Balmorra is the third or fourth planet for all Imperial players.
Summary: Balmorra is a key military production planet, currently under Imperial occupation. Local resistance, secretly backed by the Republic, is fierce and an ugly civil war rages on the surface.
Balmorra is a world of grasslands and mineral-rich rocky outcroppings. Galactically famous for its cutting edge weapon and battle droid manufacturing industries, independent Balmorra was a long-time staunch ally of, and major supplier of arms to, the Republic. When the Sith Empire invaded during the Great Galactic War, heavy bombing by Imperial forces destroyed much of the planet’s infrastructure.
The battle for Balmorra was left undecided when the Treaty of Coruscant was signed 10 years ago, forcing a Republic withdrawal and leaving the planet under Imperial control. Though some troops remained in secret, many Balmorrans feel abandoned by the Republic. In the decades since, the Sith Empire has escalated its presence on the world in a continuing attempt to stamp out resistance and monopolize Balmorra’s research and production capabilities.
Despite harsh reprisals, a bitter resistance campaign organized by the remnants of Balmorra’s local army has been waged ever since and has proven surprisingly effective against the understaffed and undersupplied Imperial occupation force. Risking violation of the Treaty of Coruscant, the Republic has started to back the resistance more directly and rebel forces have occupied many of Balmorra’s key industrial sites, stymying Imperial consolidation efforts.
Summary: Sobrik is the Balmorran city used as Imperial Headquarters.
The headquarters of Imperial government is the city of Sobrik, Balmorra’s historic capital. The Imperial Governor, currently the thirteenth since invasion began, keeps his office here. During the Sith invasion, the city was almost completely destroyed by Imperial bombing runs before it was rebuilt by Imperial engineers and protected by a powerful forcefield. Despite curfews, constant propaganda, collective punishment for the actions of the resistance and the ever-present hazard of the Empire’s military police, the Balmorran will to resist remains undimmed in much of the population.
Summary: The Balmorran resistance is receiving offworld support from Defence Minister Vol Argen and the Balmorran government in exile. Caprain Rigel and Lieutenant Davrill lay out the first stage of a plan to cut this support off.
At the spaceport in Sobrik you are approached by Captain Rigel of the Imperial Conquest Consolidation Corps. The ICCC secures newly conquered worlds and surpresses local populations. He tells you that the Balmorran government-in-exile, backed by Minister of Defense Vol Argen, is supporting the on-world resistance and that his allies on planet must be crushed. He sends you to meet with Lieutenant Davrill in the nearby ICCC Command Post who lays out the plan of ‘Operation Breaking Point’.
Your first task is to travel to the Neebray Warehouse in Moraine Gulch to destroy some artillery generators that have been supplied to the resistance by the government-in-exile. He warns you that the resistance have pardoned Balmorra’s worst killers in exchange for their assistance as guards.
Summary: You meet with your on-world contact, Lieutenant Malavai Quinn.
In orbit of Balmorra you contact Darth Baras. He tells you to meet with your on-world contact, Lieutenant Malavai Quinn, at Imperial Headquarters in the city of Sobrik. He considers Quinn an exceptional officer.
Malavai Quinn is dressing down a Corporal Jillins when you arrive in his office. He briefs you on the Balmorran situation and contacts Baras who asks him to leave before briefing you in private.
Summary: Lieutenant Malavai Quinn is a highly logical, intelligent and loyal Imperial officer, stationed on Balmorra as punishment for some unclear past offense. Darth Baras has taken notice of him and incorporated him into his intelligence network.
Born in the early years of the Great Galactic War and raised in a military family, Lieutenant Malavai Quinn is the exemplar of an Imperial Officer: Staunchly loyal to the Empire, the Sith and everything they stand for, he is highly intelligent, logical, and methodical in his approach. Bound both by duty and a sense of Imperial honour, Quinn admires those worthy of admiration but will not blindly respect every superior. He values competence as well as loyalty and will never shirk in his duty to thwart the Empire’s enemies and further its goals.
During the Battle of Druckenwell, a space enagement that occured in the closing months of the Great Galactic War, Quinn was somehow disgraced in the eyes of his superiors and reassigned to Balmorra, considered a dead-end posting. Nevertheless, his effectiveness has earned him the notice of Darth Baras who has followed his career and incorporated the Lieutenant into his intelligence network.
Summary: You arrive at Balmorra and contact Imperial Major Bessiker for assistance in retrieving an artifact of Tulak Hord from a vault of toxic waste.
You enter orbit of Balmorra on the trail of one of the artifacts of Tulak Hord. Unfortunately, as Darth Zash informs you, the vault chosen as its hiding place was first converted to a waste dump by the Balmorrans before being bombed during the Imperial invasion some decades ago. Thus, the artifact is currently sitting at the bottom of a crater filled with toxic waste.
Warning you to expect trouble from the Republic backed Balmorran Resistance, she suggests that without revealing your purpose, you contact the local Imperial resources officer, Major Bessiker, for ideas. You find Bessiker in the Imperial Headquarters building in Sobrik where he greets you and proudly mentions that he has a son on Korriban undergoing Sith training.
Summary: Hazard Vault 305 is a toxic waste storage facility and the location of Tulak Hord’s artifact.
Hazard Vault 305 is, or was, a tightly sealed underground storage facility designed to keep the effluence of Balmorra’s industry from polluting the environment. In ancient times, the cave containing the vault was used by the Sith Lord Tulak Hord to hide one of his artifacts. When the Sith Empire invaded Balmorra 27 years ago, bombing runs cracked open the vault and released the poisonous waste. Entry is currently impossible without some way of surviving the toxins within.
Summary: Major Bessiker is a proud and distinguished Imperial officer who has contributed greatly to the Empire’s cause on Balmorra.
Major Bessiker fought with distinction at Begeren during the Great Galactic War, and took part in the famed sack of Coruscant. Towards the war’s end he was sent to Balmorra as chief supply officer where, In the face of supply shortages and lack of support from the greater Empire, he has brilliantly and almost single-handedly maintained the Imperial forces against the Balmorran resistance. A proud officer with a distinguished lineage, Bessiker also has the honour of a force sensitive son who is training to become a Sith on Korriban.
Summary: You travel to Balmorra and are assigned your first Great Hunt bounty, the Imperial Admiral Ivernus. In order to infiltrate his inner circle, you decide to answer a bounty posted by his underling, Major Pirell.
You and Mako travel to Balmorra where you are contacted by your Great Hunt contact, Crysta Markon, who gives you the details of your first bounty. Your target is an Imperial Admiral Ivernus, the architect of Balmorra’s original invasion and a war hero known as ‘Admiral Untouchable’ because he rarely leaves the security of his flagship. You must lure him down to the surface of Balmorra to kill him while avoiding your Great Hunt rivals.
One of his underlings, a Major Pirrell, has placed a classified add for a top bounty hunter under conditions of upmost secrecy. You and Mako decide to answer it as a way of getting inside the Admiral’s inner circle.
Summary: In Sobrik Spaceport, you are ambushed by, and deal with, your first bounty Vexx’s siblings who are out for revenge. You meet with Major Pirrell who wants you to undermine his superior, Colonel Sartius, in the eyes of Admiral Ivernus by sabotaging his efforts against the Balmorran Resistance.
As you leave your starship, you are approached in the hangar bay by the older brother and younger sister pair Vorr and Vye who blame you for the death of their brother, the Corellian gunslinger Vexx, the first bounty you took on Hutta. Apparantly Tarro Blood found them and falsly informed them hat you shot their brother in the back and then killed Braden yourself to cover it up. You may chose to kill them, but can also convince them to leave peacefully by explaining that Tarro is playing them and that they are being used.
You travel to Lieutenant Major Pirrell’s office in the Imperial Intelligence building in Sobrik City, where you are met by his protocol droid, ODX-9. ODX-9 tells you the Major is in a meeting and can’t be disturbed. Either he lets you in after some well-placed threats, or you let yourself in after blasting him to bits (he is later reactivated with no memory of this unpleasant incident).
Pirrell introduces himself and his companion Murghir, a female cathar who flatters his ego and who he explains was a gift from a friend on Dromund Kaas. Cutting to the chase he expresses resentment at working in the shadow of his superior, Colonel Sartius, who he feels benefits from the patronage of Admiral Ivernus unfairly by hiding his incompetence. He wants you to ruin Sartius’s reputation by creating unfixable problems for him. First, he sends you to the Okara Droid Factory. Sartius has almost deciphered the control codes that would bring the rogue droids within under Imperial control. In order to make sure he fails in this endevour, Pirrell has sent a slicer, Zalia, to scramble the factory’s computer systems. Unfortunately, Zalia has become trapped in the factory after the security team escorting her was wiped out and refuses to upload the virus until Pirrell guarantees her rescue. You are to infiltrate the facility, force her to finish her work and then kill her to elimiate the loose end.
