******************************************************************************* JEDI KNIGHT 2 (JEDI OUTCAST) MASTERCLASS. ******************************************************************************* A Detailed Walkthrough for the Single Player Option by Timothy John Battershell. Version: 1.01 Created: 16 September 2009 Revised: 26 January 2012 Copyright: Timothy John Battershell 2009 Please feel free to e-mail the Author on "tim.battershell@gmail.com". Nothing in this Guide has been in any way sanctioned or encouraged by anyone connected to LucasFilms, LucasArts, Raven or ActiVision; nor has the Author ever had any connection (other than as a very satisfied consumer) with any of those organisations. The opinions and speculations expressed herein are entirely the Author's own. This Tactical Guide's formatting should display perfectly in your Browser or in WordPad without adjustment, but, if opening this file with Notepad, the Author recommends first setting that program's font selection to "Courier" with FORMAT => FONT. ******************************************************************************* EXPLANATION: To be clear at the start, this is intended to be a very detailed treatment of Jedi Knight 2 (Jedi Outcast), taking a player step-by-step through the game with (hopefully) minimal Damage and including the quantities and locations of every useful item that I have come across; some of which may have escaped even an experienced player's eye in the heat of combat. While I don't claim the list of items is complete (only recently I discovered a cavern, and a supply cache, that I had not noticed before), and the sheer number of Battery Packs in certain tunnels defy written description, it is possibly the most complete listing (barring an official publication from the designers) available. THE ABOVE IS TO BE TAKEN AS A SPOILER WARNING! For a newcomer to Jedi Outcast, I can very much recommend the Walkthrough/FAQ by Azraelot (Matthew Rorie) in the first instance (also on www.gamefaqs.com), referring to my version only if in severe difficulties or after completing each part of the game. Although primarily aimed at PC users, these tactics (as well as the locations and quantities of the useful items) should apply to any platform's version of the program. ******************************************************************************* CONTEXT: Jedi Outcast (and its principal participant, Kyle Katarn) are apparently not Star Wars Canon (on the basis that the films, and only the films, are). However, it appears that Kyle Katarn has been acknowledged as a member of the Star Wars Expanded Universe through his inclusion in recent Expanded Universe books (also implying, in my opinion; that Jedi Outcast has also attained Expanded Universe status). Several Expanded Universe books have also featured one central element of the Jedi Outcast plot. Timeline-wise Jedi Outcast seems to be set a few years after the conclusion of the "Jedi Academy" book trilogy by Kevin J Anderson (nothing to do with the sequel game of the same name) and "I Jedi" by Michael A Stackpole; somewhere around 13 to 17 years after the events in Star Wars Episode IV (A New Hope). ******************************************************************************* INDEX: Use FIND (CTRL + F) to jump to your selection. (1-0) Kyle Katarn - Biographical Information. (2-0) Information for Newcomers. (3-0) Glossary of Terms. (4-0) Kyle's Weaponry. (5-0) Supplies & Equipment. (6-0) Droids and Other Mechanicals. (7-0) Enemies. (8-0) The Guide (Introduction/Prologue). (8-1) Level 1 - Kejim Post. (8-2) Level 2 - Kejim Base. (8-3) Level 3 - Artus Mine. (8-4) Level 4 - Artus Detention. (8-5) Level 5 - Artus Topside. (8-6) Level 6 - Valley of the Jedi. (8-7) Level 7 - Yavin Temple. (8-8) Level 8 - Yavin Trial. (8-9) Level 9 - Nar Shaddaa Streets. (8-10) Level 10 - Nar Shaddaa Hideout. (8-11) Level 11 - Nar Shaddaa Starpad. (8-12) Level 12 - Bespin Undercity. (8-13) Level 13 - Bespin Streets. (8-14) Level 14 - Bespin Platform. (8-15) Level 15 - Cairn Bay. (8-16) Level 16 - Cairn Assembly. (8-17) Level 17 - Cairn Reactor. (8-18) Level 18 - Cairn Dock. (8-19) Level 19 - Doomgiver Communications. (8-20) Level 20 - Doomgiver Detention. (8-21) Level 21 - Doomgiver Shields. (8-22) Level 22 - Yavin Swamp. (8-23) Level 23 - Yavin Canyon. (8-24) Level 24 - Yavin Courtyard. (8-25) Level 25 - Yavin - The Final Showdown. (9-0) With Thanks. (10-0) Whatever Happened to... Force Powers and their effects are described in the text, both when they are acquired and when an acquired Force Power is upgraded in Rank. A reader will look in vain for a "cheat" section! Firstly, it's naughty! Secondly, there should be no need, if this Guide's tactics are followed; and thirdly, cheats and related issues (such as 'spawning') have been very comprehensively covered in both Matthew Rorie's and David Masters' Walkthroughs, which have been tried and found to work very well! My thanks to those two gentlemen for the "enhancement" coding and methodology reproduced in the final paragraphs of the Jedi Trial section (8-8). The only things that this Author can add are the spawning codes for Galak Fyyar, (in Imperial Uniform and equipped with a 'Special' E11 Blaster), "Galak", for an R2 Unit "R2-D2" (obviously!), and for an R5 Unit "R5-D2". ******************************************************************************* (1-0) KYLE KATARN - BIOGRAPHICAL INFORMATION: Thought to be a few years older than Luke Skywalker, Kyle was originally a loyal and enthusiastic member of the Imperial Forces; having been wrongly informed that his father (Morgan Katarn) had been killed by the Rebel Alliance. Kyle participated in a number of successful operations against Alliance forces; but came to find the excesses of Palpatine's Empire repellent and agreed to aid the Alliance by rescuing Jan Ors (an Alliance deep-cover operative) from Imperial custody; an act that finally severed Kyle's connections to anything Imperial. Kyle and Jan formed a working partnership as mercenaries (Kyle's combat skills complementing Jan's code-slicing and piloting skills), often working as unofficial agents for the Alliance. During this time, Kyle was hired to steal the plans of the first Death Star (later concealed inside R2-D2,after the Tantive IV was captured). Later on, Kyle learned that his father had formerly been a Jedi and had, in Fact, been killed by a Dark Jedi named Jerec; who was now attempting to unlock the secrets of an ancient Jedi burial-ground. To combat Jerec, and protect the secrets from being discovered, Kyle accepted his heritage and became a Jedi himself. However, on a mission to investigate a Sith temple, Kyle nearly fell to the Dark Side of the Force; being pulled back at the last moment by his student (herself a former Imperial, one of Palpatine's "Emperor's Hands" - a Special Agent and Assassin). The experience of so nearly becoming a Dark Jedi frightened Kyle into renouncing the use of the Force altogether. Leaving his Lightsabre with Luke Skywalker for safekeeping, he and Jan returned to being soldiers of fortune. Even though Kyle and Jan are supporters of the New Republic, they do not seem to be too well liked; partly because of Kyle's activities while still in the Imperial Military, and also because the team were well paid for their activities during the Rebellion, when most full-time members of the Alliance received little or nothing for risking their lives! This is particularly evident in the case of New Republic Intelligence; who also regard Kyle's methods as overly violent! The Author's opinion is that Kyle would say he was just being effective! See the Back-story section in the in the "Install" folder's "readme" file - copy the URL below into your Browser. C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\Install\Readme.txt The above is quite possibly the reason that Mon Mothma; former leader of the Alliance; and (according to the Expanded Universe Timeline) having now resigned as Chief Of State of the New Republic, following an attempt to assassinate her; is still acting as Kyle's and Jan's point of Contact and Paymaster. ******************************************************************************* (2-0) INFORMATION FOR NEWCOMERS: First of all; read the Manual! A note for quicker Loading: Once the Lucas Arts Logo is on the screen, one can bypass the Activision and Raven Logos by pressing the JUMP Key (default is SPACEBAR) and go directly to the Main Menu. THE MAIN MENU: Options on loading are: - NEW; - LOAD; - CONTROLS; - SETUP - EXIT. NEW: Starts a new game on the chosen Skill Setting of; Padawan, Jedi, Jedi Knight and Jedi Master (See Glossary for details). LOAD Loads a previously SAVEd game (either saved by the player or auto-saved at the start of each Level or at a Checkpoint). CONTROLS Enables a player to re-map Controls to his/her preferences; also to adjust Mouse or Joystick settings. SETUP Adjustment of Graphics, Sound and various other options - also to restore all the program's default settings if needed. EXIT To abandon the current game or exit the program. A Player may display the Main Menu screen at any point within a game (either by the ESC key or F10/F11 on their default mapping) the options are: SAVE; - LOAD; - CONTROLS; - SETUP - EXIT - RESUME. SAVE Saves a game (either for future reference or before EXITing the program). Note: One cannot SAVE a game if Kyle Katarn is dead! RESUME Resumes a running game from the point ESC, F10 or F11 was pressed. Quicksaving and Quickloading - a hedge against disaster: In addition to the full SAVEs and LOADs permitted by the Main Menu hot-keys, F12 is the Default hot-key for what is called 'Quicksaving' and F9 for 'Quick-reloading' a quicksaved game. Quicksaving differs from the full SAVEs in that, being done while in-play, it hardly interrupts the flow of the game at all. The Author recommends that a game should be 'Quicksaved' before any sort of activity that could lead to a "Mission Failed" message is undertaken. That obviously includes Combat, but (in later Levels) will include Force JUMPing as well. If in doubt, 'Quicksave'! The USE/INTERACT Control - (Defaults = CTRL or E): This has a number of functions; the main one being operating Control Panels and equipment of all types, including opening Supply Crates, taking command of Twin Cannon Mountings and 'friendly' AT-STs, and also for making use of Ammunition and Shield Converters. Additionally, should an item within a Supply Crate not be collectable in the normal manner (by moving into contact with it, or over it); use of this control allows it to be collected. The same is also true for items that have been left on top of crates (e.g. the Small Shield Booster in Blue 1, Level 1 and - on Padawan Setting only - the Light Amplification Goggles in Blue 2 of Level 1). In the above cases, place the crosshairs on the Control Panel etc. and press the USE/INTERACT key or button. Do the same in respect of Droids, (or living beings that are not trying to kill Kyle at the time!) to INTERACT with them; not that it is usually all that useful! The second main function of this control is to stop Kyle skidding, skipping or bouncing further than is safe after a JUMP (particularly when Force JUMPing). Hitting USE/INTERACT in this situation makes Kyle 'stick' or 'spot' the landing. Third, this control (when held down before pressing the MOVE/STRAFE controls in first-person point-of-view) causes Kyle to LEAN in that direction, enabling reasonably covert viewing around corners. The final function of this Control is to bypass unwanted Cinematic Cutscenes (see Glossary for description) that would otherwise delay resumption of the game. The POINT-OF-VIEW Toggle - (Default = P): Switches between First-Person (through Kyle's eyes) view to Third-Person (over Kyle's shoulder) view. The Author finds that First-Person view is best for using all weapons other than a Lightsabre, and Third-Person view is best for Lightsabre Combat and JUMPing. There is a mini-'Cheat' regarding Third-Person view, as a player can often see much further around corners than the standard LEAN permits, and without any exposure at all! ******************************************************************************* (3-0) GLOSSARY OF TERMS: CHECKPOINT: An automatic 'save' generated by the program which is usually indicative of a greater than normal threat to Kyle's life in the very near future! If Kyle is killed after a Checkpoint, hitting 'the fire button' reloads the Mission at the Checkpoint, rather than the start of the Level. COMLINK: Personal wireless communications device. Normally handheld, it can be clipped to a tunic collar or mounted in a helmet for hands-free use. Some (almost certainly including Kyle's) are equipped with one or more encryption settings for communications security. CUTSCENE (IN CINEMATIC): An animated interlude between segments of the program. A player has no control whatever of Kyle Katarn's actions until the Cutscene ends. (Compare MONOLOGUE). Author's Note, - It is helpful to view these Cinematic Cutscenes at least once, since they either often contain clues to what the player needs to do (has to go) next or give the player some behind-the-scenes information (not known to Kyle); but thereafter they can be bypassed by pressing the USE/INTERACT Control (defaults are CTRL or E). DATAPAD: A handy pocket computer that helps keep track of Mission requirements (Mission), weaponry available (Weapons), items that have been collected and not expended (Inventory) and Force Powers (Force), it bleeps and displays a flashing red spot in the centre of the Ammunition/Force availability meter when it receives new information. Unfortunately, the Datapad has been known to update itself, and demand attention, at some very inconvenient (and, in fact, life-threatening) times; so the Author's advice is to refer to it as and when possible, but not to treat its updates as exceptionally urgent. Default keys to access the Datapad are; TAB and M. Accessing the Datapad is also a handy method of pausing the game, particularly when using ESC or the SAVE/LOAD hotkeys could lead to another user thinking that play had finished! FORCE (THE): Described as an energy-field created and sustained by all life and living things; it is sensed only by a tiny proportion of the Galactic population. An even smaller fraction of those "Force Sensitive" beings have the capability to manipulate the Force at will, for the general good of the community (Jedi) or for personal power and personal gain (Dark Jedi and Sith). The Force has at least two distinct aspects; the "Living Force" (concerned with day to day life, including Combat - Kyle's Force Powers are all derived from this aspect) and the "Unifying Force", which seems to be more focussed on the future. There seems to be an ongoing debate among some modern-day Jedi about whether the terms "Light Side" and "Dark Side" also refer to different aspects of the Force (the traditional Jedi viewpoint), or whether the Force is actually neutral and the "Light" or "Dark" behaviour is rooted in the individual. JEDI ACADEMY: Following the Galactic turmoil caused by Grand Admiral Thrawn on his return from the Unknown Regions as well as the far more disruptive appearance of the being claiming to be the "resurrected Emperor"; Luke Skywalker, then the only remaining Jedi, sought (and was granted) permission to establish a Jedi training centre for other beings with an aptitude for the Force. Formally titled the "Praxeum", the Academy was established on Yavin 4 (the fourth moon of the gas-giant planet Yavin, in the star system of the same name). Despite unexpected problems (now resolved) with an aspect of the moon's history, the Academy has already trained at least one group of new Jedi Knights. Yavin 4 was also the location of the Rebel Alliance base from which Luke Skywalker flew in the action against, and destruction of, the first Death Star. KILL INDEX: Rough comparison (for the 'Enemies' section) of how much Damage needs to be inflicted before enemies expire. The tests were carried out on Jedi Master Skill Setting, so expect the required amount of Damage to be slightly reduced on Padawan, Jedi and Jedi Knight Settings in the case of: Squad-Leader Stormtroopers, Reborn, Shadow Troopers, Tavion and Desann. The Kill Index reflects how many discharges from the Stun Baton (or "Nerf-prod" - see the 'Weapons' section) were required to kill. LEVEL: Part of the Mission (Kejim Post to Yavin - The Final Showdown)that Kyle is currently operating in; the Author has named and numbered these according to the 'maps' (including those that are wholly, or mostly, in Cutscene); which will explain why there is at least one more Level in this Guide than in those by other commentators. MONOLOGUE: Similar to a Cutscene (except that these cannot be bypassed, and Kyle can turn round and/or switch weapons while being jawed-at), their purpose is to give Kyle a mid-mission briefing update. Fortunately, there are not all that many of them; but be warned, they are not as concise as they might have been! RANK: Scale applying to Kyle's Force Powers as recorded by the Datapad. Kyle acquires each Force Power at Rank 1 and receives upgrades at intervals over the remaining Levels to a maximum of Rank 3. The higher the Rank, the more effective the Force Power becomes. REMNANT: Properly the "Imperial Remnant"; the hold-out sectors of the Galaxy that have refused to join the New Republic and still operate under the late Emperor Palpatine's 'New Order' system (although neither "Remnant" nor "Imperial Remnant" are terms that seem to have yet become a part of everyday speech as of this time, most citizens still referring to Imperial Space and Imperials). Militarily, the Remnant is a mere shadow of the former Empire (having lost many ships, and crews, during the aftermath of the Emperor's fall, when self-styled "Warlords" fought each other as well as the New Republic, and also during and after the campaigns waged by Grand Admiral Thrawn and the "resurrected Emperor"). That said, it is a "mere shadow" that would be very expensive in terms of New Republic resources, lives and Political Capital to eradicate (the New Republic's main selling point to unaligned systems being that it isn't a new version of the Empire and doesn't act like the Empire). Currently, the Imperial Remnant and the New Republic are in an informal state of armed, watchful, truce. Apart from the activities of the occasional, ambitious, Loose Turbolaser; hostilities have mostly come to an end. SKILL SETTING: Playing difficulty - abbreviated to 'Setting' in the text - decided by the user at the start of each new Mission. Choices are; Padawan: Easy - 100 each of Health and Shield Units at start; all Shield and Ammunition Converters supply 100 Units. Converters and Shield Boosters are treated as being interchangeable when recharging for maximum protection, and extra Health and Shield supplies are made available in each Level. Visual cues for Force Use are provided, and a pictographic crib-sheet of the correct code for passing the first test in the Jedi Trial, is provided automatically. At this Setting, enemies are not too alert, active, numerous, accurate nor (with one class of exceptions) particularly durable. Jedi: Normal - 100 Health and 50 Shield Units at start - most Shield Converters are limited to delivering only 75 Units but are again completely interchangeable with Shield Boosters. Ammunition Converters also seem to be limited to a 75 Unit maximum. Visual cues for Force use are again provided, but the pictographic crib-sheet for the first test in the Jedi Trial must be revealed manually. Enemies are slightly more alert, active, numerous, accurate and durable. Jedi Knight: Harder - 100 Health but 0 Shield Units at start - most Shield Converters are limited to delivering only 50 Units but Boosters and Converters still seem to be interchangeable, with no maximum cap on how many Shield Units can be collected from Boosters. Ammunition Converters also seem to be limited to a 50 Unit maximum. No visual cues as to Force use are provided but the pictograms for the first test in the Jedi Trial can still be revealed manually. Enemies are much more alert, active, numerous, accurate and durable. Jedi Master: Very Hard Indeed - 50 Health Units; a maximum limit which cannot be increased by Bacta, Medpacks or Force Healing; and no Shield Units at all at Mission Start - with the same Shield (and Ammunition) Converter limits as on the previous Setting. Additionally, Shield Boosters cannot advance protection beyond a 50 Unit limit; so Boosters must be collected to their 50 Unit maximum before visiting a Converter to gain maximum Shield protection. No visual cues as to Force use are provided but the pictograms for the first test in the Jedi Trial are still available by the manual method. Enemies are at their maximum alertness, activity, numbers, accuracy and durability. SUPPLY CRATE: A medium-sized crate with an illuminated lock-panel on one side, containing one (or more) items in the Inventory or Consumables categories. A Supply Key (not all of which are available in every Level on every Setting) is usually required to open them. SUPPLY RACK: Mounted on walls (or bulkheads, aboard ships) these small racks provide storage space for Ammunition and/or Instant Use Medpacks in Remnant facilities. The standard loading is three boxes/cases of ammunition on the lower shelf with an Instant Use Medpack on the upper; although this can vary. Instances have been seen where at least one weapon has been included in the loading, another item has replaced the Instant Use Medpack (or it has been omitted entirely) or the lower shelf has not been filled to capacity. VALLEY OF THE JEDI: A Jedi burial-ground from ancient times and hot-spot of the Force; although whether occurring naturally or through its use for that purpose is not known. Scene of Kyle's conflict with the Dark Jedi, Jerec. Its location is currently known only to Kyle and Jan (who were the only survivors of that mission). Morgan Katarn can appear as a Force Manifestation in the Valley. VIEWPANEL: Most of these are displays for a version of CCTV with a similar surveillance purpose. The only exception is a replay-of-recent-signals panel. All are operated by the USE/INTERACT Control (as normal) and those showing unknown territory can supply clues and/or intelligence regarding necessary future actions; however some of the Viewpanels show two or more views, so it is usually advisable to keep hitting USE/INTERACT until all available views have been studied. The Security Cameras seem to show views in real-time, so any dropped and uncollected weapons will be seen in their actual positions after combat. WEAPON RACK: Very similar to the Supply Rack in form and placement, the Weapon Rack provides storage space for three spare weapons per rack. Normally these are of the same type, but there is at least one instance where one of the weapons not the same as the others. As with the Supply Rack, seeing these is a tip-off that the area is occupied by Remnant troops. ******************************************************************************* (4-0) KYLE'S WEAPONRY: (In Order of Acquisition). NO WEAPON / EMPTY HANDS (DEFAULT KEY = - ). (Hyphen or Dash) [Level 1 (Kejim Post)]. Undocumented, as far as the Author has seen, this causes Kyle to put away any previously selected weapon choice and stand with empty hands. Very useful when lining up a precision JUMP (since the reticle stays in one position, instead of moving around as Kyle scans for danger), examining objects at close range or making screen-captures. It also prevents any chance of accidental weapons discharges and/or activations when in full stealth mode. STUN BATON: (DEFAULT KEY = 1) [Level 1 (Kejim Post) - Original Equipment Load]. Most commentators have classed this 'weapon' as being virtually useless. The Author's assessment is that they have been over-generous when anything more active than a GNK Power Droid is concerned, and has only found two real uses for this device; firstly, smashing open breakable gratings (to save a round or two of ammunition when enemy contact is not thought to be imminent); secondly (and for the purposes of researching this Guide only) acting as a 'Standard Source of Damage' for a rough estimation of enemy combat durability. When Kyle recovers his Lightsabre, this "Nerf-prod" is (thankfully) deleted. BRYAR BLASTER PISTOL: (DEFAULT KEY = 2) [Level 1 (Kejim Post) - Original Equipment Load]. Said to be Kyle's weapon of choice; this is an extremely accurate hand weapon but with the twin disadvantages of being both slow-firing and underpowered, only consuming 1x Ammunition Unit per Primary fire discharge. It can be charged up for greater effect (Secondary fire), at a cost of 5 Ammunition Units per discharge without loss of accuracy. In the Author's opinion, this weapon's Primary fire should be restricted to clearing visible Trip Mines and its Secondary fire should only be utilised against mobile targets when firing either from cover or from beyond accurate E11 range. E11 BLASTER RIFLE: (DEFAULT KEY = 3). [Level 1 (Kejim Post) - Captured from Stormtrooper Casualty]. To at least one member of the New Republic military, the most plentiful commodity in the Galaxy (after hydrogen and stupidity) is the ball-shaped TIE Fighter Cockpit assembly (thank you for that wonderful phrase, M.A.S). In Kyle's more infantry-combat oriented role in Galactic affairs; E11 Blaster Rifles put in a strong bid for that distinction. A form of Assault Rifle, the E11 is the standard-issue weapon for Imperial Remnant forces and shares the same ammunition supply as the Bryar Blaster Pistol. Compared to the Bryar, the E11 provides roughly double the punch per Unit of Primary fire, but at the cost of accuracy. Primary fire can be either in self-loading or repeating mode (depending on whether the trigger is tapped or held down), while Secondary fire is fully automatic - with a further lessening of accuracy - although the Author has found that the cone of fire produced in this mode can be useful when in snap-shooting situations. However, care should be taken to keep bursts of Secondary fire short, since a full load of ammunition can be expended in 24 seconds of continuous fire. E11 Blaster Rifles discarded by casualties or stored in racks can be used for partial ammunition replenishment, yielding 15 Blaster Ammunition Units each. There appears to be a faster-firing and harder-hitting variant to this weapon (Jan's personal Blaster being one of them) issued to Base Commanders and also to Troopers permanently manning Detention Centre Guardposts. THERMAL DETONATOR: (DEFAULT KEY = 0 - cycles through all explosive weapons). [Level 1 (Kejim Post) - Found on floor of room]. The equivalent of a hand-grenade, but somewhat more powerful, with much the same sort of usage; the Thermal Detonator under the door trick, the Thermal Detonator into the alcove tactic etc. Thermal Detonators explode 4 seconds after being thrown in Primary fire mode (or on striking a living being at any time before the timer runs out), and upon any impact at all in Secondary fire mode. In both modes, the distance thrown is directly proportional to the length of time the appropriate trigger is held down. Provided the supply can be regularly replenished, Thermal Detonators are an excellent means of dealing with the 'lurker around the corner' and - until Kyle captures an Imperial Heavy Repeater, they form the only means of dealing with Trip Mines which have been emplaced behind pillars to shelter them from direct fire. Thermal Detonators are normally supplied in belts of 4; a maximum of 10 can be carried. DETONATION PACK: (DEFAULT KEY = 0 - cycles through all explosive weapons). [Level 2 (Kejim Base) - Found on bed in cellblock]. A command-detonated charge, the Detonation Pack (Det Pack - in the text) can be used as a stand-alone booby-trap, but the command-detonation requirement rather limits its utility in that role, unless the user is in reasonable cover. It can be much more useful when combined with a Trip Mine, where the Det Pack increases the explosive effect; and relies on the explosion of the Mine to set off the Det Pack (or string of them) by sympathetic detonation. The other conventional use for Det Packs is said to be that of blasting open locked doors. However, the Author has never had success when trying to use this claimed feature, and by the time such doors are encountered, Kyle has recovered his Lightsabre which is a more silent and economical tool for the job. The Primary fire key deploys a Det Pack to the position under the crosshairs - if the surface is suitable, it will stick there; otherwise it will fall to the ground. The Secondary trigger detonates all deployed Det Packs simultaneously. As an aside to all the above, there is one location where one Det Pack (set off from a distance) can be very profitably deployed to clear an entire room of large numbers of Trip Mines through sympathetic detonation. Det Packs are normally supplied in sets of 3; a maximum of 5 can be carried. WOOKIE BOWCASTER: (DEFAULT KEY = 5). [Level 3 (Artus Mine) - Recovered from dead Artusian Colonist]. Modified from the basic design so that physically weaker species than Wookies can use them, these are good all-round weapons for short to medium range firing; with a useful discharge to kill ratio; although the bolts are too slow and the weapon's sighting system too basic to be classed as long-range sniping weapons. There are 3 distinct types of Primary fire, with only the single shot variant (one tap of the trigger, at an ammunition consumption rate of 5 Power Cell Ammunition Units per discharge likely to be regularly used. The others are; a 5 shot spread (trigger held for about 3 seconds at 25 Power Cell Ammunition Units per discharge) or a 3 shot spread (trigger held for about 1 second, at 15 Power Cell Ammunition Units per discharge), both of which are unlikely to be useful except when facing a thick crowd of enemies. All types of Primary fire have been found to ricochet from locks, but not otherwise; which makes a Bowcaster a useful tool for firing through loopholes or other small gaps without risk to health or shielding from Kyle's own fire. Secondary fire (at 5 Power Cell Ammunition Units per discharge) will ricochet from any surface either until the bolt either hits a target or runs out of kinetic energy. The ability to bounce a bolt in on an enemy when not in line-of-sight (searching fire) is a highly useful attribute. Wookie Bowcasters discarded by casualties can be used for partial ammunition replenishment, yielding 5 Power Cell Ammunition Units each. TRIP MINE: (DEFAULT KEY = 0 - cycles through all explosive weapons). [Level 3 (Artus Mine) - Found on floor of room]. Designed to be placed inconspicuously on a wall (or, most often in proximity mode, the floor) these can be used to set up some very nice little booby-traps in the Single Player game. Indeed; the Author considers it a pity that Kyle's carrying capacity is restricted to 5 mines. Primary fire deploys a Trip Mine in Laser-beam mode (the most useful, in the Author's opinion), anything subsequently breaking the beam will cause the Mine to detonate. In this mode, the Trip Mine will not automatically self-destruct, but will sit patiently and wait for a victim. While the blue Laser beam is visible (and a dead give-away that the route is mined) most opponents do not appear to notice! Secondary fire deploys a Trip Mine in proximity mode. Once armed, anything coming within a certain radius, during the 40 second delay before self-destruction occurs, will cause detonation. The Author considers this mode is best used to buy time when evading pursuit. Trip Mines are normally supplied in sets of 3; a maximum of 5 can be carried. LIGHTSABRE: (DEFAULT KEY = 1). [Level 8 (Yavin Trial) - Kyle's Lightsabre, kept for him by Luke]. "An elegant weapon for a more civilised age" and "The badge and formal weapon of the Jedi Knight". By any standards the Lightsabre is a devastating close-quarters offensive weapon, with or without the Force. Primary 'fire' is a SLASH, normally horizontal, (which with the viewpoint raised very high or brought down close to Kyle's feet, becomes a downwards HACK). In the hands of a person with Force Powers, it is a very useful defensive tool as well. That said, it is not an all-aspect shield, and a Jedi must always be mindful of being attacked from the flanks or from behind. For the same reason, despite the Rank 2 and 3 "remote buzz-saw" effect (which is, indeed cool and neat) a Jedi should use THROW (Secondary 'fire') sparingly and only when there is but little chance of being caught empty handed. However, it should be mentioned that it is possible to THROW through loopholes, or holes in ceilings, and still have some control over the Lightsabre, even at Rank 1, although the timing has to be absolutely right. The member of the New Republic military referred to earlier is also credited with pointing out that a Lightsabre is also surprisingly good at opening locked doors; sometimes even from the 'wrong' side (that is, the side where no lock can be seen). When faced with an apparently automatic door that refuses to open, it's always worth a SLASH or three at normal lock height. If the door still refuses to budge it is either a shield-rated door (which cannot be opened by a Lightsabre from the 'wrong' side) or it is jammed. There are three Lightsabre 'styles' available to Kyle during the course of this Mission; Medium - available from Level 9 onwards and indicated by a yellow semicircle in the Ammunition/Force Meter, it is a blend of both speed and strength, Fast - available from Level 15 onwards and indicated by a light-blue semicircle (claimed to be best for fighting Reborn, although, due to the dainty little to-and-fro SLASH noticed when testing, the Author thinks of this style as 'weak' and tends to stick to the 'Medium' style), and Strong - available from Level 19 onwards and indicated by a red semicircle, a much slower but immensely powerful attack which almost always has to be used in conjunction with Force SPEED, but which has the advantage of being easily able to deal with Shadowtroopers' Cortosis armour, and, when parried by Reborn, is often found to knock them to the ground. Three final, and very important, points about Lightsabres, they do not function underwater (a Jedi should be mindful of that fact when entering water that may be more than thigh-deep); they cannot block the fire of Disruptor-type weapons; and they cannot prevent explosives from causing concussion damage; even if they 'block' the projectile itself. TENLOSS DXR-6 DISRUPTOR RIFLE: (DEFAULT KEY = 4). [Level 9 (Nar Shaddaa - Streets) - Captured from Rodian Casualty]. With the possible exception of the Merr-Sonn Portable Missile System, this is the longest-ranged weapon that Kyle gets his hands on. At 3 Power Cell Ammunition Units per discharge in Primary fire mode the Disruptor seems highly economical. Unfortunately three or more hits are normally required, although the weapon itself is extremely accurate and fires through the centre of the sights every time. Secondary fire is aimed via a zooming sight and requires the user to accumulate a charge in the weapon. Although a hit with a maximum charge gives a certain kill (in fact, complete disintegration) it comes at a cost of 30 Power Cell Ammunition Units, but a hit anywhere on an opponent will disintegrate (even when only an arm is showing) and the beam has the ability to disintegrate two or more opponents at once, if they are standing in the same line of fire. Charging the weapon to a lesser degree occasionally requires a second attempt, thus exposing the user to return fire. Also, although Lightsabres cannot block this weapon, most Force-wielding enemies seem to have little problem in dodging the beam. Disruptor Rifles dropped by enemy casualties can be utilised for partial ammunition replenishment, yielding 20 Power Cell Ammunition Units each. WARNING: When facing Disruptor-armed enemies, the only safe cover is behind stone - the beam will penetrate crates and, at least some, doors. IMPERIAL HEAVY REPEATER: (DFAULT KEY = 6). [Level 13 (Bespin - Streets) - Captured from Trandoshan]. The first of the dual-function weapons utilising Metallic Bolt Ammunition to be encountered is an interesting combination of the fastest-firing (1200 Ammunition Units per Minute - cyclic) automatic weapon to become available and a Concussion Grenade launcher. Primary fire - the automatic weapon - seems no less accurate (despite remarks by other commentators) than the E11 Blaster Rifle, perhaps a little more so; and Secondary fire - the grenade launcher - is a pleasantly frugal 8 Ammunition Units per discharge, although elevation always has to be gauged by eye and experience, - the grenade does not go through the crosshairs. The common use for this weapon is clearing otherwise inaccessible Trip Mines; those sheltered from direct fire by pillars, for example; while retaining a good self-defence capability, but it need not be confined to that role. Since its Primary fire mode is that of a 'pellet-projector', Lightsabre equipped enemies can only block the projectiles, not return them to firer (which makes it a useful tool for testing dark areas for invisible Shadowtroopers - and on one memorable occasion, even killing one!). Secondary fire has been found to be effective against the weaker Reborn, even in open areas. However, the user should always be mindful of possible self-inflicted splash-damage from Concussion Grenades that are fired at too short a range or too close to an obstruction. Captured Imperial Heavy Repeaters, or those stored in Weapons Racks can be used for partial ammunition replenishment at a yield of 30 Metallic Bolt Ammunition Units each. GOLAN ARMS FC1 FLECHETTE WEAPON: (DEFAULT KEY = 8). [Level 14 (Bespin Platform) - Captured from Stormtrooper Casualty]. The Flechette Weapon is the second, and last, of the dual-function weapons using Metallic Bolt Ammunition that Kyle encounters and another one that does not seem to have much of a fan-club. Primary fire discharges a nicely dispersed cloud of metal fragments ('Flechette' translates as "little arrow"), in similar fashion to a shotgun; at a cost of 8 Ammunition Units per discharge. These fragments are fairly short-range (although they reach further than a THROWN Lightsabre, but then not too much attention has to be paid to precise aiming; near enough is usually good enough) although they have been found susceptible to being PUSHed back at the firer. Secondary fire produces a pair of 'Bouncing Betty' explosive mines, each of which has the effect of a low-yield Thermal Detonator. Their advantage, and disadvantage, is that their path cannot be accurately predicted in an open area, but at 8 Ammunition Units per discharge, they are a relatively economical way of 'searching' a room or area with random fire; or of eliminating enemies on a raised Catwalk, by bouncing the mines off the ceiling. Like the Imperial Heavy Repeater the user should always be mindful of self-inflicted damage (in either mode) when the weapon is fired too close to an obstruction. Captured Flechette Weapons can be used for partial ammunition replenishment at a yield of 30 Metallic Bolt Ammunition Units each. DESTRUCTIVE ELECTROMAGNETIC PULSE 2 GUN: (DEFAULT KEY = 7). [Level 16 (Cairn Assembly) - Found lying on top of crate]. Normally referred to by its acronym (DEMP) with or without the version number, the Destructive Electro Magnetic Pulse Gun is a pulse-rifle, utilising Power Cell Ammunition, primarily intended for use against Droids and other electrically powered equipment. Since its redesign (hence DEMP 2), it is also claimed to have a capability to damage living beings, which the original design lacked. Primary fire is a single energy pulse, costing 8 Ammunition Units per discharge, directly affecting one target. Secondary (charged) fire, at a maximum cost of 30 Ammunition Units, is a detonating energy pulse capable of damaging targets in the area surrounding the impact point. In the Author's opinion, this weapon is a little too specialised and ammunition-hungry for routine use. Remnant forces, too, seem content to mostly leave them in the Armoury. MERR-SONN PORTABLE MISSILE SYSTEM: (DEFAULT KEY = 9). [Level 17 (Cairn Reactor) - Found stored in Weapon Rack]. The name really says it all in respect of this weapon, which is usually referred to as the "Merr-Sonn" or the "PMS". Primary fire is one unguided missile. Secondary fire is one guided missile - put the crosshairs on target, hold down the Secondary fire button until the red circle completes then release to fire. Other than the occasional bit of light relief watching Swamptroopers and/or Stormtroopers being chased by a smart-missile, the Author has yet to find much use for the guided-weapon mode. In ordinary mode, the Author has found the PMS to be an excellent means of eliminating stubborn Twin Cannon Mountings (which appear to be able to protect their operators from Disruptor fire at certain angles of elevation) while moving along a certain Canyon on foot. They are also a good choice for when that pesky AT-ST simply has to go, although hits by three to five Rockets are normally required. Discarded Merr-Sonns yield a partial ammunition replenishment of three Rockets each. ******************************************************************************* (5-0) SUPPLIES & EQUIPMENT: [Item Category] (In alphabetical order). BACTA CANISTER: [Inventory Item]. Portable Biological First Aid Treatment in a transparent cylinder. The healing medium is light-blue in colour as well as being phosphorescent, making it relatively easy to locate in darkened areas - using a Canister restores Health Units by up to 25 - a total of 5 Canisters can be carried. It is very worth while, even when Jedi Healing is available, to make sure that Bacta is the ready-to-use Inventory Item (obviously when nothing else is actually in use) for quick health top-ups during combat. BATTERY PACK: [Consumable Item]. Replacement power charges for Electrobinoculars and Light Amplification Goggles. Battery packs are hexagonal cross-sectioned tubes, about the same height as a Bacta Canister, with a flashing green light on top. Not an item that ever appears in the Inventory, the power inside the pack is immediately transferred to Light Amplification Goggles or Electrobinoculars that need to be topped-up. A maximum of 2 Battery Packs worth of charge can be held. BLASTER PACK: [Ammunition Item]. Blaster Ammunition is supplied in single boxes (white, with green and red markings). Each box contains 25 Ammunition Units; a maximum of 300 Units can be carried. This ammunition is used by the Bryar Blaster Pistol and E11 Blaster Rifle. ELECTROBINOCULARS: [Inventory Item]. Like regular binoculars but electronic in nature with zoom (Primary 'fire' to zoom-in and Secondary 'fire' to zoom out) and azimuth display built in. The azimuth display is in gradations that don't make a lot of sense to inhabitants of Sol 3 (also called Earth), so is not very useful. Also, no weapon can be fired while these are in use. Due to this limitation, and their fairly heavy power consumption, the Author hardly ever uses these, preferring the Disruptor's scope (when it becomes available). FORCE CRYSTAL: [Consumable Item]. Again not an item that ever appears in the Inventory, these are shed by Shadowtroopers on death (always one, and with a second usually able to be forced out of the dead Shadowtrooper by complete disintegration of the corpse), these are crystals from the Artusian mines, enhanced by having been infused with the power of the Valley of the Jedi. On acquisition, they give an immediate full recharge to Kyle's Force Reservoir. INSTANT USE MEPACK: [Consumable Item]. Coloured white with a stripe of red lettering around the long dimension, and looking a bit like two wedges joined at their thick ends, with a flashing white light on top; the Instant Use Medpack (IUM) is a non-transportable, Imperial Issue, First Aid Treatment pack; which restores Health Units by up to 20 per Medpack when used. Note: Unlike the Bacta Canister, which is found Galaxy wide in both Military and Civilian use, the Instant Use Medpack is only ever found in installations controlled by, or allied with Imperials. It should go without saying that these (when available) should be consumed in preference to Bacta Canisters, in the first instance. None can be held. KEY-CARDS: [Inventory Item]. Key-cards come in two forms; Supply Keys (possession of which allows the opening of Supply Crates) and Security Keys, needed to open Security-locked doors. Any Imperial Officer can be found in possession of a Supply Key, but only the Tan and Black Uniformed types carry Security Keys. Both types of key are carried in a special pocket on the upper left arm of an Officer's uniform. When a Key-carrying Officer becomes a casualty his body (unless he died through disintegration) does not disappear until the key is collected. LIGHT AMPLIFICATION GOGGLES: [Inventory Item]. See-in-the-dark, vision equipment. Very useful indeed in pitch-black areas, but the Author finds these "flare" too readily in the crystal-light found in the mines of Artus Prime. Quoted as a method of detecting invisible Shadowtroopers. Unlike with Electrobinoculars, weapons; but not Force Powers (except for SPEED); can be employed freely while these are in use. Peripheral vision is not as good as normal. As with Electrobinoculars, power consumption is fairly heavy. METALLIC BOLT: AMMUNITION: [Ammunition Item]. Metallic Bolts have the form of cylindrical copper-coloured ingots, supplied in 3x2 cases (white, with blue and green markings). Each case of Metallic Bolt Ammunition contains 100 Ammunition Units; a maximum of 400 Units can be carried. This ammunition is used by the Imperial Heavy Repeater and the Golan Arms FC1 Flechette Weapon. PORTABLE ASSAULT SENTRY: [Inventory Item]. A peculiarity (one of two) in being both an Inventory Item and a deployable weapon of sorts, the Portable Assault Sentry (PAS) is a backpack-sized portable automatic blaster with 360 degree traverse, but similar limitations to Automated Defence Cannons, their more powerful but less portable cousins, and are best considered as an annoyance or irritant to most opponents. They have a very short lifespan when utilised against Force-wielding enemies through being PUSHed over. When faced with enemy-deployed Assault Sentries the best tactic is probably to outwait the ammunition supply behind a Lightsabre, although they can also be destroyed at a distance - Disruptor fire at the cylindrical Power Unit/Ammunition Magazine works well. Once deployed, they can not be restored to their original, portable, condition. A maximum of 5 can be carried. POWER CELL: AMMUNITION: [Ammunition Item]. Power Cells have the form of square-section blocks with a yellow band around the top, supplied in 3x1 Cases. Each case of Power Cell Ammunition contains 100 Ammunition Units; a maximum of 300 Units can be carried. This ammunition is used by the Wookie Bowcaster, Tenloss DXR-6 Disruptor Rifle and the Destructive Electro Magnetic Pulse Gun. ROCKET AMMUNITION: [Ammunition Item]. Rockets are supplied in 3x1 cases. They can be distinguished from anything else by their pointed tips. A maximum of 10 Rockets can be carried. Rocket Ammunition is used by the Merr-Sonn Portable Missile System only. SEEKER DRONE: [Inventory Item]. The second hybrid of an Inventory Item and a deployable weapon of sorts, the Seeker Drone is a larger, more powerful, version of the Jedi's standard Lightsabre Training Remote. Once deployed, the Seeker Drone orbits the person who released it unless and until it senses enemy personnel; whereupon it engages them with heavy stinger bolts (which can prove fatal). Seeker Drones are of slightly greater utility than Portable Assault Sentries when deployed against Force-wielding enemies, although they are still best considered an annoyance or irritant. When a Seeker Drone exhausts its self-contained power supply, it automatically self-destructs safely. A maximum of 5 can be carried. SHIELD BOOSTERS: [Consumable Item]. Belt-mounted Personal Shield Generators, in two sizes; Large (50 Shield Units) and Small (25 Shield Units) providing some protection against energy-weapons (up to and including Lightsabres), depleting according to the number and severity of hits sustained. Exhausted or partially depleted Boosters can be substituted with fully-charged replacements or can be recharged at Shield Converters. An absolute maximum of 100 Shield Units can be held. ******************************************************************************* (6-0) DROIDS AND OTHER MECHANICALS: (In alphabetical order). ASTROMECH DROIDS: Designed for hard-vacuum repairs and as Starfighter Pilots' assistants, the R2 (dome headed) and R5 ('flowerpot' headed) series are the most familiar and most easily recognised. None of the ones encountered have been maliciously programmed (e.g. as Assassin Droids), although they have an inbuilt curiosity which could be mistaken for "taking sides" at times. At worst they are neutral and some can be found to be very helpful. There is absolutely no need (as at least one some commentator has suggested) to PUSH any into thin air over long drops, no matter how much they scream on the way down! AT-ST: The acronym stands for "All Terrain Scout Transport", the smaller, two-legged, cousin of the All Terrain Armoured Transport. The control cabin houses a crew of two, and is armed with Blaster Cannons and Rocket launchers. Mobility is provided by a pair of reverse-articulated legs. With its armament, and its ability to stamp on enemy personnel who are on foot, the Scout Walker (as it is also called) can be something of a problem to deal with. Antidotes are; Twin Cannon Mountings, DEMP Guns and Portable Missile Systems. AUTOMATED DEFENCE CANNON: Available in a number of styles, and with a choice of Ceiling, Plinth or Sliding mounts, these automatic cannons are normally utilised as Anti-Intruder devices in Military service. Some crimelords have been known to employ these devices both in the anti-intruder role and as execution weapons. Due to their mode of operation (sense-target-shoot) and their relatively short sensor range they are best considered as a filter to keep out the harmless or a trap for the unwary and are most effective when deployed in confined but open spaces. That said, they can be rather useful to an 'intruder' on occasions, particularly if the 'intruder' in question is a Jedi armed with a Lightsabre! In other cases, effective antidotes are Disruptors or ten Ammunition Units worth of solid hits from Blaster-type weapons. COMBAT DROIDS, MARK 1 & MARK 2: Both of these Combat Droids are non-standard, encountered only in association with Fyyar's Planetary Assault Ship, Doomgiver. Note: When examples of either type are destroyed, an (apparently randomly selected) box of Blaster Ammunition, or case of Power Cell Ammunition or case of Metallic Bolt Ammunition is ejected from the wreckage (one per destroyed Droid). These 'bonus' items evaporate after a short period. The Mark 1's design is highly reminiscent of a scaled-down Scout Walker, but with a beetle-shaped body and only side-mounted weapon arms. Fairly tough but noisy and ponderous, they should not pose much of a threat to a Jedi, provided that the Jedi can keep combat with them to a one-at-a-time level. The Mark 2 design is much smaller, looking like a metal-shrouded tyre, with three pistons coming out of the rear and a small, limited traverse, laser turret attached on top. Only two are encountered during the course of Kyle's Mission and they do not seem to last very long in combat. GNK POWER DROID: Essentially a walking battery which, unfortunately, cannot be used to recharge any of Kyle's equipment. Absolutely harmless. GUARD DROID: Tasked with guarding prisons, detention areas and other critical interior spaces, these Droids are the repulsor-powered, mobile equivalent of Automated Defence Cannons. They conform very closely to the description of the G2-RD Droids in "Refugee" (by Sean Williams and Shane Dix - 'New Jedi Order' book series) although these seem to be programmed to use lethal force only. Well armoured and shielded, these spherical Droids are vulnerable to Blaster type weapons and Wookie Bowcasters only when about to fire, although Lightsabres, Disruptors, DEMP 2 Guns and Repeater Secondary fire make quick work of them. INTERROGATOR DROID: First seen in Episode IV (A New Hope), these repulsor-powered torture devices are to be expected in Remnant Prisons, Shipboard Detention and Deep Storage areas. Their attack range is short (apparently being armed only with a drug injector) but a hit takes a small toll on Shield strength (perhaps due to shield-to-shield contact - they seem to be equipped with a small shield generator) and a larger toll, in several stages, on Health. MSE-6 DROID: Ubiquitous utility Droids, tasked with running messages and small items back and forth. Their normal nickname is the "Mouse" Droid, but seem to have picked up an additional nickname of "Scurrier" due to their speed. Harmless, although can hand out quite a scare if trodden on accidentally! POWER CONVERTER: Waist-high pillar-like mechanisms with a square cross-section and tops in the form of a truncated-pyramid, these enable a recharge of Ammunition (Orange Lights) or Shields (Green Lights)to be obtained. The lights dim when either type of Converter has been exhausted. These are ground (or deck) mounted items. PROBE DROID: Thought to be a combat variant of the pure reconnaissance version seen in Episode V (The Empire Strikes Back), these seem to carry a shield generator of limited power and capacity, as well as a fairly weak Blaster. Their distinctive audible and electromagnetic emissions seem to have been tuned to sound something like "Fear the Defenders", possibly as a psychological-warfare measure. PROTOCOL DROID: Serving mainly as translators (although none of them seem able to carry out anything like a proper conversation), these are mostly harmless (except for one 'Informer'). TWIN CANNON MOUNTING: The heaviest weapon that Kyle encounters in any quantity on this Mission, these pieces are probably classed as 'transportable' rather than portable. Seemingly designed as anti-vehicle and anti-Starfighter weapons, they are even more potent when used on troops. They may be closely related to the AT-ST's Main Gun (Chin Gun) armament. ******************************************************************************* (7-0) ENEMIES: (In alphabetical order). ARTUSIAN SNAPPER: A multi-legged, carnivorous, predatory, lifeform native to Artus Prime, where it is commonly found in caves and underground mine workings. Although their teeth can cut through Stormtrooper-grade armour and they can de-power a set of personal shields in short order, individually they are not much of a threat to an active, armed, citizen. However they are inclined to swarm, whereupon their threat level increases proportionately. Encountered on Artus Prime (with a guest-appearance on Nar Shaddaa). Kill Index of 3. DESANN: Principal 'baddie'. Highly lethal Giant Saurian! Kill Index of 35. FYYAR (GALAK FYYAR): Imperial Remnant Admiral and Inventor. Ambitious human ally of Desann! No Kill Index due to special circumstances. GRAN: A bipedal, goat-like, brown-skinned, herbivorous (and ruminant) species characterised by three eye-stalks at the top of the head and large hoof-paws. Those encountered during Kyle's travels are not of notably high intelligence, which is probably why they have found employment as hired muscle for a gangster. In active combat situations they mainly stand their ground, relying on what seem to be pretty thick skins for protection. Their usual weapon is the Thermal Detonator (which they can hurl for very long distances), although a small minority carry Blaster Rifles. At very close range those armed with Thermal Detonators switch to hand-to-hand combat, when their hoof-paws can do a lot of Health Damage in a very short time. Encountered only on Nar Shaddaa and Bespin. Kill Index of 2 for 'Grenadiers', 3 for the 'non-Grenadier' variety. IMPERIAL OFFICERS: Three distinct types of Imperial Remnant Officer (distinguished by the colour of their uniforms - Grey, Tan and Black) are encountered during the course of Kyle's Mission, everywhere except on Yavin and Nar Shaddaa. Grey Uniformed Officers are regular Imperial Armed Forces, those encountered are armed exclusively with Blas-Tech DL44 look-alikes (similar in appearance to Han Solo's favourite weapon). Grey Uniformed Officers respond to a full-power Force PUSH and PULL in the same way as any Stormtroopers do; that is, by flying all over the place! Grey Uniformed Officers can be found with Supply Keys on their persons, but never Security Keys. Kill Index of 2. Tan Uniformed Officers seem just as numerous as the Grey variety, if not more so. The ones encountered are invariably armed with Imperial Standard E11 Blaster Rifles. The Tan Uniformed Officers are probably senior to the Grey, a full-power Force PUSH or PULL will only drop them to the ground, not move them around. Tan Uniformed Officers can be found with either type of key on their persons. Kill Index of 3. Black Uniformed Officers are a great deal rarer than the others, probably fortunately so. In addition to being armed with the quicker firing (and harder hitting) version of the E11 Blaster Rifle, they are also the hardest to kill. They seem to hold rank at senior command level (e.g. Base Commanders). Force PUSH and PULL is again not too effective and Black Uniformed Officers can be found carrying either type of key. Kill Index of 6. IMPERIAL TECHNICIANS AND TIE FIGHTER PILOTS: Most easily told apart by the colour of their coveralls (black for TIE Fighter Pilots, brown for Technicians) both types are armed with Blaster Pistols for self-defence, which (possibly fortunately) they utilise with rather more zeal than accuracy in actual combat unless at very close range. Nevertheless, they occasionally connect and it can be a bit embarrassing to be felled by a mere Technician! Unlike Stormtroopers, Technicians and TIE Pilots can be difficult to spot in poorly lit areas. Both have a Kill Index of 2. REBORN: Products of Fyyar's & Desann's experimentation into artificially creating Dark Jedi through Artusian crystal technology and access to the Valley of the Jedi. The weakest are those wearing an orange hood and tunic detail (Reborn), going up a little in capability are those wearing blue hoods and tabards (Reborn Acrobat). Next, and almost equal in capabilities and lethality, are those with red hoods and tabards over a sandy-coloured tunic (Reborn Force User) and those wearing green hoods and tabards (Reborn Fencer). Reborn Force Users seem stronger at utilising the Force (particularly its defensive aspects) but are weaker swordsmen than the Reborn Fencers - which, in the Author's opinion, makes the latter the greater threat. The strongest Reborn (Reborn Boss)wear red hoods and tabards over a dark tunic and seem capable of using the Force Powers of GRIP and SPEED together with the STRONG Lightsabre style. Reborn are armed with Lightsabres only. None of the Reborn wield FORCE LIGHTNING, but they are weakened (and some can be killed) by it if used against them. All varieties of Reborn are encountered from Bespin onwards. Orange Reborn have a Kill Index of 2. Blue, Red and Green Reborn a Kill Index of 5 and Reborn Bosses a Kill Index of 7. RODIAN: A bipedal insectoid species from the planet Rodia, characterised by their green skins, sensory head-stalks and sucker-tipped fingers. Their preferred weapon (particularly evident on Nar Shaddaa) is the Disruptor, with which they are quite proficient, but some carry Blasters. In active combat situations they show a fair]y good grasp of tactics, albeit of the street-fighting variety. Encountered only on Nar Shaddaa and Bespin. Kill Index of 2. STORMTROOPERS: Generic, white armoured, Imperial Remnant Troops; encountered everywhere except on Nar Shaddaa; armed with E11 Blaster Rifles. Squad Leaders (identified by yellow shoulder pieces) are more potently armed with Flechette Weapons, Imperial Heavy Repeaters or the Merr-Sonn PMS (these last are described as Rocket Troopers in the text). Swamptroopers (in distinctive green armour and commonly armed with Flechette Weapons) are a specialised variant, encountered only during the fighting on Yavin. Rocket Troopers can be dangerous, but the other types should be classed as little more than cannon-fodder. Ordinary Stormtroopers have a Kill Index of 2; Squad Leaders and Swamptroopers a Kill Index of 5. SHADOWTROOPERS: The final result of Fyyar's & Desann's experimentation into artificially creating Dark Jedi. Distinguished by their black, Cortosis-reinforced (and so Lightsabre-resistant) armour, which also has the ability to turn the wearer temporarily invisible, they wield the full range of Force Powers (including FORCE LIGHTNING) and are armed exclusively with Lightsabres. Groups of two or more Shadowtroopers have been known to work the GRIP and Lightsabre THROW tactic as a team. Although highly dangerous opponents, they can still be beaten. Encountered from the Cairn Installation onwards. Kill Index of 10. TAVION: Desann's human apprentice. Definitely not as nice as she looks! Kill Index of 21. TRANDOSHAN: A green/orange-skinned bipedal saurian species, characterised by triple-clawed hands and feet. Trandoshans come from a home world close (in Galactic terms) to that of the Wookies, of whom some have a deep-seated hatred. Best known in the Bounty Hunting and Mercenary professions they are, indeed, fierce hunters by nature. Normally armed with Imperial Heavy Repeaters, if disarmed they have been known to pick up and use any discarded weapon they can get their claws on Trandoshans are only encountered on Bespin. Kill Index of 3. WEEQUAY: A humanoid species of greyish appearance characterised by almost total baldness except for ropes of hair descending from the backs of their heads. Again not particularly intelligent, they have been known to jump off high walkways for no particular reason, or fall down lift shafts when the platform has been called to a lower level, as well as not notice that they are about to walk on a shot-out piece of transparent flooring material! In active combat situations, however, they show a certain aptitude for running and dodging. Their normal weapon is the Wookie Bowcaster, although some have been known to pick up discarded Blasters from time to time. Encountered only on Nar Shaddaa and Bespin. Kill Index of 2. ******************************************************************************* (8-0) THE GUIDE: Note: Throughout the text, words in CAPITALS (e.g. CROUCH, JUMP, RUN, WALK) refer to the appropriate Control being utilised; this convention is also followed for the use of Force Powers (e.g. SPEED, PULL, PUSH). The tactics suggested have been tested by the Author on all Settings. Where more than one tactic has been found to work, the Author has selected the one assessed as most effective on Jedi Master Setting. INTRODUCTION/PROLOGUE: In Cutscene, aboard Jan's ship "The Raven's Claw". A Holo-Net briefing update by Mon Mothma warns Kyle and Jan that their Mission to investigate the Imperial Outpost on Kejim might not be the 'blue milk run' that Kyle thought it was going to be. ******************************************************************************* (8-1) KEJIM POST (Level 1) - [map code = kejim_post]. 2 Secret Areas. Opposition: => Stormtroopers, Imperial Officers, Probe Droids. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => N/A. On entry to Level 1, Kyle and Jan are positioned at the stern of a Lambda Class Shuttle. The large door to the rear of the Shuttle is non-functional (and the glowing red status panels indicate that it is locked); one commentator has guessed that it represents the entryway to Level 1, which is as good an explanation as any. The other visible door, facing the port (left-hand) side of the Shuttle is the entrance to a Storeroom. Kyle's Datapad is beeping for attention. Jan thinks that she has both heard something and seen someone, and chatter from somewhere ahead confirms this. Two Stormtroopers are talking about one of them getting a transfer to Sector 7. Author's Note: Instances of 'chatter' by Stormtroopers (and others, which will probably not be understood unless one either has a 3PO Droid on hand or is fluent in Huttese, Gran and/or Rodian!) occur at various points throughout the whole Mission. The purpose seems to be to provide a 'heads-up', possibly to the younger player, that there are unseen enemies in the vicinity. That's OK as far as it goes, just so long as the absence of 'chatter' is not taken as indicating an absence of enemies! Of the Stormtrooper 'chatter' (which, being in Basic, can be understood), some can be mildly amusing - particularly when they are running-down their equipment or Officers! It would seem logical to advance to the cover of the containers toward the nose of the Shuttle and shoot the first of the Stormtroopers from there (a relatively simple shot with Bryar Secondary fire), however this method has been found to lead to Kyle occasionally sustaining some Damage from 'friendly fire' when the second Stormtrooper comes across to engage Kyle and Jan pitches in from behind his position. A better alternative is to RUN around behind the position that Jan first takes up, to somewhere in the angle formed by the blank wall and the wall with the Storeroom door in it (where Kyle cannot see, or be seen by, the left-hand Stormtrooper) but can still engage the right-hand Stormtrooper obliquely, under the nose of the Shuttle; a slightly more demanding shot, but still perfectly do-able. To give Jan credit where it is due, she often eliminates the left-hand Stormtrooper without assistance, although it should be supplied if needed. Jan's weapon, by the way, is far faster-firing than a standard E11 - it appears that she has got hold of one of the special Very Senior Officer's guns at some point. When both Stormtroopers have been transferred (to somewhere other than Sector 7!), collect an E11 (unfortunately a standard version) from one of the casualties. The Storeroom contains both a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) in a niche protected by Laser-fused Trip Mines and Secret Area 1 (on the top shelf at the rear). On Jedi Knight and Jedi Master Settings, the Secret Area only yields a Bacta Canister; this is supplemented by a Battery Pack on Padawan and Jedi Settings. Collecting the Secret Area Items (and/or clearing the Trip Mines) are jobs best done later on, when Jan is not following Kyle around like a puppy; she definitely does not appreciate Kyle landing, or explosives going off, too near her. Whenever the time comes to access Secret Area 1; JUMP on the projecting white container, then onto the lower shelf, then onto the dark container and then onto the top shelf. For the Supply Rack, rolling a Thermal Detonator into the niche (once some have been acquired) is the safest method of dealing with the Trip Mines; but it is also just possible to detonate them with the Bryar or E11 without taking Damage by shooting from outside the Storeroom, while backing away so that the closing door shields Kyle from the explosion. The next stage (moving from the Shuttle Pad to the level of the "Parade Ground"; described as such on the basis that every military post, no matter how humble, has one; and no better candidate has been found) also has potential for a 'friendly fire' incident. There is an alternative route, which Jan will not (can not) take; involving JUMPing onto the low containers on the right-hand side of the Shuttle's nose, from there to the higher containers (aim for the gap between container and Shuttle - it is also possible to get right on top of the Shuttle from here, but there is no advantage in doing so) then running across to the top of the Parade Ground level's retaining wall. That puts Kyle out of Jan's line of fire (but still able to support her) while Mr. "What was that?" (a Grey Uniformed Officer) is dealt with. Unfortunately Jan's record of victories over this particular Imperial is not nearly as good as with her previous opponent. The Author's impression is that taking the alternative route also seems to moderate Jan's rather impulsive nature, namely she waits for Kyle to start the action rather than yelling "Get them!" and opening fire herself! A quick look at the Parade Ground with Electrobinoculars might pay dividends here, especially if new to the Mission. In addition to the Stormtroopers dotted around the Parade Ground some fairly tall brown- coloured containers marked with a yellow stencil (a circle with a bar across it) should also be able to be identified. Found throughout the Mission, containers marked like this explode very enthusiastically when hit with Blaster (or other weapons') fire, since they contain either high-explosives or fuel; and should be given a wide berth. The nearest visible Stormtrooper is more or less right in line with a pair of these containers, possibly bad luck for one or two of his buddies! Regard any such eliminations as a bonus, but do not rely on them happening. A point to note, as with other people and a Droid later on, Jan needs to survive for the Mission to continue (and she can be killed) so Kyle needs to take out a good share of the opposition and not hang back. This is particularly relevant on Jedi Master Setting. After clearing the Parade Ground (including one Stormtrooper on an upper walkway), Jan will discover that the Main Door Control Panel has been shot-out and that the door is too tough for hand weapons to destroy. While she is doing this, try to collect as much replacement ammunition (in the form of discarded E11s) as possible. This logistic activity will probably be interrupted by a trio of Stormtroopers appearing from around the corner at the far end of the Parade Ground. Deal with them (Jan will help) and backtrack them. Should one or two Stormtroopers patrolling a pair of enclosed, suspended, corridors down in the valley beyond be noticed, the advice is to ignore them. The corridor sides are too tough to be penetrated and the sentries will send a Probe Droid to investigate any shooting. Go through the open door around the corner (note the Shield Converter in that room), where Jan will comlink a reminder about searching Officers for key-cards, and eliminate the Tan Uniformed Officer in the Computer Access Room through the door opposite the Converter (keep Jan happy and collect his Supply Key at the same time!). Now go up in the circular lift (to the right of the door), turn right along the upper walkway and take the rectangular lift platform up to the Perimeter Defence Control Room (lit in red, for some reason). Head towards the Control Panel (showing an icon of a Twin Cannon Mounting) under the front window; it might be found useful to smash the rear window to the left on the way there; and operate the panel; which triggers a short Cutscene of the Parade Ground's Twin Cannon Mounting powering-up. Two (on Padawan Setting) or three Stormtroopers (who must have been on caf-break!) will probably be observed charging along the upper walkway. These can be engaged from the just-broken window; and it is very possible, provided Kyle gets into position quickly enough, to take all of these out before they are able to fire a shot. Drop back down the rectangular lift aperture (it is Damage-free and is also quicker than bringing the platform back up) to the upper walkway level and investigate the nook the Stormtroopers appeared from. There are two Weapon Racks (each holding three E11s) on the rear wall and a Bacta Canister behind the crates to their right (on Padawan Setting, there is another Bacta Canister behind the other end of the crates). Note the Viewpanel, currently just showing 'mush' or 'snow', operate it for a view from the outside Security Camera, showing Jan awaiting Kyle's return to the "Parade Ground", so go back down via the circular lift and rejoin her. On the higher Settings, make sure that Bacta is the ready-use Inventory Item from this point onwards, so a quick in-combat Health top-up can be obtained just by tapping the "use held item" Control (Default is ENTER). Author's Note: Staying aboard the circular lift platform after reaching the Computer Access Room level takes Kyle down another floor (to a Guardpost Lobby) before coming back up again; but there is no point in investigating that area at the moment. Despite Han Solo's remark at the Endor Shield Generator; Episode VI (Return of the Jedi); about getting into places through the back door, it hasn't been made possible here; resulting in out-of-sequence actions if attempted. Most unfortunate! Once back with Jan, take control of the Twin Cannon Mounting and demolish the Main Door with it (on Jedi Master Setting this Cannon appears to have only a very small amount of ammunition available, so don't experiment with it until the Main Door is down). For future reference, note the appearance of the two crates that flank the Main Door (light brown, with red lights on their lower part). Later on, destroying crates of identical appearance (by Twin Cannon Mounting fire or by tempting an Automated Defence Cannon to fire in their direction) can give temporary access to bonus; Battery Packs, Bacta Canisters, Instant Use Medpacks or Shield Boosters, although, unless collected, the bonus items evaporate after a short exposure to air! When done, hit the JUMP key/button to release control of the Cannon and follow Jan through the Main Door (the program will generate one of its own Checkpoints during some part of this process) and onto the gridwork lift platform, which will descend once both Kyle and Jan are on it. The obvious next step would seem to be to operate the lower door's Control Panel and enter the Post through there, but this will probably (unless very quick and accurate in taking out multiple opponents) result in either Jan or Kyle being killed. Instead, wait for the lift platform to ascend again and drop down into the space below; where there is a door into a service tunnel; and (on Padawan Setting only) an Ammunition Converter. To the left (the direction Kyle needs to go) there is some mechanism that is throwing a lot of electrical discharges about. This can either be destroyed with E11 fire (being careful to duck back quickly to avoid the blast when it blows up) or the simpler, and more ammunition friendly, option of walking down the tunnel to the right and switching the machine off at its Control Panel (on the left wall, around the corner) can be exercised! Once the machine is inactive, move past and around it and take the small lift platform up into a darkened storage area where there is a breakable grating at the top of the steps. Note that the trio of gas cylinders by the lift platform aperture will explode if shot, but it's a total waste of ammunition. Shoot the grating (which can be done while standing on it!) and drop down through the hole into the Security Control Room. Immediately target and eliminate the Tan Uniformed Officer on duty (then collect his Supply Key). Just past where he was standing there is a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) and across the room, under the observation window, there are four Control Panels. Each of the Control Panels controls a door (or doors) within the immediate area; the leftmost unlocks the door immediately opposite the Security Control Room (designated Blue 1, for convenience), the next unlocks the Security Control Room door (and also opens the main, lower, door so Jan can get into the Post), the third-from-left unlocks the door at the left-hand end of the corridor outside into a triple-door hub and the rightmost unlocks a door between Blue 1 and Blue 2. While it does not seem to have much of a game-play consequence if all of them are operated here and now, the Author tends to open these doors as and when the room behind it is to be cleared; leaving the rest isolated on lock-down. For now, operate the second-from-left panel to let Jan in and then (when she has joined Kyle) also operate the left-hand panel - the red status panels on the door opposite will change to green - indicating that it is unlocked - when this has been done. Probably the best method of clearing Blue 1 is to keep to the right of the corridor until level with the centre of the door and then approach it in a CROUCH. Author's Note: CROUCHing, either in a firing position, or when advancing, makes a good deal of tactical sense, in my opinion; as I am one of those people who wants to keep Shield and Health Damage to a minimum. My impression is that Remnant troops seem to be conditioned to fire off their first rounds at chest-height (when they will pass harmlessly over a CROUCHing individual), and it also seems that whatever sensors Stormtroopers have inside their helmets (recalling Luke's comment about those when he donned Stormtrooper armour to get into the Death Star's Detention Centre, and looking forward to a gripe on the same subject by one of the Remnant Stormtroopers later on in the Mission) they are not at their best when attempting to detect a CROUCHing human; which slight hesitations between issuing a verbal challenge and coming to investigate what they think they've seen, seem to bear out. So if you find that I overuse this 'C' word in the text, please forgive me! This manoeuvre often results in a sight of the first defending Stormtrooper with his back turned (an easy kill) and with the other two charging right into the line of fire from around the corner to the left. There is an explosive crate in Blue 1 (half-covering a breakable grating around the corner to the left, which may be left alone - the aperture only leads back down to the Service Corridor area) and also some useful items, a Small Shield Booster on the stack of crates to the front (JUMP onto the smaller crate in front, then onto the stack and move left around the badly-stacked crate on top, alternatively try moving around next to it at floor-level and have Kyle reach out and pick it up by hitting the USE/INTERACT Control) and a Battery Pack plus a belt of Thermal Detonators behind the trio of floor-level crates near the (still-locked) door to Blue 2 (the noise that may be heard when near this door is coming from a GNK Power Droid in the next room - it seems to be calling for "George"!). Once these items, and all discarded E11s, have been collected, run back to the Security Control Room and operate the rightmost Control Panel to unlock Blue 2. Similar tactics (substituting the left-hand edge of the doorframe for the centre of the doorway) seem to work on the defenders of Blue 2, although they (Stormtroopers, normally numbering five) do not seem to be as obliging as the last group. Some of the time they come at Kyle in a bunch, other times two of them have to be stalked and located before being shot. Blue 2 contains a lift (in the far-right corner from the doorway - which Kyle will soon be using) and a couple of sets of crates, the one immediately on the left around the corner being the one of interest. On Padawan Setting there is a Bacta Canister inside the Supply Crate in front of this set and a pair of Light Amplification Goggles on top of it (JUMP on the Supply Crate to access the top of the stack, or reach up for the Goggles with USE/INTERACT, as previously). On all other Settings, the Supply Crate has the Goggles inside it and there is no Bacta Canister. Collect the Goggles (and all discarded E11s) and head for the circular lift, operating the Control Panel just before boarding the platform; staying as near as possible to the Control Panel is the best option. On arrival down in the cellar, move in the direction of the vertical white light and wait for the lift to go back up, while Jan comlinks the information that "the base is divided into three Sections". The Light Amplification Goggles may be given a try here (being mindful that they drain battery power quickly), or it may be found that there is just enough ambient light already. In either case, locate the only floor-level single crate in view and head for the gap to its right, which should bring Kyle into view of Secret Area 2 (a pair of Supply Racks each holding an Instant Use Medpack and three boxes of Blaster Ammunition). When at or near the Secret Area a "Mouse" (MSE-6) Droid will be heard (and seen) approaching. Try not to step on it! Collect what is needed from the Secret Area, then head into the corner nearest the left-hand Supply Rack and follow the wall until coming to a gap (very near, on the right) leading into a slightly better-lit chamber with a small doorway (approximately Droid-sized) at the other end. Approach this in a CROUCH and locate the Tan Uniformed Officer at the Control Panel across the room beyond. It's best to switch to the Bryar (fully-charged Secondary fire, to give the best chance of a one-shot kill) to take him out, moving immediately into the corner to the left and reselecting the E11. Next, back cautiously (still in CROUCH) down the wall to the left until a narrow slice of the room beyond can be seen (due to the angle of view through the doorway). The gap should be wide enough to see, and fire, through but narrow enough to protect from all but the most precisely aimed return fire. The Officer's escort of four Stormtroopers should then be able to be eliminated without suffering much, if any, Damage. If only three Stormtroopers are counted as casualties, then the other one is either around the corner to the right (outside the door), or he is in the entrance/exit alcove halfway along the wall to the left. Enter the room (which looks like some sort of emergency generator room or power distribution centre), collect the Officer's Supply Key and operate the two unlit Control Panels under the map display (the lit panel shows blue lights and the blue portion of the map is also illuminated - so it can reasonably be concluded that Kyle is in Blue Section) to unlock the Green and Red Sections of the Post. The Viewpanel shows views of the Green Section Security Lobby and the Red Section Security Lobby, study these views carefully for any automated defences, and their placement in relation to the entrances. Finally, visit the Blue Section Code display to update the Datapad ("Looks like an Imperial Code!") and then turn off the forcefield at the other end of the entrance/exit alcove. The next task is to clear the Main Access Corridor. There is a choice of either heading up the curved stairway (dealing with trouble when encountered, the corridor is quite well populated - eight Stormtroopers on Padawan Setting, nine on Jedi and ten on Jedi Knight and Jedi Master Settings), first heading right and clearing that end of the corridor before returning to the stairs and clearing the corridor in the opposite direction; or of going back through the cellar, up on the circular lift into Blue 2 (it may be the Author's system, but the lift control in the cellar seems to 'hang' just a bit before operating), toward the door to Blue 1 (turning right just before Kyle goes through it and into the triple-door hub). The door on the opposite side (note that the door back into the Security Control Room corridor is to the left - and should still be showing red status panels if the door Controls were operated one-at-a-time) leads into the Main Access Corridor, almost at its end (the best firing angle seems to be obtained by approaching the right-hand edge of this door in CROUCH). In the Author's opinion the second option (Blue 2 and the triple-door hub) is marginally easier. Whichever route is chosen, there are two Supply Racks along the Main Access Corridor (each holding an Instant Use Medpack and one box of Blaster Ammunition). The first of these will be found at the end of a short landing (operating space for some, non-functional, instrument panels), just below the top of the stairway; the second at the far end of a large alcove to the left, just beyond another set of instrument panels. Also at that location is a long firing-slit which should be looked through; quite often