Jedi Fallen Order walkthrough: a complete chapter-by-chapter guide for new players
Jedi fallen order walkthrough: how this guide is built
This jedi fallen order walkthrough is built for a player who is starting the game for the first time and wants a clear, ordered path from the opening cutscene to the closing cinematic. It is organized the way the game is organized: by the named chapters that Respawn Entertainment uses to break the campaign, with attention to the choices that actually matter for a first run, the fights that are easy to get stuck on, and the puzzles that block progress until you understand one specific mechanic.
Before diving into chapter order, it helps to set a few expectations. Jedi: Fallen Order is a 2019 action-adventure title released by Respawn Entertainment and published by Electronic Arts for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S. It is a single-player, story-driven experience with no microtransactions, no multiplayer, and no live-service layer. The campaign is designed to be completed in roughly twenty to thirty hours depending on how much optional exploration you pursue. The structure borrows the exploration rhythm of a Metroidvania, where returning to a previous planet with a new ability is part of normal progression, while the moment-to-moment gameplay is closer to a cinematic melee brawler inspired by the wider Star Wars universe.
You play as Cal Kestis, a young human Jedi Padawan who survived the purge known as Order 66 and is hiding as a laborer on the scrap heap world of Bracca. The story opens when his Force sensitivity is exposed, forcing him to flee with a former Jedi Knight named Cere Junda, a pilot called Greez Dritus, and a small astromech droid named BD-1. Their mission is to rebuild a holocron that lists the names of Force-sensitive children so the Empire cannot track them. To do that, they travel between several planets, each chapter adding a new piece of the holocron and a new Force ability that opens up old paths. If you have not played the game before, treat this jedi fallen order walkthrough as a route map rather than a puzzle-spoiler sheet. The order below is the order the game intends, but the pacing is yours.
Choosing your difficulty and starting options
There is no way to change difficulty mid-campaign, so the choice you make on the main menu is the choice you keep for the entire run. The five available tiers, in increasing order of challenge, are Story Mode, Jedi Knight, Jedi Master, Jedi Grand Master, and Jedi Grand Master plus Apex mode. Each tier adjusts the damage the player deals, the damage the player receives, and the aggression of the AI, so the difference between the easiest and hardest settings is significant rather than cosmetic.
For a first run, Story Mode is appropriate if you are primarily interested in the story, the cinematic set pieces, and the exploration, with limited interest in mastering the parry and dodge systems. Jedi Knight is the intended baseline, designed to require real use of the parry timing and Force abilities without turning common enemies into damage sponges. Jedi Master and above is for experienced action-game players who want enemies to punish hesitation and who do not mind a few failed attempts on minibosses. The jedi fallen order walkthrough below assumes Jedi Knight, because that is the level at which the mechanics and the strategy advice in this guide are most relevant. If you are on a harder tier, the same path still works, but expect to spend more attempts on the optional minibosses and on the late-game Purge Trooper duels.
One small starting option matters: in the pause menu you can toggle the always-on aim assist for the lightsaber throw from a low to a high setting. Leave it on. There is no competitive or scoring reason to turn it off, and the throw is one of your most reliable ranged answers against distant Stormtroopers and Security Droids.
Core combat systems you need to understand
Jedi: Fallen Order uses a stamina-driven melee system rather than a health-only system, and the most common reason first-time players get stuck is that they do not yet understand the rhythm between offense, defense, and the stamina bar that ties them together.
Your lightsaber has a single double-bladed form at the start. The basic combo chain is two light strikes, a heavy strike, and an area attack. Each hit costs a small amount of stamina, indicated by the white bar above the health bar. Blocking costs more stamina than swinging, and a successful parry costs slightly more than a regular block. When the bar empties, you cannot block or attack until it refills, which leaves you exposed. The most common mistake is to mash attack until the bar drains, then wonder why the next enemy killed you in two hits.
