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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

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1. Background / Introduction
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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.

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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. :)

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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 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.

**Secret Area**
http://www.matthewrorie.com/jkpics/yavintrial1.jpg

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 to reveal a small hidden room.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstreets1.jpg

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstreets2.jpg

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.

From Denis Seguin:

"In 3.7, Nar Shaddaa Streets, just after leaving the bar by the second floor
and crossing the chasm, there's a room with two holes in the ceiling where
Grans lob thermal detonators at you.  I've noticed that they face away from
the door, so you can take them out with the bowcaster's secondary fire by
bouncing the shots off the edge of the hole in the ceiling.  The angle is
just right if your back is to the wall (the one opposite the lift).  By the
way, in that same room, I've tried taking out the Weequays that come down
the lift by lobbing a few thermal dets of my own through the same ceiling
holes (and through the already-broken glass), with no luck at all.  I'm
convinced those guys spontaneously appear only after the lift is activated.
There's no point trying to kill them before, because they're just not there."

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 nearby to find an upper platform.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstreets3.jpg

(Jump up on the ramp that is visible in the upper right of this shot to find
the secret area.)

The second area is to the left of the lift that brought you up; 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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstreets4.jpg

(The secret area is in the middle of the crosshairs, but it's a long way
down...)

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstreets5.jpg

(If you can make this jump, you'll find yourself in another secret area.)

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstreets6.jpg

(SpeedySlim2 says you might be able to jump from the R5's head up to the grate
above him. I've never been able to do this myself, but perhaps it'll work for
some of you.)

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nshideout1.jpg

If you miss the jump, you can cut through the grating on your left to avoid the
garbage smasher. (Thanks to Odd Ball for pointing this out.) 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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nshideout2.jpg

(The explosion here blows open the wall.)

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nshideout3.jpg

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.)

**Secret Area**
http://www.matthewrorie.com/jkpics/nshideout4.jpg

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nshideout5.jpg

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.

**Secret Area**
http://www.matthewrorie.com/jkpics/nshideout6.jpg

Drop down the shaft to find another secret area below the stairs.

**Secret Area**
http://www.matthewrorie.com/jkpics/nshideout7.jpg

(Pull the lever to slide the stairs to one side).

Head through the door to find Lando, 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.
*Mind Tricks to Level 1

Secret Areas: 3

Follow Lando until you reach the control room overlooking the Lady Luck. Head
down the lift and across the walkway nearby to find yourself back in the
previous room, then proceed through the door to your left to enter a room with
an unexplainable chasm. The next area is darkened, so activate your Light
Amplification Goggles and proceed through it. Once you're on the rooftop area,
head to your left until Lando messages you about the turrets. Destroy them from
a distance (you can use the Disruptor Rifle from long distance to place
yourself out of their range), then proceed through the room behind them until
you reach the walkway that juts out underneath where the turrets were placed.
Jump up through the turret wreckage and go down the hallway to reach a control
room, where you can unlock the hanger door.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstarport1.jpg

Above the panel where the hangar door is unlocked, you'll note that the ceiling
of the control room is made mostly of glass. In order to find
the secret area, you need to bust through the glass above the panel and jump
through onto the ceiling. It's a tricky jump; I found that moving underneath
the slanted window, then attempting to jump while facing down in third-person
mode helped a bit. Once you're up top, head towards the wall to find a couple
of Bacta Tanks and some Shield Generators. Thanks Greg Evans.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstarport2.jpg

Now, if you drop back down into the hangar control panel room, you can find
another secret area. Head down the ramp and out the door to your left. You
should be able to see a hint of a ramp off above the bottomless pit; jump up
here to find the secrets.

Head back to the docking bay and recharge your shields at the station while
Lando blathers on. A wave of troops will come in - your priority here is to
protect Lando, since the mission ends if he dies. This battle can be
particularly tough on the higher difficulty levels, due to the huge number of
enemies that pop in through the doors. You may want to lay proximity Mines to
take out more enemies than you can slice with your Lightsaber. Once they're all
taken care of, Lando will message you and let you know that you need to start
the refueling process, as well as open the roof so that you can escape. Examine
the blue and red piping that's connected to the ship to find the codes for
refueling.

To find the fuel tanks, exit the hangar and proceed to your right. You can't
miss the large fuel reservoir; it's the cylindrical tank with all the piping
that heads into the hanger walls. Enter the codes on the panels (the red code
is a small gray stop sign; the blue code is a yellow x). A few people have
emailed me saying that they can reach this part of the level, but the panels
are inactive, and cannot be manipulated. One reader eventually found out that
Lando had gotten stuck in the hangar, having never reached the Lady Luck. If
this occurs, you may have to reload your game to a time before the entrance to
the hanger, or attempt to dislodge Lando with Force powers or some explosives.
Just get his attention, though; Lando doesn't appreciate sitting on Thermal
Detonators.

