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       __________  __     _____      _    _    _  __     _____   ______
      /  ___   __|/  \   |     \    \ \  / \  / //  \   |     \ /  ____|
      \  \  | |  / /\ \  | |>  /     \ \/ _ \/ // /\ \  | |>  / \  \
    ___\  \ | | /  ¯   \ |    \___    \  / \  //  ¯   \ |    \___\  \
   |_____/  |_|/_/¯¯¯¯\_\|_|\_____|    \/   \//_/¯¯¯¯\_\|_|\________/
              ______  ______  _    _  _    _  ______ __    __
             |  __  \/  __  \| |  | || |  | ||__  __|\ \  / /
             | |__| || /  \ || |  | ||  \ | |   ||    \ \/ /
             |  __  /| |  | || |  | ||   \| |   ||     \  /
             | |  | \| |  | || |  | || |\   |   ||      ||
             | |__| || \__/ ||  ¯¯  || | \  |   ||      ||
             |______/\______/\______/|_|  |_|   ||      ||
              _    _  _    _  _    _  ______  ______  ______
             | |  | || |  | || |  | ||__  __||  ____||  __  \
             | |__| || |  | ||  \ | |   ||   | |____ | |__| |
             |  __  || |  | ||   \| |   ||   |  ____||     _/
             | |  | || |  | || |\   |   ||   | |     |  \ \
             | |  | ||  ¯¯  || | \  |   ||   | |____ |  |\ \
             |_|  |_|\______/|_|  |_|   ||   |______||__| \_\

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Star Wars: Bounty Hunter (GCN)
A FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: [email protected]
*******************************************************************************

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
Nikto that shoots at you).  Once you turn the corner to the right, look for
BOUNTY #12 (a human), and BOUNTY #13 (a Klatooinian who shoots back).  Roz
will comment on how bad the situation looks.  If you take the time to go
around the building Jervis ran into, you'll find a grate, and a Mandalorian
Rage behind it.  Use it to clean up the place.  Follow where Jervis went into
the bar.  You'll rough up the bartender a bit to have him call down the lift.
BOUNTY #14 is one of humans in here, behind the bartender.  BOUNTY #15 is above
you.  He's a Nikto on a platform ringing the bar, and you'll need to jet up to
reach him.  It's worth noting that this is the first bounty wanted solely dead.
Ride up the lift, take out the welcoming committee, and capture Jervis ALIVE.
He'll tell you about a guy he works for who runs a nerf-packing plant, Groff
Haugg, and that his speeder will get you there.

=========================
5E. Industrial District =
=========================

Overview:

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack, </pre><pre id="faqspan-2">
Flamethrower

Secondary Bounties: Five

Walkthrough: Step out a bit and scan the far end to find BOUNTY #1, one of
the Guineos in the area.  Tag him, then start shooting everyone else in the
room.  Climb up the ladder and clean out the first catwalk, then climb up to
the second catwalk.  There are a few more guys up here, as well as BOUNTY #2
on the far side.  There's also a switch next to the CHECKPOINT, which opens up
the door on the ground floor, leading to another CHECKPOINT.

In this next room are some more guys, and you'll be facing one of the first
guys in the game with a green blaster, which is more accurate and powerful.
Actually, that particular guy is BOUNTY #3.  Climb or fly up to the catwalk
and clean the area out.  Press the button to lower the cargo containers in the
middle of the room and drop down.  Blast everyone in the room and hit the
button down here (grab the CHECKPOINT, too).  Pushing the button will start
some cargo containers moving.  Look outside.  My, but that looks daunting,
doesn't it?

Your destination in this wide open cargo jumping course is the very bottom on
the other side.  Use your jetpack and jumping to get there as safely as
possible.  You can pick any of the three pipes to go in, because they all
connect.  In the center pipe area is a CHECKPOINT and BOUNTY #4.  To leave,
go between the center and right pipes, where you'll find a ladder and a
CHECKPOINT.

Climb the ladder and get ready to face a ton of enemies.  There's good news,
though, because you'll find a Heavy Gun and a Mandalorian Rage down here.
Have fun.  Climb/Fly up to the top area and you'll find a door in a small room
that will move you on.  BOUNTY #5 is right in front of you in this corridor.

Proceed through the corridor and you'll reach a room that has an orange glow
to it.  This is the carbon freezing chamber.  Run around the bottom of the
area and you'll find the FEATHER ICON easily enough.  Now, fly up the platforms
ringing the area.  It's pretty easy.  At the top, you'll find that someone
beat you to Groff Haugg...

MONTROSS: Montross isn't any more complicated than your average enemy.  He
shoots a red blaster and runs around.  Just lock onto him and keep firing and
he'll run off soon enough.

After your rival beats cheeks, you'll find a communication coming through from
a Senator Trell.  Looks like you have a lead, after all...

================
5F. Upper City =
================

Overview: Morning on Coruscant...  The hawk-bats are a little more cheerful...
The granite slugs are a little less diseased...  This mission requires more
fancy flying than before, but nothing like the cargo jump you did last
mission.  There are also several police to gun down on your way.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Thermal Grenades

Secondary Bounties: Five

Walkthrough: Note you have grenades now.  They're pretty good for clearing
out crowds.  Anyway, you need to get to that building off to your left.
There's a guard on the building you're on (on the other side), but on the left
side is a ramp.  That's half your mode of transportation over there.  The
other half is the Jetpack.  Anyway, before you take the plunge, scan out
at the other building.  There are guards patrolling.  The one on the lowest
balcony is BOUNTY #1.  So slide down the ramp, jet over, and kill your bounty,
as this one is wanted only dead...

Take a right on the balcony and head up the spiral staircase in here, taking
out any bad guys in your way.  You'll soon reach the second balcony.  Cross to
the other side.  Climb up the next spiral staircase.  Take either way around
the top to get to a hallway with a CHECKPOINT, then continue to another
hallway and go to the end to a small room.  Note how your camera pans up.
Jet up to the balcony up here, and follow it to the end.  Drop off the other
side.  Heading out into the next hallway, you'll notice a little blockade's
been set up.  Perfect testing for your grenades, mmm?  Beyond that is a room
that seems like a dead end, but it has a CHECKPOINT.

No doors opening up.  Hop down into the little blue trench and grab the three
grenades.  Burn down the grate at one end and enter a new area.  Jet up to the
top of this shaft, using the red support beams lining the area as your
resting points.  Once you reach the opening, you'll find a couple more guards.
The one shooting green stuff at you is BOUNTY #2.  Head out the black door and
you'll be outside.  Take a right around the tower and you'll find a
CHECKPOINT.

There's a ramp right in front of that Checkpoint, and it's your way forward
in the level.  Take a moment to scan at the other building.  The cop on the
lowest platform is BOUNTY #3.  Slide down the ramp, jet over, frag and bag.
To get to the next platform above you, you'll have to jet up from the nearby
speeder, latch onto the brown ledge halfway up, wait for the recharge, then go
up the rest of the way.  Leap from the next ship to the ledge across from you
the same way, then jet up to the upper ledge in the middle.  Enter the door
and you'll find a Large Health and a CHECKPOINT.

Okay!  Time for some major butt-whoopin'.  You'll find that there are
unlimited enemies in this area, so trying to kill them all is futile.  Some
of these cops have Grenade Launchers (and may periodically drop them), and you
may also find Blaster Rifles.  There is also a Mandalorian Rage on the first
floor behind the pool.  At any rate, the only way for you to move forwards is
to start jetting up onto the pools floating in the middle of the room.  Jump
and grab onto ledges of the floors of the tower, then to pools, until you
reach the top.  CAREFUL!  BOUNTY #4 is up here.  He's one of the cops (he
kinda just stands around).  He's wanted dead, but make sure you mark him so
you can collect.  One of the doors out of the top floor leads to a CHECKPOINT.

That Checkpoint marks where you have to go to the next area from.  If you move
to a certain point, the camera will pan up and you'll see a sky tunnel above
you, with a railing.  Jet up to the railing and shimmy over to the other side.
Once at the other side, jet up to the platform.  There's a ladder leading up,
but let's ignore that for now.  Head out onto the ledge of the building and
walk around the outside.  Turns out some bounties like fresh air, because
BOUNTY #5 is standing outside all by himself on the other side of the
building.  Continue further around and you'll find the FEATHER ICON.  Now,
climb up the ladder near the sky tunnel (there's one on both sides) and
*carefully* run across the narrow apex of the tunnel.  Jump off to the right
once you reach the end towards the ledge, then jet up to the flagpoles on the
side of the building.  Climb up the series of poles and you'll reach the
Senator's suite.

The two of you will have a friendly chat as you dangle him over the side of
his building.  He'll tell you about Sebolto, his supplier of death sticks.
The police will show up and tell you to release Trell.  You'll do so.  Now,
it's time to fight off the law.

CORUSCANT POLICE HEAVY CRUISER: Not only do you have trouble from that
vehicle outside gunning at you, but you'll also find some more cops inside.
Climb up the staircase, gunning down (or flaming) the heat as they show up.
On the upper floor, you'll find a Grenade Launcher just sitting there.  To
take out the Cruiser, first use your Blasters or a Blaster Rifle to take out
the guns on either side, and the missile launcher under the prow.  After that,
pull out your Grenade Launcher and lob grenades into the opening in the
transport.  A few of those should cause the bad boy to plummet to the duracrete
streets below, allowing you to make your getaway.

Cutscene: Jango leaves Coruscant and asks Roz about Sebolto, who runs the
Death Stick factory that's producing tainted sticks for the Bando Gora.  Roz
tells him about the Dug King on Malastare, and that a gift might be a good
idea.  She mentions Bendix Fust, serving life on Oovo IV's maximum security
prison, worth 50,000, posted by Sebolto himself.  Jango thinks it's a decent
idea.  Roz, in the meantime, is worried about Jango, thinking he should settle
down.  Meanwhile, in the hideout of the Bando Gora, one of Vosa's subordinates
tells her of the deaths of the Coruscant contacts.  She dismisses the news, but
remains wary, and tells her subordinate that any bounty hunters will be dealt
with if they get too close.

                  $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
                  Chapter 3 - Oovo 4: The Asteroid Prison
                  $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Cutscene: Jango sneaks into Oovo IV in the shadow of a supply ship.

==================
5G. The Break In =
==================

Overview: You're going to slip in the prison through a cargo supply route.
It's gonna be a mess in here.  Lots of guards to play with.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Thermal Grenades, 3 Missiles

Secondary Bounties: Five

Walkthrough: Note the snazzy Missiles sticking out of your Jetpack now.
Patience.  We'll use them, soon.  Head out of the canyon you're parked in.
You'll come upon the first outpost to get in.  There are two guards on turrets
out here, so it may behoove you to take them out first, either by flying up
behind them on the ledge, or by using Missiles on one or both.  Take out all
enemies in the area and enter the outpost by the front door.  Clean out the
inside of the outpost and grab the Grenades inside.  Fly up to one of the
ledges in here and hit the button to open the other main door.

Outside, in this crowd of guards, is BOUNTY #1.  Destroy this entire crowd
using Grenades, Missiles, or the Flamethrower for quickest results.  To leave
the area, hop up the stone ledges around the canyon.  Grab the CHECKPOINT.

This area here is a landing platform, and it's full of guards.  Before you
get into the mess, scan off to the left side and see if you can find BOUNTY #2.
Note that there are a lot of extra weapons scattered around.  Take advantage
of that and grab the Darts and two Missiles.  There are an infinite number of
guards spilling out of the doors here, so head to your destination, which is
on the first ledge up from the bottom.  Enter the door directly under that
blue tunnel that's connected to the main lift in the center.  Inside, you'll
find a Missile under a ramp.

Climb up the ramp and enter the door to be inside the aforementioned tunnel.
There are Darts in here, as well as a ladder, leading up to the top of the
landing platform, and a CHECKPOINT.

Once up here, clean out the combat crew, then head across the bridge towards
that observation point.  Jet up to the platform near the windowed area and
burn down the grate on the right side.  Activate the door in the passage and
take out the guards advancing towards you.  On the bottom of this next room is
a Heavy Gun if you're up for it.  Walk up the ramps and hit the button in the
control room.  Security breach?  That's not good...

