Dark Forces - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Dark Forces - Strategy Guide (Page 04).
Drop down to the floor of the chamber.
SECRET 1: *RUN* past the moving block; shoot or hit switch at (-021/0.0/-082)
to stop the block. Get Mortar Gun and shells by crouching at (-020/0.0/-101).
Hit switch at (0138/0.0/-082). *RUN* across the chamber to (-031/0.0/-131).
Crouch to enter; get Yellow Key at (-051/-4.0/-111). Take elevator up. Open
Yellow Key door at (-040/27.0/-087). Head west; take door at
(-140/12.0/-156); continue west; take door at (-358/12.0/-172). Take rising
half-circle platform up.
Open hidden door at (-349/36.0/-142). Take elevator down. Find extra life at
(-295/0.0/-120). Go back the way you came. Go south; take door at
(-281/36.0/-198). Cross the bridge. Get Fusion Cutter from room at
(-239/36.0/-154).
SECRET 2: Open "door" at (-214/36.0/-166). Go under crushers; to your left is
a secret area with items.
SECRET 3: Continue east under all the crushers for more supplies. Go back
west under the crushers again.
SECRET 4: Open door at (-280/36.0/-140). Get a running start and jump across
to (-316/36.0/-094) to get supplies. Jump down and go back up to the room
you first jumped from.
SECRET 5: Go to (-257/36.0/-160) and point yourself south. Run and jump
across to a dark room at (-245/36.0/-199) to get items.
Go back to the bridge; jump to the platform to the west. Go thru the left
door. Go thru the repulsor fields: left, right, left.
SECRET 6: After going left and right thru the repulsor fields, open secret
door at (-296/24.0/-235) to get items.
Go around the corner and kill the Trandoshan, and get his Concussion Rifle.
Go back out to the platform; go thru the right door. Go east. Enter building
at (-046/24.0/-307) up stairs. Get Red Key at (-048/32.0/-334). Enter
another building thru the Red Key door at (-109/24.0/-325); go up stairs.
SECRET 7: Open secret door at (-191/32.0/-361) to get supplies.
SECRET 8: Run and jump thru the window south into other building to get
mortars. Jump back into the building you came from.
SECRET 9: Open door at (-202/32.0/-393). Before it closes, run and jump thru
the doorway north into another building, and north again into yet another
building. From (-157/40.0/-227) looking east, jump to the narrow ledge on the
right. Follow the passage; jump north to secret area and extra life. Go thru
door and take elevator down to get more supplies. Go back out into open area
the way you came.
Head southwest. If you go thru door at (-395/30.0/-448), *DON'T* try to jump
across: you won't make it! Hit switch at (-561/30.0/-434) to release
Trandoshan behind you.
SECRET 10: Throw TDs at any of the five corrugated metal panels here to
obtain access to supplies--and more Trandoshans.
Go down stairs at (-485/30.0/-461). Find the Blue Key at (-468/22.0/-391).
Open Blue Key door at (-370/27.0/-360). Head north, then east around the
semicircular hallway, then across the catwalk. Get Imperial Nava Card at
(-043/24.0/0002).
7.10 Mission X: Jabba's Revenge
===============================
Location: Jabba the Hutt's Ship
Objectives: - Get your gear back
- Locate the Nava Card
- Rescue Jan
Difficulty: High
Trivia: A scene of Han Solo meeting Jabba the Hutt was filmed for the original
_Star Wars_ film. In this scene, Jabba is merely a human. George Lucas
intended to create a more exotic-looking Jabba, but didn't have the budget.
Dissatisfied with the scene, it was cut from the film.
Kill the Kell Dragon(s) with your bare fists, then kill the Gran and take his
TDs. Go into east chamber. Hit switch at (0474/-48.0/0046), which raises the
dark "trim" along the bottom of the outside of the structure in the middle
of the chamber. Jump up onto this trim, on the west side. Go along it,
hugging the wall, then go to the other side. Jump across the "hallway" to get
Blue Key (0474/-36.0/0125). Open Blue Key door (0479/-48.0/0246) and go thru
it. Run and jump west to niche.