Defense is layered. You can hold a regular block against most attacks, time a parry by pressing the block button at the moment a hit lands to stagger the enemy, or dodge out of the way with a Force- or stamina-assisted dash. Dodging has a longer recovery than a parry and is less reliable against unblockable red-ring attacks, but it is the only safe answer to a few area-of-effect moves. Force slow, a power unlocked early in the story, can freeze groups of weaker enemies and deplete their stamina bars while they are slowed, which is a useful reset when you are surrounded.
Force and Stance are your two secondary resources. Force is the blue bar used for abilities such as Force Slow, Force Push, and the lightsaber throw. It regenerates only when you hit enemies with the lightsaber, so a passive player who is not swinging will also be out of Force. Stance is selected from a small radial menu and changes your heavy attack pattern. Single, Double, and Blaster stances are the three forms that matter for the entire campaign, and Jedi: Fallen Order allows you to swap stances between any save point, so you can think of the choice as a build you adjust for the next fight rather than a permanent decision.
Ability progression and skill point allocation
Skill points are earned by finding Force Echoes scattered through the world, by completing certain optional boss fights, and through the natural course of progression. The skill tree is divided into three branches that map onto the three lightsaber stances, plus a small universal branch.
The single-blade branch favors precision and parrying, with skills that extend the parry window and add a quick thrust follow-up. It is the strongest form against single, aggressive opponents such as Purge Troopers and certain minibosses, and it is the form most speedrun-oriented players end up in. The double-blade branch is a crowd-control branch, with wide sweeping attacks that hit multiple enemies and a passive that increases area damage. It is the safest form in rooms with many weaker enemies, because the spin attacks stagger groups. The blaster branch turns your lightsaber into a tool for reflecting ranged fire, with stronger deflection arcs and an area blast on a perfectly timed reflect. It is the correct answer in long hallways full of ranged Stormtroopers, and it is required for several of the game’s optional challenges.
For a first run on Jedi Knight, a balanced order is to spend the first points on the double-blade branch until you have the wide horizontal sweep, then spend the next points on the universal branch to extend the dodge distance and reduce the stamina cost of the dash, and only after that invest in the single-blade precision skills. The blaster branch is worth one or two key skills, particularly the multi-target deflection, and can be saved for later. There is no wrong allocation that locks you out of the rest of the game, but a single-stance build will feel punishing in rooms that were designed for a different tool.
Backtracking, fast travel, and the holotactics layer
Each planet in the campaign is a small open region with several zones, and once you leave a planet you can return to it through a small orbital fast travel menu on the ship. The first time you reach a new planet, most of its map will be inaccessible, and returning later with a new ability is part of the intended pacing. The map is the best tool for tracking this. The golden paths show routes that are currently blocked by an ability you do not have yet, while the white paths show the routes you can currently use. Treat every planet as a two-visit region, and do not worry about locked doors and unreachable ledges on the first visit; almost all of them are revisited later.
For a player who is interested in the production side of Star Wars games, the late-2010s era that produced Jedi: Fallen Order also produced a wave of narrative-driven, single-player licensed games, and the broader picture of how those projects were structured and licensed is a useful counterpoint to a single-title walkthrough. The franchise itself is documented in detail in the Star Wars franchise entry on Wikipedia, which gives context for the timeline and the production decisions that shaped Cal Kestis’s story. For current industry moves around the wider Star Wars game slate, the news piece on the new Star Wars film and writer appointment from The Hollywood Reporter is a useful adjacent read for a GameDev audience that follows the production decisions behind the franchise.
Holotactics is a small optional tabletop game played on the ship. The opponent’s deck is fixed and follows a specific sequence, so once you have seen the first few cards you can plan your moves several turns ahead. It is not required for the main story, but the rewards include cosmetic ship paint jobs and, more usefully, small permanent bonuses such as extra health or extra Force at the start of a chapter. Playing a single holotactics match per chapter is a reasonable habit for a first run.
