Republic Saboteur, Part 3

It's been a while and a half since I last wrote about my Republic saboteur character. I think I put her on ice for a bit since she's a smuggler and at the time I felt that I should prioritise getting my "main" smuggler fully caught up with the story first before taking this one any further. Also, she'd just hit Echoes of Oblivion, which is an excellent piece of story content but not the most appealing in terms of replayability

A pink twi'lek smuggler and Arn Peralun watch an Imperial fighter get away in the Manaan night sky

Anyway, to mirror my series about my Imperial saboteur, I still wanted to write a third post about her journey through the rest of the Onslaught story after Objective Meridian, up to the Legacy of the Sith launch content. There've been a few additional saboteur choices in the updates that have been released since then, but I haven't decided yet what I'm going to do about those, if anything at all. Maybe I'll make a sort of summary post at some point to talk about how 7.2 and beyond have treated both Imperial and Republic saboteurs.

Anyway, I'd actually like to start with a comment on the Dantooine pirate event, whose little story tidbit strictly speaking takes place before Onslaught, but which I often do whenever, since it's not really important to the main storyline and only accessible once every couple of months. I didn't mention it at all when writing about my Imperial saboteur, so I was quite surprised and perplexed when I did the Dantooine dailies on my Republic saboteur and noticed differences! For example the mission to "take back" supplies from Imperial Pillagers has you delivering them right back to the Imps at the end, which I thought was hilarious but also kind of blatant? And the one with the Republic traitor has you warning him so that he can get away instead of being killed. So much detail for saboteurs in a daily area that isn't even active most of the time! I was most pleasantly surprised. In hindsight I do seem to vaguely remember that for Imperial saboteurs, at least the mission where you sabotage the farms also may have had some sort of choice and I simply forgot to write about it? I'd have to go back and double-check some time when the event is active again.

Anyway, to get back to the main storyline, in "The Task at Hand", the immediate follow-up to Objective Meridian, saboteurs are told that things are not going well for the Republic. There's a conversation choice where you can recommend fighting Hutts that are demanding bribes.

When Lana brings up Balmorra and Zenith, the saboteur option is once again to ask her to not even bother. I just find it kind of amusing that regardless of which faction you're on, "don't bother with weapon shipments on Balmorra" is sabotage either way.

When I started Secrets of the Enclave, I was surprised by dialogue that had Arn stating in an insecure tone that Tau was away on another assignment on Balmorra that he didn't know the details of, something I didn't remember encountering in any of my other playthroughs, but I'm not sure whether that was actually related to being a saboteur, as I seem to remember reading that there are some conversation choices - regardless of your overall loyalties - that drive Tau and Arn apart somewhat? It's not something I've researched in great detail.

Like on Imperial side, I had the option after the initial briefing to tip off the opposite faction in regards to our impending Dantooine trip, and I was amused that NR-02 thanks you but tells you that Imperial Intelligence already knew about it anyway. I thought that was an interesting touch and shows them being a step ahead of the SIS. After landing on the planet and seeing the Empire there, you can further complain to your companions about how the Republic is always too slow and therfore frequently loses to the Empire's ruthlessness.

A pink twi'lek smuggler offers kolto to an injured Lord Ziliss in the Secrets of the Enclave flashpoint

The big thing that caught me by surprise in this flashpoint though was that after the fight with Lord Ziliss, I had the option to send the others away, implying that I was going to "take care" of her by killing her, just to then hand her a kolto pack and send her on her way. That was another delightfully overt act of sabotage that I hadn't expected - I guess because Imperials get no such option due to Rivix always killing the Republic Captain, even if you want to spare him.

Finally, while doing Manaan, the main thing that struck me was that it was funny how unimpressed I found myself by Gallo's rants about the Republic as a saboteur. It's not as if I'm here to work for them either, you know! When it comes to blowing up the ion cannon, the saboteur option was to weaken the blast so that some ships would be able to escape, which I didn't think was too impressive.

However, what I didn't anticipate that when it comes to choosing between saving Gallo or the kolto, the saboteur option is to save neither! For all the scummy things I've done in the name of sabotage (still haunted by shooting Narlock in the back), this one was a bit too much for me. It just had too much of a "watching the whole world burn" vibe, which I didn't think suited my smuggler, so I just decided to sacrifice Gallo in order to save the kolto. I don't think this is saboteur-specific, but I was surprised to hear Admiral Rava actually reveal why Gallo had beef with him at the end, something I'd always wondered about. Did I really never choose the kolto over her before? Huh.

Anyway, I was still curious how that saboteur option of saving neither would have played out and specifically how you'd justify such an action to Arn, so I looked it up on YouTube and was surprised to find that if you choose that option, your character pretends to save Gallo and her men but then sabotages the pod so that they die anyway? Cold, man.

Once everything's said and done, Darth Xarion himself gives you a holo call to congratulate you on your good work, and like on Imp side I wasn't really convinced. Sure, I did some sabotage, but more than anything I still helped the Republic drive the Empire off, which seems like it should've been the bigger deal...

A pink twi'lek smuggler stands at the edge of the ocean on Manaan while talking to Darth Xarion via her holo communicator

And that's it for Republic saboteur options up to 7.1 - oh, except for one more bit that doesn't really have anything to do with the main story but that I noticed when I picked up the one-time story mission for R-4 Anomaly: I thought it was very odd that it's given by Jonas Balkar even if you're a Republic saboteur, because as a smuggler my character had never actually met him! And he doesn't introduce himself either. That seems like an oversight to me (and a problem that Imp side doesn't have, because while Imperial saboteurs don't really interact with Darth Xarion, they've at least met him during Onslaught so getting a call from him doesn't seem completely random).

Still, all in all I've got to say these saboteur playthroughts have only increased my appreciation of the Onslaught story content - I think that short of the original class stories, Ossus to Manaan is probably the series of updates with the most complexities and variations influencing different outcomes in the game. It's not entirely bug-free and there are some bits and pieces where certain choices feel like a bit of a stretch, but still, it must've been a humongous piece of work to script all of that, and in a manner that still mostly makes sense for so many different choices.

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