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Walkthrough: Tier 3

by Jedi Meister

Tier 3 Missions

Cult Sighting - Chandrila

Recommended Force Power: Force Protection Lvl. 2/3 Recommended Weapons: Disruptor, Concussion Rifle, throwable weapon.

As you start the mission, push the rock. Enter the area with your lightsaber(s) drawn. A dual-sabered opponent will drop from above. After killing him, exit to the right and jump down, but not all the way. Listen in on the conversation between two mercs or eliminate them and pick up the concussion rifle. Head along on the level path until you see a cultist and a reborn. Jump across and engage them. The reborn is single-bladed and the cultist is like most of the other ones you will encounter, meaning he uses force grip exclusively. Exit down to the left watching for the crumbling platform. In the next area are three mercs and a tougher Reborn, still single-bladed. Eliminate them anyway you choose. On the side of the walkway with the two mercs is the first secret area.

Secret Area: Before jumping up to the second archway, snipe the waiting merc with your disruptor. Jump up and then walk down the ramp to a medpack and a shield booster.

Take the archway with the downward leading path and come upon a merc setting explosives on the bridge. Speed across before it explodes or jump across after the fact. Head up the imposing stairs to face three single-bladed reborn. The best strategy is to draw out the first one on the left by himself, and then face the last two 2 vs. 1. After they are eliminated, head to the door on the right. Using sense, pull the marker on the door to open it. Just beyond and down the the stairs is a dual-sabered opponent. After he's dead, exit to the right where a Reborn will jump from below to attack. Checkpoint! When he is no longer among the living, drop down to the platform directly below the gap. In close proximity are two secret areas.

Secret Area: Look back up towards the platform and notice a small alcove flush with the wall. Jump up and find rocket ammo.

Secret Area: Turn around after dropping onto the platform. Jump onto the raised step and wall-walk to the other side. You should end up on top of an archway. Drop down to find a merc with his bowcaster guarding a shield booster.

In any event, drop down another level to find a broken bridge, a single-bladed Reborn on your side, and a cultist, and another single-bladed Reborn on the opposite side. Two paths here. Either eliminate the Reborn on your side and then jump across to kill the two enemies on the other side and the attendant merc, OR, bypass them and jump onto the beam on the left and slide down. Below are two mercs and a dual-sabered Reborn. Whichever path you take you will have to face them. Note: if you pick the first path, there is the slightest chance that the cultist will grip you mid-jump and release you to your death. I suggest if you take path 1, eliminate him first. On the other side awaits the Reborn. After dueling him, take advantage of the shield booster and medpack at your disposal. Jump over the steps to the right and kill the waiting merc. Head down the path and eliminate the three enemies I mentioned above. The merc in the archway is guarding a shield booster. Get onto the platform which juts out over a series of stone steps. Nearby is a secret area.

Secret Area: Jump from this platform to the platform above which has a flower-shaped crystal on it. Long jump (speed+jump) to the platform in the distance. On this platform and the adjoining walkway are two medpacks and a shield booster. From this platform you can also snipe the cultist in the next area. Jump back across onto the jutting platform, again using long jump to continue.

Drop down and engage the one or two enemies (one is the cultist, and the other is the Reborn) and continue, hugging the wall. If you continue on the path, you'll come across a wide open area, and a dual-sabered Reborn to the left. Look along the edge of the walkway until you see a platform which you can drop down to. From here you can snipe at the three mercs in the next area, as well as the cultist, leaving you with just the Reborn to deal with. After you eliminate the three mercs, the Reborn will make his way up to you. If you don't feel like dueling, push him into the abyss as he's jumping. Make your way down the way he came up, and drop to the broken platform. Note: From the second platform, don't jump all the way down, peek over the edge in front of you, drop down, and then jump to the last archway. Jump across and kill the cultist. Jump up to the platform above and onto the bridge. Only five more enemies left. One Reborn with the single-blade, two dual-sabered opponents, one cultist, and the boss of this level. The cultist you can snipe from the bridge, using the pistol. Take out his Reborn buddy and proceed into the immense final area. The dual-sabered enemies are in plain sight. The boss, armed with a lightstaff awaits you in the final chamber, in front of the Jedi Knight's coffin. The easiest way (but also the cheapest and most cowardly) to beat this chamber is to just run around the Reborn, activate sight, push the two blocks in the final chamber from the top of the steps leading to the coffin, and run back out to the bridge, leaving the three Reborn to be crushed as the burial chamber comes down around them. The hard way is to fight them and then seal the tomb. As you start to cross the bridge, it starts crumbling. Long jump across to finish the level.

