The tutorial on Bracca, which has nothing to collect, then the first stop aboard the Mantis.
Bracca is a linear tutorial of about 30 minutes: a climb through the Shipbreaking Yard, then a fight along a train, ending aboard the Mantis. There are no pickups and no Meditation Points. Cal never comes back, but nothing here can be missed: its 5 Databank entries add themselves. You start with nothing, and the story hands you Force Slow on the way. Two running trophies begin on the train.
Climb the Shipbreaking Yard with PraufQuest step
Location
Bracca · Shipbreaking Yard – Follow Prauf up the wreck from the first ledge. When his path gives way, slide down to the right, swing over on the rope, and carry on across the red-edged walls. Two levers on a hanging ledge pull Cal close enough to climb up and rejoin him.
Summary
The opening climb, which teaches jumping, ropes, slides and climbing walls.
Bracca · Shipbreaking Yard – After the talk at the top, Cal slides down the ship: steer round the wreckage. When he ends up dangling from the wires, use Force Slow at the prompt to save Prauf.
Back At YouHidden spoiler – activate to revealAchievementMinor spoiler
Location
Bracca · Train – It starts with the first Stormtroopers on the train. Tap block just before a bolt arrives, rather than holding it, and a reflected bolt kills a Stormtrooper outright. To finish it off later, reflect at the five Stormtroopers just past the Imperial Refinery Meditation Point on Kashyyyk, and rest to bring them back.
Summary
Kill 50 enemies by sending their blaster bolts back at them. The count runs through the whole game, so tick this when it pops.
Bracca · Train – Tap block just as a melee attack lands. To bank a few early, keep parrying the Scout Troopers with electric batons on the train, and hold off hitting back.
Summary
Parry 100 enemies. Parrying is central to every fight, so the count climbs by itself all game; tick this when it pops.
Bracca · Train – Walk through the dream carriages until Cal wakes; the inspection ends with him thrown onto a passing train. Fight forward, Slow the fan to climb out onto the roof, and sprint between the cargo whenever the ship's guns stop. Keep climbing and fighting until the train comes apart and Cal slides into a closed-off area.
Bracca · Train – The duel starts where the slide ends. Dodge when she glows red, because those attacks can't be blocked, and get a hit or two in after each dodge. It ends after enough time or when Cal's health runs out, and either way the story moves on.
The ship has the Holotable for choosing a planet, a Meditation Point, a Workbench for your lightsaber and the Terrarium for seeds. The holomap can't be opened aboard.
Cere JundaNPC
Location
Mantis · Stinger Mantis – She is aboard when Cal wakes up, and the first scenes here introduce her.
Mantis · Stinger Mantis – Walk to the main area of the ship and use the guitar. Look round the ship first if you like: the scene ends with the Mantis on Bogano.
From the Landing Pad to the Great Divide: BD-1 joins, Hermit's Abode gives the first chests and logs, and scanning begins.
Bogano is the first open planet, and it stays open: the guide takes what you can reach now and finishes the rest on the Chapter 6 return, with every power in hand. You have Force Slow, and BD-1 joins early in this stretch. Resting at a Meditation Point refills health and Stims but brings enemies back, and dying sends Cal to the last one you used. Leave Oggdo Bogdo, the huge beast in the cave past the fan room, for that return.
Meditation Point: Fractured PlainArea
Location
Bogano · Fractured Plain – Cere gives you the goal outside the ship. Walk off the Landing Pad and down the path towards a metal structure with red lights: the Meditation Point is on your left, and reaching it is all it takes. Spend your first skill point on Overhead Slash.
Summary
The first Meditation Point on the planet. Leaving it brings BD-1 out.
Bogano · Fractured Plain – Leaving the first Meditation Point, below the Landing Pad path, brings BD-1 out in a cutscene. Follow him over the bridge he opens and up the vine wall to the holomap tutorial. Then head towards the temple and jump down to the ledges that run off to the right, which end at a zipline.
Bogano · Bogdo Sinkholes – The zipline lands at a fork. Take the narrow pipes on the right as you face the locked door. Slow the fan, drop into the round room, Slow the fans in the floor and run across to the desk with the light on it. Turn round: the button on the right shuts off the fans for the way back.
Bogano · Hermit's Abode – Go back to the locked door and take the other pipe, on the left as you face it, and hang from it at the wall to get into Hermit's Abode. Kill the Bog Rats that hurt BD-1. From the main room, cut your way into the narrow store room on the right and touch the glowing pot at the back.
Bogano · Hermit's Abode – Back in the main room, Slow the big fan on the right and walk between its blades. A cutscene plays in the room behind it as Cal repairs BD-1 at the Workbench.
Bogano · Hermit's Abode – BD-1 opens the small gap on the left of the main room. Go through, climb, and strike the sparking pipes: the shock teaches you Stims. Past them, cut the yellow rope to open a shortcut to the main room, then follow the ledge left to the chest.
Bogano · Hermit's Abode – Go back along the ledge from the chest to the doorway on the right, about halfway round by the rope. Cut through the cables and let BD-1 scan the scrap heap on the floor.
Bogano · Hermit's Abode – Slide down the yellow rope to the main room and Slow the fan again. The log is in the room behind it, just left of the Workbench.
Bogano · Great Divide – Climb the yellow rope back to the upper floor and go left up the ramp to the plateau above the house. A few Splox wait up there. Ride the zipline across to the Great Divide, where another holomap tutorial plays.
Data Collector needs all 45 Tactical Guide entries. Kill the enemy, go to the body and scan it before you walk on, because a body that falls off a ledge can't be scanned and a cutscene can pull BD-1 away. Ordinary enemies come back when you rest, so a missed one can be tried again, but don't rely on it.
Scan: Bog RatCollectible
Location
Bogano · Great Divide – Once off the zipline, face right and peer over the edge: a Bog Rat is on the lower ledge. Drop onto it, kill it and scan the body. If you miss this one, there is another at the bottom of the next zipline.
Bogano · Great Divide – From the cave, swing across the gap on the vine rope. The Meditation Point is on the left on the far side, and reaching it is all it takes.
Bogano · Great Divide – Ride the zipline on the other side of the ledge down to the next Bog Rat, then go left round the corner to the Oggdo guarding a vine wall. Clear the Bog Rats first, dodge sideways out of its red attacks and hit it after each miss. Scan the body before you climb.
Wall Run, the crossing to the Vault and Cordova's message, then the mural, the Binog Mesa and the walk back to the ship.
This stretch teaches Wall Run, crosses the chasm to the Vault, and then loops through the Binog Mesa for your first Stim Canister before the long walk back to the ship. You have Force Slow, BD-1's scans and two Stims. Locked chests, the raised bridge and Oggdo Bogdo all wait for the Chapter 6 return.
Meditation Point: Subterranean RefugeArea
Location
Bogano · Subterranean Refuge – With the Oggdo dead, climb the vine wall it was guarding. The Meditation Point is at the top, and reaching it is all it takes.
Kalpi is the first of 10 Terrarium Seeds. Each one has to be planted at the Terrarium, and plants need time to grow, so plant everything you are carrying each time you are back aboard.
Terrarium Seed: KalpiCollectible
Location
Bogano · Subterranean Refuge – Climb the vine wall the Oggdo was guarding to the Meditation Point. From there, drop to the flooded area on the right, at the lowest level, and kill the Bog Rat. The stalk stands in the water by a pile of rubble in the corner: scan it with BD-1.
Bogano · Subterranean Refuge – Climb back up one level from the water and take the corridor on the right, under where you came in. Drop into the next area and walk to the narrow blocked passage at the far end, then touch the wall for a flashback. Run the course inside to reach the Jedi at the end.
Bogano · Subterranean Refuge – Check your Databank when the flashback ends. If it isn't there, look for a scan on a wall high up in this last part of the Refuge, where you learned Wall Run.
Bogano · Subterranean Refuge – Wall Run out of the room and return to the Meditation Point. Facing into the cave, Wall Run on the wall to its right to reach a ledge, then keep running to a second ledge with the Echo.
Bogano · Subterranean Refuge – Go back to the Meditation Point. Still facing into the cave, drop a short way to the right, then take the rightmost run walls round the corner to a platform.
Bogano · Great Divide – With your back to the Refuge, walk across the pipe by the Meditation Point and turn right. Wall Run along the metal panel, then along the rock towards the lift tower. Before you drop to the tower, look just round the corner on the left for the chest.
Bogano · Great Divide – Drop to the base of the tower and ride the lift up, which also opens it as a shortcut. At the top, go left through the narrow pass to find three Splox, kill one on solid ground and scan the body. If you already scanned one at the top of Hermit's Abode, tick this now.
Bogano · Great Divide – Climb the vines just past the campfire, then the next vines inside the round rock, where a Bog Rat may jump you. Two chests stand side by side at the top: open the unlocked one, because the other needs a BD-1 upgrade and waits for the return.
Bogano · Great Divide – On the same plateau, stand by the seat-like perch near the two chests and look across at the creature. The prompt can take a few minutes to come, so wait for it. If it still won't appear, try again on the Chapter 6 return.
Bogano · Great Divide – Go back down to the top of the lift and ride the zipline to the Great Divide. Grab the hanging rope and climb, then chain the Wall Runs together, jumping off each wall as Cal starts to slow. They end on the side of the Vault's hill.
Not So FastHidden spoiler – activate to revealAchievementMinor spoiler
Location
Bogano · Ancient Vault – Empowered Slow goes on sale once the Vault is found, but take Evasive Kick first, because two trophies on Zeffo need it. Once you own Empowered Slow, hold Force Slow until the pulse and kill with one hit, because a hit breaks the Slow. Regular Stormtroopers are the target: the five past the Imperial Refinery Meditation Point on Kashyyyk come back after a rest.
Bogano · Abandoned Workshop – Go down the hill and take the long path straight on from the Vault; an Oggdo on the way can be skipped. The bones stand on the wall opposite the Vault, just before the drop. Let BD-1 scan them.
Scan the mural in the Abandoned WorkshopQuest step
Location
Bogano · Abandoned Workshop – Go down the hill and along the path from the Vault, drop into the Abandoned Workshop and Wall Run to the painted wall. Let BD-1 scan the left-hand section, with the red drawings.
Bogano · Abandoned Workshop – It comes with the mural scan, so check your Databank now. If it isn't there, it adds itself the first time you land on Dathomir, in Chapter 5.
The Holotable now offers Dathomir, but this route doesn't go there until Chapter 5. It is dangerous this early, and crossing its chasm before you have the powers has been reported to strand a save. Everything there can wait.
The way back to the plain. Open the shortcut door ahead, Wall Run along the wall on the right and jump to the vines. Climb to the plateau at the very top, where a zipline and a Wall Run lead to the Fractured Plain.
Databank: BoglingsCollectible
Location
Bogano · Bogdo Sinkholes – Walk across the plateau at the top of the vines until BD-1 offers a scan. Stay out of the hole up here: it drops you onto Oggdo Bogdo.
Bogano · Binog Mesa – On the Fractured Plain, go to the first Meditation Point, cross the bridge on its right and climb the vines. Go left to the amphitheatre and kill the three Splox. Wall Run across, go to the bottom, and the Echo is through the narrow gap and round the corner.
Bogano · Subterranean Refuge – From the Echo, climb up on the left and drop down the big round hole in the Mesa. The gold chest is right beside where you land, and the vines on its left are the way out. If they won't take you up, drop from the platform into the Refuge and go on to the walk home below, leaving the next two items for the Chapter 6 return.
Bogano · Binog Mesa – Climb the vines left of the gold chest to get out of the hole. Go up the pale curved slope and drop to the ledge below, kill the enemies, and the mural is straight ahead.
Bogano · Binog Mesa – It is on the same ledge as the mural, to the right of it. From the gold chest, that means the vines on its left, the pale curved slope and the drop to the ledge.
The walk home. The Mesa has no quick way back, so make for the Subterranean Refuge Meditation Point: drop from the tiny ledge below the Pathfinder chest, or, if you are still at the gold chest, drop from its platform into the Refuge. Then repeat the crossing: the pipe and Wall Runs, the lift, the zipline and the Wall Runs to the Vault's hill. Go down past the mural, through the shortcut door, up the vines, and take the zipline to the Fractured Plain.
Databank: Bogling TunnelCollectible
Location
Bogano · Landing Pad – Once you are back on the Landing Pad, walk around it before boarding until BD-1 offers a scan.
Return to the Mantis and set course for ZeffoQuest step
Location
Bogano · Landing Pad – At the ship, talk to Cere and board for the last scene of the chapter. Aboard, plant Kalpi at the Terrarium, then choose Zeffo at the Holotable and take the seat on the bridge when told.
The first walk across Zeffo, from the landing pad through the village, the bluffs and the ruins, down into the Tomb of Eilram as far as the second Meditation Point inside it.
Greez sets the Mantis down on Zeffo at the Derelict Hangar and the objective is to find the ancient tombs. You have Force Slow and Wall Run. This stretch walks all the way out from the ship, gathering what those two can reach, and ends in the Tomb of Eilram just before Force Push. Beat each new enemy type and scan the body before you walk on, because a cutscene can pull BD-1 away. Left for later: every locked Scomp chest and door, the cracked walls and the raised bridge in the village, which need things you don't have yet, and the wind vents outside, which only start once the tomb is done.
Chest: Blue Leader (BD-1 skin)Collectible
Location
Zeffo · Derelict Hangar – Stepping off the Mantis ramp, look left: a small shelter stands on the landing pad. The chest is among the crates inside it.
Zeffo · Derelict Hangar – Cross the pad from the shelter and walk into the big open hangar. The chest sits among crates in the back left corner; the door next to it is locked from the far side for now.
Zeffo · Derelict Hangar – This scan belongs to the Derelict Hangar area, but no exact crate is known. Walk the pad and the hangar with BD-1 and take the scan prompt if one shows on a storage crate.
Zeffo · Derelict Hangar – Leave the hangar, turn left up the ramp and cross the beam: Scazz are feeding on a dead Stormtrooper. Roll to the side when they leap, cut them down, then scan a body.
Zeffo · Derelict Hangar – The dead trooper the Scazz were eating can be scanned right there. If no prompt shows, beat the group of four further along this path and scan one of those bodies.
Zeffo · Derelict Hangar – This scan belongs to the Derelict Hangar area, with no exact spot known. Climb just above the Scazz and watch for a prompt: BD-1 can scan the wall there, which may be this entry or the Storage Crate. Otherwise look for a dropped baton between the pad and the water wheel.
Force Echo: The Zeffo Villagers 4. HidingCollectible
Location
Zeffo · Derelict Hangar – From the dead trooper, climb on to a small clearing with a waterfall, where more creatures attack. Take the right-hand way over two platforms into the dark cave and hold up your lightsaber for light. Cross the narrow stone path on the left: the Echo is on the ground.
Zeffo · Derelict Hangar – Keep going round the same dark cave from the Echo: a beam leads to some climbable metal, and that gets you on top of a metal room. The golden chest is up there.
Chest: Duty and Resolve (lightsaber emitter)Collectible
Location
Zeffo · Derelict Hangar – Back at the waterfall, take the left path: Wall Run on to the round hangar roof, go down the stairs and open the door you pass to make a shortcut to the Mantis. Beat the four Stormtroopers by the house with the red and orange banner, then walk round the building opposite. A small rusted platform behind it lets you up on the roof, where the chest is.
Zeffo · Derelict Hangar – Go up the hill behind the bannered house. BD-1 can scan a sign on a building on the way up, which is the likely spot for this one, though no exact spot is confirmed.
Zeffo · Abandoned Village – Go up the hill behind the bannered house to the water wheel that blocks the way. Stop it with Force Slow, jump on a blade and cross; the Scout Troopers patrol the far side. Scan one once they are down.
Force Echo: The Zeffo Villagers 3. SeparatedCollectible
Location
Zeffo · Abandoned Village – From the water wheel, keep to the cliff edge on your left and follow it down until it ends at the doorway of a stone house. The Echo is a dropped satchel there.
Zeffo · Abandoned Village – Back up in the village, fight through to the far end, where a raised metal bridge blocks the road. The trooper with the orange shoulder pad stands in front of it: beat him and scan the body. If you miss him, another leads the first fight at the Weathered Monument.
Force Echo: The Zeffo Villagers 1. EvictionCollectible
Location
Zeffo · Abandoned Village – Facing the raised bridge, go left under a pipe and along the alley between two houses to the cliff edge. The Echo is on a pair of abandoned bedrolls.
Databank: The Zeffo Villagers 2. Eviction NoticeCollectible
Location
Zeffo · Abandoned Village – This notice is somewhere in the Abandoned Village, but no exact spot is known. Walk the lanes and house fronts with BD-1 and take the scan prompt when it shows.
Zeffo · Abandoned Village – From the bridge, walk back to the top of the stairs and face down them. On your left a metal overhang by a red door frame lets you climb to the rooftops. The chest is in the walled roof garden, by a yellow seat and a door.
A second shortcut. The door beside the Guardian chest opens as you walk up to it. Go through and on up to open the far door into the hangar, then come back to the roof garden.
Meditation Point: Derelict Hangar RooftopArea
Location
Zeffo · Derelict Hangar – It is just inside the door beside the Guardian chest, and reaching it is all it takes.
Chest: Duty and Resolve (lightsaber sleeve)Collectible
Location
Zeffo · Abandoned Village – From the roof garden, walk the pipe to the next building and climb to the roof slightly to your right. Step across the round tower with the yellow cap on to the next ledge: the chest is in plain view on your right.
On to the cave. From the Sleeve chest, take the next pipe across and drop on to the trooper below. Jump over the broken bridge and walk up the path to the cave mouth.
Meditation Point: Abandoned Village CaveArea
Location
Zeffo · Abandoned Village – It stands in front of the cave at the top of the path, and reaching it is all it takes.
Two trophies on this planet need Evasive Kick from the Lightsaber tree. Buy it at the Meditation Point by this cave if you have the skill points and have not done so yet.
Encrypted Log: Archive One - Discovery 3. The SagesCollectible
Location
Zeffo · Turbine Facility – Enter the dark cave with your lightsaber lit. Where it opens out, take the right-hand way to the Wall Run under the red light, cross the pipe beyond it, and scan the open bluish crate of pottery overlooking the drop. The door past it is locked from the other side.
Zeffo · Turbine Facility – Go back to the fork and head straight on: jump the small gap, climb up on your left and cross the pipe to the upper level. Turn left at the top and hop to the platform with the chest.
Light the Turbine Facility and cross Gusty BluffsQuest step
Location
Zeffo · Gusty Bluffs – Turn back from the Copper chest and follow the metal walkway over a small jump to the switch, which lights the cave. Carry on out above the village to the big spinning wheel, stop it with Force Slow and run across.
Zeffo · Gusty Bluffs – A Phillak charges round the corner just past the first wheel. Dodge to its side and kill it away from the edge, then scan the body: one that goes over the cliff can't be scanned. The Windswept Ruins have plenty more if you lose this one.
Zeffo · Gusty Bluffs – He fires from a raised ledge above the Scout Troopers round the corner, and the objective changes to Seek the Eye of the Storm around here. Close the gap while he reloads, kill him away from the edge and scan the body. Another guards the door to the Auger Pulverisers if this body falls.
Life Essence: Imperial Excavation 3. Pressured for RelicsUpgrade
Location
Zeffo · Gusty Bluffs – From the outcrop, scramble up the slope on your right and cross two more wheels with Force Slow to a ledge. Go into the cave on your left: the Essence is on the crates in the passage. The high ledge at the far end leads to a door back to the main path; if you can't get up it, or can't reach the Essence, turn back and take this on the last Zeffo trip with Jedi Flip.
Zeffo · Gusty Bluffs – Back on the main path, follow it to the far end of the bluffs, where a commander with an orange shoulder pad leads a large group. Scan his body after the fight. Open the door there too: it is a shortcut to the Turbine Facility.
Zeffo · Gusty Bluffs – Pick a Stormtrooper at full health here, stand close so he swings at you, and Evasive Kick him twice. Any lightsaber hit first spoils the attempt, though parrying is fine, and a lone Stormtrooper later works just as well.
Force Echo: The Zeffo Villagers 6. Dead VillagerCollectible
Location
Zeffo · Weathered Monument – Go up the hill behind the commander's group and down the icy slide, then catch the rope, swing across and Wall Run to the far ledge. Beat the troopers among the houses. On the right, stop the small fan set in a pipe with Force Slow and step through; Scazz wait around the skeleton.
Force Echo: The Zeffo Villagers 5. Evidence of a FightCollectible
Location
Zeffo · Imperial Headquarters – Leave the fan cave and take the cave at the top of the houses. It comes out on a plateau where an Imperial transport lifts off. The Echo is a Stormtrooper helmet in the rocks in the left corner; the big gate beyond needs a later BD-1 upgrade, so turn back.
Zeffo · Weathered Monument – Follow the upper path on: he stands on the stone bridge at the mouth of the ice cave, marked by a black shoulder pad. Hold your block and close in, then strike as he reloads, and scan the body.
Zeffo · Weathered Monument – Go through the cave past a second Heavy Assault Trooper, who fires along the three pipes. Before you climb the rope, take the small path down on your left and let BD-1 scan the purple-flowered plant beside a locked chest. That chest waits for a later upgrade.
Chest: Elemental Nature II (lightsaber sleeve)Collectible
Location
Zeffo · Weathered Monument – Climb the rope by the red girders. At the top, turn sharp right over the small grassy ledge instead of walking out on to the pipe, and follow it a little way down: the chest sits on a rock.
Into the dark building. Back at the top of the rope, cross the pipe, hanging below it to pass the tanks, then swing on to the ice slope. Beat the Rocket Launcher Trooper at the door by the waterfall and go into the unlit building.
Chest: Duty and Resolve (lightsaber switch)Collectible
Location
Zeffo · Auger Pulverisers – Walk on through the unlit building and out on to the metal balcony. Beat the pair of troopers who jump you there; the chest is on the left of the platform.
Zeffo · Auger Pulverisers – Take the short ice slide and jump to the rope, then use Force Slow to climb the first crushers into the cave on the right. Inside, wait for the first crusher to run far left, slow it, and step quickly into the alcove behind the bars on the left.
Through the crushers. Slow the remaining crushers to get through the cave. Stop the last one as it pulls back, Wall Run on top of it, and follow the narrow path outside towards the two ropes.
Meditation Point: Auger PulverisersArea
Location
Zeffo · Auger Pulverisers – It is on the narrow cliff path, before the two ropes, and reaching it is all it takes.
Life Essence: Project Auger Officer 2. A New OfficerUpgrade
Location
Zeffo · Auger Pulverisers – By the Meditation Point on the cliff path, cut through the metal stakes at the edge. Slow the crusher below, drop on and hop left along the crushers with Force Slow to the metal grid holding a stun baton. If the last gap is too wide, leave it for the last Zeffo trip with Jedi Flip; afterwards, walk back through the crusher cave.
Zeffo · Auger Pulverisers – Return to the Meditation Point and swing across both ropes, turning towards the second before you jump. Beat the Stormtroopers on the far side: the chest is on the small metal ledge on your left.
Zeffo · Auger Pulverisers – Right after the Starfighter chest, open the Customization tab in the menu and change all four slots: poncho, outfit, BD-1 skin and Mantis paint. Any new item in a slot counts, so Bravo, Guardian, Blue Leader and Starfighter will do.
