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- ___STAR______________________________________________________________
- / ________ ______ ________ ____ _____ \
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- | | __ \ | | | __ \ | || | |
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- | | || | | || | | /\ \ | |\ \ |
- | | || | | ~' | | || | | || | |
- | | ~' / | __ | | || | | || | |
- | |_______/ |__/ \__| |___||___| |___||___| |
- | _________ ______ ________ ______ _________ ______ |
- | | | / \ | \ / \ | | / \ |
- | | ____| / __ \ | __ \ / __ \ | ____| / __ \ |
- | | | | || | | || | | || | | | | ||___| |
- | | |___ | || | | || | | ||___| | |___ \_ \_ |
- | | ____| | || | | ~` / | | ____ | ____| \_ \_ |
- | | | | || | | /\ \ | || | | | ____\, \ |
- | | | | || | | || | | || | | |____ | || | |
- | | | \ ~' / | || | \ ~' / | | \ ~' / |
- | |___| \______/ |___||___| \______/ |_______| \______/tm|
- \______________________________________________________________ ___/
- WARS
-
- STAR WARS: DARK FORCES
- The FAQList
- "The dark side of the force
- Just got darker."
-
- Version 2.40
- Last Updated: November 15, 1995
-
- Compiled and Maintained by
- Karsten A. Loepelmann
- <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
-
- as well as:
- new:rec.arts.sf.starwars.games
-
- Abbreviations used:
- DF = Dark Forces
- LA = LucasArts
- TD = Thermal Detonator
- DT = Dark Trooper
-
-
- Contents:
- (*)=denotes a section that has changed since the last release of this FAQ
- (+)=denotes a section that has been added since the last release of this FAQ
-
- * 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
- * 1.10 MacDF
- + 1.10.1 MacDF hardware requirements
- + 1.10.2 Running custom levels on MacDF
- + 1.10.3 MacDF patch file
- + 1.10.4 MacDF demo
-
- 2.0 DF Demo
- * 2.1 Where can I get the demo?
- 2.2 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
- + 4.1.13 LABRADY (Mac only)
- + 4.1.14 LAOZ (Mac only)
- + 4.1.15 LATERMINATE (Mac only)
- 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
- 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 Various Items
- 5.5.1 Keys
- 5.5.2 Head Lamp
- 5.5.3 Infrared Goggles
- 5.5.4 Ice Cleats
- 5.5.5 Air Mask
- 5.5.6 Batteries
- 5.5.7 Shields
- * 5.5.7.1 Shield Supercharge
- 5.5.7.2 Revive
- 5.5.7.3 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 Mouse Droids
- 6.9 Trandoshans
- 6.10 Gran
- 6.11 Gamorreans
- 6.12 Dianoga
- * 6.13 Boba Fett
- 6.14 Kell Dragons
- * 6.15 Dark Troopers
- 6.16 How many opponents are there in each Mission?
- + 6.17 How many shots are required to take out each opponent?
-
- 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: Smuggler's Hijack
- 7.13 Mission XIII: The Stowaway
- 7.14 Mission XIV: The Dark Awakening
-
- 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 is the name of Kyle's dropship?
- 8.5 What happened to the Imperial-class Star Destroyer Mission?
- + 8.6 Is there a strategy guide?
- + 8.7 Is there a DF fan club?
-
- 9.0 DF Customization
- 9.1 How do I remap the keys?
- 9.2 What are .GOB files?
- 9.2.1 What software was used to create the .GOB files?
- 9.2.2 How should a custom .GOB file be loaded?
- 9.3 What can I use to take apart the .GOB files?
- 9.4 How are the different floors separated?
- 9.5 How are textures assigned?
- 9.6 How are dynamic properties assigned?
- * 9.7 How do you place objects in a mission?
- 9.8 Can you create floor panels that can be blown up?
- 9.9 Can you create sloped floors?
- 9.10 How are sounds associated with actions?
- 9.11 Is there a limit to the size and complexity of the missions?
- 9.12 Day of the Tentacle?
-
- * 10.0 Custom Missions and Mission Editors
- * 10.1 Mission editors
- * 10.2 Custom missions
-
- 11.0 Troubleshooting
- 11.1 Help installing
- * 11.2 Help with sound cards
- * 11.3 Misc help
- * 11.4 How do I contact LA technical support?
-
- * 12.0 Acknowledgements
-
- 13.0 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 ;-) DF has been voted the #1
- game! (Poll taken in _Computer Gaming World_'s April, 1995 issue; results
- listed in the June, 1995 issue.)
-
- You can reach me via e-mail. If I don't incorporate your questions or
- suggestions, I apologize. Some people send me a ton of stuff, and I must
- exercise extreme prejudice in deciding what to include.
-
- I scan the Usenet newsgroups news:comp.sys.ibm.pc.games.action and
- news:alt.games.dark-forces semi-regularly. This file should be available in
- the AOL Star Wars Software Library, the Action Games forum and the PC World
- Entertainment forum ("GO GAMING") on CompuServe, as well as MSN (in the Hints
- and FAQs section of the Computer Games File Library).
-
- Check out the following cool Star Wars: Dark Forces FTP/Web sites:
-
- Scott Streeter's Star Wars/DF FTP site/HomePage:
- ftp://ftp.wpi.edu/starwars/Computer_Games/Dark_Forces
- http://www.wpi.edu/~ss/DF_index.html
-
- Tola Dalton's Dark Forces HomePage:
- http://www.3dg.com/DarkForces/
-
- Jason Ruspini's Dark Forces HomePage:
- http://stwing.resnet.upenn.edu:8001/starwars/lucasarts/df.html
-
- NO, I can *not* mail you a copy of this FAQ. DON'T ASK! (My site cannot
- handle the resulting load, and will trash the mail anyway.) Note that my WWW
- site for the DF FAQ has been changed to:
- http://www.tweb.com/DarkForces
-
- (A great big thanks to John-Paul May and the great people at TWEB for giving
- the DF FAQList Website a home! See them for *your* Net connection needs.)
-
- I humbly note that my site has been honoured on the "Cool List" compiled by
- Warren Ernst <wernst@crl.com>, author of the excellent _Using Netscape_ .
- Check out his Cool List at:
- http://llama.jpl.nasa.gov/bookmark.htm
-
- If you put this FAQList onto an FTP site or link to it on your homepage,
- please give me the URL; this will facilitate distribution of updates to the
- FAQ.
-
- Dark Forces Project Leader Daron Stinnett and Lead Artist/Co-writer Justin
- Chin have provided me with much inside info on DF. Many of the questions
- below were answered with info provided to me by them. Thanks, Daron and
- Justin!
-
- Wanted:
- - any new/custom levels not mentioned herein--send them to me, please!
-
- -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.), Gouraud 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 doesn't have ties to Star Wars continuity. Kyle Katarn's first
- mission takes place shortly before the events of _Star Wars: A New Hope_
- (Episode IV).
-
- Surely, if there were a Rebel who had accomplished as much as Katarn
- (succeeding in over a dozen extremely difficult missions single-handedly,
- facing hundreds of opponents), we would have heard of him by now. But, hey
- -- just try to play along, okay? After all, you may shoot down the enigmatic
- bounty hunter Boba Fett -- but he later appears in _Return of the Jedi_ to be
- fed to the Sarlacc, and then reappears on Nar Shaddaa in the Dark Horse
- Comics series _Star Wars: Dark Empire_.
-
- On the other hand, Justin Chin writes:
- Kyle Katarn is not a more visible character in the Rebellion because
- Mon Mothma and the rest of the leaders of the Rebellion are concerned
- about the controversial nature of his employment. Namely his past with
- the Empire, in which he had many successful operations against the
- Rebellion, leaving many dead. The other is that he is not officially a
- part of the Rebellion, and is paid very well for his deeds. Other
- rebel members are not paid so well if not at all. In fact this very
- fact greatly upsets Princess Leia to no end. Even with the success with
- the Death Star plans and the Dark Troopers. Mon Mothma went behind
- Leia's back to hire him to steal the Death Star plans.
-
- BTW, 'katarn' (the surname of the protagonist in DF) is the name of a predator
- on the Wookie homeworld of Kashyyyk. Also, in the Star Wars book _Heir to the
- Empire_, written by Timothy Zahn (the first book in his trilogy), there is a
- Lieutenant Page who heads a New Republic group called the 'Katarn Commandos.'
-
- Justin Chin writes:
- ["Katarn"] was used before I officially started on the project. I tried
- to think of a better one, but I as well as others, were used to it so it
- was not changed. He was in fact named after the animal. But he has no
- relation to the Katarn Commandos.
-
-
- 1.3 What is required to run DF?
- ===============================
- COMPUTER: IBM and 100% compatibles
- OPERATING SYSTEM: MS-DOS 5.0 or higher
- CPU: 386DX/33 minimum (486DX/33 or higher strongly recommended)
- CD-ROM drive required
- MEMORY: 8 megabytes RAM (6.5 megabytes XMS free)
- HARD DISK DRIVE: 3.5 megabytes available space required
- INPUT DEVICE: keyboard; joystick and mouse optional
- VIDEO: 256-colour VGA/MCGA (Local Bus or PCI recommended)
- SOUND CARDS: various popular sound cards are supported. See section 1.5
-
- The CD-ROM drive need not adhere to the MPC2 standard of a 300kb/s transfer
- rate, but the faster your drive, the faster you'll load the levels. Note
- that DF actually exceeds certain MPC2 requirements (i.e., you *must* have 8 Mb
- RAM). Yes, you need at least 8 (eight) megabytes of RAM -- no, this is *not*
- a typo. Time to upgrade that PC XT!
-
- The README.TXT file accompanying the DF demo states that DF requires a
- Microsoft-compatible mouse, but will also support the Flightstick Pro and
- ThrustMaster Flight Control Systems, as well as regular joysticks.
-
-
- 1.4 What media format is DF offered on?
- =======================================
- Right now, DF is being offered on MPC and Mac CD-ROM *only*. Although it has
- been rumoured, there are apparently *no* plans to offer DF on floppies
- later. Daron Stinnett notes:
- I don't think so. We considered it, but it doesn't look like the
- retailers want a floppy version.
-
- Some players have expressed their disdain for the small size of DF. They
- say that the CD is "padded" with the inclusion of the DF demo. (In fact, the
- demo of Full Throttle is larger than DF itself -- this is largely due to the
- former's extensive sound and animation components.) However, others have
- noted that just because a game comes on a CD-ROM doesn't mean that it *should*
- take up 640 Mb -- some games don't lend themselves to that. It would have
- been nice to have a few more Missions on the CD, like another 200 or so ;-)
- Think of it this way: what if DF were only offered on (two dozen) floppies?
- Would you have been happy?
-
- *** Important note:
- If you are offered DF on ~21 floppy disks, or find such a version on a BBS or
- FTP site, that version is *pirated*. Do *not* download, purchase, or accept DF
- in this format. This is *illegal*. You are considered an accessory unless you
- report this violation of copyright to the authorities. A lot of people worked
- very hard on DF -- they don't work for free. If you want to try out DF, get
- the demo level (see section 2.0).
-
-
- 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, or 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, I have
- it on good authority that the sequel to DF is currently being scripted! I
- also have information that the 'Jedi Engine' used in DF is being rewritten.
- Rumour has it that "DF2" will be a prequel, featuring missions Kyle undertook
- before joining the Rebel Alliance.
-
-
- 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.
-
-
- 1.10 MacDF
- ==========
- A version of DF for the Apple Macintosh computers has been released; the
- port was done by Aaron Giles <agiles@aol.com>. The missions are identical to
- those in the MPC version. A demo version has also been released--see section
- 1.10.4 for locations.
-
- (Although I've used Macs before, I don't run DF on a Mac. Mac users are
- encouraged to correct me on any errors in this section!)
-
- MPC vs. Mac versions of DF:
- - All Missions are identical; all MPC cheat codes work; custom levels work on
- both platforms.
- - Rebel Assault 2 and Full Throttle demos are included on the Mac disc.
-
-
- 1.10.1 MacDF hardware requirements
- ==================================
- COMPUTER: Apple Macintosh
- OPERATING SYSTEM: MacOS version 7.1 or higher
- CPU: minimum 68040 or PowerPC required
- CD-ROM drive required
- MEMORY: minimum 8 megabytes RAM
- HARD DISK DRIVE: 5mb HD space minimum, 13mb HD space recommended
- INPUT DEVICE: keyboard or mouse (see note below)
- VIDEO: 13" color monitor required
-
- Powermacs can run DF in high resolution, but it's apparently "a bit sluggish"
- on a 60 MHz 601. On an 80 MHz PowerMac 6100, it runs at hi-res at letterbox
- size, or at low-res in full-screen. You should have no trouble running DF in
- high resolution on a PowerMac 8100 or 9500.
-
- Note: the CD includes settings for the following joysticks and pads:
- Thrustmaster, MouseStick, GamePad, Flightstick Pro, Questick, and QuePad.
-
-
- 1.10.2 Running custom levels on MacDF
- =====================================
- There were initially some problems getting the custom MPC DF missions to work
- with MacDF, but they have been solved! Follow these instructions:
- 1. Use Stuffit Lite (shareware) or Stuffit Deluxe (commercial) and choose
- "Unzip" from the "Translate" menu to unzip the files. Make sure the
- "Convert CR/LFs" box is *unchecked*.
- 2. Use a file utility such as ResEdit to change the Type code of the .GOB
- file to "DATA" and the Creator code to "dRfO" (the last character is the
- letter O, *not* zero).
- 3. Move the .GOB file into the same folder as your Dark Forces
- application. Do *not* move it into the Dark Forces Data folder, or the
- game will crash when you try to start the level.
- 4. Double-click on the .GOB file to start Dark Forces and play the custom
- mission.
- Note that you do not need the accompanying *.BAT file to run a custom level
- with MacDF.
-
-
- 1.10.3 MacDF patch file
- =======================
- There is a file that updates MacDF to version 1.1.1; this 778 Kbyte file is
- available from the LA WWW site:
- http://www.lucasarts.com/downloads/patches/mac/update.sea.bin
-
- These are the changes that have been made since the original release:
- - added a warning if RAM Doubler/virtual memory is detected
- - fixed the crash after loading bug ("black screen" bug)
- - reenabled code to automatically adjust the memory partition when things
- are tight
- - fixed the lack of stereo panning and the high pitched rattling noise
- - fixed color table code to properly notify the system of palette changes
- - fixed Thread Manager detection code
- - provided an updated settings file for the Flightstick Pro
-
-
- 1.10.4 MacDF demo
- =================
- There is a single-mission, 3.5 Mb demo of MacDF available. Try:
- ftp://sumex-aim.stanford.edu/info-mac/game/com/dark-forces-demo.hqx
- ftp://mirrors.aol.com/pub/info-mac/game/com/dark-forces-demo.hqx
-
-
-
- ===========
- 2.0 DF Demo
- ===========
- There is a single-mission demo of DF: "Prologue Mission 1: The Death Star
- Plans, Operation Skyhook: Phase 2" is available in a package of three files:
- DFORCES1.ZIP - This file contains the first level of Dark Forces. This is
- the only file that is REQUIRED to play the demo.
