DARK SIDE FAQ V1.0
-------------------------------------------------------------------------------
by David J. Stein, Esq.
0. Introduction
0.1 Foreword
0.2 Versions
1. Story Line and Style of Puzzles
1.1 Story Line
1.2 Objectives
1.3 Style of Puzzles
2. Controls and Items
2.1 Controls
2.2 Items
2.3 Tricuspid Objects
3. Areas and Puzzles
3.1 Overview and Maps
3.2 ECD Map
3.3 Area Descriptions
4. Unanswered Questions
6. Revision History
7. Credits
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0. INTRODUCTION
0.1 FOREWORD
Dark Side is a first-person, 3D adventure game written in 1988 for several
computing platforms. The developers of the game are Chris Andrews, Stephen
"Bug" Northcott, Paul Gregory, Ian Andrew, and Helen Andrew, with unspecified
"additional contributions" by Kim Carpentier. The Amiga port appears to have
been written mostly or entirely by Paul Gregory. Graphics are credited to Sean
Ellis and music is credited to Wally Beben. The manual is credited to Steinar
Lund and Peter Carter.
Dark Side was released by a company called Incentive Software Ltd. based in the
UK, but is also listed as having been designed and programmed by a company
called Major Developments. The Amiga version was published by Microprose.
This game is a sequel to an earlier game by the same company called Driller,
and it shares the same game engine (though slightly more developed) and some
plot elements, but is otherwise a standalone game. (In truth, I didn't even
know about the links to the earlier game until after I'd completed this one!)
The engine, named 3D Freescape (and apparently developed by a separate company
named Major Developments), is an early 3D engine that presents objects as flat,
untextured polygons. No lighting model or curved surfaces are present, the
polygon count is kept very low, and antialiasing is not involved, so lots of
jagged edges and distance artifacts are present. The version that I used for
this FAQ (the PC version) is presented in EGA graphics with only 16 colors,
although the Amiga version appears much improved. Despite such limitations,
Dark Side manages to create an interesting environment with some challenging
puzles and a rewarding game experience.
---
0.2 VERSIONS
Versions of Dark Side were released for the Amstrad CPC, ZX Spectrum, Atari ST,
Commodore 64, Commodore Amiga, and PC (running in DOS and maxing out with EGA
graphics.) The differences appear to be purely cosmetic; a side-by-side
comparison of the PC, Commodore 64, and Amiga versions illustrates
progressive increases in the detail of the HUD and graphics rendering (e.g.,
higher resolution in polygon rendering, particularly noticeable at the edges,
and better color depth.) The Commodore 64 and Amiga versions also feature
ambient music, while the PC version is silent.
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1. BACKSTORY AND STYLE OF PUZZLES
1.1 BACKSTORY
The following text from the game manual sets the stage for Dark Side.
Welcome To Your Mission
Background
200 years on from Drill ertimes, the Ketars take revenge. On the Dark Side of
Evath's other moon, Tricuspid, a giant weapon, Zephyr One, has been constructed
aimed to blow Evath to bits.
To gain sufficient power, a network of ECD's (Energy Collection Devices) were
constructed around the moon. The suspended solar cells at the ECD apex collects
energy from Evath's sun then transmits this energy through the power line
matrix for the final assault on Evathkind.
Objective
To avoid mass panic on Evath this mission is highly confidential. You have been
dropped inconspicuously on Tricuspid into a safe zone by a routine patrol ship.
Your mission is to destroy every ECD, thus disabling the Zephyr One weapon and
saving Evath from certain destruction. Score guide - first week target - one
million points.
---
1.2 OBJECTIVES
The goal of Dark Side is to prevent disable the weapon Zephyr One, which has
been manufactured on the dark side of the moon Tricuspid and is being powered
up. As soon as the weapon reaches full power, it will discharge and destroy
the planet of Evath. This can occur either if the charge from the weapon (as
shown on a steadily increasing timer on the right side of the player's HUD)
reaches full power, or if the player dies during the adventure.
The Zephyr One is being charged by a network of Energy Collection Devices
(ECDs) positioned throughout Tricuspid. These devices can be disabled with the
player's laser pistol, but need to be shut down in a certain order (because any
ECD that is connected via the power grid to more than one functioning ECD
cannot be disabled), so in addition to exploring Tricuspid to locate each ECD,
the player must study the power grid connections of the ECDs. Additionally, the
final ECD is located right next to Zephyr One in a highly secured area, and the
player must figure out how to circumvent this security in order to access the
Zephyr One.
Of course, the player must achieve these goals without dying. The world of
Tricuspid is hostile but not treacherous, and the player is equipped with a
full-body shield that will absorb many types of damage. However, the shield has
limited energy, and any damage sustained after the shield is exhausted is
instantly fatal. Additionally, the player is equipped with a jetpack having a
limited fuel reserve, and exhausting the fuel reserve is also fatal. Both
resources start with low reserves, and while they may be recharged by locating
certain objects in Tricuspid, these recharges are scarce. Therefore, it will be
helpful to save your game often, and if you find yourself spending a
significant amount of time (and shield power and fuel) without fruitful
results, you should consider reloading an earlier save game.
1.3 STYLE OF PUZZLES
Dark Side is a fairly straightforward and logical game. The player does not
have an inventory (in the traditional "pick up objects, examine and manipulate
them, and use them to solve puzzles" sense), and can only manipulate objects by
touching or shooting them. The difficulty of puzzles arises from
trial-and-error and observation. Dark Side also does not seek to trap the
player; any effect that you achieve upon the game world will be a step in the
right direction. There are no mazes or odd misdirections as in many other games
(including Total Eclipse, the next game built by Incentive Software using the
same engine.)
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2. CONTROLS AND ITEMS
2.1 CONTROLS
Dark Side is an "old-school" first-person game. In other words, it doesn't
follow the control scheme of typical first-person games: you don't use the
mouse for anything (including freelook), and the WASD control scheme is
unavailable. Instead, you may control this game either by a specific keyboard
layout or by joystick.
Here are the keys for the keyboard layout:
* Arrow Keys: Move forward and backward, or turn left or right. (Strafe is
completely absent - but you will likely not miss it.)
* U: "U-turn" - turns 180 degrees.
* P/L or semicolon: Look up or down. (The semicolon key and L both look down -
they do the exact same thing. Probably programmed this way for user
convenience, since neither of them is directly below the P key.)
* J: Turn jetpack on and off.
* F and R: Crouch (drop down to one knee) and rise (return to feet.) While
crouching, the player can still move, but more slowly. Also, rise or fall
while navigating with the jetpack.
* N and M: Tilt view left and right. Honestly, I have no idea why these
features are implemented - no situation in the game calls for their use.
