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Class storyline order by planet for altoholics (and others)


Dawgtide

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Established a chronological playing order for anyone interested. It is not perfect and I welcome any corrections.

 

A. Opening planets and Coruscant/Dromund Kaas

 

Republic - Knight, Smuggler, Consular, Trooper

Empire - Hunter, Inquisitor, Agent, Warrior

 

 

Dromund Kaas - This is tied in somewhat in several places (Lord Grathan area which has to be happening simultaneously), but I found a few lines that helped establish a timeline order.

 

1D. Hunter - During the first target hunt to gain entry to the Great Hunt, it is mentioned the statue in the Jungle is nameless at this point. Later, the Hunter kills a sith apprentice at Lord Grathan's estate. Ultimately, all targets are finished with the hunter killing an Imperial Agent. He/she wins entry to the Great Hunt.

 

2D. Inquisitor - The Colossus is named at this point when Zash sends the apprentice to the Slave revolt jungle. Later, the inquisitor kills a scientist hired by Lord Grathan and ultimately kills Darth Skotia. Darth Thanaton appears at this point and the Inquisitor finds out he/she is a descendent of Lord Kallig. The first holocron is obtained for Lord Zash's plan.

 

3D. Agent - The slave revolt has been occurring for some time now. Varying terrorist connections are investigated including slaves and Theovar Mindak, who is sheltered by Lord Grathan. He is dealt with and the terrorists attack Darth Jadus ship, while the Agent is at the Dark Temple. He/she leaves to hunt the Eagle network.

 

4D. Warrior - We find out that Lord Baras actually started the slave revolt. The Warrior kills the slave leaders and then kills Lord Grathan. (This effectively should end a couple of storylines on the planet.) He/she obtains the ravager and heads out to find the Jedi Padawan for Lord Baras.

 

Coruscant - Very few tie-ins are present here, but I tried to establish a loose timeline to do a chronological order for the original planets and then Coruscant.

 

1C. Knight - General Varsuthra mentions that the Republic is working on a secret weapons project here. Lord Tarnis the Sith traitor is killed, but the Empire finds the secret weapons facilities indicating their start here in the Works.

 

2C. Smuggler - Skavak tries to sell a counterfeit Ruby to the Empire who are in the Works now. Skavak had sold Rogun the Butcher's guns as well by this time (to the Empire?). The Smuggler gets the ship back and leaves to find Nok Drayan's fortune.

 

3C. Consular - The Consular arrives to find a cure for his/her Master. He/she does this, but ends up killing Lars Braddeg, who is working for the Sith Plaguebearer. Jedi Council members have arrived on Coruscant by this time and send the consular to help others.

 

4C. Trooper - General Garza appears and wants the Trooper to cut off supplies to the Havok defectors. Jak Kardan is found and is working with justicars and imps who are established now on Coruscant. The Trooper clears the Imps from the Works effectively keeping the planet safe.

 

 

 

Offworld Actions - Trooper, Knight, Agent

 

 

Trooper performs a Port Raga rescue in Hutt Space. I believe they land after the Smuggler as it is noted that Zone Zero on Taris has not been discovered in the Smuggler story.

 

Knight makes a stop on Ord Mantell to take back weapon plans. This travel time may explain why they are first on Coruscant, but third on Taris.

 

Agent makes a stop on Korriban to meet with Darth Zhorrid. This can explain why the Warrior appears on Taris before the Agent and why they change spots in chronological order.

 

 

 

B. Taris/Balmorra - It is slightly more clear here in the storylines. I would alternate similar to earlier.

 

Balmorra - Hunter, Inquisitor, Warrior, Agent

Taris - Smuggler, Trooper, Knight, Consular

 

 

1B. Bounty Hunter - The Hunter targets Admiral Ivorness. In the process, he/she starts the storyline here as the droids are made hostile in the Okara Droid Factory first. The Collicoids are made even more hostile in their nest next. Lastly, resistance leaders are meeting with allies (the Republic). The leaders escape, but the Admiral is killed.

 

1T. Smuggler - The Smuggler helps Risha find the astrogation chart to help with search for Nok Drayan treasure. Beryl Thorne appears and helps. The republic is established here now as they have set up a custom's service on the planet. Another chronological note is the Smuggler is sent to Zone Zero which has really not been investigated up to this point. (Location where most Republic class story arcs end)

 

2B. Inquisitor - The target artifact is in a toxic swamp near the Balmorran Arms Factory. Lord Zash notes that the Republic is helping the resistance and the empire army did not know presently. The army has a supply shortage and Major Besseker helps find the artifact, while they wait. They research Collicoids and ultimately find the artifact.

 

2T. Trooper - It is noted that reclaiming and rebuilding Taris is important to the Galactic Senate (Saresh planet story arc tie-in?). The empire is found to be on the planet and working with Needles on vaccines for Rakghouls. Needles is killed and Rakghoul strain is contained.

 

3B. Warrior - The resistance movement has started against the empire. The Warrior works with Malavai Quinn to find an empire spy in Republic resistance Commander Rylon. (Working with Grand Marshal Cheketta from the planet story arc?). Rylon is killed and the Jedi investigating him is killed or taken into custody.

 

3T. Knight - The knight is sent to find Doctor Godera (been here for a bit) for help with the finding of the Desolator. Watcher One as mentioned in the Agent story is in this arc and is killed or detained. Godera is rescued.

 

4B. Agent - The Eagle network is training terrorist fighters to hurt the Empire. The droids are noted to be hostile in the Okara Droid factory by now (BH story). Grey Star is in charge and is later assassinated or delivered to the Imps. It appears there will be no new recruits and the Empire should be in a good spot on the planet.

 

4T. Consular - Jedi Master Tykan is noted as being here for sometime to help with reclamation, but has gone "silent". The main base is attacked by Rakghouls with help from Tykan, but is averted and later he is stopped while trying to have chemical detonation from the main reactor. In essence, this saves the Republic reclamation.

 

 

 

C. Nar Shadaa - The storylines are broken up as the Republic and Empire operate in different sectors. The planet storylines have various side stories in each sector and they hint at a chronological class pattern.

 

Empire - Warrior, Agent, Inquisitor, Hunter

Republic - Smuggler, Trooper, Consular, Knight

 

Planet and Class Storylines - I would alternate with Empire going first.

 

 

Empire

1. Defeat the Exchange and its leader Ukabi - Warrior

2. Stop an Alien Revolution led by the Flame for Imperial Intelligence - Agent

3. Investigate a Cult of Revan and capture a machine that makes technology - Inquisitor

4. Investigate a breach in the Hutt Network Data Center (Galactic Holonet). Axis is within and killed/contained - Hunter

 

Republic

1. Take back Republic territory given to them by the Hutts, Stop the Mountain and save Republic implant technology. Two side deals can be made to sell implants on black market and to hide that Hutts were leaders of the Nikto gang - Smuggler

2. Stop Doctor Charnagus and his skin graft operations. Save a Captain in Republic military. - Trooper

3. Stop Imperial military leader from killing the race of Evocii - Consular

4. Rescue Aldo Domi a famous Jedi from the Empire's prison - Knight

 

Side notes:

Warrior - Darth Baras target is Agent Dellacon. Dellacon is working with Lord Rethari who wants to negotiate for real estate for the Empire (More of Shadow Town?) Rathari's apprentice raids the Hutt Cartel's HQ in the Red Light Sector, but is killed. Dellacon is killed and Rethari can be killed or made a slave to the Warrior. The Warrior also stops the Exchange advances into Baras' slave operation. (Quickest story)

 

Agent - The Eagle's network is obtaining weapons and technology here. They are developing an enhancement drug Cyclone to help with terrorist assassinations. The Agent eliminates the cell leaders and their communications hub. Is this where Agent becomes brainwashed through spinal surgery?

