Enemies
Enemies are varied and detailed, but ultimately, all enemies can be broken down into two camps: minions and villains. Minions range from run-of-the-mill badguys such as thugs and purse snatchers to a villain's elite henchmen. Minions while weak on an individual basis, are quite numerous and can be quite a menace when working in groups. Outnumbered superheroes can expect to be physically punished for their idiotic heroics. Villains on the other hand, are more the equal of superheroes and if dealt with improperly, can be quite a menace to your superhero team. Still, while villains are on par more powerful than one individual hero, a proper team of superheroes (with appropriate powers to cover each other's weaknesses) can grind a supervillain into the ground with little effort.
That said, minions and villains are encountered in sets, depending on the flavour of the month (the 'badguy of the week' deal) in each issue of Freedom Force.
Thug with Bat
Weaknesses: Mental, Radiation,
Acid
Resistances: None
The thug with the bat is one of your first
opponents in Freedom Force. These baddies have only one primary attack -- a
hand-to-hand billy swing with their wooden bats. They also cannot follow
Minuteman or any other hero who can scale tall buildings in a single bound, so
feel free to use the buildings and flight to escape these hooligans. Later
issues of Freedom Force will see these thugs imbued with Energy X and a nasty
surprise for our heroes.
Thug with Gun
Weaknesses: Mental, Radiation,
Acid
Resistances: None
Slightly more dangerous than the thugs with
bats are the thugs with guns. These are old-time street rats with a .32 or .38
caliber revolver. However, each thug only fires their side-arms once with each
"attack motion." Given their slow reaction and poor aim (Stormtrooper Syndrome)
these thugs are only dangerous if your hero is low on life and are uncomfortably
close to a thug with a gun. Being so close to any baddie packing ranged attacks
is always a bad idea since the range penalty is reduced significantly. Thugs
with guns will also throw punches if given the chance, but they prefer to run
off at a distance and open fire.
Thug with Bombs
Weaknesses: Mental, Radiation,
Acid
Resistances: None
Similar to the thug with bat, the thug with
bombs is armed with a bat as well, but they also pack an unlimited number of low
explosive hand grenades which they throw without much thought. If encountered in
groups, these baddies can stun an unwary hero with multiple bombs and the damage
done by the explosions can eventually destroy buildings. The best thing to
counter these thugs is to engage in close combat and thus preclude them from
using explosives and force them to resort to their weaker melee ability.
Gangster
Weaknesses: Radiation, Acid
Resistances:
Mystical, Mental
Unlike the street thugs found in the earliest missions,
the Gangster is one of Pinstripe's higher up goons who packs a Tommy Gun. Unlike
a real Thompson Submachinegun, these Tommy Guns do relatively low damage and
have an extremely short range. They have a short ranged melee punch if forced
into hand-to-hand but their real threat is the amount of bullets they spray in
such short order; chances are that one will hit your hero as he deals with other
threats and cause him or her to sumble in carry out commands. Still, gangsters
are less than stellar minions, unless of course they come in groups -- and you
know that they do.
Ice Trooper
Weaknesses: Heat
Resistances:
Cold
The Commie Ice Trooper was once a soldier under KGB Sukhov, but is
now a loyal Communist henchmen under the Soviet Menace "Nuclear Winter." The Ice
Trooper has two attacks (both ranged) that you need to be aware of. One is the
slightly abrasive Ice Bullet attack which spits out an ice flake projectile, and
the other an ice ray that places heroes in a deep freeze. Both can be avoided by
moving laterally (this is why your own customized heroes should have a very fast
projectile and beam speed). El Diablo's attacks will seriously hurt these Iron
Curtain flunkies, but do not rely on him too much for everything. Minuteman can
also easily take these thugs out provided he has someone distract the Ice
Trooper's aim -- this is what Mentor is used for.
Ice Queen
Weaknesses: Heat
Resistances:
Cold
I just want to say that not all Russian women sound like the
archtype shown here. Unfortunately for the Freedom Force, Ice Queens did not
immigrate over here in '88, took interest in gymnastics, and wears short airy
polka dot dresses to county fairs. Aaah, Victoria. What a time we had! Ice
Queens, despite their name and obvious XX chromasomal code, are the brawlers of
Nuclear Winters army (like Olga. You know. The MGS2 villain with the hairy pits
-- huah!). Olga (huah!) will try to close in and stab heroes with their icicle
daggers, or better yet, use their Heavy Lifting attribute to hurl rocks and
heavy obstacles on your team. If El Diablo is hit with just a couple
(specifically, two snowballs) he will go from hero to zero in no seconds flat.