The door you used to come in is now locked.  You'll have to leave through the
bottom door, now populated by bad guys.  Head to the elevator and press the
button to ride down.  This lower area has a CHECKPOINT, Darts, Grenades, 3
Missiles, and a Heavy Gun, and you'll need them to fend off the large number of
guards swarming you.  To leave this room, go to the upper catwalk and find
one of two green doors that lead to the same room.  Push the button in this
room to get another group of guards on you.  How irritating...  Deal with them,
and head through the blast door on the lower level that's now open.  Take the
Large Health if you need it.  Push the button to open the next door.  In this
room is a Security Drone for you to bust open.

The next room is a warehouse.  BOUNTY #3 is off to your right as you enter the
room.  There are Darts, a Grenade, 3 Missiles, an Extra Jetpack, and a
Mandalorian Rage in the rafters here.  Have fun.  To leave this room, walk
up to the catwalks and enter the green lit door to find a control room with a
CHECKPOINT and a Large Health.  Hit the button to open the other door.  This
next warehouse room has Grenades and the FEATHER ICON, which is hidden in a
stack of boxes on the far end of the room.  To leave this room, push a
button near a door next to those stacks of boxes.

The next hallway has two Security Drones to remove.  Once you're past all that,
you'll reach the main lift to the mines and have a friendly (no, really!) chat
with the old operator, Smootie.  Smootie tells Jango that Fust is on Sublevel
One, and that he'll take him down there.  Jango asks about the Bando Gora, and
Smootie tells him a bit of a disturbing tale about them and Komari Vosa,
although he doesn't know where they are.

Once you reach the sublevel, grab the Darts and the CHECKPOINT.  Burn through
the grate and crawl through the tunnel to the hallway.  BOUNTY #4 and BOUNTY
#5 are talking to each other at the far end of this hallway.  Bag them both,
and continue to the end of the hallway, through the door.  Burn the grate and
enter the control room.  Shoot up the inhabitants and push the button.  This
will activate the door right through the window, and release a ton of guards.
Blast them all and head through the now-unlocked door.  There's another
CHECKPOINT in here.  Burn through the grate and you'll reach the cell block.

Or rather, you'll be in the ventilation area outside the cell block.  Don't
worry about any of the holes on the side of the wall.  Where you want to go
is across this room and to the lowest point.  Crawl in the hole and you'll
be in a drainage area under the cell block.  Cross to the other side, then
hop onto the first level of grating.  Walk to the other side and into the hole
in the wall there.  That leads to Fust's cell.

Unfortuantely, just as Jango arrives, Fust's door busts open and a woman
walks in, levelling her blaster at Fust.  Looks like someone beat you to the
punch.

===================
5H. The Break Out =
===================

Overview: Well, that mysterious lady who nabbed Fust also started a riot to
cover her tracks, and Jango's in the thick of it.  Expect some heavy combat
from both guards and convicts in this mission.  For some reason, they ALL go
after you!!

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Thermal Grenades, 3 Missiles

Secondary Bounties: Ten

Walkthrough: BOUNTY #1 is the Gran charging for you right from the get-go.
Scan, waste, and mop him up off the duracrete.  Also take out any other guys
coming at you right away.  Now, careful before you go out, because there's a
Turret firing down on you from above here.  Quickly run to the doors to your
right that lead up there, or fire something powerful at the Turret.  There are
several guards and cons down here, so blast them all.  Fly up to the second
level and head through one of the doors to get to the room with the Turret,
and a button, as well as a Large Health.  Hit the button, then move over to
the Turret.  The door below will open, and a bunch of guards will swarm
through.  Blast everyone you can see, then head back down and through that
door.  Oh, and there are Darts up on the second level if you need them.

Careful walking through this passage, because there's an Auto Gun waiting to
blast you.  Hit from afar with Blasters or a Missile, then press on.  In the
next room, you'll find a Large Health and some Grenades.  Go through the left
room to reach a monitoring station of sorts.  BOUNTY #2 is the guard on the
lower floor to your right.  Many more guards in this room to remove.  Exit by a
green lit door on the upper floor.

There's a CHECKPOINT in the next hallway, as well as some guards.  Proceed to
the next hallway, with a couple more guards, as well as health and Darts.  Go
through the next door, and you'll find the mess hall, which, ironically, is a
big mess.  BOUNTY #3 is the Weequay in the group of prisoners charging at you
as you enter the room.  Kill all the inmates in here after nabbing the bounty,
and you'll get a call about guards moving in.  Perfect timing; just as you've
finished up.  Bust up all the guards (some have blue blasters, so be careful)
and you'll be able to move on through a large metal door on the lower floor.

There's a CHECKPOINT right in this hallway.  In the next hallway is a well-
placed Auto Gun.  I feel the best way to take it out is to charge it so that
its shots fire over you, and lock on as soon as you get close enough so you can
blast it.  Turn a corner and you'll find more bad guys, as well as another
Auto Gun.  Take care of it the same way.  Take the right door into the next
room.

This is one big cell block.  BOUNTY #4 is the Trandoshan alll the way across
the hall.  Try to either take out all the guys on the ground before you go
in, or duck into a cell and flame them as they walk in, because there's a
Turret raining death on you from above.  One of the cells down here has
three Missiles to grab.  Run to the far end of the room and climb up the
ladder to get to the second floor area.  Shoot up the Turret guy from here,
then you'll get a call about more guards coming in.  Lovely.  Climb up to
the third level and you'll find the FEATHER ICON in one of the cells, and
BOUNTY #5 is an unarmed Gran running around.  Fight off the guards and leave by
the door up here.  Proceed through the hallway.

This next room is a big gap with guys firing missiles from the other side.
Return fire in kind, then fly over, trying to avoid fire from the guys above
you (try to shoot them down if it makes you feel better).  Float over to the
other side, and out into the next hallway.  Frag everyone there, then grab the
checkpoint.

The next room appears to be an annex of some sorts.  BOUNTY #6 is at the far
end, on the opposite door from where you are.  Shoot up the contents of this
room, and leave by the door in the far right corner of the lower level.
There's another Auto Gun in the next hallway, so stay sharp.  The next
hallway has a CHECKPOINT, along with a Large Health.  Take it and enter the
next room.

This room is a large hallway, with lots of inmates and few guards.  BOUNTY #7
is far off to your left.  Straight ahead from you at the far end is a
Mandalorian Rage.  Run to it and use it to take out the two Turret guys in the
upper level, then clean up the rest.  Watch out for BOUNTY #8, an unarmed
Trandoshan, who'll appear out of a door on the upper level.  There's a Large
Health in one of the cells on the upper level.

Proceed to the next room and remove the vermin.  Head to the green-lit door.
This will lead you to a room with three bridges and a pit.  This area has
missile launcher guys, as well as blue blaster guys, etc.  You're on one
bridge, and you have to make it to the furthest one across.  BOUNTY #9 is one
of the guards on the middle bridge.  Shoot your way to the end of the bridge
you're on and grab the Extra Jetpack.  Fly over to the other bridge and clean
it out, then fly to the last one.  Take a left to leave this area.  You don't
need the Extra Jetpack, but it's a good safety precaution.

You've finally made it outside.  Grab the Grenades and Health and start
climbing.  When you reach an open area, you'll find a few inmates trying to
break out with a mining machine.  One of them is BOUNTY #10.  It's your old
pal, Meeko!  Put a new stain on his jumpsuit and collect your 10 G's.  Head
out the hole created by the machine and drop down to the big elevator.

Look up and take out the first Auto Gun that's trying to shoot you, then hit
the button.  On your ride up, keep looking up, and aim and shoot up the other
Auto Guns before you get in range.  There are three total.  At the top, head
through the doors, and collect the Large Health and the CHECKPOINT just
outside.  Outside?  Yes!  You're finally out of this mess!

Oh, wait.  Spoke too soon.  Seems the lady was trying to hijack your ship,
but came under fire.  Lots of guards down there.  Pick off what you can with
your remaining Missiles, then jet down and cut in on her action.  Once all
the guards are down, you'll be safe.

For the moment, of course.  A Firespray Patrol Ship flies in and blasts your
old craft.  Looks like you'll have to find a new ride out of here.

================
5I. The Escape =
================

Overview: You and the lady hunter are setting aside differences for now,
until you can find a way out of here.  This level has plenty more guards to
satisfy your lust for killing, possibly TOO many...

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Thermal Grenades, 3 Missiles

Secondary Bounties: Five

Walkthrough: You'll start right off facing three Security Drones.  Blast them,
then the guards that come rushing out after them.  Take the Grenade inside
the passage and turn left.  BOUNTY #1 is one of the guards down there.  At
the far end of the passage is a Heavy Gun.  Activate the button for the
elevator and ride up.

This next corridor has a CHECKPOINT, more guards, and an Auto Gun.  At the end
of the corridor are some Darts and a Large Health.  Head to the next room.

Now, you're in the Main Generator Room.  This room can be confusing at times,
so I'll try to explain it as best I can.  There are platforms, ledges, and
elevators all over the place, so getting around shouldn't be too big of a
problem.  There are also several Extra Jetpacks lying around, making travel
even easier.  There is a problem that every time you visit this room, there'll
be more bad guys, so that's a bummer.  There are also five exits from this
room, including the one you just came through.  You can only go through the
exits one at a time.  The first three will lead you to power reactors for the
shield, and the last will lead to your ticket out of here.  All the doors you
have to go through are in sequence according to height, so you start at the
lowest door, then go to the next highest and so on.  Everybody got that?  All
right.  Let's get to work...

Your first door is across the area and slightly to the left from your entry
point.  Take out the guards outside and inside.  Grab the Grenades and the
CHECKPOINT and move on.  In the reactor room, scan ahead to find BOUNTY #2
standing around near the reactor.  Fire a few shots to get him to come
towards you, then grab him before the bunch of bad guys really show up, and
they will.  Keep firing right down the causeway so you can take them all
out.  Also, snipe some slackers with your pistols, particularly the missile
launching troops.  Before you head to the reactor, shoot the three Auto Guns
below the platform you're on from up here, so they can't peg you.  Drop (or
climb) down to the reactor area.  To blow the coolant system, you need to burn
all three grates, and shoot the circuitry behind them down here.  Do that, and
the reactor will shut down.  Also in this room is an Extra Jetpack and a Large
Health.  Exit the same way you came in and head back to the Main Generator
Room, shooting down all in your way.

The next door is above and to the left, and you'll probably have to go a
roundabout way to get there, what with all the guys shooting stuff at you.
Keep moving and don't stop to shoot for too long, because you'll get nailed.
Enter the second door, pick up the Darts, and clean house.  Grab the
CHECKPOINT and head to the second reactor room.  Clean it out the same way
as the first.  Shoot all the guards from afar, especially missile guys.  Blast
the three Auto Guns, then drop down.  BOUNTY #3 is one of the Ugnaughts.
Shut down the reactor the same way as the first one, then leave.  Watch out for
Security Drones and more guards as you make your way out.

The third door is across and slightly above your current position.  Clean out
the first hallway and grab the CHECKPOINT, then enter the reactor room.
BOUNTY #4 is a guard, and he's on the far left corner, near the door.  The
FEATHER ICON is also this area, too, on the pipes right below you.  Empty
the place, shut down the reactor, grab what you wanna take, and leave.  Cut
down the guards and Security Drones that are waiting for you as you leave.

Now, to head for the hangar where your new ride awaits.  The door is above and
to your right, and you should be able to reach it by hopping across easily
enough.  Try to ignore most of the incoming fire and head inside the door.
The next room will have lots of guards charging.  Best way is to wait outside
at the door and turn on your flamethrower to roast them as they come in.
Inside that room is an Auto Gun.  There's also Grenades on the other end.

In the next series of corridors, you'll eventually find a hallway that
overlooks the hangar with the Firespray ships.  BOUNTY #5 is one of the guards
in this hallway.  Once he's taken, don't stop to chat, just run through and gun
down any guard that gets in your way.  What you're looking for is a red sign
that has a picture of a Firespray ship.  There are infinite guards, so
stopping to shoot will just get you killed.  Push the button to activate the
elevator that will bring you down to the hangar.  Head out the to the main
hangar and you'll face off against your latest nasty.

HANGAR SECURITY DRONE: This bad boy has two rapid firing lasers on its bottom,
as well as two missile launchers, one on its bottom, and one an arm at the
top.  Shoot everything, dodge and stay alive.  Avoid the extra guards that
show up.  There's Health and ammo scattered around, as well as a Mandalorian
Rage inside the Firespray sitting nearby.  Bust up the drone and the mission's
over.

