Justice is Blind, But Apparently Not Deaf: Getting Sunry Off the Hook in Kotor
Welcome to Taris’ legal system in
Laying the Groundwork: The Pre-Trial Investigation
Before entering the courtroom, do some work. Think of this as your prep stage, without music or training montages. You can’t just yell “Not guilty!” You need to be a master investigator. Picture Sherlock Holmes, but with lightsabers.
Your first task is to gather information. Start detective work by talking with important people. The game hints at “four people.” Who are they? While the names are missing, instinct says these are the key players. They are your witnesses, both friendly and… less friendly.
These talks are vital. Why matter? They reveal the story. You collect more than gossip; you build the narrative around the alleged crime. Pay attention to what people say (and what they don’t). Look for contradictions or motives lurking in their words. Your intuition is useful here.
Once you finish talking to these four, it’s time to meet Mr. Sunry. Head to jail – it’s his current home. Engage him in a talk. Here’s the twist: get him to confess to the affair. Yes, it’s scandalous, but it’s key. This confession provides motive, which is crucial in solving mysteries.
By now, you should understand the situation well. You’ve talked with key figures and found secrets. You’re ready for the trial itself.
Lights, Camera, Trial! It’s Show Time in the Taris Courtroom
Now, it’s time to enter the legal arena. Locate the person at the jail counter. This is how you start the trial. Talk to him and show you are ready to defend Sunry. The trial begins.
Winning in Kotor isn’t about flashy speeches (though flair is allowed). It’s about choosing solid arguments. Think of it as a dialogue puzzle. Lucky for you, the solution key is here.
When the judge asks for your opening statement, be sharp. Your first line of defense? Doubt. Plant seeds of uncertainty. So, when you have options, boldly say: “No one actually witnessed the murder.”
Boom. You’ve punctured the prosecution’s case. No witnesses? That’s a weak case for conviction.
Next, pivot the narrative. Instead of just claiming Sunry’s innocence, suggest
Now you’re making headway! You’ve suggested why Sunry is innocent. He was trying to do the right thing! Who benefits from this chaos? The Sith! They thrive on trouble.
With those two statements, bring it home. Wrap up your case. You’ve cast doubt and introduced a plausible alternative. What else could a jury (or whatever serves as one on Taris) ask for?
Victory! Justice Served (and Discounts Gained)
After a dramatic moment (or simple screen fade), the verdict arrives. Congratulations, space lawyer! Sunry is found innocent! Justice is served! The crowd cheers! (Or maybe not, since it’s jail). But you’ve done it!
Your legal victory brings two rewards. First, you get 500 experience points (XP). Leveling up is great! But the real prize is financial. Word spreads quickly. Defending someone well boosts your business credibility. Both main merchants will now offer you lower prices. Who doesn’t love discounts, especially when you gear up for grand adventures?
There it is. A guide to clear Sunry’s name, show your skills, and save some credits too. Now go forth, champion of justice, and continue your journey in the