Thanks to Paulius Stepanas for researching the following section, and to Geoffrey Elliott for HTMLizing the data:
The table shows the minimum number of shots from each weapon required to kill each enemy.
Weapon: | |||||||||||
Enemy: | Fists | Bryar Pistol |
Stormtrooper Rifle |
TDs | Repeater Gun |
Fusion Cutter |
I.M. Mines |
Mortars | Concussion Rifle |
Plasma | Missile |
Officer | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Stormtrooper | 1 | 2 | 2 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 |
Commando | 1 | 3 | 3 | 1 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
Dianoga | 2 | 4 | 4 | 1 | 4 | 3 | 1 | 1 | 2 | 2 | 1 |
Gran | 2 | 4 | 4 | 1 | 4 | 3 | 1 | 1 | 2 | 2 | 1 |
Trandoshan | 3 | 5 | 5 | 2 | 5 | 4 | 1 | 2 | 2 | 2 | 1 |
Gamorrean | 5 | 9 | 9 | 3 | 9 | 7 | 2 | 3 | 3 | 2 | 2 |
Kell Dragon | 14 | 20 | 20 | 8 | 18 | 14 | 3 | 7 | 6 | 6 | 5 |
Remote | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Interrogator | 3 | 5 | 5 | 1 | 5 | 4 | 1 | 2 | 2 | 2 | 1 |
Probe Droid | 3 | 5 | 5 | 1 | 5 | 4 | 1 | 2 | 2 | 2 | 1 |
Mouse Droid | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Laser Turret | 4 | 6 | 6 | 2 | 6 | 5 | 1 | 2 | 2 | 2 | 1 |
Welding Arm | 8 | 13 | 13 | 5 | 13 | 9 | 2 | 4 | 5 | 5 | 3 |
P.G.U. | 1 | 2 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
Phase I DT | ~57 | ~65 | ~42 | 8 | ~27 | ~25 | 3 | 5 | 6 | ~11 | 4 |
Phase II DT | ~37 | ~42 | 8 | ~37 | 18 | 4 | 12 | 10 | 12 | 8 | |
Phase III DT | 100 | 78 | 90 | 22 | 79 | 53 | 12 | 25 | 25 | 25 | 18 |
Boba Fett | ~25 | 38 | 5 | 34 | 17 | 4 | 9 | 7 | 7 | 4 | |
Kyle Katarn | - | 10 | 10 | 22 | 10 | 15 | 90 | 42 | 30 | 30 | 59 |
The row showing Kyle Katarn indicates how much of his shields or health he will lose when shooting at a shot-reflecting wall. This should give an indication of how much damage the various enemies do.
In most cases, the numbers are reliable. However, exact information could not be collected for some weapon/enemy combinations, and is indicated by a tilde (~) as being an approximate figure. This was primarily a problem with the Dark Troopers and Boba Fett, for the following reasons:
Phase 1 Dark Troopers deflect shots, sustaining only partial damage (rather than none at all, apparently) from the shot. The numbers given indicate the minimum number of shots actually fired before the Dark Trooper died, as this is a more useful and meaningful figure than trying to guess how much damage deflected shots do.
With Phase 2 Dark Troopers, the main problem is due to the nature of the assault rifle they use. Basically, the shots rebound from walls and from Kyle, and often succeed in hitting the Dark Trooper. Most people would notice the former effect in some of the later levels in the game (if they're clever); the latter is only detectable using the invulnerability cheat. Although it is possible, in theory, to dodge all shots from the Dark Trooper, this takes a LOT of patience with the lesser weapons! :) (This is also a problem with the Phase 3 Dark Trooper, but I was more patient.)
The number of shots taken to kill Boba Fett is also difficult to measure, partly because he is hurt (an indeterminate amount) by the explosions from his own rockets, but mainly because the explosions blind Kyle, making it difficult to see whether a shot has actually hit Boba Fett as he dodges about. (It is possible to confine him horizontally, but much more difficult to prevent him making small movements up and down, and to a lesser extent also to the sides.)
I decided not to bother measuring how many punches it takes to kill a Phase 2 Dark Trooper or Boba Fett, partly due to the problems mentioned.
Specific locations of objects and items parallel the format of the LADATA info on your screen: (X/Y/Z). The position may not be exact because enemies carrying Code Keys, for example, may move around a bit. The first Mission is given as a complete walkthru to give you an idea of what to do; later missions are less detailed to let you uncover the details. Thus, if you follow the walkthrus below, you won't see all areas in each Mission. You will, however, accomplish all of your objectives. Also, the secrets are listed separately, for those whose wish to skip them, or find them on their own.
