Updated Any% NG+ Speedrun Guide for All Consoles (Vol. 1)
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Updated Any% NG+ Speedrun Guide for All Consoles (Vol. 1)
Updated 1 year ago by StarFalco64

Volume 1

Due to speedrun.com implementing a character limit on guides, this guide had to be split into two parts. This is Volume 1.

For the second part, see here: https://www.speedrun.com/tfu6g/guides/fvn0c

This guide is intended to be a full-game speed walkthrough for the Any% NG+ category of Star Wars: The Force Unleashed (Sixth Generation Platforms). This guide was built off of the previously existing NG+ Boss/Mini-Boss Strategy Guide that kept an updated list of all of our current strats for each of the games bosses and mini-bosses, but is now going to be extended into an updated full-game guide, featuring all of our strats for all consoles. This guide primarily applies to New Game+, as some of the abilities suggested are unavailable when needed without having them already unlocked. This list will be updated as strats change.

General Notes:

  • For NG+ ONLY, players are allowed to use any of the cosmetic skins obtained by using cheat codes from a previous playthrough. It is actually faster to use these skins as it skips the transitions between cutscenes and allows you to skip cutscenes immediately. Remember that NO other cheat codes are allowed in NG+ runs.

  • For NG+ runs, the best Lightsaber Power Crystal to equip before starting a run, and to have equipped for the duration of the NG+ run, is the Amplified Lightsaber Damage Increase crystal. One particular reason for this is that this seems to amplify the Saber Throw ability to a high degree, which makes it extremely effective against all large bosses in the game. This crystal is also useful for quickly defeating Drexl Roosh, Kleef, and Chop'aa. The other Force-related Power Crystals do not seem to effect already maxed-out stats.

  • "Push Barrier" or "Charged-Force Push" refers to the doors scattered throughout the game that Starkiller must stop in front of, hold down the force button, and let go to break through the barrier in order to continue. In almost all cases, these barriers are mandatory to get through, and a great deal of this games strats revolve around getting through these barriers as fast as possible and without getting attacked, causing you to have to restart. On PS2/PSP, the button to press is Triangle. On Wii, the button is Z, followed by a Nunchuck thrust. On Switch, the button is X.

  • This guide will also feature advice on whether or not it is worth it to perform finisher QTEs on the enemy bosses/mini-bosses, as well as whether or not it is worth it to win/lose the Saber-lock/Force-locks that Jedi/Sith bosses will lock you into when you attack each other at the same time.

  • On PSP, many of the enemy mobs in this game require fewer enemy kills than they do on the other consoles. Occasionally, a PSP mob will be faster by a great deal of time for this reason.

  • The best way for Starkiller to move fast is by using the dash ability. The dash ability consumes a small amount of force, but has a roughly 1 second cool down, which usually gives your force-meter just enough time to refill before performing another dash. Take note that in all versions of the game, there is an auto-lock-on targetting system when using the dash ability and if you are nearby an enemy, you are likely to dash in their direction rather than specifically the direction you were holding on the stick. This is something you are going to have to learn how to work around no matter what, but take note that the best way to avoid this from happening or from hindering your movement if it does happen is by air-dashing, you will either avoid the lock-on or you will usually be above them and be able to scoot past when you bump into them rather than being fully stopped.

  • "Lightning + Saber Throw" or "Lightning Throw" refers to an ability combination where you hold down the lightning button, then saber throw while continuing to hold down the lightning button. This allows you to throw your saber and perform a lightning attack for every available frame. The combo with inputs can be viewed here: This combo can also be performed on Wii by replacing the Circle button on PS2 with C on the Wii, L1 with A, and Square with a Wii remote swing. This combo can be performed on Switch by replacing the Circle button on PS2 with A on the Switch, L1 with L, and Square with Y. This combo can be performed with the same inputs on PSP.

  • "Aerial Assault" refers to continuously using the aerial assault ability, jump + force push, on bosses. This strategy seems to be the most effective way to take down most Jedi/Sith bosses, as other attacks generally do not work as well due to the bosses skill sets. An example of the Aerial Assault strat can be seen here:

Without further ado, let's get started with the game.