Cutscene: You and your associate blast out of Oovo IV, making a gruesome
example of the prison.  The woman introduces herself as Zam Wesell, and the
two of you talk about the ship and exchange other pleasantries, such as how
Zam's lucky Jango doesn't kill her right off for screwing up the run.

                $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
                Chapter 4 - Malastare: A Tense Partnership
                $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Cutscene: Jango approaches Malastare.  He says that Zam will drop him off in
the jungle, then bring Fust to Sebolto.  Jango will make his way to the
compound and cover her as she tries to let him in.

=================
5J. Jungle Trek =
=================

Overview: There's plenty of nasty combat in the jungle.  Keep your eyes open
for the cat-like Nexu, because it will rip you to shreds if you let it.  I'll
say right now that a Dart is the absolute best way to take out one.  On the
other hand, this is your first time using a Sniper Rifle.  Spiffy, eh?

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Thermal Grenades, 3 Missiles, Sniper Rifle (5 shots)

Secondary Bounties: Fifteen

Walkthrough: Ready for the nastiness?  Okay.  Proceed to the far side of this
clearing, killing the three Gran on the way.  Past the CHECKPOINT is your first
Nexu.  Dart it.  BOUNTY #1 is standing near where it drops down.  In the
Nexu's burrow above you'll find Sniper Rounds, Grenades, a Missile, and Health.
Proceed along the ravine to find more Gran.  Blast them.  BOUNTY #2 is one of
the Gran standing on a rock structure.  Right near that bounty is another
Nexu burrow.  Dart the Nexu, then duck inside its burrow for cover.  Take the
Darts, Missile, Grenades, and Large Health, because you'll have Gran
resistance on you, too.

There's a CHECKPOINT outside the burrow in the middle of the ravine, and you'll
get a glimpse of a watchtower from here.  There's a Dug sniping at you from
it, so snipe him back.  The Gran on top, however, is BOUNTY #3, so mark him.
Once on top of the watchtower, take a look ahead for another Gran, BOUNTY #4.
Hop down and snag him, then clean out the area, including another Nexu off
to your right (inside its burrow are Sniper Rounds and Health).  There is
also a Large Health and Grenades in a little hole to the left.  Once this
area's clean, move on to a swamp, where you'll find another CHECKPOINT.

Look ahead and you'll see another Nexu.  Shoot it to tease it into range,
then dart it.  That Nexu burrow has Darts and a Large Health, plus another
exit that gets you close enough to the wall so that the Turret above you won't
fire.  Of course, there's a second Turret guy further ahead that could cause
problems, so run up there and rub him out, along with grabbing the Grenades
and Sniper Rounds and Health.  Take out the remaining bad guys in the area,
then head to the door with the ugly Dug face above it.  Enter and liquidate
the three Gran on the other side, grab the CHECKPOINT, and move on.

This treetop area has plenty of Gran stationed in the trees, so snipe what
you can.  Also, there's a Turret on a watchtower to the right, and a Nexu
burrow to the left (which has Sniper Rounds and Health, as well as a Nexu).
Climb up the watchtower, then jet over to the nearest treetop platform.
There's a rock hollow right next to it that has BOUNTY #5 in it.  Grab him.

Cross the treetop platforms so you can move up onto the higher ledge.  BOUNTY
#6 is on the treetop platform in this higher area.  Deal with all the rest of
the Gran on the ground and in the building to your right.  Climb up on top of
the building, then leap to the treetop platform and take care of the bounty,
then jet over to the ledge with the FEATHER ICON on it.  To open the Dug face
door, go back into the building and find the button in the second room.
Press it and move on.

The next room has a CHECKPOINT and enemies, including a Nexu.  Hop up onto
the rocks next to you, then on top of the Dug head statue.  Jet over to the
treetop platform and see who you can kill from over here on the far side of
this canyon.  Hop over to the rock ledge on the right side, then drop off and
hang.  Shimmy around the ledge and you'll land in an enclosed area.  Take out
all the Gran here except for BOUNTY #7 on the very top of the building.
Climb the ladder and shoot the Gran at the Turret, then man it and clean up
the structure on the far side.  Cross the bridge to there, then enter the
building and find a hole to drop down into.  This will trigger a secondary
part of the stage, and all your equipment, health, and continues will be reset.

Hear that growl?  That's a Nexu in the lower area, waiting to pounce on you
should you fall.  Just thought I'd let you know.  This first ledge area has
several Gran.  BOUNTY #8 is just on the other side of the bridge.  In the
nearby building are a Missile, Health, and Sniper Rounds.  BOUNTY #9 is on the
ledge on the opposite area, near the temple thingy.  Once you go to the
opposite area, you'll find several Gran and Dugs.  There's also a Turret
guy and a sniper in the temple.  Run around the side with the sniper to avoid
turret fire, then run up into the building and take them both out.  In their
rooms are Missiles, Sniper Rounds and Health.  In the Turret room, hit the
switch to open the door.  Take out the Gran on the other side and grab the
CHECKPOINT.

You've reached an underground city.  There'll be a Turret Gran firing on you
from ahead.  Take him out as soon as possible, then hop up to the top of the
building to find BOUNTY #10.  Enter the building from the ground floor door
and take out all oppostion inside.  Push the button on the second floor to
lower a lift outside.  Ride up the lift and grab the CHECKPOINT.

The next area is the main part of the city.  Tons of Gran all over the place.
BOUNTY #11 is on top of a building opposite from you, BOUNTY #12 is at the
end of this area, on the very top of a large building, and BOUNTY #13 is on the
large building next to you.  Everyone else is fair game, and there are infinite
bad guys, too.  Your ultimate destination is the end of the area, where you
can climb up a ladder and burn through a couple of grates to find a sniper
next to a door with a switch.  Punch it and go on through.  Grab the
CHECKPOINT.

This is another city area.  Clean out the first few guys, then hug the right
side of the wall to avoid the Turret, then slip inside the building and start
shooting things.  On the top of this building is BOUNTY #14.  Inside the
building is a switch to get a skiff over here so you can reach the next area.
Before you do that, though, take out the sniper over there, and look at the
ledges in between the two areas.  That's BOUNTY #15, sitting out there in the
middle of nowhere...  Sheesh...  Jet over there and grab him, then jet back,
hit the switch to get the skiff moving.

Hop on the skiff and ride over to the other compound.  Shoot up the Gran all
over the place and Zam will let you know she's going to move.  Quickly run
around and fill up your Sniper Rifle ammo, then take aim at her location.
First, take out the two snipers on the watchtower over there.  Watch her as she
moves.  As she passes some buildings, Dugs will wander out.  Waste them before
they waste her.  Keep killing Dugs and she'll eventually hit the switch on the
skiff to send for you.  Really long mission: Complete!

========================
5K. Sebolto's Compound =
========================

Overview: Now it's time to sneak up to Sebolto's palace, which is where he has
his Death Stick factory hidden.  Zam will take the Sniper Rifle to cover your
butt, now.  This mission involves quite a bit of opening up the path for Zam
so she can move and cover you.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Thermal Grenades, 3 Missiles

Secondary Bounties: Fifteen

Walkthrough: Start shooting Dugs.  Cross the cliff and climb up the ladder to
the first CHECKPOINT.  Zam will tail you during this.  After the Checkpoint,
you'll reach an area with huts.  Kill more of the Dugs, then climb up the
right cliff face.  Work your way up the path, across the bridge, then past
more huts and to another bridge.  Across this one, next to a hut, are
BOUNTY #1 and BOUNTY #2.

From the bridge, take a look out past the drawbridge.  You should be able to
spot BOUNTY #3 on the watchtower, and BOUNTY #4 on a sniper post above the
bridge.  Jump across the drawbridge and slide down it.  Zam will get huffy
about being left behind, but first, clean the place out of bad guys and
bounties.  Climb up the watchtower and activate the panel and Zam will cross.

Next, there's a lift to worry about.  Climb on top of the sniper posts, then
up to some higher ledges above them.  Scoot across a thin ledge, then jet
to another sniper post, climb up to the next spacious ledge, and you'll be
next to the lift for Zam.  Walk past the lift and scan across the gap to the
hut and you'll find BOUNTY #5.  Jet over and grab him, then head back to the
hut with the lift and operate it.  Zam will ride up and you can move on
up the cliff (watch out for sniper posts on the way).  You two will enter a
hut door and move on.

Inside this cave, you'll find BOUNTY #6 on a ledge above you to the right.
After you claim him, clean the rest of the place out, and you and Zam will
be able to proceed.

Outside, you'll find a CHECKPOINT and several Dugs to waste.  Try to take out
any snipers you can see, too.  BOUNTY #7 is on a ledge near the top of the
nearby watchtower.  Watch out, though, because there's also a grenade-
throwing Dug up there, as well...

So, cross what little there is of the bridge either by walking or hanging.
Climb up to the top of the watchtower on that side and look out towards the
waterfall.  See that sniper post next to the falls?  Jet over there.  Now,
crouch and enter the door up here.  You'll find BOUNTY #8, the FEATHER ICON,
a Missile, three Grenades, and a Large Health, as well as some nice holos of
Sebulba.

Head back out and punch the button on the console to get Zam over.  Climb up
the ladder and head across to the next hut area, blasting all the Dugs there.
Climb up to the next hut and crawl through the door.  Before you drop down,
scan to find BOUNTY #9.  Kill all the Dugs and proceed to the next set of
huts with more Dugs and a CHECKPOINT.

Cross the land bridge to the next area.  BOUNTY #10 is in a nearby hut with a
white conical roof and BOUNTY #11's outside.  Pan your scanner across the
bridge to a rock on the right side.  Mark him, then go medieval on everything
else in the room, particular the Turret-eer in the watchtower across the
bridge.  After they're all gone, jet up to an upper balcony on the big building
and head inside.

Up here on this level are BOUNTY #12 and BOUNTY #13.  Snag them both.  Take
out everyone else in the building and open the door for Zam.  You'll take
the Sniper Rifle back from her and go it alone.  Head up to the top floor and
head towards the palace area.  Open the door and you'll find a CHECKPOINT.

This next area is a bunch of bridges and bad guys.  Take your time here and
snipe out anyone who can return fire and isn't a bounty.  Of particular
danger are the Gran in this area with missile launchers.  You'll find BOUNTY
#14 sitting on the third circular platform.  Keep moving forward, avoiding
too much nastiness.  You'll find BOUNTY #15 sitting on a platform just
outside the palace, but watch out for Turret Boy on your left.  Once
everything's cleaned out, and you grabbed the CHECKPOINT outside, enter the
palace.  Sebolto and his boys will be discussing killing you and Zam, and
you'll crash their party.

First thing's first.  Take out those two Gran on the other side that have
missile launchers.  Missiles are the last thing you need here.  Once they're
gone, go postal on the Dugs in the room.  Use your remaining equipment if
necessary.  Sebolto will se-"bolt"-o into the secret passage behind his
throne.  Give chase.  When you reach the lower room, he'll go into a pipe.
Head towards the door behind the pipe...

=============================
5L. The Death Stick Factory =
=============================

Overview: The first half of this mission is a lot of freaky sliding.  The
latter half is spelunking, with some nasty new enemies thrown in for good
measure.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Thermal Grenades, 3 Missiles, Sniper Rifle (5 shots)

Secondary Bounties: Fifteen

Walkthrough: Sebolto just took a nasty dive, but you still need to find out
what's going on here, or at least get another lead.  BOUNTY #1 is down the pipe
from you, on the other side of the shaft.  Scan him from here.  Slide down
the pipe, jet over and waste both Dugs.  Now, to continue on, you'll have to
drop down to a pipe that's directly below you, so do that.  The FEATHER ICON is
in this next area, and can only be reached from up here.  Once you jump off the
pipe, jet to the left, and look for a piece of metal that kinda sticks out.
Land on it, then wait for your pack to charge up and head over to the balcony
with the Dugs shooting at you.  You'll find the icon behind the door up here.
Once done here, try to jet slowly down to some hanging bars.  "Bar"ring
that (hah!), you should try to aim for the shaft off to your right, which has a
floor that's safe, because the entire grated floor at the bottom will hurt you
if you step on it.  Head for the shaft and drop down.

In the next area, slide down the pipe, and try to grab the bars in midair.
Drop down to the next shaft, which should be off to your right, avoiding the
Dugs (or killing them, whichever works for you).  Slide down the next pipe
and grab the bars again.  This time, try to climb the bars up to the pipe
hatch near the top of the room.  Before you press the button, ready your
Whipcord, because BOUNTY #2 will come charging right out after you press it.
Jump down the pipe.

