Showing posts with label quests. Show all posts
Showing posts with label quests. Show all posts

25/07/2026

Legacy Reborn Full Story Review

Right, it's finally here, my full review of the Legacy Reborn story update. I don't know when these became such a big deal to me... I think that as the story updates became more nuanced in terms of character development, I just started to feel like I really also needed to talk about them in more detail to truly do the experience justice.

Anyway, if you're looking for a spoiler-free review, I'll just quickly repeat what I said on Bluesky shortly after the patch came out: "Great update. I laughed, I was sad, I went "that's so cool" many times - what more can you ask of anything Star Wars?!"

Another thing that's worth noting is that this was the first main story update since 2023 that didn't include a single KOTOR-style cut scene. As I personally haven't minded these too much, it didn't even register with me at first until I saw others talking about it afterwards and went "oh yeah, that's right", but I do believe there are players out there to whom this will be very meaningful. We'll see how the devs handle the cut scenes in 8.0 and onwards.

That's about as much as I want to say without spoilers, so below this screenshot we get into full spoiler territory. If that's not something you're looking for at this point, you have been warned.

Darth Malgus next to Shae Vizla piloting a shuttle

The story starts with a long cut scene that initially shows Malgus and Shae's crew approaching Heta's fleet in a stolen Hidden Chain shuttle. Malgus makes an "I'm sensing something in the Force" face and decides to nope out of Team Shae by simply jumping straight out of the shuttle onto the planet's surface, much to Shae's chagrin.

Down on Khar Shian, we see Rivix slot Darth Nul's holocron into version three (as far as we know) of Nul's machine and Jadus explains to Heta that it needs testing. (The room that this takes place in is a great set piece by the way, with some cool visual effects when the machine gets activated.) There are a few prisoners kneeling in the background, including Sa'har and Tau (who is also here if you're an Empire player, with a side remark from Rivix explaining that she was captured during an attempt to rescue Sa'har in this timeline). Sa'har is selected as a test subject and put into the chair of the machine. As it starts up, she's clearly in pain and Ri'kan is not pleased. When she cries out in agony it's enough for him to actually make a break for it and he manages to interrupt the ritual with an angry outburst of Force power. He and Sa'har run away while Tau also breaks free and attempts to buy them time to escape.

As Sa'har suffers in the chair of Nul's machine, Ri'kan angrily beats against the shield that surrounds it

Meanwhile our character returns to Odessen, where the Supreme Chancellor or Empress/Emperor awaits us on their flagship to talk. There's a big stand-off where they consider taking you into custody and Sal-Deron/Krovos are not happy to find out that you lost Darth Nul's holocron. Your present allies (Arn/Anri and Lana/Theron/T7, who are also there) empathically argue against this course of action when the Mandalorian fleet also arrives, with the Ordo brothers jet-packing right into the hangar. They also express their support for your side, and after some more agonising tension, Republic or Imperial leadership give in and agree to leave things be for now and tackle the threat posed by Jadus and Heta Kol first.

I thought this whole scene was brilliantly done. You can really feel the rising tension as your supposed allies from the Republic/Empire try to boss you around and you're obviously not going to take it, but at the same time both sides know that applying (lowercase) force at this point would have serious ramifications that would be hard to come back from. It was great to see your allies backing you up and talking about how great you are, with the arrival of the Mandalorians finally moving the needle enough to cause the Chancellor/Empress/Emperor to blink first.

Republic trooper Shintar holds a passionate speech while backed up by her Mandalorian allies

In an interesting twist, if your character is a saboteur, they are actually exposed at this point, meaning the Chancellor/Empress/Emperor are not just mad at you about the whole Shae/Malgus/Jadus situation, but have genuine reason to want to take you down because they know that you've betrayed them. I thought this was an interesting way of framing the whole scene very differently, and in this light their reaction to actually being betrayed seems almost subdued. Your ally who just rescued you from the Enigma still speaks up for you regardless, and Republic/Imperial leadership still agree to deal with the current threat together for now.

A Republic fleet faces off against Hidden Chain ships above Khar Shian

Either way, with peace temporarily restored, the fleet jumps into Hyperspace towards Khar Shian, you catch everyone up on what happened on the Enigma and come up with an assault plan. It's agreed that you'll have to work with what you got as you are unable to call for further reinforcements. The Mandalorians, who now have some Basilisk droids thanks to Lane Vizla, agree to lead a diversionary ground assault while you and a small group of allies try to take the sneaky route to find Jadus. (There was a bit of dialogue with Lane here which sadly only seems to appear for a character that has completed the Bessi storyline, which due to the way it's set up can only happen once per account.) Meanwhile your faction will provide support from space and fight Heta's fleet there. (Side note: During the Imperial version of this bit we see that Maiya Vix from the Oricon storyline has been promoted to... captain or something? That was a nice little detail.)

As you arrive above Khar Shian, it's time to put your plan into action. You get to take part in a brief custom space combat section playing as either Daeruun and Arn or Krovos and Anri (in Krovos' ship). The devs were concerned that this could cause motion sickness for some people so it pops up a warning about that before starting and allows you to skip the whole gameplay section. The first time I ended up skipping it by accident, but I did play through it later on alts. By that point I was actually quite curious what it was like as seemingly every comment I'd read about it was pretty scathing and uh... yeah, I get the complaints about this one. It's nothing like the old space game or GSF, just a weird little section that is extremely on rails and hard to interact with.

Major Anri pilots Darth Krovos' ship while the latter sits in a command chair in the back

The problem is that you're supposed to shoot targets on a large enemy ship, but your own ship's path is completely locked in and the point of view is straight ahead where most of the time you can't actually see your targets. While you can technically turn the camera to look around and see where they are, the moment you let go to actually click on a target, the camera snaps right back to the default view that barely lets you see anything. I eventually settled for just spamming tab target until it would lock onto something off screen, and then fire rockets at that whenever it would let me. While a slightly awkward process, it does eventually get you where you need to be. It's a shame because I feel I do understand what the devs were trying to do with this section; the implementation just ended up being poor.

While all this takes place, your character descends onto the surface in a stolen Hidden Chain shuttle of your own with Lana and either Theron or T7-01. The Mandalorians also try to land their ground forces but are repelled by a shield. Since you can pass through with the stolen shuttle, you have the option to suggest having a look at taking said shield out from the ground.

As you approach the area to land, you see Ri'kan and Sa'har running away, and are given the choice to fire at either them or their Hidden Chain pursuers. Then you perform another one of your by now infamous crash landings. If you didn't shoot at her, Sa'har will briefly help you fight off the Hidden Chain but then still nopes out of the situation since she promised Ri'kan to stay with him and the two of them just fly off unscathed either way. It was funny to me that Lana says at this point "I can't believe Sa'har stayed to help us fight" because all I was thinking was "I can't believe Sa'har just ran off like that".

Lana, a female Sith warrior and T7-01 get ready to fight a large droid connected to a lot of cables from the ceiling

You and your allies enter Naga Sadow's old fortress via a rocky tunnel. You feel the pressure to locate the shield generator as soon as possible as the Mandalorians are struggling and your faction's fleet is under attack by a giant ion cannon (always those ion cannons). Eventually you find a strange droid that looks like something off Iokath and which is attached to the fortress via dozens of cables. It attacks and when you kill it, the fortress' shields go down.

After this, we see a cut scene of Shae's team taking down one of Heta's lieutenants just as he's on the comm with her, and Shae tells Heta that she's coming before advising her team to split up. Heta meanwhile (still in the room with the machine) finds her eyes drawn to an ancient Sith blade (presumably Naga Sadow's) and picks it up. Nothing bad ever came from grabbing ancient Sith weapons, right?!

