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Australian Open Source Awards

mge writes "Andrew Tridgell has won the Special Achievement Award for his work on Samba, the seamless file and print service for SMB/CIFS (Windows) clients, at the Australian UNIX and Open Systems User Group's inaugural Australian Open Source Awards. Aussie, Aussie, OI OI OI." And an "Oi, Oi" to you too.

15 of 120 comments (clear)

  1. fp by Anonymous Coward · · Score: -1, Offtopic

    fp fat dorx mwhahahahahahha clit yippie yay whohoo

  2. FP! by Anonymous Coward · · Score: -1, Offtopic

    I love the smell of Fork Pork in the morning!

  3. an "Oi, Oi" to me too? by Anonymous Coward · · Score: -1, Offtopic

    WTF.

  4. oh darn by Anonymous Coward · · Score: -1, Offtopic

    the link was written in australian.

  5. Just curious... by Anonymous Coward · · Score: -1, Offtopic

    But honestly, who (other than the 3rd-world country residing Australians) gives a flying fuck about this? I guarantee 99.99% of all Americans (BEST COUNTRY IN THE WORLD, we're richer than you), and hell, Eurotrash(suck and have fucked up teeth), don't give a flying SHITBALL about this lame story, or the lame Australians.

  6. Re:Good to see. by Anonymous Coward · · Score: -1, Offtopic

    yeah! and as for you female open source authors.. get off the pc and make me a samich!!!

  7. 010101 by los+furtive · · Score: 1, Offtopic

    Does this mean 0i Oi Oi = 21?

    --

    I'm a writer, a poet, a genius, I know it. I don't buy software, I grow it.

  8. Re:Americans, why did you betray us ? by Error-404NotFound · · Score: -1, Offtopic

    What does this have to do with an Aussie award? And i have never EVER "rapped" a girlfriend lol.

    --
    -=Errors always defy logic.=-
  9. Re:Americans, why did you betray us ? by Anonymous Coward · · Score: -1, Offtopic

    we woulda stayed but your girlfriends were all dirty from being raped already so we didn't have anyone left to rape ourselves, so we left

    btw, your girlfriend had a nice ass.. until all 400 of us fucked her

  10. The Kool-Aid Man will PUNCH YOUR CROTCH. by Anonymous Coward · · Score: -1, Offtopic

    See subject.

  11. Re:Americans, why did you betray us ? by Anonymous Coward · · Score: -1, Offtopic

    This FAQ is intended to be a one-stop shopping guide to info about the
    single-player game included in Jedi Knight II: Jedi Outcast. The walkthrough
    will obviously be the most substantial portion

    You'll start off with a firefight here, but you
    Grab Force Pull from the altar, then head into a water room for the next text.
    Use Pull to extract the walkway from the wall. Once you get to the door, you
    can keep going past it to reach a secret area, but it'll only net you a Battery
    and a Bacta tank.

    Proceeding out the door, grab Speed and drop down the hole nearby. Stand on the
    platform to drop the door, then stand on the pressure plate to unlock all the
    other doors. Once the last door has dropped (you should be able to see a cage
    at the end of the corridor) hit the Speed button and take off. Don't worry
    about the rising pillar; you'll see it again shortly.

    You'll find Jump nearby, and a door that leads back to the main area. I was
    stuck here for quite some time, because I didn't see the golden pillars off to
    the right as you enter the room. You need to use Jump to scale the pillars,
    after which you're done with the first go-round of tests.

    The next test is down the stairs and through the doors. Use Pull on the
    gargoyles to initiate water flow from each. Once

    Once you're up top, head to the end of the corridor, behind the pressure plate.
    Activate Speed, then jet off down the corridor towards the opening. You should
    intersect a sliding platform, from which you can Jump to reach the final area
    of the tests.

    You're almost done. Use Push to retract the pins that stick out of the pillar
    until the cage containing your Lightsaber is at floor level, then jump on top
    of the weight nearby (above the ramp that leads downward). As the weight falls,
    hit Speed, run up the ramp, and use Pull to get your Lightsaber out before the
    cage closes again.

    Now you can jump around and act like an idiot for a few minutes. The Lightsaber
    here is much-improved over its implementation in Jedi Knight, so get used to
    the new movement system and throw the saber around a bit for good measure. Once
    you're ready to get on to the next mission, jump up on top of the small pillars
    near the exit door, then throw the saber through
    (The fly-by intro here is an homage to the opening cinematic of Jedi Knight, in
    case you didn't know.)

    The bar up the street is populated by Grans (fellows with three eyes), Rodians
    (green-skinned insectoid things), and Weequays (dreadlocked individuals), along
    with a Chiss bartender, of the same race as Grand Admiral Thrawn. Engage the bartender in conversation, then kill every single living thing in a hundred-foot radius. You're remarkably proficient at blocking incoming laser fire, even at this early stage of your lightsaber skill development, so whip it out and chop up the freaks. Lightsaber Throw is a kick here; I took down four enemies at one time with a well-thrown saber.

    There are two secret areas in this bar; one is in the kitchen area, where you can Push a freezer to reveal a small hidden room. The other is accessible in the main seating area. Hit your Use key on one of the recessed seating areas in the back wall, where the Weequay and Rodians were enjoying their drinks earlier, and the seats should retract into the wall, leaving a passage to the secret area. Not very practical, but there you go.

    Head to the top of the bar and locate the lock to the bar blast shield.
    Interrogate the bartender and head up and outside. The Rodians that are
    scattered throughout the rest of the level will possess Disruptor Rifles, so
    you'll have to move very slowly through any exposed areas, unless you fancy
    being disintegrated. (The death animation when you do perish is pretty cool,
    though.) You'll need to duck in and out of doorways, while returning fire with
    your own Disruptor Rifle, in order to not get hit, since your Lightsaber
    unfortunately can't block the shots. The Disruptor is perfectly accurate and
    fires very quickly, so you can hit far-off enemies with the primary fire if you
    have good aim. If you need to zoom in with the scope, aim for the head and
    charge it up about halfway - disintegrating the Rodians is neat, but drains
    your ammo and will leave you open to fire for too long to be really worthwhile.

    (Mitch points out that if you hold duck while wielding the Disruptor Rifle, the sniper zoom does not disappear when you move. This is obviously helpful for acquiring your targets while exposing yourself for a minimum amount of time.)

    Head around to your left and walk across the chasm. No guardrails, yet again; a
    poor example of city planning. Head up the lift in the nearby room and through
    the hole in the wall. Don't forget to use Push and Pull to knock your enemies
    off their feet; this is really handy in the case of the Grans, which are often
    armed with Thermal Detonators. Head out to the small balcony and jump over to
    the set of ramps leading up. Ignore the door to your left and head up the
    ramps, where you'll find another door. You can roll a Thermal Detonator down
    the small incline inside the door to kill the Rodian and the Gran below, then
    explore the room they're in to find a Large shield generator.

    Now, head up to the second-highest level of the ramp and jump from the small
    balcony area into the building below, which has a control panel you can use to
    extend a nearby bridge. Head out of the building and walk to your right to find
    the now-complete walkway. In the next room, you'll need to shuffle some crates
    around with Push and Pull to bring down a lift, then Push the crate again to
    make the platform rise when you're standing on it.

    Once you're reached the top of the lift, use the panel nearby to drop another
    ramp heading up. Walk along the walkway outside until you reach the skylights,
    which you'll need to drop through. One of the doors in this room leads to a
    lift heading up to the highest level of the outside area. There are two secret
    areas up here. For the first, jump across the bridge that the Gran was standing
    on, then head up the darkened ramp nearby to find an upper platform. The second
    area is to the left of the lift that brought you up; you need to drop down onto
    the walkways that connect all the locked doors until you find a small platform
    with a couple of Converters. Unfortunately, this will return you to the
    beginning of the level, so be forewarned.

    When you're ready to proceed, head back to the room with the skylights and jump
    out the rightmost window onto a small ledge. Jump into the floating vehicle and
    jump from there up to the nearby door. Take the lift up and proceed across the
    walkway - but watch out for the proximity mine in the middle. Shoot it out from
    a

    As the level begins, you can find a secret area by jumping from the crate to
    the metal piping on either side, then jumping from there up to a pair of
    Converters. (If you miss the jump, you'll need to wall-walk over the shredder
    to avoid instant death.) Head through the door to find a large room full of
    garbage smashers. There's another secret area through the first door on your
    right - blow up the explosive barrel in the room to open a passageway to a
    sniper's roost with a couple of Rodians. There's yet another secret area in the first room here. Find the stack of crates near the wall, then drop down between them and the wall, and hit your Use key while facing the wall. A secret panel should open up.

    Go back to the garbage smashers and find one with an exposed pipe sticking out
    of this side. You'll need to jump up and into the garbage smasher, then run
    underneath the smashing mechanism without getting squashed. There's a simple
    jumping puzzle in the next large room, from which you'll proceed down some
    corridors until you find what seems to be a dead end. Use your Force Pull on
    the dumpster to pull it towards you, then head all the way back to the main
    garbage smasher area. Find the recessed door with the white light above it, and
    head through to a room full of crates. Pull one of the crates on the floor to
    reveal a small passage, then crouch your way through. Walk down the corridor
    until you find another dumpster, which you can push to reveal an incinerator. (Shortly before this dumpster is a secret area; keep your eyes on the ceiling above the corridor and you'll see a gap you can jump into.)
    Smash the window in this room, then Pull the lever across the way to unlock the
    door. This next hallway is populated with some Rodian snipers, so watch for the
    windows to open and blast them with your weapon of choice. You'll reach a ramp
    eventually - watch for a grate on the right side of the wall. When you find it,
    smash it
    an unexplainable chasm. The next area is darkened, so activate your Light
    Amplification Goggles and proceed through it. Once you're on the rooftop area,
    head to your left until Lando messages you about the turrets. Destroy them from
    a distance, then proceed through the room behind them until you reach the
    walkway that juts out underneath where the turrets were placed. Jump up and go
    down the hallway to reach a control room, where you can unlock the hanger door.

    Head back to the docking bay and recharge your shields at the station while
    Lando blathers on. A wave of troops will come in - your priority here is to
    protect
    refueling.

    To find the fuel tanks, exit the hanger and proceed to your right. You can't
    miss the large fuel reservoir; it's the cylindrical tank with all the piping
    that heads into the hanger walls. Enter the codes on the panels (the red code
    is a small gray stop sign; the blue code is a yellow x). There's a secret area
    across the way from the code input terminals; jump on top of the fuel cylinder
    and you should be able to see some Bacta tanks on a ledge nearby. Jump on the
    piping to reach them.

    To open the ceiling of the hanger, you need to find two grates in the hanger
    floor and bust through them; one is open to the air, the other is hidden
    beneath a Pushable crate. In each of the rooms connected to these passages,
    there are five computers that need to be activated. Once you flip on all of the

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

    The door nearby leads to a forked corridor. Head off to the left and take the
    nearby lift up to a dead-end room with some enemies and a few items on the
    upper level. This is optional, of course, but it's easy to miss if you don't
    notice the lift. Now proceed through the door to the right of the bottom of the
    lift. There's another platform in this room that leads to use Mind Tricks on the Ugnaught when you're standing by the door to get him to open it.) Cut through the lock and take the lift up.

    The door here leads out to a large open area. Take out the Rodians while you
    still have a little cover, but watch out; if you strafe too exuberantly, you
    can fall into the shaft where the platform was. Once the snipers have fallen,
    wait for the power...thing...across the way to fall down to your level, then
    activate Speed and rush across the red force field while it's still active.
    Jump on the platform before it starts to rise, and ride up to the next level.
    Proceed in this manner to the top level, where you need to take a right to find
    the door to ; if
    you feel cruel, you can use Push in midair to knock your enemies off their feet
    and into the ether. Once you reach the top platform, you'll come face to face
    with your first Reborn. Read the Dueling strategies in the Hints section (near
    the bottom of this document) if you need help in this battle.

    Once the Reborn is dead (and trust me, this guy is a piece of cake compared to
    the Officer and the Sentry from the
    crates in the corner, and take the nearby lift to a small control room area.
    You'll find a panel overlooking some more Troopers - hit it to drop the
    platform they're on. Move on down the next lift and across the platform to find
    another door.

    After avoiding the electrical sparks in the next room, snipe the soldiers
    across the way, making sure that none of them are able to hit the alarm panel.
    Jump the piping nearby to bypass the electrified floor. The next area contains
    a secret - jump up to the grate near the door and blast it. The room nearby is
    full of soldiers, so you'll have to shut off the lights. Find the streetlamp
    outside the room and jump on it, and leap from there to the ledge, from which
    you can crawl into a balcony overlooking the crowded area. Shut the lights off
    with the blue panel, and crawl off the ledge and through the room. When you
    reach the door, let it close behind you before saving your game and whipping
    out your Saber. Through the next door is a Reborn and two Officers, who split
    up and head towards two different alarm panels
    Troopers to find a lift heading down. Find the panel in
    this room to open the blast door, through which there is another door with a
    lift heading down. Kill the Officer for the Supply Key, then head into the left
    door nearby and look up to find a grate. Jumping up, you'll encounter some more
    Interrogation Droids. Destroy them with a few Throws, then look around for a
    supply crate. There's a grate up here that will lead down to a room filled with
    R5 units - kill the Officer to get his key, then open the door. Head into the
    other adjacent door and find another grate in the ceiling; this one leads to a
    secret area. Head back to the R5 units and use the control panel to commandeer
    one of the droids. Take him out the door and through the blue force field on
    the left. Use the droid to unlock the door, and look around for another small
    chamber that you can unlock to reveal a Sentry. Hit the Jump key to get back to
    Kyle, and head through the now unlocked door to reach a lift heading down. (You
    can use the R5 to pass through the other blue force field, but the room there
    is much the same as the other one, and the lift leads to the same area.)

    Taking this lift down, you'll find a large chamber with a couple of turrets and
    two of the small AT-ST things; we'll call them Walkers from now on. Eliminate
    the threats, then hop across the piping and look around for a window that you
    can smash to drop down. Proceed through the hallway and ride the lift up. You
    can activate the trams with the control panels in the room beyond. The trams
    all lead to the same place, so hop on one and ride it along the rail.

    After you dispatch the troops in the next area, take the Officer's key and
    unlock the door. Head through the Communications command center to find the
    encryption mainframe for the array. Find the lift below the command center
    window and ride it down to the guts of the machine. There are three levels
    here, each one corresponding to a color, and each one containing a number of
    panels containing elements of the code sequence. Hop around and look for the
    panels corresponding to the symbols in your Mission panel. All you have to do
    is hit the three panels that match up with the at attention
    before an Officer. Use Mind Tricks at long distance on a couple of them to
    cause a little chaos, then proceed through the room. You'll note a locked door
    here; once you find a security key on dead Officer nearby, you can return here
    to face off against a Shadow Trooper and engage in a mini-game where you shoot
    TIEs with an external turret, but this appears to be optional, and isn't a
    secret area.

    Proceed until you reach a large hanger. Go through the door across the way and
    through the door to the left to find control rooms for the hangers; the blue
    panels open the hangers to space, while the other levers activate the lifts in
    the middle of the bays. One of the hangers will have troops in it; you can
    shoot them out into space if you wish, but make sure you reset the door so that
    it's closed before you head back to the first hanger and ride the lift down.
    (The lift across from these control rooms leads up to the upper level of the
    hanger; nothing appears to be up here.)

    When the lift reaches the bottom, dispatch the Walkers nearby and proceed into
    an area where a few turrets await you. You can destroy these if you wish; it
    might be quicker just to run past them and take the lift up. Once you're on the
    ledge with the Troopers, walk around until you find the control panel that
    opens another corridor below, then drop down and head through said corridor.
    The lift here takes you up into the second hanger you spotted before.

    There's another hanger beyond this one, which you can also open to space if you
    wish. Keep moving until you reach what appears to be a dead-end room with a
    locked door. Jump on the piping above and crawl through the vent to reach a
    small crawlspace above a large command room, filled with Troopers and Officers.
    One of the Troopers is packing a Merr-Sonn, while a couple of others wield
    Flechettes, so get ready for a fight when you drop down. The ceiling panels
    will not protect you when the Troopers are alerted to your presence, as they
    enter a large cylindrical room filled with Troopers. Have
    fun with them if you wish, then head off through one of the adjacent doors to
    enter a hallway patrolled by Walkers. You'll eventually hit stairs leading up
    to a control room; hit the panel here to extend a pipe to the central structure
    below. Head back and walk across the pipe to enter the structure, using the
    switch near the door to unlock it. Kill the Officer inside and take his
    Security Key, then walk back across the pipe and through the door the Troopers
    pour out of. Go through the door to your right to find the locked door where
    you can use the key; use the control panel in the next room to lift the covers
    of the ventilation shafts in the central structure. Head back to the central
    structure and drop down into the upper left shaft, as seen from the door.

    When you reach the end of the pipe, Push the cover above your head and jump
    out. The nearby room contains a lift; use it to go up, then head out the door
    and jump to the uppermost walkways, being careful to avoid the tripmines that
    are invisible from below. Head through the door here, then smash the window and
    drop down to a room where you'll be ambushed by two red Reborns. Take the
    hallway nearby to another lift, but watch out for the Walkers when you exit the
    elevator. My recommendation is to simply avoid them by ducking through the door
    nearby, then turning around and using your DEMP to take them out. (You'll be
    returning this way, so it's better to kill them now.)

    Now that you've reached the shield generator room, all you have to do is
    destroy it. Jump up onto the infrastructure and locate the power shunts that
    extend from the wall to the generator. Shoot out the y-circuits above the
    shunts, then use your saber Throw to destroy the shunts themselves. As the
    fourth one goes down, Admiral Fyarr will join you in a suit that reminded me a
    bit of Hitler at the end of Wolfenstein 3-D.
    overwhelming forces. In addition, your secondary attack with the saber has been
    upgraded from the ungainly wide-swing of Jedi Knight to a very cool Lightsaber
    Throw, which can be used to destroy multiple enemies at short or medium range.

    The regular offensive capabilities of the Lightsaber have also been improved,
    with the addition of a three-tiered system of Lightsaber Combat styles, each
    influencing the power, speed, and range of your melee attacks.

    Medium Combat Style: The default style, and the only one that's available to
    you when you first obtain your saber. It balances speed and power to excel in
    neither, but is a useful style to wield against regular, non-Jedi enemies, due
    to its simple sequence of slashing movements.

    Fast Combat Style: The Fast style emphasizes speed over power. This is useful
    against Reborn opponents, before you obtain the Strong style, but can be a bit
    unwieldy due to the odd motions of the saber and short range of the attacks.

    Primary Fire: Single Shot
    Secondary Fire: Charged Shot, extra damage
    Max Ammo: 300 (Blaster Pack)
    rate
    Secondary Fire: Automatic shot, quick firing rate (less accurate)
    Max Ammo: 300 (Blaster Pack)

    The standard Stormtrooper sidearm is, ironically, well suited to taking down
    Stormtroopers themselves due to its wide laser spread and rapid fire. It's not
    very efficient for working at a distance due to the slow speed of the laser,

    Primary Fire: Single shot, or charges for five shot array
    Secondary Fire: single powerful burst.
    Max Ammo: 300 (Power Cell)

    The favored weapon of Wookiees galaxy-wide, the Bowcaster ostensibly requires
    great strength to operate, but the versions Kyle encounters have been modified
    to make them accessible to weaker species, such as humans. This weapon is still
    fondly remembered as the lamest of the Jedi Knight weapons, but it has been
    redone a bit to make it more utilitarian for JK2. It still functions as it did
    in JK, but is a bit more powerful (which isn't to say that you'll be using it
    that much). The primary fire will fire a single bolt with a single click, or
    Primary Fire: Solid rapid-fire projectile attack
    Secondary Fire: Launches a concussive grenade, stunning and damaging enemies
    Max Ammo: 400 (Metallic Bolts)

    Your basic machine-gun style weapon. The primary fire's inaccuracy makes this
    weapon a liability at anything more than short distances, but the secondary
    fire has a wide splash damage effect, making it perfect for a preliminary
    strike at an unwary crowd, or taking down Sentries and Trip Mines.

    This is essentially the Star Wars equivalent of a nice, double-barrel shotgun.
    To be honest, I barely ever used this; the primary fire is only useful at close
    range, when you're almost always going to be using the Lightsaber anyway, and
    the secondary fire is too inaccurate to be of much use against any but the most
    dense crowd of Troopers. One thing to note is the high ammo capacity and the
    fact that the secondary fire only requires eight ammo per shot, so this might
    be something to whip out if you hear voices around the corner, since the mines
    can bounce off walls and obstacles.
    Primary Fire: Fire-and-forget non-seeking missile
    Secondary Fire: Hold down to lock on to target; let go for homing missile
    Max Ammo: 10 (Rockets)

    The Outcast Rocket Launcher isn't encounter until fairly late in the game, and
    is barely used after that. While using the rocket attacks are nice against
    enemies that are far away and unaware of your presence, in most situations the
    designers have included short-range nuisances along with long-distance threats,
    making it impractical to switch away from your Lightsaber until no one is
    firing at you. I usually just ignored anyone at long distance until I could
    cover the ground between Kyle and his foes, so my style of play wasn't suited
    for using the PMS (nice acronym), though it may be handy to keep around for the
    occasional AT-ST or Walker.

