___STAR______________________________________________________________
/ ________ ______ ________ ____ _____ \
| | \ | | | \ | || | |
| | __ \ | | | __ \ | || | |
| | || | | /\ | | || | | || | |
| | || | | || | | || | | |/ | |
| | || | | || | | ~` / | / |
| | || | | || | | /\ \ | |\ \ |
| | || | | ~' | | || | | || | |
| | ~' / | __ | | || | | || | |
| |_______/ |__/ \__| |___||___| |___||___| |
| _________ ______ ________ ______ _________ ______ |
| | | / \ | \ / \ | | / \ |
| | ____| / __ \ | __ \ / __ \ | ____| / __ \ |
| | | | || | | || | | || | | | | ||___| |
| | |___ | || | | || | | ||___| | |___ \_ \_ |
| | ____| | || | | ~` / | | ____ | ____| \_ \_ |
| | | | || | | /\ \ | || | | | ____\, \ |
| | | | || | | || | | || | | |____ | || | |
| | | \ ~' / | || | \ ~' / | | \ ~' / |
| |___| \______/ |___||___| \______/ |_______| \______/tm|
\______________________________________________________________ ___/
WARS
STAR WARS: DARK FORCES
The FAQList
"The dark side of the force
Just got darker."
Version 2.00Beta1
Last Updated: March 16, 1995
Compiled and Maintained by
Karsten A. Loepelmann
<kloe...@gpu.srv.ualberta.ca>
<klo...@psych.ualberta.ca>
**********
** NOTE!!! This is only a pre-release Beta version of the FAQ. There are
** solutions for only *HALF* of the Missions. I've released this version to
** get feedback on the clarity and completeness of what I've written. Don't
** place this version on any BBS, FTP site, or software library until the
** release of non-Beta version 2.00 Thanks!
**********
This FAQList is copyright 1995 by Karsten A. Loepelmann. All rights reserved.
Permission is granted for reproduction, distribution, transmission, or storage
for noncommercial purposes only, on the condition that the contents are not
changed in any way. Permission for any other use or distribution of this
FAQList must be obtained from the rights holder, Karsten A. Loepelmann. All
trademarks herein are acknowledged as the property of their respective owners.
Star Wars is a registered trademark of Lucasfilm Ltd. Dark Forces is a
trademark of LucasArts Entertainment Company.
Preferred forum for discussion is:
news:alt.games.dark-forces
Due to low propagation of the above newsgroup, an alternate forum is:
news:comp.sys.ibm.pc.games.action
Abbreviations used:
DF = Dark Forces
LA = LucasArts
TD = Thermal Detonator
DT = Dark Trooper
Contents:
0.0 Welcome!
1.0 Introduction
1.1 What is "Dark Forces"?
1.2 Is DF canon?
1.3 What is required to run DF?
1.4 What media format is DF offered on?
1.5 What sound cards are supported?
1.6 What controllers are supported?
1.7 Does DF have _________?
1.7.1 ...a multiplayer option?
1.7.2 ...a "save" feature?
1.8 How do I get DF?
1.9 Will there be any sequels to DF?
1.9.1 Will any sequels offer a multiplayer option?
1.9.2 DF2 wish list
2.0 DF Demo
2.1 Where can I get the demo?
2.2 Is there a demo editor?
2.3 Is the demo level in the full game release?
3.0 DF vs. DOOM
3.1 Isn't DF just a ripoff of id Software's DOOM?
3.2 Does DF kick DOOM's butt?
3.3 Is DF easier than DOOM?
4.0 Cheat Codes
4.1 Gameplay Codes
4.1.1 LABUG
4.1.2 LACDS
4.1.3 LADATA
4.1.4 LAIMLAME
4.1.5 LAPOGO
4.1.6 LAPOSTAL
4.1.7 LARANDY
4.1.8 LAREDLITE
4.1.9 LASKIP
4.1.10 LAUNLOCK
4.2 Mission Codes
4.3 "Dork Farces" :)
5.0 Weapons and Items
5.1 Weapons
5.1.1 Fists
5.1.2 Modified Bryar Pistol
5.1.3 Stormtrooper Laser Rifle
5.1.4 Thermal Detonators
5.1.5 Imperial Repeater Gun ("autogun")
5.1.6 Jeron Fusion Cutter
5.1.7 I.M. Mines
5.1.8 Packered Mortar Gun
5.1.9 Stouker Concussion Rifle
5.1.10 Assault Cannon
5.2 Ammo
5.3 Weapon Supercharge
5.4 How is aiming/targeting accomplished?
5.5 Keys
5.6 Head Lamp
5.7 Infrared Goggles
5.8 Ice Cleats
5.9 Air Mask
5.10 Batteries
5.11 Shields
5.11.1 Shield Supercharge
5.11.2 Revive
5.11.3 Med Kit
6.0 Opponents
6.1 Imperial Stormtroopers
6.2 Imperial Officers
6.3 Imperial Commandos
6.4 Gun Turrets
6.5 Probe Droids
6.6 Interrogation Droids
6.7 Remotes
6.8 "InfoBots"
6.9 Trandoshans
6.10 Gran
6.11 Gamorreans
6.12 Dianoga
6.13 Boba Fett
7.0 The Missions
7.1 Prologue Mission I: The Death Star Plans: Operation Skyhook: Phase 2
7.2 Mission II: Talay: Tak Base: After the Massacre
7.3 Mission III: Anoat City: The Subterranean Hideout
7.4 Mission IV: The Planet Fest: Imperial Weapons Research Facility
7.5 Mission V: Gromas Mines: The Blood Moon
7.6 Mission VI: Imperial Detention Facility, Orinackra: Madine's Fate
7.7 Mission VII: Ramsees Hed Docking Port, Cal-Seti: Deadly Cargo
7.8 Mission VIII [TBA]
7.9 Mission IX [TBA]
7.10 Mission X [TBA]
7.11 Mission XI [TBA]
7.12 Mission XII [TBA]
7.13 Mission XIII [TBA]
7.14 Mission XIV [TBA]
8.0 Miscellaneous Questions
8.1 What is "headwave"?
8.1.1 Does DF induce motion sickness?
8.2 Who are the people behind DF?
8.3 Has George Lucas provided any input to DF?
8.4 What are .GOB files?
8.4.1 What software was used to create the .GOB files?
8.4.2 How should a custom .GOB file be loaded?
8.5 What is the name of Kyle's dropship?
9.0 Troubleshooting
9.1 Help installing
9.2 Help with sound cards
9.3 Misc help
9.4 How do I contact LA technical support?
10.0 Acknowledgements
11.0 References
==========================================================================
============
0.0 Welcome!
============
This file is a list of frequently asked questions about the MPC (MS-DOS
CD-ROM) game _Star Wars: Dark Forces_ (which was released March 7, 1995).
