
Here's a little guide, containing all the tunnel endpoints in Fury3 as well as some points of interest (easter eggs etc.) that you might find interesting to seek out.
Planet 1 - Terran
Terran is a beautiful introductory planet with interesting and varied terrain. There are elegant towers and temples and some striking Bion ground targets.
As you would expect, this first planet is relatively easy and the enemies present a minimal danger.
The music has a dark, slightly haunting quality, which rather grew on me after a while.
Mission 1 41, 60 <=> 46,224
42, 10 => 47, 42
There is an additional jumpgate on this level at 122,103, in the middle of nowhere, that doesn't work and can be destroyed.
Destroying it does not affect the end-of-level jumpgate.
Mission 2 152, 83 => 133, 92 *
71,130 <=> 184,106
146, 64 <=> 122,118
Mission 3 139, 89 => 101, 98 *
95, 78 <=> 160, 98
The first tunnel leads to the boss chamber. The exit back to the surface opens when the Terraform-O-Bot boss is destroyed.
This boss is the feeblest in the game. It has only 60 units of health (equal to 60 laser hits) and its shield generators have only 20.
The entrance on the surface to the tunnel, leading to the boss chamber is located on a large Bion structure.
This the Bion mothership that landed the invasion force. The entrance to the tunnel is below one of two exhaust vents, which can be destroyed with 125 laser hits.
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Planet 2 - L24-D
In the game' files, planet L24-D is referred to as "fog", which sums up this level, which is a bit difficult to like.
It has a grey surface and orange/brown fog. There aren't vast numbers of power-ups or tunnels and the ground targets require a lot of ammunition to destroy.
The refineries, which are big, silver and black spheres have huge collision boxes that your ship can easily get caught in.
This means that you have to make a number of passes on them, which is tedious, or, you have to reduce your approach speed enough to be an easy target for enemy aircraft.
The alternative is to use plenty of DOMs or RFL fire and not feel bad about using up the ammo.
One thing that is fun is chasing and destroying the transports that lift off from the bases.
Mission 1 8, 55 => 50, 65 *
Mission 2 211,247 => 210,204
203, 38 => 198, 56
Mission 3 104, 95 => 58, 88
This planet has the first of only two bosses, in Fury3 itself, that are located on the surface; as opposed to in an underground chambers.
This makes the boss more challenging than most since aircraft will continue to attack you during the boss fight.
This is one of the occasions when generous use of Vipers or BFMs makes sense. Eventually, they will destroy the boss' shield generators, leaving it vulnerable. It will also keep the enemy aircraft population under control.
If you feel like attacking the boss with guns/lasers, its hit point is the yellow cabin where its Bion pilot/operator can be seen if you get close enough.
This Sentient Factory boss is significantly tougher than the first, with 200 health points, while its shield generators each have 20.

Planet 3 - Ares
This is the first planet with two bosses; the sub-guardian on mission 2 and the guardian in mission 3.
The planet is referred to as "mars" in the in-game data and you can see why.
This planet has some very cool enemy aircraft including one that is like a flying claw.
Steer clear of the large, red Quinjet aircraft that appear in Mission 2. They take a bit of killing and can do you some damage if you get too close.
There aren't a vast number of power-ups available on the surface.
Mission 1 No tunnels
Mission 2 242, 62 => 226,105 *
The tunnel entrance above leads to a small room with 2 exits. Each of these 2 exits leads to the same place; a similar but larger room.
In the larger room, there are 3 exits. The 2 exits on the walls connect back to eachother via a tunnel.
The exit in the floor leads to the green boss chamber, which in turn leads to the exit, once the boss is destroyed.
The Sentient Plant boss has 200 units of health. The shield generators have 50 units each.
In all, there are 7 tunnel entrances;
Surface 1
Room 1 2
Room 2 3
Boss chamber 1
Entering each of these will give a tunnel score of 100% for the level.
Mission 3 121, 92 => ??? *
The tunnel leads to a room containing turrets and a single exit.
This tunnel, in turn leads to the boss chamber.
The exit of the tunnel is difficult to locate since the cutscene of the planet exploding begins to play immediately upon reaching the exit.
