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Disney Infinity 3.0 Edition FAQ/Walkthrough by oldschool312
<https://www.gamefaqs.com/community/oldschool312>
Version 0.95, Last Updated 2015-11-09
Table of Contents
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12.

Introduction <#Introduction>
Version History <#Version History>
FAQs <# FAQs>
Inside Out Play Set <#Inside Out Play Set>
1. Inside Out Tips <#Inside Out Tips>
2. Inside Out Walkthrough <#Inside Out Walkthrough>
3. Inside Out Feats <#Inside Out Feats >
Twilight of the Republic Play Set <#Twilight of the Republic Play Set>
1. Twilight of the Republic Walkthrough <#Twilight of the Republic
Walkthrough>
2. Twilight of the Republic Feats <#Twilight of the Republic Feats >
3. Twilight of the Republic Collectibles <#Twilight of the Republic
Collectibles>
4. Twilight of the Republic Challenges <#Twilight of the Republic
Challenges>
Rise Against the Empire Play Set <#Rise Against the Empire Play Set>
1. Rise Against the Empire Walkthrough <#Rise Against the Empire
Walkthrough>
2. Rise Against the Empire Feats <#Rise Against the Empire Feats >
3. Rise Against the Empire Collectibles <#Rise Against the Empire
Collectibles>
4. Rise Against the Empire Challenges <#Rise Against the Empire
Challenges >
5. K-3PO's Emporium <#K-3PO's Emporium>
Star Wars Enemies <#Star Wars Enemies>
Toy Box Takeover <#Toy Box Takeover>
1. Toy Box Takeover Feats <#Toy Box Takeover Feats>
Toy Box Speedway <#Toy Box Speedway>
1. Toy Box Speedway Feats <#Toy Box Speedway Feats>
Toy Box Hub <#Toy Box Hub >
1. Side Kick Host <#Side Kick Host >
2. Exploration Host <#Exploration Host >
3. Base Host <#Base Host>
4. Building Host <#Building Host>
5. Toy Box Store Host <#Toy Box Store Host>
6. Disney Infinity Theater <#Disney Infinity Theater>
7. Flynn's Arcade <#Flynn's Arcade >
8. Combat Host <#Combat Host>
9. Vehicles Host <#Vehicles Host>
10. Toy Box Butler (My INterior) <#Toy Box Butler (My INterior)>
Characters <#Characters>
1. Disney Infinity 3.0 Characters <#Disney Infinity 3.0 Characters>
Sidekicks <#Sidekicks >
1. Sidekick Equipment <#Sidekick Equipment>
2. Sidekick Food <#Sidekick Food>

13. Feats <#Feats >


1. INterior Feats <#INterior Feats >
2. Toy Box Feats <#Toy Box Feats >
14. Toy Store (Under Construction) <#Toy Store (Under Construction)>
1. World Construction Toys <#World Construction Toys >
15. Trophies <#Trophies>
16. Legalities <#Legalities>

Introduction

Disney Infinity is a game that bridges the gap between older and younger
gamers. The focus of this guide is to do the same. If you are a seasoned
gamer looking for the last collectible you can find it here. If you are
new to gaming and need help moving through a level you can find it here.
If you are a parent trying to find information to help your child move
through the game you can find it here. The game is fun for players of
all ages. There is enough for seasoned gamers to make it interesting but
its not so complex that a new player can't jump in and enjoy themselves.
My six year old and I have lots of fun playing this game together.
Version History

* Version 0.80
o Submitted
o Walkthrough complete for Inside Out, Rise Against the Empire,
Twilight of the Republic play sets
o Character section started
o Trophies Listed
o Feats Listed
o All Holocrons listed
o Mynocks Listed (I've collected them all but somehow missed a
couple descriptions)
o All Champion Coins Listed
o Working through describing a few remaining Manual Pages and Idea
Bulbs for Inside Out Playset
o Sidekick Section initiated
o Toy Box Hub Section complete
* Version 0.90
o Added Toy Box Takeover
o Began Toy Box Speedway section
o Sidekick section near complete
o Still need to add some Inside Out Collectibles
* Verision 0.95
o Finished the Inside Out Collectibles
o Updated Characters
o Updated Sidekicks

FAQs

* Q: What is a Play Set?


o A: Think of a Play Set as a game inside Disney Infinity. A Play
Set will have missions/objectives for your character to achieve.
It could be fighting enemies, defeating a boss, collecting items
etc. A Play Set will be where you go to play the game the
developers created. It is the story mode of the game.
* How do I begin game play in a Play Set?
o A: Once the game has loaded, place one of the Play Set game
pieces on the hexagon on the game pad. A character that is
associated with that Play Set should also be placed on the
circular portion of the game pad. From this point just select to
start the Play Set in the menus.
* Q: Can I play my Disney Infinity 1.0 or 2.0 Play Sets on this version?
o A: No, The Play Sets are not compatible between versions. In
order to play the Avengers Play Set you have to own Disney
Infinity 2.0 and be load that version on your console.
* Q: There are all kinds of characters, do I need to buy them all?
o A: No, In order to participate in a Play Set you only need one
character associated with that Play Set. For Example: To enter
and play through the Inside Out Play Set you will have to use
Joy, Anger, Fear, Disgust or Sadness but you do not have to have
them all. When purchasing a Play Set you will also receive
characters that can be used during that game play.
* Q: I have lots of figures from versions 1.0 and 2.0. Are they
useless now?
o A: No. All the characters from the previous versions can be used
in the Toy Box and Toy Box Takeover modes.

Inside Out Play Set

Joy, Disgust, Sadness, Anger, and Fear are the characters available in
the Inside Out Play Set. A specific character is not needed to complete
a level. There is not a need to have each character. Every level can be
completed with the characters that come with the play set (Joy or
Anger). The guide was written based off of playing through each level
with Joy. The characters do provide slightly different game play
experiences. They each have different abilities that can assist in
moving through a world but each special ability is not needed for
completion of a level. There are instances where a character's special
ability is needed to acquire a collectible. In these instances there is
usually a Disguise station nearby to help out.
This is a platforming play set. The goal of each level will be to reach
the end point of the level. There will be an occasional enemy to fight
or memory ball to collect but jumping and climbing are the main theme of
this play set. Each level will have a target time and number of balloons
to collect. The target time for each level is 7 minutes. The number of
balloons to collect is all of them. For best results its better to
perform each individually. Run through trying to be as fast as you can
then run through and try to collect all of the balloons. Attempting both
will likely lead to failure for both. The levels can be completed

without doing either objective. They are just fun goals for the in game
leaderboards/bragging rights. They will also provide stars for feats.
The descriptions of the levels found below will be to guide you to
completion, not for fast times or all balloon collections. The videos
that accompany each level will show how to complete the level and
provide the location of the collectibles. It is not intended to be a
guide to collect all the balloons.
Inside Out Tips
* If you do not have any levels left to play then its time to play the
Memory Matrix mini-game. At certain points you will have to achieve
a goal score to unlock more levels.
* If you see an Idea Bulb you can not get take note of its color. This
can provide a clue as to the character needed to get the bulb. For
example if a green bulb is high above some clouds then you probably
need Disgust to use her special ability to leap high off of clouds.
* Full balloon collection on a level does require the green bonus
boxes to be destroyed and the green balloons that appear be collected
* A balloons can be collected by passing through it or throwing an orb
to bust it. Some of them are easier to get by throwing.
* All the levels can be played with two players co-operatively. At the
end each player is given a score based on checkpoints and balloon
collection. It can enhance the experience to play with friends and
family.
* Once a level is complete you can replay it as many times as you
like. After completion go back to get the collectibles missed,
improve your time, grab the balloons, or try a different character.
* Grabbing an Idea Bulb is not enough to collect it. From the point
you get the bulb until the end of the level you can not die. Losing
all of your health will void the collection of the Idea Bulb. From
that point you will have to back track to grab the bulb again or
replay the level.
* A specific character is not needed to complete any level. All the
characters are capable of beating a level. If a specific character's
ability is needed then a Disguise station will be nearby.
* At times you will have to deliver Mind Workers to a work station.
You can not jump when carrying a Mind Worker.
* You can jump while carrying a Memory though.

Inside Out Walkthrough

Into the Mind's I


* Description: Find the entrance to Imagination Land
* Target Time: 7:00
* Collectibles: Manual Pages (5)
o After checkpoint 1 do not climb up to the green bonus box,
instead at the top of the pillar drop and collect the page
o At the second checkpoint use the buttons to spring into the
air look to the left side after the third button jump

o After the second checkpoint destroy the peppermint discs to


reveal button-springs. At the top of the column on the left
you will find the page on a balcony.
o On an Oreo above checkpoint 5. Destroy the peppermint disc
to reveal a button that will spring you to the oreo
platforms. The page is on the back left cookie.
o At checkpoint 6 when you reach the platform that leads to
the yellow bridge that will allow you get the memory for the
last memory machine there are several cards that are thrown
onto the wall on the left side of the screen. Use the cards
at the end of the path as platforms to reach the manual page
* All Balloons Collected: 400
* Optimal Character: None
Head up the puzzle piece floor. Moving around the ground below will
begin to shake. Jump up the platforms to the cardboard bridge. We find a
yellow slide with a large Pixar Ball rolling down it. Wait for the ball
to pass then get on the yellow slide. Stay to the left side of the slide
and pause in wide spot. Once another ball rolls by quickly move to the
end of the slide and exit it to the right. As we begin to cross the next
bridge it starts to fall. Once the bridge is down, jump on the yellow
pillow to reach the first of seven *CHECKPOINT*s. Jump up and grab the
ledge. Pull up to the flower pots. Use the ledges on the next wall to
reach a pink platform. The wall at the back of the platform has several
grapple points. Reach the top and we get a message that we have found a
bonus box. Smash the green box and green balloons with a timer appear.
Collect as many of the green balloons within the allotted time to
improve your ending score.
Move to the back and cross the rainbow bridge. The multi colored flower
petal floor will light up when you move from petal to petal. On the wall
behind the blue-green petal is a target. Press R2 to throw a memory at
the target. If you connect a bridge to the right will extend. Cross the
bridge to reach *CHECKPOINT 2. *The button on the ground will act as a
spring launching your character high into the air. Use the buttons to
reach the top of the pillar. When you near the top there will be a
peppermint disc on the ground. Stand on it and perform a ground pound
move (jump and hold Triangle). This destroys the peppermint disc
revealing a spring button. Destroy a second disk to reach a target. Toss
a memory at the target and a rainbow bridge in the distance extends.
Quickly cross the bridge to reach *CHECKPOINT 3.*
Jump across the Oreos. The last two will be destroyed so jump onto the
solid ground from the 2nd Oreo. Move up the ramp and jump over the gap
in the path with a double jump. A double jump is performed by first
jumping then while in the air tapping X again. This will allow your
character to travel greater distances. Continue up the ramp as pieces of
the ground begin to fall away. Don't worry, the main path will remain.
At the top we find our first memory. Pick up the glowing orb and deliver
it to the memory machine. We have also arrived at *CHECKPOINT 4.* Jump
across the rocking flip flops. The next stable platform
houses *CHECKPOINT 5.*
Move down the green slide to find the next memory machine. The memory
that needs delivered is on the Oreos on the right side. Once the memory
is delivered the barrier ahead dissipates. Cross the rotating curved
platforms to reach *CHECKPOINT 6. *Be careful on the rotating platforms
because there will be gaps. The rings are not continuous. Move up the
ramp to the right and cross the opening/closing yellow bridge. Hit the
target on the back wall and some beams will lower. Use those beams to

rise up to another set that will allow you to move to the left and reach
a platform. Move down this platform toward the front of the screen.
Cross another yellow opening/closing bridge and reach a high platform
with our next memory. Pick it up and drop below to deliver it into the
memory machine. A rocket blasts into the air. Use the elevator platforms
to reach the top. We get a small cut scene that shows the rocket
crashing. *CHECKPOINT 7* is on the right side. This is the completion
point of the map. Once you stand on this platform your score is revealed
and the level is over.
Brain Power, Phase 1
* Description: Find the power source for the Memory Matrix
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ At the top of the elevator that rotates around with the
multiple glowing platforms.
+ High above the rising platform just before the 2nd
target that rotates a wheel for continued passage
+ Use the rotating wheels after placing the first memory
into a memory machine to reach a high platform
+ Platform just after encountering the first pie cannon
+ After 2nd checkpoint its on a platform above ground level
o Idea Bulb (1)
+ After checkpoint 2 we find the only way to proceed is to
drop into a gap in the floor. To the left we see lava on
the floor. Use Anger to cross the lava and grab the Idea
Bulb.
* All Balloons Collected: 250
* Optimal Character: Anger - only because he is needed for the
Idea Bulb
This level is a side scrolling level. Move to the right until you reach
a target. Press R2 to hit it with a memory and the wheel with a portion
mission will rotate allowing you to pass. Continue to the wooden bridge
and jump over the glowing blocks. Use the rotating elevator with the
glowing platforms to reach the bottom level. Continue by the hopping
orange balloons and arrive at a rising platform with yellow trim. Hit
the target to rotate the wheel and arrive at *CHECKPOINT 1. * Just ahead
we find a memory machine. In front of the machine is a spring button
that will elevate you to the memory. Once the memory is in place the
wheel will rotate allowing you to pass. Ahead there is a cannon that
fires single pies. If hit by a pie your character will be knocked down
and have their health reduced. They come slow and infrequent enough to
avoid easily by jumping over them. After another pie cannon we come to a
yellow sliding floor. After the sliding floor we see more blocks that
slide back and forth. The goal this time is to wait for the blocks to
slide out of the way then use them to climb higher in the level. At the
top watch for a pie cannon. On the other side of this pie cannon we find
the next memory on a platform high in the air. Hit the target to cause a
platform to rise that will provide a good jumping point to reach the
memory.
Placing the memory will rotate a wheel allowing us to arrive
at *CHECKPOINT 2.* The path will end in a dead end except for a gap in
the floor. We must drop down through the gap to continue. At the bottom
their will be lava on the floor to the left (the Idea Bulb is that way).
Hit the target to rotate a wheel and move to the right. Use the glowing

elevators to reach a higher platform. Here we find a series of three


yellow platforms that will rise and fall. Use the boards to
reach *CHECKPOINT 3.* An easily avoidable pie cannon is ahead. After
passing under the pie cannon jump up to the platform above. Spring up to
grab the memory and into the opening of the spinning wheel. Once the
memory is delivered a column will rise. Ride this column to *CHECKPOINT
4 *to end the level.
Brain Power, Phase 2
* Description: Find the power source for the Memory Matrix
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Below the first conveyor belt you find. Pass over the
conveyor belt then drop below to the pie cannon move to
the left and hit the target to create a bridge. Use the
platforms to arrive at the page beside a worker.
+ Just after checkpoint 1 use a rising column activated by
a hitting a target to reach a memory. The page is a jump
away from the platform with the memory
+ After placing the first memory stay on the ground level
and defeat 2 broccoli
+ Just before checkpoint 2
+ Platform above just after checkpoint 3, this platform
also has a memory ball sitting on it
o Idea Bulb (1)
+ A high platform before arriving at the first abandoned
work station. Use the rising/lowering yellow platform to
reach it
* All Balloons Collected: 300
* Optimal Character: None
Move to the right and climb the straw. Use the elevator to rise to a
conveyor belt. Leap over the glowing blocks to move forward. When off
the conveyor belt we find a yellow block moving up and down. Drop onto
it and drop down again. A pie cannon will be firing across another
conveyor belt. Jump over the blocks timing your leaps to avoid a pie in
the face. On the other side of the cannon take the high path on to a
moving pink bridge. Jump onto the M block. Drop below and pass under a
downward shooting pie cannon. Use the yellow grips in the wall to climb
up a level. A spring button will shoot you into the air. Land on the
platform and fire at the target. A wheel will spin below. Pass through
the wheel to reach *CHECKPOINT 1. *Drop below and stand on the green
platform. Hit the target and the column will rise providing access to
the memory. Drop down to the memory machine below and the wheel ahead
will rotate.
After the wheel we encounter our first enemy. A large piece of broccoli.
The are susceptible to our memory ball ranged attacks. Hit him a few
times and he won't be a problem. Ahead we find our first abandoned
worker's station. The worker is just above. Use the platforms to reach
the worker and pick him up. Drop below and place the worker at their
station. This causes a set of platforms on the wall to act as an
elevator. Use the yellow grips ahead to reach a spring button. At the
top fight off a broccoli attack and continue forward. Drop down onto a
yellow platform and continue forward to arrive at *CHECKPOINT 2.* The
spring button will lift you up to the yellow rising platform. Jump to
the right to a second yellow rising platform. Now turn around and jump

over the first rising yellow platform to land on a yellow platform that
is moving side to side. From this point you will begin to see some pies
coming your way. Avoid contact with the pies and use the yellow
platforms to move up onto a pink sliding bridge.
Continue to the right and fight off a broccoli. We find a memory on the
ground but the path ahead is blocked by a column. Hit the target then
pick up the memory. The column will lower once the target is hit. Move
over the column and place the memory in the machine. This is *CHECKPOINT
3*. Avoid the pies to reach a spring button. This places you on series
of platforms that will allow you to move higher and grab a memory ball.
Return to the spring button to deliver the memory into the
machine. *CHECKPOINT 4* (the last one) is accessible once the memory is
delivered.
Brain Power, Phase 3
* Description: Turn on the power source for the Memory Matrix
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Jump across the gap between two platforms to the right
of the disguise machine before crossing the lava.
+ On a lava platform on the left side of the lava pit
after passing by the first disguise machine
+ Disguised as Disgust jump high above the clouds on the
left side after learning of her abilities
+ Disguised as Sadness ride the clouds around to some
cardboard circular platforms. Use these to reach an oreo
that has the page
+ Below the Oreos at the Disguise Station where we learn
about Joy's special ability
o Idea Bulb (1)
+ Between checkpoint 5 and 6 we can disguise as fear and
use some wooden platforms to move up and over a lava
pit. At the top of the platforms there will be an Idea Bulb.
* All Balloons Collected: 300
* Optimal Character: None
Cross the rainbow bridge and defeat 2 broccoli. Move up the yellow slide
and take out another broccoli. Work around the top to a pink ramp. We
find a new tool to use during the levels, a disguise machine. This will
allow us to temporarily change to another character (even if you don't
own the character piece) to move through a point in the level. Each of
the characters has a special ability inside the play set. Anger for
instance has the ability to walk across lava without being damaged. Walk
up to the disguise machine and press Square. Switch to an Anger costume
(unless you are currently using Anger) and cross the lava pit.
*CHECKPOINT 1. *Fight a couple more broccoli and a cut scene shows us
the next disguise machine. *CHECKPOINT 2. *Jump on the clouds to reach
the machine. Be careful though because the clouds will most likely
dissolve when you stand on them (unless you are Sadness). Use the
disguise machine to switch to Disgust. Her ability is that she can jump
the highest coming off of a cloud. At the top we arrive at *CHECKPOINT 3.*
We find another disguise machine. This time we learn that Sadness can
stand on clouds without them fading away. Disguise your character as
Sadness and use this ability to ride a cloud across the large gap on to
the platforms in the distance. Jump onto the top of the pop can an look

for the large bull roaming around the flowers. This is a new enemy. He
will charge. Simply avoid him and climb up the pencil grips on the
wall. *CHECKPOINT 4*. There is a memory machine in the center and a
disguise station at the back left. Fear knows how to flee to safety. He
is a really fast runner. The bridge ahead does not look very sturdy. Use
the disguise machine to switch your appearance to Fear and run across
the bridge. Take the yellow ramp up to the memory ball and collect it.
Run immediately back across the bridge and deliver the memory into the
memory machine. The area behind the disguise station appears.
Bust the peppermint disc to be lifted up to the higher platform. Use a
couple more spring buttons to reach the next disguise station. Joy has
the ability to glide through the air after a jump by holding the X
button. Switch to the Joy disguise. Glide across the gaps to each of the
two oreos then to the platform holding *CHECKPOINT 5. *Go up the rainbow
ramp and be prepared to fight off two broccoli. Use the disguise station
to switch to Sadness and ride the cloud elevator to the top. Collect the
memory and drop back down to the disguise station. From here we can
disguise as Anger run across the lava. Place the memory in the machine.
Use a ranged attack (R2) on the button to activate a rainbow
bridge. *CHECKPOINT 6.* Walk across the bridge without falling off to
reach the end *CHECKPOINT 7.*
Cloudy Daze, Phase 1
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ To the right of the first enemy use some tree branch
looking platforms to reach it
+ In the lava pit right before checkpoint 4
+ To the left of the worker not at their station at
checkpoint 5
+ Along the red spring buttons that allow you to move from
checkpoint 6 to checkpoint 7
+ On a cloud to the left just before the final checkpoint (9)
o Idea Bulb (1)
+ Use Disgust on the cloud elevator between checkpoint 1
and 2. At the top of the elevator will be the bulb
* All Balloons Collected: 300
* Optimal Character: Sadness due to lots of cloud platforming
(Disgust is needed for the Idea Bulb but there is a disguise
station)
Take the puzzle piece path to the roof of the house of cards. Use the
spring button to reach the higher platform but be sure to avoid the
bull. Jump up the green hedges and cross the cloud bridge quickly. The
bridge will dissipate if you are any character other than Sadness. Avoid
the next bull and arrive at *CHECKPOINT 1*. Use the tree branch
platforms to reach the next platform. The tree brach platforms will
lower when you land on one. Quickly jump to the next. The area below the
tree branches has nothing of interest other than balloons. If you fall
there are spring buttons that will bring you back to the checkpoint. Use
the cloud elevator to raise to *CHECKPOINT 2.* Avoid the bull and use
the moving cloud bridge to reach *CHECKPOINT 3*. There is a cloud walk
way elevated over a lava pit. To the right side is a disguise station.

You can run to the next checkpoint safely with any character across the
clouds you just have to keep moving. If you want to use the disguise
station take the cloud path that veers to the right. The other side of
the lava pit houses *CHECKPOINT 4. *Use the tree branch platforms to
reach *CHECKPOINT 5.* Here we find a non-operational cloud elevator. The
worker is being circled by a bull on the left. Allow the bull to see you
then dodge roll out of its path so that it falls off the edge of the
platform. Pick up the worker and place them at their station. The cloud
elevator is now operational. If you are a character other than Sadness
be sure to jump from cloud to cloud so you don't fall back to the
ground. At *CHECKPOINT 6* use the horizontally moving cloud platforms to
reach more stable ground in the distance. Make the bull fall of the
platform then use the series of red spring buttons to reach higher
ground and *CHECKPOINT 7.* Use the red spring button to reach the tree
branch platform. Take the cloud bridge across to the left side and pick
up the memory. When picking up the memory we activate *CHECKPOINT 8*.
Wait for the clouds to reappear (if necessary) and use them to reach the
platform with the memory machine. Deliver the memory. Cross the cloud
bridge and arrive at the end, *CHECKPOINT 9.*
Cloudy Daze, Phase 2
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ At checkpoint 2 use a character that can dissipate the
clouds (anyone but Sadness). Once you drop to the page
move forward to avoid falling into the emptiness below.
+ Just before arriving at checkpoint 4
+ Let the three bouncy blocks jump into the air after
checkpoint 4, run under them to grab the page
+ On the ground before checkpoint 5 beside a disguise station
+ Use the rotating platforms above and to the left of
checkpoint 8
o Idea Bulb (1)
+ Dissolve the rising clouds just before checkpoint 6
* All Balloons Collected: 150
* Optimal Character: Any one but Sadness we need to dissolve some
of the clouds to move through the level and acquire
collectibles. Anger is a good choice to get the Idea Bulb
because he seems to dissolve the clouds fast.
This one is a side scroller. Move forward and use the clouds platforms
to reach *CHECKPOINT 1.* Jump on one of the platforms on the wheel and
toss an orb at the target in the center. The wheel will rotate clockwise
lifting you up to reach the next level. At *CHECKPOINT 2*, we see a
steady stream of clouds intertwining and moving in opposite
directions. Run across the clouds so they don't dissolve under you. The
other side we see a memory machine. Upon arrival at the memory machine
we have to dissipate some of the clouds. Any character but Sadness will
cause the clouds to disappear. Fall to the level below and grab the
memory. Follow the path back up to the machine and deliver the
memory. *CHECKPOINT 3* is just ahead. Use the spring button to get onto
one of the platforms on the wheel. Hit the target on the wheel and it
will rotate counter clockwise. This allows you to reach the clouds and
jump over to the 2nd wheel and arrive at *CHECKPOINT 4. *Jump across the

bouncy blocks and use the next set to reach the balcony of the castle. A
set of vertically rising platforms will guide you to a set of
horizontally rotating platforms. There is a well lit gear on the on the
conveyor belt that rotates the platform. When a platform reaches this
gear it will collapse. This can be beneficial in reaching the balloons
below. To progress in the level jump over the gear before the platform
drops to reach the platform that just passed through the gear. On the
other side we reach *CHECKPOINT 5.* Go over a jumping block. Now run
under two more jumping blocks. Don't be too slow though because the
block will fall and hit your character with spikes if you stay under it.
At *CHECKPOINT 6 *run across the cloud bridge. When you see clouds above
be sure to jump on them. This higher level will house a worker that we
will need in a second. Pick up the worker and continue across the
clouds. At *CHECKPOINT 7* we find the worker station. Place the worker
here and they will create another cloud bridge. That gets us to a wheel
of platforms that rotates counter clockwise when the target it hit. Hit
the target a couple times to spin around to the stationary brown
platform. We have another wheel that will rotate in the same direction.
Hit the target a couple times to get the wheel to spin then jump on the
platforms to reach *CHECKPOINT 8*. Stand on the red button spring to
lift up to the rotating platforms. Ride the platforms around to the
right being sure to leap at the well lit gears and you will arrive at
the end. *CHECKPOINT 9.*
Cloudy Daze, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Take the cloud bridge as it is constructed to a platform
on the left side at the beginning
+ At checkpoint 2 move to the front of the screen and use
the platforms on the lava to get the page
+ On a cloud platform between checkpoint 3 and 4.
+ Cloud path to the right of the first green box one
platform before checkpoint 5.
+ Above a red spring button surrounded by lava after
checkpoint 7
o Idea Bulb (1)
+ At checkpoint 3 look for a cloud moving horizontally and
at an angle vertically. At its apex you will find the
bulb. Its best to have Sadness to ride the cloud.
* All Balloons Collected: 300
* Optimal Character - Sadness, lots of cloud platforming and it
much easier to get the Idea Bulb
Across the grassy platform we find a butterfly target and a cloud
bridge. Hit the target and the bridge will slide to the right. Use the
cloud bridge to cross the gap to the red "carpet" Fight off the two
broccoli and arrive at *CHECKPOINT 1.* Run across the cloud sad take a
right on to the tree branch platform. Follow the clouds to the next
grassy platform. Use the disguise station to change into a Sadness
costume. At *CHECKPOINT 2* toss an orb at the butterfly target to make
the cloud bridge turn. Stand on the small green platform and toss
another orb at the distant butterfly target making the other side of the
bridge straighten. Quickly return to the closest cloud bridge and it

will return to its original position. Now we have a continuous bridge


that leads us to the other side. At *CHECKPOINT 3* cross the clouds to
reach *CHECKPOINT 4.* Hit the butterfly target to make the cloud
elevator move to the right. Jump on a cloud and use it as a stairway to
the higher platform. Cross another cloud bridge to reach *CHECKPOINT 5.*
We need the worker at the top of the ramp. Toss an orb at the butterfly
target and the wind will begin to push the clouds. Pick up the worker
and get on the clouds walking to the front and right side of the moving
cloud platform. This should allow you to reach the grassy area
with *CHECKPOINT 6.* Place the worker at the work station and clouds
will be formed. Toss an orb at the target on the platform wheel and grab
the memory. Jump on the cloud elevator and reach a grassy platform above
the wheel to deliver the memory. A wall disappears revealing a butter
fly target. Hit it and the wind will force the cloud elevator to move to
the right. Use these cloud stairs to reach the next platform wheel. Drop
to the lower left platform on the wheel and hit the target once. Now
jump to the next platform and use the clouds to reach the grass. There
are three broccoli on the platform after *CHECKPOINT 7. *Jump up and
fight immediately or wait for their dizzy stun. Either way defeat them
and proceed. *CHECKPOINT 8* is just ahead. There are two butterfly
targets with corresponding cloud platforms on the right and 1 butterfly
target with a corresponding cloud platform on the left. You will want to
go right, left, right in hitting the targets and jumping to the clouds
in order to reach the other side. This platform is the end *CHECKPOINT 9.*
Mental Notes, Phase 1
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Just before checkpoint 2 locate the green lever and the
page is to the left of it protected by a broccoli
+ After checkpoint 2 the platform above the red switch
that controls the rotating spike blocks
+ Use the moving colored platforms right before checkpoint
3 to reach an area high and to the left
+ Above the keyboard background at checkpoint 3, must used
the rotating pink platforms to reach it
+ After delivering the first memory
o Idea Bulb (1)
+ Above some red blocks accessed by pulling a red lever
that controls the red blocks with spikes after checkpoint 2
* All Balloons Collected: 250
* Optimal Character - None
Move to the right crossing over the yellow moving columns. Jump up to
the area with the guitar in the back ground and pull the lever under the
flower. This gets the blue platforms moving. Drop down and move under
the lever and be ready for a broccoli fight. Move through *CHECKPOINT 1*
and fight the broccoli below. The blue lever controls the blue platforms
and the red/pink lever controls the red/pink colored platforms. Move to
the right and climb the straw. There will be broccoli in front of you
and one above and to the left. Move forward to reach *CHECKPOINT
2.* Move over the green floor and pull the red lever. This controls the
red blocks with spikes on the end. Make sure the red blocks stop with
the spikes on the side and a safe landing point on the top. Jump over

two blocks and use the third to reach a higher platform. Pull the green
lever and the green floor will rise and drop. Use the apex to jump up to
the grip bar on the side of the platform above. To the left will be a
red spring button that will provide access to a red switch. Pull it and
the red blocks begin to move again. Move across the red column block and
onto some yellow moving blocks. Jump up and defeat a broccoli and walk
through *CHECKPOINT 3.* Drop down twice and move across 2 sets of yellow
moving blocks. Climb the straw and at the apex of the next set of green
floor blocks jump up to get the memory. Carry it to the right and
deliver it into the worker station. The tube will push the memory onto a
platform above your location. Use the grips on the wall to climb up and
the nearby platforms to reach the memory. Pick it up again and drop
below to the memory machine to deliver it. Walk through *CHECKPOINT 4. *
Proceed over some green moving floor panels to reach the next memory.
Return to a worker station between some moving green floor panels and
deliver it. The tube places the memory on a platform above. At the apex
of the rising green floor jump to a grab bar on one of the above
platforms. Follow the workstation tube to the right to locate the
memory. Deliver it into the memory machine. Drop down and pass
to *CHECKPOINT 5 *to end the mission.
Mental Notes, Phase 2
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Back left corner accessible after pulling the levers to
get the red and blue blocks moving, just climb the
yellow pole along the back most wall
+ Above checkpoint 2, obtain it by move ing to the back
wall and using the colored blocks to reach the platform
+ Above the pie cannons at checkpoint 4.
+ On the keyboard after checkpoint 5 be sure the green
column is moving up and down
+ On the keyboard after checkpoint 5 be sure the blue
column is moving up and down
o Idea Bulb (1)
+ On the keyboard after checkpoint 5 be sure the blue
column is moving up and down.
* All Balloons Collected: 500
* Optimal Character: None
We start the level with two broccoli nearby. Defeat them the move to the
lower level where the rock column with the red spring button is located.
Pull the red and blue levers and watch as the blocks begin to move. Use
these blocks to land on the keyboard. Pull the blue lever at a point
when the spikes on the blocks ahead are on the side. Jump over each set
of blocks to reach *CHECKPOINT 1. *Pull the green lever before the
checkpoint and the red lever at the base of the key board. The green
lever will cause platforms to extend on the wall while the red lever
will make the red platforms stop moving. Retrieve the memory and return
to the keyboard. Move down to the location of the broccoli and defeat it
if you haven't already. Temporarily place the memory on the ground and
pull the blue lever. This will cause the blue column next to the memory
machine to move. Pick up the memory and use the column to reach the
memory machine. To make the next part much easier pull the blue lever

again when the spikes are on the sides of the blocks protruding form the
wall.
We have found *CHECKPOINT 2.* Drop below and pull the blue and red
levers. This will cause the platforms at the back to move up and down.
Use the blue, red, then green columns to reach the higher level. Here we
find *CHECKPOINT 3. *Leap over and avoid the pies being shot from the
wall. Walk toward the front of the screen and get on the moving green
block. Ride it to the next platform and turn to the right side of the
screen to arrive at *CHECKPOINT 4.* Stay aware of incoming pies. Use the
red blue and green columns to reach the upper level. I adjusted the
timing of their movement by using the switches. Red and blue were
synchronized while green was moving the opposite direction. Leap over to
the music note platform and pull the blue switch. The large blue blocks
below will stop moving. Make sure the stop while retracted so we can
cross the keyboard. Drop below to reach *CHECKPOINT 5.*
Pull the red switch to stop the red blocks. Pulling the blue and green
switches to make sure the blue and green columns are moving will allow
you to retrieve some manual pages and a idea bulb. At the end of the
keyboard pull we find *CHECKPOINT 6. *Defeat the broccoli ahead. Pull
the red lever to move the red column. Drop below to pick up the worker.
Move to the red column and rise to the work station. Place the worker at
the work station at *CHECKPOINT 7.* Use the green and blue columns to
reach a memory. Deliver the memory to the work station and it will take
a tube to a distant platform. Use the yellow grips on the wall to
continue to the right. Deliver the memory and gain access to the
end *CHECKPOINT 8.*
Mental Notes, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Above checkpoint 1, climb the yellow pipe
+ Move above checkpoint 1 then jump to the left and pull
the red lever so that the red platform rotates until its
horizontal. Once the platform is horizontal pull the
lever again to prevent further rotation. Use the
platforms to continue left until you get the manual page.
+ Before checkpoint two above the first line of red bricks
that rotate with spikes. Make sure the green platform is
on (raising and lowering). The switch is on the other
side of the red spikes. Now make sure that the spikes
are up. This means that the platform overhead will be
flat. Ride the green platform up and jump to the left.
+ Above the wooden guitar that is in the back ground after
passing through checkpoint 2 on the way to the second memory
+ Use the white platform to the left of checkpoint 3 to
reach the page
o Idea Bulb (1)
+ Use the disguise station to change to Anger, hit the red
lever and move to the far right over all the lava to get
the bulb
* All Balloons Collected: 300
* Optimal Character: Anger is needed for the Idea Bulb

Move across the white rising columns and climb the yellow pipe. Pull the
blue lever to get the blue platform to move. Use the blue platform to
reach a memory machine and *CHECKPOINT 1.* Climb the yellow pipe and
jump to the platform on the left. Pull the red lever so that the red
platform will rotate to a horizontal position. Once its horizontal pull
the lever again to prevent further movement. Climb the yellow tube and
use the green and red platforms to reach the memory. Collect it and drop
below. Deliver the memory at checkpoint 1 to continue. Pull the blue
lever to get the rotating spike blocks to stop moving. They should be
stopped so that the spikes are oriented in a way that allows the blocks
to be used as platforms. Now pull another blue lever so that the tall
columns will stop horizontally. Arrive at a red lever. Pull it so that
the red block below will rotate making the spikes disappear. When there
is safe walking ground stop the red block rotation by pulling the lever
again. Pull the green lever to the the green platforms to move
vertically. Use the green platform to move across the next row of spiky
red blocks. Arrive at *CHECKPOINT 2.*
Continue forward to find the next memory machine. Look for a blue lever
before you get to the machine and pull it. Jump onto the platform above
the machine. Use the green platform to rise up. Ride the blue platform
to the left. Climb the yellow pipe and pull the red lever. The red
platform will begin to move. Ride it to the memory and deliver it to the
machine. The green floor ahead will raise and lower. Continue forward to
find a green and blue lever. As the platforms above move toward each
other pull one lever then the other so that the blue and green platforms
are close to each other. Jump from green to blue to green to blue. At
the top reach jump up to the green and blue platforms to
reach *CHECKPOINT 3. *The platform above checkpoint 3 has a green and
red lever. They control the platforms underneath the your position. Pull
the red lever so that the red platform rotates. Stop the red platform
when it is horizontal. Jump across the platforms to reach a disguise
station. Jump up to the red lever and pull it. A red platform and column
begin to move. Use the column to reach a higher point. Jump to the red
horizontally moving platform. Jump up to the yellow bar where the blue
lever is located. Jump on the blue then up to the platform with the
yellow bar. Move across the green platform to a green lever. Pull the
lever and the green platform will move up and down. Jump to the green
platform and ride it to a memory station. Pull the blue lever. Use the
green platform to reach the now vertically moving blue platform. Move to
the red platform and reach the memory. Deliver it to the memory station.
This leads us to the end *CHECKPOINT 4.*
Ahead in the Clouds, Phase 1
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ At the beginning use the clouds to reach the higher
platform with the two bulls, move to the far right and
drop down to a lower platform with a couple of broccoli,
its basically at the front right portion of the map
+ To the left of the first set of tree branch platforms,
at the top of a castle tower, use the red spring button
to reach a cloud, jump to a tower then use the tree

branch platforms to get to the page


+ After checkpoint 4 move to the far right of the screen,
there is a work station that is pushing out clouds
toward the front of the screen. Ride these clouds to a
grassy platform. Climb the cloud platforms located here
to get the page.
+ To the left of the work station with the missing worker,
destroy some debris then stand on the cloud to reveal a
red button
+ To the left of the work station with the missing worker,
use the tree branch platforms to access the top of the tower
o Idea Bulb (1)
+ Above some clouds to the left of checkpoint 2, use
disgust to obtain
* All Balloons Collected: 400
* Optimal Character: Sadness for simple completion due to all the
cloud platforming (to get some of the collectibles anyone else
so you can dissolve the clouds)
Move to the right of the screen and fight off a couple broccoli. Use the
clouds to reach the higher platform. More broccoli will come down the
red carpet so fire some orbs to defeat them. Also, be aware of the two
bulls that are on this grassy platform. Allow them to charge near a
ledge then dodge roll out of the way and you will not have to deal with
them any more. Follow the red carpet up to a spring button. It will
raise you up to some clouds continue to the right and drop below. Here
we encounter a new enemy, the monster from the movie Riley briefly saw
while falling asleep. Use the orbs (R2) to defeat him and we are
at *CHECKPOINT 1. *
Ahead we have a series of cloud bridges. Above these bridges are rainbow
tornadoes. The tornadoes are causing the clouds to dissolve. Once the
tornado passes the clouds reappear. You will have to time your crossing
to be somewhat behind a tornado so that the clouds are reappear as you
follow it or run straight across the clouds ready to adjust your path in
case of missing clouds. Once across use the red button to spring to the
higher grassy area. Ahead we have another series of clouds that are
being destroyed by rainbow tornadoes. Move straight ahead and stand on
the column with the red spring button. Once in the air on the higher
clouds move to the right. Beside *CHECKPOINT 2 *is a disguise station.
Change into Anger and move to the left across the clouds. Defeat a
couple monsters and grab the memory on the lava at the back of the
screen. Deliver the memory into the machine beside the disguise station.
Go up the green grassy ramp and use the clouds to reach the top of the
column follow the cloud path to *CHECKPOINT 3*. Continue on the cloud
path jumping onto each of the next few cloud platforms until
reaching *CHECKPOINT 4. *Take the cloud path to the right being sure to
avoid the rainbow tornado. Locate the worker creating the clouds and
pick him up. Return to checkpoint 4 and take the cloud path to the back
of the screen. Remember though while carrying the worker you cannot
jump, so the cloud path will have to be intact. Arrive at *CHECKPOINT
5. *Watch out for the bull and take the red carpet up the ramp. Here we
find a work station without a worker. It just so happens that we just
picked up a worker. Place the worker at the station and a cloud bridge
will be created. Pass over the mirror pond and arrive at the
end *CHECKPOINT 6.*
Ahead in the Clouds, Phase 2

