Freedom Fighters Walkthrough :
This walkthrough for Freedom Fighters [PC] has been posted at 06 Jun 2010 by girlonrampage and is called "Weapon/Enemy Guide". If walkthrough is usable don't forgot thumbs up girlonrampage and share this with your freinds. And most important we have 2 other walkthroughs for Freedom Fighters, read them all!
Walkthrough - Weapon/Enemy Guide
Freedom Fighters Weapons and Enemies Guide: Last Updated: January 1, 2007 by Alan Chan (joylock @ hotmail.com) The Usual: This document is mine. Please don't rip it off or take credit for it. That being said, feel free to post it on any site you want, provided you a) don't make any changes to it, and b) don't charge money for it. You don't even have to get my permission to post it (as long as it remains unaltered), but it would be nice if you emailed me and let me know (joylock @ hotmail.com). The information and statistics in this guide were arrived at through my own original observation and research, so you must credit me if you use my information or stats for your own guide or other publication. Why? Freedom Fighters might not have the most diverse cast of enemies out there, but there a few different Soviet types with different attributes and slightly varied behavior. So I decided to write a quick weapons/enemy guide for the game. Version History: 1.0: Initial Release 1.1: Some formatting for easier reading The latest version of this FAQ can be found at www.gamefaqs.com. Contents: - General Notes - Weapons - Allies - Enemies **************** *GENERAL NOTES:* ******************************************************************************** - Health indicates the amount of health each character has for each difficulty setting, in the order of Demonstrator/Rebel/Freedom fighter/Revolutionary. A ? indicates I don't know the health for Demonstrator difficulty, because I never bothered to finish the game on Demonstrator difficulty (it's just so Kindergarten). - Headshots do 5x damage. You cannot score headshots with melee attacks or explosives. - You can carry a total of 8 health kits at any one time. Since your health kits will be refilled up to the maximum amount every time you revisit the Rebel Base, there is no real need to conserve them, and you can use them freely. - Ammo for weapons not in your inventory does not carry over into the next map. So, if you pick up 90 shotgun shells in a map, you can use those shells any time you pick up a shotgun on that map, but as soon as you leave the map those shells are gone (unless you're carrying a shotgun with you when you go). - Every time you re-enter a map, all enemies, allies, and items respawn in their original positions. You can use this to stock up on ammo for weapons whose ammo supply is otherwise very rare, such as the rocket launcher or sniper rifle. ********** *WEAPONS:* ******************************************************************************** In Freedom Fighters, your carrying capacity is limited. You can carry 1 pistol and 1 primary weapon, and must drop your current firearm if you want to pick up a new one. You can always carry grenades and your monkey wrench, however, and never have to drop them. Punch: Real Name: Mr. Fist Damage: 17.5 Your basic melee attack. Like in Halo, punch and shoot are two separate commands, so you can punch an enemy at any time, with any weapon. You can even punch enemies with your medkits, which is pretty ironic, although not as ironic as if your guns squirted a healing salve that cured all wounds (shameless Red vs. Blue reference). Because most of the game's combat involves firearms and takes place at long range, you won't use your punch that often. Still, it can be a decent ammo-saving move in close quarters and indoor areas. You can run at an enemy while shooting them to stun them and prevent them from firing back, then punch them to death to save on the last couple of bullets you'd otherwise have used to kill them. Alternatively, if you run low on ammo you can try sneaking up behind a lone Soviet soldier and punch him to death to steal his weapon. Each punch will stagger an enemy for a split second, so if you punch fast enough you can kill an enemy without letting them fire back at you. However, this usually doesn't work against enemies with lots of health, such as Soviet black ops or heavy machine gunners, since it takes so many punches to kill them that they can eventually shrug off your punches and gun you down. Wrench: Real Name: Stillson Pipe Wrench Damage: 30 Your trusty metal monkey