Walk Through of Jedi Academy

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    3.1 First Missions

    3.1.1 Yavin Jungle

    From the start, head forward through the weeds in the stream, and up to theright. Cut down the tree. Head upstream and face two reptiles. Kill both or letRosh shoot them. Proceed ahead. When you can proceed no longer get up onto thestreambank with the stone building. After Rosh shows off his growing Forcepowers, enter. To the left is another one of those weird reptiles. Saber himand walk forward. Cross the bridge. On the other side, to the left, behind somerocks is another reptile. In the clearing ahead, you'll hear Rosh comment thatyou can make another bridge with a cut tree. Head up your new bridge. Exit leftand face another reptile. Just past it, you'll come upon a cutscene whichintroduces some more familiar enemies: stormtroopers. And, surprise, so soon,your first duel. This guy is a dead pushover, with emphasis on DEAD. After he'spassed on to join the Force, a cutscene will lead you into the next level.

    3.1.2 Training Area

    As you start, follow Kyle's instructions and enter the door in front of you.

    Wait for a cutscene and enter the next room, where you will face severalremotes. Don't worry, you won't face them all at the same time. The beststrategy is to use saber throw to eliminate them rather than having to slice ateach one. In the next room is a broken bridge. Jump over the gap and push thedifferent colored wall in front of you. Walk through and prepare for battle.Apparently Luke has a saber wielding droid. After he's delimbed or whatever,proceed onwards into the door just past a stone pillar on the left side of theroom. Cutscene with Jaden. Listen to Kyle give some advice and then pull theswitch. Head forwards and take a right at the next opportunity. Head downstairsThe second column on the right, furthest from you holds a medpack. Push toreveal. Remember what Kyle said? Use Force Sense and see the stones you mustpull to make it out of the room. There are three total. The first one is to theright of the door as you enter. That said and done, when on the upper level,

    exit left and through the series of doors. In a room with a pillar, turn rightand take the door on the left. In the next room you'll have to use speed tomake it through either door. It doesn't particularly matter. Enter the singledoor. By the end you'll transition to a cutscene which will introduce you tothe next level.

    3.2 Tier 1 Missions

    3.2.1 Mercenary Activity - Tatooine

    Recommended Force Power: Mind Trick Lvl. 1Recommended Weapons: Blaster Rifle, Bowcaster, a throwable weapon of choice

    Would you like to know why I suggested bringing along the Blaster Rifle? Well,if you go without it, you only have 30 shots with the blaster pistol. With therifle, you have a full loadout. First things first, stay out of Chewbacca'sline of fire. Yes, yes, he's a lovable furball but his aim sucks especiallysince he hits you more than he hits the enemies. As the mission starts, thereare four enemies in this area. One Rodian, two blaster toting mercs, and aTrandoshan armed with a repeater. I suggest eliminating one or two of them withyour pistol as your saber defense skills are somewhat limited. After they areall dead, retreat into the last alcove on the right and enter the door. ATrandoshan awaits you to the left, a merc to the right, and two Rodians further

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    in the room. Continue straight ahead, through the door and exit through theright. Two more mercs await. Either interrupt their conversation rudely orpolitely wait for them to finish and then kill both. Exit out the door. To theimmediate right is a Trandoshan. To the left in the main area are two mercs.One you can snipe with your weapon of choice but the other you will have tokill in person. There are two more enemies in the adjoining two alcoves to theright, a merc with a bowcaster, and another Trandoshan with a repeater. Afterthey are both killed, two more enemies will run out of the door in the alcovewith the merc. A Gran with thermal detonators will also enter the area from awalkway above. The simplest way to deal with these numerous enemies is to snipeeach one with your pistol. When the two mercs are eliminated, three moreenemies will enter from the door nearest the ship parts. After they are dead,walk into the next area through the door they entered from. If you would liketo refill health and shields, the door which the two mercs ran out fromcontains a shield generator and a medpack. In the next area are a Trandoshanand a merc to the left. Mind trick both to make it go easier on yourself. Exitthe hallway through a door to the right as you face the wall where the twoenemies were and come upon Kyle's ship, the Raven's Claw.

    Secret Area: The rightmost alcove behind the boxes has a belt of grenades and a

    shield booster.

    The last alcove of the open space leads to a cutscene. After the cutscene, mindtrick the two guards and slice and dice. Exit through the door ahead and meetthe checkpoint. After the checkpoint, proceed cautiously into the next room.Inside are several trip mines, easily avoided, a Trandoshan, and two Rodians,one armed with a blaster, the other with a disruptor rifle. Mind trick theTrandoshan who is to the left of the room next to some boxes. After you killhim, stay behind the boxes. The Rodian with the blaster is probably runningaround by now, so kill him and then the one with the disruptor by either usingspeed or mind trick. Exit through the door behind the Rodian. Activate speed orhave mind trick ready and kill the Gran at the head of the stairs. Past him, tothe right, are two Weequays and a merc. Mind trick all three and kill them. A

    healthpack and shields are in the room. Exit through the door onto the walkwayoverlooking the Millennium Falcon. Mind trick the Rodian as he enters throughthe door across from you and kill him. Keep in mind that even though you mindtrick him he still may fire so don't run straight at him, run along either sideof the walkway. Enter through the door and through the next door and see twoRodians. Mind trick both and kill and proceed up the elevator. Hit the switch,and enter the other half of the control room to meet the new and improvedReborn. After trading a few taunts, cut him down and hit the other switch todeactivate the tractor beam. Head back onto the elevator which will disembarkyou a level below where you originally got on. Turn around 180 degrees and exitthrough the door to see Chewbacca, hale and hearty. Through the smallish dooron the right, opposite end of the hallway, you see the Falcon once again. Thereare an average of two enemies in each alcove. The first alcove on the left has

    two mercs, the next has two Rodians, and there are two more Rodians in thearea. One is by the first two Rodians, and the other one is hiding behind boxeson the far side of the area. Once all are dead, Kyle arrives.

    3.2.2 Droid Recovery - Tatooine

    Recommended Force Power: Heal Lvl. 1Recommended Weapons: Blaster Rifle, Bowcaster, a throwable weapon of choice

    From the start area, head right. You'll come upon Jawas under attack by three

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    Sand People. There is a fourth up to the right with a rifle sniping at you.Past the arch the fourth Sand Person was firing at you from are three moreSand People approaching from the right. On the left side of the rock on theleft, you will find a Disruptor Rifle and accompanying ammo. A belt of grenadesis behind the area from which the Sand People rushed you. Head further into thecanyon. When you can see the moisture farm up ahead, four more Tuskens (SandPeople) will attack you, one armed with a rifle, and three going forhand-to-hand. A fifth one is on the cliff above the farm. Enter the farm.Clear each cave section until you reach a door. Inside is a secret area.

    Secret Area: Inside is a large shield booster.

    Backtrack until you see a path leading up on the left. A few more Sand Peoplewill have spawned. Clear them and head up. At the first turn, behind someexplosive crates are two blaster packs. Head up and exit outside. There are twoSand People waiting to the left. As you approach the first building on the left,three Sand People rush. There is a sniper hiding in the building on the right.It appears he's guarding some supplies, medpack, small shield booster, andThermal Detonators. After that, cross the canyon using either of the arches.Three Sand People are on the level area, and another is perched atop one of the

    buildings. Head past all the buildings to the back of the area and enteranother cavern. Inside are more Tusken Raiders. To the right of the firstcavern are shields and a belt of thermal detonators. Exit the area to find aSandcrawler. To the left of it facing the back are three Sand People. Go aroundto the front of the Sandcrawler. Take out the four Sand People, and head forthe door. When Jaden says, "I wonder if I can get up there," go back out andpull down the mechanical crane. Jump on and let it go back up. Upstairs arethree enemies. Two on the "ground" level, and one on a catwalk above. To goface-to-face with the third one, jump up onto the boxes on the right and ontothe catwalk. Hit the switch. Transitional cutscene. Another Raider shows up onthe uppermost catwalk. Jump back down and go to the opposite side of the room.The elevator is blocked by a cart of some kind. Pull it and head up the lift.Kill the Raider and head through the door. Through two more doors, you will

    come across a molten metal pit. Notice that the side closest to you is quitecool. You must be wondering why it is cooler? The simple answer is that thepipe to the left and below is dripping water. Throw the lightsaber and cut thepipe. Head across and through the door on the right. Inside and to the rightare flames. Don't even try to run through them. Instead, go to the left mostaisle. Notice that one of the flames intermittently dies? Jump when its gonewhile hugging the wall. Kill the Raider on the other side. Hit the switch bythe Jawas. Go around them to a lift that was unreachable due to the flames.Take it down. Three Tusken Raiders await you in the first room. Head throughthe next door. Throw your lightsaber at the enemy you can see through the boxesto the right. Then push the cart. Kill the four remaining Tuskens and head forthe back of the room. Pull the next cart to reveal the R5 unit. Hit use on thedroid. It will take the lift down. Drop down after it. There are several

    Tuskens waiting, six to be precise. After they're dead, the level will end.

    A cutscene showing the Jedi trainees relaxing. Rosh is sure acting strange, eh?

