Star Wars: The Force Unleashed - Sith Master Guide
Copyright 2008, Striferz
This may not be reproduced under any circumstances without permission. This includes placement on any web site or otherwise distributed publicly. Any use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
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Version 1.00
Yes, I am aware that there is already a "guide" for Sith Master on these forums, but it is not in my opinion in a suitable fashion for all to use.
This guide will always be open to tips, and the contributors will be documented. Also, if there are certain sections which you feel needs more detail, I will look into it.
Of course, there are spoilers in this thread.
This is a guide for the Sith Master difficulty in Star Wars: The Force Unleashed, and for the difficulty in question only. Expect no integration of Holocron locations, how to actually progress through the levels (platforming elements), or any other form of non-difficulty related assistance. Sith Master is not the difficulty for your Holocron achievement, and you should already know how to actually beat each level. This guide is takin' care of business, not workin' overtime (but feel free to "workout"). That being said, the techniques you will learn here, as well as the approach to each enemy/ area will net you the Sith Master achievement quite quickly. I am confident that with the assistance of this guide, one can complete/ defeat most of the hardest sections of the game on their first or second tries. Let's begin!
General Tips and Tricks
I guess it wouldn't be a guide if I didn't tell you what you will be doing. Sadly, for some buttons on your controller, you'll be doing it often. The bread and butter of Sith Master are Force Repulse and Force Lightning. Of course, there could be no bread and butter without the butter knife. In this case, your butter knife is a glowing, humming, futuristic laser of death: your lightsaber will also be made great use of here; you will be getting closer to your enemies than you think. At rare moments in the game when there is a bottomless pit of sorts, throwing your enemies will also be plausible means to success.
That being said, certain sections of your force upgrades should already have a place in the light bulb above your head. As far as force powers go, you're going to want to max out Force Lightning first, and repulse second. Save all Force Power spheres for these two abilities, and do not spend on other things until they are maxed out. Whatever you want to upgrade next in this section is your choice; personally, I chose grip. The amount you need to spend in force combos is one talent sphere: Sith Saber Smash. This sole combo, for some reason, is a four-for-one price. Namely, the actual combos X,X,Y,Y and X,X,X,Y coupled with impale (X near a downed opponent) are more than enough to make every Imperial... turn invisible? Ahh, yes, rated T for Teen. Anyways, the force talents section of your upgrades is up for the greatest debate. The order of the important upgrades is variable, but personally, I would first shell my spheres into Force Affinity and Force Focus, for the sole reason of dealing with Kazdan Paratus at the end of Level 2, Raxus Prime. Yes, he's that cheap. Afterward, you're going to want to spend deep into Saber Mastery, Vitality, Resilience and Fortitude. The others aren't really needed.
Another key to success is having a keen eye; make use of your surroundings. The game is packed with not only objects to throw, but objects to hide behind. Use of Jedi Holocrons to replenish your health at certain points is crucial. Secondly, when you're not hiding, but fighting, watching your enemies is important. Impale is probably the best move in this game, and it should be abused to its fullest extent. Whenever you repulse a group of enemies (and you'll be doing this a lot), you want to rush to whomever is closest of the survivors, and impale them until they are dead. Of course, this may take the proverbial rinsing and repeating. Impale also keeps most opponents down, which is crucial for reducing laser fire while you're actually fighting.
On that last note, when you're not reducing laser fire, you're going to be hearing lots of the classic Star Wars laser sound. If you don't want The Apprentice's painful scream to accompany them, than you need to double jump and dash everywhere you go. Troopers on/ with turrets (Rodians too, whatever) and any other enemies with heavy laser fire become a joke once you learn how to fake them out properly. Jumping in the air, and dashing before you land is the key to safe travel in this game. It will also help you avoid sniper fire. The correct technique for doing this is a double jump, coupled with rigorous twirling of your joystick while in the air. Spin circles, write your name, whatever. Be completely sporadic and lasers will not hit you. This may sound difficult, but just try it for a while and you'll get the hang of it. You want to use this technique to travel everywhere you go in the game. You want to use this technique to go everywhere you go in the game. Yes, I said it twice, to get it into your mind. Sadly, I can't wave my hand and Jedi mind trick it in there. Remember it!
Finally, as I neared the completion of this guide, I realized a potentially game-breaking "cheat": If you are low on health, and choose to upgrade your health in the upgrade menu, your injuries would be healed. Now, this shouldn't be a problem, as you'd only be able to do this three times. Fortunately for us, Lucasarts has kindly provided us with the option to reset all of our upgrades for the cost of one measly talent sphere. Thus, for one yellow orb, you can heal yourself to full, which can be done forever, provided you have the experience.
And that's the plans they sent me. Read all of those until you can recite them while hanging upside down and touching your toes, and practice the techniques until your thumbs bleed. When you can do both, you're set to begin the game.
Level 1 - TIE Factory, act 1
For some odd reason, the first room of this game in which you can die is both a large battle and a medium pain in the ass. First, do away with the Stormtroopers on the bridge by either throwing the debris infront of them at them, or throwing them themselves. The enemies on the floor below you, Kota's men and more troopers, thankfully group up. This is your queue to rip the various TIE fighters and bombers off of the cieling, and throw them at said groups. The main group is Kota's men near the door to move onward, make sure you get them first. Near the bridge that you enter the room on are three TIEs actually near you; you're going to want to leave one of them to throw at the group of storm troopers that are triggered when you go down. Once you run near the platform that raises from below the level, a large group will come up it. Near the bridge you came in on, there will be diagonal inclines. Jump on one of these, and double jump outwards and then inwards to get back on the bridge. Sorry if that sounds confusing, but it'll be easier doing than comprehending. Grab the TIE that you left and use it to decimate most of that group. Any troopers left in this room, at any position can be further destroyed by using more TIEs, or any of the other debris around the room. A safe spot to get closer to further troopers is the large ship in the middle of the room. With this ship, you can employ the concept of deadzone, or deadzoning. As you can travel faster than the troopers, you can kite them around the ship; they will chase you endlessly, while you can take breaks/ pop out around a corner and kill a few of them, and then continue running while your force powers recharge. This technique will be used numerous times throughout the guide, and courtesy of the AI, is a good spot to practice. Stormtroopers are generally weak to your saber, and even this early, will be eliminated by only a few slices. You are also generally safe on top of the ship itself. Should your health get low during any point of this, there are multiple Jedi Holocrons in this room. When you've cleared everything, move onto the hallways.
In the hallway, you'll be greeted by a group of Kota's men. Hide at all junctions/ make them come to you if possible. Simply Force Throw them into a wall, or line them up as best as possible and Force Push them. A group of Stormtroopers will follow; use the same strategy here. Once again, you should be "circle-jump-dashing" everywhere you go. This will be the last time I remind you, make a note of it!
Next, you'll come into a construction area/ one of the "blue rooms". The name of the game in this area is to stay back, and throw the plethora of canisters/ other debris presented to you. As you progress, and come to a battle between Stormtroopers and Kota's men, once again stay back and just toss things at both combatants.
