==============================================================================
Firefighter: F.D.18 (PS2) (2004)
==============================================================================

 Firefighter: F.D.18 Copyright 2004 Konami

 This document is created by Faididi and Co. (faididi@yahoo.com)
 Copying or distributing this, in whole or in part, for profit
 without the explicit permission of the author is prohibited.


------------------------------------------------------------------------------
[-] Document Version History
------------------------------------------------------------------------------

Version 2004 (2004-03-22 Monday)
 - Initial release.

Version 2005 (2005-07-19 Tuesday)
 - Corrections made.

Version 2006 (2006-07-19 Wednesday)
 - Document streamlined.

Version 2008 (2008-07-19 Saturday)
 - Corrections made.

Version 2010 (2010-07-19 Monday)
 - Corrections made.


==============================================================================
[0] Contents
==============================================================================

[1] Overview
 [1.1] Story
 [1.2] Characters
 [1.3] Controls
 [1.4] Stage Objects
 [1.5] Weapons
 [1.6] Items
 [1.7] General Tips

[2] Strategies
 [2.1] Stage  1: Tunnel
 [2.2] Stage  2-1: Lab. West Wing 2F
 [2.3] Stage  2-2: Lab. West Wing 3F
 [2.4] Stage  2-3: Lab. West Wing 5F
 [2.5] Stage  2-4: Lab. East Wing 4F
 [2.6] Stage  2-5: Lab. Stairwell
 [2.7] Stage  3-1: Cruiser Ballroom
 [2.8] Stage  3-2: Cruiser Cabin
 [2.9] Stage  3-3: Cruiser Engine Room
 [2.A] Stage  4-1: Plant Storeroom
 [2.B] Stage  4-2: Plant Control Room
 [2.C] Stage  4-3: Plant Chemical Warehouse 1
 [2.D] Stage  4-4: Plant Production Line
 [2.E] Stage  4-5: Plant Tank
 [2.F] Stage  4-6: Plant Chemical Warehouse 2

[3] (reserved)

[4] Extra Bonuses

[5] Document Credits

[6] Contact Information


==============================================================================
[1] Overview
==============================================================================

 Konami's Firefighter: F.D.18 is an action shooter that features a hero
 who fights fires that are seemingly intelligent.


------------------------------------------------------------------------------
[1.1] Story
------------------------------------------------------------------------------

   What appears to be another accidental fire marks one more day on the job
 for Dean, a firefighter of Port Serena. However, this disaster is merely
 the first in a growing string of arson attacks, and Dean is soon forced to
 battle increasingly deadly flames as he unknowingly plunges into a conspiracy
 of greed and revenge. However, who can complain when he also gets to meet an
 attractive lady who may help him overcome his mental issues?


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[1.2] Characters
------------------------------------------------------------------------------

Dean McGregor, F.D.18 Firefighter
 An angry, hose-hauling, axe-swinging fireman with a vengeance. Dean has the
 odd tendency of treating "the fire" as a sentient being, and he has a good
 reason for doing so. The boss fires in this game literally have minds of
 their own and will try everything they can to kill him.

Emilie Arvin, KNM Reporter
 A rookie reporter working for a news network owned by Konami. Intelligent,
 young, and irritating as hell, Emilie really, really likes red clothing.
 She will also develop an awesome attraction to Dean.

Craig Andrews, F.D.18 Firefighter
 Dean's friend and partner. Craig serves as the Backup (special attack).
 The rest of the time, he just bitches a lot and gives Dean warnings, advice,
 or curses.

Richard Grace, F.D.18 Chief
 Dean and Craig's boss. Richard bitches even more than Craig and just
 passes out orders while smoking on the job. He sometimes says a bunch
 of stupid shit that has nothing to do at all with the fires.

Harris Blackwell, Senator
 A politician currently in Port Serena to handle some business.

Jason Hunt, Cyclone Networks Researcher and Arsonist
 A hardware engineer who has developed an internet data collection system.
 Jason is the creepy guy with the scars who wants to murder his enemies by
 setting off fires with his bombs.

