home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
The Doomsday Disk
/
THE DOOMSDAY DISK.iso
/
goodies
/
dffaq
/
readme.txt
Wrap
Text File
|
1995-05-24
|
103KB
|
2,277 lines
___STAR______________________________________________________________
/ ________ ______ ________ ____ _____ \
| | \ | | | \ | || | |
| | __ \ | | | __ \ | || | |
| | || | | /\ | | || | | || | |
| | || | | || | | || | | |/ | |
| | || | | || | | ~` / | / |
| | || | | || | | /\ \ | |\ \ |
| | || | | ~' | | || | | || | |
| | ~' / | __ | | || | | || | |
| |_______/ |__/ \__| |___||___| |___||___| |
| _________ ______ ________ ______ _________ ______ |
| | | / \ | \ / \ | | / \ |
| | ____| / __ \ | __ \ / __ \ | ____| / __ \ |
| | | | || | | || | | || | | | | ||___| |
| | |___ | || | | || | | ||___| | |___ \_ \_ |
| | ____| | || | | ~` / | | ____ | ____| \_ \_ |
| | | | || | | /\ \ | || | | | ____\, \ |
| | | | || | | || | | || | | |____ | || | |
| | | \ ~' / | || | \ ~' / | | \ ~' / |
| |___| \______/ |___||___| \______/ |_______| \______/tm|
\______________________________________________________________ ___/
WARS
STAR WARS: DARK FORCES
The FAQList
"The dark side of the force
Just got darker."
Version 2.00
Last Updated: March 27, 1995
Compiled and Maintained by
Karsten A. Loepelmann
<kloepelm@gpu.srv.ualberta.ca>
<kloepel@psych.ualberta.ca>
This FAQList is copyright 1995 by Karsten A. Loepelmann. All rights reserved.
Permission is granted for reproduction, distribution, transmission, or storage
for noncommercial purposes only, on the condition that the contents are not
changed in any way. Permission for any other use or distribution of this
FAQList must be obtained from the rights holder, Karsten A. Loepelmann. All
trademarks herein are acknowledged as the property of their respective owners.
Star Wars is a registered trademark of Lucasfilm Ltd. Dark Forces is a
trademark of LucasArts Entertainment Company.
Preferred forum for discussion is:
news:alt.games.dark-forces
Due to low propagation of the above newsgroup, an alternate forum is:
news:comp.sys.ibm.pc.games.action
Abbreviations used:
DF = Dark Forces
LA = LucasArts
TD = Thermal Detonator
DT = Dark Trooper
Contents:
0.0 Welcome!
1.0 Introduction
1.1 What is "Dark Forces"?
1.2 Is DF canon?
1.3 What is required to run DF?
1.4 What media format is DF offered on?
1.5 What sound cards are supported?
1.6 What controllers are supported?
1.7 Does DF have _________?
1.7.1 ...a multiplayer option?
1.7.2 ...a "save" feature?
1.8 How do I get DF?
1.9 Will there be any sequels to DF?
1.9.1 Will any sequels offer a multiplayer option?
1.9.2 DF2 wish list
2.0 DF Demo
2.1 Where can I get the demo?
2.2 Is there a demo editor?
2.3 Is the demo level in the full game release?
3.0 DF vs. DOOM
3.1 Isn't DF just a ripoff of iD Software's DOOM?
3.2 Does DF kick DOOM's butt?
3.3 Is DF easier than DOOM?
4.0 Undocumented Codes
4.1 Gameplay Cheat Codes
4.1.1 LABUG
4.1.2 LACDS
4.1.3 LADATA
4.1.4 LAIMLAME
4.1.5 LAMAXOUT
4.1.6 LANTFH
4.1.7 LAPOGO
4.1.8 LAPOSTAL
4.1.9 LARANDY
4.1.10 LAREDLITE
4.1.11 LASKIP
4.1.12 LAUNLOCK
4.2 Mission Codes
4.3 "Dork Farces" :)
4.4 Command Line Options
5.0 Weapons and Items
5.1 Weapons
5.1.1 Fists
5.1.2 Modified Bryar Pistol
5.1.3 Stormtrooper Laser Rifle
5.1.4 Thermal Detonators
5.1.5 Imperial Repeater Gun ("autogun")
5.1.6 Jeron Fusion Cutter
5.1.7 I.M. Mines
5.1.8 Packered Mortar Gun
5.1.9 Stouker Concussion Rifle
5.1.10 Assault Cannon
5.2 Ammo
5.3 Weapon Supercharge
5.4 How is aiming/targeting accomplished?
5.5 Keys
5.6 Head Lamp
5.7 Infrared Goggles
5.8 Ice Cleats
5.9 Air Mask
5.10 Batteries
5.11 Shields
5.11.1 Shield Supercharge
5.11.2 Revive
5.11.3 Med Kit
6.0 Opponents
6.1 Imperial Stormtroopers
6.2 Imperial Officers
6.3 Imperial Commandos
6.4 Gun Turrets
6.5 Probe Droids
6.6 Interrogation Droids
6.7 Remotes
6.8 "InfoBots"
6.9 Trandoshans
6.10 Gran
6.11 Gamorreans
6.12 Dianoga
6.13 Boba Fett
7.0 The Missions
7.1 Prologue Mission I: The Death Star Plans: Operation Skyhook: Phase 2
7.2 Mission II: After the Massacre
7.3 Mission III: The Subterranean Hideout
7.4 Mission IV: Imperial Weapons Research Facility
7.5 Mission V: The Blood Moon
7.6 Mission VI: Crix Madine's Fate
7.7 Mission VII: Deadly Cargo
7.8 Mission VIII: Ice Station Beta
7.9 Mission IX: The Death Mark
7.10 Mission X: Jabba's Revenge
7.11 Mission XI: The Imperial Mask
7.12 Mission XII: [TBA]
7.13 Mission XIII: [TBA]
7.14 Mission XIV: [TBA]
8.0 Miscellaneous Questions
8.1 What is "headwave"?
8.1.1 Does DF induce motion sickness?
8.2 Who are the people behind DF?
8.3 Has George Lucas provided any input to DF?
8.4 What are .GOB files?
8.4.1 What software was used to create the .GOB files?
8.4.2 How should a custom .GOB file be loaded?
8.5 What is the name of Kyle's dropship?
9.0 Troubleshooting
9.1 Help installing
9.2 Help with sound cards
9.3 Misc help
9.4 How do I contact LA technical support?
10.0 Acknowledgements
11.0 References
==========================================================================
============
0.0 Welcome!
============
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 ;-) I welcome any feedback,
questions, answers, and suggestions. The best way is to send me email. I
also scan the Usenet newsgroups news:comp.sys.ibm.pc.games.action and
news:alt.games.dark-forces semi-regularly. This file will be made available
in the AOL Star Wars Software Library, the Action Games forum on CompuServe,
as well as the cool Star Wars FTP site at http://www.wpi.edu/ftp/starwars.
