Hutta – Quest by Quest Story Guide (Class & Planet)

Hutta is starter planet for the Imperial Agent and Bounty Hunter.

LORE - Hutta

Summary: Hutta is the dangerous and lawless homeworld of the Hutt Cartel, where Galactic riff-raff come to do business.

Nal Hutta, often known simply as Hutta, is the adopted homeword and central planet of the Hutt Cartel, a loose alliance of criminal mafiosa and gangsters ruled by powerful crime families. In Huttese, Nal Hutta means ‘Glorious Jewel’, although it is doubtful any species but the Hutts themselves see anything remotely glorious about Hutta’s fetid bogs and toxic squalor.

In ancient times, ‘Evocar’ was a lush planet of jungles and oceans controlled by its native sentient race, the Evocii. The Evocii, primitive by galactic standards, naively underestimated the Hutt’s insatiable lust for wealth and power and ended up mortgaging away their entire civilization in a bid for Hutt technology. When the Hutts destroyed their own homeworld, Varl, in a cataclysmic civil war, they moved in and took control of Nal Hutta.

Thousands of years of strip mining and exploitation have turned the once beautiful planet into a polluted, bog infested wasteland while the Evocii have been relegated to slavery and poverty, their ancient society largely destroyed. Narcotics labs, mutated creatures, illicit factories of every description and the garish, opulent palaces of Hutt crime lords litter the now stagnant, marshy landscape. Law is non-existent save for the brutal whims of whatever Hutt maintains local domination and even hardened criminals and famous bounty hunters hesitate to come here without the most crucial need.

LORE - The Hutts & The Hutt Cartel

Summary: The Hutt Cartel is a consortium of intergalactic gangsters ruled by the slug-like Hutts. A Neutral power, its underworld connections and control of key hyperspace lanes make both the Empire and Republic eager to secure its favour.

Physically, the hermaphroditic Hutts are a race of giant gastropods featuring a curious blend of traits common to many different species. Their thick skin protects them from bladed weapons and corrosive chemicals and they are highly resistant to poison and illness. With lifespans reaching 1000 years or more, powerful hutts can accumulate many centuries worth of power and influence.

Typically, with rare exceptions, Hutts are paranoid, selfish, ruthless, greedy, egotistical and intelligent. They have a penchant for manipulation and control and an insatiable appetite for wealth and power. For thousands of years, the Hutts controlled a vast and powerful interstellar Empire which predated and eventually rivaled the Galactic Republic, until a civil war some 11,000 years ago destroyed their homeworld and much of their influence as a military power.

Rebuilding their dreams of conquest on the more insidious foundations of economic manipulation and indirect control through commerce, the Hutts re-organized themselves into the Hutt Cartel, a loose coalition of gangsters and competing mafia-like crime families. A Hutts strongest loyalty is to its kajidic, the criminal Empire controlled by its clan. In order to prevent any inter-clan rivalries from becoming too destructive, a council of elders has the final say on major power struggles, and can revoke a Hutt’s clan membership if its judgements are defied. While vying for power among themselves, the Hutts collectively believe themselves superior to other beings and slavery is a common practice in their space.

The Hutts have remained neutral in the long-running struggle between the Republic and the Sith Empire, considering it far more profitable to play both sides against one another and prolong the conflict as long as possible. Both the Republic and the Empire court the Cartel’s favour, understanding the benefit of both their vast underworld connections and the strategically important space lanes they control in the Outer Rim.

LORE - Jiguuna & Nem'ro the Hutt

Summary: One of many competing Hutt bigwigs, the ambitious Nem’ro controls the small industrial town of Jiguuna, where he lives in an opulent palace.

One of the many industrial towns scattered across Hutta’s surface, Jiguuna serves as an operational hub for nearby factories, mines and processing centers. The current top Hutt and de facto ruler of the area is a dangerous crime lord called Nem’ro.

Nem’ro took control of Jiguuna decades ago, working his way up through the local gangs until he overthrew the previous ruler in a bloody coup. His position established, he prefers to indulge his appetites and mostly allows his lieutenants to run his business interests for him. Under his influence Jiguuna has become a profitable distribution hub for spice and weapons. The town has a market and a spaceport as well as a cantina called the Poison Pit. Gang warfare is rife and open on the streets as Nem’ro’s main rival, Fa’athra is attempting to move in.

Jiguuna’s main dominating feature is the palace of Nem’Ro himself. This monument to hedonism and decadence contains a monster pit for live fights and executions, a sleazy cantina, and plentiful work for the willing mercenary, hunter or petty criminal. Anyone who does business here is expected to go there and pay their dues, though an audience with Nem’ro himself is rare as he stays hidden behind multiple layers of security.

Claim Your New Identity | AGENT Class Quest

Summary: You are a young Imperial Intelligence Agent sent to Hutta to convince local crime lord Nem’ro the Hutt to join the Empire. Working with an alien contact, you assume the identity of a pirate called The Red Blade.

You are a young Imperial Intelligent Agent, newly arrived on the neutral world of Hutta. Keeping a low profile in the town of Jiguuna, you contact your handler, Keeper, from a secure terminal in a back room of the Poison Pit cantina.

Keeper, speaking to you from Intelligence headquarters on Dromund Kaas, tells you that you were chosen for this operation because of your exemplary performance during training. Your mission is to secure an alliance with the local Hutt crimelord Nem’ro. Nem’ro is nominally neutral and has resisted siding with the Empire through fear of alienating his Republic buisness contacts.

You are to meet a paid alien (Arconan) contact named Jheeg in his safehouse. Jheeg will give you a cover identity with which you can infiltrate Nem’ro’s inner circle. He warns you that Jiguuna is in the middle of a violent turf war between the forces of Nem’ro, his rival Fa’athra and some independent gangs and also tells you to ingratiate yourself with the locals for what additional information they may possess.

You travel to Jheeg’s nearby Safehouse, where he tells you that you will be borrowing the identity of ‘the Red Blade’, a rich small-time pirate whose gender and species are unknown. The real Blade is far enough away that no-one will question you. Jheeg has planted rumours that have led Nem’ro to expect a visit from the Red Blade but there is one problem: The tribute Jheeg has arranged for you to present as a gift has been stolen from the Spaceport by a gang. Buying it back from them would attract attention so you have no choice but to track down the gang members and eliminate them.

You fight your way through the war-riddled streets of Jiguuna and enter the Fa’athra Gang Hideout, where you kill the thieves (Leave No Witnesses | Bonus Quest) and recover the stolen trinkets. You return to Jheeg who contacts Keeper.

AGENT LORE - Imperial Intelligence

Summary: Imperial Intelligence is the Empire’s spy service and secret police.

Imperial Intelligence, the Empire’s primary information gathering and covert operations service, has many roles. Along with traditional espionage, it also provide data security for the Empire, function as a secret police force, and manages black ops assignments, such as assassinations, throughout Imperial space and far beyond. A career in Imperial Intelligence is reserved for some of the Empire’s most highly capable non-Force sensitive subjects, and even most Sith hold its operatives in high regard, understading the vital role they play.

Agents must demonstrate a multitude of skills ranging from slicing to combat proficiency to medical abilities and must be prepared to work fully independently and / or undercover for long periods, in some cases for decades. The head of Imperial Intelligence, the Minister of Intelligence, reports directly to the Dark Council and is often considered the most powerful non-Sith in the Empire.

AGENT LORE - Intelligence Designations

Summary: The designations used for different types of operatives explained.

To differentiate between its operatives, Imperial Intelligence uses a series of coded job descriptions. Watchers analyse data and monitor targets, Minders handle internal security, Fixers maintain equipment. The most elite agents are the Ciphers, undercover agents with unsurpassed skill in infiltration. At the top of the pyramid stands Keeper himself. Each operative is given a designator followed by a number, eg. Watcher Four, or Cipher Three. The number is merely an identifier, not a symbol of rank, though only Keeper knows how many of each agent type there are.

