Star Wars Jedi Knight: Jedi Academy Walkthrough :
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Walkthrough - FAQ/WalkthroughJedi Knight: Jedi Academy Complete Walkthrough v.1.20 Last update: 5/22/04 Created by: JediMeister (alvinshek@hotmail.com) Copyright 2004 Alvin Shek Table of Contents ----------------- 1. Introduction - Legal Info - Version History - About the Author 2. Weapons - Lightsaber - DL-44 Blaster Pistol - E-11 Blaster Rifle - Tenloss Disruptor Rifle - Wookiee Bowcaster - Imperial Heavy Repeater - DEMP 2 Gun - Golan Arms FC-1 Flechette Weapon - Stouker Concussion Rifle - Merr-Sonn PLX-2M Portable Missile System - Throwable weapons - Thermal Detonator - Detonation Packs - Trip Mines 3. Level Maps 3.1 Yavin Jungle Training Area 3.2 Tier 1 Missions Mercenary Activity - Tatooine Droid Recovery - Tatooine Emergency Assistance - Bakura Merchant Rescue - Blenjeel Cult Investigation - Corellia 3.3 Hoth Ice Planet Hoth Echo Base 3.4 Tier 2 Missions Rescue Mission - Nar Kreeta Meet Contact - Zonju V Covert Operation - Kril'Dor Capture Crime Lord - Coruscant Cult Investigation - Dosuun 3.5 Vjun Vjun Bast Castle Lower Floors Bast Castle Interior 3.6 Tier 3 Missions Cult Sighting - Chandrila Cult Investigation - Tanaab Dismantle Device - Yalara Force Theft Investigation - Byss Weapon Destruction - Ord Mantell 3.7 Taspir III Taspir III Imperial Power Station 3.8 Korriban Sith Crypts Sith Ruins 4. Enemies 5. Credits 1. Introduction Legal Info This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Version History: v 0.25 - Played the demo released on 9/5/03 and wrote initial walkthrough. Later included locations of located secret areas. v 0.30 - Included weapons list and random notes on dueling various enemies. v 0.50 - Received game in mail and wrote walkthrough for first tier missions and Hoth. v 0.75 - Finished second tier missions and completed walkthrough v 1.00 - Finished third tier missions and submitted to the web. v.1.01 - Included secret areas and tips submitted by readers. Keep checking for more updates. v.1.02 - Included tip by Andrew Gaut regarding Ragnos on higher difficulty levels. Also included general tips submitted by Dharmon. v.1.03 - Adding submitted secret areas and tips by Abu Sayeed Ahad and Robert Lavigne, and other assorted secret areas found by myself. v.1.1 - Received permission from JarJarBinks to post a copy of his Tanaab walkthrough from the JA LucasForums. It's a whole lot more detailed than mine. Wrote up a whole bunch of secret areas, too many to count. I think that's the last of them unless someone has other ones to contribute. v.1.11 - Included several more secret areas from Hoth, Taspir, and Korriban. v.1.12 - Included alternate strategies for Rax and Tavion. v.1.20 - Added general strategies developed by other gamers. The following sites are permitted to host this as well as my other walkthrough: www.cheatcc.com www.cheats.de www.actiontrip.com RavenGames www.spielewise.de faqs.ign.com abby-cheat.com www.gamefaqs.com gamenotover.com www.gamepad.de computerunderground.com www.grisoft.com About the Author This is my second game walkthrough, the first being Star Trek Elite Force II. As I am still new at this, any recommendations or constructive criticism are very welcome. I will also be accepting tips and other strategies developed by fellow players. If you would like to contact me, just send me an e-mail with the words JA walkthrough in the subject line. 2. Weapons: 1) Lightsaber - The weapon of a Jedi. A beam of pure energy, capable of slicing through virtually any known substance and capable of blocking energy bolts. Dangerous to both user and foe alike in hands of a novice, but effective and deadly with the guidance of a true master. Primary fire is differing slashing and swinging attacks depending on the player's movements. Secondary fire is a force-powered lightsaber throw. 2) DL-44 Blaster Pistol - Possibly the most common firearm in the galaxy due to its customizability. Primary fire is an accurate single bolt. Secondary fire is a charged shot using up to five energy units. 3) E-11 Blaster Rifle - Once the weapon of choice of Imperial Stormtroopers, this weapon is now used by mercenaries and smugglers. Primary fire is a slow but damaging shot. Secondary fire is more rapid and as a result even more inaccurate than the primary fire. Secondary fire uses up energy packs twice as fast as primary. 4) Tenloss Disruptor Rifle - Rips apart matter at the molecular level. Primary fire is a fast shot which almost instantaneously hits its target. Secondary fire utilizes the attached scope, allowing for greater accuracy and charged shots. A fully charged shot can completely disintegrate an enemy. A non-charged shot uses three units of energy. A fully charged shot uses thirty units. 5) Wookiee Bowcaster - A primitive weapon, it fires greenish bolts of energy which are effective against both personal shields and bodies. Primary fire is either a single bolt or a charged shot of up to 5 bolts. Secondary fire is a highly reflective shot which can bounce off walls. Uses five energy units per shot. 6) Imperial Heavy Repeater - A weapon which definitely fits the description more quantity than quality. Like most rifles, it is inaccurate at long range. Best for up-close-and-personal ranges. Primary fire is a spray of metallic bolts. Secondary fire is an energy grenade useful for eliminating groups of enemies. Secondary fire uses thirty units of ammunition per use. 7) DEMP 2 Gun - An electromagnetic pulse gun. Most useful against electronic devices. Primary fire is a single bolt which affects droids. Secondary fire is a charged shot capable of damaging organic persons as well. The secondary fire has splash damage within a radius of three meters. A single shot uses eight units. A fully charged secondary fire uses thirty. 