============ =========== === =========== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== === === ¦ ¦ ¦ ---- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦ ¦ ¦ / \ ¦ ¦ ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ \ \ ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ============ ===== === === === === === === === =========== ============ \ \ / / ¦ ¦ ¦ ¦ ¦ ¦ \ \ / / ¦ ¦ ¦ ---- ¦ ¦ ====== \ \ /\ / / ¦ ¦ ¦ ¦ ¦ ¦ \ \ / \ / / ¦ / \ ¦ ¦ ====== ¦ ====== \ \ / \ / / ¦ ¦ ¦ \ ¦ ¦ \ \ / /\ \ / / ¦ ¦ ¦ ¦\ \ ====== ¦ \ \/ / \ \/ / ¦ === ¦ ¦ ¦ \ \ ¦ ¦ \ / \ / ¦ ¦ ¦ ¦ ¦ ¦ \ \ ====== ¦ \ / \ / ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦ \/ \/ === === === === ============ j e d i a c a d e m y ============================================================================== Dedicated to all those people that have found their way into my heart. STAR WARS - JEDI KNIGHT : JEDI ACADEMY WALKTHROUGH ============================================================================== ¦ This walkthrough is copyrighted to Mister Sinister (2005) ¦ ¦ I don't mind it being lifted in its entireity, but if you do so, please ¦ ¦ make sure you give credit to the author (me) and DON'T pass it off as your ¦ ¦ own. Thanks ! ¦ ============================================================================== ============================================================================ ¦ I N D E X ¦ ============================================================================ If you want to quickly skip to a section in this guide, to make it very easy for you to do so, I have named the sections as follows. Soooooooo if you just want to skip to the "CHOOSING YOUR CHARACTER" section, for example ? Just hold ctrl + F to call up your default find screen, and type in "0 0 4" and hit enter. This will take you (first to the 0 0 4 in this index, and then) to the appropriate section. 0 0 1 - BRIEF BACKGROUND (taken from the back of the box) 0 0 2 - CONTROLS 0 0 3 - CHOOSING YOUR DIFFICULTY LEVEL 0 0 4 - CHOOSING YOUR CHARACTER 0 0 5 - CHOOSING YOUR LIGHTSABER 0 0 6 - LET THE GAME BEGIN ! 0 0 7 - INTRODUCTORY MISSION - YAVIN 4 0 0 8 - JEDI ACADEMY TRAINING 0 0 9 - FIRST TOUR OF DUTY 0 1 0 - LEVEL 1 - MISSION 1 - MERCENARY ACTIVITY ON TATOOINE 0 1 1 - CHOOSING FORCE POWER ALLOCATION 0 1 2 - CHOOSING WEAPONRY 0 1 3 - CHOOSING EXPLOSIVES 0 1 4 - LEVEL 1 - MISSION 2 - DROID RECOVERY ON TATOOINE 0 1 5 - LEVEL 1 - MISSION 3 - EMERGENCY ASSISTANCE ON BAKURA 0 1 6 - LEVEL 1 - MISSION 4 - MERCHANT RESCUE ON BLENJEEL 0 1 7 - LEVEL 1 - MISSION 5 - CULT INVESTIGATION ON CORELLIA 0 1 8 - LEVEL 1 - FINAL MISSION - HOTH (PARTS 1 & 2) 0 1 9 - BOSS FIGHT - ALORA 0 2 0 - CHOOSING YOUR SECOND LIGHTSABER FIGHTING STANCE 0 2 1 - LEVEL 2 - MISSION 1 - RESCUE MISSION - NAR KREETA 0 2 2 - LEVEL 2 - MISSION 2 - MEET CONTACT - ZONJU V 0 2 3 - LEVEL 2 - MISSION 3 - COVERT OPERATION - KRIL'DOR 0 2 4 - LEVEL 2 - MISSION 4 - CAPTURE CRIME LORD - CORUSCANT 0 2 5 - LEVEL 2 - MISSION 5 - CULT INVESTIGATION - DOSUUN 0 2 6 - LEVEL 2 - FINAL MISSION - VJUN (PARTS 1, 2 & 3) 0 2 7 - BOSS FIGHT - ROSH PENIN 0 2 8 - BUILDING YOUR NEW LIGHTSABER 0 2 9 - LEVEL 3 - MISSION 1 - CULT SIGHTING - CHANDRILA 0 3 0 - LEVEL 3 - MISSION 2 - CULT INVESTIGATION - TANAAB 0 3 1 - LEVEL 3 - MISSION 3 - DISMANTLE DEVICE - YALARA 0 3 2 - LEVEL 3 - MISSION 4 - FORCE THEFT INVESTIGATION - BYSS 0 3 3 - LEVEL 3 - MISSION 5 - WEAPON DESTRUCTION - ORD MANTELL 0 3 4 - BOSS FIGHT - BOBA FETT 0 3 5 - LEVEL 3 - PENULTIMATE MISSION - TARPIR-III (PARTS 1 & 2) 0 3 6 - CHOOSE YOUR FAITH 0 3 7 - BOSS FIGHT - ALORA 0 3 8 - LEVEL 3 - FINAL MISSION - KORRIBAN (PARTS 1 & 2) 0 3 9 - 'GOOD' BOSS FIGHT - TAVION 0 4 0 - 'GOOD' BOSS FIGHT - MARKA RAGNOS 0 4 1 - 'BAD' BOSS FIGHT - TAVION 0 4 2 - 'BAD' BOSS FIGHT - KYLE KATARN 0 4 3 - ENDINGS 0 4 4 - TIPS AND TRICKS 0 4 5 - ACKNOWLEDGEMENTS ============================================================================ ¦ 0 0 1 ¦ ============================================================================ BRIEF BACKGROUND (taken from the back of the box) Star Wars - Jedi Knight : Jedi Academy is the latest installment of the highly acclaimed Jedi Knight series. Take on the role of a new student eager to learn the ways of the Force from Jedi Master Luke Skywalker. Interact with famous Star Wars characters in many classic Star Wars locations as you face the ultimate choice: fight for good and freedom on the light side or follow the path of power and evil to the dark side. ============================================================================ ¦ 0 0 2 ¦ ============================================================================ CONTROLS Whilst the game is entirely customisable in terms of what the controls are, and how you allocate the buttons to functions ? I personally found that the following worked for me. For starters I had TWO different movement control methods. I used the regular up, down, left and right cursors with my LEFT hand and mapped my most-often-used Force Powers to the numeric keypad so that I could do all my movement and Force Power use with my left hand, and look and attack using the mouse with my right-hand, and I retained a SECOND set of movement controls on the W, A, S and D keys (where A and D were STRAFING commands), and C crouched, and used THAT set of keys when I entered combat with other lightsaber-wielders, as I found it easier to move in combat using that method. PLUS if you press C+W and your Primary Attack button ? You do a cool twirl (depending on your saber and fighting stance). So ... MY buttons were as follows MOVE FORWARD = Up Arrow / W MOVE LEFT = Left Arrow MOVE RIGHT = Right Arrow MOVE BACK = Down Arrow / S STRAFE LEFT = A STRAFE RIGHT = D CROUCH = C JUMP = Right Mouse Button PRIMARY FIRE = Left Mouse Button SECONDARY FIRE = Ctrl USE = Enter FORCE ABSORB = (no key mapped - I never use it) FORCE HEAL = 4 (on the numeric keypad) MIND TRICK = 1 (on the numeric keypad) FORCE PROTECTION = + (on the numeric keypad) FORCE SPEED = 5 (on the numeric keypad) FORCE JUMP = Hold down right mouse button FORCE SIGHT = 6 (on the numeric keypad) FORCE PUSH = 7 (on the numeric keypad) FORCE PULL = 8 (on the numeric keypad) FORCE DRAIN = 0 (on the numeric keypad) FORCE GRIP = 2 (on the numeric keypad) FORCE LIGHTNING = 3 (on the numeric keypad) FORCE RAGE = 9 (on the numeric keypad) ============================================================================ ¦ 0 0 3 ¦ ============================================================================ CHOOSING YOUR DIFFICULTY LEVEL There are FOUR difficulty levels to choose from in Jedi Academy : Padawan, Jedi, Jedi Knight and Jedi Master. There is nothing more to be said about this ... Padawan is obviously the easiest, and they get progressively more ... interesting from then on in !! ============================================================================== IMPORTANT NOTE : This walkthrough will be for NORMAL difficulty. ============================================================================== ============================================================================ ¦ 0 0 4 ¦ ============================================================================ CHOOSING YOUR CHARACTER Now that you've decided how BUTCH you are feeling, it's time to choose your character. Unfortunately there are NOT as many options available to you when choosing your character insofar as their race and gender are concerned as I am sure we would all have liked, but hey ! Since the game has been around for a while there are PLENTY of extra skins that you can download from web-sites out there that you can use in this game, from Darth Maul to Darth Vader, Master Yoda, Luke, Kyle, and many many more. My favourite character is modelled on one of the Ring Wraiths from the Lord of the Rings. He looks SO cool !!!!! =) ASSUMING you've not downloaded any extra .pk3 skin files from the internet ? Let me give you a run-down on the characters you can pick for now. TWI'LEK FEMALE I LOVE the Twi'lek as a race ... it's those ...... THINGS on their head ... they're just so funny !! Unfortunately the only Twi'lek you can pick is a female ... nothing against girls ? But I TOTALLY wanted to play a male Twi'lek ... remember that guy from Jabba's Palace ? His counselor-dude ? I wanted to make HIM as a character (pout pout). As a Twi'lek Female you have a choice of SIX different colours for her skin, EIGHT different faces to pick from, SIX different upper torsos, and FOUR different sets of leggings. ZABRAK FEMALE Again, if you want to play as a Zabrak, you can ONLY play as a female as at the time of writing ... which is a bit PANTS really innit ! Nevermind eh ... As a Zabrak Female you have the choice of NINE different colour-schemes for the trim on her clothing, THREE different faces to pick from, SIX different upper torsos and FOUR sets of leggings. HUMAN FEMALE The human is the only character in the game which has both genders available for you to pick from ... and to be honest I think that's favouritism ! I mean, SURE, it's appealling to the masses and all that ? But DAMN !! As it so happens the choices in both female and male versions of the human aren't quite as varied as I would have liked ... but hey - beggars can't be choosers, eh ? As a Human Female you have the choice of NINE different colour-schemes for the trim on her clothing, THREE different faces to pick from, SIX different upper torsos and FOUR sets of leggings. HUMAN MALE My comments for the human male are pretty much the same as for the human female ... you'll see what I mean ;) As a Human Male you have the choice of NINE different colour-schemes for the trim on his clothing, THREE different faces to pick from, SEVEN different upper torsos and FOUR sets of leggings. KEL DOR MALE Aaaaaaah Plo Koon can be yours !! ;) As a Kel Dor Male you have the choice of NINE different colour-schemes for the trim on his clothing, THREE different faces to pick from, SIX different upper torsos and FOUR sets of leggings. RODIAN MALE Hey ! You look kinda familiar ... did we go out on a date once ??? Hmmmmmmm ... you sure ? As a Rodian Male you have the choice of NINE different colour-schemes for the trim on his clothing, THREE BUTT-UGLY faces to pick from, SIX different upper torsos and FOUR sets of leggings. Right ... now that you've picked your playing piece, so-to-speak, in this game, we will move on to the all-important LIGHT SABER OPTIONS ... (wrings hands in glee) ============================================================================ ¦ 0 0 5 ¦ ============================================================================ CHOOSING YOUR LIGHTSABER Right ... at the outset you only get the choice of ONE light saber. You can still customise it though, so don't be upset :) You can pick from a total of TEN different saber hilts - the Arbiter, Retaliator, Consul (my personal fave), Adept, Praetor, Sentinel, Adjudicator, Defender and Firebrand, AND (more importantly in my humble opinion) a choice of FIVE different colours for your "blade". Blue, Green, Orange, Purple or Yellow. NO, THERE IS NO RED ON THIS SCREEN. I KNOW ... IT SUCKS ... But the game still ROCKS, yes ?? =) ============================================================================== IMPORTANT NOTE : You can download a .pk3 mod file to offer you a red blade. ============================================================================== Finally, you will note that the only style of fighting available to you with your saber at the outset is "medium". So !! Now you've picked your wussness-factor, your character AND your all- important Light Saber ... so let's GO !!!!! CUE the cutscenes !! ============================================================================ ¦ 0 0 6 ¦ ============================================================================ LET THE GAME BEGIN ! A long time ago in a galaxy far, far away .... STAR WARS JEDI KNIGHT: JEDI ACADEMY Ten years after the Battle of Endor, the IMPERIAL REMNANT continues to be driven back by the NEW REPUBLIC, forcing the Imperials to adopt increasingly desperate tactics in the ongoing struggle. Meanwhile, Jedi Master LUKE SKYWALKER moves to restore the JEDI to their formal place as peacekeepers of the galazy at his JEDI ACDADEMY on YAVIN 4. JADEN KORR, a promising student from Coruscant, is en route to the Academy after achieving the impossible: creating a lightsaber without any formal Jedi training .... The cutscene (briefly) shows you on the Yavin Runner 2 en route to the Academy, and having a brief dialogue with a rather jumpy student named Rosh. Just as you are starting to chat with him, the shuttle is hit by some sort of energy blast from the planet, wiping out one of its engines and forcing the pilot to make an emergency landing. Whilst Master Skywalker is talking with the pilot to ascertain the extent of the damage, a Twi'Lek spy steals into his Academy and messes with his computers !! That little SLEAZE !! She disappears seemingly without attracting any attention from Master Skywalker. ============================================================================ ¦ 0 0 7 ¦ ============================================================================ ============================================================================== INTRODUCTORY MISSION - YAVIN 4 - EN ROUTE TO THE ACADEMY ============================================================================== The game starts with you standing beside the downed Yavin Runner 2. The voice of the pilot calls out to you to tell you that they can't get to you, and that you should make your way to the temple, where the shuttle will meet you. Rosh is standing on some rocks ahead of you - a river separates the two of you. There is a slight chill in the air, and the smell of lilies on the breeze. You receive a new objective (you'll know this because "New Objective Information" appears at the top of your screen in big letters) as soon as you start this level, and it tells you (if you press the M key on your keyboard) to "Find a way to rescue Rosh from the ledge he is on". Turn 45 degrees to your right. See the fern across the other side of the ... lake ? Head over to it. Rosh tells you that you might be able to use your