##############################################################################

EMERGENCY FIRE RESPONSE

by: Dreamcatcher Interactive

FAQ / Walkthrough
by Aaron Cloutier

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=============
Introduction
=============

Emergency Fire Response is a RTS that puts you in command of a group of fire-
fighters and emergency personnel. The game pits you against a variety of fire
and hazardous material emergencies. These take place in various locals such as
warehouses, forest fires, and construction yards.

==================
Table of Contents
==================

0.0 - Version History

1.0 - General Information
   1.01 - Unit Types
       1.01.1 - Fireman
       1.01.2 - Technician
       1.01.3 - High Risk
       1.01.4 - Extraction
       1.01.5 - Paramedic
   1.02 - Vehicle Types
       1.02.1 - Ambulance
       1.02.2 - Tanker Truck
       1.02.3 - Pumper Truck
       1.02.4 - Ladder Truck
       1.02.5 - Ladder Pump Truck
       1.02.6 - Helicopter
       1.02.7 - Pump

2.0 - Mission Walkthrough
   2.00 - Firehouse (Tutorial)
   2.01 - Arson
   2.02 - The Vault
   2.03 - The Villa
   2.04 - The Diplomatic Incident
   2.05 - 3 Million Dollars
   2.06 - The Toxic Train

3.0 - Extras
   3.01 - Model Viewer
   3.02 - Unlock all Missions
   3.03 - Gameplay History
   3.04 - Game Data

4.0 - Frequently Asked Questions

5.0 - Credits / Contact info

======================
0.0 - Version History
======================

v0.1  - Initial version released to GameFAQs. Covers first two missions and
       some general information.
v0.4  - Updated Mission 2, added missions 3 and 4. Added more general info.
v0.6  - Added missions 5 and 6.

===========================
1.00 - General Information
===========================

------------------
1.01 - Unit Types
------------------

Unit Name
Description
Abilities:
Notes:

1.01.1 - Standard Fireman
-------------------------
This is the all-around grunt. You will always have more of these than any other
unit. That's fine too, they are the best unit for fighting fires and that's the
main goal.
Abilities:
   Put out fires
   Carry / help victims
   Manipulate basic things (buttons, documents, etc)
   Chop through doors
Notes:
   These are the same abilities that all units have. It's a good plan to keep
   firemen in groups of two wherever possible so they can't get overwhelmed as
   easily. They seek fire on their own to some degree, but you'll have to urge
   them along quite a bit as well.

1.01.2 - Technical Specialist (Tech)
------------------------------------
The Tech is trained to handle all sorts of technical equipment. He can drive
vehicles and manipulate complex things.
Abilities:
   Drive vehicles
   Defuse bombs
   Operate electrical panels
   Repair Vehicles
Notes:
   Not as good at the basics. He's a bit slow (carrying around his toolbox).

1.01.3 - High Risk Specialist (HR)
----------------------------------
The HR is able to get places other firemen can't. He's the point man. He's very
fast and has a grappling hook to get to high ground or repel from high areas.
Abilities:
   Grappling hook
Notes:
   Fastest of the firemen. He can really get around easily with the grappling
   hook. Just make sure you don't get him into something he can't get out of.

1.01.4 - Extraction Specialist (EX)
-----------------------------------
The EX has the ability to open things really easily. He supposedly is lugging
around a circular saw with some sort of metal blade. I'm sure it's much more
specialized than that but that's the general idea.
Abilities:
   Cut things open
Notes:
   He seems to be very good at opening doors and can open doors other firemen
   cannot. Unfortunately you can't just cut holes in the walls or anything. He
   seems to be a bit slow (probably from the saw) and is not as good at the
   other basic abilities.

1.01.5 - Paramedic (Para)
-------------------------
The Para can treat injured firemen and victims. They can make it so victims
will walk on their own instead of having to be carried (though I'm not sure
that it is faster).
Abilities:
   Heal units
Notes:
   Not sure if having a person run on their own is faster than carrying a
   victim. They slow you down if you're carrying them, but you don't have to
   wait around for them to finally make it to the ambulance if they're running
   on their own.

----------------
1.02 - Vehicles
----------------
Vehicles are not considered units because you can't use them like units, at
least not quite. Since you have to drive vehicles and not just click where you
want them to go, vehicles become a bit annoying to work with. They are
necessary, though, so practice driving them, so you can get them where they
need to be quickly.

1.02.1 - Ambulance
------------------
The ambulance is used to help firemen who are hurt and as a drop-off point for
rescued victims. Always keep a clear path from your firemen to the ambulance.

1.02.2 - Tanker Truck
---------------------
The tanker is used to replenish water and air. This vehicle can be a bit tricky
to use as the replenish area is a circle around the REAR of the tanker. If you
need to refill your pumper truck you will need to park your tanker right next
to it or you'll need to back up to it (this is usually easier). The tanker can
refill your units air tanks instantly, but they do need to get back to the
tanker to do it. Keep the tanker as close as possible, you don't want to run
out of air as your fighting fires.

1.02.3 - Pumper Truck
----------------------
This is the pump truck you used in the Tutorial. It has one large nozzle on top
and can hit a pretty wide area at once. It is dumb and will not adjust it's aim
by itself.

