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Mission
Set 2
After Alora
runs off, you’ll return to Yavin 4, where you receive
a promotion to Jedi Apprentice, which gives you a boost
to level 2 in all of your Neutral Force powers. You’ll
also get to choose a new lightsaber style, either fast
or strong; strong is probably the best choice, as it
gives you something of an advantage in lightsaber duels.
Your weapon selection screen will also contain two new
weapons, the flechette rifle, and the heavy repeater,
neither of which is tremendously useful for the single-player
game. |
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Rescue
Mission - Nar Kreeta
Your mission here is
to rescue the village elders; you’ll begin in a drainage
pipe on the edge of the Hutt lord’s territory. The first
secret area is behind your start position, but it’s
a doozy to reach; you’ll need to jump from the edge
of the pipe and move around in midair so that you land
on top of the pipe, then jump along the rocks until
you reach the small balcony with the secret items on
it.
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There
are some tough jumps to complete before you reach
this ledge. |
When you’re ready to infiltrate
the Hutt’s lair, proceed down the pipe and smash the grate
in the wall. Crawl along until you hear guards talking,
then break through the grate at your feet and drop down
into the hallway. There are a lot of enemies here; get
used to using your newly-upgraded push power to disable
them all temporarily, and kill them while they’re on the
floor. Take the first right into the green power room.
The second secret area is here; smash one of the doors
to unlock it, then head down the hallway until you reach
the formerly locked door. Unlock it with the security
key that the guard drops, then head back to the main corridor
and take the nearby elevator to the first of four observation
booths that you’ll be visiting. Flip the switch to meet
Rover. After
the elders are released from their cage, crawl through
the window to drop yourself into the pit and approach
them. The Rancor here is unfortunately and rather unbelievably
immune to lightsaber damage, so you can’t kill it. Your
only job here is to get the elders back to the main
hallway. They know the way, but they won’t run if the
Rancor is nearby, so you’ll have to distract it with
your thrown lightsaber and get it to follow you around.
If the elders find their way blocked off by the Rancor,
they will attempt to find another way to the entrance,
so keep an eye on them with your Force sense ability
to make sure they don’t inadvertently wander back towards
the Rancor as you lead it away from them. This group
will be ejected from their cages directly next to the
main hallway, so at least they don’t have to run far.
|
You’ll
need valid ID to find this secret. |
After you’ve escorted the
first group of elders out of the death pit, one of them
will give you a security key, which you can use on the
door opposite the elevator to the first observation post.
You’ll wind up in a bar, so booze up and riot! You should
be familiar with the bartender, if you played Jedi Outcast;
what you might not know is that he’s got a strongbox behind
him that hides a very small secret area. Use your Force
sense to spot it, then bust it open with your lightsaber.
Past the bar are three
more observation posts, where you’ll repeat the same
"protect the elders from the bloodthirsty Rancor"
routine. After each group, you’ll need to return through
the bar, which will magically respawn enemies each time,
to find the next observation post; once all of the elders
are safely returned to the Raven’s Claw, you can return
to the drainage pipe, thank Kyle for all of his help,
and return to Yavin 4 to choose your next mission. |
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Meet
Contact - Zonju V
Yay, racing! You begin
the mission with a swoop bike close at hand; take a
moment to get used to the controls. As with the Tauntaun,
your secondary fire button will engage a turbo boost,
so put this to good use when you’re being chased down
by cultists. You can also switch between front-firing
lasers and your lightsaber, but you’ll probably want
to stick with your lightsaber, since most of the opposing
swoopers will be following you, rather than sitting
around in your laser sights. Actually hitting anyone
with your lightsaber is somewhat tricky, though; you’ll
need to learn to slow down when they come up alongside
you, but if you time your slices properly, you’ll be
treated to some fine slow-mo deaths as the cultists
smash into the canyon walls.
Anyway, from the beginning
of the level, you’ll have a short race which will end
when you run into a wall. Jump off of your bike and
through the opening above to find your contact, who
will die a snitch’s death almost before he has a chance
to say a word to you. Spend three days in mourning and
construct an elaborate sepulcher for his remains, then
hop onto another speeder.
