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Jedi Knight II - Jedi Outcast


Jedi Knight II - Jedi Outcast

Submitted by: arun prakash
 
===============================================================================
Jedi Knight II - Jedi Outcast Walkthrough / FAQ
Azraelot - Matthew Rorie
http://www.stratosgroup.com/
http://www.matthewrorie.com/
azraelot@stratosgroup.com
Last Updated 4/16/02
Version 1.7
-------------------------------------------------------------------------------
CONTENTS

1. Background / Introduction
2. Revision History
3. Walkthrough
4. Force Powers
5. Weapons
6. Inventory Items
7. Enemies
8. Multiplayer Tips
9. Hints / Tips / Cheats / Links / Other
10. Contributors / Misc. Info

===============================================================================
1. Background / Introduction
===============================================================================

-------------------------------------------------------------------------------
A BRIEF HISTORY OF THE SERIES

I remember playing Dark Forces in the heady days of post-DooM gaming, when
everything LucasArts turned out was made of gold. For those who never played
it, Dark Forces was a Doom-style shooter that introduced gamers to the nearly
personality-free Kyle Katarn, then a mere mercenary and Imperial defector,
having yet to discover his latent Force capabilities. While the game offered
some interesting moments (fighting off multiple Kell Dragons with your bare
hands for the amusement of Jabba the Hutt, single-handedly destroying a Star
Destroyer), I think it's fair to say that Dark Forces II: Jedi Knight is a
superior game. Now armed with his trusty lightsaber and a bevy of force
talents, Kyle took on a cadre of Dark Jedi as their leader attempted to unlock
the secrets of an ancient Jedi burial ground. Again, some interesting moments,
not the least of which was Kyle's escape from a free-falling ship, but the real
kicker for most gamers was the inclusion of force powers and Lightsaber combat.
This was the first game that allowed you to get into the real meat of the Star
Wars mythos, as you sliced and diced Stormtroopers, and unlucky deathmatch
foes, with your wand of death. (As an aside, Jedi Knight inspired my first-ever
fansite, now thankfully relegated to the mists of time, or perhaps some dusty
Geocities archive somewhere....)

Unfortunately, LucasArts' fortunes have taken a turn downhill in the four years
or so since Jedi Knight was released. The production of Star Wars games has
continued apace, but most gamers would agree that the quality has dropped, with
some games being simply average, some convoluted and overly complicated
(Rebellion), and some simply bad (Force Commander). Very few Star Wars games
released over the past few years ranked as "must-haves" for members of the
gaming community. Thankfully, LucasArts seems recommitted to their Star Wars
license, with a wide range of intriguing projects on the boards, mostly
outsourced to proven developers eager to put their own twist on the most
sought-after license in gaming. Rogue Leader was a stand-out title at the
GameCube launch, Star Wars: Galaxies looks to bring SW goodness to the MMORPG
market, and Bioware's Knights of the Old Republic will probably force me to get
an XBox once it arrives.

Which brings us around to Jedi Knight II. After the production of the original
Jedi Knight and its mission pack, Mysteries of the Sith, the lead designer,
Justin Chin, left LucasArts to design his own title outside of the Star Wars
universe. (The game? New Legends, an XBox-exclusive action game. It was
released in February of 2002 to somewhat underwhelming reviews.) Therefore,
when LucasArts decided to pursue the series, they decided to reach out for a
company with a track record for producing grade-A PC games, specifically in the
shooter category. Their choice? Raven Software, a company well known for games
such as Soldier of Fortune and Star Trek Voyager: Elite Force. A couple of
years later, and here we are, with Jedi Knight II: Jedi Outcast in our hands,
just in time to not give it up for Lent.

-------------------------------------------------------------------------------
IS JEDI KNIGHT CONSIDERED TO BE STAR WARS CANON?

No, no; a thousand times no. To yank a quote from LucasBooks' Chris Cerasi
right out of its context: "When it comes to absolute canon, the real story of
Star Wars, you must turn to the films themselves - and only the films."

So there. And Boba Fett's dead, too. :)

-------------------------------------------------------------------------------
ABOUT THIS FAQ

This FAQ is intended to be a one-stop shopping guide to info about the
single-player game included in Jedi Knight II: Jedi Outcast. The walkthrough
will obviously be the most substantial portion of the guide, and I hope to keep
it mostly spoiler-free, though some tidbits of the story will have to be
discussed in order for the guide to make any sense at all. I recommend that you
play as far as you possibly can before resorting to this document, if only to
keep whatever enjoyment you may gain from experiencing the twists and turns of
the storyline.

I will have a bit on the multiplayer modes, but these will come after the
single-player portions of the FAQ are done. I used to play deathmatch games all
the time, but haven't for a couple of years due to steadily degrading internet
connections. I'm on a lowly 56k at this point, so any insights I have into the
multiplayer aspect of Outcast will likely come due to playing around with bots.
Anyone can feel free to send in tips that they've found helpful, of course.

The other sections will have brief explanatory paragraphs at the top to, well,
explain what they're about.

===============================================================================
2. Revision History
===============================================================================

***SPOILER ALERT***

Some sections of this revision history may give away events that occur during
the game. I wouldn't read it if you haven't beaten the game yet.

v1.7 - 4/16/02

*Added the locations of *all* of the secret locations in the game BIG, big 
thanks to Greg Evans, Claude Arm, Joel Frazin, CoachBenet, Dean Ryan, and 
whomever else has been sending me these things. I really appreciate it! 

*I added a bit on the effects of different difficulty levels at the beginning
of the walkthrough. Thanks to Steven Roy for clueing me in to the effects of
the Jedi Master difficulty. I haven't started it - yet.
*Steven Roy also sent along two gems of strategies for two of the more
difficult set-piece battles in the game - the Artus Topside AT-ST fight, and
the R5 Laser Mine Gauntlet on Nar Shaddaa.
*Chris Thompson sent along a tip for defeating the Shadow Troopers in the Yavin
Swamps.
*Scott "Eih'Beir" Hebert sent along another way to defeat Desann.
*Clayton McNeil tipped me off to a method of eliminating the first two Shadow
Troopers you encounter on the Cairn.
*Peter McCaffery pointed out that Grip is one of the only Force powers that
works on submerged Swamp Troopers. Benjamin Middendorf also noted that the
troops won't shoot at you if they can't see you, so that you can, on occasion,
swim past them
*Erwin Dautzenberg sent in another name for the Attack Droids.
*SG.MFLOWER reminded me to put in a bit about wall-running in the Force Jump
description.
*Michael_W added a technique for getting rid of Reborns.
*Added a bit on the "Can't Activate the Fuel Panels" problem, courtesy of
Steven J. Carlson.
*Evers0r- added a hint about getting friendly allies to attack you - want to
see if you can take on Luke? Head to the Cheats section.
*Claude Arm pointed out that the readme file had a section on Acrobatics. Since
I had never seen this, I cut and pasted some of the sections into the Tips
portion of this FAQ.
*Thanks much to Lenroc, Ratty R, Ray M., and Vaevictis Asmadi for helping me
out with my word-wrapping problem.
*Diesel added a little Lightsaber attack strategy. Incorporated into the
Lightsaber write-up.
*Brian Gluckman pointed out a little tidbit that makes Mind Tricks pretty
interesting. Check the Cheats section for more info.
*Lt. Phil pointed out a typo; duly corrected.