As soon as you get to the door leading to the elevator room, you want to go through it and quickly run through to the other side, going through the door across from you. As you do this, some enemies will spawn right near you, running into the room as you run out of it. Throw/ push them into the room, and stay on the platform outside of the room. All of the enemies in the room will slowly come to you, allowing you to throw them into the room or the room's debris. If your health gets low during this, there is a Jedi Holocron near you, at the far end of the platform. Once all of the enemies in this room are dead, go up the elevator. Once up, you'll want to run to the left, and hide/ block behind the debris. While doing this, throw the various enemies and objects in the room until they are all dead. You may want to make a habit of killing the turret user first, which you should no doubt do here.
The next blue area presents another battle; simply stay back and toss objects until everyone is eliminated. As you run forward, another group of troopers will spawn. Run back towards the elevator room beyond the debris; there should still be plenty to throw at this group. Once they are dead and you jump to the next section of the area, groups of Kota's men will spawn. There are only sparse amounts of objects to throw along this section, but it is enough to kill many. Try to throw them quick, so you can hit the enemies when they have just spawned, and thus still in a group. Your saber should make short work of any survivors. Continue doing this throughout this area.
The next room appears to be a communications room. Go straight to the middle, grab the Sith Holocron, and return to the door you just came through. There should be a group of Stormtroopers there now; kill them, and then clean up the rest of the room. As you continue though this area, you'll be met with groups of enemies accompanied by turret men. Simply continue to throw things at them until they are dead.
Eventually you will come to the room that triggers a cut scene. After it's over, you'll be surrounded by a large group of enemies, and more importantly, a shield barrier. You're going to want to immediately push like mad. Align yourself with enemies so that your Force Push will send them into the shield barrier, killing them. When your force power is depleted, jump around like mad. Doing so is extra important here. Continue doing this until all of the enemies have been disintegrated; it may or may not be in your best interest to destroy the turret men first.
The next two rooms are generally similar, in that they are occupied by a few regular enemies and a few turret men. More importantly, they both have exploitable doors before them. You want to go to these doors, open them, and let everyone know you're there. Go back behind the door, letting it close, and wait a few moments. Open the door again, and most of the enemies will have gathered there. Push or throw them to your heart's content. When your force gauge grows low, let the door close and recharge. Once the majority is dead, there may be one or two enemies left who didn't take the bait; at this point, it is safe to venture into the room and finish them off. Once again, this works for the first two rooms after the energy barrier scenario.
In the second room, there is a Sith Holocron. Grab it, and quickly continue on. Around a corner, you'll encounter a large group of Stormtroopers, who are made very short work of with the assistance of the Holocron.
The next room, which appears to be a TIE wing verification room (or something) hosts yet another battle. Unfortunately for you, this one has a gravity-gun equipped AT-ST. There are a few ways to go about this room, all of them stemming from the prowess of this AT-ST. First of all, this gravity-gun variant is the hardest type of AT-ST to deal with, simply because the items it throws can hit you from any angle (even if you are behind it). Secondly, any AT-ST at this low level juncture of the game would be difficult. You can either stay back, and throw items at Kota's men for experience, and go back through the door if you garner too much attention. This includes that of the AT-ST. Once they are all clear, you can attempt to battle the AT-ST, but I would recommend against it. If you've got the guts, dodge it's projectiles, and throw your own back. As with most large mini-boss enemies, you can get in close and time your jumps to avoid being stomped (more on this later); once again, due to it's 360 degree range of attack, this is futile against this variant. Be Kota's men dead or alive, you can skip this room completely and easily. I assure you that experience will not be an issue for you through the course of this guide, so feel free to traverse this room however you please. The troopers at top of the room are easily thrown or pushed. There are Jedi Holocrons in this room if your health gets low.
The next TIE wing room is easily cleared with the help of the Sith Holocron in it. Grab it, and just go nuts.
As you traverse the next area, it can be waited on for a weakened victor. If you're impatient, as any good Sith would be, you can just go crazy and push/ saber your way through all enemies. As you come to the elevator, the turret man are easily pushed and impaled as well.
As you come to the next area, which I'll refer to as the binding room, go immediately to the left, around the corner and safe from all of the action. Make your presence known, and let the enemies come to you. When in range, throw them into walls. Once they stop coming, clear any who wouldn't take the bait. There is a Sith Holocron here if you need further assistance. As you are about to go up the ramp to the room to disable the energy barrier, a group will spawn. Run back, and as they come to you, toss them into the energy barrier. Once they are dead, continue into the room, and spawn another group. Run back once more, and throw them into the barrier as well. The next binding room is a laden with objects to throw, and another Sith Holocron. Making use of everything renders the room quite simple; continue making people come to you using the environment, and head up the elevator when they are all clear.
BOSS: RAHM KOTA
General Rahm Kota can easily be dealt with through the use of Force Push. Push him until he gets knocked down; try to predict where he will be sent, so that you may reach him and impale him while he is down. If he gets into the habit of repelling your pushes, you can work your way behind him in between each push, and get a quick saber combo in on his back. Time your jump to avoid his shock wave, and hide behind the obvious cover when he throws debris. He seems to be easier in general (pun intended) in phase two of the fight. Just pour it on with force push, and eventually you'll get him into context sensitive range, ending the fight. No, he wasn't related to Jay Leno.
Level 2 - Raxus Prime, act 1
The beginning of this mission introduces a different series of enemies: Rodians. Aside from appearance, they're basically the same as Stormtroopers. Throw them into the lava, as you make your way to the next area. All skiffs can be destroyed with a single blast of Force Lightning. If you haven't put two and two together, spend all of your points on Force Lightning now. Any laser fire you may receive from turret men in this area should be easily avoidable.
When you enter the "circular" room, make your way upwards, utilizing throw to deal with all of the resistance. The jawas here, and elsewhere, should never pose a threat to you.
As you come into the next open area, you'll first be met by Rodian melee; further use of throw will deal with them. Progression will lead you to turretmen on raised platforms. As you rush them, watch out for jawa grenades. Jump up and throw them, all the while staying mobile. You should be hit with very little damage while actually throwing them; to reduce throw time, just tap the R trigger and hold the stick in a direction to throw quickly. Once the turret men are eliminated, drop back down and deal with the swordsmen.
As you come into the next large area, the Apprentice will say he's "not sure what I'm looking at here". *THIS ROOM IS GOOD FOR GRINDING*. Grinding, for those of you who do not know, is the process of spending sickening amounts of time doing something generally easy for the benefit of your character. In this case, it's killing easy enemies for easy experience, to make the game easier. What you'll want to do is jump down into the fracas. You'll see some Rodians fighting against from droids. Shock/ finish the Rodians off, and then turn around and head toward the bay of lava. There should be a skiff in your sight; shock it, and shock the Rodians as they fall off into the lava. You'll get experience for the skiff, and the Rodians. Multiple skiffs will continually come to this area. In between waiting for them, you can battle the droids, which will teleport and come to you. Simply stay mobile (in the air) while your force power recharges. Shock a skiff and the Rodians when they are in range, and then throw the droids into the lava. This will net you insane amounts of experience if done correctly, as you will accumulate good frenzy multipliers. Once the skiffs stop coming, and all of the droids are dead, jump into the lava yourself, and you'll go back to your checkpoint just before this room. Do it over again for a good while; I'd say at least a half hour, but the more, the better. You're going to need all the skills you can get for this level's boss fight.
