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Star Wars: Episode 1 - Phantom Menace Walkthrough Part 5
Level 7: Mos Espa Arena
Mission: Find Jabba; Find Watto; Find Anakin
Weapons are pretty scarce on this level, and there are 2 boss monsters you have to fight. If you did not carry over any weapons from the previous level, the secret areas at the beginning of this level are critical to finishing thegame (unless you're a whiz with your saber).
Don't enter the Arena gates just yet. From your starting position, go all the way left. You'll find some thugs up against a wall and near a round building. Kill them. To your left, there is an opening in the canyon wall. Follow it, and you'll be led to a sandcrawler. Jump up and kill any sand people inside. The room to your left will have a small health pack. The room to the right (use the control panel) has an R2 unit and a blaster. Let the R2 unit out, and get the blaster. Make sure you protect the R2 unit, because there may (he doesn't always show up) be a Tusken Raider on the cliff ledge as you're leaving the sandcrawler. It'll shoot at R2. So get in front of the R2 unit when you first let him out if you have to, head towards the exit, shoot or force push the Raider, let R2 down the ramp, and then return for your blaster powerup.
Exit back to the arena entrance area (but don't go in) and this time go to your right. There is a little round building with a locked door. Find the R2 unit (he should be in the area if he wasn't destroyed) and coax him towards the door and eventually he should open it. Inside are 5 flash grenades.
Go back past the gates again, around the green beastie, and in one of the corners is a merchant (Grendle) selling "chokie." You must choose the following dialog options, in this specific order, to get the thermal detonator. First, ask him how dried chokie is made, and whether he sells anything else. Ask about the thermal detonator, say you're a farmer, and when he asks, say that you're helping a farmer friend. He will direct you to another merchant.
Go inside towards the entrace of the arena. To the left is the dweezel and pallie merchant (Anabar). Talk to him. Ask him if he sells anything else, then ask about the thermal detonator. You will have to use a jedi mind trick to make him take your republic credits.
When you're done, find the blue Twi'lek lady from the last level, she's right next to the gates. Talk to her and she'll lead you to Jabba. Follow her up the stairs. Do what she says and just follow the path. Eventually you'll find a room with a button. Before you press that button, save your game.
Once you push the button, you will be dropped into a pit. Walk towards the money (peggats), and Jabba will say some things via his translator droid. If you are relatively nice to Jabba, he may throw you a small health pack during the middle of the fight. This does not always happen though. End the conversation.
Now it's time to fight Jabba's Champion. What a nightmare! Don't use the thermal detonator or you'll hurt some spectators. And if that happens, you'll die very quickly from angry people after the fight is over.
There are quite a few strategies to beating the Champ. The easist depends on you acting very quickly after you pick up the peggats. Get your saber out, and head over to the door that the monster comes out of. Stand there (don't walk on the spikes or you'll lose health) and when the monster comes out, hold down your attack key. The monster will try to push you back, but keep pushing the forward key and holding down your attack key. Trap him in the little door and don't let him get any further out. The combination of your saber whacks and the floor spikes will do great damage to him. You can kill the monster this way VERY easily and quickly, and not lose many (if any) health points. The red health bar for the monster may not show up if you choose to attack him this way, but he will still die if you are hitting him.
For other strategies, you may have to die several times, and observe the monster's movement. You can try the jump and slash, jump and slash technique with your saber. If you have any flash grenades (from the beginning of this level or carried over from the last level), you can try using force push, throw a grenade, and repeat that process until it's dead. Save your game.
Once he's dead, exit the room and you find yourself in a bar. You can go into Jabba's throne room if you want, but it's not necessary. If you talk to the blue Twi'lek girl a couple of times, she has a change in attitude towards you. Well, at least you can take pleasure in knowing that her station in life will never be above that of Jabba's dancing whore (which is a rather uncouth thing for a Jedi to think, so keep it to yourself). You can also have a quick chat with Jabba before you leave if you wish.