* 5: Fires your laser pistol at the crosshairs. You have unlimited ammo, which
is helpful because many objects can only be activated by shooting them!
* Space: Toggle between moving around and aiming your pistol.
* = or B: Hides or shows the crosshairs. (No idea why you'd want to do this.)
* A and Z: Increase or decrease your turning radius - the number of degrees
that you turn with each left or right tap, and the number of degrees that
your head tilts when you tap the P or L/semicolon keys. Options include 5,
10, 15, 30, 45, and 90. Not terribly useful - the game runs fast enough that
I just left it on 5 degrees the entire game - but if you want to move faster,
I guess it's nice to have this option.
* S and X: Increase or decrease your stride length - the distance that your
character travels with each step forward or backward. Options include 1, 2,
5, 10, 25, 50, and 100. Larger numbers are better for covering distances
quickly; smaller numbers are better for more precise steps. Again, I didn't
find this too useful - I never needed more precision, so I left it on 100 the
entire game.
* F: Toggles between ducking and standing.
* I: Displays the in-game menu (Save, Load, Pause, Terminate.) You can also
toggle the sound on or off here. - Caution: Hitting Escape from this menu
ends your game! You will almost certainly trigger this once accidentally.
If you want to leave this menu without doing anything, hit the I key again,
or hit a cursor key.
A note about standing: Many times (particularly when using the jetpack), it
will be necessary to move vertically - either to rise through a hole in the
ceiling of a building or to drop through a hole in the ground - or to determine
with precision where you are standing (e.g., when walking on a raised platform
and trying not to fall off.) The Freescape engine makes this determination
easy: your position is the single point in the center of the screen when you
look straight up or straight down. Of course, this point will correspond to the
center of your sights if you are not in "shoot" mode. If this point is
positioned over a solid surface (even as thin as a hair!), you will not fall.
Similarly, if you want to rise through a hole in the ceiling, just line up this
point within *any* part of the hole (even an edge!) and rise straight up. (It
may not be realistic, but it's a useful game mechanism.)
---
2.2 ITEMS
You begin your adventure in Dark Side with the following objects:
* Full-body shield: This shield protects you from minor injuries, such as
running into walls, walking across harmful surfaces, and getting zapped by
enemies. However, the player is extremely fragile (well, actually quite
realistically, the player's space suit may be highly susceptible to
punctures), and any bit of damage that is not absorbed by the shield is
instantly fatal. The shield can and should be recharged, but energy recharges
are limited, so care should be taken to avoid running into objects. NOTE: The
shield is ineffective at avoiding damage from falls, and a fall of any
distance (even a foot!) is instantly fatal, regardless of shield power.
* Laser pistol: Your laser pistol is your primary means of manipulating objects
within the world of Tricuspid. Like the phaser in Star Trek, the laser pistol
is useful both as a weapon for destroying enemies and objects, and as a
simple tool for providing force to some objects. The laser pistol holds
unlimited charge and does not deplete your shield or fuel reserves, so feel
free to use it liberally.
To use the laser pistol, simply point your targeting reticle at an object
(using Space to toggle between targeting mode and movement mode), and press
the 5 button to fire once, or hold it down for repeated fire. Note that,
while some objects may require being shot in a particular location (such as
on a particular side), Dark Side does not go overboard by requiring high or
pixel-perfect precision as some other games - shooting something in a
particular general area should be enough to trigger an effect. However, it
may still be difficult to aim properly (particularly if the object is far
away) because the targeting reticle tends to move rapidly. One trick that may
help with targeting: your targeting reticle moves more slowly while you are
using the laser pistol in rapid-fire mode, so you can position the reticle
near a target and hold down the 5 key while maneuvering for better targeting.
* Jetpack: Your jetpack is essential for maneuvering within the
three-dimensional world of Tricuspid. Many times, you will need to rise
through a hole in the ceiling, land on a roof or high surface, or traverse a
dangerous surface without touching it. Using your jetpack is simple: when you
toggle it (using J), you will begin hovering, and you can use R and F to rise
and fall (respectively.) Your jetpack is quite advanced, allowing you to
rise to the top of any environment and hover perfectly still. However, it
will be prudent to remain mindful of three limitations:
1) Any surface that you contact while using the jetpack will sap your
shield power and eventually kill you. (This includes the ground -
pressing "F" to descend while you are immediately above a surface will
incur damage.) Therefore, be careful while navigating with the jetpack -
look around a lot to avoid hitting anything.
2) Your jetpack runs off of a limited supply of fuel, and running out of
fuel is not just inconvenient but instantly fatal (producing the message
"System Overload".) Fuel recharges are available, but limited.
Therefore, you should limit your use of the jetpack to necessary
situations.
3) Falls are fatal. If you turn off your jetpack or run out of fuel while
you are more than a few feet above a solid surface, you will instantly
die. There is *some* degree of latitude here - but not much!
(Presumably, your space suit is vulnerable to punctures.) Your shield is
completely ineffective at absorbing damage from falls. This aspect is
particularly relevant to landing - you can't just get within a few feet
of a surface and cut off the jetpack; you should be standing on it.
Thus, it's helpful to look straight down to make sure you're over your
intended landing position and descend one step at a time until you incur
a small amount of damage (from thrusting downward into the surface)
before cutting off your jetpack engines. The small amount of damage is
tolerable, and better than misjudging your height and dying
unexpectedly!
* Compass: Embedded in your HUD is a simple, two-dimensional compass that
indicates magnetic north. However, since Tricuspid is spherical, it won't
work in either of the poles, and just displays "MALFUNCTION" in these
locations.
* Timer: At the right edge of the HUD is a binary timer with 15 steps that
indicates the amount of power charging to the Zephyr One weapon (and the
amount of time remaining before the end of the game.) The game is over when
the top step on the timer becomes lit. The sequence of lights in this binary
timer will probably make perfect sense to those who've studied binary math
(the bottom step represents 1, the next one up represents 2, then 4, then 8,
etc., with the top step representing 32,768.)
The timer starts at zero and increments toward the top step, but this
amount of time isn't fixed. Rather, the rate of filling is proportional to
the number of ECDs ("Energy Collection Devices") operating in the game.
Scattered throughout Tricuspid are 25 ECDs, and the number of currently
operating ECDs is shown at the top of the HUD as a percentage (starting with
100%.) Every ECD that is disabled reduces the rate of filling, and if you
quickly disable many ECDs early in the game, the rate will so reduced that it
is not much of a threat.
* Other HUD elements: The HUD also contains some other ECD elements (a GPS-like
readout with X, Y, and height coordinates, a score, a level along the left
side showing the vertical angle of your current view, a label for the name of
your currentl location, etc.) These elements may be occasionally helpful, but
are not major elements within the game.
