Star wars dark forces 2 walkthrough. Light and Dark Sides of the Force

Andrey Shapovalov

Weapon

Your arsenal and equipment have been carried over from the previous part of the game, but some changes have still occurred. By default, weapons are called up by the number keys on the main keyboard.

The first in the arsenal are your strong fists, but why they are needed is completely unclear, because, unlike the first “Dark Forces”, in “Jedi Knight” there are no stages where you will not have weapons.

Installation Features

Install the game in the maximum size (128 MB). In this case, loading each new level will take 5...20 seconds. (depending on the speeds of the CD drive and hard drive). When using only 33 MB on the hard drive, the level loading time will increase by 10...30 seconds.

It is extremely important to have free space on your hard drive after installing the game. If there is no free 20 MB, the game may not start: “Jedi Knight,” unlike the first “Dark Forces,” does not load the next level into RAM in its entirety, but also creates a temporary file on the hard drive.

If you have a processor lower than Pentium 166 and you do not use tools like 3Dfx, do not set the screen resolution to more than 640x480. Otherwise the game will be very slow.

You can improve the smoothness of scrolling graphics in the following ways. First, reduce the size of the game screen. Secondly, do not turn on the external camera (F1), play "Jedi Knight" as a normal "3D action". Third, turn off the music. This can be done both before and during the game. If you have already started playing, press Esc. The main menu will appear. Select “Setup”, then “Sound”, there the music turns off. I don’t recommend turning off sound effects, because they carry useful information: sometimes you will hear enemies first and only then see them.

The game does not have any special requirements for sound equipment. The main thing is that your sound card supports Windows 95. If your sound card is 8-bit, then regardless of the settings in “Setup” the sound quality will be low. But the difference between high-quality and not-so-high-quality sound is only truly noticeable when you play with headphones.

With improved Briard pistol(Modified Bryar Pistol) you start the game. The firepower is quite decent. The main advantage is shooting accuracy. At short and medium distances, the pistol does not miss (if you aim it accurately, of course). In addition, the pistol is very economical: it spends only one unit of energy per shot. Disadvantage: low rate of fire. Therefore, you shouldn’t use a pistol very often in close combat: the enemy will have time to put more holes in you than you do in him. Another drawback of the pistol is inherent in all energy weapons: the farther the enemy stands, the weaker the wound he receives. Ammunition type – Energy Units. The maximum possible ammunition is 500.

Blaster rifle(Blaster Rifle) you can pick up from a killed enemy during the very first mission. Although the rifle is slightly inferior in firepower to a pistol, it has a much higher rate of fire. The main disadvantage of the rifle is its low hit accuracy. Therefore, it is better to use it in close combat: you will miss less often, and you will finish off the enemy quickly. The inaccuracy of a rifle is not up to you; it was laid down by the creators of the game. So don’t try to cope with it - it won’t work anyway. Ammunition type – energy units. The maximum possible ammunition is 500.

Thermal detonator(Thermal Detonator) plays the role of a grenade. You will first find this weapon during the second mission. In "Jedi Knight" the detonator is not as strong as in "Dark Forces", but with an accurate hit it can kill any enemy. The detonator can be used in two ways. You can simply throw it at an enemy by pressing the “Fire Primary” key - and the detonator will explode immediately upon contact with an obstacle (wall, enemy, etc.). If you press the “Fire Secondary” key, the detonator will explode after 3 seconds. Moreover, if it falls to the floor, it will simply roll in the direction of the throw. There are also two ways to throw a detonator. If you want to hit an enemy up close, press the appropriate key and quickly release. When throwing a long distance, you need to press the shot key and release it after a while. The longer the key remains pressed, the further the detonator will fly. Since aiming takes some time, and the accuracy of the throw is not so great, use the detonator either when the enemy has not yet noticed you (he is standing at a great distance, and you are lying next to the container), or if he cannot hit you with return fire (you are on the edge of a cliff or elevator shaft, with the enemy standing below). In the latter case, I advise you to slowly throw detonators on the heads of enemies, using “Fire Secondary”.

Using detonators indoors is quite dangerous. So, if the ceiling is low, then a detonator flying in a parabola can hit it, bang-bang! - and you are wounded. So be careful or set the "Setup" option to "No Dangerous Weapons". The maximum number of detonators in your backpack is 30.

Energy Crossbow(Bowcaster) you will find during task number three. The crossbow fires either a powerful single shot that kills any enemy when accurately hit (the “Fire Primary” key), or four weak shots that fan out in different directions (to do this, press “Fire Primary” and do not let go for a second or two). If you press the “Fire Secondary” key, then when a shot hits a wall or other obstacle, it will be reflected from it (and it can be reflected twice in a row). The main disadvantage of the crossbow is its scanty rate of fire. I advise you to use this weapon only at a long distance, taking careful aim. Best of all, don't use a crossbow at all. Ammunition type – Power Units. The maximum possible ammunition is 500.

Imperial Drum Rifle(Imperial Repeater Rifle) – perhaps the coolest weapon. You will pick it up while completing the fifth task. Its main advantage is its excellent rate of fire. In addition, this weapon is quite economical (only one power unit is spent per shot), and its destructive power is not bad. In Jedi Knight you will find enough ammunition for this weapon, since your enemies are also armed with it (this was a problem in the first Dark Forces). The rifle fires either in a continuous stream of shots (the “Fire Primary” key), or in short bursts of three shots (the “Fire Secondary” key). Ammunition type - food units. The maximum possible ammunition is 500.

rocket launcher(Rail Gun) is a powerful weapon that you will pick up during the eighth task. With an accurate hit, the rocket either explodes immediately (the “Fire Primary” key), or “bites” into the victim and smokes for a while before going off (the “Fire Secondary” key). Missiles hit not only people, stormtroopers (soldiers of the Empire in white armor) and aliens, but also walking tanks. Hit the tank three or four times and it's finished. Although this weapon fires faster than a crossbow, its low rate of fire is its obvious drawback. The second “minus” is that the rocket flies slowly and the enemy may have time to dodge. Type of ammunition - rockets (Rail Charges). The maximum possible ammunition is 30.

Controlled charges(Sequencer Charges), also known as mines, you can pick up during mission number six. The charges operate similarly to the anti-personnel mines from the first Dark Forces. By pressing "Fire Primary", you place a charge on the floor, and after two seconds it explodes. If you press the “Fire Secondary” key, you will also place a mine on the floor, but in this case the mine will explode only when someone approaches it (including when you approach). Mines are practically useless when playing alone, but in multiplayer games they have proven themselves to be the best. The maximum possible number of charges in the backpack is 30.

Stoker Shockwave Rifle(Stouker Concussion Rifle) - a powerful weapon that fires "bullets" from compressed ionized air and hits due to the shock wave of the explosion. The rifle can fire a charge of mass destruction (Fire Primary key), which, when hit, throws out a whitish cloud that kills all enemies nearby. Do not use such a shot in enclosed spaces - you will only harm yourself. The second type of shot is a narrowly directed wave (Fire Secondary key), which hits only the enemy at whom the rifle barrel is pointed. This type of shot can be used anywhere without worry. The only drawback of the shock wave rifle is that it has a low rate of fire. Ammunition type - food units. The maximum possible ammunition is 500.

Jedi lightsaber(Jedi Lightsaber) you will automatically receive upon completion of the third stage. According to George Lucas, this is the most powerful weapon in the Star Wars universe. The sword is capable of cutting through materials that other weapons cannot penetrate (dragon skin, some doors and bars). You will definitely need the sword in fights with the Dark Jedi. The disadvantages of the sword are that it only works at short range and requires precise aiming. The lightsaber also has an additional feature - it is able to reflect enemy shots. To do this, you just need to turn on the sword and not press any keys. (But keep in mind that the sword will not reflect 100% of the shots. You will be hit at least once.) This feature of the lightsaber should be used after the “pull” ability becomes available to you: turn on the sword, select this ability, press its key and get closer with the enemy. His first few shots will not reach you, and when you approach the enemy and the “pull” starts to take effect (blue circles will appear), disarm the enemy and immediately slash with your sword. No ammunition required.

Equipment

Equipment is those things that you can carry with you in your backpack and use as needed.

Flashlight(Head Light) is with you from the very beginning of the game. Serves to illuminate dark places, consumes little battery power, but reveals your presence to enemies.

Infrared glasses(Infra-red Goggles) allow you to see in the dark and look into dark corners. As soon as you find the glasses, use them instead of a flashlight: they do not glow and do not attract enemies. However, glasses consume a lot of energy.

Bacta container(Bacta Tank) is a cylinder filled with a clear biological solution that heals almost any wound. Using a bacta container restores health by 30 units. You can have no more than five bacta containers in your backpack.

Spanners(Wenches) are useful in some cases to move the valves. Wrenches remain in your backpack until the end of the stage, after which they disappear.

Finally, I’ll say a little about the items that you can pick up and immediately use.

Square container first aid kit(Health Pack) restores your “life” by 20 units.

Backpacks(you won’t confuse them with anything) come in different varieties (for example, “Stormtrooper Backpack” or “Smuggler Backpack”) and restore your energy shield in different ways.

Body armor(Armour Vest) - This is a dull gray chest piece that restores your energy shield to 200 points.

"Revival"(Revive) looks like a bib but is bright orange in color. Completely restores “life” and energy shield.

Bright red cylinder(Weapon Supercharge) is a charge that increases the rate of fire of all types of weapons several times (for about 10 seconds in real time; in this case, the numbers on the ammunition indicator on the right “HUD” will turn yellow). A couple of seconds before the supercharge time expires, the numbers will begin to flash and you will hear a beep.

Supercharge(Force Surge) enhances the Jedi’s abilities: now “grab” will really knock out the enemy, and “blind” will incapacitate him for a long time. For Light Jedi, a supercharge looks like two white rings (one inside the other), for Dark Jedi it is a dark red star. Light Jedi cannot use the dark red star, and Dark Jedi have no use for white rings.

Your enemies

You have many enemies: these are imperial troops, and hostile aliens, and just monsters.

Imperial troops

Stormtroopers(Stormtroopers) - soldiers in white armor. Unlike the first "Dark Forces" there are now three types of attack aircraft. The first type is a regular stormtrooper armed with a blaster rifle. The second type are stormtroopers armed with a drum rifle. They are distinguished from regular stormtroopers by the brown pauldron on their right shoulder. The third type are stormtroopers armed with rocket launchers (with bright yellow shoulder pads). Try to destroy them first: a couple of accurate hits from a rocket launcher - and you’re done for. In general, all attack aircraft fire inaccurately at long distances.

Officers(Officers) - people in brown uniforms. Armed with pistols, for carrying more heavy weapons The officer is ashamed. They shoot very accurately and almost never miss.

Commando(Commandos) - people in gray (light black) uniforms with open helmets on their heads. They are recruited from among the officers, but they are armed with blaster rifles. They shoot almost as poorly as stormtroopers, but they move faster. You will meet commandos towards the end of the game (last 5-7 stages).

AT-ST- a two-legged walking tank of the Empire. Armed with a fast-firing cannon that will quickly destroy you if you don't take cover. Almost all types of weapons are useless against a tank: the rays simply bounce off the armor. The only way to destroy a tank is with missiles. Luckily, you'll only encounter tanks in a few missions.

Imperial Probe Droid(Imperial Probe Droid) - an iron box with many limbs protruding from the bottom of the body. (Actually, “droid” is an abbreviation for the word “android.” Initially, this was the name given to mechanical dolls made in France in the 19th century by master Henri Droz. Since then, the word “android” has become a common noun and in science fiction literature it is used to refer to humanoid robots. However, in Universe " Star Wars“The word “robot” didn’t catch on. All smart cars prefer to call them “droids.”) The scout droid is armed with blasters equal in strength to stormtrooper rifles. He may suddenly fly out from around the top corner of the building, catching you by surprise. When hit accurately, a scout droid explodes like a bomb, so try to destroy such machines from a distance.

You will meet again rimout, robot mice and automatic gun turrets. The rimout ball (“remote” is a remote-controlled robot) is armed with many shock absorbers that cause pain. A very nimble and unpleasant opponent. However, his armor is rubbish and will shatter after the first accurate hit from a weapon of any kind. Mouse Robots are boxes on wheels that roll across the floor. Not armed. But if you destroy such a “mouse”, you will be able to find a battery among the rubble. Automatic gun turrets are the Empire's favorite means of defense. They can be located on the floor, on the ceiling or in niches. When you approach, they start shooting very quickly.

Hostile aliens

Grans(Grans) – humanoids with three eyes (you will see one of them in the introductory video fragment to the first stage of the game). Some of them are armed with blaster rifles, some with thermal detonators. There are also those who strive to get involved in hand-to-hand combat (your energy shield will not be able to protect you from the blows of their fists).

Trandoshans(Trandoshans) - reptilian humanoids armed with shockwave rifles. You will meet in the middle of the game.

Rodians(Rodians) - humanoids with green skin, armed with pistols, from which they shoot very accurately. They will only be encountered in the first two stages of the game.

Gamorrean Guards(Gamorrean Guards) - guys with pig snouts, armed with power axes, who don’t care about your energy shield. Fortunately, axes are only good for close combat.

Tuskens(Tuskens) - desert dwellers leading nomadic image life. They steal and rob the weak. Armed with energy crossbows. The first time you will meet Tuskens is on the third task.

Monsters

Kelian dragon(Kell Dragon) is a large, clumsy creature against which only a lightsaber works. You will only meet him once. And even then it is not necessary to fight with him; you can simply call the elevator and escape. The area where the Kelian dragon is hiding is completely unnecessary to complete the stage.

Myloki(Mailoc) - a kind of yellow dragonfly with a scorpion tail. Not as dangerous as the Kelian dragon, but capable of flight and loves to ambush you. However, Mylocs are always given away by the flapping sound of their wings - so listen carefully to the sounds produced by the game.

There are two more types of underwater creatures - octopus And something vaguely resembling a fish. These representatives of alien fauna attack you only when you swim very close. In addition, they are clearly visible and are not difficult to destroy.

Jedi Knight Abilities

There are regular and special abilities of Jedi. The normal abilities of Light and Dark Jedi are the same, but their special abilities are different. The level of abilities (their strength and duration) is determined by the number of stars you give to each ability by clicking on its icon in the “Jedi Powers” ​​section. Stars are awarded upon completion of certain stages, and the game itself will send you to the “Jedi Powers” ​​menu. You can assign stars only after completing a task and only to those abilities whose icons are highlighted. Please note that you don’t have to transfer stars to certain abilities right away, leaving them “in reserve” for cooler abilities.