SECRET 1: Open secret door (0317/-47.0/0213) to get items.
Edge along the wall on the narrow ledge, heading south. Hit the switch
(0264/-46.0/0170) to open the door (0356/-47.0/0237). Enter this room and
get your gear back by jumping at (0337/-47.0/0278). Hit switch at
(0313/-47.0/0242) to raise the floor outside, which allows you to go further
west.
Hit switch at (0249/-46.0/0361) to lower stairs at (0264/-46.0/0323) outside.
Go up stairs, and go thru door (0383/-40.0/0340) and find the Red Key
(0361/-40.0/0464). Go back out and thru the Red Key door at (0424/-40.0/0346).
Take elevator (0558/-39.0/0501) up. Hit switch at (0505/-28.0/0516) to raise
bridge briefly. Run north across it.
SECRET 2: Turn back towards the ledge you came from while on the bridge.
Hurry and jump into the room just east of it.
SECRET 3: While on the bridge again, run and jump to the right into room at
(0539/-24.0/0574).
SECRET 4: While in previous secret area, open door and go up stairs. Jump
across to other room. Find items at (0492/-14.0/0655).
Go west. Take elevator up (0319/-27.0/0573); run and jump north across gap.
Jump down the triangular hole to (0363/-44.0/0759). Find Yellow Key at
(0381/-38.0/0737). Get back up by hitting switch (0428/-44.0/0754), which
briefly brings down the elevator. Open Yellow Key door at (0444/-16.0/0781).
Go up spiral stairs and keep going!
SECRET 5: Open the fresco of Jabba at (0302/0.0/0291) to get items. Thanks,
Jabba!
SECRET 6: Go to (0403/3.0/0244) and jump up. Open secret door to access items.
Nava Card is in a room thru door at (0471/5.0/0352), at (0461/5.0/0375). Leave
this room an go thru door at (0484/1.0/0129). Jump down and kill Kell
Dragon(s).
SECRET 7: Open door (0422/-6.0/0049) to get stuff.
Hit switch at (0368/0.0/0096) to raise floor level. Head north.
SECRET 8: Hit switch at (0391/0.0/0155) to get supplies.
Head west, down stairs. Go around pit on a ledge, hugging the wall. Go to the
northeast corner, face south. Run and jump to the *second* (southmost)
compartment. (If you fall into the pit, hit switch at (0278/-18.0/-007) to
get out.)
SECRET 9: While falling down the second compartment, you must hit a switch.
This will open a secret door at (0243/-48.0/-019) in the pit with the
Gammorean guards. Welcome to Jabba's Jacuzzi (a pool in the shape of a Hutt)!
If you neglect to hit the switch while falling, you can set a mine under
yourself which will blow you up high enough to reach the switch -- go to
(0274/xxxx/0009) and face north. Remember to go LAIMLAME first!
You're now in the detention area. Run and jump across to the west side. (If
you fall into this pit, go to the southeast corner elevator.) Jan is behind
the door at (0191/-32.0/-048).
7.11 Mission XI: The Imperial Mask
==================================
Location: Imperial City, Coruscant
Objectives: - Locate the I.S.O. building.
- Crack the main vault. Insert the Nava Card into the decoder and
get the decoded data tapes.
- Meet Jan back at the ship.
Difficulty: Medium
Trivia: Now the home of the Emperor, the Imperial City on the planet Coruscant
was also the seat of power for the Old Republic. It is continually being
rebuilt upon old layers of itself. This city was first described in Timothy
Zahn's book _Heir to the Empire_, and also appeared in the comic series _Dark
Empire_.
Leave landing area. Head east, then north to get supplies.
SECRET 1: Drop onto platform east of you. Open door (0924/170.5/0478) and
take elevator up. Collect items. Go back the way you came.
