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    FAQ/Walkthrough by PapaGamer

    Version: 1.00 | Updated: 05/03/05 | Search Guide | Bookmark Guide

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    |                                                       |
    |   F   R   E   E   D   O   M       F   O   R   C   E   |
    |         v s   T h e   T h i r d   R e i c h           |
    |_______________________________________________________|
    
    FREEDOM FORCE vs THE THIRD REICH
    FAQ/WALKTRHOUGH
    V1.00 2005-05-04
    
    (c)2005 Barry Scott Will <pyric@cavecreations.net>
    <http://www.pyric.com/>
    
    
    This work is licensed under the Creative Commons Attribution-ShareAlike 
    License. To view a copy of this license, visit
      http://creativecommons.org/licenses/by-sa/2.0/
    or send a letter to
      Creative Commons
      559 Nathan Abbott Way
      Stanford, California 94305, USA.
    
    
    Freedom Force, the Freedom Force logo and Freedom Force vs The Third Reich 
    are trademarks of and copyright Irrational Games.
    
    This FAQ/walkthrough is not endorsed by, nor is the author associated with, 
    Irrational Games.
    
    
    ASCII Art by Barry Scott Will
    
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    |                                           |
    |             TABLE OF CONTENTS             |
    |___________________________________________|
    
    [1] Game Overview
        [1.1] Review
        [1.2] Glossary
        [1.3] Links
    [2] Gameplay
        [2.1] Controls
        [2.2] Understanding Hero Stats
        [2.3] Combat
    [3] Heroes
        [3.1] Alchemiss
        [3.2] The Ant
        [3.3] The Bard
        [3.4] Black Jack
        [3.5] Blackbird
        [3.6] Bullet
        [3.7] El Diablo
        [3.8] Eve
        [3.9] Green Genie
        [3.10] Iron Ox
        [3.11] Law
        [3.12] Liberty Lad
        ]3.13] Man-Bot
        [3.14] Mentor
        [3.15] Microwave
        [3.16] Minuteman
        [3.17] Order
        [3.18] Quetzalcoatl
        [3.19] Supercollider
        [3.20] Tombstone
    [4] Foes
        [4.1] Fortissimo
        [4.2] Glacial Giant
        [4.3] Nuclear Winter
        [4.4] Red Oktober
        [4.5] Red Sun
        [4.6] Time Master
    [5] Walkthrough
        [5.1] Things That Go Bump in the Night!
        [5.2] Chaos in Cuba!
        [5.3] Beware the Sorceress of the Soviet! (Act I)
        [5.4] Beware the Sorceress of the Soviet! (Act II)
        [5.5] The Ice-Man Cometh!
        [5.6] A Time of War!
        [5.7] The Voice of Doom!
        [5.8] Red Sun Rising
        [5.9] Red Sunset
        [5.10] To Rescue a Hero!
        [5.11] When Strikes the Kill-a-Rilla!
        [5.12] Sky King's Starring Moment!
        [5.13] Achtung! Der Alchemiss!
        [5.14] Beat the Clock!
        [5.15] Peril and Paradox
        [5.16] Mind of the Mad-Man!
        [5.17] Enter Entropy
        [5.18] Devastation Duet
        [5.19] The Burning of Patriot City!
        [5.20] Holes in the Time Stream!
        [5.21] Entropy Over Time Equals Destruction
        [5.21] Sacrifice of a Hero!
    [6] Version History & Credits
    
    To jump to a specific topic, open the Edit menu and choose Find in this 
    Page (or just press Control-F) and enter the bracketed number, including 
    the brackets. For example, enter [5] as the search text to jump straight to 
    the beginning of the Walkthrough.
    
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    |             [1] GAME OVERVIEW             |
    |___________________________________________|
    
    __  __
     _][_
      ||  [1.1] REVIEW
    ------------------
    
    Freedom Force vs. The Third Reich is the sequel to Freedom Force. Both are 
    strategy/RPG games loosely based on comics from the 1960s. The in-game 
    cutscenes and characterizations takes the general camp of comics from that 
    era and ramps it up several notches. Think Adam West and Burt Ward on 
    speed.
    
    The voice acting is so over-the-top, calling it ham doesn't do it justice. 
    This is ham served with a side of bacon and cheese fries. If you can handle 
    that for more than a few minutes without gritting your teeth, the game 
    underneath is a solid squad-based tactical strategy game with some generic 
    RPG elements. Don't expect full-fledged role-playing as you would find in 
    Knights of the Old Republic or Baldur's Gate.
    
    The pacing of the game is quite slow as you spend approximately 75% of your 
    time with the game in Pause. Your teammates have no artificial intelligence 
    (AI) to speak of, so you must pause, issue commands, resume to carry out 
    those commands, pause, issue more commands, resume...
    
    You get the picture. If you assign one of your heroes to attack a target 
    using an attack that consumes no energy, that hero will continue using that 
    attack until the target is eliminated. That's the full extent of the AI 
    available to you for your heroes. Needless to say, you'll want to 
    micromanage combat situations yourself.
    
    If that sounds tedious and boring to you, then you'll want to skip this 
    game. If handling the minutiae of combat gets your blood racing, then 
    you'll love this game. The interface is, overall, solid and intuitive. It 
    is missing a mapping feature; but, there are lots of arrows lying around 
    pointing the way you should go next.
    
    The game is extremely linear. While the story is interesting and the 
    characters well-defined, you are thrust through one short, single-path 
    mission after another. This game is, really, all about the tactical combat 
    and the mechanics of increasing the power of your heroes.
    
    It takes a bit of time to really get into the game, and the gloss can be 
    hard to overcome; however, this is a quality title that is well-worth 
    purchasing (and don't forget to pick up the original FF while you're at 
    it).
    
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     _][_
      ||  [1.2] GLOSSARY
    --------------------
    
     * AoE (Area of Effect):
       A power that spreads its effect over a wide area, affecting multiple
       Targets--including teammates if they are within the effect range. When
       targeting an AoE power, the area that will be affected is shown by a
       gray globe.
    
     * Stat:
       One of the five scores that determines a hero's abilities. They are
       Strength (STR), Speed (SPD), Agility (AGL), Endurance (END) and
       Energy (ENG)
    
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     _][_
      ||  [1.3] LINKS
    -----------------
    
     * Freedom Force Universe: http://www.freedomfans.com/
       Bills itself as the "number one source for all things Freedom Force"
       and they are pretty much correct. This is the official community site
       for Freedom Force, run by Irrational Games. If you're looking for more
       in-depth information about this game or its prequel, this is the place
       to start.
    
     * ModForce: http://www.freedomfans.com/modforce/
       A section of FF Universe, this is the place to start if you want to mod
       Freedom Force (1 or 2). Includes free tools, tutorials, meshes and
       skins, etc.
    
     * Freedom Reborn: http://www.freedomreborn.net/invision/
       A fan-run set of forums for playing and modding FF games. Lots of
       activity, plenty of participants and very specific forums for handling
       whatever type of modding you wish.
    
     * Alex's Freedom Fortress: http://www.alexff.com/
       A lot of high-quality meshes and skins created by the FF community.
    
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    |               [2] GAMEPLAY                |
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      ||  [2.1] CONTROLS
    --------------------
    
    FFv3R is a typical point-and-click PC game. You can run the entire game 
    with your mouse:
    
     * Left-click a target to perform a default action or attack
     * Left-click the ground to move there
     * Right-click any target (including your own characters or the ground) for
       a menu of actions that can be taken on that target
     * Push the mouse to the edges of the map to scroll the map in that
       direction
     * Zoom the camera with the mouse wheel
     * Left-click a hero or hero portrait to select that hero
     * Left-click-and-drag around a group of heroes to select the group
    
    There are a few actions that require the keyboard:
    
     * Press SPACE or P to pause the game
     * Hold the ALT key while moving the mouse to rotate the camera
     * Hold the CTRL key when selecting an action to overpower the action
     * Hold the SHIFT key while clicking heroes or hero portraits to select
       multiple heroes
     * Press ESC to open the game menu
    
    Additionally, you can use the keyboard to perform most actions:
    
     * Use the W, A, S, D keys or the arrow keys to scroll the map
       (Do not work for rotating the map while holding ALT)
     * Press 1, 2, 3 or 4 to select the hero in that position (you can see
       the position number of each hero on the hero's portrait)
     * Press SHIFT + 1, 2, 3 or 4 to add that hero to your current selection
     * Press 5 to select all four heroes at once
     * Use the Function keys to use hero powers; see each hero's action menu
       for the F-key to use for each power
     * Open the Objectives screen with O
     * Quick save with F11
     * Quick load with F12
     * The bracket keys [ and ] cycle through a hero's powers
    
    You can, of course, re-map the keys used for commands using Options > 
    Control from either the main menu or the game menu.
    
    __  __
     _][_
      ||  [2.2] UNDERSTANDING HERO STATS
    ------------------------------------
    
    Each hero has five ability scores: Strength (STR), Speed (SPD), Agility 
    (AGL), Endurance (END) and Energy (ENG).
    
    Strength modifies damage and knockback of melee attacks and determines the 
    hero's ability to pick up and throw heavy items.
    
    Speed governs how fast the hero moves. Heroes do not move together in a 
    group at the same speed. If you have a really fast hero (such as Bullet) 
    with a group of average Speed heroes, the fast hero will quickly outpace 
    the others and can end up all alone among a group of enemies. The Speed 
    rate is applied equally whether the character is on the ground or flying.
    
