Levels 1-12 Walkthrough
THIS WALKTHROUGH ORIGONATED FROM RAVENGAMES.com. You can find it there, its
origonal source.
Walkthroughs
Kejim Outpost
Kejim Base
Artus Mine
Artus Detention Area
Artus Topside
Yavin Temple
Yavin Trial
Nar Shaddaa Streets
Nar Shaddaa Hideout
Nar Shaddaa Starpad
Bespin Cloud City
Bespin Streets
Bespin Platform
Kejim Outpost
You'll find yourself in control of Kyle behind an Imperial Shuttle, 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. You can
use this small area 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 switches. 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. 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 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.
Kejim Base
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 here. 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.
Head back around the way you came, and then jump from the lattice walkway to the
Ammo Power Converter for another secret area.
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.)
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 almost instantaneously. 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.
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.
Artus Mine
Mosey down the valley until you come to a canyon. Drop down and scope out the
scene - I don't think the EPA would have many good things to say about the
Remnant's environmental policies, given the green sludge that's floating about
below. Head off to your right to find a Bowcaster next to a body, but don't fire it
yet. Avoid the spotlights off to the left, and head into the room below their spire
to deactivate them. Once you've got that done, jump onto the piping that crosses
the valley, but watch out for falling pieces. Make your way over to the other side
of the valley.
The Troopers in the room above are a bit too concentrated for you to risk running
in and blasting away, so alert them to your presence and then retreat to the bottom-
most walkway above the canyon. As the Stormtroopers pursue you, they'll almost all
fall off into the valley below, since the walkways don't have any guardrails -
something for their union to take up with OSHA, I imagine. The Remnant better hope
they don't get audited, or else there'll be hell to pay in fines. Once you've
cleared the Troopers and the Imperial, grab the latter's key and unlocked the door.
You've infiltrated the mine successfully. Now clean the next room, and grab the
keys from the Imperials. Head down the elevator, but be ready to hit a secret area
about halfway down - there's a small passage you can crouch into as you head down,
but it's easy to miss, so be sure to save your game ahead of time. You can bomb or
snipe the Troopers from above, then head back down to take on the rest of the
troops. There are a half-dozen or so soldiers in this storage area, but you won't
have much mobility in the doorway, so watch the crossfire. There's only one exit
from this room, so head towards the elevator, but watch out for the Troopers that
drop down before you can get there. You can get them all with one well-placed
Detonator if you're ready.
Ride the elevator up and take a left, passing through the rocky mining area. Take a
right at the intersection and head down to another room with some Imperials and a
few Troopers. Grab the key (you can head back to the rocky area to open the crate,
if you wish), then find the doors that lead back out into the canyon. There are two
guide lights on posts here - stand between them until the pipe below you extrudes
enough for you to jump on it. Do so, then crouch and fall down to the small ledge
below. When the pipe retracts, crawl through until you reach the smelting machine.
Shoot the power devices along the walls, then blow away the machine itself. Ride on
top of the machine to the room above, then climb on one of the barriers so that you
can jump on top of one of the moving platforms. Hitch a ride until you reach the
small, dark corridor with the green force crystals; this is where you want to jump
off.
This corridor is dark enough to require the use of light amplification goggles, but
it's fairly linear so you shouldn't worry too much about it if you run out of
battery power. The little Crabs in the area are troublesome, however, since they
move a bit too fast to lead with your Rifle. Use the alternate fire and aim at the
ground between you and them to stun them, then finish them off as they stand still.
This will deplete almost all of your ammo, probably, but it's better than being
turned into critter food.
(A few people have pointed out that the Stun Baton is a little more efficient at
taking out the Crabs than the Blaster Rifle is.)