- FILE SIZE: 3.3 Megabytes
- HD SPACE : 8.0 Megabytes
-
- DFORCES2.ZIP - This file contains the opening cutscene for the demo. This
- file is optional. The demo will work without this file,
- however you will not see the opening cutscene.
- FILE SIZE: 1.0 Megabytes
- HD SPACE : 2.0 Megabytes
-
- DFORCES3.ZIP - This file contains the trailing cutscene for the demo. This
- file is optional. The demo will work without this file,
- however you will not see the trailing cutscene.
- FILE SIZE: 5.8 Megabytes
- HD SPACE : 8.0 Megabytes
-
-
- 2.1 Where can I get the demo?
- =============================
- If you buy DF, you get the demo on the CD-ROM for free! However, if you just
- want to try it out before buying, here are some options:
- Try the following sites:
- http://www.3dg.com/DarkForces/demo.html
- http://www.lucasarts.com/downloads/demos/
-
- The demo was also included on the CD-ROM coverdisks of the magazines _PC
- 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 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.
-
- A recent LA ad campaign contained the following copy: "After facing
- stormtroopers, the Death Star and Darth Vader, we took on our toughest
- adversary yet. [The critics.]", and these reviews:
- "Is it as good as DOOM? Actually, in almost every way, it's better."
- -Computer Gaming World
- "(four stars out of four) Just as the Star Wars saga set new sci-fi
- standards, Dark Forces sets a high mark..."
- -USA Today
- "10 rating...Dark Forces is the game that DOOM II should have been...a
- must-own."
- -Computer Player
- "The terrific 3D rendering is guaranteed to induce vertigo."
- -Newsweek
-
-
- 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 may not work on some Pentium-based PCs.
- There are three types of codes: gameplay, mission, and joke. :)
-
-
- 4.1 Gameplay Cheat Codes:
- =========================
- To activate a cheat, you must be in control of Kyle in heads-up display mode
- (i.e., not in inventory, briefing, or cutscenes); simply type the keys below
- (e.g., L A B U G to activate Insect Mode).
-
-
- 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. The letters "CDS" are the initials of DF
- Project Leader Daron Stinnett.
-
- These are the objects:
- Yellow circle = Mouse Droid or starship
- Yellow circle around dot = laser turret
- Yellow triangle = live opponent
- Grey triangle = deceased opponent
- Blue triangle = shield units
- Blue square = ammo
- White dot = mine
- 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 'ports you to the center point
- of the map. Hit [Tab] to bring up the map. Hold down the [~] key and press
- the arrow keys to move the map, without moving yourself. You may also hit
- the [ or ] key to change the level of your destination. Type LANTFH, and you
- will be teleported to the location of the red dot on that level, if possible.
- If you press [Alt]-[Tab] to turn on *all* layers, you will be teleported to
- the topmost layer. Note that you cannot teleport to a location that is
- undefined. The letters stand for "No Time For Hugs".
-
-
- 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. "RANDY" is apparently an inside joke among the DF team members; it
- has nothing to do with the president of LA.
-
-
- 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.
-
-
- 4.1.13 LABRADY (Mac only)
- =========================
- Full ammo. Note: this code only works with MacDF.
-
-
- 4.1.14 LAOZ (Mac only)
- ======================
- "Dorothy Mode." Speeds up music and voices, and shrinks enemies to about half
- their normal size. Note: this code only works with MacDF.
-
-
- 4.1.15 LATERMINATE (Mac only)
- =============================
- Full invincibility, unlimited ammo, and unlimited weapon supercharge. Unlike
- LAIMLAME, laser bolts do not bounce off you. Note: this code only works with
- MacDF.
-
-
- 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 use the command-line options, start DF from the DOS prompt in the
- directory in which DF is located. Type DARK followed by one of the
- command-line switches.
-
- -c0 Disable cutscenes, briefing, and agent menu
- -f Disable FILES= test
- -g Record file name list (also -gob)
- -l<level-name> Run level by name
- -m Disable memory check
- -p Use JEDIPATH environment variable for search path
- -shots Take screenshots. Press [PrintScreen] to save current
- screen in PCX format, as SCRSHTnn.PCX where nn goes
- from 00 to 99.
- -t Auto test (also -test)
- -u<GOB-name> Load user GOB file
- -x<drive-letter> Force CD drive letter
-
-
-
- =====================
- 5.0 Weapons and Items
- =====================
- 5.1 Weapons
- ===========
- You begin the game with only your fists and a Modified Bryar Pistol.
- At the start of succeeding Missions, you retain any weapons or other items
- (e.g., infrared goggles) that you finished a previous mission with. You
- also keep whatever ammo you had as well.
-
- You'll notice that the following list doesn't include a lightsabre. Why not?
- Because the protagonist, Kyle Katarn, is *not* a Jedi. Yet ;-)
-
- The names for most of the weapons were created by DF design team member
- Justin Chin:
- Names just come to mind, or I see them and I write them down in my
- notebook or on my white board and generally if they're good enough they
- will find a home.
-
- Another interesting note is the QS100 Welding arm. That was named after
- a robotic device that [lead programmer] Ray Gresko programmed when he
- worked in the robotics industry. That was his request.
-
-
- 5.1.1 Fists
- ===========
- This is what you have to use when you run out of ammo. Good luck! ;-)
-
-
- 5.1.2 Modified Bryar Pistol
- ===========================
- Fires coherent packets of intense light energy, also called "bolts" (ain't I a
- total Star Wars geek?). This gun is very accurate, but repeat firing is slow
- and its effectiveness is lessened over distance. Use this weapon when
- confronted by a few, less powerful opponents. Each red bolt takes one energy
- unit; shares ammo pool with Stormtrooper Laser Rifle.
-
- From Justin Chin:
- I got that [name] from composer Gavin Bryars. I just liked the name and it
- sounded great. Actually this weapon is a Bryar rifle with the barrel and
- muzzle shortened. Hence "modified" in the name. Saying it was a rifle
- would just confuse people. This is Kyle's trusty weapon it's accurate and
- reliable. In terms of the SW universe it's an antique but a very reliable
- weapon.
-
-
- 5.1.3 Stormtrooper Laser Rifle
- ==============================
- Fires more rapidly, but less accurately than the Bryar Pistol; also less
- effective over distances. Use this weapon when up against many opponents.
- Each red bolt takes two energy units; shares ammo pool with Modified Bryar
- Pistol.
-
-
- 5.1.4 Thermal Detonators
- ========================
- When activated, TDs produce a fusion reaction which causes a small explosion.
- Princess Leia threatened to use one in _Return of the Jedi_ ("The mighty
- Jabba asks why he must pay fifty thousand. Because he's holding a *thermal
- detonator*!!" :). The longer you hold down the primary fire button (e.g., the
- [CTRL] key), the farther you toss the TD when you release it. Hitting secondary
- fire (e.g., [z]) tosses the TDs with a three-second time delay before
- detonation. Use TDs against a single, tough opponent in close proximity.
-
-
- 5.1.5 Imperial Repeater Gun
- ===========================
- Also known as the "autogun". Fires blue energy bolts. Pressing primary fire
- shoots off a single bolt, taking one unit from the power cells; whereas
- pressing secondary fire shoots off a trio of bolts simultaneously in a
- triangular configuration, taking three units. This weapon is fast and highly
- accurate, especially over long distances. Shares ammo pool with Fusion
- Cutter and Concussion Rifle.
-
- From Justin Chin:
- The name is pretty self-explanatory. My favorite gun. Uses standard off-
- the-shelf power cells. As explained in the game, this is the prototype
- for the Dark Troopers. I originally had the Phase 2 carrying this with a
- ribbon chain clip to an ammo pack slung in the back.
-
-
- 5.1.6 Jeron Fusion Cutter
- =========================
- Fires green energy bolts; low repeat-fire rate. Pressing primary fire shoots
- green bolts successively from each of the four chambers; each shot takes one
- unit. Pressing secondary fire launches all four chambers simultaneously; this
- expends *eight* units from the power cells. Not good for long-range firing;
- better up close with several tough targets. Shares ammo pool with Repeater
- Gun and Concussion Rifle.
-
- From Justin Chin:
- The fusion cutter is officially mentioned in the _Star Wars_ novel.
- It is used in mining situations to cut rock. I thought it was
- cool-sounding and would be good in the game. ("Jeron"...just popped
- into my head, right about the time the manual needed to go to press.
- It's amazing what deadlines can do for your creativity.) Jeron is the
- manufacturer of this tool. Jeron makes great tools: anything from cutters
- to hydrospanners.
-
-
- 5.1.7 I.M. Mines
- ================
- Drops an antipersonnel mine. Pressing primary fire drops a mine which
- explodes after three seconds (run!). Pressing secondary fire drops a mine
- which is armed after one second, and is not detonated unless some fool comes
- along and steps on it. Heh. Beeps before detonation: you've got a
- split-second to run away. Drop some if you're being followed by severe
- nasties.
-
- From Justin Chin:
- I.M. stands for "Imperial Machines", an outside contractor of Imperial
- weapons. I think Moff Rebus did some work for them but he hated their
- political infighting, and he wanted a more creative environment.
-
-
- 5.1.8 Packered Mortar Gun
- =========================
- Fires mortars. Duh! This is an incredibly powerful gun. Lobs one explosive
- shell per shot. Note that you get maximum distance if you're pointing
- yourself up at a 45 degree angle. Use from a distance to wipe out many
- opponents.
-
- From Justin Chin:
- I like Packard cars, what can I say? Sounded cool. This mortar gun is
- another favorite of Kyle's. He used this thing heavily when he freed Jan
- from her imprisonment.
-
-
- 5.1.9 Stouker Concussion Rifle
- ==============================
- Creates a shockwave that is only stopped by a wall; takes four units from the
- power cells. Shares ammo pool with Repeater Gun and Fusion Cutter. Use only
- from a distance against many, tough opponents.
-
- From Justin Chin:
- Stouker sounds cool doesn't it? Another one that popped in my head. This
- weapon is the primary weapon for a vicious group of Bossk-type
- characters, the Sissks. Kyle doesn't have a very good standing with them.
- He doesn't like them either. They talk too much and are not the type you
- can trust. Stouker is the maker of the primary concussion chamber in the
- weapon. The gang doesn't call it that, everyone else does. It's purely
- built from scratch by this group. It's like their gang thing.
-
-
- 5.1.10 Assault Cannon
- =====================
- This weapon is two-in-one. Primary fire triggers the energy weapon that fires
- one shot of energy from a plasma cartridge; has an incredibly high rate of
- fire. Secondary fire launches a devastating rocket. Use both against Dark
- Troopers, what else? :)
-
-
- 5.2 Ammo
- ========
- When you start Mission 1, you receive 100 energy units for your Bryar
- pistol. At the start of succeeding missions, you retain whatever ammo you
- finished the previous mission with.
-
- The following chart gives the type of and maximum ammo used by each weapon:
- _____________________________________
- 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 Various Items
- =================
- 5.5.1 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.
-
-
- 5.5.2 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 in a dark area containing no
- opponents.
-
-
- 5.5.3 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. However, Army Officer
- Havoc <havoc@tc.ct.se> notes that "Active IR", in use since WWII, produces a
- greenish display much like that in DF.
-
-
- 5.5.4 Ice Cleats
- ================
- These help you walk on ice and snow, giving your better control at the
- expense of walking speed.
-
-
- 5.5.5 Gas Mask
- ==============
- Filters out airborne hazards. Use this when you hear Kyle's heavy
- breathing/gasping. Uses battery power.
-
-
- 5.5.6 Batteries
- ===============
- Batteries power the Infrared Goggles, Air Mask, and Head Lamp. You can
- get a battery by shooting a Mouse Droid (see section 6.8).
-
-
- 5.5.7 Shields
- =============
- You can have a maximum of 200 shield units and a maximum of 100 health units.
- Kyle begins the game (and each Mission) 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.)
-
-
- 5.5.7.1 Shield Supercharge
- ==========================
- This powerup gives you temporary invincible shielding, lasting 50 seconds.
- The shield supercharge will also completely recharge your shield to 200, even
- after it wears off.
-
-
- 5.5.7.2 Revive
- ==============
- This powerup resets your shields to 200 and health to 100%.
-
-
- 5.5.7.3 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 to bring one down. Watch out for the secondary explosion they
- produce when you nail one! 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 Mouse Droids
- ================
- 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),
- by crouching down ([C] key) and firing, or by crouching and punching them
- (thereby conserving ammo). They release a battery. (Note: I previously called
- them "InfoBots", unaware that they have an Official Star Wars Name.)
-
-
- 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! The best strategy is to get as
- close as possible to them: they'll stop firing to prevent injuring themselves
- with the concussion blast from their rifles. Now punch or shoot them! Also,
- when they're hit, it takes them a moment to recover.
-
-
- 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. Try running up to them and punching, then running
- backwards; your quickness is advantageous.
-
-
- 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! He appears at the end of Mission
- XI, flying around you, shooting rockets. When you kill him. it may not be a
- continuity glitch because: 1) maybe he's just stunned :), or 2) maybe it's
- just some other guy in Mandalorian Shocktrooper armour.
-
-
- 6.14 Kell Dragons
- =================
- Big, ugly, and smelly. No, it's not your ex-girlfriend/boyfriend, it's
- Jabba's pet Kell Dragons! You have to kill them with your bare hands in
- Mission X. Don't stand in one spot too long, or you're a goner! BTW, it
- takes 14 punches to fell a Kell.
-
-
- 6.15 Dark Troopers
- ==================
- There are three different types of DTs:
- Stage 1 DTs are merely (!) an endoskeleton. They have no weapons, aside from
- their limbs, which are like knives or stabbing weapons. It takes many TDs
- to stop one. They have a shield on their forearms which can deflect bolts.
- Stage 2 DTs are fully armoured, with an exoskeleton. They carry the Assault
- Cannon. They also fly. How do you kill them? "Use the Force, Luke!"
- The Dark Trooper Boss is found at the end of Mission XIV, and is Admiral Mohc
- in a DT shell. This DT also has the Assault Cannon, and can fly. If you
- thought Stage 2 DTs were hard to kill...
-
-
- 6.16 How many opponents are there in each Mission?
