STAR WARS™ Jedi Knight: Jedi Academy™

STAR WARS™ Jedi Knight: Jedi Academy™

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Bang, Smash, Boom, and Slice--the Weapons of Jedi Academy
От Dropbean и 1 сътрудника
This guide will give you a basic description of the weapons of Jedi Academy, when best to use them, ammo capacity, and any special techniques you can utilize with said weapon.
This guide will not cover mod weapons. I will review the weapon selection from the unaltered Jedi Academy, nothing more.
   
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Introduction (hello!)
The Star Wars universe is chock-full of interesting species, ideas, concepts, ships, and planets. However, the theme that seems to have churned the most interest in fans in Star Wars lore, is the weapons. Star Wars is renowned for its wide variety of weapons. Hundreds of thousands of guns, swords, explosives, traps, heavy weapons--you name it, Star Wars has it.
This guide deals with explaining the various weapons, and abilities of weapons, in the Star Wars hit title Jedi Academy. In my opinion, this is perhaps the best Star Wars-themed game created to date. Now, I could go on for a while on how much I love Star Wars, but that would be boring, and I have no intention of boring you. So, without further adieu, lets jump right in, and examine some of the most handy Star Wars weapons to have in your arsenal!
I. lightsaber
Lightsabers are perhaps the most iconic weapon in the Star Wars universe. Harnessing a blade of pure energy, the lightsaber can easily cut through most solid objects--metal, plastic, flesh--with only a few exeptions. Lightsabers are wielded by members of two opposing cults--Jedi and Sith. Lightsaber colors can vary. Jedi generally select color crystals of natural creation, resulting in blue, green, yellow, purple, and even pink lightsaber blades. Sith create their own synthetic blood-red crystals. Therefore, each side is easily discerned.
Lightsabers are basically laser swords. Therefore, they are generally utilized in close-quarters fighting. The various styles of lightsaber combat allow for extremely varied encounters between Jedi and Sith. In Jedi Academy, lightsaber customization is varied, a rather unique attirubte to the game. Many colors, hilts, and styles can be utilized in Academy. The lightsaber possesses a special technique known as a lightsaber kata--a series of moves that are formed into a deadly combo. Each kata varies depending on lightsaber style.
The lightsaber is a fairly universal weapon. It can be wielded effectively against one or many opponents. The only real drawback to using a lightsaber is when you fight enemies with heavy munitions, such as rockets, grenades, or anything of that sort. Otherwise, the lightsaber is an extremely effective solution to your problems.
II. DL-44 Heavy Blaster Pistol
The DL-44 pistol is considered the most powerful pistol in the Star Wars galaxy. Many of you know it as the pistol Han Solo wields in the original trilogy. The DL-44, although a powerful pistol, tended to overheat quickly.
In Jedi Academy, this is one of the two weapons you begin with. The DL-44 is extremely accurate, and is a decent sniper substitute. The DL-44 is best used when charges. Holding RMB (Right Mouse Button) will charge the pistol's shot, releasing an exceptionally powerful shot that can generally kill enemies in one hit. This pistol is good for small-scale firefights, or when trying to conserve another weapon's ammo.
I would not advise the use of this weapon versus any lightsaber-wielding characters, as they will almost certainly deflect your shots, or reflect them back at you. Against stormtroopers and other blaster-wielding opponents, the pistol is extremely effective.
III. E-11 Blaster Rifle
This weapon serves as the default weapon carried by all stormtroopers. The E-11 is a light but powerful blaster rifle, with decent accuracy, and a rapid-fire setting (hold down RMB)
This weapon can be gained virtually anywhere--just kill a stormtrooper. Sporting decent ammo reserves, the E-11 is not as accurate as the DL-44, but makes up for that with an automatic setting.
This weapon, as is the case with most ranged weapons in Jedi Academy, should not be used against lightsaber-wielding characters. It is good for mowing down weak enemies, or small groups of enemies. The E-11 is a decent default ranged weapon, if you're saving your other weapons for different occasions. Also, ammo for the E-11 is extremely common and easy to come by, making this an excellent mid-ranged grunt slayer. The E-11 is extremely inaccurate over long distances, however, and should not be employed against snipers or enemies far away.