Paul Murphy, Cyclone Networks Executive
 Some fat corporate bastard. He is the kind of guy who deserves to get
 axed in the back.

Small Robot
 A round robot. It attacks by charging up to Dean and then electrocuting
 him. To kill it, dodge around it and then hit it with the Axe one time.

Medium Robot
 A tracked robot. It behaves like the small robot. To kill it, dodge around
 it and then hit it with the Axe three times.

Large Robot
 A box-shaped walker. It attacks by facing Dean and then electrocuting him
 or by making a spinning attack. To kill it, hit it with the Axe six times.
 Lure it into performing its electrocuting attack, hit it twice, and then
 dodge backward when it glows red and begins its spinning attack. (Bombs
 can also be used to kill large robots instantly.)


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[1.3] Controls
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Movement Stick (Left Stick) - Move (relative to the screen).

Camera Stick (Right Stick) - Turn and aim while firing.

Avoid/Dodge Button (X) - Perform a quick-step/dodge maneuver.

Crouch Button (L2) - Crouch.

Lock Button (L1) - Sidestep and walk instead of run.

Action Button (Circle) - Perform a context-sensitive action, like opening
 a door, using a switch, entering or exiting an air duct, or kicking crates.

Hose/Axe/Fire Button (R1) - Use the equipped weapon.

Converge/Spray/Nozzle Button (Triangle) - Adjust the spray type (Hose only).

Backup Button (Square) - Use Craig, whose Impulse has a much wider reach.
 Dean is also invulnerable during this time. Even if he gets knocked down,
 crushed, or otherwise mangled, he will get back up without any loss of HP.

Camera Reset Button (R2) - Reset the camera behind Dean.

Quick Change Pad (D-Pad) - Change weapons (without using the Subscreen).
 Press Down for the Hose, Right for the Axe, Up for the Fire Extinguisher,
 and Left for the Impulse.

Equipment Menu Button (Select) - Pause, and access the Equipment Menu.

Pause Button (Start) - Pause. To reset the game, press Select and Start
 together for two seconds.


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[1.4] Stage Objects
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Small Crate
 A small brown box. To destroy it, Dean should kick it with his mighty boot.
 Use the Axe to eliminate entire stacks of small crates at once.

Large Crate
 A tall gray container. To destroy this, hit it with the Axe three times.

Gray Barrel
 A gray barrel. This is detonated after being sprayed by water
 (making it emit blue energy first).

Wall Crack
 A thick crack in a wall. To destroy this, hit it with the Axe four times.

Red Switch
 Unlocks security doors.

Blue Switch
 Activates water sprinklers, which can help reduce some fires.
 In one Mission, blue switches are instead used to move lifts.

Yellow Switch
 Vents out flammable gas (the yellow fart vapors). In an area flooded with
 flammable gas, if Dean runs, dodges, or uses the Axe to hit objects too
 frequently without venting out the gas, the entire area will blow up, giving
 him lots of pain. Oddly enough, survivors aren't affected by gas explosions.


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[1.5] Weapons
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Hose (NZL)
 Dean's main weapon. It has infinite ammunition, and it can be adjusted
 to shoot a narrow spray or a wide spray. Use the narrow spray against most
 flames, including the bosses. Use the wide spray against wide patches of
 small flames and floating hazards, like flying embers and flaming shirts.

Axe (AX)
 A dull, rusty blade with a thick, wooden handle. The Axe can destroy crates,
 wall cracks, certain damaged doors, and evil robots.

Fire Extinguisher (EXT) (Capacity: 10 seconds)
 A big red canister containing a special chemical liquid. Fire Extinguishers
 are more powerful than the Hose, but they have limited ammunition. They
 also have a shorter range and a narrow spray that can't be adjusted.

