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Stumped on DFII:JK


Ripperjack

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Well, I've went back to finish this old game and I'm all the way to the end. It's me vs. Jerec and I just can't seem to keep up with the old coot. Everytime I get him down he limps to the central thing and gets healed causing the statues to close on the center.

 

I've tried just about all I can think of to kill him but I just can't seem to do it. Can anyone help me out here? Is there a secret button or lever to pull or a special sequence I'm suppposed to complete?

 

When he limps to the center I've tried to force pull him back, block his way (he just force jumps over me), I've even tried weapons on this guy and blew him up with enough arsenal to take out a star destroyer but he lives on to laugh at me.

 

I can get him limping to the center three times but by then the Jedi statues close on it and I lose. I learned the hard way not to let them close on the center.

 

Any help here would be much appreciated!

 

Thank you in advance,

Ripperjack

 

"These are Jedi powers? Damn these abilities! They've only condemned me to a life of solitude! Um, what are Jedi's?"

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Here's some things I do That may help.

 

Leave some mines in front of the entrances.

 

Try and fight him as far away from the doors as possible.

 

Always use force run. ;)

 

Try and use the big swings when he's running away.

 

Standing in front of the door and blocking his entrance does work sometimes. Make sure you push back or he'll push you in! :D

 

When and if he gets to the top, force run and hit those switches as fast as you can! :)

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First the only weapons that are going to get you anywhere are your lightsaber and force powers.

 

Now, if you went to the light side then use force protection (the one that gives you a green particle shield) and go to one of the sides away from the health tube thingy. then just keep him over there and lower his health until he runs. Then start slashing him with secondary fire (it causes more damage) until he dies.

 

If you went to the dark side it's about the same except you can't use protection.:D

 

Jerec doesn't start healing until he's at the top, so even if he reaches the tube you may still have a chance to kill him. Beleive me, it's posible. I didn't think was until he slipped through, one of the times I was fighting him, and I went after him and got him with my secondary swing!

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First of all, you can block him and kill him, but if that doesn't work, when the statues start moving, there is a button on the wall behind each statue. When they start moving, Force Speed and press the button behind one statue, then sprint across the way and press the other button. That will stop Jerec's regeneration, and let you kill him easier when he comes back down.

 

So, either block him and kill him that way, or push the buttons behind the statues when they start moving to kill him.

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Ahh! Thanks! I didn't realize he regenerated for as long as the statues moved. Sometimes I would just wait up there with him to finish regenerating and then use the force power-up over and over until he would limp to the middle and regenerate again. Of course, it's not much limping if he's pretty much already there. The mines are a good idea to blow him back away from the middle and now I know to just thwack him until he dies.

 

Thank you all much!

Ripperjack

 

"These are Jedi powers? Damn these abilities! They've only condemned me to a life of solitude! Um, what are Jedi's?"

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From the start, go toward the ugnaught squatting beside that bunker-ish thing, and turn left up the stairs. At the top, turn right and fall off that big step beside that huge pipe thing. Duck under the pipe, and walk off the ledge and go left down the open hall way which the Trandoshan is patrolling. At the end of that hallway thing is a door, which you can't enter without the yellow key.

 

To get that, look to the left of the door at that huge pipe. Go to the base of it and walk to the right along the ledge at the base. At the wall, to your left, is an opening which you go through and follow to it's end. Once out, just follow the path and you will see another bunker standing on stilts, with ramps up it's side. Follow the ramps, and on a shelf in the bunker is the yellow key. Grab that then retrace your steps to the door, and you will be inside the compound.

 

Is that enough, or do you need more to get started? Or finish?

 

Oh, and welcome Dave. *hands dave a welcome gift basket* enjoy.

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Thanks JediKnight 114!

 

Its only last night that I resumed the game. Some of the landmarks you mention sound familiar. They are sort of grey concrete looking structures on the surface of Level 9 I think.

 

Dunno if I picked up the key yet or not!

 

I have progressed as far as exploring some of the multiple lower levels of the circular underground structure. that is the one with the concrete tank in the center and encircled by walkways on the perimeter, and some elevators. At one point there is a door in a control room, on the tank side of the circular pit, which requires a "special tool" to open. It seems that once the door is open, one can jump across from the concrete tank to the other side, where there seems to be a corridor. That is where I am now.

 

"Am I on track? Is that near the beginning or the end of the level?", Dave asked sheepishly!

 

Thanks!

Huzz

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I'd say you are about a third of the way done with the level.

 

Now, to find that wrench thing, first go to the very top level, and the yellow key door that you have already come through. From the door, go down the way and make a left and follow the giant cilynder around until you reach a bunker and a door. Enter the door and make a right down the hall way and a room full of fuel tanks. Go out the door on the right wall, and follow the path, all the way around until you hit a wall with a switch on it. Flip the switch once, and you will see fuel rise to your window. This just dropped the fuel level in the giand cylinder so you can pass through later. Now, turn around, and at the end of the stretch of path you are on, there is a hole in the floor. Press the button on the wall to call the elevator. When it arrives, hop on and ride to the bottom. At the bottom, find the short door in the wall, and go through (you'll have to crouch) Go all the way to the end and turn right to drop off the ledge. Duck and go forward to a platform with an ugnaught on it, and turn right around the corner where you will find an open elevator. At the top is another catwalk which holds the wrench at the end.

 

Anything else?

