Play the story · practical starting information
How to jump into this adventure
Where to pick up the story
After the original class campaign, follow the story direction toward Makeb. The Republic and Empire experience distinct faction-facing Makeb missions. If your mission journal does not show the next storyline, check the Eras Window instead of using old launch-era level thresholds.
The main campaign route
Your main objective is the planet's Hutt Cartel crisis and its contested resources. Treat Makeb's planetary storyline as the core route; macrobinocular and seeker-droid missions were introduced around this era but are additional activities, not required chapters of the central Makeb narrative.
Useful before you play
Best played before Shadow of Revan for historical story order. Your faction matters here, so don't rely on a walkthrough written for the opposite faction. Current expansion access and levels may differ from 2013 marketing.
For the exact next mission on your character, open the Eras Window introduced in Game Update 7.7. Official Eras Window and Mission Log details · Official expansion information. Current UI, availability, and chapter requirements can differ from the original expansion launches.
Choose your story walkthrough
Find your mission contact, required interactions and known floor changes. Republic and Imperial Makeb are different campaigns.
Open the Imperial walkthrough → · Open the Republic Makeb walkthrough →Story order · practical walkthrough
Play this expansion in order
Before you begin
Finish the original Origin Story chapters. For the broader launch-era storyline, play Ilum and its concluding Flashpoints, The Battle of Ilum and The False Emperor, before beginning Makeb.
- Makeb, your faction's campaign
Follow the Republic or Imperial Makeb purple story assignments. The two factions see different operations in the same Hutt Cartel crisis.
- Conclude the planetary conflict
Finish your faction's Makeb narrative before assuming its associated side missions are required.
What comes after
Continue to the Forged Alliances prelude, then Shadow of Revan. The Seeker Droid and Macrobinocular quest chains came from this era but are not prerequisites for the next main expansion.
What is optional, not part of the required storyline?
The Seeker Droid and Macrobinocular chains and related repeatable activities are separate adventures. Their original group-oriented finales may require assistance.
Story order checked against the 2026 solo story guide and publisher story and update information. Check the Eras Window for the next mission on your character.
On Makeb, Toborro's attempt to turn isotope-5 into Hutt geopolitical power fractures a neutral world and sets the Republic and Sith Empire on very different missions. It is an expansion about the political costs of resource extraction.
01 · Expansion analysis
Historical starting point
The campaign follows the original class narratives and the renewed Republic–Empire war. As the Hutt Cartel under Toborro attempts to compete with both governments, Makeb becomes a strategic prize because it contains isotope-5. Extraction on a scale demanded by an ambitious ruler destabilizes the planet's geology. The resource's military value does not erase the lives of residents who remain in danger.
02 · Expansion analysis
Campaign story and faction perspectives
The Republic storyline centers on protecting and evacuating Makeb's residents, while the Imperial route prioritizes obtaining a surviving supply of isotope-5 for strategic use. These are not two camera angles on exactly the same mission. Their difference is part of what the expansion adds to the setting: a state may consider a civilian evacuation its central obligation while another state treats a disaster as an opportunity to restore military parity.
03 · Expansion analysis
How to play and how rules changed
Play the Makeb planetary story associated with your faction after completing or advancing beyond the original class campaign. Focus on its different faction objectives. Earlier level requirements quoted in 2013 launch coverage are historical; current story access is subject to the game's later progression system. Do not present early decisions as guaranteeing a fixed planet-wide outcome in all playthroughs.
04 · Expansion analysis
What the expansion adds to Legends society
Hutt power here is not reducible to individual criminality. The Cartel acts as a political institution with leaders, rival interests and capacity for planetary conquest. The crisis also differentiates a population from its rulers. Makeb's residents did not simply consent to becoming objects of Toborro's plan. Their survival depends on mobility, infrastructure, organized rescue and the decisions of outsiders.
05 · Expansion analysis
Anthropological assessment
Makeb is especially suited to political ecology. The distinction between an extractable substance and an inhabitable environment becomes visible as the planet collapses. It also illustrates the uneven distribution of the benefits and costs of mining: political leaders pursue the energy resource while residents absorb immediate danger.
Choose your next destination
Adventure beyond this chapter
Meet the companions, explore the original campaigns, and follow Legends lore from the expansions. These links lead to complete game dossiers and character stories.
Sources, evidence and connected archive
- Original publisher expansion or update source
- Developer retrospective or second publisher source
- Official Game Update 7.0: Origin Stories and Combat Styles
- makeb-crisis-3638
- hutt-clans
Artwork is used for research commentary. Game rules change between releases; verify current mechanics in-game and with contemporary official patch notes rather than relying on old screenshots, level caps, gift charts or promotional offers.
