"Star Wars Jedi Knight: Jedi Academy" - the complete walkthrough
version 2.2
~~~~~~~~~~~
References: two files from GameFAQs... one was the npc/spawn list compiled by
=JSA=Lightning (it has a couple of spelling errors), and the other was the walkthrough done by
JediMeister, in order to be sure of the Secret Areas... but as usual, I found better and easier
ways to get to them.
http://www.gamefaqs.com/
Thanks to C Hunt for the info on the two unknown Reborn (found on Vjun)
Thanks to John Lesley for the Secret Area on the Boba Fett level (t3_bounty), and the
new Secret Area #3 on Taspir 2.
This file may be distributed anywhere on the Web provided that it is not altered in any
way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN.
===============================================================================================
DISCLAIMER:
This file is entirely my own idea and has in no way been sanctioned or authorized by
LucasArts LLC (http://www.lucasarts.com/) or any other persons responsible for the
creation, production, and distribution of the game.
Any errors contained herein are entirely my own; use at your own risk.
===============================================================================================
CONTENTS:
References (above)
Disclaimer (above)
The Intro
Recommended Systems - what kind of computer you need to play
ATI vs. nVidia
Updates/Patches
Computer Stuff - screen capturing, multi-tasking
Controls
Console Commands
Binding - creating your own macros and hotkeys
***Multiplayer for Singles
++Mods++
The Weapons
The Force
The Lightsaber(s)
The Good Guys
The Neutrals
The Bad Guys
Character & Lightsaber Creation
===The Walkthrough===
The Demo>>>
The Full Game>>>
The Cast - the actors who lent their voices to the game
The Cheats
Cheats in Multiplayer
Mapping the Game
Spawning - bringing people to life
Spawning in the Demo
Jedi vs. Jedi, Reborn vs. Reborn
the Kyle Katarn series
Copyrights
Fan Sites / Mods Sites
Signature/Versions
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE INTRO
I did a long Intro write-up for "Jedi Outcast", so I'll keep this one simpler (an
expanded version of Kyle's tale can be found at the end of this document)... if you've played
"Jedi Outcast", then this is the aftermath: Kyle Katarn is sticking around to help Luke
Skywalker rebuild the Academy (partially destroyed by the Dark Jedi Desann) and to train new
apprentices...
You guessed it, that's you, a Jedi wannabe named Jaden Korr from Coruscant. However,
you're a very special wannabe... because without any training at all, you've managed to
construct your very own Lightsaber.
You'll go on a series of missions - in some you'll be accompanied by Kyle - for a
variety of reasons, mostly dealing with the Disciples of Ragnos, a new cult that seems to be
backed by the Remnant. (again...)
In style, this game isn't really anything new... same old "fight the Bad Guys"
routines, same basic graphics & music. Okay, the graphics are slightly upgraded, especially in
the cutscenes.
What *is* new is more than worth the price of the game... Character Creation,
Lightsaber Creation, and a choice of how to proceed. Instead of a linear game like "Jedi
Outcast", where there's only one way to go in the game (one level leading directly to the
next), this one has a variety of 'missions' at different difficulty levels (tiers) - you can do
any of the missions in a Tier in any order you like, or skip some to do the next Tier, which
means the next game won't be a repetition of the last.
They've also brought back something from "Dark Forces II"... as you're an apprentice,
you're still malleable - depending on your choices in the game, you could end up on either side
of the Force (Light or Dark) at the end, which gives you even more replay ability. Unlike "Dark
Forces II", however, it doesn't matter what Force abilities you use during the game or who you
kill - there's just one spot in the game (near the end) where you need to perform a specific
action... that's what decides which way you go.
Two things that *haven't* changed from "Jedi Outcast"... because it's the same game
engine, it has the same problems - your character will still get stuck at corners, bumps,
protrusions... it's something you have to live with because of the 'clipping' that the game
uses.
The other thing is that - when getting information or instructions from someone -
characters still *talk too much*! Yak yak yak yak yak... It's somewhat cute the first time
around when you're learning the game, but after that... you'll start wishing there was some way
to shut these idiots up (especially Luke and Kyle - they seem to like the sound of their own
voices).
There is one nice addition, however... now whenever you're properly positioned to aim
at something - a door switch, a Regenerator, whatever - a hand icon will pop up on the
screen... it makes it much easier to open doors this way.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RECOMMENDED SYSTEMS
The same computer that ran "Jedi Outcast" might be able to run "Jedi Academy"... the
memory requirements are higher, and you'll need DirectX 9.0 instead of just 8.0. You really need
a better system, though.
Minimum requirements:
a Pentium III, 450 Mhz
Windows 98/ME/2000/XP
256 Meg of memory
a graphics card capable of Open GL and AGP, with at least 24 Meg memory,
also with 3D Hardware acceleration
a decent sound board (preferably not PCI)
a mouse
minimum of 640 Meg of hard drive space, plus 200 Meg for the Windows
swap file and for saves
DirectX 9.0
Personally, I wouldn't recommend playing the game on anything less than:
a Pentium 4, 2 Ghz
512 Meg memory... 1024 would be even better
a graphics card with at least 32 Meg of memory (and OpenGL and AGP)
at least 1.5 Gig of free hard drive space
plus, of course, a sound board and mouse
Also note that the "readme" and "troubleshooting" files have a list of what video cards work
with the game, and which don't. For the most part, any nVidia GeForce card will work well, as
long as it has the memory. Most ATI cards will work, but there's a list of them and their
problems in the files. I wouldn't recommend trying to run the game with Matrox or Voodoo.
If you don't have a Force Feedback device attached to your machine, turn off the Force
Feedback setting! (Controls, Mouse/Joystick) That setting can actually affect the game's
performance, according to LucasArts.
A suggestion: keep a copy of the configuration file backed up somewhere (after you've
got it set up to your satisfaction)... if the game ever goes screwy and you need to reinstall
(very rare, but you never know with Windows), it'll be easier to just copy the configuration
back into the original directory
(...\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Base\jaconfig.cfg)
instead of setting it up all over again - especially if you're like me and have a ton of binds.
===============================================================================================
ATI vs. NVIDIA
If you have an nVidia GeForce 3 or higher, and you have at least 32 Meg of memory on
it, then everything in your setup can be set to "high" or "maximum"... set all your textures,
etc for their highest level. If you experience any stutters or slowdowns during the game, shut
off both 'Dynamic Glow' and 'Light Flares'... if you still have problems, try dropping some of
the settings by one notch, starting with the 'Texture Detail'.
If you have an ATI - especially any of the Radeon series - then it's recommended that
you set your 'Video Quality' to 'Fastest'... this is true even if you have 64 Meg or more of
video memory. Also, the ATI Radeon series may cause some problems under Windows XP or XP Pro...
you may get an occasional game lock up, or a message asking if you want to send Microsoft an
error report (don't) -- if you've got an ATI Radeon series board, make sure you save often.
On the other hand, ATI boards (64 Meg and up) seem to produce crisper, sharper images.
The settings as I've used them (no crashes or lockups):
Computer systems:
[custom-built desktop] Pentium 4 (2.66 Ghz), 512 Meg memory, 80 Gig
hard drive, Windows XP Pro. Norton SystemWorks and Norton
Internet Security running in the background.
[Toshiba Satellite laptop] Pentium 4 (2.4 Ghz), 512 Meg memory, 60 Gig
hard drive, Windows XP 'Home Edition'. Norton SystemWorks and
Norton Internet Security running in the background.
The video:
[desktop] ATI "Sapphire" (Radeon 7000 series) with 64 Meg
[laptop] nVidia GeForce 4 (DetonatorFX) with 32 Meg
ATI nVidia
~~~ ~~~~~~
--Video--
Video Quality: Custom Custom
Video Mode: 800x600 800x600
Color Depth: 16-bit 32-bit
Full Screen: On Off
Geometric Detail: Medium High
Texture Detail: Medium Very High
Texture Quality: 16-bit 32-bit
Texture Filter: Bilinear Trilinear
Detailed Shaders: Off On
Video Sync: Off Off
--More Video--
Shadows: Simple Volumetric
Dynamic Lights: On On
Dynamic Glow: Off On
Light Flares: Off On
Wall Marks: On On
Anisotropic Filter: 50% 100%
Note that even though the nVidia has only half the memory of the ATI - and on a
slightly slower machine - the settings are at maximum, with no lockups or crashes. I also
usually run a text editor (PFE 1.01) and a paint program (Paint Shop Pro 4) at the same time
as the game, with no problems... something I wouldn't dare try on the ATI; even changing just
one thing - such as turning the Dynamic Glow to "on" - on the ATI is enough to cause a lockup
or crash in graphically intense areas.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
UPDATES / PATCHES:
If you haven't done so already, hit the LucasArts site (http://www.lucasarts.com/) and
get any patches for "Jedi Knight: Jedi Academy" - the latest (as of July 2005) is 1.01; if
you bought the game after February of 2004, then it should already be updated to the latest
version (it will say right on the CD what version it is).
See the warning under "The Force" for a problem with any version of the game
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMPUTER STUFF
If you have any problems running the game, read the "readme" and "troubleshooting" files in
your game directory... if all else fails, contact support at http://www.lucasarts.com/ --
LucasArts support is exceedingly excellent, and they'll get back to you in less than a week
(presuming your question isn't answered by Yoda in the first place).
You can't task switch out of this game... unless you set the screen to 'windowed'
rather than 'full' - if you do that, you can click on your task bar or the Start button as
needed... though I wouldn't recommend it. Note that when you go windowed, the game screen might
not be centered... check your Windows manual to find out how to center it.
Unlike the previous games, hitting your PrtSc (Print Screen) key doesn't leave a pcx
graphic in your game directory... if you want to screen capture in the game, you'll need to go
into setup and shut off the 'Full Screen', changing it to 'windowed'. This way you'll be able
to access your taskbar and Start menu; open your paint program and paste the screen cap you
just took.
===============================================================================================
WARNING! Do not try any of this if you don't know what you're doing! If you're not sure
how to use your computer or Windows, then don't play with any of this. LucasArts, Raven, and
all the rest (including me) aren't responsible if you screw up your computer.
If you do decide to go 'windowed' rather than full screen, here's what you need to do:
before you even start the game, right-click anywhere on an empty section of desktop in
Windows... don't click on an icon or any taskbar. In the context menu that pops up, left click
on 'Properties'... on most systems, this will bring up your Display screen. If not, then go
to the Start menu, Settings, Control Panel, Display.
There, hit the 'Settings' tab and increase your screen size to at least one size higher
(if it was at 800x600, bump it up to 1024x768), Apply and OK. Start the game, and under Setup,
go through your Display settings and turn off 'full screen' (running it windowed), and make
sure that the display size is smaller than what you just set Windows for (if you set Windows to
1024x768, set Jedi Academy to 800x600).
Now any time you want to switch away from the game while you're playing, do the
following:
1) hit your Esc key to get to the main game menu (pause, basically)
2) hit the Windows key on your keyboard (it looks like a four-pane flag waving) - this
will give you your regular mouse cursor instead of the Jedi Academy cursor;
don't click anywhere in or on the Jedi Academy window / screen or you'll return
to the game
3) use your taskbar, quicklaunch bar or Start menu to kick up whatever program you
want, such as Paint Shop Pro or Adobe Photoshop
4) to go back to the game, just click on its button in the taskbar, or move the cursor
over the game screen and click
Now any time you want to screen capture (or consult a walkthrough), just kick out to
the game menu (your 'Esc' key), hit the Windows key, and use either your taskbar or Start menu
to get to the program you need.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CONTROLS
Your controls in this - just like "Jedi Outcast" - are almost infinitely configurable...
set them up however you want, but the following is how I have mine. You may end up setting your
controls just a little differently in "Jedi Academy", as there are more Force powers (and other
things) to use.
Note that to change any of your controls or setup, just click on the appropriate line,
then hit the key you want to use for that command/movement... to 'erase' whatever they have set
for a control, click on it and hit your Backspace, then click on that line again to set it for
exactly what you want (which frees up a lot of keys for Binding... see further down)
Attack = Mouse1
AlternateAttack = X
WalkForward = Mouse2 or Up Arrow
WalkBackward = Down Arrow
TurnRight = Right Arrow, Mouse
TurnLeft = Left Arrow, Mouse
SidestepRight = D
SidestepTurn = S
SidestepLeft = A
Crouch = C
Use = Enter or Mouse3
ForcePush = F1
ForcePull = F2
ForceSpeed = F3
ForceSense = F4
ForceHeal = F5
ForceMindTrick = F6
ForceProtect = F7
ForceAbsorb = F8
QuickSave = F9
QuickLoad = F10
(binding) = F11
(binding) = F12
Weapons = 1-0, - (hyphen)
(binding) = += (plus/equals)
ForceDrain = Home
ForceGrip = PageUp
ForceLightning = V
ForceDarkRage = End
(binding) = PageDown
ForceJump = Space
(binding) = Ctrl
(binding) = Alt
(binding) = Del
(binding) = Ins
ForceUse = F
ForceNext = ,
ForcePrevious = .
