Flieger, grüß' mir die Sonne, grüß' mir die Sterne und grüß' mir den Mond. Dein Leben, das ist ein Schweben, durch die Ferne, die keiner bewohnt! - Hans Albers, F.P.1 antwortet nicht (Adaptation in the 80s: Extrabreit)

Friday, 5 February 2016

The Secret World

Sooo... as I had almost predicted, my forays into Star Wars: The Old Republic became boring very quickly, once that coolness of cleaving through enemies with a lightsaber has worn off and the complexity of rotating about a dozen abilities´ cooldown timer has become transparent. It is a pity to not conclude (yet) again the story of the Jedi Knight, but these days, I just follow my impulses. Like the element wind, I am here and soon somewhere else.

No one can tell me,
   Nobody knows,
Where the wind comes from,
   Where the wind goes.
It’s flying from somewhere
   As fast as it can,
I couldn’t keep up with it,
   Not if I ran.
But if I stopped holding
   The string of my kite,
It would blow with the wind
   For a day and a night.
And then when I found it,
   Wherever it blew,
I should know that the wind
   Had been going there too.
So then I could tell them
   Where the wind goes . . .
But where the wind comes from
   Nobody knows.

- A. A. Milne, “Wind on the Hill”

Enter The Secret World (TSW).



This little jewel of an MMORPG is easily one of the last remaining bastions of actual gameplay challenge, mixed with a superb moot for its setting. Well, it could have done better on a personal level, as all those game mechanics and monologues give little room for character interaction, but I consider the game´s particular style as an art. And managing those 529 skills, creating synergies which are actually direly needed in order to best the challenges which the game throws at you, is a minigame in itself. I don´t want to know how many hours I have spend the last weeks just pondering by aid of this fantastic skill planning tool, after a particular helpful community resource explained the basic principles behind it.




 - fighting IS in Egypt (well, something of a kind)









The first time I have played TSW about four years ago, I went with The Dragon, the most enigmatic faction of the three available ones. Besides, you get a blow job right in the intro.
Nowadays, it seems I am more settled as I went for The Templars righteous justice; attractive that they, at least, leave you to your own decision and just don´t simply abduct you into their ranks!

TSW has three big game locations, each of them divided into three or four big maps, which are littered with adventures, secrets and horrors. Solomon Island, New England. Marya, Egypt. Karpatians, Transylvania. Each map masterfully captures the particular sociocultural environment and mixes it with mystery and horror elements. It was a blast to go again through the storyline and all those missions. Plus, in the meanwhile, there were new issues, finally reveiling the mystery about that horror-dream you are presented with in the into: Tokio is open.



 - and, Shambala











A character in TSW has no particular class or playstyle. It is entirely up to your choice how you create it, based on said 529 skills and a choice of two out of nine available weapons, which serve as a focus of your powerful immortal magic abilities. The system is fantastic. Combat builds on a resource building-consuming concept. So called "builder" abilities do weak damage but build up to five resource points which you can use for a strong ability called "consumer". On top, there are side effects like affliction (bleeding or poisoning effects), weakening, hinder or impairing, which have their own intricate dependancies and synergies.

My character is named Adam Kadamon, based on the server Arcadia. As my first focus, the sword and blood magic served well. The former is strong in area based melee attacks, the latter dishes out formidable damage and also offers healing magic. I imagine "Adakada", as my character´s ingame nick goes, as a kind of a Blood Paladin. Sword strikes justice, drawing blood which also heals and protects. In later stages, the magic of "Exquisite Corpse" draws only two resources and builds up a medium strength protective shield in combination with a heal effect. This is my modern day paladin´s holy shield. An area effect ability called "Clearing the Path" allowed for >40% of my hits to devastatingly penetrate all afflicted targets, and my passive skills were all focusing to add damage upon afflicted targets ("Blood Sport" creates an affliction, and numerous other abilities exploit this by adding extra damage). The latter became my signature abilities, providing consistent high damage to each weak builder ability so that each rivaled a consumer ability, and by virtue of being added passive abilities, translated to all other weapon combinations later on. The beauty about this skill choice is that it does not rely on "procs", like critical or penetration his, but adds damage simply on a per hit basis.