BOUNTY #3 is on the ledge, so make sure you get there.  If you were watching
as you fell, you should have seen three pipes at the bottom.  The left one is
the only safe one, so drop down into that pipe (move the camera if it helps).
Slide down the pipe and hang on to the bars in the next area.  Slowly let
yourself down and to safety.  One of the Dugs down here is BOUNTY #4.  Hit
the button down here and open the hatch to enter the next room.  Grab the
bars and coast to safe ground.  Take out the Dugs here, then push the button,
which will open both doors.  Kill the two Dugs that come out, then push the
button on the other side, which will open the hatch.  Drop down to find a
CHECKPOINT!  'Bout bloody time...

Ride the conveyor belt and try to avoid the exhaust.  It's tough to do, but
give it your best.  Once you reach the end, jump off to the right side and hit
the button.  Climb the ladder and keep your eyes open for BOUNTY #5, who
should be wandering around the catwalk.  BOUNTY #6 is one of the Dugs in the
next room.  Head out the other door and start climbing ladders and crossing
catwalks.  On the top level of catwalks is an Ugnaught, BOUNTY #7.  Enter the
control room on the other side and dust the Dugs.  BOUNTY #8 is one of the
Ugnaughts in here, so be careful not to kill him.  Head to the next room, grab
the ammo and CHECKPOINT, and drop down the open hatch in the floor.

Crawl through the pipes and get ready to become a sitting duck.  You need to
cross the pipes in this open chamber, while being plugged at by Dugs from
both sides.  You can return fire, but more will come, so you're best off just
running and flying.  BOUNTY #9 is the Ugnaught at the very end.  Take the
CHECKPOINT and hop onto the belt.

Welcome to Conveyor Belt Land.  Hop across each conveyor belt, avoiding the
blasts of flame.  Near the end, one of the Dugs is BOUNTY #10.  He has a nasty
habit of walking to his death, so be sure to get him quick.  Take care of the
rest of the troops in this area, and grab the items.  Hit the button and move
to the next area.

BOUNTY #11 is one of the Dugs here.  Grab the CHECKPOINT, too.  Drop down to
the ground floor and net a Gran, who's BOUNTY #12.  Proceed along the wooden
path here.  Notice you're suddenly dying.  Take aim and try to blast the
Bando Gora sniping at you from the left with whatever you have.  To cross this
area, you'll have to hop across the rocks sticking out of the water.  On the
first rock pillar, turn around and give the second Bando Gora what for.
Proceed along the rocks, and watch off to your right.  Keep looking for a
third Bando Gora and take him out before he becomes a problem.  Look for
BOUNTY #13, a Dug, walking around on the planks on the right side of the
cavern.  Keep moving along the cave, crossing rocks.  When you see the end,
scan for BOUNTY #14 and BOUNTY #15 on and under the platforms.  Watch for more
Bando Gora when you try to nab them, of course.  Grab the CHECKPOINT and
leave the area.

Pull out your Flamethrower, because things are about to get ugly, Bando Gora
style.  Proceed slowly through the dark cave.  Whenever they jump out, turn
on the heat and they'll walk right into it.  After the entire cavern's
cleaned out, hit the switch to drop the lift, then hit it again and jump on it
to go up to the next room, where you'll find normal Bando Gora as well as
the blowpipe snipers.  Kill them as efficiently as possible, then pull out
your Sniper Rifle and pick off as many of the Bando Gora on the other platform
on the far end as you can.  Next, hit the button and hop into the skiff to
ride to the other side.  Clean up any remaining Bando Gora, grab the
CHECKPOINT and head towards the ship.

While Jango checks out the ship, Montross decides to pay a visit.  He and
Jango have a bit of a back and forth, and decide on another duel.

MONTROSS (with Skiff): Montross still isn't all that bad.  You can either just
repeatedly pound him with blaster fire, or you could get fancy, target him,
and launch Missiles at him.  Either way works fine.  Just dodge the Missiles
he's sending back your way.

Cutscene: Zam and Jango escape from Malastare.  Zam goads Jango into telling
him about the Vosa bounty.  Jango mentions he found Huttese markings on the
Bando Gora ship, so it's time to head to Tatooine for tea with a Hutt...

                  $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
                  Chapter 5 - Tatooine: A Favor for a Hutt
                  $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Cutscene: Contacting Roz, Jango learns that Gardulla and Jabba are feuding for
control over the system.  She doesn't know which one would have a connection
to the Bando Gora, but she does know that no one sees a Hutt without
something to offer.  She suggests the bounty Jabba posted on a crook named
Longo Two-Guns.  Jango sends Zam to find something out about Gardulla while
he goes looking for Longo.  Oh, and the ship has finally been named: Slave I...

====================
5M. Longo Two-Guns =
====================

Overview: You won't have your Jetpack for this mission, so no Flamethrower or
Missiles.  You'll have to make do without.  Even though you won't start with
Grenades, you'll be able to pick some up, so use those for explosive.  You'll
have some seriously nasty combat here, so stay sharp.  With snipers, guys with
Blue Blasters, and Grenade guys regularly thrown into the mix, it's going to
be a mess.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Sniper Rifle
(5 shots)

Secondary Bounties: Fifteen

Walkthrough: One big tip for this mission is to always watch your back.  When
you enter new areas, there's almost always a crew of bad guys that will
ambush you from behind.

Okay, first of all, head to the next hangar room.  BOUNTY #1 is one of the
Clantaani here (floppy-eared guys).  Shoot up the remainder and head to the
brown door.  This third room has BOUNTY #2 on the ledge at the far end.  Clean
out the room, then move up the stairs to the first CHECKPOINT.

Move cautiously through the next room, using the Sniper Rifle when you can.
BOUNTY #3 is found in here, towards the rear.  This is the first room that has
a bunch of guys that come from behind, which happens when you walk about
halfway through the area.  Another group comes from ahead, too.  There are also
a couple of not-very-well-placed snipers in here.  Grab what you need after the
fight and move on.

The next room gets a bit hairy.  There's a Turret to your right, so move
closer under cover of the pillars and blast them, then blast the sniper in
the window above him.  Now, man the Turret and take out all the guys who
showed up from behind you.  Move on through the passage, mowing down Mr. Blue
Blaster, then, in the next clearing, look for BOUNTY #4 standing out in the
front.  Also, watch for two snipers ahead and just to your right in the same
building.  After this, you have a bit of a choice.  To your left around a
building is a third sniper, and too your right is a Turret guy.  Going for
either one will put you in range of the other.  I suggest the sniper first,
since you can more easily take cover from the Turret.  The greater bad news is
that once you go out and start killing, your chasing party will show up from
the way you came, and there are a LOT of them.  Do your best and don't get
knocked off.  Oh, and once you head for the other door, another party of bad
guys will show up.  Man, what I wouldn't do for my Flamethrower right now...
The next room has the second CHECKPOINT.

Another nasty room.  There's a Turret in the middle, one on the right side, and
snipers all over the place.  Quickly duck to the right and leap up into the
first building you can do so in.  Take out all the guys in this room, as well
as the Turret operators and any other snipers you can see.  BOUNTY #5 is the
Jawa running around on the floor.  I suggest hanging out here and retreating to
the Turret when bad guys show up.  After all is said and done, leave by the
tunnel-like passage.  This next room has BOUNTY #6 pretty early, not to
mention several evil grenade guys.  There's a sniper above and behind you,
and none of this is counting the big group of bad guys chasing you when you
get all the way into the room.  One of the lousy things is that BOUNTY #7 is
one of the guys charging you.  There's a Heavy Gun and a Large Health,
though, so use those to stay alive.  Go to back right of the room to find a
door leading to another Large Health and a CHECKPOINT.

In the next small passage, you'll soon happen upon BOUNTY #8, another
Clantaani.  There's a cantina in this area.  You're not required to go into it,
but you'll find BOUNTY #9 and the FEATHER ICON in here.  Be careful, because
there is resistance inside, and as soon as you go all the way in, another
bunch of bad guys will show up from behind.  Take your stuff and leave by
going around the cantina to the left.  In the next clearing, there's only one
bad guy around the building to the right, but as soon as you get close to the
clearing after that, you'll get another chasing party, so find a good place
for cover and bust them all up.

BOUNTY #10 is a Jawa in the next clearing (with one lousy price).  Take out
the Blue Blaster guy here and you'll soon have more company coming from up
ahead.  Clean them up, and move on through the tunnel, where you'll soon find
more guys.  Near the end of the tunnel, another bunch of guys show up from
behind, so kill them before moving on to the next clearing, where more guys
will run in from ahead.  After you're done here, find a door that slides
open and you can grab another CHECKPOINT.

BOUNTY #11 is a lovely-looking Twi'lek in this area.  Snag her.  Proceed down
the street.  This small street branches, and you can take either direction.
You can either go up the stairs and into the dwelling, or over the wall to
the next room.  I suggest the dwelling, as not only does it not put you in the </pre><pre id="faqspan-3">
thick of things immediately, but it also gives you an escape route from
grenades which will be thrown, and it also has BOUNTY #12, a Nikto.  Take out
all bad guys in the area and proceed to the next, and thankfully, final
outside area.

BOUNTY #13 is a Trandoshan firing blue stuff at you, and BOUNTY #14 is a Jawa,
both of which are in this area.  Once you take care of most of the bad guys
here, your final chasing party will show up.  Eliminate them all, then head
into Longo's podracing hangar.  You two will exchange a smattering of
dialouge, then the real fight begins.

LONGO TWO-GUNS: Well, even though this Clantaani is a formidable opponent
alone, his boys make the whole trip that much harder.  BOUNTY #15 a lone Jawa
in here, so take care not to take him out.  If you have any extra Heavy Guns,
Darts, or Grenades, use them all now to help clean the place up.  Keep moving.
Don't stop for anything, or else, you'll be annihilated.  Always stay locked-on
to a target.  Eventually, you'll bring down Longo.  Oh, by the by, you can't
capture him alive...

You'll now meet with Jabba to ask about the Bando Gora.  He'll tell you that
it's Gardulla who's working with them.

===================
5N. Tusken Canyon =
===================

Overview: In the opening cutscene, Zam will get captured, so it's up to Jango
to sneak into Gardulla's palace through the back by way of the Jundland
Wastes.  This place will have combat with normal thugs, as well as Tusken
Raiders, and some wildlife...

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Missiles, Sniper Rifle (5 shots)

Secondary Bounties: Ten

Walkthrough: Inside your ship is your first Cluster Missile, along with some
other stuff.  Very sweet...  There are Massiffs in this early part of the
canyon.  They're not as dangerous as Nexus, but they're no cake walk, either.
Blast them quickly.  You'll find four in the first area, then another four
in the next clearing.  Watch out, also, because there are Tuskens sniping
at your from above.  One of them is BOUNTY #1.  I suggest rushing into the
clearing, jumping up and wasting the Tuskens, then shooting down on the
Massiffs below.  Search the Massiff burrows for Health.  Climb on top of the
cliff with the Tuskens and enter the left of the two caves in the wall.

You'll find BOUNTY #2 pacing around inside the cave.  Don't be so quick to
grab him, though, because as soon as you get close, three Tuskens and a
Massiff will drop down.  Take them out quickly, and grab your bounty.  Proceed
to the next passage.  Take a left (a right will put you back outside) and
grab the Large Health if you need it, then go back to the other room.  Jet
up the hole that the other Tuskens fell through.  Take out all the Tuskens
up here, head up the passage, then turn left to get outside and grab the
Cluster Missile.  Go back in the cave and grab the CHECKPOINT.  Take BOUNTY #3
on your left.  Note that he's wanted more dead than alive.

Take the other passage down.  It splits, and you can take either route.  Both
ways lead to a wide open area with Tuskens fighting thugs.  One of the thugs
on the lowest skiff is BOUNTY #4.  First, deal with all the Tuskens sniping in
the area, then start picking off the thugs, then take the bounty.  To
continue on this area, leave by the cave near the skiffs.  You'll find three
thugs down here and hear some nasty stuff coming from outside.  Slide down the
ramp and you'll find yourself dumped on top of a sail barge.  That's the
Great Pit of Carkoon down there, complete with Sarlacc.  Shoot up all bad guys
in this area, particularly ones with heavy weapons.  Don't worry about the
buildings off past the tail end of the sail barge.  We'll get to them,
eventually.  For now, just hop along the skiffs to the cliffs on the far side.

