=============================================================================== Jedi Knight II - Jedi Outcast Walkthrough / FAQ Azraelot - Matthew Rorie http://www.stratosgroup.com/ http://www.matthewrorie.com/ azraelot@stratosgroup.com Last Updated 4/8/02 Version 1.5 ------------------------------------------------------------------------------- CONTENTS 1. Background / Introduction 2. Revision History 3. Walkthrough 4. Force Powers 5. Weapons 6. Inventory Items 7. Enemies 8. Multiplayer Tips 9. Hints / Tips / Cheats / Links / Other 10. Contributors / Misc. Info =============================================================================== 1. Background / Introduction =============================================================================== ------------------------------------------------------------------------------- A BRIEF HISTORY OF THE SERIES I remember playing Dark Forces in the heady days of post-DooM gaming, when everything LucasArts turned out was made of gold. For those who never played it, Dark Forces was a Doom-style shooter that introduced gamers to the nearly personality-free Kyle Katarn, then a mere mercenary and Imperial defector, having yet to discover his latent Force capabilities. While the game offered some interesting moments (fighting off multiple Kell Dragons with your bare hands for the amusement of Jabba the Hutt, single-handedly destroying a Star Destroyer), I think it's fair to say that Dark Forces II: Jedi Knight is a superior game. Now armed with his trusty lightsaber and a bevy of force talents, Kyle took on a cadre of Dark Jedi as their leader attempted to unlock the secrets of an ancient Jedi burial ground. Again, some interesting moments, not the least of which was Kyle's escape from a free-falling ship, but the real kicker for most gamers was the inclusion of force powers and Lightsaber combat. This was the first game that allowed you to get into the real meat of the Star Wars mythos, as you sliced and diced Stormtroopers, and unlucky deathmatch foes, with your wand of death. (As an aside, Jedi Knight inspired my first-ever fansite, now thankfully relegated to the mists of time, or perhaps some dusty Geocities archive somewhere....) Unfortunately, LucasArts' fortunes have taken a turn downhill in the four years or so since Jedi Knight was released. The production of Star Wars games has continued apace, but most gamers would agree that the quality has dropped, with some games being simply average, some convoluted and overly complicated (Rebellion), and some simply bad (Force Commander). Very few Star Wars games released over the past few years ranked as "must-haves" for members of the gaming community. Thankfully, LucasArts seems recommitted to their Star Wars license, with a wide range of intriguing projects on the boards, mostly outsourced to proven developers eager to put their own twist on the most sought-after license in gaming. Rogue Leader was a stand-out title at the GameCube launch, Star Wars: Galaxies looks to bring SW goodness to the MMORPG market, and Bioware's Knights of the Old Republic will probably force me to get an XBox once it arrives. Which brings us around to Jedi Knight II. After the production of the original Jedi Knight and its mission pack, Mysteries of the Sith, the lead designer, Justin Chin, left LucasArts to design his own title outside of the Star Wars universe. (The game? New Legends, an XBox-exclusive action game. It was released in February of 2002 to somewhat underwhelming reviews.) Therefore, when LucasArts decided to pursue the series, they decided to reach out for a company with a track record for producing grade-A PC games, specifically in the shooter category. Their choice? Raven Software, a company well known for games such as Soldier of Fortune and Star Trek Voyager: Elite Force. A couple of years later, and here we are, with Jedi Knight II: Jedi Outcast in our hands, just in time to not give it up for Lent. ------------------------------------------------------------------------------- IS JEDI KNIGHT CONSIDERED TO BE STAR WARS CANON? No, no; a thousand times no. To yank a quote from LucasBooks' Chris Cerasi right out of its context: "When it comes to absolute canon, the real story of Star Wars, you must turn to the films themselves - and only the films." So there. And Boba Fett's dead, too. :) ------------------------------------------------------------------------------- ABOUT THIS FAQ This FAQ is intended to be a one-stop shopping guide to info about the single-player game included in Jedi Knight II: Jedi Outcast. The walkthrough will obviously be the most substantial portion of the guide, and I hope to keep it mostly spoiler-free, though some tidbits of the story will have to be discussed in order for the guide to make any sense at all. I recommend that you play as far as you possibly can before resorting to this document, if only to keep whatever enjoyment you may gain from experiencing the twists and turns of the storyline. I will have a bit on the multiplayer modes, but these will come after the single-player portions of the FAQ are done. I used to play deathmatch games all the time, but haven't for a couple of years due to steadily degrading internet connections. I'm on a lowly 56k at this point, so any insights I have into the multiplayer aspect of Outcast will likely come due to playing around with bots. Anyone can feel free to send in tips that they've found helpful, of course. The other sections will have brief explanatory paragraphs at the top to, well, explain what they're about. =============================================================================== 2. Revision History =============================================================================== 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. ------------------------------------------------------------------------------- 3.1 - Kejim Post ------------------------------------------------------------------------------- Objectives: *Investigate the abandoned Imperial Outpost. *Engage Remnant forces in the area. Primary Foes: *Stormtroopers *Imperial Officers Secret Areas: 2 You'll find yourself in control of Kyle behind an Imperial lander, with Jan by your side. The very first secret area in the game is off to your left, through an unlocked door. Hop on the crates to reach the top shelf and a few items. You can use this small area to move around in, adjust your controls, etc., but you probably shouldn't fire until you're ready to take out the Stormtroopers nearby. Use your Bryar to snipe one in the head, then shoot the other one until he falls. Grab the Rifle and head around the corner, where a whole mess of Stormtroopers awaits. Jan has apparently rigged her Rifle to fire faster than you can manage, but she shoots, well, like a girl, and can barely hit anything. You'll need to take out most of the Troopers yourself. Once Jan examines the blast door, be ready for a few reinforcements that come around the corner. You can use your Binoculars when you're looking over the valley to check out the Troopers that are keeping watch on the odd structure below. You can't shoot them - they're behind sturdy shielding - but if you take a potshot, you'll attract a Probe Droid. Anyway, once all the Troopers are dead, head around the corner and pump up your shields at the Shield Power Converter. Head through the door and whack the Imperial, then grab his supply key. Use the elevator to reach the upper level, then take the nearby lift to the observation deck. Flip the switch to supply power to the guns, then head back below to greet a few more Troopers. Head into their little hiding room to get some ammo and a Bacta tank. Now head below and mount the turret gun, then fire on the door to blast it open. Once you and Jan are on the elevator, it will automatically begin to lower itself. Wait for it to reach the lower level, then hop off. When it rises again, jump into the shaft and proceed into the small corridor. There's some kind of energy reservoir to your left, which you can shoot if you wish (but watch out for the blast). Head to the right to deactivate the reservoir, and then move around it until you reach a small lift. It will take you above a control room inside the base. Shoot the grate and fall down. Grab the key from the Imperial and then unlock the doors using the four switchs. Jan will run in and man the control panel. Head out the door and take a left, head through the door, then take a right through another door. Take a left around the corner and you should be in a large room with a Gonk (little black droid that makes a weird sound). Open the crate to get the handy Light Amp goggles, then flip the switch near the circular platform to reach a darkened area below. Activate your Light Amp goggles to see. (Default keys are [ and ] to toggle your inventory and Enter to activate and deactivate.) There's a "secret" area near the crates; just walk around until a pop-up message tells you you've found it. Now head through the small passageway in the wall and crouch through the opening. Wipe out the Imperial and the Troopers, then head into the room. Take the key from the Imperial, get the code key from the funny display on the wall, then flip the green and red panels along the same wall to unlock some doors in other areas of the level. Now, disable the red force field and head up the stairs. Take a left and head down the corridor until you hit some walkways over a very large pit. Head down the walkway leading under the green Imperial insignia, and be ready for some ceiling-mounted turrets. Destroy them, then head through the door and into a large number of Troopers. Go through the other door to your left and kill the Troopers that are mulling about. Once you locate the flashing blue control panel, use it to call Jan. She'll need some help reaching your position, so head back up to the walkways and start moving towards the room with the Gonk. Once you reach Jan, escort her back to the control panel, where she'll unlock a door nearby. Head through it and indulge in some glass shattering, but watch out for the troops. Get the second code from the display, and head back to the walkways over the pit. Now proceed under the red Imperial signage, and watch out for more turrets. Go through the door, then up the stairs to your left. The lift nearby takes you above the walkways - flip the switch nearby to deactivate the force field across the way, then walk along the perimeter of the room to flip the other switch, which activates the computer array below. This will call up some troops from below, but if