Once you reach the mining equipment, activate it and start sniping the soldiers
below you - the Bowcaster's alternate fire is quite handy at this, if you haven't
noticed. Drop onto another of the moving platforms, and head for the bottom of the
room. The door nearby leads to some sort of lava-smashing contraption, conveniently
placed to allow you access to the upper platforms. The next room over contains a
mess of troops, and the mine's powerplant, which you can overload by manipulating a
panel nearby. Once it's destroyed, head through the far door to find yourself back
in the main storage area of the mine. Take the previous elevator back up to the
upper level, but this time take a right. Take out the Troopers and the Crabs, and
proceed to the next room, where you'll find a couple of delightfully positioned
turrets. Activate the car here to reach the next area of the mission.
Artus Detention Area
Shoot the prisoners in the room you start out in, then climb up the metal bar to
reach the panel to unlock the door below. Kill the troopers in the next room, then
use another panel to unlock another door. You'll find yourself in a large
cylindrical prison area, joined by a series of staircases. You'll need to fight off
quite a few Trooper ambushes as you progress upward, and there's a surprise in the
form of Mobile Turrets on the top level, so be prepared for a firefight. Take
another staircase up to the facility's control room, where you'll be able to unlock
all the prison doors, as well as activate the fan in the airshaft running up the
middle of the room.
Go back down the stairs and through the previously locked door. Proceed through and
talk to the prisoner. He'll tell you that you need to capture the Base Commander
and force him to unlock the hanger's blast doors - but first, proceed into the
hanger and take out the Troopers. They'll fire on the prisoners, unless you get
really close, so pick them off from a distance. You can examine the hanger's floor
for some miscellaneous items.
Head to the upper platforms in the hanger, and find the unlocked door. When you
reach the walkway, shoot the lattice grille and jump through. Thankfully you
activated the fan earlier, and you can float down the pipe until you hit the
bottom; make sure you land on the grate or you'll get injured by the fan. You'll
eventually reach another darkened mine area, which will be much longer than the one
you ran through in the last level. My recommendation? Book it. Just run past all
the Crabs, keeping your goggles on, and they shouldn't have enough time to get
their bites in. The passageway is linear, so proceed until you reach another room
where the Crabs are chewing on Trooper bodies. Head through the door hear to reach
a hallway with two more doors. The rightmost passage will take you back to the
hanger, but the leftmost will lead you to the Base Commander. Kill all the Troopers
and walk down the stairs to your right to find the Commander, who won't put up a
fight. He'll walk along slowly as long as you have your crosshairs on him, so march
him up the stairs towards the blast door. You'll have to protect him from the Crabs
that pour forth. After he lets the prisoners out of the main door, he'll
predictably turn on you, so blast him and the rest of the Troopers. Now head out
the newly unlocked door until you find a locker room for the mine enforcers. Blast
the grates and crawl out of the facility to end the level.
Artus Topside
Well, you're caught between a rock and a hard place as the level opens, since an AT-
ST is gunning for you right from the beginning. Duck into the alcove to your left
to grab the Imperial's supply key and activate the elevator. Run back outside,
avoiding the AT-ST's fire, and take the elevator up to the top level. Man the
turret to kill the AT-ST, then swing it around to take out the Troopers above you.
Once the second AT-ST is destroyed, you can check the nearby room for a Large
Shield Generator if you got the Supply key below. Take the elevator back down into
the valley. Run (do not walk) down the valley's length. There are a lot of Troopers
hanging around, but if you strafe and dodge well, you can make it to the end
without getting hit. (Just make sure the AT-ST doesn't squash you.)
Take the lift up to the top of the valley. The troopers outside are using juiced-up
Rifles, and can fire more rapidly than most soldiers can, so you might want to set
a proximity mine or something to take them out, since they will wear down your
shields quite rapidly in a firefight. Once you take out the troopers on the ledge
to the right of the door, walk across and shoot the grate to find a secret area.