1.02.4 - Ladder Truck
----------------------
The ladder truck was also used in the Tutorial. The purpose of the ladder truck
is to get your normal units to the upper levels of a burning building. It is
actually quite well done in practice and is easy to use. Select the truck, move
it into position and right click where you want the ladder. It's quite slow to
move to a new position as it has to bring the ladder down, move, then put the
ladder up again.

1.02.5 - Ladder Pump Truck
---------------------------
Similar to the normal pump truck, the ladder pump truck allows large amounts of
water to be put onto the fire. The addition now is that the pump is at the end
of a ladder allowing you to hose down fires on upper levels of a building. It is
also slow like the ladder truck.

1.02.6 - Helicopter
--------------------
The helicopter can't really be driven, but it can be used as a resupply base
(The game refers to it as a "Re-animation Unit"). You can drop off victims,
resupply air and heal up. They're usually given to you in areas where it's hard
or impossible to get your firemen to and from.

1.02.7 - Pump
--------------
On some levels, most notably the Villa, there are other pumps available that
your firemen can make use of. Usually these require a technical officer in
order to use them. They typically give you access to a good hose and are
unlimited except that they're stationary. It also seems that as soon as you
have the technical officer use one he cannot do anything else for the rest of
the mission.

---------------------------
1.03 - Tips and Techniques
---------------------------

Micro Management
-----------------
I've noticed something as I've been playing. Occasionally units will stop
following the fire and just sit around doing nothing, even if fire is raging
all around them. I've noticed this even more so when you select a group (2 or
more) and send them at the same fire. You'd think that they'd move through it
faster, but they seem to get hung up more. I've found that if you send them at
different spots they're much more efficient and tend to move on their own
better.

To facilitate this, try to group your firemen by proximity in the bottom bar.
If you always know who's where you can select individuals easier.


===========================
2.00 - Mission Walkthrough
===========================

-----------------------------------------
2.00 - Mission 00 - Firehouse (Tutorial)
-----------------------------------------


--------------------------
2.01 - Mission 01 - Arson
--------------------------
Seems as though some chump is in danger of going bankrupt. So he decides to
torch his own warehouse (and secretary) and make off with the insurance money.

Victory Conditions:
-------------------
   - Arson Evidence (3)
       - Videos from Security Room
       - At least one bomb
       - Documents from Office

   - Protect machines in 2nd area (16)

   - Save All People (3)
       - 2 Janitors in part 1
       - Secretary in part 2

Part 1. Warehouse
------------------
Starting Units:
   5 Regular Firemen
   1 Technical Specialist

Starting Vehicles:
   1 Ambulance
   1 Tanker Truck

Scenario:
   A fire has broken out in the main storage area of the warehouse. 2 Janitors
   are trapped and arson is suspected. Try to save any evidence as well as put
   out the fires.

1.  There's only one open door to the warehouse, so send all 6 of your guys in.
   As they get through the first room and enter the hallway have 2 guys open
   the two doors in the hall. Have the Tech stop here as well. Send the other
   3 firemen in and head right, have one save the janitor here and have the
   other two start on the fire in this area.
2.  Once the doors are open send the other two firemen in and to the left to
   start on that section of the fire. Send the Tech into the locker room (left
   door) and defuse the bomb.
3.  As soon as the tech is done with that bomb send him into the warehouse to
   defuse the bomb in the center of the warehouse.
4.  The fire should be reasonably under control now. Open the backroom door
   with a fireman and send the tech in to defuse the bomb. DO NOT RESCUE THE
   JANITOR YET.
5.  *** REST ***
   This is a part of the mission where you can rest. The mission won't end
   until you save the last janitor. Refill all your guys and
   position the Tech over by the forklift. As someone's refilling, send them
   to the security room (on the right as you first come in) and have them
   retrieve the security video tapes. Once everyone's ready, position them by
   the big warehouse door by the platform. Then send someone to save the last
   janitor.
6.  As soon as the 2nd Janitor is safe, Part one will end.

Part 2. Office
---------------
Additional Units:
   High Risk Specialist

Scenario:
   You can't get into the 2nd area of the warehouse where there's more fire.
   They believe the secretary is trapped in the office in this area as well.
   This 2nd section is triggered by the saving of the 2nd janitor.

0.  You have 2 choices here. You can send the HR up the platform to drop the
   ladder so your men can go over the roof and down into the second area. Or
   you can open the bent door with the forklift. If you were slow in part one
   and your tech got killed by being too close to a bomb when it went off you
   may have to use the HR. If everything went as planned, it's much faster to
   open the door with the forklift.
1.  Drive the forklift over and open the door. Send in your men, 2 to the right
   and 2 to the left. Get that fire out quick for higher medals You should
   lose only one or two machines. Send the Tech in to disarm the bomb quick
   too.
2.  Be careful as you move across the room. Have the tech turn off the power so
   there's not electricity on the floor. As the fire's coming under control
   have someone open a loading door and bring the ambulance and tanker over.
3.  Send the HR up to the office and have him drop the ladder. Put out the
   fire, open the office door and get the documents and rescue the secretary.
4.  There's a tiny flame outside the office at the top of a wrecked stairway.
   You'll need to use the HR to get at it, but don't do it until everyone's
   safe and you have all the evidence.
5.  As soon as all the fire is out, the mission will end.