It must be said that the Light and Dark Jedi also have a “superpower” for which stars are not needed: it appears automatically in certain moment games.

The use of abilities is possible as long as there is a reserve of Strength. Abilities become especially valuable during fights with Dark Jedi. True, a new limitation appears at the same time: you can re-use the same ability only after some time (and different abilities can be used in a row, with an automatic burst).

Standard Abilities

Increasing driving speed(Speed) you will definitely need in the game (even twice). You can't beat the game without this ability, so spend two stars on it.

The height of your jump(Jump) increases with the number of stars transferred to the corresponding ability. Two stars is enough; you don’t need to jump higher.

Attracting objects(Pull) works like this: point the crosshair at the object, turn on this ability with the key and do not release it. Blue circles will appear around the item: the target is “captured”. Release the key and the object will fly towards you. The stronger this ability, the greater the distance it operates. You can only attract weapons (including those in the hands of the enemy), equipment and ammunition. It makes sense to use this ability in conjunction with a lightsaber (see above for more details). If you want to have some fun, give this ability a couple of stars. But this is more exotic than something truly necessary. It will not be possible to disarm the Dark Jedi in this way. So it’s quite possible to save stars on this ability.

The ability to see what is hidden(Seeing) is very important in fights with Dark Jedi, since during battle they often become invisible. Spend two stars, no more.

Light Jedi Special Abilities

Health recovery(Health), unfortunately, cannot be used often in a duel with Dark Jedi. And in ordinary tasks you will find something to cure yourself anyway. However, at the end of the game, the Dark Jedi will go hard. Then it’s worth allocating a couple of stars to this ability.

Belief(Persuation) causes the enemy to lose aggressiveness for a while: After using this ability, the Dark Jedi will circle around you, but will not attack.

Blindness(Blindness) is less effective. The enemy stops attacking for a short time (much less than with “persuasion”).

Absorption(Absord) allows you to absorb the energy of an enemy's weapon.

Superpower of the Light Jedi - protection(Protection). For a short period of time, you become completely invulnerable to all weapons (but not to the Dark Jedi's special abilities). What else can I say? Class!

Dark Jedi Special Abilities

Throw(Throw) acts similarly to “attracting objects”. You aim the crosshair at the enemy, turn on this ability with the corresponding key and do not release it. Red circles appear around the enemy. Release the key and the ability will work. But I still don’t understand how much harm this ability does to the enemy.

Capture(Grip) works in a similar way. An enemy affected by this ability begins to lose health. The more stars you give to this ability, the more damage it will cause to the enemy's health.

Lightning(Lightning) will hit next to you when you press the corresponding key. If you do not release the key, lightning will continue to strike until the Power supply runs out.

Destruction(Destruction) works like this. A clot of energy bursts out of your palm, soon exploding. But it is quite difficult to seize the moment and torpedo the enemy with a clot.

Dark Jedi Superpower: death gaze(Deadly Sight). The enemy you are looking at begins to lose "life". The ability stops working if the enemy goes behind some obstacle and you lose sight of him.

Walkthrough

Difficulty levels

Increasing the level of difficulty manifests itself in two ways. In normal stages, there are more and more enemies (but also ammunition, because you can take it from the dead). And in special stages (where lightsaber fights take place), the Dark Jedi “cool” (their amount of “life” increases and they use their abilities against you more often).

Light and Dark Sides of the Force

“Jedi Knight” is the first “3D action” where your moral and ethical character is taken into account. You start the game leaning a little towards the Light Side of the Force. Unless the balance changes, you will eventually become a Light Jedi and destined to save the galaxy from Jerec. If the balance is upset in favor of the Dark Side, it will seduce you and the game will end differently: you will become the Dark Emperor.

So the choice of plot largely depends on you, and it does not happen immediately, but gradually, imperceptibly for you. The determining factor is your behavior towards the “neutrals” - unarmed people and robots walking around the stages of the game. If you don't touch them, the balance will not be upset. If you kill (even by accident), you will shift in favor of the Dark Side. In this case, one of the stages in the game will change.

What to be: good or bad? The choice is definitely yours, but my advice is to be good. Firstly, good should always defeat evil, at least in computer games. Secondly, if you turn bad, Kyle will inevitably kill Jan Ors. Is it really possible to kill such a pretty girl, who also saved you so many times? Thirdly, the Dark Jedi's special abilities, although they look more attractive, are actually quite stupid. But the abilities of Light Jedi are very practical.

Do not hurry. You are not limited in time, even if the opposite seems to follow from the assigned tasks. For example, in the very first task you need to catch up with the robot. No matter how fast you go through this stage, the robot will still not have time to fly anywhere. True, towards the end of the game there is still one task (fifteenth) that will put you on the clock, but even there there will be enough time.

When meeting enemies face to face, you can avoid injury in two ways: constantly moving to the side or crouching. But if you decide to crouch, keep in mind that enemies will miss no more than twice. Then the computer will take into account the change in your body position - and you will have to look for a first aid kit.

When passing a stage, always make not one, but two “saves”. Moreover, there should be some time gap between them. The fact is that if you “save” the game (through the main menu, or using “Quicksave”) immediately after completing the last part of the task, sometimes the computer displays an error message. If this happens, exit Jedi Knight completely, then launch the game again and load the “save” previous to the one you stumbled on.

In the description of the stages proposed below, the tasks set are typed in bolder, and the secrets are in italics.

First stage. Betrayal in Nar Shaddaa (Double-Cross on Nar Shaddaa)

Have time to catch up with 8T88 (that’s the name of the traitorous robot) before he boards the space shuttle and leaves the city.

Kyle revisited Nar Shaddaa, the vertical city, a haven of smugglers, bounty hunters, and organized crime. If you played the first “Dark Forces”, then, undoubtedly, you remember the “easy” life that the henchmen of Jabba the Hutt, of blessed memory, gave Kyle. And now it's all happening again...

In principle, this is the simplest level, designed to get you up to speed. Move forward all the time, going into all the doors you see. Don't forget to turn your head around and be sure to look behind the drawers: there will be some things there.

The main thing is not to fall into the abyss between the skyscrapers of Nar Shaddaa.

Some enemies can be spotted in time if you are not too lazy to look up. This is especially true for the Gammorean guards (fat humanoids with a boar's head).

1. After passing the first fan (it is located on the ceiling), go down the corridor. To the right there will be a platform on which the Gran is standing. Go to this platform and you will see a sloped path. Jump onto this path and go up. Fall through the hole. Pick up all the items there and move on, passing the fan. You'll soon be able to walk up the ramp to an elevator that will take you back to the main path.

2. When you reach the next ceiling fan, there will be a door in front of you. Behind this door are three containers. Standing on the bridge, look down to the right. There is a visor on which there is a gran and two charges for the shield. If your health is normal, run up and jump onto this visor (don't worry too much: there is a first aid kit there).

3. Soon you will find yourself in front of an elevator traveling on a plane inclined at 45 degrees. Take the elevator and, when it starts to move up, have time to jump into the hole in the wall on the right.

4. After the large freight elevator takes you to the top floor, you will have to go down the corridor leading to the bridge. If you go forward, you will see a "TIE Bomber" (Empire Space Bomber). Don't shoot at him: it's pointless. Return to the bridge and look to the right. You will see four dips. You can go up and jump over them one by one, or just run to the other side.

5. Above the hall, which is full of huge containers, stand so that the path is to your left, and the hall itself is below. You will see a ledge formed by the containers. Run and jump on it. Jump up and continue towards the hole in the containers.

6. One of the doors of the hall described in paragraph 5 leads to the end of the stage. Before opening it, turn around and go around the containers on the left. Climb up the inclined wall. In the darkness you will find a passage that leads to two fans.

Second phase. The Lost Disk

Find the shot off hand of 8T88 (which contains a disk with a message from Kyle's father).

Get to the top landing to meet Jan Ors.

First you need to get the disk. Go to the round landing pad from where the shuttle recently took off. Turn to face the door you came from. Go right to the edge of the landing pad and jump down and to the right. You will find yourself on a ledge. Follow it along the wall. Eventually you will have to jump down again, and you will find yourself on a platform next to the opening of the city air intake system. Jump down the hole. Soon you will come across the disk you are looking for.

Now you will have to wander through the mines and corridors for a long time. Don't forget: you need to go upstairs. But getting there is not so easy. Eventually you will find yourself in a room that looks like an upside-down letter "L" (see diagram on the right). In our picture, number 4 is the passage through which you will get to this room. At points 1 and 2, the passages are blocked by a force field (transparent red screen). It is impossible to overcome it. You need to wait until a container comes down from point 1 and passes by you. Now run to point 3 (this is a niche in the wall). Hide there and wait until another container passes by. Jump out of the niche and climb onto the inclined plane that forms the “roof” of the niche. Wait for the next container and jump onto it. He will move to point 2, so don't waste time: jump up and you will find yourself on ledge 5. It is also an inclined plane along which you need to climb. Wait for the next container, jump on it and, after quickly running, jump onto ledge 6, located on the opposite wall. Then you have to repeat everything again (climb the inclined plane, wait for the container from 1, run over it and jump onto the next ledge on the opposite wall). This way you will reach the roof and meet with Jan.

1. Pass all ventilation shafts. You will eventually come to an area where there will be a Rodian (a greenish colored humanoid). Next, go down the corridor into the hall (more precisely, a corridor with a very high ceiling), where you will see two grans. Walk forward a little - you will see a “window” to your right, in which four nozzles of a large spaceship are visible. Look down. See the narrow ledge directly below you? Slowly take a step forward and fall onto this ledge, and then back up.

2. After receiving the red key, you will find an area with a path leading to a red room. Go to where there are two containers and grains. Go up the path and jump onto the container with red stripes. When you turn on the flashlight, you will see a ledge in the back corner. Jump onto this ledge.

3. When you reach a hall with two fork-shaped cranes (you won't miss them), don't rush to move them. Instead, climb onto the crane on the right. Run to the end and jump to the lower level (while jumping, “aim” for the triangle in the corner. Just before jumping, take care of your health: if there is little left, restore it using a container with bacta. Go back to the cranes leaning against the wall and along Use the left tap to get to the room in which the alien stands.

4. Has the door to the hall with containers opened? Then climb up the mountain of containers on the left. Then run up and jump over to the containers on the right.

5. You will soon reach an elevator that will take you to a cargo conveyor and a second elevator. While standing on the first elevator, try to jump onto the window ledge on the right - you will end up in the area under the conveyor. This place can be reached by getting off the second elevator.

6. From the second elevator, jump onto the container, then jump into the area located above the red room.

7. When going up the second elevator, look carefully around. Just before reaching the very top, you will notice a ledge on the left. Walk along this ledge to another ledge on the far side of the hall.

8. After going up the last ramp, turn around and reach the back wall along the ledge on the left. Turning to the right, you can jump into a small room.

Third stage. The Return Home to Sulon

Infiltrate Kyle's father's house.

Walk around the house, go to the backyard, then get to the “natural power generator”. Be careful with the acid that fills the generator.

Find your father's workshop, and in it - an old robot so that it can decrypt the disk with a message from Kyle's father.

You can't get into the house through the front door: it's jammed. Go around the house on the left (if you are facing it). Behind you will see a window covered with shutters. Shoot the shutters with a pistol - and you can jump into your home. Find an exit to the backyard. In other rooms you need to find two wrenches: blue and yellow. They are in a visible place.

Keep wandering until you come across a lake. You will see two low walls in the water - this is a raised dam. There is also an entrance that cannot be entered (it is located behind the dam - a black square in the rock). Dive underwater. Do you see the well? Through it you will find yourself in a room with two switches that can only be turned with wrenches. The two parts of the dam will connect. Half of the lake behind the dam will be drained, and a passage will open that you have not been able to use until now. Climb over the dam (it is low in one place) and go into this passage.

A little later you will come across a structure similar to a reservoir, only instead of water it is filled with some kind of unpleasant-looking liquid. This is the “natural generator” that your father used to generate electricity. The liquid filling it is harmful to you. Therefore, you need to jump over the generator. Your task is to jump onto the ledges of the rocky walls of the generator. Look closely and you will see them.

After passing the generator, you will find yourself in your father's workshop. Look for the robot (it lies in a visible place).

Upon completion of this task, Kyle will receive a lightsaber and begin his ascent to the rank of Jedi Knight.

1. Standing in front of the door to Kyle's father's house, turn around. You will see a Tusken, and behind him - a dark spot on the rocky wall. Shoot that dark spot.

2. Go up the hill to the left of the house. In the back corner you will see a dark spot again. Shoot him.

3. Jump down into the room with a wooden beam above it (if you stand on the beam, it will collapse). Open the door. Go forward, then right. Shoot the Tusken. You will see a crack on the wall to the right. Shoot the wall.

4. Go out to the backyard (the green room where there is a door that can only be opened with a red key). Turn around and walk down the corridor until you reach a dead end. Shoot the crack on the wall to the left.

5. Go up the stairs and open the door to the hall with two Tuskens. In the second small room, which can be accessed from this hall, one wall is dark. Shoot her.

6. Enter the tunnel to the right of the waterfall. About halfway up the inclined path, turn on the flashlight - and you will see a room on the right.

7. When you reach the "natural power generator" (a lake of nasty-looking liquid with lightning flashing over it from time to time), restore your health. Go forward into the “water”, then turn 180 degrees - and you will see a room in the corner under the liquid. Just don’t linger there: you’ll die.

8. After entering the passage in the rock on the other side of the electric generator, turn on the flashlight from time to time - you will see a small room on the right.

Fourth stage. Jedi's Lightsaber

Using aqueducts and irrigation canals, get to the water purifier. Raise the water level in the water purifier. Find a passage to the dam. Behind the dam is a meeting place with Jan Ors.

Water is your guiding thread at this stage. Where it flows, move there. In one place you will have to jump from an aqueduct suspended in the air. Before you do this, look down. There is another aqueduct there. Try to fall straight into it: the water will soften the blow and you will not lose health.

Another unpleasant area is the structure made of iron beams. Here you will have to jump several times, and from a very uncomfortable position. And if you fall, you will die. Proceed with caution and remember to “save.”

The real problems will appear when you find yourself in the water purifier (a huge room half filled with water). Your task is to raise the water level even higher. In the center of the hall there are two vertical cylinders placed one inside the other. They can be accessed through holes located under water (see diagram). Dive under the water and swim through hole 3. Climb up, take a breath of air. Dive again and swim through hole 2. You will find yourself inside the “pipe”. Float up and look around. On the wall you will see button 1, which allows you to raise the water level (press). Now dive, swim through hole 2, then through hole 3 and surface. You will find yourself level with passage 4. This is what you need to continue your journey.