light saber to cut down the tree nearby to make a bridge for him. In fact, in the time it's taken me to type that little bit of text he's already said it to me ... like ... THREE TIMES ?? STOP BEING SO IMPATIENT YOU LITTLE MAGGOT !!!!!!!! Aaaaaaaaaand ... WHALLOP ! Tree goes down with one swing of your light saber and Rosh is free. Now the two of you have to make your way over to the Temple. Turn to your right and follow the stream upriver. You will be attacked by two Howlers. They are very weak - a single blow from your lightsaber will take them down ... just beware if they raise their heads and start to shriek though, as you will be unable to get in close-quarters whilst they are doing so (try it for a laugh - the effect is quite cool). Once the two Howlers have been killed, you can go on ... keep your eye out for a door on the right wall ... go to it when you see it ... ============================================================================== CUTSCENE - Rosh opens the door for you. ============================================================================== Go through the door and you will find another Howler to your left. Rosh will warn you about this one ... you can either wait for it to stop shrieking, let Rosh try and shoot it (do we REALLY have the time ?? He's a CR@P SHOT !!), or chuck your light saber at its belly using your SECOND ATTACK function ... by default I think this is the right mouse button ;) Follow the track around to the right and then cross the bridge. The track then curves to the left and you get to fight ANOTHER Howler (easy peasy). Climb the rocks ahead of you and Rosh will tell you to use your lightsaber to make another tree-bridge for the two of you to use ... do so, and move on. Just don't be clever and try and stand under it when you cut it ?? ;) Once over the bridge, follow the path to the left and back around to the right. Kill the last Howler and move on. ============================================================================== CUTSCENE - Jaden and Rosh reach the Academy, and spot Storm Troopers in the clearing ahead. Rosh wimps out and suggests you go in and sort it out, given that a) you are the one with the lightsaber, and b) he's a RUBBISH shot with that pistol of his ... ============================================================================== Once you have taken out the two Storm Troopers a renegade lightsaber-wielding Dark Jedi ... I think it's safe to call him that ? Drops down into the clearing below you and begins to taunt you. Drop down and duel it out with him ... you shouldn't have any real problems with him - he's easy ;) Once he is dead, this level is over. ============================================================================== CUTSCENE - Jaden strolls across the water to the temple and witnesses three Dark Jedi - one of whom is armed with some sort of staff weapon - standing at the temple and projecting some sort of energy beam from the staff. You make a noise and are spotted. Next thing you know, you wake up with Master Skywalker, Kyle Katarn, Rosh and a load of other students around. The scene switches to a shuttle leaving the planet, with the Dark Jedi from the Temple and the Twi'lek spy having a conversation. The Spy confirms that she has been able to hack into Skywalker's records ... her mistress seems pleased. The action then switches back to the Academy, where the students are given their induction-speech. Master Skywalker explains that multiple students will be assigned to each Jedi Master, given the shortage of Masters to teach. You and (guess who) will wind up working under Kyle's tutelage. ============================================================================== ============================================================================ ¦ 0 0 8 ¦ ============================================================================ ============================================================================== JEDI ACADEMY - TRAINING ============================================================================== Once you begin, head over to the door to your north-east. It will open automatically. ============================================================================== CUTSCENE - Kyle explains that the course is designed to teach you how to use your CORE force abilities. ============================================================================== After he has given you his speech, move through the door ahead of you into the Training Remote Corridor. There are FIVE training remotes that will come at you - just like in the movies. Deflect laser blasts if you like (you won't be able to redirect them at the remotes yet - you're not proficient enough with the lightsaber), otherwise hack and throw your saber at the remotes until they are all DEED. Once they have fallen, Kyle will congratulate you and (after he's done talking) you should move through the door in front of you. Head to your left - just to the left of that grey tower ahead of you - and then turn right 90 degrees. Kyle will tell you to Force Jump across the bridge. Once you have done this, run straight ahead and towards the oddly- coloured section of the wall. Kyle will tell you to use Force Push to get through - do so. In the next section, Rosh tries to slow you down by releasing a training droid to fight you. He seems to think this is some sort of a competition or something. What a GIMP. Dispose of the Training Droid with the UTMOST contempt, and then head to the LEFT of the arena, past the obelisk and through the trapezium-shaped doorway. ============================================================================== CUTSCENE - Kyle will ask you why you took so long. You dismiss him, telling him it was nothing. ============================================================================== In the next area, you need to use Force Pull to activate the switch behind the grate on the right-hand wall. Doing so will open the door before you. As you pass through this doorway you clear your first CHECKPOINT =) Checkpoints are cool, basically this means if you die ? And you HAVEN'T saved ? You can be brought back to life at your last checkpoint. Obviously I would strongly suggest saving wherever possible just to be on the safe side, but this is handy as a hint that something BAD is about to happen ;) For future reference I will enter the words CHECKPOINT SAVED AUTOMATICALLY at key points where a checkpoint is saved. HOPEFULLY I'll get them all, but you should ALWAYS make use of the F12 key to store a quick-save after killing a particularly irritating bad guy, or escaping an especially dangerous trap. Don't worry - quick-save doesn't generate one save per button use - it only maintains the one save, so EVERY time you press F12 it overwrites the LAST quick-save. F9 is the quick-load command (as in, it loads the last quick-save) just in case you're curious ;) I made EXTENSIVE use of both buttons during my time playing this game. Anyhow ... back to the plot. As you will see, the way ahead is blocked. Go through the door on the right, down the steps and into the next room. Kyle tells you to use your Force Sense power to see if you can find a way out of the room. If you look around you will see that in the upper-left corner of the room is a walkway that you can't reach ... you need to use Force Sense and look at the southern wall of this room - as in, just to the left of the door you used to come in ? On THAT wall you will see some coloured icons. Use Force Pull on those icons and you will draw out blocks from the wall that you can climb, thus enabling you to reach the walkway. YOU DO NOT WANT TO KNOW HOW LONG IT TOOK ME TO WORK THAT OUT !?!?!??!?!?!? ;) Once you are on the walkway, turn to the left and head through the door. Then turn right and through the next door. Run down the corridor and through the next door. When you run straight into the obelisk ? Turn right ;) go straight and then through the door on the left and Kyle will tell you about your last challenge on this course ... the use of Force Speed. Go through the door directly ahead of you and you will see doors at 45 degrees to your east AND west. It's not so important which one you use, but you must use Force Speed BEFORE you run towards the door (whichever one you pick) as it will start to close as you approach it. I'm going to go through the right door. GO GO GO GO GO !!! Once through the right door, turn a little to your left, head over to the steps, then turn 90 degrees to your right and go through the archway. HERE ENDS THE TRAINING LEVEL. ============================================================================== CUTSCENE - Kyle explains to Rosh that he's a LOSER and that what he did was STUPID and reckless. Kyle also explains to Jaden that, whilst she has every right to be unhappy with Rosh, feeding her anger will lead her to the dark side. Master Skywalker comes out to greet you all, and explains that a symbol on a piece of clothing that the assailants left at the temple (most likely the one you KILLED at the start) is the symbol of the Sith Lord Marka Ragnos. Ragnos died 5,000 years ago, and Skywalker requests that when you are out and about on your missions, you should keep an eye open for any cult affiliated with Ragnos in any way. ============================================================================== Having now completed your training, you are ready to begin actively working for the Jedi Academy. Luke explains that the Academy maintains a policy of "learning by doing" - i.e. sharing the workload ... this being the case, you yourself will actively be undertaking missions for and on behalf of the Academy. Click the OK button to continue. ============================================================================ ¦ 0 0 9 ¦ ============================================================================ FIRST TOUR OF DUTY On the first "LEVEL" as it were, you have a choice of five missions :- 1) Mercenary Activity on Tatooine 2) Droid Recovery on Tatooine 3) Emergency Assistance on Bakura 4) Merchant Rescue on Blenjeel 5) Cult Investigation on Corellia You can undertake these missions in whichever order you like, but for the ease of doing this walkthrough I am going to stick to them in the order they are given to you. ============================================================================== IMPORTANT NOTE : You actually only need to complete FOUR of the missions to make it to the end of the first 'level', but I would strongly ... STRONGLY suggest playing through them all ... ============================================================================== So ! Without further ado it's ON TO THE MISSIONS !!!!! =D ============================================================================ ¦ 0 1 0 ¦ ============================================================================ LEVEL 1 - MISSION 1 MERCENARY ACTIVITY - TATOOINE BRIEFING "We've been receiving a number of reports that the Disciples of Ragnos have been trying to hire mercenaries and smugglers to haul some cargo. If we can contact one of these mercenary groups, maybe we can find out the cult's base of operations. One of the smuggling rings that we know about is based at Mos Eisley. Go there and see what you can find out." KYLE : "This one sounds like it could be nasty, so I'll be going with you. You'll find some of the galaxy's worst lowlife on Tatooine." ================== PREPARATION Once you have accepted the mission you are taken to the Force Power screen. Every time you come to this screen you can add ONE force point to any light OR dark force power you choose, up to a maximum of THREE force points in each power. Given that this is the first time you have come to this screen, a Help screen will appear to explain all this to you. You CANNOT upgrade your core force powers - force jump, force pull, force push, force sense, force speed, lightsaber defence, lightsaber offence and lightsaber throw will all grow at their own rate. You have a choice, therefore, of EIGHT different force powers into which you can channel this first force point :- ============================================================================ ¦ 0 1 1 ¦ ============================================================================ CHOOSING FORCE POWER ALLOCATION ================== LIGHT FORCE POWERS ================== Here they are - everything from Force Lay-your-coat-down-over-a-puddle to Force-knitting, and the ALWAYS popular, Force Donate-money-to-charideeee ... *sigh* ... quite a PIFF bunch of skills in my humble opinion ... JJJOOOIIINNNN TTTTHHHEEEE DDDDAAARRRKKK SSSSIIIIDDDDEEEEEE =) FORCE ABSORPTION Duration : 20 seconds Area of Effect : Jedi only Effect : Jedi can absorb dark Force power, Force Push and Force Pull directed at them. RANK 1 : Jedi can absorb minor amounts of Force power directed at them with no ill effects and gain some Force power back as a result. RANK 2 : Jedi can absorb moderate amounts of Force power directed at them with no ill effects and gain a modest amount of Force power back as a result. RANK 3 : Jedi can absorb a great amount of Force power directed at them with no ill effects and gain a large amount of Force power back as a result. SINISTER SAYS : Useful only if you are looking to stop yourself being thrown off a bridge by those more powerful in the force than you, basically. I never bother with this particular power. ============================================================================ ¦ Additional comments by Phil Carter ¦ ============================================================================ ¦ At high levels Force Absorb is VERY useful in battles with multiple Jedi ¦ ¦ Activate it and as soon as they attempt a couple Push or Pulls, or throw ¦ ¦ lightning, or attempt a Drain, your Force bar jumps right back up to ¦ ¦ maximum. Great way to recharge without running away from them while you ¦ ¦ wait for it to build back up. I find this skill is just about essential ¦ ¦ on levels with tons of Dark Jedi like Vjun or the final level. It's like ¦ ¦ a self-renewer for the Force. ¦ ============================================================================ FORCE HEAL Duration : Instantaneous effect Area of Effect : Jedi only Effect : Jedi have the ability to heal themselves after injury RANK 1 : Jedi goes into a meditative stance for a short time and must remain stationary. Any movement or attack will prevent healing. Healing rate depends on game difficulty. RANK 2 : Jedi no longer needs to be stationary. The Jedi will heal over a short period of time. Healing rate depends on game difficulty. RANK 3 : Jedi heals more rapidly than rank 2. Healing rate depends on game difficulty. SINISTER SAYS : Um ... Judges ?? This skill is ESSENTIAL if you want to get anywhere in this game, as I'm sure you've already guessed. If you don't have this skill then the only way you can heal yourself is to either a) finish the level, b) find medikits and other power-ups, or c) cheat !! I would strongly suggest plumping at LEAST two points into this skill. MIND TRICK Duration : Variable Area of Effect : Humanoids Effect : Allows Jedi to confuse and/or misdirect attention RANK 1 : Jedi can confuse one enemy for 10 seconds by directly targeting that enemy. NOTE: A direct attack made by the Jedi on a confused enemy will cancel the effect. Mind trick does not work on some, more powerful enemies, such as Cultists and Reborn. RANK 2 : Jedi can confuse one enemy for 15 seconds by directly targeting that enemy or distract multiple enemies that have not noticed them by using mind trick on a nearby surface. RANK 3 : Jedi can turn one enemy into an ally for 30 seconds by directly targeting that enemy or distract multiple enemies that have not noticed them by using mind trick on a nearby surface. An ally will not respond to attacks by the Jedi. SINISTER SAYS : Whilst I have a big soft-spot for this skill ? It's not INSANELY useful - you will most likely use it just for show But it's still worth sinking at least one point into if you're into the whole "you don't need to see his identification" thing ??? ;) FORCE PROTECTION Duration : Variable Area of Effect : Jedi only Effect : Allows Jedi to decrease incoming damage from energy, physical, projectile, and explosive sources. RANK 1 : Jedi is protected against 25% of the damage from physical and energy and projectile based attacks, but not from Force based attacks. RANK 2 : Jedi is protected against 50% of the damage from physical and energy and projectile based attacks, but not from Force based attacks. RANK 3 : Jedi is protected against 75% of the damage from physical and energy and projectile based attacks, but not from Force based attacks. SINISTER SAYS : A useful skill, to be sure ... PARTICULARLY useful if you ever get into lightsaber duels, as this skill can dramatically reduce the damage you take - in other words, it's VERY useful for the newbies out there ;) ================= DARK FORCE POWERS ================= YES !!!!!!!!!!! These skills ROCK !!!!!!!!!!!!!!!!!!!! Read on !! =) FORCE DRAIN Duration : Variable Area of Effect : Living persons only Effect : Allows Jedi to transfer the life essence of a person to themselves. RANK 1 : Jedi can drain life essence from another person and transfer it to themselves by making direct physical contact with that person. RANK 2 : Jedi can drain life essence from another person and transfer it to themselves by making direct physical contact with them or from a short distance away. RANK 3 : Jedi can drain life essence from another person and transfer it to themselves by making direct physical contact with them or from a safe distance away. From a distance, multiple people can be drained at one time. SINISTER SAYS : OMIGODHOWCOOL !! =O Become a VAMPIRE with this skill !!!!! Basically you leech life force from your opponents with this, leaving them a broken mound of wibbling jelly on the ground ... YYYYYYYYYEEEEEEEEEEEHHHHAAAAAAAA I would look to sinking at least two force points into this skill during the course of the game. FORCE GRIP Duration : Instantaneous Area of Effect : Living persons only Effect : Allows Jedi to choke or constrict the organs of a living being. RANK 1 : Jedi can grip and hold one enemy immobile, but undamaged for 5 seconds. RANK 2 : Jedi can lift one enemy off the ground and do damage, with the effect lasting as long as there is Force power. RANK 3 : Jedi can lift one enemy off the ground and do damage as with rank 2, but can also smash the enemy into surfaces or use the enemy as a shield. SINISTER SAYS : Okay ... now I've got to be honest ... the first three force points I sank into my first character ? My blue-skinned Twi'lek with the Purple Consul Saber ? Went straight into this skill ... IT'S WICKED !!!!! I would TOTALLY recommend sinking three points into this skill. You WON'T be sorry ;) FORCE LIGHTNING Duration : Variable Area of Effect : Living persons only Effect : Allows Jedi to hurl a devastating electrical attack against enemies. RANK 1 : Jedi launches a single bolt that fires forward, doing instant damage. RANK 2 : Jedi can maintain the Force Lightning for a sustained forward attack. RANK 3 : Jedi emanates a sustained fan of electricity in a large forward arc, damaging anything in front of them. SINISTER SAYS : Another three-pointer for the Dark Side !! =) Whilst it's pretty PAP at rank one, by rank three you can wipe out a whole ROOM of bad OR good guys ;) with a single use of this power !! AND how funny is it when you're using it to blow people off buildings =./ I've said too much ... hee hee. FORCE RAGE Duration : 10 seconds Area of Effect : Jedi only Effect : Affords Jedi protection against damage, an increase in speed, and an increase in damage potential, at the expense of health. The Jedi needs some recovery time after a Rage ends. RANK 1 : Jedi is protected against 50% of all damage, has stronger attacks, and cannot die. However, the Jedi loses health rapidly, and must wait for 10 seconds after the rage before it can be used again. The Jedi must have at least 25 health to use this power. RANK 2 : Jedi is protected against 75% of all damage, is 25% faster, has stronger attacks, and cannot die. However, the Jedi loses health and must wait for 10 seconds after the rage before it can be used again. The Jedi must have at least 25 health to use this power. RANK 3 : Jedi is protected against 90% of all damage, is 50% faster, has stronger attacks, and cannot die. The Jedi loses only a small amount of health but still must wait for 10 seconds after the rage before it can be used again. The Jedi must have at least 25 health to use this power. SINISTER SAYS : Ok ... whilst I can see its advantages ? This is my LEAST favourite Dark Force power, for the simple reason that IT DRAINS YOUR HEALTH. I mean, SURE it's GREAT to look like Luke during his fight with Darth Vader where he goes totally flippin' MENTAL and hammers away with his light saber ? But the difference ? Luke doesn't act like an old woman when his "rage" ends ... and TRUST ME you will ;) Usually you wind up with a couple of health points left after your rage ends, and you will get killed by something really embarrassing like ... a bird cr@pping on your head or something ... ... Sinister says this is SOOOOOOOOOO bad for your image ... ================== Hokay !! So WHICHEVER force power you have decided to put your first point into ? Well done !! Now we can move on to the equipment and weaponry screen =) ============================================================================ ¦ 0 1 2 ¦ ============================================================================ CHOOSING WEAPONRY Once again, as this is your first time on this screen, you get a Help screen to assist you. Basically, to cut a long story short ? You can take TWO weapons and ONE explosive with you on each mission, courtesy of the Academy. Here is the FULL list of weapons and explosives available to you :- ================== WEAPONS ================== LIGHTSABER (Always taken with you) An elegant weapon for a more civilized age, the lightsaber is the preferred weapon of the Jedi Knight. The lightsaber is an energy blade of great power that can be used by the wielder for both attack and defense. PRIMARY FIRE : Slashing and swinging attacks SECONDARY FIRE : Force powered saber throw DEFENSIVE ABILITY : Deflects blaster and energy weapon fire, parries enemy lightsaber attacks AMMO TYPE : N/A SINISTER SAYS : This weapon is the MUTT'S NUTS I'm tellin ya. I almost never use anything else !! And later on in the game you get to (clamps hands over his mouth before he blurts it out ................. *types with his toes for a bit*) DL-44 HEAVY BLASTER PISTOL (Always taken with you) One of the most common firearms in the galaxy, the DL-44 Heavy Blaster Pistol is a hand-held weapon with a slow rate of fire and incredible accuracy. PRIMARY FIRE : Slow, single shot with great accuracy and damage SECONDARY FIRE : Charged energy buildup for increased damage blast attack AMMO TYPE : Blaster Pack SINISTER SAYS : It may be underpowered next to most other weapons in the game, but it's a freebie from the academy, and if you are steady with your aim you can get some really good shots off with this puppy. It has a charge-up function as its second mode of fire, and looks very sleek and sexy in its black veneer finish, as it's being modelled by the talented Stacey *points to his left* *cameras pan over to the lovely Stacey modelling the DL-44* *applause signs light up* *the crowd goes wild* ........... *sigh* E-11 BLASTER RIFLE The primary weapon of the Imperial Forces, the E-11 is a study and deadly blaster rifle capable of inflicting great damage despite its small size. The E-11's compacy design makes it easy to carry and conceal. PRIMARY FIRE : Slow, single shot with modest accuracy and great damage. SECONDARY FIRE : Rapid, burst first with low accuracy and expanded firing area. AMMO TYPE : Blaster Pack SINISTER SAYS : Compared with the DL-44, this is like a nuclear warhead - it does TONNES of damage and is a very reasonable hand- weapon to use ... I wouldn't recommend taking it on a mission, as in any level with Imperial troops you will find MASSES of these lying around, so I would go for something a bit more ... special ... =./ TENLOSS DXR-6 DISRUPTOR RIFLE This nefarious weapon affects matter at the molecular level, ripping apart living material with ease. Because of the weapon's inhumane nature, the DXR-6 is outlawed throught the galaxy and is generally only used by scattered droid and Remnant forces. PRIMARY FIRE : Single shot with slow fire rate, fast projectile and small radius damage. SECONDARY FIRE : Scoped Mode : Single shot with slow fire rate, increased damage and high weapon energy consumption. AMMO TYPE : Power cell SINISTER SAYS : I ALWAYS take this weapon with me ... WHY ?? NOT ONLY because it's a really mean little sonofab!tch, but ALSO because it has a S-N-I-P-E-R scope on it. You can use this to GREAT effect to scout out areas before you go running in guns blazing, only to find you're TOTALLY outclassed ;) ALSO, in sniper mode ? You can charge up the attack and VAPORISE your enemies from afar (worth it even at the high energy cost) ;) WOOKIEE BOWCASTER This archaic-looking weapon fires powerful bolts of metal enveloped in pockets of energy. Capable of inflicting incredible damage, the bowcaster requires tremendous physical strength to fire. Most bowcasters sold outside the Wookiee homeworld come equipped with self-cocking actions that allow physically weaker creatures to fire them. PRIMARY FIRE : Slow, single show with radius damage. Hold FIRE to charge weapon for spread attack. SECONDARY FIRE : Unleashes a reflective shot that bounces off solid surfaces. AMMO TYPE : Power Cell SINISTER SAYS : A powerful but UGLY-@SS weapon that I never take with me ... sorry ... =./ When fully charged it can fire multiple energy blasts in a wide arc, so it's good for taking out groups of people, but for me ? It's just too damned UGLY !! ;) DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN Commonly referred to as the DEMP 2, this pulse rifle is primarily used against droids and electrical devices. The DEMP 2 fires highly-powered ion bursts that disrupt electrical systems. Unlike previous incarnations of the weapon, the DEMP 2's ion charges are capable of damaging living material. PRIMARY FIRE : Single shot, stuns humans, damages droids. SECONDARY FIRE : Charged energy attack that creates an expanding shell of electromagnetic energy on impact that damages humanoids, droids and turrets. AMMO TYPE : Power cell SINISTER SAYS : Another weapon I tend to take with me ... it does MASSES of damage to droids and electrical systems, and this can REALLY help you later on in the game ;) There are better weapons, sure ... but I really have a soft spot for this one !! IMPERIAL HEAVY REPEATER WITH CONCUSSION LAUNCHER This destructive projectile weapon is extremely deadly, firing rapid streams of metal bullets. Imperial forces use the Heavy Repeater's deadly suppressive fire and concussion launcher for crowd control and to spread heavy fire over large areas. PRIMARY FIRE : Fully automatic projectile fire SECONDARY FIRE : Single shot, concussive explosive round AMMO TYPE : Metallic Bolts SINISTER SAYS : This is a mighty fine choice of weapon. The INSANELY rapid rate of fire that you get in standard mode makes it a joy to use - especially when you unload up close and into the head of a boss. The SECONDARY function is a GREAT crowd- disperser, BUT it fires on an arc so you have to aim UP to get it to fire further and, given its high energy consumption rate ? You might like to wait until you are a bit more experienced with it before firing off large numbers of concussive rounds. GOLAN ARMS FC1 FLECHETTE WEAPON Widely used by the Corporate Sector Authority's police squads, the FC1 fires shares of metal in a widespread pattern. The weapon is designed to hit multiple targets in close proximity, but great care must be taken to avoid ricochet damage. PRIMARY FIRE : Single shot, spread fire SECONDARY FIRE : Fires two bouncing proximity mines which explode after a short time AMMO TYPE : Metallic Bolts SINISTER SAYS : Up-close, this is a SERIOUSLY powerful weapon. If you're standing so close to your opponent that all the shards from the spread attack hit them ? I think it's arguably THE most powerful weapon you can carry. HOWEVER, there is the issue of ricochet damage if you fire it off at ... say ... 