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Nintendo64: Shadows of the Empire
MegaFan Special - Knightmare's SHADOWS OF THE EMPIRE CHALLENGE
POINT GUIDE
Here's a list of the locations of every single Challenge Point in
Shadows. You get a different game secret for completing the game
with all Challenge Points on each of the four difficulty
settings. If you want them to be a surprise, don't read any
further! The secrets are:
Easy - Leebo Scanner. Hold down the camera button in the Doom
sections for five seconds to reveal a `map' view that lets you
see enemies and items.
Medium - Different Ships. Hold down the camera button on the
final level (while you are flying around Space Hook) and your
ship will change into an X-Wing. Hold it again and you'll become
a Tie-Fighter!! The ships handle differently, and have different
weapons.
Hard - Invincibility and Infinite Weapons. Hold down the crouch
button on the Doom levels for fifteen seconds and Dash will gain
invincibility and a 100 of each weapon.
Jedi - Friendly Wampas. All of the Wampas are now your friends!!
They follow you around and kill enemies! See how far into the
level you can take them.
For screen shots of some of these cool secrets at work, check out
our new Shadows pictures!
Level 1: Battle of Hoth (3 CPs)
In order to get the three challenge points for this level you
must successfully use your tow cable to bring down all three of
the AT AT's. It helps if you use the brake button once the cable
has been attached.
Level 2: Escape from Echo Base (10 CPs)
CP1: In the large open chamber where the Millennium Falcon takes
off, there are two exits. Take the right junction and you will
come across a door leading to a control room. Inside that room,
go left into the area with the red column and press against a
stand out grate on the opposite wall to open a panel and reveal a
CP.
CP2: Leave the control room and follow the icy corridor until you
see some stacked crates covering the entrance to a secret area.
Destroy the crates, and the Wampa behind them, to reach the CP.
CP3: When you reach the first open area (with the bridge across
the ravine) there is a small ledge directly to the right of this
side of the bridge with a CP on it.
CP4: After the bridge you pass through a small tunnel and into
another open area. Once again follow a cliff-edge path round to
the right to find another CP.
CP5: In the second stage of this level, as you enter the large
room with the stairs leading to a catwalk directly in front of
you, there are two large generators on your left and right. Jump
up onto the one on your right and walk round the turbines to the
back for a CP.
CP6: As you walk up the stairs onto the catwalk you will notice a
hole in the wall directly in front of you (by the T-junction).
Jump across the ravine into it for a CP.
CP7: After you have returned power the generators and come back
down the lift, you will the see the that the two turbines on the
left and right of the catwalk are now moving. Jump over the
catwalk rails and down into the right side turbine, then follow
it round for a CP.
CP8: While you are in the right side generator, follow the
turbine round till you will come across a clear jump to the left
hand generator. Jump across and follow it round for another CP.
CP9: In the long room where the ice cracks and the two platforms
start moving apart, get on the left hand side platform, near the
entrance, and wait. Eventually, a CP will appear out of the left
hand wall.
CP10: In the corridor that leads from the room where you battle
the AT ST to the hangar where the Outrider is docked, there is a
clump of crates that block the entrance to a secret room. Blast
the crates and enter the room. You will need to jump across a
ravine to reach the ledge with the level's last CP.
Level 3: Asteroid Chase (6 CPs)
Destroy all six of the red asteroids that fly around your ship as
you battle the Tie-Fighters. Each one awards you a challenge
point. They come in the first half of the mission, so stick to
your external view and keep turning.
Level 4: Ord Mantell Junkyard (12 CPs)
CP 1: At the start of the level, the first CP floats past as the
train car moves, and you must time your jump to collect it.
CP 2: Like the first one, only this time you must jump over an
obstacle on the left hand side of the train car to get it.
CP 3: Once again you must jump an obstacle to reach the CP, this
time on the far right hand side of the train car.
CP 4: Half way through the level a box car pulls level with your
train car, with an Assassin Droid and CP inside.
CP 5: As your train car heads inside the Junk Yard processor
plant about two thirds of the way through the level, another CP
floats past. You must jump in the middle of the car to collect
it.
CP 6: As you make your way through the linked train carriages
there is a CP floating in the room with the second Train Guard.
CP 7: Climb up on top of the train carriage and make your way
back to the rear. Fall off and collect a CP.
CP 8: In the open topped carriage with another Train Guard you
must kill the guard, then climb up on the wall and jump to reach
the CP.
CP 9: As you jump onto the first hover train, head right to reach
a dead end and another CP.
CP 10: Whilst fighting IG 88 there is an obvious CP atop the
scrap heap in plain sight. Walk up the slanted bar to reach it.