you're quick enough, you can run back and drop a Detonator on their heads before they can spread out from the lift. Once you've got the computer up and running, you need to find the third keycode. Head through the door in the room at the bottom of the lift. Kill the troopers in this room, then use the satellite dish control panel to get some hints as to what awaits you in later missions. Proceed down the corridor and into the next area - the explosion that occurs will not harm you, but it will kill some of the Troopers that were waiting for you. The walkway is a bit unstable, as you'll notice - hurry along until you reach the far end, and the walkway will collapse behind you. The door ahead leads to some steps. The sound that comes through the walls portends an encounter with Probe Droids, and sure enough, there are three of them awaiting you at the foot of the stairs. Destroy them and then ride the lift up to to the Ammo Power Converter if you need to use it. The door this way leads to another walkway, but it will break before you can get all the way across - head back down to where the Probe Droids were and stand on the floor to reach an open area above the walkways. Take out some more Droids, grab the Large Shield Generator nearby, then walk along the ceiling of the intact walkway to reach the other side. You can snipe the Imperial troops in the observation room from the top of the walkway. Once you drop down, pass through the observation room and round the corner to get the final code. Proceed back to the walkways and enter the codes into the computer. You need to manipulate the three screens until the display on the large, center screen matches the symbol (check the codes by hitting TAB). Once all the codes have been entered, you can cross the bridge to the second half of this mission. ------------------------------------------------------------------------------- 3.2 - Kejim Base ------------------------------------------------------------------------------- Initial Objectives: *Investigate the hidden section of the Outpost. *Engage Remnant forces in the area. *Rendezvous with Jan and the Raven's Claw. Primary Foes: *Stormtroopers *Imperial Officers Secret Areas: 3 You'll start off with a firefight here, but you can shoot the gas container through the window to lighten the troop density a bit. Get the Security Key from the Imperial, then unlock the door. Disable the turrets. Take the door to your left, then flip the panel to raise the blast shield. Shoot the window out and proceed on through. An Imperial and a couple of odd, floating droid-turrets will be waiting for you in the next room. You can't shoot the droids when they've shielded themselves - you can only damage them when they're prepared to fire back at you. Grab the key from the Imperial, then flip the switches on the control panel to rotate the manipulator arm around in the cold chamber ahead. Smash the window leading into the chamber, then drop down and head through the door on the floor. You can disable the freezing units here. Go back to the cold chamber, but this time hug the wall until you can climb on top of the manipulator arm. Once you reach the top level, crouch and head around the outside of the chamber to find a secret area. Head back around the way you came, and then jump from the lattice walkway to the Ammo Power Converter for another secret area. Once you're back on the walkway, you can go through the door to enter a large area with a pool of electrified water below. Head around the upper level to your right until you can fire through the windows into the small control room. Shoot the explosive container, which will fry the panel nearby, opening the door and extending a walkway. Move into the room, flip the switch, then drop down the lift and look around until you find yourself in an observation room overlooking a large white storage area. Hit the control panel to raise a jumpway to one of the small caches of items around the area. Now, head back to the water room, then proceed down into the white storage area and jump around until you get the items. (This isn't technically required, so feel free to skip it if you just want to get on with the mission.) Now, back in the water room, move around on the lower level until you come to the walkway that lets you access a door opening onto an open shaft. Drop down and crouch through the passage until you reach another largish room. Take a left and proceed into another small observation room to shuffle the floor plans once again. Head back out and into the white room through the now-unlocked door, and nab some more items. Once you're through in there, head back through the previous room and through the door on the other side. There are plenty of troops in the area, so this might be a good time to bust out some of your Thermal Detonators. Once the troops are dead, disable the turret nearby, grab the key from the Imperial, and head down the steps to the brig area. You'll find a platform that takes you up above the prison cells, where you'll encounter another Imperial guarding the locks. Disable the forcefields, then drop down and look around until you find the supply areas, where you can pick up some neato Det Packs. The odd humming sound is coming from a pair of Interrogation Droids that are coming your way. These fellows don't seem to have any distance attacks, so shoot them down before they can get near you and you should be fine. Now walk back past the area where you killed all the Troopers until you come to a locked door. This will open with the security key of the Imperial that was hiding in an alcove across the way. You'll find yourself in an observation room that overlooks one of the rooms you were in earlier. If you're running low on shields, you can get to the shield generator by futzing around with the control panels nearby. Hit the right one once, then the left one three times to blow the shields. Continue on your way through the door, and get ready for a firefight. The blast doors will open automatically, revealing a room full of troopers and an Imperial manning a turret. The Troopers die as easily as they ever do, but you'll have to strafe-fire the Imperial to knock him out of the turret before he can rip you to shreds. Clear the room, and hit the switch in the rear area. Troopers will charge you, so get into the turret and knock them around a bit. Now that the force field is down, proceed into a room with a very odd contraption. The device you're looking at bounces laser beams off the crystal suspension. You'll want to activate the machine, but you'll also want to move the crystal so that the lasers can cut you a passage; you can do both in the small alcove nearby. When the lasers start cutting through the locked door, crouch and move around the perimeter of the room so that you don't get fried. Once you're out of the door, the machine will self-destruct. The next room confronts you with a bit of a puzzle. If you enter the room with the bodies inside it, you'll die almost instantaneously. 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. Hit the Jump key to return you to Kyle's body, then proceed through into the formerly irradiated area. Use the Ammo Power Converter to get the final secret area, then proceed through the door and escape the facility through the crystal immersion chamber. ------------------------------------------------------------------------------- 3.3 - Artus Mine ------------------------------------------------------------------------------- Objectives: *Infiltrate the mining facility. *Cripple the mining operation. Primary Foes: *Stormtroopers *Imperial Officers *Crabs Secret Areas: 1 Mosey down the valley until you come to a canyon. Drop down and scope out the scene - I don't think the EPA would have many good things to say about the Remnant's environmental policies, given the green sludge that's floating about below. Head off to your right to find a Bowcaster next to a body, but don't fire it yet. Avoid the spotlights off to the left, and head into the room below their spire to deactivate them. Once you've got that done, jump onto the piping that crosses the valley, but watch out for falling pieces. Make your way over to the other side of the valley. The Troopers in the room above are a bit too concentrated for you to risk running in and blasting away, so alert them to your presence and then retreat to the bottom-most walkway above the canyon. As the Stormtroopers pursue you, they'll almost all fall off into the valley below, since the walkways don't have any guardrails - something for their union to take up with OSHA, I imagine. The Remnant better hope they don't get audited, or else there'll be hell to pay in fines. Once you've cleared the Troopers and the Imperial, grab the latter's key and unlocked the door. You've infiltrated the mine successfully. Now clean the next room, and grab the keys from the Imperials. Head down the elevator, but be ready to hit a secret area about halfway down - there's a small passage you can crouch into as you head down, but it's easy to miss, so be sure to save your game ahead of time. You can bomb or snipe the Troopers from above, then head back down to take on the rest of the troops. There are a half-dozen or so soldiers in this storage area, but you won't have much mobility in the doorway, so watch the crossfire. There's only one exit from this room, so head towards the elevator, but watch out for the Troopers that drop down before you can get there. You can get them all with one well-placed Detonator if you're ready. Ride the elevator up and take a left, passing through the rocky mining area. Take a right at the intersection and head down to another room with some Imperials and a few Troopers. Grab the key (you can head back to the rocky area to open the crate, if you wish), then find the doors that lead back out into the canyon. There are two guidelights on posts here - stand between them until the pipe below you extrudes enough for you to jump on it. Do so, then crouch and fall down to the small ledge below. When the pipe retracts, crawl through until you reach the smelting machine. Shoot the power devices along the walls, then blow away the machine itself. Ride on top of the machine to the room above, then climb on one of the barriers so that you can jump on top of one of the moving platforms. Hitch a ride until you reach the small, dark corridor with the green force crystals; this is where you want to jump off. This corridor is dark enough to require the use of light amplification goggles, but it's fairly linear so you shouldn't worry