    Agility determines the hero's ability to dodge attacks.
    
    Endurance determines the amount of health points.
    
    Energy governs the rate at which Energy-X regenerates.
    
    
    *** HERO ATTRIBUTES ***
    
    Adaptive: The hero is resistant to half the damage types and vulnerable to 
    the other half. Each time the hero is hit by a damage type to which the 
    hero is vulnerable, the hero becomes resistant to that type of damage and 
    vulnerable to another type of damage.
    
    Armored: The hero is resistant to piercing damage. Speed is reduced by 1.
    
    __  __
     _][_
      ||  [2.3] COMBAT
    ------------------
    
    FFv3R is a tactical squad-based strategy game. In other words, you've got 
    four people on your team and you must control and coordinate their attacks 
    on your enemies in order to get the most effective use out of your heroes' 
    attacks. You can attack targets two ways:
    
    * Execute a default attack by left-clicking a target. You can set a hero's
      default attack by selecting the hero and clicking the default attack bar
      shown beneath the hero portraits. This will bring up the action menu and
      you can select a new default attack.
    
    * Execute any available action by right-clicking a target and selecting an
      action from the action menu.
    
    If you set a hero to attack a target with a power that consumes no Energy-
    X, the hero will continue attacking that target with that power until 
    either the hero or target is knocked out. Otherwise, heroes will do nothing 
    unless you specifically command them.
    
    When fighting the weaker minions, you can just select all your heroes and 
    left-click an opponent to quickly take out the target with default powers. 
    Then move on to the next minion in the group. Tougher minions and bosses 
    require much greater tactical maneuvering and use of powers.
    
    In boss fights you should concentrate on taking the boss out of action in 
    some way so you can concentrate on the minions. Ways in which to do this 
    are Tombstone's Possession, Green Genie's Object Lesson or Polymorph, 
    Alchemiss' Purgatory, etc. Tombstone's Possession is especially good as it 
    allows you to use the boss to fight his or her own minions. If you can't 
    take the boss out of the fight, concentrate on the boss with all your 
    heroes--usually, once the boss is down the fight is over and you don't have 
    to worry about the minions any longer.
    
    Whenever you mouse over a target, information about that target shows in a 
    status bar in the lower right of the screen. Pay attention to the 
    vulnerabilities and resistances of the target. It is next to useless, for 
    example, to use El Diablo to attack a target resistant to fire; but, highly 
    recommended to use him against a target vulnerable to fire.
    
    Use Pause often and take the time to examine your options using the right-
    click command menu. Some powers that cause less damage may be more useful 
    if they affect multiple targets and you are being mobbed. Finally, don't 
    forget that retreat is sometimes the better part of valor. Not to mention, 
    you may need to run away from some fights in order to complete an 
    objective--especially in timed missions.
    
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    |                [3] HEROES                 |
    |___________________________________________|
    
    NOTES ON HERO LISTINGS:
    Ability stats cannot be improved during the course of the game. Attributes 
    listed with a Buy cost must be purchased with character points when 
    training the character. Powers listed with a Buy cost can only be purchased 
    when the Power listed directly above is also purchased and upgraded to 
    level 3. (If the previous power does not upgrade, purchasing it suffices to 
    allow you to purchase the lower power.) Resistances and vulnerabilities 
    cannot be changed, unless they are affected by an attribute or power you 
    purchase.
    
    __  __
     _][_
      ||  [3.1] ALCHEMISS
    ---------------------
    
    "Believing in little besides her ability to make men drool, Catherine 
    Larchmont-Price wandered through life disdainful of the beliefs of others. 
    All that changed when the goddess came to her dreams one night, blessing 
    Catherine with mystic powers and transforming her into the Alchemiss."
    
    Stats:
     * STR 3, SPD 4, AGL 5, END 4, ENG 6
    
    Attributes:
     * Flier
     * Level Headed
       - Buy cost: 700
    
    Powers:
     * Smite the Wicked
       - Buy cost: 0 (starting level 3)
       - Upgrade cost: 63
       - A short, sharp slap for the unworthy; crushing damage
     * Arcane Bolt
       - Buy cost: 0 (starting level 1)
       - Upgrade cost: 86
       - A small bolt of mystic energy; energy damage
     * Blessed Aegis
       - Buy cost: 788
       - Upgrade cost: 157
       - Passive defense against mental and mystic attacks
     * Aloft
       - Buy cost: 366
       - Upgrade cost: 73
       - Propel people upward with great force; 
     * Arcane Blast
       - Buy cost: 380
       - Upgrade cost: 76
       - A devastating bolt of mystic energy; energy damage
     * Repulsion
       - Buy cost: 0 (starting level 3)
       - Upgrade cost: 223
       - Flings a foe away with furious force; energy attack
     * Alteration
       - Buy cost: 0 (starting level 3)
       - Upgrade cost: 250
       - Inflicts a random curse upon the target; mystic attack
     * Arms of the Goddess
       - Buy cost: 0 (starting level 1)
       - Upgrade cost: 212
       - Active defense against piercing, fire and cold damage
     * Purgatory
       - Buy cost: 181
       - Upgrade cost: 36
       - Temporarily banish an enemy from this plane of existence
     * Vengeance Curse
       - Buy cost: 551
       - Upgrade cost: 110
       - Target suffers susceptibility to stun
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
     * Automatically at the beginning of the game
    
    Alchemiss is required during the first two missions, and during two 
    missions much later in the game. Thus, it pays to get to know her well and 
    use her fairly often in order to train her up for the later missions. She 
    has a diverse assortment of ranged and direct attacks and two good shields; 
    not to mention she's a flier, able to stay out of range of melee attacks.
    
    She is OK in boss fights early with Alteration; she is good in boss fights 
    once you've purchased Purgatory. Arcane Blast can do a lot of damage, but 
    is slow to release and not very accurate. She as average speed and 
    endurance and can regenerate Energy-X relatively quickly. Alchemiss should 
    be considered a good all-around hero with no specific strengths nor 
    weaknesses.
    
    __  __
     _][_
      ||  [3.2] THE ANT
    -------------------
    
    "The Ant hates those who prey on the weak or defenseless. Imbued with the 
    powers of, and control over, ants, he is doggedly determined when it comes 
    to besting an opponent. When not rounding up criminals he tends to be quiet 
    and introspective, as he doubts his place in the team. His lack of self-
    confidence is his major weakness."
    
    Stats:
     * STR 5, SPD 5, AGL 5, END 6, ENG 4
    
    Attributes:
     * Heavy Lifter
     * Wall Climbing
     * Nimble
       - Buy cost: 200
    
    Starting Powers:
     * Thorax Punch (3)
     * Acid Bomb (1)
     * Burrow (1)
     * Shove (3)
     * Tunnel Travel (1)
    
    Additional Powers:
     * Pincer Punch
     * Metabolize
     * Mandible Assault
     * Ultrasonic Squeal
     * Ant Swarm
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
     * Automatically at the beginning of the Ice Man Cometh mission
    
    __  __
     _][_
      ||  [3.3] THE BARD
    --------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.4] BLACK JACK
    ----------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.5] BLACKBIRD
    ---------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.6] BULLET
    ------------------
    
    "Very little fazes The Bullet. A career military man, he has a deep-rooted 
    and selfless concern towards the innocents caught in the crossfire of any 
    conflict. Imbued with fantastic powers of speed, he is always the first 
    into any battle when he is called upon."
    
    Stats:
     * STR 5, SPD 10, AGL 4, END 5, ENG 4
    
    Attributes:
     * Rapid Metabolism, Cosmic Chump, Fast Healing
    
    Starting Powers:
     * One-Shot Punch (3)
     * Fist Flurry (1)
     * Sprint (1)
     * Whirlwind (3)
     * Energize (1)
    
    Additional Powers:
     * Speeding Bullet
     * Fist Fusillade
     * Hyper Spin
     * Electrify
    
    Resistances:
     * None
    
    Vulnerabilities:
     * Radiation, Energy, Acid
    
    __  __
     _][_
      ||  [3.7] EL DIABLO
    ---------------------
    
    "Growing up in the barrio, Ricardo Ramirez thought he knew it all, heading 
    up a gang of thugs and miscreants. With the sudden bestowment of Energy-X 
    powers, his viewpoint changed for good. Now, using his amazing control of 
    fire, he seeks to make up for lost time--and to give a little back to the 
    city he grew up in--as El Diablo."
    
    Stats:
     * STR 4, SPD 4, AGL 4, END 4, ENG 5
    
    Attributes:
     * Flier, Hot Tempered, Heroic
    
    Starting Powers:
     * Swift Punch (3):
       - Upgrade cost 35
       - A fast punch
     * Fire it Up (3):
       - Upgrade cost 147
       - A powerful defense that burns bullets before they can strike
     * Flaming Fist (1):
       - Upgrade cost 75
       - A strong, fiery melee attack
     * Tongues of Flame (3)
       - An effective flame attack, of moderate accuracy
     * Inferno (1):
       - Upgrade cost 85
       - A powerful explosive projectile
    
    Additional Powers:
     * Absorb Heat:
       - Gain energy points from incoming heat damage
     * Ignition:
       - Buy cost 598
       - Upgrade cost 105
       - Set fire to objects--causing them to explode in a fireball
     * Hellfire:
       - A mighty explosion that releases other smaller explosions
    
    Resistances:
     * Heat, Radiation, Acid
    
    Vulnerabilities:
     * Cold
    
    Recruit:
     * Automatically at the beginning of Chaos in Cuba!
    