Force Echo: Project Auger Officer 3. Questionable UseCollectible
Location
Zeffo · Ancient Catacombs – Swing from the rope by the Starfighter chest on to the long ice slide, and jump its gaps at the last moment. Where you land, Wall Run the panel ahead and climb to a curved panel. Turn around: a second Wall Run on the other side leads into a hidden sloping tunnel, with the Echo on crates at the end.
Into the ruins. Go back to the ledges and take the next Wall Runs through the dark round room, where Scazz attack. In the chamber beyond, ignore the sealed door on the right and jump over to the stairs. They bring you up on top of the central structure of the Windswept Ruins.
Meditation Point: Windswept RuinsArea
Location
Zeffo · Windswept Ruins – It is on top of the central structure, at the head of the stairs, and reaching it is all it takes.
Zeffo · Windswept Ruins – Four Phillaks roam the ruins below the Meditation Point. Dodge a red charge so one hits a wall, stand right behind it until it back-kicks you, then Evasive Kick it while standing still and locked on. Without the skill yet, walk on: Phillaks stay on Zeffo, so buy it and try on a later visit.
Chest: Duty and Resolve II (lightsaber sleeve)Collectible
Location
Zeffo · Windswept Ruins – From the Meditation Point, drop to the lowest level and cross to the far right side. The chest is in a ground-level alcove under a stone ramp, where a fallen pillar rests against the doorway.
Zeffo · Windswept Ruins – Fight up the stairs towards the far end. The square rock platform behind the wind vent, where the last Phillak stands, holds the plant: jump across and let BD-1 scan it. If the rock is out of reach, try again on the way out of the tomb, when the vents are running.
The first log for this tomb normally unlocks by itself during the ride down, but it has been reported as a scan of the sphere in the lift, and that sphere moves with the story. Don't leave the lift without it: if BD-1 offers a scan on the way down, take it at once.
Seek the Eye of the Storm and enter the Tomb of EilramQuest step
Location
Zeffo · Windswept Ruins – Facing the storm door, take the passage on the left and squeeze through the narrow gaps. Stop the flying rocks with Force Slow and run for the central structure, then stand on the lit plate beside the sphere to ride down. Watch for a scan prompt on the way.
Encrypted Log: Archive Four - Eilram 1. Tomb of EilramCollectible
Location
Zeffo · Tomb of Eilram – It unlocks on the lift down from the storm room, so check the Databank as soon as you land. If it is missing, look for a BD-1 prompt on the sphere before you walk out: it can't be scanned once the sphere has moved.
Zeffo · Tomb of Eilram – Leave the lift by the small door, climb the stone stairs and edge through the narrow gap. The entry appears there at the second Skungus. Hit each one once and roll clear before it bursts.
Zeffo · Tomb of Eilram – Jump the platforms and take the ice slide into the wind room with the gold disc in its floor. Switch on the outer vents and let the sphere circle the room: it smashes the wall and the bars in the corners. The Echo is in the alcove at the back left, seen from the room's entrance.
Force Essence: Zeffo Culture 1. Meditation RelicsUpgrade
Location
Zeffo · Tomb of Eilram – Keep the centre vent off until the sphere has broken the bars, then switch on the vent behind them. The sphere pins in front of the last vent, and turning that on drives it into the centre socket. The gold disc rises: the Essence is in the room underneath.
In the central hall ahead, a chest depends on the lowest sphere. The next section takes it before that sphere goes in its final socket, so don't ride the lift out without it.
The hanging sphere. Go through to the next chamber, jump to the ledge and follow the corridor to the hanging sphere. Climb the wall and open the vent, then close it so the sphere swings. Slow it, grab on, jump off at the far side and Wall Run into the open room.
Meditation Point: Eilram Central HallArea
Location
Zeffo · Tomb of Eilram – It is in the open room at the end of that Wall Run, and reaching it is all it takes.
Zeffo · Tomb of Eilram – From the Meditation Point, drop to the floor of the hall: the Tomb Guardian stands at the far end. The walk doesn't force this fight, but the scan needs a body. Keep circling it, use Force Slow, land a few hits after each of its slow swings, then scan it where it falls.
Zeffo · Tomb of Eilram – Open the vent behind the sphere near the Meditation Point: it rolls into a socket and raises platforms on the left. Climb them, cut through the ice spikes and slide down to the rope. Don't swing to the Wall Run yet: turn left and take the two other ropes to the chest's ledge, or leave it for Jedi Flip on the last Zeffo trip if the last rope is out of reach.
On to the bridge. Swing back along the ropes and take the Wall Run. In the wind room, stand a little to the right before each jump, because the gusts push Cal aside. Follow the platforms round to the bridge, cross it, and kill the Skungus blocking the doorway.
Meditation Point: Eilram BridgeArea
Location
Zeffo · Tomb of Eilram – It is behind the doorway the Skungus was blocking, and reaching it is all it takes.
Force Push, the rest of the Tomb of Eilram, the Scomp Link, then Imperial Headquarters and the Ice Caves round to the AT-ST and the Mantis.
Cal has Force Slow and Wall Run, and the first item here adds Force Push. This stretch clears everything that power opens in the Tomb of Eilram, then what the vents open in Windswept Ruins. It then takes the Scomp Link at Weathered Monument and walks on, never back, through Imperial Headquarters, the Crash Site and the Ice Caves to the lift by the landing pad. Whatever still needs Overcharge, a later power or the Underwater Breather waits for a later Zeffo trip.
Force PushSkill
Location
Zeffo · Tomb of Eilram – From the Eilram Bridge Meditation Point, go back into the room and right to the vent. Open it, run across so the wind carries Cal over, and beat the Tomb Guardian there. Climb to the back right, open the next vent, float up on the wind and walk the long corridor to its closed gate, letting the stones roll into Cal. A memory starts at the gate: walk on and use the new power on what is thrown at him.
Cal's new Force power: it breaks cracked walls, moves blocks and spheres, throws enemies and sends rockets back. It also opens a new tier of skills at the next Meditation Point.
Encrypted Log: Archive Four - Eilram 3. An Old FriendCollectible
Location
Zeffo · Tomb of Eilram – Nothing to find: it comes with learning Force Push, or at the latest with the recording in the round room ahead. Tick it here.
Force Echo: Zeffo Culture 4. Tomb GuardianCollectible
Location
Zeffo · Tomb of Eilram – Turn round from the closed gate and Force Push the block out of the doorway on the left. Follow the passage, shoving each block on until one falls to the room below. Drop after it, push it against the left-hand wall and climb from it to the ledge with the Echo.
Zeffo · Tomb of Eilram – Go back to the room of the last Tomb Guardian you fought. A doorway at its back left glows: Force Push a Skungus into it to burst it open, then step in for the Essence.
Zeffo · Tomb of Eilram – Return to the closed gate, Force Push it down and enter the round room behind it. BD-1 plays a recording from the wall, then a Tomb Guardian wakes. Force Push it during a strong attack to stun it, and hit it while it recovers.
Zeffo · Tomb of Eilram – In the same round room the sarcophagus lies under a long oval window in the floor. Walk round the window until BD-1 offers the scan; the exact point is not confirmed.
Databank: Zeffo Culture 6. Ancient StatuesCollectible
Location
Zeffo · Tomb of Eilram – Somewhere in this tomb: figures holding spheres, carved out of the rock. No exact spot is known, so watch for BD-1's scan prompt in the hall and the rooms you cross from here on.
Summary
A Databank entry on statues cut from the cavern walls.
Force Echo: Sage Eilram 2. Broken ArtifactsCollectible
Location
Zeffo · Tomb of Eilram – Force Push open the door ahead in the round room to reach the Eilram Central Hall, and buy the new skills at its Meditation Point. Force Push the wall behind you, Wall Run through and jump to the climbing wall. Climb, cross on the rope to a second climbing wall and go up to the Echo.
Encrypted Log: Archive Four - Eilram 2. Sage EilramCollectible
Location
Zeffo · Tomb of Eilram – Drop from the Meditation Point into the area of spheres and wind. Just past the wind, climb the ledge on your right as you face the doorway the Tomb Guardian stood in, and let BD-1 scan the rocks under the giant chime. If you can't find it or the ledge is out of reach, look again after step 3 of the table below, in the area that opens. Failing that, leave it for Jedi Flip on the last Zeffo trip: the lift in Windswept Ruins brings you back here.
Zeffo · Tomb of Eilram – Take this on your first pass, before that sphere goes in its final socket and before the puzzle below. Near the same doorway, Force Push the lowest sphere on the left out of its socket, gently, and hold it with Force Slow. A platform behind the socket sinks: stand on it and push the sphere so it rolls off the far wall and back into place. The platform lifts Cal to the chest behind a chime.
Force Echo: Sage Eilram 1. Sage TrainingCollectible
Location
Zeffo · Tomb of Eilram – While the platform is up, go from the Balmgrass chest to the ledge on its left, so you don't need the sphere trick twice. The Echo is in a vase among the pots.
Force Push the first sphere out of the socket the wind put it in, and roll it across to the other floor socket. The door by the Tomb Guardian's post opens.
2
Go through, climb round to the upper corridor and Force Push the second sphere down into the hall.
3
Roll the second sphere into the curved track by the first socket. The wind throws it up a level; climb after it and Force Push it into the socket there. New platforms rise. If you still need the Sage Eilram log, look for a chime in the area this opens.
4
Go down the new way, break through into the room of the hanging sphere and climb up. Force Push the hanging sphere into the blocked wall: it smashes through and the third sphere falls free.
5
Push the third sphere into the hall and onto the same track, where the wind keeps it circling. Climb above the first socket and wait.
6
As it flies past, stop it with Force Slow, then Force Push it into the last socket.
Solve the three-sphere puzzle and leave the tombQuest step
Location
Zeffo · Tomb of Eilram – Follow the table above in the Central Hall. The last socket raises a platform: use the narrow climbing wall and the ledges above it, then Force Push the weak wall at the top to reach the lift room.
Zeffo · Tomb of Eilram – In the lift room, Force Push the sphere out of its socket, stand on the lit plate in the floor and ride up. The trophy pops on the way.
Leaving the tomb switches on the wind vents in Windswept Ruins, the Ancient Catacombs and Weathered Monument, and Stormtroopers now hold the ruins. The next four pickups and both ways out of the ruins only open now.
Big BangAchievement
Location
Zeffo · Windswept Ruins – Start on the Rocket Launcher Trooper in the ruins: when he fires, catch the rocket with Force Slow and Force Push it back. Thrown grenades go back the same way. For an easy count, a later Kashyyyk trip has a hut of three Rocket Launcher Troopers at the top of a long zipline: rest at the Meditation Point below it and they return.
Zeffo · Windswept Ruins – Force Push any enemy standing beside a drop; several fights ahead on this walk allow it. For an easy count, five Stormtroopers stand by a cliff just down the path from the first Meditation Point in Kashyyyk's Imperial Refinery: keep them between Cal and the chasm, push, rest and repeat.
Zeffo · Windswept Ruins – High on the left as you come out of the lift is the Rocket Launcher Trooper's platform. From it, jump into the wind vent and let it lift you to the higher platform with the chest.
Force Echo: Zeffo Culture 2. Zeffo RitualsCollectible
Location
Zeffo · Windswept Ruins – Drop to ground level at the foot of the steps, below the spot where you first came into the ruins. Force Push the small wall beside the first vent and step in for the Echo.
Zeffo · Ancient Catacombs – Climb back to where you came in, cross the pillar platforms and return into the dark tunnel of the Ancient Catacombs. At a brighter patch a vent blows upward: it lifts Cal to a hidden ledge with the chest.
Force Echo: Project Auger Officer 4. Ice Cave ExcavationsCollectible
Location
Zeffo · Ice Caves – Head back to the pillar platforms and Force Push the cracked wall at the entrance to the ruins. Go round the left side of the room behind it to the red boxes, where the Echo sits.
The icy slope in this room ends in the Ice Caves, and every ice slide on Zeffo runs one way. This walk gets the Scomp Link first and reaches those caves from the other side, so go back out to the ruins. If you do slide down, the first yellow lift beside the landing brings you back to this room.
Scan: Probe DroidCollectible
Location
Zeffo · Windswept Ruins – Cross to the very back of the ruins and Force Push the wall there: a Probe Droid waits in the chamber behind. Deflect its shots until it blows up, then run to the blast spot and scan. If no prompt comes, more droids wait in the Venator tunnel on the next Zeffo trip.
Zeffo · Weathered Monument – Ride the wind blast in the droid's chamber to the ice slide and follow it down into Weathered Monument. Drop down, Force Push the cracked door in the statue and follow the path inside to the Workbench.
BD-1's upgrade for Scomp chests, doors and locks. This walk needs it to enter Imperial Headquarters and leave the Crash Site, and pickups on the first Kashyyyk trip need it too.
Zeffo · Weathered Monument – From the Workbench go on up past the Wall Run panel to the moving machine. Force Slow it, jump on, then jump left to the chest.
Chest: Duty and Resolve II (lightsaber switch)Collectible
Location
Zeffo · Weathered Monument – Climb on to the tower's entrance and take the zipline down. On your right, under a Wall Run panel, is a tiny hut: BD-1 opens its door and the chest is inside.
Force Echo: The Zeffo Villagers 7. HideoutCollectible
Location
Zeffo · Weathered Monument – From the houses go back to the ledge where the Wall Run from the rope swing ends, and ride the vent up to the red-edged platform the rope hangs from. Go through the narrow passage and over the two Wall Run panels, then stop where you land. Don't go round the corner on the right: turn left and jump to the ledge with the Echo.
Zeffo · Weathered Monument – Back at the houses, take the Wall Run to the Weathered Monument Meditation Point and go through the cave to the three pipes. Get past the Heavy Assault Trooper there and turn left: the chest is a short hop below the ledge, beside the Royal Fluzz plant, and BD-1 opens it.
Go back through the cave to the houses and take the cave at their top to the plateau with the big gate, which BD-1 opens. Stand back and deflect fire until the Stormtroopers inside are down, then let BD-1 open the small door on your right as you enter.
Rest in this room, then step out: an astromech droid stands in line with a group of Stormtroopers, and a quick Force Push into them can earn Bank Shot here.
One way down from here
The slide at the far end of Imperial Headquarters drops into the Crash Site and can't be climbed. That is safe with the Scomp Link: the flooded cave leads on into the Ice Caves. Rest before you leave this room, because the next stretch has a Jotaz and a Purge Trooper Commander.
Scan: JotazCollectible
Location
Zeffo · Imperial Headquarters – From the small room go straight on to the platform over the drop. Hang from the ledge and shuffle left, then Wall Run and cross the climbing wall to the landing platform, where Stormtroopers are fighting a Jotaz. Finish the winner, circling with Force Slow, then scan the Jotaz's body.
Go back inside and right to the room with the running fan. Force Slow it and climb past, Force Push the small barricade on the right and clear the troopers. A lift here drops to the lower level as a shortcut: ride it down and back up.
Scan: Purge Trooper CommanderCollectible
Location
Zeffo · Imperial Headquarters – BD-1 slices the panel by the next door. Close in fast on the Commander behind it and kill him on the platform: don't Force Push him off, because a body over the edge can't be scanned. Scan the body.
Wall Run along the right-hand wall past the red barrier, Force Push the barricade and take the ice slide. It ends above open water at the Crash Site. Your only way out from here is the flooded cave on the island nearest the slide, so note it as you drop in: up on the left. Five stops come first.
Terrarium Seed: DreamwortCollectible
Location
Zeffo · Crash Site – Swim to the island with the big metal ring, where a Jotaz patrols beside a crashed ship. Beat it and the Scazz that come after it, then let BD-1 scan the plant at the back of the island, on the side away from the ship.
Zeffo · Crash Site – Head to the back of this area, beat the Jotaz by the grates and climb them. Follow the ledges right to a Wall Run and the chest. If a jump falls short, leave it for Jedi Flip on the last Zeffo trip.
Zeffo · Venator Wreckage – Drop back and swim to the big metal ring. Climb the broken floor piece to the top of its arch, go left and cut the rope for a shortcut, then go right into the big round opening, ready for any Probe Droids. Drop down at the end: the Essence is on the corpse there.
Force Echo: The Zeffo Villagers 8. MemorialCollectible
Location
Zeffo · Crash Site – Go back out to the water and swim to the island nearest the slide, on the left as you first dropped in. The Echo is at the top of its small hill.
Force Echo: The Zeffo Villagers 10. DrownedCollectible
Location
Zeffo · Ice Caves – Walk down the hill into the dark cave mouth beside the Memorial, which is easy to take for rock. The Echo is straight ahead of you in the flooded cave.
Zeffo · Ice Caves – Take the ice slide on the left of the lift, Force Slow the turning wheels and jump through the gaps. You land near another yellow lift: beat the Rocket Launcher Trooper, but walk past the lift, not onto it. The path runs through wall runs and wind vents and drops into a room where a Purge Trooper fights other enemies. Kill him away from the edge and scan his body before you push anyone else.
Zeffo · Ice Caves – In a room near a Meditation Point in the Ice Caves; which one is not known. Check round this one and the Flooded Room for a large saw, and watch for BD-1's scan prompt.
Zeffo · Ice Caves – Just ahead of the Meditation Point by the door, look over the ledge at a patrolling Scazz. Drop down, kill it and turn round to find the chest, then climb back up to the Meditation Point.
Force Echo: Project Auger Officer 8. Officer KraneCollectible
Location
Zeffo · Ice Caves – Go up the ramp past the Meditation Point and a Jotaz bursts out of the wall. Beat it and enter the small cave it broke out of: the Echo is on a ledge inside.
Zeffo · Ice Caves – Somewhere in the Ice Caves; no exact spot is known. Watch for BD-1's scan prompt beside any old Imperial machinery as you walk these caves.
Zeffo · Ice Caves – With your back to the Jotaz cave, cross to the lip of the ledge, cut down the rope and climb down. Jump across to the Scazz, Force Slow the spinning wheels and Wall Run to the platform. Beat the Heavy Assault Trooper and the Scout Trooper; the chest is on the right and BD-1 opens it.
Drop from the Arcetron platform to the narrow path. Follow it past the lift by the waterfall to the yellow lift you walked past earlier, and ride it to the surface.
Zeffo · Derelict Hangar – Walk on from the top of the lift towards the Mantis and it attacks at the landing pad. Stay close, cut at its legs and roll clear of the grenades. When it fires a rocket, Force Slow it and Force Push it back, which does the most damage.
Zeffo · Derelict Hangar – Go aboard the Mantis and use its Workbench. Change the colour, emitter, switch, sleeve and material, using parts from the chests so far. If no second colour is on offer, change the other four and try the colour again at each Workbench; tick this when it pops.
Chapter 3: hijack an AT-AT, cross the Forest Trench and free the Wookiees held in the Imperial Refinery.
The first visit to Kashyyyk runs from an AT-AT in the swamp, through the Forest Trench and the Imperial Refinery, to a battle on the Refinery roof. You arrive with Force Slow, Wall Run, Force Push and Scomp Link, and BD-1 learns Overcharge and Slice: Security Droid on the way. Left for later on purpose: the Force Essence above the Overcharge bench, the raised bridge in the Overgrown Pass and two Refinery pickups that are out of jumping range. The walk comes back for all of them.
Hijack the AT-AT and reach the Cargo PadQuest step
Location
Kashyyyk · Cargo Pad – On the Mantis pick Kashyyyk at the Holotable, then take the seat on the bridge when told to. Cal ends up in the water: swim for the nearest AT-AT, climb the vines on its leg to the top and go in by the hatch, then clear the troopers and reach the cockpit. Drive on, shooting everything, until the transport at the landing pad comes down on you.
MiriennaHidden spoiler – activate to revealNPCMinor spoiler
Location
Kashyyyk · Cargo Pad – Once you can walk, find her on the Cargo Pad and talk to her, and to your crew while you are here. She is still on the pad on the next visit if you miss her.
Kashyyyk · Cargo Pad – From the Mantis go down the big metal ramp toward the forest and turn right at the bottom. Keep to the wall until it ends: the chest stands by the burning wreck, and BD-1 opens it with Scomp Link.
Kashyyyk · Cargo Pad – From the Sundari Dawn chest head left, then follow the wall round to the right and hop the giant root. The chest is at the far end of the battlefield, under the wing of the craft you shot down.
Kashyyyk · Cargo Pad – On the way to the Forest Trench, go through the open door behind the Mantis. In the airlock look to your left and scan when BD-1's prompt shows. If the door is shut or no prompt comes, it waits for the return visit.
Kashyyyk · Forest Trench – Back up the ramp, go round behind the Mantis to the left and past the Wookiees to an open door. Ignore the red force field on the right and enter the Forest Trench; the Wall Run ahead only reaches a dead machine, so cut through the cables on the half-hidden doorway instead. Drop into the muddy room and walk toward the bench: a spider jumps Cal, so kill it and scan the body before you do anything else.
Kashyyyk · Forest Trench – The bench is in the same muddy room. Afterwards climb the wall to its left, Overcharge the panel to swing the zipline into place, switch it off so the cable is dead, and ride out. The Force Essence high over the bench is out of reach for now.
Kashyyyk · Forest Trench – Back in the trench, Overcharge the dead machine so the giant wheel turns. When it lines up as a wall, stop it and Wall Run across. The big branch beyond leads to the beetles just before a rope: kill one, keep clear of the blast and scan it before you swing.
Force Echo: Saw's AmbushHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Forest Trench – Swing on the rope, Wall Run and climb the wall at the end, where Saw's scene plays. Then turn round and jump across to the top of the wall you just ran along: the dead Stormtrooper lying there holds the Force Echo.
Meet Saw and enter the Imperial RefineryHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Kashyyyk · Imperial Refinery – Climb back up from the Force Echo and go through the door at the top. Force Push the barrier behind it and walk the beam into the Imperial Refinery.
Kashyyyk · Imperial Refinery – From the Meditation Point turn right and Force Push the big pipe down into a bridge. Before you reach the troopers on the metal platform, slash the vines on the wall to your right and go in for the helmet. Then walk the tunnel right through, because the hidden path itself counts on the map: it lets you out among the troopers.
Chest: Passion and Strength (lightsaber emitter)Collectible
Location
Kashyyyk · Imperial Refinery – Clear the Stormtroopers on the metal platform, then turn back to face the ledge you came from. The chest leans against it, and BD-1 opens it with Scomp Link.
Through the doors off the metal platform is a long corridor. A black astromech droid greets you there and rolls away toward a group of Scout Troopers. The last trooper at the far end is bait for an ambush from the right.
Kashyyyk · Imperial Refinery – Catch the droid in the corridor before the Scout Troopers close in. Attack it, then scan the remains when BD-1's prompt shows.
Kashyyyk · Imperial Refinery – Scan the astromech droid first if you want its entry, then rest at the Meditation Point by the beam to bring it back. Follow the droid down the corridor and, as it nears a Scout Trooper, Force Push it into him. If it goes wrong, rest there and try again.
Kashyyyk · Imperial Refinery – Reached across the rotating arm off to the right at the far end of the corridor: Force Slow it and run over. It is a dead end until its shortcut opens.
Kashyyyk · Imperial Refinery – Beat the Scout Troopers. The door where the corridor ends opens on a Purge Trooper cutting down two Partisans. Use Force Slow, then parry him or circle round and hit him from behind. Scan the body before you walk on.
