not lose because if you do, you lose the game. This is an interesting variation on your usual mini-game, this one actually does affect the game on a large scale.Once you beat him (which you will eventually and probably on your first try if you’re good at it) then he’ll agree to show you the way. He’ll say though that he can’t stay with you much longer than that and that he’ll be leaving after he gets you there.
On the other hand, if you do have a successful Awareness check then he’ll agree to do the job for credits and show you the way though he can’t stay once you get there. You can also learn sabaac from him later.
Once you get there you find that indeed, the temple is in surprisingly good shape. This Temple at the moment only has one smaller spire, not the four small and one big like in the Prequels, but even so its abandoned halls are a massive site. Arat leaves and warns you to look out for the gangs likely to be around the area. You’ll dig through and eventually come into conflict with various thugs, thieves, and scavengers and the like but won’t meet any serious trouble until the Free People arrive.
The Free People are a highly organized gang of Coruscanti who believe Coruscant should be independent from the Republic and all its influences, not taking into notice Coruscant’s own influence on the Republic. They look at the recent civil war on Onderon and General Vaklu’s victories (and not his subsequent defeat by the Exile/Republic forces depending on the last game’s alignment). They hate all things Republic and anything related to it and were some of the first to begin pillaging the Temple.
They will offer you a chance to join them but even if you take up their offer they’ll bicker until they decide you’re a threat because of your presence at the Temple. At that point they’ll turn on you and attack. They’re all thugs at this point but you’ll eventually need to fight them on their home turf where they’ll have everything from Echani-trained soldiers to dark-side Force Adepts.
Even so, you’ll be outnumbered and would be killed if it weren’t for the timely arrival of Yuthura Ban, lightsaber in hand (I put her in because she makes an ideal “Last Jedi” and not because you dead it scramo, just to clarify). She’ll have a red lightsaber if Revan was dark side but a violet one if Revan was light side. She’ll fight off the Free People for you and inform you on the situation.
When you tell her about your mission here, to find a Jedi holocron. She will tell you that all that was here as long since been pillaged, mostly by the Free People who have taken it all back to be destroyed. She did say though that she heard there was a Jedi holocron floating around on the black market.
She says that the best place to look would be Calocour Heights, the commercial capital of Coruscant and the home of many of the greatest Republic businessmen. You might invite her to join you but if you do she says that she’s got things to attend to here at the Temple. Show your party leave and then reveal a cutscene.
If Revan was lightside show her step into the High Council’s chamber and stand in the middle of the room. She kneels down and offers herself to the Force, to attone for all that she has done and to earn the mercy shown to her by Revan. It seems she has just arrived a few days ago and has come to make peace with herself and her crimes.
If Revan was darkside show her stand in the Council chamber and taunt the dead masters of the Council. She tells them that they were fools, thinking they could succeed and to only look at what Revan did. Then she leaves and vows vengeance.
Then it switches to you again as you head for Calocour Heights, heading through the various streets of Galactic City and using public transportation. In the distance the Galactic Senate Chamber and the Presidential Palace are visible. When you reach Calocour Heights you come into a bright section of town, even during day, with lots of electronic signs and lights. Most of the places here are stores of various things, most of them useless, and there are almost no cantinas here, instead “clubs” which are essentially the same thing except that they are focused more on gambling than drinking.
The place where you will find information on the holocron is in a small shop owned by a Toydarian shopkeeper named Kazo who sells electronics. When you come to him he’ll tell you he knows nothing about the holocron. However, it won’t take much more than a small bribe, a little persuasion, or some intimidation to convince him to tell you what he knows.
He’ll tell you the holocron was found by Hek Thulo, a disreputable merchant who deals in all kinds of contraband and illegal goods. Thulo has been the main supplier of such things on Coruscant for a while and meets his contacts in one of the clubs. Apparently, he even had connection to the Exchange back in the days when the galactic crime syndicate was still in power. Now, he’s aiming high with this holocron.
