Freedom Force (walkthrough)


Freedom Force

Contents
1.    Came a Hero!

2.    Strange Visitors

3.    Strange Visitors 2

4.    Skating on Thin Ice

5.    Skating on Thin Ice 2

6.    A Nuclear Winter

7.    A Nuclear Winter 2

8.    A Nuclear Winter 3

9.    In the Nick of Time

10.    In the Nick of Time 2

11.    In the Nick of Time 3

12.    Prehistoric Panic

13.    Here Today, Gone Forever

14.    City of Darkness

15.    Where Shadows Fall

16.    Where Shadows Fall 2

17.    Looking for Trouble

18.    Looking for Trouble 2

19.    Wanted – The Minuteman

20.    Wanted – The Minuteman 2

21.    Wanted – The Minuteman 3

22.    Deja Who

23.    Deja Who 2

24.    Seeing Double

25.    Robots on the Rampage

26.    Robots on the Rampage 2

27.    Robots on the Rampage 3

28.    Destruction Production

29.    The Madness of Mr. Mechanical

30.    History Lesson

31.    A God Walks the Earth

32.    Forbidden Fruit

33.    Pandemonium

34.    Beginning of the End

35.    The End of Time

36.    The End of Time 2

37.    The End of Time 3

38.    The End of Time 4

II.    Tips, Tricks, and Loose Ends

1.    Infinite Prestige Points

2.    Heroic Beating

3.    Cloaking

4.    My Dream Team (a well rounded team to strike fear in the

hearts of evil-doers)

a.    The Deja-hunter (Dream Team version):

b.    The Heavy Hitter

c.    The Spy

I. Walkthrough

I have chosen not to include the locations of red and purple energy X

canisters because they are everywhere, and usually not hidden. Also, the

canisters, objectives, and baddies I have listed may not be all inclusive.

Even I miss things from time to time ; )

1. CAME A HERO!

Primary Objective: Catch O’conner (80 prestige points)

Secondary Objective: Rescue the victim from the muggers (20 pp)

Baddies: Gangster (20 pp), 18 Thugs with bats (5pp each), 9 Thugs with

pistols (10ppeach), O’connor (20pp)

Canisters: Green (XP) behind a building with a Fresh Coffee sign, in the

alley, along the left side of town.

This being the first level, it is mostly just a training stage. If you

want to zip through the level, follow the red arrow as soon as it shows

up. Otherwise, follow the yellow arrows for all the tips, baddies, and so

on in the level. The level is extremely self-explanatory, follow the

arrows, talk to the designated people, it’s all over before you know it.

2. STRANGE VISITORS

Primary Objective: Catch Sukhov (80pp), Talk to the stranger (40pp), Use

Mentor to talk to the thug (20pp)

Secondary Objective: Knock out all the thugs (20pp), Don’t alert the

guards (80pp)

Baddies: 12 Traitors with bats (7pp each), 13 Traitors with guns (12pp

each)

Canisters:

Travel by rooftops in this mission to remain undetected. The secondary

objectives are almost impossible to do both. If the guards are alerted,

more Traitors with guns than the original 13 will appear from the

guardhouses. The object of this level is to reach the parking lot on the

far top of the map. The enemies won’t appear until you get there.

3. STRANGE VISITIORS 2

Primary Objective: Catch Suhkov (80pp)

Secondary Objective: Knock out all the thugs (20pp)

Baddies: 4 Traitors with bats (7pp each), 6 Traitorous Grenadiers (10pp

each), 14 Traitors with guns (12pp each)

Canisters:

This is another straightforward level. Take out the grenadiers as soon as

possible on the rooftops, they never run out of grenades. Sukhov is on the

far left side of the map in the building area. This is a good level to

play with Mentor’s mental abilities.

