Swtor the flame where is the first beacon
The Empire suffers significant losses in the process, both because of the Republic and because of further infighting, and Minister of Logistics Davidge warns him that the Empire will soon collapse if something is not done to secure new resources. In the wake of Karagga's death, the Hutt Toborro seizes the leadership of the Hutt Cartel, establishing himself as the new Supreme Mogul with Szajin , as his right-hand man.
Seeing the Empire weakened, Toborro decides to continue Karagga's campaign of expansion, but with the planet Makeb at the heart of a new era of Hutt conquest—for Makeb is home to deposits of the incredibly rare and powerful mineral known as isotope Isotope-5 is capable of warping electromagnetic and gravitational fields, and a gram of the substance can generate immense amounts of power.
Toborro therefore pays off Makeb's defense force, the mercenary army known as the InterStellar Regulators , to help the Hutts conquer the world, and the Cartel blockades the Makeb system as Toborro begins to mine the isotope-5 in Makeb's core without any regard for what it would do to the planet.
Upon learning of the Hutts' actions, Chancellor Saresh consults with the Jedi Order and learns that the Hutts will likely try to continue their conquests if they are not stopped, so she pledges Republic aid to the citizens of Makeb. Saresh's forces make contact with Shalim Avesta , leader of the Makeb resistance and the planet's de facto Head of State, and help him rescue his niece Lemda , who is a geophysicist who was captured by the Regulators after she discovered that Toborro's drilling will cause the planet to break apart.
After breaking into the Hutt Embassy in Makeb's capital Talaos City , the Republic forces and the Makeb resistance learn of the Ark , an enormous vessel being constructed inside the hollow Giant's Spear mesa that will ferry Toborro, the other Cartel personnel, and their isotope-5 stores off of the planet when the planet begins to break apart.
The Republic and resistance forces promptly seize the Giant's Spear and the Ark, repurposing the vessel to carry Makeb's civilians as a true ark to safety. A furious Toborro unleashes the Regulators against the Avesta Plantation , but the Republic forces head off the Regulators on the Fingers mesa and also destroy the Storm Carrier warship, killing the Regulator Vice-Commandant Grevin in the process. Toborro then reveals that the Ark is powered by isotope-5 before sending his Regulators to attack the settlement of Tarlam along with isotope-5 droids , powerful war droids powered by isotope-5, though the Republic and the resistance evacuate Tarlam's civilians to the Ark.
Desperate for a fuel source to power the Ark, the Republic and resistance forces assault the Sanctuary research complex in order to locate Dr. Juvard Illip Oggurobb , a Hutt scientist and the creator of the Ark and the isotope-5 droids. The Republic forces are able to successfully locate Oggurobb with the Hutt's help in bypassing the Sanctuary's security systems, as Oggurobb wishes to defect to the Republic because he has realized Toborro has gone insane.
Oggurobb confirms that Toborro possesses the fuel rods, but warns the Republic that the Hutt leader has increased mining operations to maximum levels—an action that will result in the destruction of Makeb long before the civilians are evacuated. Republic forces then disable several mining platforms and vent the planet's core, reducing the buildup of heat and the seismic activity, giving them more time.
Around the same time, most of the leaders of the Hutt Cartel, having come to recognize that Toborro has gone insane, approach Shalim Avesta and the Republic with a request to board the Ark.
The Republic convinces Avesta to allow the Hutts aboard the Ark in exchange for an alliance between the Hutt Cartel and the Republic, gaining the Republic a new ally in the ongoing war. Using a secret entrance provided by Oggurobb, Republic forces infiltrate Toborro's Palace and search for the fuel rods, confronting the mad Cartel leader. Toborro unleashes a powerful isotope-5 droid known as Toborro's Glittering Fury upon the intruders, but after it is defeated, the Hutt commits suicide by igniting his isotope-5 stockpiles in an attempt to kill the Republic forces.
However, the Republic forces escape with the fuel rods before the palace's destruction and return to the Ark, where the fuel rods are installed and the Ark is launched just as the Giant's Spear collapses. The Hutt Cartel is ordered to supply a new home and credits to the people of Makeb as part of their alliance with the Republic, but the Republic is surprised to see that Makeb's destruction did not come to pass—unbeknownst to them, Darth Marr's Imperial strike team was able to prevent the planet's destruction.
As the crisis passes, it is discovered that Regulator holdouts are still alive down on the surface with thousands of civilians who were believed to be dead, leading Supreme Commander Malcom to devote Republic forces towards rescuing the people and securing the still-valuable world.
