Star Wars Jedi Knight 2: Jedi Outcast Walkthrough :
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Walkthrough - FAQ/Walkthrough=============================================================================== Jedi Knight II - Jedi Outcast Walkthrough / FAQ Azraelot - Matthew Rorie http://www.stratosgroup.com/ http://www.matthewrorie.com/ azraelot@stratosgroup.com Last Updated 7/19/02 Version 1.12 ------------------------------------------------------------------------------- CONTENTS 1. Background / Introduction 2. Revision History 3. Walkthrough 4. Force Powers 5. Weapons 6. Inventory Items 7. Enemies 8. Multiplayer Tips 9. Hints / Tips / Cheats / Links / Other 10. Contributors / Misc. Info =============================================================================== 1. Background / Introduction =============================================================================== ------------------------------------------------------------------------------- A BRIEF HISTORY OF THE SERIES I remember playing Dark Forces in the heady days of post-DooM gaming, when everything LucasArts turned out was made of gold. For those who never played it, Dark Forces was a Doom-style shooter that introduced gamers to the nearly personality-free Kyle Katarn, then a mere mercenary and Imperial defector, having yet to discover his latent Force capabilities. While the game offered some interesting moments (fighting off multiple Kell Dragons with your bare hands for the amusement of Jabba the Hutt, single-handedly destroying a Star Destroyer), I think it's fair to say that Dark Forces II: Jedi Knight is a superior game. Now armed with his trusty lightsaber and a bevy of force talents, Kyle took on a cadre of Dark Jedi as their leader attempted to unlock the secrets of an ancient Jedi burial ground. Again, some interesting moments, not the least of which was Kyle's escape from a free-falling ship, but the real kicker for most gamers was the inclusion of force powers and Lightsaber combat. This was the first game that allowed you to get into the real meat of the Star Wars mythos, as you sliced and diced Stormtroopers, and unlucky deathmatch foes, with your wand of death. (As an aside, Jedi Knight inspired my first-ever fansite, now thankfully relegated to the mists of time, or perhaps some dusty Geocities archive somewhere....) Unfortunately, LucasArts' fortunes have taken a turn downhill in the four years or so since Jedi Knight was released. The production of Star Wars games has continued apace, but most gamers would agree that the quality has dropped, with some games being simply average, some convoluted and overly complicated (Rebellion), and some simply bad (Force Commander). Very few Star Wars games released over the past few years ranked as "must-haves" for members of the gaming community. Thankfully, LucasArts seems recommitted to their Star Wars license, with a wide range of intriguing projects on the boards, mostly outsourced to proven developers eager to put their own twist on the most sought-after license in gaming. Rogue Leader was a stand-out title at the GameCube launch, Star Wars: Galaxies looks to bring SW goodness to the MMORPG market, and Bioware's Knights of the Old Republic will probably force me to get an XBox once it arrives. Which brings us around to Jedi Knight II. After the production of the original Jedi Knight and its mission pack, Mysteries of the Sith, the lead designer, Justin Chin, left LucasArts to design his own title outside of the Star Wars universe. (The game? New Legends, an XBox-exclusive action game. It was released in February of 2002 to somewhat underwhelming reviews.) Therefore, when LucasArts decided to pursue the series, they decided to reach out for a company with a track record for producing grade-A PC games, specifically in the shooter category. Their choice? Raven Software, a company well known for games such as Soldier of Fortune and Star Trek Voyager: Elite Force. A couple of years later, and here we are, with Jedi Knight II: Jedi Outcast in our hands, just in time to not give it up for Lent. ------------------------------------------------------------------------------- IS JEDI KNIGHT CONSIDERED TO BE STAR WARS CANON? No, no; a thousand times no. To yank a quote from LucasBooks' Chris Cerasi right out of its context: "When it comes to absolute canon, the real story of Star Wars, you must turn to the films themselves - and only the films." So there. And Boba Fett's dead, too. :) ------------------------------------------------------------------------------- ABOUT THIS FAQ This FAQ is intended to be a one-stop shopping guide to info about the single-player game included in Jedi Knight II: Jedi Outcast. The walkthrough will obviously be the most substantial portion of the guide, and I hope to keep it mostly spoiler-free, though some tidbits of the story will have to be discussed in order for the guide to make any sense at all. I recommend that you play as far as you possibly can before resorting to this document, if only to keep whatever enjoyment you may gain from experiencing the twists and turns of the storyline. The other sections will have brief explanatory paragraphs at the top to, well, explain what they're about. =============================================================================== 2. Revision History =============================================================================== ***SPOILER ALERT*** Some sections of this revision history may give away events that occur during the game. I wouldn't read it if you haven't beaten the game yet. v1.12 - 7/19/02 *Robert Simmons sent me an article on fighting reborn. I added it to the top of the Hints and Tips section. *If you're looking for a lot of cheat codes and random stuff that isn't in this document, you might want to head over to gamewinners: http://www.gamewinners.com/DOSWIN/blstarwarsjedioutcast.htm There's a lot of other stuff thrown in in this version. Denis Seguin sent along a few tips for different levels. If you submitted something, do a ctrl-f for whatever's in your email signature, or your email name, and see if it's there. If it's