    Primary Fire: Timed explosion after throw (four seconds)
    Secondary Fire: Explosion on impact
    Max Ammo: 10 detonators

    A weapon made infamous due to Boushh / Leia's gambit in Jabba's Palace, in
    which she successfully bluffed the Hutt crimelord into thinking she might
    destroy him along with the rest of his entourage, the Thermal Detonator is
    reknowned for its lethality. Since these detonate on a timer, they can be
    lobbed around corners or down shafts in order to strike blindly at enemies that
    you can hear coming, or suspect of lying in wait. You have to hold down the
    fire for a bit in order to throw it any appreciable distance, so watch the
    secondary fire. If you accidentally tap the secondary button while you have one
    of these in your hands, you'll give yourself qui

    Primary Fire: Place Det Pack on walls or floor
    Secondary Fire: Detonate all active Det Packs
    Max Ammo: 5 packs

    Det Packs are wall- or floor-mounted explosives, designed with a detachable
    triggering mechanism that allows the user to wait as long as he or she wishes
    before detonation. These can be used to destroy certain doors throughout the
    levels, or they can be placed in an inconspicuous spot and triggered when an
    enemy comes by. The radius of the blast is fairly large, so you can use these
    for crowd control, but you will lose the protection of the Lightsaber while you
    wait for the enemies to get into position. You can place more than one if you
    want, but you can only hold five at a time, so you'll need to be somewhat
    frugal when you use them.

    Also known as the HPB's Best Friend, the Trip Mine is one of those classic FPS
    weapons that everyone either loves or hates. They work quite simply: simply
    affix the mine to a surface, and when another player or opponent breaches the
    trip laser, the charge detonates, injuring or killing anything nearby. These
    act to slow the pace of multiplayer games a bit, since anyone who wishes to
    pass through a mined corridor has to switch to a projectile weapon and shoot
    the mine from a distance away

    Inventory items are called up in a separate menu (default keys are [ and ]) and
    activated by pressing Enter (again, by default; you can change deal with them is to fight fire
    with fire and equip your Disruptor. Find a corner to duck behind and strafe
    out, using the primary fire when the reticule is locked. If you use the scope
    and attempt to charge the Disruptor up, your target will almost always hit you,
    so try to be qui

    These triple-eyed creatures aren't known for their intelligence, which is why
    many of them choose to bring Thermal Detonators into crowded areas. There's no
    simple way to deal with Grans that are packing explosives, except to use your
    Force Powers judiciously in taking them out. Push is useful in deflecting the
    Detonators while they're in midair, or simply knocking the Gran down while you
    mosey over and chop-chop-chop.
    Weequays should be somewhat familiar to viewers of Return of the Jedi; these
    are the guys that were on the skiffs with Luke and Han above the Sarlacc's
    nest. They pack Bowcasters for the most part, and possess the accuracy of the
    typical Stormtrooper, so they're a low-level threat at bes

    These reptile-men were justly feared in Jedi Knight, since they packed the
    Concussion Rifle, that game's most deadly weapon. Here, though, they simply
    serve as more grist for the mill that is Kyle Katarn, as they usually bring
    Repeaters to battle and possess no talents that the rest of the criminal scum
    enemies don't also have.
    Maleficent, minatory minions of Desann, these pseudo-Sith wield Lightsabers
    with varying degrees of aptitude. While the simple fact that they pack Sabers
    makes them dangerous enough, they also possess rudimentary Force skills. There
    are red and blue varieties of Reborn: the red foes are the lesser threats of
    the two, while the blue Reborn wield more Force powers and are generally more
    adept with their Lightsabers.

    Keep in mind that the AI system for lightsaber-wielders is quite different than
    that of the more inept enemies; see the Dueling section under Hints for a
    little more information.

    For lack of a better nomenclature, we'll call these odd beasts Walkers. Walkers
    are large attack droids (?), slightly smaller than an AT-ST, but with greater
    speed and a rapid-fire main turret. Their secondary turret launches a green
    laser blast that deals a significant amount of damage. The DEMP gun is your
    best bet for quickly eliminating these guys; try to give yourself a little
    distance to fire from, however, as the green laser blast from the Walker can
    sometimes be lost in the blue fire from your DEMP.
    These fiercest of foes appear to be Reborn enemies encased inside a black suit
    of armor designed to repel Lightsaber attacks. Their armor also allows them to
    temporarily become invisible, but there is a telltale glow given off in these
    instances, so you shouldn't have too much of a problem spotting these foes.
    They can take more damage than normal Reborn, and are more proficient in the
    Force to boot; many of them will bust out Lightning during a duel. Use the
    Strong Lightsaber Style in combination with Force Speed to gain an advantage
    against these enemies.

    Normal Stormtroopers with a change of clothes, Swamp Troopers wield Flechettes
    or Repeaters, and their suits are more heavily armored and camoflauged to allow
    them to meld into a swamp environment.

    By way of a tidy little plot twist, Raven and Lucasarts have managed to
    populate the later levels of the game with numerous semi-Jedis; foes with
    Lightsabers and force powers, but who aren't as adept at either talent as Kyle
    is. Nonetheless, they're still your most dangerous common enemy, and require
    some special tactics to defeat. (These hints, such as they are, generally apply
    to boss Jedi as well.)

    First of all, you'll notice that none of your regular weapons are of much use
    against the pseudo-Sith; their force powers are advanced enough to block
    incoming projectiles and Push away any thrown or placed explosives. (They can
    even pull a Matrix and dodge your Disruptor bolts if you try for a little
    Rodian action.) You can occasionally get lucky with a hastily dropped
    Detonation Pack, especially if you're around the corner from your enemy, or
    know their position and are sneaking up on them before they've seen you, but
    you'll almost always have to whip out the Lightsabers to take them on.

    Lightsaber combat against similarly-equipped foes boils down to equations of
    speed and luck, in my opinion. The opposing pseudo-Sith are devilishly fast,
    and move their lightsabers about a bit too quickly for you to effectively build
    any kind of conscious defense; you'll need to rely on instinct and a bit of
    good fortune to take on the more advanced baddies. If you are swung at while
    you're not attacking or Throwing your Lightsaber, you'll usually block the
    swing, but you may take a bit of damage anyway. If your enemy connects with a
    clean swipe, you can sometimes be taken from full health and shields directly
    to death in one blow, so you'll understand the need for a quicksave file before
    every fight.

    Your best bet in the earlier portions of the game seems to be to mix
    dash-and-parry tactics with a circular strafing motion. In practical terms,
    don't stand still, and keep your distance from your foe until you're ready to
    strike. The side-sweeps of the Lightsaber which are activated when you're
    holding the strafe keys give you a good chance to penetrate their defense,
    especially if they're off-balance with their own attacks. Saber Throw can often
    be used to good effect against Jedi, especially when you aim at their feet, but
    your lightsaber will generally fall to the ground, leaving you temporarily
    defenseless.

    Saber clashes are something you need to be alert for, as the more powerful
    foess can exploit even a momentary lapse of attention to finish you off. If you
    find yourself grinding Sabers with your opponent, tap the primary attack key as
    quickly as possible - the loser of a Clash will find themselves knocked down
    momentarily, leaving them open for a free attack by your opponent, or sometimes
    simply taking damage as soon as the Clash is broken.. If you do lose, hit Jump
    as soon as you hit the ground to pop up and try and get back on your feet.

    Your Force powers, as you'll no doubt notice, don't work on Reborn and Jedi as
    well as they do against normal, non-Force-wielding enemies. The effectiveness
    of a power depends on your level of skill and the type of opponent; you'll
    often be able to use a Level 3 Push to knock down a red Reborn, but the same
    skill will rarely work on a Shadow Trooper. You can experiment with the various
    skills as you like, but the most effective one for duels will usually be Force
    Speed in combination with the Strong Lightsaber Combat Style. The overhead
    smash swing of the Strong Style is almost always instantly fatal to opponents,
    but is very difficult to wield against the super-fast Shadow Troopers you
    encounter late in the game. Speed can balance this difficulty by slowing down
    the action somewhat, allowing you to time your swing so that you connect as
    soon as you come within range and immediately retreat. One or two clean
    connections are usually all it takes to kill a Shadow Trooper, and the same
    tactic can be used against the end boss.

    Mike also sent me an email pointing out that using Drones is a good tactic against Reborn and other Jedi foes, as they will waste their time attempting to strike down the drone, leaving them open for counterattack. Using Drones in conjunction with Force Speed can make duels much simpler, as you'll have a distracted, and possibly defenseless enemy, rather than one that is attacking you.

    First off, you can access the console at any time by holding Shift and pressing
    the tilde key (to the right of the 1 button on your keyboard). These commands
    are entered there. These cheats below are from Peter J. Rzeminski II
    (http://CollisionCourse.net/).

    As a note here, you should know about the Bind command. Bind allows you to
    manually assign keys to commands, even commands that aren't in the keyboard
    mapping menu (such as the cheats below). The syntax is "bind [key] [command]",
    so if you wanted to bind the Taunting animation to the "e" button on your
    keyboard, you would open the console and type (without quotes) "bind e taunt".
    When you're back in the game, hit your e button to execute a taunt. Easy as
    cake.

    "One cool thing I should mention, there are two non-cheats that you can use
    to make Kyle to cool things.
    Peter also sent along the code "drive_atst", which he thought would crash the
    game, but David Erlenbusch points out that it seems to work just fine. It works
    best when you have a lot of room to maneuver, but doesn't appear to have any
    deleterious effects on the game, other than clipping problems when you enter
    the code when there isn't enough room for an AT-ST.

    Here's another cheat from Todd Hauck.

    "In a multiplayer game in the console type devmap XXXXXX where the x's are the
    name of the map. Equip a lightsaber then deactivate it. Then type into the
    consle /thedestroyer. You now have a dual bladed lightsaber."

    The command so cool, I had to give it its own section.

    I'll make no bones about it; I enjoy singleplayer games more than I do multiplayer games these days. I'm still on a 56k, so my connection for multiplayer games is generally horrible, at least compared to my glory days of playing Quake at college with a 30 ping. So anything that extends the longevity of a singleplayer game warrants my attention, and the NPC Spawn cheat code is something that I've had a lot of fun with over the past couple of days.

    NPC Spawn is a simple code that can be used to summon in any enemy or ally that you encounter in the game, and can be used any time, on any level, or even bound to a key like any other command. Want to see if you can take on five Shadow Troopers at the same time? Start a fight between three Luke Skywalkers and five Tavions? See how many Crabs it takes to kill Desann? All of this can be yours, for a limited time only, in this very special TV offer.

    When you're in a single-player game, open up the console (hold Shift and press the tilde key to the left of the 1 key), and type "helpusobi 1", without the quotation marks, to enable cheats. Then type "npc spawn luke", for instance, to spawn Luke Skywalker into the map. He'll act much as he did in the Cairn Docking Bay, slicing up troopers, using Force powers on enemies, etc. Or, type "npc spawn Desann" to throw down Desann, and watch him and Luke take each other on.

    The easiest way to implement this is to bind the commands to keys. I used my function keys as binding fodder, since I remapped my Force powers to the bottom of the keyboard. Now I have F1 - F4 to summon Tavion, Desann, Shadow Troopers, and the hardest variant of the Reborn enemies, while F5 - F8 summons Luke, Jedi Trainers, Jedi apprentices, and Lando. (Lando dies a lot.) You can imagine the fights that break out - sometimes I think that I've dropped myself into the premiere of Attack of the Clones.

    All you need to know is the code itself, and the name of the enemy or ally you wish to summon. I've noted many of the names in the Enemies section above, and most of the rest are fairly obvious. As a note, you'll want to find an area suitable to large battles before you start dropping in Desanns, so you may want to load up a save game near an area you think suitable. So, just to recap, to use the codes mentioned here, you need to enter the console and type:

    helpusobi 1
    npc spawn desann (for example)
    bind f1 npc spawn Desann (where you're binding to the F1 key).

    Couldn't be simpler. Some of the other names you can summon

    You can find a complete list here:

    I can't thank everyone who's written in enough - I apologize if I don't
    acknowledge your specific contribution here, but I've tried to make note of
    what you sent me in the Revisions section above
    In the last FAQ I wrote (the Rhino Tank FAQ for Grand Theft Auto 3), I gave
    carte blanche to anyone who wanted to mirror the FAQ; no need to email me, just
    post it anywhere!, I said, giddy at just having something tangible up on
    GameFAQs.com. Rookie's mistake, as it turns out: it was mirrored far and wide,
    at sites large and small, including GameSpot, but few, if any, of these sites
    bothered to update the FAQ as I uploaded new versions to GameFAQs. So, I wound
    up getting hundreds (upon hundreds) of emails from people contributing
    information that I had already incorporated into the FAQ. Long story short: I'm
    requesting an email before you mirror this document. I almost certainly won't
    turn you down, provided you don't intend to alter the document, and this way, I
    can keep your email and send you the newer versions of the FAQ as I complete
    them.

    If you read this FAQ anywhere but GameFAQs.com, please check GameFAQs.com for
    the latest version of the document before emailing me a question or submitting
    information. Thanks!

    My email address is noted above. Feel free to email me any questions you have
    about the guide, any interesting info or easter eggs you may have uncovered in
    the game, or any comments or suggestions for the FAQ. I will generally answer
    questions about the game, if I know the info, but if you're asking something
    that's answered in the FAQ, don't be surprised if my reply is a cut-and-paste
    from this document. I doubt I'll receive anything near the volume of mail I
    received after the GTA3 guide went up, but please check this document
    thoroughly for something relevent to your question before emailing me.

    In particular, I would request that anyone with a fair grasp on FAQ design or
    English usage point out any rough spots in the guide itself. I've done a fair
    number of guides for publication, both online (check my System Shock 2 guide on
    the Stratosgroup.com for an early and somewhat embarrassing first step) and
    "for real" (with the strategy guide for Baldur's Gate II: Throne Of Bhaal being
    the latest example - I co-wrote this with one other person), but I realize that
    I have a fair way to go before I can be considered very proficient in the art
    of FAQ making. So, if anyone finds themselves confused by my wording or word
    choice at a certain point, or thinks that a sentence could be shuffled around
    for more clarity, please drop me a line with the offending section of the
    document and what you think is wrong with it. Thanks in adva

  12. wtt/F no idea, crazy crapflood dude by Anonymous Coward · · Score: -1, Offtopic

    This FAQ is intended to be a one-stop shopping guide to info about the
    single-player game included in Jedi Knight II: Jedi Outcast. The walkthrough
    will obviously be the most substantial portion

    You'll start off with a firefight here, but you
    Grab Force Pull from the altar, then head into a water room for the next text.
    Use Pull to extract the walkway from the wall. Once you get to the door, you
    can keep going past it to reach a secret area, but it'll only net you a Battery
    and a Bacta tank.

    Proceeding out the door, grab Speed and drop down the hole nearby. Stand on the
    platform to drop the door, then stand on the pressure plate to unlock all the
    other doors. Once the last door has dropped (you should be able to see a cage
    at the end of the corridor) hit the Speed button and take off. Don't worry
    about the rising pillar; you'll see it again shortly.

    You'll find Jump nearby, and a door that leads back to the main area. I was
    stuck here for quite some time, because I didn't see the golden pillars off to
    the right as you enter the room. You need to use Jump to scale the pillars,
    after which you're done with the first go-round of tests.

    The next test is down the stairs and through the doors. Use Pull on the
    gargoyles to initiate water flow from each. Once

    Once you're up top, head to the end of the corridor, behind the pressure plate.
    Activate Speed, then jet off down the corridor towards the opening. You should
    intersect a sliding platform, from which you can Jump to reach the final area
    of the tests.

    You're almost done. Use Push to retract the pins that stick out of the pillar
    until the cage containing your Lightsaber is at floor level, then jump on top
    of the weight nearby (above the ramp that leads downward). As the weight falls,
    hit Speed, run up the ramp, and use Pull to get your Lightsaber out before the
    cage closes again.

    Now you can jump around and act like an idiot for a few minutes. The Lightsaber
    here is much-improved over its implementation in Jedi Knight, so get used to
    the new movement system and throw the saber around a bit for good measure. Once
    you're ready to get on to the next mission, jump up on top of the small pillars
    near the exit door, then throw the saber through
    (The fly-by intro here is an homage to the opening cinematic of Jedi Knight, in
    case you didn't know.)

    The bar up the street is populated by Grans (fellows with three eyes), Rodians
    (green-skinned insectoid things), and Weequays (dreadlocked individuals), along
    with a Chiss bartender, of the same race as Grand Admiral Thrawn. Engage the bartender in conversation, then kill every single living thing in a hundred-foot radius. You're remarkably proficient at blocking incoming laser fire, even at this early stage of your lightsaber skill development, so whip it out and chop up the freaks. Lightsaber Throw is a kick here; I took down four enemies at one time with a well-thrown saber.

    There are two secret areas in this bar; one is in the kitchen area, where you can Push a freezer to reveal a small hidden room. The other is accessible in the main seating area. Hit your Use key on one of the recessed seating areas in the back wall, where the Weequay and Rodians were enjoying their drinks earlier, and the seats should retract into the wall, leaving a passage to the secret area. Not very practical, but there you go.

    Head to the top of the bar and locate the lock to the bar blast shield.
    Interrogate the bartender and head up and outside. The Rodians that are
    scattered throughout the rest of the level will possess Disruptor Rifles, so
    you'll have to move very slowly through any exposed areas, unless you fancy
    being disintegrated. (The death animation when you do perish is pretty cool,
    though.) You'll need to duck in and out of doorways, while returning fire with
    your own Disruptor Rifle, in order to not get hit, since your Lightsaber
    unfortunately can't block the shots. The Disruptor is perfectly accurate and
    fires very quickly, so you can hit far-off enemies with the primary fire if you
    have good aim. If you need to zoom in with the scope, aim for the head and
    charge it up about halfway - disintegrating the Rodians is neat, but drains
    your ammo and will leave you open to fire for too long to be really worthwhile.

    (Mitch points out that if you hold duck while wielding the Disruptor Rifle, the sniper zoom does not disappear when you move. This is obviously helpful for acquiring your targets while exposing yourself for a minimum amount of time.)

    Head around to your left and walk across the chasm. No guardrails, yet again; a
    poor example of city planning. Head up the lift in the nearby room and through
    the hole in the wall. Don't forget to use Push and Pull to knock your enemies
    off their feet; this is really handy in the case of the Grans, which are often
    armed with Thermal Detonators. Head out to the small balcony and jump over to
    the set of ramps leading up. Ignore the door to your left and head up the
    ramps, where you'll find another door. You can roll a Thermal Detonator down
    the small incline inside the door to kill the Rodian and the Gran below, then
    explore the room they're in to find a Large shield generator.

    Now, head up to the second-highest level of the ramp and jump from the small
    balcony area into the building below, which has a control panel you can use to
    extend a nearby bridge. Head out of the building and walk to your right to find
    the now-complete walkway. In the next room, you'll need to shuffle some crates
    around with Push and Pull to bring down a lift, then Push the crate again to
    make the platform rise when you're standing on it.

    Once you're reached the top of the lift, use the panel nearby to drop another
    ramp heading up. Walk along the walkway outside until you reach the skylights,
    which you'll need to drop through. One of the doors in this room leads to a
    lift heading up to the highest level of the outside area. There are two secret
    areas up here. For the first, jump across the bridge that the Gran was standing
    on, then head up the darkened ramp nearby to find an upper platform. The second
    area is to the left of the lift that brought you up; you need to drop down onto
    the walkways that connect all the locked doors until you find a small platform
    with a couple of Converters. Unfortunately, this will return you to the
    beginning of the level, so be forewarned.

    When you're ready to proceed, head back to the room with the skylights and jump
    out the rightmost window onto a small ledge. Jump into the floating vehicle and
    jump from there up to the nearby door. Take the lift up and proceed across the
    walkway - but watch out for the proximity mine in the middle. Shoot it out from
    a

    As the level begins, you can find a secret area by jumping from the crate to
    the metal piping on either side, then jumping from there up to a pair of
    Converters. (If you miss the jump, you'll need to wall-walk over the shredder
    to avoid instant death.) Head through the door to find a large room full of
    garbage smashers. There's another secret area through the first door on your
    right - blow up the explosive barrel in the room to open a passageway to a
    sniper's roost with a couple of Rodians. There's yet another secret area in the first room here. Find the stack of crates near the wall, then drop down between them and the wall, and hit your Use key while facing the wall. A secret panel should open up.

    Go back to the garbage smashers and find one with an exposed pipe sticking out
    of this side. You'll need to jump up and into the garbage smasher, then run
    underneath the smashing mechanism without getting squashed. There's a simple
    jumping puzzle in the next large room, from which you'll proceed down some
    corridors until you find what seems to be a dead end. Use your Force Pull on
    the dumpster to pull it towards you, then head all the way back to the main
    garbage smasher area. Find the recessed door with the white light above it, and
    head through to a room full of crates. Pull one of the crates on the floor to
    reveal a small passage, then crouch your way through. Walk down the corridor
    until you find another dumpster, which you can push to reveal an incinerator. (Shortly before this dumpster is a secret area; keep your eyes on the ceiling above the corridor and you'll see a gap you can jump into.)
    Smash the window in this room, then Pull the lever across the way to unlock the
    door. This next hallway is populated with some Rodian snipers, so watch for the
    windows to open and blast them with your weapon of choice. You'll reach a ramp
    eventually - watch for a grate on the right side of the wall. When you find it,
    smash it
    an unexplainable chasm. The next area is darkened, so activate your Light
    Amplification Goggles and proceed through it. Once you're on the rooftop area,
    head to your left until Lando messages you about the turrets. Destroy them from
    a distance, then proceed through the room behind them until you reach the
    walkway that juts out underneath where the turrets were placed. Jump up and go
    down the hallway to reach a control room, where you can unlock the hanger door.