4. SKATING ON THIN ICE

Primary Objective: Find out why the park is frozen (40pp), Break the man

out of the ice (20pp), Save the civilians frozen in ice by breaking them

out of it (40pp), Knock out the Ice Queen! Don’t let her get away! (60pp)

Secondary Objective: Rescue the woman from the muggers (20pp)

Baddies: Ice Queen (40pp), 16 Ice troopers (20 pp each), Traitor with bat

(7pp), Traitorous Grenadier (10pp), Traitor with gun (12pp), 6 Thugs with

bats (5pp each)

Canisters:

The action in this level covers the entire map, in and out of the park. If

any of the ice baddies see you, charge them quickly. Don’t give them a

chance to freeze you. Follow the arrows, save the frozen people, and the

mission will unfold itself.

5. SKATING ON THIN ICE 2

Primary Objective: Find and free Minuteman (40pp), Find and free Mentor

(40pp), El Diablo must not fall (60pp), Destroy the pump house (40pp),

Defeat the Ice Queen so you can interrogate her (80pp)

Secondary Objective: Save the couple from the Ice Queen (20pp)

Baddies: 4 Ice Queens (40pp each), 17 Ice troopers (20pp each)

Canisters: Green (XP) inside of a trashcan. You may need to talk to the

couple on the right side of the map first for it to appear. You must

destroy the trashcan to get the canister. I believe the canister is not

always in the same trashcan.

Didn’t Mentor just make a snide remark about Minuteman walking into a

trap? Ah well, they are both frozen, and it’s up to El Diablo to save the

day. El Diablo can fly, which opens up a whole new style of exploring and

scouting. Cover the whole park for maximum pp, destroy the pump house,

then fight the last bad guys. Easy.

6. A NUCLEAR WINTER

Primary Objective: Defeat all the cold warriors and find out where Nuclear

Winter is going (60p)

Secondary Objective: Deafeat all of Nuclear Winter’s minions (20pp)

Baddies: 3 Ice Queens (40pp each), 15 Ice troopers (20pp each), 4 Turrets

(15pp each)

Canisters:

This level is fast and furious. The enemy rushes you from the start. As

you advance up the carrier, the baddies come in waves. If you decide to

take out the turrets, be sure to hit the part that is shooting you. Taking

out the turret stands has no beneficial effect that I can find.

7. A NUCLEAR WINTER 2

Primary Objective: Track Nuclear Winter by following the directions of the

mysterious stranger (60pp)

Secondary Objective:

Baddies: 8 Ice Queens (40pp each), 7 Frost warriors (40pp each), 19 Ice

troopers (20pp each)

Canisters:

This level can be a true pain. Take it slow and work your way across the

valley untill you get to Man-bot. And save a lot…

8. A NUCLEAR WINTER 3

Primary Objective: Don’t let Minuteman fall. This is personal! (60pp),

Bring Nuclear Winter to justice (40pp), Minuteman must disarm the bomb

before it explodes (80pp)

Secondary Objective:

Baddies: 3 Ice Queens (40pp each), 5 Ice Queens (50pp each), 7 Frost

warriors (40pp each), 14 Ice troopers (20pp each), Nuclear Winter (200pp)

Canisters:

With the large concentration of baddies in various spots, this is another

level to take very slowly. To the right of the starting point is some

troopers chasing down civilians. Before taking on Nuclear Winter, have El

Diablo fly the long way around to the top of the cliff. There he can

attract the attention of the troopers at the top and bring them back to

the group to take out. When the fight scene with Nuclear Winter commences,

have Minuteman immediately head to disarm the bomb. Use the other heroes

to keep Nuclear Winter and any remaining goons occupied.

9. N THE NICK OF TIME

Primary Objective: Get to the bank and talk to police chief (20pp), Bank

must not be destroyed (40pp), Protect Nick Craft from harm (60pp), Destroy

the armored car (20pp), Catch all the bank robbers escaping on foot (40pp)

Secondary Objective: Don’t allow any part of the bank to collapse (40pp)

*note: this apparently doesn’t include the back wall that the robbers blow

up when they escape*

Baddies: 8 Thugs with bats (5pp each), 4 Thugs with guns (12pp each)

Canisters: Green (xp) in the alleys at the bottom-most block, Yellow (pp)

in the alleys at the top-most block.

