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Passages for Jedi Knight 2, platform PC

===============================================================================
Jedi Knight II - Jedi Outcast Walkthrough / FAQ
Azraelot - Matthew Rorie
http://www.stratosgroup.com/
http://www.matthewrorie.com/
azraelot@stratosgroup.com
Last Updated 10/15/02
Version 1.13
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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.

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.

v1.13 - 10/15/02

Well, I got so far behind on submissions that I think it's time to hoist the
white flag. I appreciate everything that everyone sent in, but nothing ever
spoke to me as being earth-shattering enough to warrant an update. While it
gnaws at my conscience a bit to let your emails sit in my inbox unattended, the
ratio of effort to gain is a bit too unbalanced to warrant me going back
through three months' worth of email to pick out all the submissions (as
opposed to the questions, requests for help, and non-Jedi related messages). I
think that for my next FAQ I'll have to make some kind of rudimentary filtering
system. If you wish to submit a tip, I'm not going to stop you, but be
forewarned that the chances of me updating this guide with it are pretty slim.
Questions are still welcomed; I can't always answer in a timely fashion, but I
will be happy to help if I can.

While I'm on the subject, I just wanted to say thanks to everyone who emailed
me for no other reason than to say that they enjoyed the FAQ. There's no
financial reward for doing these guides, so I think I speak for FAQ authors
everywhere that "thanks" emails are about as good a reward as we can get. :)

In any case, the most pressing issue with the game at this point still seems to
be the broken fuel symbols on the Nar Shaddaa Space Port level. I still get
emails from people claiming that they can't get by this section of the game,
and I haven't heard of any resolution of this problem yet. The only thing I can
recommend is that you activate cheats, then use the "map bespin_undercity" code
to flip ahead one level. Other than that, I can offer no help. Terry
Derendinger says that he was able to get past the part by reloading his last
checkpoint save and proceeding from there, so maybe that will help.

I did add a few things here and there. The exploit at the end of Nar Shaddaa
Space Port, whereby you could exit the ship, has apparently been removed from
the game, so I deleted the tips that suggested it. Thanks to Dr. M for pointing
this out.

Daniel Hamill helpfully pointed out a few things - the difference between
"taunt" and "victory", for one. He also sent along a tip on the
backwards-attack move for the Lightsaber, and another tip for Fyarr.

There are a few more things added, as well. mekuzmak, for instance, reminded me
that Reborn *can* be shot with the Disruptor, if you aim at their feet to make
them jump, then aim at their chest while they're falling down. I managed to
kill Desann this way, so there's a cheesy way to get past him if you are having
trouble.

I'm reluctant to slap the "final" tag on this guide, because you never know if
something earthshaking will happen. As of now, though, I have no further plans
to update it. I'm sorry if I said that I would add your tip in the next version
of the guide, and it's not in here; that's a little irresponsible of me, I
guess, but it would take a few hours worth of work to go through and find every
original tip and add it.

v1.12 - 7/19/02

*Robert Simmons sent me an article on fighting reborn. I added it to the top of
the Hints and Tips section.
*If you're looking for a lot of cheat codes and random stuff that isn't in this
document, you might want to head over to gamewinners:

http://www.gamewinners.com/DOSWIN/blstarwarsjedioutcast.htm

There's a lot of other stuff thrown in in this version. Denis Seguin sent along
a few tips for different levels. If you submitted something, do a ctrl-f for
whatever's in your email signature, or your email name, and see if it's there.
If it's not, and you think it was really good, resend it. Or take a look at the
(massive!) Contributors list and see if anything pops out at you.