 

Inquisitor - Lord Palladius has the artifact that Zash wants. He is a cult leader starting an uprising. The Inquisitor gets the artifact and takes over the cult. (I thought this would be before the Agent story due to the Agent having surgery and two trips to the Industrial Sector, but I will go with the subtle planet story order hints shown earlier)

 

Hunter - The Great Hunt Bounty is the Eidolon. Eidelon has a security company infringing on the Hutts and is selling munititions to the Republic. The Hunter blows up his science facility to stop munition production. Then puts his client list on the Holonet at Network Exchange. Hunter can kill Eidelon or deliver him to the Hutts. (Story is longer and the Hunter goes deeper into Network Access than others and probably should finish the planet storyline dealing with Axis.

 

Smuggler - Drooga the Hutt wants to wipe out a race of beasts (from Voss?). Smuggler can wipe out the beast experiments and rescue a Senator's daughter trying to save it or leave her for dead as she stole from the Hutts. Smuggler kills a BH sent by Rogun the Butcher, obtains his starship engine and frees Bowdaar from slavery by Drooga. (Quickest story)

 

Trooper - No real Hutts involved in this story and the Trooper tracks the robot with help from the SIS (Jonas Balker). The Trooper saves a military robot named M1-4X and eliminates one of the Havoc Squad traitors.

 

Consular - The search is for plagued Jedi Duris Fain. Fain is leading a the Guiding Hand cult against the Hutt Cartel. He is either shielded and his freedom is negotiated or given to the Hutts to keep the peace. (Story takes longer than others due to traveling to Red Light Sector twice)

 

Knight - Lord Sadic has stolen the Republic's Power Guard project to build an army to conquer Nar Shaddaa. The Knight kills him and the Republic blows up the lab in Shadow Town. (I believe the Knight performs the Tempting Fate side quest for Damrosch the Hutt in the Industrial sector as it ends right by their class story location and that Aldo Domi is freed to end the planet storyline before the Power Guard base is blown up.)

 

 

Offworld Actions - All classes. Chapter 1 Interlude.

 

 

Sith Warrior - Travel to an orbital station near Voss in Hutt Space. The Warrior is lured there by Baras rival Nomen Carr and subsequently an ambush by Troopers.

 

Consular - Travel to a ship on the Outer Rim west of Hoth and Belsavis. The daughter of the Jedi that was cured on Nar Shaddaa has the plague and is cured or dies in space.

 

Hunter - Travels to Dromund Kaas, then back to Hutta, then back to DK. The Great Hunt target list was stolen then saved.

 

Agent - Kaliyo and Darth Zhorrid have side missions on Nar Shaddaa where the Agent frees a slave and finds a Darth Jadus ally. Then the Agent travels to Dromund Kaas to deliver the spy or his remains to the Darth.

 

Knight - Travels to the far end of the unknown regions and has a meeting with a Sith. Learns Kira is a child of the Emperor and then heads to Tython to let the council know.

 

Smuggler - Travels to Coruscant to help Corso find his sister. Then travels to a space station near Hoth and Belsavis to rescue one of Skavak's flames. It is an ambush and she is killed or left there.

 

Inquisitor - Travels to Korriban to gather an artifact from a Sith Lord for Lord Zash.

 

Trooper - Aric Jorgan has a side mission to look for the Deadeyes on Nar Shadaa. Then travels to a ship on the Outer Rim near Tatooine and has to disable many bombs and beat an Imp Ambush planted by Tavus.

 

Explanation for the timeline changes in order from Nar Shadaa to Tatooine:

Just like Nar Shadaa, the Inquisitor seems to be shorter, but all other timelines make sense in regards to why they change order between Nar Shadaa and Tatooine. The Warrior and Consular are shorter stories so the Warrior stays first and Consular moves up the list.

 

 

D. Tatooine - The Czerka storyline does not really tie in to the class story arcs. We deal with Czerka to get rid of the Rakata device. (Basically I feel Trooper does it as shown below)

 

Warrior, Consular, Hunter, Agent, Knight, Smuggler, Inquisitor, Trooper

 

 

1. Warrior - The Warrior comes here tracking a Padawan that trained here. The Exchange (local crime syndicate) has overrun the Moisture Farms. It is implied the Dune Sea area has not been explored at this point. It should be noted the Warrior did not defeat the Sand Demon (actually can, but not canon in my opinion).

 

2. Consular - The Consular has come here seeking a "cultural explorer" that is a Jedi that is "plagued". He is studying the native Jawas and Sand People. At this point, the Geonotions are causing trouble for Jawa mining. The Consular helps the Jawas start to rebuild Sand Crawlers. Additionally, the Jedi is saved before he can "convert" the Sand People into fighters for the Republic.

 

3. Hunter - Gault is the bounty here under the name of Tyresius Lokai. His ship was shot down near the Dune Sea area and he walked to Mos Ila (so this has to be after the Sith Warrior). The Lady of Pain works for the Exchange and somewhat shows where the Exchange's base of operations is on this planet. Gault has cheated them in the past, but escapes and joins the Bounty Hunter.

 

4. Agent - Mos Ila is the lone Empire outpost at this point. A Ghost Cell is here training terrorists. A supplier for this Ghost Cell works for the Exchange that is fighting the Empire. Protection is offered to the Exchange to cement the alliance, but the Ghost Cell is ultimately stopped. This story shows that all of Tatooine's Dune Sea area has been explored by this point.

 

5. Knight - It is noted by the Republic that they have a secret weapons facility here that is working on the "Shock Drum." The Sand People have attacked this base to progress their movements east after the Empire attacked it first and pretty much decimated it and the Jawas inside. It is located near the Moisture Farms and the Geonotions and Jawa's area of conflict. (The Empire has made it very far north towards Anchorhead). The Jawas help the Jedi against the Sand People to save their homeworld. The Jedi kills the Sand Demon (from the Warrior Story LS choice) and saves the Shock Drum.

 

6. Smuggler - The Smuggler is here to collect a sensor computer from the famed Diago Hixon. A Sith uses the Geonoitions to meet the Smuggler (Imps expanded further NE) and find Hixon's base of operations near Outpost Solara (Imps expand their reach towards the Dune Sea to the NW). The Empire attacks Hixon's operations, but the Smuggler survives to get the computer and can work with either the Jedi or Sith at this point.

 

7. Inquisitor - Andronikos Revel has lost the artifact that the Inquisitor wants to a mutiny of his ship. The defectors ultimately travel to the Dune Sea area, but are killed due to the artifact driving them mad and Sand people's attacks. This took weeks as noted in the story. The Inquisitor wipes out the Exchange leaders ending their campaign against the Empire.

 

8. Trooper - The imperials have finally made it to the Anchorhead area and are starting bombings with Droids and the like. The Geonotions have been at the Moisture Farms for two months and are helping the Imps. The Imps have also tested on the Sand People and riled them up. The Trooper kills the Geonotion Leaders and then infiltrates the Imp base that had been started in the Dune Sea. Anchorhead is saved.

 

 

Offworld Actions - Hunter, Inquisitor, Consular

 

 

1. Hunter - The Hunter makes a stop for Mako on Nar Shadaa for info on her sister Coral. This is only slightly out of the way to Hutt space on the trip to Alderaan.

 

2. Inquisitor - Actually on Tatooine after you finish the planet, but Khem Val needs to find a Dashade.

 

3. Consular - Again on Tatooine, Qyzen needs to find his father's bones.

 

 

Explanation for the change in timeline order from Tatooine to Alderaan:

The Smuggler and Trooper spend very little time here. In comparison, the Knight travels all over Dunland. The Consular and Inquisitor have companion missions in the Dune Sea spend more time traveling in areas such as the Moisture Farms and Dune Sea. The Agent has to wait to be carried in a crate by the Exchange to the farthest reaches of the Dune Sea. I assume that the Warrior takes longer to travel Tatooine as it is implied in the story that much of the far reaches such as the Dune Sea have not been explored.

 

 

E. Alderaan - The planet storyline ties in with the classes well here. Ulgo is trying to take over the planet and they have an ally in Rist. Thul and Organa are fighting for two different sides with the Empire and Republic backing each. Other families such as Alde, Ayle, Baliss, Corwin, Cortess, Girard, Teral, and Teraan are also involved.