Summary: Admiral Ivernus is the architect of Balmorra’s invasion and now directs the on-going considation efforts from the safety of his flagship.
Admiral Ivernus, known as ‘Admiral Untouchable’, is known for victories against the Mandalorians and was the leading tactician behind the Empire’s original invasion of Balmorra during the Great Galactic War, a service for which he was awarded the Empire’s highest medal. He now serves as the supreme commander of Imperial forces on the world that he conquered and despite the ensuing war of attrition, he is still held in high regard as an intelligent and well respected leader. Preoccupied at present with the Empire’s other conflicts, he watches and manages the Balmorran front with a keen eye from the safety of his flagship in orbit.
Summary: Major Pirrell is a cowardly mid-level Imperial beaurocrat willing to do whatever it takes to rise above his staiton.
Lieutenant Major Pirrell is ambitious, egotistical, depraved and no-where near as intelligent as he thinks he is. Believing himself to be an overlooked military genius, Pirrell is in fact a mid-level beaurocratic bottom feeder and cowardly suck-up, willing to harm the Empire’s war effort in order to rise above his station at any cost.
Summary: You meet a wannabe defector from the Balmorra resistance and decide what to do with him.
Outside Sobrik spaceport, you are approached by the human Gryffin Remus who wants to defect from the Balmorran resistance after seeing the Empire reprogram resistance battledroids. He wants to leave the planet and offers you tactical information in exchange for clemency and an introduction to Imperial High Command.
He recommends you contant Imperial Lieutenant Treshoda on his behalf; having been targeted for assassination, she no-longer recruits defectors face to face. In her office, you can recommend that Gryffin be recruited as an informant or you can recommend he be picked up and tortured for information. Afterwards, Remus tells you Treshoda has told him the Empire will be in touch with him soom.
Summary: You frame the Balmorran resistance for the death of a Chiss delegate.
An Imperial officer has killed a Chiss delegate during a quarrel in the Sobrik Sunken Sarlacc Cantina. Intelligence Officer Breerdin would hush the affair up before it strains Imperial-Chiss relations. You are a perfect candidate by virtue of having no direct connection to the officer involved.
The Sunken Sarlacc doorman is expecting you and allows you access to the crime scene, where you destroy the Chiss delegate’s bodyguard droids and upload a doctored holodisk that suggests the Balmorran rebels are responsible for his death. Breerdin hopes this can be used as a rallying point against the Resistance and pays you to stay quiet.
Summary: Gorinth Canyon is a heavily contested zone south of Sobrik city.
Gorinth Canyon is a large system of ravines South of Sobrik, dotted with both resistance and Imperial bases. The Balmorran resistance arose here in the northwestern area of Moraine Gulch. The Troida Military Workshop also lies in this area.
Summary: You attack the support given the resistance by the Balmorran government-in-exile by destroying some artillary generators.
Travelling through Gorinth Canyon South of Sobrik, you enter the Neebray Warehouse, a resistance-held facility hewn from the rock of Moraine Gulch. Fighting your way through dangerous criminals who have had their sentences commuted in exchange for helping the resitatnce with guard duty (Life Sentence | Bonus Quest), you destroy the genetators.
You return to Lieutenant Davrill in Sobrik, who compliments your work. He informs you that the resistance are attacking Imperial holdings in the old Balmorran Industrial Area and that Lieutenant Thorpe at Markaran Outpost has further need of your assistance.
Summary: The colicoids, genetically engineered giant insects, are resistant to the toxic waste. You explore a records vault in Gorinth Canyon and aquire useful scientific data that may allow you to gain this resistance for yourself.
Major Bessiker and his aid, Captain Ilun, tell you that the blown open waste filled hazard vault is too dangerous to enter or to pump out; the fumes alone have put men in the medical center. However, Balmorra is home to a genetically engineered subspecies of non-sentient colocoids, giant insects that can eat the toxic waste. The normally fully sentient and technological Colocoids developed these offshoots as an experiment in evolutionary adaptation. They were released into the wild by Imperial sabateurs where they have multiplied and now pose a serious risk to everyone.
If you could aquire the colicoid’s toxin resistance for yourself, you could enter the vault. Although Bessiker and Captain Ilun can’t say for certain where the colicoids were engineered, they suggest exploring a nearby colicoid-infested records vault for information.
Travelling through Sobrikaril Valley to Moraine Gulch, you enter the Gorinth Records Vault and clear out the colicoids (Quell the Infestation | Bonus Quest). Accessing the research records terminal, you find a log of the work that lead to the engineering of the colicoids. It indicates that although the colicoids are dangerous and cost the lives of two top scientists and three research assistants, a chemical compound was developed that enabled them to ingest and break down toxic waste. Detailed scientific information is provided in the log, and you return to Major Bessiker in Sobrik.
Summary: The Troida Military Workshop supplies vital arms to the Imperial occupation forces.
The Troida Military Workshop, although ostensibly an independent business, serves as a supply depot and weapons manufacturer for Imperial headquarters in Sobrik. It’s production is strategically vital to the war effort and convoys between it and Sobrik have been the target of frequent resistance attacks.
Summary: The Balmorran rebels have been attacking Imperial covoys. You ambush the ambushers and disable their seismic sensors.
The mission terminal in Sobrik informs you that Balmorran resistance forces have ambushed four dewback convoys sent from Sobrik to the Troida Military Workshop. Rebels have been using buried seismic sensors to track the convoys and avoid armoured patrols.
Acting on behalf of Imperial Governor Lysennius Melchiro, you comply with the Empire’s no tolerance policy by rampaging through resistance forces in Sobrikarill Valley along the road to Troida (No Tolerance | Bonus Quest). You trigger the seismic sensors to draw out and destroy the resistance’s ambush squads before disarming them and taking the power cores to the Troida Workshop for study by Imperial engineers.
Summary: The resistance are staging convoy raids from a cave base. You enter the cave and destroy their forces.
Lieutenant Larbec near the entrance to Sobrik City is being badgered by Kodai Burkan, owner of the Troida Military Workshop. Kodai wants the Empire to better protect the supplies sent from Sobrik to his factory from resistance raids. Larbec has intel that places the forces responsible for the raids in a series of caves nearby. On his instructions, you head to the Neebray Garrison encampment in the resistance heartlands of Moraine Gulch.
You decimate the resistance forces inside, kill a technician (Say Hello to the Maker | Bonus Quest), destroy four main defensive emplacements, and recover a set of stolen Imperial power regulators before moving to destroy the main power generator. As you do so, you are approached by a woman named Min. She begs you to allow her and some refugees who have lost their village in the war to continue to use the generator to power basic necessities. You can agree or destroy the generator to prevent anyone from using it again. You also have the option of telling Larbec about the refugees when you report back in which case he promises to have them investigated.
Notes: Like all Heroic quests, the ending conversation has been removed.
Summary: You help to reprogram some Imperial turrets hacked by the Balmorran resistance.
Balmorran Rebels have reprogrammed the defence turrets in Gorinth Canyon near Sobrik to target Imperial troops. Engineer Mucdermon at the Troida Military Outpost has sent engineers to fix them, but the rebels killed them all. He asks if you can help and offers you the dead engineers’ pay. He gives you a neutralizer that will disable the shields protecting the turrets and some code that will prepare them for reprogramming. You fight the rebels guarding the turrets, zap the shields, and patch the software before returning to Mucdermon for your reward.
Summary: An Imperial officer believes his wife has given top secret plans to a Republic spy. You confront the spy and retrieve the plans.
Senior Science Officer Sakoal at the Troida Military Outpost asks for your discretion and tells you that he believes his wife Kelara has stolen experimental blaster designs from him and given them to Harez Bant, a civilian and suspected spy who works at the Sunken Sarlacc Cantina in Sobrik and with whom he suspects she is having an affair. You travel to the cantina and convince the bartender to introduce you to Harez, who is working his charms on a group of women.
He admits both the affair and ownership of the data disks and suggests that for the source of future leaks you look to “every bored housewife in Sobrik”. He also tells you that Kelara was fully aware of his identity as a spy. After you persuade him to give you the disks, you have the choice of letting him go or killing him. The barman objects to the killing as being bad for his business.
You return to Glann Sakoal at the Troida Outpost.
Notes: Story continued in ‘Quiet Kill’.