The enemies you'll discover are yours to handle as you will. I haven't described their location or numbers because that varies with the difficulty setting of the mission.
SECRETS are listed separately; they are non-essential to completing your mission and are generally more difficult to get to. After getting a secret, you'll have to return to the location you were at before attempting to get the secret. I've largely avoided specifying the contents of secret areas because this also apparently varies with the difficulty setting.
I've (subjectively) rated the difficulty of each mission from low, moderate, medium, to high.
Location: Imperial Secret Base, Danuta
Difficulty: Low
Trivia: The (first) Death Star, constructed in orbit around the planet Despayre in the Horuz system, measured 120 km in diameter. It was populated by 27,048 officers; 774,576 troops, pilots, and crew; close to 400,000 support crew; and over 25,000 stormtroopers. That's no small moon!
The shortest mission with the longest title! To get the Red Key, go outside the complex to Floor 0. As you exit Floor 1, there will be two doors in front of you: one to your left, one to your right. Go in either one, and shoot any stormtroopers. There will be an elevator which you will take up a level. Shoot any enemies; the Imperial officer is the one with the Red Key, around (0234/24.0/0165). Run over the key and go back to Floor 1. Now you can go through the Red Key door (0258/1.0/0292) and take the elevator up a level.
In the Red Key area, there is a switch on the wall. Press the switch at (0264/20.0/0341) and drop down to Floor 1. There will be a new area now open, to the right of where you started the game. Kill any enemies there.
SECRET 1: In this new area there is a switch on the wall. Press this (0227/0.1/0335) and return to the Red Key area (Floor 2). Go to the round switch again, and look across the hallway. There will be a 'closet' that has opened up. To get to it, you must run fast (hold down the left [SHIFT] key) and jump [X] at the last moment.
SECRET 2: Go outside to Floor 0 again. Check your map with [TAB]. You exited Floor 1 at a location of 6:00 on an analog clock; on the outside wall there are two caves. Enter the one at 10:00 (0116/-2.0/0383); turn on your headlight. Run and jump to get a revive (0158/22.4/0423); exit the cave via the other hole at (0173/2.1/0428).
Go back into the new area. Take the round elevator up to Floor 2. Shoot any enemies. Go up to the northeastmost part of the Floor (don't fall off!). Point yourself west. You should see a ledge on the outer wall that has a shield unit on it. Back up as far east as your can go, and take a running jump to reach the ledge. Pick up the shields. Drop 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, MedKits 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. Note that jumping down the shaft will get you an extra life.)
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.)
Location: Talay: Tak Base
Difficulty: Moderate
Trivia: Contrary to popular assumption, the white armour that stormtroopers wear is not meant solely to withstand blaster fire. Rather, it is an armoured spacesuit that allows them to withstand the vacuum of space. Debate in the Usenet newsgroup rec.arts.sf.starwars has centred on the possibility that stormtroopers are clones.
Before you begin, note that because the power is off, doors will not function and many areas are dangerously dark. So restoring power is your first objective. Go up steps (0123/0.5/0190) into the "fort" structure -- explore it on your way back. Head east to the wall, around (0177/14.0/xxxx), and pick off enemies below. Drop down. Cross the bridge, exit the room to the south. Enter the dark structure (0390/2.0/0143) and eliminate all enemies.
SECRET 1: There is a secret door at (0413/2.0/0072).
Go into the room (0427/4.0/0072) and exit to the west, towards the canal. You'll see a platform in the water surrounded by three spiral arms. Run along one of the arms and go to the centre of the platform. The switch (0225/2.0/0023) turns on the power. Get onto one of the now-turning arms and back the way you came.
Head north, the east to rotating arm bridge control room (0473/2.0/0263). The switch (0450/2.0/0290) rotates the bridge so you can get halfway across; then, another switch (0402/6.0/0344) rotates the bridge so you can get the rest of the way across.
Keep heading north, blasting opponents and crouching under a door (0482/-2.0/0662) to get past it. Enter a building through a door (0392/7.0/0649) and wipe out all opponents. Take the spiral staircase up, and go through 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 through a door at (0353/7.0/0688) into another room and through another door at (0278/9.0/0736). Crouch to hit "hand" switch (0322/11.0/0726); turn around to get items in a low space.