At the very end you will need to open the gate, behind which there is another lake. Walk out onto the concrete shore and Jan will fly after you.

Upon completion of this task, Kyle will gain the first standard Jedi ability - fast running. Don't forget to assign stars to this ability.

1. Get to an area that is flooded with water. Jump into the water and follow the current to the grate. Cut it with a lightsaber.

2. Go down the waterfall, cut the grate with a sword. Quickly get out of the water onto the platform. There are several Tuskens standing there, but you can deal with them without any problems. Walk along the platform to the right. Looking up, you will see a hole in the ceiling. If you fell from the waterfall through this hole, you would die. Use the speed boost ability to run up and jump to the ledge on the other side. Turning around, you will see a small hill that you can climb up to if the “move boost” is working.

3. When going down drains, look down often to be sure that there is concrete underneath. If you fall into the water in the last pond, you will pass through the secret area. In front of the main pond, have time to jump out of the drain.

4. From the area of ​​the previous secret, go down to the ledge below. Walk along it. If you find yourself on the lower level, you can use the elevator to go back up to the ledge. If you find yourself in the last pond where the water drains, then follow the drain and the ledge on the left - you will find yourself in the area you need.

5. You have reached another drain with water. This means completing the first task assigned to you. As soon as you can, get out of the drain and eliminate the Tuskens. Walk along the left edge of the drain and you will see an inclined path leading down. Go down it.

6. Eventually you will find yourself in an area that is flooded with water (it looks like a huge corridor with niches along the walls). At the end of this area, along the inclined wall you will come out almost to the very end of the stage - to the lake. Underwater, in the center of this corridor, you will see a passage leading to a secret room.

Fifth stage. Barons Head – the Fallen City

Make your way through the irrigation canal into the besieged Barons Head. Jerek's palace is carefully guarded, and the approaches to it are blocked by a high wall. Find a way to overcome these obstacles.

To get into the city, walk along the bridge along the edge of the canal. Wander around the city. Your task is to acquire a multi-barreled machine gun. Look at the pale yellow walls inside the buildings. Do you see a place riddled with cracks? Throw a thermal detonator there and a passage will open.

Having received the machine gun, take care of the main task. To overcome the wall, you must first climb onto the roof of the buildings. To do this, wander around the city until you find an arch-bridge, next to which there will be a roof ledge. You need to stand on the curb of the arch-bridge and from there jump onto the ledge of the roof. Go forward, then climb through the window.

1. At the very beginning of the stage, go to the center of the pond and from there - straight down the tunnel.

2. Once in town, enter the first building on the left. Go up the stairs and turn left. You will see cracks in the back corner of the room. Throw a thermal detonator at this place.

3. Cross the bridge and follow the road to the right, go through the tunnel, go right again and go up the small path. Below you will see a courtyard. Jump down there and walk forward so that the wall is to your right. Ahead of you will be a building with a canopy over the door. Go in there and kill the two Grans. Note the cracks in the wall in the left corner. Blow up this wall with a thermal detonator.

4. In the main circular area, you will see a black board leaning at an angle against the wall. Walk up to it and move it by pressing SPACEBAR.

5. Go through the main building in the square, go upstairs and go to the canopy in front of the roof that surrounds the square. Go up the sloping path to the bar. In the left corner of the scene you will notice familiar cracks. Prepare a thermal detonator.

6. Jumping onto the roof surrounding the circular square, go to the other side of the wall separating the city from the palace area. Go down and look around. You will see two stone blocks forming an inclined path. Use the Speed ​​Up ability and jump into the room above.

Sixth stage. Into the Dark Palace

Find your way to the palace tower. Get into the tower using the hanging path. Find the main entrance doors. Manage to get into the control room above the inner door. When the inner door opens, fight your way through the guards in the hallway and head up to the top floor.

Ignore the bipedal AT-ST walking tanks. You don't have a rocket launcher yet, and all other types of weapons against tanks are useless. Just don't get in front of the shots.

Figure 1 is where you start; 6 – palace; 8 – main entrance to it; 7 – canopy path around the palace, along which “AT-ST” walk. You need to go to 2. There are two rooms there, marked 3 and 4. The lever at 3 opens the passage to 5 (the bridge extends). Run there and go into the small room. The bridge will soon return to its previous position, cutting off your path back. But in a small room there is a lever that again pulls out the bridge and opens the passage. Return to point 2. Now you need to act very quickly, use “increase movement speed”. In room 3, pull the lever and rush to 4. There, too, pull the lever, jump out the window and rush to 5, and from there to the room (the bridge extended by the lever from 3 has already begun to move). Pull the lever, run to the bridge and jump forward. If everything went well, you will find yourself on track 7. From there you can jump into the corner niches of the palace. Once in the palace, go to 8 (the main entrance).

At points 1 and 2 (see diagram) there are buttons that lower the outer door 3. Your task is to press one of these buttons, then press lever 5 or 6 (depending on which side you are standing on), run along the lowering door 3 as if bridge to the opposite side and there pull the one of the levers 5 or 6 that you have not used yet. Door 4 will lower. Jump onto it. Soon it will begin to rise. Near the ceiling you will see a hidden passage. You need to have time to jump into it, otherwise door 4 will crush you. Next you can open the door to room 7, where there is a lever that opens the last door below. All you have to do is get to the elevator by killing several enemies.

When you reach the area where the sloped paths lead into the water, turn on your flashlight. Detonate the hidden controlled charge with a thermal detonator, then go down the ramp. Turn left and go down the path under the water. Don't go straight, but turn left. You will see another path - down. Go down it and you will find yourself in a room with two first aid kits and a shield charge. Look at the top corners. Do you see the hole? Float up and get a rocket launcher.

Seventh stage. Dark Jedi Yan (Yun – the Dark Youth)

Using the Force, defeat Ian. This is a test for a true Jedi.

Against Dark Jedi, you can only use a lightsaber and your Jedi abilities. Other weapons will not harm them, even if you fire all your ammunition at them.

Yan's combat tactics are as follows: he jumps all the time, flying over you, lands from behind and attacks in the back. In addition, he uses "blindness" from time to time (although Yang is nominally a Dark Jedi, he still has this ability, since he has not completely lost touch with the Light Side).

Sometimes (this happens very rarely on Easy difficulty) Yang becomes invisible. You do not yet have the ability to “see what is hidden,” so in such cases, look carefully around. Flickering blue lights are the hiding Yang.

Hold "Fire Primary" and run around the hall, trying to collide with Ian. To hit him with a sword, you need to stand next to him and align the sight with Ian’s body. The only external manifestation of your hits is Ian’s groans.

Under no circumstances stand still while exchanging blows. Your opponent has more "life", don't let him hurt you. If you still do not escape injury, heal with bacta containers.

THIRD PAGE

Eighth stage. Palace Escape

Climb from the hall to the roof of the palace. On the roof, the slightest carelessness will spell your doom. Use the ventilation system to get back into the palace and find 8T88.

Find the shuttle 8T88 - to do this you will have to penetrate the far tower through the ventilation system of the palace.

When you ride the elevator, look at the walls. In one of them you will see a niche with a device behind bars. Cut the grate with your lightsaber, then turn on the device. Now the elevator will rise higher, all the way to the roof.

On the roof, be extremely careful: an imperial TIE-Bomber periodically appears in the air. Don't try to knock him down, it's impossible. Simply use the jump ability to jump onto the ledge next to the elevator. Destroy the automatic cannons shooting at you. The TIE-Bombers won't reach you on the ledge. Walk along the ledge forward, then jump to the right and look around. You will see huge “windows” (openings into the building). You need a small passage located on the inside of these openings. Jump into it (it's quite a delicate job).

Then you will have to wander for a long time in search of the air exchanger pipe. The air periodically ejected from there can carry you across the gap between the palace buildings directly into another air exchanger pipe (you must jump at the same time as the gust of wind). There is also a wind near the other pipe, and you can be thrown into the abyss - don’t yawn. You need to jump to the top of this second pipe. Walk forward along the pipe, then carefully jump down.

The last danger is next to the space shuttle, on which “8T88” is escaping. The roof of the hangar you are walking on will begin to open. You risk falling and breaking. Run to the stationary part of the roof. That's where Jan will fly.

1. Go down the elevator and finish off two stormtroopers. Go to the far wall of the room and turn left. In the corner you will see a small passage to a secret room.

2. When you find yourself in the "green" area (you won't miss it), enter the ventilation shaft through one of the two holes. Inside the shaft, look at the floor. You need to shoot at one place in the floor (when you find yourself there, you will understand what I mean).

3. Continue down the ventilation shaft. Before you reach the metal gate, you will see a rusty section of wall on the left. Cut it with the lightsaber.

4. Once you reach the air exchanger pipe, use the "move boost" to get to the end of this tunnel. Look around. You will see a small hole in the wall of the passage going down. Wait until the air flow from below increases somewhat, and jump into this opening. It will be possible to jump out of it when the air flow from below reaches its highest strength.

5. Use the wind flow from the air intake to jump to the opposite side. Carefully (so that the wind doesn't blow you away) approach the edge and look to the left. You will see a ledge. Walking around the entire building along this ledge, you will come across a ventilation shaft. Use your lightsaber to cut through the passage. On the way back, do not forget to turn on the “acceleration” (otherwise you will not be able to go against the wind).

Ninth stage. Fuel Station Launch

A cargo ship with 8T88 on board is preparing to leave for the Valley of the Jedi. Go down from the roof and get to the gas station. At the gas station, empty the main fuel tank and walk through it. The shortest route to refueling farms is through fuel pipes. Stop pumping fuel to drain the pipes. Make your way through the pipes into the tank underneath the cargo ship.

Wander around the city, find the key. Use it to open the door and go into the gas station complex. There are five switches located on platforms one below the other. By manipulating them, you need to pump fuel from one tank to another. You can control the process by looking at the screens with images of tanks located right there. Fuel is marked in yellow. You need to completely fill the tank on the left (looks like a simple rectangle) and empty the tank on the right.

Next, find the yellow wrench (just look in all the corners) and go down (below the last fifth switch). Use the key to open the tank. Get inside and close the door. Now open the valve opposite and begin traveling along the fuel line. Remember that the next doors will open only when you close the previous ones. Last logic problem is waiting for you when you fall into a huge hall with a plug in the center of the floor that interferes with your movement. The only control over this plug is a lightsaber. By cutting it, you will fall down and be able to continue the difficult path to victory. Almost at the very last moment you will have to jump, so “save”.

1. As you move forward, you will soon come across an area where there will be a large pipe. Crawl under it. Look to the right and you will see a ledge that leads into the corner. And then you will see a path, at the end of which there is a secret room.

2. Having received yellow key, open the locked door and follow the left path to a small bunker. Jump on it.

3. Enter the bunker and take the elevator that will be there and go down. As you get off the elevator, look up and to the left. You will notice a small hole. Jump in there.

4. Behind the fuel tank, find an elevator that will take you to the control room. The door on the side will lead to an area with a low ceiling (you'll have to crawl), in which there is an ugnaught (“ugnaught” - a small unarmed creature with a wrench in its hands). First crawl to the right. There, turn on the flashlight and look up. Do you see the little room? Jump into it.

5. After passing the fuel tank (after you have pumped the fuel out of it), take the elevator down to the room with the Trandoshan. Eliminate him and get back on the elevator. He will lift you to the fuel tank. Don't step off the elevator - and soon it will rise to the top. new level.

6. Next to the secret room from step 4 there is another room full of fuel tanks. Climb up these tanks to the very top and you will find a small hole in the wall.

7. Get the yugnot out of the way (push him or just shoot him). Blow up the fuel tanks (but without being hit by the blast wave). You will see a hole in the wall.

8. Having completed the second of the assigned tasks, you will find yourself near two huge pipes leading to six automatic cannons firing at you. Jump onto the pipe on the left and go to the cannons. When you hit the wall, turn left and you will see a small hole.

9. Destroy six cannons. The wall located opposite and slightly to the left of the door can be blown up.

10. When completing the fourth task, turn on the lantern at the end of the tunnels. There is a room hidden in the darkness on the left. Look there before you step onto the last fuel tank, as you'll have to jump right after that.

Tenth stage. Reward for 8T88 (8T88"s Reward)

Open the upper cargo doors and enter the ship. Stop the fan and go through the passage behind it into the heart of the reactor. Stop the operation of the reactor and go through the lower outlets to the space shuttle hangar. 8T88 should be nearby.

Opening the upper doors is easy, but when you jump down, there will be another door in front of you that you will have to hit with a lightsaber. Next you need to disable several force fields. Please note: one of the rooms cannot be entered. The force field blocking the entrance cannot yet be turned off. You will get to this room later, on the elevator.

To stop the fan (the large red circle on the wall ledge on the lower level) from rotating, shoot the two red square lights on the sides of the ledge. Then crawl through the red force field behind it and you will find yourself in the heart of the reactor. Follow the path to the door and take the elevator up to the very room you couldn’t get into. Pull the lever there and go down into the reactor again. It's now turned off, so you can jump down. There, in one of the niches, cut the grate with a sword. The passage will take you to the shuttle hangar. Open the only working door and get ready for new challenges.

1. As you enter the first building on the right, you will see stairs leading to the second floor. Look behind the stairs.

2. Once in a room with two elevators, take one of them down. You will find yourself in a room with containers. There is a hole in the ceiling above one of the containers (it's on the right if you turn your back to the elevator). Jump onto the container and from it into the hole.

3. Walk along the ledge around the fan (it looks like a red circle). You will find yourself near a room hidden in the darkness.

4. When you turn off the fan and you can go to the area filled with red light, use the “speed up” and run forward to the end (if you don’t use “speed up”, you will slide into the side passages).

5. When you reach the end of the tunnel (step 4), turn around and slide into the first tunnel on the left.

6. At the very bottom of the reactor, find the grate and cut it with a lightsaber. Use the "move acceleration" and run into the tunnel on the left.

Eleventh stage. Brothers of the Sith

Defeat Gork and Pika. Take the "8T88" head. Inside it is a map of the Valley of the Jedi.

A very interesting fight. You have two opponents. The big one is clumsy, but often uses the “grab.” Therefore, kill him quickly. After the death of your companion, the small enemy will begin to attack you more actively. Like Yang, he tries to jump and attack from behind, but first makes himself invisible. Use the ability to “see what is hidden.”

After finishing off the second enemy, return to the place where the battle began. Pick up the 8T88 head and bacta containers there (they are on the shelf nearby).

