Star wars knights of the old republic dantooine walkthrough. Complete walkthrough of Star Wars: Knights of the Old Republic

Planet Taris: Dance with the Twileks

In the Lower City of Taris, in one bar you can help or not help Twitch get a place in a dance (music) group.
1. If you decide to help, then choose the options where you normally dance. You will be given points.
2. If you decide to teach her a lesson or just troll her. Then choose options where you can run and fall.
Fun task. Especially if your character is male.

Planet Taris: Sith Base - Captured Duros Puzzle


You will see Duros contained in a prison pod. If you talk to him, he will tell you that in order to set him free, you need to solve a small puzzle. There are five toggle switches on the wall in front of the capsule, each of them has two states - red and green. If all the switches turn red, Duros will die. If green - Duros will go free.

Puzzle solution:
a) Switch the middle toggle switch.
b) Switch the far right toggle switch.
c) Switch the leftmost toggle switch.

When you free Duros, get 110 xp and light side points.

Taris Planet: The TWISTED RANCOR TRIO Mystery

Don't touch anything. First, look at the table. If you want to complete this quest yourself (and I guess you should try to find the solution yourself first, because there are a lot of fun puzzles scattered around the game), grab the Datapad from the table, then go to the quest menu and switch to the quest items tab.
The Twisted Rancor Trio datapad should be there. Read it to find the solution to this simple riddle. You need to activate the holograms in this room in the correct order to open the crate.

Below is a hint:
Activate Elinda first.
Activate Ujaa second.
Activate Ujii third.
Activate Loopa fourth.
Activate Fodo (Fodo) fifth.
Activate Ashana sixth.

Inside the crate you will find Yechani Thread Armor and 50 credits. You will also get 110xp.

Planet Taris: The Mystery of the Locked Safe

Before you try to open the safe, go to the table near the wall and read the electronic notepad lying in the table. The notebook contains the clues needed to open the safe. Read carefully and remember all the details.

The quest is very simple, but for those who have a bad memory, below are the answers to the questions asked by the safe's electronic lock:

"Hyperdrive"
"My uncle" ("My uncle")
"Alderaan" ("Alderaan")

In the safe you will find a Blaster Pistol, Republic Mod Armor and 100 credits.

Planet Dantooine: Sandral-Matali Civil War

This quest is available after completing three Jedi Challenges.

If you have already received a mission from the Jedi Enclave, the droid outside the manor will allow you to go inside to speak with Mister Sandral.
However, before you enter, you should look for Son of Sandral for bonus items and experience. When you return, speak to the Droid and enter the Manor. Next up is the Dead Settler quest.

Casus' Diary, Dead Settler quest:
If you've already received the Matali-Sandral feud quest, but haven't visited Mister Sandral yet, you can gain some extra experience and some good stuff by completing this sub-quest.
Sandral's son is missing, Sandral himself blames Alan Matali for everything. But as it turned out, Mr. Matali had nothing to do with it. The Cat Hounds wreaked havoc on his son in the Metal Lands. Before speaking with Sandral for the first time, go to these lands. There you will find the "Dead Settler", or rather what is left of him. In his remains you will find Casus' Diary and quite a few useful little things. Bring the diary back to the manor, talk to the droid and he will provide you with the entrance to the manor to talk to Mister Sandral. You will receive another dose of exp in the amount of 150 points.

After saving Sean:
You have rescued and retrieved Sean from the manor and will meet both of them, Sean and Raheisha outside. Soon the two families will meet, and this will give you the opportunity to practice persuasion (Light Side points), if you have it well enough pumped. When the fathers of the two families and their droids meet (you will witness a rather funny scene, by the way), you can get Light Side points by convincing the stubborn fathers to "solve this problem together."
After successful, but rather difficult persuasion, you will convince the fathers to believe in Sean and Raheisha again, receive 500 credit cards, 900 experience points, and of course, points (all together) of the Light Side.
However, many people who play the game are forced to go the other way: by persuading the children to go to the Jedi Enclave away from their fathers, while the fathers remain ferocious and promise to speak to the Jedi Council about it. For this you will receive 600 experience points.
And to complete the picture, you can provoke two families into having their droids attack you, and you will get Dark Side points and an easy victory.

Planet Dantooine: The Grove - "Killing a Settler"

Here you will be approached by Boluk, a Twi'lek Jedi who is investigating a recent murder. He will ask you to help in the investigation (if you leave the location, you will not be able to complete this quest). Boluk has two suspects - Rickard Lusof and Handon Guld. Victim's name is Calder. An information droid standing near the bridge will help you in the investigation. He can give you information about the circumstances of the murder and the evidence found at the crime scene.

Each "round" of the investigation involves interviewing suspects and obtaining intelligence from the droid. When you have collected all the necessary information, approach Boluk, answer his questions and start a new “round”.

Round one.
After interrogating the suspects and obtaining information from the droid, you will come to the conclusion that Rickard is lying. Indeed, how could he hit someone other than the one he was aiming at because of the bright sunlight, if it was cloudy at the time of the crime? Approach Boluk and share these thoughts with him.

Round two.
After collecting all the information, you will learn that both suspects had a motive for the murder. Talk to Boluk and tell him that anyone could commit the crime.

Round three.
Again, ask Rickard, Handon and the data droid. You will come to the conclusion that this time Handon lied, because he said the blaster used to kill Calder had been stolen from him, although no claim of theft had been filed.

Round four.
This time, you don't have to talk to Rickard and Handon, but only ask the droid that the blood found at the crime scene does not belong to the victim.

Most likely, this is Handon's blood - it's not for nothing that he is lame.

Tell Boluk about it. He'll go and examine Handon's wound.

Now you have a choice: you can blame Rickard or Handon for the murder - for this you will receive 470xp and a warning from Boluk. But if you tell him that both are guilty and reveal their motives (Calder slept with Handon's wife and was Rickard's partner in some unfortunate enterprise at the same time), then you will receive praise from Boluk and as much as 1310xp!

Planet Dantooine: Ancient Grove, Juhani.

Here you will be attacked by Juhani - a dark Jedi and one of the possible members of your team. You will have to fight it alone - Juhani will quickly neutralize your companions. Use an energy shield to make the fight easier. When Juhani has less than two-thirds of her health left, she will stop fighting and want to talk to you. You can persuade her to switch to the light side of the Force by using your persuasion skill in a conversation with her or by saying that the Council will forgive her for attacking her teacher. If you manage to do this, you will receive 1200 xp, and Juhani will be waiting for you in the Enclave (in the square between the council chamber and the exit). You can also kill her, but in this case you will lose a valuable fighter and gain dark side points.

My advice to you: leave Juhani alive. She is not a bad party member and it is better to choose her when you need to save Kart, Bastila and GG on the Leviathan. The mission will be easier.

Planet Manaan: Trial of Sunri.

Old Sunri, an acquaintance of Jolie Bindo, is accused of murder. He actually killed a Sith woman after learning that she was using him for espionage.

But here a moral dilemma arises: if you accuse him of murder in court, then this will be fair, but will benefit the Sith. If you cheat and try to justify Sunry, it will be useful to the Republic, but not fair. Those who decide to justify Sunri (and inform him about it) will earn (-).

Agree with the judges that you, as a Jedi, will help in the case.
Talk to the accused, his wife Elora, the witnesses - the porter, Firit and Gluubar. Go to the base of the Republic, talk to its head.
After hacking the Republic's computer on a tip from an unknown person, you will see a video proving Sunry's guilt.
If you have not cleared the Sith base yet, then talk to the Sith too.

It is easy to bring the case to a death sentence - you just need to show the court a video recording with footage of the murder. To justify Sunry, you have to try. Brib the porter. The receptionist at the trial will lie, saying that Sunry ran out of the hotel before the shot. Protest against accusations of lies by the Sith. When the Rodian Gluubar speaks, press him - he admits that he threw the medallion. This will only benefit the defendant.
In no case do not appeal to the old age of the client and to his military merits - this will only hurt! Ask Firita if he saw the crime? Naturally, he didn't see anything. Ask Elora about Sunri's love affair with the victim, and ask the client himself - could the Sith set him up when he decided to start a connection on the side. In the final word, stress that no one saw the crime, so it was fabricated by the Sith. Sanri will be acquitted.

correction for Sunri's trial: when Firith speaks, it will be necessary to say that Elassa was a dark Jedi and that he did not see the murder; when Gluubar will perform, it will be necessary to say about the fact that he threw up the medal and about the fact that he did not see the murder;

Thanks for the user input.
Many fail to win in court.

Planet Manaan: Roland Vann, Head of the Embassy. Quest to get the code.

This is the person you need to talk to in order to find the Star Map. First, he will ask you for one favor, in exchange for information about the Star Map. You will need to infiltrate the Sith Base, find a special droid, retrieve its data module regarding underwater operations, and return it to the embassy for further instructions.

To get to the Sith Base, Roland will offer you three ways. You can interrogate a Sith prisoner held at the embassy, ​​terr.; hack a Sith access card in the computer room of the embassy, ​​terr. or infiltrate the private hangar in the Landing Sector using the access card he gives you and take the transport directly to the second entrance to the Sith Base. Infiltrating the hangar is best for experience, although you can of course use all methods. Interrogation won't give you any experience, but I'll provide the answers below.