During this time, the forces of the Dread Masters acquire the Seeds of Rage —powerful dark-side machines constructed by the Sith Lord Fulminiss—when they convince a guard to help steal them from the Arcanum , the Sith Emperor's secret storehouse of Sith artifacts and dark-side experiments. The Dread Masters bury the Seeds on planets across the galaxy so that they can sow fear and darkness as the Seeds warp the environments around them, prompting both the Arcanum ' s keeper Darth Acina and the Jedi Master Cedral Gend to recruit help in locating and recovering the Seeds.
However, the Sith Lord Tagriss leads a raid on the Arcanum after learning of the station's location, wreaking havoc and making off with the powerful Darkstaff. The Seeds are recovered from the planets where they have been buried, and the Darkstaff eventually traced to the Dread Guard on Belsavis—the Dread Guardsman Varrow has been experimenting with the weapon, but is ultimately defeated, and the Darkstaff vanishes. Tagriss is tracked down to an abandoned temple on Ilum, where he is experimenting with the Seeds of Rage; Tagriss's death ends the threat that the Seeds pose to the galaxy.
When the Mandalorian warlord Rimark captures the plans for the Republic's secret mining facility known as the Void Anvil , the Coruscant Aegis is deployed in the Thanium sector to prevent Rimark from selling them to the Empire, and they also head up a preemptive strike against the Sith Lord Darth Ordrem 's fleet in the Baros system.
The Coruscant Aegis defends the Republic's Ardis Outpost from an Imperial attack, destroys the Empire's Regnant Station refueling outpost, wipes out Imperial starfighters and prototype satellite-controlled mines in the asteroids of the New Cov system , and also defends the Republic's prototype bomber, the Gilded Meteor , on its test flight through the Ferra sector when the Empire attacked it over Hypori.
The Mandalorian warlord Varek Tarn manages to steal the plans for the Imperial shipyard Sovereign Forge and attempts to sell it in the Cha Raaba system , though the Empire's Fury prevents the sale of the plans to the Republic, and the unit also eliminates the Republic's Captain Duma and his plans to hunt down the Empire's top pilots. The Empire's Fury protects the D-1Z prototype bomber from Republic forces on its maiden voyage over the planet Lorta , destroys the Republic refueling station known as the Far Cradle in the Unknown Regions, defends the Empire's Kabal Station from Republic attack in the Outer Rim, and also wipes out the Republic's attempt to lay mines in the Bimmiel system and thereby restores Imperial traffic through the Kanz sector.
Amidst the conflict, the SIS and the Dark Council learn of a new threat—the legendary superspy known only as the Shroud has resurfaced, having gone independent after being hired by the Hutt Cartel to gather information for their planned invasion of Makeb. While the SIS discovers the Shroud's activities through standard intelligence-gathering, the Empire—still without an intelligence organization—instead receives the Shroud's lieutenant Evie Bo , who fled the Shroud's organization.
SIS agent Deena Riss spearheads efforts to track down the Shroud and his agents in hopes of foiling whatever attack on the Republic the spy has planned, while Darth Mortis 's operatives do the same, and it is soon discovered that the Shroud intends to use hyperspace beacons to crash remote-piloted capital ships into both Kaas City and Galactic City.
The Shroud's efforts are ultimately foiled, though Evie Bo is killed and the Shroud survives thanks to body doubles. Styrak gathers an army of mercenaries on the desert planet of Darvannis in Hutt Space, though the mercenaries and the galaxy at large believe they have been gathered to work for the Hutt Cartel. The Republic learns of the threat thanks to the GenoHaradan, while Moff Varnus Orlec learns of the arms bazaar and mercenary recruitment when the Empire captures the smuggler Shaedo ferrying ordnance to Darvannis.
The governments send in strike teams to disrupt the gathering and eliminate the threat they represent, and Styrak is ultimately defeated and killed in a battle with the invaders. At Styrak's death, the other Dread Masters take their fallen comrades' power, and the Sith Lords begin to advance their plans to destroy the galaxy.
In light of the incident on Tatooine involving the Imprisoned One, and the Empire's attacks on Czerka's Corellia facilities, the Republic decided to seize the company's assets and property in an effort to nationalize the collapsing and corrupt organization. Negotiating a deal with the Republic, Czerka submitted to the Department of Adjudication 's investigations and the Republic takeover. Blys activated a prototype security system called the Vigilant , prompting the Republic to send in forces to breach and secure the facility; the Empire also sent in their own forces to capture CZ in hopes of sealing the deal with Kaayz.
CZ's defenses are unable to hold against the invaders, and Blys unleashes a number of strange experiments against the attackers in a failed attempt to drive them back. Blys is killed, but in his dying moments he unleashes the Vigilant—a massive Flesh Raider who has been merged with the facility's security systems. The Vigilant primes the facility's core to explode, prompting the invaders to head deeper into the facility and battle the Vigilant's droid forces.