It's also a file of answers to those questions ;-) I welcome any feedback,
questions, answers, and suggestions. The best way is to send me email. I
also scan the Usenet newsgroups news:comp.sys.ibm.pc.games.action and
news:alt.games.dark-forces semi-regularly. This file will be made available
in the AOL Star Wars Software Library, the Action Games forum on CompuServe,
as well as the cool Star Wars FTP site, at http://www.wpi.edu/ftp/starwars.
The latest version will always be available on my WWW site,
http://web.psych.ualberta.ca/~kloepel/DarkForces. If you put this FAQList
onto an FTP site, please give me the URL; this will facilitate distribution
of updates to the FAQ.
Dark Forces fans are fortunate that DF project leader Daron Stinnett has
agreed to provide me with inside info on DF. Many of the questions below were
answered with info provided to me by Daron (thanks!). In fact, he's even
outlined the contents of the .GOB files (see section 8.4)! Send your
questions to me; I will relay them to Daron and include them in the FAQ.
Want list:
- Locations of the secrets I missed in Missions 3, 4, 6, and 7 (so far).
- I'd like to have more info on solving technical problems running DF,
especially with regard to sound cards and installation.
- If you've seen DF mentioned in a magazine not included in the References
(section 11.0), please let me know.
-KAL
(hate to say it, but...)
May the Force be with You!
================
1.0 Introduction
================
1.1 What is "Dark Forces"?
==========================
Dark Forces is LucasArts' new first-person perspective game. It is based on a
LA-developed 'Jedi Engine', which supports "full 3D objects, a realistic
lighting model, atmospheric effects (haze, fog, etc.), Gouroud shading,
animating textures, 3D viewing angles and more."
Each of the 14 missions encompasses a different world, each with a unique look
and feel. This is not a static environment, according to project leader Daron
Stinnett: "the worlds extend out in all directions. There are elevators to
take you to multiple floors, bridges over flowing water, catwalks, air shafts
and other architectural features. We wanted an active environment, so ships
come and go at the flight decks, rivers sweep along, platforms and conveyor
belts move, and much of the machinery functions."
In this game, you play Kyle Katarn, a mercenary once employed by the
Galactic Empire who is now working with the Rebel Alliance. Kyle's first
mission is to steal the plans for an awesome space station: the Death Star.
Subsequently, the Rebels learn of Imperial Admiral Mohc's plans to create
battalions of mechanized "Dark Troopers" -- specially enhanced stormtroopers
which could spell the end of the rebellion. In Dark Forces, the player, as
Katarn, must travel to varied locations -- such as the rebel base on the planet
Agamar and the Gromas Mines, a Star Destroyer, the Imperial City on Coruscant,
and the spaceport moon of Nar Shadda -- to stop the Empire from unleashing the
Dark Troopers...
The characters inhabiting the game are familiar ones from the Star Wars
universe, and include Imperial Stormtroopers and officers, pig-like
Gamorreans, interrogation droids, the monster from the trash compactor, and
Boba Fett, among others. You will be able to use many different weapons;
among them a blaster rifle, thermal detonators, and an assault cannon.
1.2 Is DF canon?
================
DF itself is *not* canon (meaning 'in Star Wars continuity'), but that's not
to say it isn't tied into Star Wars continuity. Kyle Katarn's first mission
takes place shortly before the events of _Star Wars: A New Hope_ (Episode IV).
Surely, if there were a Rebel who had accomplished as much as Katarn
(succeeding in over a dozen extremely difficult missions singlehandedly,
facing hundreds of opponents), we would have heard of him by now. But, hey
-- just try to play along, okay? After all, you may shoot down the bounty
hunter Boba Fett -- but he returns in _Return of the Jedi_ to be fed to the
Sarlacc, and then reappears on Nar Shaddaa in the Dark Horse Comics series
_Star Wars: Dark Empire_.
BTW, 'katarn' (the surname of the protagonist in DF) is the name of a predator
on the Wookie homeworld of Kashyyyk. In the Star Wars book _Heir to the
Empire_, written by Timothy Zahn (the first book in his trilogy), there is a
Lieutenant Page who heads a New Republic group called the 'Katarn Commandos.'
It is unknown whether the LA design team consciously named the protagonist of
DF after either the commandos or the animal.
1.3 What is required to run DF?
===============================
COMPUTER: IBM and 100% compatibles
OPERATING SYSTEM: MS-DOS 5.0 or higher
CPU: 386DX/33 minimum (486DX/33 or higher strongly recommended)
CD-ROM drive required
MEMORY: 8 megabytes RAM (6.5 megabytes EMS free)
HARD DISK DRIVE: 3.5 megabytes available space required
INPUT DEVICE: keyboard; joystick and mouse optional
VIDEO: 256-colour VGA/MCGA (Local Bus or PCI recommended)
SOUND CARDS: various popular sound cards are supported. See section 1.5
The CD-ROM drive need not adhere to the MPC2 standard of a 300kb/s transfer
rate, but the faster your drive, the faster you'll load the levels. Note
that DF actually exceeds certain MPC2 requirements (i.e., you *must* have 8 Mb
RAM). Yes, you need at least 8 (eight) megabytes of RAM -- no, this is *not*
a typo. Time to upgrade that PC XT!
The README.TXT file accompanying the DF demo states that DF requires a
Microsoft-compatible mouse, but will also support the Flightstick Pro and
ThrustMaster Flight Control Systems, as well as regular joysticks.
1.4 What media format is DF offered on?
=======================================
Right now, DF is being offered on MPC CD-ROM *only*. Although it has been
rumoured, there are apparently *no* plans to offer DF on floppies later.
Daron Stinnett notes:
I don't think so. We considered it, but it doesn't look like the
retailers want a floppy version.
Some players have expressed their disdain for the small size of DF. They
say that the CD is "padded" with the inclusion of the DF demo. (In fact, the
demo of Full Throttle is larger than DF itself -- this is largely due to the
former's extensive sound and animation components.) However, others have
noted that just because a game comes on a CD-ROM doesn't mean that it *should*
take up 640 Mb -- some games don't lend themselves to that. It would have
been nice to have a few more Missions on the CD, like another 200 or so ;-)
Think of it this way: what if DF were only offered on (two dozen) floppies.
Would you have been happy?
*** Important note:
If you are offered DF on ~21 floppy disks, or find such a version on a BBS or
FTP site, that version is *pirated*. Do *not* download, purchase, or accept DF
in this format. This is *illegal*. You are considered an accessory unless you
report this violation of copyright to the authorities. A lot of people worked
very hard on DF -- they don't work for free. If you want to try out DF, get
the demo level (see section 2.0).
LA has not announced that there will be a version of DF for the Apple
Macintosh computers, which is not a denial ;-)
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.
1.7 Does DF have __________?
============================
1.7.1 ...a multiplayer option?
==============================
LA made the decision not to include modem or network play in DF, preferring
instead to concentrate on producing a solid game (I'm paraphrasing).
Although it wouldn't make much sense to have a 'deathmatch'-style game with
two rebels fighting each other, a one-on-one Kyle Katarn/Trooper match is
possible. A cooperative modem game option would fit much better into the
storyline, considering that some fairly intricate and complex puzzles must be
solved to complete a mission.
