<– Chapter One || IMPERIAL AGENT || Chapter Three –>
Warning: This post contains spoilers for the second chapter of the Imperial Agent storyline in Star Wars: The Old Republic. To see a spoiler-free summary of the storyline please check this page instead.
Aaah, what better way to relax after Annihilation Day than a nice vacation? Yea! No. Your back on the clock, Agent. Chapter Two kicks off with a call with a call to report back to Intelligence ASAP for a meeting with Keeper. However, when you arrive at Keeper’s office you only find Watcher Two there. Like in Keeper’s chair. All by herself. Oh no. No no no no no. Sigh. Yes. It seems that there’s been some promotions handed out while you were out. Watcher Two has been promoted to Keeper, and the former Keeper is now the Minister of Intelligence. You still don’t learn their names. They just get referred to as Keeper and Minister. Anyway, we have a job yes? Well it seems that the new Keeper wants you to take on a job of going under deep cover to track down Ardun Kothe – the Republic’s best spymaster that has been turned loose from SIS and now is operating with unlimited budget and no oversight in pursuit of crushing the Empire. You need to infiltrate Kothe’s team as a defector from Imperial Intelligence. Keeper and the Watchers have been dropping leaks and hints of a top Cipher wanting to defect for some time now, and it’s time to cash in.
You head off the Nar Shadaa where you meet your contact with Kothe’s band of spies: Hunter. Hunter has been assigned to test you to make sure that your capable and willing to do what’s needed for the mission. Not long ago the Empire arranged a partnership with a notorious Hutt crime lord called Nem’ro. That partnership built a massive new droid factory and Hunter wants you to blow the place up. While on the mission, you are introduced via radio to two more of Kothe’s band of miscreants – Chance the Slicer and Wheels the tech expert droid. Once you’ve stolen the droid blue prints and blown up the factory, you meet up at the team’s hide out. That’s where you meet the last member of the team – Saber the weapons expert and sniper. There at last you get to have your meeting with Ardun Kothe. The mastermind himself. He invites you into his office where he assigns you your codename: “Legate” which is either pronounced Leg-Ette or Ley-Gah-Tay or a few other ways over the course of the next three worlds, once again confirming that there was very little communication with the voice directors on this game. However, the whole things goes topsy turvy on you in a second as Kothe utters a single phrase: “Keyword: Onomatophobia.” You black out and hear the familiar voice of Watcher X run through your mind. When you come back to, you find yourself obeying Ardun Kothe’s every command. He explains he just activated your mental programming and that you cannot tell anyone that it has been activated or that it exists and you cannot enact any harm on Ardun or his team. You can try to express rage, or question the situation but no matter what conversation option you choose on that dialogue wheel that shows up – you simply acknowledge Ardun’s orders. Kothe orders you to go to Taris as his double agent inside the Empire. When you get back to your ship, Keeper will contact you to see if you met up with Kothe and ask if you’re alright. Again, you can’t mention the programming so any option you choose will result in a monotone “everything is fine”. Before you head off, you hear Watcher X’s voice once again telling you to wait and watch for your chance.
Your mission on Taris is to use your Imperial strings to track down a rogue Jedi named Ki Sazen who has reportedly been building up a power base on the planet. Chance, the geeky little slicer, will be your mission contact and watchdog for your time here. Your first objective is an old laboratory that Sazen was snooping around in and try to find what she was after. There you find another member of Imperial Intelligence – Doctor Lokin or ‘Fixer Fifteen’ as he is called in Intelligence – who says he was sent by Watcher Four to scavenge anything he could from the lab of Doctor Godera – a name Jedi Knight player’s will recognize – but it appears that Ki Sazen got there first and stole one ‘Ultrawave Emitter’. Lokin says he has no idea what it is capable of and thus probably shouldn’t be in the hands of a crazy power hungry Jedi (Best keep it for a mad power hungry Sith, right?) Lokin offers to join forces so he can triangulate the next lab that Sazen will strike that was lost somewhere in the swamps.