PROLOGUE

After beginning the game and skipping the introduction cutscenes, you will gain control of Darth Vader. Your first objective is to reach the elevator at the end of the level as quickly as possible. Vader has an extremely slow walking speed, but luckily for all consoles there is a strategy that allows us to walk/traverse faster with Darth Vader. When using Darth Vader's Force Choke ability (holding Circle on PS2, C on Wii, and A on Switch) Vader will walk faster than his normal walking speed. By rapidly pressing these buttons, Vader will remain in the Choke animation while walking forward without losing any of his Force meter.

For PSP only, there is an even better method: by jumping and performing three aerial attacks (Square), Vader will glide sometimes extremely far distances while doing these attacks. If you are nearby Wookiees or Stormtroopers, this performs even better.

To clear out enemies/barriers that are in front of you, use Vader's force push. If Wookiees gang up around you preventing you from moving, it is recommended to use Force Repulse to clear them out immediately. Repulse insta-kills them.

Push Barrier

When approaching the first Push Barrier of the game, use Force Repulse to kill all Wookiees near you before beginning the push. It is rare that Wookiees survive the Repulse and bother you when trying to break through this barrier.

After breaking through the Push Barrier, proceed with the fast-walking strats to the elevator at the end of the level.

Wookiees

Enter the arena and use a force push to kill the two blade-wielding Wookiees that will be running towards you, as well as a force push to destroy the barriers in the middle of the arena. Use Force Repulse to kill blade-wielding Wookiees that charge towards you, and use Vader's Saber Throw to kill the blaster-wielding Wookiees that will only stand at a distance. When there are no more Wookiees in the arena, more Wookiees will always spawn behind Vader's camera, so keep rotating the camera to keep causing more of them to spawn, and Repulse as they get close.

Rogue Jedi

The best way to defeat Rogue Jedi is with Vader's lightsaber. Rogue Jedi will block Vader's lightsaber attacks significantly less frequently if he is attacked from the side. When the fight starts, force grab Rogue Jedi, and throw him towards you by pushing down on the analog stick. This should result in him not facing you directly and you should be able to land several lightsaber hits. Targeting Rogue Jedi can help hit him from the side. This trick is fairly precise but it is worth attempting. Strat can be seen here:

Alternate strat: Choke to get close, then lightsaber attack, from the side if possible. This strat is not perfectly ideal however as retaining a Force Choke on Rogue Jedi increases the chances for a Force-lock.

Perform the finisher on Rogue Jedi to end the level.

TIE CONSTRUCTION YARD

Upon skipping the ctuscenes and entering the TIE Construction Yard, you will now gain control of Starkiller and have the movesets that you will have for the remainder of the game. Notably, you can now dash. You should be dashing at every available moment when traversing levels as Starkiller. Dash forward and through the door in front of you, skipping the very first group of enemies.

Push Barrier 1

At the end of the first hallway is the first push barrier of the level. This one is not particularly hard to get through, simply kill the militia troops who are next to the door with either lightning or a quick aerial assault, then turn the corner so that the militia troops behind you cannot shoot you, and open the door.

Militia Troops 1

After the first push barrier you will immediately be faced up against your first enemy mob of the level. This one is pretty quick to take down, dash forward to kill the two militia troops standing next to the gun-turret (where the TIE fighter crashes) with lightning, then turn left towards the remainder of the group. The militia troops are weak and your lightning makes quick work of them.

After defeating the militia troops, skip the cutscene and jump up to the door that just opened. Then run and dash past the stormtroopers and militia troops you will find in this long hallway until you reach the tall, blue room where you are intended to use the TIE-Fighter wings to scale the room.

TIE-Fighter Wings Skips

This room normally would require you to clear out enemies and use Charged-Force Pushes to create a staircase of TIE-Fighter wings for you to climb up to the next level.

As soon as you enter the room, look to the right and you will see a TIE-Fighter suspended in the air by machinery being built. A wing will be attached to that TIE-Fighter as you enter the room, you should jump onto this wing as its coming out, stand on it, and let the machinery carry you up to the second level.

After you are carried up to the second level, turn to your right and you will see two tall boxes of TIE-Fighter wings stacked on top of each other. If you double jump and then perform two aerial attacks against those boxes, you will be able to clip through the higher box and stand inside of it. Once inside, perform another double jump and aerial attack to clip to the top of this box, then jump up past the force field and you will be at the top of the room on the third level and you can continue forward.

Video:

Push Barrier 2

After leaving the TIE-Fighter Wings room, continue down the hallway and past the first couple groups of militia troops. When you reach the end of the hallway you will see a Rocket-Launcher militia trooper, kill him with either lightning or a quick aerial assault, and maneuver Starkiller behind the left wall out of view of the militia troops behind you to get through the wall. If you are worried about the militia troops behind you catching up to you, you can also quickly kill the furthest group with lightning.