I'm probably going to be winding this thing down over the next couple of
revisions, now that the game has been out for a while and interest is dying
down a bit. While there's sure to be surges of new players in the future (I'd
bet money on a Game of the Year edition and an expansion pack eventually), we
seem to be settling down into the "community" phase of things, where people who
really like the game will go on playing it, while others will move on to new
things. Since I never really enjoyed the multiplayer side of things overmuch
(though I haven't played 1.4; with less backstabbing it would probably be more
enjoyable), I can be considered one of the latter. Nothing specific is drawing
my attention games-wise, but I have an unbelievable backlog of books and
magazines to read through. Or skim through, as the case may be.

v1.11 - 7/11/02

*Mark Bahra sent along a HUGE list of things to note before playing on Jedi
Master mode. You can find these in the Tips section.
*Matt Sponsler sent along a technique that allows you to permanently control a
NPC with the "SetForceAll 4" code. This is in the Cheats section, underneath
the original note about the cheat. Do a CTRL-F for "Sponsler" to find it.
*Joe sent along a list of single and multiplayer maps. If you're stuck on a
level and want to jump past it, you can use this list to jump to the next
level. Theoretically.
*Changed the "Attack Droids" entry to match the Official Strategy Guide's
taxonomy of "Mark I". Sure to be a popular decision. :) Thanks Kyle Caton.

Just wanted to make a little, incremental update. First off, I will no longer
be replying to submission emails. I wish I had time to, but unfortunately, I
get so much email that answering it all with the depth I would like can take
half an hour to an hour every day. Rest assured, I read it all and will put it
in the document (probably), but this will save me a lot of time, a precious
commodity by anyone's standards. Secondly, I'm not going to be putting every
single submission in this revision list. I'll make a note of anything that I
feel is particularly, well, noteworthy, but again, the volume of submissions is
such that making a note of everything easily doubles the amount of time it
takes to crank out a new revision.

I'm still going to add the submissions and the submitter's names to the end of
the document, of course. I've been pretty permissive about what I've been
adding to the document in the past, but I think I'm going to have to start
weeding out the tips that aren't really useful from now on, simply because this
thing is already huge enough. (We're passing the 40,000 word mark with this
update.) I know everyone wants to see their name in lights, but make sure what
you're sending me isn't redundant with material already in here, or else I'll
pass it over. Hopefully, the game dropping out of GameFAQs' Top Ten list marks
a downshift in interest in the game, and email will drop off accordingly.

This update doesn't reflect all the submissions I've received since 1.09; I
still have about three weeks' worth of backlog to add in. So hold off on
resending your tips until I say that I'm caught up, if you would.

v1.10 - 7/04/02

*At the suggestion of Oystein Bech Gadmar, I've made a page with an index of
all the secret area screenshots, as well as the other misc. shots I've included
in this walkthrough. You can find it here:

http://www.matthewrorie.com/bookmark.html

I will be adding to this list in the future, I just haven't had much time
recently.

*Many, many (many!) people have emailed me about the secret area in the demo.
It is duly included.

I have plenty more stuff to include, but I won't have to do it all until the
weekend at the earliest. Been busy recently with work and Neverwinter Nights;
got to get caught up with email first. I just wanted to get the secret area for
the demo in here; a ton of people have sent it in. Thanks to all.

Just in case anyone was curious, there was a plaigarized version of my
walkthrough up on a fairly well-known site recently. I won't name names, since
they were pretty good about the whole thing, but a certain David Swift of the
UK should be ashamed of himself. Also, someone named Josh D Azzena, working
from an Earthlink email address, has been spamming people with virus
attachments, using the header of this document as the body of the emails. I
don't know who this guy is, or if his computer is simply whacked out, but watch
out for virii.

v1.9 - 6/4/02

*Added a walkthrough for the demo level. Not very long, but there you go. This
is Chapter 3.0, at the very beginning of the walkthrough.
*Added a Binding Keys header to the Tips section, along with my weirdo config.
Don't laugh!
*Added a tip from Nausicaa Jhil for the Starport level.
*Added a little cheat/funny thing from Pedro Polonio to the Cheats section.
*Keith Steiger pointed out that I was spelling "hangar" wrong in the Starpad
level, and noted an error.
*Andor Drakon tipped me off to a method of detecting Shadow Troopers. Find it
in the Enemies section.
*Rick Ross added a tip for killing ShadowTroopers. Enemies section.
*Ben Myton sent along a note on accessing the saber styles of Tavion and
Desann. Cheats.
*Tavion strats from Will Donald and Edwin van der Thiel have been added.
*LOTS of stuff from Wong Si Yuan; check especially the Cheats section, but
there's snippets of stuff from him in Grip, Push, the Disruption Rifle, and
under Tavion.
*New Desann strats from Tamago Imai, Christopher Chohin, and Mark Behra.
*David "The" Bruce sent along a note for the Jedi Academy level.
*BeerManMike sent along a tip on binding force powers. Binding Keys section.
*Moved Mind Tricks to its correct spot in the walkthrough. Thanks Vua vua.
*A tip from Derek Ho on beating Reborn has been added.
*Added another cheat from Jeremy Giesbrecht.
*Alari Hyena clarified a secret area in the first level of the game.
*Odd Ball sent in a clarification on the beginning of Reelo's Hideout.
*Jeremy Skrenes sent in a tip for dealing with the large room of Troopers in
the Doomgiver Detention level.
*Chris Redfield sent along a tip for the gauntlet hallway on Bespin: Streets.

