The Star Wars universe is a dangerous place. Between the lightsabers, blasters, planet smashing super-weapons and busted jetpacks, there are no shortage of ways one can meet an untimely end. SWTOR would be remiss in its duties if the game world did not reflect the hazards of living in a galaxy without handrails, safety belts and lifejackets. Sure, there is an endless supply of rage fueled Sith, righteous Jedi and twitchy gun thugs just waiting to do the players harm as they experience their hero’s journey, but the game also contains many more devious, and subtle ways to dispatch our avatars. This week, let’s take a look at the five best worst ways to die in Star Wars: The Old Republic. Please note that while I generally prefer to present my lists in no particular order, this time around I thought it appropriate to list them in order of best-worst to worst-best.
If I missed your favorite embarrassing way to die, please let me know! In the meantime, mind the gap!
The Sarlacc Pit
The coarse, rough and irritating sandscape of Tatooine’s Dune Sea is home to the ultimate tourist trap: the great pit of Carkoon, maw of the endlessly ravenous Sarlacc. This hazard easily earns the first spot on this list because players who recklessly hurl themselves into the pit of the Sarlacc will not only find a new definition of pain as they are slowly digested over a thousand years, but they will also earn the title “Worm Food” so that all will know just who has been consumed by one of Star Wars’ iconic giant monsters.
Cademimu, All of It
The planet Cademimu is the Galactic Republic’s Occupational Safety and Health Administration greatest nightmare made real. It features not one, not two but three merciless and hazardous elevators that have, I am certain, murdered more players than all of the flashpoint’s bosses combined. Cademimu’s danger extends beyond the elevators to the walkways connecting the planet’s sprawling skyscrapers. A few low railings are no match for the player character’s abilities to push, pull and knock around the droids and mercenaries blocking the way. However, heroes capable of charging into combat, should be especially careful they don’t leap towards an enemy just as it has been pushed off a catwalk and follow it into the yawning chasm below. I have seen this happen; I have done it myself; I have allegedly tried to do it to friends in my party.
Scum and Villainy Bridge Boss
Massively multiplayer online games have a long, proud tradition of making the process of merely crossing a gap far more dangerous that it really ought to be. Careless players can fall to their deaths crossing spans in the Eternity Vault and Explosive Conflict operations, but the road to Dread Master Styrak in the operation Scum and Villainy is paved with danger, in that the bridge leading to his lair is not actually fully paved. Look down and you might be able to discern the countless bodies of Datacron seekers and impatient raiders who heedlessly raced over this bridge. However, the true scope of Styrak’s villainy is only revealed in the operation’s Nightmare Mode difficulty in which, the bridge appears to have been repaired and its gaps filled. This is only an illusion, and the crevices still eagerly devour anyone too foolish to not have remembered the safe path across.
Iokath’s Toilet Bowl
The first time I beheld this sprawling maelstrom of water, holo-bridges and murder droids on the way to Scyva in the Gods from the Machine operation, I knew there would be trouble. In order to safely traverse this churning whirlpool, brave heroes must carefully huddle for safety within the protection of a remarkably small force field carried by a single person; anyone with notions of charging ahead or cautiously waiting behind, or plagued by lag or de-sync will find themselves knocked down the drain by the area’s robotic guardians and flushed with the rest of Iokath’s waste. I am frankly a little surprised every time I make it to the far side of this area without suffering the most soggy and ignoble of deaths.
Imperial players on Ossus have almost certainly encountered and fallen victim to the most devious of these threats to our safety: the elevator down the main deck of Strike Base XR-484. This elevator remains at the top for exactly enough time to convince you that you can safely get on it, but not actually enough time to do so. Moreover, clever players who think they can use a speed boost or mount to more quickly hop on will find the lift’s platform just small enough that they will pitch themselves off the edge if they fail to stop at exactly the right moment. Every time I fall victim to this deathtrap, I have two thoughts. The first is, of course, “Oh no, not again.” The second is that whoever designed this particular area must receive a small bonus every time a character belly flops to their doom from the platform above. Even though it’s been less than year since Ossus’ debut, I imagine they could retire in luxury now.
I apologize for the lack of Aurebesh again this week. It can get tough to find the motivation to poke my computer on a hot summer day. I honestly don’t know if anyone but me enjoys these dumb top five lists, but I do like them as an excuse to explore some of the game’s overlooked nooks and crannies. I will endeavor to get back to the translations very soon along with what I hope will be exciting news from his weekend’s Cantina event in San Diego!