Category Archives: Class Storyline Reviews
<– Chapter Two || SITH INQUISITOR ||
Warning: This post contains spoilers for the third chapter of the Sith Inquisitor storyline in Star Wars: The Old Republic. To see a spoiler-free summary of the storyline please check this page instead.
So where were we? Ah right, left for dead and saved by our friends again. The fact that I have to append again to that statement speaks worlds on how we got this far. Now that our super nasty ghost binding ritual has gone and blown up in our own face, it’s time to head back to the ship to recover. Only that’s pretty much not going to happen. The force walking ritual backfire is apparently now ripping apart your mind and body and if you don’t find a way to fix it and fast, there won’t be a… uh… ‘You’ anymore. Khem Zash has been researching a solution but can only find trace bits of info on a way to solve your problem. It turns out this is because Darth Thanaton has completely duplicated an entire volume of a widely circulated public multi-volume book series and no one has noticed till now. Just as a reminder in case you forgot between chapters that Thanaton is oh so smarter than you will ever be. Thanks game. So the only solution is to break into Thanaton’s secret library on Dromund Kaas and steal the books you need. Because apparently Thanaton just has a ton of super secret hidey holes all over the big Sith headquarters on the Sith homeworld that are ingeniously hidden by… ELEVATORS! So Thanaton’s a mastermind and likes to rub it in your face.
You can fight through the library if you really want, but a simple mind trick will let you just wander around without a single alarm being raised by anyone, even the guards you didn’t mind trick. There you find the books you need. One speaks of an ancient Rakata healing device in the bowels of Belsavis, and the other of the strange healing techniques practiced by the Voss. Since it’s mentioned in other storylines that the Voss was only recently discovered to the point where many don’t even know about it, one must wonder how old these books are. That or Sith are just generally #$%&s to map makers. Either way, we have our first two destinations and since they have set level ranges and the plot states that Khem Zash and Ashara need to research the Voss, it looks like we’re going to…
Yay. Prison world. So apparently we’re looking for an ancient Rakata healing machine and that’s going to be fun as heck since like 90% of this planet is just random Rakata junk. Luckily, Zash gave us a lead: The Circle, a gang of technology junkies imprisoned somewhere on the planet. Which is good. The planet is also in the middle of a massive break out and no one is where they should be. Which is bad. Luckily we can score some prison records to figure out roughly where they were and go from there. Which is good. Even better is when the person guarding the records knows exactly where they went, rendering the need for records to nil. The Circle has been hanging out in some ruins, and they will happily help you provided you help them set up a broadcast relay so they can send their signal out across the Galaxy. This just means fighting off several waves of enemies before fighting a big one, and boom. All done. You then get warned by a mysterious person speaking in a language no one has ever heard before but everyone understands (I assume the characters just read the subtitles along with you) telling you to stop your pursuit.
In exchange, the Circle provide you the means to break into a secure Republic research lab where some Rakata tech was being looked at before the jail break. Once you get in, you scan the hunk of junk which leads you to another research lab where the actual supposed healing machine is, but considering the Darth who came looking for it before you is lying dead in front of it (and perfectly preserved) I think I will be finding another solution. Luckily, a bunch of robots attack! Followed by that weird language speaking fellow who turns out to be a Rakata and calls you a ‘slave race’, but agrees to allow you to use their healing machine in exchange for letting them ‘borrow’ your genetic data to help their science project and to use a data chip to put the healing machine – “Mother Machine” – back under their control. Because apparently the lifeform generating genetic supercomputer became sentient. Funny how that always seems to happen.
You track down the Mother Machine deep in the tombs and you finally get a decent morality choice: enslave the machine (light side) or let it remain sentient and free (dark side). I am not joking about which of those is which. I think the logic is that Mother Machine will use its terrible power to maybe create a doom army and take revenge on being enslaved? Or something? I honestly am really confused on this one. But yea, it’s a light side choice to use the data chip to leash to computer. Go fig. Also, another fun fact that gets revealed here: the Rakata were essentially trying to pull a Jurassic World. Yea, in order to discover why their species lost its own force sensitivity (did you try injecting midichlorians into yourself?) they genetically engineered a bunch of new species to test how the ‘lesser slave races’ would gain the ability to use the force. Specifically, the Esh-Ka, the Twileks and the Zabrak. Is… is this canon? That the Twileks and Zabrak were the result of a lab experiment? Daaaamn. What a weird bit of trivia to drop here of all places. Is there anything the Rakata DIDN’T help create? Ewoks?
Anyway, regardless of your choice, Mother Machine will boot up and let you rebuild your body. Yea, apparently the “Healing Machine” actually just reconstructs your entire body from your genetic code, and yet my face is still covered with scars. Go fig. But we still got voices in our head that are not our own, so it’s time to head to our next destination. But wait! There’s a call coming in!
It would seem that a big wig moff named Pyron is trying to figure out who he should back in the battle between you and Thanaton. He says that the Imperial Military would definitely be swayed if you could help them finish a little ol’ superweapon that Thanaton axed: The Silencer. All it needs is this not-technically-legal-anywhere chip that hey it sounds like your cult on Nar Shadaa might have access to. What’s that? You forgot we had a cult? So did I! But we do. So it’s off to Nar Shadaa.
However, it looks like the intel that my cult had the chip wasn’t exactly right. It seems that another black market dealer that turns out to be three dudes whose minds are cybernetically linked and synced have taken over the entire market on these computer parts. What jerks. However, they’ll happily give you them and so much more if you relinquish the cult over to them to lead instead of the Sith and/or orphan cultist pair. Honestly, since the Sith has proven to run cults for his own vanity and Sith tradition dictates he eventually try and kill me – he’s out. But what about the two cultists that helped me in the first place? If you left them in charge you would periodically get emails from them talking about how they almost ran the bloody thing into the ground. So yea, putting a trio that “single”-handedly took over an entire corner of the black market sounds like a much better management team. Oh, they cry and moan when I tell the old leaders they’re not in charge anymore. But they’ll get over it. Or die. Probably die.
With the chip secured and off to Moff Pyron, you seem to be making a lot of connections but you still got a broken noggin. Time to Voss it up!
Hope you got a d20 ready because Voss is pretty much where we ditch any aspect of science fiction left in this space opera and go on full Dungeons & Dragons. Let me break this down for you: The healing ritual is being held by a cult of outcast voss called ‘Dream Walkers’ who despite being outcasts have their own area in the Shrine of Healing where the ritual is kept, but to access this room you must join their cult and dream walk where you fight all the ghosts in your head. Now you go get the ritual but in order to complete it you’ll need a force-sensitive gormak, a species that can’t use the force, and then free him from his prison. Then you go to Nightmare Lands, convince the gormak not to smash everything, have the gormak use the “dream rock” to turn your “nightmares” into reality so you can kill them and then take the dream rock from the gormak which will then remove the “Nightmares” and heal your mind. All the while you need to walk carefully because the Voss fricking HATE you because a Mystic foresaw that you would destroy the Voss by leading the gormak to the stars, which you do since you trade safe passage off of Voss to the gormak shaman in order to help you. Got all that?
I was NOT joking about this planet being Dungeons & Dragons. On top of the ridiculously long string of events needed to complete this quest and each step usually requiring its own substeps, there is an abundance of what can only be described as ‘magic’ used to make it all work. Oh you can dress it up as ‘The Force’ but between rocks that turn nightmares into reality, a lone magic-using outcast member of an already outcast race that normally can’t use magic, and everything from silly robes to a shrine of healing, you may as well be throwing magic missiles at the darkness here. It just seems really weird to do a magical ritual with a dream rock in the ruins of a temple called the Dark Heart in the Nightmare Lands one minute, and the next minute be flying off in a space shuttle. That is what I call mood whiplash. Voss is full of that crap, especially in this storyline. I mean, the Inquisitor already kind of danced that line. We had an immortality ritual in Chapter One, binding g-g-g-ghosts to increase your power via a blood pact, and now this. This is a STAR Wars game still, isn’t it?
The big pay off at the end of this is of course being rid of the ghosts in your mind. Which doesn’t much do much but reduce the number of voice actors needed for the storyline. Supposedly they’re in your mind, twisting your thoughts and actions in some sick game for their amusement, but all you see of that in-game is that they chime in on the dialogue every now and then like some kind of spectral Mystery Science Theater. They do try to mess with you by taking on the forms of people you’ve betrayed or used during your adventure… and a wampa, but it isn’t convincing at all. Like I really am going to believe that Zash is in the dream world striking up a casual conversation. Heck, the only one who calls you out for your actions is the Jedi from Alderaan. If it’s really a dream, I would have rather seen the whole thing go to some real mind **** territory. Like waking up on your ship to have all your companions turning on you, or when Thanaton shows up actually play it up like he could actually dream walk as well and has come here to put an end to you in a dingy cave on some backwater planet like Voss. Instead we get a few people we KNOW can’t be here spouting the usual “You suck” lines and the ghosts going on and on about how you will lose and they will win. In the end, the whole thing was rather forgettable.
There’s also the matter of the vision of the mystic that says you will bring doom to the Voss by leading the gormak to the stars. You are warned by a voss commando as soon as you step out into the airlock about this and they don’t let up. They harass anyone that helps you about it and keep trying to shoo you off the planet. You ignore them, say you won’t do that, say you’ll stop it from happening, say it’s all just stupid mumbo jumbo, and then… you uh… lead a gormak to the stars. It’s not even a fricking option as far as I can tell. You just do. Worst of all? NOTHING HAPPENS. There’s no doom, there’s no threat at all actually since the gormak shaman wants to go to space to find a new home for the gormak so they won’t try to kill each other. The only way this spells doom is a) waaaaay down the line and b) you are aware of all the storylines that happen on Voss that bring up that the voss and the gormak were once one species, and that if they don’t reunite they will both die out. So naturally the gormak leaving would kind of spoil that reunion. But in terms of this singular story? Nothing. Zilch. No pay off to that threat. Just a voss yelling at you as you leave and a diplomat who gets upset if you anger the voss. Of course you can always just do what I did and mind-wipe them both and head off.
This interlude has two parts: first is to go check on your new apprentice. Apparently they’re just finishing up their final trial on Korriban. And the winner is…. The Twilek! Wait, wha? Oh nevermind. Xalek comes in and beats him to death. Harken has a fit over someone dying at the Sith Academy (and being caught) and goes off to tell Thanaton. Xalek then joins your party. The end. No seriously, that’s all that happens. Xalek barely speaks. Heck for me he just grunted at me then wandered off to the ship. So glad to have such a story rich character along for the ride. He’ll fit in nicely with Pirate Who Tagged Along For No Reason, and Scientist Who Quit His Promising Career For No Reason To Come Bum Around With You. Seriously, the only companions that seem to have any significant plot reason to tag along are Khem and Ashara. Damn.
Moving on, you soon get a call that the superweapon is complete. You head off to the ship carrying it and test it out on an unsuspecting fleet of Republic goons. Also there’s apparently another Imperial ship in the fray. It’s headed by a Darth that’s a lackey for Thanaton, so we’re presented with a choice: Kill him with the fleet, or tell him to GTFO while we kill the fleet. Either is a valid choice really. Opting to let him live will get you a transmission with a string of insults and threats that he would totally make good on if you hadn’t just saved his life. Either way impresses the moffs who pledge their loyalties to you. Also it catches Thanaton’s eye… somehow. Who is impressed that the superweapon project that he canceled for no reason works. Did he have reason to think it wouldn’t? Who knows! Because before we can talk about the superweapon, Thanaton declaes a “Kaggath” – an ancient sith duel that will pit power base against power base across the arena of… all of Corellia. Wow, really? Dang. Okay dude. Now… does anyone have a power base I can borrow?
So apparently my ‘Power Base’ is just that one moff I helped out. Corellia is essentially one big brawl across the planet that plays out with Thanaton doing something and you trying to stop him followed by Thanaton running away. The only exception to that plan is your very first mission that Moff Pyron suggests which consists of pumping Thanaton’s apprentice for information. You can do this by either beating it out of him or making him a better offer to join your side. The apprentice is kind enough (or willing enough depending on how you pried the intel from him) to let you know that since your entire power base is that one moff’s fleet, Thanaton plans to blow up the fuel dispensary so they can’t refuel. Beyond the fact that it boggles my mind that a frickin’ star ship in the Star Wars universe still requires the use of a gas station, Thanaton’s actions are tantamount to treason for acting against the Empire. Of course, he’s also a Dark Council member, so he gets a ‘Do whatever I want’ card (Sith Warriors know what I’m talking about.)
So begins the song and dance of chasing after Thanaton around the planet like looking for Princess Peach. You stop him at the refinery, beat him, and he runs away. You attack his base in a museum, he sics a robot on you, and runs away. He attacks your Moff dude and before you even get there – He. Runs. Away. So finally, you have your final showdown of the Kaggath. Everyone’s watching. You beat him in a duel and then… you guessed it – he runs away. I don’t know what’s worse the fact that the mastermind villain for two chapters is reduced to Zoidberg-esque levels of fleeing or that he pulls rank about being a Dark Council member when he loses. Yea, the punk actually tells you that since he’s a Dark Council member, you don’t have the authority to defeat him in the Kaggath. Nice to know that I was doomed from the start.
Though I should be fair about something. I said your entire power base was just that one moff, but that’s not true. If you save the Sith during the Silencer superweapon test, he will refuse to fight you when Thanaton asks him to, and that one less annoying assistant from Balmorra (the aide to your liaison that you may or may not have killed when you may or may not have killed his son) is here and he’s happy to see you. So that’s something. I suppose. But no, your cult regardless of who is running it has no power here. The superweapon doesn’t come into play at all. Lord Cindaquil never comes back from partying on Nar Shadaa. It’s pretty much that one guy from Balmorra, the Darth you didn’t kill with the superweapon, and Moff Pyron. That’s your power base to throw against Thanaton. Maybe if I had actually spent time in the storyline cultivating a power base instead of looking for relics/ghosts/a cure, there might have been some merit to it all but nope. /sigh
So Thanaton being the wimp he is runs all the way back to Korriban to ask the Dark Council for help in killing you. You give chase only to be stopped by a Darth and his stooges at the door to the chambers. He tells you that there are many others who agree with what Thanaton is doing. By that I’m assuming ‘purifying’ the Sith Order with an emphasis on tradition and ancient values (I hear he wants to post the Sith Code outside the Dromund Kaas courthouse too) but any point he wants to make is quickly rendered moot once you realize that he’s just here to be one more fight before the actual final boss.
Speaking of which Thanaton is making his passioned cry about how you should be put to death for ‘corrupting traditions’. I swear that this man is becoming more and more like a weird Sith Fox News anchor or something (Thanks Obi-Wama.) But it seems that even the Dark Council is sick and tired of hearing this guy whine on and on about this crap. To the point where they actually are chatting to each other that if someone doesn’t shut him up, they will after all they just got done listening to Darth Baras’ long winded speech (I like to pretend that the Sith Warrior ending was just a few hours earlier.) Luckily, you are there to help with that.
The final battle is actually pretty much the same as the other times you’ve faced Thanaton, only it appears that he’ll deal some extra damage and have shorter cooldowns. He mostly will just drop massive AOE death fields on the ground and spam Lightning Storm, with an occasional whirlwind or stun tossed in for good measure. It does however seem that his AOEs are at least somewhat based on Line of Sight, so you can use the thrones around the room to dance circles around and keep him from casting some of his nastier abilities. If an AOE gets dropped, just switch to another throne and continue smacking him when you get a chance with your saber or instant cast abilities. It may take a while, but he’ll go down. Just don’t count on your companion last long unless you are actively healing them.
After you beat Thanaton, the other Dark Council members finish him with a force neck snap. They congratulate you and over you his seat on the Dark Council. Of course, to be on the council you need to be a Darth and in what is probably the coolest part of this ending that sets apart from all the rest is you are actually granted a Darth title based on your alignment: Dark side characters get Darth Nox for your mastery of the Dark Side, light side gets Darth Imperius for their loyalty to the Empire and the select few gray morality Sith get the title Darth Occlus for having an inscrutable reputation.
After that you get to go all the way back to Dromund Kaas where you meet your followers in YOUR new meditation chambers. While many of these characters are just generic stand ins there are a handful of people you will recognize from your journey along with your companions. Most notable however is that apparently your old Sith Academy instructor and all around legendary hard ass Harkun is at the ceremony. Apparently he decided to jump on board once Thanaton was dead? He’s in for a rude awakening. Finally there’s the matter of the ghosts. You may have promised/lied to free them once its done. Your given a choice to either enslave them permenantly or let them leave and in the case of the latter a few will actually stick around with you. There’s actual a third option I stumbled upon though in which you use your “light” to release them from their ghostly trappings and free them to the afterlife proper. I dunno if this is only for light side characters or not, but it’s neat that it’s an option.
While I can’t in good conscious say that the Inquisitor storyline was worse than some of the others, I can say that it does something worse than be bad: it wastes potential. The entire storyline has so many amazing bits that could easily bump this into one of the best storylines in the game, but it doesn’t go for them. It plays it safe and simple, it prefers to do the predictable and the dull, and it never tries to escape the trappings of a plot designed to go along with a rigid MMO leveling experience. The relics in chapter one have no significance and even their bizarre powers are only mentioned a few times and have zero impact on the story. The ghosts are actually interesting in the sense that you can choose to forcefully bind them or bargain with them. The broken mind/body aspect has zero gameplay effect other than a few scenes where the ghosts talk to you. They don’t take over your actions or manipulate your senses and when they try to make you see things in dreams they are flat out BAD at it. The whole power base thing comes right out of left field and I had no idea I was even supposed to be bothering with a power base the first time I played this. In the end, the whole thing felt like it had a ton of neat ideas and wanted to touch on them all but not commit to any one of them. The result is a mish mashed plot where nothing feels like it has any weight to it. Who do you leave in charge of the cult? It doesn’t matter. What if you let that scientist on Balmorra live? Nothing. Lord Cineratus? Might as well call him Lord Not-Appearing-After-This.