Kashyyyk · Imperial Refinery – Squeeze through the slim gap on the right of that door into the big room with the cutter, where Flametroopers fight Flame Beetles. Let them wear each other down, close in while a rifle cools, and scan a body. Stay on the top level for the next two chests.
Kashyyyk · Imperial Refinery – Still on the top level of the cutter room, cross the beam on the right and have BD-1 slice the door. The chest is inside.
Back in the cutter room, climb the red panels to the top right corner and Overcharge the panel so the drill moves aside. Climb into the red-lit opening behind it, Force Slow the fan and step outside, onto a ledge above a yard where Stormtroopers fight spiders.
Meditation Point: Refinery Spider RoomArea
Location
Kashyyyk · Imperial Refinery – Reached by walking: it is on the ledge just past the fan.
Kashyyyk · Imperial Refinery – Let the spiders and troopers thin each other out, then drop into the yard and finish the rest. Scan the small plant in the pile of wood shavings against the far wall, just left of the chest.
The next six items are the Albino Wyyyschokk's lair, and the beast hits hard this early. Take the ledge only if you will drop in and fight at once: one player who took the Force Echo that way and left says the beast never appeared. To defer, skip all six now and go on to Force Echo: Refinery Cells. On the return visit use the normal way in, the webbed drop through the hole to the right of the Doonium chest, and fight before you pick anything up.
Force Essence: Wyyyschokk Attack (Secret, Imperial Occupation 2)Hidden spoiler – activate to revealUpgradeMinor spoiler
Location
Kashyyyk · Imperial Refinery – Come this way only if you mean to fight now. Back at the Meditation Point face out over the yard, follow the upper ledge away to your left to the thin crack in the back corner, and squeeze along the dark root passage to the body. If you can't get up to that ledge, fight first by the hole to the right of the Doonium chest, or leave all six for the return visit.
Chest: Commando (poncho)Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Imperial Refinery – A short way past the Force Essence on the same ledge; the beast may attack as soon as you step in. Having come this way, don't walk back out: go straight on to the fight.
Albino WyyyschokkHidden spoiler – activate to revealBossMinor spoiler
Location
Kashyyyk · Imperial Refinery – With full Stim Canisters, drop from the ledge into the webbed area, where it ambushes Cal. Under Force Slow stay behind it and strike, dodge the red attacks and the webs, and climb back up the ledge to heal. A few players say it did not come back after killing Cal, so go in ready to win.
Databank: Wyyyschokk Eggs (Flora and Fauna 3)Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Imperial Refinery – With the Albino Wyyyschokk dead, look over the lair for the small egg sacs and scan them when BD-1's prompt shows. This goes with the fight, now or on the return visit.
Databank: The Battle of Kashyyyk (Insurgent Activity 3)Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Imperial Refinery – In the same lair, search the ground for the wrecked B1 droids and scan them. Nothing narrows the spot further, so walk the whole cave. This goes with the fight, now or on the return visit.
Force Echo: Refinery Cells (Imperial Occupation 6)Collectible
Location
Kashyyyk · Imperial Refinery – Take the Wall Run off the yard to the catwalk; from the lair's front opening it is on your left. Force Slow the rotating machine to cross, Wall Run to the climbing grates and shimmy along under the windows. Go slowly: BD-1's prompt comes up on the grates, and you scan while hanging.
Climb in at the end of the grates and clear the Stormtroopers. Follow the corridor to the front of the drill you moved earlier, Force Slow the cutting saw, jump through the gap and climb the wall behind it.
Meditation Point: Refinery Saw ClimbArea
Location
Kashyyyk · Imperial Refinery – Reached by walking: it is at the top of the climb past the saw. The door beside it stays shut for now.
Force Echo: Slave Collar (Imperial Occupation 4)Collectible
Location
Kashyyyk · Imperial Refinery – From the Meditation Point cross the pipe to the climbing wall and go up to the ledge by the dead lift, where a Scout Trooper and a Purge Trooper wait; Force Push throws them off. Take the right-hand door, which opens a shortcut, onto the metal bridge outside. The Wall Run on your left ends at a metal crate.
Databank: Sap Barrels (Imperial Occupation 8)Collectible
Location
Kashyyyk · Imperial Refinery – Look for the red barrels just below the spot where the Slave Collar lies and scan them when BD-1's prompt shows. They may instead be near the saw you slowed on the way here.
Kashyyyk · Overgrown Pass – Wall Run back, then take the pipe off the metal bridge into the overgrowth, cutting through as you go. Take the left fork to the Flame Beetles and a Slyyyg. Kill it and scan the body.
Life Essence: Refinery Expansion (Secret, Imperial Occupation 11)Upgrade
Location
Kashyyyk · Overgrown Pass – Go on round the back through the tall growth, cut the vine-covered gap and slide into the Overgrown Pass. The raised bridge there needs a later power, so climb the wall on the left and follow the muddy tunnel to the toolbox. Force Push the pipe there down as your way back: it lands you at the shortcut door.
Kashyyyk · Imperial Refinery – Back at the dead lift, take the larger of the two doors and follow the dark corridor to the console by the Wookiee cells: using it starts the fight. Under Force Slow take one or two hits at a time and roll from the red grab. If the droid fails to reappear after a death and Cal is shut in, quit to the main menu and reload.
Kashyyyk · Imperial Refinery – Scan the wreck as soon as the fight ends, before you touch the console. If you miss it, more of these droids wait at the second cells and on the roof.
Kashyyyk · Imperial Refinery – Outside the cells a shortcut door on the right is locked from this side: grab the rope and swing round it to the bench behind. Cut the crane rope for a shortcut below, then open the door and step back out.
Force Echo: Poisoned Wookiee (Imperial Occupation 3)Collectible
Location
Kashyyyk · Imperial Refinery – Straight ahead of the bench's shortcut door, near the Partisan soldier, drop from the edge onto the stopped turbine. Turn round and look under the ledge you left.
Chest: Passion and Strength II (lightsaber sleeve)Collectible
Location
Kashyyyk · Kyyyalstaad Falls – Climb back from the turbine, go up the panels and grates to the next level and Wall Run into the vat room with the brown water, clearing the Stormtroopers. A chest alone on a platform is out of reach for now, so go to the far side and ride the lift behind the door down. The chest is in the corridor at the bottom; ride back up.
Kashyyyk · Imperial Refinery – At the top of the lift, Overcharge the panel to spin the central platform, Force Slow it when it lies flat and cross. Work round by the pipe on the left, slow it again from the side and reach the climbing wall on the cage bars, then go along to the opening on the right. Force Push the barricade, turn left, beat the Stormtroopers and the Security Droid, and press the release console.
Force Essence: Wookiee Revenge (Secret, Imperial Occupation 1)Upgrade
Location
Kashyyyk · Imperial Refinery – Do this straight after the release console, before the lift: one report says the way in depends on that button, which can't be pressed again. Go back past the barricade to the opening over the vat room. Don't drop: jump to the pipe overhead and hang along it to a doorway full of black smoke, then Force Slow the two fans and read the dead trooper at the end.
Kashyyyk · Imperial Refinery – Go back to the console room, ride the small lift at its end down and Overcharge the panel at the end of the corridor to power the big lift. Return to the lift by the Purge Trooper ledge and ride it up to a Security Droid and two Flametroopers. Ignore the Flametroopers, hurt the droid to just under half health, use BD-1's Slice prompt and let the droid kill one of them.
Kashyyyk · Imperial Refinery – Clear the waves on the roof until the AT-ST arrives. Slow it, cut at its legs and roll away from its grenades, which leave electric puddles.
Win the roof battle and ride the tram to the MantisQuest step
Location
Kashyyyk · Cargo Pad – Overcharge the panel against the wall on the roof to start the tram, and ride it to the Cargo Pad. There, Overcharge the panel by the side door to drop the red force field, a shortcut to the Overcharge bench room.
Plant Bonshyyyr at the Terrarium on the Mantis. The Imperial Refinery map stays below 100% for now, because two pickups there are out of reach until Cal can jump higher. The story now heads back to Zeffo.
Zeffo: The Imperial Dig Site
Back to Zeffo for the Imperial Dig Site: the Rabid Jotaz at the Crash Site, the Powered Zipline, and a second duel with the Second Sister.
Pick Zeffo at the Holotable. Cal now has Force Slow, Force Push, Wall Run, the Scomp Link, Overcharge and Slice: Security Droid, and the story wants the Imperial Dig Site, past the Crash Site. This stretch takes one rooftop chest, the Crash Site's Overcharge doors and everything in the Dig Site, and stops at the door of the Tomb of Miktrull. Whatever lies underwater, or needs Force Pull or a higher jump, waits for later.
Chest: Durite (lightsaber material)Collectible
Location
Zeffo · Abandoned Village – From the Mantis, cross to the hangar and take the door you opened from the rooftop side, up past the Derelict Hangar Rooftop Meditation Point to the roof garden. Cross the roofs as before, over the pipe and the yellow-capped tower to the Sleeve chest's ledge, then take the next pipe and drop to the building where a Scout Trooper stands. Go straight on round the right-angled corner to the chest at the end, and BD-1 slices it.
Into the Ice Caves. Drop to the village lanes and go back towards the house with the red and orange banner: the door you opened on the stairs near it leads to the Mantis. From the landing pad go right, up the ramp and over the beam, and climb the ledge to the shortcut door and the Derelict Hangar Lift Meditation Point. Go down into the caves: ride the yellow lift or, if it won't go down, take the ice slide and Force Slow its wheels.
To the Crash Site. Beat what is waiting at the bottom and take the narrow path over the stone bridge. Force Slow the spinning wheels, cross them and Wall Run to the platform of the Arcetron chest. Ride the yellow lift there up to the Flooded Room; it may also be in reach from the path, by the waterfall. Go through the door BD-1 sliced and follow the flooded cave out to the Memorial's hill at the Crash Site.
Into the Broken Wing. Swim to the island with the grates, where you beat a Jotaz on the way to the Hyper Shell chest. It may be back: beat it or climb straight past it. At the back of the ledge above is a red force field: BD-1 Overcharges the panel beside it. Squeeze through, cut the cables and follow the dark corridors.
The round chamber. The corridors open on a large round chamber. Drop to its floor on purpose, even though the fall looks deadly, and let BD-1 Overcharge the panel down there. This drop is what takes Broken Wing to 100% on the map.
Zeffo · Broken Wing – The panel on the chamber floor plays a message when BD-1 Overcharges it. That message is the likely source of this entry, though it isn't confirmed, so check the Databank afterwards.
Force Push the door on the chamber floor to get outside, loop back to the chamber and take the narrow gap up to the level above.
No way back up from the beast's room
The corridors end on a ledge over the Rabid Jotaz. Once you drop, you leave by a chain of rooms that needs Overcharge, Force Push and Force Slow, all of which Cal has. It is the hardest fight of this trip and nothing ahead depends on it, so if it beats you, turn back and leave it, and the two pickups on the way out of its room, for the last Zeffo trip.
Rabid JotazHidden spoiler – activate to revealBossMinor spoiler
Location
Zeffo · Broken Wing – Wait on the ledge until it walks underneath, then drop on it for a big opening hit. After that keep away from its front: dodge to the side, bait its charging swing, land two or three hits and back off. Don't stay close for long, because its attacks do huge damage.
The way out. Force Push the breakable door low in the room, near the small climbing panel. The dark corridor beyond has spiky plants and a creature, and ends in a drop to a room with more of both: Force Push the exploding plants at the enemies. Overcharge the panel there to open the far door. Follow the passage to the flooded stretch, cross it hanging from the girder under the roof, and Force Push the next door.
The wheel room. Touch nothing yet: the power here electrifies the pool. Swim across, cut the cable hanging into the water and swim back. Now Overcharge the panel, which turns a big wheel on your left and opens the far door.
Force Echo: Venator Wreck 2. The AttackCollectible
Location
Zeffo · Broken Wing – Stop the panel when the wheel sits at about ten to two, with a blade beside the left wall. Swim over, climb on and walk up the blade to the alcove on the left, where the Force Echo is on a dead clone. If you left the beast for the last Zeffo trip, this waits with it.
Up to the control room. Overcharge the panel again and leave it running. Swim to the open far door, go through and ride the lift up.
Force Essence: Venator Wreck 3. TransmissionUpgrade
Location
Zeffo · Broken Wing – As you step off the lift, the Force Essence is on a dead clone in the control room above the beast's room. If you left the beast for the last Zeffo trip, this waits with it.
Back to the Crash Site. Overcharge the panel in the control room to open its doors and start the broken fan, then Force Slow the fan to get past. Before you squeeze out through the last gap, check the holomap: if Broken Wing is short of 100%, jump off the spiral ramp there to the floor and Overcharge the panel, which opens another way out to the Crash Site. Otherwise walk back through the corridors and the dropped force field to the ledge by the grates.
Life Essence: Zeffo Culture 8. Zeffonian CraniumUpgrade
Location
Zeffo · Crash Site – Swim to the island with the big metal ring and go to its back, by the crashed ship. Climb the rope to the small cave in the cliff and Overcharge the panel to start the crushers. Switch it off with the crushers out of the wall, and hop along them to the ledge at the end; Force Slow gives you more time if they keep moving.
Into the Venator tunnel. Go back to the ring, climb the broken floor piece to the top of its arch and turn right into the big round opening, the same tunnel as the Survivor Life Essence. Probe Droids hunt Cal from here on: stop and deflect their shots until each one blows up. Drop down at the far end, by the corpse.
Is Scan: Probe Droid still open?
If you have no Tactical Guide entry for it yet, this tunnel is the place: destroy a droid, run to the blast spot and scan.
Reach the Imperial Dig SiteQuest step
Location
Zeffo · Imperial Dig Site – BD-1 Overcharges the panel nearby and the zipline swings across. Ride it to the platform ahead, turn right and take the lift down.
Zeffo · Imperial Dig Site – Drop below the lift and Overcharge the panel to lower the zipline. Ride it, then the second zipline, to a small door. Inside, kill the Heavy Assault Trooper or Slice a Security Droid and let the two sides fight, then use the Workbench at the back.
Up to the bridge. Ride both ziplines back up to the panel by the first Meditation Point. Overcharge it again to raise the first zipline, ride that up, Wall Run to the next zipline and ride it down to a long bridge. Force Push the Stormtroopers over the side and deflect the Probe Droids' shots.
Stim Canister: Imperial Dig SiteUpgrade
Location
Zeffo · Imperial Dig Site – Cross the bridge and take the zipline to the right of the door at its end. About three quarters of the way along, let go over the metal platform below the line and land on it or catch its edge; ride past it and you end at the Dig Site Entry Meditation Point, so go back by the first zipline and try again. Force Push the cracked wall on the left and cross the pipe into the room.
Force Echo: Imperial Excavation 8. Closing InCollectible
Location
Zeffo · Imperial Dig Site – It shares the room with the Stim Canister. To leave, jump back on to the zipline and ride it down to the bridge. Before Jedi Flip that jump may be too long: if so, find the way round by the Dig Site Entry Meditation Point, then take the first zipline and the Wall Run back down to the bridge.
Force Echo: Imperial Excavation 10. Guardians of the TombCollectible
Location
Zeffo · Imperial Dig Site – Enter the ship by the door at the bridge's far end. At the end of the first corridor, Force Push the wall on the right and drop to the bottom. Turn round from the Overcharge panel: the Force Echo is on one of the dead Stormtroopers.
The shortcut. Overcharge the panel to drop the red force field, which opens into the Security Droid room. Then climb back to the corridor. If you can't, go through the field and up the ziplines, then take the first zipline and the Wall Run to the bridge and walk in again.
Force Echo: Imperial Excavation 11. Destructive MeasuresCollectible
Location
Zeffo · Imperial Dig Site – Take the corridor's other way, which bends left, to an Electrobaton Purge Trooper in front of a force field. Kill him and Overcharge the panel to drop it, and leave it down: the walk comes back through here after the tomb. Go through and left, then Wall Run and leap across to the small platform.
The drop past the next door can't be climbed, and the only other way out of that end needs Force Pull, which Cal doesn't have yet. Before you go through, check that the Stim Canister and the three Force Echoes above are ticked.
Force Echo: Imperial Excavation 9. Discovering RelicsCollectible
Location
Zeffo · Imperial Dig Site – Through the door, leave the rope ahead for later and drop to the hanging cargo container on your right. Ride its zipline, Wall Run between the two walls and jump to the yellow rope. On the rope, turn back the way you came and swing to the container with the Force Echo.
Second Sister (Imperial Dig Site)Hidden spoiler – activate to revealBossMinor spoiler
Location
Zeffo · Imperial Dig Site – From the ledge, leave the stairs on the right for later, walk down the corridor and take the small lift on the left. Side-step her straight lunge, roll away from the red leap and the charged sweep, and Force Slow her as she dashes so you can hit from behind. You can't finish her: the duel stops by itself as her health runs down.
Survive the Second SisterHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Zeffo · Imperial Dig Site – Stay alive until the duel stops by itself and the cutscene plays. The field that goes up can't be switched off, so the only way on is the cave behind Cal, which leads to the Tomb of Miktrull.
Force Pull, every pickup in the Tomb of Miktrull and the raising of the Spire, then Imperial Headquarters and one more Imperial Dig Site stop on the way to the Mantis.
Cal has Force Slow, Wall Run, Force Push, the Scomp Link, Overcharge and Powered Zipline. This stretch crosses the Tomb of Miktrull to Force Pull at its far end, loops back and takes every pickup on the loop before the Spire carries Cal out. It then clears what Force Pull opens at Imperial Headquarters, stops at the Imperial Dig Site for a Stim Canister and heads for the Mantis. The Orichalc chest, the Venator Wreckage and the Crash Site's water wait for the last Zeffo trip, when Cal can double jump and breathe underwater.
The force field behind you stays up, so turn into the cave. Slide down, cross the drop on the three Wall Runs, fall into the second trench and take the opening on its left. Force Push the weak wall at the end.
Meditation Point: Miktrull EntranceArea
Location
Zeffo · Tomb of Miktrull – Just behind the weak wall, next to the narrow gap.
Squeeze through the narrow gap and go right along the ledges. Swing over the two hanging ropes, ride the short slide to a climbing wall and squeeze through the gap at its top: a Tomb Guardian is busy with Stormtroopers there. Beat what is left, Force Push the wall on the right into the flooded chamber, and Force Push the red-marked wall on the far side.
Encrypted Log: Archive Two - Miktrull 2. MagnetsCollectible
Location
Zeffo · Tomb of Miktrull – Step through the red-marked wall into the room with the red roots. Before touching the pedestal, watch BD-1 run to the wall just short of the stairs, and scan where it points.
Force Echo: Sage Miktrull 1. Age of ExtravaganceCollectible
Location
Zeffo · Tomb of Miktrull – Climb the vines above the stairs, turn left at the top and follow the slope on to the long bridge, Force Pushing the Stormtroopers over the side. Beat the Tomb Guardian at the far end; the Force Echo is right there.
Walk back to the top of the vines and Force Push the wall into the round hall, where a sphere hangs in the middle. Clear the troopers. Leave the raised ledge with the wall of lanterns for now: its two weak walls come on the way back, with Force Pull. On the lower ledge, use the pedestal to draw a stone block out of the wall and use it again to shut off the magnets. Force Push the block against the wall, then climb it to the doorway above.
A round corridor starts here. Its Tomb Guardian stands still, so you can fight it or walk by. Follow the corridor round.
Meditation Point: Miktrull CorridorArea
Location
Zeffo · Tomb of Miktrull – In the round corridor, beside a climbing wall wrapped in roots.
The root-wrapped climbing wall and a chest behind roots in the corner both wait for the way back. At the end of the corridor, Force Push the Stormtrooper off his ledge and go down the ramp, throwing more troopers into the drop. Wall Run to two ropes, swing to a climbing wall, jump to the ledge with the spiky plants and follow the path to another climbing wall. It leads to a huge room of turning vanes and pedestals.
Use the first pedestal to bring the vanes in. Drop to the nearest one, which works as a climbing wall, cross to the next platform and beat the Scout Troopers. Jump on, go left along the beam and take the platforms and a Wall Run round to another climbing wall. A ship drops a Purge Trooper at the top: climb up and beat him. Use the pedestal there to shift the vanes, turn left from it and drop to the climbing wall that has swung into place. Follow the next platform round through a Scout Trooper ambush and jump to the platform after it.
Life Essence: Sage Miktrull 4. Zeffo LaborerUpgrade
Location
Zeffo · Tomb of Miktrull – On this platform, turn back to face the way you came: a lone Skungus sits near the breakable wall you just passed. Force Push the plant so it hits that wall, then step inside to the Essence.
Back at the platform with the last pedestal, use it to bring a vane to you, use it again and hit the vane with Force Slow as it starts to leave. Climb on and ride it over. Force Push the next Skungus into the creature ahead, jump across and go right, up a climbing wall. From the top, two Wall Runs and two more climbing walls bring you to a bridge. Kill the creature on it and use the pedestal by the red roots: magnets pin a lantern to the wall, and Force Push throws it into the roots. That burn also frees the root-wrapped wall by the corridor's Meditation Point.
Force Push the wall ahead to come out at the top of the round hall. Cross past the hanging sphere, Force Push the wall opposite and beat the Purge Trooper and creatures behind it. Go left, take the slide to a bridge of Stormtroopers and clear it. The big gate here won't open yet, so go right and up, Force Push the wall, and cross the vine-covered pillars. Get by the walls that open and shut, with Force Slow if you need it, press the switch past them to stop them, and squeeze through the long gap at the back.
Meditation Point: Miktrull Hanging PlatformArea
Location
Zeffo · Tomb of Miktrull – At the end of the long gap, looking out over a platform slung on chains.
Zeffo · Tomb of Miktrull – Go round to the right from the end of the gap and jump to the rail under the hanging platform. Shuffle along to the climbing section, get on top, and beat the Stormtroopers and the Purge Trooper who is dropped off. The ship then shoots a chain away, Cal falls, and a memory gives him the power.
Cal's new Force power: it brings in ropes, lanterns, gate ropes and enemies, and opens many old routes. It also opens a new tier of skills at the next Meditation Point.
Force Pull the rope, swing to the wall and climb the tilted platform. At the top, Force Pull a lantern and Force Push it at the roots, then climb the cleared wall. That brings you back to the Meditation Point above the platform, the place to buy a skill. Grasping Pull is the one to take: it helps with the trophy ahead, where a plain Force Pull may only make a trooper stumble. Squeeze through the gap to the room of moving walls, now full of Stormtroopers with a Probe Droid. If Scan: Probe Droid is still open, destroy this one and scan the blast spot.
What Goes Around...Achievement
Location
Zeffo · Tomb of Miktrull – In the moving-walls room, leave one plain Stormtrooper alive and stand well back from him. When he fires, Force Slow the bolt, then Force Pull him into it. Deflecting a slowed bolt doesn't count; if it goes wrong, any lone Stormtrooper in the next fights will do.
A Tomb Guardian waits at the end of the hallway: a Force Pull as it charges rips out its core and leaves it open. Force Pull the rope and swing across. To the right of the shut gate is a spindle: Force Pull its rope out, carry it to the post on the right and hook it, and the gate stays open. A Purge Trooper rushes through with Scout Troopers and Probe Droids; a droid Force Pulled and thrown at them clears a crowd. Then head for the light on the left, follow the path to a rope, Force Pull it and cross the Wall Run to the second gate. Hook its rope in the same way.
