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Walkthroughs of Jedi Knight - Dark Forces II

Jedi Knight - Dark Forces II Walkthroughs

Jedi Knight - Dark Forces II


Version 2.6

Written by: Superboc (Superboc@hotmail.com)

Copyright 2004, Dave Thomas. I would very much appreciate it if you contact me
to ask my permission before posting any or all of this FAQ on your own site.
However, if you're trying to profit from it, or if you intend to change anything
about it, don't bother contacting me.

Version History:

Version 2.7 - This should do it. So many people have asked about one minor
detail, that I'm adding in an FAQ section. A much-needed one.

Version 2.6 - I'm back. This update will correct a major mistake in the FAQ
(how the hell did I miss that?!), and clarify some things that've been asked in
e-mails since the last version.

Version 2.5 - Alright, this should be the last version of this FAQ for a long
time, if not forever. When this version is considered complete, it will have
thorough walkthroughs for every level in single-player mode, and details on
every MP level in the game, including CTF levels.

Version 2.4 - It's been awhile. I've noticed a trend of people asking for
advice on how to beat Boc and Jerec on the GameFAQs boards, so I think I'll
switch things up a bit and cover those two battles with this one. I'll also
cover the Bespin Mining Station MP level. (I'm writing this on 12-18-02,
actually; hopefully I won't be so burned out from The Two Towers tonight that I
forget about this.)

Version 2.3 - I'll finish through level 16 for this one. This is where the FAQ
will start to get tricky; writing a separate light side/dark side FAQ would be
very, very big, but obviously there are major differences between the light side
game and the dark side game, so I'll have to think of something once I finish
level 14. Oh, and how about two more MP levels. I'm thinkin'...maybe I'll
cover Nar Shaddaa and Blades of Death this time.

Version 2.2 - This version will be completed when I've covered through the
Brothers. That's 4 more levels, which isn't half bad, if I may say so myself.
I'll also cover another MP level; I think it's about time I covered the always-
popular Canyon Oasis.

Version 2.1 - Version 2.0 covered about halfway through level 4. Version 2.1
will cover through the battle with Yun, and I will add another MP strategy
guide. This one will probably be for Battleground Jedi, which won't take long
to write at all.

Version 2.0 - I love this game. That's why I'm going to update so frequently.
This will be the first version of any JK FAQ on GameFAQs to include a partial
walkthrough. It'll have walkthroughs for the first few levels. (Having not
written the second walkthrough yet, I don't know when I'll actually submit this,
but...) UPDATE: I've decided to send this in as soon as I get confirmation, one
way or another, on whether or not version 1.0 is posted. UPDATE #2: It doesn't
look good. I'll send it in now. I'm guessing the reason it wasn't posted was
because, as I said, it had nothing new in version 1.0.

Version 1.0 - First version of the FAQ. When I send this to CJayC, I hope to
have a complete list of weapons, items, Force powers, and other stuff I think
of. I fully intend to write a walkthrough, also, although there's no way it
will be complete with version 1.0. Truthfully, this FAQ won't be too useful
until I get started writing a walkthrough; all the other FAQs I've seen don't
include walkthroughs. More on that in the introduction, though.

Table of Contents:

I. Introduction
II. Single Player Walkthrough
1: "Double-Cross on Nar Shaddaa"
2: "The Lost Disk"
3: "The Return Home to Sulon"
4: "The Jedi's Lightsaber"
5: "Barons Hed - The Fallen City"
6: "Into the Dark Palace"
7: "YUN - The Dark Youth"
8: "Palace Escape"
9: "Fuel Station Launch"
10: "8t88's Reward"
11: "GORC AND PIC - The Brothers of the Force"
12: "Escape With The Map"
13: "The Lost Planet of the Jedi"
14: "MAW - The Revenge"
15: "The Falling Ship"/"Into the Darkside"
16: "SARISS - Jedi Battleground"/"YUN - Battle to the Death"
17: "The Valley Tower Ascent"
18: "Descent into the Valley"
19: "The Valley of the Jedi"
20: "BOC - The Crude"/"BOC - A Nuisance"
21: "Jerec - The Force Within"/"JEREC - Battle for Power"
III. Multiplayer Mode
1. Capture the Flag
- The Duel
- The Arena of Dark and Light
- The Challenge at Nar Shaddaa
2. Deathmatch
- Nar Shaddaa Loading Terminal
- Bespin Mining Station
- Blades of Death
- Canyon Oasis
- Valley of the Jedi Tower
- Battleground Jedi
IV. Stuff Lists
a. Weapons
b. Items
c. Force Powers
VI. Thanks

I. Introduction

This is my third FAQ. My first was for Crystalis, and my second, which was
never posted online, was for Donkey Kong. (I still don't know _why_ my DK FAQ
wasn't posted, but that's another rant, for another day.)

If my user name hasn't tipped you off, I LOVE Jedi Knight. I got it like, the
first week it was out, and played it for months afterward. The reason why I'm
writing this now, so many years after JK's release, is because one day, while
glancing through a list of FAQs on GameFAQs (MY VERY FAVORITE SITE EVAR), I
noticed that not a single one had a comprehensive walkthrough. For shame. So,
in order to rectify this overwhelming oversight on the part of everyone
everywhere, I will write again.

II. Single Player Walkthrough

Level 1: "Double-Cross on Nar Shaddaa"

The cutscene before this level introduces 8t88 and re-introduces Kyle. 88
reveals his motive, assisting Jerec, and leaves Kyle in the hands of some Grans.
Kyle quickly escapes his keepers.

Then the level begins, as the remaining Gran runs off. This first area has a
shield unit to the left, and the first of many harmless civilians that you dark-
siders can kill. The bar next door has two Grans: a new one, and the one who
ran from you. Kill them both, hop over the bar, and pick up the items on the
other side, including a Stormtrooper Rifle. Follow the corridor, killing Grans
and picking up power-ups as you go, until you reach a point where there's no
real wall to your right. Walk out into the night sky, and look at the steep
slope opposite the main path. You can climb it. It leads to another roof, with
a hole in it. Kill the enemies through the hole, drop in, and you've found
secret area #1. Be careful not to fall through the fan, but rather, follow the
path to an elevator that leads up to a Gran and the IR goggles. Head back to
where you first left the beaten path, then press the button and open the door

You'll soon come to an area with two more enemies. Kill them, then step back
outside to pick up some energy and shield units if you need them. Jump back
inside, follow the path. Around the corner you'll find a Rodian, who's easily
killed. Use the nearby boxes for cover and use the Bryar pistol to pick off the
enemies from a distance, then run straight along the wall. Don't stop until you
reach the corner, then turn around quick and put two shots in the Gran that was
behind you.