CP 11: Fall into the left hand side lava vat to collect the CP
then get out using the secret door next to it, before you are
burnt to a crisp.
CP 12: Fall into the right hand side lava vat and do the same
things as before. On Medium difficulty there is also an
invincibility power up hidden in there.
Level 5: Gall Spaceport (15 CPs)
CP1: The first challenge point is located on top of the Out
Rider. Use the nearby rock formation to jump onto the roof.
CP2: As you work your way around the cliffs, there is a pathway
which leads off to an island in the middle of the canyon. The CP
is on top of the island, next to some Seekers. You must make a
risky jump to reach the steps that lead to the top.
CP3: Once you have collected the Jet Pack, jet up to the top of
the communications tower right next you, and you'll find a CP on
the roof.
CP4: Now you have the Jet Pack, you need to go back inside the
building you just left and down the lift. As you cross the high
catwalk inside you will see a CP floating in the air. Use the Jet
Pack to get it.
CP5: In the section where you have to jet from rock to rock ,
there is a CP floating high above the SECOND ROCK. You must fly
high from the first rock to collect it.
CP6: Near the start of the second stage, where you summon the
first Skiff, there is seemly bottomless pit. Jet down the pit and
you will see a secret cave in one of wall faces containing a CP.
CP7: As you travel on the first Skiff you will notice a flat
topped rock to your left, about half way to the hangar doors. Jet
off the Skiff and fly up to snag another CP.
CP8: When you reach the hangar doors, turn and look out into the
canyon and you will notice yet another flat topped rock in the
distance, to the left of the hangar doors. Its a stretch, but you
must jet over there for the next CP.
CP9: After you defeat the AT ST, a panel opens revealing four
switches and an obvious CP.
CP10: When you reach the first set of vertical propellers (where
you most float down to the bottom) there is a CP hidden in
between one of the levels of propeller.
CP11: As you enter the large cave past the second set of
propellors, there is a ring of items hanging in the air. One of
them's a CP.
CP12: As you travel on level's second skiff a CP floats by above
you. You must jump to reach it.
CP13: Hidden above the stationary Imperial Shuttle inside the
level's last hangar. Jet up to reach it.
CP14: Whilst fighting Boba Fett, fall out of the arena and jet
pack down to the tower's base. There are some weapons and a CP
hidden around there.
CP15: Whilst at the base of the tower, fall off the only cliff
face and jet down to the ledge near the hangar doors. There is an
extra life and the final CP there.
Level 6: Mos Eisley and Beggar's Canyon (12 CPs)
CP1: When you encounter the first jumping ramp, use it to jump
onto the slanted wall on your right which leads to a hidden
alcove with a CP in it. You can only reach the alcove by jumping.
Remember to pull back on the stick to bring the front of your
swoop bike up or you'll crash and die.
CP2: Just past the first jump you enter a wide clearing with a
tilted structure in the middle. Go around the structure to locate
an easy CP.
CP3: Do the same thing you did for CP1 on the second jumping ramp
you come across. There is another CP in a similar alcove.
CP4: Also use the second jumping ramp to reach the CP hanging in
the air directly in front of the jump.
CP5: When you reach the first level branch (straight on or left)
there is a long black alleyway to your right. Enter the alleyway
to locate CP 5.
CP6: Follow the alleyway down and to your left to collect CP 6.
CP7: Just before you reach the clearing where the Imperial
Shuttle takes off (when you first hear it) there is a CP hidden
in an alcove on the left hand side of the street.
CP8: The last CP in the town is hidden in the third alleyway you
come across, around the corner like CP 6.
CP9: Immediately after you drive through the town exit into the
desert, turn around and look to the right of the exit. There is a
secret area with a Sam & Max shaped CP!
CP10: A CP floats directly above the fist Sarlac pit. You must
jump across the pit to collect it. Pull back on the pad!
CP11: Another CP floats directly above the second Sarlac pit.
CP12: Halfway through Beggar's Canyon there are two open areas
with narrow pathways up and down the sides, and an archway in the
middle. In the second area there is a CP on top of the archway.
Level 7: Imperial Freighter Suprosa (10 CPs)
CP1: CP1 can be located in an open, raised area to the left of
where you start (through the first door). Not really hidden at
all.
CP2: Behind an auto-sentry just past the corridor with all the
sleeping quarters.
CP3: In the second stage you enter a room where you must pass
through four sets of rotating cogs. There is a CP hidden in the
second set of cogs on the left hand side You must walk round with
the cogs to get it.
CP4: As you exit the second set of rotating cogs (coming back the
other way) there is an obvious CP positioned on top of the wall
directly in front of you.
