In 2004 the GameFAQs FAQ Writing Community started a Master System Completion
Project for which I wrote fifteen different FAQs before I moved on to other
projects. My urge to cover more SMS FAQs however has never wavered and that is
why I'm back today in the newest SEGA Master System Completion Project which is
hosted on the FAQ Contributors - General Board. I have recently become the top
contributor for the project, and at the moment I'm trying to help this project
become bigger than the last. I'm picking up random games that I can find in a
friends collection and using them to finish off games one by one. This time it
is Fire & Forget 2, a racing-action game where you need to shoot down opponents
while racing to the end. It is a quick action game with no set walkthrough, so
I have chosen to write a FAQ.
===============================================================================
2.1- Story [A201]
===============================================================================
Developer Titus hasn't put much effort in the story for Fire & Forget 2. To be
more precise, you can only know the story if you read the manual. Too bad it is
very difficult to find twenty year old games with intact manuals nowadays. I
was lucky, I have the manual and I have decided to always include the story of
a game in my FAQs if it is not prominent enough in the game. I have reproduced
it exactly as it was in the manual, including capitalization and layout.
- DESTROY THE CONVOY BEFORE IT WIPES OUT THE CITY -----------------------------
With FIRE & FORGET II, prepare to experience the most extraordinary arcade game
ever designed for a console! You will have to pilot the THUNDER MASTER II,
capable of 850 horsepower on the road and able to convert itself to a genuine
airborne attacker, both equipped with ionic phasers and missile launcher.
- THE GAME --------------------------------------------------------------------
The 3rd International Peace Conference is to be held this year in Megapolis.
However, authorities have been warned that a dangerous group of terrorists is
driving toward the city in order to destroy it and kill the eminent scholars
and industrialists who have come for the occasion. The government's only
solution is to call on you once again. Driving the THUNDER MASTER II, there is
little time remaining, as the terrorist convoy is rapidly approaching the
target...
- YOUR MISSION ----------------------------------------------------------------
To win, you must not only destroy all of the enemies you meet (jeeps, tanks,
etc...) whose job is to defend the armored vehicles, but to work your way up to
the convoy to reach and destroy the head vehicle which carries the ultimate
weapon designed to destroy the city... Your time is precious and the convoy is
rapidly approaching Megapolis! So put on your safety harness, check turbo
pressure and indicators and prepare yourself for the most dangerous and
thrilling of missions.
Before starting the game we need to learn the controls, which luckily aren't
that hard.
_____________________________________________________________________________
/ | \
| | This is your normal method of transportation. You're driving a |
| Steering | car on a long, winding road and using left and right on the D- |
| | Pad to avoid any obstacles. |
\____________|________________________________________________________________/
| | |
| | Your car is more than a car, it can also fly and here you will |
| Flying | use all buttons on the D-Pad to steer. You can go up and down, |
| | and left and right. The only constant is your flight speed. |
\____________|________________________________________________________________/
| | |
| | Faced with an insane amount of enemies and obstacles, a player |
| Shooting | would be foolish to attempt this without sufficient firepower. |
| | Luckily, using the 1 button you have unlimited firepower. |
\____________|________________________________________________________________/
| | |
| | Only having one weapon would be unworthy for a weaponized car |
| Missile | like this. That is why it can also fire missiles. If you have |
| | missiles at your disposal, press 1 and 2 at the same time. |
\____________|________________________________________________________________/
| | |
| | It is fun you are able to fly and drive with the same car, but |
| Switching | we also need to switch between the two. This is quite easy, if |
| | you have enough kerosene, you just need to press 2 to switch. |
\____________|________________________________________________________________/
===============================================================================
2.3- How To Play [A203]
===============================================================================
Fire & Forget 2 has a simple GUI that offers a lot of information. The top of
the screen is only gameplay, but the bottom stroke looks like a car dashboard
and gives all necessary information. It shows - from left to right - your
amount of lives, your all-time high score, your current score, your fuel,
messages, your kerosene, bonus score, speed and number of missiles.
The game is fairly straightforward. Despite the huge amount of curves in the
road it is completely impossible to drive off the track. You only need to
swerve to avoid enemies and pick-up power-ups. Those power-ups are very
important and come in four forms.
