Star Wars: Bounty Hunter Walkthrough :
This walkthrough for Star Wars: Bounty Hunter [Game Cube] has been posted at 01 May 2010 by wildson and is called "FAQ". If walkthrough is usable don't forgot thumbs up wildson and share this with your freinds. And most important we have 2 other walkthroughs for Star Wars: Bounty Hunter, read them all!
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Walkthrough - FAQ******************************************************************************* __________ __ _____ _ _ _ __ _____ ______ / ___ __|/ \ | \ \ \ / \ / // \ | \ / ____| \ \ | | / /\ \ | |> / \ \/ _ \/ // /\ \ | |> / \ \ ___\ \ | | / Ø \ | \___ \ / \ // Ø \ | \___\ \ |_____/ |_|/_/ØØØØ\_\|_|\_____| \/ \//_/ØØØØ\_\|_|\________/ ______ ______ _ _ _ _ ______ __ __ | __ \/ __ \| | | || | | ||__ __|\ \ / / | |__| || / \ || | | || \ | | || \ \/ / | __ /| | | || | | || \| | || \ / | | | \| | | || | | || |\ | || || | |__| || \__/ || ØØ || | \ | || || |______/\______/\______/|_| |_| || || _ _ _ _ _ _ ______ ______ ______ | | | || | | || | | ||__ __|| ____|| __ \ | |__| || | | || \ | | || | |____ | |__| | | __ || | | || \| | || | ____|| _/ | | | || | | || |\ | || | | | \ \ | | | || ØØ || | \ | || | |____ | |\ \ |_| |_|\______/|_| |_| || |______||__| \_\ ******************************************************************************* Star Wars: Bounty Hunter (GCN) A FAQ/Walkthrough by CyricZ Version 1.1 E-mail: cyricz42@yahoo.com ******************************************************************************* Table of Contents 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Displays/Menus 4. Jango Fett: Bounty Hunter 4A. Movement and Actions 4B. Weapons and Equipment 4C. Pickups and Powerups 4D. Supporting Characters 4E. Species 4F. Enemies 4G. Hints/Tips 5. Walkthrough Chapter 1 - Outland Station: Dead Or Alive, Meeko 5A. Pit Fight Arena 5B. Merchant Row 5C. Docking Bays Chapter 2 - Coruscant: Lowlifes in High Places 5D. Entertainment District 5E. Industrial District 5F. Upper City Chapter 3 - Oovo 4: The Asteroid Prison 5G. The Break In 5H. The Break Out 5I. The Escape Chapter 4 - Malastare: A Tense Partnership 5J. Jungle Trek 5K. Sebolto's Compound 5L. The Death Stick Factory Chapter 5 - Tatooine: A Favor for a Hutt 5M. Longo Two-Guns 5N. Tusken Canyon 5O. Gardulla's Palace Chapter 6 - Kohlma: Going After Vosa 5P. Moon of the Dead 5Q. Vosa's Lair 5R. Final Confrontation 6. Extras 6A. Feather Icons 6B. Bounties 6C. Unlockables 6D. Codes 7. Standard Guide Stuff 7A. Legal 7B. E-mail Guidelines 7C. Credits 7D. Version Updates 7E. The Final Word ******************************************************************************* 1. INTRODUCTION ******************************************************************************* Hi, and welcome to my FAQ/Walkthrough for Star Wars: Bounty Hunter for the Nintendo GameCube! As a Star Wars nut, I feel it's my duty, nay, my privilege to write FAQs for Star Wars games! In this installment from Lucasarts, we step into the shiny armor of Jango Fett, master bounty hunter, as he takes on one of his most daunting bounties yet. Darth Sidious has tasked his new apprentice, Count Dooku, with the destruction of a dangerous cult of the Dark Side called the Bando Gora, and with finding a suitable template for the forthcoming Clone Army. Dooku decides to blast two mynocks with one bolt... By the way, if anyone has any info on Bounties I'm missing, I'd be more than happy to accept it. ^_^ ******************************************************************************* 2. FAQ ******************************************************************************* Q: What is Bounty Hunter? A: The newest action game from Lucasarts, in which you control the bounty hunter Jango Fett as he hunts across the galaxy. Q: How many memory blocks does this game use? A: Two for each game save file. (When I think of more, or people ask more, I'll put them here... ^_^) ******************************************************************************* 3. BASICS ******************************************************************************* Most of this stuff is available from your manual, but we all know how much some people hang onto those, much less read them, these days... ============== 3A. Controls = ============== Control Stick: Moves Jango Fett in a direction related to the screen. A Button: Uses your current weapon. B Button: Jump. If locked on to a target, this button will cause you to flip. Y Button: Action Button, which, depending on where you are, can activate consoles, use Jango's cutting laser to burn through grates, claim bounties, or man stationary laser turrets. X Button: Crouch. If locked on to a target, this button will cause you to roll in the direction you're currently moving. L Button: Jetpack. Hold down to thrust with your Jetpack. R Button: Lock On. Hold down to target the nearest enemy. If there are no targets, then you can use this to face a certain direction and strafe. Z Button: Look Mode. Hold down and you can use the Control Stick to look around. You can still fire in Look Mode. If you have the ID Scanner equipped, you need to use Look Mode to use it. If you have the Sniper Rifle equipped, you can use Look Mode to look through the scope. C Stick: Moves the camera around Jango. If you have the ID Scanner or Sniper Rifle equipped, you can zoom in and out with the C Stick. Control Pad Left/Right: Switch between your various weapons. Control Pad Up: Automatically switch to ID Scanner. Control Pad Down: Pause the game and bring up a weapon select menu. START Button: Brings up the Pause Menu, where you can resume the game, restart the level, or go back to the main menu. You can also review your objectives here. ==================== 3B. Displays/Menus = ==================== When you fire up the game, you'll first be asked to access a Save File. Every new one you create will take two blocks on your Memory Card. Just a heads-up. You can name your save file whatever