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Walkthrough: Tier 2

by Jedi Meister

Tier 2 Missions

Rescue Mission - Nar Kreeta

Recommended Force: Force Heal Lvl. 3 or Force Protect/Absorption Lvl. 1 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. 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. After they're saved, run to the ground level exit. Three Trandoshans are waiting. Mind trick them all and let them be pounded by the rancor when he comes. Escape back to the tunnel and finish the mission.

Meet Contact - Zonju V

Recommended Force Power: Force Absorb Lvl. 1/2 or Force Protection 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. 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. 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. 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. When you make it all the way back, end with a cutscene.

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

Covert Operation - Kril'Dor

Recommended Force Power: Force Absorb Lvl. 2/3 or Force Protection Lvl. 1/2 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. 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.

Capture Crime Lord - Coruscant

Recommended Force Power: Force Absorb Lvl. 2/3 or Force Protection Lvl. 1/2/3 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. 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!

Cult Investigation - Dosuun

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 the dead fat guy'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. 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. Take either one. 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. 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. 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. 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 crazy dude 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 the fat guy 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.

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