To make all that feel even worse, you have a villain you is played up at being so completely competent at every aspect of politics and strategy that you can literally never get the upper hand on him until you beat his face in at the last planet. Ah yes, Thanaton’s vital weakness: pain! Thanaton honestly turns from ‘Villain you can’t hope to defeat because the writers keep pulling the rug out from under you’ to ‘complete joke’ in the matter of four quests on Corellia. It’s hard to believe the man who knew not only that I had survived his instant kill blow, was returning to kill him, and the location and time of where I was going to do it so he could be there and ready for me ends up whining to the Dark Council and begging them to maim me because he got his butt handed to him in what the other Sith literally call a playground game. What’s worse is that there is another villain who does all this and does it SO much better: Darth Baras from the Sith Warrior story. Baras remains a vital threat to you through the majority of the third chapter and sets up a scenario that makes it so that every move you make actually helps him win, so your only choice is to strike him down in combat. As opposed to Thanaton who never feels like he’s earned his victories. He just knows things to make the player’s life difficult. He’s the SWTOR equivalent to a meta-gamer.
So was it bad? Eh, it had it’s moments where it shined. A handful of individual planet stories really show where the story shined and where it could have been used as an inspiration to become amazing. But if anything that makes it okay and that’s the best I can say for the Inquisitor story: It was okay. There’s some great ideas, but your character is treated like an idiot. The planet stories can be really enjoyable, but the overall story and villain are a complete mess. I honestly felt like they were just making it up as they went along and didn’t have any sort of concrete idea or theme for the class in general. So it becomes very hit and miss. If anything it feels a lot like it WANTS to be like the Consular storyline only evil, but doesn’t want to put the work into getting to that level of interconnecting storylines. Yea, so this one was a firm, middle of the round ‘Meh.’ I won’t be bothering leveling up another Inquisitor, that’s for sure.
<– Chapter Two || SITH INQUISITOR ||
Warning: This post contains spoilers for the second chapter of the Sith Inquisitor storyline in Star Wars: The Old Republic. To see a spoiler-free summary of the storyline please check this page instead.
Well, you have sort of outsmarted your former master and become a powerful figure within the Sith ranks. Let’s see how quick this goes downhill for you, shall we? Chapter Two kicks off with meeting Darth Thanaton who you might remember popping up in the Prologue and Chapter One at points. He is impressed with you – you’re NOTHING like Zash – and wants to test you to see if you are ready to enter his super special hidden circle. He just needs you to go into a super dark and spooky tomb, way off in some corner of Dromund Kaas where no one goes all alone to fetch a dead Sith’s notes on alchemical poisons for him. Do you see where this may be a bad idea? Good. Because you’re character doesn’t! You get ZERO agency in this. Your character will just stumble into this trap as blindly scripted. Yes, that’s how we’re starting out this Chapter, by walking head first into ANOTHER trap.
And just like before with Zash, it’s up to Ghost Grandpa to bail you out and save you from the insane Sith ghost that was trying to kill you. You know… Ghost Grandpa… who said at the end of Chapter One that his task was done and we wouldn’t be seeing him again. He’s here. To save us again. Somehow. But this time he REALLY is using the last of his strength to help us. For truth-sies. Anyway, Ghost Grandpa tells you to find a different Sith ghost who will teach you the art of Spirit-walking – the ability to bind the souls of the dead to yourself and absorb their power. Before you even ask, NO. There’s is NO Shang Tsung jokes anywhere in this storyline. I will probably be making a few to make up for it. Now you can go back, steal the Sith ghost’s soul (Flawless victory) and get his notes.
When you take the notes back to Thanaton he is less than pleased. He kinda wanted you to die in that tomb (Wha? Noooo. Say it ain’t so.) and he needs you dead because Zash’s entire power base must be destroyed (No one tell him about Khem!) So, he kills you. The end. OR IS IT? Well, we know it’s not. It seems you actually survived thanks to binding the dead souls to you. They actually seem to function as ‘Extra Lives’. Your barely alive body is dragged off to safety by your two apprentices whose names are not important enough to remember so I’ll just call them Jesse and James. Which… wait. Hold on a minute.
Remember in the Chapter One review, where I mentioned the ‘people saving you streak’? Yea. Assuming you didn’t break between Chapter One and Chapter Two, you have just walked into your doom THREE times only to have your butt pulled out by a third party each time in less than an HOUR. A. SINGLE. HOUR. Do you know how much of an idiot your character looks like at this point? You routinely walk into traps, sometimes after being TOLD it is a trap, with no plan prepared other than ‘wing it and hope we live’. Would it be so hard to have a moment where your character actually PREPARES for these things, or comes off as a slightly hesitant or cautious? Maybe show how they stand to gain from doing these dumb things? Like planning on surviving due to the Spirit-Walking so you can let Thanaton think you are dead so you can strike at him from behind. You know, SOMETHING?!
Anyway, you use this revelation of your survival to formulate a new plan: gather more souls to kill Thanaton. Well, at least we’re not a lackey anymore.
Our first destination is Taris, where there have been stories about a grumpy ghost hanging around. The thing is that there’s only one person who can actually get this ghost to show up is a Jedi padawan. So your first goal on Taris is to gather some intel on this padawan and as you soon find out – it’s Ahsoka Tano er… I mean Ashara Zavros! Who is kind of an Ahsoka Tano expy, I won’t lie. She’s disobedient, rude, and somewhat short tempered. Her emotions tend to get the better of her and that kind of has her on the outs with her Jedi Master and peers and thus provides an excellent opportunity to manipulate her into getting what you want.
The first task is to bribe another Sith Lord to use his assassins to stage a scene. You go and dig up some random thing of no significant importance (and no, that’s not setting up a dramatic reveal that it IS important. It’s not. It’s just a random errand.) Using the bartering power of the McGuffin, you convince the Sith to borrow the assassins. The fun part about the whole exchange is actually being able to decide how much information you let the Sith have about what you are doing. Do you let him in on the plot? Do you play coy? It is his man power at risk here, especially since the plan is to have them ambush Ashara and then you save her to gain her trust.
Honestly, the whole plan comes off as simultaneously dumb and yet it works brilliantly because Ashara is just that kind of dense. She gets jumped by a bunch of Sith Assassins and you just in and stop them (either by killing them or by less lethal means) and just like that she trusts you enough to let you help “cast out” the ghost. She actually sits there and dumb foundingly asks why a Sith would attack other Sith. Really? Do they teach you ANYTHING about the Sith work? Or just to kill them wholesale? And this is pretty much Ashara in a nutshell. She is not bright, she doesn’t think she’s through, she simply reacts to her emotions and follows her gut instinct. Sometimes this makes her a sweetheart, and other times you just wanna bop her with a rolled up magazine and say “NO! THINK!” Don’t get me wrong, I actually really like Ashara but DAMN is she a teenager in the worst sense.
SO you actually manage to convince the teen to let you into the Jedi Sanctuary to help purge the ghost, and you make sure to tell her not to tell anyone. So of course she tells two Jedi Masters. Fricking Narc. You fight them, you bind the ghost who appears to be a VERY ticked off ancestor of Ashara – who was also Sith? I think? It’s not exactly clear but he does wear Sith Inquisitor Columni armor. The choice is the usual: Fight the ghost and enslave it, or make a pact with it promising to free it once you’ve done what you need it for.
Then… then the plot gets stupid. Okay, so this entire time some no-name office clerk of a Sith has been helping you to put this whole thing together. Actually, it’s more like he gets you started. He shows up. Says Thanaton will make him a Lord if he delivers your head. So that whole element of surprise, Thanaton thinks you’re dead thing? Apparently not. Thanaton clearly knows you are alive, and is hiring goons to come and finish you off, despite you finishing off his goons before and forcing him to take you out himself. Do I even have to go into how completely counter to the established plot this reveal goes? And it doesn’t stop here. Oh no. You’ll see.
Because no sooner are you done with recruit Ashara and getting back on the ship, than your other two apprentices phone in. Ya know, the two that jumped the Zash ship at the end of Chapter One and dragged your charred unconscious body out of a ditch and right back into Thanaton’s office at the start of Chapter Two? Well apparently they decided to wander off and steal the key to Thanaton’s private meditation chamber. Now they’re being chased around the galaxy by another one of Thanaton’s flunkies. Now it’s never established, and certainly never explained or answered – but do we think that these two little morons are the reason Thanaton knows I’m still alive? Cause I’d venture a guess that yea, that’s the case. Thanaton, despite being a mustache twirling snively whiplash of a villain, is not stupid. These two however will believe whatever they are spoon fed. So they crash on Quesh and you have to go save them.
Or not… I guess? By the time you show, they’re dead. Lord Cineratus has killed them. Now he is on orders to kill you too. In a nice and brilliant tactical move, you can buy him off, not only skipping having to fight him but also gaining his loyalty, service and most importantly silence. Or you can just shut him up by killing him too. That works.
Now that you’ve lost two of your three apprentices (Aww… you almost collected the whole set), Zash Val recommends you head to Korriban to pick you out a fresh one from your old pal Harkun. This mission is short, sweet and only really serves to lord over your new position as an actual Sith Lord to Harkun while also setting up a later companion. I guess which of the random assortment of scum it will be? Maybe the one that killed two potential recruits already and the camera holds on for an uneasily long time? Hmmmm? (I warned you there’d be spoilers. It’s Xalek.)
And of course now we come to Hoth. Apparently we are here because Andronikos heard some stories about some weird stuff happening and a ship carrying Sith artifacts crashing a while back and they were all spoopy about it. Like the laaaaamp was tuuuuurning itseeeelf on! OooooOOoooOoo! Yea, anyway since Hoth is a giant ice ball where anything sitting outside for more than a few days is pretty much buried and frozen in a block, you’re going to need some help for this one. Enter Talos Drelik. Oh, so THIS is where the damn elves sent Talos after the White-Gold Accord. (Ha. Crossover humor.) He’s a wormy little archeologist that is a certified genius when it comes to figuring out where crap is. He’s also delightfully fun, warm, and intelligent. Thus making him the only one on the ship with a college education (No, Zash doesn’t count. Her brains didn’t exactly work out in her favor. Seriously, ‘Go ahead and bring the Dashade’ HA!)
Talos essentially helps lead you across a giant version of World of Warcraft’s archeology profession, only not as tedious. It does however lead you to the ghost p0ssessing an ortolon (those blue elephant looking things) who demands that you ran sack Naga Sadow’s ancient assassin training school because he reeeeeally didn’t like Assassin’s Creed Unity. Talos of course helps you break in to raid the tomb, because hey it turns out that is exactly what he was on Hoth looking for. It’s a giant hole in an ice wall. I am suddenly regretting complimenting Talos’ intelligence.
This leads to the hands down dumbest light/dark choice ever: Do you let Talos scan the relics before you bust them, or just say tough noogies and start smashing. Seriously. You don’t even have to do anything extra or get punished for choosing the Light Side option here other than watching a short cutscene of Talos scanning stuff. That was pointless. Really. Oh and a little tip for this mission: There will be a time when Talos leaves your party to open a door and you have to defend him from three waves of progressively harder droids. If you step back to where Talos is before the first wave spawns, you won’t immediately draw agro and can summon another companion to help you fight them off. Very useful for say… a healy sorcerer.
Finally, you get your last bit of direction to finding the ghost’s actual resting place: a crashed starship in the starship graveyard. Good thing we didn’t even think to look in the Starship Graveyard of crashed starships for our crashed starship, which we now find out didn’t actually crash but landed gently after being piloted to safety by the ghost after the crew died and/or bailed. Only downside is you have to fight through a ton of dudes who are mind controlled by the ghost because… the ghost is a jerk who likes making you jump through hoops. No really, that’s his reasoning. So you do the whole sacrifice/deal schpeal and then head off to space. But wait! Talos is there and he wants to come along. Resigned from the IRS (That’s Imperial Reclamation Service) and everything. Well, okay bookworm. Head on board. We gotta go kill us a Sith, and you’re a healing companion so you might be handy.
Back to Dromund Kaas to sneak into Thanaton’s secret meditation chamber with our secret key and oh bugger he’s waiting for us isn’t he? Yeeeeup. With a hench goon that we’ve never seen before to actually fight no less while Thanaton sits in a bubble. But not before he taunts us about how if we bribed Cinderblock on Quesh that he’s already wasted our money on women and drink on Nar Shadaa. So there’s another brilliant play that went down the toilet. Oh well, kill the bastard. Or the bastard’s assistant, I guess.
After which you face off with Thanaton proper in a cutscene! You channel all your ghostly powers and when their powers combine you are… apparently dead. Yea, it seems that the binding ritual was only meant to be done with ONE ghost at a time. Any more than that and you leave yourself vulnerable to the spirits taking control of your body and mind and doing who knows what. Of course, the ghost that taught you the ritual didn’t say that because he knew you were the schmuck that would dig up as many souls as possible and then he and the others could – as they literally put it – have some fun with you. I AM AWARE OF THE MANY WAYS TO INTERPRET THAT LINE. Also, Thanaton got thrown into a wall and ran away.
So Chapter Two ends with your companions showing up to help/save you from yourself YET AGAIN, and depending on your dialogue choices you can crack a joke and everyone has a hearty laugh. Freeze frame. Roll credits with sappy 80’s sax solo rendition of theme song! The end. Of chapter two at least.
While this isn’t as completely POINTLESS as the Chapter Two Trooper storyline, there is a LOT of wasted potential here. Every chance your character has to look intelligent or cunning is either pulled out from under them making them look like a complete idiot or is swiftly undone off camera somewhere. Enemy thinks your dead giving you the upper hand? NOPE. Get the secret key to the secret meditation chamber? He’s there and waiting for you. Bribe an enemy agent to work for you instead? Pisses it away on booze and lets your enemy know about it. The Inquisitor does not catch one break this entire chapter, and boy does it get frustrating to have your plans get foiled instantly over and over.
I mean, I kind of get it right? They want to show you that Thanaton is this super mastermind that can totally outplay you and write it off as child’s play. But you’re doing it at the expensive of making the protagonist – the PLAYER – feel like a complete moron. Even worse when OTHER NPCs are saving you from obvious traps and then explaining how it totally was an obvious trap. Why not have Thanaton think he has outplayed you, make him counter your every move but him thinking that your goal is different. Like you were looking for relics or some ancient weapon or something Zash would do to help defeat him. Then have it be established among you and your crew that – say around just after Quesh – that because of something Lord Cementtruck said you learn that Thanaton has it all wrong. WHAM. He seems to be winning and outplaying, you get to see what a master at playing the game Thanaton is, and then you have the ace up your sleeve of the ghosts to smack him, but then it goes all wrong.
And that ending I will say is done very right. The ghosts turning on you and the force walking being your undoing is not only a great twist, but is also not a knock against your character. There is no WAY the Inquisitor would have seen it coming because the Ghosts ALL LIED. Not one even tipped their hand or showed the slightest hint that this ritual had unintended side effects when used this way. But they knew. They knew and they waited to use it against you. That I did like. Downright LOVED.
So yea, that was the Inquisitor Chapter Two. A lot of potential, and a lot of screw ups. Not the worse, could have been one of the best, but no. It just falls in the middle somewhere. Pity.
Warning: This post contains spoilers for the first chapter of the Sith Inquisitor storyline in Star Wars: The Old Republic. To see a spoiler-free summary of the storyline please check this page instead.
Ah, the Sith Inquisitor. Are you a raving madman or cunning deceiver, brilliant tactician or brutal murderer? I will say this, more so than any other class in the game the Sith Inquisitor has a very clear line between Light and Dark sides, to the point where you could easily make a Goofus & Gallant style comic about the two paths. With most classes, you can see the merits of mixing things up and sometimes making light and dark choices by need. I would argue that is very much NOT the case with the Sith Inquisitor. The Light Side choices are almost always about freedom/kindness/manipulation, the Dark Side ones just boil down to ruthless torture and murder. So you can kind of see how the two concepts REALLY don’t mesh well.
To those who don’t recall where we left off – because it has been a while – we defeated a ghost that turned out to be our great-great-great-great-great-grandpa and have been tasked by our master, Darth Zash, to find four relics of Tulak Hord, none of which include that cool armor set from the Nightlife cartel packs. So it’s essentially a mcguffin hunt, but as you’ll see this one is a bit more interesting than the early Consular mcguffin hunts. Because it’s rarely not about finding the relic, but finding a way to get to it.
This is a perfect example of what I’m talking about. You know exactly where the relic is as soon as you arrive in Balmorra. The real problem is that it’s at the bottom of a toxin filled mine shaft that would instantly kill you as soon as you got even halfway to the bottom. Indeed, it’s explained to you by the kindly Imperial officer you meet that the only thing that can survive the toxin is the mutated genetically engineered colicoids. So the task is simple: become a colicoid.
While that does sound insane, there is merit to it. You’ll need to get some additional research and the de-defect a scientist to help construct a formula to resist the toxic waste. The scientist is hesitant but you can persuade him by promising that no harm will come to him and he’ll be allowed to return to the Republic once his work is finished, or you can just taze him bro with sith lightning. Once you recruit the scientist, your Imperial officer liason uses his cooperation as leverage to force you to go save his Sith son who was caught by the resistance while looking for an ancient sith relic. You have to do this mission sadly. The good news is you can just kill the kid and get the relic yourself (Note: it’s a crappy lightsaber. Not work it other than to piss off Officer-Dad.) or just send the kid on his way and dealing with his lip. I mean it too. Whether you help him or attack him, he will not shut up about how you are lousy Sith compared to him, how dumb his Dad is, how pathetically slow you are at saving him. They REALLY made it easy to want to kill him.
Of course if you do that you have to deal with the Sith’s Dad, who will promptly try to kill you if you harmed his son. Either way you then deal with the scientist by letting him go or killing him and take your injection to climb down the glowing green hole and get your relic. I hope you can start to see what I mean about having a hard time with a ‘gray’ play through of the Inquisitor. Dark side is torture with lightning and kill, light side is bargain and honor your deals. I suppose you could always promise to reward them and then kill them instead, but it certainly doesn’t work the other way around: “Zap! ZAP! Do as I say! Zap! Okay, now you can go. Toodles!” Unless you are completely insane. Of course, there’s enough dialogue options for the Sith Inquisitor that work in that vein that you could easily play your character as someone who makes the majority of Batman’s rouge gallery seem like down to earth sensible folk.