Militia Troops 2

For PS2, Wii, and Switch, this mob is fairly easy to defeat in the perfect amount of time because there are not enough enemies in the room at first to empty the entire mobs health bar. Use lightning to defeat every enemy in the room, and then wait for the militia gunship to arrive. When the militia gunship stands still and its doors open, begin shooting it with lightning to immediately kill the remaining militia troops you need to advance.

On PSP, the enemy mobs health bar is much smaller and you do not need to wait for the gunship to kill enough troopers to advance.

On your way to the next objective, while dashing past all militia troops, you will encounter an area of the floor that becomes electrified. If Starkiller gets too close, he will be stunned. It is possible to get past this without stopping and waiting by single-jumping to the left of the electrified floor and dashing mid-air as you pass it. Sometimes Starkiller will still get hit, but using the mid-air dash to get past it is the best chance at not getting hit without stopping.

Elevator Skips

Upon entering the "Elevator room," the red room in which you have to stand at the bottom and wait for the elevator to reach you before continuing, there is a way to scale this room using only Starkillers abilities. It is possible to double jump up each of the small platforms that poke out from the slanted wall with the yellow-light on them. After reaching the top, you can jump and perform an aerial attack to clip through onto the catwalk. From here, jump up those same types of platforms again, and at the top jump and perform another aerial attack to clip onto the top catwalk to continue on without ever having had to wait for any of the elevators. This also skips the cutscene that occurs when you reach the second level normally. For reference, see the video below.

Video:

Militia Troops 3

This is the group immediately after performing the Elevator skips that guards the door to the AT-ST mini-boss. These enemies are easily defeated with Lightning and a brief Aerial Assault, focus your energy on the weak militia troopers first rather than the sword-wielding ones.

AT-ST

This is the first of many fights in the game in which you will use the Lightning + Saber Throw technique to quickly defeat Large bosses and mini-bosses. See the video above in the general notes for instructions on how to perform this technique. This AT-ST is very weak and it should only take roughly one full Force-meter to defeat it using the Lightning Throw technique. Do not perform the finisher QTE on the AT-ST, the animation is much longer than the amount of time it would take to simply defeat it.

Push Barrier 3

Immediately after defeating the AT-ST, turn towards the next Push Barrier and double jump onto the small platform. There is usually a lone stormtrooper standing next to it, kill him with lightning before breaking through the door so that he does not interrupt you.

After breaking through this door, about mid-way through the next hallway there is a scripted explosion that occurs. There is a brief window where Starkiller can get past this explosion without being knocked back by it by jumping and dashing at the same time, this is the exact same technique as the one used to skip the electric floor earlier in this level. After getting past this explosion, bare in mind that there is a rocket-launcher militia trooper at the end of the hall way, so take note to avoid his direct path so that he does not also shoot you.

After this, dash through the remaining hallways to the next enemy mob.

Militia Troops 4

The final group of militia troops to defeat are guarding the entrance to Rahm Kota's room. All of the troops in this final room at the end of the long stretches of hallways count towards this enemy health bar. The weak militia troops are easily defeated with lightning or a brief aerial assault. If you must fight the sword-wielding militia troops, use Aerial Assault.

After this group, you can enter Rahm Kota's room.

General Rahm Kota

This is the first of many fights in the game in which you will use the Aerial Assault ability to quickly defeat Jedi/Sith bosses. Rahm Kota has 3 phases, each separated by a cutscene between them. His first phase is very easily taken down with one Aerial Assault attack, you should aim to hit him with this immediately when the fight starts. For the second phase, his position will shift, and this phase can be passed with three Aerial Assaults.

The last phase of the fight is the tricky one. If done perfectly, you can stun-lock Rahm Kota with your Aerial Assaults and perform the QTE finisher on him to end the fight extremely quickly. However, Rahm Kota does not always behave, and he may perform a maelstrom attack, during which he is invincible. If this happens, avoid the attack by jumping or dashing, and then proceed to Aerial Assault him.

Perform the QTE finisher to end the level.

JEDI TEMPLE 1

This is the shortest level of the game, as there is nothing stopping you at all between the mission start and the boss fight with Darth Desolous. Use Starkillers dash to speed through the level, and when you reach the wall of rocks that you must tear down to proceed (shortly before Darth Desolous' chamber) use an Aerial Assault to do so.

