Mission 10

"*As a rule we stay well clear of these parts. The Nightsisters still roam these caves.*"
— Captain Madine
**Mission 10** is the second mission of Act III. Unable to find X1, Grey Squadron investigates suspicious Imperial activity on Dathomir.

## Synopsis

Strange happenings and spookiness abound on the remote planet of Dathomir. X1's trail has gone cold. Our heroes' only clue comes from a chance transmission interception about a mysterious Imperial research facility on Dathomir, an obscure planet in the Outer Rim. With little idea of what to expect, Shara, X2, and a squadron of New Republic ships head out to investigate it.

## Objectives

### Mission Intro - Scripted Event

X2, Shara and a group of New Republic fighters approach Dathomir. The hulk of a long-abandoned Imperial shipyard looms into view. Initially surprised by the shipyard's presence, the squad nonetheless proceed with their approach. Suddenly, the space around them is filled with laser fire, tearing apart a number of friendly fighters as TIE Fighters swarm out of the now obviously still active Shipyard.

### Approach Dathomir

Strange goings-on are happening on Dathomir's surface. X2 and Shara must investigate if they are to gain clues about X1's whereabouts. X2, piloting an A-wing, flies with his squad past an old Imperial shipyard.

### Enter the Shipyard

Nearing the shipyard, the squad discovers the shipyard has not been abandoned. Three operational Star Destroyers and a seemingly endless amount of fighters begin attacking. Taking the targets out individually would be suicide. As the battle rages on, Shara scans the shipyard for any way to take it down, eventually finding an entrance to the shipyard through a hole in its side.

### Take out the Shield Generator

As X2 heads towards the central shaft, a large pair of blast doors start grinding closed ahead of him. He quickly flies through them before they close. After making it through, Shara inform him that a shield is blocking the way to the main core and must be deactivated before they can proceed. Flying to the base of the shipyard, X2 finds a generator that can be taken out with some well-placed shots at its main cables.

### Destroy the Reactor Core

X2 heads to the core chamber up the shipyard's central shaft, entering a huge open room. On entering the chamber, he is engaged by multiple Imperial fighters. After destroying the core, alarms start blaring and explosions start rattling the shipyard.

### Explode the Exploding Shipyard

The shipyard is coming apart! Emergency blast doors start opening around the chamber, helping X2 make a quick escape. Meanwhile, he is being attacked by fleeing TIE Fighters. The shipyard and the three Star Destroyers around it are all taken out in one big fiery explosion.

### Land on Dathomir and help the New Republic forces

Half the squad have already landed on Dathomir and have been pinned down by Imperial forces. X2 needs to get to their position and help them push forwards. The air is filled with swarms of disorganized TIE Fighters. After landing, the area is secured when 15 Imperials are sliced down.

#### Take out the remaining TIE Fighters

X2 needs to take out six enemy ships. If he doesn't, there will be greater resistance on the roof of the Imperial base later.

### Enter the Caves

The base is too heavily guarded to attack head-on but there may be an alternate entrance through the network of caves further down the ruins. Strange noises can be heard and they are getting louder as X2 travels deeper into the caves.

### Defeat the Rancor

As the caves open up in to a large chamber, the source of the noises is revealed. A mighty Rancor, busy feeding, is blocking the way ahead. X2 is going to have to bring it down before the squad can progress any further. As X2 approaches it, it suddenly turns and attacks.

### Locate the Back Entrance

With the Rancor dead, the group can continue to explore the caves. However, as they get closer to the base, things start to get a little weird. Figures can be briefly seen in the darkness and mysterious whispers can be heard. The tight corners of the caves soon widen to become what appears to be a disposal yard for the Imperial base and Shara rushes ahead to open the door.

### Secure the Control Room

Having finally penetrated the Imperial base defenses, X2 and Shara need to find out what is going on there. The best way to do this is for Shara to hack into the computer systems and go through their logs. However there is a whole load of Imperials to get through first. The room X2 and his squad first enter is full of Stormtroopers which need to be taken out before Shara can get at the main computer terminal. With the room cleared of enemies, Shara then runs to the terminal and starts hacking. After locking the room down Shara puts up an old transmission from X1 to the base. From this transmission X1 reveals the base's cloning experiments on the indigenous Force-sensitive Sith Witches.

### Locate the Nightsister Cloning Chamber

With X1's sinister plans uncovered, it is now up to X2 to make sure his work cannot continue. With the only place for the cloning chamber to be – at the far end of the base – it is up to X2 to fight his way through the well-guarded base. The only way to get to the clone chamber is to cut a path through the remaining Imperials onto the roof of the base, where reinforcements will be dropped off to aid in the base's capture. Having cleared the roof, the squad heads onto the neighboring building, where the tunnel to the cloning chamber lies.

### Defeat the Sith Witches

At the end of the dark foreboding corridor lies the entrance to the cloning chamber. With no idea what to expect, X2 continues forwards in order to shut down X1's experiments for good. After passing through the corridor, the base opens up into a massive chamber lined with cloning equipment and pods containing the results of the base's experiments – clones of a Nightsister. As X2 enters, the door is sealed behind him and in a last attempt to overcome the intruders, an Imperial officer starts the Sith Witch release sequence.

### Mission Outro - Scripted Cutscene

Shara discovers X1's current base of operations, which is followed by multiple explosions in the background – Grey Squadron is no more.