Twelfth stage. Escape with the Map

Enter the main hold. Inside you can climb onto the containers and from there jump into the control room. Switching the ladders around the exhaust duct, make your way up. Return to the main deck and wait for the “Crow” (“Crow” is the name of Kyle’s ship).

Wander around the hold until you find a room with containers. By jumping from container to container, you can get to a small path (look up), and from there to the control room. Your further task is to find all the keys (if I'm not mistaken, there are three of them). With their help, open the doors around the exhaust channel and slowly rise higher and higher.

1. After taking the elevator down to the area with the conveyor belt, you will see two large containers on the right (they are located near the elevator itself). Go behind these containers and you will see a room in the wall.

2. Enter a huge darkened room with large gray containers. After shooting the cannon on the ceiling, turn left. To see better, turn on the flashlight. Look to the right. Do you see the passage leading to the elevator? Take the elevator and take a closer look at the container in front of you. It has a rusty area that can be cut with a sword. Do this and go inside the container.

3. After taking the elevator (see step 2), go straight ahead to the gray containers. Use Move Boost to run forward through the containers to the secret area. You can also get to it from below: using the “jump” ability.

4. Having reached the very top of the gray containers, jump from there into the control room (where the blue key). Leave the room and walk along the ledge until you find yourself in the middle of the hall. The next secret area is right in front of you. You can jump to it from the ledge. Or, standing below, use the “jump” ability. This secret area is located to the side of the cache described in paragraph 2.

Thirteenth stage. The Lost Planet of the Jedi

Find the first bunker blocking the approaches to the magnetic field power supply system. Find and destroy all power systems of the first magnetic shield. Figure out a way to get through the second magnetic shield and find the main freight elevator, which will take you to the base of the valley tower.

Chop the power systems (two bright wires and a voltage scale next to them) with a sword. Eventually you will disable the first magnetic shield. Go into the opened passage. You can overcome the small lake either by using the “jump” ability (you will have to jump from ledge in the rock to ledge), or by diving and swimming through an underwater tunnel. Next you will see a river with a bridge across it (an AT-ST walks across it). A pipe snakes under the bridge. It is through this pipe that you will overcome the second magnetic barrier: the pipe connects two underground passages. The entrances to them are blocked by bars, which will be cut by your lightsaber.

After passing the second magnetic barrier, do not try to kill the Empire's stormtroopers: the computer constantly regenerates them. Just jump into all the rooms and pull the levers. A new door will open. Enter there, close the door and calmly take the elevator.

1. If you enter the river and float downstream, you will eventually see a bridge at the top. Look under the bridge and you will find a hole that you can jump into and thus reach a small ledge.

2. Along the inclined rocky path you will reach a place with two niches in the rock (they contain automatic cannons). In the darkness behind the left cannon (if you stand facing them) is a secret room.

3. In the main part of the base (where you need to cut the grate to find the last magnetic field power shield), you will see water on the floor. Go through the hole in this grate (you will fall). Go forward and you will see an elevator. Don't rush to climb it, first go right into the side room. There are fuel tanks there, blow them up and you will see a hole in the grate on the floor. Jump down there.

4. After passing the first magnetic barrier, you will reach the pond. Dive into the water, go down deeper, swim into the first tunnel to the right, then come up. Follow the path and you'll come to an area with a large sloping path on the left. Go there, go up the path a little and use the jump ability to climb onto the small ledge on the left.

5. Continue walking until you find a large area filled with water. Swim left. Once you reach the waterfall, turn around and dive under the water. Look to the left and look for a cave in the wall: it will lead you to a secret room.

6. At the other end of the river, dive to get into another cave located in the rock on the right (there will be several automatic cannons here). The inclined path leads to an elevator that will take you up to the second magnetic barrier. Note the cave on the right, slightly above the water level. Use the jump ability and jump there.

7. Take the elevator down to the bridge where the AT-ST walking tank is walking. Next, a second magnetic barrier will appear in front of you. Do you see two containers next to the elevator? Climb onto them and you will see a small room on the side.

Fourteenth stage. Maw – the Revenge

Your task is to defeat Mo.

I deliberately did not translate the name of your enemy. English word"maw" is open to many interpretations. If interested, look in the dictionary.

Moe is an easy opponent if you are playing as a Light Jedi. Just apply “persuasion” and he is yours.

If you prefer the Dark Side of the Force, you will have to work hard. I never discovered if Moe had any special abilities since he didn't use them. Maybe at the last level of difficulty he will do something, but otherwise... And so he just flies and works with a sword. It is quite difficult to hit if you fight in open space. In addition, there you can fall down and crash. Therefore, lure him indoors.

After defeating Mo, the plot branches out. Either you stay on the righteous path - or you become a Dark Jedi.

Fifteenth stage. The Falling Ship

For the Dark Jedi, this stage is called differently: “Deep into the Dark Side” (into the Dark Side).

Run to the captured Crow (your ship) before the cargo ship falls to the bottom of the canyon. You can slow his fall if you turn on the braking engines.

This is the only task that limits you in time. The stopwatch does not start immediately, but only when you reach a certain point on the map (at this moment a voice will say that there are five minutes left before the collision).

The main difficulty is that when the ship falls, it rotates around its axis and you alternately stand on the floor, then on the wall, then on the ceiling, then again on the floor. And this doesn’t stop for a minute.

Green arrows indicate where to run. Caution: You may be crushed by rolling containers. You can ignore the few imperial soldiers: they have no time for you. Only a few annoying robots will bother you, but you can easily deal with them.

Green arrows will lead you to a room with two exits (left and right), above which red arrows are lit. Turn right. You will find yourself in a room from which your ship is visible. Press two buttons (one under the window, the other on the opposite wall). This will open the way to the ship and turn on the braking engines, which will buy time. Now run back into the corridor. To your right, immediately after leaving the room with two levers, there will be containers above which a passage has opened, marked with a red light. Jump into it (it won't be easy) and run along the passage until you find yourself in a huge hall. At the top there is a light circle with a hole in the middle. But you need to go the other way. There you will find another passage that will lead you to the ship.

At the very beginning of the stage, go to the door. Look up and a little to the left and you will see a small hole leading into a tunnel. Use "move boost" to jump into this hole.

The sixteenth stage for the Light Jedi. Sariss – Jedi Battleground

Defeat Sariss and try to find another way into the Valley of the Jedi.

Grab Ian's sword and jump down. You have to fight with a dangerous enemy. Sariss mostly acts like Yang (jumps and attacks from behind), but other than that he often disappears. Her special ability is the “death glare”, which can be avoided by hiding, for example, behind a broken cargo ship (by the way, there are two first aid kits inside it on a raised platform). Sariss has a lot of “life”, so don’t engage in an exchange of blows, move.

The sixteenth stage for the Dark Jedi. Yan – Battle to Death

Correct your past mistake and destroy Ian. Then find a new road into the valley.

Ian’s tactics have not changed, but his “life” has increased a lot. Now you have to run.

Seventeenth stage. Climbing the Valley Tower Ascent

Turn on the internal conveyor system (it will help you reach the outskirts of the Jedi Valley). The exhaust from the Empire's vehicles comes out through several holes in the mountain. Find such an opening near the main drainage channel. Interrupt the air flow through the main duct and slip into the control room. Find your way to the repair bay located above the control room. From there, an elevator will take you to the main building.

A large elevator inside the building needs to be taken down to the very bottom (several floors). Then look at the wall opposite the wall with the elevator control button. There's a niche there. Turn on the elevator and when it starts to rise, run and jump into the niche. It turns out that the elevator is at the top and you are at the bottom. Here you will see a passage previously hidden under the elevator platform. It includes a conveyor system. Containers will begin to rise past you behind the green field. You must jump onto one of them, and then when it lifts you up, jump into the passage in the wall.

The second difficult place is the ventilation hole, past which you need to slip into the control room. Wait until the wind subsides and run, first turning on the “move acceleration” ability.

To ascend to the repair bay, step into the air stream (which is next to the control room). She will lift you up to the ceiling and you will see a grate. Cut it with your sword and you can enter the repair bay.

1. Enter the main building and take the elevator. In the room ahead on the top floor you will see two fuel tanks. Shoot them and enter the room behind them.

2. Once on the top floor, enter the yellow-lit area where the conveyor belt will take you. Here the force of gravity is reduced: you can jump higher than usual, and if you fall you will not break. Use the jump ability and jump onto the ledge above to the right of the tunnel. Turn around and jump up to the next ledge (on the opposite side). Or you can just try to jump onto the containers in time and climb them to the ledges. To do this, you need to enable container movement.

3. When you reach the air intake where the gusts of wind are coming from, use the “move acceleration” ability and run to the other end of this pipe.

4. Once past the air intake, you will go through the elevator and enter the grand canyon. On the left there is a room with fuel tanks. Blow them up and you will see a hole in the floor. Jump there.

5. When you reach the air stream (next to the control room), which will begin to lift you to the last grate (behind it is the end of this stage), try to move forward at the same time as you rise. Once you reach the ceiling, look around. Enter the small cave nearby.

6. In the area of ​​the previous secret, go around the edge of the upper room, avoiding the air stream, and get to the other side (there is a cave there).

Eighteenth stage. Descent into Valley

Find a safe entrance to the second sublevel. The control room will allow you to lower the container through the cargo doors - and then you can drop down to the lower levels. Go to the third level, pass the cargo storage room. Find the ventilation system used by the Empire to pump air out of the valley.

Run and press buttons. Be careful: one of the buttons is surrounded by lights and you won’t notice it right away. By lowering the cargo container, you can turn it on rotation. Next, you need to jump on it and, while it is spinning, jump to the other side.

1. Take the first small elevator down and jump down to the area under the huge shipping container where the switch is located. Face the switch, then turn right, then take the elevator. In the hole on the other side of the wall you will see a bulletproof vest. Jump to it.

2. From the area of ​​the previous secret, go down the tunnel to the area with the inclined path (left) and the door (right). If you enter the room and look up, you will see a triangular ledge. Use your jump ability and climb into the area.

3. Eventually you will walk along a sloping path and find yourself in a hall where the floor has been cut off in an area bordered by black and yellow stripes. When you reach the end of the inclined path, turn left and go forward. Look up and use your jump ability to get there.

4. There are two sets of rockets lying under the inclined path you just walked down, and there is a crack on the wall nearby. Take out the detonator and blow up the wall.

5. When you get to the very bottom of this stage, you will have to go through some tunnels and you will see three green switches. Go down, use the elevator, go through another hall again. When you reach the rocky area, look around and you will see cracks in the wall to the left. Blow up the wall with a detonator.

6. After passing the rocky hall, you will find yourself in an area where you will have to jump down onto an inclined path. Run along the path across the room - and on the left you will see another inclined path leading up. Use not a smooth path, but another, uneven one. In the room you will see cracks in the wall. Take out the detonator and blow up the wall.

7. Once you reach the iron ledge with black and yellow stripes, follow it to the end and you will reach a hidden room.

Nineteenth stage. Valley of the Jedi

You must go down to the excavations located under the imperial structures.

Use the “protection” superpower more often; keep going down. You can spend all your ammunition. He will no longer be needed: there are only fights with the Dark Jedi ahead.

1. Go down one level and take the first elevator. Eliminate the stormtroopers and jump from the container onto the ledge in the dark.

2. Once you reach the bottom floor, jump onto the large container in the center of the room. Next, walk along the only ledge to the window and jump out of it to grab the objects standing on the fence.

3. Standing on a ledge (see previous secret), look up and to the right - at the ledge among the rocks. Jump on it using the jump ability.

4. When you go down the elevator, notice the shield charge lying on the ledge of the window. The best way to get to it - go outside and use the “jump”.

5. Go down the elevator located inside the large “box”. Press the button to raise the elevator to the top and look down. There are some things hidden under the elevator.

6. Having reached the bottom where the drill is working, go down and to the right. When you get to the place where you need to go left, turn right and look at the wall with cracks. Blow up the wall with a detonator.

7. Continue down. Eventually you will reach a gray sloping path. There are cracks on the wall on the left. So get the detonator ready again.

8. There are “ropes” blocking your path. Don't cut the first "rope" with your sword, but move on to the next area. Turn right and turn on the flashlight. You will see cracks on the side of the wall. Blow up this wall and go inside.

Twentieth stage. Boc – the Crude

Actually, another translation of the nickname Boka is possible; you can look in the dictionary again.

Bok is the last obstacle on your way to Jerek. Destroy Bok to face Jerec himself.

Use “defense” at all times. Since you've already become a Jedi Lord, your Force reserves will have time to replenish by the time the "protection" expires, and you'll be able to use it in a new way. The side will not be able to cause you any harm. And if suddenly he can, heal with the help of the Force, and take care of the containers with bacta: you still have to fight with Jerek.

Twenty-first stage. Jerec – the Force Within

Coming to life in the center of the hall, Jerec will influence the Jedi statues that block your path. And then Jerek will easily kill you. However, a mechanism left by the ancient Jedi could interrupt Jerec's recovery.

It's not enough to kill Jerec once, you have to do it three times. After the next “death”, Jerek will recover, drawing strength from the “well of light”, which you will see from the very beginning.

Don't stand still and use your abilities to the fullest. The main thing is don’t be timid. You have defeated all previous enemies - you will also defeat Jerec.

WeaponsYour arsenal and equipment have been carried over from the previous part of the game, but some changes have still occurred. By default, weapons are called up by the number keys on the main keyboard. The first thing in your arsenal is your strong fists, but why are they

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Weapon

Your arsenal and equipment have been carried over from the previous part of the game, but some changes have still occurred. By default, weapons are called up by the number keys on the main keyboard.

The first in the arsenal are your strong fists, but why they are needed is completely unclear, because, unlike the first “Dark Forces”, in “Jedi Knight” there are no stages where you will not have weapons.

Installation Features

Install the game in the maximum size (128 MB). In this case, loading each new level will take 5...20 seconds. (depending on the speeds of the CD drive and hard drive). When using only 33 MB on the hard drive, the level loading time will increase by 10...30 seconds.

It is extremely important to have free space on your hard drive after installing the game. If there is no free 20 MB, the game may not start: “Jedi Knight,” unlike the first “Dark Forces,” does not load the next level into RAM in its entirety, but also creates a temporary file on the hard drive.

If you have a processor lower than Pentium 166 and you do not use tools like 3Dfx, do not set the screen resolution to more than 640x480. Otherwise the game will be very slow.

You can improve the smoothness of scrolling graphics in the following ways. First, reduce the size of the game screen. Secondly, do not turn on the external camera (F1), play "Jedi Knight" as a normal "3D action". Third, turn off the music. This can be done both before and during the game. If you have already started playing, press Esc. The main menu will appear. Select “Setup”, then “Sound”, there the music turns off. I don’t recommend turning off sound effects, because they carry useful information: sometimes you will hear enemies first and only then see them.