Darth Desolous

Darth Desolous can be easily defeated using the Aerial Assault ability. He has something of a rhythm to his weak-times. When getting up from an Aerial Assault, Darth Desolous will usually perform the ability where he enhances his lightsaber damage, giving himself the red-aura that he often has while fighting him. He also lets out a roar when he does this and thrusts his body forward in the animation, when he makes this noise and does this movement is when he is vulnerable again to another Aerial Assault.

Perform the finisher QTE to end the level.

RAXUS PRIME 1

This is one of the tougher levels in the speedrun, most runners would probably agree. The strats are very specific and a lot of time can be lost if Starkiller is greatly stopped up. The strats for this level will likely take some practice.

When the level begins, dash forward to the elevator, and then dash past all enemies, past the first cutscene, and continue skipping all enemies until you reach the first push barrier.

Push Barrier 1

Use Lightning to kill the 4 Junk Golems rising out of the ground directly in front of the Push Barrier, and then immediately begin to charge your Push to get through the door. If you were fast enough dodging the enemies that you've already passed in the level, you should have time to get through the door.

Junk Golems

Immediately after getting through the Push Barrier, this fight will trigger. Use Lightning to quickly defeat the Junk Golems that are in front of you, then turn around to kill the other weak Junk Golems that are rising behind you. You will likely also have to kill one of the Junk Dogs that appears, use Lightning to do so as the Rodians around you will also shoot at them.

Junk Behemoth 1

This fight will trigger immediately after fighting the Junk Golems. Use the Lightning Throw technique to defeat Junk Behemoth. This fight can be tricky because of how the Junk Behemoth can semi-randomly block your attacks. Being behind him helps. Do not perform the QTE finisher on Junk Behemoth.

The best way to stop Junk Behemoth from blocking is shown here, the video description explains the strat further:

After defeating Junk Behemoth, dash forward towards Drexl's hideout, and after skipping that cutscene, continue on to the next Push Barrier.

Push Barrier 2

This is a tricky Push Barrier. As you enter the large open-area that this Push Barrier is at the end of, use Lightning to kill the rising Junk Golems on your way across the area. After you've defeated them, jump in to the right of the final small room and immediately charge your push to break through the door. A Junk Dog will rise up when you enter this area, and those enemies can be particularly devious in halting you from getting through the Push Barriers; luckily, they rise out of the ground very slowly and you will have time to get through the Barrier before it can reach you to attack; do NOT attack the Junk Dog as it is rising out of the ground as this will skip its rising animation and allow it to attack you sooner. Opening this Barrier from the right-side is both helpful in putting space between you and the Junk Dog, as well as potentially blocking any shots from any surviving Junk Golems.

After getting through, take the elevator down to the next Push Barrier.

Push Barrier 3

After dashing down the ramp, stop at the point where three Junk Golems rise out of the ground and use Lightning to quickly kill them. Then, double-jump and dash in the direction of the left-Junk Dog that is rising out of the ground in front of the Push Barrier to get on the opposite side of it, charge your Force Push, and break through the door. The intent of jumping behind the Junk Dog is to block any incoming blasts from any Junk Golems with his body. This technique will be utilized again later in the level.

There is an occasional bug where the Junk Dogs will not slowly rise out of the ground, but instead their animation gets skipped and they simply appear instantly. If this happens it is still possible to just barely make it through the Push Barrier uninterrupted, but you may need to clear the room. If you do have to clear the room, use Lightning or Aerial Assault.

After getting through this Push Barrier, proceed forward to the next one, dashing past all enemies until you reach it.

Push Barrier 4

This one behaves very similarly to Push Barrier 1 in this level, use Lightning to kill the 4 Junk Golems that rise directly in front of the Push Barrier, dash forward to get closer to it, and break through.

Junk Behemoth 2 Skip + Push Barrier 5

Immediately after the previous Push Barrier, a second junk Behemoth fight will trigger. The second Junk Behemoth is skippable by opening the push barrier at the end of his room without defeating him. To do this, dash past Junk Behemoth when you enter his room, and use Lightning to defeat the rising Junk Golems on your way to Push Barrier 5 at the end of the room. Quickly charge your force push, then break through the door. A video of the best way to do this can be seen here:

After skipping Junk Behemoth 2, proceed forward to the Drexl mini-boss fight.