* Description: Restore order to Imagination Land. Find and return


all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Above checkpoint 2, move through checkpoint 3 and place
a worker on a cloud machine. At the top of the cloud
elevator go left.
+ To the left of checkpoint 3 floating above a single dark
cloud,
+ Below the worker we find after checkpoint 3
+ At the bottom level under the clouds after checkpoint 5
+ Area above the memory machine at the end of the level.
Climb the top and go to the left its on top of the
castle tower
o Idea Bulb (1)
+ Pass by the unoccupied worker station at the beginning.
To the far right is a cloud elevator. Drop down and move
to the right of the elevator. Use the clouds to reach a
red spring button to grab the bulb.
* All Balloons Collected: 300
* Optimal Character: Anyone but Sadness there are portions where
cloud dissolving is necessary
Shortly after beginning the level we come to a work station without a
worker. Move as far right as you can go and drop down to the origin
point for the cloud elevator. Continue to the left side of the screen
and you will find the worker on a platform accessed by jumping on a
series of clouds. Pick them up and return to the cloud elevator. Let it
raise you to a red spring button. Use the button to get to the cloud
bridges and continue left. There is one more button we will use to
spring us to the area with the empty work station. Place the worker and
use the cloud elevator to reach *CHECKPOINT 1. *Leap over the bull and
watch for the dark clouds shooting down electricity. Use the small
clouds at the end to jump up to the higher level. Move across the clouds
walking to the left side of the screen. Defeat the monster and jump up
the clouds next to the wall. To the left we find a memory. Pick it up
and head to the right at the level we are at. The memory machine
and *CHECKPOINT 2* is beneath the stars ahead. Take the clouds across
to *CHECKPOINT 3.* Defeat the broccoli and climb the straw. There is a
worker station without a worker. Drop down and grab the worker below.
Move to the left and dissolve a cloud to use a red spring button to
regain access to the area with the unmanned worker station. Place the
worker and ride the clouds up. Arrive at *CHECKPOINT 4, *and defeat the
broccoli. Continue forward and cross over the clouds that go from light
to dark. You will want to travel on the white non electric clouds to
avoid damage. At the far end we fight a broccoli. Use the red spring
button to reach *CHECKPOINT 5 *and the worker above. The rising clouds
only leads to balloons. Pick up the worker and drop down. Use the red
spring button no reach the clouds over head (when they are not stormy),
then continue to the right. Place the worker at the work station. Ride
the clouds up and move onto the wooden platform to retrieve the memory.
Deliver the memory to reach the end *CHECKPOINT 6.*
Ahead in the Clouds, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube

platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Before completely crossing the dissolving electric
clouds at he beginning move to the right. Locate a red
spring button in front of the area with the green bonus
box the page is above the button
+ on the platform to the left of checkpoint 1 under a
castle foot bridge
+ Pass by checkpoint 2 and cross two bridges. Defeat the
monsters and use the clouds to reach a high cloud
platform with the page
+ Above checkpoint 4 pick up the worker and spring to the
high platform. Place the worker on the work station on
the left and ride the clouds to the distant platform
+ On a platform to the left and above checkpoint 5 its
near the first memory ball
o Idea Bulb (1)
+ Above the last memory station before reaching the end
checkpoint, requires Disgust either as the playable
character or the disguise machine
* All Balloons Collected: 350
* Optimal Character: Sadness due to cloud platforming
First thing is to destroy the broccoli to your left. Now move across
the clouds that will have a wave of electricity. As the darkness
approaches leap over the wave. Arrive at *CHECKPOINT 1. *Take the stone
path up and around defeating a few broccoli along the way. Here we
find *CHECKPOINT 2.* Cross the bridge and avoid the bull. Take the red
carpet path and defat a monster and broccoli at *CHECKPOINT 3. *Cross
the clouds ahead and go left to arrive at *CHECKPOINT 4.* Pick up the
worker and go to the red spring button. Place the worker at the empty
work station that will act as a transport for a memory ball. Drop below
and head to the left to arrive at *CHECKPOINT 5.* Climb the straw and
locate the memory nearby. Avoid the bull and pick up the memory. Move
back across the stormy clouds and go to the left side of the screen.
Spring back up to the memory tubes and place the memory. Drop to the
stormy clouds and in the center locate the straw on the column and
climb. Deliver the memory. Clouds appear above. Use the red spring
button to reach the cloud and follow them to the end *CHECKPOINT 6.*
A Sound Mind, Phase 1
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Jump on red spring button at checkpoint 2
+ Below some moving blue blocks after checkpoint 5
+ Above a bouncy block after checkpoint 6
+ Below checkpoint 7
+ Above green platform at checkpoint 9
o Idea Bulb (1)
+
# At the end of a conveyor belt below and to the left
of checkpoint 9 use the disguise station to switch

to Fear
* All Balloons Collected: 200
Move to the right across the moving floor columns. Ahead we find a red
spring button unlike any other we have seen thus far. At times the
button rotates to spikes. Only jump on the button when it is not spikes.
The red lever beside the button needs to be activated to move the blocks
impeding the path ahead. Don't worry about the bouncy block as long as
you stand at the lever it will not hurt you. Move under the block and
arrive at *CHECKPOINT 1.* The blue lever will cause the blue platform to
move. You can make the jump without it moving. Either way move onto the
tall red block and jump to the more stable platform ahead. The ground
will temporarily have a wave of spikes. Do not be standing on it when
the spikes appear. Instead leap over the wave. Jump up to the platform
over head and pull the red lever when the red column is up. Use the red
spring button to reach *CHECKPOINT 2.*
Avoid the bouncy blocks and travel over the spiky wave floor to
reach *CHECKPOINT 3*. Bounce up and pull the green lever. The green
platforms will begin to move in and out. Use these platforms to reach
the memory ahead. Once you have the memory continue forward. A large H
will be moving back and forth. You can stand in the open gaps of the H
and let it pass over you. Deliver the memory into the machine and the
tubes will transport it to a platform. Activate *CHECKPOINT 4. *Pull the
red lever to allow the floor columns to move up and down in a wave. The
wave will allow you to reach the memory and then provide access to the
machine. *CHECKPOINT 5 *is on the other side of the wall the machine
makes disappear. Proceed forward and on the next red wavy column floor
we see a round smiley face with spikes. Be sure to leap over the smiley
face to get to *CHECKPOINT 6.* Defeat the broccoli. Use the spring
button to reach the high moving green platform. Be sure to time it when
its a button and not spikes.
Avoid couple of smiley faces and arrive at *CHECKPOINT 7.* Avoid the
constant supply of smiley faces as you move across the red wavy floor.
Climb up to *CHECKPOINT 8.* There will be a giant H that will rotate
your way. Use it as a platform to get across the lava. Jump up the
moving columns to activate *CHECKPOINT 9.* Pull the green lever when the
lower green platform is out. Now pull the blue lever and the two blue
platforms will move in and out. Jump from blue to green to blue to
reach *CHECKPOINT 10.* Here we have a large U approach us. Move to the
edge of the lava and use it as a platform to cross the fiery floor. It
will connect with an H. Cross over into the H and it will take you to
safety. We end the level at *CHECKPOINT 11.*
A Sound Mind, Phase 2
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Take a right as soon as you reach the spiky floor. The
page is on the green box on a platform on that side
+ On a red platform at the back of the area with the large
hammers just before checkpoint 5. It will sometimes be
disguised when the hammer is down
+ At the end of the tunnel with the spikes on the wall and

the rolling spiky smily cylinders, after checkpoint 6


+ To the right side of checkpoint 9 avoid the blue clubs
and its on a green bonus balloon box near a disguise station
+ To the right of checkpoint 10 where all the blocks
platforms are moving
o Idea Bulb (1)
+ to the left of checkpoint 9. Use the red spring button
to reach the high platform then jump to the bulb
* All Balloons Collected: 250
* Optimal Character: Joy for ease of getting bulb but there is a
disguise station nearby
The first thing you will notice about this level is that the floor will
change color and play music as you cross. Watch the floor with the holes
in it. Waves of spikes will move across it. Jump as a wave approaches to
safely reach the other side. There are three levers at *CHECKPOINT 1.*
Pull the blue lever. Jump across the colored platforms to the next
stable area. Climb up to *CHECKPOINT 2.* Don't get smashed by the giant
hammers and arrive at *CHECKPOINT 3.* Pull the red lever when the red
hammer is not on the green conveyor belt and it will not be a problem.
Use the green conveyor belt to reach the other side being sure to avoid
the large blue hammers. At *CHECKPOINT 4* jump over to the red platforms
while avoiding the blue hammer. Head to the back of the screen and do
not get smashed. At the end of the hammer path we see *CHECKPOINT 5.*
Avoid the waves of spikes in the floor with holes to reach *CHECKPOINT
6. *A memory station is ahead. Use the moving green platforms on the
right to reach the memory protected by a broccoli. Once the memory is in
the memory station the wall opens. There are smiley spikes rolling back
and forth. Avoid them throughout the tunnel. Also take note of the sides
of the tunnel. There will be waves of spikes that should not be touched
either. On the other side of the tunnel we find *CHECKPOINT 7.* Pull the
blue lever when the blue hammer is not on the walkway. Get on the green
conveyor belt and follow the path forward avoiding the green hammers to
get to *CHECKPOINT 8.* Here we see a blue club rotating around. This
will damage your character if contacted. Avoid the clubs and head to the
back where *CHECKPOINT 9 *is located. Avoid the blue clubs and watch for
the red spring button to not be spiky. Use it to reach the high
platform. Defeat a couple of broccoli and activate *CHECKPOINT 10. *Pull
all the levers so that all of the colored platforms are moving. Make
sure to pull them so they connect after a move. The blue and green
should connect at the front and middle. The blue and red should connect
at the end. Pick up the worker and move to across the platforms to the
other side. Remember while carrying a worker you can not jump. That is
why we need all the platforms moving. With the worker in place we have
an elevator to the end *CHECKPOINT 11.*
Inside Out Play Set(Continued)
A Sound Mind, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Beside the first levers before reaching checkpoint 1

make sure the red and blue platforms are moving


+ After checkpoint 1 we get a series of blocks that rise.
Use the blocks in the center of this pattern reach the
manual page
+ After checkpoint 4 turn on the green block and use the
rotating platforms over head to reach the page
+ Before checkpoint five go under the platform and onto
the green conveyor belt be sure to watch for the
tentacles though, its easier to get it if you use the
green switch at checkpoint 4 to turn off the conveyor
belt. If the green block is stationary the belt is not
moving.
+ Above the moving platforms after checkpoint 7
o Idea Bulb (1)
+ When you get to the lava waterfall in the background
drop below the platform and run under it to the left.
The ground is lava so you have to be Anger to get it
* All Balloons Collected: 200
* Optimal Character: Anger to acquire the Idea Bulb
Pass through the head phones and pull the red lever and the blue lever.
Make sure the blue block is as high as it will go and stop it. Keep the
red block moving. Use the red block to reach *CHECKPOINT 1.* The blue
trim platforms will remain constant. Use them to reach the next
platform. Run across the red to *CHECKPOINT 2.* We have more platforms
that may collapse. The blue lever will determine if the blue trim
platforms will collapse or not. Be sure they don't then proceed. The
lava background will not hurt you. The lava ground ahead will. Use the
rising blocks to reach a platform that houses a memory. Collect the
memory then raise across the appearing/disappearing blocks to avoid the
lava pit. Deliver the memory before reaching *CHECKPOINT 3.* The green
lever controls what side the tentacles will appear. We can not jump on
the tentacles without receiving damage. Use the lever to make sure the
tentacles are in the first slot. Now jump into the opening between the
two lava blocks. Jump over the second lava block. The blue lever should
be used so that the blue tentacles and block are moving. The trick
though is that it has to be moving in a pattern not consistent with the
red tentacles. We want to drop onto the red button when the red
tentacles are retracted and have it spring us to the higher platform
when the blue tentacles are retracted. Run under the blue block
to *CHECKPOINT 4.* Turn on the green block using the lever and move
forward. A monster will be ahead. Defeat him and activate *CHECKPOINT
5. *Make sure both of the levers controlling the tentacles are on. With
time jumps to avoid the tentacles jump from the small raised platform to
the platform with tentacles that extend then to the platform with the
large blue column. Use the blue conveyor to reach *CHECKPOINT 6.*
The next red platforms need to be in a position where when the first one
lowers its a platform and when the second one rises its a platform. Use
these moving platforms to reach the other side. The rising colored
blocks will help you reach *CHECKPOINT 7.* Pull the blue lever so the
platforms will stay flat. Then use the platforms to reach *CHECKPOINT
8.* Defeat the monster. Go up the green block ramp. We find a green
block conveyor belt. Watch for the tentacles to lower as you traverse
the conveyor belt. Arrive at *CHECKPOINT 9.* Pull the blue lever so that
the platforms up high will be constantly flat. Pull the green lever so
that the lower platform will be constantly flat. Use the platforms to
reach a monster before *CHECKPOINT 10.* Pull the red lever so the red
platforms will be flat. Use the moving platforms to jump to the
end *CHECKPOINT 11.*

Summer, Winter, and Falls, Phase 1


* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ After the first checkpoint you go under the map and see
a set of rotating platforms with a target. Move by it
and use the red spring button to reach the tree tops.
Jump from tree to tree to reach the platforms. Now you
can rotate the wheel to get the page.
+ After checkpoint 2 its on the upper level after seeing
some batteries
+ Upside down area before checkpoint 3, use the bouncing
block to get to the high platform and jump through the
green mist below
+ Upside area just before checkpoint 4. Deliver the memory
then return to the lowest platforms. From here jump
through the mist
+ A column will rise after checkpoint 4. Ride it to its
apex and jump through the mist. Destroy the blocks on
the left side and grab the page
o Idea Bulb (1)
+ After you push up the first wooden column with an arrow
on it we come to some moving blocks and a target tucked
away on a ledge. Below ground is a disguise station.
Disguise your character as fear and return to the
upside. Jump up and hit the target with an orb. A block
ahead will rise quickly run under it to get the bulb.
* All Balloons Collected: 300
The green mist is a new feature. Move through it and you will be upside
down under your current walking platform. Move forward and pass through
the next green mist to return. Pass under the rising falling sleds and
jump high into the air to pass through the mist. The higher you are when
you jump through the mist the further you will go below. Jumping from
the higher point ensures that you will be able to grab the yellow bar or
reach the grassy walkway. Jump onto the moving block to reach
*CHECKPOINT 1.* The broccoli above can be troublesome because it likes
to stay at the edge of the platform. Take a jump through the mist and
fall back down. Your character hopefully grabs the yellow bar. Jump
again and as you are lifted through the green mist move to the left
ledge. Destroy the broccoli with orbs (R2) then move to its vacated
area. Use the rising block to reach the high platform then jump through
the green mist. This height should allow you to move to the right and
reach the grassy walk way below. Continue forward to find *CHECKPOINT 2. *
Pass through the green mist above the pie cannon. Destroy the battery
and leap over the charge ahead. Pass through the green mist and then
back through before the jumping block. Continue forward right side up
and eliminate the broccoli that is patrolling around *CHECKPOINT 3*.
Stay on the up side and move to the wooden column with the yellow arrow.
Destroy the box then ground pound the column (jump and hold Triangle).
This should force the column below ground. The column after the next
green mist needs pushed up. Jump through the mist and pound the column
up so we can reach the higher ledge. Jump through the mist to the under

side passing by a disguise station. On the other side of the memory


station is a red spring button. Use it to reach the platforms at the
bottom. Collect the memory and deliver it to the station.
Activate *CHECKPOINT 4.*
Stand on the rising block and at its apex jump of and crash through the
green mist. Avoid the electricity from the battery and jump over the
next mist portal. The goal is to get to as far as you can under the map
as possible. Jump up through this mist and reach the tall column. You
should see a memory machine on the right. Head left and defeat the
broccoli. Grab the memory and deliver it. Use the newly revealed red
spring button to jump to the high ledge. Defeat a broccoli then use the
sled to reach the end *CHECKPOINT 5.*
Summer, Winter, and Falls, Phase 2
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Below the first green mist portal, destroy the boxes
+ Below checkpoint 1 move through the green portal and
destroy the battery to remove the current
+ After checkpoint 1 you are walking under a large bridge
in the back ground. Go through the a portal to the under
side and climb a straw to get lower. Move to the left
and jump off the ledge to push back top side and grab a
page high in the air at the beginning of that bridge
thats in the back ground.
+ Destroy some blocks right before checkpoint 3
+ Between some ledges right after checkpoint 4
o Idea Bulb (1)
+ Before Checkpoint 2, Top side before reaching all of the
moving platforms under ground. Make the first set of
platforms move as low as they will go then jump off it
to the left and go through a portal to reach the bulb
high above the ground top side. Its likely that you will
never actually see the bulb.
* All Balloons Collected: 400
Jump over the electric current and destroy the boxes. There is another
current to leap over. Pass through the green portal and you are upside
down. Jump over the current and hang from the yellow grab bar. Jump to
the ice and ride the sled over the lengthy floor of electricity. Move
through the portal to get to the upside and defeat the monsters. Move to
the left and climb the straw. Leap up to the higher ledge and use the
platforms to avoid the moving electricity below. Drop down and we have
found *CHECKPOINT 1.* Move through the green portal ahead by jumping off
the leafy block. This will give you enough force to reach the yellow
grab bar. Back on the ice move forward and jump through the next green
portal. Defeat a couple monsters and go back upside down. Climb the
straw to the left side and use the platforms at the very bottom to move
forward. Jumping from one of the platforms will cause you to fall back
to the upside where we can find a red button. Use the button to fall
below then back up to reach the next grassy platform. Use the next green
portal to go back underground. There is an empty work station and an
occupied work station. Take the worker from the right and put him on the

empty station. Use the moving platforms to reach a second worker below.
Place this worker on the newly empty station. Both sets for platforms
are now moving. Now grab the worker at the first station and carry him
to the next empty station. Defeat a couple broccoli and arrive
at *CHECKPOINT 2.*
Pass through the green portal and defeat a monster. Ahead we find a
wooden column with a timer and an arrow. Ground pound (jump and hold
triangle) on the column and it will lower allowing us to pass through.
Move through the green portal and the timer on the wooden column
expires. The column will move back to its original position. Climb the
straw to find another monster to defeat. Leap over the next green portal
and grab the memory. Pass through the portal and drop the memory near
the wooden column. Quickly jump onto the top of the column and ground
pound it. Pick up the memory and jump onto the column. Wait for the
timer to expire then deliver the memory to the machine. Ground pound the
wooden column again and pass through the portal. Move to the lowest
portion of the column and defeat the monster. Ahead we find *CHECKPOINT
3.* Use the red spring button to reach a moving platform and ride it to
the right. Lava pits will be above. The belt the platform is on will end
soon. Jump to the yellow grab bar and use the platforms to reach the
battery. Destroy it and continue to the monster. Activate *CHECKPOINT
4.* Pass back and forth through some green portals as we traverse some
ledges. Ultimately end up below ground and destroy a battery. Return
above ground and use the button to dive below then back up to the
battery under a ledge above ground to the right. Destroy the battery.
Use the button above the battery to dive through the portal to a
platform with a memory. Return the memory above ground and deliver it to
the machine. Thats the end *CHECKPOINT 5.*
Summer, Winter, and Falls, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Upside down after the first battery with an electric
charge just before checkpoint 1
+ Above the second misplaced worker you find
+ Sitting above a lava block over checkpoint 3 will need
Anger or use the disguise station below
+ Above a wooden column with an arrow on it after
checkpoint 3 jump to the top and hit a target to make a
wheel spin from here we can drop into the opening where
the page rests
+ Upside down below the worker trapped by two columns of
electricity
o Idea Bulb (1)
+ To the left of checkpoint 3, jump to the disguise
station and switch to Joy, use her glide jump to reach
the bulb.
* All Balloons Collected: 200
One of the
block with
Triangle).
memory and

first things we see is a memory station. Move to the wooden


the arrow and timer. Ground pound it (jump and hold
Grab the memory and return to the wooden column. Deliver the
jump through the portal. Move to the right and jump onto the

leafy block. Destroy the battery to stop the electric charge.


Activate *CHECKPOINT* 1. Use the pink blocks that lower to jump across
two sleds. Ahead we see a work station without a worker. The worker is
next to the green portal. Pick up the worker and go left to the button
spring. This will take you to the platform with the potted purple
flower. Step off the platform and move through the portal above. As you
drop back down move to the right to reach the unoccupied work station.
The platforms on the top side begin to move. Go through the portal and
land on one. Ride it up and step off dropping through the portal. This
will force you to the lowest level where the monster is located. Defeat
him and proceed to the wooden column. Ground pound it to get through.
Pass through a green portal to get top side. Defeat a broccoli and a
monster. Locate the worker and carry him over to the machine that will
transport a memory via a network of tubes to the memory machine. To get
him there you will have to pass back and forth though the green portal.
Now go pick up the memory located where the broccoli was defeated. Take
it to the work station and it is delivered to the area below the memory
machine. Move through the green portal closest to the memory machine.
Jump from the grass with the yellow grip to the yellow grip close to the
memory. Grab the memory and jump through the green portal to deliver it.
Go back below to move to *CHECKPOINT 2.*
Jump from the ledge holding checkpoint 2 through the green portal. Land
on one of the rotating platforms. Ride it though the lava and as it
lowers jump off through the portal to reach the area where the monsters
are located. A special move is not a bad idea here. There are three
monsters and we are likely to land right in the middle of them. Continue
forward and drop through the next green portal. To the right is a spring
button. It will elevate you to* CHECKPOINT 3.* Jump to the second wood
column with an arrow and ground pound it. Move through the green portal
and head to the right to activate *CHECKPOINT 4.* Destroy the battery
after the empty work station. Place the worker in the empty station and
some platforms begin to move. Jump on one of the platforms on the other
side of the green portal. Defeat a couple of broccoli and jump over to
the battery. Destroy it and jump to the straw on the next column. Climb
to the end of it and jump through the green portal. Grab the worker we
previously put at a work station and place him in the underneath work
station. Ride the platform to the end *CHECKPOINT 5.*
Brainstorms, Phase 1
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Move to the immediate right and use the spring button to
reach a cloud with the page
+ After checkpoint 2 its above the clouds that become
electrified. Use the spring button on the left to reach
a platform with a green box. Jump from the clouds to
reach the page hovering over the electrified clouds below.
+ Place a worker in the empty station at checkpoint 6,
ride the clouds to a spring button that can launch you
to the page
+ Use the button spring at checkpoint 9
+ Behind the empty workstation after checkpoint 10
o Idea Bulb (1)

+ Floating above checkpoint 3, use the disguise station to


switch to Sadness, stand on the red button then hit the
butterfly target to move the cloud
* All Balloons Collected: 450
Move forward and cross over the cloud bridge. Watch for the incoming
rainbow tornadoes that will destroy the clouds. Land on the platform to
the left that has *CHECKPOINT 1. *Pick up the worker and carry them to
the end of the cloud path. Drop to the ground and place the worker at
the empty work station. Ride the clouds up to a straw that leads to a
platform with *CHECKPOINT 2. *Defeat two broccoli and run across the
cloud bridge ahead leaping over the waves of darkness. Head to the right
side being sure to avoid the rainbow tornadoes. The next grassy platform
will have a couple of broccoli. Move to the back and
activate *CHECKPOINT 3. *Move over the multi colored rounded columns and
traverse over the clouds. Arrive at *CHECKPOINT 4.* Jump on the clouds
to the right and run toward the front of the screen to find a memory.
Deliver the memory into the machine below checkpoint 4. This opens up a
cave that has a hidden worker. Pick them up and use the red spring
button to reach the empty work station. With the worker in place we now
have a cloud path to *CHECKPOINT 5. *Be sure to avoid the dark wave on
the clouds that lead to the checkpoint. Move around checkpoint 5 and
climb the clouds on the mountain to reach *CHECKPOINT 6.* Defeat the
three monsters. Climb up to the small brick platform and toss an orb at
the butterfly target. The wind will begin to move the cloud bridge to
the right. Cross it to reach *CHECKPOINT 7.* Jump to the right side and
collect the memory. Deliver it to the station on the left side of the
lava pool. Be careful not to draw the attention of the bull. Proceed
to *CHECKPOINT 8.*
Spring up a couple times to reach *CHECKPOINT 9.* Cross the clouds
avoiding the rainbow tornadoes to get to *CHECKPOINT 10. *When crossing
the clouds look for the worker on the right side. Pick them up and carry
them across the clouds. Try to avoid the dark waves (remember you can't
jump with the worker) by timing your run and using the red spring
buttons on the sides of the clouds. When back on land defeat the
monsters and place the worker. Use the cloud elevator to reach the
end *CHECKPOINT 11.*
Brainstorms, Phase 2
* Description: Restore order to Imagination Land. Ride the bat
creature to a mind worker police officer in order to release the
memory inside
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Move by the two pizzas to the half tubes in the back,
the page is on the right half tube climb up the side of
the wall to reach it
+ Down a ramp at the front part of the screen after
checkpoint 2 where there are 6 pink squares to roll over
and light up
+ Back of the screen at the second set of rotating disks
(checkpoint 3 is in the foreground)
+ At the bottom of the narrow purple ramp after checkpoint
4, get on the pink moving column next to the clouds.
+ Roll up the ramp to the right of checkpoint 6
o Idea Bulb: None

* All Balloons Collected: 500


This is unique thus far, a bat like creature eats the memory that is on
the ground. This causes them to inflate like a large ball. Our character
gets on the ball and we use it like a unicycle. Move to the right and
follow the arrows up. Roll over the four pink squares to create a ramp
to get to *CHECKPOINT 1 *on the left. Navigate through the openings on
the spinning disks. Climb the next ramp to *CHECKPOINT 2.* Head to the
right and avoid being hit by the giant erasers extending from the wall.
Roll over the 6 pink squares to create a ramp that provides access
to *CHECKPOINT 3.* Navigate to the right over the spinning disks to
arrive at *CHECKPOINT 4. *Roll down the narrow purple ramp. Take the
cloud bridge to the right and activate *CHECKPOINT 5. *Roll down the
ramp being sure to avoid the hole in the center. We move right
through *CHECKPOINT 6.* Roll over the nine pink squares and a wind
machine starts in the back. Once on the higher platform roll over the 6
squares to start the next wind machine. Roll through *CHECKPOINT 7.* At
the end of the blue slide roll across five pink squares. Use the two
wind machines to reach the end *CHECKPOINT 8.*
Brainstorms, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Under ground to the left of the first green portal. Once
you pass through the portal continue under ground. Pass
through the 2nd portal and go left. Jump from the cloud
down through the portal and go left.
+ Below checkpoint 2 obtained by jumping through the green
portal from the clouds above checkpoint 2
+ Above the cannon at checkpoint 3
+ Use the clouds to the left of checkpoint 4, its above a
disguise station
+ Underside just before the end, where you have to place
the two Memory balls while two cannons are shooting at
you. Its below the clouds on the left side (the side
farthest away from the cannons)
o Idea Bulb (1)
+ Above the lava blocks after passing though checkpoint 3
* All Balloons Collected: 200
Head to the right and jump over the lava below. It will begin to erupt
so jump high. A cannon is shooting pool balls that can be destroyed with
orbs (R2). One of the pool balls will have a memory inside. Pick up the
memory and climb the clouds to the memory station for delivery. Defeat
the monster and activate *CHECKPOINT 1.* Leap over the lava and move
through the green portal. Jump over two lava pits and back top side
through the portal. Activate* **CHECKPOINT 2 *and use the red spring
button to reach the clouds above. Drop from the clouds through the green
portal to acquire a worker. Place the worker in the unmanned work
station. The station creates a diagonal cloud elevator that will lift us
up to the next level. Here we are attacked again by pool ball cannon.
Use a red spring button to reach the clouds and take them to the area
above the cannon. *CHECKPOINT 3* is now activated. Move through the
green portal and avoid the smileys rotating around the platforms. Once

you hit the red spring button, use the clouds to avoid the lava and the
spikes. Once on solid land again leap over the lava pits and go back
through the portal to topside. Defeat a monster and activate *CHECKPOINT
4.* Climb the clouds avoiding the dark ones and the pool balls being
shot at you. To reach *CHECKPOINT 5.* Avoid the large rotating smileys
by moving under or above the platform as indicated. Activate *CHECKPOINT
6.* Ahead we find a wavy platform with lots of clouds. There will be a
cannon shooting from above and below the platform. The goal is to
destroy two of the pool balls that are actually memories. One will go in
the memory station above the map and one in the station below. Once both
memories are in place the gate to the end *CHECKPOINT 7* opens.
Topsy Turvy Trip, Phase 1
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Below the starting point, use the red button spring to
reach the ledge and jump through the green portal
+ At the disguise station just after checkpoint 1 jump on
the bouncy block to reach it
+ At the bottom of the third moving platforms just after
checkpoint 3
+ Top side just after passing though checkpoint 4, its
high in the air
+ Underground below the memory station after checkpoint 6
o Idea Bulb (1)
+ Use the Disguise station after checkpoint 1 to switch to
Disgust. Move top side and hit the target for the bouncy
button. Take the clouds to the left and jump on the
ledge to get the Bulb.
* All Balloons Collected: 350
Jump over the green portal and watch or the button to change from
electric to button. Bounce up twice and defeat a couple monsters. Pass
through *CHECKPOINT 1.* Move through the green portal and to the right.
Avoid the bouncy block below and wait for it to jump to your side. Jump
on it then jump to the yellow grip bars. Move forward avoiding the
bouncy block and back through the green portal. The lift through the
green portal will lift you up to the clouds above. Continue across the
clouds to *CHECKPOINT 2. *If you fall or don't make it to the clouds
jump on the platform in the lava and throw an orb at the target. Use the
red button spring to reach the clouds. Defeat a couple of monsters then
move through the green portal. Be sure to avoid the pies that are being
shot at you. Leap over the electricity and use the red button to go
lower. There are two batteries here and each will need to be avoided.
Pass through the opening to the right of the pie cannon and climb up
to *CHECKPOINT 3. *Here we find a worker station without a worker. Go
underground and destroy the battery. Use the cloud elevator to reach the
lower platforms. Grab the worker and stand on the spring button to exit
the platform. Return top side and place the worker. When the platforms
underground to the right begin to move jump back through the portal and
use the yellow bar to reach the column that will allow to reach the
platforms. Activate *CHECKPOINT 4.*

Pass through the portal to the top side. Hit the target above the lava
and the boxes will rise. Use these boxes to make it to a memory. Hit the
target again, grab the memory, and return across the boxes. Go
underground and use the same boxes to avoid the lava on the underside.
This time though also time your jumps to avoid the lightning from the
clouds. Deliver the memory and activate *CHECKPOINT 5.* Pass through
the green portal and use the red spring button to reach the upper level.
It will take a couple bounces on different buttons to reach the top.
Also watch out for the electricity on the walls. There is a long lava
pit ahead. Jump on the bouncy rock and throw an orb at the target. A
couple of boxes rise providing platforms that can be used to jump to
safe ground. Defeat a couple monsters before reaching *CHECKPOINT
6. * Jump over the green portal and clear the area of broccoli Move
through the portal use the red spring button to reach the memory on the
left side on the crate. Jump over the two sets of electricity. Deliver
the memory to the work station and the tube will take it to a platform
top side. Return to checkpoint 6 and move to the memory. Pick it up and
jump to the next grassy platform. Drop the memory and toss an orb at the
target. Pick the memory up and jump over to the memory station for
delivery. Defeat a couple monsters before standing on the winning
podium, *CHECKPOINT 7.*
Topsy Turvy Trip, Phase 2
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Top side above checkpoint 1, ride the platforms around
hit the target for the spring button to the clouds and
go left
+ Top side between checkpoint 2 and 3, use the button to
reach the clouds, the page is in the top left corner
+ Top side below the misplaced worker
+ On the lava below the butterfly fan machine, there is a
disguise station nearby to switch to Anger to keep you
from death during collection
+ Underground after activating checkpoint 6 use the spring
buttons to move to the left
o Idea Bulb (1)
+ Above checkpoint 5 use the disguise machine to become
Sadness ride the clouds and bounce up to use the
butterfly target
* All Balloons Collected: 350
Defeat the monster. Jump over the two green portals and climb the yellow
grips on the column. Jump from the column through the closest green
portal and grab the yellow grip bar. Climb the straw. Arrive at
*CHECKPOINT 1.* Pass through the portal and jump onto one of the moving
platforms. Hit the target and a red button appears. Use it to spring
onto the clouds. Defeat a couple monsters before reaching *CHECKPOINT
2.* Ground pound the wooden column deeper below ground. Jump through the
green portal and get on the bottom of the wooden column. Jump to the
yellow grips below. Along this path avoid the moving electric current.
Leap over the green portal (there is a page and some balloons up there)
and arrive at *CHECKPOINT 3. *At the end of the path we see a empty

worker station. Use the red spring button beside the green portal to
elevate through the portal to topside and land on the tall column.
Continue moving to the left and hit the target. Use the spring button
that rises to reach the clouds. Grab the worker and place him in the
empty work station. Use the cloud elevator to reach *CHECKPOINT 4.*
Spring up and hit the target. Use the crates to move across the lava
pit. Spring up to the clouds and move to the left to retrieve a memory.
Before picking it up hit the target again. Grab the memory and use the
blocks to move across the lava. Deliver the memory and pass
through *CHECKPOINT 5. *Ride the clouds and pass through the green
portal between the lava blocks. Leap over the electric currents to
activate *CHECKPOINT 6.* Bounce down on the spring buttons to the yellow
grip on the wall. Leap over a few more currents. Pass through the green
portal to reach *CHECKPOINT 7.* The red spring buttons are on their
side. Hit the target and they will flatten allowing you to jump on them.
Use them to move over the lava pit. On the last button hit another
target to open the gate above. Defeat a broccoli and climb a straw.
There are two monsters at *CHECKPOINT 8.* Defeat a broccoli and grab
the memory on the ground. Use the red button to pass through the green
portal that is in mid air one time. Passing through should make you fall
to the ceiling (thats right fall to the ceiling). Deliver the memory and
use the button on the ceiling to pass through the green portal one more
time. Now you should fall to the ground. The end, *CHECKPOINT 9*, is
just ahead.
Topsy Turvy Trip, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ Underside of checkpoint 3
+ Beneath the green portal at checkpoint 4
+ High in the air at checkpoint 4, leap through the green
portal and back out to reach it Joy's glide jump works
really well to get this
+ Above some green portals with spiky blocks after
checkpoint 5, practically unmissable
+ To the left of the moon at checkpoint 7, jump into the
pit after activating the checkpoint
o Idea Bulb (1)
+ Above Checkpoint 5 fall through the green portal
* All Balloons Collected: 150
* Optimal Character: Joy. She may be the only character for this
mission. Her flutter jump seems to be necessary to move through
the portal onto the moving blocks at Checkpoint 4. I tried with
Sadness several times and just continually fell to my death.
Unless there is something I'm missing (which is quite possible)
Joy is needed to finish this level.
Jump through the green portal and walk on the ceiling. We find
*CHECKPOINT 1* really fast. The blue switch causes the next green portal
to move side to side. We want to position the portal so that it is
closest to the rotating red spring button. Go grab the memory on the
other side of the ceiling button. Use the red spring button to pass
through the portal and land on the ground. Deliver the memory. Pull the

red lever to make the hammers move. Walk under them without getting
smashed. There is room between them to wait for the second one to
rise. Activate *CHECKPOINT 2.* Pull the green switch. The two blocks and
the hammer begin to move. Jump onto the top block and as the hammer
moves away jump onto the straw onto wall. Climb to the top and destroy
the monster. Pass through *CHECKPOINT 3*. Jump through the green portal.
Underground walk across the red rotating platforms. Pass through the
green portal after the appearing/disappearing blocks to arrive
at *CHECKPOINT 4* on the ground. Jump through the moving portal that is
slightly below ground. This will cause you to fall towards the ceiling.
Try to get on the appearing/disappearing blocks. Move to the right and
leap over the next portal. Use the spring button on the ceiling to reach
the monster and defeat it.
Pass through the next moving portal (below the disguise station) and
arrive at *CHECKPOINT 5.* There is a spike block moving through the next
portal. Jump through it when the spiky block is in the air. This puts
you on the ceiling. There are more spiky blocks passing through green
portals ahead. The goal here is to just avoid the spikes. You do not
need to pass through any of these portals. There are three hammers
moving ahead. Above the hammers is a blue platform moving left to right.
Once the first hammer raises get on the blue platform. It will pull you
quickly by the side by side hammers that are moving. *CHECKPOINT 6* is
beside a ship in a storm. The goal here is to jump through one green
portal that will propel you through the one beside it. At the same time
you have to avoid the spiky block. The end result is you being upside
down on the grassy ceiling ahead. Make sure the next green portal is
moving side to side. Jump through the portal then fall back through it
on the other side of the ledge. You should end up, upside down heading
to *CHECKPOINT 7.*
There are disappearing blocks near the bottom and top of the screen. You
need to be upside down on the bottom row of blocks. Stand on the next to
last column on the right. There will only be two blocks that
appear/disappear. Wait for the column to disappear and you will fall
toward the ceiling. The timing should be such that you also pass through
one of the moving green portals. This will spring you onto the top of
the blocks at the ceiling and turn your back up right. If you fail you
will fall into a pit and restart at checkpoint or if you don't die you
can use the red spring button to reach upside down
again. Activate *CHECKPOINT 8*. Jump up and across a series of rotating
red platforms to reach *CHECKPOINT 9.* Make sure the red and blue blocks
are moving. Jump through the portal below and you will fall to the
ceiling. Pass through the next portal as you pass through and you will
land on the ground above. Take out the monster. Now simply avoid the
spiky block to reach the end of the level.
Looking for Treble, Phase 1
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then locate the recall tube
platform
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ After you fight the first monster, continue moving
toward the front of the screen. Jump on the multi
colored platform and then onto a gray one. Use the red
rotating block to reach the page.