You can buy supplies at Kazo’s place of course but that’ll be unnecessary. Instead, head for the Ioaa Club, owned by an aged Ithorian woman of the same name who abandoned her people’s traditions to find money in the Core Worlds. Entering into her club you’ll have to pay a high fee unless you successfully Persuade or Intimidate the bouncers. Then, once inside, you’ll have the opportunity to delve into all sorts of games: pazaak, sabaac, swoop racing, or a dueling ring. All of these minigames can earn you money and you’ll be taught how to do them free of charge.
At a sabaac table you’ll find Thulo in a cutscene. You can challenge him to a game, the only way he’ll agree to do anything for you. Whether or not you beat him he’ll be entertained enough to open up sales on the holocron. He’ll reveal his price: an extraordinary fee of several thousand credits, far more than you should have at the moment. You might try to barter the price but he’ll be stone hard about it. Finally you’ll have to walk away empty handed.
Just as you’ve left the sabaac table though a cutscene will reveal several thugs coming in, headed by a one-eyed man dressed in intimidating armor. He also has a robotic arm and carries two swords at his side as well as a blaster rifle slung over his shoulder. He’ll motion to his men and point at Thulo and you’ll find out he’s aiming to kidnap the black market extraordinare. You’ll get into a fight but they’ll get away with Thulo and deal plenty of damage while you’re at it. The new engine will let you also knock over tables and duck behind them by using action moves similar to “bash” or “use”, aiming for some nice classic cantina fight action.
Once they get away Ioaa will be displeased with you and will blame you for the fight, kicking you out. You’ll be on the streets again, this time with nowhere to turn. Just as things look dim though you’ll bump into an old friend (i.e., Arat Isem) in the streets of Coruscant. Once you bump into him he’ll be quite surprised. You’ll be able to tell him about your predicament and he’ll agree to help, for a price. You ask what price and he’ll refuse to say, telling you that he just is in the need for money. You can agree then (in fact, you’ll have to or else the game won’t go anywhere) and he’ll join your party.
After he joins your party he’ll tell you what he knows about the thugs who might have taken Thulo. He’ll mention that Thulo has, unfortunately for him, made enemies with the Free People, who are the largest gang on Coruscant now. You’ll ask how and it’ll be revealed that Thulo expressly refuses to deal with them, disagreeing politically on their ideals. Because Thulo usually finds his way to gaining very valuable artifacts and the like the Free People resented Thulo’s refusal and have put a bounty on his head.
It’ll also be revealed that the one-eyed man is a veteran of the Jedi Civil War named Mor Thekal. Thekal was trained as a Republic Commando, an elite unit used to take on dangerous missions and trained to fight the best of the Sith Elite Troopers. For unknown reasons Thekal had a falling out with the Republic in the past few years and ever since has been a large advocate for Coruscanti independence. Thekal is in fact, second-in-command of the Free People and more loved (and feared) than the official leader, an older man named Zax Dajog.
Isem will tell you it is possible to take down Thekal and his cronies and rescue Thulo but that it will be extremely difficult. No one is quite sure where the Free People’s lair is but that there are many of them in the Southern Underground, the lower, older levels of Galactic City. If you want to rescue Thulo you’ll have to look for clues there. He knows the way but recommends you come armed and ready to fight.When you get to the Southern Underground you’ll find more and more lights. It gets darker the further you go down, more buildings blocking out the light. Bascially, this area is the place where Anakin and Obi-Wan eventually find Zam Wessel in AOTC. It is a dirty, scummy, heavily populated place. Walking through they’ll be about six cantinas in various places, two clubs, and more than a few shops. You’ll need to make inquiries about the Free People frequently, which sometimes will get you in fights or ignored.
Finally, your search will find one cantina where you’ll encounter a Hutt named Jega, noticeably pregnant. She’ll offer you a job after you tell her about the Free People, telling you that she doesn’t particularly like they’re ways of doing things, that it’s bad for business. She’ll mention bounties and the such but also a way to sneak into one of the cantinas around that is filled with Free People contacts, thugs, and the like.
She wants the cantina squashed as it competes with her business and provides a haven for those “unscrupulous malcontents”. In addition, she says, not only will the job provide you with a way to get to the Free People but also she will pay you nicely for it. You must agree, though not necessarily at first. Once you do agree she’ll tell you to meet a bounty hunter, one she calls “Shadow”. She’ll give you the location of the cantina on your map and send you off.