Cult Investigation - Tanaab

Watch the intro cutscene. If the dead cultist is any indication, stay the heck away from that mutant rancor. From the start, run straight ahead. Jump up to an alcove with a switch on it. The switch will activate a crane which will pick up a crate covering a door. A cultist and his duelist pal are just inside. Lure out the duelist and let the rancor eat him. The cultist is a pushover, just keep on slicing. Before you go through the next door, I really really recommend using Force Absorb. One of the enemies, the cultist, has level 3 lightning which really really cuts through you like nothing else. After this, the level wholly degenerates into a mad, frenzied, though wholly enjoyable romp through the area. Whenever you see a green door, enter within. Note that some doors do not open until the enemies around it are dead. Which either means you had better be extremely good at dueling or simply lure the rancor to eat them. At the end of one of the hallways, hit a switch which will clear a box nearby allowing you to jump up there. Secret area up here.

Secret Area: Before you jump down to the other side, turn right, jump up to the other crates, and walk all the way to the end of the crates, to the big pipe with the electricity all over it. Now, look about 45 degrees to the right, see the big blue glowing transparent door? Jump over to that platform, go to the left of the door into the small alcove, and there is a medpack and a large shield booster.

(The secret area above was discovered by JarJarBinks of the jediknight.net forums.)

Keep running until you find another door. Just outside the door should be a switch, which will lower a box into position. Walk through the door. Checkpoint! Run up the ramp in the room and kill the duelists inside. I believe there are three of them, two dualsabers and one staff. They almost exclusively use push, grip, and lightning. So absorb would be quite useful as well as protection. When they are dead, you can take a small rest. Secret area nearby.

Secret Area: Run outside, past the rancor, towards the blue forcefield at the end. On the left side there should be a small alcove with some goodies.

Return to the control room, and hit the switch up the ramp when the rancor is in front of the control room.

Dismantle Device - Yalara

Recommended Force Power: Force Grip Lvl. 1 Recommended Weapon: Disruptor, Concussion Rifle, throwable weapon of choice

Approach the door with lightsabers drawn. On the other side is a blue alien. His gun is similar to that of a bowcaster but is not a solid projectile. It seems to be some sort of gas instead. Back up immediately or take damage. Grip or mind trick the alien and then walk around the column after you've killed it. Again, through the door, and mind trick the two aliens. Enter the door behind them, and take the lift up. Along the way, Jaden comments that the aliens are Noghri. There are five enemies to the left, and two to the right. Three of the five enemies are stormtroopers, and the rest are Noghri. Enter the structure directly in front of you. Within are two more Noghri. After you are done, take the final door on the ground level. Inside this pump room are several enemies, but as long as you take your time clearing the area, e.g. use mind trick, then there should be no difficulty. Take the door to the right and come upon a lift you should get on. As you get off, three stormtroopers are waiting for you. Turn left and exit through the door. Inside are an officer and his three stormtrooper friends. Hit the workable switch inside. Return to the pump room, and jump through the fan up the airstream. You will hit a grating that is electrified, and then land on the other side. You'll lose about eight shields. Jump past the fan and confront the pair of duelists. The door past them leads to several Noghri and stormtroopers. It also leads to a duelist and his cultist pal. Wait for the stormtroopers to die and then use the disruptor to shoot the Noghri. It takes about four shots in the head, non-charged. The hallway to the left leads to two more Noghri as well as shields and ammunition. Head past the duelist, after he's dead of course, for the door behind him. Checkpoint! Two duelists rush you as you pass through the door. Backpedal to draw them back into the hallway. Both use strong style only. Head through the door and towards the fan on the left. A lightstaff duelist will drop down. Kill him and then go up the airshaft. Inside are four stormtroopers and an Imperial worker. Kill them and then go to the right side of the platform and collect a small shield booster to repair the eight shield points you just lost. Head through the door on the left. Up and to the right is a lightstaff enemy, and several stormtroopers are ahead. Mind trick the stormtroopers while you wait. Then rush out and confront the lightstaff user. Across the wooden bridge are two more Noghri. Mind trick them and then kill them. Enter the structure in front of you. A ramp leads up to a lightstaff duelist. Below the ramp are shields and ammunition as well as a secret area.

Secret Area: Smash your lightsaber against the hole directly below the ramp and use the beams to make your way down.

