Jedi knight 2 level editing tools




















Send Skip Hide. Message Sent. Strategy Guide by Superboc Version: 2. I would very much appreciate it if you contact me to ask my permission before posting any or all of this FAQ on your own site. However, if you're trying to profit from it, or if you intend to change anything about it, don't bother contacting me. So many people have asked about one minor detail, that I'm adding in an FAQ section. A much-needed one. Version 2. This update will correct a major mistake in the FAQ how the hell did I miss that?!

When this version is considered complete, it will have thorough walkthroughs for every level in single-player mode, and details on every MP level in the game, including CTF levels.

I've noticed a trend of people asking for advice on how to beat Boc and Jerec on the GameFAQs boards, so I think I'll switch things up a bit and cover those two battles with this one. I'm writing this on , actually; hopefully I won't be so burned out from The Two Towers tonight that I forget about this.

Oh, and how about two more MP levels. I'm thinkin' That's 4 more levels, which isn't half bad, if I may say so myself.

This one will probably be for Battleground Jedi, which won't take long to write at all. That's why I'm going to update so frequently.

It'll have walkthroughs for the first few levels. Having not written the second walkthrough yet, I don't know when I'll actually submit this, but I'll send it in now. I'm guessing the reason it wasn't posted was because, as I said, it had nothing new in version 1. Version 1. I fully intend to write a walkthrough, also, although there's no way it will be complete with version 1. More on that in the introduction, though. Introduction II.

Multiplayer Mode 1. Stuff Lists a. Weapons b. Items c. Force Powers V. FAQ VI. Introduction This is my third FAQ. My first was for Crystalis, and my second, which was never posted online, was for Donkey Kong. I got it like, the first week it was out, and played it for months afterward.

For shame. So, in order to rectify this overwhelming oversight on the part of everyone everywhere, I will write again. Kyle quickly escapes his keepers. Then the level begins, as the remaining Gran runs off. This first area has a shield unit to the left, and the first of many harmless civilians that you dark- siders can kill.

The bar next door has two Grans: a new one, and the one who ran from you. Kill them both, hop over the bar, and pick up the items on the other side, including a Stormtrooper Rifle. Follow the corridor, killing Grans and picking up power-ups as you go, until you reach a point where there's no real wall to your right.

Walk out into the night sky, and look at the steep slope opposite the main path. You can climb it. It leads to another roof, with a hole in it.

Kill the enemies through the hole, drop in, and you've found secret area 1. Be careful not to fall through the fan, but rather, follow the path to an elevator that leads up to a Gran and the IR goggles.

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

Continue following the path, picking up items. There's an elevator, and beneath it, you can find 2 shield units and 2 energy units. Ride the elevator up to the next floor. Here, cross the bridge. To the right of the bridge is a shield and energy unit.

Beyond it, you'll find another bridge, with two more enemies on the other side. Kill both, then continue. The next room has some boxes with a shield unit behind them, as well as a Gran. Beyond that, there's a room with several enemies, including a hard-to-hit Rodian and a Gran in the ceiling.

Open the door at the end, and you're back outside. Look way down, beneath where you are, and you'll find a ledge. Drop don't jump to it. You'll take damage, but it's secret area 2. It has an elevator leading to the ceiling of the room you were just in, and it has enough health in it to heal you anyway. Head back to the cliff you dropped from, and go through the opening. This room is kind of cool. It has two Grans, so wipe both of them out fast, then go past them and around the gaping hole.

Be careful not to fall in; it's a little trickier to get out, because it leads to a decent number of enemies. Hit the switch, and soon, an elevator will crawl down to where you are. Hop on board. As it goes up, there's a shaft off to the right. It leads to secret area 3, so go inside it.

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

Another opening, this time with two Grans. One is way up on a platform which you don't have to bother with; save your ammo. After killing the other, move into the next area. Here, you can see a shield unit across the gap. It's an easy jump, but be careful - if you fall in, there are lots of Grans and lots of unnecessary fighting.

At the end of the path, you'll find a landing pad with an old man on it. I, being the dark-sider I am, pushed him off the ledge. The landing pad leads down into the pit where you could've fallen, so don't go there; instead, go through the opening just before it. There's a Gran to your left guarding a switch, and a Stormtrooper Rifle to your right.

