Star Wars Jedi Knight: Jedi Academy чит-файл №2

Jedi Knight: Jedi Academy

Complete Walkthrough v.1.11

Last update: 10/25/03

Created by: JediMeister (alvinshek@hotmail.com)

Copyright 2003 Alvin Shek

Table of Contents
-----------------

1. Introduction
- Legal Info
- Version History
- About the Author

2. Weapons
- Lightsaber
- DL-44 Blaster Pistol
- E-11 Blaster Rifle
- Tenloss Disruptor Rifle
- Wookiee Bowcaster
- Imperial Heavy Repeater
- DEMP 2 Gun
- Golan Arms FC-1 Flechette Weapon
- Stouker Concussion Rifle
- Merr-Sonn PLX-2M Portable Missile System
- Throwable weapons
- Thermal Detonator
- Detonation Packs
- Trip Mines

3. Level Maps

3.1 Yavin Jungle

Training Area

3.2 Tier 1 Missions

Mercenary Activity - Tatooine

Droid Recovery - Tatooine

Emergency Assistance - Bakura

Merchant Rescue - Blenjeel

Cult Investigation - Corellia

3.3 Hoth

Ice Planet Hoth

Echo Base

3.4 Tier 2 Missions

Rescue Mission - Nar Kreeta

Meet Contact - Zonju V

Covert Operation - Kril'Dor

Capture Crime Lord - Coruscant

Cult Investigation - Dosuun

3.5 Vjun

Vjun

Bast Castle Lower Floors

Bast Castle Interior

3.6 Tier 3 Missions

Cult Sighting - Chandrila

Cult Investigation - Tanaab

Dismantle Device - Yalara

Force Theft Investigation - Byss

Weapon Destruction - Ord Mantell

3.7 Taspir III

Taspir III

Imperial Power Station

3.8 Korriban

Sith Crypts

Sith Ruins

4. Enemies

5. Credits

1. Introduction

Legal Info

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Version History: v 0.25 - Played the demo released on 9/5/03 and wrote
initial walkthrough. Later included locations
of located secret areas.

v 0.30 - Included weapons list and random notes on
dueling various enemies.

v 0.50 - Received game in mail and wrote walkthrough
for first tier missions and Hoth.

v 0.75 - Finished second tier missions and completed
walkthrough

v 1.00 - Finished third tier missions and submitted to
the web.

v.1.01 - Included secret areas and tips submitted by
readers. Keep checking for more updates.

v.1.02 - Included tip by Andrew Gaut regarding Ragnos
on higher difficulty levels. Also included
general tips submitted by Dharmon.

v.1.03 - Adding submitted secret areas and tips by
Abu Sayeed Ahad and Robert Lavigne, and other
assorted secret areas found by myself.

v.1.1 - Received permission from JarJarBinks to post
a copy of his Tanaab walkthrough from the JA
LucasForums. It's a whole lot more detailed
than mine. Wrote up a whole bunch of secret
areas, too many to count. I think that's the
last of them unless someone has other ones to
contribute.

v.1.11 - Included several more secret areas from Hoth,
Taspir, and Korriban.

About the Author

This is my second game walkthrough, the first being Star Trek Elite Force II.
As I am still new at this, any recommendations or constructive criticism are
very welcome. I will also be accepting tips and other strategies developed by
fellow players. If you would like to contact me, just send me an e-mail with
the words JA walkthrough in the subject line.

2. Weapons: 1) Lightsaber - The weapon of a Jedi. A beam of pure energy,
capable of slicing through virtually any known
substance and capable of blocking energy bolts.
Dangerous to both user and foe alike in hands
of a novice, but effective and deadly with the
guidance of a true master. Primary fire is
differing slashing and swinging attacks
depending on the player's movements. Secondary
fire is a force-powered lightsaber throw.
2) DL-44 Blaster Pistol - Possibly the most common firearm in
the galaxy due to its customizability.
Primary fire is an accurate single
bolt. Secondary fire is a charged
shot using up to five energy units.
3) E-11 Blaster Rifle - Once the weapon of choice of Imperial
Stormtroopers, this weapon is now used
by mercenaries and smugglers. Primary
fire is a slow but damaging shot.
Secondary fire is more rapid and as a
result even more inaccurate than the
primary fire. Secondary fire uses up
energy packs twice as fast as primary.
4) Tenloss Disruptor Rifle - Rips apart matter at the molecular
level. Primary fire is a fast shot
which almost instantaneously hits
its target. Secondary fire
utilizes the attached scope,
allowing for greater accuracy and
charged shots. A fully charged
shot can completely disintegrate
an enemy. A non-charged shot uses
three units of energy. A fully
charged shot uses thirty units.
5) Wookiee Bowcaster - A primitive weapon, it fires greenish
bolts of energy which are effective
against both personal shields and bodies.
Primary fire is either a single bolt or
a charged shot of up to 5 bolts.
Secondary fire is a highly reflective
shot which can bounce off walls. Uses
five energy units per shot.
6) Imperial Heavy Repeater - A weapon which definitely fits the
description more quantity than
quality. Like most rifles, it is
inaccurate at long range. Best for
up-close-and-personal ranges.
Primary fire is a spray of
metallic bolts. Secondary fire is
an energy grenade useful for
eliminating groups of enemies.
Secondary fire uses thirty units
of ammunition per use.
7) DEMP 2 Gun - An electromagnetic pulse gun. Most useful
against electronic devices. Primary fire is a
single bolt which affects droids. Secondary
fire is a charged shot capable of damaging
organic persons as well. The secondary fire
has splash damage within a radius of three
meters. A single shot uses eight units.
A fully charged secondary fire uses thirty.
8) Golan Arms FC-1 Flechette Weapon - Usually used by higher
ranking Stormtroopers,
this weapon is known for
the danger it poses to
both the victim and the
user. Primary shoots
hot shards of metal in a
shotgun-like spread.
Secondary fire releases
two bouncing mines, which
detonate either upon
contact with an enemy, or
otherwise detonate within
three seconds. Both
primary and secondary
fire use eight units of
ammunition.
9) Stouker Concussion Rifle - One of the most dangerous weapons
in the galaxy. Kills most targets
with a single shot. Primary fire
is a powerful explosive shot
which can launch enemies into the
air. Secondary fire is a burst of
ionized particles which almost
instantaneously reaches its
target and throws them violently.
Uses forty units of ammunition
for primary fire and fifty for
secondary fire.
0) Merr-Sonn PLX-2M Portable Missile System - A rocket launcher.
Primary fire
releases a single
dumb missile
which flies
straight to its
intended target.
Can be pushed.
Secondary fire
is a tracking
missile which
locks onto the
target. It can
be pushed away
but will re-seek
its target.
-) Throwable weapons
Thermal Detonator - A grenade which releases energy
and heat to destroy everything
around it. Primary fire is a time-
delayed detonator which explodes
after four seconds. Secondary fire
detonates on contact with any
surface. Ten may be carried at any
one time.
Detonation Packs - An explosive with a remote detonator.
Primary fire places the pack.
Secondary fire detonates any placed
detonation packs. May carry five.
Trip Mines - Useful against a pursuing enemy or as a
delaying tactic. Only 5 may be carried at
a time. A laser extends from the casing to
the nearest parallel surface. If either
the casing is fired upon or the beam is
broken the mine will detonate itself and
any other explosive devices nearby.

Some weapons use the same type of ammunition. For example, the blaster pistol
and rifle use blaster packs. The disruptor rifle, the bowcaster, the DEMP use
power cells. The repeater, the flechette, and the concussion rifle use metallic
bolts.

General Notes

On dueling single-bladed reborn: These are generally the easiest variant of the
reborn in Jedi Academy. Do not try to do the ground stab with any of the reborn.
More than half the time you will be jump kicked and be on the receiving end of
a ground stab yourself. The easiest strategy is the hop around like a madman
slicing them as you flip and twirl around the area. If its becoming too hot a
situation for you, use speed and run the heck out of there. You usually have
time to heal yourself before the reborn catches up with you and more often than
not the reborn will kill himself trying to reach you. Stabs are also useful.

On dueling dual-sabered reborn: The key things are to keep on moving. The
moment you stop moving, the npc will either grip you or lightning you. So keep
moving. Another thing, always keep on jumping. Keep your reticle on the
opponent and you may even connect with a few lucky swings to his head or
shoulders. If he uses the saber barrier, throw your lightsaber and finish him
off.

On dueling lightstaff reborn: When they start doing their kata or twirls, just
throw. In between, use the same strategies as against the dual-sabered reborn.
A useful move, that is, if you're using dual sabers, is the DFA move. You can
on average connect on two of the strikes. The other two stances, that is, the
single saber and lightstaff provide no easy methods to rid yourself of this
enemy except the rolling stab. Never attack when they begin a kata unless you
throw your lightsaber.

Also key to dueling are acrobatics. For example, if you're cornered up against
a wall, use the wall-grab jump and get out of the corner you've backed up into.
Or just jump over the person and stab them from behind. If you're knocked down
and the opponent is going for a groundstab, just forward or back kick them.
Again, don't try your own groundstab, throw the lightsaber. Jumping also allows
you to land on top of an enemy and possibly force him to the ground much like
a kick. Another useful combination of attacks and evasion is the cartwheel.

Dharmon also reports that similar to the reborn in JO, thermal detonators are
effective against the duelists after you've eliminated their cultist buddy.

Regarding Saber Locks: Try to win every saber lock. I know this is a no-brainer
but depending on which direction you push while in the saber lock, e.g. left,
right, forward, or back, you will almost always perform an instant kill move.
With a single lightsaber, the finishing moves are either a stab to the chest,
or an upward diagonal swipe from right to left. With two lightsabers, again,
either a stab to the chest or a move where you knock the enemy's lightsaber
away and perform a double cut at chest height. With a lightstaff, you perform
an upward slice to finish off the enemy.

Mission Tiers: You only have to complete four of the five missions in a given
tier. Because I went through all the missions, I came out with three extra
force points. However, these aren't particularly necessary. The extra force
points can be used to beef up your offense if you're light by investing in
lightning or grip and to get mind trick or heal if you're dark.

Force Powers: Force sense is by far one of the most useful powers. At any level
force sense will allow you to see mission objectives that are nearby. Powerups
are colored yellow, enemies in red, allies in green, and objectives in blue.
The most practical use of this power is to guide you through a level. The best
case of such use is on the Ord Mantell mission vs. Boba Fett. After you rush
through either door near your fighter, sense will enable you to see the three
detonators you must plant near each stockpile. This force power is also useful
on the Bakura and Kril'Dor missions, as they allow you to "see" the bombs you
must deactivate. The above tip was recommended by Jean Eric-Preis.
The next useful powers are mind trick and absorb. I didn't really find the dark
powers all that useful except lightning and grip, but that may be because I
stayed primarily light in order to get absorb and protection. Note that mind
trick can be used on the Wampa as well as the Rancor. Bizarrely I could only
manage to trick the Rancor once and every other time it resisted the mind trick.
The above tip was submitted by Julius Petty.
Grip is one of the crucial powers if you go darkside. Not only does it lower
the defense of your saber wielding enemies (at least temporarily), but you can
also use it on the weaker saber enemies to toss them over cliffs or into lava.
Use of grip and saber throw simultaneously is also an efficient way of
eliminating reborn. This tip was posted by Lasse Pedersen and Adrian Toh.