AGENT LORE - Keeper

Summary: Keeper personally oversees all Imperial Intelligence agents and operations.

The mysterious Keeper oversees Imperial Intelligence’s Operations Division and approves every infiltration and execution personally. He is also personally responsible for the training and advancement of individual operatives, and reports directly to the Minister of Intelligence, who reports in turn to the Dark Council. This makes Keeper potentially the second most powerful non-Sith in the entire Empire.

Friends in Common | AGENT Class Quest

Summary: You get class training.

In the cantina in Nem’ro’s palace you meet someone calling you an ‘old friend’, who has evidently been sent by Keeper to improve your equipment and training. He has arranged an appointment between you and a trainer in the bazaar outside the Palace. You travel to the bazaar and train with Lycus Mattle.

Soiree | AGENT Class Quest

Summary: Undercover as a pirate called ‘The Red Blade’, you deliver bugged gifts to Nem’ro and begin probing his lieutenants for signs of exploitable disloyalty. One of them, Karrels Javis, is concerned that Nem’ro’s temper is needlessly inflaming his rivalry with Fa’athra the Hutt.

Jheeg leaves and you confer privately with Keeper. Although Jheeg allowed the gifts to be stolen, Keeper believes in using an operative until they have no further value and will take no action. One of the gifts is bugged, allowing Intelligence to monitor conversations within the palace. Your primary goal in the palace is to find weakness and disloyalty in Nem’ro’s organizational structure. If Nem’ro won’t join the Empire, maybe a disgruntled lieutenant will.

After a warning from his lieutenant, Karrels Javis, not to try anything stupid, you present your secretly bugged gifts to Nem’ro. In return, Nem’ro gives you the run of the palace and the right to conduct business on Hutta. Another lieutenant, Toth’lazhen, informs him of an attack on his shipments by his rival, Fa’athra the Hutt.

Karrels Javis ushers you away and tells you privately that he joined up with Nem’ro aged 13 when Nem’ro killed the gang he was running. He voices concern that Nem’ro can be difficult to deal with and that his temper is inflaming the dispute between him and Fa’athra. He leaves to watch Toth’lazhen and prevent him from suggesting anything stupid to Nem’ro. Clearly there are rivalries to exploit.

You head to your suite in the palace and sweep it for listening devices which you disable before contacting Keeper on a secure channel.

Gauntlet | HUNTER Class Quest

Summary: You, a promising young bounty hunter, arrive on Hutta to compete in The Great Hunt, the most prestigious mercenary competition in the Galaxy. You meet your crew, including the veteran hunter Braden and his sidekick the young street hacker Mako, and begin tracking a bounty named Vexx to impress the Hutts and gain sponsorship.

You are an up and coming Bounty Hunter, newly arrived on Hutta to gain sponsorship in ‘The Great Hunt’, the most prestigious hunting competition in the Galaxy. To enter you will need Hutt sponsorship and logistical support. Taking the opportunity to stun a fleeing criminal as you leave Jiguuna Spaceport, you head to the Poison Pit Cantina where you meet your crew: the experienced retired hunter, Braden, former Nar Shaddaa street kid and master hacker, Mako, and the Nikto weapons expert, Jory.

Braden discovered you and considers you a prodigy and his best hope of training a successful entrant to the Great Hunt, although even Mako, who is a Great Hunt aficionado, knows little about what it entails. What is known is that every winner has become a legend, covered in glory and riches. Two groups of people compete; Mandalorians and freelance bounty hunters sponsored by influential crime lords. The crime lord you are hoping to impress is the Hutt who runs the town of Jiguuna, Nem’ro.

Mako is already spreading rumors of your off-world exploits but you will need to earn a high-profile local bounty to get noticed. Mako finds you one in Vexx, a Corellian quick-draw artist wanted for robbing fifteen Imperial military pay stations. Braden tells you to visit Vexx’s Safehouse in the part of Jiguuna controlled by Nem’ro’s rival, Fa’athra, and look for clues to his location.

In the safehouse, you eliminate Vexx’s hired outlaws to prevent them from warning him (Clear out Vexx’s Safehouse | Bonus Quest) and retrieve an encrypted datapad, which you take to Braden and Mako.

HUNTER LORE - The Great Hunt

Summary: The Great Hunt is a Mandalorian tradition and the most prestigious mercenary tournament in the galaxy.

The Great Hunt is a tradition of the Mandalorians, mercenary clans who live for combat and seek the hardest battles they can find for glory. Although the Hunt is only a few centuries old, it’s Grand Champions are considered second in prestige only to Mand’alore, the Mandalorian warmaster and leader. To win, a competitor must track down some of the most difficult and dangerous bounties in the galaxy while preventing their competition from doing the same. It is a test of all the skills required of a hunter and their support team; wits, intelligence gathering abilities and supreme combat skill. Somtimes a Great Hunt kills everyone who enters it, and living champions are very few. The current Great Hunt began with 32 competitors, though some have already dropped out.

HUNTER LORE - Braden

Summary: Braden is the retired bounty hunter who discovered you and leads your Great Hunt crew.

Braden is an extremely experienced bounty hunter with an over twenty-five year career behind him. Active during the Great Galactic War more than a decade ago, his victories include Jedi Masters, Republic generals and an infamous crime lord named Nok Drayen. Despite this, he has never recieved the fame that he deserves. Now aging and retired, he seeks to pass the torch of his knowledge to a new generation, and is pinning his hopes on you to continue his legacy. He is also a father figure to the orphaned slicer Mako, who he rescued from the Nar Shaddaa underworld to join his team.

Tools of the Trade | HUNTER Class Quest

Summary: You get class training.

Xenteel in the Poison Pit Cantina tells you that he and his partner Zinny train and supply bounty hunters, and recommends that you visit Zinny in their shop for training. Zinny teaches you some new skills.

The Last Flight | HUNTER Class Quest

Summary: You kill Vexx as he attempts to leave the planet. You return to find that your crew, except for Mako, have been murdered by a rival Great Hunt competitor named Taro Blood.

You return to find Mako, Braden’s prodigy hacker, asking to go on more missions in the field. Braen and Jory are pleased with the skill you showed retrieving Vexx’s datapad and Braden has been laying groundwork for you in Nem’ro’s Palace. Mako cracks the datapad and finds a receipt for a shuttle ticket, bought today. You have to move fast to cut Vexx off at the spaceport and return with his ID tags. Your reward will be split evenly among your crew.

You blast your way into Jiguuna Spaceport’s Hangar 01, defeating Vexx’s crew of mercenaries and thugs. That should send a message to the underworld that supporting outlaws is a bad idea with you around (Sending a Message | Bonus Quest). You find Vexx himself readying his ship for departure. He refers to himself as “dashing” and “the galaxy’s greatest quick-draw artist”. You prove him wrong by shooting him before he finishes talking. Even if you offer him the chance to surrender he forces you to kill him.

You return to your crew at the Poison Pit only to find a terrible sight awaiting you. Braden and Jory have been murdered! Mako was elsewhere and survived. She arrives back at the same time as you and, in her grief, initially suspects your involvement. After you convince her to calm down, she checks the surveillance logs for the room and unearths a recording of what happened.

The recording shows that Braden and Jory were killed by a Mandalorian named Taro Blood. 10 years ago, Taro Blood lost the Great Hunt and was nearly crippled for his efforts, so he has turned to cheating. He has already eliminated two of his rivals, a Twi’lek vibroblade master from Ord Mantell and a Chiss droid builder and explosives expert by killing their support crew and now he has done the same thing to you. He is so much of a coward that he left the room and had his lackey, Sedyn do the deed.

HUNTER LORE - Tarro Blood

Summary: Tarro Blood is a skilled but arrogant Mandalorian mercenary who lost the Great Hunt 10 years ago. He is willing to cheat for a second chance at victory.

