You’re on Zeffo. Again. The wind is howling, those annoying Scazz rats are nipping at your heels, and you’ve finally made it past the Imperial Dig Site. Now, you’re standing at the mouth of a massive, ancient Zeffo structure. Honestly, when you first set out to explore the tomb of miktrull, you probably thought it would be a straightforward puzzle crawl.
It isn't.
This place is a mechanical nightmare of magnetic pulses, crumbling stone, and some of the most "wait, how do I do this?" physics puzzles in Star Wars Jedi: Fallen Order. It’s a turning point for Cal Kestis, sure, but for the person holding the controller? It’s often a test of patience.
Most people get stuck here because the game stops holding your hand. Up until this point, you’ve been playing a fairly linear action-adventure game. Once you hit the Tomb of Miktrull, Respawn Entertainment expects you to start thinking in three dimensions, using a Force power you haven't even unlocked yet when you first walk through the door.
The Push and Pull of Zeffo History
The Zeffo were a Force-sensitive civilization that eventually fell to their own pride and the dark side. Miktrull himself was a Sage, but not a particularly nice one. If you take the time to sense the "Force Echoes" scattered around the walls, you’ll realize he was kind of a tyrant. He obsessed over artifacts and power, which explains why his tomb is basically a giant, lethal logic puzzle designed to keep people out.
You aren't just here for the lore, though. You're here because Eno Cordova’s recordings told you to find a piece of the puzzle to unlock the Jedi Holocron.
The structure of the tomb is vertical. That’s the first thing you need to wrap your head around. You’ll spend a lot of time looking up at giant glass pendants and wondering how on earth you're supposed to bring them crashing down.
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Getting the Force Pull Ability
You can't finish this place without Force Pull. Period.
It’s scripted, obviously, but the way it happens is pretty cinematic. You’re cornered by an Imperial Probe Droid or struggling with a heavy gate, and Cal has a flashback to his training with Jaro Tapal. Once you get Pull, the tomb changes. You’re no longer just pushing blocks; you’re snatching "candles"—these glowing, fiery spheres—off the walls to burn away the "Deadly Overgrowth" (those thick, red vines that block your path).
The physics of these candles can be finicky. If they hit water, they go out. If you throw them too hard, they shatter. It’s a mechanic that feels very "old school Zelda," and it’s where most players lose their cool.
The Infamous Lantern Puzzle
Let's talk about the room with the giant glass chandelier. You know the one.
To explore the tomb of miktrull successfully, you have to solve the "spire" puzzle. There’s a massive glass container hanging in the center of the main chamber, held up by chains and choked with vines. To break it, you need to burn those vines. But there’s a massive wall of water in the way.
Here is what most people miss: The magnetic field.
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- You have to activate the pedestal that turns on the magnetic beam.
- You grab a candle from the wall using Force Pull.
- You don't throw it at the vines yet. You throw it into the magnetic beam.
- The beam holds the candle in place, suspended in mid-air, safe from the falling water.
- You run around to the other side, Pull the candle back to you, and then chuck it at the vines.
It sounds simple when you read it. In practice, you’ll probably drop three candles and accidentally fall off a ledge at least once. It’s one of those moments where the game asks you to combine three different mechanics—magnetism, gravity, and Force abilities—in a way it hasn't really required before.
Why Combat Here is Different
It’s not just about the puzzles. The Tomb of Miktrull is crawling with Purge Troopers and those hulking Tomb Guardians.
The Tomb Guardians are those ancient Zeffo droids with the glowing cores. If you’re just mashing the attack button, they will wreck you. They have a massive AOE (area of effect) stomp that can take out half your health bar on Jedi Grandmaster difficulty.
The trick? Use Force Pull on their core when it glows red. You can literally rip the power source out of their chest for a second, stunning them and opening them up for a massive damage window. This is the game’s way of teaching you that the Force isn't just for moving platforms; it’s a combat tool.
Then there are the Scazz. Honestly, the Scazz are just annoying. They’re like space rats that burrow underground. Pro tip: just Parry them. Don't chase them. Let them come to you, parry the bite, and it’s a one-hit kill. Save your Stim canisters for the Purge Troopers waiting for you near the exit.
The Second Sister Encounter
Without spoiling too much for the three people who haven't finished this game yet, your exit from the tomb isn't exactly peaceful. Trilla (the Second Sister) loves to show up right when you’re feeling confident.
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The encounter near the tomb’s end isn't a full boss fight, but it’s a narrative gut-punch. It sets the stakes for the rest of the game. You realize that while you’re busy playing archeologist, the Empire is five steps ahead of you, using their industrial might to literally strip-mine these sacred sites.
Dealing with the Map (The Holomap Struggle)
We have to address the elephant in the room: the Zeffo map is a mess.
When you explore the tomb of miktrull, the 3D Holomap becomes your best friend and your worst enemy. Because the tomb is so vertical, the map layers look like a pile of blue spaghetti.
- Look for the Yellow. If a door or path is yellow on your map, it means you haven't been there yet.
- Green means Go. If you see a green highlight, it means you now have the ability (usually Force Pull) to open that path.
- Ignore the Red. Red doors are usually shortcuts that only open from the other side. Don't waste twenty minutes trying to force them open from the front.
Real World Advice for the Completionist
If you’re trying to 100% this area, you’re looking for Chests and Secrets. Most of them are hidden behind breakable walls or require you to use a candle to burn vines in seemingly unreachable corners.
There’s one specific chest that requires you to throw a candle through a small hole in a gate to burn vines on the other side. It’s tucked away in the flooded lower levels. Most people run right past it because the water makes you think candles are useless in that section.
Also, keep an eye out for the "Zeffo Cracks." These are tiny openings in the walls that Cal can squeeze through. They usually lead to Life Essences or Force Essences. If you leave the tomb without at least one upgrade to your maximum Force meter, you probably missed a side room near the central elevator.
Actionable Steps for Success
- Don't Rush the Flashback: When you get to the broken bridge, pay attention to the Jaro Tapal dialogue. It explains the "weight" of Force Pull, which is key to timing your throws with the candles later.
- Use the Droids: You can Force Pull the Probe Droids toward you, hold them, and then "Push" them into other enemies. They explode on impact. It’s the fastest way to clear the bridge sections.
- Reset the Pedestals: If you mess up a puzzle, toggle the magnetic switches off and back on. It resets the candle positions and saves you from having to run back across the room.
- Check the Ceiling: Seriously. Half of the interactable objects in the Tomb of Miktrull are hanging above your head. If you’re stuck, look up.
- Master the Jump-Pull: You can jump toward a vine or a rope and hit the Pull button in mid-air to snag it. This is required for the final traversal sections to get back to the Mantis.
The Tomb of Miktrull is essentially a "skill check." It’s the game asking you if you’ve actually learned how to be a Jedi or if you’re just swinging a glowing stick around. Once you clear it, the rest of the game's puzzles feel much more intuitive. You’ve done the hard work; now go show the Empire why they should be afraid of a Padawan.