The storyline, however, is *not* the decisive factor here. LA obviously
decided that DF would be "popular enough" without a modem option. Many
net.players have modems or are on networks, thus the high demand for this
option on the Net is understandable. Perhaps if LA received enough feedback
from DF players, they might consider changing their minds when/if DF2 is
released. So stop complaining and *do* something about it!
1.7.2 ...a "save" feature?
==========================
There is *no* mid-mission save feature in DF. After you complete a mission,
your status and weapons are saved. In each mission, there are various
invisible "save locations". If you die, and you have at least one life left,
you are "reincarnated" at the last save location you passed with 100 shield
units and 100% health. You keep all the items you found up to that point and
your map contents, ammo status, and the status of all enemies (dead/alive),
doors, etc. is unchanged.
If you lose all your lives, you restart at the beginning of the mission and
everything (enemies, doors, map, etc.) is reset as if you'd started the
mission anew. Additionally, *you* are reset as you were when you first
started the mission. That is, you have all the weapons, ammo, lives, shields,
and special items you had when you first started the mission. It's not like
starting Mission 1 again, with no extra weapons, etc.
Is this a good feature, or a glaring omission? On the pro side, some observe
that having to play all the way thru a mission nonstop is exciting, and
contributes to the realism of the game. On the con side, others note that
reality has a way of intruding into game-playing, and that it would be nice
to save the game in the middle of one of those long missions and come back to
it later to do such mundane activities as eating, sleeping, and going out on
dates, for example.
1.8 How do I get DF?
====================
DF is listed at US$54.95 when ordered directly from LA (CA residents add
7.25%). Shipping and handling is another US$5 per order within the US; US$6
to Canada.
To order DF in the USA and Canada, call 1-800-STARWARS. LA has been offering
some incentives (like discount coupons on other LA software) while DF is
backordered. Check your local software retailer.
1.9 Will there be any sequels to DF?
====================================
It's not policy for LA to speculate on unannounced products; however, it is
very likely that the DF design team will use the 'Jedi Engine' to create
sequels to DF, perhaps with a Jedi knight in the central role.
1.9.1 Will any sequels offer a multiplayer option?
==================================================
Well, first you have to have a sequel to have network or modem support ;-)
See the next question...
1.9.2 DF2 wish list
===================
Dear Santa:
I would like DF2 (if and when there is a DF2) to have the following:
- multiplayer option (Via modem/network)
- mid-mission "save" feature (I like going out on dates. I miss it.)
- many, many more missions
More to come. Love, KAL.
===========
2.0 DF Demo
===========
There is a single-mission demo of DF: "Prologue Mission 1: The Death Star
Plans, Operation Skyhook: Phase 2" is available in a package of three files:
DFORCES1.ZIP - This file contains the first level of Dark Forces. This is
the only file that is REQUIRED to play the demo.
FILE SIZE: 3.3 Megabytes
HD SPACE : 8.0 Megabytes
DFORCES2.ZIP - This file contains the opening cutscene for the demo. This
file is optional. The demo will work without this file,
however you will not see the opening cutscene.
FILE SIZE: 1.0 Megabytes
HD SPACE : 2.0 Megabytes
DFORCES3.ZIP - This file contains the trailing cutscene for the demo. This
file is optional. The demo will work without this file,
however you will not see the trailing cutscene.
FILE SIZE: 5.8 Megabytes
HD SPACE : 8.0 Megabytes
2.1 Where can I get the demo?
=============================
If you buy DF, you get the demo on the CD-ROM for free! However, if you just
want to try it out before buying, here are some options:
Try the following FTP sites:
ftp.uwp.edu://pub/msdos/incoming/demos/
ftp.gatech.edu://pub/submissions/
ftp.leo.org://pub/comp/platforms/pc/msdos/games/
dge103.rh.psu.edu://pub/dos/
ftp.wustl.edu://pub/msdos_uploads/games/demos/DarkForces/
(If you don't know what FTP is or how to do it, pick up one of those
ubiquitous Internet books at a local bookstore, or contact your system
administrator.)
The demo was also included on the CD-ROM coverdisks of the magazines _PC
Gamer_, Vol.2, No.3 (March, 1995), and _Computer Gaming World_, No.128 (March,
1995).
The demos on the CD-ROMs are version 0.16D, as opposed to the 0.163D version
available on the Net. Only the Net version allows you to choose mission
difficulty from Easy, Medium, and Hard.
2.2 Is there a demo editor?
===========================
Yes there is! According to the README.DFE file accompanying DFED171.ZIP, this
editor will apparently add and randomize weapons/characteristics including:
energy, shields, invincibility, extra life, revive, concussion rifle, fusion
cutter, thermal detonators, autogun, Claymore mines, mortar launcher, mortar
shells, and med kits. You can also apparently add and randomize enemies
including: stormtroopers, officers, commandos, interrogation droids, probots,
seeker remotes, Gamorrean guards, "Ree Yees", Dark Troopers (3 kinds), Boba
Fett, and Bossk. The program will also allow you to back up and restore
levels. Caveat: this editor will work only with the demo level, and has met
with varying degrees of success.
This editor can be found at the FTP site (is it still there?):
ftp.wustl.edu://pub/msdos_uploads/DarkForces/incoming/dfed171.zip
or:
http//stwing.resnet.uppenn.edu:8001/~jruspini/lucasarts/df.html
The author of the editor is Sean Baker <srb...@nwoca.ohio.gov>. If you decide
to use this editor, he requests a donation of between US$2 and US$10.
2.3 Is the demo level in the full game release?
===============================================
Yes, mostly. However, not all of the enemies, weapons, and secrets in the
demo level are in the final game. The demo level was loaded up with goodies
so that people would have more fun with the demo and see more variety.
===============
3.0 DF vs. DOOM
===============
I've only included this section because there's a *lot* of net.advocacy (and
net.noise) on Usenet. Don't flame me! I have tried to make this section as
balanced and fair as possible, staying away from mere opinions in favour of
the facts. If my facts are wrong, let me know. Ultimately, every individual
must make up his or her own mind which game he or she prefers.
I suggest you make up your own mind -- and not try to "convert" others.
Download the shareware version of DOOM 1.8 and compare it with the DF Prologue
Mission 1 demo, available at better FTP sites everywhere.
(Me? I bought DOOM, and have played it solo and over the modem, and have
played a bit of DOOM II -- in addition to DF, of course. But I'm probably not
going to "rmdir doom" anytime soon. I like each game for its unique
features.)
If you wish to flame me on these (quite reasonable, I think) answers, get a
clue. Like IDDQD. ;-)
3.1 Isn't DF just a ripoff of iD Software's DOOM?
=================================================
Strictly speaking, no: although Dark Forces is a first-person perspective
action/adventure game -- as is DOOM -- it has many features that make it
unique. Think of it this way: if DF is a ripoff of DOOM, then DOOM is a
ripoff of Wolfenstein 3D, which is a ripoff of both Castle Wolfenstein and
Wizardry for the Apple ][...