WeaponsScroll = Mouse scroll wheel
ViewSwitch = P
LightsaberStyle = L
Everything else on the keyboard - I use a laptop - is set for binding...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CONSOLE COMMANDS
Other than actual gameplay, one of the most important parts of the game is the
Console... hit Shift~ (the 'tilde', to the left of the 1 on a regular keyboard) to open the
Console. Type in a command, and hit Enter... type in a cheat and hit Enter, type in a spawn,
etc. During a Multiplayer game it can also be used to send messages to the other players. Note
that gameplay does not stop while the Console is open, so be careful... to close the Console,
just hit Shift~ again, or hit Esc. Also note that you can use the Console in the main menu,
before you even begin a game.
If you're unsure of a particular command - it may have several parameters - just type
in the base command, such as "bind"... the variations on that command will appear in the
Console, telling you how to input them and what they do. Cheats and spawns are also Console
commands, but they're listed in a separate section of this file... the only Console commands
I'll list in this section are the ones which don't require the cheats to be enabled.
Also in the Console window you'll see other odds & ends of the game... 'Connected to
server' messages, trisurfs, flares, errors, etc. To clean up all of that mess, just type in
(without the quotes) "clear" and hit Enter.
Other Console commands:
bind [key] [command] - create a hotkey for a command string (usually a cheat), such as
"bind f noclip" or "bind t npc spawn tavion"
bindlist - lists all of the binds you've made, which also includes all the Setup and Controls
clear - cleans up the Console
mapname - tells you the name of the map you are currently playing, such as "taspir2" or
"mp/duel4"
version - this one should be obvious... tells you what version of JA you're playing
Multiplayer-only commands:
kick [player name] - boot that particular player/Bot from the game, such as "kick cultist"
(without the quotes). For any character with a two word name (such as Bespin Cop),
enclose it in quotes, as such:
kick "bespin cop"
kick all - kick everybody (except yourself) from the game, allowing others to join
kick allbots - kick every AI Bot from the game
To scroll through the Console, use your "PgUp" and "PgDn" keys.
There are many other console commands, but you won't need them just to play the game.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BINDING
You can bind commands to a key to form a macro... for example, in your setup, you can
change the key that allows you to Jump. Binding is for those commands that aren't listed in
your setup (okay, the cheats). This way you can create a macro (hotkey) for any command you can
think of, providing you don't run out of keys on your keyboard.
How to... open the Console (Shift+~) and type:
bind [key] [command]
this will bind that command to a single key, such as:
bind h helpusobi 1
this will bind the command "helpusobi 1" to the 'h' key... to issue this command, just
hit your 'h' key. Note that you need to have the cheats enabled with "helpusobi" (or the new
"devmapall") in order to use any of your binds.
bind f12 npc spawn Tavion
Note that while I've got "Tavion" capitalized in the line above, it doesn't need to
be... in fact, none of the cheats or binds require capitalization, but it does help you when
you're typing things in. For instance, you can go into the Console and type
"g_saberrealisticcombat 9", or you can type it as "g_saberRealisticCombat 9" - it will accept
it either way, but with the capitalization you can tell where one word ends and the next
begins, making any spelling errors less likely.
Any key can be bound... just type in the name of the key, such as alt or end (and all
the others, such as pgup, tab, pgdn, home, del, ctrl), as in:
bind end npc spawn stormtrooper
However, while you can't distinguish between Shift keys (or Alt, or Control)... you
can bind any of them, such as:
bind shift npc spawn probe
but you can't tell it "bind rshift npc spawn probe"... the game will just tell you that
'rshift' is not a valid key. Your best bet is to save your Ctrl, Alt, Shift, and other 'named'
keys for actual moves/uses you can setup in the 'Controls' section of setup. Even better, use
your keypad keys (presuming you're using a full size keyboard) for commands and controls in
your Setup, freeing up a slew of other keys for binding.
Obviously, you'll only need to bind commands that can't be found in your setup (in
other words, cheats... or 'non-player' commands).
Cheats are listed at the end of this document.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
***MULTIPLAYER FOR SINGLES
LucasArts has added something different to this game... in previous games, you could
'play' a Multiplayer game without being connected to a server or the Net simply by choosing the
"Create a Server" choice on the Multiplayer menu (you still can do that, of course), and making
sure you set a minimum number of players when starting a game (the game will add AI 'Bots' to
the game until that minimum number is met, or you can add them yourself).
But now there's a new choice in the Multiplayer section (in addition to the above
method): playing a Solo Game. It's basically... a Multiplayer game made for a single player, no
connection needed. You can play most of the same games found in the 'regular' Multiplayer
section, and with Bots you can have 'people' to play against... it's like having a whole new
set of Single Player games.
You'll note that there are fewer types of Multiplayer games available in "Jedi Academy"
than there were in "Jedi Outcast"... "Holocron FFA", "Jedi Master", and "Capture the
Ysailimari" are no longer part of Multiplayer. On the other hand, there are a couple of new
types available, such as "Power Duel" and "Siege". For a list of all the Multiplayer games and
maps available, see the section of this file dedicated to "Mapping the Game". You'll also notice
that some items are no longer available... for instance, the Stationary Shield; instead, the
Multiplayer games in "Academy" just use the regular Large (and Small) Shield Boosters (etc.)
that can be found throughout the Single Player game.
You'll also discover that the maps and levels in "Jedi Academy" are a bit different
than the ones in "Jedi Outcast" - in particular ones like Outcast's "Bespin Streets" or
"Deathstar", which were the size of small cities, have been replaced with smaller maps such as
"Tatooine FFA" and "Rift Sanctuary". While the maps in "Academy" are smaller and much less
complex - they don't have the dozens of floors that "Bespin Streets" did, or the dozens of
lifts that the "Imperial Star Destroyer" did - they are still complicated enough that you can
easily get lost if you don't pay attention, while small enough that you don't waste the entire
game just trying to find the enemy.
How to:
Start the game as Multiplayer... since this is completely separate from the Single
Player game, your configuration from there won't carry over, so go through the Setup and
Controls until you've got everything just the way you want it (about the only real difference
is the fact that the 'Anisotropic Filter' setting under 'More Video' won't allow itself to be
cranked all the way to maximum). Note that there are a couple of additional Force powers:
"Team Heal" and "Team Energize"... you need to be fairly close to a team member (or members)
to use either of these, and they don't work on Bots.
Once that's done, click on 'Profile'... set up your character and Lightsaber. Just as
with the Single Player version, you can create your own character (the creation process is
exactly the same), but you can also choose a character from the list... basically, every single
character available in the Single Player game, plus a few imported from "Jedi Outcast". I
usually use the new Tavion as my character, armed with a Saber Staff (with red blades... it's a
"Jedi Outcast" thing), but you'll notice that there are two Tavions available - the left one
(the facial tattoo looks a full mask rather than the split wing version of the new Tavion) is
the original Tavion from "Jedi Outcast".
One oddity about the "Capture the Flag" (CTF) and "Team FFA" games: player color
depends on the game... that is, no matter what color you have your Lightsaber blades set for,
they will change to the appropriate color for the team you're on. Not only that, but if you
create your own character rather than use one of their pre-programmed avatars, then it doesn't
matter what color you choose (costume/skin) during the creation process, because that too will
change to reflect your team color... a Twi'lek female on the blue (Rebel) team, for example,
will have a dark, vivid blue skin no matter what you have it set for.
Once you've got your Profile all set up, select a game type to play... you've got
"Free for All" (you against everybody else), "Capture the Flag" (just what it sounds like),
"Duel" (you vs. one opponent in a Lightsaber duel to the death), "Team Free For All" (you and
your team against the other team), and "Power Duel" (two against one in a Lightsaber battle).
The only one missing from the list that's available in the 'regular' Multiplayer section is
"Siege", which requires an online connection and other human players.
"Free for All" is fun for sheer killing frenzy, while "Capture the Flag" is fun for
points and team play. Both types of "Duel" games are good for honing your Lightsaber skills and
techniques.
After you select the type of game - "Free for All", "Duel", etc. - and you've chosen a
specific map for that game from the scrolling list at the left, you'll come to a screen which
lists the General Rules and the End Game Rules for that game... all these rules will be as you
last had them, with the exception of 'Minimum Bots/Players' - fix that and click on 'Next' at
the bottom. Some settings will also depend on what type of game you played last, so make sure
you check them out - if the last type of game you played (it doesn't matter if it was five
minutes or five months ago) was any type of 'Duel' game, then you'll have to reset the 'Kill
Limit' as well.
In the setup for each game, make sure you set a minimum limit for the number of
players... the maximum defaults to 8 (but since you're not connected to a server, you can crank
this up if you want and it won't affect performance), but the minimum defaults to 0 - just
click on it, type the number you want and hit Enter; empty spaces in the roster will be filled
out by AI Bots until the maximum number of players (including your character, unlike "Outcast")
is reached. Also make your choices on everything else... will it be Lightsabers only, or will
all weapons be available in the game? How intelligent will the AI Bots be? Do you want a time
limit or capture limit? Also note that unless you set any of the games for 'Lightsaber Only',
every player will have a Blaster Pistol in addition to whatever Lightsaber style they choose.
That will bring you to a splash screen as the game loads... a Human Male vs. a Twi'lek
Female. The next screen up will have a background showing the map you're about to play, and all
the information about that game: the top line says "loading", and if you pay careful attention
to it you'll see the mapname listed, such as "maps/mp/ffa1.bsp", as well as any weaponry (if
you have it allowed) and any 'Bots you have set. Below that is the name of the level ("Vjun
Sentinel"), the type of game ("Free for All"), the Capture/Kill/Time limit (whatever is
applicable to the game at hand), the Force levels allowed, and the weapons allowed; at the
bottom are the basic rules of the game (in this case, "Defeat your enemies to score points!").
The next screen that pops up is the Player Configuration... you can change anything
you want in your Profile here, but the main thing you'll want to play with is your Force setup.
Click on the Force symbol near the bottom, and into the Force powers screen... choose Light or
Dark (Lightning, Grip, etc won't be available to you if you go Light, while Absorb, Protect,
etc won't be available to you if you go Dark), and change your Force settings. To remove
points from a Force power, click on it and hit your Backspace key, then assign the 'recovered'
points to another power.
Once they're set up to your satisfaction, click on 'Filename' and type in a unique
filename... since each game version can use a different file, you can do so, depending on
personal tastes - for example, in the "Capture the Flag" / "Hoth Wastelands" game you'd want a
filename like "ctf-hoth". Save the file, and click on 'Apply Powers'... now whenever you choose
this particular game to play, all you need to do at the beginning is select the filename from
the list, and click on 'Apply Powers'.
Of course, if you always play with the same type of Force setup in every game, just
save it as "Custom" (without the quotes, obviously), and it will automatically be in place when
you start a game... just click on 'Join Game' without even fiddling with your Profile.
At the bottom of the screen click on any of the selections... 'Join Game' will randomly
place you on either / any team, while the others should be obvious (I prefer being part of the
Blue - Rebel - team rather than the Red - Imperial - team, but it doesn't really matter). If
you choose the 'Spectate' selection (not available in all games), you won't actually be part of
the game in progress - you can wander all through the map without getting hit, watching all the
action... but you also won't be able to pick up anything or do anything other than watch.
After that, just have fun...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note that with the AI Bots, it doesn't matter who is who in the game... Good Guys will
mix with Bad Guys on either (or any) team, and everyone can use a Lightsaber and the Force if
you let them... it's funny seeing Mon Mothma wielding a Lightsaber or a Rodian using
Lightning... and if you allow everyone to use the Force, watch out for the Snowtrooper - he's
got a tendency to use Pull on you from behind, which could dump you off a ledge. Come to think
of it, the Stormtrooper and the Swamptrooper will do the same thing...
Also note that unlike the "regular" Multiplayer games, there is no 'Advanced' setup
menu for each game... so you can't set 'Friendly Fire' on, for example (which allows you to
damage and even kill your own teammates, though it'll cost you a point or even the game).
Every once in a while when a new character joins the game, they'll look exactly like
you, even though they're supposed to be somebody else. This is just a case where memory is
trying to catch up with a game in progress... as soon as that new character isn't involved in a
lot of action and killing, the proper avatar will register. It doesn't affect the game at all,
obviously.
One other thing you'll notice... in "Jedi Outcast", there were only two basic colors
available to Bots for their Lightsabers: Good Guys had blue, while Bad Guys had red. In here
it's anything goes, though Bad Guys will usually have red.
All of them should be easy enough to figure out... and with any of the "Duel" games,
there's very little level to discover - in fact, the maps for the "Duel" levels ("Power Duel"
uses the same maps) are quite small, usually just a single room.
In the "Capture the Flag" games, you get points for killing a member of the opposing
team, points for stealing their flag, points for bringing their flag to your base, and points
for killing a member of the opposing team carrying your flag. Note that your flag must be in
place at your base in order for you (or your team members) to score by bringing the opposing
flag to your base. If a flag carrier dies by falling into an abyss, the flag will automatically
be returned to its proper base; if they're killed by an opposing team member, the flag will be
returned to its base if touched its team member, or the theft will continue if picked up by an
opposing team member. If you decide to play a CTF game, your best bet - if you've never played
that map before - is to choose 'Spectate' rather than 'Join'... float around the level like a
ghost and get to know it; usually in the CTF maps there's a central bridge of some sort, and
it's usually the quickest way to the opposing team's flag.