Victory Ratings:                    Notes:
   Intervention Time                   < 9 min. gets 5 medals
   Number of Victims                   Must be 0 to get 5 medals
   Total Firemen Injuries              < 20 gets 5 medals
   # Vehicles Destroyed                Must be 0 to get 5 medals
   Vehicle Damage                      0 gets 5 medals
   Fire Size                           40 gets 5 medals
   Number of Clues found               all 3 clues gets 5 medals
   Number of Machines Destroyed        1 gets 5 medals


------------------------------
2.02 - Mission 02 - The Vault
------------------------------
Some pretty high-tech robbers blow up a bank and disguise themselves as fire
fighters, then get trapped in the vault by the ensuing fire. The story is a bit
odd because you need to find the bank manager to get into the vault area. He's
in his office, so how did the robbers get into the vault area? They also give
up pretty easy considering they used rockets and grenades when they arrived at
the bank.

Victory Conditions:
-------------------
   - Save all the victims (10)
       - 3 in lobby
       - 1 in room to the left of lobby
       - 1 in room to the right of lobby
       - 1 in vault area
       - 1 in upstairs bathroom
       - 1 in upstairs computer room
       - 1 in upstairs VIP room
       - 1 in upstairs bank manager office
   - Capture all the robbers (3)
       - in the back vault area
   - Rescue bank client valuables (6)
       - there are 3 in the vault room
       - one in Manager's office
       - one by entrance to counter area
       - one in a room to left of lobby
   - Save Data tapes in Computer room (6)

Part 1. Entry
--------------
Starting Units:
   3 Regular Firemen
   1 ??? Specialist (O'brian)

Starting Vehicles:
   1 Ambulance
   1 Tanker Truck
   1 Pumper Truck

Scenario:
   You need to get into the bank.

1.  An absurdly easy (and short) section. Just start heading in the main
   entrance to get to part 2. The Pumper truck can wedge itself into the
   doorway and really help with the lobby fire. Past that it's not really much
   help. (possibly can get water into the two side offices??)

Part 2. Ground Floor
---------------------
Additional Units:
   None
Additional Vehicles:
   None

Scenario:
   Now that your in you need to start rescuing people. There are 5 people in
   the lower level.

1.  Things start getting crazy now. There are 3 victims in the main, open lobby
   area. You should be able to get them all using your pump truck for cover.
   The 2 unused firemen should head right and left and start clearing some
   fire. The doors to the two rooms with victims on either side of the lobby
   face away from the main door.
2.  As soon as possible get one more fireman to each side and get those last
   two victims. As soon as those two victims are taken care of part 3 will
   start.

Part 3. Upper Floor
--------------------
Additional Units:
   1 High Risk at main entrance
   3 Regular Firemen at Helicopter

Additional Vehicles:
   1 Ladder Truck at entrance
   1 Ladder Pump Truck at entrance
   1 Helicopter on Roof

Scenario:
   Save the bank manager (upper floor office), and rescue the contents out of
   the safes for the banks clients.

3.  Downstairs - Put all your downstairs men on the fire to the right of the
   counter. Two inside the counter (use the door on the left) two outside.
   Send the new HR into the side rooms if they flame-up again.
2.  Upstairs - the door next to the helicopter is some sort of bathroom and
   there's a victim there. Get him to safety and send one fireman each
   direction along the hall. Send the 3rd fireman towards the open area
   balcony above the counter area (this area re-flames a lot!).
4.  Upstairs - Once the balcony is mostly put out send one regular to the left
   to the manager's office (you may need the ladder truck to get back to
   safety). Send the other guy down to the right. Bring the HR to the balcony
   area so he can put out re-flames or get downstairs to help if needed. The
   3rd regular you originally send right should save the guy in the computer
   room (get him back to retrieve the tapes ASAP). The new guy you just sent
   that way should continue around the outer edge to save the guy in the VIP
   room. The Ladder Pump can help out with this too.
5.  Once the manager is saved part 3 will end.

Part 4. Vault
--------------
Additional Units:
   None
Additional Vehicles:
   None

Scenario:
   You now have the code for the locked door to the left of the lobby (through
the hall). This is the vault area where the robbers are hiding. If you lost
your EX you won't be able to finish the level (may end if he dies). You need
him to open the vault.

0.  At this point everyone should be saved. You still need to open the safes
   that are scattered around the building. One is in the managers office,
   another is by the door to get behind the counter. The third is in one of
   the rooms to the left in the lobby (by the entrance to the vault area).
   Get those and keep an eye out for re-flames around the area, esp the
   balcony and the area to the right of the counter.
1.  Send SP and 3 regulars into the vault area. There will be a victim in a
   small room off the second room in the area. Send one guy back with him.
   Have the SP open the vault door. Put out the fire in the vault and grab the
   client valuables (should be 3). Once you've got all of them, go into the
   back vault and send one guy back with each robber.
2.  The mission will end when all 3 robbers are back at the ambulance, whether
   the fire is all out or not. The less fire the better.

