User Info: djdeluca. User Info: artisan First playthough for one ending. The second for the other ending preferrably on Unleashed to kill 2 birds wih one stone. For a decent game with decent graphics, grab the Wii version. And BTW, I've played through both. I'm not just talking through my ass. User Info: dskerosero. Ok, I may get some slack from other parents out there. But it took my 5 year 6 hours to complete this game. If he is gifted at video games then let me know where to get him in contests.
User Info: Autosaver1. Ugh, the Wii is supposedly the longest. I keep hearing the Wii levels stretch forever. Starkiller pauses, but brushes off the remark, and returns to Juno in the cockpit. They share a sentimental moment as Juno says "prepare for lightspeed," and the Rogue Shadow disappears into space. Darth Vader takes a cloned Starkiller to various locations and subjects him to tests against a variety of Imperial forces.
These locations may include Dagobah. Ignoring Kota's pleas to take Darth Vader alive as a prisoner for the Rebellion, Starkiller gives into his anger and hatred. As he moves to strike down his former Master, a red-bladed lightsaber emerges from the center of his torso.
Shocked and overcome by agonizing pain, Starkiller drops his lightsabers and falls to the ground in front of Vader. With Starkiller down and mortally wounded, his attacker de-cloaks , thus revealing that he had been secretly watching the duel the entire time. Rahm Kota activates his lightsaber and tries to kill Vader's savior, but his attempts are in vain. The dark assassin skillfully blocks all of Kota's attacks and slashes the general across the chest with one swift strike.
With a powerful Force push, he sends Kota and his men into the vast ocean of Kamino to their presumed deaths. As Starkiller struggles to move, despite his fatal wound, Darth Vader slowly walks over to the dying clone and reveals that he had lied about failing to perfect the accelerated cloning process. At that moment, the mysterious assassin makes his way over to Vader's side and lowers his hood to reveal his identity.
As Starkiller looks at the face of the man who killed him, he saw that it was his face, only pale and visibly corrupted by the dark side. The assassin reveals himself to be a fellow clone of Darth Vader's fallen apprentice, the only perfect clone amongst many failures, including Starkiller. After gazing at the fallen form of Juno Eclipse for the last time, the imperfect clone despairs and dies. As the dark clone awaits his new orders, Vader commends him for completing his final test and then commands him to take the Rogue Shadow in order to search the galaxy for the last of the Rebel leaders—and to kill them.
As the Dark Apprentice turns to leave, he takes a moment to stare at the dead body of the woman who loved his genetic template. Having rid himself of the original Starkiller's emotions, the dark clone walks past Juno's body, feeling nothing but hate and disgust. With a small TIE fighter escort, the Rogue Shadow moves through the debris left behind in the space battle above Kamino and enters hyperspace. Darth Vader reveals the dead body of the original Starkiller to the Dark Apprentice.
The creation and development of the Dark Apprentice is revealed through a short series of cinematics known as Distant Thunder. As seen with the player character, the dark clone was subjected to a similar training regimen to test the skills he inherited from the original Starkiller, Galen Marek.
Like the other clones who preceded him, the apprentice was haunted by visions of his progenitor's life. His initial confusion caused something of an identity crisis, at least to the point where he wondered if Marek's memories were his own. Although he remained committed to completing his training and succeeding where the other clones failed, he was still curious about how many clones preceded him and what his genetic template was like as a person.
Vader disregarded the clone's curiosity as irrelevant; all that mattered was if any more clones would be created. As for Marek, Vader regarded his former apprentice as a weak and broken man who was surpassed in power by the dark clone. As Marek's dark clone progressed through his training, he continued to impress his Master while learning to overcome the memories of his progenitor—the same problem that undermined all of the other clones, as pointed out by Vader.
After finally freeing himself from the influence of Marek's memories, Vader rewarded him by revealing the truth that the dark clone already knew—that he was a clone of a dead man. To that end, Vader brought the clone to a chamber that contained the preserved corpse of Galen Marek, the progenitor of all the Starkiller clones. The clone, having accepted his purpose and the truth of his identity, fully dedicated himself to becoming what his progenitor and "brothers" could not be—the perfect Sith apprentice of Darth Vader.
His training came full circle when he struck down a Sith training droid disguised as Juno Eclipse, thus having rid himself of Marek's feelings for the former Imperial Captain.
Near the end of his trials, the clone had grown to despise Galen Marek for his weaknesses, and thus developed a sense of pride for overcoming Marek's failings. By proving himself as the only perfect clone of the original Starkiller, the clone had become the Dark Apprentice of Darth Vader.
Before the Battle of Kamino , Vader commanded his new disciple to not interfere in his fight with the other clone, known as "Starkiller," unless he was needed. But Starkiller chose to spare Vader's life rather than kill him, thus not necessitating the Dark Apprentice's immediate intervention in the duel. In response to the threat posed by the Rebel Alliance during the Battle of Endor , the Dark Apprentice is ordered by Darth Vader to prevent the Rebels and their Ewok allies from destroying the Endor shield generator bunker so as to prevent any risk of the new Death Star's destruction.
