"Jedi Knight II: Jedi Outcast" - the complete walkthrough
	version 1.5 (January 2005)
	~~~~~~~~~~~~~~~~~~~~~~~~~~


	Special thanks to Matt Rorie and his exceptional FAQ.
(http://www.matthewrorie.com/), also at http://www.gamefaqs.com/


	This file may be distributed anywhere on the Web provided that it is not
altered in any way, and no fee is charged.

	This file is entirely my own idea and has in no way been sanctioned or
authorized by LucasArts LLC (http://www.lucasarts.com/) or any other persons
responsible for the creation, production, and distribution of the game.
	Any errors contained herein are entirely my own; use at your own risk.

	

				CONTENTS:
The Intro - giving a basic background of the game and characters
Recommended Systems - what kind of computer you need to play
Updates/Patches
Computer Stuff - screen capturing, multi-tasking
Controls
Console Commands
More Basics - general game play and information
***Multiplayer for Singles
++Mods++ [now as a separate file, "nightwolf-academy_skins.txt"]
The Weapons
The Force
The Lightsaber
The Good Guys
The Neutrals
The Bad Guys
Binding - creating your own macros and hotkeys
---The Walkthrough
	Demo
	Full game
Just Curious
The Cast - the actors who lent their voices to the game
The Cheats
   Cheats in Multiplayer
   Mapping the Game
Spawning - bringing people to life
   Spawning in the Demo
Desann vs. Tavion
Copyrights
Signature/Versions

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				THE INTRO

	There are probably some of you out there who have never played any of
the previous "Jedi Knight" games, so maybe a brief introduction to the
characters is in order.
	Back in 1995, LucasArts put out its first "Star Wars" game that was a
first-person shooter, called "Dark Forces". The graphics were okay (it would
run on a 486), and the music was frankly trash. It starred Kyle Katarn, a
former Imperial agent who brought the Death Star plans to the Rebellion,
presumably after "many Bothans died" - in fact, the first mission of the game
is the retrieval of the Death Star plans.
	Kyle's companion is Jan Ors, a mercenary pilot who flies his ship, the
^Mouldy Crow^. Through various missions in the game - Jan only appears in the
intros to each level - Kyle searches out clues to the "Dark Troopers", a super-
powered droid menace being backed by ol' Darth Vader himself... in the end Kyle
destroys the facility manufacturing them and stops an invasion.
	There's no use of the Force at all in "Dark Forces", and no Lightsaber.

	Then in 1997 LucasArts came out with "Jedi Knight: Dark Forces II"...
again, Kyle and Jan get to wend their way through various levels, this time in
search of the Dark Jedi named Jerec who murdered Kyle's father, Morgan Katarn -
a former Jedi. In the end, Kyle gets his father's Lightsaber and becomes a Jedi
himself, saving the Valley of the Jedi from Jerec's depredations.
	The music was much better, as were the graphics... and the cutscenes
(the graphic interlude between levels) were actual movies - real actors, real
sets, real orchestrated music (by John Williams, no less). It was like having a
new "Star Wars" movie on your desktop... even nicer, there was a 'cheat'
(actually, just a bit of file editing) available so you could watch all of the
cutscenes, even for those levels you didn't actually do.
	The game was so big that it came on 2 CDs - hey, this was only '97,
remember? - which could be a pain when you had to switch out the disks to move
on to the next level. On the other hand, switching the CDs and allowing them to
autoload - without clicking the 'OK' to continue the game - gave you a chance to
stretch your legs, take a break, use the can...

	In 1998 came the expansion pack, "Mysteries of the Sith"... the
cutscenes were just standard graphics instead of beautifully rendered movies
(understandable... those movies were expensive, and took a lot of time to do -
especially the F/X (special effects) - and time is not something you have a lot
of when everybody's clamoring for the sequel and rumors are running around about
a new "Star Wars" movie in production).
	It's a two-part game... through the first four levels Kyle-the-Jedi
saves a Republic base under attack from Imperial forces, then heads off to check
out rumors of a Sith temple. The rest of the game is played as Mara Jade, a
smuggler recruited to the Republic by Kyle (about time they had a character that
wasn't recruited by Luke personally)... she too becomes a Jedi, and at the end
she turns Kyle away from the Dark Side.
	The Force powers setup in "Jedi Knight" and "Mysteries" was a little
confusing... going through "Jedi Knight", you had the choice of whom to kill -
kill all the civilians as well as the Imperial troops and Dark Jedi, and Kyle
becomes a Dark Jedi himself, eventually defeating Jerec and becoming the next
Emperor. If you play it the 'proper' way, of course, Kyle becomes a Light Jedi,
defending the forces of good from the nasty Dark Jedi.
	Finding the secret areas on each level gave you a number of stars, which
could be applied towards your next Force powers (kind of like a home loan)...
and you got to choose which Force powers you were going to use, meaning there
was no way to get them all unless you cheated. "Mysteries" continued the same
trend with both Kyle and Mara.

	In between "Mysteries" and "Jedi Outcast", Kyle - fearful of what he
almost became - hangs up his Lightsaber and renounces the Force, returning to
his blaster-toting mercenary ways. For a cute - if a bit hokey - reading break,
check out the "Jedi Outcast Back Story", included in the "readme" file that
comes with the game (\Star Wars JK II Jedi Outcast\Install\readme.txt)...
apparently Kyle isn't well loved by some of the Republic forces.

	And now there's "Jedi Knight II: Jedi Outcast" - mondo 3D graphics,
orchestral music, lots of enemies to kill... have fun.

	The sequel to "Jedi Outcast" is "Jedi Knight: Jedi Academy", due out in
the fall of 2003... according to the LucasArts website, you not only get to
design your own character (race, height, weight, etc.), but you also get to
design your own Lightsaber - including the two-bladed beast used by Darth Maul
in "The Phantom Menace". Cool!
	Update: September 2003. "Jedi Academy" is out, and the demo is out as
well... download it from LucasArts; it's 191 Meg.

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				RECOMMENDED SYSTEMS

	If you've played the other "Jedi Knight" games, then you know the
basics... explore each level, kill everyone, check out the secret areas, solve
the puzzles.
	This game is a little different... for one thing, it's 3D (which looks a
lot like claymation, actually... at least in the cutscenes where somebody is
talking). The *minimum* needed for the game is:

	Windows 98/ME/2000/XP
	a Pentium II, 350 Mhz
	64 Meg of memory (128 Meg for Windows 2000 or XP)
	a graphics card capable of Open GL and AGP, with at least 16 Meg memory
	a decent sound board (preferably not PCI)
	a mouse
	minimum of 640 Meg of hard drive space, plus 200 Meg for the Windows
		swap file and for saves
	DirectX 8.0

Personally, I wouldn't recommend playing the game on anything less than:
	a Pentium 4, 1 Ghz
	256 Meg memory
	a graphics card with at least 24 Meg of memory (and OpenGL and AGP)
	at least 1.5 Gig of free hard drive space
	plus, of course, a sound board and mouse

Also note that the "readme" and "troubleshooting" files have a list of what
video cards work with the game, and which don't. For the most part, any nVidia
GeForce card will work well, as long as it has the memory. Most ATI cards will
work, but there's a list of them and their problems in the files. I wouldn't
recommend trying to run the game with Matrox or Voodoo.

	If you have an nVidia GeForce 3 or higher, and you have at least 32 Meg
of memory on it, then everything in your setup can be set to "high" or
"maximum"... set all your textures, etc for their highest level.
	If you have an ATI - especially any of the Radeon series - then it's
recommended that you set the Shadows to "Simple", and the Texture Filter to
"Bilinear"... and most everything else must be set at it's minimum as well. This
is true even if you have 64 Meg or more of video memory. Also, the ATI Radeon
series may cause some problems under Windows XP or XP Pro... you may get an
occasional game lock up, or a message asking if you want to send Microsoft an
error report (don't) -- if you've got an ATI Radeon series board, make sure you
save often.
	On the other hand, ATI boards (32 Meg and up) seem to produce crisper,
sharper images.

	The settings as I've used them (no crashes or lockups):

	Computer systems:
	  [custom-built desktop] Pentium 4 (2.66 Ghz), 512 Meg memory, 80 Gig
		hard drive, Windows XP Pro.
	  [Toshiba Satellite laptop] Pentium 4 (2.4 Ghz), 512 Meg memory, 60 Gig
		hard drive, Windows XP 'Home Edition'.
	The video:
	  [desktop] ATI "Sapphire" (Radeon 7000 series) with 64 Meg
	  [laptop] nVidia GeForce 4 (DetonatorFX) with 32 Meg

			ATI			nVidia
			~~~			~~~~~~
--Video--
   Video Quality:	Custom			Custom
   Video Mode:		800x600			800x600
   Color Depth:		16-bit			32-bit
   Full Screen:		On			Off
   Geometric Detail:	Medium			High
   Texture Detail:	Medium			Very High
   Texture Quality:	16-bit			32-bit
   Texture Filter:	Bilinear		Trilinear
   Detailed Shaders:	Off			On
   Video Sync:		Off			Off
--More Video--
   Shadows:		Simple			Volumetric
   Dynamic Lights:	On			On
   Dynamic Glow:	Off			On
   Light Flares:	Off			On
   Wall Marks:		On			On
   Anisotropic Filter:  50%			100%

	Note that even though the nVidia has only half the memory of the ATI -
and on a slightly slower machine - the settings are at maximum, with no lockups
or crashes. I also usually run a text editor (PFE 1.01) and a paint program
(Paint Shop Pro 4) at the same time as the game, with no problems... something I
wouldn't dare try on the ATI; even changing just one thing - such as turning the
Dynamic Glow to "on" - on the ATI is enough to cause a lockup or crash in
graphically intense areas (such as the "Yavin Swamp" level).

	A suggestion: keep a copy of the configuration file backed up somewhere
(after you've got it set up to your satisfaction)... if the game ever goes
screwy and you need to reinstall (very rare, but you never know with Windows),
it'll be easier to just copy the configuration back into the original directory
(...\LucasArts\Star Wars JK II Jedi Outcast\GameData\Base\jk2config.cfg) instead
of setting it up all over again - especially if you're like me and have a ton of
binds.

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				UPDATES / PATCHES:

	If you haven't done so already, hit the LucasArts site
(http://www.lucasarts.com/) and get any patches for "Jedi Knight II: Jedi
Outcast" - the latest (as of this writing) is 1.04
	1.03 is the patch for Single Player, 1.04 is the patch for
Multiplayer... but 1.04 contains all the previous patches as well, so you might
as well grab that, even if you don't do Multiplayer.

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				COMPUTER STUFF

If you have any problems running the game, read the "readme" and
"troubleshooting" files in your game directory... if all else fails, contact
support at http://www.lucasarts.com/ -- LucasArts support is exceedingly
excellent, and they'll get back to you in less than a week (presuming your
question isn't answered by Yoda in the first place).

	You can't task switch out of this game... unless you set the screen to
'windowed' rather than 'full' - if you do that, you can click on your task bar
or the Start button as needed... though I wouldn't recommend it. Note that when
you go windowed, the game screen might not be centered... check your Windows
manual to find out how to center it.
	Unlike the previous games, hitting your PrtSc (Print Screen) key doesn't
leave a pcx graphic in your game directory... if you want to screen capture in
the game, you'll need to go into setup and shut off the 'Full Screen', changing
it to 'windowed'. This way you'll be able to access your taskbar and Start menu;
open your paint program and paste the screen cap you just took.

===============================================================================

	WARNING! Do not try any of this if you don't know what you're doing! If
you're not sure how to use your computer or Windows, then don't play with any of
this. LucasArts, Raven, and all the rest (including me) aren't responsible if
you screw up your computer.

	If you do decide to go 'windowed' rather than full screen, here's what
you need to do: before you even start the game, right-click anywhere on an empty
section of desktop in Windows... don't click on an icon or any taskbar. In the
context menu that pops up, left click on 'Properties'... on most systems, this
will bring up your Display screen. If not, then go Start menu, Settings, Control
Panel, Display.
	There, hit the 'Settings' tab and increase your screen size to at least
one size higher (if it was at 800x600, bump it up to 1024x768), Apply and OK.
Start the game, and under Setup, go through your Display settings and turn off
'full screen' (running it windowed), and make sure that the display size is
smaller than what you just set Windows for (if you set Windows to 1024x768, set
Jedi Outcast to 800x600).
	Now any time you want to switch away from the game while you're playing,
do the following:
	1) hit your Esc key to get to the main game menu
	2) hit the Windows key on your keyboard (it looks like a four-pane flag
		waving) - this will give you your regular mouse cursor instead
		of the Jedi Outcast cursor; don't click anywhere in or on the
		Jedi Outcast window / screen or you'll return to the game
	3) use your taskbar, quicklaunch bar or Start menu to kick up whatever
		program you want, such as Paint Shop Pro or Adobe Photoshop
	4) to go back to the game, just click on its button in the taskbar, or
		move the cursor over the game screen and click

	Now any time you want to screen capture (or consult a walkthrough), just
kick out to the game menu (your 'Esc' key), hit the Windows key, and use either
your taskbar or Start menu to get to the program you need.