The latest version will be available on my WWW site,
http://web.psych.ualberta.ca/~kloepel/DarkForces. If you put this FAQList
onto an FTP site, please give me the URL; this will facilitate distribution
of updates to the FAQ.
Dark Forces fans are fortunate that DF project leader Daron Stinnett has
agreed to provide me with inside info on DF. Many of the questions below were
answered with info provided to me by Daron (thanks!). In fact, he's even
outlined the contents of the .GOB files (see section 8.4)! Send your
questions to me; I will relay them to Daron and include them in the FAQ.
Want list:
- Locations of the secrets I missed in any Mission.
- I'd like to have more info on solving technical problems running DF,
especially with regard to sound cards and installation.
- If you've seen DF mentioned in a magazine not included in the References
(section 11.0), please let me know.
-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
lighting model, atmospheric effects (haze, fog, etc.), Gouroud shading,
animating textures, 3D viewing angles and more."
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 Admiral 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 isn't tied into 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 singlehandedly,
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 appers 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_.
BTW, 'katarn' (the surname of the protagonist in DF) is the name of a predator
on the Wookie homeworld of Kashyyyk. 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.'
It is unknown whether the LA design team consciously named the protagonist of
DF after either the commandos or the animal.
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 EMS 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 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).
LA has announced that there will be a version of DF for the Apple Macintosh
computers; expected release date is late April/early May.
1.5 What sound cards are supported?
===================================
Creative Labs' SoundBlaster, SoundBlaster Pro, SoundBlaster 16, AWE32;
MediaVision's ProAudioSpectrum, PAS16, ProAudio Studio, and Premium 3-D;
Roland MT32/LAPC-1; Ensoniq Soundscape; Gravis UltraSound and UltraSound Max
in native mode; General MIDI, and compatibles. (Plug: the stereo sound on my
PAS16 is flawless and fabulous.)
1.6 What controllers are supported?
===================================
Two-and three-button mice (mouses?) are supported, as are the FlightStick Pro,
and the ThrustMaster FCS and compatibles. Note: the FLCS is *not* supported.
The Gravis GamePad is supported, and the buttons are configurable.
1.7 Does DF have __________?
============================
1.7.1 ...a multiplayer option?
==============================
LA made the decision not to include modem or network play in DF, preferring
instead to concentrate on producing a solid game (I'm paraphrasing).
Although it wouldn't make much sense to have a 'deathmatch'-style game with
two rebels fighting each other, a one-on-one Kyle Katarn/Trooper match is
possible. A cooperative modem game option would fit much better into the
storyline, considering that some fairly intricate and complex puzzles must be
solved to complete a mission.
The storyline, however, is *not* the decisive factor here. LA obviously
decided that DF would be "popular enough" without a modem option. Many
net.players have modems or are on networks, thus the high demand for this
option on the Net is understandable. Perhaps if LA received enough feedback
from DF players, they might consider changing their minds when/if DF2 is
released. So stop complaining and *do* something about it!
1.7.2 ...a "save" feature?
==========================
There is *no* mid-mission save feature in DF. After you complete a mission,
your status and weapons are saved. In each mission, there are various
invisible "save locations". If you die, and you have at least one life left,
you are "reincarnated" at the last save location you passed with 100 shield
units and 100% health. You keep all the items you found up to that point and
your map contents, ammo status, and the status of all enemies (dead/alive),
doors, etc. is unchanged.
If you lose all your lives, you restart at the beginning of the mission and
everything (enemies, doors, map, etc.) is reset as if you'd started the
mission anew. Additionally, *you* are reset as you were when you first
started the mission. That is, you have all the weapons, ammo, lives, shields,
and special items you had when you first started the mission. It's not like
starting Mission 1 again, with no extra weapons, etc.
Is this a good feature, or a glaring omission? On the pro side, some observe
that having to play all the way thru a mission nonstop is exciting, and
contributes to the realism of the game. On the con side, others note that
reality has a way of intruding into game-playing, and that it would be nice
to save the game in the middle of one of those long missions and come back to
it later to do such mundane activities as eating, sleeping, and going out on
dates, for example.
1.8 How do I get DF?
====================
DF is listed at US$54.95 when ordered directly from LA (CA residents add
7.25%). Shipping and handling is another US$5 per order within the US; US$6
to Canada.
To order DF in the USA and Canada, call 1-800-STARWARS. LA has been offering
some incentives (like discount coupons on other LA software) while DF is
backordered. Check your local software retailer.
1.9 Will there be any sequels to DF?
====================================
It's not policy for LA to speculate on unannounced products; however, it is
very likely that the DF design team will use the 'Jedi Engine' to create
sequels to DF, perhaps with a Jedi knight in the central role.
1.9.1 Will any sequels offer a multiplayer option?
==================================================
Well, first you have to have a sequel to have network or modem support ;-)
See the next question...
1.9.2 DF2 wish list
===================
Dear Santa:
I would like DF2 (if and when there is a DF2) to have the following:
- multiplayer option (Via modem/network)
- mid-mission "save" feature (I like going out on dates. I miss it. :)
- many, many more missions
More to come. Love, KAL.
===========
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 FTP sites:
ftp.uwp.edu://pub/msdos/incoming/demos/
ftp.gatech.edu://pub/submissions/
ftp.leo.org://pub/comp/platforms/pc/msdos/games/
dge103.rh.psu.edu://pub/dos/
ftp.wustl.edu://pub/msdos_uploads/games/demos/DarkForces/
(If you don't know what FTP is or how to do it, pick up one of those
ubiquitous Internet books at a local bookstore, or contact your system
administrator.)
The demo was also included on the CD-ROM coverdisks of the magazines _PC
Gamer_, Vol.2, No.3 (March, 1995), and _Computer Gaming World_, No.128 (March,
1995).
The demos on the CD-ROMs are version 0.16D, as opposed to the 0.163D version
available on the Net. Only the Net version allows you to choose mission
difficulty from Easy, Medium, and Hard.