Once you go through the ceiling, destroy the small group of Rodians with Force Throw.
In this next large room, you'll want to once again position yourself near the lava bay, shocking skiffs and throwing droids into the lava. Destroy any droids not near the cliff with Force Lightning and your lightsaber.
Eventually, you will come to a makeshift bridge area. Dodge all of the laser fire, while utilizing the various cover to throw all of the enemies into the pit below you. Once you reach the end of the bridge, you should be able to push or throw the rest of the enemies to death with ease.
The next area is a large area, with a main building in the center. Kill the first Rodian nearest you with throw, and then rush to the top of the building. Grab the Sith Holocron there, and go nuts on all of the Rodians in the area, throwing and pushing like mad. There are two general groups near the Holocron, and another group near the entrance to the elevator, for reference; throw the Rodians on the structure, and push the Rodians near the elevator into a wall.
Last edited by Striferz; 09-30-2008 at 10:26 PM. Reason: Finishing guide
As you come into the energy barrier generator room, you'll be rushed by a group of enemies. Throw the debris to your left at them. Go under one side (left) of the raised platform with the enemies on it, and jump above. Let them smell you, and then jump back below. Stay there a bit, and then run to the other side (right), and jump above. They'll be far away from you, and easy to manage. Throw them all into the chasm beyond the area. When you run out of force power, jump back down, let it replenish, and then go back up. To deal with the group that spawns after the generator has been deactivated can be easily killed with throw or push.
When you go up the elevator, you'll be greeted with a crapload of enemies. You want to immediately rush to the other side of the large structure in the middle of the area. Deadzone the enemies to single them out, throw them, and recharge your force power. There are multiple Jedi Holocrons in this area if your health gets low.
In the next area, you're going to want to run around the whole room without grabbing any of the Holocrons. This should trigger most of the droids, both force draining and fighters. Destroy them all, and then spawn the Junk Titan. Immediately rush across the area, and grab the Sith Holocron. Two full force gauge shocks should put the Junk Titan into context sensitive range. The key to taking no damage from a Junk Titan is to stay mid range; if he swings his, well, hand at you, then you are too close. If he throws a rock at you, you are too far away. You want him to dig his hand into the ground, triggering the "fire attack". Watch where and when it is, and jump to avoid it. When it is dead, clean up the rest of the robots, and grab the Jedi Holocron if your health is low.
The next area, overlooking the chasm, is easy. Just throw the droids overboard. A notable exploit is if you stand on a level below an enemy, they will (most of the time) stand still, while your force powers recharge. Thankfully, this area is graced with multiple small levels/ inclines. When you reach the enclosed portion of this area, spawn the enemies, and then run back towards the chasm. The droids will come to you; you know what to do.
When you deal with the second Junk Titan, deal with him as you did the first. The only difference hear is that it will take longer, as your Force Lightning will be substantially weaker without the Holocron. Once you get used to dodging the "fire" attack of the Titans, they are easy to kill without being hit.
BOSS: KAZDAN PARATUS
A long time ago, in a galaxy far, far away, there was the hardest boss in Star Wars: The Force Unleashed, and one of the cheapest bosses in videogame history. Meet Kazdan Paratus. Sadly, one of the largest factors of this fight is luck. It would seem that Kazdan's attack in which he shoots a blue ball of energy at you is not able to be controlled by being in a certain range, nor is it dodge able (unless you're a Jedi in real life, and can see things before they happen). Nonetheless, what you want to do here to avoid the rest of his attacks, which on the ground are lightsaber slashes, is jump over him, one side to another. Be as sporadic as possible, as he'll run in directions for short moments while you jump in another. You want to do this while your force gauge is recovering. You can choose to either use solely Force Lightning (which should be fully upgraded for this battle), or a quick shock of Force Lightning, followed by a grab. At this point, shock him more, and then throw him. If you throw him into a wall, you have a better chance to be shot at by one of his magical blue orbs (bad), or you can throw him off the area, and he'll come back to it with an easily dodge able shock wave (not bad). If you want to test your luck, toss him into a wall. If this whole procedure seems to get you killed quickly, just stick to sole lightning use. When you get him to two-thirds and one-thirds health, he'll first jump out of range. This is your queue to run to the far left of the area; you should be near the wall, against the edge, and in front of the horizon. As he throws debris at you, it will either hit the large window-like structure, or be thrown too low and bounce off the ground. Once he has thrown a certain amount, he will spawn a Junk Titan. These are dealt with in the same way as the two during the level; run to the right side of the map as it spawns, and find the "money range" to trigger his fire attack. Be careful, it is possible to trigger his rock attack, and if you do, you'll most likely die. After you find the correct range, all this will take is time, and you'll be given a good portion of health back. Keep whiddling away on Kazdan with whichever series of techniques works best for you. Once again, this is up to luck, and you can easily be screwed over with some successive orb attacks. Either way, just grit your teeth and whisper to yourself "100 gamerpoints". You can also take further mental refuge in knowing that if you have the patience and concept of game to beat Kazdan, then you're certainly qualified to complete the rest of the game, and with more ease, I might add.
If you truly struggle with this (and I imagine that many will, he can be that cheap), than I may suggest taking a blow to your pride and using the "cheat" I mentioned earlier, to replenish your health during the battle. I do believe that once you do a talent refund, it stays that way after you die. Thus, you're limited on the amount of times you can do this based on the experience you have earned. Therefore, you may want to save your game manually at the start of the boss fight and reload if you use this method to no avail.
Level 3 - Felucia, act 1
At the beginning of this level, you will learn Force Repulse. Finally, your trifecta of death is complete! Use repulse to push back the Felucians rushing you during this opening area. Once they are down, rush to the nearest ones and make use of your impale ability. Dodging melee attacks is just like dodging lasers; stay mobile in the air while your force powers recharge.
When you arrive in the circular room, it is equally effective to kill with either repulse and impale, or to throw enemies into the pit in the middle of the bottom of the area. Both require some attention to detail; if you choose to repulse, you need to round up your enemies (jump around/ dodge until many are around you) so that you are not interrupted when you attempt to impale the survivors. If you choose to throw, you need to take time to have accuracy in getting them into the pit. Taking the number of enemies in this room into consideration, it is easier to use the repulse method. Make sure to quickly eliminate the "flowers" around this area with your saber when you can, as their spit (?) fire can prove annoying when you're impaling Felucians. Two helpful notes about this room: It is possible to run up a few floors, gather a bunch of Felucians, and then jump to the very bottom level. They will all come to you, and you can hit all of them with one repulse. Also, the slugs at the bottom of this room provide lots of health if you get injured.
In the next area, you'll be introduced to the Red Felucians, which must be killed before their group of blues can be dealt with. Simply rush the group, dash and slash at the red one. If done correctly, you'll stun him before he can teleport. Repulse and impale him, and then do the same to the rest of his group. As you move on, there will be two more groups like this. Grab the near Sith Holocron, and spam repulse (near the Red Felucians until they are dead) to clear the whole area.