10 feet away ? So it's NOT the type of weapon you should just use to run in gun's blazing. Similarly in its SECONDARY firing mode, you have to take care to make sure the bombs don't bounce OFF your target and roll RIGHT back to your feet - I've had this happen to me a few times and let me tell you ... it's NOT good ;) STOUKER CONCUSSION RIFLE The Stouker fires a concussive blast creating an explosion that spreads about 4 metres in diameter. PRIMARY FIRE : Single shot, large explosive effect that damages everything slow firing rate SECONDARY FIRE : Fires a smaller projectile shot that has a smaller explosive radius but does much more damage in that radius and has a more severe recoil AMMO TYPE : Metallic Bolts SINISTER SAYS : The EXTREMELY quick speed at which this weapon fires its payload can make it VERY difficult to dodge (unless you're a Dark Jedi of course in which case it seems to be totally ludicrously easy !) The secondary-fire option is good, but don't use it on a ledge or the recoil might throw you off and that ISN'T cool ;) It's a powerful weapon, but not the coolest. MERR-SONN PLX-2M PORTABLE MISSILE SYSTEM The PLX-2M is an extremely powerful weapon that fires Arakyd 3T3 missiles. The sheer explosive power of the PLX-2M makes it dangerous to fire blindly in close quarters, but is extremely effective when used as a 'smart' tracking weapon. PRIMARY FIRE : Fires a single, forward-firing explosive missile SECONDARY FIRE : Fires a single 'smart' missile that tracks acquired and locked targets AMMO TYPE : Rockets SINISTER SAYS : Ok ok ok ... the SECOND fire function of this weapon is most DEFINITELY the coolest function of any of the weapons in the entire game I reckon. Aim at your opponent, hold down the secondary fire button and watch as that cute little red reticle bleeps and bleeps and then locks on. Then fire and kiss their ass goodbye !! In standard fire mode it DOESN'T do anywhere NEAR as much damage as I would like to have seen, BUT it can be used to knock people off ledges and so on, as there is a reasonable amount of kick-back on impact. ============================================================================ ¦ 0 1 3 ¦ ============================================================================ CHOOSING EXPLOSIVES THERMAL DETONATOR The thermal detonator is a radius-damage grenade that releases a barrage of thermal energy capable of disintegrating all matter around it. PRIMARY FIRE : Detonator explodes after a short time. Press FIRE longer for longer throw. SECONDARY FIRE : Detonator explodes on impact. Press ALT+FIRE longer for longer throw. SINISTER SAYS : I ALWAYS ALWAYS ALWAYS take the Thermal Detonator with me ... it's not that the other explosives aren't really cool ? It's just 'coz I can remember that line from when I was a boy ... "Because he's holding a thermal detonator !!!!!!", and it makes me smile =) See ??????? =) DETONATION PACKS A detonation pack is essentially a small explosive device with a remote detonation trigger. The pack is placed or thrown and can be detonated at will by the user. Detonation packs are commonly used to ambush enemies or seal opened doors. PRIMARY FIRE : Sets charge at the user's feet. SECONDARY FIRE : Explodes all set charges. SINISTER SAYS : Useful more in multi-player I would think ... in single- player mode, by the time you've noticed your enemies in MOST cases you aren't in a position whereby you could easily plant one of these for it to have the desired effect ;) TRIP MINES Trip mines consist of a beam projector affixed to a shaped explosive casing. The laser activates when the mine is placed and extends a beam from the charge to the nearest surface that intersects its path. If the beam is broken or the charge is fired upon, the mine detonates and causes radius damage to anything in range. PRIMARY FIRE : Once placed, triggered by breaking the beam. SECONDARY FIRE : Once placed, the mine acts as a proximity device, waiting until an enemy comes within blast radius, then detonates, damaging any enemies in the area. SINISTER SAYS : Arguably the most versatile of the explosives, as it has FULL dual-functionality (trip mine -v- proximity mine) ... however, ALL explosives pale into insignificance next to the ALMIGHTY THERMAL DETONATOR =D ================== AVAILABLE WEAPONS FOR MISSION 1 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN THERMAL DETONATOR DETONATION PACKS & TRIP MINES WEAPONS I WOULD RECOMMEND YOU (NOT I) USE FOR MISSION 1 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE WOOKIE BOWCASTER & THERMAL DETONATOR So !! Now you've picked your two weapons and one explosive - whatever they are - so without further ado, let's get stuck into Mission 01 !! As the mission loads you will see the weapons, explosives and force powers you have available to you for this first mission. ============================================================================== LEVEL 1 - MISSION 1 MERCENARY ACTIVITY - TATOOINE ============================================================================== Mission Starts ============================================================================== CUTSCENE - Kyle and Jaden arrives at Mos Eisley and find the Millennium Falcon !! Neither Han Solo or Chewbacca are present, and Kyle has a bad feeling about being in the area. He instructs you to remain where you are, and detain anybody coming OR going to question them about the smugglers whilst he goes over to do more or less the same elsewhere. Next thing you hear after Kyle has gone is gunfire, and Chewbacca comes backing out through the door almost bumping into you. The two of you have a brief exchange of dialogue - his VERY helpfully being WITHOUT substitles (!!), and then the level begins. So ! Basically you have the assistance of Chewy AND (in a roundabout sort of way) Kyle on this first mission ... NEAT !! =D ============================================================================== NOTE : From here-on-in I will start making my "mission walkthroughs" in more of a bullet-style system, so that you can do them in bite-size bits rather than having to read my essays each time, okey dokes ?? -> From your starting position go forward and right, into the courtyard. Kill as many people there as you can. Chewy will interrupt you when you have killed enough. -> Head inside for cover - from where you entered the courtyard, this is to the north-east. Kill all the guards in the next room and advance through the far door. -> Turn LEFT and use the energy recharger. ================== BRIEF EXPLANATION ABOUT RECHARGERS. There are TWO types of energy rechargers in this game - they both look very similar - like little crates with either glowing green or orange lights on them. GREEN energy rechargers replenish your SHIELD ENERGY (up to 75% of it) ORANGE energy rechargers replenish your ENERGY CELLS for your weapons To use either type, just run up to it and press and hold the USE button whilst looking at it. ================== -> Do a 180 and go through the other door. Turn 90 degrees to the left and listen in on the guards' conversation about the Rodians. Then kill the guards. -> Go through the door at the left at the end of this room, and back into the courtyard. Kill the guy with the Heavy Repeater to the right of the door as you enter this area. -> "PACIFY" the courtyard by killing everbody there (except Chewbacca of course). ============================================================================== CUTSCENE - Tractor beams come on, holding both your ship AND the Millennium Falcon in place. ============================================================================== NEW OBJECTIVE - Disable both tractor beams to get free. -> By now you will probably have turned around so many times directions won't make ANY sense, so look up and around the light coloured wall ... see the black and blue radar dish ? Go to the wall OPPOSITE that dish, and go through the small door to the right of the big door, in that wall. -> Still with me ??? I hope so !! Turn left and kill the guards at the end of this corridor. Then go through the door in the RIGHT hand wall to enter the courtyard where YOUR ship is being held. -> Head out past your ship towards the doors behind it, to activate a cutscene. ============================================================================== CUTSCENE - Guards pour forth from one of the closed doors, and pin Chewy and Jaden down. Jaden says that she will sneak out and take out the tractor beams, if Chewy can keep the guards occupied. He agrees and off she goes ... the door caves in behind her, separating the two =( ============================================================================== -> Kill the guards in this area and then go through the door they were guarding to activate your next checkpoint !! -> Use the energy recharger in the next room and listen to the Rodian screaming out a warning. -> 90 degrees to the right and use the door to enter the room filled with trip wire mines. From just inside the room (i.e. BEFORE the first set of mines), go 90 degrees to your LEFT and around the boxes ... kill the guards, and go through the door behind the Rodian with the disruptor rifle. -> RUN STRAIGHT BACK AGAIN as there is a Gran at the top of the stairs to your right who will throw a thermal detonator down as soon as you enter the room !! -> Once the thermal detonator has gone off, go back into the room and TAKE HIM OUT (hint: it's NOT always a good idea to go hand-to-hand with these guys, as they carry thermal detonators) ;) Once he is dead, go past his corpse, up the stairs, and turn right. -> Turn left to enter the next room and take out the guards ... then go through the door out onto the walkway. Cross the walkway (with the Millennium Falcon to your right), kill the rodian and enter the far door. -> First door on the right - wipe out the guards and go into the elevator in the middle. -> Out of the elevator, activate the lever to the RIGHT of the partition ahead of you. This will disengage the tractor beam holding the Millennium Falcon in place. Now we must do the same for the Raven's Claw. ============================================================================== NOTE: I have been contacted by Iman (Dante Vader) who has shared the following amusing tidbit with me, so I thought I would pass it on to you !! "On this mission, when I've activated the two reactor beams and am about to escape from that place, I have to fight a Cultist ( lightsaber ) . I don't kill him but I have him follow me until the mission ends. When I enter the cutscene, the Cultist tries to kick me but his kicking and cuts with his lightsaber do not have any effect. Funny stuff in the cutscene :)" Thanks Iman ! ============================================================================== -> 180 degrees, through the door behind you and take out the Dark Jedi in this room. Then activate the lever in this room to deactivate the tractor beam holding the Raven's Claw in place. It's to the left of the door you just came through ;) -> Back to the elevator and go down -> Come out of the elevator and go to the door BEHIND it ... wait a few seconds and Chewy will open the door from the other side. -> Past Chewbacca to the second door on your right (the little one). This will lead you into the courtyard with the Millennium Falcon. -> Wipe out the guards in this area to activate the final cutscene on this mission. ============================================================================== CUTSCENE - Kyle arrives and passes comment as to the level of finance and organisation of the smugglers ... you head off with Kyle to report back to Master Skywalker and leave Chewy with the Falcon. Luke congratulates you on a job well done and Kyle then comes on to tell you that a closer look at the crash site shows that the engines didn't fail as a result of laser damage or mechanical failure - it appears as though something just ripped them apart. ============================================================================== ============================================================================ ¦ 0 1 4 ¦ ============================================================================ LEVEL 1 - MISSION 2 DROID RECOVERY - TATOOINE BRIEFING "A moisture farmer on Tatooine recently overhead a group of smugglers talking about a Sith cult in a local bar and had his R5 droid record the conversation. Unfortunately, he became afraid and sold the droid to some Jawas before leaving Tatooine. We need to get a hold of that droid before the Jawas wipe its memory You are to locate the Jawas, purchase the droid, and return to the Academy." KYLE - "This should be a total blue milk run, kid. But it'll give you a chance to pick up some negotiating skills. Let's head to Tatooine." ================== PREPARATION Again, you have one force point to either add to an existing light or dark force power, or slot into a new light or dark force power, as you see fit. This brings your total number of allocatable force points up to 2. ================== AVAILABLE WEAPONS FOR MISSION 2 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN THERMAL DETONATOR DETONATION PACKS & TRIP MINES WEAPONS I WOULD RECOMMEND YOU (NOT I) USE FOR MISSION 2 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIEE BOWCASTER & THERMAL DETONATOR ============================================================================== MISSION STARTS. ============================================================================== CUTSCENE - Kyle and Jaden arrive on Tatooine, but cannot find the Jawas. Kyle notices tracks leading away from your present location and suggests that you follow them to find the Jawas' Sandcrawler and see if you can get the droid, whilst he goes off to try and find out more information about the Cult. ============================================================================== -> Run forward and around to the right. As you appoach the Jawas you will hear the cries of SAND PEOPLE. B@STARDS !!! I HATE those guys ... draw your weapons and prepare to fight ! -> First group of sand people come from the right and move on the Jawas ... defend the