Head to the cantina and you’ll eventually find a female Bothan walk up to you. The Bothan will introduce herself as Nyir Sha’do and lead you away. She’ll then reveal that she is Jega’s agent, code-named “Shadow”. You’ll ask if she’s a bounty hunter and she’ll shake her head, surprised at the accusation. She seems to indicate that bounty hunting is beneath contempt for a Bothan and that she rather belongs to a more “elegant profession”: assassination.
When you ask her what you need to do to flood out the Free People she’ll mention that she suspects one, a Rodian named Kodee who has a particulary weakness that you can exploit: drinking. If you get Kodee to drink enough he’ll spill the beans. The problem is that there are usually friends of his watching. For this reason she’s never been able to squeeze him. But she believes that if you and her work together you can ge Kodee to sing.
Agree to this idea and either Nyir or Isem (if you have him in your party) will agree to make a distraction. Nyir will do so by asking questions while Isem will do so by playing a few games of sabaac with them. In the meantime you can get Kodee high drunk and get him to spill beans on almost anything with an increasing amount of necessary persuasion. Once your persuade fails or you’ve asked all the questions, Kodee’s friends will notice what’s happening and break in. Fight will ensue, this time with the entire fight breaking in as it will be revealed that more than a few cantina rats here are agents of Jega’s as well as of the Free People.
The battle will be intense but eventually the Free People will flee the scene, vowing vengeance. In this case you’ll be able to leave but you’ll want to check Kodee’s body, one of the casaulties. Kodee will be carrying a datacard, which will be coded. Bring it to Jega and she’ll have her technicians decode it, revealing the secret hideout of the Free People, in the Factory District. She’ll tell you this is promising, that now she finally knows the location to the secret base of the Free People. She’ll say that she must make plans immediately and that you need to wait.
You’ll wait for a day and she’ll return, telling you that she has heard the Free People are on the move again but she is ready to help you strike them down. She’s contacted the Republic government which is more than ready to make a move. However, either Tabanne or Isem will force you to wait, telling you and Jega that the Free People might suspect an attack after their recent battle with Jega’s forces. Jega will respect this judgement and agree to send you in disguised as an eager mercenary for hire wanting in. She says your background as a former Sith soldier will help and tells you to talk to Nyir to set up your journey to the Factory District.
When you go to Nyir she’ll agree and tell you that there is one other major connection between the Southern Underground and the Free People that may get you to the Factory District base. She says that a person close to Zax, leader of the Free People, owns a small clinic down in the Southern Underground which the owner uses to gain public support for the Free People. The owner is a smug little Caarite named Abs. Nyir gives you directions and sends you on your way.
When you reach Abs the Caarite will first offer you clinical help but if you tell him that you want to join the Free People he’ll immediately get interested and offer you a chance to go to the secret base if you first do something to prove your interest. He’ll mention that a certain former Free Person betrayed the Free People to Republic diehards and got the Free People in trouble. He’ll say that if you want a job with the Free People you’ll first have to “correct” the ex-Free Person’s error (i.e., kill her).
Abs will point out the Free Person as Jaina Alcon, a native to the Southern Underground. He’ll say she usually hangs out at the Smuggler’s Fortune, a club down here in the Underground. Heading there you’ll find her and may be able to convince her to leave the club and come outside to an ally and then kill her. He says the details don’t matter so long as she’s dead.
You’ll have to agree to the job but how you carry it out is up to you. When you go to the club you have two options. Darksiders or neutrals can lure her out and then kill her or lightsiders can tell her that she’s in danger and try to find a way to fake her death. She’ll mention that she knows her life’s in danger but she has no idea how you can save her and that you’re better off just taking the bounty. However, an opportunity will present itself when she offers up how you’d kill her: poison, knife, or blaster. You can inquire into each of these and find out three ways to fake her death.