8) Golan Arms FC-1 Flechette Weapon - Usually used by higher ranking Stormtroopers, this weapon is known for the danger it poses to both the victim and the user. Primary shoots hot shards of metal in a shotgun-like spread. Secondary fire releases two bouncing mines, which detonate either upon contact with an enemy, or otherwise detonate within three seconds. Both primary and secondary fire use eight units of ammunition. 9) Stouker Concussion Rifle - One of the most dangerous weapons in the galaxy. Kills most targets with a single shot. Primary fire is a powerful explosive shot which can launch enemies into the air. Secondary fire is a burst of ionized particles which almost instantaneously reaches its target and throws them violently. Uses forty units of ammunition for primary fire and fifty for secondary fire. 0) Merr-Sonn PLX-2M Portable Missile System - A rocket launcher. Primary fire releases a single dumb missile which flies straight to its intended target. Can be pushed. Secondary fire is a tracking missile which locks onto the target. It can be pushed away but will re-seek its target. -) Throwable weapons Thermal Detonator - A grenade which releases energy and heat to destroy everything around it. Primary fire is a time- delayed detonator which explodes after four seconds. Secondary fire detonates on contact with any surface. Ten may be carried at any one time. Detonation Packs - An explosive with a remote detonator. Primary fire places the pack. Secondary fire detonates any placed detonation packs. May carry five. Trip Mines - Useful against a pursuing enemy or as a delaying tactic. Only 5 may be carried at a time. A laser extends from the casing to the nearest parallel surface. If either the casing is fired upon or the beam is broken the mine will detonate itself and any other explosive devices nearby. Some weapons use the same type of ammunition. For example, the blaster pistol and rifle use blaster packs. The disruptor rifle, the bowcaster, the DEMP use power cells. The repeater, the flechette, and the concussion rifle use metallic bolts. General Notes On dueling single-bladed reborn: These are generally the easiest variant of the reborn in Jedi Academy. Do not try to do the ground stab with any of the reborn. More than half the time you will be jump kicked and be on the receiving end of a ground stab yourself. The easiest strategy is the hop around like a madman slicing them as you flip and twirl around the area. If its becoming too hot a situation for you, use speed and run the heck out of there. You usually have time to heal yourself before the reborn catches up with you and more often than not the reborn will kill himself trying to reach you. Rolling stabs are also useful. Revision note: If you manage to jump on a Jedi's head and knock him down, the ground stabs can be quite effective on the lower leveled duelists. On dueling dual-sabered reborn: The key things are to keep on moving. The moment you stop moving, the npc will either grip you or lightning you. So keep moving. Another thing, always keep on jumping. Keep your reticle on the opponent and you may even connect with a few lucky swings to his head or shoulders. If he uses the saber barrier, throw your lightsaber and finish him off. On dueling lightstaff reborn: When they start doing their kata or twirls, just throw. In between, use the same strategies as against the dual-sabered reborn. A useful move, that is, if you're using dual sabers, is the DFA move. You can on average connect on two of the strikes. The other two stances, that is, the single saber and lightstaff provide no easy methods to rid yourself of this enemy except the rolling stab. Never attack when they begin a kata unless you throw your lightsaber. Also key to dueling are acrobatics. For example, if you're cornered up against a wall, use the wall-grab jump and get out of the corner you've backed up into. Or just jump over the person and stab them from behind. If you're knocked down and the opponent is going for a groundstab, just forward or back kick them. Again, don't try your own groundstab, throw the lightsaber. Jumping also allows you to land on top of an enemy and possibly force him to the ground much like a kick. Another useful combination of attacks and evasion is the cartwheel. Dharmon also reports that similar to the reborn in JO, thermal detonators are effective against the duelists after you've eliminated their cultist buddy. However, don't try to use this on blue and red duelists as they will push it back in your face. Regarding Saber Locks: Try to win every saber lock. I know this is a no-brainer but depending on which direction you push while in the saber lock, e.g. left, right, forward, or back, you will almost always perform an instant kill move. With a single lightsaber, the finishing moves are either a stab to the chest, or an upward diagonal swipe from right to left. With two lightsabers, again, either a stab to the chest, a move where you knock the enemy's lightsaber away and perform a double cut at chest height, or also a third, and most rare occurance, where you throw your second lightsaber around the enemy and slice him up as you hold off his lightsaber. With a lightstaff, you perform an upward slice to finish off the enemy. Mission Tiers: You only have to complete four of the five missions in a given tier. Because I went through all the missions, I came out with three extra force points. However, these aren't particularly necessary. The extra force points can be used to beef up your offense if you're light by investing in lightning or grip and to get mind trick or heal if you're dark. Force Powers: Force sense is by far one of the most useful powers. At any level force sense will allow you to see mission objectives that are nearby. Powerups are colored yellow, enemies in red, allies in green, and objectives in blue. The most practical use of this power is to guide you through a level. The best case of such use is