IV. Tenloss DXR-6 Disruptor Rifle
Mass-produced by a criminal syndicate, the Tenloss DXR-6 Disruptor Rifle is the sniper. Excellent at long-distance sniping, the weapon, when fully charged, has the capacity to disintigrate enemies. The DXR has a rather limited ammo capacity, allowing for 5-10 shots. The disruptor does feature a scope. Because of how powerful it is, the DXR needs a cooldown time of 5 seconds in between shots, definitely marking this weapon as the sniper of Jedi Academy.
An excellent anti-sniper weapon, the disruptor can disintigrate foes on headshots, with fully-charged shots (hold LMB). However, because of the cooldown time involved with this weapon, and its limited ammunition, this weapon should not be implied as a default ranged weapon. Use this gun as sparingly as possible. Also, Force-sensitive characters such as Sith and Jedi can dodge the disruptor shots, making it ineffective against them.
Overall, the DXR is a highly-effective sniper, but little more then that, and should be employed only against snipers or single enemies.
V. Wookie Bowcaster
The bowcaster is a type of hand-crafted, crossbow-like projectile weapon used by the Wookies of Kashyyyk. Through the use of magnetic acceleration, bowcasters were made more accurate and deadly then average blasters. The weapon utilized quarrels enveloped with energy as ammo.
In Jedi Academy, the bowcaster is a less-common, powerful weapon. It is best used against groups of 2-3 enemies at a time, or single foes. The bowcaster has a spreadfire ability (hold RMB to charge), and can release a maximum of five bolts at a time. Bowcaster shots are generally one-shot kills with standard enemies. I would not recommend the use of this weapon against Jedi or Sith opponents, who will deflect or reflect the projectiles. However, against any other type of enemy, this weapon is extremely effective. It holds a decent amount of ammo, and is a close to mid-range weapon. However, bowcasters are a bit harder to acquire then most other weapons. Use them wisely.
VI. Imperial Heavy Repeater
Used by special Imperial troops, the Imperial heavy repeater has a rapid rate of fire, and a decent spread pattern. This weapon differed from previous models in two major areas: first, it used metallic bolts, and second, it carried a concussion grenade launcher, allowing for the use of explosive concussion grenades.
This is the ultimate Jedi Academy crowd control weapon. Heavy rate of fire, decent spread of bolts, and it carries a concussion grenade launcher for taking on targets such as light walkers. This weapon is most effective at close-to-mid-range distances, and is best used against large groups of common enemies. The concussion grenades fired from this weapon (click RMB) are surprisingly effective against Jedi and Sith. This weapon has a high ammo capacity, making it the perfect aoe (area of effect) weapon. Not all that hard to come by, this weapon is a valuable asset to your armory.
VII. Destructive Electro-Magnetic Pulse 2 Gun (DEMP 2)
The DEMP 2 is a ion carbine. It fires high-powered burst of ion energy, capable of disabling electrical systems, or stunning organic beings. This weapon has 2 rates of fire. The regular shot, which consumes a few rounds per shot, and a charge shot (hold RMB) that explodes on impact, spreading the ion damage over a small area. This is a decent mid-range anti-vehicle weapon. As stated previously, it can also stun organic units. Jedi and Sith cannot deflect these rounds, and take damage from impact. This gun does run out of ammo rather fast, so use it carefully. It is about as hard to find as the bowcaster.
This weapon is a decent all-purpose gun, but should be employed against vehicles for maximum efficiency.
VIII. Golan Arms FC 1 Flechette Weapon
The FC 1 Flechette Weapon was an antipersonnel and antivehicle flechette launcher produced by Golan Arms. The FC 1 fired a spread of metallic projectiles that were effective against soft targets and armored targets.
The FC 1 fires two types of weaponry: antipersonnel and antivehicle. Antipersonnel ammo consisted of a small globe which detonated near the target, producing hundreds of razor-sharp pieces of shrapnel, with the capacity to decimate an entire squad. The antivehicle canister was an eleven-centimeter rocket, capable of punching through tough armor, making it effective against light vehicles.