The Vigilant is ultimately defeated, averting the facility's destruction, and the Republic and Empire continue to battle for control of CZ When the SIS learns of the Dread Masters' base on the moon Oricon —having sent an independent operative undercover in the Dread Host [23] —the Republic organizes a large fleet supported by Jedi to bombard the moon. However, the Dread Masters overwhelm the fleet from orbit with their power, and Master Ogan-Dei marshals the remaining members of Strike Force Oricon on Oricon's surface, though many of their forces are driven insane before the Jedi can shield the soldiers.
The Empire also sends a task force under Lord Hargrev , who shields his own forces from the Dread Masters's fear powers. Republic and Imperial forces battle crazed soldiers, Jedi, and Sith as well as the Dread Host; after one faction disables the security around the Dread Fortress , the Dread Masters broadcast their plans to seed the planets of the galaxy with exotic technology and biological weapons that will drive the galaxy insane with fear.
Brontes is the first to fall, slain by her enemies in defense of the fortress, and the other Dread Masters are defeated in battle as the Dread Palace , the inner sanctum of their fortress, is besieged.
However, the four remaining Masters—Bestia, Tyrans, Calphayus, and Raptus—retreat to the heart of the Palace and, supported by the spirits of the fallen Styrak and Brontes, clash with their enemies in a final battle.
The Dread Masters ultimately fall, and their mad plan to destroy the galaxy is brought to an end. With the threat of the Dread Masters eliminated, the Republic and the Empire return their attention to each other, and full-fledged war resumes among the galactic powers.
Starfighters clash in engagements across the Kuat sector as the two factions vie for control of KDY. Darth Arkous , the successor to Darth Arho as head of the Sphere of Military Offense , learns of a hole in Tython's defenses and plans an assault to take the Jedi Temple. Both attacks are simultaneous and successful. Arkous's subordinate Lord Goh locates Arkous's true objective: something powerful hidden in the Jedi Council's vaults. Defeated, Soverus rants about an old man and a vision before the Jedi commander Jensyn cuts him down.
Darth Arkous is enraged to learn of the Republic's attack on Korriban, and the Empire's forces land in force on the planet to retake the Sith Academy. Despite the heavy Jedi presence, the Empire retakes Korriban and the Academy, though the dying Jedi commander Jensyn cryptically warns the Sith that "it is happening. At the same time, Shan warns Darok of the attack on Tython, sparking a Republic counterattack that overwhelms the Imperial invaders. Their suspicions are soon confirmed: Beniko and Shan both track their quarries to the ocean world of Manaan , where they are set to visit Genetics Laboratory G-1 on the ocean floor.
In their search, Shan and Beniko encounter each other, and enter an uneasy alliance as they pursue the traitors who orchestrated the attacks on Tython and Korriban. Their allies pursue Arkous and Darok to the underwater facility, where it is discovered that they have hired the Selkath scientist Gorima to create cybernetic soldiers using Rakata technology stolen from the Jedi and Sith.
Arkous and Darok are part of the Order of Revan, albeit a radical new version that has members in both the Republic and the Empire, and the two escape before bringing down the facility on their pursuers.
Shan and Beniko's agents escape the laboratory with the help of the Sith and the SIS agent, and recruit the Wookiee smuggler Jakarro —who was also left to die by the conspirators—in their search for the Revanites. The group's search leads them to the Rakata homeworld of Rakata Prime , where the Revanites have begun embedding pieces of the Star Forge in their conscripts for the Infinite Army. The allies destroy the Army in its infancy and take down Arkous and Darok atop the Temple of the Ancients , but the true leader of the Revanites arrives with a fleet of warships—Revan himself, reborn after his earlier defeat.
Revan bombards the Temple with his fleet, and though the allies escape the planet nonetheless, the Revanites among the Empire and the Republic put out bounties on Shan, Beniko, and Jakarro, forcing them to go into hiding. Beniko and Shan's investigations soon uncover Revanite activity on the planet Rishi , a pirate haven above the galactic plane, and they find links between the Nova Blades pirate gang and the Revanites.
Dismantling of the Nova Blades' operations and command structure leads to the discovery that Revan has gathered a fleet hidden on Rishi, and that the Nova Blades have been raiding Republic and Imperial fleets in order to modify their patrol routes and thus force a confrontation between them above Rishi.
Shan is captured by the Revanites and tortured by his ancestor, who unsuccessfully attempts to turn the agent to his side before Shan is rescued. Beniko and Shan's group is unable to prevent the resulting battle between fleets commanded by Darth Marr and Grand Master Shan, but after disabling the Revanites' signal jammer on Razorback Island , Beniko and Shan are able to report the situation, and the Republic and Imperial forces disable the Revanite traitors among them.
