document:
Star Wars: Episode 1 - The Phantom Menace
Warning: The following is a walkthrough of The Phantom Menace. Please, DO NOT READ FROM START TO FINISH. You'll ruin the game. Besides, a REAL jedi doesn't need to cheat.
You must need more training...
This Star Wars Episode 1: The Phantom Menace v1.5 June 26, 1999
Copyright (C) 1999 by Marilyn J. Caylor, [email protected]
Official Homepage of the walkthrough: http://www.goobergames.com
This walkthrough may be reprinted on other walkthrough web sites without
permission, so long as the original content remains UNEDITED AND INTACT,
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INTRO & RESOURCES
The Phantom Menace is a wonderful action/adventure game (heavy on
the action). It does take a bit getting used to the odd, overhead
view (but that can be changed with a cheat). The beginning levels
are fairly easy, and allow you to get used to moving your character
around. This walkthrough is for the PC version of the game. As of
this writing the PSX version has not been released, and it is
unknown if it will vary from the PC version. However, since the
official strategy guide says it covers both the PC and PSX versions,
I don't think they will differ.
Everything necessary to complete the game is included here. The
strategies one can use to fight boss monsters, kill battle droids,
and complete other actions are endless. The method in which you
fight your battles will vary slightly because of who you've talked
to, what you talked about, how you've moved into enemy territory,
what weapons you have left, or any number of variables. Everyone
will have to complete certain common actions to get through a level.
But the AI of enemies means that the battleground may be slightly
different. Please remember that the strategies given in this
walkthrough are rough guides to what you can do. From there, you
can develop your own strategy.
I have tried to be as accurate as possilbe in writing this walkthrough.
However, if I have inadvertantly made an error, please let me know.
But before you email me, make sure you've read the most recent version
of the walkthrough at http://www.goobergames.com to make sure it has
not already been updated.
Please keep in mind that I only wrote a walkthrough, and I'm
just one person trying to help others get a little more enjoyment
out of the game. I can only answer your questions about the
walkthrough or strategies for the game. As much as I would like
to help, I am not an information kiosk. I can't or don't have
answers to specific questions about tech support issues or other
programs related to the game. Please defer your questions to the
appropriate person. The following is a list of other resources
available to help you with other questions you may have about the
game. I hope you find it useful.
I can't help you with technical support issues, as I am not
qualified to do so. The obvious solution if you are having
problems with bugs, crashes, video, or sound problems is to
contact tech support via phone. You can also try the support
section of the Lucasarts home page at http://www.lucasarts.com.
Another excellent source is the Phantom Menace Forums at
http://www.jediknight.net. You can read the forums to see if
anyone else has the problem you're having, and if there are
possible solutions. People often leave messages helping each
other out with technical problems they are having. Sometimes
a developer or designer of the game may even pop in. You can
also chat about different battle strategies if you could not
get through a particular area of the game.
One common video problem is not being able to see through
the bubbles (they should be transparent) on the Otoh Gunga level.
You need to fool around with the additive blending in the hardware
configuration option (on the game's launcher screen). Please see
the jediknight.net Phantom Menace Forums for a possible solution.
If you would like to view the cutscenes (the movie sequences) for
the game, go to http://www.smacker.com and download the BINK
video tools. It allows you to view the movies from the game that
are in the /gamedata/movie directory of your game's cdrom. It's
interesting to view them separate from the game. I had my performance
options set to low, which meant that the resolution for the video
wasn't as good as it could be. I didn't know just how good the
videos actually look. Kudos to the graphic artists!
TIPS, CHARACTER MOVES, & WEAPONS
There are several skills you will have to learn to become good at.
You need to learn the running double jump (run, jump, and jump again
in mid-air). This skill is vital to getting onto overhead vines and
ropes, and jumping onto platforms and pillars. You can't get through
the game without learning this skill. Practice it whenever you get
When vine/rope jumping, you'll know you've succeeded because you'll
be hanging off the vine or rope. It's all about timing, and at what
point your feet leave the ground. If you hang off the rope for a
split second, but then flipped over it, it means jumped one too many
times. Next time try using the jump key one less time.
You will also need to become good with your saber. There are times
when regular weapons won't do. Learn the overhead saber move, the
twirling saber move, and the jump and slash technique. Read your
manual for more information. You can also reflect enemy blaster
shots off your saber and back towards them. Qui-Gon and Obi-Wan
move slightly different with their saber moves. Obi-Wan, being the
younger of the two, has more athletic flair.
Don't forget that you can roll and hop depending on what character
you're playing. Qui-Gon and Obi-Wan can dodge blaster fire by
rolling left or right. Captain Panaka and Queen Amidala can hop
from side to side. This is a useful tactic to employ when taking
on a group of enemies.
Force push is a convenient weapon sometimes, as it can temporarily
stun an enemy (but not for very long). Try using it when you have
the chance. It's also handy because you can push enemies off
platforms. However, you can't force push enemies unless they are
on the same "level" as you. This means that if an enemy is on top
of the stairs, you can't push him when you're at the bottom. Force
push can also sometimes kill enemies if you use it on them several
times. Experiment. And don't forget there's a force push meter
measuring the amount of "force power" you have. Using force push
will temporarily deplete it,but it will quickly rise again.
If your gameplay is slow during battles, try turning off some of
your performance options. The game may not look quite as pretty,
but you'll be able to move around and fight more quickly. I'm at
the minimum requirements for the game, and gameplay was a bit slow
during battles with groups of droids. I found that I was able to
kill more efficiently when the performance options were set to low.
When you are protecting a character, make sure you don't stray too
far from them. Enemies can show up and try to take them out while
you're off scouting ahead. Sometimes when you cross an "invisible
line", the game will say that the protected character has died, even
if there are no enemies around him or her. This is the game's way
of telling you that you are not to go into this new area without
that character following behind you.
On the levels where you protect a character, there are certain
checkpoints in the game where they will automatically stop. They
are relatively "safe" at these points if you've cleared the area
of enemies. You should always talk to the person when he or she
stops because you may have something to say, such as "wait" or
"follow me." Or they may have something to tell you.
Destroyer droids (the droids that roll around and have personal
shields) are a pain in the butt. They have a distinct sound, so
you know when one is in the area. The most effective way of killing
them is using a couple of proton missiles on them. They are most
vulnerable when they are rolling around or right after they stop,
because they don't have their shields up. Try to get the first shot
in before they get their shield up. If you can get in any blaster
shots or saber thrusts while they are rolling or right after they
stop, then all the better for you!
Sometimes a non-player character you're travelling with can provide
cover fire for you. They can take out destroyer droids or battle
droids for you,or help you in your battles. You may occasionally
run into a soldier or two that will help fight your battles. Keep
your eyes and ears open, and observe. But if they start ducking
down or screaming, it usually means they need help.
If you come upon a heavy repeating cannon in the game that you
can use, that usually means that there are destroyer droids and a
big group of battle droids coming your way. Definitely make use
of this wicked weapon.
If you see a battle tank, avoid it at all costs. You can sometimes
take them out, but not without wasting a lot of weapons, ammo, and
time. It is not necessary to take them out to finish a level. In
other words, don't try unless you want to show off. You should
preserve the big ammo for the destroyer droids (which you can't
always run away from) and the boss monsters. Run away from the
battle tanks or do what you need to in order to get around it as
quickly as possible.
One thing I can't say often enough is SAVE YOUR GAME OFTEN! A good
time to save is at the start of every level. This is an action
game, and you will probably die quite a few times until you've
learned a strategy for a particular area. You are given quite a
few (approximately 100) save game slots, so don't waste all that
extra empty space. You will save yourself a lot of time and
frustration if you have several previous save games you can load up
where you had more health or you did something a little differently.
If you die in a certain spot several times, eventually you learn how
many enemies are in an area and how they move. Then when you load
up a save game, you may finally have learned how to beat that enemy.
And don't forget to save your game before and after you fight a big
boss monster. Whatever you do, don't save and resave over one game
repeatedly. The quicksave option is fine, but you should
periodically create normal save games several times throughout the
The following is a list of some saber moves that both Qui-Gon and
Obi-Wan can use. Try practicing them when there are no enemies
around. TAP means quickly tapping the keyboard. PRESS describes
how you would normally press a key on the keyboard (you hold it down
slightly longer than you would for tap). To HOLD a key means that
you are pressing the key continuously and not releasing it. A few
of the moves (such as forward slash and running forward slash) may
seem sort of redundant. The twirling saber move and the jumping spin
attack are pretty fun. The Cirle Jerk is effective when you're
trapped in a corner or being gang banged (surrounded) by a group of
droids. It's similar to the slash and spin saber moves, except you
are stationary. Experiment with other moves.
Normal Slash -- PRESS attack key
Overhead slash -- TAP attack key
Forward slash -- HOLD forward key + PRESS attack key
Reatreat slash -- HOLD back key + PRESS attack key
Slash combo -- HOLD attack key
Overhead slash combo -- TAP attack key, then HOLD attack key
Forward stepping combo -- HOLD forward key + HOLD attack key
Twirling saber combo -- HOLD forward, TAP attack key, then HOLD attack
Retreating slash combo -- HOLD back key + HOLD attack key
Running slash -- Run forward + PRESS attack key
Running double slash -- Run forward + PRESS attack key
Running overhead slash -- Run + TAP attack, release forward key
Running forward slash -- Run forward + HOLD attack key
Jumping Attack -- Jump, then PRESS attack key
Jumping spin attack -- Jump, then HOLD attack key
Circle Jerk -- HOLD attack key + HOLD left or right movement key
Captain Panaka has a couple of special martial arts moves that he