Jadus watches her with no more than mild interest while Rivix tells him that the machine should almost be fixed up/ready again after the test got interrupted earlier. Jadus tells Rivix that this means it's time for the latter to leave and prepare "for the next phase of the plan". Rivix is taken aback but Jadus assures him that he's the best judge of how to deal with the way events are unfolding.

Darths Jadus and Rivix observing their surroundings

With the shield down, the Mandalorians are finally landing, and we pivot to Lane, Rass and Jekiah in their new Basilisk droids - which we get to control and use to wreck the fortress' ground defenses, though the Mandalorians are eventually forced to continue their assault on foot. The attack of the Basilisk droids is another vehicle section where we get to take control of another character - this time it's Jekiah Ordo in his Basilisk, with Rass in his own as his "companion". This section was much more fun than the space bit, even if the droid handled like a drunk elephant sometimes. Listening to Rass go from complaining to being excited about his Basilisk was amusing.

In general, it was very clear by this point why the devs chose to have these sections playing as another character in this update. When it was first mentioned in the dev stream, I had no strong opinions on the idea but it seemed a bit random to me. Seeing it in action, you can tell that it was a deliberate choice to better convey the grandeur of the battle to the player. During this fight over Khar Shian, a lot of things happen at the same time that your character simply can't be there for, which would've meant either adding even more cut scenes to an already pretty cut-scene heavy update, or simply summarising things that happen elsewhere in a couple of sentences of NPC dialogue, which wouldn't really have done them justice. Having seen Broadsword's solution in action, I think it was very effective in this update and really allowed us to take part in everything that happens even when our character is not in the room for a particular event. 

While the Mandalorians assault the fortress, the fleet once again calls you for help against the ion cannon, and Lana agrees to split off to activate the fortress defenses while you continue towards where you think the machine is. So in the next segment you get to play as Lana and Theron/T7 for a bit, fighting and slicing your way towards some orbital defense controls. You/they manage to activate it for one big shot that at least is enough to disable the ion cannon.

Lana and Theron getting ready to fight some Jadus troopers and acolytes

Again, I actively loved this, in particular as it gave me flashbacks to KotET chapter eight and wondering why the heck three people can't split up to assist both Torian and Vette - but in a good way. Sometimes splitting up simply is the smart choice, and I appreciate the devs letting our characters be smart here, while at the same time reminding us that Lana and Theron are really quite capable on their own as well.

Meanwhile the Alliance Commander encounters Shae. Rass and Jekiah show up shortly after and there's a confrontation involving lots of shouting, during which Rass in particular really goes off on Shae, though Jekiah as usual pushes for calm. Then Heta joins the fray, ancient Sith weapon glowing ominously.

Within moments, her and Shae are at each other's throats like rabid dogs, and a wild brawl ensues as you and the Ordo brothers join in. At the end it segues into a cut scene during which Heta's sword makes the crystals in the room resonate somehow so that they zap everyone. You knock off Heta's helmet and we can see that she's already been physically corrupted by the Sith weapon. Shae then pushes Heta into the crystals so that they both get electrocuted (?) plus Shae also gets stabbed by Heta in the process. Heta dies surprisingly easily from the crystal zaps, while Shae stumbles back into the room one more time to expire tragically in Jekiah's arms (after uttering some appropriately dramatic last words).

Jekiah Ordo holds a dying Shae Vizla in his arms

While my description above is a bit flippant, I thought it was an appropriate ending for a character as important as Shae Vizla, who's been with us since the pre-launch trailers, sparred both against us and by our side in Shadow of Revan, as well as fighting Arcann's skytroopers for us on Darvannis. The way she became obsessed with hunting down Heta personally was ultimately her tragic weakness. She clearly never became fully comfortable in her leadership role and relished the opportunity too much to just run off and hunt on her own again.

I've seen some discourse here whether it wouldn't have been better if we as the player character got to stand judge over her, and as far as that one goes - I'm kinda eh. The stereotypical light side choice of all being forgiven and her coming back into the Alliance wouldn't have worked here - as she says herself, she doesn't think she has anything to be sorry for, and both the Republic and Empire were very pissed at her as well. I can see why a dark side scenario of killing her could've been appealing for vengeful characters, but I think whatever the outcome/fallout with Heta and the Ordos would've been from that would then have felt unsatisfying in a different way. Basically, I was fine with Shae having that particular spotlight for a moment (not like I personally cared about hashing it out with Heta myself for the umpteenth time anyway) and being able to respond to her dying words with either respect, affection or a variant of "I would've preferred to kill you myself, but whatever" worked well enough for me.

While the Mandalorians deal with the expiration of their Mandalore and any remaining Hidden Chain forces, you continue onwards alone. You find a trail of dead Jadus acolytes left behind by Malgus, which segues into a section where you play as him fighting his way towards the room with the machine.

A female Sith warrior emerges from a tunnel to find dead Jadus acolytes on the floor

When he arrives, he's confronted by a vision of the Empress or Emperor, his former master, but he successfully dispels it to identify his real opponent: Darth Jadus. A duel between the two of them ensues, during which you play as Malgus and win. (Though Malgus is panting like an old man at the end, which made me chuckle.)

He picks up the holocron and inserts it into the machine before sitting down in the chair and starting it up again, which is when our character arrives. You can approve of him using the machine or try to stop him, but something odd happens anyway - you realise that the machine hasn't really been on, but you seem to be trapped in some kind of illusion projected by the Sith meditation sphere hanging above you. Another vision appears, this one of Darth Malgus' old master (whom he killed in the Return cinematic), Darth Vindican, who warns you about Malgus' treachery, but the latter urges that you just need to get out of this together.

What follows is a very fascinating descent into Malgus' psyche. You attack the meditation sphere's anchors around the room but to no success, and instead more visions seem to spring forth from Malgus' brain, including of his former rival Lord Adraas from the Deceived novel. He gets lost in trying to fight it and even attacks you, forcing you to beat some sense back into him. However, he then immediately sees another ghost from his past: Eleena Daaru, his old Twi'lek lover (also from Deceived and the old trailer of the same name). He seems to briefly get distracted by her affections but eventually kills her again, just like he did in life.

A vision of Eleena Daaru gently reaches out to caress Darth Malgus' cheek

This section is so incredibly cool if you're familiar with some of the lore involved. I read the tie-in novels years ago so it's not like everything was still fresh on my mind, but as things slowly started to come back to me, I became more and more engrossed. Oh right, it's the guy from the Return cinematic. Lord Adraas who...? Oh right, that guy! Now all that's missing is Eleena - and oh snap, there she is. 

I do wonder how well this section lands for people less familiar with the background material. Presumably more people have seen the trailers than read the tie-in novels, so I can imagine some being able to make the connections to those at least, but there are probably even more who didn't recognise any of these characters from Malgus' past. While the in-game context makes it clear enough who they are and why they matter(ed) to Malgus, I imagine it must be somewhat less impactful if you're only just meeting them all for the first time so to speak. 

Back in orbit, the fleet is noticing increasing levels of power from the fortress, and your faction's leader wants to order a strike of the location to take the machine out, though Arn/Anri and others warn them that you and other good people are still down there.

Darth Jadus shooting lightning from his left hand

Meanwhile on the surface, you and Malgus are confronted by a vision of Jadus next, and you realise that Malgus didn't actually kill him - Jadus is sitting in the meditation sphere and causing all these visions. His projection tells you that he's modified the machine so that it won't just awaken the Force in people but will also fill them with terror of both the Jedi and Sith, with Jadus offering the only way out.