## Trivia

* In an older version of this mission, Nightsisters would attack the Rebels in the caves and the Rancor would have a Sith Witch on top controlling it. Later on, the Rebels would see Nightsisters attacking the Imperial base. The DS version is similar to this version however it has a Nightsister Matriach control the Rancor. After the Rancor is defeated, X2 has to defeat the Matriarch as well.
* The PSP version replaces this mission with a mission on Vjun. The premise, like Dathomir's, is locating X1. X2 goes to Bast Castle, where he finds a Sith holocron as well as Falon Grey's lightsaber. Decoding the holocron reveals that X1 is located on Mustafar. Unlike Geonosis on the DS version, this mission does not expand upon the plot but rather replace a part of it.
* A cutscene in Jedi: Survivor appears to be similar to the outro cutscene.

Frame from the Jedi: Survivor cutscene.The Imperial Saboteur as he was meant to appear in Battlefront III. Notice the similar hairstyle.Artwork of the cutscene from the DS version. X2 loses control of his anger seeing the person who killed his comrades.
## Gallery

Campaign r70217Milestone 23 (March 17, 2008)BF3 Showreel v6Small segments.Joseph Woo's showreelPart of the intro cutscene, some mission-specific animations.
## Audio Logs

* Audio Log 1
* Audio Log 2
* Audio Log 3

**Captain Holt**: The Outer Rim territories are the perfect place for the Remnant Empire to go to regroup. Our mission is to monitor a prison the Imperials have established on the planet Dathomir. Some parts of the planet are temperate and almost nice by human standards but the Imperials have built their base in the territory of the Nightsisters. The Nightsisters are witches trained in the dark side of the Force.

**Captain Holt**: We’ve camped in an abandoned village not far from the Imperial prison, we’ll have to keep a low profile. The whole area resonates with the dark energy, my men are veteran Pathfinders but even they seem uneasy in our surroundings. Mon Mothma has informed me that a Jedi Master should arrive to help us lead an assault on the base soon. I can only hope that the Nightsisters and their Rancors don't find us first.

**X1**: We need to keep moving, the Alliance continues to track our movements.

**Meng Lha**: I have learned much from my experiments on the Nightsisters, although they seem to resent our efforts here.

**X1**: I have established a new cloning facility in the Mustafar system.

**Meng Lha**: Attempting to clone Mustafarians should provide some interesting results.

**X1**: We’re not going to clone them; they’re practically genetic mutations as it is. We will however use their labor to begin creation of a new clone army.

**Meng Lha**: An army?

**X1**: Yes. Your first project will be to clone a new Imperial trooper. Report to Mustafar and begin work immediately.
## Cutscene Script - Outro

**[CUTSCENE STARTS]**

INT. FACILITY. DATHOMIR – DAY.

X2 and Shara are walking through the Imperial base which they’ve just captured.

SHARA

...I sent the data to Alliance headquarters. We need to rendezvous with Luke and Rogue Squadron on Mustafar.

They hear an explosion. X2 and Shara stop and react.

SHARA

That sounded close-by.

X2 begins running towards the fighters, Shara follows.

**Cut to:**

EXT – DATHOMIR X-WINGS ON GROUND - DAY

SHARA

That sounded close-by.

Smoke is rising and pilots are running around from the first explosion that was previously heard. Suddenly another fighter explodes sending the pilot ragdolling into the air. Then another fighter explodes.
X2 and Shara jog down the row of destroyed fighters. They walk up to a rebel soldier kneeling over three fallen bodies.

DATHOMIR REBEL #1

Looks like someone planted detpacks on our ships, sir.

X2 looks down at the bodies at his feet, his face grim.

DATHOMIR REBEL #1

Tavoy and Watkins died in the attack.

DATHOMIR REBEL #1 motions toward Zev, lying on the ground nearby.

DATHOMIR REBEL #1

Zev is still holding on.

X2 kneels over the barely alive Zev. Shara looks on concerned. Zev tries to lift his head.

ZEV

...not like this...sir

Zev dies. X2 stands up.

**Cut to:**

Two Rebels approach. They are holding the Imperial Saboteur by the arms.

DATHOMIR REBEL #2

Sir! We captured him. He’s the one that set the detpacks!

X2 briskly walks over to the captive Imperial.

IMPERIAL SABOTEUR

Don’t bother, I’m trained to resist your pathetic Jedi mind tricks.

The player sees X2’s eyes framed exactly the same way that X1’s were on Desolation Station. The same music cue plays.

In a flash, X2 grabs the Saboteur and flings him to the ground. X2 charges after him and lifts him up by the neck choking him. He ignites his saber and holds it to the Imperial's throat. He puts his face close to the Imperial and both of their faces reflect the glow of the saber. X2’s face is set and he looks livid. The glow and hum of the saber increase as the tip gets closer to the Imperial Officer’s throat.

Shara runs in and pulls down X2’s arm.

SHARA

X2 stop! What are you doing! You’re supposed to be a Jedi, even a soldier should know this is wrong!

X2 turns off the saber (dropping it to the ground) and throws the Imperial Saboteur to the ground. The Saboteur rolls on the ground slightly and moans showing he is still alive. X2 looks at Shara, who is still holding his arm. The Saboteur rises to a sitting position and two rebel soldiers step in behind, taking him away.

X2
(rattled)

I...I don't know.

Shara looks into his eyes.

SHARA

I know you're not your brother.

**[CUTSCENE ENDS]**

## Document References

* Dathomir Overview.odt (30/06/2008)
* Battlefront\_III\_Script\_Sept\_12\_2007.pdf (modified with all known script updates)