(and you) can use when you have no weapons. Or you can just have fun
with it even if you do have some weapons. It's obviously only useful
in close combat situations.
Punch -- PRESS attack key
Running punch -- Run and PRESS attack key
Punch-Kick Combo -- HOLD attack key
Roundhouse Punch-Kick -- HOLD forward key + HOLD attack key
Lightsaber -- There's just something about wielding a glowing hot,
big killing stick that empowers both genders. For men, it's for
egotistic reasons, and for women (or at least me), it's sadistic.
It's a weapon that can put a maniacal grin on an angel's face. In any
case, this is as close to becoming a Jedi as any of us will ever get.
It's an all around useful weapon in both offense and defense. You
can deflect laser blasts with your saber. And it goes without saying
that you can use it to kill. It can also cut through some objects.
The lightsaber can only be used by Obi-Wan and Qui-Gon.
Blaster Rifle -- The blaster is an average weapon and each powerup you
find comes with 250 shots. It shoots comparatively slow. It's a
standard issue weapon for battle droids. But in a pinch, there's
nothing like a good blaster at your side, kid.
Light Repeating Blaster -- This is an automatic version of the normal
blaster. Powerups come with 300 shots. It's a better weapon than
the blaster, but you still have to aim right if you don't want to
Gungan Energy Ball -- You can only find this weapon on Levels 2 and 3.
It is an explosive energy ball that can be used to temporarily stun
enemies. It can also short out some machinery.
Proton Missile Launcher -- This weapon has miniature proton warheads.
Each powerup comes with 5 shells. It is the best weapon to use to
defeat those pesky destroyer droids. It's great to see in action!
It can also do a great deal of damage to machinery. While this weapon
is excellent in taking out a group of droids, try to save most of
your missiles for the destroyers.
Thermal Detonator -- Thermal detonators are powerful weapons. They
destroy all matter within a 5-20 meter radius. This means that
when you use one, run like hell the other way. You can take damage
if you're not quick or far enough away. They are relatively rare
in the game, so when you find one, you might want to save it for
a more opportune moment (use your judgement).
Flash Grenade -- Flash grenades are sort of a poor man's thermal
detonator. They are designed primarily to blind enemies, but it can
also kill them. You have to aim it perfectly, so when you toss it at
an enemy it hits them. If you miss, you pretty much wasted a good flash
Heavy Repeating Cannon -- How can anyone not love this weapon? At
least, you love it when you're not its target. Usually you will
have to commandeer the cannon by killing the droid operating it.
And when there's a cannon in sight, you can be damn sure that you're
meant to use it, because about 5 destroyers and 20 droids will be
coming your way! To operate the cannon, get behind it and press
the spacebar (or your "use" key). You have to align youself just
perfectly or it won't work. Remember that you're moving the back
of the cannon. This means that if you want to aim up, you have to
press the down key, and to aim down you have to press the up key.
Use your left and right keys as you normally would.
Naboo Blaster -- This weapon is only used by Captain Panaka. It's
similar to the blaster rifle. There's absolutely nothing special
about it, except that it's useful when you have nothing else left.
R-65 Heavy Blaster -- This weapon is only used by Captain Panaka.
Powerups come with 100 shots. This weapon is awesome! It shoots
twin energy bolts that can bounce off walls and other solid objects.
In close quarters, this is fun to see. It's also an important
weapon in defeating the Coruscant Mercenary on Level 9. The energy
bolts can pierce through the Merc's armor, whereas regular blaster
Droid Stunner -- This is the wimpiest weapon in the game. It will
emit an energy pulse that can temporarily stun almost any enemy.
It's a weapon that only Queen Amidala can use (no one else would want
to). Even fists are better than using this baby's toy. It is a close
combat weapon with a limited range (one or two feet). This weapon
is mostly ineffective because the Queen will get her butt kicked while
she's trying to run up to the droid to use the damn thing. It's mostly
useful for sneaking up behind a droid and suprising it. It can kill
some droids (short out their circuitry), but with others it will just
stun them temporarily.
CHEATS, TRAINERS, & SAVE GAMES
Some people are just not Jedi material. If your eye/hand coordination
is a bit on the cross-eyed, three-fingered side, then you'll need these
cheat codes. The one complaint I have about the cheats is that the
health ones are limited in the number of times you can use them. That's
a big thumbs down to the person who brainstormed that brilliant idea.
What the hell is the point in allowing us to cheat, if they are going
to dictate how many times we can do it? It really defeats the purpose
of cheating. Bah! Grrrrrrrr! Pbbbbbttttt! And you know where you
can stick that big thumbs down!
Here are some useful, fun, and not-so-useful cheat codes. I did not
make the cheats and I have not tested all of them. Please don't ask
me about them. They may or may not work, so use them at your own risk.
To enable the cheat, press the BACKSPACE key while in the game, then
enter the follow codes into the dialog box. Type in the cheat again
to return to normal.
happy -- Weapon 3 more powerful
from above -- Top down camera view
naughty naughty -- Camera view from behind
perf -- Wireframe mode
but i feel so good -- Force push color turns red
perfection -- Auto-fire/attack
slowmo -- Slow motion
beyond cinema -- Screen changes to letterbox format
turntables -- Makes Jawas HUGE (this is fun to see!)
i like to cheat -- All weapons and ammo
give me life -- Full health & game difficulty increases (max 5 times)
heal it up -- Full health (max use 5 times)
where is gurshick -- View the end-game credits
rex -- Wire frame menu
iamqueen -- Play as Queen Amidala
iampanaka -- Play as Captain Panaka
iamquigon -- Play as Qui-Gon
iamobi -- Play as Obi-Wan
i stink -- Skill level set to easy
i really stink -- Skill level is set to easy
i rule the world -- Skill level is set to hard
fps -- Displays framerate
60fps -- Displays 60fps frame rate
kill me now -- Instant Death
donttttt -- Instant Death
rrrrright -- Instant Death
drop a beat -- Moving walls
brenando -- "Tech bonus" message appears
oldcode -- "Debug mode 1" message, enter again for "debug mode 2"
You can also get an invincibility trainer for the game. Please see
the html version of the walkthrough at http://www.goobergames.com to
download the trainer. The invincibility trainer can freeze your health
at 999% (or thereabouts) and shouldn't affect your skill rating after
you've finished the game. So what is a trainer you ask? A "trainer" is
a small program created by an outside source, and is designed to work in
conjunction with the game. It allows you to cheat the game in various
To use the trainer, unzip the file to whatever directory you want.
BEFORE you start the game, start the trainer program. Do NOT close
the program after it has loaded. The trainer must continue to run
in the "background." Pay attention to the F# function keys or write
them down. Then start your game as you normally would. When you want
to cheat, just press the F# function key for that particular cheat.
For example, F7 gives you unlimited health. So while you're playing
in the game, you would press the F7 key.
Please remember that the trainer may or may not work with your version
of the game. Don't email me about the trainer, as I did not create it.
I can not provide technical support for it (what you see is what you get).
This trainer is downloadable from this website merely as a convenience
to you. All email regarding the trainer (unless it's about a broken link)
will be deleted. If you are having problems, please refer your question
to the http://www.jediknight.net Phantom Menace forum to see if anyone
else has your problem, and if there is a possible solution.
Please see the html version of the walkthrough at
http://www.goobergames.com for a complete list of save games.
Level 1: Trade Federation Battleship
Mission: Get to the hangar bay
In this level you play Obi-Wan. As a droid enters, you notice the
conference room fill up with poison gas. You can talk to the droid if
you want, but do it quickly. Exit the room, and have your lightsaber
Kill all the droids in the immediate area (you can also use force push).
Qui-Gon will help you. In the room to the left of the conference room,
you can find a thermal detonator in a compartment ("use" the handprint
icon). There is also a full health powerup in the little round room
(service closet). In the other room to the right of the conference
area, the compartment has a blaster with 250 shots.
At the end of the hallway, there is an R2 unit fixing a broken door.
Be careful, to the right of him are 2 battle droids waiting in ambush.
Kill them, then go through the service closet and use the control panel
to open the broken door. If you need it, grab the full health powerup
in the compartment to the left of R2 droid.
Go through the newly opened door and you end up in a hallway. To the
left is a destroyer droid carousel and a dead end. Destroyer droids are
a nightmare! It is possible to kill the destroyer droids by having their
shots reflect off your lightsaber and back at them, but this takes practice.
The thermal detonator will hardly put a dent in them, so don't waste it.
You really need a proton missile launcher, which you don't have yet. And
at this point, you probably haven't had enough practice to take them out
with your saber. You don't have to go left, but if you are quick, go
beyond the destroyer droid carousel to the worker droid, and kill her
immediately before she can release them.
If you chose not to go left, go right, down the hallway, and your path
is blocked by a locked door. Go into the open control room on the right
near the locked door and use the handprint panel. It will open up a
hidden area with a battle droid in it directly across from you. Go
across and kill the battle droid. There's a full health in the service
closet, but it will only open if the R2 unit is in this room with you.
If he's not already there, go back down the hallway and find the R2 unit
(he may be hiding behind the destroyer droid carousel or he may have been
destroyed) and coax him into this room. He should then open the service
closet for you. Then use the handprint panel to unlock the big door.
Follow Qui-Gon and go straight ahead all the way to the next intersection.
The trade federation viceroy closes the blast doors (you may even get
a quick glimpse at him), and you are ambushed by more destroyer droids.
These guys have personal shields and are hard to kill. So follow Qui-Gon's
advice: tuck your tail between your ass, Jedi-boy, and get the hell out
of there! Go right, and another locked door blocks your path. Take the
small opening to your left. You run down a long hallway, but the floor
gives way and you fall into a shaft. You are separated from Qui-Gon and
on your own for the rest of this level.
Follow the catwalk into a hangar, and watch as your ship is blown to
bits. Keep going down the path. Maintainance droids are cleaning this
area, and can electrocute you to death if you're not careful. Avoid
walking too close in front of or behind them, or they will zap you. Use
your blaster (not your saber) from far away to kill them.
This area is a bit of a maze, but it's not very big. Keep to the right
side of the maze until you come to a door with a red, double triangular
symbol on it. Face the door. Then go to the area to the left where you
will find a handprint panel that opens this door (note the same triangle
symbol near the panel). If you find yourself at the ventilation fan (or