Players control an avatar in third-person view, interacting with the various elements of the game world and other players, and earn their own starship as part of their class story, which functions as an in-game base. Player-versus-player combat occurs in warzones, either Jedi vs.
Sith or Republic vs. Sith Empire. New characters are required to choose to align with one of two factions waging war on each other—the Galactic Republic or the Sith Empire. Several gameplay elements differ between the factions, such as story and available classes. In The Old Republic , players control their character in a third person view that is framed by the user interface, or UI. While each player can customize their UI, the standard interface features the primary quickbar, an easy-access area for players to place their preferred abilities and attacks, at the bottom of the screen.
On the left side of the primary quickbar, a portrait of the player character is featured with their name, class, level, health, and their resources—which vary between Force power, energy, ammunition, or other options depending on the player's class.
The right side of the quickbar features a portrait and health bar for whichever character or enemy is currently selected by the player. Effects that are currently active on the player or the targeted enemy are featured above the health bar.
Various other hotkeys allow the player access to different menus and features. The bottom right corner of the screen is occupied by the mini-map, which can be expanded and customized to show different types of vendors and NPCs.
The bottom left corner features a smaller quickbar, portrait, and health bar for the player's current companion, which can be expanded to access the full range of the companion's abilities. The middle right edge of the screen will highlight new tutorials that have become available to the player, and the upper right corner is occupied by the mission tracker.
The tracker will display the name and objectives of as many of the player's current missions as can fit. In the middle of the screen's upper edge is the menu panel, which allows access to the Character Sheet—where the player can modify the weapons and gear currently equipped to their character and companion—the Inventory, the Abilities menu, and the Skill Tree menu—where players can spend the skill points they receive for leveling up on additional abilities and bonuses—as well as the Mission Log and the Options menu.
The final part of the interface is the chat window, which is in the upper left corner and can be customized to show chats with various groups of users. Further customization of the UI can add additional quickbars, as well as move the location of the other parts of the interface.
In conversations, players watch cinematics until they reach a decision point, at which time they can select one of either two or three dialogue options. Some dialogue options will reward the player with light side or dark side alignment points, and some options cause players to lose or gain affection with their current companion.
A major part of The Old Republic is the ability to join groups of other players and participate in group missions to take on more powerful enemies and gain greater rewards.
One player is designated the leader of the group, with the ability to add new members, and the Group Finder feature helps link players from all across the server who are looking to group together for specific planets, Flashpoints, or Operations. Defeated characters and chests can be looted for credits and equipment, and equipment, gear, and other items can be purchased for credits at the dozens of vendors that are present throughout each planet and hub. A large number of Stims Vendors and a set of Crew Skill Trainers were created for each planet, but many of them were ultimately removed from the final release of the game.
When a player gains a new level, they will often unlock new abilities that must be trained at the various Class Trainers that are scattered across the planets and fleet hubs. Abilities generally fall into three categories: General, which includes abilities that are usable by all classes; Class, which are abilities that can be trained by that specific class; and Advanced Class, which are abilities that are only usable by the player's advanced class.
When a player loses all of their health, they are defeated and their equipment takes damage. Players can choose to wait a brief period of time to summon a medical probe, which will revive them in the same place and give them several seconds of stealth so that they can heal, or they can choose to be revived at the nearest medical center.
However, the amount of time one must wait to use the medical probe ability increases after each use until a player revives at a medical center, at which point the time is reset, and Free-to-Play players are unable to use the probe unless they purchase or acquire items that grant them a limited number of uses. Within The Old Republic , there are restricted areas known as "Phases" that are separated from the rest of the game environment by either green or red walls of light.
Class Phases are restricted to a specific class and are the sites of specific class missions and cutscenes, and Group Phases are areas where group missions occur.
Players must form groups to bring other players into their Class Phases, and two players who are not in a group together will unable to enter the same version of a Group Phase and therefore be unable to see each other. Some missions are "Heroic," meaning that they are best completed in groups, and as such their difficulty is increased beyond normal levels.
Within Star Wars: The Old Republic , there are a total of eight classes divided between the two factions, Republic and Imperial, and each class has two advanced classes.
If players choose to side with the Galactic Republic, they can decide whether to be a Jedi Knight or Consular of the Jedi Order, a Republic trooper, or a smuggler. When creating a character, there are ten different species available, though each class is restricted to only four or five by default. Players can unlock the ability to create characters with the other locked species as they progress through the game with that species in another class.
The species initially available were the Chiss, cyborgs , Humans, Miraluka , Mirialans , Rattataki, Sith Purebloods, Twi'leks and Zabrak [18] of which, only Humans, Cyborgs and Zabrak are available to non-subscribers , although later updates added Cathar [30] and Togruta [31] as playable species, purchasable through Cartel Coins.
