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.

On to Walkthrough...