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星战-原力释放通关心得(第2页更新Holocrons方位)

233,激骚度瞬间变成负数了,虽然不知道为啥,不过太湿了


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这游戏psp版咋样?XO不在身边,只有psp



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引用:
原帖由 咸蛋小朋友 于 2008-9-21 14:04 发表
这游戏psp版咋样?XO不在身边,只有psp
掌机版貌似很渣……


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引用:
原帖由 Jonsoncao 于 2008-9-21 13:34 发表
233,激骚度瞬间变成负数了,虽然不知道为啥,不过太湿了
我这个号扣了2
马甲扣了7……

http://club.tgfc.com/thread-6009068-12-1.html活该!

[ 本帖最后由 zafm0861 于 2008-9-21 15:39 编辑 ]

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搜到了所有Jedi Holocrons的位置表

Star Wars The Force Unleashed
                          _______________________________

                               Jedi Holocron Crap



This file may only be published at FAQS.IGN.COM through IGN Entertainment.


Jedi Vs. Sith - Who'd kill who


There are two different types of holocron, although in the Barf Wars mini-
verse, they're pretty much USB Memory Sticks with fancy 3D graphics. Sith
holocrons are power-ups and don't get collected. Jedi holocrons are large
yellow TRON cubes that disappear when collected. The game rewards you new shit
when Jedi holocrons are collected in the form of rank spheres, Force Points
(experience points), saber crystals (color and attribute), and two costumes.

All stages have 15 holocrons, except the two short ones (Bespin and research
vessel Empirical) which only have five. Now for Duffe -- from Sweden. Goal.

Note that if you used a cheat code to unlock and save the costume you normally
earn from a holocron, that holocron will be missing from the game.


TIE Factory - 15 holocrons


Holocron 1 -- TIE Hangar. One of the second level walkways has this easy one.
Doubel jump from the sloped supports on the ground to get there.

Holocron 2 -- TIE Hangar. This is on the middle walkway -- the one above the
center TIE launch rail. Use the tail fin of the crashed shuttle to get the
height you need.

Holocron 3 -- Corridor to flight tower. Shortly leaving the TIE hangar, you
encnouter two sets of doors you can Force Push (employ DMM) right next to one
another. A look at your mini-map shows that one door is essentially a dead
end. That's the one with the holocron you want. If Juno contacts you about a
TIE squadron being scrambled, you've gone too far ahead.

Holocron 4 -- Flight tower. The lower level of the flight tower has a holocron
buried amidst the cargo crates. Check the area around the central tower (and
the lift that takes you up one level) for the goodie. Can't miss a giant
floating boullion cube that glows in the dark.

Holocron 5 -- Flight tower. The upper level. After taking the lift, one door
leads to the control room area, the other to a platform leading nowhere. Opt
for the dead and examine cargo boxes for the holocron.

Holocron 6 -- Flight tower, upper gantry. Having taken the lift to the upper
gantry, (and fetched #4 and #5), you'll cross over a second broken bridge to
leave this zone. There is a holocron from where the enemy spawns (monster
closet) just past the break in the bridge.

Holocron 7 -- Wing Assembly (moving). The upper catwalk of this zone has an
easily seen holocron.

Holocron 8 -- Wing Assembly (moving). Above the small control room of this
zone. Again, easily seen if you move high enough (using the lift).

Holocron 9 -- Wing Assembly (broken). Atop one of the many bent TIE wings in
this zone.

Holocron 10 -- Wing Assembly (broken). On the highest catwalk, above the exit
from this zone. You will need to employ Force Grip to insert at least one TIE
wing from the floor into one of the wing support slots to be able to cover
that double jump distance.

Holocron 11 -- Cockpit assembly. Before you reach the laser field in this
zone, there are some enemy spawn rooms lining the sides of the bottom level.
Check out the ones in the middle (halfway between the save point and the laser
field) for a holocron.

Holocron 12 -- Cockpit assembly. Disable the laser field midway through the
cockpit assembly zone. There is one holocron hidden amidst the power coils in
the laser field generator's room.

Holocron 13 -- Cockpit assembly. Disable the laser field midway through the
cockpit assembly zone. There is one holocron in one of the monster closets in
the laser field generator's room.

Holocron 14 -- Cockpit assembly. Past the laser field, the second half of the
assembly zone has more enemy spawn rooms on the lower level of the assembly
line. Like #11, check those small rooms for this holocron.