This weapon is an excellent antipersonnel weapon, effective against small groups of stormtroopers or mercenaries. The second mode of fire ejects grenades, that detonate upon contact with a target. The flechetts's most unique trait, is that its ammo will ricochet off walls, potentially hitting targets behind a corner. Its grenade ammo can be effective against Jedi and Sith, but I would not recommend taking on a lightsaber-wielder with a flechette gun, as the regular rounds are deflectable. The flechette gun has impressive ammo, and a good rate of fire. Definitely a a decent antipersonnel weapon, with mid-range capabilities.
IX. Stouker Concussion Rifle
Perhaps the most powerful weapon in Jedi Academy, the Stouker is a ranged concussion rifle, that fired concussive blasts up to 30 meters, creating an explosion about 4 meters in diameter. The splash from the explosion, and the inability for lightsabers to block the shots made this a particularly effective weapon against Jedi and Sith. However, excaptionally skilled Force users could redirect the shot with a well-timed Force push.
The Stouker depletes ammo rapidly, but makes up for quantity with quality. The blast of the shots is enough to completely obliterate large groups of enemies. It has a decent range, and a second or two of cooldown before it can be fired again. This weapon is used by enemies in Jedi Academy such as hazard troopers, and one boss inparticular. . .
The Stouker is an excellent crowd-destroyer weapon, but is hard to come by, and loses ammo quickly. High level Sith will be able to redirect the Stouker's blasts back at you, so be careful.
X. Merr-Sonn PLX-2M Portable Missile System (Plex)
Created by Merr-Sonn Munitions, Inc., the PLX-2M is an extremely deadly missile launcher. The sheer power of its explosive ammunition made it a suicidal close-quarters weapon.
With capacity for 10 missiles, this weapon was made even more impressive with the addition of a small repulsorlift system, which bore a decent bit of the weight of the system, and made it much easier to carry.
This weapon is hard to come by in Jedi Academy, often requiring you to kill certain heavy enemies to get the weapon. It runs out of ammo quickly, and ammo used by the rocket launcher is not as common as blaster ammo. However, this weapon makes a very nice "boom" when missiles contact.
Interestingly, Jedi and Sith can deflect these missiles as well (o.O), but if you can manage to hit the ground in front of a saber-wielder, you may succeed in taking them down. Otherwise, an excellent antivehicle and antipersonnel weapon, with decent range, but short ammo reserves.
WARNING: CONTAINS SMALL PARTS AND EXPLOSIVES. NOT RECOMMENDED FOR CHILDREN AGES 25 OR UNDER!
XI. Thermal Detonator
Small, spherical devices, thermal detonators are the grenades of the Star Wars universe. They were known for having a destructive blast radius, and were often employed against small groups of enemies, or light vehicles.
Thermal Detonators are exceptional aoe weapons. The detonator has two settings: default, you throw the grenade, and it times for a while before exploding. Secondary (hold RMB, then release to throw) setting will make the detonator explode on contact with anything solid. Detonators have a decent blast radius, and are perfect for obliterating that ground of stormtroopers pinning you down.
Jedi and Sith will Force push these back at you, rendering them ineffective against Force wielders. However, in all other aspects, they are exceptional universal explosives.
WARNING: CHOKING HAZARD! SMALL BALL! NOT FOR CHILDREN UNDER 10 YEARS OF AGE!
XII. Laser Trip Mine
Laser trip mines sound exactly as they appear--a trip mine with a laser tripwire. Once placed, the mine's laser would activate, sending a nearly-invisible beam to the nearest surface, creating a tripwire. If the beam was broken, or if the charge was shot, the mine would explode. These mines were generally used as extensive security measures.
You can find packs of trip mines throughout the levels. Trip mines are basically stationary thermal detonators, that pack a more lethal boom in close-quarters. I myself do not often employ trip mines on my missions, but I can say that attaching them to walls at waist-height is extremely beneficial. Stormtroopers are very suseptible to these little guys. Sith, however, will sense them, and force push the mines back at you. This is very annoying, and will quite potentially kill you. They don't serve much of a purpose to your character, and are generally employed by enemies to slow you down or halt your progress.
Tip: shooting the mines from a distance with the DL-44 is a painless means of getting by them. Just make sure you're far enough away.