There’s little else from
here to the end of the level except racing. Eventually
you’ll run into a large structure, which you can either
run through or bypass with your swoop. Either way, you
should take advantage of the fresh swoops on the far
side of the building for the long race to the finish
line. From here, try to conserve your turbo boost, as
there’s a jump near the finish line for the level that
will require you to use it. If you hit it too early,
then you may hit the jump while your turbo is recharging,
and that will leave you in a pile of wreckage at the
bottom of a pit. Not exactly the best design choice,
since you’d need to be psychically aware of the jump
in order to know that you should be conserving your
boost, but that’s what walk-throughs are for. |
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Covert
Operation - Kril’Dor
Not to be a nitpicker,
but using an X-Wing to blow up portions of a Tibanna
gas mining station would seem to make this a rather
overt "covert operation." On the other hand,
if the history of first-person shooters has taught us
anything, it’s that the inclusion of a stealth mission
into an action game is the best way to sap all energy
from a game, so we’ll not complain too much.
Your first goal is to
take the two elevators in the hangar near where you
start. Take out the flight trooper on the roof, then
head across the walkway to set the first beacon. The
next beacon is nearby after that one blows up, on the
hangar where you started. Again, if you ever have any
trouble locating your next target, use Force sense to
paint the target blue. You can only proceed to one beacon
at a time, so there should only ever be one blue target
on your screen.
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Gripping
the troopers and throwing them off the edge is
great fun. Can you fly, Bobby? |
From where you land after
the hangar is destroyed, jump on top of the door and onto
the roof of the garrison. Set the charge. Your next target
is the communications satellite. If you have heal, you
can drop down to the main level of the facility and heal
the damage; if you don’t want to get hurt, you’ll have
to return to the hangar and slide down to the lower level
on one of the broken beams inside. Unfortunately,
the lower level of the communications array is locked,
so you’ll need to find another way to get to the beacon
point. Luckily, there is a building connected to the
satellite via an upper-level walkway. Head into that
building, which is apparently some kind of electrical
station, and ride the elevators to the top floor. Get
the rocket launcher from the weapons rack, then open
the observation port and use your lightsaber to chop
it open. You can find the first secret area before you
blow up the satellite, by jumping on one of the ledges
and taking it around to the roof of the command center,
for some thermal detonators. Head across and blow up
the satellite.
|
Jump
up here and walk around to find the first secret
area. |
The next bomb needs to be
placed at the base of the power generator, which is also
luckily connected to the electrical station you were just
in. Take the lift near the now-destroyed satellite dish
back down to the main level of the facility, then jump
on top of the semi-hidden ledge for the level’s other
secret area. Now,
head back inside the building with the reactor, this
time taking the elevators down. (If you have heal, you
can simply drop from the main outside level down to
the elevator that takes you to the beacon spot.) When
you reach the bottom of the power generators, set the
beacon, and then take the lift back up.
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How
did the troopers put this stuff up there, anyway?
And why? |
The last bomb needs to be
placed in the command center, on the main level of the
facility. The command center’s upper level is fairly well-guarded,
with a Reborn and two ceiling turrets, so be prepared
before you go inside. Force lightning, as always, is useful
for disabling the grunts, as well as the turrets.
After setting the final
bomb, more troopers seem to magically appear around
the station; now they intend to destroy the gas reservoirs.
Use your Force sense to track down all of the bombs,
then return to your ship to end the mission. |
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| Capture
Crime Lord - Coruscant
The bridge connecting
your landing pad to the crime lord’s mansion is destroyed
as soon as the mission begins, but, luckily for us,
we’re playing a computer game, and following the implacable
logic of gaming, there’s always a convoluted secondary
route to a required objective. You’ll find the beginning
of said route by jumping to the building behind your
landing platform.
As you move around the
bend here, watch out for snipers; there’s one waiting
for you on the ledge, one in a floating ship, and one
on a platform overhead. Kill them all, then use the
ship to jump across to the adjacent building. There’s
a fairly straight path along the building edges, until
you reach an area where an assassin droid is lurking
behind a crate. There’s a secret area on the ledge above
the platform on which he dwells; find it, then jump
down onto the landing platform below. There doesn’t
appear to be any way to avoid losing life here, so you’ll
just have to aim for the tall stack of boxes to minimize
it.