Jawas and despatch the sand people. Then head in the direction these sand people came from. -> Follow the canyon around to the left, slaying sand people as you go. -> Keep going and following the track gently around to the left and you will come upon a house. Go inside and slay all the sand people inside. -> Keep going through the house ... there is only one way to go - if you go the wrong way, you will come to a dead-end or wind up in a secret area and have to double-back on yourself :) ============================================================================== NOTE : At some point around here you will get a new objective - eliminate the Tusken Raiders. ============================================================================== -> Head UPWARDS when you get the chance ... -> ... and out the door at the top of that long slope to come out on a flat plateau with houses on it ... -> Still with me I hope :) Run across one of the two HUGE rocks that bridge the canyon ahead of you to get to the other side, and then head into the rocky structure in the left corner of this area. It's a cave in the cliff face - as you enter you will activate a checkpoint. -> Head inside and down the slope - take a left at the bottom. -> Then follow it around to the right and exit to be greeted by the Jawas. ============================================================================== NEW OBJECTIVE - Retrieve the droid from the sandcrawler. ============================================================================== -> Jaden seems perplexed - these might not even be the right Jawas !! Head over to the back of the sandcrawler. -> Before you get there, snipe off any Tusken Raiders if you can, using the sniper mode of the Disruptor Rifle, if you brought it with you ... -> When Jaden ponders how she's going to get up into the sandcrawler, look up at the winch and Force Pull it. ((( get out of its way and then jump onto it ))) -> Wait for it to rise up again, and then jump off and onto the higher level. Jump up onto the highest stack of crates in this area (it's pretty obvious which one that is) to gain access to the catwalk. -> Kill the Tusken Raider and walk around the catwalk to activate the switch. -> This will unlock the door in the bottom-left corner of the sandcrawler's ground floor (i.e. the level beneath the catwalk), and cause a Tusken Raider to come out on the upper floor as well. Go back down to the floor below the catwalk you are presently on, and enter the lift. -> Come out of the lift, kill the Tusken Raider and head through the far door. -> 90 Degrees left and through the next door. -> Jaden will ask "how do I get down there ?" NOT EASY. Bear with me. 1) Walk GINGERLY off the edge as if you're going to drop into the molten metal from about the middle of the ledge you are presently standing upon, and then IMMEDIATELY pull back so that you fall onto the platform UNDERNEATH the one you were just standing on. 2) 90 degrees left and to the wall, behind the console. 3) Vault up onto the pipe, then CROUCH and walk GINGERLY along the pipe to the other side. 4) BEFORE you get to the edge - as in, JUST before ? Come off the pipe and bounce across the magma to get to the other side. You will take damage, but it shouldn't be insurmountable. ALTERNATIVELY you can leap down into the molten lava and hop across making sure to spend as LITTLE time on the lava as possible, and leap across to the other side ... this also works ;) ALTERNATIVELY you could follow the following handy hint from Phil Carter, which is by FAR the most positive way to handle it :- ============================================================================ ¦ Look down at the lava and then look at the wall on the left. There's a ¦ ¦ small pipe spraying water from a leak. Throw your saber at that pipe to ¦ ¦ cut it. Water pours out into the lava, cooling and hardening it. You ¦ ¦ can now walk across with the greatest of ease. ¦ ============================================================================ -> Through the door at the top of the stairs. -> Straight forward and kill the Tusken Raiders in this area. Vault OVER the flames at the back of the room to get to the far side. DO NOT TRY AND JUMP OVER THE FLAMES NEAREST TO YOU AS YOU COME IN AS YOU WILL DIE. -> Up the shallow stairs, ignore the Jawas and activate the lever. -> 90 degrees left, then take a left and then first left to activate the lift and go DOWN. -> Kill the Tusken Raiders in this room and advance through it. -> Don't use Force Push on the block directly ahead of you just yet - vault up onto it to get a better vantage point to pick off Tusken Raiders. When you are happy, drop down and explore the rest of this room. Kill and raiders, and use Force Push on the SECOND huge block you come to (it's on the back wall) to reveal the droid you seek and activate your last checkpoint on this level. -> USE the droid. -> Follow the droid and protect it from Tusken Raiders. Once all the raiders in this last section are dead, the level is over. ============================================================================== CUTSCENE - Kyle tells you he was starting to get worried about you. Master Skywalker congratulates you and says that R2-D2 will now scour the droid's memory banks to obtain any information that he can from it. He also tells you that whilst he and Kyle were attending to the crashed shuttle, somebody broke into his quarters and sliced into his records. R2-D2 is on the case, and is trying to work out what they were looking for. ============================================================================== ============================================================================== CUTSCENE - Rosh bitching about the lack of excitement in his training. ============================================================================== ============================================================================ ¦ 0 1 5 ¦ ============================================================================ LEVEL 1 - MISSION 3 EMERGENCY ASSISTANCE - BAKURA BRIEFING "Officials from the planet Bakura have requested our assistance. An unknown party has taken control of a power station up in the mountains. They sent a team to investigate, but they haven't reported in. Their concerns are two- fold: they want to stop whoever has taken over the station, and more importantly ensure that the station itself remains undamaged. The station is built over a dormant volcano, and if the facility is destroyed, the volcano could destroy a heavily populated city. The Bakurans' need someone to infiltrate the facility and thwart the group's plan." LUKE : "Kyle is currently away from the Academy, but he will meet you on Bakura. Then the two of you can investigate the station. Be sure to wait for him before you do anything." ================== PREPARATION One more force point for youuuuuuuuuuuuuuuuuuuuuu :) Whilst I was still merrily channelling my force into Force Grip at this point, you miiiight wanna consider sinking some into Force Healing ??? Maybe ?????? Of course it's entirely up to you, and I didn't die on this level even WITHOUT it ;) This brings your number of allocated force points up to 3. ================== AVAILABLE WEAPONS FOR MISSION 3 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN THERMAL DETONATOR DETONATION PACKS & TRIP MINES WEAPONS I WOULD RECOMMEND YOU (NOT I) USE FOR MISSION 3 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN & THERMAL DETONATOR ================== MISSION STARTS ============================================================================== CUTSCENE - Jaden is impatiently awaiting Kyle's arrival and decides that she must do something so off she goes !! ============================================================================== -> 45 degrees to your left and head forward. Follow the path over the bridge, then 90 degrees to the right and over the second bridge. Then turn 90 degrees to your right AGAIN, and head over to the door with the yellow light over it. -> Through the door, turn left and then run over and activate the viewscreen to the RIGHT of the door ahead of you. ============================================================================== CUTSCENE - Terrorists setting charges to destroy the facility. ============================================================================== ============================================================================== NEW OBJECTIVE INFORMATION - Disarm the 5 bombs the Imperials have placed. ============================================================================== -> In a few seconds Imperial Stormtroopers will come through the door to the left of the console, so BE PREPARED. Kill the stormtroopers and go through the door. -> Left and crouch to go under the stairs to access a SECRET AREA. Then up the stairs. -> Recharge your shield from the unit halfway up the stairs if you need to, then to through the door on the landing at the top of the stairs. -> Kill the stormtroopers and go up the ramp. Destroy the trip-wire mines with your blaster and then go through the door at the top and USE the bomb to disarm it. ============================================================================== NEW OBJECTIVE INFORMATION - Disarm the last 4 bombs. ============================================================================== -> 180 degrees, through the door, back down the ramp and now turn 90 degrees to your right and head through THAT door. Turn right and kill the camouflaged guards in the next hall. -> Through the door at the end, kill the stormtroopers and recharge your energy cells at the recharger unit if you need to. Through the door into the next corridor. -> Move past the flames and jets of steam and go through through the door at the end. -> Take out the gun turret and guard to your right and then go straight through (i.e. NOT down the slope) and past the four trip-wire mines. Through the door at the end. -> Kill the stormtroopers and commander (MAKE SURE YOU TAKE THE KEY FROM THE COMMANDER'S BODY) - recharge your shield from the unit if you need to - then up the ramp at the back of the room, by where the stormtroopers were standing. Take out the trip-wire mines with your laser before going through the door at the end. -> Kill the camouflaged guards and USE the explosive device to disarm it. Go on ... don't be shy ;) ============================================================================== NEW OBJECTIVE INFORMATION - Disarm the last 3 bombs. ============================================================================== -> Turn around and go back through the door - down the stairs, left, through the trip-wire mined corridor (kill the stormtroopers obviously), then turn LEFT and go down the ramp. Use the control panel to the right of the door to open it with the Commander's Key and then go through the door. -> Kill the stormtroopers on either side of the door as you come out and then run across the ramp ahead of you. -> 90 degrees to the left and follow the ledge all the way around until you get to just past the crates. (( Watch out for any HUGE explosions )) - try and take out the stormtrooper BEFORE he gets to the stationary gun to give yourself an easier time ?? ;) -> Go through the door behind the stationary gun. -> 90 degrees to the right and through the door - then across the ledge and into the next door. -> Take out the stormtoopers and make you way around the centre and out through the far door. -> Follow the ledge around to the left to the next bomb - kill all the guards en route and then disarm the bomb by using it. Be sure to take the key from the commander in this area he *should* be the first person that comes running towards you as you come out the door. ============================================================================== NEW OBJECTIVE INFORMATION - Disarm the last 2 bombs. ============================================================================== -> 180 degrees and EITHER follow the ledge around to the left and down, if you need to recharge your shields and/or energy cells, or to the right and through the two sets of doors if you just wanna get on with the level. ============================================================================== NOTE: Since if you go and recharge you'll have to come back this way anyway, I'm just going to assume you just wanna get on with the level, and so we move on !! =) ============================================================================== -> Through the door ahead of you and out through the other one, to come out by the stationary gun again. -> Straight past it and through the RED door, using the commander's key to get through in the usual stylee. -> Stay on THIS level (i.e. DON'T go down the stairs) - work your way around the ledge until you get to the elevator in the far right corner of the room. -> Up and kill the guards. Then through the door on the right wall to activate the next Checkpoint. -> Follow the ledge around to the right and then through the door. -> Jump across to the next ledge and go through the door in the right hand wall -> Re-charge your shield if needs be, and then go right, into the room, and disarm the 4th bomb. ============================================================================== NEW OBJECTIVE INFORMATION - Disarm the last bomb. ============================================================================== -> Back out and into the room you were in before - then jump across to the ledge on the left, and work your way around to the elevator on your right. Use it and go down. -> Drop off the smoky ledge to the right, destroy the automated gun behind the last bomb and then USE the last bomb to disarm it. ============================================================================== NEW OBJECTIVE INFORMATION - Get back to your ship. ============================================================================== -> Head through the door underneath where the lift you just took to get down here is. -> 45 degrees right and use the console beside the pillar to call the elevator down. Ride the elevator to the top, and then exit through the door on your immediate left. -> Kill the guards and use the console to the left of