This file is a list of frequently asked questions about the MPC (MS-DOS
CD-ROM) game _Star Wars: Dark Forces_ (which was released March 7, 1995).
It's also a file of answers to those questions ;-) DF was voted the #1 game!
(Poll taken in _Computer Gaming World_'s April, 1995 issue; results listed in
the June, 1995 issue.)
*** NOTE! ***
This is the 'final' version of the FAQList. I have relinquished maintainance
of the custom missions list (see section 10.3), so I do not anticipate making any changes to this FAQList (sorry, but I just don't have the time). A great big THANKS! to all who contributed. I hope this document was able to help some of you through DF!
Dark Forces Project Leader Daron Stinnett and Lead Artist/Co-writer Justin
Chin provided me with much inside info on DF. Many of the questions below
were answered with info provided to me by them. Thanks, Daron and Justin!
The *new* WWW site for the DF FAQ is (and will be, for the time being):
http://www.connect.ab.ca/~kloepel/df.htm
(A great big thanks to John-Paul May and the great people at TWEB for giving
the DF FAQList Website a home for over a year! Unfortunately, a fire destroyed TWEB in October, 1996. :-(
I humbly note that my site has been honoured on the "Cool List" compiled by
Warren Ernst <wernst@crl.com>, author of the excellent _Using Netscape_ .
Check out his Cool List at:
http://llama.jpl.nasa.gov/bookmark.htm
-KAL
May the (Dark) Forces be with you!
================
1.0 Introduction
================
1.1 What is "Dark Forces"?
==========================
"A long time ago, in a galaxy far, far away....
"The New Order of the Empire stretches its evil clutches across the galaxy,
consuming planets with devastating results. Through many struggles, the Rebel
Alliance has learned of a new Imperial battle station, the DEATH STAR, with
enough power to destroy an entire planet.
"Unable to acquire the plans to the deadly space station, the Rebels have
employed the skills of Kyle Katarn. Known to most as a mercenary for hire,
Katarn is a rogue figure who has a partial alliance with the Rebels.
"Armed only with a blaster pistol and an intimate knowledge of Imperial
methods, Katarn prepares to infiltrate the Imperial base in which the plans
are kept..."
Dark Forces is LucasArts' new first-person perspective game. It is based on a
LA-developed 'Jedi Engine', which supports "full 3D objects, a realistic
Each of the 14 missions encompasses a different world, each with a unique look
and feel. This is not a static environment, according to project leader Daron
Stinnett: "the worlds extend out in all directions. There are elevators to
take you to multiple floors, bridges over flowing water, catwalks, air shafts
and other architectural features. We wanted an active environment, so ships
come and go at the flight decks, rivers sweep along, platforms and conveyor
belts move, and much of the machinery functions."
In this game, you play Kyle Katarn, a mercenary once employed by the
Galactic Empire who is now working with the Rebel Alliance. Kyle's first
mission is to steal the plans for an awesome space station: the Death Star.
Subsequently, the Rebels learn of Imperial General Mohc's plans to create
battalions of mechanized "Dark Troopers" -- specially enhanced stormtroopers
which could spell the end of the rebellion. In Dark Forces, the player, as
Katarn, must travel to varied locations -- such as the Gromas Mines, a
Super Star Destroyer, the Imperial City on Coruscant, and the spaceport moon
of Nar Shaddaa -- to stop the Empire from unleashing the Dark Troopers...
The characters inhabiting the game are familiar ones from the Star Wars
universe, and include Imperial Stormtroopers and officers, pig-like
Gamorreans, interrogation droids, the monster from the trash compactor, and
Boba Fett, among others. You will be able to use many different weapons;
among them a blaster rifle, thermal detonators, and an assault cannon.
1.2 Is DF canon?
================
DF itself is *not* canon (meaning 'in Star Wars continuity'), but that's not
to say it doesn't have ties to Star Wars continuity. Kyle Katarn's first
mission takes place shortly before the events of _Star Wars: A New Hope_
(Episode IV).
Surely, if there were a Rebel who had accomplished as much as Katarn
(succeeding in over a dozen extremely difficult missions single-handedly,
facing hundreds of opponents), we would have heard of him by now. But, hey
-- just try to play along, okay? After all, you may shoot down the enigmatic
bounty hunter Boba Fett -- but he later appears in _Return of the Jedi_ to be
fed to the Sarlacc, and then reappears on Nar Shaddaa in the Dark Horse
Comics series _Star Wars: Dark Empire_.
On the other hand, Justin Chin writes:
Kyle Katarn is not a more visible character in the Rebellion because
Mon Mothma and the rest of the leaders of the Rebellion are concerned
about the controversial nature of his employment. Namely his past with
the Empire, in which he had many successful operations against the
Rebellion, leaving many dead. The other is that he is not officially a
part of the Rebellion, and is paid very well for his deeds. Other
rebel members are not paid so well if not at all. In fact this very
fact greatly upsets Princess Leia to no end. Even with the success with
the Death Star plans and the Dark Troopers. Mon Mothma went behind
Leia's back to hire him to steal the Death Star plans.
BTW, 'katarn' (the surname of the protagonist in DF) is the name of a predator
on the Wookie homeworld of Kashyyyk. Also, in the Star Wars book _Heir to the
Empire_, written by Timothy Zahn (the first book in his trilogy), there is a
Lieutenant Page who heads a New Republic group called the 'Katarn Commandos.'
Justin Chin writes:
["Katarn"] was used before I officially started on the project. I tried
to think of a better one, but I as well as others, were used to it so it
was not changed. He was in fact named after the animal. But he has no
relation to the Katarn Commandos.
1.3 What is required to run DF?
===============================
COMPUTER: IBM and 100% compatibles
OPERATING SYSTEM: MS-DOS 5.0 or higher
CPU: 386DX/33 minimum (486DX/33 or higher strongly recommended)
CD-ROM drive required
MEMORY: 8 megabytes RAM (6.5 megabytes XMS free)
HARD DISK DRIVE: 3.5 megabytes available space required
INPUT DEVICE: keyboard; joystick and mouse optional
VIDEO: 256-colour VGA/MCGA (Local Bus or PCI recommended)
SOUND CARDS: various popular sound cards are supported. See section 1.5
The CD-ROM drive need not adhere to the MPC2 standard of a 300kb/s transfer
rate, but the faster your drive, the faster you'll load the levels. Note
that DF actually exceeds certain MPC2 requirements (i.e., you *must* have 8 Mb
RAM). Yes, you need at least 8 (eight) megabytes of RAM -- no, this is *not*
a typo. Time to upgrade that PC XT!
The README.TXT file accompanying the DF demo states that DF requires a
Microsoft-compatible mouse, but will also support the Flightstick Pro and
ThrustMaster Flight Control Systems, as well as regular joysticks.
1.4 What media format is DF offered on?
=======================================
Right now, DF is being offered on MPC and Mac CD-ROM *only*. Although it has
been rumoured, there are apparently *no* plans to offer DF on floppies
later. Daron Stinnett notes:
I don't think so. We considered it, but it doesn't look like the
retailers want a floppy version.
Some players have expressed their disdain for the small size of DF. They
say that the CD is "padded" with the inclusion of the DF demo. (In fact, the
demo of Full Throttle is larger than DF itself -- this is largely due to the
former's extensive sound and animation components.) However, others have
noted that just because a game comes on a CD-ROM doesn't mean that it *should*
take up 640 Mb -- some games don't lend themselves to that. It would have
been nice to have a few more Missions on the CD, like another 200 or so ;-)
Think of it this way: what if DF were only offered on (two dozen) floppies?
Would you have been happy?
*** Important note:
If you are offered DF on ~21 floppy disks, or find such a version on a BBS or
FTP site, that version is *pirated*. Do *not* download, purchase, or accept DF in this format. This is *illegal*. You are considered an accessory unless you report this violation of copyright to the authorities. A lot of people worked very hard on DF -- they don't work for free. If you want to try out DF, get the demo level (see section 2.0).