Bogano, the Zeffo Vault, and your first exploration loop
The first planet you reach after Bracca is Bogano, a quiet, abandoned world with the remains of a Zeffo settlement. It is the smallest region in the game and the cleanest place to learn the exploration loop because every puzzle mechanic is introduced here. The opening section teaches the basic platforming and BD-1’s ability to slice panels, then the game introduces a wall run, a vine swing, and a brief Force Slow puzzle. None of these are reused in any combination as complex as they appear in this opening area.
There is an early miniboss in the shape of a security droid called the Albino Wyyyschokk in a side room. The Albino Wyyyschokk is a large spider-like creature and is a teaching fight for a weapon you have not had to use yet: the double-blade stance. Switching to double-blade and using the wide horizontal sweep will stagger its legs, after which you can land two or three follow-up strikes before retreating. There is no achievement for skipping the fight, but the skill point is worth a few attempts.
The Zeffo Vault is the story-critical destination on Bogano. To reach it, you must first gather a Zeffo cog, a Stabilizer, and a generator, and use them to restore power to a central elevator. Once the elevator is repaired, the route to the vault is linear, and the only difficulty is a single Force Slow puzzle near the end. After the vault, the holocron is incomplete, and you are pushed back to the ship and onward to Zeffo.
Zeffo and the first real minibosses
Zeffo is the largest planet in the campaign and the place where most of the late-game combat is staged. There are several named sub-regions, and each introduces one of the three sub-weapons that are used as keys for the Zeffo tombs. The first sub-weapon is the double-bladed lightsaber, given as a story reward rather than purchased. The second is unlocked after a miniboss fight against a creature called the Nydak Alpha, and the third after a different fight against a security construct.
The Nydak Alpha is a two-phase fight that teaches a principle that will matter for the rest of the game: there is no shame in retreating to a checkpoint meditation circle in the middle of a fight. The Nydak Alpha uses a combination of fast claw swipes and a charging bite, and its second phase adds a long-range poison spit that is easier to dodge than to block. The recommended pattern is to spend phase one building Force with light attacks, then spend the saved Force on a Slow, then close the distance and land a full combo. If you are running low on health, the meditation circle is right outside the arena, and the boss does not regenerate. Two or three attempts on this fight is normal for a first run.
The third Zeffo sub-region houses the Tomb of Miktrull, which is the only place in the game where you are required to solve a multi-layer timing puzzle with the Force Slow ability. The trick is that the timing is the same every time, so once you have solved one room the next two follow the same principle. The first puzzle requires you to Slow three rotating gears in order so that a moving platform can pass; the second requires you to Slow an enemy and use the body as a weight on a pressure plate; the third combines the two. The jedi fallen order walkthrough for this tomb is short, but the meditation circle outside the entrance is the natural save point before each room, so use it.
Dathomir, the Nightbrothers, and the secret lightsaber color
Dathomir is an optional planet for most of the campaign, but it is the only place in the base game where you can build a special lightsaber with a split-blade and a pure red color. The route to the special saber requires three sub-weapons, each of which is found in a different shrine, and only one of the three shrines is available on a first visit. Returning after unlocking a new ability unlocks the other two, which is the only way to access the hidden tomb that contains the crystal at the end.
The combat on Dathomir is harder than on the other planets, because the local fauna and the Nightbrother warriors are aggressive and tend to fight in groups of three or more. The double-blade stance and the Force Push crowd-control ability are both strong on Dathomir, and the recommended approach is to enter shrines in double-blade stance, clear the room with the wide sweep, then switch to single-blade for the named Nightbrother at the end of the shrine. The Nightbrothers share a parry timing that is the same as a Purge Trooper, so the skills you learn here transfer directly to the late-game duels.