Each one of these games has, shall we say, "inspired" a successor. The
successor has made large improvements in gameplay and design. Also, advances
in computer hardware have allowed the latter games to be more ambitious in
their attempts to create a pseudo-immersive game environment.
That is not to say, however, that DF could have existed without DOOM. But I
will not change the answer to this particular FAQuestion unless I receive the
"smoking gun" internal memo from LA stating "Develop a ripoff of DOOM." (The
magazine _PC Games Plus Global_ reported that "apparently LucasArts confessed
to Jay Wilbur of id that they had ripped apart the DOOM engine to assemble Dark
Forces.")
From _CD-ROM Magazine_:
"So how much had id Software's Doom influenced the team.[sic] "When Doom
first came out it made us set our sights a bit higher," said Stinnet[sic]. "We
knew we wanted to do a first-person _Star Wars_ game, but we didn't know what
programming technology we'd use. But it is our own engine, which we developed
internally." Is it better than the Doom engine? "It has quite a bit more
capability -- ours can look up and down and it has 3D objects."
"However, there's no rivalry going on, just a lot of healthy American
mutual respect. Both teams keep in touch through E-mail and the id team has
played Dark Forces and (according to a Lucas PR person) loved every bit of
it. This is probably because Dark Forces includes some of the features which
id is supposedly including in its latest title, Quake. The most obvious
difference is that in Dark Forces, you can look up and down. To create the
right perspective, the programmers employed a clever fish-eye effect which
makes buildings look as if they're really looming over you."
3.2 Does DF kick DOOM's butt?
=============================
("Huh-huh. Hey, Beavis. He said 'butt'. Cool.") DF does offer several
substantial improvements over the features offered in DOOM. The primary one
to be considered must be the fact that it is a part of the Star Wars universe.
As a member of the "Star Wars Generation", I can attest to the impact of the
movie trilogy on the popular culture shared by me and my peers. Indeed, George
Lucas intended Star Wars to be no less than "a fairy tale for a generation that
had none of their own" or something like that.
DF and DOOM have many features in common:
- designed as pseudo-immersive first-person shoot-'n'-move environments
- use realistic lighting/shading fx (unknown whether DOOM uses Gouraud
shading)
- have the player acting as a single protagonist attempting to accomplish
various goals (e.g., collecting keys, destroying enemies, finding exits)
within each game level
- have a myriad of weapons at the player's disposal
DF, however, has several unique features:
- great emphasis on solving elaborate puzzles to complete mission objectives
- has many full 3D objects, whereas DOOM had exclusively planar graphics
- allows multiple-layered 'levels' of play *directly* above each other, vs.
DOOM's multiple-tiered, but single-layer levels
- many animated fx (rotating Death Star holos, etc.)
- atmospheric fx, like haze and fog
- the ability to 'look up' and 'look down', as well as aim weapons up
and down at will
- the ability to jump and crouch
- multi-megabytes of cutscenes
The most significant difference between DOOM/DOOM II and DF is that id's games
have multiplayer and save-game features, whereas LA does not currently offer
these particular options in DF.
3.3 Is DF easier than DOOM?
===========================
Did you finish all 14 Missions? Did you get all the secrets in all DF
Missions? Enemies (including the Dark Troopers) not challenging enough, even
on "hard"? Can you finish all Missions with your eyes closed? Which one is
harder? Maybe I don't care; both are fun. Maybe you think you're some kind
of DOOM-god. To you I say: Don't underestimate the Force. Your
overconfidence is your weakness ;-)
===============
4.0 Cheat Codes
===============
To get a display of the cheat codes, run the sound card setup program
IMUSE.EXE. Hold down both [Shift] keys and a [Ctrl] key and type the letters
WORK. A message will scroll across the screen, followed by all DF cheat
codes. Also, when the message is scrolling, push the [Tab] key, and test your
music and sound. Note that this trick apparently doesn't work on some
Pentium-based PCs. There are three types of codes: gameplay, mission, and
joke.
4.1 Gameplay Codes:
===================
4.1.1 LABUG
===========
Toggles "Insect Mode". Decreases your "size" parameter: when you see your
"self" in map view, you no longer have a "circle" around you, allows you to
squeeze thru narrow openings, and helps you avoid enemy fire. Also, when you
crouch, your minimum height goes from 2.0 to 0.3 units.
4.1.2 LACDS
===========
Toggles "Map Supermode". Type it once to get a full detailed map, showing
item locations as well as enemy location and movement. Typing it again
changes the colour of any "steps" to a darker green colour. Typing it a
third time turns Supermode off.
These are the objects:
Yellow triangle = live opponent
Grey triangle = deceased opponent
Blue triangle = shield units
Blue square = ammo
Yellow dot = static scenery
Orange triangle = dynamic scenery (changes to pale yellow when shot)
4.1.3 LADATA
============
Toggles coordinate information display, which gives your location in the
game. Good for level mapping. There are five variables:
X = east/west position; increases from west to east
Y = altitude
Z = north/south position; increases from south to north
H = height of protagonist; usually 5.8
S = % secrets discovered
The first four parameters are apparently in units of feet.
4.1.4 LAIMLAME
==============
Toggles full invincibility. You're safe from shots to falls. Note: if you
pick up a Shield Supercharge while using this code, when the Supercharge runs
out, you will be vulnerable again. Just retype the code to reinstate it. You
have to admit to being "lame" to become invulnerable (and back again)!
4.1.5 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".
4.1.6 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" :)
4.1.7 LARANDY
=============
Weapon Supercharge. Increases firing rate (and ammo consumption :( for 50
seconds.
4.1.8 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".
4.1.9 LASKIP
============
Immediately forces successful completion of mission, and marks it as a
victory. Will show any cutscenes.
4.1.10 LAUNLOCK
===============
Gives you all the keys, code cards, broken Dark Trooper gun, the Phrik metal,
data tape, ice cleats, IR goggles in your inventory.
4.2 Mission Codes
=================
Typing one of the following codes will teleport you to that Mission; however
you will forfeit all weapons and items.
Mission: Code======= Title==================
I LASECBASE Secret Base (The Death Star Plans)
II LATALAY Talay: Tak Base
III LASEWERS Anoat City (The Subterranean Hideout)
IV LATESTBASE Imperial Weapons Research Facility
V LAGROMAS Gromas Mines
VI LADTENTION Imperial Detention Center
VII LARAMSHED Ramsees Hed Docking Port
VIII LAROBOTICS Robotics Construction Facility
IX LANARSHADA Nar Shaddaa
X LAJABSHIP Jabba's Ship
XI LAIMPCITY Imperial City
XII LAFUELSTAT Fuel Station
XIII LAEXECUTOR The Executor
XIV LAARC The Arc Hammer
4.3 "Dork Farces" :)
====================
Nowhere is the term "Dork Farces" more applicable than here, in the section
on the "secret codes" which *DON'T* work, and are only *GAGS*, okay?