Summary: Science Officer Sakoal asks you to quietly kill his wife, who he believes guilty of espionage. You decide between doing so or telling her to flee.
Faced with proof that his wife Kelara passed classified information to a suspected Republic spy, Officer Sakoal is keen to avoid a scandal. After telling Kelara that you are her escort through unfriendly territory, he wants you to take her to a secluded spot and kill her, making it look like a rebel ambush.
You meet with an Imperial Attache outside the Troida Workshop who introduces you to Kelara. She expresses her distaste for life on Balmorra and the way Sakoal treats her. You take her to an abandoned surveillance tent in Moraine Gulch where you disable the security scanners. Confronted with the knowledge that her husband has sent you to kill her, she admits to the affair with Harez, but protests her innocence when it comes to espionage. She can’t believe she is about to be killed for a lousy one-night stand.
You can tell her to leave Balmorra by nightfall or you can kill her in cold blood as a traitor. You report to Science Officer Garboza at the Makaran Outpost who has been instructed to reward you without being told what for. He offers payment in exchange for dirt on Sakoal and, if you wish, you can reveal the whole sordid affair to him. If you do so, Sakoal is put under investigation for attempting a cover up.
If you spare Kelara, she later contacts you to say that she has cleaned out her joint account with Sakoal and is using the money to start fresh elsewhere in the galaxy. If you kill her, Sakoal contacts you with a reward for helping him.
Notes: Story continued from ‘The Leak’.
Summary: The Markaran Plains is an area known for its industrial facilities.
The Markaran Plains cover a large area West of Sobrik known for its industrial infrastructure. The Okara droid factory and the Traken-4 waste processing plant are in this area and both the Republic and the Empire maintain several bases and camps. This area was heavily targeted during the Sith invasion decades ago and swaths of land remain mired in toxic waste released during Imperial bombardments.
Summary: You destroy some cyborg mercenaries hired by the resistance and steal their air-drop technology for the Empire.
You meet with Lieutenant Thorpe at Makaran Outpost who plans to demoralise the resistance by crushing the spirit of the Balmorran people. The resistance are using experimental technology to air-drop highly effective offworld cyborg mercenaries onto the battlefield. Thorpe asks you to kill the cyborgs in the Sunstruck Grasslands near the Okara Droid Factory and retrieve the air-drop technology so he can redeploy it against the resistance.
You cross the grasslands, killing the cyborgs and stealing their rocket packs which you give to Thorpe. He tells you that Vol Argen, the exiled Balmorran defense minister, is furious at your attack on the Neebray Warehouse generators and may visit Balmorra personally. He requests that you travel to Gorinth Outpost and speak with a Balmorran defector named Cavill Aris who will help to prepare the final push across the Gorinth Wilds towards the main Resistance base.
Summary: You must eliminate Baras’ spy, Commander Rylon of the Balmorran resistance before he is exposed by the Jedi. You begin by destroying a satallite control tower containing incriminating evidence on Rylon.
Baras informs you that his spy on Balmorra is Commander Rylon of the Republic resistance. A very highly placed and loyal operative, he is also the contract for all Baras’s operatives in the sector. Unfortunately, as you have already learned, Nomen Karr’s Padawan has cast suspicion on him and the Jedi are sending an investigator. Your first task is to destroy a satellite control tower containing incriminating evidence that Rylon sabotaged Balmorra’s defenses during the Sith Invasion. Quinn returns and gives you the explosives you need though he is not to know the details of your mission.
Travelling to the Sunstruck Grasslands area of the Makaran Plains, you assault the satellite tower which has been co-opted by renegade droids from the nearby Okara Droid Factory. In an effort to further cripple the facility, you destroy many of the satcom command droids that coordinate the operation of the tower (Erase Them for Good | Bonus Quest). After fighting your way inside, you take an elevator to the lower level and plant Quinn’s charges on the mainframe computer. Quinn contacts you, promising to detonate the charges once you are clear and patches you through to Darth Baras on a secure line.
Summary: You silence Commander Rylon’s son, in whom he confided his true identity.
Darth Baras tells you that commander Rylon’s son, a Republic ensign named Durmat, knows of his father’s identity as a double agent and must be silenced. Quinn tells you he is currently being detained by the Republic in Outpost Victory, a large Republic base, and that the Jedi’s investigator is en route to question him. He has sliced security to facilitate your infiltration.
You travel through the Makaran Plains to Outpost Victory and enter the brig, where you kill some Balmorran resistance fighters (Throw Away the Key | Bonus Quest). Approaching the cage in which Durmat is held, you overhear him tell his Jailer, Zixx, that his father is an Imperial spy. Now they must both be silenced. Zixx springs a trap, sending two squads of the Republic’s finest to attack you from behind. You can try to convince them to surrender, but either way you have to kill all of them.
Durmat admits his weakness but promises to stay silent if you let him live. You can end his pathetic babbling by force choking him to death, or you can ask him for an alternative solution. He suggests stealing a secret Republic amnesia drug to wipe his memory, allowing him a second chance at life while removing the incriminating knowledge from his mind. If you chose this path, you break into the nearby medlab and steal the drug from the head Doctor’s footlocker. Durmat, who is reflecting on his rather uneventful life, is looking forward to starting a new one. The drug works and you leave, or, if you feel especially cruel, you can kill him anyway even after wiping his mind. Vette opines that he may be the most useless person you’ve ever encountered.
You return to Lieutenant Malavai Quinn in Sobrik City.
Summary: In order to create a toxin-resistance serum, you recover Lannos Tyrek, an Imperial scientist who has defected to the Republic.
You find Major Bessiker arguing on the holocomm with a superior, Colonel Eben, about a late supply shipment. Bessiker and Captain Ilum believe their top scientist, Lannos Tyrek, could replicate the toxin-resistant colicoid mutagen and create an immunity serum, but unfortunately he has defected to the Republic and is currently working in a Republic research base near the toxic lakes of the Sunstruck Grasslands. You must recover him and put him to work. Bessiker asks that you hurry so you can meet his son who has almost completed the Sith trials and will shortly arrive on Balmorra.
You travel through the Makaran Plains to the Sunstruck Grasslands and assault Republic research Camp Kono Nolan, eliminating the resistance troops guarding it (Raid the Camp | Bonus Quest). You find Lannos Tyrek in one of the tents but he refuses to be intimidated into returing to the Empire as he considers the life of an Imperial scientist, forced to create weapons of mass destruction, to be worse than death. You can knock him out or you can promise to help him return to the Republic once he has created your serum. If you promise this he is amazed, but gives you some of the medical technology he is working on in thanks. Either way, Captain Rollo and Imperial troops sent by Bessiker turn up, pacify the rest of the camp, and take Lannos Tyrek back to Sobrik.
Summary: You booby trap some dead resistance members with exploding comm units.
Fixer 66 with Imperial Intelligence, stationed at Makaran Outpost, has enlisted the aid of a Balmorran native known as Toybox to rig Republic comm units with a half-kilo of high explosives that will detonate when the talk button is pressed. He wants you to plant them on the bodies of fallen Resistance troops in the Sunstruck Grasslands, knowing the Resistance will salvage them. However, Toybox is worried about the potential for collateral damage as civilians, including children, sometimes loot the corpses. He wants you to plant rigged grenades instead of rigged comm units, limiting targets to military personel.
Making your choice, you plant the rigged comm units or rigged grenades on dead resistance members in the Sunstruck Grasslands and report back to Fixer 66. If you went with his original plan and used the comm units, he’s pleased with the results, noting that one of the units exploded in a resistance medical bay. Furthermore, the resistance have begun to confiscate their own comm units, damaging their commuication network. He is also pleased to have incurred additional civilian casualties, including a teenager who looted one of the comm units, which will demoralize the Resistance further. Toybox notes that a Commander was also killed.
If you changed the plan and used grenades he is furious. Despite the resistance taking some losses, every grenade salvaged by the Empire must now be disposed of incase it is rigged. He has Toybox lashed as punishment and informs you that only your rank or your outsider status protects you. Toybox remains glad to have taken a stand.
Summary: The Okara Droid Factory is currently held by the droids within, who were corrupted by an Imperial virus and answer to no-one.
The Okara Droid Factory used to be one of the foremost producers of military droids in the galaxy. During the Empire’s initial invasion over a decade ago, Imperial technicians introduced a computer virus into the factory systems, corrupting the droids within and turning them against the population. Unfortunately for the Imperials, the now independent droids have secured the factory and continued production, attacking any organics on site and forcing the Empire to commit military forces in an effort to retake the factory.
