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Mission
Set 1
One
innovation in Jedi Academy is the ability to choose
the order of the missions that you’ll be taking; feel
free to pick out any that interest you to begin the
game with. For the sake of standardization, we’ll be
treating them in the same order as the game presents
them.
Before you
begin your first mission, you’ll need to start further
customizing your character, by choosing Force powers.
These selections are permanent after you start a mission,
so choose wisely. Force heal is a good choice to start
off with, since health can sometimes be scarce, and
there aren’t any portable bacta tanks for instant health
boosts. Force grip is a useful follow-up, since you’ll
be wading into more Reborn in the second tier of the
game.
You’ll also
be asked to choose weaponry before you head out on a
mission. Your initial choices are restricted to the
blaster rifle, bowcaster, disruptor rifle, and the DEMP
Gun. For most of the missions in the first tier, the
obvious choices are going to be the disruptor rifle
and the DEMP Gun; you’ll find plenty of blaster rifles
around, and, well, the bowcaster has been a terrible
weapon since the very first Dark Forces game. Thermal
detonators are the best explosives to choose for most
missions; detpacks and trip mines are useful in multiplayer,
but are less effective during the single-player game. |
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| Mercenary
Activity - Tatooine
Get used to the storytelling
conceit of Kyle and your character heading off for a
mission and then becoming immediately separated; it’s
going to happen fairly often. Luckily, you get a little
help in the form of a Special Guest Star in this mission.
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Jump
over these crates to find this secret area. |
After the cutscenes, you’ll
find yourself and Chewbacca facing off against a starport
full of the usual scum; Rodians, Weequay, and the like.
These guys are not individually very dangerous, but you’ll
quickly see that the game makes up for this by throwing
half a dozen of them at you at one time, so you’ll want
to dispatch them quickly and efficiently. From the starting
point, you and Chewie will need to progress through the
innards of the docking ring in order to get to your ships.
There are quite a few enemies in the way, though, so don’t
be afraid to take out a ranged weapon to deal with them.
Eventually, you’ll find
that whoever’s running this place has locked a tractor
beam onto your ship and the Millenium Falcon.
Keep moving on until
you return to the Raven’s Claw; there’s a secret area
hidden behind some crates in a corner of that portion
of the docking ring.
When you’re ready to
proceed, move towards the door surrounded by the explosive
crates; Chewbacca will be left behind, leaving you to
complete the mission.
From there, it’s more
or less a straight path to the tractor beam controls.
Once you reach the control room, dispatch the Reborn
and hit the switches near the windows to disable both
of the tractor beams. When that’s done, take the elevator
downstairs to meet up with Chewbacca again. Head back
outside for one last fight, after which Kyle reappears
and the mission ends. |
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The
secret area lurks behind this ultra-secretive
hidden door. |
Droid
Recovery - Tatooine
Not much to comment on here -- this is another gauntlet
level, this time populated with Sandpeople. At least the
Tuskan raiders aren’t quite as monstrous as they are in
Knights of the Old Republic. Their gaffi sticks can knock
you down, though, so you might want to take the opportunity
to unleash a bit of hot laser death on them before they
can close to melee range. If you didn’t start the mission
with a blaster rifle, you can pick one up near the first
group of Jawas that you encounter.
Head along the canyon floor until you come to a structure.
Proceed inside and take out all of the Tuskans that
you encounter. There’s a not-so-secret area inside a
door near the ramp that leads to the upper level here;
you’ll know you’re there when you see a protocol droid
lying on the floor.
Go up the ramp and head
across the outdoor area to reach another Tuskan cave.
You’ll have an uncomplicated journey from there to the
clearing where the Sandcrawler was apparently waylaid
by the Tuskan brigands; you’ll need to get inside. Once
you find the ramp in the rear of the ship, use Pull
to bring down the odd-looking crane that’s hanging above
your head. Ride the crane up to the next level, clear
out the Tuskans, then jump to the second level of the
walkway and flip the switch. This will unlock the elevator
on the first level here; Pull the crate that blocks
the way and head up.
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Shoot
this pipe to cool down the lava. |
In case you’ve never played
an FPS game before, that red material at the bottom of
the pit in the next room is lava. In a bit of puzzle design
recycled from the last level of Jedi Outcast, you’ll need
to bust the leaky pipe near you to create a crust over
the molten metal, thus creating a space you can walk over.
There’s another
flame puzzle in the next room; head to the back of the
room and time your jump to coincide with the cessation
of the uppermost flaming jet. Flip the switch to disable
the flames, then ride the elevator down to the cargo
hold. After some maneuvering, and more pulling of crates,
you’ll find the R2 unit you’re looking for. You’ll need
to hit use on it to activate it; it’ll handily unlock
an escape chute, letting you quickly return to the surface.
After one more Tuskan fight, the mission ends. |
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Smash
the grate and grab the items. |
Emergency
Assistance - Bakura
Unfortunately,
Kyle won’t be tagging along for this mission, but as
you might be discovering, his presence isn’t exactly
all that helpful anyway. As it is, the situation on
Bakura isn’t anything you can’t handle by yourself.