wrench, from your former life as a hapless Manhattan plumber. You start the game out with this weapon, and will always have it available to you. The wrench actually hits pretty hard: it does more damage than your basic melee attack, and is in fact just as powerful as the revolver or sniper rifle. The downside of the wrench is that it is completely limited to melee combat, and you'll need to switch to another weapon to shoot someone. You also cannot score headshots with it. Just as with your regular melee attack, hitting an enemy with the wrench will cause them to stagger for a split second. Thus, if you hit fast enough, you can pummel an enemy to death without allowing them to fire back. Because the wrench does more damage than the basic punch, you can even do this against enemies with lots of health. It is possible to pummel a Soviet heavy machine gunner to death using only the wrench, provided that 1) you can get the jump on him before he has a chance to start shooting at you (try luring him around a corner), and 2) there are no other enemies to shoot you while you're busy wailing on him (it takes at least a minute of constant hitting to do the job). Pistol: Real Name: 9mm Beretta 92F Damage: 15 Accuracy: Average Clip Size: 17 Max Ammo: 17 + 43 DESCRIPTION: This Soviet 9mm pistol is the first firearm you'll acquire. The pistol actually has decent stopping power; it does slightly more damage than the assault rifle, and a clean headshot will drop a regular Soviet soldier on all but the highest difficulty level. It also has a good rate of fire, a decent clip size, and a faster than usual reload time. Unfortunately, its accuracy is only average, so you won't be able to hit anything with it past medium range. EVALUATION: The pistol makes a good backup weapon for when you're low on ammo for your primary weapon, or when your primary weapon slot is occupied by a special weapon such as the sniper rifle or rocket launcher rather than your trusty assault rifle. However, because of the pistol's lack of range, the more accurate assault rifle makes a far better gun for most of the game's firefights. Pistol ammo also becomes less common after the first couple of missions, as fewer and fewer enemies will carry them (you can still get pistol ammo by picking up ammo boxes, though). On the whole, the pistol is a decent gun and is a preferable secondary weapon than its alternative, the revolver. However, it is still a secondary weapon, and you're better off mainly using a primary weapon such as the assault rifle, shotgun, or machine gun. ENEMY USAGE: Soviet Security forces will mainly use the pistol against you on the first couple of missions, and afterwards you'll occasionally see Soviet soldiers fighting with it. Overall, these enemies are relatively easy to fight since the pistol has less accuracy and a lower rate of fire than the assault rifle, although they do have decent aim and can hurt you at medium range. NOTE: There's an odd glitch in the game where, if you pick up a pistol at the Rebel Base, it might come with more ammo than you can normally carry. I once picked up a pistol with more than 800,000 rounds in reserve. As far as I can tell, this glitch mostly occurs when you replay a mission after beating the game. Revolver: Real Name: .44 Magnum Damage: 30 Accuracy: Average Clip Size: 6 Max Ammo: 6 + 54 DESCRIPTION: This .44 Magnum-style revolver is the only American weapon in the game. You'll be able to pick one up from the Rebel Base after finishing the first mission. It does twice as much damage as the regular pistol. However, as a trade-off, it has a slower rate of fire, a much smaller clip size, and is a wee bit less accurate (as a result, it's overall accuracy is crappy). Additionally, the reload time is somewhat longer than for most other weapons. EVALUATION: The revolver is as powerful as a sniper rifle, and a single headshot will kill regular Soviet soldiers even on the highest difficulty setting. Unfortunately, because of the revolver's below-average accuracy, it can be difficult if not impossible to score a headshot with it. Additionally, the small clip size and relatively long reload time are a serious handicap, especially in large firefights against multiple enemies. Also, the extra power really doesn't make all that much difference (it takes 3 shots to kill a Soviet soldier with the revolver, while the pistol requires 5 shots). On the whole, I'd prefer the pistol over the revolver, as the fact you can get off so many more shots before needing to