---
2.3 TRICUSPID OBJECTS
In addition to unique objects found in a single location, the following objects
can be found throughout Tricuspid:
* Energy Collection Device (ECD): This object is a tall, white and gray pillar
with a tapered top and a pyramidal shape atop. Moreover, the ECDs create an
energy collection network, with visible power lines (black lines stretched
across the ground) creating a web of ECDs.
Disabling the ECDs is your primary goal in Dark Side. Moreover, disabling
many ECDs quickly (especially early in the game) is very important, because
the number of functioning ECDs determines the rate at which the Zephyr One
powers up. (The ECDs presumably gather power from the environment - but not
likely solar power, because the ECDs on the light side of the moon gather
energy at the same rate as the ECD on the dark side of the moon! Perhaps they
collect geothermal energy.)
Disabling an ECD is simple in theory: use your laser pistol to shoot the
pyramidal structure at the top of the column. However, as the ECDs are
connected in a power grid, a disabled ECD will instantly regenerate if it is
directly connected (via the power grid) to more than one other enabled ECD.
Some of the ECDs are connected to as many as five other ECDs, so disabling
these ECDs will be difficult! - and, of course, you may find yourself
disabling these ECDs last.
Of course, you may simply wander around Tricuspid at random and trying to
disable every ECD you find, but this is likely to be a frustrating process
(and you may well run out of time before winning the game.) Other tactics may
that be useful:
* Trace the paths of the power grid. The goal is to find an isolated ECD at
the end of a path (connected to only one other ECD) - these can be instantly
disabled. Next, trace the path of this ECD to other ECDs to which it is
connected, and try to disable those. Sometimes, this tactic may fail, because
the power line of an ECD may lead through an area that you cannot traverse;
you can either try to guess where the power line leads, or you can start
looking for other ECDs that you may be able to disable.
* If you encounter a particularly well-connected ECD that you'd like to
disable, try following each of its power lines outward. Even if you can't yet
disable the central ECD, disabling some of the peripheral ECDs may allow you
to disable other ECDs (and, of course, will decrease the rate of powering up
the Zephyr One.)
* For ECDs that you cannot initially disable, it will be helpful to try
disabling them at a later time after disabling other ECDs. You may be
surprised to find that a well-connected ECD can later be disabled because you
have since disabled a connected ECD in a remote location.
* Fuel Column: A vertical red pillar (often found in the Store locations)
serves as a fuel recharge. Walking into it will replenish your fuel reserves
to a certain point - and then the column will disappear.
* Power Symbol: A black symbol on a wall, shaped like a pentagram, serves as a
shield power recharge. Walking into it (sometimes necessitating the use of a
jetpack) will replenish your shield power to a certain point - and then the
power symbol will disappear.
* Letter Symbol: A black symbol shaped as a letter ("D", "A", "R", or "K").
These symbols are positioned high on adjacent walls of the security building
protecting the Zephyr One weapon. The letter symbols can together unlock the
entrance to the security building. To collect a letter symbol, the player
must use the jetpack to reach the letter symbol on the wall, and then touch
it.
* Exchanger: Scattered around in a few places (often found in Store locations)
are power exchangers, which look like a first green pyramid and a second
green pyramid inverted over the first, or like a pyramidal hourglass. These
devices will allow you to trade fuel for shield power (by shooting the top
pyramid, or the top half of the exchanger) or to trade shield power for fuel
(by shootign the bottom pyramid, or the bottom half of the exchanger.) Of
course, remembering which half of the device performs which function can be
important, especially when your reserve of one power type is nearly
exhausted! As a simple mnemonic, note that your shield power is listed above
your fuel reserve in the HUD; you can exchange power upward (from your fuel
reserve to your shield) by shooting the top half, and exchange power downward
by shooting the bottom half.
* Powerporter: Also scattered around Tricuspid are some teleportation devices
that will instantly place you in another location if shot with your laser
pistol. These objects look like green vessels with a brown, rectangular top
and bottom, but where the bottom surface is smaller than the top surface, so
that the edges flare outward as they rise to the top. Each of these devices
always sends you to the same destination, but can be used an indefinite
number of times and costs neither power nor time to use.
* Telepod crystal: Located within the world of Tricuspid is a telepod chamber,
which can be operated to teleport you to various locations. However, the
crux telepod utilizes telepod crystals, each of which is hidden somewhere
in Tricuspid. These crystals appear as a tall pyramid of various colors, and
can be collected by touching them.
* Plexors (tanks): These security devices are your main enemies within the
world of Tricuspid. If you get too close to a plexor, it will begin zapping
you and draining your shield energy. Its attack radius is quite large (it can
zap you even if you are directly to the side), but does not extend behind the
plexor, so standing behind the plexor is generally safe. The plexor is also
limited by line of sight, so in some locations (particularly Regulus Sector,
your starting location), you can avoid attack by taking cover behind an
object such as a tree. However, many plexors may be destroyed, either by
attacking it from the front or back with your laser pistol or by using the
environment. Plexors are also immobile, and thus easily avoided.
* Flying saucer: If you stay in a single location too long (a little over two
minutes), a flying saucer will appear in the sky and begin zapping you.
(OK, it's not really a saucer - more like a floating platform.) They appear
high in the sky, so finding them may take a few seconds. However, these
flying saucers can be defeated easily - shoot them once with your laser
pistol, or leave the location (you can immediately return.)
* Block: You may encounter many blocks in Tricuspid that can be shot to achieve
various effects. Usually, these blocks are red and possibly white, and
shooting them may cause walls to disappear, entrances to appear, or objects
to move around. Sometimes the block will also disappear (but may reappear if
you leave the location and return.)
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3. AREAS AND PUZZLES
3.1 OVERVIEW AND MAPS
Tricuspid is presented as a small white moon, with the top side (mapping to
north) as the dark side and the bottom side of the moon as the light side. The
Zephyr One weapon is situated in the center of the dark side, and when
activated fires straight up to destroy Evath - so, presumaby, the solar system
looks a bit like this:
***
*******
*********
********* Evath
*********
*******
***
+ (Zephyr One)
*** (dark side)
*****
******* Tricuspid
ooooo
ooo (light side)
\ \ \ \ \ \ \ \ \ \| | |/ / / / / / / / / /
\ \ \ \ \ \ \ \ | | | / / / / / / / /
\ \ \ \ \ \ \| | |/ / / / / / /
\ \ \ \ \ | | | / / / / /
\ \ \ooooooooo/ / /
\ooooooooooooooo/ (sun)
ooooooooooooooooooo
The outer surface of Tricuspid can be full traversed, and the player may use
the jetpack to reach a certain height (approximately 4,000... though the unit
of measure is not specified.) The surface is divided into a set of areas, each
appearing bordered by black, unlit spaces. This is only a limitation of the
engine; some of the boundaries can be crossed to enter a new area, while others
act as a barrier that saps energy - and, unfortunately, these may only be
determined via trial-and-error. Additionally, some subsurface tunnels are
accessible, and these generally run parallel to some of the surface areas. Each
area is a square of the same size, and each tunnel is a rectangle of the same
length.