|
Shields
aren’t going to be much help if you fall from
a mile up. |
From here, there’s an elevator
leading to some kind of odd pedestrian path that connects
to absolutely nothing. We can at least laud the designers
for thinking to include guard-rails; one would think that
the city-planners of Coruscant regard deaths due to falling-from-two-kilometers-up
as merely acceptable attrition, what with the blatant
disregard for safety inherent in most of the buildings
here. Luckily, falling is less of a problem for you than
it is for your enemies; it’s terrific fun to combine a
grip with a push to repel a thug off into the dark night
below. Anyway,
you will eventually reach Lannik’s manor. Inside his
estate, you’ll have what is likely your first encounter
with Reborn twins. Don’t worry too much; this is simply
a pair of Reborn, one with a lightsaber, and one without.
The saberless Reborn will focus his powers on you while
the other one attempts to engage you in saber combat.
As you might expect, the one without a saber can be
killed quite easily, so take him out first before dealing
with the other.
Lannik himself is guarded
by four assassin droids. The DEMP gun makes quick work
of them; finish them off to end the mission. |
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| Cult
Investigation - Dosuun
As you discover shortly
after the mission begins, this is a level modeled on
the escape-from-captivity archetype. You don’t have
any weapons to begin this level with, but luckily, you
do have plenty of force powers, so use them often. You
probably haven’t been using the first-person view very
much, so get used to shooting and strafing; since you
don’t have any way to repel blaster fire, you’re going
to have to learn how to avoid it as best you can.
To begin with, jump out
of your cell and grab a blaster rifle from the rack
near the door. Head outside and start taking out the
stormtroopers. When Rax, the cultists’ leader, appears
again, he’ll be wielding a pretty fearsome new weapon
called the Stouker concussion rifle. Avoid its fire
at all costs. Close in on his position and he’ll withdraw,
for the moment.
When you enter the next
building, the entire facility will be placed on security
lockdown. You’ll need to find some way to unlock the
doors before you can effect your escape. First off,
head into the room guarded by trip mines to get a security
key, then head down the nearby hallway and open the
locked door there. Head up the stairs and flip the switch,
then find the now-activated lift in the same room and
go up. From there, the path leads to the commander’s
office, where you can disable the locks via the switch
behind his desk. The rest of this level contains a barracks
and armory, if you’re interested in picking up more
ammo, but this shouldn’t be necessary; the weapons you’re
picking up off of stormtroopers should be enough to
last you for a while. There is more health in the armory,
though, if you’re running low, but you will have to
run through a dozen stormtroopers to get there.
There are two freshly
unlocked doors on the lower level, one at the end of
the hall, which leads to a small control room, and another
across from the security door which you previously unlocked.
The latter contains a secret area; destroy the explosive
box on top of the crate and head through the opened
passage to find a shield generator and some detpacks.
|
Since
you don’t have a lightsaber to block incoming
fire, this shield generator is going to be very
useful. |
The room beyond this is
the firing range. Flip the switch to retract the protective
shielding, then use the turret to destroy the wall beyond.
The clearing outside has a nasty surprise in the form
of another AT-ST; you can’t do anything about it yet,
so destroy the explosive boxes near the window on the
far side of the courtyard and jump through. Repeat the
process for the command room inside, then flip the switches
to unlock the doors. If you wish, you can commandeer one
of the nearby AT-STs by jumping on top of it, looking
at its hatch, and pressing the use key. You should probably
do so, so that it doesn’t bother you while you’re running
around outside. When
you’re ready to proceed, head through the door near
the AT-STs in the hangar and proceed up the stairs.
Again, Rax will appear on a balcony and start to snipe
at you; just rush towards him until he withdraws again.
The next area is the hangar, where there’s a clear path
to a command room with two officers inside. Flip the
switch here and head down the lift to reach the final
battle with Rax.
Once you enter the hangar
and finish the cutscene, hang a right and take the small
lift up to find a room with a Merr-Sonn and some health.
Take the Merr-Sonn and finish Rax off from whatever
vantage point you feel comfortable with. If you can
get him into a spot where he consistently misses with
his explosive fire, feel free to take out your disruptor
rifle and pop a few shots into his head, but this will
be difficult, since he constantly moves around. |
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Vjun
- Exterior
Fun abounds on Vjun,
what with the acid rain that will constantly eat away
at your health, and the massive Stouker-wielding power-suit
troopers who await you at every turn. You’ll get a chance
to experience both of these right as the level begins.