In any of the "Duel" games in "Academy", there are no weapons allowed other than
Lightsabers, unlike the "Duel" games of "Outcast" where all weapons were available.
Figure out your various controls and hotkeys... some can be handy, while others are
quite useless - Radar, for example, is worthless in the "Capture the Flag" games, as it only
shows your team members... and only if they're quite close to you, while it won't work at all
in the "Free for All" games. If an enemy player 'cloaks' (only the Light players / Bots will be
able to do this, and what they're actually doing is using Mind Trick), hit your Force Seeing
quick...
Another addition to your Force powers (only on a couple of the FFA levels, such as
Tatooine and Taspir) are 'enlightenment' cubes, Dark and Light (presumably a new variation of
the old 'Holocron' cubes). What they will do is - when active and grabbed - temporarily allow
you to use *any* Force power in your alignment, whether you have numbers assigned to it or not.
For example, if you are Dark and you only have numbers assigned to Grip and Rage, then you'd
usually never be able to use Drain or Lightning... but if you walk through the 'Dark Force
Enlightenment' cube, then *every* Dark Force power is available to you as long as the cube
lasts. Only at level 1, but still...
However, you will only be affected by those cubes aimed at your orientation - if your
Force alignment is Dark, then walking through the 'Light Force Enlightenment' cube won't do
anything for you; the best that it can do is deny that cube to other players for as long as it
lasts.
The 'Force Boon' cubes (for example, on top of the X-Wing in the "Tatooine FFA" map)
will boost your Force mana... your mana will restore much more quickly once your powers are no
longer in use, such as when Speed fades.
One final note about your Force powers... unlike the regular Single Player game, you
cannot use your Lightsaber (or other weapon) and a Force power at the same time; that is,
during a battle when you want to trigger a Force power, let go of your fire button(s) long
enough to trigger the Force. This only happens with certain Force powers, such as Push or
Lightning... others, such as Speed or Rage, can be triggered at any time.
One of the oddities in the Multiplayer games are the lifts... a lot of them don't seem
to work properly (at least in the "Free for All" games) - sure, they'll work when you get on
them (if they don't, move to the back of the lift), but there's usually no way to call them
from the top; there are no switches or call buttons, and standing at the edge of the lift
shaft doesn't summon the lift (the lifts work fine in the "Capture the Flag" games). However,
this is just the way the lifts were programmed into the map (for those of you who build your own
maps, the ones used in MultiPlayer are usually "func_plat"... who knows why).
If you're playing "Capture the Flag" for real (connected to a server online against
other human players), then I'd suggest a minimum of 4 players per team... more if everybody's
connection can handle it. Leave one guarding your flag as a Protector, while the other three
go after the opposing team's flag - one should be designated as the Carrier/Thief, while the
other two are there solely to defend the Carrier. Once their flag is returned to your base, the
Carrier and the Protector switch jobs; the two Defenders will trade places with the Carrier and
Protector in the next game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"JUMPING"
One thing you can do for a bit of variety in the Solo Games... bind the maps so you can
jump from one to another in the blink of an eye.
For example: you started off in the "Free for All" map "Tatooine FFA"... just by
hitting a bound hotkey, you can jump immediately to the "Rift Sanctuary" map, which will start
a new "Free for All" game with that map, and probably with different AI Bots - and all your
Force powers will be the same as they were in the last map, no need to change them. Of course,
the cheats will also be enabled, but no one said you have to use them.
Since you can't spawn in any of the Multiplayer games, you should have a bunch of keys
free on the keyboard for binding (see the separate sections below for Binding and Spawning)...
set as many as you want for devmap jumps.
As an example, bind your 'T' key to "devmap mp/ffa5" (Taspir), bind your 'J' key to
"devmap mp/ffa3" (Tatooine FFA), bind your 'V' key to "devmap mp/ffa1" (Vjun Sentinel), etc.
Bind a bunch of "Capture the Flag" maps or "Duel" maps as well if you feel like it... now
instead of having to kick out to the main menu and start a new game, you just tap a hotkey to
jump to a new map.
Note, however, that you shouldn't jump from one type of game to another... don't jump
from a "Capture the Flag" game to a "Free for All" game, or any other type - it screw up the
rules and goals, and objects such as the flags will not be in place. Well, okay... you can
'jump' from a "Free for All" (FFA) map to any other type of game, and the FFA rules will still
apply, Bots will respawn when they're killed, etc. Note that most of the "Duel" maps (with the
exception of the "Yavin Training Grounds") are quite small, meaning you're almost always going
to be in the middle of a vicious crowd.
The ones you can 'jump' to are:
"Free for All" ---> "Free for All"
"Free for All" ---> "Capture the Flag"
"Free for All" ---> "Duel"
"Capture the Flag" ---> "Capture the Flag"
"Duel" ---> "Duel"
"Duel" ---> "Free for All"
"Duel" ---> "Capture the Flag"
As you can see from this list, instead of just 5 "Free for All" maps you actually have
20... instead of just 10 "Duel" maps, you have 20. Of course, you need to start out in an FFA
game in order to 'transfer' the FFA rules to another map. One thing you will need to watch out
for, though... if you're using one of the "Duel" maps for FFA, when that particular match ends
and everyone respawns, because it's such a small map everyone will tend to end up respawning in
the same spot... you can die almost instantly. It doesn't happen all the time, thankfully.
Another slight problem is the fact that the "Duel" maps don't have Shield Boosters or MedPacks
in them... you're on your own; this can be a real problem if you use something like Rage.
One other note on 'jumping', and a slightly odd one it is... if you jump to a CTF map
during an FFA game, make sure you get off the 'spawn spot' (the place on the level where you
and everyone else appears) *immediately*... when someone dies, they'll respawn in exactly that
same spot, and nothing will save you if you're standing there when they respawn ("crushed into
another dimension") - even god mode won't save you. Other than that, CTF maps can be
interesting during FFA play - though everybody tends to stick around the same area.
See the "Mapping" section of this file for a complete list of Multiplayer maps.
My favorite? I have several... and even that depends on whom the AI Bots are, or what I
feel like doing. Out of the actual FFA maps, I like the "Rift Sanctuary" (mp/ffa4) and
"Korriban FFA" (mp/ffa2). For a "Capture the Flag" game I prefer the "Yavin Hilltops" map
(mp/ctf3) - it easy to find your way around. I don't usually play any type of "Duel" game...
FFA is a duel x10 (or 12... or however many Bots you use) - but some of the "Duel" maps are
loads of fun to use during FFA, especially "Imperial Shaft" (mp/duel3)... the outer walkways
are railed, yet the inner bridges are not; plenty of places to toss people from. Another
favorite of the "Duel" maps is "Taspir Landing" (mp/duel5)... a nice open area to race around
in, yet not so small that you're always in somebody's face, plus there are plenty of places
where one good shove can do some damage. The "Generator Room" (mp/duel2) can be tons of fun to
use as an FFA game... just get up on the ledge, and you can use Push or Pull to throw people
into the central hole, no swordplay involved.
Another thing you can do during any of these games - especially the FFA games - is to
load it with all of your favorite 'targets'... just hit your Esc key to bring up the menu bar,
and click on 'Add Bot'; cycle through the long list to find the particular character that you
want to add. If you already have the maximum number of players allowed in the game, you'll have
to kick someone in order to add a Bot... open the Console and type in "kick character" (without
the quotes, obviously), where you replace the word "character" with the name of the person or
Bot that you want to boot out of the game; for example, "kick cultist". My favorite targets to
hack on are Tavion, Alora, Jan Ors, Rosh Penin, Luke Skywalker, and Kyle Katarn.
Another way to do that is to be quick on the trigger... keep your finger on the Esc
key, and as soon as you're spawned in the game, hit Esc, click on 'Add Bot', and make your
selection; keep doing this until you've got all the Bots you want or you've hit the maximum
(remember: your character counts towards the numeric maximum... so if that's set to 8, then you
can only have 7 Bots in the game).
There's no minimum to a certain type of player, either... in a real game, connected
online with various other humans, there might be more than one person who uses the same avatar
- if that happens, no one will have the same screen name anyway. It's the same in any of the
Solo Games... if you want to load a FFA game with all Tavion Bots, go right ahead.
When 'loading' one of the team games - such as "Capture the Flag" - make sure you set
the appropriate team (Red or Blue) for each character before you add them... trying to add too
many characters to a team will result in those characters getting kicked, if you have it set up
so the teams are even.
And one final bit of silly... do some artwork. (see the "Computer Stuff" section above
for instructions on how to task switch and screen cap) During a FFA game in a Duel map (or
almost any map), with a minimum of 8 players, hit your Esc key every once in a while - it
pauses the game as it brings up the menu bar, and occasionally you'll see some odd, unusual, or
even artistic combat... screen cap anything that catches your eye and save it as a jpg file.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
And, just for the hell of it... a list of all the NPC's (non-player characters, or
Bots) that you'll encounter in the Multiplayer games, as well as what style (and color)
Lightsaber they usually wield. Too much time, huh? The ones with a star after the name are ones
you can't use as your own character avatar, while the ones with dashes after are ones you can
use as an avatar, but won't show up as Bots.
Alora (Hoth ver.) Dual red, red Academy
Alora (ver. 2) ------ -------- -------
Bespin Cop Single purple Outcast
Boba Fett Staff red, red Academy
Chewbacca Staff orange, orange Academy
Chiss Dual red, red Outcast
Cultist Single red Academy
Desann Single red Academy
Galak Fyarr Staff red, red Outcast
Gran Single red Outcast
Imperial Officer Single red Outcast
Imperial Worker Single red Outcast
Jan Ors Staff yellow, yellow Outcast
Jedi Dual purple, orange Outcast
Jedi Trainer Staff yellow, yellow Outcast
Kyle Katarn Single blue Outcast
Lando Calrissian ------ -------- -------
Lannik Racto Dual red, red Academy
Luke Skywalker Single green Outcast
Mercenary* Single red Academy
Mon Mothma Single blue Outcast
Morgan Katarn Staff orange, orange Outcast
New Reborn Single red Academy
Noghri Dual red, red Academy
Prisoner Single purple Outcast
Rax Joris Dual red, red Academy
Rebel Single yellow Outcast
Rebel Pilot Dual orange, orange Outcast
Reborn Single red Outcast
Reborn Master Dual red, red Academy
Reborn Twin* Staff red, red Academy
Reelo Single red Outcast
Rodian Single red Outcast
Rosh Penin Single yellow Academy
Imperial Saboteur Single red Academy
Shadowtrooper Dual red, red Outcast
Snowtrooper Single red Academy
Stormtrooper Single red Outcast
Swamptrooper Staff red, red Outcast
Tavion (old) ------ -------- -------
Tavion (new) Single red Academy
TIE Pilot Single red Outcast
Trandoshan Single red Outcast
Tusken Raider Single red Academy
Ugnaught Single purple Outcast
Weequay Single red Outcast
Note that while some of these characters appeared in games long before "Jedi Outcast",
only the latest two Jedi games are being considered for purposes of this list.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
++MODS++
WARNING: for those of you who have previous versions of this file, IGNORE the section
on Mods and Skinning. DO NOT make any changes to the "assets1.pk3" file! See the separate
"nightwolf-academy_skins.txt" file for all information on Skins and Mods.
What, you might ask, are "mods"? That's short for "modules" or "modifications"... maps
and scenarios you can add to a game. Mods are usually for multiplayer games, and they've been
around in one form or another since the original 16-color "Duke Nukum" (and possibly even
earlier).
It's a little different in "Jedi Academy"... there are actually unofficial 'official'
mods available for the game, made by Raven Software - the same folks who had a big hand in the
game itself. They're available for free from various places around the web, including
LucasFiles (http://www.lucasfiles.com/). The file is "jabonusmaps.exe" and is 13.8 Meg in size.
Just follow the instructions that come with it... run the executable, and it will ask you for
the directory where you have your game installed; put that in, and the file will automatically
unzip to the proper place.
Note that you should have the latest update to the game installed (1.01, available on
the LucasArts site or at LucasFiles)
After the mods are installed, check your directories... you should find a file called
"bonus.pk3" in your "Jedi Academy\GameData\base" directory - if it's not there, search your
hard drive to find it and then move it to there.
That's all that's needed... the next time you run a multiplayer game (which includes
the 'Solo Game' option), you'll have 6 new maps to play with; 1 Duel, 1 CTF, and 4 FFA. You can
do anything with these new maps that you can with any of the others, including 'jumping' from
map to map (see the section above), using the "devmap mp/duel_bonus1" cheat (or whichever map
you're jumping to).
The six new maps are:
duel_bonus1 -- Coruscant Walkway
ctf_bonus1 -- Rift of Shadows
ffa_bonus1 -- Gas Mine
ffa_bonus2 -- The Fortress
ffa_bonus3 -- Conquest of Byss
ffa_bonus4 -- Ord Mantell Canyon
One little oddity about the mods... ffa_bonus2 looks a lot like the landscape you found
in Ord Mantell (when going up against Boba Fett in Tier 3), while ffa_bonus4 looks a lot like
Chandrilla (also from Tier 3)... I think they got the names of these two reversed.
ffa_bonus1 (Gas Mine) is just like the Tier 2 "Kril'Dor" mission (where you helped
Wedge Antilles), and is a lovely spot for Pushing people over the edge; it also has a lot of
lifts, and even a fan that'll chop you to bits if you fall in it. This one has become my new
favorite.
ffa_bonus2, 3 and 4 are huge... especially #4 - lots and lots of area to cover.