Update 10/15/02: I still get emails about this portion of the game, so
apparently sometimes the game is simply unpassable at this point. The only
solution I've come across is to warp to the next level using the code "map
bespin_undercity". If anyone has successfully managed to fix a game where the
fuel symbols are non-functional, please let me know how you did so.

**Secret Area**
http://www.matthewrorie.com/jkpics/nsstarport3.jpg

There's a secret area across the way from the code input terminals; jump on top
of the fuel cylinder and you should be able to see some Bacta tanks on a ledge
nearby. Jump on the piping to reach them.

To open the ceiling of the hangar, you need to find two grates in the hangar
floor and bust through them; one is beneath a set of explosive crates, the
other is hidden beneath a Pushable crate. In each of the rooms connected to
these passages, there are five computers that need to be activated. Once you
flip on all of the computers, the roof will open and Lando will summon you back
to the ship.

When Reelo makes his appearance, hit the panel in the cockpit of the Lady Luck
to lower a hidden turret. Aim for Reelo first, and then blast the rest of the
troops to finish the level. (Did this battle feel a little anticlimactic to
anyone else?)

[EDIT/DELETION]

Dr. M points out to me that the formerly submitted tips, where you could leave
the Lady Luck and attack Reelo and his gang with your Saber, is no longer
relevent. The exploit was apparently fixed in a patch.

-------------------------------------------------------------------------------
3.10 - Bespin - Cloud City - Underside
-------------------------------------------------------------------------------

Objectives:

*Infiltrate Bespin City through the lower levels.
*Find Lando's R5 unit near Carbonite Chamber #17.

Primary Foes:

*Rodian
*Gran
*Weequay

Force Power Adjustments:

*Force Push from Level 1 to Level 2
*Force Pull from Level 1 to Level 2
*Force Heal to Level 1


Secret Areas: 3

There are grates around the corner from your starting position - cut one open,
then wait off to the side for the blast of air to pass by and hop onto the
rising platform. You can start abusing Force Push on the enemies above - Level
2 is a huge improvement over Level 1, so be sure to have it bound somewhere
handy. Stay away from the edges of the lift as it reaches the top of the tube;
you can sometimes be caught between the lift and an obstacle, killing you
instantly. There's a secret area in the ceiling of this area that's reachable
by jumping from the lift - thanks to Greg Evans for pointing this out.

**Secret Area**
http://www.matthewrorie.com/jkpics/bpundercity1.jpg

The door nearby leads to a forked corridor. Head off to the left and take the
nearby lift up to a dead-end room with some enemies and a few items on the
upper level. This is optional, of course, but it's easy to miss if you don't
notice the lift. Now proceed through the door to the right of the bottom of the
lift. There's another platform in this room that leads to another docking bay
if you wish to get a couple more Bacta Tanks. Otherwise, wait for the flames in
the central chamber to abate, then hit the panel next to the Ugnaught and use
Force Speed to cover the distance before the door closes. (You can also use
Mind Tricks on the Ugnaught when you're standing by the door to get him to open
it.) Cut through the lock and take the lift up.

The door here leads out to a large open area. Take out the Rodians while you
still have a little cover, but watch out; if you strafe too exuberantly, you
can fall into the shaft where the platform was. Once the snipers have fallen,
wait for the power...thing...across the way to fall down to your level, then
activate Speed and rush across the red force field while it's still active.
Jump on the platform before it starts to rise, and ride up to the next level.
Proceed in this manner to the top level, where you need to take a right to find
the door to the next area. In this small room is another lift, and the second
secret area: hit the button for the lift, then stay out of the way until the
lift rises to reveal a hole in the ground. The old "hidden hole underneath the
elevator" secret area - a true classic.

**Secret Area**
http://www.matthewrorie.com/jkpics/bpundercity2.jpg

The three grates in this room cover up airshafts - cut the one to the left of
the entrance and float up to a large open area, similar to the location of
Luke's duel with Vader. Ride the columns of air up to the higher platforms; if
you feel cruel, you can use Push in midair to knock your enemies off their feet
and into the ether. Once you reach the top platform, you'll come face to face
with your first Reborn. Read the Dueling strategies in the Hints section (near
the bottom of this document) if you need help in this battle.

Once the Reborn is dead (and trust me, this guy is a piece of cake compared to
the individuals waiting), go through the door and walk down the hallway to
Carbonite Chamber #17, which acts as an elegant backdrop to another duel.
There's another secret area here, underneath one of the set of stairs. It's
darkened, so equip your night vision goggles to see it.

**Secret Area**
http://www.matthewrorie.com/jkpics/bpundercity3.jpg

The door nearby contains the R5 unit which you need to access the adjacent
lift.

-------------------------------------------------------------------------------
3.11 - Bespin - Cloud City - Streets
-------------------------------------------------------------------------------

Objectives:

*Search for Desann.
*Engage hostile forces in the area.