The Phase-Shifter boss is the joint-toughest in the game along with the Tiamat Octopus boss, with 600 hit points, while its shield generators have 40.
Add to that the fact that the boss is only vulnerable during some phases of its animation cycle.
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Planet 4 - New Kroy
This planet, called "city" in the game's files is exactly that. Flying between the buildings, laid out in a grid pattern is good fun.
Again, power-ups are not massively common while the various target structures require a lot of firepower to destroy.
The planet has some rather menacing music.
You'll notice some red, animated displays on the tops of some buildings.
In a bit of foreshadowing, the image is of the Fury planet boss.
According to the Strategy Guide, these displays originally showed the logo for a company belonging to one of the game's developers before he was persuaded to change it.
The police aircraft, according to the game's files, belong to a private police force, owned by the "Kingpin" of New Kroy.
Mission 1 151,180 => 87, 56
86, 57 =>
The first tunnel entrance is surrounded by a very large wall that reaches up to the cloud layer.
Use the satellite map (press Tab) to position the ship above the tunnel entrance and then fly down through the clouds.
The second tunnel leads to a room containing images and details about the makers of the game.
There is one exit in the room, which also returns you to the surface at (87,56).
I think that the interior of the above room is located near (151,180). It is visible from the satellite map but you cannot fly down into it due to a ceiling (invisible from outside), just under the cloud layer.
Mission 2 No tunnels
Mission 3 Tunnel is a mission objective
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Planet 5 - Sebek
The Shareware edition of Fury3 contained missions 1 and 2 of Sebek.
This planet contains the greatest variety of aerial and ground targets (and probably the coolest ones as well) and bears a resemblance to the Tei Tenga planet in Fury3's predecessor; Terminal Velocity.
The planet probably also has the most iconic bosses of the game.
Mission 1 173,160 => 149,141
157,180 => 225,205
Probably because this mission is the first one featured in the shareware version, it has a few attractions ...
At (91,130) is a huge egyptian ankh symbol in the ground.
At (210,241) and nearby are some resource bunkers containing some useful power-ups
At (133,194) is probably the clearest of the photos of the development team, included in the game as an easter egg.
At (125-160,1) are a series of ridges in the shape of the letters "JRS-TRI". It is the same as in mission 3, below but without the resource bunkers on top.
Mission 2 138,140 => 109,123 *
143,103 => 85, 89
Mission 3 126,184 => 23,168 *
122,224 => 79,223
113, 8 <=> 20,196
The first tunnel leads to the Anubis boss chamber and then back to the surface.
The boss chamber appears to be located on the map at (82,129).
There is a point of interest at (134-151,5). There are a series of ridges in the shape of the letters "JRS-TRI". On the ridges are a large number of powerup bunkers.
To achieve 100% tunnel completion for the mission, enter all three surface tunnel entrances, above, as well as the exit in the boss chamber, and re-enter the third tunnel from the other entrance.
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Planet 6 - Vestra
Mission 1 31,215 => 41,206 *
100,200 => 101,205 *
Mission 2 44, 17 => 80, 4 *
55, 6 => 97, 19 *
55, 33 => 58, 34
The third tunnel leads to a un underground chamber with a number of resource bunkers and an exit in the floor.
The exit tunnel leads back to the surface; near where the entrance lies and contains turbo and RFL power-ups.
Mission 3 133, 23 => 130, 29 *
98, 32 => 112, 21 *
102, 14 => ??? *
In the last tunnel, you'll find the Hammerhead boss.
In this chamber, there are green stalactites falling in various locations.
When these hit the ground, the game repositions them above the ceiling, ready to drop again.
If you destroy them with your weapons, they won't respawn, meaning that you can fly around the room in quiet and have a good look at the boss.
It has no weapons of its own. The only way that it can hurt you is if you fly right into the front of its head, which is where its own hit point happens to be.
Planet 7 - Tiamat
Mission 1 12, 48 => 67, 52
11, 29 => 39, 33
Mission 2 63,220 => 73,207
This tunnel leads to an underground chamber containing a large number of power-up bunkers and an exit in the floor.
The actual location of the room is (126,122).
Mission 3 193,195 => ??? *
This tunnel leads to the boss chamber.
The four shield generators, protecting the boss are on the ceiling. Each one spawns a shield restore powerup when destroyed.
