Professional Documents
Culture Documents
com/>
Return to *Disney Infinity 3.0 Edition (PC) FAQs & Guides*
<https://www.gamefaqs.com/pc/154804-disney-infinity-30-edition/faqs>
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
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
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>
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
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.
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
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
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
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
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
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
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
* 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
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.
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
* 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
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
o Defeat Wave 4 of 4
* Secondary Objectives
o Complete on Extreme Difficulty
o Complete as Obi-Wan
* Defeat all the enemies
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.
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
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
* 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
*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
*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.
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
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.
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
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
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
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
are on
to the
actually
escapee
number 2
The
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
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
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.
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
*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
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
*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
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
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:
*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
*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.
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.
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
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
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.
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*
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.
*
*
*
*
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
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*
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
Sabine
Ezra
Zeb
Kanan
Black Suit Spider-Man
Hulkbuster
Spot
Quorra
Nick Wilde
Sam Flynn
Judy Hopps
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
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
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
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
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
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
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
anged
attacks
Better All the Time
eal
when thrown
Feelin' Fine
5
thrown
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
attacks
Ranged Attack Upgrade
2, 4, 6
anged
attacks
Widespread Despair
orb
when thrown
Zone of Sorrow 6
n
thrown
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
1, 3, 5
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
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
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
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
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
5
5
5
6
6
5
7
5
7
6
5
5
Answer a
8
7
7
8
8
6
7
8
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
5
6
5
6
5
7
5
6
Box
Box
Box
Box
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
6
5
6
6
5
5
6
7
5
5
Fairy Godmother mission in My IN
5
8
6
6
5
8
4
7
5
7
5
7
7
6
6
5
6
8
7
6
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
Answer a question in My
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
7
7
5
7
6
4
8
8
5
8
8
5
6
5
5
5
4
5
6
6
7
Sidekick Equipment
Sidekick Hats
* Trainee Centurion Hat
o UNLK:
o RQMT:
o DESC:
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
* 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)
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