The game does not have any special requirements for sound equipment. The main thing is that your sound card supports Windows 95. If your sound card is 8-bit, then regardless of the settings in “Setup” the sound quality will be low. But the difference between high-quality and not-so-high-quality sound is only truly noticeable when you play with headphones.

With improved Briard pistol(Modified Bryar Pistol) you start the game. The firepower is quite decent. The main advantage is shooting accuracy. At short and medium distances, the pistol does not miss (if you aim it accurately, of course). In addition, the pistol is very economical: it spends only one unit of energy per shot. Disadvantage: low rate of fire. Therefore, you shouldn’t use a pistol very often in close combat: the enemy will have time to put more holes in you than you do in him. Another drawback of the pistol is inherent in all energy weapons: the farther the enemy stands, the weaker the wound he receives. Ammunition type – Energy Units. The maximum possible ammunition is 500.

Blaster rifle(Blaster Rifle) you can pick up from a killed enemy during the very first mission. Although the rifle is slightly inferior in firepower to a pistol, it has a much higher rate of fire. The main disadvantage of the rifle is its low hit accuracy. Therefore, it is better to use it in close combat: you will miss less often, and you will finish off the enemy quickly. The inaccuracy of a rifle is not up to you; it was laid down by the creators of the game. So don’t try to cope with it - it won’t work anyway. Ammunition type – energy units. The maximum possible ammunition is 500.

Thermal detonator(Thermal Detonator) plays the role of a grenade. You will first find this weapon during the second mission. In "Jedi Knight" the detonator is not as strong as in "Dark Forces", but with an accurate hit it can kill any enemy. The detonator can be used in two ways. You can simply throw it at an enemy by pressing the “Fire Primary” key - and the detonator will explode immediately upon contact with an obstacle (wall, enemy, etc.). If you press the “Fire Secondary” key, the detonator will explode after 3 seconds. Moreover, if it falls to the floor, it will simply roll in the direction of the throw. There are also two ways to throw a detonator. If you want to hit an enemy up close, press the appropriate key and quickly release. When throwing a long distance, you need to press the shot key and release it after a while. The longer the key remains pressed, the further the detonator will fly. Since aiming takes some time, and the accuracy of the throw is not so great, use the detonator either when the enemy has not yet noticed you (he is standing at a great distance, and you are lying next to the container), or if he cannot hit you with return fire (you are on the edge of a cliff or elevator shaft, with the enemy standing below). In the latter case, I advise you to slowly throw detonators on the heads of enemies, using “Fire Secondary”.

Using detonators indoors is quite dangerous. So, if the ceiling is low, then a detonator flying in a parabola can hit it, bang-bang! - and you are wounded. So be careful or set the "Setup" option to "No Dangerous Weapons". The maximum number of detonators in your backpack is 30.

Energy Crossbow(Bowcaster) you will find during task number three. The crossbow fires either a powerful single shot that kills any enemy when accurately hit (the “Fire Primary” key), or four weak shots that fan out in different directions (to do this, press “Fire Primary” and do not let go for a second or two). If you press the “Fire Secondary” key, then when a shot hits a wall or other obstacle, it will be reflected from it (and it can be reflected twice in a row). The main disadvantage of the crossbow is its scanty rate of fire. I advise you to use this weapon only at a long distance, taking careful aim. Best of all, don't use a crossbow at all. Ammunition type – Power Units. The maximum possible ammunition is 500.

Imperial Drum Rifle(Imperial Repeater Rifle) – perhaps the coolest weapon. You will pick it up while completing the fifth task. Its main advantage is its excellent rate of fire. In addition, this weapon is quite economical (only one power unit is spent per shot), and its destructive power is not bad. In Jedi Knight you will find enough ammunition for this weapon, since your enemies are also armed with it (this was a problem in the first Dark Forces). The rifle fires either in a continuous stream of shots (the “Fire Primary” key), or in short bursts of three shots (the “Fire Secondary” key). Ammunition type - food units. The maximum possible ammunition is 500.

rocket launcher(Rail Gun) is a powerful weapon that you will pick up during the eighth task. With an accurate hit, the rocket either explodes immediately (the “Fire Primary” key), or “bites” into the victim and smokes for a while before going off (the “Fire Secondary” key). Missiles hit not only people, stormtroopers (soldiers of the Empire in white armor) and aliens, but also walking tanks. Hit the tank three or four times and it's finished. Although this weapon fires faster than a crossbow, its low rate of fire is its obvious drawback. The second “minus” is that the rocket flies slowly and the enemy may have time to dodge. Type of ammunition - rockets (Rail Charges). The maximum possible ammunition is 30.

Controlled charges(Sequencer Charges), also known as mines, you can pick up during mission number six. The charges operate similarly to the anti-personnel mines from the first Dark Forces. By pressing "Fire Primary", you place a charge on the floor, and after two seconds it explodes. If you press the “Fire Secondary” key, you will also place a mine on the floor, but in this case the mine will explode only when someone approaches it (including when you approach). Mines are practically useless when playing alone, but in multiplayer games they have proven themselves to be the best. The maximum possible number of charges in the backpack is 30.

Stoker Shockwave Rifle(Stouker Concussion Rifle) - a powerful weapon that fires "bullets" from compressed ionized air and hits due to the shock wave of the explosion. The rifle can fire a charge of mass destruction (Fire Primary key), which, when hit, throws out a whitish cloud that kills all enemies nearby. Do not use such a shot in enclosed spaces - you will only harm yourself. The second type of shot is a narrowly directed wave (Fire Secondary key), which hits only the enemy at whom the rifle barrel is pointed. This type of shot can be used anywhere without worry. The only drawback of the shock wave rifle is that it has a low rate of fire. Ammunition type - food units. The maximum possible ammunition is 500.

Jedi lightsaber(Jedi Lightsaber) you will automatically receive upon completion of the third stage. According to George Lucas, this is the most powerful weapon in the Star Wars universe. The sword is capable of cutting through materials that other weapons cannot penetrate (dragon skin, some doors and bars). You will definitely need the sword in fights with the Dark Jedi. The disadvantages of the sword are that it only works at short range and requires precise aiming. The lightsaber also has an additional feature - it is able to reflect enemy shots. To do this, you just need to turn on the sword and not press any keys. (But keep in mind that the sword will not reflect 100% of the shots. You will be hit at least once.) This feature of the lightsaber should be used after the “pull” ability becomes available to you: turn on the sword, select this ability, press its key and get closer with the enemy. His first few shots will not reach you, and when you approach the enemy and the “pull” starts to take effect (blue circles will appear), disarm the enemy and immediately slash with your sword. No ammunition required.

Equipment

Equipment is those things that you can carry with you in your backpack and use as needed.

Flashlight(Head Light) is with you from the very beginning of the game. Serves to illuminate dark places, consumes little battery power, but reveals your presence to enemies.

Infrared glasses(Infra-red Goggles) allow you to see in the dark and look into dark corners. As soon as you find the glasses, use them instead of a flashlight: they do not glow and do not attract enemies. However, glasses consume a lot of energy.

Bacta container(Bacta Tank) is a cylinder filled with a clear biological solution that heals almost any wound. Using a bacta container restores health by 30 units. You can have no more than five bacta containers in your backpack.

Spanners(Wenches) are useful in some cases to move the valves. Wrenches remain in your backpack until the end of the stage, after which they disappear.

Finally, I’ll say a little about the items that you can pick up and immediately use.

Square container first aid kit(Health Pack) restores your “life” by 20 units.

Backpacks(you won’t confuse them with anything) come in different varieties (for example, “Stormtrooper Backpack” or “Smuggler Backpack”) and restore your energy shield in different ways.

Body armor(Armour Vest) - This is a dull gray chest piece that restores your energy shield to 200 points.

"Revival"(Revive) looks like a bib but is bright orange in color. Completely restores “life” and energy shield.

Bright red cylinder(Weapon Supercharge) is a charge that increases the rate of fire of all types of weapons several times (for about 10 seconds in real time; in this case, the numbers on the ammunition indicator on the right “HUD” will turn yellow). A couple of seconds before the supercharge time expires, the numbers will begin to flash and you will hear a beep.

Supercharge(Force Surge) enhances the Jedi’s abilities: now “grab” will really knock out the enemy, and “blind” will incapacitate him for a long time. For Light Jedi, a supercharge looks like two white rings (one inside the other), for Dark Jedi it is a dark red star. Light Jedi cannot use the dark red star, and Dark Jedi have no use for white rings.

Your enemies

You have many enemies: these are imperial troops, and hostile aliens, and just monsters.

Imperial troops

Stormtroopers(Stormtroopers) - soldiers in white armor. Unlike the first "Dark Forces" there are now three types of attack aircraft. The first type is a regular stormtrooper armed with a blaster rifle. The second type are stormtroopers armed with a drum rifle. They are distinguished from regular stormtroopers by the brown pauldron on their right shoulder. The third type are stormtroopers armed with rocket launchers (with bright yellow shoulder pads). Try to destroy them first: a couple of accurate hits from a rocket launcher - and you’re done for. In general, all attack aircraft fire inaccurately at long distances.

Officers(Officers) - people in brown uniforms. They are armed with pistols, because it is shameful for an officer to carry a heavier weapon. They shoot very accurately and almost never miss.

Commando(Commandos) - people in gray (light black) uniforms with open helmets on their heads. They are recruited from among the officers, but they are armed with blaster rifles. They shoot almost as poorly as stormtroopers, but they move faster. You will meet commandos towards the end of the game (last 5-7 stages).

AT-ST- a two-legged walking tank of the Empire. Armed with a fast-firing cannon that will quickly destroy you if you don't take cover. Almost all types of weapons are useless against a tank: the rays simply bounce off the armor. The only way to destroy a tank is with missiles. Luckily, you'll only encounter tanks in a few missions.

Imperial Probe Droid(Imperial Probe Droid) - an iron box with many limbs protruding from the bottom of the body. (Actually, “droid” is an abbreviation for the word “android.” Initially, this was the name given to mechanical dolls made in France in the 19th century by master Henri Droz. Since then, the word “android” has become a common noun and in science fiction literature it is used to refer to humanoid robots. However, in The word “robot” has not caught on in the Star Wars universe. They prefer to call all smart machines “droids.”) The scout droid is armed with blasters equal in strength to stormtrooper rifles. He may suddenly fly out from around the top corner of the building, catching you by surprise. When hit accurately, a scout droid explodes like a bomb, so try to destroy such machines from a distance.

You will meet again rimout, robot mice and automatic gun turrets. The rimout ball (“remote” is a remote-controlled robot) is armed with many shock absorbers that cause pain. A very nimble and unpleasant opponent. However, his armor is rubbish and will shatter after the first accurate hit from a weapon of any kind. Mouse Robots are boxes on wheels that roll across the floor. Not armed. But if you destroy such a “mouse”, you will be able to find a battery among the rubble. Automatic gun turrets are the Empire's favorite means of defense. They can be located on the floor, on the ceiling or in niches. When you approach, they start shooting very quickly.

Hostile aliens

Grans(Grans) – humanoids with three eyes (you will see one of them in the introductory video fragment to the first stage of the game). Some of them are armed with blaster rifles, some with thermal detonators. There are also those who strive to get involved in hand-to-hand combat (your energy shield will not be able to protect you from the blows of their fists).

Trandoshans(Trandoshans) - reptilian humanoids armed with shockwave rifles. You will meet in the middle of the game.

Rodians(Rodians) - humanoids with green skin, armed with pistols, from which they shoot very accurately. They will only be encountered in the first two stages of the game.

Gamorrean Guards(Gamorrean Guards) - guys with pig snouts, armed with power axes, who don’t care about your energy shield. Fortunately, axes are only good for close combat.

Tuskens(Tuskens) - inhabitants of the desert leading a nomadic lifestyle. They steal and rob the weak. Armed with energy crossbows. The first time you will meet Tuskens is on the third task.

Monsters

Kelian dragon(Kell Dragon) is a large, clumsy creature against which only a lightsaber works. You will only meet him once. And even then it is not necessary to fight with him; you can simply call the elevator and escape. The area where the Kelian dragon is hiding is completely unnecessary to complete the stage.

Myloki(Mailoc) - a kind of yellow dragonfly with a scorpion tail. Not as dangerous as the Kelian dragon, but capable of flight and loves to ambush you. However, Mylocs are always given away by the flapping sound of their wings - so listen carefully to the sounds produced by the game.

There are two more types of underwater creatures - octopus And something vaguely resembling a fish. These representatives of alien fauna attack you only when you swim very close. In addition, they are clearly visible and are not difficult to destroy.

Jedi Knight Abilities

There are regular and special abilities of Jedi. The normal abilities of Light and Dark Jedi are the same, but their special abilities are different. The level of abilities (their strength and duration) is determined by the number of stars you give to each ability by clicking on its icon in the “Jedi Powers” ​​section. Stars are awarded upon completion of certain stages, and the game itself will send you to the “Jedi Powers” ​​menu. You can assign stars only after completing a task and only to those abilities whose icons are highlighted. Please note that you don’t have to transfer stars to certain abilities right away, leaving them “in reserve” for cooler abilities.

It must be said that the Light and Dark Jedi also have a “superpower” for which stars are not needed: it appears automatically at a certain point in the game.

The use of abilities is possible as long as there is a reserve of Strength. Abilities become especially valuable during fights with Dark Jedi. True, a new limitation appears at the same time: you can re-use the same ability only after some time (and different abilities can be used in a row, with an automatic burst).

Standard Abilities

Increasing driving speed(Speed) you will definitely need in the game (even twice). You can't beat the game without this ability, so spend two stars on it.

The height of your jump(Jump) increases with the number of stars transferred to the corresponding ability. Two stars is enough; you don’t need to jump higher.

Attracting objects(Pull) works like this: point the crosshair at the object, turn on this ability with the key and do not release it. Blue circles will appear around the item: the target is “captured”. Release the key and the object will fly towards you. The stronger this ability, the greater the distance it operates. You can only attract weapons (including those in the hands of the enemy), equipment and ammunition. It makes sense to use this ability in conjunction with a lightsaber (see above for more details). If you want to have some fun, give this ability a couple of stars. But this is more exotic than something truly necessary. It will not be possible to disarm the Dark Jedi in this way. So it’s quite possible to save stars on this ability.

The ability to see what is hidden(Seeing) is very important in fights with Dark Jedi, since during battle they often become invisible. Spend two stars, no more.