This level is extremely easy, and is intended to become accustomed to Man-

bot. Have Mentor retrieve the green canister, then the yellow. Nick should

follow Mentor. Man-bot can do this mission all by himself with little

risk.

10. IN THE NICK OF TIME 2

Primary Objective: Arrest the robbers at the Starlight cinema (40pp),

Protect Nick Craft from harm (60pp)

Secondary Objective:

Baddies: Gangster (20pp), 4 Hitmen (15pp), 2 Thugs with bats (5pp each), 3

Thugs with guns (12pp each)

Canisters: Green (xp) right in the middle of the map in the alley.

El Diablo should have no problem here as long as you don’t rush into the

middle from the start. Work your way inward, it’s a small map.

11. IN THE NICK OF TIME 3

Primary Objective: Defeat Pinstripe before Nick Craft dies (80pp), Check

back on Nick! (60pp)

Secondary Objective:

Baddies: 3 Thugs with guns (12pp each)

Canisters:

Pinstripe is very resistant to damage, so you need to gang up on him. Have

Minuteman take out the thugs while the other teammates move in, then let

Pinstripe have it.

12. PREHISTORIC PANIC

Primary Objective: Protect Alchemiss until she can close the portal

(40pp), Find the portal (20pp), Defeat the raptors so the portal can be

closed! (60pp), Defeat the T-Rex (80pp)

Secondary Objective: Return the loot to the proper authorities (20pp)

Baddies: 10 Raptors (20pp each), 7 Wild Raptors (30pp each), 8 Tough

Raptors (35pp each), 5 Thugs with bats (5pp each), 5 Thugs with guns (12pp

each), T-Rex (150pp)

Canisters: Green (xp) under a giant hamburger on top of a building. Do not

destroy the burger, or the canister will disappear. Have El Diablo or

another flier land on the burger, then zoom in real close until you can

see the canister. Click on it, and the character will grab it from

underneath the burger. Yellow (pp) under a tree in the park, towards the

top of the map.

This level is big, and a lot is going on. It wouldn’t be so bad if it

wasn’t for the fact that the raptors will run if you chase them, and the

raptors have a higher speed. This level is also the point in the game

where you can start using custom heroes. If you do bring in a custom

character into this level, be sure that the character has a good speed.

From this point on, the more custom heroes you use (that are built

intelligently,) the easier the game will be.

13. HERE TODAY, GONE FOREVER

Primary Objective: Investigate the source of the earthquakes (20pp), Close

the anthills and defeat the ants (80pp)

Secondary Objective: Prevent the ants from stealing more than $50,000

worth of property (40pp)

Baddies: Soldier ants (30pp each), Worker ants (10pp each)

Canisters: Green (xp) under a vent on top of a building with a Fresh

Coffee sign.

There is no end to the number of ants that can crawl out of the anthills.

But be careful fighting them, or exploring. While you are occupied doing

that, the ants are destroying the city (which means a loss of pp to you.)

Also be careful of acid damage, as it will stay with you for some time.

You will almost certainly be using heroic remedies on your heroes.

14. CITY OF DARKNESS

Primary Objective: Explore the caverns to find the source of the ant

menace (60pp), Man-bot must survive (60pp)

Secondary Objective: Break the cages to free the civilians held prisoner

(20pp)

Baddies: 17 Soldier ants (30pp each), 13 Worker ants (10pp each), 9 Blue

Darkmen (30pp each)

Canisters: Green (xp) in the second city area behind a building next to

the cage. Yellow (pp) in the third city area behind a building.

