While it's recommended to wait to explore until later, you can check out the, Wondering where to find more Stims? Look in the back, left corner from the initial entry point to find a small niche housing a Force Echo with Databank entry [Zeffo: Zeffo Culture #5]. You'll be making multiple trips back to this planet throughout the campaign, and this world's map is a bit more labyrinth than the others.
Push allows you to push through cracked walls, damaged vents, and also allows you to push around those balls you've been seeing in the tomb. Step on the pressure plate to ride it back up to the surface. At the top of the stairs, you’ll see a Skungus to the right. Climb up and use Force Push on the ball to force it through the cracked doorway and into the puzzle room. Also keep an eye out for the nearby Rocket Launcher Stormtrooper. Now is a better time to explore the outer ruins area. Drop down into the room below to find another puzzle room. Once you take him out, you can cut the nearby rope to be able to return to the Meditation Point as needed. Then, head through the door that the Tomb Guardian was blocking and you'll be back at a previous room with a Meditation Point, which just so happens to be the first Puzzle Space. They are much easier to defeat now! Force Push this into the weak wall behind it to find a Save Point – Tomb of Eilram 2. Dispatch them and head into the abandoned Zeffo village. Use Force Push to open the door at the back of the area. Good luck on Kashyyyk. Continue onward, killing the Stormtroopers in the way and Slowing down platforms until you reach a cave. You’ll see some additional ropes here. When you get up to this platform, turn to the back and press the lever there. Make sure to save, and move on to the next room. the AT-ST isn't too tough, so beat it and head onto the Mantis. Turn to your right and go back to the room with the hanging sphere. Well, there was a ball on that platform, and you need to free it from its confines to use it. Avoid these as you go and jump onto the icy slope at the far end of the room.
You can now jump the huge gap with the wind backing your jump. Locate the exit on the left. BD-1 will want to scan this.
Now activate it again. ... After defeating the Tomb Guardian, note the Force Echo behind the vent in the back left (we’ll come back for that). This also counts as a Secret [4/14]. Star Wars Jedi: Fallen Order Chapter 2: Zeffo Walkthrough, The Best Anime Fanfiction Where the Hero Is a Villain, The Most Messed Up Moments in the Comic Book Version of ‘The Boys’, Daily Deals: Preorder Cyberpunk 2077 for PS4, PS5, Xbox One, Xbox Series X, or PC and Save 17% Off, Chapter 3: Zeffo and the Tomb of Miktrull, Chapter 5: Returning to Kujet's Tomb on Dathomir, Meditation Training - Combat Challenges and Rewards, Beginner's Guide: 14 Tips and Tricks for Star Wars Jedi: Fallen Order, Every Lightsaber Color, Upgrade and Customization Option, The 12 Best Skills to Unlock in Star Wars Jedi: Fallen Order, How to Find the Double-Bladed Lightsaber Upgrade, How To Unlock All Lightsaber Colors in Star Wars Jedi: Fallen Order, How to Get More Stims in Star Wars Jedi: Fallen Order - Stim Locations, How To Unlock Every Ability and BD-1 Upgrade in Jedi: Fallen Order, How to Find the Bogling Companion Pet in Star Wars Jedi: Fallen Order, How to Open Glowing Red Doors and Objects in Star Wars Jedi: Fallen Order, How to Save in Star Wars Jedi: Fallen Order, How to Swim Underwater in Jedi: Fallen Order, All Terrarium Seed Locations in Star Wars Jedi: Fallen Order, Every Cosmetic Item in Star Wars Jedi: Fallen Order, Setting - When Does Jedi: Fallen Order Take Place, Pre-Order Bonuses and Collector's Editions, Things Ghost of Tsushima Doesn't Tell You. you'll come across the Windswept Ruins and another Meditation Point. After saving, open up your map and head to the nearest unexplored path next. Doing so will have several stone pillars rise out of the ground on the left side of the area. There are three ways to potentially explore at first. Grab the Force Echo here containing a Force Essence and a Databank entry [Zeffo: Zeffo Culture #3]. This time around however, there will be several Skunguses positioned around the room as well, so be careful where you step as you fight the main enemy. To do this you will face several mini puzzles and a big one at the end. You can explore what you can of the Ice Caves for a couple of chests, but you don't need to. Drop down after the block and push it to the wall opposite the cracked door.