These are the changes that have been made since the original release:
- added a warning if RAM Doubler/virtual memory is detected
- fixed the crash after loading bug ("black screen" bug)
- reenabled code to automatically adjust the memory partition when things
are tight
- fixed the lack of stereo panning and the high pitched rattling noise
- fixed color table code to properly notify the system of palette changes
- fixed Thread Manager detection code
- provided an updated settings file for the Flightstick Pro
1.10.4 MacDF demo
=================
There is a single-mission, 5095 Kb demo of MacDF available, called "dark-forces-demo.hqx". Sorry, but it appears that this file is no longer available. (Maybe from LA?)
1.11 Sony PlayStation DF
========================
LA has announced a version of DF for the Sony PlayStation. From the press
release:
The award winning _Dark Forces_ is a first-person action-adventure game
executed in richly detailed 3D graphics. The compelling *Star Wars*
story is fraught with danger and intrigue and challenges players to
destroy the Empire's latest weapon: the dark trooper.
===========
2.0 DF Demo
===========
There is a single-mission demo of DF: "Prologue Mission 1: The Death Star
Plans, Operation Skyhook: Phase 2" is available in a package of three files:
DFORCES1.ZIP - This file contains the first level of Dark Forces. This is
the only file that is REQUIRED to play the demo.
FILE SIZE: 3.3 Megabytes
HD SPACE : 8.0 Megabytes
DFORCES2.ZIP - This file contains the opening cutscene for the demo. This
file is optional. The demo will work without this file,
however you will not see the opening cutscene.
FILE SIZE: 1.0 Megabytes
HD SPACE : 2.0 Megabytes
DFORCES3.ZIP - This file contains the trailing cutscene for the demo. This
file is optional. The demo will work without this file,
however you will not see the trailing cutscene.
FILE SIZE: 5.8 Megabytes
HD SPACE : 8.0 Megabytes
2.1 Where can I get the demo?
=============================
If you buy DF, you get the demo on the CD-ROM for free! However, if you just
want to try it out before buying, here are some options:
Try the following sites:
http://www.3dg.com/DarkForces/demo.html
http://www.lucasarts.com/downloads/demos/
The demo was also included on the CD-ROM coverdisks of the magazines _PC
These codes are, no doubt, a play on the finger-twisting DOOM cheat-code
IDSPISPOPD.
4.4 Command Line Options
========================
To use the command-line options, start DF from the DOS prompt in the
directory in which DF is located. Type DARK followed by one of the
command-line switches.
-c0 Disable cutscenes, briefing, and agent menu
-f Disable FILES= test
-g Record file name list (also -gob)
-l<level-name> Run level by name
-m Disable memory check
-p Use JEDIPATH environment variable for search path
-shots Take screenshots. Press [PrintScreen] to save current
screen in PCX format, as SCRSHTnn.PCX where nn goes
from 00 to 99.
-t Auto test (also -test)
-u<GOB-name> Load user GOB file
-x<drive-letter> Force CD drive letter
=====================
5.0 Weapons and Items
=====================
5.1 Weapons
===========
You begin the game with only your fists and a Modified Bryar Pistol.
At the start of succeeding Missions, you retain any weapons or other items
(e.g., infrared goggles) that you finished a previous mission with. You
also keep whatever ammo you had as well.
You'll notice that the following list doesn't include a lightsabre. Why not?
Because the protagonist, Kyle Katarn, is *not* a Jedi. Yet ;-)
The names for most of the weapons were created by DF design team member
Justin Chin:
Names just come to mind, or I see them and I write them down in my
notebook or on my white board and generally if they're good enough they
will find a home.
Another interesting note is the QS100 Welding arm. That was named after
a robotic device that [lead programmer] Ray Gresko programmed when he
worked in the robotics industry. That was his request.
5.1.1 Fists
===========
This is what you have to use when you run out of ammo. Good luck! ;-)
5.1.2 Modified Bryar Pistol
===========================
Fires coherent packets of intense light energy, also called "bolts" (ain't I a
total Star Wars geek?). This gun is very accurate, but repeat firing is slow
and its effectiveness is lessened over distance. Use this weapon when
confronted by a few, less powerful opponents. Each red bolt takes one energy
unit; shares ammo pool with Stormtrooper Laser Rifle.
From Justin Chin:
I got that [name] from composer Gavin Bryars. I just liked the name and
it sounded great. Actually this weapon is a Bryar rifle with the barrel
and muzzle shortened. Hence "modified" in the name. Saying it was a rifle
would just confuse people. This is Kyle's trusty weapon it's accurate and
reliable. In terms of the SW universe it's an antique but a very reliable
weapon.
5.1.3 Stormtrooper Laser Rifle
==============================
Fires more rapidly, but less accurately than the Bryar Pistol; also less
effective over distances. Use this weapon when up against many opponents.
Each red bolt takes two energy units; shares ammo pool with Modified Bryar
Pistol.
5.1.4 Thermal Detonators
========================
When activated, TDs produce a fusion reaction which causes a small explosion.
Princess Leia threatened to use one in _Return of the Jedi_ ("The mighty
Jabba asks why he must pay fifty thousand. Because he's holding a *thermal
detonator*!!" :). The longer you hold down the primary fire button (e.g., the
[CTRL] key), the farther you toss the TD when you release it. Hitting secondary fire (e.g., [z]) tosses the TDs with a three-second time delay before detonation. Use TDs against a single, tough opponent in close proximity.
5.1.5 Imperial Repeater Gun
===========================
Also known as the "autogun". Fires blue energy bolts. Pressing primary fire
shoots off a single bolt, taking one unit from the power cells; whereas
pressing secondary fire shoots off a trio of bolts simultaneously in a
triangular configuration, taking three units. This weapon is fast and highly
accurate, especially over long distances. Shares ammo pool with Fusion
Cutter and Concussion Rifle.
From Justin Chin:
The name is pretty self-explanatory. My favorite gun. Uses standard off-
the-shelf power cells. As explained in the game, this is the prototype
for the Dark Troopers. I originally had the Phase 2 carrying this with a
ribbon chain clip to an ammo pack slung in the back.
5.1.6 Jeron Fusion Cutter
=========================
Fires green energy bolts; low repeat-fire rate. Pressing primary fire shoots
green bolts successively from each of the four chambers; each shot takes one
unit. Pressing secondary fire launches all four chambers simultaneously; this
expends *eight* units from the power cells. Not good for long-range firing;
better up close with several tough targets. Shares ammo pool with Repeater
Gun and Concussion Rifle.
From Justin Chin:
The fusion cutter is officially mentioned in the _Star Wars_ novel.
It is used in mining situations to cut rock. I thought it was
cool-sounding and would be good in the game. ("Jeron"...just popped
into my head, right about the time the manual needed to go to press.
It's amazing what deadlines can do for your creativity.) Jeron is the
manufacturer of this tool. Jeron makes great tools: anything from cutters
to hydrospanners.
5.1.7 I.M. Mines
================
Drops an antipersonnel mine. Pressing primary fire drops a mine which
explodes after three seconds (run!). Pressing secondary fire drops a mine
which is armed after one second, and is not detonated unless some fool comes
along and steps on it. Heh. Beeps before detonation: you've got a
split-second to run away. Drop some if you're being followed by severe
nasties.
From Justin Chin:
I.M. stands for "Imperial Machines", an outside contractor of Imperial
weapons. I think Moff Rebus did some work for them but he hated their
political infighting, and he wanted a more creative environment.
5.1.8 Packered Mortar Gun
=========================
Fires mortars. Duh! This is an incredibly powerful gun. Lobs one explosive
shell per shot. Note that you get maximum distance if you're pointing
yourself up at a 45 degree angle. Use from a distance to wipe out many
opponents.
From Justin Chin:
I like Packard cars, what can I say? Sounded cool. This mortar gun is
another favorite of Kyle's. He used this thing heavily when he freed Jan
from her imprisonment.
5.1.9 Stouker Concussion Rifle
==============================
Creates a shockwave that is only stopped by a wall; takes four units from the
power cells. Shares ammo pool with Repeater Gun and Fusion Cutter. Use only
from a distance against many, tough opponents.
From Justin Chin:
Stouker sounds cool doesn't it? Another one that popped in my head. This
weapon is the primary weapon for a vicious group of Bossk-type
characters, the Sissks. Kyle doesn't have a very good standing with them.