Tarro blood was born to nobility on Alderaan, but chose to pursue fame and glory as a Mandalorian mercenary. Training under a famed Mandalorian champion, Hedarr Soongh, Tarro became a skilled warrior and a favourite to win the Great Hunt 10 years ago. Unfortunately, he acted like such an arrogant upstart that the other Mandalorians in the competition banded together to stop him, almost killing him during the competition and causing him to leave the public eye for nearly a decade, missing the next Great Hunt entirely. Now he is back, and willing to do anything to win his second attempt at the tournament, including cheating and sabotaging his competitors by attacking their support teams.

Dreams of Korriban | EXPLORATION Quest

Summary: You help a Sith reclaim her son for training on Korriban, or help his father hide him.

A Sith named Gianna approaches you in the Poison Pit Cantina. Her husband has taken her force-sensitive son, not wishing him to be trained as Sith. She believes her son’s rightful place is at the Academy, not running errands for a Hutt like his dropout failed Sith father, and she needs someone to bring him back. A comm officer at the local spaceport, Mekks, owes her a favour and has told her that her husband and son are both there preparing to flee the planet.

In the spaceport you speak to Mekks who points out Kendrel, Gianna’s husband, and their son Zi’am. Kendrel refuses to sacrifice Zi’am to the Sith and Zi’am confirms he wants to stay with Kendrel.

You now have a choice: You can insist Zi’am goes to Gianna and kill Kendrel in cold blood. If you do this, Gianna is grateful and pays you. She couldn’t care less that you killed her husband, believing Zi’am’s grief and hatred will assist him in becoming Sith. She later informs you that Zi’am has begun his training at the Sith Academy under Overseer Harkum. Alternatively you can let Kendrel and Zi’am leave to begin a new life, lying to Gianna that you convinced them to go to Korriban as she wanted. She believes you and pays you as promised.

Dearth Mark: Fa'athra's Gang | EXPLORATION Quest

Summary: You kill some Fa’athra gangsters for a bounty.

In the Poison Pit cantina you interact with a Nem’ro Bounty Droid which insists on playing a recorded message from Nem’ro himself. Nem’ro wants someone to eliminate the followers of Fa’athra from the streets of Jiguuna. You kill the Fa’athra gangsters and street captains and are granted your bounty.

Gang Warfare | EXPLORATION Quest

Summary: You help a man named Lew Brell recover his brother from a street gang, or let the street gang bribe you into saying he is dead.

In the Poison Pit cantina, a man named Lew Brell welcomes you to Hutta, warns you to watch your back, and advises you to leave. However, he offers to help you build a reputation with the local gangs if you help him.

Brell used to work for Nem’ro’s gang and spent 10 years trying to escape the life. Now his younger brother is following the same path and he wants to get him out. His best chance is an appeal to the gang’s leader, an old friend named Rex Geer. However, Nem’ro’s rival, Fa’athra, has Rex and his men pinned down and Brell needs someone like you to reach him. He offers you payment if you convince Rex to let his brother go.

You fight you way to Geer’s House where Brell’s brother, Cam, sits in a cage awaiting questioning by Nem’ro. While acknowledging your skill, Rex refuses to release Cam, who apparently turned traitor and tried to join Fa’athra’s thugs the first time he was shot at. He offers to pay you off if you return to Lew Brell and tell him his brother is dead, but you can easily convince him to let Cam go with some mild threats. As the rest of the gang would not thank you for freeing a coward, Rex suggests you leave before they find out.

If you were paid off and left Cam to his fate, Lew is disappointed and is reluctant to believe your lies about arriving too late. He tells you to get out of his sight and refuses to pay you.
If you let Cam go, Lew has already heard from him and is planning to leave Hutta as soon as possible, fearing that Nem’ro’s rivalry with Fa’athra might lead him to restrict shuttle access. He thanks you profusely and warns you again to be careful on Hutta.

LORE - Evocii

Summary: The Evocii are Hutta’s original natives, now used as slave labour by the Hutts.

The Evocii are Hutta’s original native sentient species. Over 10,000 years ago they were a relatively primitive race who called the planet Evocar. The Evocii maintained a tribal society, with married couples acting as paired chieftains. Eager to acquire advanced technology, they unwisely traded Evocar’s land away to the Hutts. Following the destruction of their own homeworld of Varl 11,000 years ago, the Hutts legally cashed in their debts and annexed the planet, making it the center of their reformed civilization.

Less legally, they supplanted the helpless Evocii and shuttled most of the race to Hutta’s fifth moon, Nar Shaddaa, where they were used as slave labour in the construction of the famous vertical cities. Those Evocii who remained on Hutta live in awful conditions of poverty, surviving in primitive enclaves dotted among the malignant swamps, their rich tribal culture largely forgotten. From time to time uprisings are attempted against the Hutts, all without success, and the Evocii and their world remain an unsung tragedy in the annals of Galactic history.

A Slight Lean | EXPLORATION Quest

Summary: You scare an Evocii work camp enforcer back in line for an Evocii Administrator.

In the cesspit of a cantina inside Nem’ro the Hutt’s palace, you encounter an Evocii named Morsel. Nem’ro has thugs enforce order in his Evocii work camps, and Morsel has the job of keeping the thugs in line but they won’t respect the authority of an Evocii.

He wants you to go threaten the enforcers so that they play ball in the future. You travel to the swamps outside Juguuna and visit the Voam Evocii Village in the work camps. It doesn’t take much to scare the Chief Enforcer, and Morsel pays you some credits as a reward, telling you that he received a very polite holo from the enforcer to boot.

To Boom or Not to Boom | EXPLORATION Quest

Summary: You assist one of two people get their hands on Nem’ro’s spice. Either a dealer, or a smuggler working for the Empire which can use the spice to treat wounded soldiers.

You speak to a former cook turned spice blender and dealer named Getzo in the cantina in Nem’ro’s palace. He says that you are the most exciting person to come through all day and he wants to work with you. He’s fresh out of stock because he was outbid on Nem’ro’s spice by a rival smuggler, Nokril, who offered Nem’ro his favourite snack, rare Adegan eels.

He wants you to destroy the smuggler’s status and bargaining power by frying his eels in their tank with an electromagnetic pulse device while he speaks to Nem’ro. You travel to Nokril’s nearby hideout and fight past his guard droids before planting the pulse device on the eel tank.

Nokril contacts you via holo, having been tipped off by a silent alarm. He tells you that he is working for the Empire. The Empire has discovered a method of processing spice into painkillers which can be used as an alternative battlefield treatment where kolto is scarce. He offers a bribe if you leave his eels alone and tell him who hired you. If you do so, he asks you to meet him in Nem’ro’s cantina. If you refuse, he expects the Empire to kill him for failing to secure the spice and threatens you with consequences should you meet him again.

If you planted the bomb as planned, Getzo triggers it by remote and pays you. He can also be persuaded to give you hazard pay for messing with an Empire-aligned smuggler. If you agreed to Nokril’s proposal then he appears in the cantina and Getzo realises that you double-crossed him. He wonders what the galaxy is coming to when criminals can’t trust one another, but backs off quickly and promises to stay out of Nokril’s business after Nokril threatens to make him eat his own eyeballs. Nokril then pays you for your assistance.

LORE - Bog People

Summary: Exiles and vagrants eek out a meager living in Hutta’s bogs, suffering from toxin-related illnesses.

Non-Evocii bog people also eek out a pitiful existence in the toxic swamps. These can be outcasts and exiles even by the standards of Hutta’s criminal element, or sometimes just people with nothing left and nowhere else to go. Despite their best efforts to survive, no-one can escape the changes wrought by living submerged in toxins and poison and many bog people suffer from paranoia, delusions and all manner of physical ailments.