on the Ord Mantell mission vs. Boba Fett. After you rush through either door near your fighter, sense will enable you to see the three detonators you must plant near each stockpile. This force power is also useful on the Bakura and Kril'Dor missions, as they allow you to "see" the bombs you must deactivate. The above tip was recommended by Jean Eric-Preis. The next useful powers are mind trick and absorb. I didn't really find the dark powers all that useful except lightning and grip, but that may be because I stayed primarily light in order to get absorb and protection. Note that mind trick can be used on the Wampa as well as the Rancor. Bizarrely I could only manage to trick the Rancor once and every other time it resisted the mind trick. The above tip was submitted by Julius Petty. Grip is one of the crucial powers if you go darkside. Not only does it lower the defense of your saber wielding enemies (at least temporarily), but you can also use it on the weaker saber enemies to toss them over cliffs or into lava. Use of grip and saber throw simultaneously is also an efficient way of eliminating reborn. This tip was posted by Lasse Pedersen and Adrian Toh. Note that you can also push the enemies as they are gripped and send them flying. Against normal enemies, e.g. the non-lightsaber guys, push and pull are useful powers. Speed + fast style are an efficient way for killing the maximum number of stormtroopers possible. The lightsaber twirls, e.g. crouch + w + attack cuts through normal enemies like butter. For bigger concentrations of enemies, use mind trick to even the odds by tricking the trooper with the most powerful weapon. This tip was submitted by Dharmon. I have to agree with Dharmon. Mind trick was my most frequently used force power on most missions. Mind trick is most useful on levels such as Vjun against those Hazard Troopers, on Dosuun when you're weaponless, and on the Byss Dreadnaught mission. I'm sure there are more places where mind trick can be used effectively, but these were the missions where I found it the most expedient. Another tip regarding non-jedi submitted by Jeremy Guebert: I've noticed that the only stormtroopers with weapons better than the standard blaster rifle always have orange shoulder pads. (with the exception of Hazard Troopers) (this info is based on Padawan difficulty only... please correct me if this is different on higher difficulty levels). This is quite true, and I'm surprised I forgot to include it in the previous revisions. If you take out the officer or the higher ranking stormtrooper, usually wearing grey or tan colors the other stormtroopers will scatter allowing you to hunt each one down instead of trying to hold off several shots at a time with your lightsaber. Dueling Tip submitted by Robert Lavigne: I have a tip for single or dual saber fighting that works great in almost all circumstances. This is a trick I picked up playing RUNE a few years back, and is incredibly effective in most sword fighting games I have tried. The idea is to start with a quick tap on any strafe button, and then immediately redirecting in the opposite direction and hitting the attack button. This consistently lures your opponent(s) to one side while also ensuring that you swing horizontally which keeps away any opponent you're not hacking to bits. Then of course if you persist in the same direction your character spins on himself and swings his saber around neatly, hard to direct but deadly and hard to defend for ennemies. I greatly enjoy battling multiple reborns in this fashion, and I usually save the game before such duels and then return over and over again... Other random general notes submitted by Sauli Aalto: First dueling with the reborn. When dueling with multiple of them simultaneously, acrobatic-strategy is the safest, but when there is only one of them - with any kind of weapon, it has proven to be very lethal attacking him using simultaneously force speed rank 2 or 3 and very rapid lightsaber attack (tapping attack-button like a madman). Usually this combo makes you able to finish a reborn with single raber at ease before he even gets chance to hit you. If his saber is on your way, he might cause some minor damage to your shields, but less than 20 points even though. With dual-sabered reborn this tactic is effeccient usually only from behind (but hey, correct timing with force speed and you have plenty of time to circle around him and then slash him good). Additionally, force speed and saber -combo can be very useful also with multiple reborn as a startoff for the fight, but to try this you should have enough room to pull back if situation gets too hot and also see your opponents beforehand (ie. from distance with force sense) to know their position (only way to be not surprised if force speed fades out sooner as you expected. My second point was about force abilities since I have found force grip the most useful of all force powers. At level3 you are able to kill almost all of the regular enemies with a very simple trick: Grip the bad guy off the soil and smash him back to ground. And this can be done with a single sharp vertical mouse movement. Barely bacause this I prefer growing grip to the highest level as the first power in the beginning of the game (regardless of wether you wish to become light or dark jedi) And the tactical use of this little griptrick follows: On most of the missions you are able to see enemies beforehand using force sense. All single guards are very easy to eliminate silently and gaining no damage. Using grip doesn't usually catch attention of other, more distant enemies on the same area, but using saber does. This makes you able to take out a few lonely enemies on large areas before the majority of them notices you. Then, when you face larger squads of stormtroopers, one of them has usually annoying flechetteweapon or even rocketlauncher. If