+ When you see the first checkpoint at the end of the red
conveyor belt use the moving blue blocks on the right
side to reach the page.
+ Use the green block beside the red spinning tie after
checkpoint 1 to reach the page
+ On a platform to the left of the red conveyor belt
before checkpoint 4
+ A platform in the center of the moving yellow blocks
after checkpoint 4
o Idea Bulb (1)
+ To the right of checkpoint 3 up on a high platform. You
will have to use the platform elevator to get to a cloud
then use Disgusts high jump to reach the highest point.
There is a disguise station near checkpoint 3
* All Balloons Collected: 200
Move straight ahead and use the platforms to avoid the green sliding
goo. Climb up the pencils and move across the red conveyor belt. Ignore
the switches and use the sliding platforms to reach a fight against a
monster. Climb up the pencils to reach the red conveyor belt. Hit the
monster with a couple orbs to defeat him. Leave the green switch alone
at *CHECKPOINT 1.* Use the rotating green block to get to the spinning
red tie. Be sure not to jump on the block when the green goo is on top.
From the red tie move across and destroy the monster. *CHECKPOINT 2 *is
on the other side of the candy corn pit. Move to the right and grab the
worker. Defeat a monster and ride the red block up. Place the worker on
the empty work station. Use the pencil grips to reach the memory and
take out a monster. Deliver the memory to the station and the tube will
transport the memory. Follow the tube and use the pencils to reach the
drop off point. Deliver the memory and some yellow blocks begin to move.
Return to the worker and carry them up the yellow blocks to a new
unmanned work station. Take the path to the left over the spinning
drums. Ride the red block up to *CHECKPOINT 3.*
Follow the conveyor belt to the spinning drums. Move across the drums
and climb the pencil. Avoid the hammers to get to *CHECKPOINT 4. *Ride
the yellow blocks and move toward the bull in the distance. Grab the
worker beside him. The transport of the worker is easier by using the
red lever to stop the tie between the two platforms. Place the worker at
the unmanned station near *CHECKPOINT 5.* Take the blue conveyor that
has the moving yellow blocks to the memory on the left. Do not let the
yellow blocks push you off the conveyor belt. Grab the memory and use
the ledge above the yellow blocks to return to the memory station. Once
the memory is delivered, move to and activate the red switch. Jump
across the spinners avoiding the red goo and arrive at the
end *CHECKPOINT 6.*
Looking for Treble, Phase 2
* Description: Restore order to Imagination Land. Ride the bat
creature to a mind worker police officer in order to release the
memory inside
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ To the left side of the screen at checkpoint 1, beside
the yellow moving blocks, be sure not to be hit by the
blocks
+ Just before checkpoint 5 half way up the blue curved

ramp before reaching the wavy column floor


+ End of the purple moving blocks after checkpoint 5
+ On some clouds above the fan between checkpoint 5 and 6
+ On a spinning pizza platform to the right between
checkpoint 7 and the end
o Idea Bulb: None
* All Balloons Collected: 450
Another bat swoops in and grabs the memory. We get to ride the bat ball
through the level. Follow the music trail and drop down the ramp. At the
rotating flower move to the right side of the screen and go up the ramp.
Quickly ride over the clouds and roll down the next ramp to *CHECKPOINT
1.* Ride down and cross the spinning record (if you know what that is)
and the CD. Ride over the next record and a couple of pizzas. This
places us at *CHECKPOINT 2.* There are multi colored platforms that will
rotate. Ride across the platforms and roll over the four pink squares.
This creates a ramp allowing access to *CHECKPOINT 3.* Roll over the red
and green squares to raise a ramp of the same color. Ride up the green
ramp then around to the red ramp. Ride along the wavy columns to
reach *CHECKPOINT 4. *Ride over the four orange squares and roll up the
ramp it creates. Ride the fan up to the blue squares and run over them.
Roll of the side to the right and roll up the blue ramp to reach the
other side. Here we find *CHECKPOINT 5.* Ride the wavy column floor and
pass through the moving purple blocks. Use the fan to reach *CHECKPOINT
6.* Cross the rotating platforms to activate *CHECKPOINT 7. *Ride the
record to get to the CD. Roll over the four orange blocks to lift a
ramp. Roll up the ramp to the next CD. Roll over the four blue squares
and use the ramp that it creates to reach the end *CHECKPOINT 8.*
Looking for Treble, Phase 3
* Description: Restore order to Imagination Land. Find and return
all of the misplaced memories, and then find and restore the
Boyfriend Generator
* Time Challenge: 7:00
* Collectibles:
o Manual Pages (5)
+ On a moving red block above the first set of spinning
cakes before checkpoint 1
+ After checkpoint 1 climb the small pencil on the
platform between the spinning cakes. Be sure to avoid
the red pencil spikes.
+ At the end of the spinning cakes after checkpoint 1 do
not climb the pencil. Instead reach the platform and
drop below to the green bonus balloon box.
+ On a blue tie platform to the right side after crossing
by checkpoint 2
+ To the left of the Boyfriend Generator
o Idea Bulb (1)
* All Balloons Collected:
Move to the left and pull the red lever. This will cause the red goo on
the rotating cakes to spin as well. Jump across the cakes avoiding the
goo and climb the pencil to arrive at *CHECKPOINT 1.* Pull the green
lever and the green goo on the cake spins. The nearby green platform
also begins to move in and out. Cross the cakes to the safe platform and
defeat the monster. Cross over the next set of spinning cakes and climb
the pencil. Cross the spiky waves on the floor and defeat the monster.
At *CHECKPOINT 2* we also find a disguise station. Use the green lever

to stop the tie so that it connects our platform and the spinning drum.
Watch for the spiky floor and pull the blue lever. The blue platform
will rise and we are at *CHECKPOINT 3.* We have found a swamp monster
generator. The picture above the generator is of a boy. We have to
adjust it to turn off the swamp monster generator. Pick up the memory on
the right next to the red spring button and deliver it to the memory
machine. Use the spring button to reach the green lever. Pull the lever
so that the green block will begin to move. Use the block to reach the
platform with the monster. Defeat the monster then drop down and grab
one of the memories above the conveyor belt. Deliver the memory to the
machine on the top right platform. Spring up and pull the red lever. A
red block will begin to move and the pencil spikes raise and lower. Wait
for the pencil spikes to lower and hit the lever again. Now we have a
safe passage to the last memory machine. Pick up the memory and deliver
it. Pull the blue lever so that the feet of the Boyfriend Generator
looks like a boy and stops moving. Repeat the same idea for the red
lever and then the green lever. Once all the boyfriend pieces are in
place the swamp monsters stop generating and we see the way out of the
level *CHECKPOINT 4.*
Jangles All the Way
* Description: Help Jangles the Clown defat the swamp monsters
once and for all
* Time Challenge: 7:00
* Collectibles: None
* All Balloons Collected:
Jangles is a large clown with a big hammer. There are three designs on
the floor a blue square, a red triangle, and a green clover. The same
designs will appear in front of Jangles. Throw an orb at the design in
front of Jangles and he will slam his hammer down on the that design on
the floor. The goal is to destroy as many monsters as possible in the
allotted time. Through out the level the design on the floor will not be
in the same positions. The designs on the floor will also not be in the
same order as the designs in front of Jangles. One thing that doesn't
change though is if you hit the red triangle, Jangles will smash down on
the red triangle. Hit a target and run by it to draw in as many monsters
as you can. There is no real need to attack the monsters your self.
Avoid them by jumping and dodge rolling (circle and the left analog
stick). Stay moving and collet all the sparks that are dropped from
defeated monsters. Between rounds you have an opportunity to collect
balloons.
* Round 1
o Time:
o Goal:
* Round 2
o Time:
o Goal:
* Round 3
o Time:
o Goal:

3:00
15 Monsters
2:30
20 Monsters
2:00
25 monsters

Inside Out Feats

* Matrix Master
o Play the Memory Matrix 20 times
* Joyful Glider
o Play as Joy and glide for 3 minutes
* Dreary Dawdler
o Play as Sadness and stand on 100 clouds
* Fire Walker
o Play as Anger and walk on lava for 3 minutes
* Green Grocer
o Play as Fear and defeat 5 broccoli monsters
* Loathsome Leaper
o Play as Disgust and bounce on 25 clouds
* The Night is Young
o Complete the first third of the Inside Out Play Set
* Progressing Nicely
o Complete two thirds of the Inside Out Play Set
* Imagination Master
o Complete the entire Inside Out Play Set
* Trifecta
o Make a 3x cascading chain reaching in the Memory Matrix
* Memorable Match
o Match 5 in the Memory Matrix
* Dim Bulb
o Find 5 Idea Bulbs
* Bright Ideas
o Find 25 Idea Bulbs
* Manual Labor
o Find 40 Mind Manual Pages
* Manual Master
o Find 140 Mind Manual Pages
* Balloon Buster
o Collect 250 balloons
* Perfect Popper
o Collect 2500 balloons
* Shooting Star
o Earn 10% of all stars in the play set
* Glass Half Full
o Earn 50% of all stars in the play set
* Memory Master
o Earn 100% of all stars in the play set

Twilight of the Republic Play Set

The story of this play set takes us through the Clone Wars. The primary
character used for completing the missions was Yoda. The walkthrough was
created by playing on Medium difficulty.

Twilight of the Republic Walkthrough

Assault on Genosis!
* Mission Objective:
o Gain entry to the droid factory complex
o Enter the Execution Arena
o Help the clone troopers defeat the battle droids
* Fight through the area to the droid factory complex
Upon landing on Genosis the droid welcoming committee greets us
immediately. Take out the two droids by tapping Triangle to attack and
continue up the hill. Take note of the yellow gleaming grooves on the
rocks. These are grip points that can be used to climb up the mountain.
Jump (X) on to the groves one by one until on the next platform. Now we
have a pipe that we can jump on and climb further up. At the top of the
next set of grooves we learn that the camera is adjusted by using the
Right Analog Stick. Rotate the camera to see a droid walking towards us.
Eliminate him and continue up. There are two more droids just ahead.
Once they are defeated head toward the gate in the distance. The rock
bridge is partially destroyed. Perform a double jump (X followed by X)
to leap over the gap. More droids exit the door ahead. We learn that the
lightsaber can be used to deflect blaster fire. Tap Circle as the
blaster fire approaches to deflect it back at the enemies. Practice this
or move to the droids and destroy them. The gate is now closed. We can
use the force to open it. Press and hold Square to lower the gate. We
find a couple of commando droids behind the gate. These droids look
different and are more into melee combat than the droids we have faced
thus far. They will attack with their electric/laser swords. They have a
powerful attack that can be blocked. Hold Circle as they wind up their
sword and the attack will produce little to no damage. Destroy the two
droids and move through the gate.
Head to the left and watch for the ship to crash through. On the other
side of the ship we will face two more commando droids and three blaster
droids. Eliminate them and use the force to open the nearby door. On the
other side some of our clone allies are in a fight with 9 blaster
droids. Assist them in destroying the droids. The goal is to learn that
pressing and holding Triangle will lift your character and their
opponent in the air. While in the air we can perform combos on the
defenseless enemy. When the droids are gone a door opens and we fight
four commando droids. The last fight of the mission will be against a
combination of commando droids and blaster droids. Clear the battlefield
to claim victory.
Factory Attack
* Mission Objective:
o Find a way to the droid factory entrance
o Destroy the battle droids guarding the entrance
o Activate the bridge controls for Master Plo
o Defend Master Plo while he opens the door
* Make your way to the droid factory entrance
The droids are holding a point on the other side of a chasm. There is
not an obvious way for us to advance. Move to the left of the clones
firing at the droids and locate the large rock slab on the side of the
mountain. Use the force to move the rock. This reveals some grooves on
the mountain that we can use to reach a path to the gate where the
droids are firing from. As we proceed we encounter a shield droid. Using
force powers disrupts the shield. Tap Square and the shield goes away

making the droid vulnerable to our regular attacks. At the end of the
path we see the droids that are protecting the entrance. Eliminate the
two shield droids and the three blaster droids at the gate. Jump on the
red button to activate the bridge so that the clones can come across.
Master Plo will attempt to reprogram the door controls. While doing so
we face a droid attack. Move onto the bridge to face the droids head on.
There will be three commandos and 3 blasters to take out. Two new droids
are dropped on the bridge now. These droids attack a certain area. If
you dodge out of the area (Circle + the Left Analog Stick) you can avoid
damage and move closer to attack the enemy. With these final two droids
eliminated we've completed the mission.
Production Line Panic
* Mission Objective:
o Enter the droid factory
o Defeat all droids before moving on
o Navigate through the droid factory
* Secondary Objective
o Complete as Ahsoka
o Complete without falling off an edge
* Investigate the droid factory
Master Plo is successful in getting the factory door open. Move through
the open door and enter the factory. Once inside we are immediately
attack by a trio of droids. Eliminate them. The passage ahead is sealed.
Move to the door and use your lightsaber to create an opening. Drop down
to the left and ride the conveyor belt. Be sure not to be smashed by
moving through the crushers quickly or reaching the top of them to get
to the other side. There is a fire at the end of the conveyor belt. Exit
to the right and use the green groves to reach a higher platform. Use
the Force to open a gate and climb a pole leading to a droid fight.
Eliminate the shield and two commandos. After the fight eliminate the
blaster droids on the other side of the next conveyor belt. Ride it down
its path avoiding the falling blades. To the left there will be a couple
of droids on two different platforms. Jump onto the platforms and force
push them off the edge for a quick easy victory. The right side of the
conveyor belt there will be platforms that we can jump across. Be
cautious though, the platforms will have a destructive beam that you do
not want to be hit by. Defeat the droids and the force on this large
platform to reveal a button. Pressing the button raises some columns ahead.
Move onto the double conveyor belt and avoid the falling crushers.
Arrive at the columns that were created by the button press. Use these
columns to reach a pipe that leads to our next droid encounter. After
defeating these enemies we face one of Grevious' Magna Droids. Use dodge
rolls to avoid their attacks. There offense will consist of counters
meant to eliminate your character. Avoid their spinning attack and they
become vulnerable to our attacks. If you don't want to wait holding
Triangle to send them into the air will juggle them and allow for a
quicker victory. With the Magna Droid gone use the force on the orange
door. There are some droids on a platform ahead. There is a gap to jump
across but it must be timed to avoid the steam from below. Once the
droids are gone press the button to dissipate the steam wall blocking
our path forward. There is a lone blaster droid on the other side to
take out. Now remove the crates blocking our exit by using the force. On
the other side we find a rail we can slide on. Jump on the green rail.
As you slide down the rail be sure to leap over the fire ahead. At the

end of the rail we encounter a large mechanized platform. Jump on and


ride to a conveyor belt that is going in the opposite direction we are
traveling. There is some spinning manipulator arms that Master Plo warn
us to avoid. As you move down the conveyor belt jump over the arm as it
approaches. Once around the conveyor belt we repeat the process of
jumping over manipulator arms one more time. Take out the droid at the
end and use the rail (being sure to leap over the fire) to reach a droid
fight below. There will be two Magna Droids, a few blasters and some
commandos. Defeat them all to finish the mission
A Greivous Situation
* Mission Objectives
o Find General Grievous
o Defeat General Grievous
o Shut down the droid factory
* Secondary Objectives
o Complete as Obi-Wan
o Complete on Extreme Difficulty
* Find and defeat General Grievous then shut down the factory.
Move through the door and use the heal bot if needed. Through the next
door we get a cut scene and see General Grievous. Grievous will begin to
spin his lightsabers and charge. The best strategy is to dodge evade out
of his path. He will likely be dazed at the end of his charge and allow
you to attack. Grievous will also leap high into the air. A targeting
circle will appear on the floor. As it begins to flash red be sure you
are not standing in it. Grievous will come crashing down from the
ceiling with a powerful slam attack onto the flashing red targeting
circle. After the attack he will be stunned allowing you to attack. When
Grievous is performing one of his moves you can attack, but you will
want to perform a combo then dodge back: stick and move like a boxer.
When the villain's health is depleted by half a short cutscene reveals
that, Grievous has the ability to wield four lightsabers. This doesn't
really change the strategy. Avoid his attacks to create a situation
where he is stunned and attack then dodge with your own offense. There
is an additional stun opportunity. A couple times during the fight when
performing lightsaber combos a push button sequence will activate.
Rapidly tap Triangle to win the duel and Grievous will be stunned allow
for more attacks.
Grievous flees (not really a surprise there). Move down the next hall
and use the force to remove the plug on the factory. This completes the
mission. Follow the path back to the entrance and exit the base.
Youngling Garr
* Mission Objectives: Find a toy LAAT for Garr
* Recruit Youngling Garr and prepare him for the Jedi Temple
Youngling Garr had his toy LAAT taken by some droids. Move across the
bridge and climb up to the ledge behind the Healing Bot. Pick up the toy
and return it to the youngling
Droids in Disguise
* Mission Objectives: Destroy the disguised BX Droids

* Secondary Objectives
o Complete as Chewbacca
o Complete the mission within the time limit (1:55)
* Find the BX droids disguised as clones and eliminate them
There are three droids in disguise. The first is on the side path that
allowed us to cross to the factory before we built the bridge. The
second is in the Execution Area. The final one is back near the
beginning at the first bridge on our approach to the factory. All three
will stand out. Once they are hit their disguise disappears to reveal
that the are in fact droids. This unlocks the BX droids for the Toy Box.
Youngling Rikoo
* Mission Objective: Play hide-and-seek with Rikoo
* Recruit Youngling Rikoo and prepare him for the Jedi Temple
Rikoo wants to play hide and seek. After you accept the mission he heads
for the Execution Area and will be standing next to the downed ship.
Talk to him and he will hide again. This time he runs out towards the
beginning of the area and is standing next to the bridge. He doesn't
hide very well.
Twilight of the Republic Play Set(Continued)
Youngling Capo
* Mission Objective: Find a toy creature for Capo
* Recruit Youngling Capo and prepare him for the Jedi Temple
Capo is headed to the Jedi Temple but has lost a toy is mom gave him.
Help him find it. Move across the bridge and take a left. The toy is
setting in the corridor. Pick it up and return it to Capo.
The Droid You're Looking For
* Mission Objective:
o Go back inside the droid factory
o Find and Defeat the MagnaGuard
* Secondary Mission
o Complete the mission within three minutes
o Complete as Anakin
* Find a MagnaGuard and retrieve its brain core
Enter the droid factory again. Take the path to the right and end up in
the Grievous fight room. A MagnaGuard appears. Hold Triangle to perform
an attack that will juggle the droid in the air then continue to attack
with Triangle. Once the MagnaGuard is defeated, retrieve his head to end
the mission and you can leave the factory.
Little Droid Lost
* Mission Objective:
o Search for M5-NT
o Defeat the battle droids

o Return the M5-NT to Meebur Gascon


* Secondary Objectives
o Complete on Extreme Difficulty
o Complete the mission within 6 minutes
* Find and return Colonel Gascon's droid
Gascon is missing a droid. Head back to the Execution Arena to find the
droid. It is protected by 5 heavily armed droids. Use the juggle attacks
(hold Triangle) to make the fight much easier. Once a droid is in the
air they are more vulnerable to a combo of lightsaber swings. When the
last droid is parts pick up the M5-NT and return him to Gascon. M5-NT
available in Toy Box.
Bound for Coruscant
* Mission Objective:
o Escort TD-54 off Genosis
o Defeat the vulture droids
o Travel to Coruscant via hyperspace
o Land on the surface of Coruscant
* Secondary Objectives
o Complete as Anakin
o Complete using a Jedi starfighter
* Return to Coruscant with TD-54
When you are ready to leave Genosis talk to Master Plo. Go to the
console that acts as a space port terminal. Press Square to activate the
Star Map. From this menu we can travel to other planets. The only
available place for travel is Genosis Space. Press Square when that
option is highlighted. We now learn about the landing pad. Use the Left
Analog Stick to choose which ship you'd like to take into space. When
ready press Square to launch.
Once in space our first goal is to destroy 10 vulture droids. They are
flying around and will be identified with a destination marker. Use
Triangle to fire your on board blasters. With the droids defeated we
learn a little more about specialized navigation. R2 accelerates.
Pushing up on the Right Stick performs a loop that would allow you to
move behind an enemy follower. As we approach the larger space ship we
fight off 10 more vulture droids. When they are destroyed press Square
when done exploring to enter hyperspace and our next area Coruscant.
Home of the Jedi Order
* Mission Objective:
o Enter the Jedi Temple
o Take the elevator to the Jedi Council Chamber
* Take TD-54 to the Jedi Council
Move straight across the courtyard to the Jedi Temple. Once inside climb
the stairs and locate the elevator that leads to the council. Press the
button in the elevator to get it moving. We get a cut scene as we reach
the top. Continue forward and enter the council room. Listen to the
conversation and the mission is complete. You can leave the temple as
soon as you like.
Flight Path

* Mission Objective: Keep up with Cad Bane's airspeeder


* Chase Cad Bane through Coruscant's airways
The droid we were to deliver has been stolen by Cad Bane. Fly behind Cad
Bane's airspeeder in a high speed chase through Coruscant. The only goal
you have is to avoid obstacles that would destroy your speeder. There
will be environmental obstacles to avoid. Cad Bane will also fire a
blaster and leave mines in his path. Simply don't fly into the mines and
keep chasing.
Bane's Break
* Mission Objective: Chase down Cad Bane
* Secondary Objectives
o Complete as Yoda
o Complete without detonating a mine
* Chase Cad Bane through the city to retrieve TD-54's memory core
Cad Bane hired some mercenaries to help with his escape. There are four
melee mercenaries at ground level that can be easily defeated using the
lightsaber. Two blaster mercenaries are on a higher platform. Leap up to
there level to eliminate them. Cad has locked us in this room.
Leap/climb up to the area where we defeated the blaster mercenaries and
push the door lock override button. Exit and head down the stairs. We
see Bane use some rocket boots to attempt an escape. Stand on the green
circle not he ground to be lifted to the distant platform. Head around
the corner and force jump over the mines. There is another set of mines
to jump over. In the next room we have to fight more mercenaries. One of
them will wield a shield. Take the enemy with the shield out first by
using a force power to stun then attack. Once all four are eliminated,
locate the purple pipe and climb. Jump to the next two platforms to find
the door lock override button. Leap over some more mines. At the top of
the stairs we have another mercenary fight. The only difference this
time is one of the enemies will be larger and pack a meaner punch. They
are still no match for the power of the force. Head down the path to the
let and leap over some more mines. Press Square to cut through the door
and locate Bane in the cut scene. At the end of the mission we end up
back in the Jedi Council room. From this point we can explore as we see fit.
Landing Zone Liberation
* Mission Objective: Defeat the Nikto Mercenaries
* Defeat the Nikto Mercenaries on the Jedi Temple's landing zone
Upon exiting the Jedi Temple the mission begins immediately. There are
six enemies that are in the courtyard. One is a big guy with a hammer.
You can attack or wait for him to swing the hammer down and dodge out of
the way. Once the hammer swing misses he will struggle temporarily to
pick it up. This is a great time to attack. With the mercenaries
eliminated we get one more to fight. This one is even bigger than the
others. The big guy will leap at you and perform a strong ground pound
move. Avoid his landing spot and counter with our own attack. The force
push (Square) can be used to stun him and allow your character to move
in for an attack. Just be ready to block or dodge his attacks after you
complete your combo. Stay after him and it won't be long before the
mission is complete.

Youngling Vurluha
* Mission Objective: Save Vurluha from Nikto Mercenaries
* Recruit Youngling Vurluha and prepare her for the Jedi Temple
The youngling is trapped by mercenaries. Defeat the three mercenaries
that are attacking and Vurluha is saved
Youngling Tuz
* Mission Objective: Find a toy airspeeder for Tuz
* Recruit Youngling Tuz and prepare him for the Jedi Temple
Tuz has lost his toy. Face the Jedi Temple entrance. The toy is on the
ledge to the right. Pick it up and return it to Tuz
Youngling Hodo
* Mission Objective: Help Hodo down from the Jedi Temple
* Recruit Youngling Hodo and prepare him for the Jedi Temple
Climb to the very top tower of the Jedi Temple to find Hodo. There are
purple grooves to the left of the entrance that leads you up to the
roof. Hodo thought he could use the force to get down but seems to be
stuck. Pick him up and drop to the ground to complete the mission.
Tookas Come Home
* Mission Objective: Throw tookas into vacuum chutes
* Rescue runaway tookas by throwing them into vacuum chutes
Some of the Younglings have lost their pets. There are three tookas
running around. The first is near the Star Map. Pick him up and place
him in the marked vacuum shoot. The other to are to the left platform of
the Jedi Temple entrance (as if you were looking at it). Collect these
final two pets to complete the mission.
Bad Motivator
* Mission Objective: Deliver droids to the droid repair store
* Find and repair the malfunction astromech units
There are three droids with sparks flying from them nearby. Locate each
by moving towards the distance marker. Pick up the droid and return it
to the shop. Toss it into the hatch. Once all three are at the shop the
mission is complete.
Pest Control
* Mission Objective: Remove Duracrete Slugs from buildings
* Secondary Objective:
o Complete the mission within one minute
o Complete as Darth Maul
* Find and remove Duracrete Slugs from Coruscant's buildings

There are four slugs that need eliminated. They are all on roof tops of
small buildings. Two of them will be climbing on the wall. They can be
reached with lightsabers but may be more easily eliminate with a
character that can fire a blaster.
Play Away
* Mission Objective: Throw Orn Free Taa on each ride
* Help Orn Free Taa test the Play Zone
Orn Free Taa has ordered a Play Zone to let the good people of Coruscant
relax and have some fun. Pick him up and try out each of the rides by
tossing him on them. There is a sea saw, a flying merry go round, and
speeder merry go round. Once he has been on each ride the mission is
complete.
Wild Bantha Chase
* Mission Objective:
o Rescue the baby banthas
o Rescue the mother banthas
* Secondary Objective
o Complete as Sabine
o Complete the mission within the time limit
* Rescue all of the escaped banthas
Three baby banthas are loose in town. Move to the destination markers
and pick up each bantha. Carry the creature back to the pen. Once the
last baby is found a cut scene shows the mother on a rampage. Move to
her location and press Square to jump on its back. Ride the momma back
to the pen to complete the mission.
Color Me Coruscant
* Mission Objective:
o Get on the color cannon
o Shoot paint at the buildings
* Paint Coruscant's buildings for Orn Free Taa
Move across town to the color cannon. Once on the cannon fire paint
balls at the nearby buildings. There are four buildings to hit and each
one needs to be hit 5 times to complete the mission.
Happy Birthday, Chancellor!
* Mission Objective:
o Turn on the holographic trees
o Turn on the fountain
* Decorate the landing zone
Chancellor Palpatine's birthday is coming up and Orn Free Taa wants to
be prepared. Move to the courtyard in front of the Jedi Temple and
activate all 6 holographic trees. They are aligned on either side of the
steps leading to the temple doors. Once the trees are on Orn wants the
fountains in the courtyard turned on as well. Move to the large button

in the center and jump on it to turn the fountains on.


Jedi Arena Round 1
* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Anakin
* Defeat all the enemies
The training ground is inside the Jedi Temple on the left side of the
elevator. Once ready you will face 4 waves of enemies. The waves start
small and increase in number. The enemies are also easier to defeat but
become more advanced as you proceed to each wave. For instance you will
start with a couple blaster drones and a couple commandos. The next
round will include some shields and so forth. The Younglings inside will
act as your assistants and attack the enemies as well. In between (or
during rounds for that matter) be sure to grab the health capsules in
the corners of the arena.
Jedi Arena Round 2
* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Obi-Wan
* Defeat all the enemies
This is just more of the same: an arena style fight against four waves
of enemies.

Jedi Arena Round 3


* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Yoda
* Defeat all the enemies
This time we face General Grievous in rounds 1 and 4.

Jedi Arena Round 4


* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Ahsoka
* Defeat all the enemies

Jedi Arena Round 5


* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Darth Maul
* Defeat all the enemies
Jedi Arena Round 6
* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Youda
* Defeat all the enemies
Jedi Arena Round 7
* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Ahsoka
* Defeat all the enemies
Jedi Arena Round 8
* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4

o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Obi-Wan
* Defeat all the enemies

Jedi Arena Round 9


* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Darth Maul
* Defeat all the enemies
Jedi Arena Round 10
* Mission Objective
o Defeat Wave 1 of 4
o Defeat Wave 2 of 4
o Defeat Wave 3 of 4
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Anakin
* Defeat all the enemies

Get the Band Back Together


* Mission Objectives: Collect all the missing droid parts
* Secondary Objectives
o Complete as Han Solo
o Complete the mission within the time limit
* Help Senator Stonk collect the missing droid parts
This mission takes place in the entertainment district of Coruscant. The
distance marker will show you exactly where to go to find the droid
parts. The parts will be in a pile with a blue circle around them. Move
into the circle and you pick up the parts. When all have been collected
return to the Senator to end the mission.
Banner Up
* Mission Objective: Display the banners
* Secondary Objectives
o Complete as Chewbacca
o Complete the mission within one minute

* Display the banners advertising the upcoming concert


Climb up to the tall tower in the Entertainment District. There is a
button that needs stepped on to release a large banner that will
advertise the upcoming party/concert. Once the first banner is revealed
use the green leap pad to reach the site of the second banner. Step on
the button and the mission is complete.
Galactic Dance-Off
* Mission Objective
o Go to the amphitheatre
o Take control of the lead droid dancer to help her dance
* Secondary Objective
o Complete as Princess Leia
o Complete the dance without any mistakes
* Help the show go off with a hitch
Head to the distance marker to arrive at the amphitheater. Upon arrival
we find that one of the droids is not performing as they should. Attack
the dancing droid in front that appears to be malfunctioning. Now that
we've stopped the droid from ruining the concert we need to find a
replacement. It just so happens that it will be us. We take control of
the droid and dance by pressing buttons. Look to the bottom of the
screen and a message will appear saying to press X, Square, Triangle or
Circle to dance. Press the correct button through the one minute routine
to complete the mission. For some added flair be sure to move the left
and/or right analog sticks to create your own moves.
Antennae Trouble
* Mission Objective: Climb the Jedi Temple and fix the antenna
* Secondary Objective:
o Complete as Yoda
o Climb the Jedi Temple within one minute
* Repair the broken antenna at the top of the Jedi Temple
Move to the left side of the Temple and locate the purple grooves in the
wall. These will be used to reach the roof. Once on the roof move to the
tower. The tower also has purple grooves for climbing. Climb up the
tower to reach a large red button. Once pressed a new antenna extends
competing the mission. While ascending the tower be sure that you jump
where you want. A mis jump will bring you back to your climbing start
point and reduce the change of achieving the time for the Secondary
Objective.
A Jaunt with Jar Jar
* Mission Objective: Help Jar Jar safely reach the Jedi Temple
* Secondary Objective
o Defeat 5 enemies in the air
o Complete as Obi-Wan
* Protect Jar Jar Binks on his way to the Jedi Temple
Head to the taxi area to find Jar Jar. Once there talk to him and be
ready to fight. Five Nikto mercenaries will attack. Look on the mini map
for the red dots and move to engage them away from Jar Jar. Two of the

mercenaries will have shields and one will be a big ground pound guy.
Once they have felt the wrath of your lightsaber move back to Jar Jar.
He will head toward the Jedi Temple. There will be two more fights with
three mercenaries each. They both will have the large hammer swinging
mercenaries. Just avoid the swing and they will be stunned. While the
recuperate attack. The last of the fights occurs just before reaching
the stairs leading to the temple courtyard.
Real Bombad
* Mission Objective:
o Disable the first proton bomb
o Disable the second proton bomb
o Disable the third proton bomb
* Secondary Objective
o Complete as Ahsoka
o Complete the mission within the time limit (1:30)
* Find and disarm the three proton bombs hidden in Coruscant
The mercenaries really want to hit the Jedi hard. They have placed three
proton bombs nearby. A timer appears at the top of the screen. We are
given two minutes to locate and disarm the first bomb. Head to the back
of the Jedi Temple and enter the Entertainment district. The first bomb
is below on the wall. It will be guarded by a couple of mercenaries.
They can be ignored or defeated (whichever is your preference). The main
thing is to get to the bomb and disarm it. The way we are to disarm the
bomb is with attacks. Smash the proton bomb with your lightsaber. When
the bomb is destroyed move to the distance marker to locate each of the
next two bombs. The idea is the same. Defeat the mercenaries if you want
but be sure to destroy the bombs.
The Wisdom of the Council
* Mission Ojbective: Go to the Jedi Temple Council Chamber
* Meet with the Jedi Council in the Jedi Temple Council Chamber
The slicers at the Tech Citadel have finished analyzing the droid we
obtained from Genosis. Enter the Jedi Temple and use the elevator to
reach the Council Room. The rest is just dialogue. We find that the
council has learned of the droids previous owner and would like them
questioned. Head to Tatooine to talk to Jabba the Hut
Bound for Tatooine
* Mission Objective:
o Take off from Coruscant
o Travel through hyperspace to Tatooine
o Land in Mos Espa on Tatooine
* Fly to Mos Espa on Tatooine
Exit the Jedi Temple. Cross the courtyard to the Star Map and plot a
course for Tatooine. Once in Tatooine air space we encounter more vulcan
droids. A transport ship is also being attacked. Clear the area of
vulcan droids if you like or simply land on Tatooine
Hutt Hideaway

* Mission Objective:
o Find Jabba the Hutt's private box
o Destroy all of the battle droids
o Return the cargo to Jabba's guards
* Determine the location of Jabba the Hutt
Move straight across from the Star Map and talk to one of the guards. He
will not let you in unless you help him first. The separatists are
causing Jabba issues with his merchandise business. Move to the
destination marker and eliminate the droids. Pick up the crate and
return it to the guard. They open the gate and we can now enter Jabba's
private box. During the cut scene we find that Jabba is less than
receptive.
Jabber with Jabba
* Mission Objective: Talk to Jabba the Hut
* Talk to Jabba the Hutt about TD-54
This mission will complete once you leave Jabba's private box
Womp Rat Run
* Mission Objective: Chase the Womp Rat
* Follow the Womp Rat to a hidden reward
The womp rat is near the center of town. Once you find him, he begins to
move. Follow him around and he will eventually dig out a capsule full of
blue sparks
Hydrospanner In the Works
* Mission Objective:
o Locate the Podracer mechanic
o Defend the mechanic from the Nikto thugs
* Find a Podracer
Move to the edge of town away from our entry point. The mechanic is
being hassled by some thugs. Defeat the three thugs (one of which will
have a giant hammer). Once the mechanic is safe talk to him and he will
lead you to a pod racer you can use. It needs some work but we don't
have many other options. He needs some parts to fix it up. Additionally
to help you get around Tatooine he gives you access to his land speeder.
Just Deserts
* Mission Objective:
o Pick up the metal detector
* Secondary Objectives
o Complete as Ahsoka
o Ride a bantha while in the desert
* Find the gyro rings buried in the nearby Dune Sea
Move to the destination marker to find the metal detector on the
outskirts of town. Let the detector guide you to a small dome of sand

near a covered up ship. We have found the location of the gyro rings.
Press Square to dig it up
Raider Raid
* Mission Objective
o Go to the Tusken Raider Camp
* Secondary Objective
o Complete as Anakin
o Knock 5 enemies of an edge
* Retrieve energy binders from the nearby Tusken Raider camp
The energy binders are thought to be in a Tusken Raider camp. Head to
the camp and begin to climb up the ladder. There will be resistance from
the Raiders. Defeat them as they get in your way. Climb to the high
point at the camp. There will be three more Tusken Raiders to defeat.
When those enemies are gone a marker will appear at one of the tents.
The tent door will open and reveal the binders. Pick them up.
The Mighty Sarlacc
* Mission Objective:
o Go to the Great Pit of Carkoon
* Secondary Objective
o Complete as Yoda
o Feed 5 different things to the Sarlacc
* Retrieve the control rods from the belly of the Sarlacc
The Great Pit of Carkoon is located in the desert away from the Tusken
Raider camp. Once there we see that the pod racer parts are stuck in the
Sarlacc pit. Pick up some of the neaby creatures/objects and toss them
in the pit. The Sarlacc will spit and eventually release the parts. Pick
up the control rods to complete the mission.
Fixer Upper
* Mission Objective:
o Return to the Podracer mechanic
* Return to the mechanic and build the Podracer
The only thing we have to do here is make it back to the mechanic. He is
able to fix up a Podracer for us to try and win some information from Jabba.
Youngling Kron
* Mission Objective: Find a toy Podracer for Kron
* Recruit Youngling Kron and prepare him for the Jedi Temple
Kron is looking for a toy Podracer. The toy is in the ally beside
Jabba's private box. Pick it up and return it to Kron
Youngling Jama
* Mission Objective: Save Jama from the Tusken Raiders
* Recruit Youngling Jama and prepare him for the Jedi Temple

This youngling is out in the middle of the desert. Once at his location
three Tusken Raiders attack. Defeat them to save Jama and complete the
mission.
Bantha Round Up
* Mission Objective: Ride the bantha back to the ranch
* Return the bantha to the bantha rancher
The bantha rancher's prized possession has gotten loose. Track it down
and ride it back to the ranch. Its running loose in town. You will have
to predict its path to get near it then tap Square to mount. Once on its
back its a simple ride back to the ranch
Jawa's Droid Hunt
* Mission Objective: Throw R2 units into the repair shack
* Find and repair the malfunctioning R2 units
A R2 unit is damaged nearby. Head to the destination marker and locate
the R2 unit. He will be the one emitting sparks. Pick him up and toss
him into the repair shack beside the mission giver.
Slippery as a Greased Dug
* Mission Objective
o Win the race against Sebulba
o Go to your Podracer
* Secondary Objectives
o Complete as Anakin
o Complete the Podrace within three minutes
* Defat Sebulba in a pod race

The mechanic has everything ready. Its time to race. Move to the pod
racer and press X to begin the race. This is a three lap race thats
pretty straight forward. Do not worry about falling behind during the
first lap. Use the first lap to get familiar with the layout of the
track. As long as you don't continually crash into things you will pull
ahead. Look for lightning bolts throughout the track. It builds a meter
when you collect them. I didn't figure out what to do once the meter was
full and didn't see any explanation in game but it couldn't hurt.
Dish or That
* Mission Objective: Fix the calming dish
* Secondary Objective
o Complete the mission within one minute
o Complete as Ahsoka
Climb to the top of the tower on the roof of the building with the Star
Map. Jump on the red button to fix the dish.