The Gambler’s Moon is where we see the introduction of the second major theme in the Sith Inquisitor storyline. Along with usual lost and ancient techniques & relics for power, there is also the ever running concept of the ‘power base’. While it won’t play a major role in the story until much later, we are introduced to it here with the opportunity to establish a small cult in your name. Why would you do this? Well, so you can take down another Sith’s cult. Another Sith who happens to have a relic of Tulak Hord.
Your cult starts with just two people: an angry young man who is fed up with the world, and a young woman who idealistically is hoping for change. Yes, that is cheesy. But how are YOU going to start a cult? With well rounded and fulfilled individuals? Ha! Anyway, it’s time to start spreading your good-ish name around. You get a choice of how to accomplish this: you can either break into a pharmaceutical company and steal a cure to a disease called the Rot and cure people with it, or kill of a local gang that has been terrorizing the locals. The choice is really up to you, it’s a light side/dark side choice though even the light side choice of stealing a cure is a bit dark. After you complete the task, your cultists will contact you about finding a new location for your ‘church’ and ask you to meet them there, where you are immediately jumped by the other Sith’s goons. Yay for security!
There is a bit of a hidden dialogue at this juncture where you can actual have an ‘intimate’ encounter with at least the female cultists – not sure about the male one as I never played a female inquisitor. You just need to talk to them before you head off to the next mission. Though be warned, it is dark side points to have your way with them, and the non-dark side points option is pretty much “Ew, your icky. Go away. Stupid head.” So you’ve been warned.
The next objective is to steal the Sith Cult Leader’s followers by performing a miracle during his big meet & greet shindig. To pull this off you convince a municipal employee to blow the gas pipes under the building when you give the signal (how you convince him is entirely up to you) and thus create a ‘groundquake’ – a name that only make sense once you realize there’s no ‘earth’ so what else are they gonna call it? This is enough of a feat to steal a good chunk of the Sith’s followers, and successfully tick off the Sith Lord. Which was the goal, I think? Either way, it works and the Sith invites you to his base of operations to deal.
And lo and behold the whole thing turns out to NOT be a trap. No, serious. There’s a bunch of enemies standing around in the usual pack layouts like you would have to fight them, but they stay green and non-hostile. It’s probably one of the better psych outs in the game, because you totally are waiting for them to start attacking and they NEVER do. Instead you just run in to meet with the Sith Lord, who has his own surprise in store. It seems that the Tulak Hord relic drains people of their force power and then he attacks you himself. This fight is really annoying because of the aforementioned force drain. You don’t recover force naturally, and all your abilities take twice as much to use. The one way to actually sneak by this whole thing is to die and then resurrect, which removes the debuff. You won’t get it re-applied because the Sith Lord doesn’t put it on you, it’s triggered by the cutscene ending and since you don’t have to watch the cutscene again, you are free to beat the Sith senseless.
So you got the thingamajig but now what is left to deal with but the cult. You again get three choices: Screw’em and leave, leave the Sith in charge, or leave your loyal flunkies in charge. As far as I know, the only thing this really changes is a few letters you get as you level up. I might be wrong on that, and I’ll be sure to mention it in future installments should these people ever re-enter the picture.
Interlude – Ghost Great Great Grandpa’s Hat
After completing Nar Shadaa and Balmorra, you will be visited once more by Ghost Gramps who tells you that Zash is planning something. While the general response is “No duh.” you can actually respond in the hilarious “No! Zash would NEVER do that to MEEEE!” way that leads to Ghost Grandpa plainly stating, “You are naive.” Why call attention to that? Well because it is probably the best way to summarize the Sith Inquisitor storyline as a whole. We haven’t got there yet, but trust me – your character is dumber than rocks at times. Anyway, to prepare you for battle the Ghost Granpappy sends you back to Korriban to retrieve his helmet. A mask model that is usually reserved for level 40-something Sith Warriors, so that’s cool.
The whole mission is fairly short and just involves fighting through a dude’s house and then either killing him or persuading him to give up the helmet, then running back to the ship. Really, the worse part in my opinion is getting back to Korriban to do this whole thing. The entrance is right by the Dark Council chamber so you have to go all the way to the Academy, up the elevator, and down the hall and that’s before the mission STARTS. Gah!
Okay, I’ll be straight with you here. This is the worst planet in the entire first chapter. I mean, the others are not about FINDING the thing but how to GET the thing, right? Yea, this is just find the thing. With a side order of revenge for your new companion Andronikos Revel. The mission is literally: 1. Find Andronikos, 2. Find the Pirate, 3. Find the Sand People, and 4. Find the Thing. This is quite literally a straight line across Tatooine. The only thing that diverges or affects anything is whether or not you deprive Andronikos of his revenge and kill the guy yourself. That is it.
Even Andronikos is a weird mixed bag. You are first told that he doesn’t like people or trust people, but by the end of one job that doesn’t even end well he wants to sign on to your ship’s crew. His backstory is also familiar: a pirate captain that was left adrift and almost went mad after his crew mutinied, only for his former crew to end up going insane from a cursed relic. Next he’ll be insisting that he’s CAPTAIN Andronikos Revel. Blah, can we just move on?
Compared to where we are coming from, Alderaan is my favorite world in Chapter One. This is just one of those times you get to be manipulative and sneaky as an Inqusitor and it really feels like how I wish the entire class would play. The whole situation is that the final relic is stored in a vault, and only House Organa has the key. In order to get that key, you will need some sort of dirt to manipulate them which you find in House Alde. It seems that the heir to the House abandoned his duty and more importantly his fiance to go train as a Jedi. A Jedi in love? Tender.
To lure the Jedi back to Alderaan, you go and break into House Rist and find their heir, the scorned woman from the holo that totally doesn’t still have feeling for the Jedi, not at all, b-baka. And this is where it gets fun, you can actually take the story down a few paths here. The first is to lure the Jedi back by forcing the Rist woman to call him and ask to meet at their ‘special spot’, you can kill her if you want and then go and kill the Jedi for the key. On the other hand, you can convince the two to work things out. They’ll both meet at the special spot and you can help them reconcile, convincing the Jedi to abandon his oath to the Jedi Order to be with his beloved. To reward you, he gives you the key. So instead of killing your way, you can actually manipulate a Jedi to fall from grace.
I really like the whole manipulation angle and using your enemies weakness against them. It was really what I was hoping the Inquisitor would be for the most part, and this world really shows how strong that approach is. You can mastermind a way to either have a Jedi fall, or lure a Jedi to his doom in a way that no one will be able to find his body or even know where to look which simultaneously strikes a blow against the Jedi, House Organa, and gets you the key to go and nab the relic from the vault.
The end of the story comes in two parts. The first is another visit by Ghost Grandpa who wants you to retrieve his lightsaber that has given to a retainer of your ancient family before Tulak Hord destroyed everything. The ancestor of the retainer is now working off her father’s debt at a Nar Shadaa casino, a debt incurred when her father bet everything – including the lightsaber – to a corrupt known-for-cheating gambler. You need to go and get it back so she can unlock the case for you (because Bioware wanted you to visit the casino twice since it wasn’t being used for much else). Now that you have your grandpappy’s lightsaber, it’s time to go and deal with Zash.
Now here’s where you either saw it a million miles away or got an awesome twist: Zash wants to betray you! You can’t say there wasn’t ample warning for it. In fact, her wretched form is starting to rot away. So she wants to put her soul in your body. Which sounds a bit too fantasy even for Star Wars, but hey I’ll roll with it. Your morose monster of a pet, Khem Val, disrupts the ritual and somehow ends up body sharing with Zash. The two of them now trading off who controls the body. Of course, Zash is furious. All her planning gone to waste. She even made sure that her loyal apprentices were to become YOUR apprentices, and to ensure YOU became a Lord of the Sith so when the conversion happened she would be ready. So she tries to attack you in Khem’s body but that pesky loyalty oath is apparently biologically ingrained so even when it’s not Khem, Khem Val cannot hurt you.
So the chapter ends with all your new loyal servants coming to hail you as the new Lord Kalig. Yay you!
The first chapter of the Inquisitor’s story is… good. I can’t call it great because it does have some missteps, but at the same time it fixes the biggest issues I had with the Consular story. With the exception of Tatooine which is honestly just a straight up treasure hunt find-the-thing mission, each story explores a different facet of working around complications to obtain your goal. You have the deal with Imperial command and bargaining on Balmorra, you have to build a power base and use it against an opponent on Nar Shadaa, and you have to manipulate your enemy into a trap on Alderaan. While you are still looking for the same Mcguffin over and over, it’s handled so different each time that you never really notice. It makes for a very enjoyable playthrough that keeps you engaged fairly well.
The downsides on the other hand are more so to do with the over arching plot. Zash’s scheming is poorly handled, and this really carries over from the Prologue. Every single person you meet flat out tells you not to trust Zash, and at no point past Korriban are you ever given a worthwhile reason to trust her. She constantly makes enigmatic promises of your rise to power, but that’s all it is – vague promises. By the time Lord Kalig shows up and flat out tells you she wants to betray you, well what reason do you have to keep going along with this plan? But for some reason, you do. You bring her all the relics, and then guess what? She betrays you! Shocker. The only reason you don’t die is because Khem Val saves your butt, establishing sadly what will be a long series of “Someone saving your butt” moments that extend well into chapters two and three. I would rather have had one of the interludes be something along the lines of finding some means to counter Zash’s ritual, the two counter rituals exploding and resulting in Zash and Khem Val sharing a body. SUPPOSEDLY this is what Kalig’s helmet is for, but when the time comes it is never brought up, so I have no idea.
The only other thing would be a small one but I would really have liked to see the relics have more effect than just be a macguffin. I mean, on Tatooine we establish that one can drive you insane (something we hear about but never see) and the one on Nar Shadaa can drain force power. The other two are essentially trapped under rocks, but still could affect things around them. The Alderaan vault IS guarded and the Balmorra altar was surrounded by colocoids. It was just a little something that I think would have added some flavor. Not a big complaint.
No the BIG complaint is going to be next time as we dive into Chapter Two of the Sith Inquisitor story.
Warning: This post contains spoilers for the third chapter of the Bounty Hunter storyline in Star Wars: The Old Republic. To see a spoiler-free summary of the storyline please check this page instead.
<— Chapter Two || BOUNTY HUNTER ||
So picking up from last time, the Hunter had just been declared the number one most wanted target in all of the Republic for repeated acts of destruction and terrorism, MOST of which I did not do. In the wake of the pretty much losing every possible outlet for work, a call comes in from one Darth Tormen, a big wig Sith that further solidifies my theory that Sith don’t know how to finish writing their scary words. He invites you to his ship, and this is IMMEDIATELY following the whole ‘The Sith Empire disavows ever working with you” and essentially burns all the bridges with you. Since Sith normally don’t like to leave loose ends, it pays to come prepared. Unfortunately, they are also prepared and you get the lovely choice of going in blind, or fighting your way to Tormen’s office. It’s almost worth it to fight simply so you can see a mildly annoyed Tormen that you broke his toys.
The Darth has an offer for you when you see him. He wants to hire you – the Republic’s Most Wanted – to help him take out choice targets that might impede his attempt to overthrow and conquer Corellia for the Sith Empire. Your payment for this job is not only a healthy heap of credits but also a chance to strike at the man who was turned you into the least employable bounty hunter in the galaxy: The Supreme Chancellor. Hot doggie, it’s time to hunt!
Our target on Belsavis is a smuggler turned patriot named Zale Barrows. Zale has been ‘escorting’ Republic forces and prisoners around the galaxy and getting them past any sort of blockade or attacking force. You can see why Tormen might want him gone. His most recent job has been acting as a ferryman to the prison on Belsavis. You think finding a smuggler would be hard enough, but because life is anything but easy for you at the moment, you are repeatedly “assisted” by a Houk named Skadge. Skadge is… unpleasant. He’s the dark side companion that the Sith WISH they had. You first meet him beating the hell out of Zale’s girlfriend for information and not like in the ‘Ve have vays of making you talk’ kind of way. Like the bone cracking, internal bleeding, kind of way. The whole bit is completely uncomfortable to even watch and while I love the story of these games, I won’t deny spacebarring through this scene the second time I got to it.
Even with what little info Zale’s love interest has (turns out she doesn’t know much but that might be because she likely has a concussion and brain damage after Skadge interrogated her), the massive Houk still isn’t done making your job harder. You and Skadge finally corner Zale, but while you are cutting the power to open the doors he sneaks off. Skadge in his frustration destroys Zale’s droid. You know, the ONLY frigging lead to where Barrows was headed. So now you get to drag a heap of droid parts around trying to find someone to fix it and giving your bounty a huge lead to get off world. Ultimately, you get the location of Zale’s destination and catch up to him in the Deep Tombs. There he actually gives you an offer: help him stop the Imperials from freeing prisoners and he’ll come with you, or take him by force and help the Imperials. Really, it comes down to how much of an Imperial loyalist you are. Yes, they are your current employers but freeing these prisoners isn’t your job. Capturing Zale is however. So really it’s your choice how to handle it.
However you choose to, the matter of what to do with Skadge is still in the air. Except it’s not. Skadge is on your ship and is on your crew now. Because he says so. No, really. He doesn’t give you a choice in this matter. It’s not even the game not giving you a choice. It does. You can tell him no, but he’ll just say tough noogies and join your ship. Which REAAAAALLY makes me uncomfortable having him wandering around the place where I sleep.
The next target on our hit list is a Republic general stationed on Voss. Essentially, our goal is primarily to discredit her and then take her down. I’m not sure about the necessity of the whole discrediting thing. Maybe they just don’t want her to be a martyr because she quite clearly has a goal in mind and the Voss do support it to the point of breaking their neutrality to impede your efforts to find her. This planet more or less follows the ‘Chase someone across the world with lots of near misses’ archetype of the bounty hunter storyline. You chase her to the Shrine of Healing, then to the Gormak death arena, and finally to the Nightmare Lands. That’s where you find out the whole dark secret that she’s been trying to reveal: the Voss and the Gormak used to be the same species! But the Sith and Republic drove them apart and caused them to take separate paths of evolution ages ago.
The revelation is kind of a ‘yea duh’ moment for anyone who has played through Voss but for me this was my first time going through and this is one of only a couple class storylines that go into detail about Voss’ history, so it was kind of a cool reveal that does explain why both Gormak and Voss were making your life hell trying to get the general. Speaking of the general, she agrees to come with you if you let the Gormak with the truth go and spread this knowledge. Or you can kill them all and take her in by force. But why? Is there really any reason this info shouldn’t get out? I mean, I know in another storyline the Sith actually want this information to become public knowledge because it paints the Jedi in a bad light, so it’s not like it is a big secret that the Sith want to keep a lid on. I dunno why you would take that option other than some quick dark side points and maybe a bit of XP?
The actual interesting part is the ambassador that has been assisting you this entire time. He keeps trying to appease the Voss in the wake of your actions. So the more disruptive you are, the harder his life becomes and I kid you not you can actually drive the man to commit suicide at the end of the storyline. It’s not on camera or anything but it makes it pretty darn clear what’s going on. I just find that to be the far more interesting choice and consequence on this planet than how to handle the general. You can actually make or break a man’s career to the point of him just ending it all. Which is kind of uh… wow.
Interlude – Reclaiming the Tyrant
Darth Tormen’s ship is under attack! Fight to the bridge and help reclaim it. That’s it. Seriously. Nothing else happens. I have no idea if there is a quota for interludes on these story missions or the experience budget needed some padding but this entire sequence does NOTHING to advance the story and Tormen actually shows up at the end and quite clearly could have reclaimed the ship on his own. So I really have no idea what this bit is for. Maybe we just needed another run around a ship?
Alright, all the distractions are out of the way. The board is clear for Tormen’s big move on Corellia. Job done right? Well, sort of. You still have one task ahead of you: Help Tormen seal the deal on Corellia. Are you kidding me? Help conquer a planet? What kind of bounty does that pull? Cause I will tell you there better be one heck of a pay day at the end of this. What do you mean my pay is “Jun Seros?” What the heck is… Oh. OH. Jun Seros is Mister High-And-Mighty-Jedi that has been giving me lip and is responsible for all those attacks on my person and convincing the Supreme Chancellor to ruin my career! Oh this is gonna be good. You got a deal, Darth.
So to help with the ‘transition’ of Corellia, Tormen wants you to hunt down some of the more prominent figures of the planet’s political and economic spheres who are involved with the resistance and bring them ALIVE to the Darth so he can show the people their leaders swearing allegiance to the Empire. There are three targets you have to capture: a corporate big wig who offers you a deal that turns into a trap, a Selonian (think ferret people) that you blackmail into coming by threatening their small breeding caste, and finally the former commander of Corellia Security (which I guess is the police force?) Once you deliver them to Tormen, he reveals the location of Jun Seros. Not only that but he informs you that the actions of the Empire on Corellia have drawn the Supreme Chancellor out of hiding on Coruscant and is now in orbit around the planet on his private ship. Now is when things get FUN.
The fight to get the Jun isn’t anything special. You break into a Jedi fortress and find him chatting up with a bunch of his allies. Jun is fully convinced that victory is guaranteed and that the Republic has this one in the bag, hence him inviting the Supreme Chancellor to help finish it and secure Corellia for the Republic. He is delightfully smug and sees you as less then a threat to his grand design. That’s when you kick his ass. You kick it good and when you’re done, you can one up the whole thing by telling Jun before he dies that his “victory” has only brought ruin because all it did was leave the Supreme Chancellor out in the open and you’re gunning for him next. Oh yes, Jedi Seros. You’ve just activated my trap card. The look on his face as he dies is great too. Considering this putz has made your life hell for the last two chapters, it was fun to rub it in his face that all his ‘plans’ and ‘schemes’ were all used against him in the end. Revenge is a dish best served cold, and it is very cold in an air conditioned Jedi conclave… Yesssss.
This is it. A showdown with the man who turned you from the most famous bounty hunter to the most infamous in the galaxy. The most wanted criminal in the Republic for simply doing what you were paid to. But before you get your revenge, you’ve got to get on that ship. The ruse is to steal a Republic ship and fly it toward the Supreme Chancellor’s broadcasting emergency codes and being chased by Imperial ships making it look like your under fire and need sanctuary. Of course, the Imperial ships will be actually shooting at you. All they’ve been told by Tormen is that a Republic VIP is on that ship and to take it down. Got to make it look convincing. Right? And should I actually die, you need not pay up either. Nice play, Darth. The whole trick does successfully work and you get on the Chancellor’s big fancy ship and starting shooting your way through the place.