I'm now caught up on submissions, as far as I can tell, so if you sent
something to me and don't see it here, resend it, because it probably got lost
in the virus shuffle. I'm going to try to get caught up on comments and help
mail and stay that way from day to day, since the volume has decreased a bit
from the level it was at when the FAQ first came out. But, as they say, "Want
to make God laugh? Make a plan." So we'll see how it goes.

I'd also like to thank everyone that's sent me a note of thanks - it means a
lot to get encouragement from everyone who's enjoyed the FAQ. Thanks!

v1.8 - 5/28/02

So, there's been quite a bit of downtime since the last iteration of this FAQ.
No, this isn't a full update - I just wanted to apologize to everyone who's
emailed me and hasn't received an answer. Long story short - I was keeping up
with my email fairly well, but some kind of virus hit me and wiped out one of
my crucial system files, so I reinstalled Windows 2000, reinstalled Service
Pack 2, all my drivers, all my programs, etc. (This took some time because W2K
refused to install with my new video card, and it took me a couple of days to
figure out what was going wrong.) This is when the email started to back up.
So I was going to get going back with it, but then the same damn thing
happened. So I eventually just had to format c: and start clean, because I had
three installs of W2k on the same hard drive.

So now I'm afraid to even open Outlook anymore; I certainly don't want to use
it as my email client. I have all the emails stored away from before this whole
mess began, but I don't think I'll be able to browse through them anytime soon.
I have a webmail client for my stratosgroup account, but it's not the most
flexible thing in the world - it doesn't tell me which emails I've replied to,
for instance. My web server also doesn't have any antivirus software on it (it
only services 8 people), so I'm still getting a bunch of klez.e emails with
150k attachments to them, causing my inbox to explode in size. Right now it
contains 200+ emails, and is over 10 megs in size. Quite a bit of work to
prune, as you can imagine.

Anyway, enough bitching. Yes, I do plan to get around to updating this
document eventually, and yes, I will try to get back to answering every email
I receive. I have no ETA on either of these events, however. I would really
like to be able to use a real email program to check my email before I start
work on future revisions - I suppose I'll try out Eudora. So this is basically
just an "I'm not dead" update. Sorry to anyone who expected a quick reply -
sometimes life throws you a curveball. It doesn't help that I'm working 50
hour weeks at work. In the meantime, if anyone is looking for help, I'd point
you out to the Jedi Outcast messageboards at gamefaqs.com. Lots of helpful
people, and it'd be much quicker than waiting for me to reply. If you have a
submission, send it along - I probably won't be able to reply, but I will
keep it around and add it to the next version of the FAQ, when I can update it.
If you do email me, ***please put "Jedi Knight FAQ" in the subject line***.
Like I said, I'm getting a lot of klez.e stuff, so anything to differentiate
your mail from the infinite "Spice Girls Vocal Concert" flood will ensure that
I don't delete it.

Also, if you emailed me with a submission before 5/5/02, you might want to
resend it. I don't know if I'll be able to check the email archives I have
for before this date, so I can't guarantee that I'll ever be able to use
these submissions. Hate to inconvenience you, but I'm a bit inconvenienced
here myself...

In other news, Episode II rocked me like a hurricane.

v1.7 - 4/16/02

*Added the locations of *all* of the secret locations in the game, each of
which has its own accompanying screenshot. 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 haven't manually checked all
the URLs for these shots (recipe for disaster!), so if anyone notes a broken
link, let me know and I'll update 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.