too much about it if you run out of battery power. The little Crabs in the area are troublesome, however, since they move a bit too fast to lead with your Rifle. Use the alternate fire and aim at the ground between you and them to stun them, then finish them off as they stand still. This will deplete almost all of your ammo, probably, but it's better than being turned into critter food. (A few people have pointed out that the Stun Baton is a little more efficient at taking out the Crabs than the Blaster Rifle is.) Once you reach the mining equipment, activate it and start sniping the soldiers below you - the Bowcaster's alternate fire is quite handy at this, if you haven't noticed. Drop onto another of the moving platforms, and head for the bottom of the room. The door nearby leads to some sort of lava-smashing contraption, conveniently placed to allow you access to the upper platforms. The next room over contains a mess of troops, and the mine's powerplant, which you can overload by manipulating a panel nearby. Once it's destroyed, head through the far door to find yourself back in the main storage area of the mine. Take the previous elevator back up to the upper level, but this time take a right. Take out the Troopers and the Crabs, and proceed to the next room, where you'll find a couple of delightfully positioned turrets. Activate the car here to reach the next area of the mission. ------------------------------------------------------------------------------- 3.4 - Artus Detention Area ------------------------------------------------------------------------------- Initial Objectives: *Rescue the Miners from the prison. Release the prisoners. Primary Foes: *Stormtroopers *Imperial Officers Secret Areas: 1 Shoot the prisoners in the room you start out in, then climb up the metal bar to reach the panel to unlock the door below. Kill the troopers in the next room, then use another panel to unlock anohter door. You'll find yourself in a large cylindrical prison area, joined by a series of staircases. You'll need to fight off quite a few Trooper ambushes as you progress upward, and there's a surprise in the form of Mobile Turrets on the top level, so be prepared for a firefight. Take another staircase up to the facility's control room, where you'll be able to unlock all the prison doors, as well as activate the fan in the airshaft running up the middle of the room. Go back down the stairs and through the previously locked door. Proceed through and talk to the prisoner. He'll tell you that you need to capture the Base Commander and force him to unlock the hanger's blast doors - but first, proceed into the hanger and take out the Troopers. They'll fire on the prisoners, unless you get really close, so pick them off from a distance. You can examine the hanger's floor for some miscellaneous items. Head to the upper platforms in the hanger, and find the unlocked door. When you reach the walkway, shoot the lattice grille and jump through. Thankfully you activated the fan earlier, and you can float down the pipe until you hit the bottom; make sure you land on the grate or you'll get injured by the fan. 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. Once the second AT-ST is destroyed, you can check the nearby room for a Large Shield Generator if you got the Supply key below. Take the elevator back down into the valley. Run (do not walk) down the valley's length. There are a lot of Troopers hanging around, but if you strafe and dodge well, you can make it to the end without getting hit. (Just make sure the AT-ST doesn't squash you.) Take the lift up to the top of the valley. The troopers outside are using juiced-up Rifles, and can fire more rapidly than most soldiers can, so you might want to set a proximity mine or something to take them out, since they will wear down your shields quite rapidly in a firefight. Once you take out the troopers on the ledge to the right of the door, walk across and shoot the grate to find a secret area. Now, head down to the Ion Cannons, and use the Turrets to shoot any of the troops in the valley below. Make sure you get the AT-ST in particular, because you'll have to come back and shoot it if you miss it now. Walk past the Ion Cannons, making sure to avoid their walkways before they fire, since the charge electrifies the metal temporarily. The next large room after the cannons is a repair bay for the AT-ST's, so clear it out and grab the security key from the Imperial. There are a couple more rooms accessible from the lowest level of the repair bay, and in the final one you'll be able to access the force fields that are protecting the Ion Cannons. Shut them down, then head back up and blast the Cannons with the nearby turret. If you didn't destroy the AT-ST in the canyon before, you'll get a message telling you to do it now, which is a task, since it will sometimes hide in one of the mini-valleys underneath the Ion Cannons. If it's already been destroyed, head back to the repair bay and through the now-unlocked door on the other side of the upper level. Avoid the trip mines in the passages beyond, and eventually you'll reach the Raven's Claw. Desann, unfortunately, cannot be beaten at this stage of the game. I've managed to knock him over with a lucky Detonator Pack, but he'll generally throw everything you dish out right back at you. Once you fall, a series of cutscenes will ensue, ending the mission. ------------------------------------------------------------------------------- 3.6 - Massassi Temple - Jedi Training Academy - Yavin 4 Moon ------------------------------------------------------------------------------- Initial Objectives: *Meet with Luke Skywalker. Primary Foes: None Secret Areas: 1 A Protocol Droid will let you know that Luke is waiting for you. You can look around for a bit if you wish; there's a recreation of the war room from A New Hope near where you begin the level. There's not a lot to do here except check out some Jedi Padawans engaging in a little lightsaber duel action. Once you get bored watching them, 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. 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 (dreadlocked individuals), 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. 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 practical, but there you go. Head to the top of the bar and locate the lock to the bar blast shield. Interrogate the bartender and head up and outside. The Rodians that are scattered throughout the rest of the level will possess Disruptor Rifles, so you'll have to move very slowly through any exposed areas, unless you fancy being disintegrated. (The death animation when you do perish is pretty cool, though.) You'll need to duck in and out of doorways, while returning fire with your own Disruptor Rifle, in order to not get hit, since your Lightsaber unfortunately can't block the shots. The Disruptor is perfectly accurate and fires very quickly, so you can hit far-off enemies with the primary fire if you have good aim. If you need to zoom in with the scope, aim for the head and charge it up about halfway - disintegrating the Rodians is neat, but drains your ammo and will leave you open to fire for too long to be really worthwhile. (Mitch points out that if you hold duck while wielding the Disruptor Rifle, the sniper zoom does not disappear when you move. This is obviously helpful for acquiring your targets while exposing yourself for a minimum amount of time.) Head around to your left and walk across the chasm. No guardrails, yet again; a poor example of city planning. Head up the lift in the nearby room and through the hole in the wall. Don't forget to use Push and Pull to knock your enemies off their feet; this is really handy in the case of the Grans, which are often armed with Thermal Detonators. Head out to the small balcony and jump over to the set of ramps leading up. Ignore the door to your left and head up the ramps, where you'll find another door. You can roll a Thermal Detonator down the small incline inside the door to kill the Rodian and the Gran below, then explore the room they're in to find a Large shield generator. Now, head up to the second-highest level of the ramp and jump from the small balcony area into the building below, which has a control panel you can use to extend a nearby bridge. Head out of the building and walk to your right to find the now-complete walkway. In the next room, you'll need to shuffle some crates around with Push and Pull to bring down a lift, then Push the crate again to make the platform rise when you're standing on it. Once you're reached the top of the lift, use the panel nearby to drop another ramp heading up. Walk along the walkway outside until you reach the skylights, which you'll need to drop through. One of the doors in this room leads to a lift heading up to the highest level of the outside area. There are two secret areas up here. For the first, jump across the bridge that the Gran was standing on, then head up the darkened ramp nearby to find an upper platform. 