You fight and win against this projection, which results in the real Jadus leaving in the meditation sphere, while Malgus sits down in the machine again. You can (unsuccessfully) try to stop him one more time, but he does manage to call out to the galaxy. We see a number of shots from various locations with known characters reacting to the voice in their head, from Satele Shan and her students (hi, Syl) to the overseers on Korriban. (It's been pointed out that it's strange that Overseer Ragate is alive here when we seemingly killed her in the Korriban Incursion flashpoint. I guess the old lady is more robust than we gave her credit for and was only "defeated" to eventually get up again. Or the devs forgot that she was supposed to be dead. Take your pick.)

I really liked how the views of various other locations also incorporate past choices into the scene. We see Petra on Ord Mantell, alone or with her sister Mina by her side. In the Odessen Force Enclave, we see Sana-Rae and Kira, but depending on if they are alive/you invited them, you might also have Arcann and Senya, and/or Jemala and Ora in the background.

Sana-Rae, Kira, and other Force users in the Force enclave on Odessen look concerned

Now that everyone knows that the machine is on, your old faction's leadership orders that the fleet bombard the fortress. You and Malgus get buried under a bunch of rocks (with it being notable that even as a non-Force user, the Force seems to have been awakened in you) and credits roll. When you exit, you just appear on Odessen.

Whew, that's a bit of a cliffhanger, isn't it? I'll admit that this part was a bit disappointing to me, not so much because I'm against cliffhangers in principle, but just because of how utterly detached it is from the rest of the game. What I mean by that is that there's always a bit of a clash between the single-player story and the open world MMO elements - the story might tell you that you're in a race to save the planet, but you can opt out of following that storyline any time to do something else without any negative effects. However, it's one thing for the player to decide to break their immersion for a bit and another for the game to do it for you.

Imagine if Knights of the Fallen Empire chapter one had been released as a standalone back in the day, with chapter two coming out a week later. Imagine ending with your character being frozen in carbonite in the story, and then being spat out on the fleet just to be told to come back later to find out what's "canonically" supposed to be happening to you right now. It just feels wrong to me. Maybe it will make more sense when 8.0 comes out and future players will have a smooth transition from that being-buried-under-rocks scene to whatever aftermath comes next, but right now it feels a bit bad.

Republic trooper Shintar rolls to avoid some falling rocks while Darth Malgus activates Nul's machine

All that said, as a whole I found this update pretty damn brilliant. We'd been building towards this for such a long time, with so many different characters with different motivations pursuing their own agendas, it was bound to be epic and Broadsword delivered with what's probably the biggest cast featured in a single story update since the game's launch. Who'd have thought we'd be eating this well fifteen years into the game's life? Shae and Heta's arc finally reached a satisfying conclusion, and I think Malgus is supposed to be dead as well now, though I'm not 100% sure with him. It would be a good time for him to go in my opinion, after that nostalgia trip through his past.

The sudden cliffhanger aside, I'm okay with not everything being tied up in a neat bow. What happened to Tau? I have no doubt that we'll be dealing with Rivix again, but she just seemed to disappear without any fanfare. Do we still have reason to care about the Kateen siblings now that Ri'kan finally got fed up with Heta and they've both run away? I guess we'll see sooner or later, though I suppose the more pressing questions are how our character survives being bombarded from orbit and what impact the broadcast from Nul's machine had on the wider galaxy.

Also, even though I just wrote over 4000 words about Legacy Reborn, I do think I'll have more to say about it still, as well as about Legacy Sith as a whole, now that its story has finally come to a conclusion. Stay tuned!

20/07/2026

Class Story Counting

I mentioned in a previous post that after I decided to cut back on my involvement with Galactic Seasons, I was hoping that this would free up some more time to get back into the story aspect of the game. I saw it as a first sign of success on that front when I finally completed the Jedi knight class story on the Leviathan server last week, something that's been four years in the making - four years, that is, during which I logged into that character almost every week but was spending all my time on pretty much everything other than story.

A pink female Twi'lek in Jedi knight armour turns around in surprise as parts of the Dark Temple collapse behind her

As I watched a victorious Jedi flee the Dark Temple once more, I found myself thinking about how it had been a while since I'd last completed the Jedi knight class story, which was kind of weird because it sure has felt like I've been spending a lot of time playing knight story missions in recent years. So this then sent me down a rabbit hole of taking a look at how often I've completed each class story, in what year (if I had data on that) and how it compared to how many alts I have who are still "stuck" on earlier steps of the story.

Trooper:

Completed a total of 4 times:

  • On my main on Darth Malgus (female, light side), back in 2012
  • On one of my alts on Darth Malgus (female, was supposed to be neutral but I just checked and she has 0 dark side points due to some KotET era shenanigans I think) - this one's been sitting there ready to start KotFE for years now but I just haven't been able to get myself to pull the trigger; according to the blog I completed her class story in January of 2016
  • On my Star Forge main (female, light side) in 2024, more than eight years after I first created her on the Ebon Hawk server
  • On one of my alts on Shae Vizla (female, light side) in 2025 - one of the few characters I've played in recent years who finished their class story before hitting the level cap (she's level 75 at the time of me writing this)

It's kind of wild to me that there were eight years between my second and third completion of the trooper class story! Though completing it twice in the last two years isn't too bad. 

There also isn't a lot of variety here in how these were played. There is a dark-sider and a male character among the 8 "story-in-progress" troopers I have on top of that, but most of them are still more nice ladies.

Smuggler:

Also completed a total 4 of times:

  • On my original smuggler on Darth Malgus (female, light side), back in 2012
  • On two alt smugglers on Darth Malgus (both female, one light side, one dark side), in 2013 and 2016
  • On Star Forge (female, light side) in 2024

Same issue here with all of them being very similar and an eight year gap between the thrird and fourth completion. I also have "only" 5 more smugglers in progress, as it turns out. At least there are two males in the mix there, and two potential dark siders (for one it's still a bit early to tell). I was actually a little surprised that I don't have more smuggler alts, but I'm thinking it may be because of the fact that smuggler is one of only two classes on which I've managed to take more than one character past KotFE and KotET, which makes it feel like I've spent a lot more time playing smuggler stories than I really have. 

Jedi Knight:

Also completed 4 times!

  • On my original Jedi knight on Darth Malgus (female, light side), back in 2012
  • On two alt knights on Darth Malgus (both female, one light side and one dark side), in 2017 and 2022 
  • On Leviathan (female, light side), as per the start of this post

It's interesting that these are more spread out, with the biggest gap being the five years between 2017 and 2022. I also have 5 more knights still waiting in the wings, but I was surprised on checking that only a single one of those lives on Darth Malgus; all the others are on the other servers.

Jedi Consular:

This turned out to be the Republic class story I've completed the most often: 5 times.

  • On my original Jedi consular on Darth Malgus (female, light side), back in 2012
  • On two alt consulars on Darth Malgus (both female, one light side and again, another one that I remember being neutral but the game also shows her as full light side now), in 2014 and 2020
  • On Satele Shan (male, neutral), at the end of 2024
  • On one of my alts on Shae Vizla (female, light side), also in late 2024

This is also the only Republic class story I've completed on a male character so far, and I have no fewer than 10 more consulars on earlier steps of the story, which is more than I have troopers, even. Again there's a six year gap at one point, and I actually completed the story more times in the last six years than in the eight years before that.

Sith Warrior:

This is the Imperial origin story I've completed the most often: also 5 times.