Head south into square area. Take southwest elevator, then head south.
SECRET 2: Hit hidden switch in Emperor's Mural at (0385/100.5/0043) to reveal a
switch. Shoot this switch to raise platform. Get items. Hit switch at
(0386/124.5/0038) to lower platform.
SECRET 3: If you face the Emperor's Mural, to the right is a platform above
you. Shoot the red switch (0463/115.5/0064) on this platform to bring it
down. Get on it and hit the switch at (0465/100.5/0058) to take it up and get
items.
Go west; then up stairs at (0323/100.5/-042). Get items. Head east. Take
elevator; head south. Get Blue Key at (0302/196.0/-312). Go south and get
items. Run and jump east to other rooftop. Take door at (0470/196.0/-251).
SECRET 4: Go into the northeast alcove as the platform descends. Open hidden
door at (0531/148.0/-228) to get items.
At the bottom, go east thru two doors and up stairs. Open door at
(0932/105.0/-207) and go up elevator. There are two doors ahead: enter the
right door first and get items. Then take the left door. Hit switch at
(0894/142.0/-129) to open vent shaft to the left. Crouch and hit switch a
few times at (0925/142.0/-131) to move centre block closer to the vent opening
so you can run and jump into it (check your map). Hit switch at
(0813/152.0/-188) to open access ahead of you. Get Red Key at
(0802/143.0/-291). Hit switch at (0818/142.0/-265) to open door to courtyard.
Open Red Key door at (0859/142.0/-251). Go east and take elevator; go west
and take another elevator.
SECRET 5: Go to ledge along the northwest of the level; move along it and
open a secret door at (0758/194.0/-135).
Open door at (0829/194.0/-334); hit switch at (0814/194.0/-384) to reveal door
at (0811/194.0/-190). Take elevator down. Welcome to the Hexagon!
____________6_
/\___________x/\ LEGEND:
1/x/\__________/\ \ x - switch location
In --> / /\___ ___/\ \ n - switch number
/ / / /\ /\ \ \ \
/_/_/_/_COMPUTER_\_\_\_x5 Switch Location:
2\x\ \ \ CORE / / / / 1: (0882/64.0/-186)
\ \ \ \/______\/ / / / 2: (0852/64.0/-262)
\ \ \/___ ___\/ / / 3: (0901/64.0/-325)
\ \/__________\/x/4 4: (0982/64.0/-313)
\/x___________\/ 5: (1011/64.0/-238)
3 6: (0962/64.0/-175)
First, open all doors in the outer ring (i.e., set each switch to open,
closed, closed; or black, red, red) in this order: 1, 6, 5, 4, 3, 2 (going
around the outer ring clockwise). Now you'll have to set the switches to
allow you to access the Computer Core. Start at switch 1, and go around the
outer ring counterclockwise, setting the switches according to the chart
below.
Switch Position
====== ========
1. closed, closed, open
2. closed, closed, open
3. closed, closed, open
4. closed, open, closed
5. closed, open, closed
6. open, closed, closed
(The "open" and "closed" above refer to the doors located at the vertex of the
hexagon proximal to the switch, in order, from outer to inner rings.)
In the Computer Core there are two switches: first hit the one at
(0924/66.0/-262), then the one at (0925/66.0/-238). Head west; press
switches at (0853/44.0/-233) and (0852/44.0/-268) to reveal a switch at
(0858/44.0/-250). Take the data tapes at (0860/44.0/-239). The door behind
you (0827/44.0/-248) will open. Follow the tunnel, then head northeast. Go
up the elevator, then north to your ship--which is gone! Then, to quote a
certain former smuggler: "Boba Fett!? Where!?" :) Shoot down the bounty
hunter, and Jan will return.
7.12 Mission XII: Smuggler's Hijack
===================================
Location: Imperial Fuel Station, Ergo
Objectives: - Get on board the smuggler ship.
- Hijack the smuggler ship.