- mysterious dreams, enigmatic missions










Another set of abilities centered around elemental magic, where also where fast available two-point consumers would allow for high damage per second, simply by virtue a rythm ("rotation")  of two builders to one consumer (instead of five builders to once consumer). This elemental magic, together with the above passive affliction-based damage skills enabled my to experiment with my secondary weapon choices, where I tried out Hammer, Chaos Magic, Shotgun. All of them added fantastic synergies in their own way. The high numerical base damage of my affliction set would for example combine nicely with a single high added percentage of damage ("Expose"). The usual way would have been to add percentage probabilities and damage, but by virtue of percentages being relative, my combination with stacked absolute damage bonuses quite overachieves.

I originally planned to do a little article series on my forays there, but I got swept away and totally swallowed by the combination of game mechanic-ing and those moody and quirky quests. If the term themeparc setting has a meaning, it is here!

However, my motivation dropped at a similar point as last time, when most of the story content was done, and the "end game grind" took over. In that stage, looking out and hunting for items usually becomes more important than both mood and story. While I am not opposed to some Nethack-Diablo-style of gameplay, I do not want this as a obligatory stage to savour more of a different game content. After finally understanding some of the equally intricate equipment (aka talsiman) mechanics and some group dungeons later, it all became the same again for me. Looking for a team is tedious, even though Funcom just has released a group finder. However, either nothing pops up at all, or the team is so overgeared that the whole mood of the dungeon is wasted. As is my time.

I still want to progress beyond the gate to Tokio, and maybe two more game sessions later I would have grinded enough of an epic equipment, but, too late, the game already lost again steam for me. And then I stumbled upon a nice gameplay video of Kerbal Space Program and some other motivation got quite kindled again...


Balmorra

Hyperjump to Balmorra, to see Master Warren Sedoru. Balmorra is an industrial planet for weaponry. THE weapon production plant, and currently in the hands of the Empire. However, the Republic has staged an invastion, so we are in a warzone. Master Sedoru is not pleased about this, as the mission requires secrecy. Well, I think you can hide a lot in a war torn area. The objective is to get a prototype cloaking device; the technological insight will allow the Jedi to identify the hidden fortress of the Emperor.











The republic storyline starts in Bugtown. Genenic modified giant insects run rampant, and the feeble hold of the Republic is threatened by the Empire´s satelite defense system. Destroy Collocoid nests and queens. Fixed. Found resistance hospital overrun by more bugs. Fixed. Need to bring vital supply of medpacks to a rather charming resistance doctor, who immediately wanted to examine my heroine after the fight. Also, need to find intel from an agent shot down by the Empire, in order to know how to access and control the satelites. Both missions lead my heroine to a camp of the resistance fighters.

A funny mission takes place with a captured Empire droid, who believes he is reporting to the Empire; transponders in shot-down Empire fighters could be cracked by a republic specialist. A greenhorn soldier-pilot wants to recover Republic transponders. And a resistance agent needs data from his spy drones in a hazardous area (heroic). Plenty of stuff to do! And I guess I know now why at some point you stop thinking about the content of quests and just do them. A shame about all that voiced dialogue, but, come on, repetition galore does not make things more heroic!

Next step, after I found the shot down agent of the Republic and his data: Extract a hacker who is able to take control of the satelites, now that we know where they are and how to access them. At the location of the heroic mission is a puzzle-quest; the first one I have seen in this game. And a difficult one, at that. Once I have figured out which pillar switches which ones on, I already have created an intricate confusion. This website helps solving the issue (switch to a 3x3 grid like the pillars are, red=off, blue=on). I remember this mission now, from years ago, where it was even more difficult with constantly respawning enemies, which at that time still needed teamwork of two heroes to dispatch, constantly interrupting the guesswork.

After these exploits, my heroince teleports back for further tasks, to get one step closer towards getting that prototype device (Jedi Knight storyline), as well as loosening the Empire´s grip on this planet (Republic storyline).




Showdown with Darth Angral

My spoilery ventures as a Jedi Knight in SWTOR continue. Alderann was the last chapter in the first story arc, now I have reached showdown time.

Uphrades is an apocalypse; the planet´s atmosphere is on fire, thanks to Darth Angal bein in posession of the Republic´s superweapon, the climate killer. My heroine catches an SOS signal from a freighter which is being boarded. To the rescue, the survivors deliver detailed protocols of the weapons terrible work, having practically set aflame the atmosphere. A litte  question of morale whether the freighter should enter the still imprisoned planet in order to bring supplies to the last remaining survivors down there. They will be trapped too, not knowing for how long. Of course my heroine supports this kind of heroism!