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

Instead, procede to the closed door. Open it, and start firing. There are two Grans right behind the door, and a few more at the end of the hall. Going out the door, you'll recognize the bridge which was above the area you passed through earlier.

Now, this is a bit tricky: the sloped floors can be jumped across, though it isn't easy, and secret area 4 is at the end. If you angle yourself into the slope, you'll make it alright. At the end, you'll find a Smuggler's Backpack and a Bacta Tank. Head back to the bridge. Ride the elevator up if you want; you can kill a droid. You have to go through the door. On the other side, there's a Gran right in front of you, and a Gran off to the left.

Kill both. Moving forward, you'll find even more Grans in the ditch in front of you. Cross through the ditch. In the next opening, there's a wall for cover to your left which has two shield units behind it, but you need to go to the right. Drop in the opening. Follow the ramps up, killing Grans as you go. At the end of this area, you'll find a switch. Hit it, then rush back outside. You'll find the floor opening up. Try to position yourself on top of the wall of the ramp. Looking below you, you can see a stack of boxes at about if you're facing down the ramp.

Try to drop to it. If you succeed, climb on top, run to the other side, drop in, and you've found secret area 5. The only thing of interest here is the pack of Thermal Detonators. Look out from the side of this stack of boxes, and try to snipe at any Grans you can see using your Bryar pistol.

It makes things easier later. You can actually pick off over half a dozen guys this way. Drop down, and stay along the right wall. You'll come to a steep slope guarded by another Gran. At the top of the slope, there's an opening leading to secret area 6.

Kill the Grans inside of it, then drop through one of the fans. Finally, in this last hallway, open the wider door and you'll be at the end of the level. Level 2: "The Lost Disk" The first part of this level can be approached several different ways.

I prefer to drop onto the platform to your left, pick off the Grans below, and drop to where they are. From here, you drop off the cliff and into the sewer tunnel, where you find 8t88's arm, still clutching the disk.

Unfortunately, that's only the beginning of this level. Shortly after you pick up the disk, the gate opens, revealing two Grans - one of which has Thermal Detonators.

Stay away, because they like to go kamikaze on you. This pipe system isn't complex. It's a single path with Grans at every corner. Keep an eye out for enemies with Thermal Detonators; if they activate it but don't throw it, it'll still blow up after they die.

Eventually, the pipe will come to an end. To the right and back a little bit of the pipe's end, you can find some power-ups. Go through the nearby door to continue. Around the corner, you'll find a woman being held hostage by a Rodian. You can still hit him, though.

After that, there's a Gran in a long hallway, then two more Grans at the end, way below you. Pick them off before dropping to their floor. Look out the window to your right, shoot the Gran way up above you, then look straight down. This is secret area 1. Take the elevator back up, and fall through the floor to return to where you were.

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

Whatever you do, don't let them hit you. They go right through your shields, and do impressive damage to boot. After going through the door, head left and follow the path. Going straight gives you nothing but more fighting.

Go through the hallway and drop into the farthest opening in front of you. Pick up any power-ups you need, then pick off the Grans. The enemies here regenerate, so be warned. Facing the stack of boxes, you want to head left first, down the ramp. There's an opening in one of the walls in the very corner of this room; look for it, and follow the path. Hit the switch to start the conveyor belt, then jump to it, and drop down to the side opposite where you were. Follow this path don't go down the ramp; go through the opening.

Climb the stack of boxes, ride the elevator up, then wait for a box to appear along the conveyor belt. Jump on the box and ride it up to the next area. Get off the box and head left, facing the way the box starts moving. Open the door, kill the Grans, jump over the boxes, and open the next door. The Red Key is to your right; a Gran is guarding some items to the left. Head back out, all the way to where you got off the box, and cross the narrow bridge there.

Hit the switch here to move the bridge, then open the door. There's a Gamorrean on the other side. Go inside and hit the switch to open the next door. Head back out and, heading left, cross the bridge. Go through the now-open door. This is a fairly straightforward area, with one thing of note: if you get on top of the reddish box, and jump to the darkened wall, you'll find secret area 2. Head up the ramps after killing the Grans, then continue forward.

You'll find yourself on a large conveyor belt. Run against it until you reach the opposite wall, climb the slope, then wait for a huge box to descend. Jump on it and use it to cross to the other side. You have to do this three times to finally get to the top of this area. The next room has two Gamorreans in it. Kill both, and continue forward. Now, you're in the single hardest part of the level. You can hit the switch to cause the ledge to start moving back and forth, but you can do this without that.