the door to call the elevator back up. -> Use the elevator to get down to the ground floor, and work your way around to the left and use the door to get out. -> 90 degrees left, past the crates and follow the ledge all the way around until you come to the door at the end - go through. ============================================================================== NOTE : Just for clarity's sake, by the last point I mean STAY ON THE LEDGE YOU ARE ON. Do NOT go off to the right - stay on the path ;) ============================================================================== -> NICE EXPLOSION EH !! =) Kill the commander and stormtroopers and move through. Again, make SURE you take the key from the commander's body before you go on. Also kill any camouflaged terrorists that appear ... then go through the door at the end of this room, by using the commander's key on the control panel on the right hand side of the door. -> You can destroy the mines on the left and recharge your energy if you want ... go through the next door when you are ready. -> Take the door on the left to get back out and then clear up the area and follow the path around to the right - keep following it until you get back to your ship !! =) MISSION ENDS. ============================================================================== CUTSCENE - Kyle apologises for not having made it to Bakura, and compliments you on handling yourself well in his absence. Luke confirms that they have heard numerous reports of a Sith Cult called the Disciples of Ragnos popping up all over the galaxy. ============================================================================== ============================================================================ ¦ 0 1 6 ¦ ============================================================================ LEVEL 1 - MISSION 4 MERCHANT RESCUE - BLENJEEL BRIEFING "The Academy has received a distress call from a merchant ship that crashed on the planet Blenjeel. They were pulled out of hyperspace when they crossed paths out of hyperspace when they crossed paths with an Interdictor cruiser. The Imperials, apparently not wanting their presence known, fired on the merchant ship. The merchants managed to make it to the planet surface and call for help. As far as we know, the planet is uninhabited." LUKE - "This should be an easy assignment. I think you can handle it while Kyle is away with Rosh. Take a shuttle, land at the coordinates of the distress beacon, and pick up any survivors." ================== PREPARATION As is now the trend, you have one force point to either add to an existing light or dark force power, or slot into a new light or dark force power, as you see fit. This brings your total number of allocatable force points up to 4 This mission is quite quick, but as I've not put anything into healing yet, I'm going to drop THIS point into healing. ================== AVAILABLE WEAPONS FOR MISSION 4 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN THERMAL DETONATOR DETONATION PACKS & TRIP MINES WEAPONS I WOULD RECOMMEND YOU (NOT I) USE FOR MISSION 4 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN & THERMAL DETONATOR ((( to be honest with you it doesn't matter what you take as you can't really use weapons here ))) Nb. I say that ? But see the following hint from Phil Carter :- ============================================================================ ¦ Although weapons are pretty much useless in this mission, you CAN use ¦ ¦ thermal detonators to distract the sand burrowers and make them head in ¦ ¦ a different direction. ¦ ============================================================================ ================== MISSION STARTS ============================================================================== CUTSCENE - OH DEAR !!!!! ANOTHER CR@P PILOT CRASHES INTO A BARREN PLANET. As Jaden comes out of the shuttle she calls for anybody in the area, and one guy runs to you ... to be promptly eaten by a sand burrower (!!) ============================================================================== ============================================================================== NEW OBJECTIVE INFORMATION - Find and bring back to your ship an Energy Cell Find and bring back to your ship a Power Coupling Find and bring back to your ship a Damper Find and bring back to your ship a Power Converter Only one ship part may be carried at a time. Return a part to the ship in order to retrieve another. ============================================================================== BUT BEFORE WE BEGIN ? A word to the wise. SOME of the rocks that you will encounter on Blenjeel WILL descend into the sand if you stand on them ... THIS means that you have to make sure you DON'T assume that JUST because you're standing on a rock, it's safe. NEVER assume you're safe on Blenjeel. Right ! We're off. This level is brief, but fiddly ... ready ? -> Turn slightly to your left and climb onto the first piece of metal. TRY AND AVOID TOUCHING THE SAND WHEREVER POSSIBLE - it attracts the sand burrowers ;) -> Jump across to what looks like a camera - then follow the shaft portion to the right. -> Hop across to the left under the orange video display, and keep following the ledge. -> Jump down and across to the open ship ahead of you. -> Ascend the crates at the back on the right and then jump up onto the ledge and make your way forward and left to get to the door at the back. -> Enter, go right and drop down into the exposed floor section just ahead of you to pick up the Power Converter. -> Hop up and look out of the hole in the ship ahead of you. You see your ship to the right ? -> ACTIVATE FORCE SPEED and LEG IT to your ship, jumping from piece to piece wherever possible. -> As you enter your ship, the power converter goes to the left - it's the right hand piece of the two pieces that are missing ;) ============================================================================== TIME FOR THE SECOND PIECE. ============================================================================== -> SAVE -> Back out of your ship. -> Move across to the right, to the rear thruster of your ship. -> Across to the grey rock. -> Same route as before - sharp pointed bit > camera > shaft > orange video screen > ledge > hop back across to ship > crates > walkway > door > right > through to the exit again. -> INSTEAD of activating force speed and running back to your ship, however, look LEFT. See that section of ship wreckage nearest you ? Force Pull that, and then hop down onto it. -> Move from that section to the small grey piece > wingnut > cube, and then up onto the very steep bit beside it - the bit that it looks like you won't be able to climb ?? You will ;) -> Climb it to the top and then drop down to the left and onto the small platform beneath. -> Onto the ship's rear thruster and then up onto the back of the ship - you'll see its white markings ;) -> Go over to the RIGHT hand side of the ship ... see the little object you need to pick up on the dune inbetween the cube and the rocks ? Force Speed, jump, grab it and run back to the ship ASAP. This piece is the Power Coupling, and it goes to the right as you come back on board your ship. ============================================================================== TIME FOR THE THIRD PIECE. ============================================================================== -> SAVE AGAIN -> Same directions as before. Come out of your ship > rear thruster > grey rock > sharp pointed bit > camera > shaft > orange video screen > ledge > hop back across to ship > crates > walkway > door > right > through to the exit again. -> THIS time we're going to drop out of the ship and head straight forward, and hop onto the section of ship wreckage to the left of the big rock directly ahead of you. -> 180 degrees and look to your right - see the third piece way off in the distance ?? -> Jump from the piece you are on > cube > rock > cube > rock. Then run along this long rock, grab the third piece (the Damper) and run back to the ship with force speed ASAP. -> You MAY want to stop and recharge your force meter at least once during this trip back to the ship ;) -> The Damper goes in the remaining slot to your left as you come back into your ship. ============================================================================== NOW FOR THE FOURTH AND FINAL PIECE AND THEN WE CAN LEAVE THIS GOD FORSAKEN DUNGBALL. ============================================================================== -> SAVE AGAIN -> Come out of your ship. Use Force Sense and look straight forward ... see that tiny little blue glow ? THAT, my friend, is your fourth and final piece. Deactivate Force Sense (by pressing the same button again whilst it's still running), wait for your force meter to recharge and then Force Speed and charge straight forward. Jump onto that lightly coloured rock and IMMEDIATELY vault off it to land on the bigger rock behind it (as the lightly coloured rock will sink into the sand as soon as you touch it). -> Climb to the top of this rock and look over the right hand side of it and down, to see the elusive fourth component. -> Drop down, grab it and LEG IT back to the ship. -> This, the Energy Cell, goes in the final place. Go into your ship, then through the INNER door and put it in the slot on the right. MISSION ENDS =D ============================================================================== DEBRIEFING Kyle says he is sorry about the merchants (OH well that makes it all alright then dunnit !! Poor booboo ... let me kiss it better), and that he will tell Coruscant to "mark the planet as hazardous" ... ... um ... question ... ... WHY NOT JUST NUKE THE BL**DY PLANET !?!?!?!?!?!?!?!?!?!?!?!?!?! *sigh* Kyle tells you that you can go back to the Academy if you would like, or you can undertake the last mission on this level and THEN go back to the Academy - your choice. NOTE : We are obviously going to cover the last mission from level one in this walkthrough, but should you wish to skip it and go back to the Academy, just skip this section ;) ============================================================================== ============================================================================ ¦ 0 1 7 ¦ ============================================================================ LEVEL 1 - MISSION 5 CULT INVESTIGATION - CORELLIA BRIEFING "The city of Coronet on Corellia has had numerous reports of activity by the Disciples of Ragnos. However, it's not clear if it's really the Sith cult or if the locals are just being paranoid after hearing about it on the Holonet. Go to Coronet and determine the truth." KYLE - "I still have a few contacts in Coronet; we'll hit a few of the local cantinas and see what crops up. We'll also follow up with some of the people who reported this so-called cult activity." ================== PREPARATION Again, you have one force point to either add to an existing light or dark force power, or slot into a new light or dark force power, as you see fit. This brings your total number of allocatable force points up to 5. I will sink this point into Force Lightning ... 'coz it's COOL !! =D ================== AVAILABLE WEAPONS FOR MISSION 5 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN THERMAL DETONATOR DETONATION PACKS & TRIP MINES WEAPONS I WOULD RECOMMEND YOU (NOT I) USE FOR MISSION 5 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) TENLOSS DXR-6 DISRUPTOR RIFLE DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN & THERMAL DETONATOR ================== MISSION START ============================================================================== CUTSCENE - Kyle and Jaden are en route to their destination, chatting away, and they are interrupted by a distress call from a Tram, which says that terrorists are trying to destroy it ! Kyle drops you off on the tram and tells you to secure it whilst he takes care of the ships ... ============================================================================== -> From your starting point, vault up onto the small conduit to your right and thereafter up onto the roof. -> Keep going and take out the first guard. He is carrying an E-11 Blaster Rifle which you can pick up ;) -> Keep going and take out the second guard - take his Wookiee Bowcaster. -> Look down and see the electrically charged coupling leading to the next section of the tram ... you are going to have to turn it off. -> Drop down to WELL before it, do a 180 and head back into the first tram. -> Kill the goons in here and activate the switch on the left at the back (i.e. AAAALLLLLLL the way down and at the back) to disrupt the power flow to the second tram. -> Head back out towards the second tram. -> As you come out, pause with your lightsaber drawn and marvel as the rain sparks off your lightsaber. -> sigh -> Move across GINGERLY to the second tram using either the left or right glowing red shaft. -> Hop up onto the roof of the second tram to see the terrorists ship whizzing past, ably followed by Kyle. -> Drop down and jump across DIAGONALLY to the third tram section (where you will be under cover from the upper portion somewhat). -> Make your way to the upper floor of this section and take out the bad guys up here. -> Vault across to the fourth tram section and battle the Dark Jedi (he may fall into the tram car itself, in which case you should still drop down and take him out). -> Get out at the far end of this section of the tram if you fell in - otherwise walk along the struts to the back of this car, drop down and vault DIAGONALLY across to the fifth tram section. -> Enter this tram section, kill the villainous scum inside and head out the other door. -> Again, vault DIAGONALLY across to the sixth section, do a 180 and shoot the guard on the roof of the fifth section to avoid taking any unecessary damage here ;) -> Work your way around to the front of this section of the tram and then jump diagonally across to the seventh section of the tram, killing the guards as you do so. -> Move to the right of this section of the tram and enter. If for ANY reason you cannot enter, move to the front of this section of the tram to activate dialogue and then come back and try the door