    Head back to the docking bay and recharge your shields at the station while
    Lando blathers on. A wave of troops will come in - your priority here is to
    protect
    refueling.

    To find the fuel tanks, exit the hanger and proceed to your right. You can't
    miss the large fuel reservoir; it's the cylindrical tank with all the piping
    that heads into the hanger walls. Enter the codes on the panels (the red code
    is a small gray stop sign; the blue code is a yellow x). There's a secret area
    across the way from the code input terminals; jump on top of the fuel cylinder
    and you should be able to see some Bacta tanks on a ledge nearby. Jump on the
    piping to reach them.

    To open the ceiling of the hanger, you need to find two grates in the hanger
    floor and bust through them; one is open to the air, the other is hidden
    beneath a Pushable crate. In each of the rooms connected to these passages,
    there are five computers that need to be activated. Once you flip on all of the

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

    The door nearby leads to a forked corridor. Head off to the left and take the
    nearby lift up to a dead-end room with some enemies and a few items on the
    upper level. This is optional, of course, but it's easy to miss if you don't
    notice the lift. Now proceed through the door to the right of the bottom of the
    lift. There's another platform in this room that leads to use Mind Tricks on the Ugnaught when you're standing by the door to get him to open it.) Cut through the lock and take the lift up.

    The door here leads out to a large open area. Take out the Rodians while you
    still have a little cover, but watch out; if you strafe too exuberantly, you
    can fall into the shaft where the platform was. Once the snipers have fallen,
    wait for the power...thing...across the way to fall down to your level, then
    activate Speed and rush across the red force field while it's still active.
    Jump on the platform before it starts to rise, and ride up to the next level.
    Proceed in this manner to the top level, where you need to take a right to find
    the door to ; if
    you feel cruel, you can use Push in midair to knock your enemies off their feet
    and into the ether. Once you reach the top platform, you'll come face to face
    with your first Reborn. Read the Dueling strategies in the Hints section (near
    the bottom of this document) if you need help in this battle.

    Once the Reborn is dead (and trust me, this guy is a piece of cake compared to
    the Officer and the Sentry from the
    crates in the corner, and take the nearby lift to a small control room area.
    You'll find a panel overlooking some more Troopers - hit it to drop the
    platform they're on. Move on down the next lift and across the platform to find
    another door.

    After avoiding the electrical sparks in the next room, snipe the soldiers
    across the way, making sure that none of them are able to hit the alarm panel.
    Jump the piping nearby to bypass the electrified floor. The next area contains
    a secret - jump up to the grate near the door and blast it. The room nearby is
    full of soldiers, so you'll have to shut off the lights. Find the streetlamp
    outside the room and jump on it, and leap from there to the ledge, from which
    you can crawl into a balcony overlooking the crowded area. Shut the lights off
    with the blue panel, and crawl off the ledge and through the room. When you
    reach the door, let it close behind you before saving your game and whipping
    out your Saber. Through the next door is a Reborn and two Officers, who split
    up and head towards two different alarm panels
    Troopers to find a lift heading down. Find the panel in
    this room to open the blast door, through which there is another door with a
    lift heading down. Kill the Officer for the Supply Key, then head into the left
    door nearby and look up to find a grate. Jumping up, you'll encounter some more
    Interrogation Droids. Destroy them with a few Throws, then look around for a
    supply crate. There's a grate up here that will lead down to a room filled with
    R5 units - kill the Officer to get his key, then open the door. Head into the
    other adjacent door and find another grate in the ceiling; this one leads to a
    secret area. Head back to the R5 units and use the control panel to commandeer
    one of the droids. Take him out the door and through the blue force field on
    the left. Use the droid to unlock the door, and look around for another small
    chamber that you can unlock to reveal a Sentry. Hit the Jump key to get back to
    Kyle, and head through the now unlocked door to reach a lift heading down. (You
    can use the R5 to pass through the other blue force field, but the room there
    is much the same as the other one, and the lift leads to the same area.)

    Taking this lift down, you'll find a large chamber with a couple of turrets and
    two of the small AT-ST things; we'll call them Walkers from now on. Eliminate
    the threats, then hop across the piping and look around for a window that you
    can smash to drop down. Proceed through the hallway and ride the lift up. You
    can activate the trams with the control panels in the room beyond. The trams
    all lead to the same place, so hop on one and ride it along the rail.

    After you dispatch the troops in the next area, take the Officer's key and
    unlock the door. Head through the Communications command center to find the
    encryption mainframe for the array. Find the lift below the command center
    window and ride it down to the guts of the machine. There are three levels
    here, each one corresponding to a color, and each one containing a number of
    panels containing elements of the code sequence. Hop around and look for the
    panels corresponding to the symbols in your Mission panel. All you have to do
    is hit the three panels that match up with the at attention
    before an Officer. Use Mind Tricks at long distance on a couple of them to
    cause a little chaos, then proceed through the room. You'll note a locked door
    here; once you find a security key on dead Officer nearby, you can return here
    to face off against a Shadow Trooper and engage in a mini-game where you shoot
    TIEs with an external turret, but this appears to be optional, and isn't a
    secret area.

    Proceed until you reach a large hanger. Go through the door across the way and
    through the door to the left to find control rooms for the hangers; the blue
    panels open the hangers to space, while the other levers activate the lifts in
    the middle of the bays. One of the hangers will have troops in it; you can
    shoot them out into space if you wish, but make sure you reset the door so that
    it's closed before you head back to the first hanger and ride the lift down.
    (The lift across from these control rooms leads up to the upper level of the
    hanger; nothing appears to be up here.)

    When the lift reaches the bottom, dispatch the Walkers nearby and proceed into
    an area where a few turrets await you. You can destroy these if you wish; it
    might be quicker just to run past them and take the lift up. Once you're on the
    ledge with the Troopers, walk around until you find the control panel that
    opens another corridor below, then drop down and head through said corridor.
    The lift here takes you up into the second hanger you spotted before.

    There's another hanger beyond this one, which you can also open to space if you
    wish. Keep moving until you reach what appears to be a dead-end room with a
    locked door. Jump on the piping above and crawl through the vent to reach a
    small crawlspace above a large command room, filled with Troopers and Officers.
    One of the Troopers is packing a Merr-Sonn, while a couple of others wield
    Flechettes, so get ready for a fight when you drop down. The ceiling panels
    will not protect you when the Troopers are alerted to your presence, as they
    enter a large cylindrical room filled with Troopers. Have
    fun with them if you wish, then head off through one of the adjacent doors to
    enter a hallway patrolled by Walkers. You'll eventually hit stairs leading up
    to a control room; hit the panel here to extend a pipe to the central structure
    below. Head back and walk across the pipe to enter the structure, using the
    switch near the door to unlock it. Kill the Officer inside and take his
    Security Key, then walk back across the pipe and through the door the Troopers
    pour out of. Go through the door to your right to find the locked door where
    you can use the key; use the control panel in the next room to lift the covers
    of the ventilation shafts in the central structure. Head back to the central
    structure and drop down into the upper left shaft, as seen from the door.

    When you reach the end of the pipe, Push the cover above your head and jump
    out. The nearby room contains a lift; use it to go up, then head out the door
    and jump to the uppermost walkways, being careful to avoid the tripmines that
    are invisible from below. Head through the door here, then smash the window and
    drop down to a room where you'll be ambushed by two red Reborns. Take the
    hallway nearby to another lift, but watch out for the Walkers when you exit the
    elevator. My recommendation is to simply avoid them by ducking through the door
    nearby, then turning around and using your DEMP to take them out. (You'll be
    returning this way, so it's better to kill them now.)

    Now that you've reached the shield generator room, all you have to do is
    destroy it. Jump up onto the infrastructure and locate the power shunts that
    extend from the wall to the generator. Shoot out the y-circuits above the
    shunts, then use your saber Throw to destroy the shunts themselves. As the
    fourth one goes down, Admiral Fyarr will join you in a suit that reminded me a
    bit of Hitler at the end of Wolfenstein 3-D.
    overwhelming forces. In addition, your secondary attack with the saber has been
    upgraded from the ungainly wide-swing of Jedi Knight to a very cool Lightsaber
    Throw, which can be used to destroy multiple enemies at short or medium range.

    The regular offensive capabilities of the Lightsaber have also been improved,
    with the addition of a three-tiered system of Lightsaber Combat styles, each
    influencing the power, speed, and range of your melee attacks.

    Medium Combat Style: The default style, and the only one that's available to
    you when you first obtain your saber. It balances speed and power to excel in
    neither, but is a useful style to wield against regular, non-Jedi enemies, due
    to its simple sequence of slashing movements.

    Fast Combat Style: The Fast style emphasizes speed over power. This is useful
    against Reborn opponents, before you obtain the Strong style, but can be a bit
    unwieldy due to the odd motions of the saber and short range of the attacks.

    Primary Fire: Single Shot
    Secondary Fire: Charged Shot, extra damage
    Max Ammo: 300 (Blaster Pack)
    rate
    Secondary Fire: Automatic shot, quick firing rate (less accurate)
    Max Ammo: 300 (Blaster Pack)

    The standard Stormtrooper sidearm is, ironically, well suited to taking down
    Stormtroopers themselves due to its wide laser spread and rapid fire. It's not
    very efficient for working at a distance due to the slow speed of the laser,

    Primary Fire: Single shot, or charges for five shot array
    Secondary Fire: single powerful burst.
    Max Ammo: 300 (Power Cell)

    The favored weapon of Wookiees galaxy-wide, the Bowcaster ostensibly requires
    great strength to operate, but the versions Kyle encounters have been modified
    to make them accessible to weaker species, such as humans. This weapon is still
    fondly remembered as the lamest of the Jedi Knight weapons, but it has been
    redone a bit to make it more utilitarian for JK2. It still functions as it did
    in JK, but is a bit more powerful (which isn't to say that you'll be using it
    that much). The primary fire will fire a single bolt with a single click, or
    Primary Fire: Solid rapid-fire projectile attack
    Secondary Fire: Launches a concussive grenade, stunning and damaging enemies
    Max Ammo: 400 (Metallic Bolts)

    Your basic machine-gun style weapon. The primary fire's inaccuracy makes this
    weapon a liability at anything more than short distances, but the secondary
    fire has a wide splash damage effect, making it perfect for a preliminary
    strike at an unwary crowd, or taking down Sentries and Trip Mines.

    This is essentially the Star Wars equivalent of a nice, double-barrel shotgun.
    To be honest, I barely ever used this; the primary fire is only useful at close
    range, when you're almost always going to be using the Lightsaber anyway, and
    the secondary fire is too inaccurate to be of much use against any but the most
    dense crowd of Troopers. One thing to note is the high ammo capacity and the
    fact that the secondary fire only requires eight ammo per shot, so this might
    be something to whip out if you hear voices around the corner, since the mines
    can bounce off walls and obstacles.
    Primary Fire: Fire-and-forget non-seeking missile
    Secondary Fire: Hold down to lock on to target; let go for homing missile
    Max Ammo: 10 (Rockets)

    The Outcast Rocket Launcher isn't encounter until fairly late in the game, and
    is barely used after that. While using the rocket attacks are nice against
    enemies that are far away and unaware of your presence, in most situations the
    designers have included short-range nuisances along with long-distance threats,
    making it impractical to switch away from your Lightsaber until no one is
    firing at you. I usually just ignored anyone at long distance until I could
    cover the ground between Kyle and his foes, so my style of play wasn't suited
    for using the PMS (nice acronym), though it may be handy to keep around for the
    occasional AT-ST or Walker.

    Primary Fire: Timed explosion after throw (four seconds)
    Secondary Fire: Explosion on impact
    Max Ammo: 10 detonators

    A weapon made infamous due to Boushh / Leia's gambit in Jabba's Palace, in
    which she successfully bluffed the Hutt crimelord into thinking she might
    destroy him along with the rest of his entourage, the Thermal Detonator is
    reknowned for its lethality. Since these detonate on a timer, they can be
    lobbed around corners or down shafts in order to strike blindly at enemies that
    you can hear coming, or suspect of lying in wait. You have to hold down the
    fire for a bit in order to throw it any appreciable distance, so watch the
    secondary fire. If you accidentally tap the secondary button while you have one
    of these in your hands, you'll give yourself qui

    Primary Fire: Place Det Pack on walls or floor
    Secondary Fire: Detonate all active Det Packs
    Max Ammo: 5 packs

    Det Packs are wall- or floor-mounted explosives, designed with a detachable
    triggering mechanism that allows the user to wait as long as he or she wishes
    before detonation. These can be used to destroy certain doors throughout the
    levels, or they can be placed in an inconspicuous spot and triggered when an
    enemy comes by. The radius of the blast is fairly large, so you can use these
    for crowd control, but you will lose the protection of the Lightsaber while you
    wait for the enemies to get into position. You can place more than one if you
    want, but you can only hold five at a time, so you'll need to be somewhat
    frugal when you use them.

    Also known as the HPB's Best Friend, the Trip Mine is one of those classic FPS
    weapons that everyone either loves or hates. They work quite simply: simply
    affix the mine to a surface, and when another player or opponent breaches the
    trip laser, the charge detonates, injuring or killing anything nearby. These
    act to slow the pace of multiplayer games a bit, since anyone who wishes to
    pass through a mined corridor has to switch to a projectile weapon and shoot
    the mine from a distance away

    Inventory items are called up in a separate menu (default keys are [ and ]) and
    activated by pressing Enter (again, by default; you can change deal with them is to fight fire
    with fire and equip your Disruptor. Find a corner to duck behind and strafe
    out, using the primary fire when the reticule is locked. If you use the scope
    and attempt to charge the Disruptor up, your target will almost always hit you,
    so try to be qui

    These triple-eyed creatures aren't known for their intelligence, which is why
    many of them choose to bring Thermal Detonators into crowded areas. There's no
    simple way to deal with Grans that are packing explosives, except to use your
    Force Powers judiciously in taking them out. Push is useful in deflecting the
    Detonators while they're in midair, or simply knocking the Gran down while you
    mosey over and chop-chop-chop.
    Weequays should be somewhat familiar to viewers of Return of the Jedi; these
    are the guys that were on the skiffs with Luke and Han above the Sarlacc's
    nest. They pack Bowcasters for the most part, and possess the accuracy of the
    typical Stormtrooper, so they're a low-level threat at bes

    These reptile-men were justly feared in Jedi Knight, since they packed the
    Concussion Rifle, that game's most deadly weapon. Here, though, they simply
    serve as more grist for the mill that is Kyle Katarn, as they usually bring
    Repeaters to battle and possess no talents that the rest of the criminal scum
    enemies don't also have.
    Maleficent, minatory minions of Desann, these pseudo-Sith wield Lightsabers
    with varying degrees of aptitude. While the simple fact that they pack Sabers
    makes them dangerous enough, they also possess rudimentary Force skills. There
    are red and blue varieties of Reborn: the red foes are the lesser threats of
    the two, while the blue Reborn wield more Force powers and are generally more
    adept with their Lightsabers.

    Keep in mind that the AI system for lightsaber-wielders is quite different than
    that of the more inept enemies; see the Dueling section under Hints for a
    little more information.

    For lack of a better nomenclature, we'll call these odd beasts Walkers. Walkers
    are large attack droids (?), slightly smaller than an AT-ST, but with greater
    speed and a rapid-fire main turret. Their secondary turret launches a green
    laser blast that deals a significant amount of damage. The DEMP gun is your
    best bet for quickly eliminating these guys; try to give yourself a little
    distance to fire from, however, as the green laser blast from the Walker can
    sometimes be lost in the blue fire from your DEMP.
    These fiercest of foes appear to be Reborn enemies encased inside a black suit
    of armor designed to repel Lightsaber attacks. Their armor also allows them to
    temporarily become invisible, but there is a telltale glow given off in these
    instances, so you shouldn't have too much of a problem spotting these foes.
    They can take more damage than normal Reborn, and are more proficient in the
    Force to boot; many of them will bust out Lightning during a duel. Use the
    Strong Lightsaber Style in combination with Force Speed to gain an advantage
    against these enemies.

    Normal Stormtroopers with a change of clothes, Swamp Troopers wield Flechettes
    or Repeaters, and their suits are more heavily armored and camoflauged to allow
    them to meld into a swamp environment.

    By way of a tidy little plot twist, Raven and Lucasarts have managed to
    populate the later levels of the game with numerous semi-Jedis; foes with
    Lightsabers and force powers, but who aren't as adept at either talent as Kyle
    is. Nonetheless, they're still your most dangerous common enemy, and require
    some special tactics to defeat. (These hints, such as they are, generally apply
    to boss Jedi as well.)

    First of all, you'll notice that none of your regular weapons are of much use
    against the pseudo-Sith; their force powers are advanced enough to block
    incoming projectiles and Push away any thrown or placed explosives. (They can
    even pull a Matrix and dodge your Disruptor bolts if you try for a little
    Rodian action.) You can occasionally get lucky with a hastily dropped
    Detonation Pack, especially if you're around the corner from your enemy, or
    know their position and are sneaking up on them before they've seen you, but
    you'll almost always have to whip out the Lightsabers to take them on.

    Lightsaber combat against similarly-equipped foes boils down to equations of
    speed and luck, in my opinion. The opposing pseudo-Sith are devilishly fast,
    and move their lightsabers about a bit too quickly for you to effectively build
    any kind of conscious defense; you'll need to rely on instinct and a bit of
    good fortune to take on the more advanced baddies. If you are swung at while
    you're not attacking or Throwing your Lightsaber, you'll usually block the
    swing, but you may take a bit of damage anyway. If your enemy connects with a
    clean swipe, you can sometimes be taken from full health and shields directly
    to death in one blow, so you'll understand the need for a quicksave file before
    every fight.

    Your best bet in the earlier portions of the game seems to be to mix
    dash-and-parry tactics with a circular strafing motion. In practical terms,
    don't stand still, and keep your distance from your foe until you're ready to
    strike. The side-sweeps of the Lightsaber which are activated when you're
    holding the strafe keys give you a good chance to penetrate their defense,
    especially if they're off-balance with their own attacks. Saber Throw can often
    be used to good effect against Jedi, especially when you aim at their feet, but
    your lightsaber will generally fall to the ground, leaving you temporarily
    defenseless.

    Saber clashes are something you need to be alert for, as the more powerful
    foess can exploit even a momentary lapse of attention to finish you off. If you
    find yourself grinding Sabers with your opponent, tap the primary attack key as
    quickly as possible - the loser of a Clash will find themselves knocked down
    momentarily, leaving them open for a free attack by your opponent, or sometimes
    simply taking damage as soon as the Clash is broken.. If you do lose, hit Jump
    as soon as you hit the ground to pop up and try and get back on your feet.

    Your Force powers, as you'll no doubt notice, don't work on Reborn and Jedi as
    well as they do against normal, non-Force-wielding enemies. The effectiveness
    of a power depends on your level of skill and the type of opponent; you'll
    often be able to use a Level 3 Push to knock down a red Reborn, but the same
    skill will rarely work on a Shadow Trooper. You can experiment with the various
    skills as you like, but the most effective one for duels will usually be Force
    Speed in combination with the Strong Lightsaber Combat Style. The overhead
    smash swing of the Strong Style is almost always instantly fatal to opponents,
    but is very difficult to wield against the super-fast Shadow Troopers you
    encounter late in the game. Speed can balance this difficulty by slowing down
    the action somewhat, allowing you to time your swing so that you connect as
    soon as you come within range and immediately retreat. One or two clean
    connections are usually all it takes to kill a Shadow Trooper, and the same
    tactic can be used against the end boss.

    Mike also sent me an email pointing out that using Drones is a good tactic against Reborn and other Jedi foes, as they will waste their time attempting to strike down the drone, leaving them open for counterattack. Using Drones in conjunction with Force Speed can make duels much simpler, as you'll have a distracted, and possibly defenseless enemy, rather than one that is attacking you.

    First off, you can access the console at any time by holding Shift and pressing
    the tilde key (to the right of the 1 button on your keyboard). These commands
    are entered there. These cheats below are from Peter J. Rzeminski II
    (http://CollisionCourse.net/).

    As a note here, you should know about the Bind command. Bind allows you to
    manually assign keys to commands, even commands that aren't in the keyboard
    mapping menu (such as the cheats below). The syntax is "bind [key] [command]",
    so if you wanted to bind the Taunting animation to the "e" button on your
    keyboard, you would open the console and type (without quotes) "bind e taunt".
    When you're back in the game, hit your e button to execute a taunt. Easy as
    cake.

    "One cool thing I should mention, there are two non-cheats that you can use
    to make Kyle to cool things.
    Peter also sent along the code "drive_atst", which he thought would crash the
    game, but David Erlenbusch points out that it seems to work just fine. It works
    best when you have a lot of room to maneuver, but doesn't appear to have any
    deleterious effects on the game, other than clipping problems when you enter
    the code when there isn't enough room for an AT-ST.

    Here's another cheat from Todd Hauck.

    "In a multiplayer game in the console type devmap XXXXXX where the x's are the
    name of the map. Equip a lightsaber then deactivate it. Then type into the
    consle /thedestroyer. You now have a dual bladed lightsaber."

    The command so cool, I had to give it its own section.