CP5: In the room where you have to use the two large rotating
platforms to reach a lift leading down (you have to jump and duck
bars on your way round) there is a CP hidden at the end of each
of the two turbines parallel to the platforms.
CP6: Like CP5, just on the left turbine.
CP7: In the area where there are multiple switches which open up
different chambers on different floors, there is a CP hidden
inside a crate in the right hand chamber on the first floor, on
the right side of the area.
CP8: CP8 is hidden in another crate, this time in the third room
from the entrance of the second floor, on the left side of the
area.
CP9: Located in the corner of the second room from the left on
top floor, guarded by five Storm Troopers.
CP10: Behind the Super Computer in the small room that opens up
after you've defeated the Loader Droid.
Level 8: Sewers of Imperial City (9 CPs)
CP1: Just past the first sewer pump there are two alcoves in,
each guarded by a mounted gun. Press against the second alcove to
open a secret door which reveals a CP guarded by a Coruscant
Guard.
CP2:In the large water filled chamber with three Dianoga's, there
are four columns that go down into the water near the entrance
way. The CP is hidden just under the platform on the left hand
side column nearest the entrance (underwater).
CP3: In the first round room with water at the bottom and a large
column going all the way up in the middle, there are two switches
underwater which open a secret chamber directly between them.
Swim in for a CP.
CP4: Just past the first round room is a vertical passageway with
multiple ledges that run up its sides. The chamber has two square
corridor exits. The top exit leads to a CP.
CP5: The other square corridor exit leads to another vertical
passageway, this time with multiple sloping ledges that lead both
up and down. Head downwards for a CP.
CP6: After you have used the key to open the main sewer door, you
swim into a large chamber with a dianoga and an underwater tunnel
to your right. Head to the bottom left hand side of that chamber
(underwater) to collect a hard to see silver CP.
CP7: Follow the underwater tunnel into a large round room with a
perpetually rotating mixer bar. Just above the bar on one side is
a CP. Use your Jet Pack to get it.
CP8: In the second round room with water at the bottom and a
large column in the middle, there is an alcove with a CP and
Disruptor in it at the base of the column, underwater.
CP9: In the round room just before the boss, there is a hidden
alcove in the column in the center of the room. You must head
round to the right and face into the column to see it. It's just
above head height.
Level 9: Xizor's Palace (10 CPs)
CP1: Go to the large square chamber with a raised walkway, where
you must throw a switch on a column to open a circular metal door
on the ground on the opposite side of the room. As you throw the
switch a secret door opens DIRECTLY BEHIND YOU. You have to be
quick to get in for the CP.
CP2: Just after the large hall (with the concave ceiling) filled
with silver droids, there is a lift which takes you up to the
next passageway. The lift has two switches, one low and one high.
Instead of hitting the low switch to raise the lift, jet up and
hit the high switch. The lift will then lower below ground level
to reveal a secret room and another CP.
CP3: In the chamber with the level's SECOND draw bridge (just
before the stage ends), jump off the bridge and head towards the
smaller side area, where all the windows are. The last window on
the left is a secret room, with a CP.
CP4: Travel up on the turbo lift that starts the second stage,
and in the room with the silver droid and interrogator droid, hit
the switch that opens the door to the nearby square corridor.
Then jet up to the top of the turbo lift shaft to discover a
secret alcove with a CP.
CP5: Follow the square corridor round to the narrow chamber where
there are three rotating cogs and several droids. You'll notice
that the second (middle) cog is slower than the others. Drop down
into the pit where it turns, and you will see an alcove in front
of you with a CP and full health.
CP6: After picking up CP5, press directly into the wall in the
alcove to open a secret door that leads out into a chamber with
another CP floating in the air.
CP7: In the second room with even more rotating cogs (where you
are on walkway high up) jet pack down to floor below and you'll
see an alcove with an easy CP.
CP8: In the chamber where you must place your three charges on
the column in the middle of the room, drop down to the first
level (the one up from the ground) and look around the walls.
There are two narrow areas you can walk into, and one of them
there is a break in the wall texture. Press against the grate to
reveal a hidden room and a CP.
CP9: Now jet pack down to ground level check the center column on
the way down. About halfway between the ground and the first
level, there is an alcove in the column containing a CP.
CP10: In the large open room just before you reach the lift that
takes you to the Gladiator Droid, there is a bridge with a robot
and a guard on it. One end of the bridge leads into the
passageway where the lift is. Press against the wall at the other
end to discover a chamber with the game's last CP.
Level 10: Sky Hook Battle
There are no challenge points on the final level. But for a
laugh, try switching to the movie angle cam and flying towards
the camera with the brakes full on. After a while the Millennium
Falcon will catch up behind you and fly past. It doesn't serve
any purpose, but it looks cool!