This seems to have been a test run. Angral is headed for Tython, powering up his weapon. About time for the final confrontation with this bugger! And interesting it becomes. After sabotaging the ship´s power, the imminent threat is gone. However, in comes a big surprise during the confrontation with Darth Angral: My companion Kira, by virtue a "daughter" of the Emperor, gets possessed and my heroine thus adressed by the Emperor himself. Thus Jedi master has to fight Jedi padawan after Darth Angral is finally done for. The fights are short as usual, and Kira finally manages to fend off the dark influence (hopefully thanks to the many light side points and positive influence I stuffed onto her so far!).


- unfortunately, screenshots of the cutscenes seem to be not possible










All done for, the Jedi Council honors our achievements and promotes Kira to full Jedi Knight status.

Back on the ship, my heroine gets contacted by a ghost. Master Orgus lives on through the force like Obi-Wan-Kenobi does. He sends us to Tatooine once more, a stranded ship is in need an bears a message of great urgency.

The direction this mission takes me opens up new parts of the map and of course some side missions. Two heroic missions yield a nice surprise. Apparently, the loot is adapted to my heroine´s real level. Since by now she is level 53, the equipment I get is pretty overpowered for a mere level 30 Tatooine!



 - total domination











In the end, the ship I discover is that of a Jedi and I can save him from assaulting Sith. He was on a vital mission which makes my heroine being summoned once more to Tython and bring his surveillance data.

In the Jedi Council, Master Tol Braga is one of those "ugly" aliens and presents a bold plan: To capture the Emperor himself. My heroine is nominated for the team as the best fighter of the Jedi. First stop: Balmorra.

Monday, 21 December 2015

Alderaan

While Tatooine had a maximum level of 30, Alderaan ups it to 34; needless to say that my heroine is by far overqualified with level 46.

Famous tragic planet, here and 3000 years earlier an epitome of feudal governance. Apparently, the queen of Alderaan died and there was no successor. As a consequence Alderaan fell into civil war, fueled by the different noble families who all vie for the throne, and withdrew from the Old Republic. House Organa, venerable family of then Princess Leia, is faithful to the Old Republic, but faces its worst enemy in House Thul, which not-so-secretly allied with the Empire.

Alderaan is a bit coldish - prompting my heroine to change dress code.


We arrive in the middle of a terminal attack of Thul on Organa´s main estate and, of course, thwart it. Some more missions, and we make the allied Thul/Empire forces withdraw. In desperation Wolf Thul takes 300 hostages and exchanges them versus the Jedi Knight who single-handedly turned the odds against him. But the imprisonment of my heroine does not last long, as the very same hostages race to free her. Shortly later, House Thul has withdrawn, my heroine named Paladine of House Organa and free to roam and try to rally all nobles again behind House Organa, for the Republic.

However, still no clue so far about Master Orgus, who went after the Deathmark, a satelite weapon which can pinpoint and eliminate specific individuals once they were invisibly tagged. Soon, I find clues, in form of a desperate survivor of the deathmark research facility. Apparently, Master Orgus got killed by a Sith who had Killiks, indigenious highly evolved insects, as allies. Promptly, the death mark starts its work within the palace. Since I know the mark can only be placed from close range, there should be a prime suspect right now: The survivor from the research station, Aleyna Hark. However, the story does not give me an option to confront her.

First victim of the Deathmark

And another noble family joins, House Ulgo. Some more side missions, involving getting back the home of House Teral vom Killiks, and halting the advances of the Ulgo vanguard. We find out that Ulgo is torturing Killiks at places near House Organa, which makes them agressive and swarm against the alleged agressor. Of course, my heroine finds the "pain factory", along with Master Orgus, who was left to die by the Killik swarm. Also, my hunch was right, and the survivor of the research station was indeed a traitor, death marking liberally people in the meanwhile.

My heroine attempts to slow down the death satelite´s work by disrupting power stations, but it is only temporary. With renewed support from House Organa after the Killiks have ceased their swarming, we find out that our traitor went for house Thul, of all! So, grudingly, my heroine goes to save that new leader so that the Republic is not framed for his murder by the deathmark. Gratefully, the Duke, who was until then allied to the Empire, gives me the location of Lord Nefarid´s hideout. Showdown. But before a few more side missions, involving the preparation of an air strike on an Ulgo vanguard, and saving the corporals daughter who turns out to be a quite capable spy in House Rist, leading to another mission which saves a supply convoy from an ambush by House Rist.