"Conquest of Byss" is basically a starship interior... lots and lots of ledges and levels,
lifts, and hidey-holes. As a bonus, "Conquest of Byss" even has a pair of Ammo Regenerators
hidden away in corners, which will help your weaponry situation. One really cute thing about
this FFA... at one end of the main area - on the bottom level - is a lift; if you take it up
all the way (two levels), you'll get to the Disruptor Rifle... but if you stop at the first
level, there's a control panel that temporarily drops the forcefield at the bottom of the bay.
Drop that while somebody's on it... it won't count as a kill, but it's still fun.
If you want to make your own mods - not all that easy, but probably worth it in the
long run - you can get the tools on the web as well, probably at the same place where you got
the bonus maps. See the next section for editing the game... just the basics, though - if you
want full instructions and tutorials, there are various places on the web, including the
Massassi Temple (http://www.massassi.net/) and Map-Center (http://www.map-center.com/).
Unfortunately, as of January 2006 Map-Center will be out of business... but DarthG
(http://www.darthg.com/) is up and running, and he's saved many of the tutorials from
Map-Center.
The very best place to find mods, skins, tools, etc on the web for most any Star Wars
game is at LucasFiles... http://www.lucasfiles.com/
One of the worst places to get *anything* from is FilePlanet... another place to avoid
is jediknight2.filefront.com -- never bother with any site that wants to charge you a fee just
to join or download maps.
Fastest way through Raven's CTF Mod (Rift of Shadows):
From Blue to Red: straight down the slope into the room with the railings and water, right
and straight down that hall, Jump across the bridge, straight through that hall, in the next
hall turn right and head straight up the slope.
While no one likes a camper (someone who stays in the same spot all the time), it can
be quite tempting in the "Conquest of Byss" FFA map... if weapons are allowed in the game, the
top level of the ship - not that top catwalk where the Concussion Rifle is, but just below that
- is a great area... you've got the PMS, an Ammo Regenerator, a Large Shield Booster,
MedPacks...
One note on Mods and modelling/skinning tools: if you've 'installed' either of the
modelling or skinning files made by Raven (available at either LucasFiles or Massassi), then
you'll have an additional directory set up in your game... open Windows Explorer and search
for:
c:\... Jedi Academy\GameData\base\maps\mp
check both the maps and mp directories... most mods (player-created maps) will leave a "nav"
file in either directory; if you've deleted that particular mod from your game (removed its pk3
from the "base" directory), then you should remove its 'nav' file from either of these
directories. The *only* files you should have in either of these directories are the ".map" and
".siege" files; these are the ones 'installed' when you unzipped the "ja_mod_tools.zip". Not
that the 'excess' nav files will cause any problems... it's just better to keep your
directories 'clean'.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE WEAPONS
Most of these you'll remember from the previous games... see the separate section for
the Lightsaber and its moves.
Most of your weapons have a secondary fire mode, which can come in handy in some cases.
The default key for secondary fire is your "Alt" key, but you might want to remap it to
something else. In some cases, you can shift your fire by 'leaning'... hold your 'use' key and
hit the strafe keys while firing.
The numbers in front of each weapon below are the top row of your keyboard... hit that
to automatically switch to that weapon. There are, however, more weapons than can be handled by
the numbers... scrolling through them is a good idea (if a little slow at times).
1 - Melee... good old hand-to-hand combat, believe it or not - but only if you somehow don't
have your Lightsaber, which is ultra-rare
primary: punch
secondary: punch
max ammo: N/A
1 - Lightsaber
primary: slash (type of slash varies with style)
secondary: varies with the type of Lightsaber; usually Throw
primary+secondary: 'kata' moves, varies with each type of Lightsaber
max ammo: N/A
2 - DL-44 Heavy Blaster Pistol... good for conserving Ammo, but not good against a crowd
primary: single shot
secondary: charged shot - how charged depends on how long your hold down the secondary
fire key; releasing it fires
max ammo: unlimited
3 - E-11 Blaster Rifle
primary: automatic fire, slow rate
secondary: rapid fire (uses lots of Ammo, aim is worse)
max ammo: 300
4 - Tenloss DXR-6 Disruptor Rifle
primary: single high-speed shot
secondary: scope zoom view, use the Primary button to fire
max ammo: 400
Warning - your Lightsaber *cannot* defend against this!
5 - Wookie Bowcaster
primary: single shot, hold down the fire button for a spread shot
secondary: clustered shot straight through the crosshairs
max ammo: 400
6 - Destructive Electro-Magnetic Pulse (DEMP) 2 Gun
primary: energy ball
secondary: fast attack energy ball
max ammo: 400
Note that unlike the previous versions, this one can actually stun humanoids
7 - Imperial Heavy Repeater... your basic chain gun, uses Ammo very fast, not very accurate
primary: rapid-fire solid projectile
secondary: concussion grenade
max ammo: 600
8 - Goban Arms FC-1 Flechette Weapon
primary: shotgun style blast of flechettes (little metal razors)
secondary: dual explosive mines
max ammo: 600
9 - Concussion Rifle... they 'imported' this from "Dark Forces II"
primary: tightly-focused energy pulse
secondary: less focused, more recoil
max ammo: 400
Warning - your Lightsaber *cannot* defend against this!
0 - Merr-Sonn PLX-2M Portable Missile System (PMS)
primary: fire & forget rocket
secondary: homing missile - hold the secondary fire key to lock onto a target (watch
your crosshairs), release it to fire
max ammo: 25
Your Lightsaber cannot defend against this... hitting the projectile will just get you
caught in the explosion; however, PUSH works very nicely if you time it right
- (hyphen) - Thermal Detonators
primary: delayed explosion; hold the fire button down to throw it further
secondary: impact blast... toss it far enough so you don't get hit also
max ammo: 10
- (hyphen) - Laser Trip Mine
primary: uses a trip laser; anyone breaking the beam sets it off
secondary: uses a proximity sensor
max ammo: 5
- (hyphen) - Det Pack (Detonation mines)
primary: place the Det Pack on any surface (as many as you want)
secondary: detonate them all
max ammo: 10
Note that the '-' (hyphen) on your keyboard represents all the 'throwing' and oddball
items... just keep hitting the - to cycle through them all.
Also note that at the beginning of each mission, you start out with a Blaster Pistol
and your Lightsaber... you get to choose what other weapons you want to use in the mission.
Views and aiming: when you're using the Lightsaber, the only 'view' you have is "third
person" (which has changed from "Jedi Outcast"), but when you're using any other weapon, your
view automatically changes to "first person" unless you change it in the setup. Sometimes you
can aim just a little better in the "first person" view, but I prefer the "third person" view
at all times. You can change this in the setup, and in any case, you can switch back and forth
between views - when available - by using your 'P' key (default).
One cute note about the Trip Mines: you might not always find a use for them in the
regular game, but they come in quite handy in the Free-For-All Multiplayer games... they work
even better when clustered. When placing a Trip Mine, figure out where it should go so that
when a character breaks the beam (or triggers the proximity sensor), they'll be closest to the
Mine - and if you place several together, they'll all go off at once in sympathetic detonation,
making a much bigger explosion and almost guaranteeing a kill. Just remember that other
characters - whether human or AI Bots - aren't all that stupid, and will find ways to avoid the
beam if they can.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE FORCE
Most of your Force powers should be familiar to you... I'll list the default key for
each, though you can remap them to anything you want in the Setup/Controls. Each of the "Core"
powers has three levels; as you go through the game you'll get each power and its upgrades.
LIGHT: you'll get to choose which one to upgrade at the beginning of a mission.
ABSORPTION = n/a (I usually map this to F8)
HEAL = n/a (I usually map this to F5)
MIND TRICK = n/a (I usually map this to F6)
PROTECTION = n/a (I usually map this to F7)
CORE: the upgrades on these will be earned as you move through the game.
JUMP = Space... hold down the key for higher/longer Jumps
PULL = F2
PUSH = F1
SENSE = F4
SPEED = F3
Lightsaber Defense
Lightsaber Offense
Lightsaber Throw
DARK: you'll get to choose which one to upgrade at the beginning of a mission.
DRAIN = n/a (I usually map this to Home)
GRIP = n/a (I usually map this to PgUp)
LIGHTNING = n/a (I usually map this to V)
DARK RAGE = n/a (I usually map this to End)
Definitions:
Absorb - the Jedi can actually absorb Force power used against them, such as Push. At the
highest level, the Jedi can actually regain some of the Force mana expended by this
power. When activated, you'll be surrounded by a blue aura.
Protection - the Jedi will be protected from physical attacks (such as weapons fire) for a
short time. When activated, you'll be surrounded by a green aura.
Sense - an updated version of Force Seeing from "Dark Forces II"... you'll be able to sense
beings and items for a bit of a distance, depending on what level you have. When
activated, you'll be surrounded by a globe of multicolor energy.
Items you're looking for will show up as blue, enemies as red, allies as green, and
objects that you can pick up - ammo, health, etc - will show up as yellow. On some
levels, Force Sense will let you see special symbols - Secret Areas or parts of your
surroundings - that can be affected by the Force.
Drain - you can literally steal the life energies from an enemy or enemies, adding it to
your own (you won't go any higher than 125 Health, however)... you can actually Drain
their life energies completely, killing them. You can't use it again until all the
stolen life energies have been used up (they fade quickly).
Rage - to quote from the game (for level 3 Rage): "the Jedi is protected against 90% of all
damage, is 50% faster, has stronger attacks and cannot die." You'll need at least 10
seconds to recover after using this, and it does drain your Health slightly - you need
a minimum of 25 Health to use this Dark power. When activated, you'll be infused with a
red crackling aura. Note that some Reborn and Cultists use Drain and Rage at the same
time, making them very deadly. Just be warned that Rage level 1 can drain your health
points all the way down to 1.
The rest of the Force abilities you should be familiar with, whether from previous
games or from the movies.
One note about Grip: it has changed ever so slightly... you will actually continue to
'grip' a body even after it's dead - as soon as the Bad Guy (presuming you are strangling a Bad
Guy and not an ally) does their little death dance in midair, release Grip so you don't waste
energy.
WARNING!
If you have version 1.01 or earlier (June 2004 or earlier), then Mind Trick is
*reversed*, or acts as if it is, but only in one area of the game... level 1 is actually level
3 and vice versa; that is, if you have only one star on Mind Trick, then you're actually at
level 3. The only level in the game that this really affects is "Nar Kreeta" in Tier 2, when
you go up against the Rancor; on that level, make sure that your Mind Trick is not set any
higher than level 2.
Possibly it's just a goof in the game on that one level, and not a goof with Mind Trick.
It doesn't matter if you use Light or Dark abilities throughout the game... it's near
the end of the game where you get to choose which side you want to be on, and it has nothing to
do with what Force abilities you choose to use. So grab some of the Dark abilities... they can
be fun. You will get lectured by either Kyle or Luke at the end of a Tier if you have more Dark
than Light abilities, but it's just a bunch of hot air - ignore them.
Absorb and Protection can be used at the same time, providing you don't mind your Force
mana being drained to almost zero.
Note that the first levels of either Light or Dark Force powers are practically
useless... they don't do too much (well, Mind Trick is handy), and they will drain your mana -
and possibly health - almost all the way down. However, you need to get the first levels in
order to get the second, etc.
The first levels of your core Force powers, on the other hand, are very handy.
For a little added power to your PUSH, run at the Bad Guy and PUSH them while you're
still running... they'll go flying, even on the lower levels.
There are some Force moves that, when used against a wall, will let you do all sorts of
gravity-defying feats. For instance, run (but not Speed) straight at a wall, and just as you
hit it, hit Jump... keep moving forwards, and you will literally run up the wall. Other
combinations will let you run along a wall sideways (to get across a chasm, for instance) or
run up it part way and back-flip off it just like in some movies. Check out your manual, and
once you're in the game, hit your Tab key (default) to open your Datapad, and check out the
'Acrobatics' category in the 'Moves' section.
One cute thing... if you're running forwards and you hit SPEED, then *immediately* hit
JUMP, Jaden ends up soaring through the air like Superman. You don't get as much height out of
the Jump as you normally would, but it certainly is cute - and you will go further than normal.
The other Force powers in the game are all associated with your Lightsaber... "Saber
Throw" is handled by your secondary fire key, and it does use Force mana, so watch yourself -
while it may be fun, it can drain your Force mana quickly enough, and you're vulnerable until
the Lightsaber returns to your hand. There are three levels of "Lightsaber Offense" which you
earn as you go through the game, as well as three levels of "Lightsaber Defense"... see the
next section for all of your Lightsaber needs.
If you're using a Two-Handed Lightsaber, then your 'secondary fire' is actually a kick
which uses Force mana... actually fairly handy, and quite fun. Note, however, that if you're
not holding or using your Lightsaber, then your alternate attack key will do nothing for you...
no kick. Also note that to use the secondary kick, you must be moving (any direction) - you
can't be standing still. If you're in a Multiplayer game and you're kick kills someone, it'll
say that you bludgeoned them to death...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE LIGHTSABER(S)
If you thought the Lightsaber in "Jedi Outcast" was something special, you ain't seen
nothin' yet. You have a choice of three different types of Lightsabers throughout the game (you
need to earn them), from the standard single Lightsaber to Dual Lightsabers (one in each hand,
originally seen in "Jedi Knight: Dark Forces II") to the Two-Handed Lightsaber Staff (the
double-bladed beast used by Darth Maul in "The Phantom Menace").