As your scouring the forsaken swampland of Taris, Chance gets in touch to tell you that he checked out what he could on Doctor Lokin and confirms that while there wasn’t a ton of information available, he is confirmed to be Imperial Intelligence. So he wasn’t lying. Chance also mentions that he doesn’t ethically agree with the mental programming and won’t use the code phrase on you unless he absolutely has to. You finally dig out the lab in an old transport station. No, I don’t know why a Bio-research Lab was sitting in a subway station. Maybe there was a reason these people were all dumb enough to get bombed 300 years ago. (You don’t need to correct me on that in the comments, I’ve played KotOR1 and yes, I know how Taris got this way.) Here you find a cult of Nikto who worship Ki Sazen. The three nikto leaders are each finding some item for Ki so that she can use the Ultrawave Emitter and create a Rakghoul army to take over all of Taris. The Nikto here are getting Rakghoul biological data, and the others are looking for info on colony movements and the last is looking for a Republic doctor to help finish the device. Chance says that the best well… chance you have is to split up. You take the colony movement investigation and he’ll go save the scientist.
Your task is pretty much just running around to various spots and fighting a few waves of enemies before taking out the Nikto leader. To do this you get a tip from Lokin on where he would look and he gives you a stim that will help your combat proficiency that I don’t think actually does anything beyond reinforce the plot point that Lokin is a biologist. You think the elimination of two-thirds of the necessary components would be enough to halt Sazen’s plan but oh well. After you take out the second Nikto commander, you get a call from Chance who unsurprisingly has failed his mission. He’s been badly hurt and uses the code phrase – the prick – to force you to come to him. He does this regardless of your intent – even if you wanted to come help him (Chance is the nicest of the Republic scum after all.)
Chance says that you should split up, he’ll find the scientist if you find the colony movement investigation nikto. You’ll need Lokin for this, so it’s back to the old lab. Lokin gives you a tonic to help boost your combat proficiency and tells you that if he were to try something like this, he would use the colonist’s sensors to set up a sweep. So you travel around the swamps, shutting down sensor towers until you fight and kill the Nikto leader. Then Chance contacts you, he failed his head and took some bad hits. Fearing death, he uses the code phrase and commands you to come to him. Even if you already say you were going to do that. Like before, any response you make is replaced by the monotone acceptance of the command but the Watcher X voice reminds you that they can force you to take action, hell they can’t resist doing it, but you can still think and that is your escape. You go track down your handler – feels like that should be the other way around but the SIS are incompetent little lemmings – and find him bleeding out on the ramp leading into the Hospital where he tells you that Doctor Ianna Cel is waiting to meet with an SIS agent who will use the code phrase ‘Gemstone’. He needs you to make the meet since he can’t. He apparently had trouble with the four packs of not-even-gold mobs leading to the doctor. Friggin’ lemmings. Before Chance passes out however, he tries to order you with the mind control phrase but can’t get the words out. Well, well, well, looks like we have an opportunity. Of course you get some light side options. Namely ‘save him’ or ‘save him begrudgingly’ but the one I have no doubt everyone is eyeing is the dark side option. See, you can’t HURT Chance. Your programming won’t allow it. But you don’t have to fetch any help either. The Dark Side choice is just to simply let Chance die and go on your merry way. I like that option.
You go down the ramp and kill the all too easy mobs that slaughtered poor Chance (May we never forget his… snrk… ‘heroism’… lol…) and meet with Doctor Cel who has been hiding in the hospital after getting repeated threatening holocalls from Ki Sazen. While talking to Doctor Cel, you’ll get a call from Lokin who has an idea. You can hear him out or just hang up on him. If you hang up, he’ll appear RIGHT NEXT TO YOU from some sort of cloaking tech. Apparently he’s been following you around. Either way he’ll suggest the same plan: Let Lokin pose as Doc Cel’s assistant and then let Sazen capture him. From there, you can trace Lokin right to both Ki and the Ultrawave Emitter. But to ensure that you can receive the signal, Lokin has you disable some Republic Jammers in the area. Once you do, the call comes in that tells you where Sazen is holed up with her Nikto cult. Time to deal with a Jedi.