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Well, I did as you suggested and successfully got through to the other side! Once I opened the door and jumped from the giant tank, I found myself crossing on top of the outside of a long straight pipe while being shot at from cannons at a station at the far end of the pipe. The guards there are easily dealt with and there is a secret area behind the mesh on the left of the station.

 

After that, I was able to enter the fuel tunnel again, which leads to a fork in the tunnel. Both the left and right fork ultimately lead me to land unceremoniously in a large spherical chamber. Despite the fact that the character says "there must be a way out" I haven't found it yet.

 

Back at the entrance to both the left and right fuel tunnels there is a guard station where the guards are easily dispatched. I am guessing that the secret to escaping the spherical chamber lies in the wall switches found in both of these guard stations.

 

Yes? No?

 

By the way, as you are a Star Wars fan you may also enjoy these sites. These guys are into the physical modelling of Star Wars and other sci fi stuff.

 

http://WWW.CultTVMan.com

 

http://www.hobbytalk.com/bbs1/forumdisplay.cgi?action=topics&forum=CultTVman|APO|s+SF+Modeling+Forum&number=6&DaysPrune=5&LastLogin=

 

Huzz

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(1) There's a hidden room midway up the tank-room's wall that opens a few seconds after you arrive. There're a few stormies up there and the room you're is ray-shielded (a.k.a. ricochet-city). Either use Invisibility ("Force Persuasion") or Force-Jump up there to take out the guards, or just wait until you can nail them all. If you try to cut the door when they're alive, they'll just shoot you in the back.

 

(2) Toss a few grenades down the chute ahead of you; there are some very p*ssed-off trandoshans carrying conc-rifles. Run down quickly and keep moving as you take them out (and watch out for the ugnaught if you don't want a Dark Side Point).

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Thanks for the tips Beastmaster and JediKnight_114!!

 

I made it on to Level 10 yesterday! Hooray! I've gotten the large deck hatch opened and have begun exploring the areas behind the two doors. One leads down to a hanger which holds an imperial ship, but the doors are locked. I'll have to explore the areas more carefully I think!

 

Huzz

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I was reading the posts earlier in this thread about Klye learning the force and stuff. Well, Kyle DID go to a Jedi Academy, before Dark Forces, and even before he went to the empire. Go to the official JKII LucasArts site, go to the characters section and read about Kyle.

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Originally posted by Gabrobot

Well, Kyle DID go to a Jedi Academy, before Dark Forces, and even before he went to the empire. Go to the official JKII LucasArts site, go to the characters section and read about Kyle.

 

Huh?

 

URL please?

 

According to the books, Kyle's story goes like this:

 

When he was a young man, his father Morgan scrimped and saved to buy Kyle passage to Carida.

 

Now, Carida is best known as the Imperial Military Academy (that turned out such solid Imperial citizens as Han Solo, Tycho Celchu, and Biggs Darklighter :rolleyess ), but also on Carida is one of the best colleges in the Empire. That was where Kyle was going.

 

Morgan had sent Kyle to Carida for two reasons. First, Morgan wanted nothing but the best for his son, and he was more than willing to put himself into poverty to give the boy an education. Second, Morgan wanted Kyle away from Morgan's more extra-legal activities, like running refugees for the Rebel Alliance. Kyle never knew about his da's Rebel loyalties.

 

Eventually, Morgan was found out and a squad of Imperial commandos attacked the Katarn farm on Sulon. They staged the attack to look like a random Rebel raid, and that's what the newsnets logged it as.

 

Kyle was in his last year when he got the news of his father's murder. He then transfered his academic credits to the Military Academy (rare, but not unheard of). He got into the Stormtrooper program, and quickly became head of his class.

 

Stormy training wraps up with an actual operation, with real contact with the enemy. Kyle's "Final Exam" was a raid on a Rebel listening post. While there, he caught sight of a young female technician ( their eyes locked with a resounding ZAP! ;) ). The raid kinda went SNAFU from there (not Kyle's fault; he managed to get most of his troops out alive), but Kyle graduated with honours.

 

Kyle scored a little leave time before his first tour, so he and a bunch of buddies shipped out on a brief cruise. While he was mingling, he caught sight of a familiar face. . .

 

The Rebel tech's name was Jan Ors, and (after disabling the would-be Imperial Hero) she was able to explain what had really happened to Kyle's father.

 

Kyle jumped ship right there and went rogue. It didn't take long for Kyle to end up working "freelance" for the Rebels, as a hired mercenary attached to Intel (having Jan as his "Briefing Officer" was a condition; he'd only take orders from her).

 

His first mission was a test of loyalty; he was to capture one-half of the Death Star schematics (the other half would be retrieved from Coruscant by Bria Tharen and beamed directly to Princess Leia's ship, the Tantive IV). Normally, an untried agent would never have been trusted with such an important assignment, but those were desperate times.

 

Kyle's career as a Rebel mercenary was chronicled in DF.

 

After the Battle of Endor, Kyle "retired" from Rebel service, and took Jan with him. During his time in the Alliance, Kyle had managed to learn that one Imperial agent was responsible for the attack on Morgan's farm, and he started working to track down the man in question. . .

 

This is what he's doing at the beginning of JK.

 

Kyle gets pulled back into the Rebel fold during the "Dark Empire" era, and Mara Jade tracks him down for some minor training that she didn't feel comfortable doing around Luke. The ensuing confusion (a.k.a. MotS) ended up preventing Mara from being much of a presence during Palpatine's resurrection.

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