you want. Main Menu: There are four selections on the Main Menu: Play Game: Select a level to begin the game or any major cutscenes you've seen. Options: Play with the game setup, to be discussed below. Game Stats: On this screen you can view game time, the number of levels you've completed, the number of secrets you've found, your enemies killed, your non-enemies killed, your secondary bounties, your total earnings, and your notoriety ranking (which is based directly off your earnings). Bonus Items: Allows you to view cute stuff for progressing in the game. Complete levels to earn comic book pages. Grab Feather Icons to see Star Wars Trading Cards. Earn credits to see Concept Art. Complete Chapters to see some Outtakes. Options Menu: There are five selections in the Options Menu: Controller Setup: Access this to flip the Y-axis for looking, or turn the Rumble feature on or off. Audio Options: Adjust the various volume levels, switch stereo mode, or turn on or off the caption text that appears during the game (not cutscenes). Code Setup: Use this to enter codes. Restore Defaults: Puts everything back to normal. Credits: View game credits Main Game Display: In the lower-right corner of the screen is your current weapon. If the number has limited ammunition, a number will be displayed next to it. In the lower-left corner of the screen is your health meter. It starts out green, and slowly decreases and turns red as you take damage. To the left and right sides of the Health Bar is your Jetpack Fuel, which hides itself when you're full. Using the Jetpack will decrease this amount, and it will slowly refill once you stop flying. When you lock onto an enemy, a red reticle will appear around it, so you know what you're shooting at. Below that reticle will be a health bar, much like your own, showing the enemy's health. Finally, if you tag a bounty using the ID Scanner, there will be a green reticle surrounding the bounty when you're in view of him/her/it. If the bounty leaves your view, a red arrow will appear on the edge of the screen indicating the bounty's general direction from you. ******************************************************************************* 4. JANGO FETT: BOUNTY HUNTER ******************************************************************************* The Mandalorians are a well-renowed mercenary army for hire. During a fight on the planet Concord Dawn with their rivals, the Death Watch, young Jango Fett was orphaned. Commander Jaster Mereel of the Mandalorians took in the young man and trained him in the arts of the warrior. He took surprising adaptability to the outfit. He was soon regarded as one of the best in the unit, along with Jaster himself and the powerful Montross. On what was supposed to be a routine mission to Korda Six, Montross betrayed Jaster and killed him. None knew of the betrayal, but Jango was given command of the Mandalorians, and Montross disappeared afterwards. Under Jango's command, the Mandalorians were better than ever, until an attempt to supress a revolt on Galidraan ran them afoul of the Jedi. The Mandalorians were nearly wiped out, and the survivors were sent to slavery. Jango survived against all odds, reclaimed his armor, and set out alone to carry on the legacy of the Mandalorians as a bounty hunter. ========================== 4A. Movement and Actions = ========================== General Movement Depending on how far you press the Control Stick, Jango can sneak, walk or run. Hold the X Button to crouch, and press B to jump. Advanced Movement Tapping X while running will cause Jango to roll. This can also be done by doing the same while the R Button's held down. Also, Jango can flip in the air if you press B while holding down the R Button. You cannot attack while performing these moves, but they're effective for deflecting enemy fire. Jango can also grab and hang onto certain ledges. If standing near a ledge, press Y to drop down onto it. If jumping towards a ledge, you'll usually automatically grab it. While holding the ledge, pull Left or Right on the stick to move him along it, or Up to have him climb up it. Pressing B while moving will have Jango push himself into the air along the ledge, and B will have him kick off the ledge. You can also fire one of your Blasters while hanging. Finally, ladders can be climbed by walking up to them or jumping onto them. Use Up or Down on the Control Stick to climb or descend, respectively. Jetpack Movement Once you reclaim your Jetpack, use L to apply thrust. If you're not moving the Control Stick, you'll fly straight up, but you can only go a certain height before stopping (even if you have some fuel left). Use the Control Stick to move yourself around in midair, although while you are moving, you cannot gain altitude. Combat In most any circumstance, pressing A will use your currently equipped weapon. To switch weapons, press Left or Right on the Control Pad. To switch without having to worry about enemies killing you, press Down on the Control Pad to pause the game and bring up a mini-menu of weapons. Once you settle on a weapon, press Down again to return to the fight. To effectively bag the bad guys, it's best to lock on. Do this by holding the R Button. If an enemy is near you, you'll lock onto him/her/it. You can then fire until it's dead, at which point you'll lock onto the next bad guy. Another effective method for enemies not so close is to use the Z button to enable the manual Look Mode. You can still fire weapons in this mode, and with more precision. You can still move in Look Mode if you hold down the R button, but you will do so very slowly. Bounties In addition to the main targets you track in each of the chapters, there are several secondary bounties to be found in all but the last chapter. These bounties could be just about anyone in the level, enemy or no, alone or in a group. Generally, though, bounties aren't in places where enemies charge you from other