Light Jedi Special Abilities

Health recovery(Health), unfortunately, cannot be used often in a duel with Dark Jedi. And in ordinary tasks you will already find something to cure yourself with. However, at the end of the game, the Dark Jedi will go hard. Then it’s worth allocating a couple of stars to this ability.

Belief(Persuation) causes the enemy to lose aggressiveness for a while: After using this ability, the Dark Jedi will circle around you, but will not attack.

Blindness(Blindness) is less effective. The enemy stops attacking for a short time (much less than with “persuasion”).

Absorption(Absord) allows you to absorb the energy of an enemy's weapon.

Superpower of the Light Jedi - protection(Protection). For a short period of time, you become completely invulnerable to all weapons (but not to the Dark Jedi's special abilities). What else can I say? Class!

Dark Jedi Special Abilities

Throw(Throw) acts similarly to “attracting objects”. You aim the crosshair at the enemy, turn on this ability with the corresponding key and do not release it. Red circles appear around the enemy. Release the key and the ability will work. But I still don’t understand how much harm this ability does to the enemy.

Capture(Grip) works in a similar way. An enemy affected by this ability begins to lose health. The more stars you give to this ability, the more damage it will cause to the enemy's health.

Lightning(Lightning) will hit next to you when you press the corresponding key. If you do not release the key, lightning will continue to strike until the Power supply runs out.

Destruction(Destruction) works like this. A clot of energy bursts out of your palm, soon exploding. But it is quite difficult to seize the moment and torpedo the enemy with a clot.

Dark Jedi Superpower: death gaze(Deadly Sight). The enemy you are looking at begins to lose "life". The ability stops working if the enemy goes behind some obstacle and you lose sight of him.

Walkthrough

Difficulty levels

Increasing the level of difficulty manifests itself in two ways. In normal stages, there are more and more enemies (but also ammunition, because you can take it from the dead). And in special stages (where lightsaber fights take place), the Dark Jedi “cool” (their amount of “life” increases and they use their abilities against you more often).

Light and Dark Sides of the Force

“Jedi Knight” is the first “3D action” where your moral and ethical character is taken into account. You start the game leaning a little towards the Light Side of the Force. Unless the balance changes, you will eventually become a Light Jedi and destined to save the galaxy from Jerec. If the balance is upset in favor of the Dark Side, it will seduce you and the game will end differently: you will become the Dark Emperor.

So the choice of plot largely depends on you, and it does not happen immediately, but gradually, imperceptibly for you. The determining factor is your behavior towards the “neutrals” - unarmed people and robots walking around the stages of the game. If you don't touch them, the balance will not be upset. If you kill (even by accident), you will shift in favor of the Dark Side. In this case, one of the stages in the game will change.

What to be: good or bad? The choice is definitely yours, but my advice is to be good. Firstly, good should always defeat evil, at least in computer games. Secondly, if you turn bad, Kyle will inevitably kill Jan Ors. Is it really possible to kill such a pretty girl, who also saved you so many times? Thirdly, the Dark Jedi's special abilities, although they look more attractive, are actually quite stupid. But the abilities of Light Jedi are very practical.

Do not hurry. You are not limited in time, even if the opposite seems to follow from the assigned tasks. For example, in the very first task you need to catch up with the robot. No matter how fast you go through this stage, the robot will still not have time to fly anywhere. True, towards the end of the game there is still one task (fifteenth) that will put you on the clock, but even there there will be enough time.

When meeting enemies face to face, you can avoid injury in two ways: constantly moving to the side or crouching. But if you decide to crouch, keep in mind that enemies will miss no more than twice. Then the computer will take into account the change in your body position - and you will have to look for a first aid kit.

When passing a stage, always make not one, but two “saves”. Moreover, there should be some time gap between them. The fact is that if you “save” the game (through the main menu, or using “Quicksave”) immediately after completing the last part of the task, sometimes the computer displays an error message. If this happens, exit Jedi Knight completely, then launch the game again and load the “save” previous to the one you stumbled on.

In the description of the stages proposed below, the tasks set are typed in bolder, and the secrets are in italics.

First stage. Betrayal in Nar Shaddaa (Double-Cross on Nar Shaddaa)

Have time to catch up with 8T88 (that’s the name of the traitorous robot) before he boards the space shuttle and leaves the city.

Kyle revisited Nar Shaddaa, the vertical city, a haven of smugglers, bounty hunters, and organized crime. If you played the first “Dark Forces”, then, undoubtedly, you remember the “easy” life that the henchmen of Jabba the Hutt, of blessed memory, gave Kyle. And now it's all happening again...

In principle, this is the simplest level, designed to get you up to speed. Move forward all the time, going into all the doors you see. Don't forget to turn your head around and be sure to look behind the drawers: there will be some things there.

The main thing is not to fall into the abyss between the skyscrapers of Nar Shaddaa.

Some enemies can be spotted in time if you are not too lazy to look up. This is especially true for the Gammorean guards (fat humanoids with a boar's head).

1. After passing the first fan (it is located on the ceiling), go down the corridor. To the right there will be a platform on which the Gran is standing. Go to this platform and you will see a sloped path. Jump onto this path and go up. Fall through the hole. Pick up all the items there and move on, passing the fan. You'll soon be able to walk up the ramp to an elevator that will take you back to the main path.

2. When you reach the next ceiling fan, there will be a door in front of you. Behind this door are three containers. Standing on the bridge, look down to the right. There is a visor on which there is a gran and two charges for the shield. If your health is normal, run up and jump onto this visor (don't worry too much: there is a first aid kit there).

3. Soon you will find yourself in front of an elevator traveling on a plane inclined at 45 degrees. Take the elevator and, when it starts to move up, have time to jump into the hole in the wall on the right.

4. After the large freight elevator takes you to the top floor, you will have to go down the corridor leading to the bridge. If you go forward, you will see a "TIE Bomber" (Empire Space Bomber). Don't shoot at him: it's pointless. Return to the bridge and look to the right. You will see four dips. You can go up and jump over them one by one, or just run to the other side.

5. Above the hall, which is full of huge containers, stand so that the path is to your left, and the hall itself is below. You will see a ledge formed by the containers. Run and jump on it. Jump up and continue towards the hole in the containers.

6. One of the doors of the hall described in paragraph 5 leads to the end of the stage. Before opening it, turn around and go around the containers on the left. Climb up the inclined wall. In the darkness you will find a passage that leads to two fans.

Second phase. The Lost Disk

Find the shot off hand of 8T88 (which contains a disk with a message from Kyle's father).

Get to the top landing to meet Jan Ors.

First you need to get the disk. Go to the round landing pad from where the shuttle recently took off. Turn to face the door you came from. Go right to the edge of the landing pad and jump down and to the right. You will find yourself on a ledge. Follow it along the wall. Eventually you will have to jump down again, and you will find yourself on a platform next to the opening of the city air intake system. Jump down the hole. Soon you will come across the disk you are looking for.

Now you will have to wander through the mines and corridors for a long time. Don't forget: you need to go upstairs. But getting there is not so easy. Eventually you will find yourself in a room that looks like an upside-down letter "L" (see diagram on the right). In our picture, number 4 is the passage through which you will get to this room. At points 1 and 2, the passages are blocked by a force field (transparent red screen). It is impossible to overcome it. You need to wait until a container comes down from point 1 and passes by you. Now run to point 3 (this is a niche in the wall). Hide there and wait until another container passes by. Jump out of the niche and climb onto the inclined plane that forms the “roof” of the niche. Wait for the next container and jump onto it. He will move to point 2, so don't waste time: jump up and you will find yourself on ledge 5. It is also an inclined plane along which you need to climb. Wait for the next container, jump on it and, after quickly running, jump onto ledge 6, located on the opposite wall. Then you have to repeat everything again (climb the inclined plane, wait for the container from 1, run over it and jump onto the next ledge on the opposite wall). This way you will reach the roof and meet with Jan.

1. Pass all ventilation shafts. You will eventually come to an area where there will be a Rodian (a greenish colored humanoid). Next, go down the corridor into the hall (more precisely, a corridor with a very high ceiling), where you will see two grans. Walk forward a little - you will see a “window” to your right, in which four nozzles of a large spaceship are visible. Look down. See the narrow ledge directly below you? Slowly take a step forward and fall onto this ledge, and then back up.

2. After receiving the red key, you will find an area with a path leading to a red room. Go to where there are two containers and grains. Go up the path and jump onto the container with red stripes. When you turn on the flashlight, you will see a ledge in the back corner. Jump onto this ledge.

3. When you reach a hall with two fork-shaped cranes (you won't miss them), don't rush to move them. Instead, climb onto the crane on the right. Run to the end and jump to the lower level (while jumping, “aim” for the triangle in the corner. Just before jumping, take care of your health: if there is little left, restore it using a container with bacta. Go back to the cranes leaning against the wall and along Use the left tap to get to the room in which the alien stands.

4. Has the door to the hall with containers opened? Then climb up the mountain of containers on the left. Then run up and jump over to the containers on the right.

5. You will soon reach an elevator that will take you to a cargo conveyor and a second elevator. While standing on the first elevator, try to jump onto the window ledge on the right - you will end up in the area under the conveyor. This place can be reached by getting off the second elevator.

6. From the second elevator, jump onto the container, then jump into the area located above the red room.

7. When going up the second elevator, look carefully around. Just before reaching the very top, you will notice a ledge on the left. Walk along this ledge to another ledge on the far side of the hall.

8. After going up the last ramp, turn around and reach the back wall along the ledge on the left. Turning to the right, you can jump into a small room.

Third stage. The Return Home to Sulon

Infiltrate Kyle's father's house.

Walk around the house, go to the backyard, then get to the “natural power generator”. Be careful with the acid that fills the generator.

Find your father's workshop, and in it - an old robot so that it can decrypt the disk with a message from Kyle's father.

You can't get into the house through the front door: it's jammed. Go around the house on the left (if you are facing it). Behind you will see a window covered with shutters. Shoot the shutters with a pistol - and you can jump into your home. Find an exit to the backyard. In other rooms you need to find two wrenches: blue and yellow. They are in a visible place.

Keep wandering until you come across a lake. You will see two low walls in the water - this is a raised dam. There is also an entrance that cannot be entered (it is located behind the dam - a black square in the rock). Dive underwater. Do you see the well? Through it you will find yourself in a room with two switches that can only be turned with wrenches. The two parts of the dam will connect. Half of the lake behind the dam will be drained, and a passage will open that you have not been able to use until now. Climb over the dam (it is low in one place) and go into this passage.

A little later you will come across a structure similar to a reservoir, only instead of water it is filled with some kind of unpleasant-looking liquid. This is the “natural generator” that your father used to generate electricity. The liquid filling it is harmful to you. Therefore, you need to jump over the generator. Your task is to jump onto the ledges of the rocky walls of the generator. Look closely and you will see them.

After passing the generator, you will find yourself in your father's workshop. Look for the robot (it lies in a visible place).

Upon completion of this task, Kyle will receive a lightsaber and begin his ascent to the rank of Jedi Knight.

1. Standing in front of the door to Kyle's father's house, turn around. You will see a Tusken, and behind him - a dark spot on the rocky wall. Shoot that dark spot.

2. Go up the hill to the left of the house. In the back corner you will see a dark spot again. Shoot him.

3. Jump down into the room with a wooden beam above it (if you stand on the beam, it will collapse). Open the door. Go forward, then right. Shoot the Tusken. You will see a crack on the wall to the right. Shoot the wall.

4. Go out to the backyard (the green room where there is a door that can only be opened with a red key). Turn around and walk down the corridor until you reach a dead end. Shoot the crack on the wall to the left.

5. Go up the stairs and open the door to the hall with two Tuskens. In the second small room, which can be accessed from this hall, one wall is dark. Shoot her.

6. Enter the tunnel to the right of the waterfall. About halfway up the inclined path, turn on the flashlight - and you will see a room on the right.

7. When you reach the "natural power generator" (a lake of nasty-looking liquid with lightning flashing over it from time to time), restore your health. Go forward into the “water”, then turn 180 degrees - and you will see a room in the corner under the liquid. Just don’t linger there: you’ll die.

8. After entering the passage in the rock on the other side of the electric generator, turn on the flashlight from time to time - you will see a small room on the right.

Fourth stage. Jedi's Lightsaber

Using aqueducts and irrigation canals, get to the water purifier. Raise the water level in the water purifier. Find a passage to the dam. Behind the dam is a meeting place with Jan Ors.

Water is your guiding thread at this stage. Where it flows, move there. In one place you will have to jump from an aqueduct suspended in the air. Before you do this, look down. There is another aqueduct there. Try to fall straight into it: the water will soften the blow and you will not lose health.

Another unpleasant area is the structure made of iron beams. Here you will have to jump several times, and from a very uncomfortable position. And if you fall, you will die. Proceed with caution and remember to “save.”

The real problems will appear when you find yourself in the water purifier (a huge room half filled with water). Your task is to raise the water level even higher. In the center of the hall there are two vertical cylinders placed one inside the other. They can be accessed through holes located under water (see diagram). Dive under the water and swim through hole 3. Climb up, take a breath of air. Dive again and swim through hole 2. You will find yourself inside the “pipe”. Float up and look around. On the wall you will see button 1, which allows you to raise the water level (press). Now dive, swim through hole 2, then through hole 3 and surface. You will find yourself level with passage 4. This is what you need to continue your journey.

At the very end you will need to open the gate, behind which there is another lake. Walk out onto the concrete shore and Jan will fly after you.

Upon completion of this task, Kyle will gain the first standard Jedi ability - fast running. Don't forget to assign stars to this ability.

1. Get to an area that is flooded with water. Jump into the water and follow the current to the grate. Cut it with a lightsaber.

2. Go down the waterfall, cut the grate with a sword. Quickly get out of the water onto the platform. There are several Tuskens standing there, but you can deal with them without any problems. Walk along the platform to the right. Looking up, you will see a hole in the ceiling. If you fell from the waterfall through this hole, you would die. Use the speed boost ability to run up and jump to the ledge on the other side. Turning around, you will see a small hill that you can climb up to if the “move boost” is working.

3. When going down drains, look down often to be sure that there is concrete underneath. If you fall into the water in the last pond, you will pass through the secret area. In front of the main pond, have time to jump out of the drain.

4. From the area of ​​the previous secret, go down to the ledge below. Walk along it. If you find yourself on the lower level, you can use the elevator to go back up to the ledge. If you find yourself in the last pond where the water drains, then follow the drain and the ledge on the left - you will find yourself in the area you need.

