Star Wars: The Force Unleashed II – Walkthrough
PC
Walkthrough by ClassyGent
Version: 1.01 | Updated: 04/01/2013
Star Wars: Force Unleashed II NUR+ Guide Welcome to my first (and hopefully only?) attempt at writing a walkthrough, we're going on a nice stroll through Star Wars: Force Unleashed II. This is a guide to beating the game under no upgrade run conditions. Something we like to call NUR+, in fact. Which means you beat the game using just the equipment and moves that you started it with. There will be no upgrading of Force powers or Saber prowess, nor will your health and power bars be extended. Why? I hear you ask. Simply to carve a little more challenge out of what is a fairly easy game. Because of how the game works to start an Unleashed difficulty run you must first complete Hard mode so I try to provide tactics that cater for both difficulties. Some, nay most, of the things I do are sneaky and underhanded. With this in mind, if you are just doing a regular run with upgrades then my tactics will provide very easy wins. You won't come out of fights feeling valiant but at least you'll come out of them alive. I won’t be covering too much in the way of navigation, Force Sense covers that for you. Neither will I be listing Holocron locations, you don’t need them for a NUR. I play the PS3 version so any button presses I mention will be for that format, if you’re playing PC or Xbox then just do the equivalent. I’m quite keen on acronyms but I always try to use the full version first so this should be quite painless to follow. A brief summary of the more commonly used ones is: DB Dashing blast L1 then quickly circle (same button as Force Push) LG Lightning Grenade grip someone/something electrify it then toss it It seems customary to list the levels/stages at this point so: The Escape Cato Neimoidia Eastern Arch Cato Neimoidia Western Arch Dagobah Aboard the Salvation Battle for the Salvation Kamino the Return The Confrontation Let’s do this... The Escape: Training Room So it begins. The foes in this first room are all Sith Training Droids, they pose no real threat so we won't dwell on them for too long. Attacking Juno, either directly or with area of effect type attacks, will trigger a flashback. Have a little fun hurling folks around and get used to using: Dashing Blast, L1 and circle Saber Smash, square, square, triangle and Saber Sling square, square, circle because we're going to be using them a lot. Notice how you can use Force Augmented Strikes i.e Sling and Smash without it draining your Force bar, neat eh? You can also Dashing Blast infinitely once you get the timing right. I'd advise that you get familiar with the timing as this move can prove very useful in everything from basic navigation to encounters with multiple Saber Guards. Rip through the fodder until you get to the cutscene with Vader and prepare for The Escape Nice descent for you here, safest way down is to use Push through any walkways and just spam Lightning when the TIE Fighters appear. Don’t hold triangle, just tap it. It seems odd that you can use Saber Toss here before you actually acquire it but, y'know, guess they included it for both the falling sections. Boom, what a landing. This really should have been available as an in-game move, not just a cutscene special. That or I've played too much InFamous... Eight Stormtroopers await your loving caress, close the distance quickly with Dashing Blast and let loose some Saber strikes. It's rare that I use more than two hits before dashing toward a different target. Your initial dash probably split the group, DB *thats what I'm calling Dashing Blast from now on, you read the notes, right?* to one side, get a couple of hits in and move to the other group. DB does most of the work but finish things off with Saber strikes. Now we're out in the open. Lovely weather on Kamino, isn't it? No wonder everyone just stays inside practising their cloning and playing with themselves, so to speak. Once the doors open you have four Stormtroopers waiting for you, hiding behind three gripable blocks. Unfortunately you can't grab the blocks from the safety of inside the door so you have to engage the troopers in combat. DB towards them and send them flying to their deaths. All these wide open spaces are great for trap kills. Move towards the small gap and the opportunity to be cheap presents itself. Move both of the objects with red on them *such things automatically explode when thrown* forward a little way before crossing the gap and you can take out all the enemies that arrive with a couple of grenades. After that you've got three more Stormtroopers to deal with. Grab a block and Lightning Grenade it. If you want to be a complete tool then before you trigger this spawn you can build yourself a little wall to hide behind *as shown in the vid* and grip a different block and use it to beat the troopers to death. This isn't necessary but it is amusing. Here's a little vid to illustrate what I'm talking about http://www.youtube.com/watch?v=CtJKmccrP10 Blast through the door and there are some more troopers to deal with. The cheap way is to grab a block from before the door you just blasted and LG *yup I'm abbreviating Lightning Grenade as well now* it at them. Two further troopers are on the upper area, it would be a shame to not use Force Push on them the minute you see them, wouldn't it? Follow the route ahead and pull the platform from right to left. Two Riot Troopers approach, wielding shock sticks, as seen quite early on in Revenge of the Sith. Grip and toss one to his death, practise parrying with the second if you wish. After that you get two Riot and three regular troopers. If you are fine with using powers before you acquire them then Mind Trick one Riot Trooper and DB into the Stormtroopers. If not then LG works well here. Riot troopers have no resistance to Force Grip. The Riot Troopers are no threat. You're better off using them to take out the pesky, blaster wielding Stormtroopers than you are tossing them to their deaths. Soon you'll be advised to grip some TIE fighters, instead I'd advise getting to the right of the door, quickly. When a trooper appears, throw him towards his friends as can be seen here http://www.youtube.com/watch?v=dlJVnCvkFso Cowardly tactics are the way forward here, hide round corners and throw objects from safety, it that means back tracking a little then so be it. As you progress forwards a circular object is on your right, you can jump on the pipe then onto this upper level or proceed at ground level. I'd stick on the ground. More Riot and StormTroopers approach. Progress slowly and they will attack in ones and twos. LG time. Of course you could back track a little and fetch some objects to hurl at them. Push through another door and a curved, raised walkway awaits you, as do two troopers, give them the old Push off and more aggro awaits you. Five troopers appear from the first door on your right, but wait, there's an exploding canister right next to you, provided you didn’t already jump off the safety of the walkway. Are you a bad enough dude to take all five out with one explosion? Now an angry Riot Trooper approaches, grip him, electrify him and send him back from whence he came. Four more troopers will enter from the door on screen right. By then you want to have DB'd down to the door at the far end and sent everyone flying, pick a target and LG it back at the second group. Now it's time to stop some fans. Obviously, if you stand straight in front of them then you will get shot whilst doing so. You can grip them safely from screen right. Stop them both and a small group of troopers awaits, DB to de-stabilise them then get a little slashy. Jump down the hole and follow the instructions about smashing stuff using Force Grip. Whilst we're throwing stuff around we may as well launch a couple of objects at the Stormtroopers that appear. Follow the path ahead and avoid the nasty Holocron. We're just about to "unlock" Mind Trick so from now on I'm fine with using it. The level one version isn't the best but it will come in handy later on, trust me on that. Jump through the recently smashed window, before you get shot to smithereens and land on the Drilling Ground http://www.youtube.com/watch?v=bqWLCo6PQmI This is where things start to get interesting. For the first wave hiding behind the two blocks works well, if you can grip enemies and LG them at the domed power node then, good. Doing so sends out a shockwave. Wave two has a couple of Riot Troopers and a handful of regulars, they won't come to you to get murdered so make your way towards them. The forcefileds are on screen right so DB from left to right results in some cheap kills. Once the first field falls a large gun begins targeting you, the same one that blasted at you when you acquired mind trick. As usual I like hiding behind tings and tossing LG's. Note how mind trick causes troopers to suicide here. Having them jump into the power node is always handy. Your best bet is to work the angles, there is generally a corner to hide behind if you look hard enough and it is always easier picking people off one at a time then when you are taking fire. Eventually a Carbonite War Droid enters the fray, accompanied by four Stormtroopers. The war droid's projectiles can be gripped and redirected. Hitting the war droid with them will slow him down, if you target the troopers with a redirected projectile they will be frozen in carbonite. They do make tasteful decorations but I'd advise you smash them once frozen. Dispatching the troopers is top priority, Once you're one on one with the Carbonite War Droid things get a little easier. You can get in close, land a couple of hits then scarper but the safest way to handle it is with lightning. Be aware that when you "lock on" to a target your ability to evade is greatly compromised. Best bet is to unload a bar of Force Lightning then DB to the other end of the arena, wait for your bar to refill then unload again. Once you change ends face the droid and tap R3 to align the camera with the direction you are facing, it's much quicker than rotating it manually. Lather rinse and repeat this process until you get the circle prompt. Freeze him, smash him and proceed. Alternative tactics are covered for later Droids Follow the path ahead and take down another blue barrier by gripping the objects just beyond it. Smashy smashy. Troopers await, carry on hurling the projectiles and a door opens. Two riot troopers further along, quickest way of dealing them is hurling off the side but bouncing them off of the power node is amusing enough to waste a minute. A third Riot Trooper should rush you and there will be another one hiding round the corner of the building on your right. Have you tried Dashing Shock yet? It really is quite good. It looks like a combination of push and shock, travels quite well and provides ranged stuns. It