With Game Update 3. Instead of using skill points to purchase abilities and perks from one of the three available trees, which forced players to buy unwanted perks in order to reach perks on higher branches, players choose one Discipline and spend their points on perks and abilities that are designed specifically for that advanced class. In addition to active and passive abilities, Disciplines included utility selections that are a mixture of old abilities and skills from the original system as well as new perks.
The Trooper class is the primary long-range class for the Republic faction, and utilizes a variety of blaster weaponry depending on the player's advanced class. Players initially chose between a Cyborg, Human, Mirialan, or Zabrak before the release of game Update 1. Vanguards are classified as Ranged Tanks or Close-Quarters Damage, and are equipped with rifles, melee weapons, and shield generators. The second advanced class, the Commando, is classified as either Ranged Damage or Healer, and they carry large assault cannons as their primary weapon.
Both advanced classes share the Assault Specialist skill tree, which teaches the use of explosives and grenades, and the Vanguard's Tactics and Shield Specialist trees deal with close-range combat and shielding respectively. For the Commando, the Combat Medic tree boosts healing abilities, and the Gunnery tree aids in maximizing the damage dealt by assault cannons.
My groupmates told me they don't even run storymodes anymore. They skip right to the most difficult. All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links.
Pierce Malavai Quinn Pierce Vette. Exploration General Missions Player Vs. Player World Bosses. Exploration General Player Vs. Chapters Master Story Veteran. Dailies General Story. Beasts General Pets Player Vs. General Player Vs.
Master Story Veteran. General Heroic Paladins Story. General Story. Activities Activities. Galactic Command. Champion Level Dark vs. Eternity Vault Karagga's Palace. Master Veteran. Master Story Missions Veteran. Master Story Story Missions. General Master Veteran. Dark Light. Player Story Missions World Bosses. Beasts Exploration General Player Vs.
Player The Empire The Republic. Player Regions of Makeb Story Missions. Player Story Missions. Player Revanites and their Allies Story Missions. Daily Bosses General Missions. General Imperial Republic. Battle Damage and Deaths Miscellaneous Objectives. Damage and Deaths Miscellaneous Objectives Requisition.
Imperial Republic. Master Miscellaneous Story Veteran. Alliance Alliance. Alliance Alliance Recruit Chapters. Alliance Specialists. Cartel Market. Jedi Under Siege. Nar Shaddaa. Star Fortress. Civic Artwork Banners Sculptures Structures. Chests Crates Munitions Weapon Racks. Biological Minerals Plants Trees. All Large Pylons Standing Wall.
All Companions Mounts Pets. Decals Holograms Placards Posters. All Crafting Music Tools. Accessories Earpiece Implant Relic Tactical. Buffs Healing Miscellaneous.
Vel Jyc tried to get the power generators working, but there were odd fluctuations. He decided to check the fuse box to clean out the relay junctions. He discovered that Wingmaws have chewed through the fuse. Vel Jyc found some replacement fuse laying about and decided to use them to repair the faulty connection in the fuse box. Now, that the fuse relays are repaired and the hangar controls are working again, Vel Jyc heads to the shuttle bay to take off for Zakuul.
They make their way to the undercity through the maintenance transport tunnels and transport station. They made it out of the undercity resource network tunnels and into the undercity's maintenance transport tunnels. They must must proceed to the transport station into the undercity.
T needs help with the Surveillance feeds. So, Vel Jyc heads to the first surveillance feed and command T7 to access it while he protects the droid from enemies. Having accessed the surveillance feeds, Vel Jyc must now use the local access terminal to get in touch with T7's contact.
T7's contact provided valuable information on a high-data surveillance feed. Vel Jyc must now accompany T7 to the last command access for the rest of the intel. T7 accesses the last of the intel but Senya is in trouble on Platform 6 cantina, and needs Vel Jyc's help.
To get in touch with her, they must travel to the tram market. Having arrived at the tram market, they need to find Mona gale. Perhaps they may be able to learn more about her location from the bystanders. So, they decided to speak with one of them.
The Heralds' stronghold is in Breaktown. When Vel Jyc and Senya arrived in Breaktown to look for the Heralds of Zildrog, they made their way through the access gate into the stronghold. The Exalted They made it through the Heralds of Zildrog's stronghold and found their leader, the Exalted. Vel Jyc and Senya must speak to him about the Lady of Sorrows. However, the Lady of Sorrows called the Exalted during the meeting. She asked him to meet her to get his son, and he left, ordering his Heralds to Kill Vel Jyc and Senya.
Having defeated the Exalted's lieutenant and Heralds, Vel Jyc and Senya took the lift to the rear entrance of the Heralds of Zildrog's stronghold. However, they need to find a way to shut down the Heralds' security grid in order to get past it.
