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Freedom Force Campaign Guide written by Sherwin Tam (shervfaqs@yahoo.com)
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---CONTENTS---
--------------
Introduction
Version Changes
Conventions
Characters
Core Characters
Minute Man
Mentor
El Diablo
Man-Bot
Alche-Miss
The Ant
Liberty Lad
Microwave
Eve
Optional Characters
Man O' War
Sea Urchin
Law & Order
Bullet
Secret Characters
Blackbird
Iron Ox
Super Collider
Disclaimer
Credits
------------------
---INTRODUCTION---
------------------
This is a guide to the PC tactical RPG Freedom Force, one of my new favorite games (else I wouldn't be writing a guide about it). As I don't play the multiplayer portion (currently no co-op), this will be about the
Campaign portion of the game. I plan to include character descriptions, some tactical tips, stat explanations, and maybe a scenario guide if I can squeeze it in.
---------------------
---VERSION CHANGES---
---------------------
0.2 04/25/2002 Added optional characters.
0.1 04/20/2002 First version, with core characters.
-----------------
---CONVENTIONS---
-----------------
The following conventions are used for attributes and powers when indicating cost:
Recruitment Cost: Prestige Cost
Attribute CP Cost
Power
Attack/Defense Type (Damage/Block Type, Notable Attributes)
CP Cost to Purchase + Cost to Upgrade * indicates that a character starts off with the attribute or power listed.
[] indicates that the listed statistic or resistance has been modified as a result from a given attribute (i.e., it's already permanent).
() indicates that the listed statistic or resistance is an available modification from a purchasable attribute. It also indicates when used next to a power that the character starts off at the specified level in that power.
The only resistances listed are those that have been modified and/or those that aren't Normal resistance. Any resistance not listed is assumed to be
Normal.
I've separated Ranged attacks into Projectile, Beam, and Grenade types, since they all work differently. The Radius attribute means that the listed ranged attack has an area-type effect at the point of impact.
Since the most common form of defense is Moveable for Active Defenses and
Inactive-enabled for Passive Defenses, I assume those attributes hold true, with the noted exceptions listed as Immovable and Active Only.
OvP/UnP stand for Overpower and Underpower.
KB stands for KnockBack.
----------------
---CHARACTERS---
----------------
The characters are organized in terms of core (automatically recruited), optional (recruitable during the course of the game), and secret (need to use codes or have pre-ordered from EB). Within these sections the characters are sorted in order of appearance.
--CORE CHARACTERS--
**************
**MINUTE MAN**
**************
First Available: 1. Came A Hero!
Advantages
+ Jumper
+ Is the first character you get, which means lots of CP
+ Excellent damage and decent speed with melee attacks
+ Can redirect or deflect physical and electrical rangedattacks
+ Extra hero points available means he can stay alive for a long time
Disadvantages
- Has no major ranged, area, or direct attack
- Can only do crushing damage
Minute Man is the "star" of the game and the first character you get, so you're stuck with him on every mission for the first part of the game.
Fortunately, he's no slouch, especially against the relatively mundane enemies at the beginning of the game. Later on he becomes less useful because of his lack of ranged attacks and against enemies with resistance to crushing attacks, but with 300-Percenter and his good foot speed and ability to jump, he can never be completely counted out.
Stats: Str 6, Spd 5, Agl 5, End 4, Eng 4
HP: 70
Attributes: Jumper *
Disciplined 350
Heroic 750
Extra Heroic 1000
Minute Man doesn't truly need any of the extra attributes, although having mental resistance can be useful, as well as the extra hero point. It's unlikely you'll need 3 hero points, so the Extra Heroic attribute is a luxury item.
Resistances: Radiation: Vulnerable
Acid: Vulnerable
(Mental: Resistant)
**Patriotism**
Smash(3)
Melee (Crushing)
* + 191
Standard 0-EP melee attack. Good damage, has a chance to stun, comes out a tad slow. OvP when needed to get major damage.
Strike for Freedom (Melee)
Melee (Crushing, 90-Degree)
* + 102
90-Degree arc and some decent KB makes this good in the early going for breaking up clusters of enemies, although the short range of the arc means they have to be pretty close.
300-Percenter
Special
250
Obviously 300 percent damage is a nice thing to have. Don't bother OvPing, it doesn't seem to increase the percentage (although UnPing seems to reduce it to 200 percent). For best results use an OvPed heavy damage attack like
Smash or Vanquish while you still have the percentage bonus.
Vanquish
Melee (Crushing, 2-Hit)
870 + 174
Minute Man's best attack; this does the same damage and stun per hit as
Smash, but it hits twice and has a much lower start time. There's also a bit of KB as well. Twice the possible damage as Smash + fast execution = good deal for your EP.