Against normal enemies, e.g. the non-lightsaber guys, push and pull are useful
powers. Speed + fast style are an efficient way for killing the maximum number
of stormtroopers possible. The lightsaber twirls, e.g. crouch + w + attack cuts
through normal enemies like butter. For bigger concentrations of enemies, use
mind trick to even the odds by tricking the trooper with the most powerful
weapon. This tip was submitted by Dharmon.

I have to agree with Dharmon. Mind trick was my most frequently used force
power on most missions. Mind trick is most useful on levels such as Vjun against
those Hazard Troopers, on Dosuun when you're weaponless, and on the Byss
Dreadnaught mission. I'm sure there are more places where mind trick can be
used effectively, but these were the missions where I found it the most
expedient.

Dueling Tip submitted by Robert Lavigne: I have a tip for single or dual saber
fighting that works great in almost all circumstances. This is a trick I
picked up playing RUNE a few years back, and is incredibly effective in most
sword fighting games I have tried. The idea is to start with a quick tap on
any strafe button, and then immediately redirecting in the opposite direction
and hitting the attack button. This consistently lures your opponent(s) to
one side while also ensuring that you swing horizontally which keeps away any
opponent you're not hacking to bits. Then of course if you persist in the same
direction your character spins on himself and swings his saber around neatly,
hard to direct but deadly and hard to defend for ennemies. I greatly enjoy
battling multiple reborns in this fashion, and I usually save the game before
such duels and then return over and over again...

3.1 First Missions

3.1.1 Yavin Jungle

From the start, head forward through the weeds in the stream, and up to the
right. Cut down the tree. Head upstream and face two reptiles. Kill both or let
Rosh shoot them. Proceed ahead. When you can proceed no longer get up onto the
streambank with the stone building. After Rosh shows off his growing Force
powers, enter. To the left is another one of those weird reptiles. Saber him
and walk forward. Cross the bridge. On the other side, to the left, behind some
rocks is another reptile. In the clearing ahead, you'll hear Rosh comment that
you can make another bridge with a cut tree. Head up your new bridge. Exit left
and face another reptile. Just past it, you'll come upon a cutscene which
introduces some more familiar enemies: stormtroopers. And, surprise, so soon,
your first duel. This guy is a dead pushover, with emphasis on DEAD. After he's
passed 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 several
remotes. Don't worry, you won't face them all at the same time. The best
strategy is to use saber throw to eliminate them rather than having to slice at
each one. In the next room is a broken bridge. Jump over the gap and push the
different 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 the
room. Cutscene with Jaden. Listen to Kyle give some advice and then pull the
switch. Head forwards and take a right at the next opportunity. Head downstairs
The second column on the right, furthest from you holds a medpack. Push to
reveal. Remember what Kyle said? Use Force Sense and see the stones you must
pull to make it out of the room. There are three total. The first one is to the
right 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 right
and take the door on the left. In the next room you'll have to use speed to
make it through either door. It doesn't particularly matter. Enter the single
door. By the end you'll transition to a cutscene which will introduce you to
the next level.

3.2 Tier 1 Missions

3.2.1 Mercenary Activity - Tatooine

Recommended Force Power: Mind Trick Lvl. 1
Recommended 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 the
rifle, you have a full loadout. First things first, stay out of Chewbacca's
line of fire. Yes, yes, he's a lovable furball but his aim sucks especially
since he hits you more than he hits the enemies. As the mission starts, there
are four enemies in this area. One Rodian, two blaster toting mercs, and a
Trandoshan armed with a repeater. I suggest eliminating one or two of them with
your pistol as your saber defense skills are somewhat limited. After they are
all dead, retreat into the last alcove on the right and enter the door. A
Trandoshan awaits you to the left, a merc to the right, and two Rodians further
in the room. Continue straight ahead, through the door and exit through the
right. Two more mercs await. Either interrupt their conversation rudely or
politely wait for them to finish and then kill both. Exit out the door. To the
immediate 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 to
kill in person. There are two more enemies in the adjoining two alcoves to the
right, a merc with a bowcaster, and another Trandoshan with a repeater. After
they are both killed, two more enemies will run out of the door in the alcove
with the merc. A Gran with thermal detonators will also enter the area from a
walkway above. The simplest way to deal with these numerous enemies is to snipe
each one with your pistol. When the two mercs are eliminated, three more
enemies 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 like
to refill health and shields, the door which the two mercs ran out from
contains a shield generator and a medpack. In the next area are a Trandoshan
and a merc to the left. Mind trick both to make it go easier on yourself. Exit
the hallway through a door to the right as you face the wall where the two
enemies 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, mind
trick the two guards and slice and dice. Exit through the door ahead and meet
the 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 the
Trandoshan who is to the left of the room next to some boxes. After you kill
him, stay behind the boxes. The Rodian with the blaster is probably running
around by now, so kill him and then the one with the disruptor by either using
speed or mind trick. Exit through the door behind the Rodian. Activate speed or
have mind trick ready and kill the Gran at the head of the stairs. Past him, to
the 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 walkway
overlooking the Millennium Falcon. Mind trick the Rodian as he enters through
the door across from you and kill him. Keep in mind that even though you mind
trick him he still may fire so don't run straight at him, run along either side
of the walkway. Enter through the door and through the next door and see two
Rodians. 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 improved
Reborn. After trading a few taunts, cut him down and hit the other switch to
deactivate the tractor beam. Head back onto the elevator which will disembark
you a level below where you originally got on. Turn around 180 degrees and exit
through the door to see Chewbacca, hale and hearty. Through the smallish door
on the right, opposite end of the hallway, you see the Falcon once again. There
are 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 the
area. One is by the first two Rodians, and the other one is hiding behind boxes
on the far side of the area. Once all are dead, Kyle arrives.

3.2.2 Droid Recovery - Tatooine

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

From the start area, head right. You'll come upon Jawas under attack by three
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 more
Sand People approaching from the right. On the left side of the rock on the
left, you will find a Disruptor Rifle and accompanying ammo. A belt of grenades
is behind the area from which the Sand People rushed you. Head further into the
canyon. When you can see the moisture farm up ahead, four more Tuskens (Sand
People) will attack you, one armed with a rifle, and three going for
hand-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 People
will have spawned. Clear them and head up. At the first turn, behind some
explosive crates are two blaster packs. Head up and exit outside. There are two
Sand 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, and
Thermal 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 enter
another cavern. Inside are more Tusken Raiders. To the right of the first
cavern are shields and a belt of thermal detonators. Exit the area to find a
Sandcrawler. To the left of it facing the back are three Sand People. Go around
to the front of the Sandcrawler. Take out the four Sand People, and head for
the door. When Jaden says, "I wonder if I can get up there," go back out and
pull down the mechanical crane. Jump on and let it go back up. Upstairs are
three enemies. Two on the "ground" level, and one on a catwalk above. To go
face-to-face with the third one, jump up onto the boxes on the right and onto
the catwalk. Hit the switch. Transitional cutscene. Another Raider shows up on
the 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 quite
cool. You must be wondering why it is cooler? The simple answer is that the
pipe to the left and below is dripping water. Throw the lightsaber and cut the
pipe. Head across and through the door on the right. Inside and to the right
are flames. Don't even try to run through them. Instead, go to the left most
aisle. Notice that one of the flames intermittently dies? Jump when its gone
while hugging the wall. Kill the Raider on the other side. Hit the switch by
the 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 through
the next door. Throw your lightsaber at the enemy you can see through the boxes
to the right. Then push the cart. Kill the four remaining Tuskens and head for
the back of the room. Pull the next cart to reveal the R5 unit. Hit use on the
droid. 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. 2
Recommended Weapons: Disruptor, Bowcaster, throwable weapon of choice

Walk around the platform heading in the direction of the main door. Notice
all the dead workers and the marks that look suspiciously like those left by
a lightsaber on your landing platform. Enter and head for the security station
on 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 the
door you just entered from. Cut open the grating and help yourself to shields
and health.

Heading for either door will alert two stormtroopers who enter from the door by
the console. The other door holds a tripmine trap, a ammunition generator, a
medpack, and three blaster packs. Back to the door with the stormtroopers. Kill
both. 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 takes
you to stealth-cloaked enemies. Past them is a control room. But return to the
first hallway. Shoot the mines and walk outside. Directly in front is a set of
explosives. Use to deactivate. Return to the control room where two enemies are
waiting, 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 until
the steam from the right side of the wall dissappates and then run through. For
the last set of fire, walk onto the panel and jump when the flames from the
upper left die down. Exit through the door ready for the automated sentry to
the right. Down the ramp is another stealthed trooper. Notice the door with a
security lock. Head back up the ramp and through the other door. You can jump
over all of the mines except the last set. You shoot the one on the left by
hugging 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 officer
holds a key which will open up the security lock. But first, go up the steps
leading to four mines. Shoot the middle two mines and jump past. Two more spec
ops 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 to
you 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 kill
him. 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 the
corner. The stormtrooper all alone right there is going to run to a stationary
blaster if you get any closer. So don't let him and snipe him. Take the level
path and enter the first door you come to. Kill the stealth commando. Exit out
the other door. Take a right immediately and take the lift down. Circle around
the 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've
killed them, go to the back of the room and exit. Outside are two commandos and
an officer. When all are dead, deactivate the third bomb. Secret Area nearby.

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

If you need or want shield or ammunition, follow the walkway and down some
stairs. Otherwise, go back to the building in the middle and open the door with
a 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, and
another stealth trooper and stormtrooper on the top level. After the first
stealth trooper is dead, you can pull the two up top down one at a time and
finish them. If you go downstairs, health, shields, and grenades await you. If
instead you take the lift up, take a door, you will be in close proximity to
two bombs. One is in the room below you. The second and last one is past the
door to the right on the top level. You have to jump to reach the door. The one
on the top level is guarded by two stormtroopers and a commando. You can see
the commando using sight. Deactivate this bomb and exit through the door. Two
stormtroopers will spawn on the upper floor as will another commando on a
catwalk below. Kill everyone in the room and deactivate the last bomb. Inside
the room is the last and final secret area.

Secret Area: There's a set of energy conduits that go around the two sides of
the 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. Two
stormtroopers are in the next room past them. Drop down and surprise two more
stormtroopers. Exit out the door and turn left. Kill anything and everything on
the way. Remember that door which led back to the security console? It was
reached by going completely around the building and through a door across a
walkway, which returns you to the main room where you first discovered your
mission objectives. When you return to the main door, more enemies await, in
the form of four stormtroopers. Two to the right and two to the left. If you
have mind trick 3, mind trick one or two and kill the rest. Head back across
the walkways to your ship to end the level.

It has been brought to my attention as well as through my browsing on the
Jedi 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 will
not open. The solutions to this are quite easy. First, make sure you have
disarmed all five bombs. Second, take the path listed above and enter the room
from 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. 2
Recommended 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 to
retrieve 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 key
part of the level is to stay for the most part off the sands. Any time you run
more 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 top
of the piece of wreckage in front of you. From there, jump from piece to piece
until you see a brown rock in front of a big stone formation. Hop on top of the
whole structure. You ought to be able to see the power cell on the ground. Pick
it up and jump on top of the pillar-like rock formation. As you jump from rock
to rock, they begin to sink so return as fast as you can to your ship and place
the power cell in the second compartment on the right. Go back outside. The
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 your
way to these rocks and then grab it. Immediately after grabbing it, jump back
onto the rocks and make your way back to the ship. The power convertor is in
the front most merchant ship piece. Make your way here by first going from the
back 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 place
the last part. End of level.

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

This was a pretty useful strategy. Now I understand why there were so many
grenade 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 sand
burrower or two with your thermal detonators, but they'll just respawn again.