    I'll make no bones about it; I enjoy singleplayer games more than I do multiplayer games these days. I'm still on a 56k, so my connection for multiplayer games is generally horrible, at least compared to my glory days of playing Quake at college with a 30 ping. So anything that extends the longevity of a singleplayer game warrants my attention, and the NPC Spawn cheat code is something that I've had a lot of fun with over the past couple of days.

    NPC Spawn is a simple code that can be used to summon in any enemy or ally that you encounter in the game, and can be used any time, on any level, or even bound to a key like any other command. Want to see if you can take on five Shadow Troopers at the same time? Start a fight between three Luke Skywalkers and five Tavions? See how many Crabs it takes to kill Desann? All of this can be yours, for a limited time only, in this very special TV offer.

    When you're in a single-player game, open up the console (hold Shift and press the tilde key to the left of the 1 key), and type "helpusobi 1", without the quotation marks, to enable cheats. Then type "npc spawn luke", for instance, to spawn Luke Skywalker into the map. He'll act much as he did in the Cairn Docking Bay, slicing up troopers, using Force powers on enemies, etc. Or, type "npc spawn Desann" to throw down Desann, and watch him and Luke take each other on.

    The easiest way to implement this is to bind the commands to keys. I used my function keys as binding fodder, since I remapped my Force powers to the bottom of the keyboard. Now I have F1 - F4 to summon Tavion, Desann, Shadow Troopers, and the hardest variant of the Reborn enemies, while F5 - F8 summons Luke, Jedi Trainers, Jedi apprentices, and Lando. (Lando dies a lot.) You can imagine the fights that break out - sometimes I think that I've dropped myself into the premiere of Attack of the Clones.

    All you need to know is the code itself, and the name of the enemy or ally you wish to summon. I've noted many of the names in the Enemies section above, and most of the rest are fairly obvious. As a note, you'll want to find an area suitable to large battles before you start dropping in Desanns, so you may want to load up a save game near an area you think suitable. So, just to recap, to use the codes mentioned here, you need to enter the console and type:

    helpusobi 1
    npc spawn desann (for example)
    bind f1 npc spawn Desann (where you're binding to the F1 key).

    Couldn't be simpler. Some of the other names you can summon

    You can find a complete list here:

    I can't thank everyone who's written in enough - I apologize if I don't
    acknowledge your specific contribution here, but I've tried to make note of
    what you sent me in the Revisions section above
    In the last FAQ I wrote (the Rhino Tank FAQ for Grand Theft Auto 3), I gave
    carte blanche to anyone who wanted to mirror the FAQ; no need to email me, just
    post it anywhere!, I said, giddy at just having something tangible up on
    GameFAQs.com. Rookie's mistake, as it turns out: it was mirrored far and wide,
    at sites large and small, including GameSpot, but few, if any, of these sites
    bothered to update the FAQ as I uploaded new versions to GameFAQs. So, I wound
    up getting hundreds (upon hundreds) of emails from people contributing
    information that I had already incorporated into the FAQ. Long story short: I'm
    requesting an email before you mirror this document. I almost certainly won't
    turn you down, provided you don't intend to alter the document, and this way, I
    can keep your email and send you the newer versions of the FAQ as I complete
    them.

    If you read this FAQ anywhere but GameFAQs.com, please check GameFAQs.com for
    the latest version of the document before emailing me a question or submitting
    information. Thanks!

    My email address is noted above. Feel free to email me any questions you have
    about the guide, any interesting info or easter eggs you may have uncovered in
    the game, or any comments or suggestions for the FAQ. I will generally answer
    questions about the game, if I know the info, but if you're asking something
    that's answered in the FAQ, don't be surprised if my reply is a cut-and-paste
    from this document. I doubt I'll receive anything near the volume of mail I
    received after the GTA3 guide went up, but please check this document
    thoroughly for something relevent to your question before emailing me.

    In particular, I would request that anyone with a fair grasp on FAQ design or
    English usage point out any rough spots in the guide itself. I've done a fair
    number of guides for publication, both online (check my System Shock 2 guide on
    the Stratosgroup.com for an early and somewhat embarrassing first step) and
    "for real" (with the strategy guide for Baldur's Gate II: Throne Of Bhaal being
    the latest example - I co-wrote this with one other person), but I realize that
    I have a fair way to go before I can be considered very proficient in the art
    of FAQ making. So, if anyone finds themselves confused by my wording or word
    choice at a certain point, or thinks that a sentence could be shuffled around
    for more clarity, please drop me a line with the offending section of the
    document and what you think is wrong with it. Thanks in advam

  13. wtf? nuts dude, totally nutsa by Anonymous Coward · · Score: -1, Offtopic

    This FAQ is iergergntended to be a one-stop shopping guide to adfginfo about the
    singaerfgle-player game included in Jedi Knight II: Jedi Outcast. The walkthrough
    will obviously be the most substantial portion

    asdgYou'll start off with a firefight here, but you
    Grab Force Pull from the altar, then head into a water room for the next text.
    Use Pull to extract the walkway from the wall. Once you get to the door, you
    can keep going past it to reach a secret area, but it'll only net you a Battery
    and a Bacta tank.

    Proceeding out the door, grab Speed and drop down the hole nearby. Stand on the
    platform to drop the door, then stand on the pressure plate to unlock all the
    other doors. Once the last door has dropped (you should be able to see a cage
    at the end of the corridor) hit the Speed button and take off. Don't worry
    about the rising pillar; you'll see it again shortly.asdg

    You'll find Jump nearby, and a door that leads back to the main area. I was
    stuck here for quite some time, because I didn't see the golden pillars off to
    the right as you enter the room. You need to use Jump to scale the pillars,
    after which adfgyou're done with the first go-round of tests.

    The next test is down the stairs and through the doors. Use Pull on the
    gargoyles to initiate water flow from each. Once

    Once you're up top, head to the end of the corridor, behind the pressure plate.
    Activate Speed, then jet off down the corridor towards the opening. You should
    intersect a sliding platform, from which you can Jump to reach the final area
    of the tests.

    You're almost done. Use Push to retract the pins that stick out of the pillar
    until the cage containing your Lightsaber is at floor level, then jump on top
    of the weight nearby (above the ramp that leads downward). As the weight falls,
    hit Speed, run up the ramp, and use Pull to get your Lightsaber out before the
    cage closes again.

    Now you can jump around and act like an idiot for a few minutes. The Lightsaber
    here is much-improved over its implementation in Jedi Knight, so get used to
    the new movement system and throw the saber around a bit for good measure. Once
    you're ready to get on to the next mission, jump up on top of the small pillars
    near the exit door, then throw the saber through
    (The fly-by intro here is an homage to the opening cinematic of Jedi Knight, in
    case you didn't know.)

    The bar up the street is populated by Grans (fellows with three eyes), Rodians
    (green-skinned insectoid things), and Weequays (dreadlocked individuals), along
    with a Chiss bartender, of the same race as Grand Admiral Thrawn. Engage the bartender in conversation, then kill every single living thing in a hundred-foot radius. You're remarkably proficient at blocking incoming laser fire, even at this early stage of your lightsaber skill development, so whip it out and chop up the freaks. Lightsaber Throw is a kick here; I took down four enemies at one time with a well-thrown saber.

    adfgThere are two secret areas in this bar; one is in the kitchen area, where you can Push a freezer to reveal a small hidden room. The other is accessible in the main seating area. Hit your Use key on one of the recessed seating areas in the back wall, where the Weequay and Rodians were enjoying their drinks earlier, and the seats should retract into the wall, leaving a passadfgage to the secret area. Not very practical, but there you go.

    Head to the top of the bar and locate the lock to the bar blast shield.
    Interrogate the bartender and head up and outside. The Rodians that are
    scattered throughout the rest of the level will possess fgDisruptor Rifles, so
    you'll have to move very slowly through any exposed areas, unless you fancy
    being disintegrated. (The death animation when you do perish is pretty cool,
    though.) You'll need to duck in and out of doorways, while returning fire with
    your own Disruptor Rifle, in order to not get hit, since your Lightsaber
    unfortunately can't block the shots. The Disruptor is perfectly accurate and
    fires very quickly, so you can hit far-off enemies with the primary fire if you
    have good aim. If you need to zoom in with the scope, aim for the head and
    charge it up about halfway - disintegrating the Rodians is neat, but drains
    your ammo and will leave you open to fire for too long to be really worthwhile.

    (Mitch points out that if you hold duck while wielding the Disruptor Rifle, the sniper zoom does not disappear when you move. This is obviously helpful for acquiring your targets while exposing yourself for a minimum amount of time.)

    Head around to your left and walk across the chasm. No guardrails, yet again; a
    poor example of city planning. Head up the lift in the nearby room and through
    the hole in the wall. Don't forget to use Push and Pull to knock your enemies
    off their feet; this is really handy in the case of the Grans, which are often
    armed with Thermal Detonators. Head out to the small balcony and jump over to
    the set of ramps leading up. Ignore the door to your left and head up the
    ramps, where you'll find another door. You can roll a Thermal Detonator down
    the small incline inside the door to kill the Rodian and the Gran below, then
    explore the room they're in to find a Large shield generator.

    Now, head up to the second-highest level of the ramp and jump from the small
    balcony ar123ea into the building below, which has a control panel you can use to
    extend a nearby bridge. Head out of the building and walk to your right to find
    the now-complete walkway. In the next room, you'll need to shuffle some crates
    around with Push and Pull to bring down a lift, then Push the crate again to
    make the plat123form rise when you're standing on it.

    Once you're reached the top of the lift, use the panel nearby to drop another
    ramp heading up. Walk along the walkway outside until you reach the skylights,
    which you'll need to drop through. One of the doors in this room leads to a
    lift heading up to the highest level of the outside area. There are two secret
    areas up here. For the first, jump across the bridge that the Gran was standing
    on, then head up the darkened ramp nearby to find an upper platform. The second
    area is to the left of the lift that brought you up; you need to drop down onto
    the walkways that connect all the locked doors until you find a small platform
    with a couple of Converters. Unfortunately, this will return you to the
    beginning of the level, so be forewarned.

    When you're ready to proceed, head back to the room with the skylights and jump
    out the rightmost window onto a small ledge. Jump into the floating vehicle and
    jump from there up to the nearby door. Take the lift up and proceed across the
    walkway - but watch out for the proximity mine in the middle. Shoot it out from
    a

    As the level begins, you can find a secret area by jumping from the crate to
    the metal piping on either side, then jumping from there up to a pair of
    Converters. (If you miss the jump, you'll need to wall-walk over the shredder
    to avoid instant death.) Head through the door to find a large room full of
    garbage smashers. There's another secret area through the first door on your
    right - blow up the explosive barrel in the room to open a passageway to a
    sniper's roost with a couple of Rodians. There's yet another secret area in the first room here. Find the stack of crates near the wall, then drop down between them and the wall, and hit your Use key while facing the wall. A secret panel should open up.

    Go back to the garbage smashers and find one with an exposed pipe sticking out
    of this side. You'll need to jump up and into the garbage smasher, then run
    underneath the smashing mechanism without getting squashed. There's a simple
    jumping puzzle in the next large room, from which you'll proceed down some
    corridors until you find what seems to be a dead end. Use your Force Pull on
    the dumpster to pull it towards you, then head all the way back to the main
    garbage smasher area. Find the recessed door with the white light above it, and
    head through to a room full of crates. Pull one of the crates on the floor to
    reveal a small passage, then crouch your way through. Walk down the corridor
    123until you find another dumpster, which you can push to reveal an incinerator. (Shortly before this dumpster is a secret area; keep your eyes on the ceiling above the corridor and you'll see a gap you can jump into.)
    Smash the window in this room, then Pull the lever across the way to unlock the
    door. This next hallway is populated with some Rod123ian snipers, so watch for the
    windows to open and blast them with your weapon of choice. You'll reach a ramp
    eventually - watch for a grate on the right side of the wall. When you find it,
    smash it
    an unexplainable chasm. The next area is darkened, so activate your Light
    Amplif346ication Goggles and proceed through it. Once you're on the rooftop area,
    head to your left until Lando messages you about the turrets. Destroy them from
    a distance, then proceed through the room behind them until you reach the
    walkway that juts out underneath where the turrets were placed. Jump up and go
    down the 457hallway to reach a control room, where you can unlock the hanger door.

    Head back to the docking bay and recharge your shields at the station while
    Lando blathers on. A wave of troops will come in - your priority here is to
    protect
    refueling.dfn

    To find the fuel tanks, exit the hanger and proceed to your right. You can't
    miss the large fuel reservoir; it's the cylindrical tank with all the piping
    that heads into the hanger walls. Enter the codes on the panels (the red code
    is a small grw45ay stop sign; the blue code is a yellow x). There's a secret area
    across the way from the code input terminals; jump on top of the fuel cylinder
    and you should be able to see some Bacta tanks on a ledge nearby. Jump on the
    piping to reach them.

    To open the ceile5ting of the hanger, you need to find two grates in the hanger
    floor and bust through them; one is open to the air, the other is hidden
    beneath a Pushable crate. In each of the rooms connected to these passages,
    there are five computers that need to be activated. Once you flip on all of the
    56i
    There are grates around the corner from your starting position - cut one open,
    then wait off to the side for the blast of air to pass by and hop onto the
    rising platform. You can start abusing Force Push on the enemies above - Level
    2 is a huge improvement over Level 1, so be sure to mhave it bound somewhere
    handy. Stay away from the edges of the lift as it reaches the top of the tube;
    you can sometimes be caught between the lift and an obstacle, killing you
    instantly.

    The door nearby leads to a forked corridor. Head off th,ktiuto the left and take the
    nearby lift up to a dead-end room with some enemies and a few items on the
    upper level. This is optional, of course, but it's easy to miss if you don't
    notice the lift. Now proceed through the door to the right of the bottom of the
    lift. There's another platform in this room that leads to usp;re Mind Tricks on the Ugnaught when you're standing by the door to get him to open it.) Cut through the lock and take the lift up.

    The door here leads out to a large open area. Take out the Rodians while you
    still have a little cover, but watch out; if you strafe too exuberantly, you
    can fall into 6q3the shaft where the platform was. Once the snipers have fallen,
    wait for the power...thing...across the way to fall down to your level, then
    activate Speed and rush across the red force field while it's still active.
    Jump on the platform before it starts to rise, and ride up to the next level.
    Proceed in this mr1eanner to the top level, where you need to take a right to find
    the door to ; if
    you feel cruel, you can use Push in midair to knock your enemies off their feet
    and into the ether. Once you reach the top platform, you'll come face to face
    with your first Reborn. Read the Dueling strategies in the Hitu35nts section (near
    the bottom of this document) if you need help in this battle.

    Once the Reborn is dead (and trust me, this guy is a piece of cake compared to
    the Officer and the Sentry from the
    crates in the corner, and take the nearby lift to a small control room 856area.
    You'll find a panel overlooking some more Troopers - hit it to drop the
    platform they're on. Move on down the next lift and across the platform to find
    another door.

    After avoiding the electrical sparks in the next room, snipe the soldiersh356
    across the way, making sure that none of them are able to hit the alarm panel.
    Jump the piping nearby to bypass the electrified floor. The next area contains
    a secret - jump up to the grate near the door and blast it. The room nearby is
    full of soldiers, so you'll have to shut off the lights. Find the streetlamp56
    outside the room and jump on it, and leap from there to the ledge, from which
    you can crawl into a balcony overlooking the crowded area. Shut the lights off
    with the blue panel, and crawl off the ledge and through the room. When you
    reach the door, let it close behind you before saving your game and whippingeqrg
    out your Saber. Through the next door is a Reborn and two Officers, who split
    up and head towards two different alarm panels
    Troopers to find a lift heading down. Find the panel in
    this room to open the blast door, through which there is another door with a
    lift heading down. Kill the Officer for the Supply Key, then head into the left
    door nearby and look up to find a grate. Jumping up, you'll encounter some more
    Interrogation Droids. Destroy them with a few Throws, then look around for a
    supply crate. There's a grate up here that will lead down to a room filled with
    R5 units - kill the Officer to get his key, then open the door. Head into the
    other adjacent door and find another grate in the ceiling; this one leads to a
    secret area. Head back to the R5 units and use the control panel to commandeer
    one of the droids. Take him out the door and through the blue force field on
    the left. Use the droid to unlock the door, and look around for another small
    chamber that you can unlock to reveal a Sentry. Hit the Jump key to get back to
    Kyle, and head through the now unlocked door to reach a lift heading down. (You
    can use the R5 to pass through the other blue force field, but the room there
    is much the same as the other one, and the lift leads to the same area.)

    Taking this lift down, you'll find a large chamber with a couple of turrets and
    two of the small AT-ST things; we'll call them Walkers from now on. Eliminate
    the threats, then hop across the piping and look around for a window that you
    can smash to drop down. Proceed through the hallway and ride the lift up. You
    can activate the trams with the control panels in the room beyond. The trams
    all lead to the same place, so hop on one and ride it along the rail.

    After you dispatch the troopsfghs in the next area, take the Officer's key and
    unlock the door. Head through the Communications command center to find the
    encryption mainframe for the array. Find the lift below the command center
    window and ride it down to the guts of the machine. There are three levels
    here, each one corresponding to sfgha color, and each one containing a number of
    panels containing elements of the code sequence. Hop around and look for the
    panels corresponding to the symbols in your Mission panel. All you have to do
    is hit the three panels that match up with the at attention
    before an Officer. Use Mind Tricks at long distance on a couple of them to
    cause a little chaos, then proceed through the room. You'll note a locked door
    here; once you find a security key on dead Officer nearby, you can return here
    to face off against a Shadow Trooper and engage in a mini-game where you shoot
    TIEs with an external turret, but this appears to be optional, and isn't a
    secret area.

    Proceed until you reach a large hanger. Go through the door across the way and
    through the door to the left to find control rooms for the hangers; the blue
    panels open the hangers to space, while the other levers activate the lifts in
    the middle of the bays. One of the hangers will have troops in it; you can
    shoot them out into space if you wish, but make sure you reset the door so that
    it's closed before you head back to the first hanger and ride the lift down.
    (The lift across from these control rooms leads up to the upper level of the
    hanger; nothing appears to be up here.)

    When the lift reaches the bottom, dispatch the Walkers nearby and proceed into
    an area where a few turrets await you. You can destroy these if you wish; it
    might be quicker just to run past them and take the lift up. Once you're on the
    ledge with the Troopers, walk around until you find the control panel that
    opens another corridor below, then drop down and head through said corridor.
    The lift here takes you up into the second hanger you spotted before.

    There's another hanger beyond this one, which you can also open to space if you
    wish. Keep moving until you reach what appears to be a dead-end room with a
    locked door. Jump on the piping above and crawl through the vent to reach a
    small crawlspace above a large command room, filled with Troopers and Officers.
    One of the Troopers is packing a Merr-Sonn, while a couple of others wield
    Flechettes, so get ready for a fight when you drop down. The ceiling panels
    will not protect you when the Troopers are alerted to your presence, as they
    enter a large cylindrical room filled with Troopers. Have
    fun with them if you wish, then head off through one of the adjacent doors to
    enter a hallway patrolled by Walkers. You'll eventually hit stairs leading up
    to a control room; hit the panel here to extend a pipe to the central structure
    below. Head back and walk across the pipe to enter the structure, using the
    switch near the door to unlock it. Kill the Officer inside and take his
    Security Key, then walk back across the pipe and through the door the Troopers
    pour out of. Go through the door to your right to find the locked door where
    you can use the key; use the control panel in 345345the next room to lift the covers
    of the ventilation shafts in the central structure. Head back to the central
    structure and drop down into the upper left shaft, as seen from the door.

    When you reach the end of the pipe, Push the cover above your head and jump
    out. The nearby room contains a lift; use it to go up, then head out the door
    and jump to the uppermost walkways, being careful to avoid the tripmines that
    are invisible from below. Head through the door here, then smash the window and
    drop down to a room where you'll be ambushed by two red Reborns. Take the
    hallway nearby to another lift, but watch out for the Walkers when you exit the
    elevator. My recommendation is to simply avoid them by ducking through the door
    nearby, then turning around and using your DEMP to take them out. (You'll be
    returning this way, so it's better to kill them now.)

    Now that you've reached the shield generator room, all you have to do is
    destroy it. Jump up onto the infrastructure and locate the power shunts that
    extend from the wall to the generator. Shoot out the y-circuits above the
    shunts, then use your saber Throw to destroy the shunts themselves. As the
    fourth one goes down, Admiral Fyarr will join you in a suit that reminded me a
    bit of Hitler at the end of Wolfenstein 3-D.
    overwhelming forces. In addition, your secondary attack with the saber has been
    upgraded from the ungainly wide-swing of Jedi Knight to a very cool Lightsaber
    Throw, which can be used to destroy multiple enemies at short or medium range.

    The regular offensive capabilities of the Lightsaber have also been improved,
    with the addition of a three-tiered system of Lightsaber Combat styles, each
    influencing the power, speed, and range of your melee attacks.

    Medium Combat Style: The default style, and the only one that's available to
    you when you first obtain your saber. It balances speed and power to excel in
    neither, but is a useful style to wield against regular, non-Jedi enemies, due
    to its simple sequence of slashing movements.

    Fast Combat Style: The Fast style emphasizes speed over power. This is useful
    against Reborn opponents, before you obtain the Strong style, but can be a bit
    unwieldy due to the odd motions of the saber and short range of the attacks.