5. You have reached another drain with water. This means completing the first task assigned to you. As soon as you can, get out of the drain and eliminate the Tuskens. Walk along the left edge of the drain and you will see an inclined path leading down. Go down it.

6. Eventually you will find yourself in an area that is flooded with water (it looks like a huge corridor with niches along the walls). At the end of this area, along the inclined wall you will come out almost to the very end of the stage - to the lake. Underwater, in the center of this corridor, you will see a passage leading to a secret room.

Fifth stage. Barons Head – the Fallen City

Make your way through the irrigation canal into the besieged Barons Head. Jerek's palace is carefully guarded, and the approaches to it are blocked by a high wall. Find a way to overcome these obstacles.

To get into the city, walk along the bridge along the edge of the canal. Wander around the city. Your task is to acquire a multi-barreled machine gun. Look at the pale yellow walls inside the buildings. Do you see a place riddled with cracks? Throw a thermal detonator there and a passage will open.

Having received the machine gun, take care of the main task. To overcome the wall, you must first climb onto the roof of the buildings. To do this, wander around the city until you find an arch-bridge, next to which there will be a roof ledge. You need to stand on the curb of the arch-bridge and from there jump onto the ledge of the roof. Go forward, then climb through the window.

1. At the very beginning of the stage, go to the center of the pond and from there - straight down the tunnel.

2. Once in town, enter the first building on the left. Go up the stairs and turn left. You will see cracks in the back corner of the room. Throw a thermal detonator at this place.

3. Cross the bridge and follow the road to the right, go through the tunnel, go right again and go up the small path. Below you will see a courtyard. Jump down there and walk forward so that the wall is to your right. Ahead of you will be a building with a canopy over the door. Go in there and kill the two Grans. Note the cracks in the wall in the left corner. Blow up this wall with a thermal detonator.

4. In the main circular area, you will see a black board leaning at an angle against the wall. Walk up to it and move it by pressing SPACEBAR.

5. Go through the main building in the square, go upstairs and go to the canopy in front of the roof that surrounds the square. Go up the sloping path to the bar. In the left corner of the scene you will notice familiar cracks. Prepare a thermal detonator.

6. Jumping onto the roof surrounding the circular square, go to the other side of the wall separating the city from the palace area. Go down and look around. You will see two stone blocks forming an inclined path. Use the Speed ​​Up ability and jump into the room above.

Sixth stage. Into the Dark Palace

Find your way to the palace tower. Get into the tower using the hanging path. Find the main entrance doors. Manage to get into the control room above the inner door. When the inner door opens, fight your way through the guards in the hallway and head up to the top floor.

Ignore the bipedal AT-ST walking tanks. You don't have a rocket launcher yet, and all other types of weapons against tanks are useless. Just don't get in front of the shots.

Figure 1 is where you start; 6 – palace; 8 – main entrance to it; 7 – canopy path around the palace, along which “AT-ST” walk. You need to go to 2. There are two rooms there, marked 3 and 4. The lever at 3 opens the passage to 5 (the bridge extends). Run there and go into the small room. The bridge will soon return to its previous position, cutting off your path back. But in a small room there is a lever that again pulls out the bridge and opens the passage. Return to point 2. Now you need to act very quickly, use “increase movement speed”. In room 3, pull the lever and rush to 4. There, too, pull the lever, jump out the window and rush to 5, and from there to the room (the bridge extended by the lever from 3 has already begun to move). Pull the lever, run to the bridge and jump forward. If everything went well, you will find yourself on track 7. From there you can jump into the corner niches of the palace. Once in the palace, go to 8 (the main entrance).

At points 1 and 2 (see diagram) there are buttons that lower the outer door 3. Your task is to press one of these buttons, then press lever 5 or 6 (depending on which side you are standing on), run along the lowering door 3 as if bridge to the opposite side and there pull the one of the levers 5 or 6 that you have not used yet. Door 4 will lower. Jump onto it. Soon it will begin to rise. Near the ceiling you will see a hidden passage. You need to have time to jump into it, otherwise door 4 will crush you. Next you can open the door to room 7, where there is a lever that opens the last door below. All you have to do is get to the elevator by killing several enemies.

When you reach the area where the sloped paths lead into the water, turn on your flashlight. Detonate the hidden controlled charge with a thermal detonator, then go down the ramp. Turn left and go down the path under the water. Don't go straight, but turn left. You will see another path - down. Go down it and you will find yourself in a room with two first aid kits and a shield charge. Look at the top corners. Do you see the hole? Float up and get a rocket launcher.

Seventh stage. Dark Jedi Yan (Yun – the Dark Youth)

Using the Force, defeat Ian. This is a test for a true Jedi.

Against Dark Jedi, you can only use a lightsaber and your Jedi abilities. Other weapons will not harm them, even if you fire all your ammunition at them.

Yan's combat tactics are as follows: he jumps all the time, flying over you, lands from behind and attacks in the back. In addition, he uses "blindness" from time to time (although Yang is nominally a Dark Jedi, he still has this ability, since he has not completely lost touch with the Light Side).

Sometimes (this happens very rarely on Easy difficulty) Yang becomes invisible. You do not yet have the ability to “see what is hidden,” so in such cases, look carefully around. Flickering blue lights are the hiding Yang.

Hold "Fire Primary" and run around the hall, trying to collide with Ian. To hit him with a sword, you need to stand next to him and align the sight with Ian’s body. The only external manifestation of your hits is Ian’s groans.

Under no circumstances stand still while exchanging blows. Your opponent has more "life", don't let him hurt you. If you still do not escape injury, heal with bacta containers.

THIRD PAGE

Eighth stage. Palace Escape

Climb from the hall to the roof of the palace. On the roof, the slightest carelessness will spell your doom. Use the ventilation system to get back into the palace and find 8T88.

Find the shuttle 8T88 - to do this you will have to penetrate the far tower through the ventilation system of the palace.

When you ride the elevator, look at the walls. In one of them you will see a niche with a device behind bars. Cut the grate with your lightsaber, then turn on the device. Now the elevator will rise higher, all the way to the roof.

On the roof, be extremely careful: an imperial TIE-Bomber periodically appears in the air. Don't try to knock him down, it's impossible. Simply use the jump ability to jump onto the ledge next to the elevator. Destroy the automatic cannons shooting at you. The TIE-Bombers won't reach you on the ledge. Walk along the ledge forward, then jump to the right and look around. You will see huge “windows” (openings into the building). You need a small passage located on the inside of these openings. Jump into it (it's quite a delicate job).

Then you will have to wander for a long time in search of the air exchanger pipe. The air periodically ejected from there can carry you across the gap between the palace buildings directly into another air exchanger pipe (you must jump at the same time as the gust of wind). There is also a wind near the other pipe, and you can be thrown into the abyss - don’t yawn. You need to jump to the top of this second pipe. Walk forward along the pipe, then carefully jump down.

The last danger is next to the space shuttle, on which “8T88” is escaping. The roof of the hangar you are walking on will begin to open. You risk falling and breaking. Run to the stationary part of the roof. That's where Jan will fly.

1. Go down the elevator and finish off two stormtroopers. Go to the far wall of the room and turn left. In the corner you will see a small passage to a secret room.

2. When you find yourself in the "green" area (you won't miss it), enter the ventilation shaft through one of the two holes. Inside the shaft, look at the floor. You need to shoot at one place in the floor (when you find yourself there, you will understand what I mean).

3. Continue down the ventilation shaft. Before you reach the metal gate, you will see a rusty section of wall on the left. Cut it with the lightsaber.

4. Once you reach the air exchanger pipe, use the "move boost" to get to the end of this tunnel. Look around. You will see a small hole in the wall of the passage going down. Wait until the air flow from below increases somewhat, and jump into this opening. It will be possible to jump out of it when the air flow from below reaches its highest strength.

5. Use the wind flow from the air intake to jump to the opposite side. Carefully (so that the wind doesn't blow you away) approach the edge and look to the left. You will see a ledge. Walking around the entire building along this ledge, you will come across a ventilation shaft. Use your lightsaber to cut through the passage. On the way back, do not forget to turn on the “acceleration” (otherwise you will not be able to go against the wind).

Ninth stage. Fuel Station Launch

A cargo ship with 8T88 on board is preparing to leave for the Valley of the Jedi. Go down from the roof and get to the gas station. At the gas station, empty the main fuel tank and walk through it. The shortest route to refueling farms is through fuel pipes. Stop pumping fuel to drain the pipes. Make your way through the pipes into the tank underneath the cargo ship.

Wander around the city, find the key. Use it to open the door and go into the gas station complex. There are five switches located on platforms one below the other. By manipulating them, you need to pump fuel from one tank to another. You can control the process by looking at the screens with images of tanks located right there. Fuel is marked in yellow. You need to completely fill the tank on the left (looks like a simple rectangle) and empty the tank on the right.

Next, find the yellow wrench (just look in all the corners) and go down (below the last fifth switch). Use the key to open the tank. Get inside and close the door. Now open the valve opposite and begin traveling along the fuel line. Remember that the next doors will open only when you close the previous ones. The last logical task awaits you when you fall into a huge hall with a plug in the center of the floor that interferes with your movement. The only control over this plug is a lightsaber. By cutting it, you will fall down and be able to continue the difficult path to victory. Almost at the very last moment you will have to jump, so “save”.

1. As you move forward, you will soon come across an area where there will be a large pipe. Crawl under it. Look to the right and you will see a ledge that leads into the corner. And then you will see a path, at the end of which there is a secret room.

2. Once you have the yellow key, open the locked door and follow the left path to the small bunker. Jump on it.

3. Enter the bunker and take the elevator that will be there and go down. As you get off the elevator, look up and to the left. You will notice a small hole. Jump in there.

4. Behind the fuel tank, find an elevator that will take you to the control room. The door on the side will lead to an area with a low ceiling (you'll have to crawl), in which there is an ugnaught (“ugnaught” - a small unarmed creature with a wrench in its hands). First crawl to the right. There, turn on the flashlight and look up. Do you see the little room? Jump into it.

5. After passing the fuel tank (after you have pumped the fuel out of it), take the elevator down to the room with the Trandoshan. Eliminate him and get back on the elevator. He will lift you to the fuel tank. Stay on the elevator and it will soon rise to a new level.

6. Next to the secret room from step 4 there is another room full of fuel tanks. Climb up these tanks to the very top and you will find a small hole in the wall.

7. Get the yugnot out of the way (push him or just shoot him). Blow up the fuel tanks (but without being hit by the blast wave). You will see a hole in the wall.

8. Having completed the second of the assigned tasks, you will find yourself near two huge pipes leading to six automatic cannons firing at you. Jump onto the pipe on the left and go to the cannons. When you hit the wall, turn left and you will see a small hole.

9. Destroy six cannons. The wall located opposite and slightly to the left of the door can be blown up.

10. When completing the fourth task, turn on the lantern at the end of the tunnels. There is a room hidden in the darkness on the left. Look there before you step onto the last fuel tank, as you'll have to jump right after that.

Tenth stage. Reward for 8Т88 (8Т88’s Reward)

Open the upper cargo doors and enter the ship. Stop the fan and go through the passage behind it into the heart of the reactor. Stop the operation of the reactor and go through the lower outlets to the space shuttle hangar. 8T88 should be nearby.

Opening the upper doors is easy, but when you jump down, there will be another door in front of you that you will have to hit with a lightsaber. Next you need to disable several force fields. Please note: one of the rooms cannot be entered. The force field blocking the entrance cannot yet be turned off. You will get to this room later, on the elevator.

To stop the fan (the large red circle on the wall ledge on the lower level) from rotating, shoot the two red square lights on the sides of the ledge. Then crawl through the red force field behind it and you will find yourself in the heart of the reactor. Follow the path to the door and take the elevator up to the very room you couldn’t get into. Pull the lever there and go down into the reactor again. It's now turned off, so you can jump down. There, in one of the niches, cut the grate with a sword. The passage will take you to the shuttle hangar. Open the only working door and get ready for new challenges.

1. As you enter the first building on the right, you will see stairs leading to the second floor. Look behind the stairs.

2. Once in a room with two elevators, take one of them down. You will find yourself in a room with containers. There is a hole in the ceiling above one of the containers (it's on the right if you turn your back to the elevator). Jump onto the container and from it into the hole.

3. Walk along the ledge around the fan (it looks like a red circle). You will find yourself near a room hidden in the darkness.

4. When you turn off the fan and you can go to the area filled with red light, use the “speed up” and run forward to the end (if you don’t use “speed up”, you will slide into the side passages).

5. When you reach the end of the tunnel (step 4), turn around and slide into the first tunnel on the left.

6. At the very bottom of the reactor, find the grate and cut it with a lightsaber. Use the "move acceleration" and run into the tunnel on the left.

Eleventh stage. Brothers of the Sith

Defeat Gork and Pika. Take the "8T88" head. Inside it is a map of the Valley of the Jedi.

A very interesting fight. You have two opponents. The big one is clumsy, but often uses the “grab.” Therefore, kill him quickly. After the death of your companion, the small enemy will begin to attack you more actively. Like Yang, he tries to jump and attack from behind, but first makes himself invisible. Use the ability to “see what is hidden.”

After finishing off the second enemy, return to the place where the battle began. Pick up the 8T88 head and bacta containers there (they are on the shelf nearby).

Twelfth stage. Escape with the Map

Enter the main hold. Inside you can climb onto the containers and from there jump into the control room. Switching the ladders around the exhaust duct, make your way up. Return to the main deck and wait for the “Crow” (“Crow” is the name of Kyle’s ship).

Wander around the hold until you find a room with containers. By jumping from container to container, you can get to a small path (look up), and from there to the control room. Your further task is to find all the keys (if I'm not mistaken, there are three of them). With their help, open the doors around the exhaust channel and slowly rise higher and higher.

1. After taking the elevator down to the area with the conveyor belt, you will see two large containers on the right (they are located near the elevator itself). Go behind these containers and you will see a room in the wall.

2. Enter a huge darkened room with large gray containers. After shooting the cannon on the ceiling, turn left. To see better, turn on the flashlight. Look to the right. Do you see the passage leading to the elevator? Take the elevator and take a closer look at the container in front of you. It has a rusty area that can be cut with a sword. Do this and go inside the container.

3. After taking the elevator (see step 2), go straight ahead to the gray containers. Use Move Boost to run forward through the containers to the secret area. You can also get to it from below: using the “jump” ability.

4. Having reached the very top of the gray containers, jump from there into the control room (where the blue key is). Leave the room and walk along the ledge until you find yourself in the middle of the hall. The next secret area is right in front of you. You can jump to it from the ledge. Or, standing below, use the “jump” ability. This secret area is located to the side of the cache described in paragraph 2.