Primary Foes:

*Rodian
*Gran
*Weequay
*Trandoshan
*Reborn

Force Power Adjustments:

*Force Grip to Level 1

Secret Areas: 3

Once you're able to move, jump up to the elevated area and take out the
Trandoshan - watch out for the trip mines near the door. Lower the lift in the
control room, then head around and wait for the R5 unit to open the door.

This hallway here is quite a gauntlet. Your R5 unit can take a fair bit of
damage from the trip mines that are spaced out along the hallway, but the
enemies across the way will pose a double threat for you. You have to shoot as
many of the trip mines as you can, so that the droid doesn't perish, but you'll
also need to shoot some of the aliens across the way so that you don't get
killed. Concentrate your fire on the Rodians, then take out any trip mines that
are still in the way of the droid. You'll get hurt pretty badly in this area if
you're not careful, so keep an eye on your health and make sure you don't set
off any of the mines yourself.

Steven Roy sent along a perfect strategy for getting through this area with a
minimum of hassle:

"The key is using Force Pull on the R5.  After he opens the door, just Force
Pull him back to you, step around him and get between him and the door.  You
may have to Push him back a little, but don't knock him over the edge. [Ed.
Note: The falling damage appears to kill him if this occurs.] Now, just stay in
the middle of the doorway, but far enough back that the snipers can't see you.
You should be able to shoot most of the mines....I used the disrupter and it's
scope for this.  I used some thermal detonators to clear the few I couldn't see
behind columns, and for the final group of mines at the far end, I used Speed
to run down until I could see them, then just shot them.  When sniping the
mines, don't sidestep to get better shots, as the R5 will use any such move on
your part to go zooming on by."

Another strat from Chris Redfield:

"In the Bespin - Cloud City - Underside part of the game, the part where R5
opens the door, leading to the hallway with the snipers and trip mines, I've
discovered a strategy that works best for that hallway. After R5 gets off the
platform, force push him until he's all the way to the right side of the
doorway, as close as possible. When he opens the door, the little bit that's
sticking out will block R5's passage into the hallway, allowing you to scout
ahead and take out the trip mines and snipers. Hope this was useful."

The next room contains an alcove where the R5 unit will stow itself away - wait
for it to open the door and walk through for an easy Secret Area credit.

**Secret Area**
http://www.matthewrorie.com/jkpics/bpstreets1.jpg

The next door over leads you to another room with various miscreants. Pass
through to an open area with a Cloud Car. As you proceed towards the exit door,
another Reborn will appear and challenge you. He may be bugged - I was able to
freeze him in place by shooting at him with a Blaster Rifle as he landed, and
then finished him off with the Lightsaber as he was immobile. Your mileage may
vary.

Join up with the Cloud City Trooper in the next room and hit the streets. If
you see Grans or other enemies on the ledges above you, you can combine Jump
and Pull to cause them to stumble onto the ground below, which usually kills
them. This is a handy method of threat disposal that you can use without
de-equiping your lightsaber.

When you round the corner with the Cloud Car, switch to your Disruptor and
snipe the enemies at the far end of the road - the last thing you want is a
turret pointed your way. Once you proceed down the road, all hell will break
loose in the form of multiple enemies on the upper ledges. You can hop in the
turret if you like; I generally just run to the platform, ride up to the next
level, and take them on from there.

**Secret Area**
http://www.matthewrorie.com/jkpics/bpstreets2.jpg

(From the lift, head to your left, and you should come to a small alcove in the
wall, near the ledge that overlooks the turret below. Though it looks empty,
you can jump up here to find a darkened secret area. Thanks Greg Evans.)

Follow the walkway until you reach another series of rooms - don't miss the
Shield Converter or the locked door that contains some more of your CC Trooper
friends. When you reach the large open crevasse, ride the lifts to the control
room and open the large door below. The next area pits you off against two
Reborn at the same time. I found that Saber Throws were particularly effective
against this dynamic duo, especially when you aim at their feet.

Ride the nearby lift up and gingerly cross the bridge - it's wired with mines
that activate when you're about halfway across. It's best to retreat, shoot the
enemies, then use your Repeater's secondary fire to wipe out the mines in your
way.

From Denis Seguin:

"In 3.11, Cloud City Streets, when you get to the booby-trapped bridge, you
don't have to take out any of the trip mines at all.  Once the bad guys on
the opposite side are dealt with, you can navigate the entire bridge by
starting on the right-side railing and crossing over to the other side
whenever you encounter a vertical tripmine on the railing itself.  Why waste
ammo on a bridge you're not going to come back to?"

When you reach the window nearby, find the pool of water below and drop
down. As you round the open-air corridor nearby, you can drop down to find a
barely-visible ledge for the final secret area of the level.

**Secret Area**
http://www.matthewrorie.com/jkpics/bpstreets3.jpg

The next room over contains a few Stormtroopers - the first Imperial
targets for your newly-appreciated Lightsaber. Head up the lift for another
firefight, then go out onto the docking platform to find an Imperial with a
Security Key. Use it to unlock the door nearby, which ends the level.