    Primary Fire: Single Shot
    Secondary Fire: Charged Shot, extra damage
    Max Ammo: 300 (Blaster Pack)
    rate
    Second46wu7ary Fire: Automatic shot, quick firing rate (less accurate)
    Max Ammo: 300 (Blaster Pack)

    The standard Stormtrooper sidearm is, ironically, well suited to taking down
    Stormtroopers themselves due to its wide laser spread and rapid fire. It's not
    very efficib4rthent for working at a distance due to the slow speed of the laser,

    Primary Fire: Single shot, or charges for five shot array
    Secondary Fire: single powerful burst.
    Max Ammo: 300 (Power Cell)

    The favored weapon of Wookiees galaxy-wide, the Bowcaster ostensibly requires
    great strength to operate, but the versions Kyle encounters have been modified
    to make them accessible to weaker species, such as humans. This weapon is still
    fondly remembered as the lamest of the Jedi Knight weapons, but it has been
    redone a bit to make it more utilitarian for JK2. It still functions as it did
    in JK, but is a bit more powerful (which isn't to say that you'll be using it
    that much). The primary fire will fire a single bolt with a single click, or
    Primary Fire: Solid rapid-fire projectile attack
    Secondary Fire: Launches a concussive grenade, stunning and damaging enemies
    Max Ammo: 400 (Metallic Bolts)

    Your basic machine-gun style weapon. The primary fire's inaccuracy makes this
    weapon a liability at anything more than short distances, but the secondary
    fire has a wide splash damage effect, making it perfect for a preliminary
    strike at an unwary crowd, or taking down Sentries and Trip Mines.

    This is essentially the Star Wars equivalent of a nice, double-barrel shotgun.
    To be honest, I barely ever used this; the primary fire is only useful at close
    range, when you're almost always going to be using the Lightsaber anyway, and
    the secondary fire is too inaccurate to be of much use against any but the most
    dense crowd of Troopers. One thing to note is the high ammo capacity and the
    fact that the secondary fire only requires eight ammo per shot, so this might
    be something to whip out if you hear voices around the corner, since the mines
    can bounce off walls and obstacles.
    Primary Fire: Fire-and-forget non-seeking missile
    Secondary Fire: Hold down to lock on to target; let go for homing missile
    Max Ammo: 10 (Rockets)

    The Outcast Rocket Launcher isn't encounter until fairly late in the game, and
    is barely used after that. While using the rocket attacks are nice against
    enemies that are far away and unaware of your presence, in most situations the
    designers have included short-range nuisances along with long-distance threats,
    making it impractical to switch away from your Lightsaber until no one is
    firing at you. I usually just ignored anyone at q345urwtjsedrfhw45long distance until I could
    cover the ground between Kyle and his foes, so my style of play wasn't suited
    for using the PMS (nice acronym), though it may be handy to keep around for the
    occasional AT-ST or Walker.

    Primary Fire: Timed explosion after throw (four seconds)
    Secondary Fire: Explosion on impact
    Max Ammo: 10 detonators

    A weapon made infamous due to Boushh / Leia's gambit in Jabba's Palace, in
    which she successfully bluffed the Hutt crimelord into thinking she might
    destroy him along with the rest of his entourage, the Thermal Detonator is
    reknowned for its lethality. Since these detonate on a timer, they can be
    lobbed around corners or down shafts in order to strike blindly at enemies that
    you can hear coming, or suspect of lying in wait. You have to hold down the
    fire for a bit in order to throw it any appreciable distance, so watch the
    secondary fire. If you accidentally tap the secondary button while you have one
    of these in your hands, you'll give yourself qui

    Primary Fire: Place Det Pack on walls or floor
    Secondary Fire: Detonate all active Det Packs
    Max Ammo: 5 packs

    Det Packs are wall- or floor-mounted explosives, designed with a detachable
    triggering mechanism that allows the user to wait as long as he or she wishes
    before detonation. These can be used to destroy certain doors throughout the
    levels, or they can be placed in an inconspicuous spot and triggered when an
    enemy comes by. The radius of the blast is fairly large, so you can use these
    for crowd control, but you will lose the protection of the Lightsaber while you
    wait for the enemies to get into position. You can place more than one if you
    want, but you can only hold five at a time, so you'll need to be somewhat
    frugal when you use them.

    Also known as the HPB's Best Friend, the Trip Mine is one of those classic FPS
    weapons that everyone either loves or hates. They work quite simply: simply
    affix the mine to a surface, and when another player or opponent breaches the
    trip laser, the charge detonates, injuring or killing anything nearby. These
    act to slow the pace of multiplayer games a bit, since anyone who wishes to
    pass through a mined corridor has to switch to a projectile weapon and shoot
    the mine from a distance away

    Inventory items are called up in a separate menu (default keys are [ and ]) and
    activated by pressing Enter (again, by default; you can change deal with them is to fight fire
    with fire and equip your Disruptor. Find a corner to duck behind and strafe
    out, using the primary fire when the reticule is locked. If you use the scope
    and attempt to charge the Disruptor up, your target will almost always hit you,
    so try to be qui

    These triple-eyed creatures aren't known for their intelligence, which is why
    many of them choose to bring Thermal Detonators into crowded areas. There's no
    simple way to deal with Grans that are packing explosives, except to use your
    Force Powers judiciously in taking them out. Push is useful in deflecting the
    Detonators while they're in midair, or simply knocking the Gran down while you
    mosey over and chop-chop-chop.
    Weequays should be somewhat familiar to viewers of Return of the Jedi; these
    are the guys that were on the skiffs with Luke and Han above the Sarlacc's
    nest. They pack Bowcasters for the most part, and possess the accuracy of the
    typical Stormtrooper, so they're a low-level threat at bes

    These reptile-men were justly feared in Jedi Knight, since they packed the
    Concussion Rifle, that game's most deadly weapon. Here, though, they simply
    serve as more grist for the mill that is Kyle Katarn, as they usually bring
    Repeaters to battle and possess no talents that the rest of the criminal scum
    enemies don't also have.
    Maleficent, minatory minions of Desann, these pseudo-Sith wield Lightsabers
    with varying degrees of aptitude. While the simple fact that they pack Sabers
    makes them dangerous enough, they also possess rudimentary Force skills. There
    are red and blue varieties of Reborn: the red foes are the lesser threats of
    srthw4uj5the two, while the blue Reborn wield more Force powers and are generally more
    adept with their Lightsabers.

    Keep in mind that the AI system for lightsaber-wielders is quite different than
    that of the more inept enemies; see the Dueling section under Hints for a
    little more information.

    For lack of a better nomenclature, we'll call these odd beasts Walkers. Walkers
    are large attack droids (?), slightly smaller than an AT-ST, but with greater
    speed and a rapid-fire main turret. Their secondary turret launches a green
    laser blast that deals a significant amount of damage. The DEMP gun is your
    best bet for quickly eliminating these guys; try to give yourself a little
    distance to fire from, however, as the green laser blast from the Walker can
    sometimes be lost in the blue fire from your DEMP.
    These fiercest of foes appear to be Reborn enemies encased inside a black suit
    of armor designed to repel Lightsaber attacks. Their armor also allows them to
    temporarily become invisible, but there is a telltale glow given off in these
    instances, so you shouldn't have too much of a problem spotting these foes.
    They can take more damage than normal Reborn, and are more proficient in the
    Force to boot; many of them will bust out Lightning during a duel. Use the
    Strong Lightsaber Style in combination with Force Speed to gain an advantage
    against these enemies.

    Normal Stormtroopers with a change of clothes, Swamp Troopers wield Flechettes
    or Repeaters, and their suits are more heavily armored and camoflauged to allow
    them to meld into a swamp environment.

    By way of a tidy little plot twist, Raven and Lucasarts have managed to
    populate the later levels of the game with numerous semi-Jedis; foes with
    Lightsabers and force powers, but who aren't as adept at either talent as Kyle
    is. Nonetheless, they're still your most dangerous common enemy, and require
    some special tactics to defeat. (These hints, such as they are, generally apply
    to boss Jedi as well.)

    First of all, you'll notice that none of your regular weapons are of much use
    against the pseudo-Sith; their force powers are advanced enough to block
    incoming projectiles and Push away any thrown or placed explosives. (They can
    even pull a Matrix and dodge your Disruptor bolts if you try for a little
    Rodian action.) You can occasionally get lucky with a hastily dropped
    Detonation Pack, especially if you're around the corner from your enemy, or
    know their position and are sneaking up on them before they've seen you, but
    you'll almost always have to whip out the Lightsabers to take them on.

    Lightsaber combat against similarly-equipped foes boils down to equations of
    speed and luck, in my opinion. The opposing pseudo-Sith are devilishly fast,
    and move their lightsabers about a bit too quickly for you to effectively build
    any kind of conscious defense; you'll need to rely on instinct and a bit of
    good fortune to take on the more advanced baddies. If you are swung at while
    you're not attacking or Throwing your Lightsaber, you'll usually block the
    swing, but you may take a bit of damage anyway. If your enemy connects with a
    clean swipe, you can sometimes be taken from full health and shields directly
    to death in one blow, so you'll understand the need for a quicksave file before
    every fight.

    Your best bet in the earlier portions of the game seems to be to mix
    dash-and-parry tactics with a circular strafing motion. In practical terms,
    don't stand still, and keep your distance from your foe until you're ready to
    strike. The side-sweeps of the Lightsaber which are activated when you're
    holding the strafe keys give you a good chance to penetrate their defense,
    especially if they're off-balance with their own attacks. serhw45uhSaber Throw can often
    be used to good effect against Jedi, especially when you aim at their feet, but
    your lightsaber will generally fall to the ground, leaving you temporarily
    defenseless.

    Saber clashes are something you need to be alert for, as the more powerful
    foess can exploit even a momentary lapse of attention to finish you off. If you
    find yourself grinding Sabers with your opponent, tap the primary attack key as
    quickly as possible - the loser of a Clash will find themselves knocked down
    momentarily, leaving them open for a free attack by your opponent, or sometimes
    simply taking damage as soon as the Clash is broken.. If you do lose, hit Jump
    as soon as you hit the ground to pop up and try and get back on your feet.

    Your Force powers, as you'll no doubt notice, don't work on Reborn and Jedi as
    well as they do against normal, non-Force-wielding enemies. The effectiveness
    of a power depends on your level of skill and the type of opponent; you'll
    often be able to use a Level 3 Push to knock down a red Reborn, but the same
    skill will rarely work on a Shadow Trooper. You can experiment with the various
    skills as you like, but the most effective one for duels will usually be Force
    Speed in combination with the Strong Lightsaber Combat Style. The overhead
    smash swing of the Strong Style is almost always instantly fatal to opponents,
    but is very difficult to wield against the super-fast Shadow Troopers you
    encounter late in the game. Speed can balance this difficulty by slowing down
    the action somewhat, allowing you to time your swing so that you connect as
    soon as you come within range and immediately retreat. One or two clean
    connections are usually all it takes to kill a Shadow Trooper, and the same
    tactic can be used against the end boss.

    Mike also sent me an email pointing out that using Drones is a good tactic against Reborn and other Jedi foes, as they will waste their time attempting to strike down the drone, leaving them open for counterattack. Using Drones in conjunction with Force Speed can make duels much simpler, as you'll have a distracted, and possibly defenseless enemy, rather than one that is attacking you.

    First off, you can access the console at any time by holding Shift and pressing
    the tilde key (to the right of the 1 button on your keyboard). These commands
    are entered there. These cheats below are from Peter J. Rzeminski II
    (http://CollisionCourse.net/).

    As a note here, you should know about the Bind command. Bind allows you to
    manually assign keys to commands, even commands that aren't in the keyboard
    mapping menu (such as the cheats below). The syntax is "bind [key] [command]",
    so if you wanted to bind the Taunting animation to the "e" button on your
    keyboard, you would open the console and type (without quotes) "bind e taunt".
    When you're back in the game, hit your e button to execute a taunt. Easy as
    cake.

    "One cool thing I should mention, there are two non-cheats that you can use
    to make Kyle to cool things.
    Peter also sent along the code "drive_atst", which he thought would crash the
    game, but David Erlenbusch points out that it seemsswer5u45 to work just fine. It works
    best when you have a lot of room to maneuver, but doesn't appear to have any
    deleterious effects on the game, other than clipping problems when you enter
    the code when there isn't enough room for an AT-ST.

    Here's another cheat from Todd Hauck.

    "In a multiplayer game in the console type devmap XXXXXX where the x's are the
    name of the map. Equip a lightsaber then deactivate it. Then type into the
    consle /thedestroyer. You now have a dual bladed lightsaber."

    The command so cool, I had to give it its own section.

    I'll make no bones about it; I enjoy singleplayer games more than I do multiplayer games these days. I'm still on a 56k, so my connection for multiplayer games is generally horrible, at least compared to my glory days of playing Quake at college with a 30 ping. So anything that extends the longevity of a singleplayer game warrants my attention, and the NPC Spawn cheat code is something that I've had a lot of fun with over the past couple of days.

    NPC Spawn is a simple code that can be used to summon in any enemy or ally that you encounter in the game, and can be used any time, on any level, or even bound to a key like any other command. Want to see if you can take on five Shadow Troopers at the same time? Start a fight between three Luke Skywalkers and five Tavions? See how many Crabs it takes to kill Desann? All of this can be yours, for a limited time only, in this very special TV offer.

    When you're in a single-player game, open up the console (hold Shift and press the tilde key to the left of the 1 key), and type "helpusobi 1", without the quotation marks, to enable cheats. Then type "npc spawn luke", for instance, to spawn Luke Skywalker into the map. He'll act much as he did in the Cairn Docking Bay, slicing up troopers, using Force powers on enemies, etc. Or, type "npc spawn Desann" to throw down Desann, and watch him and Luke take each other on.

    The easiest way to implement this is to bind the commands to keys. I used my function keys as binding fodder, since I remapped my Force powers to the bottom of the keyboard. Now I have F1 - F4 to summon Tavion, Desann, Shadow Troopers, and the hardest variant of the Reborn enemies, while F5 - F8 summons Luke, Jedi Trainers, Jedi apprentices, and Lando. (Lando dies a lot.) You b45uycan imagine the fights that break out - sometimes I think that I've dropped myself into the premiere of Attack of the Clones.

    All you need to know is the code itself, and the name of the enemy or ally you wish to summon. I've noted many of the names in the Enemies section above, and most of the rest are fairly obvious. As a note, you'll want to find an area suitable to large battles before you start dropping in Desanns, so you may want to load up a save game near an area you think suitable. So, just to recap, to use the codes mentioned here, you need to enter the console and type:

    helpusobi 1
    npc spawn desann (for example)
    bind f1 npc spawn Desann (where you're binding to the F1 key).

    Couldn't be simpler. Some of the other names you can summon

    You can find a complete list here:

    I can't thank everyone who's written in enough - I apologize if I don't
    acknowledge your specific contribution here, but I've tried to make note of
    what you sent me in the Revisions section above
    In the last FAQ I wrote (the Rhino Tank FAQ for Grand Theft Auto 3), I gave
    carte blanche to anyone who wanted to mirror the FAQ; no need to email me, just
    post it anywhere!, I said, giddy at just having something tangible up on
    GameFAQs.com. Rookie's mistake, as it turns out: it was mirrored far and wide,
    at sites large and small, including GameSpot, but few, if any, of these sites
    bothered to update the FAQ as I uploaded new versions to GameFAQs. So, I wound
    up getting hundreds (upon hundreds) of emails from srthsrth54people contributing
    information that I had already incorporated into the FAQ. Long story short: I'm
    requesting an email before you mirror this document. I almost certainly won't
    turn you down, provided you don't intend to alter the document, and this way, I
    can keep your email and send you the newer versions of the FAQ as I complete
    them.

    If you read this FAQ anywhere but GameFAQs.com, please check GameFAQs.com for
    the latest version of the document before emailing me a question or submitting
    information. Thanks!

    My email address is noted above. Feel free to email me any questions you have
    about the guide, any interesting info or easter eggs you may have uncovered in
    the game, or any comments or suggestions for the FAQ. I will generally answer
    questions about the game, if I know the info, but if you're asking something
    that's answered in the FAQ, don't be surprised if my reply is a cut-and-paste
    from this document. I doubt I'll receive anything near the volume of mail I
    received after the GTA3 guide went up, but please check this document
    thoroughly for something relevent to your question before emailing me.

    In particular, I would request that anyone with a fair grasp on FAQ design or
    English usage point out any rough spots in the guide itself. I've done a fair
    number of guides for publication, both online (check my System Shock 2 guide on
    the Stratosgroup.com for an early and somewhat embarrassing first step) and
    "for real" (with the strategy guide for Baldur's Gate II: Throne Of Bhaal being
    the latest example - I co-wrote this with one other person), but I realize that
    I have a fair way to go before I can be considered very proficient in the art
    of FAQ making. So, if anyone finds themselves confused by my wording or word
    choice at a certain point, or thinks that a sentence could be shuffled around
    for more clarity, please drop me a line with the offending section of the
    document and what you think is wrong with it. Thanks in advasfhsrfgh

  14. Re:God bless him and every one of the Samba team.. by Anonymous Coward · · Score: -1, Offtopic

    You'll start off with a firefight here, but you
    Grab Force Pull from the altar, then head into a water room for the next text.
    Use Pull to extract the walkway from the wall. Once you gfgnet to the door, you
    can keep going past it to reach a secret area, but it'll only net you a Battery
    and a Bacta tank.

    Proceeding out the door, grab Speed and drop down the hole nearby. Stand on the
    platform to drop the door, then stand on the pressure plate to unlock all the
    other dersoors. Once the last door has dropped (you should be able to see a cage
    at the end of the corridor) hit the Speed button and take off. Don't worry
    about the rising pillar; you'll see it again shortly.

    You'll find Jump nearby, and a door that leads back to the main area. I was
    stucker here for quite some time, because I didn't see the golden pillars off to
    the right as you enter the room. You need to use Jump to scale the pillars,
    after which you're done with the first go-round of tests.

    The next test is down the stairs and through the doors. Use Pull on the
    gargoyles to initiate water flow from each. Once

    Once you're up top, head to the end of the corridor, behind the pressure plate.
    Activate Speed, then jet off down the corridor towards the opening. You should
    intersect a sliding platform, from which you can Jump to reach the final area
    of the tests.
    h tbt
    You're almost done. Use Push to retract the pins that stick out of the pillar
    until the cage containing your Lightsaber is at floor level, then jump on top
    of the weight nearby (above the ramp that leads downward). As the weight falls,
    hit Speed, run up the ramp, and use Pull to get your Lightsaber out before the
    cage closes again. wt

    Now you can jump around and act like an idiot for a few minutes. The Lightsaber
    here is much-improved over its implementation in Jedi Knight, so get used to
    the new movement system and throw the saber around a bit for good measure. Once
    you're ready to get on to the next mission, jump up on top of the smalerl pillars
    near the exit door, then throw the saber through
    (The fly-by intro here is an homage to the opening cinematic of Jedi Knight, in
    case you didn't know.)

    The bar up the street is populated by Grans (fellows with three eyes), Rodians
    (green-skinned insectoid things), and Weequays (dreadlocked indivirtduals), along
    with a Chiss bartender, of the same race as Grand Admiral Thrawn. Engage the bartender in conversation, then kill every single living thing in a hundred-foot radius. You're remarkably proficient at blocking incoming laser fire, even at this early stage of your lightsaber skill development, so whip it out and chop up the freaks. Lightsaber Throw is a kick here; I toorhgsrth k down four enemies at one time with a well-thrown saber.

    There are two secret areas in this bar; one is in the kitchen area, where you can Push a freezer to reveal a small hidden room. The other is accessible in the main seating area. Hit your Use key on one of the recessed seating areas in the back wall, where the Weequay and Rodians were enjgaeoying their drinks earlier, and the seats should retract into the wall, leaving a passage to the secret area. Not very practical, but there you go.

    Head to the top of the bar and locate the lock to the bar blast shield.
    Interrogate the bartender and head up and outside. The Rodians that are
    scatterqered throughout the rest of the level will possess Disruptor Rifles, so
    you'll have to move very slowly through any exposed areas, unless you fancy
    being disintegrated. (The death animation when you do perish is pretty cool,
    though.) You'll need to duck in and out of doorways, while returning fire with
    your own Disruptor Rifle, in order to not get hit, since your Lightsaber
    unfortunately can't block the shots. The Disruptor is perfectly accurate and
    fires very quickly, so you can hit far-off enemies with the primary fire if you
    have good aim. If you need to zoom in with the scope, aim for the head and
    charge it up about halfway - disintegrating the Rodians is neat, but drains
    you r ammo and will leave you open to fire for too long to be really worthwhile.

    (Mitch points out that if you hold duck while wielding the Disruptor Rifle, the sniper zoom does not disappear when you move. This is obviously helpful for acquiring your targets while exposing yourself for a minimum amount of time.)
    5h
    Head around to your left and walk across the chasm. No guardrails, yet again; a
    poor example of city planning. Head up the lift in the nearby room and through
    the hole in the wall. Don't forget to use Push and Pull to knock your enemies
    off their feet; this is really handy in the case of the Grans, which are often
    armed with Thermal Detou w4nators. Head out to the small balcony and jump over to
    the set of ramps leading up. Ignore the door to your left and head up the
    ramps, where you'll find another door. You can roll a Thermal Detonator down
    the small incline inside the door to kill the Rodian and the Gran below, then
    explore the room they're in to find a Large shield generator.j sera

    Now, head up to the second-highest level of the ramp and jump from the small
    balcony area into the building below, which has a control panel you can use to
    extend a nearby bridge. Head out of the building and walk to your right to find
    the now-complete walkway. In the next room, you'll need to shuffle some cratee7ys
    around with Push and Pull to bring down a lift, then Push the crate again to
    make the platform rise when you're standing on it.