CAUTION: CONTENTS HIGHLY EXPLOSIVE. HANDLE WITH CARE!
XIII. Detonation "Det" Pack
A Detonation pack, also called a "Det pack" or simply "Detpack" was a small controller with the ability to detonate a remote explosive. The pack of explosives was either thrown or placed by the user, and could then be detonated whenever desired. Detpacks were typically used to ambush enemies, or bust through doors and walls. Detpacks were mainly employed by Republic commandos during the Clone Wars to destroy heavy Seperatist droid plants. They could be planted pretty much anywhere, and made for effective crowd control countermeasures.

In my time playing Jedi Academy, I do not use detonation packs all that often. However, I can tell you this: They are excellent at wiping out large groups of ground soldiers. I am not sure how effective they are against Sith or Jedi, but I will do some testing, and update this when concluded!
A particularly effective strategy is to drop some explosives in a narrow room or corridor, then detonate it from a safe distance. Another effective way to utilize detpacks is to attract the attention of a group of enemies, after placing down an explosive, then run from them, and detonate the explosive as they run over it in pursuit of you. This weapon is also very effective versus vehicles, because they attach to pretty much any surface, and can be detonated at any time.
Because I am particularly sketchy on the use of this weapon, I will conduct several tests, and update this info if necessary! :D
Conclusion
Well, now you are (hopefully) well-informed on the various weapons used in Jedi Academy. Again, this was not meant to cover mod-made weapons or Force powers. This is simply a strategical guide to using these original weapons.
I hope this guide has been beneficial to you, and that you will recommend it to others. My main goal in writing this is to (a. have fun, and (b. improve playing experience, and limit deaths as well as possible.
If you have any questions, please message me. I'm not usually offline, so I should recieve your inquiries and respond quickly.
Thanks for reading, and may the Force be with you!
10 коментара
HeadHunter996 3 февр. 2024 в 20:17 
Also note with the Disruptor Rifle vs. Jedi/Sith, if you fire while your target is UNAWARE of your presence, the shot should connect provided your aim is on-point and Force users have trouble pushing back Thermal dets set to impact mode. In my experience, Impact T-Dets, missiles, and Concussion shots aimed for the feet of/floor next to a Force user tend to be dodged rather than deflected and the AOE tends to get'em anyway, push or jump doesn't matter. Obviously results will vary based on playstyle and difficulty setting, but floor shots next to force users with explosives is reliable enough provided you have space to move.
TMNWG 21 авг. 2021 в 13:30 
A few things:

Some weapons share an ammo pool: the pistol/E11 use blaster packs, the bowcaster/disruptor rifle/DEMP 2 use power cells, the flechette gun/heavy repeater/concussion rifle use metalic bolts.

Starting at level 2, Force Sense removes the spread from the E11/the heavy repeater's primary fire/the bowcaster's charged primary fire.

The basic cultists won't push away most projectiles (at least until tier 3 missions). Most Force users are succeptable to the conventional weapons, however extra steps need to be taken. While laying on the ground (after you jump on them, for example) or when they use saber throw (potentially lightning/drain, not tested) they won't block shots/push projectiles.

Finally, headshots DO make a difference. However, it may be more efficient to just line up one, and finish off with bodyshots.
Dr_Frostopus 9 ян. 2021 в 6:31 
One small tip you missed- If you don't like the rapid fire spread of the E-11, just turn on force sense.
[R] Nerva 1 дек. 2019 в 9:14 
On the subject of Detonation Packs & Laser Tripmines vs. Force Users, they tend to be a mixed bag. Like you, Force users can relocate them by using Force Push and Pull. Also like you, they don't disarm them when they Push and Pull them. Since force powers require line-of-sight to the target, you can use det packs and laser mines against force users if you place them in locations where the Force-using enemy cannot see them without also getting into range of them. Blind 90-degree hallway turns and ledges when you have the high ground are the best choices for this. Enemies always take hallway turns as tightly as possible when chasing you, so it's very easy to surprise them with a mine or a det pack, and they're quite damaging. USE MINES IN PROXIMITY MODE (secondary fire), NOT LASER TRIPWIRE MODE MODE IF YOU'RE DOING THIS.
Mr. Calcium 12 септ. 2019 в 15:05 
Amazing Guide, thanks!
useyourowntech 22 ян. 2016 в 14:06 
No problem
Dropbean  [автор] 22 ян. 2016 в 9:24 
You are correct. Sorry I missed that. I'll b updating this soon. Thanks for noticing that.
useyourowntech 21 ян. 2016 в 16:54 
Bow caster can shoot up to 5 not 3 projectiles when charged
Dropbean  [автор] 22 дек. 2015 в 17:46 
Alright, I've updated the guide. Thanks for bringing that to my attention! :steamhappy:
GamerRedNeck 22 дек. 2015 в 17:12 
Nice guide, but missing detonation pack.