Summary: Colonel Sartius, Pirrell’s superior, is on the verge of retaking the Okara Droid Factory from the renegade droids within. In order to sabotage his efforts, Pirrell has sent a slicer into the factory with a virus but she is pinned down. You infiltrate the Factory, convince her to upload her virus and then decide whether or not to eliminate her as a loose end.
Travelling from Sobrik through the Makaran Plains and into the Okara Droid Factory, you fight or sneak your way past the renegade droid forces within and enter the Computer Control Center where Major Pirrell’s slicer, Zalia is taking cover waiting for rescue. She explains that she has been stuck for days without food, water or sleep. She is reluctant to upload Pirrell’s virus as it will trigger alarms but you and Mako convince her you can handle the droids.
The virus causes the already hostile droids to go beserk and you defeat several waves. Zalia thanks you and prepares to leave when you tell her you were instructed to kill her. She begs for her life, asking you to spare her for the sake of her parents. Mako urges you to do so, suggesting that Pirrell is too stupid to find out.
Your choices are: let her leave under promise of changing her identity, make her pay you for her freedom by giving you the location of a lockbox where she hid Pirrell’s payment to her, or kill her as a professional who always fullfills a contract. Mako is furious if you kill her, going so far as to equate you with Taro Blood.
You return to Major Pirrell in Sobrik.
Summary: Your goal on Balmorra, where the Eagle’s terrorists train their recruits, is to capture the local terrorist leader, Gray Star. In order to get close to him, you infiltrate the local terrorist cell where his Lieutenant, Chemish Or, sends you to recover power cores from the Okara Droid Factory as a test of your loyalty.
Lodenth Kashar and Watcher Two inform you that the terrorists are using the chaos caused by the Empire and Republic’s proxy war on Balmorra as cover to arm and train their recruits. Your job is to disrupt their operations.
You are to work with an on world contact, Station Chief Lakern Renald, a loyal operative who has posed as a local arms dealer for 20 years. You meet him at his front business, Fillarik Arms and Demolitions in Sobrik City. He explains that the terrorists are responsible for many acts of bombing and sabotage against Imperial forces on world, and that reprisals fail to deter them. However, he believes that if the local terrorist leader, a man codenamed ‘Gray Star’ is captured, the entire Balmorra cell will fall apart. Unfortunately only high ranking terrorists know Grey Star’s identity. With the assistance of Sanju Pyne, a mole already in place, you are to infiltrate the terrorist’s organization posing as a new recruit.
You travel to Workshop A6 at the Troida Military Workshop in Gorinth Canyon, where Sanju is expecting you. He introduces you to his superior, Chemish Or, to whom he has presented you as skilled soldiers with bounties on your head for fighting the Empire at the Battle of Druckenwell during the last war. He explains that you have asked to join the organization after seeing the Eagle’s broadcast. Chemish, a battle-hardened local woman, is open to your assistance but no fool and will not trust you without proof of you commitment.
She asks you to enter the Okara Droid Factory and retrieve a case of shielded power cores for stealth droids that can be converted into invisible explosives. After fighting your way down to the Power Generator deep in the factory, you locate a crate of power cores but are contacted secretly by Sanju who formally introduces himself as a fellow operative and tells you that Chemish is planning to use the cores to attack Imperial targets in Sobrik City. He suggests you use a matrix converter in the factory to render the cores inert in a mannor Chemish should not suspect. Kaliyo thinks he is stupid but cute.
You make a judgement call on whether disabling the cores is worth risking Chemish’s suspicions and return to Workshop A6. If you damaged the cores, the terrorists are suspicious but let it pass. Either way, Chemish now believes in your skill and is willing to give you another opportunity to prove yourself
Summary: Chemish Or is a human female who serves as Gray Star’s second in command in the Balmorran anti-Imperial terrorist cell..
Chemish Or is a battle hardened Balmorran native. When she was eighteen she lost her right eye to an Imperial Officer for ‘looking threatening’, giving her a life-long hatred of the Empire’s presence on her world. At some point she joined the Balmorran cell of the Eagle’s terrorist network and serves as the trusted right arm of its leader, Gray Star. Smart, wary and ruthless, Chemish is not a woman to underestimate or cross.
Summary: You clear out some droids who are disruping Imperial communications from a satellite control tower.
A recon droid in the Sunstruck Grasslands gives you a mission to cull the entrenched droid forces around a nearby satellite control tower who are disrupting Imperial transmissions. You thin the droids and overload three call-back stations to disrupt their transmissions. You also summon a C-11 battle droid, destroy it and recover its battle chip so the Empire may analyse droid behaviour. You turn in the chip at the Makaran Outpost terminal for a reward.
Notes: Like all area quests, this used to be granted automatically but is now given by a recon droid.
Summary: You upload a virus into the Okara droid factory.
Major Tyrus, commander of the Second Battalion at the Makaran Imperial Outpost, informs you that Besh Company’s entire First Platoon was sent to the Okara Droid Factory on a covert mission. Eight hours ago their communications blacked out and he believes the rogue droids are on to them. Since the rest of his troops are dealing with rebels in Broken Valley, he wants you extract any survivors, authorizing you to take command if their ranking officer, Lieutenant Rutau, is dead.
Travelling to the factory, you find Lieutenant Rutau taking cover inside the entrance. He informs you that First Platoon were ambushed and killed by droid patrols leaving him the sole survivor but he is determined to complete his mission. He was sent to upload some virus packets to probe droids scattered throughout the factory. Although his ankle is charred to the bone, you have to insist forcefully before he allows you to take the risk for him.
You obliterate droid forces inside the factory (Decomission the Droids | Bonus Quest) until you find the droids you’re looking for and use a security spike to upload the virus packets. After you are done, Rutau thanks you for rendering the deaths of his men meaingful and assures you he will seek medical assistance while testing the virus from a distance. You can praise him for his bravery and fortitude when reporting back to Major Tyrus, who promises to extract him before giving you another mission.
Notes: Story contiued in ‘Secret of Cave 52’.
Summary: You shut down the assembly lines in the Okara Droid Factory, to prevent the rogue droid forces from increasing their numbers.
The rogue droids of the Okara Droid Factory have reactivated the assembly lines and are expanding their forces. Accepting this mission from a recon droid inside, you fight down into the depths of the factory to the giant assembly line room. Progressing through the levels of the room, you decimate the assembly line droids (Annihilate the Assembly | Bonus Quest), shut down the assembly line computers and destroy the cooling systems. Finally, you disable the assembly line data server which summons the giant Overseer Droid. You destroy it and recover its datacore so Imperial engineers can study the evolution of the Okara droid virus.
Notes: Like all area quests, this used to be granted automatically but is now given by a recon droid.
Summary: You disable the R&D wing of the Okara Droid Factory, to prevent the droids from using its advanced prototype technologies.
A recon droid within the Okara Droid Factory informs you that the rogue droids have seized the Research and Development wing. Some of the most sophisticated droids in the galaxy are developed here and were the droids to get their hands on the prototype technologies within, Imperial interests could be seriously threatened. You destroy the droid forces in the R&D wing (Droid Deterioration | Bonus Quest) and disable security from a console. Then, you destroy the R&D power regulators before activating and releasing two prototype director droids from storage and destroying them. Finally you use the R&D rapid prototyping machine to create a C-13 advanced droid prototype in order to destroy it and recover its datacore for study by Imperial engineers. You turn in the datacore at the mission dropbox for a reward.
Notes: Like all area quests, this used to be granted automatically but is now given by a recon droid.
Summary: You root out and destroy some resistance stealth troops near Gorinth Canyon.
At Gorinth Imperial Outpost, you meet with Cavill Arin, a Balmorran defector and businessman who believs patriotism is bad for business. He tells you that Balmorran stealth troops have been harassing Imperial troops in the area, making quick strikes into Imperial outposts and vanishing without trace.
Luckily, since he developed the stealth tech, he knows how to counteract it. Warning you that the troops’ camp is surrounded by mines, he gives you an anti-stealth detector device and you move across the Windswept Plateau rooting out the hidden troops and killing them.
He then connects you to Captain Rigel who informs you that Vol Argen is indeed likely to be arriving on Balmorra. He tells you to report to the head of the Imperial Conquest Consolidation Corps, Colonel Vrain, who has come to personally oversee the final battles against the resistance at Sundari Outpost.
Summary: You uncover force sensitives hiding in a cave, awaiting evacuation to Republic space and either conceal their presence or slaughter them all.