3.2.5 Cult Investigation - Corellia

Recommended Force Power: Force Protection Lvl. 1
Recommended 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 the
right 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 the
tram) 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 the
last car and kill the remaining merc. Pick up the det packs if you like and hit
the switch. You can now run on the connectors between cars. Jump up on top of
the car. Proceed ahead. On the next car, a Weequay starts to shoot at you with
his bowcaster. Reply in turn with your blaster. Drop down slowly and jump
across to the next car. Jump on top of the boxes and get back to the top of the
car. On the next car a Rodian will shoot at you. Below is a merc armed with
a 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 to
the bottom level of the car. Jump across. Enter the room and kill the three
mercs. One to the right as you enter, and the other two on the far side of the
room. Exit the room. Turn around and backpedal. You should see the tip of a
Weequay's head. Snipe him and then jump to the next car. Jump onto the walkways
on 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 most
likely on the other side of the tram. Enter through the door the merc with the
repeater is guarding. Inside are two mercs. After both are dead, examine the
raised section of plating. It is in fact an elevator. Ride it up. You should
be 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 get
shot a couple of times by the two mercs, a Rodian and a Weequay behind the
force 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 trip
mines and break through the glass up top. Jump onto the yellow canisters and
run across the connectors, there are two of them and they're grey. Cross the
next connector, there's only one. Move forward cautiously. There is a Rodian
with a disruptor up ahead. I don't think you can snipe him so the alternative
is to drop, use speed and run to the side to the left or right of the metal
ramp. Secret area.

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

Heal up whatever HP damage you took, and speed up and slice him. Snipe the merc
across 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 left
as you enter the room. Kill him and also the merc in the room. Bomb? Hey, its
that yellow thing in the middle of the tram car. Hit it and go forward. There
is no urgency so suck up the shields and ammo generators in the room as
necessary. There are three mercs ahead. Two you can see on the next car, and
the other one is on your tram to the left of the exit. Snipe the ones you can
and jump across. On the next car are two more visible enemies, a Rodian and a
Weequay. Shoot both and jump across. There are two more mercs on this tram
car. Kill both and then also the Weequay across the way. You probably see your
next 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 this
front 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, you
really 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 starfighter
and investigate. Kill the wampa within and go past him to find a pack of trip
mines and health.

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 their
outlines in the fog and snipe each one. When you see a group of four, and an
accompanying 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 should
have an easy time with the other three. Keep moving after you take a shot so
you can avoid their shots. Just past them is a cave entrance blocked by a pile
of rocks. Jump in. Whoa, doesn't this look a little familiar? Perhaps a wampa
or two around? Let's see. When the path starts to slant up, you can see the
outline of one. My advice is to run as fast as you can back up to the beginning
of 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 you
from 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, two
medpacks, and a stack of trip mines.

Advance further until the cave begins to narrow. Eventually it will open up
into 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 the
Imperials entered. So turn around and follow the beacons of light. Two
snowtroopers 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-web
cannon, notice that there is a single stormtrooper nearby. Without him, the
cannon cannot operate. So shoot him, please. On the remains of the AT-AT walker
the 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 cannon
and 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, its
over, baby. Note that you can also use the DEMP gun to kill the AT-ST with
little to no fuss. Return to the gate the AT-ST was guarding. Kill the lingering
snowtroopers 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 the
main 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. It
contains a large shield booster.

Secret Area: Turn around, kill the snowtroopers and the officer. Inside this
control room are ammo and shields. There is another room adjacent that is
covered 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 panel
in front of the window. Ion cannon!!!

Back to the mission. There is a switch on the opposite side of the room from
Ion Control which you need to hit in order to open a locked door below. Take
the 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 and
kill the four snowtroopers within. Congrats! You found the power core. Through
the next door are two more snowtroopers. Again, through the door. The right
passageway takes you to a shield booster hidden behind a box. The left passage
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. Take
out the next two snowtroopers and head through the door. Checkpoint! Inside the
room are two snowtroopers, a shield generator, medpack, and three blaster packs.
Take the lift up, ready to mind trick some poor souls. Three snowtroopers are
upstairs. Kill, them, and then walk...outside? Ah well. Jump over the boxes and
man the cannon, something on the order of ten snowtroopers are about the bust
the party. After they are dead, turn around and backtrack back to the door to
find a secret area.

Secret Area: Around to the left after exiting the door are grenades and
blaster 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 of
an AT-AT. There's another snowtrooper covering him. Behind the AT-AT are a
probe droid and yet another snowtrooper. Continue following the beacons. Along
the way you'll encounter yet more snowtroopers. Eventually you'll reach the
front doors to Echo Base. But wait, they're closed. Ignore that for now, and
enjoy 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. Eventually
it 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 the
cannon was mounted on? It's actually a damned bunker with a forcefield set up
on the other side. Cut through the power posts and drop down. Kill the two
snowtroopers and then drop down where you can see the ladder. There are three
more snowtroopers. After they're dead, drop down in the jagged gash you see in
the 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 take
one or two stabs at the hotkey but it will keep the Wampa silent and nonmoving
as you swipe away at it.

3.3.2 Echo Base

Keep on walking forward. You'll end up on some kinda supply container with
a medpack and a large shield booster on it. Peek over the edge and hear three
snowtroopers. Kill them. Exit the cavern through the only unlocked door. Three
foolhardy snowtroopers rush. Cut them down and proceed. You will hear the
talking of four snowtroopers below. Mind trick one or two and finish the rest
off. 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 the
rest. 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 the
operator 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 a
shield generator. Head towards the next door. Duck into the alcove on the right
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 a
medpack which you can pull to yourself. Take the lift up. Checkpoint! Above
are 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 next
room are an E-web operator and a snowtrooper. Mind tricking the operator as he
takes 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 snowtroopers
inside. Kill them and take the unblocked exit. Checkpoint! There's a large
shield booster and an ammunition generator in the next room. Pass through the
green 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 rush
from the side passages. Two snowtroopers on your side is quite helpful in this
battle. Exit through door. Four snowtroopers next. Three at the next hallway.
Eventually you'll reach and empty room with shield and ammo generators. Suck
them dry and take the lift down. Two snowtroopers are down here but their
fighting 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 of
snowtroopers. Continue ahead, mind tricking as you go until you enter a wrecked
control room, girders hanging everywhere. A cutscene will ensue. Run around
the computer bank and slice up the duelist. Exit room from passageway on other
side. Continue onwards until you see a wampa attacking a Taun Taun. Kill the
wampa. If he manages to grab you, just hit attack, I think it must be an
instant kill move, but not sure. Just past it are two more ammo and shield
generators. Checkpoint! (How many checkpoints is this for this one level?) You
should 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 and
then 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. This
means you can pick and additional saber style. I picked fast b/c I want to use
dualsabers. 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. 2
Recommended 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 the
pipe. Then jump from rock to rock that you saw in the cutscene to the watchtower
against the wall. Shields and mines are here I believe.

Walk forward and then turn left before the fan. Cut the grating and listen to
the mercs talk. The prisoner's can't get far because of...the Rancor! Cut
either of the grates and drop down. Kill the two mercs, and the two Grans, as
well as the Weequay at the end of the hall. Don't forget the two Trandoshans
who are unloading their repeaters at you. Mind trick one and let them duke it
out. There are two ways out of here. One is through the green tube room from
which the Gran came running out, and the other is from where the Trandoshans
were. If you want to free the prisoners, hit the switch in the room that the
lift takes you to. The green tube room's exit is on the left of the room as you
enter. 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 room
holds a secret area.

Secret Area: Opposite to the exit leading to the pipe is a mesh door. You can
slice 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 the
ground below. A rancor immediately begins the attack when you contact the
prisoners. Mind trick will distract it temporarily leaving you time to run away
or alternatively slice him up while he's distracted. Leave the prisoners in the
hallway and open the door leading back to the pipe for them. You have freed
four of the Hutt's prisoners. To reach the other prisoners, return to the
locked room that was by the lift. You automatically picked up a key from one of
the Hutt's prisoners as they were escaping. Walk through the door and take the
lift 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 are
three workers, a Gran with thermal detonators, a Weequay, and a Rodian. The
last three are in the room to the right. The Rodian will snipe at you so mind
trick one of his buddies. Now walk around. There are three lifts, three control
rooms. Enter each one, eliminate the opposition and hit the switches. The
first control room, which I'm numbering going from the entrance to the back, on
the left holds three guards. Run into a corner and mind trick two, kill the
survivors. Hit the switch, drop down, run to the prisoners and they will know
where to go. They will run ahead until they can see the rancor. Draw the rancor
away from the prisoners by throwing at it until it starts to follow you. Then
mind trick it or lure it back to the ground exit. From the safety of inside
you can throw the rancor to death. Each time you free prisoners, more mercs
will 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 trip
mines in the bar, along with two guards. Mind trick both or either and sneak
past the mines by jumping into the area with the bartender. Secret area in the
bar.

Secret Area: Use force sense on the taps behind the bar. Using your saber, slice
a 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 dirty
work and repay them by slicing them. Hit the last switch, drop and start killing
the rancor to distract him from the prisoners. Run after the prisoners and
eliminate the three waiting Trandoshan guards. If you don't kill them, they
will kill the prisoners, ending your mission. Escape back to the tunnel to
finish the mission.

The first and third secret areas were discovered by Mike of LucasForums who
was 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. 1
Recommended Weapons: Disruptor and Repeater, throwable weapon of choice.

Once you start out on the swoop, several swoops will attack. You can ignore
them or try to take them out with your lightsaber, or the laser cannon mounted
on the bottom of your swoop. To use it press your attack key without a weapon
in your hands and it will open fire. Note that it will take a few shots in order
to 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 off
the swoop, jump up, and then drop down. Walk towards the building at the far
end of the area. Cutscene. Fill up on the shields or ammo from the generators
and then proceed out the door. Get onto one of the swoops and leave 'em in your
dust. Keep on going straight until you get a message on your screen. When the
game tells you to use turbo to jump the chasm, do so. And also turn a slight
right otherwise you will crash into the wall on the other side. Keep going on
the same path until a cutscene ends the level. General strategies: weave from
left 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 are
coming 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 health
and shields.

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

3.4.3 Covert Operation - Kril'Dor

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

Your mission, should you choose to accept, will be to serve as the whole of a
ground force accompanying Wedge Antilles to capture a gas platform held by the
Imperial Remnant. Enter the large hangar bay door in front of you. Kill the
stormtroopers 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 a
TIE 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 the
door 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 be
placed on the hangar, is directly behind you. Another cutscene. An Imperial
worker will attack you. Push him off or slice him. Face the door to the hangar
bay and jump onto the uppermost pipe, from there to the roof of the hangar, and
to the barracks building which is to the right. Hit the beacon and watch the
cutscene. Return to the hangar bay. Take the improvised walkway down, it used
to be a support strut of the grid holding the TIEs. Walk through the door ready
to 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 to
the 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 the
huge walkway that leads from the biggest and baddest platform? Hey, why don't
you try to get up there. Two stormtroopers are waiting outside. Enter and face
two or three stormtroopers on each level, which are reached by taking the lifts
up. 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 floor
holds two flechette wielding characters. But hey, you can mind trick through
glass and gratings now. Hit the switch on the top floor and break the glass
with your lightsaber. Out the window is a secret area. You'll have to work for
it though.

Secret Area: Go around the ledge to find a pipe leading to the comm tower a
floor 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, continue
across and pick up the goodies. I recommend getting these secrets after blowing
up the comm tower, otherwise you'll have to backtrack back up the tower after
making 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 below
using the tower's awkward construction. Run towards the comm tower. Another
jet-pack stormtrooper will appear. Use the same strategy as before and place
the beacon. Take the lift down. If you face the platform you'll see a secret
area.