Fake code====================================== What it doesn't do==========
LADIDAOOHLALAFALALALALALALALAH Show Mohc naked in cut-scenes
LASUPERCALIFRAGILISTICEXPIALIDOCIOUS Enable LAN Multiplayer Mode
LAISASLADOESYOUKNOWWHATIMTALKINGABOUT Try it and see (18+ only)
LAQUICKBROWNFOXJUMPEDOVERTHELAZYDOG Measure typing speed
LASPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM Carpal tunnel activation
These codes are, no doubt, a play on the finger-twisting DOOM cheat-code
IDSPISPOPD.
=====================
5.0 Weapons and Items
=====================
5.1 Weapons
===========
You begin the game with only your fists and a Modified Bryar Pistol.
At the start of succeeding Missions, you retain any weapons or other items
(e.g., infrared goggles) that you finished a previous mission with. You
also keep and you keep whatever ammo you had as well.
You'll notice that the following list doesn't include a lightsabre. Why not?
Because the protagonist, Kyle Katarn, is *not* a Jedi. Yet ;-)
5.1.1 Fists
===========
This is what you have to use when you run out of ammo. Good luck! ;-)
5.1.2 Modified Bryar Pistol
===========================
Fires coherent packets of intense light energy, also called "bolts" (ain't I a
total Star Wars geek?). This gun is very accurate, but repeat firing is slow
and its effectiveness is lessened over distance. Use this weapon when
confronted by a few, less powerful opponents. Each red bolt takes one energy
unit; shares ammo pool with Stormtrooper Laser Rifle.
5.1.3 Stormtrooper Laser Rifle
==============================
Fires more rapidly, but less accurately than the Bryar Pistol; also less
effective over distances. Use this weapon when up against many opponents.
Each red bolt takes two energy units; shares ammo pool with Modified Bryar
Pistol.
5.1.4 Thermal Detonators
========================
When activated, TDs produce a fusion reaction which causes a small explosion.
Princess Leia threatened to use one in _Return of the Jedi_ ("The mighty
Jabba asks why he must pay fifty thousand. Because he's holding a *thermal
detonator*!!" :). The longer you hold down the primary fire button (e.g., the
[CTRL] key), the farther you toss the TD when you release it. Hitting secondary
fire (e.g., [z]) tosses the TDs with a three-second time delay before
detonation. Use TDs against a single, tough opponent in close proximity.
5.1.5 Imperial Repeater Gun
===========================
Also known as the "autogun". Fires blue energy bolts. Pressing primary fire
shoots off a single bolt, taking one unit from the power cells; whereas
pressing secondary fire shoots off a trio of bolts simultaneously in a
triangular configuration, taking three units. This weapon is fast and highly
accurate, especially over long distances. Shares ammo pool with Fusion
Cutter and Concussion Rifle.
5.1.6 Jeron Fusion Cutter
=========================
Fires green energy bolts; low repeat-fire rate. Pressing primary fire shoots
green bolts successively from each of the four chambers; each shot takes one
unit. Pressing secondary fire launches all four chambers simultaneously; this
expends *eight* units from the power cells. Not good for long-range firing;
better up close with several tough targets. Shares ammo pool with Repeater
Gun and Concussion Rifle.
5.1.7 I.M. Mines
================
Drops an antipersonnel mine. Pressing primary fire drops a mine which
explodes after three seconds (run!). Pressing secondary fire drops a mine
which is armed after one second, and is not detonated unless some fool comes
along and steps on it. Heh. Beeps before detonation: you've got a
split-second to run away. Drop some if you're being followed by severe
nasties.
5.1.8 Packered Mortar Gun
=========================
Fires mortars. Duh! This is an incredibly powerful gun. Lobs one explosive
shell per shot. Note that you get maximum distance if you're pointing
yourself up at a 45 degree angle. Use from a distance to wipe out many
opponents.
5.1.9 Stouker Concussion Rifle
==============================
Creates a shockwave that is only stopped by a wall; takes four units from the
power cells. Shares ammo pool with Repeater Gun and Fusion Cutter. Use from
a distance against many, tough opponents.
5.1.10 Assault Cannon
=====================
This weapon is two-in-one. Primary fire triggers the energy weapon that fires
one shot of energy from a plasma cartridge; has an incredibly high rate of
fire. Secondary fire launches a devastating rocket. Use both against Dark
Troopers, what else? :)
5.2 Ammo
========
When you start Mission 1, you receive 100 energy units for your Bryar
pistol. At the start of succeeding missions, you retain whatever ammo you
finished the previous mission with.
The following chart gives the type of and maximum ammo used by each weapon:
_____________________________________
Ammo \ Weapon:| BR| SR| TD| RG| FC| IM| MG| CR|DTW|
===============|===|===|===|===|===|===|===|===|===|
*Energy Units |500|500|___|___|___|___|___|___|___|
Thermal Det. |___|___|_50|___|___|___|___|___|___|
*Power Cells |___|___|___|500|500|___|___|500|___|
Mines |___|___|___|___|___|_30|___|___|___|
Mortars |___|___|___|___|___|___|_50|___|___|
Plasma |___|___|___|___|___|___|___|___|400|
Rockets |___|___|___|___|___|___|___|___|_20|
BR=Modified Bryar Rifle IM=I.M. Mines
SR=Stormtrooper Laser Rifle MG=Packered Mortar Gun
TD=Thermal Detonator CR=Stouker Concussion Rifle
RG=Imperial Repeater Gun DTW=Dark Trooper Weapon
FC=Jeron Fusion Cutter
* - indicates that ammo is in a pool shared by multiple weapons
5.3 Weapon Supercharge
======================
This powerup doubles your rate of fire for all weapons (including fists!), but
lasts for only 50 seconds.
5.4 How is aiming/targeting accomplished?
=========================================
One of the first things you'll notice is your accuracy at shooting distant
targets with the Bryar Pistol or Stormtrooper Rifle; it almost seems as if
some of the shots find their targets by themselves. (No, you're *not* using
the Force...) The development team devised a routine, whereby the game will
pick the best target within a cone-shaped zone emanating from the weapon. So
even if you're pointing slightly off the mark, it'll direct the bolts to the
target.
It's been said that blasters are "clumsy...random" weapons. Don't sit back
and wait for targeting to be accomplished for you, or you'll quickly find
yourself dead. Keep adjusting your targeting until most of your shots hit
their target; often you'll just have to get closer to your target.
5.5 Keys
========
In some Missions, you will encounter locked doors. You will be informed which
colour key is required to unlock the door; it will be either red, blue, or
yellow. You can find keys sitting out in the open, or may be dropped by an
Imperial when you kill him.
5.6 Head Lamp
=============
You always have this item. It allows you to see in dark areas, but also lets
your opponents see you, too. Uses battery power (albeit more slowly than the
Infrared Goggles). It's best to use this ina dark area containing no
opponents.
5.7 Infrared Goggles
====================
These goggles help you see in the dark, however, you opponents won't be
able to see you -- but at the cost of draining your batteries much more
quickly than the headlight. Use when you are in a dark area that may be
populated with enemies.