    __  __
     _][_
      ||  [3.8] EVE
    ---------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.9] GREEN GENIE
    -----------------------
    
    "Young Jani al-Najani was taken to Patriot City to be sold off in an 
    arranged marriage. While making her escape, a bolt of Energy-X transformed 
    her into the giggling glamour-girl of Freedom Force--Green Geenie!"
    
    Stats:
     * STR 3, SPD 9, AGL 7, END 4, ENG 5
    
    Attributes:
     * Weak Minded, Glass Bones, Flier, Nimble, Strange Visitor
    
    Starting Powers:
     * Object Lesson (3)
     * Polymorph (3)
     * Doppelganger (1)
     * Static Zap (3)
     * Sow the Wind (3)
     * Teleport Swap (1)
    
    Additional Powers:
     * Speeding Frenzy
     * Buoyancy
     * Chaotic Deflections
     * Joy Buzzer
    
    Resistances:
     * None
    
    Vulnerabilities:
     * Crushing, Mental
    
    Recruit:
     * 6358 prestige points; available beginning with the second act of Beware
       the Sorceress of the Soviet!
    
    __  __
     _][_
      ||  [3.10] IRON OX
    -------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.11] LAW
    ----------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.12] LIBERTY LAD
    ------------------------
    
    "Liberty Lad is the 'Little Brother' of the team. Passionate about super-
    powered heroes, as Nick Craft he was often found nose down in the latest 
    comic book. Through an accident of fate, Nice received an Energy-X 
    saturated blood transfusion from Minuteman, giving the lad a second chance 
    at life...and amazing powers."
    
    Stats:
     * STR 4, SPD 6, AGL 7, END 4, ENG 4
    
    Attributes:
     * Jumper, Danger Sense
    
    Starting Powers:
     * The Ol' One Two (3)
     * Schoolyard Taunt (3)
     * Flip-Kick (1)
     * Firecracker (3)
     * Energy Grenade (1)
    
    Additional Powers:
     * Tumble
     * Throw Voice
     * Proximity Grenade
     * Molecular Excitement
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
     * 6374 prestige points; available beginning with Beware the Sorceress
       of the Soviet!
    
    __  __
     _][_
      ||  [3.13] MAN-BOT
    -------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.14] MENTOR
    -------------------
    
    "While he is responsible for the founding of the original Freedom Force, 
    Mentor remains a mystery, content to let other team members do the talking 
    publicly. With his phenomenal powers of the mind, Mentor instills terror in 
    his opponents, but the strange alien deals daily with a fear of his own..."
    
    Stats:
     * STR 3, SPD 4, AGL 4, END 4, ENG 6
    
    Attributes:
     * Disciplined, Unbeliever
    
    Starting Powers:
     * Disorientation (3)
     * Instinct Dominance (3)
     * Cerebral Balance (1)
     * Psyche-Slash (3)
     * Electron Beam (1)
    
    Additional Powers:
     * Mental Barrier
     * Cortical Suppression
     * Kinetic Barrier
     * Phase Cone
    
    Resistances:
     * Mental
    
    Vulnerabilities:
     * None
    
    Recruit:
     * Automatically at the beginning of Chaos in Cuba!
    
    __  __
     _][_
      ||  [3.15] MICROWAVE
    ----------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.16] MINUTEMAN
    ----------------------
    
    "Mortally wounded while attempting to foil a communist plot, Frank Stile's 
    powers were given to him by an Energy-X imbued statue of the patriotic 
    minuteman. Taking on the name and mantle of this historical figure, he 
    became Minuteman, and seeks to fight crime whenever it threatens the day-
    to-day life of honest Americans!"
    
    Stats:
     * STR 6, SPD 5, AGL 5, END 4, ENG 4
    
    Attributes:
     * Disciplined, Jumper, Heroic
    
    Starting Powers:
     * Smash (3)
     * Strike for Freedom (1)
     * National Guard (3)
     * Minute Missile (1)
    
    Additional Powers:
     * 300-Percenter
     * Vanquish
     * Patriot Whirl
     * Eternal Vigilance
     * Rally the Troops
    
    Resistances:
     * Mental
    
    Vulnerabilities:
     * None
    
    Recruit:
     * Automatically at the beginning of Chaos in Cuba!
    
    __  __
     _][_
      ||  [3.17] ORDER
    ------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.18] QUETZALCOATL
    -------------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.19] SUPERCOLLIDER
    --------------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Starting Powers:
    
    Additional Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    Recruit:
    
    __  __
     _][_
      ||  [3.20] TOMBSTONE
    ----------------------
    
    "When Nathan Graves discovers the body of his wife, he is wrongfully 
    convicted of murder. But as he is executed, a freak blast of Energy-X 
    strikes his corpse, dragging his spirit back from the afterlife to seek 
    justice and punish the wicked--as Tombstone!"
    
    Stats:
     * STR 4, SPD 5, AGL 6, END 7, ENG 5
    
    Attributes:
     * Jumper
    
    Starting Powers:
     * Phantom Punch (3):
       - Upgrade cost 100
       - This punch is tinged with the cold of the grave
     * Spectre Shots (1):
       - Upgrade cost 127
       - Electricity from his own execution is fired from these twin pistols
     * Possession (3)
       - Upgrade cost 227
       - Take control of a target and make them do your bidding
     * Dead Mind (1)
       - Upgrade cost 140
       - Passive defense that absorbs many mental attacks
    
    Additional Powers:
     * Dead Reckoning
       - Buy cost 977
       - Upgrade cost
       - A series of three blows, enhanced by the energy of tormented spirits
     * Power Devour
       - Buy cost
       - Upgrade cost
       - The victim can no longer use powers that require Energy-X
     * Dancing Dead
       - Buy cost 171
       - Upgrade cost
       - Imbue your fallen allies with a fleeting second life
     * Translucency
       - Buy cost
       - Upgrade cost
       - Active defense that causes physical attacks to pass right through you
     * Shadow Shift
       - Buy cost
       - Upgrade cost
       - Teleport to the target location
    
    Resistances:
     * Piercing, Crushing, Mystical
    
    Vulnerabilities:
     * Electrical, Radiation, Energy
    
    Recruit:
     * Automatically at the beginning of Beware the Sorceress of the Soviet!
    
                        __
                      _/  \
                     /     \
    _______________  ^\     \    _______________
    \              \  /      \  /              /
     \ ###########  \/        \/  ########### /
      \ ##########   __________   ########## /
       \       ###  | *__ *__* |  ###       /  
        \ ########  |##  ##  ##|  ######## /
         \ #######  |##  ##  ##|  ####### /
          \    ###  |##  ##  ##|  ###    /   
           \   ###  \##  ##  ##/  ###   /
            \   ##   \#__##__#/   ##   /
             \   #                #   /
     _________\______________________/__________
    |                                           |
    |                 [4] FOES                  |
    |___________________________________________|
    
    __  __
     _][_
      ||  [4.1] FORTISSIMO
    ----------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    __  __
     _][_
      ||  [4.2] GLACIAL GIANT
    -------------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    __  __
     _][_
      ||  [4.3] NUCLEAR WINTER
    --------------------------
    
    "Caught in a blast of liquid nitrogen, the Russian agent Sukhov expected a 
    quick death. Instead, he found that his Energy-X soaked body took on the 
    properties of the freezing spray. Sukhov became Nuclear Winter and 
    proceeded with his plans to sow havoc on American soil."
    
    Stats:
     * STR 5, SPD 3, AGL 2, END 6, ENG 5
    
    Attributes:
     * Invertebrate, Jumper
    
    Powers:
     * Frost Punch
     * Snow Storm
     * Ice Shell
     * Icicle Blast
    
    Resistances:
     * Piercing, Cold, Radiation, Energy
    
    Vulnerabilities:
     * Heat
    
    __  __
     _][_
      ||  [4.4] RED OKTOBER
    -----------------------
    
    "Using the power of Energy-X to make monsters of Russian folklore come to 
    life, Red Oktober is a new ally of Nuclear Winter."
    
    Stats:
     * STR 4, SPD 4, AGL 7, END 5, ENG 9
    
    Attributes:
     * Bedeviled, Disciplined, Shake it Off, Flier
    
    Powers:
     * Accursed Bolt
     * Witch's Kiss
     * Blinding Insight
     * Acid Brew
     * Reanimation
    
    Resistances:
     * Mental
    
    Vulnerabilities:
     * Mystical
    
    __  __
     _][_
      ||  [4.5] RED SUN
    -------------------
    
    
    
    Stats:
     * STR , SPD , AGL , END , ENG 
    
    Attributes:
    
    Powers:
    
    Resistances:
     * None
    
    Vulnerabilities:
     * None
    
    __  __
     _][_
      ||  [4.6] TIME MASTER
    -----------------------
    
    "A powerful scientist from another time, the Time Master still lives in 
    fear of his own mortality. But having discovered the key to his eternal 
    life, he has embarked upon a quest to find a power-source mighty enough to 
    enact his plans. To that end, he has observed the movements of Earth super-
    powered beings with great interest."
    