First, you can find a particular poison which puts its victim into a coma, with nearly unreadable life signs, certainly not with the trashy equipment that Abs has. Its expensive but it’s also a proof way to fake Abs out. Then there’s vibroblade cuts. Cut her flesh but only near vital places and not on them and you can fake Abs out with a little persuasion not to take a closer look. Then there’s blaster in which case you set it to low frequencies and stun her while also giving her burns. This will probably fake Abs out even without persusasion but not necessarily. In either case, you need to inform Nyir before trying either fake attempt so the Bothan can come to Jaina’s rescue later.No matter if you kill her or pretend to with success Abs will be impressed and tell you that you’re just in time as one of the cargo freighters they stowaway on to sneak into the factory district has just arrived nearby. Then it’ll black out and you’ll find yourself in the factory district, an uninhabited and dirty part of Coruscant that covers most of the planet, filled with hangars, factories (hence the name), silos, garages, and warehouses. Many of the buildings are abandoned and some of those that are have been colonized by various gangs across Coruscant. One of these is the Free People.
You arrive there and are immediately greeted by Zax who makes it a point to meet his new arrivals. He talks to Abs for a while and then looks at you, apparently impressed. He says he’s proud to have a new member, talking about how he plans to finish what “Yarrel started”. Apparently Yarrel is another Coruscanti patriot who like the Free People rose up against the Republic, during an economic depression that followed the Great Sith War. It was he who actually won Galactic City independence before eventually agreeing to come back into the Republic with new priveleges for Coruscant.
Zax says he has several jobs for people like you, jobs to take down the Republic. He introduces you to Thekal who immediately recognizes you. He condemns you, telling Zax that he fought against you in one of his recent missions (i.e., the one to capture Thulo). Persuasion is your friend here and if you can’t handle it Isem or quickwitted Qatya Laut will, explaining either that you actually fought on the Free People’s side (yourself) or that you were simply protecting your life when threatened (Isem or Qatya). This will save you a lot of trouble and Zax will be convinced though Thekal won’t seem to be.
Zax says to talk to Thekal if you ever need a job. Thekal will then tell you that he has several jobs, from bounty hunting, to swoop racing, to gladiatorial combat with Republic mechs (a new little fun minigame practiced in a hovering landing platform the Free People stole a while back), to espionage. Carry out these missions and gain enough influence (in a KOTOR Sith Academy style fashion) and Zax will finally invite you in to interrogate Thulo who he says has been giving him some trouble and who hasn’t yet been convinced. He’s sure that someone as intelligent and capable as you may be able to squeeze information out of the black market dealer.
Thulo won’t recognize you, he sees far too many people all the time to recognize one disappointed customer. You’ll have to question him and they’ll offer you a drug with which to do so (though it has the typical balance approach where too much sends him into shock and too little won’t make him talk). If you don’t take the drug and try to talk him into giving information about his hidden store (which is useful for you as well) this will allow you to not gain eventual darkside points from torturing him but will make Zax annoyed and make him push you harder and harder.
Either way you won’t actually get to the point where he tells you because Thekal will march in with several Free People behind him, including Force Adepts and Scoundrels as well as the usual thug. Zax as you might expect will be outraged and demand a reason for Thekal’s intrusion. Thekal will remark that Zax is a fool and weak, blind to the obvious circumstances around him. Zax will then order his guards to haul Thekal away but they won’t. Zax and Thekal will then argue.
Thekal will proclaim that he is the future of the Free People, not Zax who he accuses of weakness and cowardice. Zax will retort by saying Thekal isn’t even a Coruscanti and that Zax is the one who will finish what Yarrel started. Thekal will grow angry with that and say that Yarrel was a traitor, to after defeating the Republic to accept it back into his arms and to welcome it as Coruscant’s oppressor again.
He will then say why he broke with the Republic, citing how he was a Republic Commando who did everything for the Republic, only to find his family killed at the end of the war, only to find the Republic would not pay for his medical expenses to replace his arm and eye, and how he was abandoned. He will cite that the Free People is not a movement aimed simply for Coruscanti independence, but for the freedom of the galaxy. He’ll hint at the fact that he’s planning to do something big, something that will cripple the Republic, possibly the assassination of a key figure.
At this point Zax is doomed and as a darksider you can offer to help Thekal or as a lightsider stand by Zax or say you’re for neither (the stupid side). It doesn’t matter either way. If you offer to help Thekal he’ll refuse, calling you a co-conspirator with Zax and you’ll be forced to help Zax. If you say you’re for neither both sides will attack you while simultaneously attacking one another and you’ll find it hard to survive.