rooms. In the case of most bounties, you'll enter a new area, and the bounty will be standing in the area somewhere. The first thing you have to do for bounties is mark them. To do this, switch weapons to your ID Scanner (or just press Up on the Control Pad). Enter Look Mode with Z and focus the targeting reticle on any humanoid creature (and sometimes droids). If they're bounties, you'll get a little picture, as well as a bit of info. The info that should concern you is what's right under the picture: Dead or Alive, and which is worth more. To mark that bounty, press A, and you'll be able to track it to the ends of the galaxy. You CANNOT make any kind of bounty capture until you MARK them. If you kill them before marking, they're worthless. NOTE: When scanning a large group of beings, don't forget that you can zoom in and out with the C Stick to get a closer look. Also, when you get a positive bounty, the bounty's picture will immediately pop up, so if you're scanning a lot of people and don't get a picture on one in the first femtosecond, move on to the next one to save time (or health). Now, if a bounty is worth more dead, it's pretty easy. Just shoot the poor slob. If a bounty is worth more alive, switch to your Whipcord and tie up the scum. In either case, once a bounty is sufficiently dealt with, walk up to it and press Y to claim the bounty and immediately receive the reward. Cha-ching! Complications If things don't go well and you end up taking the fall, you'll have the opportunity to continue (actually five opportunities). You'll be placed at the last Checkpoint you touched, in the same situation (all enemies you killed stay dead). =========================== 4B. Weapons and Equipment = =========================== Jango's Mandalorian armor is packed with all sorts of nifty gadgets and gizmos that can help him get around, in addition to the armor itself, which is light enough so that Jango can perform complex manuevers, but hard enough so that Jango can withstand more hits than the average Joe. Primary Weapons: These are weapons integrated into Jango's suit in some way. Fists - All Mandalorians undergo intense unarmed training as well as armed. Naturally, Fists should only be used for short-range, and even then there are usually better options (which we'll get to later), but it's sometimes fun to bash people around... Blasters - Jango's Westar-34 Twin Dual Dallorian Alloy Blasters are his signature weapons. Light and easy to use (and twirl), they have special long-life energy packs installed (for the purposes of this game, infinite shots). Rapidly pressing the A Button makes this the fastest-firing weapons in the game. They're not overly powerful, but if you target an enemy, and there's another nearby, you'll fire at that second one as well. ID Scanner - This helmet-mounted scanner contains info on bounties downloaded from the Holonet. Use it on enemies to find out if they prices on their heads. It's sometimes a pain to use, especially if you're being fired at. You're better off using it from a distance, and you can zoom in and out with the C Stick. Whipcord - Jango's gauntlet-mounted snare is a thin, yet strong rope. Using it on an enemy will incapacitate it for about twenty seconds. Less time for bosses. Use it to get free hits in, or to claim living bounties. Dartcaster - No, these aren't the Kaminoan darts, they're a different variety. You start most every mission with five of these, with the opportunity to pick up more along the way, up to a max of ten. Shooting one of these darts at any normal enemy will poison and drop them immediately. Flamethrower - Another "instant kill" weapon. You will only be able to use this weapon after getting the Jetpack in the second level of Chapter 1. While using this weapon, you cannot move, but you can use the Control Stick to aim the flame at any point around you. Any normal enemy caught in the flame will thrash around for a bit, then die. The reason you can't use it until you have the Jetpack is because you use its fuel, but at a slower rate than you use it when you use the Jetpack. If you have a bunch of melee fighters on you, use this to make a nice big mess, or if you can force enemies to chase you into a bottleneck. Thermal Grenade - You'll start carrying these weapons in the third level of Chapter 2. You could start missions with a few, or with none and pick them up later in the level. Anyway, these are used much like any other grenade. Press A to wind up your throw, hold longer to build up throwing distance, and let go of A to throw the grenade. Much of the time, a Grenade won't be enough to kill, but it will seriously injure. Just be careful you don't bounce it back at yourself. You can carry a max of 10. Missile - These warheads are mounted on your Jetpack. You won't be using these until the first level of Chapter 3. If you lock onto an enemy and fire, the Missile will seek out the enemy. If in Look Mode when you fire the Missile, you can use the Control Stick to guide it. It will attempt to align itself with your reticle. It's a powerful explosive, a bit moreso than a Grenade. Sometimes you can get outright kills with this, and you'll definitely toss your enemies for a loop. You can carry a max of 10. Sniper Rifle - You'll start using this weapon on the first level of Chapter 4. Like sniper rifles in many other games, you'll use this as a long-range weapon. Use Z and the C Stick to use the scope. Any missions you have the Sniper Rifle, you'll start with five shots, and you can have a max of fifteen. Cluster Missile - You can find these in the second level of Chapter 5. Fire this missile and it will split into three, which will home in on nearby enemies. Boom... I'm pretty sure you can carry a max of 10, but there's not even ten in the entire game, so it's just a guess... Secondary Weapons: These weapons can sometimes be found lying around in missions. They have limited ammo, and will disappear after being