Continue following the path, picking up items. There's an elevator, and beneath
it, you can find 2 shield units and 2 energy units. Ride the elevator up to the
next floor. Here, cross the bridge. To the right of the bridge is a shield and
energy unit. Beyond it, you'll find another bridge, with two more enemies on
the other side. Kill both, then continue.

The next room has some boxes with a shield unit behind them, as well as a Gran.
Beyond that, there's a room with several enemies, including a hard-to-hit Rodian
and a Gran in the ceiling. Open the door at the end, and you're back outside.
Look way down, beneath where you are, and you'll find a ledge. Drop (don't
jump) to it. You'll take damage, but it's secret area #2. It has an elevator
leading to the ceiling of the room you were just in, and it has enough health in
it to heal you anyway. Head back to the cliff you dropped from, and go through
the opening.

This room is kind of cool. It has two Grans, so wipe both of them out fast,
then go past them and around the gaping hole. Be careful not to fall in; it's a
little trickier to get out, because it leads to a decent number of enemies. Hit
the switch, and soon, an elevator will crawl down to where you are. Hop on
board. As it goes up, there's a shaft off to the right. It leads to secret
area #3, so go inside it. Eventually, it'll lead you back to the switch to call
the elevator, which is convenient. This time, ride the elevator all the way to
the top.

You'll come out into a large opening with a Gran standing right in front of you.
Kill it, then head into the room to your right. There's a switch in here by the
woman, so hit it to call another elevator, then run outside and jump on before
it leaves. Pay attention; enemies come seemingly from nowhere here.

Another opening, this time with two Grans. One is way up on a platform which
you don't have to bother with; save your ammo. After killing the other, move
into the next area. Here, you can see a shield unit across the gap. It's an
easy jump, but be careful - if you fall in, there are lots of Grans and lots of
unnecessary fighting. At the end of the path, you'll find a landing pad with an
old man on it. (I, being the dark-sider I am, pushed him off the ledge.) The
landing pad leads down into the pit where you could've fallen, so don't go
there; instead, go through the opening just before it. There's a Gran to your
left guarding a switch, and a Stormtrooper Rifle to your right. Hit the switch,
and procede to the next area.

There's a large hole in the ground because you hit the switch. Drop in, and
clear the surroundings of Grans. Hit the switch here to bring the elevator
down, then get on, and hit it again to send it up. The area is surrounded by
platforms. Don't bother going straight when you're on the walkway; it leads
back to the sniping Gran I told you to ignore earlier, and there's not much else
up there except a few items you probably don't need. Instead, procede to the
closed door.

Open it, and start firing. There are two Grans right behind the door, and a few
more at the end of the hall. Going out the door, you'll recognize the bridge
which was above the area you passed through earlier. Now, this is a bit tricky:
the sloped floors can be jumped across, though it isn't easy, and secret area #4
is at the end. If you angle yourself into the slope, you'll make it alright.
At the end, you'll find a Smuggler's Backpack and a Bacta Tank. Head back to
the bridge.

Continue along the path, past the TIE Bomber, then kill the Gran in the next
room. Ride the elevator up if you want; you can kill a droid. You have to go
through the door. On the other side, there's a Gran right in front of you, and
a Gran off to the left. Kill both. Moving forward, you'll find even more Grans
in the ditch in front of you. Cross through the ditch. In the next opening,
there's a wall for cover to your left which has two shield units behind it, but
you need to go to the right. Drop in the opening.

Follow the ramps up, killing Grans as you go. At the end of this area, you'll
find a switch. Hit it, then rush back outside. You'll find the floor opening
up. Try to position yourself on top of the wall of the ramp. Looking below
you, you can see a stack of boxes at about 7:00 if you're facing down the ramp.
Try to drop to it. If you succeed, climb on top, run to the other side, drop
in, and you've found secret area #5. The only thing of interest here is the
pack of Thermal Detonators.

Look out from the side of this stack of boxes, and try to snipe at any Grans you
can see using your Bryar pistol. It makes things easier later. You can
actually pick off over half a dozen guys this way. Drop down, and stay along
the right wall. You'll come to a steep slope guarded by another Gran. At the
top of the slope, there's an opening leading to secret area #6. Kill the Grans
inside of it, then drop through one of the fans. Finally, in this last hallway,
open the wider door and you'll be at the end of the level.

Level 2: "The Lost Disk"

The first part of this level can be approached several different ways. I prefer
to drop onto the platform to your left, pick off the Grans below, and drop to
where they are. From here, you drop off the cliff and into the sewer tunnel,
where you find 8t88's arm, still clutching the disk. Unfortunately, that's only
the beginning of this level. Shortly after you pick up the disk, the gate
opens, revealing two Grans - one of which has Thermal Detonators. Stay away,
because they like to go kamikaze on you.

This pipe system isn't complex. It's a single path with Grans at every corner.
Keep an eye out for enemies with Thermal Detonators; if they activate it but
don't throw it, it'll still blow up after they die. Eventually, the pipe will
come to an end. To the right (and back a little bit) of the pipe's end, you can
find some power-ups. Go through the nearby door to continue.

Around the corner, you'll find a woman being held hostage by a Rodian. You can
still hit him, though. After that, there's a Gran in a long hallway, then two
more Grans at the end, way below you. Pick them off before dropping to their
floor. Look out the window to your right, shoot the Gran way up above you, then
look straight down. Edge SLOWLY off the floor, and try to fall backward and
land below you. This is secret area #1. Take the elevator back up, and fall
through the floor to return to where you were.

The next area is probably the hardest yet, but that's not saying much. The
Gamorrean Guards in this area take 4 shots apiece, but they're slow. Take the
ramps up and cross the bridge, killing the Gamorreans as you go. There will be
three on the ramps and three more in the next room. Run into the room, then
quickly run back out so that you can fight them one at a time. Whatever you do,
don't let them hit you. They go right through your shields, and do impressive
damage to boot.

After going through the door, head left and follow the path. Going straight
gives you nothing but more fighting. Go through the hallway and drop into the
farthest opening in front of you. Pick up any power-ups you need, then pick off
the Grans. The enemies here regenerate, so be warned. Facing the stack of
boxes, you want to head left first, down the ramp. There's an opening in one of
the walls in the very corner of this room; look for it, and follow the path.
Hit the switch to start the conveyor belt, then jump to it, and drop down to the
side opposite where you were. Follow this path (don't go down the ramp; go
through the opening). Climb the stack of boxes, ride the elevator up, then wait
for a box to appear along the conveyor belt. Jump on the box and ride it up to
the next area.

