=================================== ============FIRE FIGHT============= ==============F.A.Q.=============== =================================== by Robyrt (robyrt@marney.org) Version 1.0 Latest version: http://robyrt.coolserver.net INTRODUCTION ------------ Looking around, I see that plenty of people remember Fire Fight, but nobody's made a FAQ for it, or even a complete list of secrets. As you'll see, I don't like long strings of text, so here it is, the most complete Fire Fight resource on the Net, including ALL the secrets (even the ones not on the official maps), a rundown of all the enemies and weapons with approximate stats, all the story I can find, and the all-important goodies list. Have fun! This FAQ is best viewed in a standard text editor without word wrap on. TABLE OF CONTENTS ----------------- Introduction Table of Contents Version History Legal Junk I. WEAPONS A. Basics B. Primary Weapons 1. Vulcan 2. Swarmers 3. Plasma 4. Missiles 5. Cannon 6. Grenades C. Powerups Shield Restore Double Shield EM-Shock Cloaking Device Mines (Chaos Works) II. ENEMIES A. Basics B. Ground Defenses Missile Tower Ion Tower Mines C. Fighters '98 Dicer Cuttle Shark Bruiser D. Large Ships Cannon Ship Missile Ship Plasma Ship Mothership III. MISSIONS Legend 1. Static 2. Hot Cargo 3. New Order 4. Frost Bite 5. Thin Air 6. Insurance 7. Fire and Ice 8. Jump the Gun 9. No Escape 10. Cool Surface 11. AKA Future Strike 12. Mudskipper 13. Meltdown 14. Mission X 15. Watchdog 16. Runaway 17. One Way Out 18. Tool of War IV. MISCELLANEOUS A. Multiplayer 1. War 2. Shotgun 3. D.M.Z. 4. Amazon 5. Strike 6. Buh! B. Story C. Ending Sequence D. Planets E. Cheats F. Credits VERSION HISTORY --------------- 1.0: Info completed Missions 14-18 Multiplayer Ending ASCII corrections First public release! 0.5: Enemies Miscellaneous Info skeleton 0.3: Missions 8-13 TOC added 0.1: First pre-release Weapons Missions 1-7 Note: The ratings for weapon power and armor are not intended to be exact. LEGAL JUNK ---------- This FAQ is copyright 2001, Robert Marney. Feel free to copy and distribute, but only in its original form. All other rights reserved. Fire Fight and related items are copyright 1996, Chaos Works. +=======+ |WEAPONS| +=======+ BASICS ------ In Fire Fight, not only will all your weapons come in handy throughout the game, you actually need to worry about ammo. Fortunately, there are plenty of places to get a refill. Your ship can carry varying amounts of ammunition for each weapon (and usually one of each powerup), but can only use one weapon at a time. (You can use multiple powerups at once, though). Each weapon below has a number telling you approximately how many points of damage it does per shot. For reference, your ship has 24 armor. You can get ammo from enemy ships (all of which leave small packs), from buildings (listed under "Goodies" in each mission"), by getting 100% kills (in which case a medium rotating pack will appear next to the landing pad), or simply floating around in the air. PRIMARY WEAPONS --------------- 1. VULCAN Ammo: 300 Reload: 3/sec Power: 1 Speed: Excellent Auto-aim: Good Your basic weapon - very little worries about ammo or aiming, but not enough punch to be useful against big stuff unless you're circle-strafing. 2. SWARMERS Ammo: 150 Reload: 1/sec Power: 4 (1 each) Speed: Good Auto-aim: Excellent Like the name implies, let loose with hordes of these to get multiple targets. They eat ammo fast, though, so that's their only use. 3. PLASMA Ammo: 200 Reload: 3/sec Power: 2 Speed: Fair Auto-aim: Fair The next step up from your basic vulcan, it's powerful but slow. Avoid it in multiplayer, since opponents will simply dodge. 4. MISSILES Ammo: 40 Reload: 1/sec Power: 7 Speed: Good Auto-aim: Very Good Just like the Bruiser's munitions, they won't hit strafing or close targets but do nicely at everything else. Excellent for multiplayer. 