 

Smuggler, Hunter, Trooper, Agent, Warrior, Knight, Inquisitor, Consular

 

 

1. Smuggler - We find that the Empire has arrived to put someone on the throne and are working with House Thul. House Baliss has slaughtered House Teraan. The smuggler gets schematic back from House Baliss, the hyperdrive from House Thul's spaceport and duel's a member of House Baliss to end their romp.

 

2. Hunter - This story gives much of the intro to the planet storyline. We learn that the King died 3 years ago and the 3 largest houses are fighting over the crown. Ulgo has claimed it, Organa is backed by the Republic and Thul by the Empire. I think this is after the Smuggler story as the head the Smuggler delivered is already on display when the Hunter arrives at House Alde. Duke Corwn, the target of the Hunter, and Organa are negotiating an alliance and the Hunter claims the bounty and can even take a "side" contract from House Rist on House Girard if they wish.

 

3. Trooper - Ruling families continue to have a civil war and here we find out that House Rist has allied with House Ulgo. Imp assassins have found their way to House Organa. House Organa has captured Markus Thul and we continue learning their tied to the Empire. The Trooper proceeds to destroy missile batteries at House Baliss (Smuggler story), rescue/capture Thul's wife and stop Operation B against Organa (Gearbox).

 

4. Agent - Nobles are in full scale war now. A noble (Baroness Cortess with help from House Ayl and House Organa it appears) is financing the terror network that destroyed the Dominator on Dromund Kaas and helped the resistance on Balmorra. Vector Hyllis tries to ally the Killiks with the Empire at this point. Denri Ayl and Baroness Cortess are killed and the Agent can decide on the Killik's fate.

 

5. Warrior - Civil war is still happening. Duke Kendoh Thul helps find Jaesa Wilsaam. She is the handmaiden of Geselle Organa. The Warrior can/or disregards a fight with House Ulgo to back them off House Organa for Geselle stopping the planetary war. Additionally, he/she killed/captured/freed the Wilsaam's parents for their own plot.

 

6. Knight - Nobles are still fighting. Republic has made a Death Mark weapon project to help with this fight, but it has been compromised. The Empire is attacking House Organa openly now. Count Alde is killed after fleeing to House Organa. Empire has the Killiks as allies (Agent story). Jedi proceeds to kill the Killik leader and also kills a Sith Lord using the Death Mark ending this dangerous project. Duke Thul advocates for peace.

 

7. Inquisitor - Nobles are still warring. Elana Thul is allied with the Empire and helps find the artifact the Inquisitor needs. Rihanna Rist, head of House Rist, loves Nomar Organa and is forced to help with the search for the artifact. Organa sends Jedi to attack House Thul. They are beaten back and Organa wants a truce (or you can not help Elana Thul and she gets killed leaving the Empire in a vulnerable position).

 

8. Consular - Usurper Ulgo is still in power. House Teral allows the Consular to be their representative to the peace talks after Ulgo had devastated their House in the war. The Consular hires/kills Ulgo General Astor Vox and they rescue a kidnapped Lew Organa from House Rist. This helps stop the Organa fight with Ulgo (along with the Warrior). The Consular goes to the peace talks and can decide whether to advise on working for peace or stripping Ulgo of their lands. The planet storyline ends.

 

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Offworld Actions - All classes

 

 

Trooper - Travels to Coruscant for orders and then to the Justice ship in the Unknown regions to the far west. Tayus the traitor is captured/killed. There is time off then start Act 2. The Trooper travels to Tatooine for a rescue op then back to Coruscant.

 

Agent - Travels to Hutta to stop the Eagle. Then after reporting in to Dromund Kaas, the Agent goes to the Arkas ship not far to the west to stop/join/talk down Darth Jadus. After time off, the Agent reports in to DK, then heads to Nar Shadaa to become a double agent. During all these events, the Agent travels to four worlds (including Hutta and NS where they were headed anyway) killing most of Kaliyo's ex-partners.

 

Smuggler - Travels to Tatooine to save friends of Risha. The Smuggler then goes to Nar Shadaa and thaws out Nok Drayen. He/she goes to the Longshadow ship west of Hoth to claim Nok's fortune and returns to NS. No time is taken off in this story as they report to Darmas Polleran at Port Nowhere which is SW of Corellia. Additionally, the Smuggler makes a trip to Tatooine to save a friend of Corso.

 

Hunter - Travels to Nar Shadaa to avenge an ex Great Hunt winner and kills some of the men that murdered Mako's friend Braden in the prologue. Next, he/she goes to the Aurora ship in the unknown regions east of Ilum. The last bounty is finished as a Jedi Master is killed, so the Hunter heads to Dromund Kaas to claim the Great Hunt prize. No time is taken off as Mandalore summons the Hunter to his Ship west of Hoth. He/she has to go back to DK and kill a beast for Mandalore. Then back to Mandalore's ship.

 

Knight - Travels to the Uphrades planet just north of Alderaan to save the world from a bombing. Afterwards heads to Darth Angril's ship as he is attacking Tython. The darth is dealt with and the Jedi takes some time off. He/she heads to Tatooine for a rescue (i.e. the map of Emperor's fortress). The Knight reports back to Tython.

 

Inquisitor - The Inquistor travels to Dromund Kaas, but never leaves the ship as he/she is told by their ghost ancestor to head to Nar Shadaa for a lightsaber. Next is a return to DK for the ritual that traps Darth Zash in Khem Val's body. After this, the Inquisitor runs around DK helping Darth Thanaton who actually intends to kill him/her. The Inquisitor has to recover and then off to Taris.

 

Consular - Travels to Tython and then Lord Vivicar's ship which is west of Hoth. The Consular kills/saves Vivicar and then reports back to Tython. He/she takes some time off, but heads to the Fortitude ship east of Rishi and Hoth. This is where the Rift Alliance is saved.

 

Warrior - Travels to Nar Shadaa for Vette, then travels to Jaesa Wilsaam's ship in the Outer Rim near Tatooine. The Warrior dispatches Nomen Karr's trap and heads to Hutta where he captures/kills Noman Karr and takes Jaesa Wilsaam as a Padawan. He/she takes some time off before heading to back NS to kill a general for Darth Baras. The Warrior returns to DK where Plan Zero is started.

 

 

 

Note: This is the end of Act 1. All major plotlines completed. The Republic starts to liberate Balmorra and the Empire starts to decimate Taris. It is noted that the Smuggler and Bounty Hunter took very little time off and this explains why they arrive early.

 

F. Balmorra/Taris - Ok, these two are happening at the same time. I would advise alternating as before.

 

Balmorra - Trooper, Smuggler, Knight, Consular

Taris - Agent, Hunter, Inquisitor, Warrior

 

 

1B. Trooper - The galaxy is on the brink of war. Sobrik is occupied by the Imps and General Rakton is in charge. The Republic and Resistance are working to change that. The Trooper recruits Tanno Vik and he ultimately bombs a vault in the Balmorra Arms factory. The Trooper finds prototype weapons and can keep them or deliver them to the Republic. Balmorra is not won yet.

 

1T. Agent - The Agent becomes a double agent working for the Republic and heads here. The Sith have bombed Taris now. The Republic wants to rebuild, but a corrupt Jedi is creating havoc. Dr. Lokin has found Godera's Lab and the corrupt Jedi wants the Rakghouls to be her army. The Agent obtains the Ultrawave transmitter and recruits Dr. Lokin and recruits/kills the corrupt Jedi. Taris not won yet.

 

2B. Smuggler - The war has started. Empire is in control of Balmorra and the Smuggler needs to find prototype weapons for the Republic. He/she works with the resistance to get the Nebula weapons (of which you can sell to the highest bidder or give to the Republic) and blows up a portion of Sobrik in the process. The Imps are worried now and the Voidwolf kills some of the Imp leaders due to their losses.

 

2T. Hunter - The war has started, but the Empire has not totally wiped out Taris yet. The Hunter targets is Jicoln Cadera and he is hiding at the Endar Spire. He runs to an area near the main Republic base and is ultimately killed by the Hunter or his son Torian.