Decryption of the access card to the Sith Base:

To enter the Sith Base with a "freshly cracked" card, enter the computer room at area #6. You will be greeted by a technician who will explain to you how to decipher the cards. These are fairly simple sequence puzzles, and to get started, use the computer terminal on the right side of the room. Here are the answers:
Sequence 1, addition progression: 1, 2, 4, 7, 11, 16... ?
Answer: 22

Sequence 2, subtraction progression: 21, 18, 16, 15, 15, 16... ?
Answer: 18

Sequence 3, multiplication progression: 1, 2, 4, 8, 16, 32... ?
Answer: 64. Each number is multiplied by 2.

Sequence 4, division progression: 128, 64, 32, 16, 8, 4... ?
Answer: 2. Each number is divisible by 2.

Sequence 5, exponential progression: 32, 81, 64, 25... ?
Answer: 6. 2 to the 5th, 3 to the 4th, 4 to the 3rd, 5 to the 2nd and 6 to the 1st power.

Sequence 6, logarithmic progression: 1 0 - 8 3 - 32 5 - 128 ... ?
Answer: 7. 2 to the power of 0 = 1, 2 to the power of 3 = 8, 2 to the power of 5 = 32, and 2 to the power of 7 = 128.

When you complete all sequences, you will receive a new access card (and 300xp) that you can use to enter the Sith Base in Ahto West. Of course, you can still enter the base using the private hangar transport described below; the choice is yours.

Interrogation of a prisoner to obtain an access code to the Sith Base:

In order to enter the Sith Base after the interrogation, you need to convince the prisoner to speak. You can consistently select the same options one or two times until it splits. To start the interrogation, talk to the Intelligence Officer. Here is the general sequence needed to break the captive.
1. Choose: "Calm down, I won't threaten you."
2. Choose: "We are the only ones who will accept you now."
3. Choose: "Let's try something else."
4. Select: "We know something about your companion."
5. Choose: "Maybe we'll give you to the Sith, but we'll keep him."
6. If it doesn't work this time, do the same again using "Maybe we can do something about the Body" followed by "We could make life easier for both of you in the Republic." If it doesn't work again, try again in order from 1 to 6. The third time should work. You will not gain experience, but you will receive an access code to enter the Sith Base in Ahto East

Planet Manaan: Kolto Control Panel

The last stage of Manaan.
Using this panel, you can either
a) pour poison into the harvester's vent from the canister given to you by Kono in Kolto Office to poison the giant firax... or
b) Solve the toxic chemical distribution puzzle to blow up the station.

If you choose to infuse the poison, you will receive no experience points and will be permanently banished from Manaan upon your return to the surface. All first aid kits and healing items will increase significantly in price throughout the galaxy. Simply activate the control panel and select the "pour poison into the vent" option. Now you can go get the Star Map for 2000xp and return to the surface via Hrakert Station!

It is possible to poison the kolto system and not be kicked out of Ahto City. However, there is only ONE correct answer during the hearing that will lead to this outcome. The answers should be:

1. At the very beginning, tell the truth that "the harvester released toxins into the water."
2. When they ask what happened to the station, answer: “It's not my fault! The mechanism is broken!
3. When they ask what happened to the mechanism, answer: “Okay, I did it. But you can't do anything to me - I know too much!"
4. When the court suggests that they will close the planet to the entire Republic, answer: "If you kick us out, I will tell you that the kolto has been destroyed!"
After the fourth answer, they will decide that they can hardly do anything to you, since you have cornered them. They will let you leave if you don't tell anyone about the kolto.

Distribution of chemicals:

If you choose to distribute the chemicals in capsules on both sides of the control panel, in order to destroy the station, you will need to fill the right container (which holds 5 parts) with only 4 parts of the liquid. The left container only holds 3 pieces. First enter the fuel tank pressure control. Here is the fastest solution:

1. Fill container capacity. (container = 5 pieces)
2. Pour from container into injector. (container = 2, injector =3)
3. Empty the injector container. (container=2, injector=0)
4. Pour from container into injector. (container=0, injector=2)
5. Fill container container. (container=5, injector=2)
6. Pour from container into injector. (container=4, injector=3)
This should work. When the mechanism is destroyed, the giant firax will move aside and you will have access to the Star Map! Take it and 2000xp at the same time, and then return to Hrakert Station. You can of course go back to Kono Nolan and Sami, but they'll be waiting for the "real" rescue team.

Planet Tatooine: Dune Sea Tanis Venn, Ladies' Man.

Each droid is labeled Droid K-X12a through Droid K-X12d and each has its own mystery.

If you have enough repair parts, you can simply reprogram the droids to remove the traps. However, with a little thought, you can remove them without spare parts. Activate any droid you like, read Marlena's message for a laugh if you like. Select the option that you want to manually attempt to enter diagnostic mode. You will be presented with a different puzzle for each droid. Once everyone is on normal mode, talk to Tanis for 400 credits and 175 exp.
And here are the answers:
Droid A: Node 2 reports accurately
Droid B: The missing value is 7 - (The sequence consists of prime numbers).
Droid C: Specify 120 strong pulsations

Solution Found:
Fraction of strong pulsations + proportion of weak ones = Total Energy
x/180 + 100/300 = 1
x/180 = 1 - 1/3
x/180 = 2/3
x = (180*2)/3
x = 360/3, hence x = 120

Droid D: Enter 31-13-12-14 * 23-41-12-14

An abstractly obvious solution already makes sense. It's original:
4,
14,
11-14
31-14
13-21-14

From here you get, 31-13-12-14 , 23-41-12-14.

The solution in each step is that you describe how many digits are in the previous answer. So start with a 4 (could be anything, but they started with that). You only have one four. This is simply expressed as "14" because you only have one four, hence the next answer.

Now describe each number in the number "14". You only have one one and one four. This can be expressed as "11 - 14". Now describe it. You have three ones and still one four, so the answer is "31-14."

Now describe this too (in order of appearance). You have one three, two ones, and one four in this expression, which forms the answer "13-21-14." Finally, describe this expression, in the order in which the numbers appear.

You have three 1s, one 3, one 2, and one 4, which is equivalent to "31-13-12-14," and therefore two 3s, four 1s, one 4, which is equivalent to "23-41-12-14," which is and there is your answer.

Planet Korriban: Tomb of Naga Sadow

The most difficult part
Computer Terminal and Energy Pillar Puzzle:

As soon as you enter here, the doors will close, and you will have no choice but to solve this puzzle, similar to the ancient and well-known "Towers of Hanoi". Use the terminal and it will give you many directions. There are four pillars to your left, and you need to transfer all the energy rings to the far right pillar. Of course, there are relevant rules, and the machine will explain them to you. When you have safely transferred all the pieces, you will be able to enter the territory. Here is the fastest solution:

1. Move the system from the left pillar --> to the middle pillar
2. From left --> to right
3. From middle --> to right
4. From left --> to middle
5. From right --> to left
6. From right --> to middle
7. From left --> to middle
8. From left --> to right
9. From middle --> to right
10. From middle --> to left
11. From right --> to left
12. From middle --> to right
13. From left --> to middle
14. From left --> to right
15. From middle --> to right
When they are all in place (on the far right pillar), open the door and continue. Watch out for a few raids and mines ahead.

Planet Korriban. Tomb of Mark Ragnos

To disable the droid circuits:
"Combat Matrix"
"Motor Function Matrix"
"Matrix of Sensory Systems"
"Memory Matrix"
"Recognition systems"
"The Matrix of Emotional Constructs"
"Creativity Simulation Matrix"
And it will automatically turn off its "Core".

Unknown World, Temple Catacombs: Tile Puzzle

It will cover the answers to all the questions that a person playing KotOR may encounter - no matter if he is a beginner or an experienced player.

To avoid viewing the entire FAQ:
1) Look through the content and find the question you are interested in.
2) Copy its text. (Ctrl+C)
3) Press Ctrl+F4 (page search).
4) Insert the text of the question (Ctrl + V) into the opened window and press Enter.

Content:

Output
Technical questions
Where can I get patches?
Where can I get a good cracker?
What codes are in the game?

Game process
What planets are in the game?
Who can be on the team?
What are the strengths and weaknesses of my companions?
What is a workbench for?
Can you become a Jedi?
Taris
How to get past the rancor in the sewers?
Dantooine
How to find the Mandalorians to destroy?
What is the order of the planets after Dantooine?
Tatooine
How to save a hunter surrounded by droids?
Kashyyyk
And what, in general, with the dialogues on Kashyyyk ?? All replicas are mixed up!
Manaan
How to destroy the installation at the underwater station?
Korriban
How to get out of the trap received from the Rodian near the bar?
How to solve the three rod puzzle in Naga Sadow's tomb?
"Leviathan"
What numbers do you need to choose to solve the puzzle as T3?
Planet of the Lost Ships
How to get through the 9-tile trap in Rakata Temple?
Star Forge
How to build a dialogue with Bastila so that she stays alive?