    3.2.3 Emergency Assistance - Bakura

    Recommended Force Power: Mind Trick Lvl. 2Recommended Weapons: Disruptor, Bowcaster, throwable weapon of choice

    Walk around the platform heading in the direction of the main door. Notice

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    all the dead workers and the marks that look suspiciously like those left bya lightsaber on your landing platform. Enter and head for the security stationon the left. Here you'll find out your objectives. Secret area in the room.

    Secret Area: As you enter the room, there should be a grate to the right of thedoor you just entered from. Cut open the grating and help yourself to shieldsand health.

    Heading for either door will alert two stormtroopers who enter from the door bythe console. The other door holds a tripmine trap, a ammunition generator, amedpack, and three blaster packs. Back to the door with the stormtroopers. Killboth. A secret area lies under the stairs in plain sight.

    Secret Area: Thermal detonators and a large shield booster.

    Heading upstairs, there are two more stormtroopers. The door leading left takesyou to stealth-cloaked enemies. Past them is a control room. But return to thefirst hallway. Shoot the mines and walk outside. Directly in front is a set ofexplosives. Use to deactivate. Return to the control room where two enemies arewaiting, a stormtrooper armed with a repeater and one armed with a rifle. After

    both are dead, head past them and come upon a hallway of flames and steam.Hug the left wall to get around the first obstacle. For the steam, wait untilthe steam from the right side of the wall dissappates and then run through. Forthe last set of fire, walk onto the panel and jump when the flames from theupper left die down. Exit through the door ready for the automated sentry tothe right. Down the ramp is another stealthed trooper. Notice the door with asecurity lock. Head back up the ramp and through the other door. You can jumpover all of the mines except the last set. You shoot the one on the left byhugging the right wall. In the next room are two stormtroopers and an officer.Mind trick one of the stormtroopers and slice up the leftovers. The officerholds a key which will open up the security lock. But first, go up the stepsleading to four mines. Shoot the middle two mines and jump past. Two more specops stormtroopers await you outside. Kill both and deactivate the second bomb.

    Return to the locked door and open it. Two stormtroopers await you outside.Cross the walkway and go to the right. Kill the stormtrooper with his back toyou and continue. Enter the door and kill the officer and three stormtroopers.Collect the officer's key. Face the stealth-cloaked commando at the end and killhim. Open the door, which leads back to the room with the security console.Backtrack and this time take the left path from the bridge. Two foolish workers,while trying to kill you, accidentally blow themselves up. Peek around thecorner. The stormtrooper all alone right there is going to run to a stationaryblaster if you get any closer. So don't let him and snipe him. Take the levelpath and enter the first door you come to. Kill the stealth commando. Exit outthe other door. Take a right immediately and take the lift down. Circle aroundthe base of the tower to find a secret area.

    Secret Area: Medpack and detonators.

    Head back up. Through the next door in line are two stormtroopers. After you'vekilled them, go to the back of the room and exit. Outside are two commandos andan officer. When all are dead, deactivate the third bomb. Secret Area nearby.

    Secret Area: After deactivating the bomb, go around the four storage tanks tofind some health and shields.

    If you need or want shield or ammunition, follow the walkway and down some

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    stairs. Otherwise, go back to the building in the middle and open the door witha key you should have grabbed from the last officer. Inside are three enemies.The first is a stealth commando between the first and second columns, andanother stealth trooper and stormtrooper on the top level. After the firststealth trooper is dead, you can pull the two up top down one at a time andfinish them. If you go downstairs, health, shields, and grenades await you. Ifinstead you take the lift up, take a door, you will be in close proximity totwo bombs. One is in the room below you. The second and last one is past thedoor to the right on the top level. You have to jump to reach the door. The oneon the top level is guarded by two stormtroopers and a commando. You can seethe commando using sight. Deactivate this bomb and exit through the door. Twostormtroopers will spawn on the upper floor as will another commando on acatwalk below. Kill everyone in the room and deactivate the last bomb. Insidethe room is the last and final secret area.

    Secret Area: There's a set of energy conduits that go around the two sides ofthe room. Jump up to where they meet to find the secret area. Contributed by

    _SeHT.

    Take the lift back up and jump across to the platform the two stormtroopers

    were on. Exit through the door behind them and come upon two commandos. Twostormtroopers are in the next room past them. Drop down and surprise two morestormtroopers. Exit out the door and turn left. Kill anything and everything onthe way. Remember that door which led back to the security console? It wasreached by going completely around the building and through a door across awalkway, which returns you to the main room where you first discovered yourmission objectives. When you return to the main door, more enemies await, inthe form of four stormtroopers. Two to the right and two to the left. If youhave mind trick 3, mind trick one or two and kill the rest. Head back acrossthe walkways to your ship to end the level.

    It has been brought to my attention as well as through my browsing on theJedi Academy Forums that you can't take the long way to return to your ship.

    You can only take the path I have listed above, otherwise the main door willnot open. The solutions to this are quite easy. First, make sure you havedisarmed all five bombs. Second, take the path listed above and enter the roomfrom the right of the entrance. Otherwise, if you don't want to walk around,

    just noclip through the wall.

    3.2.4 Merchant Rescue - Blenjeel

    Recommended Force Powers: Force Heal Lvl. 2Recommended Weapons: You really won't need any so the choice is yours.

    You start off the mission by crash-landing on the planet. You mission is toretrieve the parts necessary to repair your ship. However, there are a bunch of

    creatures similar to the sandworms in Dune between you and the pieces. The keypart of the level is to stay for the most part off the sands. Any time you runmore than three seconds on the sand, you're probably doing something wrong.The first piece is the power cell. The way to get this part is to jump on topof the piece of wreckage in front of you. From there, jump from piece to pieceuntil you see a brown rock in front of a big stone formation. Hop on top of thewhole structure. You ought to be able to see the power cell on the ground. Pickit up and jump on top of the pillar-like rock formation. As you jump from rockto rock, they begin to sink so return as fast as you can to your ship and placethe power cell in the second compartment on the right. Go back outside. The

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    power coupling is near where you got the power cell, by another group of rocks.From these rocks, jump down, grab it and immediately jump onto a nearby box.Make your way back and place it inside. The damper is the furthest from you,near the front end of the merchant ship, by another group of rocks. Make yourway to these rocks and then grab it. Immediately after grabbing it, jump backonto the rocks and make your way back to the ship. The power convertor is inthe front most merchant ship piece. Make your way here by first going from theback piece. Jump inside and onto the walkway, over the railing, using the box.Past the door and to the right is the convertor. Return to your ship, and placethe last part. End of level.

    Andy Winters submitted the following tip: For the most part, you can use ForceSpeed to get to any of the destinations. Instead of jumping between pieces ofwreckage or boulders, choose the "safe" area you want to go to and use ForceSpeed to get there. Also, you can throw thermal detonators on normal mode toattract the attention of the worms and move them away from your location beforeyou run.

    This was a pretty useful strategy. Now I understand why there were so manygrenade belts strewn through the map. I kept wondering if they were a way to

    kill the sand burrowers, but now we know one of the uses for them.

    Another thing a few people have submitted. You can actually kill a sandburrower or two with your thermal detonators, but they'll just respawn again.

    3.2.5 Cult Investigation - Corellia

    Recommended Force Power: Force Protection Lvl. 1Recommended Weapons: Blaster Rifle, Disruptor, throwable weapon of choice

    You start in front of a door you cannot open. If you walk on the ledge to theright you find the first secret area.

    Secret Area: Medpack, small shield booster, detonation packs.

    Jump from one of the L-shaped pipes (there are two of them on the back of thetram) on to the top of the car. Kill the two mercs up top and then drop down.Turn around and kill the two mercs in the room with the droids. Go back to thelast car and kill the remaining merc. Pick up the det packs if you like and hitthe switch. You can now run on the connectors between cars. Jump up on top ofthe car. Proceed ahead. On the next car, a Weequay starts to shoot at you withhis bowcaster. Reply in turn with your blaster. Drop down slowly and jumpacross to the next car. Jump on top of the boxes and get back to the top of thecar. On the next car a Rodian will shoot at you. Below is a merc armed witha blaster rifle. Take him out if you like, and then jump across, staying up top.Here comes another duel. He's another easy kill. Another merc is in the room

    below. You can break the glass and drop down and kill him. To get back up top,jump on either of the big L-pipes and jump back up top. Gently slide down tothe bottom level of the car. Jump across. Enter the room and kill the threemercs. One to the right as you enter, and the other two on the far side of theroom. Exit the room. Turn around and backpedal. You should see the tip of aWeequay's head. Snipe him and then jump to the next car. Jump onto the walkwayson the left or right of the car, each supported by two guidewires. Drop down.If you hear a conversation and you can't see anyone, use sense, they're mostlikely on the other side of the tram. Enter through the door the merc with therepeater is guarding. Inside are two mercs. After both are dead, examine the

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    raised section of plating. It is in fact an elevator. Ride it up. You shouldbe in a room with a blue force field. See the red fuse boxes on either side?Either saber 'em or shoot them. I recommend shooting, personally b/c you'll getshot a couple of times by the two mercs, a Rodian and a Weequay behind theforce field. Take the time to admire the huge amount of ammunition before you.Unfortunately, you can't pick up any. Oh well. You can however pick up the tripmines and break through the glass up top. Jump onto the yellow canisters andrun across the connectors, there are two of them and they're grey. Cross thenext connector, there's only one. Move forward cautiously. There is a Rodianwith a disruptor up ahead. I don't think you can snipe him so the alternativeis to drop, use speed and run to the side to the left or right of the metalramp. Secret area.