As you travel through an enclosed area, you'll come to a group of Felucians with a leader, as well as a Felucian Chieftan (the yellow one). Employ the same tactics to kill the Red Felucian, and then the blues. If you're quick with this, the Chieftan's attacks shouldn't harm you. When you are alone with him, shock him for your whole bar's worth, and then jump over him repeatedly, back and forth. When you power is fully recharged, shock him again. Do this until he is dead - all chieftans can be dealt with in this manner.
In the next open area, you'll meet your first Rancor. Grab the Sith Holocron, and shock him to death. Much like a Junk Titan, two full Force Lightnings should put him into context range. Afterwards, clean up all of the Felucians with repulse and impale. Should you have been damaged by the Rancor, there is a nearby Jedi Holocron.
Once turning the next corner, you'll be met by a bunch of Felucians, along with a Chieftan and a flower. Rush the group, and grab the Sith Holocron. Spam repulse, while making sure to hit the Red Felucians over all. You can position yourself into the tunnel a little bit so that all enemies will be more sure to hit a wall upon being repulsed. By the time your Holocron has run out, you should be left with just the flower and the Chieftan. Slash the flower, and then deal with the Chieftan in the same way you did with the last one.
The tunnel itself is easily cleared with repulse and impale.
Last edited by Striferz; 09-30-2008 at 10:28 PM. Reason: Finishing guide
The final room of the level is packed with multiple Felucians, Chieftains and three Rancors. Despite all of this, *THIS ROOM IS GOOD FOR GRINDING*. Amazing, actually. Here's what to do: Go up to the first Rancor. You can jump right up to his face, under his chin, or anywhere else on his upper body. He will spam his stomp attack, doing nothing to you. Let loose on him with your lightsaber. You can stop in between to shock him with lightning if you want, as well. Try to time when you fall back to the ground so that it is immediately following one of his stomps. Then, jump back up and repeat the process. This sounds daunting, but it is easy after a little trial and error. The second Rancor in the back will kindly throw rocks at you, which will hit Rancor number one in the back, damaging him most of the time. When he is in context, finish him. No Felucians should have pestered you by this point. Now, run into the center of the area, past the second Rancor. Grab the Sith Holocron, and go to work on Rancor number two. At this point, the Felucians may become a minor nuisance, but with this Holocron you're practically invincible. This Rancor will swat you, but just get back up like the trooper you are and work him down to context, and finish him. By this time, the Holocron will have worn off. Go and try to kill Rancor number three with the same tactics. If you can't, it's no big deal. When you die, you'll respawn to the beginning of the room, able to do it all over again. A few more tips for this area: If, at any point in killing a rancor, you become surrounded by too many Felucians, just throw a repulse into your mix. If you manage to kill the third Rancor, let the Felucians kill you, and start again. I'd recommend doing this for a half hour to an hour; the more experience you get, the better. When you're satisfied with the amount of grinding you've done, finish off all of the enemies or run past them to the end of the area.
BOSS: SHAAK TI
Shaak Ti is easily knocked down with Force Repulse. Just keep doing it, and when she is knocked down, rush to her and impale her as much as possible. Stay mobile in the air to avoid most of her attacks. When she turns red and begins to charge a "red orb" of energy, you can time it and dodge it quite easily. You can also try to repulse her into the bubbles on the ground for additional damage, but make sure to avoid touching them yourself. After she is at two-thirds of her health, you'll battle her on a different plateau, in front of a Sarlacc. Immediately run to the far right of the area, past the bubbles. This will eliminate you having to worry about being struck by the Sarlacc's tentacles. Shaak Ti will also kindly and constantly run towards you throughout the fight, and you can repulse her both into the bubbles and/ or impale her multiple times. You can also repulse the constant Felucians that will be attacking you, or throw them into the Sarlacc pit. Either way, you'll be getting lots of free health. The only thing you really need to worry about here is Shaak Ti's red orb attack, which can be dodged in the same way - just make sure you don't land in the bubbles. Just work her down until she is context zone. Once you've beat her, you completed the three hardest levels in the game. The rest is basically a cakewalk; I'd say pat yourself on the back, but you probably did that when you beat Kazdan Paratus.
Level 4 - Empirical, act 2
Comprehending why the game does not tell you that the Apprentice has been out of commission for roughly six months is harder than actually beating this level. As you come into the first hallway, break the windows near the Stormtroopers to send them out into space.
As you come into the room with all of the glass tubes, finish off the enemies above with a repulse and a saber, and then do the same to the troopers below. From this level onward, effective impale use is imperative to deal with EVO Troopers.
Afterward, in the next hall, break windows once again to kill the troopers.
When you come into the room with all of the escape pods, immediately run along the right side of the from (from where you entered). There will be a door/ elevator room. Go in it, and let the door close. Wait a little bit, and listen for all of the troopers footsteps. When they stop, open the door and repulse. Go back in, wait, and do it again. Do this until the majority of troopers have been killed/ weakened. At this point, finish off the troopers on the railing at the top of the room, and then anyone else left alive. There is a Jedi Holocron in this room if you get weak.
The next group of troopers can all be caught in one repulse, and due to the size of the hall, all be killed, as can the group just beyond them.
Once you trigger the cut scene with the Purge Trooper, rush in the room and repulse/ impale the EVO Troopers. The Purge Trooper here, as well as all others in the game can be dealt with easily. Simply (double, duh) jump over them, back and forth, and they will only do their melee attacks, missing you. Shock them with a full force gauge, and jump over them while it recharges. Easy peesy, lemon squeezey.
In the next and final area of the level, immediately run to the left, and repulse the large group of troopers in the room; impale any survivors. Run to the adjacent side and do the same. Afterward, simply stand on the middle portion of the bridge connected to the door you just came through, and you can safely lift up the devices permeating the barrier without being hit. If you're a desperado, you can go down below and repulse/ impale the troops (sound familiar yet?), and then group the two Purge Troopers together so that you may avoid both of them with one double jump.
Level 5 - Cloud City, act 2
This level is nearly as easy as the last. At the beginning section of this level you want to throw everything, including the Senate (Blue) Guard into the abyss over the railing.
Once you make your way to the tunnel leading to the next area, you'll trigger some more troops and another Senate Guard. Run back onto the previous section, and throw them overboard as well.
When you come into the open area, you'll be attacked by two more Senate Guards. Take the left route, let them follow you, and throw them aside as well.
Throughout the level from this point on, you'll be faced with various troops, all of which can be thrown off of the level. Senate Guards, EVO Troopers, regular troopers, snipers, and Jumptroopers (jet packs) can all be grabbed and cashed in for the long way down bonus. Snipers are somewhat sparse, but can be avoided easily by skilled jumping. As you make your way to the final section/ platform of the level, and find yourself surrounded, a repulse is more force-efficient than throwing everyone.