  • On my original Sith warrior on Darth Malgus (female, dark side), back in 2013
  • On three alt warriors on Darth Malgus (two female, one male; one light side, one dark side and one neutral), in 2017, 2024 and 2026 respectively
  • On my Shae Vizla main (female, mostly dark side), in 2024

I actually completed the dark side Sith warrior on Darth Malgus only the other week - she's been one of my primary PvP alts for a while and I was just passing some time while waiting in the queue. This one generally felt like I've done it a few times more recently and the numbers actually back it up, with no fewer than three of the five completions happening in the last two years! I also still have 6 more warriors "in progress".

Sith Inquisitor:

With this one, I was surprised to find that I've only actually completed it 3 times.

  • On my first inquisitor on Darth Malgus (female, light side), back in 2013
  • On two alts on Darth Malgus (both female, one dark side and one neutral, even if the game once again disagrees with me), one in 2014 and one in 2024.

Two of these completions were forever ago, and then it took me no fewer than ten years to go again! Also, that last completion was an instance of me playing through a class story in tiny chunks over a really long stretch of time so I don't actually remember that much of it.

What's also worth noting here is that I used my two free character boosts on inquisitors, which means that technically I have more of them with advanced story progress than of most other classes, even if those two never went through their class stories. There are also another 7 whose class story is still in progress. 

Imperial Agent:

It turns out this one is tied with the inquisitor for last place with 3 completions:

  • On my original agent on Darth Malgus (female, light side), back in 2012
  • On my saboteur alt on Darth Malgus (female, light side) in 2016
  • On a third alt in 2017 - she used to be on a different server but was merged into Darth Malgus at one point, though I never played her again after that - you can tell she's old because she's level 63 and on Makeb in terms of story

What do you mean it's been almost a decade since I last completed an Imperial agent's base class story?! This is madness! Fortunately I have two of them now that are getting close again. In total, I only have 5 more agent alts in the works, which makes this my least played origin class. Again, this was a surprise considering that I've always been quite fond of the agent story.

Bounty Hunter: 

With this one it's back to 4 completions:

  • On my original bounty hunter on Darth Malgus (female, light side), back in 2013
  • On two alt hunters on Darth Malgus (both female, both dark side), in 2014 and 2022 
  • On one of my alts on Shae Vizla (female, light side) in 2025

Again we have that big eight year gap. 6 more hunters in progress.

Conclusion?

Having completed each class story about four times on average may seem like a lot to some, but considering that I've been playing the game since launch, it's less than I would've expected. It does make sense that my focus on redoing the stories decreased over time, not just because of seasons but also because I engaged in endgame activities in general. Still, for most of these it feels like it's definitely been a while and like I'm more than due for a revisit of those final chapters (the early planets are something I've done plenty of times).

That said, I was surprised that there were quite a few that I've actually completed relatively recently and where the biggest gap of me not doing any story was actually somewhere around the years between 2016 and 2020. While seasonal activities discouraged me from spending too much time on class stories, the fact that they got me playing on more servers actually seemed to help my appetite for going through them again, compared to my main server where I'd already seen and done it all multiple times. 

I was also surprised that in terms of overall character count, consular came out this far ahead with 15, but on second thought it makes a lot of sense: Before Legacy of the Sith decoupled combat styles from origin stories, consular and inquisitor were the only classes where I really loved both available combat styles, so they were my #1 pick for new PvP alts for a long time (and I do prefer Republic over Empire).

I'm hopeful that these completion numbers will go up soon if I continue on my current track, as I currently have a trooper and an inquisitor on Corellia as well as a knight, agent and bounty hunter on Voss.

28/05/2026

Master's Enigma Prepares Us for the Big Finale

I'm way behind in terms of reviewing SWTOR's most recent story update "Master's Engima", which came out in 7.8.1. In fact, 7.9 and Legacy of the Sith's finale are only mere days away! That said, I've been putting extra effort in these past couple of days to get this review out just under the wire, before there's even newer story to think about. As usual with these posts, expect full spoilers and stop reading if you want to avoid them.

"Master's Engima" starts us off with a view of Sa'har and Ri'kan in a shuttle, with Sa'har being back to being Ri'kan's prisoner. I've got to admit I groaned a bit at seeing these two again. I don't mind the Kateen siblings as characters, but their dynamic has definitely become a big stagnant. You'd think that after the big showdown where Sa'har openly turned against Ri'kan and the Hidden Chain, she'd be done with constantly begging him for forgiveness, but no, we're back to her usual MO of being meek and apologetic.

A perpetually grumpy looking Ri'kan turns back towards his sister in the back seat while piloting a shuttle

Fortunately however, we don't spend too much time on this before returning to Odessen, where our character gets notified by Lana that she urgently needs to meet with you about something. While you make your way over, you get another call, this one from either Tau or Rivix (depending on your faction, obviously) who warn you that your faction's leadership is about to descend onto Odessen to moan at you about recent developments. Even if you've been fully cooperative and open about everything with them, they are not keen on the whole business with your former ally Shae helping Malgus escape.

You do still catch up with Lana first, who tells you that the urgent business is another message from Jadus, this time telling you to go to a specific set of coordinates, with no additional information (because of course). You barely have time to think about this before your faction's leadership arrives.

They are not doing things by half either: On Republic side the Supreme Chancellor herself is there, accompanied by Admiral Rava, Master Sal-Deron, Tau, Arn, and a whole host of Republic troops. For Imperials, it's the Empress or Emperor, accompanied by Darths Krovos, Xarion and Rivix as well as Major Anri and a matching set of Imperial soldiers.

An unhappy looking Supreme Chancellor Rans flanked by Admiral Rava, Master Sal-Deron and Tau Idair
Empress Acina delivers an unhappy speech while flanked by Darths Xarion, Krovos and Rivix

Unhappy faces as far as the eye can see, regardless of your faction. 

A confrontation ensues regardless of how helpful and nice you've been in the past, though I've heard reports that this bit feels satisfyingly more justified if you've been playing as a saboteur (I haven't had a chance to verify that one for myself yet). You get to make a whole number of important-feeling choices here, even if I think they have limited impact on the immediate story outcome. It just feels good that you get to take a stand! You can decide to tell your visitors about Jadus or not (at several opportunities) and can acquiesce to various requests or be argumentative. I can imagine some players disliking the fact that their faction leadership treats them so badly here, especially if they've been loyalists, but I absolutely loved this part. Yes to political drama in my Star Wars! Inject it right into my veins!

Critically, there's a further incident when Master Sal-Deron or Darth Krovos touch Darth Nul's holocron and get thrown across the room, which leads to you being accused of tampering with it and the Supreme Chancellor/Empress/Emperor ordering you to stay cooped up on Odessen until further notice. Obviously not great considering you were just about to follow that Jadus lead!

Arn Peralun and Tau Idair bathed in red light inside Odessen base

Tau or Rivix have the same thought and suggest that you sneak out and follow the lead anyway. (They justify it by saying that clearly someone up top, whether it's Admiral Rava, Darth Xarion or whoever, has been scheming and is baselessly turning leadership against you.) Lana is on board (as is Theron, if he's around) and concocts a plan to sneak you out through some secret passages originally utilised by Theron during his traitor days. Arn or Anri overhear and aren't exactly opposed, but both stop you briefly before you leave, expressing concern about the dangers of defying your faction and running off by yourself like that.

This next bit has you sneaking out next to Tau or Rivix while dressed up as a Republic or Imperial soldier and OMG, this part felt like it was literally made for me. I mean, objectively it wasn't that exciting in terms of gameplay, just a bit of RP slow walking through the base in disguise, but the Republic trooper disguise looked a lot like the sort of armour my trooper actually wore around level 30 or so and it was extremely nostalgic. The game seemed to acknowledge this experience with my trooper even commenting that "this takes me back". Republic trooper nostalgia overload!