not, and you think it was really good, resend it. Or take a look at the (massive!) Contributors list and see if anything pops out at you. I'm probably going to be winding this thing down over the next couple of revisions, now that the game has been out for a while and interest is dying down a bit. While there's sure to be surges of new players in the future (I'd bet money on a Game of the Year edition and an expansion pack eventually), we seem to be settling down into the "community" phase of things, where people who really like the game will go on playing it, while others will move on to new things. Since I never really enjoyed the multiplayer side of things overmuch (though I haven't played 1.4; with less backstabbing it would probably be more enjoyable), I can be considered one of the latter. Nothing specific is drawing my attention games-wise, but I have an unbelievable backlog of books and magazines to read through. Or skim through, as the case may be. v1.11 - 7/11/02 *Mark Bahra sent along a HUGE list of things to note before playing on Jedi Master mode. You can find these in the Tips section. *Matt Sponsler sent along a technique that allows you to permanently control a NPC with the "SetForceAll 4" code. This is in the Cheats section, underneath the original note about the cheat. Do a CTRL-F for "Sponsler" to find it. *Joe sent along a list of single and multiplayer maps. If you're stuck on a level and want to jump past it, you can use this list to jump to the next level. Theoretically. *Changed the "Attack Droids" entry to match the Official Strategy Guide's taxonomy of "Mark I". Sure to be a popular decision. :) Thanks Kyle Caton. Just wanted to make a little, incremental update. First off, I will no longer be replying to submission emails. I wish I had time to, but unfortunately, I get so much email that answering it all with the depth I would like can take half an hour to an hour every day. Rest assured, I read it all and will put it in the document (probably), but this will save me a lot of time, a precious commodity by anyone's standards. Secondly, I'm not going to be putting every single submission in this revision list. I'll make a note of anything that I feel is particularly, well, noteworthy, but again, the volume of submissions is such that making a note of everything easily doubles the amount of time it takes to crank out a new revision. I'm still going to add the submissions and the submitter's names to the end of the document, of course. I've been pretty permissive about what I've been adding to the document in the past, but I think I'm going to have to start weeding out the tips that aren't really useful from now on, simply because this thing is already huge enough. (We're passing the 40,000 word mark with this update.) I know everyone wants to see their name in lights, but make sure what you're sending me isn't redundant with material already in here, or else I'll pass it over. Hopefully, the game dropping out of GameFAQs' Top Ten list marks a downshift in interest in the game, and email will drop off accordingly. This update doesn't reflect all the submissions I've received since 1.09; I still have about three weeks' worth of backlog to add in. So hold off on resending your tips until I say that I'm caught up, if you would. v1.10 - 7/04/02 *At the suggestion of Oystein Bech Gadmar, I've made a page with an index of all the secret area screenshots, as well as the other misc. shots I've included in this walkthrough. You can find it here: http://www.matthewrorie.com/bookmark.html I will be adding to this list in the future, I just haven't had much time recently. *Many, many (many!) people have emailed me about the secret area in the demo. It is duly included. I have plenty more stuff to include, but I won't have to do it all until the weekend at the earliest. Been busy recently with work and Neverwinter Nights; got to get caught up with email first. I just wanted to get the secret area for the demo in here; a ton of people have sent it in. Thanks to all. Just in case anyone was curious, there was a plaigarized version of my walkthrough up on a fairly well-known site recently. I won't name names, since they were pretty good about the whole thing, but a certain David Swift of the UK should be ashamed of himself. Also, someone named Josh D Azzena, working from an Earthlink email address, has been spamming people with virus attachments, using the header of this document as the body of the emails. I don't know who this guy is, or if his computer is simply whacked out, but watch out for virii. v1.9 - 6/4/02 *Added a walkthrough for the demo level. Not very long, but there you go. This is Chapter 3.0, at the very beginning of the walkthrough. *Added a Binding Keys header to the Tips section, along with my weirdo config. Don't laugh! *Added a tip from Nausicaa Jhil for the Starport level. *Added a little cheat/funny thing from Pedro Polonio to the Cheats section. *Keith Steiger pointed out that I was spelling "hangar" wrong in the Starpad level, and noted an error. *Andor Drakon tipped me off to a method of detecting Shadow Troopers. Find it in the Enemies section. *Rick Ross added a tip for killing ShadowTroopers. Enemies section. *Ben Myton sent along a note on accessing the saber styles of Tavion and Desann. Cheats. *Tavion strats from Will Donald and Edwin van der Thiel have been added. *LOTS of stuff from Wong Si Yuan; check especially the Cheats section, but there's snippets of stuff from him in Grip, Push, the Disruption Rifle, and under Tavion. *New Desann strats from Tamago Imai, Christopher Chohin, and Mark Behra. *David "The" Bruce sent along a note for the Jedi Academy level. *BeerManMike sent along a tip on binding force powers. Binding Keys section. *Moved Mind Tricks to its correct spot in the walkthrough. Thanks Vua vua. *A tip from Derek Ho on beating Reborn has been added. *Added another cheat from Jeremy Giesbrecht. *Alari Hyena clarified a secret area in the first level of the game. *Odd Ball sent in a clarification on the beginning of Reelo's Hideout. *Jeremy Skrenes sent in a tip for dealing with the