Kashyyyk, the Wookiees, and the vine puzzles
Kashyyyk is the planet that most directly mirrors the original trilogy. The Imperial occupation is heavy, the Resistance fighters are Wookiees led by Saw Gerrera, and the optional content is concentrated in the tree canopy and the Underworks. The story-critical path is short, but the optional content is dense, and the planet is the best place in the game to gather Stim Canisters if you have not already found enough on Bogano or Zeffo.
The vine puzzles on Kashyyyk are the most forgiving in the game. The principle is that vines can only be swung from certain anchor points, and a missed swing will simply drop you back to the previous anchor rather than resetting the whole room. The platforming in the Upper Forest is also a teaching area for the wall run, because the wall run is the only way to cross a long gap that a regular jump cannot clear. As with Bogano, the meditation circle is never more than a short walk from any puzzle, and the jedi fallen order walkthrough for this planet is essentially: clear the story, explore the side rooms for the second visit, then move on.
The Imperial Refinery and the late-game combat escalation
The final planet in the campaign is Nur, a fully Imperial-controlled world with the security level of a refinery. By the time you reach Nur, the game assumes that you have all three Force abilities, all three stances, and a comfortable relationship with the parry system. The Imperial security on Nur is a mix of Scout Troopers, Security Droids, and the much more dangerous Purge Troopers. Purge Troopers are immune to Force Slow in their first phase, block most of your attacks unless you are in single-blade stance, and punish mistimed dodges with a long shockwave. The single most useful piece of advice in the late game is to keep single-blade stance equipped as a default for Nur and switch to double-blade only when you are certain that the next room is full of weaker enemies.
There are three Purge Trooper duels on Nur, and they are spaced so that you can meditate and swap skills between them. The first Purge Trooper can be parried reliably with the default parry window. The second introduces a heavy overhead slam that is unblockable and must be dodged to the side. The third adds a long-range lightning attack that the blaster stance can reflect for a stagger. The most efficient path through Nur is to keep your meditation circle habit, swap stances as you enter each new area, and avoid the optional security rooms until you have cleared the main path. A common mistake is to spend all of your Stim Canisters on the first Purge Trooper duel, which leaves you low on resources for the third.
Bosses, mini-bosses, and the order they appear
The jedi fallen order walkthrough for the main campaign is short on mandatory bosses and long on optional duels. The table below lists each significant fight in the order you will encounter it on a first run, with the location, the recommended stance, and the key mechanic that decides the fight.
| Order | Boss or miniboss | Planet and region | Recommended stance | Decisive mechanic |
|---|---|---|---|---|
| 1 | Albino Wyyyschokk | Bogano, Abandoned Workshop | Double-blade | Wide sweep staggers legs |
| 2 | Nydak Alpha | Zeffo, Ice Subregion | Single-blade, then Slow | Build Force, then Slow for big damage |
| 3 | Second Zeffo Construct | Zeffo, Imperial Dig Site | Blaster | Reflect its rockets back to break shield |
| 4 | Nightbrother Patriarch | Dathomir, Nightbrother Village | Single-blade | Parry the overhead smash for big damage |
| 5 | Tertiary Zeffo Construct | Zeffo, Tomb of Eilram | Blaster | Multi-rocket reflection to break both shields |
| 6 | First Purge Trooper | Nur, Refinery Entrance | Single-blade | Parry the heavy swing, punish the recovery |
| 7 | Second Purge Trooper | Nur, Control Room | Single-blade, then dodge | Sidestep the unblockable slam |
| 8 | Third Purge Trooper | Nur, Core Reactor | Blaster, then single-blade | Reflect lightning to stagger, then punish |
| 9 | Final Story Encounter | Nur, Refinery Core | Single-blade and Slow | Two-phase fight, use Slow in phase two |
There are also a small number of optional bosses that award skill points and Force Echoes. These are scattered in the late-game side rooms on Zeffo and in the Upper Forest on Kashyyyk. None of them are required for the main story, but a player who wants every skill point will visit them, and the level of difficulty is comparable to the late-game Purge Troopers.