Slowly make your way along these cliffs, picking off Tusken when you can.
The next CHECKPOINT is on the rock pillars in the middle.  Once the canyon
takes a left turn, you can find BOUNTY #5 patrolling next to a hut on the far
side.  Proceed along the canyon, eliminating snipers and the occasional
Massiff.  When you reach the end, you'll find a bunch of thugs.  Try to tie
them all up, because one is BOUNTY #6.  Go down the path and you'll find an
enclosed shaft-like area.  Shoot down all the enemies on the skiffs and on
the cliffs below you.  Jet up to the top building and enter the door.

Pick up the CHECKPOINT, and climb up the ladder, shooting the bad guy up
there.  Leave by the door, and fly up to the building above you.  Enter
through the door, and you'll find BOUNTY #7 pacing below.  Head out the door.

Welcome to, for lack of a better term, Missile Launcher Hell.  Everyone and
his dewback has a launcher in this area.  What makes matters worse, BOUNTY #8
is one of them.  He's not in the first bunch, but as you proceed along the
canyon, keep scanning single guys and you'll find him.  Jump along the ledges
while avoiding missile fire.  Eventually, you'll find a CHECKPOINT, along
with an Extra Jetpack.  Use it to jet ahead in the canyon, to a huge and evil
ambush.  Delete every piece of thug trash here and grab all the pickups.

Behind and above you is a little niche with the FEATHER ICON in it.  Continue
along the canyon and you'll see BOUNTY #9 at a low point, shooting blue stuff
at you.

Move further along the canyon, and eventually, you'll see a skiff with BOUNTY
#10 on it.  To get him without dying or have him falling, first shoot his
associate, then jet straight to the skiff, land, tie him up, claim, and jump
off quick, because the skiff is the middle of a death zone.

Get to a safe point and try to clean out the death zone as well as you can.
Once it's all quiet on the western front, burn through the grate on the main
ledge area and you'll enter the palace.  Congratulations!  You beat, hands
down, the most difficult mission in the game!

You'll find Zam in a cell.  She'll tell you about Gardulla keeping all her
records in a safe and the medallion needed to open it.  Jango decides to
leave her in the cell to keep her safe.  She gets huffy, thinking he'll go
after Vosa on his own, and calls the guards to stop him.  He gets knocked
out...

=======================
5O. Gardulla's Palace =
=======================

Overview: Well, now.  You're in a bit of a fix.  Gardulla gloats over capturing
you and decides to toss you to her Krayt Dragon.  This mission is actually
kinda short compared to the last one.  There's still plenty of nasty combat,
with a few Bando Gora thrown in for extra spice.  Oh, and there's the fact
you don't have any stuff right now...

Starting Gear: Fists

Secondary Bounties: Ten

Walkthrough: Your escape route is on the left side of the arena.  Burn through
the grate and make your way through the tunnel.  If you lost health, there's
some in this next area.  Drop down the hole to the lower floor and run into
the tunnel.  Hang a right at the end and you'll find your gear, a Large Health,
and a Cluster Missile.  Your gear itself consists of your helmet, ID scanner,
Jetpack, Blasters, Flamethrower, Whipcord, five Darts, and three Missiles.  No
Sniper Rifle, and no Grenades yet.

Take out all the bad guys that come after you and enter the door next to
where your gear was.  BOUNTY #1, a Gamorrean, is right in front of you in the
next room.  Kill him, then everyone else that comes in.  There are a LOT of
bad guys here, so use all your weapons, don't be afraid to hide, and keep
moving if you're not hiding.  The other door out of here is down by where the
skiff is parked.  Head through and blast any Gamorreans that get in your way.

The next big room has BOUNTY #2, BOUNTY #3, and BOUNTY #4 right across from
you, if you didn't scare the entire room.  They are a Jawa, a Twi'lek, and a
human.  If you did scare them up, of course, you'll have to trace them down.
BOUNTY #5 is also in this room, but further in the bar room, and you'll
probably be fighting before you can find him, so make sure you're careful when
you take out the bad guys (use Darts if you can).  Once you get all the
bounties, school is out, so go nuts on the bad guys, and there are a lot to
take down.  You may actually find it easier to sacrifice a life so that you
can get behind them.  Once the place is clean, go through the market and out
the other side.

In the next passage, grab the CHECKPOINT, scan the Gamorrean for BOUNTY #6, and
scan the Weequay after him for BOUNTY #7.  Now, it's time for some more Bando
Gora lovin'.  This next room has a whole bunch of the buggers.  Use your
Flamethrower to sterilize those dirty guys.  Also, keep an eye open for the
FEATHER ICON, which is behind some boxes here.  Once you take out most of them,
you'll get another welcoming committee from Hutts-R-Us.  Take out all the
gunmen and Gammoreans, then proceed back to the last corridor, and enter the
door that was lit red before.

This next room is a big bunch of bad guys.  There's one Nikto here who's
BOUNTY #8.  I don't think he shoots, so use that as a way to tell him apart
from others.  Clear out the place and head on through the green door to the
next room, and grab the CHECKPOINT.

One of the Trandoshans in this next room is BOUNTY #9.  There's also a
Weequay (who may start above you) who's BOUNTY #10.  After you've taken care of
all there is in this room, jet up to the next floor, grab the CHECKPOINT, and
head to the throne room.  Before you get too close, you may want to use your
Blasters to snipe the missile launcher guys in the upper corners...

Jango confronts Gardulla and steals her medallion, then tells her that "Jabba
sends his regards" before tossing her to the waiting Krayt Dragon.

KRAYT DRAGON: A rather simple boss.  The only trouble is from the missile
launcher guys on the top floor.  The Dragon may knock you down if it stomps,
but just jump or jet to avoid that.  Watch out for incoming missiles and just
shoot until it croaks.

Jango finds Gardulla's computer, and it's encrypted, so he sends it to Roz.
When he goes back to Zam, he tells her that she blew her chance, so he's going
for Vosa alone.

Cutscene: Jango contacts Roz, but gets Montross instead, who now has the data
as to the location of Vosa.  Jango tells Montross he signed his death warrant.
Montross tells Jango not to be such a sore loser; it's just business.
Meanwhile, in her hideout, Komari Vosa feels the it's time that the hunters
become the hunted.

                   $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
                   Chapter 6 - Kohlma: Going After Vosa
                   $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Cutscene: Jango finds Roz collapsed in her station.  She tells him that it's
too late for her, and to get out.  She gives him a recording, tells him where
Vosa is, and, just before dying in front of him, tells him to find something
to live for besides the money.  Jango speeds away from Outland Station before
it blows, hypers to the Bogden system, and lands on stormy Kohlma to finish
the hunt.

======================
5P. Moon of the Dead =
======================

Overview: This place is downright creepy, and the glow-eyed Bando Gora don't
make things any better.  There are no bounties to be found on Kohlma, except
one worth five million.  Keep your Flamethrower ready at all times, as it's
the best weapon you have against the melee-happy Bando Gora.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Missiles, Sniper Rifle (5 shots)

Walkthrough: Hit the button right in front of you, then jet over your ship
and onto the small platform in the middle of the room.  From here, flame all
the Bando Gora in this immediate area, then run like a crazed womprat towards
the far end of the room and down to the left, where you'll find a CHECKPOINT.

In the next room, go to the far end and hit the button again, then run back
and down to the left again.  All the while, try to avoid the Bando Gora
chomping at the bit near you.  Take the CHECKPOINT in the next passage, then
flame the Gora down here.

There's a ramp in front of you, leading down, and there are four snipers
waiting on the sides for you to foolishly walk by.  You're nobody's fool, so
move slowly along the side until you see a sniper, then blast them.  Once all
four are down, proceed.

Creepy, eh?  This lower path has several (but not a ton of) Bando Gora.  There
are a few melee fighters, but mostly you'll find snipers waiting in the wings.
If you come upon one, quickly back up out of his range, then sneak forward so
you can just see him and blast him.  Once you reach the end of the path,
you'll find a blessed CHECKPOINT.  Turn around and look to your left.  You
can jet up to the wall.  Now, make your way back along the main path from up
here.  Besides the odd sniper and melee Bando Gora, there's not much to it.
Make your way to the CHECKPOINT at the end.  At this point, you're pretty
close to a ledge that sticks out (it has Health on it) that can get you to the
other side.  Before you do that, however, continue on further back towards
the entrance of this area, drop down into a small area, and you'll find the
FEATHER ICON hidden in a corner.

Cross the street to the other side of buildings, then make your way along
the buildings towards the big monument on the far side.  Always stay on the
highest building you can, as it will minimize encounters with bad guys, and
you'll be able to reach the big tower at the end.  There's an opening to get
into the tower.  Jet up to the top, then use a ladder to climb up to the
very peak of the tower.  From here, head across a thin bridge to a large lit
passage to a new area.

Follow the passage, then grab the CHECKPOINT.  This next area is covered in a
sludge that harms you (maybe it's Bando Gora toxin).  Anyway, hop from safe
spot to safe spot.  You'll see Montross' ship here, but you can't reach it
without croaking.  Your destination is a tall building next to a large
ribcage.  Fall down into the hole in that building to find a Large Health and
a Mandalorian Rage.  Proceed down the hole to enter a crypt.  Take out all
Bando Gora here. then proceed to the next crypt and empty it out, as well.
Your exit from here is a hole in the ceiling.  Jet up.

Now, you're closer to Montross' ship.  You can enter if you wish, and find
three Missiles and a Large Health, but it's not necessary.  Your destination
is to the left of where you exit the crypts from.  It's hard to see without
zooming in.  Hop across the gunk and you'll find a bridge with a CHECKPOINT
on it.  Jet across the gap in the bridge, and it'll be time to face your past.

MONTROSS (Deathmatch): You and Montross are now both on even footing.  He
has his jetpack, including missile launcher, blasters, etc.  He can toss you
around, too, I believe by using a whipcord, but I'm not sure.  He can also
deflect shots by rolling and flipping, just like you.  Riddle him with blaster
shots at close range.  If he gets far from you, use Missiles.  It may take
more than one continue, but the damage stays even if you go down, so just
keep shooting and you'll win eventually.

Jango will leave Montross, not to die honorably in combat, but to be torn
apart by the waiting Bando Gora.

=================
5Q. Vosa's Lair =
=================

Overview: Your trek to the citadel of Komari Vosa is littered with tons of
Bando Gora (as expected), and there's a fair amount of jumping and jetting
involved.  As before, have your Flamethrower always at the ready to burn the
Gora.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, 5 Darts, Jetpack,
Flamethrower, 3 Missiles, Sniper Rifle (5 shots)

Walkthrough: Proceed along the path, burning Gora.  After you turn the
corridor, you can jump up to your left and find a Mandalorian Rage.  Once you
reach the main gate, there are Grenades to your left in a hole, a Small Health
to your right, and the way forward all the way up to the left.  Head in that
hole, and burn any Gora you come across.  Grab the CHECKPOINT.

The next area is wide open.  Hop down to your right for health and ammo, then
proceed across the small platforms and causeways, killing all the Gora that
attack you.  About halfway there, you'll find a place where you slide down a
ramp, then you jet around a rock in order to find a safe spot, next to a
torch.  Once you get there, turn around and grab the FEATHER ICON.

Fly the rest of the way and grab the CHECKPOINT in front the door, then back
up and let the outcoming Gora have it with the flame.  Once all are disposed
of, enter the rock face and kill more Gora.  Turn your flame on the far door
to get all of them as they rush in.  Once they stop coming, move along to the
next room, killing more Gora.  Move around the left side of the large rock to
find a passage to the next room.

This room has a lot of Gora dropping from above.  Stand your ground and flame
them all.  When you get an opening, clean out the ledge on the far end, then
hop up there.  Turn around and take out the Gora that drop behind you.  Burn
open the grate that's next to you, then drop a Grenade down the hole to take
out the Gora below you, or just drop down and do it yourself.  Grab the Large
Health and the CHECKPOINT, and slide down the ramp to the next outside area,
with a twisted bridge.  Make your way slowly across the bridge.  If you have
to jump to a place full of Gora, try to use Grenades or Missiles to clear the
place out first.  Once you can see the citadel, jet over to the platform
below.  Jet up to the ledge above it, hang on, then jet all the way up to the
gate.  Enter the citadel and you'll soon be set upon, and knocked out, by a
whole bunch of Gora.  Don't worry.  It's supposed to happen like that.