    Stats:
     * STR 8, SPD 5, AGL 3, END 9, ENG 10
    
    Attributes:
     * Ponderous, Grim Resolve, Density Control, Fast Healing, Shake it Off
    
    Powers:
     * Space-Time Rift
     * Chrono Crush
     * Energy X Ray
     * Time Master Stomp
    
    Resistances:
     * Piercing, Crushing, Mystical
    
    Vulnerabilities:
     * Electrical, Radiation, Energy
    
                        __
                      _/  \
                     /     \
    _______________  ^\     \    _______________
    \              \  /      \  /              /
     \ ###########  \/        \/  ########### /
      \ ##########   __________   ########## /
       \       ###  | *__ *__* |  ###       /  
        \ ########  |##  ##  ##|  ######## /
         \ #######  |##  ##  ##|  ####### /
          \    ###  |##  ##  ##|  ###    /   
           \   ###  \##  ##  ##/  ###   /
            \   ##   \#__##__#/   ##   /
             \   #                #   /
     _________\______________________/__________
    |                                           |
    |              [5] WALKTHROUGH              |
    |___________________________________________|
    
    Compass directions in FFv3R are worthless. Since you can rotate the map as 
    you please, directions are always based on some recognizable landmark on 
    each map. The easiest thing is to remember to always follow the yellow 
    arrows to helpful targets and red arrows to primary targets.
    
    __  __
     _][_
      ||  [5.1] THINGS THAT GO BUMP IN THE NIGHT!
    ---------------------------------------------
    
    Primary Objectives:
     * Find and rescue Man-Bot
     * Defeat the evil Freedom Force members
     * Alchemiss and Man-Bot must both survive
     * Return to the Freedom Fortress
    
    Secondary Objectives:
     * Take out all the thugs in the park
     * Save the innocent woman from El Diablo
    
    Heroes:
     * Alchemiss and Man-Bot are your only heroes in this stage
    
    This is the tutorial stage for FFv3R and also ties this game into the 
    original FF. After the opening cutscenes, you have control of Alchemiss in 
    the middle of Patriot Park. Follow the on screen instructions to follow the 
    arrows and click on the Helper flags. This will give you a feel for the 
    game controls and interface. After dealing with a few thugs, you'll see El 
    Diablo threatening a harmless female civilian. If you haven't figured it 
    out yet, these are not your daddy's Freedom Force.
    
    Use Arms of the Goddess to shield yourself from the fiery bolts of Diablo 
    and use Arcane Bolts to take him down. Now the directional arrows are 
    pointing you towards the city; but, if you want to complete the first 
    Secondary Objective, you'll need to wander around the park knocking out 
    thugs. The best way to do this is to go airborne and throw Bolts at them. 
    Once all the thugs are down, return to the scene of the Diablo fight and 
    continue following the arrows and Helper flags.
    
    Soon after leaving the park, there's a two-part fight with Minuteman and 
    Liberty Lad. Keep Alchemiss airborne and use Repulsion and Arcane Bolt to 
    defeat both anti-heroes. Follow the arrows around the corner to find Man-
    Bot held in a cage. There's a thug with pistols guarding him. Put up your 
    shield, go airborne and hit him with Alteration/Arcane Bolt. Then use 
    Arcane Bolt on Man-Bot's cage to free him.
    
    You have new objectives and Man-Bot is added to your team. Follow the 
    arrows and Helper flags to defeat the remaining FF members. Once Ant has 
    been taken out, you must return to Freedom Fortress.
    
    DON'T PANIC!
    
    The screen is supposed to do that. Everything will be explained during the 
    mission briefing just ahead.
    
    __  __
     _][_
      ||  [5.2] CHAOS IN CUBA!
    --------------------------
    
    Primary Objectives:
     * Destroy Nuclear Winter's freeze gun
     * Interrogate the ice sergeant to learn more about Nuclear Winter's
       plans
    
    Secondary Objectives:
     * Deal with the ice troopers who have infiltrated the airfield
     * Take out all of the snow men
     * Don't allow 6 planes to be shot down
    
    Heroes:
     * Alchemiss, El Diablo and Mentor are all that are available
    
    With Minuteman trapped in the ice cube that was once the Freedom Flyer, 
    Alchemiss, El Diablo and Mentor must save the American airfield from the 
    forces of Nuclear Winter. The worst thing that can happen here is your 
    characters end up inside the blast radius of bombs being dropped by Russian 
    bombers. Watch for the glowing targets that appear on the ground and stay 
    far away from them.
    
    Keep Diablo and Alchemiss airborne to deal with snipers on the rooftops. 
    Normal ranged attacks (Arcane Bolt, Tongues of Flame, Electron Beam) can 
    quickly deal with the ice troopers. Soon you'll reach the perimeter fence 
    around the airfield. Coming through the gate is a snow man; they go down 
    quickly to Tongues of Flame. Look for the ice trooper behind the building 
    to the left of the gate to finish the first Secondary Objective.
    
    Once the ice troopers are neutralized, exit the airfield and continue 
    towards the primary objective: the freeze gun (a red arrow points the way). 
    You'll want to move quickly in order to fulfill Secondary Objective #3 (not 
    allowing 6 planes to be shot down). Attack the freeze gun; your objectives 
    are updated.
    
    After destroying the gun, target the "frosty warrior" who pops up and beat 
    on him until he cops a plea. Once he's pacified, scour the area to make 
    sure you picked up all the ice troopers and snow men. Then talk to "frosty" 
    to trigger a cutscene and the end of the mission.
    
    __  __
     _][_
      ||  [5.3] BEWARE THE SORCERESS OF THE SOVIET! (Act I)
    -------------------------------------------------------
    
    Primary Objectives:
     * Learn the location of Red's secret base
     * Figure out who the spy is and attack them to get them to talk
     * Enter Red Oktober's base
     * Destroy the four mystical hands
     * Interrogate Red Oktober
    
    Secondary Objectives:
     * Don't KO any innocent civilians while seeking the spy
    
    Heroes:
     * Alchemiss, Minuteman, El Diablo and Tombstone are it; unless you've
       recruited Liberty Lad or a custom hero
    
    Say hello to Tombstone. Watch his origin story play out, then examine your 
    squad. You may have enough Prestige to add Liberty Lad to your active team; 
    but, you should save your prestige points for recruiting later heroes. The 
    current roster of Minuteman, Alchemiss, El Diablo, Tombstone and Mentor are 
    strong enough for the next mission.
    
    Train any heroes that have increased in level, then go to the mission 
    briefing. Tombstone arrives and revives Mentor, but your alien friend isn't 
    available for this mission. He's already proven he's useless against the 
    red witch, so no skin off your back. If you've recruited Liberty Lad, you 
    might want to replace Alchemiss with him, but you'll definitely want the 
    other three heroes (MM, Diablo and Tombstone) for this mission.
    
    It's back to Cuba and you have to find Red's secret base. That means 
    interrogating natives while fighting off more ice troopers. Talk to the 
    civilian right in front of you to get filled in on the local situation and 
    get your objectives updated. The spy is easy to find, just follow the red 
    arrow right to him. He's the only civilian that tells you he won't tell you 
    anything.
    
    Yeah, right.
    
    Attack him with all you've got to get him to talk. After interrogating the 
    spy, fight your way to the revealed secret entrance to Red's base. Try to 
    enter it and four "mystic hands" rise up nearby; these are providing magic 
    protection to prevent you entering the base. You have to destroy the hands 
    to enter the base.
    
    This next part is tricky. All four hands must be destroyed in a very short 
    amount of time, else they will regenerate. The easiest way to do this is to 
    send one hero to each hand. They aren't hard to take down, but the snow men 
    wandering around complicate matters. One option is to send Tombstone and 
    Alchemiss to one side and Minuteman to the other. Have MM smash both two on 
    his side while Alchemiss and Tombstone each take care of one. Send Diablo 
    flying around the area incinerating snow men.
    
    When all four hands are destroyed, Red Oktober and a bunch of minions spew 
    forth and your first boss fight is on. Oktober likes to go airborne and 
    she's susceptible to Possession from Tombstone and curses from Alchemiss. 
    Go ahead and Possess her and use her powers to defeat her own minions, then 
    lay into her with everything you've got once Possession wears off.
    
    Once she and all her minions are down, proceed to interrogate her. Not that 
    it will do you any good. Intermission time...
    
    __  __
     _][_
      ||  [5.4] BEWARE THE SORCERESS OF THE SOVIET! (Act II)
    --------------------------------------------------------
    
    Primary Objectives:
     * Hunt for Red Oktober
     * Discover Red Oktober's and Nuclear Winter's secrets
     * Destroy Red Oktober's cauldron
     * Defeat Red Oktober
    
    Secondary Objectives:
     * Rescue the prisoner
     * Rescue all the imprisoned civilians
     * Don't let any civilians die
     * Smash Red Oktober's cauldrons
    
    Heroes:
     * Minuteman is required for this mission and Mentor is not available
     * Green Genie, Tombstone and El Diablo work well with MM
    
    Meet Green Genie. After her origin story plays, examine your team. You'll 
    notice Bullet has now joined your active roster, and both Green Genie and 
    Liberty Lad are available to recruit (assuming you did not recruit LL in 
    the previous mission). Go ahead and recruit Green Genie, she can be quite 
    useful.
    