large room of Troopers in the Doomgiver Detention level. *Chris Redfield sent along a tip for the gauntlet hallway on Bespin: Streets. I'm now caught up on submissions, as far as I can tell, so if you sent something to me and don't see it here, resend it, because it probably got lost in the virus shuffle. I'm going to try to get caught up on comments and help mail and stay that way from day to day, since the volume has decreased a bit from the level it was at when the FAQ first came out. But, as they say, "Want to make God laugh? Make a plan." So we'll see how it goes. I'd also like to thank everyone that's sent me a note of thanks - it means a lot to get encouragement from everyone who's enjoyed the FAQ. Thanks! v1.8 - 5/28/02 So, there's been quite a bit of downtime since the last iteration of this FAQ. No, this isn't a full update - I just wanted to apologize to everyone who's emailed me and hasn't received an answer. Long story short - I was keeping up with my email fairly well, but some kind of virus hit me and wiped out one of my crucial system files, so I reinstalled Windows 2000, reinstalled Service Pack 2, all my drivers, all my programs, etc. (This took some time because W2K refused to install with my new video card, and it took me a couple of days to figure out what was going wrong.) This is when the email started to back up. So I was going to get going back with it, but then the same damn thing happened. So I eventually just had to format c: and start clean, because I had three installs of W2k on the same hard drive. So now I'm afraid to even open Outlook anymore; I certainly don't want to use it as my email client. I have all the emails stored away from before this whole mess began, but I don't think I'll be able to browse through them anytime soon. I have a webmail client for my stratosgroup account, but it's not the most flexible thing in the world - it doesn't tell me which emails I've replied to, for instance. My web server also doesn't have any antivirus software on it (it only services 8 people), so I'm still getting a bunch of klez.e emails with 150k attachments to them, causing my inbox to explode in size. Right now it contains 200+ emails, and is over 10 megs in size. Quite a bit of work to prune, as you can imagine. Anyway, enough bitching. Yes, I do plan to get around to updating this document eventually, and yes, I will try to get back to answering every email I receive. I have no ETA on either of these events, however. I would really like to be able to use a real email program to check my email before I start work on future revisions - I suppose I'll try out Eudora. So this is basically just an "I'm not dead" update. Sorry to anyone who expected a quick reply - sometimes life throws you a curveball. It doesn't help that I'm working 50 hour weeks at work. In the meantime, if anyone is looking for help, I'd point you out to the Jedi Outcast messageboards at gamefaqs.com. Lots of helpful people, and it'd be much quicker than waiting for me to reply. If you have a submission, send it along - I probably won't be able to reply, but I will keep it around and add it to the next version of the FAQ, when I can update it. If you do email me, ***please put "Jedi Knight FAQ" in the subject line***. Like I said, I'm getting a lot of klez.e stuff, so anything to differentiate your mail from the infinite "Spice Girls Vocal Concert" flood will ensure that I don't delete it. Also, if you emailed me with a submission before 5/5/02, you might want to resend it. I don't know if I'll be able to check the email archives I have for before this date, so I can't guarantee that I'll ever be able to use these submissions. Hate to inconvenience you, but I'm a bit inconvenienced here myself... In other news, Episode II rocked me like a hurricane. v1.7 - 4/16/02 *Added the locations of *all* of the secret locations in the game, each of which has its own accompanying screenshot. BIG, big thanks to Greg Evans, Claude Arm, Joel Frazin, CoachBenet, Dean Ryan, and whomever else has been sending me these things. I really appreciate it! I haven't manually checked all the URLs for these shots (recipe for disaster!), so if anyone notes a broken link, let me know and I'll update it. *I added a bit on the effects of different difficulty levels at the beginning of the walkthrough. Thanks to Steven Roy for clueing me in to the effects of the Jedi Master difficulty. I haven't started it - yet. *Steven Roy also sent along two gems of strategies for two of the more difficult set-piece battles in the game - the Artus Topside AT-ST fight, and the R5 Laser Mine Gauntlet on Nar Shaddaa. *Chris Thompson sent along a tip for defeating the Shadow Troopers in the Yavin Swamps. *Scott "Eih'Beir" Hebert sent along another way to defeat Desann. *Clayton McNeil tipped me off to a method of eliminating the first two Shadow Troopers you encounter on the Cairn. *Peter McCaffery pointed out that Grip is one of the only Force powers that works on submerged Swamp Troopers. Benjamin Middendorf also noted that the troops won't shoot at you if they can't see you, so that you can, on occasion, swim past them *Erwin Dautzenberg sent in another name for the Attack Droids. *SG.MFLOWER reminded me to put in a bit about wall-running in the Force Jump description. *Michael_W added a technique for getting rid of Reborns. *Added a bit on the "Can't Activate the Fuel Panels" problem, courtesy of Steven J. Carlson. *Evers0r- added a hint about getting friendly allies to attack you - want to see if you can take on Luke? Head to the Cheats section. *Claude Arm pointed out that the readme file had a section on Acrobatics. Since I had never seen this, I cut and pasted some of the sections into the Tips portion of this FAQ. *Thanks much to Lenroc, Ratty R, Ray M., and Vaevictis Asmadi for helping me out with my word-wrapping problem. *Diesel added a little Lightsaber attack strategy. Incorporated into the Lightsaber write-up. *Brian Gluckman pointed out a little tidbit that makes Mind Tricks pretty interesting. Check the Cheats section for more info. *Lt. Phil pointed out a typo; duly corrected. I