Of course, as a sphere, the outer surface wraps around, both longitudinally and
laterally. The lateral wrapping may seem quite logical, but the longitudinal
wrapping may cause disorientation. The light side, positioned at the south
pole, is accessible by traveling south from most locations. However, at this
location, the compass will not work - and though the borders of this area all
lead to different locations, all of them represent a northern entrance to the
location. The subsurface tunnels follow this same pattern: an "equator tunnel"
runs laterally (east and west) around the equator of the planet, with a
"dark tunnel" branching northward (and, while appearing to continue straight,
wraps around into a southerly direction), and a "light tunnel" branching
southward (and, while appearing to continue straight, wraps around into a
northerly direction.) It would have been nice to have the graphics reflect the
curvature of the surfaces - but this feat was definitely beyond the
capabilities of the primitive Freescale engine!
In view of these properties of the moon of Tricuspid, here is a rough
two-dimensional map:
Surface Area
xxxxxxxxxxx xxxxxxxxxxx
x x x x
x Dark x (to Oberon | Canopus | (to Iapetus
x Side x Sector) | Walkway | Sector)
x 1 7 9 x x C x
xxxxxxxxxxx xxxxxxxxxxx
^
|
|
xxxxxxxxxxxxxxxxxxxxxxxx| |xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
x xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxx
x Thetys xxxxxxxxxxx Psyche xxxxxxxxxxx Pollux xxxxxxxxxxx Nereicl xxxxxxxxx
x Sector xxxxxxxxxxx Sector xxxxxxxxxxx Sector xxxxxxxxxxx Sector xxxxxxxxx
x C 3 D xxxxxxxxxxx 2 3 3 A xxxxxxxxxxx 3 R xxxxxxxxxxx 3 K xxxxxxxxx
x---------xxxxxxxxxxx---------xxxxxxxxxxx---------xxxxxxxxxxx---------xxxxxxxxx
| | | | | | | | |
|Ganymede | Iapetus | Sirius | Procyon |Fomalhaut| Umbriel | Titania |Oberon |
| | Sector | Sector | Sector | | Sector | Sector |Sector |
| 8 | 6 9 | 4 7 | 9 | | 9 | | 9 |
x---------xxxxxxxxxxx---------xxxxxxxxxxx---------xxxxxxxxxxx---------xxxxxxxxx
x xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxx
x Triton xxxxxxxxxxx Regulus xxxxxxxxxxxMonocerosxxxxxxxxxxx Antares xxxxxxxxx
x Sector xxxxxxxxxxx Sector xxxxxxxxxxx Sector xxxxxxxxxxx Sector xxxxxxxxx
x xxxxxxxxxxx 5 xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxx
x---------xxxxxxxxxxx---------xxxxxxxxxxx---------xxxxxxxxxxx---------xxxxxxxxx
| |_________ | |
| | | |
| +---------+ | |
| | | | |
|________________________| Light |____| |
| Side | |
| 9 | |
+---------+ |
|_______________________________|
1 = Zephyr One
2 = Crux Telepod
3 = Telepod Pad
4 = Callisto Store
5 = Ganymede Store
6 = Centauri Store
7 = Entrance to Canopus Walkway
8 = Exit from Canopus Walkway
9 = Entrance to Tunnels
C = Telepod Crystal
D = "D" letter symbol
A = "A" letter symbol
R = "R" letter symbol
K = "K" letter symbol
Subsurface Area
xxxxxxxxxxxxxxx
x Dark x
-------------| Tunnel |-------------
| x 1 x |
| xxxxxxxxxxxxxxx |
| |
xx-xx xx-xx
x x x x
Dark x x x x Dark
Tunnel x x x x Tunnel
x x x x
x x x x
xx-xx xx-xx
| |
| |
| |
xxxxxxxxxxxxx| |xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx| |xxxxxxxxxxxxxxxxxxxxxxx
Equator | Equator | Equator | Equator | Equator | Equator | Equator | Equator
Tunnel | Tunnel | Tunnel | Tunnel | Tunnel | Tunnel | Tunnel | Tunnel
5 | | 2 | | 3 | | 4 | C
xxxxxxxxxxxxx| |xxxxxxxxxxxxxxxxx| |xxxxxxxxxxxxxxxxx| |xxxxxxxxxxxxxxxxxxxxxxx
| | |
| | |
| | |
xx-xx xxxxxx| |xxxxxx xx-xx
x x x Io x x x
Light x x x Confinement x x x Light
Tunnel x 6 x x C x x x Tunnel
x x xxxxxxxxxxxxxxx x x
x x x x
xx-xx xx-xx
| |
| xxxxxxxxxxxxxxx |
| x Light x |
-------------| Tunnel |-------------
x 7 x
xxxxxxxxxxxxxxx
1 = Hatch to Dark Side
2 = Hatch to Procyon Sector
3 = Hatch to Umbriel Sector
4 = Hatch to Oberon Sector
5 = Hatch to Iapetus Sector
6 = Hatch to Ganymede Store
7 = Hatch to Light Side
C = Telepod Crystal
---
3.2 ECD MAP
Here is the best representation of a map of the ECD connections in ASCII
graphics (or at least, the best that I can do =) ) ... the rooms are laid out
the same as above, but with other information eliminated. Some liberties have
been taken with repositioning items to fit the available space, and positions
might not be to scale - but in general, this map should be pretty easy to use.
Each circle represents an ECD. The + symbols represent a crossing of two power
lines.