Cutscene: Jango undergoes severe torture at the hands of the Gora.  Vosa
enters and taunts him, demanding to know who hired him.  He doesn't say
anything.  While they talk, Zam shows up.  She blasts the two Gora near Vosa.
Vosa ignites her two lightsabers and advances on Zam, deflecting her shots.
She knocks Zam down, who fires instead on Jango's shackles.  Jango grabs his
blasters and starts firing on Vosa, who retreats down the passage.  Zam tells
Jango that the bounty's all his, and that they're even.  Jango suits up and
says he'll be back in a minute...

=========================
5R. Final Confrontation =
=========================

Overview: It's time to hunt down the deranged madwoman herself.  This mission
is largely more of the same.  Your Flamethrower should still be your primary
weapon here.

Starting Gear: Fists, Blasters, ID Scanner, Whipcord, Jetpack, Flamethrower

Walkthrough: You don't have any of the expendable items to start with, but you
don't really need them, what with that nasty Gora extermination unit you have
(also known as a Flamethrower).  Take the Heavy Gun behind you, anyway.  Oh,
and try to ignore Vosa's taunting.  She's just trying to psyche you out.

Run through this first passage, killing all the Gora.  Take the Mandalorian
Rage in the little alcove, too.  Pass through the gate and shoot all the
snipers on the other end with either your Blasters or the Heavy Gun.  Jet over
to the statue on the left, then to the far side of the chasm.  Burn the grate
on this end, and bust through.  Flame all the Gora in here and pick up the
Heavy Gun.  Keep going through these crypt-like areas, flaming Gora.
Eventually, you'll reach a room that seems like a dead end, with a rock
blocking a passage.  Look to the ceiling and jet up through the hole in it.

Once up here, continue your extermination of the Gora population.  When the
path splits, turn right to pick up some health.  Eventually, you'll see a
CHECKPOINT.  Don't get it yet.  Instead, go the other path, eliminate some
more Gora, and go to the end of the passage to find the FEATHER ICON.  Now,
head back to the Checkpoint, and prepare yourself.

KOMARI VOSA: There's a simple trick to beating her.  Well, two.  The first
trick is to freaking STAY BACK, because she'll turn you into stromboli with
her lightsabers.  The second trick is to never fire when she swings her sabers
around, because your blasts will be deflected.  Only shoot when she has her
sabers down at her sides.  Keep pounding her and she'll move to the next room.
Grab the health if you need it, then follow her to her throne room.  Waste
her with blasterfire and she'll go down eventually.

End Cutscene: Vosa asks what it will be; dead or alive?  An unseen hand
answers her question by strangling her through the Force.  Tyranus appears
behind Jango, and explains how he succeeded in the contest as the host for
the Clone Army.  Jango agrees to the terms, on one condition, that he gets
the first clone for himself, unmodified...  Jango takes Zam off Kohlma...

Well, that's it.  Anyone who's seen Attack of the Clones knows the rest of
the story.  Jango spends the next ten years on Kamino, raising his son, Boba.
All goes spiffy until Jango's fated rematch with the Jedi...

*******************************************************************************
6. EXTRAS
*******************************************************************************
===================
6A. Feather Icons =
===================

There's one of these in every mission.

Chapter 1, Mission 1: Just after you get through the beast handler's door,
enter his quarters on your left.

Chapter 1, Mission 2: Right after you get the Jetpack, very high in the air.
It's best to try to get it from the ledge with the Large Health on it.

Chapter 1, Mission 3: In the beginning, there's a pipe under your platform.
Enter it to find the icon.

Chapter 2, Mission 1: Once you start tailing Jervis, he'll end up stopping in
a system of bulidings and alleys.  One of these buildings will have a balcony
that you can fly up to.  Walk around it to find the icon.

Chapter 2, Mission 2: When you reach the last room (after the room full of bad
guys, and past the corridor after that), run around the bottom of the room
and you'll find it on the far side.

Chapter 2, Mission 3: After crossing a yellow railing spanning two buildings,
you can run around the outside of the building.  You'll find the icon on the
ledge.

Chapter 3, Mission 1: Once you reach the second warehouse area (this is after
you push a button which turns a red-lit door green), you'll find the icon
hidden inside a stack of boxes on the far side.

Chapter 3, Mission 2: In a large cell block area with three levels, you'll find
the icon in a cell on the top level.

Chapter 3, Mission 3: In the third reactor room, the icon is on the pipes just
below you as you enter.

Chapter 4, Mission 1: After you pass the second watchtower, you'll hop across
treetop platforms and come to a higher ledge with a stone building on it.
Jump on top of the building, then to the treetop platform, then to the
higher ledge further on.

Chapter 4, Mission 2: In the waterfall area, cross the broken bridge, climb
to the top of the watchtower, then jet to the sniper post next to the falls.
Crouch and enter the hidden room.

Chapter 4, Mission 3: After sliding down the very first pipe, jump off and
veer left.  Try to jet over to a square of metal that kinda sticks out.  From
there, jet over to the far balcony with two Dugs.  They're nobodies, but the
door behind them has the icon.

Chapter 5, Mission 1: Found in the back of the cantina.

Chapter 5, Mission 2: After passing a bunch of guys with missile launchers,
you'll get a Jetpack, turn a corner, and run into a huge ambush.  After
cleaning out the ambush, you'll find the icon above and behind you.

Chapter 5, Mission 3: When you enter the hangar room with Bando Gora, you'll
find the icon hidden behind some crates.

Chapter 6, Mission 1: On the main street, you'll find yourself hopping up to
the structures on the right side.  Before you use the platforms to cross over
to the left side, get as close to the entrance to the area as you can (without
dropping down to the main street).  There's a low alcove down here, and the
icon's tucked away in a corner.

Chapter 6, Mission 2: At the first wide-open area with rocks in the middle of
nothing, proceed about halfway.  After you slide down a ramp, you'll jet
around a rock in order to find a safe spot, next to a torch.  Once there, turn
around and grab the icon.

Chapter 6, Mission 3: Instead of taking the last Checkpoint to fight Vosa,
go the other direction and you'll find the icon easily enough.

==============
6B. Bounties =
==============

There are five, ten, or fifteen of these in every mission except those in the
last chapter.

Chapter 1, Mission 1: Pit Fight Arena

Name: Burbakker Teep
Species: Gran
Price: 1000 Alive, 500 Dead
Location: Right after your first Checkpoint, you'll find him right in this
hallway facing away from you.

Name: Jabrogg Thung
Species: Gamorrean
Price: 2000 Alive, 1000 Dead
Location: Pit Fighter's Training Area, after blowing your way to it with an
explosive barrel.

Name: Sobel Zeelessi
Species: Rodian
Price: 1000 Alive, 500 Dead
Location: Don't climb up the Training Area.  Instead stay on the ground floor
and head to the next room.  Take the left corridor and you'll find your Rodian
target in a locker room.

Name: Brakko Gaz
Species: Rodian
Price: 1000 Alive, 500 Dead
Location: Don't climb up the Training Area.  Instead stay on the ground floor
and head to the next room.  Take the right corridor and you'll find your Rodian
target in a locker room.

Name: Obees Ramee
Species: Gran
Price: 1000 Alive, 500 Dead
Location: He's one of the guys shooting up the station Shooting Gallery.

---

Chapter 1, Mission 2: Merchant Row

Name: TC-9D0
Species: Protocol Droid
Price: 2500 Functioning, 1250 Deactivated
Location: Right by the beginning of the area.  When the Gran turns left, turn
right to find him.

Name: Onicrop K'Cin
Species: Ugnaught
Price: 1500 Alive, 750 Dead
Location: After activating the first console to open a door, you'll find this
guy in a street area off to your left.

Name: And-Yees
Species: Gran
Price: 1500 Alive, 750 Dead
Location: In a small gully that you have to drop in after chasing Meeko for a
bit.

Name: Bobot Beka
Species: Klatooinian
Price: 2000 Alive, 1000 Dead
Location: After doing some ledge climbing on your second broken elevator,
you'll find this guy shooting from atop a tower.  You'll have to come back
with the Jetpack to get to him, though...

Name: Gabo Tychee
Species: Rodian
Price: 5000 Alive, 2500 Dead
Location: After doing some ledge climbing on your second broken elevator,
you'll find this guy shooting from atop a tower.  You'll have to come back
with the Jetpack to get to him, though...

Name: "Lips" Meyer
Species: Gran
Price: 2000 Alive, 1000 Dead
Location: After finding the Jetpack, head up to the ledge with a Large Health.
You'll find "Lips" firing at you from a ledge across the street.

Name: Odnaldor Chull
Species: Klatooinian
Price: 2000 Alive, 1000 Dead
Location: After finding the Jetpack, head up to the ledge with a Large Health.
You'll find Chull firing at you from a ledge across the street.

Name: Ninopas Orocc
Species: Gran
Price: 2000 Alive, 1000 Dead
Location: While tailing Meeko after he grabs the speeder, you'll come upon a
place with large pipes.  This guy's among the crowd trying to off you.

Name: Magro Slim
Species: Klatooinian
Price: 1500 Alive, 750 Dead
Location: Once you enter the water slide area, Slim will be one of the first
enemies that starts shooting at you from an opposite ledge.

Name: Eno Arba
Species: Aqualish
Price: 3000 Alive, 1500 Dead
Location: After Meeko crashes his speeder, you'll find him in the plaza.

---

Chapter 1, Mission 3: Docking Bays

Name: Gabo the Wicked
Species: Aqualish
Price: 3000 Alive, 1500 Dead
Location: In the pipe right beneath your starting point.

Name: Artzam Hathan
Species: Ugnaught
Price: 3000 Alive, 1500 Dead
Location: After following the conveyor belt to the first inside area, you'll
find him on the lower floor.

Name: Alby Ermad
Species: Ugnaught
Price: 2000 Alive, 1000 Dead
Location: In the first really large room inside, you'll find this guy running
around on the floor.

Name: Hatras Nikk
Species: Human
Price: 2000 Alive, 1000 Dead
Location: In the first really large room inside, you'll find this girl running
around on the floor.

Name: Sobo Leeda
Species: Aqualish
Price: 3000 Alive, 1500 Dead
Location: In the first room with magnetic sealers, you'll find him at the very
bottom of the belt system.

Name: "Bogey" Boga
Species: Aqualish
Price: 4000 Alive, 2000 Dead
Location: In the first room with magnetic sealers, you'll find him standing
alone on a platform next to a magnetic sealer, near the bottom.  The sealer
itself is adacent to the opposite wall from where you come in.

Name: Grillo Zaman
Species: Aqualish
Price: 4000 Alive, 2000 Dead
Location: In the room after the first bunch of magnetic sealers, you'll find
this guy among the hoods gunning at you.

Name: Quallung Tula
Species: Aqualish
Price: 3000 Alive, 1500 Dead
Location: In the room after the first bunch of magnetic sealers, you'll find
this guy among the hoods gunning at you.

Name: Bado Karpa
Species: Aqualish
Price: 3000 Alive, 1500 Dead
Location: While fighting the Longshot, you'll find this guy shooting from on
top of a bunker.  Grab him after most of the guns have been blown off the
Attack Ship.

Name: Tuba Ancho
Species: Aqualish
Price: 3000 Alive, 1500 Dead
Location: While fighting the Longshot, use your Jetpack to fly to the
highest catwalk you can get to before the ceiling.  He's up here, on a small
platform.  Grab him after most of the guns have been blown off the Attack
Ship.

---

Chapter 2, Mission 1: Entertainment District

Name: B'inka Fibuna
Species: Twi'lek
Price: 3500 Alive
Location: After Roz gives you the skinny on the area with "peddlers", look to
your left to see her practicing her moves.

Name: Jah-kil Vaargaz
Species: Human
Price: 3000 Alive
Location: In the main plaza, there's a door leading to a ground level bar.
She's inside.

Name: U'han Swinol
Species: Bith
Price: 2000 Alive, 1000 Dead
Location: Walk all the way around the first plaza and you'll find him staring
out into space.

Name: Mart Ringatz
Species: Ishi Tib
Price: 3000 Alive, 1500 Dead
Location: One door in the first plaza will have a set of ramps leading up to
a bridge.  Your bounty's across this bridge.