Exit this building.
SECRET 3: Go around the building until you see the waterfall. Crouch down and open a secret door at (0482/-2.0/0662) to get items.
Get into the water and follow it south; to your right will be an area with MedKits, 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 through 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.
Location: Anoat City
Difficulty: Medium
Trivia: The Anoat system is adjacent to the Hoth system; it was here that Han Solo evaded his Imperial pursuers after the evacuation of Echo Base in The Empire Strikes Back.
Explore the landing area, knocking off any Probots. Then go to the Main Gates switch (0315/0.0/0188) which controls the four gates. Hit it once to open Gate 1.
Gate 1 (west):
SECRET 1: When you come to the first falls, run and jump straight ahead onto a narrow ledge around the inside of the circular "cascade". Edge around until you find the cave at (-183/-4.0/0272).
Follow the flow and go down the first falls; get out of sludge to area your right.
SECRET 2: There is a secret door at (0250/-20.0/0285).
SECRET 3: While in the secret 2 room, open another secret door at (0247/-20.0/0272).
Take the elevator up (0248/-20.0/0306) to find a switch (0259/-4.0/0344) to raise the sludge level in the main (figure 8-shaped) pool. Return to the flow, and into the "Lagoon". Watch out for Dianoga and find the door (0070/-66.0/0305) to get TDs, ammo, and MedKits. 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): Leave this gate until last. For now, activate the Main Gates switch once more.
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 through 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 through the window to the north passage.) Follow the sludge out, jumping over the pillars (0363/-16.0/0339) 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 to your left. (Watch out for Dianoga at the end outflow!) Activate the Main Gates switch yet again.
Gate 4 (east): This area is not essential, but you may pick up a few items. Go through the closed sluice gate (0392/-7.0/0243) and pick up the items from the two ledges, but rather than going through the central sluice area again, retrace your steps to the Main Gates switch.
Gate 2 (north face, west gate): Activate the Main Gates switch until Gate 2 is open. Follow the flow and get out on your left. Activate the switch (0261/-5.0/0319) which raises the water level in the central area one last time. Get into the muck and follow it through the central area. Take the passage in the north end of the figure eight-shaped pool (0287/-10.0/0378).
SECRET 4: Go south into a dark "swimming pool" area. Open secret door (0192/-6.0/0348) to find a lot of ammo.
SECRET 5: Go along a north passageway now, until you find a waterfall. Behind the waterfall (0169/-9.0/0538) at the extreme north end is a secret area. Follow the flow until you get to a series of large pillars. A switch (0185/-25.0/0427) raises a platform you area standing on, allowing you to jump across the pillars. Jump to the first platform in front of you to your left, then to the one on your right, then to the ledge.
Follow the ledge, until you see an area on your left. Make a running jump south across the sludge. The first set of doors will open automatically. Open the double set of "eye" doors. There are stairs at the south end of this room. Take them up and you will find Moff Rebus (0105/7.0/0295).
Location: The Planet Fest
Difficulty: Medium
When exploring the surface of the planet, it'll help to point yourself down a bit so as not to fall off the cliffs.
SECRET 1: Take the narrow ledge (0263/-11.0/0399) and jump north across to (0209/-11.0/0421). Take an elevator (0244/-10.0/0455) to get to items.
SECRET 2: Cross the narrow bridge. Continue until you reach the ledge
overlooking the main gate courtyard (which may have several stormtroopers in
formation) at (-002/29.9/0516). Drop down and go up the stairs at
(-131/0.0/0464). Go east across the top of the door and take an elevator up.
You'll find an extra life in the guard lookout at (-095/48.0/0487). Go back
the way you came; an elevator at (0007/1.0/0454) will take you up again.
NOTE: If you go to the elevator outside the gate (0013/1.0/0452) and
take it to the top (-033/20.0/0431), you can drop down to the ledge that goes
into the main gate towers, and get the extra life that way.
To get to the facility, you'll have to cross the narrow bridge (0202/-12.0/0294). Run across a small chasm, then a larger one heading northwest to (0105/-5.0/0400). Find the access shaft (-005/1.0/0322) and jump down! There's a chamber to the east with ammo, batteries, and IR goggles. Stuck at (0035/-38.0/0254)? While crouching, jump up. Follow the shafts south until you are inside the facility.