IFEX Impulse (IFEX) (Capacity: 15 charges)
 A firefighting gun that shoots bursts of compressed vapor. The Impulse can
 clear out a very long and fairly wide patch of flames with a single blast,
 but it has limited ammunition. It also takes time to charge up to prepare
 slightly bigger shots, although a low-charge blast is still very effective.
 Do not aim at face.


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[1.6] Items
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Drink (Health Drink)
 A bottle holding a tasty beverage. Restores HP by 25 percent, and restores
 heat resistance completely. Dean's favorite brand can be bought at a
 cheaper price in Silent Hill, but don't tell him that.

First-Aid Kit
 A case filled with drugs. Restores HP by 50 percent, and restores
 heat resistance completely.

First-Aid Kit SP
 A case filled with more drugs. Restores HP and heat resistance completely.

Impulse Tank
 A big gray canister. Use these to fully recharge the Impulse.

Bomb
 A rectangular block of explosives that is detonated after being sprayed
 by water (making it emit blue energy first). The Bombs are actually a
 portable version of the explosive gray barrels. They are meant to quickly
 destroy wall cracks, crates, and large robots, in case Dean is too lazy
 to use the Axe. Spray them to light the fuse, and then run like hell.

Keys and Keycards
 Devices for opening locks. Most locked doors must be opened with keys,
 but some can be broken down with the Axe, and some can be unlocked only
 by pressing a red switch.

Lost Items
 Various objects of value that have been left behind by survivors.
 (See the Lost Items section for more information.)


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[1.7] General Tips
------------------------------------------------------------------------------

 - Dean's health meter indicates both his HP (dark green bar) and his heat
 resistance (light green bar). If he touches regular flames, he loses merely
 heat resistance. If he touches flying embers, falling objects, electricity,
 or other heavy attacks, he loses HP. Dean's heat resistance is limited
 by his HP, so the more major pain he sucks up, the less time he can spend
 wading through flames. If his heat resistance hits zero, Dean gets wasted,
 possibly with his ass sticking up.

 - All health-restoring items will also restore heat resistance completely.
 If Dean's heat resistance is low but his HP is still high, he should use a
 Drink. That way, he can save his First-Aid Kits until his HP is in bad shape.

 - Dean's inventory is reset at the beginning of every Stage. He should feel
 free to use up health-restoring items and Backups during the boss scenes.

 - Permanent flames can't be extinguished, and they emit thick red vapors
 when Dean shoots them. Go around or dash straight through them.

 - Backdraft rooms have doors with very thick smoke billowing out from the
 bottom. To avoid backdrafts, open the doors and then quickly dodge sideways.
 Backdraft rooms never hold survivors, but they may contain items or switches.

 - Running across oil patches will cause Dean to slip and fall, suffering a
 small loss of HP while making himself look like a dumbass. To quickly move
 over oil patches, dodge forward across them.

 - Survivors who lose too much health (red bar) will be treated as injured.
 If Dean or any survivor gets wasted, it's Game Over.

 - If it's Game Over, Dean may continue by restarting from the beginning
 of the Mission. Dean's inventory will be reset to whatever it has been at
 the beginning of the Mission, but his HP and his Backups will be restored
 completely. There is no real penalty for continuing excessively.


==============================================================================
[2] Strategies
==============================================================================


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[2.1] Stage 1: Tunnel
------------------------------------------------------------------------------


Mission 1-1 A:

 Cell Phone - In the low-visibility corridor after going down the stairwell,
 at the dead end (closer to the stairwell). Take this before rescuing the
 last survivor.


Mission 1-1 B:

 Wallet - Between the elevated pedestrian walkway and a car, not far from
 the first survivor.

 Stuffed (Giraffe) - After the first large cylindrical ventilation unit that
 falls from the ceiling, in the middle of the road before the third survivor.
 Take this before the nearby car blows over onto it. (After rescuing the
 second survivor, charge straight toward it without getting knocked down
 by the falling rubble.)


Mission 1-1 C:

 There are no Lost Items here.