Output


Original title: Star Wars: Knights of the Old Republic

Genre: RPG

Creators
Developer: bioware
Publisher: LucasArts
Publisher in Russia: no and not expected

Platforms:
PC, Xbox

Release date (US)
Xbox version: 15.07.2003
PC version: 19.11.2003

System requirements
Minimum: PII 800MHz, 256Mb RAM, GeForce 2
Featured: P IV 1800MHz, 512Mb RAM, GeForce 4 (128 Mb)

Engine:
Odyssey engine

Multiplayer:
No.

Disks in the full version:
1 DVD or 4 CDs

Technical questions

Where can I get patches?

Which one to put? Of course, the last one. :] It includes fixes to the previous two.

Where can I get a good cracker?

What codes are in the game?

Different - from banal invulnerability to obtaining any skill and almost any item from the game.
The full list can be seen.

Game process


What planets are in the game?

In the game you can visit the following planets:
1) Taris is a peaceful planet temporarily occupied by the Sith. Business and modern technology thrive in the upper levels; at the bottom, crime and violence.
2) Dantooine is a peaceful, thriving planet, home of the local Jedi Enclave.
3) Tatooine is a hot, sandy place inhabited by the mysterious Tuskens. The latter actively interfere with the extraction of minerals, almost driving the miners into the only spaceport on the planet Anchorhead.
4) Kashyyyk is a world with a humid tropical climate and vast jungles that cover the entire surface of the planet. The homeland of the Wookiee and the place of fishing for the corporation of slavers who arrived for live goods.
5) Korriban is a very attractive place for new visitors because of, firstly, the ancient tombs of the Sith Lords, and secondly, the local Dark Jedi Academy.
6) Manaan is a neutral world, which is a huge ocean inhabited by fish-like Selkath. Produces a substance called "kolto", indispensable in the treatment of any wounds. Naturally, both the Sith and the Republic seek to win the planet over to their side. To trade with the outside world, the city of Ahto City was built right on the water.
7) Unknown world - a forgotten planet, the birthplace of the once great Rakata race.

In addition, it was originally planned to introduce the planet Sleheiron (the homeland of the Hutts) into the game, but, unfortunately, the idea did not live up to the release.

Who can be on the team?

Trask Algo (Trask Ulgo) — soldier, is given at the start of the game and accompanies the protagonist aboard the Spire of Endar. Killed there by Darth Bandon.
Kart Onasi (Carth Onasi) — soldier, conventional weapons - two blaster pistols
Mission Wao (Mission Vao) - young twi "lekk- scoundrel. Joins the player on Taris.
Zaalbar (Zaalbar) - Wookiee- scout. Joins the player on Taris.
Bastila Shen (Bastila Shan) — Jedi Guardian, uses a two-pronged lightsaber. Joins the player on Taris.
T3-M4expert droid, joins the player on Taris.
Kenderos Ordo (Canderous Ordo) — soldier, Mandalorian mercenary. Joins the player on Taris.
Juhani (Juhani) — Jedi Guardian belonging to the Cathar race. Joins the main character on Dantooine.
HK-47battle droid, the usual weapon is a blaster rifle. Has a cynical black humor and a desire to destroy all organic life. Joins the player on Tatooine. As it turns out later, its first owner was Revan himself.
Jolie Bindo (Jolee Bindo) - elderly Jedi Advisor. Joins a player on Kashyyyk.

What are the strengths and weaknesses of my companions?

Bastila can fight in close combat, and can support allies with the Force. Isn't it bad that she shoots badly - but why would a Jedi shoot? ..
Kenderos shoots well, and in close combat looks almost better, thanks to a large supply of health. The regenerative implant allows him to quickly recover from his wounds. Minus - except for fights, he is not good for anything.
Kart is a good marksman and can stand up for himself in close combat. Only health is a little weak, but good armor will solve this.
HK-47 is strong due to its specialization in small arms, and a character with a developed Repair skill can further increase its effectiveness. In close combat, he cannot fight in principle.
Jolie Bindo He does a good job of conjuring healing Powers, he can also take on combat ones, but in close combat he is almost nothing. Not even a lightsaber can save the old man.
Juhani- A good combat Jedi, also suitable for sabotage attacks.
Mission maybe shoot a little with a blaster, maybe swing a little with a sword ... but that's all. In serious battles, she does not live long, and as a hacker and cracker, T3 will successfully replace her.
T3-M4 looks like a clear “knowledge worker”, namely a cracker and hacker. Combat use is rather limited, since it does not shoot very effectively, and it does not know how to swing a sword at all. At the same time, you can’t refuse him strength - especially if you splurge on several armor plates. And in close combat, unlike the HK, it can show itself - if you arm it with a flamethrower or a cryogenic gun. Fear, enemies, little "bucket"!
Zaalbar... the classic Wookiee - strong, healthy and clumsy. Not bad in close combat with two blades, can shoot from a personal Bowcaster, but in the last stages of the game it is of little use - the enemies become much more protected.

And remember that you can develop any of your companions at your discretion, so you may end up with a team with completely different characteristics than described here.

What is a workbench for?

At the workbench, you can improve some types of equipment, making them more powerful or durable.

Can you become a Jedi?

Yes, the hero will be able to choose a Jedi class in the story immediately after completing Taris.

Taris

How to get past the rancor in the sewers?

On the torn off hand near the entrance to his dwelling, you can pick up a synthesized smell. If you put it in a pile of scraps along with a grenade, the rancor will eat it and die. But if you manage to defeat him in a fair fight (using mines and grenades), you will get 750 exp.

Dantooine


How to find the Mandalorians to destroy?

They divided into 3 groups - one to the north of the grove, one to the south and one in the grove itself. When you get rid of all three, another one will appear in the grove, led by their leader.

What is the order of the planets after Dantooine?

It won't make much of a difference, but on Tatooine you'll get a good battle droid at your disposal, and on Kashyyyk you'll get a Jedi advisor.4. Discard the fuel from the injector.
5. Transfer fuel from the container to the injector.
6. Fill container.
7. Transfer fuel from the container to the injector.

Korriban

How to get out of the trap received from the Rodian near the bar?

The sequence of answers "Time" - "Tomorrow" - "Grave" - ​​"Fire" will take you outside.

How to solve the three rod puzzle in Naga Sadow's tomb?

Using the remote control, redirect the energy rings in this order:
1. From left to right.
2. From left to middle.
3. From right to middle.
4. From left to right.
5. From middle to left.
6. From middle to right.
7. From left to middle.
8. From right to left.
9. From middle to left.
10. From right to middle.
11. From left to right.
12. From left to middle.
13. From right to middle.
14. From left to right.
15. From middle to right.
16. From middle to left.
17. From right to left.
18. From middle to right.
19. From left to middle.
20. From left to right.
21. From middle to right.

Difficult? And there is nothing to climb, where they do not ask. :)

"Leviathan"

What numbers do you need to choose to solve the puzzle as T3?

Planet of the Lost Ships

Star Forge

How to build a dialogue with Bastila so that she stays alive?

In the intervals between fights with her, you need to show trust in her with each remark and hope that she can be turned to the Light again. At the end, you can try to appeal to her feelings (only for a male character).

If you are having problems with Walkthrough of Knights of the Old Republic, you can always use our advice and information for action. We detail the steps you need to follow to complete the game. Knights of the Old Republic. In the most difficult places, we add pictures that can help you. Walkthrough Knights of the Old Republic read on our website.

Peragus

Your character will leave the healing pod in Peragus. We go out into the hall. If necessary, return to the capsule and heal. Then Kreia will inform you that danger awaits you (crowd of pieces of iron). She will also tell you about communicating with the Force. We eliminate the piece of iron and turn off the field near the door. Go down to the prison and get acquainted with Atton Random. You have a new friend, a piece of iron, he will tell you that he knows the code from the atmospheric tray, but he is voice. Only a military man could pronounce it, but he's dead. In the room that is nearby, we take the Sonic Imprint Sensor from the container and again communicate with the piece of iron. You need to force him to tell you the code. As a last resort, use the terminal in Droid Control and blow it up. We open the door of the atmospheric tray and take the suit from the closet, then unlock the next door and you will find yourself outwardly an asteroid. We get the codes, they will be encrypted, the code from the turbolift is “3, 17, 13, 5, 7”.

tilos

Leave the apartment and proceed to Module 082 West. At the docks, you will be persuaded to deliver the droid to the Ithorians. We communicate with him near the entrance to Bai 2, and then go to the launch pad and to the boat. When you are in the cafe, Benok will start a conversation with you. Chat with everyone else there and solve the Ithorian difficulty. We communicate with Habat and run to the docks. Along the way, you will receive a notification from Moz that the Ithorians have been attacked. We go back and destroy everyone at the entrance. Then go to the vivarium and chat with Moza. Get the key from him and go save Habat. On the ship, the piece of iron will tell you that he downloaded something in the archives of Atris. It will contain a record of the meeting of the Council, at which you were driven out of the Order and the sword was taken away. You will also know on which planets you need to look for members of the Council. Next, chat with the grouping and Handmeiden will appear here, she is your newly minted one. Bao-Dur will start to get to know you about the lightsaber, he will provide his help to collect it. As soon as you manage to collect all the details, talk to him alone. He will also be able to improve the droid. We communicate with Handmeiden, she will tell you about how it arose. She will also teach you combat attacks. Then he will learn about the Force. After that, you can choose one of four galaxies for the next trip, the first galaxy by name is Dantooine, the second is Onderon, the third is Shaddaa and the fourth and final is Korriban.