Drexl Roosh

Drexl is easily defeated with the Saber Throw, especially if you have the Amplified Lightsaber Damage Increase power crystal active, which you should for NG+. As soon as the fight loads in, run towards Drexl and actually run forward directly into him while using the Saber Throw attack. By standing so close to Drexl, it seems to break his ability to block this attack and he is hit by it very hard. It is best to not actually spam the Saber Throw ability as it seems more effective to perform it in a sort of rhythm, check the video below to see. It is not necessary to defeat Drexl's gang.

Video of this strat:

After defeating Drexl, proceed forward to the Junk Titan cutscene, and skip it to move on to Push Barrier 6.

Push Barrier 6

This one is also quite tricky and if you fail the strat you will likely lose a lot of time clearing out the room so that you can break the door down uninterrupted. Dash forward, and while you're approaching the Barrier, double-jump and dash to the back side of the left-most Junk Dog that is rising out of the ground, you should now be behind him. Immediately begin charging your Force Push and break through the door to skip fighting all of those enemies.

Unfortunately this Push Barrier is also subject to the occasional bug where the Junk Dogs will not slowly rise out of the ground, but instead their animation gets skipped and they simply appear instantly. If this happens, attempt to break through anyways, but if you are interrupted you may have no choice but to clear out the room.

Also note that the specific spot that you want to stand in to perform this technique has been noted to occasionally cause a game crash on the PS2 Emulator version.

Video:

After breaking through, proceed to the Junk Titan boss fight.

Junk Titan

The best way to defeat Junk Titan is by throwing the explosives around the room at him. There are two immediately visible when the fight loads in, and the rest are behind Starkiller's starting position. Other objects also do damage to Junk Titan when they are thrown at him, but the hitboxes are sometimes inconsistent, making the explosives the most optimal.

Note that whenever Junk Titan gets his axe stuck in the ground, a QTE pop-up will appear. However, if he does not have enough health taken from him, this QTE will not always actually defeat him and instead will be a major waste of time. If the quicktime event begins with the Circle button (PS2/PSP), Nunchuck (Wii), or the A button (Switch) then it will kill Junk Titan. If the quicktime begins with the X button (PS2/PSP), Wii remote (Wii), or the B button (Switch) then the quicktime event will not kill Junk Titan.

Perform the proper QTE finisher on Junk Titan to proceed to the Kazdan Paratus boss fight.

Kazdan Paratus

Kazdan Paratus is easily defeated by the Aerial Assault ability, after three Aerial Assault attacks a cutscene will play, skip it to proceed to his second phase (which behaves mostly the same as his first) and defeat him to proceed to the next level.

JEDI TEMPLE 2

After the level loads in, dash past the stormtroopers in the front of the temple and into the main chamber to trigger the first enemy mob you must take down.

Imperial Troops 1

Use Lightning to kill all of the weak stormtroopers on the staircase and in the center of the room, the snipers (laser-light troopers) also have low health and are also ideal targets, avoid the staff-wielding stormtroopers.

After defeating this group proceed into the newly opened hallway, past the Mysterious Voice cutscene, and into the Jedi Temple Library.

As you go through the Library there is another electric-trap that you can jump and dash past, similar to what you did in the TIE Construction Yard. After passing this, use an Aerial Assault to break through the wall of rocks and meet up with the next mob.

Imperial Troops 2

This mob is fairly small but the main problem is that occasionally, more frequently on PSP, the enemies will take a long time to load in. As you approach the group, use Lightning and the Detonate ability (Lightning + Force Push) to quickly obliterate the entire group, the Detonate should defeat the staff-wielding stormtroopers as you will have to defeat at least one of them, there are not enough normal weak stormtroopers to completely lower the groups health.

After defeating this group proceed to the next room, then jump and dash into the Darth Phobos fight. It is recommended to approach from the left side as this one does not have a staff-wielding stormtrooper in the way and they can sometimes stun you as you try to get past.

Darth Phobos (Fast Phobos)

Use Aerial Assault to defeat Darth Phobos quickly, pushing her against the wall that is directly behind her when the fight starts is the best way to do this as she is likely to get stuck. Darth Phobos is supposed to have two phases with a cutscene in between them, but if you defeat Darth Phobos fast enough this cutscene will not play and the second phase will not trigger. This is called Fast Phobos.