Force Echo: Sage Miktrull 5. Offerings to MiktrullCollectible
Location
Zeffo · Tomb of Miktrull – Stop as soon as the gate is up: the vase stands just inside this tall doorway, under the gate, and the Force Echo is beside it. Take it now, before you walk on, because this gate may not open again on a later trip.
You are on the floor of the round hall. Finish the big creature here, then go through the red-marked opening to the right of the tall doorway, up the stairs past the Meditation Point and up the vines. At the top, go through the wall you broke into the hall, where troopers, creatures and Tomb Guardians are fighting each other, and clear the second level. Climb the stone block and follow the round corridor back to its Meditation Point.
Chest: Sumi (BD-1 skin)Collectible
Location
Zeffo · Tomb of Miktrull – Climb the wall by the Meditation Point, now free of roots, and jump to the bridge behind it. Force Pull a lantern from the wall at the bridge's end (use the pedestal to bring one in) and Force Push it down at the branches round the chest; it can take a few tries, and the lanterns come back. Then get down to the chest in the corner of the corridor.
Force Echo: Sage Miktrull 2. OppressionCollectible
Location
Zeffo · Tomb of Miktrull – From the chest, go to the ledge where the Stormtrooper stood. Force Pull the rope hanging out past it, swing to the Wall Run, catch the next rope and swing to the ledge ahead. Use the ropes again to get back.
Climb back to the bridge and cross it to the top of the round hall. Past the waterfall on your right hangs a rope: jump, Force Pull it, swing to the next rope on the left and land on the far half of the copper bridge. Beat the Purge Trooper at its end and watch for Scazz trying to shove Cal off the edge. A rope hangs off the back of this round platform: Force Pull it and swing on from rope to rope across the chasm to a giant Zeffo statue.
The chest here sits behind a door under the statue and takes three burns. As you arrive, throw a lantern from the left-hand wall at the branches on the right-hand wall and go in. Swing over the gap, burn the branches in the far corner with a lantern from that room and press the button they hid, which stops one waterfall.
Chest: Zodiac Drifter (Mantis paint)Collectible
Location
Zeffo · Tomb of Miktrull – Back outside, stand on the ledge by the lanterns and throw one through the statue's mouth above the door: it burns the last branches in front of the chest. If a swing or jump on the way here falls short, leave it unticked: the last Zeffo trip comes back down the Spire lift.
Zeffo · Tomb of Miktrull – On the raised ledge, Force Push the weak wall at the left-hand end of the wall of lanterns. The chest is in the room behind it.
Zeffo · Tomb of Miktrull – No exact spot is known. It is a scan somewhere in the tomb, so watch for BD-1's prompt along the wall of lanterns here and at the other lanterns you pass.
Force Echo: Sage Miktrull 3. Respected SymbolCollectible
Location
Zeffo · Tomb of Miktrull – Walk to the other end of the wall of lanterns and Force Push the weak wall into the side room, with water falling from its roof. Force Pull a lantern so that it burns the roots on the right, then take the Force Echo at the back.
Stay in the side room for the next one. The gate on the left hides more roots, and a lantern carried through goes out under the water. So while the gate is still shut, Force Pull a lantern and send it through the gap over the gate to burn them. Then Force Pull the gate's rope, hook it to the post and beat the creatures that run out.
Force Essence: Sage Miktrull 7. Zeffo Soldier RemainsUpgrade
Location
Zeffo · Tomb of Miktrull – Go through the gate and turn round. Climb the vines left of the door to the ledge above it, jump to the thick root on the right and across to the Essence. If that jump falls short, the last Zeffo trip comes back down the Spire lift.
The Spire carries Cal out, and the way back is a long walk across Zeffo to Imperial Headquarters and the cliff path, with every enemy back. Before the sphere goes in, check your holomap for the tomb's 4 chests and 2 Secrets, and for these: the Encrypted Logs Magnets and Sage Miktrull, and the Force Echoes Age of Extravagance, Oppression, Respected Symbol and Offerings to Miktrull.
Raising the Spire
Step
What to do
1
Leave the side room and go down to the left, to the spindle by the sphere's chain. Force Pull its rope and hook it to the post: the sphere rises, and the roots on the chain come up to your level.
2
Use the pedestal that moved the stone block, to switch the magnets on.
3
Go back up to the wall of lanterns, Force Pull a lantern and Force Push it across the hall into the magnetic field. Keep it away from the falling water, which puts it out.
4
Go round to the field, Force Pull the lantern out of it and Force Push it at the roots on the chain. They burn and the sphere falls to the floor below.
5
Drop down after it and Force Push or Force Pull the sphere into the socket in the floor.
Raise the Spire of MiktrullQuest step
Location
Zeffo · Tomb of Miktrull – Follow the steps above, then walk into the Spire when it rises from the floor of the hall. BD-1 scans the carving on its wall, a recording plays and the Spire carries Cal to the surface.
Zeffo · Imperial Headquarters – Before you leave the top of the Spire lift, walk all the way round behind it. The chest is tucked in the corner on the far side, by the giant roots.
The objective is now to return to the Mantis. Go left from the Spire along the cliff, through a run of Wall Runs and ropes. A rope out of reach comes to Cal with Force Pull, even in mid-jump. Keep going until you can drop on a Stormtrooper.
Slice: Probe DroidSkill
Location
Zeffo · Imperial Headquarters – At the workbench inside the door, where you dropped on the Stormtrooper.
Walk on: Force Push one bridge, Force Pull the next and follow the gantry to a small door on the left, which BD-1 opens. Inside are the long lift to the Imperial Dig Site and a force field. The lift comes later. Overcharge the force field, go straight on and up the stairs to the room with the running fan, which you crossed on the first Zeffo visit.
Chest: Aurodium (lightsaber material)Collectible
Location
Zeffo · Imperial Headquarters – In the fan room, go to the opening with no fan in it and Force Pull down the ramp there. Climb the walls it reaches and turn round, Force Slow the fan opposite and jump through, then drop to the ledge with the chest.
Force Echo: Project Auger Officer 7. SecretCollectible
Location
Zeffo · Imperial Headquarters – Turn away from the chest, drop and go through the barricade you broke on the first visit, then the door BD-1 sliced, to the red force field; its Purge Trooper may be back. Wall Run right, go through the next broken barricade, turn sharply left and Force Pull the rope to cross to the Force Echo. Don't take the ice slide: this walk leaves by the lift.
Go back the way you came to the fan room and down the stairs to the long lift; if the Wall Run won't take you back, Overcharge the red force field. Ride the lift to the Imperial Dig Site, where you land by a bridge with enemies on it. Clear them and cross, go through the door and take the left path at the end of the corridor, past the force field. Overcharge it if it is back up. Go round the corner, through the next door and down on the right, and follow the path to the rope. That drop can't be climbed: the way out of this end is the vent ahead. Force Pull the rope if it hangs out of reach, swing over and climb to the Meditation Point above the small lift to the Second Sister's arena.
Stim Canister: Ice CavesUpgrade
Location
Zeffo · Ice Caves – By the Meditation Point, go to the rope beside the air vent, not the one leading to the wall runs. Force Pull it, build up a swing and jump into the vent, which lifts Cal to a zipline; keep trying, because this is the only way out. Ride it up and follow the cave to the golden chest. If the chest itself stays out of reach, the last Zeffo trip can take it.
Head for the Mantis and face the bounty hunterHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Zeffo · Ice Caves – From the chest, swing on over the ropes into the Ice Caves, heading for the Mantis. A bounty hunter attacks there, and every way back ends in this fight. Deflect the shots, dodge the red attacks and circle with Force Slow; once the hunter is worn down a scene takes over and Cal is captured.
A prison break with Force Pull alone, then an arena fight, on a world Cal can't come back to.
Cal wakes in a cell with no lightsaber and no BD-1. Force Pull does all the work until BD-1 is back, and nothing attacks before the arena. There are no chests or Secrets here, and the holomap can stay below 100%: no trophy counts this place. The only thing to watch for is one pair of Databank entries, because Cal never returns.
The cell. Force Pull every panel off the walls until a power cable and a socket show, then pull the cable to the socket. The door opens. Walk the corridor to its end, where a machine sits among cables and sockets.
The cable room. Force Pull the live cable from the machine and push it into the nearest socket; a good link glows blue. Then carry the cable hanging from the panel you just powered across to the socket by the door. Go into the cell it opens, Force Push the damaged door inside and squeeze through the gap.
Escape the cell and free BD-1Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Ordo Eris · Gelid Dungeon – Go left past the other prisoner, who can be spoken to, and Wall Run over the big hole, ignoring the corridor on the right. At the big door, Force Pull the cable out and swing on it to the ledge above, then plug it into the socket there. A door opens at the back: drop through it to BD-1.
Databank: Ordo ErisHidden spoiler – activate to revealOtherMissablePoint of no returnMinor spoiler
Location
Ordo Eris · Gelid Dungeon – How these two unlock isn't known: they may add themselves. From here to the lift, take every BD-1 scan prompt you see, then open the Databank's Ordo Eris page. Tick this when both show, even if the last one only arrives with the arena.
Why you can lose it
Ordo Eris can't be revisited, so an entry not logged here is gone for good.
Point of no return
Riding the lift up from the cable room. It leads only to the arena, and the rescue that ends the arena takes Cal off Ordo Eris for good.
The way out. Force Pull away the panel on the wall right of the door and BD-1 slices it open. Wall Run across and let BD-1 slice the door in the corridor you skipped. It leads back to the cable room. Plug the live cable back into the right side of the big machine, plug the wire from its left side into the left box, and BD-1 can then Overcharge the panel to power the lift. Don't step on the lift's floor plate yet.
Last chance on Ordo Eris
Treat this lift as the end of Ordo Eris, and check the Databank first. Stepping on the plate locks Databank: Ordo Eris, the optional pair of entries The Haxion Brood and Ordo Eris. No chest, Secret or trophy is at stake.
Meditation Point: Arena LiftHidden spoiler – activate to revealAreaMinor spoiler
Location
Ordo Eris · Haxion Fight Pit – Step on the floor plate and the lift carries Cal up to it, before the way into the arena.
Sorc TormoHidden spoiler – activate to revealNPCMinor spoiler
Location
Ordo Eris · Haxion Fight Pit – Ride the lift up and walk out into the arena. The scene that plays as you enter is the meeting, so there is nothing to find: tick him then.
The arena ends with the hunter who captured Cal. Which hunter that is differs from save to save. As soon as it falls, scan the body before anything else: events move fast, and it is your first chance at one of the three Haxion Brood Tactical Guide entries. Spiders may turn up here too, but they can't be scanned yet.
Haxion Fight PitHidden spoiler – activate to revealBossMinor spoiler
Location
Ordo Eris · Haxion Fight Pit – Ride the lift up and walk out into the arena. An Oggdo comes first, then a Jotaz with a Wyyyschokk: lock on to one and keep the two apart. The hunter follows, so deflect its shots, dodge the red attacks and use Force Slow to circle round for hits from behind, and save your Stim Canisters for this last part.
Win the arenaHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Ordo Eris · Haxion Fight Pit – With the hunter down and its body scanned, a scene takes over and the Mantis lifts Cal out. From now on hunters can ambush Cal on any planet. The next stop is Kashyyyk.
Chapter 4: back to Kashyyyk, down past the Force Pull bridge to Tarfful and Mari at Origin Lake, then on through the Shadowlands to the Deserted Village.
On the Mantis, plant any seeds you are carrying at the Terrarium, then pick Kashyyyk at the Holotable. The second visit starts on the Cargo Pad and heads down through the Overgrown Pass, Kyyyalstaad Falls and Basin, Gloomroot Hollow, Origin Lake and the Shadowlands to the Deserted Village. You arrive with Powered Zipline and Force Pull, and Mari gives you the Underwater Breather at Origin Lake, so the lake is searched twice. Left for later on purpose: the Basin's underwater pickups and everything that needs Jedi Flip. The walk out passes them all, so don't go back for them.
Talk to everyone again
The crew, Mirienna and Choyyssyk are all on the pad this time. Saw has gone. If you never spoke to Mirienna on the first visit, do it now for her Databank entry.
Force Echo: Partisan HelmetCollectible
Location
Kashyyyk · Cargo Pad – Step off the Mantis and look at the ground in front of the ship, by the crew: the helmet lies right there.
Kashyyyk · Cargo Pad – Go round behind the Mantis to the door you took to the Forest Trench and look along the left side of the first airlock until BD-1's prompt shows. If you missed Databank: Weapon Cache on the first visit, its scan is in the same airlock.
Force Essence: Patrol Station (Secret, Imperial Occupation 9)Upgrade
Location
Kashyyyk · Forest Trench – Through the main door behind the Mantis, turn right into the corridor; if the red force field is still up, Overcharge its panel. Drop into the bench room, and if the zipline isn't over the platform, Overcharge the panel in the far corner to move it. Ride it up with Powered Zipline to the Force Essence.
Since the arena, Haxion Brood hunters can jump Cal on any planet. A name and a boss health bar at the top of the screen give one away. They mostly come in twos, in a random mix of types, and no spot is certain. Scan each type at its first meeting. Fight on flat ground, never Force Push one off a ledge, and go to the body the moment it drops: a body lost over an edge can't be scanned, some have vanished, and nobody can say how many ambushes you get. You are free to walk away from a fight, as hunters stay in their own area, but don't walk away from a type you still need.
Now make for the metal bridge outside the Refinery, by the shortcut door you opened on the first visit. The Empire is back, so troopers fill the rooms again; keep your Stim Canisters full. The quick way is the tram at the main door behind the Mantis: call it if it isn't there, ride to the roof, and take the big lift one floor down to the ledge where the Purge Trooper stood. The smaller door there leads out to the bridge. If you can't climb back out of the bench room, leave it by its zipline as you did before and walk the Forest Trench into the Refinery. Go down the long corridor, Force Slow the rotating arm off to the right, and pass the Meditation Point to the same shortcut door.
Kashyyyk · Imperial Refinery – Tick this now if it was your arena fight and you scanned the body there. If not, strike when it stops to reload, then scan the body. Ambushes are reported at the floor below the roof lift and in the old cutter room, but none is certain, so leave this open until the entry is in your Tactical Guide.
Scan: Haxion Brood CommandoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Imperial Refinery – Tick this now if the arena gave you the entry. In a pair, beat the partner first and the Commando last, then scan at once: a downed Commando can vanish during a long fight. Leave this open until the entry is in your Tactical Guide.
Kashyyyk · Imperial Refinery – Tick this now if the arena gave you the entry. It can turn up as the partner of a named hunter and not as the boss, and that body scans just the same, so check both bodies after every ambush. Leave this open until the entry is in your Tactical Guide.
Scum and VillainyHidden spoiler – activate to revealAchievementMinor spoiler
Location
Kashyyyk · Imperial Refinery – The kill is what counts, and the hunter you beat in the arena is already one of the three. It pops when the last type falls, so tick it then. If a type is still missing at the end of this section, the walk back through the Refinery is the next chance; after that, try places on any planet where a boss or Legendary Beast fell.
If you deferred the Albino Wyyyschokk, go back to the spider yard now and enter by the webbed drop, the hole to the right of the Doonium chest; the six lair items are listed in the Imperial Refinery section.
Open the Overgrown Pass bridgeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Kashyyyk · Overgrown Pass – From the metal bridge cross the pipe you pushed down on the first visit, go along the muddy tunnel and leave by the narrow gap into the trees. Turn left to the raised bridge and Force Pull it down. The longer way, by the Slyyyg, ends at the same bridge.
Kashyyyk · Overgrown Pass – One attacks as soon as the bridge is down. Force Pull it in, cut it down over solid ground and scan the body. If it falls over the cliff, rest at the Meditation Point just ahead to bring it back; three more wait on the Origin Tree.
Force Echo: Wookiee Witness (Imperial Occupation 7)Collectible
Location
Kashyyyk · Overgrown Pass – Over the bridge, go left from where the Mykal attacked and climb the fence to the upper level. Turn round, Force Pull the rope that is tied up there and swing to the lit opening. Then head back to the bridge.
At the Meditation Point use Force Pull on the rope, swing out, and pull in a second rope while you are in the air. Land on the shelf and clear the Stormtroopers and Scout Troopers. Then slide down the mud into Kyyyalstaad Falls, where a Heavy Assault Trooper waits. The door on your right where you land opens the shortcut to the Refinery lift: go in and open it, because the way out of this planet comes back through it.
Chest: Passion and Strength II (lightsaber switch)Collectible
Location
Kashyyyk · Kyyyalstaad Falls – Follow the corridor past the Purge Trooper and have BD-1 Overcharge the panel to drop the force field. Outside, turn left and Wall Run to the first platform, then Force Push the weak wall on your left: the chest is in the room behind it. Wall Run back.
Past the force field door, cross the pipe on the right and follow the cliff path to a fallen AT-AT, where troopers are fighting. Rocket Launcher Troopers fire from the watchtower ahead: Force Push a rocket back at them, which also adds to Big Bang.
Databank: AT-AT (Imperial Tech 1)Collectible
Location
Kashyyyk · Kyyyalstaad Falls – Clear the troopers beside the wreck and scan it when BD-1's prompt shows. It is hard to miss.
Clear the path, then Force Pull the line and swing across. A spider may jump Cal at the wooden hut on the far side unless the troopers already killed it.
Databank: Wookiee Home (Wookiee Culture 1)Collectible
Location
Kashyyyk · Kyyyalstaad Falls – Kill the spider first, then walk down the right side of the wooden hut until BD-1's prompt shows.
Take the climbing wall up into the watchtower where the Rocket Launcher Troopers stood. At the back of it a long zipline runs down to Kyyyalstaad Basin. Ride it and let go over the lake.
Chest: Crodium (lightsaber material)Collectible
Location
Kashyyyk · Kyyyalstaad Basin – From where you splash down, look left for a broken roof and swim to the wooden platform beneath it. The chest is on the platform, above the water.
Chest: Passion and Strength (lightsaber sleeve)Collectible
Location
Kashyyyk · Kyyyalstaad Basin – Jump back in and swim round to the far corner, opposite the first platform. Slip behind the leaning wooden wreck and climb onto the landing.
Kashyyyk · Kyyyalstaad Basin – Swim to the shore with the Meditation Point and, facing the lake, climb the two ledges on your left. The chest stands to the left of the big climbing wall, and BD-1 opens it with Scomp Link. That wall goes back up to the zipline if you ever need it.
Kashyyyk · Gloomroot Hollow – Go on up the hill through the tunnel of Flame Beetles into Gloomroot Hollow. Step onto the first Jaw Plant so it snaps, roll off and hit it while it is shut, and repeat until it is dead and the scan prompt shows. Sprint past the rest, and past the creeping red vines, which drain health.
Kashyyyk · Gloomroot Hollow – Go back to the split and take the other branch, hopping the Jaw Plant. Leave the long rope for now: climb the small ledge on your left and walk to its end to scan the big leafy plant.
Force Echo: Sacred Shadowlands (Wookiee Culture 3)Collectible
Location
Kashyyyk · Gloomroot Hollow – From the seed walk the thin root up to the higher ledge. Hurry past the Flame Beetles and red vines, then hop across three Jaw Plants without stopping. Afterwards drop to the path below and climb the long rope at its end.
Databank: Mushblooms (Flora and Fauna 5)Collectible
Location
Kashyyyk · Gloomroot Hollow – They grow on your right as you step off the rope, but a fight starts there and the prompt won't come in combat. Kill the troopers first, then come back to the spot; if there is still no prompt, take the rope again.
Force Echo: Partisans Ambushed (Insurgent Activity 6)Collectible
Location
Kashyyyk · Gloomroot Hollow – At the top of the rope beat the troopers and the Purge Trooper, using Force Push to feed them to the Jaw Plants, and drop off the end of the path. The rotten floor breaks under Cal, so rush up the climbing wall ahead of the red vines. The body is on your right at the top, by a Slyyyg and a spider.
Kashyyyk · Origin Lake – Follow the slope past the Slyyyg and Wall Run into Origin Lake, then swim to the first slope of shore. From there look left, swim to the big green Lung Plant and bounce up. Follow the ledge to the Lung Plant set at an angle: it throws Cal onto the ledge above the Meditation Point, where the chest is.
Force Echo: Rescue (Insurgent Activity 2)Collectible
Location
Kashyyyk · Origin Lake – Drop back to the Meditation Point, Wall Run off the boards into the lake and follow the channel to the bank with a ramp. Beat the two spiders and the Slyyyg, then bounce off the Lung Plant across the water to the Flame Beetles' side: the Force Echo is on the wooden wheel.
Databank: Lung Plant (Flora and Fauna 4)Collectible
Location
Kashyyyk · Origin Lake – Use the Lung Plant you just crossed on: it is the one growing out of the water, wedged between wooden boards and a grass bank. The prompt comes when you walk up to it from the boards.
Find Tarfful and MariHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Kashyyyk · Origin Lake – Go through the other doorway to a Lung Plant and bounce to the level above. The next plant throws Cal toward a rope: Force Pull it in the air, swing across and walk up to Mari and Tarfful.
Chest: Peace and Justice II (lightsaber switch)Collectible
Location
Kashyyyk · Origin Lake – Jump from the ledge and make for the first Lung Plant, the one left of the Meditation Point. Dive to the lake bed beside its platform, keep the rock on your left and follow it round to the stone arch underneath, where the chest sits.
Force Echo: Wookiee Mourning Ritual (Wookiee Culture 5)Collectible
Location
Kashyyyk · Origin Lake – Turn right from the chest to the opening under the Wall Run boards by the Meditation Point. Swim through to the end, surface, and climb the vines to the Force Echo.
Kashyyyk · Origin Lake – Swim out of the cave and look slightly right for a tight gap between two rocks in the underwater channel. The chest is wedged in it.
From the Duralium chest stay under water and carry on along the channel. The lit opening at its far end runs through a sunken gunship, and that is the way on.
Databank: LAAT/I (Imperial Tech 3)Collectible
Location
Kashyyyk · Origin Lake – Scan the wreck from under the water before you swim through it.
Stim Canister: Origin Lake (Secret, gold chest)Hidden spoiler – activate to revealUpgradeMinor spoiler
Location
Kashyyyk · Origin Lake – Swim through the sunken gunship and surface. Bounce off the Lung Plant to the vine wall, then let go and fall back onto the plant for a higher bounce that reaches the next ones and the gold chest. If the chain won't reach, leave it for Jedi Flip: after the Ninth Sister you land in the Basin, and Gloomroot Hollow leads back here.
Kashyyyk · Shadowlands – Climb the vine wall and take the path at its top to Stormtroopers fighting two Slyyygs. Finish the fight, then walk to the back of this first area: a dead Saava lies across from the pool, and BD-1 runs to it. If no prompt comes, rest at the nearest Meditation Point and return, or check by the waterfall pool further on.
The round pool at the back of that area is the way on: dive in and swim through to a long tunnel. At its end Cal slides down: jump to the climbing wall and shimmy right, without stopping, ahead of the red vines. Hop across the Jaw Plants to the next wall and keep moving to a platform. Climb the wall above it to Stormtroopers beside a waterfall, and clear them.
Chest: Valor and Wisdom (lightsaber sleeve)Collectible
Location
Kashyyyk · Shadowlands – Leave the rope for now. Turn left and swim across the pool to the small beach, where BD-1 opens the chest with Scomp Link.