Dantooine

Talk to the team and go inside. Jorran has closed in one of the rooms in the corner, chat with him. The next station is the Crystal Cave. We are heading for a mercenary, you will find yourself in a secret squad. Before you leave the catacombs, we look into the cave, which is further, we collect crystals. Your leader will thank you. After Vrook says what the Jedi need to hide.

Nar Shaddaa

Deal with them, or pay off them, if not too lazy to roll off the dough. Find a card with a new identification code for the Aton, if you manage to find it, there will be no difficulties in the future. After that, teach a few thugs who torment the poor fellow, and then chat with him. Chat with another friend at the wall. At the crossing, you will see a few more criminals who are going to knock out the loot from the next victim. Deprive them of the desire to do this, or pay off. Then head to Exchange HQ. We cure the victim, or we kill, as you please. Then go to the cafe, and then to the docks. Atton will catch up with you and tell you to be careful. Then Mira will appear, we announce our arrival to the C7-E3 piece of iron, which is located near the console. He will not let you through, but will send C6-E3 to help. He will hint to you that it is necessary to destroy C7. If this happens, then C6-E3 will be able to activate the doors. After the elimination of C7, you will see a door that will be locked with a code, combine the row of numbers that are above with the row of numbers that are below and turn three blocks. The order will be: the middle block will be counterclockwise, the left block will be counterclockwise, the right block will be clockwise. You will find yourself in a telecommunications room with a piece of iron B-4R5, it will monitor the traffic of cargo ships. He will provide you with the codes and a blank transport card.

Boat Goto

Go back to Ebon Hawk and stick the part in HK-47. Talk to the piece of iron, and then we communicate with the piece of iron GO-TO, he will explain to you your goals that need to be achieved. We communicate with everyone else, and then fly to the next galaxy.

Dxin

Here you can choose one of several options: either shoot a little from the gun, or immediately go to the moon. Landing will take place in a clearing near the waterfall. The ship will have minor malfunctions. It is required to reach the nearest warehouse and find a way to fly to the Onderon galaxy. We follow Ebon Hawk to the east side, Ettog will pick you up near the spaceship. There you will find a laptop, more will be said about Revan. Run into the jungle and eliminate everyone there. How to find a multi-part converter, fix the wires and set up the computer. Also in the jungle you will be able to find a foreigner who managed to get lost in them. Come to his aid, save him from the angry beasts. After that, tell Xarga about this, Kreia will connect and teach you how to fight. We communicate with the most important. You will need to activate the explosion device near the cannon warehouse.

Onderon

Once you're in the vendors' territory, you'll be able to see the Vaklu military go after the press, accusing it of having links with the Republic. We save her, or just pass by. Next, talk to a couple of guys. Captain Riiven will tell you about the murder. We return back to the doctor's office and go to the cafe, which is nearby. We speak with Panar, who is at the stage, and then we communicate with Nikko. Leave the cafe and inspect the crime scene. You will find a lot of debris near the bloodstain, you should pay attention to the wreckage of the droid. We go back and chat with everyone else about the droid. Leave the cafe again and buy the parts that are left from the piece of iron 1B-8D. We show them to Kif and show Niko the killer. After all, we communicate with Riiken and eliminate the group, which will be in the cafe. We pick up the disks and carry them to the doctor.

Korriban

Next, you need to defeat Malak in battle, his subordinates will immediately disappear. Go to the doors that will be in the middle. You will see a laptop at the next door. Eliminate opponents and move on. We choose the side of Kreia, or the rest. As you find yourself in the academy, we run immediately to the terminal, look on the map, to the southwest. There we enter the code and get access to the library. To open the door to the training room, take the test, which consists of five questions. As you do everything, go back to the valley, and then to the boat.

Dxin

Later you will learn about the beginning of the civil war in Onderon. One part of the servants remained with the princess, while the other followed the side of the general. Revolutionaries went to Dxin, you need to disarm them. Further, the groups are divided into two, step into a group for a hike in the jungle. Eliminate all the Sith that will be in the camp, before that, clear the tunnel of explosives. Go to the terminal and read the notifications, follow towards the tomb of Fredon Ned. To get there, you need to kill all the Sith that stand in your way. As you find yourself in the tomb, we press the lever on the terminal on the north side to get into Sith Krupt. We open the sarcophagus near the statue and take away the items of King Onderon. After we approach the Mandalorian Harg, he will send you back to the camp. The main character will be given a warship that can get to Onderon.

Onderon

Eliminate the employees of Vaklu on the site and move to another map. Climb into Turet Tower and disable the barrier that blocked the road to the castle. Cut off the next barrier with your lightsaber. Once at the castle, go to the throne room. Colonel Tobin will close the doors in front of you, you will need to find a way to unlock it. In the northern part there will be a warehouse with good items, enter the code: 66, 45, 39.

In the warehouse you will meet with the Jedi Kavar, go deal with the riot in the castle. After a few rooms, you will see Captain Cadron. He will tell you about the second console, which you need to go to, it is located in the south in the castle. With the help of a satellite, you can quickly transfer to the castle, or run to the castle like this. After we go to the Primar Security Complex, we cut down the force field using the terminal, Captain Riken is closed in it. We switch all functions to the next terminal, it is still controlled by the supporters of the princess. Then run to save the princess herself, one of the mutants cut down the field, he will start to wet everyone. Eliminate it immediately. General Vaklu should be dealt with, either kill him or leave him alive, the choice is yours. Kreia will be able to resurrect one of the employees, she will also say that she is on the side of the general and will go to eliminate Tilos. Chat with Kavar, he will teach you how to fight properly, after which he will follow to Dantooine. And by the end, Thalia will give you a gift, go back to Ebon Hawk and fly to Dantooine.

Dantooine

The Jedi are waiting for you in the Enclave, everything has already been restored and rebuilt. We speak with several Jedi for a long time, by the end they will remove you from the Force. Kreia will arrive here, eliminate them and disappear immediately. Handmaiden will say that everything is over, and you should return to Atris on Delos. She is very cunning. We return to Ebon Hawk, where Ethon will open your eyes to Kreia's turbidity, and Visas will say that he is in love.

tilos

Win the battle with the Handmaiden, catch up with Atris in the Meditation Chamber, after we talk and continue the battle. She refuses to accept your offer. As soon as the damage is almost at zero, she still agrees to talk again. She will tell you about the plans of Kreia, who plans to eliminate the Sith and Jedi, as well as the Force. With your help, she's going to do it. Kill Atris, or let her live on. In the room next to you, you will meet Handmeind, who survived. After a conversation with Lieutenant Green, we follow the entertainment module, and then to the shuttle, it will take you to the devastator. As you are on the ship, you must complete two tasks, the first is to find and eliminate Darth Nihilus, and after blowing up their ship, for this you need to lay four explosives on different sides. There will be a Sith Lord on the bridge, and you have to fight him, the battle will not be easy. After that, it remains to lay the explosives that remained and go back to the shuttle. As you plant the third explosive, the fourth will suddenly detonate during the battle with the Sith, so you have to look for new explosives. Head to Maitanance Bay and use Missle Bay Control. Click on the active startup sequence, defined by the emergency sequence. Then we pick up the Proton Core from Missle Bay. We install the fourth bomb and return back to the shuttle. You will see a huge explosion of the ship. Chat with Anasi, he wants to know how Revan is.

Malachor 5

We run to the entrance to the next map, Malachor of the Deep. We follow in the direction to the Trayusa Academy, there will be an ambush waiting for you. The doors will immediately close and a large Storm Beast will come out to you. As you destroy it, the doors will become available. A guard will meet you near the Academy. Destroy the Henher rug. Next, you will control a small flying droid, he is also a faithful companion of Bao-Dur. Go to four consoles of state ships, you must repair the Shadow Mass Generator. You should not fight mutants, you have no chance of winning. Next, you need to eliminate Malachor 5. Then GO-TO will appear, and Ebon Hawk will fall into the abyss. Once you're at the Academy, head to Trayus Proving Ground, and then back to the previous map, but at a different destination. When Zion appears, you must defeat him four times. After the battle, go to Trayusa Central, where you will meet with Krei. Let's deal with her. Find out about the fate of Tylos, Dantooine and other friends and watch the final video. Passage of the game Knights of the Old Republic completed.

This walkthrough of Star Wars: Knights of the Old Republic was done in the main storyline and leans more towards the light version.

When you choose a character and basic characteristics, then get ready for the fact that the battle will immediately begin. If it happens that one of the allies is killed, then do not worry, because after the end of the battle he will remain alive and continue to follow you. Use every opportunity to heal him. It is worth noting that from most locations you can move aboard your spaceship only by holding down a certain button marked on the screen

Also on the screen is a navigation bar that allows you to quickly change partners, of which there will be only 9 at first. And two of them can follow with you. For now, there will be only lightsabers, armor and blasters from weapons, which can be improved in a specially designated place (on a special table). You will need to insert crystals and many other elements into them.