Or not? As you approach the base, you get another call from Ardun Kothe. He tells you that Chance is either injured (Probs.) or missing (Oh no. Say it isn’t so.) and that you are the new ‘primary agent’ on this mission. He also uses that damn mind control phrase to tell you that retrieving the Ultrawave Emitter is now the primary goal and dealing with the Jedi is an optional secondary thing. No, he won’t tell you why. Did you really expect him to? Once inside you get to meet Ki and boy is she the textbook definition of the fallen Jedi. Okay, so she wants to use the rakghoul and the nikto to conquer all of Taris and turn it into a savage utopia but only for those who swear undying loyalty to her. Wow. Just… wow. So I kicked her butt with the quickness and then you get several choices of what to do with her. You can kill her (naturally), send her back to the Jedi to be redeemed, put her skills to use elsewhere by hiring her into the SIS, or you can fan the fires and send her to be trained at the Sith Academy (In the name of Darth Jadus no less if he’s still around). The choice is entirely yours as beyond a letter following up your decision, I don’t believe Ki ever comes back to the plot in any way. Though apparently if you send her to the Sith, she catches the eye of Darth Serevin. So she’s probs dead by the time Makeb rolls around anyway.
You go to the lab to get the Emitter and to find Lokin, but instead you find a big ol’ rakghoul that turns into Lokin. Huh. Apparently he’s been working on a ‘perfected strain’ that allows him to turn back and forth but currently it only works with his DNA. I’m sorry if it seems like I’m treating that as an afterthought, but the game seemed to think it was one too with how it’s just kinda tagged on the end of the quest chain like a sticky note. “Oh btws, I can totes become a rakghoul whenever I want and maintain my human mind. Shall we go back to the ship?” Doctor Lokin, man. His entire story does that. Even back on the ship. Never really liked the guy, but apparently he gets along with the Bugboy from the diplomatic service. They discuss opera. That is given more screen time in this story than the rakghoul transforming thing. Seriously.
Once you are back on the ship, you contact Ardun Kothe who asks you to connect the Ultrawave Transmitter to transfer over… something. Again, he doesn’t specify. After the call, you start to break down however. Hallucinations of people you know, tiny versions of your crew flying out of the giant mouth of Ardun Kothe, a flaming Darth Jadus, those jerks from Alderaan lounging and drinking with a giant monster… freaky stuff. It all ends with you passing out with a vision of Keeper (the old one… the Minister of Intelligence one) shooting you in the back. You then see a vision of Watcher X who can’t confirm if you’re seeing him because of the stress of being a double/triple agent, the breaking down of the mind control, or the chip he shoved into your spinal cord back on Nar Shadaa. However, he does know that it wasn’t the SIS that brainwashed you – The Empire did. He recommends you scoot back to Dromund Kaas to have a look at your personnel file and to try and be careful. You don’t have friends anymore.
Back on the homeworld, you infiltrate Imperial Intelligence and descend into the archives below the main room. Yea, that elevator on the south side? That’s where this goes. The mission has you cutting the security systems so no one knows what you are up to down there and then slicing into computers to piece together the data on what they did to you. What was that? Well, in the wake of the end of the last chapter, the rest of the Dark Council expressed concern over either you attacking Jadus or being given such a distinguished position of power by Jadus. Either way, they feel threatened by you. However, instead of killing you outright they agree with the newly appointed Minister of Intelligence that you should be fitted with something called The Castellan Restraint. A form of mental programming performed by injected a serum dubbed IX (that’s ‘Eye-Ex’ not ‘Nine’) into the brain which will rewrite neural pathways over the next three to thirty days depending on the person. Once it has finished, the individual can be programmed a key phrase and any commands.
Sadly, the Restraint doesn’t have a way to reverse it. You find out that the only way to do anything with it is to ‘reset’ the whole process and assign a new phrase. However, doing this can apparently be ‘inhibiting’ to the subject. Not that they go into detail in the recordings about what that means. In the end that seems like your best bet so you gather up a list of supplies of what you need to mix up a new batch of the IX serum but sadly the Empire is fresh out of Dimalium-6. The only known source is a backwater planet called Quesh. So we have to go to Quesh. Yay.