will also hit multiple targets if they are lined up properly http://www.youtube.com/watch?v=6gmE9qfdu9s Dashing shock will set the power node off and there are various objects to LG at the Stormtroopers. Have something electrified and ready to launch when you see the dropship move in. No sense letting them dig in and get a decent footing, is there? Raise the platform, such a shame you can't do this whilst standing on things, isn't it? Jump up and prepare for more Riot Troopers. It's worth noting here that the launching grab (triangle and circle) followed up by lightning and then aerial hits does odd things to the physics of the thing you are hitting. I like to toss the first to his death then grip the second, manoeuvre him towards where the next batch of troopers arrive (near the second stack of blocks) and then LG him into them. There are stacks of blocks to hide behind so there should be plenty of chance to LG everyone to death. DB from cover to cover and hurl objects wen the opportunity presents itself, there shouldn't be any real need for hand to hand combat at this stage. There's a gap in the walkway ahead guarded by three Jump Troopers. You can grab them but the safest method is to fry them with lightning. Avoid the holocron whilst crossing the gap. It's best to let the Jumptroopers approach you, before you cross the gap, rather than having them buzz around whilst you engage the reguar troopers. Three regular lurk behind a pile of blocks, LG a block at them and progress until two more JumpTroopers arrive, a couple of zaps of the old Force Lightning sends them on their way to death. Time for the Second Carbonite War Droid Fortunately you just crossed an AI boundary and if you back track a little then the droid will not follow you. Start with the obligatory shield rip then hurl a few LGs around to take out the accompanying troopers. There should be enough "ammo" around to get the droid to circle prompt but if there isn't then just retire to the walkway and unload with Force Lightning. LG's are quicker but there are a limited number of objects. Saber attacks work well when one on one with the Droid, especially aerial ones. Clear these foes then enter the walkway, DB is the way to go as you are pursued by laser fire, ignore anyone in your way, don't waste time engaging them. Remember, to use DB always press a direction first (then keep it held) then dash, immediately followed by blast. Stick to the middle of the walkway to avoid any obstructions. There's a pretty little cutscene showing three AT-ST's and a bit of scenery and now it's time to grip and toss some TIE fighters into the tower, aww yeah. Three is all it takes and they alternate between approaching from the right and left. If you don't have enough power to grip the third then just wait for a fourth whilst your Force meter replenishes. Double jump to avoid the lasers. Once the tower falls it takes out one of the AT-ST's. Use the downed tower as a walkway and you'll receive the gift of Force Fury. Call it rage mode, call it whatever you like but what it is, is invulnerability to attacks (even though you can still be grabbed) and unlimited amped up Force Powers. The game insists that you use Fury to progress so you might as well make the most of it. I like to use Mind Trick, just to see the walkers turn on each other. Then leap in the air and get some serious hang time by frying them with lightning. Numerous troopers appear from dropships, more mind trick, just to see massive groups all turn on each other. Oddly your Fury bar does not seem to deplete during this tutorial. Blast makes the awesomest noise you will hear in this game, except for the hum of the Sabers in the hangar. Watch the cutscene and prepare for Cato Neimoidia: The Eastern Arch We're on a circular platform surrounded by eight troopers, time to give them some DB loving. Work around it in a circular fashion to get them all off. Get it right and you won't take a single hit. If you're planning on taking the AT-MP out with the TIE fighter then it might be a good idea to take the two flagpoles out first. The game prompts you to parry the incoming missiles but I favour grabbing them early on and returning them that way. Three returns and the AT-MP is history and a bridge appears, follow it to make the acquaintance of two Sith Acolytes. These guys are resistant to Force powers but like all humanoids they love a good grabbing. The throw grab (square and X) is good for throwing them clean off the edge but the launching grab can be followed by an aerial push for maximum cruelty. Acolytes will block DB but they will be pushed back by it, sending them over the edge whilst they are blocking is kind of amusing. Just close the distance quickly and get stuck in with grabs is all I'm saying. if you see them charging up their repulse attack then either stay the hell away then dash in and grab them or interrupt it with a Saber Strike. Ride the elevator down and an AT-MP awaits you, just play the redirect game, whilst slowly closing in on him. Parry the missiles or grip them, it makes no real difference. After the AT-MP blows then six troopers come up the far ramp. If you've made it to where thewalker was standing (wait,what?) then you can have a pre electrified block ready to LG at them, this should down most of them and stop them from showering you in blaster fire, which is nice. Down the ramp (great disabled acces in this floating city) but before you do note how the flag poles can be chopped down then gripped. I like to take one down the ramp with me, just to get the drop on the next batch of troopers. Sure there are blocks already down there but I like to bring my own. Down the next ramp to trigger the cutscene with the tram, cue a few more troopers. There's nine of them (six from the left and three from the right) so there is no sense getting into a fair fight. Hiding to the left of the walkway near the pile of blocks means you can grab one of the blocks and mow people down with it. Don't throw it at them just manoeuvre it into them and bludgeon them with it, often they will jump to their deaths. This only works with the blocks. Keep the block low as you send it up the ramp and it will start rolling. Don't try it with the big screen TV's that you can grip after dislodging them, or rather do, then wonder why it doesn't work. If people break past your block bashing shenanigans (they shouldn't) then you can retreat to the very far end of the platform, where the tram departed from and pick them off with blast as they come into view. Or you could just spam DB. Spamming DB is nearly always an option. Go back up the ramp (if you fought from the bottom of it) and raise the two platforms, double jump from one to the other and avoid the nasty holocron. Four troopers await you Ifavour hugging the left wall, giving the TV's a quick slice to dislodge them then tossing them at the incoming enemies. After that make your way over to the hovering platforms and “learn” to use Saber Toss again. I'm told that this move does a LOT of damage, I just don't like it so won't often advise that you use it. If you like it, and not being able to block for ages whilst your Sabers are busy then fine, go ahead and use it. Take out the second platform and make your way to the next building, two troopers await your arrival in the first room, dash and slash or just LG one into the other. Then two scout troopers and three regulars await you at the end of the hallway. There's heaps of objects you can hurl at them, including a natty little globe. Don't forget to add a dash of lightning to the furniture for an area of effect explosion. There's enough objects to not have to face these enemies directly but if you're feeling crazy then just DB right at them and get a little slashy. It takes Scout Troopers an age to lock on and their beam lets you know where they are when they're off screen. I'd play it safe. Exit the door on the left but before you do take a couple of blocks with you, you can either hide behind them or LG them at the two Acolytes that spawn on the bridge. They don't spawn until you touch the red carpet so have a block ready to electrify and throw the second you do, catch them early and they won't block the projectile. This should take one out leaving you facing a lone Acolyte, the throw grab will take them over the low walls of the walkway. It's also worth noting that Saber hits will interrupt them when they are charging up a repulse. Take down the energy barrier and six troopers come out of the building in front of you, get close to the wall so you can see them before they see you and LG them into each other. Along the next walkway, blast open the doors and there's a fair size mob awaiting you. Two Scout Troopers, two Riot Troopers and numerous regular Troopers. Hide behind one of the posts on the right and wait for someone to break rank and approach you. If it is a Riot Trooper then mind trick him and laugh at the results. Regular troopers get LG'd into the pack, when everyone is either scattered by the explosion, or bunched up attacking the Mind Tricked Riot Trooper then get to work with DB. Keep on the move and you won't get hit, people will be thrown into each other and soon enough you'll be the last one standing. Take a right then blast the doors at the end. You exit into a round area with a red bridge in front of you, when you walk onto it both ends are sealed and two Jump Troopers arrive, one from either side so be ready to face one of them immediately, fry his jetpack, it only takes a small blast of lightning then hit block as the other one will probably be shooting at you. Turn to face him, the second that he stops (they fire in bursts) fry him. Take down the red barrier and progress to the end of the walkway, three Troopers and a AT-MP should be there, the troopers often appear first and can be thrown to their deaths. Once the AT- MP comes into view then back off and redirect the missiles. As usual three redirects are required. If troopers remain then DB towards them and they should take care of themselves. Another platform needs chopping down with Saber Toss, there are two Troopers on it who are just crying out to be pushed off. Follow the walkway and you'll notice a pair of Scout troopers tracking your movements, DB towards them to make yourself a hard target. There's a round room with a path through it, To the right of the building are four StormTroopers, dash towards them then get slashy with your Sabers. From here you can see another path, down which an AT-MP is waiting. Stay at range and you should be able to redirect three missiles before the Riot Troopers start hassling you, they've got a Scout Trooper for back up so DB towards them and take him out quickly with a slash. The Riot Troopers fall to grabs or Saber Sling. It's safest to Mind Trick one then grab the other. There's also exploding crates if you feel that way inclined. Into the next