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. When you're ready to proceed, head back to the room with the skylights and jump out the rightmost window onto a small ledge. Jump into the floating vehicle and jump from there up to the nearby door. Take the lift up and proceed across the walkway - but watch out for the proximity mine in the middle. Shoot it out from a distance, and be careful not to fall. In the next room, shoot the barrel to get through the wall, then cut the small electrical pipe to de-charge the water. Pull the platform out from the next wall, then jump up above to another small area. There's another secret area across the top of the glassed-in walkway; jump from there to the area to the right to find a couple of Bacta Tanks. Hit the panel near the R5 unit to pull a loading crane below within jumping distance. Fall down onto it, then Pull the other crane to you, and jump from there into the floating garbage scow. As it moves off, you'll notice a red garbage chute above you; the jump from your hauler to this area is very difficult. Stand on the very edge of the hauler and hit crouch when you reach the apex of your jump, and you might make it into the corridor; this is the final secret area. Drop down into the hauler again, and as it speeds along, you'll need to hit the small red/green switchlights with Push in order to bypass the early exits and hit the end of the level. ------------------------------------------------------------------------------- 3.8 - Nar Shaddaa - Reelo's Hideout ------------------------------------------------------------------------------- Initial Objectives: *Track down Reelo Baruk. Primary Foes: *Rodian *Gran *Weequay Force Power Adjustments: *Force Jump from Level 1 to Level 2. Secret Areas: 7 As the level begins, you can find a secret area by jumping from the crate to the metal piping on either side, then jumping from there up to a pair of Converters. (If you miss the jump, you'll need to wall-walk over the shredder to avoid instant death.) Head through the door to find a large room full of garbage smashers. There's another secret area through the first door on your right - blow up the explosive barrel in the room to open a passageway to a sniper's roost with a couple of Rodians. There's yet another secret area in the first room here. Find the stack of crates near the wall, then drop down between them and the wall, and hit your Use key while facing the wall. A secret panel should open up. Go back to the garbage smashers and find one with an exposed pipe sticking out of this 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, then head all the way back to the main garbage smasher area. Find the recessed door with the white light above it, and head through to a room full of crates. Pull one of the crates on the floor to reveal a small passage, then crouch your way through. Walk down the corridor until you find another dumpster, which you can push to reveal an incinerator. (Shortly before this dumpster is a secret area; keep your eyes on the ceiling above the corridor and you'll see a gap you can jump into.) Smash the window in this room, then 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. 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, then drop down the shaft to find another secret area below the stairs (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. 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, then proceed through the room behind them until you reach the walkway that juts out underneath where the turrets were placed. Jump up and go down the hallway to reach a control room, where you can unlock the hanger door. 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. 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 hanger 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). 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 hanger, you need to find two grates in the hanger floor and bust through them; one is open to the air, 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?) ------------------------------------------------------------------------------- 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 *Mind Tricks to Level 1 *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. 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. 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. 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. 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. 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. 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. When you reach the window nearby, find the pool of water below and drop down. 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. 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. 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. ------------------------------------------------------------------------------- 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. Your mileage may vary, however. 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. 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 leads to yet another elevator car, which, in turn, will lead you to still yet another elevator car, which conveniently has a broken ceiling you can drop through 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 - some kind of small AT-ST that's very quick and shoots Repeater bullets. 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 walkers. There's a secret area underneath the walkway leading to the exit door - smash the grate to find it. 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 manage, 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. 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 Platform ------------------------------------------------------------------------------- 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 Swamp Trooper Reborns, is what I suppose they are. 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. When the Reborn 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. 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. 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. 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 coreographed - 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.) ------------------------------------------------------------------------------- 3.17 - Doomgiver - Communications Array ------------------------------------------------------------------------------- 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. 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 turrets and two of the small AT-ST things; we'll call them Walkers from now on. Eliminate the threats, then hop across the piping and look around for a window that you can smash to drop down. Proceed through the hallway and ride the lift up. You can activate the trams with the control panels in the room beyond. The trams all lead to the same place, so hop on one and ride it along the rail. After you dispatch the troops in the next area, take the Officer's key and unlock the door. Head through the Communications command center to find the encryption mainframe for the array. Find the lift below the command center window and ride it down to the guts of the machine. There are three levels here, each one corresponding to a color, and each one containing a number of panels containing elements of the code sequence. Hop around and look for the panels corresponding to the symbols in your Mission panel. All you have to do is hit the three panels that match up with the ones indicating the sequence for Rogue Squadron's communicators; these can be entered in any order, but you'll want to make sure you don't hit any of the other panels once you've reached the correct ones, as this will force you to return to the correct panel and press it again. When all three have been entered in correctly, head back up to the mainframe and manipulate the three panels to unlock the control panel in the command center. Run back and hit that panel to communicate with Rogue Leader. Now, proceed back through the mainframe room and through the now-unlocked door near the blue housing to exit the level. ------------------------------------------------------------------------------- 3.18 - Doomgiver - Detention Area ------------------------------------------------------------------------------- Objectives: *Search for Jan. *Locate Doomgiver's shield array. Primary Foes: *Stormtroopers *Officers *Reborn *Shadow Troopers Secret Areas: 3 Move down the hallway to find a large area with a few troops at attention before an Officer. Use Mind Tricks at long distance on a couple of them to cause a little chaos, then proceed through the room. You'll note a locked door here; once you find a security key on dead Officer nearby, you can return here to face off against a Shadow Trooper and engage in a mini-game where you shoot TIEs with an external turret, but this appears to be optional, and isn't a secret area. Proceed until you reach a large hanger. Go through the door across the way and through the door to the left to find control rooms for the hangers; the blue panels open the hangers to space, while the other levers activate the lifts in the middle of the bays. One of the hangers will have troops in it; you can shoot them out into space if you wish, but make sure you reset the door so that it's closed before you head back to the first hanger and ride the lift down. (The lift across from these control rooms leads up to the upper level of the hanger; nothing appears to be up here.) When the lift reaches the bottom, dispatch the Walkers nearby and proceed into an area where a few turrets await you. You can destroy these if you wish; it might be quicker just to run past them and take the lift up. Once you're on the ledge with the Troopers, walk around until you find the control panel that opens another corridor below, then drop down and head through said corridor. The lift here takes you up into the second hanger you spotted before. There's another hanger beyond this one, which you can also open to space if you wish. Keep moving until you reach what appears to be a dead-end room with a locked door. Jump on the piping above and crawl through the vent to reach a small crawlspace above a large command room, filled with Troopers and Officers. One of the Troopers is packing a Merr-Sonn, while a couple of others wield Flechettes, so get ready for a fight when you drop down. The ceiling panels will not protect you when the Troopers are alerted to your presence, as they break just as easily as the grates do, so you may wish to just drop down and perform a mass Pull to throw the Troopers into confusion, and eliminate the rest of the enemies afterward. Take the keys from the Officers and head through the locked door. Proceed through the corridors into a large hanger with a few Troopers and a couple of Reborn. Mind Trick the Troopers so that the Reborn wind up eliminating them, and then kill the Reborn to clear the hanger. Proceed through the unlocked door in the upper corner of the room and Mind Trick the Officer behind the glass to find Jan. Once Jan is in your entourage, kill the Officer, being careful not to accidentally swipe Jan with your saber, and head out through the dual-locked doors. You'll need to leapfrog each other, with you holding open one door while Jan proceeds to the next switch, until you come back to the hanger. Head through the supposedly locked door across the way to end the level. ------------------------------------------------------------------------------- 3.19 - Doomgiver - Shield Array ------------------------------------------------------------------------------- Objectives: *Locate and destroy the Doomgiver's shield array. Primary Foes: *Stormtroopers *Officers *Reborn *Shadow Troopers Force Power Adjustments: *Force Heal from Level 2 to Level 3. Secret Areas: 1 Go out the door to enter a large cylindrical room filled with Troopers. Have fun with them if you wish, then head off through one of the adjacent doors to enter a hallway patrolled by Walkers. You'll eventually hit stairs leading up to a control room; hit the