Name: Stu Hemphawar
Species: Human
Price: 3000 Alive
Location: Down the street from the previous bounty is this fellow.

Name: Oejoe Hitiwa
Species: Human
Price: 3500 Alive
Location: There's a door next to Mart Ringatz (Bounty #4) leading up some
ramps and to a bar with some fussy patrons.  This guy's in there.

Name: Karsunn Nepto
Species: Nikto
Price: 3000 Alive, 1500 Dead
Location: After passing through the third Checkpoint, head to the left and
through a green door down a series of ramps.  You'll find him at the bottom.

Name: Ruceba Ahid
Species: Human
Price: 2000 Alive
Location: After passing through the third Checkpoint, take the door in the
central building down the long spiral staircase.  I think you "auto-mark"
this guy once you pull out your scanner, because he takes right off and you
have to give chase.

Name: Mien Rumba
Species: Sullustan
Price: 4000 Alive, 2000 Dead
Location: After descending past the third Checkpoint by either the ramps or
the spiral staircase, hang a right and run to the end to find this Sullustan.

Name: Reez Andor
Species: Human
Price: 2500 Alive, 1250 Dead
Location: After descending to the lower level, you'll find this guy standing
near the spot where you first see Jervis.

Name: Haangok
Species: Nikto
Price: 4000 Alive, 2000 Dead
Location: There's a place once you start tailing Jervis where you can see a
floating red sign of a droid lady off in the distance.  Your guy is standing
near that vantage point.

Name: Dairn Maggli
Species: Human
Price: 3000 Alive, 1500 Dead
Location: There's a place once you start tailing Jervis where you can see a
floating red sign of a droid lady off in the distance.  Your guy is standing
near that vantage point.

Name: Bardack
Species: Klatooinian
Price: 3000 Alive, 1500 Dead
Location: After the previous two bounties, you'll find this one further down
the street.

Name: Kip Bunyea
Species: Human
Price: 2000 Alive, 1000 Dead
Location: When Jervis ducks into a bar, you'll find this human near the
counter.

Name: Kahleeko Sik
Species: Nikto
Price: 4000 Dead
Location: When Jervis ducks into a bar, you'll find this guy in the rafters
above.

---

Chapter 2, Mission 2: Industrial District

Name: Panza Hondi
Species: Guineo
Price: 2000 Alive, 1000 Dead
Location: In the first room of the level, in the far corner.

Name: J'Meeb Gumb
Species: Guineo
Price: 2500 Alive, 1250 Dead
Location: In the first room of the level, two floors up on the far end of the
catwalk.

Name: Regg Kuuga
Species: Draag
Price: 2500 Alive, 1250 Dead
Location: In the second room of the level, he's on the ground floor and has a
green blaster.

Name: Slaag Lado
Species: Draag
Price: 3000 Alive, 1500 Dead
Location: After the huge and expansive cargo container jumping area, you'll
find this guy standing in the middle pipe.

Name: Yoi Areebi
Species: Guineo
Price: 2000 Alive, 1000 Dead
Location: After the complex room full of bad guys, this guy's in the next
corridor.

---

Chapter 2, Mission 3: Upper City

Name: Loowil Gait
Species: Human
Price: 2000 Dead
Location: This guy is right after you slide down the first ramp leading to the
next building.

Name: Max Ryko
Species: Human
Price: 3000 Alive, 1500 Dead
Location: After climbing up the shaft full of red support beams, you'll find
this green-shooting guard.

Name: Mill Timmer
Species: Human
Price: 2500 Dead
Location: After sliding down your second ramp, you'll find this cop at the
platform you end up on.

Name: Raim Tibekk
Species: Human
Price: 2000 Dead
Location: When in the middle of the big firefight in the large tower with
floating pools, you'll find this guy kind of standing around on the top floor.

Name: Lye Rooker
Species: Human
Price: 3000 Alive, 1500 Dead
Location: When you cross the long railing to the other building, go around
the ledge on the outside, and you'll find this cop on the other side.

---

Chapter 3, Mission 1: The Break In

Name: Led Pinot
Species: Human
Price: 4000 Alive, 4000 Dead
Location: After heading through the first two big doors, you'll find this
guard in the crowd of people outside.

Name: Wip Sheff
Species: Human
Price: 4000 Alive, 4000 Dead
Location: After climbing up the set of stone ledges and reaching the landing
platform, scan the left side of this big area to find him.

Name: Natt Bordo
Species: Human
Price: 4000 Alive, 4000 Dead
Location: You'll find this guy in the room after you blow up your first
Security Drone.  He's a bit to your right as you enter.

Name: "Shank" Ballax
Species: Human
Price: 5000 Alive, 5000 Dead
Location: After reaching Sublevel One, you'll find him chatting with the
bounty below.

Name: Frissk
Species: Trandoshan
Price: 5000 Alive
Location: After reaching Sublevel One, you'll find him chatting with the
bounty above.

---

Chapter 3, Mission 2: The Break Out

Name: Peez Bonko
Species: Gran
Price: 2000 Dead
Location: Charging you right at the beginning of the level.

Name: Sann Dekker
Species: Human
Price: 2000 Dead
Location: The first big room after the cell block, on the lower floor.

Name: Keezo Stoolie
Species: Weequay
Price: 3500 Alive, 1200 Dead
Location: The mess hall of the prison (has lots of inmates in the beginning,
and they charge you with stun batons).

Name: Greelossk
Species: Trandoshan
Price: 1500 Dead
Location: After the mess hall, in a big cell block room on the ground level.

Name: Onja Ronbat
Species: Gran
Price: 3000 Alive, 1500 Dead
Location: After the mess hall, in a big cell block room on the top catwalk.

Name: Mavikk Jumka
Species: Nikto
Price: 2000 Dead
Location: The first room after crossing the big pit, near the door on the far
side of the room.

Name: Brawn Dunkee
Species: Weequay
Price: 2000 Dead
Location: In the large hallway with two Turrets, you'll find this guy on the
left side of the hall as you enter.

Name: Tossk
Species: Trandoshan
Price: 2000 Dead
Location: In the large hallway with two Turrets, you'll find this guy on the
far side, on the upper level.  He's unarmed.

Name: Zeb Mandaeen
Species: Human
Price: 2000 Dead
Location: In the area with three long bridges, this guy's one of the guards
running around the middle bridge.

Name: Meeko Ghintee
Species: Muttanni
Price: 10000 Dead
Location: Your old pal, Meeko, is found outside, with a bunch of other guys
trying to work a mining machine to break out.

---

Chapter 3, Mission 3: The Escape

Name: Jord Stokk
Species: Human
Price: 3000 Dead
Location: After the left turn when you first enter the building.

Name: Ala Kimbo
Species: Human
Price: 4500 Alive, 2200 Dead
Location: One of the guards in the first reactor room.

Name: Seer Lonnel
Species: Ugnaught
Price: 1000 Dead
Location: The second reactor room.

Name: Lan Starburn
Species: Human
Price: 3000 Alive, 1500 Dead
Location: The third reactor room, at the far left door.

Name: Joth Katrane
Species: Human
Price: 6000 Alive, 3000 Dead
Location: The first hallway that overlooks the Firespray hangar.  He's one of
the guards sitting there, not one that comes in later.

---

Chapter 4, Mission 1: Jungle Trek

Name: Ukon Eyste
Species: Gran
Price: 3000 Alive, 1500 Dead
Location: Right after your first Nexu (cat beast)

Name: Byhdee Kees
Species: Gran
Price: 3000 Alive, 1500 Dead
Location: Further along the first ravine, standing on a rock in the middle
of the area.

Name: Meen Burtak
Species: Gran
Price: 4000 Alive, 2000 Dead
Location: On top of the first Dug watchtower.

Name: Kram Ayuk
Species: Gran
Price: 5000 Alive, 2500 Dead
Location: Patrolling just past the first watchtower.

Name: Seed Machees
Species: Gran
Price: 4000 Alive, 2000 Dead
Location: After the second watchtower, you'll find this guy in a rock hollow
next to a treetop platform.

Name: Brine Eyes-Li
Species: Gran
Price: 5000 Alive, 2500 Dead
Location: After the second watchtower, climb the treetop platforms and look
ahead.  On a distant treetop platform, you'll find him.

Name: Jaw-Knee Rise
Species: Gran
Price: 3000 Alive, 1500 Dead
Location: Once you get to the waterfall area, and crawl along the ledge,
you'll find this Gran on top of the building.

Name: Ayk Arko
Species: Gran
Price: 5000 Alive, 2500 Dead
Location: When you pass the "loading" screen to the second area, you'll find
this guy gunning at you from the bridge.

Name: Neeko Payvees
Species: Gran
Price: 6000 Alive, 3000 Dead
Location: When you pass the "loading" screen to the second area, you'll find
this guy gunning at you from across the bridge in the next area.

Name: Iseeya Yado
Species: Gran
Price: 5000 Alive, 2500 Dead
Location: Once you enter the underground city area, you'll find this Gran on
top of the building with the Turret guy.

Name: Leekz Kleng
Species: Gran
Price: 4000 Alive, 2000 Dead
Location: Once you enter the main city area, you'll find him perched on a
building on the far side.

Name: Aycee Lameers
Species: Gran
Price: 5000 Alive, 2500 Dead
Location: Once you enter the main city area, you'll find him in the back of
the area, on top of a large building.

Name: Meeks Fees
Species: Gran
Price: 5000 Dead
Location: Once you enter the main city area, you'll find him on top of a
large building nearby.

Name: Reek Payvees
Species: Gran
Price: 5000 Dead
Location: There's a second city area after the main city area, right before
the skiff switch.  Reek's on top of a building there.

Name: Leek Onees
Species: Gran
Price: 3000 Alive, 1500 Dead
Location: In between the sniping point and the second city area, on a ledge
in the middle of nowhere.  WHY???

---

Chapter 4, Mission 2: Sebolto's Compound

Name: Pixolga
Species: Dug
Price: 6000 Alive, 3000 Dead
Location: Before the drawbridge, you'll find this Dug on the right cliff face,
next to a hut, about three levels up.

Name: Zadalgo
Species: Dug
Price: 5000 Alive, 2500 Dead
Location: Before the drawbridge, you'll find this Dug on the right cliff face,
next to a hut, about three levels up.

Name: Tahbotza
Species: Dug
Price: 3000 Alive, 1500 Dead
Location: On the watchtower right after the drawbridge.

Name: Ghazdik Jah
Species: Dug
Price: 4000 Alive, 2000 Dead
Location: Sniper post across the drawbridge.

Name: Jahrunba
Species: Dug
Price: 3500 Alive, 3000 Dead
Location: Past the lift that Zam needs to ascend, you'll find this Dug across
a gap in the cliff.

Name: Nahrunba
Species: Dug
Price: 3000 Alive, 1500 Dead
Location: After Zam rides up the lift and you two go into a hut, you'll find
this guy in the cave, up on a ledge.

Name: Jenathaza
Species: Dug
Price: 2000 Alive, 1000 Dead
Location: After passing through the first cave, you can climb a watchtower.
This Dug is on the ledge near the watchtower.

Name: Dewanga
Species: Dug
Price: 3000 Alive, 1500 Dead
Location: In a secret room connected to a sniper post next to the waterfall.

Name: Hexum'Baz
Species: Dug
Price: 3000 Dead
Location: After passing the waterfall area and going through a door, you'll
find this Dug down below near the next set of huts.

Name: Zap'Ulga
Species: Dug
Price: 4000 Alive, 2000 Dead
Location: In a hut with a white conical roof just across the land bridge.

Name: Sahrunba
Species: Dug
Price: 5000 Alive, 2500 Dead
Location: After the waterfall area, and crossing a small land bridge, you'll
find this Dug standing next to a bridge.

Name: Mazanga
Species: Dug
Price: 3500 Alive, 3000 Dead
Location: Inside the big round building, you'll find this guy on the upper
floor.

Name: Rogh'ma Ixsan
Species: Dug
Price: 3000 Alive, 1500 Dead
Location: Inside the big round building, you'll find this guy on the upper
floor.

Name: Xucaabo
Species: Dug
Price: 3500 Alive, 3000 Dead
Location: After leaving Zam behind, proceed along the bridges.  This bounty
is on the third circular platform.

Name: Mashunba Zee
Species: Dug
Price: 6000 Alive, 3000 Dead
Location: On the outside of Sebolto's palace, above the Turret.