- ==================================================
- Thanks to Steph Smith <ag422@freenet.carleton.ca> for the following:
-
- ST=Stormtrooper; IO=Imperial Officer; IC=Imperial Commando; TS=Trandoshans;
- GR=Gran; GG=Gamorean Guards; SC=Dianoga (Sewer Creature); KD=Krayt Dragon;
- BF=Boba Fett; PD=Probe Droid; ID=Interrogation Droid; RM=Remotes;
- GT=Gun Turrets; WA=Welding Arm; DT1=Dark Trooper Endoskeletons;
- DT2=Dark Trooper; DT3=Dark Trooper Boss.
-
- EASY
- -------Mission number:-----------------------------------------------------
- | TYPE | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | TOTAL |
- |------|---|---|---|---|---|---|---|---|---|----|----|----|----|----|-------|
- | ST | 19| 38|---| 41| 95| 46| 40| 14| 6|----| 53| 29| 34| 49| 464 |
- | IO | 7| 9|---| 7| 3| 3| 6| 6| 1|----| 23| 11| 7| 8| 91 |
- | IC | 4| 7|---| 5| 19| 15| 4| 5| 3|----| 38| 11| 8| 16| 135 |
- | TS |---|---|---|---|---|---|---|---| 12| 2|----| 3|----|----| 17 |
- | GR |---|---| 1|---|---| 4| 15|---| 19| 31|----| 7|----|----| 77 |
- | GG |---|---|---|---|---|---| 6|---| 12| 30|----| 10|----|----| 58 |
- | KD |---|---|---|---|---|---|---|---|---| 2|----|----|----|----| 2 |
- | SC |---|---| 21|---|---| 1|---|---|---| 2|----|----|----|----| 24 |
- | BF |---|---|---|---|---|---|---|---|---|----| 1|----|----|----| 1 |
- | PD |---|---| 10|---| 3| 3|---|---|---|----| 9|----| 2|----| 27 |
- | ID | 1|---| 7|---|---| 2|---|---|---|----| 9|----| 7| 4| 30 |
- | RM |---|---| 8| 2|---| 7|---|---| 7|----|----|----|----|----| 24 |
- | GT |---|---|---| 5| 4| 3|---| 1|---|----| 7|----|----| 5| 25 |
- | WA |---|---|---|---|---|---|---|---|---|----|----|----|----| 4| 4 |
- | MO | 5|---|---| 6|---| 2| 3|---|---|----| 6| 2| 5| 5| 34 |
- | DT1 |---|---|---|---| 1|---|---| 1|---|----| 1|----|----| 4| 7 |
- | DT2 |---|---|---|---|---|---|---| 3|---|----|----|----| 2| 3| 8 |
- | DT3 |---|---|---|---|---|---|---|---|---|----|----|----|----| 1| 1 |
- |---------------------------------------------------------------------------|
- |TOTAL | 36| 54| 47| 66|125| 86| 74| 30| 60| 67| 147| 73| 65| 99| 1029 |
- ---------------------------------------------------------------------------
-
- MEDIUM
- -------Mission number:-----------------------------------------------------
- | TYPE | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | TOTAL |
- |------|---|---|---|---|---|---|---|---|---|----|----|----|----|----|-------|
- | ST | 38| 63|---| 68| 95| 62| 63| 14| 8|----| 78| 36| 60| 67| 652 |
- | IO | 7| 14|---| 12| 4| 7| 9| 6| 1|----| 25| 14| 14| 9| 122 |
- | IC | 8| 18|---| 11| 24| 26| 8| 5| 3|----| 49| 16| 21| 42| 231 |
- | TS |---|---|---|---|---|---|---|---| 19| 6|----| 7|----|----| 32 |
- | GR |---|---| 3|---|---| 7| 24|---| 27| 45|----| 15|----|----| 121 |
- | GG |---|---|---|---|---|---| 9|---| 16| 41|----| 11|----|----| 77 |
- | KD |---|---|---|---|---|---|---|---|---| 5|----|----|----|----| 5 |
- | SC |---|---| 35|---|---| 3|---|---|---| 2|----|----|----|----| 40 |
- | BF |---|---|---|---|---|---|---|---|---|----| 1|----|----|----| 1 |
- | PD |---|---| 16|---| 7| 5|---|---|---|----| 14|----| 6|----| 48 |
- | ID | 2|---| 18|---|---| 6|---|---|---|----| 11|----| 7| 9| 53 |
- | RM |---|---| 11| 2|---| 7|---|---| 7|----|----|----|----|----| 27 |
- | GT |---|---|---| 12| 7| 3|---| 6|---|----| 7|----|----| 11| 46 |
- | WA |---|---|---|---|---|---|---|---|---|----|----|----|----| 4| 4 |
- | MO | 5|---|---| 6|---| 2| 3|---|---|----| 6| 2| 5| 5| 34 |
- | DT1 |---|---|---|---| 1|---|---| 2|---|----| 1|----|----| 6| 10 |
- | DT2 |---|---|---|---|---|---|---| 3|---|----|----|----| 4| 6| 13 |
- | DT3 |---|---|---|---|---|---|---|---|---|----|----|----|----| 1| 1 |
- |---------------------------------------------------------------------------|
- |TOTAL | 60| 95| 83|111|138|128|116| 36| 81| 99| 192| 101| 117| 160| 1517 |
- ---------------------------------------------------------------------------
-
- HARD
- -------Mission number:-----------------------------------------------------
- | TYPE | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | TOTAL |
- |------|---|---|---|---|---|---|---|---|---|----|----|----|----|----|-------|
- | ST | 57| 99|---| 98| 96| 76| 84| 44| 11|----| 99| 40| 81| 80| 865 |
- | IO | 9| 18|---| 22| 5| 7| 13| 7| 1|----| 31| 17| 19| 9| 158 |
- | IC | 12| 33|---| 19| 27| 47| 16| 11| 7|----| 52| 19| 27| 42| 312 |
- | TS |---|---|---|---|---|---|---|---| 32| 15|----| 14|----|----| 61 |
- | GR |---|---| 5|---|---| 7| 33|---| 33| 66|----| 18|----|----| 162 |
- | GG |---|---|---|---|---|---| 12|---| 17| 50|----| 11|----|----| 90 |
- | KD |---|---|---|---|---|---|---|---|---| 10|----|----|----|----| 10 |
- | SC |---|---| 52|---|---| 3|---|---|---| 3|----|----|----|----| 58 |
- | BF |---|---|---|---|---|---|---|---|---|----| 1|----|----|----| 1 |
- | PD |---|---| 19|---| 10| 6|---|---|---|----| 16|----| 8|----| 59 |
- | ID | 3|---| 29|---|---| 12|---|---|---|----| 13|----| 8| 18| 83 |
- | RM |---|---| 16| 2|---| 9|---|---| 8|----|----|----|----|----| 35 |
- | GT |---|---|---| 23| 12| 3|---| 9|---|----| 7|----|----| 19| 73 |
- | WA |---|---|---|---|---|---|---|---|---|----|----|----|----| 4| 4 |
- | MO | 5|---|---| 2|---| 2| 3| | |----| 6| 2| 5| 5| 30 |
- | DT1 |---|---|---|---| 1|---|---| 3|---|----|----|----|----| 10| 14 |
- | DT2 |---|---|---|---|---|---|---| 3|---|----| 2|----| 4| 9| 18 |
- | DT3 |---|---|---|---|---|---|---|---|---|----|----|----|----| 1| 1 |
- |---------------------------------------------------------------------------|
- |TOTAL | 86|150|121|166|151|172|161| 77|109| 144| 227| 121| 152| 197| 2034 |
- ---------------------------------------------------------------------------
-
- Please note that I have included monster generators, but that
- 1 generator = 1 monster, although it is possible that a generator
- can produce more than one monster at a time.
-
- I would like to thank the authors of UNGOB.EXE and DFUSE for
- making the counting so much easier.
-
-
- 6.17 How many shots are required to take out each opponent?
- ===========================================================
- Thanks to Paulius Stepanas <step@fenner2.anu.edu.au>,
- <s9106328@rainbow.anu.edu.au> for the following section:
-
- The table shows the minimum number of shots from each weapon required to
- kill each enemy.
-
- ----------------Weapon:------------------------------------------------
- | Opponent | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | MS |
- |===============+=====+====+====+====+====+====+====+====+====+====+====+
- | Officer | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Storm Trooper | 1 | 2 | 2 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Commando | 1 | 3 | 3 | 1 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Dianoga | 2 | 4 | 4 | 1 | 4 | 3 | 1 | 1 | 2 | 2 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Gran | 2 | 4 | 4 | 1 | 4 | 3 | 1 | 1 | 2 | 2 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Trandoshan | 3 | 5 | 5 | 2 | 5 | 4 | 1 | 2 | 2 | 2 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Gamorrean | 5 | 9 | 9 | 3 | 9 | 7 | 2 | 3 | 3 | 2 | 2 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Kell Dragon | 14 | 20 | 20 | 8 | 18 | 14 | 3 | 7 | 6 | 6 | 5 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Remote | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Interrogator | 3 | 5 | 5 | 1 | 5 | 4 | 1 | 2 | 2 | 2 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Probe Droid | 3 | 5 | 5 | 1 | 5 | 4 | 1 | 2 | 2 | 2 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | MouseBot | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Laser Turret | 4 | 6 | 6 | 2 | 6 | 5 | 1 | 2 | 2 | 2 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Welding Arm | 8 | 13 | 13 | 5 | 13 | 9 | 2 | 4 | 5 | 5 | 3 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | P.G.U. | 1 | 2 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Phase 1 DT | ~57 |~65 |~42 | 8 |~27 |~25 | 3 | 5 | 6 |~11 | 4 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Phase 2 DT | |~37 |~42 | 8 |~37 | 18 | 4 | 12 | 10 | 12 | 8 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Phase 3 DT | 100 | 78 | 90 | 22 | 79 | 53 | 12 | 25 | 25 | 25 | 18 |
- |---------------+-----+----+----+----+----+----+----+----+----+----+----+
- | Boba Fett | |~25 | 38 | 5 | 34 | 17 | 4 | 9 | 7 | 7 | 4 |
- |===============+=====+====+====+====+====+====+====+====+====+====+====+
- | Kyle Katarn | - | 10 | 10 | 22 | 10 | 15 | 90 | 42 | 30 | 30 | 59 |
- ---------------+-----+----+----+----+----+----+----+----+----+----+----
-
- The row showing Kyle Katarn indicates how much of his shields or health
- he will lose when shooting at a shot-reflecting wall. This should give
- an indication of how much damage the various enemies do.
-
- In most cases, the numbers are reliable. However, exact information
- could not be collected for some weapon/enemy combinations, and is
- indicated by a tilde (~) as being an approximate figure. This was
- primarily a problem with the Dark Troopers and Boba Fett, for the
- following reasons:
-
- - Phase 1 Dark Troopers deflect shots, sustaining only partial damage
- (rather than none at all, apparently) from the shot. The numbers
- given indicate the minimum number of shots actually fired before the
- Dark Trooper died, as this is a more useful and meaningful figure
- than trying to guess how much damage deflected shots do.
-
- - With Phase 2 Dark Troopers, the main problem is due to the nature of
- the assault rifle they use. Basically, the shots rebound from walls
- and from Kyle, and often succeed in hitting the Dark Trooper. Most
- people would notice the former effect in some of the later levels in
- the game (if they're clever); the latter is only detectable using
- the invulnerability cheat. Although it is possible, in theory, to
- dodge all shots from the Dark Trooper, this takes a LOT of patience
- with the lesser weapons! :)
- (This is also a problem with the Phase 3 Dark Trooper, but I was
- more patient.)
-
- - The number of shots taken to kill Boba Fett is also difficult to
- measure, partly because he is hurt (an indeterminate amount) by the
- explosions from his own rockets, but mainly because the explosions
- blind Kyle, making it difficult to see whether a shot has actually
- hit Boba Fett as he dodges about. (It is possible to confine him
- horizontally, but much more difficult to prevent him making small
- movements up and down, and to a lesser extent also to the sides.)
-
- - I decided not to bother measuring how many punches it takes to kill
- a Phase 2 Dark Trooper or Boba Fett, partly due to the problems
- mentioned.
-
-
-
- ================
- 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.
-
- SECRETS are listed separately; they are non-essential to completing your
- mission and are generally more difficult to get to. After getting a secret,
- you'll have to return to the location you were at before attempting to get the
- secret. 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 27,048 officers; 774,576 troops, pilots, and crew; close to
- 400,000 support crew; and over 25,000 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.
-
- SECRET 2: Cross the narrow bridge. Continue until you reach the ledge
- overlooking the main gate courtyard (which may have several stormtroopers in
- formation) at (-002/29.9/0516). Jump down and go up the stairs at
- (-131/0.0/0464). Go east across the top of the door and take an elevator up.
- You'll find an extra life in the guard lookout at (-095/48.0/0487). Go back
- the way you came; an elevator at (0007/1.0/0454) will take you up again.
- NOTE: If you go to the elevator outside the gate and take it to the top, you
- can jump down to the ledge that goes into the main gate towers, and get the
- extra life that way.
-
- To get to the facility, you'll have to cross the narrow bridge
- (0202/-12.0/0294). Run across a small chasm, then a larger one heading
- northwest to (0105/-5.0/0400). Find the access shaft (-005/1.0/0322) and jump
- down! There's a chamber to the east with ammo, batteries, and IR goggles.
- Stuck at (0035/-38.0/0254)? While crouching, jump up. Follow the shafts
- south until you are inside the facility.
-
- Go up the stairs. To open the east door (0104/-27.0/0183), you must hit the
- switch (-082/-28.0/0181) at the west end first. Now *run* to the door before
- it closes. Continue around, up and elevator, then south, and down another
- elevator. There's a room of shields (-015/-22.0/-040).
-
- SECRET 3: There's a secret room at (-273/-3.0/0086)
-
- Head up stairs north into a room; take stairs (-261/-5.0/0145) up. Open a
- door (-146/5.0/0224) and take elevator (-113/38.0/0218) up. You need Code Key
- 5, held by an Officer in this room. Also, the switch (-062/39.0/0244) opens
- a set of doors (-118/7.0/0265) needed later. Now, go back east the way you
- came and enter the code (-043/-17.0/-014) to open the door behind you
- (-063/-18.0/0004).