    Secret Area: Look back to the car you just jumped from. Standing to either ofthe side of this car you should be able to notice the lights of an ammogenerator, jump across to find a medikit, small shield booster and ammogenerator.

    Heal up whatever HP damage you took, and speed up and slice him. Snipe the mercacross the way. Cross on the shipment of pipes, and snipe the next two visible

    mercs. Drop down, jump across. Checkpoint! There's another duelist to your leftas you enter the room. Kill him and also the merc in the room. Bomb? Hey, itsthat yellow thing in the middle of the tram car. Hit it and go forward. Thereis no urgency so suck up the shields and ammo generators in the room asnecessary. There are three mercs ahead. Two you can see on the next car, andthe other one is on your tram to the left of the exit. Snipe the ones you canand jump across. On the next car are two more visible enemies, a Rodian and aWeequay. Shoot both and jump across. There are two more mercs on this tramcar. Kill both and then also the Weequay across the way. You probably see yournext duel if you're looking closely. Kill him as well as the merc inside.Before you walk in and end the mission, consider jumping up on top of thisfront tram car to find a secret area.

    Secret Area: Above are a shield booster and health medpack.

    Walk to the controls and hit use. Mission accomplished.

    The last two secrets were submitted by Abu Sayeed Ahad.

    A cutscene introduces you to your next mission, the snowy world of Hoth.

    I'm going with the standard loadout of disruptor, bowcaster, and grenades.

    3.3 Ice Planet Hoth

    3.3.1 Ice Planet Hoth

    Recommended Weapons: DEMP gun

    As you start out, even though Jaden thinks he should use the Taun Tauns, youreally don't need them. Its more of a hassle this early than it is any use.

    Secret Area: Before proceeding forward, go into the cave behind your starfighterand investigate. Kill the wampa within and go past him to find a pack of tripmines and health.

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    Advance until you can see the outline of an Imperial and let fly blaster bolts.Snipe every single snowtrooper you can see. Advance until you can see theiroutlines in the fog and snipe each one. When you see a group of four, and anaccompanying E-Web stationary blaster cannon, snipe the one on the left first.He's the one who runs for the blaster so if you eliminate him first you shouldhave an easy time with the other three. Keep moving after you take a shot soyou can avoid their shots. Just past them is a cave entrance blocked by a pileof rocks. Jump in. Whoa, doesn't this look a little familiar? Perhaps a wampaor two around? Let's see. When the path starts to slant up, you can see theoutline of one. My advice is to run as fast as you can back up to the beginningof the cave. From the rocks you can safely saber throw him into a new fur coat.Watch out though, sometimes he can get up onto one of the rocks and pummel youfrom his new vantage point. When he's dead, advance further into the cave.When you come to a fork, take the left. The right is a secret area.

    Secret Area: This fork of the path is filled with a large shield booster, twomedpacks, and a stack of trip mines.

    Advance further until the cave begins to narrow. Eventually it will open upinto two Taun Tauns approaching you. Snipe the two snowtroopers and throw the

    probe droid to scraps of metal. Jaden will comment that this is not where theImperials entered. So turn around and follow the beacons of light. Twosnowtroopers are hiding in ambush behind a few boxes. Snipe both and proceed.A few more snowtroopers are ahead. Snipe them as well. When you see an E-webcannon, notice that there is a single stormtrooper nearby. Without him, thecannon cannot operate. So shoot him, please. On the remains of the AT-AT walkerthe cannon is mounted on are also shields and health. Approach cautiously.When an AT-ST looms out of the fog, take a deep breath. Return to the cannonand reposition it so that it is facing the general direction of the AT-ST.Run towards the AT-ST until it follows you. A few shots from the cannon, itsover, baby. Note that you can also use the DEMP gun to kill the AT-ST withlittle to no fuss. Return to the gate the AT-ST was guarding. Kill the lingeringsnowtroopers and hug the right wall. There should be a box you can use to jump

    over the gate. There is a probe droid just over the wall. Enter through themain doors. Inside waiting are three snowtroopers. Below are more snowtroopers.Take the lift down to face them. Take the lift back up. Now take the other lift.You are now within close proximity to two secret areas.

    Secret Area: Use your lightsaber to cut the grating and step into the room. Itcontains a large shield booster.

    Secret Area: Turn around, kill the snowtroopers and the officer. Inside thiscontrol room are ammo and shields. There is another room adjacent that iscovered with shards of ice. Push and enter. Contains health, tripmines,and thermal detonators.

    For a bit of nostalgia from the movies look up and hit the main control panelin front of the window. Ion cannon!!!

    Back to the mission. There is a switch on the opposite side of the room fromIon Control which you need to hit in order to open a locked door below. Takethe lift back down, and another lift down. Now the formerly locked door is open,find out what's inside. A snow filled hallway. Take the door on the right andkill the four snowtroopers within. Congrats! You found the power core. Throughthe next door are two more snowtroopers. Again, through the door. The rightpassageway takes you to a shield booster hidden behind a box. The left passage

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    takes you to a medpack on a box. Straight ahead is the rest of the mission.Within are three snowtroopers who run you when they hear your footsteps. Takeout the next two snowtroopers and head through the door. Checkpoint! Inside theroom are two snowtroopers, a shield generator, medpack, and three blaster packs.Take the lift up, ready to mind trick some poor souls. Three snowtroopers areupstairs. Kill, them, and then walk...outside? Ah well. Jump over the boxes andman the cannon, something on the order of ten snowtroopers are about the bustthe party. After they are dead, turn around and backtrack back to the door tofind a secret area.

    Secret Area: Around to the left after exiting the door are grenades andblaster ammunition.

    Like Jaden said, keep following the beacons. When an E-web starts to fire,take cover fast, and check where its coming from. It oughta be the top ofan AT-AT. There's another snowtrooper covering him. Behind the AT-AT are aprobe droid and yet another snowtrooper. Continue following the beacons. Alongthe way you'll encounter yet more snowtroopers. Eventually you'll reach thefront doors to Echo Base. But wait, they're closed. Ignore that for now, andenjoy the kind gifts of the game designers, a pair of shield and ammo

    generators. Secret area nearby.

    Secret Area: While facing the doors, go to the left and hug the wall. Eventuallyit will sink down into a depression holding health and trip mines.

    It took me a helluva time to find this so be happy!!! Remember that AT-AT thecannon was mounted on? It's actually a damned bunker with a forcefield set upon the other side. Cut through the power posts and drop down. Kill the twosnowtroopers and then drop down where you can see the ladder. There are threemore snowtroopers. After they're dead, drop down in the jagged gash you see inthe skin of the walker.

    The first secret area was submitted by Abu Sayeed Ahad.

    Mind trick is extremely useful against the Wampas on this level. It may takeone or two stabs at the hotkey but it will keep the Wampa silent and nonmovingas you swipe away at it.

    3.3.2 Echo Base

    Keep on walking forward. You'll end up on some kinda supply container witha medpack and a large shield booster on it. Peek over the edge and hear threesnowtroopers. Kill them. Exit the cavern through the only unlocked door. Threefoolhardy snowtroopers rush. Cut them down and proceed. You will hear thetalking of four snowtroopers below. Mind trick one or two and finish the restoff. From the entrance to the area there are two paths, left and right. Right

    takes you to a secret area.

    Secret Area: Three snowtroopers enter talking. Mind trick one and kill therest. Discover a medpack and small shield booster beyond them.

    Now take the left path. As you come around the corner, mind trick one or two.Hopefully they'll kill the E-web operator. Or alternatively mind trick theoperator and have him blast his buddies. Exit through the door and enter...the medical ward. Mind trick as many snowtroopers as you can. Inside is ashield generator. Head towards the next door. Duck into the alcove on the right

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    and discover a secret area.

    Secret Area: Small shield booster, medpack, and detonation packs.

    In the next room are two snowtroopers. The tube opposite the lift holds amedpack which you can pull to yourself. Take the lift up. Checkpoint! Aboveare three snowtroopers. Mind trick...ah, you can do it yourself. Rinse, wash,and repeat. When they're dead, head left from the entrance. Inside the nextroom are an E-web operator and a snowtrooper. Mind tricking the operator as hetakes control of the E-web is one of the most effective strategies. Anyway,take the ramp down and head out the exit on the lower level. Three snowtroopersinside. Kill them and take the unblocked exit. Checkpoint! There's a largeshield booster and an ammunition generator in the next room. Pass through thegreen door. Kill the next three snowtroopers, and return to the icy hallways.Turn the corner and find just one snowtrooper. Don't worry, three more rushfrom the side passages. Two snowtroopers on your side is quite helpful in thisbattle. Exit through door. Four snowtroopers next. Three at the next hallway.Eventually you'll reach and empty room with shield and ammo generators. Suckthem dry and take the lift down. Two snowtroopers are down here but theirfighting will draw the attention of a third. Mind trick another at the end of

    hallway to start the motion. At the end of the next L are another pair ofsnowtroopers. Continue ahead, mind tricking as you go until you enter a wreckedcontrol room, girders hanging everywhere. A cutscene will ensue. Run aroundthe computer bank and slice up the duelist. Exit room from passageway on otherside. Continue onwards until you see a wampa attacking a Taun Taun. Kill thewampa. If he manages to grab you, just hit attack, I think it must be aninstant kill move, but not sure. Just past it are two more ammo and shieldgenerators. Checkpoint! (How many checkpoints is this for this one level?) Youshould probably be getting worried. Through the door is a big boss battle.Extremely similar to that of the battle between Kyle and Tavion. Every now andthen you can sneak in a combo on the Twi'Lek. Save every time you do damage.She doesn't seem to use a lot of force powers, mostly saber skill. Eventually,she'll run after you cut her up so much she looks like a chewtoy.