Your first stop on the poisonous swamp of a planet is the chemical warehouse where you meet with Administrator Kroius about the chemicals needed to make the IX Serum. He has everything on the your list except the Dimalium-6. Which would line up with the whole ‘out of stock’ scenario. Luckily, there’s a mine where the Dimalium is harvested just north of here. Bad news is that the Republic has taken over the operation and you’ll have to er… “liberate it” from them. The spectral voice of Watcher X can’t help but chime in as well to inform you that Kroius is the one who has been providing Imperial Intelligence with the chemicals needed to mind control you and anyone else in the Empire. This leads you to the choice of either ordering Kroius to stop distributing Dimalium all together, killing Kroius by igniting the flammable and explosive chemicals in the warehouse but then having the deal with the security droids, or just leaving. After you decide what to do with the good Administrator, you are off to the mine which is actually little more than a hole in the side of a mountain. I’ve seen Wampa caves bigger than this. You snag the Dimalium-6 from the Pubs and then use the chemical mixer in the cave to whip a fresh batch of Serum IX and then shooting it right into your veins. Seems… hasty? Then again, what do you really have to lose here? It might kill ya but the alternative would be being a mind controlled puppet of both the Empire and the Republic. Naturally, it’ll take some time before the Serum does its job and rewrites your brain again, in the mean time Watcher X says you should go back to working with the SIS until the time is right.
Looks like Kothe has another job for you. He wants you to go to the planet Hoth and find a lost spaceship called the Starbreeze from the infamous Starship Graveyard. Well, that should be easy. It’s like finding a random person in a graveyard of unmarked graves. How long could that take? Luckily, an Imperial admiral named Davos is assembling a mission to the graveyard to find scrap to use – supposedly including the Starbreeze. Oh, and apparently your liaison for this mission will be Hunter. Joy.
Unfortunately, your first encounter with Davos is not a positive one. He greets you, asks what you need, then informs his men to torture you until they find out everything you know and then kill you. Oh because no one ever just wants to chat. Still, having your goons try to kill an Imperial Cipher? That takes guts. Not to mention it immediately shifts you from the asset column straight into the super suspicious bucket. When you finish with Davos’ men – because let’s be honest, did they really stand a chance? – you are contacted by a Chiss named Thrent who you bumped into when you first arrived and asks you to come to a frozen lake nearby for answers about Davos. The lake is actually a cover for a large underground Chiss Ascendancy base operated in secret from even the Empire. This is where you encounter Ensign Raina Temple, an Imperial who requested to work with the Chiss that has been monitoring the Davos situation. Apparently the Chiss have been watching Davos ever since he started building up what seemed to be a private army of men, weapons and machines to head into the Starship Graveyard and then bribing people to look the other way. The Chiss formally ask for Imperial Sanction to act from you so they can help deal with Davos, which you naturally grant. It’s good to have friends.
Your first task is to investigate supply drops that Davos had been leaving across the icy plains as he headed out to the Graveyard. You run around and find several drops to find that they are stolen Imperial tech and weaponry that was left as tribute to a group of pirates that control the region known as the Marauders to gain safe passage. Of course, you always have the option to steal the tech and guns for yourself to the delight of Kaliyo if she’s with you. Also while you are out hunting down boxes, you get a call from Hunter who has finally arrived on Hoth. He asks for a status update, but none of the answers you can give are a direct answer or at least not a satisfying one to Hunter, so he uses the code phrase to demand an update. This causes him to laugh and say that loyalty is so much easier when you don’t have a choice before hanging up on you. I really, REALLY don’t like Hunter. He seems like the kind of jerk that kicks puppies or watches MTV. Anyway, after your investigation Temple wants to meet up to take on a lightly enforced Marauder camp to try and get some answers. When you arrive, the Chiss are severely pinned down until Raina uses a force trick to confuse all the pirates so you can attack and turn the tide. Here you finally get the details on why an Imperial like Raina has been serving with the Chiss: She’s force sensitive but not strong enough to survive the Sith Academy. Thus if the Empire discovered her abilities, it would pretty much be a death sentence. She knows as the ‘secret police’ of the Empire, you’ll want to pursue this information but she asks that you please hold off on that until you’ve dealt with Davos. Meanwhile, the rest of the Chiss have got the intel you came for. Davos was bribing his way through the pirates territory and is currently meeting with the pirates in their base. Attacking head on would be suicide, so they recommend going through the Bone Pit – a slightly less suicidal approach… slightly – and tapping the walls to get into the security system to spy on the meeting.