blades in the floor) then you've gone too far. Just turn around and you
should see the control panel on the wall.
Use the control panel, and run as fast as you can back to the triangle-
symbol door you passed earlier. There is a maintainence droid inside,
so let him pass first. Go inside quickly and use the handprint. Notice
the double circle symbol -- it opens a door with this same symbol on it.
Exit the room, go straight until you hit a wall, then right into the
newly opened door. The doors are timed so if you don't make it, you'll
have to do it all over again. The control panels and two doors are in
such close vicinity so you can't get lost too easily (I hope).
Follow the new path past the fan into another cramped hallway. The fork
to the left will take you to a room with 3 battle droids and a full
health powerup. After you're done taking them out, go back down the
hallway. There's a grate in the floor. If you can manage to jump the
grate, you'll come to a room with a thermal detonator. Go back, and the
grate will give way under your feet. Go straight until you reach an
intersection with 2 blue doors and a red door. There are a lot of battle
droids here to kill. They'll come out the right door first, then the door
straight ahead. After that, look at the hallway behind you for more droid
Directly across from the red door is a room with two boxes and a
pit in the floor. The box on the right has a full health powerup
hidden inside it. Push the box into the pit to reveal it, and
hopefully you'll take out a droid or two in the process. Jump down
into the pit and kill any battle droids that are left. Turn around
and use the handprint to open up the big doors. Talk to the Neimoidian
for background information. Go into the service closet on the left and
use your lightsaber or blaster to destroy the power generator (the lights
will go out). The red door should now be open.
To get out of the pit, just jump up onto the ledge or wait for the
small elevator to lower/raise and exit the room. Fight more droids.
Go through the red door. Immediately go to the elevator to the left
and use it, because there is a starfighter droid (the big one with
pointy legs) on the ground. If it's not there, walk forward a little
bit to trigger its arrival before you get on the elevator. Kill the
battle droid waiting for you on the upper platform. To make the
starfighter droid disappear, go through the small, open hallway about
2-3 feet (relatively speaking). When the starfighter sees that it
has nothing to kill, it will go away (you can watch him leave to the
left through the grates). It should now be gone for good.
Once its gone, exit the hallway and take the elevator back down to
the ground. Kill any battle droids that are left. There is a
small health powerup on top of one of the crates. Snatch it. And do
you see that bottom crate sticking out? It's just begging to be touched.
If you move it, you can find a secret room with a thermal detonator and
a small health powerup. In the upper right corner of this room, you
can pull out another crate and find a secret room within a secret room.
This second room has a proton missile launcher with 5 missiles.
If you want a nice view of the hangar bay, exit into the blue tunnel off
to the side. Once you're through, go back up the elevator onto the upper
platform. (If you missed it earlier, you can use the panel and go through
the big door to find 3 droids and a full health powerup). From the upper
platform, go back into the hallway (where you hid from the starfighter)
and continue forward until you find yourself on a catwalk. Keep walking,
and you'll soon hear Qui-Gon say "Obi-Wan." He's on the left catwalk
below you. Wait for him to speak. Follow his directions, and find a
Keep walking until you reach a dead end where an elevator should be
(look for the square-shaped metal on the ground). You need to find a
way to bring the elevator up to this area. Go down the path near the
elevator, and it's time to play the moving catwalk game. There is a
purple barrier blocking your path. Go left, press the control panel
to move the barrier. The barrier is now blocking the path that you
just came from, and freeing the path that was blocked before. Follow
the new path until you get to another control panel. Press it, and it
will activate a moving catwalk to your left. Quickly cross it and press
the control panel at the end. This control panel calls up the elevator.
Wait on this catwalk until it moves back into place on the other side.
Once in place, use the control panel on this catwalk one more time.
This will move the purple barrier back into its original position.
Exit, and now you are free to use the elevator.
At the bottom of the elevator, you will find yourself on the lower
catwalk where Qui-Gon was. There is only a dead end to the left. So
go the other way (right) towards all the battle droid ships. A couple
of hovering platforms with droids on it will start rising up towards you.
You can fight them or just keep running forward. A platform on your
left (near the dead end you're coming up on) will have a control panel
on it. Walk onto this platform, and the level will end.
Level 2: Swamps of Naboo
Mission: Find Qui-Gon
You start this level on top of a mound in the water. Turn left, and
start swimming. There should be a dry clearing between two trees
on the left. If you can't find it, just keep swimming along the
perimeter of the swamp until you do, you'll come upon it eventually.
Once in the clearing, you'll meet up with several battle droids, and
a blaster with 250 shots. After you kill the droids, jump into the
water, go left, and keep going straight until you come to an uphill
path and find Jar Jar Binks. Talk to him. He runs away from the
"meccaneks." Follow him by turning around and taking the left path
(it goes downhill). You are dumped into the water. Swim left or
right (there's a lone droid to the left), and you will come to a
clearing with Jar Jar high up on a rock pedastal. In one corner of
this clearing, there is a full health powerup near two droids.
After you kill the two droids and grab the health, you can double
jump onto the nearby rock pillar and snatch the thermal detonator.
Don't forget to kill the droid patrolling a small ledge near Jar Jar.
To reach Jar Jar, go around the rock he's on and move the big,
square hollow log to it (the indentation in the grass serves as a
path showing you where you should put the log). Don't use force
push to move objects, it won't work. The default "use" key is
the spacebar, so use the spacebar in combination with the arrow keys
to move it. Jump up, cross two logs, and jump up onto higher ground.
You'll cross a third log, but don't cross it all the way. There's
nothing on the other side, except about 10 droids with your death on
their minds. Instead, turn left, and look down. You should see Jar
Jar on the ground below you.
Jump down (grab the gungan energy balls on the rock on the way down
if you can) and follow Jar Jar. Have your saber handy, there are
about 7 more droids to fight. Jump into the water, and to the right
there is an alcove with a small health powerup. Follow Jar Jar out
of the water (despite what he says there is no safe place!). And
watch out for a group of those little round creatures. In groups,
and if you stay in one place too long, they'll start munching on you.
Just run past them quickly and jump over the small stone wall.
From the stone wall, jump into the water. In the upper right there
is a small alcove with a full health powerup. Go back out and
continue forward. Kill a couple of droids, and then you'll reach
a series of staggering earth platforms. Do what Jar Jar says and
"jump to the top." Once on top, you'll see Jar Jar run away from
the meccaneks (mechanics).
Follow Jar Jar down a small hill, and you'll come to an intersection.
Now would be a good time to save your game. The left path will
lead you to more droids than you can handle, and the right path
will take you to Jar Jar who's high up on a cliff that you can't
reach. You have to find another way to reach him, so take the center
path, and watch out for the falling trees! Keep going (relatively)
straight until you hit a wall and can't go straight anymore. From
here, go left. You should see a little rock with a small health
powerup on it. From this rock, you want to go right (pick up the
gungan energy balls in the alcove to the left of the rock if you want).
You should now be at a pond with a couple of big (and killer)
fishies. If you're unsure about your jumping prowess and are
worried about falling into the water, use your blaster to kill
the big fish first (or you'll become fish food). There are a few
dry islands sticking out of the water that you'll need to jump
across. Your goal is to get to the shore on the far side. Or if
you've killed the big fish, you can just swim to the small
clearing on the right and jump up onto the final platform.
On this last earth platform, there is a rock sticking out
slightly. You'll need to make a running double jump off this
rock to reach the next area. Once across, continue forward, and
make another running double jump off the log onto the butte where
Jar Jar is waiting. Talk to him, and he'll take off.
This is an area where a lot of people seem to have trouble. You'll
have to make two running double jumps to reach Jar Jar on the other
side. But there's a STAP (a droid on a flying machine) attacking
you from overhead. It will develop a flight pattern, so just wait
and watch for it. You can try to take it out (jump up and whack it
with your saber) or when it's out of range, you can try jumping or
taking the vine across. Be wary of the vine at this point though,
because if you're hit, you'll get knocked off. In any case, save
your game so you don't have to find your way back here again. To
find the pond if you get knocked down, turn around, keep hugging
the right wall and continue forward. The pond should be on the
right and is not very far away.
Once on the other side, follow Jar Jar again. You'll come to an
area with a deep pit and a moveable log. Push the log into the pit.
Pull and push it to the other side, then jump up. And here is where
you need to do a running single jump (or double jump, depending on
where you're standing) to reach the vines. Once on the vine, go all
the way right and press the spacebar to let yourself down again.
Now would be a good point to save your game
You'll meet up with Jar Jar and a buttload of droids. If Jar Jar
dies, the level ends (you're near the end in any case). You can
kill the droids with whatever weapons and ammo you have, but the
quick and fun way is to use the heavy repeating cannon to the left.
Get behind it and press the spacebar. You have to position yourself
just right or it won't work. You can move the repeating cannon left
or right, and you can also move it up and down. Remember that you are
moving the back of the cannon, so if you want to shoot up, you need to
press the down key. And if you want to shoot down, press the up key.
There are destroyer droids hiding inside the two crates on the far
side, so try not to shoot the crates if you can help it. Also, try
not to walk too close to those two crates, because that can also
trigger the release of the destroyer droids. Whack the crate next to
you (near the cannon) and you'll find a blaster. There is a full health
powerup right next to this crate. After the battle has ended, follow
the path on the right side and you'll find Qui-Gon and Jar Jar. That's
the end of this level.
Level 3: Otoh Gunga
Mission: Rescue Jar Jar Binks
Follow Qui-Gon and Jar Jar by walking straight until you reach Boss
Nass's chambers. After the short conversation with Boss Nass, talk
to Qui-Gon. Exit the room. Go left into the next bubble and grab
the gungan energy balls off the red lounge-couch. Exit, go straight
(past the aquarium), and enter the next small bubble. It's a