2.2 Is there a demo editor?
===========================
Yes there is! According to the README.DFE file accompanying DFED171.ZIP, this
editor will apparently add and randomize weapons/characteristics including:
energy, shields, invincibility, extra life, revive, concussion rifle, fusion
cutter, thermal detonators, autogun, Claymore mines, mortar launcher, mortar
shells, and med kits. You can also apparently add and randomize enemies
including: stormtroopers, officers, commandos, interrogation droids, probots,
seeker remotes, Gamorrean guards, "Ree Yees", Dark Troopers (3 kinds), Boba
Fett, and Bossk. The program will also allow you to back up and restore
levels. Caveat: this editor will work only with the demo level, and has met
with varying degrees of success.
This editor can be found at the FTP site (is it still there?):
ftp.wustl.edu://pub/msdos_uploads/DarkForces/incoming/dfed171.zip
or:
http//stwing.resnet.uppenn.edu:8001/~jruspini/lucasarts/df.html
The author of the editor is Sean Baker <srbaker@nwoca.ohio.gov>. If you decide
to use this editor, he requests a donation of between US$2 and US$10.
2.3 Is the demo level in the full game release?
===============================================
Yes, mostly. However, not all of the enemies, weapons, and secrets in the
demo level are in the final game. The demo level was loaded up with goodies
so that people would have more fun with the demo and see more variety.
===============
3.0 DF vs. DOOM
===============
I've only included this section because there's a *lot* of net.advocacy (and
net.noise) on Usenet. Don't flame me! I have tried to make this section as
balanced and fair as possible, staying away from mere opinions in favour of
the facts. If my facts are wrong, let me know. Ultimately, every individual
must make up his or her own mind which game he or she prefers.
I suggest you make up your own mind -- and not try to "convert" others.
Download the shareware version of DOOM 1.8 and compare it with the DF Prologue
Mission 1 demo, available at better FTP sites everywhere.
(Me? I bought DOOM, and have played it solo and over the modem, and have
played a bit of DOOM II -- in addition to DF, of course. But I'm probably not
going to "rmdir doom" anytime soon. I like each game for its unique
features.)
If you wish to flame me on these (quite reasonable, I think) answers, get a
clue. Like IDDQD. ;-)
3.1 Isn't DF just a ripoff of iD Software's DOOM?
=================================================
Strictly speaking, no: although Dark Forces is a first-person perspective
action/adventure game -- as is DOOM -- it has many features that make it
unique. Think of it this way: if DF is a ripoff of DOOM, then DOOM is a
ripoff of Wolfenstein 3D, which is a ripoff of both Castle Wolfenstein and
Wizardry for the Apple ][...
Each one of these games has, shall we say, "inspired" a successor. The
successor has made large improvements in gameplay and design. Also, advances
in computer hardware have allowed the latter games to be more ambitious in
their attempts to create a pseudo-immersive game environment.
That is not to say, however, that DF could have existed without DOOM. But I
will not change the answer to this particular FAQuestion unless I receive the
"smoking gun" internal memo from LA stating "Develop a ripoff of DOOM." (The
magazine _PC Games Plus Global_ reported that "apparently LucasArts confessed
to Jay Wilbur of id that they had ripped apart the DOOM engine to assemble Dark
Forces.")
From _CD-ROM Magazine_:
"So how much had id Software's Doom influenced the team.[sic] "When Doom
first came out it made us set our sights a bit higher," said Stinnet[sic]. "We
knew we wanted to do a first-person _Star Wars_ game, but we didn't know what
programming technology we'd use. But it is our own engine, which we developed
internally." Is it better than the Doom engine? "It has quite a bit more
capability -- ours can look up and down and it has 3D objects."
"However, there's no rivalry going on, just a lot of healthy American
mutual respect. Both teams keep in touch through E-mail and the id team has
played Dark Forces and (according to a Lucas PR person) loved every bit of
it. This is probably because Dark Forces includes some of the features which
id is supposedly including in its latest title, Quake. The most obvious
difference is that in Dark Forces, you can look up and down. To create the
right perspective, the programmers employed a clever fish-eye effect which
makes buildings look as if they're really looming over you."
3.2 Does DF kick DOOM's butt?
=============================
("Huh-huh. Hey, Beavis. He said 'butt'. Cool.") DF does offer several
substantial improvements over the features offered in DOOM. The primary one
to be considered must be the fact that it is a part of the Star Wars universe.
As a member of the "Star Wars Generation", I can attest to the impact of the
movie trilogy on the popular culture shared by me and my peers. Indeed, George
Lucas intended Star Wars to be no less than "a fairy tale for a generation that
had none of their own" or something like that.
DF and DOOM have many features in common:
- designed as pseudo-immersive first-person shoot-'n'-move environments
- use realistic lighting/shading fx (unknown whether DOOM uses Gouraud
shading)
- have the player acting as a single protagonist attempting to accomplish
various goals (e.g., collecting keys, destroying enemies, finding exits)
within each game level
- have a myriad of weapons at the player's disposal
DF, however, has several unique features:
- great emphasis on solving elaborate puzzles to complete mission objectives
- has many full 3D objects, whereas DOOM had exclusively planar graphics
- allows multiple-layered 'levels' of play *directly* above each other, vs.
DOOM's multiple-tiered, but single-layer levels
- many animated fx (rotating Death Star holos, etc.)
- atmospheric fx, like haze and fog
- the ability to 'look up' and 'look down', as well as aim weapons up
and down at will
- the ability to jump and crouch
- multi-megabytes of cutscenes
The most significant difference between DOOM/DOOM II and DF is that id's games
have multiplayer and save-game features, whereas LA does not currently offer
these particular options in DF.
3.3 Is DF easier than DOOM?
===========================
Did you finish all 14 Missions? Did you get all the secrets in all DF
Missions? Enemies (including the Dark Troopers) not challenging enough, even
on "hard"? Can you finish all Missions with your eyes closed? Which one is
harder? Maybe I don't care; both are fun. Maybe you think you're some kind
of DOOM-god. To you I say: Don't underestimate the Dark Forces. Your
overconfidence is your weakness ;-)
======================
4.0 Undocumented Codes
======================
To get a display of the cheat codes, run the sound card setup program
IMUSE.EXE. Hold down both [Shift] keys and a [Ctrl] key and type the letters
WORK. A message will scroll across the screen, followed by all DF cheat
codes. Also, when the message is scrolling, push the [Tab] key, and test your
music and sound. Note that this trick apparently doesn't work on some
Pentium-based PCs. There are three types of codes: gameplay, mission, and
joke. :)
4.1 Gameplay Cheat Codes:
=========================
4.1.1 LABUG
===========
Toggles "Insect Mode". Decreases your "size" parameter: when you see your
"self" in map view, you no longer have a "circle" around you. Allows you to
squeeze thru narrow openings, and helps you avoid enemy fire. Also, when you
crouch, your minimum height goes from 2.0 to 0.3 units.