Statues of the Hutt


* Mission Objective: Carve statues of Jabba the Hutt
* Secondary Objectives:
o Complete the mission within the time limit
o Complete as Anakin
* Help the sculptor carve statues of Jabba the Hutt
There are three rocks around town that need carved into statues of
Jabba. Move to each location and attack the rock until the statue is
complete. It usually takes about three hits of a lightsaber to create
the statue. Mold all three in the likeness of Jabba to complete the
mission.
Fruit Party
* Mission Objective: Destroy all the crates of rotting fruit
* Secondary Objectives
o Complete within the time limit
o Complete as Obi-Wan
* Destroy all the crates of rotting fruit
Some bugs got into the food supply and the fruit in town is rotting.
There are 10 stands that have rotten fruit in the marketplace. They will
be shown on the mini map with blue dots. Two of the crates of rotting
fruit are slightly above ground level. Each crate can be destroyed with
a force push or a lightsaber swing.
Jabba Pays Up
* Mission Objective:
o Return to Jabba the Hut
o Defeat the Death Watch Commandos
* Secondary Objective:
o Complete as Ahsoka
o Complete on Extreme Difficulty
* Go back to Jabba the Hutt to find out what he knows.
Enter Jabba's private box again. He is not happy that he lost the bet
but he gives us the information we are after. As soon as we get the name
we desire, a group of five Death Watch Commandos enter Jabba's private
box. They are looking for a fight. They attack with blasters and
missiles. They also have the ability to hover in the air. To bring them
down use the force to knock them out of the air. Defeat all five
commandos and leave the private box to complete the mission.
Spy Guy
* Mission Objectives: Find the Spy
* Secondary Objectives:
o Complete the mission within one minute
o Complete as Ahsoka
* Find the spy
The Separatist have a spy on Mos Espa. Move to the alley to the right of
the Jabba's private box. The spy will run. He leads us into a trap.

There are three mercenaries to defeat. Once all three are eliminated we
have captured the spy.
Antenna Bender
* Mission Objectives: Destroy the radio towers
* Secondary Objectives
o Complete the mission within the time limit
o Complete as Yoda
* Destroy all the Separatist jamming devices
The Separatists are jamming communications out of Mos Espa. Climb to the
towers and destroy the jamming devices. There are five scattered around
town. Follow the destination marker to each tower and destroy it.
Pod racing Round 1
* Mission Objectives: Win the race against Sebulba
* Secondary Objectives
o Complete as Ahsoka
o Complete the Podrace in under 2:45
* Defeat Sebulba in a podrace

Podracing - Round 2
* Mission Objectives: Win the race against Sebulba
* Secondary Objectives
o Complete as Obi-Wan
o Complete the Podrace in under 2:30
* Defeat Sebulba in a podrace

Podracing - Round 3

* Mission Objectives: Win the race against Sebulba


* Secondary Objectives
o Complete as Yoda
o Complete the Podrace in under 2:25
* Defeat Sebulba in a podrace

Disco Holocron Fever


* Mission Objective: Locate and collect the missing Holocron
* Find the missing Holocron for Master Plo
Move in to the bar that is down stairs to the right of Jabba's private
box. The holocron will be above the dancing patrons. Jump up and

retrieve to complete the mission.


Bound for Naboo
* Mission Objective: Take off from Tatooine
* Fly to Naboo
Go to the Star Map console and set course for Naboo. Once you launch
you've completed the mission
Pack of Vultures
* Mission Objective:
o Destroy the Vulture Droids
o Land on the surface of Naboo
* Secondary Objectives
o Complete as Obi-Wan
o Complete using a Naboo starfighter
* Destroy Darth Maul's blockade
This is a straight space dog fight. There are a total of 20 vulcan
droids we need to destroy. Fire at the vulcan droids (the closest one
will be identified with a destination marker). Once 20 are destroyed
Darth Maul's forces have been pushed back and we can safely land on Naboo.
Binks in a Pinch
* Mission Objective:
o Free Jar Jar Binks
o Destroy the droidekas
o Release the starfighter docking clamp.
o Open the vent for Jar Jar
o Power up the energy towers
* Secondary Objective
o Complete as Yoda
o Complete the mission with in 6 minutes
* Save Jar Jar Binks then follow his lead to Darth Maul
Move to the end of the hangar and reluctantly use the Force to free Jar
Jar Binks. Once he falls a couple of Droidekas enter the hangar. They
have a shield and are invulnerable to all attacks while its active. To
remove the shield perform a ground pound attack by jumping into the air
and pressing Triangle. The smash to the ground removes the shield and
lets you destroy the bots. With the droidekas gone move to the gate and
press the button for Jar Jar. The door is stuck and will not open but
Jar Jar has an idea. He uses a crane to grab a starfighter. There are
two red buttons on the floor on the jammed door side of the room. Step
on both of them. This will release some crates from the floor and give
you the platforms you need to jump to the starfighter. Once on the crane
that Jar Jar is controlling step on the red button to release the clamp.
The ship goes crazy in a cut scene and accomplishes Jar Jar's plan, sort
of.
The wrong door was destroyed. Move to Jar Jar's
force to open the large hatch. Once open ride a
Inside this room we have to cut through another
lightsaber. The other side we find a group of 8

location and use the


rail to another room.
hatch using our
enemies to defeat. A

couple flying commandos, a few regular droids, and at least one Magna
Guard. When the enemies are defeated Jar Jar begins his work on the
computers again. This time he fails again and the power to the energy
tower is down. Move across the platform to the tower on the left. As the
platform rotates look for a yellow grove to grab onto. This will pull
you around to another set of grooves. Climb these to get to a rotating
platform. Use these moving platforms to reach the top of the tower. At
the top of the tower use the Force to pull the power down into the
tower. Ride the rail to the bottom and repeat the climb for the next
tower. This time the middle tier of yellow grooves will spin your
character around the tower. Be sure to avoid the electric boxes by
either jumping up or dropping down. At the top pull the spark down with
the Force to complete the mission.
Duel of the Fates
* Mission Objective
o Defeat Darth Maul's Battle Droids
o Climb up the broken elevator
o Defeat Darth Maul's Battle Droids
o Defeat Darth Maul
* Secondary Objectives
o Complete as Darth Maul
o Complete on Extreme Difficulty
* Defeat Darth Maul's forces and free the delegates
After powering up the energy towers, head to the destination marker at
the far end of the area. The door opens and we are attacked by a few
easily dispatched droids. Enter the elevator and Jar Jar will control
it. As you begin to rise you stop suddenly, Jar Jar is hitting the wrong
buttons. A Magna Droid appears. Defeat him and we begin to rise again.
That is short lived because the elevator will soon stop for good. Use
the yellow grooves to climb to the top. Enter the next hall to be
ambushed by 2 droids and 2 Droidekas. Take out the droidekas first
because they are the more dangerous of the group of four. Once the hall
is clear the force field at the end dissipates. Grab some health at the
healing station if you need and enter the next room. We get a cut scene.
After the cutscene we are fighting Darth Maul. This is a lightsaber
duel. Darth Maul will attack with numerous lightsaber combos. Block
(hold Circle) is very effective at mitigating the damage received.
Counter with your own combos and evade his. Thats it for the fight:
block then counter. If you catch the Sith Lord blocking you can Hold
Triangle to juggle Darth Maul into the air for a viscous combo. If you
get in enough consecutive hits Darth Maul is also susceptible to your
force finisher. Once his health begins to deplete Darth Maul will
retreat. In his place we fight a few Commandos. As usual, knock them out
of the air with the Force then smash them with a lightsaber. Enter the
next hall and use the force to remove some wall panels to get across the
electricity.
The next phase of the fight against Darth Maul is in the next room.
Before entering use the health console on the wall if needed. This phase
of the fight is just like before. The main strategy is to block then
counter. There are no additional fight mechanics that I noticed. I used
Yoda throughout the writing of this guide and his Master in Motion
special ability destroys Darth Maul with precision and extreme force. If
you have enough of the purple meter built up don't hesitate to use this
move in a tight spot. Darth Maul flees again leaving behind a couple of

shield droids, a couple of commandos, and a Magna Guard.


At the end of the next room we find Darth Maul again. The fight is just
like the previous two phases: block and counter. Juggling Darth Maul by
holding Triangle is an excellent way to initiate your attacks. Don't
forget your special move and force finishers as well. When Darth Maul's
health is depleted we see a cut scene where the Jedi join forces. This
actually completes the play set but there are a few side missions we can
do to get some more experience for leveling up characters.
Youngling Meli
* Mission Objective: Help Meli get to the hangar
* Recruit Youngling Meli and prepare her for the Jedi Temple
This youngling is on a platform high above the site where Jar Jar
crashed the star fighter. Use the star fighter to force jump to a
platform next to Meli. Pick her up and transport her to the hangar.
Youngling Tril
* Mission Objective: Find a Toy Starfighter for Tril
* Recruit Youngling Tril and prepare her for the Jedi Temple
Pick up the youngling and move toward the destination marker. Inside the
room jump up to the ledge and reunite the girl with her toy.
Buckle Up
* Mission Objective: Throw the pilots in the starfighters
* Secondary Objectives
o Complete as Darth Maul
o Complete the mission within one minute
* Help the pilots get into their starfighters
There are three pilots that need to be placed in their fighters.
Throwing them requires good aim. Its easier to pick up the pilot and
jump onto the ship. From here we can drop them in the cockpit or simply
walk to the arrow.
Power Down
* Mission Objective
o Climb up the power core
o Activate the regulator
* Secondary Objective
o Complete as Yoda
o Complete the mission within the time limit (2:00)
* Fix the city's plasma core
Enter the area with the plasma core and move to the right. Climb up to
the first platform. Use the moving platforms, rail, and grooves to reach
the button on the other side of the room.

Twilight of the Republic Feats

* Snips Skirmish
o Take out 100 battle droids as Ahsoka
* Kenobi K.O.
o Take out 50 Nikto Mercenaries as Obi-Wan
* Raider Rush
o Take out 25 Tusken Raiders as Anakin
* Mastery of Feats
o Take out 10 Mandolorian Super Commandos as Yoda
* Mynock-ular Vision
o Exterminate 100 Mynocks
* Finder of Wisdom
o Collect 15 Holocrons
* Factory Finisher
o Complete all the missions on Genosis
* Coruscant Completion
o Complete all the missions on Coruscant
* Crossing the Desert
o Complete all the missions on Tatooine
* Unspoiled World
o Complete all the missions on Naboo
* Jedi Padawan
o Complete all challenges with at least a Bronze rating
* Jedi Knight
o Complete all challenges with at least a Silver rating
* Jedi Master
o Complete all challenges with at least a Gold rating
* Jedi Recruiter
o Recruit all Younglings to the Jedi Temple
* Temple Ascension
o Climb to the top of the Jedi Temple
* Battle Arena Boss
o Beat all Arena Waves
* Dining and Driving
o Complete all of Jay Igno and Dexter's missions
* Sarlacc Snack
o Feed another player to the Sarlacc
* Hero of the Grand Army
o Get 20% of all stars
* Champion of the Galactic Republic
o Get 100% of all stars
* Getting Your Feat Wet
o Complete 1 feat
* Diving in with Both Feat
o Complete 10 feats
* Springing to your Feat
o Complete 25 feats
* Landing on Both Feat
o Complete 50 feats
* Fast on Your Feat
o Complete 100 feats
* Dancing Feat
o Complete 150 feats
* Swept Off Your Feat

o Complete 200 feats


* Un-De-Feat-Able
o Complete all feats
Twilight of the Republic Collectibles

Twilight of the Republic Mynocks

Mynoch Hunting Tip: Certain characters have a Heightened Senses innate


ability. These characters are able to spot Mynochs much easier. A dark
colored dot will appear on the mini-map in the lower right corner when a
Mynoch is near. Using these characters makes it much easier to hunt for
the Mynochs. Princess Leia and Chewbacca are two such characters.

*Genosis*
1. As you approach the gate to the factory the mynock is flying around
a rock pillar just before getting to the broken bridge leading to
the entrance, this one is easily found during the very first mission
of the play set
2. Flying around the button side of the Factory Gate
3. Inside the factory flying at the first crusher on the conveyor belt
(Production Line Panic mission)
4. Inside the factory on a platform above the button we press to raise
some columns after traversing the second conveyor belt you can force
jump or use the raised columns with the intermittent yellow blasts
to reach the platfrom. (Production Line Panic mission)
5. On the left side of at the beginning of the first double conveyor
belt (Production Line Panic mission)
6. Inside the room behind Youngling Rikoo
7. Flying outside the Execution Area, there are some groves on the left
side that will let you move across to the platform providing access
to eliminate the mynock
8. From the Star Map console walk away from the factory and jump up to
the ledge on the mountain, its perched right there
9. Flying high above the secret passage where we removed the rock to
create the bridge to the factory
10. Flying to the left side of the secret passage where we removed the
rock to create the bridge to the factory
11. The room where you pull the plug on the factory
12. Hack a console in the room before sliding down the rails
13. Enter the factory and walk straight down the hall drop off to the
right onto the conveyor belt. There is an opening in the plates that
keep you from falling of the edge, look at the pillar and the mynoch
is perched there, perform a Force Jump and at the apex press R2 to
dash to a platform below the mynoch
14. Space above Genosis in the asteroid field
15. Space above Genosis in the asteroid field
16. Space above Genosis in the asteroid field
17. Space above Genosis in the asteroid field
18. Space above Genosis in the asteroid field
19. Space above Genosis in the asteroid field

20.
21.
22.
23.

Space
Space
Space
Space

above
above
above
above

Genosis
Genosis
Genosis
Genosis

in
in
in
in

the
the
the
the

asteroid
asteroid
asteroid
asteroid

field
field
field
field

*Coruscant*
1. Upon entering the Jedi Temple its high on the wall to the right. To
reach the mynock without a blaster move to the elevator and jump up
to the platform on the right. Force jumps can be used across the
remaining platforms to reach the desired location.
2. After fighting the second group of mercenaries during the Bane's
Break mission move to the right and force jump onto a raised
platform. The mynock is perched on the wall.
3. Flying above the platform with Youngling Vurluha
4. Roof of the Jedi Temple towards the rear on a small raised hatch.
Access can be gained by using the purple grooves to climb on the
left side of the outer temple
5. Climb to the highest part of the Jedi Temple
6. While looking at the Jedi Temple entrance move to the right,
approximately half way to the back of the temple look for a small
ledge the mynock is perched on the wall
7. Behind the Jedi Temple there is a tall building with a book hologram
above it, the mynock is flying near this building
8. Inside the amphitheater in the Entertainment District
9. Use the green leap pad outside the amphitheater, climb the stairs to
the right and look up across from the summon vehicle station to find
the flying mynock
10. In the Entertainment district locate the Coruscant Runaround
Challenge, move straight ahead passing through a door way. Once
through look to the right for a purple pipe that leads to some
purple grooves on the wall. Climb as high as it will take you and
the mynock is perched on the wall.
11. Flying high above the building across from the amphitheater
12. Flying above a tall tower on the side of the Jedi Temple opposite
the rides across from the Star Map
13. At the base of the tower above move to the lowest corner
14. Inside the Jedi Temple move to the back left corner and look at the
top of a column at the base of the stairs leading to the council room
15. Inside the Jedi Temple move to the back right corner and look for a
target on the wall, shoot it and a door opens revealing a mynock
16. Move to the back of the Jedi Temple and take the elevator down. Look
to the left and the Mynoch is flying
17. Move to the back of the Jedi Temple and take the elevator down. Upon
exit of the elevator go right. Look above the roof at the first
archway for a flying Mynoch
18. Space above Coruscant
19. Space above Coruscant
20. Space above Coruscant
21. Space above Coruscant
22. Space above Coruscant
23. Space above Coruscant
24. Space above Coruscant
25. Space above Coruscant
26. Space above Coruscant
27. Space above Coruscant land on the space port that has the Coruscant
Moon Vulture Trouble

*Tatooine*
1. Flying above the Great Pit of Carkoon
2. Back side of the bantha ranch
3. Flying above the tower on top of the building housing the Star Map
console
4. On the wall in an underground bar whose entrance is in the alley to
the right of Jabba's private box (as if you were looking at the
entrance to the private box)
5. On the wall beside the Landspeeder Leader Challenge
6. Distant corner across from the bantha ranch on a rock at ground level
7. Flying near the Tusken Raider Rumble Challenge
8. On the side of the rock platform where the Tusken Raider Rumble
Challenge sits
9. Stand on the Landspeeder Leader challenge, stand with your back to
the building with the Star Map, move over the next circular topped
small raised tower its near the base of the next building
10. Flying above a rock pillar at the base of the Tusken Raider camp
11. Flying above a rock pillar at the base of the Tusken Raider camp
12. On the rock wall across from the position of 10 and 11, its on the
platform between the first two huts that are on the ledges
13. Go to the very top of the Tusken Raider Camp, move through all of
the huts that are on the top as if you were headed back towards
town, along the rock wall behind the huts you come to the end of the
platform drop over the edge and land on a rock ledge and turn back
toward the camp, the Mynoch is on this wall
14. Flying outside a cave near a Summon Vehicle station behind the
Sarlaac pit (there is a holocron in the cave)
15. Inside ceiling of the garage where we get our pod racer, its the
building beside the Podrace Ace Challenge
16. Above the entrance gate to Jabba's Private Box
17.
18. Space above Tatooine, on the landing station with the Orb Collector
Challenge
19. Space above Tatooine, on the landing station with the Orb Collector
Challenge
20. Space above Tatooine
21. Space above Tatooine
22. Space above Tatooine
23. Space above Tatooine
24. Space above Tatooine
25. Space above Tatooine
26. Space above Tatooine
27. Space above Tatooine

*Naboo*
1. From the Space Map turn around and head toward the open air. There
are two statues on the outer portion of the landing zone. The one on
the right side has a mynoch behind it.
2. Flying in the hangar with the Star Map Console
3. Flying in the hangar with the Star Map Console
4. Perched in the rafters on the left side of the hangar with the Star
Map Console
5. The top of the broken elevator
6. On a platform above the star fighter Jar Jar crashed, its close to

Youngling Meli
7. Flying high in the air inside the room where we find Youngling
Tril's toy
8. Take the side door that Jar Jar couldn't get open turn around and
look at the door, the mynoch is right beside it
9. Enter the room where Jar Jar crashed the starfighter look toward the
ceiling between the first two statues on the left
10. Move through the door Jar Jar couldn't get open, and look to the
left behind a crate at the second pipe on the left
11. Flying high on the right side of the Plasma Core room as seen in the
Power Down mission
12. Hack a console on the left side of the room after the Plasma Core
13. Hack a console on the left side of the room after the Plasma Core
then look above the door
14. Space above Naboo, On the Space Station where the Naboo Moon
Runaround Challenge is located, its a space station with a large
purple sphere attached and your ship will land on it when close
15. Space above Naboo, flying around a cylindrical satellite near the
Space Station above flying away from it toward the orange sun
16. Space above Naboo, flying around a spherical satellite moving away
from the Space Station toward the orange sun
17. Space above Naboo, flying around a satellite at the rear of the two
large ships
18. Space above Naboo, flying around a satellite at the rear of the two
large ships
19. Space above Naboo, flying around a satellite between the two large ships
20. Space above Naboo, flying around a satellite to the rear of the two
large ships and below
21. Space above Naboo, flying around a satellite below one of the two
large ships
22. Space above Naboo, flying around a satellite below and in front of
the two large ships
23. Space above Naboo, flying around a satellite

Twilight of the Republic Holocrons


*Genosis*
1. Along the secret passage where we removed the rock to get to create
the bridge, look for a platform on the left. Force Leap to the
platform then climb the yellow pipe. The holocron is on another
platform that seems to require a Force Jump followed by a dash (R2)
while in the air.
*Coruscant*
1. Inside the Jedi Temple look at the elevator that takes you to the
council room. To the right of the elevator there is a raised
platform that you can reach with a force jump. On the wall there
will be purple grooves that allow you to reach an area above the
door. Use the force on the hatch and hit the button inside. On the
left side of the elevator another hatch will open revealing the holocron
2. Roof of the Jedi Temple, towards the front. Access can be gained by
climbing the purple grooves on the left side of the outer temple
3. Beside what looks like a little diner on the left side of the Jedi
Temple look for a hatch, on the other side of the hatch will be a
button that will lift the gate to allow access to the holocron

4. Climb a tower where Youngling Vurluha gives you a mission, while


looking at the door of the Jedi Temple move to the area on the left
side. The tower is the tallest building in this area.
5. Look at for a purple pipe at the base of the amphitheater. Jump on
the pipe and slide on it around to the back of the amphitheater. The
rail will move you right through the holocron
6. With your back to the amphitheater take the path to the left the
holocron is on the walk way above the first arch you find, stand on
the crate at the top of the stairs just before passing through the
arch and force jump up to the platform. Look for a target lever that
will open a secret door with the holocron. If you can not force jump
then pass through the arch way and look for a purple pipe to climb.
Use the platforms to jump around to the right side of the arch to
locate a second purple pipe to climb. Pass through the corridor and
you are above the walkway over the arch. Drop down to the walkway
and hit the target.
7. With your back to the amphitheater take the path to the right. Use
the jump pad to cross the gap. You should be directly in front of a
shop with a health bot on the right. On the upper left side of the
shop is a target. Hit it and a door inside the shop opens.
*Tatooine*
1. Ride a Bantha into the Great Pit of Carkoon
2. Complete the Disco Holocron Fever mission, where you will find a
holocron in the bar to the right of Jabba's private box
3. Behind a rock at the Tusken Raider Rumble Challenge
4. In a cave near a Summon Vehicle station behind the Sarlaac pit
5. Look for a building with a target near its roof in front of the
garage with the Star Map, shoot the target and a door opens the
holocron is inside the room

*Naboo *
1. Enter the hall where Jar Jar crashed the starfighter, there is a
red button high above the door. Use the crashed ship to reach the
platforms and jump over to the button. Press it and the pedestal of
one of the statues opens revealing the holocron.
2. In the space above Naboo, fly around looking for a landing deck with
a large purple sphere attached. When you find it your ship will
automatically land. The Naboo Moon Runaround Challenge is also on
the space station. Jump on the red button then turn to the left. Go
straight down that path and make one jump the holocron is just ahead.
Twilight of the Republic Champion Coins
* Han Solo - Outside the door to Jabba's Private Box
* Princess Leia - Jedi Temple on Coruscant in front of a statue before
getting to the elevator that leads to the Jedi Council room
* Sabine - On the roof of a shop outside the amphitheater in the
Entertainment district
* Ezra - beside our pod racer on Tatooine
* Bobba Fett - On a rock above the Great Pit of Carkoon on Tatooine
* Darth Vader - in the Tusken Raider camp on Tatooine near the site
you find the energy binders
* Zeb - In the hall after completing A Grievous Situation, you can not
miss it unless you try to avoid it

* Luke Skywalker - In the desert near the metal detector during the
mission where we look for the gyro rings for our pod racer in Tatooine
* Kanan - Above the entrance to the Jedi Temple
* Chewbacca - Between the gate to Jabba's private box and the Star Map
launch point
* Darth Maul - During the Factory Attack mission you destroy a boulder
to access a path to a droid fight, the coin is on the platform right
after removing the boulder. It would be very hard to miss.
Twilight of the Republic Challenges

*Genosis*
* B1 Battle Droid Bash Up
o Gold: 800 (1200 Two Player)
o Silver: 550 (900 Two Player)
o Bronze: 300 (600 Two Player)
o Destroy as many B1 battle droids as you can within the time limit
o Located at the Execution Arena
o There is a 1:20 timer that appears. The goal is to destroy as
many of the droids as possible. The easiest way I obtained the
Gold medal was with a ranged blaster centric character. Using
Bobba Fett and constantly firing his blaster I reached the 800
level with time to spare. The tough part about a melee character
(lightsaber attacks) is getting to the enemies. The Execution
Arena is quite large to move among the different spawn points
for the droids.
* Galactic Faceoff
o This is a two player fighting challenge. There are no rewards
its just a way for you to fight split screen against another
player. There is a 5:00 time limit and the one with the highest
score wins

*Coruscant*
* Coruscant Runaround
o Gold: 900 (825 Blue Sparks)
o Silver: 700 (325 Blue Sparks)
o Bronze: 400 (75 Blue Sparks)
o Collect as many Challenge Orbs as you can within the time limit
* Jedi Temple Runaround
o Gold: 1700 (825 Blue Sparks)
o Silver: 1100 (325 Blue Sparks)
o Bronze: 500 (75 Blue Sparks
o Collect as many Challenge Orbs as you can within the time limit
* Coruscant Moon Vulture Trouble
o Gold: 750 (825 Blue Sparks)
o Silver: 500 (325 Blue Sparks)
o Bronze: 250 (75 Blue Sparks)
o Destroy as many vulture drops as you can within the time limit

*Tatooine*
* Tusken Raider Rumble
o Gold: 250
o Silver: 150
o Bronze: 50
o Defeat as many Tusken Raiders as you can within the time limit
o Located on the bantha ranch side of Mos Espa on the mountain
opposite the ranch
* Landspeeder Leader
o Gold: 1:35
o Silver: 2:55
o Bronze: 4:05
o Drive your land speeder though the checkpoint gates in the
quickest time possible
* Podrace Ace
o Gold 1:40
o Silver: 2:20
o Bronze: 3:00
o Driver your Podracer around the track in the quickest time possible
* Tatooine Runaround
o Gold: 1500
o Silver: 750
o Bronze: 300
o Collect as many Challenge Orbs as you can within the time limit
* Tatooine Moon Runaround
o Gold: 1500
o Silver: 1000
o Bronze: 500
o Collect as many Challenge Orbs as you can within the time limit

*Naboo*
* Naboo Moon Runaround
o Gold: 750
o Silver: 500
o Bronze: 200
o Collect as many Challenge Orbs as you can within the time limit
o Located On a space station in the space above Naboo
o You have 1:00 to gather as many orbs as you can. There will be
rotating bars that will try to push you off the platform. Be
sure to jump over them. Being pushed off doesn't stop the game
but it will cause you to lose precious time. There are a few
orbs that are higher than others and I'd recommend a force
jumper to reach them.

Rise Against the Empire Play Set

This play set's story is based on the original trilogy (Star Wars
Episodes IV, V, VI) with a few Disney Infinity Alterations. The
walkthrough below was created primarily using Luke Skywalker. Any
character playable in the Play Set can be used to complete the missions.
The missions are laid out in the order that I completed them. The order
is not etched in stone. Many of the missions in a particular site can be
played in an entirely different order.
Rise Against the Empire Walkthrough

Lost Droids
* Mission Objective: Find the lost droids
* Follow the direction markers to find the droids, C-3PO and R2-D2
The play set begins with Luke, Han, Chewbacca, Leia, C-3PO and R2-D2
evading capture by the Empire. R2-D2 and C-3PO are ejected with the
remaining members of the group soon to follow. Steer the escape pod
through the meteor field by using the left analog stick to adjust
positioning. The pod lands (not so smoothly) on Tatooine, where we take
control of our character. Take note of the numbers on the screen. This
indicates the distance to our next objective. Jump up the small ledges
(the second one takes a double jump) and reach a chasm. Jump on the rail
to slide across the gap. The escape pod the cut scene showed us is just
ahead.
Destroy the debris blocking the path and on the other side we find the
crashed escape pod and our first enemy. This enemy is a Tusken Raider
more commonly described as sand people. Use lightsaber attacks
(Triangle) to take him out. A second person is on a platform in the
distance. He can be shot using a blaster or move closer for melee
attacks. Jump across the ledges and climb the ladder. 3PO comes over the
communicator and warns that R2 sees trouble ahead. Defeat the Sand
People below and destroy the debris that blocks the opening in the hill
just behind the huts. Jump on the trampoline and hold X to bounce high
enough to reach the ledge. At this higher point we find another
trampoline. Bounce up to destroy more debris blocking our path. Here we
find that 3PO and R2 have located Obi-Wan Kenobi. MISSION COMPLETE
Free the Millenium Falcon!
* Mission Objective: Obtain the Millennium Falcon
* Get the Millennium Falcon, Han Solo's Ship, back from Bib Fortuna
Enter Mos Eisley and locate Obi-Wan by moving to the marker. He has
check on the Millennium Falcon and its been immobilized by Jabba the
Hut. Move to the nearby hangar and talk to Bib Fortuna. He requests 2000
credits to release the ship. Destroy crates in Mos Eisley for credits or
complete other side quests nearby. Enter the mission select screen in
the pause menu to find other missions that will grant some coin.
All Credits to Fortuna

* Mission Objective: Earn enough credits


* Earn enough credits to clear the deb Han Solo owes the gangster,
Jaba the Hutt
This mission is granted during the Free the Millennium Falcon mission.
The goal is to acquire 2000 credits and return to Bib Fortuna. The
credits can be earned by completing other missions, by destroying
crates, or repeatedly completing challenges around Mos Eisley. Once 2000
credits are obtained the mission automatically completes.

Sandcrawler Search
* Mission Objective:
o Replace the missing batteries
o Eject the driver
o Take control of the sandcrawler
* Defeat Tusken Raiders and find the stolen Jawa sandcrawler vehicle
A Jawa near the summon vehicle pad beside the downed ship needs some
help. After talking to him turn around and defeat two Raiders to locate
the first battery. Carry it to the sandcrawler. With the first battery
in place we are attacked again by a few Raiders. Use blaster fire or
melee attacks to take out the enemies. The second battery is on the
ground near the vehicle. Place this battery in its spot. Now we need to
eject the driver. There is a lever on the side of the vehicle. Jump up
the ledge to the lever and pull it down. The vehicle opens. Walk inside
and climb the wall to the top. Jump on the floor button and watch the
last Raider pop out of the vehicle. Move to the green arrow button and
step on it. The sandcrawler begins to move and the mission is complete.
Going Green on Tatooine
* Mission Objective: Throw the droid into the sandcrawler
* Find droids wandering the streets of Mos Eisley. Pick them up
and throw them into the hatch on the sandcrawler to recycle them.
The same Jawa with sandcrawler trouble also provides this mission.
There are a few droids running around nearby. Pick one of them up and
move to the sandcrawler. There is a compartment at the rear of the
vehicle that we can throw the droid in thereby completing the mission.
This unlocks the R2-D2 them pack for purchase from K-3PO.

Getting the Band Back Together


* Mission Objective: Get the band back together. Hit it!
* Locate the band members and carry them back to the state
Move to the cantina and find a band member on stage by himself. He book
his group a gig but forgot to mention it to the other members. Exit the
bar. Climb to a nearby roof to locate the drummer. Pick him up and
return him to the cantina stage. A horn player is on a tower accessible
by gliding on a cable at the back of the cantina. There are several

climbing spots that will provide access to the cables that will lead to
the horn player. A second horn player (kind of a clarinet maybe) can be
found near the entrance to Mos Eisley again on a small tower. This band
member can be reached simply by climbing a pipe on the side of the
tower. The last band member also plays a horn (maybe this one looks more
like a clarinet than the previous one). He is located near the entrance
on a tall building. To reach the top use a trampoline at the base to
grab onto some rails. At the top rail we can jump to the right to reach
a pipe that leads to the roof. With the entire band in place they begin
to jam.
Womp Rat Raid
* Mission Objective: Throw all the womp rats to the rubbish piles
* There are womp rats hiding all over Mos Eisley. Track them down
and throw them onto the rubbish piles
We get this mission in our log and it guides us to a bar at the back
side of Mos Eisley. The bar keep complains about the womp rat
infestation in town and wants us to help get rid of the problem. The
camera pans to a tiny creature walking about to give us an idea of what
a womp rat looks. As we start the mission a 3:30 timer appears at the
top of the screen. Markers will guide us to each of 5 rats walking
around outside the bar. Pick up each one (tap Square when near) then
throw it into the designated rubbish pile. Three of the rats will be at
ground level. The final two are on nearby roof tops. Again a distance
marker will lead you to each of the rat's locations. The timer has no
impact on the difficulty of the mission. There is more than enough time
to find each rat and get them to a rubbish pile.
Bring Back Baby
* Mission Objective: Return all the baby banthas
* Find the baby banters and take them back to the mother bantha's
enclosure
The bartender in the cantina provides this mission. There are three
banthas in need of rescue. The first is on a roof across from the
cantina. Pick up the baby and move to the bantha pen across from the
cantina. Throw the young bantha through the door on the wall at the back
of the pen. Bantha number two can be found behind some debris in
building beside the cantina opposite the side where the momma bantha is
located. To retrieve the bantha though move to the front of Mos Eisley
and mount the bantha that is patrolling out there. Move to the debris
blocking the baby and ram it by pressing Triangle while riding the adult
bantha. The final baby is caged near the entrance of town. Again we need
to locate an adult bantha and destroy the gate at the entrance to the
building doubling as a cage. Once we have picked up and carried all
three banthas to their momma the mission is complete.
Droid Disposal
* Mission Objective: Remove all the droids from the cantina
* Pick up all the droids in the cantina and throw them outside
The band has another mission for us. The security at the front door is
not working correctly and the cantina has been overrun with droids. A

0:45 timer appears on screen. There are four droids roaming around the
bar area. Pick up each one and toss it out the front door. Once all four
droids are outside the cantina's front door the mission is complete.
Landspeeder Pick Up

* Mission Objective: Complete the race


* Secondary Objective:
o Complete the mission within 45 seconds
o Complete the mission within 1 minute
* Against the clock, follow the makers to complete the course as
fast as you can go
The primary goal for this mission is to make it through the race by
moving through each of the markers/gates in the order in which they
appear. As secondary objectives we can try to complete the race in under
1 minute and within 45 seconds. R2 will accelerate the land speeder.
Keep moving forward and pass through all 21 gates. The less
environmental objects you run into the more likely you will finish with
a good time. All three stars for the mission are granted if you can
finish the course in less than 45 seconds.
Freeing the Falcon
* Mission Objective: Prove you can fly the Skyhopper
* Fortuna will release the Millennium Falcon when you prove that
you can fly a Skyhopper
After acquiring 2000 credits talk to Bib Fortuna only to find out he
will only release the Millennium Falcon if you can prove your flight
abilities in a Skyhopper. To get one move to Biggs and talk to him. He
will provide the Hangar On mission which will help. After a hangar is
purchased and Biggs shows us how to operate a Skyhopper the mission will
automatically complete. So completion will require finishing the Hangar
On and Skyhopping missions described below.
Hangar On
* Mission Objective:
o Buy the hangar building from K-3PO
o Build the hangar
* Find the trader droid K-3PO and buy a hangar building from him.
Build the hangar where Biggs suggested
K-3PO is just outside of town in an area that is behind the cantina.
This droid is basically the play set's shop. Here we can buy a variety
of times. The hangar is the item we want and it costs 750 credits. Once
you purchase the hangar a building pack appears behind K-3PO. Pick up
the pack and carry it to one of the building plots behind the cantina.
Toss the pack into the plot and watch as you hangar appears.
Secret Ingredient Search

* Mission Objective: Find all the ingredients for Wuher


* Find all the ingredients for Wuher at the Cantina
The cantina bartender, Wuher, has a recipe he wants to make. He is
missing some of the ingredients though. There are three ingredients that
he needs. Each one looks like a small green seed pod. Exit the cantina
and head across the desert toward the mountains. The marker leads you to
the first ingredient on a small slope next to the mountain. The second
ingredient is on a nearby ledge. The final part of the recipe can be
found at the Sarlacc pit.
Skyhopping
* Mission Objective: Learn how to fly the Skyhopper vehicle
* Listen to Biggs Darklighter. He will teach you how to fly a
Skyhopper. Destroy all the balloons floating above Mos Eisley.
With the Hangar built return to Biggs to receive a mission on how to
operate the vehicles you can fly from the hangar. Head back to the
hangar to find a Skyhopper. If it isn't there jump on the button on the
roof and it will appear. Enter the vehicle. The left stick navigates. R2
accelerates. While L2 slows you down even to a complete stop. As you fly
around Biggs will place some balloons around Mos Eisley. Tap Triangle to
shoot all 20 balloons to complete the mission. T-16 Skyhopper now
available in the Toy Box

The Collector
* Mission Objective: Find one of Jabba's rate items
* Jabba likes rare items. He collects them. Find one special
object on Tatooine and bring it to Jabba for a big reward
Jabba's place is located in the hills behind the cantina. The quickest
way to reach Jabba is via flight. There is a dirt path that leads up to
the building on the right side of the area as you are walking towards
his place and away from the cantina. Once at the entrance you are
granted an audience with Jabba. He is looking for rare items to collect.
Exit and head to the back of the building. Locate the yellow colored
ledges that make up a portion of the building. Climb up and around until
you reach the roof. At point while on the ledge it may appear that you
are stuck. Be patient and watch for a rising/falling ledge piece that
will act as an elevator to lift you to a higher ledge. While on the roof
look for a walk way that connects two portions of Jabba's place. It will
be to the right of the entrance as you were looking at it from the
ground. Pick up the urn and move back to the entrance to Jabba's place.
Toss the urn at him to complete the mission. This will unlock some Toy
Box items as well as a Jabba Theme pack at K-3PO Emporium.
I also found a orb on the right side of the map (as if standing behind
the cantina looking toward Jabba's place) behind some huts. The orb is
behind a gate that requires a bantha to destroy it for entrance.
Returning the orb to Jabba does provide some credits.
Save the Slug