Resource locations and what to spend them on
There are four main currencies in Jedi: Fallen Order, and each one has a clear best use. The table below summarizes the recommended priorities for a first run. You will gather more than enough of the first three to fill the skill tree without grinding, and the fourth is reserved for cosmetics.
| Resource | Where it is found | Best use in a first run |
|---|---|---|
| Skill point | Force Echoes, boss kills | Unlock the cross-stance perks you use most |
| Stim Canister | Hidden chests, Force Echoes | Increase maximum health at any meditation circle |
| Force Essence | Hidden chests, Force Echoes | Increase maximum Force at any meditation circle |
| Databank, BD-1 skin, ship part | Scattered exploration, vendor | Cosmetics only, do not spend BD-1 materials on upgrades |
The first rule of resource spending is to upgrade the maximum health and maximum Force before you start spending skill points on cosmetic improvements. The second rule is to spend skill points in the order that matches the next planet you are about to visit, not the order that matches the next boss you have heard about. A player who has not yet learned Force Slow will not benefit from a Slow-extending skill, while a player who has not yet seen a Purge Trooper will not benefit from a parry-extension skill.
Chapter-by-chapter route summary
The numbered chapter list below is the same as the chapter select screen, and it is the order that a first run will follow if the player is not skipping content. The table is the route map for this jedi fallen order walkthrough; the section above each chapter is the detail.
| Chapter | Name | Primary location | Key unlock |
|---|---|---|---|
| 1 | Bracca | Scrapper settlement | None, tutorial only |
| 2 | Bogano, Part 1 | Zeffo Vault exterior | Wall run, vine swing |
| 3 | Bogano, Part 2 | Zeffo Vault interior | Force Slow |
| 4 | Zeffo, Part 1 | Ice subregion | Double-bladed stance |
| 5 | Zeffo, Part 2 | Tomb of Miktrull | Triple-Zeffer puzzle completion |
| 6 | Kashyyyk, Part 1 | Upper Forest and village | Underwater exploration, vine puzzles |
| 7 | Dathomir, Part 1 | Nightbrother village | Optional: split-blade saber parts |
| 8 | Zeffo, Part 3 | Tomb of Eilram | Push, Pull, and the final tomb |
| 9 | Kashyyyk, Part 2 | Origin Tree | Return to the upper levels with new abilities |
| 10 | Dathomir, Part 2 | Temple entrance | Optional: hidden crystal |
| 11 | Zeffo, Part 4 | Imperial Refinery, prologue | None, return to Bogano |
| 12 | Bogano, Part 3 | Final vault | Holocron completion |
| 13 | Nur, Part 1 | Refinery entrance | First Purge Trooper |
| 14 | Nur, Part 2 | Refinery core | Final story encounter |
There are also two short epilogue chapters after the credits, but they are story-only and contain no combat, so the jedi fallen order walkthrough above ends at chapter 14. For a player who is more interested in the wider franchise, the project history of modern Star Wars game development offers an interesting parallel, and the production background of titles like the French JRPG project covered in this Clair Obscur Expedition 33 production feature is a useful counterpoint to the licensed, narrative-driven approach that Respawn took.
Common first-run mistakes and how to avoid them
The first run of Jedi: Fallen Order is fair but specific. The following list is the small set of habits that the jedi fallen order walkthrough suggests adopting early, because each one prevents a failure mode that the game does not warn you about.
- Always meditate at a checkpoint before opening a door to a new room, even if the previous room was empty. Meditation restores all enemies and resets all loot, and several minibosses have a checkpoint directly outside the arena door.
- Swap stances at every meditation circle, not only before a boss. The correct stance for the next room is rarely the same as the correct stance for the previous one.
- Spend Force as soon as you have it. Force does not carry over between chapters, and a full blue bar at the end of a level is a wasted resource.
- Open the map whenever you hear a chime that does not match the ambient music. The chime signals the discovery of a save point, a secret chest, or a Force Echo, and the map will mark the location.