Get off the box and head left, facing the way the box starts moving. Open the
door, kill the Grans, jump over the boxes, and open the next door. The Red Key
is to your right; a Gran is guarding some items to the left. Head back out, all
the way to where you got off the box, and cross the narrow bridge there. Hit
the switch here to move the bridge, then open the door. There's a Gamorrean on
the other side. Go inside and hit the switch to open the next door. Head back
out and, heading left, cross the bridge. Go through the now-open door.

This is a fairly straightforward area, with one thing of note: if you get on top
of the reddish box, and jump to the darkened wall, you'll find secret area #2.
Head up the ramps after killing the Grans, then continue forward. You'll find
yourself on a large conveyor belt. Run against it until you reach the opposite
wall, climb the slope, then wait for a huge box to descend. Jump on it and use
it to cross to the other side. You have to do this three times to finally get
to the top of this area.

The next room has two Gamorreans in it. Kill both, and continue forward. Now,
you're in the single hardest part of the level. You can hit the switch to cause
the ledge to start moving back and forth, but you can do this without that.
Simply run along the long, right fork, and jump off. Aim for the edge below you
and to the left. Save first, because it's an extremely close jump, and is very
difficult to make. The long thingy on this ledge leads to secret area #3. Head
back along the long thingy.

| |
| |
| ------------------------------+ |
| \ | |
| \B | |
| \ | |
| \ | |
| A | | |
| = = | | |
| | | | | |
| <---> | | | | |
| | | | | |
| | | | | |
| |
| |

Just jump from point A to point B. You'll incur some damage, but that's okay.
Secret area #3 has a Revive, so it's like nothing happened.

Go down the ramp and drop down onto the conveyor belt below. Go against it. At
the end, wait for an empty (or nearly-empty) elevator and hop onto it. Ride it
up to the next area. Continue forward to the door; there's nothing of any
interest here. On the other side of the door, shoot all four Grans that come
your way, then jump to the boxes to your left. From these, jump across to the
boxes opposite you, and kill the Gran. This is secret area #4. Drop back down,
and move along the stopped conveyor belt.

Now, you'll find an elevator. Ride it up partway; secret area #5 is here. To
reach it, stand on the narrow ledge created by the opening in the wall, and
follow that to a very dark room. Get back on the elevator and go up to the next
place, where a conveyor belt carries boxes along. Jump across to the next
elevator. From here, drop onto the top of a box and then jump to the top of the
place where the boxes go to find secret area #6. Ride up on the second
elevator. Just before it reaches the top, you might notice slight indentations
along the walls. Get off and follow them to find secret area #7. Finally, ride
the second elevator all the way to the top.

Follow the path and kill the Rodian, then head back to where you came up the
ramp. Notice that narrow ledge? Walk along it, then jump across to secret area
#8. Use the Super Shield here to your advantage, by running along the path at
top speed to the final area and clearing it of enemies quickly. Jan Ors will
pick you up, and the level will end.

Level 3: "The Return Home to Sulon"

By the time you get back to your house, Sariss, Yun, and Boc have already stolen
the map to the Valley of the Jedi. Your mission is simple: find your way to
where the map _was_, in your father's workshop.

You start out in the middle of a large field, surrounded by Tusken Raiders.
Clear them out. The wall opposite the house has two secret areas, one in front,
and one on the side. Both are rather clearly marked, and you have to shoot them
to access them. (They explode, so keep your distance.)

The front door is locked, so go around back. A window-shutter thingy is loose,
and when Kyle says, "This looks interesting," push it open to get inside. The
first room is pretty plain, but there's a very dark room behind with a Tusken, a
battery, and two shields. The second room (upon opening the door) has a Tusken
to your right, and two other doors, but one is locked. The next door leads to
the main hallway, which is pretty torn up. Conveniently, the front door slides
open now, but don't go back outside; fall into the pit to your left.

Explore the basement thoroughly. There's a crack on a section of wall to your
left. Use a thermal detonator to break it open and find secret area #3. Head
up a flight of stairs and go through the first door. In this circular room,
clear out the Tuskens. This leads into the garage. The red key is hidden
behind some boxes. You can also find a smuggler's backpack and a little more
equipment here if you need it. Head back out to the stairs, and continue going

Go through the next three rooms, collecting and fighting as necessary, until you
reach a green-colored room. The door to the left was locked earlier, and secret
area #4 is at the end of the long hall. After that, use the red key to open the
door to the right of where you came in. Head up the stairs.

You'll find yourself in a fairly long hallway. Secret area #5 is a wall panel,
the second-to-last on the left. Shoot it to open it. Continue across the
bridge to the next area. Try each door here in succession. The first is just
some power-ups; the second is locked. The third has the yellow wrench, and the
fourth leads (eventually) to the blue wrench and a lot of power-ups. If you
follow it the rest of the way, it leads back out into the hallway through the
second door. Finally, the fifth door is locked, so skip it for now and drop
into the water.

To the right of where you jumped in from, there's a hole. Crouch to sink into
it, then swim through to the other side. Here, you have to fight a Tusken and
then use both wrenches. It will dam up the other side, allowing you to procede.
Swim back through to the other side, and go through the now-open doorway on this
side of the wall. This is secret area #6: in the darkest area, the right wall
has a passage in it which hides another Tusken and some power-ups. Find it,
then head back up to the top, which turns out to be the fifth door in the

Drop back into the water, and head to the right, but use the side to climb over
the wall. There's a passage you can go through. Follow this path and you'll
find yourself by some strange pools. I don't know what they are; my best guess
is battery acid. Anyway, from where you first see them, secret area #7 is
directly below you. You have to drop into the pool to reach it, so be quick.
Now, you just have to rush to the other side. Don't even bother trying to stay
out; just hurry, because secret area #8, up ahead, will have health.

The next area is dark. Turn on your IR goggles and equip a bowcaster, because
the bat-like creatures in this area are best hunted with bowcasters. Follow the
path. In fact, it's not a bad idea to turn on your map with TAB, so that you
can see exactly where you're going. Secret area #8 is in here, along the right
wall. It's not very well-concealed at all, in fact. Continue following the
cave for a short distance, and you'll come upon Morgan's workshop. The level
ends here.

Before continuing to the next level, a little post-level Force powers advice.
By now, you should have 3 stars if you've been following the walkthrough. If
you don't, oh well, but if you've got them, put 2 stars on Force Speed now.
Speed comes in handy big-time on Level 6, and I'd advise you to have 2 stars on
it by then, but you won't get any other powers between now and then, so you may
as well put 2 stars on Speed, so that you can use it in levels 4 and 5 if you
want. Besides that, Speed does have some use, especially when you're
underwater, so it's worth it.