Now, head down to the Ion Cannons, and use the Turrets to shoot any of the troops
in the valley below. Make sure you get the AT-ST in particular, because you'll have
to come back and shoot it if you miss it now. Walk past the Ion Cannons, making
sure to avoid their walkways before they fire, since the charge electrifies the
metal temporarily. The next large room after the cannons is a repair bay for the AT-
ST's, so clear it out and grab the security key from the Imperial. There are a
couple more rooms accessible from the lowest level of the repair bay, and in the
final one you'll be able to access the force fields that are protecting the Ion
Cannons. Shut them down, then head back up and blast the Cannons with the nearby
turret. If you didn't destroy the AT-ST in the canyon before, you'll get a message
telling you to do it now, which is a task, since it will sometimes hide in one of
the mini-valleys underneath the Ion Cannons. If it's already been destroyed, head
back to the repair bay and through the now-unlocked door on the other side of the
upper level. Avoid the trip mines in the passages beyond, and eventually you'll
reach the Raven's Claw.
Desann, unfortunately, cannot be beaten at this stage of the game. I've managed to
knock him over with a lucky Detonator Pack, but he'll generally throw everything
you dish out right back at you. Once you fall, a series of cutscenes will ensue,
ending the mission.
Yavin Temple
A Protocol Droid will let you know that Luke is waiting for you. You can look
around for a bit if you wish; there's a recreation of the war room from A New Hope
near where you begin the level. There's not a lot to do here except check out some
Jedi Padawans engaging in a little lightsaber duel action. Once you get bored
watching them, head up to the very top of the Temple, where Luke awaits. Apparently
he finally hit puberty, because his voice has changed a bit.
Once you're ready to begin your tests, head back down a level or two and find the
door that was previously locked. Stroll through the garden until you find the
rabbit-hole. Drop through to begin your adventures with the Force....
Go right once the next level loads to pick up Force Push. In the next room, Push
the grey panels on the wall to find the correct glyphs you need to proceed. The
middle square, between the arrows, needs to have the correct sequence of glyphs to
unlock the door, so Push the tiles around until you are able to proceed.
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 the water level has risen, stand by the door
to let the platform float up from the bottom of the water. The gate across the way
will also rise; once it's completely retracted, hit Speed and dash across the
platform. It'll sink, but you should have plenty of time to Jump underneath the
gate before it falls completely.
Now, use Push on the wall next to the door to break open another passage. Once
you're below, you can use Push on the blocks below the stepping stones to make
something of a ladder. You'll need to Jump on top of the stones, then Jump on the
small guide stones next to them to complete the next jump.
This area is confusing so I've updated a couple of pictures to help anyone who's
stuck.
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 ropes to release the stones. Cut the
lock on the next door and you'll be off to Nar Shaddaa.
Smuggler’s Moon
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 distance,
and be careful not to fall. In the next room, shoot the barrel to get through the
wall, then cut the small electrical pipe to de-charge the water. Pull the platform
out from the next wall, then jump up above to another small area. There's another
secret area across the top of the glassed-in walkway; jump from there to the area
to the right to find a couple of Bacta Tanks. Hit the panel near the R5 unit to
pull a loading crane below within jumping distance. Fall down onto it, then Pull
the other crane to you, and jump from there into the floating garbage scow. As it
moves off, you'll notice a red garbage chute above you; the jump from your hauler
to this area is very difficult. Stand on the very edge of the hauler and hit crouch
when you reach the apex of your jump, and you might make it into the corridor; this
is the final secret area. Drop down into the hauler again, and as it speeds along,
you'll need to hit the small red/green switch lights with Push in order to bypass
the early exits and hit the end of the level.
Reelo’s Hideout
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, crawl into the duct, and then blow up the explosive canister below.
Head back to the ramp and drop down into the room below. Cut the door's lock, and
proceed through the now-smashed wall to find the prison area, where the game's very
special guest star awaits. Once you've had your conversation, head back to the ramp
area, and go through the door at the top to find yourself on the walkways at the
top of the garbage smasher room. At the far side of this area is a small control
room where you'll be asked for a password - the prisoner gave it to you, so you'll
be allowed through. (If you didn't have the password, you'd have been dropped into
a room with an electrified floor.)