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				CONTROLS

	Your controls in this - unlike the previous games - are almost
infinitely configurable... set them up however you want, but the following is
how I have mine.
	Note that to change any of your controls or setup, just click on the
appropriate line, then hit the key you want to use for that command/movement...
to 'erase' whatever they have set for a control, click on it and hit your
Backspace, then click on that line again to set it for exactly what you want
(which frees up a lot of keys for Binding... see further down)

Attack		= Mouse1
AlternateAttack = X
Walk Forward	= Mouse2 or Up
Crouch		= C
Use		= Enter or Mouse3
ForcePush	= F1
ForcePull	= F2
ForceSpeed	= F3
(binding)	= F4
(binding)	= F5
ForceGrip	= F6
ForceLightning	= F7
(binding)	= F8
QuickSave	= F9
QuickLoad	= F10
(binding)	= F11
(binding)	= F12
Weapons		= 1-0
ForceHeal	= Home
SeekerDrone	= PageUp
PAS		= PageDown
ForceMindTrick	= End
ForceJump	= Space
ForceUse	= F
ForceNext	= ,
ForcePrevious	= .
Inventory	= [ ]
ElectroBinoculars = G
LightAmplificationGoggles = O
ViewSwitch	= P
LightsaberStyles = L
UseBacta	= B
UseHeldItem	= \

	Everything else on the keyboard - I use a laptop - is set for binding...

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				CONSOLE COMMANDS

	Other than actual gameplay, one of the most important parts of the game
is the Console... hit Shift~ (the 'tilde', to the left of the 1 on a regular
keyboard) to open the Console. Type in a command, and hit Enter... type in a
cheat and hit Enter, type in a spawn, etc. During a Multiplayer game it can also
be used to send messages to the other players. Note that gameplay does not stop
while the Console is open, so be careful... to close the Console, just hit
Shift~ again. Also note that you can use the Console in the main menu, before
you even begin a game.
	If you're unsure of a particular command - it may have several
parameters - just type in the base command, such as "bind"... the variations on
that command will appear in the Console, telling you how to input them and what
they do. Cheats and spawns are also Console commands, but they're listed in a
separate section of this file... the only Console commands I'll list in this
section are the ones which don't require the cheats to be enabled.
	Also in the Console window you'll see other odds & ends of the game...
'Connected to server' messages, trisurfs, flares, errors, etc. To clean up all
of that mess, just type in (without the quotes) "clear" and hit Enter.
	Other Console commands:

bind [key] [command] - create a hotkey for a command string (usually a cheat),
	such as "bind f noclip" or "bind t npc spawn tavion"
bindlist - lists all of the binds you've made, which also includes all the Setup
	and Controls
clear - cleans up the Console
mapname - tells you the name of the map you are currently playing, such as
	"ns_streets" or "duel_bespin"

	Multiplayer-only commands:

kick [player name] - boot that particular player/Bot from the game, such as
	"kick desann" or "kick lieutenant_cabbel" (without the quotes). Note
	that it doesn't need to be capitalized - none of the commands (cheats,
	binds, etc) need to be capitalized
kick all - kick everybody (except yourself) from the game, allowing others to join
kick allbots - kick every AI Bot from the game, leaving human players in place

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				MORE BASICS

	Most of the enemies are the same - Imperial troops (called the
"Remnant") and Dark Jedi (the apprentices are called the "Reborn"). Most of the
weapons are the same, though a new one is the Stun Baton (absolutely useless,
as far as I'm concerned - except against one particular foe).
	The Lightsaber is a bit different, too... this one has several modes of
attack, and you're going to need all of them by the time you're finished.
There's "medium" (standard), "fast" (lots of quick sweeps that don't do much
damage, but multiple attacks are possible), and "strong" (carve a mountain, why
don't you?). There are also various colors available for your Lightsaber via the
cheats, but they don't do anything to your performance... they're just for fun.
	This is a two-player game with one player... you, of course, get to play
Kyle Katarn - but as a companion you have Jan Ors. While you can't really
control her, you do need to watch out for her... at least for the first few
levels - after that it doesn't matter (well, not until later).

	In the walkthrough further down I don't have *every* area listed... just
those you really need to get to. There are usually more areas than I have
listed, and more rooms to explore - plus alternate routes to some areas once you
have the doors unlocked. Explore everything - there are no time limits in the
game and you can always (almost always) find toys to pick up. Also in this game,
unlike its predecessors, you don't have to hit the secret areas... but they're
always a good idea as you can find helpful items in them.
	Just like the previous games, there are certain people that you can't
(well, shouldn't) kill... doing so will end the game for you. They're rare,
however, so don't spare the Ammo. Keep an eye on your crosshairs, though...
when they're red, you're facing an enemy; when green, you're facing a good guy;
when blue, whatever you're aimed at can be affected by the Force. Obviously you
can affect just about every being in the game with the Force (such as PUSHing
them). Note that the crosshairs will not show Force-affected items or beings at
the higher difficulty levels.
	Every time you start a new level - and quite a few times during levels -
a message will pop up on the screen saying that your Datapad has been updated...
it's in your best interest to check out your Datapad often, especially after you
get your Jedi powers back. When you do, don't just check the Mission... make
sure you check through your Force powers as well, as they may have updated.

	If you get frustrated at any point, hit your 'Esc' key to pop out to the
game menu, take a deep breath and relax...

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				***MULTIPLAYER FOR SINGLES

	What exactly is Multiplayer for Singles? It's when you're playing a
Multiplayer game without being connected online.

	It's easy enough... launch the game and choose "Multiplayer" rather than
"Single Player".
	Go through your Setup and Controls, getting everything just the way you
want it - fairly obviously, your configuration from your Single Player setup
will not be copied over to Multiplayer. Also under 'Setup' you have your
'Player' setup... name your character (do you have a favorite online handle or
nick that you use?), choose your Lightsaber color (wish you could do that in the
Single Player game without cheating), and choose your character avatar - this is
what your character will look like in the game; personally, I prefer using
Tavion, but there are plenty of avatars (good and bad) to choose from.
	Once that's done, click on the 'Play' menu, and click on 'Create
Server'... this way you don't need to be connected online in order to do a
Multiplayer game.
	From here, choose the type of game you want to play... click on 'Type'
to cycle through the list of seven different types of Multiplayer game. In
order they are:
   "Free for All" - you against everyone else in a killing frenzy.
   "Holocron FFA" - a variation of the Free for All (FFA) game where nobody has
	any Force powers until they grab any of the Holocrons found scattered
	throughout the level. There are 16 total; 5 'core' powers, 4 Light, 4
	Dark, and 3 Lightsaber. In the settings you can choose the amount of
	Holocrons that a player can hold at any one time, from 1 to unlimited.
	Grab the Holocron cubes scattered throughout the level, or kill someone
	to steal their cube(s). Scoring is still the same, though - the number
	of people you kill, not the number of Holocrons you grab.
   "Jedi Master" - a variation of FFA where there's only one Lightsaber in the
	level, and no points are scored for killing until someone grabs the
	Lightsaber and becomes the Jedi Master; also, you won't have any Force
	abilities until you get the Lightsaber, and your only weapons will be
	what you can find scattered throughout the level.
   "Duel" - just what it sounds like... you against another character in a fight
	to the death; every time you kill someone a new victim... er, challenger
	will appear until you've hit the kill limit. Sometimes you'll end up
	fighting the same character more than once.
   "Team FFA" - a variation of FFA where you're divided into two teams, yours
	against theirs.
   "Capture the Flag" - capture the other team's flag and bring it back to your
	base to score.
   "Capture the Ysalimari" - a variation of "Capture the Flag" where the object
	is a Ysalimari - a Force-negating creature - rather than a flag.

	The ones that are probably the most fun to play are "Free for All" and
"Capture the Flag"... but don't hesitate to try them all.
	One oddity about the Multiplayer games is that your Lightsaber movements
and fighting don't seem to be a smooth as the Single Player version, but you can
still get a lot of use out of your Lightsaber. Also, you should have all 3
Lightsaber styles available to you, so don't hesitate to switch between them
during a fight.
	Keep in mind that some of the FFA levels can be *huge*... especially
ones like "Nar Shadda Streets" (that first level in the Single Player version
after you got your Lightsaber back... and yes, it's all out in the open on
narrow walkways and bridges) or "Bespin Streets"; you may spend a lot of the
match just running around looking for someone to kill.

	Once you've chosen a type (don't bother with the 'Server Name' at the
right - it's unnecessary since you're not connected online), choose which
particular map you want to play from the scrolling list on the left... most of
them are recognizable as levels or places from the Single Player game. Next, go
through the setup for the game... that column in the center of the screen. Most
of it you don't need to change, and some of it won't apply since you're not
actually connected online; just move the mouse cursor over a setting to see a
brief description of what it does. However, you'll want to change the 'Minimum
Players' setting... otherwise, when you join the game you'll be all alone.
Usually I set the 'Maximum Players' setting to 12 (just click on it, type the
number, and hit Enter), and the 'Minimum Players' to 10, but you can set them
for whatever you want. You might want to set the 'Force Mastery' setting to
'Jedi Master'... this will allow *you* the maximum number of points for your
Force powers. Don't bother with creating a Password... again, since you're not
connected online it doesn't apply.
	Also don't bother with the column on the right (1. Human, etc), unless
there's somebody specific (such as Tavion or Desann) that you want to hack on...
with the 'Minimum' setting above 0, the computer will automatically fill the
positions with 'AI Bots' - computer controlled players. The 'Skill' setting at
the bottom of that right column applies only to the AI Bots in the game...
anything from 'Initiate' to 'Jedi Master' - in other words, how much Force power
will a 'Bot have available, and how good will they be?
	Don't bother with the "Advanced" selection at the bottom of the
screen... most of that contains items that you don't need to play with. The only
two you might want are 'Friendly Saber' (if set to 'Yes', your Lightsaber can
injure or kill anyone else on your team as well as the other team), and 'Allow
Saber Lock'. You *really* don't want to set that 'Friendly Saber' to 'yes',
though... it'll cost you a point each time you kill a teammate, and once set,
'Friendly Saber' won't unset (even if you set it to 'no') until you exit the
game.

	After you've got everything set up to your satisfaction, click on
"Begin" to start the fun... once you've done that, the next screen/window that
pops up will allow you to set your Force abilities, which is a crucial part of
Multiplayer. If you made sure to set the 'Force Mastery' at 'Jedi Master' in the
previous screen, then you'll have the maximum points available for your Force
powers.
	Note that you need to choose a side... Light or Dark. What powers are
available to you depends on this setting... if you choose 'Light', then all the
Force powers you used in the Single Player game will be available (Heal, Mind
Trick, etc), whereas if you choose 'Dark', you can use all of the same abilities
that Desann and Tavion did in the Single Player game, including Drain (literally
drain someone's life force), and Rage (it's the Dark Jedi version of Speed
combined with Protect... you'll be faster than normal, and you won't be as
easily damaged - however, it reduces your Health points by quite a bit).
	There are some basic or 'core' Force powers that can be used by anyone,
no matter what their alignment is... these include Speed, Push, Pull, and
Seeing.
	There are several new Force powers available to you that can't be found
anywhere in the Single Player game, one of them a 'core' power and the other two
Light: Seeing is the 'core' power, which will let you keep track of someone who
tries to use Mind Trick on you (seemingly disappearing in front of your eyes),
and will allow you to spot enemies and items (such as weaponry or Health) for
quite a distance. The new Light powers are Absorb and Protect; Absorb allows
you to soak up Force energy thrown at you (such as Push or Lightning), keeping
you from being damaged by it (for the most part). Protect will protect you from
physical harm... blaster fire, Lightsabers, etc - though it won't protect you
from explosions such as a Missile Launcher or a Thermal Det.
	Some of these 'new' powers may seem like fun, but essentially they're
worthless... Drain especially (I wouldn't bother with Grip either). If you want
to go Dark, your best bet is to put some power on Dark Rage and Lightning - fill
them both if you can. Seeing you won't need much on... just enough so it works,
allowing you to see those people who are trying to Mind Trick you. Pull also
might not be that handy, but Push certainly is... and you'll want full power on
both Saber Attack and Saber Defense (Throw isn't worth as much). If you go
Light, you'll definitely want full power on Heal... MedPacks and Shield Boosters
aren't always easy to find, and don't even exist in some types of games.
	You'll also note that you have 'Team Energize' and 'Heal Other'
available (both Light and Dark can use these)... they're just what they sound
like: 'Heal Other' will let you partially heal a teammate (you need to be quite
close), while 'Team Energize' will let you empower your teammates slightly
(again, you need to be quite close).

	Once they're set up to your satisfaction, click on 'Filename' and type
in a unique filename... since each game version can use a different file, you
can do so, depending on personal tastes - for example, in the "Capture the Flag"
/ "Garrison 27-D" game you'd want a filename like "ctf-27d". Save the file, and
click on 'Apply Powers'... now whenever you choose this particular game to play,
all you need to do at the beginning is select the filename from the list, and
click on 'Apply Powers'.
	Of course, if you always play with the same type of Force setup in every
game, just save it as "Custom" (without the quotes, obviously), and it will
automatically be in place when you start a game... just click on 'Join Game'
without even fiddling with your Profile.
	At the bottom of the screen click on any of the selections... 'Join
Game' will randomly place you on either / any team, while the others should be
obvious (I prefer being part of the Blue - Rebel - team rather than the Red -
Imperial - team, but it doesn't really matter). If you choose the 'Spectate'
selection (not available in all games), you won't actually be part of the game
in progress - you can wander all through the map without getting hit, watching
all the action... but you also won't be able to pick up anything or do anything
other than watch.