 

3B. Knight - Republic is trying to drive the Empire off Balmorra now. The Resistance does not trust the Republic but the Jedi helps the Doc and the Resistance. The Collocoids are attacking the Empire in Sobrik as well. The Jedi finds the cloaking device prototype for the fight with the Emperor and breaks the Empires hold on the planet.

 

3T. Inquisitor - The Sith is learning the Force Walk Ritual and needs ghost's power to beat Darth Thanaton. Ashara Zavros tuns out to be the Padawan that can bring the ghost out. She does this and the Inquisitor cleanses Taris of the Jedi Sanctuary.

 

4B. Consular - Supreme Chancellor Janus appears and needs help freeing Balmorra and building the Rift Alliance. Zenith of the Resistance helps sabotage the Empire and together they free people from the Okara Droid Factory. Ultimately, the Consular turns Darth Lacris's apprentice, kills Darth Lacris and blows up an outer Empire base. Balmorra is fully liberated (along with the Jedi Knight).

 

4T. Warrior - Darth Baras wants war and intends to kill Republic Generals. The 4 Republic generals here are working on the Siantide cell project to help give the Republic a larger power source. All are stopped including the last one at the main Pub base, so the War Trust is defeated and the Empire gains/destroys the Siantide Project.

 

 

 

Offworld Actions - Agent, Knight, Warrior

 

 

Agent - Agent returns to Dromund Kaas to find information on his/her brainswashing from the Imperial Intelligence archives.

 

Knight - Knight must make a delivery of food and medicine to Nar Shadaa for Kira Carson.

 

Warrior - Travels to Admiral Monk's flagship by Quesh. He kills the aggravated Imp general and goes on to Quesh after the Admiral who had fled.

 

 

 

G. Quesh - Various side plots are completed here.

 

The order should change only slightly due to the 3 offworld actions above.

 

Empire order - Hunter, Inquisitor, Warrior, Agent

Republic order - Trooper, Smuggler, Consular, Knight

 

Do the planet stories with Empire first and Republic last (Agent and Knight). The Empire should not kill Droga the Hutt to be canon. Of particular importance is the Treaty of Coruscant is broken in the Sith Warrior story and Attis Station is saved for medical/weapons research in the Consular Story. The Agent and Knight being last on Quesh makes sense due to the espionage involved and the saving of the planet.

 

Offworld Actions - Trooper, Inquisitor

 

 

Trooper - After Quesh, the Trooper heads to Tatooine to help Aric Jorgan save the Deadeyes.

 

Inquisitor - After Quesh, the Inquisitor must head to Korriban to replace the Padawans that were killed on Quesh.

 

 

 

H. Hoth - This is a planetary battle for the Starship Graveyard between the Republic, Empire and the Pirates.

 

Warrior, Hunter, Consular, Trooper, Inquisitor, Agent, Knight, Smuggler

 

 

Note: The order is easily seen by the placement of the final instances in the Starship Graveyard. Smuggler falls back due to lots of travel and being knocked out at one point. Warrior and Knight move up due to quick stories.

 

1. Warrior - The warrior's last target is Jedi Knight Xerender who is after a lost superweapon. There is a massive Pub presence here as compared to Imps. Part of the story is in uncharted areas showing the Warrior is here early. The local Talz and their leader, Fetzellan, are helping the Jedi and the Warrior meets Broonmark who is avenging his clan. The superweapon turns out to be an older Jedi and the Warrior kills/buries them and gains Darth Baras lightsaber in the process.

 

2. Hunter - The Black List target is a Trandoshan, Reneget Vause, who is causing problems for the Chiss Ascendancy a native race on Hoth. He sides with the White Maw Pirates. Another target is Boss Gradek, who actually has pushed the Imps and Pubs out of White Maw territory. The last target is a White Maw rival captain Kita Kren. All are defeated and/or killed to help the Chiss and hurt the White Maw.

 

3. Consular - The Rift Alliance has soldiers fighting the White Maw. The Republic army is on the brink of mutiny and won't send for more help at this time. Captain Vallen is fighting them with the Pirates and appears unkillable. He has "healing armor" and has a thermal bore device that can destroy the main bases of the Republic. Vallon is later stopped and cannot take leadership of the White Maw or raise the Star of Coruscant Dreadnaught.

 

4. Trooper - A 3 way battle has started on Hoth. Sgt. Yuun is helping find/create an Umbar Encryptor to breach Empire codes. The Empire has gained the Crescent Canyon facility defeating the Ortolans. The White Maw wants the Umber Parts too, but Zareen and some Imps are killed at the Star of Coruscant.

 

5. Inquisitor - The Inquisitor is looking for another ghost that crashed a Jedi Transport, Star Runner, on Hoth. The White Maw control the planet at this time, but the Imps and Pubs have moved in and know of the Star of Coruscant. The Inquisitor finds the Star Runner in the Dreadnaught and binds the last ghost.

 

6. Agent - Hoth is a warzone (Pubs near Dorn Base) and the Agent needs to find the Starbreeze crashed ship. Admiral Davos an Imp General is preparing an expedition back into the White Maw territory and the Starship Graveyard. He is not sanctioned by the Empire and is working with the White Maw. The Chiss Ascendancy help and the Agent kills Davos, some pirates and finds the Starbreeze.

 

7. Knight - The Empire has started a full invasion of the planet, republic main base and forward outpost. The Knight needs to find schemaics of the Emporer's fortress in a crashed ship in the Starship Graveyard. Sgt. Rusk joins and destroys the Imperial Platforms near Aurek base. They kill Zeshatt, the White Maw leader and find the plans.

 

8. Smuggler - The White Maw have been ruling here and are using a cloaking device to gain an advantage. A Republic leader, Major Pavan, is killed by an Imp strike on Aurek Base as the war is full scale (This has to coincide with the Knight above as there is full war near the Pub base). There is infighting in the White Maw at this point (Earlier Knight has taken out the leader and Agent took out other leaders if finishing the Empire story). Guus Tano, reveals Rogun the Butcher has been supporting him and one faction of White Maw, but he defects and helps the Smuggler. Another faction is being supported by the Voidwolf of the Empire. Both faction leaders are eventually killed, the cloaking device is found and the Smuggler has the decision to take control of the Pirates or leave Alinna, a Twilek slave, in charge. The planet appears to be at somewhat of a standstill.

 

 

Offworld Actions - All classes

Note: This is the end of Act 2. The war has started as given in many spoilers below. New story order on Belsavis is easily explained as well.

 

 

No time off between Acts

Consular - Travels to Waypoint Station 3 near Tython and kills two Dark Lords. Heads to Tython and finds out the Galaxy is at war again. Heads to Hoth to find the whereabouts of the Esh-ka. In between goes to Alderaan spaceport for Qyzen to help Lek.

 

Inquisitor - While on Hoth, finds Tulak Hord's bones for Khem Val. Then travels to Dromund Kaas to fight Thanaton, but almost blows both up due to too much power. Finds leads to a cure in Thanaton's library. Also checks on apprentices on Korriban.

 

Smuggler - Travels to Port Nowhere, then to Nar Shadaa to rescue a slicer and heist an imperial ship near there. Voidwolf explains the Empire declared War. Back to PN and also to Balmorra to help Corso with a job.

 

Knight - Travels to Tython and Emperor's Fortress to help Tol Braga. The Emperor enslaves the Knight for possibly weeks. Saved by Lord Scourge (who was the Emperor's Wrath) and heads to Tython to alert the Jedi.

 

Time off between Acts

Hunter - Travels to Nar Shadaa for a party but other Grand Champions are dead. Travels to the Tyrant Ship near Manaan and finds out the Treaty of Coruscant is broken from a Dark Lord. Also heads to Dromund Kaas for Mako looking for her sister. Can take time off and may as very little done between acts.