Holocron 15 -- Cockpit assembly. Right by the exit ramp from this zone. If
Juno chats about Kota being "right above you", you've gone too far ahead.


Raxus Prime - 15 holocrons


Holocron 1 -- Insertion zone (before entering the hyperdrive coil). After
igniting the first jet engine (and before encountering the second engine),
you're forced to go left, raise a platform and cross over to start ripping off
the faces of Rodian scavenger bastards. A holocron will be floating just above
some hyperdrive coolant, under a small square foothold. Froce Grip the
platform out of the acidic coolant, then air dash to get the holocron.

Holocron 2 -- Hyperdrive coil interior. Inside, head up until you can see the
exit tunnel. You can make a double jump to the center coil (a ledge lets you
land), go around, and then up to get to the holocron. If you hit the save
point (outside the Hy-Dee coil), you went too far ahead.

Holocron 3 -- At the Corellian Corvette. Before hopping down to fight the
droids and Rodians, there is a holocron in plain sight at the end of the
tunnel from the previous zone.

Holocron 4 -- At the Corellian Corvette, but before jumping the hole (in the
palace if you go .... hahahaha). Check out the circular assembly at the side
of the corvette (it is one of its many airlocks). Use Force Push or Repulse to
break the barrier for the holocron.

Holocron 5 -- At the Corellian Corvette, outside after you jumped through its
upper interior. Before entering the lower hallway of the corvette, Starkiller
detours outside for a bit -- there should be a holocron in plain sight before
he goes back into the Corellian wreck. It should be near the edge of the cliff.

Holocron 6 -- Inside the Corellian Corvette. Before exiting to a new map,
there is a hall-hatch that can be Force Pushed (DMM'ed). Shiny holocron get.

Holocron 7 -- Scavengers' camp. The upper level (with the laser field). There
is a holocron at the end of a starship dock hanging over a chasm. Can't miss
it if you're looking for glow.

Holocron 8 -- Scavengers' camp. Upper level. Between the lift entrance and the
grav-portal where the stream of junk is coming out from, check out the junk
structures for a holocron.

Holocron 9 -- Scavengers' camp. Lower level. Check to the right of the lift's
exit. Again, between the lift portal and the grav-portal, explore the
buildings for a holocron.

Holocron 10 -- Check directly under the platform the force field generator is
on for this holocron.

Holocron 11 -- Hyperdrive coolant river. The start of the coolant river
requires you to fight your first Junk Titan (and cross over to the junk temple
by making your own scrap bridge). The holocron will be in plain sight, and
within attack range of the Junk Titan.

Holocron 12 -- Past the makeshift bridge, there are a few short hops to be
made over the coolant river of death. At the end of the river, you can go
right to go onward, or use Force Push and DMM a bunch of metal bars leading to
another holocron. Use Force Grip to adjust the platforms and make the jump.
Because of the checkpoint, you can simply take the holocron, fall off/die, and
you'll have the holocron (as long as you save the game after getting the
holocron and dying).

Holocron 13 -- Junk temple entrance. In plain sight, lower level. Easy.

Holocron 14 -- Junk temple entrance. In plain sight, but in mid-air. Use one
of the AT-ST crew modules to get your height or you can air dash. Pick your
poison.

Holocron 15 -- Junk temple entrance. In plain sight and on the upper level.
Easy.


Felucia - 15 holocrons


Holocron 1 -- Insertion zone. Check the mini-map and head off the main path to
explore the very suspicious side. A holocron is hidden amongst the vegetation.

Holocron 2 -- Mushroom Ascent. Lowest level of the fungus tower.

Holocron 3 -- Mushroom Ascent. Mid-level, in plain sight and along the side of
the fungus tower.

Holocron 4 -- Mushroom Ascent. On a small platform half-way up.

Holocron 5 -- Mushroom Ascent. At the top-most platform. You need to locate a
good platform to start your jump to reach this particular holocron, but it
shouldn't be that hard.

Holocron 6 -- After leaving the fungus tower, turn left and find a hidden spur
next to the zone's exit. this path leads to a holocron.

Holocron 7 -- After leaving the fungus tower, turn right and go to a dead end.
The holocron is near a Sarlaac's nail.

Holocron 8 -- After leaving the fungus tower, it is inside a Sarlaac nail in
the clearing (near the zone exit). Force Grip, tear it it out and claim the
cube.