you rush close enough before the firing begins, you are able to take out that bastard at once. After that, dealing with the rest of the squad will be a lot easier. Even if you fail to finish him to ground, he drops his weapon and spends a while searching for it unarmed (and you get a second chance to grip). Also it is useful to notice how long radius grip actually has. Sometimes you are able to pick enemies off ledges to same level with you using grip (and they, of course, lose their weapons same time). Finally grip is useful also against the reborn and even the real dark jedi - used as combo with force absorb. Thus you are able to grip the dark one and punch him to the ground several times - and they are helpless, because if they try to do something against you, you only gain more force power (and that is more time to keep him gripped). Punching to ground three or four times is usually lethal for the most of the reborn. The real dark jedi don't die on this but even though they will lose a huge bit of energy. When facing multiple reborn simultaneously, you can also use grip to convert one of them as a hammer to hit the others. Only weakness of this strategy is that when absorb fades away after awhile gripping, you are totally out of force power for a while. More Force suggestions submitted by Svetzolar Todorov: I noticed it was more focused on lightside powers and grip and lighning from the dark side powers. So I thought I might present you some useful info about the drain and rage powers. Let`s start with drain. On lvl1 it`s only draining from a close range. Lvl 2 is like lightning level 2 - affects one target from a greater range. Level 3 is the ultimate - it affects everyone in line of sight; it seems it is quite like lightning though it heals in addition to damage. I found it useful mostly when maxed to lvl.3 - that`s the only way you can lose less force points, gain more healthpoints (about 1/4 higher than your base), and not waste too much time on doing so. You should better max it early in the game or after you go through Hoth base to get the most of this force. It`s not to be underestimated though as it adds additional health points (well it`s actually for a short time but it`s useful when in the heat of the battle). Also if you drain non-jedi you drain their life-force allowing you to kill them with drain. Draining Reborn and Cultists though drains their force points only, but I think draining them of health occurs when you are very close to them, actually right beside them. When you drain them that way there is a moment of 2-3 seconds after the draining when they stay with deactivated lightsaber and do nothing so you can use it to your advantage. I can`t remember of anything else about that force power so I'll head to rage now. Rage lvl.1 is rather annoying - your health goes down to 1 but you get 10 seconds of immortality. Lev.2 is more or less the same thing. To use rage on lvls 1 and 2 means to be sure you`re gonna kill your opponents and to be sure to have heal or drain to restore your health. Rage gives you a nice damage protection too. The ultimate rage comes on lvl.3 at the cost of only a small part of your health points for 10 seconds, 50%speed , 90% damage immunity, which allows you to dive into the big melee and rip heads off without caring about loss of shields or health( except you get a really nasty hit while raged but on the rate of speed you`re moving it`d happen only if you`re not careful), and of course, immortality. Why take rage? 1st beacuse you can kill Tavion on Jedi Master with a couple of blows of your lightsaber :) 2ndly it makes fighting any saberwielders faster and safer. You may sacrifice a grip fora rage if you like, it`ll be more handy at times. Like 3rdly on saberlocks. When you enter a saberlock immediately tap rage (which i forgot to mention, makes your attacks stronger) and chop your opponent. It works ALWAYS unless your enemy escapes the saberlock which i doubt he can do as fast. Also you can deal with those nasty hazard troopers (though a bit roughly). That`s all I remember now for rage. This force power shouldn`t be underestimated for it`s first 2 levels because of the massive bonuses it provides on lvl3. I`ve tested those two force powers on Jedi Master and it`s been quite the test - they proved their worth as I found out that dark side is easier than light side.:) Let me give you my force power recommendation : you max them out one by one in the following order lightning, heal/drain(better heal),rage,absorb and grip. I don`t have anything against other powers : I think they`re all useful - there aren`t any that are given without purpose, but those five, I`ve figured, are what can make you a powerful adversary. 3.1 First Missions 3.1.1 Yavin Jungle From the start, head forward through the weeds in the stream, and up to the right. Cut down the tree. Head upstream and face two reptiles. Kill both or let Rosh shoot them. Proceed ahead. When you can proceed no longer get up onto the streambank with the stone building. After Rosh shows off his growing Force powers, enter. To the left is another one of those weird reptiles. Saber him and walk forward. Cross the bridge. On the other side, to the left, behind some rocks is another reptile. In the clearing ahead, you'll hear Rosh comment that you can make another bridge with a cut tree. Head up your new bridge. Exit left and face another reptile. Just past it, you'll come upon a cutscene which introduces some more familiar enemies: stormtroopers. And, surprise, so soon, your first duel. This guy is a dead pushover, with emphasis on DEAD. After he's passed on to join the Force, a cutscene will lead you into the next level. 