 

Warrior - Heads to Nar Shadaa to help Vette free her sister. Goes to Dromund Kaas to defeat Darth Vengean for Baras. Takes time off, then finds out war has started and heads to Quesh where Baras betrays and tries to blow him/her up. Emperor's Hand names the warrior the new Emporer's Wrath (coincides with Jedi Knight above)

 

Trooper - Heads to Coruscant and then Gauntlet mission in unknown regions near C2-198. R&R time back at Coruscant, but General Rakton declares war. Travels to Outpost 256 past Quesh for a rescue and then to Coruscant for new mission details.

 

Agent - Goes to Quesh to finish the Jedi infiltration. The Shadow Arsenal is destroyed by Hunter. Heads to Dromund Kaas for a debriefing and time off is given for recovery from brainwashing. Then travels to Isen 4 near Taris to help with a planet surrender. Star Cabal ambushes and kills inhabitants. Back to DK to hear the war is started and Cabal helped in some respects. In between travels to Hutta for Kaliyo's betrayal.

 

 

 

I. Belsavis - We know the Dread Master's are freed here. And the World Razor is destroyed or contained too. The last characters (Agent and Knight) do this if trying to stay in character. It is fairly obvious the first 3 stories take place at almost the same time. The rest are not as clear, but I tried to piece them together.

 

Consular, Hunter, Smuggler, Inquisitor, Warrior, Trooper, Knight, Agent

 

 

1. Consular - The republic does not know of the Rakata facilities yet as the story starts. Rioting is occurring and the empire "may" be causing the riots. The consular opens up locations early in the planet and blow open vaults. Commander Geland, a traitor, is in control of the prison so far. He is killed and the Consular can free/kill other Esh-kha besides the ones he/she allies with in the Rift Alliance.

 

2. Hunter - Evidently mob rioting just started as Skadge caught Zale Burrows girlfriend as the Republic sirens went off signaling the trouble. The Warden wants to evacuate at this point. Zale Burrows does not want prisoners out of the deep Tombs (Republic turned over prisoners to the Tomb Custodians). The Hunter kills bounties and kills Burrows. The Dread Masters have not been freed yet and the Esh-kha have been released (Assume certain light side/ dark side choices are canon).

 

3. Smuggler - Empire attack and airstrike (Voidwolf) occurred 3 days ago (Assume sirens from the Smuggler story above). Many wardens dead and 10,000 prisoners are loose. Ivory, the target, escaped from his cell and headed to the deep prison to learn of Republic's secrets. We learn Ivory was the one who told the Empire about Belsavis. The "secret" turned out to be a ship to get off planet.

 

4. Inquisitor - The inquisitor comes looking for a Rakata device to fix his/her "illness" and notes the Empire "recently" discovered Belsavis and caused a prison break. The previous Darth that came here was after "mutation." A Rakata Warden Gorshaa trades the right to use the Mother machine and for the right to "scan" the inquisitor for future research.

 

5. Warrior - Darth Ekkage, Darth Baras' sister, was captured by Nomen Carr and imprisoned on Belsavis. The Warrior actually wants to stop the Empire from releasing her while they raid the vaults and tombs. Lord Melicoste is trying to release Ekkage, but both are killed with the help of a Padawan of Carr.

 

6. Trooper - By this time, Belsavis prison is under heavy Empire assault as they are trying to free comrades. Trooper is freeing Daggerwing pilots and they pledged to help Republic kill Imps as they are opening vaults. Saved Daggerwing Leader Conrad Gal and Belsavis situation is starting to "turn around" the Republic thinks.

 

7. Knight - Lord Krannus has landed here to destroy all life on Belsavis. It is noted that the Empire "just" launched a surprise attack. Republic scientists are now working in Belsavis' second level. But the Imps wants to go deeper and keep the Pubs out. The Knight actually fights Esh-kha (released by Consular earlier) and stopped Krannus attempt at detonating the power core. This saves the planet. (I would finish the World Razor planet story arc)

 

(An Empire story must end this planet as the Warden that takes over is killed/run off by the Dread Masters. I would think that the Agent did this due to location, findings, dialogues, etc.)

 

8. Agent - Imperial intelligence has known of the prison for a year (Contradicts the Smuggler story, but Intelligence probably kept it a secret and Ivory (Smuggler story) told the Sith and/or Empire Army who were ignorant). Imps are deep in the prison and we find out the Pubs allowed the Eagle Network Conspirators to exist on Belsavis in their own special section 23. It is the heart of the deepest section of the planet and holds the Scorpio Project. The Agent liberates it and a holocall notes of past issues at the prison including Darth Angral, Darth Baras and the Children of the Emperor (Consular, Knight and Warrior had to be here earlier).

 

 

 

Offworld Actions - All 8 Classes

 

 

Agent - Travels to Tytan Rings just north of Belsavis for information on Star Cabal, then to Dromund Kaas. Voss is just south of this in northern Hutt Space. Therefore the big jump in order due to less space travel.

 

Smuggler - Rescue for Risha's Jedi friend Sumalee on Hoth.

 

Inquisitor - Travels to Nar Shadaa for chips for a superweapon for Moff Pyron.

 

Hunter - Rescues Torian on Hoth.

 

Consular - Attempted Rescue of Nadia Grell's dad near Tatooine.

 

Trooper - Rescue on A77 in the way NE unknown regions. (Big decision about Agent Jaxo or prisoners)

 

Warrior - Alert troops on Hoth that they need to go to Corellia.

 

Knight - Travel to Sith space station in North unknown regions to save Leesha Narezz.

 

 

 

J. Voss - The main story is about learning of the relationship between Gormak and the Voss. Neither ending provides an alliance with the Empire or Republic, but as we find out next, it does not matter.......

 

Agent, Smuggler, Inquisitor, Hunter, Consular, Trooper, Warrior, Knight

 

 

1. Agent - The planet is newly discovered by the Empire/Republic, but intelligence has had a contact there for 5 years (Again implying secrets even from the Sith and the Imp Military). Voss is neutral and there is no space flight on and off when first discovered. The "Shining man" shows up and is accepted by the Voss due to a Voss prophecy. He is later killed. Agent ends up fulfilling the Voss prophecy of the Shining Man. The Three explain they will stay neutral for 3000 days due to the prophecy. (see my statement above)

 

2. Smuggler - Voss contacted the Republic after a Sith ship crashed there starting an attack. The Voss repelled the attack and barely have diplomatic relations at this time. The Sith want mutant creatures from the Nightmare Lands and Jela (Rogun the Butcher contact) is trying to provide them. Jela and the Sith working with her are killed.

 

3. Inquisitor - Voss is a recent discovery. The Mystics prophecize that they knew the Inquisitor was coming and would cause destruction to their way of life (Lets a Gormak leave Voss). An outcast sect of Voss, the Dreamwalkers, help to find a Dream Rock to provide a healing ritual. The inquisitor must have a Gormak use the Dream Rock and this shows the link between the Gormak and Voss (somewhat relating to the real story with Gormak King Jokull)

 

4. Hunter - The target is Republic General Redrish. She believes the Voss can coexist with the Gormak. The two sides do not and by this time the Empire has convinced the Voss to set up defenses due to coming Gormak attacks. (Of note, Jokull has not been captured/killed as he allows the BH to fight in the Gormak Arena.) Hunter neutralizes or kills the General and either kills or lets go the Gormak wanting to make peace.

 

5. Consular - Each side is still competing for an alliance and by this time the original Empire attack has been a "while." (vague reference.) It is too dangerous for Voss to make pilgrimages to the Shrine of Healing due to Gormak attacks. The Consular leads a new Mystic, Gaden Ko. Lord Shendan, a Sith, is trying to stop the Voss pilgrimage and is dealt with. The Gormak crystal mining operation is stopped. Gaden Ko, becomes a mystic and promptly says the Voss will stay neutral for now.

 

6. Trooper - Now the Republic is worried about a possible second attack on Voss by the Empire. The Trooper is sent to end the threat and get Republic troops out of Voss for bigger wars (Corellia). Lord Torius has been covertly buying mining equipment and a big bomb to blow up the capital city, Voss Ka. The Trooper saves the city and either retrieves the bomb or gives it to the Voss. The bomb is the one the Havoc Squad traitors stole on Ord Mantell.