one of the corridor's defenders has not been attracted by the commotion and is still at his post on the computer-hub access walkway, just around the corner from the end of the Main Access Corridor. In which case, it is advisable to eliminate him from here with a fully-charged Bryar Secondary shot, aimed at the helmet, for certainty. When the last defender is accounted for, go to the end of the Main Access Corridor and out onto the computer-hub walkway leading to Green and Red Sections. Author's Note: It does not appear to matter which of these remaining Sections is cleared first; or if you start on one, then break-off to clear the other. My preference is to tackle the accessible parts of Green Section first, then deal with Red Section (in its entirety), finishing by clearing the remainder of Green Section. My reason for doing so is to ensure that I retain the maximum possible amount of both Health and Shields when entering Level 2. However, for the purposes of this Walkthrough (and to conform to Matthew Rorie's write-up), I will describe clearing the whole of Green Section first, and then deal with Red Section. Supplemental: The Red, Blue and Green logos above their respective Section entrances are actually coloured versions of the Imperial Insignia. Start to clear Green Section by maximising Kyle's ammunition supply (which will probably require remembering which Supply Racks still hold supplies of Blaster Ammunition - the rack in the external Storeroom can be more conveniently reached from the other end of Green Section, so leave it out of consideration for now - try Secret Area 2 first) then advancing to the computer-hub at the junction of the walkways, which it is strongly suggested be gone around via the side that does not have a walkway attached to it. CROUCH by the end of the walkway leading to Red Section and select Bryar. Through the Green Section doorway (just under the top of it, left of centre) a lump with a blinking red light on it should be visible. That is an Automated Defence Cannon (the only one, if on Padawan Setting, the first of a pair on any of the other Settings, as should have been seen from the Security Camera displays earlier). Give it two accurate, fully-charged shots and it should explode. Next, (if not on Padawan Setting) advance cautiously along the walkway (still in CROUCH) until the green lights on the side of the Security Booth become visible, then (more cautiously still) until the shape of the second Automated Defence Cannon can be picked out and given the same treatment. If it starts to make a whirring sound and begins to move, back-pedal quickly and wait a bit before trying again - this time, a bit more carefully! It is safe to try again as soon as the high-pitched beeps stop (indicating that the Cannon has dropped back into sleep mode). Don't waste ammunition on the Security Camera, none of Kyle's weapons can destroy it. Reselect E11, cross in front of the Security Booth (ignore the Officer, and anything he says, for now) and CROUCH by the left-hand edge of the doorway. Sometimes the Grey Uniformed Officer exits the booth at speed, firing on the run, at others very deliberately; kill him on the way, if possible, otherwise edge cautiously around the doorframe to the left and eliminate him (and the three or four Stormtroopers waiting as a reception committee). Then visit the Security Booth to find a Weapon Rack (holding three E11s) and a Bacta Canister, to the left of the inner doorway, all of which can be plundered and a Shield Converter (that should be left alone for now). Move out of the Booth and along the long corridor in CROUCH, keeping to the right (leave the discarded E11s for now, so there is no chance of tripping the sensor and opening the door down the steps to the left - it's easier to clear that room - Green 1 - from the other end). If there is a Stormtrooper still standing just before the foot of the steps at the far end of the corridor, reach out and touch him in the helmet with fully-charged Bryar Secondary fire from about where the wall comes out in a 'jog' on the right-hand side, then (or if otherwise) advance, in CROUCH, to just before coming level with the near edge of the instrument panel on the opposite side of the corridor and do that to the Stormtrooper up the stairs to the front. That done, RUN to, and up the stairs (keeping to the right as far as possible to avoid tripping doors on the left), enter the rear Security Booth and switch off the Automated Defence Cannon(s) in the Lobby outside. There is a Weapon Rack (holding three E11s) and a Bacta Canister to the left of the inner doorway, all of which can be collected. Come back out of the Booth and through the door immediately to the right, into the Lobby. Ahead is the same lift that was used to access the upper walkway (outside) from that Computer Access Room; and in the far corner is a door to a small storage area. Go through it and open the Supply Crate to collect a Bacta Canister, unless both the current Setting is Padawan and no Bacta Canisters have been used yet, in which case the Bacta Inventory total will probably be at maximum. Now go back to the corridor and investigate through the first door on Kyle's left (Green 2); a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) is behind a pair of explosive crates - it is just visible, over the top of them, from the doorway. Reselect E11 and prepare to clear Green 1; out of this room, down the first flight of stairs and through the door on the right. When the three or four Stormtroopers in Green 1 (another Computer Access Room, with what look like Mainframe Computer assemblies in it - which put up a red forcefield when hit by Blaster fire, but do not explode) are eliminated and all possible E11s from outside the other door have been collected, find the flashing Computer Access Panel on the horseshoe shaped Control Station and operate it. Note that E11 fire will ricochet off the dark walling/shielding for these Computer Stacks in Green 1 (the only place where the Author knows this to be possible); and it will also ricochet off the red forcefields - one good reason for clearing Green 1 from the other end, to be felled by a ricochet adds insult to injury! Author's Note: I break-off to create Katarn-style mayhem in Red Section (fully clearing it) before operating this panel. Kyle will request Jan's help (heard in voice-over) because the computer terminal is encoded, and her response that she is on her way. A little later, she will complain that she is pinned down so Kyle will have to go and help her out of the mess! Several Stormtroopers later (two on the hub-access walkways, three - two on Padawan Setting - in the alcove by the firing slit and the final pair in Blue 2, where Jan has just managed to nail a third by herself). She won't be all that grateful for the assist ("took you long enough"!), but lead her back to the Green 1's Computer Console anyway. Jan's computer-slicing skills will unlock the doors (shown in a Cutscene snippet) to the room on the right-hand side of the corridor, Green 3, which is defended by three Stormtroopers on Padawan, four on Jedi and seven on Jedi Knight and Jedi Master Settings; plus, on all Settings except Padawan, a Tan Uniformed Officer. Probably the best tactic here is to have Kyle show himself very briefly at the door almost opposite the steps to Green 1 (if he manages to take down one of the defenders while he's there, that's a bonus, but don't let him hang about to invite accurate return fire), moving to a firing position inside the Security Booth doorway (at the entrance to Green Section); and wait for them to come out and attack. Enter and check out the far end of Green 3 when it's thought they're all dead; it's not unknown for at least one of the Stormtroopers to still be standing guard by the further door. Just inside the door Kyle entered Green 3 by is a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) with a Bacta Canister and a Large Shield Booster just beyond it. At the far end of Green 3, on a wall display to the right, is the Green Section part of the Code ("I've found another Code!"). Green Section is now cleared, so maximise ammunition supply (and Shields, if possible, again without touching the Converter in the Security Booth) in preparation for clearing Red Section There are two tasks to be completed in Red Section; to put the computer-hub on-line (so the Imperial Codes that are collecting on the Datapad can be input) and to collect the final Code; events make a lot more sense if those tasks are undertaken in that order, although there doesn't seem to be anything to actually stop Kyle from going after the final Code first. As will be remembered from the Generator Room Viewpanel, there is at least one Automated Defence Cannon in Red Section's Security Lobby that will need to be dealt with. If not on Padawan Setting, CROUCH along the centre of the walkway until the first of the pair appears just under, and to the centre of, the top of the doorway and give it the standard two fully-charged shots of Bryar Secondary fire. The all-Settings Cannon's placement makes it a little more tricky to deal with. Perhaps the best method is to dash straight ahead into cover at the side of the Security Booth, fully-charge the Bryar while waiting for it to drop back into sleep mode, pop out from behind the shelter of the Booth, shoot, pop back into cover again and repeat. This technique has been tested, without taking Damage, on Jedi Master Setting; but be mindful both not to pop out too far and to be quick with taking an accurate aim! Switch to E11 and move to the other end of the Booth to enter Red Section proper, as before, the Grey Uniformed Officer can either exit the Booth on the run, or he can make Kyle wait for him; the difference is that there is no reception committee to give him immediate support. The interior of the Booth is (with the exception of a Shield Converter) fitted-out with the same items as in Green Section. Collect as required. The Author's opinion, and recommendation, (contrary to what has been written elsewhere) is not to head up the stairs immediately on the higher Settings (particularly on Jedi Master Setting), as Kyle will probably get shot to pieces, the Stormtroopers up there seem to be alert, accurate, pretty durable and very quick moving. Instead, move down the corridor past the stairs, almost into the open room area at the end. Select Thermal Detonator, hold down on Secondary fire (for any-impact detonation); and put Kyle's back against the wall to the right, RIGHT-SIDESTEPping along it(in CROUCH) until the first of the two Stormtroopers can be seen. Throw the Detonator at him, which sorts both of them out good and proper; and (in the Author's opinion) is well worth the sacrifice of a Thermal Detonator. Now Kyle can safely head up to the top of the stairs where a Large Shield Booster is to be found behind the display panel to the right. In case of accidents later, think about leaving this alone for now. Next, select Bryar, move around to the left to locate the lift platform to the upper level and CROUCH on the its extreme right-rear corner. Give the Bryar a full Secondary-fire charge while ascending and shoot the visible Stormtrooper in the helmet. A second Stormtrooper may appear from the right, but is unlikely to be able to inflict any Damage before the platform descends again. Back-step as far as Kyle can go (and a step, or so, to the left), fully-charge the Bryar again and wait (standing up) for the second Stormtrooper's helmet to come into view above the top edge of the upper floor (usually towards the right of the lift aperture). Snipe him in the same way. Re-board the lift and exit at the upper-floor level where a Control Panel will be seen directly to Kyle's front and locate a Small Shield Booster concealed by an angle of the wall to the left. When standing at the Control Panel note that there is a second one, protected by a forcefield, above the entrance/exit to Blue Section. Operate the first Control Panel to drop the forcefield, then move around the ring-walkway (either way) to the second panel, which will activate the computer-hub (and summon a quick reaction force of four Stormtroopers (two on Padawan and Jedi Settings) led by a Tan Uniformed Officer, who all come up on the lift platform almost as quickly as Kyle can get back to it!). To deal with them successfully, select Thermal Detonator before activating the computer-hub, RUN back by the shortest route (to the right when facing the panel) while preparing the Detonator for any-impact detonation (Secondary fire). The corner of the (non-functional) line of consoles, nearest the lift, is the best place to toss the Detonator from; but the timing can be difficult to judge. If there are survivors, don't panic but move as quickly as possible onto the lift platform (the left-rear corner, from Kyle's viewpoint; where he was CROUCHing on the first ascent; seems to be the safest place) and let it carry him down. Once there, any survivors can be sniped with the Bryar; in the same way the second Stormtrooper was taken down; in what appears to be perfect safety. Provided that the Officer is one of the Detonator's casualties, there might not be any Damage at all from survivors' fire; they have been very well shaken-up, but it is something of a lottery! Once all are disposed of, go back up to collect the Officer's Supply Key and top-up with discarded E11s. Now head back down to the open area at the end of the corridor (dropping down to the lift platform is Damage-free, as is dropping from the mid-level to the open area) select E11, CROUCH and go through the door, keeping right and bearing right to eliminate the first of the guards. Head toward where he was standing, then head to the left corner of the Communications Equipment and Computer Stacks block in the centre of the room (which again put up red forcefields if hit by fire) and edge carefully round it. If the Force is with Kyle, another guard will be standing there with his back turned! Next, move to the nearest corner to the right and edge around it (in CROUCH). Shoot the first Stormtrooper seen, then his companion as he comes forward. Finally, move to the next corner down the passage (to the left), edge around that and eliminate the Stormtrooper kneeling by the Converters. Go through the door and into the next room quickly (there will be an explosion, killing two of the guards inside) and eliminate the third who is hiding in an alcove to the right of the doorway. There is a Battery Pack (two on Padawan Setting) under some pipes on the far side of the room, but watch the jet of flames if it needs to be collected - for safety, do so by CROUCHing along the length of the pipes and have Kyle reach out with USE/INTERACT, before going back the way he came. Now engage the Stormtrooper at the end of the enclosed walkway, eliminating him before topping-up with Bacta, Shields and all available ammunition sources. Back in the main area outside a pair of Supply Crates will have been noticed (one Bacta Canister is in each, but Kyle will not have a key to open the second one on Padawan Setting) and there is a four-function communications-replay panel under the display of a dish antenna icon at the other side of the room. The only real information gained, from hearing their transmissions, is that Probe Droids are about somewhere. Unlike the normal Viewpanels, this only seems to operate once. Re-enter the room where the pipes are on fire and RUN along the enclosed walkway (being careful to avoid the flames coming up through the floor), which will collapse behind Kyle; as is shown in a short Cutscene. When the Cutscene finishes, it may be necessary to hit JUMP and FORWARD to proceed, regardless of Kyle's laid-back comment of "Just another day at work" in response to Jan's query, since he is perched right at the edge of the surviving structure! Go along the remainder of the walkway, through the door on Kyle's right and down the stairs toward the Probe Droid Storage Bay, but do not enter it yet. There are three Probe Droids in this room, each of which requires 15 (Padawan Setting) to 25 (Jedi Master Setting) Ammunition Units of Damage from solid hits to knock them out; Bryar Secondary fire is probably the most economical method (at 5, accurately delivered, Ammunition Units per discharge) of doing the job. Be mindful that the first one (at least) will return fire with its Blaster, so a cat-and-mouse approach of popping out, firing, then darting back into cover seems the best tactic. After the first one has exploded, select a firing position for each of the others where enough of them can be seen for Kyle to score solid hits without having to dodge between shots. When all three are scrap, go up on the narrow lift to the left; where an Ammunition Converter and a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) will be found and go through the door. Shoot the Stormtrooper lurking in the other enclosed walkway (don't go too far along it in pursuit of his E11's ammunition, though, as the bottom will fall out - it is safe as long as Kyle stays on the solid part of the flooring) and collect the belt of Thermal Detonators on the floor by the walkway entrance. When done, go back into the Droid Storage Bay and fill up with ammunition. Take the lift platform in the centre of the room up to the Droid Deployment corridor and advance until the first of the two Probe Droids on duty can be seen to the left of the end of the corridor (both of these will require the same quantity of inflicted Damage as those in the Storage Bay to knock them out). It is probably best to start out with Bryar Secondary fire, switching to E11 Secondary if it starts moving into line with the corridor; but be mindful both to dodge back to avoid return fire and not to go beyond the end of the corridor's floor level - there is no way back up once Kyle has dropped down to the roof. With the first Probe Droid blown up, look to the right of the entrance (above the dish antenna) and start engaging the other one with Bryar Secondary, again being mindful to dodge return fire and not to go beyond the end of the corridor. Should this second Droid go out of sight (or if it can be destroyed without leaving the corridor) return down the lift to the Droid Storage Bay and top-up with the rest of the available ammunition in the Supply Rack and Converter; then come back up and ease out onto the roof. The dish antenna, on the top level, can be used for cover and there is a Large Shield Booster hidden behind an angle of the wall nearest the antenna's position; once again there is no way back up from the bottom level of the roof if Kyle has gone too far. Next, move across the roof of the remaining walkway; which seems to be least conspicuous when done in CROUCH (judging by the puzzled exclamation from one of the Officers in the Control Room between the walkways) even on Jedi Master Setting; while on lower Settings it is possible to snipe all the defenders with Bryar Secondary fire on the way (when the probability of accurate and damaging return fire is much less). There may, or may not, be an explosion in the walkway as Kyle nears its further end, but this should not affect him at all. Just locate the hole in the walkway roof, deal with the two Stormtroopers on guard and drop through the hole. There is a Bacta Canister on the floor in the far right corner, past the Control Room door. The Control Room was originally defended by a Stormtrooper, two Grey Uniformed Officers and a Tan Uniformed Officer; and contains a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) located by the exit door. If any (or all) of the defenders have not been previously eliminated, CROUCHing at the left side of the doorway and edging round it a little further each time one of the defenders is located and neutralised seems to be the best tactic, particularly on Jedi Master Setting. Collect the discarded E11s, including those in the 'instrument pit' in the centre of the room and utilise the contents of the Supply Rack to maximise Kyle's ammunition supply (he can get up to the walkway around the 'instrument pit' again by JUMPing onto one of the consoles first). The next room is defended by three Stormtroopers (two on Padawan Setting) and a Black Uniformed Officer; who is significantly tougher than his underlings and, on Jedi Master Setting, has been known to survive a direct hit by a Thermal Detonator! Despite the Officer being occasionally known to join his underlings in the firing line, the Author recommends the use of a Thermal Detonator as the weapon of first resort when tackling this room; which should be tossed; full-power Secondary fire; while RUNning across the doorway from right to left (drop down into the 'instrument pit' again and climb the stairs on the right-hand side to avoid triggering the door), then switching to E11 to mop up. If the Officer is not in the firing line (count the number of discarded E11s!) he will be found around the corner, probably standing in front of the exit door. Edge along the left-hand wall and ease around the corner to dispose of him; then let the Datapad record the final part of the Code, found on a display panel to the right of the exit door ("I've found the last Code!"). The final opposition of the Level (three Stormtroopers) is outside in the corridor, sometimes two to the left, one to the right; but usually all to the right. If none are visible from the right-hand side of the door (in which case, shoot them as they run into and out of Kyle's arc of view/fire) RUN across the corridor toward the door to the 'pipes-on-fire' room and take them on from the cover of the 'jog' in the wall there. There is a definite advantage in doing so as Kyle's fire will be backstopped by the Computer Stacks (whether or not their protective forcefield is already raised, and if not, it soon will be!), so near misses stand a good chance of ricocheting and taking the Stormtroopers in the back, in addition to more accurate fire hitting them from the front! Drain anything left in the converters opposite Kyle's position, move out of Red Section (picking up any unused Shield Boosters, E11s, Instant Use Medpacks and Bacta Canisters required on the way), topping-off Health, ammunition and Shields with visits to Green Section (particularly that untouched Shield Converter) and/or Blue Section, as required, and then go to the computer-hub to input the Codes that have been collected on the three lower (input) panels; matching the pattern on the upper (combined output) panel with that on the Datapad. To simplify and quicken the process, the Codes can be input by USE/INTERACTing the panels as below: Blue Code: Left Panel - Once, Centre Panel - Twice, Right Panel - Once. Green Code: Left Panel - Twice, Centre Panel - Three Times, Right Panel - Twice. Red Code: Left Panel - Leave Alone, Centre Panel - Once, Right Panel - Three Times. Then operate the separate sections of the Master Control Board (which will fail to operate if an incorrect code has been input) on the fourth side of the hub. Inputting the Blue Code (and operating its Master Control) extends a walkway to the unoccupied side of the hub from the forcefield-shielded doorway, inputting the Green Code (and operating its Master Control) switches off the forcefield and doing the same with the Red Code unlocks the door to Level 2. When ready, move across the newly-extended walkway and go through the door to receive the combat statistics for Level 1 (these appear at the end of every Level) and move into Level 2. ******************************************************************************* (8-2) KEJIM BASE (Level 2) - [map code = kejim_base]. 3 Secret Areas. Opposition: => Stormtroopers, Imperial Officers, Guard Droids, Interrogator Droids. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => N/A. After the final part of Kejim Post, it is something of a relief that the opening combat in Kejim Base is relatively straightforward, even on Jedi Master Setting. Either Bryar or E11 can be used; the advantages of the former are ammunition economy and one-hit kills with Secondary fire, the advantage of the latter is the availability of fully-automatic fire if one or more of the defenders try to rush Kyle's position. The Author favours the E11 here, despite having scored a clean-sweep with the Bryar on several occasions. Taking a pace forward and moving to the right-hand wall will reveal a gas cylinder behind a glass partition. Shoot both partition and cylinder (it, and its out-of-sight companions) explode with enough force to get rid of two Stormtroopers straight away, and catapult their bodies across the room into the bargain! Take another step or two toward where the partition was (until an Officer's voice gives the command "Fire!" - the firing is not of great volume nor all that accurate - the weapons seem to be triggered in whatever direction they happen to be pointing in at the time!), then immediately halt and CROUCH. Author's Note: An alternative is to take the extra steps and let the firing generated by the Officer's command smash the partition, but doing so almost always triggers a 'rusher' or two. Go FORWARD in CROUCH as soon as the firing stops. Be quick and accurate about shooting the first Stormtrooper seen (two shots of E11 Primary or a Bryar Secondary) in the helmet; this is one who often makes a rush if missed - he is also one of those who makes life interesting if Kyle does not open the proceedings himself! The next two Stormtroopers that come into view while easing forward are nicely lined-up for a dose of fully-automatic fire; or, alternatively, they can be taken out with a couple of Primary fire E11 shots to the helmet (Bryar Secondary fire also works fine - at this range these Stormtroopers tend to go flying when hit with it!). Continuing to ease FORWARD in CROUCH should bring Kyle up to, and edging around, a piece of curved walling just beyond an instrument panel (note this position for later). Carry on until a Tan Uniformed Officer and then the final Stormtrooper come into view. It is recommended that both of these are removed with Secondary fire from the Bryar or the E11. Barring a 'rusher', no Damage to Health or Shields should have been sustained at all. Advance to relieve the Tan Uniformed Officer of a Security Key (it unlocks the door beyond him) and note the alcove entrances, on either side of the room, about a third of the way between the partition frame and the security-locked door; neither of which seem to contain anything of significance when moving past them on the way to the Officer. In fact, the alcove on the right (as viewed from the Officer's position) contains a pair of Weapon Racks (each holding three E11s) while the alcove opposite contains a pair of Supply Racks, one holding an Instant Use Medpack and three boxes of Blaster Ammunition, the other one box of Blaster Ammunition and another pair of Light Amplification Goggles. There is nothing to stop a second pair going into the Inventory and the Author's impression is that collecting them may help give longer use per charge from Battery Packs. The next room is very difficult to clear without sustaining major Damage. It is recommended to practice RUNning from the security-lock to a position by that curved section of wall (near the instrument panel - the location noted earlier) until Kyle consistently arrives there with only about half the doorway visible to his front. The reason is that the two Stormtroopers beyond the door are backed up by an Automated Defence Cannon, pointing right at the doorway; and although its sensor range does not extend much beyond the Security Lock, its fire will go right to the rear wall. It is therefore necessary (particularly on Jedi Master Setting) to get the Stormtroopers to chase Kyle back into the first room of this Level, where they can be dealt with from cover. With the Stormtroopers out of the way, get just close enough to the security door to trip its sensor and open it, and no further, as yet. There are a set of the non-explosive (but special) crates toward the end of this room. On Padawan Setting, there are four crates and the two against the wall nearest the corner hide a bonus Bacta Canister each, on other Settings there are only three crates, the last one hiding a bonus Bacta Canister. In all cases, the Automated Defence Cannon has to be tricked into demolishing the crates; which can be done on any Setting. However, since there will be a fair quantity of Bacta Canisters available later, the Author recommends that this cannon is given the standard treatment; this also makes access to unused ammunition in Base Room 1 a great deal easier. If it is decided to leave the Cannon alone (it can be deactivated and/or reactivated later), RUN to cover behind the stand-alone crate, wait for the shooting and bleeping to stop, then RUN across to the door with the red status panels, CROUCH under the Cannon and along the wall until Kyle is three floor panels, or less, away from the unlocked door; when he can move across to the left side of the doorway in perfect safety. Move to the unlocked door, and advance (CROUCHed) down the left-hand side of the alcove. When the door opens, quickly eliminate the two Stormtroopers at the far end of the corridor (E11 Secondary seems to work best - and try to target the left-hand Trooper first, his companion seems to have an occasional habit of coming forward with his Blaster held one-handed and pointing at the floor!). Right at the end of the corridor is a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition), with a forcefield-protected doorway to its right. The closer object on the right, surrounded by diagonal yellow hatching, is an observation window, protected by a Blast-Shield. The Control Panel for this is in an offset part of the corridor, out sight to the left, just beyond the window. Having collected the discarded E11s and maximised Kyle's ammunition supply, raise the Blast-Shield, shoot the window, ease through it, eliminate the Grey Uniformed Officer in the Control Station to the left and collect his Supply Key. The Control Station is equipped with a Viewpanel; showing (in order) the "Jumping Room" (note the visible Automated Defence Cannons) where supplies can be obtained, the Cellblock area and a Reactor Control Room; and two Control Panels for the armature and tube handling attachment in the super-cooled freezing chamber in front. Operate both panels, starting with the left (which rotates the armature into position; the right-hand panel then moves the tube handling mechanism to the end of the armature, part of it slotting into the tube niche - which is why the controls have to be operated in that order) and also operate the Control Panel on the wall beyond the Viewpanel to shut down the forcefield. Move up to the freezing chamber and locate the access door at floor level on the other side, through one of the large panes of glass (the recommended choice is the right-hand pane, to make things easier later), back away and shoot the pane out then RUN through the freezing chamber and out of the door as quickly as possible, to minimise Damage from the ultra-cold temperature. Kyle should not sustain more than six Units of Damage (sometimes less) unless he either dawdles or gets turned around somehow. Operate the Control Panel by the foot of the stairs to open the Freezing-unit Control Room, then operate the panel inside to shut the it down. Next go up the stairs, stand by the Control Panel for the door (keeping as far to the right as possible), operate it and immediately go BACK down the stairs, keeping as far to the right-hand side as possible. This is to avoid bringing either of the spherical Guard Droids out of their niche - they are much easier to deal with while they are still in there. Next, (assuming that neither of them have been disturbed) select Bryar and creep back up the left-hand side of the stairs until enough of one of them can be seen and targeted with Secondary fire (if it swivels around in its niche to face in Kyle's direction, that's OK). When the first is destroyed creep further up the stairs to give the second one the same treatment. 15 Ammunition Units of Damage on Padawan and Jedi Settings (20 on Jedi Knight and Jedi Master Settings) need to be inflicted to destroy each Droid. Now advance through the door and CROUCH. There are a pair of Stormtroopers on the Catwalk above, dispose of them with Bryar Secondary fire through the mesh of the Catwalk (adjust Kyle's position to get clear shots through the gaps, as far as is possible). Not very sporting, but efficient! With them gone, go up the stairs and around to the right, back into the room with the Control Station. At this point it is highly recommended that a full, 300 Unit, load of Blaster Ammunition is secured (even if this means backtracking to the alcoves in the first room) before proceeding. Go back to where Kyle dropped into the freezing-chamber, ease onto the ledge running around the inside of it and go round to the armature (if the wrong window was broken to start with, it's a little trickier - but by no means impossible - to get to the armature from there). Move around onto the tube handling mechanism and JUMP up the projections to the top (four JUMPs in all, and it may be necessary to move FORWARD a little before the last); where the Catwalk will be seen ahead. Move left (on the outside ledge) around the chamber to find Secret Area 1, containing a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) and a Supply Crate (containing a Battery Pack and a Small Shield Booster). Collect the Secret Area credit, but it is recommended that the contents are left alone until the room beyond the Catwalk has been cleared. Just after the halfway point on the Catwalk, the lights of an Ammunition Converter should be visible in a dead-end tunnel off to the left. That is Secret Area 2 and contains a belt of Thermal Detonators in addition to the Converter. When the time comes to access the Secret Area, put Kyle's back against the wall, RUN to the edge of the Catwalk and JUMP across. Collect the necessary and prepare to JUMP back, which is a bit trickier, as Kyle needs to take off from the pipe (on lower Settings, there is sometimes a vapour-plume escaping from the pipes, a cue to the best place to JUMP). The Author finds that judging when to hit JUMP is easier in Third-Person view. On tripping the narrow door at the end of the Catwalk, (on Jedi Knight and Jedi Master Settings only), a 'nuisance' target of one Stormtrooper will be encountered, directly to the front as the door opens, and at least one more spherical Guard Droid - one on Padawan Setting, two on Jedi, three on Jedi Knight and Jedi Master Settings - which, unlike downstairs, is/are fully activated and far harder to destroy. Kyle will almost certainly take some Damage, and probably use a lot of ammunition (particularly on the higher Settings). The two problems with these Guard Droids are that; once they have sensed an intruder, they will track him down - even going through doorways - until he, or they, are eliminated; and they are invulnerable to Blaster fire when fully activated, except when they are ready to fire, or actually firing. Blaster fire ricochets off them when in 'invulnerable' mode (so don't get too close), and it has been found that even direct hits with Thermal Detonators are ineffective. On Padawan and Jedi Settings it is probably easier to stay in the doorway and take the Droids on from there - sometimes they get themselves into a position where they can be hit, but they cannot hit in reply; and a lesser amount of Damage is needed anyway. A minimum-Damage method on Jedi Knight and Jedi Master Settings, is to first eliminate the Stormtrooper, then advance just enough to shoot-out the upper-level windows beyond and to the left of the Catwalk (this is to attract attention, as well as to make subsequent actions easier); it may even be found possible to demolish a Guard Droid to the left as well. Then RUN back and JUMP across to Secret Area 2 (Third-Person view is the Author's preference for doing all of this, switching back to First-Person when in the dead-end tunnel) where there is cover from walls and pipework. Eliminate the Droids as they come into view, taking advantage of the cover to evade Damage from their fire. Cautious Droids can usually be encouraged to put in an appearance by advancing to the edge of the ledge, then dodging back again. When all have been disposed of, collect what ammunition is available in the Secret Areas (again, leave the Supply Crate alone for now, if at all possible) and head back to the doorway. Advance nearly to the yellow hatching at the end of the Catwalk and use Bryar Secondary fire to snipe the three Imperials (a Grey Uniformed Officer and two Stormtroopers) in the Control Room across the way. Also annoy the two Stormtroopers on the stairway below and to the left with a couple of rounds of Bryar Primary fire apiece - it isn't necessary to kill them outright, they will retreat into the "Jumping Room" when hit a couple of times and fall victim to the Automated Defence Cannon in there! Although visiting the "Jumping Room" downstairs is not mandatory, there are a number of highly useful items available in there, so at this point the Author breaks away from the sequence favoured by other commentators to knock out the first batch of three Automated Defence Cannons (more will come on line when the floor configuration is changed, so be warned). The ultra safe way of getting there (avoiding any possibility of landing in the pool of, possibly radioactive, water) is to go back along the Catwalk and along the ledge to the right (where there is a lift platform) but the Author has found it possible to drop down by the corner of Catwalk and ledge and land safely on a wider part of the pool margin; a Damage-free manoeuvre on any Setting, when done correctly. Once there, go to, and down, the steps. The first Cannon is just to the right of the door and can be dealt with by the popping in and out of view technique. The second Cannon is at the far end of the room (well beyond its sensor range) and can be dealt with accordingly (this is the Author's main reason for dealing with the first three Cannon now, as a straightforward long-range Bryar shot is preferred to having to track this Cannon down with obstructions in the way). The third is a little further along the wall to the right and requires the popping in and out of view technique again. Collect the Stormtroopers' E11s and take the lift back up to ledge level. Now follow the ledges around three sides of the room until an explosive crate can be seen through the Control Room windows. Shoot it to demolish the (otherwise inaccessible) nearby Control Panel and extend a Catwalk to the Control Room door; getting into there via ledges and Catwalks. Almost opposite the door there is a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition - it's recommended that this is left alone for now), under the window there is a Control Panel that needs to be operated (it extends yet another Catwalk over the pool, but on the lower level) and a lift platform is right at the end of the room. Ride the lift down (noting the Weapon Rack; holding three E11s, at the bottom) and also note the corridor to the first configuration station for the "Jumping Room". Author's Note: Later on in the Level, the "Jumping Room" can be used as a shortcut to Base Room 1's alcoves and/or to the various Configuration Control Stations. These only operate once, but they do not appear to have to be operated in any particular order. If at all possible, it might be wise to consider deferring their operation until in real need of the contents of each cache. There will almost certainly be a need to knock out a number of Automated Defence Cannons (there are/were a total of thirteen, three openly emplaced and now destroyed, if the sequence has been followed exactly and another ten that show themselves on operation of the second and third Configuration Stations; concealed in niches behind the decorative panels) then JUMP up the appropriate set of square-section columns that that operating that Configuration Control Panel has brought out of the floor, finally JUMPing over to the caches on top to the three protruding blocks high on the far wall. For convenience, the configuration details are: Configuration 1 - Middle Cache: three Bacta Canisters and one Large Shield Booster. Access from the "pool" room's lower level. Three Automated Defence Cannon to be knocked out unless this was done with the room in its original (plain) state. Configuration 2 - Left Cache: one Bacta Canister, two boxes of Blaster Ammunition and one Large Shield Booster. Access from the room through the tunnel located in the "pool" room's central pillar. Four Automated Defence Cannon to be knocked out, unless Configuration 3 was previously set. Configuration 3 - Right Cache: three boxes of Blaster Ammunition and one Large Shield Booster. Access via the small lift next to Configuration Station three. Six Automated Defence Cannons (if Configuration 2 was previously set) to be knocked out, otherwise ten. Top-up with ammunition (if required) on the way back up and through the Control Room. Back on the Catwalks, there isn't actually any need to go back to the lift; just find where the new Catwalk has been extended, on the opposite side of the central pillar from the original one, and drop down onto it (doing so is Damage-free); turn around and head through the doorway in the central pillar. Drop down the hole inside and CROUCH along the crawlspace to the end. Beyond the crawlspace is a large chamber. To the left is a small area encased in transparisteel (too tough for any of Kyle's weapons to smash) containing a Shield Converter and four tubes of identical appearance to those in the niches in the freezing-chamber, further left is the entrance (up the stairs)to the second "Jumping Room" Configuration Station - it allows access to the left-hand cache (see the configuration details, above, for contents and defences) - and a second entrance to the "Jumping Room" (locked until Station 2's Control Panel has been operated) when another four Automated Defence Cannons come out of hiding; one almost directly in front of the doorway, one diagonally across the room to the left (almost by the point Kyle will be JUMPing to), one at the far left end of the room and one about a third of the way along the room on the doorway side. Author's Note: Eliminating the Automated Defence Cannon that appear after operating the second and/or third Configuration Control Panel(s) is a straightforward, if a bit time-consuming, operation. The safe areas are at the margins of the room on the doorways side (i.e. the opposite side of the room from the caches) and between the lift shaft and the wall with the doorways. It is recommended to start by eliminating any live Cannon at the far end of the room first (unless there is a very good target immediately to the front), then move down the 'doorways' wall, eliminating any live Cannons on both the Cache-side wall and any above Kyle's head as they come into line of sight/fire. 'Live' Cannon will turn the reticle red, with 'dead' cannon it will remain grey. The Bryar is the Author's weapon-of-choice for this exercise. The view ahead is of a set of observation windows, with four suspended animation capsules hidden in the floor beneath them. Slightly to the right is the Control Panel (with a Bacta Canister standing on it) that brings the capsules up out of the floor (there is no gameplay consequence to either leaving them be or raising them), and to the far right is the door to the next part of the route and another of the tubes on the lower of two ledges. On any Setting, either go around the transparisteel-encased area and up the stairs to the top-ledge level or JUMP up onto both ledges. Trip the door (with E11 selected) and let the Grey Uniformed Officer, behind a glass partition to Kyle's front, have a killing burst of Secondary fire. Once Stormtroopers appear beyond the doorway, dodge off the left side of the top ledge. From here, moving FORWARD to trip the door open then BACK to bring one (or more) into Kyle's sights, the six of them can be eliminated with Secondary fire from either the E11 or the Bryar. While it doesn't appear to be a wise move to take them on while on the upper level, working from below seems to be an almost Damage-free tactic. Next, get back up onto the upper ledge and RUN straight to the back of the partitioned-off area where the Grey Uniformed Officer was standing, halting to the left of the Supply Rack (which holds three boxes of Blaster Ammunition). A touch of JUMP may be needed to get over the partition's sill, and the Officer's Supply Key will probably be collected en-route. It is necessary to go right to the back to avoid the fire from an Automated Defence Cannon; wait for it to stop bleeping then quickly operate the Control Panel to deactivate it. Collect all available E11s, move to the opposite side of the corridor, turn to face away from the Cannon, prepare a Thermal Detonator for maximum range Primary fire and toss it down the corridor, aimed just underneath the half-visible, bow-fronted, dark metal piece of equipment right at the end. There is an alcove to the right, with a Tan Uniformed Officer cowering in it, the Detonator should bounce into the alcove and end his problems! Either collect his Security Key now, or remember to collect it when passing the alcove. Turn about again and go down the steps and through the cellblock corridor (deactivate the forcefield blocking access to the radioactive pool on the way, it can prove helpful), turning right at the end and going up on the platform. At the top, set up a Thermal Detonator for maximum range Primary fire again; CROUCH and go out of the door, turning left immediately. Use the left-hand light in the ceiling of the Control Booth as an aiming-point and toss the Detonator into the doorway to remove the Grey Uniformed Officer. Before going to the Control Booth, go into the Security Booth through the narrow door opposite and operate both Control Panels in there - the one in front deactivates the Automated Defence Cannon for Base Room 2, the one to the right unlocks the door into that room. It's worth getting into the habit of operating both panels even if the habitual tactic is to destroy the Cannon on the way through, walking into Base Room 2 on the one occasion that the Cannon was dodged instead of being destroyed will ruin Kyle's whole day! With that precaution taken (and the shortcut opened up), select E11, go to the booth and operate the Control Panel to deactivate the cell forcefields. This action also sets a pair of Interrogator Droids loose in the cellblock, so it pays to be quick in getting into a good position to deal with them before they can get close enough to do Damage. The Author's method is to drop down into the cell nearest the Booth's entrance and then move up the steps to near the shot-out partition. Standing there not only gives time to deal with both Droids, it also tends to line them up for blasting. With those out of the picture, head back down into the rear of the cellblock (left at the bottom of the stairs then turn right at the end of the cells) to collect some handy items. Lying on a bunk in the first cell on the left is a pack of (three) Det Packs - which can be most easily collected by reaching-out with USE/INTERACT - and a belt of Thermal Detonators; in the next cell along is another Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) and a Supply Crate (containing a Bacta Canister). Top up with Blaster Ammunition then head back out of the cellblock and along the corridor, collect the Security Key (if not already done) from the Tan Uniformed Officer and use it to unlock the door into the next area. Through the door is the room with the observation windows that were noted downstairs. The only things that need to be bothered with here are the two Control Panels at the far end on the left; which can be manipulated to give access to the Shield Converter inside the transparisteel casing. Operate the right-hand panel once and the left-hand panel three times to cause an overload which shatters the transparisteel. Having now gained access to the Converter, the Author recommends that it is left alone (if at all possible) until later, particularly on the higher Settings. Go out of the other door, at the Control Panel end of the room, and follow the corridor around to the right until coming across another Security Booth with one of the special, non-explosive, crates to the front-right. This Lobby is equipped with an Automated Defence Cannon at each end, and the only door in sight is showing red status panels (locked). Keep left and ease forward (if necessary) until locating an explosive crate to the right of the Security Booth. Shoot it, dash across the room (quite safe, even on Jedi Master Setting, provided there's no delay) and JUMP up on the flat-topped crates in the that corner, using the lower ones to access the higher. Halting in the angle formed by the shorter and taller crates is also absolutely safe. The special crates in here hide a Battery Pack (the crate nearest the entrance corridor) and two Bacta Canisters (the crate nearest the locked door and the crate in the opposite corner of the room). CROUCH through the crawlspace until coming to a breakable Grid, which - to save a round of ammunition - can be smashed with the "Nerf-prod" (finally found to be of some use!) before dropping into the Security Booth access. The Control Panel opposite the entrance deactivates and/or reactivates the Cannons, the Control Panel on the right unlocks the door. Outside the other end of the Security Booth access, there is a doorway almost immediately in front ("Here he comes!") and a corridor leading past a viewport into the "Reactor Control Room" below, with a very trigger-happy Tan Uninformed, and two (rather less gung-ho) Grey Uniformed, Officers in view. The door at the end is locked and non-functional. It is probably best to select E11 or Bryar first and to approach the door opposite the Security Booth access at its left-hand edge. The shout from inside of "Get clear - watch the Mine!" also applies to Kyle since he will otherwise sustain Damage from an explosion; so back-pedal just far enough for the corner to shield him, before coming forward to trip the door open. Attempt to have only a thin slice (as a maximum) of the room visible between the outer corner of the doorway and the inner opposite corner, to limit exposure to return fire. There is a Tan Uniformed Officer in this room on all Settings; along with a variable number of Stormtroopers. On Padawan Setting (three Stormtroopers), firing through the gap will probably suffice to eliminate all the defenders; and this might apply to Jedi Setting (four Stormtroopers) as well. On Jedi Knight and Jedi Master Settings (five Stormtroopers), switch to Thermal Detonator as soon as possible and quickly bounce three of them (set to about three-quarters range, Primary fire) off the opposite wall of the entrance alcove, aimed about one panel up from floor level and at around the inner edge of the door-guide (the grey, slotted, strip with the lighting inserts). There may be a 'rusher' while doing this, any of the defenders seem to be able to become one, unless they are killed first; but the chances are less with each Detonator. Enter with caution (and with E11 selected) paying particular attention to the space to the left of the door, any survivors seem to have a habit of lurking there. In addition to all the discarded E11s, there are another three in a Weapon Rack at the Computer Station in the far right-hand corner of the room. Collect as many as necessary. To the far left are the entrances to both the third "Jumping Room" Configuration Station (giving access to the right-hand cache - see the configuration details, above, for contents and defences) and to a lift lobby (containing a belt of Thermal Detonators, lying on a bench to the right of the doorway) giving access into the "Jumping Room" itself. Whereas the second door into that room needs to be unlocked (by operating the panel in its associated Configuration Station) this lift will work regardless of whether the second or third stations have been operated, provided that the lobby's outer door has been unlocked. Eliminating two Stormtroopers and (if required) a trio of Laser-fused Trip Mines, which can be done by one of a number of methods, is all that is necessary. For any of the methods, start by unlocking the small door; which needs to be done while standing facing the lock; immediately stepping backwards a pace or two to avoid being shot at. For the Det Pack method (the most certain of all), RUN back to the nearest open access to the "Jumping Room", locate the bottom of the lift shaft and deploy a Det Pack on the platform (which will descend automatically when Kyle gets close enough, making sure to stand enough to the side so as to be out of any direct line of fire); setting it off when the platform has gone back up; all Stormtroopers and Trip Mines will be eliminated, and the lift can then be used to for the return trip. For the Thermal Detonator method, ease forward until the first join in the flooring panels beyond the door can be seen; then aim a maximum range Primary fire toss at the point where that join meets the wall - done right, Stormtroopers and Trip Mines should be eliminated. For the Blaster method, ease around the corner using E11 or Bryar to eliminate both the Stormtroopers, then RUN to and through the "Jumping Room" and go up via the lift to collect the belt of Detonators - but the Trip Mines should be left as they are, there is too much chance of Damage when setting them off from within the lift; timing the dodge out of the direct line of the blast has to be absolutely spot-on. Kyle now needs to head past the Computer Station and through the door at the far end of the room (once passed through, this will not open again until the guards in the next two rooms have been eliminated). The next part is tricky and, particularly on higher Settings, it is very likely that Kyle will take Damage at some point. The good news is that there are three of the special crates available for easy access, hiding two Instant Use Medpacks and a Small Shield Booster. There are four Stormtroopers on Padawan Setting, seven on Jedi and nine on Jedi Knight and Jedi Master Settings in here, plus a Grey Uniformed Officer at the controls of a Twin Cannon Mounting located at the far end of the room. With E11 selected, move quickly into the far left corner of the room and CROUCH to shoot the first Stormtrooper in the legs and lower body when the Blast Shield retracts; then ease across to the right (using FORWARD only), taking out any more Stormtroopers that come into view, until crossing the sill of the Blast Shield. From there, head into the cover by the crates and left wall. If white can be seen through the gap between crates and wall, at least one Stormtrooper is lurking in an alcove (which also contains an explosive crate) to the left just beyond Kyle's cover; scything E11 Secondary fire off the full width of the forcefield to the right has a good record of either dislodging or eliminating the lurker(s). Quickly JUMP up from behind the cover to get an idea of how many opponents are left (add one extra to the count, on some Settings there is one who never leaves his position) and, with luck, the Grey Uniformed Officer might even be tricked into shooting one or two of his own troopers in his eagerness to eliminate Kyle! When only the Officer remains in view, back up as far as possible to the sill (without going back over it), JUMP as many times as it takes to angle the crosshairs in his direction, then prepare a maximum range Secondary fire Thermal Detonator; using the light fitting opposite the nearest corner of the right-hand alcove as a guide for elevation. There should be a death-scream and his body (or his legs, at least) might be seen flying through the air! Collect the discarded E11s, shoot the explosive crate to the left of the Twin Cannon Mounting and RUN through where it stood. Move all the way round the Mounting, CROUCHing as Kyle moves back down the room and look for a final Stormtrooper over to the right. If there is one there, stand up to eliminate him with E11 Secondary fire across the last low crate, collect his E11, and detonate the third explosive crate. Penned behind the forcefields in the next room (the "Laser-Cutter Room"), there are more Stormtroopers; four on Padawan Setting, five on Jedi and seven on Jedi Knight and Jedi Master Settings. Operate the Control Panel behind and right of the Officer's Twin Cannon Mounting to deactivate the forcefields and quickly take control of that weapon. Usually the first group of Stormtroopers will attack without delay, and they can be blown away quickly while they are still near the doorway, but one or two seem to have a habit of staying behind in the room and will need to be enticed out by advancing to the small crates on the left, then pelting back to the Mounting. This also works if the Stormtroopers are reluctant to put in an appearance in the first place! With them finished, move through into the "Laser-Cutter Room" and locate the control booth in the far left corner. The door nearest to it is the one Kyle needs to go through, but he will have to get the Cutter working to carve an exit first: (the door protected by Laser-fused Trip Mines is non-functional, don't bother with it or them). Operate the left-hand Control Panel to power-up the machine, then the right-hand panel to activate it. Once done, move smartly out of that Control Booth and head to the right before Kyle gets sliced! Some of the beams are fixed, others move in various directions. Probably the safest method is to drop into a CROUCH and move out of the room through the first doorway, returning through the second. When Kyle arrives at the ramp (with the flickering beam), hug the base of the Cutter as close as possible, heading directly for the cut section of the door once that beam has been avoided. The Cutter will explode behind Kyle when he gets a short distance beyond the room - a pity that it couldn't have done that earlier! The explosion of the Cutter will also cause a major radiation leak in the "Reactor Control Room" (where he must go to next) there is a way to purge it, so don't panic! However, now is the time to ensure that Shields and Health are at least 25 Units each - if not, go back to the room with the Twin Cannon Mountings and use either or both of them to collect the bonus Instant Use Medpacks (both special crates along the wall toward the entrance) and/or the Small Shield Booster (the special crate behind the second Twin Cannon Mounting - which is the only one that can target it). If these have already been used, go to one of the "Jumping Room" caches, but it isn't worthwhile to stock up to the maximum, there is no way of avoiding Damage, so ensure there is just enough for Kyle's survival and no more. Head down the stairs and around to the left, making sure that Kyle can go into the room through the door, and back-pedal out again, without getting hung up on anything; then move; only staying inside just long enough to grab the Tan Uniformed Officer's Security Key. Once safely back outside, use the Instant Use Medpack in the Supply Rack (along with three boxes of Blaster Ammunition) to repair some of the Damage and move to the partitioned-off area at the other end of the room (containing a Bacta Canister), which unlocks with the Security Key that's just been grabbed. Now for a little fun while working! Operating the Control Panel inside puts Kyle in control of a MSE-6 Droid (seemingly one that has ambitions to compete in Formula 1!). Drive it out of its hutch, down to the Droid-door at the other end of the room, operate the Droid-lock, go through and take the tunnel into the Reactor Chamber itself. Opposite the foot of he ramp (on the left as his little helper comes out of the tunnel) there is another Droid-lock which shuts the Reactor down and purges the radioactivity. On the way back up the tunnel, watch for a cut-out on the right-hand side with another Droid-lock at the end of it. Drive in there and operate the lock to make Secret Area 3 available in the "Reactor Control Room" when going through there. Finally, bring MSE-6 back out through the Droid-door (Mouse-flap?) and return it to its hutch (probably not necessary once the Droid has served its purpose, but there's no reason not to be tidy!). That done, visit the "Jumping Room" to maximise Health, Bacta Inventory, Ammunition and Shields (including using that, hopefully, still untouched, Converter) and come back to this room. Move through the door, get the Secret Area credit (Kyle will need to CROUCH right the way up to it) at the Ammunition Converter that is the whole of Secret Area 3, to the right-front as he comes through the door. From there, move towards the second set of Computer Access Panels, turning left when reaching them. Through the door ahead is the final defended room in the Base (it looks to be where crystals are grown by dipping them), but the door is tricky - tending to 'hang' a little before opening and not staying open while he is under it! Its sensor also seems to ignore anyone in a CROUCH! Trip the door open, if there is a Stormtrooper there (which there will be on any Setting except Padawan), shoot him in the helmet before the door closes again (E11 or Bryar Secondary fire work equally well). Next, ensure E11 is selected, advance on the door again and RUN through once it opens, heading for a cut-out portion of the wall across (and slightly right) from the door. Getting into the far end of this limits the number of visible opponents to one, who can quickly be taken out before easing around the corner to eliminate the others in that section of the room one-by-one (there are two more on both Padawan and Jedi Settings, three more on the higher Settings). Easing further round (and waiting) should bring the Stormtrooper occupants of the other section of the room (two on Padawan Setting, three on Jedi, and four on both higher Settings) into Kyle's sights one-at-a-time as well. Again top-up with ammunition (from the Converter) and go back into the Base for any Health, Bacta or Shield Booster re-supply requirements before moving to the far corner and passing through the door leading off the small platform. This leads into a room with another Shield Converter and a tunnel that activates the Cutscenes that end the Level (Fyyar communicating with Desann, then Mon Mothma setting up the Mission requirements with Kyle and Jan for the next three Levels. ******************************************************************************* (8-3) ARTUS MINE (Level 3) - [map code = artus_mine]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Technicians, Imperial Officers, => 'Artusian Snappers'. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => N/A. Move all the way along the gully, past the destroyed Probe Droid. On seeing the constructions to the front, head all the way right and CROUCH to descend the steep second slope (if the descent is made while standing, it can cause Health Damage) and head right again down the third slope. Just past the Colonist's body are a Wookie Bowcaster and a Large Shield Booster right at the edge of the gorge. It's recommended that both the Bowcaster (now) and the Booster (possibly later) are retrieved by CROUCHing and reaching out with USE/INTERACT, for safety's sake. Next head back up the third slope and go around the circular concrete pad (that's the safe choice; if going directly across, be careful to keep out of the searchlights - a pair of Probe Droids appear overhead and the Automated Defence Cannon are activated on the building opposite when the Security System is set off), heading for the Searchlight tower and its Control Room. On the pad, look out for a Bacta Canister just after coming up the slope, and two boxes of Blaster Ammunition by the trio of crates about two-thirds of the way around. At the base of the tower, head around to the door (facing the gorge), enter, operate the Control Panel to disable the searchlights and move back to the nearest edge of the pad. Now JUMP up onto the shortest of the three octagonal structures and drop down onto the large pipe going across the gorge, heading along it to the obstructing pipework at the far end. Non-essential bits of the pipework will fall away during the crossing, so don't be startled enough to fall off! JUMP up onto the next two pipes, move along to the right and up onto the pipe that breaks away, discharging green gunk directly into the gorge. Turn right (facing back along the main pipes) and JUMP across to the curved pipe over the discharge, then swivel left and hop up onto the second thick pipe (do not go too far across, the set of pipes directly to the front will also break and fall away). While here, note that it's possible for Kyle to clamber up this pipe far enough to gain protection from anyone on the Catwalks above. Now head along to the set of three smaller, inclined, pipes and use the two nearest (the furthest will break away) to climb up to the final three JUMPs required to get on top of the highest main pipe and RUN across to the Catwalk. Clearing the entryway can be done with gunfire alone, but is more safely done with the help of guile. The defenders need to be given a glimpse of Kyle at one of the doors (the right-hand one is best, since it will be open when coming up the steps, but it can be done from the left as well), then immediately RUN back and drop onto the middle (large) pipe, tucking under the Catwalks as much as possible. The five Stormtrooper guards will pursue and almost always fall off the Catwalks in the process (count the screams!), then ease back to finish off any visible survivors with Bryar Secondary fire. Next go back to the doorway and find a position from which the Tan Uniformed Officer can be felled with a shot to the head (also Bryar Secondary). Finally, give the two Automated Defence Cannon, one outside each doorway, the standard treatment (so they cannot interfere with any later re-supply trips), enter the room, go up to the top level on one of the lift platforms, relieve the Officer of his Security Key, collect his E11 and drop back down. Note the Supply Rack (each holding an Instant Use Medpack and three cases of Power Cell Ammunition) by each lift and unlock the large door with the Security Key. Through the door is a short connecting corridor containing an Ammunition Converter and a Shield Converter. The room following this needs a special tactic to clear (unless very good at taking out rapidly moving targets); due to a Tan Uniformed Officer summoning a Security Detachment (of four Stormtroopers) to join him and his two Grey Uniformed colleagues if given a chance. Select Thermal Detonator and CROUCH tight to the right wall in front of the Ammunition Converter with the crosshairs halfway across the left half of the door and roughly level with the decorative line on its upper part; then advance (still in CROUCH) until the door trips open, toss the Detonator (Secondary fire, maximum range) and move tight into the corner formed by the left wall and left side of the doorway. If only a short "Ooh!" was heard (as opposed to a good groan) select E11 and be prepared for Stormtroopers; otherwise select Bryar and eliminate the three Grey Uniformed Officers with Secondary fire, starting with the one standing at the instrument panel to Kyle's front, then easing around the door to bring the others into his sights. Collect the Security Key from the Tan Uniformed Officer and a Supply Key from one of the Grey Uniformed Officers (probably the one shot last). Assuming that no Stormtroopers came into the room, operate the Security Lock on the right-hand door from the right-hand side and back-pedal a few steps before advancing carefully again until Kyle has an unobstructed route left along the edge of the walkway. Select Thermal Detonator (Secondary fire, maximum range) aiming it about one third to a half of the way between the floor and the bottom edge of the Security Lock (there is a darkened spot on the wall at about the right height to act as an elevation guide). Now LEFT-SIDESTEP rapidly, tossing the Detonator on passing the doorway and temporarily exit through the other door, going through to the first room. This is not (unfortunately) a sure-fire method of eliminating all four Stormtroopers at once, but it seems to regularly take out at least three of them in a Damage-free manner. Except for selecting E11, wait a bit (count to ten) behind the left-hand edge of the first room's doorway to see if the further door is tripped by an investigating Stormtrooper before doing anything else. If the door has not been tripped open after that period, RUN back to the former position by the left-hand edge of the further door, CROUCH and turn to cover the instrument panel (the one where the first Grey Officer was standing) and wait for any survivor to appear at the left side of the doorway and withdraw again. If one is seen, his next action will be to run across the doorway, that's when he can be shot. If there is no reaction at all, wait for a bit again; then ease round the corner as before until either spotting (and eliminating) opponents or seeing that the room is clear. Note the Weapon Rack (holding three E11s) opposite each door, collect discarded E11s in the room and the corridor where the Stormtroopers were (normally there are less than 4 to be found - the missing ones were probably totally destroyed by the Detonator) and take the lift at the end down towards the mine area. Turn around on the lift platform and be ready to take the passage into Secret Area 1 (the only one) for this Level, CROUCHing to enter it. Note that the only completely safe way of entering is when the platform is descending - it can be done when ascending, if the timing is absolutely right, but there is considerable risk of Kyle being killed, or of suffering Shield Damage, at the very least. At the end is a small door, leading into the Secret Area proper (containing a belt of Thermal Detonators) and a Murder-hole overlooking the Crystal Packing Chamber. It is recommended to check how many Detonators there are on hand and (if over six) roll the excess, set for Primary fire, so that they drop through the Murder-hole (aim the first, if any, to drop from the centre, then any others to drop from right and/or left of the centre, about a third of the way to each end); before advancing, with Bryar (the Author's preference) or E11 selected. In addition to killing one or more Stormtroopers, the reason for doing so is to build-up the Detonator stock to the maximum possible level, without wasting any of the re-supply. Move carefully (CROUCHed) towards the right-hand end of the Murder-hole; Kyle needs to locate and eliminate a Grey Uniformed Officer plus up to three Stormtroopers, at least one of which should already be dead if any Detonators were used, before leaving the Secret Area. The Stormtroopers are reasonably easy targets, despite giving every appearance of dodging around; just hold fire until they move near a grating in the floor (seen through the widest portion of the Murder-hole), where they will stop dodging long enough to take a good aim. If the Grey Uniformed Officer does not join them of his own accord, 'encourage' him by locating the narrow strip of flooring to the right of the grating and placing a shot as far along it as possible; he seems to have something of a habit, after a bit of running about, of standing still by the crates to the left with just his head showing, at other times he copies the Stormtroopers. By the crates is a more difficult shot than was required to dispose of the Stormtroopers, but perfectly do-able; after killing him, go back up the passage and down on the lift. Hug the left wall very tightly (CROUCHed on the raised edging) and cautiously advance to the door. When it trips open, target the Stormtrooper on the Catwalk and shoot him in the head; then back-pedal to the lift doorway, again hugging the left wall. Call the lift and ride it all the way up, exiting into the room beyond the corridor at the top (the lift will not descend again without doing this) before re-boarding it and going back to the Secret Area's Murder-hole; where two more Stormtroopers should have arrived below. Eliminate them using the same technique as with the previous pair and the Officer. If only one puts in an appearance at first, 'encourage' the other with a shot or two, this time aimed as far as possible along the raised section of flooring to the right of the "killing ground" and/or along the strip of flooring directly in front of the grating; dispose of him then head down on the lift again. Use the same technique as before here too, first looking at the Catwalk again (eliminating any target there) then looking for a pair of Stormtroopers near the lighting stands at the far end. Once they are gone, (and if there wasn't a trooper in view on the Catwalk) head into cover of the first crate to the left of the door and shoot him from there on arrival. The Supply Crate to the left contains a Large Shield Booster (best left for now, unless very urgent) but collect the pack of Trip Mines to the right of it, between the other crates and the wall. Collect discarded E11s while going to the other end of the chamber and the door in the wall to the left, noting that there is another (locked) door on the opposite side of the chamber. Through that door is another corridor with a lift at the end, which ascends before Kyle can reach it and returns loaded with a quartet of Stormtroopers. Rather than using a Thermal Detonator to get rid of them (the method recommended in Matthew Rorie's Walkthrough, which the Author has found to give inconsistent results), dodge into the second, and last, open bay on the left (between the sloping mini-buttresses) and use E11 or Bryar Secondary fire, easing the sights into line with the next victim Kyle moves round the buttress. Then take the lift up. Head left out of the lift and watch for the Stormtrooper on patrol at the end of the corridor. As soon as he goes out of sight to the left, RUN up that side of the corridor (past the rock tunnels) and tuck into the niche after the furthest pipe. Make sure of the aim and murder the sentry (the Author prefers Bryar Secondary for this) through the back of the helmet as he reaches the end of his beat. Author's Note: The layout of this part of the mine is worth describing here. To the right of the 'T' junction is the room that Kyle will have to clear and go through for the next stage of the operation (the 'Ore Processing Control Room'). The rock tunnel on the left, when facing back towards the lift, holds a Supply Crate (containing a Bacta Canister) with a Weapon Rack (holding three E11s) and a pack of Trip Mines at its far end and is defended by some Imperial Technicians; the other rock tunnel is neither defended nor holds anything of value. Going to the left at the 'T' junction leads onto the Catwalks above the Crystal Packing, Chamber and from there to the 'Tramway Terminus Room' To clear the left-hand rock tunnel, advance a little way down it, almost to the gap, then RUN back and to the corner. This will attract the attention of two Technicians, who will walk around until fired on (one round of Bryar Primary fire, before dodging back around the corner on the side with the pipes, does fine). Ease carefully back around the corner to take them out (because Technicians' uniforms are difficult to spot against the tunnel walls, using The colour of the crosshairs for both target indication and confirmation of kills is a great help here). Next, go up the tunnel using the thin strip of solid rock against the right-hand wall to bypass the gap, locate the solitary Technician around the corner of the tunnel and give him one fully-charged Secondary fire shot before immediately RUNning back past the other side of the gap (there is enough solid rock there, too, by hugging the wall) and get out of the line of fire. The Author's preference is to turn left into the corridor, to avoid a projection, before RUNning back across the tunnel mouth and easing carefully back around the corner to deal with the three or four (if the last Bryar shot was not a clean kill) Technicians that have now been set-up for removal. Finally, move up the tunnel again (select E11 first, for safety's sake) and check that it is fully cleared, including a niche opposite the Weapon Rack that some Technicians have been known to favour as an ambush position. Keep clear of the pack of Trip Mines, so that it is not picked up (thereby effectively wasting one of them) at present. When done, another Stormtrooper will be found to have taken post in the corridor outside the Ore Processing Control Room. Ease around the corner and eliminate him. Clearing the Ore Processing Control Room (it contains a Bacta Canister - two on Padawan Setting - plus a Shield Converter and is defended by two Stormtroopers, two Grey Uniformed Officers and a Tan Uniformed Officer, who holds a Supply Key) can be damaging. Probably the best way is to trip the door open and send a burst of E11 Secondary fire at one of the Officers before immediately turning and running back to the 'T' junction, down the slope and into the right-hand tunnel, where there is good cover just behind the second lump of rock sticking out of the floor. Wait for and shoot the Imperials that will be following. The Viewpanel in this room shows views of an ore-hauler undergoing processing beyond the airlock to the right of the room (Warning; going beyond the airlock, where a GNK Power Droid is marching back and forth, during the processing cycle will cause Kyle to sustain fatal Damage); and the vent-pipe (reached from either of the doors at the Shield Converter end of the room) that forms the next part of the Mission route. The Shield Converter itself should be left alone for now. From the 'chatter' heard on approaching the main door of the Tramway Terminus Room for the first time (which does not make a lot of sense, if heard later in the Mission) it seems to be intended that this room should be cleared at this point, although there seems not to be much of a gameplay consequence (other than in the body-count in the end-of-level statistics) if it is ignored until the end of the level. The Author normally elects to clear it at this stage. The 'chatter' of "he's coming - find cover" seems at odds with a room apparently only occupied by a Battery Pack (three on Padawan) until the two wide, sloping, wall panels about halfway up the room are spotted. Booby-trap both of these with a Primary Fire Trip Mine (there is just enough room at the bottom of the 'frame', where it projects slightly into the room) boosted either by a Det Pack or a second Primary Fire Trip Mine on the floor as close as possible to the centre of each wall panel. Take care not to go further down the room than the far edges of the sloping panels. When the trap is completed (or the stock of Trip Mines runs out) go back through the main entrance, down to the Technician's tunnel and re-supply with Mines and (if not previously used, and if needed, the E11s from the Weapon Rack). Return to the Tramway Terminus Room and either complete the trap or set about turning the tables on the Imperials. RUN up either of the ramps (it may be found beneficial to slap a Primary Fire Trip Mine on the wall at the lower part of the ramp as Kyle goes up it) and CROUCH in the nearest corner, selecting an appropriate weapon. The Author usually prefers Bowcaster. The panels will open (revealing a pair of alcoves, each of which contains a pair of Bacta Canisters, and the one on the opposite wall to the main entrance contains a spare Bowcaster). A posse of Stormtroopers will then storm into the explosive trap, usually killing all in that wave, however there is another set of Troopers who have only been shaken up and will emerge after a second or two. The Author takes advantage of the slight delay by searching the opposite alcove with Bowcaster Secondary fire, before switching to direct fire against the survivors. Next, trying not to collect any discarded E11s (not always possible) consult the Viewpanel; the views are: the corridor after the first Control Room, the Crystal Packing Chamber, the Tramway Terminus (note there is at least one Automated Defence Cannon shown) and the interior of one of the alcoves. Checking this display first leads to the Stormtroopers' 'surprise' appearance being triggered with Kyle as the meat in the sandwich! Before proceeding, the Author prefers to clear the Tramway Terminus for later use. It is almost inevitable that some Damage will be sustained in the process, there are (in fact) two Automated Defence Cannon there, both with a good arc of fire into the space between the inner and outer doorways. Again, while moving around, try not to collect any discarded E11s (leave them for Kyle's return here after clearing the next sequence of chambers) and also ignore the contents of the Supply Rack (Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition) mounted in line with the track, until just before boarding the Tram Car to the next Level. There is still some work to be done before this area is fully cleared (for now) so it is best to exit by way of the small doorway leading to the Catwalk and use it to move nearly up to the 'T' junction. On arrival, Stormtrooper 'chatter' of "Understood" will be heard and a quick look will show a quartet of them in the corridor between the rock tunnels (it's probable that they have just come up in the lift from beyond that other doorway in the Crystal Packing Chamber). Back up a bit towards the Catwalk and plant a Primary Fire Trip Mine on the corridor wall, then move smartly back a little way onto the Catwalk before easing back up the steps and attracting the attention of the pair that have moved up to the 'T' junction by discharging a round from any of Kyle's non-explosive weapons in their direction. Once the first pair are dead, move (cautiously) up to the 'T' junction again and plant a second Trip Mine just around the corner at the top of the slope. Unfortunately this second pair will not arrive at the booby-trap together, so do try to hit the visible Stormtrooper with a round of Bryar Secondary or Bowcaster fire; retreating to the Catwalk as before, but selecting E11 as a safeguard. Both of these Troopers can, in fact, be taken out with Bowcaster Secondary fire where they stand (without using a Trip Mine at all), but it is (pun unintentional) a bit hit or miss. At this point it is prudent to maximise Health, Shielding and Ammunition before continuing. On the higher Settings it is probably even more prudent to utilise the supplies and converters positioned back towards the beginning of the level (everything from the Large Shield Booster by the dead Colonist, across the pipes, to the door into the Crystal Packing Chamber) since one consequence of clearing the next sequence of chambers will be to make these inaccessible. Again, try to avoid picking up discarded E11s on the way back to the Crystal Packing Chamber entry door as they might be highly useful later. With the logistics taken care of, go into the Ore Processing Control Room and out of one of the small doorways at the Shield Converter end; following the outside walkway around until finding a gap in the safety railings flanked by a pair of horizontal beams which have flashing white indicator lights on their far ends. Wait until the vent-pipe (the black mass) extends itself over the gorge from underneath and carefully drop down onto it, turn around and move (in CROUCH) up to the wall. As soon as the vent-pipe retracts, move through it CROUCHed, but do not dawdle. On exiting, blast the four red vertical conduits to drop the forcefield protecting the red portion of the central mechanism and blast that as well to make the area safe. Wait until the top of this mechanism comes down to floor-level, move onto it and ride it up into the Processing bay. Look for the wrecked R5 Droid (with the airlock containing the GNK Power Droid on the same side of the bay) and move across to the opposite side. Hop up on one of the slanted support/lighting beams and move to the to horizontal bar at the top. Catch a ride on top of the next ore-hauler that passes through, CROUCHing to clear the hatchway, then standing back up again. Once the ore-hauler turns the corner in the tunnel, watch for another tunnel at Kyle's level and move into it. There is no need to JUMP, just step across, and prepare to negotiate the mine tunnels proper; and deal with the 'Artusian Snappers' that will dispute Kyle's passage by trying to eat him! The most effective weapon for dealing with these beasties will be a matter of personal choice, all work to a greater or lesser degree (even the "Nerf-prod") however, the Author's favoured method is Bowcaster Secondary fire (due to its high probability of a first-round kill, ease of use when snap shooting and the possibility that a round fired short of the target might still hit it on the ricochet). The rule-of-thumb for moving through the mine tunnels is to be consistent when the tunnels divide; if Kyle starts off by taking the left fork, keep taking the left-most tunnel and vice-versa (either way seems of equal length, although there seem to be fewer 'Snappers' encountered by taking the right-hand route). The Author finds that the light supplied by the crystals is enough to operate with, and causes Light Amplification Goggles to 'flare' out occasionally, so never uses Goggles here; even though there seem to be plenty of Battery Packs lying about; and also tends to proceed in a CROUCH and to move in short bursts to bring accurate fire to bear on the 'Snappers' when they come. There are no prizes for being quickest through the maze, only for arriving at the mining machine with Health and Shields mostly intact. Once Kyle encounters the mining machine, operate the Control Panel on its rear, and follow it as it smashes through the rock. It will emerge into a lined tunnel space over a chamber, then tip up and fall through an octagonal hole (presumably, before the machine fell through it, this was fitted with a grating, like the other octagonal hole in this tunnel). Eliminate the four Stormtroopers (on the Catwalks) and the four Technicians (at floor level) the Bryar is probably the best choice - the range is a bit much for the E11 - then stand on the grating until an ore hauler passes underneath, smash the grating (if CROUCHing, the "Nerf-prod" works well) and get a free ride to the Catwalk. The booth to the left contains two Weapon Racks (each holding three E11s) and there is a Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition) all the way along the Catwalk beyond the booth. Grab all Kyle needs and take the lift platform (at the opposite end of the Catwalk) down to floor level. When stepping off the lift, note the belt of Thermal Detonators on the floor in front of the packing case (on Padawan Setting there is a second belt on the floor behind the case, as well). Move around the pool of molten rock to the small door into the next chamber. Using Bryar Secondary fire when clearing this chamber is no disadvantage either. Approach the doorway on its right-hand side at an angle of about 45 degrees. Eliminate the Technician standing in line with the leg of the ore crusher, then advance (CROUCHed) to take out the two Stormtroopers on the Catwalk at the far end of the chamber (one is standing by the other end of the crusher mechanism, the other fully exposed to the left). Bob quickly up and down to get an aim on the second Technician (at floor level, about halfway between the former positions of the late Stormtroopers and whack him as well. This leaves the two Stormtroopers on the Catwalk immediately overhead and in front; which can be eliminated quite straightforwardly, provided Kyle does not get clipped by the crusher. For the first (the one nearest the door), move around the stone edging to just short of halfway along the crusher unit; then cautiously SIDESTEP to bring the target into view. For the second one, although there is a position where his helmet is just visible between the Catwalk and the crusher-leg, it is more certain to move to the far end of the crusher and target him from there. Jump onto the crusher and use it as a lift to get up to the Catwalk level; where there is a Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition) near the exit door and (on Padawan and Jedi Settings only) a Shield Converter almost above the entrance. On other Settings, all that will be seen is the square metal pad the Converter would be mounted on. Author's Note: These last two chambers appear to have very little to do with crystal mining. It is perhaps reasonable to suppose that they are actually part of the extraction and/or refining operation for some other mineral being mined on Artus Prime and of importance to Fyyar's and Desann's plans. Through the door is the mine's powerplant, defended by half a dozen Stormtroopers and one of each variety of Officer. One of the Stormtroopers is on the Catwalk to the left (guarding the lift platform) but all the other Imperials are below. The Black Uniformed Officer makes regular inspection visits to a Control Panel in direct line of sight from the doorway, so a choice must be made of either trying to whack him first (the Author's usual tactic, using Bryar Secondary fire) or to start by eliminating the Catwalk Stormtrooper. Thermal Detonators can be a major asset here, as is the Bryar, but the Bowcaster and E11 less so. Probably the best position, once fully through the door, is as far to the right as Kyle can go, edging forward as required to bring heads and helmets into the line of fire. When all of the defenders seem to have been disposed of, be sure to check the far end of the chamber before boarding the lift platform; very often one or (in exceptional circumstances, two) Stormtroopers have failed to notice the mounting Imperial casualty count at the other end! For such a large chamber there is a disappointing lack of variety in the useful item department; just a Weapon Rack (holding three E11s) to the left of the machinery etc., two Bacta Canisters next to the stairs, a pack of Det Packs (two on Padawan Setting) behind some packing cases at the far end of the chamber and a Supply Crate to the right of the machinery etc. which holds - a Bacta Canister! When ready, operate the Control Panel near the Supply Crate to blow the powerplant (shown in Cutscene, with a good deal of somewhat pointed banter between Jan and Kyle thrown in) and leave through the door at the far end of the chamber. The passage leads into the Crystal Packing Chamber, through the previously locked door at the far end. Given that there are now four very unfriendly Stormtroopers inside and there is no cover in the passageway within range of the door sensor, trading shots with them from the doorway can be a recipe for getting shot to pieces, particularly on the higher Settings. The best tactic seems to be to RUN for the shelter of the packing cases in the far-right corner (it is recommended that the right-hand Stormtrooper is eliminated with E11 Secondary fire on the run, as he can get in the way). Note that it is vital to get as close as possible to the right-hand end of the packing case that is right up against the wall. All the Stormtroopers can then be shot down from there (over the top of the packing cases, while alternately STANDing and CROUCHing) with only a little risk of Damage, mainly from the furthest Stormtrooper who is standing on a higher part of the floor - make him the highest priority target. Most of the time, even on Jedi Master Setting, this procedure is entirely Damage-free. Also note that a rockfall has now blocked the route out to the gorge area. When Kyle has ascended via the lift, it will be found that there has also been a cave-in at the junction of the main passage and the rock tunnels. Whack the Stormtrooper standing by the fall (Bryar Secondary or Bowcaster recommended), but be mindful that there is a Technician around the corner to the right. Just let the lift go up and down twice with Kyle aboard; on the second downward trip the Technician should fall down the lift shaft while trying to shoot him! On reaching the top again, note that there is a Stormtrooper standing behind the right-hand side of the rockfall - it's probably best to eliminate him right away. It will be found that the Tramway Terminus Room has been re-occupied by six Stormtroopers (not too bad a thing, because it turns out they have left a Tram Car outside) and a couple of 'Snappers' have got in there too, somehow (they do not appear to be pets!). It is almost inevitable that Kyle will take Damage dealing with this new problem; as with down below, there is no convenient cover by the doorway. The solution seems to be to trip the door open and immediately RUN back past the lift and a little way down the slope (E11 Secondary fire from the approximate centreline of the passageway seems to give good results), and wait for the Imperials to give chase. One or two will oblige almost immediately (with or without either or both 'Snappers' and can be picked off straight away, the 'Snappers' will start feeding on the casualties and can be safely left for later. The problem is that the rest of the Stormtroopers sometimes take their own sweet time putting in an appearance, the only thing to do is to keep a careful count, outwait them and not change weapons or move up the corridor beyond the top of the slope in an attempt to speed things up. Cautiously re-enter the Tramway Terminus Room (a 'stay-behind' Stormtrooper has been known) and check out the Tramway Terminus after collecting as many E11s as possible. A pair of 'Snappers' will attack as soon as the outer door opens so back-pedal back into the room, firing on the move. Don't panic if they are not killed immediately, they will either stop on the front edge of the higher-level flooring (in which case they are virtually sitting-duck targets) or they will run down one or both ramps. In this latter case, hop up onto one of the consoles (where the head-up display screen is/was) and deal with them from there. Recheck the Terminus afterwards, because there is usually a third 'Snapper' on the other side of the Tram Car, which can be dealt with in the same way. Maximise Health with the Bacta Canisters in the alcoves and Shields with the Large Booster in the Crystal Packing Room's Supply Crate and/or the Converter in the Ore Processing Control Room; which is still accessible by means of the Catwalk. When done, top up with ammunition from the Supply Rack, board the right-hand (rear) control station of the Tram Car and operate the Control Panel to end the Level. ******************************************************************************* (8-4) ARTUS DETENTION (Level 4) - [map code = artus_detention]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, 'Artusian Snappers', Guard Droids. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => N/A. Note from the Cutscene that there is a reception committee at the tram stop of two Stormtroopers on the platform plus another one in an upper-level booth. When the Cutscene ends and the Tram Car comes to a halt, it is particularly important on the higher Settings to immediately jump forward into the next (passenger) compartment, then diagonally left and get into a CROUCH. All the Stormtroopers will be shooting at Kyle (although he is only vulnerable to fire from the pair at track level as the booth is both fully enclosed and impervious to Blaster fire in both directions. The Tram Car does not provide a great deal of protection and (provided Kyle does not slip into the poisonous green gunk) a slight and temporary loss of Health from a bad landing is better than starting the Level with severely drained Shields. Both Stormtroopers on the platform should have just enough of their helmets showing to fall victim to Bryar Secondary fire (it is recommended that the furthest one is targeted first), particularly if Kyle pops up to shoot and drops into the CROUCH again immediately afterwards. As he leaves the rock ledge and starts moving along the grating (use JUMP to get up on the higher level of rock and again to get onto end of the grating), fire from the Stormtrooper in the booth connects with something important, killing him and dropping a support beam into a convenient place to be used as a ramp. JUMP up onto it and RUN up, JUMPing again to get over the humped bit. Once up in the booth, space is a bit restricted (because of the damage) so hug the front of the instrument panel until arriving at the doorway. Replace the ammunition just consumed by grabbing the discarded E11, and find, then operate, the Control Panel to unlock the lower-level door to get off the platform. Slide back down the beam and prepare to enter the detention facility. The number of defenders inside the facility varies with Setting, so move cautiously. Warning: the Stormtroopers positioned behind firing slits here are armed with the faster-firing, harder-hitting version of the E11, so be mindful to eliminate them before they can fire accurately! There is a Stormtrooper just inside the doorway on the right-hand side of the passageway, and another in the third (last) firing-slit by the door around to the left, on every Setting. On Padawan there is an additional Stormtrooper on the left-hand side of the firing-slit right at the rear, covering the entrance door. On Jedi, these are joined by one Stormtrooper in the central firing-slit (who can cover the end part of the passage). On Jedi Knight and Jedi Master, the first two firing-slits are manned by two Stormtroopers in each. Once Kyle has moved along the passage almost to the third firing-slit, the guardroom door will open behind him and two (on Padawan) or three (all other Settings) additional Stormtroopers will come out. Fortunately, there is a convenient recess for Kyle to take cover in and shoot from. With these dealt with, do not try to tackle the third firing-slit's occupant at the moment, he can be more conveniently eliminated from inside the Guardroom. Edge round the left-hand side of the Guardroom doorway and eliminate the one (Padawan) or two (other Settings) Stormtroopers to the left, then RUN into the recess on the right all the way to the wall/Weapon Rack and edge backwards to eliminate the Stormtrooper on a high-level ledge with a round of Bryar Secondary fire under the chin! Finally edge round the corner at the top of the steps and blast the occupant of the third firing-slit. Note the Control Panel to the right of where he was standing, it unlocks the door at the end of the passage (to the Cellblock). For a reasonably small chamber, this Guardroom is a treasure-trove of useful items. Counting back from the Control Panel, there is an Ammunition Converter, then a Shield Converter down the long stroke of the 'L', a Weapon Rack (originally holding three E11s) is mounted in the recess and a pack of Trip Mines and one of Det Packs are on the floor to the left of it. Finally, there is a Supply Rack (holding an Instant Use Medpack and three cases of Power Cell Ammunition) mounted at the end of a passageway on the higher level. There's a dead Stormtrooper up there too, possibly a victim of the explosion outside, he's not one of Kyle's, as far as is known. Stock-up and operate the Control Panel, then head for the door into the Cellblock. The number of Stormtroopers encountered on the lower floor of the Cellblock (the actual cells, pie-slice shaped and arranged around a central ventilation shaft are in that big column to the front), again depends on Setting; three on Padawan, four on Jedi and five on both Jedi Knight and Jedi Master; but getting rid of them just requires a minor variation to the same basic technique. Start by taking up position at the left-hand edge of the door and watch to the right for the first of the pair on patrol to appear. Make sure of a good aim on his helmet as he halts to turn around (Bryar Secondary fire seems to be the more reliable option, although the Author has had success with E11 Primary fire) and murder him. It is well worth letting him go back the first time to be absolutely sure of a certain and immediate kill when he returns. Then edge around the doorframe to watch to the left, doing the same to the second patrolling Stormtrooper. On Padawan, now simply move anticlockwise around the column and whack the third Stormtrooper as soon as he comes into view. More often than not, he will be standing facing the wrong way! On the other Settings, move forward and plant Primary Fire Trip Mines on the column, one to each side just beyond the corners where the line of sight from the doorway ends. Supplement these on Jedi Knight and Jedi Master with a third (there should be at least three available), on the wall next to the doorway on the side nearest to where the second Stormtrooper was shot. Move back through the door then loose-off two or three rounds of E11 fire to each side of the column (as close to it as possible without hitting it) to attract attention and bring the rest of the Stormtroopers into the trap, although the final victim might have to be driven into the trap with a few rounds of E11, if he approaches from the wrong side. Not sporting, but is does save on Ammunition expenditure and Shield Damage. Author's Note: The circular rocky passage under the gridwork portion of the flooring around the cellblock column will be visited a little later. The entrance to this Level's only Secret Area will be found down there. The way forward is through the large doorway on the opposite side of the column, which leads into a wide left-to-right ascending spiral stairway giving access to the ring-walkway serving the first level of cells. Although this can be cleared by bulling-through on Padawan, on higher Settings the door needs to be approached right-to-left so that Kyle can take cover behind the first packing case (about two-thirds of the way along it gives good results) and not get shot to pieces. It helps avoid Damage if the final few paces are taken in a CROUCH. With the three immediate attackers disposed of (either Bryar Secondary or E11 Primary works fine; the guards tend to bring themselves into a very convenient place to be shot through the helmet one-by-one, and the packing case provides good - although not perfect - protection), move cautiously up the right-hand side of the stairs. Enough of the remaining stairway guard will be seen for a rough aim to be taken a few steps before it is possible for either Kyle or the guard to shoot, but there appears to be no alternative to a mutual exposure to each other's fire, with the quickest to shoot accurately being the winner. Because of its accuracy and harder punch, the Author prefers Bryar Secondary fire here. Once that Stormtrooper is neutralised, switch to E11 and move forward to collect his discarded weapon, immediately heading back down the stairway again pausing a few steps up from the level area. One of three things will happen: Nothing (very good), one or two screams will be heard outside (the equivalent number of Stormtroopers tried to abseil from an upper level, but fell instead) or the door will open and one or two Stormtroopers will enter (having abseiled successfully); in which case eliminate immediately and get back behind the packing case breastwork and wait to see if the commotion has attracted any of the first ring-walkway's defenders. Expect two Grey Uniformed Officers plus six to eight Stormtroopers (on Padawan) or eight to ten Stormtroopers (other Settings) to be defending the first level of ring-walkway. If they all do not put in an appearance of their own accord, provoke them by moving through the doorway and firing at them from below. Note that firing at the nearest group (Kyle's side of the extended bridge across to the cellblock) sometimes only attracts that group; move a little to the left and target the group beyond the bridge to attract them all. Quickly return to behind the packing case breastwork and engage the Imperials as they appear. Wait a while after it seems that all have been accounted for, sometimes one or two come to the party late. Next, cautiously check out the stairway and the first ring-walkway, being careful not to trip open the door to the second stairway until ready to do so. Rather than disturb the contents of the two Supply Racks (one holding an Instant Use Medpack and three boxes of Blaster Ammunition, the other holding two boxes of Blaster Ammunition, a case of Power Cell Ammunition and an Instant Use Medpack) at the top of the first stairway at this stage, it is recommended that all discarded E11s are collected from the area already passed through (including the tram platform - and not forgetting the E11 by the unexplained body at the top level of the Guardroom) and any shortfall made up from the Guardroom Ammunition Converter. When done, go back up to the first ring-walkway and RUN around it in an anticlockwise direction, this time making sure to pass close enough to the door to the second stairway to trip it open. Two of the three Stormtroopers inside will give chase (they will fire at Kyle while doing so, although it is usually entirely ineffective and any lucky hit they manage to make generally only causes light Shield Damage), so return to the packing case breastwork and deal with them there. Go back to and enter the doorway to dispose of the third guard. The ease-around-the-door technique using Bryar Secondary Fire works well. Note the taller of the two consoles at the start of the passage and practice getting behind it, it will be found to be a useful protective position later - but not against Stormtroopers! The Imperials on the second ring-walkway (two Grey Uniformed Officers and between seven and ten Stormtroopers, depending on Setting) are not as obliging as the previous lot, requiring a variation on the basic tactic. Advance until the door trips open and quickly toss at least one (preferably two, if possible) Secondary fire Thermal Detonators into the group of Imperials. It's best to aim the first just to the right of the front Stormtrooper nearest the wall, since the explosion quite often throws some of his companions over the edge of the ring-walkway - the kills still count - then immediately turn and RUN back to the packing case breastwork and await chasers. Again, any firing at a RUNning Kyle is highly likely to be completely ineffective, although the noise can be frightening! Once the chasers have been eliminated, climb the first lot of stairs again and take cover at the far edge of the doorway (near the Supply Racks). Edge back cautiously into the open doorway and use Bryar Secondary fire to snipe at the Stormtroopers visible to the right and left of the cellblock, but be mindful both of an Officer who is normally somewhere about to the right and of any Stormtroopers that come charging around the ring-walkway; whereupon it's time to return to the packing case position. As before, wait for any latecomers to put in an appearance before proceeding! Tip: trip open the door by the packing case and it is possible to monitor the door at the top of this stairway, at least to see it open and close (and sometimes to see a Stormtrooper or two leaving the ring-walkway). Also listen for any 'chatter' and look/listen for any evidence of firing. At this point, a second logistics break is highly recommended (to maximise both types of ammunition - it's advisable to continue to leave the Shield Converter alone, for now) - again leaving the Supply Racks alone, if at all possible. There will probably be some more discarded E11s (dropped by Imperials blown off the walkway) on the gridwork flooring around the cellblock. When confident, check the first stairway and first level of ring-walkway, then cautiously check out the second stairway - there is quite often a crouching Stormtrooper loitering at the top, who is vulnerable to E11 Primary or Bryar Secondary fire - note the Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition; with a pack of Trip Mines on the floor to the left). Another favoured ambush position for a lone Stormtrooper is on the ring-walkway to the right of the door. Just in case, RUN into cover at the far edge of the door and edge into the open doorway until any threat can be seen and dealt with. Similarly, look in the other direction before emerging to check the rest of the second ring-walkway, again without approaching the door to the third stairway closely enough to trip it open. When sure there is no opposition left, move clockwise around the second ring-walkway and cautiously trip open the third stairway door. There are two Stormtroopers immediately inside (either E11 Primary or Bryar Secondary fire will do them in nicely) and a third about halfway up the stairway. The Author recommends E11 Secondary fire for this guard (another of the mutual-exposure situations, but at closer range). Possibly it's best RUN across to the far wall, turn, CROUCH and engage the Stormtrooper from there. At the top of the third stairway there is an R5 doing some repair work and a Supply Rack (mounted facing the door) which holds three boxes of Blaster Ammunition and is flanked by a Small Shield Booster on the floor each side. Trip the door open, take a pace onto the third ring-walkway, note the appearance of defending Guard Droids (two on Padawan, four on Jedi, six on Jedi Knight and Jedi Master) turn about and RUN back down the stairway before they can aim their fire. Head for the protection of the taller console at the foot of the second stairway, CROUCHing as close to the back of it as possible. There are six pieces of good news, firstly it seems that the Guard Droids are programmed to travel mainly via walkways and stairways, rather than taking a more direct route; secondly that, under normal circumstances, there will never be more than four Guard Droids to be faced at this stage (even on the two highest Settings, the others - unless provoked - wait in reserve); thirdly that the console provides fairly good protection, although there is a need to watch for any of those floating blasters moving through the door and engaging them immediately; fourthly that the range is so short that even E11 Secondary fire will be hitting with every round; and, finally, that these Droids (even on Jedi Master Setting) only need a maximum of twenty Ammunition Units of Damage to kill them and hitting them at their extreme edges will do the job just as well as hitting them centrally. E11 Primary or Bryar Secondary fire are both economical and effective. The Author (once) took on all six Guard Droids on Jedi Master Setting and survived - albeit somewhat Damaged - the noise and light-show was rather impressive, though! Replenish with ammunition (using the two Supply Racks at the top of the first stairway) and, if there are another pair of Guard Droids to be dealt with, locate them, provoke them with a few rounds and get back behind the console again. A bonus piece of good news, when Kyle next encounters Guard Droids he will have far better weapons to destroy them with! Advance to the top of the third stairway (replenishing with Blaster Ammunition and grabbing the pack of Trip Mines on the way) and move clockwise around the top ring-walkway, approaching the door cautiously. Dispose of the first Stormtrooper as soon as the door opens (note the locked door immediately behind where he was standing, the route to the next part of the complex) then move cautiously up the right-hand side of the stairs and take out the Stormtrooper at the halfway point. Again moving cautiously (switching to E11 if it is not the current weapon), move to the left-hand wall and locate the third Stormtrooper at the top of the stairway and fire at him (it is probably best to deliberately fire to miss until he starts moving to run down the stairway toward Kyle's position). The reason for this is to draw out a fourth Stormtrooper who will otherwise make a jack-in-the-box appearance when Kyle gets further up. Try hard to cut down both Stormtroopers with E11 Secondary fire on the stairway (even though these can be a bit difficult to kill on the higher Settings) or lead them back down to the console killing ground and do the job there (Bryar Secondary fire can be a good choice for a Trooper beyond the door or standing in front of the console itself, although some careful movement will probably be necessary). Around to the right at the top of the fourth (and final) stairway is the Detention Facility Control Room, manned by three Officers (two Grey Uniformed and one Tan Uniformed). By hugging the left wall (the noise heard - later indicative of a loophole shutter opening or closing - is actually coming from inspection covers on the ventilation shaft) and timing Kyle's movements to when the nearest Grey Uniformed Officer is moving away from the doorway, it is possible to sneak almost into the Control Room itself; certainly within easy aiming distance of the Tan Uniformed Officer's head (he is the hardest kill and biggest threat) with Bryar Secondary fire, immediately switching to E11 and preparing to use Secondary fire on the other two; who are much easier kills. Be prepared to see ricocheting Blaster rounds, the transparent panels on the ventilation shaft reflect them, not entirely a bad thing - occasionally one or both Grey Uniformed Officers get felled by bouncers! Before doing anything else, maximise Health, Shields and Ammunition. It will probably mean returning to the Guardroom (for the Shield Converter, if nothing else) but it's equally probably worth it. Once all topped-up, walk round the Control Room. Going Clockwise, the first item of interest is a Viewpanel (only showing prisoners and/or cells, including one being killed by a 'Snapper') on the near end wall. Almost at the far end of the room is a Control Panel under a display panel showing a large picture of a fan - operate this Control Panel now, it's vital! On the end wall is a Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition, one case of Power Cell Ammunition and an E11); with a Battery Pack on the floor to the left of it. On the opposite side of the room is another Supply Rack (holding an Instant Use Medpack, three boxes of Blaster Ammunition and another E11), which is next to the Control Panel that sets all the prisoners loose (operate this one when ready - it triggers a Cutscene). Further round, by where the Tan Uniformed Officer was standing, is a passageway leading to a locked door. Kyle will arrive at the other side of this shortly, whereupon it will unlock. Operate the Cellblock Control Panel on the far end of the right-hand wall and (when the Cutscene finishes) head back down the stairway. It does not appear to be possible to get to the ring-walkway doorway in time to save the prisoner from being shot, so just whack the Stormtrooper that killed him before heading through the (now unlocked) doorway on the opposite wall. Be mindful that there is a ceiling-mounted Automated Defence Cannon just around the corner, but it is possible to RUN underneath this and through the door into the Docking Bay Security Booth without taking Damage (deal with in the usual way, from cover outside the far end of the Booth, to be absolutely certain that it will not interfere with future movements). Inside the Booth, there is a Shield Converter immediately opposite that doorway and an Ammunition Converter opposite the door at the far end. It is just possible to get to the far doorway in time to finish-off a Stormtrooper; who is firing at a prisoner who will give Kyle a Monologue mini-briefing; when approached. When the informative former prisoner goes through the door, either do precisely nothing until the outcome in the Docking Bay is decided, or charge at the four Stormtroopers inside, spraying them with E11 Secondary Fire while moving. Anything else tends to bring up a "Mission Failed - Too many prisoners have died" message. Whatever the choice, Kyle has to get up onto the Catwalk around the sides of the room (there is one lift platform just to the left of the entry door and a second across the Docking Bay almost in line with the group of Stormtroopers, living or dead). Moving clockwise around the Bay, there are two Bacta Canisters on the floor just beyond the first lift platform, with three boxes of Blaster Ammunition (also on the floor) just beyond them. Moving further, past the TIE Fighter launch-doors, is the second lift platform, then two Small Shield Boosters on the floor behind the second (solitary) packing case then two Battery Packs behind a console near the smaller, still locked, door; which has two Weapon Racks (each holding three E11s) mounted on the wall to its right-hand side. Still further around is an unlocked door near where the GNK Droid is waddling up and down (which is the back door into the Base Commander's lair - access is blocked by a locked door further up the passageway at present; although note the Base Commander - a Black Uniformed Officer - standing with his back to a large, impenetrable, viewport and the firing-slit further up the passage on the right). Moving further clockwise brings Kyle back to the entry door. Author's Note: The 'Mission-failed' message that follows the premature death of the abovementioned Imperial quotes his rank/function/title as "Warden". I use the "Base Commander" designation for him to remain consistent with all the other Black Uniformed Officers that are encountered. Ascend on either of the lift platforms. If the second was chosen, then Kyle will need to RUN all the way around the Docking Bay until he encounters the door (where the level changes) and take up position by its left-hand side. If the first lift platform was used, them Kyle needs to RUN across the doorway first, then do the same. Ease round the doorframe to trip open the door and eliminate the three Stormtroopers in the hexagonal tunnel beyond it (Bryar Secondary fire is possibly the best choice here). Then move down the tunnel and through the door at the far end. The side door into the Detention Facility Control Room will unlock as Kyle approaches (before proceeding it is a very good idea to double-check that the icon of the fan, visible from the doorway, is turning), but the way forward is to JUMP over to the ledge by the loose grating, using the "Nerf-prod" to smash through it. CROUCH through the hexagonal tunnel to its end, ascend on the hexagonal platform and CROUCH through the next hexagonal tunnel to the top of the ventilation shaft. Because of the airflow (the reason the fan had to be turned on) Kyle will be able to drop in and descend slowly enough to avoid injury, which can be done straight away on Padawan Setting. However, on the other Settings there is no protective grille over the fan blades so a little more care has to be taken. Find the part of the lip of the shaft that is pointed to by the nearest corner of the (removed) top gridwork cover, turn around and back toward it using both CROUCH and WALK. As soon as Kyle drops, hit FORWARD to get right up against the shaft wall. Kyle will then touch-down safely on a projecting corner of the (also removed) lower gridwork cover and move into the final short piece of hexagonal tunnel, exiting into the circular area that was seen through the gridwork panels on the Guardroom floor of the Detention Facility. Turn right in all cases and move to the uncovered tunnel entrance (note the 'Snapper' disappearing into it as Kyle approaches). CROUCH just inside the entrance and toss a Primary fire Thermal Detonator as far as possible along the tunnel (where the roof appears to end is a good aiming point) and immediately switch back to the "Nerf-prod". The Detonator usually accounts for at least one (sometimes two, more rarely all) of the three 'Snappers' that are hiding round a curve, any survivors will immediately attack and can be double-tapped with the "Nerf-prod". The space is confined enough for this device to be effective, saving a few rounds of ammunition. Now move around (to the right) to the next grating. Smash this (the "Nerf-prod" again) and enter to collect the Secret Area credit plus a belt of Thermal Detonators and/or a Small Shield Booster. Then move back to the uncovered tunnel entry and prepare for another (longer) trip through the mine tunnels (and more 'Snappers') by going up the tunnel, through the door and JUMPing (to the left) over the side of the broken section. RUNning this set of tunnels using the Light Amplification Goggles (as recommended in Matthew Rorie's Walkthrough) can, indeed work without sustaining critical Damage. That said, testing has revealed that 'Snappers' can obstruct Kyle's progress, allowing the pack behind him to catch up, with fatal consequences. Moreover, although (because?) this set of tunnels has more (and longer) darker sections, there do not appear to be the same quantity of Battery Packs available! The Author prefers the slower method of eliminating the 'Snappers' one-by-one with Bowcaster Secondary fire. The rule-of-thumb still applies whichever method is chosen,. A useful tip is to halt and scan with the crosshairs every time a 'Snapper-like' noise is heard, both in front and down any side tunnels (with the Author's method, there shouldn't be any 'Snappers' approaching from behind until the very end of the route!). Eventually, after encountering a quartet of the beasties, some man-made debris will be seen on the tunnel floor (there will also be 'Snapper' background noises), marking a low entryway that should be cautiously CROUCHed through. The reason for caution is that at least one of the Stormtroopers inside (although being attacked himself) will enthusiastically engage Kyle in preference to the 'Snapper(s)' attacking him. It may go against the grain, but it's probably best to let the 'Snappers' dispose of all the Imperials before moving right inside and doing some necessary vermin control! Before anything else, locate the large door; then look at the opposite end of the chamber and identify a packing case that has been left slantwise across the corner of the room. There is a first-class, well-protected, firing position behind it (which will be given a lot of use). The exact place to be is tight into the angle formed by the side-platform and the packing case, and as far forward (in the direction of the door) as it is possible to get. CROUCHing there, Kyle is pretty much immune from fire, but has a quite good arc of fire himself. Bryar Secondary fire can be used with confidence, although E11 fire (Primary or Secondary) will probably prove quicker, if more expensive in ammunition. There are a reasonable number of items scattered about this Storeroom. On top of the raised side-platform by the firing position is a belt of Thermal Detonators, with two Bacta Canisters (three on Padawan), on the same level, halfway towards the door (towards the side-wall between a pair of packing cases) and a pack of Trip Mines near the door. On the other side-platform (corresponding to the position of the Trip Mines) is a pack of Det Packs (two on Padawan), with three boxes of Blaster Ammunition mirroring the position of the Bacta Canisters. A pair of Battery Packs are to be found near the door, behind the end of the nearest packing case. Last, but not least, there is a Large Shield Booster (two on Padawan) behind the two floor-level packing cases near the firing position. Trip the door open, probably best done from near its centre, and bolt back into the firing position before the three or four Stormtroopers beyond it (depending on Setting) can take a steady aim. If any Damage is going to happen, it will probably be during this manoeuvre. Eliminate the Imperials as they come into Kyle's arc of fire, although the final one has been known to be a bit reluctant to come into the killing ground and has had to be stalked on occasion. When that little combat is concluded, return to the left-hand edge of the door and trip it open again. There is a firing slit (complete with a Stormtrooper, waiting in ambush) over to the right; enough of him should be visible (it seems quite safe to stand for the best aim) for him to be put down with the Bryar. There are two doors out of the chamber overlooked by the firing-slit (Lobby), both of them marked with the Imperial Insignia on their upper part. The one to the left leads into the Docking Bay (past a small Control Room, containing the Control Panel Kyle needs to operate to unlock the door to the Base Commander's hideaway, and also the door currently preventing access to the Docking Bay). The other door leads into a larger Control Room, containing both the entrance to the Base Commander's hideaway and entrance (via a defended stairway) to the next part of the Mission route. This door should not be approached except when ready to clear the room beyond it. Clearing the larger Control Room is a virtual repeat of clearing the Lobby outside. Select E11, trip the door open and have a pop at the Grey Uniformed Officer at the Display Screen immediately to the front; then bolt back into the firing position again, eliminating the defenders when they chase Kyle back into the Storeroom. When that is done, enter the larger Control Room (it is 'L' shaped) and move toward the door at the top of the 'L'. Note in passing the Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition) that is mounted on the wall in the short arm of the 'L' (left of where the Officer was standing) and also the Shield Converter at the far end of the 'L'. The stairs (and the locked door) directly opposite the Shield Converter are the entrance to the Base Commander's hideaway. On Padawan and Jedi Settings there is also a Weapon Rack (holding three E11s) mounted on the wall at the Shield Converter end of the firing-slit bay. Start (it will almost certainly require two bites at the cherry) clearing the stairway with the exact same technique. Trip the door, have a pop at the nearest Imperial (it's not necessary to actually kill, or even hit, him; although if either of those happens, its less work to do later) and RUN back into the firing position. Wait for the pursuit to arrive and whack them. Wait a bit to make sure that all that group are accounted for and move back to the stairway door. Usually, there are two guards left at their posts, right at the top of the stairs. Tickle them with a few rounds (as an inducement) then RUN back into the firing position again, treating them the same as their colleagues when they arrive. Check the top end of the stairway after an appropriate delay, noting another Supply Rack; holding an Instant Use Medpack, two boxes of Blaster Ammunition, a case of Power Cell Ammunition and an E11, mounted there: (on Padawan and Jedi Settings there is an additional Supply Rack, holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition mounted on the left wall, halfway up the stairway); a Control Panel that Kyle cannot operate on the end wall at the top of the stairs and the large (locked) door to the right; which leads to the end sequence of the Level. Then return to the Lobby in order to clear the smaller Control Room. Cautiously go through the Lobby's left-hand door (there is sometimes a Stormtrooper down the slope to the front) and note the doors, one (locked) to the front, which leads into the Docking Bay and one to the left, giving access to the smaller Control Room. Also note the Weapon Rack mounted to the right of the Control Room door; it holds three E11s. Clearing this room is quite straightforward; stand at roughly the centre of the Lobby doorway, select Thermal Detonator, hold down on the Secondary fire trigger until the Detonator stops chirping, advance (CROUCHed) towards the Control Room door, halfway between its left edge and centre is about right; and toss the Thermal Detonator at the first visible Stormtrooper. There are a pair of them inside, and the Detonator sorts both of them out! Enter and operate the Control Panel on the left-hand side, also top up from the Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) mounted on the right-hand wall. Before collecting the Base Commander from his lair, stock up on all forms of ammunition, particularly that used for 'vermin' control; as well as Health and Shields. It is well worth revisiting the Guardroom, via the Docking Bay and stairways, and grabbing the 150 Units of Power Cell Ammunition on the upper level first as well as completely draining the Guardroom Converters (so nearer Converters remain available). On the way (either there or back) hit all the stairway Supply Racks as well, finishing off (if required) with another visit to the Detention Facility Control Room on the topmost level, before returning through the Docking Bay to the larger of the just-cleared Control Rooms and descending the stairs to confront the Base Commander. What a surprise - this character surrenders at once with a plea of "Don't shoot!" and will do absolutely nothing unless the crosshairs are on him! The curved passages to either side yield little of value; a Bacta Canister (two on Padawan) around to the left and a Control Panel (operate it to unlock the doors at the ends of the curved passages) to the right. Put the crosshairs on the prisoner (note that they are greyed-out, not the usual red for an enemy) and escort him as he marches through the door, down the 'L' shaped room and into and up the stairway. He will be perfectly cooperative at this stage even if Kyle is in "empty hands" mode! Just before reaching the top of the stairway, stop the prisoner, select a good 'vermin control' weapon (the Author prefers Bowcaster here, this time in single-discharge Primary fire mode) and take up a position where the prisoner, the top-of-stairs Control Panel and the doorway can all be covered with a minimum of movement. The Author tends to stand opposite the door, backed up into the gap between the two buttresses closest to the Supply Rack. When ready, put the crosshairs back on the prisoner and walk him all the way to the Control Panel (which he can operate, even if Kyle could not!). Wait for the "You won't get away with this" threat and Kyle's response, then be prepared for some really quick snap shooting action - particularly on the higher Settings. Once the door opens, a Stormtrooper and a number of 'Snappers' (how many depends on Setting) emerge. The immediate task is to protect the prisoner (he still has a function to perform), so concentrate on eliminating the 'Snappers' going for him first, even at the expense of Damage. The Stormtrooper, incidentally, does not play much part in the proceedings, either way - if a stray round from Kyle does not take him out then the 'Snappers' will! Check beyond the doorway before moving the prisoner again, it's not unknown for one 'Snapper' to have stayed behind. It's best to stay at the door and walk the prisoner to the Hangar Door Control Panel from a distance, as the treacherous beggar promptly produces a Senior Officer's E11 from somewhere as soon as he has operated it; also some Stormtroopers enter the room through the just-unlocked door, so beat a rapid tactical withdrawal down to the packing case firing position and mow them down, as before! Replenish ammunition (as far as is possible) and repair Shield and any Health Damage on the way back up, then move through the Hangar Door Control Room and far doorway; noting the Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) on the way past. Don't jump on the lift platform at the end of the passage without checking out what's waiting down below (two Stormtroopers); who can easily be sniped with Bryar Secondary fire from the left end of the last step. Take the furthest one first, then the nearer, before descending on the lift platform. There is a pack of Trip Mines to the left between the cases and the lift-side wall. The next chamber (Tie Fighter Pilots' locker room) is the last room of the Level, usually defended by four Stormtroopers. Approach the door cautiously, just close enough to trip it open and locate a Stormtrooper down one of the long passages to the front to give the Bryar-Secondary-fire-in-the-helmet treatment to; dodging off to cover at the nearest side immediately after firing. It's then a matter of easing cautiously back (without tripping the door) and waiting for other Stormtroopers to open the door and expose themselves to fire. Normally two can be dealt with this way, unless either the first was not killed outright or the last gets attracted by the commotion. Keep waiting until the door stops being tripped open, then look for a survivor down the other long passage and treat him in the same way as the first one. Still be cautious when entering, other survivors have been known to wait well off to one side or the other of the doorway. Note the Shield Converter to the right and the Ammunition Converter (which unlocks the Docking Bay door, next to it, when operated - even if Kyle has a full load of both types of Ammunition) to the left; also the gridwork-covered apertures at the far ends of each long passage. That is (after replenishing to a full quantity of everything possible - including Trip Mines, Thermal Detonators and Det Packs) the way the next Level. "Nerf-prod" one of the gratings, CROUCH into the space beyond it, turn right and CROUCH down the tunnel in the far-left corner. ******************************************************************************* (8-5) ARTUS TOPSIDE (Level 5) - [map code = artus_topside]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, AT-STs. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => N/A. A Rocket-spitting AT-ST attacking as soon as the opening Cutscene ends - not fair at all! In the Author's opinion, a fitting opening to one of the hardest Levels to complete - particularly on Jedi Master Setting. Steven Roy's contribution of the 'Canyon Run' (as quoted in Matthew Rorie's Walkthrough) is, indeed, the best tactic; JUMPing over the crates and passing to the right of the AT-ST almost always allows enough space for it to be dodged while going up the Canyon and weaving (while keeping to the right) keeps Damage to a minimum. The Author recommends, having reached the far-end door, tucking Kyle behind the little rock outcrop (on the same side of the Canyon) and Quicksaving; as getting the timing right for the return journey (leaving enough space to dodge around the AT-ST to the right again) can be difficult. Once past the AT-ST, again keep to the right, weaving as before, until reaching the large bulge of rock just down-Canyon from the lift. Follow the edge of this all the way round to the back edge of the lift platform (the edge against the cliff), before heading towards the Guardpost doorway. Trip the door open and bounce two Primary fire Thermal Detonators off the end wall, so they explode at the opposite end of the room, then check through the window to see if both the Tan Uniformed Officer and his Stormtrooper have been dealt with. Bounce another Thermal Detonator in on any survivor(s) and recheck; repeat until the room is clear. If no Rockets have been fired at Kyle during this last sequence then the AT-ST has been successfully tricked into hanging itself up on the rocks, for now; so Quicksave and enter the Guardpost, collect the Supply Key from the Tan Uniformed Officer, operate the Control Panel and RUN out to the lift platform. There isn't a lot of delay before the platform goes up, so don't hang about. Once on top, head around the upper Guardpost to the Twin Cannon Mounting, swing it round to face the enemy and start picking them off, but take a proper aim and keep the bursts of fire short; do not just lock the trigger down and swing the Mounting along the line of Stormtroopers. Start by picking off the Stormtroopers on the left side of the structure, but also pay attention to those on the right-hand side, particularly the ones that keep appearing right at the top of it, because all of those target Kyle (draining the Mounting's energy reserves to reinforce its Shielding), returning to the left and centre while casualties on the right are being replaced. When a group of Stormtroopers charge out of the white tower-like construction, mow them down (at that range the 'swinging traverse' while firing is effective) and expect the large door to the left to open and a Scout Walker to emerge shortly thereafter. Target and destroy it immediately, then swing the mounting out over the lower Canyon again (leave it aimed just at the outer edge of that bulge of rock, and pointed a bit downwards) before JUMPing off. Author's Note: If one of these Mountings starts to glow red at any time, JUMP off it immediately and move as far away from it as possible; so Kyle does not get caught in the coming explosion! Supplemental: The 'energy-bar' display has been found to be a rather inaccurate guide to the number of shots left in these weapons. For a true reading, quickly consult the Ammunition Meter on the Datapad. Switch to Secondary fire Thermal Detonator (maximum range) when heading back around the upper Guardpost, and throw it as soon as Stormtroopers are seen, they should fly through the air very nicely indeed! Next, dispose of the Grey Uniformed Officer in the upper Guardpost (a bounced Thermal Detonator from the side of a tripped-open door, again) and return to a position to the right of the Twin Cannon Mounting's position to look for, and eliminate - Bryar or Bowcaster Secondary fire works very well - any Stormtroopers that have taken up position in the Canyon immediately below. Quicksave again. With that done, enter the upper Guardpost, noting the Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition) mounted immediately inside the door, and the belt of Thermal Detonators further back, and operate the Control Panel to bring the lift back up. As an extension to Steven Roy's method, go back down on the lift and move over to the packing cases where Kyle entered the Level to attract the attention of that first AT-ST, immediately RUNning back into the lower Guardpost to summon the platform again. RUN out and onto it and round to the Twin Cannon Mounting at the top. Target and destroy the AT-ST first, then (if sufficient energy is still available, otherwise use Bryar or Bowcaster Secondary fire) eliminate any Stormtroopers that have moved up with it. When done, check the tower-like, white, construction for a Supply Crate (holding a Large Shield Booster) that opens with the key grabbed from the Tan Uniformed Officer down in the lower Guardpost. Ride the lift back down to the Canyon floor again and Quicksave. There are far too many Stormtroopers in the Canyon on the higher Settings for simply running through to be successful (in the Author's opinion), certainly not without taking major Damage from their fire. Although a proportion may have already been dealt with, between and after the AT-STs, their numbers need to be drastically cut-down first - to zero if possible. For the Stormtroopers polluting the valley floor, advance cautiously, locate each group, attract them with a round of Bryar Secondary fire (a kill is a bonus) and immediately RUN back into the shelter of the lower Guardpost, easing round the doorway and eliminating enemies, as before. This procedure may need to be repeated two or three times. Quicksave after each group has been successfully dealt with. The next threat comes from the Stormtroopers positioned on top of the AT-ST bay down at the far end of the Canyon (two on Padawan, three on Jedi and four on the higher Settings); they will have to be eliminated anyway, as they block access to this Level's Secret Area, so it may as well be done at this point. CROUCH around the rock bulge and take them out with Bryar Secondary fire, do-able, if testing, shots since Stormtroopers appear virtually the same width as the crosshairs at this extended range! That the Bryar can make aimed, one-shot, kills at such a distance really shows off both its accuracy and its Secondary fire punch. The final threat comes from a group of Stormtroopers tucked into a side-Canyon. Attract them (they probably will not need any fire in their direction) down to the lower Guardpost area, dealing with them in the same way. Authors Note: Sometimes these troops only want to turn up at the killing-ground one-at-a-time. If that happens, RUN out to the packing cases and back again after shooting each one, until no more appear. With the Canyon clear, RUN down it again (the Author favours staying to the left-hand side as it gives more room for the final round of 'dodge the AT-ST') and hop into its bay through the large door (which will have opened on Kyle's approach), going through the small door in the right-hand wall. Go up on the lift and Quicksave (the next part can be very damaging on higher Settings, since the Stormtroopers standing post beyond the door; one on Padawan, two on Jedi, and three on higher Settings; are equipped with the faster-firing, harder-hitting version of the E11 - the Author recommends Quicksaving as soon as is safe after each kill) before CROUCHing over to the right-hand side of the door, with Bryar selected and looking towards the left of the doorway. Target the Stormtrooper (the only one present on Padawan) standing where the parapet (wall) forms a corner and give him a round of Bryar Secondary fire to the helmet, immediately dodging across the doorway into cover on the left-hand side. Quicksave. On all three higher Settings, now select E11 and ease around the doorway until the second trooper can be seen dodging rapidly into and out of view. Aim as close to the left edge of the doorway as possible, at his helmet height, and use repeating Primary fire to take him out. Quicksave. On Jedi Knight and Jedi Master Settings, now select Bowcaster, ease further around the door until all three Twin Cannon Mountings can be seen and closely space Bowcaster Secondary fire along the parapet from as near the edge of the door as possible to in line with the furthest Twin Cannon Mounting, listening for a groan. If it is not accompanied by a clatter of armour collapsing onto stonework, pump another round or two into the same place, followed by a round or two very, very close to that spot on both sides of it. Quicksave and cautiously investigate. Immediately to the left of the door, note the Shield Converter, which should be left alone for now, if at all possible; but head right, CROUCHing along the narrow sentry-walk (to avoid any firing from down in the valley) to its far end. The grating around the corner to the right covers the entrance to this Level's only Secret Area (containing a Bacta Canister, a Pack of Trip Mines and a Large Shield Booster - this last should also be left alone for now, if at all possible). On exiting the Secret Area, move forward to the extreme right-hand portion of the parapet. If any Stormtroopers came out of the bay at the same time as the last AT-ST (as two do on all Settings except Padawan), at least one should be visible below. Target any that are seen with Bryar Secondary fire. Head back (in CROUCH again) along the sentry-walk, when done; then follow the rampart, passing a Weapon Rack (holding three E11s) mounted around a jog in the wall to the left, until a pair of packing cases can be seen. Move (CROUCHed) right up to the left end of the left-hand case, bob up and shoot the crouching Stormtrooper (Bryar Secondary fire or a double-tap, for certainty, of E11 Primary fire) in the helmet; then go around, or JUMP over, the low wall and take command of the Twin Cannon Mounting he was guarding, traversing it left to point, past the nearest Ion Cannon, at the Stormtrooper guarding the second Twin Cannon Mounting. Although probably overkill, eliminate that Stormtrooper by firing the Twin Cannon Mounting while traversing left, so that the point of aim travels onto the front part of the Ion Cannon's casing. The stream of fire appears to ricochet off the shielding, and then also off the opposite side of the valley! Next, RUN the Catwalk around the first Ion Cannon. To avoid Damage from the electrical charge that passes through the gridwork before the Cannon fires, the Author recommends going around its rear (it is helpful if Kyle starts RUNning when positioned on the lower, Catwalk-level, step); then JUMPing on top of the nearest pipe at the halfway point (the top of both pipes appear to be insulated, although getting between them during the electrification cycle also causes Damage), then to the top of the next pipe, before lining up the shortest distance to the exit slab; RUNning until in range to JUMP the final distance. Difficult, but it can be done without Damage. Both the second and the third Twin Cannon Mountings can target that third AT-ST, but it seems to be a little less able to fire effectively when the second Mounting is used. Nevertheless, the Author recommends taking it out in at least four stages: the first is to take control of the Mounting and slew it into line and elevation before immediately JUMPing off and moving well away; the subsequent stages are to wait for about a ten-count before again taking control of the Mounting and giving the AT-ST about a 3 second burst of fire (or until return fire is seen heading in Kyle's direction), immediately JUMPing off and moving well away again. Repeat as many times as necessary until the AT-ST is scrap! Next, negotiate the Catwalk around the second Ion Cannon, using the same technique as with the first. However, on leaving the exit slab, be mindful to keep as far over to the left as possible to avoid being in line with the door in the end building when it trips open. Inside are three Stormtroopers, two in line with the door (and each other) who can be eliminated by the ease-round-the-door-from-its-left-side technique. The third is in a bay under the skylight to the right and can probably best be dealt with by a Thermal Detonator bounced off the rear wall of that bay (shuffle back and left a bit to view the right piece of wall). There is a belt of Thermal Detonators under the skylight (which, depending on stock, probably should be left until later) and a Supply Rack mounted on the left-hand wall (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition) and flanked by one Bacta Canister on each side. Cautiously approach the door in the left-hand wall, easing round the jamb to eliminate a crouching Stormtrooper, then slightly further round to knock out an Automated Defence Cannon; then move up the extreme left-hand edge of the corridor to a position opposite the far door Advance (in CROUCH) straight at the centre of the door (with E11 selected) and let off a sustained burst of Secondary fire at the nearest Stormtrooper as soon as the door trips open, continuing the burst after he falls. If aimed right, this should also take out the second Stormtrooper as well, before he can fire a shot! Alternatively, duck into the small recess between the curved pieces of wall and edge round with the E11, although the Author has not found this to be as successful a tactic. Move through the door onto the upper walkway of the AT-ST Servicing area, in CROUCH and keeping left. Defending here are three Stormtroopers on the Catwalks (one level down) and; at floor level, a fourth Stormtrooper, a Tan Uniformed Officer, with a Security Key for the next-but-one room, and one (Padawan) or two (all other Settings) Technicians. For ammunition economy, the Author switches back to Bryar here, although E11 can also be used if preferred. The best technique is to stand to locate each target and take a rough aim, then bob up and down to bring the crosshairs dead on, then bob up, fire, and drop down again; with a final bob up and down to confirm that the target is down, before locating the next target and repeating. The Officer is normally to be found either under the central 'T' shaped catwalk or almost under the walkway at the door end (where his fire is highly dangerous), in which case it may be found easier to roll a Primary fire Thermal Detonator over the edge, so that it bounces over to him and takes him out. The upper walkway goes round three sides of the Servicing area, ending in the door by which Kyle will eventually leave by; and has a booth-type structure at the two corners. The first of these, booby-trapped with a cunningly sited Trip Mine at low level across the near doorway - no need to waste a Thermal Detonator or Det Pack to knock this out, just JUMP the beam (carefully!) and use Bryar or E11 from the other doorway - contains a Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition); the second contains a Shield Converter (which - as with the one in the Ion Cannon Forcefield Control Room - appears to only contain half of the normal recharge capacity on every Setting except Padawan. Midway between the two corner booths is a lift down to Catwalk level (where, on Padawan Setting only, a belt of Thermal Detonators is to be found on the right-hand end of the 'T'). Under each of the corner booths is a lift platform to take Kyle down to floor level. The Supply Crate (which does not seem to need a key to open it) contains a Large Shield Booster; a pack (two on Padawan and Jedi) of Trip Mines will be found in the corner to the left of the very large door, and a pack of Det Packs in the corner to the right of the door. The next room that Kyle has to clear is through the doorway between the angled supports (under the central lift well) at the rear of the Servicing area. Expect one Black Uniformed Officer and one Tan Uniformed Officer in here at all times, along with a variable number of Stormtroopers (their numbers increasing with Setting). The safest position for Kyle is to the left of the door, right in the angle where the support meets the wall (although it is sometimes a problem getting him in there tightly enough on the first try - quickly adjust if more than a narrow slit into the room can be seen). Shoot any Imperial that is seen in the gap, but be mindful that the Officers' Uniforms do not show up all that well; before beginning to ease around the door (while ready to dart back into the angle at an instant's notice) to take out the rest of them. When clear, a Weapon Rack (holding three E11s) will be found to the right of the door as Kyle enters, with a Supply Rack (holding an Instant Use Medpack and three cases of Power Cell Ammunition) to the left. The room through the security-locked door (the Ion Cannon Forcefield Control Room) is a very tough nut to crack on any setting higher than Padawan due to the calibre of the defenders (one Black Uniformed Officer on Padawan, one Black Uniformed and two Tan Uniformed Officers on Jedi and two of each on Jedi Knight and Jedi Master) and the power of their weapons. The Author has yet to come up with a sure-fire, foolproof, method; but has had reasonable success with the following procedure on the higher Settings. Get next to the wall (E11 selected), as far to the right of the door as possible before unlocking it. The door usually trips open immediately. If a defender is seen, tickle him with some fire and withdraw rapidly at an angle to stay out of his line of fire, returning to the original position after a short pause. If none are in sight, check if the crosshairs turn red when panned across the doorframe opposite Kyle, and if so, switch to Primary fire Thermal Detonator (three-quarter power) and toss the first one at about two-thirds height, just left of centre of the leftmost pipe, which should produce either a groan or catapult a very surprised Black Uniformed Officer over to the doorway. Repeat with a second Thermal Detonator (aimed at the same place, or rolled as near as possible to the Officer, depending on result) another groan is good news; even better is the soft thud of a body hitting the floor!. Otherwise or next, start bouncing Thermal Detonators off the inside edge of the doorway, beginning almost at the bottom and ending at almost the top, which should produce more groans (repeat at that elevation if a groan is heard) and, hopefully, more soft thuds. Finally, toss two Det Packs onto the floor, as close to the centre-line of the doorway as possible. Retreat far enough (and at an angle) so that the door shuts (or should shut if the sensor is not being held tripped-open from the inside) and then Command Detonate the Det Packs. Another groan (or scream) should result. Cautiously look through the doorway, being prepared to jerk back out of the line of fire of any survivor(s) - the Author selects Bowcaster during this check for its greater hitting power, but don't get involved in a firefight; returning to the position by the door and bouncing another Thermal Detonator or two off the low part of the frame will probably end the problem. Once the room is confirmed clear, locate the Control Panel for the Ion Cannons' protective forcefields (but don't operate it yet, there are some anti-intruder precautions to be taken first) as well as the Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition), mounted to the right of the Control Panel and the Shield Converter (half normal capacity, except on Padawan) together with a Bacta Canister over to the left. Go up to the top walkway of the Servicing area and plant one Primary fire Trip Mine on the floor right in front of the centre of each of the end doors (the locked one as well as the one Kyle entered the Servicing area by). While still on this level, also plant a Primary fire Trip Mine on the floor outside the centre of the door (nearest the walkway/Catwalk lift) of the corner booth that held the Imperial booby-trap. Return to ground level and restock with Det Packs and Trip Mines before summoning each corner lift platform in turn and depositing one Det Pack onto each; try to get as near the rear (next to the three-sided guide beam) of each platform as possible, but a little way off will not be critical. Finally, when about to return to the Ion Cannon Forcefield Control Room, plant a Det Pack about a pace in front of and centrally between the angled supports at the doorway, together with one Primary fire Trip Mine on one or other of the supports (it may not look like it but the supports are wider at the base than at the top; meaning that there isn't much room to move once the Mine arms, so be careful). Author's Note: It is probably wise to get into the habit of instituting the full set of anti-intruder precautions, described above, whatever the Setting, as there will not be any further need for Trip Mines or Det Packs before fresh supplies become available. Any that have not been set off by Imperial intruders by the time Kyle needs to go past them can be destroyed by fire in the usual manner. Supplemental: The corner lift platforms in the Servicing area have a curious effect on Trip Mines and Det Packs. Trip Mines will explode if deployed on these platforms if they either ascend or descend; while Det Packs can go up on these platforms without any problems, but will immediately explode without the need for a separate triggering event (e.g. an explosion or Command Detonation) as soon as the platform begins its descent. A very helpful (and unique, as far as the Author has found thus far) peculiarity Now the Ion Cannon Forcefields can be turned off, prompting a message from Jan that the Cannons themselves are still firing and will need to be destroyed before any rescue ships can land. On Jedi Knight and Jedi Master Settings, tripping the door will show the tail end of the Trip-Mine-at-the-door explosion at the other end of the room, where three Stormtroopers will have fallen into the trap. On exiting between the angled supports (on any Setting), expect the Servicing area to start raining Imperials who have tried to use the booby-trapped lift platforms. It's safe for Kyle to use either of these to ascend to the Catwalk and board the central walkway/Catwalk lift. Stormtroopers (if any) coming in through the door from the Ion Cannon Terrace will wander into the Trip Mine trap and be eliminated. Any of them in the booth will not react to Kyle's appearance at first; just let him ride the central lift down again and they will blunder into their Mine as they attempt to move closer. Go out to the Ion Cannon Terrace and use the nearest Twin Cannon Mounting to demolish both Ion Cannon (once the nearest is destroyed, it no longer blocks line-of-sight to the further one). Return to the door onto the walkway and RUN to the booth where the Imperial booby-trap was. It is possible for one or more of the three Stormtroopers that come out of the (previously locked) door to survive their Trip Mine trap. If so, use the booth's doorways for cover and snipe them. Next, move round to that door, being mindful that there is a ceiling-mounted Automated Defence Cannon just inside the door (the ease-round-from-the-left technique works well and the range is short enough that E11 Secondary fire is the fastest method of putting it out of action as all the rounds are likely to be on target). There are no more threats or surprises in the connecting corridor or through the door (to the left) into the next chamber; although there is a Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Power Cell Ammunition) mounted by the next door on the route. Be mindful not to get distracted by Jan's communications; there is a Trip Mine across this doorway and another ceiling-mounted Automated Defence Cannon to the right (above the Ammunition Converter) and the way ahead is booby-trapped with Laser-fused Trip Mines. On Padawan, there are only two, so dealing with them is straightforward. On the higher Settings, the first set (one or two Mines) have to be dealt with individually, but the 'Mine Fence' of the second set (three Mines) can be detonated together by targeting the furthest Mine on the left wall. Once through the barrier, and outside the door, note the two Instant use Medpacks on the ground to the left; which the Author recommends be left untouched whatever the status of Kyle's Health Monitor. Take the steps around to the right to trigger a Cutscene showing that Jan has been captured, and giving the first glimpses of Tavion (apprentice baddie) and Desann (the other main baddie, along with Fyyar) and revealing that Desann is a Force-adept; with a red-bladed Lightsabre! There is a short break between Cutscenes during which Kyle can try to kill Desann (he is quite invulnerable at this point, so the Author does not even bother) before the next Cutscene where Kyle is humiliated because he lacks Force Powers to protect himself with. This ritual humiliation culminates with Desann telling Tavion to kill Jan. Tavion's Lightsabre is seen and heard to ignite, it is heard swinging (accompanied by a shriek from Jan), then silence. Desann and Tavion depart on their Lambda Class shuttle, leaving Kyle vowing to become a "worthy adversary" to Desann. ******************************************************************************* (8-6) VALLEY OF THE JEDI (Level 6) - [map code = valley]. 0 Secret Areas. Opposition: => N/A. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => N/A. Entirely in Cutscene, this 'Level' shows Kyle visiting the Valley of the Jedi to re-sensitise himself to the Force, and being counselled by the Force Manifestation of his father, Morgan Katarn. After Kyle leaves, it becomes apparent that Desann and Tavion have followed The Raven's Claw, and now know the location of the Valley of the Jedi, which was previously known (since the death of Jerec) only to Kyle and Jan. It also becomes apparent that Desann deliberately humiliated Kyle (and gave the order to Tavion about Jan) in order to bring about Kyle's visit to the Valley. ******************************************************************************* (8-7) YAVIN TEMPLE (Level 7) - [map code = yavin_temple]. 0 Secret Areas. Opposition: => N/A. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => N/A. After being greeted by the 3PO Unit (could it be C-3PO?), and noting that Kyle has left all his accumulated weaponry aboard The Raven's Claw, it is worthwhile doing a little exploration before and during going up to find Luke, as having an idea of the Academy layout will probably come in handy later. The opening in the wall to the right leads into a Command Centre, reminiscent of that seen during the Battle of Yavin (in Episode IV - A New Hope) albeit much more brightly lit and seemingly much less cramped. When done there, come back into the Hangar, look for the bright white lights lining the lift shaft and ascend. At the top, check around the corner to the right for the doorway to the next part of the route (after seeing Luke), then board the lift to the left to ascend to the next floor. Note the New Republic Insignia (the "Rebel" or "Alliance" Insignia was similar, but lacked the outer circle and stars) on the doors and also on the equipment cases in the Hangar. The flooring here (at least between the lines of stone slabs) does exist, it's just too transparent to be seen! The door midway to the final lift leads into an observation gallery around the Lightsabre Sparring Area. All the way around the gallery to the left leads to a door into a similar gallery above the Telekinesis Training Area, while all the way around to the right leads onto the mostly transparent ceiling of the Seeker Drone Defence Chamber. Ascend on the final lift and go along the passageway to meet (in Cutscene) with Luke in the Grand Chamber. No Mission-related information, but a good deal of the backstory on Desann. Once Luke leaves, go back down two lifts and through the door into the Outer Courtyard. Head for the far-left corner and follow the passage round, through another door into the second (Inner)courtyard; then head for (and all the way into) the dark hole on the left side at the top of the steps to move to the next Level. ******************************************************************************* (8-8) YAVIN TRIAL (Level 8) - [map code = yavin_trial]. 1 Secret Area. Opposition: => N/A. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => Acquired during Level. This Level is concerned with equipping Kyle with the basic Force Powers of PUSH, PULL, SPEED and JUMP. After acquiring each new Force Power, Kyle will need to put that Power to practical use in order to go on to acquire the next one. Once all the basic Powers have been gained, Kyle must then use them in combination before he can regain his Lightsabre. PUSH: (DEFAULT KEY = F1). Head through the right-hand doorway and along the passage. Acquire the first Force Power by pushing up against the floating cube (a representation of a Jedi Holocron?). Immediately, the Datapad will update with a description of the new Force Power (in this case, PUSH) and the previously blank lower semicircle of the Ammunition/Force Meter will fill with blue - using any Force Power will deplete this meter to varying degrees (if it becomes completely depleted, no Force Powers will work until it recharges), but it will build up again over a short period. Also, the reticle will change to a blue swirl (for the rest of the Mission on Padawan and Jedi Settings, just for this Level on Jedi Knight and Jedi Master) indicating objects (and beings, in the case of MIND TRICK) intended to be affected by Force Powers. Now move through the door to the right, into the PUSH testing hall. The stone slides are a form of combination lock that (when correctly aligned) will unlock the door and enable Kyle to proceed. On Padawan Setting the correct pictograms for the code are automatically displayed on rotating panels at the end of each stone slide, but on the other Settings Kyle has to PUSH the each of these panels to cause them to rotate and display the pictogram. In either case, the slides to PUSH (counting from the entrance) are the second, third, fifth and last. Kyle will say "That wasn't too bad" when the slides are aligned correctly. PULL: (DEFAULT KEY = F2). Follow the passage on the other side of the door to acquire the PULL cube as before and carry on to the PULL testing hall. The pool of water in the centre is to prevent Damage if (when?) Kyle falls off the steps he has to PULL out of the wall, which can be done either by wading out into the pool or while climbing. At the top, note that there are some extra steps and a shelf that can be PULLed out of the wall. Getting onto the shelf (there is no room for Kyle in the aperture behind it, containing a Bacta Canister and a Battery Pack, which have to be extracted with PULL) counts as visiting the Level's only Secret Area. However, there is a snag - these last steps (but fortunately not the shelf) retract back into the wall after a short time and have to be PULLed out again. The gap between shelf and exit 'tongue' cannot be jumped, either! SPEED: (DEFAULT KEY = F3). Just through the door from the PULL hall is the SPEED cube. Acquire it, then head for the crack to the front and drop down the hole there. After walking (skipping?) down to the lower floor, turn right and stand on the small square pressure-plate to the left of the door, which will open long enough for Kyle to pass through. Once inside, stand on the large pressure-plate until all the doors retract, then engage SPEED and run down the passage before the doors shut again. Note that the Force Meter immediately drops to half its value, and only starts to rebuild once the burst of SPEED has finished. The cage on top of the pillar at the end (which rises right up into the air as Kyle approaches) actually contains his Lightsabre, but it can't be reclaimed for a little while yet. If the run cannot be completed for any reason, there is one of those door-opening small square pressure-plates by every door except the last. Author's Note: To the Jedi using it, the SPEED Force Power has the effect of slowing external events by the factor given for the Jedi's SPEED Ranking (in this case 33%); while to an observer, a Jedi appears to be able to move faster than normal by that same factor. However, SPEED does not add to the distance the Jedi is able to Long/Broad JUMP, or JUMP vertically, although it can prove very useful when judging exactly when to JUMP. JUMP: (DEFAULT KEY = SPACEBAR). Follow the ramp (starting at the right of the pillar) to the top, go through the door and up the steps to the end to acquire JUMP, the last of the basic (Core) Force Powers. Then go through the door to the left, which leads back to where Kyle started the Level, albeit at the opposite end of the building's central space. The JUMPing test area is over to the right-front and utilises the debris of the broken gold-coloured buttresses. Get up (RUNning appears to work just as well as JUMPing, except perhaps on Padawan Setting, where a lump of stone has been grafted on so a flat ledge is available) onto the piece shaped like an on-its-side child's drawing-of-a-house (either directly or from the long block in front of it). From there, JUMP on top of the nearest broken buttress (which forms a ramp of sorts), then to the uppermost section of the next broken buttress (the steeply angled bit - Kyle will not slip!) and from there to the top platform at the end of the room. THE COMBINATION TESTS: Go through the door to the left, midway along the platform, down the steps and through the next door. Drop into the 'swimming pool' and use PULL to start water gushing out of the four gargoyles on the left wall (Tip; start PULLing the gargoyles from the far end) then JUMP out of the water and wait for both the floating green mat to appear and the grille at the end to fully retract into the ceiling. Engage SPEED, RUN across the green mat, which will start sinking as soon as Kyle lands on it and JUMP onto dry land again before the grille closes completely. Go through the end door and down another set of steps. The door in front will not open, but using PUSH on the cracked stonework to the right will open a gap, go through it; drop through the hole on the floor, follow the passage and through the door at the end. In this chamber (the pool, as before, is there to prevent Damage in case of a fall - not that it always does!), note that both the FORCE PUSH icon (on the small square support blocks) and the FORCE JUMP icon (in the open centre of the light-coloured stone forms) are displayed as a clue to which Force Powers need to be utilised. PUSH all three of the small square blocks to drop the stone forms to the bottom of their 'U' shaped brackets; then JUMP onto the top of the lowest form. Next (as the top of the next form is just out of reach) JUMP onto the top of the right-hand vertical guide stone and onto the top of the next form from there. Repeat until standing on top of the highest form, where it is possible to JUMP directly to the exit 'tongue'. Alternatively, JUMP up onto that right-hand vertical guide stone as well and simply drop down onto the exit 'tongue' from there. Go through the doorway and turn left at the 'T' junction. Stand on the large pressure-plate a couple of times and note that a bridge travels across the gap at the open end of the passage in response. This test (the last before the big one of recovering Kyle's Lightsabre) involves RUNning (at SPEED) down the passage, across the travelling bridge (over a pool of water) and JUMPing into the higher level continuation of the passage on the other side. Be mindful that this last JUMP always seems to have to be made at an angle, or so the Author has found. If the JUMP is missed, there is a passage from the pool back to the passage with the pressure-plate. JUMPing while RUNning down the passage (as mentioned elsewhere) does not appear to help overmuch. Move through the door and around the large central obelisk (with Kyle's Lightsabre in a cage on top of it) until the retaining pegs can be seen. PUSH the pegs back into the body of the obelisk (it does not matter if the upper pegs are PUSHed in before the lowest one, and PUSHing in the three upper ones in before the lowest produces the loudest possible noise and really makes the temple rock!) to let the cage fall down almost to floor level. Now turn about and note the platform in the recess as well as the tunnel and slope. The task is to JUMP onto the platform (which is counterweighted and will descend when Kyle JUMPs onto it), engage SPEED, RUN through the tunnel (as soon as Kyle can fit into it!), up the slope and PULL the Lightsabre, which is surrounded by a golden glow at this stage) from under the cage before comes down again. This can end up taking several tries to get right, just ensure that the Force Meter is showing full capacity before each attempt. It isn't necessary to go right up to the cage before PULLing, as soon as the Lightsabre can be properly seen (from just at the top of the slope, for example) is close enough. PUSH can also be used to send the Lightsabre out of the back of the cage, where it can be picked up like any other item, or even collected by PULL from the ground. Author's Note: This is the one and only time that Kyle will have to use PULL to call his Lightsabre into his hand. If he looses it in future, it will return (if in range and the path is unobstructed) when Primary 'fire' is pressed. If it doesn't come back immediately, it will make its own way back at a slightly later time; which can lead to some merry chases, if Kyle gets disarmed and the Lightsabre happens to fall into somewhere inaccessible! With the acquisition of the Lightsabre another three Force Powers appear in Datapad Memory and as icons (as with the recent appearance of the Lightsabre, surrounded by a golden glow) on the Force Section display. These are; LIGHTSABER DEFENSE, which controls how well incoming attacks are deflected; LIGHTSABER OFFENSE, which governs the Lightsabre styles available; and LIGHTSABER THROW, which governs what can happen when Kyle uses his Lightsabre as a missile weapon. Note that (in addition to sacrificing the ability to deflect attacks until the Lightsabre returns to Kyle's hand), THROWing the Lightsabre is the second most draining Force Power that Kyle has acquired so far. It really isn't necessary to preserve any of the small stone pillars if indulging in Lightsabre practice (Note: the Primary 'fire' trigger for the Lightsabre generates a downward HACK when the crosshairs are very much raised or lowered and a horizontal SLASH at other angles; while the Secondary 'fire' trigger generates a THROW). Author's Note: Now is an appropriate time to consider setting-up an enhancement or so for the Lightsabre; changing its colour (which, as it does not get replicated in the Cutscenes, I rarely bother with) and/or removing the 'not-in-front-of-the-children' limitation on viewing the full effects of Lightsabre combat. Unfortunately neither of these enhancements can be made without 'Cheat Mode' being active; although they are not actual 'Cheats' themselves - only altering the appearance of the game but not having much, if any, effect on gameplay. To turn on 'Cheat Mode', open the Console by pressing and holding SHIFT and tapping the key immediately to the left of the main keyboard's "1" key (on US style keyboards it will probably show the tilde (~) as one of its options, on European style keyboards the Grave accent (`) along with one or two graphics characters). The 'Cheat Code' itself is (without quotes) "helpusobi 1", which will last for as long as the program is running, but for convenience can be set-up as a hot-key by typing in (again without quotes) "bind h helpusobi 1" to preserve the command for multiple sessions. Then hit ENTER. Either close the Console with the same key presses or carry on to set up one, or both, enhancements. Important Note: Opening the Console does not pause the action (unlike activating the Datapad) - only do so in a guaranteed quiet moment, when Kyle has no chance whatever of being killed! To view the full effects of Lightsabre combat set up a hotkey (e.g. "i" by typing in "bind i g_SaberRealisticCombat 1" (exactly as here - note the spelling - but again without the quotes) and again hitting ENTER. (Note that this enhancement has to be refreshed at the start, or re-start, of each new Level and that the MAIN MENU => SETUP => OPTIONS setting of "Model Dismemberment" has to be "On"). Some sources have opined that the 'Realistic Combat' setting makes the Lightsabre slightly more lethal, but it certainly shows what a powerful weapon it actually is; amputated body parts everywhere! Don't be frightened of seeing loads of gore, though, a Lightsabre is a 'clean' weapon in that respect - it cauterises (heat-seals) the wounds it inflicts! To change the blade colour, which again requires to be refreshed at the start, or re-start, of each Level, (to keep in sequence, I suggest making 'J' the hot-key) so type in; "bind j SaberColor blue". Replace "blue" (the default) with any of; Red, Orange, Yellow, Green or Purple. Red is the enemies' colour, so could be confusing in a THROWing battle, Green is really Luke's colour (but there is nothing to stop Kyle using it too) and Yellow seems a little fuzzier than the others, which may lead a player to think that a enemy has been hit when he has not. When I do change the blade colour, I usually go for Purple - in honour of Mace Windu! Once done, just hit 'H'-'I'-'J' when starting a new session with the program; or just 'I'-'J' at the start of a new Level. For completeness, there are two more non-cheat "Cheats" that can be bound to hot-keys - neither of which are all that likely to be of use in the Single Player game. Used a lot by Desann, Tavion and their minions, "taunt" levitates whatever weapon Kyle happens to be holding above his hand and spins it around ( a most dangerous-looking action if the weapon is a still-active Lightsabre!) and "thereisnospoon" which produces a similar effect to that described in the next paragraph. The remaining unassigned letter keys for binding these - or re-mapping useful items to (if using a Laptop, for instance, or other sort of Keyboard that does not feature a numeric keypad) - are: K, N, O, T, U and Y. A final point; by default, whenever he makes a Lightsabre kill with a SLASH or a HACK (killing by THROW does not seem to produce this effect)the program can go into an automatic slow-motion pan around Kyle; particularly when fighting Force-wielding enemies. I find this feature (which breaks up the flow of a fight against multiple opponents) a bit annoying and so I recommend that it is turned off. Access the MENU (ESC, F10 or F11), chose SETUP, then OPTIONS and set 'Slow Motion Death' to 'NEVER' (the other choices are; 'ON DEATH', 'RARELY', 'NORMAL' - the default; 'OFTEN',FREQUENTLY' and 'EXCESSIVELY'). Find the exit door (to the right when facing the platform in the recess) and cut the ropes holding the counterweight stones - they can be cut through from floor level with THROW, or by using THROW during a JUMP. Go through, SLASH, HACK or THROW the lock on the far door, and have another (Cutscene) talk with Luke. Next stop, Nar Shaddaa! ******************************************************************************* (8-9) NAR SHADDAA - STREETS (Level 9) - [map code = ns_streets]. 6 Secret Areas. Opposition: => Rodians, Grans, Weequays. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [1], PULL [1], SPEED [1], JUMP [1], LIGHTSABER THROW [1], => LIGHTSABER DEFENSE [1], LIGHTSABER OFFENSE [1] - (MEDIUM STYLE). It is worth paying close attention to the Cinematic fly-by introduction to this Level, at least until it becomes familiar, as it shows the layout of the area Kyle will be traversing later, and one or two good sniping positions. When the Cutscene ends, move past the air-speeder shaft to the end of the building and pass it on the right-hand side. Take the time to check what Kyle is carrying, no weapons but his Lightsabre (yet) and only Light Amplification Goggles, Electrobinoculars and the left-over Bacta Canisters in the Inventory. It is well worth having a look at the building to the front with the Electrobinoculars; evidently not a nice neighbourhood, a Rodian (holding a Disruptor)is posted in the middle window! Also take the time (if any of the enhancements have been programmed) to hit 'H', 'I' and/or 'J' on the keyboard. The doorway Kyle needs to go through is beyond the other air-speeder shaft to the left. Enter the building (a Cantina) and, after the Cutscene with the Rodian Bouncers (it is possible that Kyle hands over his Bryar Blaster Pistol, at least the right-hand Bouncer definitely isn't carrying anything to start with and equally definitely walks off with a Bryar) take some time to look around the ground floor, without going close to the bartender, a Chiss (the Author wonders what one of Grand Admiral Thrawn's proud and honour-conscious species is doing tending bar in a dump like Nar Shaddaa; about as far away from Chiss space and Chiss values as it is possible to get!). In particular, find the side-room; beyond and left of the fighting pit (where a pair of 'Artusian Snappers' are doing more snapping than fighting, watched by a crouching Rodian and Gran) which contains a Shield Converter; and which is a tactically handy place, particularly on the higher Settings. Also, locate the entrance to the kitchen ("You're not allowed backstage"), the passageway leading up to the second floor ("Working boys allowed only") and the alcoves (containing tables, benches, two Rodians and a Weequay). When ready, approach the bartender. After the Cutscene (ignore the Datapad, it's just updated the immediate Mission to "Escape the bar alive" and "Find the entrance to Reelo's hideout" - not all that helpful when Kyle has suddenly become a target for everyone in the building!), engage SPEED immediately and make a bee-line for that side-room. It's probably best done by moving around the side of the serving-area nearest the entrance; this should be a Damage-free move (even on Jedi Master Setting) providing Kyle does not get either hung-up on any of the bar furniture or distracted by trying to Lightsabre opposition en-route. Once safely in the side-room, wait for visitors (most particularly for at least one 'Grenadier' Gran) to appear at the doorway, taking them out with PUSH and THROW (PULL will work, but stands too much chance of PULLing a Thermal Detonator or round of weapon fire as well as the opponent, so its safest just to use PUSH). When at least one set of Thermal Detonators has been acquired (they will be needed), move to the centre of the passageway, just outside the doorway. Kyle needs to wait there, dodging into the side-room again if any more 'Grenadier' Grans put in an appearance, using PUSH and THROW against enemies that come within range (normally two or three) until no more firing and/or footsteps can be heard. Then roll Primary fire Thermal Detonators into the circular fighting-pit (only one or two will be required) until the screams cease; several of the opposition will be found to have jumped, or fallen, into it (including the major barroom threat, most of the remaining 'Grenadier' Grans) and been unable to get out again! Collect all the discarded weapons (unlike previous Levels, it seems that the first example of a captured weapon may not come with a full ammunition load, and JUMPing back out of the pit is not a problem for a Jedi) and check out the barroom; then head through the kitchen archway and take the passage all the way around to the left (note the door to the outside yard in passing) to check out the upper level - sometimes there is a very dozy (or, perhaps, very sight and hearing impaired) 'Grenadier' Gran still standing by the stage/table to the right outside the far end of the plush office area. There should now only be one live enemy left in the building but be mindful that he is armed with a Disruptor Rifle (which the Lightsabre cannot block). Follow the continuation of the passage until is starts sloping down then either roll a Primary fire Thermal Detonator around the corner of the passage or engage SPEED, charge around the corner and chop him up with the Lightsabre. Snatch his Disruptor and go through the door by the sniper's loophole and up the ramp. Directly ahead is a triangular serving-area (probably for employees) containing a spare Disruptor Rifle and a case (two on Padawan and Jedi Settings) of Power Cell Ammunition. Follow the walkway round past the door (which will be used during Kyle's second exit from the Cantina building), back into the office area and up the stairs to the observation window; where (on the table and floor) there are a belt of Thermal Detonators, a pack of Trip Mines, an E11 Blaster Rifle, a Bryar Blaster Pistol and a pack of Det Packs. Load up with any or all of these items (interestingly both the Trip Mines and Det Packs seem to be credited as a full load of five, rather than the normal three); then operate the Control Panel on the wall, which will raise the Blast-Shields around the ground floor serving-area. Author's Note: Matthew Rorie's instruction to "head to the top of the 'bar' and locate the lock to the bar Blast-Shield" had me scrambling about on top of the ground floor serving-area for quite a while (it is reachable, and back, by JUMP from the stage/table or the floor outside the office), but there is nothing up there. That is the reason for my use of the term 'serving-area'. Silly British me! Return to the ground floor by passing the doorway on the second floor walkway; set up (as that table looks a little too conveniently placed) either a Det Pack above the top of the door - deploy one at the top of a JUMP - or a Primary Fire Trip Mine on either of the seats closest to each side of the door (facing the beam across the doorway). If the latter method is chosen, Kyle will need to CROUCH to deploy the Mine properly. If new to the Lightsabre, there are dozens of targets spread around the building (in the form of bottles, glasses and mugs) to practice THROWing, SLASHing and HACKing on, all of which make a very satisfactory smashing noise when hit! There is also the freedom from interference and space on the ground floor to practice two or three combat moves (both at normal rate and at SPEED). The first of these (best confined to when Kyle is facing a single opponent, but can be used at other times) involves a RUNning JUMP, above an opponent's line of fire, to land on (or behind) him - if the opponent is actually JUMPed on, he will be knocked to the ground (for an easy finish with the Lightsabre), and if the landing is directly in front of him there is a good chance that the Lightsabre will catch him on touchdown; landing behind him gives the opportunity for a quick spin and a PULL or PUSH. Combining a JUMP to or over an opponent with PULLing or PUSHing him while Kyle is in mid-air is also effective. The second (which the Author has never had all that much success with) is the front-flip combined with a HACK at the opponent's head, as described in the Manual and elsewhere. The third (and the Author's favourite) is the 'Forward Shoulder Roll', again best confined - until a greater Lightsaber Defense ranking has been attained - to single combat situations, involving RUNning at an opponent to pass him right-hand side to right-hand side; hitting CROUCH and STRAFE LEFT just before reaching him. Timed right, Kyle's Lightsabre comes up (as Kyle comes back up onto his feet) straight into the opponent's legs or waist. It also ought to be mentioned that Kyle has an instinctive pet combat move of his own, which occasionally comes to the fore (especially when there is an enemy behind, as well as in front of him - the one Kyle is trying to SLASH), taking the form of a powerful, swivelling, one-handed Lightsabre SLASH from a wide stance. This move can be absolutely devastating (on more than one occasion a pair of Force-wielding enemies have been cut clean in half by it, and, once or twice, it has even been the end of Desann) but it can, and does, also leave Kyle wide-open to retaliation. The worst thing about this move is that it cannot be turned off. A little training with the Disruptor is also a good idea, particularly if unfamiliar its good and bad points. With a sight of this sort, the temptation is to always zoom to the maximum degree (costing the user valuable time; although it has been found possible to Zoom and charge at the same time), and making shots at moving targets even more difficult. Zooming so that the opponent's body or head is the width of the innermost circle of the sight will ensure a hit. Movement while standing (other than a LEAN) will cancel the zoom setting, although this does not apply to movement while CROUCHed, nor to standing from or going into a CROUCH. On the ground floor, there are two Secret Areas to be raided before carrying on, the first is in the kitchen (containing two Bacta Canisters, two cases of Power Cell Ammunition; and on Padawan Setting only, a Large Shield Booster; PUSH the central one of the three large appliances [ovens?] on the back wall to gain entry). The second Secret Area (containing two Bacta Canisters, a belt of Thermal Detonators and a Large Shield Booster - two on Padawan Setting) is entered by placing the crosshairs on the table in either of the ground-floor alcoves and hitting USE/INTERACT. This area also contains a black Protocol Droid (with a non-standard head) and only three phrases "Please don't deactivate me", "I'm not bad, just my Master" and "This is an awful city, you know". Add a fourth phrase to the list ("I'm doomed") if the Droid is HACKed, PUSHed or shot out of annoyance! If a PULL or PUSH is directed against it, the Droid will attempt to get away at a very respectable speed! To exit this Secret Area, either USE/INTERACT the concealed doorways from the inside (the outline is just visible) or go up the passage near (the wreckage of) the Droid and through the door at the top. Be careful of this particular door, though, it can come down both unexpectedly and fast; causing Damage. The only good thing about it is that it needs to be approached from within the Secret Area before it will unlock, so there is a safety-catch of sorts! When ready to proceed, go into the ground floor serving-area (where two Bacta Canisters have appeared on the floor, but the bartender seems to have, temporarily, disappeared!) and USE/INTERACT the Control Panel. This triggers a Cutscene of Kyle interrogating the (re-appeared) bartender and also unlocks the Cantina's outer doors. Expect to see some smoke and/or sparks at the end of the Cutscene, and wait for either a bang and a scream (Trip Mine method) or a burst of Rodian (Det Pack method), whereupon it can be set off (again producing a bang and a scream!). A Disruptor-armed Rodian had crept back into the Cantina while Kyle was otherwise engaged! Author's Note: While seeing if a Det Pack over the doorway would dispose of this sniper, I drew the Rodian's fire and then utilised the "no target" Cheat; going out to where I could observe the sniper clearly. The Rodian promptly shifted aim to the bartender, stinging him a few times in the back, before eventually disintegrating him! There's an urban warfare zone outside, heavily populated with Disruptor-armed Rodians (the main threat) supported by 'Grenadier' Grans and Weequays. Movement will, in the open, mainly either consist of dashing (at SPEED) from piece of cover to piece of cover or of creeping about at an ultra slow pace, scanning all doorways, ledges and walkways (high, low, front and rear) for enemies. Kyle's main weapon will need to be the Disruptor (to counter enemy Disruptors, all of which - Kyle's included - can fire right through most types of cover, other than stone, when ZOOMed and charged - including some metal doors), but be mindful that trying to use the ZOOM and charge functions may allow the enemy to fire first on higher Settings. Note that there are a couple of extra peculiarities to this weapon; (1) complete disintegration of an enemy disintegrates his weapon as well (so it won't be available for replenishment) and (2) if there's a need to cancel the use of a ZOOMed and charged Disruptor, just select Lightsabre, which saves the Ammunition Units for another time. The Lightsabre, Bowcaster and Thermal Detonators will also see some use, but plan on going easy on the use of Blaster-type weapons - aside from the discards in the Cantina Building, there is only one box of Blaster Ammunition available through the whole of the Level; and that one might well be considered to be bait. On the plus side, Kyle has Force Powers. SPEED (which makes Kyle an even more elusive target, and usually makes enemy shots go wide) can also be used to make who fires the first shot a more equal proposition. PULL can be used to retrieve supplies and discarded weapons without the need to leave safety - some practice with the unused contents of the Secret Areas etc. is advised, so the behaviour of different items under PULL, and indeed PUSH, can be studied - and PUSH can also be used to knock enemies flat (or send them over the edge of walkways)! Leaving the Cantina through the upper level door (or even the main entrance on the ground floor) at this point can expose Kyle to fire from multiple opponents; so to even the odds a bit, the Author recommends leaving the Cantina by the kitchen doorway first. There is usually just one opponent immediately outside(although the Author did once notice a Rodian on the walkway above) a Weequay, who can be disposed of by Lightsabre - engaging SPEED before going through the door is optional, but can help. Next, back up to the rear wall (opposite the small doorway and Dumpster to its right), selecting Disruptor. Scan above and to the left of the two horizontal white lights to see the top of a Gran's head; an easy, no-risk, kill. Go to and JUMP up onto the Dumpster, and from there (a bit fiddly to the inexperienced) onto the top of the wall. Walk (CROUCHed) almost to the other end, just before the end of the second coping stone from the far wall (and just about in line with the right-hand end of the single horizontal light). Turn, ZOOM, and the head of a Rodian (standing at the other end of the walkway to where the Gran was) should be in view. If not, go a pace further and try again. Get it right and it's another easy kill. Should Kyle accidentally land on the far side of the wall, no matter, follow the rest of the sequence and come back for this Rodian later, it is very important to get rid of this sniper as he can thoroughly restrict Kyle's movements later on. Drop down onto the far side of the wall, engage SPEED and move to the far corner of the square building on the left. Disruptors will fire, but it is very unlikely that they will hit (the Author has never had it happen yet). Give the far corner some room (that is, move out a bit from the side of the building without going round the corner yet), Kyle needs to be able to see to the far left end of the walkway that runs from left to right beyond the building without exposing himself to anyone in buildings to the far, far left (where the Rodian was during the initial walk around). ZOOM in on the far end of the walkway to target another Gran (head, shoulder and front of body). Charge weapon and fire, for another easy kill. Move very cautiously (if the program's movement default is set on RUN, use the WALK key toggle) in a CROUCH up the side of the building until either a Disruptor fires (in which case, stop immediately) and/or a Rodian becomes visible in the rightmost window of the building in front (Note: With the Disruptor, only a shoulder or arm needs to be visible for a fully-charged shot on ZOOM to execute a one-shot kill, in most cases). Continue very cautiously up the side of the building until all three windows have been checked (normally there is another Rodian in the leftmost window). It is worthwhile keeping the crosshairs aligned on the far corner of the building wall, at window height, to provide some early warning by turning red. Now, come right into the open at the corner of the building and eliminate (in the back!) a Rodian standing on the corner of the walkway above and beyond the Cantina's main door; which Kyle can now re-enter safely. If Kyle accidentally jumped over the kitchen wall earlier, keep trying the manoeuvre (using the same route as before) until the Rodian is dealt with. Once done, and back in the Cantina again, fully re-supply with Power Cell Ammunition and top up on Shields if they need it, (including using the Shield Converter in the side room). Then head up to the second floor and go out of the door near the overturned table onto the external walkway. Once there, switch to Lightsabre and be mindful that a Rodian will make a sudden appearance from around the corner as Kyle advances; use THROW (for preference) to dispose of him, then engage SPEED and head around the corner, cross the gap via the unsupported bridge that the walkway forms to the right, and take shelter behind the nearest buttress. A Disruptor will fire downwards (and miss) and two Weequays should come charging down the walkway from the other end (sometimes one, or both, fall off!). If well-timed PUSHes don't send them either over the edge or off their feet (whereupon THROW can be used to take them out), outwait them, CROUCHing seems to give the best protection from their fire. Eventually they will either commit suicide by jumping into the chasm or come back into PUSHing and Lightsabre range. Next (not absolutely necessary, but it eliminates a possible distraction) is to knock-off the Weequay on patrol around the white, oval building (actually a stretched octagon). Switch to Disruptor and target the walkway around the building's left-hand side for a good, ZOOMed, sight-picture of his back as he marches away to continue his rounds. For certainty (and to see the disintegration graphics in all their majesty!) make sure that Kyle's Disruptor is charged to maximum for this one. Now locate the two very high-level walkways (one broad and crossing at an angle, the other narrower and crossing square to the chasm) almost overhead. The downward-angled Disruptor fire earlier came from a Rodian at the nearest (left-hand) end of the narrower walkway. Advance (in CROUCH) to the nearest corner of the second buttress, keeping as close to the outside line of the buttresses as possible and then look at the left-hand end of the narrow walkway with full ZOOM after each step. Part of a Rodian's head, usually the upper-right quarter (complete with eye) should become visible; eliminate him with a quarter-charge. Although it is now safe to advance down the walkway and into the doorway at the end, a little pre-preparation work can be done now; or alternatively a little dark amusement can be had. Locate the transparent-walled, square-sectioned, enclosed, bridge that crosses the gap and ZOOM in on it. For the full treatment, target the Det Pack that is stuck to one of the non-transparent vertical supports and shoot it just as the patrolling Weequay is passing (both have to be made to go away later, anyway, so it might as well be now). For the little dark amusement, just shoot out the central piece of transparent flooring and watch the Weequay try to walk on thin air! Then move down the walkway and through the arched doorway to the left. Author's Note: The Rodian it was so important to get rid of earlier had an arc of fire covering this walkway, the doorway and the windows etc. on the upper floor. On entering, don't be surprised to hear a Gran-ish exclamation (although the language is possibly Huttese), there are two 'Grenadier' Grans in the room above, one standing at each of the Murder-holes in the ceiling, on the doorway side. Creeping round the room to the left, keeping against the walls is one way to neutralise them, but the simpler method is to keep right against the wall, move to the left until square with the first Murder-hole and bounce two or three rounds of Bowcaster Secondary fire off the extreme TOP of the middle of its far edge, then move into line with the second hole and repeat. There should be a Gran death-gurgle and a thud while each hole is getting that treatment, but seeing a bolt ricocheting back across the hole is probably a better guide to success! It should be clear by now that this building is heavily defended (two Rodians, two Weequays and two Grans accounted for so far); so move until in front of the lift control, select and activate Lightsabre, engage SPEED, USE/INTERACT the lift control and quickly turn around to face along the lift, in case enemies come down on it. Two Weequays do. The trick is to move along the front of the lift, even boarding it if required, so that they are both herded into the room on the doorway side. If one of them goes out of the door, no matter - there's nowhere for him to go and it gives time to corner and finish-off the other before the first returns. Author's Note: RUNning into opponents with an active Lightsabre kills them just as effectively as SLASHing or HACKing; with the added benefit of keeping full defensive capability. When the closest of two or three opponents has been PUSHed or PULLed off his feet, full defensive capability can be retained by CROUCHing over him and letting him get up into the blade, an equally effective ploy. Reserve SLASHes for standing opponents who are taken unawares (with their backs to Kyle) and HACKs for either for unwary crouching opponents or for finishing off lone (remaining) enemies that have been PULLed or PUSHed off their feet. There will be plenty of scope for SLASHing and HACKing (against opponents that can only be defeated by those techniques) later on but, for now, practice "Safe Sabre". Supplemental: These 'lift' Weequays seem to be a programmer 'Cheat' of sorts. I can confirm Denis Seguin's suspicion (expressed in Matthew Rorie's Walkthrough) that they materialise while the lift is descending. Don't waste ammunition or Ordnance trying to get rid of them beforehand! Call the lift again and ride it up, moving to the end nearest the doorway. When Kyle leaves the lift (from that end) the wall at the other end of the lift will be broken-open and a 'Grenadier' Gran (possibly backed-up initially by one Weequay,) will come to the hole and start to throw Thermal Detonators. Wait for the Gran to appear, move around to the other end of the lift (dodging the Thermal Detonators) and PUSH him flat, finishing off with the Lightsabre. Slip through the hole in the wall, turn right immediately, and engage the pair of Weequays with PUSH and Lightsabre. Next, go through the door behind where the Weequays were standing, turn right and trip the next door; using THROW to take out the Rodian (standing, with his back turned, just within range) on the ledge and recovering his Disruptor with PULL - which may require two attempts, the first being to move his corpse out of the way! It is actually possible to disintegrate this Rodian with a Disruptor shot blind-fired through the door, but why waste ammunition when the Lightsabre will do the job just as well? Go back through both the doors to the gap in the wall. In this back-room there are two Bacta Canisters (three on Padawan Setting) over to the right, while the front room (with the murder-holes cut into the floor) contains two cases of Power Cell Ammunition to the left of the left window and a belt of Thermal Detonators to the right of the right window. It is quite safe to go right up to the right-hand window and use the ZOOM sight on the Disruptor or the Electrobinoculars. To the left (with his discarded Disruptor just visible on the walkway to the left of the square building at maximum magnification) was where that important-to-get-rid-of Rodian was positioned and; to the right; where the first victim of Kyle's Disruptor, that head-shot Gran, was standing; is Secret Area 4. While at the windows, but keeping clear of the archway at the far end of the room, collect any discarded Disruptors and finish off, if required, with one of the cases of Power Cell Ammunition and/or the belt of Thermal Detonators. Now move just past the furthest murder-hole (between it and the lift) and PUSH the crate off the ledge outside the archway. No, the crate didn't scream on the way down, that was the Rodian that had crept into an ambush position behind it! Quicksave and move a little further into line with the archway, then engage SPEED, RUN through, turning left as Kyle comes into the open and JUMP across the gap, finishing off by RUNning past the door to the left and into cover by the side of the ramp. Note: This gap can be JUMPed in the opposite direction by first JUMPing on the top of the guardrail, RUNning along it then JUMPing; once enemies have been disposed of. If in third-person view, two Disruptor-armed Rodians should now be visible in the split-level building across the way. If there is only one, tempt the other to appear by moving quickly into and out of their view (moving to a lower piece of the ramp and quickly STANDing for an instant then CROUCHing can do the job in a Damage-free way), but otherwise ignore them for now. This is where the Author departs from Matthew Rorie's advice, instead recommending (once the Force Meter has replenished, and Lightsabre has been selected) engaging SPEED again, going through the door now to Kyle's right), SLASHing the yellow-banded crates (which disintegrate), dodging through the gap where they were, SLASHing the lock on the inside of the door to the right and exiting. Note: This locked door can be opened with the Lightsabre from either side. Unless directly hit with a Thermal Detonator, the Author has found this manoeuvre to be Damage free - even on Jedi Master setting. It also opens up a variation to Mathew Rorie's method (it being always easier to clear a building while moving downwards) and a valuable alternative route. In both cases, go up the internal ramps until just standing on the second of the square, horizontal, landings - where the ramps change direction - and toss a Primary fire Thermal Detonator through the doorway to the right, aimed at the narrow strip just above floor level at the join between its second and third lengths, at the point where the lighter and darker strips meet (the Author has found that a full-power throw while STANDing gives the most consistent results) which almost always eliminates both the Disruptor-armed Rodian and the 'Grenadier' Gran that were stationed in the little gallery, but cautiously re-enter the room below through the lower door to check. Note that there is a Battery Pack and a Large Shield Booster (two on Padawan Setting) behind the crate immediately opposite this door; which can be PULLed out of the room, first, if required. When the deaths have been confirmed, there is a Bacta Canister in that little gallery and it is also possible to find the Gran's supply of Thermal Detonators (check at the base of the first slanted support) for a re-supply. At the top of the ramps, head through the door and left past the lift for a pack of Trip Mines (sometimes not present on Jedi Setting) and a case of Power Cell Ammunition. The variation is to pop a Thermal Detonator under the door (from its left side) to take out the Gran, then eliminate the Rodians across the way, before rolling a Thermal Detonator over the edge of the top ramp aperture to remove the Weequay below; then target and eliminate the Rodian on the well-lit landing stage below and to the left of the balcony (using a vertical part of the balcony guardrail as cover). Author's Note: All jumps to here have been easy or (more or less) protected, but now is the time to point out that Force JUMPing can be dangerous, Kyle can bounce, skip or skid further than wanted on touchdown. To prevent this 'stick' any doubtful jump (where skidding or bouncing extra distance could very well be hazardous) by hitting USE/INTERACT on landing. This advice applies to all Settings. Next, go down to the lower balcony, JUMP onto the right hand guardrail and then onto the top of the Oval building (aiming as close as possible to the base of the warning-light mast) and break through the roof to gain entry. On the floor inside are two Bacta Canisters and a Small Shield Booster. ALTERNATIVE ROUTE Take the lift down, shoot-out the proximity-fused Det Pack on the walkway (it leaves a JUMPable gap in both directions), engage SPEED, RUN and JUMP over to the side of the Oval building, hitting CROUCH on touchdown. Then move (in CROUCH) to where the landing-stage Rodian can be seen and shot; after which it is safe to STAND and move to the doorway. Look for a Rodian's head sticking out over the top floor of the split-level building and shoot him if seen. Now JUMP onto the right-hand door-pillar (the Author has found that STANDing on the top step and aiming at the pillar's outside edge gives the most success), and then to the next (sloping) ledge up. From there it is possible to murder the Rodian on the lower level (if the top-floor Rodian was not seen from the doorway, check for him again here) without any possibility of return fire; even on Jedi Master Setting. If one of them has been a no-show for the Disruptor (usually the one on the upper floor), he will put in an appearance a little later! From the sloping ledge, JUMP to the substantial piece of stonework over the door, move to one of the large panes of glass and break through, if it does not break of its own accord, a final up-and-down JUMP can be used. On the floor inside are two Bacta Canisters and a Small Shield Booster. Here Matthew Rorie's method, the variation and the alternative route come together again. Operate the Control Panel (which extends a bridge and unlocks the door), go out of the building and around the walkway to the right. A Weequay will run back and forth across the bridge, firing; so have Lightsabre selected: it is quite easy to PULL this Weequay from the bridge into the chasm while standing just back from the last corner before the bridge. Doing so allows almost full defensive coverage from the Lightsabre, but if in doubt, use PUSH and THROW on him instead. Cross the bridge, go down the tunnel, through the door at the end, then turn left. There are two cases of Power Cell Ammunition in the far right-hand corner of this room, behind the crates. The first crate on the left side of the room has to be PULLed (from the doorway, or PUSHed from within the room) so that it slides onto a pressure-plate and brings down a lift platform. To ascend, board the lift (standing right at the front, but not so close to the edge as to get crushed when the lift goes up; it's happened to the Author more than once!) and PUSH the crate off the pressure-plate again. SPEED down the corridor (to the left) at the top of the lift shaft PUSHing and HACKing the Weequay in passing. If the alternative route was followed and the second Rodian was a no-show for Disruptor fire, expect him to drop down in front of Kyle as soon as he enters the room at the end of the corridor (the lower floor of the split-level building), PUSH him and either THROW or HACK if he is not dead on arrival from the drop! Also take care of some unfinished business (the Gran and the Weequay across the way) that this route has bypassed. The Disruptor will do them in just fine. For both alternatives, identify the Control Panel that drops the next ramp, but do not approach it yet, since it is covered by a sniper (two on Jedi Knight and Jedi Master Settings). Instead, return to the tunnel, engage SPEED and run back into the Oval building. Locate the sniper(s) through one of the small triangular panes above the Control Panel that extended the bridge and take them out with the Disruptor. The Oval building isn't a fortification, but it does give a degree of protection Go back up again and operate the Control Panel to drop the Ramp (and, on Padawan Setting only, go up it and Lightsabre the Weequay on guard duty, but without going beyond the top of the slope). The reason for the above restriction is that at least one additional sniper (Disruptor-armed Rodian) has become active (one on Padawan, two on Jedi and three on both the higher Settings). As before, although the sniper(s) are located in the opposite direction, operating from within the Oval building is the best place to deal with the threat. Repeat the SPEED run down the tunnel, around to the doorway and, this time, right along to the Control Panel end. Adjust position so that the centre span of the square-sectioned, enclosed, transparent-walled, bridge can be seen and use the Disruptor's ZOOM sight (at maximum) to scan along its top horizontal support. Target the Rodian head poking up at about the centre of that span (this sniper is the one present on all Settings, and should be taken out before any others, he has been known to bring damaging fire to bear if Kyle moves about too much) and shoot. Any further snipers will be on the extreme left (in the Cranes Control Room), scan for him/them just above the furthest of the two Cranes (those yellow and black diagonally striped beams jutting out over the chasm) from the right-hand side of the Control Panel. There isn't much of him/them visible, so hop up onto the window ledge, CROUCH and move as far right as possible. Even then, the sight-picture is only a shoulder and half a face, but it's enough to work with. If there are two of them there, the Author recommends taking out the furthest one first to avoid the sight-picture being cluttered-up by a dropped Disruptor! When the snipers have been cleared, go back up and follow the ramps, collecting the box of Blaster Ammunition at the top of the second ramp, if required. Pause just before the top of the third ramp, without moving onto roof level, and ensure Lightsabre is selected. The roof-level guard (round the corner to the right) is one Rodian with a Disruptor, who will start running around the roof if Kyle spends too long on the flat section after the third ramp. The Author has had success with the JUMP and PUSH in mid-air method when moving at SPEED, but usually uses the 'Forward Shoulder Roll' technique (again when moving at SPEED) instead. Once he is dealt with, note that there is a case of Power Cell Ammunition (two on Padawan and Jedi) between the two rear skylights. Move towards the edge of the roof, but not too far. A skiff (containing a Weequay and two Disruptor-armed Rodians) has just moved (is moving) into position below and right of the Cranes. This has to be cleared (Kyle has to use this as a stepping-stone later), and the best method is with a Thermal Detonator. Stand by the front corner of the front skylight, nearest the ramp, and about halfway between the front of the skylight and the edge of the roof. Use the rightmost of the three white lights on the lower support beam of the centre span of the square-sectioned, enclosed, transparent-walled, bridge as an aiming point; the vertical spoke at the top of the crosshairs should be right alongside the right-hand end of this light with the circular section of the crosshairs just appearing to touch its lower edge. Set up the Detonator for a full-power throw on Secondary fire and let fly. There should be a chorus of screams and the (empty) skiff should be seen to start bobbing about. Now look directly across the way, noting the garbage barge in front of the forcefield shielded opening in the building opposite (which is Kyle's transport to the next Level) and the two garbage chutes, one closed, one propped open, which are part of Secret Area 6 (despite hundreds of attempts, the only Secret Area on any Level that the Author has not been able to access without a 'Cheat' of some kind). According to the placement of the Secret Area credit, the chute with the propped open cover is the official Entrance. There is a choice of routes from this roof, although the defenders in the room below (a Disruptor-armed Rodian and a Weequay) have to be eliminated before going further. To keep options open, move to the centre of the front of the skylight and smash the lower pane with a round from the Disruptor, then bounce a Primary fire Thermal Detonator - a full-power throw - off the square protrusion in the centre of the room; (possibly the top of a lift shaft) aiming about halfway between the top of the instrument panels and the top of the protrusion, to take out the Rodian. Send another Primary fire Thermal Detonator (again with a full-power throw) down the left side of the protrusion, repeating on the right-hand side if no death-cry is heard. Now it can be decided either to follow the conventional route (dropping down through one of the rear skylights, with the option of going up to the high walkway and visiting Secret Area 3 and/or Secret Area 4) then dropping onto the ledge outside through the left-rear window; or to move over to the left-rear corner of the roof where there is a lift platform to that same ledge. This lift platform cannot be called from below and, once down will not go up again while Kyle is standing on it (although it is just possible to JUMP into the room, obliquely, through the left-rear window). To follow the conventional route hop up onto one or other of the rear skylights (the Author has had some fall-through problems with the higher panes, so recommends hopping onto the lower ones); smash it, JUMPing on the spot is enough, and drop down onto the protrusion. In case they are needed later, take time to PULL the two Bacta Canisters (three on Padawan Setting) down onto the floor of the room to join the case of Power Cell Ammunition and two Small Shield Boosters that are there already, before dropping down from this structure, it isn't possible to JUMP back up again In the rear wall there are two doorways, one (on the left) is non-functional, the other opens into the bottom of a lift shaft, call it and take it up (the Author recommends selecting Bowcaster and keeping to the left of the platform while it ascends for the first time, then moving to the right-hand side while it is cycling down and up again). A 'Grenadier' Gran is waiting through the door at the top, and can either be very near the doorway or further away at the corner of the walkway, so the Author always commences Primary (single-shot) Bowcaster fire down the left-hand side of the doorway/walkway as soon as Kyle moves off the platform, even before the door trips open. Incidentally, the impact of a Bowcaster round will knock a Thermal Detonator back to a safe distance! As soon as the Gran is eliminated, move over to the right-hand side of the doorway (next to the wall with the '>' shaped nick) and switch to Disruptor; there is a Disruptor-armed Rodian posted on the next building to the right (actually guarding Secret Area 5). Cautiously advance in CROUCH, until all of the first Crane can be seen; then even more cautiously until the bottom corner of a lighted room (actually the Cranes Control Room) becomes visible beyond the edge of the nick. Bob up to take an aim with the crosshairs and CROUCH again, while ZOOMing to between halfway and three-quarters and charging the weapon to maximum. STAND again to take the shot, dropping if it is not an immediate kill (in which case, locate the Rodian again and repeat. Now advance to the corner of the walkway and look for a 'Grenadier' Gran on a bridge/walkway to the left (Note: there is a proximity-fused Det Pack just in front of him). Disruptor either of them, the Det Pack always goes off and creates a gap anyway, and move up to that bridge-walkway. There is one more defender (a Disruptor-armed Rodian) to be cleared before it is safe to visit Secret Area 3, he is around the corner to the left; make a mental note of his position, the end of the walkway behind him is the starting point for the series of JUMPs leading to Secret Area 4, then return to the gapped bridge/walkway. Secret Area 3 is on the broad, angled, walkway immediately overhead and contains two Bacta Canisters, a case of Power Cell Ammunition, a pack of Det Packs and a Large Shield Booster (two on Padawan Setting). To access it JUMP the gap (no problem about letting Kyle jump as far as possible here - he needs to) along the left half of the bridge/walkway to take advantage of a jagged projection that can help make up the distance; then JUMP onto, and RUN up, the sloping surface to the left. Once at the top, move to the right-hand side, turn around and do a RUNning JUMP obliquely to the left. The Secret Area is at the other end of the walkway. Coming back down is the reverse of the process, once again taking advantage of a jagged projection to help in JUMPing the distance across the gapped bridge/walkway. Although the Author never seems to need to visit Secret Area 4 (in addition to the Shield and Ammunition Converters there are only a pair of Bacta Canisters and a case of Power Cell Ammunition down there; so it hardly ever seems worth the time or the risk) some may find it useful to know the Damage-free way of getting down. Quicksaving before each element of this process is highly recommended. Move to the end of the walkway where the Rodian was just shot and look for the roughly semi-circular dark-coloured protrusion a little way over and below (a courtesy light mounting for the door beneath). Back-up for about 6 steps, run and JUMP ('sticking' the jump on landing). Next, SIDESTEP (CROUCHing and at WALK) to one side or the other. Apply the opposite SIDESTEP as soon as Kyle drops and lands on the ledge above the door. Move (in CROUCH, at WALK) until central with the door and drop down. Repeat the above for the descent to the next walkway, where the JUMP to the courtesy light housing can be made a little easier by angling Kyle's flight-path so that the JUMP is backstopped by the wall - he will let out an "Oof" on touchdown, but there should be no recorded Health Damage. On that walkway, move to roughly the centre of the span and JUMP over onto the flat roof of the square building between the speeder-shafts, RUN across to the corner nearest the Secret Area and JUMP onto the corner of the Secret Area platform. Grab whatever is necessary then JUMP to the walkway along the side of the Cantina building and follow Kyle's previous route (using the alternative route to avoid another 'balcony leap'). Should Secret Area 4 need to be visited for real, at least there won't be any enemies about on the way back up, nor should SPEED need to be used! Now that has been explained, either get back to the roof of the skylights room (if returning from Secret Area 4) and take the lift platform in the far-right corner or come back down in the internal lift (if coming from Secret Area 3, or just from the high walkway), go right from the lift doorway, smash the window in the side wall (the tallest one of the four) and either JUMP or drop onto the ledge below - next to where a passenger would disembark from the lift platform at the corner of the roof. Move left and around this building until seeing the skiff bobbing about between the two last pillars. Stand by the corner of the wall there and note how the skiff moves. Engage SPEED when the skiff starts moving towards the pillars and make a RUNning JUMP at the point of closest approach ('sticking' the JUMP on touchdown) - the Author finds it advisable to do nothing else until the burst of SPEED has worn off. Then wait for the point of closest approach to the ledge (and the lift) and JUMP over onto it. Call the lift with the Control Panel. If the Weequay patrolling the transparent-walled bridge was not disposed of earlier, there is a good chance that he will fall down the empty lift shaft having not noticed that the platform has gone down, so don't be surprised by a scream! Get into the lift and ride it up. Likewise, if the booby-trap proximity-fused Det Pack was not dealt with earlier, set it off now. One Primary fire shot from the Disruptor will do it. Now move along the right-hand side of the bridge (keeping to the support beams that side) and into the building, where a belt of Thermal Detonators awaits possible collection at 90 (or so) degrees to the left and an explosive barrel awaits a round from the Disruptor at about 45 degrees to the left in the alcove. Move through the hole that gets blown in the wall (a Small Shield Booster can be found under the observation window) and smash the pipe that's leaking electric sparks; THROW, or more Primary fire from the Disruptor, works. This action de-electrifies the water in the pit beyond the window. Go back through the hole to the ramp with yellow diagonal markings, drop into the water and PULL the dark rectangular shape under the door, which slides a bridge out and across the pool. JUMP out of the water, onto the bridge and have some fun PUSHing a Weequay guard over at range so he cannot interfere with the final JUMPs to the upper floor, where he can be given the Lightsabre and an R5 will be seen doing some repair work at a Control Panel. Author's Note: Contrary to what was written in another Walkthrough (not Matthew Rorie's) this bridge extends in response to a PULL even on Jedi Master Setting; and that author's claimed method of jumping from the pipes seems, according to this Author's analysis and testing, an impossible thing to do. Access to Secret Area 5 can be gained from here by walking across the top of the transparent, enclosed, bridge and JUMPing across to the pillared ledge (a higher floor of the building that the skiff was boarded from), but it's a real toughie. Quicksaving is a must. The secret seems to be to stand on the opposite side of the bridge to the ledge, right on the edge and about a pace back from the corner of the stonework that comes forward on that side; aiming Kyle as close as possible to the corner of the stonework on the Secret Area side of the bridge. It does even seem to assist if Kyle lightly brushes that corner on the way past! The Secret Area's contents are; two Bacta Canisters, a Battery Pack and a Large Shield Booster, so visiting may be considered not worth the hassle. Leaving the Secret Area is only slightly less of a struggle. Stand a pace beyond the angle of the wall (about where a vertical join goes past the edges of about three blocks) and expect Kyle to smash his way through the glass side of the bridge. Then move back across the support beams on the undamaged side. Once back by the R5, the projecting moulding, and the breakable grating behind it (the back entrance to Secret Area 6), are unfortunately both out of range of a Rank 1 JUMP; and trying to use the R5 as a springboard only produces an uncontrollable series of up and down movements until being bucked off (at least in the Author's experience), so there is no choice except to leave via the Crane booms, however; if the high walkway was bypassed, look for a 'Grenadier' Gran across the way and get rid of him with the Disruptor first; JUMPing about over a bottomless drop is hazardous enough without Thermal Detonators adding to the risk! When ready, USE/INTERACT the R5 Droid by the Control Panel and the helpful little chap will swing the first boom over to within JUMPing distance (actually, a couple of RUNning steps from about a pace behind the R5 will let Kyle drop onto this boom without the need for JUMPing). Walk back down the boom until the second boom can be PULLed over (it is just possible to JUMP from where the first Crane is pivoted to the wall onto the second Crane's pivot point, but there is very little margin for error), JUMP from the end of the first to the end of the second boom and walk back to its pivot point. Turn in the direction of the Garbage Barge and JUMP onto it. Author's Note: If anyone has actually accessed Secret Area 6 without resorting to a 'Cheat', then I would very much like to know how it was done (from the wording of Matthew Rorie's Walkthrough, - "might make it into the corridor" - it doesn't seem that he had much success either). For the record, there aren't all that many useful items inside; a pack of Det Packs and a belt of Thermal Detonators in the middle (rising) passage, by the grating that allows access back to the R5 room (along another passage and through a second grating onto the moulding) and two Bacta Canisters, two cases of Power Cell Ammunition, a Battery Pack and a Large Shield Booster at the end of the second (falling) passage by an explosive crate. Setting this off and dropping down onto a replacement Garbage Barge, which has moved out of the forcefield protected opening allows Kyle to exit. As both the moulding and the official entrance to the Secret Area are well within the capabilities of a Rank 2 JUMP (which will be available in a couple of Nar Shaddaa minutes!) it could be speculated that the Force Power adjustment was originally intended as part of this Level. After boarding the Garbage Barge PUSH the two sets of routing lights (steady red and flashing green) until they turn a steady blue to direct the Barge to the end of the Level. ******************************************************************************* (8-10) NAR SHADDAA - REELO'S HIDEOUT (Level 10) - [map code = ns_hideout]. 7 Secret Areas. Opposition: => Rodians, Grans, Weequays. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [1], PULL [1], SPEED [1], JUMP [2]*, LIGHTSABER THROW [1], => LIGHTSABER DEFENSE [1], LIGHTSABER OFFENSE [1]. The bleeping Datapad can be safely ignored for the moment (it has just recorded the increase in Force Jump to Rank 2, a definite improvement - also making possible some acrobatic moves such as wall-walking and wall-flipping) which the Author feels are impractical in combat situations; unless managed accidentally. What matters is to move to the front-left corner of the Garbage Barge and turn left to face the wall. Before the Barge empties, execute a JUMP in between the two rightmost pipes, and from there up to the ledge (Secret Area 1 for this zone, which can only be entered from here). The Shield and Ammunition Converters may, or may not be of use but, beyond them is a series of solid and pipe ledges and a pair of Bacta Canisters that can be (carefully, so they do not bounce into the garbage shredder) PUSHed or PULLed to main floor level. All the drops are recoverable and Damage-free except for that between the final ledge and the main floor. That route can be taken if the Damage-free descent method looks too difficult, but it costs 14 Health Units. The Damage-free method is to JUMP back up to the top ledge (the one with the Power Converters); from there drop back between the pipes on the right, then drop to the very small ledge over the highest point of the conveyor, turn around and move to about the centre of the ledge and then drop to the pipes (now on the right) from there. Once in that position, Quicksave and turn in the direction of the toothed shredder, noting both the thickened part of the wall above it and the grille to the left of the three (unbreakable) windows. Then either; ride the conveyor down to a position opposite the grille, JUMP back onto the end of the Duracrete pipe reinforcement opposite and demolish the grille with a THROW (nothing else will harm it) and then RUN/JUMP back up the conveyor, ride it down again, JUMPing through when opposite the gap or; (for the daring); simply run down the conveyor and JUMP for the thickened part of the wall when about opposite the junction between the middle and the last window. Most of the length of the conveyor is needed to build up speed for this manoeuvre so, after dropping down, initially RUN back up the conveyor as far as possible before turning (still RUNning)and RUNning down as near to the conveyor's centre-line as possible. After the JUMP, keep RUNning until Kyle lands on the thickened part of the wall and passes over it. Neither method has any Game-play advantage or disadvantage over the other, but if it can be brought off consistently, the second method should impress any observers! Expect to find both Bacta Canisters that were sent down from above, one (two on Padawan Setting) already on main-floor level and one of Reelo's black, Protocol Droids (another very disappointing conversationalist, as was the previous example in the Cantina building; the phrase "This is an awful city, you know" being replaced with "Watch out for Reelo"). Next, head through the door, PUSH the hopper car that is directly outside, engage SPEED and head down the trackway the car was blocking to the second Garbage Crusher on the left (the one without a hopper car under the discharge spout), taking cover in the recess to the left of the spout on arrival. If no Thermal Detonators have been seen/heard by the time that the Force Meter shows a full charge again, Kyle has not been spotted! At this point, the Author prefers to stalk and eliminate four of the five 'Grenadier' Grans patrolling the Catwalks overhead (particularly on Jedi Master Setting) while the enemy is (hopefully) still unaware of Kyle's presence, rather than immediately JUMPing up into the spout, engaging SPEED and RUNning through the Crusher. Author's Note: 'Gran Stalking' is an exercise in patience, as well as accuracy. On Jedi Master Setting a miss will alert every remaining Gran in the Crusher Hall and provoke a hailstorm of Thermal Detonators every time Kyle is spotted. Wait for a perfect sight-picture with each Gran and charge the weapon to maximum for complete disintegration - it eliminates any chance of a warning death-cry. To go 'Gran Stalking', locate the mid-level door to the right (to the Crusher Hall Control Centre, which also contains the hidden entrance to Reelo's hideout) and the crates underneath it - one three-high stack, one two-high stack and a single crate - then engage SPEED and RUN to and behind the single crate, putting Kyle's back hard against the rear wall. Locate the white light over the door to the Catwalk level (it is hidden intermittently by the 'masher' part of a Garbage Crusher) and adjust position slightly so that the left-hand end of that part of the Catwalk can be seen (Kyle's right shoulder will be hard against the pillar when correctly in position). Select Disruptor and wait for the Gran to appear on that Catwalk, identifying where he turns and ZOOMing in (Maximum is recommended) on that spot. Charge to maximum and shoot when certain of a hit. For the second Gran, move to the right side of the two-high crate stack, again all the way back against the wall, and scan the end of the nearest Catwalk (the one that looks like it's had a piece chopped out of it to accommodate a 'masher'). As before, identify where he turns, ZOOM in and charge the weapon to maximum; shooting when sure of a hit. To deal with the third Gran, Kyle needs to move in front of the two-high stack, through the gap between it and the three-high stack and to the right-rear corner of the three-high stack. As there is no convenient turning point visible on this Gran's patrol route, identify and target where the edge of the Catwalk comes together with the top of the Garbage Crusher to the front, leaving a 'V' shaped gap. ZOOM in on this and fire when the Gran is walking away from Kyle's position - more of him is exposed then. Another move is needed to target the fourth Gran; this time back past the vacant spout to the four-legged pillar, keeping directly under the main Catwalk for safety. Stand by the nearest leg to the vacant spout, facing the spout, with Kyle's left shoulder hard against the right-hand side of the leg. Look for the Gran to advance into view near the far corner of that Crusher, and repeat the formula. It won't be as long a wait, this Gran has a short patrol route. Now tackle the Garbage Crusher. Move underneath the vacant spout, Quicksave, JUMP up into the spout - being careful not to use too much FORWARD - engage SPEED and run through the Crusher (there are some items in this Crusher, to the right of the spout doorway, as Kyle enters, but they cannot be collected in the time available; so ignore them). Turn right when through the far door and move to the crates (which have a Battery Pack - two on Padawan Setting) on the floor in front of them. To finish off the 'Gran Stalking' exercise with a fifth and final victim, JUMP up onto the crate that's parked at an angle to the others and stand on the corner nearest the rest of the group, facing back the way Kyle has come. Aim between the side of the Crusher and the stack of crates that is topped with a misaligned red-cornered example, with the horizontal guide of the crosshairs level with the top of the 'ordinary' crates. Repeat the formula as before, even though there are no more Grans to be warned by a miss or a death-cry. In fact, this is a much easier shot, this particular Gran appears to pause for longer than the others as he turns. Move in front of the door by the crates and trip it open, noting the shutters covering a loophole inside, on the right; a position that is occupied by a Disruptor-armed Rodian. To deal with him now (there will also be a good opportunity later) move cautiously over to the left and SIDESTEP along (in CROUCH) until enough of the Rodian can be seen for an effective shot. Alternatively, either RUN through his line of fire at SPEED or advance (CROUCHed) past his loophole, keeping as hard against the right-hand wall as possible. Once safely out on the 'tongue', heavy footsteps and (a possible Gran-ish exclamation) will be heard. Ignore this 'Grenadier' Gran when/if seen, he's a very difficult a shot from below, and will not start tossing Thermal Detonators provided that Kyle keeps his movements discreet (timing exposed moves to when the footsteps are quietest and/or the Gran is out of sight). The exit to this crate store is in the far left corner and there is no option except to do some JUMPing to get over there. Start by dropping down to the crate below the entrance 'tongue' and JUMPing from there to the top of the 2x2 stack of crates (at about 10 o'clock) immediately beyond. This and subsequent jumps can be tricky, Quicksaving before each is advisable. Turn to put the exit in the far-right corner from Kyle's perspective after a successful touchdown on the 2x2 stack. There is a choice of routes from here. So either; JUMP, if in need of Bacta or a Large Shield Booster, for the 2x2 stack of red-cornered crates (the Shield Booster is visible) in the apparent left corner (either directly or via the single red-cornered crate almost opposite; although the take-off from that one is a bit restricted); then to the 3x2 stack of crates, with parallel red stripes, tight against the rear wall (with a Bacta Canister on top of them); then into the gap between a pair of tall stacks (the landing area here is only two crates deep, take care not to over-JUMP); then onto the stack of (red parallel striped) crates in front of the gold-decorated layer in the main stack behind it; then up onto that stack. This route is best for keeping out of the Gran's sight (or line of fire!), or; JUMP directly across to the 1x2 stack of red-marked crates (the ones matching the appearance of the angled crate sitting on the large stack under the exit 'tongue') which is where the other route comes out; then onto the top of that large stack, or; (for the expert JUMPers!); JUMP directly onto the top of that large stack (the Author guarantees that it's just possible!). In any event, PULL the crate off of the exit 'tongue', JUMP onto the angled crate and from there to the exit 'tongue', getting out of sight before the Gran notices that there's a Jedi loose in the storage area! Leave the poor thing in ignorance for just a little while longer - he'll meet with a Lightsabre very shortly! To the right through the archway is a dead-end (and, on Padawan Setting only, a Bacta Canister). Go left and follow the passageway round to another archway that leads onto the Catwalk. Deal with the Gran by whatever method seems appropriate (the Author prefers to PUSH him flat and finish him with a HACK) and check the piece of Catwalk around to the left from the archway to locate, and re-supply with, a case of Power Cell Ammunition and a belt of Thermal Detonators. Cross the Catwalk, passing through another arch into a second passage. Proceed through this one until a tunnel (on the left and containing a hopper car) can be seen. It seems an illogical action, but PULL the hopper car forward anyway - there is a sound, and vitally important, reason for doing so). Then (if the Rodian at the loophole was bypassed earlier) stand at the right-hand (far) corner of that tunnel and ricochet a few rounds of Bowcaster Secondary fire off the end wall of the passage which should dispose of the sniper by the entrance, although he does not always give a death-cry. Cautiously check his roost to recover his Disruptor and find a Small Shield Booster. Next, go back up the passageway and re-cross the Catwalk, but there is no need to enter the other passageway and jump back across the stacks. Instead just drop down from the Catwalk onto what was the entry 'tongue' and go out of the door. Complete this segment of the Mission by doing another RUN at SPEED back through the Crusher (being wary of a yellow and black object near the far side of the Crusher on the way back through, which can cause a hang-up or divert the final JUMP with fatal results) and then dropping back down the spout. On exiting the spout go back up the trackway, turn left at the hopper car and follow the side of Crusher Hall around to the left until reaching the doorway after the long stack of crates. Trip it open (from its centre point) and note that the entryway is again covered by loopholes, this time one on each side. The options here are to RUN at SPEED along the centreline of the entryway (which, if started from the centre of the doorway, seems to be a Damage-free manoeuvre, but leaves the problem of the snipers until later) or to CROUCH over against the left wall of the entryway and SIDESTEP cautiously to the left until the first Rodian can be seen; eliminate him with the Disruptor (Primary fire works fine at this close range, but expect to need three hits) before swapping walls and repeating the treatment for the second sniper. After that, shoot the explosive crate by the wall (only one round of Disruptor Primary fire required), move round to the gap that's been blown in the wall with Bowcaster selected and attend to the third Disruptor-armed Rodian (one or two rounds of Primary fire) from there. The snipers' roost through the gap is Secret Area 2; containing an Ammunition Converter, a Bacta Canister and a case of Power Cell Ammunition. Collect the sniper's Disruptors (using PULL) but try to leave the rest of the contents alone for now. OPTION: There is a VIP (Very Important Prisoner) to be found and interviewed before the Level can be successfully completed. It has been suggested that gaining access to the prisoner from here was not actually intended (so the prisoner's identity will not be revealed yet) but there seem to be so many ways of doing so, all of which could have been very easily blocked, that the Author prefers to think that the option is both valid and intentional. In any case, just when the prisoner is interviewed seems to be immaterial, provided it happens before Kyle needs the prisoner's information Go back out to the entryway and CROUCH by the first sniper's loophole, a dark mass should be visible to the left together with a pair of bronze/gold coloured pillars in the distance. The dark mass is a pair of crates (the further one of the exploding variety, which will breach the wall and scatter burning debris about when it goes off). There are three possible ways of setting off the explosion; either stand and THROW the Lightsabre through the loophole then move smartly left (tricky, but it can be done) or bounce rounds of Bowcaster Secondary fire back off the left-hand pillar or (the Author's personal favourite) aim just left of the right-hand edge of the dark mass with the Disruptor set on ZOOM and charge to just over one-third power before firing. Enter the sniper's roost through the breach that has just been created (there is a Disruptor weapon by the loophole that can be collected and a case of Power Cell Ammunition straight ahead that should be left alone for now), head left between the pillars and through the door on the right. This leads into a passage that has a locked door to the right (it is OK to Lightsabre the lock) and head away from the door, passing through the unlocked door at the other end. A type of Blast Door will open to the left revealing a forcefield secured cellblock. Turn right at the first intersection and approach the right-hand cell door to collect a Seeker Drone from inside the cell (a collection of Seeker Drones will probably be found to be highly useful, if not 'a lifesaver', a little later on). None of the other cells hold anything; so go back to the intersection and carry on to the right. After the interview (in Cutscene) head back out of the cellblock and up the passages back to the room with the burning debris in it. END OF OPTION. It isn't at all obvious, but there is a door concealed behind the stack of crates near the Battery Pack (two on Padawan Setting). Either JUMP over the crates into the gap behind them or create some space by destroying the two on the left end of the stack (they have a bluish-green tint to them, unlike the others); any weapon will do the job. Open the door (with USE/INTERACT; it's one of those doors that can close unexpectedly, so don't hang about in its path) and eliminate the three Disruptor-armed Rodians in the snipers' gallery (Secret Area 3); running into them with an active Lightsabre one-by-one in their nooks works very well; SPEED is not essential to avoid Damage doing this, but may be found to be reassuring. The Author usually takes time to manually open the firing slits (USE/INTERACT on the Control Panels) afterwards so as not to be startled later on. Move to the far end of the Gallery and through the door into the freezing-cold room. JUMP up on the crates and move along the top of the stacks (a Pack of Det Packs is lying on one of the final crates, PUSH it down in case it is needed later) and drop down near the Control Panel for the transparent partition where a Bacta Canister and a Large Shield Booster are lying on the floor. Operate the Control Panel to lower the partition, but do not head for the door (the loophole on the right is still uncleared). Instead, follow the passage parallel to the partition and PULL the single crate at the end to expose a crawlspace. Duck through this and move to the corner, bouncing a Thermal Detonator off the far wall of the cross-passage to the left to eliminate the Disruptor-armed Rodian sniper. Next, after checking that the sniper is dead (and collecting the case of Power Cell Ammunition at his position, if required) head along the passage and around the corner to the left. There is a hole just after the end of the bluish ceiling panels, JUMP up into it to find Secret Area 4 (containing a ventilation fan - which cannot do any Damage- and a Large Shield Booster). Drop back down into the passage and PUSH the hopper car - the reason for PULLing the other one (after jumping around in the crates room) was to make room for this one to move - and expose the entrance to the upper levels of Reelo's garbage empire. The Author has never been able to JUMP across the red-hot conveyor belt (as has been claimed is the technique) but using SPEED keeps Damage down to 1 Health and 1 Shield Unit. If the Rodian on guard does not obligingly smash one of the panes in the window, do it with PUSH or a THROWN Lightsabre and post a Thermal Detonator through the gap. This gets rid of more of the window as well as the guard! Finally, PUSH the Control Panel (through one of the broken panes) to open the door. The Author has never been able to JUMP across the conveyor and into the doorway either, but SPEED again keeps Damage to a single Unit of Health and Shields. Expect to find two boxes of Blaster Ammunition, a discarded Disruptor (and, on Padawan Setting only, a Small Shield Booster) in the Guardroom. USE/INTERACT the Control Panel (or PUSH it again) to close the door, if desired. Head up the passage and round the corner. Engage SPEED before reaching the open space to avoid both a hail of Thermal Detonators from Murder-holes above and a Rodian sniper at the loophole ahead. Be quick using the Lightsabre on the Rodian as this sniper has been known to turn round rapidly enough to get off at least one Disruptor shot. Note that there is a case of Power Cell Ammunition in his nook. RUN a short way up the tunnel ahead to allow all the Detonators to explode, then cautiously return to pick off the three 'Grenadier' Grans overhead. CROUCH outside the sniper's nook, select Disruptor and carefully ease forward and adjust position until the lower body of the Gran in the furthest Murder-hole can be seen. ZOOM and shoot, then move a little forward and right until the legs of the occupant of the second Murder-hole (the left one of the pair),can be seen and repeat. The third Gran can be dealt with by bouncing Bowcaster Secondary fire off the BOTTOM edge of the third Murder-hole (whereas the other two give gurgling death-cries, this one dies silently - possibly indicating a head-shot - except for the faint thud of a body hitting the floor). Continue on up the passage past the firing slits (which should be open, if not, they will be unoccupied) and stop at the third. CROUCH again with the Disruptor on ZOOM and ease forward until yet another Gran can be seen. Target and fire. Once at the top of the ramp, keep against the left wall until right in the corner with Bowcaster selected. Bounce Secondary fire off block at the end of the straight line of light-coloured stone blocks bordering the upward continuation of the ramp until another Gran-ish death-cry is heard. Author's Note: Just after this action on Jedi Master Setting, and if the 'Gran Stalking' exercise has not been carried out, at least four 'Grenadier' Grans make a sudden appearance at the extreme top of the slope and start tossing Thermal Detonators about. The 'Gran Stalking' operation was conceived as a counter to this event (which only occurs on Jedi Master), but still has value on the lower Settings as Kyle would otherwise either have to fight his way through the Grans on the Catwalks or lay a trap (expending four Trip Mines) for them to run into. The room below and to the right of the passageway will need to be cleared. Probably the best way is to RUN onto the top of the line of crates by the straight line of light-coloured blocks, moving right to the end, before selecting Det Pack and cautiously returning (in CROUCH) back along the crates until the Rodian (visible during the final part of the stalk) is almost fully concealed again under an overhang. Drop a Det Pack as near as possible into the arrowhead-shaped gap, between crate stack and parapet, to the left and set it off as soon as it hits the ground. This almost invariably kills all three defenders (two Disruptor-armed Rodians and a Weequay) in one go - the same effect can be achieved with a Secondary fire Trip Mine deployed in the same spot, but why waste a more versatile piece of Ordnance? One Det Pack is also a more economical expenditure of Ordnance than two or three Thermal Detonators. While on top of the stack, note the belt of Thermal Detonators on the passage floor near where the last Gran's death-cry came from. If the option was not followed earlier and the prisoner has not been interviewed yet go a little way up the ramp, smash through the grating in the wall on the right and JUMP into the small tunnel it covers, going along to the set of bars at the end. An explosive crate will be in view, so shoot it and go back through the tunnel, out into the passageway and back to the belt of Thermal Detonators. Move along the crates (finding a Small Shield Booster - two on Padawan and Jedi Settings) on the crate in the corner), drop down to the floor and SLASH the lock on the door. In addition to the two boxes of Blaster Ammunition by Kyle's landing point, there is also a Bacta Canister and two cases of Power Cell Ammunition (on Padawan Setting, two Bacta Canisters and three cases of Power Cell Ammunition) in and around the alcove where the defenders were hiding. To make a clean sweep, SLASH the yellow-marked crates before proceeding (stand in the right place and all three can be demolished with one swipe!). OPTION NOT FOLLOWED EARLIER: Go through the newly-unlocked door, enter the sniper's roost through the breach in the wall (there is a Disruptor weapon by the loophole that can be collected and a case of Power Cell Ammunition straight ahead that should be left alone for now), head left between the pillars and through the door on the right. This leads into a passage that has a locked door to the right (it's OK to Lightsabre the lock) and head away from the door, passing through the unlocked door at the other end. A type of Blast Door will open to the left revealing a forcefield secured cellblock. Turn right at the first intersection and enter the cell on the right to collect a Seeker Drone (a collection of Seeker Drones will probably be found to be highly useful, if not 'a lifesaver', a little later on). None of the other cells hold anything; so go back to the intersection and carry on to the right. After the interview (in Cutscene) head back out of the cellblock and up the passages back to the room with the burning debris in it and come back through the (now unlocked) door. JUMP back up to the upper level of crates and return to the passageway. BOTH OPTIONS REJOIN HERE: In both cases Kyle should have now seen Lando Calrissian and have been given the password "Ruby Bliels" needed to gain entrance to Reelo's hideout. At the top of the passage and around the corner is a door leading onto the Catwalks on the upper level of the Crusher Hall. If the 'Gran Stalking' exercise was carried out, this is now defended by one Disruptor-armed Rodian and one Weequay! The Weequay is posted on the right-hand side of the doorway, in a position where he can be RUN into with the Lightsabre (PUSHing him down to the Crusher Hall floor or onto one of the Crushers also kills him outright). The Rodian is posted to the right-hand side of the sloping window in the Crusher Hall Control Centre. CROUCH (with Disruptor selected) and ease along back towards the door until enough of him is seen for a killing shot - but be warned; this Rodian is fairly alert and will take action of his own if he either spots Kyle or the shot fails to kill immediately! Exploration of the Crusher Hall will reveal a number of useful items about, some in plain sight, others rather more hidden. On the main floor, over toward the Control Centre is a Bacta Canister (two on Padawan Setting). On the Catwalks (which take the form of a distorted + in plan) there is a belt of Thermal Detonators to the far right of where the Weequay was standing, and packs of Det Packs both by the crate stack on the right-hand arm of the + and behind some loose crates at the far end of the Catwalk to the left. On the crate stacks under the Catwalk at the Weequay's position (accessed by dropping down to the long stack