STAR WARS JEDI KNIGHT 2 Archives

STAR WARS JEDI KNIGHT 2 Archives

STAR WARS JEDI KNIGHT 2 Archives

STAR WARS JEDI KNIGHT 2 Archives

Released in September 2003, Jedi Academy follows Jaden, a young Padawan on his way to becoming a real Jedi. New Force Powers and an improved battle system allow for epic lightsaber duals in the final part of the Jedi Knight trilogy.

Best time, padawan skill (easy): 0:59:06 by David 'LLCoolDave' Spickermann on 2005-01-29, done in 27 segments, with levels kept together in each of 23 files.

Character design as well as lightsaber color and hilt have no effect on the game at all, so I just picked what I liked best. The game contains of some missions you have to do and 3 sets of 5 missions to choose from. You have to do 4 in each set, so I obviously skip the one that takes longest. Before each of those 12 missions I chose you can improve one of the light or dark side force powers. Core force powers are increased by one after segment 8 and segment 15, or rather before set 2 and set 3. As you will notice, the better those core powers get the easier it is to take a shortcut.

Segment 11, 13, 14, 15 and 21 have been improved after I had finished the game. They stay entirely compatible to the rest of the run, so the only difference that could be noticed is that the time on the saves is off by a bit, but that's not important at all. Something else you will notice is that I used a whole lot less saves than I did in Jedi Outcast. I only save before the bosses. Anyway, now for some comments on some levels:

yavin2: There's that long waiting times at the beginning, so I jump around on Rosh's and Kyle's heads. Well, I usually bounce back and forth between some, but I messed that up in the run where the important things went fast. I also messed up after the training remotes. You can jump on top of the wall from there, but I feel down >_< Well, it was just for fun anyway.

hoth2: I have no idea why there is no hoth1. Anyway, you're not supposed to take the Taun-Taun over that stone barrier, but hey, it's easy if you just boost over a stone. However, it seems to disapp ear halfway through the cave. The second Taun-Taun is in an awkward position as well. I wonder how it got up there, it usually is in front of the cave. The other Taun-Taun in that area was missing in action as well.

t2_trip: There's an ultra high quality version for this because the area moves by so fast and it looks bad even in the HQ video. Even the UHQ version has some artefacts left, but that's because of the grey foggy background.

t2_rancor: The Rancor seems to react on sound and vision. However, as opposed to jaden, the prisoners don't seem to make any noises when running away. So unless they run into its line of sight, they can get past the rancor easily. I freeze it facing the wall with Mind Trick and so the second and third set of prisoners can run by to safety. I take another way up in the enc so I don't accidently block the way of the prisoners, slowing them down.

taspir1: The flying Stormtroopers are the only enemies you can stand on. Theoreticly, that is. Thy usually move away instantly when you're on top of them or even just close. As awesome as this shortcut might be, it isn't easy to do.

taspir2: I choose the light side for two reasons. 1) It's faster to just take down the lightsaber instead of slicing Rosh into pieces.

kor1: 2) Although you have the same amount of enemies in this level, on the light side, you only have to fear the Sith. You also seem to get pushed around less on the light side because Jedi and Sith are busy with each other and don't really mind you.

So here are come the times:

yavin1b: 1:15
yavin2: 2:32
t1_danger: 3:03
t1_sour: 2:42
t1_rail: 2:36
t1_surprise: 3:47
hoth2: 2:23
hoth3: 2:26
t2_trip: 3:46
t2_rogue: 2:12
t2_dpred: 2:47
t2_rancor: 3:57
vjun1: 3:48
vjun2: 1:53
vjun3: 2:23
t3_rift: 1:57
t3_hevil: 2:20
t3_bounty: 3:19
t3_byss: 3:00
taspir1: 0:53
taspir2: 2:23
kor1: 2:37
kor2: 1:02

Total:59:06

Hope you enjoy the run. David 'LLCoolDave' Spickermann

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Jedi Archives

  

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Jedi Archives

General information

Chronological and political information

"There is more knowledge here than anywhere else in the galaxy."
―Jocasta Nu[src]

The Jedi Archives was a fathomless collection of ancient knowledge and research dating back thousands of standard years.[7] Overseen by the Council of First Knowledge, the Archives served as a repository for journals and artifacts.[9] Located in the First Knowledge Quarter of the Jedi Temple on Coruscant, the Archives was open at all hours and were accessible to all Jedi in need of information.[7] While Jedi were welcome to scan or copy most any data in the Stacks, removal of any material from the Archives was strictly prohibited.[10] Remote access to the databases was near impossible, with eradicators built into the Temple's outer walls and firewalls in the database mainframes.[2]