I've debated Daron Stinnett on whether or not these are "infrared" or "light
amplification" goggles. He calls them IR goggles, but notes their
functional similarity to the ones used by a character in the film _The
Silence of the Lambs_, which is actually a *light amplification* visor.
Computer-enhanced IR goggles generally have multicoloured "blobby" shapes that
indicate differential heat radiation by the subject.
5.8 Ice Cleats
==============
These help you walk on ice and snow, giving your better control at the
expense of walking speed.
5.9 Gas Mask
============
Filters out airborne hazards. Use this when you hear Kyle's heavy
breathing/gasping. Uses battery power.
5.10 Batteries
=============
Batteries power the Infrared Goggles, Air Mask, and Head Lamp. You can
get a battery by shooting an InfoDroid (see section 6.8).
5.11 Shields
============
You can have a maximum of 200 shield units and a maximum of 100 health units.
Kyle begins the game with 100 units of each. Your health does not go down
unless you're shot when your shields are below 50 units. When your shields
are at 0, your health will decrease very rapidly when shot. When you are
struck with a shot, the screen will briefly flash a colour indicating the
type of damage you've sustained. If the screen flashes green, your shields
have taken a hit. If the flash is red *and* green, your health and any
remaining shields have been decreased. (Note that picking up an object will
flash the screen blue.) Jumping down a level can take 20 shield points
(usually).
5.12.1 Shield Supercharge
=========================
This powerup gives you temporary invincible shielding, lasting 50 seconds.
5.12.2 Revive
=============
This powerup resets your shields to 200 and health to 100%.
5.12.3 Med Kit
==============
This box with a red cross increases your health.
=============
6.0 Opponents
=============
6.1 Imperial Stormtroopers
==========================
D'ja ever see a little movie called, _Star Wars_? These guys in white armour
are lousy shots, just like in the movie. Two direct 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 hit shuts 'em up --
permanently.
6.3 Imperial Commandos
======================
Tough hombres wearing helmets, dressed all in black. They only go down after
three direct 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
hits bring one down. Releases 10 power cells.
6.6 Interrogation Droids
========================
How the heck did Princess Leia survive against one of these nasty black
spheres? Taking one down 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 get some distance, then point your
gun up or down at it and blast away.
6.8 "InfoBots"
==============
OK, so I made up that name -- it's my FAQ! These harmless, black, squarish
little droids roll around making R2-D2 sounds. To shoot them either aim your
weapon lower (by using PageUp/PageDown keys), or by crouching down ([C] key)
and firing. They release a battery.
6.9 Trandoshans
===============
Bossk was a Trandoshan. Whatever happened to Bossk?
6.10 Gran
=========
No, this isn't your beloved Granny. These multiple green-eyed creeps like to
toss TDs at you.
6.11 Gamorreans
===============
Don't let these pig-like axe-wielders get close to you! They're tough and
can do a *lot* of damage.
6.12 Dianoga
============
Also known as "the monster from the trash compactor." They live in water or
sewage. They pop an eyestalk out of the surface and make a rumbling
noise before chewing on you. When you hear them, get some distance, then
fire! Quite a few people favour using fists on these enemies.
6.13 Boba Fett
==============
Did you know Boba Fett's first appearance in the Star Wars universe was in
the Star Wars Holiday Special? It's true!
================
7.0 The Missions
================
Specific locations of objects and items parallel the format of the LADATA info
on your screen: (X/Y/Z). The position may not be exact because enemies
carrying Code Keys, for example, may move around a bit. The first Mission is
given as a walkthru to give you an idea of what to do; later missions are
less detailed to let *you* uncover the details. (If you don't like this
format, let me know and I'll solicit walkthrus of the other missions from
others on Usenet.)
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.
I've (subjectively) rated each mission out of 10; give me feedback if you
disagree with my rating.
7.1 Prologue Mission I: The Death Star Plans: Operation Skyhook: Phase 2
========================================================================
Objectives: - Find and retrieve the Death Star plans
- Return to your ship on the roof of the base
Difficulty: Low
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. You will retrieve some a shield pack and
ammo.
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: Talay: Tak Base: After the Massacre
===================================================
Objectives: - Find and restart hydro-electric power generator
- Find some clues to the Dark Trooper
- Return to the landing area
Difficulty: Moderate
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 (0413/2.0/0072), behind which you'll find a
MediKit and some guns.
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 a Weapon Supercharge.
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: Anoat City: The Subterranean Hideout
=====================================================
Objective: - Find the Imperial weapons engineer Moff Rebus
Difficulty: Medium
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): Follow the flow; get out on your right and take an 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 1: Go south into a dark "swimming pool" area. Open secret door
(0192/-6.0/0348) to find a lot of ammo.
SECRET 2: 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).
SECRETs 3-5: ???
7.4 Mission IV: The Planet Fest: Imperial Weapons Research Facility
===================================================================
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. This mission has "Ewoks Suck" graffiti
scrawled on some of the walls :).
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); there's an extra life
(0270/24.0/0606).
To get to the facility, you'll have to cross the narrow bridge
(0202/-12.0/0294). Run across a small chasm, then a larger one heading
northwest to (0105/-5.0/0400). Find the access shaft (-005/1.0/0322) and jump
down! There's a chamber to the east with ammo, batteries, and IR goggles.
Stuck at (0035/-38.0/0254)? While crouching, jump up. Follow the shafts
south until you are inside the facility.
Go up the stairs. To open the east door (0104/-27.0/0183), you must hit the
switch (-082/-28.0/0181) at the west end first. Now *run* to the door before
it closes. Continue around, up and elevator, then south, and down another
elevator. There's a room of shields (-015/-22.0/-040).
SECRET 2: There's a secret room at (-273/-3.0/0086)
Head up stairs north into a room; take stairs (-261/-5.0/0145) up. Open a
door (-146/5.0/0224) and take elevator (-113/38.0/0218) up. You need Code Key
5, held by an Officer in this room. Also, the switch (-062/39.0/0244) opens
a set of doors (-118/7.0/0265) needed later. Now, go back east the way you
came and enter the code (-043/-17.0/-014) to open the door behind you
(-063/-18.0/0004).
Thru the doorway, you'll go up a circular stairway, down a hallway, and thru
a door at the end (-019/44.0/0097). In this room there's a window, from
which you'll see a central platform served by a rotating-arm bridge. The left
switch (-041/44.0/0093) controls the arm height; the right switch
(-041/44.0/0105) controls the arm's rotation. Align the bridge with one of
the three doors you can access from the circular stairway. Look out the
window and refer to your map to make sure the bridge is aligned properly. Go
thru one of the three doorways (-138/-6.0/0027), (-175/10.0/0078), or
(-144/34/0168), across the bridge to the central pillar and hit a switch
(-101/-6.0/0085), (-107/10.0/0091), or (-100/34.0/0114). After you hit a
switch, you'll have to return to the control room and realign the bridge for
the next switch.