Simply run along the long, right fork, and jump off. Aim for the edge below you and to the left. Save first, because it's an extremely close jump, and is very difficult to make.

The long thingy on this ledge leads to secret area 3. Head back along the long thingy. You'll incur some damage, but that's okay. Secret area 3 has a Revive, so it's like nothing happened. Go down the ramp and drop down onto the conveyor belt below. Go against it. At the end, wait for an empty or nearly-empty elevator and hop onto it. Ride it up to the next area. Continue forward to the door; there's nothing of any interest here.

On the other side of the door, shoot all four Grans that come your way, then jump to the boxes to your left. From these, jump across to the boxes opposite you, and kill the Gran. This is secret area 4. Drop back down, and move along the stopped conveyor belt. Now, you'll find an elevator. Ride it up partway; secret area 5 is here. To reach it, stand on the narrow ledge created by the opening in the wall, and follow that to a very dark room. Get back on the elevator and go up to the next place, where a conveyor belt carries boxes along.

Jump across to the next elevator. From here, drop onto the top of a box and then jump to the top of the place where the boxes go to find secret area 6. Ride up on the second elevator. Just before it reaches the top, you might notice slight indentations along the walls.

Get off and follow them to find secret area 7. Finally, ride the second elevator all the way to the top. Follow the path and kill the Rodian, then head back to where you came up the ramp. Notice that narrow ledge? Walk along it, then jump across to secret area 8. Use the Super Shield here to your advantage, by running along the path at top speed to the final area and clearing it of enemies quickly.

Jan Ors will pick you up, and the level will end. You start out in the middle of a large field, surrounded by Tusken Raiders. Clear them out. The wall opposite the house has two secret areas, one in front, and one on the side. Both are rather clearly marked, and you have to shoot them to access them.

They explode, so keep your distance. The front door is locked, so go around back. A window-shutter thingy is loose, and when Kyle says, "This looks interesting," push it open to get inside. The first room is pretty plain, but there's a very dark room behind with a Tusken, a battery, and two shields. The second room upon opening the door has a Tusken to your right, and two other doors, but one is locked.

The next door leads to the main hallway, which is pretty torn up. Conveniently, the front door slides open now, but don't go back outside; fall into the pit to your left. Explore the basement thoroughly.

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

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

Secret area 5 is a wall panel, the second-to-last on the left. Shoot it to open it. Continue across the bridge to the next area. Try each door here in succession. The first is just some power-ups; the second is locked.

The third has the yellow wrench, and the fourth leads eventually to the blue wrench and a lot of power-ups. If you follow it the rest of the way, it leads back out into the hallway through the second door.

Finally, the fifth door is locked, so skip it for now and drop into the water. To the right of where you jumped in from, there's a hole. Crouch to sink into it, then swim through to the other side.

Here, you have to fight a Tusken and then use both wrenches. It will dam up the other side, allowing you to procede. Swim back through to the other side, and go through the now-open doorway on this side of the wall.

This is secret area 6: in the darkest area, the right wall has a passage in it which hides another Tusken and some power-ups. Find it, then head back up to the top, which turns out to be the fifth door in the hallway.

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

Don't even bother trying to stay out; just hurry, because secret area 8, up ahead, will have health. The next area is dark. Turn on your IR goggles and equip a bowcaster, because the bat-like creatures in this area are best hunted with bowcasters.

Follow the path. In fact, it's not a bad idea to turn on your map with TAB, so that you can see exactly where you're going. Secret area 8 is in here, along the right wall. It's not very well-concealed at all, in fact. Continue following the cave for a short distance, and you'll come upon Morgan's workshop.

The level ends here. Before continuing to the next level, a little post-level Force powers advice. By now, you should have 3 stars if you've been following the walkthrough.

If you don't, oh well, but if you've got them, put 2 stars on Force Speed now. Speed comes in handy big-time on Level 6, and I'd advise you to have 2 stars on it by then, but you won't get any other powers between now and then, so you may as well put 2 stars on Speed, so that you can use it in levels 4 and 5 if you want.