stop and reload more than compensates for the slightly reduced damage of each individual shot. ENEMY USAGE: Soviet enemies almost never use this American-made weapon. Throughout the entire game, I've only ever seen one or two Soviet soldiers equipped with revolvers. This makes revolver ammo a bit more scarce than regular pistol ammo. However, since you still receive several rounds of revolver ammo from every ammo box that you pick up, you can still max out on revolver ammo by collecting ammo boxes (although you will run out if you rely on it solely as your main weapon). Shotgun: Real Name: SPAS-12 Damage: 50 Accuracy: Poor Clip Size: 8 Max Ammo: 8 + 112 DESCRIPTION: As expected, the shotgun fires a spread of several pellets that disperse over distance. It has a decent clip size and a relatively fast semi-automatic rate of fire. It also does good damage, and at close range can kill most enemies with just a couple shots to the chest or a single shot to the head. At close range, you can quickly defeat multiple Soviets with good use of the shotgun. EVALUATION: Ammo for the shotgun can be a bit uncommon, but you'll use up less ammo with it than with an automatic weapon, and thus won't run out quite as quickly. It only takes 1 or 2 shots from the shotgun to kill a regular Soviet soldier, as opposed to 7 or more shots from the assault rifle. You can also pick up a shotgun at any time from the Rebel Base, loaded with a generous supply of 60 shells. Shotgun ammo also becomes somewhat more common in later missions, when the Soviet officers who carry it start to show up more often. The downside of the shotgun is that it's not as handy as the assault rifle at medium range, and it's almost impossible to hit anything with it at long range. You cannot precision target an enemy at medium range with the shotgun, because the pellets disperse so widely at that distance. On the plus side, since the gun fires a spread of shots, at least a couple will usually hit the enemy at medium range, and you can even hit multiple enemies with one shot if they're grouped together. You can still fight reasonably well at medium range with the shotgun, you just need to use up more ammo since the enemy won't be hit as often. For long range shootouts, however, you'll need to find an assault rifle. ENEMY USAGE: Shotguns are used by Soviet officers, and can seriously hurt you at close range. 4 or 5 close range shots from the shotgun will kill you on Freedom Fighter difficulty. Fortunately, the damage done by the shotgun decreases over distance, so as long as you avoid fighting Soviet officers up close, their shots shouldn't do too much damage to you. Assault Rifle: Real Name: AK-74 Damage: 10 Accuracy: Very Good Clip Size: 30 Max Ammo: 30 + 150 DESCRIPTION: The stock weapon of fictional bad guys everywhere, this is easily the most common firearm in the game. Most of the Soviet soldiers you encounter carry one. As a result, it's easy to obtain, and ammo for it will always be plentiful. That fact alone will make the assault rifle your primary weapon for most of the game. It's a good general, all-purpose weapon. Other guns usually do one thing better than the assault rifle (better accuracy, more power, greater rate of fire...), but the assault rifle is the most well-rounded gun and is decent in all aspects. EVALUATION: As accuracy goes, it's second only to the sniper rifle. While you won't be able to hit enemies at extreme long range, the assault rifle is still accurate enough to snipe enemies outside their range of fire (just don't expect to be accurate enough to score headshots with it). Use aim mode and fire single shots rather than bursts for maximum accuracy. You'll miss a few shots at long range, but will score enough hits to kill enemy soldiers relatively effectively. The assault rifle also has a quick rate of fire, and a reasonably fast reload time, so you can run-and-gun with it at close range too (just don't go up against too many enemies at once without someplace to take cover). Overall, it's good for both close range and long range combat, making it a nice, dependable weapon for a variety of situations. The only downside to the assault rifle is that it is the weakest weapon in the game. You'll need several shots to the body, or 2 of 3 headshots, to bring down a single Soviet soldier. Because of this, you'll want to pick off enemies one-by-one while firing from cover. Never try to rush a group of Soviets with the assault rifle. ENEMY USAGE: The majority of Soviet soldiers will use the