 

7. Warrior - Access to the Voss is restricted to the Empire now and it has been "years ago" since the first Empire attack. (This seems confusing when I see the Knight story that has to be after this one). It is determined that the Emperor wanted a Voss Mystic to be his voice and this is the reason for the original attack. The Voice was lost on a pilgrimage (We later learn that Darth Baras planned this to trap the Voice on Voss away from the Emperor). While following clues, the Warrior kills Gormak chieftains and the Gormak Warmaster ending their threat. The Voice is released in the Dark Heart and the Three know that Sel Makor can be stopped. (This ends the Empire storyline)

 

8. Knight - The story says that the Empire sent Sith Lord Fulminas here recently. He is here being helped by a Voss Mystic to learn a healing ritual (i.e. evil madness plague). The Mystic, Valan Da, is actually planning to betray Fulminas. The Knight defeats the Gormak Guardian (made by Sel Makor) and finds Gormak maps to the Nightmare Lands for the Voss. (This should be when Gormak King Jokull is truly stopped too per the planet storyline). Killed Lord Fulminass ending his madness plague. Sel Makor is stopped ending the Republic storyline.

 

 

 

Offworld Actions - All 8 classes - Reasonably clear on why chronological order changes for Corellia.

 

 

Hunter - Saves Tyrant Ship near Corellia

 

Agent - Returns to DK and Intelligence is dissolved.

 

Knight - Travels to Valiant Ship near Alderaan to save/kill Warren Sedoru.

 

Warrior - Travels to a nearby vessel for Malavai Quinn betrayal. Also to Tatooine for Vette.

 

Inquisitor - Travels to pick up Xalek at Korriban and to the Doombringer Ship to meet the Moffs in N Imp space.

 

Trooper - Travels to Coruscant for Senate testimony and to deep Hoth for Aric Jorgan Deadeye rescue.

 

Consular - Travels to Javelin ship near Corellia. There is major battles here and Consular's love interest is lost.

 

Smuggler - Travels Tatooine to deal with Rogun the Butcher. Also I believe LS choice on Voss is canon and deliveries must be made to Balmorra, Coruscant and Alderaan.

 

 

 

K. Corellia - This is the final big battle of the class storylines given in the original part of the game. I would have Inquisitor (obvious from talking to Darth Charnus in class story as well) and Smuggler (Tribute to Han Solo possibly) finishing the planet storyline. One could argue Consular finishes the Republic side, but the story mentions the fight is still occurring as he/she leaves for Coruscant and that he/she hasn't met Saresh who appears in the planet storyline.

 

Hunter, Agent, Knight, Warrior, Inquisitor, Trooper, Consular, Smuggler

 

 

1. Hunter - Darth Tormen wants to beat and embarrass the Republic. The Hunter proceeds to kill/capture the Chairman of Business, Selonian Matriarch and Police Commissioner. Jun Soros wants the Green Jedi to leave their enclave and attack Darth Decimus and the Empire. Lastly, Supreme Chancellor Janarus is captured/killed and the battle rages on.

 

2. Agent - Empire has advantage for now bombing Corellia for 6 weeks. Agent coordinates airstrike bombing of Aegis Base. The Star Cabal resistance attacks Lord Razor's Base in Axial Park and have dismantled Imp Intelligence. Lord Razor is killed. The Agent escapes in cover while the Imps and Pubs fight in Capitol Square. (It is noted that Reinforcements (Consular and Trooper) have landed. Vowraan/Baras and Thanaton powerplays are hurting the Imps. Tol Braga being killed is not actually mentioned until after Agent leaves, so I put this ahead of Knight. Also Agent travels more afterward as compared to Knight heading straight to Korriban) Hunter is killed/captured and one of several Agent endings occurs.

 

3. Knight - Corellia is in war with thousands dieing and Tol Braga helping the Empire. Only a handful of Jedi here so far and reinforcements are called. Empire still controls most of Corellia. The Knight gathers Jedi, stops bomb makers, takes back Labor Valley weapons factories, destroys turbo lasers in Axial Park and stops Tol Braga's ship from blowing up on Capitol Square. Jedi kills/contains Tol Braga and kills Emporer (or his physical form).

 

4. Warrior - (Takes place at almost same time as Knight) Warrior is protecting Darth Vowraan and attacking Darth Baras powerbase. Assassins are killed, captured/defeated Baras Tech and Jedi spies and Killed Lord Dragha again freeing a Baras entity. Lord Baras is killed and he is not the Voice of the Emporer.

 

5. Inquisitor - (This has to happen after Warrior as Darth Thanaton is still alive at Korriban). War is still going strong. Inauisitor saves Imp Fleet and fuel refineries hurting Thanaton's plans. Inquisitor captures a base in Museum of History and the Empire base in Capital Square. (I would finish the planetary Empire story here helping Darth Decimus claim victory) Thanaton is killed on Korriban and Inquisitor becomes Darth Occlus.

 

6. Trooper - Target is the Bastion a mentioned in Warrior Story. Trooper works with resistance and clears landing drop points or saves residential sector. Then he/she saves labor factories and saves or blows up a historic aircraft. Bastion is taken back and General Rakton is captured/killed. (It is noted that Saresh is the new chancellor and the Empire is regrouping on Ilum).

 

7. Consular - Master Syo has fortified Guardian Holds on Corellia. Empire Droid production in Labor Valley is stopped, an Imp base in Axial Park is taken and take back communication arrays and take back the last Empire base in Capital Square. Several Children of the Emporer are killed in the process. Master Syo is killed, Imp forces are being routed now. (This last part may happen after Smuggler as Consular has to travel to Coruscant so I put this before Smuggler) Saresh is Chancellor claiming victory on Coruscant and Consular is given a Jedi Council spot.

 

8. Smuggler - Senator Dodonna arrived days ago. Darmas Polleran is working with her and is trying to open Tunnel 26 in the Selonian Tunnels to hurt Corellia defenses. Smuggler stops this and chases Darmas to a factory the Empire is using as hospital. Smuggler arrests/kills Darmas. Smuggler frees Republic POWs and captures/kills Dodonna after finding out she was betrayed by the Voidwolf. Smuggler finds out that Voidwolf is on a ship planning to bomb the shipyards. Smuggler leaves Corellia, kills Voidwolf above city and then comes back. (I would finish planetary story of killing Darth Decimus at this point and winning Corellia for the Republic). Saresh recognizes the Smuggler on a holo at the Spaceport for turning the Tide of the WAR (LS choice).

 

 

 

Offworld Actions - Hunter, Knight, Consular, Inquisitor

 

 

Hunter - Travels to Nar Shadaa for Mako's sister (Can happen before Corellia, but makes more sense here to me)

 

Knight - Travels to Voss for Kira's child of the emperor finding.

 

Consular - Travels to Taris for Qyzen's clan.

 

Inquisitor - Travels to Taris for Khem Val/Darth Zash choice.

 

Edited by Dawgtide
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Not this again. Starting worlds are troublesome, because each class starts *at the same time* as the other class that starts on the same planet. Both Jedi classes start during the Flesh Raider invasion of the Gnarls. In the intro to the Smuggler story, Corso mentions a Republic military walker that has just been taken down by the seps, and the trooper is *in* that walker. Both the Agent and the Bounty Hunter start during the Nem'ro / Fath'rah war on Hutta. Both Sith classes, despite the lack of direct story-to-story references, start in the same background of a recent change to get more Force-sensitives into the Academy.

 

All four Republic classes arrive on Coruscant at the same time - the initial reference that indicates that is the Senator Kayl / MMG / Captain Winbourn mission. In the same way, all four Imperial classes arrive on DK at the same time, during the slave rebellion at the Colossus and during Sandor's investigation of the Revanites.

 

And so on.

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Not this again. Starting worlds are troublesome, because each class starts *at the same time* as the other class that starts on the same planet. Both Jedi classes start during the Flesh Raider invasion of the Gnarls. In the intro to the Smuggler story, Corso mentions a Republic military walker that has just been taken down by the seps, and the trooper is *in* that walker. Both the Agent and the Bounty Hunter start during the Nem'ro / Fath'rah war on Hutta. Both Sith classes, despite the lack of direct story-to-story references, start in the same background of a recent change to get more Force-sensitives into the Academy.