Victory Ratings:                    Notes:
   Intervention Time                   < 13 min. gets 5 medals
   Number of Victims                   Must be 0 to get 5 medals
   Total Firemen Injuries              < ? gets 5 medals
   # Vehicles Destroyed                Must be 0 to get 5 medals
   Vehicle Damage                      0 gets 5 medals
   Fire Size                           79 gets 5 medals
   Saved Data Tapes                    all 6 tapes gets 5 medals
   Saved Client Valuables              all 6 gets 5 medals


------------------------------
2.03 - Mission 03 - The Villa
------------------------------
Seems as though some movie star named Steve Rogers loves cars and his cleaning
rags explode in the garage. This has set fire to dry trees and grass all over
the property. Fire is spreading like wild. Save him, his girlfriend and his
cars!

Victory Conditions:
-------------------
   - Save all the victims (7)
       - 2 in Tennis court
       - 3 in house
       - 2 in Greenhouse
   - Save his car collection (5)
       - all of them are in the garage.
   - Save his girlfriend's master tape in the recording studio

Part 1. Tennis Courts
----------------------
Starting Units:
   5 Regular Firemen
   1 Extraction Specialist
   1 Paramedic

Starting Vehicles:
   1 Ambulance
   1 Tanker Truck

Scenario:
   Save the Steve Rogers and someone else in the tennis courts.

1.  Send your men in through the small door to the left of the main gate.
   Put 2 men down between the tennis courts and the wall and send two around
   the other side. Have the EX and Para run through the door on the right side
   and then have the EX cut into the court with the victims. Have the Para put
   out any fires inside the courts.
2.  Send the last fire fighter past the courts to start putting out the
   building (garage) past the courts. Put out all the fires before rescuing
   either of the victims. Once everything's out station 3 firemen at the
   courner of the garage where the fire was strongest (stand back a bit) and
   have 2 by the stack of barrels by the gated garage door. Now save the 2
   victims with the EX and Para.
3.  As soon as both people are saved part 1 ends.

Part 2. Garage
---------------
Additional Units:
   1 Regular Fireman
   1 Technical Specialist
Additional Vehicles:
   None

Scenario:
   Save the garage. Save the 5 cars in the garage, particularly the fancy old
   one (Excalibur). Drive it out to the street.

1.  Use your 3 men at the corner to put out the fire inside the garage. Use the
   other two to make sure the stack of barrels doesn't explode. Start the
   Para, EX, tech and last firman putting out the new fires outside the
   garage.
2.  Once everythings out around the garage, send those 5 out to help out around
   the villa. Send the EX back to open the garage gate and the tech back to
   drive the Excalibur.
3.  Keep putting stuff out, when the way is clear drive the Excalibur to the
   main gates. Send the EX up to open the gates. DON'T DRIVE THE EXCALIBUR OUT
   YET.
4.  If all fires are out, refuel everyone. Now station 2 firemen and the Para
   by the pool. Everyone else should stand by the two fountains near the main
   entrance.
5.  Now Drive the Excalibur out onto the street, ending part 2.

Part 3. Villa
--------------
Additional Units:
   None
Additional Vehicles:
   None

Scenario:
   Steve thinks his girl, Debbie, is in the Villa. Save her.

0.  No matter what, at the start of this part, fire will break out by the side
   of the villa near the fountains. Additionally, the Chlorine storage area
   will burst into flames causing poison gas near the pool.
1.  Keep your 3 guys by the pool away from the chlorine. Send the Tech to the
   pump by the pool ASAP (RUN RUN!!). Get everyone else working on the fire
   around the side of the villa. (FYI, once the tech is at the pump, he can't
   do anything else for the rest of the mission)
2.  Have the tech at the pump (Can't drag select, so click on the pump in the
   bar) concentrate on the chlorine building until it's out. Then on any fires
   that spread. Now send your three pool men into the building on the other
   side of the pool. First head left into the 2nd recording room to grab the
   master tape. Then rescue the three people in the other room ONE AT A TIME.
   (only use one guy (paramedic) to save them so you don't have 3 men at the
   ambulance at the start of part 4).
3.  Keep working on the other fires. Once everything is out, position 4 guys a
   bit away from the pickup by the greenhouse (two easily selectable groups of
   2 men). Put the remaining men by the back door, have the EX right by the
   back door.
4.  Once all three people are saved part 3 ends.

Part 4. Greenhouse
-------------------
Additional Units:
   None
Additional Vehicles:
   None

Scenario:
   Turns out Debbie's in the Greenhouse with her rare flora. Fire flares up
   real bad around the green house, you have to be fast and careful.

1.  Immediately send one of the groups by the pickup to put out the fire by the
   entrance.  Have the EX cut open the back door and have the other guys back
   there putting out the fires (duh).
2.  As soon as the way opens a bit, have the other group by the pickup run in.
   They need to get to the victims very fast (wish I had HR). They won't go if
   you just click near the victims so baby them along. Don't let anyone else
   into the greenhouse.
3.  Once they're by the victims, press the button to open the inner back doors.
   Then rescue the two victims. Keep working on the fires outside the
   greenhouse, but DO NOT send anyone else inside. It's an easy way to rack up
   more injuries. It's tricky as it is.
4.  As soon as both the victims get to the ambulance the mission will end.

Victory Ratings:                    Notes:
   Intervention Time                   < 17 min. gets 5 medals
   Number of Victims                   Must be 0 to get 5 medals
   Total Firemen Injuries              ?  170 gets 3 medals
   # Vehicles Destroyed                Must be 0 to get 5 medals
   Vehicle Damage                      0 gets 5 medals
   Fire Size                           60 gets 5 medals
   Number of Cars destroyed            0 gets 5 medals


--------------------------------
2.04 - Mission 04 - The Embassy
--------------------------------
An explosion (terrorist?) has caused a fire at an Embassy. The Ambassador and
some guests are trapped inside. Additionally, you need to save the priceless
works of art (national treasures) in order to avoid a diplomatic crisis. The
explosion also caused car wrecks on the street.

