Part 7: Obligatory Sewer Level
Part 7: Obligatory Sewer Level
Last time, we explored the Undercity and fought a couple dozen rakghouls. In our travels, we came across the serum that cures the rakghoul disease, as well as something called a Promised Land Journal. The journal was kept by Malya, an Outcast who was the apprentice of Rukil until her untimely rakghoul-related death, so we'll give it to Rukil.
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We will?
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Excellent observation, Carth. Please let the man speak.
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I'm still waiting for someone to explain why these banished prisoners, who apparently numbered in the thousands, didn't try to fight their way back at any point instead of resigning to their fate and sitting here for a century.
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I still don't think... oh, whatever. I give up. The Promised Land. Let's do this.
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What? Why in the hell would someone build a self-sustaining "paradise" beneath the Undercity of all places? "This way, one and all! Come visit us at our beautiful self-sufficient colony of wonderment, where the finest Tarisian ale flows freely and droid servants attend to your every need, and we do mean every need! The entrance is to the southwest, behind the 583th pack of rakghouls." Or was it built by some ultra-rich recluse who wanted to get away from other people?
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Carth has a point for once, and it's completely understandable how most Outcasts treat Rukil as a weird old lunatic. The Promised Land sounds too good to be possible.
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Still, Rukil seems to be convinced the place exists, so we'll humor him.
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We'll get on that. First off, though, there's something else we need to do in the village.
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We did get the rakghoul serum, and the Outcast healer said they had locked some infected villagers in this quarantine pen back here. Maybe we can do something to help them out.
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Good, they haven't transformed yet. Maybe we still have time.
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Certainly, just let me give you a dose of this serum and...
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...well, shit.
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So, here we get to observe the actual moment of transformation. As it turns out, the infected person will appear fine until the mutation triggers fully and the infected is engulfed in a flash of bright light.
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The one on the left seems quite happy to be there.
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In any event, we at least give these poor bastards a dignified end.
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How about these two, then?
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I'm pretty sure these guys will turn if you spend too much time asking stupid questions, so we'll just give them the cure immediately.
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Hey, they actually bothered to animate it this time. That's just the medpac/stimulant animation, but it's better than nothing.
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We already checked that and found nothing, but never mind that. At least we managed to help these folks and stop them from turning into ridiculous monsters.
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With that, we earn some more light side points and level up.
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I decided to work on our Demolitions a bit more because I had to put those points somewhere. Another rank of Computer Use/Repair or even Treat Injury would probably have been more useful because we're too dumb to effectively use Demolitions and can't really disarm anything at the moment, but if we put enough points in the skill we'll eventually be able to do something with it. We won't be lugging Mission around all the time, after all.
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More importantly, reaching level 6 nets us Improved Scoundrel's Luck, which increases our Defense bonus by a further two points.
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It's fine. Now that we're done with that, we should head back out and get to the sewers.
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As we head towards the gate, Igear stops us.
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That would truly be the greatest tragedy of our time. I'm pretty sure I wrote this exact comment when this same scenario popped up in the Jade Empire LP.
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We'll tell Igear to fuck off.
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Apparently, there was some part of "fuck off" he didn't understand, so we'll tell him again.
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No. Fuck off.
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Now that we got that out of the way, let's actually make our way to the sewers.
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wait hold on
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"Why are we misspelling the word 'embarrassing'?"
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Considering her former line of work, it'd be quite hypocritical for Zila to moralize about this stuff.
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I like how they specified "space" tramp and "intergalactic" skank.
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Setting aside Mission's family history for a moment, we head down to the sewers. Lovely.
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The sewers are crawling with Gamorrean raiders, as expected. The basic ones aren't too nasty, but there are some stronger guys as well and they pack a punch.
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Since the Gamorreans use their war axes for combat and there's not a lot of room to maneuver around in the sewers, we should switch to melee weapons. Our two-weapon fighting ability is finally decent enough for two swords to be a viable option, so we equip the prototype vibroblade and a short sword, which has a smaller off-hand penalty than regular swords. That is a decent increase in our damage output, although we'll be likely to miss more often.
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There is a button to twirl the swords around on command, but I couldn't find it on the Xbox controller.