5. CANNON Ammo: 30 Reload: 0.5/sec (heavy recoil) Power: 4-12, depending on distance Speed: Excellent Auto-aim: Poor The best weapon in the game, hands down. Just make sure you can target by sight (in one-player) or by radar (in multiplayer) or you'll just waste ammo. 6. GRENADES Ammo: 50 Reload: 1/sec Power: 48 Speed: Poor Auto-aim: Good Impressive building demolition for one-player and "bombing runs" for multiplayer, and nigh-infinite ammo. Just be careful, they can kill you too! POWERUPS -------- SHIELD RESTORE Ammo: 1 Time: N/A Self-explanatory: an instant large health pack. Invaluable, obviously. DOUBLED SHIELD Ammo: 1 Time: 30 secs You take half damage, but everybody can see the extra armor on your ship. Mostly used for multiplayer or for one-player minefields. EM-SHOCK Ammo: 5 (1 each) Time: 3 sec delay A grenade blast to everything else on screen. In multiplayer, use them ASAP. CLOAKING DEVICE Ammo: 1 Time: 30 secs Unlike Star Trek, you can fire while cloaked but you can't be seen on radar. Unfortunately, missiles and swarmers still target you, so go cannon-sniping. MINES Ammo: Infinite (5 each) Time: N/A Multiplayer-only non-tracking versions of your one-player nemesis. Mines still count as kills for you, so use them liberally. CHAOS WORKS (Not an inventory item, but a souped-up ammo pack) A gigantic logo gives you full ammo and full health. Found only in mission 4 (Frost Bite), mission 9 (No Escape), and mission 12 (Mudskipper). +=======+ |ENEMIES| +=======+ LEGEND ------ NAME OF ENEMY Armor: A damage rating that goes with the above weapons (a missile does 7). Weapon: What this guy shoots (or explodes, etc.) Ammo: What he gives you when you kill him. Basic description and tactics GROUND DEFENSES --------------- MISSILE TOWER Armor: 14 Weapon: Big Missiles Ammo: None The computer will warn you when one of these starts shooting, so they aren't a problem unless you're distracted. Avoid their shots and dispatch them quickly. ION TOWER Armor: 14 Weapon: Ion Gun Ammo: None Easier and more plentiful than missile towers. Don't stand still, or they'll do serious damage; just circle-strafe or fire a grenade and don't worry about getting hit once or twice. MINES Armor: 6 Weapon: Self-destruct Ammo: None These don't count as kills, but they're still some of your worst foes. Trigger them with weapons or getting close, then run away ASAP. You can also lead them into walls or enemies, but those opportunities are rare. FIGHTERS -------- '98 CRESCENT Armor: 6 Weapon: Vulcan Ammo: Small vulcan While they aren't much of a threat, they will do some damage unless you surprise them, so feel free to leave them alone unless you're low on health. K-1 DICER Armor: 10 Weapon: Mini-plasma Ammo: Small plasma Your easiest enemy: strafe to avoid its slow shots and start shooting. It does have medium armor, though (just over one missile). J-6 CUTTLE SHARK Armor: 15 Weapon: Ramming Ammo: Small health Your best friend in most missions: just keep shooting and backing up and you'll get some free shield recharges. Again, too much armor for missiles or swarmers to be really effective. THE BRUISER Armor: 12 Weapon: Missiles Ammo: Small missiles The priority target, period. The missiles are blue low-powered copies of your own, making them deadly (especially since they'll withstand a cannon round). LARGE SHIPS ----------- CANNON SHIP Armor: 32 Weapon: Cannon Ammo: Medium vulcan Just like a '98, he'll do damage until you kill him, strafing or no, but he isn't very powerful. Whip out the missiles or plasma and take him down. MISSILE SHIP Armor: 40 Weapon: Big Missiles Ammo: Medium missiles Fight fire with fire: use missiles and recoup your ammo losses afterwards. PLASMA SHIP Armor: 40 Weapon: Mini-plasma Ammo: Medium plasma Fight it like you would a Dicer. (Yeah, it's that easy.) MOTHERSHIP Armor: 56 Weapon: Cuttle Shark Generator Ammo: Medium health The mother of all enemies. Found only in missions 12 and 18 on normal difficulty, your only hopes for killing it before it spawns multiple quasi- rammers are grenades or lots of missiles. While it gives medium health, its little buddies give you nothing, so ignore them; they'll disappear soon anyway. Never get close: when it dies, it spawns 3 rammers! +========+ |MISSIONS| +========+ LEGEND ------ Info - Planet - The mission select screen Secrets - Location; requirements (destroying buildings, etc.) Goodies - Location; contents (ammo, powerups, etc.) Turbine: Tall Darius building with a fan on top. Tank: Gray Darius building with a wheel on top. Box: Brown Darius building connected by phone lines. Cone: Brown Jarventia building that takes 1 damage. Dome: Low Jarventia building with a center dome. Plant: Flammable Ch'ok vegetation that takes 1 damage. Complex: Huge Argus High building that crumples when shot. 1. STATIC --------- Info - Planet: Jarventia - Briefing: Unauthorized transmissions have been detected on Jarventia and will not be tolerated. Perform a standard "suppression sweep" by destroying all structures in this remote area. Secrets - South of start; none - West of first swarmer pack; nearby cones - Southeast of first ion gun; nearby cones, 100% kills Goodies - Second objective; medium health 2. HOT CARGO ------------ Info - Planet: Darius - Briefing: Several nuclear containers are stored at a processing plant on Darius. Local politics are uneasy, and council members are nervous. Collect all containers and wait for further orders. Secrets - Farcaster north of first container; first objective Goodies - First tank; medium swarmers - Tank north of turbine; medium plasma - Second box northwest of turbine; small grenades - Second box west of secret farcaster; hostage - Fourth box west of secret farcaster; medium swarmers - North tank by landing site; large swarmers - South tank by landing site; medium missiles 3. NEW ORDER ------------ Info - Planet: Jarventia - Briefing: Return to Jarventia under galactic code 486-5. The verdict of the Council is guilty. Obliterate any and all structures at your drop zone to ensure no further resistance. Secrets - North of third objective; open - Southeast of fifth objective; nearby cones, 100% kills Goodies - Top cone southeast of first objective; medium swarmers - Dome northeast of first objective; medium swarmers - Dome east of first objective; small swarmers - Dome east of second objective; small swarmers - Cone directly west of second objective; small health - Dome northwest of third objective; small cannon - Dome northeast of third objective; small plasma - Dome east of third objective; medium health - Dome southwest of third objective; small grenades - Cones northwest of fifth objective; small missiles, shield restore 4. FROST BITE ------------- Info - Planet: Ch'ok - Briefing: Military hardware amassed on Ch'ok threatens to upset the balance of power. Take out all hostile forces in the area and remind them that the council is still in charge. Secrets - Farcaster in second area; plants in third area, 100% kills - Northeast of second area; wall, 100% kills **CHAOS WORKS** 5. THIN AIR ----------- Info - Planet: Darius - Briefing: Cripple a section of atmospheric processors on Darius. This will move their efforts away from annoying the Council. Secrets - Southeast of third turbine; gate found - South of fifth turbine; open Goodies - Third turbine; medium swarmers, large vulcan - Tank 1; small vulcan - Tank 2; mine Tank layout: - Tank 3; large cannon 1 2*3 4 * = respawn - Tank 6; medium swarmers 5 6*7 8 point - Tank 7; mine - East of third turbine, 100% kills; large vulcan, large swarmers, large missiles, large plasma, large health, cloaking device 6. INSURANCE ------------ Info - Planet: Argus-High - Briefing: An envoy sent by the Council to Argus-High requests the area be cleared of hostile occupants. Secrets - First area; small buildings in southwest of second area - Northeast of third area; wall - Southeast of fifth area; complex south of landing site 7. FIRE AND ICE --------------- Info - Planet: Ch'ok - Briefing: Officers loyal to the Council have been taken captive on Ch'ok! Rescuing them has become a top priority, as well as teaching the ice planet a lesson in respect. Secrets - North of first objective; wall, nearby plants - Southeast of third objective; area northeast of third objective Goodies - Fifth objective; small rotating pack 8. JUMP THE GUN --------------- Info - Planet: Jarventia - Briefing: Intelligence reports forces on Jarventia are massing for an attack: target unknown. Head in and force them to scramble early. Eliminate their ability to launch a successful operation. Secrets - Southwest of second sector; cones in north of second sector - Farcaster southwest of third sector; none Goodies - Domes southwest of third sector; small cannon, small swarmers - Domes west of fourth sector; medium cannon, small plasma 9. NO ESCAPE ------------ Info - Planet: Argus-High - Briefing: A daring escape attempt is taking place at the Bastion prison colony. Help to prevent the escape by providing any assistance you can. Secrets - West of start (go southwest, then northwest, then northeast); none - East of end (go southeast, then northeast); none **CHAOS WORKS** 10. COOL SURFACE ---------------- Info - Planet: Ch'ok - Briefing: The Council sees dissidents of Ch'ok blocking the path to peace. Lead the final assault: collect multiple components of an explosive device and use it to destroy head military outposts. Secrets - Northwest of first installation; hostage in first installation - East of third installation; wall - South of first installation; mission complete Goodies - East of start; medium vulcan, medium swarmers, small missiles - Second installation; small rotating, medium vulcan, small swarmers - Northeastern area; small swarmers, small health 11. AKA FUTURE STRIKE --------------------- Info - Planet: Jarventia - Briefing: The Council's main satellite uplink on Jarventia has been commandeered. Rescue friendly personnel to activate the satellite antennas. Eliminate the enemy stronghold. Secrets - West of fifth objective; none - South of farcaster; mission complete, cones by first objective 12. MUDSKIPPER -------------- Info - Planet: Darius - Briefing: The Darians have built a new weapons factory. Nuclear fusion containers are hidden beneath the river bed. Destroy water pumps to lower water level, and retrieve the containers. Secrets - Northwest of final pumps; first two large ships - Farcaster east of second container set; all pumps - Southeast of first pumps; first two large ships, ONLY two pumps **CHAOS WORKS** Goodies - Western box north of start; small swarmers - Turbine east of start; small cannon - Tank north of first objective; small vulcan - Tank northwest of L-shaped wall; medium missiles - First tank north of L-shaped wall; medium health - Tanks south of mines; medium health, small swarmers - Boxes southwest of mines; 2 medium swarmers, small missiles 13. MELTDOWN ------------ Info - Planet: Jarventia - Briefing: Jarventia is now unsafe for friends of the Phantom Council. Rescue our officers who fled into the jungle, then take out the remaining resistance once and for all. Secrets - Northwest of fourth captive; four captives collected - Farcaster east of first landing pad; captives collected - Southwest of final objective; none Goodies - Fifth captive; small health, small swarmers, small plasma - Cones east of first landing pad; enemies - Buildings north of reactor cores; medium health - Cones in east of mid-farcaster area; small vulcan, small swarmers - Cone in west of mid-farcaster area; small missiles - Cone in south of mid-farcaster area; small health - Final building; medium health, medium vulcan, small swarmers 14. MISSION X ------------- Info - Planet: Argus-High - Briefing: Volarian delegates have requested assistance in leaving the system. Fake a kidnapping and bring them to us. Secrets - Northwest of first area; all nearby buildings - Farcaster in fourth area; area southwest of second switch - Northwest of fourth area; wall 15. WATCHDOG ------------ Info - Planet: Argus-High - Briefing: En route to Darius, Commander Riley noticed a disturbing number of forces gathering at the outer edge of Nihil. Sweep the area and eliminate potentially hostile craft. Secrets - Northeast of third sector; third sector cleared - Farcaster in third sector; fourth sector cleared 16. RUNAWAY ----------- Info - Planet: Darius - Briefing: An emergency signal has been received from Commander Riley's envoy on Darius. The barge in use has been ambushed and badly damaged. Escort the barge and lead it to safety. Secrets - West of last mine; none - East of start; none 17. ONE WAY OUT --------------- Info - Planet: Argus-High - Briefing: A trip to Argus-High has left you seemingly lost within its massive cityscape. Cut off from communication, you must navigate the maze and make your way back. Secrets - East of first area; all of second switch area - West of third switch; wall - Northeast of large ship; wall 18. TOOL OF WAR --------------- Info - Planet: Darius - Briefing: The Phantom Council has grown tired of Darian turmoil. Lead the final assault on Darius by cutting off their fuel supply. Destroy gas tankers and all hostile forces along your path. Secrets - South of start; first objective - Southeast of fourth objective set; fourth objective Goodies - Second objective set; (west to east) mine, rammer - Boxes by second objective set; small plasma, medium missiles - Third objective set; (west to east) medium vulcan, mine, medium plasma - Eastern box east of fourth objective set; medium health - Fifth objective set; medium health +=============+ |MISCELLANEOUS| +=============+ MULTIPLAYER ----------- Although the missions are great fun, the really good part of Fire Fight is the multiplayer. Up to four can play over TCP, IPX or a modem, on six maps: 1. War: Argus-High map with many medium/large ammo packs. 2. Shotgun: Big Argus-High map with open spaces and goodies along the walls. 3. D.M.Z.: Long, narrow Darius map with lines of small ammo packs. 4. Amazon: Jarventia map with cloaking and EM-Shock along the southern wall. 5. Strike: Argus-High map with goodies hidden or behind mines. 