4.1.2 LACDS
===========
Toggles "Map Supermode". Type it once to get a full detailed map, showing
item locations as well as enemy location and movement. Typing it again
changes the colour of any "steps" to a darker green colour. Typing it a
third time turns Supermode off.
These are the objects:
Yellow triangle = live opponent
Grey triangle = deceased opponent
Blue triangle = shield units
Blue square = ammo
Yellow dot = static scenery
Orange triangle = dynamic scenery (changes to pale yellow when shot)
4.1.3 LADATA
============
Toggles coordinate information display, which gives your location in the
game. Good for level mapping. There are five variables:
X = east/west position; increases from west to east
Y = altitude
Z = north/south position; increases from south to north
H = height of protagonist; usually 5.8
S = % secrets discovered
The first four parameters are apparently in units of feet.
4.1.4 LAIMLAME
==============
Toggles full invincibility. You're safe from shots to falls. Note: if you
pick up a Shield Supercharge while using this code, when the Supercharge runs
out, you will be vulnerable again. Just retype the code to reinstate it. You
have to admit to being "lame" to become invulnerable (and back again)!
4.1.5 LAMAXOUT
==============
This cheat gives you all weapons, full ammo and shields, plus all inventory
items. Maxed out!
4.1.6 LANTFH
============
Teleport to current map position. This cheat only allows to you 'port between
levels or "floors" of a mission. Hit [Tab] to bring up the map. Then hit the
[ or ] key to change the level to your destination. Type LANTFH, and you will
be teleported to that level -- if possible (you cannot teleport to a location
that does not exit).
4.1.7 LAPOGO
============
Toggles height checking. Good for making those impossible jumps up (though
not across chasms): if you walk up to a wall with a ledge above it, it will
move you to that ledge. "Pogo-stick" mode.
4.1.8 LAPOSTAL
==============
Gives all guns, and full ammo, shields, and health (as well as battery power,
ice cleats, infrared goggles and gas mask). I can see the headline now:
"Postal Worker Goes on Rampage--Apparently Triggered by Implication Made in
Violent Computer Game" :)
4.1.9 LARANDY
=============
Weapon Supercharge. Increases firing rate (and ammo consumption :( for 50
seconds.
4.1.10 LAREDLITE
===============
Toggles enemy-freeze mode. If you shoot opponents in this mode, they won't
die/fall/explode until you toggle it off. Called "pondering toggle".
4.1.11 LASKIP
============
Immediately forces successful completion of mission, and marks it as a
victory. Will show any cutscenes.
4.1.12 LAUNLOCK
===============
Gives you all the keys, code cards, broken Dark Trooper gun, the Phrik metal,
data tape, ice cleats, IR goggles in your inventory.
4.2 Mission Codes
=================
Typing one of the following codes will teleport you to that Mission; however
you will forfeit all weapons and items.
Mission: Code======= Title==================
I LASECBASE Secret Base (The Death Star Plans)
II LATALAY Talay: Tak Base
III LASEWERS Anoat City (The Subterranean Hideout)
IV LATESTBASE Imperial Weapons Research Facility
V LAGROMAS Gromas Mines
VI LADTENTION Imperial Detention Center
VII LARAMSHED Ramsees Hed Docking Port
VIII LAROBOTICS Robotics Construction Facility
IX LANARSHADA Nar Shaddaa
X LAJABSHIP Jabba's Ship
XI LAIMPCITY Imperial City
XII LAFUELSTAT Fuel Station
XIII LAEXECUTOR The Executor
XIV LAARC The Arc Hammer
4.3 "Dork Farces" :)
====================
Nowhere is the term "Dork Farces" more applicable than here, in the section
on the "secret codes" which *DON'T* work, and are only *GAGS*, okay?
Fake code====================================== What it doesn't do==========
LADIDAOOHLALAFALALALALALALALAH Show Mohc naked in cut-scenes
LASUPERCALIFRAGILISTICEXPIALIDOCIOUS Enable LAN Multiplayer Mode
LAISASLADOESYOUKNOWWHATIMTALKINGABOUT Try it and see (18+ only)
LAQUICKBROWNFOXJUMPEDOVERTHELAZYDOG Measure typing speed
LASPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM Carpal tunnel activation
These codes are, no doubt, a play on the finger-twisting DOOM cheat-code
IDSPISPOPD.
4.4 Command Line Options
========================
To obtain screenshots, type the following: DARK -SHOTS Then press
[PrintScreen] to save screen shots in PCX format, as SCRSHTnn.PCX where nn
goes from 00 to 99.
=====================
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 and you 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 ;-)
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.
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.
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.
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.
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.
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.
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:
_____________________________________
Ammo \ Weapon:| BR| SR| TD| RG| FC| IM| MG| CR|DTW|
===============|===|===|===|===|===|===|===|===|===|
*Energy Units |500|500|___|___|___|___|___|___|___|
Thermal Det. |___|___|_50|___|___|___|___|___|___|
*Power Cells |___|___|___|500|500|___|___|500|___|
Mines |___|___|___|___|___|_30|___|___|___|
Mortars |___|___|___|___|___|___|_50|___|___|
Plasma |___|___|___|___|___|___|___|___|400|
Rockets |___|___|___|___|___|___|___|___|_20|
BR=Modified Bryar Rifle IM=I.M. Mines
SR=Stormtrooper Laser Rifle MG=Packered Mortar Gun
TD=Thermal Detonator CR=Stouker Concussion Rifle
RG=Imperial Repeater Gun DTW=Dark Trooper Weapon
FC=Jeron Fusion Cutter
* - indicates that ammo is in a pool shared by multiple weapons
5.3 Weapon Supercharge
======================
This powerup doubles your rate of fire for all weapons (including fists!), but
lasts for only 50 seconds.
5.4 How is aiming/targeting accomplished?
=========================================
One of the first things you'll notice is your accuracy at shooting distant
targets with the Bryar Pistol or Stormtrooper Rifle; it almost seems as if
some of the shots find their targets by themselves. (No, you're *not* using
the Force...) The development team devised a routine, whereby the game will
pick the best target within a cone-shaped zone emanating from the weapon. So
even if you're pointing slightly off the mark, it'll direct the bolts to the
target.