	I've got a bit of a love/hate relationship with Tavion... you've got to
hate the character, because she is *not* nice - but at the same time, there's
just something about her that you like. So during an FFA where Tavion is one of
the players, I either spend the level killing her, or killing anyone who manages
to kill her. Or else I spend most of the game running through the level, blowing
Luke to pieces. ;)

	After that, just have fun...

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

	Most of the things you can do in the Single Player game can also be done
in Multiplayer... one of the few things you can't do is Spawning (see the
separate section on that), but you don't need to. Some of the same cheats are
available in Multiplayer; see the separate section on that.
	One other toy you have available that isn't in the Single Player game is
the Stationary Shield... and just as the name suggests, triggering this (you
pick it up just like any other weapon or ammo) pops up a forcefield wall that
other players can't get through (though explosives such as Thermal Dets and the
PMS can breach the forcefield after a couple of hits). You also have the
Ysalimari, a small yellowish animal that negates *all* Force powers within
range... grab that (it's only found in a few maps, such as the "Nar Shadda
Streets" FFA) and nobody will be able to touch you with Force powers as long as
it lasts; on the other hand, you won't be able to use any Force powers either.

	One thing you can do that can be a bit of fun is 'jumping': start up a
map - such as any of the "Free for All" maps - and once you get bored with that
particular map, you can 'jump' to a new one without going back to the main
menu... you can even 'jump' to a map from a different type of game, such as any
of the "Duel" or "Capture the Flag" games. Note, however, that jumping to a map
from a different type of game will keep the same rules - that is, if you start
(via the main menu) in a "Free for All" game and then jump to a "Capture the
Flag" map, the FFA rules will still apply... there are some cases where you
definitely *don't* want to do that; for example, if you start in a "Capture the
Flag" game and then jump to a "Duel" (or any FFA) map, you'll be stuck - because
there won't be any flags (or Ysalimari) in the "Duel" or FFA maps.
	How to: open the Console, and type in (without the quotes, obviously)
"devmap ffa_bespin" to jump to the "Bespin Streets" FFA map. If you're not sure
what the name of a map is, just open the Console and type (again, no quotes)
"mapname", and it will tell you. You can also bind any of these jumps if you
wish, which will make things go much faster... instead of opening the Console
and typing "devmap ffa_bespin", just bind a key (such as 'H') to that command.
	A list of all the Multiplayer maps available can be found at the end of
the "Mapping the Game" section of this file.

	'Jumps' that you *can* do:
   "Free for All" (any type) ---> "Free for All" (any type)
   "Free for All" (any type) ---> "Duel"
   "Free for All" (any type) ---> "Capture the Flag / Ysalimari"
   "Duel" ---> "Duel"
   "Duel" ---> "Free for All" (any type)
   "Duel" ---> "Capture the Flag / Ysalimari"
   "Capture the Flag" ---> "Capture the Flag"
   "Capture the Ysalimari" ---> "Capture the Ysalimari"

(Oddly enough, most of the Multiplayer stuff I learned playing "Jedi Academy"...)

	Some Multiplayer maps will have Holocron cubes in them, while others
will have Ysalimari... any of these can be an aid to you. Holocron Cubes can be
'Light Enlightenment', 'Dark Enlightenment', 'Force Boon', and 'Sense' - even if
you yourself can't use a particular type of Cube, grabbing it denys it to
others. The 'Dark' and 'Light' Enlightenment Cubes will temporarily give you
Force powers you don't have, depending on which side you're on. For example, if
your alignment is set to 'Dark', and don't have any numbers on Rage or Drain,
then normally you'd never be able to use those powers... walk through a 'Dark
Enlightenment Cube', and you will, if only as long as the Cube lasts.
	The 'Force Boon' Cube is a Force restorer... walk through it (it doesn't
matter if you're Light or Dark), and your Force points will be restored much
more quickly (as long as your not currently using the Force). For instance, if
you're set on Dark and you walk through the 'Force Boon' Cube, spray Lightning
(presuming you have it) at someone until you run out of Force... release the
key, and watch your Force powers restore rapidly.

	For a little bit of twisted fun, start an FFA map (any one), then use
the cheats to 'jump' into the Duel map "Jedi Battleground 2.0" - as soon as
you're in, turn on God mode, and use the 'give all' cheat. Get up on top of that
one plateau (at the top of the ramp) or one the one across the way (with the
Force Boon on it), and standing at the edge, keep tossing Trip Mines down to the
valley below. When someone hits multiple Trip Mines and blows up, they'll blow
*way* up... fly the friendly skies. Note that you can only place a maximum of 10
Trip Mines in any one location.
	Another one for twisted blow-up fun is the "Shadow Pit" (duel_pit) --
this one is good for Detonation Packs... especially if you get someone in that
center pit.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

   The Characters in Multiplayer: Avatars and others
	When you set a Profile, you get to choose a character that you want to
represent you in the game... this is your Avatar. I usually choose Tavion as my
Avatar, but there are plenty to choose from. Note that not every character
available in a Multiplayer game can be used as an Avatar.

Bespin_Cop		Chiss (bartender on Nar Shadda)		Desann
Galak			Gran			Imperial
Imperial_worker		Jan			Jedi
Jeditrainer		Kyle			Lando
Luke			Monmothma		Morgan (Katarn, Kyle's father)
Prisoner		Rebel			Reborn
Reelo			Rodian			Shadowtrooper
Stormpilot		Stormtrooper		Swamptrooper
Tavion			Trandoshan		Ugnaught
Weequay

	During the game itself, some of these will have different names... a
Gran, for example, will be called "Ree-Yees", while a Swamptrooper will be
"SW-967". This will only matter if you have to kick anyone (see the "Console
Commands" section above); then you'll need to type the name rather than the
character.

	One thing you can do with the various characters is stack the deck, so
to speak... as soon as you've entered an FFA (or other) game, or as soon as you
respawn in a new game, hit 'Esc' - not only does this pause the game, but it
also brings up the top menu. Click on 'Add Bot', and cycle through the various
names... when you find one you want in the game, click on 'Add Bot' at the
bottom of that little screen. Then hit your 'Esc' key and do it again, and
again, until you have all the characters you want in the game. Just remember
that you count as one character... so if you have 'Minimum Players' set to 10,
you'll only be able to add 9 Bots to the game. If you have the maximum amount of
characters already and you want to add someone, you'll need to kick someone else
(see the separate section on "Console Commands").
	When adding characters to any team game, such as "Capture the Flag" or
"Free for All", make sure you also select the team they'll be part of, Red or
Blue - trying to add too many characters to one team will end up with those
characters being kicked by the game (if you have it set up so teams will be
even). Just remember that at the end of that particular match, most players will
switch sides at the start of the next match.
	The Bots are divided into two groups: Good Guys and Bad Guys. The Bad
Guys will have a red Lightsaber and can use any Dark Force power, while the Good
Guys will have a blue Lightsaber and can use any Light Force power. For whatever
reason, Ree-Yees (the Gran) appears as a Good guy...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				++MODS++

	What, you might ask, are "mods"? That's short for "modules" or
"modifications"... maps and scenarios you can add to a game. Mods are usually
for multiplayer games, and they've been around in one form or another since the
original 16-color "Duke Nukum" (and possibly even earlier).
	I usually don't do mods... for the most part they're made by fans, and
while some can be good - or even excellent - they're not official.
	However, if you're interested in doing mods, you can find plenty at
LucasFiles (http://www.lucasfiles.com/) - download a mod, unzip it, and place
the "pk3" file in your "Jedi Outcast\GameData\base" directory... you'll see
other "pk3" files in the same directory, such as "assets0.pk3"; these are ones
that came with the game.
	If you want to make your own mods - not all that easy, but possibly
worth it in the long run - you can get the tools on the web as well, probably at
the same place where you got the bonus maps. The file will probably be called
"Jedi Outcast Tools" or some such, and it'll be about 6 Meg in size. It'll also
include the public SDK (Software Developers Kit) files that you need to
'publish' the maps.

	The very best place to find mods, skins, tools, etc on the web for most
any Star Wars game is at LucasFiles... http://www.lucasfiles.com/
	One of the worst places to get *anything* from is FilePlanet... another
place to avoid is jediknight2.filefront.com

===============================================================================

				ADVANCED - EDITING THE GAME

	WARNING! If you have previous versions of this file, IGNORE the sections
on editing... do *not* alter the "assets0.pk3" file. See my separate text file,
"nightwolf-skins.txt" for instructions on editing and modifying the game.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				THE WEAPONS

	Most of these you'll remember from the previous games... see the
separate section for the Lightsaber and its moves.
	Most of your weapons have a secondary fire mode, which can come in handy
in some cases. The default key for secondary fire is your "Alt" key, but you
might want to remap it to something else. In some cases, you can shift your fire
by 'leaning'... hold your 'use' key and hit the strafe keys while firing.
	The numbers in front of each weapon below are the top row of your
keyboard... hit that to automatically switch to that weapon. There are, however,
more weapons than can be handled by the numbers... scrolling through them is a
good idea (if a little slow at times).

1 - Stun Baton... pretty much useless
	primary: shock
	secondary: N/A
1 - Lightsaber - this replaces the Stun Baton in your inventory
	primary: slash
	secondary: saber throw (quite handy, actually)
2 - Bryar Pistol... good for conserving Ammo, but not good against a crowd
	primary: single shot
	secondary: charged shot - how charged depends on how long your hold down
	the secondary fire key; releasing it fires
3 - E-11 Blaster Rifle (Stormtrooper Rifle)
	primary: automatic fire, slow rate
	secondary: rapid fire (uses lots of Ammo, aim is worse)
4 - Tenloss DXR-6 Disrupter Rifle
	primary: single high-speed shot
	secondary: scope zoom view, use the Primary button to fire
		(unfortunately, the scope doesn't zoom like the older games
		did... it just provides a targeting reticle)
	Warning - your Lightsaber *cannot* defend against this!
5 - Wookie Bowcaster
	primary: single shot, hold down the fire button for a spread shot
	secondary: clustered shot straight through the crosshairs
6 - Destructive Electro-Magnetic Pulse (DEMP) 2 Gun... useful only against
	   droids and mechanicals (such as gun turrets)
	primary: energy ball
	secondary: fast attack energy ball
7 - Imperial Heavy Repeater... your basic chain gun, uses Ammo very fast, not
	   very accurate
	primary: rapid-fire solid projectile
	secondary: concussion grenade
8 - Goban Arms FC-1 Flechette Weapon
	primary: shotgun style blast of flechettes (little metal razors)
	secondary: dual explosive mines
9 - Merr-Sonn PLX-2M Portable Missile System (PMS)
	primary: fire & forget rocket
	secondary: homing missile - hold the secondary fire key to lock onto a
		target (watch your crosshairs), release it to fire
	Your Lightsaber cannot defend against this... hitting the projectile
	will just get you caught in the explosion; however, PUSH works very
	nicely if you time it right
0 - Thermal Detonators
	primary: delayed explosion; hold the fire button down to throw it
	further
	secondary: impact blast... toss it far enough so you don't get hit also
0 - Laser Trip Mine
	primary: uses a trip laser; anyone breaking the beam sets it off
	secondary: uses a proximity sensor
0 - Det Pack (Detonation mines)
	primary: place the Det Pack on any surface (as many as you want)
	secondary: detonate them all

Note that the 0 on your keyboard represents all the 'throwing' and oddball
items... just keep hitting the 0 to cycle through them all.
	Note that you can actually place a Det Pack *on* a person if you're
careful enough; usually on top of their head.

	These other two items aren't weapons per se, but they might come in
handy (I've never used them other than to check them out, but who knows?)

Seeker Drone - just like the little silver flying ball that Luke sparred against
in the original "Star Wars" on the Millennium Falcon. Activated with the
'PageDown' key on your Keypad (that's the default) - it will follow you around,
attacking anyone in range (other than you) until it's energy is exhausted. It
works best against anyone other than Stormtroopers. It doesn't actually do much
damage, but it can distract a foe (such as a Reborn) temporarily during
battle... be ready to take advantage.

Portable Assault Sentry - the PAS is basically a gun turret at your command...
activate it with the '5' key on your Keypad (default) to set it up and get it
firing. Note that while it doesn't fire at you, it still lays down a good stream
of fire... try not to get in the path of it. Don't bother using this against
Reborn or Dark Jedi... they can just Push it over, which is something that you
can't do.

	A note about views and aiming: there are two different views in this
game - first person and third person (switch from one to the other using your
'p' key, which is the default)... in a first person view, your aiming is
slightly more accurate, so if you're in a situation where you can snipe at
someone, you might want to use the first person view. The way the game is
originally set up, you automatically switch to a third person view when you use
the Lightsaber, and a first person view when you use any other weapon... both of
these can be shut off in your Setup. (Setup / Options... 3rd Person Lightsaber,
1st Person Guns)
	Personally, I prefer a third person view at all times... but there are a
few instances when a first person view comes in handy.