He doesn't like them either. They talk too much and are not the type you
can trust. Stouker is the maker of the primary concussion chamber in the
weapon. The gang doesn't call it that, everyone else does. It's purely
built from scratch by this group. It's like their gang thing.
5.1.10 Assault Cannon
=====================
This weapon is two-in-one. Primary fire triggers the energy weapon that fires
one shot of energy from a plasma cartridge; has an incredibly high rate of
fire. Secondary fire launches a devastating rocket. Use both against Dark
Troopers, what else? :)
5.2 Ammo
========
When you start Mission 1, you receive 100 energy units for your Bryar
pistol. At the start of succeeding missions, you retain whatever ammo you
finished the previous mission with.
The following chart gives the type of and maximum ammo used by each weapon:
Objectives: - Infiltrate the base and find some samples of the metal that
they are testing
- Return to the landing area
Difficulty: Medium
When exploring the surface of the planet, it'll help to point yourself down a
bit so as not to fall off the cliffs.
SECRET 1: Take the narrow ledge (0263/-11.0/0399) and jump north across to
(0209/-11.0/0421). Take an elevator (0244/-10.0/0455) to get to items.
SECRET 2: Cross the narrow bridge. Continue until you reach the ledge
overlooking the main gate courtyard (which may have several stormtroopers in
formation) at (-002/29.9/0516). Jump down and go up the stairs at
(-131/0.0/0464). Go east across the top of the door and take an elevator up.
You'll find an extra life in the guard lookout at (-095/48.0/0487). Go back
the way you came; an elevator at (0007/1.0/0454) will take you up again.
NOTE: If you go to the elevator outside the gate and take it to the top, you
can jump down to the ledge that goes into the main gate towers, and get the
extra life that way.
To get to the facility, you'll have to cross the narrow bridge
(0202/-12.0/0294). Run across a small chasm, then a larger one heading
northwest to (0105/-5.0/0400). Find the access shaft (-005/1.0/0322) and jump
down! There's a chamber to the east with ammo, batteries, and IR goggles.
Stuck at (0035/-38.0/0254)? While crouching, jump up. Follow the shafts
south until you are inside the facility.
Go up the stairs. To open the east door (0104/-27.0/0183), you must hit the
switch (-082/-28.0/0181) at the west end first. Now *run* to the door before
it closes. Continue around, up and elevator, then south, and down another
elevator. There's a room of shields (-015/-22.0/-040).
SECRET 3: There's a secret room at (-273/-3.0/0086)
Head up stairs north into a room; take stairs (-261/-5.0/0145) up. Open a
door (-146/5.0/0224) and take elevator (-113/38.0/0218) up. You need Code Key
5, held by an Officer in this room. Also, the switch (-062/39.0/0244) opens
a set of doors (-118/7.0/0265) needed later. Now, go back east the way you
came and enter the code (-043/-17.0/-014) to open the door behind you
(-063/-18.0/0004).
Thru the doorway, you'll go up a circular stairway, down a hallway, and thru
a door at the end (-019/44.0/0097). In this room there's a window, from
which you'll see a central platform served by a rotating-arm bridge. The left
switch (-041/44.0/0093) controls the arm height; the right switch
(-041/44.0/0105) controls the arm's rotation. Align the bridge with one of
the three doors you can access from the circular stairway. Look out the
window and refer to your map to make sure the bridge is aligned properly. Go
thru one of the three doorways (-138/-6.0/0027), (-175/10.0/0078), or
(-144/34/0168), across the bridge to the central pillar and hit a switch
(-101/-6.0/0085), (-107/10.0/0091), or (-100/34.0/0114). After you hit a
switch, you'll have to return to the control room and realign the bridge for
the next switch.
After all switches are thrown, the door to the right of the window in the
control room will be open (-030/44.0/0121). Align the walkway bridge with the
final door, at 3:00 of the circular area; this will allow you access to the
central platform (-044/54.0/0128) and the Phrik metal (-091/51.0/0102). The
pillar will go up and down; scoot off where you got on. To exit, you cannot go
back the way you came; you'll have to go further west, to where you obtained
the Code Key.
SECRET 4: You must cross a platform to get to the door with the red circle.
Drop down to the floor here. Go to (-164/-15.0/0252) to see a moving
vertical wall with a red switch. Shoot the switch. Go around to the other
side and drop down. The door at (-100/-32.0/0244) will now be open, allowing
you to get supplies. To get back up, take the elevator at (-153/-31.0/0244).
At the door with the red circle (-146/5.0/0224) take a left and head north.
SECRET 5: Secret room at (-167/7.0/0277)
Go thru the now-open doorway (-118/7.0/0280) and head north. Hit a switch
(-038/0.0/0452) to lower the barrier to the outside (-089/0.0/0405). Find a
Shield Supercharge (-083/0.0/0481). Take the elevator (0014/0.0/0450) and go
back to the landing area.
EXTRA SECRET SECRET: Turn on LAIMLAME and LAPOGO. Jump off the ledge at your
start point, heading north. Turn around and go to (0274/-132.0/0519),
pointing south. You'll pop up to a super-secret room, with a chain dangling
from the ceiling. Open the super-secret door at (0271/-1.0/0491) to see a
defenseless Ewok being held prisoner. Ewoks really take it on the chin in DF.
There is another way to get to the Ewok without cheating. At the far end of
the area identified as "Secret 1", you are actually directly across from, and
above, the entrance to the Ewok cave. A good running jump from the rock point
at (0293/24.0/0565) toward the door at about (0276/-1.0/0510) will get you
into the cell area. It isn't easy. The key is to aim for the "corner" in the
rock face across from you.
7.5 Mission V: The Blood Moon
=============================
Location: Gromas Mines
Objectives: - Locate the reactor and set the sequencer charge
- Get back to the ship
Difficulty: Low
Enter the facility at the far east end. Take the elevator (0350/-2.0/0347). Go
up the stairs and find the Fusion Cutter at (0258/29.0/0339). Go east thru the
door at (0219/30.0/0330) past the turbine, thru the door at (0147/30.0/0351).
SECRET 1: Find supplies behind a secret door at (0119/18.0/0332)
SECRET 2: Open secret door at (0072/21.0/0309) to get shields, and...
SECRET 3: Go west to open door (0057/20.0/0295) to get TDs and ammo, then...
SECRET 4: Go east to open door (0086/20.0/0294) to get shields.
Continue west until you get to room with the slow up-'n'-down turbine. The
door at (-371/30.0/0309) *won't* open yet. Jump onto the turbine. Jump out
into the east tunnel near the bottom of the shaft. Go along the tunnel. When
you come to a smaller "press" in your path, run and jump over the shaft when
it's in the upright position.
You need the Blue Key to open the door at (-183/-32.0/0303). To get the Blue
Key, continue down the tunnel and jump to the key at (-001/-33.0/0414). Jump
back, and open the Blue Key door. Continue down the tunnel, jumping down the
last shaft. Keep going until you reach a platform in an open area. Run and
jump to another platform to the east. Follow that tunnel until you reach a
seeming dead end at an open area (-093/-40.0/0339). Carefully edge forward
onto a platform directly below. Then run and jump to the west tunnel. Follow
it until an elevator brings you to the reactor floor.
The reactor is at (-408/-91.0/0357). As soon as you plant the sequencer
charge, switch to TDs to better handle the DT exoskeleton. You'll find an
extra life at (-295/-96.1/0494). Tale the elevator at (-325/-96.0/0335) up.
The door at (-371/30.0/0309) will now be open.
Hit the switch at (-379/30.0/0304) which will open the door at
(-376/31.0/0238) and the rest down the hall. As you start down the hall,
the doors will begin to close. Run down the hall to get out. If you get
stuck behind one of the doors there will be a switch behind it at
(-362/31.0/xxxx) that will open it, so you can return to the main control
switch and try again.
Jump into the east canyon; take the tunnel at (-279/0.0/0083). Jump up into
the canyon at (0084/-2.0/0385 to meet your ship at (-185/9.0/0503).