room and there is another one of those lovely globes, throw it down the hallway to take out the handful of troops that are down there, DB for the stragglers. It's worth noting that if you smash the large statues that hold a spear then you can throw the spear head as a projectile. This hallway has an open end and there are troopers and two AT- MPs waiting, one on either side of the distant building. Best bet is to play the angles. If you wade in they are going to slaughter you so don't venture too far from your end of the bridge. Pop out a little to goad one of them into firing then redirect its missile and lather rinse repeat. It might take a minute but it's worth it. When they're gone three Riot Troopers rush to meet you, swiftly backed up by three Acolytes. I'd think no less of you if you activated Force Fury now and spammed square but I prefer a slightly more refined approach. Yes I know I've advised DB for every fight so far but sometimes you need a little finesse. DB immediately to one far end of the walkway, you should get there just in time for the Acolyte that spawns there. Greet him with a Saber Strike then triangle and circle to launch then push him over the edge, as you may have noticed once the Acolytes are off their feet they are susceptible to Force powers. Ignore the central Acolyte and the three Riot Troopers and make your way to the opposite path, another Acolyte is quietly minding his own business, dash in with a slash then grab launch and blast him off the edge. With this start you've seriously taken the sting out of this fight and you've only got three Riot Troopers and one Acolyte to deal with. If you don't get these two kills in quick then just jump off a ledge and try again. Riot Troopers can be LG'd at the Acolyte to distract him and there are two explosive crates on each side that can be thrown around for damage, also mind trick one of the Riot Troopers to turn the tide. You can play safe by dashing away and throwing the first Riot that approaches to his death then relocating. If you end up one on one with an Acolyte just dash and slash, he won't recover in time to mount a counter attack. Ride the elevator up and get ready to spam DB as the gunship pursues you. Stay in the middle of the walkway and there's only one box in your way, just after the nasty holocron. Nice little swan dive and into The Casino There are two levels in the room ahead, the upper is accessible via a central platform and a little double jumping. Plenty of cover, so DB toward the red barrier and clear out the ground floor with some Slashing and tossing. The Scout Trooper won't be able to target you when you're stood under him so this is an ideal place to grab the globe from. Lift it up high and move it toward the walkway where the Scout and three Riot Troopers await. Move it side to side to squash them all, or at least take a couple of them out. Move up top to take out any stragglers. The exit is on the ground floor to the left and three Jump Troopers are waiting out there. Block, zap, block, zap, block, zap then slice your way through the three troopers. Jump Troopers crack me up, if they timed their firing correctly then three of them could keep you pinned down and unavailable to move but instead they all fire at once. Hence the block then zap tactics working so well. On to the next room, there's a Scout, who you should DB straight towards, two Acolytes and two Riot Troopers. The Riot troopers can be hurled straight into the red barrier for an instant disintegration. The easiest way, by far, of dealing with this room is to get sneaky, you know that globe from the first room of the casino? Go back and fetch it before you enter this room. Use push to open the doors then grab the ball. Stand to one side so the Acolyte doesn't target you. Electrify the ball and hurl it at the first Acolyte this will take him off his feet leaving you free to do it again. The Riot Troopers will probably rush you by now but you can grip them and LG them into each other or mix things up with your Sabers if you like. Know that a Scout Trooper and another Acolyte are still waiting for you. The Scout can say hello to the barrier or be LG'd at the Acolyte and grabs or square mashing will deal with the Acolyte. Head to the upper level from the raised dias, take out the lift according to the prompt *dirty Saber Toss* and get ready for another nice fight. On the ground floor there is an AT-MP that you can take out quickly with LG. Grip and lift the gambling machines before electrifying them and sending them toward the walker. It only takes three of these to get to minigame prompt. On the upper level there are four Riot Troopers and an assortment of regular troopers. DB to unsettle them then toss them around with LG for quick kills. Mind Tricking a Riot Trooper then scarpering is always worth a punt. With those cleared out the next red energy wall tumbles and things get interesting. There's another AT-MP and two acolytes wanting to dance with you. I'd advise getting straight to the upper level and taking out the lone Scout Trooper who resides on the left walkway. Try LGing him toward where you estimate the AT-MP to be. From there you should be able to redirect missiles at the walker or grab machines and LG them at it. Be wary of the Acolytes and their "travelling shock" move. It can be parried or just outright avoided. Once the walker is down then LG something at one of the Acolytes to down him then get on down there *using a dash when you are close to landing negates any landing animation* slash or grab him to death. The other Acolyte can be dealt with by either dashing in and slashing, or hiding with a column between you and him then tossing machines. Go down the next lift shaft, is this a good time to mention that the last three fights have allbeen optional? I just can't abide leaving anyone alive though. Survivors tell tales and we don't want word getting out about how sneaky we are, do we? Go down the shaft and things look like a seedy night club. Dry ice or carbonite gas is everywhere and you just know that the carpet is sticky and there won't be any toilet paper in the loos. First up is a Carbonite War Droid,that explains the gases anyway. There are lots of potential projectiles so just LG him to death. Four objects are all it takes. Again, returning projectiles then getting a few slashes in whilst he is slowed down is quite effective. Around the corner is another Carbonite Droid, two Acolytes and two regular Troopers. A little back tracking is in order as the humanoids will pursue you but the Droid will not. Just behind the corner is a cluster of three machines, have one of these charged with lightning and ready to hurl at the first Acolyte that comes around the corner. Holding an object in Grip between you and the Acolyte will prevent his projectile attacks from hitting you. Wait for his attack to be stopped by the object then launch the object at him. There's a post to hide behind and many objects to grab so the Acolytes shouldn't be a problem. The Troopers should get taken out by any explosions that you cause, that or LG them into the Acolytes. Just the War Droid to go and there are so many things to throw at him, do I need to spell it out for you? Even if you can't see him you know roughly where he is. Grip an object and elevate it with the right analog stick, push the left roughly toward the droid and the auto-targeting does the rest. Lovely. Blast through the door that the Droid sealed and make your way toward The Tram well almost, you've just got to out dash the gunship first but that ain't even a thing, DB time. Once you're on the tram waves of TIE fighters attack you. Oddly, Lightning will arc between targets here so it would be a shame to not use it. Usually this only happens when you upgrade it but hey, whatever works. It's only the ones that approach at a low angle that you really need to worry about, a quick dab of triangle and they're history. After nine waves the gunship attacks you and the tram. Parry the individual missiles and when a red targeting area show up stand in it and double tap parry to return all of the missiles. Three rounds of this and you leap from the tram and land in The Western Arch Four Riot Troopers provide the initial welcoming party, quickest and easiest death is to send them over the side, after that two Jump Troopers. Get on the ramp and give it the old block and zap. Move up to the circular platform and another Riot Trooper and some regulars want to play. There's a cluster of blocks that cou can hide behind just to the left of the ramp, let the troopers dig in then LG the top block at them. Up the next ramp and a red energy wall appears, as do four Jump Troopers block, zap, block, zap, block, zap, block and zap again. On the way up the next ramp Scouts target you, don't hang around and move on to the next Carbonite War Droid. As usual start with the shield rip, whilst writing this I had a revelation about handling these Droids. Early on I advocated staying at range and spamming lightning. Whilst this does work it is painfully slow. Here are a couple of alternative strategies, in video form http://www.youtube.com/watch?v=x7el4t1-I3E It seems the simplest route is the fastest and often the safest. Get right in close to the Droid and use aerial hits. If you double jump and the Droid aims his freezethrower at you then so much the better, it makes him all the easier to hit. Just try to get on his head and you should get stuck in the air where you can batter him senseless. Get too far from the Droid and he will close the distance quickly with a sliding attack. This can be avoided by dashing or jumping but it's best if you don't provoke him to use it at all. Once the droid falls things get hectic. Four Jump Troopers, two Riot Troopers and four regulars. Retreat down the ramp because the ship they arrived on goes on an unprovoked strafing run. The Jump Troopers will maintain position at the top platform so you're free to pick the ground troops off as you please. LG the first one into the pack or just toss them over the side if it pleases you to do so. Get back to the top of the ramp and resume the block and zap antics that work so well against Jump Troopers. Take down the red wall and another dropship says, "hi". Two Jump Troopers are your most pressing concern, get around the corner (back where you came from) and poke your nose around the corner to take out the closest enemies with LG. Listen closely, can you hear that clanking? Yup there's an AT-MP coming. I backtrack to the slope as it puts you in a great position. the All Terrain Missile Platform isn't too keen on going down the slope so just return missiles. There's four more Jump Troopers, just hold block and zap them when it’s safe to do so, we're in no rush right now. Follow the left walkway and those four pesky Scout Troopers are targeting you again and a red wall appears. Block their