-
- Thru the doorway, you'll go up a circular stairway, down a hallway, and thru
- a door at the end (-019/44.0/0097). In this room there's a window, from
- which you'll see a central platform served by a rotating-arm bridge. The left
- switch (-041/44.0/0093) controls the arm height; the right switch
- (-041/44.0/0105) controls the arm's rotation. Align the bridge with one of
- the three doors you can access from the circular stairway. Look out the
- window and refer to your map to make sure the bridge is aligned properly. Go
- thru one of the three doorways (-138/-6.0/0027), (-175/10.0/0078), or
- (-144/34/0168), across the bridge to the central pillar and hit a switch
- (-101/-6.0/0085), (-107/10.0/0091), or (-100/34.0/0114). After you hit a
- switch, you'll have to return to the control room and realign the bridge for
- the next switch.
-
- After all switches are thrown, the door to the right of the window in the
- control room will be open (-030/44.0/0121). Align the walkway bridge with the
- final door, at 3:00 of the circular area; this will allow you access to the
- central platform (-044/54.0/0128) and the Phrik metal (-091/51.0/0102). The
- pillar will go up and down; scoot off where you got on. To exit, you cannot go
- back the way you came; you'll have to go further west, to where you obtained
- the Code Key.
-
- SECRET 4: You must cross a platform to get to the door with the red circle.
- Drop down to the floor here. Go to (-164/-15.0/0252) to see a moving
- vertical wall with a red switch. Shoot the switch. Go around to the other
- side and drop down. The door at (-100/-32.0/0244) will now be open, allowing
- you to get supplies. To get back up, take the elevator at (-153/-31.0/0244).
-
- At the door with the red circle (-146/5.0/0224) take a left and head north.
-
- SECRET 5: Secret room at (-167/7.0/0277)
-
- Go thru the now-open doorway (-118/7.0/0280) and head north. Hit a switch
- (-038/0.0/0452) to lower the barrier to the outside (-089/0.0/0405). Find a
- Shield Supercharge (-083/0.0/0481). Take the elevator (0014/0.0/0450) and go
- back to the landing area.
-
- EXTRA SECRET SECRET: Turn on LAIMLAME and LAPOGO. Jump off the ledge at your
- start point, heading north. Turn around and go to (0274/-132.0/0519),
- pointing south. You'll pop up to a super-secret room, with a chain dangling
- from the ceiling. Open the super-secret door at (0271/-1.0/0491) to see a
- defenseless Ewok being held prisoner. Ewoks really take it on the chin in DF.
-
- There is another way to get to the Ewok without cheating. At the far end of
- the area identified as "Secret 1", you are actually directly across from, and
- above, the entrance to the Ewok cave. A good running jump from the rock point
- at (0293/24.0/0565) toward the door at about (0276/-1.0/0510) will get you
- into the cell area. It isn't easy. The key is to aim for the "corner" in the
- rock face across from you.
-
-
- 7.5 Mission V: The Blood Moon
- =============================
- Location: Gromas Mines
- Objectives: - Locate the reactor and set the sequencer charge
- - Get back to the ship
- Difficulty: Low
-
- Enter the facility at the far east end. Take the elevator (0350/-2.0/0347). Go
- up the stairs and find the Fusion Cutter at (0258/29.0/0339). Go east thru the
- door at (0219/30.0/0330) past the turbine, thru the door at (0147/30.0/0351).
-
- SECRET 1: Find supplies behind a secret door at (0119/18.0/0332)
-
- SECRET 2: Open secret door at (0072/21.0/0309) to get shields, and...
- SECRET 3: Go west to open door (0057/20.0/0295) to get TDs and ammo, then...
- SECRET 4: Go east to open door (0086/20.0/0294) to get shields.
-
- Continue west until you get to room with the slow up-'n'-down turbine. The
- door at (-371/30.0/0309) *won't* open yet. Jump onto the turbine. Jump out
- into the east tunnel near the bottom of the shaft. Go along the tunnel. When
- you come to a smaller "press" in your path, run and jump over the shaft when
- it's in the upright position.
-
- You need the Blue Key to open the door at (-183/-32.0/0303). To get the Blue
- Key, continue down the tunnel and jump to the key at (-001/-33.0/0414). Jump
- back, and open the Blue Key door. Continue down the tunnel, jumping down the
- last shaft. Keep going until you reach a platform in an open area. Run and
- jump to another platform to the east. Follow that tunnel until you reach a
- seeming dead end at an open area (-093/-40.0/0339). Carefully edge forward
- onto a platform directly below. Then run and jump to the west tunnel. Follow
- it until an elevator brings you to the reactor floor.
-
- The reactor is at (-408/-91.0/0357). As soon as you plant the sequencer
- charge, switch to TDs to better handle the DT exoskeleton. You'll find an
- extra life at (-295/-96.1/0494). Tale the elevator at (-325/-96.0/0335) up.
- The door at (-371/30.0/0309) will now be open.
-
- Hit the switch at (-379/30.0/0304) which will open the door at
- (-376/31.0/0238) and the rest down the hall. As you start down the hall,
- the doors will begin to close. Run down the hall to get out. If you get
- stuck behind one of the doors there will be a switch behind it at
- (-362/31.0/xxxx) that will open it, so you can return to the main control
- switch and try again.
-
- Jump into the east canyon; take the tunnel at (-279/0.0/0083). Jump up into
- the canyon at (0084/-2.0/0385 to meet your ship at (-185/9.0/0503).
-
-
- 7.6 Mission VI: Crix Madine's Fate
- ==================================
- Location: Imperial Detention Facility, Orinackra
- Objectives: - Find Crix Madine
- Difficulty: High
-
- Trivia: General Crix Madine is from Corellia. He specializes in covert
- operations, and was responsible for engineering the mission of a strike team
- taking the shuttle Tyderium to destroy the shield generators which protected
- the second Death Star in _Return of the Jedi_.
-
- There are six levels in the detention centre. I won't refer to their symbols,
- but rather to their level provided by the map. Thus, Madine is believed to
- be on level S1. For the record, here are the colours of the symbols and the
- corresponding levels:
- green = Floor 0
- red = S1
- blue = S2
- orange = S3
- grey = S4
- pale blue = S5
-
- There are two elevators: the west one and the east one. The west elevator
- cycles between levels 0, S2, S4, S5, 0, etc. The east elevator cycles between
- levels S5, S3, S1, S5, etc. The only level with access to both elevators is
- S5.
-
- Summon the floating platform by hitting the switch at (0144/128.0/0002). Get
- on the platform and as it travels back, shoot a switch at the other end at
- (0118/128.0/0202) to open the doors where the platform docks. Enter the
- facility. The switch at (0116/128.0/0224) opens the wall behind you, allowing
- access to the compartment containing the switch you just shot.
-
- The switch at (0169/148.0/0383) opens access to another switch at
- (0147/110.0/0427). Go up to Floor 0 (green detention level). There is a door
- requiring a Red Key at (0102/128.0/0467).
-
- SECRET 1: Throw a TD at the crack in the wall at (0113/128.0/0146) to blow it
- open. Go into the newly opened hole and get supplies.
-
- SECRET 2: Blow open wall at (0114/148.0/0355).
- SECRET 3: Blow open wall at (0179/110.0/0369).
- SECRET 4: Blow open wall at (0106/128.0/0433).
- SECRET 5: To get to the "Smoking Room", blow open the wall and jump up to the
- hole at (0090/128.0/0447).
-
- Take the west elevator to level S2. An officer here carries Code Key 3. Use
- this code at (0141/65.0/0477) to open door at (0185/64.0/0487).
-
- SECRET 6: Blow open wall at (0103/64.0/0504).
- SECRET 7: Blow open wall at (0143/64.0/0515).
- SECRET 8: Blow open the wall at (0108/64.0/0441).
- SECRET 9: Blow open the wall at (0155/64.0/0441). The switch at
- (0134/64.0/0429) triggers an elevator down. Go down to find stuff.
-
- SECRET 10: Note that in one of the secret areas, there is a "shaft" pointing
- to a blue switch. Hit this switch at (0094/64.0/0461) to briefly open the last
- secret area. *Run* to (0095/64.0/0500) to get a revive.
-
- Take the elevator down to S4. Jump into vent at (0160/-2.0/0507). The switch
- at (0182/-1.0/0502) briefly turns off the magnetic lock at (0207/-1.0/0536).
- Run thru. A switch at (0232/0.0/0559) toggles the doors at (0195/0.0/0566) and
- (0195/0.0/0551): one open, the other closed. This new area contains prisoners.
- To deactivate the maglock to leave, crouch and press the switch at
- (0246/-1.0/0523).
-
- Take the elevator down to S5. When the maglock at (0066/-32.0/0476) flickers,
- it is *dangerous*. Wait until it is on steadily, it is safe to walk thru.
-
- SECRET 11: Blow open the wall at (0023/-32.0/0400).
-
- Go thru this level until you see a switch thru a window. Shoot the switch thru
- the window to open the door at (0176/-32.0/0373)!
-
- SECRET 12: Open secret door at (0114/-36.0/0354) to get gas mask.
-
- Pass thru the door at (0232/-32.0/0443) and put your gas mask on. Go thru the
- maglock while flickering, and pick up the Red Key at (0356/-32.0/0444). Go to
- the east elevator.
-
- Take the east elevator up to S3. Get Code Keys 4 and 5 from officers. Enter
- Code 5 at (0252/33.0/0570) to open door at (0270/36.0/0456). Enter Code 4 at
- (0252/33.0/057) to open door at (0341/48.0/0463).
-
- Take the east elevator up to S1. Get Code Keys 1 and 2 from officers. The
- door at (0159/96.0/0554) will *not* open for you.
-
- Take the east elevator down to S5. Use the switch outside the elevator to
- send it up once, to level S3. Go thru level S5 to the west elevator (remember
- to shoot the switch thru the window to open the door again). Take the west
- elevator to level 0. Get out and use the external switch to send the elevator
- to the next level down (to S2).
-
- You have a choice of ways to enter the elevator shaft: 1) Open Red Key door at
- (0102/128.0/0467) -- note the schematic on the wall: it will help you thru
- the next part. 2) Go to hole at (0108/128.0/0439) and jump thru another hole
- into a vent at (0112/128.0/0444).
-
- Crouch to open door at (0121/115.0/0456). Jump onto top of the west elevator;
- open door at (0128/76.0/0466). Jump down into the chasm between elevators;
- open door at (0148/52.0/0467); then go across the top of the east elevator.
- Go thru the vents. You will find the graffiti "Ewoks Suck" on the walls at
- (0190/46.0/0466).
-
- SECRET 13: In the room with the Gun Turret, blow open the wall at
- (0195/62.0/0544).
-
- Continue thru the vents and into the garbage compactor.
-
- SECRET 14: From the safe area to the east, blow open a crack in the wall in
- the main chamber containing the central "press-o'-death", at
- (0234/59.0/0615). Then (*carefully!*) enter the hole to get a revive.
-
- Jump onto the moving "press" in the north chamber. Run and jump over the
- central "press-o'-death" onto the south moving press. Run and jump over it
- again to the northwest press. Finally, jump across to the platform on the
- west end. Go thru the door at (0175/90.0/0623).
-
- Set off the mine to blow the wall at (0203/91.0/0647). Enter Code 2 at
- (0165/98.0/0594) to open the doors. Madine is at (0135/95.0/0614). Note that
- entering Code 1 will open the doors at (0145/97.0/0669). Entering a code of
- XXX will open the doors at (0145/97.0/0641).
-
-
- 7.7 Mission VII: Deadly Cargo
- =============================
- Location: Ramsees Hed Docking Port, Cal-Seti
- Objectives: - Place the tracking device in the rear of the smuggler ship
- Difficulty: Moderate
-
- SECRET 1: Call down the elevator at (-255/-40.0/0744). Go up, then east
- across walkway formed by the big door. Stop before you get completely across.
- Run and jump into room to the southeast to get items. Skip the next paragraph
- of the walkthru.
-
- A switch at (-225/-40.0/0729) opens the big door at (-215/-40.0/0701). The
- switch at (-182/-41.0/0691) will lower the door. Watch your head!
-
- Find the Yellow Key at (-287/-40.0/0576).
-
- SECRET 2: To get some shields, shoot the Power Generating Units to open a
- secret hole at (-277/-40.0/0639).
-
- Go thru door at (-150/-40.0/0628). The switch at (-086/-56.0/0523) shifts a
- couple of "barriers" west (watch your map!). A switch at (-057/-56.0/0540)
- shifts them east partially. A switch at (-051/-56.0/0458 shifts them east
- more. Taking the platform at (-034/-54.0/0466) up will shift the barriers
- east the rest of the way. Walk over the left barrier and go south; go
- south, then west to raising platform. Jump down. Take another platform up at
- (-136/-40.0/0445). Jump to the platform along the south end, which will go
- up.
-
- SECRET 3: Run along the raising platform and jump into the room to the south
- of it (it's tricky!). From here, start following a ledge at (-259/-16.0/0436)
- until you come to a room at (-257/-16.0/0500) with items.
-
- After the raising platform has gone up, you may enter a door at
- (-177/8.00/0368).
-
- Head south. Find lots of items behind door at (-237/8.0/0288). The infamous
- "Imperial Bathroom" is at (-160/8.0/0161). To find the Red Key, go thru door
- at (-212/8.0/0197) and take elevator down. Jump into pit. You'll find the Red
- Key at (-215/-16.0/0068). Jump into small "closet" at (-216/-16.0/0152) and
- find an extra life.
-
- SECRET 4: Continue south, to where Gran are bombing you. Shoot switch at
- (-154/15.0/0020) to lower platform. Go up and pick up items.
-
- To get back to the Red Key area, stand on the 'platform' and shoot the switch
- at (-215/-16.0/0154). The Red Key is used on the door at (-144/8.0/0169).
- You'll find the Blue Key at (-239/11.0/-144). Go back the way you came, north.
-
- SECRET 5: Blow open crate at (-238/17.0/0588) to get mortars.
- SECRET 6: Blow open crate at (-238/9.0/0571) to get mortars
- SECRET 7: Blow open crate at (-238/25.0/0483) to get items.
-
- Continue north. One of the crates on a ledge at (-286/-8.0/0661) lists '1 Ton
- Rubber Duck' as its contents. You need the Blue Key at the door at
- (-223/9.0/0594). Go thru doors at (-203/16.0/-011) and (-180/9.0/0843). Hit
- [space] at (-222/9.0/0944) to affix the device.
-
- EXTRA SECRET SECRET: If you use the LANTFH cheat to teleport yourself, you'll
- find an extra life at (-099/-51.0/0516). Toss a TD north and you'll find
- another chained Ewok prisoner!
-
- There is another way to get to the Ewok without cheating. You'll recall that
- you flip several switches to move a "crate" along a narrow passage, then use
- a elevator to cross over that "crate," and move to another area. The platform
- in front of the "Extra Secret Secret" is tied to that final lift. When it is
- down, run like a madman back to the FIRST switch, and the crates will be
- lowered to let you in. You have to hurry since it rises as soon as the
- elevator rises.