changed around a few things to eliminate the medium difficulty level bias in the walkthrough. I've been playing through on Jedi Knight difficulty - a nice improvement over the Jedi difficulty. As the submissions mount, it's quite likely that a few emails have slipped through the cracks. I'll be going through my inbox and seeing if I missed any - I apologize in advance if this happens to you. I've tried to be diligent, though. v1.6 - 4/11/02 *Big thanks to GameFAQs for awarding me "FAQ of the Week", a co-award with Kyle Katarn's FAQ/Walkthrough. I'd like to thank everyone that's checking out the guide on that site. Lots of great feedback so far! *Greg Evans gets two thumbs up for helping me with quite a few secret areas (four or five in this update alone). *g_saberrealisticcombat is perhaps the most fun code I've ever seen in a 3D action game. Check the cheats section for more details. Thanks to Tim Swindler for pointing this out. *Riggormortis Necronomicon pointed out an alternate strategy for dealing with some foes near an alarm panel in the Cairn installation. *Quite a few people have pointed out that you can Grip (at level 2 or 3) Reborn and Shadow Troopers, then Throw your saber to get an easy kill. Matt, Mikey Wells, and a *I've rewritten the Grip and Lightning Force descriptions based on more playtesting and info that's been sent in from various folks (who are mentioned in the section or in the Contributors section). *Claude Arm told me about another secret area in Artus_Detention. *Chris Bloomfield sent along some Force power combinations that I've entered into the Force section. *Renamed the Enemies entry for the Walkers to Attack Droids, and added a tip on killing them that and Mike Sharp and Fletcher Fuller sent in. *Added a Drones strategy from Daniel W. Paschal to the Dueling section. *Added a couple of excellent strategies for dealing with an enemy on the Doombringer to that walkthrough section. Thanks to Andysoft and Cyclops de Baba. *Nick M. and Chris Mayberry both sent along a section of the Nar Shaddaa - Reelo's Hideout that was unclear. I've edited and rewritten the section so that it's less confusing, and I'd like to apologize to anyone who got stuck here because of this. Sorry! *Corrected a typo that Dennis Jakobsen sent in. *Added another tip on defeating Desann from Leto_II. Still working on screenshots for the secret areas. I want to get the screenshots in 640x480, so that they'll be easier to upload and download, but since I play at 800x600 (I would play higher, but I'm still on an archaic GeForce 256), I have to flip it down when I want to take a shot. I also want to wait until I have all the secrets for a level before I start renaming them; if I upload them now for a section where I don't have all the secrets, I'd either have to number the other secrets out of order when I find them, or break the links for anyone hosting the FAQ that doesn't update it. Neither option is really palatable, so there you go. I apologize if I've missed anyone's email, or haven't responded to it, or didn't credit you properly for something you submitted. There hasn't been a deluge, but it has been steady, and between work and writing I've been out of sorts when it comes to email. I've tried to be diligent about responding to everything, but if something slipped through the cracks, re-send it and I'll definitely get back to you. A few questions for everyone: 1: I uninstalled JK from its default directory on the C drive and reinstalled it over to the E drive (which is faster). Now it won't let me save games, other than auto-saves at the beginning of missions and quick-saves. Has anyone else had any problems with this? 2: If anyone is interested in purchasing any Star Wars: Customizable Card Game cards, from the Decipher game, please let me know. I have many, many cards; a full set from Premiere to Special Edition, including multiple Vaders, Lukes, and Obis of all variations, and quite a few main rares from most other sets. Long shot, I suppose, but I figure if anyone reading this enjoys that game too, I might find someone to bite. v1.5 - 4/8/02 *Added a large section on the "npc spawn" command that can really spice up single-player games. Check for it in the Hints and Tips section, way down at the bottom of the document. *Added the number of secret areas for every mission in the walkthrough header, at the suggestion of Dan Morris. *Rewrote a section of the Doomgiver - Reactor walkthrough for clarity. Thanks hvtorres. *Amended the walkthrough for Bespin Undercity and added a note from Claude Arm regarding an Ugnaught. *Added a strategy for defeating Desann from Harry Voyager, and added another odd one from myself. *Darwin (and others) pointed out that the Stun Baton is more useful against the Crabs than the Blaster Rifle is. *Mike reminded me that Drones serve as excellent distractions in fights against Reborn and Jedi. *Greg Evans reminded me of the bartender's race, and also pointed out another secret area in the bar on Nar Shaddaa. *Leto_II pointed out a typo that was corrected. *Rewrote a small section of the Jedi Trials walkthrough at the suggestion of Daniel Edstrom. *Mitch pointed out that you can duck and move at the same time with the Disruptor Rifle, and the zoom will remain in place. Helpful to know. *Por Que sent in a tip for beating an opponent on the Doomgiver Shield Array level. He also pointed out another secret area on the Nar Shaddaa Streets level. I have screenshots for most of the secret areas that I know about, but I haven't gotten round to uploading them and renaming them, etc. Hopefully on Tuesday, my day off. If I don't have a secret area mentioned in the walkthrough, I probably don't know about it, so I'm going to have to go through the levels with noclip and see about finding the rest of them. Still updating the other sections of the walkthrough with some frequency, but it's slowing down a bit now that I've played through a couple of times. I've been busy with Freedom Force lately (great game), and I anticipate Dungeon Siege taking up a lot of time in the next week or so, so who knows when it will be complete