Subverting Karrels Javis | AGENT Class Quest

Summary: Keeper orders you to turn Karrels Javis to the Empire. To make him a more valuable double-agent, you bolster his standing in the eyes of Nem’ro by helping him recover a shipment of ore from an Evocii village. Keeper warns you to watch out for Kaliyo Djannis, another of Nem’ro’s Lieutenants, who has a reputation for ruthlessness and betrayal.

Keeper informs you that Nem’ro has been successfully bugged and that you are to recruit Karrels Javis to the Empire. Unfortunately, Javis is in disfavor with Nem’ro and Toth’lazhen is the rising star. Keeper knows that Javis will be a more effective double agent if Nem’ro favours him, and he wants you to help bolster his standing. He mentions that Darth Jadus himself, a member of the Dark Council, has taken an interest in this operation.

Returning to Fa’athra’s suite, you encounter a Zabrak named Dheno Rey who claims to be an old friend of the Blade. As he has met the real blade, he knows that you are an imposter and attempts to blackmail you. You can pay him off in which case he leaves, or you can silence him permenantly to protect your mission.

Karrels Javis believes that the Red Blade is part of a dying breed of independent criminals but that Hutt territory will soon be fought over by the Republic and the Empire. He believes the Empire will prevail and asks for your opinion on the wisdom of doing business with it. You can take the opportunity to encourage him and offer to work with him.

He tells you that a shipment of rare ore has gone missing in the Evocii swamps and Nem’ro blames him. He wants you to speak to Chief Odeph at the work camp set up for the Evocii outside Jiguuna by Nem’ro. Odeph was supposed to talk to the Evocii tribes about returning the ore but didn’t.

You travel to the Evocii work camp to find one of the overseer thugs ‘interrogating’ Odeph, who is also the leader of the Evocii Voam clan and village. You can ask how things or going or you can dismiss the thug and sweet talk or threaten Odeph yourself. Either way he willingly tells you that other Evocii tribes stole Nem’ro’s minerals to use in the construction of weapons and machines. They are keeping them in a viillage in the swamps. Odeph tried to get them back but the tribes were adament. He tells you this because he wants peace and believes Nem’ro is the best master they could hope for.

You travel to the Evocii village in The Bog, and recover the crates of ore, killing many renegade Evocii in the process (Sending a Message | Bonus Quest) and head back to Nem’ro’s palace.

On your way back to Karrels Javis, you are interrupted in Nem’ro’s private suite by yet another of his lieutenants, the rattataki Kaliyo Djannis, who is in charge of his troops and palace defences. She asks for your time and questions you on the murder of Dheno Rey. You can flirt with her as she tells you that she’s going to enjoy keeping an eye on you.

Karrels is talking with Toth’lazhen about Fa’athra’s latest attempts to undercut Nem’ro’s gas mining operations when you interrupt to tell him about the ore shipment. He wants to talk about doing more work together later. You head back to your suite in the palace and contact Keeper from the holoterminal.

Keeper congratulates you on assisting Karrels Javis in regaining Nem’ro’s ear. He monitored your meeting with Kaliyo and warns you to stay on your guard. Intel has identified her as freelance assassin, enforcer and anarchist who has worked for a dozen employers in half as many years under multiple aliases. He notes that if she is only working with Nem’ro for the credits, she may be useful in the future.

Big Chief | HUNTER Class Quest

Summary: Seeking revenge on Taro Blood, you meet with Nem’ro the Hutt who agrees to consider sponsoring you in the Great Hunt if you perform some assassinations for him. First, you deal with Huttsbane, a rebellious Evocii.

You and Mako decide that your best chance at revenge is by gaining entry to the Great Hunt as planned. Braden spent all of the group’s credits getting to Hutta so you need Nem’ro’s sponsorship even to leave the planet. Since no-one is aware that Braden is dead, The meeting he arranged with Nem’ro should still be honoured. Together you decide to enlarge your reputation by killing some of the leaders of the street gang managed by Nem’ro’s rival, Fa’athra.

You head through the streets of Jiguuna and kill the Fa’athra Street Captains, before entering Nem’ro’s seedy palace on the edge of town and seeking an audience. Though pleased that you have cleared out the town, Nem’ro correctly suspects that Mako has exaggerated your reputation and will not grant you sponsorship outright. However, he offers you the chance to prove her right by completing a series of assassination tasks.

First, he wants you to bring him the head of a rebellious Evocii named Huttsbane who has been raiding his holdings from a village in the swamps. His Houk enforcer Carnus warns you that Huttsbane once raided a palace and killed a powerful Hutt and his captains. Before you leave, you introduce yourself to Nem’ro’s quirky and friendly twi’lek paymaster, Juda.

In the swamps outside Jiguuna, you fight your way past the renegade Evocii (Keeping Them in Line | Bonus Quest) and find Huttsbane in the Baratatta Evocii Village deep in The Bog, where he accuses you of butchery. The Baratatta Spirit-Leader, tries to appeal to your sense of honour by explaining that Huttsbane is a warrior fighting for the birthright of his people. He asks that you present Nem’ro with the head of an already-dead Evocii, allowing Hutsbane to continue to fight for his people in secret. Huttsbane tries to dissuade him from making this deal, finding it dishonourable, but aquieses to the wisdom of placing survival first. You may warn him never to return and take the head offered, or you can stick to the plan and kill Huttsbane, the Spirit-Leader and several Evocii who join in their defense, and take his head for real.

Mako contacts you via your personal comm unit, she has discovered that Tarro Blood is even more of a cheat than he appears. Apparently he’s buying off the other Mandalorian competitors in the Great Hunt so they won’t gang up on him like they did 10 years ago. She also tells you that while burying Jory and Braden, she noticed someone following her wearing a white death’s head bone mask.

Whichever head you ended up with, you head back to Nem’ro’s Palace.

Notes: Talking to Juda isn’t technically part of this quest chain, but it’s unmarked and unnamed so I included it here.

Trophy Hunter | EXPLORATION Quest

Summary: You track down a man who is hunting Evocii for sport and convince him to stop, kill him, or accept his bribe to turn a blind eye.

In the squalor of the Evocii work camps, you meet a Twi-lek trader named Var’soonta. He explains the condition of the Evocii, that they are generally naive and that the Hutts expect them to work in terrible conditions to earn their own plot of toxic land. At first he assumes you are there looking for cheap labour but either way is glad to meet someone “who doesn’t live in the mud”.

He trades useless junk to the Evocii, and considers them smelly savages. His Evocii helper, Imot, asks if you have heard of the ‘Black Death’, a man who is apparently hunting Evocii for sport and collecting their ears and teeth as trophies. This is a concern of Var’soonta as well as he is losing his customers and he offers to pay you if you can find this Black Death and convince him to stop, killing him if necessary. He tells you to look for a vehicle parked in the swamps surrounded by security droids.

You find the vehicle in the swamps to the South and destroy the hunting droids guarding it (Hunting Party | Bonus Quest). When you try to open the speeder’s cockpit, the Black Death himself appears. He is a somewhat overweight Czerka Corporation beaurocrat named Horell on a personal retreat. Addressing you with a supremely arrogant tone, he calls the Evocii animals and boasts of his Imperial connections before offering to pay you if you leave him alone. You can either take his bribe or scare him into leaving by telling him Nem’ro is angry with him for killing his labourers. In this case he gets apologetic quickly. Alternatively, you simply kill him.

If you killed him, Var’soonta considers your methods harsh but has no complaints. Imot tells you you will be celebrated at the Evocii’s campfires that night for avenging his people. If you convinced the Black Death to leave, Var’soonta praises your negotiating abilities while Imot regrets that you let him live. Either way you get paid and go on your way. If you took the Black Death’s bribe, Var’soonta thanks you for nothing, mentioning that his customers are still running scared.

Protection | EXPLORATION Quest

Summary: You help a farmer avenge his brother’s murder.