-------------------------------------------------------------------------------
3.12 - Bespin - Cloud City - Platform
-------------------------------------------------------------------------------

Objectives:

*Search for Desann.
*Engage hostile forces in the area.

Primary Foes:

*Stormtroopers
*Officers
*Reborn

Force Power Adjustments:

*Force Lightning to Level 1

Secret Areas: 1

Another Reborn will attack you as you proceed down the hallway. When you reach
the door, you'll spy some Troopers milling about, protected by a pair of trip
mines. When you alert them to your presence, they'll come through the nearby
room to your area - I got a kick out of Pushing the field commander into the
laser beams, but if you feel less cruel, you can simply mow them down with your
Saber.

In the area with the small lamp in the middle, take either of the doors and use
your Repeater's secondary fire to clear the mines and the Sentries on the
floor. Head through the unlocked doors to find a room with a few Stormtroopers
- there's a secret area in the shadows between the stairs, near the R2 unit.

**Secret Area**
http://www.matthewrorie.com/jkpics/bpplatform1.jpg

Kill the Officer in the adjacent room, get his key, and return to the lift you
passed by before. Be sure to destroy the trip mines above before you start
going up, however. Take the hallway to your left and use the Security Key to
unlock the door.

Kill the Reborn that comes out of the room, then use the panel by the window to
unlock the doors leading to the docking platform you see. Head back down to the
area where the Sentries were posted, being mindful of a couple of large
firefights. If you kill another Officer with a security key, you can open the
doors near where the trip mines were placed when you entered the level. The
door with a Shield Converter contains another Reborn, one more powerful than
the ones you've faced so far. Recharge your shields, then head through formerly
Sentried hallway until you reach the docking platform.

From Denis Seguin:

"In 3.12, Cloud City Platform, near the beginning, when you unlock the two
rooms with the imperial's security key, in the room with the Reborn, if
you're not in the mood for a duel, I found that you can take him out from
the hallway with the bowcaster's secondary fire, by bouncing it off the back
wall. For some reason, it doesn't occur to him to move out of there and
attack you."

Tavion awaits. She is...tough. Even on the regular Jedi difficulty level, I
have a hard time beating her. She's wicked fast and agile enough to change
directions in mid-jump, even without a surface to propel herself from. She
wields what seems to be a Level Three Saber Throw, as well as advanced Force
Grip and Lightning. I recommend making a full save as soon as the fight begins,
and quicksaving during the fight as you wear her down. She makes a distinctive
grunt when she takes damage, so if you think you've managed to hurt her without
being hit since your last save, quicksave again. Repeat. It's certainly a
cheesy tactic, but one that practically guarantees victory, if you are able to
wield a Lightsaber at all.

In practical terms, though, you'll need to stick close to either the open pit
in the middle of the platform, or the sides of the platform, simply to avoid
her Lightning attack, which wears your shields and health down considerably if
you can't outrun it. If she catches you in a Grip, Push her away to break free.
If your sabers Clash, hit the primary fire button while also tapping Push as
quickly as possible. You can't Push out of a saber clash until your Push is at
Level Three, but if she knocks you down, you can sometimes Push her away before
she can strike you when you're defenseless. Your primary method of dealing
damage will be simple slashing techniques; she'll sometimes overwhelm you and
deal massive amounts of damage when you're in close, however, so you should
float like a butterfly and sting like a bee (i.e., dart in and out of her saber
range while getting as many licks in as you can).

Once you defeat Tavion, the level ends.

Here's Will Donald's strategy:

"I would like to suggest an alternative and (in my opinion) much easier
strategy to use in fighting Tavion. Rather than going at it with the light
saber, just get her attention with a blaster to start, and then immediately
jump on to the top of the stack of crates a short distance behind you (you'll
have to turn around, run, and jump rather than just back-flipping). Two things
have happened to me upon doing this:

1. She had jumped on top of the ship before hand, and when she jumped to me,
she went just over and past me.
2. She followed right behind me, and jumped up next to me.

If she jumps over you, use force push on her while she's in the air to send her
flying off of the ledge. If she follows you, jump down off of the crates.
She'll jump down to follow, and if you're ready, you can easily throw her over
with force push. When she falls, the cinematics start just as if you had won
the fight (I assume, anyway- I haven't actually fought with her until I won)."

From Wong Si Yuan:

"When fighting Tavion, hit her with a quick burst of lightning (stuns her VERY
briefly) and then Push her WHEN she jumps over you. If she gains enough height,
the battle is over when she hits the ground. Try standing on top of the
freighter to make this work. She should jump up to reach you... zap, push,
aieeeeeee *splat*."

From Edwin van der Thiel:

"I found out on Jedi Knight 2, when you have to fight Tavion in Bespin, it is
much, much more easier to defeat her when you lure her into the hall underneath
the platform. She has minimal movability, so I just kept slashing until she
died."

From Anders Brink:

"After getting killed about 5 times I positioned myself atop of the
"container" behind and to the right of the starting position.
From there I could slash, shoot lightning and push her around without
getting hit at all. She kept jumping up towards me but that just made it
easier to hit her.
It took me about 15 seconds to kill her..."