In order to preserve the secrecy of his existence, the Sith Lord instructs the clone to leave no survivors in the wake of his destruction, thus including Imperial troopers as targets as well.
Upon landing the Rogue Shadow on Endor, the " reborn Starkiller " navigates his way through the forest-wide moon, killing dozens of Rebels and Ewoks alike. By the time he reaches the Imperial bunker, Han Solo and Chewbacca remain in front of the entrance to stall the Dark Apprentice while Princess Leia Organa and her commandos attempt to destroy the bunker from within.
Their efforts prove futile, however, as the Dark Apprentice kills the indigenous creatures and throws numerous explosive objects at the walker. Seeing the tide turning, Solo fires rockets at the clone, but the clone redirects the rockets into the walker, disabling it. After climbing aboard the Walker, the clone engages Chewbacca and easily overpowers the Wookiee. While the Dark Apprentice holds Chewbacca by the throat, Solo tries to save his friend by shooting the clone but instead accidentally kills Chewbacca, whom the clone uses as a body shield.
Solo fires several more shots at the clone, only to watch as they are all effortlessly deflected by the clone's lightsaber. The Dark Apprentice then grips Solo through the Force and pulls him towards his lightsaber, thus impaling the former smuggler. With both Chewbacca and Solo dead, the clone enters the base to complete his mission. Inside the bunker, the Dark Apprentice arrives in time to see Rebel soldiers engaged in battle with Imperial troopers, who were committed to protecting the shield generator.
Obeying Vader's orders to the letter, the clone kills all that stood in his path. He eventually encounters Organa, who retreated further into the bunker while her commandos attempt to buy her the time she needed to destroy the generator. But the Rebels fail and the clone pursues the Rebel princess until he finally encountered her at the core of the base.
To his surprise, Organa removes her Rebel gear to reveal her Jedi robes and brandishes a yellow-bladed lightsaber, constructed in the same shape of Obi-Wan Kenobi's. According to Organa, her twin brother's presumed death at the Battle of Hoth necessitated her training as a Jedi Knight. Organa demonstrates remarkable skills in lightsaber combat and Force techniques while dueling her father's apprentice.
Using the Force to enhance her strength, speed and agility, Organa was able to hold her own against the clone for a short while.
But even Leia's training was not enough to enable her to overcome the raw power, experience, and superior skills of the Dark Apprentice. Organa, outmatched both physically and in the Force by the clone, tries to use the bunker's defenses to kill her opponent, only for that to fail as well. When the duel moves outside to the top of the bunker, Organa tries once more to defeat the Dark Apprentice with her lightsaber and Force powers, only to be pushed to the defensive as the clone counters her offense with a relentless assault of his own.
The end of the duel, and the Rebel Alliance's last hope for victory, comes when the Dark Apprentice impales Organa with his lightsaber, thus killing the last offspring of Anakin Skywalker. With the bunker secured and the shield generator still active, any chance that the Rebel fleet had of destroying the battle station with the two Sith Lords on it was gone. After Palpatine declares that the end of the Alliance marks a new golden age of peace for the Galactic Empire, he reveals his awareness of his apprentice's latest act of treachery.
True to his nature, Palpatine gloats about how he knew about Vader's attempts to clone the original Starkiller since the beginning of the secret project on Kamino. In a desperate attempt to rid himself of his master, Vader activates his lightsaber in order to strike down the Emperor. But Palpatine anticipates his apprentice's intention and counters with Force lightning, calling him Skywalker before doing so. Unable to bear the pain and the damage that the lightning causes to his armor's life-support systems, Vader quickly falls to his knees in submission.
The Emperor then commands Captain Sarkli to take his forces to Endor and kill the clone, seeing no more use for him. As a group of Imperial Star Destroyers converges on the Dark Apprentice's location, the clone sits in meditation while Organa's corpse lays near him. As the vessels approach him, the apprentice opens his eyes with no trace of fear in them, as he prepares to deal with the latest threat to his and Vader's plans. There he goes to the Cave of Evil and sees a vision of Eclipse under attack.
With Kota, he travels to the fleet just in time to see Boba Fett capture her. He and the Rebel fleet pursue the bounty hunter to Kamino. Starkiller crashes the Salvation and travels through the cloning facility, where he confronts and overpowers Vader. He and Eclipse then transport the captive Vader to their base on Dantooine. In the non-canon dark-side ending of the game, Starkiller is killed by another clone.
However, the Distant Thunder cinematics take place before the ending of the game and indicate that the Dark Apprentice is part of Star Wars canon since the choice between the light- and dark-side endings does not affect what happened prior to the game's end.
Matthew Sloan as Darth Vader. Nathalie Cox as Juno Eclipse. Eclipse served the Galactic Empire as a pilot and led the Bombing of Callos.
Following Marek's revival on board the research vessel Empirical , Eclipse joined in his quest to unite the Rebellion's leaders. She is captured by Boba Fett, who surmised that Starkiller would follow. When Starkiller arrived and dueled the Sith Lord, Eclipse reached for a fallen lightsaber. Vader saw her and hit her with a Force-push which knocked her off the platform. After the duel, PROXY was not able to revive her, but she woke on her own and is able to pilot the now-captive Vader to their base on Dantooine.
