the portal! On disc V (Shadow & the Darkmen - almost a 
good name for a band!) one time, Alchemiss was the only hero that 
didn't move far enough from the start point. When the portal opened, 
she was thrown over the castle wall and almost over the edge!
Quirk: I wouldn't have seen them except for changing the zoom settings, 
but on disc VI (Deja Vu) there are 3 oil drums and an EP canister 
hanging way up in the air above one of the buildings. They can be 
destroyed, but not picked up even by a flyer.
Quirk: In disc VI, it looks like all the Deja Vu clones will disappear 
if you KO the original. I think that's what caused me to get "1/4" in 
the enemies list later.
Quirk/Bug: Nicadeamus doesn't mention this, but you won't be able to 
proceed to the next disc if you've knocked an enemy off the disc 
without KOing them first. Which makes that Shove of The Ant rather 
useless. I could be wrong, but it's the only explanation that I have 
for not being able to move on from disc VIII, because I got The Ant to 
throw a few rocks and knock at least one enemy off the disc - had to do 
all 4 discs over again!
Quirk/Bug: This one is in the Curtis Burt FAQ, and I ran into it too at 
this point. If you have The Ant use his Burrow power, then do anything 
with other heroes, you won't be able to bring The Ant back. He can move 
around, and even pick up objects and throw them, but can't use other 
powers. Doing this may have also prevented me from moving on from disc 
8, but I was able to move from disc 7 like this, so...
Part 2 ends when you enter the portal on disc 8. Again, due to variable 
Prestige from Deja Vu clones, you will get at least 1040 more Prestige 
from this part, plus 400 for each clone, minus damage penalty. Whoopee!
Part 3 is more of the same.
There are 2 HP canisters on the T-Rex disc; look under trees for the 
second.
You don't have to destroy the temples, especially if you take down Pan 
quickly.
You get no points for the turrets, just the Microwave robots, so you 
may have to take out only 1 or 2 turrets to finish that disc.
Part 3 ends when you enter the portal after defeating Timemaster's 
temporal twins. Two had one resistance each, so notice them when 
assigning targets.
As mentioned before, the Prestige for earlier parts is added 
incorrectly, giving me 2880 for the first 2 parts when it should be 
1960. Part 3 is worth 2530 more.
Part 4 is the absolutely final showdown. Although you're told to 
destroy the conduits first, I wasn't able to do any damage, so I moved 
on to the 3 constraint devices on my own. I don't know what the game 
does to encourage you to do this instead, although I got a message that 
it was a good idea. And of course, THAT is when Timemaster shows up and 
really starts the fun.
You can nearly ignore the temporal twins, except maybe to stun them or 
something long enough to get past them to the constraint devices. Each 
pair vanishes when you destroy the constraint, and you get the points 
anyway, so whack away at the device! SPOILER: Note that they do explode 
when destroyed, so you may want to have only 1 hero give the final hit 
while others run on to the next target. END SPOILER
SPOILER: Timemaster will regenerate while any of the constraints exist, 
but you can wear him down if you like, just to keep him from causing 
worse damage to the heroes. I found Alchemiss' Vengeance Curse to be 
rather useful in slowing down the big guy. END SPOILER
Part 4 ends when you have destroyed all 3 constraints, and then KOed 
Timemaster.
Quirk: If somebody has played without recruiting Law and Order, do they 
still appear (Law as a ghostly face above Order) in the ending 
cinematic?
Even though Prestige is the last thing you need after the ending, when 
the credits have rolled you get the usual points screen. You get a 
surprisingly low amount of points for this, only 1700.
Quirk/Bug: And yet again, you get the wrong amount for prior parts: I 
got 8290 when it should have been 5410, an extra 2880, so the game is 
giving me double the first 2 parts when there is a 4th part to a 
mission.

Hope you enjoyed playing the single player campaign for Freedom Force!

Pete Karsanow
This document Copyright 2002 Peter Karsanow.
http://www.geocities.com/hentaihelper/p_gmhelp.htm