panel here to extend a pipe to the central structure below. Head back and walk across the pipe to enter the structure, using the switch near the door to unlock it. Kill the Officer inside and take his Security Key, then walk back across the pipe and through the door the Troopers pour out of. Go through the door to your right to find the locked door where you can use the key; use the control panel in the next room to lift the covers of the ventilation shafts in the central structure. Head back to the central structure and drop down into the upper left shaft, as seen from the door. When you reach the end of the pipe, Push the cover above your head and jump out. The nearby room contains a lift; use it to go up, then head out the door and jump to the uppermost walkways, being careful to avoid the tripmines that are invisible from below. Head through the door here, then smash the window and drop down to a room where you'll be ambushed by two red Reborns. Take the hallway nearby to another lift, but watch out for the Walkers when you exit the elevator. My recommendation is to simply avoid them by ducking through the door nearby, then turning around and using your DEMP to take them out. (You'll be returning this way, so it's better to kill them now.) Now that you've reached the shield generator room, all you have to do is destroy it. Jump up onto the infrastructure and locate the power shunts that extend from the wall to the generator. Shoot out the y-circuits above the shunts, then use your saber Throw to destroy the shunts themselves. As the fourth one goes down, Admiral Fyarr will join you in a suit that reminded me a bit of Hitler at the end of Wolfenstein 3-D. Fyarr packs only a Heavy Repeater, but his shielding prevents you from damaging him directly, and will repel and damage you if you make contact with it. You'll need to use your Lightsaber to overload the shields, which is a delicate process to say the least: move too close and you'll be thrown across the room; stay too far away and you won't make contact and probably get hit with a few bullets. I'd use the Medium Lightsaber style to knock the shields out, as that style combines the range and the speed you need in this situation. (Por Que points out that you can use the secondary fire of the Repeater to drop his shields much more easily and safely than using the Lightsaber. He also notes that you can jump into the girders to avoid Fyarr's fire for a limited amount of time if you need to heal up or recharge your Force meter.) When Fyarr's shields fall, they recharge slowly and go back up 12-15 seconds later. You'll need to take advantage of this interval by slicing the Admiral six ways to Sunday while you can, but be wary of getting too close to Fyarr's front side, as he'll use his fist to punch you across the room if he connects. I recommend the Strong style and Speed here, similar to the tactic that you'd use against a Shadow Trooper. It may take you three or four sequences of dropping his shield and attacking, but Fyarr will eventually go down. For some reason, the destruction of the shield generator apparently causes a power overload that shorts out the artificial gravity on this level. Before you head back to the escape pod, float up above the shield generator to locate a small alcove containing some items; this is the level's sole secret area. Float back along the path that took you to the shield generator, avoiding the flames and electricy by floating above them. There is a tricky window area with arcs of electricty blocking your path; use Speed and time your movement so that you float through when the arcs are temporarily disconnected. When you reach the hallway that the Walkers once patrolled, duck into the rooms to pick up a few items, then head out into the cylindrical room when the fallen metal blocks your path. Take the next door to the right from the one you just exited and you should find yourself back under gravity's sway. Find the open door nearby to reach the escape pod and end the level. ------------------------------------------------------------------------------- 3.20 - Yavin Swamp ------------------------------------------------------------------------------- Objectives: *Make your way to the Jedi Academy. *Engage Remnant troops in the area. Primary Foes: *Stormtroopers *Shadow Troopers *Swamp Troopers Force Power Adjustments: *Force Lightning from Level 2 to Level 3. Secret Areas: 2 Welcome to a precipitous drop in your framerate. The swamps of Yavin are quite stunning graphically, what with the little details like water fizzing out on your Lightsaber, but can cause your system to slow down quite a bit because of all the foliage being rendered. If the Lightsaber controls feel a little less responsive, you might want to temporarily knock down your resolution, or switch off some of the details in the control panel. Before you shoot off into the undergrowth, you should know that your Lightsaber will not function underwater, and will automatically switch off if you are submerged, so be sure to re-activate it when you surface. The path here is fairly linear in the beginning, so proceed along until you reach a set of rocks where two Shadow Troopers ambush you. You can split them up by simply running forward; only one of them will likely follow you. Walk around to a small crevasse that leads to a Lander that broke up on landing. Look for a small stream of water falling near a Bacta Tank on the ground; there's a small passage that's mostly submerged nearby. Head up to the cave-like passage that leads to another swampy area. Inside the cave, there's a secret area on a series of rocks to your right - look for areas where you can jump and you should find a Large Shield Generator. After exiting the cave, head right to proceed to one of the Massasi Temple's perimeter walls. Once you spot it, duck into the hole and proceed through a darkened hallway where two Shadow Warriors lie in wait. You'll exit and drop into a small lake, where you can swim to the right to find the level's other secret area. Swim back to the left and jump onto the rocks to find a scrum between Republic and Remnant troops. Continue on the trail until it divides into three paths, with another firefight taking place to your front. The front and right paths here are joined; the left path leads to another firefight with quite a few Troopers. Head through the nearby lander to end the level. ------------------------------------------------------------------------------- 3.21 - Yavin Canyon ------------------------------------------------------------------------------- Objectives: *Engage Remnant troops in the area. *Make your way to the Jedi Academy. Primary Foes: *Stormtroopers *Shadow Troopers *Swamp Troopers Secret Areas: 3 You'll notice an abandoned AT-ST near the start point; you can jump onto it and Use it to drive it around if you wish. Be sure to holster your Saber if you do, or any incidental contact will probably drain its shields drastically. Proceed down the canyon, and don't forget that you can stomp on the Troopers to kill them instead of shooting them individually. If you decide not to take the AT-ST, watch for cave passages that lead through the mountain to cut your walking time. Once you round the corner in the AT-ST, you'll pass a green wall and face off against another AT-ST. This large area with the turrets contain a secret: jump up to the ledge where the Trooper was pelting you with a Merr-Sonn to find a passage into an abandoned temple. From the turret crossfire area, continue along the canyon, shooting down Troopers and turrets as you go. Eventually you'll come across another AT-ST that you can jump into if your first one has taken a beating. There's a fork in the road eventually, with a path leading right that contains four turrets, and another path leading straight on. Take the path ahead of you to bend around the canyon and flank the turrets. After destroying the AT-ST nearby, head into the lander. Jumping up into the cave and falling into the hole will end the level. ------------------------------------------------------------------------------- 3.22 - Yavin Jedi Academy ------------------------------------------------------------------------------- Objectives: *Engage Remnant troops in the area. *Make your way to the Jedi Academy. Primary Foes: *Stormtroopers *Shadow Troopers *Swamp Troopers Force Power Adjustments: *Lightsaber Throw from Level 2 to Level 3. Secret Areas: 0 Head up through the passageway to enter a big fight between Remnant troops and Republic soldiers. Watch out for the Merr-Sonn Troopers; Mind Trick them if you can to gain their help during the fight. Proceed through the hole in the far wall and jump up. You're entering the Academy's training grounds, and you'll encounter two Jedi facing off against Reborns and a Shadow Trooper in the next area. Help them out as best you can; this is a good place to put your third level of Lightning to work. Eventually the Trooper in the hallway above will fire his Merr-Sonn and break the glass; jump up (after you Mind Trick him) and proceed through the doorway nearby to come across another Jedi melee. You don't necessarily have to help out these fellows if you are too weak to or don't want to; in any event, head out the door around the corner to encounter two Shadow Troopers and two Reborn. This is a tough fight even if you don't have Jedi allies, but your Lightning may help to thin the crowd, especially if you blast the weaker Reborns first. If you win, or simply decide to run, head to the nearby passage and through the door. A short cutscene will play, after which you'll take on two Shadow Troopers. Kill them to reveal the hole beneath the stairs, through which you need to drop to enter the game's final level. ------------------------------------------------------------------------------- 3.23 - Yavin - The Final Showdown ------------------------------------------------------------------------------- Objectives: *Find and defeat Desann. Secret Areas: 0 The rocks ahead can be destroyed to reveal a passage. You'll eventually find a corridor with a Small Shield Generator in it - the oddly moving wall nearby is illusory, so walk through it and proceed to the Hall of Flame. Use Push on the flames to shut off the fire before passing through, or else you'll be toast. The room here has three illusory Desanns. The passage to the right leads to a fake wall over an instant-death pit; the front passage leads to a mirror where Desann taunts you; and the left passage leads to a ramp over a small pit of fire. Cut the pipe in the ceiling to