line of sight and grip the wall to take it down. There's a stack of three blocks (no need to rearrange them to get the nasty holocron) that can be launched into the Scout Troopers. Better still just grip one and bully them into jumping off of the walkway. Progress toward the grounded dropship and three regular troopers approach you. There's two Carbonite War Droids as well. It's fun to get the droid to freeze the troopers and smash them but it is safer to back track to the blocks and pick them off. Approach the Droid slowly and rip its shield. We don't want to fight both at once so just wake one of them up at a time. What works well on this narrow walkway is keeping a fair distance and gripping and returning a carbonite projectile. This slows the droid briefly, allowing you to dash in to get a few hits in then repeat the process. Once the second droid activates he gets backed up by Riot and regular Troopers, again backtrack. There should be a block left to hide behind and pick them off, grip them and toss them. User the same tactics for the second Droid as you did the first. Return theprojectile then get some hits in. There's time for a full Lightning infused combo if you fancy it. Take down the next barrier go up the ramp and you're in a room with shot out windows surrounded by seven Jump Troopers, soon to be joined by two Riot Troopers. I'd advise getting into the hallway between this room and the next one to take out the Riot Troopers without getting shot to sh- mithereens. Get back in the first room, stand on the sofa's (I won’t tell if you don’t) to get close to the windows and block and zap, Standard Jump Trooper handling. This section is easily skippable so do whatever you are comfortable with to get to The Bridge Four Storm Troopers, the same number of Jumpies and a Scout await your gentle touch on this section. Get behind the first barricade and grip and toss the regulars over the edge. Notice that if you get close to a barricade then use Force Push it will travel through it. For the be- jetpacked troopers just the usual block and zap, in fact forget the block, just hide behind something then jump and zap. You can employ mind trick here but it won't help a lot. Take out the obstruction and things get a little busy. There's a Carbonite War Droid, a smattering of regulars and four Jump Troopers waiting at the end of this section. The Jumps won't take flight until you get close to them so take everything else out first. Order of priority is first the regulars then the droid. Engage the Jump Troopers last. Rip off the Droid's shield and LG troopers at him when you can. Work the angles and use the cover. Once the regulars are gone focus your attention on the droid. Depending on how you are doing for health you can either return the droid’s projectiles and get hits in (safe but slow) or mix it up directly with saber blows to the head. Once the Jumpies take flight then resort to blockand zap. Take out the next obstruction and get ready for more of the similar. Two scout Troopers at the far end, couple more close to you and a CWD in the middle. Take out the Scouts first (DB to get there quicker) and beware the nasty holocron. Hide behind a block and wait for the CWD to start his freezethrower attack, when he does dash out and get afew hits in. That or use any of the other tactics we've employed so far that you favour. I like aerial hits best of all but choose your own method. Take out the next barrier and the troopers hiding behind it and get ready for the Gunship Battle This is kind of like a game of Space Invaders, except that it’s only one on one. The gunship starts by firing its mini-gun, you want nothing to do with this so just get behind a block and wait for the Saber Toss prompt. After that it is time for some missiles. The individual ones can be gripped and redirected or just parried. As for the clusters of missiles the best bet is to be fairly close to the blocks then double jump and dash forwards to avoid them. Don't hide behind the blocks as the missiles will destroy them (see Space Invaders), leaving you vulnerable to gunfire. The pattern alternates between single and multiple missiles so after each redirect/parry retreat and be ready to jump and dash to avoid getting hit. It takes three redirects to initiate the two minigames. Take out both the thrusters and get ready (I keep saying that, I know. Not sure how you ready yourself for a fight, I just wipe any sweat off my hands and think about what I’m going to do) to fight The Gorog You got plenty of Force Fury or did you use it on the bridge? It matters little, the Gorog is big bad and ugly but not all that tough. Fury will buy you a quick bye on one of the rounds but who wants a quick fight? Initially the Gorog will attack with either hand, accompanied by a targeting circle. Stay out of the circle and attack his head with Lightning when you can. The cue for this attack is him hovering a hand over you, lie he's wondering which chocolate to pick out of the box. He will also use a hand sweep, from either side. This cue is even more theatrical, he'll clearly lurch over to one side, once he does double jump and either do an attack or three or just air dash to the side that he attacked from. Even though the build up is slow the attack comes out quite quickly so you are better off in the air ready to avoid it, rather than still rising up and liable to get hit. Air hits grant a lot of hang time so it is best to be an early riser, so to speak. The third cue to watch for is the breath attack, rearing back is the give way for this one. Your response is to block. It takes about three full bars of lightning to provoke a new attack, the double fist pound. This is your cue to attack one of the shackles with lightning infused attacks. I favour square, square, triangle but that's probably just my God of War background showing through. Plumes anyone? After the first wrist is restrained, block. The Gorog will always open with a roar attack. The second wrist is a little easier to restrain because you don't need to attack his head to provide an opening any more. Any time the Gorog attacks with a closed fist then you can charge the shackle with either Lightning or Lightning infused attacks. The open palm, pick a chocolate attack, seems to track you a little longer but the swipe is unchanged. It should only take a couple of rounds to get his second hand pinned. He's yours for the taking right now so time so wait it out then just keep frying him and follow the minigame prompts. After slamming his head down you're into Stage 1 part II Which you start with a full health bar and the Gorog has had about half of his green bar depleted. You basically begin the same process all over again. Your next goal is to get the green bar down to about a third, this will be your next double fist pound. You might notice that some of the "pick a chocolate" attacks become doubles but that is of no concern. Fire lightning (ideally just after an attack) until you get the double pound then pin a wrist back by hitting it with Saber Smash 1 (or square, square, triangle) what's in a name? Do as you did for the first stage and avoid the swipe by jumping early and attacking (for hang time) or jumpimg and dashing. Block the breath and avoid the chocolate pick. Attacks with closed hands are your cue to retaliate and the second one should have a change of camera angle, letting you know it's time for some Lightning infused lovin'. Another head slam and a brief QTE and you are ready for Gorog Part II Stage I In which the Gorog climbs from his pit and attacks you on a walkway. There's five troopers to deal with, push as many as you can from the edge and the Gorog will probably take the rest out with his first attack.I like to start with a Saber Sling then DB to the left,this takes out most of the troopers but you've got to be quick to pull it off. If the Gorog attacks with his left hand (screen right) he will sweep it along the platform, double jump and attack with lightning for hang time to avoid it. Attacks with the right hand will either be a single slam or multiple pounds working from screen left to screen right. The cue for the multiple pounds is the Gorog bringing his head close to you. Once this happens then DB left to evade them all. Once the first punch has landed then you can unload with a bar of lightning or a Saber Toss if you are into that sort of thing, I won't think any less of you if you do, well maybe a little but who am I to judge? When the Gorog lets go of the pole that he is grasping (worst pole dancer ever?)this is your cue to DB to the extreme left of the screen. The attack won't track you all the way there so you will have time to unload some lightning whilst repositioning back to the centre. Don't worry about getting a full bar off, concern yourself with being back in the middle in time to read the next attack. It won't seem like you're doing much damage but this is a war of attrition and we're going to win it by not getting hit whilst chipping away. Trust me, it took me a while to nail this down to a science so just persevere with it, m’kay? Left hand attacks can be jumped (opening for lightning) and right hand should be DB'd away from. About halfway through this section the Gorog takes a swipe at the right hand side of the platform and four Troopers approach. Don't let them distract you, fire a blast or two their way and they should be sent flying. Back to the routine of reading the Gorog's attacks, to recap: If he comes in close to sniff at you he will use the multiple pound, DB to far left and respond with Lightning or Saber Toss. If his right hand leaves the pole it will be a single ground slap, DB left and respond with Lightning, priority is to get back to the centre of the platform. Centre (or center for you Americans) platform should be your default position. I experimented with others but once you learn to read the attacks then centre works just fine. If his left hand comes down then he's going for the ground sweep attack, double jump and fire lightning. A little more of this and the camera pans out and the Gorog smashes an obstruction on screen right. Head that way and take out the two regulars at the bottom of the "steps",climb them and attack the hand, lightning infused attacks, Slash or Samsh work well but beware the three Jump Troopers and the Gorog's other hand, if that hits the platform you will take damage so when you see it coming jump and attack to get some hang time, better still unload Lightning to evade the hand and take out the Jump Troopers at the same time. Gorog Part II stage II Although there are a differing number of enemies at the start of this stage (including a dropship) it's basically a carbon copy of the previous one. Three Troopers arrive half way through and all the same tactics apply. If you want to be sneaky then whilst you are avoiding the right hand attack then you can use mind