The Lightsaber has several 'styles', including 'fast' and 'strong' -- again, you'll
have to advance through the game to get each style.
Hit 'L' on your keyboard (default) to cycle through the various styles... in your ammo
meter on the right, when using the Lightsaber, the upper curve will show which style you're
using: yellow for 'medium', blue for 'fast', and red for 'strong'. Note, however, that this
varies for each Lightsaber. For example, if you're using the Two-Handed Lightsaber, hitting
your 'L' key changes it to a single-bladed Lightsaber, and you'll be able to throw it with
secondary fire.
Your initial Lightsaber style is 'Medium'... the basic Jedi fighting technique.
You'll be able to 'chain' up to five attacks - that is, you can do five attacks (different or
the same) in a row and they'll all go smoothly, flowing from one to the next. Medium is also
the best mode for going up against multiple enemies.
'Fast' style can chain unlimited attacks, but the damage isn't much.
'Strong' style is a heavy, slashing strike... lots of damage, but the stance and
follow-through can leave you vulnerable for a moment.
Lightsaber defense is completely automatic... you can actually defend against some
kinds of physical attacks, such as weapons fire. Even at level 1, you'll be able to bounce some
- but definitely not all - blaster fire back at your opponents. At level 3, you will not only
be able to deflect weapons fire, but you will automatically bounce it towards the nearest
threat... so a Stormie firing at you from a distance will actually end up killing his buddy
nearby. The Lightsaber can also deflect fire from Ceiling or Floor Turrets, and bounce it right
back at them, destroying them.
However, your Lightsaber cannot defend against certain types of weapons fire... Rockets
and Thermal Dets, obviously, should *not* be hit with your Lightsaber, as that will just cause
them to explode, damaging or killing you... Push those types of weapons away. Fire from a
Disruptor Rifle will automatically trigger Force Speed so the Jedi can dodge it... there is no
defense at all against fire from a Concussion Rifle.
A saberlock is always a possibility when you go up against an opponent with a
Lightsaber... that's when the two Lightsabers lock together as each person tries to overpower
the other. When a saberlock happens, keep hitting your 'primary fire' key, and at the same time
try and Push out of the saberlock. If you're successful, you may even knock their Lightsaber
out of the way just long enough to slash through them. If Push doesn't seem to be working, stop
hitting your primary attack key just long enough to use Push.
Check out the manual for the various types of attacks you can make... get used to them
and practice them, because some day you really will need them...
Get used to using your Jedi powers and the Lightsaber at the same time... if Luke and
Obi-Wan can do it, so can you. In fact, there are times when you will *need* to use SPEED and
your saber together... especially against Reborn and Force Cultists.
Your sidestep moves (default keys are 'A', 'D', and 'V') can come in very nicely during
a fight... if you're quick enough, sidestep just as they swing at you, and you should be in a
good position to slash through their now-open defenses. If you miss, however...
Movements and attacks... oh my Lord, have they upgraded and expanded these...
everything from your standard slash to all sorts of fancy moves achievable only with use of the
Force. Once you've chosen a weapon and are in the game, kick out to your Datapad for
information on moves and attacks.
You've got rolling attacks, stabbing attacks, Jumping attacks, fancy throws (wait until
you see the double circular throw you can do with Dual Lightsabers), and special 'kata' moves
(the Butterfly Strike you do with the Two-Handed Staff Lightsaber, for instance), and all sorts
of other spectacular slashes and thrusts.
Your 'kata' moves are usually done by hitting your primary attack button and then
immediately hit your secondary attack button... and when I say 'immediate', it means you almost
have to hit them together. Get used to your kata moves and how they work, and get used to
maneuvering while the kata is going on... the Bad Guys won't stay still just because you're
getting fancy.
There are a pair of 'cheats' for the Lightsaber which really aren't cheats... they
won't give you superpowers or protect you in any way. The same cheats could be found in "Jedi
Outcast", and there they were worth something... here they're not much.
In the Console, type (without the quotes, of course):
"g_saberRealisticCombat 1"
and you'll now slice and dice with the Lightsaber... sort of. In "Outcast", this same cheat
meant that every time you hit someone, you chopped off a piece... arm, leg, head, whatever.
Here, it just means that when you hit someone, you'll leave a mark - on very rare occasions
will you actually chop something off. The number you type can be anywhere from 1 to 9, though
it doesn't really seem to make a difference.
The other cheat deals with color... again, not worth much as you can set your
Lightsaber color during creation. In "Outcast" you only had the one (standard) Lightsaber,
and it only came in blue. The code for this 'cheat' is as follows:
saberColor [saberNumber] [blade1color] [blade2color]
The colors available to you are green, yellow, purple, orange, blue, and red.
To change the color on a single (standard) Lightsaber, type:
"saberColor 1 green" (without the quotes, obviously)
To change the colors on Dual Lightsabers:
"saberColor 1 green"
"saberColor 2 yellow"
Note that you need to type the command twice, once for each hilt, while with the Saber
Staff, you'd type:
"saberColor 1 green red"
There are also various other cheats for the Lightsaber, most of which will allow you
to get the type of Lightsaber and style that you want... again, they're listed at the end in
the "Cheats" section.
One final note: remember that your Lightsaber makes noise... if you're trying to sneak
up on someone (or just be stealthy), shut off your Lightsaber by hitting your '1' key.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE GOOD GUYS
Despite the game being what it is, there are still a few good guys around... these are
characters that you can interact with in one way or another during the game, usually only for a
short while.
The main thing to remember is that with the Good Guys, you need to keep them alive (for
the most part)... letting them get killed will end the game for you.
Rosh Penin - believe it or not, this dipstick is actually one of the good guys... though by the
time the game is over, you'll want to lop his head off (and you'll actually get a
chance to).
Kyle Katarn - the hero of "Dark Forces II" and "Jedi Outcast"... usually he'll only be with you
in cutscenes, but there are some points where you'll fight alongside him... or against
him.
Luke Skywalker - you'll only meet him in cutscenes.
Chewbacca - our big hairy Wookie friend, he'll fight alongside you on one level. Watch it, he's
not a great shot and will more likely than not send a crossbow bolt up your butt.
Wedge Antilles - he fights with you in one level, but as he's flying around in an X-Wing, you
don't have to worry about protecting him.
various Jedi - it doesn't really matter if you keep them alive or not; it won't affect the
game. However, they will end up getting in the way during your fights, so if you went
Light, be careful.
Elders & prisoners - save them from the Rancor
R5 droid on Tatooine - rescue it from the Jawas
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE NEUTRALS
Guess what... there aren't any. You've got the Jawas on one level that are the closest
thing you'll find to Neutrals, but if they get killed it's no problem. You also have various
droids throughout the game, but other than the one listed above you don't have to keep any
alive... in fact, you can even kill C-3PO and R2-D2 on one level if you want.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE BAD GUYS
The main Bad Guys in "Jedi Academy" are Cultists... the "Disciples of Ragnos", as they
call themselves. Obviously, they're up to no good. You'll also run into old friends and make
some new ones.
The Cultists: most of these you can just shoot with regular weapons
Basic (green and brown) Cultist - a complete wimp; uses a Blaster Rifle and
Force Jump
Grip (green) Cultist - uses, obviously, Force Grip... be careful
Saber (brown) Cultist - guess... fairly easy to kill, actually
Drain (red) Cultist - will try to steal your life energy
Lightning (blue) Cultist - should also be obvious...
Destroyer (red) Cultist - uses just about every Force ability, and can be fast
The Reborn: some of these can be shot with a Concussion Rifle, but for the most part
you'll have to go up against them with your Lightsaber(s). Most of the Reborn can use any of
the Force powers... including Drain and Lightning.
New Reborn (red or blue) - single Lightsaber
Dual Reborn (red) - two Lightsabers
Staff Reborn (red) - uses the Two-Handed Lightsaber
Reborn Master (gray) - very nasty
Dark Jedi:
Rosh Penin - yeah, you read that right... on one level he'll be a Dark Apprentice fighting
against you
Alora - a Dark Jedi of the Twi'lek race
Tavion - a newer version of the Dark Jedi apprentice from "Jedi Outcast"... this one a
bikini babe who is very nasty
Marka Ragnos - the resurrected (ghost, actually) Sith Lord. If you go Light, he'll possess
Tavion and fight against you; if you go Dark, you'll never run into him.
The Remnant:
Stormtroopers - three or four different types, including snow hats
Imperial Officers
Jetpack Troopers - they fly through the air with the greatest of ease... usually armed with a
Heavy Repeater. The best way (that I've found) to take care of them is to use Speed,
then run at them and slash away - if they're on the ground. If they're in the air, hit
Speed, then Pull them towards you and slash away.
Hazard Troopers - heavily armored, difficult to kill unless you use a Concussion Rifle.
Rocket Troopers - as the name says, they use the PMS. Not as heavily armored as the Hazard
Troopers, they're easier to kill.
Just as in "Jedi Outcast", Stormtroopers say some incredibly stupid things... such as
"Identify yourself" or "Who are you?" while you're running at them with a Lightsaber. I
usually yell "Santa Claus!" or "Elton John!" or something equally silly right back at them.
Others:
Human Mercenaries (Mercs) - these are the guys in the dark brown outfits, armed with Blaster
Rifles... complete wimps
Saboteurs - Mercs who can cloak themselves until they're almost invisible; if you look
carefully, you'll see a pale blue outline when they're cloaked. They don't fire at you
when they're cloaked, so if you can see them, that's the best time to kill them.
Swoopers - Mercs who ride the 'swoop' (speeder bikes) in one level
Noghri - blue aliens, total wimps that use a gas weapon
Grans, Rodians, Trandoshans, Weequay - where you find one, you'll usually find the others...
so they'll be listed below as GRTW
Tuskens - the Sand People, found on only one level of Tatooine
Rancor - found on Nar Kreeta, you can kill it with a lot of difficulty, but it'll just
respawn... your best bet is to keep out of its way with Mind Trick.
Mutant Rancor - found at the spaceport on Taanab... you *cannot* damage it in any way, and the
only way to kill it is the way the level requires.
Droids / Mechanicals:
Assassin Droids - forceshielded droids; they use a Blaster Rifle
Saber Droids - just like it says...
Portable Assault Sentry (PAS) - automatic guns sitting on the floor; they'll track your
movements
Ceiling Turrets - just as it sounds... gun turrets mounted on the ceiling
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CHARACTER & LIGHTSABER CREATION
One of the neatest additions to "Jedi Academy" is the ability to 'create' your own
character... you're an Trainee no matter what, but you can choose your species, even your
costuming.
There's no difference between the Demo and the full game as far as Character Creation
goes... you've got 6 species to choose from, as well as a variety of outfits and faces. The
species are:
Twi'lek Female (remember Jabba's aide in "Return of the Jedi", the one with the two
tentacles coming off his head? This is the female version)
Zabrak Female (with devil horns; this is the one you see on the Jedi Academy screen
when you load or reload a game)
Human Female
Human Male
Kel Dor Male (this is the one you see on the Jedi Academy game launch screen)
Rodian Male (I beat this at "Jedi Master" using a Rodian... it just seemed appropriate,
somehow)
After you've played through a few times, you'll start wishing that they had more
species to choose from, and a little better variety of clothing. Oh, well... it's certainly
better than anything that's come before.
Once you've chosen what species you want (make sure you click directly on the name to
change it), you can choose a color... for most of them, this just changes the costume colors a
little; for the Twi'lek female, it changes her skin color. Next, choose what head you want,
then torso, then legs. Once you've got your character all set up (is this a Jedi apprentice or
a bikini model? And why do the female species have big butts?), you can move on to the
Lightsaber creation screen... but think twice before moving on, because you'll be stuck with
this character for the rest of the game.
Okay, so the female characters look like Playmates - tiny waists, a bit stacked, skimpy
outfits... but once you start playing you won't even really notice your character, as you'll be
too busy staying alive. And hey - can any of you draw a character that well? I certainly
can't... they've done a wonderful job with these graphics.
Lightsaber creation... in the Demo, you can choose any of the three Lightsaber types
and use it during the Demo, but in the full game you start out with just the standard single
Lightsaber - you have to earn the others.
You've got ye old-fashioned Standard Lightsaber, Dual Lightsabers (one for each hand),
and the Two-Handed (Staff) Lightsaber, which is the double-bladed beast used by Darth Maul in
"The Phantom Menace". Choose your Hilt style - this is purely for looks - and then your Blade
Color(s), which is also just for looks. (hilt style and color can be changed later with
cheats). Note that in this creation section, you can't change your blade color to red... but
you can change it with the cheats if that's the color you want.
Once that's done, start the game...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
===============================================================================================
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
===THE WALKTHROUGH===
Note: words in all caps throughout the walkthrough - such as PUSH - are Force powers...
get to know your hotkeys. I'm not going to list every time you should save; kick out to the
game menu (your 'Esc' key) often enough to save a level, and use your Quicksave (default 'F10')
at many points during a level in progress.