I changed around a few things to eliminate the medium difficulty level bias in
the walkthrough. I've been playing through on Jedi Knight difficulty - a nice
improvement over the Jedi difficulty.

As the submissions mount, it's quite likely that a few emails have slipped
through the cracks. I'll be going through my inbox and seeing if I missed any -
I apologize in advance if this happens to you. I've tried to be diligent,
though.

v1.6 - 4/11/02

*Big thanks to GameFAQs for awarding me "FAQ of the Week", a co-award with Kyle
Katarn's FAQ/Walkthrough. I'd like to thank everyone that's checking out the
guide on that site. Lots of great feedback so far!

*Greg Evans gets two thumbs up for helping me with quite a few secret areas
(four or five in this update alone).

*g_saberrealisticcombat is perhaps the most fun code I've ever seen in a 3D
action game. Check the cheats section for more details. Thanks to Tim Swindler
for pointing this out.

*Riggormortis Necronomicon pointed out an alternate strategy for dealing with
some foes near an alarm panel in the Cairn installation.
*Quite a few people have pointed out that you can Grip (at level 2 or 3) Reborn
and Shadow Troopers, then Throw your saber to get an easy kill. Matt, Mikey
Wells, and a
*I've rewritten the Grip and Lightning Force descriptions based on more
playtesting and info that's been sent in from various folks (who are mentioned
in the section or in the Contributors section).
*Claude Arm told me about another secret area in Artus_Detention.
*Chris Bloomfield sent along some Force power combinations that I've entered
into the Force section.
*Renamed the Enemies entry for the Walkers to Attack Droids, and added a tip on
killing them that and Mike Sharp and Fletcher Fuller sent in.
*Added a Drones strategy from Daniel W. Paschal to the Dueling section.
*Added a couple of excellent strategies for dealing with an enemy on the
Doombringer to that walkthrough section. Thanks to Andysoft and Cyclops de
Baba.
*Nick M. and Chris Mayberry both sent along a section of the Nar Shaddaa -
Reelo's Hideout that was unclear. I've edited and rewritten the section so that
it's less confusing, and I'd like to apologize to anyone who got stuck here
because of this. Sorry!
*Corrected a typo that Dennis Jakobsen sent in.
*Added another tip on defeating Desann from Leto_II.

Still working on screenshots for the secret areas. I want to get the
screenshots in 640x480, so that they'll be easier to upload and download, but
since I play at 800x600 (I would play higher, but I'm still on an archaic
GeForce 256), I have to flip it down when I want to take a shot. I also want to
wait until I have all the secrets for a level before I start renaming them; if
I upload them now for a section where I don't have all the secrets, I'd either
have to number the other secrets out of order when I find them, or break the
links for anyone hosting the FAQ that doesn't update it. Neither option is
really palatable, so there you go.

I apologize if I've missed anyone's email, or haven't responded to it, or
didn't credit you properly for something you submitted. There hasn't been a
deluge, but it has been steady, and between work and writing I've been out of
sorts when it comes to email. I've tried to be diligent about responding to
everything, but if something slipped through the cracks, re-send it and I'll
definitely get back to you.

A few questions for everyone:

1: I uninstalled JK from its default directory on the C drive and reinstalled
it over to the E drive (which is faster). Now it won't let me save games, other
than auto-saves at the beginning of missions and quick-saves. Has anyone else
had any problems with this?

2: If anyone is interested in purchasing any Star Wars: Customizable Card Game
cards, from the Decipher game, please let me know. I have many, many cards; a
full set from Premiere to Special Edition, including multiple Vaders, Lukes,
and Obis of all variations, and quite a few main rares from most other sets.
Long shot, I suppose, but I figure if anyone reading this enjoys that game too,
I might find someone to bite.

v1.5 - 4/8/02

*Added a large section on the "npc spawn" command that can really spice up
single-player games. Check for it in the Hints and Tips section, way down at
the bottom of the document.

*Added the number of secret areas for every mission in the walkthrough header,
at the suggestion of Dan Morris.
*Rewrote a section of the Doomgiver - Reactor walkthrough for clarity. Thanks
hvtorres.
*Amended the walkthrough for Bespin Undercity and added a note from Claude Arm
regarding an Ugnaught.
*Added a strategy for defeating Desann from Harry Voyager, and added another
odd one from myself.
*Darwin (and others) pointed out that the Stun Baton is more useful against the
Crabs than the Blaster Rifle is.
*Mike reminded me that Drones serve as excellent distractions in fights against
Reborn and Jedi.
*Greg Evans reminded me of the bartender's race, and also pointed out another
secret area in the bar on Nar Shaddaa.
*Leto_II pointed out a typo that was corrected.
*Rewrote a small section of the Jedi Trials walkthrough at the suggestion of
Daniel Edstrom.
*Mitch pointed out that you can duck and move at the same time with the
Disruptor Rifle, and the zoom will remain in place. Helpful to know.
*Por Que sent in a tip for beating an opponent on the Doomgiver Shield Array
level. He also pointed out another secret area on the Nar Shaddaa Streets
level.

I have screenshots for most of the secret areas that I know about, but I
haven't gotten round to uploading them and renaming them, etc. Hopefully on
Tuesday, my day off. If I don't have a secret area mentioned in the
walkthrough, I probably don't know about it, so I'm going to have to go through
the levels with noclip and see about finding the rest of them. Still updating
the other sections of the walkthrough with some frequency, but it's slowing
down a bit now that I've played through a couple of times. I've been busy with
Freedom Force lately (great game), and I anticipate Dungeon Siege taking up a
lot of time in the next week or so, so who knows when it will be complete to my
satisfaction? At any rate, look for the first batch of secret area screenshots
(which will consist of links to my website) in 1.6.