Thirteenth stage. The Lost Planet of the Jedi

Find the first bunker blocking the approaches to the magnetic field power supply system. Find and destroy all power systems of the first magnetic shield. Find a way to get through the second magnetic shield and find the main freight elevator,

1 2 3 All

Secret 1 - After passing the first fan, go down the corridor noticing the platform to the right with the Gran on it. Go down to the platform and you"ll
notice the slanted ramp. Jump up onto the ram and climb up to the upper ledge. Fall through the hole, grab the items and continue past the fan.
You"ll go up a ramp then up and elevator.

Secret 2 - After reaching another fan later in the level, there is a door in front of you. Opening the door you will see 3 containers. From the
bridge, look down to the right and you will see a ledge with 2 shields and a Gran on it. Make sure you have enough health, run (and jump if you
need to) to the ledge. (Don't worry, there's health on the other side).

Secret 3 - You will then reach an area with the 45 degree lift. Take the left up, and before you reach the top, take the a hole in the wall on the
right.

Secret 4 - After taking the large cargo lift to the upper level, you will go down a corridor that leads to a bridge. If you continue forward, you will
see a tie bomber. Go back to the bridge and look to the right. You will see a 4 gaps. You can walk and jump across them or simply run to the
other side.

Secret 5 - Above the room with all the boxes, position yourself so the ramp is to your left, while the room is below you. You will see a stack of
boxes, with a lower level 3 boxes wide. Run and jump to this ledge. Jump up and continue forward to a hole in the boxes.

Secret 6 - From the room with all the boxes, there is one door that leads to the end of the level. Before going in the door, turn around and go
around the boxes to your left. Take the ramp up to a small tunnel, leading to a room with 2 fans.

Secret 1 - Go through all the ventilation shafts. Eventually you"ll reach an area with a Rodian. Continue down the corridor then to the area with 2
Gran"s. There will be a gap to the right where you"ll see the 4 engines of a large ship. Look down, and you"ll see a small ledge below yours. Slowly
and carefully step forward over the ledge and move backwards as you land on the lower ledge.

Secret 2 - After getting the red key, you"ll come to an area with a ramp leading to a red room. Continue to the area with 2 boxes and the Grans.
Go up the ramp and jump to the box with the red lines. If your turn your light on, you"ll notice a ledge in the back corner. Jump to the ledge.

Secret 3 - You will reach an area with 2 forks sticking out into a large open area. Don"t move any of them. Instead, take the fork on the right. Run
to the edge and jump for the lower level, aim for the triangle in the corner. Make sure your healed up before you jump. Go back to the forks
against the wall and take the left one to the room with the Gonk in it.

Secret 4 - A door will open to a room with boxes in it. Climb the stack of boxes on the left then run and jump to the stack on the right.

Secret 5 - You will reach an elevator going up to a cargo belt and a second elevator. From the first elevator, try to get onto the window ledge on
the right which will lead to an area below the conveyor belt. You can also walk off the second elevator to reach this area.

Secret 6 - From the 2nd elevator jump onto the box, then jump to the area above the red room.

Secret 7 - Take the 2nd elevator, but before you reach the top you should notice a ledge to the left. Take this ledge to the ledge on the far side of
the room.

Secret 8 - After going up the last ramp, turn around and take the ledge on the left to the back wall. Turning right you can jump to a small room.

Secret 1 - From the from of Morgan's house. Turn 180 degrees around from the door. You"ll see a Tusken and a dark wall behind him. Shoot the
wall.

Secret 2 - Go up the hill to the left of the house, and in the back corner, you will again see a dark wall. Shoot it.

Secret 3 - Fall down along with the wooden plank and open the door. Move forward then right and shoot the Tusken. You"ll see a crack in the wall
on the right. Shoot the wall.

Secret 4 - Enter the green area where the door requires the red key. Turn around and go down the corridor to the dead end and shoot the crack
in the wall on the left.

Secret 5 - Go up stairs and open the door to the hallway with the 2 Tuskens. The second cubby hole has a darker wall. Shoot it.

Secret 6 - Enter the tunnel to the right of the waterfall. About halfway up the ramp, if you turn your light on, you"ll see a room on the right.

Secret 7 - You"ll reach an area with water and electricity running through it. (Lava maybe?). Make sure your health is high. Move forward into the
water and turn around 180 degrees, you"ll see a room in the corner under the water. Get out as soon as you can.

Secret 8 - Hopefully you"ll have some battery power left as you enter the mines. About halfway through, there"s a little room on the right.

Secret 1 - Reach the area with the water and follow the current to the grate. Use your lightsaber to cut it open.

Secret 2 - Take the waterfall down, cut open the grating, then try to get out of the water onto the platform as soon as possible. Take out the
Tuskens and follow the platform to the right. If you look up you"ll see a hole in the ceiling. If you were to fall off the waterfall here, you will die.
Instead, use force speed to run and jump to the ledge on the other side of the gap. Turn around and you will see a slight elevation that you can
climb as long as force speed is on.

Secret 3 - Take the water ducts down, and keep looking below to make sure there is ground below you. Don't take the water to the final pool or
you"ll miss the secret area. Before the main pool, make sure you"ve gotten off the water duct.

Secret 4 - From the area of ​​secret 3, walk off to the ledge below and go straight across the ledge. If you happen to end up on the lower level, you
can take the elevator back up to the ledge. If you happen to get to the pool where the water ends up, you can follow the duct and the ledge on the
left to get to the same area.

Secret 5 - You will reach another duct with water. Following this you will complete the first objective. As soon as you can, jump out of the duct and
take out the Tuskens. Follow the left edge of the duct and you will see a corner of the duct with a ramp leading down. Take the ramp.

Secret 6 - Eventually you"ll come to a water area with 4 water cyc"s. In the middle of this area, under the water, to the right is a tunnel leading to a
secret room

Secret 1 - At the start of the level, go in the middle of the pool and go straight down the tunnel.

Secret 2 - Enter the first building on the left when you reach the city area. Go up the stairs, and to the left. You"ll see a crack in the back corner.
Use a thermal detonator to open the wall.

Secret 3 - Cross the bridge, and follow the path to the right through the tunnel to the right and up a small ramp. You"ll see the courtyard below
you. Jump down and head straight keeping the wall to your right. You"ll see a building with an awning over the door in front of you. Enter the
building and killing the 2 Grans inside. The corner on the left will have cracks in it. Use a thermal detonator.

Secret 4 - In the main round courtyard you"ll see a board up against the wall. Walk up to it and move it.

Secret 5 - Go through the main building in the courtyard, get upstairs, and to the awning before the roof that goes around the courtyard. Go up
the ramp to the bar, and enter the bar. In the left corner of the stage, you"ll see the familiar cracks. Get the detonator out.

Secret 6 - After going onto the roof area around the circular courtyard, follow it to the other side. Go down the ramp and you will see two stones
slabs making a ramp with a chair on it. Use force speed then jump over the slab to the upper room.

Secret 1 - When you get to the area with the ramps leading down into the water, turn the light on. Use a detonator to get right of the sequence
charge, then go down the ramp. Turn left. Go down the ramp under water. Do not go straight yet, instead, continue turning left and you will see
another ramp going down. Follow this to a room with a shield and 2 health boxes. Look in the upper corners, you"ll see a hole. Swim up and
enjoy the rail gun, and the only secret in this level.

(There are no secrets in this level)

Secret 1 - Take the elevator down and finish off the two Stormtroopers. Go to the back of the room and go left, you"ll see the small hallway to the
hidden room

Secret 2 - Enter the ventilation shaft, from one of the two openings in the green area to the left. Inside the metal air duct, in between these two
openings, shoot the floor.

Secret 3 - Continue down the ventilation shaft and you"ll see a rusted section on the left before you reach the metal grate. Use the saber to cut it
open.

Secret 4 - You will get to an area with a wind tunnel. Use force speed to get to the source of the tunnel. Looking up from the tunnel, you will see a
small hole in the one of the sides. Wait for the air to build up a bit then use normal jump to get into the hole.

Secret 5 - Use the wind tunnel to get to the other side. If you turn away from the grate after getting over, come out and look to the left, you"ll notice
a ledge. Take this ledge around the entire building and you"ll come to a ventilation shaft. Use the saber to get in. Make sure you have force
speed, you"ll need it to get back against the wind current.

Secret 1 - Work your way through the beginning and you"ll come across and area with a large pipe. You have to crouch under it to move on. On
the right side you"ll see a ledge, leading to the corner and a path taking you to a hidden room.

Secret 2 - After getting the yellow key. Open the locked door and take the left path to the little bunker. Jump on top of the bunker.

Secret 3 - Enter the bunker and take the elevator inside down. When you come out look up and to the left and notice the small hole. Jump inside.

A long time ago,
in a galaxy far, far away

STAR WARS
Dark Forces II Jedi Knight
These are troubled times for officials
Coruscant. Galactic conflicts and changes
The authorities suffered a severe blow to document flow.
But now one small department
characteristics had a chance to exist.
And the existence of the department began to depend on
characteristics of recent incidents with
Kyle Katarn. If they manage to write it
then the department will continue to exist.
This opportunity could not be missed...


Excerpt from Imperial report on Dark Troopers
The Dark Stormtroopers project, under the leadership of General Mohk, showed itself excellently during the attack on [...] The activities of the unknown saboteur deserve the closest attention [...] the involvement of this subject in the theft of part of the drawings of the planetary station is undoubted, it is recommended [...] to us managed to find out that a saboteur, a certain Kyle Katarn, who received an imperial military education, saved the traitor Krix [...] His activities led to the complete destruction of the production chain of the project and he killed so many stormtroopers and officers at the facilities that this does not fit into any framework [. ..] the highest qualifications in handling a large arsenal of weapons, special-purpose equipment and explosives make him a particularly dangerous subject, he, by golly, escaped from Jabba, beating Fett [...] This is a failure: Mohk is dead, Hammer Arc is destroyed, the project went after the Death Star. Lord Vader mentioned that the Force is felt in the saboteur, so this is the only way to explain his phenomenal luck. Search, Locate, Destroy protocol is recommended; detention is not recommended due to the particular danger of Kyle Katarn. [...] Personal addition: I hope the Empire never has to hear about that damn gundark spawn again.


From the protocols of interrogations of witnesses in Nar Shaddaa
“He came through my bar like lightning. One moment - he comes in with some droid, and after a couple of minutes shots are heard. He runs out all disheveled and with a crazy look. A couple of Grants rush at him, but he quickly draws his blaster and dispatches them with a couple of shots. He shot accurately - which means he knew how to aim and shoot well - he clearly had practice in this.” “This psycho was clearly very skilled with a wide variety of weapons - I myself saw him exchange his blaster for a standard Imperial model and continue firing as if nothing had happened, and then throw a thermal detonator with amazing accuracy. I am absolutely sure that if I had put in his hands even a Wookiee crossbow or a rocket launcher, he would have used them with the same deadly efficiency." "When he burst into my secret closet, I was simply in shock - because I was sure that no one would be able to reveal my secret hideout. Fortunately, he only needed a few of my supplies, stolen from the warehouse. Although I was unpleasantly surprised when this scoundrel pulled off a pair of bacta cylinders” “The impudence and ease of this young man were unparalleled - he moved quickly through the streets and went everywhere he could get - he started mechanisms and devices as if it were his property.” “Glory to the Force that this man, who crawled out of some cesspool of the world, has finally disappeared from our world.”


Analysis of available audiovisual recordings
Unfortunately, we were unable to obtain sufficient visual information on incidents related to the activities of Kyle Katarn. It’s a shame, because even the extremely meager recordings available to us demonstrate a level of quality worthy of some holodramas: what we see before our eyes is not noisy, low-quality documentary recordings, but entire videos where real participants seem to be acting out real action in front of us. We can only regret that the police officer who edited the recordings for us went into the holovision industry and we are unlikely to see such pleasing recordings of reports. Most of the audio information is hopelessly spoiled by the sounds of the environment, as if surrounding the listener and the well-known sounds of shooting and the operation of lightsabers. However, despite this “sound accompaniment,” our specialists managed to make out all the speech information that we needed.


Psychological portrait of Kyle Katarn
Kyle Katarn is a very self-possessed person. However, sometimes there are cockroaches in his head that can short-circuit his entire capacity for rational thinking. True, the latest achievements of popular psychology can turn problems into mild ailments. The structure of thinking and the architecture of Katarn’s brain activity are quite typical for all people of his generation: schematicism and figurativeness, giving scope for personal interpretations, coexist with almost schizophrenic areas that can sometimes confuse not the most attentive researcher. Also, in Kyle’s thoughts one can find hidden meanings, often hidden in the most unexpected places of the subcortex. However, pleasant modeling and imaginative thinking guarantee that studying his head will bring a lot of pleasure to a trained specialist. And, in general, he can be recommended for continued service.


Kyle's Spiritual Side (Luke Skywalker Interview)
You must understand that until these very unfortunate events, Kyle did not have a close acquaintance with the Force and its capabilities. Of course, there is no doubt that the Force was always present in him and helped him get out of the most desperate troubles. However, having found a lightsaber and begun to comprehend the ways of the Force, Kyle immediately encountered its dual nature. So if the completely neutral use of force abilities for high jumps, acceleration of reactions, manipulation of objects and acute senses did not affect anything, then other ways of using the Force led him to two paths. After all, pain, anger, hatred and aggression led him to the Dark Side, which attracted many with its capabilities - the same lightning of the Force and Power grab, as well as other little-known abilities like the Death Stare or exploding spheres, look for many blinkered people clearly preferable to the abilities granted by the Light Side , but Healing, Blinding and defensive abilities are noticeably more useful in most situations. Fortunately, Kyle was able to make the right choice: by accepting the weaknesses of those around him, sparing innocent and bystanders and droids, he was able to rise above Jerec and crush him with the power of what Jerec himself wanted to use as a weapon. I am sincerely glad about this, because it is clear that if Katarn had turned to the Dark Side, he would have stopped at nothing until he became the new Emperor of the entire Galaxy - and he could have succeeded.


Summing up
In fact, it is difficult to write a characterization of Kyle Katarn now, because he has done so much for the Alliance and the New Republic that any criticism of him will be useless. And this is true - he is already included in the ceremonial picture gallery of the great figures of the Uprising. And although his small portrait hangs below, half obscured by the statue of Lando and Han, he should not be underestimated. After all, one way or another, he became one of the first hero-shooters, and followed the path of Skywalker himself, beginning to learn about the Force and having his own lightsaber. In the end, he's just cool.

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