In the meanwhile, Master Ordnin has pinpointed Darth Angal´s ship at the edge of the solar system and goes for him. My heroine has been tagged by the death mark, so both master and padawan say their goodbye on a desperate race to each ones mission. My heroine enters the territory of former House Panteer, which has been taken over by House Ulgo. I understand now that House Ulgo was the cause for the civil war, invading and slaugtering House Panteer, who had the throne for centuries since.

The missions here are no surprise: Push House Ulgo´s forces back, make contact with the survivors of House Panteer, go get Ulgo. As a sideline, some Sith need to be repelled from the local ruins of a Jedi temple. Also, in Ulgo´s palace, my heroine is tasked with recovering proof that the last queen was in fact assassinated by House Ulgo.

The hideout of Lord Nefarin is surprisingly close. Sadly, this time for real I have to witness Master Orgus´ death at the hands of Darth Angal via holocomm, which the sadistic Lord Nefarious displays. A one-man commando, even if Master Jedi, was a bit too foolhardish. My heroine has been death-marked, and of course right now the satelite´s power supply is back online. However, as a true Jedi, my heroine can dodge the deathmark´s laserblast. How cool is this! The ensuing battle with Lord Nefarius is very short. A quick combination of stun attacks and my trusty T7 droid specialised on damage dealing end the fight so fast that even the deathmark has no chance to fire a second time. Normally the combat would have alterated between fighting the Sith and dodging the deathmark attack while the former was stealthed. As such, a pretty satisfying revenge for Master Orgus´ death.


Instead of returning to the ship to bring Admiral Var Suthra the good and also the bad news, the last parts of the generic mission arc has to be finished: The Ulgo king is dead, long live the Organa king (or will it be Panteer? not sure). Interesting side not, King Ulgo seemed to be a former republic war hero who decided to take matters into his own hands. Well, friend, this was a bit too far into the dark side, I am afraid.

The end fight with the self proclaimed Ulgo King is also bit more interesting. He hides behind a shield, so I have to destroy four generators, by means of special ordonance (which conveniently rests right next to it...). Victory achieved, there is a lot commending and congratulations. I guess the new alliance between House Panteer and House Organa also marks the rise of the latter house, until far in the future, a Princess Leia will emerge from it.

Red lightsaber for revenge.

Back at the ship, the news of Master Orgus have already arrived via public execution holocomm. However, as it turns out, Master Orgus wasn´t as foolish as he led me and Darth Angral believe. His true mission apparently was to plant a tracking device. Like this, the Republic gets its first real chance to find and destroy the ship.

Incoming data suggest that Darth Angral headed for Uphrades, a rich agricultural world...

Sunday, 20 December 2015

Star Wars: Force Awakens review

It is a good movie, nothing to contest about this. The pacing is right, the humor is measured, the characters are largely on spot, spacecrafts and lasers. I was especially looking forwards to Rey, a female heroine with a somewhat obscure background, and a black person as a main character Jedi Knight.

It was glorious action. The Millenium Falcon and all the air/space fights were well done. The laser sword duels seemed to be a good mix of old and new movie, their clumsiness well explained by having not yet perfectly trained combatants.

The old actors do a good job, but the movie does very well in establishing the new actors as the main focus. Well done! I am looking much more forward towards seeing the new actors in action than the old ones. Han got a well served and well timed exit. It is hinted at in his first scene already: Nobody believes you anymore Han, we already know all your tricks. He seems like an old man who starts to understand that his time is over. Some well meant advise to the youngers, and of course I wouldn´t have minded a less "forceful" exit for a well-deserved retirement, but, ah well, some drama was necessary, was it?


Well, some hopes of course got disappointed. Key words are: Maybe still a little too much of everything?

In the end, Rey has become Luke Skywalker and Han Solo in one person. Whereas Finn seems to be useless and just the nice guy, but a big looser. For one thing is clear: He cannot wield a lightsaber! This seems a bit unbalanced. The old movies, not just Star Wars, but also Star Trek, lived by a clear balance of character. The newer ones do not have this anymore, and thus miss a vital part.

New Hope was all in all still a bright movie about hope. Force Awakens seems to lean much more towards dark themes. We have two family tragedies in the center, and they hit hard from the start instead of slowly building up. Concerning Han and Leia, I would have been happy to see a less sad constellation. Han could have just been on a undercover mission, both still a happily bickering couple after all this time. Instead we are presented with esentially a third family tragedy here.