Level 4: "The Jedi's Lightsaber"

You start out in Morgan's workshop, with your new lightsaber equipped. Practice
if you want (you can even call remotes to fire on you), but eventually, move on
by dropping through the broken grate to the right of where you start. The saber
comes in handy early on, as you can sneak up on the first two Tuskens without
them seeing you, but you might want to consider equipping the stormtrooper rifle
sometime soon; the saber's not the best of choices early on against multiple

Continue on this path until you reach a dead-end, then climb the ramp to the
upper level. To the right, you can see rushing water. If you follow the
current, you'll find secret area #1. Now go against the current as far as you
can. Fight a couple Tuskens, then continue, crouching through the gate. In
this area, you want to take two consecutive lefts, until you see where the water
goes through a sort of funnel. Equip your saber, then go in. Hack and slash
through the grates that come up, and when the path opens up, quickly go to one

Secret area #2 is hard to reach, in my opinion. Following the path above the
water from where you came, it's on the right fork. See that opening opposite
the waterfall? Jump to it. Climb the slope, pick up the items, and drop back
into the water, then take the left fork. Going against the current, you have to
drop down to the floor below. Now, you get in and follow the current, but only
until you reach the first solid ground, which is upwards of 10 seconds later.
Look below you and kill the Tuskens, then drop down there and head downhill.

Strangely enough, if you follow this path, you'll find secret areas #3 and #4
within 15 seconds. It doesn't seem to me like you could hit one and not the
other. After passing through secret area #4, you can drop down to the area way
below on the left, but be careful not to take damage. Follow this dry canal to
its end.

Now, it gets tricky. You have to walk along some narrow and even sloping
surfaces. On the first part, stay to the left side as much as possible. On the
second one, stay left, then cross at the middle. On the third, stay right, and
cross (again) at the middle. Only shoot the enemies when you first enter each
part, and ignore power-ups altogether. You'll get through to a canal with a
fairly strong current after the third part.

Follow this canal to its end, picking off the two bats and getting any power-ups
you need. Ride the canal to the next area, where a Tusken waits for you on
either side. Kill them both, and hop out, but walk along the left side of it
and you'll come to secret area #5 near where the third Tusken waited. Get back
in the canal, and ride it into the next part.

This place is strange. It's laid out as three concentric circles, and the only
way to travel between them is through openings that are submerged deep beneath
the surface of the water. From where you fall in, the first opening is opposite
you; the opening's bottom is marked by a shield unit. From there, the second
opening is opposite that! If you don't have Force Speed, take your time, and
don't try to get through the entire thing at once; rather, come up for air
between the two. If you do have Speed, that makes things much easier. When
you're inside the innermost circle, head straight up to the top. In this
chamber, hit the switch to raise the water level, then swim back out to the
outermost ring. If you explore a little bit, you'll find a new exit. It may
seem similar to the way you came in, but it's different; you can tell because it
has Tuskens still alive.

Follow this canal along a straight line. You'll face about a half dozen more
Tuskens before being dumped in a large pool. Avoid going over the edge, but
rather, head for the area to the right of the pool. This completes another
mission objective. Follow this hallway, ride the elevator up, continue along
the path, and take the first right, going down the elevator. You'll soon come
to a long room with slopes on both sides and a flooded trench in the middle,
with some strange monsters in it. Watch out for the Tuskens to your right and
behind you, kill the monsters in the water, and look along the right side of the
trench underwater for secret area #6.

At the end of the trench, two Tuskens guard another canal. Dispose of them and
follow the canal to its end. You can jump up the steep slope near the end, but
you don't have to. Drop in the large pool and swim to shore, then pick off the
Tuskens. Go through the door on the right. In this room, take the elevator to
the left, and in the control room it leads to, hit the switch. This opens the
gate opposite the door. Go through the gate and Jan will pick you up once

Level 5: "Barons Hed - The Fallen City"

Before you begin, allow me to note: Barons Hed is a great place for changing
your Force alignment. There are lots of civilians, and many of them need to be
saved from enemy Grans and Tuskens. Conversely, you can kill a _lot_ of people
if you want to go with the Dark side. Finding people to kill is easy, but I'll
point out the ones who need saved along the way.

You start in a round area, partially submerged. In the center, deep underwater,
is secret area #1; use Speed to reach it if you can. Leave the round area,
heading right - there's nothing to the left. On the right-hand side, you travel
down a path that follows the water. Nothing big along the way, just pay
attention for Grans and Tuskens. Eventually, after travelling along a platform
on the left-hand side of the tunnel, you'll come to a door.

On the other side of the door, you'll find a Tusken and a civilian. Go down the
stairs and outside. Now you're inside the city itself.

Run across this open space, through the door, and upstairs. To your right is a
Tusken and a civilian; to your left, secret area #1. It's a fairly noticeable
crack in the wall to the right upon entering the room. Cut it with your saber,
crouch in, and you'll find power cells. The real gift, though, is found by then
cutting the ceiling of this small room. On the other side, you'll find the
first Repeater Rifle, long before you even face a stormtrooper.

Backtrack to the fork at the top of the stairs, and go through the right room
this time. There's nothing else of interest in this building, so you can head
down the stairs in the next hall to procede, or search around for enemies and
power-ups if you need to.

At the bottom of the steps, you can go right and find an impressive bar-fight,
or go straight. Up ahead is one of the big secrets in Jedi Knight; a woman
leaves the building in front of you and the door locks behind her, never opening
again, but you can get in if you're very fast and see the rabbit from Sam & Max.

Cross the bridge. There are three separate paths here; two lead to the same
place, and the third leads to nothing but some civilians. Just go through the
first passage you see, on the left side. You'll find yourself in a market. The
first two booths are both occupied by Grans, but otherwise, this place is
peaceful. Pass through, bearing right.

There are two stores in this area. The one whose door you can clearly see has
nothing special, just a few power-ups. The one on your left, however, hides
secret area #2. It's another clearly marked crack in the wall, next to the
woman behind the counter. Slash it with your lightsaber and you'll pick up lots
of power-ups, including a super-shield. Might as well get the full usage of it,
so move fast in the next part.

Head outside and go left. Kill the Tusken, and procede into the large open
area. There are lots of civilians here, and they're under attack from Grans and
Tuskens. Help them or help the enemies, it's your choice, but be sure to clear
the enemies out while your super shield is active and you aren't taking damage.
Search thoroughly; they're along the walls, and in the center.

Now, go to the outer circular area. There's a section that's covered by a large
board. Press the spacebar to move it, and you've found secret area #3.