Besides that, Speed does have some use, especially when you're underwater, so it's worth it. Level 4: "The Jedi's Lightsaber" You start out in Morgan's workshop, with your new lightsaber equipped. Practice if you want you can even call remotes to fire on you , but eventually, move on by dropping through the broken grate to the right of where you start. The saber comes in handy early on, as you can sneak up on the first two Tuskens without them seeing you, but you might want to consider equipping the stormtrooper rifle sometime soon; the saber's not the best of choices early on against multiple enemies.

Continue on this path until you reach a dead-end, then climb the ramp to the upper level. To the right, you can see rushing water. If you follow the current, you'll find secret area 1. Now go against the current as far as you can. Fight a couple Tuskens, then continue, crouching through the gate. In this area, you want to take two consecutive lefts, until you see where the water goes through a sort of funnel.

Equip your saber, then go in. Hack and slash through the grates that come up, and when the path opens up, quickly go to one side. Secret area 2 is hard to reach, in my opinion. Following the path above the water from where you came, it's on the right fork. See that opening opposite the waterfall? Jump to it. Climb the slope, pick up the items, and drop back into the water, then take the left fork.

Going against the current, you have to drop down to the floor below. Now, you get in and follow the current, but only until you reach the first solid ground, which is upwards of 10 seconds later. Look below you and kill the Tuskens, then drop down there and head downhill. Strangely enough, if you follow this path, you'll find secret areas 3 and 4 within 15 seconds.

It doesn't seem to me like you could hit one and not the other. After passing through secret area 4, you can drop down to the area way below on the left, but be careful not to take damage. Follow this dry canal to its end.

Now, it gets tricky. You have to walk along some narrow and even sloping surfaces. On the first part, stay to the left side as much as possible. On the second one, stay left, then cross at the middle. On the third, stay right, and cross again at the middle.

Only shoot the enemies when you first enter each part, and ignore power-ups altogether. You'll get through to a canal with a fairly strong current after the third part.

Follow this canal to its end, picking off the two bats and getting any power-ups you need. Ride the canal to the next area, where a Tusken waits for you on either side. Kill them both, and hop out, but walk along the left side of it and you'll come to secret area 5 near where the third Tusken waited. Get back in the canal, and ride it into the next part. This place is strange. It's laid out as three concentric circles, and the only way to travel between them is through openings that are submerged deep beneath the surface of the water.

From where you fall in, the first opening is opposite you; the opening's bottom is marked by a shield unit. From there, the second opening is opposite that! If you don't have Force Speed, take your time, and don't try to get through the entire thing at once; rather, come up for air between the two. If you do have Speed, that makes things much easier.

When you're inside the innermost circle, head straight up to the top. In this chamber, hit the switch to raise the water level, then swim back out to the outermost ring. If you explore a little bit, you'll find a new exit. It may seem similar to the way you came in, but it's different; you can tell because it has Tuskens still alive. Follow this canal along a straight line.

You'll face about a half dozen more Tuskens before being dumped in a large pool. Avoid going over the edge, but rather, head for the area to the right of the pool. This completes another mission objective. Follow this hallway, ride the elevator up, continue along the path, and take the first right, going down the elevator.

You'll soon come to a long room with slopes on both sides and a flooded trench in the middle, with some strange monsters in it. Watch out for the Tuskens to your right and behind you, kill the monsters in the water, and look along the right side of the trench underwater for secret area 6. At the end of the trench, two Tuskens guard another canal.

Dispose of them and follow the canal to its end. You can jump up the steep slope near the end, but you don't have to. Drop in the large pool and swim to shore, then pick off the Tuskens.

It may be difficult to create levels and mods for the original Dark Forces game because the way it looks and how it's set up. Looks outdated, in other words. Not to derail the thread - but I'm honestly curious, and since this was a hot topic on filefront back in the day, I figure some civil discourse may be helpful. Specifically what is missing in Radiant 1.

I think the free rotate tool was missing, but was there anything else? I never really used 1. I think the vertex editor in 1. It's still the buggiest thing in 1. My primary issue with Radiant 1. Here's a screenshot of it from years ago:. To a newbie, it's very confusing, especially since they didn't actually do anything wrong most of the time. I couldn't even tell you how many times on the Filefront forums I had to tell people this, it truly was that common.