Now you want to make sure that there’s no way for anyone to escape. That would ruin a perfectly good hunt. So you destroy the other ships in the hangar, the escape pods, and pretty much anything else that they could use to get off the ship. The next big challenge you face is the Chancellor’s elite guards – which was a complete nightmare on my powertech and a complete breeze on my merc. I think the big difference is a) gear and more importantly b) crowd control. My merc could knock out one of the two guards and deal with them one and one and my tech had to deal with them both. Either way when they die it is just you and the Supreme Fancy Pants. Shockingly, he is extremely apologetic. He blindly trusted Jun Seros without looking into the matter and realizes now that he was played for a fool with Jun’s machinations of revenge against you for you just doing what bounty hunters do. He clears your criminal record, and explains that no matter the outcome of this meeting that he will be forced to resign from just the scandal of abusing his powers or just driven from office for removing your wrongfully given most wanted status. Still, he offers you the choice: You can kill him (Dark side), freeze him in carbonite and haul him back to Tormen as a trophy (neutral) or take his offer to do something ‘good’ with this opportunity and go back to the ship and kill Tormen and remove a complete jerk from the galaxy (Light side).
I really like this choice because it offers you a wide variety of choices that each have their own unique effects. If you have no love for the Empire and no care for Tormen (He doesn’t spend much effort making himself likable. Heck he force choked Mako when I first met him.) then you can take the offer to off your employer and make the galaxy a bit happier. If you’re still really sore about the whole being framed and having your entire career flushed down the toilet because of a sore Jedi and a gullible leader, then kill him. Or if you just want to do the job, get paid, and get the heck out then there’s always the freezing option that grants no dark or light points for all the gray alignment folks out there. It’s worth noting that this is really one of the few ‘gray alignment’ friendly endings to a class story I’ve seen where a neutral option is flat out offered alongside the typical light/dark ones. Also for you troopers and Jedi who were wondering why Saresh shows up at the end of Chapter 3 as the new Supreme Chancellor – this is your answer. The Bounty Hunter offs the old one out of office in some fashion. (If you thought the Horde being the only ones who saw the end of the Worgen storyline is bad, imagining having to wait till max level on the opposite faction to find out what happened to your faction’s leader. Heh.)
When you eventually get back to Tormen, you will either try to kill him as a true final boss on the level of most of the other storylines or you will just accept your payment and get one last job offer to become a permanent retainer of the Sith Empire. You can shoot down the offer saying you want to remain a free agent that can be hired by anyone, or you can sign on and become an official asset of the Empire’s galactic conquest. I really don’t understand that last option unless you are really hard up for a steady paycheck. It’s really your choice, but in the wake of the recent Shadow of Revan class quest, I’ll just say that it might have more impact than I previously thought. I always choose to stay neutral though. That’s how a bounty hunter rolls, yo.
Chapter Three of the Bounty Hunter storyline really feels a lot like the Chicago Way of storylines: They bring a knife, you bring a gun, they send of ours to the hospital, we send one of theirs to the morgue. It’s revenge plain and simple, unlike the chapter one story that was more like vengeance or revenge for a fallen ally. While the whole thing kicks off with your friends getting killed, it never feels like your doing this FOR them like you did for Braden and Jory back in the first chapter. They were killed to get to you. They try to take everything they can from you. You are the target. It’s almost immediately followed by a Faustian pact from Tormen to get back at those who are after you. In fact for a while I was kind of thinking that Tormen had arranged the whole thing with Seros, but that would severely lessen the ‘fallen’ Jedi aspect of Jun Seros who just spent all of chapter two and three trying to get his revenge on you for killing his former padawan in chapter one. Which again is something that REALLY could have been explored more. Definitely more so than a side mission to save Tormen’s fricking ship.
The third chapter is by no means bad. Like most of the Bounty Hunter story, it’s simple but solid. It does have some points that could have been polished more to really make the story shine. Like I said, Tormen having some twisted machination behind all this or exploring Jun Seros succumbing to a desire for revenge despite being the Jedi adviser to the highest office in the Republic are things that would have really stood out in the story but little if any is done with the ideas. I will however compliment the idea that just because you’ve ended up with this deal with the dark side to get to the Supreme Chancellor, it doesn’t mean you have to like it. After all, the bounty hunter ISN’T an Imperial. No Space British accent. So you are always given the opportunity to not blindly do the loyal Imperial thing. You can help Zale kill the Imperials to get him to come along nicely. After all, he’s your target and helping the Imps is of no concern of yours. What do you care about some Imperial ambassador’s reputation? You have one objective to do and that’s all that matters. You can quite honestly stick it to the Empire to further your own agenda of doing jobs for the Empire. In that way, there’s something really enjoyable about this chapter.
So I started out this class saying how I viewed it as the strongest at the beginning and then weaker as it went on. I don’t know if I can actually agree with that initial assessment. It could have been ignorance of how all the other class stories went and how BAD they could be (*cough*Trooper Chapter Two*cough*) but I really think I sold the later chapters of the Bounty Hunter short. Especially after coming back, playing through them again and acting not with some agenda of neutrality but allowing the story to influence my choices, and I enjoyed it a lot more. Now I won’t say there weren’t plenty of missed opportunities but the story as a whole is a simple and more importantly complete narrative. There is no compartmentalization of the narrative. Chapter one flows into chapter two and then into three fairly naturally.
Another thing the story does really well that I haven’t spoken of up to this point is the questioning the moral gray area that bounty hunting serves as a profession in the galaxy. Periodically, Mako the Moral Compass stops to ponder if all the people who have died up to this point have died BECAUSE of you. It’s an interesting question. Your a bounty hunter, if someone offers a bounty wanted dead are they responsible for the death or are you because you pulled the trigger? The question is actually core to the story itself because Jun Seros is motivated entirely by the fact that you killed a Jedi at the end of the first chapter as part of the Great Hunt. That Jedi had a bounty on him from someone (you never do find out who, just like the rest of the Great Hunt targets) and you collected it by killing him. You killed him. Does that make you responsible? Seros thinks so. Mako wonders if you are responsible for the deaths of the other Grand Champions because they wouldn’t have been targets if not for being involved with you and yours. There is a certain dubious morality that comes into play as someone who gets paid to kidnap or kill people and I think the story really does a good job of exploring those themes without bogging it down. They pop up here and there and make you think about it from time to time.
There’s also the question of honor versus profit. Introduced toward the end of the first chapter is the idea of honor that the Mandolorians subscribe to. That there’s is a sort of ritual to the hunt, some kind of noble code of the warrior, and a level of respect for one’s target. This becomes much more prominent in the second chapter where you offered the chance to become a Mandolorian as well as the Mando death war game across Taris and the noble hunter warrior on Hoth. This is offset by the chance to a product endorsement deal between them on Quesh, which of course was a trap, but it’s an interesting comparison. In fact, if you choose to eagerly take the offer of becoming a spokesperson, the only person who gives you negative affection is the newly joined Mando, Torian. Beyond that the whole thing gets explored quite often on a smaller scale of things like: give them a fighting chance or just kill them and take the money or even betraying your employers for a bribe which is shown in quite the dishonorable light back on Tatooine. It’s probably one of the most underlying themes of the entire story and it’s interesting to explore in your play-through of where you personally fall on that spectrum.
So in the end, is the bounty hunter a good story? Yes. It could be improved but it could also be much worse. It has interesting themes but simple and sometimes uninspired content that is used to explore those themes. It can feel repetitive a lot for some I imagine, after all you’re just plucking up a bounty on each planet. The real interest is explored more in the ideas that are presented than in the actual missions, which I can see being a turn off for many. Still, for a story about a bounty hunter it could have been MUCH worse. I mean, it could have just been ‘get bounty. go get another bounty. do it again.’ with no over arcing connection or driving goals of vengeance or revenge. Plus the class is really fun to play mechanically. Especially with the Shadow of Revan discipline revamp. Powertech is super fun again!
<— Chapter Two || BOUNTY HUNTER ||
Warning: This post contains spoilers for the second chapter of the Bounty Hunter storyline in Star Wars: The Old Republic. To see a spoiler-free summary of the storyline please check this page instead.
Welcome back from your vacation Mister or Miss Grand Champion of the Great Hunt. Ready for a REAL job? Well, that’s what Chapter Two brings you. Fame, fortune, and work. Legitimate, actual, bounty hunting. Some of the hardest bounties in the galaxy! But let’s not get ahead of ourselves. We have to meet Mandalore first. Mandalore, as his name might suggest, is a Mandalorian. In fact, he’s the leader of the Mandos. Like, all of them. He has invited you to his personal starship (what, you need a guild to have a starship? HA! Don’t you wish you were Mandalore?) Where he gives you a task – not a job sadly – to go to Dromund Kaas and take down a giant beastie living in a cave there. The cave in question is surrounded with Mandalorians who are trying and failing to kill this beast. Which is weird, cause it’s just a gold mob. You also meet a lad named Torian Cadera who I’m sure will be unimportant forever hence why I’m calling specific attention to him. Anyway, you kill the beast and head back to Mandalore (Yes, you fly all the way back to Dromund Kaas to kill one thing and then fly all the way back to the Outer Rim. Now I’m GLAD space travel is just pushing a button) to be told that congrats! You are a Mandalorian now! That’s all it takes apparently?
Now whether you take Mandalore’s offer to become a Mandalorian is completely up to you. You take the honor, or you can say ‘screw honor, I want money’ and forsake the noble warrior lifestyle for a shrewd cash grabbing merc way of life. If you choose the latter, you enrage Mandalore who was hoping to make you take his place on the… council… thing of former Grand Champs… I think? It’s not terrible clear. You’re not becoming the new Mandalore that’s for sure. He’s going off to work for the Empire doing something. You never find out what. However, regardless of your choice you meet up with Grand Champs Bloodworthy, Jewla Nightbringer and yes, The Defenestrator (Cue the squeeing) who welcome you – and laugh at Mandalore if you shoot him down – to the club and offer you the Black List. The Black List is a premier listing of bounties that are exclusive to winners of the Great Hunt. They are the toughest and more importantly best paying bounties in the galaxy. This is the big leagues. Your first job is actually an oldie but a goodie. A bounty so hard to deal with that a betting pool has been establish for anyone who tries their hand at it. Whoever finally brings in the target gets the whole pot. You pay up your ante and get the info. Looks like we’re headed to…
Oh joy. Okay, I don’t like Taris. At all. In any incarnation. It’s a winding confusing mess of a world infected with rakghouls who by defeat cut through armor like butter which means lots of downtime healing. But that actually works to the advantage of this mission, because we’re about to be reenacting a bunch of action movies from the 80s and hunting down a guerrilla warrior in the Jungle. His name is Jincoln Cadera, and yes he is the father of that completely-unimportant-for-reals Torian Cadera, who has also shown up on Taris.
The majority of Taris plays out with you and Torian working together to take down Jincoln who has challenged you to a Mandalorian death game. Which is a lot like capture the flag but with sniper rifles and pits lined with sharpened sticks that impale you. So what I’m saying is that it’s not really so much like capture the flag but more like capture the flag at summer camp. Torian helps you flush out his father, who then leaves his kid to die and you can either do the same (in fact, Torian insists that you do) or help Torian and loose the trail. Either way it doesn’t make much in the way of a difference because Jincoln actually contacts you next for a formal declaration of the rules. You need to find all of the ‘trophies’ that Jincoln has hidden in the jungle and then find his hiding spot to even earn the chance at a duel to the death. You know, this is why I snubbed the Mandalorian invite on my second playthrough. Honor bound war game grab ass bull. Look, all you need is two guns and we’ll play ‘whose the better killer’. I’ll even let you have the tea cup this time.
So you run around the jungle picking up little doodads like a sword, or a hat, or some such, and all the while Jincoln is taking shots at you from who knows where. Torian is working on finding the hideout so you don’t have to worry about that step. Once you got the four doodads, you meet with Torian who finally gets his revenge on Jincoln ruining the family name and you get paid! Oh, you got to beat Jincoln first I suppose and if you don’t relish that after all the annoying loops he just sent you through, well then I don’t know what’s wrong with you! After all is said and done with Jincoln and your ready to collect your sweet sweet credits from Bloodworthy, you find that Torian is waiting for you. Seems like the kid wants to sign on with you and see the galaxy. Well, uh, sure? I guess, kid. Guess you WERE important after all, huh?
I suppose I should say a few words about Torian Cadera. He’s… uh… male. He has hair. Some tattoos I suppose. Okay, I find Torian to be the most boring character you get as part of the Bounty Hunter storyline. Pretty much everyone else has some weird personality quirk – even Gault for all his slime HAS a personality. Torian is just… well… I’d say he’s a Mandalorian but he doesn’t even fit with any of the other Mandos you meet in this or any other class’ stories. Even odder is that he’s the romanceable companion for female bounty hunters, and apparently he has quite the following. I don’t know, I’m not a woman. I’m barely even a human. I’m a fricking hat. What do I know about this guy’s appeal? But I find him to be absolutely boring. He’s like Corso if you take away all the annoying country boy junk. A nice, boring, male human. Welcome to the ship!
Your next mission is actually a short diversion to the planet Quesh. Seems that an adrenal company would like the Grand Champion of the Great Hunt to be the spokes-model for their newest line of combat adrenals. This is actually my favorite mission on Quesh, because unlike almost every class mission on that planet, this one requires you to fight ZERO enemies to reach the door. You just land and ride up on to the factory which is just a stone’s throw past the Imperial starter town. However, when you actually show up for the meeting things don’t seem to go the way you expect. No contract or credits are waiting for you. Just a team of Rebuplic SIS and if you let her live at the end of chapter one – a very angry apprentice. (Told you it was worth it to let her go.) They are here under the orders of some big wig Jedi who is the right hand, top adviser to the Supreme Chancellor to bring you in for crimes against the Republic. You can try to explain how the concept of a bounty hunter works to them – you know, you were hired to do a job by someone. You’re the tool, not the user? Yea, none of this is getting through. So you are stuck with surrendering (which you can’t actually, it’s not even an option in the game. Just in a narrative sense.) and taking out your pursuers and getting a second chance to kill that padawan. I did this time. You get one freebie. After that, I’m not mister nice bounty hunter. Luckily, it has been dealt with and we can go back to getting paid now.
There’s another biggie on the Black List that’s been there forever and is just begging to be collected upon. The Chiss Ascendency placed a bounty on a Trandoshan hunter/big shot pirate with the White Maw that has been terrorizing Chiss starship routes for years. They want him brought in and alive to pay for crimes against the Ascendency. Your only lead at the get go is a prisoner at the base – a small little jawa troublemaker named Blizz. Blizz was an accomplice to the White Maw who used to tinker and make gadgets for the pirates until they kicked him out for some reason (too cute?). Blizz gives you a lead on the Trandoshan and you actually find him. Like right away, but he doesn’t want to mess with you because you’re not worth his time. He just sicks his goons on you and walks off. Call me Dangerfield because I still can’t get any respect here. Blizz however has another idea to help you out. You need to become worthy by taking down some of the biggest lieutenants in the White Maw.
So you start your Jagga-Point collecting spree across Hoth with Blizz’s tinkering helping you along the way. Blizz builds a shield nullifier to help defeat a cyborg, boosts some heat shields to help dismantle a smelting operation in a volcano, and finally a freaky force sensitive alien that runs the White Maw’s day to day operations. Once you’ve wiped out all of these goons, you can finally have your duel with the Trandoshan in his base. The lizard does request that you kill him and give him an honorable death at hands of a superior hunter or you can deny him his wish and freeze him like the bounty contract stipulates. Unlock a lot of contracts where you get a light/dark choice like this, the Chiss WILL be quite upset that you killed him and didn’t follow the conditions of the contract. I actually want to say they stiff you on the payment too but I can’t confirm that.
However, you do get a chance to bring little Blizz with you. In fact, if you have Mako with you she’ll practically beg to save the little guy from jail or whatever worse fate awaits him. You agree and bargain to get him released into your custody. If Torian feels like a blank slate, Blizz is all personality. The wacky genius inventor who wants nothing more than to be “Boss'” (read: Your) best friend. He talks fast, he’s constantly inventing weird little things, and he just always seems so happy to be around. All that despite you never seeing his face. He’s a Jawa, he looks like the rest of the Jawas (okay, he’s got fur around the edges of his coat.) But you would never mistake him for one once he starts talking. I agree with the Bioware developers on this: I want a Blizz plushie.
After taking down two of the biggest bounties on the Blacklist in a row, your fellow grand champions would like to throw a party for you at the casino on Nar Shadaa! However, you arrive at the Casino to the sound of gunfire. It seems the SIS are not done with you yet and have shown up ahead of the time with another Jedi – possibly by tapping your comm lines – and they’ve killed Bloodworthy, the Defenestrator and Jewla Nightbringer! All three of them are gunned down and gone. Permanently. Those bastards!
After killing the Jedi and the SIS, that top dog Jedi from Quesh appears via holo again to threaten you and to spout on and on about how you won’t get away with this. This is all your fault for not surrendering. Blah blah blah. And he concludes by showing you a message being broadcast across the Republic from the Supreme Chancellor: You are now the most wanted person in the entirety of the galaxy. It’s no bluff either. The team back on the ship confirms it all. The Empire is burning all bridges with you and disavowing having ever done business with you claiming that you are a rogue acting on your own. The entire Republic is gunning for you. Oh and you can bet that being Most Wanted to about to lure out all sorts of scum that would try to collect your head for money. Glad I killed Tarro Blood. The only real hope is to go underground and lay low. That is until you get a message from someone named Darth Tormen demanding you appear before him. Hey, it MIGHT be good news? Bring the guns just in case.
Chapter Two of the Bounty Hunter honestly is one of those things I have two minds about. Namely because it was the first one I played through and now the most recent. The first time I played it was the first time I actual ‘got’ the bounty hunter. The idea of the hunt, and of Mandalorian honor and all that didn’t click until this point for me. But I was also playing a straight laced ‘do the job’ bounty hunter, so the whole thing with the Republic came off as a pointless “Hey, I’m just doing my job” and nothing else. So the entire story of the SIS coming after you and the Jedi wanting revenge wasn’t really something I even cared much about. However, after revisiting the story I can see what it is. This is the turning point. You are being attacked, your friends are being attacked to remove any chance of supporting you, and you are being left with nothing to turn to.