V1.4 - 4/4/02

*Added walkthroughs for the rest of the missions.
*Added a multiplayer cheat from Todd Hauck.
*Changed a few sections due to a tip from David Erlenbusch. Apparently, you
don't use Force Pull to retrieve your saber if it's fallen to the floor; you
can simply hit the attack button to pull it back into your hand.
*David also pointed out that the code "drive_atst" seems to work just fine.
*Thanks to Josh Errickson for pointing out that the Force meter doesn't
replenish while you have Force Speed activated.

Dang, am I beat. I apologize if the Cairn missions seem to be poorly written -
I was trying to watch the NCAA Championship game and play at the same time. I
decided to forgo the daily updates for the last couple of days, and simply
finish the game and get the walkthrough complete. And now it is, for what it's
worth. Now all I have to do is track down the secret areas. If anyone knows of
any forum posts somewhere with these locations, or has a list that you could
send me, it'd be much appreciated. I don't get a chance to visit many forums,
since between work and sleep I haven't had much time to do anything but play
and write, so I apologize if I seem a little aloof - rest assured that if you
email me I'll do my best to respond promptly.

V1.3 - 4/1/02

*Thanks to Jason Anastas, Stoney03, Dan H., Hawksmoor, and Old Gamer for
sending in the location of the very first secret area in the game. I'm
surprised I missed it.
*I added a Dueling section to the Hints section, way down at the bottom of this
document, in the last update, but forgot to mention it. If anyone has any ideas
for better dueling, let me know and I'll add them in. I'll be editing this as I
proceed through the game.
*Continuing to update and revise the weapons and Force powers sections as I
proceed.
*Added a list of cheats that Peter J. Rzeminski II was kind enough to send me.
I also appended a note on binding keys for those of you not familiar with Quake
3 engine syntax.
*Added the walkthroughs for the Cloud City levels.

I got an email asking me for a clarification about a section of the Jedi
Training tests, which I had had a hard time describing in words. I snapped a
couple of screenshots and uploaded them to my personal website, which got me
thinking, "Maybe this could be handy for the FAQ...." I think screenshots would
be especially helpful in showing the positions of the secret areas, which are
often difficult to describe. So I'll start taking screens of the secret areas I
find and adding them to the walkthrough; and I'll eventually go back and do
this for the earlier secret areas as well. It's an inelegant solution to my
blunt-force trauma use of the English language, but at least it's a solution.

V1.2 - 3/31/02

*Added the walkthrough for the Nar Shaddaa levels.
*Redid most of the descriptions of the Force powers as I've been exploring
their use.
*Added some more enemy profiles and edited others.

I see another (complete) walkthrough has been posted to Gamefaqs, which is
good, since I won't have to hurry to finish this one off. After I get done with
the walkthrough I'll do a complete re-edit and rewrite for all the sections to
make it a bit more readable. One mission a day until the end of the game,
that's all I'm promising - keep in mind playing Outcast and writing this are
essentially replacing sleep for me, since I'm at work for nine hours a day
(including commute). It's all good, I guess...

I do have one secret area submission that I haven't added yet. I haven't been
worrying too much about finding the secret areas as I play through, simply
because there's no real gameplay purpose other than to find items. In Jedi
Knight, you had to find the secret areas to gain Force powers, but in Outcast
you're usually just going to find some Bacta tanks or Shield Generators -
useful, but not worth spending hours tracking down. That said, if someone wants
to send me their locations, I'll definitely verify them and plug them into the
walkthrough.

V1.1 - 3/30/02 - First release.

Have the first levels of the walkthrough done (took me nearly six hours of
playing and writing just for the Kejim levels - this isn't something you can do
quickly). I'm going to play through the game, doing a level at a time, updating
the miscellaneous sections of the FAQ as I go. I'm scheduled to work eight
hours a day for the next five days straight, so I won't have much time to
polish the edges until my day off, but hopefully I'll be able to get the
walkthrough mostly completed by then (cross my fingers). Too bad Freedom Force
has to wait until I can finish this thing off.

Please do note in the meantime that much of the information in the various
sections is placeholder stuff, and will be updated as I proceed through the
game. I prefer to be methodological rather than hasty, so please hold off
emailing me about obvious errors until I start hinting that the FAQ is nearing
completion. I've just gotten to Nar Shaddaa, so lots of the other info is from
Internet previews, the trailers, etc., and will be updated when I get farther
into the game.

V1.0 - In Medias Res

Mostly working out the format of the document, and filling in what sections I
could before I actually have the game, with info from previews, movies,
screenshots, and interviews. (Speaking of interviews, I have to say that
whatever they're paying Kenn Hoekstra probably isn't enough.)

===============================================================================
3. Walkthrough
===============================================================================

This walkthrough is intended to be spoiler-free and concise. I'll be fairly
explicit in the first couple of levels, as we wade into the game, but I don't
intend to serve up every facet of the levels in detail - I assume most players
will feel comfortable exploring the levels and will only turn to a walkthrough
for help solving a puzzle, so I intend to make it suitable for just that,
rather than explicitly guiding you through everything there is to do. This is,
of course, balanced against the fact that, without a compass or internal means
of telling direction, it's somewhat difficult to describe some of the more
complex levels without getting into the "turn left, take the next right"
pedantry. That said, if you feel the walkthrough isn't detailed enough at any
point, let me know.

-------------------------------------------------------------------------------
DIFFICULTY LEVELS

Padawan: Easiest

Haven't played it yet. :)

Jedi: Normal

The standard difficulty level. Enemies have fair accuracy, standard health.

Jedi Knight: Difficult

A step up from Jedi. Enemies are more numerous and have better accuracy (even
the Stormtroopers), and appear to have a bit more health, as well. Most Shield
Converters will only give +50 protection. Crosshairs do not turn blue to clue
you in to areas where Force powers may be useful.

Jedi Master: Nightmare

Health and Shields are capped at 50 apiece. (You can raise your shields past
this limit at Shield Converters.) Steven Roy commented that the major battles
seemed much harder on this difficulty. I'll take his word for it. :)


-------------------------------------------------------------------------------
3.1 - Kejim Post
-------------------------------------------------------------------------------

Objectives:

*Investigate the abandoned Imperial Outpost.
*Engage Remnant forces in the area.

Primary Foes:

*Stormtroopers
*Imperial Officers

Secret Areas: 2

You'll find yourself in control of Kyle behind an Imperial lander, with Jan by
your side. The very first secret area in the game is off to your left, through
an unlocked door. Hop on the crates to reach the top shelf and a few items.