Head back towards where you entered this area from. Notice a ramp leading
upwards along the right-hand side. Follow it, and go inside the door at the
top. This is another chance to affect your Force alignment. If you explore
behind the boxes in the back, a Tusken will enter. Kill him to save the people,
then head back outside.

Now, stand on the railing at the top of this ramp and jump across to its roof.
From here, jump to the platform that hangs off the side. Yet again, you can
affect your alignment here by saving the two people in the corner. Continue
through this building and across the bridge, then enter the door on your right.

This is secret area #5. Get past the crowd at the door, then explore on stage.
Another clearly marked crack on the wall leads to more power-ups. Head back

Now, jump from the railing to the roof of the circular area. It's a bit tricky,
but it's possible. Follow the roof around to the final part of the level. Go
down the ramp (not through the door). There's a steep incline here with a
passage at the top of it, but it's very difficult to reach without Force Speed.
Inside is secret area #6.

The rest of the level is easy. Backtrack to the door, work your way through the
darkened building, pass along the rooftops, and drop below. Kyle hears a probe
droid, and the level ends.

Level 6: "Into the Dark Palace"

Level 6 begins right were level 5 left off, with Kyle killing the probe droid.
After that, move through with caution. Beyond the first building you go
through, there's a sequencer charge. Destroy it by rolling a thermal detonator
its way.

There's nothing of interest here, except 3 probe droids and a couple power-ups.
Procede to the staircase to your right, and roll another thermal detonator down
it; there's another sequencer on it, and yet another within the building beyond

In this darkened building, head upstairs and unjam the door by hitting it with
your saber. Inside is another probe droid; keep your distance when it explodes.
Roll another thermal detonator into the next room to get rid of yet another
sequencer mine. Head back outside, to the right.

There's another probe droid here. Destroy it and move into the rubble of the
next building, then drop into the hole inside. The layout here is confusing.
Take the right path, with the archway, which leads underwater soon afterwards.
(The left way, which leads upstairs, ends with rubble and some sequencers you
can pick up.)

When you're completely submerged, move quickly. Right next to where you first
submerge, there's a staircase leading further down. Beyond that is a completely
submerged room, and if you travel through a ceiling panel, you'll reach the
first and only secret area of this level, and pick up the Rail Detonator for
your trouble. Head back to where you came from so that you can catch your
breath, even though you can do so in the secret area.

On your second pass, go straight through and sink into the pit below. You'll
come out in a pipe, still underwater. Head left to reach air. Continue in the
half-pipe, and when it forks, go right, then jump out to the opposite side. Go
around the pipe and up the staircase, then in the next room, hop on the

You'll find yourself in a very dark chamber with several probe droids. Destroy
them quickly, then continue.

"Is this a drill or something?" "I have no idea. What makes you say that?"
"We just haven't had any drills lately."

It's the first appearance of stormtroopers. Ironically, you don't have to open
the door on the left and fight them unless you want some power-ups. After that,
you can move on to the door in front of you. This next area is very, very

There's a huge tower right in front of you, and a walker on a bridge between
them. Drop to the ground and run around to the back of the tower. Might as
well use Force Speed; it'll make things faster. Along the way, you'll run into
a group of troops; they're the only combat you'll face though.

On the opposite side, there's an opening in the tower guarded by an officer.
He's an easy kill, but the entrance is blocked. Head back outside, across and
underneath the bridge. There are passages on both sides, and both passages have
switches. This is quite possibly the hardest part of the entire game. Clear
the enemies out in both passages, then, using Force Speed, hit them both as fast
as possible. It's timed; the switches each move half the bridge together, so if
you take your time, you won't make it. Once you've hit the second switch, run
back to where the officer was, go up the ramp, circle around, and cross the
bridge. From here, head right.

(Side note: I advised earlier that you put at least 2 stars on Force Speed by
this point, to make this part easier. I received an e-mail from
bumblebeebite@aol.com, who said that it's not possible even with 2 stars. I've
done a little experimenting, and it's quite possible if you run as well as using
Speed. It might be helpful, however, to have a third star on Speed as well, if
you have one to spare; the jump you have to make using two stars can be a little
long if you don't move efficiently enough.)

Ignore any enemies, even walkers. They won't hurt you anyway. Just keep
running until you reach the shade, then turn around. There's an opening in the
tower here, which you can jump to with relative ease. Jump to it, and continue
running. Remember, you're not totally safe until you can't see any enemies at
all. Head left through the halls, and go straight until you reach an area with
a door that can't be opened.

Now, head left. There's a switch on the left wall which lowers the first
barrier; hit it, and cross using the barrier itself. Hit the switch opposite it
to lower the second barrier, then hop on that and ride it up. At the top, press
your way through the opening and follow this path. You can cut through a
section of grating along the way.

This leads into a control room of sorts. Clear the officer out, then pick up
any power-ups you need. After that, cut through the grating, hit the switch,
and drop through to the final area.

I hate this place. It's really frustrating. As soon as you get to this lobby,
run across and hit the elevator button. It'll take forever to get down to you,
so the sooner you call it, the less time you have to kill with the stormies.
You might even try hiding in the lower part. Eventually, the elevator will
arrive. Jump in and it'll close behind you automatically; the level is over.

Afterwards, you can assign Force stars once again. You're even given a new
power: Force Jump. Put two stars on it. It probably won't help in level 7, but
it proves useful at least once in level 8. Might as well have it now, just in

Level 7: "Yun - The Dark Youth"

Rahn: "Yun. A young and willing Dark Jedi; the newest addition to the Cause.
Brash and eager, he is ready to prove himself to his master, at any cost. These
elements make him a very dangerous and unpredictable foe."

Before we begin, let's take a moment to cover some basic saber skills.


The biggest trick I know of when fighting the Dark Jedi is to hit and run. You
don't have to go all-out right away, and it's probably not a good idea to do so.
Dash in, take a single swing, and back up. After you take a few steps back,
it's easier to parry their attacks, if they're even in range to counter.

Second, look for openings. You can only block attacks with your saber when
you're not attacking, and it's the same for the Dark Jedi. This ties into the
idea of backing up, because if they swing and miss completely, there's a window
of time in which you can attack freely.

Third, always know where they are and what they're doing. This especially
applies to Yun and Pic, because they have Blinding and Persuasion, and can be
easily lost. It's even rougher against Yun, because you still don't have Seeing
when you fight him. If you know where they are, there's a better chance you can
parry their attacks; if you don't, then you're a sitting duck.

Last of all, use your environment. Each battle has certain areas which give you
the upper hand. I'll try to mention some suggestions, but you can find your own
that suits your style best.