Up the next ramp are a duelist and his cultist friend. Use absorb to make it up to the cultist and saber him. Then kill his buddy and head up the tower. At the top, next to a door are two dualsabered opponents. Lure them outside and finish them there. Head back up with your concussion gun. Shoot only the sabered opponents and then rush in with speed to finish off the Noghri. Go around and take the lift up. At the very top are two duelists and several Noghri. Kill them all and hit use at each of the four explosives to set them. Cutscene and end of level.

Force Theft Investigation - Byss

Recommended Force Power: Force Grip Lvl. 2 or Force Lightning Lvl. 1 Recommended Weapons: Disruptor, Concussion Rifle, choice of throwable weapon

The Raven's Claw has been impounded by an Imperial Dreadnought. Your mission is to disable the tractor beam and Kyle will set the self-destruct. From the start watch Kyle go Qui-Gon and shove his lightsaber into the door to melt the lock. Return to the docking bay and head through the door on the lower level to the left, using the front of the Raven's Claw as a refernce point. To the right in the niche is a single stormtrooper. To the left are more troops as well as an automatic turret on the ceiling. Continue ahead to the next door, killing all opposition. In the next room are more enemies, approximately five of them, and an officer holds the security key. The room also holds an autmatic turret. Ammo and shields are behind a trip mine trap. Use the key to open the door to a lift and ride it up. Peek around the corner to the right where two stormtroopers are talking. Interrupt with your lightsaber and proceed to demolish the enemy. Soon two Hazard Troopers will approach, so prepare to use either mind trick or speed + protection + concussion rifle to eliminate them. A worker is also in the room with them. When all concerned parties are room temperature with the exception of yourself, proceed through the door by the formerly alive troopers. Inside are two officers and the switch to deactivate the tractor beam. The room on the other side leads to a few stormtroopers and workers. Nearby are trip mines you can push or pull them into. After you've turned off the tractor beam, start heading back to the Raven's Claw. However, the ship will be rocked by an explosion and more stormtroopers appear. Mind trick two or three. An automatic turret is up to the left and further in the room are more Hazard Troopers. Mind trick one and kill the survivor with your own concussion rifle. Proceed forward until you are almost touching the forcefield. Mind trick the mech trooper so he will kill the other ones with his rocket launcher. Nearby are health and rocket ammo. Head through the door. Three stormtroopers are in the next room, along with their officer. If you continue down the corridor, you'll find more enemies. But first, duck into the room nearby which has two stormtroopers, an officer, and a droid. It overlooks the Raven's Claw. Head back out to find a few workers to the left. The door in front leads to a room with two Hazard Troopers and two standard stormtroopers. Mind trick both Hazard Troopers for a good show. They will kill the two standard ones. You just slice them up while they're waiting. The two Hazard Troopers approach from far side of the room, from the left. Take the lift up. Kill the two stormtroopers and officer to the left as well as the stormtrooper with the flechette to the right. Kill everyone and then take the ramp down at the far right from the left. Kill the troops in the room and then take control of the turrets. There are a total of four TIEs you must shoot down. Make your way back the lift. Three stormtroopers and an officer will attack. Kill them and then take the lift down. Go straight until you hear Kyle taking on some Imperials and then lend assistance. The closest enemies are approaching from the left. Kill them and also the ones harassing Kyle in the hangar bay. When they are all dead, the mission ends.

Weapon Destruction - Ord Mantell

Recommended Force Power: Force Grip Lvl. 3 or Force Lightning Lvl. 2 Recommended Weapons: Disruptor, Concussion Rifle, throwable weapon of choice

An intro cutscene introduces you to your constant foe for this entire level... Boba Fett. Fett is armed with a rocket launcher, flamethrower, blaster rifle, and a disruptor rifle. The first order of business is to get yourself indoors ASAP, meaning down the parallel trenches in the arena. When you're ready, head for the doors into the western and eastern sectors of the city. There are three weapons caches in each sector. When you're done, make it back to your ship. Use speed and your concussion rifle to bring him down to earth. The strategy with Fett is quite easy. Its the implementation that's hard. If he locks onto you with a rocket, use push to push it away. If he fires with the disruptor, Jaden will automatically use force speed to dodge it. When he fires his blaster use the lightsaber to deflect the shots. The flamethrower is what he uses when you're close to him. If you aren't close, don't worry about it. Once you've defeated him, he's down for the count. Good luck on this mission. It took me almost an hour to find the stashes and survive Fett.

Once you finish, Luke will call everyone back to the Academy. There you'll find out that your eventual destination will be Korriban.

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