transport bubble, and it looks like a dead end. Turn around in the
transport, and to the right of the entrance, you should see a small
button that looks like a bullseye. Press the button to operate the
Exit the transport when it stops, and your only path out of there is
blocked by guard Gungans who don't like outlanders. There are two
ways out of this situation. You can follow Qui-Gon's advice and not
kill any of them, or you can go on a shooting rampage. My first time
through I went on a shooting spree (the dark side is strong in my
family), and I took great pleasure in silencing those pesky little
gungan punks who kept calling me a murderer! If you want to preserve
ammo, then take the light side path, because once you kill one Gungan,
they'll all start coming after you.
To get past the guards the proper Jedi way, use force push or a gungan
energy ball. Some guards may still occasionally attack, but just use
force push on them to keep them at bay. If you force push them too
many times you may kill them, so be careful. And keep in mind that
there are no health packs on this level. It's the game's way of
telling you about the non-violence protocol you should be following
for this level.
Get past the guard in this first bubble with your preferred method,
and go down the long hallway and into another bubble. Shoot or force
push the guard and go left down another hallway. In this third bubble
there is black carpet and a yellow circle pattern on the floor. You
may hear Jar Jar say "hey, any help here would be hot." He's in the
bubble lift on the right that is closed off to you. If you walk
towards it (between the two red couches), the lift will leave. If you
haven't pissed off the guards by killing their buddies, you can talk to
the guard between the red couches and get a key pass. Despite what
he says, it is not needed to get through any doors or to complete
Continue forward down another long hallway, and you'll come to an area
with three white circles on the ground. They are pillars, and once you
enter the area, two of the pillars will start to rise. Looking down,
number the pillars 1 (left), 2 (center), 3 (right). Pillar 3 (which
has a slightly different pattern than the other two) will take you back
up to the starting balcony if you need to start the puzzle over.
Now, you can do this puzzle the easy way or the hard way. The easy
way is to jump down immediately upon entering this area and stand on
pillar 2. The pillar will rise, and from here you can double jump to
the balcony with the two gungan guards on it. However, if pillar 2 rose
before you could get on it, then get on pillar 3 and jump back onto the
balcony you started from.
From the starting balcony, make a running jump to pillar 1, turn
slightly and make another running jump to pillar 2. From pillar 2,
double jump onto the guard balcony. Once past the guards, you'll
come to another transport bubble. Push the button.
Exit, and say your prayers as you walk down this long hallway, because
you are about to come upon the bubble of pure evil! This jumping
puzzle is a problem for a lot of people. Not only do you have to jump,
but you have to jump onto the next platform quickly because the one
you're standing on will sink when you land on it. There are a couple
of strategies to make this work, but you will need quick and nimble
fingers and it will be difficult in any case. Once you land on the
first platform, quickly turn slightly and make either a single jump or
double jump onto the next pillar. Repeat with the other pillars. If
you want to save yourself some frustration (although not much), forget
about the pillar with the blaster on it, you don't need it that badly.
After you get past this puzzle, continue forward down a ramp. The
bubbles on the left and right both have gungan energy balls. Continue
all the way to the end and use another transport bubble.
Exit the transport when it stops, follow the left path, and you'll
come to a timed puzzle. You need to press the button on the right
and RUN up the circular ramp to the door (and moving tube) that it
opens. If the door is closed when you get there, you'll have to do
it all over again. If you fall into the pit below, just move the
box near the ledge and jump up. However, if you're too high up when
you fall, you'll die. You may wish to save your game before you
attempt the puzzle.
Once through the door, you'll come to a bubble with a Gungan guard
and a locked passageway. Talk to him. Tell him that you need to
find the detention area, and that you have the security key. Then
use your Jedi mind trick to convince him you must be very important
to have a pass. He should open the door for you (walk towards it to
coax him if it's still closed).
In the next bubble, you'll find a locked door with a red swirl
symbol on the right. Go left down a ramp and you'll come to a bubble
with a transparent forcefield in the floor. It's protecting the
swirl-shaped control panel beneath your feet. In this room, there are
pillars covering 3 corners, but the northwest corner is open (if it's
not, exit the room and re-enter until that pillar lowers). In the
open corner is a button up high, but you can't reach it. Move the
box to this area and push the button. Turn around, and you'll notice
one of the pillars has lowered and revealed another button. Continue
the process until all the buttons have been pushed.
Once the forcefield is open, jump on top of the swirl control panel
in the pit. It will change from green to red to let you know it's
active. Exit, go up the ramp and straight across through the newly
Yet again, here is another timed jumping puzzle. Jump down into the
pit, move the box to the pillar with the button on it, then get on top
of the box. Press the button, quickly jump on top of the pillar, make
a running double jump to the far balcony, and go through the door. If
the door closes on you, start over.
Once through the door, talk to the Gungan. He will help you control
the bubble lifts. Continue down the path to the next transport bubble.
Once past the guard, you'll come to a bubble where you can either go
left or right. Going right won't do you any good right now (Jar Jar
will lead you that way when he's released). To find Jar Jar, take the
left path, down the ramp, past the guards, and into Jar Jar's detention
cell. Talk to him. Follow him (get out of his way if he's not moving)
and he'll lead you to another transport bubble. After you arrive, exit,
and you'll meet up with Qui-Gon. End of level 3.
Level 4: Gardens of Theed
Mission: Reach the palace gates
Let me start out by saying that this level and the next one are very
evil!! There will be lots of killing and dying (yes you will die!).
I would have cheated on this one but the cheat codes weren't
available yet when I played the game.
You start the level on the wrong side of the bridge to the palace.
On the balcony across from you a battle tank is shooting at you.
You'll come upon this same tank at the end of the level. But for now,
you have to navigate the outer gardens in order to reach the palace
gates that the tank is guarding.
Be careful, there's a huge waterfall to your left that will kill you.
You can try to take a running double jump onto the big pillar and jump
down onto the smaller pillars, but I found it easier just to swim.
Jump into the water, and quickly swim upstream (hug the right wall).
Eventually you'll reach some steps on the right. Go up, then you'll
find a small pond area. Jump into the water as far away from that
small waterfall as possible (or it will suck you into it and you'll
have to swim upstream again).
There are a couple of concrete blocks in the water that you can jump
onto for a little bit of relief from the big killer fishies. Against
one wall are 3 tiny waterfalls. Face it. One the left side of the
waterfalls is a small ledge and a set of stairs. That's where you
want to head. Once up the stairs and on the ledge against the wall,
you'll have to jump across the 3 waterfalls. Once past it, you come
to a seemingly dead end. It is impossible to do a running double jump
onto the next platform. But there is a tiny release lever (it's
black/silver) on the platform across from you, slightly to the right.
Shoot at it or use force push, and it will release a bridge.
Cross the bridge, go around the corner, and fight a few droids.
There's a pink forcefield surrounding a dam. To the left on the
other side is another control lever that you can shoot/push to release
the forcefield. The dam will now be about 2 inches under water
(relatively speaking). Jump down onto it, cross it (be careful not
to fall off) and don't forget the small health powerup once you're on
the other side. There's a lone droid patrolling the area as well,
so blast him.
Follow the path around a couple of corners, and you'll come to an
area with three Theed soldiers. You can run up the steps to the left
and let them take out any droids nearby, or you can help them. I
suggest wimping out, as you'll need all your health VERY soon).
After the shootout is over, a soldier should go up the stairs into
your hideout (go out and come back in if he needs a bit of coaxing).
Talk to him and he should give you a light repeating blaster with
Now is the perfect time to save your game. You'll thank yourself for
it in a couple of minutes.
Continue forward, and you'll come to an area that will make you cry.
A small in-game movie sequence reveals that battle droids, tanks, and
ships have commandeered the garden. On the right side there is a
battle tank, which will make bantha fodder of you in two seconds if
you try to take it headon. Instead, you are forced to take the left
path, and must navigate the garden maze to get back to the right side
near the battle tank. There aren't many words of wisdom for this one.
This is a shoot 'em up sequence! Either cheat or be quick and nimble
with the fingers.
There are 4 quadrants, or 4 main sections to the maze. Each quadrant
has a different entrance and exit point. Quadrants are easy to
identify because they have green grass. There is concrete pavement
between the different quadrants. The active battle tank and a few
droids will be patrolling the main path on the side. You must avoid
them for now.
After the cut scene, go left, and you'll be attacked immediately
by 2 droids. Whack them with your saber quickly. Go straight, and
you'll see about 7 droids in a corner area. If you have any flash
grenades or a thermal detonator left, now is a good time to use one to
take out this group (stand as far back as possible). Use your saber on
any strays. If you're out of grenades, use a few gungan energy balls
to temporarily disable the battle droids while you finish them off with
your saber. Or if all else fails, use the repeating blaster the Theed
soldier gave you.
A disabled battle tank is blocking your path forward. But to your
right is the first quadrant with a full health powerup, which you
probably need very badly at this point. Follow the maze and you'll
see the grass turn to concrete. This is the exit point of quadrant
one. To the right is the main path with the active battle tank and
a few battle droids. To the left is a disabled battle tank. You are
relatively safe from the tank's blaster fire behind the maze walls.
Cross the concrete pavement to the next quadrant, which is slightly
off center and to the left (look for the green grass).
In quadrant two, you'll have to fight more droids. They are spread
apart so whacking them with the saber should do the trick. Don't use
your flash grenades in this area because there are 2 Theed soldiers
here you want to keep alive. If you find a downed soldier that is
alive, talk to him and he will give you the password to open the
security gate you'll encounter later on. If he's dead, don't worry
about it, there's an alternate way into the plaza. There should be
a light repeating blaster with 300 shots in the corner near the