Patriot Whirl
Melee (Crushing, 360-Degree)
538 + 107
Same effect as Strike for Freedom, except in a full 360-Degree arc. I normally don't use this too much, since by the time you get this you have enough party members where you usually don't get surrounded and a lot of the enemies use ranged attacks anyway, but obviously this would be the move to use to clear some space if enemies are ganging up on you.
**Vigilance**
National Guard(3)
Active Defense (Redirect)
* + 198
This active defense is great against bullets and the occasional other type of physical projectiles, as well as electricity. Turn it on while standing in the middle of a bunch of gun-toting thugs and watch their own bullets take them out without Minute Man having to lift a finger. It's a redirect- type defense, which means you should always UnP it, since there's no penalty, and there's no benefit to OvPing. Also, it doesn't get any stronger if you upgrade, so don't bother.
Eternal Vigilance
Passive Defense (Deflect)
* + 153
Just in case the National Guard doesn't catch the attacks, this has a chance to deflect the same attacks anyway. Given that you already have
National Guard, I wouldn't put too much more into this passive defense.
Just get enough to get...
Minute Missile
Projectile (Crushing, Stun, Chaining)
538 + 107
MM's lone ranged attack is slow to come out and does pitiful damage.
However, after some upgrading it has great stun, and it's chained, which means that it'll jump from target to target if they're close together.
Obviously the main use is to stop an enemy or group of enemies in their tracks so you can close in a finish them off at close range.
Rally the Troops
Area (Special)
298 + 59
This power's mystifying to me. The game description says it gives extra mental resistance and cures panic, while the manual implies that it gives an attack bonus of some sort. I personally haven't seen anything happen when I use this, so more testing will be needed.
**********
**MENTOR**
**********
First Available: 2. Strange Visitors 1
Advantages
+ Nice beam attacks, radiation damage
+ Resistant to mental and mystical attacks (with purchase), can cure mental states
+ Kinetic barrier stops common damaging attacks
+ Good disruptor of enemy groups
Disadvantages
- Can only levitate with purchase
- Psyche Slash is practically useless
- Outside of Electron Beam and Psyche Slash (see above), doesn't really
Freedom Force Campaign Guide written by Sherwin Tam (shervfaqs@yahoo.com)
---------------------------------------------------------------------------
--------------
---CONTENTS---
--------------
Introduction
Version Changes
Conventions
Characters
Core Characters
Minute Man
Mentor
El Diablo
Man-Bot
Alche-Miss
The Ant
Liberty Lad
Microwave
Eve
Optional Characters
Man O' War
Sea Urchin
Law & Order
Bullet
Secret Characters
Blackbird
Iron Ox
Super Collider
Disclaimer
Credits
------------------
---INTRODUCTION---
------------------
This is a guide to the PC tactical RPG Freedom Force, one of my new favorite games (else I wouldn't be writing a guide about it). As I don't play the multiplayer portion (currently no co-op), this will be about the
Campaign portion of the game. I plan to include character descriptions, some tactical tips, stat explanations, and maybe a scenario guide if I can squeeze it in.
---------------------
---VERSION CHANGES---
---------------------
0.2 04/25/2002 Added optional characters.
0.1 04/20/2002 First version, with core characters.
-----------------
---CONVENTIONS---
-----------------
The following conventions are used for attributes and powers when indicating cost:
Recruitment Cost: Prestige Cost
Attribute CP Cost
Power
Attack/Defense Type (Damage/Block Type, Notable Attributes)
CP Cost to Purchase + Cost to Upgrade * indicates that a character starts off with the attribute or power listed.
[] indicates that the listed statistic or resistance has been modified as a result from a given attribute (i.e., it's already permanent).
() indicates that the listed statistic or resistance is an available modification from a purchasable attribute. It also indicates when used next to a power that the character starts off at the specified level in that power.
The only resistances listed are those that have been modified and/or those that aren't Normal resistance. Any resistance not listed is assumed to be
Normal.
I've separated Ranged attacks into Projectile, Beam, and Grenade types, since they all work differently. The Radius attribute means that the listed ranged attack has an area-type effect at the point of impact.
Since the most common form of defense is Moveable for Active Defenses and
Inactive-enabled for Passive Defenses, I assume those attributes hold true, with the noted exceptions listed as Immovable and Active Only.
OvP/UnP stand for Overpower and Underpower.
KB stands for KnockBack.
----------------
---CHARACTERS---
----------------
The characters are organized in terms of core (automatically recruited), optional (recruitable during the course of the game), and secret (need to use codes or have pre-ordered from EB). Within these sections the characters are sorted in order of appearance.
