Star Wars: Bounty Hunter promotional game artworkGame-specific promotional, cover or archival artwork

IDS GAME DOSSIER / Released

Star Wars: Bounty Hunter

Bounty Hunter gives Jango Fett a pre-Attack of the Clones story about contracts, criminal networks, Mandalorian identity, and Count Dooku's search for a clone template. Scanning targets and selecting bounties turn bounty hunting into a repeatable economic mechanic.

Released2002
GenreThird-person action
ContinuityLegends
Play asJango Fett

PLAYER GUIDE / PICK YOUR NEXT STEP

Choose your next step

Scan possible targets before engaging; the bounty system rewards observation, not simply eliminating everyone.

Verified source: Game reference ↗

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60-SECOND GAME BRIEF / START HERE

Know the game in three moves

  • 01 / YOUR ROLEWho you play

    Jango Fett

  • 02 / INFORMATIONWhat to know next

    Start by identifying the immediate win condition, available controls and how the game signals success or failure.

  • 03 / GAME STYLEWhat to expect

    Third-person action

Jump to the illustrated player guide →

FIELD MANUAL / START PLAYING

Your first mission briefing

Practical orientation for this particular title. Instructions are not presented as a verified step-by-step walkthrough or as a substitute for edition-specific controls.

01 / START HERE

Scan possible targets before engaging; the bounty system rewards observation, not simply eliminating everyone.

02 / AVOID A WRONG TURN

Use vertical routes and the jetpack carefully when crossing large combat spaces.

03 / KEEP YOUR BEARINGS

Separate the story target from optional bounty captures so you do not sacrifice the main route.

PLAYER ORIENTATION / YOUR FIRST SESSION

How to approach the game

01 / Getting started

Know your next objective

Start by identifying the immediate win condition, available controls and how the game signals success or failure. Practice the core loop before attempting optional objectives.

02 / Read the world

What to pay attention to

Follow how the game's rules constrain movement, reward actions and turn familiar Star Wars settings into playable spaces.

03 / Story position

Your role

The playable perspective recorded for this title is Jango Fett. Its story context is Jango Fett's pursuit of Komari Vosa.

Controls and available objectives can vary by game version.

PLAYER GUIDE / GAME-SPECIFIC DIRECTIONS

Bounty Hunter: all eighteen Jango Fett missions

Follow six three-mission chapters from the arena through Jango's final pursuit. The modern Aspyr edition has distinct Modern and Legacy button layouts; the scanner and bounty capture tools should not be confused with the mandatory chapter exit.

  1. 01 / SCAN FIRST

    Mark optional bounties

    The scanner identifies potential extra bounty targets. Confirm them before attacking if you want the capture reward.

  2. 02 / MATCH CONTROLS

    Aspyr's Modern and Legacy schemes differ

    Scanner and target lock buttons vary by layout. Consult the official table for your particular device before following old controls.

  3. 03 / JETPACK SAFELY

    Avoid hovering beyond your fuel budget

    Cross from platform to platform, land briefly and reassess the next jump.

  4. 04 / LOCK AND AIM

    Choose the right weapon approach

    Lock onto agile combatants while keeping the option for precision free-aim shots at distant objects.

  5. 05 / FOLLOW THE MAIN GOAL

    Optional targets aren't the chapter exit

    Do not confuse tagged extra bounties with the person, door or location that actually advances the mission.

  6. 06 / COUNT THE CHAPTERS

    Three missions per chapter

    Chapter one ends at Docking Bays. The entire story ends after mission eighteen, Final Confrontation.

Six chapters, eighteen missions

The order is confirmed by Aspyr's official mission-unlock table. Capturing optional bounties does not add or reorder main story levels.

Showing 18 of 18 missions

  1. MISSION 1 OF 18

    01 · Pit Fight Arena

    Win Jango's arena opening, learn target lock and survive the combat.

    NEXT MISSION → 02 · Merchant Row↑ BACK TO MISSION INDEX
  2. MISSION 2 OF 18

    02 · Merchant Row

    Move through the station's merchant district, checking upper routes for the passage onward.

    NEXT MISSION → 03 · Docking Bays← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  3. MISSION 3 OF 18

    03 · Docking Bays

    Reach the docking objective and finish chapter one before leaving the station.

    NEXT MISSION → 04 · Entertainment District← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  4. MISSION 4 OF 18

    04 · Entertainment District

    Begin the urban hunt; use the scanner to identify optional bounties without losing track of the story route.

    NEXT MISSION → 05 · Industrial District← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  5. MISSION 5 OF 18

    05 · Industrial District

    Navigate factory walkways and safe jetpack crossings while clearing the path.

    NEXT MISSION → 06 · Upper City← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  6. MISSION 6 OF 18

    06 · Upper City

    Reach the higher-city objective, guarding against enemies around exposed ledges.

    NEXT MISSION → 07 · The Break In← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  7. MISSION 7 OF 18

    07 · The Break In

    Follow prison security routes and breach the complex to continue the assignment.

    NEXT MISSION → 08 · The Break Out← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  8. MISSION 8 OF 18

    08 · The Break Out

    Escape from detention through access doors and elevated corridors.

    NEXT MISSION → 09 · The Escape← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  9. MISSION 9 OF 18

    09 · The Escape

    Reach the exit of the prison chapter, conserving fuel for difficult crossings.

    NEXT MISSION → 10 · Jungle Trek← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  10. MISSION 10 OF 18

    10 · Jungle Trek

    Move through the jungle toward Sebolto's operation, scanning for route changes.

    NEXT MISSION → 11 · Sebolto's Compound← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  11. MISSION 11 OF 18

    11 · Sebolto's Compound

    Infiltrate the compound and defeat guards around the next interior entrance.