Shintar the trooper passes between two regular Republic troopers while disguised as one of them

You successfully sneak out and escape on a shuttle with Tau or Rivix, and you have Darth Nul's holocron with you whether you wanted it or not. (Whether to try and take it with you is one of those earlier decisions, but even if you say that no, you're happy to leave it with the Jedi or Sith, Tau or Rivix just steal it themselves. Sal-Deron and Krovos' security must suck!)

You travel to the coordinates specified by Jadus and find an odd derelict spaceship which is later revealed to be the "Enigma", formerly property of Darth Nul. You meet Jadus holding court there, posing in front of a throne and everything.

He's also traded his lobotomised cyborg followers from the base game for much cooler looking Sith troopers. In fact, it occurred to me that they look a bit like that Sith from the Disorder trailer who fights Sa'har and Master Orr before getting killed by Darth Malgus. Coincidence or extremely deep call-back? You decide!

Three cool-looking Jadus acolytes, wearing helmets that give them angry red faces and otherwise all-black get-ups.

When you quiz Jadus about what exactly he wants this time, he says that he wants to stop Malgus from using Darth Nul's machine (which Heta has already largely rebuilt, damn it) because it would just cause chaos and he wants to bring order to the galaxy. My real life reaction to this was "are you for real, bro" because wasn't Jadus' whole thing in the agent story that he also wanted to sow chaos and fear? I guess he might have changed his angle since then; I just would've liked to be able to comment on that as an agent at least. Either way, he wants you to unlock the full power of Darth Nul's holocron for him instead - fortunately what I thought as the only logical answer to that was available as a conversation option in this dialogue: that if the goal is to stop Malgus from using the machine, and the machine won't work without the holocron, surely not unlocking it and just keeping it away from everyone is the way to go?

To that he retorts that you haven't been very good at holding on to it recently, and your companion points out that you're perhaps not in the best position to pick a fight right now, considering how outnumbered you are. (We didn't fully think this one through, did we?) So you either agree to proceed into the depths of the ship to play around with whatever Nul left behind there to power up the holocron, or you briefly turn against Jadus and get to mow down some of his lackeys in a cool cut scene before he makes you pass out with the Force, causing you to reawaken deeper inside the ship either way.

What follows is a (to me) pretty interesting exploration/puzzle section. You investigate two biomes within the spaceship: The biome of balance is a pretty idyllic pastoral environment (it even has a nice fake blue sky box), while the biome of ferocity is an icky swamp filled with predators. Each one is guarded by a holographic remnant of Darth Nul, with the twist being that she split off different aspects of herself (one hologram is evil Sithy Nul, while the other still calls itself Master Ranaiah) and put each one in charge of the biome that doesn't align with that aspect's values.

Trees, green grass and blue skies inside the balanced Biome aboard the Enigma

In other words, you have evil Sithy Nul working on the balanced biome and being annoyed that the animals in it don't fight each other enough, and Jedi-minded Master Raniah locking up all the animals in the ferocity biome because she doesn't like them fighting and eating each other, causing them to quietly waste away in their pens instead. Your mission in each biome (and what makes up at least half of the gameplay in this update) is to talk to the Nul fragment holograms, figure out what's going on by reading some research notes, and then take actions to restore each biome to its originally intended state. Like I said, I found this quite interesting and I thought it did a good job of showing just how much of a mad scientist Darth Nul was. (Splitting off parts of your personality and then giving them tasks that are going to drive them nuts just to see what'll happen is pretty crazy.)

Once you've restored both biomes to a working state, the guardian holograms are satisfied and upload themselves to the Engima's mainframe. You proceed further into the bowels of the ship yourself, just to find the two holograms fighting and siccing their minions on each other inside. In an attempt to stop the chaos, you plug Darth Nul's holocron into a convenient nearby socket, and after some waiting and fighting off random minions (this bit was unfortunately buggy and confusing on launch) peace is restored and the two holograms are united into a single "personality matrix" representing Darth Nul.

She tells you once again about the machine and its purpose, and that she'd be able to help whoever has it to fine-tune its workings. She also reveals that its location is crucial to reaching as many Force sensitives across the galaxy as possible, and that if Elom is no longer available, the next best option would be the moon Khar Shian, which meant nothing to me personally but apparently has a lot of existing Old Republic lore attached to it. (Ted talks a bit about that in the most recent episode of the State of the Old Republic podcast.) So now you know where you'll find Heta, Shae and Malgus!

My Twi'lek consular looking angry as she draws her lightsaber next to a hologram of Darth Nul

Naturally this is the time for a sudden and inevitable betrayal (if you agreed to work with Jadus at least), as he shows up to collect the holocron and leave you in the dust. The burns he delivers to an agent in particular are pretty harsh! However, there's a twist: he's not the only one that's betraying you, as Tau/Rivix are turning against you as well, trap you in a forcefield and hand the holocron over to Jadus willingly.

I guess Rivix being a turncoat shouldn't have been entirely surprising, considering he's always come across as kind of smarmy, though that doesn't mean that a betrayal at this particular moment was obvious. I actually played through the story on my Republic main first, however, and Tau's backstabbing was truly shocking to me and felt like it came completely out of left field. Fortunately she has a believable (if still frustrating) justification in that she's desperate to save Sa'har and thinks this is the way to make it happen. Naturally she's wrong about that though: Jadus doesn't give a shit and Force-lightnings her to... death? I literally went "nooo" at my screen, as I hated to see it, even with Tau just having betrayed me. It does turn out though that she's not actually dead, as Jadus and his minions decide to drag her not entirely lifeless body away with them - presumably he still has some sort of plan for her.

Meanwhile he leaves you behind in the forcefield trap, which is something that would seem foolish for a lot of villains but is totally in character for Jadus, who's more like a cat playing with a mouse. Why kill you outright when there's more fun to be had?

My human agent lost in a star-specked nightmare of destruction

You actually manage to break out of the forcefield using sheer willpower and immediately pursue Jadus, though you get slowed down further, as nightmares of betrayers and former allies turned enemies invade your mind and force you to fight them.  

You reach Jadus' shuttle just as he's about to take off, and I'm not gonna lie, if it had been down to me I would've taken the L at that point and simply retreated to fight another day, but my character turned out to be a lot more persistent than me and pulled a rocket launcher out of nowhere in one final attempt to manually shoot the shuttle down. Shintar the trooper is even more of a badass than I thought! (As a Jedi or Sith you get to pull at the shuttle with the Force, which I guess is a little less crazy.) The attempt fails however, and you end up falling down and dangling off a piece of metal at the bottom of the ship like Luke under Cloud City at the end of Empire Strikes Back.

Shintar the trooper hanging off a piece of metal under the Enigma

Fortunately you have allies that never listen to your instructions to stay behind, so either Arn or Anri show up with a shuttle to rescue you. Lana radios you from Odessen to let you know that your escape has been discovered and things are not good with the faction leaders, but you have another priority now: to go to Khar Shian. 

We conclude with a final look at what some of our antagonists have been up to in the meantime: Jadus attempts to make a deal with unknown terms with Heta Kol, Ri'kan attempts to get back into Heta's good graces by delivering Sa'har and gets threatened with a knife for his efforts (honestly, seeing her be as sick of his crap as I felt was very satisfying), and Malgus and Shae, too, have just found out that their next destination is Khar Shian by crushing a few more Hidden Chain soldiers. It's show time, baby! 

I know I've remained more positive about this storyline than a lot of (at least the loudest parts of) the player base, but I absolutely loved this update. I have criticised it in the past when it felt like an installment didn't really move the story forward much, but ever since Desperate Defiance we are definitely going somewhere, and Master's Engima continued this trend.

