UPLOADED BY LEE (EMAIL- 106270.1771@COMPUSERVE.COM) DOWNLOADED FROM GAMEFAN ONLINE. (WWW.GAMEFAN.COM) 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!