Major Tyrus at Makaran Outpost has told you that while you were planting an Imperial virus in the Okara Droid Factory, Aurek, Cresh and the remainder of Besh companies were invading rebel posts in Broken Valley. Using droids, they have uncovered intel from the resistance databanks that the Balmorran Rebels are moving some sort of special cargo into a hidden base on the Windswept Plateau designated Cave 52. Whatever this cargo is, the Rebels value it highly enough to pull troops from an entire continent away to defend it. Tyrus wants it undamaged and sends you to investigate alone, feeling that an assault with troops will cause the Rebels to evacuate.
Entering Cave 52, you activate a holoprojector and are connected with a Republic Commander, Hunn, who tells you that the cave is a place of refuge for force-sensitives fleeing the Empire’s edict that they be trained as Sith or executed. He tells you that none of them are strong enough in the force to be trained as Jedi and that the Republic simply wants to evacuate them to live normal lives in Republic space.
You can choose to leave them be, or you can rampage through the cave complex, killing their guards and a martial assault droid (No Sanctuary | Bonus Quest), and slaughtering them. Outside, you report to Surveillance Officer Trecht who is watching the cave from cover. If you spared the force-sensitives, you can choose whether to report their presence or conceal it. If you conceal it they escape. If you report it, Major Tyrus arranges for extermination gas to be released into the cave system.
If you have already killed them, you also have the option of exagerrating your achivements by claiming to have faced a secret army of Jedi.
If you chose to either kill or tell Trecht about the force sensitives, Tyrus later contacts you to say that the cave was sterilized with little resistance and that the computers yielded key information on Rebel supply lines which have since been raided.
Notes: Story continued from ‘Data Corruption’.
Summary: Outpost Victory is a large resistance base built into a deep crater in Gorinth Canyon.
Built into an Imperial bombardment crater in Gorinth Canyon, Outpost Victory is one of the resistance’s major outposts on balmorra. Having grown over the years from a small enclave of fighters, it is now protected by impervious shields and powerful anti-aircraft guns. It is used as a POW camp for Imperial captives and unconfirmed rumours place a Republic presence at the base.
Summary: Summary: As a favor to Major Bessiker, you answer a distress call from his Sith son and either free him from a Republic jail or kill him for a holocron he possesses.
Bessiker contacts you by comm and asks for a personal favour. His son Hiran has arrived on Balmorra and he has been captured by the Republic while attempting to recover a holocron. Bessiker wants you to free him, threatening to involve his brother, a high-ranking Sith, and to regretfully withold the anti-toxin serum you need unless you agree.
You travel to the source of Hiran’s distress call, resistance base Outpost Victory in the Windswept Plateau area of Gorinth Canyon, where you fight your way into the Command Office, killing many troops (Sever the Command | Bonus Quest), and find Hiran Bessiker sitting in a cell.
Hiran is an arrogant Sith who considers his father an old fool and you (possibly) a filthy alien. He believes non-Sith are no more than pawns. At the behest of his master, Lord Esdras, he has recovered a holocron on Balmorra supposedly containing the map to a hidden dark side weapon. You can free him in which case he calls you weak but promises to tell his father of your assistance, or you can kill him for insulting you and take the holocron for yourself.
If you take the holocron, it leads you to an ancient Sith burial site hidden behind some rocks in the Windswept Plateau, from which you recover an inactive ancient lightsaber.
You return to Major Bessiker, who is under the false impression that Hiran is a dutiful, caring son who is too busy to see him. Nothing you say will convince him otherwise, though he has already heard from Hiran if you freed him. He says that your serum is ready and that you should talk to Doctor Tyrek.
If, on the other hand, you killed Hiram, Bessiker has already heard from an Imperial agent in the Republic outpost and is furious. He demands to know why you killed his son and refuses to listen to anything you have to say. He attacks you and leaves you no choice but to kill him.
Either way you speak with Doctor Tyrek.
Summary: In order to further humiliate Colonel Sartius at the behest of Major Pirrell, you sabotage his efforts to calm the Balmorran colicoids, by killing one of their queens.
Major Pirrell is pleased with, and pays you for, your work in the Okara Droid Factory. His ‘pet’ Cathar, Mughir continues to flatter his ego. He has come up with another vector through which to diminish Colonel Sartius’s standing. Sartius is responsible for protecting the Imperial citizenry from the local colicoid infestation. Thanks to his efforts, the colicoids have become noticably more docile and Pirrell wants to upend this triumph by provoking them back into hostility.
The last time the colicoids attacked in force was when a queen encountered an Imperial survey team and was killed by five squads of Imperial troopers. Were you to kill a second queen, it you would surely antagonise the colicoids once again. Luckily, as a Twi’lek scientist, Doctor Gleelan informs you, one of Pirrell’s scouts has recently encountered just such a queen. Warning you against using explosives (may attract military attention) or conventional weapons (too dangerous), Pirrell and Gleelan give you a sonic agitator device to place near the nest entrance of the queen’s lair. This will draw out colicoid drones and warriors; once you kill enough of them the queen should appear and become disoriented by the sonic emissions, giving you a clear shot.
You travel to Outpost Victory in Gorinth Canyon, a large resistance base built inside a deep crater, and fight your way down to ground level. Passing through a small valley, you enter a building cut out of the canyon wall and take an elevator to the lower level which now serves as the nest of the Kag’areth queen. You kill many twisted colicoid drones and tunnelers (Fire in the Bug Hole | Bonus Quest) until you reach the queen’s nesting chamber. Here, you plant the sonic device in a clutch of eggs and kill several ways of colicoid queensguard warriors until the queen herself bursts from the ground and attacks. Using your hunter’s skill, you destroy her and return to Major Pirrell.
Summary: You complete another mission for Chemish Or, infiltrating a training facility turned insane by toxic gas and rescuing important data.
The empire has launched a toxic gas attack against a nearby terrorist training outpost, turning the recruits insane and causing them to overrun the cave system. Chemish Or wants you enter the outpost, transmit some critical data and destroy the computer systems while Sanju picks up the transmission from high ground.
You travel across the Windswept Plateau to Outpost Victory, where you enter the Talon’s Reach Training Outpost and defeat the psychotic troops within (Mercy Killer | Bonus Quest). Fighting your way to a data access point, you install the transmitter and send Sanju the data using the server controls. Sanju realises that Chemish has sent you to recover a list of Balmorran collaborators she wishes to expose to the population. If this happens, the Empire will lose key allies. He suggests informing Imperial authorities so they can arrange clandestine protection for the collaborators named in the list. Although this would potentially risk blowing your cover, it’s your decision. Kaliyo finds sanju attractive, but stupidly naive.
If you do let the Imperials arrange security for the collaborators, Chemish becomes aware and is highly suspicious of you when you return, only allowing you to undertake the next mission out of necessity. If you refrain from taking the risk, she is impressed with your abilities and has more trust in your loyalty.
If you worked with Sanju to both sabotage the Okara power cores and protect the collaborators, he has raised too many red flags in the process and drawn Chemish’s attention. Having caught him red-handed duplicating the list of collaborators she calls him out and, even if you argue in his defense, summarily executes him as a traitor.
Summary: By hijacking satelite defense weapons, you assist with the neutralisation of shield generators protecting Camp Victory, a major resistance base.
At Gorinth Outpost, you find Captain Neddis overseeing a failed bombing run on Outpost Victory, a fortified resistance base built into a massive bombardment crater. The shield generators protecting the base are just too well entrenched for proton bombs to destroy and too well-armoured for ground assault. He wants to implement plan Firestar, created by his predecessor but deemed too risky: Firestar would see you hijack the planet’s orbiting defense satellites and turn them against the generators.
You fight your way down the makeshift ramps installed inside the crater wall before penetrating deep inside the base proper, killing many defenders (Assault the Outpost | Bonus Quest). You retrieve the satellite access codes from a mainframe and then, retracing your steps and climbing the crater, you locate the three generators and scan their coordinates. Finally, you hijack the Republic control tower and use it to call down a surgical laser strike on the generators from orbiting defence satellites. Neddis is pleased that you have accomplished what he could not, and that you have opened new strategies against the resistance.
Notes: Like all Heroic quests, the ending conversation has been removed.
Summary: An Imperial droid has been given experimental emotional programming and wants you to repair his partner. His partner believes it more important that the emotional programming be deactivated. Your choice.
In the Narrows in Gorinth Canyon you come across two Imperial battle droids near the Barasin Refuse Yards, an enourmous junk yard. R-5TM has been badly damaged by resistance troops and wants his comrade R-6NX to continue his mission, but R-6NX refuses to abandon his comrade. R-5TM explains that B-6NX was given experimental emotional programming designed to promote unit cohesiveness on the battlefield but that his concern is preventing him from achieving mission priorities.