It is particularly hard to perform Fast Phobos on PSP, since you do not have the ability to target it is difficult to directly center your Aerial Assaults over Phobos which can cause them to do less damage, or sometimes completely miss.

Perform the QTE finisher on Darth Phobos to end the level.

FELUCIA 1

When this level begins there is little to do before getting ready for the first Push Barrier. Dash forward to the first cutscene and skip it.

Push Barrier 1

Dash and jump past the Felucian Warriors standing in front of you and then dash towards the Push Barrier. Perform an Aerial Assault to quickly kill the two Felucian Warriors standing directly in front of the Push Barrier, dash towards it, and break through. If you were fast, the enemies behind you will not have time to reach you.

Push Barrier 2

Immediately after the first Push Barrier, dash to the end of this next hallway, quickly turn around, and perform two Aerial Assault attacks to eliminate as many nearby Felucian Warriors as possible, then quickly turn around and break the door down. Perform more Aerial Assault attacks if the enemies are not hit by them or if they are heavily surrounding you.

Felucian Warriors + Push Barrier 3

Immediately after the second Push Barrier this enemy mob will trigger. These enemies must be defeated to activate Push Barrier 3 at the end of the corridor. What you should know about this enemy mob is that the enemies always spawn in behind you, sometimes they spawn at the end of the natural area and sometimes they spawn in at the end of the bunker. Upon entering, first use Lightning to kill the first 4 Felucian Warriors on your way to the abandoned bunker. Go down to the end without turning the camera around and check for Felucians at the end of the corridor, then turn around to kill the ones that should be following you inside. Repeat this back and forth process until the enemies health bar is depleted, make sure that there are no nearby Felucians as you are finishing the mob-off so that you can get through Push Barrier 3 uninterrupted.

After making it through the Push Barrier, jump over the Felucians on the other side and dash forward to the Rancor fight.

Rancor

Use the Lightning Throw technique to quickly defeat the Rancor, this should only take roughly one full Force-meter to do so. Do not perform the finisher QTE on the Rancor, it takes far too long.

After defeating the Rancor, run forward and dash past the Felucians to the tunnels for Push Barriers 4 and 5.

Push Barriers 4 & 5

These are the Push Barriers that you must get through to quickly make it through the tunnel-maze. The exact path (from the entrance to the tunnels) is left, right, Push Barrier 4, left, right, Push Barrier 5, right, exit. The best strategy to get through these Push Barriers uninterrupted to is to step on (but NOT attack) the poison-spores that are nearby each one to activate them, as well as dashing at all opportunities to put as much distance between you and the Felucians behind you as you can. The poison-spores will stun-lock the Felucians if they get caught in the cloud. This should allow you ample time to get through the maze without being interrupted.

Video:

Rancors (Double Rancor)

After exiting the tunnel maze, the Double Rancor fight will trigger. The best way to kill them is to defeat them both individually using the Lightning Throw strat, same as the solo Rancor that you fought earlier. Do not perform the QTE finisher on either Rancor.

Push Barriers 6 & 7

Push Barrier 6 is completely free to get through uninterrupted, you spawn right in front of it after defeating the Rancors. Push Barrier 7 is also completely free to get through uninterrupted, at the end of the next path.

After getting through these Push Barriers you will find Shaak Ti, you must then follow her to the end of the path ahead. Simply dash through this path, avoiding the Felucian Warriors along the way.

Shaak Ti

After arriving at the Ancient Abyss the Shaak Ti fight will begin. Like the other Jedi/Sith bosses, use Aerial Assault to defeat her quickly. Her first phase will end after three Aerial Assaults, during her second phase Felucian Warriors will try to aid Shaak Ti, avoid them as best you can but try to keep your focus on Shaak Ti, they can be quite bothersome. Sometimes Shaak Ti will use a healing power where she meditates, a barrier appears around her, and she starts regaining health. Her animations are not breakable so use an Aerial Assault to break her out of her meditation when she begins regenerating health.

Perform the QTE finisher on Shaak Ti to end the level. Be very careful not to mess up this QTE as it is very long and can be a run-killer if failed.

NAR SHADDAA

To access Nar Shaddaa you must first skip past the Vader's Flagship "level." Skip through these cutscenes and load Nar Shaddaa.

Upon loading into Nar Shaddaa run forward to the bar at the end of the first pathway to face the first enemy mob.

Bar Scum 1

Use Lightning to kill the weak enemies surrounding you and then use Detonate (Lightning + Force Push) to kill the Gamorreans, the enemies that surround you immediately will not be enough to fully deplete the enemy health bar and you will have to kill some of the other ones around the room.