Boss: Blaze

 Blaze is a bigger, fatter version of a regular flame. It spits out smaller
 flames and ground flames from time to time. Keep hitting it with a narrow
 spray, and use a wide spray to take out the smaller flames.


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[2.2] Stage 2-1: Lab. West Wing 2F
------------------------------------------------------------------------------


Mission 2-1 A:

 There are no Lost Items here.


Mission 2-1 B:

 Shoulder Bag - In the conference room (with a display screen) that has
 two doors, not far from the first survivor.


Mission 2-1 C:

 Cell Phone - In the security room near the flame tongue that periodically
 shoots out from a wall.


Mission 2-1 D:

 Attache Case - In the room with Inferno, at a corner. Take this after
 defeating the boss but before rescuing the last survivor.


Boss: Inferno

 Inferno is a larger version of a regular flame. The other flames around
 it will release embers, and flame pillars will be moving across the room.
 Hit it with a narrow spray whenever possible. Take out the embers with a
 wide spray, but avoid the flame pillars.


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[2.3] Stage 2-2: Lab. West Wing 3F
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Mission 2-2 A:

 There are no Lost Items here.


Mission 2-2 B:

 Document - In the first backdraft room.

 Briefcase - In the second backdraft room.


Mission 2-2 C:

 PDA - In the large server room next to the short corridor with the Keycard,
 on a table at a corner.


Boss: Angel Flare

 Angel Flare mainly attacks by blowing flaming shirts around the room.
 Dodge the flaming shirts, or extinguish them with a wide spray. Later,
 it will also send out ground flames. Keep hitting it in between the
 barrages of flaming shirts and ground flames.


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[2.4] Stage 2-3: Lab. West Wing 5F
------------------------------------------------------------------------------


Mission 2-3 A:

 There are no Lost Items here.


Mission 2-3 B:

 Family Snapshot - In the office room with the second survivor.

 Trophy - In the smaller locker room, next to the room with the last survivor.


Mission 2-3 C:

 There are no Lost Items here.


Mission 2-3 D:

 There are no Lost Items here. (This is the elevator scene.)


Mission 2-3 E:

 Handbag - In the large conference room with the first survivor.

 Confidential Document - In the large conference room with the
 first survivor.


Boss: Fire Storm

 Fire Storm consists of three flame vortices that move around the table,
 sucking Dean toward them. (Can you say bullshit?) Dean should keep spraying
 them at the base, dodging backward whenever he is too close to the vortices.
 The embers they drop can be avoided or extinguished with a wide spray.
 Focus on killing one vortex at a time.


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[2.5] Stage 2-4: Lab. East Wing 4F
------------------------------------------------------------------------------


Mission 2-4 A:

 Document - In a backdraft room.


Mission 2-4 B:

 There are no Lost Items here.


Mission 2-4 C:

 There are no Lost Items here.


Mission 2-4 D:

 DVD-ROM - In the corridor with the water sprinklers that can extinguish
 the flame tongues.

 Motherboard - In a large office with flammable gas, near the yellow switch.
 (This room is between the survivors.)


Mission 2-4 E:

 There are no Lost Items here.


Mission 2-4 F:

 There are no Lost Items here.


Boss: Core and Tentacles

 The Core is the fire in the main chute at the center, and the Tentacles
 are the two hoses on either side. (Can you say major bullshit?) Kill the
 Tentacles first. The fireballs they spit out can be avoided or extinguished
 with a wide spray. When the Tentacles spew out a cloud of yellow flammable
 gas, move away before it ignites. After killing the Tentacles, spray the
 Core. Sidestep the flame tongue it unleashes.


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[2.6] Stage 2-5: Lab. Stairwell
------------------------------------------------------------------------------


Mission 2-5 A:

 Wallet - In the stairwell dead end, near the survivor who is reached through
 a wall crack.

 Pendant - In the second locker room, between the series of two wall cracks.
 Kill the medium robot behind the small crates, and then search its place.

 Laptop - In the roughly L-shaped office room, after the series of two wall
 cracks, but before the flame tongue that covers the door that can be broken
 open with the Axe.