- Avoid skipping meditation circles, even on the easy early planets. The animation is short, the respawn is fast, and the resource refill is significant.
- Do not rush the Dathomir side content on the first visit. Most of it is locked until a later ability, and the early return visit is part of the intended pacing.
- Save the bulk of the Stim Canisters for the Nur chapters. The Imperial Refinery is the longest, hardest segment of the campaign, and the first ten hours of the game rarely need more than four or five canisters.
These habits are simple, but they are the difference between a first run that feels tight and a first run that feels like you are constantly low on resources. The jedi fallen order walkthrough above is a route, not a script, and these habits are the workflow that holds the route together.
Troubleshooting: where first-time players get stuck
A small number of situations recur in player feedback, and the jedi fallen order walkthrough for each is short. The first is the “soft lock” in the Tomb of Miktrull, where a player can solve the first two rooms and then not realize that the third room requires the same Slow technique used in the second. The fix is to reset the puzzle, meditate, and try again with the timing of the second room applied to the third. The second is the Nydak Alpha second phase, where the poison spit has a long wind-up and a short range. The fix is to use Force Push to interrupt the spit, not to try to block it. The third is the Kashyyyk underwater section, where a player can swim past an item and not realize that the item is the only entrance to a side path. The fix is to scan the water in third person, not first person, because the third-person camera reveals a wider field of view.
The fourth is a control issue: a small number of PC players have reported that the lightsaber throw and the Force Slow are bound to the same key by default. The default binding is correct, but if you have remapped the controls, the two abilities can become mixed. Resetting the controls in the pause menu fixes the issue. The fifth is a save issue: the game autosaves at every meditation circle, and the autosave does not overwrite a manual save. If you want to keep a particular point in the campaign for a second run, the manual save option on the meditation circle menu is the one to use.
The sixth and final recurring issue is the perceived difficulty of the final story encounter. The encounter is a two-phase fight, and the second phase adds an area-of-effect attack that can be hard to see in the heat of the moment. The recommended pattern is to keep Force Slow equipped for the second phase, save it for the area-of-effect attack, and use the few seconds of slowed time to land a full combo. This is the same pattern used for the Nydak Alpha earlier in the campaign, and the jedi fallen order walkthrough is consistent in teaching it.
Builds and stance loadouts for a second run
Once a first run is complete, the jedi fallen order walkthrough above is no longer the priority. The natural next step is a second run on a higher difficulty, with a tighter build. The two most reliable second-run builds are the parry specialist and the crowd-control specialist, summarized below.
- Parry specialist: Single-blade primary, with every skill that extends the parry window and increases parry damage. Universal perks lean into the perfect-dodge health regen. This build trivializes the late-game Purge Trooper duels and the final story encounter.
- Crowd-control specialist: Double-blade primary, with the wide sweep and the area-of-effect Force Push. Universal perks lean into the Force regeneration on hit. This build is the fastest for clearing the optional exploration content on every planet.
- Hybrid: Single-blade for minibosses, double-blade for trash rooms, blaster for ranged hallways. The hybrid is the most flexible but requires the player to remember to swap stances at every meditation circle, which is the same habit as the first run.
Frequently asked questions
How long is the Jedi: Fallen Order campaign for a first-time player?
A first run on Jedi Knight difficulty typically takes twenty to twenty-five hours for the main story and roughly thirty hours if the player pursues most of the optional content. A player who rushes the main path can finish in fifteen hours, while a player who chases every chest and Force Echo can spend closer to forty hours in a single playthrough. The New Game Plus mode, unlocked after the first ending, resets exploration but keeps your skill points, so it is the natural way to chase the higher difficulty tiers without replaying the tutorial.
Should I play Jedi: Fallen Order before Jedi: Survivor?