    After you enter the fray, face the rock formation in front of you and move 
    to the right to find the first prisoner. Defeat the guards, then break the 
    gate to let him out and update your objectives. Now move towards the exit, 
    which is guarded by a shurale. The shurale likes to throw rocks: an Object 
    Lesson or Polymorph from Green Genie will stop that. As soon as the spell 
    wears off, hit it with all four heroes to quickly take it down.
    
    Click the exit to trigger another mystical hand. Even though Mentor says 
    they all need to be destroyed at once, there's only one back near the 
    makeshift prison. Destroy it and move through the exit.
    
    You'll find a group of civilians transformed into frogs. Move into the 
    midst of them to trigger their transformation back to humans. As you go 
    around the next corner, you'll find a cauldron that spits out enemies. 
    Destroy the cauldron first using ranged attacks, then any opponents it 
    spawns.
    
    Continue exploring ahead, freeing another civilian from a cage. When you 
    reach the exit, KO the shurale, then click the exit to spawn another hand. 
    Again, there's just one, so follow the red arrow back to it and destroy it. 
    Then head for the exit again. Oh goodie! Another shurale. Defeat it and 
    head through the door.
    
    There's another group of frogs, two of which turn out to be ice troopers. 
    Take care of them and then head straight from the door you just came 
    through. You'll find a second cauldron. Destroy it, then make for the exit, 
    which is again guarded by a shurale.
    
    There's a civilian locked up nearby, so don't let the shurale start tossing 
    rocks around and don't use any AoE powers, which are likely to backfire in 
    the enclosed space. Use Genies Object Lesson or Polymorph to transform the 
    shurale, then attack it with standard attacks when it changes back.
    
    After freeing the civilian, click on the exit to trigger the hands. This 
    time there are two, one of which is guarded. Use all four heroes to take 
    out the guard, then split into two teams to destroy the hands. Go back to 
    the exit, fight the re-spawned shurale and click the exit to trigger a mini 
    intermission.
    
    After examining your bonuses for the first part of this mission, you find 
    yourself right back in the tunnels with your objectives reset. Continue as 
    before, transforming frogs, rescuing civilians, fighting evil minions and 
    destroying cauldrons and mystical hands.
    
    After going through two areas, you enter Red's homeroom with a giant 
    cauldron in the center. Assign Minuteman to Smash the cauldron while your 
    other three heroes keep Red and her cronies occupied. Possess Red with 
    Tombstone if you can, and use Genie's Polymorph and Object Lesson to keep 
    down the number of enemies you face at one time.
    
    When the cauldron has been smashed, concentrate on taking out Red Oktober. 
    Once she's beaten, you won't have to mess with her minions any longer. 
    Mission accomplished.
    
    __  __
     _][_
      ||  [5.5] THE ICE-MAN COMETH!
    -------------------------------
    
    Primary Objectives:
     * Destroy the three ice-wall machines
     * The Ant must survive until the ice walls are down
     * Interrogate the technicians to learn which transmitters to destroy
     * Destroy transmitters only when they're confirmed targets
     * Defeat Nuclear Winter
    
    Secondary Objectives:
    
    Heroes:
     * You have to take Red Oktober and the Ant
     * Minuteman is not available
     * You really want El Diablo on the team
     * Quetzalcoatl makes a good fourth
    
    You meet another new hero: Quetzalcoatl. It's hard to pronounce and even 
    harder to spell, but he's a great addition to your team. Go ahead and 
    recruit him if you have the necessary prestige. You'll also find Ant has 
    been added to your active roster and you'll need him on this upcoming 
    mission. Former foe Red Oktober will guide Ant and two other heroes of your 
    choice into the HQ of Nuclear Winter.
    
    Explore the immediate area to pick up a couple of bonus canisters, then 
    approach the first ice wall. Use Ant's Tunnel Travel ability--right-click 
    ground next to the ice-wall machine on the other side of the wall. Then 
    have Ant destroy the transmitter; you can just punch it, it only has a few 
    hit points. Once the wall is down you'll get a nice cutscene. Dissension in 
    the enemy ranks is so nice, isn't it?
    
    Take out the ice troopers and approach the next ice wall. You now have the 
    support of a couple of Red Oktober's shamans. Take out the next two ice 
    walls in the same way as the first and destroy the enemies surrounding each 
    ice-wall machine. After the third wall is down, Nuclear Winter launches a 
    missile. You now have five minutes to figure out how to disarm the missiles 
    by destroying a specific transmitter next to each launch bay.
    
    This is where having a couple of fliers comes in handy. Make sure Red and 
    Diablo are in the air, then move your team to the red arrow to find the 
    first technician. Beat him down and KO his buddies then interrogate him to 
    find you need to destroy the yellow transmitter. Now the red arrow points 
    to the appropriate transmitter.
    
    Fly Red and Diablo over and destroy the transmitter (it's vulnerable to 
    fire). As soon as it's down, another missile is launched. Rinse and repeat 
    for that missile (green transmitter, four minutes to find it) and the next 
    (blue transmitter, two minutes). Now Nuclear Winter is ticked and out he 
    comes to do battle. Oh look! He's vulnerable to fire. Lay into him with 
    overpowered Diablo attacks and use the other members of the team to keep 
    Winter's cronies off your back.
    
    After he goes down he regenerates into a glacial giant. He's big, but he is 
    still vulnerable to fire. Use Quetzalcoatl's Aztec Mercy to heal up Diablo 
    if you need it and lay into the giant Winter with some overpowered Flaming 
    Fists. Now he's down, and Nuclear Winter is back in custody.
    
    Thanks to the tireless efforts of Freedom Force, the world is safe once 
    more...
    
    Or is it?
    
    __  __
     _][_
      ||  [5.6] A TIME OF WAR!
    --------------------------
    
    Primary Objectives:
     * Subdue and interrogate Black Jack
     * Search the courtyard for Black Jack
     * Take out the Nazi patrol
     * Foil the Nazi assault
    
    Secondary Objectives:
     * None
    
    Heroes:
     * You only get to take three with you, one of which must be Tombstone
     * Bullet and Mentor are not available
     * The three heroes selected for this mission carry over to the next
     * El Diablo is not much help in the next mission
     * Recommended: Minuteman and Alchemiss in addition to Tombstone
    
    Eve has been added to your active roster, and there are three new heroes to 
    recruit: Microwave, Supercollider and the Bard; though, you don't really 
    need to recruit any new heroes at this time.
    
    This is a short mission, but it can be a bit frustrating. After the 
    extended cutscenes and mission briefing, you'll find yourself in the past 
    with just Tombstone. Your first objective is to subdue and interrogate 
    Black Jack; however, he escapes using a decoy.
    
    You then discover Mentor is having trouble maintaining stability in the 
    time stream and Tombstone disappears to be replaced by one of your two 
    chosen heroes. This hero switching will continue for a bit longer. Follow 
    the red arrows to the burning pile of books in a nearby courtyard. You'll 
    be set upon by three Nazi soldiers. Take them out, enduring the switching 
    of your heroes.
    
    Once those three Nazis are down, Mentor finally gets his act together and 
    all three of your heroes are now present in the past. At this point, a 
    large group of Nazi soldiers surrounds you and Black Jack shows up to aid 
    you. He blinds the Nazis and is added to your team. Attack the Nazis with 
    all four heroes and then sit through the cutscenes that segue to the next 
    mission...
    
    __  __
     _][_
      ||  [5.7] THE VOICE OF DOOM!
    ------------------------------
    
    Primary Objectives:
     * Tombstone must survive to interrogate the Nazis
     * Prevent the Gutenberg Bible from being destroyed
     * Prevent the Summa Theologica from being destroyed
     * Prevent Shakespeare's First Folio from being destroyed
     * Prevent Fortissimo from burning the invasion plans
    
    Secondary Objectives:
     * None
    
    Heroes:
     * The three selected for the previous mission, plus Black Jack
    
    The Nazis are trying to destroy valuable historic literature. Your first 
    objective is to follow the red arrow to a Nazi soldier carrying the 
    Gutenberg Bible. Along the way you'll encounter some tough Roman 
    Legionnaires. They are resistant to fire, among other things, so if you 
    brought El Diablo along, he's going to be twiddling his thumbs.
    
    Once you reach the target soldier, he will attempt to run the Bible over to 
    a book pyre, but he is easy to stop. Once he's subdued, take care of the 
    other soldiers in the immediate area and then talk to the book-toting 
    rifleman. He'll tell you where the Summa Theologica is going to be burned.
    
    Follow the arrow to a flaming pile of books in a nearby park. A Nazi will 
    come running towards you and the red arrow will point to him. Defeat him 
    and then talk to him. Before he tells you anything, a panzer shows up. This 
    tank is fairly easy to defeat. Minuteman can be a big help here as his 
    Minute Missile works as well as a bazooka.
    
    After the tank is toast, talk to the cowering soldier again and he'll point 
    you toward Herr Schmidt, who has Shakespeare's First Folio. Follow the 
    arrow to Schmidt and talk to him. It's an ambush!
    
    Good.
    
    Forget about the Nazis and the Legionnaire and go after Schmidt. Once he's 
    begging for mercy, turn and deal with the ambushers. Talk to Schmidt to 
    trigger the boss fight.
    
    Regardless of where you defeat Schmidt, the conversation with him takes 
    place near a pyre on the far side of the building where you first chased 
    after the Gutenberg Bible. Fortissimo, who is carrying secret plans, 
    appears quite a distance away, near where your heroes first entered this 
    map.
    