Force Echo: Imperial Trackers (Insurgent Activity 8)Collectible
Location
Kashyyyk · Shadowlands – From the chest swim to the waterfall and go in behind it. Beat the Flame Beetle and follow the path round the corner to the end.
Chest: Peace and Justice (lightsaber emitter)Collectible
Location
Kashyyyk · Shadowlands – Back at the rope, Force Pull it and swing hard to the vine wall so you start ahead of the red vines, then climb. Dive into the next pool at the top and look straight to your left: the chest is under the water.
Swim on to the end of the passage and climb out. Go up the slope and the ledge, then take the rope up. At its top a ledge on your left holds the Meditation Point.
Meditation Point: Deserted VillageHidden spoiler – activate to revealAreaMinor spoiler
Location
Kashyyyk · Deserted Village – Reached by the rope: it is on the ledge to the left at the top.
Kashyyyk · Deserted Village – Bounce off the two Lung Plants and Wall Run to the round wooden platform. Thin out the troopers, leave the hammer trooper for last and strike after each slow swing. Don't Force Push him off: kill him on the platform and scan the body.
Kashyyyk · Deserted Village – From the round platform look to the right of the wooden bridges and drop onto the mud slide just over the edge. Jump off the end to land on the island with the chest, then drop to the Meditation Point and climb back up. If the jump falls short, try again with Jedi Flip, walking back here from the Basin.
That clears this side of the Deserted Village. The wooden bridges up from the round platform set off the next stretch, and there is no quick way back from it, so rest first.
Kashyyyk: The Origin Tree and the Ninth Sister
Chapter 4: climb the Origin Tree, learn Jedi Flip, beat the Ninth Sister and clear the last of Kashyyyk on the walk back to the Mantis.
This is the last of Kashyyyk, and it starts on the round platform in the Deserted Village. Cal has the Underwater Breather, Force Pull and Powered Zipline, and gains Jedi Flip and the Double-Bladed Lightsaber on the way up the tree. The bird then drops him back in the Kyyyalstaad Basin, so the pickups that were out of reach there and in the Refinery fall on the walk home. The holomap check at the end confirms nothing is left for later.
Recon, before the bridges
If the jump to the Recon chest fell short, give it another go now: run the mud slide to its very end before you jump. If it still won't reach, leave the chest unticked and go on. Cal doesn't have Jedi Flip yet, and the way back is in the note after the Ninth Sister, headed "Still missing something from the way up?".
Slide from the Deserted Village to the Origin TreeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Kashyyyk · Deserted Village – From the round platform follow the wooden bridges up past the huts. At the last one the Ninth Sister's ship shoots the walkway out and Cal starts to slide: jump the gaps, Wall Run across to the next plants and grab the climbing wall ahead of the red vines. Let go when the wall ends, then bounce and Wall Run through the second slide until you land in a lake.
On this climb a cutscene can pull BD-1 away in the middle of a scan. When a prompt shows, stop and let it finish, and leave no enemy type unscanned behind you.
Chest: Bronzium (lightsaber material)Collectible
Location
Kashyyyk · Origin Tree – Swim to the lake's only way out, a gap under the surface. Dive before you go through: the chest is on the bottom, to the right of the opening.
Kashyyyk · Origin Tree – Swim through the opening to the shore and climb the ledge above it. A Slyyyg and three Wyyyschokk hold this yard: kill them, stay on this level and go straight on to the glowing mushrooms under the Lung Plant's stalk. Scan them with BD-1.
Databank: Spider Web (Flora and Fauna 2)Collectible
Location
Kashyyyk · Origin Tree – On the wall at the far end of the yard, behind the mushrooms and on the way to the long rope. Walk along it until BD-1's prompt shows.
Force Echo: Kashyyyk Wildlife (Wookiee Culture 10)Collectible
Location
Kashyyyk · Origin Tree – Past the mushrooms, in the far-left corner, a very long rope hangs against the bark. Climb to the top and leap over to the hidden alcove, where the Force Echo is on a Stormtrooper helmet.
Kashyyyk · Origin Tree – There is nothing to pick up: setting foot on the ledge is what counts. Climb back down the rope to the yard and jump up the next ledge, where the Wall Run and its Lung Plant are on your left and another ledge is on your right. Jump across to that right-hand ledge and walk it from end to end.
Force Echo: Sacred Tree (Wookiee Culture 8)Collectible
Location
Kashyyyk · Origin Tree – Go back to the Wall Run beside the ledge and run it into the Lung Plant, which throws Cal up to the high platform, and read the Force Echo on the torch there.
Look back before you go on. Past the next Wall Runs and Lung Plant, Cal is on a path with the camera looking out from the tree, and he can't jump back down from it. The only way off is up the tree and away on the bird. Have Bronzium, Rover, Mushbloom, Kashyyyk Wildlife, the Origin Tree ledge and Sacred Tree ticked before you leave the yard, and the Spider Web and Wookiee Horn too.
Drop from the platform and go up the steps on the far side of the yard to the lit tunnel at the back. It opens on a room with a Slyyyg and Flame Beetles. Keep right round the room to a climbing wall, then take the Wall Run, the Lung Plants and the next climbing wall up the tree. A little further on the bird lands right in front of Cal, then flies off.
Encrypted Log: Archive Five - Astrium 1, Shyyyo BirdHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Origin Tree – Walk to where the bird landed and scan the blue feathers on the ground. If no prompt comes, go on up, learn Jedi Flip, rest at the next Meditation Point and drop back to this spot; reloading the save is the last resort. If it still won't scan, leave it for the note after the Ninth Sister.
Kashyyyk · Origin Tree – Bounce on the Lung Plants behind the spot where the bird landed until a flashback starts. Follow the steps on screen, then double jump to the ledge ahead.
Kashyyyk · Origin Tree – At the Meditation Point on this ledge, or any later one, buy Precision Evade. A dodge timed at the very last moment now counts, and the total carries on through the rest of the game. The baton lunge of a Scout Trooper is the easy one to read, so spare one and evade it again and again, starting with the one past the mixer in the Refinery on the walk out, and tick this when it pops.
Force Echo: Tarfful and Cordova (Wookiee Culture 9)Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Origin Tree – From the ledge use the rope, the Lung Plants and the Wall Run to reach the next path, and follow the beam to a short scene with the bird. Three Mykal attack on the platform at its end: kill them, then read the helmet on the left.
Kashyyyk · Gnarled Heights – A long rope at the far end of the Mykal platform goes up into the branches: climb it and bounce up the two Lung Plants. Before going on, turn round and walk the long branch back the way you came. Where it forks, take the right-hand tip.
Kashyyyk · Gnarled Heights – Walk back up the branch to where the Lung Plants set you down. Force Pull the rope and swing to the great hanging log. Partway up the log, turn round and drop to the thick branch on your left, then follow it left to the chest.
Jump back onto the hanging log and climb to the top. Carry on along the hanging platforms to the suspended ship, swing across on the ropes to the climbing wall and go up to the next Meditation Point.
Meditation Point: Gnarled HeightsArea
Location
Kashyyyk · Gnarled Heights – Reached by walking: it is at the top of the climbing wall past the suspended ship.
Force Echo: The Last Shyyyo Bird (Wookiee Culture 6)Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Kashyyyk · Gnarled Heights – Straight ahead of the Gnarled Heights Meditation Point, a very thin ledge wraps round the tree. Follow it to the feather, then come back.
From the Meditation Point take the run of Wall Runs. Use Jedi Flip at the end of each wall so Cal keeps his height, or he slides off. Walk through the hollow trunk at the end and drop down to the injured bird: a scene plays and Cal heals it.
Chest: Perihelion (Mantis paint job)Collectible
Location
Kashyyyk · Gnarled Heights – After the scene, go to the back of the blue-spattered platform and climb the ledges on the right. You need Jedi Flip for the second one. The chest is on top.
Heal the Shyyyo Bird and ride itHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Kashyyyk · Gnarled Heights – Drop from the ledge and follow the only way on, out along the big branch. Climb onto the bird at its end and it flies Cal to Chieftain's Canopy. Have the chest and the log first: this ride is one way.
Ninth SisterHidden spoiler – activate to revealBossMinor spoiler
Location
Kashyyyk · Chieftain's Canopy – Rest at the Meditation Point, drop down to the bird ahead and use it to start the fight. Wear down her white stamina bar with attacks or Force Push, then strike while she can't block. Roll sideways from red attacks, and double jump her shock wave late on.
After the fight the bird sets Cal down in the Kyyyalstaad Basin, by the water the long zipline dropped him in. Rest at the Meditation Point on the shore. With the Underwater Breather, the lake bed is open now.
Databank: Corporate Alliance Tank Droid (Imperial Tech 5)Collectible
Location
Kashyyyk · Kyyyalstaad Basin – Swim to the leaning wooden structure in the corner of the lake and dive to the bottom. Stop by the sunken droid tank until BD-1's prompt shows.
Chest: Peace and Justice (lightsaber switch)Collectible
Location
Kashyyyk · Kyyyalstaad Basin – Dive from the wooden platform in the corner of the lake and swim along the bottom past the sunken droid tank. The chest is in the reeds, below the spot where the zipline dropped you.
Open the holomap here: the Origin Tree should read 100%. Skip this note if it does and the Origin Lake Stim Canister, Valor and Wisdom, Imperial Trackers, the Peace and Justice emitter, the Recon chest and the first Astrium log are all ticked. It is one long loop, so do it now, before the zipline. Going back: from the Meditation Point walk your first route again: up the muddy hill, through Gloomroot Hollow, by the Wall Runs into Origin Lake and under the water through the sunken gunship. Stim Canister: surface there and use Jedi Flip off the Lung Plants to reach the gold chest. Shadowlands: go on through the round pool and the tunnel to the waterfall pool. Valor and Wisdom and Imperial Trackers are there, and the Peace and Justice emitter is in the next pool, on the way to the Deserted Village Meditation Point. Recon: climb to the round platform, drop onto the mud slide and use Jedi Flip off its end. If you can't get onto the slide at all, don't hunt for another way: leave the chest and go on. Kashyyyk stays on the Holotable, and the guide picks a missing chest up at the Collector trophy on the last Zeffo trip. The tree: cross the bridges and ride the slides down. For the ledge, go to the yard and take the side step in Map: Origin Tree ledge. For the log, climb to where the bird landed and scan the feathers. A possible shortcut: one report puts a Shyyyo perch past the sunken gunship, open after this story, that lands Cal at the foot of the tree. If you find it and need only the tree, use it; it skips the Shadowlands and the Deserted Village. Getting out: whichever you came for, carry on up the tree to the nest, crossing the bridges first if you are still at the Deserted Village, then ride the bird to Chieftain's Canopy and from there to the Basin.
From the Meditation Point turn right and climb the two ledges to the big climbing wall beside The Guardian's chest. It leads up to the zipline: ride it to the watchtower with Powered Zipline and deal with the troopers carrying rocket launchers, a good spot for Big Bang if that count is still open. Go on through the jungle, past the fighting troopers, to the building. Fight the Purge Trooper or slip by him on the Wall Run to the right, then take the small door on the left, which BD-1 may need to open, and ride the lift up.
Kashyyyk · Imperial Refinery – The lift brings you back to the vat room with the brown water and the mixer. From there you can see the chest alone on a column in the water: Jedi Flip across to it. If the gap from the lift side is too long, try from the machinery.
Force Echo: Wookiee Oppression (Imperial Occupation 5)Collectible
Location
Kashyyyk · Imperial Refinery – Cross the mixer with Force Slow as on your first visit, beat the Scout Trooper and jump the gap to the next platform. Facing on, away from the vat room, look up on your right for a broken walkway and grate. Jedi Flip to it and climb to the square platform.
Return from Kyyyalstaad Basin to the MantisQuest step
Location
Kashyyyk · Cargo Pad – Climb back down to the platform, go on to the higher ledge and through the shortcut door you opened on the first visit, then swing the two ropes round to the Workbench. On foot, take the rope down, Force Slow the machine, climb the wall and leave by the door to the jungle, then follow the Forest Trench to the Cargo Pad. The tram from the roof is the other way home.
Kashyyyk · Cargo Pad – By the Mantis, before you take off, open the holomap and go through the 13 regions against the table below. If the Imperial Refinery reads 96%, walk the whole tunnel behind the cut vines at Wookiees in Hiding, not just to the Force Echo, then check Poisoned Wookiee and Wookiee Oppression. If Origin Lake reads 92%, it is the underwater cave of the Wookiee Mourning Ritual. If the Origin Tree reads 99%, it is the ledge by the Wall Run: see the note before the Basin zipline.
Plant Milk Grass and Mushbloom at the Terrarium on the Mantis. If every region of the holomap reads 100%, nothing on Kashyyyk needs a return trip. If one doesn't, go back for it from the Holotable before you reach Collector and A Galaxy Far, Far Away trophies on the last Zeffo trip. The story heads for Dathomir next: choose it at the Holotable.
Dathomir: Strangled Cliffs to the Swamp of Sacrifice
Chapter 5: climb from the landing to Brother's Bastion, fall to Collapsed Settlement, cross Nightbrother Village and work through the Swamp of Sacrifice.
This is the long way across Dathomir: up the Strangled Cliffs, through Brother's Bastion, down a slide to Collapsed Settlement, through the Halls of the Nydak and out of Nightbrother Village into the swamp. You arrive with every ability so far, including Jedi Flip, Underwater Breather and the Double-Bladed Lightsaber. There is no Meditation Point before the two ropes, so the Mantis is your only rest until then. Left for later on purpose: the Village's chest and Force Echoes, and everything behind a red fire lichen wall, because those walls need Climbing Claws. Two stretches here are one way, and each has a warning before it.
Databank: Nightsisters of DathomirHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Landing Pad – Nothing to do: it is added while the Mantis flies in, before you land.
Scan: Lesser NydakHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Strangled Cliffs – Set course for Dathomir at the Holotable. Outside the Mantis take the right-hand path, because the left one needs Climbing Claws. Follow the narrow track down to a climbing wall, climb right and then up, and you come out on open ground where a Lesser Nydak circles. Force Slow helps you get clear of its long combos. Kill it, then scan the body before you walk on.
Scan: Bane Back SpiderHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Strangled Cliffs – Facing in from the climbing wall, take the path to the left of the open ground. The first spiders are along it and on the levels beyond. They spit venom, and a dead one leaves poison behind, so step back after the kill and scan the body once you can stand near it.
Databank: HydraatisHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Strangled Cliffs – Past the open ground two flights of stairs lead up to a pair of linked levels. Either flight works. Walk across both levels until BD-1 offers the scan.
Databank: MushlingsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Strangled Cliffs – No exact spot is recorded beyond the Strangled Cliffs. This area has three scan spots, and one lies well off the walk at the far outer edge of the lower level, so look there if the linked levels gave you only two.
Force Echo: Nightsister TrainingHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Upper Strangled Cliffs – Past the open ground take either flight of stairs up to the two linked levels. Find the recess in the wall, Wall Run up to the next level and climb the growth on your right to the top: this is Upper Strangled Cliffs. By the lit campfire, Wall Run the two walls to a wooden platform and drop behind the gap in the rock to reach the Force Echo. Leave the same way.
Chest: Yavin Prime BD-1 SkinHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Upper Strangled Cliffs – Back outside, go to the outer cliff edge by the large hanging pods. The chest stands on its own small ledge, a short jump across.
Chest: Magus EmitterHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Upper Strangled Cliffs – From the Yavin Prime ledge jump right onto the long walkway. Spiders may be waiting at the post with a rope tied to it: slash the rope free, because it is your way back up after the next item. Carry on round the corner. Before the rock bridge the chest is on your right, and BD-1 opens it with Scomp Link.
Life Essence: The OutsiderHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Dathomir · Strangled Cliffs – Near the Magus Emitter chest a short ramp runs down into a split in the rock, ending at a wooden crate. Force Push the crate along to the end, then push it left so it falls to the level below. Follow it down, push it left again until it stands under the vines, climb up and over, and drop into the sealed room. To leave, open the big door from inside: it comes out on the open ground where you fought the Nydak. Climb the rope you cut to get back up.
Databank: Ominous EffigyHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Upper Strangled Cliffs – At the top of the rope walk back past the Magus Emitter chest. The scan is beside the path at the foot of the long climb into the rock wall. Take it before you go up, because a cutscene waits at the top.
MerrinHidden spoiler – activate to revealNPCMinor spoiler
Location
Dathomir · Upper Strangled Cliffs – Met by walking: go up the long path and in through the big opening in the rock wall, and the cutscene plays in the room beyond.
Scan: Nightbrother WarriorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Upper Strangled Cliffs – At the top of the rope walk back past the Magus Emitter chest and follow the long uphill path into the rock wall. A Nightsister stops you in the room inside and leaves two Nightbrother Warriors to deal with you. Kill them and scan one of the bodies.
Force Echo: A NightsisterHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Upper Strangled Cliffs – Walk on from that room to the gap with two hanging ropes, using Force Pull if a rope hangs out of reach. Hang on the first rope, turn to face the way you came and swing up onto the small wooden platform in the arch. Then swing back and take both ropes across. If that swing won't carry, the second rope reaches the platform too.
Scan: Nightbrother ArcherHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Brother's Bastion – From the far side of the ropes go up the stone steps. A Nightbrother Warrior and two Archers attack. Deflect the normal shots and dodge the charged ones. The edges here are cliffs, so don't Force Push an Archer: a body lost over the side can't be scanned. Kill one on the ground, then scan the body.
Dathomir · Brother's Bastion – The gate at the top of the steps is locked, so turn right and go through the narrow Nightbrother camp in the rock. You come out on a wooden platform at the cliff edge, where more Nightbrothers attack. The chest is on your right as you step out.
Chest: Magus SwitchHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Brother's Bastion – In the next room kill the Archers first, or they will shoot you off. Wall Run the right wall to the branch, cross it, then Wall Run the left wall to the far level. Follow the curved path and drop into a small room: the chest is in an alcove on your left.
Workbench: Magus SleeveHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Brother's Bastion – Walk on to the far side of the locked gate and open it, which saves the loop from now on. Go down the slope from the gate and left to the Workbench, and use it.
Life Essence: TemptationHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Dathomir · Brother's Bastion – Past the small room you reach the back of the locked gate: open it as a shortcut if you haven't. Go down the slope, left past the Workbench and through the tunnel of spiders. Climb the vines at the end to a small wooden balcony above the Meditation Point. Walk back to the gate afterwards.
Echo LocationHidden spoiler – activate to revealAchievementMinor spoiler
Location
Dathomir · Brother's Bastion – Nothing extra to do: if you have taken every Force Echo so far, it should pop about here in Brother's Bastion. The count isn't shown on the map and can run a little either way, so carry on and tick this when it pops.
Past the Wanderer a thrown rock drops Cal down a long slide to Collapsed Settlement, and there is no walking back from there for now. Nothing is lost, because a shortcut opens later in this chapter, but finish everything above here first: both Bastion chests, the Temptation Life Essence and both Nightbrother scans.
Meet the Wanderer and fall to Collapsed SettlementHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Dathomir · Treacherous Approach – From the gate take the other way: jump to the climbing wall and on to the ledge where a stranger in ragged robes stands. Talk to him, then Jedi Flip up to the high level past him and clear the Nightbrothers. Walk the old stone bridge to the wall with orange blisters at its end and examine it. A thrown rock breaks the walkway and Cal lands on a long slide: steer through the turns and Jedi Flip each gap. At the bottom climb the branches on your left and go up the rope.
Scan: Undead NightsisterHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Collapsed Settlement – The door across the bridge is barred from the other side, so squeeze through the narrow gap in the broken door close by. The Nightsister appears and calls up three Undead Nightsisters. Keep them from closing in on you, kill all three, then scan one of the bodies before you walk on.
Force Echo: Power StruggleHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Collapsed Settlement – In the room where you fought them, go right to the spiked wooden gate. Force Pull it, jump through, kill what falls from the pods and climb the vines. At the top turn around and Wall Run back past the pods to reach the Force Echo.
Databank: DownfallHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Collapsed Settlement – From the Power Struggle ledge go back and cross the curving trunk to a tiny room with pottery on your right and the next trunk on your left. Straight ahead is a broken staircase with a skeleton on it: jump up onto the steps and let BD-1 scan.
Chest: Power and Control SleeveHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Collapsed Settlement – Cross the trunks to the second spiked barricade, Force Pull it and jump in. Fight on up the climbing walls, turning back above where you were, and follow the beams until a wooden lift appears on your left. Ride it down. The chest is by the barred door at the bottom, and opening that door links back to the Meditation Point. Ride the lift back up.
Force Echo: The ChaseHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Halls of the Nydak – From the top of the lift follow the path to three Nightbrothers at a campfire and kill them. Walk on to the end, where Archers shoot at you from across a gap, then go left into the cave that leads round to their side. Three Undead Nightsisters ambush you in it, and the Force Echo is on the body in the room.
Databank: Spider DomesticationHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Halls of the Nydak – Walk on past where the Archers stood, killing the Archer and spiders there. The scan is a little further, at the large branch that climbs toward the hanging wooden panel.
Force Echo: SubmissionHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Halls of the Nydak – Walk on past where the Archers stood, killing the Archer and spiders there, to the hanging wooden panel by the large branch. Force Pull it down, Wall Run along it to the ledge with the Meditation Point and wait for the panel to swing back up. Now Wall Run the rock above it to the small ledge on the far side. Wall Run back the same way.
Databank: The Lair of the NydakHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Halls of the Nydak – From the Meditation Point ledge take the long thin beam up and over to the doorway, then drop into the pit at the end of the corridor. The scan is on the wall where the Lesser Nydak comes out, across the pit from the cave with the crate.
Force Echo: The PitHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Halls of the Nydak – From the Meditation Point ledge walk the long thin beam up to the large branch and cross to the doorway. Follow the corridor and drop into the pit, then kill the Lesser Nydak. Walk down the side passage to a big wooden crate: the Force Echo is just left of it. There is one way out: Force Push the crate into the pit and line it up under the vines, using Force Pull if it goes past, then stand on it and jump to the vines.
The bridge ahead ends in a slide into the Swamp of Sacrifice, and you can't walk back up until you have Climbing Claws. Everything behind you is already taken if you have followed the list, and the walk comes back through the Village later this chapter, so don't stop for its chest or Force Echoes now.
Cross Nightbrother Village into the Swamp of SacrificeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Dathomir · Nightbrother Village – Climb the vines out of the pit and Force Push the door open at the top. Go up the corridor, squeeze through the narrow gap, walk the thin beams along the wall and drop down twice. Force Pull the big raised bridge on your right, then run: the Archers fire shots you can't block, so don't stop to fight them. A door shuts at the far end, so go left and slide. Jedi Flip the large gap on the way down, and you land in the swamp.
Terrarium Seed: Bleeding GutHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – Kill the spiders where you land, then go left. The big red plant is close by in a corner against the rock, and BD-1 scans the seed from it.
Databank: Brula FruitHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – No exact spot is recorded beyond the swamp. One scan spot lies on the low ledge at the foot of the cut up the rock column, on your way to the Meditation Point. Try there first. If BD-1 offers Fire Lichen instead, this one is at the top of the vine climb, listed below.
Force Echo: SurvivorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – From the seed head right and circle the large rock column until a cut leads up through it to the raised platform with the Meditation Point. Stand there, turn to face the way you came and Jedi Flip across the gap to the small ledge under the broken stone arch. Flip back the same way.