After all switches are thrown, the door to the right of the window in the
control room will be open (-030/44.0/0121). Align the walkway bridge with the
final door, at 3:00 of the circular area; this will allow you access to the
central platform (-044/54.0/0128) and the Phrik metal (-091/51.0/0102). The
pillar will go up and down; scoot off where you got on.
To exit, you cannot go back the way you came; you'll have to go further west,
to where you obtained the Code Key. At the door with the red circle
(-146/5.0/0224) take a left and head north.
SECRET 3: Secret room at (-167/7.0/0277)
Go thru the now-open doorway (-118/7.0/0280) and head north. Hit a switch
(-038/0.0/0452) to lower the barrier to the outside (-089/0.0/0405). Find a
Shield Supercharge (-083/0.0/0481). Take the elevator (0014/0.0/0450) and go
back to the landing area.
SECRETs 4-5: ???
7.5 Mission V: Gromas Mines: The Blood Moon
===========================================
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 an extra life and 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: Imperial Detention Facility, Orinackra: Madine's Fate
=====================================================================
Objectives: - Find Crix Madine
Difficulty: High
There are six levels in the detention centre. I won't refer to their symbols,
but rather to their level provided by the map. Thus, Madine is believed to
be on level S1. For the record, here are the colours of the symbols and the
corresponding levels:
green = Floor 0
red = S1
blue = S2
orange = S3
grey = S4
pale blue = S5
There are two elevators: the west one and the east one. The west elevator
cycles between levels 0, S2, S4, S5, 0, etc. The east elevator cycles between
levels S5, S3, S1, S5, etc. The only level with access to both elevators is
S5.
Summon the floating platform by hitting the switch at (0144/128.0/0002). Get
on the platform and as it travels back, shoot a switch at the other end at
(0118/128.0/0202) to open the doors where the platform docks. Enter the
facility.
(What does the switch at (0116/128.0/0224) do??)
Switch at (0169/148.0/0383) opens access to another switch at
(0147/110.0/0427). Go up to Floor 0 (green detention level). There is a door
requiring a red key at (0102/128.0/0467).
SECRET 1: Throw TD at wall at (0106/128.0/0433).
SECRET 2: To get to the "Smoking Room", jump up to a hole at (90/128.0/0447).
Take the west elevator to level S2. An officer here carries Code Key 3. Use
this code at (0141/65.0/0477) to open door at (0185/64.0/0487).
SECRET 3: Blow the wall at (0143/64.0/0515).
SECRET 4: Blow the wall at (0108/64.0/0441).
SECRET 5: Blow the wall at (0155/64.0/0441). The switch at (0134/64.0/0429)
triggers an elevator. Find an extra life at (0127/48.0/0397).
SECRET 6: Blow the wall at 0103/64.0/0504).
Take the elevator down to S4. Jump into vent at (0160/-2.0/0507). The switch
at (0182/-1.0/0502) briefly turns off the magnetic lock at (0207/-1.0/0536).
Run thru. A switch at (0232/0.0/0559) toggles the doors at (0195/0.0/0566) and
(0195/0.0/0551): one open, the other closed. This new area contains prisoners.
To deactivate the maglock to leave, crouch and press the switch at
(0246/-1.0/0523).
Take the elevator down to S5. The maglock at (0066/-32.0/0476) flickers off
periodically, allowing you to walk thru.
SECRET 7: Blow the crack at (0023/-32.0/0400). Open secret door at
(0114/-36.0/0354).
Go thru this level until you see a switch thru a window. Shoot the switch thru
the window to open the door at (0176/-32.0/0373)! Pass thru the door at
(0232/-32.0/0443) and put your gas mask on. Go thru the maglock while
flickering, and pick up the red key at (0356/-32.0/0444). Go to the east
elevator.
Take the east elevator up to S3. Get Code Keys 4 and 5 from officers. Enter
Code 5 at (0252/33.0/0570) to open door at (0270/36.0/0456). Enter Code 4 at
(0252/33.0/057) to open door at (0341/48.0/0463).
Take the east elevator up to S1. Get Code Keys 1 and 2 from officers. The
door at (0159/96.0/0554) will *not* open for you.
Take the east elevator down to S5. Use the switch outside the elevator to
send it as far up as it'll go. Go thru level S5 to the west elevator (remember
to shoot the switch to open the door). Take the west elevator to level 0. Get
out and use the external switch to send the elevator to the next level down.
Open red key door at (0102/128.0/0467).
Go to hole at (0108/128.0/0439) and jump thru another hole into a vent at
(0112/128.0/0444). Crouch to open door at (0121/115.0/0456). Jump onto top of
the west elevator; open door at (0128/76.0/0466). Run and jump across the
chasm between elevators and across the east elevator. Jump up a few ledges
into the garbage compactor.
Jump onto the moving "press" in the north chamber. Run and jump over the
central "press-o'-death" onto the south moving press. Run and jump over it
again to the northwest press. Finally, jump across to the platform on the
west end. Go thru the door at (0175/90.0/0623).
Set off the mine to blow the wall at (0203/91.0/0647). Enter Code 2 at
(0165/98.0/0594) to open the doors. Madine is at (0135/95.0/0614).
SECRETs 8-14: ???
7.7 Mission VII: Ramsees Hed Docking Port, Cal-Seti: Deadly Cargo
=================================================================
Objectives: - Place the tracking device in the rear of the smuggler ship
Difficulty: Moderate
A switch at (-225/-40.0/0729) open the big door at (-215/-40.0/0701). The
switch at (-182/-41.0/0691) will lower the door onto your head! Find the yellow
key at (-287/-40.0/0576).
SECRET 1: To get some shields, shoot the power regulators to open a secret
hole at (-277/-40.0/0639).
Go thru door at (-150/-40.0/0628). The switch at (-086/-56.0/0523) shifts a
couple of "barriers" west (watch your map!). A switch at (-057/-56.0/0540)
shifts them east partially. A switch at (-051/-56.0/0458 shifts them east
more. Taking the platform at (-034/-54.0/0466) up will shift the barriers
east the rest of the way. Walk over the left barrier and go south; go
south, then west to raising platform. Jump down. Take another platform up at
(-136/-40.0/0445). Jump to the platform along the south end, which will go
up. Enter door at (-177/8.00/0368).
Head south. Find lots of items behind door at (-237/8.0/0288). The infamous
"Imperial Bathroom" is at (-160/8.0/0161). To find the red key, go thru door
at (-212/8.0/0197) and take elevator down. Jump into pit. You'll find the red
key at (-215/-16.0/0068). Jump into small "closet" at (-216/-16.0/0152) and
find an extra life.
SECRET 2: Continue south, to where Gran are bombing you. Shoot switch at
(-154/15.0/0020) to lower platform. Go up and pick up items.
To get back to the red key area, stand on the 'platform' and shoot the switch
at (-215/-16.0/0154). The red key is used on the door at (-144/8.0/0169).
You'll find the blue key at (-239/11.0/-144). Go back the way you came, north.
SECRET 3: Blow open crate at (-238/17.0/0588) to get mortars.