Secret Area: Thermal Detonators and health.

Go back around the platform and enter through the door. Now, concern yourself
with the lifts that go down. In case you can't tell the difference without
riding 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 wielding
opponent. It is a whole bunch easier if you lure the stormtroopers outside in
and 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 area
below. There should be one last stormtrooper across the way. Kill him and then
take the lift down. Place the beacon and watch the cutscene. The control room
was the room from which the stormtroopers rushed you. To get there, take the
lift 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 has
three doors with blue borders on the bottom. Enter and take the lift up. Inside
are four enemies, and two automated turrets. To be cheap, just run for the
beacon and run for it. Otherwise, turn on speed, kill the officers and the
stormtrooper, 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 Wedge
mentions 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 trick
the stormtroopers so they mutiny. While the duelist is thus distracted, stick
him 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. 2
Recommended 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 has
boxes on it. You'll face two mercs, a Rodian, and a Trandoshan. Mind trick to
simply things. Keep going around until you see a Rodian in a floating platform.
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 the area.
He is in the buliding directly in front of you when the vehicle is to your
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 rush
from the right steps on the building across. Finish off the Rodian. Jump to the
other side and take the steps on the left up. Come upon three mercs. Kill them
and then jump to the next roof over. On the next roof are two Trandoshans and
three mercs. On the roof of this building is a Gran who starts tossing 'nades
at you. Jump up onto the lampost and from there to the top where you can finish
him. 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 its
shooting or running. When it does, run around it with force speed and chop it
up. Your saber cannot break through its shielding so don't even try. Also, its
shielding will hurt you severely if you run into it. You can alternatively use
the 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 a
large 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 vacated
and find two Trandoshans and a lift. Kill both and then take the lift. A Gran
is nearby. Push him over the edge. Proceed down the walkway that's above your
ship. Two Trandoshans and a Weequay are hiding in ambush. Mind trick a pair and
kill 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 generators
with your lightsaber then kill the merc hiding behind the second pair of
generators. Another merc is laying in wait behind the boxes ahead. Walk to the
other 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. Mind
trick all you are able to and proceed when the carnage is finished. Jump over
and take care of the droid located to the left. Past him if you need is are a
large shield booster and a medpack. Now go to the right. Jump across and over
the obstruction to get to the Racto's side of the bridge. Approach the door and
find a checkpoint. Inside the room are a cultist and his lightsaber wielding
buddy. Kill the cultist, the guy wearing green first. After he and his partner
are dead, exit through the lift past the door to the right. Twin medpacks are
in the rearmost right corner of the room. Upstairs a cutscene will introduce
you to four of the assassin droids. Same tactics as you would with one. Stay
close to one and when its shields go down, run in slashing and cutting. Save
after you kill each one. When the last one goes down, Racto will open up the
barrier 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. Only
investigate. Well, gee, Kyle, that ain't gonna happen now is it? You're in the
damn brig! Ah well, things could be worse. But wait, things are worse. You no
longer have possession of your lightsaber. Ah well, you'll pry it from Rax's
hands. First things first, jump up and out, mind trick the guard as he exits
and grab a blaster rifle from the nearby rack. Hopefully he'll remove all
threats. But, on the off chance that he didn't, be prepared. There are a total
of five stormtroopers, and one is armed with a repeater. Proceed ahead and view
a 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 two
stormtroopers just behind the forcefield at an angle. If you're skilled you can
kill both with a shot each. Then slowly peek around the corner. There is a
stormtrooper armed with a flechette gun. There is also a sentry on his side of
the forcefield. Take a potshot at the sentry, that oughta draw the
stormtrooper's attention, then blast him. Take out the forcefield. Next, turn
around 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 key
on the lock. Within are four Imperial workers. Two are to the right, one is
beneath the stairs, and the fourth is up the stairs in front of some computer
panels. Blast all four and then hit the switch up the stairs. Take the lift on
the 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 the
ground. Walk through two doors. Two stormtroopers are in the next room. One
armed with a repeater, and one with a blaster rifle. Mind trick the one you can
see, he being the one with the repeater. He'll kill the other, while you repay
him with a shot to the head. Hit the switch on the console. This will unlock
all the doors nearby. Forget exiting through the main door. Exit the way you
entered. Secret area nearby.

Secret Area: Inside the room next to control area, look up at the wall in front
of you. Notice the hole in the wall and the three boxes blocking the way? The
fourth box is missing. Jump up and collect a DEMP gun for your troubles. I have
a suspicion that Raven upped the destructive capabilities of the DEMP because
it 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. Go
past them to the large door behind. Inside are two officers, as well as eight
stormtroopers. Mind trick two at a time and all should be fine. The second
officer and two stormtroopers are in the room in the middle. The last officer
is on the other side of this barracks area. Rush him with full auto. For the
inner room, blast the forcefield, and mind trick both stormtroopers. Shoot to
kill. Vacuum up all the powerups inside, if you need them, then return to the
smallish doors in the large hallway. Inside this room, on top of one of the
lockers is a disruptor rifle. Head back out to the main hall and enter the
lifts (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 stations
available to you. They show you your next destination. Exit and take the second
door on the left, including the lift doors. In the intervening room to the
firing range, there is a secret area.

Secret Area: Look up to the stack of boxes. Notice the explosive crate? Shoot
it 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 before
you interrupted them. Hit the switch nearby to lower the forcefield, and use
the cannon to blast holes in the wall behind the furthest targets. Just before
you jump through, shoot the explosive case on the other side. It will become
apparent as to why you must do this soon. As you jump out, an AT-ST walks out
from the gate to the left. You can kill him now or later. Get yourself into the
hole you blasted with the explosive crate and jump in. Shoot the explosive
crates by the control room to blast open the glass. Jump in and eliminate the
officer. Hit both switches. One opens a door to the rest of the level inside
the AT-ST area, and the other opens up the door behind the switch. Jump over
the mines and hit the switch on the right. Start running towards the door on
the other side and take the lift up. Get in the AT-ST and blast the troopers
outside. The AT-ST is also still outside. Blast all and then return to the
tower 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 did
not use to get onto the upper floor. Take the stairs up but have speed and
sight ready. When you reach the top of the stairs, the fat guy is waiting for
you. Get yourself some cover and then run for the E-web cannon on the other
side. Blast him as well as the three troopers and the hiding commando. The
commando is near the right side of the path. Your primary target, of course is
the guy with the concussion rifle. After he retreats, remove the other four
from existence. 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 both speed 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 probably
passed. If you went left from the entrance they are on that side. Take either
hallway, it will lead to a door which opens up onto a hangar bay. Kill everyone
inside and then go into the control room in back. Note: There is a stealthed
commando in the room armed with a disruptor. He is by the left entrance to the
control room. It would be advisable to kill him first as he is the most
dangerous, and then mind trick the rest. Inside the control room are two
officers. Mind trick the grey uniform one and then snipe the other one. Enter
and hit the switch, opening the door behind you. Take the lift down and walk to
the 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 he
is. 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 full
auto. 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 found
a sweet spot to snipe at Rax without having to jump all the way up. Once you
enter the docking area, go right. You should see a lift along the wall. Take it
up and from this position, Rax has only one position to shoot at you. But you
have the sniper rifle... From this spot you can fire away with little fear of
his attacks. Sure, a shot or two may make it into your hiding spot. But have
no fear, he'll be dead after a few shots from the disruptor. Use force sense
to keep track of him and then zoom in on his leg, which is possibly the only
visible body part of his.

If you're going to pick one darkside power, this level almost demands that you
pick lightning, or even better yet lightning level 3. This will fry most of the
stormtroopers before they even have a chance against you. Tip submitted by
Marie 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 to
run through the acid rain to the nearest cover. But wait for a moment as the
first Hazard Trooper shows up. Let Kyle take care of it. Wait for him to return
and then turn use a combo of speed and protection to run over the concussion
rifle and to cover. Run all the way to the end of the cover. Another Hazard
Trooper is in here and Kyle will eliminate him. Just stay far far away from
either of them. When the trooper is dead, turn on speed and protection and run
up the path the the left with your concussion rifle out. Fire at the emerging
Hazard Troopers, and then retreat. Kyle will kill both of them. Wait for force
to recharge and run back to the entrance. If you don't mind heading back out
into 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. Head
down the ramp. Halfway down, three stormtroopers will run in from the door
across the way. You can take all three before Kyle sees them and steals your
kills. Continue ahead and you'll enter a control room of sorts. Step back and
let the Jedi Master deal with this. When they're all dead. Head through the
door. Ammo and shields are in this control room. When you pass through the next
door, three stormtroopers are already waiting for you straight ahead in the
alcoves. Turn on speed and waste them. The two side doors lead outside to more
Hazard Troopers. Turn on speed and protection, run outside, attract the
attention of the Hazard Troopers. Run back in and let Kyle handle the four of
them. There is one on the ground as well as one on the roof on each side. Kyle
will 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 be
broken. 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
health.

The door in front is a checkpoint and just beyond are three unsuspecting
Imperials, and officer and two stormtroopers. Again, you can kill them without
even 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're
all dead, go out the door on this level. Speed and protection again to run
under cover. Enter the door to find shields, ammo, and health. Exit through the
next door. When the door opens, backpedal and take cover behind Kyle. He'll
finish off the Hazard Trooper. Proceed ahead until it opens outside again. Use
speed and protection to run under cover of some platforms. Wait for force to
recharge between platforms. A few moments later, you will see an archway of
sorts. When you run towards it, three stormtroopers are waiting to the right
before the archway. So turn on protection for the rain and then speed when you
get closer. One of the stormtroopers is operating an E-web, so he's number one
to die. Ignore the archway for now. A secret area awaits you within.

Secret Area: Using protection to run through the archway, go right, where you
can 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 cover
under the first overhang you come to. Keep on going until you see an overhang
with three stacks of canisters. Run in and duck. Ready mind trick. Mind trick
two of the incoming Hazard Troopers and watch the show. Kill the remaining one
at 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. Health
and shields lay on top of some canisters nearby. A secret area lays at the mouth
of the river.

Secret Area: This non-covered area holds shields and health, but isn't really
worth 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 cover
before the rocks. When ready,
run across with just protection on and jump from rock to rock. Around the
corner are two TIE bombers. They begin a cutscene of them bombing the area.
Right after the cutscene, hit speed and rush the door to 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 the
pillar in front is an officer. Further in the corridor to the right is another
Hazard 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, and
throwing or slicing while Kyle's doing most of the work. After its dead and
your 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. Two
more stormtroopers are waiting under cover to the left. If you use sense on a
nearby 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 not
a secret area. When they're dead and force is full again, run for the only open
door, which is the one by the last two stormtroopers you just killed. When you
enter, four stormtroopers attack. If you need shields drop down into the room
below, where a large booster awaits. Follow the corridor. When it begins to
widen, two duelists are nearby. You can take both, but Kyle will probably beat
you to it. The next next room from here has several opponents. Help Kyle out by
mind tricking. Proceed along the coiling corridor through several rooms of
computer equipment. When you open a door and you see a protocol droid in front
of some consoles, head up the ramp. A cutscene starts and Kyle goes back to the
control room. A harder duelist shows up. This duelist is so hard, especially
with a single blade. He uses strong style almost exlusively and has insane
defense. After he's dead, Kyle will have unlocked the door. Head out with
protection 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 back
to a door that was locked. Do you remember the one? It was the one opposite of
the door which you entered to find four stormtroopers waiting. Run down the
steps, this time to the left and get yourself back indoors ASAP. Eventually
you'll return to the outdoor canyon. You know the drill by now, go right with
speed + protection. Go on until you see a building. Run up the ramp and close
to 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 gods
help you. You can survive for sure, but you'll take a lot of damage along the
way which could easily be avoided by putting one measley force point on
protection beforehand. If you lack protection, run through every outdoors area
with 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 would
probably 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 top
are 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 transitional
cutscene. 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 the
other chute ready with mind trick. You will come up in a room with an Imperial
officer and three stormtroopers. Enter the control room after cleaning up. A
secret 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 one
and 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 three
duelists. Go back to the locked door. Kyle will open it. Enter cutscene. See
the 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 annoying
mobile turrets. Let Kyle take care of it since you can't block its shots. Or
just simply throw and hope you don't get hit. Continue along in the vents until
you see an airtube. A secret area is inside this airtube but its very difficult
to reach.