Victory Conditions:
-------------------
   - Save all the victims (12)
       - 4 in the street
       - 4 in the south building
       - 4 in the reception area (kitchen)
   - Save the works of art (6)
       - one in room on the far left
       - one in room with boards on the window
       - 2 in room on far right
       - 2 in gallery room

Part 1. Access the Building
----------------------------
Starting Units:
   4 Regular Firemen

Starting Vehicles:
   1 Ambulance
   1 Tanker Truck
   1 Ladder Truck
   1 Ladder Pump Truck

Scenario:
   Help the victims in the car crashes then gain access to the 3rd floor.

1.  Send one fireman to each of the 4 victims in front of where you start. It
   helps to move the ambulance closer as well.
2.  Use the ladder pump truck to put out the fires on the cars that crashed.
   NOTE: Make sure you put out all the fires on the cars or else they'll flare
   up very badly at the start of Section 2. If you put them out now, they'll
   stay out.
3.  Now use the ladder pump truck to put out the fires in the 3rd floor. Again,
   make sure they're all out. Move the ladder truck over to the balcony by the
   boarded up windows.
4.  Keep the ladder pump truck over on the left (where you were putting out the
   3rd floor fires) but turn off the water. Now send TWO firemen up the ladder
   to the 3rd floor balcony.
5.  As soon as they reach the balcony Part 1 will end.

Part 2. South Building
-----------------------
Additional Units:
   None
Additional Vehicles:
   None

Scenario:
   Start in the south building and save the artwork. Save 4 victims.

1.  Use your two firemen to chop through the boarded up window. Drop the ladder
   on the ladder truck. Have one fireman open the door here and the other get
   the artwork in this room. Then have them start on the fire in the hallway,
   one left one right.
2.  Move the Ladder truck down to the opening that did not have fire in it but
   is sort of glowing. Send the other two firemen up there.
3.  First group: The guy that went right should grab the painting and vase. The
   guy that went left should chop open the door on the south wall (toward the
   street) and rescue the guy in the computer room.
4.  Second Group: Each take a door (left and forward). The guy going forward
   will cause part of the hall to collapse. Have him start on the fires in the
   hall. Send the second guy way left to open the far door. Send the rescuer
   from the first group over that way too when he's done.
5.  First group:  Just the one guy. Send him back down the hall and take the
   first north door putting out fires. This will lead right, then left into a
   gallery for 2 more pieces of art.
6.  Second group: Have the guy in the hall open the other north door, this
   should lead to a bathroom. Through the bathroom should be a library of some
   sort with two victims, save one. The other guys (on the left) should open a
   door (BACKDRAFT) and put out the fires fast. The last piece of art and a
   victim are in a room on the left. Have one guy get both of those. Have the
   other go through the door on the right (into the library from a different
   direction) and WAIT.
7.  At this point all fire should be out and all artwork should be saved.
   Refill all your men and have them head back in to the small gallery room.
   You should have 3 men there. Now save the last victim.
8.  When the victim is saved, Part 2 will end.

Part 3. Reception Rooms
------------------------
Additional Units:
   1 Fireman
   1 Extraction specialist
Additional Vehicles:
   1 Ladder Truck
   1 Ladder Pump Truck
   1 Tanker Truck

Scenario:
   The Ambassador is trapped in the Reception room area. Save him and 3
   other guests.

NOTE:   The new units and vehicles don't arrive immediately at the start of
       this section.

1.  The start of this section should be signaled by the collapsing of a section
   of the room next to the one I told you to stand in. This will allow you to
   get into the hallway on the north side of the building. Head left with your
   men putting out the fires through one door. Dont forget to send the fireman
   who saved the last victim back up to help out.
2.  At the end of this hall there's a door to the right and one straight ahead.
   The one straight leads to a walkway over a burning stairwell. There is a
   blocked door that only the EX can open, so don't go that way. Head right
   (north) which should trigger the arrival of the extra units.
3.  At this point a bunch of stuff happens, mostly there are fires along the
   wall of the building all over where you are. Use the ladder pump truck to
   put them out. If you've spun the camera around so you can see that wall it
   will be left to right that you should work. Your firemen should finish up
   the fires in the L-shaped room that goes around the edge of that section of
   the building, don't let them open the door to the room with the gas leak
   yet. Unless you're having trouble, don't worry about the other units in
   back yet.
4.  Now go back to the trucks up front. The fire out front has broken out
   again. Start with the windows on the lower sections that you can get to
   without moving the truck. If the orange bar gets down to zero they'll
   explode outward with fire and spread to the street (making it more
   difficult). Get all the fire you can reach without moving, then move down
   the street to the right putting out the fires behind the windows as you go.
   Try to stop in areas where you can reach more than one fire, it takes time
   to put out and retract the ladder and if the windows explode it's MUCH
   harder to get things under control.
5.  All the fire should be out (except the stairwell). Now you have 2 (possibly
   3) choices on how to proceed.
   A.  You can open the room with the gas leak, then open the other door and
       quickly get the victims out. You'll take some damage and it will tell
       you the victims are getting hurt, but as long as everyone survives
       (they should) you'll be okay. The damage to your men WILL count against
       you. It should be minimal.
   B.  Send the EX up and cut through the side entrance to the kitchen, which
       is over the burning stairwell. The heat will be so intense that he will
       just finish cutting before he's ready to pass out. VERY BAD.
   C.  I haven't tried this yet, but you may be able to use the ladder pump to
       send water into the burning stairwell and thus cool it enough for the
       EX to work without getting hurt. I think this could work and need to
       verify.
6.  However you choose to proceed, save the 4 people in the kitchen and the
   mission will end.