downed soldier. If he's dead and his body is not there, the weapon
may or may not be available for you to snatch.
After fighting the battle droids and talking to the downed soldier
(or finding his body), it is time to exit this quadrant. The concrete
pavement you see this time is the main path. You will be near a corner,
and the battle tank is patrolling the immediate area. Directly across
from you is a white fence. If you quickly run across and jump over it,
you can find a small health powerup (and two battle droids). There are
also 3 big blocks here. You can pull the middle block out, and you'll
find a room behind it hiding a proton missile launcher with 5 shells.
Now, look at the main path that the battle tank is on, and observe its
patrolling movements. You want the battle tank to pass you, and when
it's heading in the opposite direction that you want to go, run like
hell around the corner.
Continue forward, and there will be a disabled battle tank blocking
your path straight ahead, and another one to the left. Your only
option is to enter the third quadrant, where battle droids are already
attacking you. There is a small health powerup in one corner of this
Cross over to quadrant four. As you cross the concrete pavement, to
your right are a bunch of stacked crates, and to the left near the
entrance to quadrant four are 2 stacked crates. DON'T go to the right.
If you walk too close to the crates, it will trigger the release of
two destroyer droids hiding inside.
In quadrant 4 are a few more battle droids to kill. Exit the quadrant.
The path to your left is blocked by rubble. There is a small health
pack near the rubble. Go right, around a couple of corners, and
you'll come to some stacked crates on the right. Kill the droids near
the crates. You are now on the other side of crates the destroyer
droids are in, so they can't get you from here. There is a small
health powerup on one of the crates. Jump up and get it. From here,
you can take out any battle droids ahead of you from afar with your
blaster (and save some of your health).
All the droids should be dead now. On your left is a gazebo (the
little round building) with a small health powerup inside. Go
around the corner.
Continue forward, and you've finally come upon the security gates.
The soldier will ask you if you know the passcode. If you do, tell
him and the gate will open. Go through it, and you'll be at the dead
end of an abandoned plaza.
If you don't know the password, he'll show you another way around.
Follow him around the corner, past the gazebo, and up a set of covered
stairs. He'll open a door, but the droids inside will kill him.
Go inside and take out the 2 droids in front of you. Turn the corner,
and take out 2 more droids. Before you exit the hallway and go into
the main hall (look at the change of pattern in the floor) there is a
secret area on the right wall. Look for an uneven pattern. Pull the
block out and you'll find a full health powerup. Now go into the main
hall, and take out the battle droids on the ground. Once that's done,
run back to the small hallway for cover. If you have any flash grenades
left, run into the main area and force push the droids on the balcony to
disable them, then take them out with a grenade. Push the red button
and a door will open in one corner.
If you're low on health, and have any energy balls left, throw them
at the droids to stun them (or try force push), quickly use the red
button, and enter the newly opened door in the corner. Once you're
through on the other side, the door will close behind you and the
droids can't blast you. You are now in an abandoned plaza.
From the abandoned plaza, follow the only path forward. To your left,
you'll see a small walkway that leads to a tiny courtyard with a
starfighter droid and one or more downed soldiers. There's also a
full health powerup that's taunting you. The starfighter will blow
up if you get too close. If you're low on health, you may not survive.
But if you really need that healthpack, go back outside the walkway.
As far back as you can (so you're not hurt when it blows up), and with
the starfighter in sight, use your blaster to shoot it. When the
starfighter has been destroyed, grab the healthpack, and say your
apologies for killing those poor innocent soldiers, you murderer!
Head onward until you come to a small pool with a big fish and a
set of stairs on the left. There's a lone droid in the area. The
wall on your right (across from the stairs) has a small ledge with
some weeds (not that kind!) or flowers in it. Double jump on to it.
From here, you can jump into the bushes straight ahead. You'll find
a proton missile launcher with 5 missiles in this secret area.
Now, go up the stairs, press the button, and this will make the water
in the pool rise so you can swim to the other side. Make sure that
big fishie swims out of the pool through a tiny hole first. Then jump
in and swim around the corner. To your left you can see some stairs
and a button under water. Get out of the pool, go up another set of
stairs, and find another button. This will lower the water level. Go
back down the stairs and a button that was previously underwater is now
dry and accessible. Press it to release a bridge nearby.
Go up the stairs, head right, and look at the new bridge. This is the
small pond you were at near the beginning of the level. If you want
some extra goodies ignore the bridge for now, and keep going past it.
You'll come to a dead end courtyard with a bench, two balconies, and
a button. Press the button, and the windows in the balcony will open.
Pull and push the bench near one of the balconies and jump up. Don't
forget to snatch the proton missile launcher with 5 shells that was
behind the bench.
In one balcony, you'll find a thermal detonator (always handy). Cross
the vine to the other balcony (or use the bench again), and you'll get
a proton missile launcher with 5 shells (you need these to kill destroyer
droids) and a small health powerup.
Go back to the bridge and cross it. Shoot or force push the release
lever on the platform across from you to release another bridge.
Cross it, and watch out for the bomb on the ground (there are more
like it in the courtyard with the tank). An alternate way of getting
to this area with the bomb on the ground is to jump down from the
secret balcony that had the thermal detonator in it.
Around a couple of corners, there is a battle tank guarding the
palace gates, so you'll have to be quick. The palace has two gates
that must be opened before you go can through. The release levers
for both palace gates are up high in a window, there's one to the
left and one to the right of the stairs. There's also a concrete
block on each side of the stairs.
For now, run past the tank and cross to the far side of the stairs.
Jump on top of the concrete block and you should see a release lever
in the window near you. Force push or shoot it, but be quick because
the tank can destroy the block you're standing on. There is also a
small path off to the side with a full health powerup.
If you need another full health powerup, there is a low level OPEN
window to the right of the stairs. Jump up, kill the battle droid
inside, and grab the healthpack.
Now you need to move the second release lever. Go to the right
side of the stairs. There are two different ways you can to this.
The first is to jump up on the concrete block. Once on the tall
block, you will have to jump to see the release lever, it's in a
very high window. Jump and shoot, or jump and force push to release
it. I was very lucky. The tank managed to shoot the release lever
as it was aiming at me (because I was jumping up and down trying to
shoot the release lever).
The second way to get the release lever is to go into the corner
to the right side of the stairs (don't step on the land mines).
There is a closed window to the right that is low, and a closed
window that is slightly higher up to the left. You will need to
jump on the ledge of lower level window, then from there jump on to
the ledge of the higher level window. From this higher level window,
double jump into the open window above you with the release lever.
Shoot it or force push it, and the last door is now open. Go through
the gates, and the level ends. Whew!
Level 5: Escape from Theed
Mission: Protect the Queen; Reach the hangar
In this mission you have to make sure the Queen is not killed, otherwise
the level automatically ends. You both need to reach the hanger safely.
If you are separated from the Queen because you are scouting ahead,
and you get a message that she has died, next time check back on her
more often, or don't stray too far from her.
Unless you are following this section of the walkthrough from beginning
to end, it is impossible to give an exact strategy that everyone can
use. That's just the nature of this level and the enemy AI. Enemies
can attack unexpectantly, you may have left the queen at a different
point than I did, or done things in a different order than I've done
here (which will definitely affect your game). For this level, I'm
providing one of the strategies I used to finish it. Just keep keep
your eyes (and ears) open, check on the queen often, and protect her
as best you can from the droids.
You start the level separated from your comrades (how original), and
the Queen is running from gunfire, so follow her. Go up the stairs, to
the right, then left, through a circular room, and down some stairs to
the garden. Kill a couple of battle droids along the way. The queen
should tell you that there's a secret path behind the statue. If she
doesn't lead you to the statue or she's still somewhere behind you, go
back to her and let her lead you. Push the statue forward and make
sure there's a big enough path for her to get through or she won't
Once through, keep going up the stairs until you get to a door that
is jammed. You'll have to make a running double jump to the balcony
on the other side. But first, force push the droid off the balcony.
Once across and near the window, jump down to a secret balcony below
you. Here you'll find a proton missile launcher with 5 shells, which
you're definitely going to need. Jump back up and go through the window
into the room. Push the button to let the queen inside. Listen to the
queen and take the blaster with 250 shots and a small health powerup
(you would have done it without her permission anyways).
Exit, make sure the queen is following you, and go down a few steps.
The queen will tell you that she'll stay there while you scout ahead.
Remember to come back and check on her from time to time during your
battles, because even though you can clear the area of droids and go
a little further, more droids will come back when you're back is
turned and try to kill her.
Go down the stairs and droids will start attacking you. Go right,
and take out a few droids. Go back to the left path. You'll be greeted
by a couple of battle droids. Kill them, and continue forward until
you come to a dead end. There's a door to the right, and an open room
above you. First, jump up and grab the ledge above you. Kill the droid
and take the light repeating blaster with 300 shots. Jump back down and
kill any battle droids you see. Make sure you check on the queen at
this point because more droids should be attempting to silence her
snotty little attitude right now.
After you check on the queen, go back down the left path and through
the door on the right. Ignore the boy, jump onto the upper level, and
grab the full health pack. Talk to the boy, and tell him it's safe to
return to his mother. Follow him to his mother (the door near the
queen) and you should get another full health pack for saving her son.
You can save this health pack for later.
Talk to the queen and take her with you. Go forward, keep to the left
side, and you'll eventually come to a courtyard with a big battle tank
shooting at you. A locked security gate is to the