It's been said that blasters are "clumsy...random" weapons. Don't sit back
and wait for targeting to be accomplished for you, or you'll quickly find
yourself dead. Keep adjusting your targeting until most of your shots hit
their target; often you'll just have to get closer to your target.
5.5 Keys
========
In some Missions, you will encounter locked doors. You will be informed which
colour key is required to unlock the door; it will be either red, blue, or
yellow. You can find keys sitting out in the open, or may be dropped by an
Imperial when you kill him.
5.6 Head Lamp
=============
You always have this item. It allows you to see in dark areas, but also lets
your opponents see you, too. Uses battery power (albeit more slowly than the
Infrared Goggles). It's best to use this ina dark area containing no
opponents.
5.7 Infrared Goggles
====================
These goggles help you see in the dark, however, you opponents won't be
able to see you -- but at the cost of draining your batteries much more
quickly than the headlight. Use when you are in a dark area that may be
populated with enemies.
I've debated Daron Stinnett on whether or not these are "infrared" or "light
amplification" goggles. He calls them IR goggles, but notes their
functional similarity to the ones used by a character in the film _The
Silence of the Lambs_, which is actually a *light amplification* visor.
Computer-enhanced IR goggles generally have multicoloured "blobby" shapes that
indicate differential heat radiation by the subject.
5.8 Ice Cleats
==============
These help you walk on ice and snow, giving your better control at the
expense of walking speed.
5.9 Gas Mask
============
Filters out airborne hazards. Use this when you hear Kyle's heavy
breathing/gasping. Uses battery power.
5.10 Batteries
=============
Batteries power the Infrared Goggles, Air Mask, and Head Lamp. You can
get a battery by shooting an InfoDroid (see section 6.8).
5.11 Shields
============
You can have a maximum of 200 shield units and a maximum of 100 health units.
Kyle begins the game with 100 units of each. Your health does not go down
unless you're shot when your shields are below 50 units. When your shields
are at 0, your health will decrease very rapidly when shot. When you are
struck with a shot, the screen will briefly flash a colour indicating the
type of damage you've sustained. If the screen flashes green, your shields
have taken a hit. If the flash is red *and* green, your health and any
remaining shields have been decreased. (Note that picking up an object will
flash the screen blue.) Jumping down a level can take 20 shield points
(usually).
5.12.1 Shield Supercharge
=========================
This powerup gives you temporary invincible shielding, lasting 50 seconds.
5.12.2 Revive
=============
This powerup resets your shields to 200 and health to 100%.
5.12.3 Med Kit
==============
This box with a red cross increases your health.
=============
6.0 Opponents
=============
6.1 Imperial Stormtroopers
==========================
D'ja ever see a little movie called, _Star Wars_? These guys in white armour
are lousy shots, just like in the movie. Two direct blaster hits prove that
their armour really *is* useless.
6.2 Imperial Officers
=====================
These guys in brown uniforms and cute widdle caps are always spouting about
"violating Imperial law". Like I care. One direct blaster hit shuts 'em up
-- permanently.
6.3 Imperial Commandos
======================
Tough hombres wearing helmets, dressed all in black. They only go down after
three direct blaster hits.
6.4 Gun Turrets
===============
Everybody hates these blasted things. If you haven't set it off yet, wait
until the turret has turned away from you before commencing blasting. Make
sure your gun is pointed up at it first, though.
6.5 Probe Droids
================
What are these crazy droids saying? It's as hard to figure out as the lyrics
to "Lapti Nek". What's not hard to figure out is that it takes five direct
blaster hits bring one down. Releases 10 power cells.
6.6 Interrogation Droids
========================
How the heck did Princess Leia survive against one of these nasty black
spheres? Taking one down with five direct blaster hits nets you some power
cells.
6.7 Remotes
===========
Small and fast, these tiny grey spheres are peskier than a mynock chewing on
your power cables. Your best bet is to (1) get some distance, (2) point your
gun up or down to match its "elevation", and then (3) move left and right
to shoot it down.
6.8 "InfoBots"
==============
OK, so I made up that name -- it's my FAQ! These harmless, black, squarish
little droids roll around making R2-D2 sounds. To shoot them either aim your
weapon lower (by using PageUp/PageDown keys), or by crouching down ([C] key)
and firing. They release a battery.
6.9 Trandoshans
===============
Bossk was a Trandoshan. Whatever happened to Bossk? The reptilian
Trandoshans in DF favour the Stouker Concussion Rifle, which does a *lot* of
damage, even from a great distance. Beware!
6.10 Gran
=========
No, this isn't your beloved Granny. These tri-green-eyed creeps like to toss
TDs at you. They've got quite a throwing arm -- they'd be good playing
batball for the planet Naltor! The best way to handle them, believe it or not,
is to get as close as possible. They will then go into "pugilist"-mode,
throwing punches instead of TDs, allowing you to punch or shoot them.
6.11 Gamorreans
===============
Don't let these pig-like axe-wielders get close to you! They're tough and
can do a *lot* of damage.
6.12 Dianoga
============
Also known as "the monster from the trash compactor." They live in water or
sewage. They pop an eyestalk out of the surface and make a rumbling
noise before chewing on you. When you hear them, get some distance, then
fire! Quite a few people favour using fists on these enemies.
6.13 Boba Fett
==============
Did you know Boba Fett's first appearance in the Star Wars universe was in
the Star Wars Holiday Special? It's true!
================
7.0 The Missions
================
Specific locations of objects and items parallel the format of the LADATA info
on your screen: (X/Y/Z). The position may not be exact because enemies
carrying Code Keys, for example, may move around a bit. The first Mission is
given as a complete walkthru to give you an idea of what to do; later missions
are less detailed to let *you* uncover the details. Thus, if you follow the
walkthrus below, you won't see *all* areas in each Mission. You will,
however, accomplish all of your objectives. Also, the secrets are listed
separately, for those whose wish to skip them, or find them on their own.
The enemies you'll discover are yours to handle as you will. I haven't
described their location or numbers because that varies with the difficulty
setting of the mission. Also, I've largely avoided specifying the contents of
secret areas because this also apparently varies with the difficulty setting.
I've (subjectively) rated the difficulty of each mission from low, moderate,
medium, to high. Give me feedback if you disagree with my rating.