You and your party members will have to escape. Isem or Tabanne will mention the fact that you could steal one of the Republic freighters in the abandoned factory the Free People are centered in and escape. You’ll have to fight your way to it but once you get there you can try and escape. You’ll have no weapons to fight with and will be chased down by stolen police vessels which will shoot you down. A cutscene will show you tumbling down into the dark abyss, down, down, crashing through the various layers of the Factory District at alarming speed.
You’ll wake up later and find the freighter’s interior ruined, with only a few lights on. The windows outside show nothing because that there is no light at all outside. With some difficulty you can find med supplies and heal all three members of your party: Isem, Luat, and Tabanne. At that point you’ll have a chat with them and realize you have to leave the ship to go anywhere as the ship’s engines are long dead and there aren’t enough food supplies to last you very long.Stepping out you’ll realize that it is very dark and very wet. You’ll move slowly because you’re tredging through shallow water and because you can’t see anything at all. Isem will mention that he has some infrared goggles. Equip them and your characters will be able to see in the dark albeit in black and white. This will simply be like the regular screen except a sort of Splinter Cell looking fuzzy (though only a little fuzzy) black and white.Tredge on through the water for a while and it won’t take you long to encounter a giant ogre. Yes, it’s an ogre. Such things actually exist on Coruscant and after fighting one Isem or Luat will inform you that this must be Coruscant’s undercity, a very different creature from Taris’. It has no light at all and absolutely no human life, just plants and animals that have adapted to life without light, a life that was forced on them by the growing skyscrapers above that block out the sun.Isem or Luat will then explain to you that there’s supposed to be some kind of agricultural plant down here, sustained by droids and heat lamps and established long ago, millennia ago and before Coruscant was completely covered by city. They say that it should be connected to the sewers which will in turn be connected to populated areas. You’ll then have to head off in that direction.
A little something on the Undercity. Here you’ll find ogres (the worst of the bunch and a pain in the rear @$$ to kill at your low level), ravenous wolf like creatures without eyes, monkeys, carnivirous plants, and lots of other fun things. Finally, as you close towards the plant you’ll encounter a giant mutant ogre about three times the size of all the others you’ve encountered with cybernetic implants. It’ll be more than you can handle alone with your two party members but luckily for you, who should come to your aid but your favorite Dark Jedi: Yuthura Ban.
She’ll slice and dice the ogre and save your butt. She’ll also comment on the latter, saying how you seem to have a knack for trouble. It won’t be long though before you’re suddenly surrounded by strange droids with archaic blasters attatched to their arms which then stun you. A cutscene shows somebody watching you from a video screen. Then it goes black.
You then awake inside a large lush greenhouse (i.e., the agricultural plant). However, the joy of finding your destination is undertoned by the fact that you’re soon met by a rusted bucket of bolds who introduces himself as the Guardener. Isem and Luat both crack a few jokes about that before the Guardener has two other droids zap them in an unpleasant fashion. It appears that the ogre was the Guardener’s creation and he is most displeased. The Guardener then questions you as to your reasons for being in the Nursery as he calls the Agricultural Plant.
You can refuse to answer and be tortured, or answer and be tortured. No answer seems to satisfy the crazed droid and he’ll continue to torture you until he grows bored and leaves you. At this point you and the characters can talk to one another and then Yuthura Ban mentions that she senses something odd about you. If you’re a Force Adept she’ll mention something about how you are strong, but require training.
If you’re a Fringer she’ll ask if you ever wondered why so many things went your way, why you were able to overcome great obstacles which you might remark as luck but she’ll attribute to the Force. If you’re a Soldier she’ll ask if any of the Sith Officers ever offered you a chance to go to the Academy on Korriban. She’ll mention she worked there and has seen less potential in some candidates as she does in you.
