Fire Fight

Fire Fight

17.10.2013 19:51:43
===================================
============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! :-)

 
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