7.1 Prologue Mission I: The Death Star Plans: Operation Skyhook: Phase 2
========================================================================
Location: Imperial Secret Base, Danuta
Objectives: - Find and retrieve the Death Star plans
- Return to your ship on the roof of the base
Difficulty: Low
Trivia: The (first) Death Star, constructed in orbit around the planet
Despayre in the Horuz system, measured 120 km in diameter. It was
populated by 27048 officers; 774576 troops, pilots, and crew; close to 400000
support crew; and over 25000 stormtroopers. That's no small moon!
The shortest mission with the longest title! To get the Red Key, go outside
the complex to Floor 0. As you exit Floor 1, there will be two doors in front
of you: one to your left, one to your right. Go in either one, and shoot any
stormtroopers. There will be an elevator which you will take up a level.
Shoot any enemies; the Imperial officer is the one with the Red Key, around
(0234/24.0/0165). Run over the key and go back to Floor 1. Now you can go
through the Red Key door (0258/1.0/0292) and take the elevator up a level.
In the Red Key area, there is a switch on the wall. Press the switch at
(0264/20.0/0341) and jump down to Floor 1. There will be a new area now open,
to the right of where you started the game. Kill any enemies there.
SECRET 1: In this new area there is a switch on the wall. Press this
(0227/0.1/0335) and return to the Red Key area (Floor 2). Go to the round
switch again, and look across the hallway. There will be a 'closet' that has
opened up. To get to it, you must run fast (hold down the left [SHIFT] key)
and jump [X] at the last moment.
SECRET 2: Go outside to Floor 0 again. Check your map with [TAB]. You exited
Floor 1 at a location of 6:00 on an analog clock; on the outside wall there
are two caves. Enter the one at 10:00 (0116/-2.0/0383); turn on your
headlight. Run and jump to get a revive (0158/22.4/0423); exit the cave via
the other hole at (0173/2.1/0428).
Go back into the new area. Take the round elevator up to Floor 2. Shoot any
enemies. Go up to the northeastmost part of the Floor (don't fall off!). Point
yourself west. You should see a ledge on the outer wall that has a shield
unit on it. Back up as far east as your can go, and take a running jump to
reach the ledge. Pick up the shields. Jump down to Floor 0.
SECRET 3: Go to the new area 2 again, and go to the southmost point, where it
forms a little 'peninsula'. There is another peninsula for the east side of
this Floor. You must jump across from the west side to the east side. (It may
help to use the Map view.) It *is* possible to run and jump almost immediately
and reach the other side.
SECRET 4: Go to the northeast corner of this Floor, and point yourself to the
northeast. You should be able to see a ledge in the outer wall. Back up a
ways, and run and jump onto the ledge. Enter the passageway. You cannot open
the door on your right (0446/-9.0/0284). Go deeper into the cave until you hit
a wall (0380/24.0/0362). Open the wall to reveal a switch. Press the switch
(0393/24.1/0398) to open the door by the cave mouth.
SECRET 5: Go through the open doorway and press the switch on the wall at
(0458/-9.0/0258). This will lower the wall. Drop down. Now you're on Floor 0
again, but to your left will be a new area. Go through the door at
(0442/-9.0/0282) then hit the switch at (0459/-9.0/0260) to open the second
door. This area contains IR Goggles, shields, batteries, medikits and
stormtroopers. Go to door of the "Emperor's Lounge" at (0538/-9.0/0234),
containing several interrogator droids. This room gets its name from the
pictures of Emperor Palpatine on the walls.
Go to the new area and take go down stairs behind the round elevator.
SECRET 6: Behind the first door at (0171/-13.0/0349) is a stormtrooper and a
brownish mechanism, which is part of the elevator mechanism. If you have
followed this walkthru so far, the elevator will be at the upper level,
allowing you to step into the secret area behind the mechanism at
(0163/-14.0/0338) and pick up some energy cells and shield units.
Continue down and past the holo of the Death Star, turn left down the hallway.
You will see an Imperial officer behind a counter. Shoot him and any others.
Behind the counter is a switch at (0330/-20.0/0275) which will open the wall
behind you. Go into this new room and take the red circuit board. "This is
too easy. Now to get to my ship!"
SECRET 7: Go through the door to the north and go *past* the door of the round
elevator until you reach a lone stormtrooper. Blast him. Now face east. Go up
to the wall and open it at (0345/-20.0/0342). It will turn, and you must move
ahead to enter the room. Blast the stormtroopers and soldiers. Pick up the
energy packs, shield units, and batteries. To exit, go back up to the wall
and open it again.
Now take the round elevator up. Blast any stormtroopers here. (In this
courtyard, you can open a grate in front of a duct leading down. If you take
this, you will land right where you started, which is kind of pointless. This
is presumably how Kyle entered the Imperial Base in the first place.)
If you've got the Death Star plans, your ship will drop down into the
courtyard. You've accomplished your objectives! (Hit [ESC] to end.)
7.2 Mission II: After the Massacre
==================================
Location: Talay: Tak Base
Objectives: - Find and restart hydro-electric power generator
- Find some clues to the Dark Trooper
- Return to the landing area
Difficulty: Moderate
Trivia: Contrary to popular assumption, the white armour that stormtroopers
wear is not meant solely to withstand blaster fire. Rather, it is an
armoured spacesuit that allows them to withstand the vacuum of space. Debate
in the Usenet newsgroup rec.arts.sf.starwars has centred on the possibility
that stormtroopers are clones.
Before you begin, note that because the power is off, doors will not function
and many areas are dangerously dark. So restoring power is your first
objective. Go up steps (0123/0.5/0190) into the "fort" structure -- explore it
on your way back. Head east to the wall, around (0177/14.0/xxxx), and pick off
enemies below. Jump down. Cross the bridge, exit the room to the south. Enter
the dark structure (0390/2.0/0143) and eliminate all enemies.
SECRET 1: There is a secret door at (0413/2.0/0072).
Go into the room (0427/4.0/0072) and exit to the west, towards the
canal. You'll see a platform in the water surrounded by three spiral arms.
Run along one of the arms and go to the centre of the platform. The switch
(0225/2.0/0023) turns on the power. Get onto one of the now-turning arms and
back the way you came.
Head north, the east to rotating arm bridge control room (0473/2.0/0263). The
switch (0450/2.0/0290) rotates the bridge so you can get halfway across;
then, another switch (0402/6.0/0344) rotates the bridge so you can get the
rest of the way across.
Keep heading north, blasting opponents and crouching under a door
(0482/-2.0/0662) to get past it. Enter a building thru a door (0392/7.0/0649)
and wipe out all opponents. Take the spiral staircase up, and go thru a door
(0440/19.0/0709) and you'll find the broken Dark Trooper weapon
(0480/16.0/0709).