Heta Kol looking determined while a holo of Darth Jadus looks over her shoulder

This particular story installment also really managed to hit me in the feels in so many places: the callback to being a simple trooper, the political drama, Jadus' machinations (you can tell that he'll use you and turn against you, but he does it in such a manner that it still burns) and the sudden betrayal by your companion. So many great moments!

I'm excited to see how it'll all wrap up in a week or so.

21/05/2026

The Dantooine Crash Site Five Months Later

It's been more than five months since the Jannimak crash-landed on Dantooine and I wrote about how I thought it was bold of Broadsword to experiment with a new form of endgame, though I also saw the potential for problems with the way certain mechanics worked. I wanted to take some time to look back at how things have panned out for me in practice, because not everything has gone as expected, at least for me personally. I obviously can't speak for everyone.

Firstly, I've not been as persistently engrossed by the crash site as I expected, and I think it's the first in-game reputation grind they've added that I didn't max out in close to the minimum amount of time required. At the time of me writing this, my reputation rank on Darth Malgus is still only Hero (the 4th out of 6 in total).

Usually, with a new daily area, Mr Commando and I would do the weekly mission there every week and max out our reputation in short order. He's not into SWTOR anymore to the degree that I am, but that's the kind of thing he still logs in for. However, Mr Commando didn't like the crash site on Dantooine at all. I did briefly mention our abysmal run through the area together in my original post, and he basically told me he never wanted to go back there again. Countless deaths to overtuned encounters aside, he just didn't like the whole gameplay of it one bit I think.

There was one week when there was a seasons objective to do 15 Dantooine encounters, and since I figured that this is something that should be pretty fun to do as a group, I co-opted the latter half of my guild's social night for it. Even that turned out to be a bit of a mixed bag though. It's true that having a dozen people in an ops group made every encounter pretty quick to do, but it was also like herding cats, as people's experience levels ranged from "had been grinding the rep to the max every week" to "had never stepped foot in the area before" and it was challenging to keep everyone working together. The newbies needed guidance on where to go and what to do for each step of the introductory quest chain, while the more experienced players constantly wanted to wander off somewhere else for reasons such as "oh, I see that one encounter is up over there, I still need that one for the achievement so I'll just pop over there quickly". In the end, people said it had been fun, but I felt exhausted and didn't really want to go back to do it like that again.

So I've mostly been on my own in terms of working with GSI (the other one), and I kind of found that it didn't gel very well with the way I usually play. For example, long-time readers of the blog will know that I'm very motivated/guided by Conquest. When I decide to play a character in a given week, I usually want to play them enough to earn 100k conquest points and not much more, and then I switch to an alt. And for a conquest player... Dantooine is kind of meh!

You get a small amount of points for each encounter you do, but you could complete that objective faster and more easily on pretty much any other planet. Aside from that you get a good chunk of points for advancing the reputation from each encounter completed, but that's only once per day. At the same time, the place lacks many sources of easy points that you'd find pretty much everywhere else: there's no "complete missions" objective, nothing for killing enemies, and no harvesting nodes to gather (except for a few enemies that can be bioanalysed or scavenged).

So from a Conquest point of view, the best thing to do is basically to go and do one encounter per day for the rep and leave it at that. Even that can be awkward to do because due to the limited quick travel options available, just getting to the encounter can take longer than the encounter itself sometimes, meaning I haven't always bothered.

Lest you might think that this means I haven't actually spent that much time on Dantooine, there is an aspect to this that I haven't gone into yet: As mentioned above there was a seasons objective in the first week of this season to do 15 crash site encounters, and a couple of weeks ago there was another one to do 25. And I've actually gone and done those on all servers, racking up over 250 encounters completed in those two weeks alone.

(If that makes you go "Shintar, how that does gel with you saying that you haven't been that enthused about the game and that you've been finding the current Galactic Season too grindy?", I never claimed to be an entirely logical actor. Yes, doing all those dynamic encounters was grindy as heck too, but it just happened to be something I wanted to do at the time.)

Doing this gave me a very different perspective on the zone. Firstly, it's definitely more fun and feels more "worthwhile" when you're doing more than one encounter at a time. The most entertaining thing is probably when you manage to get a "train" going with other players that just surges from one encounter to the next, dispatching each one quickly and efficiently. However, that's not something you even get a chance to experience everywhere, because which server you're on makes a huge difference.

While interest in the crash site has generally dropped off since its launch, you can still go there on Star Forge for example, and on this biggest of all servers it'll be bustling at pretty much every time of day. If you ever find yourself going to Dantooine there and it seems a tad quiet, it's usually because the game actually spun up a second PvE instance and that one doesn't have as many players in it.

Compare this to somewhere like Shae Vizla, the tiny APAC server, and it's like night and day. On Shae Vizla it was rare that I'd even run into a single other player most times. On the plus side, this taught me a lot about various encounters, because when they fly by really fast it can sometimes be hard to tell what's happening. When you're the only person doing anything on the other hand, you get to see every single stage properly and actually have to learn what to do because there's nobody else there to hold your hand or help you out. I learned to solo certain tough encounters via use of crowd control and kiting, but I'm still convinced that there are some that just aren't doable alone. There were several times I found the glacial biome stuck on the "Cryonest Matron" transition encounter for example because that one's just too overwhelming and with no groups around that area was basically dead and could no longer be played.

There was exactly one time I managed to get it down, when I think I happened to be on at around APAC prime time on a weekend and there were at least a few other people in the zone. When glacial went into transition, we all converged there and managed to take it down with the whole five of us or however many we were (not a huge number).

The other servers were all in-between. Darth Malgus and Satele Shan always felt reasonably busy. Tulak Hord had some good times and some bad times, and Leviathan was also very quiet but not quite as bad as Shae Vizla. So I don't think this area (and any similar ones Broadsword decides to create in the future) does the game any favours in terms of the perception that certain servers are dead or dying.

Another aspect of the Datooine experience that hasn't worked out quite the way I'd hoped have been the reputation rewards. It was my understanding that as you went up in levels, you'd unlock counters to the various hazards that would make all three biomes less painful to traverse on all your alts. However, this turned out to not be the case, as access to the console that gives the various immunity buffs is actually locked behind completing the intro quest chain at least up to the point where you get sent to the core on every single character.

As someone who's done encounters on Dantooine on something like twenty different alts, this meant that each and every one of them had to do at least ten encounters without any of the buffs, which in practice has meant that I've only been able to use the reputation rewards very rarely, and the vast majority of my time has been spent on foot, suffering from debuffs, regardless of my reputation rank. Needless to say, this has sucked. Fortunately this is something the devs have said they will actually rectify in the next patch, so we'll see how much that improves my experience.

Regardless of that though, the rep rewards I've actually had a chance to try have all felt kind of half-baked to be honest. Like the fact that the immunity console only lets you apply one buff at a time when the way the whole zone works encourages you to hop between different biomes every twenty to thirty minutes, meaning you have to constantly switch buffs and pay for a new one or stay in the same area way longer than makes sense.

Same thing with the weird taxi pass, only with that one the problem is the other way round: the taxi pass allows you to hop back and forth between different biomes more quickly - for half an hour. But I just said that the game encourages you to switch every twenty to thirty minutes (whenever an area transitions basically), so you buy the taxi pass to use it... once? Twice at max? All these different pieces just don't fit together in a way that makes sense to me, so I've been largely ignoring them even when I did have access. Which again, is kind of disappointing.

Finally, there's the NiM-level core boss at the end of the quest chain, for which you need to have pushed all three biomes to level three to unlock access to it for two hours at a time. People were sceptical about that setup from the beginning, but I was more sanguine about it. Truth is, it hasn't really worked out for me either, though not in exactly the way I expected.