Also in the passage of Star Wars: Knights of the Old Republic, you need to remember that heavy equipment can block some Jedi skills. You will have to constantly choose between light protection so that you can perform acrobatic tricks, or do without them, wielding only a sword in a bulletproof vest. During the fights, there is no opportunity to change clothes, you can only change military weapons.

It is worth noting that on each of the planets you will find many bots, merchants and shops where you can buy weapons and additional equipment. But remember, if you bargain, then sellers can reduce the cost of goods, but the dark side of your essence will increase at the same time.

Also keep in mind that unique items and valuable weapons cannot be purchased. They can be found in huge caves inhabited by terrible monsters. They are often found in crates or on one of the creatures. In order to take them from some citizen, you will first have to destroy him. You have the opportunity to improve the hero in any direction. I advise you to pay attention to "Treat Injury", because this skill is much more valuable.

Endar Spire
At the beginning of the passage of the game Star Wars: Knights of the Old Republic, your space ship will be attacked by the Sith, who are in search of one of the Jedi. After they leave, the ship will gape from holes and crash into the planet-city Taris. But you do not need to wait for the fall itself, hurry up to study the board and look into the compartment with escape pods. At that moment, when you hear a noise overboard, a soldier will immediately appear, who will begin to talk about the attack of opponents. He will also ask you to take personal items from the box and tell you a little about management.

Listen to him and start collecting your belongings, and then take him to your team. By the way, his name is Trask "a. Now transfer control to him and move to the door. Open it and start moving to the control room. Exit through the next doors and shoot two mercenaries. Look to the left and take the first-aid kit and credit cards from the container. Then open the right chest and take the swords and armor.

Move on and do not forget to open and take useful loot from containers and chests. Exit to the next corridor and stop. There is a firefight going on, wait until it ends, and then finish off the three mercenaries left alive. Approach the doors and find the only one that is not blocked yet. Exit through it and get ready to see two Jedi fighting enthusiastically. After a while, they themselves will kill each other, you just have to pick up things and deal with two enemies, and then get out through the doors.

Continue through the game Star Wars: Knights of the Old Republic and move to where you see the bridge. Look around and start massacre over opponents. Then get off the bridge and move through the doors. After a few steps you will see a Dark Jedi armed with a red sword. Your ally will immediately rush into battle with him. Now it's best to move to the "Starboard Section". When the radio starts broadcasting, listen to it and move towards the escape pods. Along the way, kill another soldier and look for utility in the box to use them to repair the droid. It is he who will lead you to another room. Go through the door with the "Escape Pod" sign.

Taris

After the space liner crashes on the planet, you will have to find and save from death the Jedi Bastille, on whom all hopes of saving the galaxy are placed. Now in the passage of Star Wars: Knights of the Old Republic you will see a dream about a dark Jedi. When you wake up, start exploring the area. Just be careful and keep your head down, because this planet is guarded by the Sith.

Better try to steal a set of clothes to impersonate one of them. Go out and take Carth "a with you. Defeat a few enemies and search the box. Go to the door and break it. Go to the territory called "Upper City". When you see an alien near the far gate, save him. Then exit this location and head in "North Appartments", move right again and take out the door, approach and chat with Largo.

Move below and approach the soldier, who will say that you can go further if there is a special uniform. When you see the Sith who are mocking another alien, kill them and chat with the humanoid to find out information about the gangs that exist in the lower city and about the leader of the Hidden Beks gang, who is called Gadon Thek "a.

Then, in the passage of the game Star Wars: Knights of the Old Republic, you can search the bodies and take the Sith uniform from one of them. Go back upstairs and move to where you saw the droid shop. Enter it and buy a droid. This is necessary, now I will explain why. It just explodes almost immediately, but you can return it and get a larger amount than you paid for it (of course, if you start threatening the saleswoman). Move through the door opposite. You will now be stopped by the Sith Guard. Talk to him and change into the stolen uniform. Move to the lower city.

After you defeat the opponents in the next battle, you can go to the "Hidden Becks Base" territory. Approach the girl you see near the entrance and tell her that you dream of talking to their leader. Once at the base, talk to Gadon and find out as much information as possible about the escape pod. It turns out that another gang intercepted the girl from it, and in order to return her, you need to win the race. Get ready for them.

But for now, go to the base of another faction and steal an important part needed for a motorcycle, with which you can get a certain advantage in the race. You can't enter the Vulkar base through the main entrance. Start looking for workarounds. If you do not want to think for a long time, then go to a girl named Mission and ask for help. She will agree, and her friend Wookiee will also help to get into enemy territory.

After the passage of the game Star Wars: Knights of the Old Republic, you will be asked to change the Sith uniform for papers, with which you can move on freely. I advise you to listen to him. Move through the corridor to the end. Once you are near the Sith guard who is standing guarding the entrance to Undercity, show him the papers you received and run into the elevator.

When it stops, get out of it and get ready for the enemies to meet you immediately. They will start asking for money. There are two ways: either give them all the savings and first aid kits, or not. It's up to you. Your main goal now is the leader of the Gendar bandit group. Move on and be ready for a duel with a terrible monster. If you finish him off, you will be allowed inside. When you enter the monster's cage, you will meet Mission Vao. I recommend taking her on your team.

Then, in the passage of Star Wars: Knights of the Old Republic, the girl will take you to the enemy base. But on the condition that you save her four-legged friend. Be sure to agree and move to the territory called "Lower Sewers". There you will meet monsters that you need to finish off and exit through the doors. If you go through them, you will find yourself at the Vulkar base. Stop and look closely to see a blue field. It is his newly minted friend who deactivates a little later.

Move towards the doors and go through the one on the right. Be careful, because behind it you will meet several enemies that you need to destroy. After you kill them, go further and be near the door. Wait for a friend to open them to see what her Wookiee looks like. He will thank you for saving his life and swear allegiance until the end of his days.

You can return to the blue field and wait until the Mission turns it off. Find a waterfall and go to it. Stop and see guards and monsters fighting near him. You should not particularly climb on the rampage, do not stick your head out until it is over, and then finish off the survivors.

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Ship Endar Spire

The battle over the planet Taris is in full swing, the fighters of Darth Malak fly around the ship like spring midges, and they forgot to wake you up. Restless dreams are replaced by vague visions with the Jedi in the lead roles.
Suddenly, a soldier bursts into the cockpit.
- Who are you?
- I'm Trask, your partner. We work different shifts, so you haven't seen me yet.
- Who am I?
“Did you bang your head too?” You are a soldier guarding a ship with an important person on board. We could both be space dust soon, so we better get to the exit. And along the way, I'll tell you about the game's interface.
Actually, you will be led along the ship by the hand, simultaneously teaching the basics of management, so there is no need to go through. You will be taught how to use the interface, dress up and arm yourself, open doors, switch between characters, fight, collect trophies, move in "invisibility" mode. Will be given the opportunity to repair the droid and hack the computer. Trask, alas, will die as soon as the need for him disappears.
By the time you meet the good soldier Kart Onasi, you will have leveled up and collected some collection of trophies. The "important person" that you are guarding according to legend is Bastila. She has already "catapulted" to the planet Taris, and nothing keeps you on the ship. Sit in an embrace with Kart in an escape pod and undock from the exploding ship with screams.