7.6 Mission VI: Crix Madine's Fate
==================================
Location: Imperial Detention Facility, Orinackra
Objectives: - Find Crix Madine
Difficulty: High
Trivia: General Crix Madine is from Corellia. He specializes in covert
operations, and was responsible for engineering the mission of a strike team
taking the shuttle Tyderium to destroy the shield generators which protected
the second Death Star in _Return of the Jedi_.
There are six levels in the detention centre. I won't refer to their symbols,
but rather to their level provided by the map. Thus, Madine is believed to
be on level S1. For the record, here are the colours of the symbols and the
corresponding levels:
green = Floor 0
red = S1
blue = S2
orange = S3
grey = S4
pale blue = S5
There are two elevators: the west one and the east one. The west elevator
cycles between levels 0, S2, S4, S5, 0, etc. The east elevator cycles between
levels S5, S3, S1, S5, etc. The only level with access to both elevators is
S5.
Summon the floating platform by hitting the switch at (0144/128.0/0002). Get
on the platform and as it travels back, shoot a switch at the other end at
(0118/128.0/0202) to open the doors where the platform docks. Enter the
facility. The switch at (0116/128.0/0224) opens the wall behind you, allowing
access to the compartment containing the switch you just shot.
The switch at (0169/148.0/0383) opens access to another switch at
(0147/110.0/0427). Go up to Floor 0 (green detention level). There is a door
requiring a Red Key at (0102/128.0/0467).
SECRET 1: Throw a TD at the crack in the wall at (0113/128.0/0146) to blow it
open. Go into the newly opened hole and get supplies.
SECRET 2: Blow open wall at (0114/148.0/0355).
SECRET 3: Blow open wall at (0179/110.0/0369).
SECRET 4: Blow open wall at (0106/128.0/0433).
SECRET 5: To get to the "Smoking Room", blow open the wall and jump up to the
hole at (0090/128.0/0447).
Take the west elevator to level S2. An officer here carries Code Key 3. Use
this code at (0141/65.0/0477) to open door at (0185/64.0/0487).
SECRET 6: Blow open wall at (0103/64.0/0504).
SECRET 7: Blow open wall at (0143/64.0/0515).
SECRET 8: Blow open the wall at (0108/64.0/0441).
SECRET 9: Blow open the wall at (0155/64.0/0441). The switch at
(0134/64.0/0429) triggers an elevator down. Go down to find stuff.
SECRET 10: Note that in one of the secret areas, there is a "shaft" pointing
to a blue switch. Hit this switch at (0094/64.0/0461) to briefly open the last
secret area. *Run* to (0095/64.0/0500) to get a revive.
Take the elevator down to S4. Jump into vent at (0160/-2.0/0507). The switch
at (0182/-1.0/0502) briefly turns off the magnetic lock at (0207/-1.0/0536).
Run thru. A switch at (0232/0.0/0559) toggles the doors at (0195/0.0/0566) and
(0195/0.0/0551): one open, the other closed. This new area contains prisoners.
To deactivate the maglock to leave, crouch and press the switch at
(0246/-1.0/0523).
Take the elevator down to S5. When the maglock at (0066/-32.0/0476) flickers,
it is *dangerous*. Wait until it is on steadily, it is safe to walk thru.
SECRET 11: Blow open the wall at (0023/-32.0/0400).
Go thru this level until you see a switch thru a window. Shoot the switch thru
the window to open the door at (0176/-32.0/0373)!
SECRET 12: Open secret door at (0114/-36.0/0354) to get gas mask.
Pass thru the door at (0232/-32.0/0443) and put your gas mask on. Go thru the
maglock while flickering, and pick up the Red Key at (0356/-32.0/0444). Go to
the east elevator.
Take the east elevator up to S3. Get Code Keys 4 and 5 from officers. Enter
Code 5 at (0252/33.0/0570) to open door at (0270/36.0/0456). Enter Code 4 at
(0252/33.0/057) to open door at (0341/48.0/0463).
Take the east elevator up to S1. Get Code Keys 1 and 2 from officers. The
door at (0159/96.0/0554) will *not* open for you.
Take the east elevator down to S5. Use the switch outside the elevator to
send it up once, to level S3. Go thru level S5 to the west elevator (remember
to shoot the switch thru the window to open the door again). Take the west
elevator to level 0. Get out and use the external switch to send the elevator
to the next level down (to S2).
You have a choice of ways to enter the elevator shaft: 1) Open Red Key door at
(0102/128.0/0467) -- note the schematic on the wall: it will help you thru
the next part. 2) Go to hole at (0108/128.0/0439) and jump thru another hole
into a vent at (0112/128.0/0444).
Crouch to open door at (0121/115.0/0456). Jump onto top of the west elevator;
open door at (0128/76.0/0466). Jump down into the chasm between elevators;
open door at (0148/52.0/0467); then go across the top of the east elevator.
Go thru the vents. You will find the graffiti "Ewoks Suck" on the walls at
(0190/46.0/0466).
SECRET 13: In the room with the Gun Turret, blow open the wall at
(0195/62.0/0544).
Continue thru the vents and into the garbage compactor.
SECRET 14: From the safe area to the east, blow open a crack in the wall in
the main chamber containing the central "press-o'-death", at
(0234/59.0/0615). Then (*carefully!*) enter the hole to get a revive.
Jump onto the moving "press" in the north chamber. Run and jump over the
central "press-o'-death" onto the south moving press. Run and jump over it
again to the northwest press. Finally, jump across to the platform on the
west end. Go thru the door at (0175/90.0/0623).
Set off the mine to blow the wall at (0203/91.0/0647). Enter Code 2 at
(0165/98.0/0594) to open the doors. Madine is at (0135/95.0/0614). Note that
entering Code 1 will open the doors at (0145/97.0/0669). Entering a code of
XXX will open the doors at (0145/97.0/0641).
7.7 Mission VII: Deadly Cargo
=============================
Location: Ramsees Hed Docking Port, Cal-Seti
Objectives: - Place the tracking device in the rear of the smuggler ship
Difficulty: Moderate
SECRET 1: Call down the elevator at (-255/-40.0/0744). Go up, then east
across walkway formed by the big door. Stop before you get completely across.
Run and jump into room to the southeast to get items. Skip the next paragraph
of the walkthru.
A switch at (-225/-40.0/0729) opens the big door at (-215/-40.0/0701). The
switch at (-182/-41.0/0691) will lower the door. Watch your head!
Find the Yellow Key at (-287/-40.0/0576).
SECRET 2: To get some shields, shoot the Power Generating Units to open a
secret hole at (-277/-40.0/0639).
Go thru door at (-150/-40.0/0628). The switch at (-086/-56.0/0523) shifts a
couple of "barriers" west (watch your map!). A switch at (-057/-56.0/0540)
shifts them east partially. A switch at (-051/-56.0/0458 shifts them east
more. Taking the platform at (-034/-54.0/0466) up will shift the barriers
east the rest of the way. Walk over the left barrier and go south; go
south, then west to raising platform. Jump down. Take another platform up at
(-136/-40.0/0445). Jump to the platform along the south end, which will go
up.
SECRET 3: Run along the raising platform and jump into the room to the south
of it (it's tricky!). From here, start following a ledge at (-259/-16.0/0436)
until you come to a room at (-257/-16.0/0500) with items.
After the raising platform has gone up, you may enter a door at
(-177/8.00/0368).
Head south. Find lots of items behind door at (-237/8.0/0288). The infamous
"Imperial Bathroom" is at (-160/8.0/0161). To find the Red Key, go thru door
at (-212/8.0/0197) and take elevator down. Jump into pit. You'll find the Red
Key at (-215/-16.0/0068). Jump into small "closet" at (-216/-16.0/0152) and
find an extra life.
SECRET 4: Continue south, to where Gran are bombing you. Shoot switch at
(-154/15.0/0020) to lower platform. Go up and pick up items.
To get back to the Red Key area, stand on the 'platform' and shoot the switch
at (-215/-16.0/0154). The Red Key is used on the door at (-144/8.0/0169).
You'll find the Blue Key at (-239/11.0/-144). Go back the way you came, north.