From Pedro Marques:

"Hello, mate! I found out that is very easy to kill Tavion. When the fight
starts, use the force speed and run to her. She will move in slow motion and
you can slice her easily. When the force speed effect ends, activate it again.
Defeating Tavion should be piece of cake now."

From David Bland:

"I found a quite effective way to deal with Tavion. Using force Push seems to
have no or little effect on her so I switched to Lightning. Get quite close to
her at the start (she doesn't seem to attack until you do) and throw Lightning
this damages her and then dive right in with a quick sabre attack, I found
repeating this process, Lightning then attack, a quite effective way to
dispatch her."

From Marco Awater:

"I managed to beat Tavion in less then 5 seconds using the following tactic:
-turn on speed
- pull her so she falls down
- slash her in several parts instantly
I saw in your walktrough that she was tough, but even the Reborn were more
difficult IMO..."

From Migo:

"Im not sure did this came out allready in that walktrough; but about tavion,
in in cloud city (3.12 - bespin, cloud city in the walktrough), the best way to
get her is to push (i aimed for the feets), and if--- or when she gets knocked
down, go and slash her as much as you can.
I defeated her, and in the end i still had 100hp, and 75armor. Before, when i
didnt use that push, i got allways killed, it took a while to notice that the
push really helps, and it helps A LOT!"

From Tyler Jason:

"I found myself in a predicament when I encountered Tavion.  I had 100 health
but no shields.  Therefore, fighting her in a heated swordfight didn't work.
Becoming chopped liver over and over again was not fun.  In order to beat
Tavion, I found out that if you turn to your right after the cut scene ends,
there are two large blocks.  Jump onto the center of the largest block.
Tavion will taunt you to come down and fight but stay your ground.  She will
try to jump onto the block.  As she does, hack her up.  She will also try to
use her force powers, but they too will be ineffective.

Three points:
1) Try to remain in the center of the block (the angle is to great for
lightning/grip to hit you)
2) Always keep an eye on her, since she can perform multiple jumps without a
surface to launch from
3)Keep on swinging"

-------------------------------------------------------------------------------
3.13 - The Cairn Installation - Docking Platform
-------------------------------------------------------------------------------

Objectives:

*Search for Desann.
*Engage hostile forces in the area.

Primary Foes:

*Stormtroopers
*Officers
*Reborn

Force Power Adjustments:

*Saber Throw to Level 2
*Fast Lightsaber Combat Style available

Secret Areas: 1

Yes, you now have the Fast Lightsaber fighting style availble. You can hit the
'L' button by default to switch between the styles as you wish - I found that
the Medium style is still best for dealing with Troopers, while the Fast style
is preferable when dealing Reborn or Jedi. You can, of course, futz around with
the Fast style and see if you prefer it.

There are two doors leading out of this docking bay. Find the one near where
the black R2 unit is loitering, and take a right through another door to meet
up with Luke. You'll get into a scrum with some Reborn, after which Luke will
depart. Proceed through the door across the bay (not the one with the
bloodstain nearby). You should find yourself in a series of corridors, at the
end of which is a small control room. After disposing of the troops, flip the
panel by the window to open the main docking bay outside to space, thereby
allowing you to eliminate a dozen or so troops without lifting a finger. Well,
maybe one finger. Find the other control panels in this room; these activates
the lifts in the docking bay you just opened. Don't miss the Sentry hidden away
in the crate.

Proceed all the way back to the docking bay you started the level in, then find
the entrance to the main docking bay through one of the greenlit doors. Snipe
the Troopers at the top of the lifts, then ride them up to find another control
room. When you locate the small panel with three brown glyphs, use it until the
bottom right symbol is lit up in white, then head to the right and hit the
other control panel in this room to open another small docking bay. (This bay
should have one of the large, white Imperial Lander ships in it. If it doesn't,
go back up to the control room and open up the other hangers until you find the
correct one.)

**Secret Area**
http://www.matthewrorie.com/jkpics/cairnbay1.jpg

(Before you ride the lift down, jump across to the small, dark ledge across the
way. Put on your x-ray specs to reveal a grate which you can bust through to
find the goodies.)

Head back down the lift and enter the open bay. Eliminate the troops, then jump
from the Shuttle to the platform above. Blast the grate above your head and
jump through.

You'll find yourself in a series of small corridors. Disable the forcefields
that prevent your progress and make your way through the ducts until you come
to a grate leading downward. Throw a Detonator or two down to alert the troops
below, then drop down and eliminate the stragglers. The two connected rooms
each contain a panel that half unlocks the door, and one of them also has a
semi-hidden switch to deactivate the turrets in the next room.