The first room in the
base also contains the first secret area. Take a right
once you come through the door, then smash the grate
that restricts your access to a couple of powerups.
Both of the doors here
are locked; you’ll need to use the camera control to
alert the guards to your presence before you can leave.
In so doing, you discover that Imperials are attempting
to destroy the facility. Why? Well…just because, apparently.
At any rate, you’ll need to find and disable five bombs
to prevent the mayhem; your sense ability can pinpoint
each of these bombs, so use it if you ever get stuck.
Another secret area awaits
you underneath the stairs after the stormtroopers unlock
the door; you’ll need to crouch to reach the items.
The top of the stairs reveals a fork in the road; head
up the ramp and destroy the trip mines to reach the
first of the five bombs that you’ll need to disable
before the mission can be completed. Deactivate it,
then head back to the fork and proceed down the long
path to the exterior portion of this level.
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Bountiful
piles of loot await you behind the fuel cylinders |
Your first encounter with
the dreaded camouflaged saboteurs will occur around here.
These fellows pack laser pistols, but are mostly invisible
from sight until they attack, and have a lot more health
than their vanilla counterparts. Still, you have a lightsaber,
and they don’t, so you shouldn’t have much trouble with
them. Keep
moving down the hallway, past the control room and another
dodge-the-flaming-jets room. Destroy the turret, then
head into one of the ever-popular dodge-the-trip-mines-which-have-been-placed-so-that-you-can’t-shoot-them
room. You can jump over most of the lasers quite easily,
or just use the DEMP gun’s alt-fire to destroy them
from around the corners.
Anyway, the room at the
end of the hall contains an officer with a security
key. Grab the key, then head upstairs to the second
bomb. Once it’s disabled, head back to the ramp where
the turret was placed, and unlock the door leading outside.
Just so we’re on the
same page, hang a left once you pass over the bridge.
Apparently your mere presence is enough to provoke spontaneous
combustion on the part of the weaker-willed garrison
here, if the completely inexplicable explosion in the
nearby building is any indication. If you hug the wall
to your left, you’ll come across another bomb near a
few white fuel cylinders. Disable it, grab the security
key from the nearby officer, then check around the back
of the cylinders to find another secret area.
There’s yet one more
secret area to hit outside; find the lift near the stationary
turret that you passed earlier and ride it down. There’s
an easily-found pathway leading to some items nearby.
Once you’ve disabled the
exterior bomb, we’ll have to head inside the main building
to find and switch off the final two. The locked door
is near the laser turret. Proceeding inside, you’ll encounter
the fourth bomb soon enough, on the bottom level of a
room full of cyclotrons. There’s also a secret area here,
on the middle level of the room. Disable
the bomb and take the lift nearby. The adjacent door
will lead to the fifth and final bomb. Switch it off,
then run the gauntlet of reinforcements that block your
passage back to your ship. Once you reach it, the mission
ends. |
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If
you’re seeing this, you’re already dead. |
Merchant
Rescue - Blenjeel
This
is one of the briefest missions in the game, as the
entire level takes place in an area about the size of
a football field. Unfortunately, the merchants who sent
the distress call have been eaten, and not by each other:
in a rather flagrant appropriation from Dune, Blenjeel
is populated by desert-burrowing sand worms. They won’t
pose much of a threat to you, however, since you should
be able to easily spot the signs of their passing on
the surface of the planet. If you do find yourself needing
to cross a spot of ground (which shouldn’t happen, since
there are conspicuously placed jumping paths everywhere),
you can use your Force speed power to reduce the chances
of an attack.
Since the merchants are
dead, your only goal here is to find four parts that
you’ll need to repair your ship. In a rather astonishingly
incredible stroke of luck, you managed to crash land
within a few meters of the merchants' ship; since they
no longer have any need of their dilithium crystals
and plasma coils, you can guiltlessly cannibalize their
ship parts for use in your own.
As with the bombs in
the last mission, you can use your sense power to spot
where the four pieces of equipment are, so track them
down and return them to your ship one by one. All you
have to do to repair your ship is place the item in
one of the four red, empty slots; there are three in
the first room of your ship and one in the main passenger
bay. Get all four parts and return them successfully
to end the mission. |
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You
can find items down here, if you don’t fall off
the ledge. |
Cult
Investigation - Corellia Turns
out some terrorists are attempting to re-enact Under
Siege 2 by taking over a train. It’s your sworn duty
as a Jedi, and as a licensed Steven Segal impersonator,
to stop them. Freeze your face into a hideous death-rictus,
prepare lame quips, then start moving up the train.
Your first secret area
is available immediately after you begin the level,
by following the very narrow ledge to the right of where
you start to a little alcove with a health and shieldpak.
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All
you need to do to find the secrets here is to
drop down. |
From there, jump on top
of the first tram car, then use the door on its front
side to enter it and shut down the electricity that prevents
access to the second car. Proceed forward from there.
Once you reach the car loaded with crates, head to the
upper level and jump over to the car where the Reborn
awaits you. On the car after the Reborn, you can either
proceed through the doors, or jump onto the roof, which
contains a couple of medpaks and a large shield booster.