trick against the off screen enemies. Just keep on doing what you did before, sure the walkway sways about a little but it's no big deal. Trigger the cutscene and proceed towards the unguarded steps to get a chance to attack the hand again. No Jumpies this time so just let rip. Do the navigation, watch the cutscene and get ready for some free fall action in Gorog Part III Dash, dash, dash to start with, avoid any chunks and head for the hole in the big piece of debris that comes at you. Know that the Gorog has three attacks he can now use: Starts with his right, follows with left, both low *unlikely* Starts with his left, sweeps bottom left to top right, stay bottom right of the screen Starts with right then stay top right of the screen It's worth noting that X performs a nice little twirly evade that can be used to quickly reposition and avoid the follow up attacks. Each time he initiates an attack just pause a moment, look what it is and respond appropriately. When he pulls an arm back he goes for a single diagonal sweep If he holds a hand towards you it will be a low swing, stay high. Real damage is dealt when you get up in the Gorog's face, these sequences are triggered by dealing damage so let loose with lightning whenever you can. Once you are close to his head you have unlimited force power (for some reason) it seems the quickest way of dealing damage is to spam push/blast. Saber Toss does massive damage but is slow and I don't like it. Make sure you deal out enough damage in the given time or the Gorog will recover leaving you vulnerable to attacks. Rain enough pain and the Gorog falls away from you and you need to dash to close the distance. It takes three of the face busting sessions to finish off the Gorog, because everyone loves repetition, because everyone loves repetition so just lather, rinse and repeat. Watch or skip the cutscene and go to Dagobah Which is just a bunch of navigation with no combat. So I have nothing to say about it so let’s get Aboard the Salvation Where there are doors to be opened and fuses to be repowered. You better like those fuses because they sure get done to death in this level. There are couple of doors to pull out of your way and the first combat encounter is with the new Spider Droids, take out the first wave. I like s,s,t (Saber Smash) as it is quick with a nice stun. Kill a few and then you are forced (see what I did there?) to use Repulse, which when fully charged is a hell of a move. When the droids glow orange they are about to go for their grab attack. You can tough it out against the swarms of droids, use quick attacks (s,s,t) and keep on the move or you can back track through the two doors that you pulled open, if you opened them far enough then you can hurl projectiles through them, although the large piece has a habit of unexisiting if you take it too far from its original location. Pull back and the droids will only approach from one direction and they make for easy pickings. It's worth using Force Fury in conjunction with Repulse here, just to see how awesome it looks and the damage it deals out. Clear out the room and install the fuse (yay) Go down the lift shaft and there's a few more Spiders to take out, Repulse or hit and move tactics work just fine. Through the flaming doorway and get a glimpse of Juno (Juno her? Yeah I used to). Return back through the flaming door and you're up for the first Terror Trooper encounter. These guys teleport around at will and are meant to be difficult to hit. A blast of lightning means they remain tangible long enough to hit. Safest way of taking out the first one is to wait for him to try and melee attack you, parry it then shock him. After that use grabs. Launch then an aerial grab followed by a ground stab is plenty. More Spider Droids come pouring in, get yourself in a defensible position and slash your way through them (s,s,t). Two Terror Troopers join the fun but focus on taking the Spider droids out first. Mind Trick causes the Terrors to remain tangible just as well as Lightning and in a crowd situation you know it won't target the droids. Also the Spider droids can and will grab you straight through any i-frames that you thought grabs gave you. Have fun with that. If you want to take the Spiders out really quickly activate Force Fury, let loose with a single repulse then de-activate Fury. Without the crowd the Terror Troopers really aren't that much to worry about, just wait for them to get close, lightning, launch, airgrab and groundstab. Switch the fuses and proceed to a room with four more Terrors. Just shock them and chuck them, beware their projectile attacks (dashing shock, sets you up to be grabbed) and don't let them grab you. If you throw one Terror whilst he is still electrified it will make any more that he contacts remain tangible. Alternatively parry an atack then LG your attacker, the act of parrying alone leaves them vulnerable to attacks. Don't waste time with Saber strikes, someone will just dash in and grab you out of it, stick with grabs. Further into the same room are two more Terrors. You know the drill by now, shock them and grab them then hit them while they are down. Through the next door and there's a smattering of Spiders. Attack with square, square, triangle and keep moving through them. Use repluse if you must. Another fuse and another look at Juno, seems she got a better offer from Bobba. Three Terrors are just dying to meet you so make that happen. Shock them and chuck them. There are fewer Spiders in this room so focus on the Terrors, shock them and grab them. Be liberal with the lightning as you're quite likely to hit a lurker with it. Go through the door and down the next corridor, few more spiders but
nothing to worry about. Yet. Make your way along the canyon, pick a fuse up from the left and move it to and use it on the other side. The last platform on the left crumbles so don't hang around on your way to The Gearworks This right now is just navigation and so many clichés all at once that I don't even know where to begin. Anyone seen Galaxy Quest with the pointlessly dangerous room? You’re in it right now. Intermittently pulsing red energy, esoteric rotating dumbbells and various other nonsense. Navigate past this tomfoolery and drop down a hole. Spider droids and random engine components need to be dealt with. It is odd that you can stop components with seemingly no ill effects to the ship. Drop down again and progress towards a fight. There's a Terror Giant down on the floor but don't rush in to say hello just yet. Three Terrors will teleport up to meet you so you may as well fight them in isolation. It's worth noting that their second melee attack will break your guard, hence my advice to shock them and grab them, rather than waiting to be attacked. Once the terror troopers are dealt with you can stand on the ledge and hurl a few LG'd blocks around for free damage but eventually you must descend and face the Terror Giant. You can leave this room by jumping straight across the right hand side as you enter it but there is a nasty holocron in your way so, man up. To make sure you don't get lunged at by the TG and killed instantly just walk off the right hand platform and land on the fenced off magic platform/lift on the ground (between the two raised platforms. When you are on this lower platform if your back is to the wall then none of the Terror Giant’s attacks will reach you. This allows you to destroy him with lightning. Also none of the Spider Droids will venture onto the platform either. Basically you can destroy the Giant with Toss or Lightning and there isn't a damn thing he can do about it. Yup, I'm THAT cheap. Take out the Spiders after minigaming the Giant and raise the lift on the opposite side to which you entered. Ride the lift, chat with Kota and get ready to party with the Terror Walker This is a lot like a giant Spider Droid but on steroids. First objective is to raise the four power nodes in the centre of the room, which is easily done. The Walker moves fairly slowly so you can just let him follow you and keep a node between you and him and raise the adjacent node. If you need to reposition the camera use quick look, it's far faster than panning around. Once the nodes are up damage the Walker however you see fit, get behind it and attack the legs or launch exploding objects. Attacks to look out for are: Dual lasers that sweep the ground, easily avoided Missile attacks, these have a targeting light that sweeps the ground Leg stomps, cue is the raising of a leg and most dangerously a high speed dash attack, only used from extreme range. The quickest way to down the walker is by hurling onjects, three of the red crates and he's down. After the Walker goes down the first time is when you really need to lay into it, SpiderDroids will attack but moves like Saber Slash with lightning infused enders keep them at bay. Short combos mean you're putting out more electricity, more often, so stick with them. (This is so much like the Skorpius fight in God of War 3 it isn't even funny). Get right up close to the Walker and you should be able to get him down to about 50% health the first time he goes down. If you really push the attacks you can cause the fuses to pop out during the first face damage sequence but it really isn't essential. The walker will get up and attack, don't get trapped underneath when he does. The checkpoints in this fight are really quite forgiving and you've just reached the first one, unfortunately if you do restart from here you only dealt 25% damage to him, cool eh? But if you do die (accidentally or otherwise) you will find yourself in prime position to launch two crates straight at the Terror Walker. Once the Walker is mobile again two Terror Troopers arrive, just to make things interesting. If you can, get a couple more crates in (see above about "accidentally" dying) then the Walker will go down again, don't worry about the TT's just yet, leaving him open to more Saber Slash. Again the TT's will keep out of the way whilst the electricity crackles around the downed Walker. When sufficient damage is dealt this time four fuses will pop out from the walls (are you still loving the fuses?) If it any time during this stage you hear aloud bassy humming then that is your warning to jump, the central reactor periodically sends out pulses but a double jump and aerial attacks are all it takes to avoid them. You can keep an eye on it and look for the pulse coming but jumping early and getting some hang time is a lot easier. Replacing the fuses is where the Terror Troopers become a real hindrance, dash to an area where it is safe to use lightning (away from the crates but still near the outer walls) zap a Terror Trooper then hit him with the launching grab (triangle and circle) then repeat the same move in the air. This is enough to kill them. Repeat the procedure of dashing to a safe