On the far side of the bar there's a group of podracer fans blocking the entrance into the arena stands. You can find a secret health pack if you leave the bar out of the only available exit. You'll see some merchants selling items, a few Jawas, and several steps. Keep going until you come to some stairs that have 2 ropes overhead. One rope is slightly lower thanthe other rope. This is a very tricky jump. You'll have to run and double jump to get on the first rope, and then jump again to get to the second higher rope.
Shimmy across to the left, and you'll eventually find yourself in a room with a locked door. There is no button to open it on this side. Immediately to your left is an open window. Carefully exit, and you'll find yourself on a balcony. To your right is another tricky jump. There's a tiny balcony (with a nice tile pattern) that you can jump onto. You'll have to run and double jump to get onto it. Inside the room, you'll find an alien man sleeping. Talk to him, tell him your Anakin's friend, and he'll open up a cabinet for you with a full health powerup.
Now go back to the bar and talk to Teemto (the drunk alien). Use your jedi mind trick to make him lead you to the human on the other side of the bar (across from the band). He's the guy from Watto's junkyard. There's a small health pack here, so use it if needed. Talk to the human, and he's not very helpful. Talk to Kreg, his hammerhead friend sitting next to him, who says the human is friendlier with a few drinks in him. Go to the bar. Make sure you're right up against it, and near the corner (I couldn't get the droid to talk to me unless I was near the corner). Wait for the bartender droid to initiate conversation with you, and then get a juri juice (you will not get a juri juice until Kreg tells you the human can be bribed with drinks). Take it to the human. Go back to the bar and get another drink for his friend.
The drunk human will now talk to you. He'll take you to Watto. When he says "wait here", don't wait. Follow him up the stairs and through the newly opened door. Keep going until you reach Watto on the balcony. Talk to Watto and place your bet.
Exit back to the bar. Go around the bar, past Jabba's throne room, and the arena stands that were previously blocked is now accessible. Go down to the bottom of the stairs. Jump over the wall into the arena, and go straight ahead to find Anakin in his podracer.
If you die (you shouldn't) then just take the long way around by going to the right, across the long bridge, up a hill, past a couple of domed buildings. At the second domed building is a guard who trades podracer parts. If you have a fuel convertor left over from the last level, you can try to trade it to him for a blaster (the guard will not be here anymore when you chase the thief up here). When done, go down the stairs. Go straight and you should find Anakin near his podracer.
Anakin yells at you that a thief just stole his ignition capacitor (if he doesn't, just run after the little blue creature that just took off). It will lead you near a spare parts yard with a full health against the far back wall, then into a trench with some sand people. Before you chase the thief any further, go to the end of the small trench and enter a dead end tunnel. You'll find another full health powerup. The "end" of the tunnel is actually a door. Open it with your "use" key (spacebar) and you'll find 5 flash grenades. Continue chasing the blue creature, he should be heading back towards Anakin. Follow him up the stairs, or just go up the stairs if you can't see him. At the top, go into the domed building. The creature is there (if he's not, go find him and chase him there), but it doesn't have the part you need. Don't bother killing him, you won't get it that way. Instead, move the block on the back wall.
There is a small health pack in the corner, and another small health pack in the pit. Be careful, because after you engage the boss man, guns may come up in the pit. Now would be a good time to save your game.
Now it's time to beat another boss monster. One strategy to beat him is to stand just barely in the doorway until you can just see the boss guy and start shooting. This is the best and quickest strategy. The thermal detonator you should have gotten at the beginning of the level will also come in handy here (just make sure you're as far away from the room as possible when it explodes). If you snatched the flash grenades from the end of the trench tunnel, use them. You can use other strategies (I did it the hard way) if you want to test your skills. If you're low on ammo or have already run out, this is the strategy I used (because I didn't have any other weapon left).