Somehow, they have made their way out of the Herald;s courtyard. But the Razor's laser grid has been reprogrammed, and T7 is not there to bypass it.
Therefore, Vel Jyc and Senya must locate the local power generators and destroy them to gain access through the Razor's gate. They managed to gain access to the Razor, but the Heralds of Zildrog are guarding the front lobby. It's unlikely they'll allow Vel Jyc and Senya to pass. They cut down the Heralds blocking the way in the Razor.
They must now take the penthouse lift to the Lady of Sorrows. Reaching the Lady of Sorrows is not going to be easy. Novo despises the outlander and wants to bring him in and Senya. But the Sith Lord will have none of it. He quickly cut down Novo while Senya dispatch Balisk. Vel Jyc and crew now return to the safety of Asylum to begin planning their next move against the Eternal throne Heskal has signaled that he wants to meet the Sith Lord alone. Vel Jyc heads to the Scion enclave on Asylum to meet Heskal in secret.
Heskal, acting in the name of destiny, has revealed Asylum's location to the Eternal Throne to force a confrontation between Vel Jyc and Arcann. Now all of Asylum is under attack. Vel Jyc must face Arcann in the Scion enclave's main chamber. The sudden crash of one of Zakuul's transportation shuttles has separated Vel Jyc from Arcann.
He must escape the ruins of the Scion enclave and return to the Gravestone. Vel Jyc defeated the Knights and confronted Heskal.
The Sith Lord has gotten clear of Arcann and his forces at the Scion's enclave. Vel Jyc has to fight his way to the Control Spar to override the docking commands and free the Gravestone. Koth and HK have gone ahead. Vel Jyc needs a speeder to reach the Control Spar, but a Zakuul walker stands between him and the launchpad. The Sith Lord cut down the walker and heads to the Free Zone launchpad to procure a speeder. HK is farther ahead, clearing a path to the main override station at the top of the Control Spar.
Vel Jyc advances on HK's location. However, Knights of Zakuul have invaded the Control Spar. Koth and HK are holing the line against Zakuul invaders. Vel Jyc must hurry to the Control Spar and release the Gravestone. He must return to the gravestone before the Eternal Fleet can destroy it.
The gravestone's crew barely escaped the confrontation and has fled into deep space to mourn its losses. The stalwart droid HK sacrificed itself to save Vel Jyc from certain death and saved the galaxy's best hope of victory over the Eternal Empire.
As old friends and new allies gather on the remote planet of ODESSEN, the enemy tightens its grip on the conquered Republic and Imperial systems and prepares to strike again Vel Jyc's allies have invited him to join them for a small celebration in the cantina on Odessen.
After he joined his companions for a small celebration, Koth pointed out that Senya is missing. Vel Jyc went in search of her outside the cantina. The Alliance has recruited powerful new allies to overthrow the oppressive Eternal Empire, but without a foothold on the enemy's planet of Zakuul, there is no hope of victory.
Vel Jyc must infiltrate the Spire to learn if this rogue anarchist is a potential friend, or a dangerous new foe The security systems were engaged when Kaliyo rigged the junction with the explosive. The Overwatch is tracking Vel Jyc's every move through specific security hubs. He must destroy the security tracking hubs to move around freely on Zakuul.
Having destroyed the security hubs, Vel Jyc heads to the Undercity for Junction , where he intends to plant explosives. Vel Jyc defeated Tayvor and retrieved the data he needed, but Knights of Zakuul are on their way.
The Sith Lord must escape the Overwatch. Emperor Arcann and his viscous sister, Vaylin, destroy innocent worlds to force the Alliance from its secret base. The Republic and Empire do nothing to stop the carnage.
Vel Jyc must join forces with these rebels for the war ahead They set out to rendezvous with the SIS contact in the Zakuul swamps. On Odessen, Vel Jyc commands a secret mission to sever Arcann's hold over his fleet and permanently turn the tide of war against him Vel Jyc has ventured into the wilderness of Odessen to speak to Valkorian and gain his insight into a dangerous mission on Zakuul. The Sith Lord set out to speak with Valkorian but he has stranded him in the wilderness of Odessen.
Vel Jyc lost consciousness after a fierce struggle with Valkorian, only to awaken inside a vessel of unknown ownership. He decided to explore the ship and the area outside to discover clues about the ship's owner. The clues Vel Jyc found suggest that the camp belongs to a Jedi from the Republic. Deep in the forest, the Sith Lord encountered Satele Shan, who wants him to follow her deeper into the wilderness The Sith Lord follows Satele Shan who recounts tales of her fight against an unstoppable enemy.
The most powerful among us couldn't stand against the endless legions of Zakuul. Even the Sith Empire learned that lesson too late. On countless worlds I watched Jedi sacrificed themselves to delay inevitable defeat.