At the Speeder Bike Outpost East of the Evocii Work Camp, a man named Donal is raging to a woman named Leah about avenging his brother’s death. He initially mistakes you for a Fa’athra thug sent to shake him down, but calms down when Leah suggests you can help. A couple of months ago, Donal’s brother and his family started a farm on the other end of the swamps, near Fa’athra the Hutt’s palace, but when he failed to pay protection money, Fa’athra’s goons killed him and his family.

Donal, needing to pay his own protection money, had nothing to spare to help. The thugs now camp out at his brother’s farm, having left his body for the birds. If you take his revenge and show the murderers that the people of Hutta can stand up for themselves, he offers you a cache of valuables that his brother stashed in his farmhouse.

At the abandoned farm in the River Lands, you clean out the Fa’athra goons and retrieve the hidden lockbox from its hiding place behind a vent high on a wall inside the abandoned farmhouse. You bring it back to Donal who opens it for you, expressing hope that you killed many thugs to get it.

Tech Jealousy | EXPLORATION Quest

Summary: You recover a Fa’athra droid datacore for Nem’ro.

While travelling in The Bog, South-East of Jiguuna, you stumble across a dead Rodian with a datapad. The pad contains information on a public bounty offered by Nem’ro to anyone who can destroy an advanced gas mining droid belonging to his rival, Fa’athra. He wants someone to retrieve a datacore from one of these droids and take it to a Doctor Terrab in the Evocii work camp.

You travel South through until you find a mining droid, destroy it, and retrieve the core. Doctor Terrab is studying how the Evocii survive in such horrendous pollution, and is annoyed at the distraction. Nonetheless he pays you and promises to look at the technology for Nem’ro.

LORE - The Old Muckworks

Summary: The Old Muckworks is a chemical processing facility.

The Old Muckworks is a large chemical processing facility located near the town of Jiguuna. It’s primary purpose is to derive useful compounds from the waste and pollutants dumped into Hutta’s swamps. A fortunate side effect of this process is that just enough toxic waste is filtered out of the environment to prevent Hutta from becoming completely uninhabitable.

The Man with the Steel Voice | HEROIC Quest

Summary: You help an old man purify a river at the cost of mutating the river beasts, or help a Twi’lek villager prevent him from doing so.

In the Evocii work camps you run across an old man named Geric who speaks with a vocoder. After forty years of working in the factories by the nearby river, his lungs are ruined and his spine is bent. Before he became an invalid, he set up a pollution treatment system to clean the river. The Hutts, whose industry is the source of the pollution, would rather it remain where it is. Geric claims that local settlers eventually drove him out after the Hutts paid them and lied about his work.

The river requires only one more treatment to be purified and Geric wants you to administer it. You take his canister of purifying chemicals and head to the Old Muckworks, fighting past renegade Evocii to find the filter station.

At the filter station you find a Twi’lek, Bow La. She tells you that Geric’s chemicals have the unfortunate side effect of mutating the water beasts, causing them to rampage through anything built near the river. Geric is apparently well aware of this and cares not. She wants you to smash the valves in the filter station so that no-one else can release anything through it. She considers a dirty river preferable to rampaging monsters.

If you do as she asks, you must seek out four filter control valves in the nearby area and destroy them all, whereupon she gives you a small payment and her thanks. If you continue with Geric’s plan, then you only have to access the station next to you and deploy the chemicals (angering Bow La), before returning to Geric.

If you purified the river over Bow La’s objections, Geric is unconcerned about the monsters, believing that anyone with a problem should leave or die. Ethical concerns aside, he rewards you with a map to some special items he hid in The River Lands North-East of Jiguuna when he was younger, which you retrieve.

Notes: Geric has been entirely removed from the game, and this quest is now accessed through a terminal at Jiguuna Spaceport.

Hostage Situation | HEROIC Quest

Summary: Evocii have taken over a factory. You rescue the workers.

Foreman Rhamm of the Old Muckworks can be found outside the Muckworks complex. Some renegade Evocii have appeared out of nowhere and taken over Nem’ro’s most important factory. He managed to escape but the Evocii have taken most of his workers hostage. He could charge into the Evocii with a stick of detonite and bolt gun… but he’d rather you dealt with the problem for him. Preferably before Nem’ro finds out.

You fight through the renegade Evocii in the factory (Clean Up The Factory | Bonus Quest) and use a security console on the second level to unlock the basement elevator on level one. You take the elevator to the basement, where you find the hostages confined behind a forcefield and the Evocii Mastermind, who you fight to the death. After releasing the hostages, you return to Foreman Rhamm.

Notes: Like all Heroic quests, the ending conversation has been removed.

Hostage Situation Cleanup | HEROIC Quest

Summary: You blow up the first Evocii starship, dashing their hopes of rebellion.

Foreman Rhamm has figured out how the Evocii captured his factory in the first place. Improbable as it seems, they built a starship and landed it on the roof. Right now, the ship is stranded due to mechanical failure so you have the chance to blow it up. He has a stick of detonite that ought to do the job, though getting to the factory roof won’t be easy.

You climb a nearby hill and carefully proceed across some pipes and gantrys, fighting Evocii reprogrammed turrets (Clearing the Path | Bonus Quest) and forces all the way, to reach the factory roof. Here, you defeat the Evocii leader, Baranj the Starseeker, and his reprogrammed turrets before destroying the Evocii starship by planting the stick of detoninte inside an access panel. Foreman Rhamm is very relieved that you saved his skin and offers his repair skills should you ever need them.

Notes: Like all Heroic quests, the ending conversation has been removed.

LORE - The Rust Yards

Summary: The Rust Yards is an industrial complex recently taken from Nem’ro by his rival, Fa’athra.

The Rust Yards is an industrial complex located near the River Lands and the Eastern Grime. A mass of decaying, repurposed factories that respond to needs as they arise, Fa’athra the Hutt is currently attempting to poach this area from his rival Nem’ro and has occupied it.

Economies of Scale | AGENT Class Quest

Summary: Keeper sends you to disrupt a Fa’athra gas mining operation in the Rust Yards, preserving the gas for Nem’ro and the Empire. Karrels is impressed by your work. You find two men bugging your room and kill them.

The Empire wants access to the shvash gas that Nem’ro is refining on Hutta, but Fa’athra the Hutt, his rival, is tapping the same gas pocket and trying to steal his supply. Buying the gas from Fa’athra is not an option as he cannot refine it to the degree necessary for use as a precision explosive. Keeper wants you to travel to the Rust Yards and destroy Fa’athra’s mining operation by sabotaging the drill shaft. He also tells you that Darth Jadus is increasingly interested in your work and may punish or reward you according to your degree of success.

After taking the necessary explosives from your room where they already been delivered by Imperial Intelligence, you travel to the Rust Yards and fight or sneak your way inside the Gas Mining Facility. Inside, you kill one of Fa’athra’s industrial guards and steal his uniform, which you use to bypass the security indetification system outside the drill chamber. Inside, you open the cover to the mine shaft and thrown your explosives down it. This collapses the gas pocket and also summons some security and mining droids, which you defeat. You return to Karrels Javis.

You interrupt Karrels talking with Kaliyo, who leaves. He tells you that Nem’ro’s troops are saced of her and that Nem’ro enjoys watching her get under his skin. Karrels questions you about the mine explosion. Whether you admit to it or not, he knows you are responsible and tells you to go to your room where he has left something for you. He expresses a wish for his sons (who work as free traders in Imperial space) to meet you if you are on Hutta long enough.

In your suite in the palace, you walk in on two men, Targen and Luunti, attempting to bug your room. Targen admits that they are freelancers who were paid well, but since you interrupted them, they attempt to kill you. After defeating them you claim Karrels’ gift, a Hutt Gangster’s Knife, from a nearby container (Karrels Knife Reward | Reward) and contact Keeper via the holoterminal.