This is a long winding level in which you must break the walls separating

the different areas. There are also several hazards to be aware of. First

are the explosive mushrooms. They will go boom if hit by you or debris.

Second are the ants that spit acid. They tend to go straight for the

weakest character. Third are the Darkmen. They have an area attack that

has a real bite and can stun. There is a hallway that you can break into

behind The Ant at the end of the level. There is where you head when the

mission is over. I have not found anything special there, but if you find

something I don’t know, please feel free to email me.

15. WHERE SHADOWS FALL

Primary Objective: Corner Shadow in her lair! (40pp), The Ant must not

fall…This is personal (40pp)

Secondary Objective:

Baddies: 9 Blue Darkmen (30pp each), Purple Darkmen (35pp each)

Canisters: Green (xp) in the back of the second city area, up on a ledge.

This level is like the last, but blessedly no ants. When Shadow comes out,

you must defeat her before you can smash through the rocks to the next

area. To open the stone doors, The Ant must pull both ropes on either end

of the door.

16. WHERE SHADOWS FALL 2

Primary Objective: Corner Shadow in her lair! (40pp), Defeat Shadow (80pp)

Secondary Objective:

Baddies: ? Blue Darkmen (30pp each), ? Purple Darkmen (35pp each), Shadow

(300pp) Canisters: Yellow (pp) in front of Shadow’s throne, Yellow (pp) at

the bottom corner of the room.

This is the final showdown with Shadow. Darkmen will continuously spawn

throughout the fight. At the start, Shadow is invincible. Every time you

beat her, she will respawn at full health. Have your heavy hitter go

around the room and knock out the columns. When all the columns are

destroyed, light will shine down into the room and Shadow will become

vulnerable.

17. LOOKING FOR TROUBLE

Primary Objective: Track down Pinstripe’s base of operations (60pp),

Defeat and interrogate thugs for clues to Pinstripe’s location (40pp)

Secondary Objective: Find the owner of the second purse and return it to

them (it belongs to a lady standing on the corner of a street, she will

call to you when you pass close to her.) (40pp)

Baddies: Crooked Cop (0pp), 3 Gangsters (20pp each), 7 Hitmen (15pp each),

13 Thugs with bats (5pp each), 5 Thugs with guns (12pp each)

Canisters: Green (xp) behind the giant Tomato ad board on top of a

building, Green (xp) on top of a building with a Fresh Coffee sign.

Liberty Lad just had to go out and prove himself. This level isn’t hard as

long as you play smart. Use Liberty Lad’s stun grenades when possible to

even out the odds. Just follow the arrows and this level is a piece of

cake.

18. LOOKING FOR TROUBLE 2

Primary Objective: Find and defeat Pinstripe! (80pp), Destroy the four

warehouses (60pp)

Secondary Objective:

Baddies: 6 Gangsters (20pp each), Microwave robot (250pp), Pinstripe

(250pp), ? Thugs with bats (5pp each), Thug with bombs (10pp), 23 Thugs

with guns (12pp each)

Canisters: Yellow (pp) on top of Pinstripe’s warehouse #4.

It’s time to deal with Pinstripe. To make him come out to play, you must

demolish his 4 warehouses. Be sure you don’t take down the wrong

buildings, as it will cause a loss of pp. Order will be running around

providing assistance. When Pinstripe does come out, a Microwave robot will

teleport in from somewhere. Be sure to take him down as well, he’s worth

the pp. You can destroy the guard houses if you like, there won’t be any

pp penalty for doing so. When you take on Pinstripe, be sure to gang up on

him again, as he can avoid most damage.