-
-
- 7.8 Mission VIII: Ice Station Beta
- ==================================
- Location: Robotics Construction Facility, Anteevy
- Objectives: - Infiltrate the facility
- - Set Sequencer Charges 1, 2, and 3
- - Return to the landing area
- Difficulty: Moderate
-
- Trivia: Snowtroopers are the elite stormtrooper corps trained to operate in
- frigid climates. Oddly, there are no snowtroopers at Ice Station Beta.
-
- SECRET 1: When you start the level, inch westward and drop down onto the ledge
- in front of you (044/2.0/493). Head north and crouch to enter the passage at
- (0039/2.0/0488). Note that this cave is shaped like the head of Max the
- rabbit, from LA's Sam & Max Hit the Road game.
-
- Head west along the south end of the complex; take a right at a fork at
- (-083/0.0/0326). When you get to the chasm, *carefully* jump down to get the
- Ice Cleats at (-346/-10.0/0342). Jump out; then run and jump across the
- chasm.
-
- SECRET 2: Crouch to find items at (-203/-7.5/0235).
-
- SECRET 3: Jump into stream at (-094/-2.0/0234). Get out on your left and head
- west, ducking under beams. Take the next left, at (-280/-7.5/0259). Turn
- left again to get items at (-274/-7.5/0234).
-
- SECRET 4: If you just got secret 3, simply turn around and go west to get
- more items.
-
- Keep going until you get to the waterfall at (-036/-2.0/0200), and enter the
- passage behind it. Pick up ammo and supplies. Go up the stairs at
- (-042/2.0/-0160) and jump into the stream. Jump out to your left and find the
- Blue Key at (260/17.0/0222). You can now either go back to the Blue Key door
- (337/16.0/0170), or jump to the conveyor from this ledge. Either way you will
- end up on this conveyor, which takes you west.
-
- SECRET 5: Run, crouch, and jump thru open windows into room on your right at
- (0009/17.0/0272) to get items.
-
- Look through the window on your right side at (-138/16/0243). Shoot the switch
- at (-182/14.0/0289) to open the door ahead of you. (You may jump into this
- room to get items, but this is not a secret.)
-
- SECRET 6: Shooting the switch to open the door and making it thru to
- (-353/14.0/0247) counts as a secret!
-
- Get onto the next conveyor. Be careful when you make the next right: run thru
- the doorway when it opens, or you'll get caught in a crusher at
- (-213/18.0/0179). Jump to a narrow ledge that will prevent you from going into
- the industrial waste; get onto the three rising platforms at (-271/6.5/0191).
- Get onto the next conveyor.
-
- Jump to the switch at (-452/13.0/0152) and pull it: this will open another
- door that otherwise blocks your path at (-433/13.0/0210). Get the Shield
- Supercharge, then jump back onto the conveyor.
-
- SECRET 7: Jump into the room with the rotating "humanoid" holo, and get
- supplies.
-
- You'll have to run and jump across the gap in the conveyors ahead, then thru
- the window into the room on your right at (-415/10/0247). Shoot the officer
- here and get the Red Key. The switch at (-398/10.0/0262) activates a
- ventilation system which clears the room in which you set the charges of
- poison gas. Hitting the switch precludes the use of the gas mask.
-
- SECRET 8: Go thru the south door at (-410/10.0/0247) to get supplies.
-
- Exit the room thru the north door at (-410/10.0/0274). Get gas mask at
- (-376/10.0/0306). Hit the switch at (-366/10.0/0306) to briefly open the door
- at (-371/10.0/0287). Enter the passageway. Head north. Around a corner a
- switch (-335/10.0/0289) will open a couple of doors at (-301/16.0/0287) and
- (-300/16.0/0293) that allow access the fan shaft. But first shut off the fan
- by hitting the switch at (-295/16.0/0287). Go into the fan shaft and drop
- down between the blades. At the bottom, pick up the Revive, which you'll
- likely need.
-
- Run and jump over the industrial waste in each of the three chambers to set
- the charges, at (-128/-44.0/0392), (-128/-44.0/0193), and (-300/-44.0/0293)
- in any order. Turn around and fight off the Stage 2 Dark Trooper which is now
- attacking you (the DT will be released in the chamber in which you set your
- final charge). Enter a hallway at (-210/-40.0/0340).
-
- SECRET 9: When you open one of the doors in this area, a panel at
- (-220/-40.0/0391) will open, revealing some supplies.
-
- Depending on the level of difficulty you selected for this mission, 1 to 3 DTs
- will attack you here. A switch at (-346/-40.0/0309) opens the door. Run and
- jump across to the steps and return to your ship at (050/8.0/0452).
-
-
- 7.9 Mission IX: The Death Mark
- ==============================
- Location: Nar Shaddaa, The Vertical City
- Objectives: - Find Imperial Navigational evidence
- Difficulty: Moderate
-
- Trivia: Nar Shaddaa spaceport is located on a moon orbiting the planet Nar
- Hutta. This "vertical city" is home to smugglers and pirates. It first
- appeared in the Dark Horse Comics series _Dark Empire_. Nar Shaddaa is a
- "wretched hive of scum and villainy". :)
-
- Drop down to the floor of the chamber.
-
- SECRET 1: *RUN* past the moving block; shoot or hit switch at (-021/0.0/-082)
- to stop the block. Get Mortar Gun and shells by crouching at (-020/0.0/-101).
-
- Hit switch at (0138/0.0/-082). *RUN* across the chamber to (-031/0.0/-131).
- Crouch to enter; get Yellow Key at (-051/-4.0/-111). Take elevator up. Open
- Yellow Key door at (-040/27.0/-087). Head west; take door at
- (-140/12.0/-156); continue west; take door at (-358/12.0/-172). Take rising
- half-circle platform up.
-
- Open hidden door at (-349/36.0/-142). Take elevator down. Find extra life at
- (-295/0.0/-120). Go back the way you came. Go south; take door at
- (-281/36.0/-198). Cross the bridge. Get Fusion Cutter from room at
- (-239/36.0/-154).
-
- SECRET 2: Open "door" at (-214/36.0/-166). Go under crushers; to your left is
- a secret area with items.
-
- SECRET 3: Continue east under all the crushers for more supplies. Go back
- west under the crushers again.
-
- SECRET 4: Open door at (-280/36.0/-140). Get a running start and jump across
- to (-316/36.0/-094) to get supplies. Jump down and go back up to the room
- you first jumped from.
-
- SECRET 5: Go to (-257/36.0/-160) and point yourself south. Run and jump
- across to a dark room at (-245/36.0/-199) to get items.
-
- Go back to the bridge; jump to the platform to the west. Go thru the left
- door. Go thru the repulsor fields: left, right, left.
-
- SECRET 6: After going left and right thru the repulsor fields, open secret
- door at (-296/24.0/-235) to get items.
-
- Go around the corner and kill the Trandoshan, and get his Concussion Rifle.
- Go back out to the platform; go thru the right door. Go east. Enter building
- at (-046/24.0/-307) up stairs. Get Red Key at (-048/32.0/-334). Enter
- another building thru the Red Key door at (-109/24.0/-325); go up stairs.
-
- SECRET 7: Open secret door at (-191/32.0/-361) to get supplies.
-
- SECRET 8: Run and jump thru the window south into other building to get
- mortars. Jump back into the building you came from.
-
- SECRET 9: Open door at (-202/32.0/-393). Before it closes, run and jump thru
- the doorway north into another building, and north again into yet another
- building. From (-157/40.0/-227) looking east, jump to the narrow ledge on the
- right. Follow the passage; jump north to secret area and extra life. Go thru
- door and take elevator down to get more supplies. Go back out into open area
- the way you came.
-
- Head southwest. If you go thru door at (-395/30.0/-448), *DON'T* try to jump
- across: you won't make it! Hit switch at (-561/30.0/-434) to release
- Trandoshan behind you.
-
- SECRET 10: Throw TDs at any of the five corrugated metal panels here to
- obtain access to supplies--and more Trandoshans.
-
- Go down stairs at (-485/30.0/-461). Find the Blue Key at (-468/22.0/-391).
- Open Blue Key door at (-370/27.0/-360). Head north, then east around the
- semicircular hallway, then across the catwalk. Get Imperial Nava Card at
- (-043/24.0/0002).
-
-
- 7.10 Mission X: Jabba's Revenge
- ===============================
- Location: Jabba the Hutt's Ship
- Objectives: - Get your gear back
- - Locate the Nava Card
- - Rescue Jan
- Difficulty: High
-
- Trivia: A scene of Han Solo meeting Jabba the Hutt was filmed for the original
- _Star Wars_ film. In this scene, Jabba is merely a human. George Lucas
- intended to create a more exotic-looking Jabba, but didn't have the budget.
- Dissatisfied with the scene, it was cut from the film.
-
- Kill the Kell Dragon(s) with your bare fists, then kill the Gran and take his
- TDs. Go into east chamber. Hit switch at (0474/-48.0/0046), which raises the
- dark "trim" along the bottom of the outside of the structure in the middle
- of the chamber. Jump up onto this trim, on the west side. Go along it,
- hugging the wall, then go to the other side. Jump across the "hallway" to get
- Blue Key (0474/-36.0/0125). Open Blue Key door (0479/-48.0/0246) and go thru
- it. Run and jump west to niche.
-
- SECRET 1: Open secret door (0317/-47.0/0213) to get items.
-
- Edge along the wall on the narrow ledge, heading south. Hit the switch
- (0264/-46.0/0170) to open the door (0356/-47.0/0237). Enter this room and
- get your gear back by jumping at (0337/-47.0/0278). Hit switch at
- (0313/-47.0/0242) to raise the floor outside, which allows you to go further
- west.
-
- Hit switch at (0249/-46.0/0361) to lower stairs at (0264/-46.0/0323) outside.
- Go up stairs, and go thru door (0383/-40.0/0340) and find the Red Key
- (0361/-40.0/0464). Go back out and thru the Red Key door at (0424/-40.0/0346).
- Take elevator (0558/-39.0/0501) up. Hit switch at (0505/-28.0/0516) to raise
- bridge briefly. Run north across it.
-
- SECRET 2: Turn back towards the ledge you came from while on the bridge.
- Hurry and jump into the room just east of it.
-
- SECRET 3: While on the bridge again, run and jump to the right into room at
- (0539/-24.0/0574).
-
- SECRET 4: While in previous secret area, open door and go up stairs. Jump
- across to other room. Find items at (0492/-14.0/0655).
-
- Go west. Take elevator up (0319/-27.0/0573); run and jump north across gap.
- Jump down the triangular hole to (0363/-44.0/0759). Find Yellow Key at
- (0381/-38.0/0737). Get back up by hitting switch (0428/-44.0/0754), which
- briefly brings down the elevator. Open Yellow Key door at (0444/-16.0/0781).
- Go up spiral stairs and keep going!
-
- SECRET 5: Open the fresco of Jabba at (0302/0.0/0291) to get items. Thanks,
- Jabba!
-
- SECRET 6: Go to (0403/3.0/0244) and jump up. Open secret door to access items.
-
- Nava Card is in a room thru door at (0471/5.0/0352), at (0461/5.0/0375). Leave
- this room an go thru door at (0484/1.0/0129). Jump down and kill Kell
- Dragon(s).
-
- SECRET 7: Open door (0422/-6.0/0049) to get stuff.
-
- Hit switch at (0368/0.0/0096) to raise floor level. Head north.
-
- SECRET 8: Hit switch at (0391/0.0/0155) to get supplies.
-
- Head west, down stairs. Go around pit on a ledge, hugging the wall. Go to the
- northeast corner, face south. Run and jump to the *second* (southmost)
- compartment. (If you fall into the pit, hit switch at (0278/-18.0/-007) to
- get out.)
-
- SECRET 9: While falling down the second compartment, you must hit a switch.
- This will open a secret door at (0243/-48.0/-019) in the pit with the
- Gammorean guards. Welcome to Jabba's Jacuzzi (a pool in the shape of a Hutt)!
- If you neglect to hit the switch while falling, you can set a mine under
- yourself which will blow you up high enough to reach the switch -- go to
- (0274/xxxx/0009) and face north. Remember to go LAIMLAME first!
-
- You're now in the detention area. Run and jump across to the west side. (If
- you fall into this pit, go to the southeast corner elevator.) Jan is behind
- the door at (0191/-32.0/-048).
-
-
- 7.11 Mission XI: The Imperial Mask
- ==================================
- Location: Imperial City, Coruscant
- Objectives: - Locate the I.S.O. building.
- - Crack the main vault. Insert the Nava Card into the decoder and
- get the decoded data tapes.
- - Meet Jan back at the ship.
- Difficulty: Medium
-
- Trivia: Now the home of the Emperor, the Imperial City on the planet Coruscant
- was also the seat of power for the Old Republic. It is continually being
- rebuilt upon old layers of itself. This city was first described in Timothy
- Zahn's book _Heir to the Empire_, and also appeared in the comic series _Dark
- Empire_.
-
- Leave landing area. Head east, then north to get supplies.
-
- SECRET 1: Drop onto platform east of you. Open door (0924/170.5/0478) and
- take elevator up. Collect items. Go back the way you came.
-
- Head south into square area. Take southwest elevator, then head south.
-
- SECRET 2: Hit hidden switch in Emperor's Mural at (0385/100.5/0043) to reveal a
- switch. Shoot this switch to raise platform. Get items. Hit switch at
- (0386/124.5/0038) to lower platform.
-
- SECRET 3: If you face the Emperor's Mural, to the right is a platform above
- you. Shoot the red switch (0463/115.5/0064) on this platform to bring it
- down. Get on it and hit the switch at (0465/100.5/0058) to take it up and get
- items.
-
- Go west; then up stairs at (0323/100.5/-042). Get items. Head east. Take
- elevator; head south. Get Blue Key at (0302/196.0/-312). Go south and get
- items. Run and jump east to other rooftop. Take door at (0470/196.0/-251).
-
- SECRET 4: Go into the northeast alcove as the platform descends. Open hidden
- door at (0531/148.0/-228) to get items.
-
- At the bottom, go east thru two doors and up stairs. Open door at
- (0932/105.0/-207) and go up elevator. There are two doors ahead: enter the
- right door first and get items. Then take the left door. Hit switch at
- (0894/142.0/-129) to open vent shaft to the left. Crouch and hit switch a
- few times at (0925/142.0/-131) to move centre block closer to the vent opening
- so you can run and jump into it (check your map). Hit switch at
- (0813/152.0/-188) to open access ahead of you. Get Red Key at
- (0802/143.0/-291). Hit switch at (0818/142.0/-265) to open door to courtyard.