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

Follow Kyle up and get into the alcove he squeezed into. Let him kill the
turret. In the next room, Kyle will use his level 3 force jump to get to the
top. You however, must use speed to run through the laser conduit when it isn't
firing. Four stormtroopers total in the next room as is a set of trip mines
behind a pillar on the right of the room as you enter. Jump on top of the
moving object and jump to the upper level before it lines up with the green
beam.
Meet up with Kyle. Secret Area nearby.

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

Go through two more doors. In this room, two duelists will drop from the
ceiling and three stormtroopers come in on the opposite side of the room. After
they're dead, go into the next room, and kill the stormtroopers and the officer
in the room below. The room below has ammunition and shields. Proceed into the
next room where six stormtroopers await, two close to you, the other four on
the far side. Kill them all. Return to the control room area. Take either of
the 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 another
with a rocket launcher. Proceed into the adjoining room where two jet-packed
troopers attack. Mind trick either and then kill the other one. Jump on top of
the bunker with the boxes up top. A similar platform on the other side holds
health and grenades. The one you want has trip mines by the boxes. Look at the
laser emitters. You can use force pull on them to feed the energy back into the
machine. After you've pulled all four, a cutscene will bring you into the next
mission.

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 advantage
of the distraction and saber the remaining troopers. When everyone is dead,
exit through the door. In the next room are two chatting duelists. Attract them
and lead them back out into the large arena like area you just exited. After
they are dead, take the lift up where another duelist is waiting. After he's
dead, head through the door. These duelists aren't exactly pushovers, but a
quick 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 out
to oppose you. Wait for him to throw his lightsaber and when you knock it to
the ground, throw your own lightsaber. Through the door, in the next room is a
tempting shield generator. However, peek around to the right and notice the two
stormtroopers and automatic turret. Deal with them how you wish. Take the lift
nearby upstairs. There are four stormtroopers. Detpacks if you need them are on
the last bunk to the right.

Note that on Jedi Knight difficulty, there are two automated turrets mounted
on the ceiling, which makes this room somewhat more difficult. Run to kill the
troopers 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 more
skilled than most of the ones you have previously faced. However, this also
means he uses katas more often, which means you can throw at him while he's
trying 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 on
the conversation about some sorta throne room. The column in the middle of the
room is actually a lift of sorts. After you mind trick the stormtroopers, kill
the cultist and duelist. Then head upstairs using the lift. Inside are two
duelists, one hard, one easy, e.g. one red and one yellow. In case you haven't
noticed, 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, a
small shield booster and medpack are to the left of the lift. Back up to the
side of the room and then blast the explosive crate by the window. Below are a
duelist, a cultist and a jet-pack stormtrooper. The cultist uses grip primarily.
Stay away from him or better yet, shoot him from above before dropping down.
His death makes this room infinitely easier. Jump down and when the jet-pack
stormtrooper starts to attack, mind trick him to distract the duelist. Kill the
duelist and then shoot down the stormtrooper with you concussion 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 in the hangar,
which is on the far side from the hole you blew in. There are shields, 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 are dead, get
yourself up to the area they were waiting from. Hint: use the nearby boxes and
machinery. Through the door and in the next room is your first dualsaber
opponent. If he starts his saber barrier, don't hesitate to throw your saber
into his face. Generally, just run around, try and attack him when he's
cartwheeling. Also, keep jumping, you can hit him on the shoulder or in the
head. After he's dead, pick up the DEMP gun in the room. I have a feeling
you'll need it. Enter the next room and hit the switch in the middle. Prepare
yourself for a gauntlet of foes. Your first group will be two droids,
interrogator droids to be precise. Next come two mobile turrets, followed by
two 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, the
same 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 DEMP
gun. Use the secondary fire to wipe them out. Before you leave the room through
the door that just opened, collect the shields and health in the nearby alcoves
as necesary. Exit to a checkpoint. Take the lift down. To the right are a
matched
pair of cultists with blaster rifles. Eliminate them up close and personal and
enter the next room.

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

Inside is a dualsabered opponent, and this guy really uses them to the fullest
extent. 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 broken
Vader statue by the window. Then head up the ramp. One of those cultists will
start shooting at you from the upper level. Ignore him and enter the door on
your level. Up the ramp and around is another duelist. Kill him and end up on
the top level of the room with the broken statue. Head across to the door on
the other side. Continue ahead until you see a person waiting for you. Its your
first saberstaff opponent. Use the strategies I outlined above. If he starts
doing the twirl, wait until he's almost done, and throw your lightsaber at his
legs. Proceed through the door, ready for anything. Cutscene. Well, I guess you
know who the boss of this level is now, eh? The key to winning this battle is
to take out the two cultists defending the boss. They are some of the hardest
npcs in the entire game, so several pointers: use protection and absorb. They
use push so much that its as if they have unlimited force. In any event, after
they 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 listed
below: the throne room, where there are an additional cultist armed with a
blaster rifle and a yellow duelist await you, and also in the room directly
above
the throne area, which now holds two cultists, one blue, one green, and the
green one is armed with a blaster rifle.

Congrats! You have been promoted to Jedi Knight! You can now either pick to
learn 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. 3
Recommended 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 to
the right and jump down, but not all the way. Listen in on the conversation
between two mercs or eliminate them and pick up the concussion rifle. Head
along on the level path until you see a cultist and a reborn. Jump across and
engage them. The reborn is single-bladed and the cultist is like most of the
other ones you will encounter, meaning he uses force grip exclusively. Exit
down to the left watching for the crumbling platform. In the next area are
three mercs and a tougher Reborn, still single-bladed. Eliminate them anyway
you 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 merc
with your disruptor. Jump up and then walk down the ramp to a medpack and a
shield booster.

Take the archway with the downward leading path and come upon a merc setting
explosives on the bridge. Speed across before it explodes or jump across after
the fact. Head up the imposing stairs to face three single-bladed reborn. The
best strategy is to draw out the first one on the left by himself, and then
face the last two 2 vs. 1. After they are eliminated, head to the door on the
right. Using sense, pull the marker on the door to open it. Just beyond and
down 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 no
longer among the living, drop down to the platform directly below the gap. In
close proximity are two secret areas.

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

Secret Area: Turn around after dropping onto the platform. Jump onto the raised
step 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.

In any event, drop down another level to find a broken bridge, a single-bladed
Reborn on your side, and a cultist, and another single-bladed Reborn on the
opposite side. Two paths here. Either eliminate the Reborn on your side and
then jump across to kill the two enemies on the other side and the attendant
merc, 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 will
have to face them. Note: if you pick the first path, there is the slightest
chance 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 the
Reborn. After dueling him, take advantage of the shield booster and medpack at
your disposal. Jump over the steps to the right and kill the waiting merc. Head
down the path and eliminate the three enemies I mentioned above. The merc in
the archway is guarding a shield booster. Get onto the platform which juts out
over a series of stone steps. Nearby is a secret area.

Secret Area: Jump from this platform to the platform above which has a
flower-shaped crystal on it. Long jump (speed+jump) to the platform in the
distance. On this platform and the adjoining walkway are two medpacks and a
shield 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 to
continue.

Drop down and engage the one or two enemies (one is the cultist, and the other
is 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 drop
down to. From here you can snipe at the three mercs in the next area, as well
as the cultist, leaving you with just the Reborn to deal with. After you
eliminate the three mercs, the Reborn will make his way up to you. If you don't
feel like dueling, push him into the abyss as he's jumping. Make your way down
the way he came up, and drop to the broken platform. Note: From the second
platform, 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. Jump
up to the platform above and onto the bridge. Only five more enemies left. One
Reborn with the single-blade, two dual-sabered opponents, one cultist, and the
boss of this level. The cultist you can snipe from the bridge, using the
pistol. Take out his Reborn buddy and proceed into the immense final area. The
dual-sabered enemies are in plain sight. The boss, armed with a lightstaff
awaits you in the final chamber, in front of the Jedi Knight's coffin. The
easiest way (but also the cheapest and most cowardly) to beat this chamber is
to just run around the Reborn, activate sight, push the two blocks in the final
chamber from the top of the steps leading to the coffin, and run back out to
the bridge, leaving the three Reborn to be crushed as the burial chamber comes
down around them. The hard way is to fight them and then seal the tomb. As you
start to cross the bridge, it starts crumbling. Long jump across to finish the
level.

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 heck
away from that mutant rancor. From the start, run straight ahead. Jump up to an
alcove with a switch on it. The switch will activate a crane which will pick up
a crate covering a door. A cultist and his duelist pal are just inside. Lure
out the duelist and let the rancor eat him. The cultist is a pushover, just
keep on slicing. Before you go through the next door, I really really recommend
using Force Absorb. One of the enemies, the cultist, has level 3 lightning
which really really cuts through you like nothing else. After this, the level
wholly degenerates into a mad, frenzied, though wholly enjoyable romp through
the area. Whenever you see a green door, enter within. Note that some doors do
not open until the enemies around it are dead. Which either means you had
better be extremely good at dueling or simply lure the rancor to eat them. At
the end of one of the hallways, hit a switch which will clear a box nearby
allowing you to jump up there. Secret area up here.

Secret Area: Before you jump down to the other side, turn right, jump up to the
other crates, and walk all the way to the 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 booster.

Keep running until you find another door. Just outside the door should be a
switch, 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 believe
there are three of them, two dualsabers and one staff. They almost exclusively
use push, grip, and lightning. So absorb would be quite useful as well as
protection. 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 the
end. 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 is
in front of the control room.

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

I know that my walkthrough for this level is not the most detailed of all the
levels and I found someone who let me include a copy of their detailed Tanaab
level walkthrough. Hope this is of more help that mine. Credit goes to
JarJarBinks
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.
As soon at you start out, turn on force speed and go to the wall on the
opposite side of the room from where the Mutated Rancor is released. Look for
a 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 where
the crate was sitting and there should be a door, go in the door and walk down
the 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 you
exit the small hallway the Mutated Rancor should start beating on the big
doors, 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. Now
turn right (if your force speed runs out let your force recharge about 25-30
points then reactivate it) and there should be a big hallway, walk down the
hallway, if you went the right way there should be a big blue glowing
transparent door up high at the end of the hallway. When you get to the
end of the hallway turn left, there should be a locked door, go up to the
locked 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 around
the door, eventually breaking through. Go left down the hallway (if your force
speed runs out again let your force recharge to 100 before you reactive force
speed again, you will need the extra force points), there is a lever at the
end, pull it and it should raise a crate atop a bunch of other crates. It may
look 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 the
other side, turn right, jump up to the other crates, and walk all the way to
the 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 the
crates 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 the
one side of the control room (outside) there is a lever, pull it and a crate
should lower.