19. WANTED – THE MINUTEMAN

Primary Objective: Locate the stolen moneybags (20pp), Return the stolen

moneybags to bank manager (20pp)

Secondary Objective: Apprehend all of the robbers (40pp)

Baddies: 7 Tough bat Thugs (20pp each), 6 Tough gun Thugs (30pp each)

Canisters: Green (xp) in the alley at the top of the map

The thugs in this mission are much stronger than the previous thugs, but

are still pushovers to Freedom Force. Go to the bank and the robbers will

scatter. Move as a group and sweep the city. Be sure to pick up any

moneybags that the robbers drop. Then go back to the bank manager in front

of the bank. It doesn’t get much more straightforward than this. If you

plan on using the Deja-hunter as described later in this Faq, this is the

time to port the hero in, since you will soon be facing the police clones.

20. WANTED – THE MINUTEMAN 2

Primary Objective: bring the Minuteman clone to justice (60pp), Keep

Liberty Lad safe (60pp)

Secondary Objective: Apprehend all of the robbers (40pp)

Baddies: 7 Tough bat Thugs (20pp each), 3 Tough gun Thugs (30pp each),

Police (40pp), 2 Female civilians (20pp each), Male civilian (10pp)

Canisters:

There are two ways to do this level. The easy way is to just run after the

red arrow and take down the Minuteman clone. Or, you could sweep the city

and find the other clones for added pp. The police clones can be tricky,

as they can fly and have fast healing. If you have a custom hero with a

direct attack, use that on this and all future police clones. The female

clones have an area attack that can drain your power, and the male clones

will explode. It would be better to handle both of these with ranged

attacks.

21. WANTED – THE MINUTEMAN 3

Primary Objective: Keep Liberty Lad safe (60pp), Defeat all the duplicate

cops (40pp), Talk to the police chief at the station (20pp), Defeat Deja

Vu! (80pp)

Secondary Objective: Protect the cops and their station (20pp)

Baddies: 11 Police (40pp each), ? Deja Vus (400pp each)

Canisters: Yellow (pp) in the alley towards the top of the map, directly

behind a building with a Jersey Fried Chicken sign.

The police clones in this level go for the good cops until you start

clobbering them, which makes fulfilling the secondary objective a little

difficult. This is the first time you can use the Deja Vu-infinite pp

trick (described later in this Faq,) but don’t plan on making more than

about 5000pp since the cops in this level will be shooting at Deja Vu

constantly (and hitting your heroes in the process.)

22. DEJA WHO

Primary Objective: Find Minuteman and rescue him (40pp), Liberty Lad must

not be defeated (60pp)

Secondary Objective: Defeat all the duplicate cops in the park (60pp)

Baddies: 2 Tough gun Thugs (30pp each), 10 Police (40pp each), 3 Female

civilians (20pp each), 3 Male civilians (10pp each)

Canisters: Green (xp) under a tree at the top corner of the park.

Liberty Lad must find the 4 people that have the stanzas of Deja Vu’s

rhyme to free the Minuteman statue. This level is too easy if you bring a

Deja-hunter.

23. DEJA WHO 2

Primary Objective: Liberty Lad must not be defeated (60pp), Defeat the

duplicate Minuteman (60pp), Rescue the real Minuteman (80pp)

Secondary Objective: Find and defeat all clones in the park (40pp)

Baddies: 7 Police (40pp each), 4 Female civilians (20pp each), 4 Male

civilians (10pp each), 1-4 minutemen (200pp each)

Canisters: Green (xp) inside a tree at the bottom corner of the map.

Liberty lad must get clues from 4 clones across the park then release the

right statue. If you try to release the wrong statues for the extra pp,

you will only be allowed to fight 3 more Minutemen.

24. SEEING DOUBLE

Primary Objective: Find out what Deja Vu is up to (20pp), Destroy the

Cloning ray-gun! (60pp), Don’t allow any part of the ray-gun building to

collapse (80pp), Disable the shield generators (40pp), Defeat Deja Vu!

(60pp)

Secondary Objective:

Baddies: ? Deja Vu (400pp each), 17 Police (40pp each), 5 Female civilians

(20pp each), 4 Male civilians (10pp each), Thug with bat (5pp), Cloning

ray (0pp)

Canisters: Green (xp) under a crate in the alley on the right side of the

map, Yellow (pp) on top of a building on the left side of the map.