Mission 2-5 B:

 Attache Case - In the backdraft room, near the three large crates and the
 locked door that can be opened with the Key.


Mission 2-5 C:

 There are no Lost Items here.


Boss: Hellfire

 Hellfire is initially a large column of fire that erupts at different places
 within the chasm. Spray it whenever it emerges. It can charge up and release
 flame tongues. Keep moving sideways to avoid these tongues while hitting it
 with a narrow spray. Get rid of the other flames with a wide spray if they
 get in the way. Later, it will turn into a blue cloud at the center of the
 chasm. Keep hitting it, and move sideways to avoid its flame bolts.


------------------------------------------------------------------------------
[2.7] Stage 3-1: Cruiser Ballroom
------------------------------------------------------------------------------

 Dean normally doesn't have his usual firefighting equipment with him here.
 He won't automatically recover his heat resistance, so he must take care
 not to touch flames, and he must rely on Fire Extinguishers. Craig also
 isn't with him, so there are no Backups.


Mission 3-1 A:

 There are no Lost Items here.


Mission 3-1 B:

 Shoulder Bag - In the middle of the first ramp, the one that will break
 apart at the middle. To reach this, go down one floor first, and then
 come back up from the lower end of the ramp.

 Suitcase - On the floor with the last survivors, by the railing at a corner.


Mission 3-1 C:

 Handbag - Behind the counter, across from Death Pyre. This can be reached
 after the boss is defeated. Go into the staff room behind the counter.
 Take the Axe, and use it to break open the door to the counter.


Boss: Death Pyre

 Death Pyre attacks by sending out ground flames that are aimed at Dean's
 last position, so he should keep sidestepping to dodge them while spraying
 it. It also spits out burning candles that are preceded by bright heat rays
 that can be seen on the ground. Stay between the heat rays to avoid them.


------------------------------------------------------------------------------
[2.8] Stage 3-2: Cruiser Cabin
------------------------------------------------------------------------------


Mission 3-2 A:

 Mask - In the U-shaped storage room, on the left side. To reach this,
 break open the wall crack from the left corridors outside.

 Family Snapshot - In the fourth leftside cabin (facing down the corridors),
 near a flame tongue. (This is next to the leftside backdraft room.)


Mission 3-2 B:

 Pendant - In the second leftside cabin.

 Music CD - In the leftside storage room, which has permanent flames blocking
 its door. To reach this, break open the wall crack.


Mission 3-2 C:

 Suitcase - In between some cars and the outer walls of the stairwell,
 not far from the starting point and the first survivor.


Mission 3-2 D:

 Shoulder Bag - In the last room after Helldriver, on the right side.
 Take this before the nearby car blows over onto it.

 Handbag - In the last room after Helldriver, on the left side.
 Take this before the nearby car blows over onto it.

 Stuffed (Giraffe) - In the last room after Helldriver, on the middle,
 near the survivor. Take this before the nearby car blows over onto it.


Boss: Helldriver

 Helldriver consists of three flaming cars whose explosions make them slide
 around, threatening to squish Dean. (Can you say extreme bullshit?) They
 will also release small flames and leak oil patches. Stay away while hitting
 the cars with a narrow spray. The lead vehicle (with electric sparks), whose
 weak point lies in its front hood, also releases a flame tongue whenever it
 slides. Focus on killing one car at a time.


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[2.9] Stage 3-3: Cruiser Engine Room
------------------------------------------------------------------------------


Mission 3-3 A:

 Briefcase - In the second backdraft room, which is reached via the
 first backdraft room.

 Laptop - In the rectangular dead-end room shortly after the backdraft rooms.


Mission 3-3 B:

 Cell Phone - In the locker room next to the first backdraft room.

 Wallet - In the large backdraft room on the way to the last (only) survivor.


Mission 3-3 C:

 There are no Lost Items here.


Mission 3-3 D:

 There are no Lost Items here.


