Blake Stone: Planet Strike
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2005 Andrew K.K. Ah New

*********************************************
***ENGINE***
Seems very similar to Wolfenstein 3d's:
-All floors are the same height
-All ceilings are the same height
-No ducking, jumping, etc.
-Levels are made using 4-sided 'blocks' and 2-sided doors
-All blocks are the same length
-Pushblocks
-Levels have a maximum space of 64*64 blocks
-One type of ammunition is common to all ammo-using weapons
-Points
-A finite number of lives

BS:PS's engine has some improvements on Wolfenstein 3d's engine:
-Floor and ceiling textures
-Diminishing light (farther parts of the level are darker than closer
parts)
-A map
-Ability to reenter a level...
-...in the condition in which it was exited
-Ability to talk with some actors
-Some extra buttons
-Ability to destroy doors

***CONTROLS***
Up: Move forward
Down: Move backward
Left: Turn left
Right: Turn right
Q: Quick rotate 90 degrees left
W/Enter: Quick rotate 180 degrees right
E: Quick rotate 90 degrees right
Alt+left/right: Strafe left/right
RightShift+direction: Faster movement
Spacebar: Use
Ctrl: Fire weapon
Tab: Display the Mission Stats box
+: Increase radar magnification
-: Decrease radar magnification
I: Toggle Attack Information
F: Toggle floor
C: Toggle ceiling
L: Toggle lighting
H: Toggle heartbeat
M: Toggle music
S: Toggle sounds
Esc: Main Menu
F1: Help section
F2: Save section
F3: Load section
F4: Sound options section
F5: View options section
F6: Controls options section
F7: End the current game
F8: Quick Save
F9: Quick Load
F10: Quit 'Blake Stone: Planet Strike'
P/Pause: Pause the game (press any key to unpause)

***MAP***
-The map in this game is constantly displayed where the EKG was in the
previous game
-The map is auto-rotating and has three levels of magnification, each
progressive level showing more detail and less area:
 1x: Unlike the map in BS:AoG, which showed the entire 64*64 space
     that the level was in, the lowest level of magnification only
     allows you to see a portion of where you are.
     The full map can be seen in the area select screen
 2x: This shows other actors (as multi-colored dots)
 4x: This shows pushwalls (as light blue dots)
-4x uses charge faster than 2x does. 1x does not use charge.
-Colors:
-Many of these can only be seen using cheats
 -Specifically, the 'Show PWalls' and 'Show Actors' cheats
-(Hue.Saturation.Luminosity|Red.Green.Blue)
Areas
 Green (80.240.64|0.136.0): seen
 (80.240.30|0.64.0): unseen
Doors (dots)
 Light green (80.205.97|15.192.15): unlocked
 (0.205.97|191.15.15): locked
 Light blue (118.174.109|32.199.192): pushwall
Actors (dots)
 -Dripping vents no longer appear
 -Flickering lights no longer appear
 White (141.240.233|240.247.255): Player
 (0.240.113|240.0.0): Key
 (20.137.135|207.143.79): Security Cube (Both destroyed and intact)
 (0.240.113|240.0.0): Detonator
 (20.171.105|192.111.32): Volatile Transport?
 (38.150.120|207.200.48): Toxic
 (20.150.120|207.127.48): Active PerScan Drone
 (2.240.68|144.7.0): Ceiling turret
 (2.150.120|207.55.48): Plasma Sphere
 (238.219.86|175.8.15): Bio-Tech (both friend and foe)
 (0.240.60|128.0.0): Sector Guard (visible and invisible)
 (0.137.135|207.79.79): Tech Warrior (visible and invisible)
 (20.240.68|144.72.0): Alien Protector (unfeinting and feinting)
 (20.130.143|208.152.96): Spider Mutant (visible, invisible?)
 (20.159.195|239.207.176): Reptilian Warrior (visible and invisible)
 (43.240.8|15.16.0): Column that turns into Reptilian Warrior
 (23.135.173|224.191.144): Cyborg Warrior (visible and invisible)
 (40.123.180|224.224.159): (pod egg)
 (0.205.97|191.15.15): Pod Alien
 (34.240.22|47.40.0): Acid Dragon (visible, invisible?)
 (36.240.30|63.56.0): Bio-Mech Guardian
 (17.144.165|223.168.127): Breather Beast
 (20.240.60|128.64.0): Fluid Alien (puddle and tentacle)
 (16.240.37|79.32.0): XGA
 (0.149.195|239.176.176): (scrawny) XGA tube
 (14.240.22|47.16.0): (scrawny) XGA
 (40.240.37|79.79.0): The Giant Stalker