Getting the core to be aligned isn't that much of a problem at least on Darth Malgus, as it does happen reasonably often, but the timing can be a random and that is a problem for a group of middle aged raiders with average jobs and families that usually carve out a specific time slot to do progression content with their team. Without wanting to sound judgemental, I get the impression that most of the people who have successfully tackled the core are not limited by such constraints, for example because they stream as part of their day job. This also aligns with the fact that the only time I've seen the core myself (not killed it) was when I was helping out Swtorista and friends on one of her streams.

On Darth Malgus, I've grouped up with random guildies who just happened to be online a couple of times and went inside to have a look, but we didn't even make it past any of the mini bosses. They really are super hard and you can't really expect to take them down with any old group. The buffs are supposed to help, but you'd really need the whole group to have them, and I clearly underestimated how many of the people I run ops with just don't engage with casual content like a rep grind at all. So you've got all these hurdles of needing people to be able to be online at the right time, they need to be sufficiently skilled, and they need to have had an interest in grinding the rep, and that's just too many obstacles. I'm not personally upset about this because I don't feel like I'm missing much, but it does feel a bit like a design failure to have this content that will only ever be seen by a miniscule part of the player base, not just because it's hard but because it also has these additional hurdles to access on top of the difficulty. 

A couple of months ago I filled out a dev survey about Dantooine and I did put a lot of what I said above in the answers to the questions there. One question that stood out to me was that they asked whether I thought that Broadsword should invest in making more planets/zones like the Dantooine crash site, and my answer was "not exactly like this, no" because I think it has too many issues that the devs are unlikely to want to go back and address. (I was actually very surprised when they announced on stream that they were going back to change things like the intro quest chain being mandatory on every single character.) I still think the idea of dynamic encounters as endgame has potential, and as I said, the basic gameplay of running around with a group of people to do encounters can be very fun. I just feel like on Dantooine, the puzzle has too many pieces that don't fit well together and prevent the experience from being as fun as it maybe could be.

06/04/2026

A Week on Oricon

One of last week's weekly seasons objectives was "Seat of the Hutts Daily Sweeps", which requires you to either do the Oricon weekly twice or the Ossus weekly once. I've always thought this was a strange equivalence because since 7.0 the Ossus weekly takes less than ten minutes to complete (depending on your choice of dailies you don't even have to fight any mobs for it), while a single run of Oricon can require slogging through a full 100 mobs or so if you don't have stealth or someone else happened to come through just before you to clear things out already. And then you're asking me to do the one that's already longer twice?

I guess the one thing that Oricon has going for it is that it's more accessible since you unlock access to the area earlier in the story. On my secondary legacies on the other servers I didn't used to have access to Ossus, so I did some Oricon runs for seasons there in the past - though less so recently, precisely because of how tedious the whole affair tended to be. Since the release of the Bessi venture made daily access fully account-wide (meaning it applies cross-server), I could've just gone to Ossus to make my life easier, but I still feel a bit bad about "skipping ahead", even if it's just to do dailies.

This week I happened to have a few days off around Easter, so I thought why not take a few alts through Oricon since I have a bit of time? Only a couple of them had done the story before, so by the end of the week I had taken four new characters through the storyline, two on Republic side and two of my Imperials. I didn't do this all at once but staggered progress over the course of several days, and it occurred to me that I probably hadn't spent this many hours on Oricon since it first came out and I was farming reputation on all my original (then) max-level alts.

My female Sith warrior standing in an elevated spot on Oricon, looking out towards the outer fortifications

I did feel like the craziness was rubbing off on me a bit after a few days, but overall it wasn't a bad experience. Lord Hargrev's voice acting still holds up as top notch over a decade later, and I always love the bit where he goes: "Knives! They can't even resist carving one another like roasts!" Though it's distracting nowadays how much his assistant sounds exactly like Lana, not just because it's the same voice actress but also because she uses the exact same kind of voice/tone that would later become Lana's.

Being able to combine the storyline with the dailies and weekly these days is a peculiar experience that I already talked about about one and a half years ago, when I first went through Oricon that way on my Shae Vizla main. Back then I did find it a bit frustrating how all the missions tended to bug out one way or another since they had clearly never been designed to be done at the same time - this wasn't something that was impossible to overcome, but it still required me to backtrack and redo things several times.

Since I already knew what to expect this time, I was able to take some notes on the best way to circumvent the bugs tied to each mission, and I thought I might share my learnings here as well, even if it's an extremely niche topic.

[DAILY] Fallen Forces

For this one, the objectives for the story and daily quest are exactly the same and there are no issues, both progress at the same time. 

[DAILY] False Paradise

For this one, unfortunately there seems to be no way to avoid doing the phased bit twice. The story mission requires you to loot ten bioenergy enhancers while the daily requires only five. The problem is that interacting with the quest items will only progress one mission while still locking you out of progressing the other one if they were both at the same step. So the best way I found of doing this was to loot five items for the daily, use them, and then go ahead and do the phased bit for the daily mission. After exiting, any spare bioenergy enhancers you may have already collected towards the other quest will have been deleted from your inventory so you'll need to collect a full ten again, but at least you'll be able to do so straight away without resetting anything.

[DAILY] Dread Engines

Funnily enough, this quest is the exact opposite of the above. You need to destroy three/five terraforming devices, but if you enter the phased bit while one mission is done with that step and the other one isn't, both of them will bug out. Bad! Instead you have to make sure to destroy the full five terraforming devices for the story mission before entering the cave. You should then be able to progress both the daily and the story at the same time inside. 

[DAILY] The Tower’s Core

This one is probably the trickiest one to get right. The first thing to note is that when you enter the control room at the top of the tower, only the daily mission will update to the next step, so you'll want to instantly head back out of the phase and walk back in a second time, which will then cause the story mission to update as well. Inside you can disable the defences and fight Commander Zaoron for both missions at the same time with no issues. When finishing up, it's important to click the cube for the daily mission first, then interact with the panel for the story mission. If you click the panel first, you won't be able to pick up the holocron for the daily afterwards and a reset will be required.

Another thing that's worth mentioning here is that both missions require you to pick up the same unique quest item at the end, which the game doesn't allow, so what will happen once you complete the story conversation is that you'll get a pop-up saying that your inventory was full and that you got an item in the mail. Exit the phase to complete the daily (which will remove the associated item from your inventory), then pick the holocron out of the mailbox back at base before handing in the story mission. Important: You won't be able to hand in the story mission without it! In one of my earlier attempts I made the mistake of just deleting the item in the mail, thinking it was a glitch that I had been mailed a second copy. However, if you don't have this in your mission inventory, you won't be able to start the follow-up story conversation! When this happened to me, I had to reset the story mission and redo the whole tower part a second time. Don't be me. 

[HEROIC 2+] Preemptive Strike 

This is another mission that simply progresses for both story and daily mission at the same time. Phew. 

22/02/2026

Makeb GSI Missions Guide

The below guide was originally written by FJ Brodie for his website FibroJedi. After he decided to shut the site down, I decided to reproduce this and his other GSI guides on my blog - with his permission of course. I also made a few small amendments to update them for the current level cap and to add some new information. You can still find an archived version of his original guide here. 

One of my favourite planets in SWTOR is Makeb. It’s sunny, picturesque and the music is relaxing. Although it has a few weekly Heroic Missions, once you’ve done Rise of the Hutt Cartel, there’s little reason to return – except maybe to gather crafting materials. However Makeb GSI Missions are relaxing repeatable daily/weekly missions. They also crop up occasionally in conquest. So here’s my guide, enjoy!