This next area is rather tricky, due to the overwhelming forces aligned against
you, so keep your Bacta tanks primed and ready to go when you hit your item key.
Once you reach the grate separating you from the Weequays, break through with your
saber and start chopping. Take your time with the turrets ahead, and be sure to
destroy them all before proceeding. The next hallway contains a multitude of
recessed Rodian riflemen (really!), but you can run past them if you wish. Push the
panel through the cracked window to escape. Once you find yourself in Reelo's
gladiator pit, destroy the turrets up above, then flip on your lightsaber to avoid
getting mauled by the Weequays that come pouring out. One strategy to take them
down quickly is to lure them off to the side of the room, then duck into the little
alcove they formerly inhabited. They'll bunch up as they run towards the alcove,
allowing you to duck out and get most of them with a single saber throw.
Now, head upstairs to find that Reelo has flown the coop. Snoop around behind his
desk to find a switch that opens a secret door nearby, then drop down the shaft to
find another secret area below the stairs (Pull the lever to slide the stairs to
one side). Head through the door to find Lando, who leads you to the end of the
level.
Starport
Follow Lando until you reach the control room overlooking the Lady Luck. Head down
the lift and across the walkway nearby to find yourself back in the previous room,
then proceed through the door to your left to enter a room with 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
Lando, since the mission ends if he dies. Once they're all taken care of, Lando
will message you and let you know that you need to start the refueling process, as
well as open the roof so that you can escape. Examine the blue and red piping
that's connected to the ship to find the codes for 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 computers, the
roof will open and Lando will summon you back to the ship.
When Reelo makes his appearance, hit the panel in the cockpit of the Lady Luck to
lower a hidden turret. Aim for Reelo first, and then blast the rest of the troops
to finish the level.
Bespin Cloud City
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 another docking bay if you wish to get
a couple more Bacta Tanks. Otherwise, wait for the flames in the central chamber to
abate, then hit the panel next to the Ugnaught and use Force Speed to cover the
distance before the door closes. (You can also 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 the next area.
The three grates in this room cover up airshafts - cut the one to the left of the
entrance and float up to a large open area, similar to the location of Luke's duel
with Vader. Ride the columns of air up to the higher platforms; 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
individuals waiting), go through the door and walk down the hallway to Carbonite
Chamber #17, which acts as an elegant backdrop to another duel. The door nearby
contains the R5 unit which you need to access the adjacent lift.
Bespin-Cloud City-Streets
Once you're able to move, jump up to the elevated area and take out the Trandoshan -
watch out for the trip mines near the door. Lower the lift in the control room,
then head around and wait for the R5 unit to open the door.
This hallway here is quite a gauntlet. Your R5 unit can take a fair bit of damage
from the trip mines that are spaced out along the hallway, but the enemies across
the way will pose a double threat for you. You have to shoot as many of the trip
mines as you can, so that the droid doesn't perish, but you'll also need to shoot
some of the aliens across the way so that you don't get killed. Concentrate your
fire on the Rodians, then take out any trip mines that are still in the way of the
droid. You'll get hurt pretty badly in this area if you're not careful, so keep an
eye on your health and make sure you don't set off any of the mines yourself.
The next room contains an alcove where the R5 unit will stow itself away - wait for
it to open the door and walk through for an easy Secret Area credit. The next door
over leads you to another room with various miscreants. Pass through to an open
area with a Cloud Car. As you proceed towards the exit door, another Reborn will
appear and challenge you. He may be bugged - I was able to freeze him in place by
shooting at him with a Blaster Rifle as he landed, and then finished him off with
the Lightsaber as he was immobile. Your mileage may vary.
Join up with the Cloud City Trooper in the next room and hit the streets. If you
see Grans or other enemies on the ledges above you, you can combine Jump and Pull
to cause them to stumble onto the ground below, which usually kills them. This is a
handy method of threat disposal that you can use without de-equipping your
Lightsaber.