Settling Accounts | HUNTER Class Quest

Summary: You continue to gain favour with Nem’ro, by killing his treacherous former accountant Yalt (or helping him fake his death).

Nem’ro welcomes you back but tells you your next target will be harder to find. He wants you to kill his ex-accountant Yalt who now works for Fa’athra in the Rust Yards, and to show his severed head to his wife who encouraged his disloyalty. You can express disapproval but have little choice if you want Nem’ro’s sponsorship. On the advice of Nem’ro’s enforcer Carnus, you pick up the bounty on Huttsbane from Nem’ro’s paymaster Juda before leaving (Big Chief: Huttsbane Reward | Reward).

You travel to the Rust Yards, fighting your way through Fa’athra’s forces, and disable the security protecting Yalt by disabling three generators in the factory grounds. You then proceed to the room where Yalt has barricaded himself on the second level of the nearby Gas Mining Facility, and kill Fa’athra’s guards.

Yalt, an old man, begs for his life and explains that Fa’athra offered him too many credits to turn down before refusing to pay and forcing him to work in the Rust Yards by threatening his wife. He offers to crash Fa’athra’s accounts for Nem’ro (and divert some credits to you) if you let him take his wife and leave the planet. Your choice. You can also have him crash Fa’athra’s accounts and still kill him afterwards.

You return to Nem’ro’s palace. If you have Yalt’s head, you find his wife in her private booth at Nem’ro’s cantina and show her, causing her to flee screaming. As you approach Nem’ro’s throne room, you are ambushed by a Rodian bounty hunter, Nails. She calls you a fraud and reveals that Tarro Blood sent her to kill you. He has promised her entry to the Great Hunt on the condition she let him win. Apparently there is no end to his self-serving cheating. She won’t back down so you are forced to kill her. Regardless of whether you let Yalt live or not, Nem’ro believes that his wife left town because you killed him. If you let him crash Fa’athra’s accounts, Nem’ro is doubly pleased.

Factory Recall | HEROIC Quest

Summary: You shut down one of the factories that Fa’athra stole from Nem’ro in the Rust Yards.

Gedron Hix, a Twi’lek, can be found in the River Lands West of The Rust Yards near one of Fa’athra the Hutt’s factories. Nem’ro the Hutt has paid him to look into the factory which used to be his until Fa’athra stole it and began using it to make weapons to use against him. He offers to pay you well if you can shut the factory down.

On his suggestion, you enter the nearby Sewer Maintenance Tunnels, where you fight your way past Fa’athra’s tunnel rats, scavengers, trained beasts and security forces (Clearing Out The Tunnels | Bonus Quest) and shut down some crucial junction boxes. Emerging in the factory grounds, you fight your way inside the main compound and enter the mining operations building. Inside, you defeat Fa’athra’s industrial engineers and security droids and destroy the fabrication units, rendering the factory inoperable. Gedron Hix is pleased; Fa’athra will think twice before he muscles in on Nem’ro’s business interests again.

Notes: Gedron has been entirely removed from the game, and this quest is now accessed through a terminal at Jiguuna Spaceport.

Spicecraft Down | EXPLORATION Quest

Summary: You recover some lost spice for Nem’ro.

While travelling in the River Lands near The Rust Yards, you find a corpse with a datapad. A smuggler delivering spice to Nem’ro was shot down in the swamps. Nem’ro’s specialist spice buyer, a Rodian named Tivlik, charged the smuggler to recover the shipment and ensure its arrival. The dead man is evidently the smuggler or someone working for him.

You take on the job, anticipating payment, and gather the spice canisters strewn in the toxic river near the wrecked spaceship. Mutated chemiilzards lurk in the area and, expecting gratitude should Tivlik or Nem’ro plan further salvage operations, you clear them out (River Monsters | Bonus Quest).

You return the canisters to Tivlik at the Speeder Bike Outpost near the Evocii Work Camp. He is grateful for your service and tells you that you will always have friends in Jiguuna.

Subtle Sabotage | EXPLORATION Quest

Summary: You travel to the Rust Yards to make a delivery for Nem’ro’s engineers.

An ugnaught named Rudd in Nem’ro’s cantina has heard of your various exploits. He belongs to Nem’ro’s engineering corps and has been working long hours to find ways of sabotaging Fa’athra’s automated factories by introducing untraceable random variances.

He wants you to deliver an encrypted datapad containing the information to another ugnaught, Peblak, in the worker’s camp outside the Rust Yards in the Eastern Grime. Peblak gives you credits and tells you to go away and forget the whole transaction. Rudd compliments you and now Peblak must wait for a time to act on the information.

Industrial Raiders | EXPLORATION Quest

Summary: You assist an elderly couple loot power cores from the Rust Yards so they can buy food.

In a hut in the workers camp in the Eastern Grime, you meet an elderly couple called Rand and Ezra. Like most of the workers in the Rust Yard, they have been forced out of their jobs since Fa’athra the Hutt took over and have run out of food. They have survived by trading old power units left lying around in the Rust Yard complex for supplies. Ezra is trying to persuade Rand, who has already been shot in the leg by Fa’athra’s forces, from stealing more of them.

They beg your help, offering anything they have that can’t be traded for food. Rand warns you that after the power units are retrieved, they must be recharged at the energy station inside the Rust Yard which is how he got shot.

Fighting your way through Fa’athra’s thugs, known as rust runners, to put a kink in his production efforts (Stopping the Runners | Bonus Quest), you scour the grounds for exhausted power packs. You take them to the power station on level 2 of the Gas Mining Facility to charge them. Before you do, you are approached by a desperate Foreman who tells you that Hutts take their power reserves very seriously and that Fa’athra has threatened to execute his family if any more energy is stolen from the plant.

He is sympathetic to the settlers and proposes a compromise. What he really needs to do is discover who the settlers are trading with so he can shut them down. He will let you take the converters if you agree to include one with a tracking device inside and thanks you profusely for saving his family. If you refuse, he calls you heartless scum and has no idea what he will do.
Rand bet Ezra a week’s worth of chores that you wouldn’t return, but is just as pleased to be proven wrong. They both thank you and Rand leaves to trade the units for food.

Keeping Secrets | EXPLORATION Quest

Summary: You help one of Nem’ro’s agents free or silence a smuggler with knowledge of his operations who has been captured by Fa’athra.

Your reputation has reached the Twi’lek Kraay in the Workers’ Camp in the Eastern Grime. A Fa’athra patrol captured a Nem’ro smuggler, Zeven, with deep knowledge of Nem’ro’s operations. However, without realising who he was, they neglected to interrogate him and made him a common slave in the Rust Yards. Kraay has orders to seal this hole in Nem’ro’s security before Fa’athra the Hutt discovers it. Although you are usually asked to make holes in things rather than seal them, you agree to help.

As Nem’ro considers Zeven a useful asset, rescue is preferred. Kraay gives you his description; a green skinned Mirialan with tattoos and an excitable temperament. He suggests that you break into the Rust Yard’s Gas Mining Facility, use a device to deactivate Zeven’s slave collar and then free him. If the device fails, you are authorised to kill him as a last resort and retrieve the tracking chip from the base of his skull as proof.

You fight your way through the Rust Yard and the Mining Facility, killing Fa’athra’s industrial guards (Terminating Contracts | Bonus Quest) and take an elevator down to the slave pens where you open the door to Zeven’s holding cell. He knows why you are there, but won’t abandon his fellow slaves, with whom he has formed a bond, to torture and death. He refuses to leave until you use your device to deactivate their slave collars as well. After you do so, Zeven asks you to take out more of the guards to facilitate their escape and goes ahead of you to report to Kraay. Kraay considers the release of so many of Fa’athra’s slaves an unexpected bonus and you collect payment from both Kraay and the grateful Zeven.