We will not let you suffer the same fate. I went to Zakuul in Secret to see the Eternal Throne myself. I still bear the scars of that journey. Vel Jyc soon encountered the spirit of Darth Marr, who has been communing with Satele for some time now.
Satele and the spirit of Marr claim they want to aid in Vel Jyc's battle against Arcann. They say that there are secrets waiting for Vel Jyc in the wilderness Darth Marr's Spirit speaks: Arcann won't be conquered through passion, or righteousness. He has emptied himself of weaknesses like sentiment and morality.
The Sith Code teaches us to break our chains. But freedom is not your ultimate goal. You must anchor yourself to power. When Arcann lies defeated, your destiny is to take the Eternal Throne. Any other path will lead only into chaos. Vel Jyc Managed to locate several items in the Odessen wilderness. He now takes them to a dark cave nearby for further study. Satele Shan speaks: The Force is in motion, and we must follow. The old ways aren't enough.
We'll show you the new way. I was wrong. There is no death. There is only the Force. And it has a plan. The will of the Force is a flowing current. You can follow or fight it, but it is always there. Vel Jyc discovered the necessary items to build a new weapon and an ancient forge where the work can be completed. He uses the forge to create a new weapon to battle Arcann. The Sith Lord, under the guidance of Satele Shan and Dark Marr's spirit, has created a powerful new weapon using the forge in the dark cave.
Darth Marr's spirit speaks: Forget what your old Masters taught you. Not even Valkorian understands. The Force is not an ally, slave or transaction.
The force is a paradox. Young Jurgorans have ambushed the Sith Lord, Vel Jyc, and in a flurry of red blades, he cut them down! Inside the Oasis, Vel Jyc is confronted by the mother of the young Jurgorans, but the creature did not attack when he decided to stand his ground, it choose to leave instead.
Satele Shan and the spirit of Darth Marr has departed. Vel Jyc uses a climbing ledge to escape the oasis and find a path back to the Alliance base.
Having made it back to the Alliance base, the Sith Lord heads to the war room to check in with Lana Beniko and his other allies. The Eternal Empire conquers and plunders countless worlds, adding to Zakuul's vast wealth. On Odessen, Vel Jyc plots a daring heist against impossible odds to raid the Gilded Star and strike a serious blow to the Eternal Empire Vel Jyc has been told by his advisers that Hylo Visz has something to tell him.
She can be found overseeing the transfer of "cargo" in the Alliance hanger. Vel Jyc is on the planet, Vandin, for the heist, and Gault says there is one more crew member to recruit nearby. After cajoling the forger Dretcher into joining Gault's crew, there's one more thing Gault needs. He sets out with the Sith Lord to meet his associates in the private docks of Vandin's north district. Now that they have everything they need, it's time to meet up with the crew to hear the details of Gault's plan, at his hideout on Vandin.
Captain Kenrik Fost has reported the bomb threat to the security forces. The central district is in lockdown. Vel Jyc must recover security spikes from the security droids to slice through the lockdown. The plan is ready to put into action. Vel Jyc sets out to meet up with Gault in the Skyhook. However, security has locked down visitors to the Skyhook, therefore, Vel Jyc must recover a security access card from a guard captain and use it to deactivate the security alert.
The next step in the heist requires Vette going into the ductworks of the Gilded Star. As the rest of the team gets into place, Vel Jyc sets out to meet gault at the treasure ship's vault door to complete the plan. The plan is working, and Vle Jyc's compatriots are extracting all of the atomized wealth of Zakuul. Now its time to meet them in their ship to escape the Gilded Star. But the ship is in lockdown, and all ways to Vel Jyc's compatriots are blocked. The only way out now is the way he came in, through the Skyhook.
The only way off the ship is through it, up to its surfacem over to the Skyhook's exterior, and down the cables. They hightail it to the outside of the ship to continue their daring escape. Gault: The good news is we can reach the Skyhook from here. Vette: And the bad? Gault: If you've got a fear of heights, there will be plenty of time to get over it on the way down.
Kaliyo Djannis and Aric Jorgan are back from their covert mission. Vel Jyc must debrief them on their mission in the Alliance hangar.
The Mandalorian forces on Darvannis want to use the droid factory's perimeter defense guns to target the factory itself. Vel Jyc enters the automated defense bunkers around the factory to reprogram the defenses. After using the droid factory's guns to soften its own defenses, it's time to return to camp and confer with Shae Vizla. Vel Jyc has volunteered to head off reinforcements at the Zakuul tactical outpost so his Mandalorian allies aren't outflanked.