Use your saber and draw the boss man to one of the corners where a gun will come up out of the floor. Don't get too close to him or his personal shield will go up, and he can partially heal with the shields up. Whack the bossman, and when the gun comes up, you can just whack it because it's within reach right there. That way you don't have to run towards it and lose precious health from the boss shooting you in the back and the gun shooting you as you run towards it. After you destroy one gun, go to another corner where another gun will come up and draw the boss man to that and so on. You may have to die a few times to see which guns will pop up first, or to fine tune your strategy. The overhead saber twirl move may come in handy, if you're any good with it.
Grab the ignition capacitor off the floor when the boss is dead. Once you have the part, return it to Anakin who's in his podracer now, and talk to him to end the level.
Level 8: Encounter in the Desert
Mission: Distract Darth Maul
You can't kill Darth Maul in this level (with the exception of a strange bug), so don't try. This can be a quick or painfully long level depending on your skill with the saber. There is not much to do here. Your main purpose is to distract Darth Maul while your crew tries to get themselves and the hyperdrive generator to the ship safely. If one of your crew dies or the hyperdrive generator is destroyed, the level ends. Now is a good time to start practicing your saber moves on Darth Maul, because you'll need to be good at it to beat him during the last level. Try some jump and slash, overhead saber, and saber twirl moves on him.
First, exit the city. Right outside the city are some probe droids that shoot at you. It's best to take these out before you go any further and come to Darth Maul, because it's very troublesome trying to fight Maul with these little buggers shooting at you at the same time. It's a bit hard to get these probes with your saber because they can fly high up. You can try to use force push to disable them temporarily, and then take them out with your blaster or saber.
You'll come to a mountain pass, and Darth Maul will cause a rockslide to block your path. Nothing but a saber will work on him, so don't waste your ammo. You need to injure him to about half way on his health bar, and then he'll run to the other side. There's a full health powerup in the landspeeder in the corner. Notice the big rocks on the ground? You can destroy them with your saber. If you try to run to the speeder for the health during the middle of battle, Darth Maul can use his force powers to smash your face with those rocks. So destroy them ahead of time. Once Darth is about halfway down on his health, he'll run away.
There is a small platform near the fallen rockslide that you can jump onto. Push a big rock out of the way to reveal an opening, and go through to the other side. Now would be a good time to save your game.
If you want to make short work of this level, at the beginning of the first battle you can completely ignore Maul and come to this rock and go through to the other side. Either way, the whole point is to delay Darth Maul while your crew and the generator get aboard the ship safely.
Here's part 2 of fighting Darth. When you first see Maul, don't walk towards him immediately. Try to let him come to you, so he passes the hyperdrive generator on his way to you. You may have to walk a little bit forward to lure him to you. You don't want to battle him too near the hypderdrive, because he'd rather take a couple of pot shots at the generator. Once the hypderdrive or one of your crew is destroyed, the level will end.
After he comes to you, try to keep yourself between the ship and Darth. Use force push to keep him away from the hyperdrive. There's a full health near the ship if you need it, although if you try to run for it, Darth may try to run for the generator and your crew. Try not to stray too far from the ship, in one corner are some nasty sand people.
You only need to distract Maul for a couple of minutes. After enough time has passed, go towards the ship and the level should automatically end. If you are already near enough to the ship when you are fighting Maul, the level will end when everyone is safely aboard.
Level 9: Coruscant
Mission: Find Senate Chambers
Protect/Rescue the Queen
In this level you play Captain Panaka. I didn't particularly like this level because Panaka and the Queen are both weak characters to play (I miss my saber!). The R-65 Heavy blaster is interesting though, because the shots can bounce off walls. You need to protect the Queen in this level, so remember to check up on her if she's behind you somewhere.
You start the level on a floating landing platform. Take the R-65 heavy blaster with 100 shots right near the ship. Make absolutely sure you save about 50 shots from this R-65 blaster for the boss monster at the end of this level. In one corner of this platform is a light repeating blaster with 300 shots. When you walk towards your taxi, your driver and the taxi are destroyed by a flying hover cannon. Use your blaster to destroy the hover cannon, and then take out any enemies nearby. Quickly get to the platform with the droid and talk to him. Have him take you across the way to the tourism office.
