Subcell

A **Subcell** is a Cell that serves only as an extension to another Cell. It is only accessible through that cell, and has no independent position of its own on the Locator Map. The Subcell always appears together with its "parent" cell, and vice versa.

Subcells typically depict a particular part of a scene in greater detail. For example, while the exterior of a house could be seen in the parent cell, the interior of that house would be represented by a Subcell. Similarly, if the parent cell shows a path running into a forest, walking up this path would lead to a Subcell showing what's inside the forest.

Subcells are typically accessed by interacting with some part of the scenery of its parent cell - for example, going through a door or climbing up a ladder. If the Subcell itself leads into another Subcell, the transition between them is sometimes handled by walking across the outer edge, just as it does with main cells on the planet's surface.

Roughly one third of the  Puzzle Cells in the game feature at least one Subcell, usually depicting the interior of a house or base. Most other cell types, including  Landing Cells,  Blockade Cells and  Gate Cells also occasionally have Subcells, but  Teleporter Cells and  Empty Cells never do.

 Objective Cells are unique in that they are always comprised of at least half a dozen Subcells connected to one another in various ways, often making up a sort of maze. Some Objective Cells have almost a dozen Subcells to navigate and explore.

## What is a Subcell

Each Cell in *YODA STORIES* is limited to a maximum size of 18x18 Tiles. This is a rather small amount of space to work with. Though the game's Cell designers did manage to condense some outdoor scenes - such as a town or a forest - into a single cell, this often left very little room for any additional details. Such a stringent limitation also put a serious constraint on the potential complexity of the puzzles they created.

To solve this problem, extra space was added to scenes with the help of Subcells. When  Luke goes through a door or a cave entrance, or interacts with some other scenery object, he is transported to a completely different cell, known as a Subcell. The space in this new cell can then be devoted entirely to depicting a secondary scene, or simply to extend the first scene, in as much detail as necessary. If even more space is needed, either the parent Cell could have entrances to multiple Subcells; or the Subcell itself could lead to a second Subcell. A single cell can thus be expanded to potentially unlimited size and complexity. This is best demonstrated by  Objective Cells, some of which consist of almost a dozen Subcells connected together in some fashion.

Just like its "parent" Cell, a Subcell can have dimensions of up to 18x18 Tiles. Nevertheless, most Subcells are only 9x9 Tiles in size - exactly filling the main viewport of the game.

## Dependence

A Subcell is not an independent entity; It is an essential and inseparable part of its "parent" Cell. The two will always be discussed together, since they form the same "scene" together. Whenever a given parent Cell appears in the game, it will always have the same Subcell(s) connected to it.

Access to the Subcells is not always exactly the same; Variants in the Parent cell can change the location of the doorway leading into a Subcell. For example, a town Cell may have multiple doors, only one of which leads into the Subcell (selected *at random*). Alternatively, there might be only one door, whose position is selected at random out of several possibilities. In some rare cases, the method of opening the way to the Subcell might be different.

### Locator Map

One of the main differences between a parent Cell and its **Subcell(s)** is their presence on the Locator Map.

Parent Cells are known as "Surface" cells, because they form the surface of the Planet. They are shown on the Locator Map with their own unique position relative to all other Surface cells, as seen on the Locator Map.

Subcells, on the other hand, have no such presence on the map. Essentially, when  Luke moves into a Subcell (or any Subcell beyond that Subcell), he is still considered to be in the same exact position on the map. It is truly as if he is still in the same scene. That is the function of a Subcell - to extend a scene rather than move to a completely disconnected or unrelated one.

This also allows each Cell to have potentially infinite "depth" without changing the size of the Locator Map. The map would become quite large, and difficult to display or read, if each Subcell had to be drawn on it.

## Transitions

Most Subcells are accessed by going through a doorway or other opening in their "parent" Cell. The door contains a hidden "interactive object" that triggers the transition once it is stepped on.

Traveling back from a Subcell to its parent Cell, or to an adjacent Subcell, is usually handled by touching the edge of the Subcell at a certain position (the doorway or path leading out). Unlike travel on the surface, there is no need to walk "through" the edge; only to touch it. Subcells are completely surrounded by impassable scenery (walls, trees, etc.) to make sure that Luke can only exit at certain points rather than across the entire edge. Unlike Surface Cells, there could be multiple different exits on the same side of the Subcell - each leading to a different Subcell (or back out to the parent Cell).