Force Echo: Combat ArenaHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – From the platform climb onto the big branch on the arch's left side and drop off its far end into the second half of the swamp. The stone skull is on your left as you land, and a Lesser Nydak prowls nearby. Don't look for a way back: the way on is the vine wall at the far end of this half.
Chest: Savannah PonchoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – Carry on through the swamp from the skull to a junction and take the first right. A large group of Undead Nightsisters attacks here. The chest stands near the cliff edge, and BD-1 opens it with Scomp Link.
Force Echo: Crashed ShipHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – Facing the Savannah chest, go left along the same ledge. The Force Echo is in a pile of rubble beside a tattered orange flag.
Terrarium Seed: MushlingHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – Follow the edge of the swamp on round to the right, past a ramp, into a pocket where a Lesser Nydak fights Undead Nightsisters dropping from hanging pods. Stay back while they hurt each other, then finish whoever is left. The seed is at the base of the cliff, beside the tree that holds the pods.
Databank: Bleeding GutHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – From the seed follow the rock wall toward the vine wall at the other end of the pocket. The plant is on the way, and BD-1 offers the scan as you pass.
Chest: Power and Control EmitterHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – Keep to the rock wall to the far end of the pocket. The chest stands close to the vine wall, and BD-1 opens it with Scomp Link.
Chest: Power and Control II SwitchHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – Climb the vine wall by the Emitter chest and follow the twisted roots and platforms, killing the Undead Nightsisters on them, until you can drop into a pocket of glowing mushrooms. The chest stands in the open where you land.
Force Echo: Nightsister MotherHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – From the chest go down the cave passage to a rock covered in vines. Don't use the Force on it yet. Climb it as it stands, up and to the right, to the ledge behind you with the Force Echo, then drop back down to its foot.
Databank: Fire LichenHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – No exact spot is recorded beyond the swamp. The likeliest place is the top of the vine rock climb in the next item, beside the wall with the orange blisters, where one scan spot lies. If BD-1 offers Brula Fruit here instead, this one is on the low ledge by the rock column, which you passed.
Force Echo: NegotiationHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – Force Push the vine rock so it tips back and Force Slow it at once, then climb onto it and jump to the vines above. If it tips back too soon, hang on the rock and push it from the air. At the top beat the Nightbrothers, then with the wall of orange blisters behind you go down the stairs on your right. At the junction go left, past a broken stone arch, to the dead end.
Force Echo: RitualsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Swamp of Sacrifice – From Negotiation drop to the tier just below and go left along it to a wooden platform above the second half of the swamp. Jedi Flip to the twisted root at eye level on your right and walk down it into the hidden spot. If there is no climb back, or the flip falls short, drop to the swamp: the way up again is the same vine wall and vine rock.
Map: Swamp of Sacrifice 95% spotHidden spoiler – activate to revealOtherMinor spoiler
Location
Dathomir · Swamp of Sacrifice – There is nothing to pick up. The hidden spot where Rituals lies should be the ground that holds this area of the holomap at 95%, so walking into it is all this asks. Don't expect 100% yet: the area still has ground to walk later in this chapter.
To go on, return to the path below the stairs and keep following it down past the Nightsisters. Look left for a shortcut rope and cut it free, because it drops to the first half of the swamp and its Meditation Point. Then look right for the beam across to a cave: Witches Horn lies beyond it, and the next section starts there.
Dathomir: Witches Horn to the Nightmare Ruins
Chapter 5: the boss under Witches Horn and the Climbing Claws, the rest of Dathomir's ground, and the Nightmare Ruins, where the story drives Cal off the planet.
This stretch runs from the cave under Witches Horn to the Nightmare Ruins. You arrive with everything this planet asks for except the Climbing Claws, and a boss fight in the cave gives you those. With them you go back up Witches Horn, cross Cliffside Fortress and the Nightbrother Dungeon, take the Village properly, and return to Brother's Bastion and the broken walkway. Left for later on purpose: the Tomb of Kujet, which doesn't open on this visit. Everything else on the planet gets done here, apart from the left path from the Landing Pad, which the return trip walks.
From the path below the stairs, cross the beam into the cave and follow it down.
GorgaraHidden spoiler – activate to revealBossMinor spoiler
Location
Dathomir · Witches Horn – Jump down the platforms below the Meditation Point into the big chamber and examine the body at the foot of the pale wall. Roll from her red wing attacks, cut the limb she leaves stuck in the ground, and when she glows blue, Force Pull her down and hit her head. When she takes to the air, sidestep the straight blast and jump the shock wave of her landing.
Force Echo: Rite of PassageHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Witches Horn – Climb the Fire Lichen wall behind the body to the top and squeeze out through the narrow gap. It's in plain view on your left as you come out, before the two beams.
Gorgara FallsHidden spoiler – activate to revealAchievementMinor spoiler
Location
Dathomir · Witches Horn – Cross the two beams, then take the short beam on the left to the yellow wall and climb without stopping while she chases Cal through falling rocks. When she drops him, steer Cal onto her back and grab on at the prompt, each time she shakes him off; a miss only restarts the fall. She crashes and Cal lands in the Swamp of Sacrifice.
The fall ends in the upper swamp, by the ledge where you first saw the giant bat. Two pickups sit above the wall where the chase stopped, so go back for them now. Walk the same way as before: down the stairs, over the beam, past the first Meditation Point and into the chamber. Climb the Fire Lichen wall, squeeze through the gap, cross the beams and finish the yellow wall.
Chest: Day of the Dianoga BD-1 SkinHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Witches Horn – At the top of the yellow wall, go in through the mouth of the statue head ahead of you. The chest stands in the middle of the room, on a small wooden bridge.
Force Essence: PotionsHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Dathomir · Witches Horn – Come back out of the statue room and turn left to the far side of the platform, the right side as you come off the wall. It's on a potion bowl.
From the platform, the path leads downhill, and a last drop puts you in the swamp beside the crash. A few steps and a flight of stairs from the body, a Fire Lichen wall goes up. At the top, find the niche with a grooved wall, Force Pull the spiked wooden gate down and Wall Run through into Cliffside Fortress, which holds no pickups. Nightbrothers are fighting a Nydak here: let them, then finish whoever is left, and pull the archers down from their lookouts. With this exit walked, the Swamp of Sacrifice should read 100% on the holomap. If it doesn't, carry on: the planet's holomap item on the return trip covers it.
In the far left corner, Force Pull the two spiked planks down (Force Push if they won't move) and hold them with Force Slow, then Wall Run across them to the climbing wall. Climb over, go down the wall beyond and turn left to the bridge you lowered in the Village. Hang from the beam under it and shimmy across into the Nightbrother Dungeon.
Chest: Vagabond PonchoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightbrother Dungeon – Past the bridge, go into the first room on your left. The chest is in a corner.
Past the chest, squeeze through the gap on the right at the end of the corridor. Climb the wall straight away on your left, follow the beam to a second wall and climb that as well. You come up on a platform overlooking the Village, with a Meditation Point on it.
Meditation Point: Nightbrother VillageHidden spoiler – activate to revealAreaMinor spoiler
Location
Dathomir · Nightbrother Village – On the platform above the Village, behind the gate that the lowered bridge runs to.
Dathomir · Nightbrother Village – Drop to the Village floor and clear it, using Force Pull on the archers. By the blue-painted house, move the wooden cage with Force Pull and Force Push until it sits under the window, then climb up and drop inside. A Nightbrother waits by the chest, on your right.
Force Echo: IntruderHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightbrother Village – Carry on through the house and up the stairs, where a Nightbrother Warrior jumps Cal. Then go right down the hall to its end.
Force Echo: InterferenceHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightbrother Village – Go back along the hall, past the stairs and on the other way. A door on your left opens into a small room: the Force Echo is on an urn at the far side, by a barred window.
Force Echo: InterlopersHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightbrother Village – Take the door that leads outside, cross the beam and climb the rope, then follow the passage to a shortcut rope. Cut it. To its left, a small gap in the wood floor drops onto a rock ledge with the Force Echo. If no way up shows there, drop on to the Village floor and climb the rope you cut.
From the shortcut rope, go up the ramps, cross the beam and climb the next rope. At the top turn right, squeeze through the gap and open the door at the end. That is another shortcut: you are back above the double ropes, with the Mantis in sight.
Stop at the Mantis
The ship is in sight from this door. To plant the two Dathomir Terrarium Seeds now, so they have time to grow, go down through Strangled Cliffs to the Landing Pad. Come back by the left path from the pad, which the Climbing Claws now open and which leads up to Upper Strangled Cliffs.
Dathomir · Collapsed Settlement – Cross Brother's Bastion to the walkway where you met the Wanderer and ride the long slide down on purpose, using Jedi Flip over the gaps. In Collapsed Settlement the holomap shows an exit still open: climb the Fire Lichen wall there. A lift beyond it rides up to Brother's Bastion, so this is also the way out.
Reach the Crumbled RuinsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Dathomir · Nightmare Ruins – Rest at the Meditation Point by the double ropes, then go back along Treacherous Approach to the break. Jump along the ledges and climb the Fire Lichen wall at the end up to the Nightmare Ruins. There is no Meditation Point ahead until the very end, so don't go inside yet: the right-hand path comes first.
Nydak Alpha is one of the hardest fights so far, and it is needed for Legendary Beasts. Only a kill counts: dying to it fills in its Tactical Guide entry, nothing more. If it is too much now, leave this path and go straight to the warning below. The path stays open, so the fight and the four pickups past it can wait for the return to Dathomir after Ilum.
Nydak AlphaHidden spoiler – activate to revealBossMinor spoiler
Location
Dathomir · Nightmare Ruins – Facing the building, go right from the stairs along the long root and take the two Wall Runs through the rock cleft; it attacks as you land on the platform. Dodge rather than block, since it breaks through after three hits, and strike from the side just after its red lunge, using Force Slow to get in. Run clear before you heal, and back off at the end: it lashes out wildly as it dies.
Scan: Nydak AlphaHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightmare Ruins – Nothing to scan: meeting it in this fight fills in its entry, even if it kills Cal. Open the Tactical Guide to confirm it.
Chest: Myrmidon BD-1 SkinHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightmare Ruins – At the back of the arena, slide down the slope and Wall Run to a stone ledge. The chest is just below, on the next ledge down. The way on runs ahead along the ledges.
Chest: Homestead PonchoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightmare Ruins – Run the line of Wall Runs between the two rocks, keeping your height, and climb the vines at the end. Spiders wait at the top. The chest is on your right at the edge, near where you climbed up, and needs a Slice from BD-1.
Chest: Outlaw Outfit MaterialHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Nightmare Ruins – Left of the chest, Nightbrothers and archers wait, and Undead Nightsisters join when you get close. Clear them, climb the vines on the left to where the archer stood and jump across. Don't jump back to the main area: go straight on past two stone blocks towards the tree with spiky glowing bulbs. The chest is behind the last block.
Stim Canister: Nightmare RuinsHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Dathomir · Nightmare Ruins – Turn back from the tree, jump to the next platform, which the holomap marks, and climb the large vine wall. Walk out along the long twisted root to the gold chest. It sits right above the steps of the building, so drop straight down from here, with a Jedi Flip just before you land.
Going in ends this visit. The doors shut behind Cal, and touching the Tomb of Kujet door at the back starts a long story scene that sends him running for the Mantis, which then leaves the planet. Before you step inside, finish everything else on Dathomir: every Swamp of Sacrifice pickup with both Terrarium Seeds, the chest and Force Essence at the top of Witches Horn, the Dungeon and Village pickups, the Collapsed Settlement wall and, unless you chose to leave it, the right-hand path here. The holomap shows any chests or Secrets still open. Only the Tomb itself and the left path from the Landing Pad are left for later. Nothing is lost if you miss something, because the planet stays open, but it costs a long walk back.
Dathomir · Nightmare Ruins – Go in through the main doors, which close behind Cal. Turn right at once, then right again, to the back corner behind you. It is dark in here, so let the lightsaber light the way.
Meditation Point: Nightmare RuinsHidden spoiler – activate to revealAreaMinor spoiler
Location
Dathomir · Nightmare Ruins – Go up the stairs and touch the big door at the back: it stays shut and the Meditation Point appears behind you. Spend your skill points before you leave it, because leaving starts the next step.
Live the Jaro Tapal flashback and flee to the MantisHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Dathomir · Nightmare Ruins – Touch the big door if you haven't, then use the Meditation Point that appears. The flashback is linear and shows no health bar: follow the corridors, climb and deflect until a fight you can't win ends it. Back in the hall, leave by the big door and watch the scene; Cal can't fight now, so run back the way you came, rolling from red attacks and using Force Push on the Undead Nightsisters. The Mantis then flies on to Ilum by itself.
Chapter 5: a quiet climb through a frozen temple to a Workbench deep in the caves, then a fight back out to the Mantis that takes the last pickups on the way.
The Mantis sets down on Ilum by itself. This trip covers the whole planet: 5 chests and 7 Force Echoes, 3 of them Secrets. Cal has every ability the walk needs, but no working lightsaber yet, so he has no blade to fight with or to cut ice. That matters little on the way in, because nothing but a few Probe Droids attacks before the Workbench. Everything that needs a blade is left for the way out: the ice in the Crystal Caves and the chest at the top of the Temple wall. Nothing is left for a later trip. If you still carry Terrarium Seeds, plant them before you walk down the ramp.
Force Essence: Enter the GatheringHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Ilum · Shattered Lake – Leave the Mantis and pick the side passage right of the arch, into the gullies. Wall Run along the rock on your left to the lone ledge at the far end, where BD-1 can scan it. Come back the same way.
To the Temple wall. Go through the arch and walk into the wind to a second arch and a dead end. On the left, a narrow gap in the ice lets Cal squeeze through to a view over the mountains. Turn left, go up and around the climbing wall to the ledge above, and walk on to the huge claw wall on the face of the Temple. Climb it, crossing from side to side over the gap in the middle. Don't go to the top yet: the chest up there needs the new lightsaber, and this walk climbs back up for it. About halfway up, step off onto a ledge on your left and follow it round into a small room.
Databank: Gathering RoomHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Jedi Temple – This is the small room at the end of the ledge, the first one inside the Temple. BD-1 can scan it here.
The light puzzle, first beam. In that room, Force Pull the rope off its wall reel and lock it into the anchor beside it. A big hatch opens and stays open: Wall Run the ridged wall through it. Past a short room, the great round hall opens up. Drop to the slightly lower level on the right, where a window and a second rope reel sit, and turn to face the middle. A big crystal hangs from the ceiling with a rope under it, a swivel arm stands on the far side, and two doors are frozen shut: a small one across the hall and a giant one down on the floor. Force Pull the arm over to you, then Force Pull the rope from the reel behind you and clip it to the arm. The window opens, and its beam just misses the crystal. Force Pull the crystal's rope and back towards the window until the crystal swings into the beam, which melts the small door.
Set the crystal. Still holding that rope, swing across to the ledge of the melted door and turn round. Force Pull the arm to your side, which frees the window rope. Force Pull the crystal's rope again, clip it to the arm, and Force Push the arm back across the hall. The crystal now hangs where the last window needs it.
Databank: Light-Enhancing CrystalsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Jedi Temple – Right behind the small door you just melted.
Solve the light puzzleHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Ilum · Jedi Temple – Go through the small door and take the rope over the gap beyond. Turn left to the first window, above the hall, Force Pull its rope and walk backwards until the beam strikes the crystal and melts the giant door. You can let go now.
Databank: Magnifying WindowHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Jedi Temple – No exact spot is known. The entry is about the glass that focuses the sunlight, so try for a prompt here at the window, and at the lower one as you cross the hall.
Chest: Tibanna BD-1 SkinHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Jedi Temple – Go down to the hall floor, through the giant door and past the Meditation Point, and jump into the water. Dive and keep left past the geysers: the chest sits behind the second column.
Force Echo: Angry YounglingHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Jedi Temple – Swim through the hole beside the chest, on your left, and climb the ice wall at its end. The Force Echo is in the small room at the top. Swim back out the same way.
Into the Crystal Caves. Swim to the far end of the water and climb the wall there; the caves start a few steps on. Wall Run right along the ridged wall.
Databank: GeodesHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Crystal Caves – Just behind the first Wall Run in the caves.
Slide down the next stretch of ice and use the Wall Run at its end to reach a climbing wall. At the top is an island with a large hole in it, a Meditation Point and two Jedi statues.
Meditation Point: Crystal CavesHidden spoiler – activate to revealAreaMinor spoiler
Location
Ilum · Crystal Caves – Reached on foot, at the top of the climbing wall after the ice slide, beside the large hole.
Life Essence: Youngling LostHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Ilum · Crystal Caves – From the island with the large hole, jump up between the two Jedi statues into the tunnel and deal with the Probe Droid: with no blade, Force Push it into a wall until it breaks, or Force Pull it in for BD-1 to Slice. Ice blocks the left side for now, so go right, jump the gap to the next island, turn left and Force Pull the hanging rope. Rope, Wall Runs, a second rope and a short climb lead over a thin split beam to a dead campfire in the passage beyond.
Chest: Power and Control II SleeveHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Crystal Caves – Swing back to the island on the rope in front of you and take the other way, straight on through the wide crack. Two Probe Droids wait in the room beyond: with no blade, Force Push each one into a wall until it breaks, or Force Pull it in for BD-1 to Slice. The chest is in the back left corner, and BD-1 must Slice it too.
Force Echo: Youngling AfraidHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Crystal Caves – Go up the ramp behind the chest and Wall Run to a platform. Force Push the slab there, then turn left and jump to the climbing wall. Climb down and left, not up, to a small ledge with the Force Echo.
Chest: Power and Control SwitchHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Crystal Caves – From the Force Echo, climb the wall to the top and drop to the level with the two pools. Dive into the long pool that runs across the area, not the small round one. The chest is at the bottom, towards the right-hand end.
Encrypted Log: My FriendHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Crystal Caves – Jump into the small round pool and swim the tunnel to a scrap of ground. Climb the wall and squeeze through the crack; the floor gives way. Swim towards the bright light, and the log arrives in the scene that follows.
Split SaberHidden spoiler – activate to revealSkillMinor spoiler
Location
Ilum · Crystal Caves – After the scene, go to the Workbench nearby and pick a colour, which any Workbench can change later. Cal builds the lightsaber there.
Force Echo: Finding the CrystalsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Crystal Caves – Cross the hall from the Workbench to where you climbed out of the water, and find the Force Echo on a cluster of crystals. Take it now: don't count on getting back into this hall once you leave.
Into the Imperial Trench. From here the fighting starts. Cut the icicles by the Workbench and every ice barrier after them until you step out of the cave among Scout Troopers. A transport drops two more groups, and Force Push can send them off the platform. Then BD-1 can Slice the door on the right, which opens onto a room full of Security Droids. Getting close wakes the whole room, so draw them out one at a time.
Blade MasterHidden spoiler – activate to revealAchievementMinor spoiler
Location
Ilum · Imperial Trench – This room is the best place for it: a Security Droid can take the hits. Pick one droid and hit it with the single blade, then the double blade, then finish with the Split Saber attack, keeping enough Force for it. If the trophy doesn't pop, repeat it on the next droid, or on any enemy that survives three hits.
Chest: Duraplast Lightsaber MaterialHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Imperial Trench – BD-1 must Slice the door on the right of the Security Droid room; swing on the rope behind it to the Meditation Point. Don't cut the barrier there yet. Turn left into the alcove, jump to the climbing wall and climb left and up to the ledge with the chest.
Map: Imperial Trench doorHidden spoiler – activate to revealOtherMinor spoiler
Location
Ilum · Imperial Trench – In the room past the chest, open the door. It leads back into the Security Droid room, the one that wouldn't open from the other side.
Once you cut the next barrier, the objective changes to leaving for Dathomir. Three pickups still wait on the way: Youngling Pride in the caves, then Compañero and the Force Echo Master Mar Ti Kam'ron at the top of the Temple wall. Youngling Pride and Compañero need the new lightsaber.
Back to the island. Go through that door, cross the Security Droid room and swing back over the rope to the Imperial Trench Meditation Point. Cut the barrier behind it and jump across to the Scout Troopers on guard. Cross the long pool you dived into earlier and drop to the level below, where Stormtroopers and Scout Troopers wait. Clear them and slide down the ice to the island with the large hole and the Meditation Point. Go between the two Jedi statues again: Scout Troopers and a Security Droid now hold the tunnel cave.
Life Essence: Youngling PrideHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Ilum · Crystal Caves – In the tunnel cave, cut the icicles on the left this time, Wall Run and jump to a thin crack, and squeeze through. Slide down the ice and use two Wall Runs to reach a platform with an obelisk: the Force Echo is right beside it. To get out, Force Push the obelisk over as a bridge and take the climbing wall beyond, which comes up out of the hole by the Meditation Point.
Back to the Temple. Cross the next small island to the climbing wall after it and keep to the right side of the caves until you are back near the big ice slope. From there the way out is a single path, and Scout Troopers, Purge Troopers and Security Droids hold it in groups, with a rocket trooper near the last Wall Run. Swim the water and climb to the Jedi Temple Meditation Point. In the great hall, troopers blast open the sealed main entrance: beat them, rest at the Meditation Point behind you, and leave through the blasted door onto the Shattered Lake.
Chest: Compañero PonchoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Shattered Lake – Out on the Shattered Lake, before the ship, turn right through the narrow gap and climb the claw wall again, this time all the way to the top of the Temple face. On the platform, cut the ice crystals on the right. The chest is behind them.
Force Echo: Master Mar Ti Kam'ronHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Ilum · Shattered Lake – On the same platform, go round to the left, to the far side from the chest. The Force Echo is on a crystal plinth in a small vault.
Two AT-STsHidden spoiler – activate to revealBossMinor spoiler
Location
Ilum · Shattered Lake – Climb back down the wall and run across the Shattered Lake towards the Landing Pad. The AT-STs stop Cal just short of it, and you can take them one at a time. Stay at their legs and spend your Force on Split Saber attacks.
Holomap 100%: IlumHidden spoiler – activate to revealOtherMinor spoiler
Location
Ilum · Landing Pad – By the Mantis, before you board, open the holomap and go through the five regions against the table below, checking that the Shattered Lake chest shows as taken. If the Crystal Caves read 96%, it is the Youngling Afraid ledge: down and left on the climbing wall. Then go aboard, plant any seeds at the Terrarium and pick Dathomir at the Holotable.
Chapter 5: back from Ilum for the Tomb of Kujet, its boss and the Astrium, then the holomap check that finishes the planet.
This is the last of Dathomir: the Tomb of Kujet, which stayed shut on the last visit, and the check that closes the planet. You arrive with the Climbing Claws and the Split Saber from Ilum, which is all the Tomb asks for. Nothing here waits for later: the walk ends at the Mantis with Dathomir finished, and Bogano is next.
Leave the ship towards the tall door out of the Landing Pad and take the left path this time. Only the Climbing Claws open it, and it runs up to Upper Strangled Cliffs. Keep to the top level through the big door to the Meditation Point by the double ropes, then go on along Treacherous Approach to the break in the walkway. Jump the ledges and climb the Fire Lichen wall to the Nightmare Ruins. Spiders and Undead Nightsisters are on the way, and you can fight them or run past.
Left the right-hand path at the Ruins?