Go up the stairs. To open the east door (0104/-27.0/0183), you must hit the switch (-082/-28.0/0181) at the west end first. Now run to the door before it closes. Continue around, up and elevator, then south, and down another elevator. There's a room of shields (-015/-22.0/-040).
SECRET 3: There's a secret room at (-273/-3.0/0086)
Head up stairs north into a room; take stairs (-261/-5.0/0145) up. Open a door (-146/5.0/0224) and take elevator (-113/38.0/0218) up. You need Code Key 5, held by an Officer in this room. Also, the switch (-062/39.0/0244) opens a set of doors (-118/7.0/0265) needed later. Now, go back east the way you came and enter the code (-043/-17.0/-014) to open the door behind you (-063/-18.0/0004).
Through the doorway, you'll go up a circular stairway, down a hallway, and through 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 through one of the three doorways (-138/-6.0/0027), (-175/10.0/0078), or (-144/34/0168), across the bridge to the central pillar and hit a switch (-101/-6.0/0085), (-107/10.0/0091), or (-100/34.0/0114). After you hit a switch, you'll have to return to the control room and realign the bridge for the next switch.
After all switches are thrown, the door to the right of the window in the control room will be open (-030/44.0/0121). Align the walkway bridge with the final door, at 3:00 of the circular area; this will allow you access to the central platform (-044/54.0/0128) and the Phrik metal (-091/51.0/0102). The pillar will go up and down; scoot off where you got on. To exit, you cannot go back the way you came; you'll have to go further west, to where you obtained the Code Key.
SECRET 4: You must cross a platform to get to the door with the red circle. Drop down to the floor here. Go to (-164/-15.0/0252) to see a moving vertical wall with a red switch. Shoot the switch. Go around to the other side and drop down. The door at (-100/-32.0/0244) will now be open, allowing you to get supplies. To get back up, take the elevator at (-153/-31.0/0244).
At the door with the red circle (-146/5.0/0224) take a left and head north.
SECRET 5: Secret room at (-167/7.0/0277)
Go through the now-open doorway (-118/7.0/0280) and head north. Hit a switch (-038/0.0/0452) to lower the barrier to the outside (-089/0.0/0405). Find a Shield Supercharge (-083/0.0/0481). Take the elevator (0014/0.0/0450) and go back to the landing area.
EXTRA SECRET SECRET: Turn on LAIMLAME and LAPOGO. Jump off the ledge at your start point, heading north. Turn around and go to (0274/-132.0/0519), pointing south. You'll pop up to a super-secret room, with a chain dangling from the ceiling. Open the super-secret door at (0271/-1.0/0491) to see a defenseless Ewok being held prisoner. Ewoks really take it on the chin in DF.
There is another way to get to the Ewok without cheating. At the far end of the area identified as "Secret 1", you are actually directly across from, and above, the entrance to the Ewok cave. A good running jump from the rock point at (0293/24.0/0565) toward the door at about (0276/-1.0/0510) will get you into the cell area. It isn't easy. The key is to aim for the "corner" in the rock face across from you.
Location: Gromas Mines
Objectives:
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 through the door at (0219/30.0/0330) past the turbine, through the door at (0147/30.0/0351).
SECRET 1: Find supplies behind a secret door at (0119/18.0/0332)
SECRET 2: Open secret door at (0072/21.0/0309) to get shields, and...
SECRET 3: Go west to open door (0057/20.0/0295) to get TDs and ammo, then...
SECRET 4: Go east to open door (0086/20.0/0294) to get shields.
Continue west until you get to room with the slow up-'n'-down turbine. The door at (-371/30.0/0309) won't open yet. Jump onto the turbine. Jump out into the east tunnel near the bottom of the shaft. Go along the tunnel. When you come to a smaller "press" in your path, run and jump over the shaft when it's in the upright position.
You need the Blue Key to open the door at (-183/-32.0/0303). To get the Blue Key, continue down the tunnel and jump to the key at (-001/-33.0/0414). Jump back, and open the Blue Key door. Continue down the tunnel, jumping down the last shaft. Keep going until you reach a platform in an open area. Run and jump to another platform to the east. Follow that tunnel until you reach a seeming dead end at an open area (-093/-40.0/0339). Carefully edge forward onto a platform directly below. Then run and jump to the west tunnel. Follow it until an elevator brings you to the reactor floor.
The reactor is at (-408/-91.0/0357). As soon as you plant the sequencer charge, switch to TDs to better handle the DT exoskeleton. You'll find an extra life at (-295/-96.1/0494). Take 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).