Chapter Two takes on small bit of Chapter One that you probably didn’t think twice about at the time and turned it back on you. It continually pushes you to the ropes and leaves you with nothing at the end. It’s pretty much the perfect set up for a revenge story, which is pretty much what Chapter Three ends up being. You’ve seen movies like this, we all have, about people set up to take a fall, pushed to the edge, and forced to take things into their own hands to set things right. It’s that. Only you weren’t set up. You did kill the guy. Just as a bounty. The point is that the chapter does a really good job as a middle bit that builds on the first chapter and uses the established story to subvert and set up the conflict of the third part.
The concept of the Black List isn’t exactly ground breaking but it doesn’t need to be. It’s a hook, nothing more. But it does a good job of not negating your efforts in the first chapter. Take the Jedi Knight, or Trooper and there’s is very little connecting the first chapter to the rest of the story. The first chapters seems to sit on little islands with their own self contained ideas. But here? You are doing Black List jobs BECAUSE you won the Great Hunt. You are chatting with and hanging out with former grand champions (that were conveniently set up all the way back in Mako’s first few lines of dialogue in the prologue as being BIG DEALS). This chapter feels like it is the result of chapter one. Which is a nice feeling. We’ll get more of that when I eventually get around talking about the Imperial Agent.
The big thing I would have to say in this chapter is how much are you willing to bend your character? Are you going to be the same person you were before? My first character was a neutral but leaning toward light side bounty hunter who always did his job and never back-stabbed anyone. The idea of taking revenge on the Republic was silly because it didn’t mesh with my character. I didn’t let the events of the story change my concept. The second time, I ran with it. If the Republic was gonna declare war on me, I’d declare war on the Republic. Because of that, I will say that Chapter Two and Three became WAY more enjoyable to play through. Just something to keep in mind from someone who has done it both ways. This also applies to just role playing in general I think: Let the story change you just as much as you change the story.
Warning: This post contains spoilers for the first chapter of the Bounty Hunter storyline in Star Wars: The Old Republic. To see a spoiler-free summary of the storyline please check this page instead.
There’s nothing like the thrill of the hunt, the rush of competition and utter carnage that awaits a competitor in the Great Hunt. A handful of bounty hunters after the biggest prize in their profession, and not only do you have to take out your appointed bounty but also take out the other bounty hunter you’re competing with? This is going to be fun. Luckily, I got my best gal Mako working the intel angle, my freak called Treek packing a double barreled blaster, and a ship droid that… apparently likes repainting my ship over and over. Sigh… Well, Miss Crysta Marko the Space Texan, where am I going first?
So our first target is some big wig admiral working on the seige of Balmorra. Which right from the get go just goes to show you how different this is from any of the other Imperial class stories: Your first target in the Great Hunt is an Imperial Admiral. Wow. If that doesn’t tell you that the Bounty Hunter is on the outside of the Imperial power structure, I don’t know what will. Unfortunately, said Admiral is a bit of a recluse. He stays on his ship above Balmorra and never leaves the damn thing, and there is no chance of sneaking aboard something like that and not turning it into a suicide mission. The next best thing is to lure him out. Mako has a lead on an officer on the ground that works intelligence for another officer that works under the admiral and is looking to take over his superiors position by impressing the admiral. Sort of. See this is the Empire, where impress means “remove the competition” and thus is hiring for someone to discreetly sabotage his boss’ work on Balmorra and to make him look better by comparison. I can’t POSSIBLY see how this could backfire, but what the hell it’s the best shot at dragging the admiral out of hiding.
The “accidents” you have to pull off are all pretty simple. Help a slicer install a virus into the droid factory and then eliminate her as a loose end. Stir the colocoids out of their subjugated state and into a full blown frenzy by killing their queen. Finally, you steal a tracking device from a Republic ship being used to ambush and prove the link that the Republic is involved on Balmorra and stick on a garbage ship. Each time reporting back to a gleefully scheming officer who stands in delight with his “pet” Cathar who I will refer to as Murglegurgle because honestly that’s the first thing that comes to mind when I see her jumble puzzle of a name.
After handling the accidents, the superior officer is so totally canned and you talk to the officer and convince him that the best way to show off to the admiral is to meet him in person so the duped officer calls the admiral to arrange for a meeting. Naturally, you and for some reason Murglegurgle are invited as well. When you show up for the meet – and here’s a shocker – the Admiral is MAD at the officer because these flubs should have never happened if he was doing his job as intelligence. Ha! Don’t care. Time to take out an admiral. But wait! There’s a surprise twist: Murglegurgle is your rival bounty hunter for the hunt! I am so shocked! Only not! Because she clearly had alternative intent all through the planet chain. She was always listening in. The camera always included her in the background watching the conversations. Still it was a pretty good build up for the twist and other than the camera angles hinting something was up, she never came close to tipping her hand in the whole thing. Which was impressively done. So with Murglegurgle dead, and the Admiral bagged it’s off to the next hunt. Oh I suppose you can kill the wormy officer if you want. Don’t know why you would. His dumb ass just helped you move on in the Hunt.
The next target is a former assassin turned security expert calling himself the Eidolon. Crysta is kind enough to point you to a contact named Gele’ren, a twilek who wants the Eidolon gone on behalf of the Hutt Cartels and who happens to work with Anuli, an old friend of Mako’s (Boooyfriend? COMMENCE TEASING!) and would like to see the Eidolon taken down to improve his stature with the Cartel and maybe become a boss himself. I’m not entirely sure how the Cartel hierarchy works here. Sometimes they work like a gang, sometimes they’re more of a company, and sometimes it’s just “We all work for hutts.” I have no clue. The plan however is to once again force the ever elusive target to come to you instead of finding them. What better way to accomplish this than by completely ruining the Eidolon’s business ventures.
The first job is to blow up an entire warehouse of weapons for the Republic worth billions of credits. Really, that’s it. We’re just gonna blow up a warehouse. You have to admit there’s a sort of dangeresque mentality to this whole thing that makes me laugh. No, we don’t sneak around. No, we don’t blackmail. We blow things up. It’s brilliantly simplistic methodology and I would expect nothing else from the Bounty Hunter.
The next bit is some non-hutt concerning business with a certain rival in a certain Great Hunt. Anuli actually helps pin down some strange order going towards one off beat warehouse here on Nar Shadaa. Mako thinks this is probably where you’ll find your rival for this planet. It turns out your rival is a team of ugnaughts who pilot a droid together. Kind of like a weird Power Rangers set up only the robot doesn’t break apart into seperate smaller robots…. I think. Apparently, they made it into the Great Hunt by having their droid malfunction and blow up killing everyone else in the melee. This tells us two things: 1) These are some very lucky pigmen and 2) there was more than one melee, cause that sure as heck did not happen at the end of the prologue. I would remember that. So is the melee a standard part of the Hunt? Because they made it sound like it was a necessity due to the number of entrants from the Hutts or other crime lords. So where there other melees on other planets to help trim things down? No clue. This is probably the only time we ever hear about another melee beside the one you participate in.
From here on out, it’s back to business nabbing the Eidolon. In classic fashion, this quickly becomes an eye for an eye beat down. You post all his secret dealings across the holo for all to see thanks to a security expert named Zee, and the Eidolon smacks back with going after Gele’ren and Anuli. This actually seems to hit little Mako way more than any of the possible reactions your bounty hunter has. She has a moment of utter hopelessness in the face of the fact that yes, even bounty hunters must face the repercussion of their choices and actions. This is actually where we get introduced to a reoccurring question that gets posed in the bounty hunter storyline: are you responsible? You were hired to take down the Eidolon. Without your pursuit Gele’ren and Anuli wouldn’t be involved. So is it your fault they died? Are you responsible for those who get harmed or are you simple a tool of your employer and they should be blamed? This question is actually central to the entire bounty hunter storyline as you’ll see in Chapters 2 and 3.
Finally, you’ll have a chance to take in the Eidolon. Just before you get to your showdown you’ll be contacting by a representative from the Hutt Cartel who notifies you that they will give an extra reward for delivering an alive and detained Eidolon to them. It won’t interfere with the hunt and you’ll still get credit for the bounty. It’s just an extra bonus because oh do they want to make this scumbag suffer and hey, so might you. So there’s your chance. The option comes full circle when you finally do take down the Eidolon and facing the possible result of endless sufferring at the hands of the Hutts, he begs you from one warrior to another to give him an honorable death. While not as prominent or frequent as the idea of responsibility, is the choice between profit and honor. This becomes a bigger deal when the Mandolorians get more involved in the story later on and you will often get the choice to fulfill a bounty or give them an honorable death by combat or some such. This is actually a weird inversion of the ‘take them alive’ light side or ‘kill them’ dark side choices in the game. Killing them honorably usually results in light side points with the bounty hunter, where as straight up murder will result in ‘dark side’. It’s a weird moral gray area to dance in, but that seems somewhat fitting for the hunter.
Your hunt gets interrupted by the Huntmaster’s assisstant – Lek – who calls you back to Dromund Kaas. Instantly this puts Mako on edge as the Huntmaster and his team are not supposed to contact anyone directly while the hunt is on. However, it turns out that they have a rather unique situation on their hands and that the entire target list for the Great Hunt has been stolen and is set to be auctioned off on Hutta. This is naturally bad because of its effects on the Great Hunt. Finding out you’re on the target list is pretty much a big “go underground. Leave galaxy now.” flag and it will screw up everything. You are being tasked by the Huntmaster himself to go and retrieve it and “take care of” any potential threat to the hunt: the slicer who stole it, anyone who might try to buy it or is aware of it, or just anyone who showed up to the auction really. Most importantly is to try to find out who leaked this intel.
The mission itself is just a short hop back to Hutta to kill a ton of people. But it has some nice moments like seeing Nem’ro’s secretary who handled your payments in the prologue again. The real point of this whole thing is revealed in the big twist of who leaked the list to the sliver: a mandolorian. The Mando did manage to hide his identity through voice filters and hiding his face, but there was one big clue. The mando wanted to make sure that Tarro Blood’s targets were left off the list. Well, that’s an interesting turn. Who could benefit from that? While your gut says Tarro himself and yes, that is true, the gambling scene surrounding the Hunt has put just enough incentive in exterior hands to move the indicator into ‘reasonable doubt’ in the eyes of Lek and the Huntmaster. Bah!
Your next target is on Tatooine and no sooner than you arrive than you get a ring from Crysta the Space Texan letting you know her pre-recorded briefing for this target is null and void. Looks like the target caught wind of being a target and decided to high tail it but was shot down by your opponent in the hunt for this world sending the target – a Devoronian named Tyresius Lokai – plummeting into the desert. The good news is because of that, he’s probably still on the planet and is probably looking for a new way off. So your first visit is to the spaceport traffic droid who tells you that no “Tyresius Lokai” exists in the records, but another Deveronian is about to depart. Deveronians are apparently quite uncommon according to my MakoWiki, so the chance of there being two both trying to get off the planet at the same time is a bit fishy. Treek! Fetch my investigation hat!
Of course the guy who claims not to be and to never have heard of Tyresius Lokai is in fact Tyresius Lokai. He runs off leaving you to deal with his goons who happily divulge after being smacked around that your opponent in the Great Hunt – a Rodian named Veeboo – is in a cantina and may have info on where the ship crashed and where Lokai might head. Veeboo is a fricking worm who took a huge pay out from Lokai to let him go. After prying out that Lokai was going to see the “Lady of Pain” about a new ship (this is a really weird place for a Planescape reference honestly.) After the tip, I just blasted Veeboo. Seriously, what is with all these wimpy rivals?
You find the Lady of Pain in the middle of talks with Lokai. You offer her anything for Lokai instead and she asks for entertainment. Apparently she needs a champion for her gladiatorial blood sport match this afternoon and you volunteer. Lokai gets hauled off in chains and all you have to do is take care of one lousy gold mob and everything is in the bag. Sort of. Seems like Tyresius slipped away using a grenade in a false horn and took off into the Dune Sea with a speeder and a ship part. So now you have to chase him again! GAH! This guy is SO dead when I find him.
So into the desert you go, and actually not that far really. The ship apparently crashed a hop, skip and jump north of an Imperial Outpost and right behind a sand people camp. Tyresius on the other hand is one not to give up without some resistance (considering that’s all he’s done this entire time, this should not come as a shock) and he’ll send a couple of waves of disposable droids at you. When you finally catch up with him, he has one final offer: Kill him. Well, not HIM him, but a genetically identical duplicate of him that he just keeps around for uh… “emergencies.” This is yet another one of those completely railroad-y decisions in the game that gives you no choice but to agree with the deal. I do suspect that probably at some point in development you could refuse and just kill Lokai, but hey dems de breaks and here’s a new companion. Deal with it. Of course, our new friend can’t go around calling himself “Tyresius Lokai, man who died in the great hunt” so he takes a brand new name: Gault Rennow. He’s our DPS long range sniper companion. I want to throw him out the air lock but can’t.
It’s not like Gault is a bad character at all. He’s a snarky, selfish, con artist and self-titled businessman that is always looking for the quick and easy credit. His conversations are usually pretty funny. Funnier than most of our companions at least. No, really what has always irked me about Gault has been two-fold: first is the completely forced way he joins your crew. The game just ignores the myriad of reasons this is a BAD IDEA and just shoves him into your hands and walks off like giving a love note to s-sempai. Second is the fact that the guy is just a complete weasel. His introduction is all about paying off people, getting others to do his dirty work, and squirming out of every situation. He just comes off as slimy as a overly greased comb-over on a used car dealer. It just always put me off. No matter how snarky or sassy his commentary gets, I just feel dirty when I work with Gault.
Alderaan, also known as dead planet walking, is either the most frustrating or most enjoyable RP experience in the entire first chapter of the Bounty Hunter storyline. Namely because you spend the entire planet trying to hobnob with noble elites who think your petty blue collar work beneath them. At the center of this whole thing is House Girard who has the intel you need to locate your bounty of the day: The Durasteel Duke. Named such because he is supposedly nigh unkillable with nerves of… well… durasteel I would assume. So to get the intel you need, you get to play errand monkey for a bunch of stuck ups in fancy duds that seem to enjoy bickering with each other. Lots of in-fighting in this House it seems.
Most of the jobs you have to do can either go down in one of two fashions: You behave, or you don’t. You can either put up with the self righteous jerk or you can break his nose and force him to take the package even though your employer was supposed to deliver it in person. You can help the old curator of the museum find the fake relic that has the clue while covering him from oncoming fire or you can just smash all the priceless ancient jugs until you find the right one and get the heck out of Alde (You know, instead of Dodge. Cause it’s House Alde. Oh whatever.)
Things get interesting once you try to hunt down the duke at House Rist. There’s a bunch of awesome booby traps to dodge and avoid. The whole thing kind of turns into Indiana Jones for one area. This is the kind of thing I wish they did more of in this game instead of just combat, combat, more combat. Have puzzles! Put a maze in there! I mean, they eventually added some more of this with Rise of the Hutt Cartel bu seriously, it works really well and I find it to be such an enjoyable break. However, all is for not because you apparently JUST missed the Duke and found out that Rist already killed your rival for the planet for you. Yay? That’s not all though. Impressed with your skill, the assassins of House Rist make you an offer: Kill House Girard. All of them. They promise you a fat paycheck to finishing their contract for them. My first playthough I didn’t take the money because I wanted to stay loyal to my employer. On a second time, I realized that these were professional hitmen and women with a contract to kill them anyway. They were gonna die no matter what. Might as well get paid. Plus you get a title for doing the deed! You get to be “Homewrecker”.
So you finally get to the Duke at House Organa’s pad only to find out that the Duke has actually been dead for like weeks. Natural causes, or some accident, or some other way that did not involve my blaster. Apparently the Duke’s sister has been running around as him in a holodisguise to ensure that his diplomatic work finishes before they announce the death. But hell, she doesn’t wanna deal with the likes of a bounty hunter that chased her across 3 noble houses and half the planet. She just gives you the duke’s body to turn in and begs you to just leave her alone. Which I always do. Hey, why waste ammo?
The planet wraps up with a return to House Girard where the patriarch of the house that was signing your check has died to natural causes (Lots of that going around). You still get paid, but you were also made his legal representative way back at the beginning to deliver that first package to Count Butthead. So it falls to you to decide who is the successor to be the head of the house. There’s actually three ways this can go: 1) Side with the son. You’ll get the Knight of Alderaan title if you are male and the Baroness title if you are female. 2) Side with the daughter. No titles but you get light side points. 3) If you agreed to take on Rist’s contract, kill them all and get the Homewrecker title. The Homewrecker option ONLY appears if you agreed to Rist’s offer earlier though. Now with that settled, it’s time to go toe to toe to the finals of the Great Hunt.
The finale for chapter one is actually told in two parts. The first of which has you travel back to Nar Shadaa to meet with a former champion of the Great Hunt – a mandolorian who just happens to be the teacher of Tarro Blood and his lackies. It turns out that Tarro has one last sneaky little trick up his sleeve and the former champion wants to warn you about it to help preserve the honor and integrity of the Great Hunt. Naturally, as is almost always the case with these things he can only tell you about it in person. No unsecured communications. Even though you have an expert hacker with a computer in her brain that should be able to get us a clean line. Whatever.
When you show up to the meet you find that Tarro’s lackies did follow you there. Shock! If only we could have avoided this by not meeting in person at one place where our enemies could get us both. You get the option of either slaughtering all of Tarro’s goons or having an honorable duel to the death. Either way though and the former champ still takes a shot and dies. But if you chose the honorable duel, you did get some kind final words about you are the true ideal of what the Great Hunt and Mandolorians should inspire to be. Not so kind words if you just blow them all to hell. But you do get revenge. Sweet vengeance on rye toast. With a side of OJ. AND PAIN! *cough* Moving on.