area, this also gives you breathing room from the Spiders. Get away from the crates,wait a second for the other TT to appear then unleash lightning and repeat the grabbing process. There's only two TTs per stage. This leaves you clear to DB around the perimeter of the room and replace the fuses, grip them shock them and manoeuver them into place. Don't DB too close to the crates, really don't. No sense in blowing yourself up, is there? Now the shields are down (again) it's time for a couple more crates followed by more Saber Slash to the face (another checkpoint right here too). There's various ways of going from here, one is to use Force Fury to destroy the Walker or you can just pile on the pressure with Saber Smash. Deplete his bar to zero, press X and get ready to take control. Whilst riding the Terror Walker: X does a leap attack with all round damage O fires lasers, aimable with the analogs Triangle fires missiles Square is a stomp attack with directional shockwave. Take out the Terror Giants (whilst rotating the analog stick when prompted) however you like (lasers for me) wait for Kota to give the prompt and destroy the Walker in the reactor core. Manipulate the remains of the Walker to exit the room and proceed towards The Battle for the Salvation: The Hangar Saber Guards make an appearance in this fight. They have a mish mash of abilities, they are mildly resistant to your force powers and to melee attacks. What they don't like is Saber Sling and lightning grenades. Either troopers or random objects, it really doesn't matter. If you're not feeling that then grabs always work well, Sith launch followed by either aerial grab puts them close to death, grounded stab should seal the deal. Once one meets his demise then it's time for the big guns to appear. One AT-MP and an AT-ST. I'd steer clear of mind tricking the Saber Guards on these settings as you don't get anauto-death when the period of bewitchment ends. Cowardice means I don't mess with these clanking monstrosities. Instead I retreat to an upper platform and resort to redirecting missiles. Far screen right *as you enter the area* works quite well. There's a couple of ways of getting up there, ledges bottom left and right as you enter the area or you can make your way from the middle platforms. Three redirected projectiles will take the AT-ST out, same goes for the AT-MP. If you fail the ST's minigame (all squares, srsly?) then a quick blast of lightning will get him back at minigame. Press square four times and you've got a good old slug of health back. Don't worry if the AT-ST gets too close, just by holding block you can easily repel firepower of this magnitude. Wait for its side pods to shuffle and redirect the detonator that it fires. After this you get a dual AT-MP spawn with a single AT-ST. High altitude redirects are safest but you can mix things up with low level lightning grenades if it takes your fancy. There are plenty of items lying around for you to make use of, some are grippable from the upper platform, there's even a large object on the right platform but really, just stick to redirecting missiles. As you'd expect I take the high road *geographically speaking* which is the low road *morally speaking* you want to be really close to the right platform when the next batch of walkers show up, if not actually on it . The three scout troopers that arrive on that platform will make a mess of you in a hurry. As usual Dashing Blast will make you a hard target and dish out some damage whilst you make your way through them. Once they are despatched it's back to the edge and use the redirects. If you take a hit from blaster fire then retreat to the far edge of the platform to regenerate, If you can take out the AT-ST first then keep both AT-MP's at range then it is safe to go down to the floor. Lure them over to your platform then jump down and quickly navigate (dashing blast) to the other side. Be mindful of exploding objects (those with red on them mostly) whilst doing so as dashing blast can set them off. Once at range the troopers will close the distance and you can use them as lightning grenades for damage to the AT-MP's. That or just redirect the missiles. Mop up the stragglers, dashing blast or lightning grenades are how I'd do it but play it how you like. Knock off the large boarding pods with Saber Toss to proceed. Gearworks Revisited Straight into two Saber Guards, either grabs or trap kills with Saber Sling into the engine components, DB works well too. The launching grab followed by an aerial push *elevated knockback* makes for nice two hit kills. Use Dashing blast for the troopers in your area and then grip then toss to take out those on the other side of the red energy things. Put the conveniently located cog in the spinny thing on screen right. Grip the next spinny thing *stand where you won't get shot by the scout troopers whilst doing so. Once you've disabled this component stand close to the ring, grab an enemy and throw then at the red energy pillars for instant kills. Hop through the gap on the right, look at the red energy things in the middle of the screen, grip the cog and move it to the spinny thing that will now be to your left. Overload the engine parts with lightning and avoid the bacta tank. Drop down the hole and guess what? There is another cog to put in another spinny thing. How very generic. Through the freshly cleared path lies an AT-MP. Stay at range and await the missiles, three redirects and he's just spare parts. Grip then stall the next rotor and make your way through it. Saber Sling has the advantage of blowing those that you don't physically hit into traps and it is a nice quick combo to execute. After the troopers are cleared use lightning on the engine parts on screen right and follow the logical path. Seems a good a time as any to mention how terrible the explosions look in this game. Simply dreadful. The exit is screen left, rather than straight in front. Ascend using the horizontal engine components, again aren't they conveniently located? Drop down the hole and you're in the Engine Room With an AT-MP, Saber Guards, Scout Troopers and regular Troopers for company. If you proceed to theend of the walkway and jump,dash to the platform ahead of you and to your right you should land in the midst of three Troopers. Slice and dice, best to kill them where they stand. This is where it really gets cheap. Get yourself on the platform with the large object on it *behind you and on the right as you entered the area*. You can now use this to take out the two scout troopers on the opposite platform by guiding it over towards them *don't toss it* and slowly bludgeoning them with it. The object should block their line of sight as you manoeuvre it at them, meaning they can't get a lock on you. Alternate tactics are to go to the left hand platform as you enter the room, doing so prevents the Scouts from appearing on the upper platform but the three regulars opposite you will be a pain. If you used the block on the Scouts then you can use it to take out the pocket of troopers beneath that platform. Charge it up and use the area of effect that Lightning Grenade provides. From that same platform you can redirect the AT-MP's missiles *stand close to the edge* to take him out and any remaining regulars at ground level. Get down on the ground floor and six or seven Saber Guards await you. Knock them off balance with DB and capitalise on the opportunity by using Lightning Grenade when you can. Handling of the fight can be seen here http://www.youtube.com/watch?v=QYWkCjkZCBg I honestly can't believe how well it works. When you know you are well away from the herd you can risk a stab kill or a grab but it's much more fun to just dash around like a loon and watch them fall. You can play it with finesse or like a fool, I'd go the headless chicken route every time. Use the exit that the cutscene shows you avoid that nasty collectible that is ahead of you. Ride the lift and you're back at The Canyon There are troopers on the platform ahead of you, get close to it to eliminate their line of sight and take them out. Grip one and Lightning Grenade him straight down into the pack. Get on their ledge and there is a gribbable platform to your right with two troopers on it. I like to grab it and shake it up and down until they meet their demise. Bounce them, get good drop then raise it to meet them. It isn't necessary to do this but it is sterile and I like the taste *cookie if you got the Dodgeball reference*. Proceed along the platform, no need to move the second grippable platform, just double jump DB towards the opening on the left wall. Get in the first hidey hole on the left before any Jump Troopers bother you. If you turn around after entering there is room behind you to fry a couple of Jumpies, if they drift into the right position. Mosey on along to the next opening where a Scout Trooper awaits. There's also chance to block and zap to take out more Jump Troopers before crossing to the other side where you will land in the midst of six troopers. DB in a confined area? Gotta love it. There's a Scout just to the right of this area and two troopers where we want to get to and another two slightly lower down. Toss the one on the Canyon wall to his death and dash over to the others. Repulse or a couple of slashes then DB? It's all good. Make your way to your first encounter with an Incinerator Wardroid Rip off it's shield then return projectles. It takes fourteen returns on Unleashed. When it gets too close and the flamethrower attack is likely Dashing Blast away and resume the process. You can get in close, couple of Saber hits and circle around but the Incinerator Droids are a lot tougher than the Carbonite variants. Round the corner and another Incinerator awaits your loving caress, this time with back up in the form of two Saber Guards and four regulars. Fortunately you aren't sealed in the room with this unruly mob and can back track a little. The Incinerator won't fit through the doorway that you just came through so you can rip it's shield off and return projectiles from relative safety. Be wary of depleting your force bar, leaving you unable to catch a projectile. If your bar drops a little low then just back track further and hide around the corner. The door acts as an AI boundary, no one will cross it. If either Saber Guard blocks the doorway then hit him with a DB to clear the path. It's nice if you can take out the Droid first, after that just DB around or return to the doorway for cheap kills with LG. Charge the fuse and through the door zag zig with DB towards the Scout Troopers at the end and there's another two clusters of regulars, four then five, as you make progress. DB,LG. Fodder like these shouldn't be an issue by now. There's a busy room ahead with an Incinerator, two Scouts, three Saber Guards and four regulars. This time everyone but the Incinerator