	One cute note about the Trip Mines: you might not always find a use for
them in the regular game, but they come in quite handy in the Free-For-All
Multiplayer games... they work even better when clustered. When placing a Trip
Mine, figure out where it should go so that when a character breaks the beam (or
triggers the proximity sensor), they'll be closest to the Mine - and if you
place several together, they'll all go off at once in sympathetic detonation,
making a much bigger explosion and almost guaranteeing a kill. Just remember
that other characters - whether human or AI Bots - aren't all that stupid, and
will find ways to avoid the beam if they can.
	For example: in the FFA "Nar Shadda Streets", there's that split ramp
across the chasm from the ledges with the glass walls - place three or four Trip
Mines at the bottom of the lower ramp (against the wall rather than on the
ground), and I can guarantee that you'll nail somebody coming down that ramp. In
"Nar Shadda Streets", the Trip Mines can be found at the top, way above the area
with the two square holes in the ground.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				THE FORCE

	Most of your Force powers should be familiar to you... each power has
three levels; as you go through the game you'll get each.

(F1) - PUSH
(F2) - PULL
(F3) - SPEED
(F4) - MIND TRICK (just like it says... what Obi-wan used against the
	Stormtroopers on Tattooine back in the original "Star Wars")
(F5) - HEAL
(F6) - GRIP
(F7) - LIGHTNING

	To scroll through your list of Force powers, use the comma or period on
your keyboard (whatever you have them set as), and hit your 'F' key to activate
the selected power. For the most part, though, you'll just use your hotkeys.
	Note that JUMP doesn't have a hotkey assigned to it... that's because it
uses the regular 'jump' key. The longer you hold down the 'jump' key, the
further you'll go. On the higher difficulty levels, you'll have to hit your
'use' key on the way down in order to "stick" your landing and not fall over.

	The other Force powers in the game are all associated with your
Lightsaber... "Saber Throw" is handled by your secondary fire key, and it does
use Force mana, so watch yourself - while it may be fun, it can drain your Force
mana quickly enough, and you're vulnerable until the Lightsaber returns to your
hand. And finally there's "Lightsaber Defense" which has three levels... see the
next section for all of your Lightsaber needs.

	Unlike previous games, you don't have a choice of what Force power to
get when... at the beginning of each level (after you've restored your Force
powers and gotten your Lightsaber back), check your Datapad (default key is
'Tab') to see what your powers have been augmented to. In the walkthrough, at
the beginning of each level I'll list the Force updates.

	See the beginning of Level 19 (Doomgiver Shields) for various odds &
ends about GRIP.

	A note on MIND TRICK: depending on what level you've got, and how much
memory is being chewed up, and what your graphics capabilities are, you might
see this activated in different ways. As you acquire the different levels and
become more powerful, you'll be able to control someone for a longer period, and
can even take on Reborn... just aim your crosshairs at whomever you want to take
over and use MIND TRICK... you'll see blue 'sparklies' appear around their head,
meaning that they're under your control (in a way). If there are enemies of
yours in the area, your new Mind Tricked ally will fight them... just be
warned that they will always use rapid fire with their weapon and will quickly
run out of ammo... and someone who is Mind Tricked cannot pick up more
weapons or ammo; they also can't open doors or use switches.
	If you use the cheats and set your MIND TRICK to higher than level 3
(which is the highest you can legitimately get in the game), then when you Mind
Trick someone, you'll actually appear to *become* that person... just run around
and do whatever it is you want to do, remembering that you still won't be able
to pick up new weapons or ammo, nor will you be able to 'use' anything.
	Also remember that Kyle is vulnerable until the MIND TRICK fades or is
canceled (hit your F6 key - whatever you have it set as - again to cancel it).
	One silly thing about the MIND TRICK: if you're using it just to use it
(such as taking control of a Stormtrooper), then you're probably running around
using the Stormie (or whatever) to kill off his snow-hat buddies... once you end
the MIND TRICK (presuming the Stormie doesn't die), you'll hear something like
"Hope I get a commendation for this."

	For historical purposes, it's noted in the manual that because Kyle went
Dark at one point, he can use Force powers - such as GRIP and LIGHTNING - that a
regular Light Jedi wouldn't be able to use... don't worry about it; just use
what you've got.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				THE LIGHTSABER

	It looks like the same toy you've used before, and for the most part it
acts like the same toy... but there are a few changes. For one thing, the
Lightsaber is *much* more deadly and accurate than it was in the previous two
games... for another, you can actually throw your Lightsaber in order to cause
damage (just like Vader did in "The Empire Strikes Back", when he's fighting
Luke on Bespin) - and unlike the previous two games, you don't have to cheat to
get the Saber Throw... it's automatic once you finally retrieve your Lightsaber
from the Jedi temple on Yavin IV.

	The Lightsaber has several 'styles', including 'fast' and 'strong' --
you'll have to advance through the game to get each style.
	Hit 'L' on your keyboard (default) to cycle through the various
styles... in your ammo meter on the right, when using the Lightsaber, the upper
curve will show which style you're using: yellow for 'medium', blue for 'fast',
and red for 'strong' (yeah, they listed that wrong in the manual).
	After you get the Lightsaber back, you'll have 'Medium' style... the
basic Jedi fighting technique. You'll be able to 'chain' up to five attacks -
that is, you can do five attacks (different or the same) in a row and they'll
all go smoothly, flowing from one to the next. Medium is also the best mode for
going up against multiple enemies... like a room full of Stormtroopers.
	'Fast' style can chain unlimited attacks, but the damage isn't much.
	'Strong' style is a heavy, slashing strike... lots of damage, but the
stance and follow-through can leave you vulnerable for a moment.

	Get used to fighting with the Lightsaber... 'throw' (your secondary fire
key) can be fun, and it's actually needed occasionally - just remember that
you're vulnerable until the Lightsaber returns to your hand, and also remember
that Saber Throw uses Force mana. Both Lightsaber Attack and Lightsaber Defense
have three levels.. the higher, the better. On Defense/Offense 3, you can
actually 'direct' your Lightsaber when you throw it, carving a swath through the
enemies. One thing you can do with Lightsaber Throw, even on level 2, is to hold
down your secondary fire key and move around - the Lightsaber will be trying to
return to your hand, but it's being held out there... kind of like a remote
control chain saw. This will last as long as your mana does.
	Check out the manual for the various types of attacks you can make...
get used to them and practice them, because some day you really will need
them...
	Get used to using your Jedi powers and the Lightsaber at the same
time... if Luke and Obi-Wan can do it, so can you. In fact, there are times when
you will *need* to use SPEED and your saber together... especially against
Reborn and Shadow Troopers.
	Your sidestep moves (default keys are 'A', 'D', and 'V') can come in
very nicely during a fight... if you're quick enough, sidestep just as they
swing at you, and you should be in a good position to slash through their now-
open defenses. If you miss, however...

	There are various moves you can make with the Lightsaber during your
fights... with the beautiful graphics (and using a 'third person' view), they
look very nice - and have the additional benefit of being deadly. Play around
with your Lightsaber and learn them all...
	Some include: JUMP towards or over an opponent, and while in mid-air
wiggle the mouse around and slash - Kyle will flip over in mid-air, slashing
downwards on the unprotected opponent.
	Run towards you opponent, and while running crouch and slash - this one
brings you in low, under their defenses.
	To stab backwards, you need to be facing away from your opponent (be
careful!) - hit your 'Back' key (default is the down arrow) and slash.
	Move the mouse to turn while slashing... Kyle sweeps in a big circle,
which can sometimes get an opponent unawares (but it also leaves Kyle wide open
for retaliation).
	If you decide to keep swinging as you run (just hold down both your
primary attack key and your run key), Kyle will do a kind of destructive ballet,
spinning around as he runs, sweeping and slashing with the Lightsaber. This can,
of course, leave you wide open to retaliation... but it can also work against a
small tight crowd of Bad Guys.
	And you might want to note that swinging your Lightsaber as you SPEED
around the place can be a little disconcerting - because of the slight graphics
distortion caused by Force Speed (especially the highest level), your aim might
not be as good as usual... practice, practice, practice.

	There are many more moves you can make... basically, as many different
movements you can make with the mouse (or joystick) - experiment with them all,
try out your own styles, etc. Just remember that the Lightsaber - while
beautifully defensive as well as offensive - is not a shield.

	There are a pair of cheats that aren't really cheats... they won't let
you win the game or protect your butt from incoming fire; all they do is let you
change the way things look. One of the is "saberColor"... as it sounds, this
lets you change the color of your Lightsaber. Open the Console (Shift+~), and
type (without the quotes) "saberColor green" to change the color of your
Lightsaber to green instead of the standard blue. Note that you must have the
cheats enabled in order to do this. You can change your Lightsaber's color at
any time, as many times as you want... just remember that the Bad Guys all use
red Lightsabers. The six colors available to you are blue, green, red, orange,
purple and yellow.
	The other Lightsaber cheat just removes the PG rating of the
Lightsaber... normally when you slash somebody with your Lightsaber, you just
kill or injure them, but nothing appears to happen to them - they're not split
wide open. Type in (without the quotes) "g_saberRealisticCombat 1" to remove the
PG rating... now when you slash at someone, their arms or legs or head will come
off (no blood or guts, obviously). Again, it doesn't actually affect the game,
just the way you see it.
	In either case, make sure you type in the cheat exactly as listed, with
the appropriate capitalization and spacing.
	As with any other cheat, they only last as long as the current level...
if you want to use them again in the next level, you'll need to type them in
again. The easiest way is to set up a couple of hotkeys with binding (see
further down in this document).

	One final note: remember that your Lightsaber makes noise... if you're
trying to sneak up on someone (or just be stealthy), shut off your Lightsaber by
hitting your '1' key.
	And a sillier note... in the 'extras' section of "The Phantom Menace",
it was mentioned that Ewan McGregor (who plays the young Obi-Wan) was having the
time of his life filming the Lightsaber duels - in fact, he was making
Lightsaber noises throughout the first few takes, and they had to re-shoot...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				THE GOOD GUYS

	Despite the game being what it is, there are still a few good guys
around... these are characters that you can interact with in one way or another
during the game, usually only for a short while.
	The main thing to remember is that with the good guys, you need to keep
them alive (for the most part)... letting them get killed will end the game for
you.

Jan Ors - your pilot and friend... she'll be with you for the first several
	levels, and you need to make sure she stays alive. She fires the
	Stormtrooper Rifle at a rapid rate, but isn't that great a shot.
Mon Mothma - the leader of the Rebellion; only in two cutscenes.
Artus Prisoners - one will give you information; the others you need to keep
	alive.
Morgan Katarn - the ghost of Kyle's father; you'll meet him only in one
	cutscene.
Luke Skywalker - for the most part you'll meet him only in cutscenes, but there
	is one area where he battles alongside you... and he is quite good.
	However, you do need to make sure that you keep him alive.
Lando Calrissian - you'll need his help in Bespin and other places.
Lando's R5 - it's got the codes you need to navigate Bespin, so keep it 'alive'.
Cloud City Guards - they can be somewhat helpful, but if they die, they die.
Republic Troops - again, they can be helpful... but otherwise don't worry.
various Jedis and Apprentices - found on Yavin in the Jedi Temple... they can be
	great fighters, but in the end you'll have to go it alone.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				THE NEUTRALS

	Guess what... there aren't any. The closest anything comes to being
neutral are some of the droids; the R2, the R5, the C3 and the 'mouse' droid -
there are times when you'll need one of these droids, so it might not be a good
idea to 'kill' them immediately. There's also the Gronk Droid - but these are
more for noisy decoration than anything else; kill 'em all if you want.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				THE BAD GUYS

	Most of these guys you already know... Stormtroopers of all types, and
various Imperials - all of these are part of the "Remnant" (sounds like an old
couch). There are also various Dark Jedi, called the "Reborn"... their leader is
a beastie called Desann, and he ain't pretty. His apprentice Tavion *is* pretty,
as far as that goes... but she's still deadly.
	The Reborn have various levels... from the weak Orange to the stronger
Blue, up through the mid-level Red and higher.
	You'll also run into enemies like the Shadow Troopers, who aren't
exactly wimps (you'll see... you'll see).

	The Remnant:
Stormtroopers - three or four different types
Imperial Officers - Brown and Black, some will have Keys
Swamp Troopers - the water version of the snow hats
Shadow Troopers - Stormtrooper Jedis, basically... armed with Lightsabers
Admiral Galak Fyyar - leader of the Remnant and a sniveling snot

	The Reborn:
Orange Reborn (weakest)
Blue Reborn
Red Reborn
Green Reborn
Red & Dark Gray Reborn... the Reborn "Boss"

	Dark Jedi:
Tavion - Desann's apprentice (interesting outfit and tattoos)
Desann - lizard breath, mondo nasty

	Mechanicals:
Probe Droids
Sentry Droids - rapid-fire circular flying machines... watch out
Attack Droids (Mk I) - Robotech!
Seeker Drone
Interrogation Droids

	Stupid things that Stormtroopers say: "Identify yourself." (When you're
running at them with a Lightsaber). "Who are you?" (While they're watching you
slice & dice their buddies).