SECRET 4: Blow open crate at (-238/9.0/0571) to get mortars
SECRET 5: Blow open crate at (-238/25.0/0483) to get extra life.
Continue north. (One of the crates lists '1 ton rubber duck' as its contents.)
You need the blue key at the door at (-223/9.0/0594). Go thru doors at
(-203/16.0/-011) and (-180/9.0/0843). Hit [space] at (-222/9.0/0944) to affix
the device.
SECRETs 6-7: ???
7.8 Mission VIII
================
[TBA]
7.9 Mission IX
==============
[TBA]
7.10 Mission X
==============
[TBA]
7.11 Mission XI
===============
[TBA]
7.12 Mission XII
================
[TBA]
7.13 Mission XIII
=================
[TBA]
7.14 Mission XIV
================
[TBA]
===========================
8.0 Miscellaneous Questions
===========================
8.1 What is "headwave"?
=======================
"Headwave" is the bobbing motion that "Kyle" makes when he walks or runs.
Press [F6] to turn it off if it annoys you.
8.1.1 Does DF induce motion sickness?
=====================================
Since the rise of fast first-person walk-thru games like Wolfenstein 3-D, it
has become apparent that many people are susceptible to nausea induced by
the apparent motion of the game's display. Psychologically speaking (yay! I
get to apply some of my 10 years in psychology to a FAQ! :), this is due to
the discrepancy between your visual and vestibular senses. Some people are
affected more than others. Try turning off the "headwave": [F6] key.
8.2 Who are the people behind DF?
=================================
The principles behind DF are:
Daron Stinnett - project leader
Ray Gresko - lead programmer
Justin Chin - lead artist/co-writer
Winston Wolff - programmer
8.3 Has George Lucas provided any input to DF?
==============================================
George Lucas, author of the _Star Wars_ trilogy of films, director of _Star
Wars: A New Hope_, founder of LucasArts Entertainment, was involved in the
creation of the Dark Troopers. Specifically, he gave the DF team feedback on
the design of the DTs.
8.4 What are .GOB files?
========================
Very simply, the .GOB files contain the architecture of the levels of the
game. They are simple resource files that contain a bunch of files packed into
one file. For example, the SOUNDS.GOB file that came with the demo is
comprised of 98 VOC sound files stiched together, with an identifying header.
From Daron Stinnett:
There are only three files in DARK.GOB that comprise a level definition
(<level>.inf, <level>.o, <level>.lvb). Any of these files can be
extracted, modified, and will run as normal files in the \DARK directory.
The loader will load up files from the normal DOS file system before it
goes to the GOB. The .INF and .O files are plain text and should be easy
to modify. The .LVB file is a little more complex. It represents the
binary version of .LEV files. .LEV files are plain text descriptions of
the level geometry that we use for internal development. We have decided
to ditch the .LVB files in favor of the .LEV files for the final release
of the game. It should be a simple task to create editors. I would
suggest that someone write an extractor to pull out the .O and .INF files
and play around with them with any text editor.
(Note: If anyone does develop an editor for the full release, please let me
know so I can make note of it in this FAQ!)
8.4.1 What software was used to create the .GOB files?
======================================================
Daron Stinnett has informed me that the .GOB files were *not* created using
AutoDesk 3D Studio. AutoDesk AutoCAD release 12 was used to create the .LEV
and .O files. Note that this fact does not rule out the use of home-brewed
levels. It just means that whatever editors are used must be able to generate
compatible .GOB files.
8.4.2 How should a custom .GOB file be loaded?
==============================================
There apparently is a command line option in the full release version to do
that. [To be updated.]
8.5 What is the name of Kyle's dropship?
========================================
According to DF design team member Justin Chin:
The 'official' name of Kyle's ship is the 'Crow'. It comes from a joke
name I had for it while I was writing the design, 'Mouldy Crow'. Which is
still my personal favorite. I used it to annoy some people who, wanted a
more macho name. Maybe it will appear somewhere in the future.
===================
9.0 Troubleshooting
===================
If you run into problems running DF, make sure you've read the README.TXT file
that came with DF. Try making a clean boot disk, and make sure you have
enough EMS free. Beyond this, I simply cannot not help you with any problems.
Contact LA, giving them your exact configuration and a description of the
problem. However, if you have a *solution* to a problem, please let me know
and I'll include it in the FAQ.
9.1 Help installing
===================
The most common problem is getting an error regarding JEDI.CFG. Fortunately,
there's a simple fix. From the DOS command line, type INSTALL -Xk where 'k'
is the letter of your CD-ROM drive.
LA has provided a fix for a "divide overflow error". The following changes
to your CMOS settings are suggested:
- disable the turbo switch
- lower the bus clock speed
- disable all caching
- disable hidden refresh
- or, make sure that you have the line "STACKS=9,256" in your CONFIG.SYS
9.2 Help with sound cards
=========================
[Any problems/solutions?]
9.3 Misc help
=============
- Does DF run too slowly for you? Rerun the SETUP program and transfer more
components of DF to your hard drive, provided you have the room.
- DF runs fine in Windows95Beta. Just make a .PIF file to specify settings
when running from Windows (note that you can't run DF *in* a window), or you
can simply run DF from the command line.
- Certain models of Cyrix chips will lock up when loading a DF level. To fix
this, the DOS4GW.EXE that comes with DF needs to be replaced with an older
version, which can be found at:
ftp://wustl.wuarchive.edu/pub/msdos_uploads/descent/dscntdlc.zip
9.4 How do I contact LA technical support?
==========================================
CI$:
Game Publishers Forum A (GO GAMAPUB)
section 7
Or send e-mail to ID# 75300,454
America Online:
Keyword "LucasArts"
Or send e-mail to LUCASARTS3
GEnie:
Games RT (m805)
category 27
Or send e-mail to LUCASARTS
Internet E-Mail:
7530...@compuserve.com
Or send e-mail to Lucas...@AOL.com
Technical Support BBS:
+(415) 257-3070
=====================
10.0 Acknowledgements
=====================
- Steph Smith <ag...@FreeNet.Carleton.CA> provided descriptions of most of the
cheat codes in section 4.1, except for LAUNLOCK, provided by Clint Cox
<clin...@camel.com>.
- <Kerry...@aol.com> first came up with the term "Dork Farces" :)
- Eushuk Hong <umei...@leland.stanford.edu> provided info on Windows95
- Jason Dyer <jd...@indirect.com> gave me info on Cyrix chips
===============
11.0 References
===============
_The Adventurer_, #9: Winter 1994/5 (published by LA).
_CD-ROM Magazine_, Vol.1, #5 (Dec.1994).
_PC Games Plus Global_, Vol.3, No.1 (#44).
_Star Wars Insider_, #23.
--
Karsten A. Loepelmann, Master of his domain (*psychology*, that is :-)
"Back off, man. I'm a scientist." -- Dr. Peter Venkman
kloe...@gpu.srv.ualberta.ca /// klo...@psych.ualberta.ca