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The sewers are a maze of ugly, brown tunnels with entirely too many doors, and I always end up going through the wrong ones at first.
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This one leads to a dead end with a bunch of rakghouls, but there is something actually important here.
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Namely, the second Promised Land journal.
Promised Land Journal posted:
This journal is a record of the long and difficult search to find the Promised Land. It contains many half completed maps and cryptic notes, all attempting to decipher whether the legend is true or simply a child's fable. By itself this journal does not contain enough information to solve the mystery, however it could be a valuable piece of the puzzle.
We can't make heads or tails out of it, but maybe Rukil is able to decipher the notes and maps.
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More doors. More Gamorreans. More fun!
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This door leads to a force field. That path leads to the upper sewers and the Vulkar base, but we can't do anything with it until we rescue Zaalbar.
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Seriously, too many damn doors. To our right is the Gamorrean compound, but I want to find the last Promised Land journal before we do anything else.
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Hey, we managed to stun something with Critical Strike! That rakghoul is dead as shit, or at least it would be if its buddies weren't blocking the path.
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Some of these ladders lead back to the surface. Don't go back to the surface, because the enemies here will respawn.
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Guys, would you please stop ganging up on us? I know it's a good strategy to focus your attacks on the target with the lowest amount of health, but it's very rude.
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Even more doors. As someone who easily gets decision paralysis when presented with multiple paths in RPG dungeons, I despise this place.
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I guess we'll go through the door in front of us, which leads to more rakghouls.
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These doors actually lead directly to the Gamorrean compound, as we did a loop and kinda came in the back way. This is not optimal, because had we come in through the front we could've reprogrammed a nearby combat droid to help us with the angry Gamorreans.
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This was a really bad idea.
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A really, really bad idea. The Gamorrean elites are bad enough, but the chief hits like a freight train full of trucks made of lead. His regular attack damage is bad enough and will easily cleave off half of Zila's health with a single swing.
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Then he hits a fucking critical on Zila and one-shots her. I think her max HP is 36 at this point!
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Many bad things are happening right now. Somehow, we manage to take down the chief before he is able to kill anyone else, which will make the situation much more manageable.
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We're also helped massively by the fact this Gamorrean elite is too lazy to join the fray. Not having him swinging his axe around already helped, but since he's not attacking us right now, Zila is also able to get up and heal. That was a bit more intense than I would've preferred, and that's why you should repair the droid and go through the front door.
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At least we survived, just about.
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The nearby weapons locker contains Zaalbar's bowcaster, so Zaalbar himself is probably nearby.
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One of the Gamorreans also dropped a belt that increases our Fortitude saves from 0 to 2.
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A bomb?
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I guess not.
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I think KotOR was the first time I actually saw Wookiee dialogue translated to English.
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That is very much what that means, yes. Note the "subtle" callback to the original Star Wars film, where Leia calls Chewie a walking carpet.
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The asshole responses seem to be extra assholish here for some reason.
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Oh, right, the Vulkar base and the prototype swoop accelerator. I almost forgot why we were going into the base in the first place.
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Eh, what's the worst that could happen?
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You said NORTHeast, Mission.
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[You can switch party members using the PARTY SELECTION screen, accessible by pressing A while on the map screen. This button is disabled in areas that are considered dangerous.]
Having sworn a lifedebt to us, Zaalbar is now a party member!
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We'll take him along because we've spent more than enough time dealing with Carth for now.
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Your first instinct might be to equip Zaalbar with his bowcaster, but he's much more useful out front as a melee fighter due to his obscene strength and constitution. As a Scout, Zaalbar is also able to equip implants, but we don't have any at the moment.
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You can do a lot of things with Zaalbar, but I just end up boosting his Treat Injury skill so that he's even harder to kill. If you go for the recommended points allocation, Zaalbar will end up quite handy with computers, which I always though was pretty amusing because I can just about imagine him hunched over a keyboard. I'd love to see artwork of Zaalbar using a computer.
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Since Big Z's going to be a melee combatant, we'll give him Improved Flurry. It reduces the defense and attack penalties from the basic Flurry feat by 2.