The best way to deal with Olga (huah!) is to fly behind her and roast her alive,
or have Minuteman or someone available attack her to distract her attention
while El Diablo fires it up.
Frost Warrior
Weaknesses: Heat
Resistances:
Cold
These soldiers are the elite of Nuclear Winter's army and have a
"cold fusion ray" (the graphic is that of Man-Bots' Focus if you notice) that
does moderate damage and some knockback. Their strength lies again in their
inability to deal with El Diablo's attacks. Even snowballs thrown by Minuteman
can lay one flat very quickly. The best way to deal with this menace is to try
and unlock El Diablo's "Inferno" power as early as possible and let the good
times roll. Without the added power of Inferno, the best way is to have Mentor
run interference while Minuteman and El Diablo roast the sucker(s). If you look
hard enough, you can use explosive drums or TNT crates to smash them as well.
The resulting explosion can usually take them out with little effort.
Raptors
Weaknesses: Acid, Radiation,
Cold
Resistances: Energy
No matter how many times I watch Jurassic
Park, I can't help but snicker and say aloud, "Velociraptors are no taller than
a very large black labrador." The actual dinosaur you see in the movies are
actually a Deinoonychus, a species of Dromesauroid that's about the size of a
"raptor" and can probably be shotgunned to death pretty easily (or through the
use of large caliber repeating machineguns, preferably belt fed). Patriot City's
Freedom Force however, has no access to General Electric's miniguns since they
are still pretty much mil-spec hardware in 1962. What you need to do instead is
to either create a cold damage dealing hero (not very cost effective in terms of
prestige) or hire Black Bird. Unfortunately, Black Bird is a "secret" superhero
that was not Python-scripted to be available in the
"You-did-not-preorder-from-EB?-You-a-loser-ha-ha-ha.-You-a-loser-ha-ha-ha"
version of the game unless you edit a file in your Freedom Force folder so she
is available. See secrets as to how this is done. As for the raptors, know that
they can jump, and that they tend to run if they sense that your heroes are
about to attack and they cannot sprint up to you in time to deliver their bites.
Their attacks are not as ferocious as you think, although Alchemiss will have a
tough time with Raptors due to her lack of bravery.
Tough Raptor
Weaknesses: Acid, Radiation,
Cold
Resistances: Energy
Similar to the raptor (Deinonychus) but has
more hit points and a higher Dodge rating than its normal version. It otherwise
behaves as a tougher customer, being resistant to heat than normal. Like the
raptors, tough raptors can jump, and will run if threatened to be shot. Stay far
away and juggle the monster between El Diablo and Black Bird (if possible) so it
will make a path for one hero, get hit by the other hero, turn to attack the
second hero while the first hero attacks. This repeats until the dino is dead.
Sea Urchin's Bubble Swarm can do acid damage -- just be sure the little schnit
is able to fly off before she gets turned into dino-doo.
Wild Raptor
Weaknesses: Acid, Radiation,
Cold
Resistances: Energy
The Wild Raptor is like its basic version,
but has the tendency to become enraged. While enraged, the monster attacks
anything in sight without regard to its own life. This said, once it is damaged,
be ready to order your heroes to leave the scene and come back once the animal
has played out its anger on any hapless civvie who was stupid enough to hang
around. Hey, it's the law of the jungle, man.
Worker Ant
Weaknesses: Acid
Resistances:
Piercing
Worker Ants are tougher but more docile members of the giant
ant species you'll encounter. They have an equally bad attack (mandible bite)
that requires them to close in on a hero to deliver one. What they also can do
is toss very heavy objects your direction so be sure to use fliers to draw their
attention away from slower teammembers -- just be sure not to be hit by the
flying objects or you will not have a hero left to fight with. Worker ants also
ignore heroes until you attack them or they sustain damage. The best way to deal
with them is to use the explosive mushrooms and blast them into oblivion. Worker
Ants are hard to spot in the dark caves due to the black exoskeleton. Move the
camera down low, and scroll around before you send everyone in with fists
flying. You'll be sorry if one ant escapes your notice then goes and tosses a
rock at a wussy in the squad, like Sea Urchin.