HistoryEdit

"If an item does not appear in our records, it does not exist."
―Jocasta Nu[src]

After the world of Ossus was devastated in 3996 BBY and the Great Jedi Library was destroyed the Jedi fled their long time home, taking with them what they could of Jedi MasterOdan-Urr's great collection.[11] Fleeing across the galaxy, the Jedi met at Exis Station, gathering to them what they could from Ossus.[12] Following the conclave, the Jedi largely relocated to Coruscant, in the Jedi Temple constructed by four Jedi Masters.[13] Located several stories above the main entrance of the Temple, this small chamber served as Archives and library for several centuries.[2]

Following the Jedi Civil War, the Temple would lie empty, as Darth Sion began the Jedi Purge of 3954 BBY, leaving but a handful of Jedi in the galaxy.[14]3951 BBY saw the end of the Purge and the beginning of a time of peace in the galaxy. The Jedi reinhabited Coruscant thanks to the efforts of an exile that defeated the ruthless Darth Nihilus.[15] Expanding their collection of information, the Order flourished for several centuries. However the peace was transitory as the Sith Empire reappeared in 3653 BBY, appearing from the Unknown Regions and swooping in to take Coruscant from the Jedi. Raiding the Temple, the Sith marched in and killed several key Jedi. The Temple and Archives in ruin, it would be several years before the Galactic Senate could raise enough money to restore the edifice. As the Jedi had relocated to their homeworld of Tython, the surviving members of the Jedi High Council instructed archivist Gnost-Dural to begin reconstructing the knowledge lost on Coruscant, and recounting the recent history leading up to the Order's loss of control.[4]

While the small chambers originally used to hold the Archives was reconstructed with the Temple, it wasn't until the expansion around 2500 BBY that the Jedi Archives and library of the modern era were constructed. Featuring long halls of holobooks and displays of ancient tablets, the new Archives chamber would remain the same until the Great Jedi Purge of 19 BBY. The old Archives room was turned into a museum of Temple history, detailing the ever-changing layout of the complex.[2]

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STAR WARS JEDI KNIGHT 2 Archives

LucasArts Archive Series: Star Wars Jedi Knight Dark Forces 2

Amazon.com

A Jedi's strength flows from the Force. But beware of the dark side. --Yoda In Dark Forces, Kyle Katarn, a young mercenary successfully infiltrated the Empire. Jedi Knight continues the story of Katarn in Dark Forces 2 as he embarks on a quest into his past and learns the mysterious ways of the Jedi. With this knowledge, he must stop seven Dark Jedi from unlocking the powers of a hidden Jedi burial ground. This task forces Katarn to decide his destiny. If he chooses the Dark side, he will come into enormous power. If he chooses the Light side, he faces seemingly insurmountable evil. Whichever path Katarn chooses will change the face of the galaxy forever.

Review

Like many first-person action fans, I regard Jedi Knight: Dark Forces II as one of the best single-player titles the genre has ever seen. Unlike most action fans, I also happen to like Outlaws a whole bunch. So when I heard that members of the Outlaws design team were working on a Jedi Knight expansion pack called Mysteries of the Sith, I was elated. With new levels, new enemies, better multiplayer support, and even a few new 3D engine tweaks, Sith is a solid effort. Unfortunately, it is also a bit disappointing in some areas and proves just how difficult it is to improve upon a classic.

Sith is set five years after the events of Jedi Knight. Kyle Katarn is now a goatee-wearing Jedi Master and has taken on a new apprentice - Mara Jade. Die-hard Star Wars fans will recognize Mara as the hard-nosed assassin-turned-smuggler from Timothy Zahn's Thrawn trilogy. I should note that the woman they chose to provide the voice of Mara was an excellent choice. In Sith, you'll play through the first four missions as Katarn, then finish the game's final ten missions as Mara.

As the game begins, both Katarn and Mara are on a Rebel base that is - surprise, surprise - under heavy attack and preparing for an evacuation. In order to clear the way for the fleeing Rebels, Katarn must destroy a pair of laser-equipped asteroids (yes, asteroids) orbiting the planet. These first four levels are fairly well done and are among the game's most challenging.

After disposing of the killer rocks, Katarn announces that he is off to find a long lost temple of the ancient Sith - the dark order of Jedi to which Darth Vader belonged. How and where Katarn discovered the secret files describing the location of this temple is never made clear - just one of many sharp and unexplained turns in Sith's story.