After defeating this mob, proceed down the paths until you reach the large room that Rahm Kota is sitting in. On the bridge over-looking the city almost every platform will have a brief "Loading..." screen appear as the next room loads in. This bridge also has several grenadiers on it that are often quite successful at hitting you, attempt to avoid them or briefly electrocute them to stun them.

Upon entering Kota's room double jump up to the second floor and use a dash at the height of your jump to squeeze over the railing. Then dash to Rahm Kota's booth to trigger the cutscene.

Bar Scum 2

Once again use Lightning on the weak enemies and Detonate on the strong enemies (Gamorreans and Weequays). The two human grenadier thugs that stand next to the booth that Kota was sitting in do not count towards the enemy health bar. When the weak enemies on the top floor are down, move to the stairs and defeat all the enemies in that area using Lightning and Detonate. When the enemy health bar is nearly depleted, run to the door on the bottom floor to kill the last weak enemies standing next to the door with lightning and leave immediately. On all consoles except PSP, there will be two enemies standing in this location; on PSP there will be only one.

Skip the stormtrooper cutscene and dash back to the first bar to fight the Shadow Guard. Slower platforms often experience another "Loading..." screen during this section.

Shadow Guard

The Shadow Guard is easily defeated with Aerial Assault like the other Jedi/Sith bosses. After three Aerial Assaults he will enter his second phase, during which shadowtroopers will help him. Ignore them and focus all your attacks on the Shadow Guard. If he uses the force to grab you, use a Force Push to break his hold and ideally hit him as well.

After defeating Shadow Guard the level will end.

Full-level video guide:

JEDI TEMPLE 3

Like all other visits to the Jedi Temple, begin by dashing past the first several stormtroopers and entering the main chamber.

Imperial Troops 1

Use lightning to kill the weakest stormtroopers, leaving the sniper with the laser-sight rifle on the stairs to your left alone for now. Run to the far end of the room killing all the weak troopers with lightning. When you reach the end of the room, and the weak stormtroopers are dead, go back (turning your camera with you) to kill the commander you left earlier. By the time he is dead, turn back around, and three more weak stormtroopers should be spawning at the end of the room; these troopers seem to only spawn when you have a certain amount of distance between yourself and their spawn point, having the camera turned away helps too. This is the logic behind turning back around to kill the Storm Trooper commander.

After defeating them proceed through the newly opened door and into the large and long underground room.

Push Barrier

Dash past the first several stormtroopers in this long passageway, but use Lightning to kill the last 2-3 gun-toting stormtroopers as you pass them. Then, continue to dash forward to get some space between yourself and the sword-wielding stormtroopers. This should give you ample space to get to the push barrier and open it without being stopped. On slow platforms you are likely to see a "Loading..." screen upon entering the room with the Push Barrier.

After getting through the barrier proceed forward to the next enemy mob.

Imperial Troops 2

You only need to kill 4 troopers to open the elevator. The 4 weak troopers are the prime targets for this, and Lightning makes quick work of them.

On PSP, when you enter the room there are often only 3 weak stormtroopers loaded in. You may have to use Lightning and Detonate to defeat one of the sword-wielding troopers if that is the case.

After defeating the Imperial Troops enter the elevator to fight Rogue Jedi once again.

Rogue Jedi

Rogue Jedi is a particularly tricky boss, Aerial Assault is the preferred technique like all other Jedi/Sith bosses but Rogue Jedi has several animations that make him invincible. When you hit Rogue Jedi with an Aerial Assault he will perform a back-flip animation, and then stand back up. The best way to defeat him is to essentially stun-lock him by hitting him with another Aerial Assault as soon as he exits this animation, if you do it well then you should be able to keep him flipping throughout the fight. That being said, Rogue Jedi is a very RNG heavy boss.

When Rogue Jedi's health is low he will prioritize performing the ability that increases his lightsaber damage and gives him a blue-aura around him, similar to the move that he prioritizes in the Prologue and that Darth Desolous uses during Jedi Temple 1. He will be invincible until reaching the apex of this ability, when the aura refreshes.

Perform the QTE finisher to defeat him and end the level.

Full-level video guide:

End Volume 1

This is the end of the first Volume of this guide.

For the second part, see here: https://www.speedrun.com/tfu6g/guides/fvn0c