Soldier Ant
Weaknesses: Acid,
Mystical
Resistances: Piercing
Soldier ants are the more aggressive
members of the hive and will attack on sight. Their acid spit has low accuracy
and is slow, but if they hit any one on the team except for Man-Bot, Microwave,
Supercollider, or Iron Ox, the Freedom Force will make like the Wicked Witch of
the West and melt. Acid burn damage hurts your heroes a lot unless they are made
of something else but skin and bones. Best thing to do is to use a non-flesh
hero to draw fire while your other heroes fire on the soldier ant(s). Explosives
also work well. The red fire ant exoskeleton makes the soldiers ants appear
better among the background so you can -- and should -- aim for them first,
especially since they can spit heavy doses of formic acid.
Support Ant
Weaknesses: Acid
Resistances:
Piercing
After The Ant (here on out referred to as 'Ant') joins the team, he
will call upon some giant buddies (not jelly vibes). These support ants will not
attack your heroes unless you were stupid enough to attack them. The ants will
attack any Darkmen they can get to, and considering that they have an acid
attack that works well against the Darkmen, I suggest that you leave them to do
their own thing and use them as decoys before the Darkmen decide to squish them
like a rejected science fair project.
Darkman (Blue and Purple)
Weaknesses: Acid,
Radiation
Resistances: Electricity, Mystical
One of the flunkies of
ex-model Amber Autumn, the Darkmen are Shadow's henchmen turned into replusive
and psychotic creatures who hate the beautiful. Thankfully if this occured in
real life, I can pass off as one of them, stab them in the back, then jerk off
to all the allocades for saving the world. The Darkmen are hard to spot because
of their blue and purple clothing camouflages them with the darkness of the
caves, but they are also capable of cloaking themselves and attacking with two
different but visually similar attacks (both which use a dark palette). Because
of this, it is advisable to use Mentor to spearhead the assault on these wannabe
Morlocks (not to be confused with H. G. Wells' Morlocks) and use his radiation
attacks and lay them to waste. Blue Darkmen must close up to use an electrical
area attack, so they can be dealt with with ranged attacks or thrown explosives.
Purple Darkmen use a direct energy attack, and must be dealt with quickly.
Man-bot should deal with the Purple Darkmen, and Mentor the Blue Darkmen due to
the attacks and each hero's weaknesses (Man-Bot is susceptible to electrical
attacks, while Mentor is not).
Femme Clone (Female
Civilian Clone)
Weaknesses: Acid, Crushing
Resistances: Radiation
Let's start off by saying that you can easily tell
clones apart from the real deal by pausing the game and holding the mouse cursor
over the suspect clone. If the words, "unusual", "odd", "peculiar", "wicked", or
any other keyword in the description trips alarms in your mind, then blast first
and ask later. Get familiar with the descriptions of the male and female
civilians, and the policeman early in the game and recognize that any
description that deviates from those three sentences denotes a clone. Of all the
clones, the femme clone will usually be the first one you'll meet. The femme
clone is a threat only up close. She lets out an energy draining scream that
robs heroes of their energy x reserve (a temporary effect, but one that leaves
you defenceless). Femme clones also use their razor sharp nails to do piercing
damage. Other than that, ranged attacks work well against them. Just remember
that they can leap tall buildings to get at you too. Although it would be nice
to be able to reprogram her for, er -- other purposes (huhuhuhu) Freedom Force
denies you that pleasur. All you can do is blast her into radioactive pulp and
clean up the pieces later. Use Ant or Sea Urchin's acid burn attacks to put on
some serious hurt.