will pursue you if you back track but this can be used to our advantage. You can make an initial foray into the room and DB around to upset the Scouts. Quickly leave the same way you entered and backtrack. Pick off anyone that comes towards you. Destabilise Saber Guards with DB then grip and LG to take out anyone else. You could always Mind Trick the Saber Guards and pick off any stragglers. Pretty soon you're going to be left one on one with the Incinerator, maybe the two Scouts will remain but they can be taken out with DB *best to do this right at the start*. Shield rip, projectiles. You know the drill. Bit more navigation then there's a room with a laser. A boarding bod arrives containing a Saber Guard and four regulars. Head straight for the Saber Guard with DB or play it safe and use the blocks before the entrance (two large ones are re-usable). Once the regulars are aware of your presence they will pursue you so you can just hide around the corner and LG the early bird at the others. Take the fuse out of the laser and put it in the door. This is where sh-tuff gets real. The first set of spawns is a Saber Guard and four regulars. These get back up from an Incinerator, three more Sabers and regulars. I like to divide and conquer so dash into the room and trigger the scene that causes the laser to be displaced then retreat and remove the fuse that you placed in the door. You now have another Saber and four regulars todespatch in relative safety. Look closely and you will see a Tie Fighter drop them off at the boarding pod. You can always mind trick the Saber Guard *he will be the first to leave the pod* then back track to safety to work the angles and ambush whoever comes around the corner. After that replace the fuse in the door and re-energise it. There's now three Saber Guards and some regulars awaiting your loving caress. Play this smart and you never need fight a massive group all at once because you can replace the fuse, allow a few enemies through and then remove the fuse again. It’s easiest to illustrate this with a video so here it is http://youtu.be/P-4pOEqW2t4 Take the fuse from any functioning gun then place it in the gun that is lying on the floor, fire it and make progress. You’re high up on a destructible ledge, below you are AT-MPs along with a smattering of Scout Troopers. You can draw the fire of the AT-MPs and redirect missiles to kill them both. There’s sufficient room to be able to position so the Scouts can’t target you but the AT-MPs can. Of course the missiles can be redirected to take out the Scouts as well as the walkers. Once the coast is clear enough make your way down, it’s a big drop so do a dash just before you land, it’ll prevent you from being stunned. Take out any stragglers but beware of the four Jump Troopers in the distance and the two Scouts on the balcony. Take out the Jumpies with the all too familiar block and zap techniques, just get out of where the Scouts can target you whilst doing so. Directly below where you first entered the area is a good a place as any. Throw a LG at the balcony and take out the Scouts if they survive the fall. Go round the corner, fetch a large block and climb on to the giant cannon and fire it. Navigate to the moving platform and ride it. Take out the myriad Spider Droids. I like a bit of square, square, triangle. Others may favour Repulse. Now get ready to crash land a space ship into Kamino Which starts off with what is essentially an extended cinematic/minigame, just follow the prompts. Dodge the stuff, press the buttons, jobs a good ‘un. Once back on solid ground you’ve got two AT-STs to deal with and troopers, which aren’t present when you restart. From the restart you can quickly take out one AT-ST. Dash right then return a thermal detonator and hurl a chunk of debris. This puts you two thirds of the way there. After that reposition yourself to the far end of the arena. DB past the walker, get a couple of Saber hits in if you like, their stomp is weaker than that of the AT-MP, for some reason. Being at the far end will prevent the two turrets from targeting you. Did I not mention them? Once you’re under them you’re safe. If you’re feeling brave you can get the guns to take the AT-STs out but I wouldn’t advise it. Find a chunk of something lying around and hurl it at the AT-ST for an easy kill. Take out the second one with similar tactics. Return the detonators, throw scenery, it’s all good. The gunfire looks heavy from the AT-MPs but you can block it. Two down and a third spawns, you know the drill by now. You can get adventurous and try Saber tactics but this is a long fight so I’d play safe. With three AT-STs under your belt it’s time to pick a side and do some climbing, I favour the right first, just because the later AT-MP spawns come from the door on the right and they are easier to handle from range. Up top there should be four Troopers and a chance to ruin one of the guns that overlook the main area. After destroying the gun and heading towards the main area an AT-MP spawns, as do two Jump Troopers and some regulars. It’s best to take the Jumpies out before descending. Block and zap, always block and zap. If they won’t come to you try throwing some stuff towards them *look around with the camera for them* this should be enough to bring them towards you. Hide behind the end post nearest the laser that you destroyed to prevent the opposite laser from targeting you. Get back down to ground level and prepare to face the AT-MP and it’s backup. Take Troopers out with DB where you can and play the ranged redirect games that we all know, and by now, love. Know that if you spam DB it will even repel missiles. Just take down the troops and make enough space to redirect a couple of missiles. Once one AT-MP falls another enters from the same front left entrance. Now is a good a time as any to make the climb and take the other gun out, mostly because there’s more Jump Troopers on the way and no one likes those. Take out any Jumpies with lightning before going back down. When you do descend make a dash just before landing, it keeps you mobile. I’ve tried every sneaky tactic I can think of here but it boils down to playing it well. I know,right? Some skill is required. Get down, DB for speed, get away from the AT-MP *spawns at the front left* and redirect missiles. Don’t get bogged down fighting troops when missiles could be incoming. Make room, redirect and take out the Troopers when it is safe to do so. SUPPOSE I OUGHT TO VIDEO THIS Ride the lift and take on the pair of Saber Guards and Scouts that accompany them. There’s a large open window so DB will send people to their deaths. Saber Guards are number one priority, make a lap of the room using DB to take them both out. Door opens and six regulars arrive, DB and LG sound good to you? The next corridor is populated with two Scouts, two Saber Guards and a pair of Jump troopers hovering outside. Break the windows and fry the Jump Troopers. DB works well on the Saber Guards, especially if you can get them to fly to their deaths with it You’re high up on a narrow bridge and by now you’ve probably smashed all the windows, tactics should be obvious. It’s also fun to hide behind one of the blocks and Mind Trick the first Saber Guard. After the cut scene there’s an Incinerator Droid to deal with. Don’t try and fight in the corridor, go into the next room and push all the Scouts off the edge then jump onto one of the raised sections and double jump dash to get onto the platform with the two remaining Scouts. LG them at the Incinerator, if you know where he is. Distractions removed you can focus on the ranged redirects to wear down the Incinerator. DB away when he gets too close, turn and use the auto centre to keep an eye on him. You’ll know when he’s going to switch from ranged to close range attacks as he makes an alteration to his flamethrower. Once that Incinerator falls another door opens, there’s another War Droid behind it but I’ve seen the Scouts that are meant to be backing it up take it out with friendly fire so many times that it isn’t even funny anymore. Same for the two Saber Guards, they seem to get taken out in the fireball. So just open the door, draw the Scouts fire and climb to the upper level behind you. More often than not the Incinerator and Sabers will die with no effort on your behalf. The Scout Troopers do MASSIVE DAMAGE with their shots so let them do the heavy lifting. Behind the door there are two Scouts, five regulars and three Jumpies. Another similar room awaits, three Jumpies are your immediate concern, I like to DB round the right hand side of the room and climb the column that allows you access to the upper level. From here the Jump Troopers can be fried. You could always electrocute two and Mind Trick the third. Odd Stormtroopers can be picked off from high up but soon you’re going to have to get down and engage them in combat. Spam DB and aim for the edges to send them to their deaths or hide behind the column and use Saber Sling, just pop out with the end hit to send them flying. After that grip a couple of Tie fighters and throw them at the dropships to aid Kota. Through the door and another ambush awaits you. Jump Troopers outside the windows, two Saber Guards inside and Scout at the end. Back track through the door and the Sabers will follow you, Mind Trick or DB to throw them off balance and LG. It only takes a single parried Saber throw to kill them. Two Jumpies on each side of the corridor, break the window and await the attack. Block and Zap. Enter the next room and get ready for the Double Incinerator Wardroid Fight. This is unbelievably tedious and can be handled a couple of ways. Firstly get an early shield rip in then use one droid to obscure the other’s line of site and rip the remaining shield. You don’t want to get hit with a fireball during the rip animation. Don’t worry about being close, activating the shield rip will interrupt whatever the droid is doing. From here you can DB for distance and return projectiles, which can be risky, or keep unloading with Lightning. When using lightning don’t lock on, it slows you down too much. Instead, just aim the camera with quick look and unload with lightning. Strafe to avoid fireballs and if one Droid gets close enough for the flamethrower attack then DB away. Allow your Force bar to refill then resume the process. OR, you could just activate Force Fury, fire off six repulses then turn off Fury and move on. Do the cutesy bridge stuff with Kota, ride the lift then go outside. There are a few ground troops that can be taken out from above with the four handy crates, LG time. On ground level there are Scouts at the far end and a Terror Giant. Time to get sneaky and DB to the far end, don’t get right under the platform as there is an overhang. Jump up and take out the Scouts. Ahead of you two AT-MPs enter, redirect their missiles for two easy