depleted. Blaster Rifle - This workhorse rifle has a lower rate of fire than your Blasters (comparing furious tapping of A with Blasters, versus holding down A with the Rifle), but it's a bit more powerful. You'll have 99 shots when you grab it. Heavy Gun - This large rifle has a high rate of fire and is very powerful, but is a bit inaccurate. It fires at about six-shot bursts. Kind of a "spray and pray" weapon. You'll have 99 shots when you find it. Grenade Launcher - This explosive delivery system hurts about as much as your average grenade, but with the added kick of propulsion. It will have twenty grenades when you take one. Stationary Turret - When you find a Turret, press Y to use it. You have unlimited ammo, but you only have about a half-sphere turning radius, maybe a little less. ========================== 4C. Pickups and Powerups = ========================== These thingies are lying for you to replenish certain aspects of yourself. If you don't need them, you won't be able to pick them up. Sometimes enemies drop these, and they'll disappear after about 30 seconds. You can easily spot most of these items because they glow blue (health and checkpoints) or orange (weapon refills and Feather Icons). Only the Extra Jetpack doesn't glow. Bacta Fluid Vial (Small Health): This is a glass canister with green stuff inside. It restores 20 percent of your lost health. Most enemies have about a 33% chance of dropping these. Bacta Fluid Crate (Large Health): This is three bacta canisters grouped together. It restores your health completely. This isn't dropped very often, but it's not too hard to find one at regular intervals. Sniper Rounds: This looks like an oddly-shaped clip of rounds. It replenishes five rounds for your Sniper Rifle. Toxic Darts: This is represented by a three-pronged dart. You'll get five darts from this pickup. Thermal Grenades: There are two different grenade pickups. One that gives you one grenade, and the other gives you three. Missile: Grab this thin pointy missile-shaped pickup to add one Missile to your stock. Cluster Missile: Looks kinda like a missile, but it has a thicker top. Adds one Cluster to your stock. Checkpoint: Not mentioned in the manual, this is a floating blue circle with a knife in it. Take it, and you'll return to that spot if you kick the bucket. Feather Icon: Also known as "Secrets". There's one in every mission. Find it to get pictures of Trading Cards in the Bonus Items menu. Extra Jetpack: Grab this and you'll seriously extend your flight time for a bit. Your fuel will look the same, but as you fly, it'll go down slower, but it won't go back up. Once it's depleted, you'll go back to your normal Jetpack. With the extra kick, you can go a lot farther, but you can't go any higher than normal. Mandalorian Rage: This orange skull emblem is ten seconds of invincibility and a higher rate of fire on all your weapons. =========================== 4D. Supporting Characters = =========================== (in order of appearance) Count Dooku (Darth Tyranus) - One of the twenty Jedi Knights in recorded history to leave the Order in pursuit of a life as a politician. Unfortunately, he also joined the ranks of the Sith in the process, serving as apprentice to Darth Sidious. It's this man that gives Jango his mission of tracking down the Bando Gora. Darth Sidious - Count Dooku's master tasks his apprentice with both wiping out the Bando Gora and finding a suitable template for the upcoming clone army. Rozatta - A female Toydarian, and the being Jango trusts the most, Roz is the owner of Outland Station. She serves as an informant, and sometimes mother figure to Jango. Meeko Ghintee - This unscrupulous Muttanni is known for his underhanded tactics in pit fighting arenas. To Jango, he's just another bounty... Montross - One of Jango's fiercest rivals, this former Mandalorian is also a bounty hunter, but hunts more for the kill than the money. In the option of "dead or alive", he usually goes for "dead". He's also in the running for the bounty on Komari Vosa... Jervis Gloom - The bottom rung of the criminal ladder, Jango will need to find this human deathstick dealer to get a lead on the Bando Gora. Senator Trell - This Twi'lek is involved with some shady deals, and is another link to the Bando Gora. Bendix Fust - In order to get close to a Dug named Sebolto, Jango will need to bring in this fellow, who's serving time on the prison on Oovo IV. Zam Wesell - She appears to be a human female, but is in actuality one of the galaxy's few Clawdites, a shape-shifting race. It's unknown if she is really, in fact, female. Jango runs into her on Oovo 4, and finds out she's also hunting Bendix Fust. Sebolto - This Dug Lord is a druglord (heh heh...) He runs a deathstick factory on Malastare, hidden deep beneath what appear to be natural Dug dwellings. He's another piece of the puzzle leading to the Bando Gora. Longo Two-Guns - This nasty fella runs a nasty gang of bandits. Jabba has put a price on his head, but no one's come to collect, yet... Jabba the Hutt - A younger Hutt trying to muscle in on what used to be chiefly Gardulla's racket. He's doing surprisingly well considering his relative lack of experience. Gardulla the Hutt - Currently the most powerful Hutt on Tatooine, but she's getting old and seems to be losing influence in recent months. Komari Vosa - Once a very talented Padawan under the tutelage of Dooku, Vosa was an impressive specimen of combat, but prone to fits of rage and aggression, as was evident in a battle on Galidraan, where she slew twenty Mandalorians. While the Council debated what to do with her, she followed a team of Jedi on a mission to defeat the cult known as the Bando Gora. She was captured in the fight, but used her growing influence over the Dark Side to take control of the cult. ============= 4E. Species = ============= Even though humans tend to be the most prominent figures in the galactic limelight, the Star Wars