You can use Force protection to prevent some or all
of the damage from the acid rain, depending on your
level in that power, but the hazard troopers will be
a different matter. They take a lot of damage, and their
Stoukers can reduce you to pudding in just a few hits.
Since Kyle is hanging around, though, you can let him
handle the baddies; otherwise, mind trick is ideal.
Don’t forget that you can Force push their fire back
at the hazard troopers, but this is difficult under
the best of circumstances, due to the speed of the projectile.
Be sure to pick up the concussion rifles of the first
few troopers for use, but be careful that you don’t
fire it towards Kyle, because he will most assuredly
send it back your way.
The first secret area
is in the canyon below the first door; hop off of the
walkway to find it. Head on through the door after disabling
the hazard troopers. As with so many of the Imperial
facilities that you’ve come across, there’s a straight
path from your origin to your destination here, and
there’s really not much you can do to get lost. Head
on for a ways; after you fight the Reborn, you should
run across a couple of doors leading to a small outside
area, which you can scout for two more secret areas,
one on top of the hallway you were just in, and one
containing a belt of detonators hidden behind a smashable
panel on the ground. There’s little else of interest
in the area, so keep moving until you reach an exterior
area with a covered walkway.
|
This
is one secret area; there’s another one in the
floor of this little outside area. Use sense to
find it. |
If you don’t want to bother
with a long walk to the surface of the canyon, just drop
down as soon as you reach the next outside area. There’s
a secret area immediately to your left here, hidden behind
a wall. Kill the troopers at the turret, then hang a left
and start running down the canyon; you’ll be taking damage
from the acid rain here, but luckily there are a few concrete
overhangs you can wait underneath to recharge your force
well, if you’re using heal to keep your health topped
out. You can also use speed to reduce the damage that
you’re taking in-between overhangs. You’ll
come to Vader’s castle eventually, but you won’t be
able to enter it just yet. Keep on your path, and you’ll
come to some more outcroppings, this time of the rock
variety, which jut out from over the river; jump over
them and around the corner. You’ll run into a bit of
a complication in the form of a couple of TIE bombers,
which are preventing access to the canyon beyond through
carpet-bombing. Luckily, there’s a turret nearby which
can be used to destroy them; you just have to make your
way to it.
Head inside and let Kyle
take care of the hazard troopers. You’ll now enter the
courtyard you had to pass by earlier; there’s an oddly
inaccessible non-secret area on the roof of the facility
here which you can bust into with your lightsaber. You
can’t actually enter it, for some reason, but you can
pull the detonator packs if you really want them. You
don’t get any secret area credit for finding this little
cache, so feel free to skip it if you don’t particularly
need more explosives. Head back into the facility via
the unlocked door on the upper walkway, then proceed
along the path until you reach the locked door leading
to the turbolaser; Kyle will run off to unlock it, and
you’ll encounter your first uber-Reborn. These fellows
are fairly similar to the run-of-the-mill Reborn that
you’ve been dispatching, except that they have a lot
more health and enjoy Force raging for extra punch.
Other than that, the same general dueling tactics apply
to fights with them.
After you’ve dispatched
the uber-Reborn, man the turret outside and destroy
the two TIEs. Head down the canyon corridor to find
the exit to the next level. |
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Vjun
- Castle Basement
The first secret area
inside Vader’s castle is in the area where you begin;
jump on the sloped wall to the platform above the AT-ST
to find it. The door to the elevator is locked, but
fortunately for you, the castle’s defenders have left
an obvious opening through which you can pass to reach
a foundry. Kyle will take his own path from here; you
can’t follow him, so head through the other opening
and clear out the control room you find yourself in.
There’s a secret area around the corner from the control
room’s exit, but you’ll need to pull the gray crate
away from the wall to find it.
|
This
secret area is actually somewhat tricky to find,
for a change. |
From here, head through
the other unlocked door and help Kyle take out the Reborn.
If you have a high grip level, you can use it to immobilize
the Reborn and let Kyle slice them while they’re defenseless.
When they’re dead, lead Kyle back to the locked door near
the control room, which he can magically unlock.