assault rifle against you. The individual bullets are weak and do only minor damage, but several consecutive hits can do significant harm. Since Soviets have very good accuracy and a high rate of fire, you'll probably want to fight from cover rather than facing them head-on, especially when confronted by a group of several Soviets. Fortunately, Soviet soldiers fire in bursts, rather than emptying their entire clip into you, so even if you do stray into their line of fire, if you act quickly you'll probably be able to take cover before being killed. Sub Machine Gun: Real Name: Bizon SMG Damage: 10 Accuracy: Poor Clip Size: 40 Max Ammo: 40 + 140 DESCRIPTION: The sub machine gun does the same amount of damage as the assault rifle, but it has a much higher rate of fire, spraying out bullets more than three times as quickly. It also has an extremely quick reload time, allowing you to maintain a steady output of hot lead. The downside is that it's also much less accurate at range than the assault rifle, making it almost impossible to hit anything past medium range. You can cut through enemies quickly in close quarters with the sub machine gun, but won't be able to hit anything at medium or long range. EVALUATION: It's extremely difficult to use the sub machine gun as your primary weapon for an extended length of time, largely because it's hard to maintain enough ammo for it. Ammo for the sub machine gun is fairly rare, and because of the high rate of fire and low hit rate the gun also burns through ammo all too quickly. ENEMY USAGE: The game's A.I. characters can actually be pretty deadly with this gun, mainly because they have infinite ammo and can pretty much constantly spray bullets at you, guaranteeing that at least some will hit even at longer range. As a result, many of the high-end Soviet units carry the sub machine gun, and can really hurt you with it, especially in close quarters. You, on the other hand, are limited to 180 bullets, and due to the low hit rate it's quite easy to spend 20 to 30 shots just to kill one enemy at longer range. In general, it's best to stick to the assault rifle, which is more accurate and easier to control. Sniper Rifle: Real Name: Dragunov SVD Damage: 30 Accuracy: Excellent Clip Size: 7 Max Ammo: 7 + 23 DESCRIPTION: As you would expect, the sniper rifle has the longest range and greatest accuracy out of all the game's weapons. Use aim mode to activate the scope and zoom in on distant targets. The sniper rifle is 100% accurate, and your bullets will always hit precisely where the crosshair points. While you can fire the sniper rifle unzoomed, the whole point of the weapon is to use the scope to sniper distant targets. The rifle actually has a pretty decent rate of fire, and while there is a brief pause between shots, it's shorter than you might think (after every shot, you can hear your character bolt the next round into the chamber. However, you can actually fire BEFORE the bolting sound finishes). EVALUATION: Scoring consistent headshots is essential for effective use of the sniper rifle, since shots to the body with it aren't particularly powerful. You'll need 3 shots to the body to kill a regular Soviet soldier (4 on the highest difficulty level), and more if you're trying to kill an officer or commando. Headshots, on the other hand, do 150 damage each and thus are consistantly lethal against most enemies on all but the highest difficulty setting. Unfortunately, the sniper rifle is more of a specialty weapon for specific situations rather than a general purpose weapon you can use all the time. Ammo for it is quite scarce, and you can only carry a very small amount in reserve. Usually, if you find a sniper rifle, you'll only have the 7 or so bullets in the clip when you pick it up. Generally, you should make those shots count (by finding a good spot and sniping a few particularly obnoxious enemies, such as soldiers in guard towers or manning machine gun turrets), then discard the empty sniper rifle for another weapon. If you have a high charisma score and have several Freedom Fighters with you, you can find an elevated position, command your squad to attack an enemy encampment, then use the sniper rifle to pick off particularly dangerous enemies (such as soldiers who try to man the machine gun turrets) while your squad mops up the rest. ENEMY USAGE: Only Soviet snipers will use the sniper rifle against you. Fortunately they cannot score headshots, so the amount of damage they do to you is not instantly lethal, and