SECRET 5: Blow open crate at (-238/17.0/0588) to get mortars.
SECRET 6: Blow open crate at (-238/9.0/0571) to get mortars
SECRET 7: Blow open crate at (-238/25.0/0483) to get items.
Continue north. One of the crates on a ledge at (-286/-8.0/0661) lists '1 Ton
Rubber Duck' as its contents. You need the Blue Key at the door at
(-223/9.0/0594). Go thru doors at (-203/16.0/-011) and (-180/9.0/0843). Hit
[space] at (-222/9.0/0944) to affix the device.
EXTRA SECRET SECRET: If you use the LANTFH cheat to teleport yourself, you'll
find an extra life at (-099/-51.0/0516). Toss a TD north and you'll find
another chained Ewok prisoner!
There is another way to get to the Ewok without cheating. You'll recall that
you flip several switches to move a "crate" along a narrow passage, then use
a elevator to cross over that "crate," and move to another area. The platform
in front of the "Extra Secret Secret" is tied to that final lift. When it is
down, run like a madman back to the FIRST switch, and the crates will be
lowered to let you in. You have to hurry since it rises as soon as the
elevator rises.
7.8 Mission VIII: Ice Station Beta
==================================
Location: Robotics Construction Facility, Anteevy
Objectives: - Infiltrate the facility
- Set Sequencer Charges 1, 2, and 3
- Return to the landing area
Difficulty: Moderate
Trivia: Snowtroopers are the elite stormtrooper corps trained to operate in
frigid climates. Oddly, there are no snowtroopers at Ice Station Beta.
SECRET 1: When you start the level, inch westward and drop down onto the ledge
in front of you (044/2.0/493). Head north and crouch to enter the passage at
(0039/2.0/0488). Note that this cave is shaped like the head of Max the
rabbit, from LA's Sam & Max Hit the Road game.
Head west along the south end of the complex; take a right at a fork at
(-083/0.0/0326). When you get to the chasm, *carefully* jump down to get the
Ice Cleats at (-346/-10.0/0342). Jump out; then run and jump across the
chasm.
SECRET 2: Crouch to find items at (-203/-7.5/0235).
SECRET 3: Jump into stream at (-094/-2.0/0234). Get out on your left and head
west, ducking under beams. Take the next left, at (-280/-7.5/0259). Turn
left again to get items at (-274/-7.5/0234).
SECRET 4: If you just got secret 3, simply turn around and go west to get
more items.
Keep going until you get to the waterfall at (-036/-2.0/0200), and enter the
passage behind it. Pick up ammo and supplies. Go up the stairs at
(-042/2.0/-0160) and jump into the stream. Jump out to your left and find the
Blue Key at (260/17.0/0222). You can now either go back to the Blue Key door
(337/16.0/0170), or jump to the conveyor from this ledge. Either way you will
end up on this conveyor, which takes you west.
SECRET 5: Run, crouch, and jump thru open windows into room on your right at
(0009/17.0/0272) to get items.
Look through the window on your right side at (-138/16/0243). Shoot the switch
at (-182/14.0/0289) to open the door ahead of you. (You may jump into this
room to get items, but this is not a secret.)
SECRET 6: Shooting the switch to open the door and making it thru to
(-353/14.0/0247) counts as a secret!
Get onto the next conveyor. Be careful when you make the next right: run thru
the doorway when it opens, or you'll get caught in a crusher at
(-213/18.0/0179). Jump to a narrow ledge that will prevent you from going into
the industrial waste; get onto the three rising platforms at (-271/6.5/0191).
Get onto the next conveyor.
Jump to the switch at (-452/13.0/0152) and pull it: this will open another
door that otherwise blocks your path at (-433/13.0/0210). Get the Shield
Supercharge, then jump back onto the conveyor.
SECRET 7: Jump into the room with the rotating "humanoid" holo, and get
supplies.
You'll have to run and jump across the gap in the conveyors ahead, then thru
the window into the room on your right at (-415/10/0247). Shoot the officer
here and get the Red Key. The switch at (-398/10.0/0262) activates a
ventilation system which clears the room in which you set the charges of
poison gas. Hitting the switch precludes the use of the gas mask.
SECRET 8: Go thru the south door at (-410/10.0/0247) to get supplies.
Exit the room thru the north door at (-410/10.0/0274). Get gas mask at
(-376/10.0/0306). Hit the switch at (-366/10.0/0306) to briefly open the door
at (-371/10.0/0287). Enter the passageway. Head north. Around a corner a
switch (-335/10.0/0289) will open a couple of doors at (-301/16.0/0287) and
(-300/16.0/0293) that allow access the fan shaft. But first shut off the fan
by hitting the switch at (-295/16.0/0287). Go into the fan shaft and drop
down between the blades. At the bottom, pick up the Revive, which you'll
likely need.
Run and jump over the industrial waste in each of the three chambers to set
the charges, at (-128/-44.0/0392), (-128/-44.0/0193), and (-300/-44.0/0293)
in any order. Turn around and fight off the Stage 2 Dark Trooper which is now
attacking you (the DT will be released in the chamber in which you set your
final charge). Enter a hallway at (-210/-40.0/0340).
SECRET 9: When you open one of the doors in this area, a panel at
(-220/-40.0/0391) will open, revealing some supplies.
Depending on the level of difficulty you selected for this mission, 1 to 3 DTs
will attack you here. A switch at (-346/-40.0/0309) opens the door. Run and
jump across to the steps and return to your ship at (050/8.0/0452).
7.9 Mission IX: The Death Mark
==============================
Location: Nar Shaddaa, The Vertical City
Objectives: - Find Imperial Navigational evidence
Difficulty: Moderate
Trivia: Nar Shaddaa spaceport is located on a moon orbiting the planet Nar
Hutta. This "vertical city" is home to smugglers and pirates. It first
appeared in the Dark Horse Comics series _Dark Empire_. Nar Shaddaa is a
"wretched hive of scum and villainy". :)
Drop down to the floor of the chamber.
SECRET 1: *RUN* past the moving block; shoot or hit switch at (-021/0.0/-082)
to stop the block. Get Mortar Gun and shells by crouching at (-020/0.0/-101).
Hit switch at (0138/0.0/-082). *RUN* across the chamber to (-031/0.0/-131).
Crouch to enter; get Yellow Key at (-051/-4.0/-111). Take elevator up. Open
Yellow Key door at (-040/27.0/-087). Head west; take door at
(-140/12.0/-156); continue west; take door at (-358/12.0/-172). Take rising
half-circle platform up.
Open hidden door at (-349/36.0/-142). Take elevator down. Find extra life at
(-295/0.0/-120). Go back the way you came. Go south; take door at
(-281/36.0/-198). Cross the bridge. Get Fusion Cutter from room at
(-239/36.0/-154).
SECRET 2: Open "door" at (-214/36.0/-166). Go under crushers; to your left is
a secret area with items.
SECRET 3: Continue east under all the crushers for more supplies. Go back
west under the crushers again.
SECRET 4: Open door at (-280/36.0/-140). Get a running start and jump across
to (-316/36.0/-094) to get supplies. Jump down and go back up to the room
you first jumped from.
SECRET 5: Go to (-257/36.0/-160) and point yourself south. Run and jump
across to a dark room at (-245/36.0/-199) to get items.
Go back to the bridge; jump to the platform to the west. Go thru the left
door. Go thru the repulsor fields: left, right, left.
SECRET 6: After going left and right thru the repulsor fields, open secret
door at (-296/24.0/-235) to get items.
Go around the corner and kill the Trandoshan, and get his Concussion Rifle.
Go back out to the platform; go thru the right door. Go east. Enter building
at (-046/24.0/-307) up stairs. Get Red Key at (-048/32.0/-334). Enter
another building thru the Red Key door at (-109/24.0/-325); go up stairs.
SECRET 7: Open secret door at (-191/32.0/-361) to get supplies.
SECRET 8: Run and jump thru the window south into other building to get
mortars. Jump back into the building you came from.
SECRET 9: Open door at (-202/32.0/-393). Before it closes, run and jump thru
the doorway north into another building, and north again into yet another
building. From (-157/40.0/-227) looking east, jump to the narrow ledge on the
right. Follow the passage; jump north to secret area and extra life. Go thru
door and take elevator down to get more supplies. Go back out into open area
the way you came.