under the Thermal Detonators - this stack is within JUMP range of the Catwalk to get back up again) there are two Small Shield Boosters; one right under the Catwalk, in the corner (which requires the use of the jump/crouch technique to get in there), the other in the gap between the crates to the right of the corner (jumpable and back from the long stack, the first Booster can also be accessed from the crate between the gap and corner with PULL). At the extreme end of the left-hand arm of the + there are three badly aligned stacks of crates with a Bacta Canister and a Small Shield Booster sitting on top (the Bacta Canister can be spotted by heading left from the door towards the edge of the Catwalk) this can also be jumped down to and back up from without much problem. Also along this arm, visible by standing just short of the centre of the + and looking along the left side of the arm are another pair of objects on top of a crate stack (a box of Blaster Ammunition and a Seeker Drone). The sequence of jumps (tricky ones, the advice is to Quicksave before each of them) to collect these items starts with dropping down to the crates between the wall and the Crusher on the opposite side of the Catwalk, then JUMPing across to the lower stack (in front of the one with the items on top), then up to collect them, dropping back down, then JUMPing back across to the crates by the Crusher then back up to the Catwalk. Alternatively, CROUCH at the left-hand edge of the Catwalk and PULL the items out of there; collecting them from floor level later (as said before, Seeker Drones will probably be found to be very useful in a little while, it's well worth the effort of collecting them). Finally, there are two cases of Power Cell Ammunition on the roof of the Control Centre together with another Small Shield Booster The next port of call should be the Control Centre which can be accessed either from the lift platform to the right at the far end of the Catwalk and walking in through the door or by JUMPing the crates on the right-hand arm of the +, following the Catwalk all the way around until it ends then either JUMPing the gap between the end of the Catwalk and the roof or hopping up onto the ledge and simply walking onto the roof; entering by dropping down through a breakable grating. Author's Note: I'm not sure if it was intended, but Force Powers make it possible to move supplies forward for the next, demanding, sequences of the Level (they can be completed without doing so, but it is reassuring to have the supplies available in case of accidents); and doing so somewhat counter-balances the irrevocable action of going through the password-controlled door in the Control Centre. I tend to concentrate on Ammunition (there should be around five boxes of Blaster and about the same number of cases of Power Cell still available) and Shields (at least one Large and two Small Boosters should still be available) plus an optional belt or two of Thermal Detonators. Assemble all the required items on the Hall floor in front of the Control Centre, ready to be PULLed up to the platform or Control Centre roof before going up there. The Control Centre contains another case of Power Cell Ammunition and, down at the end of the corridor, through the door to the Murder-Holes room, a Bacta Canister and a belt of Thermal Detonators. When ready to proceed, stand on the light-grey patch of flooring (shaped like a square with the corner cut off). The stalk-eye of a Gatekeeper Droid will appear to the left and demand the password. Having seen Lando, everything should be OK here and the Droid should say "Correct". The door ahead will then open. If not, be prepared to be dumped into a transparent chamber with an electrified floor! Nice guy, that Reelo! Author's Note: When/if taking supplies along, do not go through the door until all supplies have been PUSHed inside (it does not matter how many times the Gatekeeper Droid is made to appear). Likewise, once through the door, do not go beyond the top of the steps until the supplies have been PULLed onto the lift platform. Again, at the top of the lift shaft, do not step off the lift until all supplies have been safely PUSHed or PULLed into the passageway; which is a convenient place to leave them unless/until needed. Select Lightsabre before boarding the second lift, which will keep going down and back up as long as it is occupied. There are three Weequays to be dealt with at the bottom, backed up by a Disruptor-armed Rodian in a loophole. Pick the right time to SLASH - THROW can also be safely used from the end of the upper passage if the lift is sent down empty - the centre section of the bars (anywhere below the horizontal reinforcing pieces). Take care to keep to the right when entering the room to avoid the Rodian's arc of fire. Also, stay near the lift until the Weequays and Rodian have been dealt with, the passageway in the left corner is fitted with slide-mount Automated Defence Cannons. After dealing with the Weequays (PULL and either Standing or CROUCHing over them when they try to get up works fine for the first two, while PULL or PUSH then a THROW will take out the third). Note: aiming the PULL below each Weequay's waist in CROUCH minimises the risk of PULLing a round of Bowcaster as well as the Weequay. Then select Disruptor, CROUCH and carefully move toward the left side of the room while scanning the left part of the far wall for the loophole. Once located, get the Rodian's shoulder or head in the ZOOMed sight, half-charge the weapon and fire. Secret Area 5 is back in the lift shaft. Call the lift, re-enter and move to the rear-right corner. A jump into that corner on either the way up or down should access the Secret Area, containing two Small Shield Boosters and two Bacta Canisters. Stand next to the corner of the raised lift car to bring it down again. The Author advises destroying all five Automated Defence Cannons in the passageway. For safety, even though these do not seem to deal with a CROUCHing individual all that well, operate CROUCHed and behind as much cover as possible, taking aim at the nearest stopping-place on the track and charging the Disruptor to maximum each time for a one-hit elimination. When dealing with the last two of these, do not go past the right-angled turn in the corridor. Around the corner are six shuttered loopholes (each with a Disruptor-armed Rodian sniper) plus a Weequay in a glass-walled room at the end. Shoot the cracked section of the glass with the Disruptor (if the Weequay has not saved Kyle the trouble by shooting it out himself!), then the Weequay. The standard loophole-clearing technique can now be used (with care) to eliminate all six Rodians, but be mindful that one or two of them have been known to become 'rushers'. If the Disruptor runs short/out of ammunition, the Bryar can be just as effective. After dealing with the Rodian at the sixth (and final) loophole, reselect Lightsabre as there is a Weequay lying in wait around the corner; PUSH and THROW is the Author's favoured method of dealing with him; before checking that the snipers' gallery is clear. PUSH the Control Panel through the gap in the glass to open the door on the right and go through it to enter the room - be very sure to stay well clear of the other door on the extreme right at this stage - and stock-up with the items inside (two Bacta Canisters, an Instant Use Medpack, a case of Power Cell Ammunition and three boxes of Blaster Ammunition). The Viewpanel in this room shows three views of Kyle's approach route - the defenders had warning! Maximise Shields with Boosters (either those that have been brought along or those in Secret Area 5) before topping-off at the Shield Converter. Finally, collect all the discarded Disruptors and Bowcasters in the lift area, (passages?) and snipers' gallery, finishing off ammunition replenishment at the Ammunition Converter at the far end. Once sure that Lightsabre is selected approach the previously forbidden door (note the Auto-saved Checkpoint) to trigger the Cutscene of Kyle entering Reelo's execution chamber and his conversation with Reelo himself (a very large Rodian indeed!). The first thing to do when the Cutscene ends is to get out of the centre of the firing pattern of the five Automated Defence Cannons (one pivoting and four slide-mounted) up in the roof space; the Author always engages SPEED and makes a dash for the nearest piece of wall - but be warned - Kyle's Lightsabre skills are not developed enough at present to destroy the Automated Defence Cannons with their own deflected fire, nor are his skills sufficient to block all the incoming shots, one will get through from time to time. Note that while Kyle is at the outer edge of the room, only the four slide-mounted Cannon will be firing. The central Cannon only starts firing when Kyle is close to the centre of the chamber. The Author's technique here, which might not suit everyone, is to pre-select a weapon of choice (Disruptor, for its one-shot elimination capability) - Kyle will not actually switch away from Lightsabre while under fire - then engage SPEED and circle round the room until Kyle switches weapons, continuing to circle (now in CROUCH), targeting a Cannon with a touch of ZOOM, charging, firing and finally swapping back to Lightsabre. Repeat until four of the five Cannons have been destroyed. Leave the destruction of the final Cannon (things are easiest if it is the central one, but that is not always possible to arrange) until out of line with (but not too far away from) the square door, then engage SPEED, destroy the last Cannon and immediately switch back to Lightsabre as a posse of Weequays will boil out of an alcove behind the square door! Use the last of the SPEED burst to RUN into the alcove (and any Weequays in the way!). The rest of them, except (perhaps) for the last, normally straggle back into the alcove in ones and twos; use the PUSH and CROUCH-over method to deal with them. When they have been eliminated, re-stock with the Instant Use Medpack, three boxes of Blaster Ammunition, a Small Shield Booster and three cases of Power Cell Ammunition at the back of the alcove. Now go through either of the doors flanking Reelo's observation window (the Author tends to chose the left, but as each passage is guarded by two Disruptor-armed Rodians and one armed with a Blaster, there is no real difference). On the way up the chosen passage, deploy a Trip Mine or two (either type of fusing will do fine) to guard against being overtaken from behind and go up to Reelo's hideaway. Clear the other passage (and recheck the first from the execution chamber end) before heading to the Control Panels under the observation window; where there is a Bacta Canister at one end (one at each end on Padawan Setting). Operate the centre panel to let Lando escape from the cell (shown in a Cutscene snippet) and also note that the decorative centre to the execution chamber floor splits apart and retracts. Move to the rear of the hideaway and find two cases of Power Cell Ammunition (three on Padawan Setting) on the floor by the fish tank. The Viewpanel in the desktop shows two views of Lando standing over the Rodian guard he has just killed. Under the desk (on the fish tank side) is another Control Panel that opens the door (in the wall behind the other end of the desk, USE/INTERACT or PUSH to operate it) to Secret Area 6 and Reelo's emergency escape slide; through the door at the back of the Secret Area. Secret Area 6 contains a Disruptor, two Bacta Canisters, a belt of Thermal Detonators and a Shield Converter (if low on Shields and on the higher Settings, leave this alone for now). Using the slide exposes Kyle to pulsating red lighting all the way down, and he will have to drop down by the side of the stairs to avoid coming under Disruptor fire. The recommended alternative is to return to the execution chamber and stand where the decorative centre panel was (the platform of a concealed lift) which will stop at the top of the stairs. Head down the slope on the right-hand side of the stairs to the very bottom (keeping hard against the right-hand wall, and finishing on the light coloured flooring) and post a Thermal Detonator through the gap between the third and fourth tread from the bottom (CROUCH and put the horizontal line of the crosshairs on the top of the third tread) to eliminate the Disruptor- armed Rodian in Secret Area 7. Move onto the stairs and PUSH the Control Panel to gain access to a box of Blaster Ammunition, a pack of Trip Mines, a Bacta Canister, a Large Shield Booster, a case of Power Cell Ammunition and a discarded Disruptor. Take the lift back up to maximise Shields at the Converter, if required - returning by either method. Go through the door at the foot of the stairs, meet up again with Lando (in Cutscene), accompany him through the cellblock to the lift (turn the opposite way to before once out of the cellblock proper) and activate it to complete the Level. ******************************************************************************* (8-11) NAR SHADDAA - STARPAD (Level 11) - [map code = ns_starpad]. 3 Secret Areas. Opposition: => Rodians, Grans, Weequays. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [1], PULL [1], SPEED [2]*, JUMP [2], MIND TRICK [1]**, => LIGHTSABER THROW [1], LIGHTSABER DEFENSE [1], LIGHTSABER OFFENSE [1]. The new Force Power of MIND TRICK (DEFAULT KEY = F4), even if rather limited in its Rank 1 and Rank 2 forms, is actually (in the Author's estimation) one of the most useful; due to being the longest-ranged Force Power in Kyle's armoury. Even at Rank 1, a victim will be dazed long enough for Kyle to select, ZOOM, charge and fire the Disruptor; and (if no obstacle is in the way) will often walk tamely towards Kyle! A MIND TRICK can even be applied (or re-applied) through the Disruptor's zoom sight, if desired. Contrary to the Datapad information, aggressive actions by Kyle do not seem to negate its influence on a victim (that is, unless a Lightsabre passing close enough to the victim to make him "smoke" fails to count as an aggressive action!) but actions by Kyle's allies, e.g. Lando, will. MIND TRICKs were routinely used by Jedi in the final years of the Old Republic and were considered to be fully Light-side at that time; however, more recent Jedi thinking holds them to be potentially corrupting and, therefore closer to the Dark-side borderline. The SPEED increase is also valuable, despite causing perspective difficulties during Lightsabre Combat; Kyle can now move at 100% faster than normal. At the top of the lift, head up the corridor directly ahead. A 'Grenadier' Gran in the vicinity of the next lift can prove a useful test candidate for MIND TRICK, let Lando have the honour of blasting him, but watch in case he tries to throw any Thermal Detonators; repeat the MIND TRICK, PUSH them back or THROW him if so. Note that there is an Ammunition Converter around the partition to the left past the leftmost of the two locked doors, (that one can be dealt with from the 'wrong' side, later, if required). Follow Lando - Kyle is actually the faster of the two, even without engaging SPEED! - to the Hangar Observation Booth (there are a pair of Bacta Canisters sitting on a lift platform to the left of the door) and when Lando starts babbling about 'his baby', go and stand on the unoccupied lift platform (facing the rear wall) and wait for the spiel to end. Then, again diverging from Matthew Rorie's way of doing things, take the lift platform down and go outside, where that locked door will be seen at the end of a walkway to Kyle's front. Author's Note: An old Military saying states that "time spent on Reconnaissance is seldom wasted" and although this divergence looks like a sightseeing trip at first, does actually have a serious purpose - that is, preparing (and shaping) the battlefield as much as possible, by killing as many of Kyle's near-future opponents as possible before they can become problems. Head right from the lift and check (clockwise) around the base of the tallest structure that has pipes coming out of it (Large Fuel Tank - also the gateway to Secret Area 3) to make sure there are no enemies to Kyle's rear. Note the cache of two cases of Power Cell Ammunition (three on Padawan and Jedi Settings) and the belt of Thermal Detonators lying on the walkway after the third buttress. Turn left at the place where the straight walkway joins and go along it until just after it narrows. Straight ahead is the Flight Control Centre building (where Kyle needs to go to, only not yet, and not by this route). The ledge (the dark rectangle) above (and left of) the sloping surface to Kyle's left is the location of Secret Area 2; the most difficult series of jumps (in the Author's opinion) in the whole of the current Mission. Once seen and noted, return to the Large Fuel Tank and engage SPEED before heading around the front of its shorter companion (Valve Control Fuel Tank), and dodging into the shelter of the angle to the right. Kyle may, or may not, be fired on by a Disruptor while doing this. Nevertheless, select Disruptor and ease cautiously out to locate the Rodian at a loophole next to the lit, short and wide, horizontal window down the way, target his head (on maximum ZOOM) and fire. Advance to the doorway (actually the rear door to the Lady Luck's Hangar - note for future reference) and locate the 'Grenadier' Gran on the small platform in line with the second window. Eliminate with the same technique. Now, advance to the end of the Hangar building and wait for a Weequay to come into view, making certain of this one with complete disintegration, it's best to shoot him in the back as he heads towards the doorway at the end of the walkway. Then move round the corner and to the end of the building on the left. There should be a 'Grenadier' Gran standing on something (storage containers?) directly to the front and two more Weequays should appear in a gap at walkway level to the left of the Gran's position. Neutralise them all, taking care of the Weequays first (it's probably best to disintegrate this pair as well, since a non-fatal shot, or a miss, will alert other enemies). On higher Settings, another 'Grenadier' Gran will be visible on a storage container in the far left corner of the area. Remove him too. Carry on along the walkway and around the corners to the right until finding two pairs of enormous doors that face each other. The pair to Kyle's right are the Main Entrance to the Lady Luck's Hangar, note for reference, but carry on past them until reaching the lift again (it doesn't matter that there is no way of calling it from this level). To rejoin Matthew Rorie's route, locate the locked door again, follow the walkways round to it, Lightsabre the lock and go through. At this point, Lando will comlink a progress report, but be mindful that there might (by now) be a Weequay just outside, or coming through, the door immediately to Kyle's left (which is where Kyle has to go); if so, give him a PUSH and follow up with the Lightsabre before getting a partial refill of Ammunition (almost certainly required) at the Converter. Otherwise, enter the tunnel, deal with the Weequay, and then replenish. Go through the door and up the tunnel, keeping to the right and going just far enough to trip the far door open; there are a minimum of two Weequays in the room beyond; (which, on investigation, has what looks to be a repulsor-based cargo or ship lift in its centre); together with a Disruptor-armed Rodian on Jedi and higher Settings. Both Weequays can be PUSHed into the pit by carefully easing forward (a minimum of two PUSHes each required, with the final one when the Weequay is lying on the ground), but if the last Weequay refuses to move over to pit-PUSHing range, use THROW or MIND TRICK instead. The best method to deal with the Rodian (if present, he will be in the far right corner), is to SPEED toward his position, JUMP over him and Lightsabre him from behind, with or without a PUSH. By the door opposite the tunnel (the next leg of the route) there is a Large Shield Booster (two on Padawan) and at the Rodian's position at the opposite end of the wall, a pair of Battery Packs. Top-up as required. Move to the door by the Shield Booster(s) and either deactivate the Lightsabre (hit the key/button again, so it is still available at a moment's notice), or change weapons entirely - the Author prefers to go with Bowcaster Secondary fire until emerging from the dark again as THROW (in fact, any Force Power except SPEED) is not available while using Light Amplification Goggles. Move into the unlit room and activate the Goggles, Kyle needs to head right, through the gap and along to a short dark pillar-like object, JUMP on top of it, turn right and drop down again. Despite the extra time it may take, it is probably the best idea to adopt stealth tactics and proceed at the CROUCH after dropping down; there is a Weequay patrolling the next part of the room, and this measure quite often keeps him unaware of Kyle's presence until too late! Follow the passage round to the left until coming across a crawlspace, either go through it and go right at the 'T' junction if the Weequay hasn't appeared (if stalking him with the Lightsabre), or wait for him to show up, and turn his back, if using another weapon (note that the Disruptor's scope is useless in here, it does not seem to be compatible with the Goggles). There is a pack of Det Packs down the left arm of the 'T' (note for possible collection, later) and two Bacta Canisters on the near side of the exit door (plus, on Padawan Setting only, a Battery Pack). If all visible opposition was eliminated during the "sightseeing" walk earlier, there should only be two Weequays left in the storage containers area and a Disruptor-armed Rodian in a building to the far left end of the walkway, (the counterpart to the one shot while "sightseeing"); it's probably better to tackle this enemy first. Go through the door, JUMP onto the container directly outside and RUN (no need to JUMP) across onto the right-hand container beyond. Note, while doing so, the belt of Thermal Detonators on the roof of the container to the extreme right (where the first of this area's 'Grenadier' Grans was shot). Select Disruptor and advance to the centre of the container, then turn to the left, CROUCH and SIDESTEP to the right cautiously along the container top's midline, checking for the Rodian and his loophole through the Disruptor's scope (set at about 50% to 75% zoom) and using RIGHT-LEAN. As soon as the sniper is seen, fully ZOOM and charge the Disruptor, move very cautiously to get a clear shot and fire. Switch back to Lightsabre and CROUCH to the end of the container, where the first Weequay can be MIND TRICKed (via the top of his head!), drop off the container roof and kill him while he is still under the influence. There are two cases of Power Cell Ammunition at his position, plus his Bowcaster, for replenishment. For the last Weequay, JUMP onto the tall, square, container next to Kyle, move along it until he becomes visible to Kyle's left; MIND TRICK him then drop down. It's quite possible to drop so close to this one that the Lightsabre does the deed before Kyle has his feet back on the ground! Now, move up the walkway towards the Rodians' building, keeping to the left-hand side of the cut-outs until the building's gun-bay opens, then backtracking and going to the right-hand side, as Lando comlinks that he is pinned-down. Destroy both Automated Defence Cannons in the bay (they are mounted one above the other) with a fully charged Disruptor shot each, (the best aiming points are the red ready/active lights on the mountings) and move across the walkway between the cut-outs toward the door. There a 'Grenadier' Gran will be visible through a slit to the right of the gun-bay; eliminate him with the Disruptor, then move along to the end of the building on Kyle's left and look left to the walkway across the gap; targeting and eliminating a Weequay guard (he is the one most likely to have noticed the firing - if he has, he will probably be firing himself) as he comes around the corner. If he does not put in an appearance straight away, the Author recommends waiting five (real time) minutes before proceeding. Note that the figure working a console in a booth below the walkway is Lando - don't shoot him by mistake! Next, select Lightsabre and SPEED to the end of walkway and up to the door on the right, halting on the threshold at the centre of the doorway (thankfully, this one doesn't slam shut unexpectedly) and CROUCH. One or more Weequays will try to come through the door when Kyle opens it; use MIND TRICK or PUSH as appropriate and THROW to finish him or them. Turn about without going inside the doorway and look for two more Weequays patrolling the walkway around the Fuel Tanks. If neither of these are running about and firing, they may be safely left until the chamber inside the doorway has been cleared, otherwise eliminate them now - long-range Bowcaster fire may not be all that accurate, but Kyle has to swap weapons, and taking a random bolt through the open doorway is just not worth the risk. Inside, there are two 'Grenadier' Grans and two Disruptor-armed Rodians (only one on Padawan Setting) in a large slightly-sunken alcove to the left, who have cover from three double-sets of curved pipes and four much larger vertical pipes. Ease through the door and put Kyle's back to the right-hand wall, keeping tight against it throughout. Carefully move along it until the first of the large vertical pipes can be seen (Kyle needs to be able to clearly see the left-hand edge and part of one of the curved pipes - but not so far across that he can be hit with Disruptor fire). STAND and throw a Thermal Detonator (Secondary fire and maximum range throw) about two thirds of the way up its centreline, which will usually get rid of the Gran on that side (listen for the death-cry). If not on Padawan Setting, prepare a maximum range, Primary fire, Thermal Detonator and alter the aiming point to put the vertical spoke of the crosshairs on the first light-coloured joint to the left of the large pipe, with the top of the reticle ring just appearing to touch the lower edge of the blocks. That usually sorts out the Rodian near the first Gran's position! Now move (cautiously and keeping Kyle's back pressed firmly against the wall) right along it until both sides of a second large pipe can be seen (Kyle will be standing almost in the corner of the passage - about a pace away from the long wall). STAND again and throw a maximum range, Secondary fire, Thermal Detonator about two thirds of the way up the left-hand large pipe's left edge (another Rodian death-cry should result!). Finally, bounce a maximum range, Primary fire Thermal Detonator off the extreme top of the left-hand pipe's centreline (this Gran does not always give a proper death-cry, so check cautiously after selecting Bowcaster, E11 or Lightsabre). Even if it means a "mowing the lawn" search pattern, bring Kyle up to a full complement of Thermal Detonators by locating one, or both, of the Grans' supplies and grab all discarded Bowcasters and Disruptors that have not already been collected. If the remaining Weequays on the walkway haven't yet been dealt with, now's the time. Do it from the doorway and try to shoot the first while the other either has his back turned or is out of sight (their patrol routes are predictable and incorporate either directly-towards/away movement or a slight halt - which make both shots a lot easier). The safest option is to use full-power charges for complete disintegration. When done, head along the passage almost to the corner. There are two Disruptor-armed Rodians at the far end of the passage (one fully exposed in the passageway, the other waiting in ambush position on the other side of a window to the right). Do an on-the-spot turn to the left (to be facing down the passage when RIGHT-SIDESTEPping later) and set up a Primary fire Thermal Detonator for a maximum range throw (use the horizontal joint in the wall to Kyle's front as an elevation guide). Engage SPEED, RIGHT-SIDESTEP until in line with the Rodian, throw the Detonator and LEFT-SIDESTEP back out of his line of fire. There will not always be a death-scream, (although there will probably be the sound of breaking glass!) so use a quick LEAN to see if he has been removed; repeating the exercise if not. When safe to do so, move down the corridor nearly to the window and make sure that the Force Meter is back to full; then Select E11 and engage SPEED again to tackle the second Rodian beyond the window (he is at a higher level, about 35 degrees elevation). Author's Note: Sometimes, the beyond-the-window Rodian can be reinforced by a Weequay and another Disruptor-armed Rodian that would otherwise be encountered later. These have been marked with an asterisk in parentheses (*) where they would normally be encountered. Move through the doorway to the platform where the first of the "sightseeing" tour 'Grenadier' Grans was standing before being shot, turning left to locate the gun-bay. Switch to Lightsabre and JUMP up into the bay, easing round to the left of the wrecked Cannons to get into the aperture at their rear (CROUCH to see a Disruptor-armed Rodian - to the right, and a Weequay (*)- to the left, through the windows); don't be surprised if Kyle picks up a set of Thermal Detonators on his way around, they belonged to the Gran at the Cannons. Engage SPEED and turn right on exiting the aperture, JUMPing into the corner above the Rodian's head, so Kyle lands on top of him and knocks him flat, ready for the Lightsabre! Author's Note: No, Kyle didn't just have a temper tantrum, that's just what happens when a being or Droid gets JUMPed on! Alternatively, bounce a maximum-range, Primary fire Thermal Detonator off the top part of the transparent barrier and listen for the scream! There are a reasonable number of supplies on the floor of this chamber (which is fitted with a transparent, three sided, partition), two cases of Power Cell Ammunition are/were at the loophole where Kyle is now standing, a pair of Bacta Canisters is to his right, another case of Power Cell Ammunition (two on Padawan and Jedi Settings) is/are at the loophole at the other end of the chamber (past the gun-bay), and a pair of Small Shield Boosters are all the way around to the left. Dispose of the Weequay (*) just past the other end of the chamber (try MIND TRICK followed by THROW when he walks towards Kyle); then engage SPEED and follow the passage, using the "Safe Sabre" method on the next Weequay (about a third of the way along) and being alert for the appearance of a Disruptor-armed Rodian (*)from the archway at the end, opposite the two cases of Power Cell Ammunition on the floor. He can be given the PUSH and THROW treatment. Wait until the Force Meter shows full, then once again engage SPEED and RUN through the archway, bearing left to Lightsabre the Weequay on guard there. During this manoeuvre, a Disruptor will probably be heard to discharge, and the Rodian culprit might be glimpsed standing at the top of a ramp within the Flight Control Centre. The direct way of removing this sniper is to SPEED up the ramp, PUSH him flat, then apply the Lightsabre; but try the option in the next paragraph as an alternative. Engage SPEED again and RUN back into, and a little way down, the passage, before coming back to the archway end and CROUCHing in the passage as far away from both archway and door as possible (with Kyle's back against the narrow strip of walling). When set, put two or three rounds of half-charged Disruptor fire through the vertical midline of the Flight Control Centre door (aim about a quarter of the way between the 'V' of the upper diagonal decorative bracing and the top of the door). There may, or may not, be a Rodian scream during this treatment! If not, then apply the direct option instead. It's always wise to check out the area accessed by the down-ramps on each side of the central one, sometimes there's a Disruptor-armed Rodian lurking down there (particularly if no Rodian came into the passage to investigate) before operating the Control Panel (there are two Bacta Canisters, and on Padawan Setting only, a case of Power Cell Ammunition, in that area) to get a "Good work, Kyle!" from Lando. After which, PUSH the triangular roof pane above the Control Panel to break it. That is the way to Secret Area 1. To visit, hop up on the front of the Control Panel then JUMP and apply just a touch of FORWARD - not too much, it's a very, very long drop outside! - to land on the sill (Matthew Rorie's tip of facing downwards while in third-person view does, indeed, make the 'touch of FORWARD' much easier to judge). Turn about and hop up onto the central support beam (do not JUMP or RUN on any of the glass, it will probably break!), moving along that beam until it joins with the rear support beams above the lobby doorway, then move to the right down the beam to find a pair of Bacta Canisters and a pair of Large Shield Boosters. Whatever the state of Kyle's Health and Shields, the Author always breaks the nearest slanted side-pane with PUSH and then PULLs all these supplies - best done with a gentle PULL while in CROUCH - to land them in the lobby area below, so they are easily available if required later. Return to the Control Panel end of the building via the beams, but if dropping back down through the triangular pane looks too risky, WALK onto one of the roof-panes nearest to the Control Panel and break the pane with PUSH. So long as Kyle lands on the flat section at the top on the ramp there will be no Health penalty. Operating the Flight Control Centre's Control Panel has also unlocked the two side doors, so there's no need for Kyle to take a return trip through the storage containers area and unlit room. Just go out of the door at the bottom of the ramp, turn left, through the door in front, down the ramp and back along the walkway to the Fuel Tanks, on the way to the Hangar's main door. Just as Kyle comes to the edge of the (now open) door; note the Auto-saved Checkpoint. Be sure to keep at least a Kyle-pace away from the Hangar threshold until well prepared for a major fight (it is probably no exaggeration to describe it as a Battle-Royal on Jedi Master!) against the 'company' that Lando predicted would soon be calling. At a minimum, the preparations should (in addition to ensuring that Bacta is the ready-use Inventory Item) take the form of three Primary fire Trip Mines at the Hangar's rear door (all deployed on the ground, ideally with their centres on the join between the different surfaces; one dead-centre, the other two midway between the first Mine and the door edges), plus one, deployed on the Hangar wall, each side of the main door. If a disciple of "nothing succeeds like excess", it is possible to beef these up with additional Trip Mines (from Secret Area 2) and/or Det Packs (Kyle's stock, the unlit room and Secret Area 3); but it might be found to be counterproductive. Despite the difficulty, Secret Area 2 should be visited; there's at least one more Seeker Drone up there - and the battle coming up is their chance to shine; so head back to the ramp outside the Flight Control Centre! Secret Area 2 - Jump 1. Stand at the centre of the first complete-width panel down from the Flight Control Centre door. Go empty-handed (hit the 'hyphen' or 'dash' key) and turn so that the crosshairs are positioned on the line where the light stonework joins to a grey, more metallic-looking material to the left of the lower window. It is probably best (so the take-off point can be judged accurately) to lower the crosshairs so that they are in line with the bottom of this window. QUICKSAVE! Hit FORWARD then JUMP, coming off FORWARD and holding down USE/INTERACT at the start of Kyle's downward trajectory to 'stick' the landing (this is vital, as the actual landing area is very small). Secret Area 2 - Jump 2. QUICKSAVE again and move against the wall, halfway up the right-hand slab at the middle of the slope. Put the horizontal line on the crosshairs on the point where the top of the slope appears to join the vertical wall and the left-hand edge of the reticle circle a touch to the right of the vertical joint line. Hit FORWARD then JUMP (keeping both on) and Kyle should land on the Secret Area ledge. The Secret Area contains; a pack of Trip Mines, a Large Shield Booster and a Seeker Drone (two on Jedi Setting; three on Padawan Setting). Collect what is needed. Secret Area 2 - Jump 3. Move to a point about two-thirds of the way across the front of the ledge from the left; and about a half-a-pace from the front edge. QUICKSAVE, turn to the right (aiming at approximately the mid-point of the slope), hit FORWARD and then JUMP, release both and then hit and hold USE/INTERACT to 'stick' Kyle's landing. Secret Area 2 - Jump 4. Move right up to the top of the slope again and stand back-to-the-wall at the centre of the small flat area. QUICKSAVE! Next is the toughest (easiest to misjudge) leap of the lot as Kyle hasn't got a lot of traction on that slope. RUN down, hitting JUMP when crossing onto the third slab. If it looks like Kyle will land on the walkway, release both the other keys and hold USE/INTERACT; otherwise rapidly hit the QUICKLOAD key (Default F9) because Kyle's death-plunge scream can get on peoples' nerves! Author's Note: Those using a mouse with 'Free Look' turned on, may be able to employ a mini-cheat with Jump 1 as that configuration lets Kyle be swerved a little while in mid-air (although the take-off point has to be altered)! If Kyle looks to have over-done Jump 4, a touch of BACK during his downward trajectory may save the situation. Fortunately, accessing Secret Area 3 is far easier. Select Lightsabre and return to the taller of the two Fuel Tanks, going behind it first to check for enemies, then coming round to where the pipes pass overhead. JUMP on the buttress nearest the pipes and from there to a small ledge above them. Next JUMP up to the top of the Fuel Tank and find the very large pipe that enters the tank around to the right; drop down onto it ('stick' the landing here too, for safety) and move all the way along it. At the end JUMP (more of a hop) onto the low ledge, and from there onto the higher ledge, where Secret Area 3 (containing three Bacta Canisters, a pack of Det Packs and a belt of Thermal Detonators) is located. Reverse the process to return, only instead of trying to drop onto a buttress, drop onto one of the two parallel pipes leading to the Valve Control Fuel Tank (and the Fuel Control Valves - for later reference), RUN along to its top, move all the way around to the right and drop back down to the walkway. When all is ready, ensure the Lightsabre is in-hand, but deactivated (sometimes the blade catches a deploying Seeker Drone and destroys it), do a full SAVE (not a Quicksave) then move into the Hangar. There is even time to recharge Shields at the converter while Lando is nattering (having 100% Shields before the action starts is highly recommended) and deploy all but one of Kyle's flock of Seeker Drones before panic-time! Kyle's task is both to survive and eliminate enough of the opposition to enable Lando to do the same; which (without explosive booby-traps thinning out the opposition) can be a really tough, or virtually impossible, job on the higher Settings; although it has to be said that Lando is a pretty fair shot and his blaster seems to pack quite a punch!. When Kyle says "We've got company!" and Lando replies "Get to the ship!", the Author recommends doing nothing until Lando moves (the rear door booby-trap will probably be seen to catapult some attackers into the Hangar at some point during this). Ignite the Lightsabre and RUN (not on SPEED) down the left side of the Hangar; it's probably best to hurdle the fuel pipe immediately to Kyle's front. By the time that Kyle gets close to the second cylindrical Fuel Coupling, the Seeker Drones should be making their presence felt and distracting the opposition. Pass the connector to its left, before heading right and engaging SPEED. Kyle's priority targets are 'Grenadier' Grans (the attackers contain a fair proportion of Grans, but not all of them 'Grenadier'), but if a Rodian or Weequay gets in the way - Lightsabre them out of the way (use "Safe Sabre" where possible, but it will probably be necessary to SLASH some of them). If the Lightsabre missed a few enemies on the first run through, repeat the dose in the opposite direction; but don't get too far from the Lady Luck's boarding ramp - Lando will reappear and board, telling Kyle to "Hold them off", something that the Author feels is best done from the top of the ramp leading to the cockpit area (liberate the last Seeker Drone when in position). Kyle always takes Damage, but it usually isn't fatal; and as far as the Author can recall, every time that Kyle survives to get aboard the Lady Luck, Lando does too. The Author's best performances to date leave Kyle with all 50 Health Units and 48 Shield Units remaining. The only real problem with this method is that if a knot of three or four 'Grenadier Grans' assemble at the rear door, judging the right time to duck under their Detonators and put them to the Lightsabre can be a bit tricky! Author's Note: This tactic is based on my observation that attackers never charge in through an entrance when Kyle is in its vicinity, and my theory that the programmers arranged it that way to make things 'interesting'! Virtually the entire first rear door wave is eliminated by the Trip Mines, while Kyle is near the main doors, leaving the second rear door wave no option but to come in straight away. Supplemental 1: It is actually possible to JUMP onto the Lady Luck's hull (not directly over her bow, but a little to either side) and RUN all the way to her stern; but Lando has been killed every time the Author has tried this in combat. Supplemental 2: Didn't the Seeker Drones do well! Two to three hits to kill a Rodian or a Weequay, five or six for a (tougher) Gran, and a good deal of distraction among the enemy ranks, into the bargain! Lando will then complain that the fuel isn't coming through, and wants Kyle to find the valves and turn them on. Exit the Lady Luck and RUN a complete circle around her, there are almost always stragglers left in the Hangar, and sometimes one or more attackers out on the walkways to either side. Mop them up as they are spotted. While touring the Hangar, note that there are several supply items in various locations inside; three Bacta Canisters (four on Padawan Setting), two cases of Power Cell Ammunition, two cases of Metallic Bolt Ammunition (a curiosity, since no weapon using it has yet made an appearance!) plus a Shield Converter and an Ammunition Converter. Find the fuel valve codes that Lando was talking about (they are on the two cylindrical Fuel Couplings to the Lady Luck's starboard side) - the Red valve code is a circle with a diagonal line through it, the Blue valve code is a leaning X - and go out of the Hangar via the main entrance. Kyle will have to fight his way to the Fuel Tanks - one 'Grenadier Gran' on all settings plus two (Padawan) to five (Jedi Master) Disruptor-armed Rodians; all at high elevations; so adopt the same street-fighting tactics as before. When just past the turnoff to the 'locked' door, advance in CROUCH, scanning the rooftop directly ahead. If Rodian legs are seen, target and fire immediately with a full-power Disruptor shot. Next, advance very cautiously down the wall on Kyle's right-hand side to check if the Large Fuel Tank has a sniper in residence - the Author normally targets his weapon in order to get rid of him, two full-power Disruptor shots doing the job. Switch to the other wall and, again advance very cautiously, scanning for one or two snipers on a rooftop high to Kyle's left. With that rooftop checked/cleared, advance (CROUCHed) down the left-hand edge of the walkway until a 'Grenadier Gran' can be seen on a roof beyond the Small Fuel Tank. Last, but not least, RUN to the Large Fuel Tank and take cover behind the buttress that Kyle will be jumping onto shortly. From there, scan along the roofline of the Flight Control Centre for a Rodian torso beyond it. Usually this sniper has to be taken out with a body-shot through the glass panels, but occasionally enough of his head is showing to do him that way. With all those locations checked and cleared, Kyle can make an undisturbed JUMP onto the buttress (if Secret Area 3 has not yet been visited, now's an excellent time to collect the Secret Area credit, if nothing else) and then onto the pipes, as before, RUNning across to the Small Fuel Tank and setting them (the Blue Valve requires two presses of USE/INTERACT, the Red Valve, three.). Lando will say that the fuel is coming in when this has happened, and reminds Kyle about the roof! It may be best to re-visit the Flight Control Centre via the rear of the Large Fuel Tank at this point, for re-supplies of Bacta, Power Cell Ammunition and Shields (remember the Booster(s) and Bacta sent down from Secret Area 1?). After seeing to the Logistics, go into that building's lower section again and re-enter the Hangar via the door, newly extended bridge and the Hangar's rear door. The entrances (one on each side) to the Hangar Roof Control Rooms are hidden under crates. On the port (left) side of the Lady Luck, the crate can be PUSHed from the direction of the main door or PULLed from the direction of the rear door; on the starboard side the largest group of crates must be shot or Lightsabered out of the way. In both cases a grille in the floor has to be smashed, before dropping down and CROUCHing along a passage, smashing the grille at the other end (one is vertically above the end of the passage, the other at the end of the crawlspace, where a Weequay may come into view for a PUSH and a THROW). Eliminate the defenders (expect at least one Disruptor-armed Rodian and one Weequay in each room with 'Grenadier' Gran backup on Jedi and higher Settings; and the room on the starboard side to be possibly the more heavily defended) and turn on all five of the Control Panels; the four in the centre of each room first, then the one on its own. It does not matter which room is visited first, although the Author seems to go to the entrance to port of the Lady Luck most of the time. Engaging SPEED before entering the rooms seems to be an effective tactic. The room at the end of the passage to the Lady Luck's port side contains two Bacta Canisters and two cases of Power Cell Ammunition; that to starboard a belt of Thermal Detonators and a pair of Small Shield Boosters. Top everything up (including draining the two Converters, if needed) and return to the Lady Luck but (especially on the higher levels) do not get too far into the cockpit, just far enough that Lando tries to start the engines is fine, but the engines don't sound fine at all! Lando's attempt to put matters right is interrupted by a Cutscene showing the bay door opposite opening, revealing Reelo (at the controls of a Twin Cannon Mounting) and yet another group of his minions. Activate the Lady Luck's cannon (triggering another short Cutscene) and eliminate Reelo first (his is the most powerful weapon) then blow away the rest of his followers so that the Lady Luck can take off. Note: When dealing with Reelo, it may be quicker and more economical in ammunition to shoot, by eye, at his Twin Cannon Mounting (keeping the aiming-mark white) until it explodes and takes Reelo with it, rather than trying to target Reelo himself (where the aiming-mark turns red). As a point of interest, Reelo and his minions are in the room with the repulsor-based cargo/ship lift in the middle; the same room that the Kyle went through to get to the storage containers area (note the Battery Packs that are in view) although it now has a solid floor in the centre (the lift?). The Level concludes with Kyle having a nightmare flashback to his encounter with Desann and confessing what had happened to Lando. Lando suggests a plan of action that might let Kyle trap Desann before the New Republic Strike Team arrives. ******************************************************************************* (8-12) BESPIN (CLOUD CITY) - UNDERCITY (Level 12) - [map code = bespin_undercity]. 3 Secret Areas. Opposition: => Rodians, Grans, Weequays, Reborn. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [2]*, PULL [2]*, SPEED [2], JUMP [2], MIND TRICK [1], HEAL [1]**, => LIGHTSABER THROW [1], LIGHTSABER DEFENSE [1], LIGHTSABER OFFENSE [1]. The upgrade of Force PUSH and PULL to Rank 2 will be found to be a vast improvement over Rank 1; PUSH knocks enemies flying onto their backs (note the plurals, as it operates in an arc in front of Kyle, so no more PUSHing enemies one-at-a-time) and PULL can take their weapons away although (in addition to the risk of PULLing weapons' fire, mentioned earlier, which can be lessened by PUSHing or MIND TRICKing first) be mindful that enemies will pick up discarded or spare weapons, if given the opportunity - which can lead to some bizarre combinations; such as Rodians wielding Bowcasters and Weequays firing Blasters! In view of this fact, consider going a little short of Blaster and Power Cell Ammunition - plus Metallic Bolt, when that becomes available - so, if PULL is used in this way, plucked-away weapons re-supply Kyle's ammunition stocks and are not left lying about. HEAL (DEFAULT KEY = F5)is also a useful addition to the Jedi bag-of-tricks, although at Rank 1 no movement is possible and Jedi HEALing at any Rank temporarily drains a full Force Meter in exchange for 25 Health Units (the same as a Bacta Canister). FORCE HEAL is a fully Light-side Power. Select and activate Lightsabre and move (the Author recommends going anticlockwise, so as to only have a Weequay as Kyle's immediate opponent at the top of the piston's stroke) around the narrow walkway until coming upon a archway closed by a grating. Wait off to the side of the light-brown area (an air-blast powerful enough to blow Kyle off the walkway comes out of these gratings at intervals) and THROW the Lightsabre to smash it. A piston will be seen to drop down to walkway level after each air-blast; that is the safe time to duck through the arch. Ride the piston up (be careful not to stand too close to the side of the shaft, in case Kyle is crushed against a projection) and dispose of the 'Grenadier' Grans and a Weequay at the top; where there is a Shield Converter and the doorway to the rest of Cloud City. The Author favours engaging SPEED when nearing the top, PULLing the Weequay then JUMPing onto the ring-walkway and going after the Grenadier' Grans (PUSH followed by Lightsabre). Secret Area 1 is located in this chamber; stand by the Shield Converter and look to the right and up for a rectangular opening in the side of the ceiling over the ring-walkway around the piston shaft. Access is a little tricky and takes timing. Drop onto the piston again and move to the structure in the middle, standing by the side nearest the opening. Ride the piston down, and JUMP onto the small ledge at the top of the structure, but ONLY when hearing the sound of the air being forced out of the arches below (too early will cause Health Damage, sometimes to fatal levels; too late and Kyle will not get enough height); then ride the piston up again pressing FORWARD and JUMP (while aimed at the opening) just before Kyle gets crushed against the piston-gland. While SPEED can help with the timing of this JUMP, the Author finds that the distorted perspective while on SPEED more hindrance than help. The contents are a Seeker Drone and a Small Shield Booster, so may not be thought worth the bother of an attempt. Author's Note: The piston drops so quickly on the other parts of the downstroke that any movement risks a very long, and fatal, fall - try forcing an enemy onto the piston plate and PUSHing him on the first part of the downstroke for an darkly-satisfying kill! Only attempt to leave the Secret Area by dropping to the piston plate, when it is fully raised again; JUMPing back to the ring-walkway before the next downstroke. There should be enough time to do this in one go, but, if unsure, wait while the piston cycles up down and up again to be absolutely safe. There is just one doorway out of the piston-chamber, unlocked only at either the top or the bottom of the piston's stroke (it is also a door that will close on any being underneath it, so be mindful). If the light above the door is amber, the door is locked; if white, it will open onto a forked chamber occupied by a pair each of Weequays and E11-armed Rodians (normally one of each down both sides of the fork). Deal with them (SPEED is a help) then take the left-hand fork, past a case of Power Cell Ammunition (two cases on Jedi Setting; three on Padawan Setting)by the wall to the left, to the lift at the end (as stated in Matthew Rorie's Walkthrough, this lift is not very obvious). Go up and eliminate the 'Grenadier' Gran (SPEED helps again), then go up to the door at the end of the passage leading into a Cloud Car bay (tactical tip, the Damage potential is reduced if Kyle CROUCHes outside the chamber, MIND TRICKing each defender in view, then PULLing to disarm them - mopping up with a ranged weapon when all are disarmed). Once its defenders have been eliminated (Weequays and E11-armed Rodians again), JUMP from each of the Cloud Car's pods to the broad shelves above. On Padawan and Jedi each shelf has two Bacta Canisters and a Small Shield Booster lying on it. On the higher Settings the right-hand shelf is the same, but the left only holds the two Bacta Canisters. Back at the foot of the lift again, go through the first door to the left and kill the two 'Grenadier' Grans and two Weequays defending it (SPEED helps here, as well; as does PUSH on the Grans and "Safe Sabre" on the Weequays). The being in the Control Booth (where there are another two cases of Power Cell Ammunition) is an Ugnaught; a Cloud City resident, this one seems harmless and neutral. The Author recommends leaving him alive and in-situ; in case he's needed later. In the far corner of the room there is a lift to a second Cloud Car bay, defended by some Weequays and at least one E11-armed Rodian, containing a further two Bacta Canisters and four boxes of Blaster Ammunition. Except to add to the end-of-Level body-count, it's probably not a lot of use going up there, (the tactics used in the previous Cloud Car bay work here too)! Find, and stand by, the transparent door to the chamber with the gas-flares coming out of the walls and MIND TRICK the Ugnaught to get him to open it on hearing the flames die (it is also possible to operate the Control Panel by the Ugnaught -or INTERACT with him, for the same result - and SPEED across the room, but using MIND TRICK is probably safer), go through the 'gas-flares' chamber, HACK the lock and move into the lift chamber. Take the lift up, staying on the same side as the Control Panel and towards the rear of the platform. On arrival note both that the platform drops back down (leaving restricted safe manoeuvring space) and that there is a Shield Converter on the other side of the lift shaft. Approach the left-hand side of the doorway at an angle (in CROUCH and with Disruptor selected), until the door opens then ease round to locate the first of two Disruptor-armed Rodians in the circular shaft beyond the door (SPEED helps with a Damage-free takedown of this one, but be careful not to go so far through the door that the second sniper can target Kyle). The large circular shaft on the other side of the door may be the means of moving that piston up and down, certainly the coils around the various levels look like superconducting-electromagnets. Whatever they actually are, they are lethal if contacted, the only safe places being the metallic-looking collars at the ends and the tops of the power-shunts that move up and down. The task here is to SPEED across the red forcefields at each level (while they remain active) and ride the power-shunts upwards. However, the Author recommends doing nothing about the second Rodian - yet; but waiting for the forcefield to activate, before SPEEDing to the first Rodian's position (providing Kyle does not get hung-up while going through the doorway, the second Rodian's fire will go wide). JUMP onto the collar on arrival and immediately do a left turn-on-the-spot to locate and eliminate a Weequay on the next level up, before salvaging the discarded Disruptor (if visible) with PULL and ducking through the arch. Note the case of Power Cell Ammunition in the archway, there's one of these at every sniper's position in this shaft. On the other side, select Bowcaster and bounce Secondary fire through the arch of the next support structure after the power-shunt trackway (try putting the vertical line of the crosshairs on the first panel joint back from the support), which usually gets rid of the second Rodian. Next, re-select Disruptor, wait for the forcefield again and SPEED across to that collar. If the Rodian is still alive, fry him by launching a PUSH at him through the archway before turning to deal with a second Weequay; in the same relative position as before. When done, SPEED back across to the doorway on the next activation of the forcefield either to top-up Shields at the Converter, or (once the forcefield activates again) SPEED directly across to the moving power-shunt. The second ring (where the Weequays were) is now clear, so SPEED directly across to the next power-shunt as soon as it's safe to do so. However, the third ring is defended by a Disruptor-armed Rodian on the collar immediately to the right of where Kyle's power-shunt will stop. The Author prefers Bowcaster for this snap-shooting, mutual-exposure situation -for safety, usually with another burst of SPEED engaged just before the power-shunt reaches the top of its track. Before proceeding, scan the top of the next (and last) power-shunt with the Disruptor's scope to spot a Gran (of the 'Grenadier' variety) standing to the right of the track. It's easiest to take him down from Kyle's current position, although it may mean riding down and up for two or three cycles. There are two ways of tackling the pair of Weequays waiting to ambush Kyle on the fourth ring, but it's probably safest to keep them at long range and pop them both with the Disruptor - a burst of SPEED just before reaching the top can help with tracking during the change in elevation angle, and almost always allows them both to be taken out within the duration of the SPEED burst; although the power-shunt will have to be allowed to make another cycle so Kyle's Force Reservoir replenishes. Once at the top, look for the door a quarter-way around the circle, probably to the left. Select Lightsabre and SPEED to the door, PUSHing through it as it opens to knock the defenders down (with particular emphasis on catching the 'Grenadier' Gran) and kill them. This is another lift-chamber, with a Large Shield Booster and a Bacta Canister (two on Padawan Setting) are on the floor and is also the location of Secret Area 2. Raise the lift platform (without boarding it) to reveal the entrance to the Secret Area, which contains a Bacta Canister, a Small Shield Booster and two boxes of Blaster Ammunition. There's a duplicate Control Panel down there, so there's no chance of getting trapped. Take the lift up, exiting into a corridor with an Ammunition Converter. Head to the door into another circular room, with several vertical pipes and three circular grilles in the walls. After mopping-up the Weequays and E11-armed Rodian defenders (usually one Rodian and two Weequays and probably best done with the MIND TRICK and disarming-PULL tactic, followed by elimination by ranged weapon fire) tour around the outer edge of the chamber to find; two Bacta Canisters (four on Padawan and Jedi), a belt of Thermal Detonators and two cases of Power Cell Ammunition spread around. It's well worth ensuring that Kyle has maximum Shield protection for the next part of the journey, even if finding sufficient Units in unused or part-used Shield Converters means retracing Kyle's path right back to the beginning of the Level (getting back through the 'gas-flares' room is just possible with the help of SPEED and MIND TRICK) as there's no going back once past here; and two or three testing times coming up. Also take time to maximise Kyle's Bacta stocks and Health, for the same reason. Once done, smash, and hop through, the circular grille to the left of the door (the others either do nothing or drop Kyle back, unharmed, in the middle of the room) to get a ride to a small platform, attached to the side of a vast chamber not unlike where Luke duelled with Vader in Episode V. Once there, wait for the airflow past the outer-right corner of the platform and RUN into it to ascend. As it is not unknown for Kyle to either miss the air-column or to actually land on a defender and get bucked off the platform as a result, Quicksaving before each element of this upward-mobility exercise is very strongly recommended. Do this (eliminating defenders on the way - PUSHing them before touching down on their platform works especially well) until reaching the platform guarded by two Weequays. There, RUN into the upward airflow from the centre of the front of the platform for a free ride to the vanes above and Kyle's first confrontation with a Reborn. Author's Note: When in combat with Force-wielding enemies, conventional weapons are almost always totally ineffective (except under very special conditions), and explosive devices are almost always a waste of time and ordnance, except in one particular case. The Lightsabre should be the weapon-of-choice in these situations. Likewise, PULL and PUSH are rarely effective (unless used to 'force' the enemy into FORCE-BLOCKing, when a well-timed SLASH or HACK can get through his guard); but SPEED is highly useful. THROW can also have a place, but there is a definite risk of the THROWN Lightsabre being parried away and not returning to hand for quite a long time! A FORCE-BLOCK appears as a wash of Force-energy seen around Kyle's (or a Force-wielding opponent's) left hand and/or arm during combat, and indicates the successful negation of an attempted PULL or PUSH. As stated, Kyle's Primary Lightsabre attack is a horizontal SLASH, normally going from right to left. However, a well timed application of STRAFE/MOVE RIGHT can reverse its direction. Either direction of SLASH can effectively be combined with CROUCH to get under an enemy's guard. Duelling this particular Reborn - an ordinary Reborn (Orange hood - the weakest type) on Padawan and Jedi; a Reborn Force User (Red hood with sandy tunic) on the higher Settings - can be a bit tricky. Not only is he Kyle's first Lightsabre-armed opponent, but manoeuvring space is restricted due to being on the platform. The Author tends to wait for this Reborn to come close, and press him back with a flurry of Lightsabre SLASHes (in both directions) while CROUCHed and on SPEED. It can be valuable to replay this combat a few times: there will be more Reborn (and tougher Force-wielding enemies) later on. Hone skills while there's the opportunity! Move as quickly as possible to one of the endpoints of the platform and locate a plume of vapour (corresponding to one on the far platform). RUNning across these gives a free ride between the platforms, but don't hang about - a pair of Rodians will try to cross over first, if Kyle dawdles. Move to the doorway in the middle of the second platform and deal with a Weequay and two E11-armed Rodians (if they have not already come across the vapour-plume bridge) - it's probably best to CROUCH on the central beam of the connecting platform, MIND TRICKing all enemies in sight and then PULLing to disarm the nearest, which very often makes him a victim of 'friendly fire'! Go just through the door as soon as they are out of the way and another group will come charging down the passage beyond the door from the left. A good, safe, tactic with all of these is to CROUCH just outside and use the MIND TRICK and disarming-PULL ploy again, backed up by THROW when it's safe to use it. There is an Ammunition Converter on the opposite side of the passage near the door; top-up if needed, then follow the passage along to the left. Just before the corner a Gran-ish exclamation will probably be heard, so be mindful. The best tactic the Author has found is to go round the corner at SPEED and PUSH both 'Grenadier' Grans flat when within range, this often makes them victims of their own Thermal Detonators. There is a Shield Converter in the bay where they were standing, but unless well down, do not use it yet, but wait until later, and also make sure (before moving toward the door) that the Force Meter shows a full charge; why will be seen on going through the doorway to the left into Carbonite Chamber 17! On Padawan and Jedi Settings, the Reborn in the Carbonite Chamber is a Reborn Acrobat (Blue hood), who seems fond of leaping about and turning cartwheels (try PULLing this one when standing at the front edge of the lift platform immediately after he has said his catchphrase, quite often he lands in a heap just in front of Kyle, ready for butchering!); on the higher Settings he is a Reborn Boss (Red hood, dark tunic), more powerful and not as susceptible to PUSH and/or PULL; although a mid-air PUSH while JUMPing up to his position over the lift-plate has been known to floor him for the Lightsabre if Kyle lands in the right place (but be mindful that he recovers very quickly and also that he can use both GRIP and SPEED). Author's Note: At the Ranks credited to a Reborn Boss (and more powerful Force-wielding enemies) GRIP, in addition to holding its victim immobile and/or inflicting Health Damage, also switches off Lightsabres. If GRIPped, attempt to PUSH out of it immediately, then reactivate Kyle's Lightsabre with the 'Primary Fire' key/button. Otherwise, the drill is the same, engage SPEED and HACK or SLASH until the Reborn expires. Once done with him, a door will open at the top of a stairway and some Rodians will try their luck with Blaster fire. Deal with them as normal. Look for a Bacta Canister (two on Padawan Setting) under the stairway to the Rodians' room, with two cases of Power Cell Ammunition to the right of the head of the stairs; and another case of it almost directly across the Carbonite Chamber. Last but not least, the entrance to Secret Area 3 (one Bacta Canister, one box of Blaster Ammunition and two Small Shield Boosters) can be found under the other stairway. A note of caution: the Ugnaught attending the Control Panel in here has sometimes been known to pick up a weapon and fire it in Kyle's direction - so it's probably best to eliminate him straight away. His Control Panel can be operated to lift a Carbonite ingot out of the pit, but a Carbonite ingot is all that it is! To complete the Level, maximise Shields (Boosters and/or Converter, top-up with the available ammunition, go into the Rodians' room, find and operate the Control Panel to release the R5 Droid and follow him onto the lift platform. ******************************************************************************* (8-13) BESPIN (CLOUD CITY) - STREETS (Level 13) - [map code = bespin_streets]. 3 Secret Areas. Opposition: => Rodians, Grans, Weequays, Reborn, Stormtroopers, Imperial Officers. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power) => PUSH [2], PULL [2],SPEED [2], JUMP [2], MIND TRICK [1], HEAL [1], => GRIP [1]**, LIGHTSABER THROW [1], LIGHTSABER DEFENSE [1], => LIGHTSABER OFFENSE [1]. At Rank 1, GRIP (DEFAULT KEY = F6) is not all that useful an addition to the Jedi tool-kit, its real utility coming in at Rank 2 or Rank 3, although on ordinary (Orange) Reborn and enemies that do not have Force Powers, it can immobilise a single opponent for a THROW, or stop a single opponent firing his weapon in preparation for safely plucking it away with PULL. However, the Author advises that GRIP is not used at anything below Rank 2 unless in a one-on-one situation, and preferably as an ambush tool. GRIP is a predominately Dark-side Force Power (usually unused by Light-side Jedi - except on one occasion by Luke Skywalker!). Kyle has access to it through his experience of nearly becoming a Dark Jedi. There is some good news and some bad news concerning the R5 Droid Kyle has just met up with. The bad news is that (a) the R5 must be kept intact for the Mission to continue and (b) it has been programmed to go directly from A to B; seemingly without any concern for its own safety. The good news is that it is an old Droid, and therefore is not very quick over the ground! It is quite safe to leave R5 on its own for a bit, while, with Lightsabre selected and active, RUNning to, and JUMPing up into the opening directly to the front (and left of the lighted window) where there are two Bacta Canisters to the left of the doorway. Inside is a Heavy Repeater-armed Trandoshan, protected by a pair of Laser Fused Trip Mines. The nice way to deal with him is either to pop a Thermal Detonator under the door to take out the Trip Mines, (it is also just possible to JUMP over their beams without setting them off) then advance and use the Lightsabre. The nasty way is to CROUCH just at the doorway, disarm the Trandoshan with PULL and keep PULLing (while moving slightly backwards each time) until he does the minesweeping chore himself! At the end of the room is a Control Panel for the lift that R5 is heading towards and (to the right) a Large Shield Booster (two on Padawan and Jedi Settings); unless the need for shielding is urgent, leave it/them alone for now. After making sure that the Trip Mines are no longer a threat; engage SPEED, operate the Control Panel and head out of the room (to the left) in pursuit of R5. Be quick to pass the Droid and get up on the ledge (JUMP rather than taking the lift) before it, otherwise it will face almost certain destruction. Once there, move against to the right-hand side of the doorway (against its inner face), turn towards the lock and select whatever weapon is considered suitable for a medium range engagement - the Author usually selects the Disruptor. When ready, back away and allow the Droid access to the lock. When R5 goes to the lock and turns its back fully towards Kyle, move all the way over to the right, and really pin that Droid against the edge of the doorway (otherwise it will be off up the corridor immediately, if not sooner)! Kyle needs to be in CROUCH, facing slightly forward of the edge of the doorway and with SPEED engaging when the door opens. Author's Note: PULLing the R5 back if it gets through the door is not, according to my testing, very effective. Also, PUSH seems too imprecise to either send the R5 back out of the cloister or to lock it against the door frame. Either a E11-armed Rodian or a similarly armed Gran should be the only visible opponent, eliminate him as quickly as possible (whichever one it is, and it seemingly varies with Setting, he is just inside MIND TRICK range). Both that and the SPEED can help considerably in limiting Damage from return fire, although a losing a few Shield Units is quite possible. With the immediate threat neutralised, note that the corridor (actually more of a cloister, with one side open) is very well laced with Laser-fused Trip Mines. Use the Disruptor or Bryar (the Disruptor's sight can be used to give the Bryar a rough point of aim for the far-away targets) to destroy all visible mines in the lower row (it appears that R5 can survive one, and only one, Trip Mine detonation) and then check along the corridor with the sight on maximum Zoom; there should be only two low-level blue beams left, the nearer one noticeably thinner that the far one (there is a hidden, lower row, Mine on both sides at the far end). Use Repeater Secondary fire to detonate the three hidden mines, but be mindful that the Repeater's (Secondary fire) Concussion Grenades do not land anywhere near the range seemingly indicated by the crosshairs, although direction is fine. Give a generous amount of extra elevation (super-elevation) and adjust aim by eye after firing each Grenade. For the first Mine, place the point of aim on the right-hand edge of the pillar and about halfway up it! For the others, the crosshairs will need to be up in the roof! A detonating Trip Mine produces a large, orange-white, flash; in contrast to the blue-white wash of an exploding Concussion Grenade, so it is easy to tell when the Mines have been set off. Thermal Detonators can also do this Mine Disposal job - but most of them are liable to be used up. Check again with the Disruptor's sight to make sure that the way ahead is clear for R5 (no Mines left in the lower row, but the upper row left intact) and back off towards the lift to let R5 go on its way up the corridor (sometimes it will need a touch of PUSH or PULL to get it clear of the edge of the door) - the thugs to the right are after Kyle, not a Droid, so they won't fire at it. Wait until R5 unlocks the door at the end and goes out of sight (so there is no chance of it being caught in crossfire); then select Disruptor and look through the doorway at the far end using maximum ZOOM on the sight, where a 'Grenadier' Gran is patrolling back and forth. Charge the weapon to maximum and shoot him when he comes into the centre of the sight; switching to Lightsabre immediately afterwards. Most, if not all, of the room's remaining defenders (a Weequay, a Trandoshan and two E11-armed Rodians) should come charging down the corridor and into their own Trip Mine trap! It does not seen to matter if Kyle moves out of sight (and out of the line of fire) they will fall into the trap anyway. If they have not appeared within a reasonable time, adjust position and start picking-off the thugs to the right (three of them are available without too much exposure) with Disruptor (or Bryar Secondary fire) and SPEED; which should encourage their colleagues in the room at the end to charge to the rescue! Complete picking off the available thugs with the Disruptor, - Kyle should get into position in the corner at the left-front of the lift, dealing; from far to near; with a 'Grenadier' Gran (fully exposed), and a Weequay (legs showing), before very cautiously edging his way forward along the wall either the last Blaster-armed Rodian or a Blaster-armed Gran - being mindful that there is still one Disruptor-armed Rodian left on the extreme right of their firing line. For this last ambusher, the Author prefers to switch back to the Imperial Heavy Repeater, engage SPEED, LEFT-SIDESTEP up the cloister until the Rodian is in view, giving him a generous a burst of Primary fire. More often than not, handling this final sniper is Damage-free. Check the room at the end for defenders, eliminating any found (usually the Weequay); the two TIE fighters inside are not worth examining, but the alcove (to the right of the door into the next room), where R5 has parked itself, is Secret Area 1 of this Level, containing an Ammunition Converter; collect the Secret Area credit but leave the Converter alone unless vital (there are enough supplies where Kyle is going for all but the most trigger-happy). Go through the door into the next chamber at SPEED (it is a storage area full of stacked Carbonite ingots) and RUN around to the left, aiming to arrive before any of the defenders (a Weequay and two or three E11-armed Rodians) can get out of the door; it saves having to hunt them down around the stacks; eliminate them in the normal manner. Note the two Small Shield Boosters in the right-rear corner (on Padawan Setting there are three Boosters, together with a Bacta Canister in the left-rear corner), but leave them alone for now (if Shielding repair is urgent, use, for preference, the Large Booster in the minesweeping Trandoshan's lair). Once back outside, locate the locked door, without doing anything to it, and check for a case of Metallic Bolt Ammunition (two on Padawan and Jedi Settings) on top of the second stack of ingots to the right. Lightsabre the lock on the door (THROW is best for this) over on the far right side of the Carbonite stacks room and head on through using SPEED. The courtyard beyond is defended by a pair of Weequays, a 'Grenadier' Gran and an E11-armed Rodian and has two Cloud Cars parked on an elevated area to the side. Try to deal with the immediate threats without going down to the far end of the courtyard. A door to the left of the first ramp to the elevated area leads into a Control Room, defended by another 'Grenadier' Gran (directly across from the door) and a Weequay. A good ploy is to engage SPEED, trip the door open and fire a quick round of Repeater Secondary as the door opens. Follow up, on a second burst of SPEED, with the Lightsabre after any Thermal Detonators have exploded. Other than discarded weapons, there are no supplies in either this room or in, what the Author has dubbed, 'Freezing Reborn Plaza'! A Reborn Acrobat (Blue hood) will drop down from the top of the wall as Kyle approaches the door at the far end. The Author can confirm Matthew Rorie's suspicion that this Reborn is glitched - a THROW in his vicinity while on the way down will freeze him in place on landing. Either carve at leisure, or go round behind him and PUSH for some duelling practice; one way or the other, he must be disposed of; the next door will not open until then. As usual, SPEED is a help when duelling. Before leaving 'Freezing Reborn Plaza', make sure that the three types of Ranged Weapon ammunition are partially expended. Through the door Kyle meets up with one of Lando's Cloud City Troopers, in a room with a Bacta Canister (two on Padawan Setting) on the floor to the left and a Trooper casualty. When the Monologue has finished, move to the left side of the door to Kyle's front (through a Checkpoint) which opens onto the streets. Author's Note: It is probably best to adopt a modified form of the urban-warfare tactics used at Nar Shaddaa to keep Damage to a minimum, although as the density of Disruptor-armed Rodians is lower here, the Lightsabre will probably be the main weapon of choice. Supplemental: It is, indeed, possible to JUMP-PULL ledge-level enemies into a killing fall to the street, although doing so needs pretty perfect timing and has to be done from very close to the walls (and the bottomless gap that is lying in wait for a misaimed-JUMP). The Author's advice is not to bother with this technique. Locate the Trandoshan and E11-armed Rodian guarding the big door to the left and pick them off with the Disruptor (for possible future reference, there is a case of Metallic Bolt Ammunition in a niche by the Trandoshan's position) and immediately switch back to Lightsabre before going through the door to meet a Weequay and another E11-armed Rodian (sometimes backed-up by a second Trandoshan) charging down the street from the left. A tactical retreat right back into doorway to 'Freezing Reborn Plaza' generally keeps Kyle safe from enemy and friendly fire (Cloud City Troopers are not noted either for their patience or their accuracy!). If one or more of these enemies are disarmed and bolt for the discarded weapons near the big door, engage SPEED and pursue them, finishing them with PUSH and Lightsabre. Next, move into the street again and scan the ledges opposite for a 'Grenadier' Gran; eliminating him with the Disruptor or Bryar Secondary fire if seen; then, or otherwise move down the street, keeping to the left. If another Trandoshan did not back-up the Rodian and Weequay, then he will be found around a corner to the left (up the steps), watching over a case of Power Cell Ammunition. Lightsabre him in the usual way and grab the Power Cells. If the 'Grenadier' Gran was a no-show earlier, look for him again now, get a safe distance away and remove him, then move to the corner of the street next to the Cloud Car. Select Disruptor, locate and eliminate the defenders on and about the Twin Cannon Mounting on a raised section at the end of the street (Repeater-armed Trandoshan, the Weequay on the Cannon and an E11-armed Rodian - although one or more may have been killed by Cloud City Troopers) and a 'Grenadier' Gran on the ledge to the right of the large doorway. At about this point, surviving Cloud City Troopers will join up with Kyle, and/or get in his way while attempting to give him some assistance! Engage SPEED, barge through any Troopers (using PUSH if necessary) and move smartly round between the pods in front of the Cloud Car, CROUCHing just in front of the engine (be mindful to listen for a warbling Rodian scream while doing this) and about-turning in place. Locate and neutralise a Disruptor-armed Rodian sniper who appears above the left-hand end of the big doorway to the right of the end of the street, then about-turn and engage SPEED again to locate and eliminate another Disruptor-armed Rodian sniper who has moved into a position near where the first Gran was standing. With the Rodian out of the way, give that walkway another scan, usually yet another 'Grenadier' Gran is up there too! Switch to Lightsabre and move towards the Twin Cannon Mounting, but be mindful to keep checking a doorway above and left of the Cloud Car (an E11-armed Rodian sometimes makes an inconvenient appearance; no Rodian scream earlier will probably mean that he is there). Just about when Kyle reaches the seats and lamppost, one E11-armed Rodian will start firing from above the right-hand end of the large open door to the right, and a second E11-armed Rodian will emerge from the opening and come charging across. Backtrack just out of the line of fire of the first Rodian and use PUSH and PULL on the second when he comes within range (MIND TRICK can also be effective, and sometimes the Cloud City Troopers will finish him themselves, but that is immaterial). Switch back to Disruptor and set up to engage the other one (CROUCH, ZOOM and charge) before SIDESTEPping (with SPEED engaged) back to where Kyle has a shot at the first, a long-range MIND TRICK can help in eliminating this Rodian, too. Note that there are some supplies (two Bacta Canisters, a box of Blaster Ammunition and a Large Shield Booster - two on Padawan and Jedi Settings) at the barricade where the Troopers were originally positioned. Switch back to Lightsabre and complete the move to the raised area containing the Twin Cannon Mounting, where a case of Power Cell Ammunition and a case of Metallic Bolt Ammunition (two on Padawan and Jedi Settings) are available for re-supply. Scan for a 'Grenadier' Gran on a very high walkway above and to the right of the top-right corner of the large open door and use the Disruptor (or the Twin Cannon Mounting) to eliminate him, swapping back to Lightsabre afterwards. Move across to the centre of the large open doorway and do a SPEED RUN to the lift at the rear of the chamber, which is still defended even if its appearance suggests otherwise. Go up on the lift (the Troopers with Kyle will say that they are staying down below to see if they can keep enemies off Kyle's back) and move anticlockwise around the walkway. If a Weequay is just standing in a daze in Kyle's way, Lightsabre him, then duck into a niche in the wall just past a case of Power Cell Ammunition and a Bacta Canister - two on Padawan Setting and CROUCH, facing outwards. Use PUSH to send the Weequay (if not already dealt with) and the two E11-armed Rodians off the walkway as they appear to Kyle's front (sometimes there is only one Rodian and a warbling scream - which means that the other one has fallen off the walkway!). Secret Area 2 is on the darkened behind Kyle and above his head. It contains another Bacta Canister, a Small Shield Booster and a case of Metallic Bolt Ammunition. From here, move along the front of the building and follow the walkways around (it doesn't matter if Kyle goes round the outside of the circular tower or ducks through the tunnel) until coming level with the Cloud Car, below. It's probably best to JUMP the gap and land in front of the door, as that move allows defensive coverage from the Lightsabre when the door opens. Inside are two Weequays and an E11-armed Rodian (one Weequay and the Rodian may be engaged in killing a Cloud City Trooper in a room to the left when Kyle arrives, the room contains a Shield Converter - leave this alone for now, if at all possible). MIND TRICKs and disarming PULLs, followed up with the Lightsabre, will sort these out once they are to Kyle's front, then move forward to the far door on the left. There are another pair of E11-armed Rodians to be dealt with here and a big window that is currently covered by a Blast-Shield. Operate the control to open the Shield for an uplifting, if somewhat puzzling, moment later on, then follow the U shaped corridor along to the end door on the left to dispose of a further pair of E11-armed Rodians. This room contains a belt of Thermal Detonators and a Bacta Canister (two on Padawan and Jedi Settings) and two doors, one locked, one not. SLASHing open the locked door (which the Author hardly ever does - there's no consequence, one way or the other) will free another pair of Cloud City Troopers from confinement in what looks to be a lounge, but Kyle's route lies through the other door and onto another set of walkways. Deal with the 'Grenadier' Gran and two Weequays that come down the walkway (PUSH and Lightsabre works best) and carry on along it until a Weequay and two E11-armed Rodians come into view. PUSH them off the walkway and note that a very tall building (with a vaguely circular plan) is at the end of a connecting walkway to the right. Engage SPEED and keep following the walkway Kyle is on, PUSHing and HACKing a Disruptor-armed Rodian standing by a lift platform, before doubling back and across the connecting walkway and taking shelter in the niche at its end (where there are two cases of Power Cell Ammunition) from a Weequay across the sunken area to the left and a Disruptor-armed Rodian high up on the tall building. Pick off the Weequay with the Disruptor first, (he is an very easy kill if he has not noticed Kyle's rapid transit - or is MIND TRICKed at long range) before tackling the Rodian by backing cautiously out of the niche (but not too far!) and shooting him in the head. MIND TRICK can do wonders with this enemy too and the only thing that stops this last opponent from being described as an easy, no-risk, kill is the possibility that Kyle will back-up over the edge of the walkway! Reselect Lightsabre and move back round to the lift platform, noting its counterpart across the sunken area, before operating the Control Panel and descending. Then move across to the second lift and take that one up. At the top Kyle will be greeted by a 'Grenadier' Gran coming out of room where Kyle needs to go; be quick and this thug can be MIND TRICKed into walking blithely forward into a Lightsabre! Inside the room are a Trandoshan, a Weequay and an E11-armed Rodian (PUSH, PULL and MIND TRICK are all effective against these when in used combination with the Lightsabre). The room contains two Bacta Canisters (three on Padawan Setting), two Small Shield Boosters (three on Padawan and Jedi Settings) plus a Control Panel on the left wall; which opens one of the large doors down in the sunken area. Before going any further, ensure Health and Shields are at maximum, even if it means backtracking along the walkways to that Shield Converter. Then, descend to the sunken area and go through the door. Once through, the door will seal itself again behind Kyle. This large courtyard is defended by a pair of Reborn; two ordinary Reborn (Orange hood) on Padawan, two Reborn Acrobats (Blue hood) on Jedi and a Reborn Acrobat (Blue hood) plus a Reborn Fencer (Green hood) on the higher Settings; lying in wait behind the twin obelisks. On the lower settings it doesn't much matter which Reborn is engaged first, but on the higher Settings the Author recommends JUMPing through the gap between the obelisks then trying to take out the Green Reborn quickly - he's a much better swordsman and more inclined to THROW than the Blue. PUSH, PULL and THROW all work, and the Author finds it helpful to do more JUMPing about than usual. When the Reborn are dead, locate a lift platform on the left about two-thirds of the way down the courtyard (there are no supplies available down here on any Setting, so don't bother looking), ascend on it and follow the walkway around to a bridge. Although nothing shows at present, this bridge is seeded with Laser-fused Trip Mines, which activate and become obvious when Kyle is halfway across. The suggestions in Matthew Rorie's Walkthrough could work, although the Author found that the inclusion of a 'Grenadier' Gran in the opposition on higher Settings made things a lot tougher - one of his Thermal Detonators can set off all the mines by sympathetic detonation, shredding Shields and very much reducing Health if he is not eliminated immediately - so the Author devised the following 5-step tactic, which works on all Settings. Step 1: select Repeater and work down the bridge, without going beyond the second buttress, using Secondary fire to detonate the mines behind all buttresses within easy reach of the Repeater; which should leave only two or three buttresses uncleared. Step 2: come back off the bridge and refill with Metallic Bolt Ammunition using the two cases at the far end of the walkway. Step 3: stand by the curved wall, facing along the bridge, select Lightsabre, engage SPEED and run FORWARD; JUMPing as soon as the beams appear to Kyle's front - three beams can be JUMPed over with ease - landing at the far end (where there is a pack of Trip Mines on Padawan and Jedi Settings). Step 4: Move toward the opposition and PUSH as many as possible over, using the Lightsabre to finish them (two can usually be dealt a HACK before having to restore defensive cover) - with the 'Grenadier' Gran as the priority target. Step 5: Mop-up either using PUSH and the Lightsabre or else (nasty method), PUSHing the survivor into the remaining Trip Mines on the bridge! Move along the walkway until the big window comes into view, where (if the Blast-Shield was opened earlier) a clutch of Reelo's thugs are standing, hands-up, as prisoners; guarded by some Cloud City Troopers. That's the uplifting moment. The puzzling part comes after the Blast-Shield closes again, when a Trooper voice sometimes gives the command "Open Fire!" or "Blast them!" (or, occasionally, "Hostiles!"); it's not clear if the Troopers are dealing out summary justice or not! To continue, Kyle now has to drop into the sunken courtyard over the parapet, opposite the window, but it is guarded by two E11-armed Rodians, and he also has to drop into a fairly deep pool (deep enough to switch off an active Lightsabre) to avoid Health Damage. The best way to deal with this situation is to move back to where the parapet comes right against the wall of another building (forming a step) and hop up onto it, selecting Disruptor; moving cautiously (in CROUCH) along the parapet, and a touch over to the right, until both Rodians can be seen. Quickly MIND TRICK both of them, the one on the right first, and shoot them in the same order; the MIND TRICK on the left-hand one should last just long enough to get a shot in. Locate the pool and carefully drop down into it (it is very easy to drop off-line or even go too long!). Reselect Lightsabre and go through the courtyard door into another cloistered arcade, this one curved. A Weequay is visible just beyond the seats, and a Rodian might just be spotted dodging back around the curve (probably to arm himself!). Advance just enough to be able to PULL the Weequay, finishing him with THROW, then take position just beside the first seat to await the Rodian (he's now picked up his Blaster!) and who is almost always accompanied by another Weequay. MIND TRICK both then use THROW to finish them off. Next, select Disruptor since there are still two threats to be dealt with, both Disruptor-armed Rodians. The first is positioned on the upper level of the lower building opposite, at the far end where it becomes a tower. Engage SPEED, and SIDESTEP across in CROUCH, ZOOMing in, and charging the weapon simultaneously, at the sniper's head (for some reason a body-shot does not always produce an instant kill) as soon as he comes into view. The second runs along the upper level of the lower building past the curve of the arcade/cloister. CROUCHing and a careful advance along the left-hand side of the cloister (to about the middle of the bay with a seat at its end) usually results in a free shot at his legs or lower-body. Unfortunately, both of these snipers appear to be out of MIND TRICKing range, so they have to be taken out the old-fashioned way. Kyle should then be able to move safely along to the end of the cloister, where there is a case of Metallic Bolt Ammunition and a case of Power Cell Ammunition by the last seat. Secret Area 3 is also located at this end of the cloister; but as there is still some combat to be done, consider coming back to it later. This Level's final Secret Area (containing a Seeker Drone and two Small Shield Boosters) is also pretty difficult to get into, or out of, so Quicksaving is a must. When (if) the time comes, hop up onto the parapet between the last thick pillar and the end wall by the door and look down to see a very narrow ledge, that's it there! The Author finds that the only way to get in is to turn round and back-up very gradually (using both CROUCH and the WALK toggle) step-by-step until Kyle starts dropping, then immediately hitting FORWARD. Getting out, since there is a very nasty overhang, involves positioning Kyle (again backwards) so that his toes are just on the edge of the ledge, turning about 45 degrees, JUMPing and then hitting FORWARD. That usually does the trick. Through the door is a split-level room (fitted out as a lounge), defended by a Rodian, a Weequay and a quartet of Stormtroopers. Probably the best tactic here is to CROUCH in the outer half of the doorway, using PULL on the Weequay and Rodian (it disarms them, and if they are PULLed from a close enough range, decapitates them as well) then engage SPEED and take on the Stormtroopers as normal. After eliminating all these, note the pair of alcoves in the back wall; the nearest contains an Ammunition Converter and a belt of Thermal Detonators , the far one contains a Shield Converter. It is recommended that (like Secret Area 3) these be left alone until just before entering the next Level. Through the next door is a lift-lobby with guarded by a pair of Stormtroopers (who may have gone into the previous room to reinforce their colleagues there). Dispose of them, if present, and take the lift up to another, larger, lounge; containing a case of Metallic Bolt Ammunition (two on Padawan Setting), two cases of Power Cell Ammunition and two Bacta Canisters; all guarded by a Disruptor-armed Rodian, a Weequay a 'Grenadier' Gran and a Stormtrooper (if Kyle has eliminated the sentries and boarded the lift quickly) these may have a Grey Uniformed Officer, and a Black Uniformed Officer, who has a Security Key, still with them). Once neutralised, that's the final bunch of Reelo's thugs dealt with - from this point on it's Imperial Remnant troops and Desann's minions only; so no more enemy Disruptor fire or Thermal Detonators to worry about!. Even if the Officers have not left the lounge, go through the unlocked door at the end, where a Reborn awaits the attention of Kyle's Lightsabre. This one is a Blue on Padawan Setting, a Boss (Red hood, dark tunic) on the three higher Settings. When the Reborn and Officers are all dead, maximise everything (the next Level is short on Shield Boosters, although there is a special Converter available just before Level-end), operate the Security Lock, pass through the door next to it and along the corridor to end this Level. ******************************************************************************* (8-14) BESPIN (CLOUD CITY) - PLATFORM (Level 14) - [map code = bespin_platform]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, Reborn, Guard Droids, Tavion. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [2], PULL [2],SPEED [2], JUMP [2], MIND TRICK [1], HEAL [1], => GRIP [1],LIGHTNING [1]**, LIGHTSABER THROW [1], LIGHTSABER DEFENSE [2]*, => LIGHTSABER OFFENSE [1]. FORCE LIGHTNING, (DEFAULT KEY = F7) is virtually useless at Rank 1, at least as far as Force-wielding enemies are concerned, although it does seem to have some use against Droids and is lethal against individual Stormtroopers. FORCE LIGHTNING causes a small drain on Shield Protection, but a larger one on Health. It is held to be a fully Dark-side Power, available to Kyle for the same reason as applies to his ability to use GRIP. The upgrade to LIGHTSABER DEFENSE, however, is useful, giving a wider arc of coverage as well as the ability to repel more incoming-rounds-per-minute and there seems to be a slightly increased chance of incoming fire being returned to sender, as well! Before making any forward move, look upwards and to the left. The shape and patch of colour just visible beyond the nearest ceiling-beam belong to a Reborn (Orange on Padawan, Blue on Jedi and Green on the higher Settings) who will drop down and confront Kyle as he passes. Getting rid of this Spiderman wannabe without much risk of Damage is simple, PUSH him back up into the roof, at as steep an angle as possible, as soon as he drops; RUN to where he is sprawled and HACK and/or SLASH, as required, until dead. Very often, he does not even have time for a death-cry! Trip open the door at the end of the corridor, and stand in the doorway. Kyle may have to attract the attention of the guards, if so, throw a full-power Primary fire Thermal Detonator aimed at one of the nearer guards - they are both Leaders (armed with Flechette Weapons). Stay in the doorway, PUSHing one or more of the Stormtroopers into the Trip Mine fence, if possible, but then or otherwise using MIND TRICK (to bring one or more victims towards Kyle and make him/them stop firing) and THROW for disposal. The corridor doors to the right are both locked and those to the left both lead into the same room, where a Grey Uniformed Officer and a Stormtrooper are guarding a Supply Rack (holding an Instant Use Medpack, a box of Blaster Ammunition, a case of Power Cell Ammunition and a case of Metallic Bolt Ammunition). Duck in there to eliminate the Imperials so there are no known enemies behind Kyle, before heading into the octagonal hallway (complete with a Light Sculpture); which offers a choice of two doors, ahead and to the left, plus a lift on the right; this last should not be used yet (Kyle needs to obtain a Security Key before he can do anything to progress the Mission up there). Both of the doorways give access to the same crescent-shaped corridor. The defences inside are; a trio of Portable Assault Sentries, a large Trip Mine fence (through the door to Kyle's front), a trio of Guard Droids and (if they do not come out into the hallway to investigate as Kyle approaches) two Stormtroopers through the door to the left. The Author first enters through the door to the left, immediately SIDESTEPping LEFT so Kyle occupies that corner. If there's time, MIND TRICK both the Stormtroopers, if present, and THROW them in succession before the Guard Droids come into sight. With Kyle's newly upgraded Lightsaber Defense Ranking, there's only a slight chance of any shots getting past his Lightsabre if he CROUCHes in the corner. Either let the Droids' deflected fire destroy themselves and each other, or pick times when none of them are firing to give them doses of FORCE LIGHTNING, which seems to speed-up the process. To finish things in this section of the corridor, advance until a Portable Assault Sentry can be seen, outwait its ammunition supply behind the Lightsabre (in CROUCH), then advance again and destroy it with THROW. If confident of Kyle's abilities in a melee, engage SPEED and RUN through the doorway to Kyle's front; however, the Author prefers to let the enemy do most of the work of killing each other, so backtracks to the hallway, enters the other door and advances (in CROUCH and keeping to the left-hand side of the corridor) under the Trip Mine fence, to the corner. Both remaining Portable Assault Sentries can target Kyle, and Stormtroopers come out of the nearest doorway, but because of the volume of incoming (and deflected) fire, all the Stormtroopers occupying that room usually end up dead (sometimes one remains, to be disposed of by MIND TRICK and THROW), while Kyle remains untouched. THROW both Sentries to get rid of them once they have run out of ammunition and no further Stormtroopers have put in an appearance, before entering the room through either of the unlocked doors. Note: If the Mine fence is left undisturbed now, it might come in handy later and the locked door, beyond where the further of the two Assault Sentries was positioned, leads out onto the landing platform. Inside the room (used for storing some type of coffer-like containers) there are a number of supplies in the corners; one pack of Trip Mines, two cases of Power Cell Ammunition (three on Padawan Setting), two cases of Metallic Bolt Ammunition (three on Padawan Setting) and two boxes of Blaster Ammunition (four on Padawan and three on Jedi Setting, respectively); together with two Battery Packs and two Bacta Canisters (three on Padawan Setting) on top of the side coffers. This room is also the location of this Level's only Secret Area, containing a Small Shield Booster and a Bacta Canister (the entrance is by the R2 Droid, under the stairs, - his counterpart 3PO Droid is yet another disappointing conversationalist!). Get onto the upper level, go through the door and kill the Black Uniformed Officer inside (just occupy the doorway and let his deflected fire do the job), being sure to take his Security Key (and note a Supply Rack on the wall in front of the Officer's Control Console holding an Instant Use Medpack and three boxes of Blaster Ammunition). With the necessary Key in Kyle's possession, it's time to use that lift that he bypassed earlier - but be mindful that there are a pair of Trip Mines in the lift shaft to be dealt with (sending the lift up empty will NOT take care of them!). The Author recommends the Bryar or Disruptor for the job, reselecting Lightsabre afterwards. Particularly on the higher Settings (and still a good insurance policy on Padawan and Jedi) immediately dodge out to the right at the top of the lift and get into the corner nearest to it. The three Stormtroopers (one armed with a Flechette Weapon) present on the lower Settings are joined by another four Stormtroopers on Jedi Knight and Jedi Master, two of whom are armed with Imperial Heavy Repeaters. This concentration of firepower has occasionally been known to get Damage past Kyle's Lightsabre; so the Author recommends ignoring the E11-armed enemies (letting them hazard everyone except Kyle with their fire) while MIND TRICKing the Flechette-armed and Repeater-armed Stormtroopers and then confiscating their weapons with PULL. Also on the higher settings, move over to the opposite side and look up into the roof space before leaving the elevated area by the lift. The dark orb (with flashing red lights) that can be seen just above and behind a beam is a Guard Droid, which can be destroyed where it is by two full-power shots from the Disruptor. Another one can be seen at the end of the next-but-one glass roofing panel, and given the same treatment. A third Guard Droid (and the only one present on Jedi Setting, there are none at all on Padawan) will drop down through the glass before Kyle has a clear shot, so make sure Lightsabre is selected and pick the right time to take it out with THROW. Move along to the end of the corridor, up onto the other elevated section and open the Security Lock. Inside the room are two Stormtroopers (one with an E11, the other with a Flechette Weapon) and a Reborn - a Blue on Padawan, Green on Jedi and a Boss on the upper Settings. Engaging SPEED before going through the door and attacking in CROUCH seems to be the most effective method of dealing with the Reborn on the lower Settings, but the Boss on the upper Settings is a great deal more difficult, not least because he seems to be able to use the STRONG Lightsabre style. He can sometimes be defeated easily (try CROUCHing up to the door and PUSHing when it has opened halfway, then RUNning into the room and THROWing if he is on the ground; before retreating back to the outer edge of the doorway), but don't be surprised if Kyle emerges from that combat with low Health and low (to non-existent) Shields. If so, the two Bacta Canisters on the floor in the sunken middle of the room will come in handy, as will the Instant Use Medpack (together with two boxes of Blaster Ammunition and a case of Power Cell Ammunition) in the Supply Rack just inside the door. Deal with the two Imperials by re-entering at SPEED, then PUSHing and HACKing. Once gone, and when Kyle has maximised his Health (if required), operate the Control Panel under the furthest window (note the Honour Guard by the Hauler, outside and below) - which triggers a view of the, now-unlocked, door to the landing platform; downstairs - and return to the lift. Also note, as Kyle moves away, that the Honour Guard starts to re-deploy. Five Stormtroopers; (all armed with E11s and led by a Grey Uniformed Officer on Padawan; four armed with E11s, one armed with a Flechette Weapon and led by a Tan Uniformed Officer on Jedi; and two armed with Flechette Weapons, two with E11s plus one armed with an Imperial Heavy Repeater and led by a Black Uniformed Officer on the two higher Settings) are encountered on the way to the lift. The Author recommends keeping to the right-hand side of the corridor, engaging SPEED before rounding the second corner JUMPing over all of them onto the back of the elevated area by the lift then flooring as many as possible with PUSH - make Flechette and Repeater users priority targets for the Lightsabre, Secondary fire from the Flechette users has been known. Heavy Repeater Secondary fire has not (in the Author's experience) been used, but the possibility cannot be discounted. Another six Stormtroopers (led on all Settings by a Black Uniformed Officer, who is carrying a Security Key) are waiting at the bottom of the lift. On Padawan Setting, all of these carry E11s; on Jedi, two of the E11s are replaced by Heavy Repeaters; while on the higher Settings another three E11s are replaced by Flechette Weapons (i.e. three Flechette Weapons, two Heavy Repeaters, one E11 and a Black Uniformed Officer - also armed with an E11 - per squad). The Author recommends attempting to whittle down these odds before descending by moving to the top of the (platform-less) lift shaft and tossing down the entire stock of Thermal Detonators - Primary fire and a half-power throw - onto the floor-panels in the centre, to the extreme left and extreme right. Follow up, if not many screams have been heard, with Flechette Secondary fire; but pay attention to the trajectory - too short and Kyle will be blown down the shaft! To mop-up, reselect Lightsabre, call the lift and engage SPEED just as the platform moves past the top of the opening. Check all accessible rooms and corridors for survivors. The earlier action of leaving the Trip Mine fence intact tends to prevent survivors from circling round. Note that the Light Sculpture has been knocked over! If down on Shields (or well down on ammunition), operate the Security Lock to gain access to both the previously locked rooms. The room furthest from the octagonal hallway contains an Ammunition Converter and a Bacta Canister, the room nearest to the hallway contains a Shield Converter (this one is special, it gives a full - uncapped - 100 Unit recharge on any Setting), a Bacta Canister and a Reborn (Orange on Padawan, Green on Jedi and a Boss on the higher Settings). SPEED, CROUCH, move around the corner to the left and SLASH seems to be the antidote for the junior Reborn. SPEED, move around the corner to the left and SLASH/HACK can put the Bosses out of action quickly and without fatal Damage. Denis Seguin's Bowcaster method (quoted in Matthew Rorie's Walkthrough) can work, even on a Boss, but it can also fail - it's probably safer to stick with the Lightsabre. Maximise everything (don't forget the pack of Trip Mines in the coffers room), make sure that Bacta Canisters are the 'held' item in the inventory then move through the door to the landing platform - to an encounter with Tavion! Tavion boasts to Kyle of Desann's invasion of the Valley of the Jedi, the Force empowerment of Desann's Reborn troops and reveals that Desann deliberately goaded Kyle into visiting the Valley. Although the Author strongly suspects that a Lightsabre duel is/was not the intended method of defeating Tavion, a full SAVE, in addition to the Checkpoint, is recommended as soon as the Cutscene ends (when Kyle and Tavion are facing each other across the pit), so that Kyle vs. Tavion can be used to hone Lightsabre skills later. Likewise, the Author recommends that Lightsabre to Lightsabre combat is given a good number of try-outs first. While not by any means an easy enemy to defeat, it is possible - even on Jedi Master Setting, to catch her a few good blows (or THROWs) with the Lightsabre and defeat her that way - and she is excellent preparation for forthcoming enemies. Only when Kyle has been handed his head (or other severed portions of his anatomy) a few dozen times should the alternative be used. In the Author's opinion, Will Donald has hit on the intended method of defeating Tavion in his contribution to Matthew Rorie's Walkthrough, although the Author prefers a slightly modified form of his method. The objective is to lure Tavion into JUMPing onto the top of the Hauler (anywhere near the stern, for preference, will do). Use PUSH and PULL to get Tavion's attention from across the pit, then immediately drop into it and RUN through the tunnel (under Tavion's feet) to the apron - there is a Small Shield Booster at the far end of this tunnel and a Bacta Canister at the same end of the corresponding tunnel leading from the pit covered by the Hauler) and moving a little around to the right. JUMP back up to platform level, then RUN around the stern of the Hauler to the higher of the two container stacks, JUMPing onto and CROUCHing as near to its centre as possible on arrival (to give some protection against any Lightsabre THROW and FORCE LIGHTNING attacks Tavion might make from down below). Wait for Tavion to JUMP onto the Hauler (using PUSH to deflect any other JUMPs she makes, and being mindful that her PUSHes and PULLs can move Kyle closer to the container's edge, or off it entirely) and then PULL as she is JUMPing upwards to land on the container (if this is slightly mis-timed, a PULL as close to her feet as possible at the top of her JUMP can also work). This ruins her planned trajectory and almost always results in her crash-landing on the apron, incapacitated. If quick enough at turning and lining-up, it is also possible to PULL Tavion during one of her non-Hauler JUMPs then PUSH her when she has gone over Kyle's head; which can send her flying over the edge of the apron and out into empty space! She can be PUSHed into a defeat from other places as well, but from the top of the double-stack of containers gives he most consistent results. Author's Note: The Cutscene that follows Tavion's defeat quite plainly takes place on the apron (albeit on the opposite side of the apron to where she normally crash-lands after being defeated by the above method), whether she has been SLASHed/HACKed to 'death' by Lightsabre or PUSHed/PULLed. By the same token, even if Kyle's Lightsabre is seen to 'decapitate' Tavion in combat, she is patently still alive in the Cutscene (and has to be, in order to be interrogated by Kyle!). That is why the Author suspects that a Lightsabre duel was not the intended method of defeating her. Interestingly, Kyle's FORCE GRIP in this Cutscene is shown to be a bit more effective than is allowed in gameplay (about Rank 1.5 or thereabouts!). The first end-of-Level Cutscene shows Tavion pleading for her life by alleging that Jan is still alive and a prisoner on Fyyar's ship Doomgiver, docked in the Lenico Belt; the Hauler's destination. In the second, Kyle assigns Lando the task of finding Luke and warning him that the Valley of the Jedi has been invaded. ******************************************************************************* (8-15) CAIRN INSTALLATION - LANDING BAY (Level 15) - [map code = cairn_bay]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, Reborn. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [2], PULL [2],SPEED [2], JUMP [2], MIND TRICK [1], HEAL [1], => GRIP [1], LIGHTNING [1], LIGHTSABER THROW [2]*, LIGHTSABER DEFENSE [2], => LIGHTSABER OFFENSE [2]* - (FAST STYLE). The upgrade to Lightsabre THROW might be found useful both in that the THROW can now be adjusted to track moving targets, instead of being just a straight out-and-back process; also, the Lightsabre can be held out at the full extent of the THROW for a while, but not until the Force Meter drains completely. The availability of the FAST Lightsabre style might benefit some, although the Author never uses it. The start-of-Level Cutscene, once past the journey through the asteroid field, is of value for two reasons. Firstly, "Cortosis" (a critical element in the Jedi Outcast storyline - and others) has not been previously mentioned and, secondly, it shows some of the defences in the outer part of the landing bay, which Kyle will have to negotiate a little later. Engage SPEED immediately after the Cutscenes end, head around the stern of the Hauler and up its left-hand side to eliminate the Cortosis Removal Team (one E11-armed Stormtrooper, one Flechette-armed Stormtrooper and two Technicians) coming out of the doorway; then engage another burst of SPEED and RUN into the nearest side-bay, moving almost to the far ramp. More Stormtroopers have moved (are moving) onto position on the Catwalk overhead (two on Padawan - one armed with an E11 and the other with an Imperial Heavy Repeater; four on all other Settings - another armed with an E11 and the last armed with a Flechette Weapon). Snipe these with the Disruptor through the gaps in the lattice walling of the side-bay, it's recommended to eliminate the Flechette Weapon user first. Both side-bays to the Hauler's Hangar Bay contain a Supply Rack. In Kyle's bay this should hold an Instant Use Medpack and three cases of Metallic Bolt Ammunition (and have a dark-coloured R2 Droid in the vicinity), the Supply Rack in the bay on the other side of the Hauler should contain an Instant Use Medpack and three boxes of Blaster Ammunition. Ensure that Kyle is in the side-bay with the R2 Droid and that Lightsabre is selected, then operate the Door Control and move through without dawdling, the doors in this area all seem to be of the 'come-down-on-top-of-Kyle' type. The door at the top of the ramp leads into the Outer Landing Bay (as shown by the Viewpanel), listen to the 'chatter', by all means, but don't open this door yet (there is a much easier and safer way of clearing almost all the nastiness in the Outer Landing Bay - and it's on Kyle's route too!). Author's Note: For the harder (and more dangerous) method of clearing the Outer Landing Bay, go to the other side-bay, through it's first door and nearly up to the top of the ramp. Select Disruptor, then engage SPEED before operating the Door Control, SIDESTEPping and ZOOMing-in on the operator's head of the Twin Cannon Mounting on that side of the Bay. Once he is dead, return the way Kyle came, re- selecting Lightsabre before going back through the side-bay door and eliminating the two Imperials that have come through the door around to the right (near the Large Shield Booster, and where Kyle actually needs to go for the next segment of the Mission, although it has now been - temporarily - locked as a consequence of opening the Outer Bay door). Then go through (at SPEED) into the Outer Landing Bay, making a bee-line for the Twin Cannon Mounting on that side and eliminate the operator. If the Mounting itself survives (they don't like anything but the most fleeting of contacts with a Lightsabre), take control of it in the normal way - despite what was written in another walkthrough (not Matthew Rorie's) it is perfectly possible - and start blowing away the Stormtroopers, otherwise dash for the other Mounting and use that (killing the operator with the Disruptor, earlier, made sure that one Twin Cannon Mounting, at least, is available). Finish off with a SPEED RUN to approximately midway between the two personnel doors at the rear of the Bay (to be safely out of range of Repeater Secondary fire from the two surviving Stormtroopers above the lifts and snipe them with the Disruptor. In the final analysis, there's no consequence to doing it the hard way, good or bad, other than probable Health and Shield Damage. From there, go back to the door by the Large Shield Booster (now unlocked again) and follow the normal sequence. Go back down the ramp and around the corner (there is a Large Shield Booster on the floor) and operate the Door Control, which opens on a Flechette-armed Stormtrooper, promptly sandwiched by - Luke Skywalker! Despite knowing that Luke will drop down behind the Stormtrooper and eliminate him, the Author almost always SLASHes by reflex! In Cutscene, Kyle and Luke exchange information (Valley of the Jedi - now sealed off; unknown number of Reborn created before Luke and Rogue Squadron intervened) before Luke senses something. A group of Stormtroopers interrupt the conversation; followed, virtually as soon as the last Stormtrooper is killed, by a quartet of Reborn (two Orange, a Blue and a Green, on all Settings). Luke turns out to be a good, but not invincible, fighter (four to one odds are too much for him, and the Mission ends if Luke is defeated) so make sure Kyle takes a fair share of the action. Then, after another short Cutscene snippet (Kyle informing Luke of Fyyar's involvement with Desann and that they are smuggling "Cortosis" from Bespin; whereupon Luke reveals that Cortosis is a rare, Lightsabre resistant, mineral); Luke departs. Note: Kyle's response to "May the Force be with you" is slowly changing over time from "It hasn't been so far" to his father at the Valley of the Jedi, through "We'll see" to Lando on leaving Bespin" to "Yeah, you too, Luke", here. Check both side-bays to this Hangar Bay, in one (which Kyle has already passed through while in conversation with Luke) there is a large stain on the floor and a Supply Rack holding an Instant Use Medpack and three cases of Power Cell Ammunition. The other, where Kyle needs to use the door, lacks a stain but contains a pack of Trip Mines on top of a crate at the far end and two Small Shield Boosters on the floor next to the ramp nearest the door. Go through the door and follow the passageway (eliminating three Stormtroopers en-route, the first two armed with E11s and the third with a Heavy Repeater) until coming to the Outer Landing Bay Control Room - where an irate Imperial Officer is demanding to know where the Quartermaster is! Go inside and wait in front of the door while the Imperials (one Black Uniformed Officer, two Tan Uniformed Officers and a Stormtrooper) kill each other with deflected Blaster fire. Collect a Supply Key from the Black Uniformed Officer and (if the Outer Bay was not fully cleared-out before seeing Luke) operate the blinking Control Panel at his position, which temporarily drops the Outer Landing Bay's atmosphere containment forcefield, compelling almost all of the occupants to make an unexpected space-walk (a much easier solution than Kyle having to fight through all of them)! Note the other items and Control Panels in the Control Room; a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) opposite the door, a Shield Converter at the far end of the room; which should be saved for later; a Supply Crate (containing a Portable Assault Sentry) to the left of the Converter and the Lift Power Controls each side of it. Grab the Sentry and turn on the power to the lifts (although the only one that absolutely has to be turned on is the one on the right - away from the Supply Crate) before heading back the way Kyle came. There will be encounters with another couple of Stormtroopers in the passage (one Flechette Weapon and one E11 - just run into them with the Lightsabre active) and five more of them (one Heavy Repeater, one Flechette Weapon and three E11s), led by a Tan Uniformed Officer, in the Landing Bay. Now go back to, and through, the door by the Viewpanel, heading left (if the Outer Bay was not fully cleared out earlier) until about halfway along the back wall (to get safely out of range of Repeater Secondary fire from the top of the lifts) and snipe the surviving Stormtroopers with the Disruptor or Bryar. Before taking a lift up, check the side walls between the forcefield and the Twin Cannon Mountings for a pair of Supply Racks, one (on the left) holding a case of Power Cell Ammunition and two cases of Metallic Bolt Ammunition, the other holding three cases of Metallic Bolt Ammunition. The activated lift(s) will show a flashing blue light on its/their Control Panel(s), the important one (that can be used for both ascent and descent) is the one to the left. If that one isn't active, return to the Outer Bay Control Room and make sure that it is switched on; otherwise reselect Lightsabre, call the lift, board it and ascend. At the top, note the Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition and the support brackets beyond it - this Level's Secret Area is accessed from the second of the two brackets. Next, operate the Door Control and go through into the Control Room, CROUCHing in the corner to the left. Once again, let the Imperials (one Black Uniformed Officer, three Tan Uniformed Officers and two Stormtroopers) kill themselves and each other with deflected fire and/or by impaling themselves on the Lightsabre. Collect the Supply Key from one of the Tan Uniformed Officers and move to the far end of the room. Through the door is a duplicate of the top-of-the-lift area, together with another Supply Rack (this one holding three boxes of Blaster Ammunition only), but Kyle needs to operate the unlit Access Panel of the Control Station until the lower-right rectangle is lit and white lights have replaced red at the corners of the Hangar Bay door to Kyle's right. When done, either visit the Secret Area or continue with the Mission. To visit the Secret Area (which contains a Portable Assault Sentry and two Battery Packs), go back out of the door that Kyle came in by, noting the other Control Station in passing and JUMP from by the side of the lift platform into the gap formed by the first bracket, there is no Health penalty if Kyle fluffs the JUMP and drops to the Outer Bay floor. JUMP again from the first to the second bracket (this is easier, JUMP to the right-hand side of the second bracket and Kyle has a solid lump of metal to backstop him). Then activate the Light Amplification Goggles and SLASH (or just SLASH or THROW about with the Lightsabre at the wall to Kyle's right) to break open the grating. The return JUMPs are both able to be backstopped, so should not cause any problems. Re-enter the Control Room and activate the flashing central Access Panel of the nearest Control Station to open the Hangar Bay door (the Bay should contain a Lambda Class Shuttle), immediately exiting and going down on the lift. Deal with the opposition at floor-level (one Technician and two Flechette-armed Stormtroopers on Padawan Setting; one Stormtrooper armed with an E11, two Flechette-armed Stormtroopers and two Technicians on Jedi; two Technicians, two E11-armed Stormtroopers and two Flechette-armed Stormtroopers on the higher Settings), being mindful of the Stormtroopers (one E11 and one Flechette Weapon) up on the Catwalk. Probably Kyle's best tactic is to engage SPEED while on the lift and RUN into the side-bay ahead (where an R5 Droid is loitering) getting into the corner by the door, where Flechette Secondary fire from the Catwalk is ineffective against Kyle, but can take out some of the floor-level opponents! With those out of the way, move to the Catwalk end of the Bay and snipe those Stormtroopers with the Disruptor or Bryar. In the side-bay that Kyle took cover in, there is a belt of Thermal Detonators on top of a crate midway along the stack; in the other side-bay there is a GNK Droid, a Supply Crate (containing a Large Shield Booster) and a Supply Rack (holding an Instant Use Medpack and three cases of Power Cell Ammunition. Also note that now all three Inner Landing Bays have been entered, the connecting doors between them (and to the Outer Landing Bay) have unlocked, the only locked door (in the side-bay with the GNK Droid) leads to another Control Room that Kyle will be visiting by another route. JUMP up onto the stern of the Shuttle, then RUN and JUMP up onto the Catwalk. THROW to break the grating and JUMP up into the aperture and move along the passage, turning right at the intersection. Switch off the forcefield across the square hole in the floor but don't drop down yet. Instead, go back into the passage, turn around and CROUCH to see a pair of legs in the lower-level passage opposite; they belong to a Reborn (a Blue on Padawan and Jedi Settings, a Boss on the higher Settings. If the prospect of a Lightsabre duel in that confined space does not appeal, then select Flechette Weapon, STAND very near the edge of the hole, put the crosshairs just inside the entrance of the passage (and as close to its centreline as possible) and pump about ten discharges of Secondary fire down there, as fast as they can be triggered. Listen for screams, and particularly for the sound of a Lightsabre rattling onto the deck! This result on both a Blue and a Boss (only possible with this particular weapon) is, in the Author's opinion, a combination of the enemy being in a very confined space (therefore unable to dodge), the unpredictable path of the explosive mines and the sheer number of incoming projectiles. Drop into the hole, turn right where the Reborn was standing, then left. Deactivate the second forcefield and drop down, then move up the passage on Kyle's right, then left again. Deactivate the third forcefield and drop onto the fourth. Deactivate this one too, but follow the short passage immediately to Kyle's front and turn left before thinking of smashing through the two gratings underneath and dropping down. There is a much smaller, unshielded, grating over a Control Station, being operated by a Black Uniformed Officer who has a Supply Key. STAND in the stub-passage behind him and give his head a half-charge Disruptor shot through the grating, to remove it and him. Then decide whether to drop down here or return to the main hole in the floor, smash the gratings and thin-out the defenders with Flechette Secondary fire. If dropping down immediately, CROUCH in the angle just outside the Control Booth door (grabbing the Supply Key and noting the two Small Shield Boosters by the wall, in passing) and let the defenders (Tan Uniformed Officer, Grey Uniformed Officer, Repeater-armed Stormtrooper and four E11-armed Stormtroopers) do the hard work of eliminating each other. In this chamber (the counterpart to the Outer Landing Bay Control Room, visited earlier) there is a personnel door (flanked by two Supply Racks (each holding a case of Metallic Bolt Ammunition and two boxes of Blaster Ammunition) to Kyle's left and a larger, double-locked, door to Kyle's right - opposite the personnel door. The blue, grey and brown object (looking a bit like a portable toilet) to Kyle's left can be PULLed; it slides into position under the large square hole to act as a stepping-stone if Kyle needs to get back up into the passages. Go back into the Booth to operate the central, flashing, Access Panel of the Control Station (half-unlocking the big door), then head over to the other Booth and do the same there, but before leaving the Booth, also find the small Control Panel, semi-concealed around the corner, to the left of the Supply Rack (which holds an Instant Use Medpack and three boxes of Blaster Ammunition) and operate it, unless the prospect of being under fire from five ceiling-mounted Automated Defence Cannons in the next chamber is appealing - it can be Damage free, but why take the risk? On exiting the second Booth, again CROUCH in the angle just outside the door to let another group of Imperials that come in through the personnel door (Black Uniformed Officer, one Repeater-armed Stormtrooper and three E11-armed Stormtroopers,) kill each other - although Kyle will probably have to move around the edge of the room to entice the last two or three to supply the Lightsabre with deflectable fire. Then maximise everything possible, including using the Converter in the Outer Landing Bay Control Room, before proceeding. The personnel door leads (through a passage) to the Lambda Shuttle's Hangar Bay, there's no need to JUMP back up into the passages. Move through the large door noting that there is an Ammunition Converter and a Battery Pack in an alcove to the left, and a dark-coloured R2 Droid running around, THROW (for safety's sake) all five Automated Defence Cannon to put them permanently out of commission and collect (if Kyle has not already accumulated the maximum number) the Seeker Drone from the Supply Crate at the far end to the right. When done, come back to, and hop up onto the roof of, the jammed Turbolift; THROW to smash the grating above its doorway and JUMP into the red-lit tunnel. THROW to smash the second grating, (Quicksaving is recommended by the Author at this point) wait for the Turbolift to come up into view before dropping onto its roof and moving to its far right corner. Step into the darker tunnel that's about one floor up (there isn't much time to react - and Kyle can receive some Shield Damage if he gets pinched between the roofs because of a delay - hence the Quicksave), then move to the other Turbolift shaft and drop onto the roof of that one when it ascends. Take up a position directly opposite the outer doors and wait until the Turbolift gets to its highest point. Quicksave again. When the Turbolift starts going down, count four doors (floors) and then engage SPEED. RUN and JUMP through both sets of missing doors across the chasm between Turbolift shafts - Tip: Keep FORWARD on and it usually doesn't matter if Kyle JUMPs a little early, he will find enough purchase on the sill at the far side to get onto that (jammed) Turbolift's roof. Move through the connecting tunnel to the next shaft and drop into that Turbolift (through its conveniently broken roof) to end the Level. ******************************************************************************* (8-16) CAIRN INSTALLATION - ASSEMBLY AREA (Level 16) - [map code = cairn_assembly]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, Reborn, Combat Droids, AT-ST. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [2], PULL [2],SPEED [2], JUMP [2], MIND TRICK [2]*, HEAL [1], => GRIP [2]*, LIGHTNING [1], LIGHTSABER THROW [2], LIGHTSABER DEFENSE [2], => LIGHTSABER OFFENSE [2]. The MIND TRICK upgrade means that Kyle can now confuse or distract one opponent for double the previous length of time. The upgrade of GRIP can now lift enemies off their feet and cause Health Damage (death, in the case of opponents up to, and including, a Blue Reborn) directly. CROUCH right at the back of the Turbolift, with Lightsabre active while the curious dark-coloured R2 Droid attracts attention, and a Technician investigates ("It's a Rebel!"). As soon as the defenders (one Repeater-armed Stormtrooper and three Technicians) run across the doorway, MIND TRICK each in turn - which usually starts them walking towards Kyle - PULL when (if) each gets close enough and move forward just enough (being mindful that there are a pair of plinth-mounted Automated Defence Cannons outside) so they come into contact with the Lightsabre when they try to get to their feet. Use GRIP on the last one, to see how long it takes to GRIP an opponent to death (on Jedi Master, this takes about six seconds for a Technician, about ten for a Stormtrooper). Author's Note: It appears that if the dark-coloured R2 Droid is destroyed by THROW as soon as it appears in the doorway, no defender will notice. That leaves the way clear for Kyle to SPEED into position between the two half-pillars and turn about, CROUCHing behind the Lightsabre and allowing deflected fire to kill most, if not all, the opposition. Any survivor can be finished by MIND TRICK then PULL then THROW. This alternative may be found to be a little faster; and Kyle is then in perfect position to MIND TRICK the Officer in the Booth. Engage SPEED and head diagonally left out of the Turbolift Car and into the corner (out of line-of-sight from the Automated Defence Cannons) before easing back to Kyle's right to get a view of the Tan Uniformed Officer in the Control Booth. MIND TRICK him (he will both open the Booth door and deactivate the Cannons), then RUN across, JUMP up to the doorway, enter and give him a PUSH and the Lightsabre for his trouble (he was helpful, so GRIPping him would be an insult)! Note the Supply Rack (holding three cases of Metallic Bolt Ammunition) opposite the door. For good measure, go back through the door, THROW the Cannons out of commission and note a Weapon Rack (originally holding three E11s - one or more might have been removed if weapons were PULLed away from the defenders) on the wall; before returning. Go through the far door, halting just outside. There are two Grey Uniformed Officers and two E11-armed Stormtroopers in this observation hallway along with a Supply Rack (each holding an Instant Use Medpack and three cases of Power Cell Ammunition) to each side of the observation window. When they have killed themselves, head for the lift platform at the top of the ramp to Kyle's right and ride it up. Immediately MIND TRICK the Tan Uniformed Officer at the Control Station to hold him in place for a THROW, then impale the Stormtrooper (Flechette-armed) on the Lightsabre when he comes into sight. The flashing Access Panel at the Control Station can be operated (or left alone) to choice; it moves a gantry away from the Drop Ship in the chamber outside, but has no gameplay significance whatever. Of more use are the Shield Converter and Supply Rack (holding a case of Metallic Bolt Ammunition and two boxes of Blaster Ammunition) at the sides of the room. Grab the Officer's Supply Key (the only real reason for coming up here in the first place) and go back down the lift; heading through the door at the top of the other ramp, down on the lift platform around to the right and through the door into Assembly 1 (the start of the Drop Ship production line). Engage SPEED on going through the door and eliminate the two Technicians (the 3PO Droid is harmless and, apart from the standard "Please don't deactivate me!" and "I'm doomed", just asks "Have you seen an R2 Unit anywhere?". Locate the Supply Crate down the ramp from the door (it contains two Small Shield Boosters), the two Battery Packs behind the (Porta-loo) containers straight ahead from the door and the Weapon Rack (holding three E11s) beyond it. There is a duplicate Weapon Rack on a lift-landing diagonally across the room, the lift won't work at this stage, but it can be JUMPed up to, if required. Also, the large Blast Door will not open. Move across to the large door and JUMP up onto the stack of crates nearest to it. RUN along the two crates that are oriented towards the Drop Ship under construction and JUMP up onto its first deck. Avoid getting close to the automatic welder - it has a bad effect on Shields. Use the cut-out portion of the second deck to JUMP up onto it and look for a gantry, a grating and/or four thick cables at one end of the room. Use most of the second deck as a run-up and JUMP onto the gantry. Smash the grating, enter and THROW the four power regulators (the octagonal objects with the blue flickering viewports) inside; the sound of the automatic welder's armature should be heard to speed-up. Exit and move to near the edge of the gantry, when a major explosion will take place (wrecking the automatic welder and blowing open the outer Blast Door). Carefully return to floor level - a direct drop can kill Kyle - by reversing the JUMPing process, only (for the sake of surprise) do the final drop onto the other stack of crates - away from the Blast Door. The Author suggests approaching the Blast Door from behind the single-high crate to the left of the stack, through the frame of the Drop Ship. JUMP up onto the crate and GRIP the Technician (in the far corner of the area between the two sets of Blast Doors) until he expires, again to maintain surprise. Move into that area, keeping away from the inner door, while avoiding the flames - they deplete Shields. Approach the door, when ready, then either MIND TRICK and THROW or GRIP the E11-armed Stormtrooper immediately inside; and, as soon as he is dead, move to the right into the corner. Two E11-armed Stormtroopers on the Catwalk that side will always notice and attack (use PULL and CROUCH - or PULL and THROW to get rid of them), but most of the time the remaining defenders - two Technicians and one Flechette-armed Stormtrooper do not. Use the same technique if they attack Kyle as well, otherwise move cautiously between the stack of Command Deck top sections and the stock of decking plates (leaning against the Catwalk) until all three can be seen and MIND TRICK all of them in turn, from the furthest (the Stormtrooper) to the nearest. Then advance, THROWing the nearest Technician, SLASHing the second and repeating the MIND TRICK on the Stormtrooper to keep him distracted until Kyle can get within Lightsabre range. At the far end of his Catwalk is a Supply Rack (holding an Instant Use Medpack and three cases of Power Cell Ammunition). Almost underneath the Supply Rack, at floor level, Kyle can find a belt of Thermal Detonators. In the same positions under and on the other Catwalk are a pack of Trip Mines (underneath) and another Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) by the door that Kyle has to go through next. Go quickly through the airlock (an Officer will say "We need a repair crew in Assembly 1") and CROUCH to the left of the door, waiting while the Lightsabre returns all incoming fire to its senders (two Grey Uniformed Officers - one of whom holds a Supply Key, one Repeater-armed Stormtrooper, one E11-armed Stormtrooper and one Technician). Note the two Racks flanking the doorway, a Supply Rack (holding three cases of Metallic Bolt Ammunition) to the right and a Weapon Rack (holding three E11s) to the left. Midway between the Viewpanels, Kyle will find a Seeker Drone on the floor. The left-hand Viewpanel shows the storage chamber outside, then a scene of a Grey Uniformed Officer instructing a Reborn Boss to hunt Kyle down ("he's caused enough trouble already"), or Desann will get a complaint! The right-hand Viewpanel shows the wreckage in Assembly 1! Move up the corridor, PUSH the trio of Stormtroopers (one Repeater, one Flechette and one E11) that appear and back-pedal fast to Kyle's position inside the door. Use the same technique, but consider PULLing to disarm the Flechette user, then head back up the corridor again. Pause to engage SPEED on the last part of the slightly sunken flooring and head around to the right arm of the 'T' junction, CROUCHing and putting Kyle's back to the door while a further trio of Stormtroopers (one Repeater and two E11) become victims of the same tactic. The door behind Kyle leads onto the lift-landing (with the Weapon Rack) in Assembly 1, and there is a Supply Rack (holding three cases of Power Cell Ammunition) on the left-hand wall. Now advance down the top of the 'T', letting the two Portable Assault Sentries expend all their ammunition against Kyle's Lightsabre Defence in turn. During this process, expect to hear a warning shout of "Everything's electrified!" from the next chamber - and the shouter certainly isn't kidding! Author's Note: Letting all these Imperials be the cause of their own destruction by simply waiting for their fire to be deflected back at them may not be sexy, and may be seen as unfair, but it is extremely safe. It is, in my opinion, just what Kyle (as a very experienced professional soldier) would do - one of the maxims of soldiering being, if at all possible, never to give an enemy an even break; another being to let the enemy do the work - which also seems to be becoming a Jedi maxim! Dividing this last encounter into three parts also follows this principle. The next chamber, as indicated by the Checkpoint, is a bit tricky. Not only is the floor electrified, but Kyle is faced with three opponents - a Black Uniformed Officer on a crate stack across to the right near the far corner of the room, a Technician nearer to hand, also on the right, but on a slightly different line and a Stormtrooper to the left, insulated on a crate stack, unloading a rain of Flechette Secondary fire across the doorway - virtually as soon as the door opens. Open the door (be mindful that this one closes whether Kyle is in its path or not) and locate the Black Uniformed Officer by tracking his red Blaster Bolts, MIND TRICKing him at long range when found. Engage SPEED as soon as the MIND TRICK is seen to take effect and switch to Disruptor. There is just enough time to open the door again, ZOOM and charge simultaneously and shoot before the MIND TRICK wears off. Open the door again to check if the Technician is still in place, further around to the right - sometimes the Flechette gunner does Kyle a favour by either killing the Technician outright or blowing him off his insulated perch onto the electrified portion of the floor! Use the same method as with the Officer, if the technician is still there, otherwise engage SPEED and move across the horizontal landing to the ramp, which is safe and should also put Kyle out of sight of the Flechette gunner. Move backwards up the ramp until the Stormtrooper's head becomes visible, then select Heavy Repeater - elevating until the horizontal bar of the crosshairs is at the top of the large wall plate above him - one or two rounds of Secondary fire should deal with him, but adjust aim slightly and try again if needed. Reselect Lightsabre when done. Kyle now has to JUMP around the room to the Drop Ship's entrance (not the opening that's visible - that would be too easy!). The Author's route ('sticking' each JUMP and Quicksaving after each successful landing) is as follows: the stack of three crates nearest Kyle, the next stack after that, the two side-by-side "Porta-loo" containers (where Kyle comes under fire from an E11-armed Stormtrooper out of range for a PULL and PUSH - MIND TRICK him before the next JUMP), the two single high, more or less, side-by-side crates (where Kyle can PULL the Stormtrooper onto the electrified floor!), then onto the stack where the Stormtrooper was standing and finally into the Drop Ship. Take the lift (check behind it first, if in need of a pair of Battery Packs) up to the Command Deck and go out of one of the (unfitted) viewports - the one above the Control Panel can be used provided Kyle CROUCHes through it at the sides - then drop down to the gantry and head around to the Control Room, passing a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition), with a Large Shield Booster underneath it, on the way. Go into the Control Room and operate the Panel to Kyle's left to turn off the power (the Panel to the right moves the gantry away from, and back to, the side of the Drop Ship - there is no gameplay consequence of either operating it or leaving it alone). Before going down on the cut-down lift platform, note the Ammunition Converter at the end of the Catwalk to the right and JUMP up onto the Control Room roof (the Author prefers to use the top of the Supply Rack to get the extra height, rather than trying to land a JUMP on top of the Ammunition Converter) for a Seeker Drone in the Supply Crate up there. Once down the lift, there is a case (two on Padawan Setting) of Metallic Bolt Ammunition on top of the stacked crates to the left, where the Black Uniformed Officer was positioned. Locate the Blast Doors (between the first and second sets of stacked crates that Kyle JUMPed onto) and approach it from the centre, without getting so close that Kyle gets hung up and dragged along. PULL the central (crouching) Stormtrooper to remove his Flechette Weapon, then both the Repeater-armed Stormtroopers flanking him; finishing all of them with THROW. Note the Supply Rack (holding three cases of Metallic Bolt Ammunition) on the wall to the left. Approach the left side of the next set of Blast Doors (in CROUCH), just to the left of the diagonal join. Let deflected fire from the Portable Assault Sentry help take out the first floor-level Stormtrooper (E11-armed) and weaken the second (Repeater-armed); PULLing and THROWing this one as soon as the Sentry runs out of ammunition. Then engage SPEED and RUN to, and up the access ramps for the right-hand Catwalk, impaling the Repeater-armed Stormtrooper, then the Flechette-armed one, before dropping down to use the stacked crates as cover against the other Repeater-armed Stormtrooper on the left-hand Catwalk. Ensure that the Force Meter is showing full, then engage SPEED again RUN to, and up onto, that Catwalk to impale him as well. Note the Supply Rack (holding an Instant Use Medpack and three cases of Power Cell Ammunition) at the end; and the belt of Thermal Detonators under the door end of the opposite Catwalk. Through the door above the Thermal Detonators is a Control Centre similar in layout to that between Assembly 1's store and the electrified room (probably Assembly 2) which is thickly seeded with box-mounted, Laser-fused, Trip Mines; which seem more sensitive than the normal variety. A Det Pack (attached to either of the lower boxes nearest the doorway) and set off from outside will usually clear the whole roomful; a Primary fire Thermal Detonator rolled under one of the Mine Fences from outside will only do a partial clearance job - but it's enough to work with. As with the previous Control Centre, there is a Seeker Drone on the floor midway between the two Viewpanels. The left-hand one of these shows the storage area Kyle has just cleared, the right-hand one a pair of Stormtroopers in the storage room to what is probably Assembly 3, talking about Assembly 1 (which is still on fire!). TK-664's status, if he is/was one of the Stormtroopers outside, is 'in pieces'! Ride down on the lift platform opposite, noting the Weapon Rack (holding three Heavy Repeaters) on the back wall; flanked by two Small Shield Boosters on the floor. Enter Assembly 3 and get set to deal with another pair of Reborn (the Stormtroopers are not there any longer!). On Padawan Setting, these are Orange and can (if Kyle keeps his distance) both be GRIPped to death! An alternative is to experiment with using the GRIP and THROW technique. On Jedi, a Blue is paired with a Red; while on the higher Settings Kyle will face a Blue paired with a Green - the Author has had success with GRIPping the Blue to death from the ramp on all the higher Settings. To dispose of the other Reborn (of whatever rank), break contact, RUN right around the Drop Ship to let Kyle's Force Reservoir replenish and return to the ramp, backing Kyle right into the corner by the side of the doorway. From that position (with Kyle's back right against a solid object and a full Force Reservoir), it is possible to use the GRIP and THROW technique to dispose of either Red or Green Reborn. Otherwise, try using a combination of SLASHes and CROUCHes while on SPEED. Go through the next outer Blast Door, noting in passing that there is a Weapon Rack (holding three E11s)on the right-hand wall. The Author's advice is to RUN through the inner Blast Door, angling to the left and JUMPing straight up onto the Catwalk, without stopping or diverting for anything. Two Mark 1 Combat Droids (which seem to spit out a combination of Bowcaster and Repeater Primary fire) emerge from crates in the front rank of the arrangement and start stomping about. On Jedi Knight and Jedi Master a third crate (in the rear rank) disintegrates, but the Droid inside does not seem to fully activate unless Kyle comes near it at floor-level - which is the reason for JUMPing up onto the Catwalk right away. Entice one of the active Droids up onto the Catwalk by going to the ramp end of the Catwalk, even partway down the ramps if necessary, and lead it back to the other end. Place the tip of the Lightsabre (whatever happens, do not attempt to SLASH or HACK, and keep as near to the wall as possible) in the area of the joint between legs and body and just hold it in contact with the metal until the Droid explodes and ejects a (disappearing) randomly selected, bonus, box or case of ammunition. FORCE LIGHTNING can be used to speed-up the destruction process, and will even work on its own, but be prepared to use six or seven discharges, if so. The second Droid can be dealt with at floor level, being careful (if on Jedi Knight or Jedi Master) not to go further toward the ramps than the front set of crates. Once that one has blown up, the third Droid (if present) can be eliminated by the same technique without restrictions on Kyle's movements. Author's Note: These Droids can also be destroyed by one fully-charged Disruptor shot to each of their weapons arms, but it's a lot less effective method unless Kyle is in good cover and the Droids are standing, more or less, perfectly still - later on, one of these Droids will probably be able to be destroyed quickly and easily with the Disruptor, but that situation really comes under the heading of 'Special Circumstances'. If a Blue Reborn is seen by the doorway on the other Catwalk, which does not seem to happen on Jedi Setting, remove him first (GRIP from by the lamppost; or SPEED, CROUCH and SLASH); otherwise collect the DEMP 2 Gun from the broken crate near the Blast Door (noting the two cases of Power Cell Ammunition (on top of the nearby whole crate) and the belt of Thermal Detonators between the second and third angled supports under the Catwalk that side. Then go across the room and smash the grating nearly underneath the Catwalk door to access this Level's single Secret Area. It contains a Portable Assault Sentry, two Large Shield Boosters and another belt of Thermal Detonators. If the Blue Reborn did not put in an appearance earlier (normally on Jedi Setting), expect him to come through the door as Kyle gets near (or opens) it. If he is far enough away, use the GRIP and THROW technique, otherwise use SPEED, CROUCH and SLASH. Through the door is a lift-lobby up to a split-level room. Face right while on the platform and CROUCH towards the Supply Crate (Kyle will probably have to get a key for this, but it contains a Portable Assault Sentry) once at the top. There are a pair of plinth-mounted Automated Defence Cannons and two Black Uniformed Officers on all Settings. These are backed-up on Padawan by three E11-armed Stormtroopers; and on all three higher Settings by a Grey Uniformed Officer, two Repeater-armed Stormtroopers and two E11-armed Stormtroopers. Let the deflected fire do its job again; then adjust position until the visible Automated Defence Cannon stops firing (but is still in view) and give it a full-power shot from the Disruptor to destroy it - a hit anywhere on it will do the job. Reselect Lightsabre, move between the Supply Crate and the wall and JUMP over the larger crate behind it to get a sight of the second Automated Defence Cannon, again adjusting position so that it returns to (remains in) sleep mode, and repeat. Note the Battery Pack on the crate stack to Kyle's left, the Supply Rack (holding three cases of Metallic Bolt Ammunition) between the second Cannon's position and the group of crates with two Bacta Canisters on top. Also note the crates on the upper level, there are two Small Shield Boosters on top of the one on the left. Switch to Lightsabre again, move up the ramp and down the corridor around to the left. In the Control Room beyond the door (another one that will close when Kyle is in the way) there are two Grey Uniformed Officers, two Tan Uniformed Officers (one carrying a Supply Key), a Black Uniformed Officer (also carrying a Supply Key) and two Repeater-armed Stormtroopers; who are waiting in an ambush position for Kyle to either halt just inside or to start fighting his way up the room between the consoles. The Author favours engaging SPEED, opening the door and doing a RUNning JUMP over all the opposition down to the far end of the room, coming back to occupy (when no enemies are behind Kyle) the gap between the nearest consoles; most enemies will kill each other but the Repeater-armed Stormtroopers will probably both have to be given a disarming PULL. An alternative is staying outside the room, opening the door several times, until both Stormtroopers have moved back past the first set of consoles, and then advancing into the gap. Note the Supply Racks to each side between the nearest and second-nearest consoles to the Control Panel; one holding an Instant Use Medpack and three cases of Metallic Bolt Ammunition, with a Small Shield Booster on the ledge to the right of it; the other holding an Instant Use Medpack and three cases of Power Cell Ammunition, with two Small Shield Boosters on the ledge. Operate the Control Panel to start the conveyor and bring a Drop Ship into view. Maximise ammunition (particularly Power Cell Ammunition) and ensure Kyle collects both Supply Keys, before leaving. A Reborn (a Green on Padawan and Jedi, a Boss on higher Settings) is waiting outside. Use the normal methods to take him out, then head back down the lift, collecting the Portable Assault Sentry from the Supply Crate on the way. There will be a Checkpoint as Kyle comes through the door back onto the Catwalk, as (on all Settings other than Padawan) another Reborn - a Red on Jedi, a Green on the higher Settings - is waiting below. The Author has found that JUMPing directly at him from the Catwalk and PUSHing immediately before touchdown can knock him down, ready for a HACK. Through the Blast Doors are two more Reborn, an Orange and a Red (moving around behind the group of three, single-high, crates allows the GRIP and THROW technique to be used on the Orange, before the Red can intervene). CROUCH and SLASH seems to be a reliable way of taking out the Red; but beware - as soon as he expires an AT-ST will attack from the left! If given the chance, this AT-ST will fire Rockets from both sides as well as use its guns; it will also squash Kyle flat with a stamping foot if he gets too close, so be mindful! The Lightsabre provides perfect protection from the guns (and, if close enough, will send some discharges back, damaging the AT-ST) but the Rockets can be lethal although they can either be PUSHed away (doing so is a real drain on the Force Reservoir; they come thick, fast and at unpredictable intervals) or dodged without too much effort - but those actions are of little help in destroying the AT-ST!. DEMPing the thing requires good cover, and uses up about 200 Ammunition Units in the process - but it does get the job done. However, the Author's alternative (and preferred method) is to engage SPEED, RUN past the AT-ST and take cover in the Drop Ship (there is a ramp down opposite the large door where Kyle will need to go next - and where the AT-ST has just come from). Once inside the Drop Ship, Kyle only needs to stand, facing outwards, at the top of the ramp and let the AT-ST exhaust its gun ammunition. Kyle is absolutely safe just standing there (and can be left to get on with the job for a bit, if required), the AT-ST will not use Rockets at that sort of close range. When it stops shooting, back-off to maximum THROW range and simply THROW it out of commission - it will probably take just over one and a half Force Reservoir's worth Keep more-or-less central when going through the large door and pause where the pattern of the flooring changes to let a pair of Portable Assault Sentries do their worst (i.e. waste all their ammunition!). Engage SPEED and head right to the back of the room (two trios of Stormtroopers on each side, one Flechette Weapon and two Repeaters) and up one of the sets of stairs. PULL to disarm all of them and perhaps have some dark amusement trying to PUSH one or two into one of the gaps under the stairways (trying to sweep mines via Stormtrooper!). Otherwise, go to one of the gaps under the stairways and eliminate enough Trip Mines to drop down safely, but before doing so, visit any of the Supply Racks on the Catwalks (to the right, when facing the rear wall, three cases of Metallic Bolt Ammunition in the first Rack, three cases of Power Cell Ammunition at the end of that Catwalk - to the left, three cases of Metallic Bolt Ammunition in the first Rack and three boxes of Blaster Ammunition at the end) then drop down and completely clear one side of the space (to allow access to the two Converters - Shield and Ammunition, which are semi-concealed behind the support pillars at either end), CROUCHing to deal with any beams from Trip Mines on the 'wrong' side. Maximise everything and then drop down the central pit to end the Level. ******************************************************************************* (8-17) CAIRN INSTALLATION - REACTOR (Level 17) - [map code = cairn_reactor]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, Reborn, Combat Droids. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [2], PULL [2], SPEED [3]*, JUMP [2], MIND TRICK [2], HEAL [2]*, => GRIP [2], LIGHTNING [1], LIGHTSABER THROW [2], LIGHTSABER DEFENSE [2], => LIGHTSABER OFFENSE [2]. At last! Kyle now does not have to find a quiet spot and meditate while HEALing, but can HEAL on the move (or while resting behind an active Lightsabre). The SPEED upgrade will also come in very handy in this particular area, Kyle now can move at four times the normal rate. On Padawan Setting it's just Kyle vs. the Power Beams (probably some form of Plasma Power transfer, judging from the ionisation effects - rather than Lasers), while on the other Settings there are a few Reborn around to liven things up! There is also, as the Author has discovered, an alternative route which will get everything done just as well as the conventional one; but with a good deal less risk! If not on Padawan, Kyle is immediately faced with a Reborn (an Orange). Either use Repeater Secondary fire or Flechette Secondary fire to get rid of him immediately, or judge the moment to dodge past the first Beam and GRIP him (if released after about three seconds and immediately PUSHed, he will go flying backwards and get fried by a Power Beam!), otherwise maintain the GRIP until he expires. SPEED is not necessary to get past the first two Beams, but it can be used for confidence, if required; however, be mindful that it is not possible to dodge both of the Beams without a pause in between. For both routes, and having passed both the first two Beams, pause while still a step or two inside the tunnel to judge the timing, engaging SPEED just as the Beam starts to fade, heading right (and keeping to the right-hand side of the tunnel to avoid getting hung-up on the glowpanels), then down the first tunnel to the left. Except on Padawan, a Green Reborn will be waiting near the far end. The Author finds it best to run right into him with the last of the SPEED burst then PUSH and SLASH; the Green usually has no answer to that! It is also sometimes possible, when up close, to PUSH him into the tunnel and let the Beams have another victim. CONVENTIONAL ROUTE: Again judge the timing and engage SPEED as the Beam starts to fade, then head to the left and into the side-tunnel on the right; where (except on Padawan) a Red Reborn awaits Kyle's pleasure - it's sometimes possible to force this one back into the tunnel Kyle just left, for another serving of fried Reborn! Move further inside and destroy all three of the crystal domes (THROW, Blaster or Disruptor all work) on the machinery in the alcoves to Kyle's left, which will blow a couple of holes in the back wall as well as turning off the Plasma Beams in and around each alcove. Go into the central alcove, pause to judge the Beam (they have not yet been turned off in the outside tunnels), engage SPEED and head down the tunnel to the right, ducking into the side-tunnel on the right (where there is an Imperial casualty and a pair of Instant Use Medpacks - which don't seem to have done the casualty much good!). Wait for the Beam again, engage SPEED and head out of the same end of the tunnel, again to the right, and into a safe zone around the corner - where there are no Plasma Beams, but (except on Padawan and Jedi) a Reborn Boss is waiting at the far end. RUNning into Lightsabre range, PUSHing then SLASHing seems to be an effective tactic. Wait just inside the end of the tunnel for the Beam again, engage SPEED, RUN down the short tunnel to the right and operate the Control Panel on the four-nozzle tower to make the tunnels safe. Collect the Small Shield Booster and/or Instant Use Medpack and/or Portable Assault Sentry before heading back to the hole in the tunnel wall (note the hole in the tunnel ceiling) where, if not on Padawan Setting, an Orange Reborn will drop down. ALTERNATIVE ROUTE: Go back up the tunnel to where Kyle entered it, judge the Beam, engage SPEED, turn left and JUMP into the gap at the top right-hand side of the dividing wall, CROUCHing through with a touch of STRAFE RIGHT to start with. There is just enough time for Kyle to make it into a safe part of the hub around the four-nozzle tower (by the Small Shield Booster is OK). PULL to collect the Portable Assault Sentry while waiting for the Force Meter to reach fully charged and the Beam to fire across Kyle's front, then engage SPEED again and RUN around the tower to the Control Panel (both Beams can be passed before they activate again); switching the Beams off on arrival. Locate and eliminate the Reborn Boss (if not on Padawan or Jedi Setting), then head down the tunnels to the hole in the ceiling where (except when on Padawan Setting) an Orange Reborn will drop down. Note that visiting the crystal-domed machinery alcoves (and any Red Reborn defender) seems to be optional with this route. After dealing with the Reborn, JUMP up into the hole in the tunnel roof and move along a short tunnel, turning left at the end. Kyle will find himself in a chamber with a tall column in the centre, which receives Plasma Beams sequentially across the bridges that link the column to the wall; and which Kyle has to use to JUMP up and around the chamber. The Author recommends using the bridge over the entrance as Kyle's starting point and ascending in an anticlockwise direction. Quicksave, wait for the Beam to fire across the bridge, then JUMP onto the thick portion of the bridge nearest the wall (if Kyle has just one foot on any of these bridges, then he will be unaffected by the Beams when they activate, otherwise expect Shield Damage). Get Kyle into a safe position, Quicksave and put the crosshairs on the vertical wall seam just past the far edge of the thick part of the next highest bridge, JUMPing FORWARD after the Plasma Beam fires across it, and getting Kyle into safety again. There should be a doorway visible at a slightly higher level over the next highest bridge. Quicksave, put the crosshairs on the vertical wall seam just past the thick part again, wait for the Beam to activate and JUMP FORWARD; JUMPing into the doorway as soon as possible thereafter. Deal with the four Imperials (two Technicians, one Flechette Stormtrooper and one E11 Stormtrooper) as normal and grab the Battery Pack on the high ledge to the right of the far door, if required; before going through the door onto the Reactor Hall Catwalk. Author's Note: Whatever happens, don't make contact with the Reactor Core - that's a fatal error. However, don't panic either; the toothed wheel that's rotating in front of Kyle has no gameplay function. Kyle does not, repeat not, have to JUMP onto it and scurry through the gap at SPEED - which is what I thought when I first saw the Reactor Hall! There is a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) to the left of the door, but Kyle needs to head to the right - wait long enough on the Catwalk and a Repeater-armed Stormtrooper will come out to show Kyle where he has to go! The way of getting to his position without Damage is to RUN from the Catwalk to the upper (sloping) ledge, then find the projecting single pipes and carefully drop down onto one of them. Eliminate the Stormtrooper guide and move through the gap into the next section, turning left and dropping onto the upper set of twin horizontal pipes to cross the Reactor Hall. JUMP up onto the ledge, turn right and move along to the end, JUMPing the twin pipes that run across it; JUMPing onto the top of the upper horizontal pipe across the gap, then dropping onto the ledge just beyond it. Deal with the three Technicians below (the Author favours disarming them all with PULL and then finishing them with either GRIP alone or the GRIP and THROW technique). As the route involves JUMPing onto the two sets of twin parallel horizontal pipes, there is no real need to drop down to floor level here unless the contents of the Supply Rack (one Instant Use Medpack and three boxes of Blaster Ammunition) are required. Once on the upper set of pipes, move to the other end of the chamber and JUMP into the opening, follow the passage and re-cross the Reactor Hall (don't bother dropping down to investigate this area at floor level, there are no items present) via the set of parallel pipes that side; again JUMPing into the opening. Just around the corner there are a pair of Stormtroopers (one with a Flechette Weapon, one with an E11) as immediate targets; if Kyle gets to the corner quickly enough, one or both can be PUSHed out of the opening. To avoid Health Damage, as well as Shield Damage from the three Technicians below and the six Stormtroopers (four with Repeaters, two with E11s) stationed behind firing slits to the left; drop down by the pipes to the right of the opening. Turn about immediately, drop down to the ledge, move to its opposite end and turn to the right to deal with the Technicians (the Author favours PUSHing the nearest one, then dropping down to floor level). With the Technicians dealt with, snipe the Stormtroopers with the Disruptor from on top of the lower ledges each side (some of the time, particularly when starting the Stormtrooper elimination from the far end, one of the Stormtroopers in the central firing slit saves Kyle's ammunition by falling out of it and onto the Reactor Core!). Then JUMP up from the lower ledge and RUN/JUMP across the chamber until underneath one of the side firing slits, using the pipes etc. to JUMP through the hole (a Grenade Sump?) under each of those slits. All three firing slits are connected by a passage with a Supply Rack halfway up the ramps at each end and a door (which Kyle needs to go through next) opposite the central slit. The Rack at the left-hand end holds an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Metallic Bolt Ammunition; the one at the right-hand end contains an Instant Use Medpack, two cases of Metallic Bolt Ammunition and a case of Power Cell Ammunition. To avoid opening the door prematurely, get right against the central firing slit when moving from end to end of the passage. Immediately through the door is a Catwalk, occupied by either three Technicians (one of whom commits suicide on the nearest collar as soon as Kyle enters) or two Technicians and a Stormtrooper, over a shielded part of the Reactor Core divided by rotating (unshielded) cooling vanes and collars. It is safe to move along the shielding, but fatal to touch either the vanes or the collars; which Kyle will have to hurdle on his way to the far end. Get rid of the Imperials with PUSH and look down the length of the core (about midway) for a Green Reborn, who has a proven vulnerability to fire from a (half to fully) charged Disruptor - aim at the green diamond patch just below his waist - if going to Lightsabres with him does not appeal. This can be done from the Catwalk or from any point along the shielded core before JUMPing the final collar onto his section. Although claimed to be dangerous in another Walkthrough (not Matthew Rorie's), the electrical discharges in this chamber have never given the Author any trouble at all. Once at the Reborn's position, note the Portable Assault Sentries deployed on the exit Catwalk (three on Jedi, only two on the other Settings). The Author recommends eliminating them from here with Disruptor fire aimed at their cylindrical Power Units/Ammunition Magazines, since they appear to have unlimited ammunition. When Kyle JUMPs the second to last collar, four E11-armed Stormtroopers come through the door onto the Catwalk. Either let their deflected fire get rid of them or JUMP the last collar and disarm them with PULL before JUMPing up onto the Catwalk and finishing them. Move through the doorway into a short connecting corridor where a Portable Assault Sentry awaits collection (if required) on the highest pipe at the entrance-door end. Engage SPEED before opening the far door and head around to the right once through it, eliminating the two Technicians before dropping down by the raised lift platform, eliminating the Grey Uniformed Officer and grabbing his Supply Key. The quartet of Stormtroopers on the high-level platforms can (with the exception of the one armed with a Repeater) be left to eliminate themselves with their own deflected Blaster fire, but the Repeater pellets usually have to be PUSHed back at their firer to get rid of him. Curiously, the Mark 1 Combat Droid seems to stay (or become) inactive while Kyle is down at the Officer's level; and can be easily disposed of by knocking out its weapon-arms with a three-quarter power Disruptor shot to each - check the bonus item of ammunition, but the Author cannot recall this ever being a case of Power Cell! Before continuing, replenish with Power Cell Ammunition at the Supply Rack across the hump (it holds three cases plus an Instant Use Medpack) and open the Supply Crate (if required - note that the key will open another Supply Crate, containing a Seeker Drone, a little later; so saving the key for that Crate may be preferred) to collect another Portable Assault Sentry. The Author recommends completely ignoring the floating platform (it will crash anyway, and activating it brings out two Rocket-armed Stormtroopers to take pot-shots at Kyle), except as a JUMPing-off point to access the first bracket; thereafter JUMPing from bracket to bracket around the chamber; Quicksaving after every successful JUMP. Eliminate the Technician at the floater's docking console and follow the ledge around (left of the lift) to the grating protecting this Level's Secret Area - containing a Battery Pack and a belt of Thermal Detonators. Author's Note: The Rocket-armed Stormtroopers (Rocket Troopers) that come out to shoot at the floating platform if it is activated do not appear to be the same as the Stormtroopers waiting at the top of the lift, but seem to be extras. Take the lift up and let the two E11-armed Stormtroopers fall to deflected fire before PUSHing and HACKing the Repeater-armed Stormtrooper. The Weapon Rack behind his position, flanked by a pair of Battery Packs, contains another two Repeaters and a Merr-Sonn Portable Missile System, the last new weapon that Kyle will collect on the Mission. Particularly on the two higher Settings, engage SPEED before opening the door and launch a PUSH as soon as Kyle starts to go through it. While there are only two E11-armed Stormtroopers on this bridge on Padawan and Jedi, they are joined by a Rocket Trooper on the higher Settings. Engaging SPEED does not give the Rocket Trooper time to fire before being flattened by the PUSH, ready for the Lightsabre. After crossing the bridge, moving all the way around the walkway to the right of the door will give Kyle access to two boxes of Blaster Ammunition, while doing the same to the left will bring Kyle to a Large Shield Booster (two on Padawan and Jedi Settings) and then to two Bacta Canisters. The Blaster Ammunition and Bacta are located where the quartet of Stormtroopers were firing from a little earlier. Move through the door (although equipped with a Control Pad, this will open automatically when Kyle is in the right position to unlock it) and into the dimly-lit area beyond; being mindful to stay on the outside of the chamber to avoid a long, long, drop. Bypass the first (square) lift platform that Kyle comes across and go up on the large, light-stone coloured, trapezoidal platform at the back of the chamber, turning to face the front and moving to the right when at the top (there's more of the transparent flooring in here and in the lowest floor but be mindful, in both locations, of the gap in the centre and the gaps around the outside). PUSH the Officers at the Control Station (one Grey Uniformed and one Black Uniformed) when in range and finish them by either HACKing or PUSHing them off the platform. Operate the Control Panel (it enables another lift two floors below), then move round to the other Control Station (noting the Security Locked door - the way to the next Level - in passing) and get rid of the two Grey Uniformed Officers in the same way. None of these Officers are carrying any type of Key, so there is no need to hold back. Go back down on the lift and board either of the square lift platforms for another descent. There are four E11-armed Stormtroopers standing watch on a ledge surrounding the central column - JUMP onto the ledge and take them out one-by-one (PUSHing them over the edge generally works quite well, any survivors can be PULLed vertically to finish them). The Supply Crate at floor level is the one containing a Seeker Drone (referred to earlier) which can be opened only if the previous Supply Crate was left alone. Locate and board the trapezoidal lift at floor level, which takes Kyle down to the lowest Reactor Control platform, defended by three Grey Uniformed Officers, two Tan Uniformed Officers (one of whom carries the Security Key required to enter the next Level) and a Reborn - a Red on Padawan and Jedi Settings, a Boss on the others. The problem here is the number of opponents, who will probably catch Kyle in a crossfire if RUN and SLASH tactics are employed; resulting in serious Damage. The solution is to stay on the lift platform as it ascends and descends (to keep the Reborn out of the way while dealing with the attacking Imperials, CROUCH close to the back, moving further forward if he is still around afterwards) , PUSHing all attacking Imperials into the gap by the centre column (sometimes one, or more, loose their footing and save Kyle the trouble of PUSHing). If the Officers to Kyle's right do not notice what is going on, they can be alerted by a couple of rounds of Flechette Primary fire, fired when the lift platform has just started to move upwards again. Both types of Reborn tend to jump about a lot, sometimes also falling down the gaps (so saving Kyle the trouble of dealing with them himself), but when Kyle does have to take the Reborn on, the GRIP and THROW technique will work on either type, provided the THROW is made before the Reborn can PUSH out of Kyle's GRIP. With all the distractions out of the way, hunt down the Tan Uniformed Officer with the Security Key (he will normally be lurking 180 degrees around the centre column), whack him (the "Safe Sabre" method works perfectly well), grab the Key and head back up on the lifts - stopping off, if required, where Kyle entered this complex to top-up Shields with the Large Booster(s) outside - to the very top. The Author recommends engaging SPEED before opening the Security Locked door and heading over the bridge; there are three Stormtroopers (one armed with a Flechette Weapon, who will use it in Secondary fire mode at range; the other two armed with E11s) at the far end. Eliminate them, go through the door behind them and head to the end of the corridor to exit the Level. ******************************************************************************* (8-18) CAIRN INSTALLATION - DOOMGIVER DOCK (Level 18) - [map code = cairn_dock1]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, Shadowtroopers, Reborn. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power) => PUSH [3]*, PULL [3]*, SPEED [3], JUMP [2], MIND TRICK [2], HEAL [2], => GRIP [2], LIGHTNING [1], LIGHTSABER THROW [2], LIGHTSABER DEFENSE [2], => LIGHTSABER OFFENSE [2]. PUSH and PULL are now upgraded to their maximum effectiveness, most apparent in the case of PULL where Stormtroopers will come flying onto Kyle's Lightsabre. The effect is not as noticeable in the case of PUSH but it does give the possibility of being able to break a Sabre-lock. Most of this Level seems to have been designed as an exercise in stealth, however there is really only one place where complete stealth must be observed, the rest of the Level being amenable to a stealthy, semi-stealthy or openly violent approach. Go down the corridor and through the door, where Kyle will find himself in a storage area with three exits and a pair of Battery Packs on top of one of the crates (and on Padawan Setting only, a Bacta Canister on a crate to the left of the Blast Door). The Blast Doors to the left give access to an Armoury (a dead-end, which can be visited now or left until later), the door in front is Security Locked, leaving the door to the right as the only other option. Inside are six suits of black armour in wall cases and a door leading into a circular chamber with platforms around it. Try cutting the armoured suits up with the Lightsabre - each Cortosis reinforced suit will take more than one SLASH or THROW. When ready, Quicksave and go through the door into the circular chamber and Kyle's first encounter with Shadowtroopers (one on Padawan, two on the higher Settings) hiding in a hole in the centre of the chamber floor. In addition to wearing those Lightsabre-resistant armoured suits, Shadowtroopers utilise the full range of Force Powers (including FORCE LIGHTNING), can cooperate in using the GRIP and THROW technique, seem to use a modified STRONG Lightsabre style and, if that wasn't enough, can also turn themselves invisible! That said, there is often either a red Lightsabre or a shimmering patch of air to show where they are and, if in doubt, a PUSH can also make them give away their locations when they block it. The green gem in the middle of their chest armour is an Artusian Crystal that has been empowered with the Force in the Valley of the Jedi. Note that they shed one of these when killed (with another usually available if the corpse - most often the lower body - is completely disintegrated by Disruptor). Obtaining one of these "Force Crystals" immediately recharges Kyle's Force Reservoir. With only the Medium and Fast Lightsabre styles available, Kyle is severely disadvantaged in a pure Lightsabre duel, so the Author recommends deploying Seeker Drones (one more than the expected number of Shadowtroopers; who do not seem to emerge from the pit until Kyle either leaves the entry platform or moves right to the front of it) before JUMPing up onto one of the platforms; there is a Small Shield Booster on the mid-level platform to the right of the doorway - where Force Powers (particularly PULL and PUSH) can be used as equalisers. Try a PULL as soon as the pit has opened, which quite often removes one of them through hard landing after a short unanticipated flight (as with Tavion). Otherwise; engage SPEED, keep SLASHing and hope! Sometimes the Seeker Drones survive, sometimes not - but they're only intended as a distraction. Expect three E11-armed Stormtroopers to put in an appearance from the chamber that Kyle needs to visit next. They usually appear after the Shadowtrooper(s) has/have been dealt with - but, if that combat has gone on for a while, may come out and add to Kyle's problems while one or both Shadowtroopers are still around. PULLing them works very well if Kyle is not in immediate danger (once, the Author used a JUMP and PULL and all three Stormtroopers were in pieces without further effort!). Go through the door (the correct one has its Control Pad on the right-hand side), murder the Tan Uniformed Officer with a PUSH and THROW and grab the Security Key from him. Note the Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) on the rear wall. Then go back through the circular chamber (collecting the Small Shield Booster - which may well be required - on the way, it can't hurt to collect any Force Crystals that are in plain sight either) and through the anteroom to the storage chamber. Now pay a visit to the Armoury. The chamber through the nearest door on the left contains six DEMP guns (which can be used to boost Kyle's stock of Power Cell Ammunition) and a Shield Converter. The chamber through the next side door on the left-contains three Bacta Canisters, three Merr-Sonn Portable Missile Systems and a Supply Rack (holding three boxes of Blaster Ammunition and a Seeker Drone). The chamber through the door opposite contains Imperial Heavy Repeaters and/or Flechette Weapons (allowing Kyle to top-up with Metallic Bolt Ammunition) and an Ammunition Converter. The chamber through the final door contains packs of Trip Mines and/or belts of Thermal Detonators - in the Author's experience three of each - plus a Supply Rack (holding three boxes of Blaster Ammunition and a Portable Assault Sentry). Top-up as required. Unlock and go through the Security Locked door, up the corridor and into the room at the end. Operate the flashing central element of the Control Station to activate the lift by the right-hand wall; this also cues Kyle to go into "wimp" mode and deliver his spiel about stealth possibly being a wiser choice. Author's Note: The structure visible to the left of the window (where a Rocket Trooper; not the one patrolling the high-level conveyor system; is standing Guard on the three higher Settings) is the Command Tower and, a small, part of the central spine of Fyyar's Assault Ship Doomgiver. As will be seen, it is a very, very, big ship! Once down on the lift, the Author does recommend stealthy behaviour for the next part of the route, but on the grounds that a Bacta Canister (in a Supply Crate to the far left of the door) and three cases of Metallic Bolt Ammunition (in a Supply Rack to the far right of the Grey Uniformed Officer) should be insufficient incentive to risk Damage with the violent method. Note that if Kyle is spotted, any Imperial can operate the Alarm Panel - leading to a Cutscene of Kyle under guard in a cell, the arrival of an Interrogator Droid: and a Mission End message! Deactivate the Lightsabre, go out of the door - in CROUCH - turn right and move to the end of the crates, then MIND TRICK every Imperial in sight (particularly, on the two higher Settings, the Technician right by the crawlspace entrance) before engaging SPEED and heading to and into the crawlspace; which Kyle needs to follow to the opening right at its end (the one without a grate across it). Locate the lift platform and ride it up, moving out of the shelter to the left (the side with the shorter wall) on arrival. Note also the array of small Reactors behind the lift-shelter that are supplying Doomgiver with power while in dock. From here there are two choices, either JUMP across to the ledge (to the right of the window) directly in front of the lift-shelter, then move around to the right and duck into the crawlspace (the conventional method, with both stealthy and violent options available) or move behind the lift-shelter, JUMP onto its roof and then over to the roof of the building in front - aiming Kyle to touch down just to the right of the right-hand buttress (only a violent option is available with this method, but it is virtually risk-free). LEDGE ENTRY - STEALTHY METHOD: (All in CROUCH). Move to the Control Station and operate its centre panel, then go back to the crawlspace, drop down from the ledge and RUN round to the lift. LEDGE ENTRY - VIOLENT METHOD: Move (in CROUCH) to just short of the Control Station, select either Imperial Heavy Repeater or Flechette Weapon, engage the Grey Uniformed Officer with Secondary fire (for the Repeater, stay in CROUCH and put the crosshairs into the corner - about halfway between the light fitting and the roof - discharge three or four rounds for certainty; for the Flechette Weapon, bob up and fire four to six discharges before the Officer can react - aimed as close to him as possible. Switch back to Lightsabre and, if not on Padawan Setting, dispose of the Technicians by PULLing them from on top of the pipes, being mindful that they both sometimes retain their weapons and that one or more can end up on the light fitting above the Control Station! When they are eliminated, Kyle can drop down to floor-level and top-up (if required) at the Shield Converter and/or the Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition), before JUMPing back up, operating the centre panel of the Control Station and either; heading back through the crawlspace, dropping down and moving round to the lift; or back-flipping back down to floor-level and exiting through the door underneath the Control Station, then moving across to the lift. ROOF ENTRY - VIOLENT METHOD: Move to the grating under the gap in the roof-ridge (do not, repeat not, fire on any of the guards in the area Kyle has just come from) with Kyle's back towards the Doomgiver. Smash the grating and drop down to the edge of the Catwalk, PUSHing and THROWing the Grey Uniformed Officer on arrival. To avoid accidents when dealing with the Technicians (on Jedi Setting and above) RUN across the width of the Catwalk and JUMP over to the Control Station side. PULLing them from on top of the pipes there means that they will never get any chance of operating the Alarm Panel on the Officer's Catwalk. Top-up etc. as above when all are disposed of. Author's Note: Putting an Alarm Panel where only one defender can get to it wasn't a very intelligent piece of planning on the part of the Imperials! With the violent methods, the Author tends to favour the back-flip to the floor and an exit through the door as it seems to give Kyle a little extra time. ALL METHODS: Summon the lift platform again and ride it up, engaging SPEED at the top (operating that Control Panel shut down the Reactor array, but only temporarily) then RUNning to the end of the Reactor array nearest Doomgiver, turning hard right once between the first and second rows, RUNning to the end, then turning hard left and up the steps. On Padawan Setting there are a Tan Uniformed and a Grey Uniformed Officer manning the Control Board, on the higher Settings these are joined by a Black Uniformed Officer who carries a Supply Key (to the Supply Crate around the corner - containing a Small Shield Booster). Kill these Officers quickly and make a bee-line for the side of Doomgiver, bearing to the right and heading for the large square opening (the top of a lift shaft) that comes into view to Kyle's front. A number (depending on Setting) of Stormtroopers are on their way up on the platform; get to the lift shaft quickly enough and Kyle can aim a PULL at the middle of the group while they are still below him; suddenly it's raining white armoured men, Halleluiah! Most of the time they are all killed on impact, but occasionally one or more end up on the top of high-level structures - even on top of the Doomgiver itself! PULL the Grey Uniformed Officer (standing at the Control Console) before he can do any damage, finish him with the Lightsabre and collect the Security Key from the top of the container nearby as well as topping-up (if required) from the Ammunition Converter to the right. There is an Alarm Panel in this area, but it is being repaired by an R2 Droid, so Kyle cannot be captured. Nevertheless, locate the Panel and check the top of the crates to the left of it for a Portable Assault Sentry (two on Padawan Setting). Get back over to Doomgiver's flank again and find the two doors (the left one Security Locked) in the corner of the area; operate the Security Lock and board the lift inside. There is no gameplay consequence to leaving the flashing central panel of the nearest Control Station untouched - all it does is to drop the large square lift again and close a cover over the shaft (operate it, or not, to choice) then head down the steps and through the door to a mirror-image version of the previous chamber. Here operating the Control Station to drop the lift and its Stormtrooper passengers might have value, but they can be dealt with more directly. There is (again) no Alarm Panel down there to worry about, although Flechette-armed Stormtroopers on the lift will use Secondary fire if given the chance. Quicksaving before going down in the lift, engaging SPEED before exiting and using PULL (with or without a JUMP) after RUNning into range has been found to be a Damage-free elimination method. Author's Note: Passing through the last sequence of lifts and passageways has brought Kyle over Doomgiver's spine. He is now on the opposite side of the ship, and will be heading back towards the Command Tower. However that group of Stormtroopers is dealt with, head diagonally across the area and carefully through the door. The room beyond contains electrically charged pipes down its centre (except at the far end), but Kyle should be all right if he moves in CROUCH and hugs the walls on the way round. The next chamber can be a bit difficult on higher Settings since there is an electrified pit separating Kyle from the Imperials (three Stormtroopers and a Grey Uniformed Officer, with an Alarm Panel in easy reach of all of them). On Padawan it's easy - select Disruptor and whack the single Stormtrooper first, then the Grey Uniformed Officer - but don't disintegrate him, he has a Supply Key. It is just possible to whack all of them with the Disruptor on Jedi Master Setting by MIND TRICKing the three Stormtroopers first, but it's a bit chancy. Probably the best method is to deactivate the Lightsabre before opening the door from the previous room, stay (or get) out of sight of the Stormtroopers, engage SPEED and move in CROUCH down to the far end of the walkway; then JUMP up the pipes to the top of the structure, move across the top (in CROUCH again) then MIND TRICK the Stormtroopers, engage SPEED again and drop down, eliminating the Officer first, then the Stormtroopers. The Supply Crate is not really worth opening (it only contains a Bacta Canister, but save the Supply Key for possible later use) and the Weapon Rack contains (unless a PULL or PUSH has been aimed in its direction) a trio of Imperial Heavy Repeaters. Through the door is another chamber with electrified pipes running through it, which should be negotiated in the same manner as before. Go through the door into the corridor and down to the end - but do not try to go through the unlocked door to Kyle's left, it's certain capture - just JUMP onto the (roughly triangular) circuitry access boxes to Kyle's right-front and from there up to the on the ledge on the right. Follow the ledge round and smash the grate to access this Level's Secret Area (just a Bacta Canister and a belt of Thermal Detonators) then drop back down into the corridor. The next chamber (the only place where it is necessary to exercise full stealth tactics) is thick with Imperials, and contains a sealed observation booth, complete with Alarm Panel and Black Uniformed Officer (who cannot even be MIND TRICKed) as well. Fortunately, the Imperials have left an unguarded crawlspace which leads onto an upper-level walkway. The conventional means of getting up there is to JUMP onto the lamppost by the entry door and follow the ledge along (hopping the gap when Kyle comes to it); but the Author has discovered that it is possible to JUMP onto the top of the shorter buttress by the gap (at either of the buttress' narrow sides), and JUMP to the crawlspace from there. Deactivate the Lightsabre (or, better yet, go to 'empty-hands' mode), enter the crawlspace and Quicksave. Once through the crawlspace (leave the GNK Droid alone, it provides a bit of visual cover - although its Control Pad can be USEd to activate it, seemingly without gameplay consequences) remain in CROUCH until through the tricky section and safely inside the airlock. Move left to the Single Element Control Station (noting the two Small Shield Boosters to the right of it) and activate the Light Amplification Goggles. Next, engage SPEED, USE the Control Panel and move along to the end of the walkway to the right, dropping down to floor level by the wall. Move around the trio of Officers, then around the end of a Display Screen to the airlock door, operate its Control Pad and move right the way along to the far end; waiting there until the door has shut and nothing else has happened for about ten seconds (Reborn voices from the other side of the airlock door do not count!). Then Kyle can remove the Goggles, STAND up and reactivate (or draw) his Lightsabre again. Quicksave here too. The chamber past the airlock is equipped with two Alarm Panels, located on each side of the chamber about halfway along it, and manned (on all Settings) by a Black Uniformed Officer and a Grey Uniformed Officer to operate them. When Kyle enters, the Officers try to run from their starting position outside the airlock door through the maze created by a large number of crate stacks to the Alarm Panels. While alone on Padawan Setting (and so rather easy meat), they are joined by a Blue Reborn on Jedi Setting and by a Blue and a Boss on the higher Settings, making things a bit more difficult. The technique here can be said to be "business before pleasure", whacking the Imperials first (if possible - not that it always is!) before taking on the Reborn. The Author has found that engaging SPEED before opening the outer airlock door, moving to the left of the Grey Uniformed Officer until both are in line, THROWing them down; then RUNning after the Lightsabre and heading down the right side of the chamber to the rear before cutting over to the open space on the left-hand side and waiting for the Reborn to come after Kyle (while allowing the Force Meter to recharge) keeps Damage to a minimum. Remember that Blue Reborn are vulnerable to Rank 2 GRIP (making the GRIP and THROW technique a possibility), and the Boss in this chamber has been found to be more susceptible to PUSH (followed by a THROW or a HACK, depending on distance) than some others. There are a pair of Battery Packs on the top of a crate by the exit door. Also, near the Alarm Panel on that side of the chamber, is a Supply Rack (holding an Instant Use Medpack and three cases of Power Cell Ammunition) and a Weapon Rack (holding three E11s). Go through the door (it does not have a Control Pad, but opens automatically), ascend on the lift and move round the Catwalk to Doomgiver's bridge; the entrance Kyle can use is on the opposite side. Accessible at the end of the other Catwalk is a Weapon Rack (holding three Portable Missile Systems). In fact the entire area that Kyle has moved through after delivering his spiel about stealth can be accessed from here, without meeting any enemies at all (they have withdrawn into Doomgiver due to imminent departure, although the Droids are still about) and without the need to incur any Health Damage whatever - which may be useful if Kyle has sustained Shield Damage from the Reborn. To get down to the 'Stealth' room (for the two Small Shield Boosters), drop down in front of Doomgiver's bridge and head all the way along the spine almost as far as the structure with the Control Station visible through the windows. Head left and drop onto the ledge (not part of Doomgiver itself, but part of the docking mechanism), following it back in the direction Kyle has just come from. At the end, drop down onto the walkway by the Supply Crate, head for the doorway (into the second room containing electrified pipes) and proceed from there. Kyle may give an "Oof" on landing, but no Health Damage should be sustained, even on Jedi Master Setting. When finished, go back up to Doomgiver's bridge. To get down to the Shield Converter (in the room with the lone Officer (and Technicians on every Setting other than Padawan) drop down in front of Doomgiver's bridge and head all the way along the spine almost as far as the structure with the Control Station visible through the windows. Head right and go up the inclined ledge until it ends; then JUMP down onto the sloping area to the right (the Author isn't sure if this structure is part of Doomgiver or not) then drop onto either the walkway below, or the arched pipes if just wanting to visit the Converter, or RUN along to the end of the sloping ledge to collect a case of Rocket Ammunition and drop down by the first Supply Crate of the Level. Again, no Health Damage should be sustained, even on Jedi Master Setting. When finished, go back up to Doomgiver's bridge, following the normal route. Enter the bridge to trigger the end-of-Level Cutscene of Luke's and Desann's Lightsabre duel. Unlike other commentators, the Author has yet to see anything unusual, but lives in hope! ******************************************************************************* (8-19) DOOMGIVER - COMMUNICATIONS ARRAY (Level 19) - [map code = doom_comm]. 3 Secret Areas. Opposition: => Stormtroopers, Imperial Officers, Imperial Technicians, Shadowtroopers, Reborn, Interrogator Droids, Combat Droids. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [3], PULL [3], SPEED [3], JUMP [3]*, MIND TRICK [3]*, HEAL [2], => GRIP [2], LIGHTNING [2]*, LIGHTSABER THROW [2], LIGHTSABER DEFENSE [3]*, => LIGHTSABER OFFENSE [3]* - (STRONG STYLE). The upgrade to Rank 3 LIGHTSABER DEFENSE vastly improves Kyle's ability to accurately redirect incoming fire, and return it to sender! This makes dealing with automated defences a lot simpler, particularly when there are Stormtroopers and others to share the benefit! The increase of MIND TRICK to Rank 3 can turn enemies into (temporary) allies, and gets them to fire on any of their former colleagues in sight! While in the 'allied' state, automated defences of all descriptions will target a MIND TRICK victim, as if he was Kyle. The availability of the STRONG Lightsabre style gives (provided it is used in conjunction with SPEED) a much improved ability to deal with Cortosis armour, and can knock ordinary Reborn to the ground. Rank 2 FORCE LIGHTNING is not as much of an improvement over Rank 1 as other Force Powers; true, Kyle can now make a sustained attack, but even this does not knock Force-wielding enemies off balance. The Author recommends continuing to restrict Lightning to Droid targets (and isolated Imperials) at this Rank. Rank 3 JUMP is also useful and necessary but is an incremental, rather than a massive, improvement. The opening Cutscene (an interrupted comlink conversation with Luke) adds contacting Rogue Squadron, and enabling them to track Doomgiver, to Kyle's 'to-do' list. A swarm of Stormtroopers will greet Kyle as he tries to leave the Command Walkway (including some going into the Crew Pit area below). PUSH the ones that try to come in through the door and test the upgrade to Kyle's Lightsaber Defence. When the activity slows down, also try out the upgrade to MIND TRICK. The Author finds that the last few Stormtroopers (those in the Crew Pit area) can usually be induced to come out and be killed by using a lull to quickly take up position in the lift (use SPEED for a Damage-free transfer), where Kyle needs to be anyway. There is a Weapon Rack (holding three E11s) to each side of the Crew Pit door, so PULLing to disarm is probably not as effective a tactic - disarmed Stormtroopers have a habit of re-arming themselves from the Racks. Descend in the lift; the exit is on the same side as the entrance, so turn round on the way down; to find another clutch of Stormtroopers (one armed with a Flechette Weapon, the rest with E11s). Moving to the corner (SPEED is not really necessary if Kyle SIDESTEPs, but can be engaged if preferred) on either side of the lift door can speed-up the elimination process as Kyle comes into view of a ceiling-mounted Automated Defence Cannon - which is now much more of a danger to the Imperials than to Kyle! With all the Stormtroopers on the floor, advance on the visible Automated Defence Cannon until the second one comes into view, wait for one of them to be blown up then advance on the survivor until that one is toast as well. Note the storeroom windows under each Cannon position, visible through the left-hand window are a Bacta Canister and a Large Shield Booster (two on Padawan Setting) on the floor by a Supply Rack (holding an Instant Use Medpack, two boxes of Blaster Ammunition and a case of Metallic Bolt Ammunition, while three Supply Racks (three cases of Power Cell Ammunition, three cases of Metallic Bolt Ammunition and three cases of Rocket Ammunition) can be seen through the right-hand window. The windows flank a locked door (both unlocked and opened by operating the Control Panel down the steps opposite it, which has a Supply Rack (an Instant Use Medpack and three boxes of Blaster Ammunition) located to its left, with a Small Shield Booster on the floor to the right of the Supply Rack. Operate the Control Panel and let the quartet of Stormtroopers, led by a Black Uniformed Officer (who has the Security Key for the Ammunition Store to the right) eliminate themselves, then (without going within sensor range of the door at the far end) grab the key and open the Security Lock. The far door opens into a small lift, with a Green Reborn in residence. Launch a PUSH as soon as the door opens halfway (it seems to be helpful if Kyle trips the sensor while in CROUCH), and he should be knocked over. If not, PUSH again immediately, as many times as it takes to floor him, then THROW or HACK him up. Ride down in the lift (its another one that exits from the same side as it is entered from) and bear right on exit. There a, not very alert, Tan Uniformed Officer is standing at a Console and it is possible to sneak up on him and give him a dose of FORCE LIGHTNING from close range (use the point of Kyle's left shoulder as a guide to where the Lightning will discharge). Grab the Officer's Supply Key and head down to the side doors down the passageway (starting with the right-hand one); the far door of this airlock-style anteroom is locked, but it contains a Supply Rack (holding an Instant Use Medpack and with three boxes of Blaster Ammunition) and a breakable grating in the ceiling to Kyle's left. Take time to deploy a Portable Assault Sentry in front of the middle of the locked door and as close to it as possible (it helps for later) then smash the grating, JUMP up through it and move along the passageway (knocking off the two Interrogator Droids, which can be THROWN or DEMPed - but expect to need at least two Primary fire hits on each with the DEMP) to the first of the Level's three Secret Areas. This one contains a Battery Pack, a pack of Trip Mines, a belt of Thermal Detonators and a Supply Crate (holding a Large Shield Booster, if required; otherwise preserve the Key for later). Move back down the passage, drop down into the anteroom and move across the corridor. This anteroom is also equipped with a Supply Rack (holding two cases of Metallic Bolt Ammunition and a case of Power Cell Ammunition). Again, deploy a Portable Assault Sentry at the door, locate the grating to Kyle's left, smash it and JUMP up into a forked passageway with five Interrogator Droids to be dealt with; two coming from the right and three from the left. The left passage leads to a small supply cache (two Bacta Canisters, a Battery Pack and a Supply Crate - holding a Seeker Drone); the right-hand passage leads to a grating overlooking a Control Station and the Tan Uniformed Officer operating it. As with the previous occasion, a half-charged Disruptor shot will eliminate both at once. Drop down, unlock the big door, grab the Officer's Supply Key and operate the central element of the Control Station to activate one of the R5 Droids. Take it back up the corridor to where the dozy Officer was standing, find and operate the Droid-lock to expose a Portable Assault Sentry, then head right to the Droid-sized, forcefield protected, entryway. Once inside, move round to the left inside the large chamber to find and operate another Droid-lock on the far side of the buttress past the guarded archway (the entrance to a very large lift) to expose a second Portable Assault Sentry. Then continue moving round the room to the doorway and operate that Droid-lock too. Sometimes the Stormtroopers get suspicious and either mangle or destroy the R5 during this process, if so, just send in another one (a different one activates each time, and there appears to be an inexhaustible supply!) to complete the chores. With the door unlocked, and the Portable Assault Sentry in the doorway blasting merrily away, release control of the R5 and, having made sure that the Lightsabre is selected and active, collect the first spare Portable Assault Sentry from the dozy Officer's position then head for the left-hand-side door to complete cleansing the chamber (and lift) of Stormtroopers; finishing by collecting the second spare Portable Assault Sentry. It's not actually necessary (and there are no interesting or useful items in that chamber), but it does up the end-of-Level body-count if Kyle returns to the Droid Control Station, fires up another R5 and sends it into the other room. That is where an officious Protocol Droid demands that R5 transmit its clearance code, and reveals that the R5 is under unauthorised control. Head down on the large lift (the Author prefers to do this from the chamber where the second Portable Assault Sentry was) as the terminus contains an Ammunition Converter, hidden from casual inspection behind a buttress - using the other lift gives access to a Shield Converter, hidden in the same manner. In both these termini chambers there is one locked, yellow-panelled door and a staircase (leading to another locked, yellow panelled door) directly opposite the lift, and one plain grey door to one side. The plain grey door leads to the next chamber Kyle has to clear; the yellow-panelled doors will become available later. Both of the lift termini give access to the same large chamber, with a Catwalk to one side, a drop-off to the other and a colonnaded structure halfway along, which is linked to the floor by a pipework bridge. In here are two Automated Defence Cannons, ceiling-mounted above the Catwalk; two Mark 1 Combat Droids (which Kyle has already encountered in Cairn Assembly and Cairn Reactor) at Kyle's level, plus two Mark 2 Combat Droids; that look like turreted bread-bins from Kyle's perspective; on the Catwalk. The Author's advice is to hold position and let the enemy fire do Kyle's work for him again - while it is possible to PUSH the Combat Droids over the edge of the drop-off (and it can be done safely), all four Droids drop bonus cases/boxes of ammunition when they are destroyed, which might help if Kyle is short. Once the Droids are eliminated, advance on the Cannons (as before) until both are silenced; then drop down in front of the colonnaded structure. Secret Area 2 of the Level (containing two Small Shield Boosters and a pack of Det Packs) is through a crawlspace sized opening on the left-hand side of the structure, right against the far wall. There should be enough ambient light filtering in to make donning the Light Amplification Goggles unnecessary. Once done, move to the front of the structure between the columns and the wall, stand on the glass panel (facing toward the bridge), break the glass and drop down. In this passageway, there are five Interrogator Droids to be eliminated, THROW works very well as the Droids line themselves up to attack Kyle; and can be taken out two or three at a time - if the THROWing is accurate; the DEMP can be used as an alternative, if preferred. With the Droids out of the way, ensure the Lightsabre is selected and active then move to the lift at the end of the passage and take it up (yet another one where the exit is on the same side as the entrance) into a small chamber with several R5 Droids and five Technicians. Stay as close as possible to the lift doorway, let most of the Technicians eliminate themselves and then mop-up with the Lightsabre. There are some supplies in the two alcoves nearest the far door, an Instant Use Medpack and three cases of Power Cell Ammunition in a Supply Rack (plus a Small Shield Booster on the floor) to Kyle's left; another Instant Use Medpack and three cases of Metallic Bolt Ammunition in a Supply Rack (plus a second Small Shield Booster on the floor) to Kyle's right. Move through the door into the Tram System Control Room (where there are a few more R5 Droids moving around) and operate the Control Panel - only one of the four elements actually needs to be operated, but do the lot anyway, there is no gameplay consequence, either way, (Note that the outermost panels allow Kyle to access the top-level Tramways on their side, the middle panels do the same for the lower pair of Tram Cars. When done, exit the Control Room via one of the doors to either side of the Control Panel, dispose of the gaggle of Stormtroopers that come in through the doors to the lift termini (they scream very nicely if PUSHed or PULLed so that they go over the drop-off) go through either of the doors to the lift termini. The Author tends to use the door the Kyle did not enter the chamber by (which is usually the one giving access to the Shield Converter, for a quick top-up, if needed). The Author also recommends ignoring the top-level Tram Cars in favour of the lower-level ones (entered by going down the stairs) since that gives a better angle of approach to enemies at the other end of the track. Enter the chosen Tram Car, and operate the (flashing) Control Panel to set it in motion (there is no gameplay consequence to running the chosen Tram Car back and forth along the track as many times as desired, or - provided Kyle only leaves at the Control Station end of the track - taking more than one of the Cars for a spin!) If a lower-level Tram Car was selected, Kyle will find himself at the foot of a flight of stairs (the upper-level Tramways exit at the top of the flight). Ascend fairly cautiously since there are five enemy Portable Assault Sentries deployed around this corridor (shaped like a bracket - a flattened 'U'), in support of another gaggle of Stormtroopers, led by a Black Uniformed Officer, (who carries the Key to the Security Locked door midway along the long side). If no Stormtroopers are in sight, the nearest enemy Sentry can be destroyed by Disruptor fire (to give Kyle a little more freedom of movement) but let the others fire off their ammunition against Kyle's Lightsabre - any Imperials that try to attack Kyle will have the fire reflected back at them and will not last long! Four Supply Racks (one for each type of ammunition - and each holding three boxes/cases of it) are located at the ends and corners of the corridor; the Rack holding the supply of Power Cell Ammunition having a belt of Thermal Detonators on the floor to one side of it. When ready, operate the Security Lock to open the door to the Communications Control Centre. This chamber's defences are very similar to the corridor outside (Stormtroopers and Portable Assault Sentries), but with the slight complication that Stormtroopers can appear from and disappear into doorways to each side. It's a good ploy, for as long as the supply of Stormtroopers lasts, to stay in the doorway and PUSH visible Stormtroopers over, MIND TRICKing them as they are getting up. In addition to fighting their non-MIND TRICKed colleagues, they also attract the attention of the Portable Assault Sentries; in effect, tricking the Sentries into wasting their ammunition! Once all is quiet again, track down and, for safety's sake, destroy the remaining Sentries (noting the location of the Communications Control Panel, which is offline at present); then go through either of the side doors and follow the corridor around. There are almost always another two Stormtroopers guarding the doorway to the Encryption Centre, PULL them both and HACK, then go through the door. If Kyle emerges by a structure with green markings, head left; otherwise head right. Go around to the next doorway (be sure to note the twelve-sided lift platform down to the Encryption Array, in passing) and take the Stormtroopers beyond from behind. Very occasionally, Kyle will encounter a deserter from the Communications Control Centre on the way around, deal with him as normal. Return to the Encryption Array lift and take it down. The Array itself is a 3x3x3 arrangement of pods (each containing a Panel with one possible code element), with the Red Code selections on the top layer, the Green Codes below and the Blue Codes on the bottom layer. Some (but not all) of the pods on each layer are linked by bridges and some of them may contain at least one Imperial Technician. The task is to JUMP around the Array, find the correct Code Panel (as per the Code information on the Datapad) and operate it to select the Code. Only one Panel in each layer can be active at any time, so Kyle will have to JUMP back and reselect the correct Code if any others are operated afterwards. The Red Code pod is immediately to the left of the lift terminus, the Green Code pod is one level below and to the right of the lift terminus and the Blue Code pod is on the lowest level, all the way to the rear and directly to Kyle's front. The Author believes that the following route involves the least amount of JUMPing. Start by Quicksaving, then move in front of the lift's Control Panel. Turn around and RUN off the curved part of the lift-landing so that Kyle drops down by the side of the short bridge to the roof of the Green pod, one layer below and directly in front of the lift. Quicksave again. Back-off a little to give Kyle a run-up and JUMP onto the bridge in front of the doorway to the Red marked pod to Kyle's left-front (the landing zone is very narrow, so be mindful). Once there, spin about, move across the bridge into the pod containing the Red Code Panel and operate it. Quicksave again. Come out to the middle of the bridge and JUMP down (it needs some JUMP, but not one at full-power) onto the roof of the central Green pod, then drop down to the nearest bridge coming out of the Green pod that links three bridges together. Quicksave again. Locate the Blue pod that has a stub of bridge outside its doorway and JUMP down onto its roof (that is the pod containing the Blue Code Panel). Quicksave then carefully drop down onto the stub of bridge, enter and operate the Code Panel. Quicksave again. Move to stand on the end of the stub, turn to face the pod doorway, and JUMP up onto the roof again, moving to the rear of the roof on completion. The ledge below is the location of the third, and final, Secret Area of this Level, containing a Bacta Canister, a pack of Det Packs and a Seeker Drone. Drop down to grab the Secret Area credit (and any of the items required) then position Kyle (facing toward where the items were/are) so that he just misses catching on the overhang and hit JUMP and FORWARD simultaneously to return to the roof. At this point, be aware that the pod forward and to the left from Kyle's present position is known to be one of the places which might contain an Imperial Technician or two (there are pods in the Green and Red levels that are also known to shelter Imperials on occasions, but they are comparatively inaccessible). The Author sometimes has Kyle pay a roof to roof to walkway visit and drop down in front of the door! Quicksave, then JUMP onto the roof of the pod directly in front, then onto the roof of the one directly in front of that. Quicksave and turn to the left, looking up to see a doorway in the Green-level pod above. That is the location of the Green Code Panel, and Kyle will have to JUMP right through the doorway to access it (unless the Force is definitely not with Kyle, a mis-JUMP usually lands him on the roof of the Blue pod underneath it, just JUMP back across and try again, or Quick-reload, to choice). Operate the Code Panel and Quicksave; then stand at the very edge of the doorway and hit FORWARD and hit JUMP a split-second later. Kyle should land on the roof of the pod he dropped down onto at the start of his journey around the Array; it is a easy JUMP back up to the lift entrance from there. Go back up on the lift to the Encryption Centre, enter each of the colour-coded Control Booths in turn, check with the Datapad to see that the correct Code symbol is displayed on each Panel and operate the Panel to lock the Code in place. Note the locked door on Kyle's way out of the Blue Control Booth, that is the way to the next Level. Go back into the Communications Control Centre, where the display should have changed from showing 'mush' or 'snow' to an Imperial Insignia; if not then double-check that all the Encryption Codes are correct and have been properly locked-in; taking corrective action as necessary. Operate the Panel for a (Cutscene) conversation with Rogue Leader - disabling Doomgiver's shields being added to Kyle's 'to-do' list - then showing Doomgiver emerging from hyperspace with Rogue Squadron (including at least two Y Wings mixed in with the normal Starfighter establishment of X Wings) in hot pursuit; the start of Rogue Squadron's action against Doomgiver and Doomgiver commencing deployment of its Drop Ship Landers. When the Cutscene ends, find the (now unlocked and open) door behind the Blue Control Station in the Encryption Centre, go through and follow the corridor to end the Level. ******************************************************************************* (8-20) DOOMGIVER - DETENTION AREA (Level 20) - [map code = doom_detention]. 3 Secret Areas. Opposition: => Stormtroopers, Imperial Officers, Imperial Technicians, Shadowtroopers, => TIE Fighter Pilots, Reborn, Combat Droids. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [3], PULL [3], SPEED [3], JUMP [3], MIND TRICK [3], HEAL [3]*, => GRIP [2], LIGHTNING [2], LIGHTSABER THROW [2], LIGHTSABER DEFENSE [3], => LIGHTSABER OFFENSE [3]. The only advantage of Rank 3 Heal over Rank 2 is that it takes less time. The upgrade is an improvement, but nothing to go wild about. Head along the corridor and around to the right; being mindful to ensure that the two worried Stormtroopers' fears about being replaced by the new (and better-than-expected) Shadowtroopers do not come to pass! Go through the door on the left and disrupt the TIE Fighter Pilots' pre-launch pep-talk with some well-placed, MIND TRICKS; mopping up any survivors of the Tan Uniformed Officer, two Grey Uniformed Officers, two Stormtroopers and four TIE Pilots with the Lightsabre. Unless there is a need for another Portable Assault Sentry (locked in the Supply Crate, on the right of the entrance - also note the Shield and Ammunition Converter at either end of the raised walkway), an early confrontation with a Shadowtrooper is desired, or experiencing the Arcade-style "shoot'em-up-game-within-a-game" appeals, there is no real reason to grab the Security Key from the Tan Uniformed Officer and descend in the lift at the end of the Catwalk. If Kyle does go down in the lift, the Author has had some success with switching to STRONG Style, engaging SPEED just before bottom, RUNning into the Tan Uniformed Officer and then dealing with the Shadowtrooper (once he's dead, remember to disintegrate the lower part of the corpse to 'force' out a second Force Crystal, for whatever benefit it confers). The Arcade-style mini-game is a ship's gun versus TIE Fighters (a choice of five, shoot four and the fifth crashes into the gun-bay). While on the Catwalk, note the three launch-bays to the right, as well as the large Viewport directly opposite, which form the next part of Kyle's route. Top-up at the Ammunition Converter and drop down to the lower level. Note that there is a ceiling-mounted Automated Defence Cannon just in front of the doorway that Kyle needs to go through next, but there is no real need to waste any ammunition on it; just RUN along to just in front of the mounting (where it cannot depress enough to hit Kyle) and take it out with a THROW. Move to the doorway that Kyle has now just tripped open, CROUCH and PULL the defending Stormtroopers into the Lightsabre blade, being mindful that there is usually one more defender around the dog-leg to the left at the end of the chamber. Look for a belt of Thermal Detonators on a ledge in what appears to be the middle bay of the room, across from a Weapon Rack (holding three E11s). Another Weapon Rack (holding three Portable Missile Systems) is to be found on the reverse side. Get just near enough to the large door to open it and PULL the nearest Imperial (TIE Fighter Pilot), quickly followed by the two nearest Stormtroopers (one armed with a Heavy Repeater, the other with a Flechette Weapon). Finish them with the Lightsabre then, as soon as the Force Meter shows a full charge again, MIND TRICK the opposite door a couple of times (as an area distraction) while keeping an eye on where the left-hand Stormtrooper gets to, he is a Rocket Trooper and will be a very useful puppet as soon as the opposite door opens. When it does, either MIND TRICK the Rocket Trooper, or one or two of the Stormtroopers in the airlock across the way, and watch as they annihilate each other. Top-up the MIND TRICKing as required until either the door closes or the last visible man standing moves in Kyle's direction, or both. Eliminate any MIND TRICK victim(s) left in the launch-bay and go through the far door; be ready for a survivor or two, just in case, but this tactic often results in a clean sweep. The far door (the direct route to the next launch-bay) is permanently locked, as is the connecting door at gantry level (located through the door to the right and up on the lift - but as that door is locked there's absolutely no reason to visit). Instead, go through the door to the left, noting the Battery Pack on the floor and the Supply Rack above it (holding an Instant Use Medpack and three cases of Metallic Bolt Ammunition) between the two launch-bay Control Booth doors, then through the left-hand door after that and operate the Control Panel that shows a red circle-in-a-rectangle to power-up the lift - that display will clear and a green circle will appear on a screen to its right. The other, blue coloured, Control Panel (which opens the launch-bay doors and drops atmosphere containment forcefield) should be left alone - operating it for this launch-bay is now unnecessary, and could prove dangerous if the doors are left open! Even though it seems a little illogical, and requires some extra running around, the Author believes that the most efficient method of clearing out the next launch-bay starts with a visit to the Control Booth next door - but only to power-up the lift, at this stage. Then head back into the first launch-bay and take that lift down (if Kyle faces towards the atmosphere containment forcefield, and moves to that edge of the platform, he will be in the right position to access this Level's first Secret Area at the bottom - a crawlspace sized cubby-hole containing a Bacta Canister and a belt of Thermal Detonators). Next, move to the left around the lift mechanism and up the TIE Fighter passage as far as the first corner, where Kyle will see that there are a pair of Mark 1 Combat Droids on patrol. These can either be attracted, and destroyed, by the one-at-a-time methods used in Cairn Assembly (just over two and three-quarter discharges of Rank 2 FORCE LIGHTNING per Droid does the trick, with or without a Lightsabre 'tickle'); or they can be enticed onto the lift platform, evaded up in the launch-bay - with use of SPEED - and blown out into space by operating the blue Panel in the left-hand Control Booth. With the mechanicals out of the way (by whatever method) Kyle needs to advance to the end of the passage (the Author recommends taking up a position by the join in the first set of doors around to the left, with Kyle's back to them). Wait for the Automated Defence Cannons to knock off a couple of Stormtroopers up on the rim, then start edging, bit-by-bit, around the chamber to the left, letting the Cannon fire find the Lightsabre again after every move (and be deflected either back at the Cannons or at any exposed Stormtroopers). When nearing the lift entrance, with only about two Cannons remaining, and when no more fire is being deflected at odd angles to seek out Stormtroopers, advance carefully on the remaining Cannons and let the deflected fire destroy them too; then head for the personnel lift (a roughly circular - twelve sided - platform) and take it up to the rim-walkway. It's probably wisest to go the long way round to the Control Booth at first (heading to the right) in case of surviving Stormtroopers, noting (as Kyle passes) the two red-lined archways. Inside the first of these are a pair of Large Shield Boosters and a belt of Thermal Detonators; inside the second archway are a pair of Supply Racks, the first holding three cases of Metallic Bolt Ammunition, the second holding three cases of Power Cell Ammunition. Enter the Control Booth and operate the Panel (similar to the lift Control Panels in the launch-bay Booths above) once - the door on the left-hand door of the three (where Kyle entered the chamber) should close and the centre should open. Move back to clear the Booth roof and JUMP on top of it, RUN across the servicing gantry (nothing there for an explorer to find) and drop onto the walkway. Go to (and down on) the lift, up the newly opened central passageway and remove the (single) Mark 1 Combat Droid on guard duty - the droid does not seem to be in an active state until Kyle gets very close, so it can be given a full discharge of FORCE LIGHTNING to wake it up; followed by a Lightsabre 'tickling' until it is scrap. Run to the big lift, which will descend automatically, but do not board it (sometimes there is a scream as one of the defenders falls down the shaft). An area MIND TRICK or two into the launch-bay as the lift ascends again (without Kyle) is optional, but can't hurt. Return to the Panel in the Control Booth (this time, head left from the lift, JUMP onto the gantry, hop onto the Booth roof and drop down) and operate the Panel twice to reopen the left-hand door and passage. Head back down it and go up into the first launch-bay again, heading for the right-hand launch-bay Control Booth (overlooking the bay that is to be cleared out), which should now have a few more Imperials standing about in it. Aim MIND TRICKS at the airlock door until one of the Imperials investigates and opens it, then operate the blue Panel to give the occupants an unanticipated space-walk (as at the Cairn Installation). If there are Imperials still holding position in the airlock while the bay is open to space, hop up onto the lift Control Panel and try MIND TRICKing one or more of them from a CROUCH - that can give the little extra MIND TRICK range required to influence them. When done, make sure that the launch-bay doors are closed (most important, or Kyle will be taking an unwanted space-walk himself!) and head back down to the TIE servicing area, reopen the central passageway, this time going up on the lift into the second launch-bay; where, if all has gone to plan, there should only be a maximum of one or two Imperials left in the next airlock. As a precautionary measure, head into the second airlock's left-hand Booth and depressurise the launch-bay that Kyle has just left (one Stormtrooper seems to have a habit of ducking in there while Kyle is working on the third bay), then move past the Supply Rack (holding three cases of Power Cell Ammunition), and the pair of Small Shield Boosters flanking it on the floor, into the right-hand Booth and start MIND TRICKing the far door again. If the Imperials don't get close enough to trip open the door with an area MIND TRICK, put one of them under the influence directly; which often does the job. Again, try to provoke a nice little firefight in the doorway, with the aim of attracting as many of the six defending Stormtroopers as possible into the third launch-bay and then hit the blue Panel to evacuate all and sundry. Unless wanting to take out another pair of Mark 1 Combat Droids at the bottom of the lift shaft, there is no need to enable the lift in this bay. Close everything up (including the second bay) and move to the far door. The next chamber is a mirror-image of the dog-legged one Kyle passed through immediately before entering the launch-bay area. There are again two Racks (the first a Weapon Rack holding three E11s, the second a Supply Rack holding an Instant Use Medpack and three cases of Metallic Bolt Ammunition) mounted virtually back-to-back on a pillar, but with a pack of Trip Mines replacing the belt of Thermal Detonators in the first dog-legged chamber. Move to the doorway and deal with the Stormtroopers (two or three of them) beyond. The door around to the right is locked (there are a pair of Small Shield Boosters and a Bacta Canister on a shelf at the left end of the hallway), but there is a grating over the door which is accessible from a pair of pipes that enter the room at that position. Kyle can, incidentally, JUMP onto the pipes at any point along their run - the brackets have big enough gaps for him to pass through in CROUCH. Smash the grating with THROW, then select Det Pack and advance in CROUCH (the ceiling is very fragile, so exercise caution - and keep as far away from the gratings as possible, or Kyle may be spotted) to plant two of them, one on the ceiling panel by the wall to Kyle's front the other on the panel next to it; while the Imperial gripes about Reelo. Then CROUCH around to the very rear of the ceiling (all the way over and around to the right) and plant a third Det pack there - hopefully it will catch Doomgiver's resident expert on TIE Fighters when it goes off! Next, head back to the crawlspace and JUMP from the pipes into Secret Area 2 (the hole above the entrance) for the credit, a pack of Det Packs, a Small Shield Booster and a Seeker Drone. Author's Note: Going through the crawlspace (even if only to visit the Secret Area) before starting to destroy the ceiling is, unfortunately, necessary - the defenders do not come into existence until Kyle is on their side of the wall. Go back out through the crawlspace, follow the pipes around the corner and set off the Det Packs; then reselect Lightsabre and return almost to the crawlspace where MIND TRICKs from the hallway side of it can thin out the Imperials with a reasonable degree of safety - for maximum effect, try to target the Rocket Trooper, the Stormtroopers with Flechette Weapons and/or those with Heavy Repeaters. Once thinned-out (and hopefully with the Rocket Trooper a casualty), Kyle can carefully advance to, and eventually through, the gap to mop-up. PULL can be effective, although a kill normally requires two or three pluck-and-drop attempts from pipe-level. Drop down and grab the Keys from the two Tan Uniformed Officers (the Supply Crate in the far left corner contains a Seeker Drone) and check under the bridge/Catwalk for a Supply Rack (holding three cases of Power Cell Ammunition) and a Weapon Rack (holding three Portable Missile Systems). Once done, open the Security Locked door to the lift and head down in it. It doesn't matter if Kyle goes to the right or to the left at the bottom of the lift (it's a small, squared-off, ring corridor), just go round to the door, trip it open and murder the Grey Uniformed Officer at the Control Station by any pleasing and effective method. Either of the side doors out of this room will get Kyle where he needs to go; both have identical defences (a Shadowtrooper immediately outside, then a quartet of Stormtroopers), the routes differing only in the items available in the long corridors defended by the Stormtroopers. The Author usually clears both routes before proceeding. Set up STRONG Lightsabre style and go through a side door, advancing until the Shadowtrooper ignites his Lightsabre; then engage SPEED, RUN up to him and PUSH. If the Shadowtrooper is knocked over, RUN up to him again and HACK; otherwise try to drop into a CROUCH while SLASHing (to try to get under his guard). When he is dead, disintegrate the lower portion of his body to obtain a second Force Crystal, reselect Lightsabre, locate the small doorway to the side and stand in it until at least two of the defenders have been killed by deflected fire; then CROUCH, wait for a lull in the firing and PULL. Usually, the survivor(s) is/are PULLed into the Lightsabre blade for a quick kill. Available by going following the route through the right-hand door are a Weapon Rack (holding three E11s) and a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition). Available via the route beyond the left-hand door are a Weapon Rack (holding three Imperial Heavy Repeaters) and a Supply Rack (holding an Instant Use Medpack and three cases of Power Cell Ammunition). Each long corridor leads into a smaller, deserted, chamber with a door into a very large Shuttle Bay, which the Author prefers to enter via the left-hand route, (with a Shuttle, several Stormtroopers and a pair of Reborn Bosses in residence; and which also contains a pair of Converters at the rear of the bay). Adjust Lightsabre style (the Author tends to keep the STRONG setting) to choice, get just close enough to the door to trip it open and MIND TRICK Stormtroopers into opening fire on each other and the Reborn. It is unusual that this tactic neutralises either of the Reborn, although it can happen; the real objective is to thin-out the Stormtroopers so that Kyle can take on the Reborn himself without too many distractions. Once the Reborn are dead, a door at the rear-left corner of the bay into the cell-block area will unlock to reveal a Tan Uniformed Officer; it's best to mop-up any survivors before going to the cell-block door - including any Stormtroopers, and sometimes a Reborn, that have dived through the mirror-image entry portal on the other side of the Shuttle bay. Note that the door at the rear-right corner of the bay is the route through to the next Level. Deal with the Tan Uniformed Officer, head around to the right and MIND TRICK the Grey Uniformed Officer in the Booth to get him to open the doors. On coming into the cell-block (there is a Control Station immediately to Kyle's front), booby-trap the Booth doorway with a Trip Mine to prevent interference. Only one of the cells (the left-rear) has its door closed and locked, but before investigating that one, head into the right-front cell and move along to the rear. There is a section of walling, with a crack in it, between the bunk and the cell's rear wall. SLASH or THROW at the crack to open the third, and last, Secret Area of this Level; containing a Bacta Canister and two Small Shield Boosters. Open the door to the locked cell to trigger the Cutscene of Kyle's reunion with Jan - during which Kyle realises that Doomgiver is attacking the Jedi Academy on Yavin 4. The Grey Uniformed Officer will try to nullify the rescue as soon as the Cutscene ends, but (if the Trip Mine was deployed across the doorway to his Booth) will only get blown-up for his trouble! On the way out of the cell-block, Jan comments that the doors are controlled by "dual switches". Kyle and Jan have to alternate the lead and operate them on the way, but (contrary to what has been written elsewhere) Kyle does not appear to have to hold his switches down until Jan has reached and operated her next switch - just long enough for her to get through the next doorway is good enough. Get back into the Shuttle bay again, top-up at the Converters (if required) and RUN in the direction of the opposite rear door to trigger the end-of-Level Cutscene. Having endured so much of Jan's criticism during the Mission (including her opening remark when she was rescued from the cell), hearing her say "Now don't do anything stupid - like die on me" is somewhat touching! It makes the Author feel guilty about once trying to drop the cell-block doors on top of her - almost! ******************************************************************************* (8-21) DOOMGIVER - SHIELD ARRAY (Level 21) - [map code = doom_shields]. 1 Secret Area. Opposition: => Stormtroopers, Imperial Officers, Shadowtroopers, Reborn, Combat Droids, => Guard Droids, Probe Droids. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [3], PULL [3], SPEED [3], JUMP [3], MIND TRICK [3], HEAL [3], => GRIP [3]*, LIGHTNING [2], LIGHTSABER THROW [2], LIGHTSABER DEFENSE [3], => LIGHTSABER OFFENSE [3]. With GRIP at it's maximum strength, Kyle can now move victims about, whether to smash them into obstacles, drop them into bottomless pits or simply reposition them to avoid having to JUMP up for their Keys; doing damage to them (as with Rank 2) all the while. The capacity to raise a victim rapidly, releasing at the top of the arc - so he goes flying through the air and dies of impact damage - will probably not be very useful in this Level, but might come in very handy later; as will the fact that GRIP is the only Force Power that seems to work effectively either entirely underwater, from air into water or from under the surface into air. A word of caution, however, if a GRIP victim is swung so that he bangs into Kyle, it will probably cause Health Damage. The Level opens with Kyle in a deserted room. The only obvious door (there is a trapdoor-style hatch just behind Kyle which may be the way he entered) is flanked by a pair of Supply Racks, the one on the right holding three cases of Power Cell Ammunition, the rack on the left holding three boxes of Blaster Ammunition. Go through the door and work through the Stormtroopers (mostly armed with E11s, but with a scattering of Flechette Weapons) on the rim of the pit, being mindful that some of them have a habit of diving into, and out of, the passageways leading to the ring-corridor - the Author recommends not going further then the near edge of the next doorway until the rim is clear. It's a matter of choice whether to check all the passageways for lurkers, or not, before heading through the second door and clearing the ring-corridor of four Mark 1 Combat Droids deployed along its length (the FORCE LIGHTNING and 'tickle' tactic usually keeps each combat short enough to remain a one-on-one) and an Automated Defence Cannon at the far end. There are a number of locked doors to the left at the further end of this corridor, which will only be available towards the end of the Level. Move up the last staircase to the right - two Stormtroopers, perhaps three; with at least two Flechette Weapons among them - and clear out the Control Room, occupied by three Grey Uniformed Officers and two Stormtroopers (one Flechette, one E11), grabbing a Supply Key (for use in one of the locked rooms, downstairs, later) from one of the Grey Uniformed Officers before operating the Control Panel to extend a pipe across the pit to the central column (watch through the viewport to locate the pipe, and also note that there is at least one Stormtrooper occupying the central column). If possible, the Author recommends leaving this room's Shield Converter alone, at this stage. Head back down to the pit-rim - dealing with another pair of Flechette-armed Stormtroopers and a Grey Uniformed Officer, en-route - to the just-extended pipe opposite to the middle passageway door (there is yellow hatch-work on the rim of the pit to prevent any chance of confusion). Drop down onto the pipe, move across and JUMP onto the very narrow ledge in front of the door Control Pad. Operate it and move inside (noting the Supply Rack - holding one case each of Rocket Ammunition, Power Cell Ammunition and Metallic Bolt Ammunition) at the rear of the chamber and the four covers, which appear to have some sort of sludge moving outwards underneath them, on the floor. The two Imperials, both on the upper-level walkway, have to be dealt with (one of them, the Tan Uniformed Officer, holds a Security Key which Kyle needs if he is to proceed). Either JUMP up there and deal with them directly, or (the Author's usual method) use GRIP both kill them in turn and drop their corpses down. Also on the upper-level walkway are a pair of Battery Packs and a Supply Rack (holding an Instant Use Medpack and three cases of Metallic Bolt Ammunition). Note, as well, the Security Camera pointed at the doorway! Drop out of the door and head back along the pipe. A quartet of E11-armed Stormtroopers will come through the door to Kyle's front, but can be fairly easily disposed of by PULLing during a JUMP up to the rim - any that land safely on the pipe can be sent (immediately or on the way back) into the pit with GRIP. Go through the door they emerged from and through the first door on the right, where there are another pair (these are armed with Flechette Weapons) - the Author tends to MIND TRICK the one directly to the front, finishing him with THROW when he has disposed of his colleague. Open the partitioned-off area with the Security Key and operate the Control Panel on the right - it triggers a view (in Cutscene) from the Security Camera, showing the covers swinging open in the central column's lower level. As Kyle leaves the partitioned area, another pair of Stormtroopers (Flechette and E11) will come in through the door. Dispose of them and head back across the pipe, dropping down the left-rear opening (now, as they all are, free of any sign of sludge). The other openings are all dead-ends. RUN down the oval tube, then the squared-off conduit (half-left of the end), then duck through the round opening to the left into a second squared-off conduit and along to the end. PUSH the cover above Kyle to open it, JUMP up through into a small room and go through the door, turning right. This hallway is defended by a Shadowtrooper, positioned just past the door to a Control Room manned by three Stormtroopers (E11-armed)- so get rid of the Shadowtrooper quickly, before the Imperials notice and intervene. STRONG style, SPEED, a PULL (or PUSH) just before closing with him and a quick SLASH or HACK normally does the trick. As usual, but only if safe to do so, recover the second Force Crystal from the corpse. Nothing fancy is needed in the room through the doorway (which houses a pair of Guard Droids in forcefield-protected niches, a belt of Thermal Detonators on a table/desk to the right and a three E11s in a Weapon Rack to the left), just let the Stormtroopers kill each other with rebounds off the Lightsabre. Take out the Droids, if desired (the Lightsabre blade can be inserted through the forcefields, THROW will also cause it to penetrate) but destroyed Droids will have been replaced by the time Kyle comes back this way, so there's no gameplay consequence, either way. Enter the lift at the far end of the room (again the exit is on the same side as the entrance) and ride it up. The room at the top of the lift is a virtual duplicate of the one below, but with R5 Droids in the niches, a pack of Trip Mines on the table/desk and a Supply Rack (holding an Instant Use Medpack and three boxes of Blaster Ammunition) on the wall. It is manned by two Grey Uniformed Officers (one of whom has the second Supply Key that may be needed on the way out) and a Stormtrooper. The Author usually stays in the lift, MIND TRICKing the Stormtrooper (who is standing with his back to it) before descending, then going back up and checking out the outcome; if the Stormtrooper has won, he will normally still be under Kyle's influence and may be finished with THROW; if one of the Officers is still standing, just let deflected fire finish him off. Grab the Supply Key and any other necessary items (it is wise to maximise Kyle's supply of Blaster and Metallic Bolt Ammunition for events in the near future) and head out of the door onto a 'T' shaped bridge/Catwalk. The door immediately in front leads into a small, bare, room containing a pair of Small Shield Boosters and three cases of Power Cell Ammunition in a Supply Rack. Kyle needs to head down the stem of the 'T' and JUMP to the upper level Catwalk. Much of this is protected by a pair of Trip Mines, but the shortest length of Catwalk to Kyle's right is safe. Once up, detonate the mines to permit free movement (actually only the Mine guarding the longest length of Catwalk really needs to go - Kyle can JUMP from locked door to open door and vice versa - but do both anyway). To save ammunition, try THROW and holding the Lightsabre at full range while zeroing it in on the mines - though Kyle will need to be standing right on the chamfered corner to take out the important Mine with this method. Move around the Catwalk to the unlocked door and enter another small room with a Supply Rack (holding two boxes of Blaster Ammunition and a case of Metallic Bolt Ammunition) on the end wall to the right; a square viewport and a Control Desk is at the room's other end. Smash the viewport (PUSH or THROW will both do the job) and look down. There is no need to sacrifice a Thermal Detonator and judge the timing to deal with the pair of Orange Reborn that come through the archway when Kyle drops down; just be sure to RUN out of the broken viewport so Kyle lands on upper ledge of the central instrumentation console. GRIP and THROW the first Reborn that appears, then deal with the other one in whatever way seems most convenient (the Author sometimes eliminates him with deflected fire from the nearest ceiling-mounted Automated Defence Cannon outside - he cannot deflect it himself if he is PUSHed over and kept on the ground!). Let the Automated Defence Cannon eliminate itself in the usual way, then do the same with its companion beyond the lift entrance. Check that end of the corridor to locate a Shield Converter but, as with the previous one, leave it alone (if possible), before boarding the lift and ascending. On arrival, the Author recommends engaging SPEED, leaving the lift to the right and RUNning to, and through, the open doorway on the left; dodging the Mark 1 Combat Droids and carrying on through the second doorway into the Shield Generator Chamber proper, before turning and coming back to stand just inside the outer doorway. From this position, Kyle will only be able to use FORCE LIGHTNING, loosed when the Droid facing him is not firing, (it will take two and three-quarter Force Meters per Droid), but he cannot be outflanked or attacked from the rear. On Padawan and Jedi Settings only, there is a belt of Thermal Detonators to be found on the floor to the rear of the lift-housing - between where the two Droids were originally positioned. Go back into the Shield Generator Chamber and destroy all three pieces of each gantry with THROW - contrary to one contribution in Matthew Rorie's Walkthrough JUMPing onto them only provokes Repeater Secondary fire during the forthcoming combat and they are not needed during the final preparation of the area, everything necessary can be done from floor level. The aftermath is also a little easier to cope with if they are not there to obstruct the view. Next, starting with the two nearest the entrance, and using THROW again, smash the boxes under the red 'Y' shaped objects (which are probably some sort of wave-guide) then THROW the blue power-tubes underneath them. If the wave-guide is hit, it will take the box out with it, but it does not seem to matter if the wave-guide remains in place as long as the box itself is destroyed. Move to the back of the chamber and completely destroy the assembly to one side or the other, (it may be helpful to deploy two or three Portable Assault Sentries across the solid piece of flooring, before proceeding) then target the last assembly and destroy its box (and/or wave-guide), waiting until the Force Meter has completely refilled before destroying the last power-tube: triggering the entrance (in Cutscene) of Galak Fyyar, in a suit of bronze-coloured, mechanically-enhanced, combat armour. Fyyar's suit is equipped with (what looks to be) a dual-phase Shielding system that can be considered a weapon in its own right; contact will throw an opponent backwards, very quickly draining his own Shielding and sapping his Health. One of Fyyar's favourite tactics is to Shield-pin an opponent against a wall; if that happens, it's goodnight very shortly thereafter. The weaponry built-into the suit doesn't amount to much (but seems both well thought out and fit-for-purpose); a Heavy Repeater in the right arm (usually used in Primary fire mode, but switching to Secondary fire at range or if an opponent is up on the gantries), a pincer-clamp assembly (a very effective close-quarters weapon during Shield-recharges, able to knock an opponent across the chamber - causing major Health Damage) at the end of the left arm and a continuous-wave laser incorporated into the pincer-clamp. Seemingly intended as a last-ditch weapon, the laser cannot be used while the suit's Shields are enabled (either active or recharging); despite this limitation, it is a nasty, surprise weapon. The Force Powers of PUSH, PULL and GRIP are totally useless against Fyyar's armoured suit. Lightning will penetrate his Shielding, but does not seem to do much else than send tendrils of charge over the surface, while THROWing has been found to be a recipe for the Lightsabre landing somewhere beyond immediate recall - generally with fatal consequences. Despite a claim to the contrary from a contributor to Matthew Rorie's Walkthrough, the Author has completely failed to affect Fyyar with MIND TRICK, whether his Shields were up or down at the time, from any direction. Well-timed SLASHing or HACKing will certainly drop his Shields, but using this tactic becomes more dangerous with each increase in Setting as Fyyar's bursts of Repeater Primary fire become more frequent. Considering the lack of effectiveness of Lightsabre strikes on it, at least in the Author's experience, Fyyar's armour may well be Cortosis reinforced into the bargain. The Cutscene ends with Kyle THROWing to destroy a final, vital, piece of Doomgiver's Shield Array, and Fyyar buttoning-up for combat. Make sure that Kyle is in position to meet incoming Repeater fire with the Lightsaber blade (somehow, Kyle sometimes gets turned around), then engage SPEED, start circling to the left around the lower cone - being careful to keep Fyyar in view, although also trying to stay ahead of his fire - select Repeater and hold down on Secondary fire until his Shields collapse. Switch to Primary fire, aimed at his suit's headpiece; the Repeater fires rapidly enough to both pummel him and ensure that the cone of fire also gets sufficient hits on his wave-guide; until he staggers (or drops to the floor), sparking! Seeing that is both confirmation that Fyyar's Shields have been put out of action (permanently) and Kyle's cue to put the lower cone between himself and Fyyar. Ideally, Fyyar's head needs to be just visible above the left-hand slope of the cone, where it can be targeted with more Repeater Primary fire, but he will not be able to hit Kyle either with his own Repeater or with his laser. Note that the pincer-clamp assembly has opened up and spins round while the laser is working. Releasing a Seeker Drone or two during this process is optional, but can't hurt, as Fyyar seems to fixate on them on occasion. If the Repeater runs out of ammunition, switch to E11 Secondary fire; it's slower but gets the job done just the same. Meanwhile, the Sentries should be peppering Fyyar with energy! Keep pounding Fyyar's headpiece until the Checkpoint message appears; Fyyar collapses for the final time a couple of seconds afterwards and his suit explodes (taking him with it). Feel free to take Rogue Leader's communication as advice only, there's plenty of time to do all that's necessary. Author's Note: While researching this walkthrough, I killed Fyyar, hit the Secret Area, got through the various obstacles to the ring-corridor, dealt with all the escapees and still had time to completely inventory the four storerooms, including swapping programs to type notes, all without any sign of a "Mission End" message. Either as a delayed consequence of the way Kyle dropped Doomgiver's Shields, or of what has just happened to Fyyar and his combat suit, the artificial gravity has failed in this portion of the ship (it will also be noted that there has been some form of power-surge). This makes it possible to access this Level's Secret Area (a niche - very high up on the rear wall), albeit with a great deal of difficulty - Kyle seems to need a refresher course on zero-g manoeuvring skills! It is very easy to overcorrect and go shooting-off in a totally wrong direction. UP seems only to work in conjunction with FORWARD, but DOWN works well (if used sparingly, or where Kyle needs to be at floor level) as do the STRAFE keys. FORWARD and BACK used with the LOOK-UP and LOOK-DOWN controls seem to be the most effective means of guiding his mid-air manoeuvres. Persevere - practice makes perfect, after all - but don't be shy about extracting the Secret Area's contents with PULL if frustration sets in. The Secret Area contains a Small Shield Booster and a Seeker Drone (both of which may be needed). Grab them and drop down to the floor, HEALing to ensure that Kyle has a full quantity of Health while doing so. There are a pair of ignited gas-jets to be negotiated between the doorways and another one (either way Kyle goes) on the way to the lift shaft. Probably the easiest tactic is to go through these at floor-level, with SPEED engaged to minimise Damage; standing off and HEALing as and when required. At the lift, note that the power-surge has blown-out the Control pad, leaving no alternative except to float down the shaft. Be mindful of the electric arcs at the bottom (another legacy of the surge) and again engage SPEED to either avoid them, or limit the Damage they cause. Once down and back in the corridor outside, take time to HEAL and visit the (untouched) Shield Converter around the corner, before carefully returning to the R5 storeroom where Kyle dealt with the Orange Reborn. Note (particularly for a little later) that the power-surge has also turned off the forcefield niche-covers and that the, still deactivated, R5s are floating round the room. Once again, the only way out is back through the broken viewport, and through a set of (intermittent) electric arcs; using SPEED either to dodge them entirely or to limit Damage. Collect whatever of the remaining ammunition stocks that are useful and move out into the hallway with the Catwalks (it was on the lowest level of this that Kyle disposed of the Shadowtrooper he encountered on the way in). The failure of the niche forcefields has set two, fully activated, Guard Droids loose. The Author's recommendation is to drop down to the base of the 'T' and take them on from there, one at a time, if possible - the good news is that PULL is very effective on them in a zero-g environment, and can quite often bring them either directly into the Lightsabre blade, or within SLASH range. Visit the rooms at the head of the 'T' for any necessary supplies before dropping all the way down to the floor. The door Kyle used to come into the hallway (the far door on the left) has been re-locked by the power-surge, and (as on the floors above) both lift Control pads have been blown-out; however the surge has opened the door at the far end of the hallway, which leads out into the ring-corridor. Exercise caution when going through it as there are four more Guard Droids loose out there - these also respond nicely to PULL, provided Kyle takes precautions against being outflanked or attacked from the rear. Once they have been neutralised, there appears to be a choice as to Kyle's future actions - either to re-supply from the four (now open) storerooms and the (untouched) Shield Converter in the Control Room, upstairs, immediately (while still under zero-g); or to move almost to the end of the Level and come back (under normal gravity). In either case, Kyle will have to leave the ring-corridor via the second passageway (the exit door of the passageway immediately opposite the hallway is jammed closed, and the ring-corridor is blocked just past the second), destroy, or evade, a pair of Probe Droids that are bobbing about in the pit (note that the access door to the central column has also re-locked, and its Control Pad has been blown-out as well) and take either of the next two doorways off the rim. Normal gravity will resume (presumably through the generators being brought back on line - as Kyle does not encounter any zero-g area if he returns) at some point between the door and the top of the stairs. The contents of the storerooms are: in the first storeroom after the hallway entrance; two Small Shield Boosters, one box of Blaster Ammunition and one case of Metallic Bolt Ammunition; in the second, four cases of Power Cell Ammunition plus a Seeker Drone in the Supply Crate; in the third, three cases of Metallic Bolt Ammunition and, in the fourth storeroom, three cases of Rocket Ammunition plus a Portable Assault Sentry in the Supply Crate. When ready to end the Level, find the newly-unlocked door at the end of the middle passageway (the one opposite the yellow hatching on the edge of the pit) and go through it to trigger the end-of-Level Cutscenes of Jan and Kyle heading for the escape pods and Rogue Squadron's final strafing-run - ending with one X-wing giving Doomgiver the coup-de-grace with a pair of Proton Torpedoes into the Bridge. Doomgiver explodes, and there's a have-they/haven't-they moment before an escape pod shoots into view, heading planet-ward. ******************************************************************************* (8-22) YAVIN - SWAMP (Level 22) - [map code = yavin_swamp]. 