Zakuul's droid armies are emerging from the armory, ready to outflank Vel Jyc's Mandalorian allies. Khomo Fett: All right, you pathetic excuses for warriors Jos Beroya: A Fool's bargain. You drank the last of the tihaar last night. Khomo Fett: All the more reason to try and best us! Shae Vizla: Keep talking, and even the newcomer will beat you.
Valk Beroya: Yenko Farr and his three sisters are dead! Khomo Fett: Stranger, tell us you've kept the reinforcements at bay. Vel Jyc: The droids are contained. Keep fighting. Khomo Fett: keep fighting? What else is there? Jos Beroya: Both power stations are down!
Khomo Fett: All forces, begin withdrawal. Soon, we march into the guts of the machine! Shae Vizla: Torian! See if you and the newcomer can shut down the perimeter sensor. Cover our retreat. Vel Jyc has prevented Skytrooper reinforcements from outflanking his Mandalorian allies.
Now Shae Vizla requests that he deactivate the perimeter sensor to cover his allies' escape. The Mandalorians were successful in their attack. Vel Jyc regroups with them back at the command tent in the Mandalorian camp. Shae Vizla: Report in, Verde! Khomo Fett: On our way to the armory.
Enemies thick. Jos Beroya: Security office is well guarded. Still doomed. Dalash Ard: Ion bombs are ready. We'll demolish their assault force.
Khomo Fett: It's a blasted maze in here! We found the armory, but I lost half my crew. Shae Vizla: You're on your own, Fett. We've got Skytroopers to deal with. Dalash Ard: Die well, brothers. Khomo Fett: Dalash! Valk Beroya: I can still rig the place to blow. Shae Vizla: Torian and the newcomer - - they need time. They promise the end of the Eternal Fleet! Khomo Fett: Then we buy them time. With our lives, if need be.
But, ZTD, an elite Skytrooper is barring the way. ZTD: Warning: Intruder approaching central link. Weapons online. Torian: Haar'chak! We have a problem! He now holds a meeting with his commanders in the War Room on Odessen to plan what's next.
To wrench the fleet from Arcann's grasp, Commander Vel Jyc must board and capture a single vessel. The Alliance risks everything to launch a surprise attack that will tip the balance of power forever.
The Sith Lord spoke to Alliance members on the Gravestone's bridge about the mission. Senya is en route to rendezvous with Vel Jyc, who now heads to her location.
Once they've met up, they seek out Lana, who's found something that may be of great interest. Vel Jyc must escape the room housing the Sun generator and continue to Lana's location. While on his way to Lana's location, Vel Jyc discovered a small Skytrooper factory aboard the ship. He defeated the Skytrooper Constructor overseeing operations and destroyed the droid factory. Vel Jyc met Lana in the brig and helped her free a group of political prisoners on their way to Zakuul to stand before Arcann.
So, the Sith Lord had to cut her down. Vel Jyc must escape before it is destroyed, so, he hightailed it to his ship's hangar. From her new seat of power, the former ally now commands the devastating strength of the Eternal Fleet. Meanwhile, Emperor Arcann keeps an iron grip on loyal vessels.
His personal armada lurks in the deepest reaches of Wild Space, waiting for a chance to destroy the Alliance. Faced with two deadly foes vying for control of the galaxy, Commander Vel Jyc must launch an assault before the enemy strikes first Vel Jyc heads to the Gravestone shuttle access panel to meet Arcann's threat.
Arcann has arrived to destroy Odessen. Together with his alliance, Vel Jyc must work to stop him. The boarding party survived the assault in Arcann's hanger. Vel Jyc decides to finalize battle plans with Lana before proceeding.
Senya lefty to distract Vaylin, while the rest of the team set off for their respect assignments. Vel Jyc proceeds to the security sector in Arcann's ship.
Lana: Do you think Senya is capable of killing her own daughter? Vel Jyc: Time will tell. Lana: It does make a habit if doing so. Vel Jyc edges closer to the bridge of Arcann's ship, and sets about infiltrating the deck.
Vel Jyc hightails it to the bridge to confront Arcann. Lana: Still no word from Senya. Vel Jyc: S he told us not to Wait. Lana: I know. But her prolonged silence is worrisome. Vel Jyc reaches Arcann on his flagship and engages him in battle.
The Sith Lord defeated Arcann, foiling his plan to destroy Odessen. However, explosions rock the flagship, and Vel Jyc must find a way to escape before it is destroyed. Making his escape, Vel Jyc arrives on Odessen, and heads to the war room for a full debriefing.
As the Alliance grows in strength, Vaylin sets out to dominate the galaxy with the fearsome might of the Eternal Throne. As commander of the Alliance, Vel Jyc lead the charge to save the besieged planet. He has landed in the capital city of Voss-Ka.
The Sith Lord must secure his drop zone by defeating all enemies on the landing plateau.
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