6. Buh!: Big Argus-High map with many scattered small ammo packs. There are two multiplayer modes: Fire Fight (deathmatch) and Base Building, where the objective is to gather small multicolored "base parts" and return to your base. As you get shot, the base parts you've collected fly out from your ship. However, as you get more base parts, your base gets "built" by adding towers (a fully equipped base has 2 ion towers and a missile tower). When you die, you leave a special "weapon recycler" powerup that gives the next guy to pick it up all the ammo you'd collected (yourpowerups disappear). Although some maps (like D.M.Z.) can work well with deathmatch mode, in my experience Base Building is more fun and offers an additional incentive to gang up on powerful players besides the recycler. Unfortunately, since the first kill makes the player almost invulnerable compared to the guy who got shot (who respawns with 60 vulcan), 2-player games are over very quickly, but a free-for-all is much cooler than the missions (since your opponents will strafe, cloak, lay mines, etc.) STORY ----- Sometime in the future, the galaxy is at peace. More or less. The Dominion of Man is ruled by the Phantom Council, transmitting its decrees from a hidden base in complete secrecy. The word of the Council is law. As the crack pilot Jaxon, you command the latest and greatest technology in law enforcement: the '99 Jagger. Armed to the teeth with everything from machine guns to plasma cannons to cloaking devices, you are on a mission: protect the galaxy and put down rebellion in the name of justice. Fight around eerie ice walls, devastate the landscape, fly through jungles and wastelands, and rescue hostages. The council has ruled and the verdict is guilty. Eliminate all resistance. Good luck. ENDING SEQUENCE --------------- The final assaults on Darius, Jarventia and Ch'ok proved effective in halting aggressive uprisings. Negotiations are under way for re-establishing Council laws and enforcements. Argus-High has already transmitted their allegiance to the Phantom Council. The death and destruction that led to the events will weigh heavy on us all, but hopefully it will be eased by what lies ahead An era of true peace... Game Over [roll credits from Game Information in the loader] PLANETS ------- JARVENTIA Plants: Groundcover may catch fire (1 armor) Buildings: Uncommon (low armor) Missions: Static, New Order, Jump the Gun, AKA Future Strike, Meltdown Multiplayer Maps: Amazon This jungle world may look serene, but it is the harbinger of war. If Jarventia rebels against the Council, its influence as a manufacturing and communications center will lead other colonies to rebel with it. DARIUS Plants: None Buildings: Common (medium armor) Missions: Hot Cargo, Thin Air, Mudskipper, Runaway, Tool of War Multiplayer Maps: D.M.Z. This is a dark and dreary planet; a heavy atmosphere makes this a land of continual rain. Darius has always been a quiet, unassuming planet; sources loyal to the Council can only conclude that Darius is getting supplies from secret shipyards somewhere in the copious mountain ranges. CH'OK Plants: Large spiky things (1 armor) Buildings: Rare (heavy armor) Missions: Frost Bite, Fire and Ice, Cool Surface Multiplayer Maps: None This is a cold and icy world, only recently colonized and far from the major trade routes. Ch'ok has been known to harbor thoughts of rebellion against the Council. They believe that they are too far away to be concerned with and can thus build up illegal military forces without retribution. They are about to get a lesson in obedience. ARGUS-HIGH Plants: None Buildings: Everywhere (low armor) Missions: Insurance, No Escape, Mission X, Watchdog, One Way Out Multiplayer Maps: War, Shotgun, Buh!, Map #5 Argus-High is one of the closest colonies to Earth itself, and thus is a major manufacturing center. All the habitable land on the planet is taken up in gigantic cities and hydroponic farms. Argus High's government is arrogant; they believe that their firepower makes them invincible. If they decide to revolt, it will be a serious threat to the stability of the Dominion of Man. CHEATS ------ In a mission, hold C, W, and the + on the numpad to toggle cheat mode. Once you've activated it, at any time you can press F12 and give yourself full shields, full weapons/powerups, or invulnerability. Beware: although your weapons carry through to the next mission, your invulnerability does not! CREDITS ------- Thanks go to: - God... for everything. You da man! - My brother Austin, for help on those eeeevil sector missions. - Chaos Works, for some REALLY useful cheats and easter eggs. - My LAN group, for letting me laugh at their ineptitude. That's it! Now go play Fire Fight! :-)