The actual conclusion comes in the form of one last bounty, and boy is it a doozy: Get on board a Republic military dreadnaught, disable its hyperspace stabilizers so it gets shredded in the jump, kill a Jedi master, and then set a timer to throw the whole ship into hyperspace to destroy it. Oh, and also get off the bloody thing before it goes and defeat your rival. Very important. Naturally, nothing is simple. Your attempt to ‘sneak’ on board is immediately met with a troop of soldiers who already caught your rival – one Tarro Blood – who happily informed them that you would also be arriving soon in hopes to save his own skin. He’s locked in the brig now. You on the other hand get to fight your way through a now completely on alert ship. By the Force, Tarro Blood is so slimy that I’m shocked all the fangirls who squee over $%#*stains like Draco Malfoy aren’t created fan shrine websites to his Bieber looking ass. Those are still a thing right? Fan shrine sites? Or did they just all die when Geocities went offline? God I’m old.
While rigging the ship to blow, you do stumble upon the brig and Mr. Blood sitting in a cell. To twist a quote a certain moment in a certain game – This is the part where you kill him. (This is that part.) And joy of joys, you actually get a choice in your method of dealing with this anthropomorphized mosquito. You can either leave him in the ship to be ripped apart when the hyperspace jump goes off, or you can be the honorable man and let him out to have a proper duel to the death or you can be just as much of a prick by agreeing to the duel, letting him out and then shoot him dead before he has a chance to grab his gear. Surprisingly, Mako is very much on board with the leaving him here to be shredded idea. I on the other hand went with the duel on my Powertech and the shooting him before grabbed his gear bit. If this toad was gonna die, I wanted to be the one to pull the trigger.
Now that Blood has been dealt with – and OH! WAS IT SATISFYING – we can finally go after the actual target. The Jedi is hanging out on the bridge with his padawan when you arrive. He tries to force you to surrender, leading to probably one of the most screencapped moments of the game:
JEDI: *waves hand for Jedi Mind Trick* You will lower your weapon and surrender.
BOUNTY HUNTER: *mock waving hand* You will realize what a complete idiot you are.
The master realizes he doesn’t have much alternative to fight and then realizes he doesn’t have much choice to lose. Badly. It’s important to note that this is the first Jedi Master you have to take on for the Great Hunt, and possibly your first Jedi opponent ever (Suppose it depends on what you do on the planetary storylines). So a victory is impressive. You of course are also free to either let his apprentice go or to kill her as well. But between you and me – let her go. Trust me. It’ll make sense in Chapter Two. Makes for a MUCH better story in my opinion. Anyway, with the bounty dead and handled, it’s time to set the ship to blow and get the heck out.
The whole thing ends back on Dromund Kaas where you are given a triumphant award ceremony proclaiming you to be the grand champion of the Great Hunt! Wealth, fame, and employment await! (So like the opposite of college nowadays.) The ceremony ends with a notification that you have been called to meet with Mandalore. THE Mandalore. Like the big head honcho of the entire Mandalorian people. He’s got a special task for you it seems. But that can wait, for now its time to celebrate!
Originally, I had long held that the Bounty Hunter storyline starts strong and then dwindles toward chapter three but after replaying the storyline I may have been somewhat blinded by it being the first storyline I played. It’s still great. Don’t get me wrong. There’s a lot of fun, and has a solid tale of personal glory mixed with revenge. Tarro Blood is a scum bag villain that revels whose presence is felt almost constantly as he continuously attempts to sabotage your chance at victory. The final showdown with Blood, no matter which way you choose to end it, feels so satisfying and enjoyable. More than just about any other ‘rival’ you have in other storylines. The Great Hunt is a wonderful framing device for the story that always ensures you have something to work towards on each planet.
I was however slightly disappointed that each planet only had one bounty. I was hoping that each world would be like Hutta where you are constantly chasing different people. However, that was my first time playing the story. After chapter two it sank in exactly what the hunt was about. It’s about HUNTING. Setting traps, luring out the prey, and tracking across every environment possible. Going back and looking at the Great Hunt that way was a much more rewarding experience… sometimes. Other times, like on Tatooine, you just want it to be over and it starts to really drag chasing Tyresius only to have him slip away every single time. Especially since after all that, you are forced to bring him along.
The storyline wasn’t flawless by any means either. The weakest bit by far was the idea of the rival bounty hunter that you were supposed to square off against. Let’s count how that goes down: One playing in the shadows till the very end (Good!), one trying to rebuild their winning megazord and die unprepared (Meh.), one got paid off and dropped out (Wha?), and one is dead by the time you get to the planet (You’ve gotta be kidding me…). So after the first planet, the rival aspect is pretty much pointless until the showdown with Tarro. This could have been something that really elevated the whole experience. Not only having to hunt down a bounty but also have to stay a step ahead of the competition. Maybe Tatooine would be a little less tedious had it been a three way race between you, Tyresius trying to escape, and your rival trying to catch Tyresius. Maybe the arena battle for the Lady of Pain would be against your rival who has been working his own connections to get Lokai. It just seems like wasted potential.
Same thing with the leaked list in the interlude. All it ultimately ends up doing is adding another thing on the list of Tarro Blood’s offenses. Like was it supposed to be some shock that Blood was cheating? The whole story started with him cheating! It doesn’t even get him a single demerit with the Huntmaster or his crew. So what was the point? I mean, it could have been a big turn for the character. He gets kicked out of the Hunt, and then goes on a mission of revenge and starts killing your rivals and even the Durasteel Duke in an attempt to sabotage you since you were directly responsible for his expulsion and ruining his shot. That would have been something!
For all its missed opportunities, the bounty hunter storyline is still one of my favorite first chapters. It establishes you as someone who is only on the Imperial side by contract and have very little interest in the power plays of the Sith or the clandestine cloak and dagger plays of Imperial Intelligence. In fact, you actually go directly against them at times. Much like the smuggler, the hunter doesn’t feel like he’s part of his faction but simply works within it. So why the Empire and not the Republic for the Hunter? Well, we’ll get into that when Chapter Two rolls around.
Warning: This post contains spoilers for the Star Wars: The Old Republic class storyline for the Sith Warrior. If you would like a spoiler-free summary of the third chapter, please look here. You have been warned.
Now that you’ve crushed Darth Baras’ opposition, secured his power, and help him ascend to the Dark Council, what reward shall you reap for all your loyal work? Well, how about being blown up in a cave and left for dead by Darth Vengean’s former apprentice turned Darth Baras’ replacement for you? Oh yes. That Sith that worked side by side with you to create a vacancy in the Dark Council for Darth Baras to fill is now after your job – at Baras’ request no less! Luring you to Quesh for a mission and then collapsing the cave on you and leaving you to die. However, you have a pair of mysterious rescuers and no, they’re not a pair of mice.
They call themselves the Servants of the Emperor’s Hand and suddenly I’m having Elder Scrolls Dark Brotherhood flashbacks. They have come to tell you that you have been more or less drafted by the Emperor (Yes, the actual real Sith Emperor) to be his “Wrath”. Essentially, you are to go around and kill whoever stands in the Emperor’s way or whoever the Emperor wants. The Servants tell you that your now former master Baras is telling the Dark Council that he is the Emperor’s Voice, essentially the guy the Emperor talks through to the Dark Council and whoever. But the Servants know that this isn’t true, and the Emperor knows it isn’t true, so it’s actually Baras making yet another power play to be above even the Dark Council. What a jerk. Or what a Sith. They’re interchangeable really. Chapter Three is essentially set up as trying to break Darth Baras’ power base and stop his attempt to be declared by the Council to be the Emperor’s Voice and to be obey Baras’ no matter what. The Council seems kind of dumb like that.
Your first task is stopping Darth Baras from freeing his insane sister, Darth Ekkage, from Belsavis prison. Go ahead and take a moment if you need a second to wrap your head around the fact that Baras has siblings. I’ll wait. Ready? Okay. There really isn’t much more than that. You are chasing/racing with Baras’ goons to the deepest depths of Belsavis where the whackjob Sith is locked up. Okay, there is kind of this whole B-plot where you have to work with a Jedi who wants to stop them as well and more or less forces you to team up with him to accomplish your goal (He’s the only one around the let you out of a sealed room. Why you don’t just cut your way out with a lightsaber Qui-Gon style is beyond me. Maybe Breaking and Entering is a Jedi only technique?)
What’s funny with a Sith and a Jedi teaming up to take down the baddies is that it turns the whole planet into a buddy cop movie almost. The Jedi is constantly scolding you for unnecessary violence, and you keep telling him that he’s weak and your going to kill him when this is all over. It’s cute. Ultimately, you do end up tracking down Ekkage, who just gets freed and then immediately kills the goon that frees her ‘because’. You fight her with the Jedi and then get the choice of killing Ekkage because that’s what your told to do or turn her over to the Jedi to be taken away and face justice. Just for a bonus, if you kill Ekkage you also can kill the Jedi if you really want to. You can also just let him go for helping you. But then again, Jedi-cide. Is there any better way to end a planet? I think not.
If it seems like I’m not going into a lot of detail here it’s because there really isn’t a lot of details to go into. Belsavis is just a really simple planet where you have a clear cut object and you just have to keep overcoming the crap tossed in your path along the way (traps, foes, etc) until you get what you want. It’s not bad in that way, it’s just simple. Which is fine for a single planet. Plus Ekkage is just gleefully chaotic evil. It’s worth it all just to watch her kill people just for the lolz but at the same time seem bored by it.
In case you’ve been wondering how the Servants and Emperor know that Baras’ isn’t the Voice of the Emperor, it’s about to be explained on Voss. You see when an aspect of the Emperor (voice, wrath, etc) is destroyed or killed, it reverts to the Emperor. It’s a part of him, so he kind of would know if his Voice was killed. But then how does the Dark Council NOT know? Well, that’s because apparently Darth Baras has trapped the Voice somewhere on Voss, the last place the Voice went for some kind of spiritual journey to get dark power or some Sith thing. It’s up to you to find him and free him.
Your first objective is to go and find the old Voss sage that guided the Voice when he came. This involves mostly just doing a bunch of tedious rituals in order to get him to show up. Which I will tell you, puts my Sith in a BAD mood. You finally talk to the damn Voss who tells you that the Voice wandered off into a place called the Dark Heart in the Nightmare Lands, a place of powerful dark side… energy… stuff. But the only way to follow him is to get a blessing from the Shrine of Healing and a Talisman of Bone from the Voss soldiers fighting in Gormak territory. Now I am already suspect at this point because I will tell you, I’ve been to the Dark Heart before on other characters, and I didn’t need ANY of this crap. But whatever. I wander off to the Shrine of Healing and they explain that in order to receive the blessing it must drain life energy from someone and possibly even kill them (spoiler: No, it doesn’t kill anyone. At all. Not even close.) You are given the choice of sacrificing your own life energy, one of your companions’ life energy, or forcing the Voss healer to sacrifice her own life energy to perform the ritual. I personally forced the Healer to sacrifice her own to do the ritual, because my team and I needed to be in peak condition. We’re going to the Nightmare Lands! You get to sit in the Shrine of Healing. HEALING. I mean really.
The talisman however is where I drew the line with these people. The Voss always get on my nerves so this mission was probably a god send. The troop of soldiers will only agree to part with the talisman if you help defeat a bunch of Gormak because they have some insane superstition that the trinket is helping them win. So only by killing their enemy will they no longer need it and be willing to part with it. So you go and do their jobs for them and come back only to find that they want you now to go back and kill MORE gormak. You have got to be killing me. Are they gonna keep stringing me along and having me run back and forth through enemy territory until every last gormak is dead? I guess I never will found out. Because blessed be Bioware they give you to option at this juncture to just straight up kill all the Voss commandos and take the damn talisman. Oh and I did. There are no words for the sheer amount of joy beaming through my skull at the appearance of that option. It’s a big ‘Skip the BS’ button for a measly 150 dark side points. HOW COULD I SAY NO?
So you finally get the Dark Heart, which to my shocking surprise has NOTHING to do with the second Care Bears movie. Inside you find the Voice of the Emperor, but there seems to be a slight problem. The host body of the Voice has gone insane in the face of the Dark Heart’s madness. The ancient evil that slumbers there has claimed the body of the Voice so you are faced with the dire situation of having to kill the Voice in order to free it. Once the body is dead the Voice can return to the Emperor, but at the same time it means that until a new host is found that for all intensive purposes Baras wins. Either the Voice stays trapped in an insane body on Voss, or the Voice dies. Either way, no evidence to prove that Baras’ isn’t the Voice. Which is one of the reasons that the Sith Warrior storyline is actually really fun is because you’re not up against a stupid opponent. Most are so blinded by their beliefs or convictions that they become desperate and stupid, but Baras has had this all set up way in advance and has clearly proven himself to be a chessmaster in the previous two chapters. Now he’s guaranteed that the actual Voice can in no way be used against him and his pursuit of power.
So after you finish up with a less than successful mission on Voss, your trusted right hand man Malavai Quinn tells you that he has located a space station that contains some highly useful items to take a stab at Darth Baras with. After congratulations all around that Quinn has scored a big win for the team, he leads you to a station and then proceeds to turn two massive war droids on you. Wait. What?
Yes, it would appear that our dear Mr. Quinn was and is firmly in the pocket of Darth Baras. Serving him loyally since you first went to Balmorra and keeping him regularly informed of your progress. So in case you were curious of how Baras’ goons got the drop on you continuously on Belsavis – look no further. Quinn has calculated that these two droids which have been specifically constructed to kill specifically you have a success rate of 99% of doing so. So naturally, you completely dismantle the damn things and beat Quinn around like a ragdoll. Channeling the full power of the Emperor’s Wrath you are pretty much unkillable and deal insane damage during this fight even without a companion. It’s awesome to watch really. But not nearly as awesome as force choking Quinn and then flinging him around the room into the walls and floor over and over. That, my friends, is what we call “Stress Relief”.
Unfortunately, the aftermath of this whole betrayal only ends in one of two ways: Angrily allowing Quinn back to the team, or forgivingly allowing Quinn back to the team. No matter what he renounces Baras now and forever and swears fealty to you and only you and totally isn’t lying this time he promises for realsies. This is probably one of those points back during the beta of the game where you could kill a companion but was taken out for reasons that have been explained hundreds of times by now. Way too much buyers remorse and lack of saves in a MMO mostly. But damn do I wish I could do something to not have that weasel on the ship anymore. Or at least put Vette’s shock collar on him. She’s been loyal! Quinn not so much.
Guess I’ll have to just survive with me knowing that I beat the ever loving &*%# out of him for even thinking of trying to kill me.
Well, it seems that Baras is getting really good at keeping you on the ropes. So now it’s time for the big one. We’re going after his power base. To do that we’re going to need some help though. Turns out that the only Sith that is outright opposing Baras’ claim to being the Voice is overseeing the war on Corellia and unfortunately that has him completely vulnerable for an assassination. So not only do you have to break into the secure REPUBLIC fortress he’s hiding out in and stopping all THREE assassins coming after him and then having to prove that you’re not an assassin and you need his help. *deep breaths* Okay. You get all that? Luckily the convincing is pretty easy when you stop the third assassin right in front of him but dang hasn’t anyone in this galaxy heard of texting? This is getting ridiculous to just ask for some help. Yes, all that is solely for asking for the help of a Sith. For some planets, that could encompass the entirety of the story but here it’s only the first area you visit. Welcome to Corellia, where Sith gets real.
However, once you have gained the help of the Dark Council member, things fall much more into line with what you can expect. There are three areas left on Corellia and each one has one thing that Baras is using to maintain control over the Dark Council and his power base in general. That fits a bit better with what you expect. The first area you have to tackle is the a large database in a secured bunker that holds all of Darth Baras’ blackmail information. With this wiped out you pretty much remove the leash that Darth Baras has on the other Dark Council member. These missions really aren’t ridiculously over the top, it’s mostly just fight through a secured area and hit the button to do the thing or kill the person or something. So beyond the context of what each of these things are there sadly isn’t much to talk about here.
The next task is to eliminate the source of information and scheming that Baras has on the Republic side. It turns out to help manipulate things in the war to his favor and tip off his own forces to give him seen downright clairvoyant, old Barry has himself a plant in the Jedi. Yes, a loyal Jedi is on a Darth’s payroll. Such a shame. Luckily the best way to deal with that is to simply sever the source of information and to do that we can simply murder the Jedi. However, before that you can also try to expose him for the traitor he is and then kill the Jedi. Which is fun. It’s always nice to shatter the spirits of the enemy.
The final strike against Baras comes in the way of breaking his connection to a powerful dark side spirit that he literally has chained up in a basement… or a tower… somewhere not on a first floor. What’s interesting about this bit is actually the mystery around who this dark side spirit is supposed to be. It’s been hypothesized that the spirit is actually Kreia from KOTOR 2, and supposedly the writer of the Sith Warrior story confirmed that this was the intent but I really can’t find a primary source on that, just forum talk. It definitely seems from some of the dialogue that the spirit is more than just some malevolent dark side creature, but there really isn’t a confirmation one way or the other. I still like to assume that its supposed to be Kreia when I play through it though.
To break the connection with the spirit and Darth Baras, you need the help of the Dark Council member that you saved at the beginning of the planet. However, there’s also a trap waiting for you. Lord Draahg (yes, that’s his name) – the apprentice to Chapter 2’s Darth Veggie – is waiting for you to finish what he started at the beginning of Chapter 3. He is going to prove he is the bestest ever to Darth Baras and then Darth Baras will love him like a son and they’ll be happy forever and ever and you will not mess it up! Okay, not really, but it sure as heck comes off like that sometimes. Draahg uses some sort of life draining force curse on the Dark Council member (in case you weren’t convinced that the Force is just a re-skinned version of Magic at this point) and fights you to the death. The only real advice for the fight is to keep moving a bunch because he likes to drop a crap ton of AOE attacks that stick around for a while and hurt like heck. If you’re using a healing companion, keep Draahg away from them because he will drop AOE on their heads and they won’t be smart enough to move 3 feet to the right (QUIIIIIIIIINNN!)
With this Dark Spirit freed, the Dark Council dude saved, and the rest of Darth Baras’ power base left in tatters, the time has come to head for Korriban and confront Darth Tubby himself. The Dark Council dude says he will happily announce you and will meet you there.