The example on the right shows the interior of the Sand-Crawler in Tozeer Objective Cell A. The six Subcells lead into each other, forming a maze. Transitions between the subcells are marked with small red arrows. The exit out of the Sand-crawler is located at the very bottom. There are three different versions of the Tozeer Objective Cell, each having different connections between the Cells, making the maze unpredictable.

## Prevalence

Not every Cell in the game has Subcells. They are more common in certain types of Cells, and completely absent from others.

### Dagobah

One of the most important Subcells in the game is the interior of  Yoda's hut. This Subcell appears in each and every World, and is accessible through the Dagobah NE cell. Yoda may occasionally be found inside his hut.

Additionally, whenever a Dagobah Mission occurs, the game sets up and entrance to a previously inaccessible Subcell relevant to that mission, such as the Dagobah Dark Side Forest subcell. These Subcells are only accessible during their corresponding Dagobah Mission, and will never be accessed again after it is completed.

### Landing Cells

Each  Landing Cell has access to at least two Subcells, accessible through doors in the parent cell:

* The  Medical Droid Subcell, where  Luke Skywalker can go to receive free healing whenever he is injured.
* A Cantina subcell containing a Trader who can exchange  Piles of Junk and Template:PileOfCredits for other usable Equipment.

Additionally, the Desert and Ice Landing Cells have access to a third subcell that may contain useful equipment.

### Puzzle Cells

Roughly one third of the  Puzzle Cells in the game have at least one Subcell. Most of those have only one. The largest number of Subcells encountered so far in a single Puzzle Cell occur in Ice Puzzle Cell 03, which has a total of 4 (not including the parent cell).

In Puzzle Cells, the subcell(s) contains something crucial to the puzzle itself - usually the reward. Otherwise, actions performed in the Subcell, such as flipping a switch, may affect the parent cell in some way that reveals a reward there, or opens the way to yet another Subcell.

Note that Locator Puzzle Cells *never* have any Subcells, but at least one Force Puzzle Cells does.

### Blockade Cells

A few  Blockade Cells use a Subcell as an intermediary between the entrance and exit, which are both in the parent cell.

In these situations,  Luke enters the Blockade Cell from one direction on the map, finds the entrance to the Subcell, navigates through it, and emerges at a different location in the same Blockade Cell that allows proceeding forward. The Subcell in this case is usually a small maze, and may contain the puzzle that unlocks the Blockade itself.

Going back through the Blockade in the other direction requires going through the Subcell again.

Desert Blockade Cell 04 has three Subcells - the most Subcells of any Blockade. All three must be traversed each time Luke passes through the Blockade.

### Gate and Destination Cells

Only a few  Gate Cells have any Subcells, but each uses them for a different purpose.

Some Gate Cells have a Subcell containing only Equipment. Other subcells may contain a Local Quest Item that can be used to open the gate itself (usu. by repairing a vehicle).

Jungle Gate Cell 02 is unique in that the Subcell leads from the Gate to the Destination. Instead of taking a vehicle, Luke simply walks through the subcell from one to the other.

Note that the Destination Cell is *not* a Subcell of the Gate Cell that leads to it, since it has its own presence on the Locator Map. Nevertheless, each Gate and Destination cells always ever appear together. A Destination Cell may also have its own Subcells, containing Equipment.

### Objective Cells

All  Objective Cells in the game consist of *multiple* subcells, connected to each other in various ways.

For the most part, these subcells come together to form a maze of some sort. Different doorways or stairwells in each subcell may lead to different subcells. Navigating between them is the meat of the puzzle.

Variants are sometimes used to reorganize the subcells in order to make navigation unpredictable. In this case, multiple Subcells will be changed simultaneously in order to keep the maze coherent. For example, the Tozeer Objective Cell has three different variants for the Jawa Sand-crawler section, which rearrange and reconfigure each of the six Subcells in that section to form a different maze each time.

The Objective Cell with the most Subcells is the Mos Eisley Objective Cell, with a total of 11 Subcells to be explored.

The Etorasp Objective Cell is unique in that most of its Subcells are accessed separately from the others. After solving the main base puzzle (1 parent cell and 2 subcells),  Luke must return to the  Landing Cell and take his X-Wing to a new portion of the Objective puzzle, with two final Subcells to be explored. Nevertheless, this Wiki treats the latter two Subcells as part of the Objective Cell, despite them not being directly connected to it.