You can use the small area where you begin the level to move around in, adjust
your controls, etc., but you probably shouldn't fire until you're ready to take
out the Stormtroopers nearby. Use your Bryar to snipe one in the head, then
shoot the other one until he falls. Grab the Rifle and head around the corner,
where a whole mess of Stormtroopers awaits. Jan has apparently rigged her Rifle
to fire faster than you can manage, but she shoots, well, like a girl, and can
barely hit anything. You'll need to take out most of the Troopers yourself.
Once Jan examines the blast door, be ready for a few reinforcements that come 
around the corner. You can use your Binoculars when you're looking over the 
valley to check out the Troopers that are keeping watch on the odd structure 
below. You can't shoot them - they're behind sturdy shielding - but if you 
take a potshot, you'll attract a Probe Droid.

Anyway, once all the Troopers are dead, head around the corner and pump up your
shields at the Shield Power Converter. Head through the door and whack the
Imperial, then grab his supply key. Use the elevator to reach the upper level,
then take the nearby lift to the observation deck. Flip the switch to supply
power to the guns, then head back below to greet a few more Troopers. Head into
their little hiding room to get some ammo and a Bacta tank. Now head below and
mount the turret gun, then fire on the door to blast it open.

Once you and Jan are on the elevator, it will automatically begin to lower
itself. Wait for it to reach the lower level, then hop off. When it rises
again, jump into the shaft and proceed into the small corridor. There's some
kind of energy reservoir to your left, which you can shoot if you wish (but
watch out for the blast). Head to the right to deactivate the reservoir, and
then move around it until you reach a small lift. It will take you above a
control room inside the base. Shoot the grate and fall down. Grab the key from
the Imperial and then unlock the doors using the four switchs. Jan will run in
and man the control panel.

Head out the door and take a left, head through the door, then take a right
through another door. Take a left around the corner and you should be in a
large room with a Gonk (little black droid that makes a weird sound). Open the
crate to get the handy Light Amp goggles, then flip the switch near the
circular platform to reach a darkened area below. Activate your Light Amp
goggles to see. (Default keys are [ and ] to toggle your inventory and Enter to
activate and deactivate.) There's a "secret" area near the crates; just walk
around until a pop-up message tells you you've found it.

Now head through the small passageway in the wall and crouch through the
opening. Wipe out the Imperial and the Troopers, then head into the room. Take
the key from the Imperial, get the code key from the funny display on the wall,
then flip the green and red panels along the same wall to unlock some doors in
other areas of the level.

Now, disable the red force field and head up the stairs. Take a left and head
down the corridor until you hit some walkways over a very large pit. Head down
the walkway leading under the green Imperial insignia, and be ready for some
ceiling-mounted turrets. Destroy them, then head through the door and into a
large number of Troopers. Go through the other door to your left and kill the
Troopers that are mulling about. Once you locate the flashing blue control
panel, use it to call Jan. She'll need some help reaching your position, so
head back up to the walkways and start moving towards the room with the Gonk.
Once you reach Jan, escort her back to the control panel, where she'll unlock a
door nearby. Head through it and indulge in some glass shattering, but watch
out for the troops. Get the second code from the display, and head back to the
walkways over the pit. Now proceed under the red Imperial signage, and watch
out for more turrets. Go through the door, then up the stairs to your left. The
lift nearby takes you above the walkways - flip the switch nearby to deactivate
the force field across the way, then walk along the perimeter of the room to
flip the other switch, which activates the computer array below. This will call
up some troops from below, but if you're quick enough, you can run back and
drop a Detonator on their heads before they can spread out from the lift.

Once you've got the computer up and running, you need to find the third
keycode. Head through the door in the room at the bottom of the lift. Kill the
troopers in this room, then use the satellite dish control panel to get some
hints as to what awaits you in later missions. Proceed down the corridor and
into the next area - the explosion that occurs will not harm you, but it will
kill some of the Troopers that were waiting for you. The walkway is a bit
unstable, as you'll notice - hurry along until you reach the far end, and the
walkway will collapse behind you.

The door ahead leads to some steps. The sound that comes through the walls
portends an encounter with Probe Droids, and sure enough, there are three of
them awaiting you at the foot of the stairs. Destroy them and then ride the
lift up to to the Ammo Power Converter if you need to use it. The door this way
leads to another walkway, but it will break before you can get all the way
across - head back down to where the Probe Droids were and stand on the floor
to reach an open area above the walkways. Take out some more Droids, grab the
Large Shield Generator nearby, then walk along the ceiling of the intact
walkway to reach the other side. You can snipe the Imperial troops in the
observation room from the top of the walkway. Once you drop down, pass through
the observation room and round the corner to get the final code. Proceed back
to the walkways and enter the codes into the computer. You need to manipulate
the three screens until the display on the large, center screen matches the
symbol (check the codes by hitting TAB). Once all the codes have been entered,
you can cross the bridge to the second half of this mission.

-------------------------------------------------------------------------------
3.2 - Kejim Base
-------------------------------------------------------------------------------

Initial Objectives:

*Investigate the hidden section of the Outpost.
*Engage Remnant forces in the area.
*Rendezvous with Jan and the Raven's Claw.

Primary Foes:

*Stormtroopers
*Imperial Officers

Secret Areas: 3

You'll start off with a firefight here, but you can shoot the gas container
through the window to lighten the troop density a bit. Get the Security Key
from the Imperial, then unlock the door. Disable the turrets. Take the door to
your left, then flip the panel to raise the blast shield. Shoot the window out
and proceed on through. An Imperial and a couple of odd, floating droid-turrets
will be waiting for you in the next room. You can't shoot the droids when
they've shielded themselves - you can only damage them when they're prepared to
fire back at you. Grab the key from the Imperial, then flip the switches on the
control panel to rotate the manipulator arm around in the cold chamber ahead.
Smash the window leading into the chamber, then drop down and head through the
door on the floor. You can disable the freezing units in the next room. Go back
to the cold chamber, but this time hug the wall until you can climb on top of
the manipulator arm. Once you reach the top level, crouch and head around the
outside of the chamber to find a secret area.

Head back around the way you came, and then jump from the lattice walkway to
the Ammo Power Converter for another secret area.

Once you're back on the walkway, you can go through the door to enter a large
area with a pool of electrified water below. Head around the upper level to
your right until you can fire through the windows into the small control room.
Shoot the explosive container, which will fry the panel nearby, opening the
door and extending a walkway. Move into the room, flip the switch, then drop
down the lift and look around until you find yourself in an observation room
overlooking a large white storage area. Hit the control panel to raise a
jumpway to one of the small caches of items around the area. Now, head back to
the water room, then proceed down into the white storage area and jump around
until you get the items. (This isn't technically required, so feel free to skip
it if you just want to get on with the mission.)