Go inside and talk to the reception droid. Continue forward around the corner and talk to the guy behind the counter. He's not very helpful. There's a full health pack in the control room behind him (on the ramp near the black door), but you might want to save it. Continue through the black door until you come to the tourism droid selling tickets for the city tour. It costs 200 republic credits, which you don't have. You can try to sell your electrobinoculars to the tourists in the waiting lounge, but it won't work. If you talk to the lady, she'll provide a hint for the city password later on in the game.
Go back to the area with the R2 unit and the man behind the desk. There is a door here that leads to another landing platform outside. Talk to the man with the wicked looking horns on the right, and he wants to sell you two tour tickets for 100 credits. Walk across the platform to the other side and talk to the man in blue. Don't be greedy. Sell him your electrobinoculars for 100 credits. Go back to the first guy and buy the tickets, but he wants them for a different price. Keep talking to him until he sells both tickets for 100 credits (total).
You may be attacked on your way back in by more thugs. Kill them, and use the health pack in the office if you saved it from before. Go back to the ticket droid, and she will open the door for you (talk to her if you have to). Go through, and you have to fight another flying hover cannon that's shooting at you (it also destroys the tour ship). You'll have to find another way to the Senate Chambers.
To your right is a warehouse. There's a pit with a lot of crates, and a lift that is in the bottom position. This is preventing you from getting to the area on the other side. You need to get that lift into the upper position because the queen won't follow you into the pit (she sure is picky for someone who doesn't have a lot of options right now).
There are 2 moveable boxes in the pit. One box is behind a blue forcefield in the corner, and the other box is the opposite corner (it's grey with yellow mold). You will need both boxes to complete this puzzle.
Move the yellow moldy box. Hidden behind the box in the corner is a panel that you can move. Behind it is a light repeating blaster with 300 shots. Move the moldy box to the wall on the far side with the broken railing. Jump up, and go to the control room. There's a full health pack here. There are also 2 levers here you can use. The red lever on the left will move the lift into the upper/lower positions, and it will also turn off the blue forcefield. The blue lever on the right will give a nasty electric shock to the R2 unit encased in glass and piss him off. He'll come out and shoot at you for doing that to him.
Pull the left lever to move the lift into the upper position, and in the process it will turn off the forcefield. Wait until the lever pops back into the up position, and use the lever again to move the lift back into the bottom position. Go to the corner in the pit where the blue forcefield was. You now have access to a second box. Push this box onto the lift itself. Go back to the control room and pull the red lever again to make the lift go up.
Now you have one box on the lift (where you need it). Move the remaining box to the side of the lift, and use it to jump on top of the lift. In the process of moving the box, you may hear the queen scream for help, but you can't save her at this time (she's being kidnapped, not killed).
Once on top of the lift, move the box forward to the area that drops off into the chasms of the city (you can't move it past the blue line on the floor). There's a panel here that controls a floating platform. The platform is high up though, and you can't reach it from the ground. Move the box into position, use the panel, jump onto the box, and then jump onto the platform when it arrives. Now would be a good time to save your game.
Once on the other side, there are more enemies and a hover cannon to fight. You can take cover between all the crates. The crate stacked on top of one of the other crates has a light repeating blaster with 300 shots. Push it onto the ground to reveal it. The hover cannon shooting at you will fly in a predictable counterclockwise pattern. You don't have to fight if you don't want to, you can just make a run for it.
You can't get through huge doors, but there is a ledge to the right. There are two windows, and inside one of them an enemy is shooting at you. If you kill the thug in the window, you can find a small health pack. Walk on the ledge to the second window and the grates will fall down, allowing you access. Follow the dark hallway and use the handprint panel at the end (it opens the next vent). Turn right, and go out another window to the ledge. You'll have to jump over the crack to get to the next ledge, and through the vent.
Follow the path to the storage room. There are two boxes here you can move. One box is on the ground, and reveals an area behind it with a small health powerup. In this secret corridor, there's a hidden panel on the wall near the red light. You'll find a R-65 heavy blaster behind it. Outside in the storage room, there's a box stacked on top of another box. Push it to the ground and you'll get a R-65 blaster with 100 shots.