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				BINDING

You can bind commands to a key to form a macro... for example, in your setup,
you can change the key that allows you to jump. Binding is for those commands
that aren't listed in your setup (okay, the cheats). This way you can create a
macro (hotkey) for any command you can think of, providing you don't run out of
keys on your keyboard.
	The only regular key that you *cannot* use for Binding, as far as I can
tell, is your BackSpace (plus, of course, the Escape key).

How to... open the Console (Shift+~) and type:

bind [key] [command]

	this will bind that command to a single key, such as:

bind h helpusobi 1

	this will bind the command "helpusobi 1" to the 'H' key... to issue this
command, just hit your 'H' key. Note that none of it needs to be capitalized,
except for letters in the command itself, such as:

bind f12 npc spawn Tavion

	Note that "Tavion" needs to be capitalized, but that F12 does not. That
is... I *think* that capitalization is important - well, maybe not... but the
capitalization does help you when you're typing in a long and complex phrase.

	Any key can be bound... just type in the name of the key, such as alt or
end (and all the others, such as pgup, tab, pgdn, home, del, ctrl), as in:

bind end npc spawn StormTrooper

	However, you can't distinguish between Shift keys (or Alt, or
Control)... you can bind any of them, such as:

bind shift npc spawn probe

	but you can't tell it "bind rshift npc spawn probe"... the game will
just tell you that 'rshift' is not a valid key. Your best bet is to save your
Ctrl, Alt, Shift, and other 'named' keys for actual moves/uses you can setup in
the 'Controls' section of setup. Even better, use your keypad keys (presuming
you're using a full size keyboard) for commands and controls in your Setup,
freeing up a slew of other keys for binding.
	Personally, I've bound "helpusobi 1" to 'h' and
"g_saberRealisticCombat 1" to 'r'... that one is a lot of fun, especially in
third person view. I've also bound "saberColor yellow" to F11, and "npc spawn
Tavion" to F12... and I've got two dozen different binds - basically, I've got
the entire keyboard used. Most of it is for spawning...
	Obviously, you'll only need to bind commands that can't be found in your
setup (in other words, cheats... or 'non-player' commands).

Cheats are listed at the end of this document.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

				---THE WALKTHROUGH

	Note: words in all caps throughout the walkthrough - such as PUSH - are
Force powers... get to know your hotkeys. I'm not going to list every time you
should save; kick out to the game menu (your 'Esc' key) often enough to save a
level, and use your Quicksave (default 'F10') at many points during a level in
progress.
	This walkthrough was written using the "Padawan" and the "Jedi Master"
difficulty levels (the easiest and the hardest), but there's not too much
difference between the difficulty levels. Higher levels will have tougher
enemies (they won't die as quickly), and fewer items scattered about the area. A
few things will be slightly different... for instance, when using "Jedi"
difficulty or higher, the Light Amplification Goggles will be found inside the
small crate, not on top of the large one (during the first level, after Jan has
played with the first control panel). You will also start out with less Health
and Armor (Shields) on the higher levels, and you'll only be able to increase
them to a certain level. At the "Padawan" (beginner) level, you'll be able to
bring your Armor all the way up to 100... at "Jedi" difficulty, it will only go
up to 75... at "Jedi Knight" and "Jedi Master" difficulties, it'll only go up to
50 -- the same applies to your health.

	The Demo available for "Jedi Outcast" should be considered as a
completely separate level, as it's not part of the game like previous Katarn
demos were. The Demo is 69.7 Meg in size, which would take 4 or 5 hours to
download on dialup (obviously faster with DSL or cable) -- if you want to do
that, then hit http://www.lucasarts.com/products/outcast/html/demo.html (you'll
need Internet Explorer 5.5 or Netscape 6, or a higher version of either... the
site also has Flash, but that's not required). You'll have to go through several
pages (and ads) to download the Demo (in IE you'll need to accept the "gigex
delivery agent"), or you can get it sent to you on CD for $4 (U.S.) - credit
cards only.
	Even though the Demo is quick and very easy, I'll explain it thoroughly
for those of you who have never played a "Jedi Knight" game before.

===============================================================================

The Demo>>>

[1 Secret Area]
	>>Force powers in the Demo: PUSH (level 2), PULL (level 1), MIND TRICK
		    (level 2), HEAL (level 1), JUMP (level 2), SPEED (level 1),
		    Saber Throw (level 2), Lightsaber Defense (level 2), and the
		    'Fast' style of Lightsaber Offense.
	>>Objectives: Make your way through the remnant base to reach Jan and
			the Raven's Claw.
		      Engage remnant forces in the area.

	Your only weapons are the Lightsaber and the Bryar Pistol (to start).
	Note: fastest kills are achieved with head/helmet shots, and kill any
officers first.

	From where you start, head down the walkway... or wait for the
Stormtroopers to come to you. Those brown/orange things next to your crate are
fuel tanks, and will explode when hit, so be careful. Watch out for snipers on
the walkways and in the guard rooms to either side. As you approach the door
you'll hear a mechanical sound and an electronic voice saying "Man the
defenses"... that's a Probe Droid which will rise up on your right.
	When a door is green-lit like that, it will open automatically when you
approach it... a red-lit door is locked, and will need either a Key or it needs
a switch to be thrown. In this next room, kill everyone... that red-lit door
ahead of you is where you need to go, but it's locked - go through the left
arch, up the ramp and through the small gray door and on to the lift. This
particular lift will run automatically as soon as you get on, but others will
need a switch thrown. At the top, notice the switch next to the lift... this
will summon the lift back up to this level.
	{an interesting side-note} If you JUMP up on the roof of the right guard
post (from the outside walkway) before that door opens, you can slash through
the grate and down into the room... after killing off the Stormie(s) in here,
shut off your Lightsaber (if you're using it), and edge towards the door -
you'll be able to overhear a bit of Stormtrooper chatter, about one of them
going to Cairn installation. You'll run into that place about halfway through
the full game, when you're hot on the trail of... well, find out for yourself.
	In the guard room up here, kill the Imperial Officer and get his
Security Key... all you need to do is walk over the corpse, and you'll be
notified that you have it. You can blow out the windows in this room, but it's a
long way down...
	"Mon Mothma was right, Jan - Imperial troops are crawling all over this
place." "Well that should bring the Republic running."
	Back out to the lift, and hit the switch to summon it... through the
small gray door, down the ramp, and take a right through that next small gray
door. There probably won't be anyone in here (now), but you'll see a green-
glowing machine... this is an Armor Regenerator. Just aim your crosshairs at it
and hit your 'use' key, and you'll see your Armor meter (the green section of
your Health meter on the left) increase.
	In the outer room you'll notice a pair of racks on the wall containing
weapons... you can find these throughout the Demo and throughout the full game,
which comes in very handy. The little red and white object in the rack is an
Instant-Use MedPack, used for restoring your Health a bit at a time.
	Through the right arch (as you entered this first room) is the other
guard room, and this one has an orange Ammo Regenerator in it - again, just aim
and hit your 'use' key. Note that the Ammo Regenerator is only works on certain
weapons, such as the Bryar Pistol or the Stormtrooper Rifle.
	There's a crate on the floor just through the right arch with a blinking
red light on the side... this is a Supply Crate. Sometimes they're unlocked,
sometimes they need a Key... just crouch at the red side and hit your 'use' key.
In this case, this one is locked.
	Note: if you really want to, you can get up on the roof of one of the
guard rooms... in through the right arch, and into the guard room... up in the
ceiling you'll notice a hole with a grate in it; throw your Lightsaber at it
(secondary fire), then JUMP up through. There's nothing up here, but it can be
done.
	Kill off everybody in this area - watch out for the gun Turret in the
room to the right of the ramp, then go to that locked door... aim at the
circular lock at the side of the door and hit your 'use' key to unlock it; you
don't have to cycle through your Inventory to find the Key, it's already there.
As soon as you go through it... whoops. A short cutscene of Jan being captured
and a forcefield going up over the entrance to the hanger bay she's in.
	There's nothing in this next room, but as soon as you go through the
door you'll get a message saying your Datapad has been updated... check it out
(default is your Tab key), and under 'Mission' you'll notice it's expanded - not
only do you need to do all you had before, but now you've also got to kill the
forcefield holding the ^Raven's Claw^.
	Straight ahead through the door is a fuzzy viewscreen... just walk up to
it and hit your 'use' key to check out the view. Hit your 'use' key again to
cycle to the next view (if there is one), etc. Hit your 'jump' key to back out
of the viewscreen. You'll find these scattered throughout the game, and they can
come in handy... not only for showing you what lies ahead, but you can also get
small hints about the game that way (if you watch closely enough) - and
sometimes they're nice for mapping your trail of destruction.
	Circle around the room - those circular control panels on either side
can't be used - and through the next door (you'll notice it has a switch next to
it that is red, meaning that it's a locked door... yet the door itself is green,
meaning it's unlocked. This is a small goof in the Demo... the door really is
unlocked and you don't need to touch the switch to go through). Kill everyone,
and slash those black vertical pipes on either side... to your right is an
alcove with fuel tanks in front of it, to your left is another alcove, and
around on the other side of the room is a lift up.
	Go to the alcove on the right and blow up the fuel tanks (from a
distance)... go in and slash the black pipes in here. JUMP up on the green
energy conduits (they're safe) for the Demo's only Secret Area.
	[Secret 1] - in this area, JUMP up on top of the green pipes to claim
the Secret Area (a Seeker Drone and possibly a Large Shield Booster).
	You can 'kill' the R5 droid if you want, but why bother? Note that
throughout the game you'll find all sorts of droids... most of them hostile. The
basic R5, R2 and C3 types are non-hostile, and in some cases can aid you in your
journey, so it's a good idea not to slaughter them all. Smash/slash all the
dark gray pipes on the other side of the room as well (not necessary, but why
not, since you're here?), then head for the lift at the back of the room. This
one has a pair of switches, one red and one blue. The red one summons the lift
if it isn't down here, while the blue one runs it... just get on the lift and
hit that blue switch.
	Immediately at the top of the lift is a small gray door on your left...
go in through that, kill, in through the next - a room full of control panels in
alcoves. None of the circular ones work, but over in front of the window - to
your right as you enter - is one that does... go over to it (small and
rectangular with a small screen on it), aim at it and hit your 'use' key. "It's
powered down". Again, you'll note your Datapad updating.
	Go around the rest of the level and kill everyone you encounter (the
brown Imperial Officer will have a Supply Key that unlocks that Crate down on
the first floor if you feel the urge, but all that's in it is a BioTech Bacta
Canister), then head to the lift on the opposite side of the room from where you
arrived.
	On this next (and last) level, the alcove around to your right has a
pair of doors, one is small gray and unlocked while the big one appears to be
unlocked, but it's guarded by a forcefield. Go in through the small gray door
(kill everyone, of course), and hit the switch on the panel in front of the
window... this shuts off the forcefield on that central pylon.
	JUMP across to the central pylon, kill the Impy Officer, and in through
the now-unblocked door... hit the switch on the panel in here to shut off the
forcefield on that big door in the alcove. However, there's no need to jump
back... at either 'end' of this central structure is a bridge in the up
position - JUMP up and slash the silver support struts holding it, and the
bridge will crash down, allowing you to cross it. It's just faster to JUMP back
across the chasm. Head through that big door.
	More Ammo and MedPacks in here, then a small gray door... through that,
kill the Impy, and you can smash that red glass if you want. If you look through
the window in this room, you can see a hangar with a mirrored floor, which is
where you'll run into... well, you'll see.
	Through the small gray door on the right, kill everyone - there's an
Armor Regenerator in here as well as weapons - and through the next door.
There's a window overlooking the hanger where the ^Raven's Claw^ is being held,
a lift, and several Stormtroopers... do your usual and then down the lift (Ammo
Regenerator at the bottom).
	At the next door, you'll need to hit the switch next to it to unlock
it... "I sense a disturbance in the Force, but there's something strange about
it." Through the door and get ready to party. You'll notice a message saying
"Checkpoint"... these are places in the game that save automatically; if you're
killed or otherwise fail the level, the game will automatically reload to the
last Checkpoint.
	A graphics note: Matt Rorie said in his FAQ that this next room - the
hanger with the mirrored floor - might give some people some graphics problems
on slower machines (I didn't have any on mine, but this thing is brand new)...
in that case, go down and challenge the Reborn, then lure him up to the walkways
where the reflection won't be so up close and personal.
	Okay... this puppy - if you haven't played the full game yet - is a
Reborn, a Dark Jedi wannabe... they come in several different flavors, with this
Blue one being about level 2 (fairly low end). You might want to save your game
before fighting him, just so you can try again and again to learn your dueling.
They can use various Force powers, so watch yourself... and if you get in a
saberlock - your two Lightsabers locked together as he tries to force yours down
- keep hitting your primary fire (attack) key as fast as possible, while also
trying to PUSH out of the saberlock.
	On the higher difficulty levels - "Jedi Knight" and "Jedi Master" -
you'll face off against the Reborn Boss (Red & Dark Gray) as well as a Green
Reborn.
	Once he's dead, the door at the back of the hanger will open - kill any
Stormies that rush out. Through the next room (more Troopers), then through the
big gray door... there's Jan, and she's never helpless. Keep up with her as she
runs towards the front of the ship, and it's the end of the level (and Demo).

	You're treated to some not-so-high-quality screen shots of the full
game, then it's out to the main game menu. Try again if you want...