- Fuel: Is found in blue cans, gives you enough fuel to finish the level.
- Health: Is found in helmets and gives you extra life so you can finish.
- Kerosene: Is found in red cans, allows you to fly.
- Missile: Is found in gray cans and gives you extra missiles to fire.
You will need to pick up as many power-ups as you can; because you will meet
43 kinds of regular enemies and five types of armored vehicles. Each of them
can be shot down with regular bullets, but you'll need to stay alive long
enough to destroy them. The manual brings us the following descriptions for
the enemies. The descriptions follow the following pattern:
_____________________________________________________________________________
/ \
| NR - TYPE - NAME - POINTS |
| DESCRIPTION - |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 01 - SURVEILLANCE VEHICLE - RIDER - 500 POINTS |
| It stays at the rear of the convoy. Its firing power is limited, but it is |
| fast. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 02 - SURVEILLANCE VEHICLE - SIDE - 750 POINTS |
| As fast as the rider, but better armed. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 03 - SURVEILLANCE VEHICLE - JEEP #1 - 1000 POINTS |
| They shuttle between the various parts of the convoy. They are not very |
| fast, but they are the best armed surveillance vehicles. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 04 - SURVEILLANCE VEHICLE - JEEP #2 - 1000 POINTS |
| They shuttle between the various parts of the convoy. They are not very |
| fast, but they are the best armed surveillance vehicles. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 05 - SURVEILLANCE VEHICLE - JEEP #3 - 1000 POINTS |
| They shuttle between the various parts of the convoy. They are not very |
| fast, but they are the best armed surveillance vehicles. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 06 - SURVEILLANCE VEHICLE - MILITIA #1 - 1200 POINTS |
| As soon as you're spotted, the militia goes into action to stop you from |
| getting any further. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 07 - SURVEILLANCE VEHICLE - MILITIA #2 - 1200 POINTS |
| As soon as you're spotted, the militia goes into action to stop you from |
| getting any further. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 08 - INTERCEPT VEHICLE - ARMORED CAR #1 - 1500 POINTS |
| Light armored vehicle. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 09 - INTERCEPT VEHICLE - ARMORED CAR #2 - 1500 POINTS |
| Light armored vehicle. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 10 - INTERCEPT VEHICLE - ARMORED CAR #3 - 1500 POINTS |
| Light armored vehicle. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 12 - INTERCEPT VEHICLE - TANK #2 - 2000 POINTS |
| Heavy armored vehicle. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 13 - INTERCEPT VEHICLE - TANK #3 - 2000 POINTS |
| Heavy armored vehicle. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 14 - INTERCEPT VEHICLE - JUMPER - 2000 POINTS |
| Extremely agile, it moves by jumping. Its weapons are as effective as its |
| maneuvering capabilities and it very rarely misses its target. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 15 - STATIONARY INSTALL - MIRADOR - 500 POINTS |
| Its sole function is to warn the armored vehicles that an enemy is coming. |
| Because of their structure and limited weapons capability, they are easily |
| destroyed. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 16 - STATIONARY INSTALL - CANNON #1 - 750 POINTS |
| Placed along the road, they form barrages by continuously bombarding you. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 17 - STATIONARY INSTALL - CANNON #2 - 750 POINTS |
| Placed along the road, they form barrages by continuously bombarding you. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 18 - STATIONARY INSTALL - WALKER - 1000 POINTS |
| A genuine blockhouse, it lies in wait near armored vehicles to stop you |
| from continuing. Extremely strong, it can only be destroyed with a missile. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 19 - STATIONARY INSTALL - GUARDIAN - 2500 POINTS |
| Like the Walker, it is there to stop you from continuing, but only two |
| missile hits will destroy it. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 20 - STATIONARY VEHICLES - AIR MINE - 500 POINTS |
| They are always in groups and form a barrier. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 21 - STATIONARY VEHICLES - THERMAL BOMB - 500 POINTS |
| It is located along the road and explodes when it detects a heat source, |
| such as the THUNDER MASTER II jet engines. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 22 - FLYING CYBERNETIC - TATTLETALE - 500 POINTS |
| Its role is to inform the militia of everything occurring. When it is green |
