Objective Cell

An **Objective Cell** is the Cell where the final portion of the Mission takes place. It is a complicated string of puzzles, consisting of multiple Subcells and requiring at least one Quest Item to solve. Once solved, the Mission ends and you receive your Force Factor for the mission you've just played.

Each of the 15 Missions in the game has its own unique Objective Cell, not shared with any other mission. The World Generator places it some distance away from the  Landing Cell, to make sure at least some exploration would have to be done before stumbling onto it. Getting past the first Subcell or two always requires a Quest Item, and usually a second item is required elsewhere inside the Cell. Acquiring all the necessary Quest Items can only be accomplished through Exchanges, by solving each and every  Puzzle Cell on the map.

The Objective Cell consists of at least half a dozen Subcells connected together in some fashion. Some Objective Cells contain nearly a dozen Subcells. Often, they make up a maze to be solved. Enemies are everywhere, typically requiring you to bring a lot of Equipment - particularly Medicine - to defeat them. Some Objectives end with a particularly nasty enemy or large force of enemies to be defeated before  Luke can proceed. If necessary, you are free to backtrack out of the Objective Cell at any time to go restock or heal.

Each Objective Cell can be solved in one of several possible ways, selected at random when the Objective Cell is created. These are known as Objective Variants. The chosen variant may affect navigation inside the cell (altering the shape of the maze-like environment), the location of hidden Local Quest Items you must find in order to solve the puzzle, or even the very nature of the solution itself. For example, one Variant might require you to solve a pushing puzzle (rearranging Moveables to clear a path forward), while another instead requires presenting an item to an NPC. This may even affect which Quest Items must be brought to the Objective Cell in order to solve it.

Solving the Objective Cell results in accomplishing the entire mission and receiving your Force Factor score. It is then possible (but in no way required) to continue playing; particularly returning to Dagobah to receive congratulations from  Yoda.

## List of Objective Cells

Each of the 15 Missions in the game has its own **Objective Cell**, which is used every time that mission is played. No two missions share an Objective Cell.

Below are images of the primary Objective Cell for each Mission. Subcells are not displayed here.

**NOTE:** Some Objectives have visible Variants in the primary cell. The pictures below only show the first variant as catalogued on this wiki.

## Location

The World Generator places exactly one **Objective Cell** on any Planet you play. It will always be the Objective Cell corresponding to the current Mission.

The Objective Cell is never placed adjacent to the  Landing Cell, but this is the only limitation on its placement. This means it may sometimes be the second Cell you stumble across, if you go in a straight line. The Objective Cell is usually reachable just by walking from the Landing Cell, but sometimes a  Gate Cell or  Blockade Cell will be blocking the way there and must be solved first.

### Locator Map

Once its position is discovered, the Objective Cell appears on the Locator Map as a star inside a square:

As explained previously, there is exactly one Objective Cell on any Planet.

Once solved (after completing the mission), the Objective Cell's icon on the map changes to a filled star in a square:

## Required Items

While it is usually possible to locate the **Objective Cell** just by exploring the map, solving the cell will not actually be possible until each and every  Puzzle Cell on the map has been solved and all the necessary Quest Items have been collected. Therefore, it is typically best to just ignore the Objective Cell until all Puzzle Cells have been solved, then go there with the knowledge that you've got everything you need to solve it.

Most Objective Cells require two different Quest Items to solve. The first item is usually used in the very first cell just to gain entrance. A second item is then required somewhere deeper inside. There are a few exceptions to this rule, such as the Tatooine Mos Eisley Objective Cell which may sometimes require only a single item ( Han Solo), or the Varn Objective Cell which only requires its two Quest Items at the very end.

Objective Variants may change the number and/or type of Quest Items you must bring with you. For example, The Etorasp Objective Cell may require you to bring either a  Thermal Cape or an  Ice Drill, but not both. Each Variant doesn't just require using a different item in the same exact way; They require each item to be used differently.

In addition to Quest Items brought in from outside, some Objective Cells require you to find an item on site in order to unlock the way forward. A good example is the Lokondo Objective Cell, where both a  Key Card 06 and  Security Pass must be acquired inside the puzzle itself. Such items are called Local Quest Items, since they must be found locally. This concept is not unique to Objective Cells, but they frequently utilize it.

The articles for each Objective Cell details which Quest Items must be brought from outside in each Variant of the cell, and which Local Quest Items must be found in each variant.

## Subcell and Objective Variants

*Main article: Objective Variants*

Objective Variants are different versions of the same **Objective Cell** that *significantly* alter its solution in one way or another. Two versions of the same Objective could require different Quest Items, require them to be used in different ways, or require the player to solve a significantly different maze while trying to get through to the end. There are multiple ways to apply such variance, and each Objective Cell that has Variants at all does this **in its own unique way**.

If instead the variance has a decidedly *minor* impact on the Objective Cell's overall solution, it is considered a regular Variant of the Subcell where it occurs. For example, if an important item could either be hiding under a box in the corner of the room or dropped from an Enemy roaming around that room, the variance is almost negligible, and is thus *not* an Objective Variant. The two possible solutions could be explained pretty much in the same breath or paragraph, since they do not affect the Objective puzzle as a whole.

A good examples of Quest Item variance is the Tozeer Objective Cell. While playing the Tozeer mission, you might acquire either a  Jawa or an  Energy Relay. Not only will this change how you gain access to the Jawa Sand-crawler, it also changes which NPCs you need to talk to later on. This is only *one* of the Objective Variants for Tozeer - the other being *the entire layout of the Jawa Sand-crawler*! For comparison, when you exit the Sand-Crawler later in the mission, you could be attacked by either  Stormtroopers or  Tusken Raiders with *exactly* the same end result; That is ultimately a minor change, affecting nothing about the rest of this Objective puzzle, and is therefore just a regular Variant of the Sand-crawler exterior cell.

Some Objective Variants do not require different items to solve, instead relying on changing the maze portion of the puzzle in subtle ways to make it more unpredictable. A good example of Maze Variance is the Nibiru Objective Cell, where each variant connects and disconnects different walkways, completely changing the path that  Luke must take in order to solve the puzzle. Multiple Subcells are affected by this variance, making it an Objective Variant rather than just an insignificant local change. For comparison, the same puzzle also has a regular variant in the very first cell, where the bush hiding the entrance to the maze could be found in any of three possible locations in that cell - it doesn't *really* matter which one.

If the Objective Cell has any Objective Variants (almost all do), the game decides one to use during World Generation. This is because each Objective Variant might require different Quest Items to solve, and would therefore require placing different  Puzzle Cells that would ultimately yield those items. By comparison, local Variants are only selected as you enter a Subcell for the first time, since there is no need for the game to decide beforehand.