Wow. When was the last time I got to write about an actual grand finale? This is pretty much the ultimate showdown that’s been built up for three chapters. You enter the Dark Council chambers and face off with Baras who demands the Dark Council destroys you because he is the Voice of the Emperor. However, you are the Wrath of the Emperor so it’s kind of a stand off. Each of you says the other is lying. So the Dark Council in their infinite wisdom (or complete lack there of) decrees a duel, and whoever wins is clearly the true servant of the Emperor! Which honestly seems kind of a weird line of logic to me, and at this point its becoming increasingly clear that the Empire’s government is a complete mess. The Emperor sends off bits of himself to do different things? Why?! Just call the Dark Council and say “Yo. Do this.” But no, now we have a duel to decide who gets to run this whole thing… which to be fair is a lot more entertaining than actual elections.
Of course, you ultimately beat down Baras after multiple rounds of smacking him. Honestly, I didn’t find Baras to be harder than Draahg. Baras does have some slow cast abilities that probably do massive damage but are easily interrupted. He finally stays down (after you finally get to see him without his helmet on finally) and the Dark Council declares you to be the real Wrath and him not to be the Voice. Yay? Couldn’t the Servants of the Hand tell you that? Oh do they only speak to other Emperor body parts? I dunno. It’s weird.
The only thing to note here is this is chance to see some other members of the Dark Council that pop up in the storylines like Darth Marr who recruits you for the Rise of the Hutt Cartel storyline.
Chapter Three honestly does a great job of feeling like a culmination of everything before it. Darth Baras’ treachery and tactics are well established by this point and to find yourself on the outside of his forces now fighting against him is a way to put a lot of that to use. If there was ever a real weak point it would be Belsavis where the struggle to stop Darth Ekkage from being freed doesn’t seem to have much of an impact beyond killing his family. Yes, she’s a psychopath that would have brought ruthless and unrelenting power to Baras’ cause, but compared to a genius plan to trap the true Voice and destroying Baras’ power base, it seems a bit lesser in ways.
The betrayal of Malavai Quinn could have been done better if Quinn actually had tipped his hand at points showing that he was willing to listen to Baras over you. But he may have and I just didn’t pick up on it. Again, more to look for in the second playthrough.
I just really don’t get the incredibly weird way the Emperor runs things. Like seriously, what the hell.
If the Imperial Agent shows life outside the ranks of the Sith and cleaning up their mess, and the Bounty Hunter shows what life is like outside of the Empire in general, then I would describe the Sith Warrior storyline as the definitive Sith experience. In service to a master, the careful dance of treachery and loyalty, betrayal and internal power struggles – everything that I would view as a Sith trait is found in this plot line. It has a ton of memorable moments that stand out such as the corruption of Jaesa, the betrayal of Quinn, the revelation of Draahg backstabbing you on Baras’ orders… there’s some great stuff here and at no point do I find myself shaking my head at like some of the other stories. While some parts don’t seem to have the impact as others, nothing feels like a waste of time or anything to make your character feel unworthy of his position.
Most importantly, the storyline feels like a whole single narrative. The chapter breaks are not clear lines of this is a different plot like you find in the Trooper storyline. The events of chapter one help set up the events of chapter two and likewise with chapter three. It’s far easier than almost any other storyline for me to think of it as “The Sith Warrior Story” instead of “Sith Warrior Chapter X’s story.” And I really like that. Definitely worth a play through in my opinion.
Warning: This post contains spoilers for the Star Wars: The Old Republic class storyline for the Sith Warrior. If you would like a spoiler-free summary of the second chapter, please look here. You have been warned.
So last time we completely dismantled a compromised spy network, rooted out a hidden padawan and then converted said padawan to our side using manipulation, lies, trickery and cookies. So how do we follow that up? Do we ascend to being a powerful Lord with a spy network and servants of our own? No! We get to work for our boss’ boss. That’s right, there’s someone even above Darth Barry and his name is Darth Vengean. And while your first instinct may be to pronounce that Darth VEGEN (Also not to be confused with Dark Vegen, the toast loving villain of the Johnny Test TV show), it is actually pronounced like Vengeance but without the -ce. So like Ven-Gen. Not much better.
Anyway, Vengean and Baras have a new job for you: Plan Zero. Which despite it’s cool name, is actually just “Kill this list of big wigs in the Republic brass”. Well, okay. I can do that. I’m very good at killing things. Just like Jaesa’s family and master. Right Jaesa? Jaesa? OH GOD PUT DOWN THE MEDICAL TABLE!
Taris is where suprisingly four of the generals you need to kill are. That’s convenient. So the entire planet quickly devolves to “find a general, kill a general, repeat.” I’m not going to go into every little detail of tracking down these guys because honestly for the most part it isn’t worth it. However it is worth noting that we do meet our next companion: Lt. Pierce. Pierce is a soldier. That is his defining characteristic. He is not a boot kissing promotion craving soldier like Quinn, but more of a rough and tumble, down and dirty, smoking in the mess with the boys while playing poker kind of soldier. But he also knows his stuff. And is bad ass to boot. He actually holds off several hundred republic soldiers by himself. Now it’s important to note, he does this off camera. When he’s actually in your party, he can maybe take like… three? That said he is a tank, so killing isn’t his strong suit. (Neither was tanking really so he stays on the ship)
No, the thing I really wanted to talk about here was the final mission on the planet. You, Pierce, a small army, and all your other companions team up for a giant assault on the Republic base. Yea, that only interesting thing from all of Trooper Chapter 2? It’s just a regular planet mission here. Oh, and they do it right in this storyline too. See, the mission requires you to divide up your forces into three teams. One is the assault team, one deals with the traps, and one deals with stopping reinforcements and Quinn stays at the base coordinating (There goes my healer…) Now the big difference here is that it actually matters who gets sent where. If you send the wrong person on a job, they will fail and it will make things harder for the assault team. Extra mobs if the reinforcements arrive, turrets if the traps team fails, and dealing with mercenaries if you can’t apply the right pressure to make them run. Quinn makes it fairly clear who should be assigned to each team, but you can put Vette, Jaesa or Pierce on any of them. I was just happy that there were consequences to incorrect team assignment. See, Trooper storyline, THAT’S how you do a mission.
Narratively, the generals all seem to be working on a super power battery to fuel weapons, ships, droids… anything really. That increases the power of whatever they’re installed into tenfold. Which doesn’t sound scientifically possible. Wouldn’t that just break most things? Don’t most devices have some sort of ceiling to how much power they can use, hence the term “overload”? So they invested billions of credits in a battery that will overload their stuff? I mean, if they were built to use that 10x power, sure that’d make sense. But then it wouldn’t be 10x the power, it would just be the expected amount of power because it was built specifically to use those batteries. Republic military! What the heck is wrong with you? Anyway, it’s implied Vengean and/or Baras wants the tech, but I was just told to kill them, so I did. Just left the stuff there. They can send someone else to collect it if they really want it.
Quesh actually begins not on the planet at all but on a ship floating in orbit around it. The ship is apparently being attacked by the forces of one Admiral Monk, another target of Plan Zero. You have to fight your way through the ship and stop the attacking Republic forces but unfortunately, once you reach the bridge Monk is nowhere to be found.
According to the captain, Admiral Monk shot off in an escape pod to the surface of Quesh. You get ready to depart, but the Captain appears to be quite upset. He doesn’t want to be part of these ‘games’ of Darth Baras and attacks you. Honestly, I pleaded the fifth. I was just sent to kill these guys. Not to play schemes & scenarios. That’s my Inquisitor’s job. So I had to kill the captain. It was self defense. And fun. Lots of fun.
Down on Quesh, you finally find Admiral Monk who claims to be one of Baras’ deep cover agents, and that there’s some sort of scheme against Darth Vengean? And that Monk knows the truth and he won’t be silence because he’s loyal and his cover is intact! But I don’t know anything about all that, and honestly I am getting tired of being dragged above my pay grade. I was told to murder kill destroy, and murder kill destroy I shall. Farewell Admiral Ninja!
The final stage of Plan Zero sends you to the frigid world of Hoth, and the target is a Jedi master named Xerender. A notoriously pain in the butt Jedi to find it seems as he constantly is able to give you and Baras’ flunkies the slip. (I am not Baras’ flunkie, I’m his apprentice.) Not to mention that this troublesome Jedi has employed the help of an entire clan of Talz! Okay, not an entire clan. Apparently, the Talz are also being hunted by a former clan member that was ousted out and wants revenge: Broonmark. You and Broonmark sort of compete for the kill as it where as you keep running into him, fighting him, and ultimately working with him to get what you both want.
The trick to finding the Jedi is really to find what he’s after. Some sort of secret super weapon hidden among the icy caverns and wrecked ships. Of course, the mystery is actually fairly quickly banished as you figure out that the Jedi is after not a “weapon” in a traditional sense, but his former master named Wyellett who crashed on Hoth years ago, and has been living off the Force ever since (cause you apparently can do that) and thus has granted him profound insight into the nature of the Force. To make things interesting and way more personal, it seems that our stranded Super-Jedi was also a former rival of Darth Baras and even captured Baras’ lightsaber years ago. Which honestly seems like a bit overkill in the ‘it’s all tied together’ area, but it also allows Baras to find the Wyellett because he can kind of sense his lightsaber? And read its mind? Crystal? I have no clue. It’s space magic. I give up trying to make sense of this stuff since man first asked why the lightsaber stops at yay high.
So you find Wyellett and Xerender, and pretty much just kill them. Yea. That’s about it. Okay, well you also help Broonmark get his revenge and he agrees to come with you. I like him. He’s all super bloodthirsty and grumpy, but also fuzzy. Kind of like a really tall Treek that can’t heal. You are also given the chance to spare the Wyellett or even just hear out his gift of wisdom about the true nature of the Force. Which I really didn’t take him up on either offer. He’s a Jedi, I’m a Sith. It just makes more sense to not listen and just kill the old man.
It seems that all those people I killed talking about schemes and tricks may have been right, because no sooner do you get back to Darth Baras on Dromund Kaas then he explains that this whole thing was a trick to get his master, Darth Veggies, out of favor with the Dark Council so that he can (read: YOU can) kill him and Darth Baras can take his position on the Dark Council.
You end up teaming up with Darth Vegemite’s apprentice who has betrayed his master to join up with Darth Baras. Clearly he wants to bat for the winning team. Which is a sports metaphor or so I’m told. He helps you break in to the fortress of Darth VeggieTales by doing absolutely nothing as you kill your way through the Darth’s servants. Supposedly he’s handling the security, but honestly I couldn’t tell you if he did or not. I know he shows up at the end to help take his share of the credit.
The battle with Darth Vegeta is pretty epic as well, combined with the dawning revelation of Baras’ plot against him and the warnings that Baras will betray you as well it serves as a good capstone on the Chapter 2 plot. The whole bit ends with a return to Baras who welcomes you and his former boss’ apprentice as his new lieutenants in his new order of his new Sith-y-ness. Wonder how long that will last.
In terms of middle chapters, the Sith Warrior does a pretty good job. It builds on the scheming nature of Darth Baras but no by blatantly letting you in on his plans. Instead you find confused military officers and Sith that you kill for just doing what they were told. You get to be in that position of ‘our mutual boss told us both to come here and kill each other… hmmm….’ kind of plot that is so fun to watch unfold, but this time from the inside.
Maybe its just me but the idea of getting to watch a grand chess master scheme unfurling from the perspective of one of the pawns (ie YOU) is actually really cool. It does a great job of establishing Baras as this powerfully manipulative magnificent bastard that really does have everyone around his finger. Which you got a bit of that in the first chapter, but not nearly to this degree.
The villain of the chapter is however less than interesting. Which I suppose is fine since his only real purpose is being someone to off so Baras can make a power play for a seat on the Council. If there was anything else to be done with it I suppose he could have tried to make a deal with you behind Baras’ back to try and take out your master. Something like “I know what Baras is up to. It won’t work. Come join me.” but then Baras knows that Veggie knows and plans around it with you retrieving some kind of powerful tool to get the upper hand. But that might have been a bit much for the short middle chapter.
As for your new companions… meh. Pierce makes an excellent foil for Quinn as the pragmatic soldier versus the cunning officer. Quinn does things by the book, but Pierce realizes that the book isn’t prepared for everything and sometimes you have to go with your gut. It’s a nice change of pace that shows the difference in the mentality of the troops that serve the Sith. Broonmark on the other hand is a giant hairball that hangs out in the cargo bay of the ship. Really all you get to know about him in his initial encounters on Hoth is that he is A) Ruthless and B) Out for vengeance. Which naturally makes him useful but he does not make much of an impression.
Warning: This post contains spoilers for the Star Wars: The Old Republic class storyline for the Jedi Consular. If you would like a spoiler-free summary of the third chapter, please look here. You have been warned.
(Sorry, no new photos this time. I did Chapter Three on vacation so I didn’t remember to screen cap any on the laptop.)
So a little bit of a recap, the consular has just spent 10 whole levels sucking up to the Rift Alliance, a group of whiny planets that want stuff. At the end of the whole thing, you find out that one of the representatives is not only a traitor but an imperial sleeper agent known as a Child of the Emperor. There’s apparently lots of these people out there. Who knows how many! But I’ve got a hunch that we’ll meet probably about oh… one per planet? Just a hunch. But to fight this mysterious new menace, we need a mysterious new army. So for that, it’s up to Jedi Consular and the Rift Alliance (Worst band name ever.) to gather strange and powerful new allies to help fight the Empire.
To do that, we need to figure out a heading. The first clue is actually back on Hoth. Funny, I thought we just left Hoth. I was pretty sure I mentioned something about never wanting to go to Hoth ever again. I distinctly remember Kill-It Felix agreeing with me. Yet, here we are. Blowing up a small ice cavern to unearth an ancient Rakata roadmap. Okay, it’s like one of those mind trapped sentience thingies, but come on, all it’s there for is to give directions. And to lie to. I lied to it A LOT. Which points us to…
Oh. Shocker. The next planet on the narrow linear leveling path of planets. Honestly, would it have been that much effort to mix things up a little bit? Like do Belsavis or Voss in whatever order you choose, and then follow it with Corellia? Honestly. Darn leveling system. Anyway, yea. There’s a great and powerful army you are seeking to recruit on Belsavis. They are called the Esh-Kaaaa WAIT A MINUTE. NO! I know the Esh-Ka. I’ve had them shoot at me constantly, and try to kill me, and break out of their prisons and try to conquer the galaxy. In fact, about half of what the Republic does on this planet is try to seal that can of evil back up. Including in the bonus series! And we want to recruit them? Oh but wait a minute. These are different Esh-Ka. Nice ones, that totally didn’t deserve to be locked away for millennia. Well… that changes things. I’m still suspicious.
So you’re first task is to find this military dude who knows more about the deep vaults than anyone, but when you go to find him every member of his squad is dead. In fact, everyone but him is present and dead. Apparently this was triggered by his assistant back at base camp telling him that a Jedi was coming to find him. Hmm. An evil Esh-Ka defector? Brainwashed by Esh-ka?! WHAT ELSE COULD IT- Oh, he’s a Child of the Emperor. That didn’t stay a mystery for long. Now begins a long cat and mouse game across the planet, where the Child of the Emperor has control of all the security systems, cameras, and can send waves of droids after you (if people had this level of control over Belsavis, why is there a prison riot again?) Luckily you get aid from some unknown voice that instructs you in ways to bypass the security and to lock out the Emperor’s Kidz so that you can find the “good” Esh-ka.
Now, I say ‘unknown voice’ but if you’ve been playing this far you should have bumped into the Imprisoned One on Tatooine, and if you put two and two together you will quickly realized from the sound of the voice and the alien dialect that you’re talking to a Rakata the entire time. Apparently, this Rakata regrets imprisoning the ‘Good’ Esh-ka, and wants to help you free them while helping you kill the bad Esh-ka. Not that I honestly think the Rakata are deserving of a ton of trust, every one thus far has been a psycho trying to resurrect the Infinite Empire a few thousand years too late. But I don’t really have a choice here.
The story ends with you freeing the good Esh-ka who then immediately ditch you so you have to fight a Child of the Emperor aall by yourself. Well, not just the Child of the Emperor, the gold level Child and two silver level mobs backing him up. Unfair! Really, your only hope is to CC the Child and kill the two silvers, try to heal up and then finish off the Child. This of course leads to freeing the leader of the Good Esh-Ka who has some weird name like “Deep Throat” or something. I’m just gonna call him that. And he actually wants to help you out. Well that’s nice. My eyes are on you buddy.
A brief interlude comes when you discovered upon leaving Belsavis that Senator Grell… HAS BEEN KIDNAPPED! Now you and Nadia (She demands to come, not shocked, it’s her dad.) must board the kidnappers vessel – tracked down by Theran and Holiday because they are insanely awesome like that – and save her dad! The kidnapper it turns out is NOT a Child of the Emperor. No, it’s some creepy former Sith who did or said something and got his brain wiped. No name, no memories, no emotion. (My guess is that he was a mage. That’s a Dragon Age joke, folks.) He hopes by screwing with you he can earn his memories back. He is wrong, as I just kill him. Sadly, you aren’t ever fast enough to stop the death of Senator Grell, who apparently spilled the beans on everything you were doing.
The interlude ends with the Jedi Council reading the senator’s will. For some reason. I honestly haven’t a clue why the Jedi had his will. Are Jedi also notaries? Anyway, apparently the will was made fairly recently as it asks that Nadia be made a padawan and you be her master. Well, it only took an extra 28 levels, but hey sweet fetish fuel has arrived for the Consular too! Also, again, we have someone being made a padawan of yours solely by virtue of “Oh, okay, sure. Whatever.” Nadia doesn’t even have to train on Tython, or do her Youngling warm up excercises, or anything. She’s a Jedi now. You’re in charge. Bye. Screw you, Master Syo Bakarn. I hope you die.
The next crazy ally you get is the Voss. Yes, you heard me. You are going to recruit the Voss. I won’t go nearly in depth on this one because honestly, this is the most chores you’ve ever done since the Great McGuffin Hunt of the Prologue. You essentially are tasked with making sure a potential Voss mystic goes through his trials correctly and safely, and then you can recruit him and his entire entourage into your galactic war. Wait. Why does this not sound like it’s going to work?
You do everything from run around and gather stones, perform dangerous healing rituals to keep your lemming of a Voss alive, and kill any and every little thing in his way to have a vision. Which time and time again he fails to have. He just fails, then asks to be taken someplace else where he might have one. While it’s not the most annoying mission you have to do as a Consular, it really feels like babysitting a complete n00b.