In said next room, open the crate and proceed into the elevator shaft. Smash
the grate above you to find another elevator shaft, this one with a working
elevator car. Jump on top of it as it's rising, and jump from there to the
small passageway one or two floors above the grate you smashed through. This
little passage is pretty difficult to see, unless you're looking right at it,
but trust me, it's there. The gap leads to yet another elevator car, which, in
turn, will lead you to still yet another elevator car, which has a broken
ceiling you can drop through (convenient, that) to end the level.

-------------------------------------------------------------------------------
3.14 - The Cairn Installation - Assembly Area
-------------------------------------------------------------------------------

Objectives:

*Search for Desann.
*Engage hostile forces in the area.

Primary Foes:

*Stormtroopers
*Officers
*Reborn

Force Power Adjustments:

*Force Grip from Level 1 to Level 2
*Mind Tricks from Level 1 to Level 2

Secret Areas: 1

A firefight ensues as soon as you begin this level. Stay in the elevator and
Pull the weapons out of the hands of any enemies that come into sight, then
head around the corner and shoot out the Turrets. The Officer behind the window
should be Mind Tricked to open the door, after which you can kill him as
thanks. Head through the room and take the lift to your right to get a Supply
key. You can hit the panel here to move the nearby platform, but this doesn't
appear to have any gameplay consequences.

Move back down the lift and through the door on the other side of the room to
reach the assembly area for the drop ship. Climb up in the infrastructure until
you spot a ledge and a weakened grate. Bust through the grate and smash the
machinery inside the passage - this will destroy the Lander, as well as the
blast doors that were previously locked. Proceed through the blast doors and
into a large storage area. The green door to the right leads into a firefight
with a large number of Troopers - you might want to set your Sentry, if you
have one, in the corridor to weaken and distract them while you chop them up.

Go down the ramp to find a room with an electrified floor. You need to jump
from crate to crate to move around the room - you can Push your enemies onto
the floor to kill them in an amusing fashion. Once you reach the inside of the
Lander, ride the lift to the top and crawl out one of the windows. Deactivate
the electricity in the control room, then head back down to the bottom of the
Lander and move through the blast doors to another storage area. The door
nearby leads to a small lift.

Kill the Reborn in this chamber and proceed through the blast doors. There's a
new enemy here - an Attack Droid that fires Repeater pellets and what appears
to be the Bowcaster secondary fire. Then again, there's also a new weapon here,
the DEMP gun, which you can find to the left of the entrance in an opened
crate. Use it to take out the Attack Droids. There's a secret area underneath
the walkway leading to the exit door - smash the grate to find it.

**Secret Area**
http://www.matthewrorie.com/jkpics/cairnassembly1.jpg

Through the doors is another lift leading to a contigent of perhaps half a
dozen soldiers. You can set another Sentry hear and retreat back down the lift
if they overwhelm you. Once the room is clear, proceed through the door and
find the panel that starts up the assembly line below. Head all the way back to
the area where you fought the two Reborns and move around to the left, where an
AT-ST will lurch through a door. You can kill it with the DEMP here if you
wish, but you might be better off running through the door from which it came
and heading up the stairs at the rear. When you have a set of stairs between
you and it, you can fire the DEMP gun at it with impunity.

After it and the soldiers have been destroyed, drop down into the narrow space
behind the stairs. Destroy as many of the trip mines as you need to reach the
central hole, then drop down to end the level.

-------------------------------------------------------------------------------
3.15 - The Cairn - Reactor
-------------------------------------------------------------------------------

Objectives:

*Search for Galak's ship, Doomgiver.
*Navigate the hazards of the installation's reactor assembly.

Primary Foes:

*Stormtroopers
*Officers
*Reborn

Force Power Adjustments:

*Force Speed from Level 2 to Level 3
*Force Heal from Level 1 to Level 2

Secret Areas: 1

Your task as you begin the level is to avoid the laser beams using Force Speed.
It's quite easy once you get the hang of it, since there's a few seconds'
margin of error for most of the runs. Quicksave before you dash, and you
shouldn't have a problem - there's a fairly linear path to take.

When you reach the area with three rapid-firing arrays, shoot the purple caps
on the reactors to blow a hole in the wall, then proceed through the hallway
beyond until you reach a room with a four-laser tower. You'll need to duck into
a small off-shoot corridor and wait for the laser to fire before you can reach
the end of the main hallway; if you take a wrong turn and keep dying due to the
crossover of two beams, backtrack a bit and return to the corridor adjacent to
the three rapid-fire arrays. Deactivate the laser tower using the panel on the
side, then head back to the rapid-fire arrays, where a Reborn will drop down
and challenge you. Jump into the hole he came from to find a room with a series
of small platforms. Jump up, avoiding laser fire, until you find a door which
leads to the cylindrical reactor core. The path here is, again, linear. If you
get stuck, look for piping or another object to jump on to reach the platforms
to either side of the core, which you should definitely avoid touching.
Eventually you'll reach a room where Troopers will barrage you with Repeater
fire. Find the piping underneath the holes that lead to their roosts and jump
up.