B-6NX asks that you use their single-use supply locker passcard to retrieve a new motivator from the junk-yard in order to repair R-5TM, bribing you with knowledge of a hidden supply cache. R-5TM would prefer you use the card to retrieve a data spike and counteract B-6NX’s emotional programming. You decide which droid to assist and are assigned different mission goals depending on your choice.
If you bring back the data spike, B-6NX is upset but has no choice but to use it whereby he resumes his duties and R-5TM thanks you before powering down.
If you choose to repair R-5TM instead and bring back the motivator, you also engage a bonus mission which involves damaging resistance operations in the Refuse Yards by destroying droid forces (Some Disassembly Required | Bonus Quest (stage 1)), including some JT-65 Salvage droids (Some Disassembly Required | Bonus Quest (stage 2)) and eventually a giant R4-Salvatron battledroid (Some Disassembly Required | Bonus Quest (stage 3)), whose servos you recover and turn in at the Sobik bounty board (Some Disassembly Required | Bonus Quest (final stage)). Upon return, R-5TM begins repairing himself while B-6NX thanks you and gives you the location of the supply cache he promised.
Notes: Like all Heroic quests, the ending conversation has been removed.
Summary: You recover a major supply cache before it can fall into resistance hands.
You find a datapad in a speeder on the Windswept Plateau. It contains a distress call from a freelance operative, Giana Kayl, working for the resistance. Tai Cordan, the former Balmorran trade secretary and a member of the Balmorran government-in-exile has given her a data disk enscribed with the location of major supply caches that were hidden before the Imperial occupation began, but her ship, the Meridian Grace, was shot down.
You search for the crash site on the Windswept Plateu and locate the data disk in a storage crate. As you open the crate, droids left by Giana to protect the disk burst from the ground. You destroy them and recover the disk, turning it over to the Sith Yavorus at Gorinth Outpost. Depending on your class, you can suggest he either recover the supplies, destroy them to demoralize the resistance, or rig them with explosives as a trap.
The Balmorran resistance used the captured Balmorran Arms Factory as their main base.
The main Stronghold and holdout of the Balmorran resistance is the captured Balmorran Arms Factory in the Sundari Flatlands. Built by Balmorra’s largest company, the galactically renowned Balmorran Arms Corporation, the factory has constructed everything from personal arms to heavy vehicles and its products have been a by-word for high-quality tech for over a century.
The current factory is relatively new and one of the most advanced in the galaxy. Its production capabilities and fortress-like walls now supply the resistance with both a stronghold and a virtually limitless supply of military resources. Under constant siege since the Republic withdrew decades ago, the factory has yet to fall.
Summary: A messenger directs you to meet with Darth Lachris, the Dark Council’s new Sith emissary on Balmorra.
Near the Barasin Refuse Yards or the Sundari Outpost, you are approached by an Imperial messenger who tells you that a Sith Lord emissary of the Dark Council has arrived on Balmorra to personally oversee the state of the occupation. The planetary Governor has summoned you for a war conference at the Sundari Outpost vehicle hangar that will determine the next stage of the ground campaign against the resistance. The messenger knows little else but suggests you hurry.
Summary: You clear the way for Imperial troops to enter the resistance’s main stronghold, the Balmorran Arms Facotry, and end the resistance’s offworld backing by killing defense minister Vol Argen.
In the vehicle hangar at Sundari Outpost, you meet with the head of the Imperial Conquest Consolidation Corps, Colonel Vrain, who has come to personally oversee the final battles against the Resistance. He wants you to break into the main resistance stronghold of the Balmorran Arms Factory, shut off the power and use the ensuing panic to shut down the security so that Imperial troops can enter the base. He also wants you to find and kill Minister Vol Argen, the head of the Balmorran government in exile who has finally arrived on world thanks to your exploits.
Battling through the heavily fortified grounds of the Balmorran Arms Factory until you reach the interior, you decimate the resistance forces inside (Shut Down the Factory | Bonus Quest) and shut down the main generator and the primary and secondary security hubs. You find Vol Argen in a secondary power room and kill him and his guards before returning to Colonel Vrain, who is extremely pleased with your successes. He asks you to finish up by reporting your success to Captain Rigel.
Returning to Sobrik spaceport, you are congratulated by Captain Rigel. The resistence is in shambles and the Balmorran people are crushed. He believes without hope of victory, the people will chose the Empire over anarchy. In a fraction of the time you have accomplished what the Imperial military has been failing to do for decades.
Summary: Darth Lachris is a powerful Sith Lord sent to crush the Balmorran resistance once and for all.
Darth Lachris is sharp and wary; a talented fighter and former apprentice to Darth Marr, a powerful member of the Dark Council. 10 years ago she took part in the sacking of Coruscant. She is currently tasked with regrouping the Imperial efforts against the local resistance on Balmorra and stamping it out once and for all. Although understanding of political necessity, she remains a warrior at heart with a lust for all the galaxy’s bloody pleasures. She has never failed in war.
Summary: The powerful Sith Darth Lachris tells you that in violation of the Treaty of Coruscant, the Republic Grand Marshal Cheketta is directly backing the Balmorran resistance. You enter the main resistance base, the Balmorran Arms Factory and lower its defenses so that Lachris can send in her army.
You arrive at Sundari Outpost in time to see the new governor of Balmorra, Darth Lachris, in the process of executing the previous governor, Melchiro, for incompetence. You can watch him die or intervene with her to spare his life. You may also flirt with Darth Lachris if you are male.
Lachris has arrived to get the Imperial conquest of Balmorra unstuck. She informs you of a new threat, Grand Marshal Cheketta. Cheketta is one of the Republic troops who remained unofficially after the Republic withdrew from balmorra decades ago. The presence of he and his men among the Balmorran Resistance technically violates the Treaty of Coruscant, so the Republic denies their affiliation while secretly supporting them with supplies and arms.
Both Cheketta’s troops and the resistance are holed up inside the Balmorran Arms Factory, protected by an endless supply of droids, inexhaustible power reserves and cutting edge defenses. Worse, its barricades block Imperial scans. Believing the Republic intend to use the factory as a beachead to retake the planet, Lachris wants you to take down the defenses and lower the barricades so that her army can march in. A secondary objective is to find proof of direct Republic involvement with a view to exposing their treaty violation on the galactic stage.
After fighting or sneaking your way across the battlefield in front of the factory and bypassing the external defenses, you enter the main building and disable the internal sensors from their respective control panels, destroying some powered-down battledroids as you go. All the while, you can hear Grand Marshal Cheketta’s motivational speeches through the comm system.
Making your way through the main assembly room, you enter a side chamber and deactivate the factory barricades, informing Darth Lachris via a nearby holocommunicator. Cheketta hijacks your call and after some verbal sparring, introduces you to the Jedi Knight Ralon Nys and the Republic troopers of Tempest Squad, all of whom you are forced to kill.
Summary: You successfully thwart a surprise Republic invasion, kill or capture Grand Marshal Cheketta, and inflict a severe political embarassment on the Republic by explosing their violation of the Treaty of Coruscant.
Now that the Factory is open to scans, Lachris and her men inform you they have detected a hyperspace beacon inside. This incredible feat of engineering must have been under secret development since the Republic officially withdrew decades earlier, and could allow Republic ships to jump in system directly above the factory, bypassing the Empire’s orbital defenses. A fleet of Triumph-class Republic special forces transport ships has indeed been discovered near Balmorra and the situation is critical.
You rush to the Power Center behind the factory where you destroy the resistance guidance towers and three docked fighters to foul the landing pads, allowing Imperial air defenses to route the attempted invasion before Jedi strike teams can land. A single ship has managed to land in a hangar on the upper level of the Factory Administrative Complex. You head there and discover Cheketta flanked by the Jedi Sedoya Senn and his Padawan. Senn is offering to hold off Imperial forces and allow Chekketa time to regroup, while Cheketta wants him to evacuate the wounded. He refuses to allow Senn to cover his escape and you defeat all three.
Admitting defeat, Cheketta offers to publicly confess the Republic’s involvement in the attempted invasion if you show mercy to his men and allow the non-combatants and Balmorran Resistance members to leave. You can agree to his terms as they stand, ask him to additionally tell the Republic to disarm and withdraw from Sith space, or agree on the condition that he be executed so that someone pays the price.
Alternatively you can reject his terms, kill him, keep all prisoners for the Empire and let the evidence of the battlefield tell its own incriminating story without his help. An Imperial soldier of Squad 815 approaches you, sent by Darth Lachris to reinforce your position. If you spared Cheketta, they take him into custody. Either way the battle is won and the Imperials are mopping up the last of the Resistance inside the factory.