---

Chapter 4, Mission 3: The Death Stick Factory

Name: Bog'Ruhx
Species: Dug
Price: 2000 Dead
Location: Below and across the shaft from where you start.

Name: Mawz Dakko
Species: Gran
Price: 3000 Alive, 1500 Dead
Location: In the fourth room of the shafts, you'll need to press a button to
open a pipe hatch.  Whipcord this fellow right after you press the button.

Name: Maree Yad
Species: Dug
Price: 2400 Alive, 1200 Dead
Location: After dropping down the pipe that you had to push a button to open,
glide over to the ledge with the Dugs.  This guy's one of them.

Name: Nebulba
Species: Dug
Price: 3000 Alive, 1500 Dead
Location: After dropping down the left of three pipes, you'll find him on
the ground floor near the buttons.

Name: Gazurga
Species: Dug
Price: 4000 Dead
Location: After riding the conveyor belt, you'll find him up the ladder.

Name: Ixnoltah
Species: Dug
Price: 3000 Alive, 1500 Dead
Location: After riding the conveyor belt, you'll find him up the ladder and
in the next room.

Name: Lokk Gimble
Species: Ugnaught
Price: 4000 Alive, 2000 Dead
Location: On the catwalks after the conveyor belt.

Name: "Ratchet" Gramzee
Species: Ugnaught
Price: 5000 Alive, 2500 Dead
Location: After the aforementioned set of catwalks, you'll find him in the
next control room with a bunch of Dugs.

Name: Edderon "Torque" Soth
Species: Ugnaught
Price: 1000 Alive, 500 Dead
Location: After crossing the thin pipes, you'll find him standing next to a
furnace.

Name: Xijulba
Species: Dug
Price: 2000 Alive, 1000 Dead
Location: At the end of the area with lots of conveyor belts.

Name: Bazurkah
Species: Dug
Price: 2000 Dead
Location: Past the push-button door after the conveyor belts.

Name: Yan Vrees
Species: Gran
Price: 5000 Alive, 2500 Dead
Location: Past the push-button door after the conveyor belts, on the lower
ground level.

Name: Garrolkah
Species: Dug
Price: 2000 Dead
Location: After your first two Bando Gora, you'll see this Dug wandering
around the wooden platforms in the area.

Name: Guanolta
Species: Dug
Price: 3500 Alive, 3000 Dead
Location: On the big platforms at the end of the cave with Bando Gora.

Name: Shakrolta
Species: Dug
Price: 2500 Alive, 1250 Dead
Location: Under the big platforms at the end of the cave with Bando Gora.

---

Chapter 5, Mission 1: Longo Two-Guns

Name: "Wrong-Way" Wint
Species: Clantaani
Price: 4000 Alive, 2000 Dead
Location: The second room of the area.

Name: Radd Hardwikk
Species: Clantaani
Price: 3000 Alive, 1500 Dead
Location: On a ledge in the back of the third room.

Name: "Dusty" Rengo
Species: Clantaani
Price: 4000 Alive, 3000 Dead
Location: In the fourth room, this guy seems to hang near the bag.

Name: Clem "Trigger"
Species: Clantaani
Price: 5000 Alive, 5000 Dead
Location: In the second half of the room with the first Turret.

Name: Niktha
Species: Jawa
Price: 200 Dead
Location: In the first room with two Turrets.

Name: "Black-Eye" Cahoon
Species: Clantaani
Price: 5000 Alive, 2500 Dead
Location: After passing through the room with the two Turrets, this will be one
of the first guys you'll go up against.

Name: Ona Kragg
Species: Nikto
Price: 6000 Alive, 6000 Dead
Location: After passing through the room with the two Turrets, you'll find him
in the reinforcements that come from behind you.

Name: "Dead-Eye" Klintee
Species: Clantaani
Price: 4000 Alive, 2000 Dead
Location: After passing the third Checkpoint.

Name: Eela Valotta
Species: Twi'lek
Price: *working on it*
Location: Inside the cantina after the third Checkpoint.

Name: Miktha
Species: Jawa
Price: 100 Alive, 50 Dead
Location: Found in the first clearing after the cantina.

Name: Tray'la Sheek
Species: Twi'lek
Price: 3500 Alive, 3000 Dead
Location: Right after the fourth Checkpoint (which is behind the second sliding
black door).

Name: Naktu Jeera
Species: Nikto
Price: 3000 Alive, 1500 Dead
Location: After the previous bounty, go up the stairs, and you'll find him near
the dwelling here.

Name: Frossk
Species: Trandoshan
Price: 4000 Alive, 2000 Dead
Location: The last outside area before Longo.

Name: Jiktha
Species: Jawa
Price: 1000 Alive, 500 Dead
Location: The last outside area before Longo.

Name: Biktha
Species: Jawa
Price: 100 Alive, 50 Dead
Location: This poor Jawa is in the midst of the battle with Longo.

---

Chapter 5, Mission 2: Tusken Canyon

Name: Orr Agg R'orr
Species: Tusken Raider
Price: 3000 Dead
Location: In your first Tusken meeting, he's the sniper on the right.

Name: Grk'Urr'Akk
Species: Tusken Raider
Price: 3000 Alive, 1500 Dead
Location: The first cave you enter.

Name: UrrOr' Shurk
Species: Tusken Raider
Price: 5000 Dead, 1000 Alive
Location: Right near the first Checkpoint.

Name: Yo-Hann Innk
Species: Nikto
Price: 2000 Alive, 1000 Dead
Location: At the battle between Tusken and thugs, he's on one of the skiffs.

Name: Orrh Or'Ur
Species: Tusken Raider
Price: 3000 Dead
Location: On the cliffs past the Great Pit of Carkoon, past the second
Checkpoint.

Name: Ossk Kassa
Species: Trandoshan
Price: 6000 Alive, 3000 Dead
Location: At the end of the cliffs, you'll find this guy in the first group
that attacks you.

Name: Drossk
Species: Trandoshan
Price: 4000 Dead, 4000 Alive
Location: After passing third Checkpoing

Name: Linjak Mossa
Species: Nikto
Price: 6000 Alive, 3000 Dead
Location: A missile launcher guy in a canyon full of them.  He's just before
you enter a thin passageway, about halfway through the canyon.

Name: Keejik Ganz
Species: Weequay
Price: 3000 Alive, 1500 Dead
Location: After the missile launcher ambush you jet into, proceed along the
canyon to find this guy shooting blue stuff at you.

Name: Hakma Kinto
Species: Weequay
Price: *working on it*
Location: At the very end of the area, you'll find this guy standing
precariously on a skiff.  Try to knock off his buddy before you go after him,
minimizing the chance of him falling.

---

Chapter 5, Mission 3: Gardulla's Palace (Found 9/10)

Name: Wartogg
Species: Gamorrean
Price: 1500 Dead
Location: The first room after you reclaim your gear.

Name: Klatha
Species: Jawa
Price: 1000 Alive, 500 Dead
Location: In the market after the first big fight in the hangar.

Name: Romi Moola
Species: Twi'lek
Price: 3000 Alive, 1500 Dead
Location: In the market after the first big fight in the hangar.

Name: Redge Dunlak
Species: Human
Price: 2400 Alive, 1200 Dead
Location: In the market after the first big fight in the hangar.

Name: Rixes Antab
Species: Human
Price: 3000 Alive, 1500 Dead
Location: In the market after the first big fight in the hangar.

Name: Grissuk
Species: Gamorrean
Price: 3000 Dead

Name: Baladdok
Species: Weequay
Price: 2500 Dead
Location: In the corridors after the market.

Name: Vorkeesk
Species: Nikto
Price: 3000 Alive, 1500 Dead
Location: After fighting Bando Gora, this guy's in the big firefight in the
next room.

Name: Gahseelik
Species: Trandoshan
Price: 3000 Alive, 1500 Dead
Location: In the tall room after the second Checkpoint.

Name: Riknak
Species: Weequay
Price: 1500 Dead
Location: In the tall room after the second Checkpoint.

=================
6C. Unlockables =
=================
</pre><pre id="faqspan-4">
Dark Horse Comic Book: As you beat levels, you'll earn more pages of the first
edition of Jango Fett: Open Season.

Wizards of the Coast TCG Cards: Collect Feather Icons to earn more pictures
of these trading cards, related to Jango and the game.

Concept Art: Snag bounties and earn credits to unlock these concept art
pictures.

Outtakes: For every chapter you beat, you'll earn another set of outtakes.
Of course, they're all CGI, so they lose a bit of their spontaneity.  Some of
them were probably part of the recording process, then made into CGI.  A lot
of the better ones feature Montross, who seems to really enjoy his role...

===========
6D. Codes =
===========

These are taken from GameFAQs Codes & Secrets, most of which were, in turn,
taken from IGN.  Yup.

R ARTISTS ROCK - Unlocks all concept art.
GO FISH - Unlocks all trading cards.

The following codes unlock the full chapter that they indicate

SEEHOWTHEYRUN - Chapter 1
CITYPLANET - Chapter 2
LOCKDOWN - Chapter 3
DUGSOPLENTY - Chapter 4
BANTHAPOODOO - Chapter 5
MANDALORIANWAY - Chapter 6

The following codes unlock the missions that they indicate.

BEAST PIT - Chapter 1, Mission 1
GIMMEMYJETPACK - Chapter 1, Mission 2
CONVEYORAMA - Chapter 1, Mission 3
BIGCITYNIGHTS - Chapter 2, Mission 1
IEATNERFMEAT - Chapter 2, Mission 2
VOTE4TRELL - Chapter 2, Mission 3
LOCKUP - Chapter 3, Mission 1
WHAT A RIOT - Chapter 3, Mission 2
SHAFTED - Chapter 3, Mission 3
BIGMOSQUITOS - Chapter 4, Mission 1
ONEDEADDUG - Chapter 4, Mission 2
WISHIHADMYSHIP - Chapter 4, Mission 3
MOSGAMOS - Chapter 5, Mission 1
TUSKENS R US - Chapter 5, Mission 2
BIG BAD DRAGON - Chapter 5, Mission 3
MONTROSSISBAD - Chapter 6, Mission 1
VOSAISBADDER - Chapter 6, Mission 2
JANGOISBADDEST - Chapter 6, Mission 3

*******************************************************************************
7. STANDARD GUIDE STUFF
*******************************************************************************
===========
7A. Legal =
===========

This FAQ was made 100% by me, and is Copyright © 2002 Scott "CyricZ"
Zdankiewicz.  You may not take it in whole or in part and claim it as your own.
You may not alter it in any way, even if you ask me first, and that includes
putting it in HTML format.  Please don’t post this on your site unless you have
express consent by me.  I’ve put a lot of time into this.  Give me some
credit...

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.cheatcc.com
www.ign.com

I'm not going to allow people with small personal sites to post this FAQ.  They
may post the link on GameFAQs with all the Bounty Hunter guides, but, trying
to keep updates, well, updated, I'll only allow large committed sites that I
trust.

=======================
7B. E-mail Guidelines =
=======================

If you wish to e-mail me, be sure to follow these guidelines...

- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with Bounty Hunter.  I don't want spam,
chain letters, offers for friendship.  Compliment me on the FAQ all you want,
though...
- Make sure you say Bounty Hunter at one point in your e-mail.  I have more
than one Star Wars FAQ, and asking a generic question such as "How do I kill
the last boss?" doesn't tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand
your e-mail, it'll go to the junk pile...

=============
7C. Credits =
=============

CJayC and Al Amaloo for having this on their sites.

Lucasarts Entertainment Company, for this fine example of a Star Wars game.

Alex Reznik and Adam Hawes, for serious help with bounties.

Jupiter, for some help with missing Feather Icons.

=====================
7D. Version Updates =
=====================

Version 1.1 - 1/14/02 - Well, that's all the bounties and icons.  I know a lot
of you were sending them in, but the guys mentioned above got the first jump
on it.  Sorry it took so long, but holiday time isn't good for me for writing.

Version 1.0 - 12/17/02 - Walkthrough's complete.  I just need to find the
last few bounties and the last two Feather Icons...

Version 0.5 - 12/15/02 - I have the full first two chapters and the first
two missions of the third chapter.

====================
7E. The Final Word =
====================

This is a great example of a Star Wars game that doesn't involve Jedi or
starfighters.  It's a chance to finally be able to play as a ruthless bounty
hunter, tracking the scum of the galaxy...

Take care and may the Force be with you, or at least a good blaster...