    Once you're reached the top of the lift, use the panel nearby to drop another
    ramp heading up. Walk along the walkway outside until you reach the skylightsw65 ,
    which you'll need to drop through. One of the doors in this room leads to a
    lift heading up to the highest level of the outside area. There are two secret
    areas up here. For the first, jump across the bridge that the Gran was standing
    on, then head up the darkened ramp nearby to find an upper platform. The second
    area is to the leyr5tuy wtriuft of the lift that brought you up; you need to drop down onto
    the walkways that connect all the locked doors until you find a small platform
    with a couple of Converters. Unfortunately, this will return you to the
    beginning of the level, so be forewarned.

    When you're ready to proceed, head back to the room with thegw4r skylights and jump
    out the rightmost window onto a small ledge. Jump into the floating vehicle and
    jump from there up to the nearby door. Take the lift up and proceed across the
    walkway - but watch out for the proximity mine in the middle. Shoot it out from
    a

    As the ly werevel begins, you can find a secret area by jumping from the crate to
    the metal piping on either side, then jumping from there up to a pair of
    Converters. (If you miss the jump, you'll need to wall-walk over the shredder
    to avoid instant death.) Head through the door to find a large room full of
    garbage smashers. There's another secret area thr rw5tough the first door on your
    right - blow up the explosive barrel in the room to open a passageway to a
    sniper's roost with a couple of Rodians. There's yet another secret area in the first room here. Find the stack of crates near the wall, then drop down between them and the wall, and hit your Use key while facing the wall. A secret panel should open up.
    45b
    Go back to the garbage smashers and find one with an exposed pipe sticking out
    of this side. You'll need to jump up and into the garbage smasher, then run
    underneath the smashing mechanism without getting squashed. There's a simple
    jumping puzzle in the next large room, from which you'll proceed down some
    corridors untih swr5y wl you find what seems to be a dead end. Use your Force Pull on
    the dumpster to pull it towards you, then head all the way back to the main
    garbage smasher area. Find the recessed door with the white light above it, and
    head through to a room full of crates. Pull one of the crates on the floor to
    reveal a small passage, then crouch your way through. Wa fglk down the corridor
    until you find another dumpster, which you can push to reveal an incinerator. (Shortly before this dumpster is a secret area; keep your eyes on the ceiling above the corridor and you'll see a gap you can jump into.)
    Smash the window in this room, then Pull the lever across the way to unlock the
    door. This next hallway is populated with some Rodiansftgh snipers, so watch for the
    windows to open and blast them with your weapon of choice. You'll reach a ramp
    eventually - watch for a grate on the right side of the wall. When you find it,
    smash it
    an unexplainable chasm. The next area is darkened, so activate your Light
    Amplification Goggles and proceed through it. Onftghce you're on the rooftop area,
    head to your left until Lando messages you about the turrets. Destroy them from
    a distance, then proceed through the room behind them until you reach the
    walkway that juts out underneath where the turrets were placed. Jump up and go
    down the hallway to reach a control room, where you can unlock the hanger door.
    y
    Head back to the docking bay and recharge your shields at the station while
    Lando blathers on. A wave of troops will come in - your priority here is to
    protect
    refueling.

    To find the fuel tanks, exit the hanger and proceed to your right. You can't w54
    miss the large fuel reservoir; it's the cylindrical tank with all the piping
    that heads into the hanger walls. Enter the codes on the panels (the red code
    is a small gray stop sign; the blue code is a yellow x). There's a secret area
    across the way from the code input terminals; jump on top of the fuel cylinder
    and you should be able to see s w45ome Bacta tanks on a ledge nearby. Jump on the
    piping to reach them.

    To open the ceiling of the hanger, you need to find two grates in the hanger
    floor and bust through them; one is open to the air, the other is hidden
    beneath a Pushable crate. In each of the rooms connected to these passages,4q5
    there are five computers that need to be activated. Once you flip on all of the

    There are grates around the corner from your starting position - cut one open,
    then wait off to the side for the blast of air to pass by and hop onto the
    rising platform. You can start abusing Force Push on the enemies abovw45y e - Level
    2 is a huge improvement over Level 1, so be sure to have it bound somewhere
    handy. Stay away from the edges of the lift as it reaches the top of the tube;
    you can sometimes be caught between the lift and an obstacle, killing you
    instantly.

    The door nearby lea54ty ds to a forked corridor. Head off to the left and take the
    nearby lift up to a dead-end room with some enemies and a few items on the
    upper level. This is optional, of course, but it's easy to miss if you don't
    notice the lift. Now proceed through the door to the right of the bottom of the
    lift. There's another platform in this room that leads to use Minq4qd Tricks on the Ugnaught when you're standing by the door to get him to open it.) Cut through the lock and take the lift up.

    The door here leads out to a large open area. Take out the Rodians while you
    still have a little cover, but watch out; if you strafe too exuberantly, you
    can fall into the shaft where the platform was. Once the sy4wr ynipers have fallen,
    wait for the power...thing...across the way to fall down to your level, then
    activate Speed and rush across the red force field while it's still active.
    Jump on the platform before it starts to rise, and ride up to the next level.
    Proceed in this manner to the top level, where you need to take a right to find
    the do5r6tor to ; if
    you feel cruel, you can use Push in midair to knock your enemies off their feet
    and into the ether. Once you reach the top platform, you'll come face to face
    with your first Reborn. Read the Dueling strategies in the Hints section (near
    the bottom of this document) if you need help in this battle.
    ywrt
    Once the Reborn is dead (and trust me, this guy is a piece of cake compared to
    the Officer and the Sentry from the
    crates in the corner, and take the nearby lift to a small control room area.
    You'll find a panel overlooking some more Troopers - hit it to drop the
    platform they're on. Move on down the next lift and across the platform 6r to find
    another door.

    After avoiding the electrical sparks in the next room, snipe the soldiers
    across the way, making sure that none of them are able to hit the alarm panel.
    Jump the piping nearby to bypass the electrified floor. The next area contains
    a secret - jump 45uy 5yup to the grate near the door and blast it. The room nearby is
    full of soldiers, so you'll have to shut off the lights. Find the streetlamp
    outside the room and jump on it, and leap from there to the ledge, from which
    you can crawl into a balcony overlooking the crowded area. Shut the lights off
    with the blue panel, and crawl off the ledge and through the ro wom. When you
    reach the door, let it close behind you before saving your game and whipping
    out your Saber. Through the next door is a Reborn and two Officers, who split
    up and head towards two different alarm panels
    Troopers to find a lift heading down. Find the panel in
    this room to open the blast door, through which there is a we5nother door with a
    lift heading down. Kill the Officer for the Supply Key, then head into the left
    door nearby and look up to find a grate. Jumping up, you'll encounter some more
    Interrogation Droids. Destroy them with a few Throws, then look around for a
    supply crate. There's a grate up here that will lead down to a room filled with
    R5 uniterys - kill the Officer to get his key, then open the door. Head into the
    other adjacent door and find another grate in the ceiling; this one leads to a
    secret area. Head back to the R5 units and use the control panel to commandeer
    one of the droids. Take him out the door and through the blue force field on
    the left. Use the droid to unlock the door, and looe6tuk around for another small
    chamber that you can unlock to reveal a Sentry. Hit the Jump key to get back to
    Kyle, and head through the now unlocked door to reach a lift heading down. (You
    can use the R5 to pass through the other blue force field, but the room there
    is much the same as the other one, and the lift leads to the same area.)
    ty
    Taking this lift down, you'll find a large chamber with a couple of turrets and
    two of the small AT-ST things; we'll call them Walkers from now on. Eliminate
    the threats, then hop across the piping and look around for a window that you
    can smash to drop down. Proceed through the hallway and ride the lift up. You
    can activate the trams with the h control panels in the room beyond. The trams
    all lead to the same place, so hop on one and ride it along the rail.

    After you dispatch the troops in the next area, take the Officer's key and
    unlock the door. Head through the Communications command center to find the
    encryption mainframe for the sfgarray. Find the lift below the command center
    window and ride it down to the guts of the machine. There are three levels
    here, each one corresponding to a color, and each one containing a number of
    panels containing elements of the code sequence. Hop around and look for the
    panels corresponding to the symbols in your Mission panel. All you harth ve to do
    is hit the three panels that match up with the at attention
    before an Officer. Use Mind Tricks at long distance on a couple of them to
    cause a little chaos, then proceed through the room. You'll note a locked door
    here; once you find a security key on dead Officer nearby, you can return here
    to face off against e45y a Shadow Trooper and engage in a mini-game where you shoot
    TIEs with an external turret, but this appears to be optional, and isn't a
    secret area.

    Proceed until you reach a large hanger. Go through the door across the way and
    through the door to the left to find control rooms for the hange rs; the blue
    panels open the hangers to space, while the other levers activate the lifts in
    the middle of the bays. One of the hangers will have troops in it; you can
    shoot them out into space if you wish, but make sure you reset the door so that
    it's closed before you head back to the first hanger and ride the lift down.
    (The lift acrowt54rss from these control rooms leads up to the upper level of the
    hanger; nothing appears to be up here.)

    When the lift reaches the bottom, dispatch the Walkers nearby and proceed into
    an area where a few turrets await you. You can destroy these if you wish; it
    might be quicker just to run past them and take tsw4rt yw54ry he lift up. Once you're on the
    ledge with the Troopers, walk around until you find the control panel that
    opens another corridor below, then drop down and head through said corridor.
    The lift here takes you up into the second hanger you spotted before.

    There's another hanger beyond this one, which er yyou can also open to space if you
    wish. Keep moving until you reach what appears to be a dead-end room with a
    locked door. Jump on the piping above and crawl through the vent to reach a
    small crawlspace above a large command room, filled with Troopers and Officers.
    One of the Troopers is packing a Merr-Sonn, while a couple of others wield
    Flechettes, so get ready for a fight when you drop down. The ceiling panels
    will not protect you when the Troopers are alerted to your presence, as they
    enter a large cylindrical room filled with Troopers. Have
    fun with them if you wish, then head off through one of the adjacent doors to
    enter a hallway patrolled by Walkers. You'll eventually hit stairs leading up
    to a control room; hit the panel here to extend a pipe to the central structure
    below. Head back and walk across the pipe to enter the structure, using the
    switch near the door to unlock it. Kill the Officer inside and take his
    Security Key, then walk back across the pipe and through the door the Troopers
    pour out of. Go through the door to your right to find the locked door where
    you can use the key; use the control panel in the next room to lift the covers
    of the ventilation shafts in the central structure. Head back to the central
    structure and drop down into the upper left shaft, as seen from the door.

    When you reach the end of the pipe, Push the cover above your head and jump
    out. The nearby room contains a lift; use it to go up, then head out the door
    and jump to the uppermost walkways, being careful to avoid the tripmines that
    are invisible from below. Head through the door here, then smash the window and
    drop down to a room where you'll be ambushed by two red Reborns. Take the
    hallway nearby to another lift, but watch out for the Walkers when you exit the
    elevator. My recommendation is to simply avoid them by ducking through the door
    nearby, then turning around and using your DEMP to take them out. (You'll be
    returning this way, so it's better to kill them now.)

    Now that you've reached the shield generator room, all you have to do is
    destroy it. Jump up onto the infrastructure and locate the power shunts that
    extend from the wall to the generator. Shoot out the y-circuits above the
    shunts, then use your saber Throw to destroy the shunts themselves. As the
    r yhfourth one goes down, Admiral Fyarr will join you in a suit that reminded me a
    bit of Hitler at the end of Wolfenstein 3-D.
    overwhelming forces. In addition, your secondary attack with the saber has been
    upgraded from the ungainly wide-swing of Jedi Knight to a very cool Lightsaber
    Throw, which can be used to destroy multiple enemies at short or medium range.

    The regular offensive capabilities of the Lightsaber have also been improved,
    with the addition of a three-tiered system of Lightsaber Combat styles, each
    influencing the power, speed, and range of your melee attacks.

    Medium Combat Style: The default style, and the only one that's av rtailable to
    you when you first obtain your saber. It balances speed and power to excel in
    neither, but is a useful style to wield against regular, non-Jedi enemies, due
    to its simple sequence of slashing movements.

    Fast Combat Style: The Fast style emphasizes speed over power. This is useful
    against Reborn fgjopponents, before you obtain the Strong style, but can be a bit
    unwieldy due to the odd motions of the saber and short range of the attacks.

    Primary Fire: Single Shot
    Secondary Fire: Charged Shot, extra damage
    Max Ammo: 300 (Blaster Pack)
    rate urty wrthj
    Secondary Fire: Automatic shot, quick firing rate (less accurate)
    Max Ammo: 300 (Blaster Pack)

    The standard Stormtrooper sidearm is, ironically, well suited to taking down
    Stormtroopers themselves due to its wide laser spread and rapid fire. It's not
    very effib 4t5cient for working at a distance due to the slow speed of the laser,

    Primary Fire: Single shot, or charges for five shot array
    Secondary Fire: single powerful burst.
    Max Ammo: 300 (Power Cell)

    The fwrtyavored weapon of Wookiees galaxy-wide, the Bowcaster ostensibly requires
    great strength to operate, but the versions Kyle encounters have been modified
    to make them accessible to weaker species, such as humans. This weapon is still
    fondly remembered as the lamest of the Jedi Knight weapons, but it has been
    redone a bit to make it more utilitarian for JK2yj. It still functions as it did
    in JK, but is a bit more powerful (which isn't to say that you'll be using it
    that much). The primary fire will fire a single bolt with a single click, or
    Primary Fire: Solid rapid-fire projectile attack
    Secondary Fire: Launches a concussive grenade, stunning and damaging enemies
    Max Ammo: 400 (Metallic Bolts)
    oi
    Your basic machine-gun style weapon. The primary fire's inaccuracy makes this
    weapon a liability at anything more than short distances, but the secondary
    fire has a wide splash damage effect, making it perfect for a preliminary
    strike at an unwary crowd, or taking down Sentries and Trip Mines.
    e

    This is essentially the Star Wars equivalent of a nice, double-barrel shotgun.
    To be honest, I barely ever used this; the primary fire is only useful at close
    range, when you're almost always going to be using the Lightsaber anyway, and
    the secondary firetj is too inaccurate to be of much use against any but the most
    dense crowd of Troopers. One thing to note is the high ammo capacity and the
    fact that the secondary fire only requires eight ammo per shot, so this might
    be something to whip out if you hear voices around the corner, since the mines
    can bounce off walls and obstacles.
    Primary Firehwer6 : Fire-and-forget non-seeking missile
    Secondary Fire: Hold down to lock on to target; let go for homing missile
    Max Ammo: 10 (Rockets)

    The Outcast Rocket Launcher isn't encounter until fairly late in the game, and
    is barely used after that. While using the rocket attacks are nice against
    enemiesk fgs that are far away and unaware of your presence, in most situations the
    designers have included short-range nuisances along with long-distance threats,
    making it impractical to switch away from your Lightsaber until no one is
    firing at you. I usually just ignored anyone at long distance until I could
    cover the ground between Kyle and his foes, so my styuyle of play wasn't suited
    for using the PMS (nice acronym), though it may be handy to keep around for the
    occasional AT-ST or Walker.

    Primary Fire: Timed explosion after throw (four seconds)
    Secondary Fire: Explosion on impact
    Max Ammo: 10 detonators
    5ey i
    A weapon made infamous due to Boushh / Leia's gambit in Jabba's Palace, in
    which she successfully bluffed the Hutt crimelord into thinking she might
    destroy him along with the rest of his entourage, the Thermal Detonator is
    reknowned for its lethality. Since these detonate on a timer, they can be
    lo54 ytq45tjwrthn bbed around corners or down shafts in order to strike blindly at enemies that
    you can hear coming, or suspect of lying in wait. You have to hold down the
    fire for a bit in order to throw it any appreciable distance, so watch the
    secondary fire. If you accidentally tap the secondary button while you have one
    of these in your hands, you'll give yourself qui
    tw
    Primary Fire: Place Det Pack on walls or floor
    Secondary Fire: Detonate all active Det Packs
    Max Ammo: 5 packs

    Det Packs are wall- or floor-mounted explosives, designed with a detachable
    triggering mechanism that allows the user to wait as long as he or she wishes
    before detonat 4rion. These can be used to destroy certain doors throughout the
    levels, or they can be placed in an inconspicuous spot and triggered when an
    enemy comes by. The radius of the blast is fairly large, so you can use these
    for crowd control, but you will lose the protection of the Lightsaber while you
    wait for the enemies to get into position. You can placeswert more than one if you
    want, but you can only hold five at a time, so you'll need to be somewhat
    frugal when you use them.

    Also known as the HPB's Best Friend, the Trip Mine is one of those classic FPS
    weapons that everyone either loves or hates. They work quite simply: simply
    affix fg the mine to a surface, and when another player or opponent breaches the
    trip laser, the charge detonates, injuring or killing anything nearby. These
    act to slow the pace of multiplayer games a bit, since anyone who wishes to
    pass through a mined corridor has to switch to a projectile weapon and shoot
    the mine from a distance away
    sefbse
    Inventory items are called up in a separate menu (default keys are [ and ]) and
    activated by pressing Enter (again, by default; you can change deal with them is to fight fire
    with fire and equip your Disruptor. Find a corner to duck behind and strafe
    out, using the primary fire when the reticule is locked. If you use the scope
    and attempt to charge the Disrue rptor up, your target will almost always hit you,
    so try to be qui

    These triple-eyed creatures aren't known for their intelligence, which is why
    many of them choose to bring Thermal Detonators into crowded areas. There's no
    simple way to deal with Grans that are packing explosives, except to use your
    Force Powers judiciously in taking them out. Push is useful in deflecting the
    Detonators while they're in midair, or simply knocking the Gran down while you
    mosey over and chop-chop-chop.
    Weequays should be somewhat familiar to viewers of Return of the Jedi; these
    are the guys that were on the skiffs with Luke and Han above the Sarlacc's3r
    nest. They pack Bowcasters for the most part, and possess the accuracy of the
    typical Stormtrooper, so they're a low-level threat at bes

    These reptile-men were justly feared in Jedi Knight, since they packed the
    Concussion Rifle, that game's most deadly weapon. Here, though, they simply4
    serve as more grist for the mill that is Kyle Katarn, as they usually bring
    Repeaters to battle and possess no talents that the rest of the criminal scum
    enemies don't also have.
    Maleficent, minatory minions of Desann, these pseudo-Sith wield Lightsabers
    with varying degrees of aptitude. While the simple fact that they pack Sabers q
    makes them dangerous enough, they also possess rudimentary Force skills. There
    are red and blue varieties of Reborn: the red foes are the lesser threats of
    the two, while the blue Reborn wield more Force powers and are generally more
    adept with their Lightsabers.

    Keep in mind that the AI system forqr3e lightsaber-wielders is quite different than
    that of the more inept enemies; see the Dueling section under Hints for a
    little more information.

    For lack of a better nomenclature, we'll call these odd beasts Walkers. Walkers
    are large attack droids (?), slightly smaller than an AT-ST, but with gre45gq4tr ater
    speed and a rapid-fire main turret. Their secondary turret launches a green
    laser blast that deals a significant amount of damage. The DEMP gun is your
    best bet for quickly eliminating these guys; try to give yourself a little
    distance to fire from, however, as the green laser blast from the Walker can
    sometimes be lost in th54gqe blue fire from your DEMP.
    These fiercest of foes appear to be Reborn enemies encased inside a black suit
    of armor designed to repel Lightsaber attacks. Their armor also allows them to
    temporarily become invisible, but there is a telltale glow given off in these
    instances, so you shouldn't have too much of a problem spotting theseq foes.
    They can take more damage than normal Reborn, and are more proficient in the
    Force to boot; many of them will bust out Lightning during a duel. Use the
    Strong Lightsaber Style in combination with Force Speed to gain an advantage
    against these enemies.

    Normal Stormtroopqw5rgers with a change of clothes, Swamp Troopers wield Flechettes
    or Repeaters, and their suits are more heavily armored and camoflauged to allow
    them to meld into a swamp environment.

    By way of a tidy little plot twist, Raven and Lucasarts have managed to
    populate the later levels of the game with numerous semiq34g-Jedis; foes with
    Lightsabers and force powers, but who aren't as adept at either talent as Kyle
    is. Nonetheless, they're still your most dangerous common enemy, and require
    some special tactics to defeat. (These hints, such as they are, generally apply
    to boss Jedi as well.)

    First ow4e5hgf all, you'll notice that none of your regular weapons are of much use
    against the pseudo-Sith; their force powers are advanced enough to block
    incoming projectiles and Push away any thrown or placed explosives. (They can
    even pull a Matrix and dodge your Disruptor bolts if you try for a little
    Rodian action.) You can occasionally get lucky with ar hastily dropped
    Detonation Pack, especially if you're around the corner from your enemy, or
    know their position and are sneaking up on them before they've seen you, but
    you'll almost always have to whip out the Lightsabers to take them on.