You are ordered to report back to Sundari Outpost where Darth Lachris shows you a broadcast from the Republic senate disowning the actions of Cheketta. If you spared Cheketta you are also shown his confession to the Galaxy. Having been caught red handed violating the Treaty of Coruscant, the severely embarassed Republic is now forced to attempt damage control by publically withdrawing support from Balmorra and further alienating the Balmorran people. Additionally, If you refused to allow Cheketta’s men safe passage, she gives the jedi captives to Darth Marr to see if they can be turned to the dark side.
Darth Lachris makes the Balmorra Arms Factory her base of operations and invites you enjoy her planet. If you are male, you may pursue a brief relationship with her before leaving. Afterwards, you are contacted by Lerek Serrus, Darth Lachris’ apprentice, who tells you the Republic disownment of Cheketta has demoralized the Balmorran resistance so much that deserters are being recruited by the Empire.
Summary: You kill Commander Rylon and kill or capture the Jedi’s investigator, thus protecting Baras’s spy network. Malavai Quinn joins your crew and you leave the planet.
Back in Sobrik, Quinn is impressed by your performance and considers you atypically gifted even for a Sith. Baras tells you pirvately that the only thing left to do is to kill Commander Rylon himself and everyone near him. Indiscriminate murder will prevent Rylon’s death from looking like a targeted assassination. He requests you grant the Commander an honourable death for his years of service.
Rylon is stationed deep inside the main resistance stronghold of the Balmorran Arms Factory along with his lengendary elite squadron, responsible for some of the resistance’s most impressive victories, and one thousand of the Republic’s best trained soldiers. The Republic’s investigator, who Quinn has under surveillance, is also heading for the factory. If you are female, you can flirt heavily with Quinn during this conversation, to the point of making him extremely flustered.
Travelling through the Sundari Battlezone outside the factory, you fight or sneak your way inside where you make your way to the rear Administrative Complex. Rylon’s subordinate, Captain Eligyn, is informing Rylon of your advance via comm when you burst in and kill one of his men. Rylon orders Eligyn to hold the line while he gathers reinforcements. Although Eligyn boasts of killing Sith in the past, his confidence is unfounded as you kill his men and leave him wounded.
Rylon arrives alone and Eligyn, who has no idea of his loyalties, urges him to flee. Rylon asks you to put Eligyn out of his misery and you can oblige or force him to do it himself. If you are especially cruel you may take your time breaking Eligyn’s spirit by explaining Rylon’s Imperial allegiance. Rylon is sorry to see his men die, but extremely proud of his role in advancing Imperial interests. As a spy, he hopes his actions have been for the greater good, and is fully accepting of Baras’s need to eliminate him. He asks only that you tell him if his son died well. You can lie as an act of mercy or tell him the unvarnished truth that his son was a coward, crushing him. Throughout the conversation you can treat him with honour, hailing his contributions, or dismiss him as a disposable drone. As his death must look convincing, he insists on fighting you with all that he has, asking you to tell Baras that it was a honor to serve.
After killing Rylon, Quinn contacts you to say that through listening in on the Republic’s investigator, who turns out to be a Jedi Knight, he has overheard your conversation with Rylon. This means that the investigator heard it too. It is paramount that she be killed before she leaves the planet with knowledge of Rylon’s identity. Quinn has sent his men to cut her off from the Republic landing bay and is actively blocking her transmissions.
You proceed to Sobrik spaceport, her last avenue of escape, where you cut her off in Hangar Bay 61. Her name is Marshallon and she tells you that you are too late, she has transmitted the proof already and that Nomen Karr and his padawan will dismantle Baras’s entire network. She speaks of her clarity of purpose and peace of mind and offers you the chance to surrender and face redemption. After turning her down, you defeat her and, unfortunately for her, Quinn arrives and confirms that he intercepted all of her transmissions. Nevertheless, she remains at peace, confident in the truth of the light side and allows you to strike her down without further resistance. You may also choose to take her prisoner to Quinn’s confusion. If you kill her, Quinn finds her acceptance of death quite bizarre.
You contact Baras from Quinn’s office. He is very relieved that Rylon can no-longer be exposed and extra-pleased if you captured Marshallon as she can be tortured for information. He asks you to rate Quinn’s performance but regardless of your reply, he informs Quinn that his ‘debt’ has been paid. He tells Quinn he is putting him up for promotion to Captain and allowing him to choose his next assignment (an extremely rare concession). After he leaves, Baras notes that there are Imperials who wish to stifle the career of gifted men such as Quinn, but if he can overcome them the Empire will greatly benefit. He bids you return to your ship. Vette expresses relief at leaving and a wry acknowledgment of your talent for domination and destruction. You can shock her if you want.
In the Sith Warrior Hangar Bay, you encounter Quinn once more who has decided to choose your ship as his next posting. He believes his talents can best serve to bring glory to the Empire by your side. Vette also approves, though speaking out of turn may earn her another shock. Whether reluctantly or enthusiastically, you let Quinn join your crew and contact Darth Baras who is pleased with your work.
Summary: Using Doctor Tyrek’s toxin serum, you finally recover the Balmorra portion of Tulak Hord’s artifact, and leave the planet.
Lannos Tyrek (who doesn’t care if you killed Bessiker or not) gives you your serum and expresses surprise that you want to go near the toxic waste. Warning you that the serum is dangerous and may cause a painful death, he gives you five doses.
Now you decide what to do with him. You can choose to have him arrested or killed, or, if you promised to send him back to the Republic, you can follow through and tell Captain Rollo to authorise a shuttle for him. He admits he never really expected you to honour your promise and he asks you to consider defecting before he leaves.
Traversing the Sundari battlegrounds, you fight or sneak your way through the heavily guarded main resistance stronghold of the Balmorran Arms Factory and read the external Power Center. Moving through this open area, you inject yourself with Doctor Tyrek’s serum and jump into the broken hatch leading to Hazard Vault 305.
The vault is infested with colicoids which you kill. (Cleanse the Vault | Bonus Quest). After the long climb down to the bottom of the toxic waste pit, you enter the original cave system where Tulak Hord hid his artifact and are forced to defeat a powerful Mutated Colicoid Broodmaster. In the still extant remains of an ancient Sith shrine, you meditate by an altar. Rising into the air, Sith lightning crackles all around, As the energy gathers, there is a flash and the artifact of Tulak Hord appears.
If Major Bessiker is dead, you recieve a comm transmission from his aid, the newly promoted Major Ilun who has taken over his role. He apologizes for Major Bessiker’s actions and asks that you remember his own contributions.
If Major Bessiker lives, you report back to him in Sobrik HQ where he promises to keep your mission secret, thanks you for saving his son and wishes you safe journey.
Your work on Balmorra is done. You return to your ship and contact Darth Zash who tells you the next artifact is on Nar Shaddaa.
Summary: You convince Major Pirrell that the best way to catch the eye of Admiral Ivernus is to meet him in person. If enough things go wrong, he may conduct a planetary inspection. To this end, you sabotage Colonel Sartius’s efforts to track down the leaders of the resistance.
Major Pirrell grants you a generous bounty for killing the colicoid queen and tells you that Colonel Sartius is very much not happy. Once Sartius is removed, Pirrell believes Ivernus will review his application promote him instead. You take the opportunity to convince him that he should meet the Admiral in person to win his favor. He agrees and tells you that if you continue to sabotage Imperial efforts on Balmorra, Ivernus will conduct a planetary inspection.
Colonel Sartius has planted a homing becon aboard a resistance command shuttle in order to ambush a randezvous between the resistance and offworld Republic allies who are secretly training their fighters at the Balmorran Arms Factory. Pirrell wants you to embarass Sartius by removing the homing beacon and attaching it to a nearby garbage transport. Although this will allow the resistance leaders to escape, Pirrell believes he can catch them himself at a later date.
You traverse the contested Sundari Battlezone and fight your way through the heavily fortified Arms Factory and eliminate several droids and resistance fighters in the external Power Center and Administrative Complex (Bust Up Balmorran Arms | Bonus Quest). Taking an elevator down to level 2 of the complex, you enter a hangar bay and remove the homing beacon from the resistance leaders’ shuttle. This action triggers a Gold Neebray Supression Droid and two Resistance Militant Loyalists to attack you. After dispatching them you return to the external power center and find the garbage transport resting on a landing pad. After attaching the homing beacon, you make the long journey back to Sobrik and meet with Major Pirrell.
