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60-SECOND GAME BRIEF / START HERE
Know the game in three moves
- 01 / YOUR ROLEWho you play
Anakin Skywalker; Obi-Wan Kenobi
- 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
Action / lightsaber combat
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.
Practice blocking, evasion and saber combinations before tougher duels.
Identify which character or encounter ends the stage.
Treat alternate duel outcomes as game content, not film canon.
PLAYER ORIENTATION / YOUR FIRST SESSION
How to approach the game
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.
What to pay attention to
Follow how the game's rules constrain movement, reward actions and turn familiar Star Wars settings into playable spaces.
Your role
The playable perspective recorded for this title is Anakin Skywalker; Obi-Wan Kenobi. Its story context is Film adaptation with alternate duels.
Controls and available objectives can vary by game version.
PLAYER GUIDE / GAME-SPECIFIC DIRECTIONS
Revenge of the Sith (2005): 17-level Anakin and Obi-Wan campaign
The 2005 action game on Xbox and PlayStation 2 follows seventeen levels, many built around saber combat and Force interaction. This is not LEGO Star Wars Episode III. The five bonus scenarios are separate.
- 01 / SABER
Combine defense with different attacks
Fast and strong strikes serve different situations. Block first against aggressive saber enemies and use shorter combos against fast opponents.
- 02 / BLUE
Use blue Force Jump icons
Approach a glowing blue jump marker and follow the prompted charged jump to reach otherwise inaccessible platforms.
- 03 / YELLOW
Operate yellow Force Focus markers
Yellow icons indicate movable barriers or objects. Stand at the interaction point and hold the appropriate Force button instead of searching for another door.
- 04 / PROTECT
Keep R2-D2 alive on the cruiser
The opening chapter requires R2 to extend a catwalk and remove shields. Clear enemies targeting him until the necessary sequence completes.
- 05 / DEVELOP
Upgrade abilities between levels
The campaign rewards combat skill points; spending them before a difficult boss can make defense and Force abilities more useful.
- 06 / ENDGAME
Separate numbered missions from bonus challenges
After A Friendship in Flames, play Revenge of the Sith as mission 17. Optional Grievous and Mustafar challenge levels do not replace it.
All seventeen original action-game missions
Use the level titles in order, starting with Rescue Over Coruscant. Several encounters occur in the same setting, so watch the mission name and exact objective rather than guessing from the film.
Showing 17 of 17 missions
No missions match. Try a shorter title or clear your search.
- MISSION 1 OF 17
01 · Rescue Over Coruscant
Protect R2-D2 as he extends catwalks and disables shields on Grievous's cruiser, then use Force Focus and Force Jump markers to advance.
NEXT MISSION → 02 · An Explosive Development↑ BACK TO MISSION INDEX - MISSION 2 OF 17
02 · An Explosive Development
Move through the hazardous ship area, use the Force on dangerous machinery and follow the route past explosive obstructions.
NEXT MISSION → 03 · Peril in the Elevators← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 3 OF 17
03 · Peril in the Elevators
Follow the vertical shaft and lift route, clearing droids before moving between levels and watching for a Force Jump marker.
NEXT MISSION → 04 · Settling the Score← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 4 OF 17
04 · Settling the Score
Advance toward Count Dooku and complete the saber confrontation by blocking before heavy counterattacks.
NEXT MISSION → 05 · It's Not Over Yet← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 5 OF 17
05 · It's Not Over Yet
Escape the stricken cruiser with the captive Chancellor; activate necessary systems before proceeding.
NEXT MISSION → 06 · The General's Right Hand← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 6 OF 17
06 · The General's Right Hand
Fight Grievous's dangerous staff-wielding bodyguards, blocking their charged attacks before countering.
NEXT MISSION → 07 · Investigating Utapau← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 7 OF 17
07 · Investigating Utapau
Guide Obi-Wan through Utapau's multi-level architecture, following Force-interaction routes toward Grievous.
NEXT MISSION → 08 · The Cavalry Arrives← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 8 OF 17
08 · The Cavalry Arrives
Support the Republic's assault on Utapau, protecting allied troops while clearing the droid attack.
NEXT MISSION → 09 · Showdown with Grievous← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 9 OF 17
09 · Showdown with Grievous
Defeat Grievous by learning his saber attack timing and attacking only when he is vulnerable.
NEXT MISSION → 10 · The Dark Side of the Force← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 10 OF 17
10 · The Dark Side of the Force
Follow Anakin's Coruscant campaign while using Force abilities to clear enemies blocking the path.
NEXT MISSION → 11 · The Hunt Begins← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 11 OF 17
11 · The Hunt Begins
Continue the Jedi Temple operation and follow the specified story objective through its defended halls.
NEXT MISSION → 12 · The Final Lesson← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 12 OF 17
12 · The Final Lesson
Win the major saber duel with careful blocking and targeted strong attacks, not continuous unguarded swings.
NEXT MISSION → 13 · Attack of the Clones← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 13 OF 17
13 · Attack of the Clones
Clear the clone assault and follow the current objective after each enemy wave.
NEXT MISSION → 14 · Assassination on Mustafar← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 14 OF 17
14 · Assassination on Mustafar
Traverse the volcanic Separatist complex toward the council mission objective while defeating guards.
NEXT MISSION → 15 · Aftermath in the Temple← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 15 OF 17
15 · Aftermath in the Temple
Complete the Temple aftermath chapter and use highlighted Force paths to cross blocked areas.
NEXT MISSION → 16 · A Friendship in Flames← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 16 OF 17
16 · A Friendship in Flames
Begin the Mustafar duel through its changing arenas while avoiding dangerous lava and edges.
NEXT MISSION → 17 · Revenge of the Sith← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 17 OF 17
17 · Revenge of the Sith
Finish the final Mustafar story confrontation; alternate play conditions can lead to different outcomes.
END OF ROUTE← PREVIOUS MISSION↑ BACK TO MISSION INDEX
If you get stuck
- How do I reach a ledge above me?
- Find the blue Force Jump icon and use its jump action. A normal jump often cannot reach the next marked platform.
- R2-D2 isn't opening the force field
- Defend him from attackers, operate the available console, then let the slicing sequence complete.
- I can't find a chapter called Chancellor in Peril
- That is LEGO Star Wars. The 2005 action game labels the opening stages Rescue Over Coruscant, An Explosive Development, and Peril in the Elevators.
- Where do I go after mission 16?
- Choose mission 17, Revenge of the Sith, to finish the main story.
01 · Orientation
What the game is
This adaptation emphasizes lightsaber dueling and expands several confrontations from Revenge of the Sith. Its alternate outcomes and duel modes show how games can treat a fixed film narrative as a space for counterfactual play.
IDS places the game in the Fall of the Jedi era and records its continuity as Legends / adaptation.
02 · Publication file
Release, studio, and platform context
Star Wars: Episode III – Revenge of the Sith was developed by The Collective and published by LucasArts. Its primary release platforms in the IDS record are PlayStation 2; Xbox; handhelds.
Star Wars: Episode III – Revenge of the Sith 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 Film adaptation with alternate duels. The playable role is recorded as Anakin Skywalker; Obi-Wan Kenobi.
Rather than reducing the game to plot summary, IDS tracks what position the player occupies in the galaxy. Playing as Anakin Skywalker; Obi-Wan Kenobi 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 Action / lightsaber combat. 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; Utapau; Mustafar. 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 Film adaptation with alternate duels. 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 Anakin Skywalker; Obi-Wan Kenobi. 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 action / lightsaber combat mechanics and the story context described as Film adaptation with alternate duels. 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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