Now, back in the water room, move around on the lower level until you come to
the walkway that lets you access a door opening onto an open shaft. Drop down
and crouch through the passage until you reach another largish room. Take a
left and proceed into another small observation room to shuffle the floor plans
once again. Head back out and into the white room through the now-unlocked
door, and nab some more items. Once you're through in there, head back through
the previous room and through the door on the other side. There are plenty of
troops in the area, so this might be a good time to bust out some of your
Thermal Detonators. Once the troops are dead, disable the turret nearby, grab
the key from the Imperial, and head down the steps to the brig area. You'll
find a platform that takes you up above the prison cells, where you'll
encounter another Imperial guarding the locks. Disable the forcefields, then
drop down and look around until you find the supply areas, where you can pick
up some neato Det Packs. The odd humming sound is coming from a pair of
Interrogation Droids that are coming your way. These fellows don't seem to have
any distance attacks, so shoot them down before they can get near you and you
should be fine.

Now walk back past the area where you killed all the Troopers until you come to
a locked door. This will open with the security key of the Imperial that was
hiding in an alcove across the way. You'll find yourself in an observation room
that overlooks one of the rooms you were in earlier. If you're running low on
shields, you can get to the shield generator by futzing around with the control
panels nearby. Hit the right one once, then the left one three times to blow
the shields. Continue on your way through the door, and get ready for a
firefight. The blast doors will open automatically, revealing a room full of
troopers and an Imperial manning a turret. The Troopers die as easily as they
ever do, but you'll have to strafe-fire the Imperial to knock him out of the
turret before he can rip you to shreds. Clear the room, and hit the switch in
the rear area. Troopers will charge you, so get into the turret and knock them
around a bit.

Now that the force field is down, proceed into a room with a very odd
contraption. The device you're looking at bounces laser beams off the crystal
suspension. You'll want to activate the machine, but you'll also want to move
the crystal so that the lasers can cut you a passage; you can do both in the
small alcove nearby. When the lasers start cutting through the locked door,
crouch and move around the perimeter of the room so that you don't get fried.
Once you're out of the door, the machine will self-destruct.

The next room confronts you with a bit of a puzzle. If you enter the room with
the bodies inside it, you'll die very quickly of radiation poisoning. You
should have enough health to dash in and grab the Security Key, however, so do
that and unlock the computer panel nearby. This activates a remote-controlled
Mouse droid, which you'll need to use to flush the radiation from the next room
on. Once you're controlling the Mouse droid, roll it along into the next room,
and then zip through the small blue passageway until you locate the machines
that are pumping out the radiation. Shut them down, then bring the Mouse droid
back through the blue passage. Be sure to hit the obscured computer link device
on your way back, however; this unlocks the third secret area, a small doorway
leading to a Power Converter in the room with the bodies.

Hit the Jump key to return you to Kyle's body, then proceed through into the
formerly irradiated area. Use the Ammo Power Converter to get the final secret
area, then proceed through the door and escape the facility through the crystal
immersion chamber.

-------------------------------------------------------------------------------
3.3 - Artus Mine
-------------------------------------------------------------------------------

Objectives:

*Infiltrate the mining facility.
*Cripple the mining operation.

Primary Foes:

*Stormtroopers
*Imperial Officers
*Crabs

Secret Areas: 1

Mosey down the valley until you come to a canyon. Drop down and scope out the
scene - I don't think the EPA would have many good things to say about the
Remnant's environmental policies, given the green sludge that's floating about
below. Head off to your right to find a Bowcaster next to a body, but don't
fire it yet. Avoid the spotlights off to the left, and head into the room below
their spire to deactivate them. Once you've got that done, jump onto the piping
that crosses the valley, but watch out for falling pieces. Make your way over
to the other side of the valley.

The Troopers in the room above are a bit too concentrated for you to risk
running in and blasting away, so alert them to your presence and then retreat
to the bottom-most walkway above the canyon. As the Stormtroopers pursue you,
they'll almost all fall off into the valley below, since the walkways don't
have any guardrails - something for their union to take up with OSHA, I
imagine. The Remnant better hope they don't get audited, or else there'll be
hell to pay in fines. Once you've cleared the Troopers and the Imperial, grab
the latter's key and unlocked the door.

You've infiltrated the mine successfully. Now clean the next room, and grab the
keys from the Imperials. Head down the elevator, but be ready to hit a secret
area about halfway down - there's a small passage you can crouch into as you
head down, but it's easy to miss, so be sure to save your game ahead of time.

You can bomb or snipe the Troopers from above, then head back down to take on
the rest of the troops. There are a half-dozen or so soldiers in this storage
area, but you won't have much mobility in the doorway, so watch the crossfire.
There's only one exit from this room, so head towards the elevator, but watch
out for the Troopers that drop down before you can get there. You can get them
all with one well-placed Detonator if you're ready.

Ride the elevator up and take a left, passing through the rocky mining area.
Take a right at the intersection and head down to another room with some
Imperials and a few Troopers. Grab the key (you can head back to the rocky area
to open the crate, if you wish), then find the doors that lead back out into
the canyon. There are two guidelights on posts here - stand between them until
the pipe below you extrudes enough for you to jump on it. Do so, then crouch
and fall down to the small ledge below. When the pipe retracts, crawl through
until you reach the smelting machine. Shoot the power devices along the walls,
then blow away the machine itself. Ride on top of the machine to the room
above, then climb on one of the barriers so that you can jump on top of one of
the moving platforms. Hitch a ride until you reach the small, dark corridor
with the green force crystals; this is where you want to jump off.

This corridor is dark enough to require the use of light amplification goggles,
but it's fairly linear so you shouldn't worry too much about it if you run out
of battery power. The little Crabs in the area are troublesome, however, since
they move a bit too fast to lead with your Rifle. Use the alternate fire and
aim at the ground between you and them to stun them, then finish them off as
they stand still. This will deplete almost all of your ammo, probably, but it's
better than being turned into critter food.

(A few people have pointed out that the Stun Baton is a little more efficient
at taking out the Crabs than the Blaster Rifle is.)

Once you reach the mining equipment, activate it and start sniping the soldiers
below you - the Bowcaster's alternate fire is quite handy at this, if you
haven't noticed. Drop onto another of the moving platforms, and head for the
bottom of the room. The door nearby leads to some sort of lava-smashing
contraption, conveniently placed to allow you access to the upper platforms.
The next room over contains a mess of troops, and the mine's powerplant, which
you can overload by manipulating a panel nearby. Once it's destroyed, head
through the far door to find yourself back in the main storage area of the
mine. Take the previous elevator back up to the upper level, but this time take
a right. Take out the Troopers and the Crabs, and proceed to the next room,
where you'll find a couple of delightfully positioned turrets. Activate the car
here to reach the next area of the mission.