This walkthrough was written using the "Padawan" and the "Jedi Master" difficulty
levels (the easiest and the hardest), but there's not too much difference between the
difficulty levels. Higher levels will have tougher enemies (they won't die as quickly), and
fewer items (weapons, ammo, healing) scattered about the area, as well as fewer Ammo and Shield
Regenerators.
The names in braces - the { and } - are the map names of the level. For example,
{t1_sour} is the name of that Tatooine level... see the cheats at the end for ways to jump from
map to map.
There is no single way to go through the game (after the first two levels)... you can
pick and choose - within limits - what missions you want to do first, second, etc. This gives
you a little replay ability. The missions are set up in "tiers"... Tier 1 is easy, Tier 2 a bit
harder, etc. Eventually you'll have to do them all, choosing your path - Light or Dark - along
the way.
Another nice change from previous games is the "respawning"... it used to be that if
you backtracked through a level or had to retrace your path to get somewhere, it would be empty
(of people) because you already cleared them out - in "Jedi Academy" when you retrace your path
in a level you'll have more Bad Guys waiting for you, making it a little more interesting. This
doesn't happen everywhere, of course, and it depends on how difficult you've made the game.
At the beginning of most missions you're allowed to upgrade either one Light or one
Dark Force power (the Core power upgrades must be earned as you move through the game)... what
you choose is up to you. Where you can upgrade your Force powers, I've listed both Light and
Dark choices... obviously, you can only upgrade one level at a time, but these will give you
some suggestions.
As for you cheaters out there... because you must choose a Force power to upgrade at
the beginning of each mission, maximizing your Force powers (or beyond) with the cheats will
mean that you will be unable to continue. Don't cheat if you want to play.
After that, you get to choose your weapons for the mission... you start with your
Lightsaber and a Blaster Pistol, and you're allowed to choose two more weapons and a throwing
weapon. What you choose, again, is up to you... most of these you'll be able to pick up as you
move through the level. Your best bet is the Blaster Rifle and the Bowcaster, plus the Thermal
Detonators... your Blaster Pistol has limited ammo. By the later levels you'll be able to
choose from every type of weapon available... but by that point, you won't need them, since
most everything will be Lightsaber combat.
One thing to note about your various moves: if you're knocked down by someone (or an
explosion or fall), you can just hit your 'forward' or 'back' key to get up - but sometimes
that will put you right back in danger... use your left or right 'sidestep' keys to roll out of
the way before getting up. Also note that the first one to strike usually wins... if you can
get in the first hit on a tougher opponent, or hit them when their back is turned, so much the
better. Being nice doesn't count.
One change this system forces that isn't as nice - but can be better for gaming purists
- is the fact that you no longer can carry weapons and items from level to level (at least, not
in the Tiers)... at the beginning of each level you'll have to choose weapons again, meaning
that if you picked up something particularly nasty in the last level you won't have it with you
in this one, unless you manage to acquire it again.
Most of the missions are just Jaden on his/her own... every once in a while you'll have
someone like Kyle or Chewie accompanying you, but for the most part you get thrown in to sink
or swim. All this really means is that the Star Wars universe is a lot like the real world...
when you get an apprentice, use them to do your dirty work.
Good luck, and may the Force be with you.
(Oh gawd, did I really say that?)
===============================================================================================
The Demo>>>
There are two missions in the Demo that you can do... Tatooine and Chandrila. It
doesn't matter which one you do first, but I'll list them in the order that they're shown.
Note that you have to do both missions... the second one will come up after you've
finished the first, so get ready for a long time in front of the computer - though as soon as
you start either mission you can kick out to the main game screen and Save your game in
progress.
Both missions are also part of the full game: Tatooine is a "Tier 1" (early and fairly
easy) mission, while Chandrila is a "Tier 3" (midrange) mission. I'd suggest doing Tatooine
first...
Note that the Force and Weapons choices are suggestions *only* - you'll have to play
the levels yourself to figure out what you want to bring.
>>Mercenary Activity - Tatooine {t1_sour} [1 Secret] (Tier 1 mission)
//Force powers, Light: HEAL 1, MIND TRICK 1
//Force powers, Core: JUMP 1, PULL 1, PUSH 1, SENSE 1, SPEED 1, Lightsaber Defense 1,
Lightsaber Offense 1, Lightsaber Throw 1
//Force powers, Dark: GRIP 1
//Objectives: Eliminate the Mercenary threat.
//Enemies: Mercenaries, GRTW, Saber Cultist
\\Light Force choices: Protect 1
\\Dark force choices: n/a
\\Weapons choices: Blaster Rifle, Bowcaster, Thermal Dets
You're at Mos Eisley on Tatooine with Kyle... while he goes off to the Kreit Cantina to
try and get some information, you get to sit here and guard the door (yawn), detaining anyone
who tries to enter or leave.
Of course it's not going to be that easy.
Shots are fired, the door opens, and out comes... Chewbacca. He's on a mission for Leia
Organa, so off you go...
You start off with stairs at your back (where you just came from) and one of the hanger
bays in front of you... this entire level is a big circle, with that tower as the hub of the
circle, an outer surrounding wall, and 4 'spoke' walls connecting the tower to the outer wall,
dividing the area into 4 hanger bays. Inside the inner 'spoke' walls are various alcoves and
doors, and on top of those 'spoke' walls are catwalks leading to the tower. If you could see
this level from above, it'd look like a rifle's crosshairs.
{perspective note} If you want you can get on top of either the ^Raven's Claw^ or the
^Millennium Falcon^ during this level... there's nothing up there, of course, but you'll notice
that both ships seem a little small - especially the ^Falcon^.
Getting into your first outdoor area (hanger bay), you'll find (from left to right): a
small and a large door (both locked) in one of the 'spoke' walls, the central tower, another
'spoke' wall with two locked doors, and an alcove in the outer wall with a door... the only
unlocked door in the area. Take care of the Bad Guys in here, then head through that door.
Inside on the left is a crate with a Trandoshan behind it, and he fires a Heavy
Repeater... he should be your first target. Take out the rest, then head through the door down
at the other end of the room.
Immediately on your left you'll see an orange machine... this is an Ammo Regenerator -
just get close enough to it, aim at it, and when you see the hand icon hit your 'use' button...
your weapons will be recharged. This will last until your weapons are either fully charged or
the Regenerator runs out of energy. Go through the next door...
"Is it just me, or are the Rodians kinda creepy?" Nice to see that racism still exists
in the Star Wars galaxy. Down to your left are the conversationalists, a pair of Mercs - kill
them, then go through the small door nearby. "We need more cover - let's get back to our ship."
In this next hanger are the smuggler ships that you passed in the opening cutscene...
take out everybody in here, but watch out - a door in an alcove will open and two more Mercs
will race out firing. If you're fast, you can duck through that door to get a MedPack and an
Armor Regenerator... just like the Ammo version, aim at it and hit 'use'. Once these guys are
dead as well, you'll get a brief cutscene... tractor beams grabbing both the ^Raven's Claw^ and
the ^Millennium Falcon^. Once that's over, a small door in the 'spoke' wall will open and more
Baddies will come running through... take them out (watch out for the Gran tossing TDs from on
top of the wall) and then go through the door.
Down at the end of this room are a pair of Baddies... kill them, then with your back to
that door at that end, turn slightly left - that small door on your left is the only open one.
In this next hanger bay is the ^Raven's Claw^ and the only Secret Area of this level.
[Secret 1] as soon as you get through the door, turn sharply right... down next to the
wall is a small crate-filled alcove; JUMP over the crates to get into the Secret Area behind
them (MedPack and TDs).
Head for the alcove with all of the octagonal brown/orange fuel tanks... as soon as you
cross the threshold you'll get another cutscene: you go off to disable the tractor beams while
Chewie stays to hold the fort. As you go through the door, a Weequay fires a rocket at a fuel
tank, blocking the door... you'll have to find another way back.
{Odd but true} normally anything you do in the game will show up in the cutscenes...
that is, if you leave a weapon or body laying on the ground, it will show up in the cutscene;
you'll also see Droids moving around in the cutscenes. However, this one is a bit odd... after
you get through the door into this hanger bay - before triggering the cutscene - you can place
a pair of Laser Tripmines at the door you just came through. Normally when you do this,
anything that comes through the door will get caught in the blast... but in this case, the Bad
Guys can walk right through the Mines without triggering them.
Kill off the losers in here, then through the door where you'll find another Ammo
Regenerator. You'll also get a "Checkpoint" message... these are spots in the game that are
automatically saved; if you die, you'll have a choice of restoring to the last Checkpoint or
your last Quicksave.
In the next room are several Tripmines barring the way... you should be able to destroy
the Tripmines by throwing your Lightsaber at the mines themselves, but apparently not yet - you
can still destroy them by firing at them (even your Blaster Pistol will work for this), but in
this case you don't want to waste the time. Duck around the crates on the left and proceed to
do some killing. There are MedPacks and a Shield Booster on top of that large orange freight
container, but I've never found a way to get up there. Head through the only unlocked door and
up the stairs.
Kill the Gran on the stairs and head all the way up... the door at the top is locked,
so into the next room where you'll find C-3PO, R2-D2 and several Bad Guys (and possibly a
MedPack). Kill them, and head outside on to the catwalk (this is where that Gran was throwing
TDs at you earlier). Through the door - and the Rodian - at the end.
Inside, head through the door ahead of you, kill the Rodians, and up the lift. In this
new area, head to your right and that console... 'use' the switch to shut off the tractor beam
for the ^Millennium Falcon^. Head through the door on either side of the lift, kill the Saber
Cultist, and hit the switch in there to drop the other tractor beam. "The tractor beams are
down, Chewbacca - I'm on my way." Back down the lift.
You'll notice that the lift goes down a level further than where you got on... circle
around behind it to the unblocked door and hit the switch beside it. Down this hall and out the
small door on the right to your last hanger area and your last bunch of Bad Guys... once you
kill them all, the level ends.
Hey, quit messin' up the hair!
Of course, if Chewie shoots me in the ass just one more time when I'm trying to kill
Bad Guys, I'm going to take this Lightsaber and...
Oddly enough, the level stats at the end don't list that Secret Area you found... that
happens in a few places during the game.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
>>Cult Activity - Chandrila {t3_rift} [4 Secrets] (Tier 3 mission)
//Force powers, Light: HEAL 1, MIND TRICK 1, PROTECT 1
//Force powers, Core: JUMP 3, PULL 3, PUSH 3, SENSE 3, SPEED 3, Lightsaber Defense 3,
Lightsaber Offense 3, Lightsaber Throw 3
//Force powers, Dark: GRIP 2
//Objectives: Stop them from desecrating the Jedi Tomb
//Enemies: Mercs, New Reborn, Dual Reborn, Staff Reborn, Grip Cultists
\\Light Force choices: Absorb 1
\\Dark Force choices: n/a
\\Weapons choices: Disrupter Rifle, Bowcaster, Thermal Dets
(I love this level... plenty of Bad guys to hack on, and plenty of ways - and places -
to send them flying)
Long drop... but no worries. PUSH the huge rock in front of you, killing the Merc
behind it. Get out into the open area, and almost immediately you'll be attacked by a Dual
Reborn... watch yourself, and don't fall off the ledge!
This entire level - with the exception of two big rooms - consists of bridges, small
platforms and ledges... you can easily fall to your death in here, and it's a very long way
down. On the other hand, you can shove Bad Guys off the ledges...
Once he's dead, head down the ledge to your right... you'll hear an interesting
conversation between a few Mercs. "I can hardly see in this thing... it's like being a
Stormtrooper all over again." Drop off the ledge (carefully!) and down to the walkway. The big
doors at either end of this walkway won't open - in fact, *none* of these big doors throughout
this mission will open - so go down the ramps and do some killing (including another Saber
Cultist)... if you time it right, you can catch the green Grip Cultist in midair when he tries
to Jump up at you, PUSHing him into the rift, saving yourself a bit of trouble.
You can either just JUMP over to that broken platform, or you can SPEED+JUMP across the
broken bridge, JUMP up on top of the columns on the other side, and JUMP down to the archway
and then the bridge... it doesn't matter either way, just what chances you feel like taking.
Again, the door doesn't open, so make your way down the broken stairs to the next
platform... it's easiest to jump down, but when you do, hug the wall - because your landing
zone will crumble beneath you. Drop down to the next broken platform, then JUMP to the next...
as soon as the Cultists notice you, a New Reborn will jump up to fight you; again, if you time
it right, you can PUSH him into the rift. From this platform, look across the way... another
ledge with a pair of archways, and to the left of them there's a platform sticking out in the
air - that's Secret 1, and if you want to save yourself some trouble, snipe at the Merc on that
platform with the Concussion Rifle.
Drop down to the next area with the dumb Mercs... they must be dumb, as they just saw
you take out a blue Reborn and yet they're trying to shoot you... oh well, easy deaths. If you
feel like it, you can even use Force DRAIN on them. Across the bridge are a pair of ramps...
the ramp up is blocked, so you'll want to use the ramp down - but first, get Secret 1.
[Secret 1] JUMP up on top of the columns at the bottom of the ramp up, take out the
Merc on the next platform up, and JUMP over to it... down the ramp for this Secret Area.
