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Phantom Menace

.. lp you. In the room to the left of the conference room, you can find a thermal detonator in a compartment (use the handprint icon). There is also a full health powerup in the little round room (service closet). In the other room to the right of the conference area, the compartment has a blaster with 250 shots.

At the end of the hallway, there is an R2 unit fixing a broken door. Be careful; to the right of him are two battle droids waiting in ambush. Kill them, then go through the service closet and use the control panel to open the broken door. If you need it, grab the full health powerup in the compartment to the left of R2 droid. Go through the newly opened door and end up in a hallway. To the left is a destroyer droid carousel and a dead end.

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Destroyer droids are a nightmare! It is possible to kill the destroyer droids by having their shots reflect off your lightsaber and back at them, but this takes practice. The thermal detonator will hardly put a dent in them, so don’t waste it. You really need a proton missile launcher, which you don’t have yet. You don’t have to go left, but if you are quick, go beyond the destroyer droid carousel to the worker droid, and kill her immediately before she can release them. If you chose not to go left, go right, down the hallway, and your path is blocked by a locked door. Go into the open control room on the right near the locked door and use the handprint panel.

It will open up a hidden area with a battle droid in it directly across from you. Go across and kill the battle droid. There’s a full health in the service closet, but it will only open if the R2 unit is in this room with you. If he’s not already there, go back down the hallway and find the R2 unit (he may be hiding behind the destroyer droid carousel) and coax him into this room. Once again, use the handprint panel to unlock the big door. Follow Qui-Gon and go straight ahead all the way to the next intersection.

The trade federation viceroy closes the blast doors (you may even get a quick glimpse at him), and you are ambushed by more destroyer droids. These guys have personal shields and are hard to kill. So follow Qui-Gon’s advice: tuck your tail between your ass, Jedi-boy, and get the hell out of there! Go right, and another locked door blocks your path. Take the small opening to your left. You run down a long hallway, but the floor gives way and you fall into a shaft.

You are separated from Qui-Gon and on your own for the rest of this level. Follow the catwalk into a hangar, and watch as your ship is blown to bits. Keep going down the path. Maintenance droids are cleaning this area, and can electrocute you if you’re not careful. Avoid walking too close in front of or behind them, or they will zap you. Use your blaster (not your saber) from afar to kill them.

This area is a bit of a maze, but it’s not very big. Keep to the right side of the maze until you come to a door with a red, double triangular symbol on it. Face the door. Then go to the area to the left where there is a handprint panel that opens it (note the same triangle symbol near the panel). If you find yourself at the ventilation fan (or blades in the floor), then you’ve gone too far.

Just turn around and you should see the control panel on the wall. Use the control panel, and run as fast as you can back to the triangle-symbol door you passed earlier. There is a maintenance droid inside, so let him pass first. Go inside quickly and use the handprint (notice the double circle symbol — it opens a door with this same symbol on it). Exit the room, go straight until you hit a wall, then right into the newly opened door. The doors are timed, so if you don’t make it, you’ll have to do it all over again.

The control panels and two doors are in such close vicinity so you can’t get lost too easily (I hope). Follow the new path past the fan into another cramped hallway. The fork to the left will take you to a room with three battle droids and a full health powerup. After you’re done taking them out, go back down the hallway. There’s a grate in the floor.

If you can manage to jump the grate, you’ll come to a room with a thermal detonator. Go back, and the grate will give way under your feet. Go straight until you reach an intersection with two blue doors and a red door. There are a lot of battle droids here to kill. They’ll come out the right door first, then the door straight ahead. After that, look at the hallway behind you for more droid action. Directly across from the red door is a room with two boxes and a pit in the floor.

The box on the right is hiding a full health powerup. Push the box into the pit and hopefully you’ll take a droid or two out. Jump down into the pit and kill any battle droids that are left. Turn around and use the handprint to open up the big doors. Talk to the Neimoidian for background information.

Go into the service closet on the left and use your lightsaber or blaster to destroy the power generator (the lights will go out). The red door should now be open. To get out of the pit, just jump up onto the ledge or wait for the small elevator to lower/raise and exit the room. Fight more droids. Go through the red door. Immediately go to the elevator to the left and use it, because there is a starfighter droid (the big one with pointy legs) on the ground.