-
- Open Red Key door at (0859/142.0/-251). Go east and take elevator; go west
- and take another elevator.
-
- SECRET 5: Go to ledge along the northwest of the level; move along it and
- open a secret door at (0758/194.0/-135).
-
- Open door at (0829/194.0/-334); hit switch at (0814/194.0/-384) to reveal door
- at (0811/194.0/-190). Take elevator down. Welcome to the Hexagon!
-
- ____________6_
- /\___________x/\ LEGEND:
- 1/x/\__________/\ \ x - switch location
- In --> / /\___ ___/\ \ n - switch number
- / / / /\ /\ \ \ \
- /_/_/_/_COMPUTER_\_\_\_x5 Switch Location:
- 2\x\ \ \ CORE / / / / 1: (0882/64.0/-186)
- \ \ \ \/______\/ / / / 2: (0852/64.0/-262)
- \ \ \/___ ___\/ / / 3: (0901/64.0/-325)
- \ \/__________\/x/4 4: (0982/64.0/-313)
- \/x___________\/ 5: (1011/64.0/-238)
- 3 6: (0962/64.0/-175)
-
- First, open all doors in the outer ring (i.e., set each switch to open,
- closed, closed; or black, red, red) in this order: 1, 6, 5, 4, 3, 2 (going
- around the outer ring clockwise). Now you'll have to set the switches to
- allow you to access the Computer Core. Start at switch 1, and go around the
- outer ring counterclockwise, setting the switches according to the chart
- below.
- Switch Position
- ====== ========
- 1. closed, closed, open
- 2. closed, closed, open
- 3. closed, closed, open
- 4. closed, open, closed
- 5. closed, open, closed
- 6. open, closed, closed
- (The "open" and "closed" above refer to the doors located at the vertex of the
- hexagon proximal to the switch, in order, from outer to inner rings.)
-
- In the Computer Core there are two switches: first hit the one at
- (0924/66.0/-262), then the one at (0925/66.0/-238). Head west; press
- switches at (0853/44.0/-233) and (0852/44.0/-268) to reveal a switch at
- (0858/44.0/-250). Take the data tapes at (0860/44.0/-239). The door behind
- you (0827/44.0/-248) will open. Follow the tunnel, then head northeast. Go
- up the elevator, then north to your ship--which is gone! Then, to quote a
- certain former smuggler: "Boba Fett!? Where!?" :) Shoot down the bounty
- hunter, and Jan will return.
-
-
- 7.12 Mission XII: Smuggler's Hijack
- ===================================
- Location: Imperial Fuel Station, Ergo
- Objectives: - Get on board the smuggler ship.
- - Hijack the smuggler ship.
- Difficulty: Moderate
-
- Go south and hit "hand" switch at (-058/0.0/0032). Get into elevator and press
- the switch at (-068/0.0/-051) to take it up. Take circular stairway down and
- open the sliding semicircular door at the bottom to enter the outer ring.
- Enter the "cantina" at (0242/0.0/-295); get the Blue Key from an officer. Go
- thru sliding doors at (0149/0.0/-551) and go up stairs. Face the courtyard at
- (0004/16.0/-458). Run and jump across to central "cylinder". Go across the
- rotating arm bridge to the southwest cylinder. Hit switch at (-136/16.0/-480)
- and immediately run backwards onto the bridge. It will rotate to the
- northeast cylinder.
-
- SECRET 1: Get onto the northeast cylinder. Open secret door at
- (0016/16.0/-255); drop down to collect items. Crouch and hit switch at
- (0020/-16.0/-269) to raise the platform and exit.
-
- Hit switch at (-020/16.0/-316) and run backwards onto the bridge again. It will
- rotate to the northwest cylinder. Get off and head northwest; enter the
- elevator at (-289/16.0/-255). Hit switch (-298/16.0/-253) to go up. Exit; go
- down hallway and up stairs.
-
- SECRET 2: Use the Blue Key to access storage at (-175/74.0/-330).
-
- Go thru one of the side doors (-169/74.0/-366) or (-139/74.0/-323) and go to
- the "honeycomb" map/switch at (-191/74.0/-320). Hit this switch *once*. Go
- back to the northwest cylinder. Jump down into the courtyard; an elevator
- (0022/-15.0/-469) in the southeast cylinder will take you back up. Take
- stairs down to the outer ring. Go to the newly opened door at
- (-339/0.0/-210). Go up stairs and into elevator at (-351/17.0/-207); hit
- switch at (-361/17.0/-210) to go down. Enter the "white area".
-
- Go northwest; take Yellow Key from officer at (-611/0.0/-029). Open the
- Yellow Key door at (-557/-3.0/-142). "OK, Jan. Smuggler ship secured." Hit
- switch at (-579/-3.0/-140). "Now launching. See you on the dark side."
-
- EXTRA NON-SECRET: Blow open the door behind the Yellow Key officer at
- (-618/0.0/-025) to see a DF "DEFAULT" texture!
-
-
- 7.13 Mission XIII: The Stowaway
- ===============================
- Location: The Executor
- Objectives: - Reach the cargo bay safely.
- - Activate the cargo shuttle system.
- - Jump into the cargo ship and ride to the Arc Hammer
- Difficulty: Low
-
- Trivia: The _Executor_ is a Super-class Star Destroyer, serving as Lord Darth
- Vader's flagship. At 8,000 m in length, it is five times larger than an
- Imperial-class Star Destroyer. It was destroyed during the Battle of Endor in
- _Return of the Jedi_.
-
- Go down stairs at (-849/-31.0/0225). Hit switch (-917/-55.0/0120) to lower
- platform; hit switch at (-924/-54.0/0114) to go up. Head south and west. The
- switch at (-1112/-32.0/0146) briefly opens blast door above. Approach the
- blast door, which will raise a platform; step thru the open doorway. Go north
- thru door at (-1158/-16.0/0208); take platform down, then head east and take
- platform up. Head south and take platform up. Go east and take platform at
- (-810/65.0/0154) up. Run and jump across five elevated platforms.
-
- SECRET 1: On the fifth platform, hit switch at (-670/92.0/0197). Jump north
- to newly opened alcove containing supplies. Jump back onto the platform.
-
- Jump to platform to the east. Go thru the door at (-627/92.0/0180).
-
- SECRET 2: Take platform at (-594/93.0/0208) down. Crouch at (-595/-8.0/0138)
- to open secret door.
-
- Open door at (-565/92.0/0173) and face DT(s). If you're still alive, continue
- east thru doorway at (-375/92.0/0178). Welcome to the Cargo Shuttle Bay! Now
- you must prepare the Cargo Shuttle for departure. Hit switch at
- (-242/92.0/0150) to move shuttle out of the first bay. Go thru door at
- (-265/92.0/0095). Hit switch at (-172/92.0/0153) to move shuttle into the
- next bay. Continue east thru door at (-164/92.0/0094). Hit left switch at
- (-098/92.0/0117) to rotate the shuttle, then the right switch at
- (-098/92.0/0109) to dock it. Take south door at (-117/97.0/0039). Continue
- until you're in the shuttle. "Here we go."
-
-
- 7.14 Mission XIV: The Dark Awakening
- ====================================
- Location: The Arc Hammer
- Objectives: - Set Sequencer Charges 1, 2, and 3.
- - Get to the shuttle bay and escape with an Imperial Shuttle.
- Difficulty: High
-
- NOTE: At (-400/128.0/0140) there are floating treasures (lives and revives)
- which can only be obtained by sitting on a mine. These are not secrets, and
- you can only obtain these by cheating (or by forfeiting a life or two), so I
- am not mentioning these floating treasures. Er, except for this paragraph.
-
- Exit the shuttle. Take platform at (-010/91.0/0182) down. Go south around the
- QS100 Welding Arm and hit switch at (-166/90.0/0138). Go back around the welder
- and take the platform up again. You will now be able to access a door at
- (-080/122.0/0243).
-
- SECRET 1: At (-091/128.0/0179), point east. Run and jump across to a small
- hallway. Open door at (-036/122.0/0159) to get items.
-
- Continue to (-175/128.0/0164) where you'll summon an elevator to take down.
- Go thru doorway at (-199/96.0/0116). Hit switch at (-330/101/0085). Run and
- jump to door with the red circle at (-283/96.0/0028) which will be open
- briefly. Confront DT(s). Continue ahead, taking platform up at
- (-166/97.0/-077). Cross catwalk and head west, then up stairs. Hit switch at
- (-467/126.0/0023) and go up these "double" stairs again(!). Run and jump north
- across to narrow ledge.
-
- SECRET 2: Behind you on a pillar is a red switch. Run and jump, nudging the
- switch in mid-air. Go up the double-stairs described above. Use the switch to
- open the red circle door; run and jump thru that doorway. Crouch at
- (-303/92.0/0003) to enter a room containing several items.
-
- Follow ledge along. Run and jump east to alcove, and continue north. Crouch at
- (-415/128.0/0280) and follow tunnels along until you jump down. Shoot switch at
- (-454/100.0/0183); this will allow you to set the first Sequencer Charge at
- (-440/100.0/0157). "That's one."
-
- Take elevator at (-424/100.0/0238) up. Follow tunnels back out. Go east into
- elevator at (-378/128.0/0278). Hit hand switch at (-357/128.0/0285) to go
- down. At the hallway with rising and falling pillars, jump onto the south
- pillar first. Get off into small alcove to the west; then run and jump north
- across to the alcove across the hall; get onto next pillar, to the west.
-
- SECRET 3: From the pillar, go north into a short tunnel. Welcome to the
- Intergalactic Room of Pancakes--you'll soon *be* one! The idea is to run
- across the room, hiding in small holes at the east and west sides of the
- room. The secret part is at the north end.
-
- Go across the pillars westward. Don't try to go against the conveyor.
-
- SECRET 4: Run and jump west across to the other side. Run and jump east to
- alcove at (-442/64.0/0411).
-
- SECRET 5: In the alcove, open a secret door at (-442/64.0/0422). Follow the
- passageway, then run and jump across to another alcove at (-479/64.0/0462)
- to get supplies.
-
- Jump down; take elevator at (-507/33.0/0490) up. At (-483/64.0/0557) point
- yourself northeast; run across. Set Sequencer Charge 2 at (-464/64.0/0638).
- "For freedom."
-
- Run and jump across to the east side. Ride along the conveyor. Run and jump
- across to the west side. Go thru now-open door at (-500/64.0/0418). Hit
- switch at (-519/64.0/0369) to take elevator down. Go thru door at
- (-541/0.0/0274). Get on conveyor at (-562/0.0/0384). You'll turn a corner,
- then see an obstacle coming. Duck! (If you fall, take elevator at
- (-598/-16.0/0099) to get back up.) If you need supplies, go thru door at
- (-553/0.0/0121). Get onto next conveyor at (-574/-1.0/0136). Shoot the switch
- on your right to open the door ahead. Continue north thru the door at
- (-724/0.0/0354), until you get to the next conveyor. Take a right! Continue
- on. You'll come to a stop; get back on; take a left. Jump a barrier, then
- duck under the next one. Take a left, then duck! Jump south over barrier to
- next conveyor, then onto an elevator. Continue to the end and hit switch at
- (-595/48.0/0054) to shut conveyor off.
-
- Jump down. Head east and south. You'll see a row at five red switches at
- (-489/16.0/-139). Your goal is to make the wall to your left appear like this:
- _____
- _____ | |____
- |_____|
-
- This should work: hit the leftmost switch 4 times, the next one once, the next
- four times, the next three times, and the last one 5 times.
-
- Go up elevator at (-552/16.0/-048) and thru newly opened doorway at
- (-534/64.0/-078); head south. Shoot switch at (-484/64.0/-239); now plant the
- final Sequencer Charge at (-458/64.0/-225). "Jan would be proud."
-
- Get into elevator and hit switch at (-529/64.0/-271) to go down. Go to the
- southwest hangar bay and drop down. Hit switch at (-659/-113.0/-557). Face the
- last DARK TROOPER: Admiral Mohc in a DT exoskeleton. "It's been a long time
- since I've faced an opponent in battle. I'm glad my opponent is so worthy."
- In addition to standard DT weapons, he also fires a barrage of five golden
- spheres simultaneously.
-
- If you survive, go into the northeast hangar bay and open door at
- (-484/-96.0/-375) and find an Imperial Shuttle. The Arc Hammer will be
- destroyed ("...an unfortunate setback."), but have we seen the last of the Dark
- Troopers...?
-
-
-
- ===========================
- 8.0 Miscellaneous Questions
- ===========================
- 8.1 What is "headwave"?
- =======================
- "Headwave" is the bobbing motion that "Kyle" makes when he walks or runs.
- Press [F6] to turn it off if it annoys you.
-
-
- 8.1.1 Does DF induce motion sickness?
- =====================================
- Since the rise of fast first-person walk-thru games like Wolfenstein 3-D, it
- has become apparent that many people are susceptible to nausea induced by
- the apparent motion of the game's display. Psychologically speaking (yay! I
- get to apply some of my 10 years in psychology to a FAQ! :), this is due to
- the discrepancy between your visual and vestibular senses. Some people are
- affected more than others. Try turning off the "headwave": [F6] key.
-
-
- 8.2 Who are the people behind DF?
- =================================
- The principles behind DF are:
- Daron Stinnett - project leader
- Ray Gresko - lead programmer
- Justin Chin - lead artist/co-writer
- Winston Wolff - programmer
- ...ably aided and assisted by *many* others.
-
-
- 8.3 Has George Lucas provided any input to DF?
- ==============================================
- George Lucas, author of the _Star Wars_ trilogy of films, director of _Star
- Wars: A New Hope_, founder of LucasArts Entertainment, was involved in the
- creation of the Dark Troopers. Specifically, he gave the DF team feedback on
- the design of the DTs.
-
- In fact, Lucas appeared on CNN's _Future Watch_ show on the weekend of March
- 18/19 talking about and playing (!) DF. During the last week of Febuary,
- Daron Stinnett accompanied Lucas and crew down to Disneyland for the opening
- of the Indiana Jones ride. They took the opportunity to promote DF with
- George Lucas and the national press in one place. Stinnett reports that
- Lucas "was a DF natural".
-
-
- 8.4 What is the name of Kyle's dropship?
- ========================================
- According to DF design team member Justin Chin:
- The 'official' name of Kyle's ship is the 'Crow'. It comes from a joke
- name I had for it while I was writing the design, 'Mouldy Crow'. Which is
- still my personal favorite. I used it to annoy some people who, wanted a
- more macho name. Maybe it will appear somewhere in the future.
-
-
- 8.5 What happened to the Imperial-class Star Destroyer Mission?