    Don't go chasing after him. He's going to run to the Gutenberg Bible pyre, 
    which is close to you. Run down the street to the top of the stairs next to 
    the park (where you saved the Summa Theologica). Two Legionnaires will 
    attack you. Work on them until Fortissimo shows up.
    
    Now is a good time to use Possession to take control of Fortissimo and use 
    him to help with the Legionnaires. Once Possession wears off, you're in 
    good position to keep Fortissimo away from the fire. He has a very good 
    personal shield, so try to find attacks that will penetrate it; but, 
    regardless, keep up the pressure. The impresario can fly, so ranged attacks 
    are a must against him, or some way of knocking him out of the sky.
    
    Once Fortissimo is down, your team travels back to the present and it's 
    time for another mission briefing.
    
    __  __
     _][_
      ||  [5.8] RED SUN RISING
    --------------------------
    
    Primary Objectives:
     * Defeat and interrogate the Red Sun
     * Destroy the two time-blocking devices
    
    Secondary Objectives:
     * Destroy the three ammo trucks
    
    Heroes:
     * Black Jack and Tricolour are set
     * You may select one additional hero, who will carry forward to the
       next mission
     * Minuteman is recommended as he is a good tank buster
    
    As Black Jack, you are introduced to another hero, Tricolour, a French 
    femme fatale. You also meet Red Sun, a Japanese super villain, though he 
    doesn't seem quite so super right now. Tricolour falls immediately to Red 
    Sun's attack, so it's up Black Jack alone to defeat the slippery samurai.
    
    Which is quite all right, since Red Sun is vulnerable to acid damage and 
    Black Jack has a nice acid attack, Off the Cuff. Use it as often as 
    possible, switching to bullets when you need to recharge your energy. Red 
    Sun falls, you talk to him, but he tells you nothing.
    
    Mentor will then contact you and tell you he is sending help from the 
    future, but Blitzkrieg is blocking him. You must destroy two towers that 
    are preventing Mentor from sending heroes to the past. Tricolour is feeling 
    better now, so she and Black Jack are tasked with destroying the two 
    towers.
    
    Before you chase after the red arrows, you may want to search the alleyways 
    for three ammunition trucks. They're green with a red cross on the top. As 
    you encounter Nazis, send Tricolor in close to attack them with her Saber 
    Slash. This is very effective against many enemies. Keep Black Jack well 
    back and don't shoot at the Nazis. You might accidentally hit Tricolour, 
    and, whenever Tricolour takes damage she may become Enraged, at which point 
    she lashes out at whatever caused her damage, and she is not under player 
    control.
    
    Tricolour may well be responsible for more hero deaths than all your 
    enemies combined. She's quite irritating as a fighting companion. Keep 
    Black Jack far away and use Tricolour to take out the Nazi guards, then use 
    Black Jack to destroy the trucks with Off the Cuff and Rapid Shot. Don't 
    attack the trucks with Tricolour as she will be heavily damaged when they 
    explode.
    
    Once the three trucks are history, head for the two towers. One tower is 
    guarded by a tank, the other by Red Sun--or, as it turns out, Red Suns. 
    With just Black Jack and Tricolour, you're no match for a panzer, so you 
    want to go after the tower guarded by the Red Suns. The towers are located 
    in a park-like area away from the city streets. The tower you want to 
    attack is located closest to the city.
    
    Yes, it seems when Red Sun is defeated, he clones himself. Now, if you kill 
    one Red Sun, the other Sun (or Suns) are instantly healed. The moral of 
    this is: don't divide your attacks. Concentrate on taking down one Sun, 
    then the other. You'll definitely want to keep Black Jack healthy, as his 
    Off the Cuff still works wonders against the Suns.
    
    Once the Suns and the Nazi guards are dispatched, attack the tower. You 
    will now get the third hero you selected during the mission briefing. You 
    better hope you picked a tank buster (hint: Minuteman). Go after the other 
    tower: destroy the tank, the guards and the tower.
    
    And here comes Bullet, who's not supposed to be here. But, apparently, he's 
    as dumb as he is fast. Ah well, you've got four heroes now, and you're 
    going to need them...
    
    __  __
     _][_
      ||  [5.9] RED SUNSET
    ----------------------
    
    Primary Objectives:
     * Destroy the crypto center
     * Destroy the tanks
    
    Secondary Objectives:
     * Capture the German tank
    
    Heroes:
     * Black Jack, Tricolour, Bullet plus the one you selected in the
       previous mission
    
    Immediately you must take care of a few guards, then you'll have some 
    breathing space. Black Jack suggests a bit of a scout around; but, don't do 
    it. All scouting will do is spawn all the enemies and send them swarming 
    down on you.
    
    Rather, carefully move into the compound until you see an empty tank. Send 
    Bullet over to operate the tank (he's otherwise entirely useless). You now 
    have three heroes and a tank on your squad. Yippee!
    
    Send Tricolour around to the left and right of the main entrance, taking 
    out the Nazi soldiers around the periphery. Then move straight up the 
    middle with your whole team. You now have to fight three Red Suns (and, 
    possibly, a couple of soldiers that Tricolour missed).
    
    With your tank out in front firing at the Suns, keep the rest of your team 
    well back. Make use of Tricolour's Blinding Blade and Black Jack's Fawkes' 
    Flashers to keep the Suns off balance and firing blind. Use your fourth 
    hero's ranged attack and the Bullet-run tank to defeat the Suns. Now comes 
    the maddening bit.
    
    You need to destroy the bunker housing the crypto center and the tank is 
    the best way to do that. Unfortunately, the main street is blocked and you 
    can't get close enough to fire at the bunker. So, you have to send your 
    tank to the side, going around some army barracks. And the tank is slow.
    
    Once you have gotten your tank into position, fire on the bunker to reduce 
    it to rubble and trigger an assault by two enemy tanks. Now is a great time 
    to have Minuteman on your team. There are some power canisters nearby. 
    Juice him up and fire overpowered Minute Missiles at the tanks. It doesn't 
    take many hits to put them out of commission.
    
    After all that is done, it's back to the future for Minuteman and Bullet...
    
    But wait! There's a snafu and Bullet is captured by Blitzkrieg.
    
    __  __
     _][_
      ||  [5.10] TO RESCUE A HERO!
    ------------------------------
    
    Primary Objectives:
     * Find Bullet's cell
     * Find the controls to open Bullet's cell door
     * Use the controls to open Bullet's cell
     * Free Bullet
     * Smash the towers
    
    Secondary Objectives:
     * Take out all the Nazis
    
    Heroes:
     * Black Jack, Tricolour and Sky King are it
    
    Black Jack and Tricolour are joined by Sky King in an effort to break 
    Bullet out of the slammer. You'll encounter new minions on this map: kill-
    a-rillas, a mix of human and ape. They do a lot of damage and have terrific 
    knockback. You don't want to melee them if you can help it and you need to 
    stay out of range of their whips. Use Tricolour's Blinding Blade to 
    decrease their ability to fight and lay into them with Black Jack's Rapid 
    Fire and Sky King's Chain Gun.
    
    The map is small, so explore thoroughly. You'll find two rooms with 
    switches that have to be thrown to open Bullet's cell, as well as a number 
    of Nazi soldiers and more kill-a-rillas. Once Bullet's cell is open, enter 
    and kill the Nazi guards. Now destroy the twin towers that are holding 
    Bullet in an energy field. There will be a cutscene and a mission status 
    screen, and then it's time to make your escape...
    
    __  __
     _][_
      ||  [5.11] WHEN STRIKES THE KILL-A-RILLA!
    -------------------------------------------
    
    Primary Objectives:
     * Escape from the Re-Education Building
     * Bullet must survive
     * Find 2 Nazi officers, and make them give you their keys
    
    Secondary Objectives:
     * Smash all of Blitzkrieg's computers
     * Find information about the kill-a-rillas
     * Free the friendly kill-a-rilla
    
    Heroes:
     * Black Jack, Tricolour, Sky King and Bullet are your team
    
    You'll have to work your way methodically through the base, exploring every 
    room. To fulfill the computer smashing objective, you'll need to look for 
    the green, boxy computers in every room. There are a few right in front of 
    you as you start the mission. Along the way you should defeat two Nazi 
    generals, who will give up their key once beaten.
    
    About halfway through the base you'll run into kill-a-rilla Mark IIs. These 
    apes carry big machine guns. Blind them with Blinding Blade or Fawkes' 
    Flashers and remember not to try to melee them lest you be thrown halfway 
    across the map.
    
    __  __
     _][_
      ||  [5.12] SKY KING'S STARRING MOMENT!
    ----------------------------------------
    
    Primary Objectives:
     * Protect Sky King while he adjusts his suit
    
    Secondary Objectives:
     * None
    
    Heroes:
     * See the Heroes section of the next mission (5.13, Achtung! Der
       Alchemiss!) before selecting a team
     * The team for this mission is Sky King, Black Jack, Tricolour
       and El Diablo
    
    You select a team of three heroes, plus Alchemiss, during this mission 
    briefing; however, the team you select will be used in the next mission. 
    What happens is, your team goes back to the past, but then needs to go even 
    further back in the past to circumnavigate Blitzkrieg's defenses while 
    Diablo comes back to this part of the past to help the current time heroes 
    do their part to get to Blitzkrieg...
    