douse the flame, then drop down the hole. Push the walls here and walk through the passages until you notice another symbol on a wall, which you need to Push to reveal a hall of crushers. Speed through them to reach Desann's hideaway. Desann is tough, of course, mostly due to his overwhelming Force powers. Desann can use them on you indiscriminately, so you'll find yourself Pushed and Pulled during the fight, which leaves you defenseless and generally dead. He also enjoys jumping on your head, which knocks you down, also usually resulting in death. He has a Grip that is unbreakable if you don't have enough Force left for Push, and Lightning that has evolved from the annoyance it was at the hands of Shadow Troopers to a serious threat to your life. He wields his Lightsaber like a pro, switching Combat Styles rapidly and constantly throughout the fight. Fortunately, the machinery in the middle of the room imbues the recipient with enough Force power to wield him invincible for a short period of time, during which you should press on Desann hard. You activate it by Pulling the two symbols on the upper level of the chamber, after which a beam of light will appear. Jump through it to obtain temporary invincibility. During the time that you're invincible, switch to the Strong combat style, activate Force Speed, and attack. Desann will usually initiate a Speed of his own, but you'll still have enough time to slice through his defenses a few times before the invincibility shield falls away. If you managed to damage him at all, quicksave your game and run to the upper level. The beam activates every 60 seconds or so, and in the interval in between these occurences, you're at a severe disadvantage to Desann in terms of fighting ability. You can beat him without being invincible, but you might as well take every advantage that comes your way. I've noticed another fluky way to kill Desann. If you hide behind one of the pillars in the bottom area of the room, Desann will start walking slowly towards you. If you wait until the right moment, you can sometimes catch him unawares and use a Saber Throw to cut down the pillar, crushing him instantly. As I said, fluky, and very hard to replicate. (I've only done it once.) Still, something to try if you're bored. Here's another strategy from Harry Voyager: "It's not so much a technique, as it is a "How to get Lucky, Quickly". First I'll quick save right after the cutscene. Then I'll switch to strong style, and take a flying leap off the ledge at Desann, force push on the way down, and just before I touch ground, activate force speed. Once I'm fighting Desann, I'll just keep attacking and force pushing at the same time. It seems to throw him completely off balance (as well as all over the place). Desann ends up so busy defending himself that he doesn't start using his devastating force powers, and since his defence seems to be only about average, he ends up very dead, very fast." After Desann falls, the game, predictably enough, is over. =============================================================================== 4. Force Powers =============================================================================== The Force Powers in Outcast act as Kyle's invisible toolbox, enabling him to fight effectively even if he's been disarmed. You can access these powers at any time, though they will all drain from your Force Meter (which slowly recharges on its own). Given Kyle's unique perspective on the Force, having danced along the waterfall's edge between Light and Dark power, he isn't as fearful of the Dark Side as many other Jedi would be. As such, he can access both Light Powers and Dark Powers as he roams the galaxy, affording him a flexibility that other Jedi lack. In contrast to Jedi Knight, Jedi Outcast eliminates player choice from Kyle's force progression; while in the first game, you could choose whether you wanted to become a Light or Dark Jedi (a choice essentially based on your proclivity, or lack thereof, for killing civilians), Jedi Outcast removes that choice from the player, and instead doles out Force Powers according to a set schedule as you advance through the levels. This isn't necessarily a bad thing; other games have given the player more control over their capabilities, but this often complicates level design. Deus Ex, for example, forced the player to choose between multiple, mutually exclusive upgrades, so that J.C. Denton could never be capable of both jumping higher than normal and running with softer footsteps. This prohibited the level designers from ever assuming that the player had chosen a specific upgrade path, and instead forced them to include multiple paths through most levels, each one appealing to players that had chosen a certain upgrade. (In retrospect, it seems that they could never really assume that the player had installed *any* upgrades, since the game never forced you to do so....) Whether this system is preferable to Jedi Outcast's is debatable; what is not debatable is that this generally results in longer development time, as the levels and upgrades have to be balanced meticulously in order to ensure that one particular upgrade isn't much more powerful than another. The elimination of player choice in Kyle's force progression might rankle some players who like a bit more RPG in their FPS, but if Raven had chosen otherwise, we might not have seen the game for another six months or so. This also makes the Force Powers more integral to the gameplay: since the designers know exactly what array of powers the player has at any given point in a level, they can place unique obstacles and puzzles in Kyle's way that they would never have been able to use had they given the player a freer rein. (For the record, I love Deus Ex, and am eagerly awaiting the sequel, but I think Raven probably made the right choice for this particular title.) One thing to note about the Force Powers is that, with the exception of Jump, the hotkeys are going to be inconvenient for most players, since the WASD bind, which is probably the most popular one, makes it nearly impossible to hit the function keys while moving. You'll want to remap some of the Force powers to other keys closer to your movement keys, so that you can hit them in the middle of a fight. Push is probably the most important one to have handy, since it can affect numerous enemies with one use. Analyze your Force usage and remap your favorite skills accordingly. ------------------------------------------------------------------------------- NEUTRAL POWERS ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Force Push ------------------------------------------------------------------------------- First Level: Knocks down enemies Second Level: Pushes target away Third Level: Pushes multiple enemies, and can be used to Push out of Lightsaber locks Movie Moment: Darth Maul pushing Obi-Wan into the ventilation shaft on Naboo A simple yet devastatingly effective tool, Push is incredibly useful in combat situations, since it essentially stuns enemies for three or four seconds, rendering them incapable of attacking and completely vulnerable to your attacks. Keep this bound near your left-hand keys for an easy advantage in most mano-a-mano combats. The simplest tactic is to simply knock them off their feet, then stand over them and chop downwards with the Saber. Later in the game, you can use Push to knock most enemies off ledges if you position yourself correctly; this isn't necessarily any more effective than simply using your Lightsaber, but it never gets old. Note that Push requires more Force as the number of targets increases, so you might not want to abuse it in the face of large crowds if you don't want to be caught without your Force powers temporarily. Push can also be used to deflect Rockets and Detonators away from you, which is fairly handy when you face off against Grans or Stormtroopers with Merr-Sonns. Some crates and instrument panels can be Pushed, as well; you'll notice a blue swirl around the targeting reticule when this is possible. Its range is limited, but adequate for most combat uses. ------------------------------------------------------------------------------- Force Pull ------------------------------------------------------------------------------- First Level: Pulls levers and objects, or one enemy Second Level: Strips one enemy of his weapon, and knocks him off his feet Third Level: Pulls multiple enemies and their weapons Movie Moment: Luke reaching for his Lightsaber in the Wampa cave on Hoth This was a favorite skill of mine in Jedi Knight, since the AI never quite knew what to do when you stripped their weapons away from them; sometimes they would make an attempt at fisticuffs, but they'd more often simply run away. Pull in Outcast is much more effective, but it's worth noting that the AI opponents react somewhat believably when you manage to yank their weapons; some flee in terror, some raise their hands and hope you don't slice them, and some run for their weapon (assuming you didn't pick it up) and attempt to re-arm themselves. Pull's effects are fairly self-explanatory: once you get the Lightsaber, you'll probably have little use for the weapons of individual opponents, but Pulling a Merr-Sonn or Flechette from a Trooper's hands can save your skin in a tight situation. At level 3, the speed of Pull rockets enemies off their feet; using it while you're on a ledge or jumping over a foe's head will send them flying into the air, usually with enough force to kill them on impact. I found Pull to be useful when enemies were on a ledge above my head; if you can Jump and Pull with a bit of accuracy, you can usually knock enemies off their ledge towards you. ------------------------------------------------------------------------------- Force Jump ------------------------------------------------------------------------------- First Level: Can jump twice as high as normal Second Level: Can jump four times as high as normal; minor wall-walking abilities Third Level: Can jump eight times as high as normal Movie Moment: Luke escaping from the Carbonite trap on Bespin Jump is one of the most important Force Powers to wield effectively, because of the numerous advantages it yields to the proficient Jedi. This skill is automatically activated by simply holding down the Jump button when you want to make a flying leap. If you hold strafe and Jump while you're near a wall, you will wall-walk, with essentially lets Kyle use the wall to push forward, resulting in a bit more forward distance than a straight jump would. This