| this means that hasn't spotted you. When it turns red, you've been found. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 23 - FLYING CYBERNETIC - BODYGUARD - 500 POINTS |
| Protects the armored vehicle. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 24 - FLYING CYBERNETIC - FLYING HAMMER - 1500 POINTS |
| Programmed to stop the enemy by throwing itself on it. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 25 - FLYING CYBERNETIC - SUCKER - 1500 POINTS |
| Green, it looks for fuel. If it sticks to you, it will suck your fuel and |
| turn blue. If you destroy it while it attempts to get away, you may recover |
| one fuel can. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 26 - FLYING CYBERNETIC - BOMBER - 2000 POINTS |
| Drop bombs on the road. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 27 - FLYING CYBERNETIC - FLYING MILITIA - 1000 POINTS |
| A flying militia, which is just like the others, but flying. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 28 - FLYING CYBERNETIC - FLYING NEST - 500 POINTS |
| Transports power from one part of the convoy to another. When hit, it |
| releases an egg. See N28. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 29 - FLYING CYBERNETIC - EGG - 0 POINTS |
| Once released by N28, it will bounce on the road before exploding. If you |
| catch it before it explodes, you will be granted an invisible shield for a |
| limited time. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 30 - FLYING CYBERNETIC - MAGNET BOMB - 500 POINTS |
| Placed level with the road, it is attracted by the metal mass of the THUNDER|
| MASTER II and will explode when it touches you. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 31 - FLYING CYBERNETIC - JERRY - 500 POINTS |
| Due to a design error, it will seek to join you by following you everywhere |
| instead of firing at you. Not related to Tom. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 32 - FLYING CYBERNETIC - TOM - 1500 POINTS |
| It was designed solely to seek out and destroy all N31s for treason. If |
| there is no N31 around, it will continue its path... Not related to Jerry. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 33 - FLYING CYBERNETIC - BANZAI - 1000 POINTS |
| Suicide vessel. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 34 - FLYING CYBERNETIC - POT GUN - 2000 POINTS |
| Flying gunner. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 35 - PILOTED AIRCRAFT - SCOUT PLANES - 1000 POINTS |
| They locate and mark your position. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 36 - PILOTED AIRCRAFT - SCOUT PLANES - 1000 POINTS |
| They locate and mark your position. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 37 - PILOTED AIRCRAFT - IMPERIAL MILITIA - 1000 POINTS |
| Much more powerful than the other militias. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 38 - PILOTED AIRCRAFT - LITTLE GRIBOUY - 1000 POINTS |
| Class II intercept craft. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 39 - PILOTED AIRCRAFT - HELICOPTER - 1500 POINTS |
| Powerfully armed intercept patrol craft. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 40 - PILOTED AIRCRAFT - BOMBER II - 2500 POINTS |
| It is much more powerfully armred than the first Bomber and much stronger. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 41 - PILOTED AIRCRAFT - SPEED BIRD - 1000 POINTS |
| Type 3 imperial intercept craft. Fast and fragile. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 42 - PILOTED AIRCRAFT - FIRE BIRD - 2000 POINTS |
| Type 2 imperial intercept craft. Slow and strong. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| 43 - PILOTED AIRCRAFT - FIERY BIRD - 3000 POINTS |
| Type 1 imperial intercept craft. Fast and strong. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| I1 - ARMORED VEHICLE - ARMORED FUEL TRUCK - 10000 POINTS |
| Transports the fuel for the entire convoy. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| I2 - ARMORED VEHICLE - MINE DROPPER - 20000 POINTS |
| Don't follow it too closely. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| I3 - ARMORED VEHICLE - RADAR VEHICLE - 30000 POINTS |
| Centralizes all information and informs vehicles of their missions. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| I4 - ARMORED VEHICLE - SWTO8/Q MISSILE VEHICLE - 40000 POINTS |
| Powerfully armed vehicle with an SWT series ground-to-ground missile. |
\_____________________________________________________________________________/
_____________________________________________________________________________
/ \
| I5 - ARMORED VEHICLE - HEAD VEHICLE - 50000 POINTS |
| Vehicle carrying the tactical 'Life Thirsty' nuclear mega-missile. |
\_____________________________________________________________________________/