Male Clone (Male Civilian
Clone)
Weaknesses:
Acid, Crushing
Resistances: Radiation
The male clone is one of Deja Vu's nastier creations;
it basically is a fast suicide bomber that can run a good clip. The problem with
detection is easily covered by the game-pause-mouse-hover trick, so you should
know where they are before attempting to defuse them. Having one explode in your
face is not a good idea no matter where you are in the world or if you're a
superhero or not. Any civvies caught in the blast radius will be counted as
collateral damage and hurt your prestige. Since none of the original core capes
can withstand such a shock to their system (they will take knockback damage as
well), you should use El Diablo's Inferno power to ensure complete destruction
of this clone, or else have a very good shot (Eve comes to mind) take one out
with repeated sniper attacks, or if you have it, Eve's Acid Arrow. Oh yeah, if
you think you can escape this clone by flying to a rooftop, guess again. This
clone can climb sheer surfaces like Spiderman -- frankly they remind of the
HARDAC clones from the Batman (not Forever) Animated Series (remember the
elevator scene, dont'cha?)
Police Clone
Weaknesses: Acid,
Crushing
Resistances: Radiation
Defender of the Wicked, Keeper of Lawlessness. The
police of Deja Vu are the only clones that can shoot crap at you and are
actually quite tame compared to their fellow dupes. Given their bad aim, you
should take them out after all the other more dangerous clones. Police dupes are
vulnerable to crushing attacks and although heroes have a good candidate in
their default melee attack, police clones can fly out of range before you can
deliver the hit. The best way to deal with these copycat menaces is to use a
high strength character like Minuteman or Ant to hurl cars their direction. One
or two tossed cars will put these clones to rest.
Clone of Hero
Weaknesses: unknown
Resistances: unknown
This is a
monster spawned when the Clone Ray in "Seeing Double" hits one of your heroes.
The clone created depends on which hero was blasted. All clones created have
half the current hit points of the original (at the time of cloning) although
the weaknesses differ, depending on hero to hero. The clone will use whatever
attacks are available to the original at the time of cloning and cannot be
negotiated with or bought off. Do your best to stay hidden from the Clone Ray in
that mission and you will never have to deal with your evil half, unlike Puke
Skywalker, who had a lightsaber handy when he met himself on Dagobah.
Mech Man
Weaknesses:
Electricity
Resistances: Radiation, Crushing
Mr. Mechanical's junky flunkies. This is the lowest
level peon you'll face on the streets of Patriot City and they pack one heckuva
wallop if you're not careful. You may want to create a specialized electrical
hero just to augment Man O'War in the Mr. Mechanical series of missions. Of
course if you want to do the mass-prestige trick in "Seeing Double" or "Wanted,
Minuteman #3" and get a superhero that will break the game. The mech men in any
case will only attack with a melee blow. It could prove useful to hit one or two
to draw their attention and then fly off; mech men get confused easily, drawing
a mental blank if their target suddenly vanishes from view either by flight or
other methods. The main threat they pose is to the buildings you must
protect.
Flame Mech
Weaknesses:
Electricity
Resistances: Radiation, Crushing
Mechanical's upper echelon peons mounts a single high
powered flamethrower in lieu of any other attacks. Its attack is less effective
agains the buildings it needs to detroy but it is still quite powerful when used
on run-of-the-mill capes. Lure it with El Diablo or any other flier while Man
O'War deals the fatal strike with a Storm Bolt. Mech Men in general are tough
monsters, having more than the average amount of BODY and above average
toughness. Deal with them one at a time, and always try to mental blank them by
provoking them, then flying off. The time they don't spend destroying a building
or statue can be used to wallop them with electricity.
Alien Warrior / Sergeant
Weaknesses: Piercing
Resistances: Radiation, Energy
The aliens are fast moving, highly accurate radiation
energy projectors and they are annoyingly difficult to combat unless you have a
hero built purposely to deliver ranged piercing attacks with high accuracy.
Law's sword attacks can do the trick, but she needs to get close to deliver
them. Not a good idea considering she is weak against the aliens' radiation
emissions and that fact that some aliens can fly out of her range. The best way
to deal with the menace is to use Microwave or Man-bot to draw the fire of the
aliens, then use someone else to deliver the death blow from behind. Both
Sergeants and Warriors can create an energy shield that absorbs any type of
attack, so a ranged saturation explosion attack can sometimes prove helpful when
dealing with the alien menace. Alien Sergeants behave like the Warriors, but
have the ability to fly as well.