Victory Ratings:                    Notes:
   Intervention Time                   < 17 min. gets 5 medals
   Number of Victims                   Must be 0 to get 5 medals
   Total Firemen Injuries              ?  30 gets 5 medals
   # Vehicles Destroyed                Must be 0 to get 5 medals
   Vehicle Damage                      0 gets 5 medals
   Fire Size                           51 gets 5 medals (90 gets 1)
   Priceless artwork saved             6 gets 5 medals


--------------------------------------
2.05 - Mission 05 - 3 Million Dollars
--------------------------------------
Some guy manages to steal 3 million dollars, but yet can't even come close to
escaping. In a last ditch effort to escape, he flips his car into a gas station.
He then uses the ensuing explosion to hide out in a nearby building, too bad
the fire spreads to that building as well.

Victory Conditions:
-------------------
   - Save all the victims (15)
       - 3 outside gas station
       - 3 inside gas station
       - 3 in building by your trucks
       - 6 in far building
   - Save the $3 million
   - Rescue (Capture) the criminal

Part 1. Gas Truck
----------------------------
Starting Units:
   5 Regular Firemen
   1 Technical specialist
   1 Paramedic

Starting Vehicles:
   1 Ambulance
   1 Tanker Truck
   1 Pump Truck

Scenario:
   Put out the fire on the gas tanker truck and drive it to the extinguishing
   unit. While you're at it, save the 3 people dying on the street.

1.  Send three of your guys (para and 2 regs) to get the three victims. There
   should be one by the truck, one right in front of the station and one
   farther to the left. Send the remaining men to put out the fire on the
   truck.
2.  Bring the Pump truck over and start putting out the fires in front of the
   building. Once the truck is out, keep the tech and one other guy by it to
   make sure it doesn't catch fire again, then finish putting out all the
   fires in front of the station.
3.  Refuel everyone and position 2 regs at each of the front entrances to the
   Gas station. Now have the tech drive the truck to the extinguishing unit
   (behind the building by the gas station).
4.  End Part 1.

Part 2. Inside the Gas Station
-------------------------------
Additional Units:
   None
Additional Vehicles:
   None

Scenario:
   There's a gas leak / fire in the gas station. Turn off the gas and rescu
   the 3 victims in the station.

1.  Have your two pairs chop open their doors, then start putting out fires.
   Have one guy on the right side head to the door to the small room. Once
   that door is open have him go in and turn off the gas.
2.  Save all but one victim and concentrate on putting out all the fires. Once
   everythign is out, position your men at the entrance to the building next
   door, by where the back of the truck was. Put a couple men by the entrance
   where your trucks started. Refill everyone.
3.  When the last victim is saved part 2 will end.

Part 3. Save the workers
-------------------------
Additional Units:
   None
Additional Vehicles:
   None

Scenario:
   The building next door is on fire. Save the 3 workers trapped in the
   building.

0.  You can't get through the boarded up windows, but it's important to bash
   open the window just to the left of the side entrance (towards the gas
   station). This room will have back draft if you don't and will injure your
   fireman when he opens the door. So make sure one guy bashes open the window
   before you send him in.
1.  Send the two groups in and have them start on the fires. Group one should
   be in an empty room, group two is by a stairwell (can't use it). The first
   worker is in a room across from group 1 but it should be faster for group
   two to reach him. Guy two is next door to group 1. Put out all the fires
   and wait on guy 3 who is at the end of the hall.
2.  Before you rescue the last guy, prepare for part 4. Refuel everyone and
   send everything (trucks and all men) down to the other end of the gas
   station. The fires in part 4 will be way down here where a pickup has
   crashed into the building.
3.  When the last victim is saved, part 3 will end.

Part 4. Get the Money
----------------------
Additional Units:
   2 Regular firemen
Additional Vehicles:
   1 Ladder truck
   1 Ladder Pump truck

Scenario:
   Yet another building is on fire because of a crashed car. The crook is
   holed up in this one with the money. Get him, the money and 6 more victims.

1.  Since you already moved everyone over here, have the pump truck start
   puttin out the lower fires. Move in the ladder pump to get the upper ones.
   When it's clear, put the ladder on the first open window (left side). Send
   up a bunch of guys (all or at least 5).
2.  A door directly across from the window you enter has 2 victims behind it.
   Save them and have everyone else continue through the room(s) putting out
   the fire.
3.  Eventually, you'll reach the main hall with a door across and a door to the
   right. DON'T open the door to the right, it has a bad backdraft (see smoke
   under door). The set of rooms straight ahead contain the money and a
   victim. The area to the far right (stay away from the smoking door) has the
   Fugitive and another victim.
4.  Once all the victims are out of this area, move the ladder over to the very
   end of the building. The last window (far right, you originally went in the
   far left) should be open. Send two firemen up, put out any fires, and
   rescue the last victim from the bathroom.
5.  When the last victim is saved, the mission will end.