response:
Step-by-step: Yes
Training: Yes

The article provides a clear sequence of ordered steps for completing tasks in the game, breaking down each level into specific actions to guide the player. The instructions are detailed, outlining both general gameplay strategies and specific actions to take at various points, which can aid in developing a nuanced understanding for deeper reasoning in gameplay. However, while the procedural instructions are comprehensive, they could still benefit from more clarity and organization in terms of grouping related actions to avoid overwhelming the reader.


document:
Charlie Strong asked for a couple of months to let the dust settle and establish himself. That’s all the time he needed to get his point across as the new coach at Texas.
Since taking over in early January, Strong has visited multiple high school campuses throughout the state, hosted junior day events and used countless cellphone minutes to connect with players, coaches and parents. Gone, for now, is the perception that the job of replacing Mack Brown -- an iconic figure in college football -- would be too difficult for Strong.
The reality -- Strong’s directness, his X’s and O’s knowledge and win-now attitude -- is setting in with the Class of 2015 recruits. Strong is now the face of what many believe is the new Texas. The transformation took roughly 90 days.

response:
Step-by-step: No
Training: No

The article does not provide a clear sequence of ordered steps for completing a specific task. While it discusses the actions taken by Charlie Strong to establish his role as the new coach, the narrative lacks structured procedural instructions that would facilitate training a language model for deeper reasoning. The details are more descriptive than prescriptive, limiting their usefulness in a training context.


document:
Free agency started on Friday and teams did not waste much time. This year there were a lot of big names looking to find a new team. Here are some of the biggest deals so far.
Turner to Falcons: RB Michael Turner signed a deal with the Atlanta Falcons. Turner was the backup to LaDainian Tomlinson in San Diego and showed some great skills when he touched the ball. He was regarded as one of the top prospect among free agent RBâ€™s this off-season.
Foster and Bruce to 49ers: RB DeShaun Foster will be a part of the 49ers team next season. Foster was part of a 2 RB system in Carolina last season and is a nice addition to the 49ers backfield. Isaac Bruce is also on his way to the 49ers. The 49ers have been looking for a veteran WR to help cure their passing-game woes.
Porter to Jaguars: The Jaguars added a veteran WR of their own in Jerry Porter. The Jaguars hope that Porter can kick-start their passing game from his years of experience with the Raiders.
Stallworth to Browns: The former speedy Patriot WR Donte Stallwoth is on his way to Cleveland. After a great offensive performance last season with the Patriots and with the Eagles before that, the Browns look to be even more dangerous next season with this addition. The Browns also resigned QB Derek Anderson and signed DT Corey Williams from the Packers.
Crumpler is a Titan: After a season full of injuries for TE Alge Crumpler, he has found a new home in Tennessee. The Titans hope that Alge will be the weapon they need to help QB Vince Young in the passing game.
Samuel to Eagles: CB Asante Samuel, one of the hottest prospects in the free agency this off-season, signed with the Eagles. The Eagles also signed DE/LB Chris Clemons from the Raiders.
Faneca a Jet: Veteran and Pro Bowl guard Alan Faneca is now a Jet, acquired from the Steelers. The Jets also signed LB Calvin Pace from the Cardinals and tackle Damien Woodey from the Lions. Check back for more updates on this yearâ€™s free agent frenzy.

response:
Step-by-step: No
Training: No

The article does not provide a clear sequence of ordered steps for completing a task. Instead, it offers a collection of updates and summaries regarding player signings in sports free agency. Additionally, the lack of structured procedural instructions makes it unsuitable for training a language model capable of deeper reasoning, as it does not present detailed methodologies or logical frameworks that would encourage analytical thought processes.