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Holy shit, look at that HP and STR and CON. Extremely low charisma, though, because the developers are clearly racist against Wookiees. He's also not going to dodge very many attacks with his 11 Defense, but he's got so much health that it doesn't really matter.
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We still need to find the remaining Promised Land journal before we can proceed, so let's wander around some more and kill more Gamorreans.
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Yes, they misspelled Gamorrean in the subtitles.
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"Arm of a guards"? Come on now, guys.
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These two are so much better than Carth.
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In the room with the combat droid we could've reprogrammed to help with the Gamorreans, we also find the last Promised Land journal. We can't decipher this one either, so let's return to Rukil.
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Apparently, there was something useful in those journals after all.
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I'd really like to see this Promised Land, but we have a job to do so we can't exactly drop everything and run off with this bunch. So, we'll just bid Rukil and the Outcasts farewell and wish them luck on their quest.
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And thus, the Outcasts set out for their long and arduous journey to the Promised Land. Will they find it? Will it be as amazing as the stories described it? Will the Outcasts have a happy ending to their story after all? (According to The Old Republic, the answers to these questions are "yes", "no", and "fuck no" respectively, because no one in KotOR or KotOR II is allowed to have nice things in the Old Republic continuity)
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We are left in a now very empty Outcast village. There's nothing else for us here, so we'll return to the sewers.
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Now then, let's get rid of this force field.
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Mission enters the codes into the console, and the path to the upper sewers is open.
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The upper sewers look very much like the lower sewers. The one interesting thing we see in this area is a bunch of rakghouls having a fight with Gamorreans. Who's going to win?
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If you guessed the rakghouls, congratulations! Give this guy a high five!
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More doors to choose from. This time around, only one path contains anything of note and that is the actual way forward.
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Further up, we run into this malfunctioning droid which will shoot us on sight. Mission could probably use stealth to get rid of that mine without alerting the droid, but I use stealth so rarely that I completely forgot to even consider that option.
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It doesn't even matter, because the gas mine completely fails to poison anyone anyway.
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One of the dead ends has a Gamorrean raid leader, who seems fearsome but is easily disposed of with Critical Strike and Sneak Attack.
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You know what, let's tease Zaalbar a bit.
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Close enough. Now I want to see a picture of Zaalbar dressed in a suit, operating a computer.
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I don't even want to know what this is doing here, but it is holding something.
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That something is a Hidden Bek datapad, as well as some sort of synthesized odor.
Synthesized Odor posted:
This appears to be a timed release device for a strange substance. The liquid has a very pungent odor.
Maybe the datapad will tell us what this thing is for.
Bek Datapad posted:
This datapad seems to detail plans the Hidden Bek had to get into the Black Vulkar base. Of note is the following:
"We have synthesized a substance with an odor that resembles a favorite prey of rancors. If we place the bait properly, we can lure the rancor into eating something lethal enough to kill it."
Interesting, though it clearly didn't help the former owner of this arm very much. Presumably, he tried to flee the rancor and ran for this hallway, but got chomped before the door closed.
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Well, so much for hoping the rancor had quietly wandered off.
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The corpse pile here contains items that don't seem particularly crucial. Instead of picking them up, you want to switch to the Give Items menu, which up until this point has never been used and first-time players might not even have noticed the option existed (back in the year 2003, 16-year-old me slowly raises his hand and doesn't know why).
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So, what you want to do is place the synthesized odor in this pile to lure the rancor out. You can also place some other crap if you want to clean out your inventory, but the synthesized odor and at least one grenade are important.
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The rancor notices the odor and is clearly intrigued.
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For some reason, I always found it funny they decided to subtitle the rancor's snorts like this. Not even *Snort*, but "Snort, snort" like the rancor is actually saying the words. I'm quite easily amused.
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The rancor, on the other hand, is not amused by the surprise we left in its dinner.
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Poor guy.
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Mission and Zaalbar level up, but there's nothing particularly interesting to show off there.
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Now, if you were so inclined, you could attempt to fight the rancor or try to sneak past. Neither of these options is recommended because the rancor will very easily kill you in a single hit, but you can give it a shot.
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Past the now deceased rancor is the path to the elevator leading to the Vulkar base. These guys aren't going to pose much of a problem.
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Next time, we'll break into the Vulkar base and go racing.