Turns out that the ‘Bone Pit’ is a stinking wampa cave… and yes it IS bigger than the “mine” on Quesh. You get to the back and tap into the security system to learn some of the details behind Davos’ scheme. Apparently, he fought in the Battle of Hoth. The one that resulted in most of the Starship Graveyard being there. However he was shot down and crashed on the surface. There he began to collect treasues, technology and Republic secrets then hid them all away so that someday he would be able to retrieve them and become insanely rich. Wow. That’s it? I mean, that makes sense and all but I was hoping for something more grand than a get rich quick scheme with buried treasure. Well, we can’t all be Darth Jadus. Your spying is interrupted by a pack of wampa that attack you but luckily Temple was listening in remotely and got all the details you missed while almost getting your head ripped off. Davos apparently struck a deal successfully and the Marauders will act as protection and escort for Davos’ team to the Graveyard.
In the Starship Graveyard you meet up with Aristocra Saganu, the leader of the Chiss on Hoth. He explains where Davos’ treasure hoard is and proposes a plan on how to stop him. Namely, you take the risks and the Defense Force will back you up. Not a shocker, but I think its funny that a squad of trained Chiss commandos are worth less in an infiltration assault than a single Cipher agent. Really puts the whole Agent position in perspective doesn’t it? Anyway, once you infiltrate the super dreadnought ship that Davos is in and meet up with Temple, you go ahead to deal with Davos and the Marauders and Temple with the Chiss will deal with keeping the White Maw pirates who live in the dreadnought at bay. Davos is actually quite reasonable when you find him. He wants to make a deal and essentially pay you off to let him leave with the treasure. You can choose to either demand his surrender or just try and kill him – both of which lead to a big fight with the Marauders and Davos – or you can take him up on his offer and ask about the Starbreeze. He doesn’t really want to part with it but if you are willing to keep quiet and say… give him the location of the secret Chiss base under the frozen lake he’d be willing to part with it. I really don’t know WHY he wants the location of the Chiss base. I mean, yea, in general the Imperials and the Chiss don’t see eye to eye out of just generic xenophobia and racism, but Davos himself has never expressed a burning hatred for the Chiss. But if you don’t mind selling out your new pals secrets you can walk away with the Starbreeze with no mess. Well, almost. As you finish up, Temple will show up and regardless of what you chose to do pretty much all the Chiss are dead and Temple is injured. You bring her along with you on the Starbreeze to the meet up with Hunter who poses as Minder-Seventeen. The “Minder” suggests that Raina should be promoted for her actions and then asks to speak to you in private.
Hunter tells you that Raina needs to die.
You can try to defend her and Hunter will sympathize or you can agree and Hunter will just mock you saying that you don’t really want to and that you want to keep her like a lost puppy. Honestly, it seems like this was another moment where they originally planned on letting you kill her off permanently early in the game’s design but changed it later because the ‘I agree, let’s kill her. Oh no, you don’t want to do that.’ thing comes off terribly forced and completely out of left field. In the end, you get a new companion in the form of Ensign Raina Temple who is nice and serves as something of a protege to you, learning the ways of the Agent to be more like her father who was a Cipher as well. However, Hunter does use that damn code phrase again and puts a command in your head that if Raina becomes a problem or learns of the SIS’s involvement at all that she is immediately terminated.
As you get back on the ship, you receive a call from Ardun Kothe. He is happy with you. Which is… yay? He says that Hunter gives you high praise which is a feat in itself. Not really considering he just mind controlled me into doing what he wanted. Kothe says it is time for the final phase. He wants you to meet him on a death trap of a planet called Quesh. I er… uh… never heard of it? I certainly have no connection to a group of dead Republic miners or anything. Oh! Also, if you happen to be a Chiss Imperial Agent, Aristocra Saganu will contact you and make you an honorary member of his house in the Ascendancy. That’s nice of him.
When you reach Quesh, Ardun has you meet up at a facility called ‘The Shadow Arsenal’. There in a group holocall wit Hunter, Wheel, Saber and Ardun, it’s explained that the Shadow Arsenal houses 200 stealth rockets with built-in hyperdrives to allow them to jump right to their destination and explode, and one single rocket carries a payload big enough to level Kaas City. The Arsenal was developed by Doctor Godera and a team of other scientists during the last war, but the cowards grew a conscious about their actions and sealed the whole project away on Quesh. Kothe has been seeking out a way to find the Shadow Arsenal and wants to use it to win the war. The Ultrawave Transmitter on Taris had Godera’s signature activation codes built into it and then the Starbreeze had the coordinates of where the Arsenal got stashed. With both in hand, Ardun Kothe has the keys to the cookie jar.