Kill the battle droid once you reach the upper platform. To make the starfighter droid disappear, go through the small hallway about 2 to 3 feet (relatively speaking). When the starfighter sees that it has nothing to kill, the starfighter will go away (you can watch him leave to the left through the grates). Once it’s gone, exit the hallway and take the elevator back down to the ground. Kill any battle droids that are left.

There is a small health powerup on top of one of the crates. See that crate sticking out? It’s just begging to be touched. If you move it, you can find a secret room with a thermal detonator and a small health powerup. In the upper right corner of this room, you can pull out another crate and find a secret room within a secret room. This second room has a proton missile launcher with five missiles.

If you want a nice view of the hangar bay, go through the blue tunnel off to one side. Once you’re through, go back up the elevator onto the upper platform. (If you missed it earlier, you can use the panel and go through the big door to find three droids and a full health powerup). From the upper platform, go back into the hallway (where you hid from the starfighter) and continue forward until you find yourself on a catwalk. Keep walking, and you’ll soon hear Qui-Gon say Obi- Wan.

He’s on the left catwalk below you. Wait for him to speak. Follow his directions, and find a way off the planet. Keep walking until you reach a dead end where an elevator should be. You need to find a way to bring the elevator up to this area. Go down the path near the elevator, and it’s time to play the moving catwalk game.

There is a purple barrier blocking your path. Go left, press the control panel to move the barrier The barrier is now blocking the path that you just came from, and freeing the path that was blocked before. Follow the new path until you get to another control panel. Press it, and it will activate a moving catwalk to your left. Quickly cross it and press the control panel at the end.

This will call up the elevator. Wait on this catwalk until it moves back into place on the other side. Once in place, use the control panel on this catwalk one more time. This will move the purple barrier back into its original position. Exit, and now you are free to use the elevator.

You are now on the lower catwalk that Qui-Gon was on. There is only a dead end to the left. So go the other way (right). A couple of hovering platforms with droids on it will start rising up toward you. You can fight them or just keep running forward.

A platform on your left (near the dead end you’re coming up on) will have a control panel on it. Walk onto this platform, and the level will end. ————————————————– ———————- Level 2: Swamps Of Naboo Mission: Find Qui-Gon ————————————————– ———————- You start this level on top of a mound in the water. Turn left, and start swimming. There should be a dry clearing between two trees on the left. If you can’t find it, just keep swimming along the perimeter of the swamp until you do; you’ll come upon it eventually.

Once in the clearing, you’ll meet up with several battle droids, and a blaster with 250 shots. After you kill the droids, jump into the water, go left, and keep going straight until you come to an uphill path and find Jar Jar Binks. Talk to him. He runs away from the meccaneks. Follow him by turning around and taking the left path (it goes downhill). You are dumped into the water.

Swim left or right (there’s a lone droid to the left), and you will come to a clearing with Jar Jar high up on a rock pedestal. In one corner of this clearing, there is a full health powerup near two droids. After you kill the two droids and grab the health, you can double jump onto the nearby rock pillar and snatch the thermal detonator. Don’t forget to kill the droid patrolling a small ledge near Jar Jar. To reach Jar Jar, go around the rock he’s on and move the big, square hollow log to it (the indentation in the grass serves as a path showing you where you should put the log).

Don’t use force push to move objects; it won’t work (the default use key is the spacebar, so use the spacebar in combination with the arrow keys to move it). Jump up, cross two logs, and jump up onto higher ground. You’ll cross a third log, but don’t cross it all the way (there’s nothing on the other side except about 10 droids with your death on their minds). Instead, turn left, and look down. You should see Jar Jar on the ground below you.

Jump down (grab the Gungan energy ball on the rock on the way down if you can) and follow Jar Jar. Have your saber handy; there are about seven more droids to fight. Jump into the water, and to the right there is an alcove with a small health powerup. Follow Jar Jar out of the water (despite what he says, there is no safe place!). And watch out for a group of those little round creatures in groups, and if you stay in one place too long, they’ll start munching on you.

