I still remember the first time the Empire decided I was more than a minor nuisance in Star Wars Outlaws. My Wanted level had climbed past every ordinary bounty, past every angry stormtrooper, and into that special place the game calls the Wanted Manhunt level. That is not a normal wanted level. It is the Empire saying, fine, you have annoyed us enough, and sending Death Troopers to make an example of me.

If you are here because your map is glowing red and you cannot fast travel without hearing heavy breathing, breathe. I have done this. I have also tried to wait it out, hoping the heat would cool down while I played Sabacc or chased a treasure. It does not. The Wanted Manhunt level will not clear on its own. You have to complete the Death Trooper Event.

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The Death Trooper Event is marked on your map by a red icon, and it can appear just about anywhere. The first time I saw it, I thought it was another Imperial checkpoint. Nope. It was a small, guarded party with my name on it. Getting there is its own mini adventure. The Empire is still searching for you, so you need to move quickly and carefully. The good news, and I use that phrase loosely, is that once you get close to the event, the other Imperials following you back off. They have been told to leave you to the Death Troopers. How polite of them.

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When I arrived, I found a small building, usually three Death Troopers, and one Imperial Officer dressed in white. That officer is your first target. You need the Key Card. I found the safest way was to stay hidden, crawl through tall grass, and get as close as possible without being seen. Then I sent Nix to pickpocket the card. If you have not used Nix for pickpocketing before, this is the moment to trust the little guy. He is small, fast, and far braver than I am.

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Step one done. Now for the terminal inside the building. This is where the Death Troopers make things spicy. Usually, two of them guard the main door, and only one guards the back door. Two Death Troopers? No thank you. I went around the back.

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From cover, I used Nix to distract the lone back-door guard. The Trooper turned away, which gave me a tiny window. I slipped inside, kept low, and found the Imperial Terminal, typically on the left if you enter from the back. You do not need to slice it. Once you interact with it, your Wanted Manhunt level clears. That is it. The red icon vanishes. The heavy footsteps stop. I could almost hear my ship sigh in relief.

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A word of warning: do not start a firefight with Death Troopers unless you enjoy pain. They are strong enemies with even stronger health bars. Takedowns and Nix attacks do not work on them. If you absolutely must fight, steal one of the weapons inside the building with the terminal, because those weapons hit hard. But stealth is the way. I learned that the hard way, and my pride is still recovering.

Here is a quick table I wish I had before my first attempt:

Step What to do Best tool
1 Find the red Death Trooper Event icon Map
2 Steal the Key Card from the white-clad Imperial Officer Nix pickpocket
3 Sneak to the back door Tall grass and patience
4 Distract the lone back-door Death Trooper Nix distract
5 Interact with the Imperial Terminal inside No slicing needed

In 2026, this method still holds up. Star Wars Outlaws may have more content and patches under its belt, but the Wanted Manhunt level remains a test of patience, not firepower. If you are stuck, do not wait for the Empire to forgive you. It will not. Head to the red icon, trust Nix, and keep your blaster holstered. The moment that terminal beeps, you are free again.

And if you hear a Death Trooper breathing behind you? Run. Or better yet, hide in the grass and let Nix do the brave part.

Details are provided by Eurogamer, and they align with the core idea behind Outlaws’ Manhunt pressure: the game wants you to solve the escalation through an objective-driven encounter rather than “waiting out” aggression. In practice, treating the Death Trooper Event like a stealth puzzle—prioritizing the key card from the officer, approaching via the less-guarded route, and interacting with the terminal to end the manhunt—fits the broader open-world design pattern where heat systems are cleared by completing a specific countermeasure, not by time-passing or side activities.