Taris

Again those strange hallucinations, again the cloaked figures waving their humming laser swords. Opening our eyes... Kart Onasi reports:
- Our capsule crashed right on the edge of the street-floor. When you fell, you hit your head again, but I dragged you into an abandoned apartment in one of the local skyscrapers. Only outcast humanoids live here, they are strongly disliked on this racist Taris.
- What about the Sith?
- Patrols go everywhere here, looking for survivors, demanding registration. But they don’t pinch much, you can walk the streets. The capsule with Bastila fell somewhere in the lower levels, we need to find and save the young Jedi.
- Why?
- She plays an important role in the fight against the host of Darth Malak - the role of the war drum. Her combat meditation, which gives strength to our soldiers, is a unique phenomenon. All soldiers pray for her. The lower levels are dangerous, with gang wars and a thriving slave trade. And Bastila is a prominent girl, so we should hurry.
- Yeah, so I dream about her all the time ... And then?
- And then you need to somehow get off the planet. The Sith have established a quarantine: it is forbidden for any ship to leave Taris without special permission - just like the Lajo embargo in Monkey Island 2. We'll have to somehow cunning. But first, Bastila. We are soldiers of the old Republic, and we are sworn to protect it.
So, you need to save the unlucky Jedi and fly away from the planet.
First of all, you need to get the Sith armor for disguise. Exit the safe house with Kart. Having dealt with the impudent patrol in the corridor, go outside. Visit the local club (cantina), talk to a bored Sith girl. If you carefully convince her to help, you will be offered the following combination: she gets drunk on colleagues at a friendly party, and you steal armor from their insensitive carcasses. The party takes place in the northern apartments of the Upper City.
If you frighten her away, it doesn't matter - the armor will be yours if you eliminate three impudent guards in the same northern apartments.
Having put on armor, boldly approach the guarded elevator and go down to the lower level. There, take off your armor and go to the local club (Javyar's Cantina).
Meet Mission Vao and Wookiee Zaalbar. Marvel at the work of the elegant and deadly Calo Nord. Next to the club is the entrance to the base of the Hidden Beks gang. Persuade the paranoid guard to let you see the leader of the gang, the blind Gadon. Inside you will find a new guard and another dose of paranoia. Gadon himself, after settling all the formalities, will tell you the following things. First, Bastila was captured by the Black Vulkar gang and will be a prize in the races. To get it, you need to win the race. Secondly, the Vulkars stole a prototype of a new accelerator for racers from the Beks, and without it they have nothing to catch in the races.
The blind leader will offer you a deal: you steal the accelerator from the Vulkars, and he gives you the opportunity to compete on behalf of their gang. Agree. At the same time, change the Sith armor for a more effective pass - "Ausweiss".
But here's the bad luck - it's impossible to get to the Vulkar base, the guards are on guard. Need outside help. Get down into the gloomy underground Undercity (the Sith guard will let you through, you have ausweiss). Watch the death of a local resident from the clutches of a ghoul or help the unfortunate if you are a champion of good. Stock up on first-aid kits and antidotes and get out into the "wild" territory. Mission Vao is running towards you. She is in a panic - her big and shaggy comrade was taken into slavery by Gamorean pigs. It is necessary to help her, only she can then open for you a passage to the Vulkar base.
Walk with Vao around the neighborhood and help a group of mercenaries deal with a pack of ghouls. The group is led by veteran mercenary Kenderos, a hero of the Mandalorian wars. He's not in a good mood right now.
Get down into the sewers, picking up the mines laid out on the way. Clear the sewers from the Gamorites and ghouls, free the Wookiees. The saved Zaalbar, in a fit of gratitude, will inform you that he is indebted to you, and now he will never leave you. He won't leave Vao either, so both of you will be with you.
Vao's mission will open a passage to the Vulkar base. On the way - an evil rancor, it is useless to butt with him. There are two ways to eliminate the toothy creature. You can simply lure the rancor to mines and then shoot and throw grenades from afar. But there is a more tricky way: take synthetic perfume from the torn off hand next to the rancor room. Go into stealth mode and search the pile of bodies and bones in the middle of the room. Put the fragrance and the grenade in there and quickly get out. From the grenade, the rancor will have indigestion with a fatal outcome.
At the base of the Vulkars, be afraid of a robot with a freezing gun - it alone is worth a dozen bandits. Having opened the locked doors from the remote control, go to the Twylek Kandon, the leader of the gang. You have the opportunity to go over to his side and betray Gadon. In this case, you will have to kill Gadon, which means a complete cleansing of the Bek base. This is a dark path; supporters of kindness and light will refuse tempting offers and brutally kill Candon on the spot.
Go back and report to Gadon - he is happy, and now he will gladly send you to the races. Winning the competition is easy - you just need not to yawn and switch gears in time at the second stage.
After your victory, the Vulkars will balk and will not want to give you Bastila. But no one will ask them - the "prize" will suddenly jump out of its cage and chop everyone into cabbage. And for the sake of what this circus was, why it was necessary to pretend to be an exhausted and incapable captive of anything - it is absolutely incomprehensible. Together with Bastila, eliminate the remnants of the resistance, and then start bickering about "who really saved whom." Disputes will continue in your "headquarters". Try to reconcile Bastila and Kart.
At the exit from the headquarters, an unknown twilek will run up to you and say that a certain Kenderos is waiting for you at the club. This is the same gloomy mercenary we helped in Undercity. I wonder what he wants from us?
This is interesting: if you do not immediately give Bastila her light blade and go for a walk with her and Kart along the street, you will find a funny dialogue: "Losing swords is part of your combat meditation, right?".
Kenderos will offer you an interesting combination: we infiltrate the Sith base and steal secret passwords-reviews for "our" ships there. With them, you can safely leave the planet. Kenderos, for his part, grants us access to the Ebonhawk (Ebon Hawk), the fastest smuggling ship in the area. Of course, agree.
To infiltrate the Sith base, you will have to go to the droid store and buy a special improved burglar droid. It costs 2,000 credits, which is a lot of money. You can threaten the saleswoman and pay nothing, receiving only a few points of the dark side as punishment.
Use the droid to sneak into the base. A young local guard is easily persuaded to leave her post and not raise the alarm. Clear the base the good old classic way. Pay attention to the Sith apprentices - you should not underestimate their knowledge of the dark side of the Force. Luckily you have Bastila. You will find a secret list of launch passwords with the last, most powerful Jedi. Kenderos is waiting for us at the Lower City Club.
This is important: after talking with Kenderos, you can no longer return to the city, so take care of everything there, talk to all the NPCs and complete the unfinished side quests.
How is the poor mercenary going to get us a ship? Everything is simple. Kenderos informs the local mobster Davik, the owner of the ship, that you want to be hired by him. This will take you to Davik's mansion, and there you can simply steal the ship. Moral principles will not have to suffer for a long time, as the Sith, angry at the elusiveness of Bastila, are ready to start carpet bombing the planet. You are in the mansion of the local authority.
This is interesting: chat with the Twilek slaves in the room next to yours. Ask a slave to give you a massage. If you like it, repeat.
Make your way through the rooms, killing everyone without exception. Your goal in the north of the map is the torture room where the pilot of the ship sits. Free him (carefully: torture droids can take care of themselves) and you will be rewarded with codes that disable the anti-theft system. Disable the defense system through the terminal and make your way to the hangar. Meanwhile, the bombardment of the planet's surface had begun.
In front of the hangar door, get ready for a hard fight - you will be met by Davik himself in the company of Kalo Nord. Both decided to evacuate after realizing that the Sith were serious. Meeting with you was not part of their plans. Nord is the most dangerous - deal with it first. When the mercenary is crushed by the fittings that kindly fell from the ceiling, you can also deal with Davik.
Time does not wait - explosions and fire are all around, "goodies" from Darth Malak are falling from the sky. After quickly collecting the trophies, climb into the Ebonhawk, which is surprisingly similar to Han Solo's Millennium Falcon. Everything is already on board, and all you have to do is shoot the fighters from the cannon.
Next stop is Dantooine, the Jedi school.

side quests

This is important: hereinafter, for brevity, gaining light side points will be denoted by a plus (+), and dark side by a minus (-).
Davik's sixes pester the old man, extorting money. After killing the bandits to warm up, you can supply the old man with money (+) or rob him (-).
A doctor at a local hospital is in need of a serum to treat the "ghoul" caused by monster bites. His apprentice will report that the antidote can be handed over for a lot of money to the local authority of the Hutt Zaks. You will find the serum in Undercity, on the body of a Sith. You can give it to Zaks in the lower club (-) or a doctor in the same hospital (+). If you have the ability to persuade, try to bargain with Zaks. If the reward from the doctor seems too modest to you, threaten him and rob him to the bone (-).
After going to the doctor, you can use the antidote for a good deed and cure the inhabitants infected with ghouls sitting in the Andersity quarantine cage (+). But for this you will first have to kill a few ghouls, whom you did not have time to help. Ghoul can also be cured of an infected Republic soldier wandering around the wreckage of an escape pod (+), although this will not help him.
Open the locked door in the hospital - you will find republican soldiers floating in a healing solution. The doctor picked them up from the wreckage of the escape pods and hides them. Convince the doctor that you are not going to tell the Sith about illegal patients (+).
Strange old man Rukil in Undercity mumbles something about the promised land. In order to leave and take the whole village to this hidden place, he needs three journals of the missing students. The first lies in the east of Undercity, the second - in the northeast room of the lower sewer. To find the third one, go from the protective field in the sewers to the west, then to the south and to the east - there will be a small room. You can give the magazines to the old man (+). If you go down to Undercity later, you will find that it is empty. They really went somewhere - wonderful!
The dark characters will sell the magazines to the cunning merchant Izhar, who does not want to lose his clientele and wants to destroy all evidence of the existence of the promised land. The old man won't like it (-).
In the upper club, Hatt Ahhur holds gladiator fights. Defeat all enemies: old Duncan, Gerlon, Ice, Marl and psychopath Twitch. At the exit from the club, the legendary gladiator Bendak Starkiller will meet you and offer you a fight to the death. If you agree and defeat Bendak, you will get a lot of money and a signature blaster. But one thing - just a fight, another - a fight to the death. Killing for money is not good, so catch (-).
In the club on the top floor, you will be approached by the daughter of a local bandit of the middle class. She clearly mistook you for a barmaid. Reassure her of this. Being cowardly, the girl will run away and will be waiting for you with two Rodian thugs at the weapons store. After the death of her bodyguards, she will run away with a screech, and you will not see her again.
In the downstairs club, the Hutt Zax is handing out assassination contracts. If Starkiller is dead, you can collect your reward. The rest goes like this:
* The girl Dia is hiding in the southern apartments. Kill her and take the reward from the Hutt (-), give her money (+), or persuade the man offended by her (in the lower club) to submit a request for murder (+). Do not forget to visit her later and tell her the good news.
* Matrik lives in the lower apartments. Kill him (-) or help him fake his own death with an explosion (+).
* The mercenary Selven lives in the lower apartments. You can’t help her - only rudely kill (-) or gently provoke.
* Lazho lives in the upper northern apartments. Kill him (-) or give money to pay the debt (+).
Racist children are poisoning an alien near the northern apartments. Drive away the children and cure the alien (+), or do not interfere.
Drunkards will pester you in the northern part of the city. Kill them all (-) or calm them down by offering them a drink (+).
At the elevator in Undercity, local beggars will start demanding money from you. Give them more than they ask for (+) or send them away.
At the Sith base, you will find several torture chambers in a row. In one of them sits an alien. Opposite on the wall are the controls. Each of them lights up red or green. It's a puzzle: each switch, when activated, triggers two adjacent ones. Turning all the switches green will free the alien (+), turning them red will kill him (-).
A Twilek dancer in a downstairs club tries to convince the troupe owner to hire her. You can either help her by gently dancing all the pas (+) with her, or interfere by deliberately falling to the floor.
In one of the rooms of the lower apartments, in order to open a chest with interesting trophies, you need to answer three questions. By reading the letter next to it, you will logically deduce the correct answers: Hyperdrive, Uncle (uncle), Aldaran.