Difficulty: Moderate
Go south and hit "hand" switch at (-058/0.0/0032). Get into elevator and press
the switch at (-068/0.0/-051) to take it up. Take circular stairway down and
open the sliding semicircular door at the bottom to enter the outer ring.
Enter the "cantina" at (0242/0.0/-295); get the Blue Key from an officer. Go
thru sliding doors at (0149/0.0/-551) and go up stairs. Face the courtyard at
(0004/16.0/-458). Run and jump across to central "cylinder". Go across the
rotating arm bridge to the southwest cylinder. Hit switch at (-136/16.0/-480)
and immediately run backwards onto the bridge. It will rotate to the
northeast cylinder.
SECRET 1: Get onto the northeast cylinder. Open secret door at
(0016/16.0/-255); drop down to collect items. Crouch and hit switch at
(0020/-16.0/-269) to raise the platform and exit.
Hit switch at (-020/16.0/-316) and run backwards onto the bridge again. It will
rotate to the northwest cylinder. Get off and head northwest; enter the
elevator at (-289/16.0/-255). Hit switch (-298/16.0/-253) to go up. Exit; go
down hallway and up stairs.
SECRET 2: Use the Blue Key to access storage at (-175/74.0/-330).
Go thru one of the side doors (-169/74.0/-366) or (-139/74.0/-323) and go to
the "honeycomb" map/switch at (-191/74.0/-320). Hit this switch *once*. Go
back to the northwest cylinder. Jump down into the courtyard; an elevator
(0022/-15.0/-469) in the southeast cylinder will take you back up. Take
stairs down to the outer ring. Go to the newly opened door at
(-339/0.0/-210). Go up stairs and into elevator at (-351/17.0/-207); hit
switch at (-361/17.0/-210) to go down. Enter the "white area".
Go northwest; take Yellow Key from officer at (-611/0.0/-029). Open the
Yellow Key door at (-557/-3.0/-142). "OK, Jan. Smuggler ship secured." Hit
switch at (-579/-3.0/-140). "Now launching. See you on the dark side."
EXTRA NON-SECRET: Blow open the door behind the Yellow Key officer at
(-618/0.0/-025) to see a DF "DEFAULT" texture!
7.13 Mission XIII: The Stowaway
===============================
Location: The Executor
Objectives: - Reach the cargo bay safely.
- Activate the cargo shuttle system.
- Jump into the cargo ship and ride to the Arc Hammer
Difficulty: Low
Trivia: The _Executor_ is a Super-class Star Destroyer, serving as Lord Darth
Vader's flagship. At 8,000 m in length, it is five times larger than an
Imperial-class Star Destroyer. It was destroyed during the Battle of Endor in
_Return of the Jedi_.
Go down stairs at (-849/-31.0/0225). Hit switch (-917/-55.0/0120) to lower
platform; hit switch at (-924/-54.0/0114) to go up. Head south and west. The
switch at (-1112/-32.0/0146) briefly opens blast door above. Approach the
blast door, which will raise a platform; step thru the open doorway. Go north
thru door at (-1158/-16.0/0208); take platform down, then head east and take
platform up. Head south and take platform up. Go east and take platform at
(-810/65.0/0154) up. Run and jump across five elevated platforms.
SECRET 1: On the fifth platform, hit switch at (-670/92.0/0197). Jump north
to newly opened alcove containing supplies. Jump back onto the platform.
Jump to platform to the east. Go thru the door at (-627/92.0/0180).
SECRET 2: Take platform at (-594/93.0/0208) down. Crouch at (-595/-8.0/0138)
to open secret door.
Open door at (-565/92.0/0173) and face DT(s). If you're still alive, continue
east thru doorway at (-375/92.0/0178). Welcome to the Cargo Shuttle Bay! Now
you must prepare the Cargo Shuttle for departure. Hit switch at
(-242/92.0/0150) to move shuttle out of the first bay. Go thru door at
(-265/92.0/0095). Hit switch at (-172/92.0/0153) to move shuttle into the
next bay. Continue east thru door at (-164/92.0/0094). Hit left switch at
(-098/92.0/0117) to rotate the shuttle, then the right switch at
(-098/92.0/0109) to dock it. Take south door at (-117/97.0/0039). Continue
until you're in the shuttle. "Here we go."
