(This is part of my journey going playing through Star Wars: Knights of the Old Republic II: The Sith Lords. You can follow the entire series on the Retro Gaming page.)
The trap has been set — and perhaps too well, because I’ve been captured and taken to Goto’s yacht. The holographic mob boss has an odd conversation with me in which he attempts to give me some sort of verbal support and encouragement, saying that the Republic is going to collapse and that I need to forestall this from happening. But then he keeps me prisoner anyway, so what the heck, Goto?
I do wish that we could meet the programmer behind the HK droids and ask what kind of messed-up logic chains he or she used when making these murderbots.
I’m given the strange task of rescuing myself, and so I pick Kreia and Visas, mostly for healing and raw destructive power. Actually, Kreia is overpowered in this setting, because she’s got a deep pool of Force points and has the “destroy droid” skill. This is a nasty chain attack that absolutely devastates pretty much all droids in a room and trivializes any battles. And considering that Goto’s yacht is nothing but droids, I’m on easy street.
It doesn’t take too long before I find myself (whoa, deep) and strike out looking for vengeance. Oh, it’s on, now.
As we clear out the yacht, I came upon this window and thought it was a particularly striking view. Thought I should share it. You’re welcome.
Anyway, bounty hunters pour in, we slay all, we escape, Goto’s yacht is blown up by some self-destruct because why not.
But Goto isn’t dead, of course. He tosses me a droid to join my crew, and I don’t think it’s worth pretending to be ignorant any longer about the big ‘twist’ here — that the droid IS Goto… or G0-T0. Anyway, wicked awesome to have one of those interrogation bots on staff, but I think I’m going to stick with Visa Card and Murder Wookiee for my team going forward.