Alternatively you can kill him in cold blood and leave the slaves to die. If you do this, Kraay is unconcerned, telling you Zeven understood the risks. Nem’ro will be pleased and you get paid anyway.

Change of Plans | AGENT Class Quest

Summary: Keeper tells you that a Sith apprentice has killed and wounded Karrels’s sons, sabotaging your efforts to turn him. Instead, you kill him and frame Fa’athra.

Keeper has bad news. Three days ago Karrels Javis’s sons, Vargai and Serjil, were involved in an altercation with a Sith apprentice in Imperial space. Serjil is dead and Vargai crippled. Karrels is certain to find out, meainng that his usefulness as a potential ally is at an end. Keeper wants you to eliminate him and frame the Republic. He gives you a doctored security jamming program that will unlock Karrels’s suite and turn off his security monitors so that you can kill him and his guards without being seen. Toth’lazhen, Nem’ro’s Twi’lek advisor already expects Fa’athra to seek revenge for the destruction of his gas mine, and should believe the Republic helped him achieve it.

You load the program into the console in the corridor between your room and Karrels’s, before taking out Karrels’s bodyguards and confronting him in his chambers. He has already heard of his sons’ misfortune. You can either kill him as ordered, perhaps expressing regret, or you can let him go in exchange for the life of his remaining son and a promise to leave his current life behind. Either way, Toth’lazhen and Nem’ro believe him killed by Fa’athra and you overhear Nem’ro ordering Toth’lazhen to find out how. Toth’lazhen is surprised to see you alive, believing you killed in the attack on Karrels, but offers you the chance to help him find out what happened by leveraging The Blade’s supposed underworld contacts. You return to your quarters to consult Keeper.

Later, you receive an email from Watcher Three, informing you that Vargai Javis, Karrels’ surviving son may prove a threat in the future and that plans may be underway to delay his recovery.

House Cleaning | HUNTER Class Quest

Summary: Nem’ro sets you up and tries to kill you in his beat pits but you survive and confront him.

Although trying your patience, Nem’ro sets you one more task, to kill his own beastmaster, who he believes is plotting against him. On your way to the Beast Pens, you collect the bounty on Yalt from Nem’ro’s paymaster Juda (Settling Accounts: Yalt Reward | Reward).

You take an elevator to the beast pit and then activate an alarm to summon the beastmaster. Nem’ro has set you up, the beastmaster has been told to kill you. He releases all the beasts in the pit as Nem’ro and his court laugh from above. You manage to kill Clawbane the Indomitable, a giant k’lor’slu and it’s larva, as well as the huge wraid Boneshatter the Ruthless, several akk pups and Fleshripper the Unkillable, a skinflayer, along with some young Vrblthers. The beastmaster is furious at Fleshripper’s death and you kill him too before returning to the throne room.

LORE - Fa'athra the Hutt and his palace

Summary: Fa’athra is a young upstart Hutt crime lord and the mortal rival of Nem’ro.

Fa’athra the Hutt is an upstart among the Hutts. Young by Hutt standards (less than two centuries old) and unwilling to build his power-base slowly, he believes in crushing his enemies with unstoppable force. He considers himself less a devotee of Cartel law, and more a disciple of ancient Hutt traditions abandoned by most of his species. There are even rumours that he is the last remaining member of a lost cult from the long destroyed Hutt homeworld of Varl.

In recent years he has become a rival and opponent to his fellow Hutt, Nem’ro, and hopes to take over his seat and territory on Nal Hutta from his palace in the Eastern Grime. Unlike the opulence of Nem’ro’s palace, Fa’athra’s is a fortress, with warfare and defense its primary purpose. Different mercenary groups patrol and information about the palace’s complete layout is compartmentalized, ensuring that no single betrayal can breach the defenses.

The New Truth | AGENT Class Quest

Summary: You and Keeper recruit Kaliyo Djannis as an agent and she joins you as a companion. You precure one of Fa’athra’s holodisks and plant a fake recording of a meeting between him and the Republic on it. You give your fake evidence to Nem’ro, who believes that Fa’athra is in league with the Republic and agrees to join the Empire.

Kaliyo Djannis is waiting for you in your quarters. She knows that you killed Karrels, and that you have been causing a ruckus on Hutta, and wants in on whatever plans you have. Whether you agree or not, Keeper interrupts via the terminal and offers to make her a well paid Imperial Intelligence agent, reasoning that her skills and attitude could be highly useful. She agrees and joins you as a companion from this moment.

Fa’athra the Hutt, Nem’ro’s rival, is paranoid and has recorded all of his business dealings onto holodisks. You and Kaliyo, now working together, are to break into the holoarchive in Fa’athra’s palace and load a fake recording onto one of the disks of Fa’athra meeting with Republic operatives. You will then bring the forgery to Toth’lazhen. With Nem’ro convinced the Republic are backing his enemies, he will turn to the Empire for support. You head to Fa’athra’s palace.

Fighting your way past Fa’athra’s mercenary goons and palace guard, you disable his security cameras to prevent him learning your identity or intent (Leave No Trace | Bonus Quest). Proceeding through the throne room to the palace’s second level, you kill his lieutenants to aquire the necessary access codes to the holo archive room. As you begin to access the archives, you are confronted by the Niemoidian Nohn Veyaiko, one of Fa’athra’s right hand men, and a squad of elite guards. Your companion, Kaliyo Djannis, was once approached by Nohn to join Fa’athra but turned him down. You resolve the situation one of several ways. You may simply kill them all in combat. You may threaten Nohn convincingly enough that he leaves you be, promising to say nothing to Fa’athra. Alternatively, you can convince him that Fa’athra killed Karrels Javis and intends for Nohn to take the blame, and then persuade him to defect and serve Nem’ro instead.

With Nohn dealt with, you resume the download. Kaliyo reminds you that the disk that you are using to carry the doctored recording contains a record of Fa’athra’s dealings and probably names all of his business partners in Jiguuna. When Nem’ro sees it, he will surely take bloody revenge on everyone and conduct a massacre. She advises that if you want to avoid such a scene, you could scratch the disk and erase the extra data. You can do so for the sake of peace, or you can consider it too much of a risk to the success of the forgery and decline. You head back to Nem’ro.

You give your ‘evidence’ to Toth’lazhen. He and Nem’ro fall for it completely, believing Fa’athra in league with the Republic. They indicate they will form an alliance with the Empire in response and reward you, or rather ‘The Red Blade’ handsomly. Keeper informs you that Nem’ro has already contacted Imperial embassies and that as a result, the Empire’s chemical and stimulant stockpiles will be almost doubled. Maybe now all of Hutta can be brought under Imperial control. He expects that Darth Jadus will be pleased with your work.

My Sponsorship | HUNTER Class Quest

Summary: Nem’ro has given his sponsorship token to another hunter. In exchange for taking her offworld, Mako helps you reclaim it for yourself.

Nem’ro unconvincingly claims that his deception was necessary for you to eliminate the beastmaster without causing problems among his entourage. He finally admits that he has already given his sponsorship token to another hunter. He suggests that you retrieve it by force, reasoning that either way he will end up sponsoring the best candidate. You visit Juda on the way out who gives you a large sum of money from Nem’ro, compensation, or bribe depending on your point of view, for the beast pit debacle (House Cleaning: Nem’ro’s Apology | Reward).

As you leave the palace, you are approached by Mako. Mako has discovered that the holder of Nem’ro’s sponsorship token is a trandoshan named Rarsk who burned a whole village alive on Dantooine. She tells you this in exchange for a promise to take her with you when you leave Hutta; she wants to be there when you find Tarro Blood. Reluctantly or not, you agree. She has intercepted a transmission between Rarsk and the bone-mask wearing figure she caught following her earlier.

Rarsk is collecting a bounty on a Republic scientist who is being held for him by Fa’athra the Hutt. She suggests that you break into Fa’athra’s Palace, get to the scientist first, and set a trap for Rarsk so you can obtain his sponsorship token. On top of that, Fa’athra’s underbosses all have bounties on their heads and you could both use the credits. Mako joins you as a companion at this point.