Dantooine

As soon as you arrive, the Jedi Council calls for you. Admire the cheburashka, reminiscent of Yoda sprinkled with ashes.
The Council will immediately take the bull by the horns:
- You see the Force. Usually we don't train such old ones, but this time we will probably make an exception.
- Why is that?
“The thing is, there is some connection between you and Bastila. We will consult for now, and you go for a walk.
You will be trained as a Jedi in any case, the Council simply has no choice. If you're playing a dark jedi, you can lie to them for three boxes - this will give you a few points of the dark side.
You are being taught. Your progress is amazing. Within a few weeks, you will complete a multi-year Jedi course. Before you become a real Padawan, you need to pass a small entrance exam. To get started, read Twylek Zhar the signature phrase of the good Jedi (answers: peace, knowledge, serenity, harmony, Force). This was the first test.
The second test is a psychological test that determines which Jedi class is right for you. Answer how you want - you can choose the class later. After converting your class from regular to Jedi, tweak your updated stats. Go to the workbench and make a sword out of the crystal.
The third test will be a little more interesting. You need to go to the meditation grove (Grove) and find out why it is darkened ("The dark side of the Force lives there. You must go inside"). Once in the grove, go south and east to the strange stone formations. The darkening of this place is explained simply - a Jedi cat (cathar race) named Yuhani settled there. She studied in the enclave, but in a fit of anger, she attacked her mentor, and then fled. Now she imagines herself a dark Jedi and meditates in the appropriate way.
She will immediately freeze your teammates and enter the battle. Remove more than half of her health and start a conversation. You have two options - kill her and report to the Jedi (-), or gently persuade her to return to school (+). In the second case, you need to ask her why she attacked you, ask about the darkened beasts, tell her that the dark side of the Force is weak, that the Council sent you, that you wish her peace, that the first step to perfection is to admit your imperfection. Say that the death of her mentor is nonsense, that we all get angry sometimes.
Tip: Even if you're consistently playing a Dark Jedi, talk Juhani back into the enclave. In this case, she will join you for a long time, and an extra Jedi will never hurt. Meow...
Back at the Jedi School, talk to Juhani. It turns out that her mentor actually survived and will soon come out of a coma. Report to the Council and Zhar. You are now a Padawan. The Council will invite you and Bastila to explore the strange ruins that Malak and Revan visited before they turned to the dark side.
After entering the ancient tomb, talk to the droid about everything he knows: about the Jedi, maps, and the mysterious Star Forge (Star Forge). To find the artifact, you have to fight. Go to the east room, destroy the droids. Turn on the computer, talk to it so that it switches to your language. Answer his questions. The correct answers are Oceanic, Grassland, Arboreal.
Then go to the western room. Here the droids are even more dangerous - they also freeze. Turn on your computer. Answer - Desert, Volcanic, Barren. The locked door has opened, in front of you is your first star map.
The Jedi Council is in turmoil. The big bosses are rushing you and Bastila and the others to find more fragments of the star map. Come to the Ebonhawk, and on the captain's bridge plot a course for Tatooine.

side quests

If Vao is with you, then you will meet Lena, the woman who seduced her brother on the path of temptation and crime. She will tell you where to look for her brother - on Tatooine. There you will find it (see the relevant section).
At the gates of the enclave, a young boy, Jon, complains about the Mandalorian bandits who do not give life to local farmers. Apparently, the Jedi don't care about the farmers. You need to destroy three groups of bandits. One is in the lands of Matale, the second is in the lands of the Sandrals, and the third is in the south of the Grove. From the grove, go further south and defeat the most important bandit. Then you can take the reward from the young man, refuse it (+) or demand more (-).
In the grove, find the bridge, and on it - a Jedi named Bolook. He will ask you to investigate the murder of Calder Nettik. Two are suspected - Handon and Ricard. Examine the body, talk to the droid, and begin the interrogation. Catch suspects in a lie, look for motives and move your gray matter. Both have motives, both lie in black, the blaster belongs to one, and the blood on it belongs to the other. Both are guilty.
In the lands of the Sandrals to the west there is a cave with native crystals for lightsabers. The kinrath spiders living there are dangerous, it is better to lure them out one by one. Your reward will be multi-colored crystals and the opportunity to rummage through the corpse of a less fortunate adventurer.
"And I love the robot!". Behind the bridge next to the Jedi enclave are two Land Speeders. A green-eared merchant wanders next to one, and a sad woman stands next to the other. What worries her? She lost a very valuable robot in the household, the only memory of her dead husband. During the conversation, interesting and piquant details are revealed. It turns out that the robot replaces her husband - understand as you wish.
The robot itself is located in the lands of the Sandrals. Protect him from wild animals and ask questions. Terrifying details emerge. The robot ran away. From constant harassment and harassment, he became a real neurotic. "Kill me, I don't want to live anymore after the terrible things that this woman did to me!".
What to do? You can persuade the droid to return to the woman. Her joy can be imagined - she will grab the robot with a cheerful squeal and run away. You can kill the droid and tell the woman that you didn't find him (-). After destroying the unfortunate robot, you can tell the woman that he died. Find her later in the enclave room and talk to her. It seems that our patient is on the mend - she already liked someone alive.
"A plague on both your houses." Two families - Sandral and Matheil - have been at enmity for a long time. The situation escalated to the limit after the mysterious disappearance of the young Kazus Sandral, and then the young Shen Matale. The Jedi will send you to investigate.
You can find the corpse of Casus in the lands of Matale, in the east, near two trees. Report this to the Sandral droid, and then to the inconsolable father Nurik. Talk to Rahasia Sandral - it turns out her father is holding young Shen captive. Go around the house, go through the back door, find Shen. He is in love with Rakhazia and does not want to leave without her. Inform the girl about this, and then return to Shen: "She is waiting for you at the gate and is ready to go with you." If you do not take money from lovers or from their father, you will earn (+). You will ask a lot - get (-). Here, angry fathers will appear on the scene. Try to calm them down by giving the young fools time to run away (+). You can pit the fathers so that they shoot each other, and then finish off the droids (-).
After you leave Dantooine, Zaalbar will report that the food supply in the warehouse is decreasing suspiciously quickly. Check stocks - and rightly so: less than expected. Walk around the ship. Either this is paranoia, or someone's quiet steps are really heard behind your back. It looks like they're coming from the cargo hold. There you will find a girl who snuck into the ship as a hare. She does not speak Russian, so you will have to learn her language step by step. For this you will need a little patience. Try to find out who she is and what she is doing on the ship. At the end, you will have a clue: the girl is hiding on the ship from the Mandalorians, and she mumbles something about Dantooine. Fly back to the Jedi planet and talk to Twilek Lur Sulas - he is standing at the entrance to the Jedi enclave. Let him know that you have a girl on board who speaks only Mandalorian. Give the girl to Sulas (+). If you behave rudely and demand a reward, you will receive a well-deserved (-).
If you ignore the girl, then she will run away from you before you get on the Leviathan.