-------------------------------------------------------------------------------
3.4 - Artus Detention Area
-------------------------------------------------------------------------------

Initial Objectives:

*Rescue the Miners from the prison. Release the prisoners.

Primary Foes:

*Stormtroopers
*Imperial Officers

Secret Areas: 1

Shoot the prisoners in the room you start out in, then climb up the metal bar
to reach the panel to unlock the door below. Kill the troopers in the next
room, then use another panel to unlock anohter door. You'll find yourself in a
large cylindrical prison area, joined by a series of staircases. You'll need to
fight off quite a few Trooper ambushes as you progress upward, and there's a
surprise in the form of Mobile Turrets on the top level, so be prepared for a
firefight. Take another staircase up to the facility's control room, where
you'll be able to unlock all the prison doors, as well as activate the fan in
the airshaft running up the middle of the room.

Go back down the stairs and through the previously locked door. Proceed through
and talk to the prisoner. He'll tell you that you need to capture the Base
Commander and force him to unlock the hanger's blast doors - but first, proceed
into the hanger and take out the Troopers. They'll fire on the prisoners,
unless you get really close, so pick them off from a distance. You can examine
the hanger's floor for some miscellaneous items.

Head to the upper platforms in the hanger, and find the unlocked door. When you
reach the walkway, shoot the lattice grille and jump through. Thankfully you
activated the fan earlier, and you can float down the pipe until you hit the
bottom; make sure you land on the grate or you'll get injured by the fan. Head
through the pipe to reach the bottom of the detention area; look around for a
loose grate to find a secret area. (Thanks Claude Arm for pointing this out.)

You'll eventually reach another darkened mine area, which will be much longer
than the one you ran through in the last level. My recommendation? Book it.
Just run past all the Crabs, keeping your goggles on, and they shouldn't have
enough time to get their bites in. The passageway is linear, so proceed until
you reach another room where the Crabs are chewing on Trooper bodies. Head
through the door hear to reach a hallway with two more doors. The rightmost
passage will take you back to the hanger, but the leftmost will lead you to the
Base Commander. Kill all the Troopers and walk down the stairs to your right to
find the Commander, who won't put up a fight. He'll walk along slowly as long
as you have your crosshairs on him, so march him up the stairs towards the
blast door. You'll have to protect him from the Crabs that pour forth. After he
lets the prisoners out of the main door, he'll predictably turn on you, so
blast him and the rest of the Troopers. Now head out the newly unlocked door
until you find a locker room for the mine enforcers. Blast the grates and crawl
out of the facility to end the level.

-------------------------------------------------------------------------------
3.5 - Artus Topside
-------------------------------------------------------------------------------

Initial Objectives:

*Disable the external defenses to allow evacuation of the prisoners.
*Rendezvous with Jan and the Raven's Claw.

Primary Foes:

*Stormtroopers
*Imperial Officers

Secret Areas: 1

Well, you're caught between a rock and a hard place as the level opens, since
an AT-ST is gunning for you right from the beginning. Duck into the alcove to
your left to grab the Imperial's supply key and activate the elevator. Run back
outside, avoiding the AT-ST's fire, and take the elevator up to the top level.
Man the turret to kill the AT-ST, then swing it around to take out the Troopers
above you. Another AT-ST will pop out of the hanger here; once its AT-ST is
destroyed, you can check the nearby room
for a Large Shield Generator if you got the Supply key below.

Steven Roy sent along this tactic, which should come in handy on harder
difficulties:

"Trying to keep the prisoners alive at the beginning of the Artus Topside
mission was nearly impossible [on Jedi Master difficulty].  The lower AT-ST
would always hit me in the gun turret at least twice, draining the energy
levels to a ridiculously low level.  I could never kill the stormtroopers
before my energy was completely gone.  I spent a half hour doing this until I
figured a much easier way of winning.  First, the prisoners do not start dying
until you actually reach the top.  So, instead of rushing to the elevator, I
charged the AT-ST on the canyon level, ran around it, and kept dodging all the
way to the other end. No stormtroopers on on the lower level until you clear
the top, so they
aren't a worry.  Then, once you've reached the end, turn around and come back,
hugging the right wall (don't forget to keep dodging!)  If all goes well, the
AT-ST tries to follow you in a straight line, and gets caught on the right wall
and cannot see you or the turret.  Then, just head up to the top and eliminate
all of the troopers and the upper level AT-ST with a fully charged cannon!"

Take the elevator back down into the valley. Run (do not walk) down the
valley's length. There are a lot of Troopers hanging around, but if you strafe
and dodge well, you can make it to the end without getting hit. (Just make sure
the AT-ST doesn't squash you.)

Take the lift up to the top of the valley. The troopers outside are using
juiced-up Rifles, and can fire more rapidly than most soldiers can, so you
might want to set a proximity mine or something to take them out, since they
will wear down your shields quite rapidly in a firefight. Once you take out the
troopers on the ledge to the right of the door, walk across and shoot the grate
to find a secret area.

Now, head down to the Ion Cannons, and use the Turrets to shoot any of the
troops in the valley below. Make sure you get the AT-ST in particular, because
you'll have to come back and shoot it if you miss it now. Walk past the Ion
Cannons, making sure to avoid their walkways before they fire, since the charge
electrifies the metal temporarily. The next large room after the cannons is a
repair bay for the AT-ST's, so clear it out and grab the security key from the
Imperial. There are a couple more rooms accessible from the lowest level of the
repair bay, and in the final one you'll be able to access the force fields that
are protecting the Ion Cannons. Shut them down, then head back up and blast the
Cannons with the nearby turret. If you didn't destroy the AT-ST in the canyon
before, you'll get a message telling you to do it now, which is a task, since
it will sometimes hide in one of the mini-valleys underneath the Ion Cannons.
If it's already been destroyed, head back to the repair bay and through the
now-unlocked door on the other side of the upper level. Avoid the trip mines in
the passages beyond, and eventually you'll reach the Raven's Claw.

Desann, unfortunately, cannot be beaten at this stage of the game. I've managed
to knock him over with a lucky Detonator Pack, but he'll generally throw
everything you dish out right back at you. Once you fall, a series of cutscenes
will ensue, ending the mission.

-------------------------------------------------------------------------------
3.6 - Massassi Temple - Jedi Training Academy - Yavin 4 Moon
-------------------------------------------------------------------------------

Initial Objectives:

*Meet with Luke Skywalker.