    NEXT MISSION → 12 · The Death Stick Factory← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  12. MISSION 12 OF 18

    12 · The Death Stick Factory

    Traverse and disrupt the manufacturing operation, using appropriate interactables.

    NEXT MISSION → 13 · Longo Two-Guns← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  13. MISSION 13 OF 18

    13 · Longo Two-Guns

    Begin the Tatooine confrontation and defeat hostile defenders around the named target.

    NEXT MISSION → 14 · Tusken Canyon← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  14. MISSION 14 OF 18

    14 · Tusken Canyon

    Survive Tusken attacks and cross gaps with short controlled jetpack bursts.

    NEXT MISSION → 15 · Gardulla's Palace← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  15. MISSION 15 OF 18

    15 · Gardulla's Palace

    Follow the palace route toward the main encounter and finish the fifth chapter.

    NEXT MISSION → 16 · Moon of the Dead← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  16. MISSION 16 OF 18

    16 · Moon of the Dead

    Reach the final stronghold across Kohlma's hazardous landscape.

    NEXT MISSION → 17 · Vosa's Lair← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  17. MISSION 17 OF 18

    17 · Vosa's Lair

    Advance through Komari Vosa's territory, preserving health before the confrontation.

    NEXT MISSION → 18 · Final Confrontation← PREVIOUS MISSION↑ BACK TO MISSION INDEX
  18. MISSION 18 OF 18

    18 · Final Confrontation

    Complete Jango's conflict with Vosa and the campaign ending.

    END OF ROUTE← PREVIOUS MISSION↑ BACK TO MISSION INDEX

If you get stuck

The scanner marks a bounty but I cannot finish the mission
Tagged optional bounties do not replace the current story objective; seek the required exit or plot target.
Controls look wrong in an older video
Check whether you're using Modern or Legacy controls in the Aspyr edition.
What follows Docking Bays?
Entertainment District starts chapter two as mission four.
What follows Vosa's Lair?
Final Confrontation is mission eighteen, the last stage.

01 · Orientation

What the game is

Bounty Hunter gives Jango Fett a pre-Attack of the Clones story about contracts, criminal networks, Mandalorian identity, and Count Dooku's search for a clone template. Scanning targets and selecting bounties turn bounty hunting into a repeatable economic mechanic.

IDS places the game in the Prequel era era and records its continuity as Legends.

02 · Publication file

Release, studio, and platform context

Star Wars: Bounty Hunter was developed by LucasArts and published by LucasArts. Its primary release platforms in the IDS record are PlayStation 2; GameCube; later remaster.

Star Wars: Bounty Hunter is cataloged as a released Star Wars game. Later ports, remasters, backward-compatible versions, or storefront reissues remain attached to this core record unless they substantially alter the underlying work.

IDS stores the game itself as one work rather than creating separate records for every port, storefront release, compatibility update, or remaster. Platform history still matters, but the archive avoids inflating a single game into several supposedly different titles.

03 · Story

Narrative and player position

The current IDS story label is Jango Fett's pursuit of Komari Vosa. The playable role is recorded as Jango Fett.

Rather than reducing the game to plot summary, IDS tracks what position the player occupies in the galaxy. Playing as Jango Fett changes which institutions, conflicts, and social relationships the game can make visible.

04 · Gameplay systems

How Star Wars becomes playable

The game translates Star Wars into repeated player actions, objectives, feedback systems, and rules that determine what kinds of behavior the experience rewards.

IDS classifies the title as Third-person action. That label is useful because genre changes what parts of Star Wars become legible: a strategy game foregrounds institutions and logistics, an RPG foregrounds identity and relationships, and an action game often foregrounds bodies, movement, combat, and environmental navigation.

05 · Place

Worlds, routes, and environments

Major locations in the current record include Coruscant; Tatooine; Malastare; prison worlds. Those places matter because games convert fictional geography into routes, obstacles, hubs, battlefields, workplaces, ruins, or social spaces the player must navigate.

Interactive scale can reveal details that screen media pass over quickly: how far locations are from one another, which areas are restricted, where people gather, what infrastructure connects spaces, and how movement is shaped by vehicles, architecture, terrain, enemies, or local authority.

06 · Institutions

Power, organizations, and social systems

The story context is Jango Fett's pursuit of Komari Vosa. That places the player inside or alongside institutions whose authority is usually encountered through missions, ranks, restricted spaces, enemies, allies, contracts, or rules.

Games are especially useful for IDS because institutions become operational systems. A faction can control checkpoints, issue objectives, distribute equipment, reward loyalty, restrict movement, organize training, or shape reputation. Those mechanics make political power experiential rather than only descriptive.

07 · People

Characters and playable roles

The current playable-role record is Jango Fett. IDS uses this field as a route into the characters, crews, military roles, factions, or created player identities through which the game is experienced.

Games often make character identity interactive. Abilities, dialogue choices, party membership, equipment, reputation, and mission access can determine how a player experiences relationships that screen media presents from the outside.

08 · Anthropology

Anthropological analysis

The strongest IDS entry point is the relationship between third-person action mechanics and the story context described as Jango Fett's pursuit of Komari Vosa. The player does not only learn about the setting; the player is required to act through a particular set of rules.

That distinction matters anthropologically. Interactive media can make hierarchy, labor, mobility, violence, ritual, reputation, resource management, or identity into repeatable behaviors. IDS therefore reads games as designed social systems as well as narrative texts.

09 · Source record

Verify the game

IDS separates release facts from independently written summaries and analysis. External links are retained as verification sources, but the substantive game description now lives inside IDS instead of requiring the visitor to leave the archive.

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