    Lightsaber combat against similarly-equipped foes boils down to equations of
    speed and luck, in my opinion. The opposing pseudo-Sith are devilishly fast,
    and move their lightsabers about a bit too quickly for you to effectively build
    any kind of conscious defense; you'll need to rely on instinct and a bit of
    good fortune to take on the more advanced baddies. If you are swung at while
    yourt're not attacking or Throwing your Lightsaber, you'll usually block the
    swing, but you may take a bit of damage anyway. If your enemy connects with a
    clean swipe, you can sometimes be taken from full health and shields directly
    to death in one blow, so you'll understand the need for a quicksave file before
    every fight.
    4e5
    Your best bet in the earlier portions of the game seems to be to mix
    dash-and-parry tactics with a circular strafing motion. In practical terms,
    don't stand still, and keep your distance from your foe until you're ready to
    strike. The side-sweeps of the Lightsaber which are activated when you're
    hosdflding the strafe keys give you a good chance to penetrate their defense,
    especially if they're off-balance with their own attacks. Saber Throw can often
    be used to good effect against Jedi, especially when you aim at their feet, but
    your lightsaber will generally fall to the ground, leaving you temporarily
    defenseless.
    df
    Saber clashes are something you need to be alert for, as the more powerful
    foess can exploit even a momentary lapse of attention to finish you off. If you
    find yourself grinding Sabers with your opponent, tap the primary attack key as
    quickly as possible - the loser of a Clash will find themselves knocked down
    momentarily, leaybxving them open for a free attack by your opponent, or sometimes
    simply taking damage as soon as the Clash is broken.. If you do lose, hit Jump
    as soon as you hit the ground to pop up and try and get back on your feet.

    Your Force powers, as you'll no doubt notice, don't work on Reborn and Jedi as
    well as they d35o against normal, non-Force-wielding enemies. The effectiveness
    of a power depends on your level of skill and the type of opponent; you'll
    often be able to use a Level 3 Push to knock down a red Reborn, but the same
    skill will rarely work on a Shadow Trooper. You can experiment with the various
    skills as you like, but the most effective one for duels wiwsll usually be Force
    Speed in combination with the Strong Lightsaber Combat Style. The overhead
    smash swing of the Strong Style is almost always instantly fatal to opponents,
    but is very difficult to wield against the super-fast Shadow Troopers you
    encounter late in the game. Speed can balance this difficulty by slowing down
    the action vsomewhat, allowing you to time your swing so that you connect as
    soon as you come within range and immediately retreat. One or two clean
    connections are usually all it takes to kill a Shadow Trooper, and the same
    tactic can be used against the end boss.

    Mike also sent me an email pointing out that using Dron2es is a good tactic against Reborn and other Jedi foes, as they will waste their time attempting to strike down the drone, leaving them open for counterattack. Using Drones in conjunction with Force Speed can make duels much simpler, as you'll have a distracted, and possibly defenseless enemy, rather than one that is attacking you.

    First offh, you can access the console at any time by holding Shift and pressing
    the tilde key (to the right of the 1 button on your keyboard). These commands
    are entered there. These cheats below are from Peter J. Rzeminski II
    (http://CollisionCourse.net/).

    As a note here, you should know about the Bind command.d Bind allows you to
    manually assign keys to commands, even commands that aren't in the keyboard
    mapping menu (such as the cheats below). The syntax is "bind [key] [command]",
    so if you wanted to bind the Taunting animation to the "e" button on your
    keyboard, you would open the console and type (without quotes) "bind e taunt".
    When yosu're back in the game, hit your e button to execute a taunt. Easy as
    cake.

    "One cool thing I should mention, there are two non-cheats that you can use
    to make Kyle to cool things.
    Peter also sent along the code "drive_atst", which he thought would crash the
    game, sbut David Erlenbusch points out that it seems to work just fine. It works
    best when you have a lot of room to maneuver, but doesn't appear to have any
    deleterious effects on the game, other than clipping problems when you enter
    the code when there isn't enough room for an AT-ST.

    Here'ss another cheat from Todd Hauck.

    "In a multiplayer game in the console type devmap XXXXXX where the x's are the
    name of the map. Equip a lightsaber then deactivate it. Then type into the
    consle /thedestroyer. You now have a dual bladed lightsaber."

    The scommand so cool, I had to give it its own section.

    I'll make no bones about it; I enjoy singleplayer games more than I do multiplayer games these days. I'm still on a 56k, so my connection for multiplayer games is generally horrible, at least compared to my glory days of playing Quake at college with a 30 ping. So anysthing that extends the longevity of a singleplayer game warrants my attention, and the NPC Spawn cheat code is something that I've had a lot of fun with over the past couple of days.

    NPC Spawn is a simple code that can be used to summon in any enemy or ally that you encounter in the game, and can be used any time, on any level, or even bound to a key like any other csdommand. Want to see if you can take on five Shadow Troopers at the same time? Start a fight between three Luke Skywalkers and five Tavions? See how many Crabs it takes to kill Desann? All of this can be yours, for a limited time only, in this very special TV offer.

    When you're in a single-player game, open up the console (hold Shift and press the tilde key to the left of the 1 key), and type "helpusobi 1", without the quotation marks, to enable cheats. Then type "npc spawn luke", for instance, to spawn Luke Skywalker into the map. He'll act much as he did in the Cairn Docking Bay, slicing up troopers, using Force powers on enemies, etc. Or, type "npc spawn Desann" to throw down Desann, and watch him and Luke take each other on.
    z
    The easiest way to implement this is to bind the commands to keys. I used my function keys as binding fodder, since I remapped my Force powers to the bottom of the keyboard. Now I have F1 - F4 to summon Tavion, Desann, Shadow Troopers, and the hardest variant of the Reborn enemies, while F5 - F8 summons Luke, Jedi Trainers, Jedi apprentices, and Lando. (Lando dies a lot.) You can imagine tzhe fights that break out - sometimes I think that I've dropped myself into the premiere of Attack of the Clones.

    All you need to know is the code itself, and the name of the enemy or ally you wish to summon. I've noted many of the names in the Enemies section above, and most of the rest are fairly obvious. As a note, you'll want to find an area suitable to xlarge battles before you start dropping in Desanns, so you may want to load up a save game near an area you think suitable. So, just to recap, to use the codes mentioned here, you need to enter the console and type:

    helpusobi 1
    npc spawn desann (for example)
    bind f1 npc spawn Desann (where you're binding to the F1 ksey).

    Couldn't be simpler. Some of the other names you can summon

    You can find a complete list here:

    I can't thank everyone who's written in enough - I apologqaeize if I don't
    acknowledge your specific contribution here, but I've tried to make note of
    what you sent me in the Revisions section above
    In the last FAQ I wrote (the Rhino Tank FAQ for Grand Theft Auto 3), I gave
    carte blanche to anyone who wanted to mirror the FAQ; no need to email me, just
    post it anywhere!, I said, giddy at just having someasdfthing tangible up on
    GameFAQs.com. Rookie's mistake, as it turns out: it was mirrored far and wide,
    at sites large and small, including GameSpot, but few, if any, of these sites
    bothered to update the FAQ as I uploaded new versions to GameFAQs. So, I wound
    up getting hundreds (upon hundreds) of emails from people contributing
    inrvformation that I had already incorporated into the FAQ. Long story short: I'm
    requesting an email before you mirror this document. I almost certainly won't
    turn you down, provided you don't intend to alter the document, and this way, I
    can keep your email and send you the newer versions of the FAQ as I complete
    them.
    23
    If you read this FAQ anywhere but GameFAQs.com, please check GameFAQs.com for
    the latest version of the document before emailing me a question or submitting
    information. Thanks!

    My email address is noted above. Feel free to email me any questions you have
    about the guide, any interes23ting info or easter eggs you may have uncovered in
    the game, or any comments or suggestions for the FAQ. I will generally answer
    questions about the game, if I know the info, but if you're asking something
    that's answered in the FAQ, don't be surprised if my reply is a cut-and-paste
    from this document. I doubt I'll receive anything near the volume o23f mail I
    received after the GTA3 guide went up, but please check this document
    thoroughly for something relevent to your question before emailing me.

    In particular, I would request that anyone with a fair grasp on FAQ design or
    English usage point out any rough spots in the guide itself. I've doneerg a fair
    number of guides for publication, both online (check my System Shock 2 guide on
    the Stratosgroup.com for an early and somewhat embarrassing first step) and
    "for real" (with the strategy guide for Baldur's Gate II: Throne Of Bhaal being
    the latest example - I co-wrote this with one other person), but I realize that
    I have a fair way toerg go before I can be considered very proficient in the art
    of FAQ making. So, if anyone finds themselves confused by my wording or word
    choice at a certain point, or thinks that a sentence could be shuffled around
    for more clarity, please drop me a line with the offending section of the
    document and what you think is wrong with it. Thanks in advasaerfg

  15. not a cahcne dude, rofl by Anonymous Coward · · Score: -1, Offtopic

    You'll start off with a firefight here, but you
    Grab Force Pull from the altar, then head into a water room for the next text.
    Use Pull to extract the walkway from the wall. Once you gfgnet to the door, you
    can keep going past it to reach a secret area, but it'll only net you a Battery
    and a Bacta tank.

    Proceeding out the door, grab Speed and drop down the hole nearby. Stand on the
    platform to drop the door, then stand on the pressure plate to unlock all the
    other dersoors. Once the last door has dropped (you should be able to see a cage
    at the end of the corridor) hit the Speed button and take off. Don't worry
    about the rising pillar; you'll see it again shortly.

    You'll find Jump nearby, and a door that leads back to the main area. I was
    stucker here for quite some time, because I didn't see the golden pillars off to
    the right as you enter the room. You need to use Jump to scale the pillars,
    after which you're done with the first go-round of tests.

    The next test is down the stairs and through the doors. Use Pull on the
    gargoyles to initiate water flow from each. Once

    Once you're up top, head to the end of the corridor, behind the pressure plate.
    Activate Speed, then jet off down the corridor towards the opening. You should
    intersect a sliding platform, from which you can Jump to reach the final area
    of the tests.
    h tbt
    You're almost done. Use Push to retract the pins that stick out of the pillar
    until the cage containing your Lightsaber is at floor level, then jump on top
    of the weight nearby (above the ramp that leads downward). As the weight falls,
    hit Speed, run up the ramp, and use Pull to get your Lightsaber out before the
    cage closes again. wt

    Now you can jump around and act like an idiot for a few minutes. The Lightsaber
    here is much-improved over its implementation in Jedi Knight, so get used to
    the new movement system and throw the saber around a bit for good measure. Once
    you're ready to get on to the next mission, jump up on top of the smalerl pillars
    near the exit door, then throw the saber through
    (The fly-by intro here is an homage to the opening cinematic of Jedi Knight, in
    case you didn't know.)

    The bar up the street is populated by Grans (fellows with three eyes), Rodians
    (green-skinned insectoid things), and Weequays (dreadlocked indivirtduals), along
    with a Chiss bartender, of the same race as Grand Admiral Thrawn. Engage the bartender in conversation, then kill every single living thing in a hundred-foot radius. You're remarkably proficient at blocking incoming laser fire, even at this early stage of your lightsaber skill development, so whip it out and chop up the freaks. Lightsaber Throw is a kick here; I toorhgsrth k down four enemies at one time with a well-thrown saber.

    There are two secret areas in this bar; one is in the kitchen area, where you can Push a freezer to reveal a small hidden room. The other is accessible in the main seating area. Hit your Use key on one of the recessed seating areas in the back wall, where the Weequay and Rodians were enjgaeoying their drinks earlier, and the seats should retract into the wall, leaving a passage to the secret area. Not very practical, but there you go.

    Head to the top of the bar and locate the lock to the bar blast shield.
    Interrogate the bartender and head up and outside. The Rodians that are
    scatterqered throughout the rest of the level will possess Disruptor Rifles, so
    you'll have to move very slowly through any exposed areas, unless you fancy
    being disintegrated. (The death animation when you do perish is pretty cool,
    though.) You'll need to duck in and out of doorways, while returning fire with
    your own Disruptor Rifle, in order to not get hit, since your Lightsaber
    unfortunately can't block the shots. The Disruptor is perfectly accurate and
    fires very quickly, so you can hit far-off enemies with the primary fire if you
    have good aim. If you need to zoom in with the scope, aim for the head and
    charge it up about halfway - disintegrating the Rodians is neat, but drains
    you r ammo and will leave you open to fire for too long to be really worthwhile.

    (Mitch points out that if you hold duck while wielding the Disruptor Rifle, the sniper zoom does not disappear when you move. This is obviously helpful for acquiring your targets while exposing yourself for a minimum amount of time.)
    5h
    Head around to your left and walk across the chasm. No guardrails, yet again; a
    poor example of city planning. Head up the lift in the nearby room and through
    the hole in the wall. Don't forget to use Push and Pull to knock your enemies
    off their feet; this is really handy in the case of the Grans, which are often
    armed with Thermal Detou w4nators. Head out to the small balcony and jump over to
    the set of ramps leading up. Ignore the door to your left and head up the
    ramps, where you'll find another door. You can roll a Thermal Detonator down
    the small incline inside the door to kill the Rodian and the Gran below, then
    explore the room they're in to find a Large shield generator.j sera

    Now, head up to the second-highest level of the ramp and jump from the small
    balcony area into the building below, which has a control panel you can use to
    extend a nearby bridge. Head out of the building and walk to your right to find
    the now-complete walkway. In the next room, you'll need to shuffle some cratee7ys
    around with Pus h and Pull to bring down a lift, then Push the crate again to
    make the platform rise when you're standing on it.

    Once you're reached the top of the lift, use the panel nearby to drop another
    ramp heading up. Walk along the walkway outside until you reach the skylightsw65 ,
    which you'll need to drop through. One of the doors in this room leads to a
    lift heading up to the highest level of the outside area. There are two secret
    areas up here. For the first, jump across the bridge that the Gran was standing
    on, then head up the darkened ramp nearby to find an upper platform. The second
    area is to the leyr5tuy wtriuft of the lift that brought you up; you need to drop down onto
    the walkways that connect all the locked doors until you find a small platform
    with a couple of Converters. Unfortunately, this will return you to the
    beginning of the level, so be forewarned.

    When you're ready to proceed, head back to the room with thegw4r skylights and jump
    out the rightmost window onto a small ledge. Jump into the floating vehicle and
    jump from there up to the nearby door. Take the lift up and proceed across the
    walkway - but watch out for the proximity mine in the middle. Shoot it out from
    a

    As the ly werevel begins, you can find a secret area by jumping from the crate to
    the metal piping on either side, then jumping from there up to a pair of
    Converters. (If you miss the jump, you'll need to wall-walk over the shredder
    to avoid instant death.) Head through the door to find a large room full of
    garbage smashers. There's another secret area thr rw5tough the first door on your
    right - blow up the explosive barrel in the room to open a passageway to a
    sniper's roost with a couple of Rodians. There's yet another secret area in the first room here. Find the stack of crates near the wall, then drop down between them and the wall, and hit your Use key while facing the wall. A secret panel should open up.
    45b
    Go back to the garbage smashers and find one with an exposed pipe sticking out
    of this side. You'll need to jump up and into the garbage smasher, then run
    underneath the smashing mechanism without getting squashed. There's a simple
    jumping puzzle in the next large room, from which you'll proceed down some
    corridors untih swr5y wl you find what seems to be a dead end. Use your Force Pull on
    the dumpster to pull it towards you, then head all the way back to the main
    garbage smasher area. Find the recessed door with the white light above it, and
    head through to a room full of crates. Pull one of the crates on the floor to
    reveal a small passage, then crouch your way through. Wa fglk down the corridor
    until you find another dumpster, which you can push to reveal an incinerator. (Shortly before this dumpster is a secret area; keep your eyes on the ceiling above the corridor and you'll see a gap you can jump into.)
    Smash the window in this room, then Pull the lever across the way to unlock the
    door. This next hallway is populated with some Rodiansftgh snipers, so watch for the
    windows to open and blast them with your weapon of choice. You'll reach a ramp
    eventually - watch for a grate on the right side of the wall. When you find it,
    smash it
    an unexplainable chasm. The next area is darkened, so activate your Light
    Amplification Goggles and proceed through it. Onftghce you're on the rooftop area,
    head to your left until Lando messages you about the turrets. Destroy them from
    a distance, then proceed through the room behind them until you reach the
    walkway that juts out underneath where the turrets were placed. Jump up and go
    down the hallway to reach a control room, where you can unlock the hanger door.
    y
    Head back to t he docking bay and recharge your shields at the station while
    Lando blathers on. A wave of troops will come in - your priority here is to
    protect
    refueling.

    To find the fuel tanks, exit the hanger and proceed to your right. You can't w54
    miss the large fuel reservoir; it's the cylindrical tank with all the piping
    that heads into the hanger walls. Enter the codes on the panels (the red code
    is a small gray stop sign; the blue code is a yellow x). There's a secret area
    across the way from the code input terminals; jump on top of the fuel cylinder
    and you should be able to see s w45ome Bacta tanks on a ledge nearby. Jump on the
    piping to reach them.

    To open the ceiling of the hanger, you need to find two grates in the hanger
    floor and bust through them; one is open to the air, the other is hidden
    beneath a Pushable crate. In each of the rooms connected to these passages,4q5
    there are five computers that need to be activated. Once you flip on all of the

    There are grates around the corner from your starting position - cut one open,
    then wait off to the side for the blast of air to pass by and hop onto the
    rising platform. You can start abusing Force Push on the enemies abovw45y e - Level
    2 is a huge improvement over Level 1, so be sure to have it bound somewhere
    handy. Stay away from the edges of the lift as it reaches the top of the tube;
    you can sometimes be caught between the lift and an obstacle, killing you
    instantly.

    The door nearby lea54ty ds to a forked corridor. Head off to the left and take the
    nearby lift up to a dead-end room with some enemies and a few items on the
    upper level. This is optional, of course, but it's easy to miss if you don't
    notice the lift. Now proceed through the door to the right of the bottom of the
    lift. There's another platform in this room that leads to use Minq4qd Tricks on the Ugnaught when you're standing by the door to get him to open it.) Cut through the lock and take the lift up.

    The door here leads out to a large open area. Take out the Rodians while you
    still have a little cover, but watch out; if you strafe too exuberantly, you
    can fall into the shaft where the platform was. Once the sy4wr ynipers have fallen,
    wait for the power...thing...across the way to fall down to your level, then
    activate Speed and rush across the red force field while it's still active.
    Jump on the platform before it starts to rise, and ride up to the next level.
    Proceed in this manner to the top level, where you need to take a right to find
    the do5r6tor to ; if
    you feel cruel, you can use Push in midair to knock your enemies off their feet
    and into the ether. Once you reach the top platform, you'll come face to face
    with your first Reborn. Read the Dueling strategies in the Hints section (near
    the bottom of this document) if you need help in this battle.
    ywrt
    Once the Reborn is dead (and trust me, this guy is a piece of cake compared to
    the Officer and the Sentry from the
    crates in the corner, and take the nearby lift to a small control room area.
    You'll find a panel overlooking some more Troopers - hit it to drop the
    platform they're on. Move on down the next lift and across the platform 6r to find
    another door.

    After avoiding the electrical sparks in the next room, snipe the soldiers
    across the way, making sure that none of them are able to hit the alarm panel.
    Jump the piping nearby to bypass the electrified floor. The next area contains
    a secret - jump 45uy 5yup to the grate near the door and blast it. The room nearby is
    full of soldiers, so you'll have to shut off the lights. Find the streetlamp
    outside the room and jump on it, and leap from there to the ledge, from which
    you can crawl into a balcony overlooking the crowded area. Shut the lights off
    with the blue panel, and crawl off the ledge and through the ro wom. When you
    reach the door, let it close behind you before saving your game and whipping
    out your Saber. Through the next door is a Reborn and two Officers, who split
    up and head towards two different alarm panels
    Troopers to find a lift heading down. Find the panel in
    this room to open the blast door, through which there is a we5nother door with a
    lift heading down. Kill the Officer for the Supply Key, then head into the left
    door nearby and look up to find a grate. Jumping up, you'll encounter some more
    Interrogation Droids. Destroy them with a few Throws, then look around for a
    supply crate. There's a grate up here that will lead down to a room filled with
    R5 uniterys - kill the Officer to get his key, then open the door. Head into edthe
    other adjacent door and find another grate in the ceiling; this one leads to a
    secret area. Head back to the R5 units and use the control panel to commandeer
    one of the droids. Take him out the door and through the blue force field on
    the left. Use the droid to unlock the door, and looe6tuk around for another small
    chamber that you can unlock to reveal a Sentry. Hit the Jump key to get back to
    Kyle, and head through the now unlocked door to reach a lift heading down. (You
    can use the R5 to pass through the other blue force field, but the room there
    is much the same as the other one, and the lift leads to the same area.)
    ty
    Taking this lift down, you'll find a large chamber with a couple of turrets and
    two of the small AT-ST things; we'll call them Walkers from now on. Eliminate
    the threats, then hop across the piping and look around for a window that you
    can smash to drop down. Proceed through the hallway and ride the lift up. You
    can activate the trams with the h control panels in the room beyond. The trams
    all lead to the same place, so hop on one and ride it along the rail.

    After you dispatch the troops in the next area, take the Officer's key and
    unlock the door. Head through the Communications command center to find the
    encryption mainframe for the sfgarray. Find the lift below the command center
    window and ride it down to the guts of the machine. There are three levels
    here, each one corresponding to a color, and each one containing a number of
    panels containing elements of the code sequence. Hop around and look for the
    panels corresponding to the symbols in your Mission panel. All you harth ve to do
    is hit the three panels that match up with the at attention
    before an Officer. Use Mind Tricks at long distance on a couple of them to
    cause a little chaos, then proceed through the room. You'll note a locked door
    here; once you find a security key on dead Officer nearby, you can return here
    to face off against e45y a Shadow Trooper and engage in a mini-game where you shoot
    TIEs with an external turret, but this appears to be optional, and isn't a
    secret area.