document:
|Do something will ya?!|
The Dolphins have 5 glaring holes on this team. In no special order they are, Guard, Running Back, Cornerback, Linebacker, and Defensive End. You can argue with the signing of Andre Branch that defensive end is no longer a need but in this league you need all of the pass rushers you can get and I know I am in the minority but I don't trust Cam Wake. I think Wake at his age (34) and coming off this injury is done, washed up, and on the downside of his career. He won't be the same player ever again and if you get 15-20 snaps out of him in a game consider the Fins lucky. I don't even think he will give us that much next year.
Now, you can't fix every one of these needs in one offseason. The Dolphins are rebuilding, I get it. They don't want to use the term "rebuilding" but that's what they are doing. And they should, again no issues with that. But, the Dolphins are going to need some Band-Aids to patch-work some of these holes to get them through the 2016 season and be a respectable team. So, what are the 2 easiest holes out of the 5 I listed above to fix; well its simple, running back and guard. If I am running the Dolphins I want to go into this draft not wanting to worry about having to take a running back or a guard at all unless something falls out of the sky and into their lap. These are 2 positions the Fins can fill via free agency relatively cheap by getting a vet on a one year deal to just hold them over for this upcoming season and push off as a "must need" to next offseason.
Next, the guard position. Look, as Dolphins fans we have seen this song and dance before where the front office totally ignores the position and puts way too much faith in bad players like Billy Turner, Dallas Thomas, and Jamil Douglas. Those three guys can't play in this league. I don't need to see any more of them to know that. If the Fins are banking on any one of them to do anything then this franchise is hopeless. I can understand again the Fins didn't want to break the bank for a guy like Alex Boone, I get it. He got a deal nobody saw coming and Fins didn't want to pay that much for a guard. But the Fins have to do something and signing an old broken down tackle coming off a major injury who has never played guard before and expecting him to solve this issue is beyond stupid. I mean its really really stupid. Like 2 + 2 =9 stupid! Jermon Bushrod is an old back-up tackle at best these days if he is even healthy. Again, the Fins cant' fix every hole on their roster. Go sign a vet guard on a 1 year deal (there are still a lot of capable guys out there) and take the need to draft a guard off the table entering the draft completely.
Miami can't fix 5 positions in this upcoming draft but they sure as hell can fix 3 of them! Get a Band-Aid at running back, get a band aid at guard. Go into the draft and double down on CB's, LB's, and pass rushers. You hope you correct those positions this offseason and then next year, you aren't tied to any RB or high priced guard and you re-evaluate where you stand at those positions and move forward. It's so simple but Miami is letting the market of any quality guys dry up and they are sabotaging their season in March and its painful to watch. No rational Dolphins fan is expecting the Fins to make a playoff push this year, but I don't want to see a 2 or 3 win team either and that is the path they are headed down. That's not being overly negative that is being realistic.
I know there will be a Dolphins fan or two out there right now saying...."have patience, its only March." Look in the NFL the window to add talent is very small. You have about 2 weeks in March then 3 days in April at the draft. With free agency the real "talent" dry's up in about a week and after that you have old broken down players trying to hold onto their NFL career or just filler/role players at best who can't be banked on to make an impact on a team. Right now the RB market is drying up quick and the guard market isn't far behind. If Miami leaves all of these holes and goes into a draft with 5 glaring weaknesses and having to hit on every pick just to put a competitive team on the field next year, wow that is a gutsy approach. Back to "having patience"....any "fan" who tells you to have patience is someone who doesn't get it. As Dolphins fans we have sat through over 15 years of horrible football, we have patience. We have put up with a ton. We have been patient too long and its time to stand up and be vocal to hold the people in power accountable. Nobody is asking the Fins to go out and overpay for crap players but for the love of god the Fins have over $20 million in cap space and are ignoring capable players. I understand the Fins are now in the business of "compiling compensatory picks" but again, you can't not add guys hoping in a year from now we get a few compensatory picks. Chris Grier has been in Miami when the Dolphins have wasted 2nd and 3rd round picks on guys like Pat White, Dallas Thomas, Michael Egnew, and Patrick Turner. Yet now we are going to grab comp picks so the guy who had a huge say in those draft picks can have an extra 3rd or 4th round selection? Give me a break. Sure, I would love to have a few compensatory picks but not at the risk of letting proven capable, not overly expensive free agents. So a 3rd round comp pick gets pushed back to a 5th because we signed someone, who cares? In the big picture that's nothing!
As I said, I like the new approach of not overpaying for guys the Dolphins have taken. Kudos to Grier, Tannenbaum and the rest of the front office. But you can't be scared stiff where you don't want to pay fair market value for guys either. It's time for the front office to get off their asses and do something!

response:
**Step-by-step: No**
**Training: No**

The article does not provide a clear sequence of ordered steps to guide the reader through completing a task; instead, it offers a series of opinions and observations regarding the Miami Dolphins' team needs and strategies without outlining a specific process. Further, the procedural instructions are not well-structured or detailed enough for training a language model in deeper reasoning, as they lack the clarity and specificity needed to facilitate understanding or application of a systematic approach.


document:
Chinese Grand Prix in doubt?
November 3, 2010
Posted by on
The Chinese GP could be in doubt for next year
The Chinese Grand Prix has been placed in doubt recently, over the FIA delaying the addition of the circuit to the 2011 calendar, and the track’s contract not yet extended by Bernie Ecclestone.
The FIA’s 2011 race calendar was updated today, with 2 changes. Both of these changes related to two circuits being “subject to homologation”. The first is the Indian GP, which is obvious, seeing as that track is still under construction. The second, however, is the Shanghai International Circuit – even though no changes are being made to the circuit.
The reason the FIA are delaying the conformation of the circuit is because their contract runs out with Bernie Ecclestone this year, and has not yet been extended. Rumour has it that Bernie wants $30m per year on the new contract. To make matters worse, this circuit has not been running profitably, with low ticket sales (many tickets are given away free), and a lack of interest by the Chinese government in investing there.
It looks like we will have to wait and see what happens to the future of the Chinese Grand Prix. Would you miss it if it went? I’m not sure I would…

response:
Step-by-step: No
Training: No

The article does not provide a clear sequence of ordered steps for completing a task—rather, it presents a discussion about the uncertainties surrounding the Chinese Grand Prix. Additionally, the content lacks structured procedural instructions; it discusses issues related to contractual negotiations and financial difficulties without offering detailed or actionable guidance that could support deeper reasoning in a language model training context.


document:
So, after some posts, i am just going to do the introduction now. Well, maybe a little introduction about me and more about this blog.
My name is Arum. I am an IT student who love art and design. Some friends ever asked my “Why didn’t you take art major in college?” Well, the answer is because i am not brave enough to take the art major. Even though i am not taking art major, i feels happy and grateful of what i am doing now. There might be some tears through some semesters, but after all, everything is fine and great things also happens 🙂 My dream is to become an expert in user-experience/human-computer interaction.
About this blog, this is my 2nd blog that i take seriously. Why have 2 blogs? My first blog started since i was in junior high school and i still write there. But then my thought of having an online portfolio hit me and bring me to WordPress where i found this white, elegant, & nice portfolio template. Then I started to think about moving my personal blog here which is kinda hard since i had spent much of my time with my first blog (i have more than 300 posts there since 2008. Can’t believe myself!).
Moving my blog here was like taking a whole new step, starting a brand new & fresh page which i hope to be better than the before. As this blog has new environment for me, i expect that my kind of writing will be different than my other blog. If you had read my posts on my first blog, you might feel the difference (hope it’s a good difference). I also intended this blog to learn writing in routines, especially in English, so if i made mistakes in writing, pardon my grammar hehe.
Okay, i think that’s all i can write for introduction. Thank you for reading :))

response:
Step-by-step: No
Training: No

The article does not provide a clear sequence of ordered steps for completing a specific task; instead, it serves more as a personal introduction and reflection on the author's blogging experience. Additionally, the instructions lack the structured procedural detail necessary for training a language model in reasoning, as they do not present clearly defined tasks, reasoning processes, or systematic approaches that would encourage deeper analytical thought.