to my satisfaction? At any rate, look for the first batch of secret area screenshots (which will consist of links to my website) in 1.6. V1.4 - 4/4/02 *Added walkthroughs for the rest of the missions. *Added a multiplayer cheat from Todd Hauck. *Changed a few sections due to a tip from David Erlenbusch. Apparently, you don't use Force Pull to retrieve your saber if it's fallen to the floor; you can simply hit the attack button to pull it back into your hand. *David also pointed out that the code "drive_atst" seems to work just fine. *Thanks to Josh Errickson for pointing out that the Force meter doesn't replenish while you have Force Speed activated. Dang, am I beat. I apologize if the Cairn missions seem to be poorly written - I was trying to watch the NCAA Championship game and play at the same time. I decided to forgo the daily updates for the last couple of days, and simply finish the game and get the walkthrough complete. And now it is, for what it's worth. Now all I have to do is track down the secret areas. If anyone knows of any forum posts somewhere with these locations, or has a list that you could send me, it'd be much appreciated. I don't get a chance to visit many forums, since between work and sleep I haven't had much time to do anything but play and write, so I apologize if I seem a little aloof - rest assured that if you email me I'll do my best to respond promptly. V1.3 - 4/1/02 *Thanks to Jason Anastas, Stoney03, Dan H., Hawksmoor, and Old Gamer for sending in the location of the very first secret area in the game. I'm surprised I missed it. *I added a Dueling section to the Hints section, way down at the bottom of this document, in the last update, but forgot to mention it. If anyone has any ideas for better dueling, let me know and I'll add them in. I'll be editing this as I proceed through the game. *Continuing to update and revise the weapons and Force powers sections as I proceed. *Added a list of cheats that Peter J. Rzeminski II was kind enough to send me. I also appended a note on binding keys for those of you not familiar with Quake 3 engine syntax. *Added the walkthroughs for the Cloud City levels. I got an email asking me for a clarification about a section of the Jedi Training tests, which I had had a hard time describing in words. I snapped a couple of screenshots and uploaded them to my personal website, which got me thinking, "Maybe this could be handy for the FAQ...." I think screenshots would be especially helpful in showing the positions of the secret areas, which are often difficult to describe. So I'll start taking screens of the secret areas I find and adding them to the walkthrough; and I'll eventually go back and do this for the earlier secret areas as well. It's an inelegant solution to my blunt-force trauma use of the English language, but at least it's a solution. V1.2 - 3/31/02 *Added the walkthrough for the Nar Shaddaa levels. *Redid most of the descriptions of the Force powers as I've been exploring their use. *Added some more enemy profiles and edited others. I see another (complete) walkthrough has been posted to Gamefaqs, which is good, since I won't have to hurry to finish this one off. After I get done with the walkthrough I'll do a complete re-edit and rewrite for all the sections to make it a bit more readable. One mission a day until the end of the game, that's all I'm promising - keep in mind playing Outcast and writing this are essentially replacing sleep for me, since I'm at work for nine hours a day (including commute). It's all good, I guess... I do have one secret area submission that I haven't added yet. I haven't been worrying too much about finding the secret areas as I play through, simply because there's no real gameplay purpose other than to find items. In Jedi Knight, you had to find the secret areas to gain Force powers, but in Outcast you're usually just going to find some Bacta tanks or Shield Generators - useful, but not worth spending hours tracking down. That said, if someone wants to send me their locations, I'll definitely verify them and plug them into the walkthrough. V1.1 - 3/30/02 - First release. Have the first levels of the walkthrough done (took me nearly six hours of playing and writing just for the Kejim levels - this isn't something you can do quickly). I'm going to play through the game, doing a level at a time, updating the miscellaneous sections of the FAQ as I go. I'm scheduled to work eight hours a day for the next five days straight, so I won't have much time to polish the edges until my day off, but hopefully I'll be able to get the walkthrough mostly completed by then (cross my fingers). Too bad Freedom Force has to wait until I can finish this thing off. Please do note in the meantime that much of the information in the various sections is placeholder stuff, and will be updated as I proceed through the game. I prefer to be methodological rather than hasty, so please hold off emailing me about obvious errors until I start hinting that the FAQ is nearing completion. I've just gotten to Nar Shaddaa, so lots of the other info is from Internet previews, the trailers, etc., and will be updated when I get farther into the game. V1.0 - In Medias Res Mostly working out the format of the document, and filling in what sections I could before I actually have the game, with info from previews, movies, screenshots, and interviews. (Speaking of interviews, I have to say that whatever they're paying Kenn Hoekstra probably isn't enough.) =============================================================================== 3. Walkthrough =============================================================================== This walkthrough is intended to be spoiler-free and concise. I'll be fairly explicit in the first couple of levels, as we wade into the game, but I don't intend to serve up every facet of the levels in detail - I assume most players will feel comfortable exploring the levels and will only turn to a walkthrough for help solving a puzzle, so I intend to make it suitable for just that, rather than explicitly guiding you through everything there is to