--CORE CHARACTERS--
**************
**MINUTE MAN**
**************
First Available: 1. Came A Hero!
Advantages
+ Jumper
+ Is the first character you get, which means lots of CP
+ Excellent damage and decent speed with melee attacks
+ Can redirect or deflect physical and electrical rangedattacks
+ Extra hero points available means he can stay alive for a long time
Disadvantages
- Has no major ranged, area, or direct attack
- Can only do crushing damage
Minute Man is the "star" of the game and the first character you get, so you're stuck with him on every mission for the first part of the game.
Fortunately, he's no slouch, especially against the relatively mundane enemies at the beginning of the game. Later on he becomes less useful because of his lack of ranged attacks and against enemies with resistance to crushing attacks, but with 300-Percenter and his good foot speed and ability to jump, he can never be completely counted out.
Stats: Str 6, Spd 5, Agl 5, End 4, Eng 4
HP: 70
Attributes: Jumper *
Disciplined 350
Heroic 750
Extra Heroic 1000
Minute Man doesn't truly need any of the extra attributes, although having mental resistance can be useful, as well as the extra hero point. It's unlikely you'll need 3 hero points, so the Extra Heroic attribute is a luxury item.
Resistances: Radiation: Vulnerable
Acid: Vulnerable
(Mental: Resistant)
**Patriotism**
Smash(3)
Melee (Crushing)
* + 191
Standard 0-EP melee attack. Good damage, has a chance to stun, comes out a tad slow. OvP when needed to get major damage.
Strike for Freedom (Melee)
Melee (Crushing, 90-Degree)
* + 102
90-Degree arc and some decent KB makes this good in the early going for breaking up clusters of enemies, although the short range of the arc means they have to be pretty close.
300-Percenter
Special
250
Obviously 300 percent damage is a nice thing to have. Don't bother OvPing, it doesn't seem to increase the percentage (although UnPing seems to reduce it to 200 percent). For best results use an OvPed heavy damage attack like
Smash or Vanquish while you still have the percentage bonus.
Vanquish
Melee (Crushing, 2-Hit)
870 + 174
Minute Man's best attack; this does the same damage and stun per hit as
Smash, but it hits twice and has a much lower start time. There's also a bit of KB as well. Twice the possible damage as Smash + fast execution = good deal for your EP.
Patriot Whirl
Melee (Crushing, 360-Degree)
538 + 107
Same effect as Strike for Freedom, except in a full 360-Degree arc. I normally don't use this too much, since by the time you get this you have enough party members where you usually don't get surrounded and a lot of the enemies use ranged attacks anyway, but obviously this would be the move to use to clear some space if enemies are ganging up on you.
**Vigilance**
National Guard(3)
Active Defense (Redirect)
* + 198
This active defense is great against bullets and the occasional other type of physical projectiles, as well as electricity. Turn it on while standing in the middle of a bunch of gun-toting thugs and watch their own bullets take them out without Minute Man having to lift a finger. It's a redirect- type defense, which means you should always UnP it, since there's no penalty, and there's no benefit to OvPing. Also, it doesn't get any stronger if you upgrade, so don't bother.
Eternal Vigilance
Passive Defense (Deflect)
* + 153
Just in case the National Guard doesn't catch the attacks, this has a chance to deflect the same attacks anyway. Given that you already have
National Guard, I wouldn't put too much more into this passive defense.
Just get enough to get...
Minute Missile
Projectile (Crushing, Stun, Chaining)
538 + 107
MM's lone ranged attack is slow to come out and does pitiful damage.
However, after some upgrading it has great stun, and it's chained, which means that it'll jump from target to target if they're close together.
Obviously the main use is to stop an enemy or group of enemies in their tracks so you can close in a finish them off at close range.
Rally the Troops
Area (Special)
298 + 59
This power's mystifying to me. The game description says it gives extra mental resistance and cures panic, while the manual implies that it gives an attack bonus of some sort. I personally haven't seen anything happen when I use this, so more testing will be needed.
**********
**MENTOR**
**********
First Available: 2. Strange Visitors 1
Advantages
+ Nice beam attacks, radiation damage
+ Resistant to mental and mystical attacks (with purchase), can cure mental states
+ Kinetic barrier stops common damaging attacks
+ Good disruptor of enemy groups
Disadvantages
- Can only levitate with purchase
- Psyche Slash is practically useless
- Outside of Electron Beam and Psyche Slash (see above), doesn't really
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Campaign Guide by Sherwin Tam - Freedom Force hints by System on 09/03/2006, 09:50
Character Guide - Freedom Force FAQ by System on 09/03/2006, 09:50