Boss: Parasite Flame

 Parasite Flame is a small fireball that migrates to a different spot on the
 large engine after it takes enough damage. (Can you say supreme bullshit?)
 It always moves to the same places in a predetermined order. (Use the Radar
 to see where the boss is.) Shooting through the railing and stairs to hit
 it is also possible. There are three floors in the room, and Dean can run
 around the entire third floor without having any stupid obstacles blocking
 his way.


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[2.A] Stage 4-1: Plant Storeroom
------------------------------------------------------------------------------


Mission 4-1 A:

 Confidential Document - In the square-shaped place with the second survivor,
 near some drums.


Mission 4-1 B:

 Laptop - In the later half of the area, after the fire column trap but
 before Tri-Blade, near some large crates.


Boss: Tri-Blade

 Tri-Blade is a flame that initially has three arms projecting out from it.
 Spray its center while staying between the arms, which can change their
 direction of rotation. Later, the arms may retract, and it will continue
 the rest of the battle by bombarding the place with fireballs. Take out the
 small flames with a wide spray as needed.


------------------------------------------------------------------------------
[2.B] Stage 4-2: Plant Control Room
------------------------------------------------------------------------------

 Dean must use every lift at least once to reach all the survivors, except
 the very last lift that leads to an optional First-Aid Kit SP. The lift
 in the middle of the area has two switches, because it can move along two
 different tracks.


Mission 4-2 A:

 PDA - After the second survivor (shown on the Radar), go down the nearby
 stairs, and charge through the permanent flames to the edge of the broken
 walkway. (Dean may have seen this earlier from the other side of the gap.)

 Memory Device - After the switch that extends a bridge toward the end,
 go down the nearby stairs, to the edge of a broken walkway.


Mission 4-2 B:

 There are no Lost Items here.


Boss: Fatal Pulse

 Fatal Pulse attacks by releasing embers, which can be avoided or extinguished
 with a wide spray. It can also cause drums to explode upward and then bounce
 toward Dean. Later, it will move up the stairs and release ground flames.
 Given the limited amount of room here, clearing out any small flames that
 break out on the walkway is very important.


------------------------------------------------------------------------------
[2.C] Stage 4-3: Plant Chemical Warehouse 1
------------------------------------------------------------------------------


Mission 4-3 A:

 Document - In the dead-end corridor with water sprinklers and a
 medium robot, near the starting point.

 Master DVD - In the room before crouch-walking through the partially open
 shutter, behind the three large crates.


Mission 4-3 B:

 There are no Lost Items here.


Mission 4-3 C:

 Confidential Document - Before the first survivor and Blister Flare, in
 one of the middle corridors that has been blocked by the shutters earlier.


Boss: Blister Flare

 Blister Flare consists of three separate motors that cause explosive drums
 to bounce down the aisles. Stay between the aisles to avoid the drums while
 leaning out and hitting the motors with a narrow spray. The drums blow up
 only after they roll to a stop. (Use the Radar to see where the drums are.)
 Take out any small flames in the way. Focus on killing one motor at a time.


------------------------------------------------------------------------------
[2.D] Stage 4-4: Plant Production Line
------------------------------------------------------------------------------


Mission 4-4 A:

 There are no Lost Items here.


Mission 4-4 B:

 Motherboard - In the first half of the long U-shaped corridor, near the
 row of fallen consoles and a medium robot.

 Tin-Sheet Toy - In the dead-end room with a large robot, after the door that
 is blocked by a large crate. To save time, outmaneuver the robot, grab this,
 and then run away.


Mission 4-4 C:

 Memory Device - In the storage room with two doors after the air duct,
 on the left side (closer to the left door).


Mission 4-4 D:

 There are no Lost Items here.


Boss: Cremator

 Cremator can be hit only with a narrow spray from the moving platform
 between the two staircases. (Can you say ultimate bullshit?) It mainly
 attacks by generating flame pillars on the low conveyor track and hanging
 weights on the high conveyor track, both of which overlap the moving
 platform. Spray the flames and weights to knock them away as they come
 near, and spend the rest of the time hitting the boss. When it closes its
 hatch, it is preparing to shoot a flame tongue, so drop back down to the
 ground, and go up either staircase to avoid the tongue.