    Proceed until you reach a large hanger. Go through the door across the way and
    through the door to the left to find control rooms for the hange rs; the blue
    panels open the hangers to space, while the other levers activate the lifts in
    the middle of the bays. One of the hangers will have troops in it; you can
    shoot them out into space if you wish, but make sure you reset the door so that
    it's closed before you head back to the first hanger and ride the lift down.
    (The lift acrowt54rss from these control rooms leads up to the upper level of the
    hanger; nothing appears to be up here.)

    When the lift reaches the bottom, dispatch the Walkers nearby and proceed into
    an area where a few turrets await you. You can destroy these if you wish; it
    might be quicker just to run past them and take tsw4rt yw54ry he lift up. Once you're on the
    ledge with the Troopers, walk around until you find the control panel that
    opens another corridor below, then drop down and head through said corridor.
    The lift here takes you up into the second hanger you spotted before.

    There's another hanger beyond this one, which er yyou can also open to space if you
    wish. Keep moving until you reach what appears to be a dead-end room with a
    locked door. Jump on the piping above and crawl through the vent to reach a
    small crawlspace above a large command room, filled with Troopers and Officers.
    One of the Troopers is packing a Merr-Sonn, while a couple of others wield
    Flechettes, so get ready for a fight when you drop down. The ceiling panels
    will not protect you when the Troopers are alerted to your presence, as they
    enter a large cylindrical room filled with Troopers. Have
    fun with them if you wish, then head off through one of the adjacent doors to
    enter a hallway patrolled by Walkers. You'll eventually hit stairs leading up
    to a control room; hit the panel here to extend a pipe to the central structure
    below. Head back and walk across the pipe to enter the structure, using the
    switch near the door to unlock it. Kill the Officer inside and take his
    Security Key, then walk back across the pipe and through the door the Troopers
    pour out of. Go through the door to your right to find the locked door where
    you can use the key; use the control panel in the next room to lift the covers
    of the ventilation shafts in the central structure. Head back to the central
    structure and drop down into the upper left shaft, as seen from the door.

    When you reach the end of the pipe, Push the cover above your head and jump
    out. The nearby room contains a lift; use it to go up, then head out the door
    and jump to the uppermost walkways, being careful to avoid the tripmines that
    are invisible from below. Head through the door here, then smash the window and
    drop down to a room where you'll be ambushed by two red Reborns. Take the
    hallway nearby to another lift, but watch out for the Walkers when you exit the
    elevator. My recommendation is to simply avoid them by ducking through the door
    nearby, then turning around and using your DEMP to take them out. (You'll be
    returning this way, so it's better to kill them now.)

    Now that you've reached the shield generator r oom, all you have to do is
    destroy it. Jump up onto the infrastructure and locate the power shunts that
    extend from the wall to the generator. Shoot out the y-circuits above the
    shunts, then use your saber Throw to destroy the shunts themselves. As the
    r yhfourth one goes down, Admiral Fyarr will join you in a suit that reminded me a
    bit of Hitler at the end of Wolfenstein 3-D.
    overwhelming forces. In addition, your secondary attack with the saber has been
    upgraded from the ungainly wide-swing of Jedi Knight to a very cool Lightsaber
    Throw, which can be used to destroy multiple enemies at short or medium range.

    The regular offensive capabilities of the Lightsaber have also been improved,
    with the addition of a three-tiered system of Lightsaber Combat styles, each
    influencing the power, speed, and range of your melee attacks.

    Medium Combat Style: The default style, and the only one that's av rtailable to
    you when you first obtain your saber. It balances speed and power to excel in
    neither, but is a useful style to wield against regular, non-Jedi enemies, due
    to its simple sequence of slashing movements.

    Fast Combat Style: The Fast style emphasizes speed over power. This is useful
    against Reborn fgjopponents, before you obtain the Strong style, but can be a bit
    unwieldy due to the odd motions of the saber and short range of the attacks.

    Primary Fire: Single Shot
    Secondary Fire: Charged Shot, extra damage
    Max Ammo: 300 (Blaster Pack)
    rate urty wrthj
    Secondary Fire: Automatic shot, quick firing rate (less accurate)
    Max Ammo: 300 (Blaster Pack)

    The standard Stormtrooper sidearm is, ironically, well suited to taking down
    Stormtroopers themselves due to its wide laser spread and rapid fire. It's not
    very effib 4t5cient for working at a distance due to the slow speed of the laser,

    Primary Fire: Single shot, or charges for five shot array
    Secondary Fire: single powerful burst.
    Max Ammo: 300 (Power Cell)

    The fwrtyavored weapon of Wookiees galaxy-wide, the Bowcaster ostensibly requires
    great str ength to operate, but the versions Kyle encounters have been modified
    to make them accessible to weaker species, such as humans. This weapon is still
    fondly remembered as the lamest of the Jedi Knight weapons, but it has been
    redone a bit to make it more utilitarian for JK2yj. It still functions as it did
    in JK, but is a bit more powerful (which isn't to say that you'll be using it
    that much). The primary fire will fire a single bolt with a single click, or
    Primary Fire: Solid rapid-fire projectile attack
    Secondary Fire: Launches a concussive grenade, stunning and damaging enemies
    Max Ammo: 400 (Metallic Bolts)
    oi
    Your basic machine-gun style weapon. The primary fire's inaccuracy makes this
    weapon a liability at anything more than short distances, but the secondary
    fire has a wide splash damage effect, making it perfect for a preliminary
    strike at an unwary crowd, or taking down Sentries and Trip Mines.
    e

    This is essentially the Star Wars equivalent of a nice, double-barrel shotgun.
    To be honest, I barely ever used this; the primary fire is only useful at close
    range, when you're almost always going to be using the Lightsaber anyway, and
    the secondary firetj is too inaccurate to be of much use against any but the most
    dense crowd of Troopers. One thing to note is the high ammo capacity and the
    fact that the secondary fire only requires eight ammo per shot, so this might
    be something to whip out if you hear voices around the corner, since the mines
    can bounce off walls and obstacles.
    Primary Firehwer6 : Fire-and-forget non-seeking missile
    Secondary Fire: Hold down to lock on to target; let go for homing missile
    Max Ammo: 10 (Rockets)

    The Outcast Rocket Launcher isn't encounter until fairly late in the game, and
    is barely used after that. While using the rocket attacks are nice against
    enemiesk fgs that are far away and unaware of your presence, in most situations the
    designers have included short-range nuisances along with long-distance threats,
    making it impractical to switch away from your Lightsaber until no one is
    firing at you. I usually just ignored anyone at long distance until I could
    cover the ground between Kyle and his foes, so my styuyle of play wasn't suited
    for using the PMS (nice acronym), though it may be handy to keep around for the
    occasional AT-ST or Walker.

    Primary Fire: Timed explosion after throw (four seconds)
    Secondary Fire: Explosion on impact
    Max Ammo: 10 detonators
    5ey i
    A weapon made infamous due to Boushh / Leia's gambit in Jabba's Palace, in
    which she successfully bluffed the Hutt crimelord into thinking she might
    destroy him along with the rest of his entourage, the Thermal Detonator is
    reknowned for its lethality. Since these detonate on a timer, they can be
    lo54 ytq45tjwrthn bbed around corners or down shafts in order to strike blindly at enemies that
    you can hear coming, or suspect of lying in wait. You have to hold down the
    fire for a bit in order to throw it any appreciable distance, so watch the
    secondary fire. If you accidentally tap the secondary button while you have one
    of these in your hands, you'll give yourself qui
    tw
    Primary Fire: Place Det Pack on walls or floor
    Secondary Fire: Detonate all active Det Packs
    Max Ammo: 5 packs

    Det Packs are wall- or floor-mounted explosives, designed with a detachable
    triggering mechanism that allows the user to wait as long as he or she wishes
    before detonat 4rion. These can be used to destroy certain doors throughout the
    levels, or they can be placed in an inconspicuous spot and triggered when an
    enemy comes by. The radius of the blast is fairly large, so you can use these
    for crowd control, but you will lose the protection of the Lightsaber while you
    wait for the enemies to get into position. You can placeswert more than one if you
    want, but you can only hold five at a time, so you'll need to be somewhat
    frugal when you use them.

    Also known as the HPB's Best Friend, the Trip Mine is one of those classic FPS
    weapons that everyone either loves or hates. They work quite simply: simply
    affix fg the mine to a surface, and when another player or opponent breaches the
    trip laser, the charge detonates, injuring or killing anything nearby. These
    act to slow the pace of multiplayer games a bit, since anyone who wishes to
    pass through a mined corridor has to switch to a projectile weapon and shoot
    the mine from a distance away
    sefbse
    Invento ry items are called up in a separate menu (default keys are [ and ]) and
    activated by pressing Enter (again, by default; you can change deal with them is to fight fire
    with fire and equip your Disruptor. Find a corner to duck behind and strafe
    out, using the primary fire when the reticule is locked. If you use the scope
    and attempt to charge the Disrue rptor up, your target will almost always hit you,
    so try to be qui

    These triple-eyed creatures aren't known for their intelligence, which is why
    many of them choose to bring Thermal Detonators into crowded areas. There's no
    simple way to deal with Grans that are packing explosives, except to use your
    Force Powers judiciously in taking them out. Push is useful in deflecting the
    Detonators while they're in midair, or simply knocking the Gran down while you
    mosey over and chop-chop-chop.
    Weequays should be somewhat familiar to viewers of Return of the Jedi; these
    are the guys that were on the skiffs with Luke and Han above the Sarlacc's3r
    nest. They pack Bowcasters for the most part, and possess the accuracy of the
    typical Stormtrooper, so they're a low-level threat at bes

    These reptile-men were justly feared in Jedi Knight, since they packed the
    Concussion Rifle, that game's most deadly weapon. Here, though, they simply4
    serve as more grist for the mill that is Kyle Katarn, as they usually bring
    Repeaters to battle and possess no talents that the rest of the criminal scum
    enemies don't also have.
    Maleficent, minatory minions of Desann, these pseudo-Sith wield Lightsabers
    with varying degrees of aptitude. While the simple fact that they pack Sabers q
    makes them dangerous enough, they also possess rudimentary Force skills. There
    are red and blue varieties of Reborn: the red foes are the lesser threats of
    the two, while the blue Reborn wield more Force powers and are generally more
    adept with their Lightsabers.

    Keep in mind that the AI system forqr3e lightsaber-wielders is quite different than
    that of the more inept enemies; see the Dueling section under Hints for a
    little more information.

    For lack of a better nomenclature, we'll call these odd beasts Walkers. Walkers
    are large attack droids (?), slightly smaller than an AT-ST, but with gre45gq4tr ater
    speed and a rapid-fire main turret. Their secondary turret launches a green
    laser blast that deals a significant amount of damage. The DEMP gun is your
    best bet for quickly eliminating these guys; try to give yourself a little
    distance to fire from, however, as the green laser blast from the Walker can
    sometimes be lost in th54gqe blue fire from your DEMP.
    These fiercest of foes appear to be Reborn enemies encased inside a black suit
    of armor designed to repel Lightsaber attacks. Their armor also allows them to
    temporarily become invisible, but there is a telltale glow given off in these
    instances, so you shouldn't have too much of a problem spotting theseq foes.
    They can take more damage than normal Reborn, and are more proficient in the
    Force to boot; many of them will bust out Lightning during a duel. Use the
    Strong Lightsaber Style in combination with Force Speed to gain an advantage
    against these enemies.

    Normal Stormtroopqw5rgers with a change of clothes, Swamp Tr oopers wield Flechettes
    or Repeaters, and their suits are more heavily armored and camoflauged to allow
    them to meld into a swamp environment.

    By way of a tidy little plot twist, Raven and Lucasarts have managed to
    populate the later levels of the game with numerous semiq34g-Jedis; foes with
    Lightsabers and force powers, but who aren't as adept at either talent as Kyle
    is. Nonetheless, they're still your most dangerous common enemy, and require
    some special tactics to defeat. (These hints, such as they are, generally apply
    to boss Jedi as well.)

    First ow4e5hgf all, you'll notice that none of your regular we apons are of much use
    against the pseudo-Sith; their force powers are advanced enough to block
    incoming projectiles and Push away any thrown or placed explosives. (They can
    even pull a Matrix and dodge your Disruptor bolts if you try for a little
    Rodian action.) You can occasionally get lucky with ar hastily dropped
    Detonation Pac k, especially if you're around the corner from your enemy, or
    know their position and are sneaking up on them before they've seen you, but
    you'll almost always have to whip out the Lightsabers to take them on.

    Lightsaber combat against similarly-equipped foes boils down to equations of
    speed and luc k, in my opinion. The opposing pseudo-Sith are devilishly fast,
    and move their lightsabers about a bit too quickly for you to effectively build
    any kind of conscious defense; you'll need to rely on instinct and a bit of
    good fortune to take on the more advanced baddies. If you are swung at while
    yourt're not attacking or Throwing your Lightsaber, you'll usually block the
    swing, but you may take a bit of damage anyway. If your enemy connects with a
    clean swipe, you can sometimes be taken from full health and shields directly
    to death in one blow, so you'll understand the need for a quicksave file before
    every fight.
    4e5
    Your best b et in the earlier portions of the game seems to be to mix
    dash-and-parry tactics with a circular strafing motion. In practical terms,
    don't stand still, and keep your distance from your foe until you're ready to
    strike. The side-sweeps of the Lightsaber which are activated when you're
    hosdflding the strafe keys give you a good chance to penetrate their defense,
    especially if they're off-balance with their own attacks. Saber Throw can often
    be used to good effect against Jedi, especially when you aim at their feet, but
    your lightsaber will generally fall to the ground, leaving you temporarily
    defenseless.
    df
    Saber cla shes are something you need to be alert for, as the more powerful
    foess can exploit even a momentary lapse of attention to finish you off. If you
    find yourself grinding Sabers with your opponent, tap the primary attack key as
    quickly as possible - the loser of a Clash will find themselves knocked down
    momentarily, leaybxving them open for a free attack b y your opponent, or sometimes
    simply taking damage as soon as the Clash is broken.. If you do lose, hit Jump
    as soon as you hit the ground to pop up and try and get back on your feet.

    Your Force powers, as you'll no doubt notice, don't work on Reborn and Jedi as
    well as they d35o against normal, non-Force-wieldin g enemies. The effectiveness
    of a power depends on your level of skill and the type of opponent; you'll
    often be able to use a Level 3 Push to knock down a red Reborn, but the same
    skill will rarely work on a Shadow Trooper. You can experiment with the various
    skills as you like, but the most effective one for duels wiwsll usually be Force
    Speed in combination with the Strong Lightsaber Combat Style. The overhead
    smash swing of the Strong Style is almost always instantly fatal to opponents,
    but is very difficult to wield against the super-fast Shadow Troopers you
    encounter late in the game. Speed can balance this difficulty by slowing down
    the action vsomewhat, allowing you to time your swing so that you connect as
    soon as you come within range and immediately retreat. One or two clean
    connections are usually all it takes to kill a Shadow Trooper, and the same
    tactic can be used against the end boss.

    Mike also sent me an email pointing out that using Dron2es is a good tactic against Reborn and other Jedi foes, as they will waste their time attempting to strike down the drone, leaving them open for counterattack. Using Drones in conjunction with Force Speed can make duels much simpler, as you'll have a distracted, and possibly defenseless enemy, rather than one that is attacking you.

    First offh, you can access the console at any time by holding Shift and pressing
    the tilde key (to the right of the 1 button on your keyboard). These commands
    are entered there. These cheats below are from Peter J. Rzeminski II
    (http://CollisionCourse.net/).

    As a note here, you should know about the Bind command.d Bind allows you to
    man1ually assign keys to commands, even commands that aren't in the keyboard
    mapping menu (such as the cheats below). The syntax is "bind [key] [command]",
    so if you wanted to bind the Taunting animation to the "e" button on your
    keyboard, you would open the console and type (without quotes) "bind e taunt".
    When yosu're back in the game, hit your e button to1 execute a taunt. Easy as
    cake.

    "One cool thing I should mention, there are two non-cheats that you can use
    to make Kyle to cool things.
    Peter also sent along the code "drive_atst", which he thought would crash the
    game, sbut David Erlenbusch points out that it s1eems to work just fine. It works
    best when you have a lot of room to maneuver, but doesn't appear to have any
    deleterious effects on the game, other than clipping problems when you enter
    the code when there isn't enough room for an AT-ST.

    Here'ss another cheat from Todd Hauck.
    2
    "In a multiplayer game in the console type devmap XXXXXX where the x's are the
    name of the map. Equip a lightsaber then deactivate it. Then type into the
    consle /thedestroyer. You now have a dual bladed lightsaber."

    The scommand so cool, I had to give it its own section. y

    I'll make no bones about it; I enjoy singleplayer games more than I do multiplayer games these days. I'm still on a 56k, so my connection for multiplayer games is generally horrible, at least compared to my glory days of playing Quake at college with a 30 ping. So anysthing that extends the longevity of a singleplayer game warrants my attention, and the NPC Spawn cheat code is something that I've had a lot of fun with over the past couple of days.

    NPC Spawn is a simple code that can be used to summon in any enemy or ally that you encounter in the game, and can be used any time, on any level, or even bound to a key like any other csdommand. Want to see if you can take on five Shadow Throopers at the same time? Start a fight between three Luke Skywalkers and five Tavions? See how many Crabs it takes to kill Desann? All of this can be yours, for a limited time only, in this very special TV offer.

    When you're in a single-player game, open up the console (hold Shift and press the tilde key to the left of the 1 key), and type "helpusobi 1", without the quotation marks, to enable cheats. Then type "npc spawn luke", for instance, to spawn Luke Skywalker into the map. He'll act much as he did in the Cairn Docking Bay, slicing up troopers, using Force powers on enemies, etc. Or, type "npc spawn Desann" to throw down Desann, and watch him and Luke take each other on.
    z
    The eahgsiest way to implement this is to bind the commands to keys. I used my function keys as binding fodder, since I remapped my Force powers to the bottom of the keyboard. Now I have F1 - F4 to summon Tavion, Desann, Shadow Troopers, and the hardest variant of the Reborn enemies, while F5 - F8 summons Luke, Jedi Trainers, Jedi apprentices, and Lando. (Lando dies a lot.) You can imagine tzhe fights that break out - sometimes I think that I've dropped myself into the premiere of Attack of the Clones.

    All you need to know is the code itself, and the name of the enemy or ally you wish to summon. I've noted many of the names in the Enemies section above, and most of the rest are fairly obvious. As a note, you'll want to find an area suitable to xlarge battles before you start droaerpping in Desanns, so you may want to load up a save game near an area you think suitable. So, just to recap, to use the codes mentioned here, you need to enter the console and type:

    helpusobi 1
    npc spawn desann (for example)
    bind f1 npc spawn Desann (where you're binding to the F1 ksey).
    q34
    Couldn't be simpler. Some of the other names you can summon

    You can find a complete list here:

    I can't thank everyone who's written in enough - I apologqaeize if I don't
    acknowledge your specifweyrq3etic contribution here, but I've tried to make note of
    what you sent me in the Revisions section above
    In the last FAQ I wrote (the Rhino Tank FAQ for Grand Theft Auto 3), I gave
    carte blanche to anyone who wanted to mirror the FAQ; no need to email me, just
    post it anywhere!, I said, giddy at just having someasdfthing tangible up on
    GameFAQs.com. Rookieerg's mistake, as it turns out: it was mirrored far and wide,
    at sites large and small, including GameSpot, but few, if any, of these sites
    bothered to update the FAQ as I uploaded new versions to GameFAQs. So, I wound
    up getting hundreds (upon hundreds) of emails from people contributing
    inrvformation that I had already incorporated into the FAQ. Long34 story short: I'm
    requesting an email before you mirror this document. I almost certainly won't
    turn you down, provided you don't intend to alter the document, and this way, I
    can keep your email and send you the newer versions of the FAQ as I complete
    them.
    23
    If you read thsdfhis FAQ anywhere but GameFAQs.com, please check GameFAQs.com for
    the latest version of the document before emailing me a question or submitting
    information. Thanks!

    My email address is noted above. Feel free to email me any questions you have
    about the guide, any interes23ting info or easter eggsdsf you may have uncovered in
    the game, or any comments or suggestions for the FAQ. I will generally answer
    questions about the game, if I know the info, but if you're asking something
    that's answered in the FAQ, don't be surprised if my reply is a cut-and-paste
    from this document. I doubt I'll receive anything near the volume o23f mail I
    recei4f34gfved after the GTA3 guide went up, but plea3se check this document
    thorroughly for something relevent to your qcguestion before emailing me.
    x
    In particular, I would requestz that anyone with a fair grasp on FAQ design orz
    English usage point out any rough spots in the guide itself. I've doneerg a fair
    number of guides for publication, boxth online (check my System Shock 2 guide onsad
    the Stratosgroup.com for an eaerahrly and somewhat embarrassing first step) and3f
    "for real" (with the strategy gui52de for Baldur's Gate II: Throne Of Bhaal beingt23g
    the latest example - I co-wrwote this with one other person), but I realizfe that
    I have a fair way toerg 312go before I can be considered very profic12ient in the art
    of FAQ making. So, if anyone finds themselves confused by my wordieng or word
    choice at a certa wqin point, or thinks that a sentence could bae shuffled around
    for more clariasty, please drop me a line with the offending section of the
    document and what you think is wrong with it. Thanks in advasaerfg