- ===============================================================
- The DF box shows a Mission aboard an Imperial-class STD that doesn't appear
- in the game. Daron Stinnett has this to say:
- Originally, that was our first level. It was a really well designed
- level, but we decided that it was too big for the first level of the
- game. We were concerned that the puzzles were too difficult and that the
- level was too non-linear for beginners. So instead we created the secret
- imperial base. Much of the geometry for the Imperial-class Star Destroyer
- was carried over to the Executor. But the mission was different, so not
- all of the geometry could be reused.
-
-
- 8.6 Is there a strategy guide?
- ==============================
- A book has been published giving complete, hand-holding walkthrus of each and
- every DF Mission, complete with black&white and colour pictures. _Dark
- Forces: Official Players Guide_ by Jeff Hoff is published by Infotainment
- World Books; ISBN = 1572800224. This book is *not* cheap: US$18.95.
-
- Should you buy this book? Here's a checklist. If you've:
- 1) read this FAQ,
- 2) and *still* cannot finish the game,
- 3) let alone the first Mission,
- 4) on Easy,
- 5) with full cheats,
- 6) and have great wads of money to burn,
- I recommend the strategy guide to you. I'd also recommend you trade in your
- computer and buy and nice, non-complex Nintendo system, and get a copy of the
- movie _Dumb and Dumber_. And a hat to cover your lobotomy scars. But first,
- send me US$70/CDN$100 to pay for this FAQ. Thanks.
-
- (Sorry, it's just that no one asked me if *I* wanted to rake in gobs of money,
- writing a book about DF! >fume<)
-
- _Computer Gaming World_ #131 (June, 1995) also had a brief article giving tips
- on some missions. It is nowhere near as comprehensive as this humble FAQ.
- (See checklist above.)
-
- _Computer Game Review_ Vol. 4, No. 11 (June, 1995) included a 32-page special
- "CGR's Guide to Dark Forces". This booklet contains a review of DF, an
- interview with Daron Stinnett, a list of enemies, and walkthrus of all
- missions with some colour pictures. It does *not* guide you to any secrets,
- and again is not as comprehensive as this document. For US$4.99/CDN$6.50
- it's not a bad deal. (And I say that even though I'm not getting paid for
- it :-)
-
-
- 8.7 Is there a DF fan club?
- ===========================
- There is a Dark Forces Fan Club on America On-Line. It meets every Tuesday
- evening to discuss the game, editing levels, etc. There is also a newsletter
- called "Crow Calls". For info on joining, e-mail <DakJanson@aol.com>,
- <SkyVValker@aol.com>, or <RichS88@aol.com>.
-
-
-
- ====================
- 9.0 DF Customization
- ====================
- I owe a large debt of gratitude to Daron Stinnett for his generous help
- answering most of the questions posed in this section. If you want more
- information on customizing DF, see Tola Dalton's Web site, which has a great
- big selection of utilities, custom 3D objects, and other kewl stuff:
- http://www.3dg.com/DarkForces/utils.html
- http://www.3dg.com/DarkForces/levelcmp.html
-
-
- 9.1 How do I remap the keys?
- ============================
- *** WARNING! Do not attempt the following unless you *know* what you're doing.
-
- DF allows you to customize all controls in the game, except "view center."
- The default for "view center" is keypad-5, which has a scan code of 4C. To
- change the keyboard control, use a hex editor on the file JEDI.CFG and modify
- offset D8 from 4C to whatever key you wish. You must use the scan code of
- the key, which you can find using programs like Norton Diagnostics, PC-Tools'
- DiskEdit, or other.
-
- Control Hex offset(s)
- ------- -------------
- Turn right C9,D3,E1
- Turn left CA,D4,E0
- Forward CB,DD
- Backward CC,DC
- Crouch D5
- Jump D7
- Nudge D6
- Speed mode CD
- Slow mode CE
- Primary fire CF
- Secondary fire D0
- Strafe mode D9
- Strafe right D1
- Strafe left D2
- View up DE
- View down DF
- View center D8
- According to Werner Spahl <spahl@work2.ch-cip.Uni-Koeln.DE>, you can use the
- mouse buttons to slide by changing hex offset F6 to 03.
-
- Here are some scan codes for keyboard keys in hexadecimal:
-
- Q W E R T Y U I O P [ ] [Enter] left[Ctrl]
- 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D
-
- A S D F G H J K L ; ' ` left[Shift]
- 1E 1F 20 21 22 23 24 25 26 27 28 29 2A
-
- \ Z X C V B N M , . / right[Shift] keypad *
- 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37
-
- left[Alt] [space] [caps]
- 38 39 3A
-
- To customize the controls, replace the data at the proper offset with the key
- code indicated above.
-
-
-
- 9.2 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 stitched together, with an identifying header.
-
- From Daron Stinnett (speaking about the demo level):
- 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!)
-
-
- 9.2.1 What software was used to create the .GOB files?
- ======================================================
- AutoDesk 3D Studio was used to create the polygon objects in the game, like
- the TIE fighters. Also, it was used to create the enemies in 3D, from which
- the 2D sprites used in the game were generated. AutoDesk AutoCAD release 12
- was used to create the .LEV and .O files, which are a part of the .GOB 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.
-
-
- 9.2.2 How should a custom .GOB file be loaded?
- ==============================================
- There is a command-line option in the full release version to load a
- custom-created .GOB file. Type:
- dark -u<GOB-name>
- where <GOB-name> is the filename of the custom Mission(s).
-
-
- 9.3 What can I use to take apart the .GOB files?
- ================================================
- Neal Westfall <nwestfal@silicon.csci.csusb.edu> put UNGOB.ZIP on several FTP
- sites. Check the sites listed in section 2.1.
-
-
- 9.4 How are the different floors separated?
- ===========================================
- The layers are only useful for the map and to help the level designers keep
- track of geometry in the level. There are restrictions in designing DF
- levels, but placement of geometry in 3D space isn't one of them. Geometry
- placement is free-form -- nothing is segmented into layers for the engine's
- sake.
-
-
- 9.5 How are textures assigned?
- ==============================
- Daron Stinnett:
- We just used DPAINT to create textures. Then we converted them
- into our own .BM format. It is a very simple bitmap file format with the
- first 32 bytes a header and the rest is data. Texture assignment is
- obvious by looking at the LEV files.
-
-
- 9.6 How are dynamic properties assigned?
- ========================================
- Daron Stinnett:
- There is a level "programming" language that is used to script the
- actions of all geometry. The scripts are contained in the .INF files.
- This data is plain old ASCII text, so it shouldn't be too hard to learn
- how it works. There are a few predefined scripts that can be attached to
- a given sector by setting bits in the geometry data (.LEV files). These
- are things like standard doors, etc.
-
-
- 9.7 How do you place objects in a mission?
- ==========================================
- Take a look at the .O files; it will be self-explanitory. AutoCAD was used to
- place objects, but it can be done by hand -- or with some other simple tool.
-
-
- 9.8 Can you create floor panels that can be blown up?
- =====================================================
- It might be possible. If anyone has gotten that far and wants to try it,
- send me e-mail which I will relay to Daron.
-
-
- 9.9 Can you create sloped floors?
- =================================
- Daron Stinnett:
- Not really. DF is comprised of two 3D engines. One that is geared for
- high speed and has some geometry restrictions, and one that is slower but
- doesn't have any geometry restrictions. The player can only have very
- simple collisions with the full 3D geometry, thus it isn't suitable for
- normal level geometry that you can walk on. However, you could create
- stairs and lay a polygon like a piece of plywood on the stairs. This
- would create the illusion of a sloped floor. But when you walked up the
- slope, your movement would be like you were on the stairs, not the
- plywood.
-
-
- 9.10 How are sounds associated with actions?
- ===========================================
- Daron Stinnett:
- There are default sounds for most script components, but you can override
- default sounds with certain keywords in the INF files. There are also
- special objects in the .O files called point sounds, we use these for
- things like the wind in Mission IV.
-
-
- 9.11 Is there a limit to the size and complexity of the missions?
- ================================================================
- Daron Stinnett:
- Memory was our limitation. The total of all the level components
- couldn't exceed 2MB because we wanted to keep DF under the 8MB memory
- requirement. If you don't mind requiring more memory, then the levels
- can get larger than 2MB. There are some hard limitations for the number
- of objects, sounds, sectors, etc. But these limits are pretty high.
-
-
- 9.12 Day of the Tentacle?
- =========================
- The following hack was provided by Troy Benge <del3116@rs6000.ivcc.edu>:
- If you edit the .O file (example: secbase.o) add 1 to the number of
- "SPRS:" (to "11") and to the number of "OBJECTS:" (to "169") in the SPR list
- add the line:
- SPR: IDTGUN.WAX
- or
- SPR: DEFAULT.WAX
-
- Go to the end of the file and add the lines:
-
- CLASS: SPRITE DATA: 11 X:183.00 Y: -42.00 Z:332.00 PCH: 0.00 YAW: 0.00
- ROL: 0.00 DIFF: 1
- SEQ
- LOGIC: SCENERY
- LOGIC: ANIM
- SEQEND
-
- Save the file and put it in the DARK dir and start the game. The Tentacle
- will be waiting on the roof.
-
-
-
- ========================================
- 10.0 Custom Missions and Mission Editors
- ========================================
- There are an increasing number of homebrew missions, and mission editors.
- You should be able to find these at:
- ftp://ftp.wpi.edu/starwars/Computer_Games/Dark_Forces/Levels
- http://www.wpi.edu/~ss/DFL_index.html
- http://www.3dg.com/DarkForces/levels.html
- ftp://ftp.cdrom.com/pub/games/mirrors/starwars/
- Computer_Games/Dark_Forces/Levels/
-
-
- 10.1 Mission editors
- ====================
- All of the following should be available from:
- http://www.3dg.com/DarkForces/utils.html
- http://www.wpi.edu/~ss/DF_index.html
-
-
- Dark Forces Editor Version v2.00 (dfed2.zip - 138,509 bytes)
- ------------------------------------------------------------
- This editor allows you to modify existing missions and randomize the
- locations of opponents. Windows 3.x application. Shareware, $5+ to register.
- - written by Sean Baker <srbaker@nwoca.ohio.gov>
-
-
- Dark Forces UtilitieS and Editor v1.00 (dfuse100.exe - 1,072,330 bytes)
- -----------------------------------------------------------------------
- DFUSE is a collection of utilities to modify/create DF levels. This is not for
- the casual player; it is a powerful tool that requires some skill to use. It
- includes geometry and object editors, viewers, and converters; .GOB-extractors
- and -builders. It is postcard-ware (send him one if you like the utility!).
-
- If you don't have a floating-point coprocessor, there is a patch available at:
- http://www.3dg.com/DarkForces/levels.html
- - written by Yves Borckmans <yborckmans@abcomp.be>
-
-
- Windows Dark Forces UtilitieS and Editor (wdfus100.zip - 1,086,324 bytes)
- -------------------------------------------------------------------------
- From the README.TXT file:
- WDFUSE is a collection of tools to design levels for Dark Forces. It is a
- complete Windows port of DFUSE/DOS, with many corrections and improvements.
- Included in the package is the 1.90 version of the "Dark Forces Unofficial
- Specifications".
-
- Contrary to DFUSE/DOS, WDFUSE is SHAREWARE. Its registration fee is a $25 ALL
- CHARGES PAID International Order. The unregistered version is severely
- limited in the size of the level it can save. Registered users gain full
- save capabilities and e-mail support. They will also be able to use the
- forthcoming WAD converter.
-
- Minimum requirements: a computer able to run Windows 3.1 or Windows 95, 8 Mb
- of RAM, a mouse, 640*480*256 resolution. Recommended: 486/66 or higher, more
- than 8 Mb RAM, 800*600*256 resolution or higher.
- - written by Yves Borckmans <Yves.Borckmans@ping.be>
-
-
- 10.2 Custom missions
- ====================
- The following missions are arranged in alphabetical order of *.zip file. The
- title (if any) is listed in CAPS. If you are running MacDF, please see
- section 1.10.2 first.
-
- (3dmad.zip - 8,951 bytes)
- -------------------------
- Just a joke between us DFUSE users!
- - created by Len Bowers <Len@lenbow.demon.co.uk>
-
-
- AUTHORITATIVE CONFLICT (authcon.zip - 38,748 bytes)
- ---------------------------------------------------
- It is literally the next day after the Imperials retook Coruscant from the New
- Republics. You are an elite Imperial commando. You must infiltrate the
- spaceport of Ramsees Hed and attach a tracking device to the rear of an
- Imperial transport.
- - created by Michael W. Moss
-
-
- RETURN TO BESPIN: RECLAIMING CLOUD CITY (bespin12.zip - 436,441 bytes)
- ----------------------------------------------------------------------
- It is the end of the Empire; it is the age of the New Republic! However,
- a pocket of Imperial resistance has captured General Crix Madine,
- who was transporting Moff Rebus to a detention facility. Your objectives:
- 1. Go to the Anoat system and Secure Moff Rebus
- 2. Rescue General Madine
- 3. Find information on supply lines through Cloud City
- 4. Deal with any opposition
- - created by Jason Burton <DakJanson@aol.com>, <Dack@ix.netcom.com>
- Carlos Gomez <CarGoCo@aol.com>, Richard Gold <CmdrKrud@aol.com>,
- Richard Snodgrass <RichS88@aol.com>, and Arthur Sharp <xobon@ix.netcom.com>
-
-
- (boba13.zip - 343,321 bytes)
- ----------------------------
- Allows you to play a level as Boba Fett, using the bounty hunter's flame
- thrower/rocket dart gauntlets.
- - created by Rob Porter
-
-
- OPERATION: EVASIVE ACTION (deathst1.zip - 28,754 bytes)
- -------------------------------------------------------
- You are assigned to infiltrate the second Death Star in orbit around Endor and
- eliminate the Dark Troopers before they launch and destroy whatever hope the
- rebellion has of defeating the Emperor. (NOTE: also known as deathstr.zip,
- 27,358 bytes.)
- - created by Andrew Emmons <aemmons@atlsci.com>
-
-
- DON'S DARK FORCES LEVELS (don-df30.zip - 192,000 bytes)
- -------------------------------------------------------
- Mission 1: Operation Dethstar
- On a mission to steal the plans to the Death Star, you are captured and thrown
- in the Detention Center. Your objectives are to:
- 1. Get your gear back and escape the detention center
- 2. Steal the Death Star plans
- 3. Shut down the tractor beam holding your ship
- 4. Get to your ship
-
- Mission 2: Escape from Secbase II
- In retaliation, the Empire has captured your ship and taken it to this hidden
- base for "safe" keeping. Your mission is to infiltrate the base, find the key
- that will get your ship back, and get to your ship. The Empire is testing
- their new "Dark Troopers" in the area, so be prepared.