is a tricky skill to master, though, so practice it thoroughly before you rely on it to save your life. Precision jumping in the third-person view is somewhat tricky, so you might want to switch out from the Lightsaber before you attempt a jumping puzzle. ------------------------------------------------------------------------------- Force Speed ------------------------------------------------------------------------------- First Level: World reduced to 75% normal speed Second Level: 50% normal speed Third Level: 25% normal speed Movie Moment: Obi-Wan and Qui-Gon escaping from the Destroyer droids on the Trade Federation flagship Pretty self-explanatory. Moving faster is of limited use against normal foes, simply due to the fact that Push or Pull can incapacitate them as easily as any other skill can, and for less Force, but when you face off against Reborn or Shadow Troopers, Speeding up can make your duels much, much easier. Using this in conjunction with the Strong Lightsaber style will make most duels fairly simplistic, since you can time your swings a little easier, and you can cut through most Lightsaber defenses. The cost is somewhat prohibitive, however, at half the meter per use, and note that you don't regain Force during your hyperactive state. ------------------------------------------------------------------------------- Lightsaber Throw ------------------------------------------------------------------------------- First Level: Very short-range attack Second Level: Longer range, spins faster, and you can put english on the saber by moving the mouse Third Level: Spins fastest and homes in on enemies Movie Moment: Vader cutting down the walkway on the Death Star II The perfect compliment to the Lightsaber's close-range deadliness, Throw extends your range a bit and allows you to cut down multiple enemies at once. The drawback is that you lose the ability to block shots while the saber is in the air, but if you know how to strafe, you can generally dodge enemy fire until you have the saber back in your hands. The force cost is minimal, so you'll be able to Throw as much as you like, provided you didn't just use Lightning or another high-drain skill. Your saber can sometimes become fall to the floor if you Throw it at another Jedi, so if you hear the clattering sound, hit your primary attack key to retrieve the Lightsaber automatically. ------------------------------------------------------------------------------- Mind Tricks ------------------------------------------------------------------------------- First Level: Distracts one enemy for five seconds Second Level: Distracts a group of enemies for ten seconds Third Level: Can be used to convert enemies into allies Movie Moment: "You don't need to see his identification...these aren't the droids you're looking for." The first two levels of this skill are, frankly, worthless; it's neat to be able to sneak by an enemy or two, but there are few, if any, situations where stealth is preferable to Saber combat. Once you reach the third level, however, you'll gain the ability to convert enemies into pawns for a short while - generally long enough for their erstwhile friends to use them as target practice. When you convert an enemy, all your other foes in the area will attempt to kill him, and your pawn will fight back with whatever weapon is at his disposal. Even a lowly Trooper can sometimes be a worthwhile human shield in the right situation, but the Force cost is somewhat high. The range on this last level is extraordinary, as well, so you might want to think about Tricking an opponent as opposed to simply sniping him at long range. ------------------------------------------------------------------------------- LIGHT POWERS ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Force Heal ------------------------------------------------------------------------------- First Level: Healing requires immobilization Second Level: You can move while healing, but not attack Third Level: You can move or attack while healing, and healing is very rapid Movie Moment: I guess Obi-Wan forgot about this when Qui-Gon was dying in his arms.... Simplicity itself. Heal yourself up in single-player, or heal your teammates in multiplayer games. When you heal, your Force meter will continually drain until it runs out (a full charge is worth 25 Health), so you should be careful not to get run dry in the middle of a firefight. On the other hand, if you're running low on health, Heal is preferable to Bacta tanks outside of combat, as your Force will replenish automatically. Save your Bacta tanks for emergencies or duels. ------------------------------------------------------------------------------- DARK POWERS ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Force Grip ------------------------------------------------------------------------------- First Level: Immobilizes target without damage Second Level: Lifts target into air with damage Third Level: Target can be moved laterally in the air Movie Moment: Vader getting a bit miffed with Admiral Motti on the Death Star A somewhat mediocre skill, Grip is weakened by the fact that it can only be used on one opponent at a time. While it's entertaining to get someone all choked up, you cannot use your Lightsaber deflecting skills if other opponents are firing at you, and it takes a bit too long to kill someone to make it worthwhile. It's very fun to grab someone and smash them into walls, but it isn't exactly the most efficient skill to use in the middle of a firefight. ------------------------------------------------------------------------------- Force Lightning ------------------------------------------------------------------------------- First Level: Single bolt Second Level: Continuous stream of lightning Third Level: Wide arc of power Movie Moment: Emperor Palpatine attempting to kill Luke on the Death Star II This skill is much improved over its implementation in Jedi Knight. Players of that game will remember a sorry-looking little bolt of lightning that was difficult to use and never really dealt enough damage to be worthwhile. In Outcast, though, Lightning has become a bit more powerful, though is still a specialty skill at best. The strikes against it are its short range and rapid force drain; you will only be able to muster two or three seconds' worth of Lightning, even at level three, which is only good enough to annoy the various Reborn and Jedi you encounter, while leaving you unable to use any Force powers until your meter recharges. I never found myself in a situation where I thought it would be beneficial to use this skill. ------------------------------------------------------------------------------- MULTIPLAYER POWERS ------------------------------------------------------------------------------- Coming Soon. =============================================================================== 5. Weapons =============================================================================== ------------------------------------------------------------------------------- Lightsaber ------------------------------------------------------------------------------- Primary Fire: Swing Secondary Fire: Saber Throw This is probably the coolest weapon ever implemented into an action game, and is certainly the most powerful weapon in Jedi Outcast. Though you have to suffer through the first couple of levels without a saber, it's worth the wait, because you'll rarely want to use any other weapon after you've obtained your most elegant piece of equipment. The basics of the saber are familiar to players of Jedi Knight; you can use it to block much of the incoming blaster fire, and reciprocate with swings that take out most enemies on contact. Outcast thankfully makes it much easier to block and reflect blaster fire, even at the earliest level of your Defense development, so you will rarely find yourself getting hit, except against truly overwhelming forces. In addition, your secondary attack with the saber has been upgraded from the ungainly wide-swing of Jedi Knight to a very cool Lightsaber Throw, which can be used to destroy multiple enemies at short or medium range. The regular offensive capabilities of the Lightsaber have also been improved, with the addition of a three-tiered system of Lightsaber Combat styles, each influencing the power, speed, and range of your melee attacks. Medium Combat Style: The default style, and the only one that's available to you when you first obtain your saber. It balances speed and power to excel in neither, but is a useful style to wield against regular, non-Jedi enemies, due to its simple sequence of slashing movements. Fast Combat Style: The Fast style emphasizes speed over power. This is useful against Reborn opponents, before you obtain the Strong style, but can be a bit unwieldy due to the odd motions of the saber and short range of the attacks. Strong Combat Style: Powerful, but very slow, the Strong Style can eliminate most Reborn in a single slash, and is also the Style of choice for use against Shadow Troopers and Dark Jedi. The elaborate windup and follow-through for swings leaves you open to counterattack, so I'd recommend that you combine this style with Force Speed during duels to gain more control. ------------------------------------------------------------------------------- Stun Baton ------------------------------------------------------------------------------- Primary Fire: Close-Range Shock The Stun Baton is a close-range weapon designed to stun foes. Not very useful, unless you run out of ammo completely. Once you acquire a lightsaber, it replaces the Stun Baton in the weapon selection menu. ------------------------------------------------------------------------------- Bryar Pistol ------------------------------------------------------------------------------- Primary Fire: Single Shot Secondary Fire: Charged Shot, extra damage Max Ammo: 300 (Blaster Pack) A basic sidearm, the Bryar Pistol is a handy weapon, with good accuracy at long distance. You can use it as a poor man's sniper rifle in the early portions of the game, but the slow rate of fire is a hindrance in a firefight, and once your arsenal expands, you'll want to move up to the beefier weapons. Charging up the weapon with the alternate fire chews ammo, but can take down many of the basic enemies in one shot, especially if you hit them in the head. ------------------------------------------------------------------------------- E-11 Blaster Rifle ------------------------------------------------------------------------------- Primary Fire: Automatic shot, slow firing rate Secondary Fire: Automatic shot, quick firing rate (less accurate) Max Ammo: 300 (Blaster Pack) The standard Stormtrooper sidearm is, ironically, well suited to taking down Stormtroopers themselves due to its wide laser spread and rapid fire. It's not very efficient for working at a distance due to the slow speed of the laser, but the primary fire can sometimes be used for a quick head shot on an enemy if you don't want to take the time to switch to the Bryar. The difference in accuracy between the primary and secondary fire is appreciable, however, so you will need to be fairly close to your targets when you start blasting away. Ammo can be a concern if you use the secondary fire too much, but stormtroopers will be dropping more Rifles anyway, so you shouldn't have too much of a problem. Just watch your meter, and stick with the primary fire if you get down to 50 or so. ------------------------------------------------------------------------------- Tenloss Disruptor Rifle ------------------------------------------------------------------------------- Primary Fire: Single high-speed shot, medium ROF Secondary Fire: Scope zoom view, use primary fire button to charge weapon Max Ammo: 300 (Power Cell) The primary fire here isn't much to write home about, but it's a fairly accurate shot at long distances and uses Power Cells instead of Blaster ammo, so it's a nice weapon to revert to if you run out of ammo for your Blaster Rifle. The secondary fire is the draw, though, since it allows you to snipe from long distances away and can even disintegrate a foe completely. You can't strafe while the scope is active, however, which makes it less that suitable for combat situations. I've been able to pierce a closed door with a full charge and still deliver a killing blow, but I'm not sure if this is a bug or a feature. One thing to note is that the beam travels far too quickly for most enemies to dodge, so use this on enemies like Probe Droids that usually duck out of the way of your fire. ------------------------------------------------------------------------------- Bowcaster ------------------------------------------------------------------------------- Primary Fire: Single shot, or charges for five shot array Secondary Fire: single powerful burst. Max Ammo: 300 (Power Cell) The favored weapon of Wookiees galaxy-wide, the Bowcaster ostensibly requires great strength to operate, but the versions Kyle encounters have been modified to make them accessible to weaker species, such as humans. This weapon is still fondly remembered as the lamest of the Jedi Knight weapons, but it has been redone a bit to make it more utilitarian for JK2. It still functions as it did in JK, but is a bit more powerful (which isn't to say that you'll be using it that much). The primary fire will fire a single bolt with a single click, or can be charged for a spread of five bolts in an arc. This is obviously useful for crowd control, but does require 25 ammo. The secondary shot is a single blast of highly kinetic energy that bounces off walls and obstacles until it dissipates or hits a target. Handy for firing around corners or simply blind firing to see if you hit anything, but travels a bit too slowly to be useful at long distances. The secondary fire is more accurate than a Blaster Rifle, so it can replace the Bryar as the poor man's sniper rifle until you find the Disruptor. ------------------------------------------------------------------------------- DEMP 2 Gun ------------------------------------------------------------------------------- Primary Fire: Energy ball, effective against droids and mechanical foes Secondary Fire: Fast attack, splash damage to all enemies Max Ammo: 300 (Power Cell) Intended to make quick work of droids and other mechanical foes, the primary fire of the DEMP gun short-circuits electrical wiring, thus disabling most of the technological terrors Kyle encounters in his travels. It has a negligible effect on living flesh, however, so the alternate fire can be used in desperation to attack human opponents, if you are caught in a situation where you can't switch your weapon quickly enough. In truth, this is a specialized weapon for special situations; useful when you're facing off AT-STs or combat droids, but rarely utilized otherwise. ------------------------------------------------------------------------------- Heavy Repeater ------------------------------------------------------------------------------- Primary Fire: Solid rapid-fire projectile attack Secondary Fire: Launches a concussive grenade, stunning and damaging enemies Max Ammo: 400 (Metallic Bolts) Your basic machine-gun style weapon. The primary fire's inaccuracy makes this weapon a liability at anything more than short distances, but the secondary fire has a wide splash damage effect, making it perfect for a preliminary strike at an unwary crowd, or taking down Sentries and Trip Mines. ------------------------------------------------------------------------------- Golan Arms FC-1 Flechette Weapon ------------------------------------------------------------------------------- Primary Fire: Shotgun-style blast of metal shards Secondary Fire: Dual explosive mines Max Ammo: 400 (Metallic Bolts) This is essentially the Star Wars equivalent of a nice, double-barrel shotgun. To be honest, I barely ever used this; the primary fire is only useful at close range, when you're almost always going to be using the Lightsaber anyway, and the secondary fire is too inaccurate to be of much use against any but the most dense crowd of Troopers. One thing to note is the high ammo capacity and the fact that the secondary fire only requires eight ammo per shot, so this might be something to whip out if you hear voices around the corner, since the mines can bounce off walls and obstacles. ------------------------------------------------------------------------------- Merr-Sonn Portable Missile System ------------------------------------------------------------------------------- Primary Fire: Fire-and-forget non-seeking missile Secondary Fire: Hold down to lock on to target; let go for homing missile Max Ammo: 10 (Rockets) The Outcast Rocket Launcher isn't encounter until fairly late in the game, and is barely used after that. While using the rocket attacks are nice against enemies that are far away and unaware of your presence, in most situations the designers have included short-range nuisances along with long-distance threats, making it impractical to switch away from your Lightsaber until no one is firing at you. I usually just ignored anyone at long distance until I could cover the ground between Kyle and his foes, so my style of play wasn't suited for using the PMS (nice acronym), though it may be handy to keep around for the occasional AT-ST or Walker. ------------------------------------------------------------------------------- Thermal Detonator ------------------------------------------------------------------------------- Primary Fire: Timed explosion after throw (four seconds) Secondary Fire: Explosion on impact Max Ammo: 10 detonators A weapon made infamous due to Boushh / Leia's gambit in Jabba's Palace, in which she successfully bluffed the Hutt crimelord into thinking she might destroy him along with the rest of his entourage, the Thermal Detonator is reknowned for its lethality. Since these detonate on a timer, they can be lobbed around corners or down shafts in order to strike blindly at enemies that you can hear coming, or suspect of lying in wait. You have to hold down the fire for a bit in order to throw it any appreciable distance, so watch the secondary fire. If you accidentally tap the secondary button while you have one of these in your hands, you'll give yourself quite a tan. ------------------------------------------------------------------------------- Det Pack ------------------------------------------------------------------------------- Primary Fire: Place Det Pack on walls or floor Secondary Fire: Detonate all active Det Packs Max Ammo: 5 packs Det Packs are wall- or floor-mounted explosives, designed with a detachable triggering mechanism that allows the user to wait as long as he or she wishes before detonation. These can be used to destroy certain doors throughout the levels, or they can be placed in an inconspicuous spot and triggered when an enemy comes by. The radius of the blast is fairly large, so you can use these for crowd control, but you will lose the protection of the Lightsaber while you wait for the enemies to get into position. You can place more than one if you want, but you can only hold five at a time, so you'll need to be somewhat frugal when you use them. ------------------------------------------------------------------------------- Laser Trip Mine ------------------------------------------------------------------------------- Primary Fire: Places mine and activates trip-laser Secondary Fire: Places mine and activates proximity sensor Max Ammo: 5 mines Also known as the HPB's Best Friend, the Trip Mine is one of those classic FPS weapons that everyone either loves or hates. They work quite simply: simply affix the mine to a surface, and when another player or opponent breaches the trip laser, the charge detonates, injuring or killing anything nearby. These act to slow the pace of multiplayer games a bit, since anyone who wishes to pass through a mined corridor has to switch to a projectile weapon and shoot the mine from a distance away. =============================================================================== 6. Inventory Items =============================================================================== Inventory items are called up in a separate menu (default keys are [ and ]) and activated by pressing Enter (again, by default; you can change this if you choose). ------------------------------------------------------------------------------- ElectroBinoculars ------------------------------------------------------------------------------- These little guys will not be used much, but they're still cool to whip out now and then. Activate them in the inventory, then zoom in and out with your fire keys. You can't use weapons while they're activated, so the scope on the Disruptor Rifle is perhaps a more useful solution once you acquire that weapon. ------------------------------------------------------------------------------- Bacta Canister ------------------------------------------------------------------------------- Your standard health pack, but these can be picked up and used anytime you feel the need for a bi