	Note that while all of the 'cheats' are enabled in the Demo, there are
some you don't want to use... using "give all" or "give weapons" can have some
disastrous results; since certain weapons (and items) aren't in the Demo, trying
to get them or use them will result in you being kicked out to the main game
menu. If you're lucky, that's all that will happen.

	See the section on "Spawning" at the end of this document for a cute
little quirk about the Demo.

	The Demo is quite short, even if you explore everything... I timed
myself the second time through, and even with exploring all the rooms and
killing all the Impys (plus Mr. Reborn), the whole thing only took me 7
minutes...

===============================================================================

The Full Game>>>

	A note: your first time through the game, you really should watch all of
the various cutscenes... as hokey as some of them are, they will give you
information you need to know.
	Names in braces such as {kejim_post} are the devmap names (see the
cheats at the end).
	The game saves itself automatically at the beginning of every level, so
there's actually no reason for you to do any saving yourself... but of course
saving your game at various spots is always a good idea. The game also has
"Checkpoint" positions (it will say that on the screen) in each level where it
will save itself as well... if you get killed (or your traveling companion
does), or anything else that results in the message "Mission has failed", just
click your fire button and the game will restore at that last Checkpoint.
However, while a Checkpoint save does save to a file on your hard drive (in your
game directory -- LucasArts | Star Wars JKII Jedi Outcast | GameData | base |
saves), it only uses one file (auto.sav), and each new Checkpoint will overwrite
that save file. You cannot, however, load a Checkpoint save from the regular
Load menu. (More than you wanted to know, huh?)
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

1) Kejim Post [2 Secrets] {kejim_post}
	>>Objectives: Investigate the abandoned Imperial outpost.
		      Engage Remnant forces in the area.

	Yes, if you use the cheats you can get your Lightsaber and all Force
powers from the very beginning... and while it can be cute slicing & dicing
Stormtroopers, it certainly isn't the way the game is supposed to be played -
and you'll get to hack & slash plenty of Stormies later in the game.

	You start - along with Jan Ors, your faithful Indian companion (Hi-yo
Silver, away!) - on a landing field on Kejim, hiding behind a Tydirium Shuttle.
Use this opportunity to fine-tune your controls, especially movement... you
probably won't have much time in the later levels.
	"This is my last day on this shift." (Stormtrooper chatter) "Oh, yeah?
Where you moving?" "Sector 7 had an opening so I applied." "Not bad - should be
a quiet last day." Yeah, it's his last day all right.
	Throughout the game you'll hear chatter from various Remnant (and other)
forces, especially when they can't see you or don't know you're there... some of
it can be a bit silly, and most of it is basic "Star Wars" hokey - but it's
still neat.
	Around to your right - to the right of the shuttle as you face it - is a
stack of barrels and crates; if you get up close you can look between them, and
spot a pair of Stormtroopers approaching from the left. Take them out with the
Bryar Pistol (your default starting weapon) as fast as you can. In fact, if you
aim your crosshairs (in first person mode) right at that crack in the rock face
across from you, you'll be aiming right at the first Stormie's head when he
comes into view.
	{Firing tip: aim for an enemy's helmet/head for the fastest kills...
otherwise you'll take a while, and probably some damage. Adjust the sensitivity
on your mouse until it moves quickly and smoothly... and just realize that the
enemies won't sit still while you're trying to target them. Also, try and kill
any officers first... not only does it help disorient the troops, but they
usually use rapid-fire weapons which can severely damage you.}
	After they're dead, go back to the rear of the shuttle where Jan is
waiting... with the shuttle on your right, straight ahead is a door in the rock
(not the red one on the left... I have no clue where that goes; possibly it's
where you entered this level) - the first Secret Area is behind that door.
Again, note that Secret Areas aren't *required* in this game... skip them if
you don't need any items or you don't feel like jumping around to get them.
	[Secret 1] - jump up to the top shelf and make your way around the back
of the crates for a Bacta Tank and a Battery.
	Down in the alcove (blow away the Laser Trip Mines from a distance)
is a rack with an Instant-Use MedPack and 3 Ammo Packs. All throughout the game
you'll find racks like this... they always contain Ammo, and sometimes new
weapons.
	Go around the front of the shuttle and jump up on top of those crates
you fired from before... it'll take a little finagling, but you can get up on
top of that concrete ledge (yes, you can get on top of the Tydirium shuttle if
you want, but there's nothing up there). Carefully edge your way around the
rock wall and you can snipe on the Stormies before they see you. Shoot at the
octagonal (orange/brown) fuel tanks by the Blaster Cannon to blow them up and
take out several Stormtroopers. Watch out for the Stormies on the ledge above,
and make damn sure you keep Jan alive!
	Once they're all dead (and more will probably appear from around the
corner), explore a bit... that big door is, unfortunately, shut... and the
controls are blasted - you'll have to find another way to open it.
	To the end of the ledge and through the small door... in here are a
couple of crates and an Armor Regenerator (the green machine) - to use the
Regenerator (and the orange Ammo Regenerators scattered throughout the game),
just aim your crosshairs at it and hit 'use'. Each Regenerator has a limited
supply of whatever, and will beep and go dark when it is exhausted.
	"The Remnant usually has pretty tight security - make sure you search
any officers for keycards." (Jan)
	Through the small gray door, kill the Imperial Officer, and walk over
the corpse to get a Key. Bodies will disappear shortly after they're dead, so if
you need a Key to something and you don't have it, look around for an Imperial
(Remnant, actually) Officer's corpse that is still hanging around. Keys
(Security and Supply) are automatically added to your inventory, and you don't
have to do anything special to use them... just go up to the door lock (or
Crate, or whatever) and use it as normal; no searching through your inventory to
find the Key.
	Take the circular lift up, then into the next room and take the
rectangular lift up. At the top, hit the switch at the front of the room...
whoops, you just turned on the base defenses. "That do it?" "No, but you managed
to get everyone's attention."
	Back down this lift, along the ledge & kill the Stormtroopers - after
you can duck into their alcove for Ammo & Bacta (two Bacta canisters on lower
levels on either side of the crates, one on higher levels). There's also a fuzzy
gray viewscreen in this alcove - just aim at it and hit your 'use' key. Hit
'use' again to cycle to the next view (if there is one) or 'jump' to exit. These
viewscreens can come in handy - they can show you what lies ahead, give you clues
about what to do next, or just allow you to map your trail of destruction.
	Back down the circular lift, and use the Blaster Cannon (aim at it and
hit your 'use' key) to blow open the door. (Yes, you can go down another level
on that circular lift, but it won't do you any good right now, and there's a
ceiling Turret waiting down there) If you want, you can even shoot out the
windows of the control room above with the Blaster Cannon.
	Inside, get on the grated lift, and get off at the next level... note
that this door is green, meaning it should be unlocked and will open when you
approach it - but it actually isn't; this is a slight goof in the game. The
switch next to the door will open it, but you don't want to do that - it's
not just the fact that plenty of Stormtroopers will come out of side rooms to
challenge you; if you go through this door, there's a door up ahead on the left
that is locked... you need to open it from inside the room.
	Note that when you get on the grated lift, the word 'Checkpoint' will
briefly appear on the screen... these are spots at which the game will
automatically save; if you die or otherwise fail the level, the game will
restore automatically to the last Checkpoint. They are also semi-important
points on each level... hitting a Checkpoint means that you've passed some kind
of hurdle and are well on your way.
	"Stay here, Jan - cover our back." "Okay, I'll wait here... don't take
all day."
	Drop into the lift shaft, through the small door. At the left end of the
corridor is a glowing red machine... you can shoot it if you want, but then be
prepared to *run* down the other way. If you don't shoot it, go down to the
other end of the corridor and use the wall switch to shut it off. Note that in
the next room - beyond the switch - there are a pair of grates in the ceiling,
one of which has a fuel tank sitting on top of it; you can blow that away from
below, but it just alerts the Troopers to your presence unnecessarily.
	Circle around the red machine, and take the square lift up to the red
room. There are 'oxygen tanks' at the top of the lift which you can shoot if you
want (they explode). Shoot the grate and drop through, kill the Impy and get the
Key. Facing down the length of the room, there are switches on the right... use
all of them to unlock doors in the area.
	Jan will run in to join you - don't shoot her! (I did once... silly me)
"I think this is a primary control console." There's really only one way to go
from here in order to continue the level, but if you want to do some additional
killing then skip this next paragraph and go on to the next.
	{continue as normal} Go through the door... go left and straight through
that door, through the right door, go left - Gronk Droid (and several Troopers)
in the next room (you can kill the droid if you want).
	{for some additional killing} Out through the door, turn right...
straight ahead of you is the door leading out to that grated lift, to the left
is a storage room with a few Troopers inside - go ahead and punch their tickets
(TDs - Thermal Detonators - and a Battery in here behind one of the crates). If
you shot at the fuel tank sitting on a grate from below (the opposite end of the
corridor from that red machine)... this is that room. Out of that room, turn
right... straight down to the end and through that door, turn left and through
that door. Kill everyone in here, then back out through the door - go through
the door straight across from you, turn left (Gronk droid and circular lift in
this room), and continue the level.
	{continuing as normal} Up ahead on the right is a circular lift, and
around to the left is a large and small Crate... open the small Supply Crate
(face the red side, crouch, and hit your 'use' key) for a Bacta Tank, and get up
on the large crate to get the Light Amplification Goggles (defauly key for these
is capital O). The Light Amp Goggles will only be on top of the big crate in the
"Padawan" difficulty; on all other difficulties they will be in the smaller
Supply Crate.
	Take the lift to a darkened area below; use your Light Amp Goggles
(default key is capital O) and work your way around the crates on the right for
Secret 2.
	[Secret 2] - Bacta Tanks... there's a small Mouse droid in the area
which might lead you to this Secret Area.
	"Kyle - the schematics show that the base is divided into three
sections."
	Get into the next room (you can shut off the Goggles now), open the
small door and crouch through it. "There was a disturbance in Sector 10 this
morning." "What sort of disturbance?" "A droid set off the security system on a
lower level. That's the third time this month." "It won't be the last time
either." "Guess it was a scurrier." (I have no idea what they mean... perhaps
the Mouse droid?) Kill the Impys, and get the Blue Code Key (the blue symbol on
the wall... get close enough and you'll get a message about your Datapad
updating), then use both unlit switches on that panel. Look closely at the
graphic on the wall... that's a map of the base. The 'cross' at the right
(almost looks like a bullseye) is the walkways you'll be out on in a moment...
you'll see the one walkway goes straight off to the right into nothing; that's
the 'hidden' section of the base, which you take care of in level 2.
	Through the arch door, shut off the forcefield and up the stairs - the
door straight ahead leads back to the room where you found the Light Amp
Goggles. Go left, down the corridor... the view slit in the wall (that corridor
on the left) looks out over the walkways. At the end of the corridor, get out on
the walkways.
	Go through the green insignia door (watch out for ceiling Turrets - on
the lower levels if you're fast enough, you can run past them without getting
hit), through the door, through the small door on the right and up the stairs.
Hit the switch in the control room (this shuts off the ceiling Turret in the
room you just passed through) and pick up whatever you need (Ammo, Armor
Regenerator, Bacta).
	Back down these short stairs and go straight... past the stairs going
down, past 2 locked doors, left (at the base of the stairs going up), through the
door, and down. Down the stairs, kill, and on the right is another of those
semi-circular control panels... this one is coded, so you yourself can't use it.
However, Jan can... 'use' the control panel, then escort Jan down here -
quickly, she's under fire.
	The fastest way to get back to Jan: when facing into the control panel's
alcove, turn left... head down to that end of the room, and on the left is a
door. Through that, up the stairs, right, and through the door on the right (not
the small gray one straight ahead). Through here, back out to the walkways, take
the right-hand walkway, down this hall and in the first door on the left.
	Back to the second control console... Jan does her thing. Note that even
if you run all the way back, she'll follow you, even if she does drop behind.
Once you get into the room, stand next to the alcove containing the control
panel - don't get right in it.
	Up the stairs and through the door, turn left, and up those stairs...
first go in the small gray door straight ahead, hit the switch on the panel (to
shut off that Turret). From here, you can check out the green door on the
right (as you exit this small control room)... behind the green door you'll find
that circular lift you were on earlier - through the small gray door in here
(past the lift) is a Supply Crate with a Bacta canister in it. The other
unlocked door in this corridor has a weapons rack hidden behind a pair of fuel
tanks.
	Down the stairs, jog left into the corridor, and the first door on the
left is the one that Jan just unlocked for you (across from the red console).
Inside, kill the troops (for fun, shoot the glass panels), and get the Green
Code Key (again, your Datapad will update). Continue through the stairs section
of the room (Bacta and a Large Shield Booster in here), through the door... look
familiar?
	Go left, past the stairs and through the door at the end (on the right)
and back out to the walkways... go through the red insignia door (more Turrets),
through the small door on the right and up - use the switch, then back out and
up the next set of stairs (straight ahead and on your left).
	There's a semi-circular ledge which gives you a view of the room where
you would have ended up if you had gone past the stairs. Go left and up the lift
(Small Shield Booster in here on the left) and hit the switch (shoot out the
windows if you want). Go out on the narrow ledge and hit the switch out there to
activate the computer at the walkways. Back to the control room, kill the Impys
coming up the lift and get the Key.
	Back down the lift, down the stairs, go left and through the door
(through the room you saw from the semi-circular ledge). There's a red glowing
column... to the left are 2 Bacta Crates, to the right is a control panel. Use
the panel (the blue one under the graphic of the satellite dish) for some
foreboding... use it a total of 4 times. Note the suspended corridors in the
viewscreen - you'll be there soon.
	Down the corridor - past the locked door - and Regenerators are on the
left. Through the unlocked door (watch out for the fuel valves, get the
Batteries), and out into the suspended corridor.
	Run down the tunnel... as you get to the end the game will break to a
short cutscene - the tunnel collapses behind you. There's a door up ahead on the
right, then stairs going down... there are 3 Probe Droids at the bottom.
	There's a square lift on the other side of the glass panel... don't use
it yet. Use the other lift instead (Ammo & Regen at the top), through the door
to the other tunnel arm and some Thermal Detonators. This tunnel will blow as
well, so back down to the Probe Droid room and take that square lift up.
	Watch out for the Probe Droids out here. You can't destroy the dish, but
on the same ledge as the dish is a Large Shield Booster (look past the dish and
you'll see the control booth where you turned on the base defenses way back
when). Along the top of the tunnel - you can shoot into the control room from up
here - and drop down into the control room. Through the door on the other side,
kill the Impys, and get the Red Code Key.
	Through the grey door - the red column room is on the right. Through it
and back out to the walkways. Enter the codes at the appropriate consoles (kick
out to your Datapad occasionally)... you'll have to go back and forth between
the three switches for each Code Key. After all the codes are entered, go around
to the fourth side and hit all three switches.
	Across the new walkway and through the door to end the level.