Proceed through the door here and Push all of the enemies off the platform -
they'll either fall to their death or be disintegrated on the reactor. Jump
along the reactor to reach the end of the room, being careful to rush past the
Sentries on the platform at the end. The corridor here contains a hidden Sentry
- jump on the piping to find it.

Go through the door to enter a large room of undeterminable purpose. There's
another of the small walkers here, which you can lure back to the door and
shoot with the DEMP to destroy easily. Snipe the troopers above you, then take
the floating platform around the room. All is not well in Metropolis, however,
as a pair of troopers at the far end will start pelting you with rockets from
their handy Merr-Sonn Portable Missile System. Snipe them before the platform
crashes, if you can, and start jumping along the structures attached to
the wall to reach the dock on the other side. The secret area for this level is
located here - follow the path around the corner to find a grate.

From John Doe and Maxguy 25:

"Just wanted to let you know that in The Cairn-Reactor,
you don't necessarily have to take the floating
platform to cross the gap and therefore subject
yourself to the Merr-Sonn troopers. Instead, just jump
across using the grey hooks that attach the white
platforms to the wall. While doing this, the three
troopers do not come out wielding their Merr-Sonns, in
fact when you kill them later on they don't have them
at all! You simply find one Merr-Sonn in a weapon rack
in the room before you cross the walkway where the two
troopers are."

**Secret Area**
http://www.matthewrorie.com/jkpics/cairnreactor1.jpg

Take the lift nearby to the upper platform leading to the inner shaft of the
level; you can walk around the ledge to find some miscellaneous items before
you go inside. Once inside, take the large platform up to the top and find the
control panel that unlocks another lift further down the shaft. Ride the lifts
until you reach the administrative area at the bottom of the shaft, where
you'll find an Imperial with a Security key that unlocks the door that you saw
at the top of the shaft. Head across the platform to reach the next level.

-------------------------------------------------------------------------------
3.16 - The Cairn - Docking Bay
-------------------------------------------------------------------------------

Objectives:

*Search for Galak's ship, Doomgiver.

Primary Foes:

*Stormtroopers
*Officers
*Reborn

Force Power Adjustments:

*Force Pull from Level 2 to Level 3
*Force Push from Level 2 to Level 3

Secret Areas: 1

Well, your two most useful Force powers are at their maximum level, so get
ready to use and abuse them.

First things first - head through the blast doors to your left to find an
arsenal. Stock up, then head through the other unlocked door to meet up with
some Shadow Troopers. These fellows are stocked with suits that resist
lightsaber blades, so you're going to need to mete out some mighty wrath to
survive this fight. I'd suggest the same tactic as you (or, at least, I) used
in the fight with Tavion: fight so that every time you inflict damage and take
none in return, quicksave the game, and reload from the middle of the fight if
you die. Your best bet is probably to try and knock one of the Reborn down with
either Push or Pull and kill him while he's on the ground. If you allow
yourself to get sandwiched between these guys, you're almost certainly dead.
Clayton McNeil sent along a fantastic tactic here: If you jump over the pit the
Shadow Troopers are in before they jump out, you can sometimes use Pull to
launch them into the air, killing them on impact, much like you can do with any
Stormtrooper. The timing here is somewhat tricky, since if they're aware of
your presence they'll simply block your Pull, but if you get the Pull off
correctly, you can kill both of the foes in a couple of seconds.

From Shelly Tumbleson:

"Notice the platforms running up the side of the room that you're fighting
"Tweedle Dum" and "Tweedle Dee" in. Jump up to the highest one you can. Do this
for two reasons. 1) there are shield boosters on at least one of these
platforms, and quite possibly other goodies nearby on other platforms and 2)
You need to be up high to beat these guys.

I waited for these guys to jump. They jumped WAY over me. When they started
their decline, i kicked in the Force Speed, waited for the first one to get a
little closer, then pressed F1 (Force Push) to push him even higher and back
down to the pavement below. The next one came and they were both Street Pizza
within seconds."

From Jim Fetters:

"On section 3.16, in the Cairn dock level when the two shadow troopers come out
of the floor, I was having my ass handed to me regularly and I could not get
past them with the lightsaber.  I was just not maneuverable enough to kill both
of them.

I happen to have a couple detonation packs on me, so out of frustration, I
entered the "arena", hit force speed before the hatch in the floor opened and
ran to its edge.  As the hatch opens, I threw a couple packs in there,
retreated and detonated them before the hatch had fully opened.  It took care
of those troopers with no problem!"

When the Shadow Troopers are dead, proceed through the unlocked door to get a
Security Key, which you need to take back to the first room to unlock the door
there. Kyle'll spot a few troops through the window and start acting like a
wussy, and helpfully remind you that this is supposed to be the token stealth
mission for the game. Sigh - if there has to be one, there has to be one; let's
just get it over with as soon as possible.