Summary: By tagging along with Major Pirrell, you are able to meet with Admiral Ivernus and kill him. Murghir, Pirrell’s Cathar slave, reveals herself to be your first rival in the Great Hunt, so you kill her as well. After killing Pirrell or securing him as a future ally, you return to your ship.
Colonel Sartius has been placed under arrest for his apparant failures and Admiral Ivernus is on his way to Sobrik Spaceport, where he wants to meet Major Pirrell. Pirrell believes he is about to be made naval attache to the Balmorran governer. When he asks how you would like to be rewarded, you take the chance to ask to be present when he meets with the Admiral. He agrees, feeling that you can help his future career as a retainer (if you are alien, he is extremely patronizing and condescending). His Cathar slave Murghir also requests to be present.
You attend the meeting in Sobrik Spaceport’s Hangar Bay 59 where Pirrell waits nervously and bids you make a good impression on the Admiral. Ivernus, however, as Pirrell is supposed to be in charge of intelligence, he considers Colonal Sartius’s failures Pirrell’s failures and has arrived to execute him in person. He is further disgusted that Pirrell brought a bounty hunter to the meeting, doubly so if you are not human. At this point Murghir speaks up, revealing herself to be your competitor in the Great Hunt, and attacks the admiral. If you admit that you also seek the Admiral’s death, he orders his guards to kill everyone present. You can also play dumb and pretend to be on his side. Either way, you take advantage of the ensuing firefight to kill Admiral Ivernus, his bodyguards and Murghir before speaking to Major Pirrell.
If you revealed your intentions and Ivernus ordered his guards to kill everyone present, Pirrell is cowering in a corner whimpering. He offers to transfer a large sum of credits into your account and ensure Murghir takes the blame in exchange for his life. You can kill him or let him live in exchange for his future assistance.
If, on the other hand, you concelead your intentions and made it appear that Murghir killed the Admiral before you killed her, he offers to talk you up to the governer and see you rewarded in exchange for you downplaying his relationship with Murghir. After agreeing you move on
Either way, Mako asks if you always knew Murghir was secretly a rival hunter and is impressed if you did, though she asks to be clued in in the future. You return to your ship and contact Huntmaster Assistant Lek who confirms your success.
Summary: You are sent to extract the terrorist leader, and your ultimate target, Gray Star from the Balmorran Arms Factory and use the opportunity to kill or capture him.
Chemish Or sends you to deliver something to a terrorist operative within the Republic’s ranks. If Sanju is still alive, she refuses to elaborate further other than to say she’ll contact you later from a new location. If she killed Sanju for disloyalty, she directly informs you that you are being sent to extract Gray Star, the terrorist leader, from the Balmorran Arms Factory where he is assisting the Republic under cover.
You infiltrate the combined resistance / Republic stronghold of the Balmorran Arms Factory and make your way through the external Power Center behind the facility until you reach the Administrative Complex where you are obstructed by a forcefield. Sanju contacts you (if he is alive) to inform you of Chemish’s plan to extract Gray Star, having worked it out from data you recovered at the Talon’s Reach training outpost. The package you carry contains instructions and maps to Grey Star’s new safehouse and Sanju wants you to change the data and send him into an Imperial trap. Once tortured to reveal his security codes, the Empire would be able to send the terrorists orders in his name and effectively direct them against the Republic.
Past the forcefield you enter a small barracks and find Gray Star himself. Chemish has spoken of her admiration for your work and so introductions are unecessary. You have many options during a lengthy conversation. Gray Star tells you that he presented himself to the Republic as a weary Balmorran soldier and has found them decent allies. However, like many Balmorrans he trusts the Republic little more than the Empire after they abandoned Balmorra to the Sith during the Great Galactic War. Having met him once in person when he came to Balmorra to set up the training program, he has chosen to put his faith in the Eagle’s dream of freedom
If Sanju is alive and made his suggestion, you can send Gray Star on his way to the false rendezvous location and Imperial captivity without revealing who you are. Otherwise you eventually reveal your identity which can pan out in one of two ways. The first is that you inform Grey Star he must die, something he accepts without fear, and defeat him (honourably or otherwise). The second way is open to you if you sabotaged the Okara power cores and protected the Imperial collaborators during your previous missions. If you have done this, no attacks have taken place recently due to your actions and Gray Star thanks you, finding it strange that an Imperial spy would be the one break the cycle of violence. Inspired by this example, he can be convinced to surrender peacefully if you promise to end civilian reprisals and offer amnestry to his people in exchange for his co-operation.
Whatever your choice, you return to Fillark Arms and Demolitions, where you also find Sanju if he has survived, and report to station chief Renald. You find him brefing Keeper, having already worked out what happened. He is especially impressed if you convinced Gray Star to surrender and you can convince him to honour the promises you made regarding civilian reprisals. If you went with Sanju’s plan, Sanju is now the new Gray Star and will be sending the terrorists orders in his name.
Keeper tells you that, whatever you decided, the Balmorran terrorist cell is neutralized and orders you to contact Watcher Two from your ship. After he signs off, Renald confides to you that he believes Keeper is under great strain after Darth Jadus was assassinated on his watch before wishing you well and sending you on your way.
If you are female and Sanju survived, you may share a romantic interlude with him before departing the planet.
Watch Two, via holocomm, believes from increased chatter that the Eagle is planning another attack. Having used only one cell to bomb the Dominator and assassinate Darth Jadus, he is using the entire network for whatever he is planning next. Intercepted messages make only vague references to devices called ‘Eradicators’. As you eliminate the larger cells, Intelligence can identify more terrorist activity centers until the network begins to lose cohesion. After exchanging some friendly banter and asking Watcher Two not to overwork herself, you leave for Nar Shaddaa.
Summary: You recover stolen Imperial walker plans from the resistance.
Lieutenant Quisun at the Sundari Outpost tells you that the Republic have stolen the plans for a new Imperial walker from a research outpost. The Republic ship was shot down near the Balmorran Arms Factory and Quisun wants you to investigate the crash site and recover the plans. Intelligence are offering a reward.
In the wreckage of the ship which rests in the middle of the Sundari Battlezone, you find a datapad asking the survivors to congregate at a nearby training facility under Jedi protection from where they can transmit the plans. You raid the facility, a small collection of buildings hidden behind a rocky outcropping, and kill survivors until you find the plans, which you pass on to Agent Nianla who is stationed in the makeshift Imperial advance camp in a large crater near the Arms Factory. She and Quisun thank you on behalf of Imperial Intelligence.
Summary: You destroy a large group of off-world mercenaries and Republic war heroes attempting to aid the resistance.
The bounty board at Sundari Outpost yields a mission from Imperial Governor Melchiro. Off-world Rodian, Chagrian and Kel Dor mercenary forces and Republic war heroes have illegally joined the Balmorran resistance and have taken position around some anti-aircraft guns in a coastal motor pool area near the Balmorran Arms Factory.
To date their snipers have been responsible for 304 Imperial casualties and over 50 downed aircraft and a reward is offered for anyone who can clear them out and liberate the guns. You travel to the Motor Pool in the Sundari flatlands and wipe them out, also preventing them seeking reinforcements by destroying their communication towers (Bonus – Communications Blackout | Bonus Quest) and killing their leader, General Tao.
Summary: You track down an Imperial Intelligence agent who has dissapeared and help him complete his classified mission neary the Balmorran Arms Factory.
Watcher Eight with Imperial Intelligence at Sundari Outpost has lost contact with his best field agent, Agent Velt, inside the grounds of the Balmorra Arms Factory. He wants you to investigate and gives you the coordinates of Velt’s final transmission, a garbled distress signal.
You find Velt deep inside the grounds of the Balmorran Arms Factory, still alive and holding position near the entrance to the factor proper. You help him complete his compromised recon mission by retrieving clearance code cylinders from Republic security officers and docking officials scattered around the landing field outside the factory.
When you have done this, you provide a futher distraction for Velt by planting explosives in the exhaust vents of nearby docked resistance starships while he completes his classified mission. Finally, you return with the code cylinders to Watcher Eight, who thanks you for your assistance and promises to report your work to his superiors.
Summary: You destroy some defensive emplacements protecting the Balmorran Arms Factory.
Sergeant Tulsar, stationed in the small Imperial advance camp near the Balmorran Arms Factory asks you to destroy six stationary mounted canon gun emplacements positioned inside the fortified grounds of the factory. You also destroy a portion of Resistance forces guarding the defensive trench network, along with two BAF-1010 artillery droids (Clear the Line | Bonus Quest). Tulsar tells you his forces should make it through thanks to your efforts.