Holocron 9 -- In the tunnel to the first (small) rancor pit, there is a
formation of rock bathed in sunlight. The holocron's bloom lets it hide well
in bright light.

Holocron 10 -- At the first rancor pit, when Proxy mentions something
about "large creatures". Can't miss it.

Holocron 11 -- The tunnel after the first rancor has a side area with this
holocron. Easy to see and not hard to find.

Holocron 12, 13, 14, 15 -- Large rancor pit, right before the boss' map. The
four holocrons here are easy to see, if tedious to get to. Kill all the
Felucian bastards (proof that a good alien is a dead or enslaved one) and get
what you're entitled to.


Empirical - 5 holocrons


Holocron 1 -- In plain sight upon leaving your convalescent chamber.

Holocron 2 -- In the large room with test tubes, check the enemy spawn
directly under where you entered this zone.

Holocron 3 -- In the large room with test tubes, break the test tube and shiny
holocron get!

Holocron 4 -- Escape pod room. Move or destroy one of the lifepods near the
zone exit to see the holocron.

Holocron 5 -- After the scape pod room, but before you attack the Purge
Trooper, check all the cargo boxes in the hallway.


Bespin - 5 holocrons


Holocron 1 -- Cantina. Above the bar. Double jump air dash from the second
carbonite center to get there.

Holocron 2 -- Cantina. Inside the second carbonite center. Dastardly indeed.
Note that Starkiller won't die if exposed to the freezing process, but you
will take a helluva lotta damage.

Holocron 3 -- Edge of the first landing area (outside the cantina). It's on
ground level, so it should be easy to locate.

Holocron 4 -- In the air above the first landing area. A double jump from the
higher platform is better than relying on the weather vane fan to get your
height.

Holocron 5 -- Between the first and second landing area, there is a tram rail.
Hop onto the rail and get the holocron before the tram-car slides back.


Imp. Kashyyyk - 15 holocrons


Holocron 1 -- Insertion zone. This is in an area before the cut-scene. If you
already triggered the cut-scene, then restart the level to get back to this
zone. The holocron will be to Starkiller's left when the mission starts.

Holocron 2 -- On the path leading to the first gate (and right after the cut-
scene), check the wreckage (tree) near where you start.

Holocron 3 -- The path leading to the first gate, in mid-air.

Holocron 4 -- Past the first gate, on the same level as the Scout Trooper on
the high ledge. It's on a precarious pipe, but should not pose a problem.

Holocron 5 -- Past the first gate, near the comms tower's upper generator. It
will be rather high up and on some thin railing over the pit of death.

Holocron 6 -- Past the first gate, behind a big pipe near the upper generator
of the comms tower.

Holocron 7 -- Go to the ramp leading to the second gate. Head back up and at
the first forcefield, look around for a holocron floating near a big pipe (it
is above the lower generator of the comms tower). Air dash time.

Holocron 8 -- Inside the trophy gallery, check the displays.

Holocron 9 -- Wookiee hunting ground. The first observation post.

Holocron 10 -- Wookiee hunting ground. The third observation post.

Holocron 11 -- Wookiee hunting ground. Inside one of the prisoner containers.
Use a lightsaber strike to open them.

Holocron 12 -- Wookiee prison. Inside one of the cells.

Holocron 13 -- Wookiee prison. A second holocron inside one of the cells.

Holocron 14 -- Skyhook tractor beam. On top of one of the support structures.
In plain sight but requires a double jump to get to.

Holocron 15 -- Skyhook tractor beam. Atop a tree at the edge of the zone.


Imp. Felucia - 15 holocrons


Holocron 1 -- Below insertion point (Imeperial campsite). The entrance is
along the right side once you drop down from your starting point, next to the
tree the Felucians keep respawning down from.

Holocron 2 -- Imperial camp near insertion. Above the very large Sarlaac tooth-
nail. Stack a few pieces of junk to get the height required.

Holocron 3 -- Imperial bridgehead. Near the bridgehead, look for the
conspicuously thick (and glowing) Sarlaac nail. Rip it out and claim the
holocron.

Holocron 4 -- Imperial bridge end. At the end of the bridge, prop Starkiller
against the support strut and the rocky wall. You can double jump and grab the
holocron at the bridge head before dropping down.

Holocron 5 -- Ambush valley (with first AT-ST). On the high ledge that has two
E-Web turrets. You have to double back towards the direction of the bridge
after triggering the first AT-ST.