The small drama that
ensues requires you to push or pull the three red pumps
along the wall to drain the water from the room before
Kyle’s strength runs out. Afterwards, climb the conduit
to the ceiling level, where an assault droid awaits;
dispatch it and head to the airtube ahead. There’s a
secret area in the middle of it, on a ledge in the middle
of the tube, though it’s nearly impossible to get to,
since the air will lift you past it much more quickly
than you can move laterally. All it contains are some
healthpaks and a belt of detonators, so don’t stress
if you can’t get to it.
|
Pull
these mirrors to create an inverse flux field
in the warp generator. Or something like that. |
At the top of the airtube,
you’ll have to play dodge-the-laser with one of the beams.
If Kyle gets stuck on his jumps in this little area, just
ignore him; you can still complete the mission without
his help. Time your run with Force speed and you should
be able to get through the laser opening without a problem.
Once you’re past the laser, jump on the rotating mechanism
to reach the upper platform, where Kyle should be waiting
for you. There are two doors here, but first head back
to where Kyle jumped over you to find another secret area.
Either of the doors eventually leads to a control room,
which contains a lift leading to the top of the power
generator. Be careful once you reach the top of the lift;
one of the troopers here is packing a Merr-Sonn.
When you reach the top
of the power generator, you’ll need to jump up to the
very top of the chasm. Pull the four mirrors to create
a power feedback, which destroys the machine. How this
is intended to further your goal of accessing the castle
is unclear, but it apparently works; although Kyle gets
left behind, you will be able to head up through the
now-fractured ceiling into the main area of Vader’s
stronghold. |
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Vjun - Vader’s
Castle
Clear the room that you start
out in, then proceed through the green door. Wade through
the Reborn and the troopers until you reach an area
where two Reborn are talking about being needed in the
"throne room." Take the lift up into a hangar
area, where a couple more Reborn are waiting for you.
Although you probably don’t need prompting to be maliciously
evil at this point, I’d be remiss if I didn’t point
out that you can grip the Reborn and drop them down
the elevator shaft. It’s a long way down. After they’re
dead, destroy the explosive crate to create a passage
to the hangar.
From here, it’s mostly a straight
shot through various Reborn enemies, including your
first run-in with a dual-wielding enemy, until you reach
a room where four pillars will retract into the floor.
Use the panel near the pillars to begin a mini-gauntlet
of mechanical enemies; once all of them are dead, a
passage will open to a lift that leads down to what
appears to be a massive entertaining room, though it’s
hard to imagine Darth Vader ever having guests. As it
is, his posthumous house raiders have taken the place
over, and aren’t exactly giddy at the thought of Jedi
interlopers.
There are a lot of Reborn
here; your best bet is to simply ignore them and run
to the third level; you can even jump from the second
level ramp to the third level if you jump towards one
of the corners. The only Reborn you have to kill is
the uber-Reborn guarding the door to the throne room;
if you’re having trouble with him, you can lure him
back to the main living room and grip him off of the
upper level to his death. Once he’s dead, head through
the door to encounter...Rosh.
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Rosh
doesn’t go anywhere without his posse; kill them
first. |
Rosh is flanked by a
couple of uber-Reborn Dark Jedi, who seem to be more
interested in observing the fight than in actually participating,
although they will unleash their Force powers at you
if you get too close. In a way, they’re the key to this
fight: if you don’t dispatch them, they will heal Rosh
whenever you knock his health down, which will make
for a long and possibly never-ending fight, so you’ll
want to get rid of them first. It’s tough to get close
enough to use your lightsaber on them, though, so your
first resort will be a Stouker or Merr-Sonn, or perhaps
both, if you’ve been diligent in retaining weapons.
The problem is that Rosh will push back any projectiles
towards you, and attempt to pull your weapons out of
your hand, so you’ll need to make sure he’s some distance
away from both you and the Reborn before you open fire.
You might want to use Vader’s little hyperbaric chamber
as cover, and strafe back and forth before firing.
After both Reborn die, you’ll
be able to take Rosh out. He’ll pack the usual assortment
of Force powers, including drain and protection, so
you’re going to want to rely on your lightsaber to bring
him low. He’s not incredibly strong, so press your attack,
and pick up the shieldpaks and healthpaks scattered
around the room when you need to. If you picked the
strong saber stance at the beginning of this tier, now
is a good time to use it. It’s very important to make
a new save game during this fight, for reasons that
are about to become clear.
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