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Walkthrough

Mission Set 3

Your big decision upon reaching Mission Set 3 is between the three new saber options: you can either gain a new stance for the single saber, get a dual-bladed saber staff, or go for dual-wielded sabers. Your best bet is to save your game during the Rosh fight, pick a saber, then start a mission and try it out to see if you like it or not. You can also check the Dueling section of the Tips and Cheats chapter for a brief run-down on the differences between the three.

In addition to your new saber, you’ll also be able to add the Stouker Concussion Rifle or the Merr-Sonn to your weapons loadout before a mission. In addition, all of your neutral force powers will be raised to level three upon reaching the rank of Jedi Knight. Now that’s REAL ultimate power!!

Cult Sighting - Chandrila

This is another fairly enjoyable level, especially if you’re of the sadistic sort and enjoy pushing and gripping your opponents into vast chasms. Push the rock out of your way and start your journey. There’s not much to say about your path here -- there’s usually only one way to proceed down into the nether regions of the tomb, so get used to moving carefully, and quicksave often, just in case you do manage to fall into the bottomless pit below.

The secret areas here are denoted by glowing symbols near them; you’ll have to use Force sense to pick up on them, but that should be old hat by now. The first is across the way from the large cathedral-like entrance with the ornate staircase; you’ll have to jump on top of a nearby doorway to make the second leap to a little balcony, but watch out for the Stouker-wielding foe who’s waiting for you.

Jump up for a secret area, and a Stouker, if you didn’t bring one along.
As you approach the cathedral, a cultist will detonate the bridge, but you shouldn’t have any trouble making it across. The cathedral contains not one, not two, but three Reborn - you might want to lure them out to the chasm to drop them into it, since taking them all on at once in successive duels will be difficult. Once they’re dispatched, activate your sense to see where you need to pull the door; you’ll need to stand on the glowing spot on the floor before the door itself will open.

Once you’re out of the cathedral area, you’ll have to drop down a few ledges to reach the Reborn who are waiting for you below. There’s another secret area right below the cathedral’s exit, though; look up and sense to get the symbol. There’s yet another secret area directly beneath that; jump to the semi-obscured doorway for a shield generator.

The chasm near these secret areas is a bit too far for you to jump, unless you hop on one of the nearby pillars first. There’s also a jumping path down to the right of the bridge. At any rate, yet another secret area is available on the higher of the two platforms that you wind up facing. You’ll have to make a couple of long jumps to get there, but at least it’s the last secret area of the level.




More difficult jumps are required to reach this secret.
From here, proceed on until you discover another ornate, cathedral-like area. (Not to speak ill of the dead, but this Jedi sure didn’t think much of the order’s ascetic ideals; this place must’ve cost a fortune to put together.) This cathedral is the tomb of the Jedi, and is populated by a few Reborn. You don’t have to fight them, if you don’t want to, but you will have to penetrate the tomb, and use sense to find the two panels next to the Jedi’s sarcophagus. Use push to insert the panels into the wall; this will trigger a protection mechanism which will enclose the tomb once again. Make your way back to the lowest level outside to end the mission.

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This is emphatically not a good thing to ever be a witness to.
Cult Investigation - Tanaab

Again, not to carp, but these cultists certainly seem to be playing everything by ear. Upon sighting you in the spaceport on Tanaab, they immediately set loose their pet mutant Rancor, which immediately starts killing them. Don’t think that it doesn’t want to kill you, too; you’ll need to keep moving if you don’t want to wind up Rancor chow.

You’ll find an elevated area towards the rear of the first room with a switch on it; flip the switch to raise some nearby crates to the ceiling. Hop to where the crates were to find a path to the next room of the spaceport. Unfortunately, the Rancor will bash through the wall, so keep moving. Lead the rancor to the locked door in the rear of the second room; it’ll unlock and you can pass through to the third and final area. As with so many other situations, your best bet when dealing with the Reborn is to just ignore them; the Rancor will kill them all when it comes by anyway, so there’s no point in wasting your health in skirmishes, which will just make it more likely that the Rancor will eventually catch you and kill you.




You’ll need to backtrack a bit for this secret area. Jump from this position to the force field to find it.
Run down the corridor that starts out the third room, ignoring the Reborn, until you come to a switch; flip it and jump on top of the crates nearby. While you’re still atop the crates themselves, run back down towards the blue force field near where the Rancor busted through the wall. There’s a secret area next to the force field which you can jump to.

Now, head back to the main area of the room and look around for a conveyer belt towards the rear wall. Flip the switch near the door to the small control room; this will loosen up the storage crates above the conveyor belt.