There were also reports of 1. In general, though, I had a truly awful experience with it when it first came out, and reverted back to 1. I personally prefer to use 1. Also, I remember trying 1. On the other hand, I rarely use one of the latest Radiant versions because unlike 1. As for invisible brushes, I did fall for them a few times in the past, but it's an easy fix once you get the hang of it.

I'm using version 1. You had to manually search and find them from the big dropdown list and then select the texture you want by scrolling around. Horrible and takes a ton of time to find the particular texture you want. Thus I had to manually shift every single texture on my own and manually resize them by clicking on the arrows. At one point I started almost crying.

S used to close the inspector without losing any progress in 1. Or rather, 1. It's always confirming but with 1. It's hard to explain with words exactly how inconsistent and messy the surface inspector is when you are trying to fix an image. But it was absolutely horrendous and made the final result be inconsistent in the end. At one point, I even decided to make a texture file be mirrored to save myself the pain.

That's how atrocious it was. This made moving an item halfway across the map a long and tedious project due to how large my map is. What the actual hell? I had to almost guess where the next light was at times lmao. Maybe there's a way to turn off that huge radius thing but I couldn't find it. I know it was possible to do in 1.

It really felt like a downgrade. I still don't understand how it's called 1. At times I wonder if my version had a virus or something because of how dreadful this all was. I even had Milamber try to help me out with something and this was his response from our chat conversation:.

You can't input textures manually in the surface inspector by typing the texture name. Just tested it on my end, and I do not have this issue..? Also, the Texture subsets feature in Radiant will eliminate texture hunting entirely. Very very useful. I don't recall if 1.

Make sure you turn that on, it's amazing. Are you sure you aren't talking about the patch inspector..? The "Fit" and "Natural" buttons are only in the patch inspector.

And as far as I know, the patch inspector always was always a bugged up mess - are you saying that in 1. He fought them as he made his way through the compound and entered his father's workshop, where he found his family's old droid, WeeGee. Switching on WeeGee, Katarn inserted the holodisk and watched a recording of his father telling him that he had left behind two items for him. The first was a green-bladed lightsaber which previously belonged to Qu Rahn.

The second was a map to the Valley of the Jedi embedded in the stone ceiling. The ceiling had been taken away by the Dark Jedi so Katarn needed to find an alternative means to locate the Valley. Since the exit was blocked, Katarn had to find a way out of the house via the irrigation channels. Along the way, he defeated several Grave Tuskens and other creatures such as Drugons and Mailocs until he reached the rendezvous point, where Ors picked him up in the Moldy Crow.

Katarn and Ors set off to find the map, which led them to the city of Barons Hed on Sulon. The city had been occupied by the Imperial Remnant , which had constructed a fortress known as the Dark Palace in the middle of the city.

Believing that he could find 8t88 in the Dark Palace, Katarn infiltrated the city via the irrigation channels and eventually made his way into the heavily guarded fortress.

Katarn managed to track down 8t88 just as the droid had finished sending the deciphered map to Jerec. When he confronted 8t88 and demanded the map, Yun suddenly appeared and used a Force blast to knock him back. Katarn defeated Yun in a lightsaber duel but spared his life, much to Yun's surprise and confusion. After Yun escaped through the roof, Katarn continued his pursuit of 8t88 and made his way across the top levels of the fortress, fighting off a Kell dragon and several Imperial forces along the way.

He reached his destination too late, however, as 8t88 had just flown away in his shuttle. Shortly after that, Ors showed up in the Moldy Crow and picked him up. Katarn and Ors followed 8t88's shuttle to a fuel station where the Sulon Star , a freighter owned by Jerec, was docked.

To avoid alerting the Imperial Remnant to their presence, Katarn sneaked on board the freighter by going through the station's giant fuel lines. He emptied the fuel lines so that he could pass through them, and defeated Imperial forces and Trandoshan mercenaries along the way.

Once he had boarded the Sulon Star , he traversed down to the docking bays on the lower deck and cleared out Imperial forces. Eventually, he came to 8t88's shuttle and found the droid standing in front of him. When he pointed his Bryar pistol at 8t88, the droid's head fell off. Katarn managed to defeat them and claimed 8t88's head. Using 8t88's head, they found out that the Valley of the Jedi was on Ruusan and made their way there.