This is the best mission to perform the Deja-infinite pp trick. First,

choose your team. Eve is mandatory, your Deja-hunter, and two weak

characters (in case they get cloned, so they will be easy to take down.)

Have the hero team stay back. You won’t even need them for other than

getting the canisters. Have the Deja-hunter fly over to the ray gun and

destroy the 2 shield generators, then the ray gun, all with your melee

attack. Then clean up any other baddies you want to handle. Now get ready

for some dirty Deja hunting. Hit the main Deja Vu once with your acid

attack, and let his life dwindle. Then go after the clones. When Deja Vu’s

life stops dropping, your job gets easier. Since the clones form with only

half the life of the original, these reduced clones only need to be hit

once. The acid damage will take care of the rest. Follow Deja Vu around

and blast all of his clones, repeat until you have all the pp you

want/need. Save often, because sometimes Deja Vu does something

fundamentally insipid, like getting ran over by a car, or getting shot by

his clones.

25. ROBOTS ON THE RAMPAGE

Primary Objective: Prevent the robots from destroying 15 buildings (20pp)

Secondary Objective: Prevent 10 buildings from being destroyed (40pp),

Prevent 5 buildings from being destroyed (60pp)

Baddies: 9 Mech men (35pp each)

Canisters: Green (xp) on top of a building with a Burgers sign at the top

of the map.

Chase down the robots, beat them down. Yawn… Try to attack the robots head

on. They go fast enough that if you try to attack them from behind, you

may not get a hit in until they get to their destination.

26. ROBOTS ON THE RAMPAGE 2

Primary Objective: Protect the central city tower (60pp)

Secondary Objective:

Baddies: 14 Mech men (35pp each), 5 Flame mechs (50pp each)

Canisters: Yellow (pp) in a phone booth at the bottom of the map.

The robots come in waves from different directions. Follow the arrows and

destroy the robots.

27. ROBOTS ON THE RAMPAGE 3

Primary Objective: Prevent the robots from destroying the statues and the

spire (80pp)

Secondary Objective:

Baddies: 7 Mech men (35pp each), 2 Flame mechs (50pp)

Canisters:

This is the third mission where you blow up robots before they blow up the

city. Mr. Mechanical has no imagination, but I guess that’s the point.

28. DESTRUCTION PRODUCTION

Primary Objective: Find and destroy Mr. Mechanical (you won’t), Destroy

the four power generators. Do not damage the reactor! (60pp)

Secondary Objective:

Baddies: 27 Mech men (35pp each), 6 Flame mechs (50pp each), 8 Turrets

(15pp each)

Canisters: Green (xp) in the spare parts room, Yellow (pp) in the com room

under the computers.

There’s lots of running around to be found in this mission. The turrets

can be controlled by flipping the switch on the consoles. To find the

consoles, follow the power cable running from the turrets. For added pp,

destroy the turrets anyway. Feel free to trash the place, as you wont lose

any pp. That’s how I found the yellow canister.

29. THE MADNESS OF MR. MECHANICAL

Primary Objective: Defeat Mr. Mechanical (80pp), Protect the Freedom

fortress (60pp)

Secondary Objective: Protect the school (40pp), Protect the police station

(40pp), Protect the hospital building (40pp)

Baddies: Mr. Mechanical (350pp)

Canisters: Green (xp) on top of a building in the right corner of the map,

Yellow (pp) under a crate in the alley at the bottom corner of the map.

As in all of the Mr. Mechanical missions, time is of the essence. Destroy

his robot before it destroys the city.

30. HISTORY LESSON

Primary Objective: Find and subdue the aliens (60pp), Close the alien

portals (40pp), Protect Alchemiss (20pp), Protect the museum (60pp)

Secondary Objective: Kep the museum undamaged (80pp)

Baddies: ? Alien Sergeants (75pp each), ? Alien Warriors (60pp)

Canisters: Green (xp) on top of a building with a Fresh Coffee sign close

to the bottom of the map.