When you arrive to the final area, you'll be faced against two Ugnaught-piloted droids. Deserving a mention for this area is the habit of Imperials throughout it. While facing the droids, a ship will land on one of the near landing platforms, and send a bunch of various troopers after you. This appears to happen at random times during your presence in this area. Random Jump Troopers sometimes also appear. Most notably, if you somehow do die while facing against the droids, you'll respawn just before fighting them, but all of the troopers that should have been dead will respawn (including snipers), and slowly make their way to you, and pester you. My best advice is to simply keep your eyes open, and toss any trooper you see off of the level. As for dealing with the Ugnaught droids themselves, there is a nearby Sith Holocron in the second droid's hangar. You can grab it after grouping both of the droids, and shock them both at once, or if you're short on patience, you can kill one of them with it, and use Rancor/ AT-ST tactics (time your jumps to avoid stomps and slash away) to kill the other. No matter what routes/ enemies you face here, it is extra important to stay mobile.
After clearing these droids, you will see an Imperial Shuttle fly onto the other landing pad. You should run over to it before the cut scene triggers, as once it is done, you'll be able to take care of all the Stormtroopers with one repulse. As for the Shadow (Black) Guard, he easily dealt with by just chipping away at him with your lightsaber. Use X,X,X,Y or X,X,Y,Y, and he'll eventually take damage and fall. This is your queue to impale him. Work him down to context, while throwing any Jump Troopers off of the map.
Last edited by Striferz; 09-30-2008 at 10:30 PM. Reason: Finishing guide
You're first greeted in this level by Incinerator Troopers. Not only do they have a flamethrower that does massive amounts of damage, but a protective shield. They are probably the most annoying enemy in the game; nonetheless, they are still easily dealt with. After the little cut scene, run back a little bit, behind the tree near you. One of these pyros should come at you. Once you've got him where you want him, jump at him like you would with any other enemy to avoid his fire, and then repulse to take his shield out. After this, finish him off with your trusty lightsaber. If you've grinded enough, you should be able to Force Repulse twice by now. This is handy against these troops, as one will deplete their shield, and the second will knock them down, allowing them to be impaled. Either way, by the time number one is dead, pyro number two should be in your face. Kill him in the same way, and then the third. Once the AT-ST is triggered, hide behind something, and let him walk as far away from the door as possible. Then, dash past him towards the door. Jump up and kill the turret men with your saber on both sides, and then repulse all of the troopers. Grab the Sith Holocron, and use it to shock the AT-ST to death. Of course, it is quite important to stay mobile throughout this area.
On this next area, you're once again provided with both a bottomless pit, as well as some shield barriers (the good kind, that protect you). Make use of both in eliminating the initial group of troopers, and make your way towards the first sniper. Grab him and toss him into oblivion. All of the Jump Troopers in this area should once again be tossed downwards as well. Make your way to the platform with a turret men; once you get there, other troops will gather there as well. A few repulses and impales should get the job done. As you come to another large door, you want to deal with the turret men in the same way as you did the last: Rush over to one of them, jump up and slash him; then, hug the door to the other, and do the same. Repulse and/ or throwing should be more than enough to handle all of the remaining troopers. There is a plethora of various holocrons throughout this area to make what is easy easier.
As soon as you rip open this door, run through it and repulse. You should catch every single enemy in this area. Impale the survivors and move on.
Once you move into the area with a Wookiee prisoner in the middle, you'll be rushed by a Royal (Red) Guard. Simply grab him, and throw him into the energy barrier behind you for an instant death.
As you come into the next area, you'll see a Sith Holocron before you engage in battle - don't grab it yet. You're going to want to jump around to the best of your abilities here, staying extremely mobile is key. Rush to the first sniper tower, and repulse under it. This should either kill the sniper, or put him on the ground. Also, it should damage/ kill some of the troopers around you. Repulse/ impale everyone, including the Senate Guard. Another priority should be the pyros. Regardless of the circumstances, at each tower you are going to want to make sure that the sniper is dead first. Use this method for all three sniper towers. When all is said and done, a cut scene will trigger, and you'll be in the company of another Shadow Guard. Let all of the Wookiees loose, while running back for the holocron near the beginning of the area. Grab it, and run back to face the Shadow Guard. By the time you reach him, the Wookiees should have him close or in context zone. Make use of the holocron and finish him off with ease.
This next series of rooms are easily tackled with the assistance of the caged Wookiees. Make sure you have cleared all enemies in each room before moving to the next. The notably large group that spawns when you go around a corner is easily dealt with through a grouped repulse. When you reach the first Purge Trooper, kill the turret man behind him, and use the holocron to take him out. As for the second Purge Trooper, use the same tactics on him as you have for the others and you'll emerge from this area unscathed.
The Skyhook area is very easy if you do it correctly. Secondly, *THIS AREA IS VERY GOOD FOR GRINDING*. As you approach the Skyhook, imagine it as a clock. From where you are, you are closest to 6:00. Rush the sniper here, repulse him, and finish him off. From this point on, make your way around the Skyhook in a clockwise motion; at each junction, rush to the turret men, slash him to death, and then repulse/ impale the snipers. At this point, forget about the Purge Troopers; your mobility should allow you to dodge their fire with ease. Another thing you want to ignore are the Sith Holocrons located around 9:00 and 3:00; you'll need these for Ozzik Sturn. Continue making your way around the Skyhook until you return to 6:00, with all snipers and turret men dead. Now, go around it once more, dealing with the Purge Troopers one at a time. Use the same tactics to defeat them; around some of them, there are further obstructions (a tree stump, etc.) which you can deadzone them with. I know that this sounds dangerous and not doable, but put it into motion and you'll be surprised at how easy this is. When you've cleared all Purge Troopers, jump off of the cliff and do it all over again for some excellent experience. When you are content with how much you have grinded, trigger Ozzik Sturn in the AT-ST. Using both of the holocrons at 9:00 and 3:00, he should be easily put into context range. If you health ever drops during any of this, there is another Sith Holocron on the landing platform (12:00) that will restore it. Any Jump Troopers that appear while you dismantle the Skyhook can be easily tossed off of the cliff.
Level 7 - Imperial Felucia, act 2
You'll be thrown into a large battle between various troopers and Felucians at the beginning of this level. You'll want to eliminate the troopers first, and thankfully, they'll group near their ship. Repulse/ impale them, and then deal with the Felucians in the same way. As you press forward, you'll encounter more troops, along with a Purge Trooper. Stay mobile to avoid his fire while you eliminate all of the weaker enemies, and then take care of the Purge Trooper himself. Of course, make sure to steer clear of bubbles (and use them to your advantage, if you want).
As you come onto the Imperial bridge, you'll first be faced with two turret men. Rush in between them, and repulse to deal with them. Eventually you'll reach some EVO Troopers, and two Purge Troopers. Repulse and impale the troops, and then deal with the Purge Troopers. It is easier to hide behind a shield barrier instead of jumping over them while your force powers recharge. After you drop down, you'll have to deal with some troopers and turret men up above; there are lots of lasers flying here, and you can die quick - be careful. Let them see you, and then run back to the wall you dropped from. They'll come to you, out of turret range. Repulse/ impale them, and take extra caution to deal with pyros first. Once all are dead, grab/ toss the turret men. After attempting to move on, you'll have to face a regular AT-ST. His lasers will kill you quickly if you attempt to jump up infront of him. Thus, you must use your lightning and slashes from behind him to slay him. Don't forget to time when you fall down to avoid getting stomped. It's not as hard as you would think to stay behind it, and I'm sure you've had practice with some select Rancors.