* Mission Objective:
o Go to Jabba's Palace
o Defeat all the Tusken Raiders
* Secondary objectives:
o Complete the mission using Han Solo
o Complete the mission without being defeated
* Defeat the Tusken Raiders attacking Jabba's Palace
This mission giver is patrolling the area near the cantina beside the
bantha pen. Head out across the desert to Jabba's place. As you arrive
at the entrance you will find the Tusken Raiders. There are a total of
14 to defeat. The are not all there at once. The appear in groups of
three. For the purposes of this guide I used Luke for all the missions.
Holding Triangle will allow Luke to juggle an enemy in the air. While
they are in the air you can repeatedly fire a blaster at them by
pressing R2. This move works really well to defeat an enemy. It leaves
them powerless to attack or block.
Beggar's Canyon Bullseye
* Mission Objective: Fly through Beggar's Canyon
* Secondary Objective:
o Defeat all womp rats
o Achieve Awesome performance rating
* Fly through Beggar's Canyon
Talk to Biggs for another flight challenge that is kind of a rite of
passage on Tatooine. You will circle around the canyon. Do not worry
about speed just direction. Try to avoid running into the mountain side.
There also numerous womp rats on the course. Tap Triangle to fire at
them. Towards the end of the first pass there will be some balloon like
objects floating in the air. Shoot them as well. The yellow bar on the
side is a visual display of the rating you will receive at the end of
the mission. The more full the more likely to get an Awesome performance
rating. Filling the meter requires successfully hitting targets (rats
and balloons). An Awesome rating can be obtained without a completely
full meter. Also the meter will reset after the first pass. Smashing
into the canyon walls, pillars, or ground will cause loss of health.
Lose too much health and the ship is destroyed. It will respawn but
during that time you will miss opportunities to improve your score
because you can fire the weapons of a destroyed ship.
Leaving Tatooine
* Mission Objective:
o Use the Space Port to leave Tatooine
o Master advanced flying skills
o Defeat the TIE Fighters
* Use the Star Map. Select the planet of Alderaan on the Star Map
to begin your journey, and to take your first step into a larger
galaxy
Move into the hangar where the Millennium Falcon is located and talk to
Obi-Wan. He is ready to head to Alderaan. When you are ready move to the
console in front of the Millennium Falcon. From this Space Port console
we can select ships in our inventory or head to other planets. The Star
Map will display the progress made in each area. This is a great way to

track what needs to be accomplished for those who like to be 100% on


collectibles, challenges, missions etc. Our only option at this time is
to enter the space above Tatooine. Once the destinations is chosen, a
ship must be used to get there. Pressing left or right with the left
stick will cycle through all the ones available. At this time we only
have the Millennium Falcon (which isn't a bad selection) so we'll go
with that one. When ready press Square to launch.
Once in space above the planet we learn some advanced flying skills.
Pressing L1 or R1 will bank the ship allowing for more smooth turns that
can be helpful in a fight or avoiding space debris. A quick flick of the
right stick will cause the ship to barrel roll in the same direction the
stick was moved. Flicking the right stick forward cause the ship to
perform a loop. This could be valuable if being followed by an enemy.
The direction of the ship will rotate backwards placing you behind your
enemy. Pulling the right stick down quickly will perform a back flip
where the ship will also rotate around. Once all the moves have been
practiced, three TIE fighters appear. Use the maneuvers we've learned to
place the Millennium Falcon in good attack position then fire (using
Triangle) to destroy each of the ships. Once they are down you can
explore the area above Tatooine or press Square to enter the Star Map
and ahead to Alderaan by highlighting the system then pressing Square
toe enter Hyperspace.
Death Star Escape
* Mission Objective
o Make your way to the tractor beam
o Disable the tractor beam
o Escape the Death Star
* Secondary Objectives
o Complete the mission within 5 minutes
o Complete the mission as Darth Vader
* Make your way to throughout the corridors of the Death Star.
Find and shut down the tractor beam. Reach the Millennium Falcon
and escape
Alderaan is no more. The Empire's Death Star has seen to that. The giant
weapon pulls the Millennium Falcon inside with its tractor beam. The
team splits up to investigate the Death Star. Exit the initial room and
move to the marker. The next door opens and we see a bot with a red
shield. If you cross the red gaze Storm Troopers are alerted to your
location. Defeat them if necessary and move to the end of the hall. It
is possible to sneak by the droid without causing an alert. If you have
the force jump ability you can wait for the bot to turn towards you then
leap over it as it makes its patrol. The next corridor also has a red
shield bot that will create an alert. Avoid him and we find an elevator.
Enter and press the button and ride down. At the bottom there will be
two Storm Troopers to defeat. The next hall will have a third droid with
a red shield. Avoid him (the room is plenty big enough to avoid his
gaze) and pass through the next door. We have found the tractor beam
controls. Its time to disable it so we can get back to the Millennium
Falcon and exit the Death Star.
The tractor beam has three buttons that need to be pressed to disable
it. The first one is at the lower level and simply a jump away. Once its
pressed we can see a yellow line appear on the tower. This ledge can be
used to move around the tower to locate the second button. From here we
need to make our way up and around the beam using the ledges highlighted

in yellow. At the top hit the final button to turn the tractor beam off.
When the final button is pressed a platform is created to the next door.
At the same time Storm Troopers appear on distant platforms. Shoot them
with blaster or practice the lightsaber deflections then enter the next
area. At the marker we run into an ambush. There are 4 Storm Troopers
and an officer. Take out the officer first to eliminate reinforcements.
Now defeat the remaining Storm Troopers. We've made it back to the
Millennium Falcon but meet some resistance. Take out the Storm Troopers
to complete the mission. The cut scene is one that is iconic from the
movies.
The Battle of Yavin
* Mission Objective: Destroy the Death Star
* Secondary Objectives
o Achieve Awesome performance rating
o Complete the mission without being defeated
* Intercept the approaching Imperial Death Star. Deal with the
defenses to reach the exhaust port. Make the torpedo shot to
destroy the station. That is it!
The mission begins immediately after the cutscene that ends the previous
mission. You are flying an X-wing around the Death Star. The goal is to
destroy it. The first lap is destroying some turrets and a couple of
enemy TIE Fighters. The second lap will be a protection mission. There
will be two rebel fighters in front indicated by green triangles.
Destroy the enemy attackers as the shoot at your allies. With them same
we now have to evade attacks on us. Once Evade appears on screen be sure
not to stay in the red targeting icon too long. This is the sign that
the enemy has you in its cross hairs. We now enter one of the Death Star
trenches to protect some allies again. The next portion is a dodge lap.
There will be physical obstacles to avoid by moving the X-wing from side
to side. The final phase is another evade where we avoid being targeted
by enemy attack. Towards the end of the lap press the onscreen button to
fire the torpedoes destroying the Death Star. The TIE Fighters are now
available for purchase from K-3PO.
Get Out of Here!
* Mission Objective:
o Find the FD P-tower
o Blast apart the ice blocking the big door
* Find the FD P-tower weapon. Use it to clear the blocked door.
Leave the hangar
We are now at the Rebel base on Hoth. The commander would like to show
us around but the door is blocked by solid ice. No one is getting in or
out without our help. Move into the hall past the commander and turn
left. The weapon is right there behind the door. Pick it up and carry it
to the ice blockade. While holding the FD press R2 to fire it at the
ice. The door can now open and we've completed the mission. The Pen,
Workshop, and Garage are all now available from K-3PO's Emporium.
Build A Better Base
* Mission Objective:
o Build one building

o Build two buildings


o Build three buildings
* Help finish the Rebel base. Build three buildings on Hoth
Purchase the Pen, Garage, and Workshop requiring a total of 2500
credits. Pick up each of the building plans and place them in one of the
drop spots near the K-3PO Emporium.
Spies in Space
* Mission Objective:
o Fly to Hoth Space
o Defeat all probe droids
* The Empire has sent out probe droids to hunt down the Rebels.
Destroy them all before they find anything
The mission giver is standing beside the Star Map console. Use the Star
Map to enter Hot space. Once in space the battle begins. Fly around the
area and locate the 6 Empire probe droids and destroy them. They will be
highlighted with red markers.
Dumb Droid Defrost
* Mission Objective: Free the frozen droids from the ice
* Grab an FD P-tower weapon. Use it to blast the ice trapping the
droids
Exit the Hoth base toward the buildings we built and move to the left.
Climb an orange cable and we have arrived at the frozen droid. Glide
down a cable to find the required weapon. Once you pick up the FD slide
back up the cable and fire it to free the droid. The second droid is on
the other side of the map behind the buildings we placed. There is a
cable again that we can glide on to retrieve and FD. Blast the ice to
free the droid.
Tauntaun Training Track
* Mission Objectives: Complete the tauntaun track
* Ride the tauntaun creature around the base
Talk to Vyn Rolando near the Pen. Once the mission starts you will be
sitting on the back of a tauntaun. L2 will cause the tauntaun to sprint.
There are 30 gates around the base that must be passed through to
complete the mission. There is no particular order or time required to
complete the mission.
Making New Friends
* Mission Objectives: Make the droid you found match the one in
the tube
* Throw a droid into the workshop. Turn that droid into the one
that matches the one in the tube
C-3PO has the details on this mission. There is a droid in a tube behind
were 3PO is standing. It is white with a flat head. Pick up the droid
indicated by the marker and toss it into the Workshop. We need to make

it look like the one in the tube. If you think you have it right pick up
the droid and toss him in the the opening beside the tube. The droid
will be scanned and if it matches the mission is over. This unlocks the
Droid Customization pack in the Emporium.
Tour Guide
* Mission Objective
o Load the Rebel soldier into the Personnel Carrier
o Drop off the soldier at the main Power Generator
o Pick up the Rebel soldier from the evacuation site
o Drop off the soldier at the patrol site
o Load the rebel soldiers from Echo Station
o Drop off the soldiers at the base
* Show the new recruits around the Rebel base. Put them in the
Personnel Carrier. Drive the vehicle around the base, following
the markers. Drop the troops of at the signs.
Major Derlin requests that we show some new recruits around the base.
Jump on the button beside Derlin and a troop carrier will exit the
Garage. Enter it and drive it to the marker at the end of the buildings.
Exit the vehicle and pick up the soldier. Place them in the carrier and
follow the marker to the main Power Generator on the other side of the
base. Upon arrival at the spot tap Triangle to eject the soldier. Now
head to the marker indicating the evacuation site next to the large ship
thats parked. Place this soldier in the carrier and drive to the patrol
site. Drive to Echo Station (found by passing the main Power Generator)
to pick up some more soldiers. This time there are two Rebels waiting
for us. Once they are both loaded drive back to the base through where
the buildings we placed are located.
Snowspeeder Training
* Mission Objective
o Destroy all the training targets
o Use the tow cable to bring down the training towers.
* Fly the snowspeeder vehicle. Learn to use its tow cable weapon
to wrap up and pull down the practice target towers
Head to the hangar to get this mission. Move to the roof and jump on the
blue button and a snowspeeder will appear. Enter it and move to the ice
fields on the other side of the base. Shoot the 20 balloon targets that
appear. Once the 20 balloons are destroyed three training towers will
appear. Fly to the first and press Square to fire the tow cable. Begin
to circle the tower watching for the green onscreen directional arrow.
Use the left stick to move the speeder in that direction each time the
arrow points. This will allow you to circle the tower and wrap the cable
around its legs. If you are able to circle the tower enough times it
topples over.
Wampa Attack!
* Mission Objective: Bring the soldier back to the rebel base
* A rebel solder is trapped in the cave lair of a tampa creature.
Rescue the soldier from the furry monster. Bring him back to the
Rebel base.

Head toward the marker to find the Wampa cave. A three minute timer has
began counting down. As you approach the cave you will encounter some
Storm Trooper resistance. Take them out and proceed. Near the cave
entrance we get a good view of a wampa. This guy is big and scary. He
has a lot of health and packs a nasty punch. Stay away from him and fire
your ranged attacks to eliminate him. He will charge. Be sure to avoid
this attack. Enter the cave (where I found a second wampa) and look for
the technician. They are stuck in ice near the ceiling. Shoot the ice
and the technician will fall. Pick them up and race back to the mission
origination site to complete the quest.
Target Run
* Mission Objective: Shoot down all of the practice targets
* Secondary Objective
o Complete the mission within 1:15 minutes
o Complete the mission within 1 minute
* Pilot a snowspeeder and use its guns to destroy the practice
target drones
Move to the roof of the building and hit the blue button to get a
snowspeeder. A 2 minute timer appears on screen. Fly to the Echo Station
side of the area and begin to shoot the balloons. There are twenty that
need destroyed. Accuracy is a must in order to complete the secondary
objectives. Missing a balloon on the first pass will be very detrimental
to your time.
Power Problems
* Mission Objectives: Power up Echo Station
* Travel to Echo Station as quickly as possible. Find a way to
switch the power back on
Park a mount (vehicle or tauntaun) next to the mission giver. Once he is
done talking you have 2 minutes to get to Echo Station and get the power
back on. The mount is there to make the trip faster giving you more time
to play with. When arriving at Echo Station you quickly find the
problem. The tower is covered in ice. Additionally there are two wampas
patrolling the area. Attack them with ranged blaster attacks while
trying to avoid getting close enough for them to punch. If you can make
it to one of the FD P-towers they work really well against the snow
creatures. With the wampas eliminated use the FD to destroy the ice on
the tower. Climb to the top and jump on the blue button to restore power.
Meteorite Menace
* Mission Objectives:
o Go to where the meteorite landed
o Destroy the Empire's viper probe drones
* Secondary Objetives:
o Complete the mission on a Tauntaun
o Complete the mission without being defeated
* Make your way - on foot, or using a tauntaun or snowspeeder - to
where the meteorites fell. Investigate the site. Destroy any
threats you find.
Head to the meteorite landing spot. Since part of the secondary

objectives are to complete the mission on a tauntaun, might as well ride


one over. It wasn't a meteorite that fell, we are being swarmed by
Imperial drones. There are 18 viper probe droids that are in the area
shoot them all down.
AT-AT Takedown
* Mission Objectives: Stop the Imperial walker from destroying the
power generator
* Secondary Objectives:
o Defeat an AT-AT using another AT-AT
o Complete the mission without using the Tow Cable
* Follow the instructions given by the Rebel commander to bring
down the Imperial AT-AT walkers attacking the rebel base.
The Empire is attacking with large AT-ATs. The are attempting to destroy
the main power generator. If that happens the base is done for. A new
health meter appears at the top middle of the screen. This indicates how
much damage the power generator can withstand. The AT-ATs are large and
will crush your character if stepped on. As they walk they can also
perform a ground pound knock back move that will knock your character to
the ground. When you see the wave jump over it or be clear of the wave.
Storm Troopers will also exit the AT-AT at the destruction of a battery.
They can be mostly ignored. Fight them as you need but remember the
AT-AT is the primary concern. Stay at a distance and shoot the panels
off of each one of the AT-AT's legs. Once the panels for a leg are
removed you should be able to see grips that will allow you to climb up
the leg. Shoot the panel off of both legs on one side before climbing.
At the top we pull on a grip/lever that reveals a platform and a
battery. Shoot the battery. Jump off the platform before the battery
leaves the platform. Try to jump for the leg on the same side that you
didn't climb. If you don't the AI will take over and you will jump a
greater distance away from the AT-AT. If you jump off yourself and are
able to grab the grips on the next leg you can basically make its so the
battery platform stays up thus beginning the next removal quicker. As
you take out a leg the AT-AT will also adjust its movement. It might
turn and try to attack you. This also helps keep the power generator
intact. Repeat this for a total of four batteries. Once all four
batteries on an AT-AT are eliminated climb to the top of the monstrosity
and look for a red button to jump on. This will topple the AT-AT
destroying it.
Once the first is eliminated the base is attacked by a duo of AT-ATs.
This time we have some snow speeders that we can hop in. The tow cables
can be used on the legs to bring an AT-AT down. Since one of the
secondary objectives is to not use the tow cable lets try to blast the
legs in a similar way we did previously. Jump into the snow speeder and
head out to the AT-ATs. Fire relentlessly at the legs. You will knock
the cover of the legs before but don't stop at that, instead keep firing
until the leg itself is destroyed. Move between the two AT-AT's firing
at the legs. Once they are destroyed we have two more incoming. There
are a total of 6 AT-ATs that need destroyed. Use the speeder to make
runs at the legs firing the entire time. Once by the AT-AT perform
evasive maneuvers to turn around (back roll, hard banks). The generator
does not stand up well to attacks. It took a couple tries but it can be
done.
Tearaway Tauntaun Tykes

* Mission Objective: Bring back all the baby tauntauns


* Find and pick up the escaped baby tauntauns. One by one, bring
the m back to the Tauntaun Pen
Head to the Pen to acquire this mission. All the baby tuantauns
the loose. There are three in fact. Find each one and return it
Pen by tossing it the trap door on the side of the Pen. You can
even ride an adult and still carry one of the babies. The first
is on a cliff near the building site, beside a FD P-tower. Baby
is on the platform over the middle crossover point of the base.
final tauntaun is on a cliff near the large parked space ship.

are on
to the
actually
escapee
number 2
The

The Timid Tauntaun


* Mission Objective:
o Find the lost tauntaun
o Bring the tauntaun back to Vyn Rolado
* Find the runaway tauntaun. Bring it back to Rolado at the
tauntaun pen in the Rebel Base
The tauntaun is located on the cliffs above the middle crossover point.
Head through the crossover point as if you were going to Echo Station
but turn right instead. Climb up the cliffs, where I had to fight some
Storm Troopers. At the top we find the tauntaun is stuck in a cave
behind an ice wall. Jump onto the cable and glide up over to the next
ledge. Here we find and FD P-tower that is perfect for eliminating ice
walls. Blast the ice and get on the tauntaun. Ride him back to the pen
to complete the mission.
TIE Fighter Tangle
* Mission Objective: Shoot
* Secondary Objective:
o Complete the mission
o Complete the mission
* Use the turret weapon to
attack the Rebel base

down all the Empire's TIE fighters


within 2 minutes
within 3 minutes
shoot down the Imperial TIE fighters

Move through the central crossover point and locate the turret. Press
Square to take control and R2 to fire. There is no reason to release the
R2 button we don't get points for accuracy so keep firing. There are a
total of 40 TIE fighters that need shot down. Watch the TIE fighters
movements and shoot slightly ahead of where you think they will be. Once
one is down look for the next one.
Timed To Leave
* Mission Objective: Quickly drive the soldiers to the evacuation
point
* Use the Personnel Carrier. As quickly as possible, pick up Rebel
Soldiers and throw them into the evacuation ship.
Completing this mission will take you away from Hoth. If should be the
last one you complete. If it isn't that is ok you can always come back
and complete any unfinished business. The base is being evacuated. A
timer appears on screen that begin at 3:45. This is more than an

adequate amount of time to retrieve all the soldiers for evacuation.


Jump on the blue button to release the Personnel Carrier from the
garage. There are a total of 4 Rebels for us to gather and lead to the
evacuation point. Enter and drive to the end of the line of buildings
and pick up the first evacuee. Drive him to the parked ship that we've
used as a reference point all this time. Once there eject him from the
carrier by tapping Triangle and toss him inside the red gate. Follow the
marker to the remaining 3 evacuees and repeat the procedure. The will
each have to be picked up and transported to the evacuation ship
individually. The subsequent Rebel soldier will not appear until the
previous one is on board the ship.
Escape From Hoth
* Mission Objectives: Escape the Empire blockade
* Secondary Objectives:
o Achieve Awesome performance rating
o Complete the mission without being defeated
* The hyperdrive on the Millennium Falcon needs repair. Fly and
fight your way through the Hoth system long enough for it to be
fixed so you can escape!
This is another in space sequence of challenges. The first is to shoot
down some TIE Fighters that are flying in front of the Millennium
Falcon. Tap Triangle to eliminate all that you can. Next we see that
there is a Dodge and Shoot section. We fly in close to one of the
Empire's battle ships. Fire at the turrets and destroy all that you can
while navigating through the narrow red corridors. An Evade and Shoot
section is next. This occurs in an asteroid field. The best way to
handle this is to keep moving to avoid being shot from behind while
constantly tapping Triangle to eliminate the asteroids and any TIE
Fighters that are in front. There are some larger asteroids ahead. Now
we must Dodge and Evade. We have to move through the large tunnels in
the asteroids dodging any obstacles while trying to evade the fighter
fire coming from behind. The next stage has us again passing through a
large asteroid. The canyon in the rock also has large beasts that appear
from the openings in the side. Use the ships ability to bank left or
right (L1 and R1) to avoid being eat. The last easy comes from below
right in the middle of the screen. I banked right between his upper and
lower jaw and made it through. This completes the mission. The TIE
Interceptor is now available in the Emporium.
Wicket Drums, Dude!
* Mission Objective: Find the big drum for Wicket
* Find the big drum and bring it to Wicket, the young Ewok
The distance marker will guide you to the small cliff that houses the
drum. Pick it up and carry it back to Wicket. Place it in the large blue
circle and he will jump high up into the the tree. The mission is over
and we learned that these drums are bouncy. You can follow Wicket up the
tree for more exploration but once the drum is in place the mission is
complete.
Shhhhh...I'm in Disguise...
* Mission Objective:

o Select a Stormtrooper disguise for the Ewok infiltrator


o Use the catapult to fire the disguised Ewok in to the
Imperial camp
* Using the customization shack, dress the Ewok spy as a
stormtrooper and then shoot the Ewok into the Imperial camp
using the catapult
The mission giver is up on one of the tree platforms near Lando's
location. After talking to him locate and grab one of the marked Ewoks
in the central area of the tree platforms. Take him to the customization
shack (it has a red hatch and a lot of stormtrooper heads around it) and
toss him in. Change the Ewok in to a stormtrooper mask and exit the
menu. Once the Ewok is visible pick him up and carry him to the nearby
catapult. Once you are close to the catapult the cinematic does the
rest. Who knew Ewoks could fly?
Grand Theft Speeder Bike
* Mission Objective:
o Get a speeder bike from the Imperial Scouts
o Return to Lando
* Find the Imperial biker scouts in the forest. Grab a speeder
bike. Take it back to Lando Calrissian
Head out of the Ewok camp and into the forest. As we approach the
destination marker we get a quick cut scene. He have found the Imperial
scouts. Approach and defeat them. There are two speeder bikes waiting to
be ridden. Hop on one by tapping Square and ride it back to Lando. On
the way you are likely to run into more Stormtroopers. Fire the speeder
bike's blaster by tapping Triangle. The Speeder Bike is not available in
the Toy Box. We also unlock the Lando pack in the Emporium.
Wandering Wokling
* Mission Objective:
o Find an Ewok Glider
* Use the Ewok glider. Fly to where the lost baby Ewok is and
bring it back to Wicket.
This mission is provided by an Ewok near the customization station.
The little walking he was looking after is missing. Locate the drum
near the hut and jump up to a ladder that leads further up the tree. At
about 31 away from the destination we have to jump up another ladder on
the trunk. The next platform is where we find the glider terminal. Stand
at the blue arrow and be thrown into the air. A glider automatically
appears on your back. Fly over to the site of the lost Ewok. Pick up the
little guy and return him to Wicket. You are not expected to glide back.
Instead drop to the ground and walk to one of the elevators to reach the
level Wicket is located on.
Medic!
* Mission Objective: Take the soldier back to Chief Chirpa
* Find the trapped Rebel Soldier. Free him and bring him back to
Chief Chirpa, the Ewok chief
The rebel soldier is in a barricaded cliff side cave. I could not find a

way to jump directly to him. Instead I climb high up into the trees and
located a glider spot. From a glider spot you should be able to glide
down to the Rebel's location. Bust through the wooden wall and pick up
the soldier. Run back to the tree base and ride an elevator up to return
the soldier to Chief Chirpa.
Stormtrooper Headache
* Mission Objective:
o Bring the helmets back to Wicket the Ewok
o Defeat the patrolling troopers
* Find the stormtroopers patrolling the nearby forest. Defeat
them. Collect their helmets and bring them back to Wicket
Near the edge of the base, on the ground below the catapult you will
find 3 patrolling stormtroopers. Defeat them. Pick up one of their masks
and head back up to Wicket. Return to the site of the fight and retrieve
the remaining two helmets to complete the mission.
Feast Fire
* Mission Objective: Light the bonfire
* Find the bonfire and light it
The Ewoks are going to have a great feat in honor of the Golden One. To
begin the feast there must be a great bonfire. Turn around and find the
fire pit at this same level. Move close and press Square to Light the
Fire. Once the fire rages the mission is complete.
Speeder Bike Race Day
* Mission Objective: Finish the race as fast as you can
* Pilot a speeder bike around a course. Go as fast as you can.
When the mission begins you are automatically placed on a speeder bike.
Drive through all 33 gates complete the mission. Press R2 to accelerate.
There is no timer so there is no penalty for missing a gate. If one is
missed turn around and drive back through it.
Catapult Conquest
* Mission Objective: Defeat the Imperials
* Secondary Objectives
o Take 10 enemies using Catapult
o Complete the mission within 3 minutes
* An Imperial patrol is approaching. Destroy them. There are
catapults you can use around the village.
A total of 18 stormtroopers are attacking near the catapult. Press
Square to jump into the catapult. R2 will fire. The left stick controls
how far the catapult shots. Pulling back will be targeting closer
enemies. Pushing back will attempt to take out enemies that are farther
away. Take note of the spawn points at ground level. These round areas
are where the stormtroopers will originate. There is not a visible
targeting mechanism. Instead you have to really on a trial and error
approach (with an educated guess of the trajectory) for each shot. The

secondary objectives are fairly easy to complete. Just be sure to hit


the troopers that seem to clump together frequently for multi target
destruction with single shots.
Don't Call Me Chicken (Walker)
* Mission Objective:
o Take control of an AT-ST
o Defeat all the Imperial troops. Use the AT-ST you captured.
* Find an AT-ST Walker. Do enough damage to the vehicle and the
driver will be ejected allowing you to take control
The lone Ewok on a platform with an elevator that provides access is
above where Lando patrols. This Ewok provides this mission. Move toward
the catapult to find the Walker. It has a blaster attack and a fairly
viscous stomp. Stay away from both. A blaster character is great here so
you can keep your distance and still attack. Its still possible to
complete with a character like Yoda that doesn't have a real ranged
attack but its more risky attacking with a lightsaber. Once the Walker
is just below/around a quarter of health, it will stop moving. We will
get a quick on screen prompt letting us know that tapping Square will
eject the pilot. Once the stormtrooper has exited hop in the Walker and
head past the catapult for a fight. The enemies can be defeated by
tapping R2 to fire the blaster or you can stop on them. Once the 9
stormtroopers are eliminated the mission is complete and we unlock the
AT-ST for the Toy Box
AT-ST Invasion!
* Mission Objective: Destroy all of the attacking AT-STs
* Secondary Objective:
o Take control of an AT-ST
o Take down all AT-STs using traps
* AT-STs are attacking. Destroy them all. The quickest way would
be to use an AT-ST
A 5 minute timer appears on screen. The way you complete this mission
depends on what your goal is. Do you want to just complete the mission?
Are you trying to get the Secondary Objectives? Really its up to you.
The first two Walkers are easy to take out using traps. They walk right
through a tree arch onto a trigger pad for a log swinging trap. Simply
activate the trap by hitting the red lit spinner. Once the Walker walks
over the green circle the log will knock it over and its destroyed.
Shortly thereafter a second Walker comes through the same arch. Locate
the remaining three Walkers and you can lead them into any trap you
choose. Once they see you they will follow shooting. Just set the trap
and let them walk to their doom. Their general path will put them
through a trap even if you don't lead them. Alternatively you can simply
defeat the first Walker and take control of it. While controlling the
Walker you can shoot the other ones or can walk it into a trap, eject
and set a trap to destroy it. There are a total of five Walkers to
eliminate.
Though it may not seem like it (because they seem to contradict each
other), I believe you can get both of the Secondary Objectives during
the same mission attempt. I had already received two stars when I tried
this so I have not been able to confirm the strategy yet. All you would
do is destroy the first 4 Walkers using traps. The last Walker you will

lower its health to the point of ejecting its driver. Hop in and place
it on a trigger area of a trap then set the trap. This should result in
the destruction of the Walker and get you both stars.
Checkpoint Check Out
* Mission Objective: Find and destroy the Imperial Checkpoints
* Secondary Objectives:
o Complete the mission within 2 minutes
o Complete the mission without being defeated
* Find the Imperial checkpoints in the forest. Destroy the
equipment there to disrupt the Empire's operations.
This is a timed mission. We have 3 minutes to complete the mission (2
minutes for the secondary objective). Use the summon vehicle station
next to Lando to get a speeder bike. Drive to the first area and destroy
all of the enemy structures. They will be marked with yellow arrows.
There will also be some stormtroopers. The only reason to worry about
them is to prevent them from attacking. The main purpose is to fire at
the structures. Once they are destroyed the checkpoint is down. Drive to
the next area and repeat the process. Destroy the structures and we have
completed the mission.
The Battle of Endor Begins
* Mission Objective:
o Defeat the Imperial Troops
* Secondary Objectives:
o Complete the mission without being defeated
o Complete the mission within 4 minutes
* Battle your way through the Imperial camp. Defeat the Imperial
troops to open the bunker door. Once inside, disable the Shield
Generator's power.
Head to the destination marker to locate the Imperial camp. It is well
fortified. Our first fight is against a series of stormtroopers. Take
them out and they come back with a Walker. Use the summon vehicle
station to get your own Walker if you like. Otherwise defeat it any
alternate way you want to try. Another wave of stormtroopers and a few
Walkers will now appear. We also see that the gate leading to the Shield
Generator's power source is open. You do not have to defeat another
enemy at this point. Simply get close to the bunker and enter. Destroy
the two batteries inside and the mission is over. We will now enter the
space above Endor after a short cut scene.
The Battle of Endor
* Mission Objective:
o Take down the Star Destroyers attacking Home One
* Secondary Objective
o Medical Frigate surveys at the end of the mission
o Complete the mission without being defeated
* Star Destroyers are attacking the Rebel Alliance flagship, Home
One. It's up to you to stop them!
We get to pilot the Millennium Falcon yet again. The mission starts off
with a destination marker over one of our ally ships. Ignore that and

head to the two large Star Destroyers. Each one has 6 attack points that
need destroyed. Two are on the very highest point of the ship. One is
half sphere on the underside of the ship. The final three are the
thrusters at the rear of the ship. Destroy these 6 points on each of the
two Star Destroyers. With the Destroyers eliminated the biggest danger
is gone. Now we need to take out a few remaining TIE fighters.
Return of the Jedi
* Mission Objective: Defeat Darth Vader
* Secondary Objective:
o Complete the mission without being defeated
o Complete the mission using Luke Skywalker
* The Emperor awaits. Defeat Darth Vader, and then end the
Emperor's rain of terror once and for all
Walk up the steps to face Vader. Blaster attacks can be used but Vader
can deflect them without any damage being taken. Don't abandon them
though some blaster shots will connect. He will attack with lightsaber
combos so use the evade ability by pressing Circle to avoid them. If you
see a red fiery ring on the floor around Vader, move away. This ring
indicates he is about to perform a radiant blast attack. If you are not
in his vicinity it will not cause any damage. Vader also has a force
pull that will be indicated by him lifting his hand and red appearing
around your character. Move out of the red to avoid being pulled in. If
that wasn't enough, Vader will also throw his lightsaber at you for a
ranged attack. The best strategy is to stick and move. Dash in and
attack with a lightsaber combo then evade away to avoid a counter. While
away fire the blaster to potentially cause some more damage. When
Vader's health is at approximately 50% a short cut scene promises we see
the full power of the Dark Side.
Vader's offense is mostly the same. He does appear to have two new
options. There is a strong ground pound attack that I did not see during
the initial phase of the fight. Avoidance is best when it appears he is
about to strike down with his saber into the floor. The second new move
is a force lift. It is unavoidable but quickly tapping Triangle fills a
green meter at the bottom of the screen and forces Vader to release us.
Debris will begin to fall from the ceiling. Among the debris will be
some explosive cylinders. Pick these up and hurl them at Vader. They
will do a good amount of damage to the Dark Side master. Continue to
have the same stick and move strategy but add the tossing of the
explosives. Finally make sure to locate the two green capsules in the
room that can replenish your health if needed.Vader's TIE Fighter now
available in the Emporium
Death Star Destroyer
* Mission Objective: Destroy the Death Star reactor
* Secondary Objective:
o Achieve Awesome performance rating
o Complete the mission without being defeated
* Fly through the Death Star and destroy the reactor core. Yeeeehaaaa!
This is another flying mission with several stages. First is an evade
and shoot where we avoid the attacks from behind while shooting down TIE
fighters in front of us. The next stage is dodge and shoot. Move through
the red pipes avoiding them while destroy any turret that appears. We

enter the new Death Star with a dodge and protect sequence. A few Rebel
ships will be flying in front of us. Shoot down any TIE fighters that
attack them while avoiding the pipes in the narrow confines. This leads
directly into a dodge and evade. We have no need for our blasters right
now. The goal is to avoid the environmental obstacles while trying to
not be hit by the enemies attacking from behind. Next we arrive at the
main reactor. The Millennium Falcon will automatically rotate around the
core. Your only responsibility is to fire at the reactor. Once it is
destroyed we move directly into a dodge sequence. Avoid the
environmental dangers as we try to get out of the Death Star.

Rise Against the Empire Feats


* AT-AT Attack
o Take down an AT-AT as Luke using a Tow Cable
* Just Like Dad Used to Do
o Customize a droid using Leia
* It Belongs in a Museum
o Find one of Jabba's Contraband using Han Solo
* Watts Going On?
o Mount an AT-ST using Chewbacca
* Clever Investment
o Purchase 20% of the items sold by K-3PO
* Credits to Burn
o Purchase all the times sold by K-3PO
* Just What I Thought Mynocks
o Exterminate 100 Mynocks
* Relic Hunter
o Collect 15 Holocrons
* Got It Where it Counts
o Obtain the Millennium Falcon
* Freedom Fighter
o Destroy the second Death Star
* First Step into A Larger World
o Complete all the challenges at a Bronze Level
* Feeling the Force Flow
o Complete all the challenges at a Silver Level
* Return of the Jedi
o Complete all the challenges at a Gold Level
* Flying Casual
o Performing a looping trick at the right moment when destroying
Death Star II
* Padawan Learner
o Earn 20% of all stars in the play set
* Jedi Master
o Earn 100% of all stars in the play set
* Return Ticket
o Revisit any planet
* Rebel Rescuer
o Rescue a Rebel fleet in space
* Superweapon Smasher
o Destroy either Death Star a second time
* All About the Base
o Construct a building on Endor
* Getting Your Feat Wet
o Complete 1 feat
* Diving in with Both Feat

o Complete 10 feats
* Springing to your Feat
o Complete 25 feats
* Landing on Both Feat
o Complete 50 feats
* Fast on Your Feat
o Complete 100 feats
* Dancing Feat
o Complete 150 feats
* Swept Off Your Feat
o Complete 200 feats
* Un-De-Feat-Able
o Complete all feats
Rise Against the Empire Collectibles

Rise Against the Empire Mynocks

Mynoch Hunting Tip: Certain characters have a Heightened Senses innate


ability. These characters are able to spot Mynochs much easier. A dark
colored dot will appear on the mini-map in the lower right corner when a
Mynoch is near. Using these characters makes it much easier to hunt for
the Mynochs. Princess Leia and Chewbacca are two such characters.