do. This is, of course, balanced against the fact that, without a compass or internal means of telling direction, it's somewhat difficult to describe some of the more complex levels without getting into the "turn left, take the next right" pedantry. That said, if you feel the walkthrough isn't detailed enough at any point, let me know. If you want an easy index of the screenshots, check here: http://www.matthewrorie.com/bookmark.html ------------------------------------------------------------------------------- DIFFICULTY LEVELS Padawan: Easiest Haven't played it yet. :) Jedi: Normal The standard difficulty level. Enemies have fair accuracy, standard health. Jedi Knight: Difficult A step up from Jedi. Enemies are more numerous and have better accuracy (even the Stormtroopers), and appear to have a bit more health, as well. Most Shield Converters will only give +50 protection. Crosshairs do not turn blue to clue you in to areas where Force powers may be useful. Jedi Master: Nightmare Health and Shields are capped at 50 apiece. (You can raise your shields past this limit at Shield Converters.) Steven Roy commented that the major battles seemed much harder on this difficulty. I'll take his word for it. :) For more info on Jedi Master mode, check the Tips and Hints section. (Or CTRL-F for "Bahra".) ------------------------------------------------------------------------------- 3.0 - Demo ------------------------------------------------------------------------------- Objectives: *Do Some Stuff Primary Foes: *Stormtroopers *Imperial Officers Secret Areas: 0 First off, this is a simple level without any of the really difficult puzzles that distinguish Jedi Knight, so don't look for a masterpiece of walkthrough writing here. There are no secret areas, and the entire level can be blown through in less than five minutes on Jedi difficulty, so this section is here more for completeness' sake than anything else. As the level starts, you take control of Kyle outside a rather castleish Remnant outpost. Flip on your saber and head down the walkway to enter through the main doors. Take a left inside the entry; you'll see two doors here, one heading left to the exterior bunker, and another straight ahead leading to the sniper's roost. Head up the elevator and kill the Officer and grab his Security key. Head back down to the castle's foyer and unlock the large doors by accessing the panel to their left. The power generators past the next room will need to be disabled. You can smash the pipes on the ground floor if you wish. **Secret Area!** http://www.matthewrorie.com/jkpics/demosecret.jpg On the right side of the room, you can smash the piping and jump on the electrical conduits to find the demo's secret level. Now, head up the elevator at the back of the room and through the nearby door to find a large room with an Officer inside. Kill everyone and use the panel by the window overlooking the power generator to shut down the same. Once you've knocked out the power, take the elevator across the room from the first one to reach the third level. There's a door exiting the generator that's blocked by a force field, but next to it is another security room with a panel. Use that panel to unlock the security room above the generator; the Officer inside will probably not be amused at your attempt to bypass Remnant security protocol, so wipe him out...ALL OF HIM. Or something. The panel inside his little cubbyhole deactivates the force field blocking your exit. Head through the subsequent rooms until you hit a Checkpoint; there's a duel approaching! If you've played the full version of the game, you shouldn't have much of a problem here, though the Reborn is not one of the easier variants. If the demo is your first exposure to Jedi Knight, however, it'll probably take you a couple tries to get the hang of dueling, so be sure to save ahead of time. The framerates really drag here, due to the reflective floor. If your system chugs along (mine did, even with a GeForce 4), try jumping onto the platforms that ring the room to hopefully reduce the graphics hit you take from the mirror. Juxtapose points out that on harder difficulty levels, you will face two Reborn, so watch out. Once the Reborn is dead, head through the doors for a linear journey to Jan, and the end of the level. Congratulations on completing the demo; now you can try the real game, which is a much different beast, in a good sense. ------------------------------------------------------------------------------- 3.1 - Kejim Post ------------------------------------------------------------------------------- Objectives: *Investigate the abandoned Imperial Outpost. *Engage Remnant forces in the area. Primary Foes: *Stormtroopers *Imperial Officers Secret Areas: 2 You'll find yourself in control of Kyle behind an Imperial lander, with Jan by your side. The very first secret area in the game is off to your left, through an unlocked door. Hop on the crates to reach the top shelf and a few items. **Secret Area** http://www.matthewrorie.com/jkpics/kejimoutpost1.jpg You can use the small area where you begin the level to move around in, adjust your controls, etc., but you probably shouldn't fire until you're ready to take out the Stormtroopers nearby. Use your Bryar to snipe one in the head, then shoot the other one until he falls. Grab the Rifle and head around the corner, where a whole mess of Stormtroopers awaits. Jan has apparently rigged her Rifle to fire faster than you can manage, but she shoots, well, like a girl, and can barely hit anything. You'll need to take out most of the Troopers yourself. Once Jan examines the blast door, be ready for a few reinforcements that come around the corner. You can use your Binoculars when you're looking over the valley to check out the Troopers that are keeping watch on the odd structure below. You can't shoot them - they're behind sturdy shielding - but if you take a potshot, you'll attract a Probe Droid. Anyway, once all the Troopers are dead, head around the corner and pump up your shields at the Shield Power Converter. Head through the door and whack the Imperial, then