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


3.6.3 Dismantle Device - Yalara

Recommended Force Power: Force Grip Lvl. 1
Recommended 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. It
seems to be some sort of gas instead. Back up immediately or take damage.
Grip or mind trick the alien and then walk around the column after you've
killed it. Again, through the door, and mind trick the two aliens. Enter the
door behind them, and take the lift up. Along the way, Jaden comments that the
aliens are Noghri. There are five enemies to the left, and two to the right.
Three of the five enemies are stormtroopers, and the rest are Noghri. Enter
the structure directly in front of you. Within are two more Noghri. After you
are done, take the final door on the ground level. Inside this pump room are
several enemies, but as long as you take your time clearing the area, e.g. use
mind trick, then there should be no difficulty. Take the door to the right and
come upon a lift you should get on. As you get off, three stormtroopers are
waiting for you. Turn left and exit through the door. Inside are an officer and
his three stormtrooper friends. Hit the workable switch inside. Return to the
pump room, and jump through the fan up the airstream. You will hit a grating
that is electrified, and then land on the other side. You'll lose about eight
shields. Jump past the fan and confront the pair of duelists. The door past
them leads to several Noghri and stormtroopers. It also leads to a duelist and
his cultist pal. Wait for the stormtroopers to die and then use the disruptor
to shoot the Noghri. It takes about four shots in the head, non-charged. The
hallway to the left leads to two more Noghri as well as shields and ammunition.
Head past the duelist, after he's dead of course, for the door behind him.
Checkpoint! Two duelists rush you as you pass through the door. Backpedal to
draw them back into the hallway. Both use strong style only. Head through the
door and towards the fan on the left. A lightstaff duelist will drop down. Kill
him and then go up the airshaft. Inside are four stormtroopers and an Imperial
worker. Kill them and then go to the right side of the platform and collect a
small shield booster to repair the eight shield points you just lost. Head
through the door on the left. Up and to the right is a lightstaff enemy, and
several stormtroopers are ahead. Mind trick the stormtroopers while you wait.
Then rush out and confront the lightstaff user. Across the wooden bridge are
two more Noghri. Mind trick them and then kill them. Enter the structure in
front of you. A ramp leads up to a lightstaff duelist. Below the ramp are
shields and ammunition as well as a secret area.

Secret Area: Smash your lightsaber against the hole directly below the ramp and
use the beams to make your way down.

Up the next ramp are a duelist and his cultist friend. Use absorb to make it up
to the cultist and saber him. Then kill his buddy and head up the tower. At the
top, next to a door are two dualsabered opponents. Lure them outside and
finish them there. Head back up with your concussion gun. Shoot only the
sabered opponents and then rush in with speed to finish off the Noghri. Go
around and take the lift up. At the very top are two duelists and several
Noghri. Kill them all and hit use at each of the four explosives to set them.
Cutscene and end of level.

3.6.4 Force Theft Investigation - Byss

Recommended Force Power: Force Grip Lvl. 2
Recommended Weapons: Disruptor, Concussion Rifle, choice of throwable weapon

The Raven's Claw has been impounded by an Imperial Dreadnought. Your mission is
to disable the tractor beam and Kyle will set the self-destruct. From the start
watch Kyle go Qui-Gon and shove his lightsaber into the door to melt the lock.
Return to the docking bay and head through the door on the lower level to the
left, using the front of the Raven's Claw as a refernce point. To the right in
the niche is a single stormtrooper. To the left are more troops as well as an
automatic turret on the ceiling. Continue ahead to the next door, killing all
opposition. In the next room are more enemies, approximately five of them, and
an officer holds the security key. The room also holds an autmatic turret. Ammo
and shields are behind a trip mine trap. Use the key to open the door to a lift
and ride it up. Peek around the corner to the right where two stormtroopers are
talking. Interrupt with your lightsaber and proceed to demolish the enemy. Soon
two Hazard Troopers will approach, so prepare to use either mind trick or speed
+ protection + concussion rifle to eliminate them. A worker is also in the room
with them. When all concerned parties are room temperature with the exception
of yourself, proceed through the door by the formerly alive troopers. Inside
are two officers and the switch to deactivate the tractor beam. Jump down to
lowest level in the tractor beam room to find a secret area.

Secret Area: The secret area is behind the elevator.

The room on the other side leads to a few stormtroopers and workers. Nearby are
trip mines you can push or pull them into. After you've turned off the tractor
beam, start heading back to the Raven's Claw. However, the ship will be rocked
by an explosion and more stormtroopers appear. Mind trick two or three. An
automatic turret is up to the left and further in the room are more Hazard
Troopers. Mind trick one and kill the survivor with your own concussion rifle.
Proceed forward until you are almost touching the forcefield. Mind trick the
mech trooper so he will kill the other ones with his rocket launcher. Nearby
are health and rocket ammo. Head through the door. Three stormtroopers are in
the next room, along with their officer. If you continue down the corridor,
you'll find more enemies. But first, duck into the room nearby which has two
stormtroopers, an officer, and a droid. It overlooks the Raven's Claw. Head
back out to find a few workers to the left. The door in front leads to a room
with two Hazard Troopers and two standard stormtroopers. Mind trick both Hazard
Troopers for a good show. They will kill the two standard ones. You just slice
them up while they're waiting. The two Hazard Troopers approach from far side
of the room, from the left. Take the lift up. Kill the two stormtroopers and
officer to the left as well as the stormtrooper with the flechette to the right.
Kill everyone and then take the ramp down at the far right from the left. Kill
the troops in the room and then take control of the turrets. There are a total
of four TIEs you must shoot down. Make your way back the lift. Three
stormtroopers and an officer will attack. Kill them and then take the lift down.
Go straight until you hear Kyle taking on some Imperials and then lend
assistance. The closest enemies are approaching from the left. Kill them and
also the ones harassing Kyle in the hangar bay. When they are all dead, the
mission ends.

3.6.5 Weapon Destruction - Ord Mantell

Recommended Force Power: Force Grip Lvl. 3
Recommended Weapons: Disruptor, Concussion Rifle, throwable weapon of choice

An intro cutscene introduces you to your constant foe for this entire level...
Boba Fett. Fett is armed with a rocket launcher, flamethrower, blaster rifle,
and a disruptor rifle. The first order of business is to get yourself indoors
ASAP, meaning down the parallel trenches in the arena. When you're ready, head
for the doors into the western and eastern sectors of the city. There are three
weapons caches in each sector. When you're done, make it back to your ship.
Use speed and your concussion rifle to bring him down to earth. The strategy
with Fett is quite easy. Its the implementation that's hard. If he locks onto
you with a rocket, use push to push it away. If he fires with the disruptor,
Jaden will automatically use force speed to dodge it. When he fires his blaster
use the lightsaber to deflect the shots. The flamethrower is what he uses when
you're close to him. If you aren't close, don't worry about it. Once you've
defeated him, he's down for the count. Good luck on this mission. Use force
sense to keep track of Fett as well as to find the stashes which are marked
blue when you have sense on.

Once you finish, Luke will call everyone back to the Academy. There you'll
find out that your eventual destination will be Korriban.

3.7 Taspir III

3.7.1 Taspir III

Rosh has sent a distress signal from an Imperial outpost. Kyle has decided to
go and try to rescue him.

Recommended Weapons: Disruptor, Concussion Rifle, throwable weapon of choice

There are two stormtroopers outside the main doors to the power station. A
jet-pack stormtrooper will see you coming and hover down. Mind trick him so he
will attack the stormtroopers. Another pair of stormtroopers is just behind the
doors. Two stormtroopers are in the same room as you, one on either side. In
an adjoining room are an Imperial worker and a stormtrooper armed with the
flechette. Exit after they are dead, the door in the room is a broken elevator.
Go back into the main room and take the only unlocked door. Go down and hit
both switches. Turn around immediately and mind trick the Hazard Trooper before
he shoots you. Kill him and then hit the switch at the end of the corridor to
the left. It will extend another walkway above. Return back inside, and take
the now open door to the immediate left where a stormtrooper is. Ride the lift
up. When you first enter, a stealthed commando is to the left. Inside this room
are two stormtroopers, an officer, and a worker. Kill all five enemies. The
door directly ahead leads to the platform the jetpacked stormtrooper was on.
The door to the right is the rest of the level. Outside are a duelist, a force
using cultist, and a stealth commando. After they're dead, proceed across the
walkway. Secret area behind you.

Secret Area: From the area where the stealth commando was, face the building
and jump around it to the left. There is a visible ledge which holds health and
rocket ammunition.

There are two stormtroopers on the opposite end. Kill both and then proceed
indoors through the blue-tinted door. Inside are a duelist, a blue cultist (the
one that throws lightning), two workers and two stormtroopers. Use absorb to
defeat the wannabe Jedi pair and then kill the stormtroopers and workers. Go
around the core to the other door. In this room be careful. Use force sense to
see all the enemies, including the stealthed ones. Kill them all and try to
head out the door. However, the walkway is broken. Notice that the reticle is
pointing at one of the boxes to use force? Use push to push the box and use it
as the spring point to jump through the mesh and into the air duct system.
Follow the path around and then cut through the mesh with your saber. Ignore
the door for now, continue around and kill the workers and the officer. Grab
the key from the officer's body and now return to the door and open it. Outside
by the comm dish is a duelist, dualbladed. To the far left in the distance is a
jetpack stormtrooper who rushes to confront you when he sees you. Mind trick
him as he gets nearer and saber him to death. As you proceed on foot two more
jetpacked stormtroopers reveal themselves, as does a sniper on the roof of the
building. The sniper you can kill with force sense and the your concussion
rifle. For some reason the sniper rifle misses him the first time around every
time. Mind trick both or one of the jetpack guys and have him take potshots at
the other. Eventually, both will die. Continue across until you reach the
building. A secret area is nearby.

Secret Area: Go around the side of the building to the right and jump from
ledge to ledge. The uppermost one holds health and shields.

When you jump from the rocks onto the building platform, checkpoint! Two
officers and stormtroopers are inside. The officers are directly in front of
you and the stormtroopers are to the left. Go around the core to the left and
up the stairs. You can see the duelist in third person. Kill him and head more
upstairs. A cultist and a duelist approach. Turn on absorb and kill both.
Further up the stairs a duelist will drop from above. Backpedal and take him
out. Head further up and then turn right. Mind trick the trooper and use sense
to see the duelist in the alcove to the left armed with a lightstaff. After you
kill him, ignore the door in front, it just leads to the broken walkway. Take
the one to the right. Before reaching the door, kill the officer to the left
hiding in the dark. Exit outside and face the two duelists on the bridge. One
is armed with a staff, the other with dualsabers. Enter the room and kill the
five stormtroopers and workers inside. Shields and ammo are nearby in the form
of generators. Walk outside. There are three enemies. Two duelists across the
bridge, and a jetpack stormtrooper to slight left. Shoot at the stormtrooper
with the concussion rifle and mind trick him as he gets closer. Then snipe the
cultist in the head with your blaster. Long jump across, kill the duelist. Then
pull the jetpack in so you can kill him. Around the rock to the right, while
following the path, are two jetpack stormtroopers. One is on the roof and one
is hovering over the walkway. Mind trick one and then kill both. Two secret
areas are nearby. The first one is outdoors.

Secret Area: Walk forward off the path to a block below. Turn around and look
for a gap between the landscape and the building. Once through, hug the right
wall, and slide down to the ledge below. Around the corner you will find shields
and rocket ammunition. To make it back up, simply jump back up to the path.