*Tatooine*
1. Outside of Mos Eisley to the right after completing the Lost Droids
mission
2. Flying above the tower at the entrance
3. Flying above the down ship near the summon vehicle pad
4. Flying above the down ship near the summon vehicle pad
5. Flying over the Sarlacc Pit
6. Flying over the Sarlacc Pit
7. Flying around a rock pillar beside a Summon Vehicle Station behind
the cantina but before the Sarlacc pit
8. Flying around a rock pillar beside a Summon Vehicle Station behind
the cantina but before the Sarlacc pit
9. Flying above Jabba's place
10. Flying above Jabba's place
11. Move to the back side of the cantina and look towards Jabba's place
on the right side there will be some huts next to a summon vehicle
station, a Mynock is flying above them
12. Destroy a Bantha gate on the path that leads to Jabba's place
13. In the cantina across from the band
14. Flying above a tower with a cable attached to the right of the
cantina (as if you were looking at it from the entrance
15. Flying above the hangar where the Millennium Falcon is being held
16. Flying above the building with the Mos Eisley Madness Orb Collector
challenge
17. Move behind the cantina to an area below Jabba's place, there is a
gave with Tusken Raiders that needs a Bantha for gate smashing, the
mynoch is beside the gate

18. Head to Jabba's place and use the Summon Vehicle portal to get a
Bantha ride the creature toward Jabba's entrance but go on the path
to the right and follow it around to a place where we can smash a
gate, the mynoch is inside that cave
19. Flying in the canyon behind Jabba's
20. Space above Tatooine in the meteor field near the top a large
spherical rock that has a tunnel in its center (when getting these
don't forget you can press L2 to decelerate for a better view and
more easy targeting)
21. Space above Tatooine in the meteor field near the top a large
spherical rock that has a tunnel in its center
22. Space above Tatooine in the meteor field near the top a large
spherical rock that has a tunnel in its center
23. Space above Tatooine in the meteor field perched on the side of a
large spherical rock that has a tunnel in its center
24. Space above Tatooine in the meteor field perched on the side of a
large spherical rock that has a tunnel in its center
25. Space above Tatooine in the meteor field perched on the side of a
large spherical rock that has a tunnel in its center
26. Space above Tatooine in the meteor field perched on the side of a
large spherical rock that has a tunnel in its center
27. Space above Tatooine in the meteor field inside the tunnel of a
large spherical rock that has a tunnel in its center
28. Side of the Large Space Ship
29. Side of the Large Space Ship

*Death **Star *
1. As soon as you take control of your character turn around and its
sitting on the window
2. Exit the initial room and the Mynock is flying above the bot with
the red shield
3. At the entrance to the elevator
4. At the third tractor beam button
5. The final room with the Millennium Falcon
*Hoth*
1. Flying over head as soon as you enter the Rebel base on Hoth
2. On the wall in the side room where we find the FD P-tower weapon
3. Carry the FD P-Tower weapon to the area behind the Star Map and
blast some ice to reveal the hiding creature
4. On one of the consoles in front of the Star Map
5. Space above Hoth on a large rock in the asteroid field on the side
with the three ships in the distance
6. Space above Hoth on a large rock in the asteroid field on the side
with the three ships in the distance
7. Space above Hoth on a large rock in the asteroid field on the side
with the three ships in the distance
8. Space above Hoth on one of the three ships that are hovering on the
other side of the asteroid field away from the planet (single)
9. Space above Hoth on one of the three ships that are hovering on the
other side of the asteroid field away from the planet
10. Beside number 9
11. Space above Hoth on the under side of a lone stationary ship near
the planet
12. Beside number 11
13. Near the Never Tell Me the Odds! Challenge

14. Near the Never Tell Me the Odds! Challenge


15. Exit the rebel base toward the buildings we placed and head left.
Locate a cable to climb to a ledge. A piece of ice blocks a cave.
Slide down a nearby cable to get an FD P-tower that will break the
ice. (This is the same wall that you destroy during the Dumb Droid
Defrost mission.
16. Perched on the lower portion of a square arch behind the buildings
we place
17. From the rebel base move through the buildings we placed the Mynock
is circling the building placed on the far left
18. Exit the rebel base toward the buildings we placed and go right
until you see a large parked ship. The Mynock is circling the ice
field beside the ship
19. Circling around with #18
20. Flying around Echo Station
21. Flying around Echo Station
22. At the top of Echo Station there is a satellite dish, at the base of
this dish there is a large cable attached to what may be a power
supply. The Mynock is located at the end of the cable on the power
supply.
23. Exit the base toward the Echo Station side and turn right look for a
rock path that will lead up to the area above the exit point. The
Mynock is at the base of the path.
24. Exit the base toward the Echo station side and turn right look for a
rock path that will lead up to the area above the base's exit point.
The Mynock is above this point near a couple of FD P-tower.
25. Exit the base on the Echo Station side. Find the path that leads to
the area above the exit point. Look for an FD P-Tower and slide down
a cable toward the Echo Station side. Fire the tower at the ice
blocked cave and find the Mynock inside. This is also the site of
the Ezra champion coin.
26. There are three openings that let you cross between sides of the
base. The one on Echo Station side has some crates where a Mynoch is
perched.
27. On the bases Main Power Generator (its located on the Echo Station
side of the area)
28. Flying in the air on the Echo Station side of the base, exit at the
middle crossover point
29. On the building side of Hoth there is a cave with two Mynocks and a
Kanan Champion coin. Near this cave is a crevice with a orange spark
containing canister. The Mynock is in this crevice.
30. Inside a cave on the building side of the crossover point farthest
away from Echo Station. The cave is at the highest point reachable
at this area. (Kanan Champion coin is also in this cave.) Its the
wampa cave from the Wampa Attack mission.
31. Same place as 31 perched on the wall
32. Flying around near the Patrol point where we dropped off a soldier
during the Tour Guide mission
33. Exit the base on the Echo Station side through the cross over point
farthest away from Echo Station. Take a right and follow the path
where some balloons need shot down during the Target Run mission.
There is a rock over pass. The Mynock is flying below the overpass.
34. Inside a wampa cave at the base of Echo Station. Requires a FD
P-tower to remove an ice barricade
35. Move to the building side at the cross over point on the Echo
Station side there is a canyon that we can cross in a flying
vehicle. Cross the canyon and move down the path to find the Mynock
flying in the air
*Forest Moon of Endor*

1. In a cliff side cave where we find the rebel during the Medic! mission
2. At the tree base flying above the bonfire near the Customization station
3. At the tree base flying above the bonfire near the customization
station
4. Flying above the catapult
5. In a cave on a small cliff near the Emporium (its behind the build
sites)
6. Flying inside a cave to the right of and above the Imperial Bunker.
Gain access by moving through the lower cave to the right of the
bunker. At the end turn right and force jump up into the higher cave
7. At the Imperial bunker climb the AT-AT, at the top landing platform
find one flying around
8. There is a dirt ramp we went up near the Imperial bunker during our
speeder bike race (where we moved through the gates) its flying at
the end of the ramp
9. While standing in the Imperial Bunker walk under the AT-AT and look
up, there is an Ewok catapult above, reach the platform and locate
the mynoch behind a torch
10. At the Imperial bunker one of the columns that holds the platforms
up has a door that can be destroyed with a lightsaber the mynoch is
behind the door
11. On a platform with a catapult accessed by gliding across a rope from
the platform with the lone Ewok that provides missions (Don't Call
Me Chicken...Walker) above the area where Lando roams
12. On a platform with a catapult accessed by gliding across a rope from
the platform with the lone Ewok that provides missions (Don't Call
Me Chicken...Walker) above the area where Lando roams
13. Flying at a Ewok glider point above the Customization station, use
the drum to bounce up to a ladder and climb the rest of the way up
14. Beside a hut above the Ewok with the pink/purple beam coming from
his head (this Ewok is near the tutorial consoles)
15. Flying around a tree Rebel was trapped in the Medic! mission
16. Inside the opening of a large tree near the Fast and the Forested
challenge
17. A cave just above ground level near the lone Ewok that provides
missions (Don't Call Me Chicken...Walker) above the area where Lando
roams, grab a nearby drum to gain access
18. Flying inside a cave across from Lando's location
19. Space above Endor, underside of the Medical Frigate near the rear
perched on the round disk
20. Space above Endor, underside of the Medical Frigate near the rear
perched on the round disk
21. Space above Endor, rear of on of the three Rebel ships engaged with
a Destroyer away from the one we fight during the Battle of Endor
Mission
22. Space above Endor, rear of the large ship engaged with a Destroyer
away from the ones we fight during the Battle of Endor Mission
23. Space above Endor, rear of the large ship engaged with a Destroyer
away from the ones we fight during the Battle of Endor Mission
24. Space above Endor, under side of the middle ship in the trio
25. Space above Endor, on the side of the satellite that has the Space
Duster Challenge
26. Space above Endor, on the back side of a Destroyer at the base of
the thrusters

Rise Against the Empire Play Set(Continued)


Rise Against the Empire Holocrons
*Tatooine*
1. Behind Jabba's place find a door that a lightsaber can cut through
the holocron is inside
2. Roof of Jabba's place. Accessible by using the ledges on the back
side of the building
3. Inside a cave behind the cantina and below Jabba's place, requires a
Bantha to smash a gate.
4. At the entrance to Mos Eisley there is a downed space ship next to a
summon vehicle platform, hack the terminal using a tech character
(Luke and Leia are examples). This causes the grab bars on the
column to move up and down. Use them to reach the high platform near
the top of the downed space ship.

*Death Star*
1. In the last room of the Death Star Escape Mission where we find the
Millennium Falcon, move to the left upon entry and Force Jump to the
higher platform. There is a window above the platform. Force Jump up
it and the holocron is yours. Make sure to grab the holocron before
defeating the Stormtroopers. Once the enemies are defeated the
mission is over. If you missed it go to the Mission Log from the
pause menu and hit R1 to move to the Replay menu. From this menu you
can replay the missions that require stars.
2. Battle of Yavin mission: The holocron is found during the Dodge
section of the fight. During the dodge sequence there will be a hard
90 degree right turn. Near the top of the trench you will find a
large blue cable with an orange portion in its center. The cable
will be destroyed as you pass through the section. Fly right through
where the cable was and the holocron is on the other side. Due to
the speed of the mission and the size of the holocron it is very
easy to miss and may require a couple replays to find and get.
*Hoth*
1. Inside the Rebel base climb up to the upper level. There is a
console that can be hacked by tech character. Rotate the analog
stick until a the console's screen is no longer scrambled and press
the appropriate button. Repeat a total of 3 times and a gate opens
revealing the holocron.
2. Exit the base on the Echo Station side and turn right. Follow the
rock path up to the area above the exit. Look for a FD P-tower. Grab
one and glide down a cable to an ice blocked cave. Destroy the ice
to retrieve the holocron
3. Exit the base toward the building side through the cross over point
farthest away from Echo Station. We find a ice blocked cave that
needs an FD to blast it. There is a vehicle summon station next to
the cave. Its roughly below the wampa cave.
4. Inside a wampa cave at the base of Echo Station. Requires a FD
P-tower to destroy the ice barricade.
5. During the Escape from Hoth mission you enter a canyon in an
asteroid. The holocron will be on the left side near were the first

monster exits a hold and tries to attack.


*Forest Moon of Endor*
1. Climb the AT-AT at the Imperial bunker, locate the terminal at the
end of the platforms. Hack the terminal with a Tech Character and a
gate on another AT-AT opens.
2. Exit the Imperial bunker and move straight under the AT-ATs take the
right path and look for a ladder on the wall on the left side, the
top of the ladder destroy a wooden barricade to find the holocron
3. On a cliff above where we completed the Medic mission. The only way
to get there is to use a glider. Climb up to the Pilot Those Wings
Challenge and begin the challenge. You are provided a glider. Turn
to the left and look for a cliff with another set of glider wings.
The holocron is on this high point next to the glider station
*The Second Death Star*
1. After destroying the central reactor in the second Death Star you
race to exit the weapon. The holocron is early in the exit corridor
on a horizontal beam that spans the hall.
Rise Against the Empire Champion Coins
* Ahsoka - on top of a tower near the entrance of Mos Eisley after
completing the Lost Droid mission
* Yoda - Top of the tower at Echo Station on Hoth
* Sabine - Exit the Rebel base on Hoth toward the side with the
buildings we placed look for a path near the edge of the explorable
portion of the map. The coin is floating above a gap in the path. If
you do the Tuantuan Training Track Mission its practically
impossible to miss.
* Ezra - On Hoth exit the base on the Echo Station side. Find the path
that leads to the area above the exit point. Look for an FD P-Tower
and slide down a cable toward the Echo Station side. Fire the tower
at the ice blocked cave and find the coin inside.
* Boba Fett - in the mountains behind the cantina you will find a
Sarlacc Pit the coin is on the transport above the pit (kind of an
appropriate location)
* Anakin Skywalker - Climb the building across from the hangar where
the Millennium Falcon sits and use the rope to glide over the hangar
onto a tower
* Darth Vader - Just outside the door at the Rebel base on Hoth that
we have to remove the ice from during the first mission on the planet
* Zeb - As soon as you arrive at the Rebel base on Hoth turn around
and use the ledges on the wall to climb up to a platform/cave with
the coin
* Kanan- Inside a cave on the building side of the crossover point
farthest away from Echo Station. The cave is at the highest point
reachable at this area. Its the wampa cave from the Wampa Attack mission
* Darth Maul - Ride the cables around the entrance to Mos Eisley
* Obi-Wan - After completing the Lost Droid mission, you are brought
to Mos Eisley. The coin is in the door way to enter the area. You
practically can not miss it.

Rise Against the Empire Challenges

Tatooine
* Landspeeder Ring-Ding
o Gold: 450 (825 blue sparks)
o Silver: 300 (325 blue sparks)
o Bronze: 100 (75 blue sparks)
o Against the clock,try to pilot your landspeeder through as many
rings as possible
* Mos Eisley Madness
o Gold: 750 (575 Blue Sparks)
o Silver: 500 (75 Blue Sparks)
o Bronze 200 (25 Blue Sparks)
o There are orbs scattered all across Mos Eisley. Run, jump, and
climb to collect as many as possible before the time runs out.
* Be A Star Star Destroyer Destroyer (Space)
o Gold: 0:30 (825 Blue Sparks)
o Silver: 1:00 (325 Blue Sparks)
o Bronze: 2:30 (75 Blue Sparks)
o Time to see how quickly you can destroy an Imperial Star
Destroyer! Target the weak points while fending off waves of TIE
Fighters.

Hoth
* AT-AT Sumo
o Gold: 60 (825 Blue Sparks)
o Silver: 40 (325 Blue Sparks)
o Bronze: 20 (75 Blue Sparks)
o 2 Player action as two Imperial titans go toe-to-toe on the
snows of Hoth. It's AT-AT vs AT-AT and only one can survive. Get
ready
* Button Basher
o Gold: 60 (825 Blue Sparks)
o Silver: 40 (325 Blue Sparks)
o Bronze: 20 (75 Blue Sparks)
o It's remote controllers at dawn on this one-on-one beat 'em up
fight to the finish. Two AT-ATs enter but only one can be left
standing
* Bonus Stage-AT-AT Crusher!
o Gold: 1:45 (825 Blue Sparks)
o Silver: 2:30 (325 Blue Sparks)
o Bronze: 5:00 (75 Blue Sparks)
o How quickly can you bring down an Imperial AT-AT? The challenge
is complete when three AT-AT's are destroyed. Ready...? Fight!
* Never Tell Me the Odds! (Located in Space)
o Gold: 180 (825 Blue Sparks)
o Silver: 100 (325 Blue Sparks)
o Bronze: 50 (75 Blue Sparks)
o Battling through the Hoth asteroid field, you must shoot down as
many TIE fighters as you can

Forest Moon of Endor


* Space Duster (Space)
o Gold: 480 (825 Blue Sparks)
o Silver: 240 (325 Blue Sparks)
o Bronze: 120 (75 Blue Sparks
o The Ultimate Test of your piloting skills - try to take down
four Star Destroyers!! Once agin, target the weak points
* Pilot Those Wings
o Gold: 200 (825 Blue Sparks)
o Silver: 150 (825 Blue Sparks)
o Bronze: 100 (825 Blue Sparks)
o With a glider on your back, fly through as many rings as you can
before time runs out and the challenge ends

K-3PO's Emporium
* Hangar
o DESC: All of the flying vehicles you own will be here, no matter
what planet you're on
o COST: 750
o UNLK: Beginning the Hangar On mission at Mos Eisley
* Pen
o DESC: The various animals you own that you can ride around on
are looked after here
o COST: 500
o UNLK:
* Garage
o DESC: Here's where you'll find all the ground vehicles you won
on any planet you visit
o COST: 1000
o UNLK:
* Workshop
o DESC: This is where you can change the look of the local residents
o COST: 1000
o UNLK:
* Enemy Barracks
o DESC: This building will spawn enemies to test your battle
skills and earn you credits. Add Enemy Packs for more villain
variety!
o COST: 2500
o UNLK:
* TIE Fighter
o DESC: Single-Pilot Imperial vessels designed for fast paced
dogfights.
o COST: 1500
o UNLK:
* TIE Interceptor
o DESC:
o COST:

o UNLK:
* Darth Vader's Tie Fighter
o DESC:
o COST:
o UNLK:
* Droid Customization Pack 1
o DESC:
o COST:
o UNLK:
* Droid Customization Pack 2
o DESC:
o COST:
o UNLK:
* Droid Customization Pack 3
o DESC:
o COST:
o UNLK:
* Ewok Helmets Pack
o DESC:
o COST:
o UNLK:
* Ewok Weapons Pack
o DESC:
o COST:
o UNLK:
* Rebel Theme Pack
o DESC:
o COST
o UNLK:
* Imperial Theme Pack
o DESC:
o COST:
o UNLK:
* R2-D2 Theme Pack
o DESC:
o COST:
o UNLK:
* C-3PO Theme Pack
o DESC:
o COST:
o UNLK:
* Bobba Fett Theme Pack
o DESC:
o COST:
o UNLK:
* Darth Vader Theme Pack
o DESC:
o COST:
o UNLK:
* Lando Theme Pack
o DESC:
o COST:
o UNLK:
* Stormtrooper Theme Pack
o DESC:
o COST:
o UNLK:
* Imperial Guard Theme Pack
o DESC:
o COST:

o UNLK:
* Jabba Theme Pack
o DESC:
o COST:
o UNLK:
* Sandtrooper
o DESC:
o COST:
o UNLK:
* Tusken Raider
o DESC:
o COST:
o UNLK:
* Snowtrooper
o DESC:
o COST:
o UNLK:
* Wampa
o DESC:
o COST:
o UNLK:
* Scout Trooper
o DESC:
o COST:
o UNLK:

Star Wars Enemies

*B1 Battle Droid*


This is a basic battle droid. They have a blaster and mostly stay at
ranged for attacks. If you get close they will use the blaster as a
melee weapon. No special techniques are required to defeat them. They
have low health and defense against attacks. The only way this enemy
could present a major problem is with extreme numbers that you won't
encounter during the play set experience.

*BX Commando Battle Droid*


BX Commando Droids have the same blaster as a B1 Battle Droid. They stay
mostly at a distance and fire their weapon. If you are close to the
droid they will swing the blaster for attacks. The upgrade to these
droids over the B1 is an additional grenade they will throw. A target
area indicated by a circle on the ground will appear when they throw
their grenade. Stay out of the circle to avoid the blast radius.

*Dual BX Droid*
The weapon of choice for these droids is a dual wield sword. The do not
attack from range, instead they charge and swing their swords. The have
more health and defense than the B1 and BX Commando Battle droids. Their

attacks can be blocked to reduce the damage received. A good approach is


to juggle the enemy into the air with a hold Triangle attack to build up
an in air combo.

*B2 Battle Droid*


These are mostly ranged droids. The fire from a built in blaster in
their arms. The blaster attacks can be blocked/returned by a lightsaber.
The will also fire a series of pulses. These pulses will fire when you
see a targeting area appear on the ground. Stay out of the targeting
area and avoid the slower moving pulses. The traditional blaster attacks
originate from the droid's right arm while the pulse will come from the
droids left arm. When you approach a B2 Battle Droid it will swing its
arms to attack. The attacks are slow and can be easily dodged. The slow
attacks also present a perfect opportunity to juggle the droid with a
hold Triangle attack. When attacking the droid with force powers it
will/can block and prevent the knock back/pull effect.

*MagnaGuard*
MagnaGuards have an electrified staff to perform melee combos. Their
normal attacks can be blocked. When they begin to spin continuously you
want to get out of the way. The attack can not be blocked. A well timed
dodge roll is the best option. At the end of their spinning attack they
will become dizzy providing a perfect opportunity to attack. The will
frequently block and counter. If you do not want to wait for their
dizziness then hold Triangle attacks to juggle them in the air is the
best option.

*Nikto Thug with Axe*


This enemy obviously has an axe. The will swing the axe in a tree
cutting motion that can be dodged or blocked. An over head smash can not
be blocked. It also creates a shock wave that if not at an appropriate
distance away will cause damage and a knock down. To avoid the over head
slam watch for the thug to lift his axe over his head. He does so slowly
and with a pause. Simply roll to the side. Once the axe hits the ground
it will momentarily stick and the thug will struggle to pull it out.
This is the perfect time to attack. The Nikto Thug with an axe can not
be juggled into the air. Force powers will work to temporarily stun the
thug.
*Nikto Thug with Baton*
The Nikto Thug with a Baton is the easiest of the thugs to defeat. He is
a melee attacker with an electrified baton. It does not take much damage
to defeat them. They are highly susceptible to force powers and juggles
(hold Triangle).
*Nikto Thug with Baton Shield*
The shield does add an extra concern over fighting a thug with just a
baton. Normal combos will only be slightly successful since the thug
will block with the shield. The best approach when the shield is up is

to hit the enemy with a force power or block breaker (hold Triangle) to
stop their defensive positioning. Their attacks are mostly the same
(melee with the baton)

*Stormtrooper*
The Stormtrooper will have a variety of cosmetic differences. Their
appearance may change slightly but their attack do not. The rely on
their blasters at a distance for their offense. Though if you get close
enough they will use the blaster as a melee weapon. Defeating them is
only problematic if greatly outnumbered. They are the pawns in the Star
Wars game of chess.

*Wampa*
Wampas are melee specific enemies. They will charge and attack with
their fists. If they are at a distance they can leap high into the air
and come smashing at you with a ground pound attack. The best option is
to stay away and time your attacks. They are not susceptible to force
powers but can be juggled (hold Triangle). They have a significant
amount of health for a non boss and hit very hard.

Toy Box Takeover

Syndrome has stolen a magic wand and its our responsibility to get it
back. After the cinematic rotate the camera so that you can see Merlin.
Syndrome's hide out gets a forcefield. Talk to Merlin and a path lowers.
Defeat the enemies and cross the bridge. The ? capsule behind the door
unlocks the Captain Hook Sidekick. Enter the Caribbean.
*The Caribbean*
Move forward and part of the castle wall will crumble. Defeat the
enemies and proceed as more of the wall will fall. In the next large
clearing there is a battle against several enemies. Destroy them and
head to the docks. Board the ship and eliminate its crew. A collectible
coin is at the end of the plank on the ship. Grab it then climb to the
top of the central mast. Slide down the rope and we are on the castle
wall. Defeat the enemies that appear and move to the end of the path.
Here we find a large cannon. Pick up your sidekick and toss them into
the gold plated door on the cannon's base. The sidekick will be ejected
from the cannon destroying the wall ahead. Here we find a treasure
chest. Tap the chest and get a prize (for me it was the Trainee Grenade
Launcher).
Proceed down the path and toss the sidekick
time they are shot out to sea and land on a
into the castle wall ahead. The enemies are
should be defeated. Cross over the ship and

into the next cannon. This


ship. They pilot the ship
released from the gate and
arrive at the next marker.

Here we obtain the Sidekick Cannon. Slide across the rope. On the other
side located the grips on the wall and use them to cross the water.
Merlin will say to not leave any stone unturned. Look for a path heading
further into the castle. This path leads to a fight and a treasure
chest. Defeat the enemies and get the Cheshire Cat hat from the chest.
Move to the next distance marker and defeat the enemies that appear on
the dock. Finish crossing the dock and avoid the rotating spike beams.
Take the misty path across the bridge. Avoid the spikes on the floor and
grab the ? capsule in the corner (Jack Sparrow Sidekick). Move up the
ramp and defeat the enemies. Below we find a giant key and a treasure
chest. I got the Basic Camo hat from the chest. Collect the key and move
through the gate. Defeat the enemies to remove the blue wall blocking
our path. On the other side we need to get to the roof top to defeat the
bomb throwers. Once all the enemies are gone use the raised wooden walk
way to the right of the locked room to find a treasure chest (trainee
Ice Hat) and a capsule containing some sparks. On the path leading after
the capsule we will find the 2nd collectible coin in the level. Head
back to the locked cage. The key is on top of the cage. Move to the
entrance of this area and reach the rooftops. On the roof we find a rope
that will allow us to slide down to the key. Open the chest for a prize
(Main Street USA wand).
As soon as you move by the rotating spike beam there is another fight.
After defeating the enemies do not immediately take the dock path.
Instead move around the shore to locate a capsule containing the Mr.
Gibbs Sidekick. Now head back to the dock. At the first turn look to the
left for some boats that will act as platforms for you to reach the
third collectible coin in the level. Continue down the dock. A ship will
shoot along the dock. The red lines on the dock will indicate where the
shots are going to hit. Defeat the enemies and avoid being hit by the
ship. Once all the enemies are defeated the blue wall disappears and we
get our next chest (food). Move to the distance marker for a boss fight
against Davy Jones.
Davy's primary attack seems to be melee with his sword. He will also
fire a gun for a ranged attack. Move around to avoid it and attack. If
you can avoid the boss your sidekick can do most of the damage. Davy
will stay focused on your character and the sidekick can go crazy with
attacks. I used Yoda on this level and his Special Move is wonderful for
bringing down the Davy's health. As Davy's health decreases to around
3/4 and 1/4. He will jump out of the battle area and call in an
airstrike from the cannons on the distant ship. Several targeting circle
will appear on the ground. Stay out of the circles to avoid damage until
Davy joins the fight again. Again its probably best to weave around the
area avoiding attacks while your sidekick provides most of the offense.
With Davy Jones defeated pick up the loot he drops and move through the
portal. Defeating this level also unlocks Davy Jones as a sidekick.
*Hero Destroyer*
When back in the hub we find that Syndrome has been working on something
he calls the Hero Destroyer. Completing a series of three levels will
unlock a Sidekick. The goal is to defeat all the enemies while avoiding
your own death. There is some slight platforming throughout the short
level. The number of enemies can vary. There will be a nasty looking
cloud that will frequently follow you. Running through this cloud is
instant death. Fortunately we can use this to our advantage too. Run
around the enemies and the cloud will kill them as well. Syndrome will
limit your offensive abilities in the 2nd level of the series. For

instance once I could only use the Lightsaber to kill enemies. Another
time I could use pumpkin bombs. The final of the series of three will be
a boss fight. The battle area will be smaller and it will only contain
your character, a sidekick and the boss.
*Upper Manhattan*
Move forward and defeat the tiny symbiotes. Step on the IN button to
stop the fire and be ready for a fight. Once the symbiotes are defeated
the blue wall ahead disappears. At the next intersection we can go right
to the distance marker or left for some treasure. Use the pipe on the
shorter building to climb to the roof and get the COIN on top of the
tree. There are two treasure chests also. One is behind a spinning fire
blast. Its easy to move around to the back side of the fire and tap the
chest for a bow. The other chest is behind a spikey ground. Once you put
the chest a few enemies appear. Quickly dispatch them while avoiding the
spikes. There are dark safe areas around the chest, in the center, and
to the right side that will not have spikes.
Talk to the guy at the distance marker and he points you in the
direction of who I'm assuming is Agent Coulson. He needs some help
rescuing some of his friends from Symbiotes. Move to the two nearby roof
tops and defeat the large Symbiotes. Return the agents to Coulson and
get a key for the gate ahead. Move through the gate and move to the
left. There is a chest protected by some symbiotes. Defeat them and get
the prize (Jafar's hat). Head down the other path and defeat the enemies
in front of the bridge. Cross the bridge avoiding the holes in the
ground and the octopus arms. Defeat the enemy at the end of the bridge
then head along the ledge to the left for the second COIN.
Talk to the firefighter and he has a job for you. There are citizens
stuck on nearby rooftops. Move to the left first and eliminate the
enemies. Climb up to save the little girl but hit the chest before
picking her up. Take the path directly behind the fire fighter to find
the next citizen. There is a chest and a red ? capsule that will unlock
a sidekick (Donald Duck). The building on the right side has the last
two citizens. The third COIN of the level is behind the Spider-Man
billboard near one of the citizens. Collecting all the coins unlocks the
Octopus Bridge. At ground level on this side there is a chest that
provided me with an Imperial Helmet. Once all the citizens are return to
the central area near the fire fighter we receive a key. This will
unlock a gate behind the firefighter.
Once through the gate we are chased by a dark cloud that will result in
instant death. Cross the bridge and we find the boss of the level,
Venom. Just like with the previous boss if you can avoid his attacks and
good sidekick will do the rest. Using Yoda I was able to perform his
Special Attack several times to lower Venom's health. I then just dodge
around while my sidekick finished him off. Grab the loot then head back
to the hub. Where we get another run through the Hero Destroyer.
*The Old West*
Defeat a few waves of enemies to lower the blue force field blocking the
path into town. Once on the other side we see a key. A cut scene
activates and an enemy grabs the key and takes off. Defeat all the
enemies in town and the key is yours. Before leaving be sure to grab the
COIN on the sheriff building. On the opposite side of the locked gate we
see a red ? capsule. The boards will not allow movement to the capsule.
Instead we nee to go around the ledge to the left and get the capsule

(Jessie Sidekick). There is also a chest just after getting the capsule.
Move through the gate and talk to the townsperson ahead.
Outlaws have stole his horses. There is a total of 3 horses that are
missing. Each one is guarded by a few waves of enemies. Move to the
distance markers and eliminate the villains to free the horse. Once the
enemies are defeated hop on the horse and ride it in to the pen. You can
get the Woody Sidekick by breaking a rock wall using some TnT at one of
the horse locations. Once the horses are found and in the pen we get a
key for the next gate. Before leaving don't forget to grab the COIN on
the roof of the ranch house. Across from the gate are some platforms
that will lead to a couple chests. When ready move through the gate.
We are chased again by the dark cloud. Use it to your advantage because
it will kill the enemies that spawn just as easily as you can. Keep
moving and attack when possible. Let the dark cloud help as much as you
want. When the enemies are gone continue forward. There are several
enemies on the track. Jump to the ledge above them and stand on the IN
button. A mine cart exits and runs them over. Cross the bridge and the
cloud comes back. Before going completely across though jump into the
water fall to find a hidden cavern with a COIN. Inside the fence we find
a large bank with a combination lock. The code I received from my
Sidekick was 314. Each time you step on one of the arrows in front of
the back the number increases by one. Dial in the code and the end prize
appears. During this entire time the dark cloud and enemies will be
attacking. I fought the enemies for quite some time and they just kept
spawning so I'm not sure that they ever stop. There is a chest in the
area around the bank and one along the wall on a ledge outside the area.
When you've unlocked the bank return to the hub for another run through
the Hero Destroyer.
*Imperial Base*
Move forward and defeat some Stormtroopers. One eliminated take out the
enemies on the walk way ahead. Make your way up the ramp and jump on the
rail. On the other end we jump off and defeat some enemies. Jump through
the opening in the floor and destroy the large blocks of trash until you
find a key. Move down the corridor avoiding being smashed by the moving
blocks. Also watch for tentacles that may grab you from the floor. At
the end of the corridor step on the pressure plate with your sidekick
and exit to safety. After a fight the moving platforms will lead to a
chest. Continue to the distance marker and ride the rails. Use the rails
on the left to get a COIN.
Defeat some enemies then use the IN floor buttons to extend the
platforms. In the next room defeat the officer at the consoles. Now look
for some yellow ledges on the wall. Use them to reach platforms above
the area. Here we will find a key, a red ? capsule (Dopey sidekick), and
a locked chest (Imperial Wand). Exit and a black cloud appears. Defeat
the enemies ahead and grab the key on the ledge. Use it to open the cage
and stand on the IN button. Cross the platform and fight some more
enemies. There are some moving platforms to the back right that will
lead to a chest, a COIN, and a red ? capsule (Happy Sidekick).
Use the platforms ahead to reach some yellow wall grips. The yellow
grips lead to a floor IN button that will reveal a key. Grab the key and
move through the gate. Hop in the walker and defeat the enemies as you
go. When you reach the area where a platform raises in the center to
bring more enemies look along the right wall near the parked air craft
for a treasure chest and ramp leading to the third COIN. Defeat the

enemies in the next corridor and stand on the IN button to extend a


platform. Go up the ramp to face Darth Vader. Like with the other bosses
if you can avoid damage the Sidekick can really reduce the health of the
enemy. Once the boss is defeated, get the chest and hit the IN button to
return to the hub.
*Syndrome's Lair*
As you approach the small pool of water several bots appear. Defeat them
and climb the cliff on the left side of the waterfall. Use the platforms
to the right at the top to reach a key. Once you get the key more bots
spawn. Defeat them and head back to the top of the waterfall to open the
cage that holds a chest. Drop down and ride the rails. As you curve
around and get close to the water jump across to a short rail then jump
again quickly to a rail that will raise your character so you can get
the first COIN. When back on land defeat a group of bots. To the left of
the door you can use some platforms to reach a point on the side of the
mountain with a red ? capsule (Violet Sidekick).
Enter the lair and use the elevator to lower deeper into Syndrome's
Lair. Jump across the moving platforms, stopping to defeat the bots on
either side if you like. Once across the platform bridge defeat the big
bot. Upon his destruction the blue force field to the right lowers.
Defeat the bots that are now attacking. Climb the crates to get the key
and unlock the gate. Defeat the bots behind the gate and hit the chest
for a prize. Cross the spike floor and eliminate the bots on either
side. At the end of the spike floor is a wall to destroy.
Cross another spike floor this time there will be laser grids moving
vertically. Be sure to run under the lasers as the spikes are down.
Activate the console at the top of the ramp. This opens up a path to a
second console behind us. Activating this console brings a group of bots
that like to block. Defeat them and hit the last console to open the
path ahead. After dropping down and turning left look for some
scaffolding that has the second COIN under it. Break a wall at the end
of the corridor.
Behind the wall is river of lava with some rock platforms floating on
it. The first few will lower under the weight of your character. Be sure
to jump off soon after jumping on them. At the first big platform we can
pause without worrying if the platform will sink. The next jump is to a
moving piece of rock that will take us to the next platform where we
ride a rail to another fight against some bots. Jump across a single
moving platform for another fight. With these bots dispatched move
across another series of moving platforms. The next few rock platforms
will begin to fall as you jump on them until the next bot fight. Destroy
the enemies. Instead of going right toward the distance marker move
straight ahead and use the moving platforms to reach a key and a set of
rails. The third COIN is on the rails. Unlock the chest and head to the
distance marker.
Merlin speaks and we see a volcano. Climb to the top and hit the IN
button. This lowers the lava inside. Drop to the bottom and pick up the
key. As soon as you grab the key the volcano begins to fill with lava.
Climb back to the top of the volcano quickly. Jump over to the locked
gate and use the key. Once the door is down we get a dark cloud chasing
us again. Move across the spikes and up the rock ledges above the
archway to find a red ? capsule (Dash Sidekick). Continue forward and
bust the rock wall blocking your path. Follow the walkway to the lava
wall. Be patient and wait for it to begin to open. Quickly race down

the lava corridor because the sides will begin to close in shortly. At
the other end we find Syndrome. He has some sidekicks as well. Ignore
the sidekicks and focus on Syndrome. The best strategy is to hit and
run. Use a combo then dodge roll away and let your sidekick provide some
offense. Defeating Syndrome unlocks him as a sidekick. Grab the wands,
hit the chest, and exit the portal to the hub.

Toy Box Takeover Feats


* Best Friends
o Max a Sidekick's Friendship
* Max Your Stats
o Feed a Sidekick to max their stats
* Gear Up
o Collect 10 pieces of Sidekick gear
* Supply Closet
o Collect 50 pieces of Sidekick gear
* Pick Your Posse
o Collect 5 sidekicks
* Growing in Numbers
o Collect 30 sidekicks
* Getting Crowded
o Collect 100 Sidekicks
* Sidekick Skirmish
o Have a sidekick defeat 15 enemies
* I'm Hungry
o Feed a Sidekick 10 times
* I'm Starving
o Feed a Sidekick 100 times
* Once Over
o Complete every level once
* Medium Heat
o Complete all missions on Medium
* Hardened Still
o Complete all missions on Hard
* Pleading Insanity
o Complete all missions on Extreme
* Of Epic Proportions
o Collect 1 piece of epic gear
* Triumphant 25
o Unlock all 25 Sidekicks in the Hero Destroyer
* Collector by Trade
o Collect 100% of the Level Collectibles
* All Four One
o Defeat a Toy Box Villain with 4 players connected
* He's Alive!
o Complete a level without your Sidekick dying
* Sidekick K.O.
o Have a sidekick deliver the killing blow to a boss
Toy Box Speedway

Toy Box Speedway Feats


* Early Lead
o Finish Grand Prix 1 in first place
* Back for More
o Finish Grand Prix 2 in first place
* Third Time's a Charm
o Finish Grand Prix 3 in first place
* Track Star
o Compete in a Race, Battle Race, and Time Trial on every track
* Teaming Up
o Complete a race with 3 other players
* Nothing Left Behind
o Collect every collectible on every track
* Powered Up
o Win a race using a Power Disc Vehicle
* Wrecking Crew
o Side bash every other racer at least once in a single race
* Slow and Steady
o Win a race without using a turbo boost
* Breakthrough
o Smash through 10 breakable objects in a single race

Toy Box Hub

Side Kick Host

Talk to Woody and we learn that he is the sidekick host. We are also
informed that he is hungry. Move behind the red barn and locate the 5
tomatoes. Each one will be identified with a distance marker and are out
in the open. Once they are collected we open a portal to side kick
recruitment tutorial.
*Sidekick Square One*
Sidekicks are townspeople that will follow your character around
assisting them in battle. By entering this tutorial three new sidekicks
Fix-It Felix, Mabel, and Robin Hood are unlocked. Sidekicks can be
upgraded with equipment and weapons. Once the Outfitter is in place move
to it and press Square. The Sidekick Menu can also be entered via the
pause menu. Once you select your sidekick move to the cave. The entrance

is blocked by rock. Pick up your side kick and toss them into the TnT
shack. They will toss a barrel out of the shack. Pick it up and throw it
up against the rock blocking the cave entrance. Enter the cave and we
are teleported away...
...to Arendelle. Go talk to Oaken standing beside the late white
treasure chest. The loot chest has many beneficial items for sidekicks.
Attack the chest to open it. We acquired a new sidekick weapon. Enter
the outfitter menu to equip the weapon. Once inside the outfitter menu
press Triangle to equip a weapon. Give your sidekick the Trainee
Throwing Daggers we just found. Now we practice using the weapon. Some
enemies will appear behind the gate. Defeat the 6 bears and 3 guards to
complete this portion of the tutorial. The sidekick will help by
throwing the daggers we just provided.
We now visit Pride Rock. Move up to Timone and Pumba. Locate the three
crates and destroy them. We end up with 7 tomatoes. Move to the
outfitter to use the food. Press square in the outfitter menu to
activate the food menu. Feed your sidekick a tomato and they become more
powerful. Enter the equipment menu (triangle) and give the sidekick a
hat. We can now throw the sidekick at enemies to cause damage. Exit the
menu and cross the bridge. Defeat the guards that are terrorizing the
water hole. We have completed this portion of the tutorial.
*Plotting for Plants*
We enter the Toy Box farm. Move across the stone bridge and talk to
Woody. Here we can grow food to gain experience for our sidekicks,
making them stronger. Woody gives a garden hoe. Enter the outfitter menu
and provide the sidekick with the new tool. Follow Woody to the empty
farm plot. The tutorial shows us the types of things that may grow.
Flowers will provide sparks. Weeds just take up space and needed
destroyed. Food provides our sidekicks with upgrades. Move to your
sidekick and press square to request they work the plot. They will begin
to plant and shortly you will see what is growing. At anytime you can
purchase more farm plots with 5000 sparks. Simply move to the hologram
looking plant on the plot to make the purchase. When you are ready to
leave move back through the door we entered this world from.
*Marvelously Designed*
Drop down and talk to Edna. We've been provided a builder tool. Enter
the outfitter and press Triangle for the equipment menu. Give the
sidekick the Sultan's Scepter. Move to anywhere on the map and press
Square to tell the sidekick to build here. The sidekick begins to build
Agrabah structures. After he starts we need to back to Edna. She
provides us with Flynn's hat. Place the hat on the sidekick and they
will alter the terrain to match Flynn.
*Amazing Treasure Hunt*
Step up to Scrooge McDuck. He has a maze for us to move through. A good
sidekick will guide the way. Select a sidekick and equip him how you
choose. Right now its probably best to have the dagger and the Trainee
Centurion Hat or no equipment at all. Pick up your sidekick and toss
them over the moving pencil spikes. You do not have to fight a single
enemy you see if you choose not to. The goal is to reach the end of each
maze. The enemies will continue to follow you but you can most likely
stay ahead of them. So the option is yours fight or don't fight. Jump
over the spikes yourself and be ready to defeat a random enemy. Locating

any of
to the
corner
mazes.

the IN symbols will provide you a tool or a pack. Take the path
left and fight a few more enemies continue to the back left
and enter a cave with gold. This completes the first of three
We are teleported to a checkpoint.