As you approach the Sarlacc pit, you'll be faced with another AT-ST. Ignore the ground enemies for now, and deal with this AT-ST in the same way that you did with the last one. Afterward, clean up the flowers and troopers.
Once your tasked with disabling the cranes (?) controlling the Sarlacc, take care of the one closest to you first. Staying mobile in this area is extra important. Make use of the shield barriers to dispose of the EVO Troopers with repulse and impale. Once your force power is recharged, jump to the top of the structure and perform repulse until all of the troopers on it are dead. It is possible to dodge all of this laser fire if you are keen enough. When you move on to the next cranes, all of the EVO troopers can be tossed into the Sarlacc pit. Continue using the shield barriers to your advantage.
When you come to the bridge leading to the central structure, trigger all of the enemies and run back. Let them come to you and group; when you are ready, run out, and repulse them to death. Dealing with the Purge Trooper on this bridge is no different than all of the others you have killed thus far. If you're uncomfortable jumping over him on the bridge, he can be lured onto the ground you just came from.
The two remaining cranes are dealt with in the same way as the first.
After travelling into the Sarlacc, you will eventually come across Hurricane Jabba. If any Felucians get near you in this section, simply repulse them into the wind.
Once you get spit out, kill all of the troopers and non-glowing Felucians that you can with repulse and impale. You should be safe while battling the Rancor from all of the ground enemies; if they overwhelm you, just repulse them away. The Rancor in question has an arm swat, so he'll need to be attacked from behind, much like the earlier AT-STs. If you're patient, you can take the easier route and Force Lightning him to death, deadzoning him around the large tree in the middle of the area while your powers recharge.
Last edited by Striferz; 09-30-2008 at 10:34 PM. Reason: Finishing guide
As you attempt to traverse the "stairs" with the turrets, just hug the walls up to them and repulse in between them. Eventually, you'll come to two Felucian Chieftains with some ground forces. Eliminate the ground forces while staying mobile to dodge the Chieftain's attacks, and then deal with the Chieftains themselves. This is most easily done by grouping them and sharing your lightning with both of them. Alternatively, they can be repulsed and impaled. Going onto the step below the area will freeze them, allowing you to safely recharge your force power right in front of them. Gotta love good AI. Next is a Rancor, and he also swats. Once again, if the Felucians surround you, floss their teeth with a Force Repulse. After the Rancor is dead, clean up the Felucians (make sure to dash and kill the reds first) and head onwards. If this battle is too much for you, and it is somewhat difficult, this whole small area can be skipped. If you're a hero, there are Holocrons around to replenish your health while you kill everything.
BOSS: BULL RANCOR
The Bull Rancor is the long, lost cousin of the Junk Titan. The important aspect about beating him (with ease, I might add) is staying at mid range. If you get to close, he'll swat at you. If you get too far, he'll throw a rock at you. If you're at mid range, he'll charge at you - this is what you want. It is easy to predict when he is going to charge; he'll slam his hands into the ground, and begin to run at you. When he does this, jump; when he gets close, dash away from him. At this point, he is vulnerable. Rush to him and let loose with your lightsaber on his back. You should be able to get a combo or two in. At random times, Maris Brood will join the fight in this battle. This is your queue to use force lightning in the air, as opposed to lightsaber combos on the Bull Rancor. When you do this, Maris is unable to attack you, and she'll most likely disappear by the time you're done shocking/ you fall to the ground. The only downside is that lightning does substantially less damage than your lightsaber. The only tedious aspect of this fight is that at two-thirds health, Maris will begin to appear and throw her lightsaber at you. This does not do much damage by itself, but if you are in the air you will fall and take a decent hit. You can remedy this by listening, and trying to avoid jumping until the last second when she is present. It may be difficult at first, but you'll get the hang of it. Keep it up until he dies... somewhere in the universe, that fat guy from Return of the Jedi is crying.
BOSS: MARIS BROOD
Maris is pretty simple, too. Repulse her until she is flung onto the ground, and impale away. Eventually, she'll turn invisible. You're going to need to guess where she is (or get lucky); just predict her general area, and repulse. Eventually, you'll catch her, and be able to impale her further. When you are out of force power, just jump around like a madman (as you should be doing through the whole game) to avoid most of her attacks. The only one that will hit you is her lightsaber throw, which you will easily out damage with your impales. Expect to get both of these fights on your first or second tries.
Level 8 - Imperial Raxus Prime, act 2
The start of the level is easy - grip and throw all Rodians into the walls for easy kills. Up ahead is a Sith Holocron; grab it, and eliminate all of the enemies around it. Continue following the cliff and throw all Rodians into it.
Eventually, you'll come across a large battle: some Rodians fighting against three Purge Troopers. Grab the near Sith Holocron, and use it to shock the three Purge Troopers in the air until it runs out. Once it does, they should be all heavily weakened: leave them like this for now, and begin killing the Rodians with repulse and impale. Eventually, part of the wall will explode, and more Rodians will pour out - kill them as well. Make sure to stay very mobile and kill riflemen first. Once all Rodians are dead, return and finish off the Purge Troopers. Near the death of the third, an AT-ST will drop, accompanied by some Stormtroopers. Attack the AT-ST from behind like all the others, tossing in Force Lightning if you wish. If you get too surrounded by troopers, repulse them away. If this becomes too difficult, there is another Sith Holocron nearby (invincibility), as well as a Jedi Holocron to replenish your health.
This next room, while difficult, *IS GOOD FOR GRINDING*. What you want to do is grab the Sith Holocron, jump down and eliminate the sniper nearest you. Take out the troopers around you next. Finally, there should be a Purge Trooper near you. Jump around him now, damage him if you want. Eventually, two other Purge Troopers (or one, more on this later) will make their way over to you. Grab the Sith Holocron near the sniper that you killed, and use it to eliminate all three of them. Sometimes Purge Trooper number three will stay on a raised platform near the second "tower" in this area; if so, just rush to him after you've dealt with the others, and kill him like you would any other. It is notably that you can stand below the platform he is on, and he will bug out and not attack you (allowing you to recharge your force power easily). Eliminate the trooper on this second tower, and then the rest of the troopers nearest you. Finally, jump over to the structure with a sniper on top, and finish him. Do not grab the Sith Holocron near him yet. At some point during the later procedures of this room, a cut scene should have triggered, and you'll be faced with the AT-ST, two Purge Troopers, and a lot of various troopers. Let the AT-ST come to you near the final sniper you killed, grab the holocron, and take the AT-ST out. As for the Purge Troopers, they can be dealt with by grabbing the holocron that lies beyond them; repulse some of the troops so that you take less damage in the room, and then shock the Purge Troopers until the holocron's effects wear off. If the snipers at the top of this area are giving you too much trouble, it is fine to take them out first. Clearing the rest of the troopers in the room with repulse and your saber should not be too difficult, just remember to stay mobile. Notably, once you have figured out how to manage all of the holocrons in this area, it will become a breeze, and you final opportunity to grind some experience before the game is over. Sadly, this room sometimes is unpredictable; at times, the AT-ST will not chase you once it spawns, and other enemies will not do as they are expected either. Regardless of what happens, just try to adapt, and roll with the punches.