Enter the door to find two stormtroopers. Pull them and kill both. A stealth
commando is down the ramp on the right. Find him with sense and kill him.
Further down the circular ramp is a duelist, armed with a single lightsaber.
Kill him and see the next duelist further down. This one is armed with a
lightstaff. After he's dead, proceed down. At the very bottom are two commandos
and a worker. Kill the three and go out the door. Before you go, remember that
there's a third secret area in here.

Secret Area: Drop down into the central area with the core. At the very bottom
of this dark area are shields and health. If you can't find them, use sense.

Shoot the cultist and kill his buddy the duelist then go through the door
behind them. To the left and right are a duelist and a cultist. Use absorb and
kill both. Continue through the hallway to the other side. Open the door and
checkpoint! Several Hazard Troopers stomp out of bays. They exit out separate
doors, but you can still mind trick them. Wait until all are dead, and jump
from the broken bridge towards the bay on the left. Continue on the walkway all
the way to the other side of the lava. Explore the bays the Hazard Troopers
came from for shields and ammo. On the other side, go through the door. A
dualsabered opponent will drop from the right. Back up and duel him outside.
Then face the other duelist who is armed with a staff. Go through the door. A
duelist and a cultist are on the far side of the bridge. The cultist is the one
on the right. Snipe him and then kill the duelist. Pass through the door behind
them. Kill the three workers and the accompanying two stormtroopers and
continue through. In the next room are more stormtroopers, workers, and an
officer. Kill them all. The first door on the right leads outside to shields
and health. Return inside and fight the duelist guarding the other door, armed
with a staff. Kill him and head outside. Across the bridge is a commando and
another jetpack stormtrooper. Mind trick the stormtrooper as he attacks and kill
the commando yourself. When done, kill the jetpack. The ledge to the left of the
bridge takes you to some shields. Enter and kill everyone inside, using sense.
The first door on the right takes you to a duel. A dualsabered opponent will
drop from above and to the left. The red tinted door takes you to health. The
last door continues the mission. Ride the lift up. A lightstaff opponent will
attack the moment the lift comes to a stop. Kill him and then proceed to the
right where a dualsabered opponent drops from the ceiling. Use sense to find
the commando in the room, to the left, behind some boxes. Enter the two side-by
side doors. To the right when you enter is a staff wielding opponent. Also in
the room is an officer. Proceed to the next door on the right wall. Exit to
find another duelist armed with a single saber on the bridge. This guy has some
huge HP. I only managed to kill him after I knocked his saber into the lava.
This duelist is wearing the same outfit as those uber-force users so that may
explain his enormous HP and defenses. Continue through the empty hall to the
door on the other side.

3.7.2 Imperial Power Station

During the cutscene, you'll confront Alora, the red Twi'Lek, once again. After
a few parting words, she brings the ceiling down. After the cutscene, look up
at the statue in the corner. Could that be Marka Ragnos? Anyway, go around to
the left, through the pair of gates and get on board the lift. Through the door
is a duo team of cultist and duelist. Rush in and get the first kill with the
cultist. Then take your leisurely time with the duelist. Continue through the
corridor and out the door. Inside this room are two workers. The door to the
left is the only one you can take. Watch out, it has flames. Enter and a
cutscene will begin. Immediately afterwards, two duelists will drop down. One
armed with a lightstaff, the other with dualsabers. Kill both and exit through
the door opposite the one you entered from. Take the lift down. In the next
room, two more duelists confront you. When both are dead, exit through the door
across the way and through another. Secret area nearby.

Secret Area: In the first room after you killed the duelists, look up. The pipe
to the left from the entrance can be jumped up to. It holds a large shield
booster. Use sense if you can't see it.

When you can finally see the sky again, jump onto one of the pipes and make
your way up to the top. Midway through Alora will taunt you. After the cutscene,
jump up and face the duelist and his cohort, the ever present cultist. Secret
area time!

Secret Area: After they are defeated, face the structure in the middle of the
room. Turn left about 45 degrees. Use force sense to see the shields and health
and jump up.

Exit through the door on the right, its the only one unlocked. Walk ahead to
receive a checkpoint! Exit outside and face the dualsabered opponent. You can
push him or pull him into the lava and see him melt. Go inside again, and
through another door. The next door holds five stormtroopers. Four armed
normally, and one with a rocket launcher. The other two are to the left. Exit
through the door on the right. Inside are a cultist and a duelist. Again, same
rule as before, kill the cultist first. Go down the ramp. Another pair will
drop. Kill both. At the intersection, to the right is a locked door. To the
left is one of those very skilled force users who were protecting Rosh on the
Vjun mission. However, this time, he's not only a force user. He also has dual
lightsabers. This guy is really really hard. He has heal lightning lvl. 3,
protection lvl. 3, absorb lvl. 3, and drain lvl. 3. So in other words, he is a
little bitch. Use absorb and protection to kill. I think a secret area is in
order here, considering that the reborn probably just drained your shields.

Secret Area: Backtrack back to the head of the ramp on the other side of the
room. Look up and jump on top of the green pipe you can see. Follow it to the
other end to find a large shield booster and health.

After he is dead, go out to the left, past where he was. When you come upon an
open area kill the worker, hit the switch, get on the conveyor, turn on speed,
and run through before the forcefield reactivates. Enter cutscene. Run to the
to the other side of the conveyor belt as the steam turns off. Stop between the
second and third set of sprayers. Jump to the archway with the forcefield and
then to the belt directly below it. Then drop to the walkway below. This will
be a hard hit but use heal to fix it. Make your way across, to the door Alora
was outside in the cutscene. Before you do, there's a not-so-helpful secret
area.

Secret Area: From the bottom conveyor, drop to the ground below, its survivable
and look around for some kinda drain pipe. Crouch within to find rocket ammo.

Enter and take the lift up. Kill the worker outside. Jump onto the conveyor
belt and make your way across avoiding the steam jets. Near the end there
should be a control platform similar to the one you entered on. Jump to it.
Further in the corridor are another lightsaber duo. One duelist and a cultist.
Use absorb and protection and they will be helpless against you. Out the door
is a worker, and another duo. The cultist is to the right, and the duelist to
the left. After he's dead, go left. Wait for the sidesmasher to go, then run
when the electricity is gone. Jump onto a platform above and save. When the
first vertical smasher goes up, use speed and run to the space between the
first and second smashers. Then when the second one goes up, run through.
Inside are two workers and a lightstaff user. I somehow managed to smush the
duelist between the blocks and the blue forcefield, much like the rancor.
Alternatively you can just fight him. Before you exit through the door, take
some time to find the secret area in this room.

Secret Area: The secret area is to the right from the exit door, by hugging the
wall. It takes you around the smashers to shields and health. Alternatively,
you could have reached this by using speed while in the smashers area. After
making it past the electrified area, when the forcefield deactivates ahead of
you, you could have used speed and run into a gap on the right, and I don't
mean the alcove you can take cover in.

Exit through the door and go along the corridor. Checkpoint! Kill the duelist
and then turn around. See the forcefield where a cart of sorts enters the room?
Jump up there, onto the next cart, and from there to where Alora was talking.
A cutscene will begin. You are given the choice of sparing Rosh or killing him.
To be a light Jedi, spare him. Otherwise strike away. I chose light. A cutscene
begins, after which you are placed in control and fight Alora. Using protection
and absorb, I only lost 40 shields. If you go dark, an extra cutscene happens
in which Kyle forgives Rosh for going dark and pronounces him a Jedi as Rosh
dies. Otherwise, Kyle rushes to deliver Rosh to a medcenter and you continue on
to Korriban.

3.8 Korriban

3.8.1 Sith Crypts

I'm writing this section assuming you went lightside. If not, you'll have to
fight all the Jedi as well as the cultists, making it twice as difficult given
that the Jedi have protection, absorb, and heal. There are also a few places
where duelists are substituted with Jedi.

Use sense to find the nearest enemy. He should be a lightstaff wielder. Help
your friends kill him and then proceed further into the crypts, helping other
Jedi you meet along the way. Eventually you can take a left turn. Do so and
enter. You should have a total of four Jedi with you if you saved the two along
the way. Use absorb to negate push and pull. Secret area outside.

Secret Area: Go back to the hallway just before the room with the pushable
statues. Look up. Jump onto one of the beams and look around. There should be
an area you can make your way to by jumping from beam to beam to find health
and shields.

When there are no more enemies remaining, push the statues to open up a hole
below. A set of stairs form leading down. Use absorb to kill the cultist along
with his duelist friend. Head down
the stairs. On the way you will meet a lightstaff user. Finish him quickly. Run
down and help fellow Jedi with the duelists. Go up to the door with a
triangular window in it. Use force sense to see the symbols you must push.
There are only three symbols. Head down with force absorb ready to kill the
cultist and his pal the duelist to the left and the cultist to the right around
the pillar. Return to the entrance. Pull the discolored rocks and use them to
jump on top of the pillar. A dualsabered duelist will attack, kill him and jump
to the very top of the pillar. Jump to the nearby platform and head down. Along
the way, two duelists jump in from the sides. Kill both with rolling stabs and
continue down. Alternatively if you have dualsabers, you can stab both with the
help of speed. Help out the Jedi take on the duelists. Look for a huge hole in
the ground which you can enter. Avenge the Jedi in the tunnel and pull the
duelist as he retreats. Continue into the next chamber where there are two
duelists and a cultist. Explore the lower level. You should come upon two more
duelists and a cultist. As soon as you defeat these three, another pair will
come rushing in. Use absorb against the cultist's lightning. Proceed into the
next area and help out against the cultists.

Secret Area: When you're done, look back towards the entrance of the room. You
should see a gap between the wall and the ceiling. How to get up there? Jump
onto one of the archways nearby and from there to a ledge leading to the gap.
Within are shields.

When you're finished, head for the carving with a hole in it. Enter.
Checkpoint! Drop down from beam to beam, and look for an opening you can reach.
If you want a secret area, instead go up by jumping from beam to beam.

Secret Area: On the top of the uppermost beam are rocket ammo and a large shield
booster.

Now go up and jump into the room. A cultist is to the left, and a duelist is
across the room. Kill both and then take the exit down. The next room holds two
duelists. Again, use absorb and protection. Go down further the path to a room
filled with lava. Use the stairs and jumping blocks and get to the other side.
Upstairs are two duelists to the right, and a cultist to the left. Kill the
cultist first. Then use absorb and protection to wipe out the two duelists.
At the end of the room, two more duelists with lightstaffs drop down, and a
dualsabered opponent from the right. Kill all three and then break the supports
to the stone block in the back of the room. Also cut the two chains nearby, and
return to the room where you had to use sight and push in the proper blocks, by
jumping up near the two statues. The door you opened by breaking those supports
is at the opposite end of the panels you had to push. A lightstaff user and a
dualsabered opponent will rush. Another lightstaff duelist will appear, one of
those insanely supreme force users. In all likelihood, he'll kill your support
(if you went light) so you'll have to finish him off. Exit through the door to
end the level. Note: If you went dark, just avoid most of the fighting between
the duelists and Jedi and just go for the final door after you broke the
supports.

3.8.2 Sith Ruins

I am also writing this section on the premise that you went light. If not, its
still the same path. Just you'll have to kill everyone, and I mean everyone to
get there.

As soon as you start, kill the dualsabered duelist outside. Head down the ramps
and slide off the structure to the sand below. Walk left. Along the way you'll
face several enemies. When you see fighting in the distance, move it. Walk down
to the rock and use it to jump across to the other side.

Secret Area: From the rock, drop down to the left before jumping and go into
the crack in the wall. Within is a large shield booster.