they will need to snipe you several times to kill you. Additionally, Soviet snipers do not have perfect aim, and can miss, especially if you keep moving. Machine Gun: Real Name: PKM machine gun Damage: 20 Accuracy: Good Clip Size: 300 Max Ammo: 300 + 0 DESCRIPTION: The machine gun is a portable version of the powerful machine gun turrets you've previously encountered. You start finding them about halfway through the game, after "Desperate Revenge", when the Soviet heavy machine gunners who carry it start showing up. It's not as accurate as the mounted version (mainly because it isn't bolted to the floor), but it has the same high rate of fire and damaging bullets. EVALUATION: Overall, the machine gun is an awesome weapon. It does twice as much damage as the assault rifle and is almost as accurate, even at long range. It also has a high rate of fire (slightly greater than that of the assault rifle), and you never need to reload. Great for mowing through the heavier opposition you'll encounter in the game's later levels. The only downside is that ammo for it fairly rare. However, when you do find ammo for it, you'll usually find a lot. Each Soviet heavy machine gunner usually drops about 150 machine gun bullets, and heavy machine gunners become more common in the game's last couple of missions. If you conserve ammo by having your Freedom Fighters do a fair share of the fighting, and make sure to grab ammo from every heavy machine gunner you kill, you can actually stretch this weapon out to be your primary gun on the last couple of missions. ENEMY USAGE: Soviet heavy machine gunners use the machine gun against you, and they are extremely dangerous. Not only do their bullets do a decent amount of damage, but they also have a high rate of fire and won't stop shooting until you die. On the higher difficulty settings, they can cut you to pieces in just a couple of seconds, and even on the lower difficulty settings they can do severe damage. Like the mounted machine gun turrets, you should never directly attack a machine gun carrying enemy, and instead find indirect means (such as grenades or your squad) to beat them. Rocket Launcher: Real Name: RPG-7 Damage: 400 Accuracy: Excellent Clip Size: 1 Max Ammo: 1 + 9 DESCRIPTION: The rocket launcher is easily the most powerful weapon in the game, a single direct hit will kill any opponent with the exception of the heavily armored Soviet heavy machine gunners. The rockets also have a respectable splash damage radius, and can send a group of Soviet soldiers flying into the air (the rockets' splash damage is somewhat less than the damage from a direct hit, but still enough to kill most enemies with one shot). The rocket launcher is also highly accurate, and will always hit dead-on where you point the crosshair. However, since it doesn't have a scope you can zoom with, you really can't snipe with it. Also, the rockets do not hit instantly and instead must travel the distance, so it is possible to miss a moving target at long range (although the splash damage will usually still damage them if the rocket hits a wall or floor nearby). The rocket launcher is also the only weapon that can destroy Soviet vehicles, such as assault helicopters and tanks. EVALUATION: The rocket launcher has two big drawbacks. Firstly, it needs to be reloaded after each shot and thus has a relatively slow rate of fire. Secondly, you can only hold a maximum of 10 rockets at a time, and ammo for the rocket launcher is EXTREMELY scarce (each ammo pickup only gives you 1 additional rocket). The large splash damage of the rockets also means that you cannot use it at close range, or else you will seriously harm or even kill yourself. Overall, the rocket launcher is best used for specific tasks, such as destroying enemy vehicles. The low ammo amount and rarity of ammo prevents you from carrying it around for an extended period of time, so you should just use it when you find it, then discard it for a more general purpose weapon. ENEMY USAGE: Only a couple Soviet soldiers throughout the entire game are equipped with rocket launchers. These guys can kill you in one shot, and they can also seriously mess up a squad of your Freedom Fighters. If you spot a Soviet soldier firing rockets at you, don't try to send your squad to rush him. If you've got enough guys, you might take him down, but you'll lose a few men in the process. Instead, take him on yourself (you can dodge rockets, your men cannot). If possible, try sniping the rocketeer from just outside