Primary Foes:

None

Secret Areas: 1

A Protocol Droid will let you know that Luke is waiting for you. You can look
around for a bit if you wish; there's a recreation of the War Room from A New
Hope near where you begin the level. There's not a lot to do in the Academy
proper except check out some Jedi Padawans engaging in a little lightsaber duel
action. Once you get bored of watching and heckling them ("We want a fencer,
not a belly...encer!"), head up to the very top of the Temple, where Luke
awaits. Apparently he finally hit puberty, because his voice has changed a bit.

Once you're ready to begin your tests, head back down a level or two and find
the door that was previously locked. Stroll through the garden until you find
the rabbit-hole. Drop through to begin your adventures with the Force....

Go right once the next level loads to pick up Force Push. In the next room,
Push the grey panels on the wall to find the correct glyphs you need to
proceed. The middle square, between the arrows, needs to have the correct
sequence of glyphs to unlock the door, so Push the tiles around until you are
able to proceed.

Grab Force Pull from the altar, then head into a water room for the next text.
Use Pull to extract the walkway from the wall. Once you get to the door, you
can keep going past it to reach a secret area, but it'll only net you a Battery
and a Bacta tank. You'll need to Pull these items out of the alcove, since
they're stuck far into the recess.

Proceeding out the door, grab Speed and drop down the hole nearby. Stand on the
platform to drop the door, then stand on the pressure plate to unlock all the
other doors. Once the last door has dropped (you should be able to see a cage
at the end of the corridor) hit the Speed button and take off. Don't worry
about the rising pillar; you'll see it again shortly.

You'll find Jump nearby, and a door that leads back to the main area. I was
stuck here for quite some time, because I didn't see the golden pillars off to
the right as you enter the room. You need to use Jump to scale the pillars,
after which you're done with the first go-round of tests.

The next test is down the stairs and through the doors. Use Pull on the
gargoyles to initiate water flow from each. Once the water level has risen,
stand by the door to let the platform float up from the bottom of the water.
The gate across the way will also rise; once it's completely retracted, hit
Speed and dash across the platform. It'll sink, but you should have plenty of
time to Jump underneath the gate before it falls completely.

Now, use Push on the wall next to the door to break open another passage. Once
you're below, you can use Push on the blocks below the stepping stones to make
something of a ladder. You'll need to Jump on top of the stones, then Jump on
the small guidestones next to them to complete the next jump.

This area is confusing so I've updated a couple of pictures to help anyone
who's stuck.

This is Kyle looking at the small ledge he needs to jump upon:
http://www.matthewrorie.com/images/jeditrialstones1.jpg

This is Kyle looking down from the small ledge. He needs to jump from here to
reach the next stone:
http://www.matthewrorie.com/images/jeditrialstones2.jpg

Once you're up top, head to the end of the corridor, behind the pressure plate.
Activate Speed, then jet off down the corridor towards the opening. You should
intersect a sliding platform, from which you can Jump to reach the final area
of the tests.

You're almost done. Use Push to retract the pins that stick out of the pillar
until the cage containing your Lightsaber is at floor level, then jump on top
of the weight nearby (above the ramp that leads downward). As the weight falls,
hit Speed, run up the ramp, and use Pull to get your Lightsaber out before the
cage closes again.

Now you can jump around and act like an idiot for a few minutes. The Lightsaber
here is much-improved over its implementation in Jedi Knight, so get used to
the new movement system and throw the saber around a bit for good measure. Once
you're ready to get on to the next mission, jump up on top of the small pillars
near the exit door, then throw the saber through the ropes to release the
stones. Cut the lock on the next door and you'll be off to Nar Shaddaa.

-------------------------------------------------------------------------------
3.7 - Nar Shaddaa - The Smuggler's Moon - Streets
-------------------------------------------------------------------------------

Initial Objectives:

*Track down the gangster, Reelo Baruk.

Primary Foes:

*Rodian
*Gran
*Weequay

Secret Areas: 6

(The fly-by intro here is an homage to the opening cinematic of Jedi Knight, in
case you didn't know.)

The bar up the street is populated by Grans (fellows with three eyes), Rodians
(green-skinned insectoid things), and Weequays (individuals that manage to be
both bald and dreadlocked simultaneously), along with a Chiss bartender, of the
same race as Grand Admiral Thrawn. Engage the bartender in conversation, then
kill every single living thing in a hundred-foot radius. You're remarkably
proficient at blocking incoming laser fire, even at this early stage of your
Lightsaber skill development, so whip it out and chop up the freaks. Lightsaber
Throw is a kick here; I took down four enemies at one time with a well-thrown
saber.

There are two secret areas in this bar; one is in the kitchen area, where you
can Push a freezer in the wall to reveal a small hidden room.

The other is accessible in the main seating area. Hit your Use key on one of
the recessed seating areas in the back wall, where the Weequay and Rodians were
enjoying their drinks earlier, and the seats should retract into the wall,
leaving a passage to the secret area. Not very logical, but there you go.

Head to the top of the bar and locate the lock to the bar blast shield.
Interrogate the bartender and head up and outside. The Rodians that are
scattered throughout the rest of the level will possess Disruptor Rifles, so
you'll have to move very slowly through any exposed areas, unless you fancy
being disintegrated. (The death animation when you do perish is pretty cool,
though.) You'll need to duck in and out of doorways, while returning fire with
your own Disruptor Rifle, in order to not get hit, since your Lightsaber
unfortunately can't block the shots. The Disruptor is perfectly accurate and
fires very quickly, so you can hit far-off enemies with the primary fire if you
have good aim. If you need to zoom in with the scope, aim for the head and
charge it up about halfway - disintegrating the Rodians is neat, but drains
your ammo and will leave you open to fire for too long to be really worthwhile.

(Mitch points out that if you hold duck while wielding the Disruptor Rifle, the
sniper zoom does not disappear when you move. This is obviously helpful for
acquiring your targets while exposing yourself for a minimum amount of time.)

Head around to your left and walk across the chasm. No guardrails, yet again; a
poor example of city planning. Head up the lift in the nearby room and through
the hole in the wall. Don't forget to use Push and Pull to knock your enemies
off their feet; this is really handy in the case of the Grans, which are often
armed with Thermal Detonators. Head out to the small balcony and jump over to
the set of ramps leading up. Ignore the door to your left and head up the
ramps, where you'll find another door. You can roll a Thermal Detonator down
the small incline inside the door to kill the Rodian and the Gran below, then
explore the room they're in to find a Large shield generator.