If you put off Nydak Alpha, stop here, before you go inside. Six items are still open in the section before Ilum: Nydak Alpha, Scan: Nydak Alpha, the Myrmidon, Homestead and Outlaw chests, and the Stim Canister. Go back to them and follow their directions from the foot of the stairs. The last one drops you back on these steps.
A hunter may be waiting
A Haxion Brood hunter can be outside the building on this trip, and another can appear when you leave with what you came for. If you still need that type for the Tactical Guide, fight away from the edges and scan the body after the kill: a body lost over the edge can't be scanned.
Face Jaro Tapal's phantomHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Dathomir · Nightmare Ruins – Go in through the main doors, rest at the Meditation Point in the hall, and climb the stairs to touch the big door at the back. When the phantom appears, block his swings, land Split Saber on him, then follow the prompt on screen until a cutscene ends it.
Force Echo: Seeking PowerHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Tomb of Kujet – Three Nightbrothers hold the next room: two come straight at Cal, and the third stands in a doorway on the left, so Force Pull him down. Before the narrow gap at the far end, climb the yellow vines on your right to a hidden upper room. The Force Echo is by the fire.
Force Echo: Merrin's PactHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Tomb of Kujet – Go round the fire to the right and walk the thick root, on this same level, to the far side of the room. The Force Echo is at a shrine there.
Force Echo: Burial PlaceHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Tomb of Kujet – Drop back to the floor and squeeze through the narrow gap, where a cutscene with Merrin plays. Walk on down the long hall and look left between the pillars for more yellow vines. They climb to a side room with the Force Echo.
Encrypted Log: Shrouded in DarknessHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Tomb of Kujet – Drop to the hall and cross straight over from the vines. Walk through the ash figures on that side and BD-1 finds the log. Take it now, before you go near the round platform ahead.
Taron MalicosHidden spoiler – activate to revealBossMinor spoiler
Location
Dathomir · Tomb of Kujet – Follow the hall to the round platform: a bridge forms as you get near, and the fight starts once you cross. His guard only drops when the stamina bar empties, so keep pressing him and finish it with Split Saber. Force Push knocks him down, but only in the middle of an attack; roll from the red leaps, and deflect what he throws.
When the fight is over, talk to Merrin. The way on lies behind her: platforms lead across to the last stretch of the Tomb, and the corridor beyond them ends at the room with the Astrium. If a Meditation Point shows on the way, rest there, because enemies wait on the walk back.
Databank: Sage Kujet's RuleHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Dathomir · Tomb of Kujet – In the Astrium room, before you take anything, walk along the left wall until BD-1 offers a scan of the relief there.
Take the Astrium and return to the MantisHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Dathomir · Tomb of Kujet – Take the Astrium from the structure at the end of the corridor and watch the cutscene. Go back the way you came: Nydaks appear near the arena, so use Split Saber on them or run past, then leave through the hall and walk the top level to the left path down to the Landing Pad. Stop by the Mantis: going aboard starts a cutscene.
Holomap 100%: DathomirHidden spoiler – activate to revealOtherMinor spoiler
Location
Dathomir · Landing Pad – Before you board, open the holomap, because it won't open aboard, and go through the regions against the table below. If the Landing Pad or Upper Strangled Cliffs is short, walk the left path again. If Strangled Cliffs is short, try its far outer edge on the lower level, where Databank: Mushlings should also be. If the Swamp of Sacrifice reads 95%, it is the hidden spot at Force Echo: Rituals; if less, walk its exit up the Fire Lichen wall to Cliffside Fortress, which leads back up through the Dungeon. If Collapsed Settlement is short, redo Map: Collapsed Settlement claw wall, whose lift brings you out.
That closes Dathomir. Board the Mantis and watch the cutscene, plant any Terrarium Seed you are still carrying, and set course for Bogano.
Bogano: Clean-up and the Vault
One loop over everything left on Bogano, from the room under the Landing Pad to the Vault hill, then the Vault itself and the walk back to the ship.
Choose Bogano at the Holotable. Cal has the Astrium and every power and BD-1 upgrade the planet asks for, so this trip finishes it: 11 chests, 4 Secrets, the last seed, Oggdo Bogdo and the holomap. The story only wants the Vault, but the loop ends on its hill, so the Vault comes last. The order is under the pad, the Fractured Plain, the plateaus above the Sinkholes, Oggdo Bogdo, Hermit's Abode, the Great Divide, the Refuge, then up through the flooded workshop. If you don't own Lightsaber Throw and Grasping Pull yet, buy them at your next rest: this loop uses both.
BoglingNPC
Location
Bogano · Landing Pad – Leave the ship and follow the spiral path that winds down beneath it to the room with a caged sphere. Force Push the weak wall to the left of the cage and greet the Bogling behind it. He then runs up to the Mantis.
Bogano · Landing Pad – Turn back to the cage. Force Push the sphere up the stone ramp and through the bars, Force Slow it as it rolls back, then go round to its left and push it onto the plate. The cage door opens on the gold chest.
Bogano · Binog Mesa – Walk on from the pad to the first Meditation Point and rest there, which puts the enemies back. Cross the bridge on its right, climb the vines and go left to the amphitheatre, where three Splox wait on the grass. Let them bunch up and throw: one throw kills all three, and if it doesn't, rest and try again.
Bogano · Fractured Plain – Return to the head of the vines, make for the temple and take the ledges to the first zipline, which lands by the locked door. Wall Run the wall facing the Meditation Point there and climb to the plateau above the Sinkholes, keeping out of the hole in it. At the plateau's edge the chest stands on a pillar at the end of a broken metal bridge: double jump along what is left of it.
Bogano · Fractured Plain – From the chest, jump to the curved ledge in front of it and follow it round to the right. The seed is a tall purple flower on the ground near three round holes: let BD-1 scan it.
Bogano · Fractured Plain – Keep following the ledge past the seed to where it ends, across a small gap from a bronze structure. Touch the small white seated statue there.
Bogano · Fractured Plain – Face the statue, jump to the slope ahead of you and follow it up to a round platform. The Force Echo is at the exact middle.
Bogano · Abandoned Workshop – Turn right and jump the gap back to the plateau. Force Pull the rusted bridge in front of you down, cross it, Force Pull the rope on your left and swing over to the next plateau. Three Oggdos roam here, so clear them, then go to the far side: the chest stands before a set of rib bones on the cliff edge, and BD-1 opens it with Scomp Link.
Bogano · Abandoned Workshop – From the Offshore chest, look across the plateau to the second set of rib bones and walk round to them. The chest is behind the bones on the cliff edge, and it may need Scomp Link, which you have. Then drop left into the barbell-shaped room, walk its length and climb the vine wall at the far end back up.
Bogano · Abandoned Workshop – Go back to the hut the rope hangs from. Climb the wall inside it and walk out along the strut: BD-1 offers the scan at the far end.
Bogano · Bogdo Sinkholes – On the way back to the rope, go through the hut it hangs from, climbing the wall inside, and along the strut. Get on the rope and face the rock you crossed from: a fan turns in its side. Swing towards it, jump, and Force Slow the fan before you reach it, then land on the ledge inside and open the chest. If the swing beats you, a double jump from the stone shelf on the left also gets there.
The way to Oggdo Bogdo. Drop from the ledge to the round fan room below and Slow the floor fans if they are running. Leave by the pipes on the far side: climb the vines to their right, jump across and Slow the fans. On the pipes, jump to the one that runs off to the right, then follow the cliff ledge and its pipes to a cave on your right.
Oggdo BogdoBoss
Location
Bogano · Bogdo Sinkholes – Go through the narrow passage into the dark cavern and use your lightsaber as a lamp. Roll back from its lunge and its leap, and when it glows red for the tongue, Force Slow it, step to the side, land two or three hits and back off. For a free opening hit, carry on to the Meditation Point instead, Wall Run up to the plateau and drop through its hole, taking the prompt on the way down.
Legendary BeastsHidden spoiler – activate to revealAchievementMinor spoiler
Location
Bogano · Bogdo Sinkholes – It pops on the fourth kill, so this one finishes it if the other three are dead. If you left a beast behind, the trophy waits for that fight: the Rabid Jotaz is covered again on the next Zeffo landing, and you tick this when it pops. If four are dead and it hasn't popped, look in their lairs again: a beast has been reported back in one, and killing it set the trophy off.
Haxion Brood hunters have been reported in this cavern once Oggdo Bogdo is dead. If one comes and its Tactical Guide entry is still open, kill it on solid ground and scan the body before you move on.
Life Essence: Bogling CorpseUpgrade
Location
Bogano · Bogdo Sinkholes – Walk to the back of the cavern and touch the Bogling's remains.
Bogano · Hermit's Abode – Leave by the passage and go back along the ledge and pipes to the Meditation Point by the locked door. Take the pipe on the left as you face that door and hang from it at the wall to reach Hermit's Abode. Climb the yellow rope, take the doorway beside it to the scrap heap where you scanned The Premonition, and drop through the gap behind the heap into the dark bedroom. Have BD-1 Overcharge the panel on the back wall, then drop into the shallow pit that opens in the floor.
Down to the Great Divide. Leave the bedroom by its narrow doorway into the main room. Climb the yellow rope, follow the ramp to the plateau above the house and ride the zipline over. Once off it, drop to the ledge on your right, swing across the gap on the vine rope, go past the Meditation Point and ride the steep zipline on the far side of that ledge down to a big square rock.
Cal Got Your Tongue?Achievement
Location
Bogano · Great Divide – From the rock, go left to the lone Oggdo at the foot of the vine wall. Lock on, hold Force Pull to draw its tongue out and strike straight away: it doesn't have to be attacking. If it dies first, climb to the Meditation Point above, rest, and come back down. If you already cut a tongue on the plateau, tick this now.
Bogano · Subterranean Refuge – Climb the vines to the Meditation Point. Facing into the cave, drop on the right and go through to the wall where you learned Wall Run. Run it to the back of the area and work up the steep ridged corridor, Wall Run then double jump, over and over: the Force Echo is at the top. If you slip out of the far end, grab the rope there and swing back in.
Bogano · Subterranean Refuge – Don't slide down. Wall Run back along the corridor and jump to the vine, swing to the second vine, then swing left to the wall in the back corner. Run along it and double jump to the ledge and the small room above. When you have it, drop to the floor of the Refuge and go back to the Meditation Point the way you left after learning Wall Run.
If the Mesa is unfinished. If the vines beside the gold chest stopped you in Chapter 1, the Pathfinder Outfit chest and the Binog Mural scan are still open, and this is the stop for them. Facing into the cave from the Meditation Point, Wall Run the wall on its right and carry on to the second ledge, where the Force Echo: Frustration was. Turn round, look up and Force Pull the stone down, climb it to the gold chest's platform and take the vines on the chest's left up to the Mesa. Climb the pale curved slope, go left and drop to the ledge, clear the enemies, and you have the mural ahead and the chest on its right. Turn round and jump off the ledge to land back at the Meditation Point.
Chest: Corundum MaterialCollectible
Location
Bogano · Great Divide – With your back to the Refuge, cross the pipe by the Meditation Point, turn right and Wall Run the metal panel and the rock to the lift tower. Drop to its base, ride up, go left through the narrow pass, turn right at the cliff edge, then climb the vines past the old campfire and the vines inside the round rock. This is the chest you left at the top in Chapter 1: BD-1 opens it with Scomp Link.
This is the plateau for the Databank: The Binog retry. Stand by the seat-like perch near the two chests and look across at the huge creature. The prompt only comes with it in range, so give it a few minutes.
Chest: Z'Gag Wave BD-1 SkinCollectible
Location
Bogano · Great Divide – Ride the lift back to the ground and walk round behind the metal panel you ran along. Force Push the raised bridge there to bring it down and cross. The chest is just to your right on the far side, and BD-1 opens it with Scomp Link.
Bogano · Great Divide – Follow the path on from the bridge to where it splits and go left. Slide down the mud, jump to the rope about halfway and swing up to the narrow ledge. The Force Echo is on the bones at its end.
Bogano · Abandoned Workshop – Head back out and jump onto the mud slide again, then to the vines at its end, which climb to the square rock. Go left, climb the vine wall to the Refuge Meditation Point, cross the pipe, take the Wall Runs and walk behind the panel to the bridge. Cross it, go right at the split this time and drop into the flooded area. Jump to the first platform and dive straight down its side: the chest is against the rock.
Bogano · Abandoned Workshop – Stay under and swim to the far end of the pool. The chest is wedged between the back wall and the rock shaped like a staircase.
Bogano · Abandoned Workshop – Surface and climb the vine wall to the spiral ramp. A short way up, take the first path on the right to a door that BD-1 opens with Scomp Link. The Force Essence is straight ahead as you go in.
Bogano · Abandoned Workshop – Stone figures stand to the left of the door as you came in. Walk round to their front and let BD-1 scan them. If no prompt comes, restart the game and try again: a dead scan has been reported here.
Bogano · Abandoned Workshop – This should pop with that scan. If it doesn't, open Cordova's Journey in the Databank, find the gap in the 19 and go back to the Encrypted Log item it matches.
Bogano · Abandoned Workshop – It is in the upper part of the workshop, behind BD-1's Scomp Link doors. Walk this room and the ramp above it until BD-1 offers a scan.
Up to the Vault. Leave the room and climb the ramp to the next door, which BD-1 opens with Scomp Link. It is a shortcut to the level of the painted wall you scanned in Chapter 1. From there go up past the bones and along the path to the Vault's hill. If you find no way up from that level, go round by the Chapter 1 crossing, all in steps you have already used. Go through the shortcut door on that level, Wall Run on the right to the vines and climb to the plateau, then go back down to the Meditation Point by the locked door. Take the left pipe into Hermit's Abode, climb the yellow rope, follow the ramp to the zipline, and ride it and the steep zipline past the vine rope to the square rock. Go left, climb the vine wall to the Refuge Meditation Point, cross the pipe, take the Wall Runs and ride the lift. At the top, take the zipline, climb the hanging rope and chain the Wall Runs to the Vault's hill.
Holomap 100%: BoganoOther
Location
Bogano · Ancient Vault – At the Meditation Point on the hill, open the holomap and go through the 9 regions against the table below. The percentage counts ground walked, not pickups. If the Abandoned Workshop is short, try the barbell-shaped room below the Lamina Steel chest and the hut's strut; if the Great Divide is short, try the whole mud slide. If only the Ancient Vault is short, look again on the way out, since the Vault isn't open yet. The planet stays open if a gap won't show itself.
Bogano by region: 16 chests and 6 Secrets across the whole planet
Region
Chests
Secrets
Landing Pad
0
1
Fractured Plain
2
0
Bogdo Sinkholes
2
2
Hermit's Abode
2
0
Great Divide
5
0
Subterranean Refuge
0
2
Binog Mesa
1
0
Ancient Vault
0
0
Abandoned Workshop
4
1
Open the VaultHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bogano · Ancient Vault – Rest at the Meditation Point before you go in. Walk through the door, stand in the stone circle in the centre of the room and set the Astrium there.
The vision. Touch the large mirror on the wall to the left of the circle. What follows is a walk with no choices: keep going forward, let each short scene play to its end, touch what the game puts in front of you, climb when the path turns upward, and light your saber when everything goes dark. Touching the mirror at the end brings Cal back to the Vault.
Second Sister (Vault)Hidden spoiler – activate to revealBossMinor spoiler
Location
Bogano · Ancient Vault – Reach for what floats in the centre of the room to start it. Parry her strings to wear down her stamina and hit her once it is gone; dodge her red thrust and her grab, or stop a red attack with Force Push. After about a quarter of her health a prompt comes up: keep answering it until the scene takes over.
Talk to Cere on the MantisHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bogano · Landing Pad – Leave the Vault, rest at the Meditation Point and go down the hill and along the path, dropping to the painted wall. Pass through the shortcut door, Wall Run on the right to the vines, climb to the plateau and take its zipline and Wall Run to the Fractured Plain. Stormtroopers line the way, but you can run past them. Board the Mantis and talk to Cere.
The Holotable now offers Nur. Choosing it commits Cal to the ending, so this route goes back to Zeffo first and takes Nur last.
Zeffo: Clean-up and the Venator Wreckage
The one landing the story doesn't force: the first lift and the long slide, the Crash Site's water, the Broken Wing, the whole Venator Wreckage and the last of Zeffo's 43 chests and 14 Secrets.
Cal now has every power and upgrade the map asks for, with Jedi Flip and the Underwater Breather the two that matter here. The story doesn't send him back to Zeffo: this landing comes now so that Nur can be the last. It is one loop with no walking back: down to the Ice Caves, up the first lift, down the long slide, on to the Crash Site, round its water, through the Broken Wing, then up the big ring into the Venator and out at the top. When it ends, Zeffo is done and so is the game's collecting. Only Nur and what follows the credits are left.
Plant seeds in the TerrariumOther
Location
Mantis · Stinger Mantis – Before you pick a planet, go to the Terrarium aboard the Mantis and plant every seed that isn't in the ground yet. Featherfern from Bogano is the last one. Tick this when all 10 are planted. Green Thumb pops once they have grown and you use the Terrarium, so try it each time you are aboard.
Pick Zeffo at the Holotable. Before you walk off the ramp, look down the list below. Earlier sections let you leave these for this trip if a jump fell short or a fight went badly. Each one's directions are still in its own section, and this list says where it fits. If all are ticked, ignore the surface stops.
Life Essence: Imperial Excavation 3. Pressured for Relics
Gusty Bluffs
Surface stops
Life Essence: Project Auger Officer 2. A New Officer
Auger Pulverisers
Surface stops
Stim Canister: Ice Caves
Ice Caves
After the long slide
Chest: Hyper Shell
Crash Site
On the way into the Broken Wing
Rabid Jotaz; Force Echo: Venator Wreck 2. The Attack; Force Essence: Venator Wreck 3. Transmission
Broken Wing
On the loop through the Broken Wing
Down to the first lift. From the landing pad go right, up the ramp and over the beam, then climb the ledge to the shortcut door and the Derelict Hangar Lift Meditation Point. Go down into the caves as on your last trip, by the yellow lift or the ice slide with the wheels. At the bottom, don't take the path to the stone bridge: walk past the lift and follow the wind-assisted Wall Runs, which drop into the room where the Bestine and Cerakote chests were. Go through the door you opened there to the Ice Caves Slide Meditation Point, with the first yellow lift beside it.
The first lift. The map needs this lift and the long slide, and no earlier trip has walked either. Ride the lift up. It only runs upward, and it brings you to the room behind the cracked wall at the entrance to the Windswept Ruins, where you took Project Auger Officer 4. The icy slope in this room is the long slide. Before you take it, open the holomap: this is the walk's only time on the surface. Every region except the Ice Caves, Crash Site, Broken Wing and Venator Wreckage should read 100%. Tomb of Eilram at 96% means a wind vent in the sphere room is still shut; Weathered Monument at 95% means the Hideout pocket or the slope down from the ruins. Add either to the stops below.
Surface stops, only if the list or the holomap says so. Take them from here, in this order, and you end up back in this room. Go out to the ruins. For the Tomb of Eilram, ride the lift at the top of the ruins down, then come back up it and leave through the hole in its side. If that was all, walk back here. Otherwise cross to the very back of the ruins and take the icy slope to Weathered Monument. For the Tomb of Miktrull, go through the houses and the cave to Imperial Headquarters, out past the big landing platform and along the cliff of ropes and Wall Runs to the Spire lift. Ride it down to the floor of the round hall, where the enemies are all back, then ride up and return the same way. For Gusty Bluffs, ride the vents up from the monument and take the slide back down. Then, whatever you came for, leave the monument by the upper path to Auger Pulverisers and take that Life Essence if it is open. The slide there drops into the Ancient Catacombs, the stairs lead to the ruins, and the pillar platforms bring you back to this room.
The long slide. Ride the slope down. Jump through the wind on the way, Force Push the wall that blocks it, take the three Wall Runs and catch the rope. You land beside the first lift again, and both are now on the map.
If Stim Canister: Ice Caves is open. Go up the ramp past the Meditation Point to the open area by the cave the Jotaz broke out of, and beat the Jotaz if one is there. Facing out of that cave, go to the far edge on the left, where two ropes hang in the distance. Jump, Force Pull the first and swing to the golden chest, using Jedi Flip if the reach is short. Come back by the same ropes.
To the Crash Site. Go up the ramp to that open area. With your back to the Jotaz cave, cross to the lip of the ledge and climb down the rope you cut. Follow the narrow path to the yellow lift by the waterfall. If you can't get on it from the path, go round as on the last trip: Force Slow the spinning wheels and Wall Run to the platform of the Arcetron chest. Ride the lift up to the Flooded Room, go through the door BD-1 sliced and follow the flooded cave out to the Memorial's hill.
Six chests under the water
Cal can now dive, and the Crash Site hides six chests below the surface. The route takes two on the way to the Broken Wing and four round the ring. The holomap is no use while Cal is under, so surface to check it.
Zeffo · Crash Site – Get into the water from the Memorial's hill and follow the foot of the cliff you came out of, towards the island with the grates. Dive into the dark cave under the cliff: the chest is at its end.
Zeffo · Crash Site – Keep following the cliff, past an empty alcove, to the next alcove under the rock, close to the climbable ledge by the island with the grates. The chest is at the back of it.
Into the Broken Wing. Surface and climb on to the island with the grates. A Jotaz may be back, so beat it or go straight up. If the Hyper Shell chest is open, follow the ledges along to its Wall Run now, with Jedi Flip for any gap, and come back. At the back of the ledge above the grates, go through the red force field, Overcharging its panel if it is back up, then squeeze through and follow the dark corridors to the round chamber.
The round chamber. If you didn't drop to its floor on the last trip, do it now: the fall is safe, the panel down there needs Overcharge and Broken Wing can't reach 100% without this. Force Push the door on the floor, loop back to the chamber and take the narrow gap up to the level above.
The beast's room. Drop from the ledge into the Rabid Jotaz's room: the rooms beyond it take you round in a loop, so there is no reason to go back the way you came. If you left the beast earlier, this is the fight: its directions are in Zeffo: The Imperial Dig Site, and killing it may finish Legendary Beasts. If it is dead, a bounty hunter may be waiting in its place: beat it and scan the body if that Tactical Guide entry is open. Leave by the breakable door low in the room, Force Pushing it if it is still shut. Go through the dark corridor with the spiky plants, drop to the next room and Overcharge the panel to open the far door.
Chest: Orichalc (lightsaber material)Collectible
Location
Zeffo · Broken Wing – Follow the passage to the flooded stretch under the girder. Don't hang from the girder this time: drop in, dive and swim to the far end of the corridor, where the chest waits under the water.
Out through the wheel room. Go on to the door at the end, Force Pushing it if it is still shut, into the room with the big wheel. If you never solved this room, or the water is live again, start with the panel off: swim across, cut the cable hanging into the water and swim back. Overcharge the panel to turn the wheel and open the far door. If The Attack is open, stop the wheel at about ten to two, climb the blade to the alcove on the left and run the panel again, as its directions say. Leave the panel running, swim through the far door and ride the lift up. Transmission is in the control room at the top. Overcharge the panel there if the doors are shut, and Force Slow the fan to get past it.
Back to the Crash Site. Stop before you squeeze out through the last gap and check the holomap. If Broken Wing reads 92%, jump off the spiral ramp to the floor and Overcharge the panel there, which opens another way out to the Crash Site. If it reads 100%, go through the gap and walk back through the corridors to the ledge by the grates.