Eventually you’ll
come across a large, enclosed car with two doors on
either side. Ahead of this car is a dead-end on the
lowest level, so you’ll need to head inside (take the
door on the right side of the car) to get up top and
proceed on the rooftop level. Once you’re inside the
car, take the lift up, then shoot out the power junctions
to drop the blue shielding. From there, grab the powerups,
then smash the ceiling window and get on the roof of
the car. Proceed forward until you’re forced to drop
back to the lowest level of the tram, then look underneath
the car with the large fuel cylinder on it for the second
secret area.
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You’ll
need to walk along the side of the lead car before
you can jump on top of it. |
Proceed forward until you
reach the car with the bomb. Disable it, and the hijackers
will implement their back-up plan, which for some reason
consists of ramming the train into the next station, even
though they’re all still aboard. Very spiteful people,
these hijackers are. Head to the front of the train towards
the control car. You’ll know you’re there when the Reborn
jumps off of the roof and attacks you. Once you’ve cleared
the car out, head around the outside and jump on the roof;
the level’s only secret area is on top of the car. After
you’re done with everything, use the controls in the forward
car to end the level. |
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Hoth
- Exterior
Welcome to Hoth, home
of bloodthirsty Wampa and sub-sub-zero temperatures.
Luckily, you won’t be outside for too long.
The first secret area
here is immediately behind your starting point. Head
into the cave and take on the Wampa. They’ve toughened
up a bit since Luke last fought one, and can take a
heck of a lot of lightsaber damage, so you’ll need to
hit-and-run for a while before it drops. The secret
area is near a Tauntaun corpse.
When you’re ready to
move on, grab one of the Tauntauns near your ship and
run around to get a hang of the vehicle controls, which
will come into play in a later level. The important
thing to keep in mind is that your alt-fire will result
in a boost of speed, which you can use to run down any
snowtroopers that get in your way. Follow the marker
lights into the little stormtrooper camp; if you want
to avoid fighting them, just hit your Tauntaun boost
and jump off of your horsie when you’re near the rocks
that lead into the next little cave area. Another Wampa
awaits; he guards a quasi-secret area in a little corridor
behind where he stands.
As you exit the cave,
you should run across a couple more Tauntauns nearby.
Grab one and hang a left; heading right leads to a dead
end. You’ll run across your first AT-ST in the clearing
ahead; you don’t really have an answer for its firepower
yet, so your best bet is to just ignore it for now.
When you spot the boxes to the right side of the base’s
entrance, jump on them and get over the wall before
you get smacked around by the AT-ST.
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This
glass is saber-resistant, so you’ll need to Force
push it in. |
Now that you’re finally
out of the cold, take the ladder heading up. You can
find yet another secret area here, behind a pane of
broken glass that’ll need to be Force pushed.
Flip the switch beneath
the blue panel to unlock a door nearby, then head back
to the elevator and take both lifts down until you’re
near the unlocked door, which leads to a rather linear
set of corridors. Keep going until you wind up back
outside, then take an immediate left for another secret
area, guarded by a probe droid.
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This
glass is saber-resistant, so you’ll need to Force
push it in. |
There’s a wave of snowtroopers
incoming, but luckily for you, Hang a left past the
Probe Droid for this secret area. there’s also a turret
nearby which you can use to mow them all down. You’ll
find yourself in a large, open area with somewhat haphazardly
placed marker lights. Hang a left towards the incoming
turret fire if you want to end the level; elsewhere
in the open area is a secret area with a healthpak and
a few mines.
When you’re ready to
exit the level, head back to the turret and go through
the crack in the metal behind it. Fight your way through
a couple more stormtroopers, then drop down the hole
to proceed to the next part of this mission. |
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This
is where you need to go to pass on to the next
level. |
Hoth
- Echo Base
After you drop through
the hole, you’ll find yourself inside good old Echo
Base. Move into the interior until you come across a
room with two exits; hang a right to find another "secret"
area that you could only miss if you really wanted to.
The other corridor here will face you off against a
turret; you might want to use your DEMP gun. If you
brought it, strafe in and out from around the corner,
firing from cover until the snowtrooper manning it keels
over.
The path through Echo Base is
surprisingly linear. Before the door that leads out
of the medical bay, there’s another secret area to the
left, half-obscured by shadow.
From there, it’s a fairly
simple gauntlet through stormtroopers until you reach
a Reborn who’s data-mining in the rebel computer. Take
him down as well as the Wampa nearby, then charge up
at the generators for the boss fight.
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This
area is easy to miss, if you’re not sensing for
hidden items. |
Alora is your first real
challenge, but all things considered, she shouldn’t
be much of a threat after you’ve had all this time to
get used to the lightsaber mechanics. If you get into
trouble, there are a few healthpaks and shield generators
spread around the hangar that you fight her in. She
throws her saber quite often; if you can dodge it, she’ll
often overshoot and you can respond with a saber throw
of your own. If all else fails, try to jump on her,
knock her down, and spam saber throws at her while she’s
lying on the ground for a quick victory.
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