    More cutscenes. You find out from Luke you get promoted to Apprentice. Thismeans you can pick and additional saber style. I picked fast b/c I want to usedualsabers. But hey, whatever goes, its up to the individual player.

    3.4 Tier 2 Missions

    3.4.1 Rescue Mission - Nar Kreeta

    Recommended Force: Mind Trick Lvl. 3 or Force Protection Lvl. 2Recommended Weapons: Disruptor, Repeater, throwable weapon of choice.

    Secret area from the start.

    Secret Area: Turn around and jump onto the beam to the left and above of thepipe. Then jump from rock to rock that you saw in the cutscene to the watchtoweragainst the wall. Shields and mines are here I believe.

    Walk forward and then turn left before the fan. Cut the grating and listen tothe mercs talk. The prisoner's can't get far because of...the Rancor! Cuteither of the grates and drop down. Kill the two mercs, and the two Grans, aswell as the Weequay at the end of the hall. Don't forget the two Trandoshanswho are unloading their repeaters at you. Mind trick one and let them duke it

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    out. There are two ways out of here. One is through the green tube room fromwhich the Gran came running out, and the other is from where the Trandoshanswere. If you want to free the prisoners, hit the switch in the room that thelift takes you to. The green tube room's exit is on the left of the room as youenter. Inside are four enemies, a Weequay with a security key, and three Grans.The security key opens up the door that leads to your exit. The green roomholds a secret area.

    Secret Area: Opposite to the exit leading to the pipe is a mesh door. You canslice it with your lightsaber to reveal two sets of power cells.

    To get to the prisoners, jump through the window of the control room to theground below. A rancor immediately begins the attack when you contact theprisoners. Mind trick will distract it temporarily leaving you time to run awayor alternatively slice him up while he's distracted. Leave the prisoners in thehallway and open the door leading back to the pipe for them. You have freedfour of the Hutt's prisoners. To reach the other prisoners, return to thelocked room that was by the lift. You automatically picked up a key from one ofthe Hutt's prisoners as they were escaping. Walk through the door and take thelift down. Two Grans await you, with three more further in the bar area. Exit

    through the door. On the straight level path, ignoring the lifts for now arethree workers, a Gran with thermal detonators, a Weequay, and a Rodian. Thelast three are in the room to the right. The Rodian will snipe at you so mindtrick one of his buddies. Now walk around. There are three lifts, three controlrooms. Enter each one, eliminate the opposition and hit the switches. Thefirst control room, which I'm numbering going from the entrance to the back, onthe left holds three guards. Run into a corner and mind trick two, kill thesurvivors. Hit the switch, drop down, run to the prisoners and they will knowwhere to go. They will run ahead until they can see the rancor. Draw the rancoraway from the prisoners by throwing at it until it starts to follow you. Thenmind trick it or lure it back to the ground exit. From the safety of insideyou can throw the rancor to death. Each time you free prisoners, more mercswill spawn in the bar, so beware. Also, another rancor spawns every time you

    kill it. The third time you free the prisoners, the mercs will set up tripmines in the bar, along with two guards. Mind trick both or either and sneakpast the mines by jumping into the area with the bartender. Secret area in thebar.

    Secret Area: Use force sense on the taps behind the bar. Using your saber, slicea hole in the wall and find a large shield booster.

    When you go to the last control room, by my definition the one on the right,there is a Gran and two Weequays. Mind trick the two Weequays to do the dirtywork and repay them by slicing them. Hit the last switch, drop and start killingthe rancor to distract him from the prisoners. Run after the prisoners andeliminate the three waiting Trandoshan guards. If you don't kill them, they

    will kill the prisoners, ending your mission. Escape back to the tunnel tofinish the mission.

    The first and third secret areas were discovered by Mike of LucasForums whowas kind enough to permit me to include them in this version of the walkthrough.

    3.4.2 Meet Contact - Zonju V

    Recommended Force Power: Force Absorb Lvl. 1Recommended Weapons: Disruptor and Repeater, throwable weapon of choice.

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    Once you start out on the swoop, several swoops will attack. You can ignorethem or try to take them out with your lightsaber, or the laser cannon mountedon the bottom of your swoop. To use it press your attack key without a weaponin your hands and it will open fire. Note that it will take a few shots in orderto kill a person or their swoop, whereas it takes one swipe with your saber.However, by no means get off the swoop. You will be cut down instantly.Continue on the straight path, until you come to an unpassable gate. Get offthe swoop, jump up, and then drop down. Walk towards the building at the farend of the area. Cutscene. Fill up on the shields or ammo from the generatorsand then proceed out the door. Get onto one of the swoops and leave 'em in yourdust. Keep on going straight until you get a message on your screen. When thegame tells you to use turbo to jump the chasm, do so. And also turn a slightright otherwise you will crash into the wall on the other side. Keep going onthe same path until a cutscene ends the level. General strategies: weave fromleft to right, zig-zag, be everywhere but where they think you will be. Also,if you see someone heading straight for you, move to the side. If you arecoming into a narrow pass, ram him until he has nowhere to go but into the wall.A few rest stops along the way provide some nice goodies in the form of healthand shields.

    You find out Rosh has been captured by the Imperials. What do you think thenext missions are going to be?

    3.4.3 Covert Operation - Kril'Dor

    Recommended Force Power: Force Lightning Lvl. 1Recommended Weapons: Disruptor and Flechette, throwable weapon of choice

    Your mission, should you choose to accept, will be to serve as the whole of aground force accompanying Wedge Antilles to capture a gas platform held by theImperial Remnant. Enter the large hangar bay door in front of you. Kill thestormtroopers and TIE pilot within. There are a pack of trip mines on boxes.

    Then take the lift up. Directly above you is an automated turret as well as aTIE pilot on the opposite side. Kill both and take the lift on the other side.Exit through the door. The first enemy you see will be a jet-equipped trooper,armed with a repeater. Mind trick him and then kill him. Turn left from thedoor and cross the walkway to the shield generator. Hit use on the beacon,which is on the far side of the dimple. Enter cutscene. The next beacon, to beplaced on the hangar, is directly behind you. Another cutscene. An Imperialworker will attack you. Push him off or slice him. Face the door to the hangarbay and jump onto the uppermost pipe, from there to the roof of the hangar, andto the barracks building which is to the right. Hit the beacon and watch thecutscene. Return to the hangar bay. Take the improvised walkway down, it usedto be a support strut of the grid holding the TIEs. Walk through the door readyto mind trick some people who will attack from the central platform. A total of

    five will attack. Mind trick two and let the sparks fly. The comm station is tothe right path of the platform where the stormtroopers just attacked. But wait,you can't get in through the front door. Look at the comm station. See thehuge walkway that leads from the biggest and baddest platform? Hey, why don'tyou try to get up there. Two stormtroopers are waiting outside. Enter and facetwo or three stormtroopers on each level, which are reached by taking the liftsup. Ignore the lifts down for now. On the second floor, are two stormtroopers.One to your right, and the other by the next lift. The third and final floorholds two flechette wielding characters. But hey, you can mind trick throughglass and gratings now. Hit the switch on the top floor and break the glass

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    with your lightsaber. Out the window is a secret area. You'll have to work forit though.

    Secret Area: Go around the ledge to find a pipe leading to the comm tower afloor or two below. Drop from ledge to ledge while quicksaving between drops.When you've finally made your way down, walk across to the comm building,watchful of the waiting jetpack stormtroopers. After both are dead, continueacross and pick up the goodies. I recommend getting these secrets after blowingup the comm tower, otherwise you'll have to backtrack back up the tower aftermaking your way back down using the ledges. This was contributed by Mike"txa1265" of the LucasForums.

    Exit right on the ledge and drop to the walkway belowusing the tower's awkward construction. Run towards the comm tower. Another

    jet-pack stormtrooper will appear. Use the same strategy as before and placethe beacon. Take the lift down. If you face the platform you'll see a secretarea.

    Secret Area: Thermal Detonators and health.