So, now you get to play as Jade. Through your first seven missions, you will fight your way past wave upon wave of smugglers and pirates, with a few Stormtroopers thrown in for good measure. Starting off by infiltrating a Hutt's palace, you'll proceed to a spaceport, a shipyard, a New Republic corvette, and a pirate's stronghold. The level design throughout this portion of the game is rather plain, with lots of large single-texture walls and big empty rooms. Some of the wall textures are even quite poor (particularly the brick walls in the courtyards of Ka'Pa the Hutt's palace).

The enemies are at least familiar, with a few new evil faces. You'll see Gamorrean Guards, Tusken Raiders, and grenade-toting Grans, as well as Ithorians (otherwise known as "Hammerheads") and Noghri assassins. There are also two kinds of pirates to face: one who looks like Duke Nukem's wimpy little brother and another who looks like a scrawny, bug-eyed extra from Grease. One of the bright spots here is a lightsaber-only fight against the massive Rancor (though this scene does seem a bit derivative of the dragon fight in the original Dark Forces).

This brings us to the game's final three levels - and the best gameplay Sith has to offer. After fighting her way through a pair of completely unrelated adventures, Mara finally remembers that her pal Katarn is off investigating some mysterious old temple. Going off in pursuit, she discovers a planet where the Force is her only weapon. This is one of the game's true mysteries: Up until this point, you have to rely on the Force maybe three or four times total. Now, it's all you've got. And by the way, you're about to meet the game's coolest and most challenging enemies. You'll face more Noghri (who are a hell of a lot tougher to kill without a gun), Sith Jedi statues, undead warriors (who die extremely cool deaths - like something you'd expect from a Raven game), and a bunch of big, fast-moving Mara-eating cats called Vornskrs. But before you even make it that far, you have to fight past a strangely familiar Jedi - who is far tougher to kill than even Jerec was in the original game.

My question for the designers is this: Why wait this long to make the game so good? And even though the final three missions are quite impressive, why are they so much harder than the rest of the game? It's not that the end of the game is too difficult, just that the change in difficulty seems too steep and the complete reliance on Force powers comes out of nowhere. The designers should have done more to gradually build up to this portion of the game, both in terms of plot points and gameplay elements.

Still, the final showdown, which I won't spoil here, is a good one. In fact, it's one of the more memorable final battles I've ever played through. Action fans may get annoyed and feel cheated by the ending, but I think that hard-core Star Wars fans will appreciate it.

Throughout the game, you'll notice a number of new features and enhancements. For starters, the cheesy FMV sequences are gone. All of the in-between mission cinematics were rendered using the game's 3D engine. They're not spectacular, but they're fairly well done and are a lot better than Jedi's FMV. Also, Sith adds hardware support for colored lighting. Although not nearly as impressive as the lighting effects in Quake II, Sith's added color helps to create a more immersive and sinister atmosphere all around.

Borrowing a popular and useful feature from Outlaws, Sith also includes a rifle scope, which works with the Stormtrooper rifle to provide pinpoint accuracy for long-range shots. Other new weapons include a seeker rail detonator (sort of like a homing rocket) and the carbonite gun. Though long awaited by deathmatch fans, I am sorry to report that the carbonite gun is disappointing at best. Not only is the range incredibly limited, but the weapon effects and the resulting graphic for frozen foes are really quite bad.

As far as new force powers go, Sith doesn't disappoint. Chain lighting, saber throw, and force projection are all handy powers to have in your arsenal. Also, the powers are no longer split between light and dark side, so you can pair up force grip with healing if you like.

Finally, the game features a number of multiplayer enhancements. To begin with, there are 19 new multiplayer levels, including four lightsaber-only maps. Several key locations from the films are represented here, including the Emperor's throne room, the carbon-freezing chamber, and Luke's home on Tatooine. Sith also incorporates a Star Wars version of Outlaws' hilarious Kill the Fool With the Chicken game - in this version you must carry around a Force-dampening Ysalamiri (if you've never tried it, you should). Also borrowing a bit from Outlaws is the new personality feature, which allows you to select different types of characters, each with different advantages and disadvantages, to use in deathmatch. Some of the personalities include Luke Skywalker and Darth Vader (still no Chewbacca though - how come?).

In the end, Mysteries of the Sith offers a tremendous number of technical improvements over Jedi Knight. The only significant problems with Sith are the disappointing level design and gameplay through the middle portion of the single-player game. As an expansion pack for a now-classic first-person action game, Sith is very good - but it isn't great. --Michael E. Ryan
--Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. -- GameSpot Review

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