7.14 Mission XIV: The Dark Awakening
====================================
Location: The Arc Hammer
Objectives: - Set Sequencer Charges 1, 2, and 3.
- Get to the shuttle bay and escape with an Imperial Shuttle.
Difficulty: High
NOTE: At (-400/128.0/0140) there are floating treasures (lives and revives)
which can only be obtained by sitting on a mine. These are not secrets, and
you can only obtain these by cheating (or by forfeiting a life or two), so I
am not mentioning these floating treasures. Er, except for this paragraph.
Exit the shuttle. Take platform at (-010/91.0/0182) down. Go south around the
QS100 Welding Arm and hit switch at (-166/90.0/0138). Go back around the welder
and take the platform up again. You will now be able to access a door at
(-080/122.0/0243).
SECRET 1: At (-091/128.0/0179), point east. Run and jump across to a small
hallway. Open door at (-036/122.0/0159) to get items.
Continue to (-175/128.0/0164) where you'll summon an elevator to take down.
Go thru doorway at (-199/96.0/0116). Hit switch at (-330/101/0085). Run and
jump to door with the red circle at (-283/96.0/0028) which will be open
briefly. Confront DT(s). Continue ahead, taking platform up at
(-166/97.0/-077). Cross catwalk and head west, then up stairs. Hit switch at
(-467/126.0/0023) and go up these "double" stairs again(!). Run and jump north
across to narrow ledge.
SECRET 2: Behind you on a pillar is a red switch. Run and jump, nudging the
switch in mid-air. Go up the double-stairs described above. Use the switch to
open the red circle door; run and jump thru that doorway. Crouch at
(-303/92.0/0003) to enter a room containing several items.
Follow ledge along. Run and jump east to alcove, and continue north. Crouch at
(-415/128.0/0280) and follow tunnels along until you jump down. Shoot switch at (-454/100.0/0183); this will allow you to set the first Sequencer Charge at
(-440/100.0/0157). "That's one."
Take elevator at (-424/100.0/0238) up. Follow tunnels back out. Go east into
elevator at (-378/128.0/0278). Hit hand switch at (-357/128.0/0285) to go
down. At the hallway with rising and falling pillars, jump onto the south
pillar first. Get off into small alcove to the west; then run and jump north
across to the alcove across the hall; get onto next pillar, to the west.
SECRET 3: From the pillar, go north into a short tunnel. Welcome to the
Intergalactic Room of Pancakes--you'll soon *be* one! The idea is to run
across the room, hiding in small holes at the east and west sides of the
room. The secret part is at the north end.
Go across the pillars westward. Don't try to go against the conveyor.
SECRET 4: Run and jump west across to the other side. Run and jump east to
alcove at (-442/64.0/0411).
SECRET 5: In the alcove, open a secret door at (-442/64.0/0422). Follow the
passageway, then run and jump across to another alcove at (-479/64.0/0462)
to get supplies.
Jump down; take elevator at (-507/33.0/0490) up. At (-483/64.0/0557) point
yourself northeast; run across. Set Sequencer Charge 2 at (-464/64.0/0638).
"For freedom."
Run and jump across to the east side. Ride along the conveyor. Run and jump
across to the west side. Go thru now-open door at (-500/64.0/0418). Hit
switch at (-519/64.0/0369) to take elevator down. Go thru door at
(-541/0.0/0274). Get on conveyor at (-562/0.0/0384). You'll turn a corner,
then see an obstacle coming. Duck! (If you fall, take elevator at
(-598/-16.0/0099) to get back up.) If you need supplies, go thru door at
(-553/0.0/0121). Get onto next conveyor at (-574/-1.0/0136). Shoot the switch
on your right to open the door ahead. Continue north thru the door at
(-724/0.0/0354), until you get to the next conveyor. Take a right! Continue
on. You'll come to a stop; get back on; take a left. Jump a barrier, then
duck under the next one. Take a left, then duck! Jump south over barrier to
next conveyor, then onto an elevator. Continue to the end and hit switch at
(-595/48.0/0054) to shut conveyor off.