    Yeah. Don't time-travel plots just give you a wonderful migraine? Suffice 
    it to say you have two teams and you'll be jumping back-and-forth in time. 
    For now, you have to ground Sky King somewhere and use the action menu to 
    command him to Adjust Suit. You then have to keep Nazis off his back so he 
    can concentrate.
    
    Don't leave Sky King out in the open. Find a nice alley somewhere that has 
    only two or three entrances so you can protect access to him. Use Tricolour 
    on regular infantry and Black Jack and Diablo on kill-a-rillas and tougher 
    infantry. At one point, a tank will show up and try to get to Sky King. 
    Keep Tricolour away from it and hit it from range with Black Jack and 
    Diablo.
    
    After a few waves of enemies, you'll hear something about bringing out the 
    "eye". That doesn't sound good...But, before you can figure it out, you're 
    back in time with Alchemiss and the gang.
    
    __  __
     _][_
      ||  [5.13] ACHTUNG! DER ALCHEMISS!
    ------------------------------------
    
    Primary Objectives:
     * Get inside Blitzkrieg's walled compound
     * Alchemiss must survive
     * Destroy all remaining enemies
    
    Secondary Objectives:
     * None
    
    Heroes:
     * You get Alchemiss plus the three heroes you selected at the
       beginning of the previous mission
     * There's another fight with Fortissimo, so Green Genie or
       Tombstone come in handy
     * There are lots of Nazis with rifles, so heroes with shields that
       can handle gunfire will also be useful
    
    Follow the red arrow to the gate leading to Blitzkrieg's compound, taking 
    out enemies on the way, and try to open the gate. No dice. Well, that was 
    surprising.
    
    Not. Alchemiss conceives a scheme to get in, which basically requires you 
    to scour the map for Nazis and knock them out. Red arrows will point out 
    remaining soldiers. Once they are all down, you return to the gate and this 
    time it will open.
    
    Oh no, what's that operatic tenor? Back to the future...err, past...err, 
    your past that is the future of when you are now...
    
    Time travel stories should be illegal.
    
    __  __
     _][_
      ||  [5.14] BEAT THE CLOCK!
    ----------------------------
    
    Primary Objectives:
     * Protect Sky King while he adjusts his suit
     * Sky King must find and interrogate the Nazi with the jamming device
    
    Secondary Objectives:
     * None
    
    Heroes:
     * Sky King, Black Jack, Tricolour and El Diablo
    
    This is a repeat of the earlier mission, but with more and tougher enemies. 
    You'll encounter eyes of the Reich for the first time, and you really don't 
    have an effective power to use against them, but you play the cards you're 
    dealt. Park Sky King somewhere and use Black Jack against the eyes, 
    Tricolour on infantry and Diablo against kill-a-rillas.
    
    When SK is almost finished with his modifications, he finds out he's being 
    jammed. Take your entire team and follow the red arrows to groups of Nazi 
    soldiers and take them out until one of them is revealed to have the 
    jamming device. Once you've taken it, put Sky King in a quiet spot and have 
    him Adjust Suit one more time while you protect him.
    
    Once Sky King is finished, all you have to do is wait for the signal from 
    Mentor.
    
    __  __
     _][_
      ||  [5.15] PERIL AND PARADOX
    ------------------------------
    
    Primary Objectives:
     * One hero must plant a bomb on Blitzkrieg's generator
     * Don't destroy the generator
     * Defeat all enemies who witnessed you planting the explosives
    
    Secondary Objectives:
     * None
    
    Heroes:
     * The same four as in ACHTUNG! DER ALCHEMISS!
    
    You've got a long hike to the generator, and Fortissimo is standing (well, 
    floating) in your way. From the gate, the Italian impresario is awaiting 
    you down the center path through the gardens. Don't go that way. Rather, 
    work your way down one side taking out legionnaires. Once you reach the 
    large house, backtrack to the gate and then go down the other side of the 
    gardens. Once you've cleared that path, head for the center and the fight 
    with Fortissimo.
    
    If you have Tombstone or Green Genie, you can use Possession or Object 
    Lesson on Fortissimo in order to ground him. Take out the Nazis nearby, 
    then surround the grounded Fortissimo and pummel him when he reverts to 
    himself. Continue with this tactic until he is KO'd. If you don't have 
    Tombstone or Green Genie, you can use Alchemiss' Purgatory, but that won't 
    get him on the ground so you'll need ranged attacks to hit him as soon as 
    Purgatory wears off.
    
    After defeating Fortissimo, scour the grounds and take out any Nazis you 
    see. This will make the final part of this mission much easier. Approach 
    the generator that is back of the house. Either fly over the fence or smash 
    the fence, and click the generator to place the bomb. Now quickly head back 
    for the front gate.
    
    Some Nazi soldiers who witnessed your sabotage are making for the exit. 
    There will be eyewitnesses even if you cleanse the compound beforehand. 
    Watch the red arrows and knock out any Nazis running your way. Now Sky King 
    can blow up the generator in the future...err, the past...oh, forget it.
    
    __  __
     _][_
      ||  [5.16] MIND OF THE MAD-MAN!
    ---------------------------------
    
    Primary Objectives:
     * Find Blitzkrieg!
     * Stay alive for one minute
    
    Secondary Objectives:
     * None
    
    Heroes:
     * Four heroes of your choice, excluding Alchemiss, Bullet,
       Black Jack, Tricolour and Sky King
     * Eyes of the Reich are vulnerable to electrical attacks, so plan
       accordingly
     * You need a flier, preferably one with electrical attacks, such as
       Green Genie
     * You've got a boss fight with this team, heroes resistant to mental
       attacks and heroes that can put a boss out of action (Tombstone,
       Green Genie) are very useful.
    
    This map is a bit more confusing than most, so here's a rough sketch:
                              ______    ______________
                             |      |  |         \    |
                             |__    |  |         |    |
                                |   |  |         |    |
                            ____|/X\|__|         \    |
                           |        \                 |
                           |         X           /    |
                           |__    __/____________|    |
     _____     _____     _____]  [    ___   ___  |    |
    |     |   |     |   |   \    |   |   | |   | |    |
    |     |   |     |   |   |____|   |   | |   | |____|
    |     |___|     |   |   |________|_/ |_|   |_________
    |    /    |     |___|__\         |              |    |
    |         |            /X        |              |    |
    |____\   /              |        |             /     |
          |  X       ___|   |        |                A  |
          |  \      |   |   |        |             \     |
          |   |     |   | X*|        |__     _ _  __|____|
          |  /|_____|   |/ \|        |  |   | | \   |
          |   |______   |   |____/X__| /    | |     |
          |          |  |      |     |      | |     |
          |          |  |      |     | \____| |     |____
          |          |  |______|        |     |          |
          |_____/B\__|         |        |     |          |
                               |        |     |          |
                               |________|     |__________|
    
    A diagonal (/ or \) is a door. Two diagonals together (/ \) are a double 
    door. 'A' is your starting point. 'X' marks the spots where hypnosis globes 
    are found. Walking through a globe will cause the hero who triggered it to 
    attack the rest of the team. You can usually fly over these globes; 
    however, if you do trigger the hypnosis, it wears off quickly--just keep 
    the rest of the team far away.
    
    There are switches in the rooms beyond the hypnosis globes that turn the 
    globes off permanently. If you don't hit the switch, the globe reactivates 
    shortly after its effect wears off. You have several options:
    
    1) Send a hero through a globe, then quickly run in behind with the rest of 
    the team. Once the entire team is through, you can hit the switch and deal 
    with any enemies beyond.
    
    2) Send a flier through. The flier may fly over the globe rather than 
    through it and be able to flip the switch without any ill effects.
    
    3) Send a hero through the globe while keeping the rest of the team far 
    away. Once the hypnosis wears off, the affected hero can quickly run 
    through the door before the globe reactivates.
    
    Option 2 is your best bet, just be sure to keep the rest of the team back 
    in case the flier doesn't make it over. Your flier will need to be able to 
    deal with enemies located in the rooms beyond the globes.
    
    The one globe marked with an asterisk (X*) is actually outside the door, 
    rather than beyond it. This means you must walk through the globe to open 
    the door. Use option 1 above, sending one hero into the globe by clicking 
    to open the doors. The doors will open, the globe will deactivate and the 
    rest of the team can run through while being chased by the hypnotized hero.
    
    Otherwise, this is pretty basic fighting against Nazis and eyes of the 
    Reich. There are a couple of Nazi generals, so be sure to put them out of 
    action while mopping the floor with their subordinates. Despite all the 
    security precautions, there's not much to look at here. Your goal is the 
    double doors marked with 'B'. Clicking them triggers a cutscene followed by 
    a rather nasty fight.
    
    You're in Blitzkrieg's HQ, where he has Time Master captive. There are four 
    time portals around the room that keep spewing forth enemies and you cannot 
    destroy the portals. However, Alchemiss has a plan and all you need do is 
    survive for one minute. Focus on the stronger enemies and concentrate your 
    attacks to take them down quickly. After one minute, there's a cutscene and 
    you get to experience deja vu all over again...wait...err...yeah, whatever.
    
    __  __
     _][_
      ||  [5.17] ENTER ENTROPY
    --------------------------
    
    Primary Objectives:
     * Destroy the six now-visible temporal amplifiers before engaging
       Blitzkrieg
     * Find and defeat Blitzkrieg
    
    Secondary Objectives:
     * None
    
    Heroes:
     * Same four as you had last mission
    
    This is a repeat of the previous mission, except you will now find six 
    temporal amplifiers scattered about. Scour the map, destroying the 
    amplifiers as you go. When you reach Blitzkrieg's HQ, you've got a boss 
    fight on your hands.
    
