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Walkthrough

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.

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.

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.

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.







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.

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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