    Go back around the platform and enter through the door. Now, concern yourselfwith the lifts that go down. In case you can't tell the difference withoutriding down on it, there are green and red arrows. The red arrows point down.The green arrows point up. Take the lift down and face the lightsaber wieldingopponent. It is a whole bunch easier if you lure the stormtroopers outside inand mind trick them. They serve as a good distraction for the lightsaber guy,during which you can push him and stab or push him into the electrified areabelow. There should be one last stormtrooper across the way. Kill him and thentake the lift down. Place the beacon and watch the cutscene. The control roomwas the room from which the stormtroopers rushed you. To get there, take thelift back up. When you reach the top, two jetpack stormtroopers will attack.Mind trick one to force him to kill his buddy. When both start ignoring you,saber throw the enemy one to death and finish off his compatriot. Make your way

    back to the control room tower. If you don't remember which one it is it hasthree doors with blue borders on the bottom. Enter and take the lift up. Insideare four enemies, and two automated turrets. To be cheap, just run for thebeacon and run for it. Otherwise, turn on speed, kill the officers and thestormtrooper, throw the turrets to pieces. Then calmly pick apart the duelist.When he's dead, hit the beacon and head back down. The four platforms Wedgementions are next to the tallish cylindrical towers. Walk around the platforms,they are all within close proximity to each other and deactivate the bombs.Make your way back to the hangar bay and your ship. Inside are five enemies.One is a lightsaber duelist and the other four are stormtroopers. Mind trickthe stormtroopers so they mutiny. While the duelist is thus distracted, stickhim in the back. Finish off the stormtroopers and proceed through to your ship.

    3.4.4 Capture Crime Lord - Coruscant

    Recommended Force Power: Force Absorb Lvl. 2, Force Lightning Lvl. 2Recommended Weapons: Disruptor, DEMP, throwable weapon of choice

    Since Racto blasted the most direct route to him, you'll have to find your own.Turn around and circle around your figher to the other side of the platform.From here, you should see the next building across you can jump to. It hasboxes on it. You'll face two mercs, a Rodian, and a Trandoshan. Mind trick tosimply things. Keep going around until you see a Rodian in a floating platform.

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    Mind trick him and then run around the platform you're on to wipe out the merc.

    Note that on Jedi Knight difficulty, there is another Rodian sniper in thearea. He is in the buliding directly in front of you when the vehicle is toyour right. I used speed to snipe him, or you could just avoid him.

    Jump across the gap onto the floating vehicle. Kill the two Weequay who rushfrom the right steps on the building across. Finish off the Rodian. Jump to theother side and take the steps on the left up. Come upon three mercs. Kill themand then jump to the next roof over. On the next roof are two Trandoshans andthree mercs. On the roof of this building is a Gran who starts tossing 'nadesat you. Jump up onto the lampost and from there to the top where you can finishhim. Jump to the next rooftop. Behind the box furthest from you is a new enemy,an assassin droid. Its tactics are simple: it drops its shields when itsshooting or running. When it does, run around it with force speed and chop itup. Your saber cannot break through its shielding so don't even try. Also, itsshielding will hurt you severely if you run into it. You can alternatively usethe DEMP against it to overload its circuits. Secret area nearby.

    Secret Area: Turn around and face the building you jumped down from. Use the

    box to get to the highest level on the roof and go around to the left to find alarge shield booster.

    After its dead, jump to a landing platform across the way with a speeder on it.As soon as you jump down two mercs will rush. Enter the room they just vacatedand find two Trandoshans and a lift. Kill both and then take the lift. A Granis nearby. Push him over the edge. Proceed down the walkway that's above yourship. Two Trandoshans and a Weequay are hiding in ambush. Mind trick a pair andkill them all. Further ahead are two more Weequay and another assassin droid.Past them is another roof you can jump to. Break the force field generatorswith your lightsaber then kill the merc hiding behind the second pair ofgenerators. Another merc is laying in wait behind the boxes ahead. Walk to theother side. Around to the left are shield and ammo generators guarded by a merc.

    To the right is possibly the biggest ambush in the entirety of the game. Mindtrick all you are able to and proceed when the carnage is finished. Jump overand take care of the droid located to the left. Past him if you need is are alarge shield booster and a medpack. Now go to the right. Jump across and overthe obstruction to get to the Racto's side of the bridge. Approach the door andfind a checkpoint. Inside the room are a cultist and his lightsaber wieldingbuddy. Kill the cultist, the guy wearing green first. After he and his partnerare dead, exit through the lift past the door to the right. Twin medpacks arein the rearmost right corner of the room. Upstairs a cutscene will introduceyou to four of the assassin droids. Same tactics as you would with one. Stayclose to one and when its shields go down, run in slashing and cutting. Saveafter you kill each one. When the last one goes down, Racto will open up thebarrier thinking you're dead. But, aha, surprise! Please, remind me who the guy

    with the lightsaber against his neck is? Mission complete!

    The secret area above was also found by txa1265.

    3.4.5 Cult Investigation - Dosuun

    Recommended Force Power: Force Absorb Lvl. 3, Force Lightning Lvl. 3

    What did the droid say in the briefing? Do not engage members of the cult. Onlyinvestigate. Well, gee, Kyle, that ain't gonna happen now is it? You're in the

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    damn brig! Ah well, things could be worse. But wait, things are worse. You nolonger have possession of your lightsaber. Ah well, you'll pry it from Rax'shands. First things first, jump up and out, mind trick the guard as he exitsand grab a blaster rifle from the nearby rack. Hopefully he'll remove allthreats. But, on the off chance that he didn't, be prepared. There are a totalof five stormtroopers, and one is armed with a repeater. Proceed ahead and viewa transitional cutscene. When he's done firing, duck into the unlocked door.Save. To the left is a forcefield and to the right are trip mines. Kill the twostormtroopers just behind the forcefield at an angle. If you're skilled you cankill both with a shot each. Then slowly peek around the corner. There is astormtrooper armed with a flechette gun. There is also a sentry on his side ofthe forcefield. Take a potshot at the sentry, that oughta draw thestormtrooper's attention, then blast him. Take out the forcefield. Next, turnaround and blast at least two of the mines behind you. Ignore the other doors,they're locked for now. Within are a stormtrooper and an officer with a key.Kill both and then turn around. The door on the left opens when you use the keyon the lock. Within are four Imperial workers. Two are to the right, one isbeneath the stairs, and the fourth is up the stairs in front of some computerpanels. Blast all four and then hit the switch up the stairs. Take the lift onthe opposite side of the room. At the top there is only one Imp worker and his

    back is towards you. Sneak up and shoot him. Grab the belt of grenades on theground. Walk through two doors. Two stormtroopers are in the next room. Onearmed with a repeater, and one with a blaster rifle. Mind trick the one you cansee, he being the one with the repeater. He'll kill the other, while you repayhim with a shot to the head. Hit the switch on the console. This will unlockall the doors nearby. Forget exiting through the main door. Exit the way youentered. Secret area nearby.

    Secret Area: Inside the room next to control area, look up at the wall in frontof you. Notice the hole in the wall and the three boxes blocking the way? Thefourth box is missing. Jump up and collect a DEMP gun for your troubles. I havea suspicion that Raven upped the destructive capabilities of the DEMP becauseit took many less shots to kill an AT-ST in JA than it did in JO.

    Take the right door at the next opportunity. Just outside are two stormtroopers,standing by the smallish doors to the left. Mind trick one, and kill both. Gopast them to the large door behind. Inside are two officers, as well as eightstormtroopers. Mind trick two at a time and all should be fine. The secondofficer and two stormtroopers are in the room in the middle. The last officeris on the other side of this barracks area. Rush him with full auto. For theinner room, blast the forcefield, and mind trick both stormtroopers. Shoot tokill. Vacuum up all the powerups inside, if you need them, then return to thesmallish doors in the large hallway. Inside this room, on top of one of thelockers is a disruptor rifle. Head back out to the main hall and enter thelifts (the smallish doors). Exit and then take the closest door to the lifts.Enter the control room on the left. Mind trick the stormtroopers so they kill

    the officer. Enter and kill the survivors. Examine all the camera stationsavailable to you. They show you your next destination. Exit and take the seconddoor on the left, including the lift doors. In the intervening room to thefiring range, there is a secret area.

    Secret Area: Look up to the stack of boxes. Notice the explosive crate? Shootit and then drop down behind it. Tucked within are shields and detonation packs.

    Hey, this must be that target range the stormtroopers were talking about beforeyou interrupted them. Hit the switch nearby to lower the forcefield, and use

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    the cannon to blast holes in the wall behind the furthest targets. Just beforeyou jump through, shoot the explosive case on the other side. It will becomeapparent as to why you must do this soon. As you jump out, an AT-ST walks outfrom the gate to the left. You can kill him now or later. Get yourself into thehole you blasted with the explosive crate and jump in. Shoot the explosivecrates by the control room to blast open the glass. Jump in and eliminate theofficer. Hit both switches. One opens a door to the rest of the level insidethe AT-ST area, and the other opens up the door behind the switch. Jump overthe mines and hit the switch on the right. Start running towards the door onthe other side and take the lift up. Get in the AT-ST and blast the troopersoutside. The AT-ST is also still outside. Blast all and then return to thetower holding the AT-STs. Stop near the upper level so you can jump up.Take the other door on the same level. Exit through the other door that you didnot use to get onto the upper floor. Take the stairs up but have speed andsight ready. When you reach the top of the stairs, the fat guy is waiting foryou. Get yourself some cover and then run for the E-web cannon on the otherside. Blast him as well as the three troopers and the hiding commando. Thecommando is near the right side of the path. Your primary target, of course isthe guy with the concussion rifle. After he retreats, remove the other fourfrom existence.

    Note that you can also just backtrack down to the AT-ST bay and use an AT-STto blast Rax into retreating. This is a much much safer method especiallysince you'll chase away Rax before he can do too much damage to you, and italso protects you since you're inside the AT-ST instead of firing withoutcover from the E-web cannon.