New Hope had the plans about a death star as its plot, and they were the cause of its destruction in the end. Force Awakens has the search for Luke Skywalker as main theme. The new super death planet going on a rampage comes across just as a side theme, its destruction too easily invented, not even a triumphant ceremony takes place after its destruction.

Why R2D2 reboots just at the end of the movie as a veritable deus ex machina, escapes me. Little unexplainable inattentions like this annoy me. It would have been much better if BB-8 would have managed to activate him, like R2D2 did so famously on the Millenium Falcon´s hyperdrive in Empire Strikes Back.

The scenes of travelling to Luke Skywalker are almost anti-climatic compared to all the fireworks before. I would have preferred an ending like Empire Strikes Back: Rey and Chewie launch on their search for Luke. And then I would have been content to see a much more engrossing encounter with Luke, later on. Not that open mouthed, staring fat old man.

That super death planet. Now that we have CGI, and there are still a pittance of a dozen space fighters racing around, what is this? In my imagination, the Republik should already have knowledge about a thing that big. The new actors should have stumbled in between that climaxing conflict where the Republic sends all of its fleet versus the super death planet, the sky should have been crammed with spacecrafts in a huge battle. It would then have been much more explainable how a small ship like the Millenium Falcon could have gotten through a possibly already battered planetary shield.

The invention of another rebel organisation called Resistance was unnecessary. We have a Republic, which rose from the ashes of the Empire. The victory of the Rebellion must have not been ignored by the plot! Leia´s and Han´s position as heroes of the Republic should have shown at a much higher level, as high ranking officers of a huge republic fleet. This wouldn´t have hurt the plot at all. Too much fan service here, I guess.
 
Ah, and the Millenium Falcon: I feel so sorry for it. Excellent flight scenes! But the poor thing gets hit and kicked around all the time, does not complain, and still work fine until the end. No single repair in between! In my opinion, any space craft should have disassembled forcefully ten times over.


But, you know, I am ready to forgive, but just because of one thing: Rey is so damn hot! And of course, she will have to receive a lightsaber staff once she is fully trained! My best hopes go to Finn, may he find his place and some usefulness! And I bet my arse on one thing: That overly large Snoog evil main guy is nothing but the twin of that Maz Kanata kobolt; this is just too obvious already. Boring; a real giant life form as dark overlord would have been a refreshing counterpoint to all this Yoda-ism.

Saturday, 19 December 2015

Tatooine 2

Having left Anchorhead, things seem to pick up speed. The Czerka employee sent us into an abandoned factory plant, now being taken by Gamorrean raiders. My heroine just joins the club when the person behind them is having a nice conversation, some sort of Czerka exec with lots of cyborg implants. No more nowledge gained, but I am sure my heroine will be briefed soon.



 - iconic from the first Star Wars movie










The shock drum facility ist overrun by sandraiders. Inside, locked in, the surviving crew of Javas with an adopted human scientist. A Sith invaded and took the shock drum and Master Kiwiks, the teacher of my crew member Kira, with him. One reactivation of the power supply later, it becomes clear that I have to triangulate the now activated shock drum by placing scanners around the desert. Time is running out for Tatooine.

What, just one side mission in between? A Java wants me to reprogramm his droids gone berserk. Done. And some Geonosians, humanoid grasshoppers, have crawled out from somewhere; I am sure there was a mission connected to this, but I do not find it this time.

After triangulation, the local Sith Lord Praven slices himself into my holocomm. Of course, Lord Angal sent him, but he turns out to be a fanatic duelist; he will exchange the shock drum versus a chance for a duel. How many seconds this will last? Five?

I need some longer backtracking to Anchorhead, just to continue the Czerka plot. An old farmer has the next clue to Czerka´s secret weapon location. In between: Some heroic S&R where some pirates raided a farm and took slaves. Another rescue of a robin hood kind of guy´s loved ones, which turn out to be droid toys...  A governor wants me to sabotage their mining op. Lots of bonus goals, my heroine single handedly lays waste to another crime cartel.

Then it is time to face Lord Praven. In order to have a fair duel for this very untypical Sith, I switch my companion to passive. Such indeed, the duel lasts about 30 seconds, and the Sith has the occasion to use some more nifty dark forces.



- Lord Praven, and my heroine turns another soul to the light side










Czerka quest moves along, more readings to do, taking out a Czerka listening post on the way. Then on to what should be the final map, the Dune Seas. The plot outdoes itself: I have two planet destroying weaponry to disable on one map. How can it get any better!