Head southwest. If you go thru door at (-395/30.0/-448), *DON'T* try to jump
across: you won't make it! Hit switch at (-561/30.0/-434) to release
Trandoshan behind you.
SECRET 10: Throw TDs at any of the five corrugated metal panels here to
obtain access to supplies--and more Trandoshans.
Go down stairs at (-485/30.0/-461). Find the Blue Key at (-468/22.0/-391).
Open Blue Key door at (-370/27.0/-360). Head north, then east around the
semicircular hallway, then across the catwalk. Get Imperial Nava Card at
(-043/24.0/0002).
7.10 Mission X: Jabba's Revenge
===============================
Location: Jabba the Hutt's Ship
Objectives: - Get your gear back
- Locate the Nava Card
- Rescue Jan
Difficulty: High
Trivia: A scene of Han Solo meeting Jabba the Hutt was filmed for the original
_Star Wars_ film. In this scene, Jabba is merely a human. George Lucas
intended to create a more exotic-looking Jabba, but didn't have the budget.
Dissatisfied with the scene, it was cut from the film.
Kill the Kell Dragon(s) with your bare fists, then kill the Gran and take his
TDs. Go into east chamber. Hit switch at (0474/-48.0/0046), which raises the
dark "trim" along the bottom of the outside of the structure in the middle
of the chamber. Jump up onto this trim, on the west side. Go along it,
hugging the wall, then go to the other side. Jump across the "hallway" to get
Blue Key (0474/-36.0/0125). Open Blue Key door (0479/-48.0/0246) and go thru
it. Run and jump west to niche.
SECRET 1: Open secret door (0317/-47.0/0213) to get items.
Edge along the wall on the narrow ledge, heading south. Hit the switch
(0264/-46.0/0170) to open the door (0356/-47.0/0237). Enter this room and
get your gear back by jumping at (0337/-47.0/0278). Hit switch at
(0313/-47.0/0242) to raise the floor outside, which allows you to go further
west.
Hit switch at (0249/-46.0/0361) to lower stairs at (0264/-46.0/0323) outside.
Go up stairs, and go thru door (0383/-40.0/0340) and find the Red Key
(0361/-40.0/0464). Go back out and thru the Red Key door at (0424/-40.0/0346).
Take elevator (0558/-39.0/0501) up. Hit switch at (0505/-28.0/0516) to raise
bridge briefly. Run north across it.
SECRET 2: Turn back towards the ledge you came from while on the bridge.
Hurry and jump into the room just east of it.
SECRET 3: While on the bridge again, run and jump to the right into room at
(0539/-24.0/0574).
SECRET 4: While in previous secret area, open door and go up stairs. Jump
across to other room. Find items at (0492/-14.0/0655).
Go west. Take elevator up (0319/-27.0/0573); run and jump north across gap.
Jump down the triangular hole to (0363/-44.0/0759). Find Yellow Key at
(0381/-38.0/0737). Get back up by hitting switch (0428/-44.0/0754), which
briefly brings down the elevator. Open Yellow Key door at (0444/-16.0/0781).
Go up spiral stairs and keep going!
SECRET 5: Open the fresco of Jabba at (0302/0.0/0291) to get items. Thanks,
Jabba!
SECRET 6: Go to (0403/3.0/0244) and jump up. Open secret door to access items.
Nava Card is in a room thru door at (0471/5.0/0352), at (0461/5.0/0375). Leave
this room an go thru door at (0484/1.0/0129). Jump down and kill Kell
Dragon(s).
SECRET 7: Open door (0422/-6.0/0049) to get stuff.
Hit switch at (0368/0.0/0096) to raise floor level. Head north.
SECRET 8: Hit switch at (0391/0.0/0155) to get supplies.
Head west, down stairs. Go around pit on a ledge, hugging the wall. Go to the
northeast corner, face south. Run and jump to the *second* (southmost)
compartment. (If you fall into the pit, hit switch at (0278/-18.0/-007) to
get out.)
SECRET 9: While falling down the second compartment, you must hit a switch.
This will open a secret door at (0243/-48.0/-019) in the pit with the
Gammorean guards. Welcome to Jabba's Jacuzzi (a pool in the shape of a Hutt)!
If you neglect to hit the switch while falling, you can set a mine under
yourself which will blow you up high enough to reach the switch -- go to
(0274/xxxx/0009) and face north. Remember to go LAIMLAME first!
You're now in the detention area. Run and jump across to the west side. (If
you fall into this pit, go to the southeast corner elevator.) Jan is behind
the door at (0191/-32.0/-048).
7.11 Mission XI: The Imperial Mask
==================================
Location: Imperial City, Coruscant
Objectives: - Locate the I.S.O. building.
- Crack the main vault. Insert the Nava Card into the decoder and
get the decoded data tapes.
- Meet Jan back at the ship.
Difficulty: Medium
Trivia: Now the home of the Emperor, the Imperial City on the planet Coruscant
was also the seat of power for the Old Republic. It is continually being
rebuilt upon old layers of itself. This city was first described in Timothy
Zahn's book _Heir to the Empire_, and also appeared in the comic series _Dark
Empire_.
Leave landing area. Head east, then north to get supplies.
SECRET 1: Drop onto platform east of you. Open door (0924/170.5/0478) and
take elevator up. Collect items. Go back the way you came.
Head south into square area. Take southwest elevator, then head south.
SECRET 2: Hit hidden switch in Emperor's Mural at (0385/100.5/0043) to reveal a
switch. Shoot this switch to raise platform. Get items. Hit switch at
(0386/124.5/0038) to lower platform.
SECRET 3: If you face the Emperor's Mural, to the right is a platform above
you. Shoot the red switch (0463/115.5/0064) on this platform to bring it
down. Get on it and hit the switch at (0465/100.5/0058) to take it up and get
items.
Go west; then up stairs at (0323/100.5/-042). Get items. Head east. Take
elevator; head south. Get Blue Key at (0302/196.0/-312). Go south and get
items. Run and jump east to other rooftop. Take door at (0470/196.0/-251).
SECRET 4: Go into the northeast alcove as the platform descends. Open hidden
door at (0531/148.0/-228) to get items.
At the bottom, go east thru two doors and up stairs. Open door at
(0932/105.0/-207) and go up elevator. There are two doors ahead: enter the
right door first and get items. Then take the left door. Hit switch at
(0894/142.0/-129) to open vent shaft to the left. Crouch and hit switch a
few times at (0925/142.0/-131) to move centre block closer to the vent opening
so you can run and jump into it (check your map). Hit switch at
(0813/152.0/-188) to open access ahead of you. Get Red Key at
(0802/143.0/-291). Hit switch at (0818/142.0/-265) to open door to courtyard.
Open Red Key door at (0859/142.0/-251). Go east and take elevator; go west
and take another elevator.
SECRET 5: Go to ledge along the northwest of the level; move along it and
open a secret door at (0758/194.0/-135).
Open door at (0829/194.0/-334); hit switch at (0814/194.0/-384) to reveal door
at (0811/194.0/-190). Take elevator down. Welcome to the Hexagon!
____________6_
/\___________x/\ LEGEND:
1/x/\__________/\ \ x - switch location
In --> / /\___ ___/\ \ n - switch number
/ / / /\ /\ \ \ \
/_/_/_/_COMPUTER_\_\_\_x5 Switch Location:
2\x\ \ \ CORE / / / / 1: (0882/64.0/-186)
\ \ \ \/______\/ / / / 2: (0852/64.0/-262)
\ \ \/___ ___\/ / / 3: (0901/64.0/-325)
\ \/__________\/x/4 4: (0982/64.0/-313)
\/x___________\/ 5: (1011/64.0/-238)
3 6: (0962/64.0/-175)
First, open all doors in the outer ring (i.e., set each switch to open,
closed, closed; or black, red, red) in this order: 1, 6, 5, 4, 3, 2 (going
around the outer ring clockwise). Now you'll have to set the switches to
allow you to access the Computer Core. Start at switch 1, and go around the
outer ring counterclockwise, setting the switches according to the chart
below.