3.1.2 Training Area As you start, follow Kyle's instructions and enter the door in front of you. Wait for a cutscene and enter the next room, where you will face several remotes. Don't worry, you won't face them all at the same time. The best strategy is to use saber throw to eliminate them rather than having to slice at each one. In the next room is a broken bridge. Jump over the gap and push the different colored wall in front of you. Walk through and prepare for battle. Apparently Luke has a saber wielding droid. After he's delimbed or whatever, proceed onwards into the door just past a stone pillar on the left side of the room. Cutscene with Jaden. Listen to Kyle give some advice and then pull the switch. Head forwards and take a right at the next opportunity. Head downstairs The second column on the right, furthest from you holds a medpack. Push to reveal. Remember what Kyle said? Use Force Sense and see the stones you must pull to make it out of the room. There are three total. The first one is to the right of the door as you enter. That said and done, when on the upper level, exit left and through the series of doors. In a room with a pillar, turn right and take the door on the left. In the next room you'll have to use speed to make it through either door. It doesn't particularly matter. Enter the single door. By the end you'll transition to a cutscene which will introduce you to the next level. 3.2 Tier 1 Missions 3.2.1 Mercenary Activity - Tatooine Recommended Force Power: Mind Trick Lvl. 1 Recommended Weapons: Blaster Rifle, Bowcaster, a throwable weapon of choice Would you like to know why I suggested bringing along the Blaster Rifle? Well, if you go without it, you only have 30 shots with the blaster pistol. With the rifle, you have a full loadout. First things first, stay out of Chewbacca's line of fire. Yes, yes, he's a lovable furball but his aim sucks especially since he hits you more than he hits the enemies. As the mission starts, there are four enemies in this area. One Rodian, two blaster toting mercs, and a Trandoshan armed with a repeater. I suggest eliminating one or two of them with your pistol as your saber defense skills are somewhat limited. After they are all dead, retreat into the last alcove on the right and enter the door. A Trandoshan awaits you to the left, a merc to the right, and two Rodians further in the room. Continue straight ahead, through the door and exit through the right. Two more mercs await. Either interrupt their conversation rudely or politely wait for them to finish and then kill both. Exit out the door. To the immediate right is a Trandoshan. To the left in the main area are two mercs. One you can snipe with your weapon of choice but the other you will have to kill in person. There are two more enemies in the adjoining two alcoves to the right, a merc with a bowcaster, and another Trandoshan with a repeater. After they are both killed, two more enemies will run out of the door in the alcove with the merc. A Gran with thermal detonators will also enter the area from a walkway above. The simplest way to deal with these numerous enemies is to snipe each one with your pistol. When the two mercs are eliminated, three more enemies will enter from the door nearest the ship parts. After they are dead, walk into the next area through the door they entered from. If you would like to refill health and shields, the door which the two mercs ran out from contains a shield generator and a medpack. In the next area are a Trandoshan and a merc to the left. Mind trick both to make it go easier on yourself. Exit the hallway through a door to the right as you face the wall where the two enemies were and come upon Kyle's ship, the Raven's Claw. Secret Area: The rightmost alcove behind the boxes has a belt of grenades and a shield booster. The last alcove of the open space leads to a cutscene. After the cutscene, mind trick the two guards and slice and dice. Exit through the door ahead and meet the checkpoint. After the checkpoint, proceed cautiously into the next room. Inside are several trip mines, easily avoided, a Trandoshan, and two Rodians, one armed with a blaster, the other with a disruptor rifle. Mind trick the Trandoshan who is to the left of the room next to some boxes. After you kill him, stay behind the boxes. The Rodian with the blaster is probably running around by now, so kill him and then the one with the disruptor by either using speed or mind trick. Exit through the door behind the Rodian. Activate speed or have mind trick ready and kill the Gran at the head of the stairs. Past him, to the right, are two Weequays and a merc. Mind trick all three and kill them. A healthpack and shields are in the room. Exit through the door onto the walkway overlooking the Millennium Falcon. Mind trick the Rodian as he enters through the door across from you and kill him. Keep in mind that even though you mind trick him he still may fire so don't run straight at him, run along either side of the walkway. Enter through the door and through the next door and see two Rodians. Mind trick both and kill and proceed up the elevator. Hit the switch, and enter the other half of the control room to meet the new and improved Reborn. After trading a few taunts, cut him down and hit the other switch to deactivate the tractor beam. Head back onto the elevator which will disembark you a level below where you originally got on. Turn around 180 degrees and exit through the door to see Chewbacca, hale and hearty. Through the smallish door on the right, opposite end of the hallway, you see the Falcon once again. There are an average of two enemies in each alcove. The first alcove on the left has two mercs, the next has two Rodians, and there are two more Rodians in the area. One is by the first two Rodians, and the other one is hiding behind boxes on the far side of the area. Once all are dead, Kyle arrives. 