Exit the storage room into a merchant area. You can talk to them if you wish. Go up the stairs, and use the only available lift (the open one on the far left) which will take you to a dark area with several doors. Behind one of these doors you'll find 2 small health powerups (the last health powerups available on this level), 5 flash grenades and a light repeating blaster with 300 shots. Be careful though, because behind the other doors are enemies. You'll have to kill a couple of them (or all) to disable the forcefield guarding the lift. Once done, use the lift and you end up in the dredges of the city. Watch out for the spiders, and follow the dark hallway to a huge door. You can go to the room to the left and talk to the man if you want. He'll provide a password for getting back into the city. Beyond the big door is the forbidden area, where outlaws rule.
Once through the doors, you'll come across a lot of beggars wanting money and food (panhandlers are timeless it seems), none of which you have. They'll start attacking you later for being "mean" so you may as well just kill them now.
Follow the path, and you come to a seemingly dead end. Use the handprint control panel, and the wall will lower. Quickly run on top of it and wait. It will soon raise you to an upper level.
Use the control panel, and when the wall comes down, run straight across it into another room. There are two control panels here. Turn around and face them. The panel on the left controls the blocked wall in front of you. The panel on the right controls the blocked wall on the other path that you passed on the way to this room.
Quickly press the panel on the left, the press the panel on the right. Run towards the wall coming down, and then quickly run to the right twice. The path should be clear, but if you run into a blocked wall, you'll have to push the panels all over again (it's timed).
Press another control panel. When the wall comes down, run straight ahead. You should be in a room with some stacked boxes. The box on top has a white passkey that you need, so push the box onto the ground to reveal it.
Push the lever, and when the wall comes down, take the path to the right. Use your key pass on the white panel. Enter the room, take out the bad guy, and rescue the queen. Don't forget to take the red lift key that the bad guy dropped when he died.
Use the panel, and when the wall comes down, run straight ahead. Get onto the lift and use the red lift key on the red panel. If you are having problems using the red key, you should hear a clicking sound and the dull red panel should turn bright red. Just walk right up to the panel and bump against it or use the "use" key and it should work. Get on the lift (make sure the queen is with you). At the bottom, go forward until your path is blocked by a bottomless pit.
This may seem like a diabolical puzzle, but it's not that hard. Turn right, and use the lever. The door across the pit closes, but it reveals a lever in the other corner. Go to that lever and use it. The bridge moves and now you can cross the pit. Make sure you take the queen with you across the bridge at this point. So cross the bridge, and turn left. Use the lever the queen is standing next to. The bridge moves again. Go to the other opposite corner and use that lever. The blocks move. Go to the next lever (the one you pushed when you first started this puzzle) and use it. The door opens, even though you can't see it (you should hear it though). Go back to the other lever (don't cross the bridge) and use it again to move the blocks. Now the open door is revealed.
Continue forward. Use the panel to open the door. And use the next panel to operate the lift. You'll come to a password protected door. The answer is "Coruscant has lovely sunsets." If you provide the wrong password, floor guns will come up and you'll have 10 seconds to vacate the area. Now is a good time to save your game. Go inside the door and defeat the boss man.
This guy is a Coruscant Mercenary. He is tougher than sin, especially since you're playing Panaka, who's a fairly weak character. Most of the time the mercenary will be right up in your face. If you have any flash grenades, when you first enter the room and he's coming out of the other door, throw them at him quickly before he nears you and that should take him out. If not, try jumping and running around a lot and shooting him when he's not so close. Try to lure him near one of the power columns. If you shoot the column when he's near it, it will blow up and stun him. Try to get in a few shots while he's stunned. If you saved ammo from your R-65, this is a good time to use it. He can reflect the shots of your regular blaster, but not the R-65. The R-65 can pierce his armor.
When you're done with him, go through the door, forward onto the lift, and across the moving platform. There's a long conversation with the Senator, and the level ends.
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