Jump down. Head east and south. You'll see a row at five red switches at
(-489/16.0/-139). Your goal is to make the wall to your left appear like this:
_____
_____ | |____
|_____|
This should work: hit the leftmost switch 4 times, the next one once, the next
four times, the next three times, and the last one 5 times.
Go up elevator at (-552/16.0/-048) and thru newly opened doorway at
(-534/64.0/-078); head south. Shoot switch at (-484/64.0/-239); now plant the
final Sequencer Charge at (-458/64.0/-225). "Jan would be proud."
Get into elevator and hit switch at (-529/64.0/-271) to go down. Go to the
southwest hangar bay and drop down. Hit switch at (-659/-113.0/-557). Face the
last DARK TROOPER: General Mohc in a DT exoskeleton. "It's been a long time
since I've faced an opponent in battle. I'm glad my opponent is so worthy."
In addition to standard DT weapons, he also fires a barrage of five golden
spheres simultaneously.
If you survive, go into the northeast hangar bay and open door at
(-484/-96.0/-375) and find an Imperial Shuttle. The Arc Hammer will be
destroyed ("...an unfortunate setback."), but have we seen the last of the Dark Troopers...?
===========================
8.0 Miscellaneous Questions
===========================
8.1 What is "headwave"?
=======================
"Headwave" is the bobbing motion that "Kyle" makes when he walks or runs.
Press [F6] to turn it off if it annoys you.
8.1.1 Does DF induce motion sickness?
=====================================
Since the rise of fast first-person walk-thru games like Wolfenstein 3-D, it
has become apparent that many people are susceptible to nausea induced by
the apparent motion of the game's display. Psychologically speaking (yay! I
get to apply some of my 10 years in psychology to a FAQ! :), this is due to
the discrepancy between your visual and vestibular senses. Some people are
affected more than others. Try turning off the "headwave": [F6] key.
8.2 Who are the people behind DF?
=================================
The principles behind DF are:
Daron Stinnett - project leader
Ray Gresko - lead programmer
Justin Chin - lead artist/co-writer
Winston Wolff - programmer
...ably aided and assisted by *many* others.
8.3 Has George Lucas provided any input to DF?
==============================================
George Lucas, author of the _Star Wars_ trilogy of films, director of _Star
Wars: A New Hope_, founder of LucasArts Entertainment, was involved in the
creation of the Dark Troopers. Specifically, he gave the DF team feedback on
the design of the DTs.
In fact, Lucas appeared on CNN's _Future Watch_ show on the weekend of March
18/19 talking about and playing (!) DF. During the last week of Febuary,
Daron Stinnett accompanied Lucas and crew down to Disneyland for the opening
of the Indiana Jones ride. They took the opportunity to promote DF with
George Lucas and the national press in one place. Stinnett reports that
Lucas "was a DF natural".
8.4 What is the name of Kyle's dropship?
========================================
According to DF design team member Justin Chin:
The 'official' name of Kyle's ship is the 'Crow'. It comes from a joke
name I had for it while I was writing the design, 'Mouldy Crow'. Which is
still my personal favorite. I used it to annoy some people who, wanted a
more macho name. Maybe it will appear somewhere in the future.
8.5 What happened to the Imperial-class Star Destroyer Mission?
===============================================================
The DF box shows a Mission aboard an Imperial-class STD that doesn't appear
in the game. Daron Stinnett has this to say:
Originally, that was our first level. It was a really well designed
level, but we decided that it was too big for the first level of the
game. We were concerned that the puzzles were too difficult and that the
level was too non-linear for beginners. So instead we created the secret
imperial base. Much of the geometry for the Imperial-class Star Destroyer
was carried over to the Executor. But the mission was different, so not
all of the geometry could be reused.