 

All four Republic classes arrive on Coruscant at the same time - the initial reference that indicates that is the Senator Kayl / MMG / Captain Winbourn mission. In the same way, all four Imperial classes arrive on DK at the same time, during the slave rebellion at the Colossus and during Sandor's investigation of the Revanites.

 

And so on.

 

Sorry you had to see it again Steve. We can just disagree. I was posting the final version for others if they wanted it. If not, no big deal. I agree they start on the opening planet at the same time as you say.

 

I also agree the 8 classes are on many planets at the same time, but some stories are clearly finishing on the given planets before others.

 

Corellia and the finales of the class stories have many hints and clues for instance. And even on DK that you mention there are subtle hints at an order.

 

No worries though, it is only for those that may want to play alts and have some variety in their play.

Edited by Dawgtide
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The only planet that clearly establishes story order is Corellia, and even that is questionable. Siths and BH get to frolic around for some time (with only BH actually doing something useful to Empire), then Agent mops up and then 3 Republic armies (Jedis and Trooper) invade. Randomly insert Smuggler somewhere in there.

 

Edit: yea, your Corellia is a bit off. Imperial questlines all end up before Republic actually arrives in force to reclaim the planet. See Agent story.

Edited by Frenesi
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The only planet that clearly establishes story order is Corellia, and even that is questionable. Siths and BH get to frolic around for some time (with only BH actually doing something useful to Empire), then Agent mops up and then 3 Republic armies (Jedis and Trooper) invade. Randomly insert Smuggler somewhere in there.

 

Edit: yea, your Corellia is a bit off. Imperial questlines all end up before Republic actually arrives in force to reclaim the planet. See Agent story.

 

Thanks for your comments. I think the second invasions of Balmorra and Taris are fairly clear too, but not trying to start an argument as everyone has the right to their opinion.

 

As for Corellia, yes the Consular and Trooper arrivals are mentioned in the Agent Story. The reason I show the Knight earlier is three things. One at the end of the Agent story when they spy on Hunter and the Star Cabal meeting after he/she leaves Corellia, it is mentioned that Tol Braga is dead. So it would seem to have very similar timing.

 

Also, the letter to the Sith Warrior after he/she finishes mentions that the Knight was taking care of the Emperor (letter says the Voice was in the body actually) about the same time as Darth Baras is being killed. So that is why I have the Knight about the same time as the final Sith stories.

 

Lastly, at the end of the Knight story on Corellia, the npc the Knight talks to mentions there is more fighting to be done, but that the Knight probably has other fish to fry or something to that effect. The other three of the Republic finish the job for sure like you say.

Edited by Dawgtide
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  • 1 year later...

Sorry for the necro, saw this linked in another thread and thought it was Very Cool. I don't know that I'd call it CANON, but it's artfully reasoned out and must have taken a serious amount of plotting on OP's part.

 

I guess my question is, has anyone actually tried to play the story this way? Like, start 8 characters simultaneously and try to follow this timeline as closely as possible? I think it'd be difficult to keep track.

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Quick note for Ord Mantell: Trooper and Smuggler start *almost* simultaneously (Trooper’s opening cinematic first, then Smuggler’s). Corso mentions the downed walker carrying the trooper, yes, but also at the end of the Trooper cinematic, you see the smuggler’s ship dodging fire through the open hatch of the walker as it comes in to land. That’s how close the timing is. Edited by VelvetSanity
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  • 3 months later...
Sorry for the necro, saw this linked in another thread and thought it was Very Cool. I don't know that I'd call it CANON, but it's artfully reasoned out and must have taken a serious amount of plotting on OP's part.

 

I guess my question is, has anyone actually tried to play the story this way? Like, start 8 characters simultaneously and try to follow this timeline as closely as possible? I think it'd be difficult to keep track.

 

I plan it, but I'd rather play each class story as one piece first. I think it would be better with Imperial Quesh - Taral V - Maelstrom Prison - Republic Quesh - Boarding Party - Foundry. :-)

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  • 3 weeks later...
  • 2 weeks later...
Sorry for the necro, saw this linked in another thread and thought it was Very Cool. I don't know that I'd call it CANON, but it's artfully reasoned out and must have taken a serious amount of plotting on OP's part.

 

I guess my question is, has anyone actually tried to play the story this way? Like, start 8 characters simultaneously and try to follow this timeline as closely as possible? I think it'd be difficult to keep track.

 

Sorry for not seeing this earlier. I wasn't playing as much after the storylines changed so much with the family story. So, I was aloholicing with LOTRO the last couple of years haha.

 

Thanks for the kind words though. Obviously I have played it, although others may not as you have to play all 8 characters. It is difficult to keep track. I decided to play again this summer. As I have said before, the hardest part by far to me was Nar Shadaa. I just couldn't find many tie-ns and besides the geography hints, some stories are much quicker than others there it seems.

 

I am about to compare it to a similar thread on mmo-champion to see how close we are with our thoughts.

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Quick note for Ord Mantell: Trooper and Smuggler start *almost* simultaneously (Trooper’s opening cinematic first, then Smuggler’s). Corso mentions the downed walker carrying the trooper, yes, but also at the end of the Trooper cinematic, you see the smuggler’s ship dodging fire through the open hatch of the walker as it comes in to land. That’s how close the timing is.

 

No doubt that is why I tied it in with the second planet. I just think the Trooper finishes afterwards due to the clearing of the base on Coruscant at the end in my opinion. All finish very close in time.

Edited by Dawgtide
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I plan it, but I'd rather play each class story as one piece first. I think it would be better with Imperial Quesh - Taral V - Maelstrom Prison - Republic Quesh - Boarding Party - Foundry. :-)

 

Yup. I just have never tied it in with the Flashpoints. I probably should do that sometime.

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I'd say do corellia planetary with B.H. as it ties in with the surrender of the legislature.

 

otherwise, it's a possible order, although you can head-canon it a variety of ways.

 

I get your point as BH clearly delivers one of the death blows depending on which ending we say is canon there. I am going to play again and see why I said "battle rages on". The Inquisitor seemed to be later for me and helped establish Decimus in power.

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  • 3 months later...
  • 3 months later...

Discovered this post a couple of weeks ago and have been racking my brain over it. Thank you so much for putting this all together it seems like the most cohesive story guide I've seen. It feels perfect but the more I think about it the more I'm worried that if I start recording using this there might be a mishap.

 

The largest one that comes to mind is what to do about Kaliyo being in the Knight Storyline? It's been a while since I've played so I don't know which act the conversation with Doc has her appearance. Because the conversation with Doc would need to happen before any of the Imperial Agent, and occur around the same time as the conversation with Skadge where he goes to kill Nem'ro.

 

But since all classes are present to see the war declaring at the end of Act 3 we lose the cut-off point.

 

Sorry to be a pain over this one detail.

 

Oh and just to add, for the prologues the starting order could go:

 

Agent

Hunter

Trooper

Smuggler

Knight

Consular

Warrior

Inquisitor

 

If you go by the distance of starting planet to the capital planet and information we get from the cutscenes. I like to pretend that the alien that gets caught in the updated Bounty Hunter intro is the same one that gets held up in the Agent's.

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I'm doing some research about class story chronology. Are you interested in some posts?

 

 

Sith Inquisitor after Directive 7 (if you choose LS answer) says that he/she is member of the Dark Council and his/her decision shouldn't be in question.

So I assume that Directive 7 take place after class stories. I've got this line before story was completed.

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I'm doing some research about class story chronology. Are you interested in some posts?

 

 

Sith Inquisitor after Directive 7 (if you choose LS answer) says that he/she is member of the Dark Council and his/her decision shouldn't be in question.

So I assume that Directive 7 take place after class stories. I've got this line before story was completed.