kills. If two missiles are incoming then double tap parry, otherwise just grip and redirect. With those destroyed turn your attention to the foes you left behind. Sure you could just carry on and leave them behind but that just wouldn’t feel right to me. There’s a large block that can be manoeuvred down and LGd repeatedly at the Terror Giant. This is cheap but very effective. A little further on and there’s a small squadron of regulars but the more pressing concern is the Terror Giant and the AT-MP in the distance. Hug the right wall for the regulars, LG the first you see into the rest and be ready to do the same again. Two LGs should clear them out. There’s a small pipe that you can jump on to get to the relative safety of the raised section. From here you can grip missiles and redirect them at the Terror Giant. Careful when first ascending, you’re probably going to have a missile fired at you so either multi tap parry as soon as you make it up there or fire a Repulse. Take out the AT-MP in a similar fashion, make a little progress and there’s another odd couple of Terror Giant and AT-MP to contend with, you can make it back in time to climb up and use the same tactics again or there’s another sneaky tactic that can be employed. The Terror Giant can’t pursue you along the small walkways that jut out from the circular platform. If you get on one of these, far enough out to be out of range of his melee attacks then he will fire projectiles at you. These can be parried but be warned, they come at you fast with little warning and can be fired in multiples. All you need to do is hold your ground and mash block to parry them back at him. You can try to time things properly but it won’t benefit you in the long run. If one of the projectiles hits you then it will knock you back, so you don’t want to be at the end of the platform. If the Giant goes for the ground stab attack then punish it with Saber hits, the other melee attack (two swipes) can be met with a full bar of Lightning. The Giant has a pose that looks similar to the projectile attack (elbows out, hands on chest) but the arms manoeuvre about before this. The projectile comes with little warning. Slow, laborious but it beats playing fair, right? Four regulars behind the door at the end, LG. Follow the corridor and ride the lift down to meet an Incinerator War Droid with Spider Droid backup. Start with a shield rip then make laps of the room. Saber Smash 1 works excellently on the Spiders. Just keep hitting and moving until they are all dead then focus on redirecting the fireballs at the incinerator. Alternatively just rip the shield and go Force Fury and fire three Repulses if your bar is full. Time to ascend The Cloning Spire Dash along, out the door and four Jumpies await, with two more further along. As always they synchronise firing so just wait for it to stop and zap them. Block, then zap. Two pods pop up, an Acolyte and a Saber guard. Grabs. Launching then pushing is the quickest route to a kill. This is close to becoming a real fight with worthy foes so I probably ought to include a vid of it Go for quick kills. Saber Guards, of which there are four, can be quickly sent over the edge with DB. Acolytes fall most easily to grabs, there’s a pair of them, use the throw grab if near an edge, if not use the throw grab anyway ten grip and toss them over the edge. Get used to the spawn locations. The Acolytes spawn near the pods, the Saber Guards from within them. Things to remember: Getting hit with a Saber Toss is game over, Once you get an Acolyte off his feet they can be bullied around with DB or gripped and tossed, The Acolytes have two projectile attacks, the large purple one (!) can’t be blocked or parried, Terror Troopers need shocking with lightning for an opening, after that they can be grabbed gripped or bullied with DB. You’re fighting some of the toughest humanoids this game throws at you but give them no respect, keep mobile. There are open sides all around so you don’t need to damage kill anyone. Plough through the Saber Guards with DB. Grabs to open up the Saber Guards, it doesn’t matter which grab you use so long as you get them off of their feet. Once they are off balance they are no more threat than Stormtrooper. Lightning or mind trick (lightning is cheaper) to open up the Terror Troopers, same applies for them. Once they are off their feet it’s game over. In video form http://www.youtube.com/watch?v=RxwzZkEMGkY Spawn counts are as follows: 6 Jump Troopers (4 initial 2 secondary) 3 Acolytes (1 initial 2 secondary) 5 Saber Guards (1 then 4) 4 Terror Troopers(all at once) From here you’ve got a load of navigation, moving tunnels and all that jazz. Just follow Force Sense and you’ll be fine. There’s two pairs of Jumpies to fry but they aren’t a concern by now. At the end of the second bridge there is an Acolyte and two Saber Guards. Grab the Acolyte, go for a throw over the edge or follow up the launch with a push. Sabers fall to DB, as always. After this move the bridge you just traversed to the other end of the platform. More platform stuff (I mentioned this is a combat only guide, right?) then you get to the rotating platforms with tanks on. Oddly ,if you remain still the platforms slide underneath your feet. Weird ,eh? Manipulate the next bridge then face two Acolytes. Parry any ranged attacks then grabs for quick kills. Open the door and you’re into one of my favourite fights of the game. Initially there’s an Acolyte and three Saber Guards. This is where Mind Trick really comes into play. Remember when I said that way back at the start? I didn’t lie. Having an ally switches the odds from four on one to three versus two. You’ve gotta love that. Unfortunately we’re in a sealed room so there’s no trap kills. Quickest route to a kill, aside from a parried Saber Toss, is a launching grab, air grab then grounded stab. This can leave you prone to attacks after the ground stab so lately I’ve been favouring the launching grab followed by three aerial hits from your Sabers. It takes two sets of these for each Acolyte. It’s nice if you can get this done in the spawning pods as the camera doesn’t know what to do and no one can target you. Head count: 2 Acolytes outside 4 Acoytes inside 3 Saber Guards http://youtu.be/KxaMtdIcwFk Just DB to down the Saber Guards then grab an Acolyte, launching grab followed by three hits. Dash round again to floor the Sabers again and repeat. Beware the projectile attacks, especially the purple one used by the Acolytes. Clear out the room and continue your ascent of the spire. You’ll get accosted by four Terror Troopers on the way up but they attack individually so either just parry their attack or shock them. Follow up with the launching grab and the either air grab. Grounded stab may be needed to finish them off. Be wary of throwing or pushing them off the edge as they can land on a lower level and teleport back up to you. If you can be sure of them falling the “long way down” then go for it. Carry on climbing and endure the walking section with all the flashbacks. Vader pops up occasionally but it’s no more than a direction and a button mash to continue. Proceed outside to the Final encounter Which, frankly, is a little disappointing. One on one with the Dark Lord of the Sith, at least for a little while. Don’t waste lightning or push on Darth. Your best bet is just to parry his ponderously slow Saber attacks. Get a couple of his in where you can and await the spawning of the clones. The first batch of eight are just basically reskinned Saber Guards. DB to knock them all off of the edge, stay away from Vader and beware of him launching a clone at you. It’s now one on one again with the decidedly passive Sith lord. Parry his attacks and hit back with square. Eventually you’ll lock Sabers and Vader will talk smack with you. He flees to a higher platform that you must pull down with the Force. Tanks get thrown, either parry or grip and return them. Once you reach Vader another batch of clones is summoned. These seem to have the projectile powers that the Acolytes possess but without their resistance to DB. Bit more one on one with Darth then he scarpers again. There’s a mixed batch of clones this time, fly around with DB and send them all to their deaths. Another Saber lock or two with Darth and the same thing happens again. Jump to the platform where the clones spawn and dash around. Never stop moving and you’re unlikely to get hit. If you should happen to die at this point the restart is a little odd. You’ll find yourself on the platform with Vader with the mixed batch of clones two platforms away, you are unable to leave the platform at this point (invisible walls). Back over to Vader and a couple more Saber locks. It is tedious but the safest way to deal damage is to parry his attack and counter with square. Occasionally you can dash in and get off a combo but don’t count on it happening often. You basically grind through four sets of clones, yet more DB to send them to their deaths, look out for the purple projectiles and Vader throwing vats from his platform. If you see a clone winding up for purple projectile on a distant platform then you can use Vader as a shield, it will not pass through him. After the four sets of clones Vader decides to pull down one of the platforms, obviously not the one he is on so get close to him when you hear it groaning. Chip away at his health a little more and the process of summoning clones, then destroying the platform is repeated. Get close to Vader and another flashback triggers. There’s a scene with Juno then it’s the (it’s worth mentioning here that my copy of the game was plagued with loading errors here on my NUR+ run. Vader was often stood halfway into any given platform and it kept freezing my system. Another disc that I had did the same thing on the level with Kota) Final Fight Where you are looking to lock Sabers about three times. You can push stuns and deal out damage that way but by far the easiest way is to lock Sabers and barge Darth into a pillar and unload some lightning into him. You’re fully amped up with Force Fury in this fight, not that it makes any real difference, push sounds cooler but you retain the normal Saber move set so the Fury is for aesthetics only. Avoid the electricity arcing from the conduits and just get in Vaders face and block, the Saber locks will come easily enough. If you can hit Vader from behind you can unload full combos onto him but ultimatlely, you’re just wasting time. He will telegraph his lightning move by raising both hands, just block it then resume the attack. Vader fight in full http://www.youtube.com/watch?v=lBkVtnHnKYQ Pick your ending, I’d go Dark Side but I’ll leave it with you. As usual I’ve been rubbish but you were great. See you soon on Endor? This is all my own work and I only want it used on GameFAQs.
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