his firing range with your assault rifle. Alternatively, chuck a grenade or molotov at him, then run in and gun him down when he tries to dive for cover. Molotov Cocktail: Damage: 150 Accuracy: Average Max Ammo: 10 DESCRIPTION: A glass bottle filled with gasoline, the Molotov cocktail is the incendiary weapon of choice for rioters and malcontents. Molotov cocktails are thrown in a gravity-affected arc, the longer you hold down the fire button, the further you'll toss them. Since they don't travel in a straight line, it may take some practice before you can throw them with decent accuracy. As soon as they hit a hard surface, such as a wall or floor, the Molotov cocktail will shatter and spill out a wall of flames more than a dozen feet in diameter. Any enemies caught in the flames will be set on fire and take damage. As a bonus, enemies on fire will be occupied with flailing around in pain, and will have difficulty concentrating enough to shoot at you. EVALUATION: The great thing about Molotov cocktails is that they detonate on impact. This prevents enemies from diving for cover, like they do with grenades. Molotovs also do lots of damage. On Rebel difficulty, a single direct hit will kill any enemy soldier except for the heavy machine gunners and the female black ops. As a plus, the wall of flames created by a Molotov cocktail will last for a couple of seconds, and sometimes Soviet soldiers not caught in the initial blast will stumble into the flames and set themselves on fire. ENEMY USAGE: Molotovs are a Rebel-only weapon. Soviet forces do not carry them, and you will not find any Molotov pickups inside Soviet bases. However, you'll be restocked with a full 10 Molotovs every time you revisit the Rebel Base, and you'll also sometimes find them lying around the map in areas where Rebels hang out, such as Rebel hideouts or near manholes. Fragmentation Grenade: Damage: 100 Accuracy: Average Max Ammo: 10 DESCRIPTION: Frag grenades are thrown in an arc, with the strength of your throw determined by how long you hold down the fire button before releasing it. They don't do as much damage as Molotov cocktails, but they still pack a decent punch. A direct hit will kill a regular Soviet soldier on any difficulty level (although you will need multiple grenades to kill any of the higher-end Soviet units). The problem is that grenades don't explode immedietely, instead they lay on the ground for a few seconds before detontating (unlike other games, you can't make the grenade explode faster by holding onto it longer). The enemies in this game are no idiots, and are quite good at diving for cover the moment they spot a grenade land. They might take partial splash damage, but they'll rarely take the full amount of damage (however, even partial splash damage can kill regular Soviet troops on the lower difficulty levels). One way to get around this is to throw multiple grenades... while they're still on the ground from diving from the first grenade, the second grenade will explode next to them and kill them. EVALUATION: While grenades might not be as lethal as Molotov cocktails, they're good at scattering a group of enemy soldiers. Chuck a grenade into the middle of a group of Soviets, and they'll dive haphazardly for cover. If you're lucky, the explosion may even kill a few unfortunate Soviet troops who were unable to get clear of the blast radius in time. Also, because they rebound off walls, you can bounce grenades around corners to take out Soviet troops without getting directly into their line of fire. ENEMY USAGE: Grenades are reasonably common among the Soviet forces. Within any large group of Soviet troops, at least one or two will carry a few grenades. You'll also often find grenade pickups in Soviet weapon stockpiles. Be careful of Soviets that toss grenades at you; the blast can do significant damage to you, and in the middle of a firefight its easy to miss noticing a grenade sail through the air and land next to you. Fortunately, grenades make a distinct clinking sound when they land, which you should learn to recognize and take as a sign to dive for cover. Grenades are also annoying as they can seriously damage your squad of Freedom Fighters (who seem less adept at dodging them than the Soviet troops). On the plus side, it's fairly uncommon for Soviets to actually use grenades in battle. ********* *ALLIES:* ******************************************************************************** Chris Stone: Health: 750/250/150/100 This is you. This shows how much