If Kay Vess ever hoped for a quiet stroll through Toshara's scenic windswept mesas, the BT-009S Fast Shot Trigger hunt quickly disabused her of that fantasy. This tiny piece of tech is the secret sauce that turns the Light Plasma branch of her blaster from a polite suggestion into a genuine face-melting argument. It’s the espresso shot her blaster needs to go from sleepy bantha to raging rancor. Without it, that final upgrade on the Light Plasma branch sits locked away like a Hutt’s snack drawer, tantalisingly out of reach. The BT-009S Fast Shot Trigger isn’t just any component: it’s a one-of-a-kind curiosity tucked deep inside the gusty bowels of Typhon’s Rock. And retrieving it feels less like a scavenger hunt and more like trying to thread a needle while riding a bucking blurrg.

This unique part boosts the damage of each shot from the Plasma Blaster setting once the install is complete. Sure, the other materials needed—a handful of Silvian Iron and some MG-2 Power Exceeders—are as common as porg droppings on Ahch-To, but the trigger itself is a singular treasure. That means any adventurer who wants to max out Kay’s arsenal must lace up their boots, point their speeder toward the Lost Steppe region of Toshara, and prepare for a subterranean waltz with howling winds and crumbling rock.

Before even attempting this, a blaster with an Ion mode is mandatory. If Kay hasn’t tinkered with her weapon during the ‘New Tricks’ main quest, she’ll find herself at the cave entrance looking about as useful as a hydrospanner on a moisture vaporator. The Ion mode is the key that unlocks the yellow-flecked barriers scattered around Toshara, and without it, this entire expedition becomes an exercise in staring at a rock wall and questioning life choices.

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From Typhon’s Rock, the path begins eastward. Kay scales a yellow cliff face flanked by pink flowers, the kind of scenery that almost makes a scoundrel forget the imminent danger of being blown into next week. Up and over a few ledges, she spots a white and yellow sign heralding a grapple point. Grappling upwards feels heroic until the wind starts its tantrum.

Inside the cave, the gusts behave like the angry breath of a buried Sarlacc, shoving Kay backwards with the enthusiasm of a Gamorrean bouncer at a Tatooine cantina. Hugging the cave walls isn’t a suggestion; it’s the only way to avoid becoming a ragdoll. There’s a generous jut of rock on the left that serves as a shelter, a respite spot for any traveller who’d rather not taste dirt again. The trick is to dart forward between explosions of wind, then drop into a protective ditch—a dance that feels like playing hide-and-seek with a poltergeist.

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Once past the blustering gauntlet, a grapple down reveals the Ion-required obstacle: a wall riddled with yellow speckles, practically begging to be obliterated. One shot from the Ion mode pulverises it like a sonic toothbrush destroying plaque. Beyond lies a narrow tunnel and a clearing with loot that glitters like a baby Hutt’s first treasure hoard. From there, a descent through a floor hatch drops Kay into Flyer Ridge, a vast cavern that feels as though someone scooped out the inside of a mountain with an intergalactic ice cream scoop.

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The spelunking oddity continues: a sequence of grappling hooks, more wind vents, and yellow-painted platforms that look like they were installed by a very optimistic maintenance crew. In one nerve-wracking segment, Kay must climb a crevice while gusts try to swat her off like a Loth-cat swatting a bug. Up and over, a dark cave leads to a slip-and-slide where the ground itself seems determined to speed her toward a cliff edge. A quick leap saves her from an embarrassing comedic splat.

Soon enough, the treasure reveals itself, but not without a final puzzle. An elevator sits dormant, its power node dead as a mynock in hard vacuum. Nix, ever the helpful companion, is commanded to hold open a vent while Kay switches to Stun Blaster mode. Shooting the node inside sparks it back to life—like jump-starting an ancient speeder with a teaspoon—and the platform ascends. At the top, among various lootable goodies, an Ancient Hunter Carving Charm beckons from a black and yellow box, but the true prize waits in a chest to the left of the next cliff. Inside lies the BT-009S Fast Shot Trigger, gleaming with the promise of superior firepower.

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With the trigger in hand, escaping is mercifully simple: a button press lowers a red barrier to the outside, and Toshara’s open air feels like a gift after the claustrophobic catacombs. Back aboard the Trailblazer, the Blaster Workbench awaits. Installing the Light Damage upgrade demands not only the hard-won trigger but also 15 Silvian Iron and 6 MG-2 Power Exceeders. For those who’ve burned through their stash, merchants can be a lifeline—especially faction stock from syndicate affiliates if Kay has managed to butter them up with a good reputation.

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So there it is: a guide to snatching the BT-009S Fast Shot Trigger that reads more like an initiation ritual for a secret society of wind-worshipers than a simple fetch quest. In 2026, Star Wars Outlaws still offers these wonderfully absurd deep-dives that refuse to hold the player’s hand, instead shoving them into a cavernous blender and shouting “Good luck!” But once Kay fits that trigger into her blaster, the satisfying thump of an upgraded plasma shot reminds everyone why the ordeal was worth every sand-blasted step. Just don’t forget to hug the walls.