Now, to the matter at hand - Yun, the youngest Dark Jedi. He has three Force
powers: Jump, Blinding, and Persuasion. You can't do anything about the last
two, but Jump is easily exploitable. When he jumps, it's a safe bet he'll land
near you, and then he's momentarily vulnerable. Hit him during that moment,
then back away.

I said there's nothing you can do about Blinding and Persuasion, but that's a
half-truth. Blinding is pretty frustrating; if you're pretty aware of where
both of you are in the room, you can avoid him until it wears off, but not much
else. As for Persuasion, it's actually surprisingly easy if you know what to
look for. Pay attention for little blue dots to appear on the screen. If he
jumps while in Persuasion mode, Scan the sky above you quickly. If you're
getting hit, and you can't see the dots, then he's probably behind or to the
side. However, do NOT go on the offensive while Yun is in Persuasion mode; you
don't know how he's going to attack, which makes it much harder to block.

This is by far the smallest area you fight a Dark Jedi in, and it's the hardest
to exploit. The table in the middle is a nice barrier, because it often lures
Yun to jump over it. Avoid the steep part of the ramp; it's tougher to block
attacks on it. Yun's sweeping saber attacks are pretty sad; they take so long
that he leaves himself wide open for a considerable amount of time. All in all,
you shouldn't have any trouble if you just hit and move.

After you beat Yun, the cutscene shows his escape, and you come under attack
from some stormies. You'll also gain yet another Force power: Pull. Give it a
star or two; it'll come in handy immediately.

Level 8 - "Palace Escape"

Start out by getting close to the troops and using your new Force Pull to steal
their weapons. Unarmed, they just run around aimlessly; they don't even think
about fighting you. Step onto the platform near where they stood, and it'll go

There's a clearly-marked grate you can cut through with your saber on this
shaft, and within it is a circuit. To advance, the circuit has to be cut.
However, at the bottom of the elevator, you'll find secret area #1. Jump off
the elevator and run to the back of this room, bearing left. It's very dark,
but there are some great, well-deserved power-ups here. Get back on the
elevator and slash the circuit if you haven't already.

With the circuit cut, the elevator will rise to the roof. Your first objective
is complete, but don't sit around; TIE Bombers fly around here, dropping bombs
in random lines, hoping to hit you. If you have 2 or more stars on Force Jump,
run across to the area opposite where you came from and use it to create a
shortcut; otherwise, you have to head right from where you came from, and along
a wall. (These narrow ledges are really frustrating.) Follow the ledge, then
go up the steep slope beyond, and head right. You'll arrive at the same place
you would if you'd used Jump.

Walk toward the area that was to the left when you first reached the roof. (I
wish there were a better way to describe it.) Destroy the sentry gun and walk
halfway down the steep slope. Look below you; there are two openings in the
shaft, one on either side of the center. Save first, then try to drop into one;
you'll probably take damage, and it's even possible that you'll miss once or

From here, enter the duct system. Secret area #2 is on the floor between the
two openings; it's a rather poorly-marked panel which hides some great stuff
which comes in handy soon (particularly the super shield). It'll probably be
blasted open once you destroy the droid nearby anyway. Secret area #3 is in the
duct system as well, around the corner and on the left side. It's another
poorly-marked panel, which you have to cut open with your saber.

After that, run to the end of the duct, and drop down. Hopefully your super
shield is still active here, because there's lots of enemies. One of the
officers tries to escape, calling for backup. Don't let him, or you'll face
about half a dozen more stormies. Kill all the guards in this room, head out,
down the nearby ramp, and take a left. Wipe out the guards here as well, and
get in the elevator.

Don't hit the button to get it going. This elevator just leads to an
extranneous area of the level, with no secret areas, no big payoff, and one
really tough enemy. (In fact, this is an enemy that's hard to kill even at the
end of the game.) Instead, jump through the opening in the ceiling of the
elevator. There's a ledge you can jump to from here, and it has a grate you can
cut through with your saber. Do so, and follow the path. Be careful on the
narrow ledges in the next room, and after that, you'll find yourself in another
elevator shaft. Jump to the first elevator, then the second, then to the
opening on the right side from where you stand.

Those big metal plates open beneath your weight, but it's a pretty rough fall,
so be prepared. At the end, you'll be back outside. On the left side, three
stormies wait. Be warned, one is a real nuisance because of his Rail Detonator.
Get rid of all three, then procede on the path to the left.

There's a big gap here. You have to use the air from the tunnel to get across;
when it's really powerful, it'll send you flying. However, don't miss secret
area #4; when the wind is weak, head deep inside the tunnel. It's a little gap
right beneath a ledge; it's somewhat hard to reach, unless you use the wind to
boost your jump from ground level.

Cross to the other tower, and hit secret area #5. This is a horrible secret
area. Be warned. There's a narrow ledge that leads around three sides of the
second tower to the right, with a strong wind blowing the entire time, and at
its end, you have to cut a grate open and jump inside. After that, carefully
drop back outside, run along the narrow ledges, and backtrack to the start of
the second tower.

Procede through the opening behind the second air tunnel. Eliminate the
stormies and the sentry gun (which is attached to the ceiling). Carefully drop
down one step at a time into the very dark rooms below. When you're on solid
ground again (as opposed to the series of ledges), pick up the power-ups and

In the last room of the level, several imperials stand guard. All you have to
do is reach the elevator and hit its switch. After that, the elevator starts
the long ride up to the roof of this tower. Run along the last hallway, and
Kyle calls for Jan. There's an officer here; kill him quickly. Run across the
opening roof to the right, where it won't open and you'll be safe, and watch
88's shuttle depart. Then Jan arrives to pick you up.

Level 9: "Fuel Station Launch"

The first part of this level is cleverly designed. There's a large gap directly
behind you that you can't jump across normally, and the yellow key is on the
other side. If you have Force Jump, just use that to get across, climb to the
roof of the small building, and jump back across from there. If you don't have
Jump, you'll have to take the long way.

(What follows is the instructions for going through the long way. If you got
the yellow key with Jump, you'll still be following this up to a point, but
after that, you can skip ahead to the next section.)

Facing in the direction you were when you started the level, move forward,
toward the Ugnaught in the distance. (Ugnaughts are noncombatants, like any
normal civilian.) There are some power-ups if you jump to the platform on your
right; head left to continue. Duck under the large pipe, bearing left. Be
careful here; there's a Trandoshan in the distance. Kill him off and pick up
his Concussion Rifle, then head back the way you came. There's a gap in the
wall if you bear right from the large pipe; it's secret area #1. If you have
Force Jump, you can reach it immediately; if not, you'll be making a second pass
through this area anyway, so you can hit it then. There's a ledge along that
wall which you can walk along.