health you have on each of the game's difficulty settings. On "demonstrator" difficulty, you're a walking tank, while on "revolutionary" difficulty you have the same amount of health as the regular Soviet troops you're facing. Proceed accordingly. Freedom Fighter: Appearance: Varies Health: Varies Favorite Weapon: Assault Rifle Other Weapons: Pistol, Revolver, Shotgun, SMG, Molotov Cocktails DESCRIPTION: Your ragtag squad of rebels. A large portion of the game's gameplay mechanics revolve around you commanding a squad of these guys into battle. The higher your charisma, the more Freedom Fighters you can have in your squad, for a total of 12. They can be ordered to defend a position, attack an area, or to simply follow you. They are also essentially immortal, as whenever they run out of health they simply are knocked "unconcious" and can be restored with a health kit. BEHAVIOR: Freedom Fighters are superior in every way to Soviet troops. They have better aim, superior range, they fire in longer bursts, and they have much more health. Freedom Fighters have more than twice as much health as you do on any difficulty level, and thus on all but the highest difficulty setting, they have more health than any single Soviet unit, save for the heavy machine gunner. Don't be shy about sending them into combat, a squad of 5 or more Freedom Fighters can pretty much mop the floor with any opposition the Soviets can send against you. To minimize damage to your fighters, have them take cover behind something (by ordering them to defend behind a wall or car), and let them mow down Soviet troops from their shielded position. Out of all the Soviet troops, only Soviet heavy machine gunners can really stand up to your Freedom Fighters. However, those troops never appear in groups of more than one, and a squad of 5 or more Freedom Fighters can effectively overwhelm a lone heavy machine gunner (especially if you help out with your own firepower). In the normal course of the game, you will not find any Freedom Fighters equipped with grenades, sniper rifles, rocket launchers, or heavy machine guns. However, on the "Liberty Island" bonus level, some recruitable defecting Soviet soldiers carry heavy machine guns. Be sure to grab these guys when you find them, with their high health and great weapon it's almost like having your very own Soviet heavy machine gunner in your squad. STRATEGY: The only things that really pose a danger to your Freedom Fighters are explosives (such as grenades or rockets), mounted machine gun turrets, or assault helicopters. Few enemies use explosives, so they aren't a common concern. Assault helicopters can be disabled by destroying their helipads before tackling the area they patrol. As for machine gun turrets, never send your squad to rush them, they'll just be cut down. Elminate the gunners yourself before sending in your squad to mop up the rest. In "Follow" mode, your fighters can be a bit reckless, and will sometimes charge right into enemy machine gun fire. To prevent them from doing this, order them to "Defend" an area, and this will keep them from running off on their own. NOTE: On Revolutionary difficulty, your Freedom Fighters aren't quite as durable. They only have about 200 health each, and thus tend to die more quickly than usual. On this difficulty, you'll need to position your squad intelligently behind good cover to maximize their survival, and be generous with your medikits. Mr. Jones: Appearance: Gruff, older ex-military guy, wearing an Army surplus jacket. Health: Infinite Weapon: Revolver Mr. Jones, the first ally you meet upon starting the game, will help you fight your way through the game's first map (which is essentially a tutorial). You won't encounter many enemies in the first level, but Jones will help you kill the few that you do run across. Jones leads you along a pre-scripted path. You follow him around, but can't issue him orders or lead him off the beaten path. He's got exceptionally good aim, and can often score headshots with his revolver. He is also invincible, so there's no need to worry about his safety. Isabella Angelina: Appearance: Cute redhead gal, wearing brown winter jacket. Health: Infinitel Weapon: Sub Machine Gun You'll find and rescue your resistance leader and love interest Isabella Angelina in the last map of the game's last level. She's armed with an SMG, and will accompany you for the remainder of the last level. You are unable to issue orders to Isabella, but she will follow you around and attack an