At the second maze move through the door way and make the left. There
will be enemies to fight as you proceed. The same equipment mentioned
above is just fine for the sidekick. Jump over the bouncy blocks. Its
always a good idea to carry your sidekick through these type of
obstacles. My sidekick would regularly die because of the blocks or the
spikes. Destroy the wooden wall on your right either by attacking it or
using the dynamite shack. Leap over the wave of pencil spikes and move
to the left. When you see the tree stump take the first left for a
treasure chest. Exit the treasure chest area straight out and over the
pencil spikes. Be sure to avoid the rotating orange spikes. Take a right
to jump over some bouncy blocks. Clear a set of wavy spikes and take the
next left. There will be two more sets of bouncy blocks before reaching
the gold cave.
Now we are at the third and final maze. Move out of the checkpoint area.
Pass under the lasers and take the first opening on the left. Head
toward the spinning spikes and destroy the wall to the right. Open the
chest to receive a prize. Come straight out of the treasure chest area
and go by the spinning spikes. Take a left and jump over some bouncy
blocks. Pass under the moving lasers and go right at the corner. Pass
under another set of lasers and jump over the bouncy blocks around the
corner. We have a final set of bouncy blocks and lasers to maneuver
thorough until we reach the end of the maze. You can play around the the
prize capsule dropper. Then press the button on left of Scrooge's Money
Bin to enter the mazes again if you like. Other wise exit via the toy
box door.
Exploration Host

Talk to the Mulan host that is standing on the Blue IN icon. We have to
reach a treasure at the top of a castle. Move to the gate and it will
open. The yellow distance markers will lead you along the way. Move
forward up the steps. Jump up the small ledges and head to the wall with
the ladder. At the top jump on the rail to glide to the next tower. Your
character will then be shot through the air to another tower where they
are then bounced to the goal destination.
The area opens up to reveal a forest. You will be guided by destination
markers to 10 different blue spark capsules located in the tree tops.
There is not anything too tricky here. Be care full of the wooden
platforms that rotate. The rotation seems to be timed. Let them rotate
then move across. When using the clouds for platforms they will dissolve
under you as soon as you jump on one so move quickly across them. The
clouds are necessary to reach the upper level for collection of all the
capsules. Now we have access to the exploration adventure portal.
This host also has three quick and easy jumping tutorials that teach us
how to jump, how to double jump, and how to jump onto a ledge. Talk to
her and activate each of the small tutorial missions to learn the basics
of jumping.
*Phineas and Ferb's Platform Palooza*

This is basically a practice platforming area. Step through the fence to


find a challenge marker. Once the challenge begins you are given 5
minutes to locate 14 gnomes on the obstacle course ahead. The gnomes
will appear not he mini map in the lower left corner as yellow dots. A
character with super jump ability helps a lot for navigating the area.
The only tricky one I saw was a gnome just under a green platform above
a vortex cannon. If you don't jump into the center of the cannon its
difficult to move through the gnome for collection.
*The Amusement Park*
Though there isn't much to do in this area its a neat little place to
learn about some of the Creativi-Toys. Though there is no actual
tutorial for any of the toys used in this area we can use the wand to
see what has been used and how its connected. The area consists of some
amusement park ride created by using items from the Toy Box. Hold left
or right on the directional pad to bring up the tools/packs menu and
highlight the magic wand. With the magic wand active (in hand) you can
hold L2 to highlight any of the toys and view their logic connections.
Once a toy is highlighted press square to see how its connected.
*Hades' Lava Run*
We enter the realm of Hades. There is lava below and a challenge right
in front of you. Step on the challenge marker to begin. A cut scene
shows an ominous cloud appearing behind you. If you are hit by the cloud
the challenge is over and you lose. The platforms ahead will appear as
you approach them. Move across the quickly appearing platforms to reach
the checkpoints. After you pass through each of the checkpoint the
challenge is done. If you jump and miss a platform you are revived at
the point where you jump. Begin moving quickly though the dark cloud
will be nearby.
*Toy Box Crossing*
This challenge seems appropriately hosted by Kermit the FROG. If you are
not sure why its so appropriate you may need to ask someone that is much
older than you are that also like gaming. Stand on the challenge marker
to begin the challenge. The goal is to make it from the platform you are
on to the end checkpoint in the shortest amount of time you can. Jump
across the moving brown blocks. Avoid the lava blocks on the conveyor
belt. Now jump across the long grassy blocks ahead. Avoid the vortex
cannons on the wooden platforms. They will shoot you back toward the
beginning. Gross over the mine field avoiding any explosions. Now pass
over the horizontally moving grassy columns to get to the end
checkpoint. While crossing these last moving columns be sure to avoid
the tall columns in the center they will knock you off the platform that
passes through them if you are standing on it. A fall at any point does
not start the challenge over it just extends your completion time. You
will begin at the last checkpoint you reached.
*Hero's Ascension*
Ralph wants you to collect 15 key cards located on this tower. Step onto
the challenge marker to begin. We have 6:00 to collect all the key
cards. The path is linear. Move ahead and collect a key card and more of
the tower opens up. There is lots of jumping, avoiding hazards, and no
enemies. A character with super jump is excellent for this challenge.

Base Host

Genie is our mentor for this portion of the Toy Box Hub. He has all the
information on the Disney Infinity Base. He can answer any questions
about items we place on the base. The questions that he answers are
* What is a Play Set?
* How do I go to a Toy Box Expansion Game?
* How do I switch Characters?
A short video will play revealing the answers to each of these
questions. You may think its trivial to go through these questions but
you do receive a gift in the form of a Toy Box toy for completing these.
Building Host

Merlin is behind the purple IN icon to the left of Genie. He opens the
doorway to the Building-Based Toy Boxes Tutorial.
*Droid in Distress*
Walk up to 3PO and he tells us that R2 has gone missing. He would like
for us to place some beacons in case R2 comes back. Open the editor by
pressing on the touch pad. Now place three beacons nearby and exit the
editor. Next we will have to place a ramp so we can reach the higher
platform. There is a large gap ahead. Place a super cannon near the gap
to cross over. To get across to the town we need a bridge. Enter the
editor and change the camera angle. Move the bridge down into position.
Once its placed we can get across. There is a giant block preventing
further progress. Hold left on the directional pad to open the
tools/packs menu. Select the magic wand and delete the block. 3PO senses
R2 is close but there is no opening in the mountain. Enter the editor to
lower an entrance into position. On the other side of the mountain we
see R2. Use the magic wand to highlight the terrain piece and move it
into the gap between us and R2. Cross over to complete the tutorial.
*Heightened Sense of Adventure*
You can find some tools and packs to unlock for use in the Toy Box here.
*
*
*
*

The climbing hook


Star Command Boost Pack
Holo-Platform Gun
Buzz Lightyear's Jetpack

When you are done exploring the area feel free to leave through the toy
box door. There is not much to do other than experiment with the tools
and packs that are available.
*Tricky Terrain Race*
This is a race tutorial. You can enter a vehicle and drive to the
starting point to try a race. More importantly though you can pull out
the Magic Wand and get an idea of how a race can be created using the

logic tools at your disposal.


*Itty-Bitty City*
A small city is built before your eyes. Talk to the monkey in front of
you for a greeting. This area has a couple of missions we can perform.
The area is not too large so explore and look for the Exclamation Points
on the mini-map. These are the locations of the mission givers. The
Cheshire Cat will ask you to look for his favorite toy. He promises you
can use it as much as you want as long as you find it. He believes he
left it on top of the tallest building in town. The skyscraper near the
center has a pipe that leads directly to the top where we find the
Diffusinator. On the residential side of town we find Chip. He has lost
his best friend. Move to the opposite side of town and look for a yellow
dot on the mini map. Here we find Dale. Return him to Chip and you will
get a reward in the center of the nearby pond, the Holo-Platform Gun.
There is also a Challenge available. Where you fight a group of enemies
to see who can get the highest score. I also found a couple teleporters.
One will lead to a roof with an enemy generator. This will create
enemies throughout town and provide your character with some XP. The
other is to the Radio Disney Toy.
*Power Puzzles*
Inside this area we find Hiro. We learn that this is the land of
puzzles. To complete a puzzle the Power Sphere must arrive at the goal.
There are a total of five challenges. Its recommended to start with the
one in the center to learn more about how they work. Generally an object
generator will drop a sphere from a individual point. Our goal is to
complete the path for the object to reach the end point. When the proper
toys are in place and you believe you solved the puzzle step on the
remote controller to drop the sphere.
* Puzzle 1: Complete the rails by placing two straight rails in the
gap closest to the object generator.
* Puzzle 2: Place two Steep Ramp rails closest to the object generator
and two steep bending rails closest to the end point. Be sure the
two steep bending rails are rotated so that they slope upward.
* Puzzle 3: Place two rails side by side beneath the rails under the
object generator. Orient them so that when the sphere lands on them
it will roll to the back of the screen. These two rails should not
be connected to any other rails. Now place two rails side beside
below the first two rails we placed. Orient these so that the sphere
would roll towards the Super Cannon. It should shoot the orb
directly where we want it to go. You may want to placement of each
set of rails before placing them all. This way you can make sure the
sphere will fall right on that set before placing the next. At
anytime you want to reset the placement of all the rails step on the
IN symbol on the right. If you want to adjust a single rail enter
spark mode.
* Puzzle 4: This one is a lot of trial and error. First know that you
do not have to bounce the sphere through the orbs to complete the
challenge. We have to place bounce pads to make the sphere bounce to
the end point above the object generator. Place the first pad at the
base of the rail so that it catches the sphere as it rolls off the
rail. Make sure its oriented to bounce the sphere towards the
platform your character is standing on. Place the next pad higher up
and directed to bounce the the sphere again towards the platform
with our character. The second bounce pad will be below and close to
the blue sphere. Put the third pad slightly above the lower blue orb

and pointed toward the opposite direction of the higher blue orb.
The next two pads will be placed directing the bounce toward the end
point.
* Puzzle 5: Again do not worry about the blue orbs or the ring of
fire. For orientation purposes the sphere originates on the right
and the end point is on the left. The only goal is to get the sphere
to the end point. Place the first pad on at the base of the rails
directed toward the cannon. Place the second pad at the base of the
ring of fire directed away from the platform your character is
standing on. Use the third pad to catch the sphere and point it to
the left. The fourth pad continues the orbs travel to the left. The
final pad is used to turn the sphere back towards and into the end
point.
*Castle of Music, Magic, and Mischief*
There's not much to do here. There is a cool fireworks show by standing
on the IN button in front of the castle. There are few different mounts
to ride (Abu, Cinderella's carriage). Also this is the first part of the
tutorial that shows the new music toys. Use the wand to explore how they
work.
*Logic Mountain Quest*
Basically just follow Quorra and we will learn about some of the
possibilities we have using logic with the Creativi-Toys. The magic wand
is necessary for most of the objectives in this tutorial. The first step
is to open a door. The voice commands by the narrator walk you through
the process step by step. Ahead we have a lava pit and we need to use
the cannon to cross it. You can connect the button to the cannon to tilt
it to 45 degrees or highlight the cannon itself, enter properties and
manually tilt the cannon. Either way enter the cannon to boost over the
lava. Next we find a trigger area. Inside the trigger area we learn how
to turn a logic toy off to disrupt a connection. Climb the canyon where
the large spiky balls were falling from. The elevator at the top is no
longer working. Enter the editor and place a button on the floor.
Connect the button to the elevator making it turn on when the button is
stepped on. At the top we see some enemies. Highlight the enemy
generator and move to properties. Assign any enemies that spawn from
this generator to the blue team. Move across the bridges to the team
activator. You should now have a blue outline and an enemy should spawn.
He is on your team and will attack all the other enemies. When everyone
is destroyed climb up.
We find a gate controlled by an object falling through the basketball
hoop. Place a floor trigger and connect it to the object generator. When
connecting the two select the trigger first and make a new logic
connection. Select Stepped on and Any. Now highlight the object
generator that is already in place high in the air. Select whatever type
ball you like. Open the editor again and place a Locator over the hoop.
Using the wand highlight the Object Generator and select New Locator
Connection. Highlight the Locator and select Generation Location. Step
on the button and see if it worked. Grab all the sparks and teleport
back down to the beginning to exit.
*Pieced Together*
There are several characters here that will answer questions for you.
Move to each one and select all their questions to learn how to perform
different things in the Toy Box. Talk to each of the four townspeople as

well as Merlin to get a very good idea of how to manipulate the Toy Box
into whatever you want.
Toy Box Store Host

Scrooge McDuck has the honor of this job. There are no real tasks to
perform but you will get some blue sparks for listening to him answer
all four of the preset questions. He lets you know that you can buy toys
from him or in the pause menu. Blue sparks are the currency for
purchasing the toys. Placing the character or play set from a previous
version of Disney Infinity will unlock the toys from that character or
play set in this version of Disney Infinity.
Disney Infinity Theater
Talk to Jiminy Cricket to learn about the Disney Infinity Theater. Here
you can view Toy Box TV or see which Toy Boxes created by others are
being featured. These same options are available without entering the
theater. Simply go to the main menu and select Community Content
Flynn's Arcade
Enter the Arcade and stop at a game to play. This will match you with 3
others and you will compete for victory during a on line multiplayer match.
Combat Host
After talking to the host destroy the crate that appears. This releases
a single enemy. Attack and defeat the enemy. The host has more for you.
A warrior stole the Combat Portal and escaped into a Halloween Town like
area. Move in and defeat the enemies inside. The Combat Portal battery
will drop. Pick it up and return it to the host to open the portal.
*Turret Challenge*
There are two challenges. The first one has you controlling a turret and
shooting colored orbs. Destruction of orbs provides more time and
points. The goal is to get through three rounds. Round one has green
orbs that raise and lower vertically. Round 2 has blue orbs that move in
a less defined path vertically. Round 3 has orange orbs that move across
the screen horizontally.
The other challenge requires the destruction of 10 TIE Fighters with a
turret within a 5:00 time period. There is plenty of time to destroy the
10 even with the less than perfect turret aiming.
*Entering the Game Grid*
We can play the Grid Shot Challenge. Ride the sling shot around the map.
Firing the sling shot is completed by using the analog stick. The goal
is to hit as many targets as you can. The challenge is even better with
another player.
*Urban Brawler*

This part of the Combat Portal places us in a city to practice fighting


a variety of OmniDroids, Symbiotes, and Frost Giants. There is also an
enemy wave battle challenge that can be played.
*Droid Rescue*
We rescue then escort a droid through a Star Wars themed challenge. The
droid is inside the sand crawler ahead. Pulling on the lever on its side
will release the gate and show the droid. The challenge is not timed but
there are several Tusken Raiders and numerous Storm Troopers to defeat
on the way to the town where the challenge ends.
*Paintball Monstrosity*
The map is a nice fun paintball game. You are equipped with a paintball
and fight against Monster's University enemies in a game for paintball
supremacy.
Vehicles Host
The vehicle host provides a quick tutorial on all the mounts in the
game. Talk to him and he will teach you how to drive a car, fly a ship,
fly a helicopter, ride an animal and how to do tricks. Complete the
initial steps to learn the basics of controlling a vehicle and the
Vehicle Portal will appear. This portal will have a variety of
challenges that revolve around mounts. The include Arabian Racers,
Stadium Stunt Challenge, Desert Animal Delivery, Flight to Neverland,
Mountain Ridge Rush.
Arabian Racers is a race against time. Move through Agrabah to reach the
end before all of your time expires. Driving through a cake will provide
more time. Stadium Stunt Challenge is exactly what it sounds like.
Practice performing stunts. The higher the score the more likely you are
to complete the challenge. Desert Animal Delivery has us fly a
helicopter to animals on the four corners of the area. We then race that
animal back to the oasis. Take a trip to Neverland by moving through the
rings in the Flight to Neverland Challenge. Again collecting cakes will
allow for extra time. Mountain Ridge Rush is race against time to the
bottom of the mountain in a golf cart. Collecting the blue rings
increases the time as it counts down.
Toy Box Hub (Continued)
Toy Box Butler (My INterior)
Cogsworth is the Toy Box INterior host. Follow him into the small
cottage to learn more about INteriors. Break the crates to find a paint
capsule. There are five crates in the room. Breaking the fifth one
reveals a red capsule. Collect it to complete the first of these
missions. Cogsworth can teach you more about changing the look of your
room. Talk to him and learn about building and customization. He will
show you how to add rooms, change the looks of the room, and place
objects into the room. Cogsworth also allows access to the Toy Store
that can be granted from the main menu as well.
Walk up the stairs to the construction worker and talk to him. He

provides us with a Sidekick Room. This room will be where our sidekick
will live. The will decorate the room as their tastes see fit. Toss a
sidekick in the room to see how it works.
Some of the townspeople that enter the INterior can be talked to. Some
will have tips others will have questions. Answer the questions
correctly and get prizes. I can verify that the answers below are
correct but I'm not sure if the prize remains the same or is random.
Since the questions match the character that it unlocks I'm fairly
certain the prizes are constant.
* What is the color of Winnie the Pooh's balloon?
o Answer: Red
o Reward: Winnie the Pooh sidekick
* On what day did Disney World open?
o Answer: October 1, 1971
o Reward: Pluto sidekick
* While trying to shave Captain Hook's face in Disney's Peter Pan,
what does Mr. Smee accidentally shave?
o Answer: A seagull
o Reward: Tinkerbell Sidekick
* What classic character does not appear in Star Tours?
o Answer: Han Solo
o Reward: Blue Sparks
* What is Leia's official title?
o Answer: Princess
o Reward: Blue Sparks
* Which Figure wasn't included in the Disney Infinity 1.0 Starter Pack?
o Answer: Lightning McQueen
o Reward: Sulley Sidekick
* Who invented Iron Man?
o Answer: Tony Stark
o Reward: Blue Sparks
* According to what Emperor Palpatine tells Anakin, who is the Sith
Lord who found a way to prevent others from dying?
o Answer: Darth Plageuis
o Reward: Blue Sparks
* What is Stitch's experiment number?
o Answer: 626
o Reward: Lilo Sidekick
* In Aladdin, who does the Genie turn into an elephant?
o Answer: Abu
o Reward: Genie Sidekick
* What is the street number for Dr. Sherman's dental office in Finding
Nemo?
o Answer: 42
o Reward: Blue Sparks
* What color is the star on Captain America's shield?
o Answer: White
o Reward: Blue Sparks
* Which of the following does Boo not hand to Sulley when he returns
her to her room in Monster Inc?
o Answer: A Purse
o Reward: Blue Sparks
* What is the name of the ship Luke Skywalker uses to shoot womp rats?
o Answer: T-16 Skyhopper
o Reward: Blue Sparks
* Which of these Toy Story 3 toys never belonged to Daisy?
o Answer: Dolly
o Reward: Blue Sparks

* In 101 Dalmatians, how many puppies did Horace and Jasper take from
Roger and Anita's home?
o Answer:
o Reward:
* Bruce Banner is a doctor of what?
o Answer: Nuclear Physics
o Reward: Blue Sparks
* On the Muppet Show, which of these characters was not one of the
regular doctors in the Veterinarian's Hospital sketches?
o Answer: Beaker
o Reward: Kermit the Frog sidekick
* How many happy haunts reside in the Haunted Mansion?
o Answer: 999
o Reward: Skeleton Hitchhiking and Traveler Hitchhiking Ghost
Sidekicks
* Which of these Characters was not in the first Toy Story
o Answer: Jessie
o Reward: Blue Sparks
* In Tangled, when does Rapunzel's magic hair glow?
o Answer: When she sings
o Reward: Blue Sparks
* What flavor of soda is represented on "The Ellie Badge" that Carl
Fredricksen gives Russell in Disney/Pixar's Up?
o Answer: Grape
o Reward: Blue Sparks
* What is Darkwing Duck's secret identity?
o Answer: Drake Mallard
o Reward: Blue Sparks
* On Gravity Falls, what did Grankle Stan sell in his earlier years?
o Answer:
o Reward:
* In what short did Donald Duck first appear?
o Answer:
o Reward:
* In Disney's Brave Little Tailor, how many giants does the king
mistakenly believe Mickey Mouse defeated with one blow?
o Answer:
o Reward:
* What does Groot say?
o Answer: I am Groot
o Reward: Blue Sparks
* What was Disney's first animated film to become a Broadway musical
o Answer: Beauty and the Beast
o Reward: Belle Sidekick
* What is the name of the private island that serves as a port for the
Disney Cruise Line
o Answer:
o Reward:
* On what day did Disneyland Open?
o Answer: July 17, 1955
o Reward: Blue Sparks
* Where is the Avengers headquarters?
o Answer: Stark Tower
o Reward: Blue Sparks
* What is Hiro's brother's name in Big Hero 6?
o Answer: Tadashi
o Reward: Blue Sparks
* Which of the following attractions was not a part of Disneyland on
Opening Day?
o Answer:

o Reward:
* In the Great Muppet Caper, on what street does Miss Piggy claim to
live while pretending to be Lady Holiday?
o Answer: Highbrow Street
o Reward: Gonzo Sidekick
* On what planet did Qui-Gon Jinn and Darth Maul have their final
confrontation?
o Answer: Naboo
o Reward: Blue Sparks
* In Disney's Pirates of the Caribbean, how many pieces of Aztec Gold
must be gathered together in order to lift the curse?
o Answer: 882
o Reward: Blue Sparks
* In the Jungle Book, what is the name of Colonel Hathi's marching
elephant brigade?
o Answer:
o Reward:
* Which Figure wasn't included in a Disney Infinity 2.0 Starter Pack?
o Answer: Aladdin
o Reward: Blue Sparks
* Who is the "lizard with a ladder" in Alice in Wonderland?
o Answer:
o Reward:
* Which of these bounty hunters was not enlisted by Darth Vader to
capture Han Solo?
o Answer:
o Reward:
* Who is Thor's father?
o Answer: Odin
o Reward: Blue Sparks
* In Bedknobs and Broomsticks, where does Eglantine Price eventually
find the spell for Substitutiary Locomotion?
o Answer: A children's book
o Reward: Blue Sparks
* In Beauty and the Beast, who stows away in Belle's bag when she
leaves the Beast's Castle?
o Answer: Chip
o Reward: Gaston Sidekick
* Which of the following isn't the name of one of the hyenas in the
Lion King?
o Answer:
o Reward:
* Which of these is not one of Riley's islands of personality in
Inside Out?
o Answer: Candy Island
o Reward: Blue Sparks
* In Disney's Robin Hood, what kind of animal is Nutsy
o Answer:
o Reward:
* In the Silly Symphonies cartoon the Three Little Pigs, what
instrument does the pig who built his house of straw play?
o Answer:
o Reward:
* In Disney's Frozen where does Anna and Elsa live?
o Answer: Arendelle
o Reward: Anna and Elsa sidekicks
I'm not sure what the trigger is for unlocking the missions below. I
added several rooms to My INterior and then the mission givers began to
appear with the missions.

*Lost Items *
The Mad Hatter has lost some items in the INterior. Help him find them
to unlock prizes. The lost items will show up as purple dots on the
mini-map. There are 10 of each item to find. The items will include
Marbles, Gears, Tea Pots, and Tea Cups. Winnie the Pooh will also have a
similar mission where he needs to collect his Hunny Pots. Snow White
will have a single forest creature that needs found. Once the animal is
located press Square to pick them up and return them to the Fairest of
Them All.
*Fairy Godmother *
The Fairy Godmother missions require you to create a room in honor of
another character. This requires you to change the walls, floor, and
accents. Each mission completed unlocks a Sidekick
* Olaf - create a room using the Olaf's Summertime theme
* Quorra - create a room using the Tron theme
* Sleeping Beauty - create a room using the Aurora's Cottage theme
(also unlocks Fairy Godmother Sidekick)
* Rapunzel - create a room using the Rapunzel theme
* Sally - create a room using the Jack Skelleton theme
* Dr. Doofenshmirtz - create a room using the Doffenshmirtz Evil
Incorporated theme
* Alice - create a room using the Down the Rabbit Hole Theme
* Dipper - create a room using the Gravity Falls Theme
* Snow White - create a room using the Dwarfs' Cottage Theme
* Agent Coulson - create a room using the Helicarrier Theme
* Aladin - create a room using the Agrabah Palace Theme
* Cinderella - create a room using the Cinderella Castle Theme
* Kuzco - create a room using the Emperor Kuzco Theme
* Minnie Mouse - create a room using the Minnie Mouse Theme
* Vanellope - create a room using the Nicelanders' Apartment Complex theme
* Carl Fredrickson - create a room using the Carl Fredrickson's House
Theme
*

Characters

All characters can obtain a maximum of 75 skill points. The number of


skill points will not allow you to obtain every skill in the tree.
Decisions will have to be made as to which skills you want and which you
can do without. If you don't like the character build you created there
are options to adjust the skill points.
Each character has a Respender 1 and a Respender 2 skill under Character
Overview. Using this skill will reset the skill point placement for the
character and allow for a different build. Respender 1 can be used after
level 10 and Respender 2 can be used at level 20. These are one time
uses. Once the skills have been reset twice the only way to make changes
is to reset you character. This would then require gaining XP to gain

the skill points to use.


The following labels are used under the Character Types portion of the
descriptions
* Extraordinary Strength - Lift heavy objects and defeat enemies with
ease as one of the galaxy's strongest Characters
* Flyer - Take to the air and soar with ease through your various worlds
* Force Adept - Use the Force to defeat your enemies and take control
of the objects around you
* Lightsaber Master - Show your skill with the deft moves of a
classically trained lightsaber user
* Marksman - Hit targets with ease with all the focus and aim of a
seasoned sharpshooter
* Mynock Hunter - Hunt down Mynock in the galaxy with the help of
advanced sensory abilities
* Super Jumper - Take the higher ground by leaping great heights and
exploring areas that are inaccessible to average jumpers
* Tech Specialist - Hack into Tech Terminals or wield tech-based
weapons that are too advanced for other characters
* Villain - Perform an array of evil special abilities that could only
come from a true villain
*SPECIAL NOTE: *I do not have nor do I plan to purchase the
following characters:
*
*
*
*
*
*
*
*
*
*
*

Sabine
Ezra
Zeb
Kanan
Black Suit Spider-Man
Hulkbuster
Spot
Quorra
Nick Wilde
Sam Flynn
Judy Hopps

If you have these characters and would like to provide the


information to add them to the guide I will be happy to do so and
credit you as the source. To add the character I need their
Character Type, Names of Skills, Description of Skills, and Cost of
Skills. Also include how you would like to be referenced in the
guide. The only way any of these characters will be purchased is if
there is a new play set in development that would require these
characters. If a character is not listed above they will be added to
the Character List as time allows me to do so. Therefore do not send
information for any other characters, it will not be used.
Character information can be sent to me as a Private Message through
the GameFaqs site or via e-mail - oldschoolwv312 at yahoo dot com.

Disney Infinity 3.0 Characters

Luke Skywalker
Character Types: Tech Specialist, Force Adept, Lightsaber Master,
Marksman, Super Jumper (skill required)
Category
Skill Cost
Description
Health and Support
Health Boost
1,3,5 Increases maximum health
Helping Hand
2, 4
Decreases the amount of health to revive another
character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Quick Thinking 2
Blocks an incoming close-range attack and repels
the
attacker when timed correctly
Lightsaber Deflect
4
Deflects blaster shots towards enemies w
ith
increased damage when timed correctly
Jedi Reflexes 6
Automatically deflect blaster shots that are fir
ed
from the direction the character is facing
Luke's Counter Attack 5
After warding off an enemy, press Triang
le to
perform a powerful attack that damages all nearby enemies
Mid-Air Recovery
1
Allows the character to recover in mid-a
ir by tapping X
Force Ability Force Focus
1
Luke harnesses the power of the Force to deal more damage with his
attacks, replacing his blaster with a Force Dash. Dash at a target to
automatically begin attacking (R1)
Force Jump
2
Power Disc Recharge

Unlocks the Force Jump ability


3, 5
Increases the rate at which the Power Di

sc
meter fills
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled the character can activate a special move
Skywalker's Defenses
5
Upgrading Force Focus results in Luke ho
lding
his lightsaber over his head in a defensive posture, automatically
repelling blaster fire and and close range attacks
Increased Defenses
3, 5
Increases the amount of time Luke can us
e
Skywalker's Defense
Melee Skills
Damage Increase 1,3,5 Increases the damage caused by
lightsaber attacks
Breaking Defenses - Level 1
2
Delay the second tap of Triangle
to
begin a powerful block breaking combo against a single enemy
Breaking Defenses - Level 2
6
Delay the third tap of Triangle
to begin
a powerful block breaking combo that delivers multiple hits to a single
enemy
Air Assault
4
While in the air, delay the third tap of Triangl

e to
juggle the enemy and continue attacking it in the air
Power of the Force
4
Luke pushes surrounding targets into the
air,
holding them there momentarily before firing each one. (Hold Square at
the end of a combo when an opponent is hit.)
One With the Force
6
Increases the recharging rate of the For
ce Finisher
Ranged Skills Ranged Attack Upgrade 1,3,5 Increases the damage caused by
ranged attacks
Better Blaster 2, 4
Increases the number of shots that can be fired
before pausing to reload
Blaster Master 2, 4
Increases the rate of blaster fire

Princess Leia
Character Types: Tech Specialist, Marksman, Mynock Hunter, Super Jumper
(with upgrade)
Category
Skill Cost
Description
Health and Support
Health Boost
1, 3, 5 Increases maximum health
Helping Hand
2, 4 Decreases the amount of health needed to revive
another character
Team Player
2, 4 Decreases the amount of time it takes to revive
another character
Quick Thinking 3
Blocks an incoming close range attack and repels
the
attacker when timed correctly
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Athletic Jump 2
Unlock's Leia's Athletic Jump ability
Special Ability Droid Directive 1
Leia calls R2-D2 to attack her enemies
Speedy Meter Upgrade
1
Increases the rate at which the Special
Move
meter fills when Power Pickup are obtained
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled the character can activate a special move
Special Move Bonus
2,3,5 Increases the damage done by Droid Direc
tive
Overloading Shock
3
Increases the time enemies are stunned b
y R2-D2
Power Disc Recharge Upgrade
3,5
Increases the rate at which the
Power Disc meter fills
Melee Skills
Damage Increase
1,3,5 Increases the damage caused by
Leia's combo attack
Stunner
2
Press Triangle R2 to cause Leia to stun an enemy
with her
blaster
Blast From Above
3
While in the air, press Triangle R2 to k
nock an
enemy down with a power blaster shot
Power of the Princess 4
Press Triangle, Triangle, R2 to knock an
enemy down with a powerful blaster shot
Calling Reinforcements 2
Leia sends Rebel soldiers to attack an
enemy target. (Press Square at the end of a combo when an opponent is hit)
Rebel Rumble - Level 1 4
Increase the frequency with which Leia c

an
use her Calling Reinforcements
Rebel Rumble - Level 2 5
Increases the damage caused by Leia's
Calling Reinforcements
Ranged Skills Ranged Attack Upgrade 1,3,5 Increases the damage caused
by ranged attacks
Blaster Bounce 1
Fires a shot that ricochets between multiple
targets (Hold R2)
Bonus Bounce
3, 5
Increases the number of targets that can be hit
by
a charged long range attack
Quick Shot
3, 5
Reduces the time it takes to charge Leia's Blast
er
Bounce
Blaster Master 2, 4
Increases the rate of blaster fire
Better Blaster 2, 4
Increases the number of shots that can be fired
before pausing to reload

Bobba Fett
Character Types: Super Jumper, Tech Specialist, Villain, Marksman, Flier
(limited in Play Set, unlimited in Toy Box, both with upgrade)
Category
Skill Cost
Description
Health and Support
Health Boost
1,3,5 Increases maximum health
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Quick Thinking 3
Blocks an incoming close-range attack and repels
the
attacker when timed correctly
Mid-Air Recovery
1
Allows the Character to recover in midair by
tapping X
Counter Measures
5
After warding off a close range attack p
ress
Triangle to cause Bobba Fett to kick an opponent with extra force
Take to the Sky 2
Allows limited Play Set flight and unlimited Toy
Box flight (hold X)
Special Ability Rocket Fire
1
Bobba Fett fires a short range rocket
from his back that shoots straight into the air before targeting a
single opponent
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Special Move Bonus
2,4,6 Increases the damage caused by Rocket Fi
re
Power Disc Recharge Upgrade
3, 5
Increases the rate at which the
Power Disc meter fills
Rocket Fire Upgrade
4
Bobba Fett's Rocket Fire attack splits i
nto
multiple rockets mid air
Melee Skills
Damage Increase
1,3,5 Increases the damage caused by a
combo attack

Breaking Defenses - Level 1


2
Delay the second tap of Triangle
to
begin a powerful block breaking combo against a single enemy
Breaking Defenses - Level 2
6
After the second hit, a delayed
press
of R2 causes Boba Fett to fire a powerful rocket that stuns its target
Air Assault
5
While in the air, delay the third tap of Triangl
e to
juggle the enemy and continue attacking it in the air
Ranged Skills Ranged Attack Upgrade 1,3,5 Increases the damage caused
by ranged attacks
Better Blaster 2, 4
Increases the number of shots that can be fired
before pausing to reload
On the Hook
1
Arms Bobba Fett with a grappling hook that he ca
n use
to pull targets to him
Target Acquired
4
Bobba Fett attaches a grappling hook to
an enemy,
pulls it to him, placing an explosive mine on it, and kicks it away
before the mine detonates
Bounty Hunter's Boon
6
Increases the recharging rate of Target
Acquired
Blaster Master 2, 4
Increases the rate of blaster fire

Yoda
Character Types: Force Adept, Lightsaber Master, Super Jumper (with
Upgrade)
Category
Skill Cost
Description
Health and Support
Health Boost
1,3,5 Increases maximum health
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Jedi Defenses 2
Blocks an incoming close-range attack and repels
the
attacker when time correctly
Lightsaber Deflect
4
Deflects blaster shots towards enemies w
ith
increased damage when time correctly
Jedi Reflexes 6
Automatically deflect blaster shots that are fir
ed
from the direction the Character is facing
Force Ability Master in Motion
1
Move extremely fast toward a tar
get
and attack by tapping R1, then each successive R1 press causes Yoda to
bounce between other targets within a certain area
Special Move Meter Upgrade
1,1,4,4,6
Adds a charge to the Spe
cial
Move meter. When filled, the character can activate a special move
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t

he
Special Move
Melee Skills
Damage Increase
1, 4, 5
Increases the damage cau
sed by a
combo attack
Power Disc Recharge Upgrade
3, 5
Increases the rate at which the
Power Disc meter fills
Breaking Defenses - Level 1
2
Delay the second tap of Triangle
to
begin a powerful block breaking combo against a single enemy
Breaking Defenses - Level 2
5
Delay the third tap of Triangle
to
begin a powerful block breaking combo that delivers multiple hits to a
single enemy
Air Assault
4
While in the air, delay the third tap of Triangl
e to
juggle the enemy and continue attacking it in the air
Force Finisher Small but Swift
1
Dash toward and opponent, striki
ng
multiple times from different angles at a very fast pace (during a dash
R2, repeatedly press Triangle)
Power of the Force
3
Send enemies into a Force whirlwind that
creates a spinning effect around all targets
Finishing Move Bonus
2, 6
Increases the damage caused by Yoda's
Power of the Force attack. (Hold Square at the end of a combo when an
opponent is hit)
One with the Force
5
Increases the frequency with which Yoda
can use
his Force Finisher
Ranged Attack Upgrade 1, 3, 5
Increases the damage caused by r
anged
attacks
Force Jump
2
Unlocks Yoda's Force Jump ability

Ahsoka
Character Types: Super Jumper (with Upgrade), Force Adept, Lightsaber
Master
Category
Skill Cost
Description
Health and Support
Health Boost
1,3,5 Increases maximum health
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Jedi Defenses 2
Blocks an incoming close-range attack and repels
the
attacker when time correctly
Lightsaber Deflect
4
Deflects blaster shots towards enemies w
ith
increased damage when time correctly
Jedi Reflexes 6
Automatically deflect blaster shots that are fir
ed
from the direction the Character is facing
Force Ability Lightsaber Throw
1
Ahsoka throws her lightsabers in

front
of her
Special Move Meter Upgrade
3, 3
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
4
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Lightsaber Summon
2
Ahsoka throws her lightsabers then draws
them
back (hold R1)
Advanced Lightsaber Summon
5, 5
Increased ability with Ahsoka's
Lightsaber Summon
Melee Skills
Ahsoka's Shoto 1
Unlocks Ahsoka's short lightsaber
Damage Increase
1, 3, 5
Increases the damage caused by a
combo attack
Power Disc Recharge Upgrade
3, 5
Increases the rate at which the
Power Disc meter fills
Breaking Defenses - Level 1
2
Delay the second tap of Triangle
to
begin a powerful block breaking combo against a single enemy
Breaking Defenses - Level 2
5
Delay the third tap of Triangle
to
begin a powerful block breaking combo that delivers multiple hits to a
single enemy
Air Assault
3
While in the air, delay the third tap of Triangl
e to
juggle the enemy and continue attacking it in the air
Force Finisher Spinning Salvation
1
Press Triangle repeatedly to
initiate a spinning lightsaber attack while dashing (R2)
Power of the Force
2
Use the Force to send enemies up in the
air
before smashing them into the ground
Finishing Move Bonus
2, 4, 5
Increases the damage caused by A
hsoka's
Power of the Force Attack
One with the Force
4
Increases the frequency with which Ahsok
a can
use her Force Finisher
Ranged Attack Upgrade 1, 3, 5
Increases the damage caused by r
anged
attacks
Force Jump
1
Unlocks Ahsoka's Force Jump ability

Anakin Skywalker
Character Types: Super Jumper,
Category
Skill Cost
Health and Defense
Health
Mid-Air Recovery
ir by
tapping X
Helping Hand
2, 4

