Star Wars: The Force Unleashed
59 Achievements
1,345
16-22.5h
Sith Trials
Complete all Training Room challenges and Combat Modules
20
How to unlock the Sith Trials achievement in Star Wars: The Force Unleashed - Definitive Guide
_Challenges_ [are intended to hone your skills after each tutorial]
Push: tap B, don't hold it
Lightsaber Flourish: slightly challenging, pay attention to the timing of your swings-- the second button press may need to be sooner than you expect. If you are having trouble seeing your saber light up to indicate swing timing, try switching to a standard colored one (not black, unstable or concentrated). As suggested by meridian5, let the troops space out a little and start your flurries at a decent distance as they can carry you half way across the room.
Grip: do work like Vader.
Lightning: have an electrifying time.
_Combat Modules_ [are helpful for practicing proper techniques for different enemies]
Storm Trooper: Immediately activate your lightning shield-- run around the room. You should be able to kill all enemies in one sweep.
Rodian Scavengers:
Lightning-infused saber attacks make quick work of the swarms after lightning takes out the machine gunners. Remember force repulse if you get bogged down.
Felucian:
Jump around, trying to stay above the heads of your enemies. Force repulse will wreck them against the walls. Go wild, because killing them on Felucia is a bitch.
Imperial Assault Squad:
Immediately activate your lightning shield and run head-first into the cloud of storm troopers. Press the special units with saber attacks, reactivating your shield as necessary to fend of standard troops.
Imperial Armed Recon Squad:
Snipers first-- lightning or lightning-infused saber attacks make quick work of them. Then rocketeers with lightning. Finish off the rest with slashes.
Imperial Royal Guard:
Scatter the group with force repulse and a+x attack (jump smash, ground pound, whatever). Lightning-infused saber attacks help keep the red guards cornered and down-- put work in on each in such fashion and remember you can end each with a button sequence. Same goes for Shadow Guard.
AT-ST:
Lightning shield and infused attacks will make quick work of the storm troopers. Then take down the AT-ST with a jump lightning attack, he's weak and should be low enough for button sequence after a single meter's worth.
Junk Titan:
Jump then lightning will kill the titan in one meter's worth. Lightning-infused saber swings will bring the combat module to a quick end thereafter.
Kota's Militia:
Force-push their shit in, holmes.
Rancor:
Jump and lightning the Rancor to death in a single bar. Let molest-fest begin by force pushing the Felucians into the walls.
Raxus Droids:
Lightning works, but I prefer to swing my lightning-blazing saber around wildly as it is the last module.
What I did was take some distance between enemies so that if you start your saber flurry attack you won’t immediately hit someone. This way you have the time to start the flurry and while attacking in “flurry mode” you’ll reach the stormtroopers to take them out.
To execute the flurry this way worked a lot better than when you already were hitting a stormtrooper.
This was the one that i had difficulty with to pop this chievo.. took me a few tries but definitely helped that i took a step or two back..
Challenges unlock after completing the training tutorial for a Force skill. Combat modules unlock gradually as you progress through the game. You must have faced an enemy type in the game before they can be faced in a Combat Module, meaning this can't be unlocked until near the end of the game.
Some people have had trouble with the Force Push trial. Upgrading Push to the max helps a lot, and try to push stormtroopers into the explosive barrels whenever possible. Charging up the Force Push will deal more damage.
Thanks to ThrawnOmega for the info.
Last, it is recommended that you complete all of these on your apprentice playthrough. These modules and lessons are scaled to the difficulty setting you are currently using. This means that trying to complete these on Sith Master will only cause you unnecessary frustration.
To access the training room, press start (during any level), and scroll down to training room. Once in the training room menu, you'll see a long list of three things; lessons, challenges, and combat modules. Next to each title is a box. If it's colored green, you've completed the lesson/challenge/module. If it's black you haven't. Everything is really basic and easy, especially if you're using a character with a lot of powers/upgrades. However, you won’t be able to enter a trial until you've acquired the requisite power or combo.
Note: Labartu has verified that you can just go into a challenge and fail it and it will count as completed.
1 - The training itself
2 - Their practice
3 - Something like chew a wave
To get THIS achievement, you need to complete 2 and 3 (That is, practice and waves)
*Not all lessons will be open immediately. So first you need to go through the campaign.
Press START
Select TRAINING ROOM
And complete SIXTEEN practice challenges:
• PUSH CHALLENGE
• LIGHTSABER FLOURISH CHALLENGE
• GRIP CHALLENGE
• LIGHTNING CHALLENGE
• REPULSE CHALLENGE
• STORMTROOPER COMBAT MODULE
• RODIAN SCAVENGERS COMBAT MODULE
• FELUCIAN COMBAT MODULE
• IMPERIAL ASSAULT SQUAD COMBAT MODULE
• IMPERIAL ARMED RECON SQUAD COMBAT MODULE
• IMPERIAL ROYAL GUARD COMBAT MODULE
• ATST COMBAT MODULE
• JUNK TITAN COMBAT MODULE
• KOTA'S MILITIA COMBAT MODULE
• RANCOR COMBAT MODULE
• RAXUS DROIDS COMBAT MODULE