Hunter starts assigning tasks to the team. Your job is just to deactivate the shields around the place so they can land and load up the missiles. Oh and to make sure of it, after everyone else disconnects from the call, Hunter uses the code phrase again to implant the order to open the shields and do everything you can to ensure the SIS claims the Shadow Arsenal. That prick. You infiltrate the facility and find a security station to deactivate the shields. Easy. Now you just go and… wait. Oh. Kothe calls you before you can do anything and while they are loading up the weapons. He uses the code phrase to force you to stay behind while they leave with everything. Kothe wants you back in Intelligence for a few months laying low until they call upon you again. The voice of Watcher X chimes in once more to tell you that they are abandoning you and that the time has come to break the programming. Oh sure, there’s a risk it could put you in a vegetative state, but there’s not exactly a lot of time here. Watcher X asks if you want anything else to be done with your programming which gives you the choice of ‘having payback’, ‘being free’ or ‘break the limits of your body’. Beyond a line of dialogue, I don’t think this actually does anything. I do wonder what your companion thinks of their boss talking to no one in particular about all of this. They just kind of stand there. Ultimately, the programming is changed and you will no longer accept any outside commands from anyone. Now the real mission begins.
You head into the Arsenal proper and find Wheel and Saber handling the automated droid security inside to cover Kothe. They’re shocked to find you there since you were just ordered to stay put. You can bluff them into appealing to let you help Kothe and letting the pair live – Wheel will even give you some extra supplies for it – or you can just kill them. After dealing with them, it’s time for the primary objective: Deal with Kothe. You find him opening the vaults of the Shadow Arsenal and deactivating the security turrets. A massive room full of some of the deadliest weapons that were ever created. You confront Kothe, who reveals that the SIS tactician was once a Jedi who couldn’t bring himself to live up to the Code. He pulls out his lightsaber and attacks you. You fight until you either kill him or seal him inside the vault and let the turrets blow him to pieces. There’s also apparently a ‘good ending’ to this section where you let Kothe live. I was never able to find the dialogue option to get that but I will say that it does open another ending at the end of Chapter 3 if you do. So be on the look out if you want the ‘True Light Side’ ending?
The story isn’t over yet though. As you are leaving you get a holocall from Hunter. He laments that you managed to break out your programming and that while he was done with Kothe, he still had big plans for you. He notes that in the end, history will forget about ‘Imperial Intelligence’ and ‘Republic Strategic Information Service’ and now history will also forget you since he called in some bombers to blow the entire Shadow Arsenal sky high. Before you flee, you ask Hunter who he REALLY works for and he just smiles and notes, “The Winning Side.”
Chapter Two is a complete mind #%$& of a story. It’s more than just ‘you are brainwashed and must do as your told’ but also shows the effects of your mental state deteriorating as you start seeing hallucinations and hearing voices, and then to actually take the whole thing further and use the fourth wall breaking technique of using the games own dialogue system and choices to emphasize the mind control aspect. Giving you three choices of different things you can say and then disregarding your choice to reply in the same stock monotone phrase when prompted is just chilling to me every time it happens. That kind of stuff doesn’t happen anywhere else in the game. It makes the lack of free will personal to you the player as much as it does to the character, because you actual FEEL the frustration of being aware of making a choice and having your choice disregarded because of an outside force controlling you. As Watcher X mentions, the programming affects your actions and responses, but not your mind. When you choose a dialogue option, your character is thinking that and trying to say that but the Castellan Restraint is overriding it.
Speaking of Watcher X, his role was primarily the biggest let down of the whole chapter (which is saying a lot because it’s not even BAD as much as confusing). Not so much what he does but what he doesn’t do – that being explaining what the hell he is doing there. It’s left frustratingly vague why Watcher X of all people becomes your mental guide through breaking your chains. Is he just a fragment of your mind trying to help you piece yourself together? Is it actually something to do with Watcher X’s implant as a back up plan from Nar Shadaa? I’m more inclined to say the former than the latter because after this he never shows up again. Oh no, instead we get to deal with Hunter and his true employer from here on out and THAT will be fun indeed.