xxxxxxxxxxx
x x
x Dark x
x Side o------------------
x x |
xxxxxxxxxxx |
|
|
|
xxxxxxxxxxxxxxxxxxxxxxxx| |xxxxxxxxxxxxxxxxxxx|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
x xxxxxxxxxxx xxxxxxxxxxx | xxxxxxxxxxx o xxxxxxxxx
x Thetys xxxxxxxxxxx Psyche xxxxxxxxxxx o xxxxxxxxxxx /| xxxxxxxxx
x Sector xxxxxxxxxxx Sector xxxxxxxxxxx | xxxxxxxxxxx / | xxxxxxxxx
x xxxxxxxxxxx xxxxxxxxxxx | xxxxxxxxxxx / | xxxxxxxxx
x---------xxxxxxxxxxx---------xxxxxxxxxxx-----|---xxxxxxxxxxx--/---|--xxxxxxxxx
| | | ----------------o--------o------o | | |
|Ganymede | Iapetus | /| | | o | | o-----o-o |
| | Sector | o--+--------------o--+-+------o | o | |
| | | o | | | | | | | | | |
x---------xxxxxxxxxxx-------|-xxxxxxxxxxx--|--|-|-xxxxxxxxxxx----|----xxxxxxxxx
x xxxxxxxxxxx | xxxxxxxxxxx | | | xxxxxxxxxxx | xxxxxxxxx
x o xxxxxxxxxxx | xxxxxxxxxxx | | | xxxxxxxxxxx o o xxxxxxxxx
x o xxxxxxxxxxx | xxxxxxxxxxx o | o xxxxxxxxxxx o xxxxxxxxx
x o xxxxxxxxxxx | xxxxxxxxxxx | | | xxxxxxxxxxx / | xxxxxxxxx
x--|------xxxxxxxxxxx-------|-xxxxxxxxxxx--|--|-|-xxxxxxxxxxx-/--|----xxxxxxxxx
| | | | | / /
| ---------- | | | / /
| | | | | / /
| +------|--+ | | | / /
| |------o ----- | | / /
| || ___________| | / /
| || / | | / /
----------------------------+-o--------------- / /
+|--\-----+ / /
| \________________/ /
\_____________________/
---
3.3 AREA DESCRIPTIONS
These areas are described as existing in one of three zones. "Dark side" areas
are north of the equator, and can only be traversed north and south. "Light
side" areas are south of the equator, and except for the actual Light Side
area (representing the south pole of Tricuspid), can only be traversed north
and south. "Equator" areas are positioned along the latitude equator, and can
be traversed east and west (each leading to another equator area.) Some of the
equator areas may also be traversed north and south to reach a dark side area
and a light side area respectively, while other equator areas feature invisible
barriers to the north and south.
ANTARES SECTOR
This light side surface area is located to the osuth of Titania Sector.
Walking north returns the player to Titania Sector, and walking south leads to
the Light Side.
This area contains a large purple platform hovering a few feet above the
ground. The player may crouch to crawl under the platform, or may jetpack onto
the platform and walk across it (but falling off of it on the other side is
fatal!) Additionally, at the northeast corner of the platform is a small red
block that serves as a step to reach the platform.
Atop the platform are three ECDs. As can be seen underneath the platform, the
power grid actually runs vertically from the center of the ground in this area
through the platform in order to reach the ECDs. All three ECDs on the platform
are connected through this conduit to all three power lines entering this area.
CALLISTO STORE
This area comprises the interior of the large, low building in Sirius Sector.
The main chamber of this interior area, accessed from the side ground-level
door, contains four objects: a fuel column, a power symbol, an exchanger, and a
powerporter that deposits the player in Iapetus Sector on top of the Canopus
Walkway. A doorway leads out of this chamber and back to Sirius Sector.
A second entrance to Callisto Store later appears as a hatch accessible from
the roof. This hatch leads to a second chamber within Callisto Store which may
be empty, or which may contain a small red block. Shooting this block causes it
to disappear. However, several aspects of this sequence are unknown, including
(1) the trigger causing the appearance of the ceiling hatch, (2) the trigger
causing the appearance of the small red block, and (3) the effect of shooting
the red block (this appears to have no effect upon the game world.) This second
chamber always features a ceiling hatch leading out of this chamber and back
to Sirius Sector.
CANOPUS WALKWAY
This area comprises the interior of a raised, covered walkway that bridges
a first tall, vertical tunnel (featuring an entrance to this area) positioned
in Sirius Sector and a second tall, vertical tunnel (featuring a one-way exit
from this area) in Ganymede.
Positioned in the horizontal portion of this area is the first telepod
crystal. Also, near the top of each vertical column, against the outer wall,
is positioned a power symbol.
CENTAURI STORE
This area comprises the interior of the long, low building in Iapetus Sector.
This area has two separate chambers - a south chamber and a north chamber -
each accessible through a different external doorway (and without any
communicating passage therebetween.)
Along the back wall of the north chamber are two fuel columns and an
exchanger. On each side wall is a power symbol. An exit leads back to Iapetus
Sector.
The south chamber features four powerporters. From left to right (when
oriented upon entering this chamber), these powerporters deposit the player in
Titania Sector, Dark Side (but only temporarily, with a prompt return to the
same chamber of Centauri Store), Ganymede, and Fomalhaut.
CRUX TELEPOD
This small chamber is the interior of a machine that can teleport the player
to various locations. It is initially found in the southeast portion of Psyche
Sector. The telepod features two machines against the back wall (inoperative)
and, in the center, a tall machine with a platform. Upon the platform are four
black squares where four telepod crystals, once collected, appear. Each telepod
crystal appears on a particular black square automatically once the player has
located and collected it.
The crux telepod may be operated by shooting one of the telepod crystals.
This causes the crux telepod to move to one of the four telepod pads near the
Zephyr One security building. Shooting the top of the machine (above the
horizontal platform) causes it to return to the telepod pad in the southeast
portion of Psyche Sector. The crux telepod costs no power to operate and may be
operated an indefinite number of times.
DARK SIDE
This surface area is located at the north pole of Tricuspid. It is the home
of the Zephyr One weapon, the objective of the game. It is accessible only via
the door in the wall of the security building in Psyche Sector, which is locked
until all four letter symbols are collected. It may also be accessed by rising
through the ceiling hatch in Dark Tunnel, or by using one of the powerporters
in Centauri Store - but in both cases, the player is almost instantly
teleported out of this area. A small hatch in one corner of this area leads
down to the Dark Tunnel (but this is a one-way trip - even if all four letter
symbols have been collected!)
Zephyr One features a small ground-level doorway, but access is not
permitted. Four large pylons are also present in each corner of the area. The
final ECD is also present here.
Upon losing the game (through death, timeout, or simple termination), the
player is presented with a view of this area showing the Zephyr One fully
charging up and then firing a brilliant white beam upward for a few moments,
resulting in the destruction of Evath.
Upon deactivating this ECD in addition to the others, the player is presented
with a view of Zephyr One in this area being dismantled piece by piece,
followed by a victory message.
DARK TUNNEL
The Dark Tunnel stretches directly under the Dark Side of Tricuspid, and
stretches from one side of the Equator Tunnel to the other. This tunnel exists
as three long areas colored in shades of blue (reversed from those of the Light
Tunnel, and appearing somewhat darker.)
In the center area of the Dark Tunnel is a ceiling hatch leading up to the
Dark Side. However, if the player enters the Dark Side from this ceiling hatch,
the player only catches a glimpse of the Dark Side, and then is forced back
through the hatch and into the Dark Tunnel.