This large circular room is easily cleared by repulsing everyone, and impaling them. Mobility is key, just stay mobile as you move towards your enemies.
The next small area, where you're on a bridge above a lava pit should not be difficult. Repulse or throw all enemies into the pit.
The next room, a giant circle, has incredibly bad AI. Repulse, slash, do whatever you want. The EVO troopers here pose no threat.
BOSS: PROXY
Proxy has several different stages, all of which can be beaten by a certain method. They are:
SHADOW GUARD: Lightsaber combos. MARIS BROOD: Guess where she is, repulse, lightsaber. SHADOW GUARD: Repulse, lightsaber. RAHM KOTA: Force Lightning, lightsaber. SHADOW GUARD: Lightsaber combos. SHAAK TI: Repulse, lightsaber. SHADOW GUARD: Repulse, lightsaber.
Of course, with all of these, and the following, if your opponent is knocked down you should do your best to impale.
DARTH MAUL: Once again, repulse like crazy. Impaling him is a must. Sometimes, repulse will not work; at this point, jump around to avoid his attacks while your force gauge recharges. Keep doing this until you get lucky enough to get him into context zone.
The next area is easy. A simple repulse or two on top of each structure will take care of the troopers around it, and then moving down to eliminate the sniper is equally simple. Of course, as you go from structure to structure, jump around to avoid the sniper fire. Any troops (namely Jump Troopers) that you encounter on the "road(s)" can be tossed off of the map.
Once you are prompted to pull down the Star Destroyer, you're in for a free ride. Once you begin, there will be two large "things" at the end of each railing before the empty section in the middle. Stand somewhat behind the one on the left, and face towards the energetic... "thing" in the background. You want to stick out just enough so that you'd be able to grab the TIEs as they fly by. This is exactly what you're going to do. Stand there, and simply spam the R trigger, and you'll throw them when they come by. Sometimes you'll get lucky and they'll hit others. Either way, you'll catch each and every single one of them on their first pass, and be able to pull down the Star Destroyer without being hit. Finding the money spot to do this in will only take a few seconds, don't worry about it when you read this. This is also incredibly fast and should allow you to pull the Destroyer down after three "rounds".
Last edited by Striferz; 09-30-2008 at 10:38 PM. Reason: Finishing guide
As soon as you begin this level, run onto the blue/ highlighted section of the floor and Force Repulse; you'll fall into the firing chamber below. The first room is simply too brutal to deal with on Sith Master for most, and if you've grinded you shouldn't need any further experience by now anyways.
As you travel along the firing chamber, you'll come across sections in the wall that are actually elevators. They'll be filled with troopers, all of which are easily killed with repulses and some additional saber work if needed. Note that any trooper that touches the Death Star's laser will be killed instantly; use this to your advantage. As you run into a set of turrets, one full bar of your Force Lightning should kill them both. You'll pass by another elevator eventually, which is to be cleared in the same way.
Soon, you'll come to a section where there are halls on both sides. First, go into the hall on the left. Go to the very end, and finish the troopers here with a repulse and impalement. Stay nimble to dodge the turret fire. Go back to the junction area, and go down the right hall instead. Repulse a few times to deal with the shielded troops at the end of this side, and then grab the nearby Sith Holocron to shock all of the turrets to death.
Next, you'll come across a group of troopers, accompanied by two Purge Troopers. Repulse/ impale to deal with the troops, and then group the Purge Troopers so that you may avoid both of their melee attacks at once. Shock them both at once until they are both dead.
The two turret men you encounter next can be dealt with by a repulse in between them.
After passing through the "spinning rooms", a double shock will once again deal with the automated turrets.
Once you get into the large firing room, immediately drop down to the bottom. Go to the AT-ST closest to you. This is tricky: you want to deadzone the AT-ST far away from you with the one you're currently near. It sounds hard, but it's easier than you'd think. The only problem that arises is the laser fire from damaging the first AT-ST from his front side. Try to angle him so that you can combo him/ stun him with his front facing towards the other AT-ST. Making use of your lightning here is also recommended. Once AT-ST number one is down, destroy number two the same way you have with all the others.
Having activated the energy columns, you'll be able to make your way to the "platform". Go all the way up one of the columns, and forget about all of the other enemies in the room. Near one of the "firing relay crystals", you'll see a Sith Holocron. Make your way to it, grab it, and then jump straight down. You should land on the platform, triggering the cut scene. After it, grab the Sith Holocron on the platform and spam Force Repulse until the Royal Guards get knocked down; you can ignore the Shadow Guard for the time being. Spam repulse until the holocron has worn off, and most of them should be weakened greatly. Once this is done, do the same with your regular force bar, and impale to finish them off. This certain Shadow Guard is mildly vulnerable to Lightsaber Throw, as well as good ol' X,X,Y,Y. Just work away at him with your saber, and grab the Jedi Holocron if your health gets low.
BOSS: DARTH VADER
Phase 1: Wait for Vader to charge his red orb attack, which is dodgeable like Shaak Ti's. After you do, hit him with your lightsaber until he falls down; proceed to impale him. It should not be too to work him down to two thirds of his health, which triggers the next phase.
Phase 2: This is easy to be done without getting hit. Shock him until your bar is empty. Once it is, Vader will attempt to rip an item off the wall and throw it at you. When he does this, jump onto his platform (as if you were to hit him with your lightsaber) and he'll attempt to throw you off. Spam the B button until your force powers are charged to full, and then work you way back onto the platform. Shock him again, and repeat the whole process until he is ready to move to stage three. At points, he will throw his lightsaber, but it does little damage. Unfortunately, sometimes Vader will grab one final item and attempt to hit you with it multiple times before going to stage three. He cannot be stopped from doing this, and the item is near impossible to dodge. This appears to be an ode to Kazdan Paratus, in that you need a tad of luck on your side. The more health he shaves off from you at the end will push the odds into his favor during phase three. If anyone has a strategy to prevent this from happening, or how to effectively combat the final item, I would love to hear it.
Phase 3: Stay away from him, and shock him to trigger the lightning context battle. After he lunges, he'll be vulnerable to a lightsaber combo; be quick. He is also vulnerable after shooting his red orb, which is once again easy to dodge (very easy, actually: it fires horizontally only). When you knock him down during the fight (at any time), try to get over to him quickly to get a few impales in. This battle is dependant on how lucky you get at the end of phase 2; if you cannot seem to beat this stage as you are left with little health at the beginning of it, may I suggest using the talent cheat a second time. It's your call.