galaxy plays host to hundreds of non-human species, several of which are featured in this game... So, why bring it up? Well, your bounties can be one of many different beings and different species, and when I point them out to you, I'll be using the names of their species. Star Wars fans should pick up quick, but newcomers might be confused, so here are their names and what they look like, in alphabetical order... Aqualish: These gruff people look like they have walrus heads. Obi-Wan Kenobi chopped the arm off one in the Mos Eisley Cantina. Bith: Large bulbous head and big black eyes. There were a group of these guys playing at the Mos Eisely Cantina (Figrin D'an and the Modal Nodes). Clantaani: These guys have elongated faces and flappy ears. They're somewhat reminiscent of Gungans, only the ears are shorter. Draag: These guys have large protruding lower jaws with pointy teeth. Dug: These fellas are short, and they walk around on upper appendages, while their lower ones are generally used for fine manipulation, as opposed to most humans. Gamorrean: These guys are pudgy and pig-like. There were some guarding Jabba's palace. Gran: The trademark feature of these guys are their three eyes on stalks. Guineo: These guys have have extended heads that come to a point. Ishi Tib: These guys are recognizable by their eyestalks that kind of stick out horizontally from their heads. Ithorian: Nicknamed "Hammerheads", these guys have some of the oddest-shaped heads in the Star Wars universe. Jawa: Short and always wearing hooded, brown robes, with their eyes glowing from inside. Klatooinian: It's sometimes tough to tell these guys from humans, but they have large skin folds on their faces which can differentiate them. Nikto: These look very human from far off, but they have scaly faces. There are several different types of Niktos in the galaxy, and you'll meet the Kajain'sa'Nikto, and the Kadas'sa'Nikto in this game. They really don't look all that different for the purpose of the game, so I'm just going to call them all Nikto. Rodian: Green skin, with big round black eyes. They also have small antennae and snooty mouths. Greedo is one of them. Sullustan: These are shorter, mousy people. Lando's copilot in the Battle of Endor, Nien Nunb, is a Sullustan. Trandoshan: These are a large lizard-like humanoid species. Bossk the bounty hunter is one of them. Twi'lek: For some reason, you can only find females wandering around. They're mostly human, except for slightly green-hued skin, and two tail-like appendages that grow from their head (called "lekku"). The dancer, Oola, that got fed to Jabba's rancor is a Twi'lek. Tusken Raider: Swarthed in cloth, with special breathing masks. They're also known as Sandpeople, and are recognized by their familiar grunt. Ugnaught: Really short guys in robes with beards. They were in Bespin, carting around the busted C-3P0... ============= 4F. Enemies = ============= Most enemies in this game fall under species as listed above, so I won't go into how each enemy differs in species, since they all basically fight the same. However, I will touch on how different enemies are armed in this section, as well as some special species cases. Melee Fighters: There are a few basic types. There are some generic types that punch. There are Gamorreans that use big vibro-axes. There are prison guards that use stun batons. There are Tuskens that use Gaffi Sticks. Easiest way to take them all out is with the Flamethrower. Use platforms so they can't reach you, if you have the option. Red Blasters: These are pretty basic rank-and-file troops which you'll be seeing a ton of. Green Blasters: Often, you can't tell the difference between Red and Green bad guys until they start shooting. Enemies with green shots are far more accurate, thus causing more damage quickly. Blue Blasters: These guys are carrying Heavy Guns, and they're real nasty. Just like when you use a Heavy Gun, the shots aren't accurate, but they'll hurt like heck. Security Drones: These prison bots fire blue bolts at you, not as rapidly as Blue Blaster guys, but they're more accurate. Missile Troops: These bad guys stay stationary for the most part. They fire their missiles much as you do, and they will try to home in on you, but they're not the best of shots. Sniper Troops: Nasty, nasty, especially if you don't know where the shot's coming from. They don't move much, but they don't really need to. You'll start getting these thrown at you on Malastare. Grenade Troops: Not very common. You'll know they're around when you hear the grenade's distinct "clank". Run and gun. Turret Troops: Probably the most deadly of all gunning troops. They'll be manning Turrets, naturally, and they fire green blaster bolts very swiftly. Take them out immediately, preferably with heavy long-range weapons. Auto Gun: A ceiling-mounted laser cannon. It can track you pretty well. I suggest firing while charging at it, so the shots go over your head. Nexu: A fierce predatory creature found in the jungle of Malastare. It's very swift and can be on top of you in a matter of seconds, at which point it will swat you around until you're dead. Use a Dart to take them out before they take you out. Massiff: Another predator, but a little slower than the Nexu, found on Tatooine. Still dangerous if it gets close, but you should be able to put it down in most cases before problems arise. Bando Gora: These guys belong in a separate entry, because they're so dang nasty. There are three types. One is a basic melee grunt type. He'll charge you like an ape and hit you hard with his flailing arms. Another, more powerful type wears a skull mask and carries a spear trailing green stuff. Both can be dispatched easily with the Flamethrower. The third type is much more insidious. A sniper with a blowgun, firing at a high rate for a sniper, and with chilling accuracy. Take this enemy out in any manner possible. ================ 4G. Hints/Tips = ================ Keep moving in a firefight or you're bantha poodoo... This not only means run around while you shoot, but also use your evasive manuevers and Jetpack. Use your Flamethrower for melee or close quarters encounters, Sniper Rifle for distant foes, Grenades for groups nearby, and Missiles for far off groups. Use Darts for particularly dangerous foes. You won't always have all your weapons available to you. Make sure you take stock of what you have before heading into a fight. If you can't find the way out of a room, make sure you look above and below you. If you have the Jetpack, fly to all corners of the area. If you see a platform rather far away and there's a complicated way to get there, go there. If you're tracking bounties, and trying not to kill them in a fight with others, don't use the Blasters, since you may automatically target them accidentally. Even if you don't have a Sniper Rifle, you can still psuedo-snipe. Use your ID Scanner to get centered on an enemy, then pull out your Blasters, don't move the crosshair, and start shooting. ******************************************************************************* 5. WALKTHROUGH ******************************************************************************* $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Chapter 1 - Outland Station: Dead or Alive, Meeko $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Intro: The classic Star Wars opening music and intro crawl. Darth Tyranus is contacted by his master, Darth Sidious, to destroy Komari Vosa, leader of the Bando Gora, and to find a suitable person to base their clone army off of. Meanwhile, Jango Fett is at Outland Station, tracking the bounty named Meeko Ghintee. He finds him above the Pit Fight Arena, catching him in the act of cheating at the fight by controlling his monster remotely. He blasts his bodyguards, causing Meeko to drop the remote, and fall after it. He lands relatively unhurt. Jango drops down to make the catch, but Meeko uses his remote to send his beast after Jango. Jango's Jetpack is knocked off in the fight. ===================== 5A. Pit Fight Arena = ===================== Overview: This is a bit of a training level. Yes, you'll be in danger through much of the level, but it's relatively light on the action. Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts Secondary Bounties: Five Walkthrough: Lock on to the Borhek with your R Button and start blasting it. Don't get too close. If it charges you, use your B Button to evade. After many shots, it will go down, and a part of the fence will deactivate. Hop over and use your cutting torch on the grate. Ride up the elevator on the other side. Large Health up here. Use Y to hit the console here to open the floor in the middle of the arena. Head back out and use Y to hang on the ledge. Push Down on the stick to drop to a halfway ledge, then drop to the floor. Head through the open door to one of the beast holding cells. Turn right and drop down into the feeding trough where the Small Health is. Cut through the grate here, then crawl through the pipe and cut through the next grate. Follow the game prompts in this next room to climb up a ladder, cross a ledge, and hop up to a hole in the floor. You'll drop down to a hallway and Roz will mention that a few of Meeko's thugs have prices on their heads. Take your first CHECKPOINT here. BOUNTY #1 is the Gran right down the hall from you. Take him alive. In a nearby corridor, four weaponless thugs will come out of a locker room to challenge you. Blast them. Step into the nearby elevator. Once you ride up, head to the right to find a CHECKPOINT. Head back down the hallway the other way. As the game will suggest, use your Look Mode (Z) to blast the barrel and take out the Gran in the room. Blast the other one blocking the force field and you'll find three Gamorreans and two thugs. One of the Gamorreans is BOUNTY #2. If you continue on the ground level, you'll soon reach a room with two Rodians with blasters. There are two other ways out of here. Each hallway leads to a locker room with a Rodian and some other guys. The Rodian in each of these locker rooms is BOUNTY #3 and BOUNTY #4, respectively. Now, head back to the training area and climb up to the platform above the door you just went through. In the next room are six Gran with blasters. After this room is a CHECKPOINT. In the next area, you'll see two Massiffs in a cage, and you should probably take them out. Blow the barrel to the next room, where you can grab a Large Health and a CHECKPOINT. Crawl through the shaft on the right side of this room. You'll drop into a shaft, and find yourself being shot at, or so you think. Turns out you ended up at the station's shooting gallery. Scan the guys and you'll find that one of the Gran is BOUNTY #5. So, there are about seven or eight Aqualish, Rodians, and Gran here blasting you. At the front of the gallery is a Blaster Rifle in case you want to use it. Turn the place into your own shooting gallery, then enter the next room, and look up and behind you. You'll see a barrel on a ledge. Shoot it to blow open the force field, then head back out to the gallery and on top of the firing bunker. Grab the Darts and hop over to the grate. Cut it down, then hop into the low area in the next room. Crawl to your next CHECKPOINT. In this next area are several shooting bad guys. Waste them all. You'll need the beast handler's help to get out of here. Take a pot shot at the beast behind the bars. The handler will come running out to check on his baby. You can watch him if you wish, or go through the now unlocked door. Take the door on the left as you pass by to find your first FEATHER ICON in the handler's quarters. You can now leave the arena by the far door. ================== 5B. Merchant Row = ================== Overview: Now it's time to find where Meeko ran off to. This area marks the return of your Jetpack to the fray about halfway through, so there's some flying to be done. Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts Secondary Bounties: Ten Walkthrough: You'll start by sticking up a Gran, and threatening him to show you where Meeko is. Follow the Gran for a bit. When you turn a corner, scan the droid to your right to find BOUNTY #1. Follow the Gran some more and he'll take you to the hideout (which, honestly, you could have easily found yourself). Meeko will be on the other side, and he'll take off while he sends some bad guys after you; about five on the ground and two above you on the catwalk. Once they're gone, enter the hideout and grab the Large Health. The elevator's broken, but you can still get up to the upper level by climbing. There are three Rodians up here to play laser tag with. Burn the nearby grate down to grab a CHECKPOINT. Continue on across the catwalk to the next area. Drop down and to the nearby corridor. There's an Aqualish here to kill. Use the control panel near him to open the door to more action. Meeko's far ahead of you, and you can scan and mark him if you're quick enough (even though you can't officially catch him, it makes it easier to track him later). Also, BOUNTY #2 is the little Ugnaught to your left. There are several guys ahead of you to fry, so do so. Careful, because there are infinite enemies in this area, coming from nowhere, so be sure to move on. The bridge across the gully here is broken, so you'll have to drop down. The Gran shooting at you down here is BOUNTY #3. Climb into the nearby point, burn the grate and climb up the ladder. Shoot the two thugs up here and grab the CHECKPOINT. Head into the other pipe and slide down. You'll land in another street area with more bad guys. Chase Meeko through another door and peg the three Aqualish here. Meeko busted the elevator, so you'll have to climb on the nearby box, then jump to the white hanging ledge near the elevator platform. Shimmy over, hop onto the platform, and continue on. BOUNTY #4 and BOUNTY #5 are above you, shooting from a tower. You may get lucky and one could drop down to your level, but more than likely, you'll have to loop back around to nab him. Anyway, shoot all the bad guys down here, and head out the only other door, and you'll reach a CHECKPOINT. In the next area are more bad guys and a busted door. Meeko really seems to be into property damage, eh? Burn the grate near the door (never minding my observation about property damage) and crawl through the tunnel. You'll happen upon a little cutscene between a peddler and an Ishi Tib, who're haggling over the purchase of a delivery speeder. Just as soon as they settles on a price, Meeko grabs it and takes off. The peddler offers a Jetpack as a means of chasing him. Jango steps in and negotiates an agreement to get his wings back. All right! Now you can jet around with the best of them. Oh, and you also have access to your Flamethrower now. Burn, baby. First thing to do is look straight up and note the FEATHER ICON. There's only one ledge high enough from which you can reach it, and it's marked by a Large Health. Fly over and grab it. Incidentally, that is also the way to get ahead in the level. BOUNTY #6 and BOUNTY #7 are right across from the ledge with the Large Health, shooting at you from a nearby ledge. Bag them and head across the ledge to the area where Bounties 4 and 5 were. Take them from here. Cross from the towers to a higher ledge and climb up to find Meeko's speeder as it jets away from you. Follow him across platforms. When you get to a place with pipes, look four BOUNTY #8, a Gran, running around below you. Chase the speeder on this bed of pipes and jet to the one running along the far wall. Make your way along the pipe, jetting around the supports, and reach the CHECKPOINT in the pipe near the top of the room. Drop down and give chase to the speeder, gunning down anyone in your way (in case you haven't noticed, we're backtracking to the beginning of the level). Once back at the beginning, follow the speeder to a rather gunky-looking place. Burn the grate near the floor of the muck and fly up the pipe. You'll enter the wettest, wildest water slides that Outland has to offer. Before you go sliding down, though, take the time to nab BOUNTY #9, a Klatooinian. Slide down and eventually, you'll see a hole across from you. Jet through and you'll land on a second slide. You'll soon see another hole near the end of that. Jet through and you'll slide down one more slide, and at the bottom, you better be ready to fly across a large gap. NOTE: If you slide all the way down to the bottom, just find an elevator, and it will automatically take you to the next slide. Once at the bottom, Meeko will crash the speeder and run off. BOUNTY #10 is one of the Aqualish in this plaza. Once he's taken care of, head through the flaming door to enter the next level. ================== 5C. Docking Bays = ================== Overview: Meeko's trying to escape through the cargo areas of the station. You need to follow. This mission requires more intense jetpacking than the last, so let's hope you picked up some skills in the last mission. Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack, Flamethrower Secondary Bounties: Ten Walkthrough: That conveyor belt waaaay off to your right that was pointed out in the opening cutscene is your first destination. Before you do that, waste the bad guys in the area. Below your starting point is a pipe. Drop down onto it (or, preferably, drop to the belt below and to the left, then to the pipe), and then drop once more to get inside it. In here is BOUNTY #1 and the FEATHER ICON. To get out, jet to the top of the pipe, then to the belt. Anyway, to get to the conveyor belt really far out, you'll need to hop on top of those bunkers that you're being shot at from. Jet up to them, and make your way across them and a sky bridge to reach the far belt. Once you reach the belt, follow it to find a CHECKPOINT. Follow the belt inside and you'll soon be upon another CHECKPOINT. There are a few bad guys and BOUNTY #2 (an Ugnaught) down here. To leave this area, follow Roz's advice and blast a fuel barrel when it gets close to the force field. Ride the conveyor belt and you'll find another CHECKPOINT. This large room with tons of conveyor belts has lots of bad guys, and BOUNTY #3 (an Ugnaught) and BOUNTY #4 (a human female). There is also a pack of Darts at the far end of the room. To leave this place, look in the lower far left corner of the area for some green lights, then bust down the force field with a fuel barrel. Head through. This next wide open room has a long drop, so be careful. In here, you'll find magnetic sealers, which prevent you from blowing up the fuel barrels. At the very bottom, you'll find a solitary Aqualish, BOUNTY #5. You'll also find another solitary Aqualish for BOUNTY #6 a bit higher up, on a sealer platform next to the wall opposite from where you come in. Cross and climb the conveyor belts to the other side and you'll find a sealer that isn't working. Take advantage of this and blow the force field to the next area, where you'll find a CHECKPOINT. This next room has a bunch of guys on your left gunning for you. Scan their ranks to find BOUNTY #6 and BOUNTY #7 (both Aqualish). Kill the rest. Jump up to the top tiers of the belts (there's a Large Health on one near where you came in). The highest belt has no barrels, or a force field. Ride it up to the next area. You'll reach a wide open area, and it seems Meeko found the ship he was looking for... THE LONGSHOT: I dunno where this was found, but apparently, that's the name of this ship. There are six guns and a missile launcher on the ship for you to take out, as well as a few thugs running around for support. BOUNTY #9 is on top of the bunker structure on the floor of the room. BOUNTY #10 is at the very top of the room. Climb to the highest catwalk to find him. Concentrate your fire on the ship, and it will go down once you take out all the guns. Meeko will stagger out of the ship, and you'll finally make your capture. Cutscene: Now we get a look at our rival, Montross, as he completes one of his hunts in trademark fashion. Meanwhile, Roz pays Jango for Meeko's capture, and gives him a communication from a man named Tyranus, about a mark worth five million credits. The mark is Komari Vosa, the leader of the Bando Gora. Roz is apprehensive, but mentions death sticks, and a bounty on a dealer. Jango feels it's a start. Meanwhile-meanwhile, Montross receives the same transmission from Tyranus... $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Chapter 2 - Coruscant: Lowlifes in High Places $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Cutscene: Jango approaches Coruscant, and Roz gives him the skinny on Jervis Gloom, who's also wanted by the Coruscant police force. He flies down to the planet in his old Mandalorian ship, which once belonged to Jaster Mereel. ============================ 5D. Entertainment District = ============================ Overview: Ahh... Y'know, Coruscant's a 24-hour town... er... planet. This place has a lot of innocents as well as thugs working for Gloom that he hired for protection. Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack, Flamethrower Secondary Bounties: Fifteen Walkthrough: Take the obvious path of doors down the ramps. At the bottom of the ramps, find a Blaster Rifle. Head out to the main plaza area, where you'll find a CHECKPOINT just sitting there. BOUNTY #1 will be to your left as you enter the area (the dancing Twi'lek). Continue straight ahead and hang a left into a small bar. BOUNTY #2 is the young lady at the bar. Head back outside and all the way around the plaza to the end, where you'll find a Bith (aka BOUNTY #3) spacing out. Now, head back to where you first entered the plaza and enter a nearby door next to an orange sign to go ahead in the level. Climb the ramps and cross the bridge up here. BOUNTY #4 is the Ishi Tib hanging out here. Grab the CHECKPOINT, as well. BOUNTY #5 is the human down the street a bit. There's a door next to Bounty #4 which leads up to a bar and BOUNTY #6. Anyway, head back to where Bounty #5 was and you'll find a bridge leading on around a circle tower (with some bad guys on it). There's a CHECKPOINT on the other side of the tower. Now, to get ahead in the level, you'll have to go down one of two ways, and both have a bounty. To your left is a green door. Take the ramps down and you'll find BOUNTY #7 at the bottom. That's one way out, but instead go back up and head to the structure in the middle. You'll find a big spiral staircase leading down. BOUNTY #8 is at the bottom of this one. Be careful, because this bounty has a feeling you're looking for him and he sprints away. Chicken. He doesn't disappear, so you may want to leave him after you marked him so you can get him later. BOUNTY #9 is down on the lower level of this area, near a dead end. He's a Sullustan. At any rate, there are also several bad guys in the area, so watch out. There's a CHECKPOINT on this lower level, too (near where you exit from Bounty #7). This next area has several bad guys, as well as BOUNTY #10. You'll see Jervis here, and Roz will point him out. Tag him if you get the chance, but it will be to no avail, as he'll run off. Follow him into the warehouse. Take out the two guys in the warehouse and trail Jervis. Cut down the grate and start running up the ramps. You'll reach an area with buildings and close alleys. Jervis first stops near a building with an open balcony. You can fly up to that balcony for the FEATHER ICON. Follow Jervis into another building. Run down some ramps and you'll find another CHECKPOINT, and chase Jervis through some more of his thugs. Take the time to look for BOUNTY #11 (a |
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Another Star Wars: Bounty Hunter Walkthrough :
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