Both ends of the Dark Tunnel are accessible from northern-facing doors at
opposite segments of the Equator Tunnel. The compass malfunctions in this area,
and emerging from either end into the Equator Tunnel results in the player
facing southward (and facing a door to the Light Tunnel.)
EQUATOR TUNNEL
This long tunnel area comprises eight connecting segments running east to
west, directly underneath the eight equator surface areas of Tricuspid. Each
tunnel features a door at each end that leads to another section of the Equator
Tunnel. Because the Equator Tunnel is oriented as a ring, starting in a
particular segment and walking eight segments in a row leads the player back to
the same segment.
Four alternating sections of this tunnel (positioned below Iapetus Sector,
Procyon Sector, Umbriel Sector, and Oberon Sector) feature a ceiling hatch that
leads upward to the corresponding equator surface area.
Two of the segments of the Equator Tunnel (positioned as opposing segments
below Sirius and Titania) feature a set of opposing doors to the north and
south, leading, respectively, to the Dark Tunnel and the Light Tunnel. These
tunnels wrap around the north and south poles of Tricuspid, so entering one
doorway and traveling through all three segments of the longitudinal tunnel
deposits the player (facing the opposite direction) just outside the other
entrance to the same tunnel.
One segment of the Equator Tunnel (below Fomalhaut) contains a single
south-facing door. However, attempting to enter this doorway produces an
"Access Denied" message. This door is the exit from Io Confinement.
The eighth segment (below Ganymede) is initially unremarkable. However, at
some point, between the two ceiling lamps that decorate every tunnel segment,
a third ceiling lamp appears therebetween that looks slightly different. (It is
not known what triggers the appearance of this ceiling lamp.) In fact, this
ceiling lamp is the fourth telepod crystal in disguise. Shooting it with the
laser pistol causes it to descend a bit, and the player may collect it by
touching it. (This took me HOURS to find!)
FOMALHAUT
This equator surface area features only three ECDs. One ECD, featuring a
large grey and yellow base, has four connections to other ECDs (and is
therefore difficult to disable), but the other two have fewer connections.
Walking north, east, south, and west from this area leads resepctively to
Pollux Sector, Umbriel Sector, Monoceros, and Procyon Sector. However, walking
east into Umbriel Sector may cause the player to be caught and sent to Io
Confinement if the west-facing satellite dish in Umbriel Sector has not been
disabled.
GANYMEDE
This equator surface area is quite dangerous. It primarily consists of a
brown surface that damages the player when walking upon it. The eastern border
of this area comprises a small strip of harmless ground (a grassy strip?) in
front of a tall, long orange wall with a center entrance that leads to Iapetus
Sector. A narrow, raised beam serves as a bridge from the grassy strip the
harmful brown surface toward the west, and walking or flying across the western
border leads to Oberon Sector. Walking north leads to Thetys Sector, and
walking south leads to Triton Sector.
Two plexors are present in this area. The first plexor guards the western
edge of the narrow, raised beam. Shooting this plexor causes it to vanish for a
moment and then reappear, which is not much use. It may be bypassed by flying
over or past it (but getting too close permits it to attack.) The second plexor
is positioned in the southeast portion of this area, facing north, and will
attack anyone in the vicinity of the door in the eastern wall. However, this
plexor is positioned below a large blue beam extending out of the eastern
wall and supported by a single grey column. Shooting the column causes it to
vanish and the blue beam to fall and crush the plexor, leaving behind some
black spots in the ground (scorched grass from an explosion, or a crater?)
Along the northern portion of the eastern wall is another ground-level door.
However, attempting to enter this door produces an "Access Denied" message.
This door is the exit from the Canopus Walkway, which may be netered from
Iapetus Sector.
GANYMEDE STORE
This interior area is located within a building in Regulus Sector. A low blue
table is present in the center of the room, and along the back wall are two
fuel columns and a power symbol. The exit south leads back out to Regulus
Sector.
The southeast portion of this area features a small cutout. By crouching, the
player may pass through this cutout into a hidden portion of Ganymede Store.
This portion includes another fuel column, and a hatchet symbol on the wall.
The hatchet symbol does nothing - it simply animates with a chopping motion if
shot, but has no effect. The floor of this area features a blue patch (a rug?),
which, when shot, vanishes to reveal a hatch in the floor. This hatch leads
down to the Light Tunnel - but it is a one-way trip (attempting to climb back
up through the same hatch results in an "Access Denied" message.) The blue area
also returns upon leaving this room (probably blocking reentry via the hatch.)
NOTE: Shooting this blue patch will cause the fuel column to vanish, so be sure
to retrieve the fuel column before using this exit.
IAPETUS SECTOR
This equator surface area is bordered to the east and west by two long, tall
blue walls. The east wall includes a triangle cutout that the player may fly
through to reach Sirius Sector. The west wall includes a ground-level door
leading to Ganymede.
Running north to south through the center of this area is a shallow trench
colored blue (a river?) Stepping on this area damages the player.
The north portion of this area features a long, raised walkway supported by
three large white pillars. This walkway canot be accessed from this area, but
can be entered from Sirius Sector. However, the powerporter in the Callisto
Store, when activated, deposits the player atop the walkway, and the player
must use the jetpack to descend without incurring a fatal plunge into the
river.
The south portion of this area, on the east side of the river, features a
long, low building. The east portion of this building features an entrance (to
the south) and a blue slab (to the north.) Shooting the blue slab causes a
second entrance to appear, which leads to the north half of Centauri Store.
Approaching the south entrance by foot causes it to vanish upon getting too
close - but the entrance reappears upon backing up. Instead, the player may
traverse this portal by using the jetpack. The player need not even be
airborne, but can simply activate the jetpack (barely hovering off the ground)
and head straight into the doorway without any lift. This approach causes the
door to remain and not to vanish, and the doorway leads to the south half of
Centauri Store.
The southwest portion of this area, on the west side of the river, features a
low purple and red platform hovering close to the ground. The player may crouch
and crawl under the platform to find a hatch leading down to the Equator
Tunnel.
IO CONFINEMENT
This small prison room is adjacent to a segment of the Equator Tunnel. The
player is sent here upon getting too close to one of the satellite dishes
in Umbriel Sector or Procyon Sector (if they are not disabled.)
This room contains two bunk beds and a desk, which are simple decorations.
The room also contains an exit, which is initially blocked (and displays the
message "PAY FOR RELEASE" upon shooting the blocked door with the laser
pistol.) To each side of the door is a machine that will accept payment for
release. Shooting the left machine causes a unit of fuel to be drained, and
shooting the right machine causes a unit of shield power to be drained. After
ten units of energy (of either type or in combination) are paid, the door opens
and allows the player to exit into the Equator Tunnel. This room cannot be
entered from the Equator Tunnel. (Upon leaving this room, it may be helpful to
turn right [east], walk to the next Equator Tunnel segment, rise through the
ceiling hatch into the center of Umbriel Sector, and disable both satellite
dishes in this area in order to prevent further capture.)