    Tip submitted by Joel Sutton.

    Continue along the wall until you reach a checkpoint by a door. Checkpoint!Just before you enter, you hear the familiar sound of stealthed commandos.There is one to the left. You can see him with sight. I recommend using bothspeed and sight so you can bag him before he hits you. There are two on the

    other side as well. Shield generator is nearby. Use it if necesary.Backtrack. Within this walkway are two additional hallways you probablypassed. If you went left from the entrance they are on that side. Take eitherhallway, it will lead to a door which opens up onto a hangar bay. Kill everyoneinside and then go into the control room in back. Note: There is a stealthedcommando in the room armed with a disruptor. He is by the left entrance to thecontrol room. It would be advisable to kill him first as he is the mostdangerous, and then mind trick the rest. Inside the control room are twoofficers. Mind trick the grey uniform one and then snipe the other one. Enterand hit the switch, opening the door behind you. Take the lift down and walk tothe other side of the bay, past the doors. A cutscene introduces Rax again.This time you have some proper weapons. Try and get up to the level where heis. When you do make it up, or if you do make it up, follow him around the top

    level. When he's near, turn on speed and blast him with your blaster rifle fullauto. After about 10 seconds of sustained fire his days as an Imperial are over.

    Alternate Boss Strategy: I was just watching my friend play today and he founda sweet spot to snipe at Rax without having to jump all the way up. Once youenter the docking area, go right. You should see a lift along the wall. Take itup and from this position, Rax has only one position to shoot at you. But youhave the sniper rifle... From this spot you can fire away with little fear ofhis attacks. Sure, a shot or two may make it into your hiding spot. But haveno fear, he'll be dead after a few shots from the disruptor. Use force sense

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    to keep track of him and then zoom in on his leg, which is possibly the onlyvisible body part of his. Even on Jedi Master difficulty, two fully chargeddisruptor shots were sufficient to kill him.

    Alternate Boss Strategy: If you raid the area with the elevator along the right,you should find a rocket launcher. Make your way up to the top level and keeppounding Rax with your repeater secondary fire. After expending all your ammo,the game will automatically go to the next weapon, the rocket launcher. Afteryou lock onto Rax and fire off two rockets the battle is over. Tip submittedby Kai Ito.

    If you're going to pick one darkside power, this level almost demands that youpick lightning, or even better yet lightning level 3. This will fry most of thestormtroopers before they even have a chance against you. Tip submitted byMarie Godin.

    3.5 Vjun

    3.5.1 Vjun

    Note: You'll face the famed Hazard Troopers here. I hope you're ready for them.As the mission starts, duck under the Raven's Claw for cover. You'll have torun through the acid rain to the nearest cover. But wait for a moment as thefirst Hazard Trooper shows up. Let Kyle take care of it. Wait for him to returnand then turn use a combo of speed and protection to run over the concussionrifle and to cover. Run all the way to the end of the cover. Another HazardTrooper is in here and Kyle will eliminate him. Just stay far far away fromeither of them. When the trooper is dead, turn on speed and protection and runup the path the the left with your concussion rifle out. Fire at the emergingHazard Troopers, and then retreat. Kyle will kill both of them. Wait for forceto recharge and run back to the entrance. If you don't mind heading back outinto the rain again, there is a secret area below the ramp flush with the wall,

    under the highest point of the ramp.

    Secret Area: This secret area holds shields and health.

    There are shields by the entrance so just heal up and pick up the shields. Headdown the ramp. Halfway down, three stormtroopers will run in from the dooracross the way. You can take all three before Kyle sees them and steals yourkills. Continue ahead and you'll enter a control room of sorts. Step back andlet the Jedi Master deal with this. When they're all dead. Head through thedoor. Ammo and shields are in this control room. When you pass through the nextdoor, three stormtroopers are already waiting for you straight ahead in thealcoves. Turn on speed and waste them. The two side doors lead outside to moreHazard Troopers. Turn on speed and protection, run outside, attract the

    attention of the Hazard Troopers. Run back in and let Kyle handle the four ofthem. There is one on the ground as well as one on the roof on each side. Kylewill kill all of them for you. Out the door to the left are two secret areas.

    Secret Area: One of the panels on the surface of the octagonal pad can bebroken. It holds a belt of thermal detonators.

    Secret Area: This secret area is on the roof of this hallway. To get up there,use protection to jump up after Kyle has eliminated the waiting Hazard Troopers,by using a box outside. Up there are two sets of detonation packs as well as

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    health.

    The door in front is a checkpoint and just beyond are three unsuspectingImperials, and officer and two stormtroopers. Again, you can kill them withouteven trying. After they're dead, take the ramp up in the hallway to the right.See Kyle wipe out almost the whole entire garrison entirely by himself. Well,actually, you can help by mind tricking a few while he's at it. When they'reall dead, go out the door on this level. Speed and protection again to rununder cover. Enter the door to find shields, ammo, and health. Exit through thenext door. When the door opens, backpedal and take cover behind Kyle. He'llfinish off the Hazard Trooper. Proceed ahead until it opens outside again. Usespeed and protection to run under cover of some platforms. Wait for force torecharge between platforms. A few moments later, you will see an archway ofsorts. When you run towards it, three stormtroopers are waiting to the rightbefore the archway. So turn on protection for the rain and then speed when youget closer. One of the stormtroopers is operating an E-web, so he's number oneto die. Ignore the archway for now. A secret area awaits you within.

    Secret Area: Using protection to run through the archway, go right, where youcan see a gap between some rocks and the structure itself. Inside this small

    covered alcove are shields and health.

    Rest under cover and then run back outside to the left when ready. Take coverunder the first overhang you come to. Keep on going until you see an overhangwith three stacks of canisters. Run in and duck. Ready mind trick. Mind tricktwo of the incoming Hazard Troopers and watch the show. Kill the remaining oneat range with your concussion rifle. Continue ahead, staying away from the rain.When you are next to the river, turn left. Continue in this direction. Healthand shields lay on top of some canisters nearby. A secret area lays at the mouthof the river.

    Secret Area: This non-covered area holds shields and health, but isn't reallyworth it, considering you'll get hit by the rain on the return trip since you

    don't have any force left.

    At the second bridge-like structure, run across and turn left. Take coverbefore the rocks. When ready, run across with just protection on and jump fromrock to rock. Around the corner are two TIE bombers. They begin a cutscene ofthem bombing the area. Right after the cutscene, hit speed and rush the doorto the right. Three stormtroopers race out. You can take them b/c speed is on.If the timing is right you'll only lose three health and shields. Around thepillar in front is an officer. Further in the corridor to the right is anotherHazard Trooper. When you hear the hiss of the door, turn around and retreat.Kyle will mostly kill it. You can help by using speed, running around it, andthrowing or slicing while Kyle's doing most of the work. After its dead andyour force meter is refilled, go out the door. Turn on protection and speed,

    run left until you see the ramp. Go up the ramp and kill the stormtroopers. Twomore stormtroopers are waiting under cover to the left. If you use sense on anearby roof you can see several sets of detonation packs inside a storm hatch.You'll have to cut open the hatch and then pull to get the packs. This is nota secret area. When they're dead and force is full again, run for the only opendoor, which is the one by the last two stormtroopers you just killed. When youenter, four stormtroopers attack. If you need shields drop down into the roombelow, where a large booster awaits. Follow the corridor. When it begins towiden, two duelists are nearby. You can take both, but Kyle will probably beatyou to it. The next next room from here has several opponents. Help Kyle out by

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    mind tricking. Proceed along the coiling corridor through several rooms ofcomputer equipment. When you open a door and you see a protocol droid in frontof some consoles, head up the ramp. A cutscene starts and Kyle goes back to thecontrol room. A harder duelist shows up. This duelist is so hard, especiallywith a single blade. He uses strong style almost exlusively and has insanedefense. After he's dead, Kyle will have unlocked the door. Head out withprotection on and run for the gun emplacement. A few shots later, its all over.Run back inside, down the ramp, and now towards the right. This takes you backto a door that was locked. Do you remember the one? It was the one opposite ofthe door which you entered to find four stormtroopers waiting. Run down thesteps, this time to the left and get yourself back indoors ASAP. Eventuallyyou'll return to the outdoor canyon. You know the drill by now, go right withspeed + protection. Go on until you see a building. Run up the ramp and closeto the door, then you'll have completed the objective by reaching Bast Castle.

    This mission begs you to use protection. If you don't...may your God or godshelp you. You can survive for sure, but you'll take a lot of damage along theway which could easily be avoided by putting one measley force point onprotection beforehand. If you lack protection, run through every outdoors areawith speed and use the secret areas I listed above to reduce the pain. If you

    also lack healing...no comment. On the other hand if you have drain this wouldprobably make this level a little more bearable.

    3.5.2 Bast Castle Lower Floors

    Follow Kyle towards the lift. He finds out that its inoperable. Where to go?A secret area is nearby.

    Secret Area: The platform where the AT-ST is docked can be jumped to. On topare two healthpacks. The platform next to it has a belt of thermal detonators.