Now, head up to the second-highest level of the ramp and jump from the small
balcony area into the building below, which has a control panel you can use to
extend a nearby bridge. Head out of the building and walk to your right to find
the now-complete walkway. In the next room, you'll need to shuffle some crates
around with Push and Pull to bring down a lift, then Push the crate again to
make the platform rise when you're standing on it.

Once you're reached the top of the lift, use the panel nearby to drop another
ramp heading up. Walk along the walkway outside until you reach the skylights,
which you'll need to drop through. One of the doors in this room leads to a
lift heading up to the highest level of the outside area. There are two secret
areas up here. For the first, jump across the bridge that the Gran was standing
on, then head up the darkened ramp across the way to find an upper platform.

The second area is around the corner from the bridge with the Gran; you need to
drop down onto the walkways that connect all the locked doors until you find a
small platform with a couple of Converters. Unfortunately, this will return you
to the beginning of the level, so be forewarned.

When you're ready to proceed, head back to the room with the skylights and jump
out the rightmost window onto a small ledge. Jump into the floating vehicle and
jump from there up to the nearby door. Take the lift up and proceed across the
walkway - but watch out for the proximity mine in the middle. Shoot it out from
a distance, and be careful not to fall. In the next room, shoot the barrel to
get through the wall, then cut the small electrical pipe to de-charge the
water. Pull the platform out from the next wall, then jump up above to another
small area. There's another secret area across the top of the glassed-in
walkway; jump from there to the area to the right to find a couple of Bacta
Tanks.

Hit the panel near the R5 unit to pull a loading crane below within
jumping distance. Fall down onto it, then Pull the other crane to you, and jump
from there into the floating garbage scow. As it moves off, you'll notice a red
garbage chute above you; the jump from your hauler to this area is very
difficult. Stand on the very edge of the hauler and hit crouch when you reach
the apex of your jump, and you might make it into the corridor; this is the
final secret area.

Drop down into the hauler again, and as it speeds along, you'll need to hit the
small red/green switchlights with Push in order to bypass the early exits and
hit the end of the level.

-------------------------------------------------------------------------------
3.8 - Nar Shaddaa - Reelo's Hideout
-------------------------------------------------------------------------------

Initial Objectives:

*Track down Reelo Baruk.

Primary Foes:

*Rodian
*Gran
*Weequay

Force Power Adjustments:

*Force Jump from Level 1 to Level 2.

Secret Areas: 7

As the level begins, you can find a secret area by jumping from the crate to
the metal piping on either side, then jumping from there up to a pair of
Converters.

If you miss the jump, you'll need to wall-walk over the shredder
to avoid instant death. Head through the door to find a large room full of
garbage smashers. There's another secret area through the first door on your
right - blow up the explosive barrel in the room to open a passageway to a
sniper's roost with a couple of Rodians.

There's yet another secret area in the first room here. Find the stack of
crates near the wall, then drop down between them and the wall, and hit your
Use key while facing the wall. A secret panel should open up.

Go back to the garbage smashers and find one with an exposed pipe sticking out
of its side. You'll need to jump up and into the garbage smasher, then run
underneath the smashing mechanism without getting squashed. There's a simple
jumping puzzle in the next large room, from which you'll proceed down some
corridors until you find what seems to be a dead end. Use your Force Pull on
the dumpster to pull it towards you.

What you have to do in this area is not attempt to move around the dumpster
that you pull, but instead head all the way back to the large central area of
the level, the one with the four large garbage smashers. There's a room
attached to this area with a large wall of glass and a number of crates. Here's
a screenshot of the room in question; hopefully you'll recognize it:

http://www.matthewrorie.com/images/reeloroom.jpg

After you've pulled the garbage hauler near the jumping puzzle, go back to the
central area and find this room. There's a crate you can pull to reveal a
passageway, which then leads you to another garbage hauler; Push this one to
reveal the passageway leading to the rest of the area. The point of Pulling the
first garbage hauler is not to clear the hallway so that you can pass, it's to
make room so that you can Push the other garbage hauler enough to reveal the
adjacent corridor. (As a note, there is a secret area in the ceiling above the
garbage hauler in the hallway; look for a small area that you can jump up
into.)

Smash the window in the adjacent room, while being careful not to step on the
red-hot incinerator track. Pull the lever across the way to unlock the door.
This next hallway is populated with some Rodian snipers, so watch for the
windows to open and blast them with your weapon of choice. You'll reach a ramp
eventually - watch for a grate on the right side of the wall. When you find it,
smash it, crawl into the duct, and then blow up the explosive canister below.

Head back to the ramp and drop down into the room below. Cut the door's lock,
and proceed through the now-smashed wall to find the prison area, where the
game's very special guest star awaits. Once you've had your conversation, head
back to the ramp area, and go through the door at the top to find yourself on
the walkways at the top of the garbage smasher room. At the far side of this
area is a small control room where you'll be asked for a password - the
prisoner gave it to you, so you'll be allowed through. (If you didn't have the
password, you'd have been dropped into a room with an electrified floor.)

This next area is rather tricky, due to the overwhelming forces aligned against
you, so keep your Bacta tanks primed and ready to go when you hit your item
key. First off, there's a secret area behind the second elevator past the
passworded door. Jump off the elevator as it's falling, and you'll notice a
small gap in the far wall.

Once you reach the grate separating you from the Weequays, break through with
your saber and start chopping. Take your time with the turrets ahead, and be
sure to destroy them all before proceeding. The next hallway contains a
multitude of recessed Rodian riflemen (really!), but you can run past them if
you wish. Push the panel through the cracked window to escape. Once you find
yourself in Reelo's gladiator pit, destroy the turrets up above, then flip on
your lightsaber to avoid getting mauled by the Weequays that come pouring out.
One strategy to take them down quickly is to lure them off to the side of the
room, then duck into the little alcove they formerly inhabited. They'll bunch
up as they run towards the alcove, allowing you to duck out and get most of
them with a single saber throw.

Now, head upstairs to find that Reelo has flown the coop. Snoop around behind
his desk to find a switch that opens a secret door nearby.

Drop down the shaft to find another secret area below the stairs; use Push to
activate the switch beneath the stairs.

Head through the door to find the prisoner, who leads you to the end of the 
level.

-------------------------------------------------------------------------------
3.9 - Nar Shaddaa - Starport
-------------------------------------------------------------------------------

Initial Objectives:

*Find Lando's Ship, the Lady Luck.

Primary Foes:

*Rodian
*Gran
*Weequay

Force Power Adjustments:

*Force Speed from Level 1 to Level 2.

Secret Areas: 3

Follow Lando until you reach the control room overlooking the Lady Luck. Head
down the lift 



 

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