Protecting Alchemiss is paramount in this mission, as she is the only one

who can close the portals. If you can’t keep a constant eye on her,

consider moving her around in levitation. It is slower, but she doesn’t

seem smart enough to avoid running in front of cars. The aliens wont stop

coming out of the portals at regular intervals until you close them, which

is a good source of pp if you are in need.

31. A GOD WALKS THE EARTH

Primary Objective: Find the source of the Bacchites (60pp), Interrogate

the Sylphs to find out what is happening (80pp), Eve must survive (60pp)

Secondary Objective: Defeat all of Pan’s minions (60pp), Free the police

by destroying the cars (40pp)

Baddies: 14 Green Sylphs (40pp each), 4 Red Sylphs (45pp each), 4 Manbulls

(75pp each)

Canisters: Green (xp) in the alley on the right corner of the map.

The entire map is covered in mayhem, which can make finding some of the

enemies a little difficult. Also, some of the Sylphs will look like trees

until you get close to them. To get through the mission, Eve must talk to

4 Sylphs in particular, and the 4th wont show until Eve has talked to the

first 3.

32. FORBIDDEN FRUIT

Primary Objective: Find and administer the fruit (60pp), Microwave must

survive (60pp), Administer the fruit to a bacchite (80pp)

Secondary Objective:

Baddies: ? Green Sylphs (40pp each), 8 Red Sylphs (45pp each), 6 Silver

Sylphs (50pp each), ? Manbulls (75pp each)

Canisters: Green (xp) under a tree towards the upper left of the island.

Have your team run around the island fighting the Sylphs with Microwave

behind them collecting the fruit. Microwave must not be defeated because

he alone possesses the uncanny ability of… picking fruit (???) There are

various temples on the island that will continuously pop out Sylphs and

Manbulls. Fight them as much as you want then destroy the temples to keep

more from coming. After Microwave has collected fruit from all the trees,

he must try out the cure on one of the fallen Sylphs (in case the cure

kills her or something… doesn’t seem very safe to me) before giving it to

Eve.

33. PANDEMONIUM

Primary Objective: Locate Pan’s Lair (60pp), Microwave must survive

(60pp), Heal Eve with the magic fruit (80pp), Defeat Pan (80pp), Eve must

survive (0pp)

Secondary Objective:

Baddies: ? Greens Sylphs (40pp each), 2 Red Sylphs (45pp each), ? Silver

Sylphs (50pp each), 6 Manbulls (75pp each), 6 Wall Carvings (15pp each)

Canisters: Green (xp) right outside the starting room, Yellow (pp) under a

tree in the standing stones room.

Deception is around every corner in this mission. Green Sylphs come out of

the temple or hide as trees. Manbulls break through the walls from hidden

rooms. Silver Sylphs spawn out of the standing stones. And you can’t beat

Pan… Of course, you can gang up on Pan so that every time he gets his life

back, you beat him down again. To succeed in this mission, Eve must be

knocked out, then Microwave must administer the cure, and then Pan can be

defeated… sort of.

34. BEGINNING OF THE END

Primary Objective: Place a transmitter on each of the three crystals

(80pp), Protect the civilians 90pp), Return to the base! The signal is

ready to be sent! (40pp), Defeat Lord Dominion and his elite guard (80pp)

Secondary Objective: Don’t allow any civilians to be injured (40pp)

Baddies: 2 Alien Sergeants (75pp each), 2 Alien Warriors (60pp each), Lord

Dominion (450pp), 2 Hit men (15pp each), 11 Raptors (20pp each), 6 Wild

Raptors (30pp each), 7 Tough Raptors (40pp each), Thug with bat (5pp)

Canisters: Green (xp) in left corner of the map, Yellow (pp) in right

corner of the map.