***Floor Stats***
-All but Mission Rating are for the floor that you are on
Total Points: Starts at 0%. Consists of treasure points and kill points
Informants Alive: Starts at 100% (if there are friendly informants) or
N/A (if there aren't)
Enemy Destroyed: Starts at 0%
Floor Rating: (TP+IA+ED)/3. Starts at 33% (if there are informants)
Mission Rating: Average of FR of floors 1-20. Starts at 33%

***ITEMS***
Keys: These are used once
Red (left)
Yellow (middle)
Blue (right)
Food
Water Bowl (5%)
Candy Bar (8%)
Sandwich (10%)
Raw Meat (15%)
Steak (20%)
First Aid Kit (30%)
Tokens (Start off with 1, 25 max)
Silver (1)
Gold (5)
Given (5)
Ammo Charge Units (1-38:red, 39-100:yellow): Starts at 8%
Found (8 units)
Dropped (8 units - (# used))
Given (1-8 units)
-Ammo can now be destroyed by blasts from:
 Weapons 5&6
 APD explosions
 Other ammo detonating?
Radar power packs (1-?:red, ?-42:yellow)
-Starts at 0 bars
-Each pack replenishes 2 bars
Treasures
Money Bag (100 pts)
Loot (500 pts)
Gold (250-1000 pts)
 1 bar (250 pts)
 2 bars (500 pts)
 3 bars (750 pts)
 5 bars (1000 pts)
Xylan Orb (5000pts)
Block surfaces: These can be 'use'd
Food Units: These take in tokens and dispense food. They have limited
 supplies.
 -Food
 -Drink
Barrier Switches: Blue walls with red triangles on the sides and a
 switch down the center. These toggle stationary sprites (see below) on
 indicated levels.
Teleporting units: These will warp you within/between levels.
Stationary sprites
Teleport security cube: Destroying this opens up the next floor.
Posts: Wide columns. These are impassable. Some morph into enemies when shot
       or when you are close by.
Arcs: Columns of electricity. These damage anything that touches them.
Locks: These open/close by 'hidden trigger devices'. They will hurt
 you if they close on top of you.
Spikes: These open/close by 'hidden trigger devices'. They will hurt
 you if they close on top of you.
Cargo Crates: Green boxes with an upward arrow and "up" on the left
 side. Some of these can be shot to reveal items.
Metal Cylinders: Some of these can be shot to reveal enemies.
Volatile Transports: White cylinders that often break when shot.
 They often drop slime on the ground that will damage you if you
 touch it.

***WEAPONS***
1. Auto-Charge Pistol
  -Does not use ammo
  -Silent (will not alert enemies)
2. Slow-Fire Protector
  -Uses 1% per blast
3. Rapid Assault Weapon
  -Uses 1% per blast
4. Dual Neutron Disrupter
  -Uses 1% per blast
5. Plasma Discharge Unit
  -Blasts do not hurt you
  -Limited range
  -Uses 4% per blast
6. Anti-Plasma Cannon
  -Blasts do not hurt you
  -Can destroy doors (except doors locked from one side)
  -Uses 8% per blast
~. Fission Detonator
  -Used to destroy the teleport security cube
  -Also dropped by 'use'ing the cube
  -Blasts do not hurt you, but they can kill any informants close by

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***ENEMIES***
-The first quote is the enemy's activation sound
-The second quote is the enemy's death sound

Active PerScan Drones
-Silver/white metal balls that float around.
-When they get close to you, they will self-destruct and hurt any
 actors (including you, enemies, and informants) close by.

Ceiling Mounted Gun Turrets
-Domes hanging from the ceilings.
-Can only be hit by weapons 3 and 4
-Can be passed under by the player

Plasma Sphere
-Blue spheres with electricity in them.
-These fly in straight diagonal lines and bounce off walls.
-They hurt you if you come into contact with them.
-They will pass right through you.

Bio-Technician
-Men wearing white lab coats.
-These can be friend or foe.
 -Foes will attack you if you talk to them or...?
  -Can drop ammo when killed.
  -Can drop tokens when killed.
 -Friends will give you hints, tokens, or ammo when you 'use' them.

Sector Guards
-Humanoids with yellow suits and dark violet heads.
-They use (and drop) Slow-Fire Protectors.

Tech Warriors
-Humanoids with dark blue suits and grey faces.
-They use (and drop) Rapid Assault Rifles.

Alien Protectors
-Humanoids wearing dark green suits with blue vests and yellowish faces.
-They sometimes feign death (they have no blood when they do this)
 and get back up.

Spider Mutant (visible, invisible?)

Reptilian Warrior (visible and invisible)
-These can be disguised as columns

Cyborg Warrior (visible and invisible)
-Robot with a reptilian head

Pod Alien
-Green/orange. Looks like it's got a crustacean on its head. Also has
 flabby skin.
-These can come out of green eggs with yellow goo dripping from them.
-Not all pods contain aliens.