From Maurice Jonas:

"In the "The Cairn - Docking Bay" section, you talk about stealth.
The part where you say "Sigh - if there has to be one, there has to be one;
let's just get it over with as soon as possible"

I found out that this could be done the "violent" way without any stealth.
After you get out of the lift, you can see the security panel. It is possible
to defend it. Place a few trip mines on the left of the security panel. I did
two in the passage just left of the panel and one
to the left of that. Watch out because there is a trooper inspecting the area.
Then stand to the right of the panel, and use whatever weapon you are
comfortable with. Most enemies come from the right so concentrate on that. The
trip mines will take care of the first few  troopers/officiers. After the right
side is clear turn left and kill the ones that weren't killed by the trip mines
!! After that you are safe !"

Take the lift down to the docking bay, being sure to silence your lightsaber
(just hit 1 again to holster it). Crouch-move off to the right until you find a
small passageway. Jump over the gaps in the passage until you reach the end.
Take the lift up, then turn around and jump across to the ledge to the right of
the window. You should find a small hole in the wall here - crawl through and
deactivate the reactor core nearby. Crawl back outside and take the lift again.
The reactor has been shut down, but it doesn't stay that way permanently - use
Speed to ensure that you'll make it across in time, then chop down the Officers
to find a supply key. The crate is around the corner.

Moving on, you'll see a large hole in the ground - this is a lift where eight
or nine Stormtroopers will appear soon. If you rush to the hole before it
reachs ground level, you can aim a Pull at the middle of the Trooper pack,
pulling them all high up into the air, causing them to die on impact.
Afterwards, grab the key from the box near the Officer and the Sentry from the
crates in the corner, and take the nearby lift to a small control room area.
You'll find a panel overlooking some more Troopers - hit it to drop the
platform they're on. Move on down the next lift and across the platform to find
another door.

After avoiding the electrical sparks in the next room, snipe the soldiers
across the way, making sure that none of them are able to hit the alarm panel.
(You can also use Force Speed to run across the way before they see you, then
drop down on them before they can activate the alarm. Thanks to Mike for
pointing this out.)

Jump the piping nearby to bypass the electrified floor. The next area contains
a secret - jump up to the grate near the door and blast it.

**Secret Area**
http://www.matthewrorie.com/jkpics/cairndock1.jpg

The room nearby is full of soldiers, so you'll have to shut off the lights.
Find the streetlamp outside the room and jump on it, and leap from there to the
ledge, from which you can crawl into a balcony overlooking the crowded area.
Shut the lights off with the blue panel, and crawl off the ledge and through
the room. When you reach the door, let it close behind you before saving your
game and whipping out your Saber. Through the next door is a Reborn and two
Officers, who split up and head towards two different alarm panels when they
spot you. The Reborn can wait, but you'll need to kill the Officers before they
sound the alarm, so track them down and slice-and-dice. Take the nearby lift up
to find the bridge of the Doombringer to the end the level.

(By the way, the duel between Luke and Desann here produced one of the game's
funniest moments for me. The fight isn't choreographed - it's produced in
real-time and different things will happen each time you watch. On one
occasion, Luke proved to be the inferior duelist - he had his hand chopped off
(again!) by Desann. Never one to give up, however, he proceeded to pretend like
he still had his saber in his hand, but the rest of the brief duel resembled a
man beating a dinosaur with a bloody stump - high comedy that only comes from
random iterations.)

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3.17 - Doomgiver - Communications Array
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Objectives:

*Search for Jan.
*Find Doomgiver's communications array.
*Contact Rogue Squadron using the communications array.
*Set Doomgiver's sensor array to Rogue Squadron's communicator frequency.

Primary Foes:

*Stormtroopers
*Officers
*Reborn
*Shadow Troopers

Force Power Adjustments:

*Force Jump from Level 2 to Level 3
*Mind Tricks from Level 2 to Level 3
*Force Lightning from Level 1 to Level 2
*Lightsaber Defense from Level 2 to Level 3
*Lightsaber's Strong Style available

Secret Areas: 3

Head through the sea of Troopers to find a lift heading down. Find the panel in
this room to open the blast door, through which there is another door with a
lift heading down. Kill the Officer for the Supply Key, then head into the left
door nearby and look up to find a grate. Jumping up, you'll encounter some more
Interrogation Droids. Destroy them with a few Throws, then look around for a
supply crate. There's a grate up here that will lead down to a room filled with
R5 units - kill the Officer to get his key, then open the door. Head into the
other adjacent door and find another grate in the ceiling; this one leads to a
secret area.

**Secret Area**
http://www.matthewrorie.com/jkpics/doomcomm1.jpg

Head back to the R5 units and use the control panel to commandeer
one of the droids. Take him out the door and through the blue force field on
the left. Use the droid to unlock the door, and look around for another small
chamber that you can unlock to reveal a Sentry. Hit the Jump key to get back to
Kyle, and head through the now unlocked door to reach a lift heading down. (You
can use the R5 to pass through the other blue force field, but the room there
is much the same as the other one, and the lift leads to the same area.)

Taking this lift down, you'll find a large chamber with a couple of t