However, this room serves an important role: to the right of the machines is
a purple pyramid - the second telepod crystal. It can be collected simply by
touching it.
LIGHT SIDE
The Light Side surface area is positioned at the southern pole of Tricuspid.
It is a large, white area featuring two large ECDs. Becuase this area is
located at the south pole, the compass malfunctions in this area, and every
border is in fact a northward border of this area. The borders lead, in
clockwise order, to Regulus Sector, Monoceros, Antares Sector, and Triton
Sector. However, it may be helpful to observe that each ECD features a long
shadow pointing toward the Regulus Sector border.
The ECDs in this area are very well-connected, respectively featuring three
and four connections, and may be difficult to disable.
At the tip of the shadow of one ECD is a hatch leading down to the Light
Tunnel.
LIGHT TUNNEL
The Light Tunnel stretches directly under the Light Side of Tricuspid, and
stretches from one side of the Equator Tunnel to the other. This tunnel exists
as three long areas colored in shades of bright blue and white, and each having
a door at each end. In the center area is a ceiling hatch leading up to the
Light Side.
A second ceiling hatch is positioned near one of the doors exiting the Light
Side Tunnel. This ceiling hatch is directly below Regulus Sector. This ceiling
hatch is the exit point of the floor hatch in Ganymede Store. However,
attempting to use the jetpack to rise through this ceiling hatch results in an
"Access Denied" message (because the blue patch [a rug?] covering the floor
hatch in Ganymede Store reappears as soon as the player uses the hatch.)
Both ends of the Light Tunnel are accessible from southern-facing doors at
opposite segments of the Equator Tunnel. The compass malfunctions in this area,
and emerging from either end into the Equator Tunnel results in the player
facing northward (and facing a door to the Dark Tunnel.)
MONOCEROS
This light side surface area contains only two ECDs. Walking south leads to
Light Side, and walking north leads to Fomalhaut.
NEREICL SECTOR
This dark side surface area is bordered to the north by one wall of the
Zephyr One security building, with the letter "K" symbol. An invisible barrier
separates the southern portion of this sector from the portion near the
building. A single ECD is also positioned here, as well as a telepod pad in the
northwest portion of this area. Walking south leads to Titania Sector.
Near the eastern portion of this wall of the security building is a tall blue
slab. This slab is impervious to manipulation, but behind it are an ECD and a
fuel column. These items are ordinarily blocked from view, but may be seen
by standing at the western edge of this area, and the ECD may be disabled from
this vantage point. However, the fuel column can only be reached by traveling
to the northern portion of this area via the telepod.
OBERON SECTOR
This equator surface area contains very little of interest - only two ECDs
and a blue block at the eastern border. Walking east leads to Ganymede, and
walking west leads to Triton Sector. A hatch near the base of the east ECD
leads down to the Equator Tunnel.
The blue block is, in fact, the back side of a plexor positioned at the
western edge of Ganymede. However, it cannot be manipulated (shooting and
pushing it have no effect.) Moreover, care should be taken when leaving
Oberon Sector to the east, as much of Ganymede contains a low brown area that
damages the player. It may be helpful to activate the jetpack before leaving
Oberon Sector in this direction (and, even better, to leave in the southern
portion the eastern border - away from the blue block - in order to emerge in
Ganymede outside of the attack range of the plexor.)
POLLUX SECTOR
This dark side surface area is bordered to the north by one wall of the
Zephyr One security building, with the letter "R" symbol. An invisible barrier
separates the southern portion of this sector from the portion near the
building. A single ECD is also positioned here, as well as a telepod pad in the
northwest portion of the area (behind the invisible barrier.) Walking south
leads to Fomalhaut.
PROCYON SECTOR
This equator surface area contains a single ECD and a plexor that may be
destroyed by shooting it from the front with a laser pistol. The northwest
portion of this area also features a satellite dish positioned high on a post.
Getting too close to this satellite dish causes the player to be sent to Io
Confinement, but the dish may be permanently disabled by shooting it with the
laser pistol.
This area also features a large blue mound. The top of the mound features a
hatch leading down to the Equator Tunnel. Walking east leads to Fomalhaut, and
walking west leads to Sirius Sector.
PSYCHE SECTOR
This dark side surface area is bordered to the north by one wall of the
Zephyr One security building, with the letter "A" symbol. An invisible barrier
separates the southern portion of this sector from the portion near the
building. Walking south leads to Sirius Sector.
The wall of the building in this area also features a huge black display,
where all collected letter symbols are displayed. Below the display is a blue
wall. When all four letter symbols are collected, the blue wall separates into
two sections to present an entrance to the dark side area. A wide path leads up
to the blue wall (but the player cannot actually walk the length of this path,
as the invisible barrier bisects it.)
The southeast portion of this area features a telepod pad and, initially, the
crux telepod. The crux telepod is on the near side of the invisible barrier,
and thus is accessible from the start of the game. However, the northwest
portion of this area (on the other side of the barrier) also features a telepod
pad, which may be reached by operating the crux telepod with the third telepod
crystal.
REGULUS SECTOR
This light side surface area is the starting point of the Dark Side adventure.
It is an outdoor area featuring an assortment of objects, including a few trees,
a building, a plexor, a cubic frame featuring an odd artifact, and a long wall
to the south. Exiting north from this area leads to Sirius Sector, and exiting
south leads to the Light Side.
The plexor in the northwest portion of this area can be destroyed by
attacking it from the front (and preferably at a distance to avoid
counter-attack.) A few shots from the laser pistol will be sufficient to cause
it to vanish. However, it will reappear approximately 10 seconds later.
Eventually, the plexor will stop reappearing when destroyed. (Not sure what
triggers this.)
The artifact in the southwest portion of this area is positioned within a
cubic frame. With every step the player takes, the artifact toggles between an
exchanger (which can be used to exchange energy) and a powerporter (which leads
to Psyche Sector if activated.)
The portion of the building facing the player features a blue slab, which,
when shot, permanently vanishes to reveal an entrance. This entrance leads to
the Ganymede Store.
The southern exit from this area is blocked by a large, tall grey wall.
However, in the southeast portion of this area is a small red and white block.
Shooting this block causes the grey wall to vanish, and shooting it again
causes it to reappear. (I have no idea why the player might want to bring it
back, as it is nothing more than a hindrance.)
SIRIUS SECTOR
This equator surface area features two ECDs and a long, tall wall along the
western border with a triangular cutout positioned high on the wall. Flying
through this cutout leads west to Iapetus Sector. Walking south, east, or north
lead respectively to Regulus Sector, Procyon Sector, and Psyche Sector.