BOSS: EMPORER PALPATINE
When done correctly, this seemingly hard boss is quite easy. Basically, all you need to do is spam the L trigger when he shoots his lightning at you. Make sure you face him, and you will send spurts of lightning back at him, damaging him more than he damages you. When he attempts to gather items to throw, stand near him and repulse them away. After his throwing animation is done, he will be without his shield momentarily, and you'll have time to get one lightsaber combo in. When he summons the guards repulse them despite their type until they fall, followed by an impale (repeat if necessary). They will give you health back, making this battle all the more easy. Continue repelling his lightning and getting the odd combo in until he is in context zone. Repelling his lightning may seem difficult, but after a short while you will get the hang of it, I assure you.
Sit back, and watch the cutscene where Kota stops the Apprentice from killing Palpatine, even though that would have been the ultimate purpose of the Rebel Alliance's formation. During such, you should get your 100 points. Congratulations!
Last edited by Striferz; 09-30-2008 at 10:38 PM. Reason: Finishing guide
I see you mentioned the reset but this is what I added to that Sith Guide and you should add to yours.
"If you are in battle at a critical point or boss be sure to have at least one Force Point to reset your Vitality. This will reset all Force Talents, so use the Force Points and restore all attributes accept Vitality back to the original state. Only place one Force Point on Vitality then exit and continue the battle, your health will be restored. Once your health is low again use additional Force Points to place your Vitality at Level 2. Then once your health is low again use additional Force Points to place your Vitality at Level 3. This essentially gives you four full health bars to take out any enemy or boss."
In addition you should know that when say something like "Yes, I am aware that there is already a "guide" for Sith Master on these forums, but it is not in my opinion in a suitable fashion for all to use." that you need to make sure your attempt is above reproach. For example your saying "You're going to need to guess where she is (or get lucky)" during the Maris Brood battle is not the best way to handle. If you use Lightning Shield the sparks from the Shield will stun her if she is in range showing you exactly where she is located. Then you can use a Flurry to knock her down and stab her.
Now with that said very nice work, and that's one hell of a first set of posts.
Welcome to the site
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Last edited by Wreckon Dracgon; 10-01-2008 at 01:07 PM.
You did not even mention the second hardest section in the game. The six Shadow Guards and one Elite Shadow prior to the Darth Vader battle.
Good point... this has been discussed in the other thread. The easiest and best way is displayed there, you might want to incorporate... Invincibility Holocrons FTW.
That reminds me I need to add that section to the front of the Enemy and Boss Guide.
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Thanks for all the tips, dudes. After a while, I'll definitely incorporate your Darth Maul/ Maris Brood/ Cheat information into the guide when they have the company to truly represent a new version. I honestly had no idea about the Maris Brood one in specific, that's cool beans.
In regards to the lack of a section about the "Emperor's Plateau" (six Royal Guards and one Shadow Guard) in the ninth level, I actually did mention it - it's the last section before the Darth Vader guide. I have covered every single necessary encounter throughout the game.
That being said, I don't think there is a need to list rooms that can be skipped, as I detail how to beat nearly every one of them with ease. At the few rare times when a room is too "brutal", I do make a mention of being able to ignore it.
Thanks for the input to all, and I hope all of you who were too afraid to give this achievement a shot have now got the balls to do it.
now that i've read a little closely, there's a better way to beat vader at stage 2, though it takes a little more time.
Every time vader grabs something off the wall, use saber throw. This will break his grip. Continue to do this every time he grabs something. When he blocks the saber throw (which he will occationally), use lightning. repeat until he goes on about "the true power of the dark side", and then stage three.
The reason this is better than your strategy (no offense) is that whenever i jump on the platform vader will ENDLESSLY try to grab you until you fail the save. Hurts your thumb.
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I apparently need to check a little further back on the post. This is extremely detailed and would have been really helpful. Finished my 1000 points last night. The Proxy detail before the change to Darth Maul is really helpful. Thanks for you hard work - just wish I had found it earlier.
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Sup guys, new to the forum, just wanted to say this guide is all too good, been helpful so far except on the second stupidly hard boss, i personally found it easier to do these things to beat the little bugger;
- firstly go into the options menu and swap lock on to toggle,
- lock onto the wee bugger
- force lightening him when he's moving until your bar runs out
- jump in close while waiting for it to recharge and keep pressing any direction and the dash button, and he can't hit you (not even with that annoying jumping spinning exploding attack... you know the one i mean, where you shout at the screen "i was blocking that you bastard!" or with his force push)
- then dash away until he starts running and force lightening him
- Repeat
(yes it was on the sith master mode)
Hope people find this helpful.
Edit;
Just wanted to add for the bull rancor if you do exactly what you suggest except when you dodge the rancor you have enough time to put on lightening shield and to do a silly arial attack and a lightsaber slam a,a,x,x,xhold and run away and it makes it more powerful!
Wow! Just beat Darth Maul. Not as bad as Kazdan Paratus, but still tough. The tips for Proxy's forms worked like a charm but, I didn't feel like there was a thorough enough strategy for beating Darth Maul on Sith Master so here is what worked for me:
*I wasn't having any problems other then when he threw his lightsaber at me. Then i found out if you Repulse as he throws it at you it won't damage you.
1)Block all the time
2)Stay fairly close to him.
2)Right after he finishes a combo press X to attack. Most the time you lock sabers and push off. Assume guard. Occasionally you'll enter a context battle. When he's down, impale him once and assume guard. Trying to impale him more than once may result in death. If you slash him by mistake instead of impaling him count that as your impale and pull guard.
3)When he throws his saber Repulse and dash slash at him and continue into the X,X,X,B(hold),X,(X+A) [the dash slash being the first X attack] and impale him once and pull guard.*
4)Rinse repeat.
*This may not always work. Haven't tested it but, it did seem to always work when he began to spam his lightsaber throw. I would rush him after the second throw regardless cuz after that i wouldn't be able to repulse any way due to lack of force energy.
I had a sliver of red left on my life due to a full lightsaber combo that he got off at the beginning of the battle and managed to use this strategy to defeat him without getting struck once, Which surely would have killed me.
Other than that great guide, really helpful.
Thanks for the great guide man. I used it almost word for word and it made Sith Master much more bearable. Hope to see more guides like this in the future man, thanks again.
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Great guide, I found it pretty useful at certain points, but you should point out more sections that you can just completely skip. I probably skipped at least half of the game just double-jump dashing through the levels.
Not sure if its been posted but wasn't in the guide. Thought I'd post in case it helped anyone.
The part on the Death Star level when you have to fight 2 AT-ST's before activating the rings, you don't need to drop down and fight them, there is a ledge opposite to the side you start and directly above the thing you have to move after killing them. And from this ledge you can easily force lightning both AT-ST's until dead and not get hit at all in return.
Also strangely sometimes doing this one of the AT-ST's even disappears lol.
Thanks for the guide! It really helped me out on Raxus Prime although I have a little addition to the tactics you describe to defeat Kazdan Paratus: When you have shocked and grabbed him, before you throw him out of the arena, pull him down on the ground (but don't let RT go!) and this will take away a relatively big chunk of his health bar. If you further manage to throw him through (not in!) a wall, it will hurt this little bugger even more.
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