On the other side is one of the dark masters armed with a staff. He is fighting
three of your fellow classmates. Unfortunately by the time you get over there,
they'll all be dead. Use absorb and protect. When he's dead, push the crumbled
part of the pillar and use it as a bridge. Snipe the cultist, the one closest
to you. Then kill his partner. Slide down the pit using the column below. Enter
the structure on the left, which looks like a small bunker of sorts. Jump from
rock to rock to get to the topmost level. Peek out to the left. Mind trick the
stormtroopers and then jump over to get their attention. Mind trick everyone
you can and then kill them. Weave between the shuttles, killing the cannon
fodder as you run along. Help out another Jedi with the two duelists and
cultist.

Secret Area: By the parked shuttles, look for some half-broken pillars and
obelisks. Jump up to the highest one and then jump onto the top of the brick
building, the one without pillars on top. Make your way to the other side and
grab the rocket ammo, health, and shields. If you jumped to the other building
you can make your way onto the rocks supported by the pillars. Up here is
another health pack and shields. I've never managed to grab the shields, I
always miss the jump. Sometimes a duelist is up here just push him off the edge
and down to the very distant ground.

Backtrack to the tomb with a statue on top. Go up the long flight of
stairs. A lightstaff duelist is waiting. After he's defeated, head down. A
dualsabered duelist will attack. After he's dead, enter the great hall. A
cultist is to the left and a duelist to the right. Continue along the walkway.
Ahead are two more duelists, a staff user and a dualsaber opponent. After they
have been defeated, head into the final room. You will first fight Tavion. She
uses the staff to shoot you but you can jump over the beams. Or better yet, use
speed and cut her up as she tries to keep up with you. After you've defeated
her once, she'll infuse Ragnos with the power of the staff. His spirit will
leave his body and possess that of Tavion. S/He uses a sword infused with the
power of the dark side. S/He uses primarily lightning and drain which are
negated with use of absorb. Eventually you'll have hurt it enough and the game
is done. Enjoy the ending cutscenes where you reunite with Rosh and are given
praise by both Kyle and Luke. Congratulations, you have beat Jedi Academy!

Note that the duel above is much more difficult on higher difficulty levels,
e.g. Jedi Master. Tavion/Ragnos uses lightning, rage, a healing/rage sort of
combo, drain, push, and pull. On Jedi Master you must have a very good sense
of which attacks do the most damage, which in most cases is the saber twirl,
which is the crouch + foward + attack. On most standard duels this will kill
off the opposition, but if used with speed and/or absorb/protection, makes this
relatively easier.

Above tip submitted by Andrew Gaut.

Your first duel with Tavion is much the same if you went dark. This time around
she uses the staff not as a laser of sorts but like some sorta hammer which
will knock you go the ground. Same strategy as before though, cut her up as
much as possible. Except this time you cut Tavion down in the first encounter
before she even wakes up Ragnos. The second fight of the hall is with Kyle. One
of the reasons I picked dual sabers instead of staying single bladed or going
with the staff was because I knew that Kyle could pull your lightsaber away. If
he pulls your staff or your saber away, you are completely defenseless. However,
if you have dual sabers, you still have a lightsaber to deflect his attacks
with. Use what force powers you have, in addition to speed and Kyle will
eventually be defeated. You have turned to the dark side! Good for you! You end
up flying to the Star Destroyer, killing the Admiral, and taking over the ship.
The Imperial March theme plays during the credits.

4. Enemies

I will try and put this list in a coherent order, that is, the order
you first encounter them in, from the first mission after the shuttle crash to
the last mission on Korriban.

- Stintaril - A sort of reptilian quadruped. Emits a sonic attack which
incapacitates its enemies as well as draining the shields
and health of the recipient of such an attack. On higher
difficulty levels they are more aggressive and some will
actually jump at you. If this is the case, backpedal and
throw them to death.
- Stormtrooper - Encountered first on Yavin 4 near the end of the first
level. Armed mostly with the standard issue blaster
rifle, though some are armed with the more deadly
flechette and repeater rifles. There are one or two
who carry rocket launchers.
- Duelist - A member of the disciples of Ragnos, who uses primarily a
lightsaber of some sort. The yellow and blue varieties
use single blades whereas the red variety uses the more
powerful dual and lightstaff sabers. Yellow also rarely
uses force powers. Blue can block force push attempts. Red
has an extremely high ability with the force and frequently
use force attacks to augment their offensive capability.
- Remotes - I think you only face them once, and that is on Yavin 4
during your run through the training. They shoot relatively
harmless laser attacks.
- Saber Droid - Used by lightsaber users to test their abilities with
the lightsaber. The droids move quite fast but the first
one you face in training is quite easy compared to the
ones you face on Vjun. While the ones on Vjun can be
defeated with masterful use of the lightsaber, they can
also be destroyed with the use of the DEMP gun or other
more conventional weapons.
- Mercs (Mercenaries) - Hired by the disciples of Ragnos to make your
life difficult. For the most part, they are
armed with blaster rifles. A few rare ones use
repeaters or bowcasters, and even more rarer
mercs use the disruptor rifle or concussion
rifle.
- Sand People (Tusken Raiders) - Nomads in the sands of Tatooine. Use
melee weapons called gaffi sticks. They
attack in groups of three or four at
a time. There are a couple on the
Tatooine mission who are armed with
blaster rifles which function as snipers.
- Commandos - Elite members of the Imperial Special Forces. Armed either
with blaster rifles or blaster pistols. Their standard
equipment is stealth suits which make them invisible to
enemies. They are not immune to force sight, and the light
reflecting off their armor.
- Sandworms (Sand Burrowers) - Carnivorous worms with rings of teeth.
There are a number of them on the planet
Blenjeel. They cannot be killed. They
sense their prey through vibrations in
the sand, so the environment around
should be used to avoid the burrowers
at all costs.
- Snowtroopers - The cold weather variant of the Stormtrooper. All are
armed with blaster rifles.
- Wampas - The main predator on Hoth. Hunts for Taun Tauns primarily
but will eat other organic creatures foolish or brave enough
to face it.
- AT-ST (All Terrain Scout Transport) - A bipedal walker armed with
a laser cannon, concussion
grenade launcher, and a missile
launcher. Vulnerable to force
lightning lvl. 3 as well as
stationary cannons.
- Alora - A female Twi'Lek with reddish skin. A chief member of the
disciples of Ragnos, trained personally by Tavion. You will
face her twice in the game, once on Hoth, and once on Taspir
III on the mission to rescue Rosh. The first time she uses a
single lightsaber, and the second time she uses dual sabers.
- Rancor - Bipedal creatures with clawed arms and legs. Primary attacks
are grabbing and slapping. If you get caught in its grasp,
attack madly until it releases you.
- Swoop Gang - a group of swoop racers who are hired to kill you on
Zonju V. Armed with blaster rifles, they will try to
shoot down your swoop or ram you into nearby walls or
off cliffs . If you get off your swoop because it is too
damaged, either get on another one quick, or prepare for
a very one-sided battle. The swoop riders will try to
run you over by coming at you head on. An alternative if
your swoop is damaged is to hit strafe and jump while
side-by-side with another swoop. You will jump onto the
other vehicle and toss the rider off. Has a turbo gear
which activates a sudden increase in thrust.
- Jetpack Stormtrooper - A stormtrooper equipped with a jetpack to
allow him to hover while he pelts his enemies
with repeater fire.
- Assassin Droids - A new variety of assassin droids, armed with
blaster rifles. Equipped with shields which deflect
lightsaber attacks as well as damage the attacker
if he/she gets too close, it is a true danger to
non-Jedi and Jedi alike. It is only vulnerable when
its shields go down to allow it to open fire on a
target.
- Rax - The commander of an Imperial base on Dosuun. A cruel and
sadistic person, he likes to hunt live people. Armed with a
concussion rifle, he is a dangerous person.
- Hazard Trooper - A heavily armed variant of the standard stormtrooper,
the Hazard trooper is equipped with power armor and
is armed with the concussion rifle. Two shots from
another concussion rifle are enough to eliminate
this powerful enemy. When Kyle accompanies you on
the Vjun mission, I recommend letting him tackle them.
- Cultist - A member of the disciples of Ragnos. Uses the Force for
attack and defense. Sometimes armed with blaster rifles, the
majority accompany their duelist counterparts into battle.
If you can get the jump on them, just fire a single charged
pistol shot into their head. Otherwise, use Force Absorb
to negate their annoying use of push and pull and for the
blue variety, lightning. The cultists come in three colors:
green, blue, and red, green being the easiest enemies. Blue
primarily uses force lightning to zap you while their
duelist rushes in and slices you as you're vulnerable. Red
cultists are similar to green cultists and generally just
jump around and give support to the duelists. Note: Green
cultists can also use grip to incapacitate you while their
duelist pal throws his lightsaber.
- Rosh Penin - A former student at the Jedi Academy under the tutelage
of Kyle Katarn, and friend of Jaden Korr, he was
captured by the Imperial Remnant and was retrained to
use the dark side of the Force by Tavion.
- Tavion - Desann's apprentice from JO. Apparently she's lost her mind
since Kyle tossed her away like a discarded piece of garbage
and now wants to kill all the Jedi with her scepter. She is
your primary foe in the game.
- Mutant Rancor - A rancor found on Tanaab, genetically modified and
chemically induced by the disciples of Ragnos to be
very aggressive and territorial. Cannot be killed
with weapons due to its unusually high health. Its
attacks consist of slaps and swipes with its clawed
hands as well as some kind of poison breath which
is damaging to both health and shields.
- Noghri - Blue-skinned aliens who were the personal death squads of
Darth Vader. Use staffs which fire a projectile gas which
drains an enemies health. It will also lower an enemies
personal shields should the projectile make contact.
- Boba Fett - The most infamous bounty hunter in the galaxy. He wears
Manadalorian armor and utilizes a huge arsenal of weapons
as well as a jetpack. Fett is armed with a flamethrower,
a blaster rifle, disruptor rifle, and rocket launcher.
As long as you keep him in sight, you should have no
problems. If he fires off a rocket at you, push it away.
Any other shot you can deflect except the flamethrower,
which he only uses when you try to use your lightsaber on
him. He is impervious to lightsaber throws as well.
- Marka Ragnos - A dead Sith Lord who tries to get Tavion to revive
himself.

5. Credits

The following people contributed to the evolution of this version of my
walkthrough. I would like to thank all of them.

Jean Eric-Preis - Force Sense tip.
Lasse Pedersen - Use of force grip in dueling reborn.
Adrian Toh - Use of force grip in dueling reborn.
Andy Winters - For tip on Blenjeel, use of thermal detonators.
Mike - txa1265 - For secret areas on Coruscant, Kril'Dor, and Nar Kreeta.
Neil Madden - For tip on Blenjeel, use of thermal detonators.
JarJarBinks of the jediknight.net JA forums for use of his detailed Tanaab
walkthrough and the secrets of the level.
Julius Petty - Use of mind trick on rancor and wampa.
Marie Godin - tip for Cult Investigation - Dosuun.
Bob Smith - correction regarding Marka Ragnos.
Andrew Gaut - Marka Ragnos duel info.
Dharmon - General strategies vs. normal enemies. Hey Dharmon, sorry I forgot to
post this up in the last update. Hope this makes it up to you.
_SeHT - for last Bakura secret.
Abu Sayeed Ahad - For Corellia tram secret areas, Hoth secret areas.
Robert Lavigne - Dueling tips.

I'd also like to thank Raven and LucasArts for yet another great SW based game.