grab his supply key. Use the elevator to reach the upper level, then take the nearby lift to the observation deck. Flip the switch to supply power to the guns, then head back below to greet a few more Troopers. Head into their little hiding room to get some ammo and a Bacta tank. Now head below and mount the turret gun, then fire on the door to blast it open. Once you and Jan are on the elevator, it will automatically begin to lower itself. Wait for it to reach the lower level, then hop off. When it rises again, jump into the shaft and proceed into the small corridor. There's some kind of energy reservoir to your left, which you can shoot if you wish (but watch out for the blast). Head to the right to deactivate the reservoir, and then move around it until you reach a small lift. It will take you above a control room inside the base. Shoot the grate and fall down. Grab the key from the Imperial and then unlock the doors using the four switchs. Jan will run in and man the control panel. Head out the door and take a left, head through the door, then take a right through another door. Take a left around the corner and you should be in a large room with a Gonk (little black droid that makes a weird sound). Open the crate to get the handy Light Amp goggles, then flip the switch near the circular platform to reach a darkened area below. Activate your Light Amp goggles to see. (Default keys are [ and ] to toggle your inventory and Enter to activate and deactivate.) There's a "secret" area near the crates; just walk around until a pop-up message tells you you've found it. Alari Hyena points out that there's an MSE droid (little roller droid) that leads you to the secret area, so look out for it. **Secret Area** http://www.matthewrorie.com/jkpics/kejimoutpost2.jpg Now head through the small passageway in the wall and crouch through the opening. Wipe out the Imperial and the Troopers, then head into the room. Take the key from the Imperial, get the code key from the funny display on the wall, then flip the green and red panels along the same wall to unlock some doors in other areas of the level. Now, disable the red force field and head up the stairs. Take a left and head down the corridor until you hit some walkways over a very large pit. Head down the walkway leading under the green Imperial insignia, and be ready for some ceiling-mounted turrets. Destroy them, then head through the door and into a large number of Troopers. Go through the other door to your left and kill the Troopers that are mulling about. Once you locate the flashing blue control panel, use it to call Jan. She'll need some help reaching your position, so head back up to the walkways and start moving towards the room with the Gonk. Once you reach Jan, escort her back to the control panel, where she'll unlock a door nearby. Head through it and indulge in some glass shattering, but watch out for the troops. Get the second code from the display, and head back to the walkways over the pit. Now proceed under the red Imperial signage, and watch out for more turrets. Go through the door, then up the stairs to your left. The lift nearby takes you above the walkways - flip the switch nearby to deactivate the force field across the way, then walk along the perimeter of the room to flip the other switch, which activates the computer array below. This will call up some troops from below, but if you're quick enough, you can run back and drop a Detonator on their heads before they can spread out from the lift. Once you've got the computer up and running, you need to find the third keycode. Head through the door in the room at the bottom of the lift. Kill the troopers in this room, then use the satellite dish control panel to get some hints as to what awaits you in later missions. Proceed down the corridor and into the next area - the explosion that occurs will not harm you, but it will kill some of the Troopers that were waiting for you. The walkway is a bit unstable, as you'll notice - hurry along until you reach the far end, and the walkway will collapse behind you. The door ahead leads to some steps. The sound that comes through the walls portends an encounter with Probe Droids, and sure enough, there are three of them awaiting you at the foot of the stairs. Destroy them and then ride the lift up to to the Ammo Power Converter if you need to use it. The door this way leads to another walkway, but it will break before you can get all the way across - head back down to where the Probe Droids were and stand on the floor to reach an open area above the walkways. Take out some more Droids, grab the Large Shield Generator nearby, then walk along the ceiling of the intact walkway to reach the other side. You can snipe the Imperial troops in the observation room from the top of the walkway. Once you drop down, pass through the observation room and round the corner to get the final code. Proceed back to the walkways and enter the codes into the computer. You need to manipulate the three screens until the display on the large, center screen matches the symbol (check the codes by hitting TAB). Once all the codes have been entered, you can cross the bridge to the second half of this mission. ------------------------------------------------------------------------------- 3.2 - Kejim Base ------------------------------------------------------------------------------- Initial Objectives: *Investigate the hidden section of the Outpost. *Engage Remnant forces in the area. *Rendezvous with Jan and the Raven's Claw. Primary Foes: *Stormtroopers *Imperial Officers Secret Areas: 3 You'll start off with a firefight here, but you can shoot the gas container through the window to lighten the troop density a bit. Get the Security Key from the Imperial, then unlock the door. Disable the turrets. Take the door to your left, then flip the panel to raise the blast shield. Shoot the window out and proceed on through. An Imperial and a couple of odd, floating droid-turrets will be waiting for you in the next room. You can't shoot the droids when they've shielded themselves - you can only damage them when they're