Force Adept, Lightsaber Master


Description
Boost
1,3,5 Increases maximum health
1
Allows the Character to recover in mid-a
Decreases the amount of health needed to revive

another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Jedi Defenses 2
Blocks an incoming close-range attack and repels
the
attacker when time correctly
Lightsaber Deflect
4
Deflects blaster shots towards enemies w
ith
increased damage when time correctly
Jedi Reflexes 6
Automatically deflect blaster shots that are fir
ed
from the direction the Character is facing
Force Ability Sense Your Surroundings 1
Anakin rips up a portion of the
ground and throws it at an enemy
Special Move Meter Upgrade
2, 4
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
3, 5
Increases the rate at which the Special
Move meter fills when Power Pickups are obtained
Special Move Bonus
2, 3, 5
Increases the damage caused by t
he
Special Move
Improved Sense Your Surroundings
3, 5
Hold R1 to increase the
size
of the objects Anakin throws and the damage they cause
Melee Skills
Damage Increase
1, 3, 5
Increases the damage cau
sed by a
combo attack
Breaking Defenses
2
Delay the second tap of Triangle to begi
n a
powerful block breaking combo against a single enemy
Breaking Defenses - Level 2
5
Delay the third tap of Triangle
to
begin a powerful block breaking combo that delivers multiple hits to a
single enemy
Air Assault
3
While in the air, delay the third tap of Triangl
e to
juggle the enemy and continue attacking it in the air
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Force Finisher Anakin's Fury 1
Press Triangle repeatedly for a flurry
of lightsaber attacks during a Force Dash
Power of the Force
2
Pull enemies in with the Force, then rep
els
them with great strength
Finishing Move Bonus
2, 4, 6
Increases the damage caused by A
nakin's
Power of the Force Attack
One with the Force
4
Increases the frequency with which Anaki
n can
use his Force Finisher
Ranged Attack Upgrade 1, 3, 5
Increases the damage caused by r
anged
attacks
Force Jump
1
Unlocks Anakin's Force Jump Ability

Darth Vader
Character Overview: Super Jumper, Extraordinary Strength, Villain,
Lightsaber Master, Force Adept
Category
Skill Cost
Description
Health and Support
Health Boost
1, 3, 5
Increases maximum health
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Force Defenses 2
Blocks an incoming close-range attack and repels
the
attacker when time correctly
Lightsaber Deflect
4
Deflects blaster shots towards enemies w
ith
increased damage when time correctly
Dark Lord Deflect
6
Automatically deflect blaster shots that
are
fired from the direction the Character is facing
Force Ability The Hand of Vader
1
Darth Vader uses the Force to pu
sh
nearby opponents away
Special Move Meter Upgrade
2, 4, 6
Adds a charge to the Spe
cial Move
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
1, 3, 5
Increases the damage caused by t
he
Special Move
Forcing Your Hand
3, 5, 6
Hold R1 to push opponents away w
ith
additional force. Purchasing this multiple times increases the
effectiveness
Melee Skills
Damage Increase
1, 3, 5
Increases the damage cau
sed by a
combo attack
Breaking Defenses
2
Delay the second tap of Triangle to begi
n a
powerful block breaking combo against a single enemy
Breaking Defenses - Level 2
5
Delay the third tap of Triangle
to
begin a powerful block breaking combo that delivers multiple hits to a
single enemy
Force Jump
2
Unlocks Darth Vader's Force Jump ability
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Force Finisher Force Choke
2
Force Choke an enemy, dealing damage ove
r
time. While chocking enemies throw them by flicking the Left Analog
Stick left or right
Dark Side Damage
2, 4, 6
Increases the damage caused by D
arth
Vader's Force Choke

Force Choke Regenerator


4
Force Choke
Ranged Attack Upgrade 1, 3, 5
anged
attacks

Increases the recharging rate of


Increases the damage caused by r

Chewbacca
Character Types: Extraordinary Strength, Tech Specialist, Marksman,
Mynock Hunter
Category
Skill Cost
Description
Health and Support
Health Boost
1, 4, 4
Increases maximum health
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Quick Thinking 2
Blocks an incoming close-range attack and repels
the
attacker when timed correctly
Chewie Charge 4
After Chewbacca wards off a close-range attack h
e
will immediately push the enemy back, then perform a powerful, close
range attack on a single target
Special Ability Chewbacca's Gambit
1
Arms Chewbacca with thermal
detonator that knocks enemies into the air, allowing him to either begin
a close range combo or fire his bowcaster at the enemy
The Wookie Wins 4
Chewbacca throws multiple thermal detonators tha
t
knock enemies into the air
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
3, 5
Increases the rate at which the Special
Move meter fills when Power Pickups are obtained
Special Move Bonus
2,4,6 Increases the damage caused by the Speci
al Move
Melee Skills
Damage Increase
1,3,5 Increases the damage caused by a
combo attack
Wookie Roar - Level 1 3, 5
Chewbacca releases a powerful roar that
stuns a target
Wookie Roar - Level 2 5
Increases the recharging rate of Chewbac
ca's
Wookie Roar
Breaking Defenses - Level 1
3
Delay the second tap of Triangle
to
begin a powerful block breaking combo against a single enemy6
Breaking Defenses - Level 2
5
Delay the third tap of Triangle
then
press R2 to perform a powerful block breaking combo that stuns an enemy
Ranged Skills Ranged Attack Upgrade 1,3,5 Increases the damage caused
by ranged attacks
Better Blaster 2, 4
Increases the number of shots that can be fired
before pausing to reload

Bowcaster Burst - Level 1


2
Chewbacca fires a single shot th
at has
an explosive finish
Bowcaster Burst - Level 2
5
Increases the area impacted by
Chewbacca's Bowcaster Burst level 1
Covering Ground
3
After firing his bowcaster, Chewbacca ru
shes
closer to his enemy
Blaster Master 2, 4
Increases the rate of blaster fire

Darth Maul
Category

Skill

Cost

Description

Cost

Description

Han Solo
Category

Skill

Obi-Wan Kenobi
Category

Skill

Cost

Description

Disgust
Character Types: Marksman
Category
Skill Cost
Description
Health and Support
Health Boost
1, 4
Increases maximum health
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Mid Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Special Move
Wave of Emotion 1
Disgust floods the area around her with
an aura of distaste that weakens and slows her opponents (R1
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he Special
Move
Pretty Revolting
3
Increases the size of the aura impacted
by the
Wave of Emotion
Be Cool
6
Increases the size of the aura impacted by the W
ave of
Emotion
Special Move Meter Upgrade
3, 5, 6
Adds a charge to the Spe
cial Move
meter. When filled, the character can activate a special move
Melee Skills
Damage Increase
1, 3, 5
Increases the damage cau
sed by a
combo attack
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Disgusted Defense
2
Blocks an incoming close range attack an
d repels
the attacker when timed correctly (timed press of Circle)
Keep Your Cool 5
A Block Breaker follow up attack that sends an
enemy flying backward
Pound for Pound
2
Increases the area impacted and damage c
aused by a
ground pound attack
Ranged Skills Ranged Attack Upgrade 1,3,5 Increases the damage caused
by ranged attacks
Chagrin and Bear It
1
Allows Disgust to charge her orbs before

throwing them, giving them additional strength (Hold R2)


Quick and Icky 4
Reduces the time it takes to charge Chagrin and
Bear It
Grossly Overstated
6
Reduces the time it takes to charge Chag
rin and
Bear It
Disgusting Delivery
5
Reduces the time it takes to charge Chag
rin
and Bear It

Joy
Character Types: Marksman
Category
Skill Cost
Description
Health and Support
Health Boost
1, 4
Increases maximum health
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Feeling Great 3
Allows Joy to regenerate health over time
A Joy to Behold 6
Maximizes the rate of Feeling Great
Special Move
Wave of Emotion 1
Joy floods the area around her with an
aura of happiness that weakens her opponents
Cheer Up
2
Increases the size of the area impacted by the W
ave of
Emotion
Joyful Exuberance
6
Increases the size of the area impacted
by the
Wave of Emotion
Speedy Meter Upgrade
4
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Melee Skills
Can't Stop Smiling
1
Blocks an incoming close-range
attack and repels the attacker when timed correctly
Happy Landing 2
Increases the area impacted and damage caused by
a
Ground Pound attack
Damage Increase
2, 4, 6
Increases the damage caused by a
combo attack
Fine Farewell 3
A block breaker follow up attack that sends an e
nemy
flying backward
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Ranged Skills Share a Smile 1
Throwing a charged orb at a friend will
give that friend a slight health boost
A Quick Smile 2, 5
Reduces the time it takes to charge Share a Smil

e
Ranged Attack Upgrade

1, 3, 5

Increases the damage caused by r

anged
attacks
Better All the Time
eal
when thrown
Feelin' Fine
5
thrown

Increases the amount a charged orb can h

Increases the amount a charged orb can heal when

Sadness
Character Types: Marksman
Category
Skill Cost
Description
Health and Support
Health Boost
1, 4
Increases maximum health
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Special Move
Wave of Emotion 1
Sadness floods the area around her with
an aura of hopelessness that weakens and slows her opponents
Gloomy 2
Increases the size of the area impacted by the Wave of E
motion
Down in the Dumps
6
Increases the size of the area impacted
by the
Wave of Emotion
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Melee Skills
Sad and Alone 2
Blocks an incoming close-range attack
and repels the attacker when timed correctly
Dismal Dive
2
Increases the area impacted and damage caused by
a
Ground Pound attack
Damage Increase
1, 3, 5
Increases the damage caused by a
combo attack
Down and Out
3
A block breaker follow up attack that sends an e
nemy
flying backward
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Ranged Skills Gloom and Doom 1
Allows Sadness to throw a larger orb
that has a greater impact on opponents
Speedy Sorrow 3
Reduces the time it takes to charge Gloom and Do
om
Swift Despair 5
Reduces the time it takes to charge Gloom and Do

om
The Doldrums

Enhances the effect of Sadness's Gloom and Doom

attacks
Ranged Attack Upgrade

2, 4, 6

Increases the damage caused by r

anged
attacks
Widespread Despair
orb
when thrown
Zone of Sorrow 6
n
thrown

Increases the area impacted by a charged

Increases the area impacted by a charged orb whe

Characters(Continued)
Anger
Character Types: Marksman
Category
Skill Cost
Description
Health and Support
Health Boost
1, 3, 5
Increases maximum health
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Special Move
Wave of Emotion 1
Anger floods the area around her with an
aura of rage that damages his opponents
Burst of Anger 3
Increases the size of the area impacted by the W
ave
of Emotion
Angry Outburst 5
Increases the size of the area impacted by the W
ave
of Emotion
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Melee Skills
Fortress of Fury
2
Blocks an incoming close-range a
ttack
and repels the attacker when timed correctly
Peeved Pounding
2
Increases the area impacted and damage c
aused by a
Ground Pound attack
Damage Increase
1, 3, 5
Increases the damage caused by a
combo attack
Fit of Rage
3
A block breaker follow up attack that sends an e
nemy
flying backward
Power Disc Recharge
3, 5
Increases the rate at which the Power Di

sc
meter fills
Ranged Skills Furious Fire
explodes on impact (Hold R2
Fanning the Flame
ous Fire
Fuel to the Fire
ous Fire
Ranged Attack Upgrade
anged
attacks
Wildfire
3
l when
thrown
Angry Aura
5
l when
thrown
Burning Up
5
cks

Anger throws a charged fireball that

Reduces the time it takes to charge Furi

Reduces the time it takes to charge Furi

1, 3, 5

Increases the damage caused by r

Increases the area impacted by a charged firebal


Increases the area impacted by a charged firebal
Enhances the effect of Anger's Furious Fire atta

Fear
Character Types: Marksman
Category
Skill Cost
Description
Health and Support
Health Boost
1, 4, 6
Increases maximum health
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Special Move
Wave of Emotion 1
Fear floods the area around him with an
aura of panic that weakens his opponents
Irrational Fear 3
Increases the size of the area impacted by the W
ave
of Emotion
Fear of the Unknown
6
Increases the size of the area impacted
by the
Wave of Emotion
Speedy Meter Upgrade
3
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Melee Skills
Duck and Cover 1
Blocks an incoming close-range attack
and repels the attacker when timed correctly
Heightened Fear
2
Increases the area impacted and damage c
aused by a
Ground Pound attack
Damage Increase
2, 4, 6
Increases the damage caused by a
combo attack
Cower Power
3
A block breaker follow up attack that sends an e

nemy
flying backward
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Ranged Skills Burst of Fright
1
Allows Fear to charge his orbs b
efore
throwing them, giving them additional strength (Hold R2
Frightfully Fast
3
Reduces the time it takes to charge Burs
t of Fright
Quick and Quivering
6
Reduces the time it takes to charge Burs
t of
Fright
Ranged Attack Upgrade 1, 3, 5
Increases the damage caused by r
anged
attacks
Panic Attack
3
Enhances the effect of Fear's Burst of Fright at
tacks

Olaf
Character Types: Super Jump, Marksman
Category
Skill Cost
Description
Health and Support
Health Boost
1, 3, 5
Increases maximum health
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Athletic Jump 2
Unlocks Olaf's Athletic Jump ability
Special Move
Catching Some Rays
1
While Olaf takes a quick break t
o
enjoy the summer sun, nearby opponents will find it difficult to relax
Harmful Rays
4
Increases the area impacted by Olaf's Catching S
ome Rays
Awfully Sunny 6
Increases the area impacted by Olaf's Catching S
ome Rays
Special Move Meter Upgrade
3, 3
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
3, 5, 6
Increases the rate at which the
Special
Move meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Melee Skills
Damage Increase
1, 3, 5
Increases the damage cau
sed by a
combo attack
Snow Storm
2
Increases the area impacted and damage caused by
a
Ground Pound attack
Someone Needs a Hug
4
After Olaf's initial attack, he can cont
inue
slapping his opponent

Snow Screen
2
Blocks an incoming close-range attack and repels
the
attacker when timed correctly
Battle Blizzard
2
Increases the duration of Olaf's Block B
reaker Run
Winter Breeze 6
Increases the duration of Olaf's Block Breaker R
un
Ranged Skills Ranged Attack Upgrade 1, 3, 5
Increases the damage
caused by ranged attacks
Blow Your Nose 2
Increases the number of targets that can be hit
by
a charged long ranged attack
Roaming Nose
4
Increases the number of targets that can be hit
by a
charged long ranged attack
Freeze Sneeze 2
A hearty sneeze causes Olaf's nose to fire at hi
s
opponents like a carrot rocket, ricocheting between them
Rapid Sneeze
4
Reduces the time it takes to charge Freeze Sneez
e
Sneezing Fit
6
Reduces the time it takes to charge Freeze Sneez
e

Mulan
Character Types: Super Jumper
Category
Skill Cost
Description
Health and Support
Health Boost
1, 3, 5
Increases maximum health
Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Athletic Jump 2
Unlocks Mulan's Athletic Jump ability
Defender of China
2
Blocks an incoming close-range attack an
d repels
the attacker when timed correctly
Staff of Honor 5
After warding off a close-range attack, counter
with
a swift swing of Mulan's bo staff (Triangle) that knocks enemies back
Special Move
Fire Power
1
With each tap of R1, Mulan fires a small
firework rocket at a single target
Special Move Meter Upgrade
3, 3
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
3, 5, 6
Increases the rate at which the
Special
Move meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Fireworks Display
2
Increases the area impacted by Mulan's F
ire Power
Grand Finale
5
Increases the area impacted by Mulan's Fire Powe
r

Melee Skills
Damage Increase
1, 4, 5
Increases the damage cau
sed by a
combo attack
Rising Up
2
Allows Mulan to juggle a launced enemy in the ai
r with
her bo staff
Breakthrough
4
Delay the second tap of Triangle to begin a powe
rful
block breaking combo against a single enemy
Rising Storm
6
Delay the third tap of Triangle to begin a power
ful
block breaking combo that delivers multiple hits to a single enemy
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Ranged Skills Soldiering On 1
Allows Mulan to follow up a long ranged
attack with a powerful sweeping attack
Ranged Attack Upgrade 2, 4, 5
Increases the damage caused by r
anged
attacks
Honorable Finish
Allows Mulan to finish her combo attack
by
knocking an opponent away

Minnie Mouse
Character Types:
Category
Skill
Health and Support

Cost
Description
Health Boost
1, 3, 5, 6

Increases maximum health

Mid-Air Recovery
1
Allows the Character to recover in mid-a
ir by
tapping X
Helping Hand
2, 4
Decreases the amount of health needed to revive
another character
Team Player
2, 4
Decreases the amount of time it takes to revive
another character
Athletic Jump 2
Unlocks Minnie's Athletic Jump ability
Special Ability Everybody Loves Minnie 1
Minnie overwhelms an opponent
with love and sweetness, causing them to turn on other enemies in the area
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
4
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Lasting Love
3
Increases the length of time that Everybody Love
s
Minnie remains in effect
Love Goes On
5
Increases the length of time that Everybody Love
s
Minnie remains in effect
Lots of Love
2
Minnie releases a wave of love and sweetness tha
t
causes any opponent caught within its range to begin attacking other
opponents
So Very Sweet 4
Increases the area impacted by Minnie's Lots of

Love
ability
Overwhelming Sweetness 6
Increases the area impacted by Minnie's
Lots of Love ability
Melee Skills
Damage Increase
1, 3, 5
Increases the damage cau
sed by a
combo attack
Pardon Me
1
Increases the area impacted and damage caused by
a
Ground Pound attack
Hands Off
3
Minnie swings a purse at attackers, sending them
flying
backwards
Punching Bag
4
A follow up to Minnie's close-range combo attack
that
allows her to swing her purse in a spinning attack that knocks opponents
back
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Ranged Skills Ranged Attack Upgrade 1, 3, 5
Increases the damage
caused by ranged attacks
Projectile Purse
2
Allows Minnie to charge her purse throw,
enabling
it to ricochet between multiple targets
Shopping Spree 3
Increases the number of targets that can be hit
by
a charged long range attack
Shopping Around
6
Increases the number of targets that can
be hit by
a charged long range attack
Purse Power
3
Reduces the time it takes to charge Projectile P
urse
No Time to Lose
4
Reduces the time it takes to charge Proj
ectile Purse

Mickey Mouse
Character Types: Super Jumper, Marksman
Category
Skill Cost
Description
Health and Support
Health Boost
1, 3, 5
Mid-Air Recovery
ir by
tapping X
Helping Hand
2, 4
another character
Team Player
2, 4
another character
Athletic Jump 2
Special Move
Hey, Pluto
ssist
him in attacking nearby enemies
Hanging Around 2
y
and help him
Stay A While
6

Increases maximum health

Allows the Character to recover in mid-a

Decreases the amount of health needed to revive


Decreases the amount of time it takes to revive
Unlocks Mickey's Athletic Jump Ability
1
Mickey calls on a Pluto townsperson to a
Increases the duration that Mickey's friends sta
Increases the duration that Mickey's friends sta

y and
help him
That's Donald For Ya
4
Mickey calls on a Donald townsperson to
assist him in attacking nearby enemies
My Pal, Goofy 4
Mickey calls on a Goofy townsperson to assist hi
m in
attacking nearby enemies
The Lucky Rabbit
6
Mickey calls on an Oswald townsperson to
assist
him in attacking nearby enemies
Special Move Meter Upgrade
3, 5
Adds a charge to the Special Mov
e
meter. When filled, the character can activate a special move
Speedy Meter Upgrade
4
Increases the rate at which the Special
Move
meter fills when Power Pickups are obtained
Special Move Bonus
2, 4, 6
Increases the damage caused by t
he
Special Move
Melee Skills
Damage Increase
1, 3, 5
Increases the damage cau
sed by a
combo attack
Block Party
2
Blocks an incoming close-range attack and repels
the
attacker when timed correctly
Mouse Punch
3
Delay the third tap of Triangle to throw a
block-breaking uppercut
Power Disc Recharge
3, 5
Increases the rate at which the Power Di
sc
meter fills
Ranged Skills Ranged Attack Upgrade 1, 3, 5
Increases the damage
caused by ranged attacks
Heave Ho
2
Increases the size and force of the objects Mick
ey throws
Flingin' Fast 4
Reduces the time it takes to charge Heave Ho
Let 'Er Fly
6
Reduces the time it takes to charge Heave Ho
Band Leader Blast
2
Delay the second tap of Triangle then pr
ess R2
to cause Mickey to stun an enemy with a block-breaking tuba blast
Gone Fishin'
2
Mickey casts a fishing line, pulling targets bac
k to him
Catch and Release
4, 6
Mickey uses a fishing pole to pull a tar
get
in then hits it away with a mighty swing of a golf club (upgrade
increases the frequency the attack finisher can be used)

Category

Skill

Cost

Description

Sidekicks

The following abbreviations are used below:


*
*
*
*
*
*
*
*

UNLK
STAT
ATTK
HERT
ENGY
TOOL
RQMT
DESC

Sidekick
Mabel 5
Donald Duck
anhattan

Unlocked
Stats
Attack
Heart
Energy
Tools
Requirement
Description

Attack Heart
5
5
8
7

Energy Tools
5
5
8
6

Luck

Unlocked

Toy Box Takeover Upper M

Edna Mode
6
7
Syndrome's Fortress
Flynt 6
5
6
Mr. Gibbs
4
5
ibbean
Baymax 8
8
7
Traveler Hitchhiking Ghost
question in My INterior
Skeleton Hitchhiking Ghost
question in My INterior
King Louie
6
6
stroyer
Kuzco 5
6
7
terior
Lewis 4
5
5
Lilo
4
5
6
Mickey Mouse
stroyer
Minnie Mouse
in My INterior
Goofy 6
Pluto 7

Toy Box Takeover behind

5
5

5
6

Toy Box Takeover Hero Destroyer


6
Toy Box Takeover the Car

6
5

7
5

Toy Box Takeover Hero Destroyer


4
6
6
Answer a

Toy Box Takeover Hero De

Fairy Godmother mission in My IN

7
6

5
5

Toy Box Takeover Hero Destroyer


Answer a question in My INterior

Answer a

Toy Box Takeover Hero De

Fairy Godmother mission

8
7

7
8

8
6

7
8

Answer a question in My INterior

Scrooge McDuck 6
6
Darkwing Duck 6
6
Oswald 5
6
5
Mulan 7
7
5
Tron
7
5
5
Stitch 8
7
8
Sleeping Beauty 5
6
in My INterior
Cinderella
5
7
in My INterior
Fairy Godmother 4
5
in My INterior
Snow White
5
6
in My INterior
Dopey 4
6
6
Grumpy 4
5
5
r to the Imperial Base
Happy 4
6
6
Peter Pan
7
6
stroyer
Garr
5
5
5
t
Hodo
5
5
5
t
Peg Leg Pete
5
5
stroyer
Kron
5
5
5
t
Jama
5
5
5
t
Capo
5
5
5
t
Launchpad McQuack
5
Hero Destroyer
Rikoo 5
5
5
t

5
5
6
6
5
7
7

8
8
4
6
4
6
7

6
6
Toy
Toy
Toy
Toy
6

Fairy Godmother mission

Fairy Godmother mission

Fairy Godmother mission

5
6

5
6

Toy Box Takeover Imperial Base


Toy Box Takeover outside the doo

5
7

5
6

Toy Box Takeover Imperial Base


5
Toy Box Takeover Hero De

Twilight of the Republic Play Se

Twilight of the Republic Play Se

Twilight of the Republic Play Se

Twilight of the Republic Play Se

Twilight of the Republic Play Se

Twilight of the Republic Play Se

Box
Box
Box
Box

Takeover Hero Destroyer


Takeover Hero Destroyer
Takeover Hero Destroyer
Takeover Hero Destroyer
Fairy Godmother mission

Toy Box Takeover Hero De

Toy Box Takeover

Tuz
5
5
t
Vurluha 5
5
t
Meli
5
5
t
Tril
5
5
t
Tinker Bell
4
INterior
Captain Hook
8
Sultan 4
5
Quorra 6
4
terior
Aladdin 6
5
terior
Clu
5
5
Genie 7
6
Cogsworth
6
Belle 5
6
y INterior
Gaston 6
6
y INterior
Pinocchio
5
Kermit the Frog 6
tly in My INterior4
Gonzo 4
5
y INterior
Winnie the Pooh 6
tly in My INterior
Tigger 7
6
Robin Hood
Yeti
7
5
Wreck-It Ralph
left of the Upper
Manhattan door
Fix It Felix
6
Vanellope Von Schweetz
mission in My INterior
Phineas 4
5
Dr. Doofenshmirtz
mission in My INterior
Mr. Incredible 7
Mrs. Incredible 6
stroyer
Violet
Dash
Syndrome
e's Lair
Sulley 6
8
y INterior
Jack Sparrow
8
ibbean
Hector Barbossa 7
stroyer
Davy Jones
7
ibbean
Buzz Lightyear 7
stroyer
Woody

Twilight of the Republic Play Se

Twilight of the Republic Play Se

Twilight of the Republic Play Se

Twilight of the Republic Play Se

6
5
6

6
5
5

6
7
5

5
Fairy Godmother mission in My IN

Fairy Godmother mission in My IN

5
8
6
6

5
8
4
7

5
7
5
7

Toy Box Takeover Hero Destroyer


Answer a question in My INterior
5
Answer a question correctly in M

Answer a question correctly in M

7
6

6
5

6
8

7
6

Answer a question correctly in M

Toy Box Takeover Hero Destroyer

Toy Box Takeover Hero Destoyer


Toy Box Takeover to the

5
7

5
7

5
8

5
6

Fairy Godmother

6
4

6
6

5
5

Fairy Godmother

7
6

5
5

6
7

6
7

Toy Box Takeover Hero De

Answer a question in My

Answer a question correc

Answer a question correc

Toy Box Takeover Syndrome's Lair


Toy Box Takeover Syndrome's Lair
Toy Box Takeover Syndrom
6

Answer a question correctly in M

Toy Box Takeover the Car

Toy Box Takeover Hero De

Toy Box Takeover the Car

Toy Box Takeover Hero De

Jessie
Anna
4
6
y INterior
Olaf
7
6
terior
Elsa
8
6
y INterior
Jack Skellington
Hero Destroyer
Sally 4
6
terior
Rapunzel
7
in My INterior
Alice 6
5
terior
Mad Hatter
6
Cheshire Cat
7
Queen of Hearts 7
Baloo
Carl Fredrickson
mission in My INterior
Chip
4
5
Dale
5
6
Dipper 4
5
terior

Answer a question correctly in M

Fairy Godmother mission in My IN

Answer a question correctly in M

Fairy Godmother mission in My IN

Fairy Godmother mission in My IN

7
7
5

7
6
4

8
8
5

8
8
5

6
5
5

5
4
5

6
6
7

Toy Box Takeover Hero Destroyer


Toy Box Takeover Hero Destroyer
Fairy Godmother mission in My IN

Sidekick Equipment

Sidekick Hats
* Trainee Centurion Hat
o UNLK:
o RQMT:
o DESC:

Sidekick Tools and Weapons


* Trainee Throwing Daggers
o UNLK:

Toy Box Takeover

Fairy Godmother mission

Fairy Godmother

o RQMT:
o DESC:

Sidekick Food

Food
Benefit
Alice's Mushroom
Increases Tools and Luck
Candy Corn
Increases Energy
Carrot Increases Luck
Churro Increases Tools
Corn
Increases Energy
Cotton Candy
Increases Attack
Green Jelly
Increases Heart
Jack's Pumpkin Increases Attack and Energy
Lettuce Increases Heart
Lollipop
Increases Heart and Tools
Mickey's Magic Bean
Increases Attack and Heart
Mickey Mouse Pop
Increases Tools
Minnie Mouse Cupcake
Increases Luck
Pizza Increases Luck
Pooh's Hunny
Increases Energy
Red Grub
Increases Attack
Sunflower Seeds Increases Tools
Tomato Increases Attack

Feats
INterior Feats
* Summer Getaway
o Customize a room with a summer time theme (wall, trim, floor) As
Olaf
* Minnie's Delightful Decor
o Place 10 Minnie decorations in the Interior as Minnie
* Best Friends
o Max a Sidekick friendship
* Max Your Stats
o Feed a Sidekick to max their stats
* Gear Up
o Collect 10 pieces of Sidekick Gear
* Supply Closet
o Collect 50 pieces of Sidekick gear
* Pick Your Posse
o Collect 5 Sidekicks
* Growing in Numbers
o Collect 30 sidekicks
* Getting Crowded
o Collect 100 Sidekicks
* Sidekick Skirmish
o Have a Sidekick defeat 15 enemies
* I'm Hungry
o Feed a sidekick 10 times
* I'm Starving
o Feed a sidekick 100 times
* Vacant Space
o Place a room in the Interior
* Plenty of Room
o Place 20 rooms in the Interior
* Objective Interior
o Place any object in the Interior
* Interior Designer
o Place 50 objects in the Interior
* Customization Designer
o Customize the Interior 50 times
* Artistic Perspective
o Decorate a single room with at least 8 wall hangings

* Trivia Time
o Answer 3 trivia questions correctly in the Interior
* Did You Know?
o Answer 20 trivia questions correctly in the Interior
* Room for Rent
o Give any Sidekick a Sidekick Suite
* Party Over Here
o Unlock the Portal for any Sidekick Room
* Party Animal
o Unlock the Portal for all 3 types of Sidekick Rooms
* Door to Door
o Place a Toy Box Door toy
Toy Box Feats
* Sidekick Portal
o Visit all the Adventures in the Sidekick Portal
* Vehicle Adventure Portal
o Visit all the Adventures in the Vehicle Adventure Portal
* Combat Adventure Portal
o Viist all the Adventures in the Combat Adventure Portal
* Building and Logic Portal
o Visit all the Adventures in the Building and Logic Portal
* Exploration Adventure Portal
o Visit all the Adventures in the Exploration Adventure Portal
* Flicking the Joystick
o Play 5 Arcade Matches
* Nimble Thumbs
o Play 15 arcade matches
* Killer Combos
o Play 25 arcade matches
* Theatrical Visitor
o Visit the El Capitan Theater
* Featured Presentation
o Play a featured Toy Box in the El Capitan Theater
* Multiplex
o Play 10 featured Toy Boxes in the El Capitan Theater
* For Me?
o Earn 5 presents by exploring the Toy Box Hub
* You Shouldn't Have
o Earn 25 presents by exploring the Toy Box Hub
* So Kind
o Earn 50 presents by exploring the Toy Box Hub
* Reluctant Jedi
o Defeat 30 Stormtroopers in the Toy Box as Kanan
* Jedi in Training
o Use Force Finisher to defeat 20 enemies as Ezra
* An Explosive Feat
o Shoot enemies 20 times with the Diffusinator as Sabine
* Lasat Leap
o Super Jump 200 horizontal meters in the Toy Box as Zeb
* Bobba's Feat
o Fly the Slave 1 with Bobba Fett in the Toy Box
* Dark Side Triumph
o Defeat Luke Skywalker with Vader's Special Move
* Dathomir Dash
o Hit 25 enemies with Shoulder Charges as Darth Maul
* Parking Ban
o Defeat 20 enemies with the Tranquilizer Gun as Judy Hopps

* Ice Cold Con Man


o Hit an Enemy with a Snack Attack as Nick Wilde
* Jurassic Trot
o Ride Arlo with Spot in the Toy Box
* Bringing Honor
o Use Mulan's Special Move (Dragon Cannon)
* Mickey's Magical Harvest
o Harvest and collect 10 magic beans with Mickey
* User Driven
o Ride a Light Cycle with Sam in the Toy Box
* ISO's Last Ride
o Fly the Light Jet with Quorra in the Toy Box
* Just Down The Hall
o Visit any Hall of Heroes
* Best Friends
o Max a Sidekick friendship
* Max Your Stats
o Feed a Sidekick to max their stats
* Gear Up
o Collect 10 pieces of Sidekick Gear
* Supply Closet
o Collect 50 pieces of Sidekick gear
* Pick Your Posse
o Collect 5 Sidekicks
* Growing in Numbers
o Collect 30 sidekicks
* Getting Crowded
o Collect 100 Sidekicks
* Sidekick Skirmish
o Have a Sidekick defeat 15 enemies
* I'm Hungry
o Feed a sidekick 10 times
* I'm Starving
o Feed a sidekick 100 times
* Crop Call
o Harvest 5 Unique Crops
* Harvest Fest
o Harvest 20 Unique Crops
* Green Thumb
o Have a Sidekick plant 15 crops
* Wet Your Whistle
o Have a Sidekick water 15 crops
* Humongous Harvest
o Harvest from a Super Grow Plot
* Win the Fight
o Defeat 100 enemies in the Toy Box
* Win the Battle
o Defeat 250 enemies in the Toy Box
* Win the War
o Defeat 1000 enemies in the Toy Box
* Road Reversal
o Drive 1000 meters in reverse
* Hop on Over
o Jump a vehicle over another character
* High Five
o Get over 5 minutes of airtime while driving a ground vehicle
* Tricked-Out
o Do 100 tricks in ground vehicles
* Test Drive
o Ride a car, Flying Vehicle, Motorcycle, and Space Vehicle

* Road Trip
o Drive 10 kilometers in the Toy Box
* Sky High
o Ascend to a height of 1000 meters
* Fighter Pilot
o Defeat 50 enemies with armed, flying vehicles
* Astounding Aviator
o Spend 60 minutes in flying vehicles
* Ring it On
o Fly through 10 rings
* Giddy Up!
o Ride an animal for over 5 kilometers
* Gateway
o Ride an animal through a race gate
* Swan Dive
o Drop 50 meters in a single fall while riding an animal
* Full Sprint
o Sprint on a rideable animal for 30 consecutive seconds
* Serious Collector
o Collect 1000 collectables
* Sky Diver
o Fall for a total of 5000 meters
* Free Falling
o Descend 500 meters in one fall
* Cannon Blast
o Get launched by a super cannons 20 times
* Vending Machine
o Use the Toy Dispenser 20 times
* Pick One
o Place any object in the Toy Box
* Toy Store
o Place 1000 objects in the Toy Box
* Be original
o Create and Save an original Toy Box
* Airborne Object
o Place a terrain piece or object 500 meters high
* Waving the Wand
o Customize 200 times with the Magic Wand
* Door to Door
o Place a Toy Box Door Toy
* Trace the Track
o Create a Path-Based Race Creator with at least 10 path points
* 1,000 Meter Dash
o Place connecting track or street pieces that stretch at least
1000 meters
* Lights, Camera, Action
o Activate a camera toy that is attached to a Path Creator
* Dolly Glide
o Attach a toy to a Path Creator as a mover
* Another Dimension
o Activate 2D mode in the Path Creator toy
* On My Radar
o Attach a Radar Marker toy to a Townsperson
* 4th of July
o Use the Metronome toy to fire 20 fireworks from the fireworks
cannon toy
* Boombox
o Fire 20 impulses from the Metronome toy while it is synched to music
* Trusty Sidekick
o Have a sidekick customize 15 toys

* Master Decorator
o Have a sidekick customize 30 toys
* Beautiful Creation
o Use a Creator 10 times
* Creating a Masterpiece
o Use a Creator 50 times
* Brush Strokes
o Have a sidekick place 15 toys from a build tool
* Covered Canvas
o Have a sidekick place 100 toys from a build tool
Toy Store (Under Construction)

World Construction Toys

Toy Box Themes


* Metroville City Scape
o COST: 250
o DESC: Protect the city like a Super with these objects and
surfaces from the Incredibles Play Set
o UNLK: Place the Incredibles plates from Disney Infinity 1.0 on
the game pad to unlock with no required purchase
* Monsters University Campus
o COST:
o DESC:
o UNLK:
* Buried Treasures
o COST:
o DESC:
o UNLK:
* Carburetor County
o COST:
o DESC:
o UNLK:
* Desert Landscape
o COST:
o DESC:
o UNLK:
* Alien Plane
o COST:
o DESC:
o UNLK:
* Dragon's Domain
o COST:
o DESC:
o UNLK:
* Sports Fan
o COST:
o DESC:
o UNLK:
* Nicelander's Home
o COST:

o DESC:
o UNLK:
Retro Video Game Level
o COST:
o DESC:
o UNLK:
World o' the Wisps
o COST:
o DESC:
o UNLK:
King Louie's Ruins
o COST:
o DESC:
o UNLK:
The Kyln
o COST:
o DESC:
o UNLK:
Tink's Treasures
o COST:
o DESC:
o UNLK:
Dusty Crophopper's Runway
o COST:
o DESC:
o UNLK:
Lilo's Tropical Paradise
o COST:
o DESC:
o UNLK:
The Golden Realm of Asgard
o COST:
o DESC:
o UNLK:
Flynn's World
o COST:
o DESC:
o UNLK:
Imperial Space Station
o COST: 750
o DESC:
o UNLK:
Forest Moon of Endor
o COST:
o DESC:
o UNLK:
Echo Base
o COST:
o DESC:
o UNLK:
Tatooine Desert
o COST:
o DESC:
o UNLK:
Mickey's Fantastic Farmstead
o COST:
o DESC:
o UNLK:
Nomanisan Island Headquarters
o COST:

o DESC:
o UNLK:
* Enchanted Briar Ridge Forest
o COST:
o DESC:
o UNLK:
* Princess Kilda's World
o COST:
o DESC:
o UNLK:
* The Sights of San Fransokyo
o COST:
o DESC:
o UNLK:

Trophies
* Platinum Hero
o Platinum
o Collect every trophy
* The Buddy System
o Silver
o Earn 5 sidekicks
* Feeding Frenzy
o Silver
o Feed a sidekick 50 times
* Fruitful Harvest
o Silver
o Harvest 100 plants
* Turquoise Feats
o Bronze
o Complete 5 feats
* Silver Feats
o Silver
o Complete 25 feats
* Goldne Feats
o Gold
o Complete 50 feats
* Diamond Feats
o Gold
o Complete 75 feats
* Press Save to Continue
o Bronze
o Save a Toy Box
* Born Adventurer
o Gold
o Play all Toy Box Adventures
* Outside Concessions
o Silver
o Play a downloaded UGC in the therater
* Tutorial Totality
o Silver
o Complete all Toy Box and INterior tutorials
* Interior Mansion
o Silver
o Build a 20 room INterior
* Attained Terrain

*
*
*
*
*
*

o Gold
o Reveal all the terrain in the Toy Box Hub
A Room Affair
o Silver
o Throw a party for your friends in one of the designated sidekick
rooms
Arcade Ace
o Gold
o Participate in 10 Arcade Matches
Blow to Your Character
o Silver
o Defeat another player's character
Friendly Competition
o Gold
o Participate in an Arcade Match
Double Trouble
o Silver
o Play a Toy Box with 2 players
Toy Store Buyout
o Gold
o Purchase 100 toys from the Toy Store
On the Nice List
o Silver
o Earn 10 Toy Presents in the Toy Box Hub
Legalities

This may be not be reproduced under any circumstances except for


personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.
E-mail: oldschoolwv312 at yahoo dot com
Copyright 2015 oldschool312
Hosted by GameFAQs <https://www.gamefaqs.com/>
Return to *Disney Infinity 3.0 Edition (PC) FAQs & Guides*
<https://www.gamefaqs.com/pc/154804-disney-infinity-30-edition/faqs>

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