You can’t kill the Rancor without first flipping this switch.
There’s a secret area near the blue force field at the end of the belt, so if you’re really set on finding all of them, head down to the blue force field, grab the items, then run back to the head of the belt, using speed to get past the Rancor if it’s following you.

If you’ve flipped the switch near the control room, you should be able to finish the Rancor off now. You’ll need to wait around inside the control that overlooks the conveyor belt until the Rancor comes around; unfortunately, there are three Reborn waiting for you here, but you don’t have to fight them. Once the Rancor is standing on the conveyor belt, hit the switch inside the control belt, and the Rancor will be squashed against the force field. This will end the mission.

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Dismantle Device - Yalara

Your goal here is to disable a "planetary cloaking device," presumably installed before the rise of the Empire, and presumably a lost technology, since it would’ve definitely been useful on, say, Hoth, or the Death Star.

Your path here will take you from the very lowest level of the facility to the top of the central spire, where the cloaking device resides. Despite what your character might say as the mission begins, there are quite a few people about, in the form of stormtroopers, Reborn cultists, and Noghri, an assassin race that Darth Vader used to employ. Noghri are about as tough as any other regular grunt enemies, but they possess poisonous weapons which can be quite annoying.

Head inside the structure near your landing platform and take the lift up to the next level, where Noghri and stormtroopers are engaging in skirmishes. Clear them out, then head through the door set into the rock wall. You’ll have to take the lift here down and disable the fan with the switch in the generator room before returning to the room above and jumping into the airtube. Ride the current up into another room populated by Imperials.

This floor is easily broken.
Head out into the hallway and into another firefight; kill everything that moves, while being careful to avoid the poison fire of the Noghri. Head through another power generator and airtube onto another level of the facility. Now that you’re back outside, you can resume your normal strategy of gripping and pushing your enemies off of the cliffs to the water below. When you find the stairs leading up, break the floor beneath them to find a secret area.

Once you’re at the top of the stairs, head outside, kill the enemies fighting there, then take the lift to the top of the cloaking device. You’ll need to set four bombs here before detonating the cloaking device and ending the mission.

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Force Theft Investigation - Byss

Your investigation will be over before the mission begins; unfortunately, you’ll be captured by an Imperial Dreadnought before you can zoom back to Yavin. After Kyle starts attempting to melt his door, head through the nearby unlocked door and start your corridor crawling. There are a lot of enemies on board, as might be expected, but you shouldn’t have any trouble with them at this point, except in the case of the hazard troopers - the close quarters makes dodging Stouker fire quite a trick. You’ll want to disable them with mind trick, if possible, or attempt to strafe around corners to return fire without as big a risk of taking damage. You’re going to take some damage no matter what you do, but as long as you don’t die, you should have plenty of time to heal up between encounters; it’s not like the stormtroopers and other Imperials on board are going to be much of a threat.

Immediately past the first pair of hazard troopers, you’ll find the tractor beam controls. Disable the tractor beam, and Kyle will report on incoming fighters. You have to admire the single-mindedness of the Imperial Remnant: if they decide that it’s time for you and Kyle to die, they’re not above destroying the entire ship to make sure that it happens.

A previously locked door near the last lift you took will be unlocked now. There’s a straight path from here to the ship’s turret defenses, where you’ll need to use one of the turrets to shoot down the incoming TIEs. Once you’re done there, head back to the Raven’s Claw. A firefight ensues in the main hangar; Kyle seems bent on using nothing but a blaster to help you, so you’ll need to do most of the work by yourself. Kill everyone to end the mission.

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Congratulations to the Raven artists for putting together a very nice Boba Fett model.
Weapon Destruction - Ord Mantell

Your job here is to destroy seven caches of weapons, but you’ll run into a bounty hunter on Ord Mantell who’ll attempt to change your mind. And here we thought Boba Fett was dead - mea culpa, we suppose, since he’s emphatically alive and will try to kill you as soon as you land. Since Boba’s something of a large part of the larger Star Wars continuity, you will not be able to effect his untimely demise, so you should just ignore him for most of the mission. He packs a variety of weapons, including a blaster pistol and a rocket launcher (if you hear him firing these off, push them back towards him), and if you get too close, he’ll use a flamethrower which can kill you quite quickly. Just run away, do your thing, and get this mission over with.







Jumping and crouching will be required to get inside this well-hidden secret area.
After the destruction of the first weapons cache in the opening cutscene, you’ll need to track down six more of them scattered throughout the level. As per usual, Force sense will pinpoint their location; you also have a rare map in your interface screen, which may help orient you somewhat. So, continue on your rounds, and place the improbably large bombs near each of the weapons caches to destroy them. There’s only one secret area here, in the same room as the weapons cache near the hologram globe. You’ll need to crouch at the apex of your jump in order to reach it, since the opening above the crate is quite tiny.

