Planet

A **Planet** is a collection of Cells arranged in a semi-random pattern created by the World Generator, representing the main area where the Mission takes place. Each World features a single planet (though Dagobah serves as a small starting area that doesn't obey most of the rules described below).

A Planet's layout is semi-randomly generated at the start of every new World. First, the current Mission determines which type of planet is involved: Desert, Ice or Forest. This determines which Cells can be used to construct this world. Then, the World Generator starts placing Cells on the planet's surface to create its layout. Each planet has one  Landing Cell, one  Locator Puzzle Cell, one  Force Puzzle Cell, one  Objective Cell. After that, additional cells are placed as per the World Generation rules and the selected World Size. As a result, each Planet has a completely unique layout that (statistically) will never repeat again.

The Planet's name is determined by the Mission as well. There is a total of 15 Missions, but only 14 Planet names, since Tatooine appears in two different missions.

## Planet Type

The most important attribute of a planet is its "Type" - the terrain and features of a planet.

There are only three Planet Types in *YODA STORIES*, corresponding to the three main planet types in the *Star Wars* Original Trilogy:

* Desert Planets are based off Tatooine (and one of the Desert planets *is* Tatooine!). They are characterized by mostly flat, open terrain, punctuated by rocky hills and deep canyons. Settlements are abundant, but concentrated around small water oases, most of which are artificial.
* Ice Planets are based off Hoth. They are frozen wastelands with virtually no vegetation or running water. A thick layer of snow hides small, isolated homes and massive secret Rebel and Imperial bases. Icy cliffs are the home of dangerous monsters, and the Imperial army is everywhere.
* Forest Planets are based off the Forest Moon of Endor (and one of the Forest planets *is* Endor), where Ewoks live among the trees. The vegetation is thick, and dangerous creatures on the forest floor have pushed most settlements up into the trees.

A planet's Type directly determines which Cells the World Generator can use to populate it. Cells are strictly divided into three categories (excluding Dagobah cells), and each planet can only use Cells from one of these categories. No Cells appear in more than one category.

Through Cell selection, planets differ from one another in many ways, particularly the types of Enemies and other challenges to be encountered. For example, Desert planets generally feature more towns populated by Imperials and other ranged-attack enemies, whereas Forest planets are known for dangerous plantlife lurking in the thick foliage. Again, this is directly related to the Cells that populate those planets, since the cell itself determines which challenges and dangers appear.

### List of Planets by Type

**Notes:**

\* This planet's name is never given.
\*\* Argavat is actually the name of the Desert planet that appears at the very end of the mission. Most of the mission takes place on an unnamed Forest planet, but it is known as "Argavat" for convenience.
## Layout

Each **Planet** has its own unique layout, created by the World Generator at the start of each Mission. The number of random factors used during the generation process ensures that no two Planets are ever the same.

Nevertheless, each Planet has several features that are always exactly the same - though not always placed at the same location. Beyond those, however, the placement of most Cells is random.

### Planet Map

*Main article: Locator Map*

Each planet consists of a 10x10 grid. Each of the squares on the grid may or may not contain a Cell. Only about 40-60% of the grid will be populated by Cells when playing on the largest World Size setting; the other grid squares are empty and inaccessible.

Adjacent cells on the grid are edge-connected, meaning that  Luke can simply walk from one to the other (barring special obstacles such as  Blockade Cells). Most cells on the grid are deliberately placed to form a large, connected block, allowing Luke to travel from one end to the other without any special transportation. However, some Cells are disconnected from the main group, and can only be accessed through  Gate Cells (and occasionally through  Teleporter Cells).

The Planet Map can be viewed by activating the  Locator, which must first be acquired from a unique  Locator Puzzle Cell close to the  Landing Cell.

### Landing Cell

*Main article: Landing Cell*

Each planet has a single  Landing Cell, placed in one of the four central squares of its grid.

The  Landing Cell is the same in all planets of the same Type (see above), with occasional minor variations. The Landing Cell provides access to a  Medical Droid, a Trader, and of course the X-Wing which lets  Luke return to Dagobah. Occasionally, it may contain other useful Equipment to start you off.

### Locator Puzzle Cell

*Main article: Locator Puzzle Cell*

Each planet has a single  Locator Puzzle Cell. It is always found in one of the cells adjacent to the  Landing Cell (including diagonals), making it easy to find early on.

This cell contains a very simple puzzle (requiring no Quest Items to solve). Solving the puzzle awards you with the  Locator, an item which can be clicked to open the Locator Map. This greatly helps with exploring further afield.

### Force Puzzle Cell

*Main article: Force Puzzle Cell*

Each planet has a single  Force Puzzle Cell. It is typically found within one or two cells away from the  Landing Cell.

Solving a simple puzzle in this cell (no Quest Items required) causes  Obi-Wan Kenobi to appear. Speaking with Obi-Wan under certain circumstances causes him to give  Luke Skywalker  THE FORCE, which is a very useful tool (even required for some puzzles).

Once Obi-Wan has appeared, he may be visited as many times as necessary to re-acquire THE FORCE.

### Objective Cell

*Main article: Objective Cell*

Each planet has a single  Objective Cell, placed at least 2 grid squares away from the  Landing Cell.

The Objective Cell is a complex puzzle, often requiring more than one Quest Item to solve, and often involving a maze and/or a big fight. The Objective Cell itself is a collection of Subcells that can be tricky to navigate.

Solving the Objective Cell puzzle ends the current Mission successfully.

### Puzzle Cells

*Main article: Puzzle Cell*

Depending on the selected World Size setting, the game may place up to a dozen or more  Puzzle Cells on the map, scattered in a somewhat random fashion. These puzzles are meant to provide  Luke with the Quest Items ultimately required to solve the  Objective Cell. Some of these cells require a Quest Item to solve, creating an Exchange. Others simply provide a Quest Item for free.

Every single Puzzle Cells on the Planet must be solved in order to be able to solve the Objective Cell puzzle.

### Other Cells

Connecting the various other cells together are  Empty Cells,  Blockade Cells,  Gate Cells and  Teleporter Cells. Each of these serves a different purpose, but their purpose is to make the **Planet** larger and more complex to navigate.

Empty Cells are not connected to the mission itself, but occasionally do contain useful Equipment that could help Luke on his way. On most Planets, there are more Empty Cells than any other type of Cell *combined*.

Blockade Cells block movement into narrow corridors of cells. A Quest Item is needed in order to remove the blocade. A  Puzzle Cell is usually hiding somewhere behind the blockade. There may or may not be any Blockade Cells on a planet, and rarely if ever more than 2.

Gate Cells allow transport to another section of the Planet, one which is cut off from the other Cells and cannot otherwise be accessed. Like Blockades, a Quest Item is always needed to open the "gate". A Gate Cell leads directly to a  Destination Cell at the other end, and a  Puzzle Cell is usually hiding somewhere behind it. There may or may not be any Gate Cells on a given planet, and rarely if ever more than 2.

Finally, Teleporter Cells allow instant teleportation to any other Teleporter Cell that's already been visited. Some Teleporter Cells present a puzzle to be solved before the teleporter becomes functional, but never require a Quest Item in order to do so. There may or may not be any Teleporter Cells on any given planet, but if there are any Teleporters, there are at least 2. The maximum number of Teleporters so far observed on a single planet is 7, but there is no indication that there is any upper limit. Teleporters are not placed in any discernible pattern, so there is no guarantee that they would actually be useful if they exist (for example, only two Teleporter Cells right next to each other).