Chest: Fjord (poncho)Collectible
Location
Zeffo · Crash Site – Swim to the island with the big metal ring, where a Jotaz patrols. Find the break in the ring and dive: the chest sits on the ring's metal base, below the break.
Zeffo · Crash Site – Swim out through the big opening by the last chest into the area behind the ring. Look for the large metal cylinder with red girders and dive beneath it.
Into the engine. Surface and check the holomap: the Crash Site should show 8 chests and 1 Secret, the Broken Wing 1 chest and 1 Secret. Swim back to the ring and climb the broken floor piece and the mesh to the top of its arch, as you did for the round tunnel. Don't turn into that tunnel. Cross the pipe ahead, use Jedi Flip to reach the ledge above and follow the ledges up into the higher engine opening. A long ice slide follows: dodge the electricity and Force Push what blocks it. It runs one way and drops you into water deep in the wreck, and the way out is the far end of the wreck, at its top. Dive under the big pipe and swim on until you can climb a round platform.
Meditation Point: Venator Wreckage WaterArea
Location
Zeffo · Venator Wreckage – On the round platform at the end of the swim, and reaching it is all it takes.
Chest: Elemental Nature II (lightsaber switch)Collectible
Location
Zeffo · Venator Wreckage – Back in the water, facing the Meditation Point, swim right and round the left-hand corner to a small ramp. Go through the opening to dry land and turn left: the chest is at the far end of the room, beside some dead clones. Swim back to the round platform afterwards.
Zeffo · Venator Wreckage – No exact spot is known. It is a scan of an ARC-170 fighter in this wreck, and its number suggests the early part, so watch for BD-1's prompt round this water and the ledges above it.
Up from the water. Use Jedi Flip to reach the ledge beside the Meditation Point, which glows orange on the holomap until you have been there. Several Scazz attack as you land.
Force Echo: Venator Wreck 5. The PadawanCollectible
Location
Zeffo · Venator Wreckage – On the Scazz ledge, climb the grids on the left into the round opening. The Force Echo is in the mud inside.
To the turbine. The way on is the climbing wall across from the round opening. Probe Droids patrol the thin gantry above it: clear them and walk to its end, where a second climbing wall stands off a gap. From the top of that wall a pipe leads to a Wall Run, which ends among Stormtroopers and a Purge Trooper. With them down, walk the girder to the platform below, which holds an Overcharge panel and a rope you can cut for a shortcut. Run the panel to turn the big turbine, and stop it when it makes a level bridge to the tunnel.
Force Echo: Venator Wreck 6. HidingCollectible
Location
Zeffo · Venator Wreckage – Cross the turbine and wait for the electricity in the tunnel ahead to stop, then run through to the chamber with the electrified pillar and kill the Scazz. Force Slow the fan on the left, go through into the shaft and take the Force Echo from the dead clone.
Zeffo · Venator Wreckage – No exact spot is known. Its number puts it near here, so go back out past the fan and watch for BD-1's prompt by the electrified pillar and the tunnel.
To the ropes. Open the door on the far side of the chamber and beat the Purge Trooper behind it. Go through the door opposite: hunters have been met in this next room, so be ready, and scan the bodies if those Tactical Guide entries are open. At the end of the room turn right and climb the wall. On top you can cut a rope down as a shortcut to the Meditation Point below. Just past it, Force Pull the next rope and swing to the second.
Force Essence: Venator Wreck 8. Order 66 ExecutedUpgrade
Location
Zeffo · Venator Wreckage – Don't swing on to the door with the red lights. From the second rope, swing out over the water to the side platform, on your left as you face that door, and use Jedi Flip to land. To get back, jump to the girder below and use Jedi Flip to come within Force Pull range of the first rope.
Through the red door. Swing to the door with the red lights. Cross the beam inside and Wall Run to the Rocket Launcher Trooper, then cut through the blocked doorway at the far end. Climb to the double Wall Run and time it between the bursts of electricity. Beat the Scout Trooper and the Purge Trooper on the far side and climb the long yellow rope.
Meditation Point: Venator Wreckage UpperArea
Location
Zeffo · Venator Wreckage – At the top of the long yellow rope, and reaching it is all it takes.
Zeffo · Venator Wreckage – From the top of the rope, go right and cut through the cables that block the way. The robes are in the room behind, to the right of the big door.
Overcharge the panel so the platforms come up, and Force Push the glowing block to the far end of the room, away from the panel.
2
Climb the block, go up the platforms and cut the cable. You drop to the floor.
3
Go back to the panel and run it if the container on the far side isn't level with the Wall Run above. Force Push the block back towards the panel, then hit it with Force Slow so you can climb on as it goes.
4
Climb the block, Wall Run on the hanging panel, use Jedi Flip to reach the container and jump to the door.
Force Echo: Venator Wreck 10. Jedi GraveCollectible
Location
Zeffo · Venator Wreckage – Follow the steps above, then go through the door. Stormtroopers are fighting a Jotaz in here: finish whoever is left. The Force Echo is on the grave in the middle of the room.
Zeffo · Venator Wreckage – Outside the opening, turn left and work your way down the platforms above the Crash Site. The golden chest is on the way, before you reach the bottom.
Zeffo · Venator Wreckage – It pops at the golden chest above if that is your eighth. The other seven are Subterranean Refuge, Derelict Hangar, Imperial Dig Site, Ice Caves, Origin Lake, Nightmare Ruins and Landing Pad. If it stays silent, check those against your list; the last chest you open will pop it.
Zeffo · Venator Wreckage – It pops as the last one is opened, so on this walk it should come with the golden chest. If it doesn't, open the holomap and go planet by planet, then region by region, for the one still short. If a chest won't open, rest at a Meditation Point nearby and try again. If Kashyyyk is short, walk home and land there before Nur, using the note "Still missing something from the way up?" in Kashyyyk: The Origin Tree and the Ninth Sister. The Recon chest is the likely one: if its mud slide is still out of reach, go on to Nur and look again after the credits.
Zeffo · Venator Wreckage – Open the holomap here and go through the 16 regions against the table below: Zeffo should read 100%, with 43 chests and 14 Secrets. That total needs the first lift, the long slide, the Broken Wing's round chamber and ramp drop, and every line of the list at the top of this section.
Ice slides count as ground walked, and a door shown in green is ground not yet walked. Tomb of Eilram at 96%: a wind vent in the sphere room is still shut, so break the cracked corner wall with the ball and open the wind tunnel in the other corner. Weathered Monument at 95%: the Hideout pocket, or the slope down from the ruins. Broken Wing at 92%: the drop from the spiral ramp. Every region at 100% but the planet at 99%: look at the Tomb of Eilram again.
A Galaxy Far, Far AwayAchievement
Location
Zeffo · Venator Wreckage – It pops wherever the last unexplored ground is walked, which is the end of Zeffo on this route, so it may already have come. If not, walk home: the Holotable shows each planet's progress. If Kashyyyk is short, land there before Nur and use its holomap table and the note "Still missing something from the way up?" in Kashyyyk: The Origin Tree and the Ninth Sister. Any other planet has the same check at its own Holomap 100% item.
Back to the Mantis. Finish the drop, swim to the Memorial's hill and walk down into the dark cave mouth beside it. Follow the flooded cave to the Flooded Room, take the ice slide with the wheels and ride the yellow lift at the bottom up to the Derelict Hangar Lift Meditation Point. The landing pad is just beyond. Zeffo is finished: the next stop is Nur.
Nur: The Fortress Inquisitorius
Chapter 6: the last mission, from the swim in to the end of the story, with seven Databank entries to scan before the Interrogation Chamber.
This is the last mission, one straight road from the Holotable through the Defensive Perimeter, the Inner Fortress, the Prison Block and the Fortress Citadel. You arrive with every ability, and nothing here needs a new one. There are no chests, Secrets, Force Echoes, seeds or logs: only heavy fighting and seven Databank entries to scan by hand. Nothing here can wait for later. Take each room as a single pass and let BD-1 scan everything he stops at.
Nur commits you to the ending
Selecting Nur on the Holotable commits Cal to the ending. Once you land you can't leave until the last fight is over, and the Fortress can never be revisited after the credits. So finish the planets first, as the route so far has, and go in with every Stim Canister you've found. If you are short of something, don't worry: Bogano, Zeffo, Kashyyyk, Dathomir and Ilum all stay open after the credits, so nothing else is lost. Only the seven Fortress Databank entries can be missed here, and no trophy depends on them.
Set course for NurHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nur · Defensive Perimeter – On the Mantis, choose Nur at the Holotable. After the scene Cal is underwater, and walls you can't see keep him on course: swim for the lock on the smaller building to the left. It opens as you reach it, and a spot to climb out is right beside it.
Defensive Perimeter. Databank: Fortress Inquisitorius adds itself on the swim in, so that eighth entry needs nothing from you and has no tick here. Stormtroopers meet you where you climb out. Beat them and let BD-1 open the door. Beyond it more groups keep arriving, the last with a Purge Trooper, and the next Meditation Point is a long way off, so spare your Stim Canisters. Follow the narrow corridor, blocking as you run past the heavy blasters. Ignore the troopers at the far end: the passage shuts before you reach them. Beat the next Purge Trooper and turn left into the large control room.
Databank: Control RoomHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Nur · Defensive Perimeter – Clear the large control room, then walk around it until BD-1 offers the scan, before you touch the console. It may instead come up at the shut passage at the end of the corridor, so try there too if the room gives nothing.
Why you can lose it
The Fortress can't be revisited, and this entry is out of reach for good once the Interrogation Chamber panel starts the final fights.
Point of no return
Using the panel in front of the chair in the Interrogation Chamber. It starts the final fights, the story runs straight on to its end, and the Fortress can't be visited again.
Power and the flood. The console in the middle of the room has no power, and the hanging cable can't reach its socket. Force Push the weight on the ceiling rail so it slides toward the console, slow it with Force Slow, then grab the cable and plug it in. If the weight won't move that way, Force Pull it. Use the console and watch the explosion. Go back to the corridor and squeeze through the broken passage that shut earlier, on the left as you leave the room. A burning pipe bars the way, so use Force Push or Force Pull on the blue-lit window on the right to flood the tunnel. Swim out through it and keep going right until you can climb out in a small round room. Cal can't run out of air here, so take your time.
Databank: Submerged SectionHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Nur · Defensive Perimeter – On the swim, before you climb out. The entry is about burst pipes, so look along the tunnel for them and stay in the water until BD-1 offers the scan.
Why you can lose it
The Fortress can't be revisited, and this entry is out of reach for good once the Interrogation Chamber panel starts the final fights.
Point of no return
Using the panel in front of the chair in the Interrogation Chamber. It starts the final fights, the story runs straight on to its end, and the Fortress can't be visited again.
Inner Fortress. Take the red-lit door ahead. In the next room run up the stairs first and deal with the blaster troopers, then clear the ground floor. Use the console upstairs: it moves platforms in the hall next door, which opens pits to throw enemies into. Drop back down and let BD-1 open the ground-floor door. Beat the two Purge Troopers inside, and the waves start in the great hall, the Imperial Dojo. Almost every Imperial enemy you have met comes through here, and this is the hardest stretch of the mission. Force Push whoever you can into the pits, and slice a Security Droid to fight on your side.
Your last sure chance at the Electrohammer scan
If Scan: Electrohammer Purge Trooper is still open in your Tactical Guide, one comes in the last wave here. Don't push him into a pit, because a lost body can't be scanned. Leave him for last, watch for the floor shifting in this final wave, kill him on solid ground, and scan the body before anything else. Whether he returns to the planets after the credits isn't certain, so treat this as the last sure chance.
Databank: Imperial DojoHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Nur · Inner Fortress – It only scans out of combat, so beat every wave first. Then go back to the start of the hall: it is on your left as you face in from the door you came through. Take it before you rest.
Why you can lose it
The Fortress can't be revisited, and this entry is out of reach for good once the Interrogation Chamber panel starts the final fights.
Point of no return
Using the panel in front of the chair in the Interrogation Chamber. It starts the final fights, the story runs straight on to its end, and the Fortress can't be visited again.
Prison Block. Let BD-1 open the door at the back of the hall. The room beyond is full of blaster troopers on several levels, so run the upper floors and send their shots back at them, leaving the Purge Trooper for last. The way on is a console on the upper floor, on the right of the room, at the one window that isn't red.
Databank: Laser GatesHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Nur · Prison Block – On the upper floor, on a cell just to the right of the console. Take it before you use the console.
Why you can lose it
The Fortress can't be revisited, and this entry is out of reach for good once the Interrogation Chamber panel starts the final fights.
Point of no return
Using the panel in front of the chair in the Interrogation Chamber. It starts the final fights, the story runs straight on to its end, and the Fortress can't be visited again.
Databank: Detention CellHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Nur · Prison Block – Before you use the console, walk along the cells on this level and take any scan BD-1 offers. It may add itself as you pass, so check the Databank here and tick it if it is already in.
Why you can lose it
The Fortress can't be revisited, and this entry is out of reach for good once the Interrogation Chamber panel starts the final fights.
Point of no return
Using the panel in front of the chair in the Interrogation Chamber. It starts the final fights, the story runs straight on to its end, and the Fortress can't be visited again.
Free the way with Cere in the Prison BlockHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nur · Prison Block – With the room clear, use the console on the upper floor. A scene with Cere plays and the large doors on the ground floor open. Drop down and go through them.
Fortress Citadel. Use the switch ahead of you to extend the first bridge and cross to the central platform. A switch on the console there extends the second bridge. Stay on the platform for now.
Databank: Security SystemsHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Nur · Fortress Citadel – Before you cross the second bridge, walk round to the far side of the central platform and scan the computers there.
Why you can lose it
The Fortress can't be revisited, and this entry is out of reach for good once the Interrogation Chamber panel starts the final fights.
Point of no return
Using the panel in front of the chair in the Interrogation Chamber. It starts the final fights, the story runs straight on to its end, and the Fortress can't be visited again.
Cross the second bridge. At its end are the last Meditation Point before the final fights and the big door of the Interrogation Chamber. BD-1 opens that door from the switch to its right, but read the warning below first.
Meditation Point: Fortress CitadelHidden spoiler – activate to revealAreaMinor spoiler
Location
Nur · Fortress Citadel – At the end of the second bridge, in front of the big door.
Databank: Interrogation ChamberHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Nur · Fortress Citadel – At the end of the second bridge, on the terminal to the right. Take the scan before you send BD-1 to open the door.
Why you can lose it
The Fortress can't be revisited, and this entry is out of reach for good once the Interrogation Chamber panel starts the final fights.
Point of no return
Using the panel in front of the chair in the Interrogation Chamber. It starts the final fights, the story runs straight on to its end, and the Fortress can't be visited again.
Stop here and open the Databank. Using the panel inside the Interrogation Chamber starts the final fights, and after that nothing in the Fortress can be reached. It locks these seven optional entries: Databank: Control Room, Databank: Submerged Section, Databank: Imperial Dojo, Databank: Laser Gates, Databank: Detention Cell, Databank: Security Systems and Databank: Interrogation Chamber. With Databank: Fortress Inquisitorius, the two Fortress groups should hold four entries each. If one is short, try walking back now, though doors may stop you. No chest, Secret, Force Echo or trophy is at stake, and nothing else in the game is lost here.
Second Sister (Fortress)Hidden spoiler – activate to revealBossMinor spoiler
Location
Nur · Interrogation Chamber – Send BD-1 to the switch right of the big door, walk in and use the panel in front of the chair, and she comes for you. Wait out each combo and strike after it, and use Force Push to break her attacks and stop her thrown saber. At half health a short scene starts a harder phase: jump her shockwave, dodge back or sideways when a flash grenade lands, because her grab drains health, and heal straight after a drain.
Escape the FortressHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nur · Fortress Citadel – When control returns, attack once and Cal is caught and held. Turn the camera to the right and Force Pull the object with the blue glow to break free, then run and don't stop for the stormtroopers. Take the left balcony, jump to the central platform, slide down when it collapses, Wall Run the upright panel on the right and jump to the ledge. Jump onto the floating bridge, wait until it nears the lower platform, jump down and use the switch on the left inside the lift. After the lift run straight ahead through the door, then follow each on-screen prompt, BD-1's included, until the scene takes over.
Darth Vader escapeHidden spoiler – activate to revealBossMajor spoiler
Location
Nur · Tower Transit Passage – Nothing to do beyond the step above: the run from the Interrogation Chamber and the prompts behind the last door are this whole encounter. Tick it when the final scene takes over.
Data CollectorHidden spoiler – activate to revealAchievementMinor spoiler
Location
Nur · Tower Transit Passage – It pops as the last entry goes in, so tick it then. If it doesn't, open the Tactical Guide. The likely gaps are Scan: Haxion Brood Bounty Hunter, Scan: Haxion Brood Commando and Scan: Haxion Brood Bounty Droid, still open if no ambush came, and Scan: Electrohammer Purge Trooper, whose spots are the Ice Caves on Zeffo, the nearer one, and the round platform in Kashyyyk's Deserted Village. The planets stay open after the credits, so keep looking there, scan each body at once on flat ground, and leave this unticked until it pops.
The final scenes play out from here with nothing more to do. The next section picks up at the end of the story: the credits, and everything still open on the planets.
After the Credits
The end of the story, what Continue does, and the last two trophies: a fully grown Terrarium and every skill.
The story ends here, and the save carries on after it. Two trophies can still be open: Green Thumb, because the plants need time, and Feel the Force, because the last skills may need more XP. If you have followed the route, these two should finish the list; the notes below cover a chest or a scan that is still short.
The CreditsHidden spoiler – activate to revealEndingMajor spoiler
Location
Mantis · Stinger Mantis – There is nothing left to do but watch. Cal makes his final choice about the holocron aboard the Mantis, and the credits roll.
When the credits are over, choose Continue. Don't start New Journey or New Journey+ to finish anything: those are new games, and this save is the one that needs the trophies. Continue puts Cal back on the Mantis at a point just before the final mission, and the story can't be played through again on this save. Every planet on the Holotable can be visited, so anything still unticked on Bogano, Zeffo, Kashyyyk, Dathomir or Ilum is still there. Bracca, Ordo Eris and the Fortress are not offered.
Recon chest still shut?
If the mud slide couldn't be re-entered and the Recon chest is still open on your list, Collector is waiting on it. Land on Kashyyyk and walk through the Imperial Refinery and Overgrown Pass to the Kyyyalstaad Falls zipline, then from the Basin through Gloomroot Hollow, Origin Lake and the Shadowlands to the Deserted Village Meditation Point. Bounce off the two Lung Plants, Wall Run to the round platform, drop onto the slide to the right of the bridges and use Jedi Flip off its end. This has been done after the story, and no other way to the chest is recorded.
Data Collector still open?
Open the Tactical Guide to see which entry is missing. For a Haxion Brood type, go back to where hunters have turned up before, such as old boss arenas, the Nightmare Ruins and Hermit's Abode on Bogano. No report says whether they still come after the credits, so an ambush can't be promised: keep an eye out while you farm XP. For Scan: Electrohammer Purge Trooper, try Zeffo's Ice Caves first, the nearer trip, then rest at the Deserted Village Meditation Point on Kashyyyk and look on the round platform. He isn't certain to be at either after the credits. Kill on flat ground and scan the body at once. Don't count on Meditation Training for this, because nothing says its fights add entries.
Green ThumbAchievement
Location
Mantis · Stinger Mantis – Continue leaves you on the Mantis, so go to the Terrarium and interact with it. The trophy only pops when you do this with all 10 plants fully grown. If any is still growing, leave this unticked, go on to Feel the Force and look again the next time you are aboard.
Plants need time in the game, so the XP farm below may finish them for you. If one still stalls, fly to Bogano, rest at the first Meditation Point, quit to the main menu, choose Continue and walk back to the ship, then do the same once more. Leaving the game running for a few hours has also worked.
Other places to farm XP
Enemies come back when you rest at a Meditation Point, apart from the four Legendary Beasts, so any group beside one will do. Good ones are the three Oggdos at the Abandoned Workshop on Bogano, the Stormtroopers in Zeffo's Abandoned Village and the spiders in the Imperial Refinery on Kashyyyk. If Cal dies, get back to the spot to recover the XP he dropped. Kills in Meditation Training pay no XP.
Feel the ForceHidden spoiler – activate to revealAchievementMinor spoiler
Location
Mantis · Any Meditation Point – Open the skill tree at any Meditation Point and buy what is left; the last skill pops it. For XP, take the left path from the Dathomir Landing Pad to the Tomb of Kujet Meditation Point and squeeze through the narrow gap. Two Lesser Nydaks are on the far side and can't reach Cal on the stairs, so kill them from there, go back, rest and repeat.
That is the whole list. On PlayStation the Platinum, A New Hope, pops by itself with your last trophy. What follows is an optional appendix that doesn't change your percentage.
New Journey+ and Meditation Training
The free update's extras after the credits. All optional: none of it moves your percentage.
None of this moves your percentage, and no trophy needs it. These are the extras from the free May 2020 update, for when you have finished the game and want more. Tick them if you like: all eight are optional, and your 100% is already done without them.
New Journey+Other
Location
Main menu – Beating the game adds it to the main menu. Choose it to start again from the beginning: Cal keeps his cosmetics and has every lightsaber colour, chests you opened stay empty, and all abilities must be learned again. Finish everything on your first save before you do.
Mantis · Any Meditation Point – After beating the game, rest at any Meditation Point, the Mantis's included, and pick it there. If your finished save doesn't offer it, look on a New Journey+ save. Big Bang, Not So Fast and Can't Touch This can be farmed here if any is still open.
Mantis · Any Meditation Point – Choose Combat Challenges in Meditation Training and pick one from the table below. One star is for finishing, one for finishing without healing and one for finishing without taking damage. Cal brings only the abilities he has at that moment, so go in with the skill tree full.
4 Flame Beetles, an Electrostaff Purge Trooper and the Albino Wyyyschokk
Tomb of Eilram
5
3 Scazz, a Jotaz and a Haxion Brood Bounty Hunter
Bogano
5
4 Bog Rats, a Haxion Brood Bounty Hunter and Oggdo Bogdo
Bracca
10
All four Purge Trooper types
Tomb of Miktrull
4
A Haxion Brood Commando, Bounty Hunter and Bounty Droid
Venator Crash
5
Stormtrooper Commanders on the towers, with a Phillak, an Electrostaff Purge Trooper, a Bounty Hunter and the Rabid Jotaz
Ilum
4
Scout Troopers and their Commanders, a Security Droid and an AT-ST
Tomb of Kujet
5
2 Nightbrother Archers and 2 Nydak Alphas
Meditation Arena
10
A Jotaz, a Tomb Guardian, a Bounty Droid and a Nydak Alpha
Wyyyschokk Den
5
All four Legendary Beasts together
Fortress Inquisitorius
4
Inquisitor Cal
Shadowlands
1
The Second Sister and the Ninth Sister together
Three BD-1 appearances at 12 starsCollectible
Location
Mantis · Any Meditation Point – Earn 12 stars in total, in any mix: a single clear of all 12 challenges is enough, and so is three stars on four of them. No list of the three appearances is recorded, so look for them with BD-1's skins.
Mantis · Any Meditation Point – Choose Battle Grid in Meditation Training. Set the location, the size of the fight, the modifiers and one of the four difficulties, and save a setup you like. It has no reward of its own.