-
- Mission 3: Operation Tattooine
- Boba Fett has been commissioned by the Empire to deliver data tapes to
- imperial commands on the outer rim. Before Boba Fett can deliver these command
- data tapes, you must go to Tatooine and steal the plans from his personal base
- of operations. If you fail, many innocent worlds will fall to the empire and
- many people will die needlessly. Your objectives are to:
- 1. Steal the data tape
- 2. Get back to your ship
-
- NOTE: the first two missions in this file were offered as dons_df1.zip and
- don-df22.zip.
- - created by Don Sielke <DSielke@aol.com>
-
-
- RESCUE ON ENDOR (endbase.zip - 55,352 bytes)
- --------------------------------------------
- Your mission is to rescue an Ewok leader who has inside information on the
- shield generator protecting the new Death Star. The Imperials captured him as
- he was about to meet with our leaders. The actual level is the same as the
- original Mission 1, Secret Base.
- - created by Darrin Bunker <75264,400@compuserve.com>
-
-
- ESCAPE FROM HOTH (escape.zip - 78,790 bytes)
- --------------------------------------------
- The Rebel base on the planet Hoth has been attacked by Imperial Forces. All
- Rebel forces have been evacuated, with the exception of Marcus Alliance, High
- Commander of the Corellian Sector, who stayed behind to ensure that everyone
- else escaped safely. The only mission goals are to rescue Marcus Alliance,
- and kill everything that moves -- if you can.
- - created by Richard M. Gold <72734.2553@compuserve.com>,<cmdrkrud@aol.com>
-
-
- INFILTRATE LABORATORY (infil-lb.zip - 135,386 bytes)
- ----------------------------------------------------
- This mission is a night-time insertion into one of the Imperial research
- facilities. Your task is to infiltrate the laboratory and retrieve a sample of
- the Phrik metal being used in new weapon construction.
- - created by Len, Sam and Jessica Bowers <Len@lenbow.demon.co.uk>,
- <Sam@lenbow.demon.co.uk>, <Jessica@lenbow.demon.co.uk>
-
-
- THE SIEGE AT ALDERAAN (jb-ald10.zip - 86,523 bytes)
- ---------------------------------------------------
- Kyle Katarn is a young Imperial officer on Alderaan when Palpatine declares
- himself Emperor. An Imperial delegation arrives to oversee the development
- of metals for a new fighter. Kyle realizes that this information could make
- him rich. Your objectives:
- 1. Get the Nava card on the new fighter
- 2. Get off the planet by stealing an Imperial shuttle
- - created by Jason Burton <DAKJANSON@AOL.COM>
-
-
- KYLE'S NIGHTMARE (night.zip - 12,042 bytes)
- -------------------------------------------
- You're Kyle Katarn and you're just taking a nap after another hard day.
- You're having a terrible nightmare. You goal is to survive to the end of it.
- - created by Alexei Novikov <anoviko@emory.edu>
-
-
- OPERATION NITEHAWK (nitehawk.zip - 165,857 bytes)
- -------------------------------------------------
- Moff Rebus has revealed the location of several Imperial Weapons Production
- Facilities. Two X-Wings from the Nitehawks Squadron, verifying the location of
- the facilities, were ambushed on the Planet Dalron 5--one pilot was forced to
- land on the Planet's surface. Your objectives:
- 1. Locate and secure the stolen X-Wing
- 2. Infiltrate the Weapons Production Facility
- 3. Destroy it with sequencer charges
- 4. Return to the drop area for extraction.
- - created by Richard Gold <cmdrkrud@aol.com>,<72734,2553@compuserve.com>
-
-
- OPERATION JUST CAUSE (opjust1a.zip - 156,394 bytes)
- ---------------------------------------------------
- You must infiltrate and destroy an Imperial Research Station that is being
- used to conduct cyborg research on humans.
- - created by Matthew E. Neuman <mneuman@libby.org>
-
-
- TIE DEFENDER BASE (paullev.zip - 149,609 bytes)
- -----------------------------------------------
- Rebel spies have located the base where research and development is being done
- on the Empire's newest starfighter, the TIE Defender. Mission objectives:
- 1. Infiltrate the TIE Defender base
- 2. Plant a sequencer charge in the facility's main reactor room
- 3. Recover the TIE Defender tech specs and flight test data tape
- 4. Escape in a hijacked TIE Defender
- - created by <PNem@aol.com>
-
-
- POWER STATION ZETA (powersta.zip - 95,208 bytes)
- ------------------------------------------------
- Rebel High Command has learned that the DTs are powered by small, yet powerful
- energy chips, which are energized at a secret facility. Your objectives:
- 1. Find your way into the facility
- 2. Plant sequence charges in the three main reactors
- 3. Get back to the drop zone
- - created by Rick Schmidt <RICK1397@aol.com>
-
-
- RAVAGER OUTPOST (ravage15.zip - 93,710 bytes)
- ---------------------------------------------
- Having stolen the plans of the new Imperial secret weapon code named
- DEATHSTAR, you are attacked and taken prisoner by the Boba Fett, who has
- turned you over to the Imperials at Ravager Outpost. You are sentenced to
- death by means of a Kell Dragon. You must find a way into the Outpost,
- retrieve the plans for the DEATHSTAR, and then get back to your ship.
- - created by Rick Schmidt <RICK1397@aol.com>
-
-
- IMPERIAL RESIDENCE (reside1a.zip - 25,407 bytes)
- ------------------------------------------------
- You were working late at night on your very own level of Dark Forces.
- Suddenly, the Jedi Engine sucks you into Dark Forces, where your home has
- become an Imperial Residence! You know what to do...
- - created by Agustin Leon <agleon@espol.edu.ec>
-
-
- MODIFIED DF MISSION X - JABBA'S SHIP (revenge.zip - 52,146 bytes)
- -----------------------------------------------------------------
- Our intelligence sources report that Jabba may have acquired advanced Imperial
- weapons technology, in return for smuggling supplies for the Empire.
- Unconfirmed sources report that one or more Mandalorian mercenaries may be
- working for Jabba at the present time. You are hereby authorized to terminate
- any mercenaries that may be encountered, with extreme prejudice.
- - created by Richard M. Gold <72734.2553@compuserve.com>,<cmdrkrud@aol.com>
-
-
- DARK PRELUDE (rpg-df10.zip - 130,848 bytes)
- -------------------------------------------
- You've just received word that a Jan Ors has been arrested as a rebel spy on
- Davan. You'll have to enter the facility via the sewage port, find Jan, and
- get out--without drowning in the treacherous sewers.
- - created by <rgreene@val.net>
-
-
- OPERATION RETRIEVE (rtrive.zip - 103,974 bytes)
- -----------------------------------------------
- Crix Madine has been captured and sent to an Imperial Detention Center on a
- Corellian moon. Your objectives are:
- 1. Rescue Crix Madine
- 2. Steal an X-Wing to leave
- - created by Istvan Galambos <laci@msn.com>
-
-
- (sabre.exe - 33,947 bytes)
- --------------------------
- Lightsabre patch.
- - created by <starwarsii@aol.com>
-
-
- (secbase.o - 16,972 bytes)
- --------------------------
- Modified SECBASE mission.
- - created by unknown
-
-
- SECBASE REVISITED (secrev01.zip - 296,215 bytes)
- ------------------------------------------------
- You must steal the plans of the new Imperial secret weapon code named
- DEATHSTAR. You will be dropped at the cargo entrance of the Imperial base where
- Rebel Intelligence suspects the plans are stored. You must then find the plans,
- and return to the drop zone where your assistant Jan Ors will bring back your
- ship.
- - created by Serge Debroeyer and Yves Borckmans <yborckmans@abcomp.be>
-
-
- STAR BASE DF LEVEL (starbase.exe - 29,904 bytes)
- ------------------------------------------------
- You have just delivered the Death Star plans to the Rebel Alliance. While
- having dinner in a neutral system, the Empire attacks. You have been captured
- trying to escape from the system and left at a run down, under-manned Imperial
- prison. Your objective is to escape before they realize who they have
- captured.
- - created by Sean Baker <srbaker@nwoca.ohio.gov>
-
-
- STAR DESTROYER (stardes1.zip - 113,681 bytes)
- ---------------------------------------------
- The Empire has been left with only the master copy of the DT plans, which is
- being transported via tar Destroyer to a secret base. Your objectives:
- 1. Find the DT data tapes
- 2. Return to your ship
- This level was inspired by the "missing" Star Destroyer level on the DF box.
- - created by Claude Pradervand <claude@cars1.uchicago.edu>
-
-
- (talay.o - 18,417 bytes)
- ------------------------
- Modified Talay: Tak Base mission.
- - created by unknown
-
-
- TERMINATE BOBA FETT (terminate.zip - 142,436 bytes)
- ---------------------------------------------------
- Your mission is to recover the stolen plans for the new B-Wing starfighter and
- terminate Boba Fett, once and for all. Extreme caution is advised, as we have
- unconfirmed reports that the Empire is using a prototype "Assault Droid", a
- hybrid of the Interrogation Droid, equipped with a more advanced propulsion
- system and a missile launcher. A lightsabre replaces weapon number 1 (fists)
- in this mission.
- - created by Cmdr Krud & Crew (Keemosabi, DSielke, MDensm8167, Tom1Lin2,
- Altrek) <cmdrkrud@aol.com>, <72734,2553@compuserve.com>
-
-
-
- ====================
- 11.0 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 XMS free. Beyond this, I simply cannot 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.
-
-
- 11.1 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
-
-
- 11.2 Help with sound cards
- ==========================
- SETUP doesn't recognize the IRQs of some cards correctly. You can solve this
- problem by patching the IMUSE.INI file. Using a disk editor, you'll find the
- internal names (e.g. SBCLONE.WDR (SoundBlaster compatible), SB16.WDR
- (SoundBlaster 16) or SBPRO.WDR (SoundBlaster Pro)). With an offset of 0Eh/0Fh
- bytes from the first character of the name, you find the 2-byte hexadecimal
- port number. The interrupt channel can be found at offset 12h, and the DMA
- channel is located at offset 16h. So you can easily patch the port/DMA/IRQ
- combination you need, even if it's not offered by SETUP.
-
-
- 11.3 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 Windows 95. 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.
- - DF also runs fine under OS/2 (and you can run it from a network CD-ROM
- drive).
- - Certain models of Cyrix chips may 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 the ftp.wpi.edu FTP site, under the name
- DFCYFIX.ZIP.
-
-
- 11.4 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
-
- WWW site:
- http://www.lucasarts.com/
-
- Technical Support BBS:
- +(415) 257-3070
-
-
-
- =====================
- 12.0 Acknowledgements
- =====================
- If you gave me tips and your name is not listed here, I apologize. I use a
- "first one gets credit" system -- many people sent me tips and secrets after I
- had already found them. Also, I was unprepared for the deluge of mail I
- received, and often lost track of messages; sorry! If I ever meet any of the
- following people, I'll buy them a beverage of their choice:
-
- - Steph Smith <ag422@freenet.carleton.ca> gets a big cheer for counting *all*
- enemies in *all* levels at *all* levels of difficulty; he also wrote
- descriptions of some cheat codes
- - Troy Benge <del3116@rs6000.ivcc.edu> uncovered the hidden Tentacle
- - Paulius Stepanas <step@fenner2.anu.edu.au> gave me lots of feedback on
- things ranging from grammar (how embarrassing!) to strategy, and made the
- kewl shots-to-kill table in section 6.17
- - Allen Do <neko@netcom.com> found secrets for Missions III, IV, X, and XI;
- as well as the extra non-secret in Mission XII
- - Dennis McKenna <mckenna1@ix.netcom.com>, after spending a "damn week on
- this level", found another way of getting an extra life in Mission IV
- - Marc Atkin <atkin@gagarin.cs.umass.edu> found a secret in Mission IV
- - Alexandre da Silva Pereira <alexsper@embratel.net.br> found how to get to
- the Ewok in Mission IV without cheating
- - Jimmy Kwon <merklin@garcon.mit.edu> found *seven* secrets in Mission VI,
- and also provided the hack for key mappings
- - Bart Barenburg <bartb@win.tue.nl> clarified the function of a switch in
- Mission VI
- - Clark and Shannon Janes <caj101@psu.edu> clarified the elevator positions
- in Mission VI
- - Steven Loretero <leialii@aloha.net> fixed a coordinate in Mission VI
- - Charles Bird <charles.bird@aquila.com> set me straight on flickering
- maglocks
- - Michael Montona <mmontona@CapAccess.org> found the Ewok in Mission VII
- - Tom <TCKind@aol.com> found the Ewok in Mission VII without cheating
- - Shawn E. Robinson <dlfc82b@prodigy.com> assisted me with the walkthru in
- Mission VIII
- - Jason D. Wright <jdw2@lehigh.edu> clarified the function of a switch in
- Mission VIII
- - Alan Hartman <Alan.Hartman@AtlantaGA.ATTGIS.COM> found a convenient ledge
- in Mission VIII
- - Atsushi Kanamori <kanamori@Xenon.Stanford.EDU> helped with Jabba's Jacuzzi
- - Adrian Kwong <akwong@bme.synapse.net> drew the ASCII map of the Hexagon
- - Clint Cox <clint.cox@camel.com> provided descriptions of most of the cheat
- codes
- - H. Ian Novack <ian@gomez.JPL.NASA.GOV> reminded me of the name of the
- Mouse Droids, plus gave tips on combating enemies
- - Eushuk Hong <umeister@leland.stanford.edu> provided info on Windows95
- - <andyhat@bj-42.rh.uchicago.edu> ran DF under OS/2
- - Jason Dyer <jdyer@indirect.com> gave me info on Cyrix chips
- - Mark Haidekker <mark@mathematik.uni-Bremen.de> provided info on patching IRQs
- - <KerryH5912@aol.com> first came up with the term "Dork Farces" :)
- - Bob Dunlap II <73710.1366@compuserve.com>, Chik
- <cc_foo@postoffice.utas.edu.au>, and Brad Oliver <bradman@primenet.com>
- helped me with MacDF info
-
-
- ===============
- 13.0 References
- ===============
- _The Adventurer_, #9: Winter 1994/5 (published by LA).
- _CD-ROM Magazine_, Vol. 1, #5 (Dec.1994).
- _Computer Game Review_ Vol. 4, No. 11 (June, 1995)
- _Computer Gaming World_ #131 (June, 1995)
- _PC Games Plus Global_, Vol.3, No.1 (#44).
- _Star Wars Insider_, #23.
-
-