When you round the corner with the Cloud Car, switch to your Disruptor and snipe
the enemies at the far end of the road - the last thing you want is a turret
pointed your way. Once you proceed down the road, all hell will break loose in the
form of multiple enemies on the upper ledges. You can hop in the turret if you
like; I generally just run to the platform, ride up to the next level, and take
them on from there. follow the walkway until you reach another series of rooms -
don't miss the Shield Converter or the locked door that contains some more of your
CC Trooper friends. When you reach the large open crevasse, ride the lifts to the
control room and open the large door below. The next area pits you off against two
Reborn at the same time. I found that Saber Throws were particularly effective
against this dynamic duo, especially when you aim at their feet.
Ride the nearby lift up and gingerly cross the bridge - it's wired with mines that
activate when you're about halfway across. It's best to retreat, shoot the enemies,
then use your Repeater's secondary fire to wipe out the mines in your way. When you
reach the window nearby, find the pool of water below and drop down. The next room
over contains a few Stormtroopers - the first Imperial targets for your newly-
appreciated Lightsaber. Head up the lift for another firefight, then go out onto
the docking platform to find an Imperial with a Security Key. Use it to unlock the
door nearby, which ends the level.
Bespin Cloud City- Platform
Another Reborn will attack you as you proceed down the hallway. When you reach the
door, you'll spy some Troopers milling about, protected by a pair of trip mines.
When you alert them to your presence, they'll come through the nearby room to your
area - I got a kick out of Pushing the field commander into the laser beams, but if
you feel less cruel, you can simply mow them down with your Saber.
In the area with the small lamp in the middle, take either of the doors and use
your Repeater's secondary fire to clear the mines and the Sentries on the floor.
Head through the unlocked doors to find a room with a few Stormtroopers - there's a
secret area in the shadows between the stairs, near the R2 unit. Kill the Officer
in the adjacent room, get his key, and return to the lift you passed by before. Be
sure to destroy the trip mines above before you start going up, however. Take the
hallway to your left and use the Security Key to unlock the door.
Kill the Reborn that comes out of the room, then use the panel by the window to
unlock the doors leading to the docking platform you see. Head back down to the
area where the Sentries were posted, being mindful of a couple of large firefights.
If you kill another Officer with a security key, you can open the doors near where
the trip mines were placed when you entered the level. The door with a Shield
Converter contains another Reborn, one more powerful than the ones you've faced so
far. Recharge your shields, then head through formerly Sentried hallway until you
reach the docking platform.
Tavion awaits. She is...tough. Even on the regular Jedi difficulty level, I have a
hard time beating her. She's wicked fast and agile enough to change directions in
mid-jump, even without a surface to propel herself from. She wields what seems to
be a Level Three Saber Throw, as well as advanced Force Grip and Lightning. I
recommend making a full save as soon as the fight begins, and quick saving during
the fight as you wear her down. She makes a distinctive grunt when she takes
damage, so if you think you've managed to hurt her without being hit since your
last save, quick save again. Repeat. It's certainly a cheesy tactic, but one that
practically guarantees victory, if you are able to wield a Lightsaber at all.
In practical terms, though, you'll need to stick close to either the open pit in
the middle of the platform, or the sides of the platform, simply to avoid her
Lightning attack, which wears your shields and health down considerably if you
can't outrun it. If she catches you in a Grip, Push her away to break free. If your
sabers Clash, hit the primary fire button while also tapping Push as quickly as
possible. You can't Push out of a saber clash until your Push is at Level Three,
but if she knocks you down, you can sometimes Push her away before she can strike
you when you're defenseless. Your primary method of dealing damage will be simple
slashing techniques; she'll sometimes overwhelm you and deal massive amounts of
damage when you're in close, however, so you should float like a butterfly and
sting like a bee (i.e., dart in and out of her saber range while getting as many
licks in as you can).
Once you defeat Tavion, the level ends.