Holocron 6 -- Ambush valley (with first AT-ST). At the start of the tunnel
embedded into the cliffside where the rock wall is (after the first AT-ST drop-
pods in).

Holocron 7 -- Sarlaac Pit (top). Behind one of the Imperial construction
crawlers (you have to drop back to the ground after getting aboard).

Holocron 8 -- Sarlaac Pit (top). Atop one of the Imperial construction cranes.
Do some wire walking.

Holocron 9 -- Sarlaac Pit (top). Atop one of the three skybridges to the
Sarlaac's central elevator.

Holocron 10 -- Inside the Sarlaac. Exit the lift and explore the first room.

Holocron 11 -- Inside the Sarlaac. In the Sarlaac's big "stomach". Okay, okay,
so some reading into the Force Combo menu got simalcrum thinking abour aerial
moves (and all the bullshit it encompasses). Buy the Dashing Push move (one
where you can dash and Force Push at once). Essentially, you do a double jump,
air-dash, and then Dash Push to get the extra distance you need for this
bullshit XP holocron. This means with the same move, you can do the later
Imperial Raxus Prime holocron (the one across the ore processing chasm)
without Aerial Strike (and a Scout Trooper).

Holocron 12 -- Inside the Sarlaac. In plain sight inside the wind chamber.

Holocron 13 -- Jungle after leaving the Sarlaac. Check out the first clearing
for this holocron. You may need to do some platforming to get to it.

Holocron 14 -- Jungle after leaving the Sarlaac. Above the cliff/stairs
leading up and out of the rancor pit to the tunnel.

Holocron 15 -- Jungle after leaving the Sarlaac -- the stage nears the tunnel
(and the map transition). Around the clearing of the second rancor. Check
behind the bulbous alien vegetation.


Imp. Raxus Prime - 15 holocrons


Holocron 1 -- Insertion zone. Before dropping to the ground from where you
start, there are two ledges you can double jump / dash to. Look hard enough
around and you should find some flat ground Starkiller won't goddamn slide off
of. The second ledge will lead to a drop with the holocron.

Holocron 2 -- Insertion zone. A penis like dead end to the left will have a
holocron. Check the mini-map.

Holocron 3 -- Wide area, complete with bottomless death. After the first
broken metal bridge in this wide expanse, there is a suspicious brown metal
door before you pass through a blue gravity ring. DMM/Push that door for the
holocron.

Holocron 4, 5, 6, 7 -- All four of these holocrons are in the second clearing
where Rodians and Imperials are engaging in Mortal Kombat. Three of the
holocrons should be plain sight (although some are in high areas). The fourth
holocron is in the Rodians' ambush tunnel. After the cut-scene showing the
junk wall exploding, head inside and get that holocron.

Holocron 8 -- This is in the tunnel from the second clearing to the Imperial
Drop Base. It's in plain sight.

Holocron 9 -- Imperial Drop Base exterior. Atop one of the junk spires.

Holocron 10 -- Imperial Drop Base interior. On the second level of the Drop
Base. Get it before leaving this map.

Holocron 11 -- Ore processing facility (outside). Once the new map loads (from
the Drop Base), get to the second level and nab the holocron.

Holocron 12 -- Ore processing facility, tractor tower room. Go to the upper
level and start electrocuting or pushing boxes. Eventually, you'll blow a hole
in a wall and reveal a secret space.

Holocron 13 -- Ore processing. This is the room where you need to Force Grip
and bring up two wheel-locks to open a door to a large circular control room.
There is a holocron on one of the side walkways and it is almost impossible to
double-jump / dash to get there. In fact, you can't unless you use the Dashing
Rush (Sarlaac stomach holocron), or try instead, the Aerial Strike. It's the
move reminiscent of Shinobi (PS2 version) where your dude ninjas through the
air while locked onto an enemy. This move lets you "warp" to the Scout Trooper
on the side walkway, nab the holocron, die, and restart at the save point
without fuss.

Holocron 14 -- In the circular control room, this one holocron is in plain
sight if you go right from the starting/save point.

Holocron 15 -- In the circular control room, this one holocron is near one of
the enemy spawning rooms. Head left (instead of right) once you enter this
room and you'll come across it quickly.


Imp. Death Star - 15 holocrons


Holocron 1 -- The Hangar (of death). The upper walkway, left side from start.
Use boxes to reach the upper level.