 - being sent from mission goal to mission goal...









I think this is the moment where all these missions on the side start to not make sense anymore. Supposedly time is pressing, after all, the shock drum is already close to its destructive burst, but I am clobbered with four more side missions. Rescue three ambassadors from slavery, cut down some Mandalorians who threaten to attack (they are pretty one-sided that way), save some sand people tribe from poisoning from the Empire. And a very sad one: Kill Republic sodiers who had been thrown into a Sarlacc mouth; it´s that beast from episode 7 which supposedly digests victims alive fro 1000 years (I wonder how anyone could know, but yeah it is Star Wars).

Oh, and yes, the Jawa family who adopted the Repulic scientists tried to find the shock drum themselves and of course are now in need of help. There is a sand demon in the way, some beast which has a lot of offspring and they look like giant crabs. However, as usual, the bossfights are pretty unimpressive these days. 4 seconds. My heroine then finds Master Kiwiks and can shut down the shock drum. However, she does not let it collapse but rather gives it to general Var Suthras. It makes no sense trying to hide such a weapon, it will fall in false hands. And maybe one day, the Republic will actually need it...

The quest for the Czerka weapon clarifies. Some more readins taken across the map, and the communications of scientist make clear, it is not a weapon, but an old artefact of the Infinite Empire; thus, again a nod to KOTOR where it played a pivotal role. I like these connected ideas and wonder how good a true single player game would have explored all those wonderful ideas. Even though this particular one I also seem to remember from KOTOR; a Rakata criminal imprisoned, of course trying to take over the galaxy. I imagine how with just a slight trust of the light saber, this thing goes boom while that Letheles guy from Czerka screams in rage. Four seconds later, he is dust, too.



- I wonder why I forgot to do a screenshot of the shock drum; but this artefact here was much more dangerous for the galaxy, anyways





This ends the adventures on Tatooine, except for the two heroic missions which I tick off quickly. Mandalorians, and the Sarlacc. I do not even need healing from my companion until I intentionally attack two and three groups at once.

After this, I fast travel back to the ship for a debrief. It seems the Republic is happy to have the shock drummer and are going to develop it into an aerial assault weapon. Not so fast, the general relativates. I wonder if there are different outcomes if my heroine destroyed all those weapons compared to saving them for the Republic. It would be cool, but I doubt it.




- this thing in the distance must be the ship of the Mandalorian raiders; you can get close but sadly not enter it

Wednesday, 16 December 2015

Tatooine 1

Yes, yes, I get it, Elite: Horizons is out. However, dear Mr. Braben, this is definitely Star Wars time, and nothing else! You let me wait over two years for a game which is finally starting to flesh out, so your game can wait for me just a little while longer!



- Tatooine











This is where my heroine is headed for, next. Master Kiwik, the former teacher of my crew member Kira Carson, is in dire need here. Kira feels her presence, but cannot locate her. The Republic admiral informs me that the superweapon here is a shock drummer, which can destabilize and destruct a planet (what else!?) and points me towards the according facility.

However, first things first.

There is a little interlude which unveils a bit of Kira´s past. It turns out that she was a former Sith trainee as a kid, but managed to escape. Interesting! Of course I completely trust her that she has indeed come over to the light side.



 - that girl behind me is Kira, a little pimped out because, skirts are sooo out










Anchorhead is the city with the spaceport, which thus survives 3000 years until the aera of Luke Skywalker. A bit far fetched? In any case, unnecessary, because nothing here is even close to the mood which the movie created for this backwater place.

Anyways, some missions on the side before my heroine inches forward towards her own storie´s goal.

Slave Trading Operation from Twin Suns in Achorhead. -> freed slaves in starport
Czerka corporate scandal about a type 7 device. -> take that mission along
Body guard vs assassins, all about vaporators? -> yep
Stolen equipment -> rampage through astromech droids. -> Javas are the thieves
Heroic: Mandalorians "infection" -> standard heroic romp through the parc

It it wasn´t for me completionist streak, I would say, overall totally uninspiring un-moodish generic quest levels. At least the Czerca plot seems interesting, even though I again get the impression that doomsday weapons are on a black friday sale.




- talking about pimping, this would be my heroine´s dress if I hadn´t triggered the "costume" option; I hate brown robes...








These are not the droids you are looking for.