We also meet two more companions over the course of the chapter and while I jest about them quite a bit, they at least have interesting personalities. Lokin is a seasoned veteran of Imperial Intelligence, he almost comes across as a Watcher X type but with an actual personality. He is actually a great adviser on matters of espionage and counter-espionage which makes him a good teammate with Vector who knows people and how to be diplomatic through tricky situations. It’s easy to see why the two are often found chatting away. Raina Temple on the other hand is the fresh faced new recruit despite not being either. She is part Elara Dorne (Trooper), part Nadia Grell (Consular). A firm believer in the Empire but eager about becoming an Imperial Agent to serve it better. Her own storyline gets more into what that means as her own secrets force her hand and seem to maybe jade her a bit to the idea. The romance gets somewhat into the creepy teacher-student thing but is less squicky than the Jedi romances. I’d say it’s more of a tutor/student situation. Which I guess is better? Eh, at least Kaliyo is still an option if that’s not your cup of tea.
Unlike a lot of Chapter Two’s in these class stories where the entire point is to set up the third chapter the same way that the prologue sets up Chapter One, the Imperial Agent’s second chapter acts as a bridge that connect the first and third chapters. It’s made very clear that the situation you are in is the result of your actions in the first chapter, and will adapt itself properly depending on how that chapter ended (either by stopping or joining Jadus) but then also introduces you to the primary villain of the third chapter and starts the bigger mystery of the storyline. On top of that, it actually begins to tie in other things from some of the other storylines – namely the Jedi Knight’s visit to Taris. That’s where you first meet Doctor Godera who has gone into exile out of guilt for his creations made for the Republic during the war. These creations were various doomsday weapons that the Knight must stop or retrieve. It’s safe to say that the Shadow Arsenal were among these weapons that were clearly better hidden. However, this also may explain some of Watcher One’s interests in finding Doctor Godera during that story as well. The Shadow Arsenal may also have been what The General was referring to with ‘Missiles that could blacken out a sun’ during the Black Talon flashpoint.
Overall, I’d say that despite a couple of hiccups, this is probably the BEST chapter two experience in the game in terms of both story and a willingness to shake things up and offer a mind blowingly unique experience.
<– Chapter One || IMPERIAL AGENT || Chapter Three –>
6 thoughts on “SWTOR Class Storyline Review: Imperial Agent – Chapter Two”
You didn’t mention that Doctor Ianna Cel is actually a quest giver on Republic Taris. I thought that was a neat tie-in.
I seem to remember Aristocra having some fun flirt options for female agents. Really need to replay that bit some time soon.
Not happy to hear that the “good ending” for chapter two is hard to get… would still like to see it some day. 🙂
And I agree about the brilliance of the way the mind control is handled. Great combination of story and game mechanics (something at which Bioware often flounders). Always makes me want to yell at my screen when I want to say something and the mind control overrides it.
I imagine the ‘good’ ending is easier to get when you are aware that it exists. I didn’t even find out about it until after I finished up chapter three and was doing additional research on the various endings you can get.
I know I’m probably five years too late on this, but the “good ending” to Chapter 2 (and subsequently 3) is not hard to get at all. You just have to make sure to be Light 1 or higher and not kill any of the SIS team. Then you get the option to let Koeth go, and you’ll run into him again in 3.
While I do not at all condone what the SIS did, my Agent still chose to side with the Republic because despite the many many many flaws of the Republic that need fixing badly, a broken liberal democracy is still better than a fascist dictatorship every single time.
i have gotten the ‘republic friendly’ ending, you just have to be nice to SIS guys and don’t do anything that would be pro empire. Save chance, send the evil jedi to republic, don’t kill wheels and sabre, stuff like that. You will have the option to let Korhe live and he will later contact you.
Thaks for the comment! For Ki Sazen, should you send her to the SIS or back to the Jedi? That may be where I messed up because I did the rest of those.
I’m on that track. I told Ki Sazen to rejoin the Jedi which caused her to freak out and end herself first (well, come at me and force a kiling blow but still).