You travel through the swamps to the grounds of Fa’athra’s heavily guarded place and kill his three underbosses, Bashrar the Smuggler, Underboss Korkresh and Ortoggan the Mercenary (Additional Bounties Available | Bonus Quest). Entering the palace itself, you fight your way to the lab on the second floor where the Republic Scientist, Albea, is being held and kill Fa’athra’s kidnappers.

Albea has no idea why she has been kidnapped and is distressed by the knowledge that a bounty hunter is on his way to take her to the Empire. Rarsk arrives while you are trying to convince her to be your bait. He offers to let you go if you turn Albea over to him. You kill him. Now you have a choice, Albea is still a bounty and if you want you can collect on her by killing her in cold blood. Mako strongly disapproves and calls you disgusting if you do this. Alternatively you can let Mako give her a blaster and point her at the shuttle port. If you let her go, she later mails you from Coruscant where she arrived safely. She thanks you again and wishes you luck in the Great Hunt. You return to Nem’ro.

HUNTER COMPANION - Mako

Summary: Mako is a young streetwise hacker and your faithful sidekick.

Mako is a young streetwise orphan and master slicer who worked freelance on the streets of Nar Shaddaa before she was rescued by Braden. A prodigy, she had mastered many programming langauges by the age of 7 and at 8, she crashed the accounts of her orphanage that tried to sell her and escaped with a large amount of credits. Aged 15, she was working for the Hutts on a job that went badly wrong and ended up in an alley covered in blaster burns where she was found by Braden.

A key part of his crew and practically raised by him ever since, she has come to love the codes and underground culture of the bounty hunting world. her information gathering skills are a major asset. Although she loved Braden dearly, she yearns for a more independent role. She has a mercenary streak, dislikes bullies, cruelty and snobs and respects both professionalism and kindness.

Return of the Warrior | EXPLORATION Quest

Summary: You help free a Mandalorian who was frozen in carbonite by Fa’athra.

In the Jiguuna market, you encounter a human man named Burnok. Burnok is in the market for a merc with business savvy to help him free one of his friends from Fa’athra the Hutt’s dungeon. He offers payment and a bonus if you keep a low profile.

The man in question, Oren, is a world-class Mandalorian Jedi killer who was betrayed by Fa’athra’s lieutenant. The Lieutenant told him of a hidden cache of valuables in the palace but when he broke into to steal them, the Lieutenant and Fa’athra had him frozen in carbonite and hung as a trophy on Fa’athra’s wall. If you can fight your way into the palace and thaw him out, Burnok will be right behind to help him escape.

You fight all the way through Fa’athra’s forces to Level 2 of his palace, where you defrost Oren. He is blinded by hibernation sickness and has an abundance of pride, annoyed that Burnok risked his safety to help and annoyed by your assistance. He quickly calms down and apologizes and by way of payment he gives you the key to Fa’athra’s stash and stays put to wait for Burnok to come get him.

After retrieving the stash, which is guarded by Gajoru the Vault Guardian, you return to Jiguuna and Burnok. Burnok is very appreciative of your help, and tells you that Oren is doing OK. He pays you and tells you they’ll buy you a drink should you meet again.

Unfinished Business | EXPLORATION Quest

Summary: You help Nem’ro’s agents bug some cleaning droids so he can map out Fa’athra’s palace.

By the road leading to the grounds of Fa’athra’s Palace, you meet a man named Cy Krolo. Seeing that you are crazy enough to be heading to the palace, he asks if you want to make some credits. He and his partner were trying to attach transmitters to the cleaning droids within the palace on behalf of Nem’ro. In tracking the movement of the droids, the entire palace could be mapped out and any secret entrances or hidden chambers discovered.

His partner managed to sneak in disguised as a maintenance worker and planted the trackers, but his cover was blown and he was killed before he could activate them. Knowing that Nem’ro will likely kill him if he fails, he offers you everything he has to finish the job. All you have to do is find the cleaning droids and flip a switch on their transmitters.

You fight your way into Fa’athra’s Palace past his substantial guard force (Finish Some More Business | Bonus Quest), and locate the three cleaning probes, F7, G44 and X101, spread throughout the main level of the palace. After activating the transmitters, you return to Cy Krolo. The transmitters are broadcasting perfectly and he pays you as promised.

The Rancor Egg | EXPLORATION Quest

Summary: You help Nem’ro’s beastmaster steal a rancor egg from Fa’athra.

In Nem’ro’s cantina, you speak to Nem’ro’s beastmaster, a portly Twi’lek named Urgrec. Owning a rancor is a status symbol among the Hutts and Nem’ro wants to acquire one. As capturing a live rancor is almost impossible, Urgrec wants you to steal an egg that Fa’athra’s beast master has somehow acquired. He also wants you to destroy the eggs of the other creatures in Fa’athra’s menagerie to teach his tamer a lesson.

You travel all the way across the swamps to Fa’athra’s Palace and fight your way down to the beast pens on Level 3. Paying special attention to the chemilizards (Lizard Hunting | Bonus Quest), you kill the vicious beasts in the pit and destroy their eggs. At the far end of the pen, you find the rancor egg in its incubator and steal it.

You take the egg to Urgrec, no doubt happy that to get rid of it as it is already cracking. You get paid and Nem’ro will be happy which means everyone is happy. However, if you speak to Urgrec again, he tells you that he has an even bigger problem: Nem’ro is after a Sarlacc!

Nothing is Ever Easy | AGENT Class Quest

Summary: Enroute to Jiguuna Spaceport you are informed that the real ‘Red Blade’ has arrived on Hutta. You kill him in his hangar to protect your cover.

Keeper orders you to meet him at Imperial Intelligence headquarters in the Citadel on Dromund Kaas for your debriefing. Kaliyo is also asked to accompany you. Keeper mentions that Nem’ro won’t be the first employer that Kaliyo has walked out on or betrayed, piquing your interest.

As you enter Jiguuna spaceport, you are contacted by Jheeg, the alien contact you assisted you at the start of your mission. Unfortunately, the real Red Blade has arrived suddenly on Hutta and could blow the entire operation. You cut him off and confront him in Hangar Bay 02. He recognizes you as the one who killed his men, the pair you caught bugging your quarters in Nem’ro’s palace. He asks for an explanation as to why you are using his name.

You can attack him outright, or if you wish, you can convince him that you were blackmailed, or that you took his identity as a form of hero worship. If you persuade him, he gives you his gun as a mark of respect before you fight (Red Blade Gun Reward | Reward). He also makes a cryptic comment about being, “One of the Blades” but refuses to explain further. Either way you are forced to kill him.

Leaving Hutta | AGENT Class Quest

Summary: You take a shuttle to the Imperial fleet.

You leave Hutta by taking a shuttle to the Imperial fleet.

Escaping Hutta | HUNTER Class Quest

Summary: You meet with a representative of the great hunt who acknowledges your sponsorship and bids you travel to Dromund Kaas for further instructions. You leave Hutta with Mako.

Nem’ro is talking to the bone-faced alien (actually a kaleesh) who Mako saw following her. He introduces himself as Grataa, representative of the Great Hunt. He has been investigating Tarro Blood’s cheating but unfortunately, while dishonourable, his attack on your crew is not technically grounds for disqualification. Grataa will continue to monitor Blood and eliminate him if he breaks a direct rule, while cautioning you that you must behave within the rules yourself and not go after him directly.

He is on world to instruct Rarsk on how to join the Hunt, instructions he now passes to you. He gives you a shuttle pass and tells you to travel to Dromund Kaas, the Imperial capital and seek the Huntmaster in the Mandalorian enclave. You travel to the spaceport and board a shuttle to the Imperial Fleet, taking Mako with you.