Just run past them quickly and jump over the small stone wall. From the stone wall, jump into the water. In the upper right there is a small alcove with a full health powerup. Go back out and continue forward. Kill a couple of droids, and then you’ll reach a series of staggering earth platforms.

Do what Jar Jar says and jump to the top. Once on top, you’ll see Jar Jar run away from the meccaneks (mechanics). Follow Jar Jar down a small hill, and you’ll come to an intersection. The left path will lead you to more droids than you can handle, and the right path will take you to Jar Jar, who’s high up on a cliff that you can’t reach. You have to find another way to reach him, so take the center path, and watch out for the falling trees! Keep going (relatively) straight until you hit a wall and can’t go straight anymore. From here, go left.

You should see a little rock with a small health powerup on it. From this rock, you want to go right (pick up the Gungan energy balls in the alcove to the left of the rock if you want). You should now be at a pond with a couple of big (and killer) fishies. If you’re unsure about your jumping prowess and are worried about falling into the water, use your blaster to kill the big fish first (or you’ll become fish food). There are a few dry islands sticking out of the water that you’ll need to jump across.

Your goal is to get to the shore on the far side. If you’ve killed the big fish, you can just swim to the small clearing on the right and jump up onto the platform. On this last earth platform, there is a rock sticking out slightly. You’ll need to make a running double jump off this rock to reach the next platform. Once across, continue forward, and make another running double jump off the log onto the platform where Jar Jar is waiting. Talk to him, and he’ll take off.

This is an area where a lot of people seem to have trouble. You’ll have to make two running double jumps to reach Jar Jar on the other side. But there’s a STAP (a droid on a flying machine) attacking you from overhead. It will develop a flight pattern, so just wait and watch for it. You can try to take it out (jump up and whack it with your saber) or when it’s out of range, you can try jumping or taking the vine across.

Be wary of the vine at this point though, because if you’re hit, you’ll get knocked off. In any case, save your game so you don’t have to find your way back here again. To find the pond if you get knocked down, turn around, keep hugging the right wall, and continue forward. The pond should be on the right and is not very far away. Once on the other side, follow Jar Jar again.

You’ll come to an area with a deep pit and a moveable log. Push the log into the pit. Pull and push it to the other side, then jump up. And here is where you need to do a running single jump (or double jump, depending on where you’re standing) to reach the vines. Once on the vine, go all the way right and press the spacebar to let yourself down again. You’ll meet up with Jar Jar and a butt-load of droids. If Jar Jar dies, the level ends (you’re near the end in any case).

You can kill the droids with whatever weapons and ammo you have, but the quick and fun way is to use the heavy repeating cannon to the left. Get behind it and press the spacebar. You have to position yourself just right or it won’t work. You can move the repeating cannon left or right, and you can also move it up and down. Remember that you are moving the back of the cannon, so if you want to shoot up, you need to press the down key.

And if you want to shoot down, press the up key. There are destroyer droids hiding inside the two crates on the far side, so try not to shoot the boxes if you can help it. Also, try not to walk too close to those two crates, because that can also release the destroyer droids from their hideout. Whack the crate next to you (near the cannon) and you’ll find a blaster. There is a full health powerup right next to this crate. After the battle has ended, follow the path on the right side and you’ll find Qui-Gon and Jar Jar.

That’s the end of this level. ————————————————– ———————- Level 3: Otoh Gunga Mission: Rescue Jar Jar Binks ————————————————– ———————- Follow Qui-Gon and Jar Jar by walking straight until you reach Boss Nass’ chambers. After the short conversation with Boss Nass, talk to Qui-Gon. Exit the room. Go left into the next bubble and grab the Gungan energy balls off the red lounge-couch. Exit, and go straight past the aquarium into a small transport bubble. Press the button.

Exit the bubble, and your only path out of there is blocked by guard Gungans who don’t like outlanders. There are two ways out of this situation. You can follow Qui-Gon’s advice and not kill any of them, or you can go on a shooting rampage. My first time through I went on a shooting spree (the dark side is strong in my family), and took great pleasure in silencing those pesky little Gungan punks who kept calling me a murderer! If you want to preserve ammo, then take the light side path, because once you kill one Gungan, they’l Supernatural Issues.


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