Your presumption is correct. The "breadcrumb" droid for D7 is on Ilum, which in the normal flow happens between Chapter 3 (Belsavis to Corellia plus post-Corellia events like Darth T on Korriban) and Chapter 4 (Rise of the Hutt Cartel).

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Your presumption is correct. The "breadcrumb" droid for D7 is on Ilum, which in the normal flow happens between Chapter 3 (Belsavis to Corellia plus post-Corellia events like Darth T on Korriban) and Chapter 4 (Rise of the Hutt Cartel).

 

I've never been on Ilum. :-D Many class story guides incorrectly put directive 7 before Corellia.

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  • 6 months later...
So nothing past Corellia, this could use some updating. I'm a returning player, and just wanna take the missions off the ship terminal in the order they belong.

Post class story is the same for every class and gives something like this (not counting ops as i haven't played them, i don't necessarily know where to place them, so someone else could be more accurate than me on this) :

- Illum

- Rise of the Hutt Cartel (Makeb)

- The Dread War (Oricon, if you don't intend to play the associated ops, then, i'd say to leave this one out or go there only for the dailies/weeklies)

- Forged Alliances : Korriban & Tython FPs, then Manaan, then Legacy of the Rakata (Rakata Prime)

- Shadow of Revan : Rishi + Yavin

- Rise of the Emperor (Ziost)

- Knights of the Fallen Empire

- Knights of the Eternal Throne

- "The traitor arc" : The War for Iokath, Crisis on Umbara, A Traitor Among the Chiss & The Nathema Conspiracy

- Jedi Under Siege (leads to short story bits called Hearts & Minds, and Mysterious Observers)

- Onslaught (leads to a short story bit called The Task at Hand)

 

And that's where we're at for now.

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  • 3 weeks later...

Thanks so much for this list. that would explain now why Oricon got skipped in the story progression, I guess completely optional. I don't even do Dailys or Operations, my end game, is Flashpoints and Heroics.

 

Post class story is the same for every class and gives something like this (not counting ops as i haven't played them, i don't necessarily know where to place them, so someone else could be more accurate than me on this) :

- Illum

- Rise of the Hutt Cartel (Makeb)

- The Dread War (Oricon, if you don't intend to play the associated ops, then, i'd say to leave this one out or go there only for the dailies/weeklies)

- Forged Alliances : Korriban & Tython FPs, then Manaan, then Legacy of the Rakata (Rakata Prime)

- Shadow of Revan : Rishi + Yavin

- Rise of the Emperor (Ziost)

- Knights of the Fallen Empire

- Knights of the Eternal Throne

- "The traitor arc" : The War for Iokath, Crisis on Umbara, A Traitor Among the Chiss & The Nathema Conspiracy

- Jedi Under Siege (leads to short story bits called Hearts & Minds, and Mysterious Observers)

- Onslaught (leads to a short story bit called The Task at Hand)

 

And that's where we're at for now.

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  • 2 months later...

 

I. Belsavis - We know the Dread Master's are freed here. And the World Razor is destroyed or contained too. The last characters (Agent and Knight) do this if trying to stay in character. It is fairly obvious the first 3 stories take place at almost the same time. The rest are not as clear, but I tried to piece them together.

 

Consular, Hunter, Smuggler, Inquisitor, Warrior, Trooper, Knight, Agent

 

 

1. Consular - The republic does not know of the Rakata facilities yet as the story starts. Rioting is occurring and the empire "may" be causing the riots. The consular opens up locations early in the planet and blow open vaults. Commander Geland, a traitor, is in control of the prison so far. He is killed and the Consular can free/kill other Esh-kha besides the ones he/she allies with in the Rift Alliance.

 

2. Hunter - Evidently mob rioting just started as Skadge caught Zale Burrows girlfriend as the Republic sirens went off signaling the trouble. The Warden wants to evacuate at this point. Zale Burrows does not want prisoners out of the deep Tombs (Republic turned over prisoners to the Tomb Custodians). The Hunter kills bounties and kills Burrows. The Dread Masters have not been freed yet and the Esh-kha have been released (Assume certain light side/ dark side choices are canon).

 

3. Smuggler - Empire attack and airstrike (Voidwolf) occurred 3 days ago (Assume sirens from the Smuggler story above). Many wardens dead and 10,000 prisoners are loose. Ivory, the target, escaped from his cell and headed to the deep prison to learn of Republic's secrets. We learn Ivory was the one who told the Empire about Belsavis. The "secret" turned out to be a ship to get off planet.

 

4. Inquisitor - The inquisitor comes looking for a Rakata device to fix his/her "illness" and notes the Empire "recently" discovered Belsavis and caused a prison break. The previous Darth that came here was after "mutation." A Rakata Warden Gorshaa trades the right to use the Mother machine and for the right to "scan" the inquisitor for future research.

 

5. Warrior - Darth Ekkage, Darth Baras' sister, was captured by Nomen Carr and imprisoned on Belsavis. The Warrior actually wants to stop the Empire from releasing her while they raid the vaults and tombs. Lord Melicoste is trying to release Ekkage, but both are killed with the help of a Padawan of Carr.

 

6. Trooper - By this time, Belsavis prison is under heavy Empire assault as they are trying to free comrades. Trooper is freeing Daggerwing pilots and they pledged to help Republic kill Imps as they are opening vaults. Saved Daggerwing Leader Conrad Gal and Belsavis situation is starting to "turn around" the Republic thinks.

 

7. Knight - Lord Krannus has landed here to destroy all life on Belsavis. It is noted that the Empire "just" launched a surprise attack. Republic scientists are now working in Belsavis' second level. But the Imps wants to go deeper and keep the Pubs out. The Knight actually fights Esh-kha (released by Consular earlier) and stopped Krannus attempt at detonating the power core. This saves the planet. (I would finish the World Razor planet story arc)

 

(An Empire story must end this planet as the Warden that takes over is killed/run off by the Dread Masters. I would think that the Agent did this due to location, findings, dialogues, etc.)

 

8. Agent - Imperial intelligence has known of the prison for a year (Contradicts the Smuggler story, but Intelligence probably kept it a secret and Ivory (Smuggler story) told the Sith and/or Empire Army who were ignorant). Imps are deep in the prison and we find out the Pubs allowed the Eagle Network Conspirators to exist on Belsavis in their own special section 23. It is the heart of the deepest section of the planet and holds the Scorpio Project. The Agent liberates it and a holocall notes of past issues at the prison including Darth Angral, Darth Baras and the Children of the Emperor (Consular, Knight and Warrior had to be here earlier).

 

 

 

 

How do we know it was the Agent who freed the Dread Masters if we're staying in character? I didn't find anything in their story that indicated the Dread Masters were still trapped around that time. In fact, I would argue that the Sith Warrior could have freed them because of what Servant One says when you arrive on Belsavis to kill Darth Ekkage who was sealed away deep in the prison planet.

 

"To crack the door to Belsavis, the Emperor has directed his guardsmen to coordinate extractions from the prison planet. A clever cover." The extractions are a cover because Vitiate is really prioritizing Ekkage being killed, but said extractions could easily involve the Dread Masters being freed to keep his true goal of Darth Ekkage's death a secret.

 

I have to ask the same thing about the Knight being the one who defeats Jokull and why no one else (with the exception of the Hunter) could have defeated him, as well as why the Smuggler is the one who defeats Darth Decimus.

 

I also want to point out that Sand Demons are a species, so the Warrior doesn't have to spare the one they encounter.

 

I would argue that all characters are able to do the planet stories because they seem to visit them at the same time because there are numerous tie-ins to the stories. It's mentioned in the BH story that the Dread Masters haven't been released yet, and the BH is later told on Voss that Fadith-Ki can help them complete the Trials on Voss since Redrish is going there. (Fadith-Ki is part of the Imp Voss story.)

 

As for Corellia, Satele basically tells the JK to do their Class Story and the Planet Arc. So wouldn't the JK be a fine candidate for completing the Corellia story as well in that case? Also, Servant One mentions to the SW that Darth Serevin can help them gain access to Voss and that the Wrath can help Serevin out with the Planet story.

Edited by Enskojare
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