again. Go in and blast the baddies to b*llocks. -> Use the lift on this floor to get up to the next area - you will see a shielded compartment ahead of you that you need to get into. Shoot the control panels on either side to deactivate the force-field and then kill the losers inside. Jump up and exit via the glass roof here. -> Use one of the two grey cylindrical pipes to get across to the next section and keep pressing forward until you see Kyle destroy the terrorist ship. Keep moving forward. -> Across the single grey cylindrical pipe and up onto the top of the tank in the next area. -> Drop gingerly down, then vault across and leg it up the slope to take out the Rodian with the DXR-6 Disruptor. -> Jump across onto the centre section of the next bit, run across to the other side, jump off it and take out the guard. -> Down the slope and jump diagonally across to the next section of the tram car. ============================================================================== CHECKPOINT AUTOMATICALLY SAVED ============================================================================== ============================================================================== Jaden tells Kyle that there is a BOMB on the tram (!!) ... he tells her to deactivate it PRONTO as you are about to enter a heavily populated area. ============================================================================== -> Move towards the bomb and take out the villain in the area PLUS the Dark Jedi who shows up too. -> Move forward and you will hear the tram speed up. Kyle tells you that he thinks the terrorists plan to ram it into the station !?!?! You will need to keep moving forward to the front of the tram and slam on the brakes. -> Out the back of this section and vault diagonally across onto the next section. -> Take out the goons here and then vault diagonally across to the NEXT section. -> Keep heading toward the front of the Tram ... before you can enter the final area and shut down the power to the engines you will need to take out one more Dark Jedi, plus some laser-wielding morons. Do so with ease, for you are a JEDI. -> Power down the tram, using the control panel in the front section =D MISSION ENDS. ============================================================================== Luke congratulates you on a job well done. Kyle tells you to haul @ss back to the Academy NOW !! FORCE EVALUATION. Either Kyle or Luke will give you a brief rundown on how your force powers appear to be manifesting. Oddly enough, I have only EVER had them warning me about the badness of the Dark Side ... hmmmmmmmm ... could that be because I've sunk almost ALL my points so far into the OH so COOOOOOOOOOOOOOOOOOOL Grip and Lightning powers ?? Anybody ???? =) ============================================================================== ============================================================================== CUTSCENE Back at the Academy, Master Skywalker confirms that somebody has sliced into his personal records and accessed data on areas where he has felt a strong connection to the force. Places like Cloud City, Hoth and Byss. Skywalker believes that it is the cult's plan to siphon off force energy from the areas they have visited - for what purpose, he cannot say. He believes that the staff they were using is one of a set of ancient relics designed for this purpose. In an effort to thwart their plans, Skywalker orders all his students (and teachers alike) to head off to try and intercept the Cult BEFORE they drain any more force energy. Kyle is sent to the Valley of the Jedi. Rosh is sent to the ruins of Byss Jaden is sent to Hoth ============================================================================== ============================================================================ ¦ 0 1 8 ¦ ============================================================================ LEVEL 1 - FINAL MISSION HOTH - PART ONE BRIEFING You are to travel to Hoth, where Master Skywalker has had a vision of Obi-Wan Kenobi, and ascertain whether the Cult have already been there and, if so, whether they have bled the area of its force energy. If they have not, you are to stop them. If they have, report back to the Academy. ================== PREPARATION For this final mission in the first level, you are NOT given an additional force point to allocate. ================== AVAILABLE WEAPONS FOR LEVEL 1 FINAL MISSION :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIEE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN THERMAL DETONATOR DETONATION PACKS & TRIP MINES WEAPONS I WOULD RECOMMEND YOU (NOT I) USE FOR LEVEL 1 FINAL MISSION :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) TENLOSS DXR-6 DISRUPTOR RIFLE DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN (definitely) & THERMAL DETONATOR ================== ============================================================================== As Jaden arrives on Hoth in her ship, she tries to feel for force energy, and senses nothing. ============================================================================== MISSION STARTS. -> Go up to one of the Taun Taun's and press the USE button to vault up onto it. -> Run towards the glowing white light in the distance (it's almost at right- angles to the way your ship is pointing) -> Follow the line of white lights until you come to a clearing - take out all the Imperial troopers in the area and move on. -> Advance to the next area and do the same again - THIS TIME making sure to take out the stormtrooper who will advance to the stationary gun on your left when he sees you approaching. -> Move to the rocks just to the left of what looks like a large chinese lantern, and jump off the Taun Taun. Then jump over the rocks. As you advance into the next area you will see the sign of a Wampa (a really big buff monster) off to your right ... Jaden will say "I don't wanna hurt you" (fat chance luv - ROAST THAT MUTHA !!!!!) ============================================================================== HINT: Be careful - he jumps ;) HINT: One of the easiest ways to kill him is to freak out as he's holding you aloft in his paw, swing like MAD, and cut his arm off ;) ============================================================================== ============================================================================== ADDITIONAL HINT SUPPLIED BY CHRIS ============================================================================== "For the Hoth mission, I found the easiest (read: cheapest) way to kill the Wampa was not to directly engage him; but to lure him to the tunnel entrance and use the tripod-mounted heavy gun on him..." ============================================================================== -> Once he has died go down the path he was guarding to access a secret area. Then take the OTHER path and move onward until you see the NEXT white light. Stop here and take out the stormtroopers in the area (beginning to see a pattern to the early part of this level ??) -> Take another Taun Taun and follow the lights to the LEFT to activate another checkpoint. Clear out the stormtroopers here before moving on. -> Move forward, but keep your eyes open for a stationary gun. There is a Scoutwalker in the area and you will need the gun to take it out (aim for the head). -> Once the Scoutwalker has been destroyed, head to the RIGHT hand side of the wall ahead of you, and jump up and over it using the crates wedged in the snow to the right. -> Take out the drone and the guards, and head through the large automatic door at the back of this area. -> Take out the Stormtroopers and head RIGHT (the lift goes UP) ;) -> Kill all the guards in the area and force push the glass wall at the back to gain access to a secret area. -> Go back into the area you just came from, and activate the switch on the (now RIGHT hand) wall. This will open the doorway in the previous room. -> Head out of this room and call the lift. Take it down to the level below, and then head straight ahead of you, round the pillar and down the lift on the other side. -> Do a 180, pacify this room and then head through the (now open) door at the rear. -> Listen to the guards talking about racing. Then go through the door and slay them. -> There is only one door that leads out of this room, and that is to the left of the door leading INTO the room. Use the door and move into the next room. -> Move through and into the next area - there are THREE ways out of here - straight ahead of you, left and right. Go straight ahead - the other two are dead ends. -> Clear this room and use the exit to activate a checkpoint. -> There is a lift in the back of the next room - use it and go up. Do a 180 whilst you are on the lift and clear out the bad guys in the large, open room you find yourself in. -> Exit through the large door and enter the icy canyon outside. -> Go straight ahead of you and grab the stationary gun as soon as you can. Keep it pointing straight forward (the direction it's in when you get it), and WAPORISE all the bad guys that pour forth towards you. -> Leave the gun and move forward, and Jaden will say "I guess I should keep following the beacons". God she's bright. Now, the beacons arc to the left ... you can either follow them OR do as I did, which is basically to bum-rush the ARSE holding the stationary gun 'coz he starts firing at you a LOOOOONG time before you'd reach him if you went all the way around. -> Jaden asks why they would be guarding 'this heap of junk' I believe were her exact words. All will soon be clear ;) -> Take the stationary gun and clean out the area. Then leave it and move on. You will want to drop off the back of the area where the gun is mounted, and take out the forcefield (wipe out both the rods on either side to gain entry). -> Enter the area that was protected by the forcefield - you will have to most likely take a light sabre to the rods, and then jump and crouch to get through (or do a forward roll for combat-stylee effect), and then kill the guards. -> Drop down the ladder to the right of the door, do a 180, kill the guards and drop through the hole at the end of the room to enter ... ----------------------- LEVEL 1 - FINAL MISSION HOTH - PART TWO ----------------------- -> You will start facing a biiiiiiig downward-curving tunnel in the ice. Enter it. -> Keep dropping down until you land on the crate. -> If you look down from the crate, you will see a group of three storm troopers chatting, and you can hear what they are saying. It turns out that word of your having taken out the perimeter guard has reached the internal guard. If you wait a bit longer you will also hear them say that a bunch of Sith Fanatics have taken over the control centre. Hmmmm. -> Drop down (carefully) and take out the guards. -> Once the room has been pacified, head to the wall that has a stationary gun, a green door and a red door. Take control of the gun, turn it towards the green door, and then leave it. Open the green door, and then head back to the gun. As the guards come through the door, wipe them out ... ... all ... of ... them ... ;) -> Once they are dead, head through the door again, and round to the right. Before entering the next room, listen to the guards dialogue. -> The guards are talking in the hollowed-out area in front of you. You CAN drop down and take them out - basically they are talking about the possibility of there being Wampas on the base. Kill them all. -> There are two ways out of the far-side of this room - the one to the right as you are coming up the slope leads to a secret area and a group of stormtroopers. The one to the left is the one you need to take to further the level. -> I would suggest using Force Speed to narrow the gap between you and the Stormtrooper with the stationary gun, as you round the corner. Kill all the Stormtroopers in the area and enter the next room. -> You should hear the sound of bubbling liquid as you enter this room. Kill the Stormtroopers and move on. -> Follow the room around to the right, and then go through the door on the right. -> Straight through and kill the Stormtroopers in the next room. -> Head AROUND the central column (it's a lift) and take the lift up. This will activate a new checkpoint. -> Kill the guards in the next room and then head out the left side of the room. -> Activate Force Speed just as you enter the next room and leg it for the guy with the stationary gun. Kill him and the other Stormtroopers in the area. Then head out the right hand side of the room. -> Kill the guards in the next room and head through the door in the right wall to activate another checkpoint. -> Head through the small door, left, left and through the other small door. -> Turn right and head through the door in the right wall (killing Storm troopers as you go), down the steps and through the door at the end. -> Turn left, left, up the ramp, right, and straight into the next room, where there are (RATHER handily) two rechargers for you. -> Use the lift beside the shield recharger and go down. -> Head through the arch to the left, then straight to the end and turn right - AGAIN, killing Stormtroopers as you go. -> Straight to the end and turn right. This will activate ... ============================================================================== CUTSCENE - One of the Disciples of Ragnos broadcasts to Alora. He says that he has completed a download of the data, and the computer's flight logs show that Rogue Leader left Hoth for Dagobah. ============================================================================== -> SAVE NOW PLEASE -> Slay the Disciple of Ragnos, and move on. -> Head through the archway in the far left corner of the room, and follow the corridor right, then left and finally STRAIGHT into the next room, where you will have to fight a Wampa (same rules apply) -> Head out the archway at the back and down. Use BOTH rechargers (the checkpoint will activate automatically), and save AS SOON AS YOU OPEN THE DOORS. Going in will activate ... ============================================================================== CUTSCENE - Alora confirms to her Master that Master Skywalker went to Dagobah and her Master confirms that she is to