document:
Lions start title defense on song
The Lions, back together as one team again, opened up their Season 3 campaign in resounding fashion last Saturday after despatching both Hertfordshire’s Tornadoes and Manchester’s Titans courtesy of strong displays of power and precision.
With all national championship round one games taking place at Leeds Beckett University’s Headingley Campus, first up for the Lions was last year’s Sapphire Series runners-up, Hertfordshire.
Having last faced the Tornadoes in the aforementioned final, ten months prior – which the Lions won handsomely, 26-0 – the Lions again worked their magic straight from the off scoring 30 unanswered points before the half-time whistle was heard: three touchdowns between Quarterback Jo Kilby and Tail-back Ruth Matta book-ended Cornerback Nancy Stone’s fumble recovery (for six) alongside three respective 2pt conversions.
Impressive showings from rookie Defensive Lineman Mena Fombo and Wide Receiver Kim Tsiga were complimented in the second half with appearances from a further five rookies – Abi Fitzgerald, Poppy Forshaw-Perring, Rachel Trim, Alex Wadeson and Natalie Parker – all contributing meaningfully alongside former Sandwell Steelers’ lineman, Lauren Mills’ promising debut. Add to that the fact that Cornerback Sophie Etheridge and Tight End Caren Goodman were embracing new positions for the first time this season and the Lions can be very proud of how they handled a team that have this season assembled seven European silver medallists amongst their rank.
Rallying in the second half Hertfordshire showed some mettle in netting a 10pt haul to reduce the deficit, first by reeling in rookie Quarterback Natalie Parker for two safeties and second by sending their maul-like wedge in from close range to give the impressive Alexis Anusi her first score of the day. That Parker had a steep but valuable introduction to tackle football was something of an understatement but from there on in she ploughed on ably and with her next drive moved the offense down field and came within inches of a score, courtesy of carries from Tsiga and Matta; some fine cover tackling from Herts, saving the day.
A steadfast performance from the Lions’ defense was rubber-stamped when Linebacker Alice-Mary Smith grabbed a pick-six, 5 yards out to end a good day for the #darkside: 1 interception (Smith), 3 fumble recoveries (Stone, Nena Killick & Laura Moore) and two touchdowns (Stone & Smith) was concluded with an MVP award for Smith to boot. Final score, Lions 36 – 10 Tornadoes.
The Lions second game of the day was against Manchester Titans. With the likes of Lions’ GB Linebacker Phoebe Schecter rested for this match-up – having lead the tackle stats in game one – others continued her destructive trend in similar vein. Fitzgerald and Stone worked overtime to halt much of Manchester’s momentum all alongside smart support from Middle Linebacker Afia Law, who’s awareness and execution not by chance put her in the right place to secure a safety, mop up two fumble recoveries whilst taking one of those to the house.
On the other side of the ball the Offense rotated their Backs with no loss of service, Fullback’s Steph De-Haven and Emelie Taylor featuring notably: the former’s seismic 7yd run to the end zone still an emblazoned sight to behold was duly complimented by Taylor’s three consecutive carries from the 5yd line all the way to the goal-line for her first score of the season, setting a none-too-shabby 9.6yd average per carry in the process (and earning Taylor pleasing MVP honours as a result).
Efforts in the air subsequently followed with the like of Hannah Pye and Matta picking up scoring receptions courtesy of 63 combined Kilby-Parker QB passing yards…but it was perhaps the less visible work of the Receivers that demanded most praise, much in thanks to their down-field blocking: the receiving quartet of Pye, Tsiga, Trim and Celine Bisson all delivering useful, and play-by-play improving blocks to give their ball-carrying team-mates the chance to prosper.
With the game quickly and clearly swinging the Lions’ way plenty of game-time followed for all and with returners and rookies alike hustling to deliver for their team, Manchester could neither score nor stop the Lions scoring, despite at all times, fierce and valiant efforts from a number of their players. Final score, Lions 51 – 0 Titans.
Birmingham now move on to round 2 of BAFA’s Sapphire Series which takes place at Manchester’s impressive AJ Bell Stadium on Saturday 12th March. The Lions will feature against the hosts and the only other unbeaten side in National Division One, Leeds Carnegie, for a winner takes all top of the table clash. Games start at 1pm with the Lions taking to the field at (approximately) 2pm.
Addendum: May we extend a big thank you to Antoinette Morgan, Fran Collingswood, Chloe Spalding, Amy Goodwin and Aneesah Raqeeb for assisting the team on the day and to (photographer) Garry Charles for covering our games. Finally, many thanks to the supporters that travelled north-bound to cheer us on, your sideline support was much appreciated. #PartofthePride.
Image courtesy of Amy Goodwin.

response:
Step-by-step: No
Training: No

The article does not provide a clear sequence of ordered steps for completing a task; instead, it recounts game summaries and performances of a sports team. Additionally, the instructions for training a language model capable of deeper reasoning would require structured procedures, but the article lacks the necessary clarity and detail required for such training. It primarily focuses on narrative and results rather than structured procedural instruction.


document:
I’m a big lover of using base machine for SharePoint development work instead of using different VMs. I love that approach,
- SharePoint runs much faster as it has more comfortable memory and processing power usage
- Visual Studio runs much faster
- I have access to all other tools such as MS office etc
- Last but no least I will not have to transfer my tools from every time I put up a new VM
I have been running SharePoint 2010 on my desktop for more than a year now, while working few different SharePoint and non-SharePoint projects. I used this very nice article on how to setup SharePoint on Windows 7 few times now to set my dev env without noticing the SharePoint installation automatically install a SQL Server Express edition instance and make use that as the SharePoint’s database. This was only noticed when I want to get rid of any redundant processes so that I can free up some of the processing power on the machine. For other .net related development I used to have an full SQL Server installation and addition to that my machine is running an SQL Express Edition instance for SharePoint. So I wanted to get rid of this express edition and make use of full SQL Server edition’s default instance for SharePoint as well. So started in a hard way, uninstall my SQL express edition instance and ran the SharePoint Configuration Wizard, thinking it will notice the loss of SharePoint Configuration database and ask me to create new farm. But it didn’t go that way, instead wizard keep crashing with the message saying unable connect to SQL Server.
However finally I was able to get it to configure new farm by following steps.
- Got the env to disconnect from the farm by setting the registry key HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Shared Tools\Web Server Extensions\14.0\WSS\ServerType to CLEAN_INSTALL and running the SharePoint Configuration Wizard (refer this)
- Then set the Server role to be Application (instead SingleServer) by setting registry entry HKLM/Software/Microsoft/Shared Tools/Web Server Extensions/12.0/WSS -> ServerRole key from ‘SingleServer’ to ‘Application’ (refer this)
- Then run the ShaerPoint Configration Wizard to configure new farm by providing default sql server instace (or any other SQL Server database instance) as the database

response:
Step-by-step: Yes
Training: Yes

The article presents a clear sequence of ordered steps that guide the reader through the process of reconfiguring SharePoint to use a full SQL Server edition instead of SQL Express. Each step is logically structured and provides enough detail for someone familiar with the context to understand the necessary actions, thereby potentially aiding in deeper reasoning about the configurations involved.


document:
Arsenal announced yesterday that former Arsenal legend and fan favourite for many people Freddie Ljungburg will return to Arsenal as a club ambassador for the Asia Pre-Season trip and promote Arsenal during their tour. This may have little to absolutely no influence on the team as a whole but there are a few interesting points to consider that arouse around this story.
Ljungburg who recently criticised the team for celebrating the 4th place spot like a trophy will join up with the Gunners next week to set up a promotional trip and it made me think about other club legends that could return to Arsenal. Now I don’t mean that in the same way as Ljungburg’s role, all coming back as ambassadors, I mean it in the prospect of players returning and taking up real important, influential roles.
Thierry Henry always stated that he would one day like to return to Arsenal. I doubt he ever thought he would as a player, but he did eventually get that wish when he re-signed on loan from New York Red Bulls back in 2012. But he also stated that he’d love to return to Arsenal from a coaching prospective, and if I’m honest I can see Thierry Henry being the Arsenal manager in the future. He just has the passion, desire and winning mentality that I think the club could one day hire.
Appoint him alongside Dennis Bergkamp as Assistant manager and already club legends are returning. Bergkamp currently holds that role with Dutch club Ajax and so it isn’t completely implausible to happen. Adding Vieira and Adams to the frame you could have a real recipe for success and it could honestly happen one day. It’s not uncommon for former players, especially legends of the club to return in some managerial or coaching form. Our very own Pat Rice did it, and was replaced this season after his retirement with another former Arsenal player in Steve Bould.
Other clubs have also done this, with former Barcelona and soon to be Bayern Munich boss Pep Guardiola, who has arguably be the most successful manager in these terms of a return, but admittedly he didn’t inherit a fantastic side.
In context a managerial/coaching team consisting of these four named figures, possibly more would lack experience and possible the skills at this time, but the thing is I’m not talking about now, it’s the future we are focused on and in the future who would be happy with a passionate driving managerial force of Arsenal legends?

response:
Step-by-step: No
Training: No

The article does not provide a clear sequence of ordered steps to guide the reader through completing a specific task; instead, it shares thoughts and opinions about the potential return of club legends to Arsenal in various roles. Additionally, the procedural instructions are not well-structured or detailed enough to facilitate deeper reasoning or serve training purposes for a language model, as it lacks clarity and a logical progression of steps that would be necessary for comprehensive understanding or application.