Be sure to leave some heroes in town in case some Raptors come along. To

succeed the secondary mission, head left from the city to the far left

crystal. There is a woman out there who runs in various directions. Follow

her, fighting any raptors who chase her, until she gets to town. After the

last transmitter is placed, get all your heroes back to town, as Lord

Dominion is about to show on the scene with his guards. There are some

other enemies in this mission that aren’t listed, those being 2 T-rexes

and a Thug with bombs. I guess since there was no more room on the Enemies

screen after the mission, the points were just dropped. Cheesey.

35. THE END OF TIME

Primary Objective: Defeat pinstripe and his goons (20pp), Defeat Nuclear

Winter and his lackeys (20pp), Defeat the prehistoric pests (20pp), Defeat

the oversized ants (20pp)

Secondary Objective:

Baddies: 6 Soldier ants (30pp each), 2 Ice Queens (40pp each), 2 Frost

Warriors (40pp each), 2 Ice troopers (20pp each), 2 Gangsters (20pp each),

2 Hit men (15pp each) Nuclear Winter (200pp), Pinstripe (250pp)

Canisters:

Be aware! The heroes you choose for this mission will be the ones you

finish the rest of the game with. Also, you won’t have a chance for any

more training from this point on. The team moves from disc to disc,

fighting their old enemies. Don’t get knocked off the discs, or that

character is out for the rest of the mission. Disc I is Pinstripe and his

goons. Disc II is Nuclear Winter and gang. Disc 3 is various Raptors. Disc

4 is Soldier ants. Be careful on discs with city buildings. Even out here

in the lost streams of time, you will still lose pp for breaking the wrong

things. Again, there wasn’t enough room on the Enemies screen, so some

were forgotten, like the Raptors.

36. THE END OF TIME 2

Primary Objective: Defeat Shadow and her minions (20pp), Defeat Deja Vu

and his duplicates, Defeat the mechanical miscreants (20pp), Defeat the

Sylphs (20pp)

Secondary Objective:

Baddies: 3 Green sylphs (40pp each), 3 Red sylphs (45pp each), 2 Blue

darkmen (30pp each), 3 Purple darkmen (35pp each), Deja Vu (400pp each), 2

Police (40pp each), 2 Female civilians (20pp each), 2 Male civilians (10pp

each)

Canisters:

This is more of the same. Disc V is Shadow and her darkmen. Disc 6 is Deja

Vu and clones. Disc VII is some robots. Disc 8 is some sylphs. Yet again,

some enemies are forgotten when the mission is over, namely Shadow and the

robots.

37. THE END OF TIME 3

Primary Objective: Defeat Pan and his followers (20pp), Defeat the deadly

dinosaurs (20pp), Defeat the robotic reprobates (20pp), Defeat Timemaster

and his temporal twins (20pp)

Secondary Objective:

Baddies: 2 Silver sylphs (50pp each), 2 Manbulls (75pp each), 3 Microwave

robots (250pp each), Pan (450pp), 3 Temporal twins (250pp each),

Timemaster (250pp)

Canisters:

These are the last discs. Disc IX is Pan and his creations, and some

temples to spawn new sylphs and Manbulls. Disc X is 2 T-Rexes. Disc XI is

3 Microwave robots and some turrets. Disc XII is Timemaster and his twins.

And surprise, surprise… some enemies were forgotten when it came time to

dish out the pp. This time it was the T-Rexes.

38. THE END OF TIME 4

Primary Objective: Destroy the field holding Man-bot prisoner (60pp),

Destroy the 3 mental constraint devices (60pp), Defeat Timemaster once and

for all! (80pp)

Secondary Objective:

Baddies:

Canisters:

Here is the final showdown. First off, go destroy the 3 constraints found

at the edges of the disc. Then take down Timemaster and watch the ending

cinematic. Good job!

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