If you have the yellow key, go through the door behind the Trandoshan. (Skip
the rest of this paragraph.) If not, head along that wall, then through the
pipes on your left. Follow this path, and it will eventually lead to the small
building that was behind you in the beginning. Go through it, jump onto the
roof, and jump from there to the other side. (No, you can't go back. With
Force Jump, you could, but then you could easily miss secret area #1. There are
no enemies, and it's a short trip anyway, so it's no big deal to work your way
through this first part twice.) On your second trip through, be sure to visit
secret area #1 if you haven't already. Now, head through the door behind where
the Trandoshan was.

There's another Trandoshan in the distance. Fire your concussion rifle to
finish him with one shot, then fire at the ground near the corner to get rid of
some Imperials. Hit the switch near the Trandoshan, and continue by heading
along the left fork (where the Imperials were standing). You'll see a
stormtrooper standing in front of a window. The window is wide-open, so hit him
from a distance. Jump onto the barrels in front of this room, then onto the
ceiling to find secret area #2.

Go inside this room. There should be two Imperials in here, so stay alert.
Call the elevator, and ride it down. Immediately on your left, you'll find
secret area #3. Ride the elevator back up, and go through the door near the
spot where Kyle says, "This looks interesting". Shoot the barrel a few times to
blow it up, and it should take a Trandoshan with it. Continue past this area.
Don't hit the switch; just take the elevator down two floors. Clear out the
Imperials here, and look for a very small, Ugnaught-sized door.

This room has some strange architecture. Immediately to your right, if you jump
up, you'll find secret area #4. Continue straight through, past the shield
units, and drop to your right. Standing right in front of the switch, there's a
gap to your right, with an elevator at the end. Ride the elevator to the top.
(Again: don't hit the switch. The first switch you hit was the only one that
was necessary.) As Kyle says, the wrench will come in handy. Head back out and
keep heading downhill until the path reaches its end. Take the elevator down a
floor, then jump across. Use the wrench to open the first door to the gas tank,
close it behind you, and open the other, then jump across again to the next
elevator and the next area. First, though, one big secret area.

This elevator will take you down, initially. However, if you stay on it, it
will take you up instead, to secret area #5. Rather than blowing up the barrels
in the next room to see the big explosion, climb them and you'll find secret
area #6. Now, blow up the barrels, find the small opening, and you'll've hit
secret area #7! Now, call the elevator and ride back down to where you were
supposed to be heading. (You'll have to step off the elevator after the first

Follow this path until you reach a switch, which will lower the platforms you're
standing on, turning them into ramps. There are two pipes here, so jump across
to the one on the right side. At its end, hidden away in a corner, is secret
area #8. Use the power boost to destroy the automated turrets, then jump into
the torn-up panel on the left side of the room to find secret area #9. Continue
through the door here.

In the next room, to your right, there's a diagram of the pipe system ahead.
The yellow lights indicate that gas is still travelling through them, so hit the
three switches beneath the diagram to solve that problem and continue. At the
bottom of the next elevator, there's a panel that can be cut, but it's not a
secret area, and all that's behind it is a bacta tank. Hit the switch on the
other side of the room and look to your left; the gate slowly swings open,
allowing you entry.

These pipes are rough. Fortunately, there are no enemies throughout most of the
pipe system, but the gas puddles are a damage surface - you can't touch them
without getting hurt. Furthermore, when there are enemies, even a missed shot
will cause large explosions which could kill you. Be careful. Again, you have
to close every gate behind you; there can't be two open at any one time, for
some reason. Oh, did I mention that the chambers are magnetically sealed, and
any shot will bounce off the walls?

Travel through the pipes until you come to a fork. It doesn't matter which way
you go. (Correction: the left path ends eventually in a dead-end.) Either way,
you'll come to an area where a gate will open and stormtroopers will start
shooting at you. Get rid of them fast, but stay away from the gas; they're bad
aims, so if you're anywhere near it, odds are you'll get hit. You can go
through the area where the stormies were hanging out, but you won't find much.
It connects the two pipes together; that's about all.

Follow the pipe system through until you reach another fork, only this time, one
path is up and the other is down. I honestly don't know if you can go up
without the use of Force Jump, but it's useful to reach it if you can.
Otherwise, just go down. You'll end up in a big pool of gas; jump out of it
quickly and you'll slide down a ramp, which eventually leads to a large globe-
shaped arena with a panel to cut in the bottom. Cut it and drop through.
You'll get a "Mission Objective Completed" signal. Head to the left right away
and you'll find secret area #10, then deal with the Trandoshan.

Don't head straight from here. It's a dead end. Head to the right, up some
steps, and through the door. In this next room, ride the elevator up and kill
the Imperial, then head straight. Clear out any Imperials here. Use the
barrels to your advantage where possible; they can get rid of enemies really
quickly. On the second floor is a Trandoshan with a rail detonator; finish him,
then jump on the elevator and ride it to the top floor. Kill the stormtroopers
here, then walk along the narrow beams toward the elevator. In the ceiling
above it, you'll find another hard-to-reach, but not secret area. Again, I
honestly don't know if there's any way to reach this place without using Force
Jump or cheating, but I haven't found any yet. Regardless, procede up the slope
from here and onto the elevator.

Yeesh...what a long elevator ride. This is insane. I still wonder what
Lucasarts was thinkin' with this ride. It takes FOREVER. At its end, you'll
find a few stormtroopers, but they're no big deal. Head up the stairs and jump
onto the pipe. There's another Ugnaught here; kill him or let him through, it's
up to you. Stay on the center of the pipe as you run across, and don't fall off
either side, and soon you'll be at the last part of the level. Just as you drop
onto the last pipe on the way to the ship, it pulls away, so you'll have to jump
really quickly. (Fun fact: you can see the rabbit from Sam & Max again if you
spin around in mid-air.) With that, the level ends.

Post-level: Force Seeing is a good power. Very good. It's basically the IR
Goggles with the added bonus of highlighting enemies, and it proves very useful
against Pic in level 11. In fact, Pic alone makes Seeing worth having.

Level 10: "8t88's Reward"

From the level's beginning, you have to turn around (duh) to go anywhere.
You'll come out of the passage into a wide, open space on top of the cargo ship.
There are two or three guards out here, as well as a powerful gun to your right.
Destroy everything and head right, until you reach the door.

Inside, you'll find a very, very dark room with some stormies inside. There's
also a lot of boxes in here. Kill the stormies; there are some shield units
behind the stairs, in secret area #1. Head upstairs, kill the remaining
enemies, and hit the switch by the window to open the hatch. Head back outside
and drop in. Cut one of the two circuits (hit the square things with your
saber) and the respective door will open.