Then, Isem will mention that that’s great and all but that you need to escape. Yuthura will wave off Isem’s worries and tell him that she’s been in worse fixes than this. She then promptly looks at one droid and uses Stun Droid to destroy it and then uses the Force to call to her lightsaber which she then uses to escape. You then have to fight your way out of the Agricultural Plant and towards the sewer systems where you’ll be confronted by the Guardener himself. You’ll ask him to move aside, perhaps teasing him because that he is an agricultural droid, and not a war droid.
He’ll respond by revealing hidden weapons in his arm modules and citing that he may have originally been an agricultural droid but that the “Creator” gave him a new purpose, to protect the Nursery from harm and upgrading him with combat protocols and weapons appropriate for the purpose. You’ll then have to fight the Guardener who will be a remarkably tough opponent despite his age and who will call on other droids to aid him. In the end though, you’ll be able to defeat him (maybe after dying a few times) and escape into the sewers.
Climbing through the sewers you’ll mostly encounter rodent-like creatures and eventually a dianoga. The dianoga will be your last major challenge before coming to a door and using Yuthura to smash through it. You’ll emerge in the Southern Underground, right next to the cantina Jega resides in.
There you’ll be able to talk to Jega and Nyir about what happened. They’ll be alarmed and shake their heads, telling you that you should have let them bring the Republic into it while Zax was still in control while Yuthura in the background seethes with having to work with a hutt. They’ll inform you (though unneccessarily) that Thekal had none of Zax’s subtleties and is perfectly willingly to challenge the Republic government for control of Coruscant openly, just as Yarrel did back during the Coruscanti Coup more than forty years ago. Jega seems very concerned about how badly business will be affected by a conflict, even one that will likely be isolated to Coruscant (the Free People don’t have the resources or public support that Yarrel did when he launched the Coruscanti Coup).
Nyir will mention almost without concern that things are moving now and that this coup within the Free People’s leadership may be the reason for it. She mentions that she hopes all these unpleasantries won’t affect the large celebration planned in Glittanai Esplanade planned for the Galactic Fair and hosted by the Supreme Chancellor Allet Stak. At this point Yuthura Ban will perk up and ask suspiciously how well guarded the Chancellor will be. Jega will casually mention the Chancellor will be as guarded as he always is, probably not heavily. In fact, it’s a tradition for the Chancellor (a tradition the populat Allet Stak has embraced) to actually walk out into the crowds and greet the aristocrats of Glittanai Esplanade personally as the Senate guards trail behind.
You will immediately recognize the danger of this and mention what Thekal seemed to be hinting at when he challenged Zax’s authority. Jega and Nyir will realize what you mean and send you off, telling you that Jega tries to contact the Chancellor. You and your party will in the meanwhile fly with Nyir to Glittani Esplanade in a private hovercraft owned by Jega the Hutt and loaned to you for this moment.
Once you arrive in Glitanni Esplanade (by far the prettiest part of Coruscant) you’ll find huge crowds. You’ll try and work your way through them (there’s no cantinas, clubs, or stores here, just rich people’s condos) to get to the place where the Chancellor will arrive, at the Republic Hotel, a rich hotel skyscraper with a platform where the Chancellor’s personal landing platform may dock with. You’ll head on up and just manage to persuade your way through security (with the aid of Yuthura’s or your own mind tricks perhaps) to the platform (near the bottom because he’s meant to walk out into the crowds) when the celebration begins and the Chancellor steps off.
They’ll be a cutscene with fireworks and crowds cheering the Chancellor as parading hovercrafts roll on by. The Quarren will step out and wave to the crowd and greet the aristocrats personally one by one and then step into the crowd. Your party members will call out to him but the guards won’t listen and he won’t hear you. Then, all of a sudden, from the crowd a blaster shot will fire and several men will emerge, led by Thrakel.
Thrakel will openly threaten the Chancellor and proclaim the end of the Republic is at hand. Stak will call these claims ridiculous and being an intelligent and charismatic leader will joke about how Thrakel must be one of the Free People, a gang of cowards and traitors. Stak will call to attention the prosperity the Republic has enjoyed for the past year and the good condition of Coruscant, citing a little bit that is in part thanks to the end of the Jedi, who were a hamper, a crutch the Republic leaned on too much.