The fireballs fired by this boss are surprisingly damaging and quite accurate.
This boss; The Octopus has a large amount of health; 600 units. A large number of vipers or quite a few bion fury missiles are needed to dispatch it.
Planet 8 - Fury
Mission 1 No Tunnels
Mission 2 190,152 => 191,110 *
190,114 => 191,147
151,128 => 81,190
76,191 => 128,190
122,191 => 156,127
As you can see, the tunnels above are essentially a chain. The exit to one tunnel lies pretty much beside the entrance to the next.
Tunnels 2, 4 and 5 have cool, unusual interiors.
On this mission and the next, you'll see ground targets resembling a grey box with a blue ring above it.
These are modelled on the original jump gates from Terminal Velocity.
Destroy these first since they spawn aerial targets.
Mission 3 34, 45 => 47,137 *
46,133 => 43, 45
43, 87 => 52,103 *
53, 87 => 43,104
The third tunnel above leads to the boss chamber.
There are five shield generators on the ceiling protecting this one; one in each corner of the room and another in the center.
This boss is unique since it tries to punch you out of the sky as soon as reach the boss chamber.
Its rocket launcher is also quite accurate. This boss is manageable to destroy with lasers if you just keep shooting it in the head.

The below planets are contained in the F!Zone expansion pack for Fury3.
Getting it to work is difficult since it does not run independently and needs to be installed into an existing Fury3 installation directory and the F!Zone installers don't work in any modern version of Windows.
The easiest way to run it is to use Terminal Fury, where it is included.
The expansion pack was made by WizardWorks and is not quite as polished as the original Fury3 but it represents a 'missing link' between Fury3 and Hellbender, given the more vivid graphical style, the increase in difficulty and the more complex underground environments.
F!Zone does have beautiful cutscenes that show off the player ship well. The cutscene that introduces the Kulart'T battleship features the brown dropship, which doesn't feature anywhere in Fury3 is a common sight in Hellbender.

Planet 9 - Belazure
An interesting planet, it has the same music as Hellbender's Planet 1; Morbos. Chasing the high-speed trains is fun but keep some turbo fuel in reserve for the boss in mission 3.
The planet is challenging and power-ups are relatively scarce.
Mission 1 131,145 => 175,122 *
145,125 => 179, 51 *
101, 95 => above underground room
The second tunnel leads to a room with two exits at the end, and an additional entrance.
Both exits lead to the same co-ordinates on the surface but you have to travel both these tunnels for 100% tunnel completion.
For this, go to the other tunnel entrance at (101,95) to access the underground room through the other entrance and then take the unused exit.
Mission 2 179, 69 => 145,98 *
152, 54 => 131,58
The first tunnel goes through an underground chamber, containing the usual mix of ground targets and power-ups.
Mission 3 139,155 => 144,124
214,120 => 206,143
The second tunnnel leads to a room with quite a few useful SKL/RFL powerups.
The boss on this planet is the only aerial boss in Fury3. It rises up from two curved supports that also act as shield generators.
While these generators are in-place, the boss remains invulnerable but also fairly stationary.
If you have difficulty destroying the generators, it seemed to me as though they had to be destroyed by shooting several times at the gold discs on their inward-facing surfaces.
Once both supports are destroyed, the boss vehicle will fly away. For its size, it is surprisingly fast and it will try to ram you.
You need to have a fair amount of turbo fuel available to put distance between you and it and a number of viper or bion fury missiles since SKL and RFL were slow to damage it.
This boss is very impressive and resembles a giant, illuminated, flying rotary saw.
Given that this planet is referred to as "mine" in the game's data, perhaps this vehicle was designed as a hovering excavator.
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Planet 10 - Futro Colonial Center
This is an attractive planet with purple-brown sky and landscape. The planet has very unusual music and a bizarre assortment of aerial targets.
Mission 1 21, 44 => 49, 45
66, 24 => 65, 6 *
The first tunnel leads to underground chamber with some useful viper missile power-ups
Mission 2 76, 59 => 53, 75 *
43, 74 => 24, 54
As mentioned in the briefing, some factories are building improved Unibot vehicles.
You can see quite a lot of them in Mission 2; recoloured and meaner-looking than the original version that you encounter on Terran.