Really, the payoff comes at the very end. Because while you have had run ins with Imperials and Sith here and there, you never bump into a Child of the Emperor. Not once. Until the end, when it is revealed that the diplomat that sent you to find the Voss wannabe is the Child of the Emperor. She sent you to essentially prep the Vossling and then when he was ready, she’d swoop in, kill you and take the freshly awakened mystic for the Sith. That. is. BRILLIANT. No, seriously. This is probably the smartest villain in the entirety of the Consular storyline. She actually uses you to get what she wants, and you never suspect her for a moment. Honestly, a lot of these ‘hiding’ in plain sight villains are pretty easy to spot early (Bounty Hunter Chapter One, we will be getting to you soon.) But I was floored by this one. I didn’t even appreciate it until way after and was looking back at everything that happened. I WISH the Inquisitor story was more like this. Sadly, her plan fails. She didn’t account for one thing: Me killing her. Twice the pride, eh?
So you get the Voss mystic, his team of Voss healers, and a squad of elite Voss commandos (I assume they’re like Asari commandos) and they’re all on your ship and joining you on your mission to defeat the Sith and protect the Republic. Hooray! Wait. Aren’t the Voss neutral? Likely, ridiculously neutral to the point of absurdity? Doesn’t this violate that? I mean, they say that the Voss will study the light and the dark and see both sides. That’s nice. YOU ARE HELPING ME KILL THE OTHER TEAM. You have officially picked a side now. Debate over. You fight for the Republic. Or is this somehow not registering through your bald blue heads? GAH!
The second interlude is an attempt to take over an Imperial flagship descending on Corellia. If you and your crack squad can take over that ship, you will gain powerful intelligence on what the Imperials are after (It’s the Bastion) and stop them from succeeding (You can’t. They’re in the Bastion already.) The whole thing is yet another giant ship to fight through, but luckily way less tedious than the one in the first act. You work with your companions who hack doors, disable canons, and sabotage alarms. And I really hate to say it, but they do it way better than the Trooper squad handled the Gauntlet in the Chapter 2 finale. However, unlike the Trooper story, this thing actually turns out to be a giant trap. Yea, you get to the bridge to find a droid who simply explains that the ship is rigged to blow for the sole purpose of removing you and your team from the picture.
At that point, the tone switches to you and your team trying to disable the bombs. You get a few of them, and your team goes after the others that are near them but in the end there are too many bombs and no time to turn them all off. So you all book it off the ship, except Nadia. Nadia has found a computer with all the data that might reveal the identity of the First Son, the leader of the Children. So no matter what you say to her, she will stay to get that data. She’s not stupid however, as she does take an escape pod off the ship before it blows and falls to Corellia below.
You stand at the end of the interlude with no ship, no defeated Sith, and down one padawan. It’s kind of a loss. Which actually can be mirrored in some of the choices in dialogue. Your crew is actively worried about Nadia being trapped on a war torn planet. It’s actually pretty well done tonally. There’s even some nice dialogue if you demand to pursue Nadia at any cost that Theran talks to you about trying to get her back. Which makes sense because if you do the companion conversations, Nadia is pretty friendly with Theran.
Corellia starts pretty much with the search for Nadia. You are able to find a smuggler? Freedom fighter? Hacker? A person in a vest that can help you find her in exchange for some favors. It’s a classic scratch my back, I’ll scratch yours scenario but I like how once he gives you the coordinates to find Nadia – deep in Imperial controlled territory – he asks you for one more favor and you can totally blow him off. YES! I’ve wanted to do that for ages in this game. Best class storyline ever! I CAN SAY NO AND NOT GET RAILROADED! Nadia’s still holed up in her escape pod and very week, luckily your favors have earned the help of the Selonians (Ferret people) who help you get Nadia out and back to health. She does have the data that reveals the identity of the First Son, but it requires the Jedi Library to decrypt. Luckily, and somewhat shockingly, you can just go to the Jedi Library website from anywhere in the galaxy and get whatever you need. So finally we get the revelation of who the First Son truly is…
Master Syo Bakarn.
Oh. Oh snap. Uh. You mean that guy who has been helping us since like level 1? Damn. That’s brilliant. Seriously, right on the heels of that great twist you get another sort of just as great one. Hear me out. The trick to this whole thing is that Master Syo doesn’t KNOW he’s the First Son. He’s a sleeper agent, only activated when his First Son persona chooses to manifest itself and Syo has no idea what happens during that time. So it’s less OMGSECRETZPLOT! and more OHCRAPHEZOURD00D! Still, it’s a surprising turn that does carry a weight. This is an NPC that has been part of your story for 50 levels. I really wonder how much he was actually behind. Believe me when I say this revelation has confirmed at least a second play-through of this class just to see. But now that the cat is out of the bag, The First Son springs his plan into action. Activating Children of the Emperor hand picked and placed across Corellia by Syo to take over the super secure bunkers called Guardian Holds that Syo was in charge of protecting for the Republic.
So now the Sith have control of the most secure bunkers from which they can hold Corellia indefinitely. So it falls to the best one for the job, the Jedi Consular, to take back the Guardian Holds with his army of Voss, Esh-Ka, and crew. And that’s pretty much what the rest of the planet is. Go to a sector of the city, find a way into the guardian hold there, and remove the Child of the Emperor in charge. I mean, yea there are some moral issues when you are fighting people who had been loyal to the Republic and/or Jedi for years now suddenly switched to evil by a glowy red eyed puppetmaster. Which leads to obligatory Light Side/Dark Side choice of trying to save them or just killing them. While I was pretty dark side for this part so I killed them all, I am really curious how one actually saves these guys. I mean, the were given a piece of the Emperor where they were infants. They are ingrained with loyalty to him. How do you break that? Well, that’s my second play-through to find out.
You finally get to the end of the road, the final guardian hold, and from there you are treated to a showdown with the First Son himself. Master Syo is no more, it is only evil that stands before you. And oh man is this a great showdown that will test your ability to interrupt, LOS, and keep up heals in order to take down your foe. Mostly I just busted out Theran. Even in lower level gear, he was able to keep me going while I pummeled Syo down with rocks. Speaking of rocks, he does a giant rock drop where he caves in the ceiling and you must interrupt it or instant KO. After words, you can shield Syo or kill him. And if you choose to kill him, like I did. You don’t even get the final blow. He actually comes back at you and you knock him away in to the wall causing a giant rock to crush him. What kind of Disney Death is that?
Well, much like the trooper, the story actually wraps up on Corellia. With the First Son defeated, you are pretty much done. You get invited back to Coruscant where you meet the new Supreme Chancellor (Former Governor) Saresh, and for the first time in any of the Republic stories, it actually makes mention that she is indeed newly elected and that something happened that forced them to elect a new Chancellor. They don’t say what that is, but I’m sure we’ll found out in one of these reviews. Still I like the fact that SOMEONE acknowledges the fact that the Supreme Chancellor for 1-49 is not the same as the one you meet at level 50, cause the trooper doesn’t bat an eye, the Jedi Knight shrugs it off, and the Smuggler probably doesn’t know what a Supreme Chancellor is.
You get a big award ceremony at the end too. But unlike the one for the Jedi Knight or Trooper, here you can totally milk the Republic for stuff for your allies. Esh-ka want a planet? Yo, Saresh. Give them a planet! Oh hey, Voss dudes wanna train with Jedi. I don’t care if you are uneasy with it, Satele. Did you just save the Republic? Let them in. It was a nice moment where you and your crew essentially get whatever they want from the Republic. But you know what they SHOULD have asked for? To not pay taxes again. Ever.
So was the Jedi Consular story the KOTOR3 we never got? Or was it the boring slogfest that forum dwellers claim? Well, the answer is the classic ‘Neither’. Honestly, the Consular story more than any other requires time to get the most out of it. It can seem like a boring slogfest at first, and really it’s not until the end of Chapter One that it all starts to come together and become interesting. If I had only played the first 15 levels? Oh Yoda, I would have dropped the class faster than Physical Education. But I stuck it out, and honestly I’m glad I did. It has a sense of completeness by the end, where it actually feels like every part – not just the last chapter or so – was a vital piece of the conclusion. The Noetikons, the shielding technique, the Rift Alliance, and the Children of the Emperor all came together in a glorious symphony at the end. But up until that conclusion, you could see it as very hit and miss.
In terms of light or dark choices, they were all pretty much what you expected for a Jedi. You have more than enough reasons to kill most of the people, but do you overcome that and show them forgiveness because they are not themselves. And really that’s the best way to summarize the Consular story. It’s a tale of enlightenment and overcoming our passions and baser instincts to become something more. Killing the Jedi in Chapter One is justified and full of anger by those who had suffered at the hands of their mind controlled friends or leaders, but we can shield them and overcome that hate. The Rift Alliance’s own desires and wants come before the needs of the Republic, but they find by working with and through the Republic they get everything they wanted and more. Looking past the uncertainty and threats of the Esh-Ka and Voss give rise to a powerful army, the Rakata want to make amends to the Esh-ka, you can overcome the betrayals and welcome back to the light all those who were tainted by darkness. On the flip side, the story can be just as much about the accumulation of power. Taking out other Jedi to secure a more prominent position for yourself, manipulating the wants of the Rift Alliance to make them indebted to you, building an army that answers to you alone and crushing those who would think to betray you.
So would I recommend this story? Yea. It had enough for me to merit a second play through, I’d say it’s worth it to try it once. It’s a slog at the start, but once you get into the thick of the Dark Plague arc, it starts picking up. I’d especially recommend it for fans of shows like Star Trek or Babylon-5, as the diplomatic parts of Chapters Two and Three really seem to share a similar vibe with shows like those. Anyway, that’s it for the Consular. Whenever I finish up my light side character I might come back for one more post about it from the other side of things. Until then, May the Force Be With You.
Warning: This post contains spoilers for the Star Wars: The Old Republic class storyline for the Jedi Consular. If you would like a spoiler-free summary of the second chapter, please look here. You have been warned.
With the Jedi Order saved from the threat of the Dark Plague, it’s time for you to get a new job to save the day. Namely, it’s time to play Star Trek and escort a bunch of diplomats around the galaxy to convince them not to break away from the Republic. Not even joking. Meet the Rift Alliance, a coalition of worlds that are thinking of leaving the Republic because they feel neglected and their needs ignored by the senate. These worlds include but are not limited to places like Manaan and Balmorra. Although I don’t think Balmorra is a Republic world actually. However it is funny to see the Manaan representative make mention of the ecological nightmare left on his planet after the events of Knights of the Old Republic. That made me giggle. But I’m getting a head of myself here. Before you get to hang out with the representatives, you have to save them.
See they were all on this big party ship that they were going to use as a base camp while working with you, but it got hijacked by the Empire! So you have to fight your way to save them. After that, it’s decided that they’d be much safer on your ship than the party boat. Which, okay, kind of makes sense. But my ship doesn’t even have enough beds for my crew, let alone the rest of these people. So… I hope the chairs are comfy?
The first stop on our “fix the galaxy” tour is Balmorra. Essentially the mission is to put the representative from Balmorra in charge of the planet, and in exchange he will make sure that Balmorra joins the Republic. So it’s NOT part of the Republic at the moment. In order to change things over, we need to find the old president and have him pass over the authority to the representative. Because that’s apparently how presidents work now. No elections, just point a finger and say “Tag, you’re it!”
The real issue is that the now currently in charge Sith overlords have got the president in hiding somewhere, and that’s where I come in. Well, me and the rebellious revolutionary known only as Zenith. Zenith is a jaded freedom fighter, and I don’t much blame him considering the history of Balmorra: abandoned by the Republic and handed over to the Sith, and depending on what happened during the Imperial storyline their unofficial support from the Republic Military not only pulled out but also publicly confessed ensuring no future support. Yea, I’d have a chip on my shoulder too.
You pretty much spend most of the planet playing back up for Zenith in an effort to track down and save the president. Fortunately, you are a bad enough dude or dudette to do so. Downside, President is being guarded by Darth Lachris, the sadistic Sith you met at the end of the Imperial Balmorra storyline (Yes, this is what happens to her). Upside, you get to kill a Sith! More downside, she royally messed up the President’s brain so he can’t do anything even if you save him. This leads to the somewhat disturbing option of using the president like a meat puppet to pass the torch of leadership. It’s cruel, unethical, and I did it in a heartbeat. What? My job was to get a new president for Balmorra, not to make sure the old one lived to a ripe old age.
Quesh is the usual short single mission that really isn’t worth talking about usually. This one does set up some important plot threads for later, so that’s a step up from the Trooper. The gist is that the Rift Alliance had a secret science lab on Quesh that they totally didn’t mean to neglect telling you about but oh by the way the Imperials are attacking it and it has some superpowerful tech hidden there please oh god fix it. The super tech in the lab really doesn’t do much except offer you a choice of how they develop it. Maybe this comes up in Chapter 3? I don’t know. So far all it did was get me a piece of mail with a severely under level blue quality companion gift.
What Quesh does introduce is two ideas: the first is that a tracking device was found on your ship, which means that you might have a spy on board. This is actually a great diplomatic conundrum. Do you tell the diplomats – one of which may be the spy – and diminish their already low opinion of the Republic’s ability to keep its house in order, or do you keep it quiet and risk worse damage being done by the spy as you try to figure out who it is without letting the others on. I actually really liked that twist. Sadly it doesn’t last long as we’ll see.
The other thing that happens is that we see Nadia Grell, daughter of one of the diplomats, join you on a mission and display an impressive use of Force power. Yes, it appears that little Nadia is a force sensitive and a powerful one at that. Nothing comes of that immediately, but it does come up more later that I can promise you.
Your final job for the Rift Alliance is to help a team of their soldiers finish their job and back on their way home. A task the Republic troops on Hoth have been most unhelpful in completing (Of course, the troops on Hoth just got hit by a surprise attack that knocked out their power, are getting cornered by pirates and Imperials, and are seeking a powerful weapon to use to help win the war. But taking care of the one squad of Rift troops that wanna leave the cold planet while they’re stuck there? Not a big priority shockingly.) The job is to kill one Captain Valon, a two bit pirate who was attacking the Rift Alliance’s shipping routes that has suddenly become a lot more problematic. See, the word on the street is: Valon is immortal. Yup. Can’t kill him. Why even try? And these poor guys are stuck on the ice ball until the Immortal Pirate is dead. Wow. Sucky job.
Of course, one quick smack around from a Jedi and the jobs done right? Sadly, no. While the rest of the team is often getting ready to celebrate leaving, you get a message proving that while you did seemingly kill the man and leave him cold and lifeless on the floor, he is still alive and kicking. It’s up to you know to figure out putting him in his grave. Luckily, you find out that the Empire is after Valon as well. Something about stealing an experimental healing armor? No… you don’t think… I see. Well, time to bust up a lab for answers. And after ransacking and pillaging the Empire for some sweet sweet secrets, you find out that yea it’s the armor that keeps him coming back. You also find out that Valon’s plan is to raise a massive star ship from the ship graveyard and use it as his new flagship as the future immortal pirate leader of the White Maw. (Aaaand he might be searching for One Piece. Maybe. No clue. But hey, it gives us an excuse to rap on the way! Ready Qyzen?)
Ultimately, you find the pirate, use the secret technique of ‘Keep killing him until he stays dead’, and you and the troops get to leave this Popsicle stand. Afterward, you get a new crewmember! Lt. Felix Iresso has joined the brawl! I’d love to tell you all about Felix but so far at least, he’s a bit of a cardboard cut out. Seriously, the guy doesn’t have any really stand out-ish qualities while you talk to him on Hoth beyond he is willing to straight up lie to his men if it means not destroying morale. Beyond that, he’s a soldier aaaand that’s about it. I mean, he seems like there’s definitely some backstory stuff that I’m sure to get into as I keep shoving gifts into his face. He seems perfectly happy to leave the military behind to sign on with you. But that’s it. Kind of a weak sauce companion compared to the fairly strong personalities we’ve met so far.
The finale is short. Like seriously short. You finally track down which of the diplomats is the traitor/spy/guy who keeps stealing the cable, but oh no! He was JUST sent off on an important diplomatic mission with Royalty! I sure hope that hi jinks don’t ensue. To make a long story short, everyone’s dead when you show up. You just walk through the ship littered with dead bodies until you find the King and Queen of WePaintsOurFaces-vania with the traitor diplomat who to the shock of no one is actually a Sith. Dun dun yea yea. More importantly, he is one of the Children of the Emperor. Ah, now that IS different. You fight, you win, you save the King and Queen. And that’s it. The finale is seriously just that one fight. Well, two if you kill the bonus gold star robot boss trapped behind a door. But it does set up the next leg of the journey with the introduction with the Children of the Emperor. I do wonder if Miss Kira Carsen will be showing up for cameo?
The second chapter of the Jedi Consular story is a lot of set up for whats to come it seems. The whole traitor thing REALLY doesn’t get played up to its full potential, and it really could have been something great. With diplomats constantly pushing for more info, the risk high of angering them and the Rift Alliance continually looking for a reason to abandon the Republic that, quite frankly, they owe nothing. Instead, the diplomats are grumpy but mostly content to just sit around, give you your space, be polite in the face of whatever happens. It’s not a catastrophic let down because I really do dig the whole political angle of the Jedi being explored, so I would definitely rate it above something like Trooper Chapter 2, but it really could have been something amazing but became satisfied with being meh.
Our new companions feel like two variations of the same archetype. Both Zenith and Felix are soldiers, but while one seems worn out and just wants to be done, the other is super jaded from broken promises. Still, recruiting them back to back just makes the comparisons even more startling. Especially since Zenith is introduced with so much more character and gusto than Felix. Almost like they blew all their cool ideas with Zenith and had nothing left for Lt. Iresso.
In the end, Chapter Two decides to just settle with doing what it does. It doesn’t strive for amazing, it doesn’t break down into terrible or tedious – it just is. Which is a shame. It really did have potential. But the whole thing still hasn’t lived up to the horrendously boring snoozefest I’ve heard it claimed to be on the forums. So who knows what awaits us beyond in Chapter 3. I mean, besides the Children of the Emperor. (OH YEA!)