meet her there. Alora spots you, and belittles you, before entering hand-to-hand combat with you. ============================================================================== SLAY HER. ============================================================================ ¦ 0 1 9 ¦ ============================================================================ BOSS FIGHT A L O R A Alora likes to attack from side-angles, and use cartwheels. She is armed with a single red light-saber, but can use force powers as well. She is quite a tough opponent. I would suggest (because you SHOULD be at full health and have at LEAST 75% shield energy from the recharger outside) that you focus on assaulting her with your lightsaber, because most laser-weapon-based attacks will not work. Whilst you can charge into her and use multiple attacks, ALWAYS be prepared to back off if she starts to lay into you. Sweep past her and lunge to the side whilst attacking - that sort of thing. The fight will take a while to complete, but see it through and you'll be sound. Once she has taken enough of a beating, another cutscene is activated. ============================================================================== CUTSCENE - Alora escapes, and the action returns to the Jedi Academy. Master Skywalker confirms that Master Yoda hid on Dagobah, knowing his presence would be masked by the strong darkside aura of the planet. Kyle asks whether you found anything, and you confirm that the Disciples of Ragnos must have already drained the Force Energy from there. Luke says that it's the same as others have reported at other sites, including Endor and Coruscant. Luke asks Kyle whether there has been any word from Rosh on Byss. Kyle advises that he has heard nothing, and that Rosh's report is now long overdue. Luke taps into the Force to glean that Rosh is still alive, and Kyle decides to use some of his contacts to get into Byss and see what's going on. You pipe up that you want to go too, as Rosh is your friend, but both Luke AND Kyle would rather you stay at the Academy, and further your training. To that end, Luke promotes you to Apprentice, and you begin your SECOND your of missions !! ============================================================================== HOWEVER, BEFORE you are able to move on, you must pick a SECOND fighting style for your light sabre. ============================================================================ ¦ 0 2 0 ¦ ============================================================================ CHOOSING YOUR SECOND LIGHTSABER FIGHTING STANCE You may recall that Kyle commented when you were originally training that you would be able to learn additional fighting styles as time progressed ? Well he wasn't lying. There are THREE fighting styles - fast, medium and strong. Medium you automatically begin with, and that's the style you've been using up until now. NOW you get to pick a second style to go with it - so you have either fast or strong to pick from. Here are their descriptions for you :- FAST Fast and efficient, but with limited range. Short, quick motions allow for multiple attacks but with limited damage. This style can be chained indefinitely. It utilises a defensive stance in which the Jedi holds his saber across his front in a ready position to fend off attacks or make quick jabs. Represented by a blue bar on the right side of the HUD. STRONG Uses powerful strikes to batter through defenses. This style incorporates great range and power, but often leaves the Jedi open for counter attack. It utilises a powerful, aggressive stance in which the Jedi holds his saber high and back, ready to go into a heavy swing. Represented by a red bar on the right side of the HUD. I personally prefer fast over strong, but it REALLY is a matter of personal taste. I find that strong leaves you open to counterattack, which I don't like. Without further ado, it's time to start your SECOND tour of duty for the Jedi Academy ! THIS time as an Apprentice !! =) Before we go on, I should point out that all your CORE Force Powers now level up to level 2 ;) WOOOOOOHOOO !!! ============================================================================== ============================================================================ ¦ 0 2 1 ¦ ============================================================================ LEVEL 2 - MISSION 1 RESCUE MISSION - NAR KREETA BRIEFING "We have received word from a mining guild on Nar Kreeta that a number of elders are held captive by the local Hutt crimelord. These elders went to negotiate a treaty with the Hutt, but never returned. The crimelord claims no one ever came to see him." DROID - "Master Katarn has informed me that he is continuing his investigation of Rosh Penin's disappearance near Nar Kreeta and can assist you on this mission." ================== PREPARATION Whilst this mission is again, reasonably quick ? I am going to sink a second point into Force Healing, just because it will enable me to move around a bit, and I like that. ================== AVAILABLE WEAPONS FOR MISSION 1 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) E-11 BLASTER RIFLE TENLOSS DXR-6 DISRUPTOR RIFLE WOOKIE BOWCASTER DESTRUCTIVE ELECTRO-MAGNETIC PULSE 2 GUN IMPERIAL HEAVY REPEATER WITH CONCUSSION LAUNCHER GOLAN ARMS FC1 FLECHETTE WEAPON THERMAL DETONATOR DETONATION PACKS & TRIP MINES WEAPONS I WOULD RECOMMEND YOU (NOT I) USE FOR MISSION 1 :- LIGHTSABER (auto) DL-44 HEAVY BLASTER PISTOL (auto) TENLOSS DXR-6 DISRUPTOR RIFLE GOLAN ARMS FC1 FLECHETTE WEAPON & THERMAL DETONATOR ================== MISSION STARTS. ============================================================================== You start this mission hanging from the edge of a pipe tunnel. You automatically flip up and into the tunnel, and Kyle flies past in his ship to give you your instructions. You are to find and free the Elders, so that they can come to this point for pick-up. ============================================================================== -> Head forward and turn left. Use whatever takes your fancy to get through the grate, and then crouch and move forward. -> Keep moving forward and then listen to the guards talking about the bet one of them has just placed on the Rancor games. Wtf ? They have a Rancor here ?? -> Hack through the grate and kill the guards in the hallway. Then head down the hall and turn RIGHT and go up the ramp. -> Kill all the guards you come across, and turn left by the green central column, then right, run forward and right (past the thermal detonator that gets thrown at you), and keep moving forward and killing all the bad guys in the area until you slay the Commander and take his Security Card. Use the card in the door to lead you back to your starting point. You have now cleared the path for the Elders to go back to the ship once you free them. ============================================================================== Now to free them ... ============================================================================== -> Head back to the corridor where you started slaying the guards (so either double-back on yourself to get to the corridor, or go directly forward from having opened the door, crawl through the grate and then leg it forward and drop down into the corridor again). -> Head down the corridor and take a LEFT this time. Slay the guards and secure the area. -> You are now in one of the MAIN areas of this level - it's a roughly circular room with a pillar in the middle, a lift on the right, and a door on the left. ============================================================================== Now ... a quick explanation before we proceed ... there are FOUR sets of Elders to release. One of them is accessed via the lift to your RIGHT; the other FOUR are accessed via the door to your LEFT. You need a key to go left, so we will go right to GET that key ... ============================================================================== -> Head right and take the lift. -> Kill the guards in the room and activate the switch ahead of you to activate a ... ============================================================================== CUTSCENE - The shutters open, and the first set of Elders is released into the Rancor pen. ============================================================================== -> Jump up onto the ledge and crouch to forward-roll down into the Rancor pen. Then turn right and run to the Elders (they are right beside you). ============================================================================== CUTSCENE - One of the Elders calls to you to help them escape before the Rancor comes. Enter the Rancor. ============================================================================== ============================================================================== QUICK NOTE ABOUT THE RANCOR (modified by Phil Carter's comments) Sinister says :- He is a) hungry, and b) horny. So run from him. The basic concept of this level is that you DISTRACT the Rancor so as to enable the Elders to escape. Simple, non ? I didn't think that the Rancor could be slain, but Phil says :- You CAN kill him, given enough time (an easy way to do this is to back into the "safe" tunnel, then throw your lightsaber at him and keep it out there, spinning and cutting him up, till it automatically returns. Repeat until he keels over). The problem is that when you "kill" him, he will reappear elsewhere in the lair, and will do this no matter how many times you waste him, so you're wasting your time by doing it. ============================================================================== ============================================================================== COMMENTS REGARDING THE COLOURED ARROWS (kindly provided by Chris) A quick reference for those running around the holding cells and trying to dodge the hungry hungry rancor is that the golden arrows on the walls point towards the exit door. ============================================================================== -> From where the cutscene ENDS, turn left and head through the door - the Elders will follow you (they're stupid enough to try and barter for peace with a Hutt, but not so stupid as to stand in the path of a rampaging Rancor). Keep running and you'll see the Rancor cannot follow you - the archway is too small. -> Talk to the Elders (who have now stopped in the hallway) and they will ask you whether the way to your ship is now clear (which it is), and give you a key to get through the door on the LEFT in that main room. -> Turn around and take the left to get back to that room with the column in it. -> Use the security key on the door and go through. Walk up the sign and you will find you're standing on a lift that will take you down. Get ready to kick some tail ;) -> You enter a bar with some Gran in it. Slay them and work your way around the bar to the right. Jaden will comment that this whole place is some kind of ... betting parlour ! ============================================================================== *Pause whilst Sinister places a bid on Jaden* ============================================================================== -> Running through the door will lead you into a room that looks BASICALLY like this :- ------- | C | | | ----------------------------- | | B | --------------- --------------- | | | | | | | | | | | | | | | | | | --------------- | | A | ---------------------- DOOR -> That's right ! A big J for JOHNNY NO MATES. Anyhow. You enter this area at the big marked, shockingly, 'door'. The three points to release the Elders are marked A, B and C rather helpfully. So I'm going to go through them in order for you. ============================================================================== NOTE BEFORE WE PROCEED EVERY time you go back through the bar after activating one of these switches, the patrons become more tough, so BE WARNED ;) ============================================================================== -> So, turning 90 degrees to your left and heading straight forward, we come to the lift (that takes us UP by the way) that leads to the second of the four switches you need to activate on the level. -> Kill the guards and then activate the switch directly in front of you ============================================================================== CUTSCENE - Shutters open up as the second set of Elders is released into the Rancor pen. ============================================================================== -> Vault up onto the ledge ahead of you and crouch and move forward to roll down into the Rancor pen. -> Head directly forward to 'activate' this second set of Elders. The Elders will automatically head towards the exit. So follow them, and IF you see the Rancor ? Distract him - best way is usually to use Force Speed to get past him and hit him a couple times with your light sabre to get his attention. He will follow the closest character to him, so if one of the Elders draws closer to him than you are ? He will turn and follow the Elder. DO NOT LET HIM KILL OR EAT ANY OF THE ELDERS OR YOU LOOOOOOOOOSE. -> The second, third and fourth sets of Elders will NOT wait for you. As soon as they get through the archway, they will run straight for the exit. -> Once you have ushered the second set of Elders through the archway (tip: if you are getting worried that you've distracted the Rancor and you haven't been able to keep tabs on how many of the Elders have escaped ? Press TAB to call up your objectives list - it will tell you there - there are FOUR Elders each time, don't forget that ... so you'll have completed each objective when it reads "You have saved 4/8/12/16 prisoners" respectively. -> Head back down the escape tunnel and take a right to bring you back to the MAIN room (with the central column, lift on the right, door on the left). -> Head through the door on the left and forward to activate the lift to go down and enter the Bar. THIS time the patrons are armed with heavy repeaters ... bastards. Kill them all and move around the bar to the right and back through the door. ============================================================================== Just to refresh, here's the map again :- -------