Upon arriving at Ruusan, the Moldy Crow landed in a mountainous area to avoid detection by the Imperial Remnant. Katarn then made his way across the mountainous terrain, clearing out Imperial forces and other hostile creatures such as Mailocs and Drugons until he reached an elevator that would take him to the landing platform where the Sulon Star was.

As soon as he stepped out of the elevator, he was attacked by Maw , a Dark Jedi who had to use the Force and a repulsorlift carriage to move about after losing his legs. Katarn dueled Maw and eventually defeated him. Maw then tried to provoke and goad Katarn to the dark side by telling him how Morgan Katarn died.

Jerec made Katarn an offer to join him and kill Ors to prove his loyalty, but Katarn managed to calm himself and rejected the dark side. Disappointed, Jerec used a Force blast to knock back Katarn. However, the Force blast was strong that it damaged the Sulon Star too and caused it to start collapsing. Katarn got on board the falling freighter and, in a desperate race against time, managed to reach the docking bay where the Moldy Crow was held, and flew out of the Sulon Star before it crashed and exploded.

The impact of the explosion caused the Moldy Crow to crash too. Shortly after that, Sariss, Boc and Yun came to the wreckage and pulled out an incapacitated Katarn. Boc taunted Katarn and destroyed his lightsaber with a rock before leaving to join Jerec in the Valley. Sariss then drew her lightsaber and prepared to finish off Katarn, but Yun intervened and was accidentally killed by Sariss with a reflex blow.

Before dying, Yun said that Katarn was a Jedi and deserved a battle. By then, Katarn had regained his strength and he claimed Yun's orange-bladed lightsaber as his, using it to defeat and slay Sariss. Katarn then used a cargo conveying system to reach the Valley's outer perimeter before navigating his way through the airflows of the mining exhaust ports until he reached the Imperial excavation site leading into the Valley. He made his way through underground tunnels until he reached the ancient ruins of the Valley, clearing out all the Imperial forces along the way and taking out two Kell dragons in the tunnels.

In the Valley, he found Ors tied to a pole and saved her. Just then, Boc, who had been disguising himself as a statue, revealed himself and attacked Katarn with his two lightsabers. As soon as Katarn had defeated Boc, Jerec, who had been basking in the Valley's power, awoke from his meditation and engaged Katarn in a lightsaber duel.

As they dueled, Jerec set in motion the ancient machinery that would grant him the Valley's full power, but Katarn stopped him at every turn and ultimately defeated him.

Disarmed and at Katarn's mercy, Jerec tried to tempt Katarn to the dark side by reminding him that he was the one who killed Morgan Katarn. However, Katarn replied that he had not forgotten, and then picked up Jerec's lightsaber and threw it back to him.

Jerec then activated his lightsaber and charged at Katarn, but was cut down and his physical form faded away. With Jerec's defeat, Katarn fulfilled an old prophecy and freed the spirits of the Jedi who had been trapped in the Valley since the Seventh Battle of Ruusan.

To honor his father and Qu Rahn for their sacrifices, Katarn carved statues of them in the Valley while Ors and WeeGee watched him as he finished his work. Jedi Knight is noted for the ethical decisions integrated into the gameplay.

Katarn is a neutral character for most of the game, neither fully light nor dark. Actions against unarmed civilians throughout the game, as well as what Force powers a player chooses throughout the game, will sway Katarn towards the light or the dark sides.

Eventually, the character Katarn must choose between light and dark; how he chooses depends on the player's actions throughout the game. Katarn starts the game with no knowledge of the Force. As the player progresses through the game, Katarn gains Jedi abilities, known as " Force Powers. The game awards one "Force point" upon the completion of each level, and an additional point if the player finds all of the secret areas. These skill points can be allocated towards any Force power, boosting that power's effects.

Another part of Jedi Knight ' s gameplay was explored in online, multiplayer arenas. Plot and Force alignment became irrelevant as players were able to forego the game's Artificial intelligence and instead engage in multiplayer combat. It was also online that the unique aspects of Jedi Knight distanced it from other, otherwise apparently similar first-person shooters.

Single player mode did not significantly benefit from Force powers, agility, and large weapons, whereas online play demanded attention to these attributes. Most games were confined to the Nar Shaddaa Nar game room which became a refuge for clan wars, recruitment, and challenge. Games varied from two-player to four-player, allowing free-for-all, teams, and head-to-head combat.



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