Getting Through the Tomb of Miktrull Walkthrough Without Losing Your Mind

Getting Through the Tomb of Miktrull Walkthrough Without Losing Your Mind

You’re stuck. I know because everyone gets stuck here. Star Wars Jedi: Fallen Order is a masterpiece of world design, but the Tomb of Miktrull on Zeffo is basically a giant middle finger to your spatial reasoning skills. You’ve probably spent the last forty minutes jumping around these cold, blue-lit platforms, wondering why the hell Cal Kestis can’t just use Force Pull on every lantern he sees. Honestly, the first time I ran through this tomb, I spent an embarrassing amount of time just staring at the central chandelier, hoping it would spontaneously combust so I could move on with my life.

The tomb of miktrull walkthrough isn't just about fighting waves of Stormtroopers or parrying a Purge Trooper. It’s a literal puzzle box. It’s dense. It’s vertical. It requires you to understand how the game's physics engine handles fire and water—two things that usually don't get along. If you’re trying to find every chest or just trying to get the Force Pull ability and get out, you have to play by the tomb's very specific, very annoying rules.

Getting Your Feet Wet in the First Chamber

When you first step into the tomb, it feels manageable. You’ll see some crumbling walls and those weird, exploding plants that look like they belong in a botanical nightmare. Don't touch those. Or do, if you like taking chip damage for no reason. You’ll eventually reach a large room with a massive Zeffo structure in the center. This is your hub. Everything revolves around this central pillar.

You need to head to the right. There’s a bit of platforming involving some moving walls that want to squash you like a bug. Time your dashes. Once you get past the "crushers," you’ll find yourself in a room with a lot of water on the floor and some vines hanging out of reach. This is where most people start circling. You see the lantern? Good. You can't reach it yet. You need to circle around the back, use the wind chimes—okay, they aren't chimes, they’re giant brass cylinders—to navigate the environment.

The Magnetic Trap

There’s a specific puzzle involving a massive block and a magnetic field. You’ll see a blue glowing socket on the wall. Flick the switch. The magnet turns on. Now, if you push the block into the path of the magnet, it stays put. This allows you to climb up to the higher ledge. It’s simple, yet I’ve watched streamers spend ten minutes trying to "Force Push" the block at the exact right millisecond while jumping. Don't do that. Just use the magnet. It’s literally right there.

Why the Tomb of Miktrull Walkthrough Centers on Force Pull

You don't actually have the most important tool for this tomb when you start. That’s the "Metroidvania" tax. You have to suffer through the first half of the level with limited abilities until the game decides you've earned the right to be a real Jedi. After a fairly standard combat encounter against a bunch of Scazz and some unlucky bucket-heads, you’ll find yourself on a precarious walkway.

Then comes the cutscene. Cal has a flashback to his training with Jaro Tapal. This is where you unlock Force Pull.

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Suddenly, the game changes. That lantern you couldn’t reach? Yoink. The vine that was too far away? Come here. This is the turning point of the tomb of miktrull walkthrough. Once you have Force Pull, you aren't just navigating; you’re manipulating the environment. You can pull the lanterns off the walls and throw them. This is the key to everything. You’ll see these thick, annoying vines blocking your path. Fire is the answer. Grab a lantern, aim at the vines, and watch them burn. Just be careful—if you throw a lantern through a waterfall, the fire goes out. Physics. They’re a pain.

The Chandelier Puzzle: The Part Everyone Hates

This is the big one. The "Chandelier" or the central spire. You're back in that massive main chamber, and you need to raise the spire to get out. Most players get to the part where they see the giant chains held by vines. You know you need to burn the vines. You see the lanterns. But there’s a massive waterfall in the way.

If you try to throw the lantern through the water, it dies. You'll feel like the game is broken. It's not.

Solving the Fire and Water Problem

Look at the wall near the central spire. There’s a magnetic field switch, just like the one you used earlier.

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  1. Turn on the magnet.
  2. Grab a lantern from the wall across the gap.
  3. Don't throw it at the vines yet. Throw it at the magnetic field.
  4. The lantern will get stuck in the air, held by the magnetism, safely away from the water.
  5. Jump over to the platform near the magnet.
  6. Force Pull the lantern back to you.
  7. Now you have a lit lantern on the "dry" side of the waterfall.
  8. Toss it at the vines holding the chain.

The spire will drop, the floor will break, and you’ll realize you’ve basically finished the hardest part of the tomb. It’s a brilliant bit of game design that manages to be completely infuriating if you aren't thinking in three dimensions.

Dealing with the Guardian and the Exit

Once the spire drops, you’ll head down into the lower level. You’re going to run into a Tomb Guardian. These guys are the tall, spindly droids that shoot lasers out of their chests and try to stomp you into paste. They look intimidating, but they’re actually pretty predictable.

Here’s the pro tip: when they charge up their core (the blue glowy bit in their chest), use Force Pull. It rips the core right out of them. They’ll stumble, take massive damage, and you can finish them off in two seconds. If you try to just hack and slash your way through, you’re going to have a bad time. They have high posture and hit like a freight train. Use the Force. That’s what it’s there for.

After the Guardian is scrap metal, you’ll interact with the central pedestal. This triggers the final narrative beat of the tomb. You’ve found the recording, you’ve learned about the Zeffo, and now you just need to get back to the Mantis.

The Long Road Back to the Mantis

Leaving the tomb is almost as much of a chore as entering it. You’ll have to use your new Force Pull ability to swing across several gaps that were previously impassable. There’s a section with a bridge and a lot of Stormtroopers. This is a great time to practice pulling them toward you and stabbing them mid-air. It's dark, but hey, it's efficient.

Keep an eye out for the "hidden" chests on your way out. There’s one tucked behind a set of breakable walls that requires you to throw a lantern at some vines high up on a ledge. If you’re a completionist, the tomb of miktrull walkthrough doesn't end until you've grabbed the "Serape" poncho material and the "Aura" lightsaber sleeve.

Common Pitfalls to Avoid

I’ve seen people get stuck for hours because they didn't realize they could "Force Slow" the spinning fans or the crushing walls. If something is moving too fast, slow it down. If something is out of reach, pull it. If something is blocked by plants, burn it.

Also, watch your map. The holomap in Jedi: Fallen Order is actually incredibly detailed, even if it looks like a mess of blue neon spaghetti. If a door is red, you can't open it yet. If it’s green, you have the ability. If it’s yellow, it’s a path you haven't explored. Most people get lost in Miktrull because they stop checking the map and start wandering in circles.

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What to do next:

  • Check your skill tree: You probably have enough XP now to grab the "Improved Footing" or "Enhanced Force Recovery" skills. You’ll need them for the next boss.
  • Head back to the Mantis: Don't linger on Zeffo if you're low on stims. The walk back is dangerous, and there are Bounty Hunters (Haxion Brood) that can spawn randomly once you’ve completed a tomb.
  • Prepare for Kashyyyk: Or wherever your next destination is. The game opens up significantly after you get Force Pull, so take a second to breathe before jumping into the next fight.

The Tomb of Miktrull is the "Great Filter" of this game. If you can get through this, you can handle anything the Inquisitors throw at you. Just remember: magnetism is your friend, and fire is the answer to almost every obstacle. Now get out of there before another Purge Trooper finds you.