SECRET 2: Go back down into the main room and thru a door at (0353/7.0/0688)
into another room and thru another door at (0278/9.0/0736). Crouch to hit
"hand" switch (0322/11.0/0726); turn around to get items in a low space.
Exit this building.
SECRET 3: Go around the building until you see the waterfall. Crouch down and
open a secret door at (0482/-2.0/0662) to get items.
Get into the water and follow it south; to your right will be an area with
MediKits, shields, and ammo. Go *back* north the way you came. Leave this
area. The door at (0394/5.0/0486) is shut, so jump out the southeast window.
Cross rotating arm bridge. Cross the bridge over the canal. Open the door at
(0181/2.0/0209) to re-enter the fort. Behind one door at (0165/0.0/0203) is an
extra life; then go thru another door (0142/0.0/0203) and up the stairs. Head
west, bypassing the steps you used to enter the fort in the first place. Look
for the circular staircase down to the landing area.
7.3 Mission III: The Subterranean Hideout
=========================================
Location: Anoat City
Objective: - Find the Imperial weapons engineer Moff Rebus
Difficulty: Medium
Trivia: The Anoat system is adjacent to the Hoth system; it was here that Han
Solo evaded his Imperial pursuers after the evacuation of Echo Base in _The
Empire Strikes Back_.
Explore the landing area, knocking off any Probots. Then go to the Main Gates
switch (0315/0.0/0188) which controls the four gates. Hit it once to open Gate
1.
Gate 1 (west):
SECRET 1: When you come to the first falls, run and jump straight ahead onto
a narrow ledge around the inside of the circular "cascade". Edge around until
you find the cave at (-183/-4.0/0272).
Follow the flow and go down the first falls; get out of sludge to area your
right.
SECRET 2: There is a secret door at (0250/-20.0/0285).
SECRET 3: While in the secret 2 room, open another secret door at
(0247/-20.0/0272).
Take the elevator up (0248/-20.0/0306) to find a switch (0259/-4.0/0344) to
raise the sludge level in the main (figure 8-shaped) pool. Return to the flow,
and into the "Lagoon". Watch out for Dianoga and find the door
(0070/-66.0/0305) to get TDs, ammo, and MediKits. Behind another door
(0091/-66.0/0211) you'll find more supplies and an elevator (0120/8.0/0165) to
get you back to the landing area. Go and activate the Main Gates switch again.
Gate 2 (north face, west gate): Again into the flow, get out on your left this
time, and activate the switch (0261/-5.0/0319) which opens a door
(0290/-10.0/0312). Get into the muck and follow it thru the now-open doorway
to the "central sluice area" -- open the door (0350/-40.0/0471), followed
by another door, and a switch; then just follow the drain. You'll find
ammo (0508/5.0/0324) if you take the double-S curves at the far east. (Watch
out for Dianoga at the end outflow!) Activate the Main Gates switch once
again.
Gate 3 (north face, east gate): Get out of the sewage on your right, and go up
an elevator to find a switch (0377/0.0/0299) which lowers the level of sludge
directly outside (watch thru the window!). Now go out and take the door
(0355/-11.0/297). Find a switch (0317/-4.0/0344) to raise the level in the
main sludge pool. (No, you can't jump thru the window to the north passage.)
Follow the sludge out, jumping over the pillars (0363/-16.0/0339) to the
central sluice area and down the drain again. Activate the Main Gates switch
yet again.
Gate 4 (east): This area is not essential, but you may pick up a few items.
Follow thru as before.
Activate Main Gates switch so that Gate 2 is open. Return to Gate 2 area.
Take the passage in the north end of the figure 8-shaped pool
(0287/-10.0/0378)
SECRET 4: Go south into a dark "swimming pool" area. Open secret door
(0192/-6.0/0348) to find a lot of ammo.
SECRET 5: Go along a north passageway now, until you find a waterfall. Behind
the waterfall (0169/-9.0/0538) at the extreme north end is a secret area.
Follow the flow until you get to a series of large pillars. A switch
(0185/-25.0/0427) raises a platform you area standing on, allowing you to jump
across the pillars. Jump to the first platform in front of you to your left,
then to the one on your right, then to the ledge.
Follow the ledge, until you see an area on your left. Make a running jump
south across the sludge. The first set of doors will open automatically. Open
the double set of "eye" doors. There are stairs at the south end of this
room. Take them up and you will find Moff Rebus (0105/7.0/0295).
7.4 Mission IV: Imperial Weapons Research Facility
==================================================
Location: The Planet Fest
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.
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 2: 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 3: 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 4: 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.
SECRETs 5: ???
BONUS 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.
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.
(What does the switch at (0116/128.0/0224) do??)
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 TD at wall at (0106/128.0/0433).
SECRET 2: To get to the "Smoking Room", jump up to a hole at (90/128.0/0447).
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 3: Blow the wall at (0143/64.0/0515).
SECRET 4: Blow the wall at (0108/64.0/0441).
SECRET 5: Blow the wall at (0155/64.0/0441). The switch at (0134/64.0/0429)
triggers an elevator. Go down to find stuff.
SECRET 6: Blow the wall at 0103/64.0/0504).
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. The maglock at (0066/-32.0/0476) flickers off
periodically, allowing you to walk thru.
SECRET 7: Blow the crack at (0023/-32.0/0400). Open secret door at
(0114/-36.0/0354).
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)! 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 to open the door). Take the west elevator to level 0. Get
out and use the external switch to send the elevator to the next level down.
Open Red Key door at (0102/128.0/0467). Note the schematic on the wall: it will
help you thru the next part.
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). Run and jump across the
chasm between elevators and across the east elevator. You will find the
graffiti "Ewoks Suck" on the walls at (0190/46.0/0466). Jump up a few ledges
into the garbage compactor.
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).
SECRETs 8-14: ???
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
A switch at (-225/-40.0/0729) open the big door at (-215/-40.0/0701). The
switch at (-182/-41.0/0691) will lower the door onto your head! Find the
Yellow Key at (-287/-40.0/0576).
SECRET 1: 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. Enter 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 2: 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 3: Blow open crate at (-238/17.0/0588) to get mortars.
SECRET 4: Blow open crate at (-238/9.0/0571) to get mortars
SECRET 5: 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.
SECRETs 6-7: ???
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. 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.
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. 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 into the industrial
waste and then *run* 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 2: 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. It's not clear what the switch at (-398/10.0/0262)
does -- although it does have a picture of a fan.