	At the end of each level is a stats screen, showing how many Secret
Areas you found (out of how many there are), how many shots you fired, your
'favorite' weapon (the one you used the most in the level) and how accurate you
were (basically, how many shots it took to kill each person). The only thing
they don't list is how long it took for you to complete each level...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

2) Kejim Base [3 Secrets] {kejim_base}
	>>Objectives: Investigate the hidden section of the outpost.
		      Engage Remnant forces in the area.
		      Rendezvous with Jan and the Raven's Claw.

	Shoot the glass up ahead on the left and blow away the 'oxygen tank'
behind it to kill a few of the Impys, then kill the rest. The rooms on either
side have Ammo and Light Amplification Goggles. Get the Key from the Impy,
unlock the door and through - watch out for the Turrets. The door on the right
is locked; go through the left. Hit the switch on the panel to raise the blast
shield; shoot out the window and as soon as you go through the window, turn
sharply left and kill the Impy, getting his Key.
	Hit both switches on the panel... "Looks pretty cold in there." Shoot
out any of the windows on this side of the Ice Chamber (the furthest right is
the best), and drop through it. Straight across the floor of the Ice Chamber and
out the small door. Hit the switch on the right-hand wall, then the one in the
room revealed. Up the stairs and hit the switch for the door.
	On the other side of the door is a set of stairs straight ahead, and a
sealed door down on the left... there will also be a pair of flying, round
Sentry Droids - be very careful. You can only damage and 'kill' the Sentry
Droids when they 'open up' just prior to firing, so watch yourself. After
disposing of them, there's a pair of Stormtroopers on the grated walkway above.
	Back into the Ice Chamber, but this time instead of dropping to the
floor of the Chamber, walk along the narrow ledge just inside the window to get
to the manipulator arm. Jump up the various sections of the manipulator arm, and
to your left is a narrow ledge circling the Chamber (leading to Secret 1) and
straight ahead is the grated walkway (leading to Secret 2 and the rest of the
level).
	[Secret 1] - walk along the narrow ledge until you get to a small bridge
and a doorway... Batteries and a Small Shield Booster in the Crate.
	Back out to the top of the manipulator arm, go straight along the
grate... jump to the ledge on the left for Secret 2.
	[Secret 2] - an Ammo Regenerator and Thermal Detonators. When trying to
jump back to the grate, watch the steam that comes out of the pipe, and stand on
that section of the pipe... when the steam pours out, jump back across.
	There's a Sentry Droid in the next room, a lift down the ledge to your
left, and that water below is electrified - don't drop into it. Work your way
along the outer ledge to the right until you can shoot through the two square
windows; kill the Impys then blow the fuel tank inside to extend a bridge out
here. Across that, in the door, pick up Ammo, throw the switch. Down the lift,
into the next tunnel and throw the switch there... neat, huh?
	Back up and out to the central control room (electric water), and work
your way around to that lift... take that down to the next level. If you want to
check out the room you just changed the floor on, go ahead - it's down that
ramp... a funny bit here: turn the corner and there are Stormies that will shoot
at you - but at the same time they'll back into that room, where a Turret will
take them out for you. Work your way around this ledge to that platform you just
extended and across into the central tower.
	Drop down the lift shaft, and crouch through the passage. Yeah, it's a
weird room... to your left is an Armor Regenerator - which you can't get
to yet - to the right is a Bacta Tank and a door, and at the left end of the
room (from where you are right now) are two sets of stairs - one up, one down.
Hit the switch on the Bacta panel to raise 4 suspension chambers from the
floor... not necessary, but interesting. Go up the stairs and hit the switch in
there... you just rearranged the floor again (also note the new Turret alcoves
that opened up).
	Back in the suspension chamber, go through the unlocked door on the
ledge - many Troopers, and a Turret on your immediate right. Get the Key from
the dead Impy (in the glassed-in alcove... hit the switch on the panel to shut
off that ceiling Turret), go left (away from the Turret), and kill the Impy at
the end; get the Key.
	Back in the room then down the stairs to the cell block; you'll see
bodies in some cells which you can't do anything about. Sometimes there are a
pair of Interrogation Droids in here (if you smash them up close, you'll only
take about 4 points of damage on the lower difficulties). At the end of the
cell block on the right is a lift; take that up & through the small door. Go
left, kill the Impy, hit the switch, and go back out. Through the other small
door (opposite where you entered this room) and up the stairs. Hit both switches
in here then go back out and through the now-unlocked door. There's a Turret in
here on the right, but it doesn't seem to work (because of one of the switches
you hit). Going left takes you back where you came from, and going straight
takes you back to the Ice Chamber.
	Get back down to the cell block - go up the stairs and hit the switch to
kill the forcefield on the door leading back to the electric water area (not
that you need to). On the far side of the cell block is a pair of rooms (now
unblocked) that have Ammo and other toys in them. Back into the 'suspension
chamber', and through the door on the ledge - head left and unlock the door down
there. There are 2 switches down on the left... hit the right switch first (just
once), then hit the left switch 3 times - that chamber will blow, allowing you
access to the Armor Regenerator.
	Through the door, around the corner - there are Turrets at either end of
the room. Blow the fuel tank at the far end, crouch through that corridor, blow
the grate and head left. Hit the switches in here, then back out and left
through the small door. To the left is the door leading back to the room with
the 2 Turrets, straight ahead is a locked door, and down to the right is a
locked door. A window in the corridor overlooks the crystal room. Approach the
locked door in front of you then get out of there quickly - Trip Mines on the
other side will blow and unlock the door.
	Through the now-unlocked door, kill 'em all, get the Key. Just for fun
you can blow up the three green machines. Up the stairs and through the arch,
hit the switch for the final change in the floor plans. Use the Key on the small
door and through - there are Trip Mines on the other side, so toss a TD or two
to the right side of the room... there are more on a bench in the room. Take the
lift down to the floor change room. Get anything you want - kill the Turrets -
then out the now-unlocked left door which takes you back out to the suspension
chamber room and the Armor Regenerator.
	Get back into the room where you blew up the 3 green machines, and go
through the small door which is apparently forceshielded. Arched window ahead
opens, several Troopers including one in a Blaster Cannon at the far end. At
that end, hit the switch and then have some fun... use the Blaster Cannon on the
approaching troops. The forceshield openings on the left are open now, so get in
there... this room will be a little tricky.
	In the alcove there are 2 switches... hit them both (left then right)
and then watch out - the machine will be spitting lasers. Avoid the beams and
duck through the opening in the wall that the lasers blew - as soon as you're
through, the machine will blow up.
	Down the stairs - there's a locked alcove, a tiny door next to it, and a
small door down at the other end of the room. Go through the small door, get the
Key, and get out quick! Use the Key to unlock the alcove (Bacta inside), and use
the panel... you're a Mouse Droid!
	Zip down to the other end of the room and open the tiny door down there
(just hit your 'use' key). Through the radiation room and through the blue
tunnel... down the ramp and hit the switch. Back through the tunnel, making sure
you hit the switch on the right to open Secret 3 (if you're having trouble
getting close to it, get as close as you can and hit your 'p' key... hit 'use',
then hit 'p' again and head out of the tunnel). Back to your starting place and
hit your 'jump' key to return to Kyle.
	Go into the now-safe radiation room and down to the right... that Ammo
Regenerator is Secret 3.
	[Secret 3] - crouch and enter the alcove.
	At the other end of the rad room, next to that grill on the floor is a
small door - go through that and start shooting. Kill all the Impys... you can
shoot all the crystals if you want, but it's not necessary. In the next room is
an Armor Regenerator... head down the oval corridor to end the level.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

3) Artus Mine [1 Secret] {artus_mine}
	>>Objectives: Infiltrate the mining facility.
		      Cripple the mining operation.

	As noted in the cutscene before this level, there is meteor activity...
it seems to be somewhat random, but I don't think you'll be hit. At one point in
this opening run you'll come across a downed Probe Droid (you can actually walk
through it) which is probably the victim of a meteor.
	Just walk down this valley until you come to an open canyon... staying
to the right, drop down to the ledges (do *not* get on that platform) and hug
the right wall until you get the Bowcaster. Head back towards the circular
platform, staying to the right... at the top of the slope just below the
platform, wait for the searchlight to pan across the area and then across the
platform... run to the tower the searchlights are mounted on. Dodge into their
tower and turn them off; if you *don't* dodge the searchlights, then the alarms
will sound, Probe Droids will come after you, Turrets on the other side of the
river will open up... and most importantly, a door you need to get through on
the other side of the river will refuse to open - so don't get in the
searchlight beams.
	Back outside, Quicksave and cross the pipes - you'll have to go back and
forth on them, and watch out for the parts that fall off. Once you get on the
catwalk on the other side, Quicksave again. Edge along the catwalk and shoot at
the Stormtroopers up above - they'll come charging down, and most of them will
fall off the catwalk and into the slimy river below (now you know why handrails
are necessary).
	Into the room from either side, kill all, get the Key from the Impy up
above, and unlock that big door at the slope. There's an Ammo and Health
Regenerator on the other side - use them if needed and Quicksave again.
	As soon as you go through this next door you'll hear an Impy say "Get
security." - if you head left and defend that other door, you won't be
interrupted by Stormies... on the other hand, you'll need to get the Security
Key from one of the corpses to unlock this door.
	As soon as you get on the lift, turn around and look down - there's a
red corridor partway down; crouch into this for Secret 1.
	[Secret 1] - crouch all the way through for Thermal Dets. At the end,
you can toss TDs at the troops below. "Which levels have been infiltrated?"
"We're not sure, but we could be next." "Is it the Rebels?" "Probably."
	Back out and down the lift - through the door and kill all. There
are several doors in here, but only one is unlocked (at the far left)... take
that and head for the lift. It'll go up before you get there, and come back down
with troops on it... have a TD ready and secondary fire at them.
	Up the lift - from here you can go left or right... left is actually the
way you need to go right now (down to that rocky area), but if you go right you
can take out some of the problems you'll encounter later. Well, not really...
but what the heck.
	{if you go right} - through the door at the end (you'll hear a Trooper
yell "Find cover!"), and in this room there are Batteries immediately to the
right of the door. Go down to the other end of the room and the ramps... hidden
alcoves will open behind you and Stormtroopers will come pouring out. Once
you've killed them all (there's Bacta and a Bowcaster in the alcoves), go
through the door at the end... through the next door and you'll be greeted by a
pair of ceiling Turrets - be careful. Once you've checked out this Tram station,
head back to the rocky area.
	{go left and continue} Down the slope and cross the rocky area (you can
explore the rocky area if you want, there are several Impys in here and a locked
Crate - be careful in here, because if you fall into one of those cracks in the
floor and down into the green slime, you're finished) and up the other slope. If
you go left here, you'll end up on the catwalk above that room you were in
earlier.
	Head right and through the door (Checkpoint), kill all (& shoot the
glass), get the Key (which unlocks that Crate down in the rocky area if you're
interested)... there are Bacta Tanks and an Armor Regenerator in here. From
where you entered, there's a door on the right (go through it to shoot a Gronk
Droid, but otherwise don't bother - yes, if you know your way around here, you
could get through that door and up on the concrete arches now... but the
smelting machine would still be live and you'd be dead), a viewscreen farther
on (use it - it'll give you hints on what to do next if you watch it carefully),
and a pair of doors at the end of the room.
	Go out either door and around to the middle... get out on the edge of
the catwalk, look down, and Quicksave. (If you head to the left side of this
ledge, you'll see the pipes you crossed at the beginning... go down the slope
and far enough to the left and you'll have a Turret firing at you)
	When the pipe extends, drop on to it, crouch, and drop off on the small
ledge below. Get in the pipe (crouch) and go all the way to the end. Blow away
the four power conduits on the wall, then shoot out the smelting machine in the
middle. When the smelter drops, get on it and ride it up... at the top, get off
and climb either concrete arch and wait for the next ore car.
	Drop onto the ore car and crouch... ride along until just after the
turn; there will be a green glowing ledge on the left - jump off there. You
don't really need Light Amp goggles in here, but watch out for the little
Mine Monsters - they move too fast to hit with the rifle... but the Stun Baton
actually works fairly well. Just follow the corridor... at every split go right
until you come to a four-tube machine and dead slaves.
	Activate the machine, and when it crashes through the openings, go there
and snipe at the troops below. Drop on to an ore car, and jump to the catwalk.
Through the door & out the other side, take the lift down. The two big sets of
doors are locked, so circle around to the other side of the room (collect the
TDs along the way) and through the small door.
	Kill, and get to the ledge at the end of the room... when the smasher
drops, jump up on it and quickly jump off at the top. At one end of the catwalk
is an Armor Regenerator, at the other end is a small door... mondo troops
through the door. Kill 'em all, go down the lift, and head for the control panel
at the end of the room. Down on the right at the end of the room is a locked
Crate; the brown Impy Officer has the Key. On the right side of the control area
is what looks like a viewscreen with a red symbol at the top; use it.
	Cutscene... the mining equipment blows up.
	Go through the red-rimmed door at the far end... this room should look
familiar. Straight across and through the other door, up the lift, and right.
Back in this room again... kill 'em all, through the door at the top of the ramp
to the TramCar station. Get in the back of the TramCar - just walk into the
railed area - hit the switch to activate the car and end the level.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

4) Artus Detention Area [1 Secret] {artus_detention}
	>>Objectives: Rescue the miners from the prison. Release the prisoners.