(MedPack, Large Shield Booster) Note that when you shoot him, his Concussion Rifle might fall
from the platform... but you can usually retrieve it later. From up here, look over the side to
the broken bridge far below... you can snipe at the green Grip Cultist on the bridge (usually
the one on the right) with the Concussion Rifle, saving yourself later trouble. Even more
interesting, when you do this, the Reborn on the bridge might Jump out of the way... and over
the edge into the rift.
When you get near the bottom of the ramp you'll hear a chirping... that's an explosive
charge in the middle of the bridge - proceed with caution. If the Merc in Secret 1 dropped his
Concussion Rifle over the edge of the platform earlier, it might be on the ledge down here.
Once you get on the bridge, go slowly until it blows, then SPEED+JUMP across to the other side
and take out the Merc. The only way to go is up the stairs... but if you want to pause first
and look around, do so - you'll see all sorts of friends that you'll eventually meet.
Down the hall, and you'll run into at least three New Reborn... take them all out as
best you can; if you angle left as you go down the hall, you might be able to take out the
single Reborn on that side and rest up before facing the other two. There are two doors in
this room and a blank wall... the doors, of course, won't open, but the supposedly blank wall
is Force-affected; use SENSE on it, then use PULL on the glowing symbol high up on the door.
Inside you'll run into a Dual Reborn on the stairs. Continue down the stairs and Checkpoint.
At the bottom of the stairs and back out into the open... another New Reborn will
challenge you. Get out on to this next platform and look around... for one thing, two Secret
Areas can be found nearby. Get back on the ledge and work your way down to the end to get to
Secret 2. Directly under this broken platform - in a hole in the wall - is Secret 3.
[Secret 2] from the ledge, drop down to those columns (only about 15 points damage),
and then to the archway... go in and kill the Merc and pick up this Secret Area. (Large Shield
Booster).
From the front of the ledge of Secret 2, look left... JUMP over to that next ledge,
then go up the slope next to the stairs - from there, JUMP up to the small platform above and
Secret 3.
[Secret 3] from the platform, JUMP up into the hole in the wall. (Rocket ammo).
Drop back down to the stairs... kill the Reborn on this side (but don't fall off the
edge!), and then decide how you want to do the rest. "How am I supposed to get over there?" You
can SPEED+JUMP across the gap in the bridge, but there's a Grip Cultist on the other side (if
you didn't zap him from Secret 1) as well as a Reborn who might Grip you in mid-jump and drop
you to your death... kill the Cultists from this side. Your best bet for getting over to the
other side of this broken bridge is to JUMP up on top of the left column - from there,
SPEED+JUMP over to the other side.
At the top of the stairs on the other side is a MedPack and a Large Shield Booster,
and hey, guess what... a door that won't open. Facing back across the gap, there's a broken
platform high up on your left that you can't get to, and a slope leading down on your right...
head down the slope.
Partway down the slope is a small broken platform jutting out from the wall... below is
a bridge and a waiting Reborn, and above is Secret 4.
[Secret 4] from this small broken platform, JUMP up along the wall to the small ledge
with the glowing crystal, then JUMP up on to the square structure. (Rocket ammo) From Secret 4,
drop down to the walk below for various other health items, then retrace your path back to that
small broken platform in the middle of the slope.
Go down the rest of the slope and take out the Dual Reborn and the Merc waiting
down there, then head down to the other end of this bridge and take out the Merc down there.
From that end of the bridge, work your way around the square column on the ledge at the right
and face out across the rift... across the way you can see a pair of figures in the area under
where Secret 4 is; shoot the right one (a Grip Cultist) with the Concussion Rifle. Head back
across the bridge to that small broken platform.
Drop down to face the Saber Cultist and the Grip Cultist. After you take them out
("This place is amazing... it seems like it goes on forever."), go across the bridge and hug
your way around the wall... "Great - how am I going to get down there without breaking my
neck?" At the end of this ledge is another Dual Reborn, but you can PUSH him off into the void.
Go back a little ways along this narrow ledge and drop down to the short bridge. From here,
look down to the area with the broken stretch of platforms... just under that bridge in the
distance you can see a figure standing on the edge of that platform - again, it's a Grip
Cultist that you can shoot.
Drop or jump from platform/archway to platform/archway and down on to the lighted
bridge. It's possible that a Saber Cultist (from the same area where you just shot that
Cultist) will try to join you, but he's a wimp and an easy kill. Around the edge of this ledge
and drop down to the broken platform, JUMP across the gap, take out the Merc, head to the end
of this area and JUMP up on top of the archway, then up to that platform. Take out the wimp
Merc up here (there's also Rocket ammo here, and if you want, you can shoot the Drain Cultist
on the other side of the bridge), then JUMP up on that ledge.
At the end of this bridge is a Saber Cultist and a red Drain Cultist (after you go
through the wimp with the Blaster Rifle in the middle of the bridge)... after taking them out,
HEAL, regain mana, and Save... the final section contains some nasty Reborn. In the 'room of
steps' you'll face off against two Dual Reborn... if you hit SPEED when you get the
'Checkpoint' message, you may be able to take one of them out quickly before facing off against
the other. Into the next room for the last Bad Guy...
At the top of the final steps - you can see the Jedi's coffin - is a Staff Reborn...
hit SPEED at the bottom of the steps and go up and challenge him. (Actually, he doesn't seem
that difficult... get in the first hit while you're SPEEDing, and it usually kills him.
Obviously, killing him at the "Jedi Master" level is going to be much more difficult...
he'll be using Dark Rage and Drain and Lightning...)
Once he's dead - "I should reseal the tomb so no one else can disturb it." - stand at
the bottom of the steps (facing the coffin)... see those apparently-sealed arches on either
side? Use SENSE, and examine those arches... you'll see a big square 'button' in each arch
(which will stay visible even after SENSE ends) - just use PUSH on each button, then get the
hell out of here. "That should do it. Rest peacefully."
Head back to that bridge (you don't need to run), avoiding falling debris on the way...
the bridge will start to break apart as soon as you get on it, so JUMP across it to end the
level.
Hmmm... when did Jedi start using coffins?
===============================================================================================
===============================================================================================
The Full Game>>>
A little oddity about the way the missions are set up: some are two (or three) part
missions - such as "Ice Planet Hoth" and "Echo Base" - where you need to do both (or all)
missions to get through and make it to the next section... but some missions are set up in
"Tiers", where there will be five missions in a Tier. You can do the missions in a Tier in any
order you want, and you only have to do four of them, not all five... but of course doing all
five gets you extra Force points to use (not to mention the fact that it's fun).
Again, note that the Force and Weapons choices are suggestions *only*... you'll have to
do the levels yourself to figure out what you want to bring.
>>Yavin Jungle {yavin1b} [0 Secrets]
//Force powers: n/a
//Objectives: Find a way to rescue Rosh from the ledge he is on.
//Enemies: Howlers, Stormtroopers, Saber Cultist
Since you start out with a Lightsaber, you do have some basic Force abilities, but only
those associated with the Lightsaber: defense, offense, and throw (the latter handled by your
secondary fire button).
Okay, so somebody isn't all that great a pilot... well, it's not really their fault. On
your way to the Academy on Yavin 4 - you've been invited because without any training at all,
you built your own Lightsaber - you meet the various other students, including a geeky boy by
the name of Rosh Penin (by the time the game is over you're going to want to kill him... and
hey, you actually can). Unfortunately, your shuttle comes under attack and is forced to land in
the jungles of Yavin...
There's a Medpack (health) on this side of the stream just under the shuttle. Jump in
the stream and head up the next section (where the weeds are)... Rosh will suggest cutting down
a tree; get out on the bank and do so, and he'll join you. Now head for the Massassi Temple.
(By the time you've played through this game several times, you'll find yourself fantasizing
about chopping Rosh' head off, or roasting him over an open fire... damned if I know how he's
supposed to be Jaden's friend, as most of the time he comes across as an annoying, know-it-all
asshole)
You'll be attacked by Howlers (reptiles)... either let Rosh shoot them or use your
Lightsaber throw; don't get too close, because their sonic cry can be damaging. When aiming a
Saber Throw at the Howlers, get your aiming circle at them on red, then drop your aim slightly
below that and let fly.
Follow the bank around to the right and the temple... "There must be a way to open
this." "No problem." Rosh shows off with his Force powers, using Pull on the lever inside the
grate. Just through the door is another Howler. Cross the gorge on the stone bridge, and keep
going down the valley... you'll run across another Howler (you'll hear it long before you see
it), which is another easy kill.
Another river, and there's another Medpack up on the right... jump across the stream,
and again Rosh has suggestions about tree cutting. Do so, cross your new 'bridge', and head
left. Just follow this valley, through another Howler, until you see the Temple... cutscene.
Kill the two Stormtroopers, and now... your first Cultist. The Disciples of Ragnos
are, obviously, evil Force users (there had to be some... this is Star Wars, after all), and
there are two basic types: the Reborn and the Cultists. They range in power from absolute wimps
to completely nasty... this guy is a Saber Cultist, and is fairly easy, but be careful. The
easiest kill is to wait until he appears (almost instant), jump off the ledge to land on top
of him, and stab him while he's on the ground... otherwise, get a decent distance away from
him, then rush him and use your kata move (attack + alt. attack). Once he's dead, you'll get a
good long cutscene... Jaden comes upon three people (one of them is Tavion, from "Jedi
Outcast"... you'll meet her later on, and she is fun) using an instrument of some sort on the
Temple - but Jaden is spotted, and knocked unconscious.
Anyway... this is the end of this level - on to your training.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
>>Training Area {yavin2} [0 Secrets]
//Force powers, Light: n/a
//Force powers, Core: JUMP 1, PULL 1, PUSH 1, SENSE 1, SPEED 1, Lightsaber Defense 1,
Lightsaber Offense 1, Lightsaber Throw 1
//Force powers, Dark: n/a
//Objectives: n/a
//Enemies: Training Remotes, Howlers, Saber Droid
Check your Datapad, and you'll notice that now you have the basic (core) Force powers
of Jump, Speed, Push, Pull, and Sense - make sure you know the hotkeys for each one, because
you will need them.
Just do as Kyle said, and go through the door... immediately you'll have a cutscene
with Kyle yakking away. Through the next door, and you'll face off against 5 remotes (one at a
time, thankfully)... get use to swinging and throwing your Lightsaber. They can damage you some
with their shots, but nothing major... and there are Medpacks scattered throughout this level.
Once they're gone, head through the next door.
In this next room there's a broken bridge, and down past it is a pair of Howlers... you
need to go across the bridge (using JUMP), but if you feel like it, take out the Howlers first.
After crossing the bridge, there will be a broken wall in front of you... PUSH it to
break through. A short cutscene with Rosh being an jerk, and you get to face off against a
saber-wielding droid. Be careful, but it's not too difficult; one good strong kata move should
kill it on any difficulty. Once it's down, a door on the far side of the room (past the
obelisk) will open. Yet another cutscene, then use PULL on the lever behind the grate to open
the door (there's also a Medpack in here on the easier difficulties).
Through the door on the right and down the stairs... in this next room there's a bridge
with alcoves underneath it at either end - inside the alcove on the right, the left wall of the
alcove is Force-affected (you can use SENSE to see it) - use PUSH on it to reveal a Medpack.
Face the wall to the right of the doorway you came through, and use SENSE... you'll see three
glowing symbols up on the wall (one to the left of the door, the other two to the right); use
PULL on each of them to create stairs to jump up and on to the bridge.
Follow the bridge and through the next two doors... in this next area, you can JUMP to
the broken area in front of the waterfall if you want, but there's nothing there; just continue
across the crumbling bridge. Through the next door, and in the room with the pillar, head into
the short hall on the right, and through the left door (the only one in this room that will
open).
In this next hall, get yourself ready... the door ahead is linked to the two doors in
the next room - as soon as this door opens enough to get through, SPEED through and head either
to the left or the right, it doesn't matter which... they both lead to the same room. SPEED
through that door before it closes (you may have to hit crouch while you're running to duck
and roll through that second door). In this next room, head for the open door.
Rosh is such an butthead, isn't he?
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-=Tier 1 Missions=-
Note that these five missions can be done in any order, and you only have to complete
four of them to move on to the next section. Your best bet, however, is to do all five in order
to increase your Force powers.
>>Mercenary Activity - Tatooine {t1_sour} [1 Secret]
//Force powers, Light: n/a
//Force powers, Core: JUMP 1, PULL 1, PUSH 1, SENSE 1, SPEED 1, Lightsaber Defense 1,
Lightsaber Offense 1, Lightsaber Throw 1
//Force powers, Dark: n/a
//Objectives: Eliminate the Mercenary threat.
//Enemies: Mercenaries, GRTW, Saber Cultist
\\Light Force choices: Heal 1
\\Dark Force choices: n/a
\\Weapons choices: Blaster Rifle, Bowcaster, Thermal Dets
You're at Mos Eisley on Tatooine with Kyle... while he goes off to the Kreit Cantina to
try and get some information, you get to sit here and guard the door (yawn), detaining anyone
who tries to enter or leave.
Of course it's not going to be that easy.
Shots are fired, the door opens, and out comes... Chewbacca. He's on a mission for Leia
Organa, so off you go...