SECRET 3: 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 4: 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
Stage 2 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).
SECRETs 5-9: ???
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.
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 3: 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 4: Run and jump thru the window south into other building to get
mortars. Jump back into the building you came from.
SECRET 5: Run and jump thru the window 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.
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. (Anyone know how to open the other doors here?) 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).
SECRETS 6-10: ???
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: Medium
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: (How do you get to this???) Find items at (0492/-14.0/0655).
SECRET 4: Jump across to other room. Go down stairs, open door and find
items.
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!
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 6: Open door (0422/-6.0/0049) to get stuff.
Hit switch at (0368/0.0/0096) to raise floor level. Head north.
SECRET 7: 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.)
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).
SECRETs 8-10: ???
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 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.
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 (0370/196.0/-251).
SECRET 3: Go into the northeast alcove as the platform descends. Open hidden
door 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. 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! ("Boba Fett!?
Where!?" :) Shoot him down, and Jan will return.
SECRETs 4-5:???
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."
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 a Lord Darth
Vader's flagship. At 8000 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
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 (-053/122/0243). 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 stairs again(!).
Run and jump north across to narrow ledge. (Behind you on a pillar is a red
switch--anyone got it to work?) 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 1: 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 2: Run and jump west across to the other side. Run and jump east to
alcove at (-442/64.0/0411).
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). 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. 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
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, George Lucas apparently appeared on CNN's _Future Watch_ show on the
weekend of March 18/19 talking about and playing (!) DF.
8.4 What are .GOB files?
========================
Very simply, the .GOB files contain the architecture of the levels of the
game. They are simple resource files that contain a bunch of files packed into
one file. For example, the SOUNDS.GOB file that came with the demo is
comprised of 98 VOC sound files stiched together, with an identifying header.
From Daron Stinnett:
There are only three files in DARK.GOB that comprise a level definition
(<level>.inf, <level>.o, <level>.lvb). Any of these files can be
extracted, modified, and will run as normal files in the \DARK directory.
The loader will load up files from the normal DOS file system before it
goes to the GOB. The .INF and .O files are plain text and should be easy
to modify. The .LVB file is a little more complex. It represents the
binary version of .LEV files. .LEV files are plain text descriptions of
the level geometry that we use for internal development. We have decided
to ditch the .LVB files in favor of the .LEV files for the final release
of the game. It should be a simple task to create editors. I would
suggest that someone write an extractor to pull out the .O and .INF files
and play around with them with any text editor.
(Note: If anyone does develop an editor for the full release, please let me
know so I can make note of it in this FAQ!)
8.4.1 What software was used to create the .GOB files?
======================================================
Daron Stinnett has informed me that the .GOB files were *not* created using
AutoDesk 3D Studio. AutoDesk AutoCAD release 12 was used to create the .LEV
and .O files. Note that this fact does not rule out the use of home-brewed
levels. It just means that whatever editors are used must be able to generate
compatible .GOB files.
8.4.2 How should a custom .GOB file be loaded?
==============================================
There apparently is a command line option in the full release version to do
that. [To be updated.]
8.5 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.
===================
9.0 Troubleshooting
===================
If you run into problems running DF, make sure you've read the README.TXT file
that came with DF. Try making a clean boot disk, and make sure you have
enough EMS free. Beyond this, I simply cannot not help you with any problems.
Contact LA, giving them your exact configuration and a description of the
problem. However, if you have a *solution* to a problem, please let me know
and I'll include it in the FAQ.
9.1 Help installing
===================
The most common problem is getting an error regarding JEDI.CFG. Fortunately,
there's a simple fix. From the DOS command line, type INSTALL -Xk where 'k'
is the letter of your CD-ROM drive.
LA has provided a fix for a "divide overflow error". The following changes
to your CMOS settings are suggested:
- disable the turbo switch
- lower the bus clock speed
- disable all caching
- disable hidden refresh
- or, make sure that you have the line "STACKS=9,256" in your CONFIG.SYS
9.2 Help with sound cards
=========================
[Any problems/solutions?]
9.3 Misc help
=============
- Does DF run too slowly for you? Rerun the SETUP program and transfer more
components of DF to your hard drive, provided you have the room.
- DF runs fine in Windows95Beta. Just make a .PIF file to specify settings
when running from Windows (note that you can't run DF *in* a window), or you
can simply run DF from the command line.
- Certain models of Cyrix chips will lock up when loading a DF level. To fix
this, the DOS4GW.EXE that comes with DF needs to be replaced with an older
version, which can be found at:
ftp://wustl.wuarchive.edu/pub/msdos_uploads/descent/dscntdlc.zip
9.4 How do I contact LA technical support?
==========================================
CI$:
Game Publishers Forum A (GO GAMAPUB)
section 7
Or send e-mail to ID# 75300,454
America Online:
Keyword "LucasArts"
Or send e-mail to LUCASARTS3
GEnie:
Games RT (m805)
category 27
Or send e-mail to LUCASARTS
Internet E-Mail:
75300.454@compuserve.com
Or send e-mail to LucasArts3@AOL.com
Technical Support BBS:
+(415) 257-3070
=====================
10.0 Acknowledgements
=====================
- Shawn E. Robinson <dlfc82b@prodigy.com> assisted me with the walkthru of
Mission 8.
- Steph Smith <ag422@FreeNet.Carleton.CA> and Clint Cox
<clint.cox@camel.com> provided descriptions of most of the cheat codes in
section 4.1
- <KerryH5912@aol.com> first came up with the term "Dork Farces" :)
- Allen Do <neko@netcom.com> found secrets in sections 7.3 and 7.4.
- Clark and Shannon Janes <caj101@psu.edu> clarified the elevator positions
in section 7.6
- Adrian Kwong <akwong@bme.synapse.net> drew the ASCII map of the Hexagon.
- Eushuk Hong <umeister@leland.stanford.edu> provided info on Windows95
- Jason Dyer <jdyer@indirect.com> gave me info on Cyrix chips
===============
11.0 References
===============
_The Adventurer_, #9: Winter 1994/5 (published by LA).
_CD-ROM Magazine_, Vol.1, #5 (Dec.1994).
_PC Games Plus Global_, Vol.3, No.1 (#44).
_Star Wars Insider_, #23.
--
Karsten A. Loepelmann, Master of his domain (*psychology*, that is :-)
"Back off, man. I'm a scientist." -- Dr. Peter Venkman
kloepelm@gpu.srv.ualberta.ca /// kloepel@psych.ualberta.ca