Victory Ratings:                    Notes:
   Intervention Time                   < 13 min. gets 5 medals
   Number of Victims                   Must be 0 to get 5 medals
   Total Firemen Injuries              ?  30 gets 5 medals
   # Vehicles Destroyed                Must be 0 to get 5 medals
   Vehicle Damage                      0 gets 5 medals
   Fire Size                           62 gets 5 medals
   Money Bag Saved                     yes (1) gets 5 medals
   Fugitive Found                      yes (1) gets 5 medals


-------------------------------------
2.06 - Mission 06 - The Toxic Train
-------------------------------------
A train carrying some nasty stuff for making pesticides hit a tractor and has
derailed. The toxic chemicals are burning and releasing a highly toxic gas into
the air.

Victory Conditions:
-------------------
   - Save all the victims (5)
       - 1 by train engine
       - 1 by crossing
       - 1 in barn
       - 2 in tunnel
   - Keep pollution to a minimum
   - Save the town (7 houses)

Part 1.
---------
Starting Units:
   5 Regular Firemen
   1 Technical specialist
   1 Paramedic

Starting Vehicles:
   1 Ambulance
   1 Tanker Truck
   1 Pump Truck

Scenario:
   Put out the fires on the chemical cars and keep the fire from spreading and
   igniting the gas tanker car and the grain silos. Save farmer and train
   engineer.

1.  Since the paramedic and tech aren't as good at putting out fires, send them
   after the two victims. The first victim is directly in front of you at the
   crossing, the other is to the left near the engine.
2.  There are specific fires you want to control. The main one is the chemical
   slop directly at the crossing. Put the pump on that immediately. Right
   after, send two guys across to keep the first off the cars and tractors.
   Exploding cars are BAD. Send the other three left. Keept the first off the
   parked tanker train car and put out the engine soon. The pumper is best on
   the chemicals but you'll have to work it manually.
3.  Once the two victims are safe (early) send them to fires that should be
   spreading behind you. It will probably spread to the grain silos and you
   will be warned about them. If things are calming down by the train bring
   the pump truck up to the grain silos. Don't fool around, if those grain
   silos explode (orange bar is gone) you'll have plenty of fire and
   pollution.
4.  If fires start spreading to the barn and house get your men on it fast.
5.  Eventually this part ends (not sure on the exact trigger).


Part 2. The Town
-----------------
Additional Units:
   1 Extraction Specialist (?)
Additional Vehicles:
   None

Scenario:
   The fire's spreading to the town. Save the houses and stop the fire. Save
   one other victim.

0.  There are a number of small storage buildings that have fuel / chemicals of
   some type. These are what you want to keep the fire away from. In my case,
   the barn behind the chain fence was burning briskly, but if you can't
   control the fire by the entrance to the tunnel you'll have to get it there
   too.
1.  Send your men over to the house. Get the pump truck moving that way ASAP.
   Use the Pause/Move technique discussed under tips and techniques. You want
   the pump truck to put out the fires on the barrels in the store area next
   to the barn before they blow.
2.  Once all the fires are out, move everything over to the entrance to the
   tunnel. Put the pump truck in front, but don't get too close, that car
   carrier is about to blow. When everything is moved, send the para down to
   the warehouse on by the tunnel to save the last victim.
3.  When that victim is saved this part is over.


Part 2. The Town
-----------------
Additional Units:
   1 High Temp Specialist
   1 Regular Fireman
Additional Vehicles:
   1 Helecopter?

Scenario:
   The fire in the tunnel is now an issue. Two engineers are trapped inside.

Notes:
   The two new men arrive on the hill over the tunnel, by an entry ladder. I
   don't believe the helecopter is available for normal use, possibly just for
   refeuling. You cannot climb the ladder with a victim.

1.  Send both the new guys down the ladder. Start the pump truck on the cars in
   the car carrier. Now send the HT through the fire to the button on the wall
   of the tunnel. This will disipate the poisonous smoke.
2.  Have the HT and the other fireman keep the fires off the two victims. Work
   with the pump truck to put out the fires. The one on the corner of the car
   carriers (where the entrance is narrow) is very hot and will kill you men
   easily. Be carful for a while and keep people away from the cars.
3.  When either things are either under control or all the cars have exploded,
   carefully start sending the men in to assist with the fire. When the way is
   clear get the two victims out.
4.  When the victims are out the mission will end.

Victory Ratings:                    Notes:
   Intervention Time                   < 12 min. gets 5 medals
   Number of Victims                   Must be 0 to get 5 medals
   Total Firemen Injuries              ?  30 gets 5 medals
   # Vehicles Destroyed                Must be 0 to get 5 medals
   Vehicle Damage                      0 gets 5 medals
   Fire Size                           56 gets 4 medals
   Pollution Level                     < 19 gets 5 medals
   Houses Lost                         1 gets 5 medals


==================
3.0 - Extra Stuff
==================

3.01 - Model Viewer
--------------------

3.02 - Unlocking all the Missions
----------------------------------
If you can't be bothered to play through the levels in sequence, or if you had
to reinstall without keeping your SAVE folder around it's not too hard to
unlock all the missions. You can even set how well you did...