Acid Dragon (visible, invisible?)

Bio-Mech Guardian
-Robot with a brain-in-a-fishbowl for a head

Breather Beast
-Green monster with dreads coming out of its mouth

Fluid Alien
-Has two forms: a puddle on the ground and a tentacle/blob made of water

XGA

(scrawny) XGA
-These sometimes come out from test tubes
-Not all test tubes contain these

Experimental Mutant Human
-Bulky humanoid with grey skin and tattered white clothes

The Giant Stalker
-Green-skinned hulk in grey spacesuit.

Crawler Beast
-Crawling green beast with tail and grey head

Dr. Goldfire
-Grey-haired man in a blue tuxedo

Morphed Dr. Goldfire
-Green-skinned humanoid with red wings and blue horns
-Shoots projectiles in all directions at once

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***LEVELS***
-Every floor has a teleport wall that serves as the 'elevator'.
-Some floors have secret teleport walls that lead to secret levels
-You must destroy the red cube on one floor to procede to the next.
x Name

-Note1
-Statics: x/x/x/x
-Enemies:
  All Lvl1+Lvl3+Lvl4=Maximum
-Items:
-Walls/Doors:
  W x
  D x
-Points
  TP x
  IA x
  ED x
-Col/Tex/Shade
 Top Cel Div
 Bot Flr Max

1 Transport Arrival Area
-Walls/Doors:
  W ?
  D 7
-Col/Tex/Shade
 225 4   1
 11  8   36

2 Bio-Tech Labs
-Walls/Doors:
  W ?
  D 10
-Col/Tex/Shade
 97  10  6
 11  16  51

3 Cargo Holding
-Walls/Doors:
  W ?
  D 10
-Col/Tex/Shade
 19  21  3
 11  30  62

4 Radiation Containment
-Walls/Doors:
  W ?
  D 12
-Col/Tex/Shade
 19  26  4
 11  23  63

5 Trainee Quarters
-Walls/Doors:
  W ?
  D 14
-Col/Tex/Shade
 19  5   1
 11  10  18

6 Security Section
-Walls/Doors:
  W ?
  D 18
-Col/Tex/Shade
 19  30  2
 11  8   52

7 Rehabilitation Areas
-Walls/Doors:
  W ?
  D 19
-Col/Tex/Shade
 19  16  1
 11  11  36

8 Weapons Training
-Walls/Doors:
  W ?
  D 25
-Col/Tex/Shade
 3   8   6
 7   13  51

9 Administrative Areas
-Walls/Doors:
  W ?
  D 44
-Col/Tex/Shade
 3   9   3
 7   3   62

10 Communications
-Walls/Doors:
  W ?
  D 0
-Col/Tex/Shade
 81  16  4
 11  30  63

11 Mutant Holding Chambers
-Walls/Doors:
  W ?
  D 14
-Col/Tex/Shade
 145 24  1
 11  1   18

12 Cyrogenics Labs
-Walls/Doors:
  W ?
  D 8
-Col/Tex/Shade
 19  18  2
 11  13  52

13 Engineering Sector
-Walls/Doors:
  W ?
  D 12
-Col/Tex/Shade
 18  17  1
 11  11  36

14 High Security Area
-Walls/Doors:
  W ?
  D 60
-Col/Tex/Shade
 19  5   6
 11  10  51

15 Supply Processing
-Walls/Doors:
  W ?
  D 6
-Col/Tex/Shade
 19  7   3
 11  30  62

16 Bio Materials Storage
-Walls/Doors:
  W ?
  D 9
-Col/Tex/Shade
 19  18  4
 11  4   63

17 Crew Quarters
-Walls/Doors:
  W ?
  D 17
-Col/Tex/Shade
 6   16  1
 11  5   18

18 Mutant Isolation Area
-Walls/Doors:
  W ?
  D 7
-Col/Tex/Shade
 48  21  2
 11  4   52

19 Cryo Testing Chambers
-Walls/Doors:
  W ?
  D 6
-Col/Tex/Shade
 81  17  1
 11  4   36

20 Goldfire's Lair
-Walls/Doors:
  W ?
  D 18
-Col/Tex/Shade
 19  5   6
 11  10  51

Secret (2) Mutant Programming
-Walls/Doors:
  W ?
  D
-Col/Tex/Shade
 49  4   3
 11  1   62

Secret (6) Plasma Test Areas
-Walls/Doors:
  W ?
  D
-Col/Tex/Shade
 7   13  4
 11  6   63

Secret (14) Bio Mechanics Labs
-Walls/Doors:
  W ?
  D
-Col/Tex/Shade
 65  6   1
 10  4   18

Secret (19) Cyborg Repair Bays
-Walls/Doors:
  W ?
  D
-Col/Tex/Shade
 113 7   2
 11  4   52