    Hug the wall until you find an open grating. Approach to open a transitionalcutscene. Garbage, eh, sounds delicious! Jump out ASAP b/c here come the

    crushers. Don't follow Kyle he's going a different place than you. Go up theother chute ready with mind trick. You will come up in a room with an Imperialofficer and three stormtroopers. Enter the control room after cleaning up. Asecret area is nearby if you exit left and turn left again.

    Secret Area: At the end of the hallway are a set of boxes. Pull the middle oneand slice the grate behind to reveal some health and blaster ammunition.

    Exit through the only door. Ignore the locked door and open the next one.Checkpoint! You hear sounds of battle. Rush in and help Kyle tackle threeduelists. Go back to the locked door. Kyle will open it. Enter cutscene. Seethe machinery on the wall that look like pumps to drain the water? Push the non-rusted ones to get them working. Follow Kyle up the broken conduit to the

    ceiling of the room and jump up. Around the corner is one of those annoyingmobile turrets. Let Kyle take care of it since you can't block its shots. Orjust simply throw and hope you don't get hit. Continue along in the vents untilyou see an airtube. A secret area is inside this airtube but its very difficultto reach.

    Secret Area: Halfway up the airtube is a level you can squeeze into. Inside areshields, health, and thermal detonators. However, you can only grab either thehealth or the grenades and shields b/c they are on opposites sides of theairtube.

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    Follow Kyle up and get into the alcove he squeezed into. Let him kill theturret. In the next room, Kyle will use his level 3 force jump to get to thetop. You however, must use speed to run through the laser conduit when it isn'tfiring. Four stormtroopers total in the next room as is a set of trip minesbehind a pillar on the right of the room as you enter. Jump on top of themoving object and jump to the upper level before it lines up with the greenbeam.Meet up with Kyle. Secret Area nearby.

    Secret Area: Go to the room Kyle jumped up into. Inside are trip mines, healthand shields.

    Go through two more doors. In this room, two duelists will drop from theceiling and three stormtroopers come in on the opposite side of the room. Afterthey're dead, go into the next room, and kill the stormtroopers and the officerin the room below. The room below has ammunition and shields. Proceed into thenext room where six stormtroopers await, two close to you, the other four onthe far side. Kill them all. Return to the control room area. Take either ofthe two lifts up. The room above has several stormtroopers, and one is even

    armed with a rocket launcher. Kill them all and then take either door to exit.In the next room are two stormtroopers, one armed with a flechette, and anotherwith a rocket launcher. Proceed into the adjoining room where two jet-packedtroopers attack. Mind trick either and then kill the other one. Jump on top ofthe bunker with the boxes up top. A similar platform on the other side holdshealth and grenades. The one you want has trip mines by the boxes. Look at thelaser emitters. You can use force pull on them to feed the energy back into themachine. After you've pulled all four, a cutscene will bring you into the nextmission.

    3.5.3 Bast Castle Interior

    Jump up after healing or refilling on shields nearby. The room above holds a

    jet-pack stormtrooper and three of the regular variety, as well as an officer.Mind trick the jet-packed stormtrooper and one of his buddies. Take advantageof the distraction and saber the remaining troopers. When everyone is dead,exit through the door. In the next room are two chatting duelists. Attract themand lead them back out into the large arena like area you just exited. Afterthey are dead, take the lift up where another duelist is waiting. After he'sdead, head through the door. These duelists aren't exactly pushovers, but aquick kata or two, or even a rolling stab, oughta finish them off. Out the door,head right. Four stormtroopers approach from across the room. Mind trick 'em.After they're dead, proceed across the walkway. Another duelist will run outto oppose you. Wait for him to throw his lightsaber and when you knock it tothe ground, throw your own lightsaber. Through the door, in the next room is atempting shield generator. However, peek around to the right and notice the two

    stormtroopers and automatic turret. Deal with them how you wish. Take the liftnearby upstairs. There are four stormtroopers. Detpacks if you need them are onthe last bunk to the right.

    Note that on Jedi Knight difficulty, there are two automated turrets mountedon the ceiling, which makes this room somewhat more difficult. Run to kill thetroopers and then turn around and worry about the turrets when you have cover.

    Exit through door. In the hallway ahead is another duelist. This one is moreskilled than most of the ones you have previously faced. However, this also

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    means he uses katas more often, which means you can throw at him while he'strying to hit you. Go around the column in the next room. There is a duelist,a cultist with a blaster rifle, and three regular stormtroopers. Listen in onthe conversation about some sorta throne room. The column in the middle of theroom is actually a lift of sorts. After you mind trick the stormtroopers, killthe cultist and duelist. Then head upstairs using the lift. Inside are twoduelists, one hard, one easy, e.g. one red and one yellow. In case you haven'tnoticed, like in Jedi Outcast, the duelist's colors indicate their difficulty.Yellow/orange is weakest, followed by blue, and then red. If you need it, asmall shield booster and medpack are to the left of the lift. Back up to theside of the room and then blast the explosive crate by the window. Below are aduelist, a cultist and a jet-pack stormtrooper. The cultist uses gripprimarily. Stay away from him or better yet, shoot him from above beforedropping down. His death makes this room infinitely easier. Jump down and whenthe jet-pack stormtrooper starts to attack, mind trick him to distract theduelist. Kill the duelist and then shoot down the stormtrooper with youconcussion rifle. He drops metallic bolt ammo in the form of his repeater gun.You hear a conversation between Jaden and Kyle. Exit through the only door inthe hangar, which is on the far side from the hole you blew in. There areshields, health, and ammo just by the door. Enter and get accosted by another

    duelist and cultist pair. This cultist is another force user. After both aredead, get yourself up to the area they were waiting from. Hint: use the nearbyboxes and machinery. Through the door and in the next room is your firstdualsaber opponent. If he starts his saber barrier, don't hesitate to throwyour saber into his face. Generally, just run around, try and attack him whenhe's cartwheeling. Also, keep jumping, you can hit him on the shoulder or inthe head. After he's dead, pick up the DEMP gun in the room. I have a feelingyou'll need it. Enter the next room and hit the switch in the middle. Prepareyourself for a gauntlet of foes. Your first group will be two droids,interrogator droids to be precise. Next come two mobile turrets, followed bytwo assassin droids of the type you fought on Coruscant. You know the drill.Two or three swipes for each and they're done. Now enter two saber droids, thesame kind as the one you fought in training. However, these are definitely

    much more difficult than the one you originally fought. Wait, you have a DEMPgun. Use the secondary fire to wipe them out. Before you leave the room throughthe door that just opened, collect the shields and health in the nearby alcovesas necesary. Exit to a checkpoint. Take the lift down. To the right are amatched pair of cultists with blaster rifles. Eliminate them up close andpersonal and enter the next room.

    On Jedi Knight difficulty, in the room below is a blue cultist who useslightning to fry you as you appear on the lift. Don't give him a chance andslice him up with absorb on.

    Inside is a dualsabered opponent, and this guy really uses them to the fullestextent. If you can get in a saber lock, whoop his butt. That's about all the

    advice I can give you. When you're done wiping the floor, check out the brokenVader statue by the window. Then head up the ramp. One of those cultists willstart shooting at you from the upper level. Ignore him and enter the door onyour level. Up the ramp and around is another duelist. Kill him and end up onthe top level of the room with the broken statue. Head across to the door onthe other side. Continue ahead until you see a person waiting for you. Its yourfirst saberstaff opponent. Use the strategies I outlined above. If he startsdoing the twirl, wait until he's almost done, and throw your lightsaber at hislegs. Proceed through the door, ready for anything. Cutscene. Well, I guess youknow who the boss of this level is now, eh? The key to winning this battle is

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    to take out the two cultists defending the boss. They are some of the hardestnpcs in the entire game, so several pointers: use protection and absorb. Theyuse push so much that its as if they have unlimited force. In any event, afterthey die, the boss is quite easy. Just keep on running around slicing him up.When its over, watch the cutscene.

    On higher difficulty levels, more duelists will appear in the rooms listedbelow: the throne room, where there are an additional cultist armed with ablaster rifle and a yellow duelist await you, and also in the room directlyabove the throne area, which now holds two cultists, one blue, one green, andthe green one is armed with a blaster rifle.

    Congrats! You have been promoted to Jedi Knight! You can now either pick tolearn the last single lightsaber style or switch to a staff or dual sabers.I personally prefer dual sabers, but the choice is once again yours.

    3.6 Tier 3 Missions

    3.6.1 Cult Sighting - Chandrila

    Recommended Force Power: Force Protect Lvl. 3, Force Heal Lvl. 3Recommended Weapons: Disruptor, Concussion Rifle, throwable weapon.

    As you start the mission, push the rock. Enter the area with your lightsaber(s)drawn. A dual-sabered opponent will drop from above. After killing him, exit tothe right and jump down, but not all the way. Listen in on the conversationbetween two mercs or eliminate them and pick up the concussion rifle. Headalong on the level path until you see a cultist and a reborn. Jump across andengage them. The reborn is single-bladed and the cultist is like most of theother ones you will encounter, meaning he uses force grip exclusively. Exitdown to the left watching for the crumbling platform. In the next area arethree mercs and a tougher Reborn, still single-bladed. Eliminate them anywayyou choose. On the side of the walkway with the two mercs is the first secret

    area.

    Secret Area: Before jumping up to the second archway, snipe the waiting mercwith your disruptor. Jump up and then walk down the ramp to a medpack and ashield booster.