Switch Position
====== ========
1. closed, closed, open
2. closed, closed, open
3. closed, closed, open
4. closed, open, closed
5. closed, open, closed
6. open, closed, closed
(The "open" and "closed" above refer to the doors located at the vertex of the
hexagon proximal to the switch, in order, from outer to inner rings.)
In the Computer Core there are two switches: first hit the one at
(0924/66.0/-262), then the one at (0925/66.0/-238). Head west; press
switches at (0853/44.0/-233) and (0852/44.0/-268) to reveal a switch at
(0858/44.0/-250). Take the data tapes at (0860/44.0/-239). The door behind
you (0827/44.0/-248) will open. Follow the tunnel, then head northeast. Go
up the elevator, then north to your ship--which is gone! Then, to quote a
certain former smuggler: "Boba Fett!? Where!?" :) Shoot down the bounty
hunter, and Jan will return.
7.12 Mission XII: Smuggler's Hijack
===================================
Location: Imperial Fuel Station, Ergo
Objectives: - Get on board the smuggler ship.
- Hijack the smuggler ship.
Difficulty: Moderate
Go south and hit "hand" switch at (-058/0.0/0032). Get into elevator and press
the switch at (-068/0.0/-051) to take it up. Take circular stairway down and
open the sliding semicircular door at the bottom to enter the outer ring.
Enter the "cantina" at (0242/0.0/-295); get the Blue Key from an officer. Go
thru sliding doors at (0149/0.0/-551) and go up stairs. Face the courtyard at
(0004/16.0/-458). Run and jump across to central "cylinder". Go across the
rotating arm bridge to the southwest cylinder. Hit switch at (-136/16.0/-480)
and immediately run backwards onto the bridge. It will rotate to the
northeast cylinder.
SECRET 1: Get onto the northeast cylinder. Open secret door at
(0016/16.0/-255); drop down to collect items. Crouch and hit switch at
(0020/-16.0/-269) to raise the platform and exit.
Hit switch at (-020/16.0/-316) and run backwards onto the bridge again. It will
rotate to the northwest cylinder. Get off and head northwest; enter the
elevator at (-289/16.0/-255). Hit switch (-298/16.0/-253) to go up. Exit; go
down hallway and up stairs.
SECRET 2: Use the Blue Key to access storage at (-175/74.0/-330).
Go thru one of the side doors (-169/74.0/-366) or (-139/74.0/-323) and go to
the "honeycomb" map/switch at (-191/74.0/-320). Hit this switch *once*. Go
back to the northwest cylinder. Jump down into the courtyard; an elevator
(0022/-15.0/-469) in the southeast cylinder will take you back up. Take
stairs down to the outer ring. Go to the newly opened door at
(-339/0.0/-210). Go up stairs and into elevator at (-351/17.0/-207); hit
switch at (-361/17.0/-210) to go down. Enter the "white area".
Go northwest; take Yellow Key from officer at (-611/0.0/-029). Open the
Yellow Key door at (-557/-3.0/-142). "OK, Jan. Smuggler ship secured." Hit
switch at (-579/-3.0/-140). "Now launching. See you on the dark side."
EXTRA NON-SECRET: Blow open the door behind the Yellow Key officer at
(-618/0.0/-025) to see a DF "DEFAULT" texture!
7.13 Mission XIII: The Stowaway
===============================
Location: The Executor
Objectives: - Reach the cargo bay safely.
- Activate the cargo shuttle system.
- Jump into the cargo ship and ride to the Arc Hammer
Difficulty: Low
Trivia: The _Executor_ is a Super-class Star Destroyer, serving as Lord Darth
Vader's flagship. At 8,000 m in length, it is five times larger than an
Imperial-class Star Destroyer. It was destroyed during the Battle of Endor in
_Return of the Jedi_.
Go down stairs at (-849/-31.0/0225). Hit switch (-917/-55.0/0120) to lower
platform; hit switch at (-924/-54.0/0114) to go up. Head south and west. The
switch at (-1112/-32.0/0146) briefly opens blast door above. Approach the
blast door, which will raise a platform; step thru the open doorway. Go north
thru door at (-1158/-16.0/0208); take platform down, then head east and take
platform up. Head south and take platform up. Go east and take platform at
(-810/65.0/0154) up. Run and jump across five elevated platforms.
SECRET 1: On the fifth platform, hit switch at (-670/92.0/0197). Jump north
to newly opened alcove containing supplies. Jump back onto the platform.
Jump to platform to the east. Go thru the door at (-627/92.0/0180).
SECRET 2: Take platform at (-594/93.0/0208) down. Crouch at (-595/-8.0/0138)
to open secret door.
Open door at (-565/92.0/0173) and face DT(s). If you're still alive, continue
east thru doorway at (-375/92.0/0178). Welcome to the Cargo Shuttle Bay! Now
you must prepare the Cargo Shuttle for departure. Hit switch at
(-242/92.0/0150) to move shuttle out of the first bay. Go thru door at
(-265/92.0/0095). Hit switch at (-172/92.0/0153) to move shuttle into the
next bay. Continue east thru door at (-164/92.0/0094). Hit left switch at
(-098/92.0/0117) to rotate the shuttle, then the right switch at
(-098/92.0/0109) to dock it. Take south door at (-117/97.0/0039). Continue
until you're in the shuttle. "Here we go."
7.14 Mission XIV: The Dark Awakening
====================================
Location: The Arc Hammer
Objectives: - Set Sequencer Charges 1, 2, and 3.
- Get to the shuttle bay and escape with an Imperial Shuttle.
Difficulty: High
NOTE: At (-400/128.0/0140) there are floating treasures (lives and revives)
which can only be obtained by sitting on a mine. These are not secrets, and
you can only obtain these by cheating (or by forfeiting a life or two), so I
am not mentioning these floating treasures. Er, except for this paragraph.
Exit the shuttle. Take platform at (-010/91.0/0182) down. Go south around the
QS100 Welding Arm and hit switch at (-166/90.0/0138). Go back around the welder
and take the platform up again. You will now be able to access a door at
(-080/122.0/0243).
SECRET 1: At (-091/128.0/0179), point east. Run and jump across to a small
hallway. Open door at (-036/122.0/0159) to get items.
Continue to (-175/128.0/0164) where you'll summon an elevator to take down.
Go thru doorway at (-199/96.0/0116). Hit switch at (-330/101/0085). Run and
jump to door with the red circle at (-283/96.0/0028) which will be open
briefly. Confront DT(s). Continue ahead, taking platform up at
(-166/97.0/-077). Cross catwalk and head west, then up stairs. Hit switch at
(-467/126.0/0023) and go up these "double" stairs again(!). Run and jump north
across to narrow ledge.
SECRET 2: Behind you on a pillar is a red switch. Run and jump, nudging the
switch in mid-air. Go up the double-stairs described above. Use the switch to
open the red circle door; run and jump thru that doorway. Crouch at
(-303/92.0/0003) to enter a room containing several items.
Follow ledge along. Run and jump east to alcove, and continue north. Crouch at
(-415/128.0/0280) and follow tunnels along until you jump down. Shoot switch at (-454/100.0/0183); this will allow you to set the first Sequencer Charge at
(-440/100.0/0157). "That's one."
Take elevator at (-424/100.0/0238) up. Follow tunnels back out. Go east into
elevator at (-378/128.0/0278). Hit hand switch at (-357/128.0/0285) to go
down. At the hallway with rising and falling pillars, jump onto the south
pillar first. Get off into small alcove to the west; then run and jump north
across to the alcove across the hall; get onto next pillar, to the west.
SECRET 3: From the pillar, go north into a short tunnel. Welcome to the
Intergalactic Room of Pancakes--you'll soon *be* one! The idea is to run
across the room, hiding in small holes at the east and west sides of the
room. The secret part is at the north end.
Go across the pillars westward. Don't try to go against the conveyor.
SECRET 4: Run and jump west across to the other side. Run and jump east to
alcove at (-442/64.0/0411).