Bacchite / Sylph (Green)
Weaknesses: Fire
Resistances: Acid
Bacchites or
Sylphs, are brainwashed minions of Pan, the supposedly lecherous god-like entity
of Greek lore. Each Bacchite has different sets of abilities and should be
approached with different sets of heroes. Green sylphs are the forest bunch of
stoner hippy girls who are too much into hemp. The green syylphs are the most
benign although they are also the most dangerous if working in concert with
Pan's other minions. They are immune to acid, so Eve should resort to her
regular arrows. El Diablo should have no trouble keeping green sylphs out of the
team's hair. The only caveat is that the green sylphs can entangle a hero with
their vines, leaving them helpless against their other attack -- an acid melee
attack. Keep El Diablo flying (he will be immune to the entangle) and above all
keep him away from the green sylphs steroid using boyfriend and he should handle
all the green sylphs the game throws at him.
Bacchite / Sylph (Red)
Weaknesses: Cold
Resistances: Fire
Bacchites or
Sylphs, are brainwashed minions of Pan, the supposedly lecherous god-like entity
of Greek lore. Each Bacchite has different sets of abilities and should be
approached with different sets of heroes. The red sylphs are imbued with fiery
properties and are resistant to El Diablo's flame-fisting techniques. They are
vulnerable to Balck Bird's Seeker Ray, and it is advised that you recruit her
half-way through the game just to build her cold attack and to purchase her
flying ability. The red sylphs can fire an explosive attack like our favourite
Mexican's Inferno attack, so be sure to keep your heroes moderately spread out.
Beware of detonating any buildings or objects near them as explosions are
usually heat damage. If you do put a red sylph in an explosion, chances are that
she will absorb the heat damage and use her newly restored energy-x to wallop
you with an explosion. Obviously, El Diablo only serves as a pull toy when
encountering one of these monsters; be sure Black Bird (or your cold-type hero)
is doing the killing for this one.
Bacchite / Sylph
(Silver)
Weaknesses:
Acid, Radiation
Resistances: Electricity
Bacchites or Sylphs, are brainwashed minions of Pan,
the supposedly lecherous god-like entity of Greek lore. Each Bacchite has
different sets of abilities and should be approached with different sets of
heroes. Silver Bacchites are the most difficult to combat since they are the
most balanced of the Sylphs. They are also capable of flight and can launch
their electrical attacks on Microwave with little impunity. The best way to deal
with them is to use Ant's Acid Bombs or Sea Urchin's Bubble Swarm to acid burn
them. Better yet, lure them with Sea Urchin then blast them from afar with
Microwave's Microwave Beam. Either way, use caution when dealing with Silver
Sylphs.
Manbull
Weaknesses: Acid,
Radiation
Resistances:
none
Manbulls are minions who can break your game,
not to mention your heroics. Manbulls were designed as bricks (read: strongman)
but for some reason, they have a speed of 8 and attacks that either do knockback
on a hero, making him or her stumble to get up, during which time the Manbull
can run up and deliver another attack to knock the hero down again. This repeats
until one or the other is dead. The second attack is the Manbull's bellow attack
that causes panic in some heroes. In any case, the best way to deal with these
Minoan Labyrinth rejects is to use a flier to distract it, then have Microwave
and another energy projecter blast the baddie into dog food, or glue, whichever
comes first. Be sure to leave Microwave's attack at normal intensity to be most
cost-effective in terms of damage dealt to energy-x used.
Microwave Robot
Weaknesses:
Electricity
Resistances: Radiation
Microwave's former buddies who adopted The Way of
Skynet back in '62. Their radiation attacks are just as lethal to Microwave's
new buddies (Freedom Force) as his are to Freedom Force's antagonists, so be
sure to have Man O'War around to fry some as other squad members override the
control panels to use the laser turrets. Luckily, there are only three Microwave
robots to deal with -- any more and the team most likely would be killed
outright.
Temporal Twin
Weaknesses: none
Resistances: none
Timemaster's
Temporal Twins are weak nor resistant against anything, but they are quite
destructive in terms of powers they employ. Only high magnitude attacks
(Minuteman's 300 Percenter and Smash should kill one flat out) will be of any
use. They are tough for minions, but you can safely ignore them and complete the
mission unless they seriously prove to be in your way.
Super-villains
Super villains are bosses and the process in how
to beat them into living snot, one hit point away from death will be found in
the guide.