3.2.2 Droid Recovery - Tatooine Recommended Force Power: Heal Lvl. 1 Recommended Weapons: Blaster Rifle, Bowcaster, a throwable weapon of choice From the start area, head right. You'll come upon Jawas under attack by three Sand People. There is a fourth up to the right with a rifle sniping at you. Past the arch the fourth Sand Person was firing at you from are three more Sand People approaching from the right. On the left side of the rock on the left, you will find a Disruptor Rifle and accompanying ammo. A belt of grenades is behind the area from which the Sand People rushed you. Head further into the canyon. When you can see the moisture farm up ahead, four more Tuskens (Sand People) will attack you, one armed with a rifle, and three going for hand-to-hand. A fifth one is on the cliff above the farm. Enter the farm. Clear each cave section until you reach a door. Inside is a secret area. Secret Area: Inside is a large shield booster. Backtrack until you see a path leading up on the left. A few more Sand People will have spawned. Clear them and head up. At the first turn, behind some explosive crates are two blaster packs. Head up and exit outside. There are two Sand People waiting to the left. As you approach the first building on the left, three Sand People rush. There is a sniper hiding in the building on the right. It appears he's guarding some supplies, medpack, small shield booster, and Thermal Detonators. After that, cross the canyon using either of the arches. Three Sand People are on the level area, and another is perched atop one of the buildings. Head past all the buildings to the back of the area and enter another cavern. Inside are more Tusken Raiders. To the right of the first cavern are shields and a belt of thermal detonators. Exit the area to find a Sandcrawler. To the left of it facing the back are three Sand People. Go around to the front of the Sandcrawler. Take out the four Sand People, and head for the door. When Jaden says, "I wonder if I can get up there," go back out and pull down the mechanical crane. Jump on and let it go back up. Upstairs are three enemies. Two on the "ground" level, and one on a catwalk above. To go face-to-face with the third one, jump up onto the boxes on the right and onto the catwalk. Hit the switch. Transitional cutscene. Another Raider shows up on the uppermost catwalk. Jump back down and go to the opposite side of the room. The elevator is blocked by a cart of some kind. Pull it and head up the lift. Kill the Raider and head through the door. Through two more doors, you will come across a molten metal pit. Notice that the side closest to you is quite cool. You must be wondering why it is cooler? The simple answer is that the pipe to the left and below is dripping water. Throw the lightsaber and cut the pipe. Head across and through the door on the right. Inside and to the right are flames. Don't even try to run through them. Instead, go to the left most aisle. Notice that one of the flames intermittently dies? Jump when its gone while hugging the wall. Kill the Raider on the other side. Hit the switch by the Jawas. Go around them to a lift that was unreachable due to the flames. Take it down. Three Tusken Raiders await you in the first room. Head through the next door. Throw your lightsaber at the enemy you can see through the boxes to the right. Then push the cart. Kill the four remaining Tuskens and head for the back of the room. Pull the next cart to reveal the R5 unit. Hit use on the droid. It will take the lift down. Drop down after it. There are several Tuskens waiting, six to be precise. After they're dead, the level will end. A cutscene showing the Jedi trainees relaxing. Rosh is sure acting strange, eh? 3.2.3 Emergency Assistance - Bakura Recommended Force Power: Mind Trick Lvl. 2 Recommended Weapons: Disruptor, Bowcaster, throwable weapon of choice Walk around the platform heading in the direction of the main door. Notice all the dead workers and the marks that look suspiciously like those left by a lightsaber on your landing platform. Enter and head for the security station on the left. Here you'll find out your objectives. Secret area in the room. Secret Area: As you enter the room, there should be a grate to the right of the door you just entered from. Cut open the grating and help yourself to shields and health. Heading for either door will alert two stormtroopers who enter from the door by the console. The other door holds a tripmine trap, a ammunition generator, a medpack, and three blaster packs. Back to the door with the stormtroopers. Kill both. A secret area lies under the stairs in plain sight. Secret Area: Thermal detonators and a large shield booster. Heading upstairs, there are two more stormtroopers. The door leading left takes you to stealth-cloaked enemies. Past them is a control room. But return to the first hallway. Shoot the mines and walk outside. Directly in front is a set of explosives. Use to deactivate. Return to the control room where two enemies are waiting, a stormtrooper armed with a repeater and one armed with a rifle. After both are dead, head past them and come upon a hallway of flames and steam. Hug the left wall to get around the first obstacle. For the steam, wait until the steam from the right side of the wall dissappates and then run through. For the last set of fire, walk onto the panel and jump when the flames from the upper left die down. Exit through the door ready for the automated sentry to the right. Down the ramp is another stealthed trooper. Notice the door with a security lock. Head back up the ramp and through the other door. You can jump over all of the mines except the last set. You shoot the one on the left by hugging the right wall. In the next room are two stormtroopers and an officer. Mind trick one of the stormtroopers and slice up the leftovers. The officer holds a key which will open up the security lock. But first, go up the steps leading to four mines. Shoot the middle two mines and jump past. Two more spec ops stormtroopers await you outside. Kill both and deactivate the second