Immediately fight of the three Scazz enemies that are present. In the room right next to the one with the first puzzle, you have a wall to climb. Head up the stairs, and then downward into a new area.
Cold and indifferent, they attack not out of malice or defense, but from a programmed response to intruders. Head into the cave and start swimming, eventually you'll end up at the Ice Caves and another Meditation Point. The next room has a ball sitting there, which you can't move... by normal means. Whenever the Tomb Guardian engages their central core for an attack - like the laser blasts, salvo, and stomps, Cal can engage Force moves to knock the central core out of their body - stunning the Tomb Guardian for several moments and letting you score sustained damage until they are back online. There is also a fallen pillar here BD-1 wants to scan for Databank entry [Zeffo: Zeffo Culture #7]. Swing across these ropes to reach a small platform with a Treasure Chest containing Poncho [Outlander]. Proceed inside and a scene will play.
Push the stone to destroy it (map location shown in the image above). We’ll drop into a room below. Use your Force powers to your advantage. Collectibles and Other Useful Item Locations. The swinging seems very inconsistent (especially on the xbox) as sometimes you can swing a tiny bit and jump quite far and other times you can swing quite far and Cal won't jump far at all. You can also explore a bunch of new areas if you want, which will get you more goodies and experience. You'll find a second ball to use, so push it down the ramp to get it to the central area. In this room you’ll have the ball sitting in the first socket where we left it last time. Before moving forward, head back to that long corridor and use Push to get through the wall for a chest. When I try to jump off the rope to the climbable wall after learning the force push, I can’t seem to grasp the wall. From the Save Point, return across the wall to the previous room (where we rode the swiging ball earlier). Continue through the door to have us return to the main puzzle room of the tomb, which we only visited briefly earlier.
Unfortunately they also employ several attacks that are hard to defend against, and only have limited openings. Upon entering the next large hall, head to the left. Head out of the cave, then continue forward to eventually be on the roof of the hangar from earlier. Make your way back up the raised ledges on the left of the room and return to the windy rooms we navigated earlier. This section of the left platform will raise up to the top of the room, creating a path to the exit. The AT-ST cannot be Pushed, but can be Slowed, which is helpful for getting in close. If you have advanced enough, you would have push and pull and be able to manipulate their core. Affiliation Use the rope here to swing across to a section of climbable wall above the door we just exited through. Followed by a wall-run and rope-swing. This room has a ball below the Save Point and several sockets scattered around the room. With one of the balls still in the hole that cause the wind to start blowing and the ramp to raise, push a second ball along the track behind it. The mechanics are similar – manipulate winds to place giant spheres into the three slots. As details of their abilities remain mysterious, if encountered, one should proceed with extreme caution. His passion for video games as well as his love for all things Star Wars are reflected in his news and in-depth guides available here! That said, you can't currently move the mechanism you're staring at into the hole. This will rise up a platform behind the sphere. Part of the Star Wars saga, Star Wars Jedi: Fallen Order is a 3rd person action game-adventure game project by Respawn Entertainment. Behind it is yet another sphere. Hop across and activate this. Sliding part is next. Hop up these platforms and climb the scalable wall at the top. There are levers on the walls. The wind will get it all the way up through the lowered wall on the right and out the hole on the lower left. In the next room, hop across the gap making an adjustment for the wind gust so that you get blown onto the next platform. Stop the wind from blowing. They can also ready their core to let loose an arcing laser blast from their chest that swings across the room, requiring well-timed dodges.
There is a slippery roll-way behind the second sphere’s location. , Tomb Guardians were created for the 2019 video game Star Wars Jedi: Fallen Order, developed by Respawn Entertainment. Once the sphere is in place, the platform will lift up, revealing an echo underneath it. The third sphere will roll through it and the wind at the end will push it up on the upper platform on the other side. Zeffo is the third planet you'll be visiting in Star Wars Jedi: Fallen Order.
Now that the Puzzle Space is completed, you'll be back at the entrance to the tomb.
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