SECRET 5: In the alcove, open a secret door at (-442/64.0/0422). Follow the
passageway, then run and jump across to another alcove at (-479/64.0/0462)
to get supplies.
Jump down; take elevator at (-507/33.0/0490) up. At (-483/64.0/0557) point
yourself northeast; run across. Set Sequencer Charge 2 at (-464/64.0/0638).
"For freedom."
Run and jump across to the east side. Ride along the conveyor. Run and jump
across to the west side. Go thru now-open door at (-500/64.0/0418). Hit
switch at (-519/64.0/0369) to take elevator down. Go thru door at
(-541/0.0/0274). Get on conveyor at (-562/0.0/0384). You'll turn a corner,
then see an obstacle coming. Duck! (If you fall, take elevator at
(-598/-16.0/0099) to get back up.) If you need supplies, go thru door at
(-553/0.0/0121). Get onto next conveyor at (-574/-1.0/0136). Shoot the switch
on your right to open the door ahead. Continue north thru the door at
(-724/0.0/0354), until you get to the next conveyor. Take a right! Continue
on. You'll come to a stop; get back on; take a left. Jump a barrier, then
duck under the next one. Take a left, then duck! Jump south over barrier to
next conveyor, then onto an elevator. Continue to the end and hit switch at
(-595/48.0/0054) to shut conveyor off.
Jump down. Head east and south. You'll see a row at five red switches at
(-489/16.0/-139). Your goal is to make the wall to your left appear like this:
_____
_____ | |____
|_____|
This should work: hit the leftmost switch 4 times, the next one once, the next
four times, the next three times, and the last one 5 times.
Go up elevator at (-552/16.0/-048) and thru newly opened doorway at
(-534/64.0/-078); head south. Shoot switch at (-484/64.0/-239); now plant the
final Sequencer Charge at (-458/64.0/-225). "Jan would be proud."
Get into elevator and hit switch at (-529/64.0/-271) to go down. Go to the
southwest hangar bay and drop down. Hit switch at (-659/-113.0/-557). Face the
last DARK TROOPER: General Mohc in a DT exoskeleton. "It's been a long time
since I've faced an opponent in battle. I'm glad my opponent is so worthy."
In addition to standard DT weapons, he also fires a barrage of five golden
spheres simultaneously.
If you survive, go into the northeast hangar bay and open door at
(-484/-96.0/-375) and find an Imperial Shuttle. The Arc Hammer will be
destroyed ("...an unfortunate setback."), but have we seen the last of the Dark Troopers...?
===========================
8.0 Miscellaneous Questions
===========================
8.1 What is "headwave"?
=======================
"Headwave" is the bobbing motion that "Kyle" makes when he walks or runs.
Press [F6] to turn it off if it annoys you.
8.1.1 Does DF induce motion sickness?
=====================================
Since the rise of fast first-person walk-thru games like Wolfenstein 3-D, it
has become apparent that many people are susceptible to nausea induced by
the apparent motion of the game's display. Psychologically speaking (yay! I
get to apply some of my 10 years in psychology to a FAQ! :), this is due to
the discrepancy between your visual and vestibular senses. Some people are
affected more than others. Try turning off the "headwave": [F6] key.
8.2 Who are the people behind DF?
=================================
The principles behind DF are:
Daron Stinnett - project leader
Ray Gresko - lead programmer
Justin Chin - lead artist/co-writer
Winston Wolff - programmer
...ably aided and assisted by *many* others.
8.3 Has George Lucas provided any input to DF?
==============================================
George Lucas, author of the _Star Wars_ trilogy of films, director of _Star
Wars: A New Hope_, founder of LucasArts Entertainment, was involved in the
creation of the Dark Troopers. Specifically, he gave the DF team feedback on
the design of the DTs.
In fact, Lucas appeared on CNN's _Future Watch_ show on the weekend of March
18/19 talking about and playing (!) DF. During the last week of Febuary,
Daron Stinnett accompanied Lucas and crew down to Disneyland for the opening
of the Indiana Jones ride. They took the opportunity to promote DF with
George Lucas and the national press in one place. Stinnett reports that
Lucas "was a DF natural".
8.4 What is the name of Kyle's dropship?
========================================
According to DF design team member Justin Chin:
The 'official' name of Kyle's ship is the 'Crow'. It comes from a joke
name I had for it while I was writing the design, 'Mouldy Crow'. Which is
still my personal favorite. I used it to annoy some people who, wanted a
more macho name. Maybe it will appear somewhere in the future.
8.5 What happened to the Imperial-class Star Destroyer Mission?
The DF box shows a Mission aboard an Imperial-class STD that doesn't appear
in the game. Daron Stinnett has this to say:
Originally, that was our first level. It was a really well designed
level, but we decided that it was too big for the first level of the
game. We were concerned that the puzzles were too difficult and that the
level was too non-linear for beginners. So instead we created the secret
imperial base. Much of the geometry for the Imperial-class Star Destroyer
was carried over to the Executor. But the mission was different, so not
all of the geometry could be reused.
8.6 Is there a strategy guide?
==============================
A book has been published giving complete, hand-holding walkthrus of each and
every DF Mission, complete with black&white and colour pictures. _Dark
Forces: Official Players Guide_ by Jeff Hoff is published by Infotainment
World Books; ISBN = 1572800224. This book is *not* cheap: US$18.95.
Should you buy this book? Here's a checklist. If you've:
1) read this FAQ,
2) and *still* cannot finish the game,
3) let alone the first Mission,
4) on Easy,
5) with full cheats,
6) and have great wads of money to burn,
I recommend the strategy guide to you. I'd also recommend you trade in your
computer and buy and nice, non-complex Nintendo system, and get a copy of the
movie _Dumb and Dumber_. And a hat to cover your lobotomy scars. But first,
send me US$70/CDN$100 to pay for this FAQ. Thanks.
(Sorry, it's just that no one asked me if *I* wanted to rake in gobs of money,
writing a book about DF! >fume<)
_Computer Gaming World_ #131 (June, 1995) also had a brief article giving tips
on some missions. It is nowhere near as comprehensive as this humble FAQ.
(See checklist above.)
_Computer Game Review_ Vol. 4, No. 11 (June, 1995) included a 32-page special
"CGR's Guide to Dark Forces". This booklet contains a review of DF, an
interview with Daron Stinnett, a list of enemies, and walkthrus of all
missions with some colour pictures. It does *not* guide you to any secrets,
and again is not as comprehensive as this document. For US$4.99/CDN$6.50
it's not a bad deal. (And I say that even though I'm not getting paid for
it :-)
Keep your eyes open for a forthcoming book on 3-D gaming by Robert E. Waring,
which will include material from this humble FAQList!
8.7 Is there a DF fan club?
===========================
There is a Dark Forces Fan Club on America On-Line. It meets every Tuesday
evening at 10:00 pm Eastern time in Private Room: Dark Forces to discuss the
game, editing levels, etc. For info on joining, email <DakJanson@aol.com>,
<SkyVValker@aol.com>, or <DfMaverick@aol.com>.
An excellent WinHelp/ASCII-based publication was the "Katarn's Saber Newsletter" (formerly called "The Dark Forces Newsletter") that collected information about custom levels, and even has a WinHelp version of this humble FAQList. Sadly, publication has ceased. For more information, see the Website at:
http://www.inforopa.com/dfn/dfn.html
For exhaustive listings of DF-related stuff, contact the Invisible Knights <ikteam@ibm.net>, or see their Website at:
http://ikteam.simplenet.com/
8.8 Is there any DF merchandise available?
==========================================
Dark Forces ChromArt:
---------------------
Approximately 8 x 10" chromium-matted print with an engraved-like identity
plate and a certificate of authenticity (ready for framing). Available at
your local comics/specialty store, or online at:
http://www.zanart.com
You can also contact Zanart via phone or snail-mail. Ask for item SW-C14, for US$11.99+shipping. Call 1-800-808-2336, or mail:
Zanart
7641 Burnet Ave.
Van Nuys, CA 91405
USA
DF T-shirt:
-----------
Two-sided, all-cotton white shirt with saying, "I conquered Dark Forces."
Sizes M, L, or XL. Available from the LA Company Store, item 23-005,