	Kill the Troopers, and head to the front of the TramCar - there's a
rocky ledge off to the left that you can get down to. Head around to the end of
the catwalk where there's a locked door... a support will fall from above,
giving you an access ramp to the control room above - hit the switch in there to
unlock that door below.
	Through that door there's a long slit window in front of you - you can
shoot the guy inside - a locked door to the right and a locked door down the
corridor to the left. There's also more slit windows to your left... fire
through the last one, and turn around - the door behind you is now open and
Troopers come pouring through (if you've got Trip Mines, get in front of that
door, crouch and look down at the floor, and use a Trip Mine... back away
quick - *then* go down the other end of this hall and kill the Stormie through
the slit). Inside this room, kill everyone and get everything (there's some
items up top as well... and a Stormtrooper corpse that you didn't kill, oddly
enough) - at the far end is a switch; hit that to open the other door out in the
hall.
	Through this next door is the detention center... just keep going
around, through doors and up stairs (killing lots of Stormtroopers and Imperials
on the way) until you get to a control room at the top (watch out for the flying
Sentry Droids - anywhere from 2 to 6, depending on your difficulty - as you get
to the top level of the detention area). Keep going up to the top, and in the
control center, kill the Imperial Officers (no Keys)... if you check out the
viewscreen in here (on your immediate left inside the room), you'll see four
different prison cells, two of which have prisoners in them... and one of those
prisoners is being killed by a Mine Monster. Oh, well... flip the switch under
the fan graphic, and then hit the switch on the other side of the room... "Not
very subtle, but it seems to have gotten the job done."
	Head back down the stairs to that other door that was locked (don't
worry about that one prisoner dying as he comes through the door from the
detention area... he's supposed to die) - watch out for the ceiling Turret just
around the corner... make your way through the next several rooms until you run
into the talkative prisoner. He'll tell you that you need to find the Base
Commander in order to get the main doors open.
	In a side note: there are a few spots in the game - such as this one
with the prisoner - where someone will give you information... every time that
happens, they seem to yak and yak and yak... You'll also note that during these
monologues, Kyle is unable to move (he can turn, but not move forwards).
Unfortunately, you can't just hit your 'use' key to skip through these
monologues like you can the cutscenes...
	Hurry through the next door (or through that octagonal glass tunnel) and
into the hanger - kill the Stormies before they kill the prisoners. In the
hanger, to the left of the door you came in, there's a lift leading up to the
catwalk... not too far along there's a door on the right that is unlocked -
through that and the next, onto a catwalk above the stairs. Straight ahead is an
unlocked door that leads back to the control room where you turned on the fan,
but you don't need that. To the right of the catwalk is a loose grate in the
wall; blow that away and crouch through it.
	Follow the vents, up a lift, more vents, and you're at the top of the
airshaft - jump in and float down to the bottom. On the lower difficulty levels,
there will be a big grate covering the fan... on the higher ones there won't, so
make sure you land on the small vent grate or else you'll be chopped to bits.
Obviously, you could try and drop to those tiny ledges and continue down that
way... but with the fan to give you a lift, why bother?
	Out into the rocky area (you could look down and see it from the bottom
of the detention area earlier), and circle to your right... there's an open vent
that you need, but first get to the next grate to the right - this is Secret 1.
	[Secret 1] - inside the grate you'll see a Small Shield Booster and
Thermal Dets - blow the grate away and enter for Secret 1.
	Into that open grate - watch out for the Mine Monsters - and follow it
to a broken section. JUMP out to your left and into another glowing crystal
corridor...
	Just keep heading uphill... run past all the Mine Monsters if you want.
At one point you'll come to a split in the trail where both of the new paths
look like they go downwards; instead, make a U-turn to your left and continue
uphill. At the top is a break in the wall; crouch through and into a room where
Mine Monsters are chewing on Stormtroopers (couldn't happen to nicer people).
Get any items in here and head out the door. Quicksave.
	There are two doors out here... go through the left one first and kill
the Stormies, then flip the switch on the panel in the inner room. The door at
the bottom of the slope in the outer room is now unlocked, but you don't need
it.
	Back out to the corridor and take the right door... kill everyone
inside, but don't go down those stairs yet (they're red-lit). Head for the other
end of this room and through the door... there's a set of long stairs; kill
everyone in here. At the top of the stairs is a switch you can't use... back
down and down the red-lit stairs; the Base Commander is in here.
	The BC will surrender immediately, and he won't do anything without you,
so don't worry... search the room if you want - there are a few items. If you
hit the switch in here, it'll just unlock the doors at the rear which lead out
to a hallway (the same one you could've gotten to from that ramp in the other
room) and eventually out to the hanger.
	Stay behind the BC... as long as you keep the crosshairs on him, he'll
keep walking (don't get too close) - if you need to stop and get Ammo or other
items, go right ahead... he won't move at all unless your crosshairs are on him.
At this point you should probably switch to the Stun Blaster - you'll need it.
Get him up those long stairs, and he'll use that switch that you couldn't -
watch out, because when the door opens Mine Monsters will come pouring out...
and you need to kill them all before they can chew on the BC (yeah, you need to
keep him alive... for now). "You won't get away with this, Rebel scum." "I
think I already have." As soon as the BC starts speaking (before he hits that
switch), you should turn and position yourself at that door, aiming the Stun
Baton down...
	Once they're all dead, 'walk' the BC into the next room, where he'll
give his speech and do something to a green and red panel (which doesn't look
any different than any other you've seen)... as soon as he does, he'll turn on
you and fire (*now* you can kill him... but don't shoot too soon), and
Stormtroopers will come pouring into the room. You can always set Laser Trip
Mines in front of the door if you want (before the BC does his thing), but they
aren't always effective - if you do decide to place any, make sure you use at
least 2. For something really cute, set a Det Pack near the panel where the BC
will end up, and set 2 at that door... back off far enough so you won't get hit,
and as soon as the BC has finished his speech (the crosshairs go red) and that
other door opens, trigger the Det Packs.
	Kill 'em all, out the next door and take the lift down, kill, through
the next door... this is the Stormies locker room, apparently. Kill everyone in
here, but don't go out that other door - that just leads back to the hanger.
	Blow away either grate at the end of the room and crouch through... head
right to end the level.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

5) Artus Topside [1 Secret] {artus_topside}
	>>Objectives: Disable the external defenses to allow evacuation of the
			prisoners.
		      Rendezvous with Jan and the Raven's Claw.

	As soon as the level begins you'll come under fire from an AT-ST - so
watch out!
	This level is a royal bitch at "Jedi Master" difficulty... especially
trying to keep the prisoners alive.
	The best way to avoid getting splashed is a method from Steven Roy (as
listed in Matt Rorie's FAQ)... since the prisoners won't start dying until you
get up to the top of the canyon wall, what you need to do is avoid the AT-ST
down here:
	Run down to the other end of the canyon, dodging and weaving... once you
get to the end, get against the right wall (facing back the way you came) - the
AT-ST should have followed you, so once it gets down to where you are, run back
up the canyon, hugging the right wall... keep dodging and weaving, and the AT-ST
should get stuck against the wall at that one point.
	Now you can get topside... duck into that building, kill everyone, get
the Key, and activate the elevator then head outside and ride it up. Quickly
circle around to your left (around the elevator building up here) and 'use' the
Blaster Cannon... quickly turn it around and start blowing away Stormtroopers on
top of the wall. An AT-St will come out of that big door, so as soon as it
appears take it out with the Blaster Cannon and continue killing the Stormies.
	{warning} Note that on "Jedi Knight" and "Jedi Master" difficulties, the
Blaster Cannons will only last about half as long as they do on the lower
levels, so you might want to think about taking out the Troopers on the ledges
with your own weapons and leave the Blaster Cannon for the AT-ST. It won't be
easy, though... you need the Blaster Cannon to take out the AT-ST, because none
of your own weapons will scratch it - but if you use just your own weapons on
the Stormtroopers, you might not kill them fast enough to save the prisoners.
Before you even start this level, make sure you have as much Bacta as possible,
and that both your Stormtrooper Rifle and Wookie Bowcaster have full ammo (there
is some ammo in the little elevator buildings at top and bottom, but not much).
You can actually take out at least a few of the Stormies up on that ledge with
your Blaster Rifle... concentrate on the ones at the left (closest to the
prisoners), but don't forget the others. You yourself shouldn't be in too much
danger... the Stormies up on that ledge will be firing at the prisoners, not you
- it's the Stormtroopers that come pouring out of that little tower down here
that will be aiming at you. As soon as you see the hanger doors opening, get on
the Blaster Cannon and take out the AT-ST... once it's down, the Stormies will
be no problem.
	If you did the canyon run correctly earlier, the AT-ST down there won't
be able to fire up at you... if you didn't, the AT-ST down below will fire up at
you, draining most of the energy from the Blaster Cannon - if that happens, you
won't be able to save the prisoners. You can always take out the AT-ST below
with the Blaster Cannon if you're quick enough, but by that time the Troopers
are killing prisoners...
	Once they're all dead (the Stormtroopers obviously, not the prisoners)
up here, move towards that big door where the AT-ST came out - more troops will
appear; kill them quickly. There's also a little building here (on the right as
you face the hanger where the AT-ST came out - not the one at the top of the
elevator), and in there is a Crate with a Large Shield Booster inside.
	Duck into that little building next to the Blaster Cannon, kill all, get
the Key, and activate the elevator. Ride it back down, and *run* down the canyon
to the other end... there are Stormies here now, plus that AT-ST you avoided
earlier - don't get squashed, don't get shot. At the far end of the canyon
another AT-ST will emerge... duck into that area and through the small door on
the right. Up the lift, out the door, and kill everybody.
	Head along that concrete ledge to the right (towards the red glow) for
Secret 1.
	[Secret 1] - blow away the grate and duck inside for items.
	Head down the edge of the canyon wall, skirting the Ion Cannons as you
go... watch their firing cycle first, and don't be on the metal catwalk just
before they fire or you'll get fried. You can use the Blaster Cannons up here to
blow away the Troopers and AT-STs below. At the end, duck inside, kill everyone,
and work your way through the various rooms - Turrets in some - until you come
out on the upper level of the Repair Bay. Past the lift is another door leading
to a small room, which leads out to the catwalk on the far side... the door at
the end of the catwalk is locked.
	Ride the lifts down - yes, there's a Crate down here if you feel like
playing with it - and kill everyone, get the Key, through the door into the
next room... kill everyone and get the Key. Shut off the forcefields for the
Ion Cannons, and head back topside.
	Once outside, use any of the Blaster Cannons to destroy the Ion Cannons
and any AT-STs down below (you'll get a message about the Walkers if you haven't
destroyed them yet).
	Oh, and one other odd thing I've noticed... once you get up on the
canyon wall (the side with the Ion Cannons), the prisoners become irrelevant -
I've actually used the Blaster Cannons up there to blow away the fuel tanks
surrounding the prisoners, and some of the prisoners themselves. Of course, you
do want to Quicksave first... just in case.
	Get back inside the Repair Bay, and that door at the far end of this
upper level will now be unlocked. Make your way through these rooms - more
Turrets - and keep going until you get the foot of the stairs leading up.
	Jan's in trouble... she's been captured by Desann and Tavion (a Dark
Jedi and his apprentice) - and there's nothing you can do. Tavion will take Jan
inside the ship and kill her, and Desann will beat the crap out of you.
	End of level, several cutscenes... it's Jedi time again.

5a) Valley [0 Secrets] {valley}
	For those of you