When all of the caches are destroyed, head back to your ship and smack down Boba Fett. If you’re using sense to monitor his health, you’ll only need to knock him down to half a health bar or so to convince him that his efforts are in vain. As noted earlier, he does have a flamethrower that should discourage you from using your lightsaber, so whip out a rocket launcher or other ranged weapon and take him down from afar.

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Taspir 3 - Exterior

Well, the fate of the known universe hinges upon events on Korriban, but Kyle wants to go to Taspir for the sake of one lunk-headed fallen Jedi. It’s stuff like this that made Jan leave him -- but you didn’t hear that from me.

A simple jump to this ledge reveals the first secret area.
This first level is a fairly straightforward jaunt from building to building; if you can remember where you came from, and head the opposite direction, then you shouldn’t have any problems with finding the correct path. At any rate, from where you begin, head into the doorway guarded by troopers. Your only currently operational path in this building leads across a bridge to an area with a couple of switches. Whichever one you pick will extend a bridge over the lava; find another switch there to extend a bridge higher up, then head back to the now unlocked door in the lava pump room.

Clear out this next floor, then head outside to find a secret area around the corner from the bridge. Kill the Reborn, and start heading up the interior of the next building. You’ll reach a broken bridge eventually; head back inside the building it’s attached to and push one of the crates underneath the broken grate in the ceiling, then jump up and head through to the control room. Kill the officer for the security key, then unlock the door and head outside. Proceed across the outcropping to the next building, but head around the back first for a series of jumps to a secret area.






Oddly enough, you can jump down there without any falling damage.
Head up through the next building, being careful of Reborn attacks, then head across the bridge and proceed until you reach the next lava pumping station. There’s a secret area at the very bottom of this station; go there and then go back outside through the doors on the bottom floor, but grab a rocket launcher from the weapons rack beside the door first. This launcher will come in handy at the end of the next level, so preserve your ammo for it. As you head outside, there’s another secret area below the bridge that’ll require a bit of a jump. You won’t be able to come back to the bridge, so you’ll need to follow the other path that leads back to the top of the lava pump facility.

After the next bridge, you’ll come into a hazard trooper gauntlet. You have enough space here to push their Stouker fire back at them, and this is a handy way to kill them, but you can also just ignore them if you wish and keep moving on to the next area. From here, it’s a straight shot through a couple of structures until you reach a high bridge with an uber-Reborn on it. In case you’re wondering, this is the bridge you extended way back when at the beginning of the level. Head through the doors here to reach the inside of the facility.

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Taspir 3 - Factory

After the short cutscene with Alora, you’ll find yourself in some kind of ore-processing facility. There’s more straight-path goodness from the starting point, until you reach a smelting room; this room will begin a small gauntlet of Reborn, but you can do the smart thing and simply ignore them, if you wish to avoid a fight. In any case, a door in the rear of this room will lead down to a cooling facility, where two more Reborn will take you on. Immediately outside this room’s exit, there’s a secret area on top of a pipe. In the next room, jump up on top of the immense generator, then jump from the walkway to find another secret area on the side of the room.

Another out-of-the-way secret area.
From here, walk until you reach the walkway near the satellite dish; there’s another secret area behind the dish. Be careful when you jump back onto the walkway, as it’s easy to bump into the dish and land in the lava below. Proceed through the doorway into the upper level of the smelter; the corridor leading away from here has yet another secret area, which you’ll need to jump onto some piping to find.

When you reach the factory, flip the switch to drop the force field, then hit speed to make it through the doorway before the field goes back up. You should see a short cutscene here, revealing Alora standing near a doorway beneath you. To reach her, you’ll need to walk down the conveyor belt a bit, jumping over any steam venting, then drop down to the conveyor belt beneath you. From here, jump above the nearby doorways to reach the lowermost conveyor belt. Take the elevator back up to the top level, then follow the last conveyor belt until you reach the exit from this room.

Head down the hallway and clear out the Reborn before the next conveyor belt. This little puzzle can be a bit tricky, and will require good timing on your part. First off, wait for the smasher to mold one of the metal ingots; you’ll need to jump through the smasher immediately after this occurs, or you’ll be electrocuted by the machinery. After you jump past the first smasher, you’ll need to wait for the ingot to leave the machine, then follow it through the force field-protected smashers beyond. Force Speed will be required to get you through the machinery without getting squashed; you’ll also need to pause in the middle of the machine and wait for the ingot to catch up again.