8.6 Is there a strategy guide?
==============================
A book has been published giving complete, hand-holding walkthrus of each and
every DF Mission, complete with black&white and colour pictures. _Dark
Forces: Official Players Guide_ by Jeff Hoff is published by Infotainment
World Books; ISBN = 1572800224. This book is *not* cheap: US$18.95.
Should you buy this book? Here's a checklist. If you've:
1) read this FAQ,
2) and *still* cannot finish the game,
3) let alone the first Mission,
4) on Easy,
5) with full cheats,
6) and have great wads of money to burn,
I recommend the strategy guide to you. I'd also recommend you trade in your
computer and buy and nice, non-complex Nintendo system, and get a copy of the
movie _Dumb and Dumber_. And a hat to cover your lobotomy scars. But first,
send me US$70/CDN$100 to pay for this FAQ. Thanks.
(Sorry, it's just that no one asked me if *I* wanted to rake in gobs of money,
writing a book about DF! >fume<)
_Computer Gaming World_ #131 (June, 1995) also had a brief article giving tips
on some missions. It is nowhere near as comprehensive as this humble FAQ.
(See checklist above.)
_Computer Game Review_ Vol. 4, No. 11 (June, 1995) included a 32-page special
"CGR's Guide to Dark Forces". This booklet contains a review of DF, an
interview with Daron Stinnett, a list of enemies, and walkthrus of all
missions with some colour pictures. It does *not* guide you to any secrets,
and again is not as comprehensive as this document. For US$4.99/CDN$6.50
it's not a bad deal. (And I say that even though I'm not getting paid for
it :-)
Keep your eyes open for a forthcoming book on 3-D gaming by Robert E. Waring,
which will include material from this humble FAQList!
8.7 Is there a DF fan club?
===========================
There is a Dark Forces Fan Club on America On-Line. It meets every Tuesday
evening at 10:00 pm Eastern time in Private Room: Dark Forces to discuss the
game, editing levels, etc. For info on joining, email ,
, or .
An excellent WinHelp/ASCII-based publication was the "Katarn's Saber Newsletter" (formerly called "The Dark Forces Newsletter") that collected information about custom levels, and even has a WinHelp version of this humble FAQList. Sadly, publication has ceased. For more information, see the Website at:
For exhaustive listings of DF-related stuff, contact the Invisible Knights , or see their Website at:
8.8 Is there any DF merchandise available?
==========================================
Dark Forces ChromArt:
---------------------
Approximately 8 x 10" chromium-matted print with an engraved-like identity
plate and a certificate of authenticity (ready for framing). Available at
your local comics/specialty store, or online at:
You can also contact Zanart via phone or snail-mail. Ask for item SW-C14, for US$11.99+shipping. Call 1-800-808-2336, or mail:
Zanart
7641 Burnet Ave.
Van Nuys, CA 91405
USA
DF T-shirt:
-----------
Two-sided, all-cotton white shirt with saying, "I conquered Dark Forces."
Sizes M, L, or XL. Available from the LA Company Store, item 23-005,
US$12.95+shipping. Call 1-800-98-LUCAS (1-800-985-8227), fax (818) 587-6629,
mail:
LucasArts Company Store
P.O. Box 9367
Canoga Park, CA 91309-0367
USA
DF mousepad:
------------
Features the picture from the cover of the DF box. Available at your local
computer specialty store; or from the LA Company Store: item 91-801,
US$6.00+shipping (only available with the purchase of the DF T-shirt).
====================
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:
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 , 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
(.inf, .o, .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.
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
where is the filename of the custom Mission(s).
9.3 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.
9.4 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.
9.5 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.
9.6 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.
9.7 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 email which I will relay to Daron.
9.8 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.
9.9 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.
9.10 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.
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