    Blitzkrieg brings four minions through before Alchemiss can shut down his 
    time portals. Getting Blitzkrieg out of the fight so you can deal with the 
    minions is your first priority. Possess him, turn him into a flower pot, 
    whatever you need to do to immobilize him for a while. Blitzkrieg has some 
    powerful mental attacks, so you either need heroes that can resist mental 
    attacks or heroes that have stunning attacks to keep Blitzkrieg out of 
    action. He's most susceptible to melee attacks, so pummel him. Pummel him 
    good.
    
    Ah, finally! The world is back to normal.
    
    Or not. Drat! Alchemiss has gone on a bender and it's up to Freedom Force 
    to slap a little sense into her.
    
    __  __
     _][_
      ||  [5.18] DEVASTATION DUET
    -----------------------------
    
    Primary Objectives:
     * Defeat Fortissimo's minions
     * Defeat Fortissimo
     * Defeat the dinosaur
    
    Secondary Objectives:
     * Don't let Fortissimo's minions destroy the opera house
     * Don't let Fortissimo's minions destroy the Top Hat
     * Don't let Fortissimo's minions destroy the police station
     * Don't let Fortissimo destroy the natural history museum
    
    Heroes:
     * If you are to have any hope of fulfilling the Secondary Objectives,
       you will need heroes with at least average speed (4 or higher)
     * There are a lot of chaos wraiths, which are vulnerable to energy,
       electrical and radiation attacks
     * There's a boss fight with Fortissimo (again), so plan accordingly
     * The Ant is the only hero not available (well, other than Alchemiss,
       who isn't even on your active roster any longer...for obvious reasons)
     * Recommended: Minuteman, Tombstone, Blackbird, Green Genie
    
    This is a fairly straight-forward mission, with a lot of tough fights. You 
    may as well attempt to fulfill the Secondary Objectives as Fortissimo 
    doesn't show up until the first three buildings are either saved or 
    destroyed. Follow the yellow arrows to the buildings under attack and take 
    out the legionnaires and chaos wraiths attacking the buildings.
    
    At the Top Hat, temporal bolts that come raining down from the sky and blow 
    up cars. Try to stay far away from any vehicles around the building. At the 
    police station, you'll have to deal with maniacal cops, as well as the 
    typical minions. Finally, Fortissimo attacks the natural history museum.
    
    You should know the drill by now: you have to ground him and pummel him. As 
    soon as Fortissimo is down, Entropy brings a T-Rex forward in time. It's 
    slow, so just stay out of range of its very large teeth and pepper it with 
    whatever ranged attacks you've got. Don't think you can fly over it, it has 
    a very long reach...
    
    __  __
     _][_
      ||  [5.19] THE BURNING OF PATRIOT CITY!
    -----------------------------------------
    
    Primary Objectives:
     * Defeat the Red Suns
     * Defeat Entropy's minions
    
    Secondary Objectives:
     * Prevent 8 civilians from coming to harm
     * Prevent the wraiths and subterrestrials from merging into more
       powerful creatures
    
    Heroes:
     * Against the Red Suns' fire elementals, cold damage (such as Blackbird's
       Seeking Beam) is very good.
     * You'll need wraith-defeating (electrical, energy, radiation) powers
     * Recommended: Minuteman, Blackbird, Tombstone, Microwave or Quetzalcoatl
    
    Things are going from bad to worse. First, Red Sun's are popping up all 
    over town. It's time to finally take care of him (them?) once and for all. 
    Follow the red arrows to each Red Sun encounter. As you kill off one, one 
    (or more) pop up elsewhere. You'll be running back-and-forth quite a bit.
    
    Red Sun is vulnerable to radiation and acid; his fire elementals are 
    vulnerable to cold. Attack with the appropriate powers and run all the Suns 
    down. Entropy then appears and calls forth a chaos wraith and a 
    subterrestrial. When they get close, they merge into a devastation wraith--
    a truly nasty creature and very tough.
    
    If you don't want to fight a bunch of devastation wraiths, you'll want to 
    quickly follow the arrows to more wraiths and subterrestrials spawning 
    around town and kill them before they get close enough to merge. Obviously, 
    heroes that can move quickly and fight from range are preferred for this 
    stage. Once you've taken care of Entropy's minions, it's time to talk some 
    serious smack...or, better, get someone bigger to talk smack for you.
    
    __  __
     _][_
      ||  [5.20] HOLES IN THE TIME STREAM!
    --------------------------------------
    
    Primary Objectives:
     * Send the temporal signature through six temporal holes to summon
       Time Master
    
    Secondary Objectives:
     * Revert all monstrous civilians to their normal forms
    
    Heroes:
     * Any four heroes you feel would be good against chaos wraiths
    
    This is a relatively easy mission. You must go to six temporal holes 
    (glowing purple globes), kill the chaos wraiths at each one and click the 
    hole to send the temporal signature. For bonus prestige, you should attack 
    civilians that have metamorphosed into monsters; they will revert to their 
    normal form when you "kill" their monstrous form.
    
    The most difficult part of this mission is running down all the wraiths and 
    civilians. The wraiths leave their temporal hole and chase all over the 
    city after innocents; and you have to kill all the wraiths associated with 
    a hole before you can send the signature through that hole. Keep following 
    the arrows and keep the faith...you're almost to the end of this.
    
    __  __
     _][_
      ||  [5.21] ENTROPY OVER TIME EQUALS DESTRUCTION
    -------------------------------------------------
    
    Primary Objectives:
     * Defeat Entropy and her minions
     * Time Master must survive
    
    Secondary Objectives:
     * None
    
    Heroes:
     * Ah, well, you're going to have to content yourself by controlling
       Time Master his own bad self...and two clones
    
    Your team is three Time Masters; Entropy throws wave after wave of 
    relatively weak enemies against you. Take them down and then target Entropy 
    herself with some overpowered electric shocks. You'll be amazed and 
    astounded how easy this fight is. That's because you can't win it. Yes, you 
    can defeat all Entropy's minions and you seem to defeat Entropy 
    herself...but wait! There's more...
    
    Well, not any more Time Master; he runs away. But there is more Freedom 
    Force, just after the extended cutscene.
    
    __  __
     _][_
      ||  [5.21] SACRIFICE OF A HERO!
    ---------------------------------
    
    Primary Objectives:
     * Defeat Entropy
     * Man-Bot must survive
     * Keep Time Master away from Entropy
     * Defeat Time Master
    
    Secondary Objectives:
     * None
    
    Heroes:
     * Man-Bot can be joined by three heroes of your choice, electrical
       damage is a big plus
     * Recommended: Minuteman and Tombstone, plus whomever you prefer
    
    This is it! The final boss fight...times two! First you have to chase 
    Entropy all over town while she throws various cannon fodder at you. Don't 
    forget about Man-Bot's Release power. The resulting electrical surge can do 
    quite a bit of damage to Entropy's minions--not to mention Entropy herself. 
    Just get the rest of your team out of the blast radius quickly.
    
    Entropy is a flier, so standard flier-boss tactics apply: find some way to 
    get her on the ground so you can pound on her properly. Use Possession (if 
    you brought Tombstone) or Minute Missile (if your brought Minuteman) or 
    whatever you've got that will stun her or otherwise force her to the 
    ground, then close and use your strongest attacks against her.
    
    Finally, she has been defeated (for real this time), and the world will 
    return to normal...
    
    Except that yellow-belly Time Master decides now would be a good time to 
    suck the energy from Entropy so he can continue her good works. Looks like 
    your team is going to put in some overtime.
    
    Time Master will make his ponderous march down the center street. Your best 
    bet is to stand in his way with Man-Bot and use Release when he gets within 
    range. That will weaken him by about half, so close up and let loose on 
    him. He's actually an easier fight than Entropy because he has less health 
    and no minions.
    
    Finally! An extended cutscene that wraps up the story (or does it...?) and 
    you've reached the credits! Congratulations, now it's time to try the game 
    again using different heroes, including ones you create. Or play online and 
    test your mad hero-making skills against other comic-obsessed gamers...
    
                        __
                      _/  \
                     /     \
    _______________  ^\     \    _______________
    \              \  /      \  /              /
     \ ###########  \/        \/  ########### /
      \ ##########   __________   ########## /
       \       ###  | *__ *__* |  ###       /  
        \ ########  |##  ##  ##|  ######## /
         \ #######  |##  ##  ##|  ####### /
          \    ###  |##  ##  ##|  ###    /   
           \   ###  \##  ##  ##/  ###   /
            \   ##   \#__##__#/   ##   /
             \   #                #   /
     _________\______________________/__________
    |                                           |
    |       [6] VERSION HISTORY & CREDITS       |
    |___________________________________________|
    
    v1.00 2005-05-04
          - Finished Walkthrough
          - Added a few more hero and foe stats
    
    v0.90 2005-05-02
          - First published release
          - Much work remains to be done
    
    Written and (c)2005 by Barry Scott Will
    
    This work is licensed under the Creative Commons Attribution-ShareAlike 
    License. To view a copy of this license, visit
      http://creativecommons.org/licenses/by-sa/2.0/
    or send a letter to
      Creative Commons
      559 Nathan Abbott Way
      Stanford, California 94305, USA.
    

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