Alora awaits at the top of the next room. Fight off the Reborn that she sends at you, then take advantage of the shield generator at the bottom of the room before hopping onto one of the platforms coming out of the force field. Jump from the platform to the uppermost part of the room to begin another small cutscene.

Cheap, yes, but very effective.
The choice between the Light side and Dark side is now yours. If you’re curious, the Light side will have a fairly easier go of the last two levels, and both choices entail a unique final boss and ending. Regardless of your choice, you’ll still need to face Alora.

Alora has improved in fighting capacity since your last encounter, but then again, so have you. She now possesses dual sabers and improved force powers, as well, but then again, she doesn’t quite seem to be able to push away projectiles like most of her fellow Reborn; maybe it’s just beneath her. In any case, this is her Achilles’ heel, and you can use it to actuate her downfall in short order by using alt-fire rockets. Since she can’t push them away, they will almost always impact her, unless she jumps behind a crate, but even when she dodges them, she still usually takes splash damage from them. Between finding a safe spot, like the top of one of the fuel canisters, alt-firing rockets, and using your Stouker rifle, you should be able to kill Alora without any difficulty.

If, on the other hand, you enjoy a challenge, and want to dispatch Alora with your sabers and force powers, then be aware that she can’t be gripped into the lava below, and that your best bet is to hit-and-run: dash in until your health drops, then retreat to the top of one of the fuel canisters (where Alora was positioned during the cutscene) and heal up. She won’t follow you, so you can freely wait for your force reservoir to recharge and heal your way back to full health before charging back into the fray.

Whichever choice you make regarding Rosh, you’ll head off to Korriban after vanquishing Alora.

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Korriban - Catacombs

Your Jedi teammates will be a big help here, if you don’t intend to slaughter them.
The first thing to note here is the proliferation of Jedi and Reborn populating the level. If you decided to side with the forces of good in the previous level, then the Light Jedi will fight alongside you; if you chose to embrace your baser impulses, then you’ll have a tomb full of force-using enemies to look forward to.

Begin by heading down into the nearby stairwell. There’s a secret area in the foyer at the foot of the stairs; you’ll need to jump on top of the doorway and then make a couple of difficult jumps across the pillars above you to reach it. The next room contains what appears to be a tomb; Push the four statues into the wall to unlock the passage down.

The large room you descend into is the scene of more dueling between Jedi and Reborn. Push your way through the rabble to the large area at the bottom of the stairs, then use sense to look at the stones around the large door on the dais; match the stones on the floor to the correct trigger stones to open the door. (If you can’t decipher the symbols, then simply press the middle button on the left side and the top and bottom stones on the right side of the door. The door should pop open afterwards.

The pillar through the doorway is a bit taller than you can safely jump, so you’ll need to make a path with the pull-able stones near the doorway. Once you reach the top of the pillar, leap off of it to the nearby hallway, and fight your way through the Reborn that appear there.




This is one of the toughest secret areas to reach.
Head down into the excavation tunnel here to reach the catacombs, which leads into another lavishly-decorated room, also filled with Reborn. There’s a secret area in the ceiling, which you can see with your sense power. It’s a tough jump, since it’s so high; you might need to stand on one of the braziers for a second to get the necessary height. It’s odd that you’re getting rocket ammo here, since your rocket launcher is one of the many weapons which are useless against Reborn.

At the rear of this room, you’ll note another hole blasted into the wall; head through and jump up to reach another secret area with rocket ammo and a shield booster, then head down to the bottom for more fun with Reborn in tight spaces. At the end of the smallish rooms is your goal for this level; the large stones at the rear of the room are holding up one of the stone doors which you couldn’t open earlier, so smash them with your saber to unlock the door above you. After that’s done, you can try to walk all the way back to the beginning of the level, but it’s simpler simply to find and smash the large chains elsewhere in this room, which will open a fairly clear path back to the room with the now unlocked door. Head through to reach the exterior of Korriban’s surface.

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Korriban - Valley of the Dark Lords

As with the last level, this exterior canyon (which seems to break continuity with Knights of the Old Republic’s representation of Korriban, by the way) is populated by more dueling Jedi and Reborn. You’ll need to make your way from your starting perch to the canyon’s sandy bottom, then proceed to your left. There’s a secret area in a cave below your first big jump here.

After that first jump, proceed around the corner of the canyon. There’s another difficult jump, but you can make it. Drop down to the bottom of the next pit to find a small tunnel network that’ll bring you out near the Imperial Lander. You can fight your enemies here if you wish, but you probably shouldn’t; you’re near enough to the end that you’ll just be weakening yourself for the final conflict. There’s one final secret area that you can reach by jumping on the rubble near the Acropolis-like structure in the middle of the level; it’s tough to get to, and not really worthwhile. Instead, head up the ramp to Ragnos’ tomb.