It doesn't matter which door you go through; both lead to the exact same room.
I usually cut both, so I can pick up the power-ups on both sides. In the next
room (when the paths reconnect, which isn't long) there are three enemies. Kill
them and pass through the door in the center. Head straight across the bridge
in the next room. If you go through the doors one floor down, there's nothing
but enemies, so drop two floors down, preferably onto the boxes. I encountered
four enemies here, including one with a rail detonator, so be alert.

The only door you can go through is the one in the center, so do so. Destroy
the sentry gun in this room quickly, then work on the few enemies there are and
go down an elevator. There is yet another sentry gun, with more enemies, below.
Drop through the opening beyond the sentry gun and explore. You'll find secret
area #2 inside a low ceiling. Ride the elevator back up and go through the door
to the right. The red key is on the shelf in here. Get it and head back out
into the large room, before the one with the elevators. Now the doors on either
side can be opened. You can also enter a new area on the bottom floor of the
room with the elevators. All three rooms hold lots of power-ups.

Procede through the red key room to a room with three long bridges. From the
third bridge, if you jump to the nearby platform, you can continue. Through the
door, kill the enemies on the floor, then run up the ramps to find two more
officers that would bug you. There's a switch on the ground level, tucked away
in a corner. It turns off the barrier at the bottom of the long ramp. On the
other side, you'll find the blue key and another switch, this one corresponding
to the barrier at the top of the ramp. Run up the ramp and through the door.

Kill the enemies on both sides of the columns in this odd room, and pick up
power-ups like crazy. Go through the door and down the elevator. Beyond it,
you'll find a room with an awkward, sloping floor. Climb to the top and you'll
find another circuit, this one leading to the fan. The catch is, the fan has
two circuits, and you have to cut both, and one is on either side. Which means
you have to pass right by the fan. Just be careful not to get hit by it, and
save before you go. Secret area #3 is at the end of this narrow walkway.

I simultaneously love and hate this place. The path is to the left and down
from the first passage. If you head straight down at the end of this passage,
you'll come to secret areas #4 and #5. Head back to where you saw the strange
surface and step out into the next area.

This is a big, round area with a strong enough wind to push you straight up, so
stay on the path in the center. Go around to the door on the other side and use
the blue key to get in. Ride the elevator up and kill the two guards. The
switches by the window deactivate the machine; the switch by the door
deactivates a barrier.

Head back out to the circular room, and slide down to the bottom. You'll take
some damage, but there are health packs to recover with. There's also a grate
you can slash through to access the final part of the level.

Secret area #6 is here; it's a duct that branches off to the left from the main
path. Be quick about it, because there's a strong wind here. Inside, there's a
revive and a probe droid. Head back to the main path from here.

You'll come out eventually into the hangar in which 8t88's shuttle is parked.
Run past it, to the door beyond. Hit the switch to open it, and the level ends.

Level 11: "Gorc and Pic - The Brothers of the Force"

Rahn: "It is a mystery why one would call Gorc and Pic 'twins'. Even though one
is a miniature version of the other, they look nothing alike. They also don't
battle alike. Pic is the energy, and Gorc the power. They are the clashing
balance of opposites, one the voice, the other the body. This combination...is

This is the first difficult saber battle you'll have, and the last until near
the very end of the game. The area is fairly simple, with only three real
different places. The first is the room where Gorc and Pic evidently killed 88,
the second is on top of the cargo containers, and the third is beneath them.
There's nothing else to this level. Personally, I prefer fighting on top of the
cargo containers. It's a nice, wide area, and the brothers have a hard time
getting back there if they happen to fall off, giving you time in a one-on-one
if necessary.

Your best bet is to start out by eliminating the walking distraction that is
Gorc. He's big, dumb, and slow; he's almost a non-threat, but if he gets the
chance, he can cause some trouble. Get him out of the way quickly using
standard strategy. Gorc on his own is easier, in fact, than even Yun; it seems
the only power he has is Grip, which can be countered rather effectively if
you're close to him. He's also very slow, and his saber is easily blocked.

That brings me to Pic. I _hate_ Pic. First of all, he's like, 1/6th your size.
The implications of that should be obvious; he's almost impossible to hit.
You're looking down the entire time at him, and that makes him easier to lose
track of. If that isn't enough, he has Persuasion. If he vanishes suddenly,
turn on Seeing quickly so you know what he's up to. His saber swings wildly,
making it tough to tell when he's attacking and when he's just walking normally.
Fortunately, he doesn't do a tremendous amount of damage when he hits you,
because he'll probably hit you a lot. The best advice I can give you against
Pic is this: keep your health up, and keep moving. Run toward him, attack once,
and run away quickly. Don't back away, either; run straight through him,
swinging along the way. There's not much else you can do, except get lucky.
He's very, very frustrating.

T-wRecks gives this advice on Pic: "As far as I can tell, Pic does not have
Pull, and he walks slowly because of his size. So once Gorc is gone, switch to
the compression rifle, keep away from him,and splash damage him to death. You
can use Force Jump and/or Speed to get out of splash range, but that usually
isn't necessary. This works for me pretty much every time as opposed to rolling
the dice by dueling him."

After you beat both brothers, you have to go pick up 88's head. It's easy to
find; it's still in the room where he was killed. Pick it up and the level
ends. Now, assigning Force stars. This part is never easy. If you're
determined to be on the light side, it's rather easy; put 4 stars on Healing.
You can always use Healing, after all. If you're determined to be on the dark
side, put 2 stars on Healing and 4 on Throw. You're going to want Healing no
matter what, even if it's only for 3 levels, and putting stars on Throw will
compensate for the difference. If you're not decided yet, or if you're leaving
it up to chance, put 4 on each. Both powers can prove quite useful if they're
used intelligently. Might as well use 'em while you've got 'em.

Level 12: "Escape With the Map"

You start out back in 8t88's hangar, talking to Jan. There are doors to your
left and right; both lead eventually to the same place. Whichever way you go,
you'll follow a long, wide, tall hallway with several Imperials in it. You can
jump on top of the boxes to pick up some power-ups. Finally, when the two paths
rejoin, you'll find a huge gate. Go through it to the next area.

This place is pretty awkward. Go through the door to the left, then down the
ramp. You'll come to another ledge, this one with 2 stormies. Head straight
across and down the elevator to the ground floor. This is where it gets a bit
tricky. Bearing left from the elevator, you'll find secret area #1 behind some
boxes. You'd think you'd find more secret areas by climbing boxes, but you
won't - although there are some nice power-ups if you really need 'em. Anyway,
there's a switch in the wall to the right of where the

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