You start off with stairs at your back (where you just came from) and one of the hanger
bays in front of you... this entire level is a big circle, with that tower as the hub of the
circle, an outer surrounding wall, and 4 'spoke' walls connecting the tower to the outer wall,
dividing the area into 4 hanger bays. Inside the inner 'spoke' walls are various alcoves and
doors, and on top of those 'spoke' walls are catwalks leading to the tower. If you could see
this level from above, it'd look like a rifle's crosshairs.
{perspective note} If you want you can get on top of either the ^Raven's Claw^ or the
^Millennium Falcon^ during this level... there's nothing up there, of course, but you'll notice
that both ships seem a little small - especially the ^Falcon^.
Getting into your first outdoor area (hanger bay), you'll find (from left to right): a
small and a large door (both locked) in one of the 'spoke' walls, the central tower, another
'spoke' wall with two locked doors, and an alcove in the outer wall with a door... the only
unlocked door in the area. Take care of the Bad Guys in here, then head through that door.
Inside on the left is a crate with a Trandoshan behind it, and he fires a Heavy
Repeater... he should be your first target. Take out the rest, then head through the door down
at the other end of the room.
Immediately on your left you'll see an orange machine... this is an Ammo Regenerator -
just get close enough to it, aim at it, and when you see the hand icon hit your 'use' button...
your weapons will be recharged. This will last until your weapons are either fully charged or
the Regenerator runs out of energy. Go through the next door...
"Is it just me, or are the Rodians kinda creepy?" Nice to see that racism still exists
in the Star Wars galaxy. Down to your left are the conversationalists, a pair of Mercs - kill
them, then go through the small door nearby. "We need more cover - let's get back to our ship."
In this next hanger are the smuggler ships that you passed in the opening cutscene...
take out everybody in here, but watch out - a door in an alcove will open and two more Mercs
will race out firing. If you're fast, you can duck through that door to get a MedPack and an
Armor Regenerator... just like the Ammo version, aim at it and hit 'use'. Once these guys are
dead as well, you'll get a brief cutscene... tractor beams grabbing both the ^Raven's Claw^ and
the ^Millennium Falcon^. Once that's over, a small door in the 'spoke' wall will open and more
Baddies will come running through... take them out (watch out for the Gran tossing TDs from on
top of the wall) and then go through the door.
Down at the end of this room are a pair of Baddies... kill them, then with your back to
that door at that end, turn slightly left - that small door on your left is the only open one.
In this next hanger bay is the ^Raven's Claw^ and the only Secret Area of this level.
[Secret 1] as soon as you get through the door, turn sharply right... down next to the
wall is a small crate-filled alcove; JUMP over the crates to get into the Secret Area behind
them (MedPack and TDs).
Head for the alcove with all of the octagonal brown/orange fuel tanks... as soon as you
cross the threshold you'll get another cutscene: you go off to disable the tractor beams while
Chewie stays to hold the fort. As you go through the door, a Weequay fires a rocket at a fuel
tank, blocking the door... you'll have to find another way back.
{Odd but true} normally anything you do in the game will show up in the cutscenes...
that is, if you leave a weapon or body laying on the ground, it will show up in the cutscene;
you'll also see Droids moving around in the cutscenes. However, this one is a bit odd... after
you get through the door into this hanger bay - before triggering the cutscene - you can place
a pair of Laser Tripmines at the door you just came through. Normally when you do this,
anything that comes through the door will get caught in the blast... but in this case, the Bad
Guys can walk right through the Mines without triggering them.
Kill off the losers in here, then through the door where you'll find another Ammo
Regenerator. You'll also get a "Checkpoint" message... these are spots in the game that are
automatically saved; if you die, you'll have a choice of restoring to the last Checkpoint or
your last Quicksave.
In the next room are several Tripmines barring the way... you should be able to destroy
the Tripmines by throwing your Lightsaber at the mines themselves, but apparently not yet - you
can still destroy them by firing at them (even your Blaster Pistol will work for this), but in
this case you don't want to waste the time. Duck around the crates on the left and proceed to do
some killing. There are MedPacks and a Shield Booster on top of that large orange freight
container, but I've never found a way to get up there. Head through the only unlocked door and
up the stairs.
Kill the Gran on the stairs and head all the way up... the door at the top is locked,
so into the next room where you'll find C-3PO, R2-D2 and several Bad Guys (and possibly a
MedPack). Kill them, and head outside on to the catwalk (this is where that Gran was throwing
TDs at you earlier). Through the door - and the Rodian - at the end.
Inside, head through the door ahead of you, kill the Rodians, and up the lift. In this
new area, head to your right and that console... 'use' the switch to shut off the tractor beam
for the ^Millennium Falcon^. Head through the door on either side of the lift, kill the Saber
Cultist, and hit the switch in there to drop the other tractor beam. "The tractor beams are
down, Chewbacca - I'm on my way." Back down the lift.
You'll notice that the lift goes down a level further than where you got on... circle
around behind it to the unblocked door and hit the switch beside it. Down this hall and out the
small door on the right to your last hanger area and your last bunch of Bad Guys... once you
kill them all, the level ends.
Hey, quit messin' up the hair!
Of course, if Chewie shoots me in the ass just one more time when I'm trying to kill
Bad Guys, I'm going to take this Lightsaber and...
Oddly enough, the level stats at the end don't list that Secret Area you found... this
happens in several places during the game.
=======
>>Droid Recovery - Tatooine {t1_surprise} [1 Secret]
//Force powers, Light: HEAL 1
//Force powers, Core: JUMP 1, PULL 1, PUSH 1, SENSE 1, SPEED 1, Lightsaber Defense 1,
Lightsaber Offense 1, Lightsaber Throw 1
//Force powers, Dark: n/a
//Objectives: Locate the missing Sandcrawler.
Retrieve the droid from the Sandcrawler.
//Enemies: Tuskens
\\Light Force choices: Mind Trick 1
\\Dark Force choices: n/a
\\Weapons choices: Blaster Rifle, Bowcaster, Thermal Dets
MIND TRICK is a good Force power to choose for this episode... it comes in handy
against the Tuskens. However, it's not necessary.
Head forward and right to where you see the moisture converter sticking up... you'll
see a couple of Jawas ahead in the distance - they'll come under attack by three Sand People
(Tuskens), with a fourth sniping at them from the rock arch; kill the Tuskens only, and pick up
any ammo nearby. (Okay, it doesn't really matter if the Jawas are killed or not... but they
won't attack you at all, so why bother?) Head under the arch and get attacked by more
Tuskens... there's also a Tenloss Disruptor Rifle and ammo nearby (around the rock on the
left). Under the next arch (there will be white buildings on the ridge above) and more
Tuskens, including one sniping at you from the ridge above.
Head into the buildings (a moisture farm) on the left... don't bother continuing
straight and under those next arches; there's absolutely nothing up that way.
Wander all through the farm, killing Tuskens and picking up items (weapons and ammo)
as you go... don't go up the slope yet, but into the next room - behind that door is this
level's only Secret Area. Also scattered throughout this moisture farm are brown fuel tanks
(yellow symbol on the sides) - these will blow up when hit, so be careful... but sometimes they
conceal items.
[Secret 1] "You're not an R5 unit." Large Shield Booster.
Head up the slope, through the door and outside... more Tuskens, and a couple of Gronk
droids - you can kill the droids if you want, but you'll notice when you get close to them the
hand symbol will appear, meaning you can 'use' them (nothing will really happen, though). More
Tuskens, and to the right - at the cliff's edge - is a small building with two open arches;
inside are more items. The building on the left can't be entered.
Cross the canyon using either stone arch... on the other side there's a small empty
building between the two stone bridges, and ahead (slightly left) is a droid standing in front
of a building - there's a sniper up on the roof of that building, and there are more Tuskens in
the area. You can ignore the droid (though there might be a MedPack at the top of those steps),
and you can't get into any of the buildings, so head left and through the arch (Checkpoint).
More Tuskens, more toys... just keep heading down the slope. At the bottom is an
opening to the outside, more Tuskens, more Jawas... and the Sandcrawler. Circle all around this
area for more Tuskens and items before going up the ramp on the Sandcrawler. "Wonder if I can
get up there?" The door is locked, but if you look around and up you'll notice a small tracked
vehicle being suspended from a crane... and it's Force affected. Use PULL on the vehicle, then
ride it back up.
More Tuskens up here, and on the left is a dumpster (?) on a conveyor... use PUSH on
it, and examine the wall (cylinder) it was up against - "Hmmm. Need to reactivate the lift." By
jumping from crate to crate you can get up on the walkways, and around at the end is a lever
you can use.
Get back down on the first deck, and enter the lift (the cylinder)... it'll take you to
the upper walkway; head through the door at the end. Overlooking the hot magma, if you look
down to your left you'll see a leak in the pipe - throw your Lightsaber at it to cool the
magma, then just drop down (there are items - and Jawas - underneath the platform you were on).
Or you can just drop down to the small section of cooled magma you see and Saber Throw from
there. Head across the cooled magma and through the next door.
Those flame jets will kill you, so watch out... watch out for the Tuskens in this area
also. You'll notice that the upper flame jet on the left is intermittent... time it, and JUMP
over the bottom one at the right time. One funny note... when I did it, one of the Jawas on the
other side ran away from me - and straight into a flame jet. Use the lever in the area at the
end, then get on the lift the flame jets were blocking.
Dead droids - and Tuskens - all over the place in here ("How many droids do these Jawas
have?"), but just head through the door. PUSH or PULL the dumpster on the left, kill the
Tuskens, and at the back of the room is another dumpster... PUSH or PULL that, and behind it is
the R5 you're looking for. "You must be the droid we were sent for. Doesn't look like there are
any Jawas left to negotiate with. I guess you'd better follow me." Aim at it and 'use' it, then
follow it... when it goes down the lift, drop down after it. Kill the Tuskens and end the
level.
- - - - - - - - -
{t1_inter}
After your first two missions - it doesn't matter which ones - there will be a brief
cutscene of Rosh complaining that he doesn't get to do any of the important stuff while he's on
a mission with Kyle... what a little twerp.
After the cutscene you'll be back at the Tier 1 mission selection screen and can
continue.
=======
>>Emergency Assistance - Bakura {t1_fatal} [5 Secrets]
//Force powers, Light: HEAL 1, MIND TRICK 1
//Force powers, Core: JUMP 1, PULL 1, PUSH 1, SENSE 1, SPEED 1, Lightsaber Defense 1,
Lightsaber Offense 1, Lightsaber Throw 1
//Force powers, Dark: n/a
//Objectives: n/a
//Enemies: Stormtroopers, Imperials, Mercs, Cloakers, Saber Cultists
\\Light Force choices: Protect 1
\\Dark Force choices: n/a
\\Weapons choices: Blaster Rifle, Bowcaster, Thermal Dets
Just for trivia: the ship that Jaden uses is a Z-95 "Headhunter", which looks like a
smaller version of the X-Wing... it's not the same Z-95 as was in "Mysteries of the Sith", but
what the heck.
Uh-huh... you knew Jaden wouldn't follow Luke's instructions and wait for Kyle...
Head across the bridge... dead droids and people here and there, and marks that look
like they're from a Lightsaber. Head around to your right and in the door. Inside there's a
door at either end, and a viewscreen on your left... the doors won't open until you check out
the viewscreen, but first you'll want to get the Secret Area in here.
[Secret 1] slash the grate on your right, get the items (Medpack, Small Shield Booster)
On the left side of the room is a viewscreen... use it, and you'll discover that
Cultists have planted explosives - now you know what you need to do. Keep hitting 'use' to
cycle through the different views and see all the explosives. Try going through the door next
to the viewscreen first - you'll hear Stormtroopers yelling, then the door will open and you
get to take them out. Once you've done so, head down to the door at the other end of the
room... guarded by Tripmines you'll have an Ammo Regenerator. Use that, and head back to the
door by the viewscreen.
Take out the Stormtroopers in here, and under the stairs is Secret 2.
[Secret 2] just crouch under the stairs for a Large Shield Booster and Thermal Dets.
Head up the stairs (there may be a Shield Regenerator on the stairs), and inside the
door are a couple more Stormies. "No wonder I was supposed to wait for Kyle... it's the
Empire!" There's a ramp up - with Tripmines at the top - and an open door on your left. Head
up the ramp first - back outside, 'use' the yellow tanks (the explosives) in front of you...
"Okay, four more to go." The lift down here doesn't take you to anywhere, but while you're out
here you can look around... look left and you'll see red panels through a window - that's
where you'll be next. Ahead and around you'll see another set of explosives on another walkway,
but not much else, so head back inside and that hallway at the bottom of the ramp.
Through the door, into the next room, and through the next doorway you'll see an enemy
(a Saboteur) that can cloak - be careful, and take him out quick. On the other hand, these
Saboteurs are nothing special... one slash with the Lightsaber and they're plant food, and
they apparently can't fire when they're cloaked - so look for the bluish outline and hack at
it. Into the next room and kill the Stormies... just for fun, you can slash or smash those red
glass panels on the wall. There may or may not (depending on your difficulty) be an Ammo
Regenerator up on the control dais. Through the next door.
Yeowch... save now and watch this stuff for a bit to get an idea of the timing. Hug
the wall on the left at the right time to pass that first set of flames, then watch the steam
on the right... when it stops, run through. Get up on that block on the right and jump across
the fir