Inside, as you might expect, you’ll find a few Reborn who’ll attempt to block your passage to the interior of the tomb. Again, your best bet here is to just ignore them, or grip them and drop them into the lava. Past them are the forbidding doors to Ragnos’ inner sanctum, where Tavion awaits.

Regardless of your previous alignment choice, Tavion is going to be a mandatory foe here. She wields a normal saber, as well as Ragnos’ scepter, which gives her two special attacks: the first is a yellow beam of force energy which she’ll sweep across the room in a horizontal attack, meaning you can jump over it with ease, and the second is an earthquake-inducing force explosion centered on herself and radiating outward. The earthquake power stuns you and knocks you off your feet for a bit of damage, so you’ll want to jump backwards whenever you spot her blue charging-up signal. She’s not too tough to beat, even on the hardest difficulty levels, since she will rarely attempt to drain health from you. Wear her down by dashing in and out, and retreat to the top of one of the cat statues on either side of the room to rest up if your health drops too low.

When Tavion starts spraying, you’re going to want to jump out of the way.
After Tavion falls, your next enemy will either be a super-powered Tavion / Ragnos Hybrid, if you chose to let Rosh live on Taspir, or Kyle, if you killed Rosh. Either way, you’re in for a tough fight, so gird up and get ready.

Tavion, part two, resorts to the usual assortment of dark side powers, the most annoying of which is a semi-constant drain which she’ll pull out whenever you’re nearby. Don’t get too close to her without at least half a tank of force power in reserve; if she drains your force, and then grabs hold of you, she can drain all of your health and kill you without giving you a chance to respond. (The usual push will protect you from close-range drains, but only if you have enough force power to actually use it.) Despite the fact that she wields a sword instead of a lightsaber, she’ll still be able to deflect blaster fire and projectile weapons, so you won’t be able to hurt her consistently without a lightsaber of your own.

On Jedi Knight or Jedi Master difficulty level, Tavion’s difficulty increases drastically, as she’ll be able to spontaneously regenerate most of her health when she’s near death via some kind of drain power that doesn’t seem to require your health. When you bring her down low enough, she’ll raise her sword into the air and suck in ambient force energy, and the worst part is that she’ll do it four or five times in a row before you can actually kill her. This obviously makes for something of a long fight; there’s not much you can really do except suck off her energy, retreat and heal, and repeat the process until she finally runs out of super-drains and decides to die. Don’t neglect to pick up the shield generators and healthpaks scattered around the room in an emergency.


Tavion Jr.’s health osmosis power will make this fight last a long, long time.
On the other hand, Kyle’s even tougher, subjectively speaking, of course. He’ll use absorb and protect almost all the time, so you’ll have to use your lightsaber if you wish to deal any damage to him, and even that will be drastically reduced by the protection. He only wields one lightsaber, but is proficient in all three stances, and can even pull one of your sabers away if you dual-wield. Although he doesn’t have a drain ability like Tavion does, he has a couple of maneuvers which can only be described as, well, Indiana Jonesish: he’ll grab your character, punch you in the stomach, then throw you into a nearby wall with a bit of a Force assist, or, alternatively, put you in a half-nelson before performing a picture-perfect two-handed throw that you should be familiar with if you’ve ever seen a bouncer kick a rowdy patron out of a bar.









When Kyle starts rasslin’, you know he’s playing for keeps.
Although Kyle sticks to his lightsaber and fists for most of his damage, don’t assume that he’s neglecting his force repertoire. He won’t whip out his nasty lightning skill, thankfully, but he does show off a truly scary proficiency in grip that rivals even your own. You’ll want to keep enough force in reserve to push out of a grip, because if he gets a hold of you, you can expect to take not only grip damage, but massive blunt force trauma due to a sudden lateral thrust into a stone wall. It’s a rather dirty fighting technique, but it’s probably one you’ve been using all game long, so you can’t complain too much.

In addition to all of this, Kyle will also heal himself periodically, in the same manner as Tavion and her super-drain. Also like Tavion, he’ll stop healing after regaining a couple of health bars worth of stamina (don’t forget that you can check your opponent’s health with Force sense). Given his arsenal of short-range attacks, the sensible thing to do is to float like a butterfly and sting like a bee. Just keep dashing in and out, working his health down, but staying out of dangerous situations and healing yourself when need be, and eventually you’ll take him out.

Regardless of your choice, you’re going to have one of the most difficult fights in the history of the Jedi Knight series, especially on Jedi Knight or Jedi Master difficulty. Good luck!

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