Yes. Jedi: Fallen Order establishes the cast, the relationship between Cal, Cere, and Merrin, and the basic combat system that Jedi: Survivor expands on. Survivor adds a stance-based combo system, a dodge that has more options, and a wider set of Force abilities, and the progression in Survivor assumes familiarity with the first game. The two share a save bonus, where finishing the first game on a high difficulty gives Survivor a small starting resource boost, but the recommended reason to play in order is story continuity, not the bonus.
What is the best stance for the Purge Trooper fights?
Single-blade stance is the strongest default for the Purge Trooper duels on Nur, because the parry window and the precision follow-up attacks give the most reliable damage against a single aggressive opponent. The third Purge Trooper is the exception, because the blaster stance can reflect the lightning attack for a stagger, after which you can swap back to single-blade for the punishment. The double-blade stance is useful only in the rooms that lead up to the Purge Troopers, where the weaker Stormtroopers are best handled with the wide sweep.
Where is the split-blade lightsaber and is it worth the detour?
The split-blade, or special, lightsaber is built from parts found only on Dathomir. The three parts are in three different shrines, and only the first shrine is available on the first visit. Returning after unlocking a new ability unlocks the other two, and the final crystal is in a hidden tomb that requires all three parts. The saber is cosmetic only on the first visit, but it changes the throw and the heavy attack animation. It is worth the detour for a player who wants the full Dathomir story, but it is not required for any achievement or skill point.
Can I switch difficulty in the middle of a campaign?
No. Jedi: Fallen Order locks the difficulty at the start of a playthrough, and the only way to change it is to start a new game. New Game Plus keeps the difficulty of the original save, so a player who finishes on Story Mode and starts New Game Plus will be on Story Mode again. The recommended workflow is to start the first run on the difficulty that you are most likely to enjoy for the entire twenty-five hours, rather than planning to change it later.
What is the best order to spend skill points for a first run?
For a first run on Jedi Knight, the recommended order is: a few points in the double-blade branch to unlock the wide horizontal sweep, then a few points in the universal branch to extend the dodge distance and reduce the dash stamina cost, then a few points in the single-blade branch for the extended parry window. The blaster branch is worth one or two key skills, particularly the multi-target deflection, and the rest of the points can be spent in any order after that. The skill tree resets at the meditation circle, so feel free to experiment.
Are Stim Canisters better spent on health or on Force?
For a first run, health is the safer choice, because a player who runs out of health is dead, while a player who runs out of Force can still swing the lightsaber. A reasonable ratio is to spend roughly two thirds of the canisters on health and one third on Force. The Force investment becomes more valuable in the late game, where the optional Force Echoes in the Underworks on Kashyyyk give a small Force boost that is more useful at low Force than at high health.
Do I need to finish the holotactics game to beat the main story?
No. Holotactics is a fully optional tabletop game played on the ship, and the rewards are cosmetic ship paint jobs and small permanent bonuses such as a small starting health or Force bonus. The main story can be completed without ever playing a single match, and the only practical reason to play is to unlock the bonus rewards. A reasonable habit is to play one match per chapter, because the rewards are most useful when they are gathered gradually rather than in a single sitting.
Is the Jedi Grand Master difficulty worth trying on a first run?
It depends on your action-game experience. Jedi Grand Master is tuned for players who are comfortable with parry timing and who do not mind a few failed attempts on each miniboss. For a player who is new to action-adventure combat, the recommended first run is Jedi Knight, and Jedi Grand Master is a second-run target after the parry timing has been internalized. The Apex mode, which is the mode above Jedi Grand Master, is a third-run target for most players.
What should I do after finishing the main story?
There are three reasonable post-campaign steps. The first is to chase the remaining Force Echoes and chests on the planets you skipped, which raises the skill point total. The second is to start a New Game Plus on a higher difficulty. The third is to compare notes with a wider look at how the Star Wars gaming slate is structured, including the production decisions that shape narrative-driven licensed games, which is a useful way to put a single playthrough in a broader context.




Leave a Reply