prepared to fire back at you. Grab the key from the Imperial, then flip the switches on the control panel to rotate the manipulator arm around in the cold chamber ahead. Smash the window leading into the chamber, then drop down and head through the door on the floor. You can disable the freezing units in the next room. Go back to the cold chamber, but this time hug the wall until you can climb on top of the manipulator arm. Once you reach the top level, crouch and head around the outside of the chamber to find a secret area. **Secret Area** http://www.matthewrorie.com/jkpics/kejimbase1.jpg Head back around the way you came, and then jump from the lattice walkway to the Ammo Power Converter for another secret area. **Secret Area** http://www.matthewrorie.com/jkpics/kejimbase2.jpg Once you're back on the walkway, you can go through the door to enter a large area with a pool of electrified water below. Head around the upper level to your right until you can fire through the windows into the small control room. Shoot the explosive container, which will fry the panel nearby, opening the door and extending a walkway. Move into the room, flip the switch, then drop down the lift and look around until you find yourself in an observation room overlooking a large white storage area. Hit the control panel to raise a jumpway to one of the small caches of items around the area. Now, head back to the water room, then proceed down into the white storage area and jump around until you get the items. (This isn't technically required, so feel free to skip it if you just want to get on with the mission.) From Denis Seguin: "In 3.2, Kejim Base, in the big room with the floor sections that go up and down, I've found that you can take out most of the turrets by crouching right in front of them and shooting up at their ceiling mounts, while their guns are blocked by the edge of the box they're in. Just make sure your back is to a block or you've already taken out the turrets behind you." Now, back in the water room, move around on the lower level until you come to the walkway that lets you access a door opening onto an open shaft. Drop down and crouch through the passage until you reach another largish room. Take a left and proceed into another small observation room to shuffle the floor plans once again. Head back out and into the white room through the now-unlocked door, and nab some more items. Once you're through in there, head back through the previous room and through the door on the other side. There are plenty of troops in the area, so this might be a good time to bust out some of your Thermal Detonators. Once the troops are dead, disable the turret nearby, grab the key from the Imperial, and head down the steps to the brig area. You'll find a platform that takes you up above the prison cells, where you'll encounter another Imperial guarding the locks. Disable the forcefields, then drop down and look around until you find the supply areas, where you can pick up some neato Det Packs. The odd humming sound is coming from a pair of Interrogation Droids that are coming your way. These fellows don't seem to have any distance attacks, so shoot them down before they can get near you and you should be fine. Now walk back past the area where you killed all the Troopers until you come to a locked door. This will open with the security key of the Imperial that was hiding in an alcove across the way. You'll find yourself in an observation room that overlooks one of the rooms you were in earlier. If you're running low on shields, you can get to the shield generator by futzing around with the control panels nearby. Hit the right one once, then the left one three times to blow the shields. Continue on your way through the door, and get ready for a firefight. The blast doors will open automatically, revealing a room full of troopers and an Imperial manning a turret. The Troopers die as easily as they ever do, but you'll have to strafe-fire the Imperial to knock him out of the turret before he can rip you to shreds. Clear the room, and hit the switch in the rear area. Troopers will charge you, so get into the turret and knock them around a bit. Now that the force field is down, proceed into a room with a very odd contraption. The device you're looking at bounces laser beams off the crystal suspension. You'll want to activate the machine, but you'll also want to move the crystal so that the lasers can cut you a passage; you can do both in the small alcove nearby. When the lasers start cutting through the locked door, crouch and move around the perimeter of the room so that you don't get fried. Once you're out of the door, the machine will self-destruct. The next room confronts you with a bit of a puzzle. If you enter the room with the bodies inside it, you'll die very quickly of radiation poisoning. You should have enough health to dash in and grab the Security Key, however, so do that and unlock the computer panel nearby. This activates a remote-controlled Mouse droid, which you'll need to use to flush the radiation from the next room on. Once you're controlling the Mouse droid, roll it along into the next room, and then zip through the small blue passageway until you locate the machines that are pumping out the radiation. Shut them down, then bring the Mouse droid back through the blue passage. Be sure to hit the obscured computer link device on your way back, however; this unlocks the third secret area. **Secret Area** http://www.matthewrorie.com/jkpics/kejimbase3.jpg This computer access panel opens a doorway leading to a Power Converter nearby; this is the final secret area for this level. Hit the Jump key to return you to Kyle's body, then proceed through into the formerly irradiated area. Use the Ammo Power Converter to get the final secret area, then proceed through the door and escape the facility through the crystal immersion chamber. ------------------------------------------------------------------------------- 3.3 - Artus Mine ------------------------------------------------------------------------------- |
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