2 Secret Areas. Opposition: => Stormtroopers, Shadowtroopers, Swamptroopers, AT-ST. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [3], PULL [3], SPEED [3], JUMP [3], MIND TRICK [3], HEAL [3], => GRIP [3], LIGHTNING [3]*, LIGHTSABER THROW [2], LIGHTSABER DEFENSE [3], => LIGHTSABER OFFENSE [3]. Again, the Force Power upgrade will not be all that useful immediately, the majority of Force Powers not being all that effective against mostly, or partially, submerged targets; GRIP and MIND TRICK being the main exceptions. In air, even a full blast of Rank 3 LIGHTNING does little more than inconvenience Shadowtroopers (the main fully-exposed threat on this Level). Note that when planning to use GRIP, it is safer to PUSH or MIND TRICK a potential victim first. Used on its own, GRIP tends to interfere with Kyle's ability to deflect incoming fire with the Lightsabre. The new type of foe (Swamptroopers) are the wetlands counterpart of Kyle's old friends the Stormtroopers, however, their greenish-coloured armour (which may be slightly tougher than standard Stormtrooper armour, but not by that much) makes them a lot harder to locate, as does their habit of lying in wait (similar to an alligator or crocodile) with only their faceplates and tops of their heads above the water-line. Swamptroopers are usually armed either with an Imperial Heavy Repeater or a Flechette Weapon. Note both that Swamptroopers seem to be able to stay underwater for a considerable length of time and that MIND TRICKing a Swamptrooper while he is in deep water often just causes him to sink out of sight and hide for the duration after the MIND TRICK wears off! When in doubt, follow up with GRIP to maximise the kill-count, even if Kyle has to take the plunge too. After the opening Cutscene, the Level commences with Kyle standing on a small island in the swamp. Ensure that the Lightsaber is selected and active, then turn to the right and RUN up the tree (turn to the left once Kyle is as high as he can go) to attract the first of the three Swamptroopers defending that pool. Dispose of him in any convenient way as he comes into the shallows near Kyle (the Author favours PUSH followed by GRIP) then locate the second clump of foliage on the right and execute a MIND TRICK when the crosshairs turn red. Either this Swamptrooper will move towards Kyle (if so, repeat the treatment given to the previous one) or he will start firing at the third - which generally brings both of them out into the open - so Kyle can enjoy watching the fight and repeat the MIND TRICKing as required. Locate and eliminate the third Swamptrooper, if that has not already happened, before moving to the left-hand side of the next large patch of dry land. As Kyle turns round on the tree, a column of smoke will be visible beyond the lip of a cliff. For what its worth, that is the location of the crashed escape pod. Also note that the various small patches of rock and dry ground are within easy JUMP range of each other, so Kyle can negotiate this pool without either getting wet or loosing the protection of his Lightsabre. Note: if Kyle does go under, accidentally or deliberately, use the UP key to make sure he gets some air from time to time; otherwise he will drown! On Padawan Setting, the next pool appears only to have one Swamptrooper defending it, in contrast to all the other Settings, where there are two. Landing at the left-hand end of the dry land forces the defenders to come at Kyle along its length, preventing outflanking moves; deal with them as preferred. From here, JUMP onto the long slab of rock at the left of the pool and move along toward the tree. The MIND TRICK tactic can also be employed here, if Kyle can locate the enemy(ies) before he is spotted himself, which is usually a tall order. JUMP up into the 'V' shaped nick in the rocks to the right of the tree and prepare to move to the left, but be mindful that Kyle will face a Shadowtrooper attack (one on Padawan, two on Jedi and three on the higher Settings) as he does so. The Author's usual tactic (on Jedi and above) is to select STRONG style, JUMP onto the lump of rock in front of the cleft (it has a bridge of rock over it, so should perhaps be better termed a 'window' - note that an arch or bridge of rocks overhead is the Kyle-has-to-go-this-way route-marker for this Level), PULL the Shadowtrooper as he drops and then RUN/JUMP into the right-hand side of the pool beyond the cleft. The idea here is to tempt the Shadowtroopers (usually one or two follow Kyle into the pool, more rarely all three) into a situation where their Lightsabres do not function and their Force Powers are very restricted. Like Kyle, the Shadowtroopers need to breathe and Kyle's abilities with FORCE LIGHTNING and GRIP don't seem to be all that badly affected by his being underwater. The E11, Repeater and Flechette Weapon also all work perfectly well in that environment (although they have to be used at point-blank range, as Kyle has a tendency to drift about); so, provided he gets to the surface frequently (and avoids being trapped in the shallow cave at the deep end of the pool) he stands a good chance of finishing his visitor or visitors without much, if any, damage. After an application or two of FORCE LIGHTNING, the Flechette Weapon has been found to be the most effective 'finisher' (three to five Primary fire discharges) of Kyle's conventional armaments, with the Repeater as second choice and the E11 as a last resort (its fire can be sent back at Kyle by a partially-functioning Lightsabre). Either bypass any remaining Shadowtroopers, or go back for them, to choice; then head right along the dry area and JUMP onto Kyle's side of the large rock. There are two Stormtroopers to be dealt with in the lake beyond (one near the solitary tree that's growing out of the water, the other on a spit of solid ground over to the right); provided Kyle does not attract attention while getting onto the rock they can be taken out quickly and quietly with the Disruptor (note that the clarity of the Disruptor's ZOOM sight is adversely affected by the damp conditions). If not in need of supplies, drop into the water and swim around in a 'U' turn to the right (alternatively just turn to the right and JUMP from the big rock to the smaller, flatter, one - past and to the right of the tree); otherwise note the bank of earth at the rear of the lake, with a tree growing on its left-hand end. The margin of the lake from the rock to the rear bank is shallow enough to wade along without sacrificing the protection of the Lightsabre. There are some useful items scattered along the bank; a pair of Small Shield Boosters, right in the corner behind the tree; a pair of Bacta Canisters in a dip just past the narrow section and a Portable Missile System plus two cases of Rocket Ammunition a couple of paces further on. Right at the end of the bank (beyond the PMS and the cases of ammunition) there is a cleft in the rock; JUMPing up and around to the right through there lands Kyle in the bottom of a tiny rock chimney with another small cache of supplies; a Large Shield Booster, a Bacta Canister and a case of Rocket Ammunition. JUMPing from there (and around to the right again) dumps Kyle into the water just short of the spit where one of the Stormtroopers was standing - Kyle's path from there is over the spit, onto the rock and into the gap (again note the arch of rocks overhead). The next patch of water is guarded by three defenders, a Stormtrooper (the nearest, armed with an E11) and two Swamptroopers (one Repeater - except on Padawan Setting - and one Flechette). First advance just enough along the left-hand wall of the cleft to attract the Stormtrooper and eliminate him (either PULL and SLASH/HACK, if required, or just let his deflected fire do the job); then advance enough to locate the Swamptrooper on top of the rock and neutralise him with the Disruptor. If on Padawan Setting, it is probably safe to carry straight on, otherwise advance to the edge of the water and wait until the third defender fires, MIND TRICK him (aiming at the source of the firing) and JUMP to the patch of dry ground near his position; where he should turn up to receive the Lightsabre, with or without a PULL. From this patch of ground, Kyle should be able to see a crashed Drop Ship Lander, complete with a Stormtrooper on the Command Deck. There's absolutely no way to get inside this ship, so remove the enemy by any convenient means (deflecting his fire, a guided Merr-Sonn Rocket from the PMS, and the Disruptor all work); then advance along the left-hand side of the patch until Kyle again comes under Heavy Repeater fire. Probably the best tactic for dealing with this nuisance (an almost totally submerged Swamptrooper) is to PUSH as many of his projectiles as possible right back at him, until he expires; resting behind the Lightsabre while the Force Meter recharges (listen for the increasingly agonised gasps as a guide to progress, until the fire ceases altogether!). JUMP over to the patch of ground to the left of where the Repeater fire was coming from (where a Bacta Canister should be visible). Depending where Kyle lands, but always when he gets close to the Bacta Canister, he will come under Heavy Repeater fire yet again. Since there is a second Bacta Canister and a Large Shield Booster just in front of this Swamptrooper's position, it's probably best to MIND TRICK him, then advance and finish him off with GRIP - so that the supplies are left undisturbed. The next part of the route starts where the Kyle's last opponent was stationed, and is an underwater passage through the rocks. Be mindful both of a strong current at the entrance (marked by a small dangling creeper) and of the Repeater-armed Swamptrooper lurking just past the tree and the reed-clump. The Author suggests that Kyle surfaces when at or just past the next set of dangling creepers and GRIPs him (with or without a preceding MIND TRICK) to avoid running short of air. Come ashore to the left and move between the tree and the rock to find and eliminate this area's remaining defender (another Repeater-armed Swamptrooper - MIND TRICK followed by GRIP is a good ploy) before heading right to the gap in the cliff wall. JUMP through the gap and onto the next lump of rock inside, moving to its far end and turning to the right. JUMP onto the ledge above Kyle's head and move to the right to find the first Secret Area of this Level (Kyle will have to CROUCH to pick up the Secret Area credit and it only contains a Large Shield Booster); then follow the ledge back until coming to a drop-off on the right. Drop down (keeping to the left) and eliminate the Repeater-armed Swamptrooper in the water with the MIND TRICK and GRIP combination (note that Kyle can JUMP back up to the Secret Area from the base of the drop later, if the Booster is required). It is quite safe to ignore the Probe Droid chatter for now - just be mindful that there is at least one to be dealt with on the next part of the route. Move over to the right-hand side of the area and advance cautiously towards the water, scanning for enemies, using MIND TRICK when the crosshairs turn red (that one is an E11-armed Stormtrooper behind a clump of reeds); he will usually remove a second Stormtrooper in an ambush position around to the left. Providing Kyle's man survives (otherwise the other Stormtrooper will either have to be stalked underwater or shot with the Disruptor from the water's edge on the right-hand side of the gap) he can be finished with a charged shot from the Disruptor, fired right through the reeds - tip, be generous with the amount of charge to prevent any chance of retaliation. Left from here leads (past a third E11-armed Stormtrooper) to a dead-end valley and a Shadowtrooper guarding a cache of supplies (not just a single Bacta Canister, as recorded in Matthew Rorie's Walkthrough, but two Bacta Canisters, two cases of Metallic Bolt Ammunition and a pair of Small Shield Boosters); while heading to the right leads to the remainder of the Mission. The Author normally eliminates the dead-end valley's defenders before proceeding. To do so, the Author favours swimming diagonally across (past the islet with the tree, where the second Stormtrooper was lurking) to the spit of solid ground in front of a large rock, reactivating the Lightsabre on arrival. JUMP up onto the rock and move to its other end, PULLing the Stormtrooper high into the air as soon as he is seen, for a fatal fall. Next, move to the stub of the broken pillar and JUMP up onto it, to get a view right down the dead-end valley and try to spot the Shadowtrooper. Author's Note: The supply cache he is guarding is on that same spit of land, and any use of PULL or PUSH in the near vicinity ends up sending the supplies all over the place (probably why Matthew Rorie only found one Bacta Canister there); so it is necessary to get the Shadowtrooper to come to Kyle, rather than the other way about. A few rounds from a weapon that he cannot deflect back at Kyle (i.e. Disruptor or Repeater Primary) will get his attention and start him moving. The normal anti-Shadowtrooper technique (engage SPEED, PUSH when within range and SLASH/HACK with the preferred Lightsabre style) works very nicely; even though the Author once timed a JUMP/PULL combination well enough to send this Shadowtrooper flying into the deep water past the Stormtrooper's islet, where he drowned without need for any further action! Once he is down, the two cases of Metallic Bolt Ammunition are to be found on the rough centreline of his spit, just forward of the two Bacta Canisters (which are by the right-hand rock wall). The two Boosters can be found in a tent-like, mini-cave at the extreme left rear. Return to the rock with the spit of ground next to it and JUMP, swim or wade to the next rock by the left-hand cliff. Observe the Probe Droid to the right and scan for enemies (there should be two detectable, both E11-armed Stormtroopers). It is sometimes possible, using an area-distraction then a direct MIND TRICK, to get the nearest Stormtrooper to open fire on the Probe Droid - sometimes he even manages to kill it! If not, the Droid sometimes moves into a position where the second Stormtrooper can be MIND TRICKed into having a go too; otherwise attract it into Lightsabre range (PULL works on it) and destroy it that way - despite its effectiveness on the Mark 1 Combat Droids, firing at a Probe Droid with the Disruptor is a waste of both time and ammunition and using the DEMP Gun creates a high risk of Damage from counterfire; Rockets will also do the job, (fire two or three during a SPEED burst then get out sight to avoid counterfire). When the Probe Droid as been turned into scrap, dispose of any left-over Stormtroopers and move to the ruined wall; by the largest tree are a pair of Battery Packs with a pair of Instant Use Medpacks by the nearest gap. The Droid action quite often flushes a third Stormtrooper out of his position by second tree to the front of the ruined wall, but (as that position is by Kyle's future route) JUMP on top of the wall, scan for him and use the Disruptor if he is still in the way. Drop off the wall and move in the direction of the high arch over the gap. JUMP over the first pool and expect enemy contact - a Repeater-armed Swamptrooper - while climbing the low bank in front of the second (the one with three more-or-less upright, and one very angled, pillars in it). MIND TRICK the Swamptrooper, RUN (or JUMP) into the water to close with him underwater, then apply GRIP and surface. Afterwards, climb the high bank toward the tree and a massive (and mostly intact) Massasi wall. The black figure to the right (by the square entrance to the passage through the wall) is actually a Flechette-armed Swamptrooper; use the Disruptor to remove him (a head-shot is recommended), swim along the right-hand rock wall; where there is cover about halfway along for Kyle to take a breather; until the water shallows, then JUMP out and re-ignite the Lightsabre in one action. The immediate opposition is one Flechette-armed Swamptrooper ensconced in the base of a ruined tower, backed up by two Repeater-armed Swamptroopers in the pool beyond. MIND TRICK the Swamptrooper in the tower, and one of the ones in the pool (if firing), JUMP into the tower - there are two cases of Power Cell Ammunition there, also - and eliminate its occupant; finishing off the pool Swamptroopers when done (it maybe necessary to probe around with GRIP, or for Kyle to go underwater too, to locate them). Next, JUMP out onto the large lump of collapsed tower-wall at the rear, turn to the right and scan the margin of the pool. Activate MIND TRICK when the crosshairs turn red to flush-out yet another Flechette-armed Swamptrooper and deal with him as normal. There isn't really a lot of point in exploring the rest of that pool, unless wanting to increase Kyle's body-count by one (there is only one case of Metallic Bolt Ammunition in the whole of the area - located where the last Swamptrooper was standing) although careful choice of route eliminates the risk of Damage and can use the final (Flechette-armed) Swamptrooper to illustrate, at times, the PULLing effect of a maximum-range GRIP. When ready, JUMP over to the square entrance and prepare for Shadowtrooper attacks on the way through the wall. There are two of them (fortunately in separate, albeit 'surprise', encounters), but the normal technique still works. In the room where the second clash takes place there is a Shield Converter and a large cache of supplies; three boxes of Blaster Ammunition, two cases of Rocket Ammunition, two cases of Metallic Bolt Ammunition, three cases of Power Cell Ammunition and a pack of Det Packs. Once Kyle goes over to the Shield Converter, a Swamptrooper will announce his presence (from behind the rock to the left of the exit) with Repeater fire; MIND TRICK and then either GRIP (which has to be done from the very edge of the doorway) or Disruptor him to death. Author's Note: The weird lighting in this tunnel is believed to be a sort of 'sacred light' and is common to all underground areas used by the Massasi. Drop out of the exit and swim to the right until a cove becomes visible to the left. Swim in there and head for the creepers dangling from an undercut rock, watching for the "Secret Area" credit to appear. To access the second and final Secret Area for this Level, just let Kyle sink, the contents are; a belt of Thermal Detonators, a Portable Assault Sentry and (on Padawan Setting only) often a Seeker Drone. Now for the long swim back to the other end of the lake! Getting out of the water onto the end bank only appears to be possible at one place, next to the tall rock outcrop (where the rock slopes downwards)at the right-hand corner. Once up, reactivate the Lightsabre and move forward to the jumble of fallen pillars (where there is usually some support waiting, in the form of a New Republic Trooper or two) and select a firing position. There are at least six enemies, all Swamptroopers, here as immediate opposition (less any that the Trooper has already dealt with); two near the tree, two further away by a clump of reeds and two to the left in and among some ruins. An final opponent (located on an islet in a pool behind the ruins) is present, watching over a case of Rocket Ammunition, but cannot fire unless Kyle moves far enough round toward his position. The Author favours RUNning up the leaning pillar to the right of the Trooper's rock and directly in front of the tree then MIND TRICKing one enemy in each group (once again, letting the enemy do the hard work of reducing their own numbers); mopping-up with GRIP, THROW or a combination of both. The remaining man can be dealt with last, using the same tactic, or bypassed, to choice. However, before moving on, check the lake between the tree and the metal-plate duckboards for underwater lurkers; some have been known to resurface and resume hostilities at a very inconvenient time! When cleared, move to and across the metal-plates and through the cleft; Kyle will probably be shot at by a Repeater-armed Swamptrooper (positioned to his front, by some Massasi masonry) just as he comes through the last of the foliage. MIND TRICK and GRIP etc. While the main route involves making a hard left turn here, the Author recommends first clearing the area visible ahead. There are a fair number of supplies hidden away there, together with a pair of Converters. There may also be one or two New Republic Troopers (not that these seem able to give Kyle much support). Use MIND TRICK to get any Imperials to fight each other, once again, then mop-up using whatever method is preferred. The supplies (and their locations) are: one pack of Trip Mines and one belt of Thermal Detonators (in front of pre-cast beams to Kyle's right), two Small Shield Boosters (between the second sapling from the entrance and the cliff to left-front), three boxes of Blaster Ammunition (to the left-front of the mature tree beyond the second sapling), the Converters (on top of the block construction straight ahead), three cases of Power Cell Ammunition (at the left-rear corner of second block construction - to right of the Assault Shuttle [a Sentinel class?]) and three Bacta Canisters (to the left of the third block construction - all the way around the area to the right). If at all possible, the Author further recommends leaving the Boosters and Shield Converter alone, for now. When done, go back to where Kyle entered this area and move around to the right, keeping close to the right-hand rock wall, pass under the creeper-hung rock-arch to the end of another set of metal-plate duckboards. JUMP onto, and advance along, the right-hand edge of these; MIND TRICKing the Flechette-armed Swamptrooper that opens fire, before moving (again along the right-hand edge) to the end and, if necessary, applying GRIP - if the other defender has not revealed his presence and position through opening fire by now, hold the GRIP victim up high; it usually does the trick. Check if the second Flechette-armed Swamptrooper is still alive by JUMPing onto the nearest part of the bulge of rock he was hiding behind, moving up it and looking over the edge. If so, dispose of him by a safe and convenient method. The entrance to the final area of this Level is actually straight ahead (to the right of the two-toned rock - and JUMPable from Kyle's current position), so ignore what looks to be a more promising area by the tree in the left corner. Just inside the cleft, there is a more-or-less cube-shaped rock and the path turns to the left. There is an option here of either following the path to the left or of JUMPing up the rocks and following a crack. Both routes lead virtually to the same place, but there is a Small Shield Booster and a case of Rocket Ammunition available if the rock-and-crack route is taken; it also seems to give a bit better line for detecting, and dealing with, a Flechette-armed Swamptrooper in the pool where both routes rejoin. Now there are only about seven Stormtroopers and an AT-ST to get past before the end of the Level, with the somewhat dubious help of a couple of New Republic Troopers. The Author's usual tactic is to get over to the left-hand rock wall and move along it in CROUCH, looking for the AT-ST. If it has not been spotted by the time Kyle reaches the pair of rocks with a triangular gap between then, duck through the gap and use MIND TRICK to provoke a firefight between the Imperials, finishing off with THROW before resuming the search for the AT-ST. Whenever the AT-ST is seen, select the Portable Missile System, engage SPEED and pump out four or five Rockets before retreating smartly back to solid cover; reselecting Lightsabre while doing so. Pause to ensure that all the Rockets have reached the target, then cautiously check out the results. Once the AT-ST is down, eliminate the remaining Stormtroopers in the area, being mindful that at least one habitually stands in the small lake behind the rocks with the triangular gap between them (he, or they, may be attracted by the firefight at the triangular gap, but it is not always so). Finally, ensure that Kyle's Shields are at maximum (even if that means backtracking to the Converters etc. by the Assault Shuttle), and grab that case of Rocket Ammunition, then go to and into the Drop Ship Lander to complete the Level. ******************************************************************************* (8-23) YAVIN - CANYON (Level 23) - [map code = yavin_canyon]. 3 Secret Areas. Opposition: => Stormtroopers, Shadowtroopers, Swamptroopers, AT-STs. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [3], PULL [3], SPEED [3], JUMP [3], MIND TRICK [3], HEAL [3], => GRIP [3], LIGHTNING [3], LIGHTSABER THROW [2], LIGHTSABER DEFENSE [3], => LIGHTSABER OFFENSE [3]. As the opening Cutscene shows, there is an option to take a friendly AT-ST for a drive; or to continue on foot. As an AT-ST is neither inconspicuous nor invulnerable (and as there is so much more to discover when on foot), the Author prefers the second option. Factors in the decision are that the AT-ST's targeting system is not of the highest quality and that the defenders of the Canyon area are armed with a high proportion of Twin Cannon Mountings and Portable Missile Systems (these last seem all to be fired in 'guided' mode) and so are well-prepared for a Kyle-driven AT-ST heading in their direction; although the Author admits that an AT-ST sometimes makes a very good equaliser against Shadowtroopers, and also makes a good step-ladder for reaching those out-of-JUMP-range places. On the plus side for going on foot are the facts that almost nowhere is the water deep enough to deactivate Kyle's Lightsabre and Force Powers can be used. All of the Author's tactics for this Level apply to RUNning the Canyon on foot (which a 'driver' will probably end-up doing anyway), but the number and placement of the various enemies (and supplies) remain the same. Before deciding, however, re-enter the Lander and find the lift shaft. The lift is out of action, but Kyle can JUMP up the shaft, eventually getting to the Command deck - which is Secret Area 1 (containing a Bacta Canister, a Large Shield Booster, two cases of Rocket Ammunition and a Seeker Drone - two on Padawan Setting). One technique for getting up there is to stand on the very edge of the tongue projecting from the deck below, hit FORWARD and JUMP, holding JUMP but changing to BACK when about halfway up - not very elegant, but it does work. Drop and apply BACK to descend. On the tongued deck below, there are; two Battery Packs, three boxes of Blaster Ammunition, a Large Shield Booster and two Bacta Canisters. On the deck below that; four cases of Metallic Bolt Ammunition, four cases of Power Cell Ammunition, a pack of Trip Mines, a pack of Det Packs and a belt of Thermal Detonators. If deciding to drive, be mindful that contact with the Lightsabre will drain the AT-ST's Shields - select something else or have Kyle go empty-handed before boarding. Also note that the AT-ST's default (Main) Cannons are the chin-mounted weapons (Primary fire = slow rate, Secondary fire = rapid rate) but that this can be changed (while driving) by selecting "Lightsabre"! In this mode, Primary fire is a very strong, yellow, Bowcaster-type discharge from the right-side weapon cluster, Secondary fire is an unguided Merr-Sonn Rocket, discharged from the left-side weapon cluster; either of these may be masked by terrain and require the AT-ST to be manoeuvred to both bear on the target and avoid self-inflicted Damage. Boarding is accomplished by JUMPing onto the top of the 'head'; placing the crosshairs as near the hatch as possible (the roof at the rear of the cabin also seems to be an aiming point) and then hitting USE/INTERACT. Hit JUMP to disembark (it's best to make sure, first, that the top of the 'head' is level to make re-boarding simpler) - and find that Kyle has switched back to the Bryar without asking! The Author has noted that rapid fire from the Main (Chin) Cannons seem to be more efficient (if a bit less satisfying) than the AT-ST side armament, except when engaging Twin Cannon Mountings, where multiple Rocket fire is recommended. Whatever the method, the first enemy (an E11-armed Stormtrooper) is located on the right of the Canyon, perched on the highest of a pair of rock ledges (along with two boxes of Blaster Ammunition); in direct view of the Lander's ramp and AT-ST. The Author removes this nuisance with the Disruptor. On coming almost level with that sniper's position, a group of Stormtroopers come charging down the Canyon. The Author normally JUMPs onto the lower of the two ledges and uses a combination of deflected fire and PULLs on these. The next enemy position (two Rocket Troopers) is around the next bend, on the opposite side of the Canyon, on different levels of rock-ledge. One tactic is to JUMP onto the nearest side of the Stormtrooper's perch, CROUCH along it while hugging the Canyon wall and use the Disruptor on both of them; engaging the higher of the pair (also the leftmost, from Kyle's perspective) first; most of the time this fails to be noticed by the other Trooper, at other times it starts a game of Force-Powered, Merr-Sonn Tennis! Another tactic is to move along the opposite wall of the Canyon until the right-hand man comes into view and MIND TRICK him; whereupon he will either kill his colleague, be killed by his colleague or move toward Kyle without fighting. If he survives, dispose of him by any convenient means and check on the other one, taking action as required. On the high-level perch there is a case of Metallic Bolt Ammunition; on the lower one, a case of Rocket Ammunition. On the right-hand side of the Canyon, between the Rocket Troopers' and Stormtrooper's positions is the first of the Massasi cavern-tunnels (it exits just before the ruined half-wall - itself an entrance to Secret Area 2). Although not a Secret Area itself, it does contain some supplies (a pack of Trip Mines, a pack of Det Packs and a belt of Thermal Detonators), but its main utility lies in being a covered route - albeit a bit longer than going straight up the Canyon - to the edge of the first real enemy defensive position. The cavern is too small to take an AT-ST; so heading straight into the teeth of the defences (Rocket Trooper, Shadowtrooper, two Flechette-armed Swamptroopers, two Twin Cannon Mountings and an enemy AT-ST) is the only choice when driving. If on foot, the Author recommends engaging SPEED just before moving out of the cavern, moving up the right-hand side of the Canyon (weaving between the rock outcrops) until opposite the ruined half-wall, then JUMPing in behind the reasonably intact rectangular block to Kyle's front-right in the 'mouth' of the wall. An AT-ST can clear the collapsed rubble by gunfire, and there is (at the top-right corner of the rubble pile) a gap that Kyle can slip through (if he avoids getting stuck during the various JUMPs and moves), but the easiest and safest option is probably to let the enemy open the way; so move to the right-hand rear corner of that block and back as far as Kyle can go (keeping his face toward the enemy!). This brings Kyle into view of the right-hand Twin Cannon Mounting on the long wall and its near-misses, as well as deflected shots, will do the job. Be mindful to wait until the Twin Mounting fire also accounts for the nearby Swamptrooper (it saves time), then back away down the inside of the wall until the Twin Cannon Mounting no longer has a shot at Kyle. The passage inside the wall leads to the ground-floor of a ruined temple, with a large black rock (with a pair of Battery Packs on the ground beside it) over toward the rear wall. While the rock makes a convenient springboard for a JUMP up to the mid-level flooring, it is possible to do the JUMP direct; so the Author recommends turning left and JUMPing, intending to land the second JUMP on the vaguely 'L' shaped piece of remaining upper-level flooring. Keep against the wall on arrival as there is an enemy-deployed Portable Assault Sentry guarding the contents (one Large Shield Booster, one, un-deployed, Portable Assault Sentry and one Bacta Canister) of Secret Area 2; the Disruptor is a good tool for clearing the way before reselecting the Lightsabre, JUMPing across, collecting anything necessary and heading straight ahead into the cavern leading to the outside. Be mindful, however, that there is a Rocket Trooper stationed on the ledge immediately outside the exit; be quick to MIND TRICK him, then (as he will not do anything helpful) give him a PULL and a HACK. Note that there are two cases of Rocket Ammunition on the ledge to the right of his position. Move out onto the left-hand side of the ledge and CROUCH. Kyle needs to be able to see just enough of the left-hand (nearest) Twin Cannon Mounting and its gunner to MIND TRICK him (the other Mounting is out of range) without deflecting much, if any fire, down on to him. Keep him under MIND TRICK (it's best to let him turn and fire a few rounds in Kyle's direction between each application) until he fires at, and silences, the second Twin Cannon Mounting; having in the meantime accounted for both the AT-ST (below the ledge) and the second Swamptrooper (around the curve of the Canyon to the right) - leaving the Shadowtrooper, who should be visible intermittently in the broken section of the long wall, as the only remaining opposition in this area. MIND TRICK the gunner a final time and give him a Rocket for his help! There's a decision point here; either to go Lightsabre to Lightsabre with the Shadowtrooper (in which case skip to the next but one paragraph), or to go back to the Lander through the passage and down the ledges (don't try to drop direct, it causes major Health Damage) to collect the 'friendly' AT-ST. Using the AT-ST, the direct way of killing this Shadowtrooper is to head right up to the gap, turn to the right to locate the Shadowtrooper and let him have an extended burst of Main Gun Secondary (rapid rate) fire - the Side Cannons should never be used against Shadowtroopers, as both types of discharge are far too liable to be PUSHed or deflected right back - directed at his feet and legs. Either this will sort him out right away, or will cause him to drop down by the AT-ST's feet, ready for a quick stamp or kick. Should he drop down away from the AT-ST the Author's advice is to keep out of THROW range, as far as possible, and wait for him to "taunt" - whereupon he is highly vulnerable to Main Gun Secondary fire. It is also possible to come at the Shadowtrooper from along the top of the right-hand part of the ruined wall; follow the Canyon around to the right as far as the columns, then bear hard left and go up the rock-slope to the top of the wall. Once there, move to the broken section. Sometimes making the AT-ST take a partial step over the edge (it will not topple if too big a step is taken) will also crush, or kick, the Shadowtrooper to death. For the conventional, Lightsabre to Lightsabre, method; start descending by dropping off the left-side of the ledge and note the triangular patch of level rock to the right, which is the proper landing area when JUMPing up this side of the cliff. Move to where a dark lump of rock can be seen below and drop down to it (this lump, with a short run-up from the rear of it, it the start point for JUMPing up the cliff this side). Move to the right again and JUMP up onto the top of the long wall, giving a wide berth to the Twin Cannon Mounting, which seems to be a wider-than-usual no-go area at the side (possibly a protective forcefield?) than there is either at front or rear. If able to stand right on the lip of the crumbled edge opposite his lair, it is sometimes possible to PUSH him over and follow up with an immediate THROW, held out at maximum range, to finish him. Otherwise he will have to be eliminated the hard way. A point to note, if the status lights on the Mounting's barrels are still flashing, and the Shadowtrooper carelessly stands next to it, a quick THROW can cause the Mounting to overload, catching the Shadowtrooper in the explosion! Don't try for this deliberately, but just recognise the opportunity if (when) it occurs. Supplies in this area are; two Bacta Canisters on the ledge of dark masonry at the extreme left of the ruined wall, three cases of Power Cell Ammunition on the paving in front of the left-hand Twin Cannon Mounting, two cases of Rocket Ammunition on the paving beyond the right-hand Twin Cannon Mounting, and in a Massasi cave (just to the right of that weapon, but accessed from the Canyon floor - look for the waterfall above and to the cave's rear); two Large Shield Boosters, a case of Rocket Ammunition and a Bacta Canister. Move on up the Canyon to the pillars. If the MIND TRICKed gunner has/had not shot him, there is (would have been) a Flechette-armed Swamptrooper to be dealt with here. After checking, RUN on until seeing the pillar that is leaning in line with the stream, almost in the water. Hop up onto this and move along until just before the second square 'collar', when a gaggle of Stormtroopers will come charging round the bend; keep them from getting behind Kyle with PUSH and let their fire do the removal work. Then CROUCH along until Kyle is on top of the 'collar' and STAND. Select Disruptor and scan along the line of the middle-angled section of the Canyon wall to the left at maximum ZOOM; a Rocket Trooper should become visible, and can then be shot (he is outside MIND TRICK range). Next advance up the right-hand Canyon wall (as high up it as Kyle can get) until in MIND TRICK range of the Twin Cannon Mounting gunner to the left of where the Rocket Trooper was standing. If the gunner is not knocked out in the first flurry of action (be mindful, also, of PUSHed Merr-Sonn Rockets - there's a Shadowtrooper up there as well) keep the gunner under the influence as long as possible (he will be firing at an enemy AT-ST and four other Twin Cannon Mountings that are waiting round the corner) then give him a final application and a, preferably guided, 'thank-you' Rocket or Rockets as a severance package, if he survives. It is extremely unlikely that the unpleasantness around the corner has been eliminated, however long the gunner managed to keep firing, so leave the Shadowtrooper alone for now and move fairly cautiously around the corner and up the Canyon to survey what's left. Deflected fire from the remaining Twin Cannon Mountings will help if the AT-ST survived, but stand ready to PUSH any Rockets straight back at it. When that is out of the way, move slowly forward, following the Canyon wall until the whole position (two Mountings, only one on Padawan Setting, on a ruined half-wall further up the Canyon, the other two on a rock ledge against the Canyon wall to the right. Engage SPEED, RUN toward the ledge and JUMP over it, aiming to land on a smaller ledge to the rear (still in view of all the Cannons, but with a far higher chance of deflections knocking-out the nearer two in short order). When down to the Cannons on the ruined half-wall, engage SPEED again, RUN to and JUMP up onto their level; moving so that, if not on Padawan Setting, one Cannon has to fire through the other when trying to engage Kyle. Once one of these has been destroyed, move to unmask the surviving weapon and closer to it, pick the right time and MIND TRICK the gunner, finishing him with THROW. Don't be alarmed to discover an AT-ST hidden immediately behind the ruined half-wall, it's another friendly one, parked beside a Shield Converter (leave this alone for now, if possible) and three cases of Power Cell Ammunition. This AT-ST is also, in the Author's opinion, the safest and easiest means of eliminating the left-over Shadowtrooper; an AT-ST can get right up and around that position by passing between the cliff face and the rock outcrop where the Twin Cannon Mounting is/was positioned (it appears that, like a certain famous Earth-type Military vehicle, an AT-ST can be taken almost anywhere!). The same comments about AT-ST vs. Shadowtrooper combats apply here. Before leaving this area, note that there are a pair of Small Shield Boosters and a case of Rocket Ammunition on the outcrop where the Rocket Trooper was standing. Leave the AT-ST parked at the left-hand side of the Canyon by the broken arch of rock (which is at the foot of a rock formation in the shape of an upward pointing arrowhead) - an AT-ST cannot fit underneath - and JUMP up the rocks to the tip where there is another Massasi cavern-tunnel. This is Secret Area 3's entrance and can only be legitimately accessed while the arch of rock is present. Locate the Secret Area (containing two Large Shield Boosters, two Bacta Canisters and a case of Rocket Ammunition) and swivel to the right to spot the exit-ledge and its guardian Rocket Trooper. MIND TRICK the Rocket Trooper (for what it's worth, usually he starts to be helpful, but is blasted by Twin Cannon Mounting fire before he can get a shot off) and move out onto the ledge. Note the cluster of Twin Cannon Mountings in the towers each side of the Canyon and the enemy AT-ST (conveniently facing the wrong way) and MIND TRICK the gunners in the tower on the opposite side. Wait out the firefight (repeating the MIND TRICK as required until only one Mounting is still in action), MIND TRICK the surviving gunner and give him a Merr-Sonn Rocket as a retirement present. Then engage SPEED, trigger off four (unguided) Rockets aimed at the, still oblivious, enemy AT-ST and retire smartly to avoid any possible counterfire. Wait a few seconds and move back cautiously to check the results. As will be seen with Electrobinoculars or the Disruptor's sight, there are a few supplies in the tops of the towers (two boxes of Blaster Ammunition, a case of Metallic Bolt Ammunition and a Bacta Canister in the tower on the opposite side of the Canyon; three boxes of Blaster Ammunition and two Bacta Canisters in the tower on Kyle's side) but these are probably not likely to be of much value, and would require bringing up the friendly AT-ST to act as a 'JUMPing off point' for each tower, so the Author's recommendation is not to bother, unless desperate. Just move to the left of the ledge to spot the entrance to the next cavern-tunnel (another pair of rocks forming an arrowhead shape) re-stock with Rockets; and Shield Boosters, if required, and return through the cavern. Move up the Canyon to the next cavern-tunnel (just past the very large bulge of dark rock - the last ledge was on its upper part), enter and follow it through. Just beyond the exit are three more Twin Cannon Mountings at ground level, plus another in a tower (all but the last of which can be bypassed, if still able to drive, by keeping straight on when a valley opens up to the right - but be mindful of Rocket Troopers overhead and don't hang about). Otherwise, go through the cavern-tunnel, MIND TRICKing as many of the gunners as possible at the far end, waiting for them to do at least two applications-worth of firing each (that is virtually certain to eliminate the Twin Cannon Mounting in the tower). It is possible that at least one of the Mountings will explode 'mysteriously', that is due to either the Mounting in the tower or a Rocket Trooper high above Kyle's head. When none of the MIND TRICKed gunners are firing to Kyle's right, only MIND TRICK the most accessible gunner on the next application, let any survivors fight it out and dispose of the last one by THROW. CROUCH by the cavern exit and locate the enemy AT-ST behind the tower, giving it a dose of three or four Rockets (engaging SPEED appears to be optional here, but can be used to be confident of avoiding possible counterfire). Then move out across the stream to the foot of the tower, turn toward the cliff and look up. There should be a Rocket Trooper at the top of the rocks to the left of the cavern; the objective here should be not only to eliminate him but also to try to grab his weapon to replace expended rounds, so MIND TRICK him, give him one (or more, if needed) three-quarter power Disruptor shots, aimed at about throat level (his weapon usually ends up on one of the rocks above the cavern exit, but may have to be searched for or be missing entirely). There are two more Rocket Troopers at the same height on the other side of the rock arch (back beyond the Cannon Mountings). Move until one can be seen, MIND TRICK him and eliminate any survivor with the Disruptor - it's very unlikely that either of their weapons will be recoverable and there seems to be no way of JUMPing up to that position (and no supplies up there anyway), so there's no need to stint with the charge(s). The top of the tower can be accessed by the 'AT-ST stepladder' method, but there's nothing up there apart from the Cannon. Move up the valley past the tower and the Lander (the Author recommends JUMPing over the rock to the right of the Lander, rather than JUMPing the one to the left or going through it, as both those routes take Kyle into deep water - not that it really matters, there are no enemies about to take advantage) all the way to the head of the valley. The dark triangle in the high rock formation is the entrance to another Massasi cavern, defended by a Shadowtrooper (usually two on the higher Settings). Probably the best tactic is to get onto the highest point of the rock just below the entrance ledge and use JUMP/PULL to extract one (or both) defenders. Unfortunately, Kyle cannot bring an AT-ST along, so it has to be Force against Force and Lightsabre against Lightsabre. When victorious, backtrack to stock up on essentials - there's a shortage of Shield recharge capacity in the first part of the next Level, and a full load of Bacta is almost essential - then return to this cavern and drop down the big hole in the cavern floor to end the Level. ******************************************************************************* (8-24) YAVIN - COURTYARD (Level 24) - [map code = yavin_courtyard]. 0 Secret Areas. Opposition: => Stormtroopers, Technicians, Shadowtroopers, Reborn. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [3], PULL [3], SPEED [3], JUMP [3], MIND TRICK [3], HEAL [3], => GRIP [3], LIGHTNING [3], LIGHTSABER THROW [3]*, LIGHTSABER DEFENSE [3], => LIGHTSABER OFFENSE [3]. The upgrade to Lightsaber THROW is a vast improvement, and(in the Author's opinion) long overdue. Not only will the Lightsabre stay THROWN for as long as Kyle's Force Reservoir lasts (or until recalled) but it both rotates much faster and acts intelligently, automatically homing-in on nearby enemies. Kyle's immediate opposition is a trio of Technicians. If they haven't noticed him by the time any necessary adjustments have been carried out, PULL the nearest and let them kill each other with deflected fire. Around to the right of Kyle's position is a slab of rock with two cases of Power Cell Ammunition and two cases of Metallic Bolt Ammunition sitting on top of it. A belt of Thermal Detonators is on the ground a little further on in that direction. Kyle needs to JUMP into the (neatly cut) tunnel to the left of the Thermal Detonators and follow it along to its end. At the Hangar entrance (actually at what was the entrance to the Command Centre anteroom), the Author suggests MIND TRICKing as many Imperials (mostly Repeater-armed, but with a scattering of E11s and at least one Portable Missile System) as possible, from as long a range as possible, as soon as they come into sight; THROWing any 'allies' that come out-of-action and head toward Kyle. Repeat this tactic with the (again, Repeater-armed) reinforcements that are coming from the other end of the Hangar (through another hole that's been blown in the wall). Once quiet, advance in the direction of the block of crates (where a pair of Battery Packs and three boxes of Blaster Ammunition are to be found), being mindful that the stacks conceal a Rocket Trooper (who will fire on New Republic Troopers descending on the main lift) around their right-hand side. While a JUMP/PULL combination can get rid of this threat in a reasonably spectacular fashion, the Author favours PUSH and THROW as being more certain and safer. A further group of Imperial reinforcements (two Repeaters and a PMS) will start entering the Hangar once Kyle comes within a certain distance of the far wall; so be mindful. If they have not put in an appearance by the time that Kyle reaches the left-hand edge of the stack, the Author favours setting out three Portable Assault Sentries in a line to the left of the pillar, then doubling back and deploying the last two at the far right-hand corner of the block (all level-ground combat after the Hangar will be against Force-wielding enemies, so all Sentries may as well be used up now) before retiring out of the line of fire. Otherwise; engage SPEED, PUSH the three attackers flat then locate and HACK the Rocket Trooper first, before eliminating his backup. Through the hole in the wall is a JUMP training area consisting of a number of niche-ledges; Kyle has to find a ledge (or combination) that will let him double-back on his previous direction of travel; an act complicated by the fact that the ledge he has to get to is defended by Flechette and/or Repeater armed Stormtroopers - their number depending on Setting. On Padawan (with one Repeater-armed opponent) it is quite possible to FORWARD-JUMP to the ledge in front and turn around before the defender can react (a PULL as soon as he stands up after taking deflected fire will almost always bring him onto Kyle's ledge, usually into the Lightsabre blade). However, for all higher Settings (where three or four Stormtroopers are up there) the Author recommends carefully backing into the training area, MIND TRICKing one or two of the defenders as soon as their heads can be seen above the top of the ledge then RUNning back through the hole until the firing stops; this last is because of the likelihood of Flechette-weapon mines being used, and the misses dropping on or near Kyle. Once the Stormtroopers are done, re-enter the training area and test for survivors with Thermal Detonators (Primary fire, maximum range and aimed at the crack in the rock ceiling) before getting up to the opposite ledge by hitting JUMP then BACK - keeping the Lightsabre between Kyle and trouble. This will not help overmuch if Kyle is targeted with Flechette Secondary fire, but it will definitely defend against the far more likely prospect of Repeater Primary fire. Finish off any survivors with PULL, or MIND TRICK them before JUMPing across and mopping-up with the Lightsabre. At the rear-left of the ledge is a gap leading to the Seeker Drone Defence Chamber - familiar territory - defended by one E11-armed Stormtrooper and an (enemy) Seeker Drone; neither of which should pose a problem. The Author has had very good results with a burst of FORCE LIGHTNING here, often eliminating both 'threats' in one go. The flashing Control Pad by the door does work, but it only deploys another (enemy) Seeker Drone with each operation; so the advice is to leave it alone. Author's Note: From this point onwards, I leave the Lightsabre set on STRONG style. Go through the door into the Lightsabre Sparring Area (where Desann can be glimpsed up in the gallery, making a quick exit) and where two cases of Rocket Ammunition - three on Padawan Setting - and a pack of Trip Mines are in the corners of the room on the right-hand side from the doorway. The opposition are several Reborn (numbers and Ranks varying with Setting) and at least one Shadowtrooper, with some Jedi Trainees to assist Kyle; but as they take no part in any action after this chamber, his best bet is to hold back and use PUSH and THROW against the Reborn etc. letting the Trainees handle the close combat while they last - this also guards against the possibility of inadvertent Lightsabre clashes triggering a Jedi 'ally' into attacking Kyle. Also, although Matthew Rorie's Walkthrough mentions using FORCE LIGHTNING, the Author recommends not to do so - it is too big a drain on Kyle's Force Reservoir, and (in the Author's experience) usually leads to an inability to engage SPEED when it really matters. During the tail-end of the melee, a Rocket Trooper in the gallery will let fly at the New Republic Trooper that has been firing at him, resulting in a handy gap in the transparisteel. When the Lightsabre action is finished, get into sight of, and MIND TRICK the Rocket Trooper before JUMPing up into the gallery through the gap (it can be done from floor level) and eliminating him. Going past where the Rocket Trooper was standing to the doorway - the entrance to the observation area for the Seeker Drone Defence Chamber, now jammed shut - will lead to the discovery of two spare Seeker Drones (three on Padawan Setting). Head all the way around the gallery, into the Telekinesis Training Area, and along that gallery as well; until another smashed transparisteel panel in the floor lets Kyle drop down. In contrast to the previous chamber, the Jedi Trainer and Trainee here can be a considerable help to Kyle in the next two or three areas, so try to keep them alive if possible; they are quite good fighters, although none too careful where they SLASH with their Lightsabres; 'friendly' Damage is not unknown! In here, there are no Shadowtroopers to worry about, although the Reborn present again vary with Setting; so PULLing isolated Reborn and HACKing, while always being prepared to engage SPEED, PUSH and HACK/SLASH if any of the Reborn come too close, seems to be a good tactic. The practice objects on the slide-tracks can also be of assistance on occasion, they are massive enough to cause Damage if they connect with a Reborn when PULLed or PUSHed. Once again, the Author recommends disregarding Force Lightning for this combat, unless SPEED is already engaged. Once only Jedi are left alive in this chamber, head for the hole in the wall at the far-right corner from where Kyle dropped down. The low block in front the hole is a practice object and can be lowered (and raised again) with PULL or PUSH - the Author recommends leaving it alone and simply going around it as Kyle may still need to JUMP over, or onto, it when in the 'down' position. Pause in the tunnel (not too far past the low block) until Kyle's Force Reservoir is full again. As Kyle starts to leave the tunnel, a Shadowtrooper will drop down by the side of the lift from the floor above. If unaccompanied (or accompanied by only one ally), probably the best tactic is to PUSH the Shadowtrooper as he is dropping, then rush him and HACK while he is on the ground (SPEED is not strictly necessary). Occasionally, the Shadowtrooper will counter with a PUSH of his own, which will require Kyle to engage SPEED to avoid Damage. If accompanied by both allies, the Author recommends holding back and 'assisting' them with GRIP, PUSHes and THROWs as the best method of avoiding 'friendly Lightsabre' injury. Except on Padawan Setting, more trouble will appear as soon as Kyle moves past far edge of the second lift shaft. On Jedi, this is only one Green Reborn, but he is accompanied on the higher Settings by a pair of Reborn Bosses. On the higher Settings, the best policy is probably for Kyle (and any surviving allies) to JUMP up to the floor above (where the Shadowtrooper came from), before moving past that lift; being mindful that if an ally seems unable (or reluctant) to land a JUMP there; he (they) should follow if Kyle stands right on the edge of the flooring nearest the first lift. If no allies are present, back off to the wall above the hole, standing roughly halfway between the destroyed lift Control Pad and the opposite wall once the Reborn come into view. This tactic usually seems to limit the attackers to appearing one-at-a-time; where PUSH and THROW (or PUSH, SPEED and HACK) can be used to eliminate them without Damage, using the delays while they try to JUMP up to that level to let Kyle's Force Reservoir replenish. Note that the Bosses have been found to be vulnerable to being unexpectedly PUSHed into the cut-outs around the lift shafts and occasionally being killed by the fall back to floor level. Nice when it happens, but don't try for this deliberately. If allies are present, they will immediately attack the Reborn. It may seem a bit cruel, cowardly, and taking advantage, but the Author usually first deals with any Reborn that has JUMPed up to that piece of floor, then leaves the Jedi allies to get on with fighting the remaining Reborn, down below, while Kyle JUMPs up the lift at the far end of the flooring and pays a visit to Luke's Chamber. Clearing this of its two (Padawan and Jedi Settings) or four (higher Settings) Shadowtrooper defenders will not only allow access to a number of supplies (not of all that much benefit) and a Shield Converter (of much greater importance, particularly on Jedi Master Setting), but also allows Kyle to liberate between four and eight Force Crystals for ingestion (immediately and later) - which can produce a phenomenon that the Author has dubbed "Force Supercharge". Going up there alone ensures that the defenders (who seem a bit weaker than average - but not by that much!) do not break their, very convenient, in-line formation until Kyle (using the normal SPEED, PUSH and HACK/SLASH technique) has killed at least two of them. It is very possible; although the timing has to be absolutely right; to kill all four on Jedi Master Setting, and still have time to recover the second Force Crystal from all their corpses. On the other hand, if an ally or allies accompany Kyle to Luke's Chamber, and Kyle stops after moving down the stairs (and moves slightly aside) the Academy Jedi will race to attack the Shadowtroopers, who do not seem to want to defend themselves! This is probably a programming glitch, but still worth knowing. Author's Note: What I call "Force Supercharge" occurs when Kyle absorbs Force Crystals on top of a fully-charged Force Meter. With any degree of "Supercharge", the blue bars on the Force Meter alternately brighten and dim, the degree of brightness (and dimness), as well as the rapidity of the cycle being proportional to Kyle's level of "Force Supercharge". At its maximum (four Crystals) Kyle can engage SPEED and deliver three or four PUSHes/PULLs without depleting the Force Meter at all - leaving the option of engaging another burst of SPEED as soon as the first fades. The supplies in Luke's Chamber are; three boxes of Blaster Ammunition and three cases of Metallic Bolt Ammunition (all by the wall to the right of Luke's Meditation platform, on the upper level) with a belt of Thermal Detonators by the wall on the main-floor level. Just to the left of Luke's Meditation platform are two (three on Padawan Setting) Bacta Canisters. To the left of those, corresponding to the ammunition supplies on the other side of the chamber, are two cases of Rocket Ammunition and three cases of Power Cell Ammunition; with one (two on Padawan Setting) Portable Assault Sentry by the wall on main-floor level. Be mindful that Force use (by Kyle or the defenders) may change the positions of any, or all, of these items. If on Jedi Master Setting, it is highly recommended that the Shield Converter be left alone until ready to enter the next (and final) Level. The area around the corner and through the passage - where a Bacta Canister and a Large Shield Booster are lying on the floor - (the Outer Courtyard; the first of the two courtyards passed through on Kyle's way to the Jedi Trial); can be tough to get through on the higher Settings, even with Jedi allies. On Padawan Setting it is guarded by two Reborn Bosses and a Shadowtrooper, on Jedi by two Shadowtroopers and two Bosses, with three Reborn Bosses and two Shadowtroopers defending it on the higher Settings. If Kyle is on his own, it's just about possible to defeat all five of them on Jedi Master, but that's the exception, not the rule. A safer higher-Setting tactic is to engage SPEED immediately the Shadowtrooper opposite the passage's exit ignites his Lightsabre, then turn and RUN back to the furthest lift platform, JUMPing back up to the semi-transparent floor and tucking Kyle away in the far left-hand corner on arrival. As before, the Reborn (and Shadowtroopers) take quite a time to perform a simple JUMP, again usually arriving one-at-a-time. In the meantime, they leap about underneath the floor, THROWing Lightsabres and spraying FORCE LIGHTNING. Judging by the grunts, it's quite possible that they weaken each other through odd Lightsabre hits and Lightning discharges - there are normally quite a few Lightsabre clatters as well (unfortunately just dropped Lightsabres, not dead opponents). Be mindful to pay attention to the possibility of 'invisible' Shadowtroopers JUMPing up; however, the comment applying to the last set of Bosses also applies to these. Once the Outer Courtyard's defenders are dead, proceed to the passage at its far-left corner (visiting, if required, the two stone benches halfway along the left-hand end of the area and collecting any or all of the case of Metallic Bolt Ammunition, the case of Power Cell Ammunition and the Large Shield Booster, behind them) and follow the passage along. There is another Bacta Canister and another Large Shield Booster on the floor of this passage, as well. Approaching the Inner Courtyard door triggers a Cutscene of Desann PUSHing the steps back - note that the hole Kyle used to get to the Trial Temple has been blocked-up - to reveal a hole in the ground (the route to the final Level). As soon as Desann drops down into this bolt-hole, the steps move back into their original position and a pair of Shadowtroopers fully reveal their presence by the sides of the steps. Charles Gilliland's contribution to Matthew Rorie's Walkthrough (JUMPing onto the stone object in the middle of this Courtyard and PULLing the Shadowtroopers into an uncontrolled ascent and fall) can work, but it's far from a sure-fire thing - quite often they block the PULL. The Author's favourite tactic is to advance up the extreme left-hand side of the courtyard, until the Shadowtroopers are in line, then engage SPEED and PULL (note, not PUSH, this time) the first Shadowtrooper just as Kyle comes into HACK/SLASH range. By this time, the second Shadowtrooper has probably JUMPed over Kyle, so RUN (or JUMP) past where he was standing, turn and use the normal tactics to dispose of him. Approaching the steps after both Shadowtroopers are dead triggers another short Cutscene of Kyle PUSHing the steps back himself. Before ending the Level, Kyle can stock-up on Shielding (there are two Large Shield Boosters - three on Padawan Setting - in the first Meditation Cell from the entrance door on the right-hand side; along with an Instant Use Medpack; two on Jedi Setting, three on Padawan), but, on Jedi Master Setting, there will probably need to be a further visit to Luke's Chamber to access the (untouched) Shield Converter for the maximum level of protection (the door Kyle entered by is still unlocked). When done, return to the Inner Courtyard and drop down the hole. ******************************************************************************* (8-25) YAVIN - THE FINAL SHOWDOWN (Level 25) - [map code = yavin_final]. 0 Secret Areas. Opposition: => Desann. Force Powers [& Rank]: ([X]* = Upgraded Rank, [X]** = New Force Power). => PUSH [3], PULL [3], SPEED [3], JUMP [3], MIND TRICK [3], HEAL [3], => GRIP [3], LIGHTNING [3], LIGHTSABER THROW [3], LIGHTSABER DEFENSE [3], => LIGHTSABER OFFENSE [3]. The Level starts with Kyle standing at the top of a ramp; the way ahead is through the blocked doorway directly in front. THROW or virtually any of Kyle's ranged weapons will clear the rubble out of the way (the Author prefers a full power, Secondary fire, discharge from the DEMP Gun; which is highly effective); but note the Large Shield Booster on the upper level to the right of the doorway, (and, on Padawan Setting only, the pair of Small Shield Boosters and Instant Use Medpack to the left). Don't bother trying to take any of these along to help in the final confrontation with Desann, they can't be taken all the way. Go through the doorway, left at the 'T' junction (right is a dead-end) and prepare to go right at the end; but not yet; stop when Desann laughs. The chamber ahead has a ceiling that collapses (most of which appears to be either an illusion or too light to cause Damage, but some of it, the larger blocks, can be fatal if they land on Kyle). While it's usually possible to dodge all of this by engaging SPEED (and RUNning around three sides of the chamber on the sloping join between floor and walls also seems safe enough), a more positive way of negating the trap is to dislodge all the loose material before proceeding. Again, virtually any of Kyle's ranged weapons will do the job, but the Author tends to use up the E11's ammunition for this chore since, as well as clearing the way, not having Blaster ammunition available means that none can be discharged by accident; then to be deflected back at Kyle by Desann. Work over the smoother areas of the roof (plastering?); then head around the corner, JUMP up onto the ledge and go through the broken wall. After the gap, there is one Instant Use Medpack in the alcove to the right on Jedi Setting (two of them on Padawan), but none there on the higher Settings. At the 'T' junction, Kyle needs to head left (although it looks like a dead-end at first glance, the wall there is an illusion, and a careful look will show it to be moving), but note that one (Jedi) or two (Padawan Setting) Small Shield Boosters are to be had at the end of the passage around the corner to the right. Go carefully through the wall (which has to be done blind) to stay back from the flames that are jetting across the passage at the top of the ramp; get to the side of the passage away from the source of the flames and edge along the passage, PUSHing the flames out when the top of the pedestal comes into view. Advance past the niche, change to the other side of the passage and repeat. Switch passage sides and edge forward again, this pedestal has flames on top of it but does not seem to be jetting them across the passage - until Kyle tries to go past it! - and the flames will re-ignite after a very short interval after being PUSHed out. Probably the safest technique is to get into position; engage SPEED, PUSH the flames out on the third pedestal, and then immediately RUN past both the last two niches; triggering a Cutscene of Kyle confronting three 'Desanns', each standing in front of an apparent exit to the chamber. Of the three apparent exits, the one to the right leads to an illusory wall with an instant-death pit behind it; the one to Kyle's front leads to a mirrored surface and a taunting 'Desann'. Take the third apparent exit (to Kyle's left), distinguished from the others by an indestructible pipe under the lintel, which leads to a slope with a fire-pit (trying to go through this while it is alight will be instantly fatal) at the bottom and an archway (with another pipe under the lintel) at the top. Smash this pipe (any weapon will do, although THROW is probably most convenient) and water will pour out and extinguish the flames. Go down the slope and drop through the irregular hole in the passage floor. Once down, Kyle will be in a cruciform chamber formed out of dead-end stub passages, those to Kyle's front, left and right incorporating a FORCE PUSH symbol on their end walls. PUSH the one to Kyle's front (the one to the right only produces a blind passage, PUSHing the one to the left is unnecessary) and go down the lengthened passageway, turning left at the corner. Look for and PUSH another FORCE PUSH symbol low down on the left hand wall (about two-thirds of the way along this new passage) and return to the corner. Move along the (much lengthened) passage to its end and turn left to see the final obstacle; stone blades that are moving in and out of the passage walls. There's no need to rush, Desann isn't going anywhere, so use SPEED to get past each blade; and leave plenty of time for Kyle's Force Reservoir to replenish in between bursts. In actual fact, it's quite possible to dodge these blades two or three at a time on one burst of SPEED; but there's no point in taking risks. Once past the obstacle, and before heading around the corner, ensure that Kyle's Force Reservoir and Health are at maximum (and that Bacta is the selected Inventory Item). Perform a full SAVE, then move up that passage to trigger the "showdown" Cutscene. Author's Note: The mechanism in the centre of the chamber (which generates the beam that Desann is basking in when Kyle enters) is a Force Enhancer (said to confer temporary invincibility) which is activated by first PULLing on the icon that Kyle is facing towards at the end of the Cutscene and then doing the same to its twin on the opposite side of the chamber. The beam is only available for a limited period (although it does turn back on intermittently; but it's rare that a combat with Desann lasts that long!). As Desann can hog the beam himself and the Enhanced Force effect on Kyle is only temporary, I never bother turning the beam on. Note that on Jedi and Padawan Settings there are a variety of Shield Boosters and Instant Use Medpacks scattered around the chamber; but nothing on Jedi Knight or Jedi Master. On the upper level (on Jedi Setting), there is one Small Shield Booster each side of the ramp and one Instant Use Medpack on each of the platforms at the opposite end. These quantities are doubled if on Padawan Setting. Padawans will also find one Large Shield Booster (relative to the ramp) in the near-right and far-left corners on the lower level, with an Instant Use Medpack in each of the other corners. Jedi will only find one Large Shield Booster on the lower level, in the far-left corner. Quicksave immediately the Cutscene ends, as there does not appear (unlike with Tavion or Fyyar) to be a certain, or even a 75 percent certain, method of defeating Desann. He is one very tough barve; wielding Force Powers that are decidedly lethal on their own account: a virtually unbreakable GRIP, FORCE LIGHTNING that discharges in torrents and a perfect THROW that always hovers over a PULLed, PUSHed or JUMPed-on Kyle, forcing him to get to his feet right into the buzz-saw effect. However, despite Desann using all three regular Lightsabre styles (plus a couple of enhanced styles that Kyle cannot legitimately access) and being able to switch between them in a split-second, he is slightly less lethal with a Lightsabre; and Kyle has the chance of landing a damaging strike (indicated by a grunt from Desann) or two. Much has been written about "planting" one of the collapsing pillars on Desann. The Author can confirm that it is possible, but really falls into the category of "special circumstances". For it to work, Desann must be behind one of the three standing pillars on the lower-level (cutting down a pillar when he is standing on the platform it's supporting just results in him floating down, unharmed, onto the wreckage) and Kyle has to be well clear of the pillar; so not to get caught himself (the Author once perched on one of the pillars' decorative ledges, with Desann - blasting away with FORCE LIGHTNING - on the opposite side, but failed to time the dismount correctly: result, Kyle and Desann both dead!). If Desann does get into the right position (and looks like he will stay there for enough time to collapse the pillar), THROW should only be used as a last resort since, if Desann is not fully behind the pillar, the Rank 3 'intelligent' THROW will ignore the pillar and go for Desann himself; not the most productive of actions!. Merr-Sonn Rockets or Repeater Secondary fire, directed at the second band of stonework up from the plinth, is probably the easiest way to bring a pillar down - but expect to need a number of hits. Regarding Kyle's Force Powers; MIND TRICK and GRIP are useless against Desann, but both PUSH and PULL can work (although they are much more likely to do so if Desann is caught during a JUMP). Interestingly, Desann seems not to be able to tell the difference between the two, coming out with "you dare to PUSH me?" even if PULL was used! As always, SPEED is an effective equaliser, provided Desann is too busy at the time to engage it himself. The Author is undecided about using FORCE LIGHTNING against Desann, while it does appear to weaken him slightly, that has to be balanced against the draining of Kyle's Force Reservoir and the consequent loss of ability to PULL, PUSH or engage SPEED until the Reservoir has recharged sufficiently. The Author tends to only give Desann a dose if Kyle is already on SPEED. Lightsabre-wise, only two or three good, STRONG style, hits from the main part of the Lightsabre blade (not the tip) are needed to put Desann down. The Author believes that Kyle's best policy in a straight fight, with or without SPEED, is to subject Desann to a series of backhand attacks (i.e. the Lightsabre blade going from left to right), produced by touches of STRAFE-RIGHT just before triggering the SLASH. These seem particularly effective when at least some are done from a CROUCH. Throughout any combat with Desann, the Author advises keeping half-an-eye on Kyle's Health Meter, and topping-up with a Bacta Canister if it falls below 50%. This is particularly important if Desann achieves a GRIP that Kyle is unable to PUSH out of; when topping-up may enable Kyle to stay alive long enough for Desann to stop the GRIP attack. The same comment applies to Desann's FORCE LIGHTNING attacks. The first possible method of defeating Desann, which seems to be at its best on Padawan or Jedi (but can work on the higher Settings as well), is to RUN off the lip of the upper-level, engage SPEED just before touching down on the nearest ramp and PUSH. Occasionally, Desann gets knocked off his feet and lands flat on his back. Advance and HACK as many times as possible before he flips back upright. The disadvantage of this method is that Desann has ample scope (assuming he did not get flattened by the PUSH) to use his agility and either JUMP or BACK-FLIP out of the way; thus giving him space to bring his Force Powers into action, the least of which can see Kyle being sent flying across the chamber by a very powerful PULL. To start the second method, switch quickly to Disruptor (or Repeater) and trigger one dose of Primary fire at Desann before very quickly switching back to Lightsabre. This will cause Desann to JUMP straight up to the upper-level walkway, during which manoeuvre he must be PULLed so that he lands behind (and not on top of) Kyle. Engage SPEED and attack (with or without PUSHing), using Kyle's 'backhand' SLASH as much as possible. If Desann THROWs, use the SPEED to evade his Lightsabre and close with him, inflicting as much Damage as possible before it comes back to his hand again. The disadvantage of this method is the risk that Desann will land on top of Kyle, or will land sufficiently far behind him to use GRIP. This is probably the most successful of the three suggested methods. The third possible method is to back against the chamber wall, move (CROUCHed) down that side towards the chamber's entrance (the niche in the upper-level wall opposite the ramp) until level with the stub of collapsed platform and then deploy all Kyle's stock of Seeker Drones (hopefully five of them). Quite often, Desann will start JUMPing onto and down from that stub of platform; when he can be PULLed up to the upper-level walkway, to meet Kyle and the posse of Drones. On the first occasion that the Author tried this method, Desann landed right in front of Kyle and was disposed of with one SLASH, while trying to decide how to defend himself. The disadvantages of this method are that Desann can elect to JUMP up the ramp (coming at Kyle from a range where it is possible for him to employ his Force Powers) and that he can goad the Drones into attacking him before dropping back to the lower-level, enticing the Drones to follow. The Author also recommends ringing-the-changes frequently, so that a suspected "ability to learn from experience" on Desann's part does not become a factor. As to expected Damage, the Author has killed Desann and still had all Kyle's Health and Shield Units remaining, while on at least one other occasion, Kyle defeated Desann while on his last Unit of Health! Once Desann is defeated, there are three Cutscenes (two short and one a bit longer) before the Credits roll: Kyle standing over Desann's corpse, shaking his head sadly at the waste of such a powerful being before JUMPing for the exit; Kyle coming back into the Inner Courtyard and his reunion with Jan (quite touching, really, if a little soppy!); and the final meeting with Luke Skywalker, once again meditating in his chamber. ******************************************************************************* (9-0) WITH THANKS To the Casts and Crews of all six films; for bringing the Star Wars Universe to life. To the Authors of the Expanded Universe books (particularly Timothy Zahn, who was the first) and the co-ordination and publishing teams associated with them; for many, many hours of enjoyable reading. To LucasArts, Raven and ActiVision; for a game where even the loophole shutters can be operated! Also for Jedi Academy (the game). Last, but not by any means least, many thanks to George Lucas; both for the Star Wars Universe and for allowing all of us to play in it! ******************************************************************************* (10-0) WHATEVER HAPPENED TO... Tavion? Did her defeat at Kyle's hands make her see the error of her Dark ways, or did she try to carry on from where her Master was forced to stop? Find out by playing Jedi Academy (also by LucasArts, Raven and ActiVision)! Kyle Katarn? After his break, Kyle returned to train Jedi at the Academy (being loaned-out from time to time to serve as a Guest Instructor for New Republic Special Forces), rising to the rank of Jedi Master. Recently severely wounded in a Lightsabre Duel, he seems to have made a full recovery. ******************************************************************************* THE END. *******************************************************************************