In your Emergency Fire Rescue game folder there's a folder labled "SAVE".
Inside that there should be a file called "Progress.dat". Open that up with a
plain text editor (like Notepad or UltraEdit). A blank, new game should look
like this:

[PLAYER_INFO]
Progress    = 0
Star0       = 0 0

You can unlock all the levels by editing this file to look like this:

[PLAYER_INFO]
Progress    = 9
Star0       = 0 0
Star1       = 0 0
Star2       = 0 0
Star3       = 0 0
Star4       = 0 0
Star5       = 0 0
Star6       = 0 0
Star7       = 0 0
Star8       = 0 0
Star9       = 0 0

If you feel like dishonestly representing yourself, you can change the first 0
after the '=' to a 5 to give yourself 5 medals for that mission. I can't
imagine why you'd ever want to though.


3.03 - Gameplay History
------------------------
Here's something quite interesting. If you go to your Emergency Fire Response
folder and open the 'Stats' folder you might see something like
"SOMENAME_ENTREPOT.txt" where "SOMENAME" is the name of the computer your
using. "ENTREPOT" means Warehouse in French. That particular text file records
the results from every time you play the warehouse mission. If you open it up
you'll see a list of entries like this:

Rapport du : 18/7/2004 - 20:13:51       Date played:  Day/Month/year
Durée totale : 8 min                    Intervention Time:
Difficulté : 0                          Difficulty: 0-easy 1-reg 2-hard
Nombre de civils morts : 0              Dead Victims:
Nombre de pompiers morts : 0            Dead Firemen:
Nombre de dégâts pompiers : 18          Fireman Damage:
Nombre de véhicules détruits : 0        Destroyed Vehicles:
Nombre de dégâts véhicules : 0          Vehicle Damage:
Nombre de feux allumés : 120            Fire Size:
Mission spec1 : 3                       Mission Special 1 (clues for warehouse)
Mission spec2 : 1                       Mission Special 2 (# machines lost)

There should be one TXT file for each of the missions you've played. The
translation of the names goes like this:  (not that it's very hard)

BANQUE          -  Bank (The Vault)
ENTREPOT        -  Warehouse (Arson)
QUARTIER        -  Embassy
TUTORIAL01      -  Tutorial (duh)
VILLA           -  The Villa

These are a nice way to look over your progress on a particular level.

An odd thing about them though, is that the Fire Size recorded is VERY
different from what your told at the end of the mission. In the above example I
had a firesize of 40 when I finished the mission not 120 as stated here. It's
not just a 3 to 1 sort of thing either. On another mission I got 51 and the
file said 113, and 88 vs 1059 for another. Anyway, they're still relative, so
you can use them to track your progress.


3.04 - Game Data
-----------------


=================================
4.0 - Frequently Asked Questions
=================================

Q: The box says that the game has 34 missions in 10 areas, but I only see 10
missions, one in each area. What gives?

A: From what I can tell, it's a marking guy trying to make a mountain out of a
mole hill. There seems like there will be 34 SECTIONS in 10 MISSIONS each in
it's own area. Sections are very different from mission but I'm guessing some
marketing guy wanted to make the game sound better. It would have been better
for them to tell it like it really is.

Q: Wow, sounds like a swell new game. Where can I get it?

A: The game did not receive wide release and is not exactly easy to come by.
There are currently (July 2004) a fair number coming up on Ebay. Additionally
you can still purchase it directly from Dreamcatcher Interactive online  (
http://www.dreamcatchergames.com/dci/emergency/index.html ).

Q: Good golly, the CD copy protection is not only annoying, but causes the game
not to work.

A: It would appear that they anticipated this, as they tell you to contact them
if you have trouble like this. There are a few patches on their website, one of
which specifically updates the copy protection:
http://www.dreamcatchergames.com/dci/support/efr.html

Q: Gee, this game has been out for a while and nobody seems to give a crap
about it, so why are you making an FAQ?

A: It would appear, by the lack of codes, FAQs and board activity that nobody
is interested in this game. I, on the other hand, find it both interesting and
refreshing. Based on that, and the fact that there is not already an FAQ, I
decided to write one myself. I enjoy it but don't like making them for games
that have FAQs already.

Q: Are there other games like this?  (ie. RTS non-combat)

A: Not really. You could almost include this in with the SIM games, but I would
rather not. There is also a game called John Deere: American Farmer which
appears to be a RTS non-combat game. It is getting ridiculed even more than
this game and I'll probably make an FAQ for it soon as well depending on if
it's at least somewhat interesting.


=============================
5.0 - Credits / Contact Info
=============================

This FAQ is copyright Aaron Cloutier, 2004.
Emergency Fire Response is copyright Dreamcatcher Interactive, 2004.

I have given permission to publish this FAQ only to www.GameFAQs.com
this also means that you may find it on GameSpot.com, which is, unfortunately,
a necessary evil.

Thanks go out to:

   CJayC / GameFAQs  (GameSpot can get stuffed)
   My Wife


If you find this Game fun and/or this FAQ interesting and informative, please
drop me a line. I'd love to know that I'm not the only person interested in
such a fun game:

ascloutier AT gmail.com