bomb. Return to the locked door and open it. Two stormtroopers await you outside. Cross the walkway and go to the right. Kill the stormtrooper with his back to you and continue. Enter the door and kill the officer and three stormtroopers. Collect the officer's key. Face the stealth-cloaked commando at the end and kill him. Open the door, which leads back to the room with the security console. Backtrack and this time take the left path from the bridge. Two foolish workers, while trying to kill you, accidentally blow themselves up. Peek around the corner. The stormtrooper all alone right there is going to run to a stationary blaster if you get any closer. So don't let him and snipe him. Take the level path and enter the first door you come to. Kill the stealth commando. Exit out the other door. Take a right immediately and take the lift down. Circle around the base of the tower to find a secret area. Secret Area: Medpack and detonators. Head back up. Through the next door in line are two stormtroopers. After you've killed them, go to the back of the room and exit. Outside are two commandos and an officer. When all are dead, deactivate the third bomb. Secret Area nearby. Secret Area: After deactivating the bomb, go around the four storage tanks to find some health and shields. If you need or want shield or ammunition, follow the walkway and down some stairs. Otherwise, go back to the building in the middle and open the door with a key you should have grabbed from the last officer. Inside are three enemies. The first is a stealth commando between the first and second columns, and another stealth trooper and stormtrooper on the top level. After the first stealth trooper is dead, you can pull the two up top down one at a time and finish them. If you go downstairs, health, shields, and grenades await you. If instead you take the lift up, take a door, you will be in close proximity to two bombs. One is in the room below you. The second and last one is past the door to the right on the top level. You have to jump to reach the door. The one on the top level is guarded by two stormtroopers and a commando. You can see the commando using sight. Deactivate this bomb and exit through the door. Two stormtroopers will spawn on the upper floor as will another commando on a catwalk below. Kill everyone in the room and deactivate the last bomb. Inside the room is the last and final secret area. Secret Area: There's a set of energy conduits that go around the two sides of the room. Jump up to where they meet to find the secret area. Contributed by _SeHT. Take the lift back up and jump across to the platform the two stormtroopers were on. Exit through the door behind them and come upon two commandos. Two stormtroopers are in the next room past them. Drop down and surprise two more stormtroopers. Exit out the door and turn left. Kill anything and everything on the way. Remember that door which led back to the security console? It was reached by going completely around the building and through a door across a walkway, which returns you to the main room where you first discovered your mission objectives. When you return to the main door, more enemies await, in the form of four stormtroopers. Two to the right and two to the left. If you have mind trick 3, mind trick one or two and kill the rest. Head back across the walkways to your ship to end the level. It has been brought to my attention as well as through my browsing on the Jedi Academy Forums that you can't take the long way to return to your ship. You can only take the path I have listed above, otherwise the main door will not open. The solutions to this are quite easy. First, make sure you have disarmed all five bombs. Second, take the path listed above and enter the room from the right of the entrance. Otherwise, if you don't want to walk around, just noclip through the wall. 3.2.4 Merchant Rescue - Blenjeel Recommended Force Powers: Force Heal Lvl. 2 Recommended Weapons: You really won't need any so the choice is yours. You start off the mission by crash-landing on the planet. You mission is to retrieve the parts necessary to repair your ship. However, there are a bunch of creatures similar to the sandworms in Dune between you and the pieces. The key part of the level is to stay for the most part off the sands. Any time you run more than three seconds on the sand, you're probably doing something wrong. The first piece is the power cell. The way to get this part is to jump on top of the piece of wreckage in front of you. From there, jump from piece to piece until you see a brown rock in front of a big stone formation. Hop on top of the whole structure. You ought to be able to see the power cell on the ground. Pick it up and jump on top of the pillar-like rock formation. As you jump from rock to rock, they begin to sink so return as fast as you can to your ship and place the power cell in the second compartment on the right. Go back outside. The power coupling is near where you got the power cell, by another group of rocks. From these rocks, jump down, grab it and immediately jump onto a nearby box. Make your way back and place it inside. The damper is the furthest from you, near the front end of the merchant ship, by another group of rocks. Make your way to these rocks and then grab it. Immediately after grabbing it, jump back onto the rocks and make your way back to the ship. The power convertor is in the front most merchant ship piece. Make your way here by first going from the back piece. Jump inside and onto the walkway, over the railing, using the box. Past the door and to the right is the convertor. Return to your ship, and place the last part. End of level. Andy Winters submitted the following tip: For the most part, you can use Force Speed to get to any of the destinations. Instead of jumping between pieces of wreckage or boulders, choose the "safe" area you want to go to and use Force Speed to get there. Also, you can throw thermal detonators on normal mode to attract the attention of the worms and move them away from your location before you run. This was a pretty useful strategy. Now I understand why there were so many grenade belts strewn through the map. I kept wondering if they were a way to kill the sand burrowers, but now we know one of the uses for them. Another thing a few people have submitted. You can actually kill a sand burrower or two with your thermal detonators, but they'll just respawn again. 