The second tunnel leads to an underground chamber with quite a lot of power-ups.
Mission 3 100, 40 => 105, 36
100, 50 => 104, 56
In Mission 3, the boss appears to be broken or not fully-implemented. You can find what appears to be the intended boss chamber in the second tunnel above.
In there, part of the boss; a mechanical spider leg can be seen and destroyed. This is not an objective and is not necessary for mission completion.
It could be that the boss was just abandoned, left unfinished in the level and not implemented as a mission objective.
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Planet 11 - Kular'T
In these missions, you can see a lot of the design language and graphics style present in the sequel game; Hellbender starting to blend into the end of Fury3.
The grey and yellow bunkers found on the Kular'T also appear in Hellbender and the underground rooms are similar to those found in that game too.
The vibrant black, white and red colouration found in some of the tunnels is more reminiscent of that in Hellbender's environments; as opposed to the more subtle palette used in the main Fury3 missions.
Mission 1 87,189 => 87,193 *
66,189 => 66,193
165,190 => 165,169
176,190 => 176,169
165,205 => 165,225
176,205 => 176,225
96,187 => 123,190
103,152 => 103,103
The first two tunnels lead to the same underground room, which has an entrance and an exit at each end.
The tunnel exit co-ordinates correspond to the exit tunnel next to that entrance tunnel.
You need to travel both entrances and both exits for 100% tunnel completion.
The four tunnel entrances, in the second block above, lie at the corners of an H-shaped trench near the jump point.
Mission 2 176,135 => 177,232 *
3,158 => 227,118
The above tunnel leads to room 1, which has three passages. The middle is a dead-end with some high-value power-ups.
Left and right each lead to an exit. Both exits lead to different entrances to room 2.
Room 2 has a single exit to the surface, which, if used after destroying the two mission bosses, causes the game to lock up, when you reach the surface.
You can use one of the level jump codes below to get out.
For 100% tunnel completion, you can also ...
1. Enter and re-enter room-1 to use both exits, leading to room 2.
2. On reaching the surface again, take the other tunnel at (3,158)
... before destroying both bosses on the surface.
It appeared that you had to destroy the larger, odd-looking, green boss before the smaller, yellow one could be damaged.
Mission 3 158,108 => 99, 39 *
196, 23 => 99, 57
196, 12 => 99, 39
199, 3 => 99, 57
103,103 => 103,152
99, 19 => 99, 48
The first tunnel leads to room 1, which has 2 entrances and 2 exits.
The furthest exit in this room is marked as a mission objective and leads to room 2.
The nearest exit loops back to the adjacent entrance in room 1.
Room 2 has 1 entrance and 2 exits.
The near exit leads to room 3 and the far exit leads to the surface at (99,39)
The second tunnel in the list also leads to the single entrance in room 3.
The single exit in room 3 goes to (99,57) on the surface.
The end-of-game boss is a giant red cannon on the surface. It is guarded by about a half-dozen of the boss robots from the previous mission.
These robots need not be destroyed in any order, unlike in the previous mission.
Once they are gone, destroy the 4 shield generators around the cannon and destroy the cannon itself.
When attacking the cannon with lasers, I had too hit it where the gun barrel meets the base. However, missiles seemed to home in on the front of the cannon's base.
Legend
* tunnel that has to be entered as a mission objective to complete the mission
<=> tunnel that can be traversed in either direction
has to be traversed in both directions to obtain 100% credit at the end of the level.
=> tunnel can be traversed in only one direction
Typically, the exit is covered by an orange force field that prevents entry into the tunnel from this point.
Codes
trymeon Permanent invincibility
imtufff 30-second invincibility
icunomo 30-second invisibility
tufenuf Replenish shields
givitup Gives all weapons, turbo and shields
packin# Maximum ammo for weapon #
ssmokin Turbo fuel - 1000 units
urdustd Turbo Fury - increases turbo speed by 300%
stpnshp enable/disable hover mode - (hold Ctrl to hover)
wormit# Warp to planet #
jumpnit Jump to next level
frameit Toggle framerate counter
scopeit Audio oscilliscope overlay (?) ImagesDirectory contents last updated: 2022.03.22
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