Cully Fredricksen as Rahm Kota. Kota survived the Great Jedi Purge because he led his own militia. He struck back against the Empire but was defeated by Starkiller. After his vision, Starkiller retrieves Kota from Malastare and returns to the Salvation. The original McQuarrie Starkiller, available for play exclusively in the special collector's edition. In the game, players control the character of Starkiller in an over-the-shoulder view using two lightsabers.
The levels are separated by CGI videos. Fallen enemies provide power for the Force Fury meter, which when unleashed provides Starkiller a powerful boost to his combat ability. There is also a moment at the end where players must choose to spare or kill Vader, decided by a button press. In addition to the campaign, the game also features Challenge missions in the form of various Trials.
The console versions do not feature a multiplayer mode, [1] although the Nintendo Wii version does. Players choose one of eight characters, each with a special ability. There are six locations.
A new fighting style has been revealed which shows a more realistic style of lightsaber fighting, with limbs and heads being dismembered. As well, the targeting reticule has been shown, which is more precise and defined. The Force powers from the last game returned with one addition, mind trick, which makes enemies fight each other or run away, jumping off of a ledge and killing themselves provided there is one in the area being played at the time, depending on the situation.
Additionally, the combo system has been overhauled. Anyone who purchased the Collector's Edition steel box special edition of the game had the opportunity to play as the "original Starkiller" as designed by Ralph McQuarrie in early drafts of Star Wars. Guybrush Threepwood from the "Monkey Island" series as a playable skin for Starkiller. Those who preordered the game from participating GameStop stores and website were given a code to unlock the exclusive " Maulkiller " skin.
Also included in the preorder is a silver lightsaber crystal , which decreases Force consumption. For PS3, Xbox and PC owners, anyone who has already played the first game will get some bonuses: Simply having a game saved will unlock the Training Gear costume and the Sith Stalker Armor and Ceremonial Jedi Robes are available to players who have completed the dark and light endings of the first game, respectively.
The Collector's Edition features a steel case with a Starkiller Mimobot packed with behind-the-scenes information including concept art and the game script as well as three more Challenge modes and the Deak Starkiller McQuarrie concept art skin.
The Challenge missions act as training scenarios, and players can unlock trophies by completing them. The Amazon. He is powerful, but disparate differences soon resulted in his destruction. The Collector's Edition also comes with a short voice-over of McQuarrie's concept and early script version, called "The Adventures of Starkiller. Haden Blackman was the executive producer on the game, while David W.
The original music was composed by Mark Griskey. The producers wanted a variety of contrasting environments during the "on the run" sequence, to provide a variety of visuals but also underscore the story. Producers Blackman and Julio Torres needed to find a way to bring back Starkiller from the dead. According to them, the game starts off with Starkiller being told he's a clone and a failure by Vader.
In describing the sequence on Cato Neimoidia, they envision the Empire as having taken over and that Tarko is a Pablo Escobar —like figure. They see the Star Wars universe as rife with "daddy issues" and make those part of the underlying themes of the game.
There is a divide between Kota's plans for him and his own quest to find out if he's a clone. The game is envisioned as an emotional chase, rather than Starkiller facing his own masters in battle. The team instead chose to copy Starkiller using cloning, a technology seen before in Star Wars , and make him more mature. The game also allows for more freedom. The producers also envision the story being darker and grittier than its predecessor, and made Starkiller more self-aware.
This allowed them to explore the character's motivations while also adding to the overall Star Wars saga. In another interview published in July of , Blackman revealed that they were focusing on epic battles and that they were returning to Starkiller because he was a known quantity. However, they felt that the first game was perhaps overly ambitious and wanted to tone it down and focus on quality over quantity.
Therefore the enemy types represent a greater tactical challenge. The production team worked with the ESRB to make the combat more visceral without violating any policies.
A planned PlayStation Portable version was cancelled. The game is rated T due to violence killing, dismemberment, etc. The man stops when the voice of Juno Eclipse is heard, and as he lowers his hood, the face of Galen Marek is revealed. He enters an arena on Cato Neimoidia, while a dead rancor is thrown in the air and lands near him.
A Gorog then appears from a large gate and the man charges Force lightning before firing it at the massive beast. He subsequently pulls out two blue lightsabers and jumps onto the beast. The game was also advertised by its own website featuring the trailer and the press release from LucasArts. On May 26 , the website was modified to feature a first-person perspective of someone in a cloning tank , known as Subject The tank featured a holographic display where users could click on and play minigames which periodically unleash visions.
On July 28 , the website was updated once again to include an interactive menu. The second trailer was premiered on June 11, It shows Starkiller chained to the floor surrounded by stormtroopers. Darth Vader tells him he has served his purpose and he has no more need for the apprentice. 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.
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. The game prompts you to parry the incoming missiles but I favour grabbing them early on and returning them that way. 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. 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? 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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.
0コメント