3.2.5 Cult Investigation - Corellia Recommended Force Power: Force Protection Lvl. 1 Recommended Weapons: Blaster Rifle, Disruptor, throwable weapon of choice You start in front of a door you cannot open. If you walk on the ledge to the right you find the first secret area. Secret Area: Medpack, small shield booster, detonation packs. Jump from one of the L-shaped pipes (there are two of them on the back of the tram) on to the top of the car. Kill the two mercs up top and then drop down. Turn around and kill the two mercs in the room with the droids. Go back to the last car and kill the remaining merc. Pick up the det packs if you like and hit the switch. You can now run on the connectors between cars. Jump up on top of the car. Proceed ahead. On the next car, a Weequay starts to shoot at you with his bowcaster. Reply in turn with your blaster. Drop down slowly and jump across to the next car. Jump on top of the boxes and get back to the top of the car. On the next car a Rodian will shoot at you. Below is a merc armed with a blaster rifle. Take him out if you like, and then jump across, staying up top. Here comes another duel. He's another easy kill. Another merc is in the room below. You can break the glass and drop down and kill him. To get back up top, jump on either of the big L-pipes and jump back up top. Gently slide down to the bottom level of the car. Jump across. Enter the room and kill the three mercs. One to the right as you enter, and the other two on the far side of the room. Exit the room. Turn around and backpedal. You should see the tip of a Weequay's head. Snipe him and then jump to the next car. Jump onto the walkways on the left or right of the car, each supported by two guidewires. Drop down. If you hear a conversation and you can't see anyone, use sense, they're most likely on the other side of the tram. Enter through the door the merc with the repeater is guarding. Inside are two mercs. After both are dead, examine the raised section of plating. It is in fact an elevator. Ride it up. You should be in a room with a blue force field. See the red fuse boxes on either side? Either saber 'em or shoot them. I recommend shooting, personally b/c you'll get shot a couple of times by the two mercs, a Rodian and a Weequay behind the force field. Take the time to admire the huge amount of ammunition before you. Unfortunately, you can't pick up any. Oh well. You can however pick up the trip mines and break through the glass up top. Jump onto the yellow canisters and run across the connectors, there are two of them and they're grey. Cross the next connector, there's only one. Move forward cautiously. There is a Rodian with a disruptor up ahead. I don't think you can snipe him so the alternative is to drop, use speed and run to the side to the left or right of the metal ramp. Secret area. Secret Area: Look back to the car you just jumped from. Standing to either of the side of this car you should be able to notice the lights of an ammo generator, jump across to find a medikit, small shield booster and ammo generator. Heal up whatever HP damage you took, and speed up and slice him. Snipe the merc across the way. Cross on the shipment of pipes, and snipe the next two visible mercs. Drop down, jump across. Checkpoint! There's another duelist to your left as you enter the room. Kill him and also the merc in the room. Bomb? Hey, its that yellow thing in the middle of the tram car. Hit it and go forward. There is no urgency so suck up the shields and ammo generators in the room as necessary. There are three mercs ahead. Two you can see on the next car, and the other one is on your tram to the left of the exit. Snipe the ones you can and jump across. On the next car are two more visible enemies, a Rodian and a Weequay. Shoot both and jump across. There are two more mercs on this tram car. Kill both and then also the Weequay across the way. You probably see your next duel if you're looking closely. Kill him as well as the merc inside. Before you walk in and end the mission, consider jumping up on top of this front tram car to find a secret area. Secret Area: Above are a shield booster and health medpack. Walk to the controls and hit use. Mission accomplished. The last two secrets were submitted by Abu Sayeed Ahad. A cutscene introduces you to your next mission, the snowy world of Hoth. I'm going with the standard loadout of disruptor, bowcaster, and grenades. 3.3 Ice Planet Hoth 3.3.1 Ice Planet Hoth Recommended Weapons: DEMP gun As you start out, even though Jaden thinks he should use the Taun Tauns, you really don't need them. Its more of a hassle this early than it is any use. Secret Area: Before proceeding forward, go into the cave behind your starfighter and investigate. Kill the wampa within and go past him to find a pack of trip mines and health. Advance until you can see the outline of an Imperial and let fly blaster bolts. Snipe every single snowtrooper you can see. Advance until you can see their outlines in the fog and snipe each one. When you see a group of four, and an accompanying E-Web stationary blaster cannon, snipe the one on the left first. He's the one who runs for the blaster so if you eliminate him first you should have an easy time with the other three. Keep moving after you take a shot so |
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