The northern portion of the wall to the west features a vertical column with
two features: a large grey slab at ground level, and a grey beam positioned
above the grey slab. Shooting the grey slab causes it to vanish revealing an
entrance, but the slab reappears almost immediately to deny entry. The grey
beam is initially positioned horizontally, but shooting it with the laser
pistol causes it to rotate to a vertical orientation, and shooting it again
causes it to rotate back to a horizontal orientation. Shooting this beam
periodically does nothing. However, shooting it many times in a row (e.g.,
positioning the targeting reticle over the center and holdign down the fire
button) causes the beam to rotate many times and then vanish, taking the grey
slab with it. The revealed entrance leads to the Canopus Walkway.
The east portion of this area features a long, low building. Initially, the
building has no entrances, but a small green and white block positioned along
the southern exterior wall of the building may be shot with the laser pistol to
reveal an entrance leading to the eastern portion of Callisto Store.
At some point, a second entrance to the Callisto Store may appear in the form
of a hatch positioned upon the roof of the building. This hatch leads to a
second chamber in Callisto Store. However, it is unknown what causes this
second hatch to appear.
The northwest portion of this area features a plexor. This plexor may be
destroyed with the laser pistol. However, it is a little more hardy than
others - the first two hits from the laser pistol cause it to move backward,
while the third hit causes it to fall into two pieces.
THETYS SECTOR
This dark side surface area is bordered to the north by one wall of the
Zephyr One security building, with the letter "D" symbol. An invisible barrier
separates the southern portion of this sector from the portion near the
building. A telepod pad is located in the northwest corner of this sector.
Walking south leads to Ganymede.
The southwest corner of this sector contains a large shed with a small
entrance. Positioned just within the entrance is a plexor that will attack when
the player is close to the entrance and within line of sight. The plexor can be
destroyed by shooting it with the laser pistol (and can be attacked from a
distance, outside of its attack range.) Inside the shed are three fuel columns.
Sitting on the ground in the northeast, just underneath the letter "D" symbol
and near the wall of the security building, is the third telepod crystal.
However, the invisible barrier prevents direct access to the telepod crystal.
Instead, the first telepod crystal must be used with the crux telepod, which
causes it to appear in the northwest corner of this sector (on the other side
of the invisible barrier.) The player may retrieve the third telepod crystal as
well as the letter "D" symbol.
TITANIA SECTOR
This equator surface area features three ECDs - one having only one
connection (and being easily disabled), and two having two connections.
However, this area slowly saps the player's shield power. (It is unknown what
causes this zapping - perhaps radioactivity?)
Walking north, east, south, and west leads the player respectively to Nereicl
Sector, Oberon Sector, Antares Sector, and Umbriel Sector. However, traveling
west into Umbriel Sector may cause the player to be caught and transported to
Io Confinement if the east-facing satellite dish in Umbriel Sector has not been
disabled.
TRITON SECTOR
This light side surface area is positioned to the south of Ganymede. Walking
north leads back to Ganymede, and walking south leads to the Light Side.
This area contains three ECDs (positioned in a line, and all connected, with
one ECD positioned at the end of the line.) This is a prime opportunity to
knock off three ECDs in rapid succession and significantly reduce the rate of
powering of the Zephyr One weapon.
This area also contains a large blue sphinx. However, this sphinx does
nothing. (I've sent a LONG time exploring the exterior surface in every
imaginable way looking for an entrance or a manipulable surface - nothing!)
UMBRIEL SECTOR
This equator surface area features two ECDs, as well as a hatch leading down
to the Equator Tunnel. The east border leads to Titania Sector, and the west
border leads to Fomalhaut.
This area features two satellite dishes positioned high upon two posts - one
at the eastern border of this area facing eastward, and the other at the
western border of this area facing westward. Getting too close to the base of
either satellite dish (either while trying to exit this area, or upon entering
this area from either Fomalhaut or Titania Sector) causes the player to be
transported to Io Confinement! In fact, the player should endure this
experience once in order to retrieve the second telepod crystal from Io
Confinement (as this capture is the only way to enter Io Confinement.) However,
subsequent captures will only serve to drain the player's energy reserves.
Therefore, it is helpful to enter this area in a safe way (e.g., upon emerging
from Io Confinement into the Equator Tunnel, turn right [eastward], walk
through to the next tunnel segment, and rise through the ceiling hatch to
emerge in the center of Umbriel Sector), and then shoot each satellite dish to
disable it permanently.
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4. UNANSWERED QUESTIONS
The following questions remain unanswered as of this version of the FAQ:
* What is the purpose of the hatchet symbol in Ganymede Store? (Shooting this
symbol causes it to animate in a chopping motion, but no obvious effect upon
the game world of Dark Side is apparent.)
* What triggers the appearance of the hatch on top of the building in Sirius
Store leading down to Callisto Store? (This hatch does not appear on the roof
at the beginning of the game.)
* What triggers the appearance of the small red block in the chamber of
Callisto Store that is accessible through this roof hatch? (The block does not
always appear here upon first entering this chamber.)
* What does shooting the small red block in Callisto Store do? (No directly
correlated change in the Dark Side game world is apparent.)
* What triggers the appearance of the third lamp in the Equator Tunnel that
represents the hidden fourth telepod crystal? (This lamp is not present in the
tunnel segment at the start of the game.)
* What is the meaning or purpose of the huge sphinx statue in Triton Sector?
(Or is it just a plug for Total Eclipse? :) )
* What is the purpose of the door leading into the Zephyr One weapon?
It's possible that these questions have no answer, or that one question answers
another (e.g., the chopping hatchet may cause the third lamp to appear.) Or,
some of these questions may have no answers (e.g., the red block in Callisto
Store may do nothing - perhaps it's a remnant of a puzzle that was not included
in the final implementation of Dark Side.)
If you have any information about these questions, please email me! Thanks!
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5. TRIVIA
The name of the moon, "Tricuspid," is, of course, the name of a type of tooth
in the human mouth.
The name of the weapon, Zephyr One, also appears in the mailing address of
Incentive Software Ltd. listed in the manual for the game. It's unknown whether
this part of the address is simply a reference to the game, or is a part of the
physical mailing address of the company that the developers stole for use in
the game!
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6. REVISION HISTORY
v1.0 - First version.
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7. CREDITS
This FAQ was written by David J. Stein, Esq. in the Spring of 2010.
Special thanks to:
The fine folks at Incentive Software Ltd. - for creating this cool game.
Starbucks - the sine qua non of this FAQ.
Contact Info: Please feel free to contact me at
[email protected] with
information about this game. Be sure to include "Dark Side" in the subject
line - otherwise, your message will probably get eaten by my spam filters.
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