Makeb GSI Missions Guide

Makeb GSI Missions Locations Map

There are 5 GSI Missions available on Makeb. As with Tatooine, there are 4 ‘standard’ quests and one ‘Heroic’. There's also a weekly that requires you to complete 10 GSI Missions in one week and will get you bonus reputation and rewards.

Here’s the map showing where each mission is:

A map of Makeb with coloured arrows connecting each GSI mission to the mesa it takes place on

Quake Engines

This Makeb GSI mission takes place in the Westwater Settlements. If you’ve completed Rise of the Hutt Cartel, then the Hovertanks in this area are ‘Yellow’, meaning they don’t attack on sight. There are small regulator patrols, but you can clear this GSI Mission with minimal (and sometimes no) enemy interaction.

The aim here is to find three Vibration Emitters and dig them up using your Seeker Droid. These look like little black boxes with antenna sticking up. They rarely spawn near each other, so your best bet is to run/ride around looking for them. As with the Tatooine missions, using your eyes will save you a world of pain compared to using the droid and moving a few paces!

Here are a couple of screenshots showing what the vibration emitters look like:

A female Cathar digging up a vibration emitter on Makeb using her Seeker Droid
A female Cathar and her companion standing close to a vibration emitter on Makeb

Quake Engines Mission Rewards

  • Repair Toolkit: Small Reputation increase with Galactic Solutions Industries
  • Credits (at Level 80): 18,630

Origins of the Makrin

Makrin are a tree-like creature native to Makeb. I think they also appear on Odessen in KotFE Chapter 12 – Visions in the Dark. Young Makrin emerge from the ground shedding Proto-Bark Casings in the process. It is these barks that Galactic Solutions Industries need you to dig up.

Finding the Makrin

To find them you’ll need to travel to the Sunken Pool on Frinn Mesa. The Imperial entrance is marked below. Republic characters need to enter the clearing from a narrow gap in the cliffs to the north (around 1210,2110).

Map of Frinn Mesa with the area with the Imperial quick travel point circled in red

For the Imperials at least, once you’ve travelled there once, there is a quick travel point to save the hassle of the long trek. This Sunken Pool is serene and beautiful, but the creatures there aren’t always friendly!

A female Cathar poses in front of a non-aggressive Makrin

Proto-Bark Casings can be really obvious (looking like a huge branch), but mostly they are small, unassuming shreds of wood. They do trigger a ‘tooltip’ when you hover your cursor over them.

A female Cathar looking at a proto-bark casing that looks like a tree branch
A female Cathar looking at another, smaller proto-bark casing, this one looking more like a cow pat

Use your Seeker Droid to dig up three of these Makrin Proto-Bark and the mission will complete automatically once you dig up the third one. Oh and Makrin look pretty, but when you anger them, they are terrifying!

Origins of the Makrin Mission Rewards

  • Repair Toolkit: Small Reputation increase with Galactic Solutions Industries
  • Credits (at Level 80): 18,630

The Unbreakable Code

This mission takes you deep into Regulator Territory. You will need to defeat a few regulators and trash some droids on this one. Oh, and probably sacrifice a few lizards and Tonitrans (bring me back a steak if you do, okay?). The premise here is quite straightforward. You head to The Sanctuary area of Makeb and are looking for Four Transmission Towers. These are marked clearly on your map, but there are a lot of similar towers in this area! The Unbreakable Code is a Macrobinocular Mission. Get the towers in your sights, scan them, then upload the data to GSI Headquarters using the handy quick button in the mission list. Job done!

A map of the Sanctuary on Makeb, with the four tower locations for the Unbreakable Code marked in red
View of a transmission tower in the Sanctuary on MakebView of a transmission tower through the macrobinoculars, ready to scan

Unbreakable Code Mission Rewards

  • Repair Toolkit: Small Reputation increase with Galactic Solutions Industries
  • Credits (at Level 80): 18,630

Volcanic Metals

Time to head deep underground in the Volcanic Mesa on Makeb. Your mission here is to dig up a sample of Burnished Volcanic Metal in each of the four areas. These are hard to spot (see screenshot below). But again you are better using your eyes than relying on your Seeker Droid.

You will also have to be careful of the creatures here. There are gold- and white-level foes in this area. Even the ‘weak’ enemies have an annoying push-back ability which can send you flying into the lava. So try not to burn up during this mission!

You need four burnished volcanic metals. And you won’t be able to dig up more than one from each of the four zones. Your Seeker Droid will say that it cannot find anything to excavate, even though there are multiple samples in each zone. So be prepared to fight off (or if you have stealth, sneak around) plenty of critters.

Get your four samples and your mission will auto-complete.

Map of the Volcanic Mesa on Makeb, with active quest markers for Volcanic Metals
Close-up of a Burnished Volcanic Metal inside the caves on the Volcanic Mesa

Volcanic Metals Mission Rewards

  • Repair Toolkit: Small Reputation increase with Galactic Solutions Industries
  • Credits (at Level 80): 18,630

Guarded Research [Heroic 2+]

Guarded Research is a two-stage mission, similar to A Droid Defiant on Tatooine. You are after a set of schematics that Galactic Solution Industries wants to get their hands on, held somewhere in the Hutt Strongholds region of Makeb. As the [Heroic] tag implies, this is the hardest of the Makeb GSI Missions. Here we go…

Stage 1: Scan Three Communications Satellites

If you’re playing as an Imperial, two of these are visible from just outside the taxi area. The third you will need to travel on foot or ride around. I advise on foot as there are regulator forces, static and running around. And there are sentry cannons also manned by Regulators. So, unless you have stealth on your side, you’ll have to fight through some. Even if you do have stealth, there are stealth-detection droids scattered throughout this region.

As a Republic player, you'll have to travel a bit further to be able to scan all three targets. Be aware there are a lot of satellite dishes in the Hutt Strongholds, but you need the specific three to triangulate the location of the schematics.

View of a communications satellite through macrobinoculars, ready to scan

Stage 2: Revealing the Schematics

Once you have all three, the location of the Schematics is revealed. And the hard work starts! I had a lot of trouble as a healer on this mission. Much easier with player DPS and companion heals, though a high influence level companion is advisable here.

Room 1: There is a panel half-hidden behind some crates. Interacting with this will trigger an alarm. Two sentry turrets will spawn and a gold-level NPC runs into the room. Despatch the turrets – they tend to target your companion so take those down as best as you can. Then kill the human. Heal up!

Room 2: There is a similar panel in room 2 as in room 1. This time however, two gold-level droids emerge from the lockers. Just focus on destroying the one with HL in its name first, as it heals the other one. If it gets stuck in its locker and you become unable to target and hit it, try running around an obstacle or a corner to break line of sight and force it to come out.

A female Cathar about to trigger one of the wall panels in this mission that summons enemies
A female Cathar looking at a hostile droid that just spawned in

Room 3: The Rogue Mercenary Captain

A female Cathar with a pink lightsaber fighting the rogue mercenary captain

Finally you get to your boss. Good time to trigger Heroic Moment. Some of his abilities are quite devastating, but the Rogue Mercenary Captain is not immune to interrupts, so make the most of that fact. Once you’ve dispatched this guy, collect the schematics from the Terminal that was behind him and the mission will complete automatically.

Guarded Research Mission Rewards

  • Repair Toolkit: Medium Reputation increase with Galactic Solutions Industries
  • Credits (at Level 80): 29,064

TL;DR Makeb GSI Missions

Although they took time to explain, the Makeb GSI Missions are quicker than those on Tatooine as there is less wandering around. The Heroic 2+ is pretty tough, but that balances the more easy-going four other missions. If you’d like more details about how to acquire your Macrobinoculars and Seeker Droid, you can check Swtorista's guide. May the Force Be With You.