------------------------------------------------------------------------------
[2.E] Stage 4-5: Plant Tank
------------------------------------------------------------------------------


Mission 4-5 A:

 There are no Lost Items here.


Boss: Jason Hunt

 Jason attacks with a flamethrower, but he always tries to stay away. Run up
 close to him (sidestepping his flames), cause him to retreat, and then blast
 him with the Impulse. If the Impulse is out of ammunition, keep running
 around the place until an Impulse Tank magically appears at the square panel.


Boss: Bodyguard

 The bodyguard tries to kill Dean with punches up close or with shoulder
 rams from far away. Run around him and lure him into performing his punching
 attacks, and then dodge away, turn, and blast him with the Impulse. Wait
 for him to stop blocking and to begin walking once more before hitting him
 again. If he hunches down for his shoulder ram, dodge sideways to avoid him.
 If the Impulse is out of ammunition, keep running around the place until an
 Impulse Tank magically appears at the square panel.


------------------------------------------------------------------------------
[2.F] Stage 4-6: Plant Chemical Warehouse 2
------------------------------------------------------------------------------

 In the interior area, Dean must outrun the explosions and flames. He can
 spray the Bombs in front of the large crates to blow apart those crates.


Mission 4-6 A:

 Wallet - In the exterior area, on one of the lower junctions, behind some
 permanent flames.

 Attache Case - In the interior area, in the rectangular room, after the
 first set of corridors.

 Uchu Hikeshi - In the interior area, in the dead end of the second set of
 corridors, after the rectangular room. To save time, run around the large
 crates. Take this before entering the final corridor that has a blue switch
 for the water sprinklers at the end.


==============================================================================
[3] (reserved)
==============================================================================


==============================================================================
[4] Extra Bonuses
==============================================================================

Very Hard (Difficulty Setting)
 To access the Very Hard Difficulty Setting, finish the game on the
 Hard Difficulty Setting. (On the tougher Difficulty Settings, flames
 reduce heat resistance much faster, heavy attacks are more damaging,
 there are additional robots at certain areas, and there are additional
 low-visibility areas.)

Stage Select
 To access Stage Select Mode, finish the game on any Difficulty Setting.

Character Select - Dean Max McGregor
 To access Dean Max McGregor, obtain all 48 Lost Items. This is an enhanced
 version of Dean who has a greater HP capacity, infinite ammunition for the
 Fire Extinguisher and the Impulse, and 3 Bombs.

Character Select - Miss Crimson
 The conditions for earning Miss Crimson aren't clearly defined. In general,
 obtain all 48 Lost Items, and keep playing through the game on the various
 Difficulty Settings, earning Medals along the way. Miss Crimson is a joke
 character who has a special set of cutscenes, which tell a mildly amusing
 side story of sorts, Konami-style.

Salvaged Lost Items - Special Image
 To view a special image, obtain all 48 Lost Items. The Lost Items Screen
 indicates the Stages where they are located. The Lost Items' records
 are independent of the other records. Lost Items can be obtained across
 multiple sessions, in Story Mode or in Stage Select Mode, preferably on
 Easy. Lost Items reappear in subsequent sessions, but once all of them
 have been obtained at least once, there is no reason to find them again.

Realtime Cinema Viewer
 To access the Realtime Cinema Viewer, finish the game on any
 Difficulty Setting. The standard cutscenes (01-27) are available
 by default. The special cutscenes (#01-#27) are earned by playing
 through the game with Miss Crimson.


==============================================================================
[5] Document Credits
==============================================================================

Konami (www.konami.co.jp)
 For creating Firefighter: F.D.18.


==============================================================================
[6] Contact Information
==============================================================================

 mail: faididi@yahoo.com


==============================================================================
==============================================================================