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Walkthrough

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.

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.

 
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.

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.

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.

Secret area number five.
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.






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.





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.
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.







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.



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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