    Take the archway with the downward leading path and come upon a merc settingexplosives on the bridge. Speed across before it explodes or jump across afterthe fact. Head up the imposing stairs to face three single-bladed reborn. Thebest strategy is to draw out the first one on the left by himself, and thenface the last two 2 vs. 1. After they are eliminated, head to the door on theright. Using sense, pull the marker on the door to open it. Just beyond anddown the the stairs is a dual-sabered opponent. After he's dead, exit to the

    right where a Reborn will jump from below to attack. Checkpoint! When he is nolonger among the living, drop down to the platform directly below the gap. Inclose proximity are two secret areas.

    Secret Area: Look back up towards the platform and notice a small alcove flushwith the wall. Jump up and find rocket ammo.

    Secret Area: Turn around after dropping onto the platform. Jump onto the raisedstep and wall-walk to the other side. You should end up on top of an archway.Drop down to find a merc with his bowcaster guarding a shield booster.

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    In any event, drop down another level to find a broken bridge, a single-bladedReborn on your side, and a cultist, and another single-bladed Reborn on theopposite side. Two paths here. Either eliminate the Reborn on your side andthen jump across to kill the two enemies on the other side and the attendantmerc, OR, bypass them and jump onto the beam on the left and slide down.Below are two mercs and a dual-sabered Reborn. Whichever path you take you willhave to face them. Note: if you pick the first path, there is the slightestchance that the cultist will grip you mid-jump and release you to your death.I suggest if you take path 1, eliminate him first. On the other side awaits theReborn. After dueling him, take advantage of the shield booster and medpack atyour disposal. Jump over the steps to the right and kill the waiting merc. Headdown the path and eliminate the three enemies I mentioned above. The merc inthe archway is guarding a shield booster. Get onto the platform which juts outover a series of stone steps. Nearby is a secret area.

    Secret Area: Jump from this platform to the platform above which has aflower-shaped crystal on it. Long jump (speed+jump) to the platform in thedistance. On this platform and the adjoining walkway are two medpacks and ashield booster. From this platform you can also snipe the cultist in the next

    area. Jump back across onto the jutting platform, again using long jump tocontinue.

    Drop down and engage the one or two enemies (one is the cultist, and the otheris the Reborn) and continue, hugging the wall. If you continue on the path,you'll come across a wide open area, and a dual-sabered Reborn to the left.Look along the edge of the walkway until you see a platform which you can dropdown to. From here you can snipe at the three mercs in the next area, as wellas the cultist, leaving you with just the Reborn to deal with. After youeliminate the three mercs, the Reborn will make his way up to you. If you don'tfeel like dueling, push him into the abyss as he's jumping. Make your way downthe way he came up, and drop to the broken platform. Note: From the secondplatform, don't jump all the way down, peek over the edge in front of you, drop

    down, and then jump to the last archway. Jump across and kill the cultist. Jumpup to the platform above and onto the bridge. Only five more enemies left. OneReborn with the single-blade, two dual-sabered opponents, one cultist, and theboss of this level. The cultist you can snipe from the bridge, using thepistol. Take out his Reborn buddy and proceed into the immense final area. Thedual-sabered enemies are in plain sight. The boss, armed with a lightstaffawaits you in the final chamber, in front of the Jedi Knight's coffin. Theeasiest way (but also the cheapest and most cowardly) to beat this chamber isto just run around the Reborn, activate sight, push the two blocks in the finalchamber from the top of the steps leading to the coffin, and run back out tothe bridge, leaving the three Reborn to be crushed as the burial chamber comesdown around them. The hard way is to fight them and then seal the tomb. As youstart to cross the bridge, it starts crumbling. Long jump across to finish the

    level.

    Matt sent in the following strategy for avoiding the cultists within thepillared room with the sense+pull door:

    I just wanted to point out that there are a couple of kindof hard jedi fightsyou can skip in the cult sighting mission on chandrila. The first time playingthrough, I was having a really difficult time with the two jedi that you haveto fight after crossing the bridge that is blown up as you arrive at it.It wasn't bad the second time through, but just exploring about, I realized you

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    could skip a section of the map there. If you head to the far end of thebridge from where you approach, you can do one of those force long jumps(speed+forward+jump) to the right and land on a platform near the next bridge.You get hurt pretty bad, but you survive it.

    3.6.2 Cult Investigation - Tanaab

    Recommended Force Powers: Well, I think I've covered most everything you need.From now on the choice is yours.Recommended Weapons: Doesn't really matter you won't use 'em at all.

    Watch the intro cutscene. If the dead cultist is any indication, stay the heckaway from that mutant rancor. From the start, run straight ahead. Jump up to analcove with a switch on it. The switch will activate a crane which will pick upa crate covering a door. A cultist and his duelist pal are just inside. Lureout the duelist and let the rancor eat him. The cultist is a pushover, justkeep on slicing. Before you go through the next door, I really really recommendusing Force Absorb. One of the enemies, the cultist, has level 3 lightningwhich really really cuts through you like nothing else. After this, the levelwholly degenerates into a mad, frenzied, though wholly enjoyable romp through

    the area. Whenever you see a green door, enter within. Note that some doors donot open until the enemies around it are dead. Which either means you hadbetter be extremely good at dueling or simply lure the rancor to eat them. Atthe end of one of the hallways, hit a switch which will clear a box nearbyallowing you to jump up there. Secret area up here.

    Secret Area: Before you jump down to the other side, turn right, jump up to theother crates, and walk all the way to the end of the crates, to the big pipewith the electricity all over it. Now, look about 45 degrees to the right, seethe big blue glowing transparent door? Jump over to that platform, go to theleft of the door into the small alcove, and there is a medpack and a largeshield booster.

    Keep running until you find another door. Just outside the door should be aswitch, which will lower a box into position. Walk through the door.Checkpoint! Run up the ramp in the room and kill the duelists inside. I believethere are three of them, two dualsabers and one staff. They almost exclusivelyuse push, grip, and lightning. So absorb would be quite useful as well asprotection. When they are dead, you can take a small rest. Secret area nearby.

    Secret Area: Run outside, past the rancor, towards the blue forcefield at theend. On the left side there should be a small alcove with some goodies.

    Return to the control room, and hit the switch up the ramp when the rancor isin front of the control room.

    The first secret area above was discovered by JarJarBinks of the jediknight.netforums.

    I know that my walkthrough for this level is not the most detailed of all thelevels and I found someone who let me include a copy of their detailed Tanaablevel walkthrough. Hope this is of more help that mine. Credit goes toJarJarBinks of the jediknight.net forums:

    Avoid any enemies the whole way through the level unless they block your path,like at the end in the control room.

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    As soon at you start out, turn on force speed and go to the wall on theopposite side of the room from where the Mutated Rancor is released. Look fora platform you can jump on, there is a lever on the platform, pull the lever,then infront and slightly to the left of you a crate should raise. Go to wherethe crate was sitting and there should be a door, go in the door and walk downthe small hallway (watch out for the cultists [1 with a saber, 1 force user]).

    Now you are in the second room, but you aren't safe yet, shortly after youexit the small hallway the Mutated Rancor should start beating on the bigdoors, it shouldn't take long till he destroys them so no time for breaks.Turn on force speed and keep going forward till you run into the wall. Nowturn right (if your force speed runs out let your force recharge about 25-30points then reactivate it) and there should be a big hallway, walk down thehallway, if you went the right way there should be a big blue glowingtransparent door up high at the end of the hallway. When you get to theend of the hallway turn left, there should be a locked door, go up to thelocked door and a reborn on the other side should unlock it (If he doesn't

    just wait, it only opens if the rancor is close by). Go through the door.

    You're now in the third room, but again, no time for breaks, because shortly

    after you exit the last room the Mutated Rancor starts beating the wall aroundthe door, eventually breaking through. Go left down the hallway (if your forcespeed runs out again let your force recharge to 100 before you reactive forcespeed again, you will need the extra force points), there is a lever at theend, pull it and it should raise a crate atop a bunch of other crates. It maylook high but you can make it (this is where you need the extra force points[50-60]), force jump onto the crates. *Secret 1: Before you jump down to theother side, turn right, jump up to the other crates, and walk all the way tothe end of the crates, to the big pipe with the electricity all over it. Now,look about 45 degrees to the right, see the big blue glowing transparent door?Jump over to that platform, go to the left of the door into the small alcove,and there is a medpack and a large shield thingy (+50). Now go back to thecrates where you were before.* Jump down to the over side and keep going

    forward till you get to a small control room with the big glass window. On theone side of the control room (outside) there is a lever, pull it and a crateshould lower.

    Go into the small control room with the big glass window, go up to the biggercontrol room with 2 floors and alot of glass windows, wait till the MutatedRancor gets right infront of the glass windows then hit the lever on thesecond floor (be fast, he can grab you through the windows) and then thecrate should squish the Mutated Rancor into the big blue glowing transparentdoor at the end of the hallway.

    3.6.3 Dismantle Device - Yalara

    Recommended Force Power: Force Grip Lvl. 1Recommended Weapon: Disruptor, Concussion Rifle, throwable weapon of choice

    Approach the door with lightsabers drawn. On the other side is a blue alien.His gun is similar to that of a bowcaster but is not a solid projectile. Itseems to be some sort of gas instead. Back up