Thrakel won’t bother arguing. He’ll simply call to his men who will quickly dispose of the Senate Guards and attack Stak. Stak however, as Isem will mention, is a veteran of the Mandalorian Wars and more than equipped to fight. Stak uses his large staff as a weapon instead of an aid now which he uses to fend off many of the Free People until Thrakel himself confronts the Chancellor and stuns him, taking him into custody and escaping in a stolen police vehicle. Senate guards will shoot at the police vehicle as it flies away to the Factory District. Everyone will seem in awe but Yuthura Ban will point out to officials that you’ve been to the secret hideout and know where it is.
Urgently they accept your help and send a platoon of Commandos with you to try and rescue the Chancellor. At this point it will skip to a cutscene where you see Stak being interrogated by the gruff Thrakel, more taunted really then questioned. Stak will continue to be stubborn in front of Thrakel’s torture, apparently still possessing a strong will from the war. They look at each other, two soldiers from long past wars. Finally, Thrakel will be done with Stak and call for the executioner.
You’ll then arrive at the hideout, guns blazing, aboard your own ship the Zephyr, fighting off stolen police vessels and turrets from inside your little gun hole. Finally you’ll land on the hideout and head in, fighting through Free People henchmen and war droids and solving puzzles until you arrive at Thrakel’s throne room. There is a mutilated corpse there, most definitely Zax’s and you look to see Thrakel on the balcony with Stak about to be shot in the head though the Chancellor doesn’t seem intimidated in the least, simply ready to face his destiny. Thrakel is preaching to the people below when Yuthura uses Force Jump to strike down the executioner and ignite her lightsaber.Thrakel seems surprised remarking that Yuthura’s a Jedi. She won’t say she’s a Jedi, but she will say that she is here to protect the Chancellor. They’ll fight then, Yuthura with her lightsaber and Thrakel with his two swords while you help the Chancellor escape. You’ll fight people on the way out and get the Chancellor on the ship before heading back alone to get Yuthura. You’ll find her and Thrakel still fighting when you arrive and you’ll raise your own weapons to challenge Thrakel. Eventually, it will be you, not her, who saves the other’s life.When you defeat Thrakel you and Yuthura will be praised as heroes by the Chancellor, who will praise your for your help to the Republic, not for saving his life which he doesn’t seem to rate as highly. Finally, he’ll offer you high positions which Yuthura will refuse and you too will refuse for various reasons depending on your alignment. In the meantime you will ask a favor of him once at the Presidential Palace, telling him that you were looking for a holocron.
He seems displeased with this, citing his own distrust of Jedi but acknowledging your help. He says his men did find something but that it was shattered, broken. Apparently Thulo’s secret cache was found and destroyed Thrakel’s men. You’re disappointed, knowing your employer will not be pleased but Yuthura remarks that there are other places where you could find Jedi artifacts and that there is more than one reason to do so.
She mentions that you are indeed strong in the Force and should be trained as a Sith (if Revan was darkside) or a Jedi (if Revan was lightside), that it would be wrong to not push for your development. She mentions that there is one other place you could find such artifacts since that the ancient places of the Jedi have long since been plundered. It is a place feared by most archaeolgists and scavengers for superstitious reasons and hence mostly intact: the Sith Academy at Korriban. She mentions that Darth Revan himself founded the Academy and that it was a place of great wonder and magic. She urges you to go there, saying she will come along if you wish it, telling you that secrets await you there which could help you in your mission.
You agree and the Chancellor whisks you off and you leave Coruscant behind. On the way out you'll be greeted by Senator Kethol e Dualam of Corellia who seems to be most impressed by your efforts who Stak introduces as having just come back from a long journey offworld. He tells you that he expects much from you in the future and that hopes that in your travels you may perhaps look into the travels of Revan. You and your companions seem curious as to why.
Kethol nods his head, understanding your curiosity and states that while some disagree with this, notably the Chancellor it seems, Revan is a hero to the people of the Republic and despite the fact that the Jedi are now gone some people are concerned with his disappearance. He asks you to look into his disappearance, just in hope that you will solve the mystery.
Yuthura seems to be surprised at this and immediately agrees, without your consent. If you question her about this later she'll remark that Revan is important to her and you'll be off on your way to Korriban.