If you want an easy index of the screenshots, check here:

http://www.matthewrorie.com/bookmark.html

-------------------------------------------------------------------------------
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. :)

For more info on Jedi Master mode, check the Tips and Hints section. (Or CTRL-F
for "Bahra".)

-------------------------------------------------------------------------------
3.0 - Demo
-------------------------------------------------------------------------------

Objectives:

*Do Some Stuff

Primary Foes:

*Stormtroopers
*Imperial Officers

Secret Areas: 0

First off, this is a simple level without any of the really difficult puzzles
that distinguish Jedi Knight, so don't look for a masterpiece of walkthrough
writing here. There are no secret areas, and the entire level can be blown
through in less than five minutes on Jedi difficulty, so this section is here
more for completeness' sake than anything else.

As the level starts, you take control of Kyle outside a rather castleish
Remnant outpost. Flip on your saber and head down the walkway to enter through
the main doors. Take a left inside the entry; you'll see two doors here, one
heading left to the exterior bunker, and another straight ahead leading to the
sniper's roost. Head up the elevator and kill the Officer and grab his Security
key. Head back down to the castle's foyer and unlock the large doors by
accessing the panel to their left.

The power generators past the next room will need to be disabled. You can smash
the pipes on the ground floor if you wish.

**Secret Area!**
http://www.matthewrorie.com/jkpics/demosecret.jpg

On the right side of the room, you can smash the piping and jump on the
electrical conduits to find the demo's secret level.

Now, head up the elevator at the back of the room and through the
nearby door to find a large room with an Officer inside. Kill everyone and use
the panel by the window overlooking the power generator to shut down the same.
Once you've knocked out the power, take the elevator across the room from the
first one to reach the third level.

There's a door exiting the generator that's blocked by a force field, but next
to it is another security room with a panel. Use that panel to unlock the
security room above the generator; the Officer inside will probably not be
amused at your attempt to bypass Remnant security protocol, so wipe him
out...ALL OF HIM. Or something. The panel inside his little cubbyhole
deactivates the force field blocking your exit.

Head through the subsequent rooms until you hit a Checkpoint; there's a duel
approaching! If you've played the full version of the game, you shouldn't have
much of a problem here, though the Reborn is not one of the easier variants. If
the demo is your first exposure to Jedi Knight, however, it'll probably take
you a couple tries to get the hang of dueling, so be sure to save ahead of
time. The framerates really drag here, due to the reflective floor. If your
system chugs along (mine did, even with a GeForce 4), try jumping onto the
platforms that ring the room to hopefully reduce the graphics hit you take from
the mirror. Juxtapose points out that on harder difficulty levels, you will
face two Reborn, so watch out.

Once the Reborn is dead, head through the doors for a linear journey to Jan,
and the end of the level. Congratulations on completing the demo; now you can
try the real game, which is a much different beast, in a good sense.

-------------------------------------------------------------------------------
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.

**Secret Area**
http://www.matthewrorie.com/jkpics/kejimoutpost1.jpg

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. Alari Hyena points out
that there's an MSE droid (little roller droid) that leads you to the secret
area, so look out for it.

**Secret Area**
http://www.matthewrorie.com/jkpics/kejimoutpost2.jpg

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/kejimbase1.jpg

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

**Secret Area**
http://www.matthewrorie.com/jkpics/kejimbase2.jpg

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.)

From Denis Seguin:

"In 3.2, Kejim Base, in the big room with the floor sections that go up and
down, I've found that you can take out most of the turrets by crouching
right in front of them and shooting up at their ceiling mounts, while their
guns are blocked by the edge of the box they're in.  Just make sure your
back is to a block or you've already taken out the turrets behind you."

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/kejimbase3.jpg

This computer access panel opens a doorway leading to a Power Converter nearby;
this is the final secret area for this level.

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/artusmine1.jpg

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.)

**Secret Area**
http://www.matthewrorie.com/jkpics/artusdetention1.jpg

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/artustopside1.jpg

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 doo

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