Holocron 2 -- The Hangar (of death). The upper walkway, right side from start.
Use boxes to reach the upper level.

Holocron 3 -- Firing tube. Destroy the first set of green laser lenses and
proceed down the tube. The holocron is past the green lens, and inside one of
the enemy spawn rooms in the next section. Check the mini-map for details.

Holocron 4, 5 -- Firing tube (fire control station). At the H-shaped fire
control station (before you open the door that transitions the map), there is
a lift to the second level. Take it and use the added height to jump on the
support atop of the death beam. From there, you can get two holocrons.

Holocron 6, 7 -- Firing tube (maintenance corridor). Past the fire control
station, you will be in a maintence tunnel running along the side of the death
beam. There are two enemy spawn (or just plain side) rooms. Check out both for
holocrons. Note that this is the same tunnel where two Purge Troopers decided
it was an awesome idea to do a Star Wars WWF tag-team event on your deluded
Force-using ass in a tight area.

Holocron 8 -- Firing tube, just before the amplification chambers. In plain
sight. Cross over when the beam is off and fetchy, fetchy.

Holocron 9 -- First amplification chamber. On its bottom floor. Check behind
the supports.

Holocron 10 -- Second amplification chamber. Hovering over its bridge. Grab
this when dashing over the gap.

Holocron 11 -- Convergence array. Lowest placed death beam. This holocron is
in the beam's path, so you need to time your air dash to grab it. If you need
the extra airspace, you can use Force Grip to dismantle some of the beam
support rings (you have to target the bottom of the ring).

Holocron 12 -- Convergence array. There are four floors of the array
(including the floor where the grav-lift generator was). Check out both sides
on the third (second-highest) level of the room (where enemies appear) for
this holocron. Don't forget the monster closets.

Holocron 13 -- Convergence array. There are four floors of the array
(including the floor where the grav-lift generator was). Check out both sides
on the fourth (highest) level of the room (where enemies appear) for this
holocron. Don't forget the monster closets.

Holocron 14 -- Convergence array. On the platform to the Emperor's observation
chamber (where you fight all the Royal Guards).

Holocron 15 -- Convergence array. At the very top of the array, look for the
large focusing dish. There should be a gray metal support arch with a holocron
on top. Although finicky, a double jump / air dash will get you there.
Naturally, if you fall, steer clear of the beams.



               simalcrum is always right; you are always wrong.

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引用:
原帖由 zafm0861 于 2008-9-21 15:31 发表

掌机版貌似很渣……
放屁啊、、、、你玩了么

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动作快阿

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引用:
原帖由 sweden 于 2008-9-21 22:16 发表

放屁啊、、、、你玩了么
你丫自己说雷的

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俺可没说PSP的雷。。。休闲极品啊。。

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引用:
原帖由 Jonsoncao 于 2008-9-21 13:31 发表
成就太狗屁了……本来还打算15块的时候收一张,等10块吧……
这等到10块不知要到猴年马月啊

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第三关BOSS用原力爆,加血很爽很舒服
第五关留个机器人最后杀就不会出现其它的小兵了
sithmaster难点是小兵战啊

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引用:
原帖由 veryend 于 2008-9-22 10:53 发表
第三关BOSS用原力爆,加血很爽很舒服
第五关留个机器人最后杀就不会出现其它的小兵了
sithmaster难点是小兵战啊
Sithmaster难度里更能体现近战的废柴……打boss还好,打那些攻击力高点的小兵基本就是找死,被反击一下就被秒了。。。
第5关的boss很菜……昨天打SthMaster难度,把他引到坑边,一直砍,用X,X,X,B[hold],Y+B扔地上再push到坑里……2下就死了

[ 本帖最后由 zafm0861 于 2008-9-22 12:08 编辑 ]

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Dark side
主角打完Vader之后emperor叫他杀了koda..主角反过来要砍emperor,被弹开..丢到外面..船要来救他,被emperor用原力拉下来砸主角身上..切换画面之后,主角被改造成了emperor的slave..之后就没了

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哎,这游戏360的买了玩了一次就盘不能读了,然后我就把PSP各个模式都打了一遍,现在没好的360版本么,不知哪里有好的版本网购?

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刚爆机了...有一部分BOSS战参考了LZ的打法.是蛮爽的一款游戏.推荐一下!!!

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