Tatooine

Tatooine is a planet similar in many ways to the famous Arrakis. Sand, rocks, giant machines crawling across the surface. Here we will meet with the Tuskens, forever wrapped in rags, right there, Java (jawa) will be confused under our feet - local gnomes in hoods. The appearance of the planet will remain the same for the next two thousand years. The droids from the fourth episode of the film will see it exactly the same.
But it will be later, but for now, somewhere out there, in the sands, a star map left by an unknown race is hiding. Getting to it is not easy, but the local mega-corporation "Zerka" will help us with this. Pay the parking clerk and get off at Anchorhead town. Find the local Zerka office and get a hunting license - you won't be allowed out of town without it. In return, you will have to promise to deal with the gangs of sand people attacking the miners.
Walk around the city, eliminate three dark Jedi. You need a translator droid to communicate with Tuskens. You can buy it in the droid shop - it's HK-47, a very useful character. If you like, ask the droid about its functions. The shop owner will ask for 5,000 credits. In a good way, you will drop the price to 4000 credits, and in a bad way - up to 2500. If there is not enough money, sell everything that is superfluous. Getting the right amount is easy if you go to the Ebonhawk and order some free pins from T3.
After buying the HK-47, go out the gate. The smoking machine in front of you belongs to a corporation. Protect the miners from the Sand People - the fight will be tough, the Tuskens will attack in waves. During breaks, heal and activate shields. After the fight, ask the miners where the Tusken village is and head south to the passage. Having eliminated the security detachment of sand people, collect their clothes, put them on. The team should be humanoid, so R2, HK-47 and Zaalbar should be sent back. Get into the village. You can massacre and not leave a single soul alive (remember the second episode: "I killed them all, and their pets, and their mice. And I killed their fleas too!"). Do I need to say that this will darken you pretty much?
There is a good option - you summon HK-47 to yourself and try to establish a dialogue with the Tuskens. Do not be rude, do not be rude to the leader, do not steal things. Having calmed down a bit, the leader will offer you to get vaporizers for them. You can buy them at the same Zerka office. If you are persuasive, they will be sold to you for 200 credits. Return to the leader, and you will no longer need disguise. As a reward, you will receive the leader's rod, which you can then provide as proof of your victory.
Exit the village and head northeast to the passage to the sea of ​​dunes. At the entrance to the cave is a twilek - he hunts a dragon. He needs to lure the monster into the mines, and for this he needs decoy banta. Take the meat and lure these giant cows to the cave. Dissatisfied shepherds will have to be fought, and the fight will be difficult - this kind of Tusken knows how to use grenades.
After the death of the dragon, take the due share of the reward from the Twilek and go into the cave. The second star card is in our pocket! Collect everything that is badly lying in the cave, and go out into the fresh air. The restless bespectacled Calo Nord is right there, and with him are several Rodians. As before, your main target in the fight is Kahlo. The rest of the opponents are not half as strong.
And then one way - to the ship, and to the next planet. Let it be, for example, Kashyyyk.

side quests

At the exit from the spaceport, an unknown alien will meet you and inform you that a cargo of "zhizka" (gizka) has been loaded onto your ship. He will answer all your perplexed questions: "Don't worry, it's paid!" - and leave. Zhizka are small frog-like creatures that now run all over the Ebonhawk. There is no harm from them.
What to do with them? There are three ways. It is possible to fuse selkatu Nubasse animals on the planet Manaan. But for this you will have to convince him that these are not ordinary zhizka, but a new species that does not breed in captivity. Sell ​​them to him (-) or give them away for free. On Kashyyyk, you can buy poison from Eli Gand and feed it to one of the animals. Zhizka will disappear almost instantly. Finally, if you find yourself on the planet of the lost ships (Unknown World), then the animals will scatter themselves - this is their home world.
If you return to Dantooine from any planet and exit the Ebonhawk with Bastila, a woman will speak to you. She will inform you that Helena - Bastila's mother - is waiting for you on Tatooine, in the club. Fly to Tatooine. There, Helena will ask you to get a holocron from the dragon's cave. Having obtained the holocron, try to reconcile Bastila with her mother.
A strange woman will meet you outside the gates of Anchorhead and ask you to say hello to her negligent husband. The husband is languishing in the desert a little further away - he was surrounded by four broken and threatening to explode droids. If you do not save him, he will die (-). Each droid has a puzzle built into it that must be solved in order to render it harmless. Here are the answers:
K-X12a: second node (Node 2)
K-X12b: answer is 7
K-X12c: 120 pulses left
K-X12d: 31-13-12-14 * 23-41-12-14
Abandoned land speeders are standing behind the sand "tank" of the corporation in the desert. If you get closer to them, you will hear a female voice calling for help. But what is strange is that no one is visible, and the woman continues to scream. Suddenly, two Gamoraean pigs jump out from behind the dune, shouting "Aha, gotcha!". It turns out that it was such a cunning trap for travelers passing by, and the female voice was simply recorded on tape. For a Gamorean, the idea of ​​such an ambush is the height of genius. Pigs can be killed, or you can use Jedi tricks to persuade them to leave.
Not far from the Zerka office, at the entrance to the hunting club, a woman, Sharina Fizark, is standing. Her husband has died and she is in dire need. The hunting trophy that her husband brought shortly before his death may bring her some money, but she cannot sell it - she does not have a hunter's certificate. After visiting "Zerka" you will have a certificate. There are several options: do not give the trophy back (-), just sell it and give the proceeds to the woman. If you add 200 credits from yourself, saying that you managed to earn more than expected, then you will receive points of the light side (+).
At the exit from the city, a small java Iziz is trampling with a lost view. His tribesmen were taken as slaves by the sand people. Once in the Tusken camp, talk to the captives, and then to the head of the tribe. He waved his hand: "Which of them are workers!" - and Java will let go. Inform the captives that they are free. Once in the city, talk to Iziz (+). Shaking all the money out of a small creature as a reward, get well-deserved dark points (-).
Ask the Tuskens about their history (this can only be done once you've dealt with their main quest). You will be asked to find the Dragon Balls to prove that you are worthy to hear their story. After killing the dragon, take the pearl and show it to the head of the tribe - they will tell you the story, but you will have to give the pearl.
The local racing club is run by Hutt Motta. Take part in races in the desert, win them. Then talk to Niko Senvi and help him get a better contract by threatening the greedy Motta with a scandal (+). If you threaten Niko to sign a bad deal, you will receive a reward (-) from Motta.
If Vao is with you, and you have already seen Lena, then ask the Zerka officer in the office about Vao's brother. His name is Griff, and you will then find him in the Tusken camp - he is being held captive there, just like the dwarves. After being released, Griff will ask you to get the ingredients for Tarisian ale. You can pick them up in the lower lands of Kashyyyk, in the poacher camp - give them to him, and then, when Griff leaves, talk to the alien behind the counter.

Kashyyyk

Most of all, the giant trees of the planet Kashyyyk resemble the sprawling city of trinnies from Wizardry 8, only instead of rodents, two-meter-high Wookies live here. At a gloomy time, you flew to this planet - the Zerka corporation is buying up slaves from the local monkey king Chuundar with might and main.
When hiking in Kashyyyk, take Zaalbar with you (in fact, you have no other options). This is his home planet. At the sight of the suffering of his people, sorrow will fill the heart of the Wookiee, about which he will not hesitate to growl to you.
Get out of the Ebonhawk, pay for parking. After talking with the cunning twilek, go along the wooden bridge to the gate and exit the port. Forest Kinraths live here, they will now constantly come across on your way and give you the opportunity to earn precious experience.
The passage to the surface of the earth (Shadowlands) is guarded by the wookie guards - he will not let you in without the permission of Chuundar himself. What to do - go north, fight three dark jedi and ask the Wookiees at the entrance to the village to take you to the leader. To get the coveted permission, agree to the leader's offer. True, Zaalbar will have to be left as a hostage.
Now the guard will let you through. Wookiee lifter Gorwooken will kindly lower you in a basket to the surface.
This is interesting: if you pass the planets in a different order than they are presented here, you can meet the dark Jedi Bandon, Malak's student, at the bottom. Otherwise, you will meet him on one of the following planets.
After passing between the giant roots to the north and fighting with representatives of the local fauna, you will meet an old man with a laser sword - this is Jolie Bindo. He will lead you to his house. The old man is cunning: "Yes, I know where the map is. But you won't get there without my help. If you want to find it, help me first."
The task was set directly and clearly - to liquidate the Zerki poachers' camp in the northeast. Here, as always, there are options. If you provoke and exterminate the poachers, you will earn (-). Therefore, I recommend persuading a few workers to tell you the codes for ultrasonic generators that scare away predatory animals. Turn off the generators - the indrik-beast will come running and drive everyone away with light kicks.
Now Jolie Bindo is in the squad. From the former poacher camp, head east to the defensive field. Jolie will turn it off and you will be taken to the lower lands (Lower Shadowlands). Soon you will see a scene with Mandalorian bandits and a lone Wookiee - this is one of the side quests. South of this place you will meet Freyr, the former leader of the Wookiees. Like Zaalbar, he was exiled from his tribe. After the fight, Freyr will tell you that he needs the legendary sword Bakka to return to the tribe. But, according to some reports, the sword was swallowed by a monster, and no one else saw it.
Nothing - surgery and not such treats. After killing a few kinrats in the southwest, take their meat for yourself, find a clearing in the south with a hanging vine and attach the meat to the vine. The same monster will come running to the smell. What will be your surprise when you get the very sword of Bakka from his belly - half-digested, but still quite working.
This is important: by giving the sword to Freyr, you will cross a kind of Rubicon - after that, the Wookiees will raise an uprising, and you will not be able to complete many unfinished side tasks on the planet. Therefore, it is better to rise to the surface in advance and settle all your affairs.
Having received the long-awaited sword of Bakka, the gray-haired Freyr will run away to the surface, shouting: "Chuundar, come out, you vile coward!" And it's time for you to look for a star map in the labyrinths of winding roots in the southwest, next to three hovering motorcycles. This time, a hologram will speak to you. Ask her about different things, answer her questions. You will receive the card in any case, so you can answer however you like. The most the computer can do to you is set a few droids on you.
Go back upstairs, killing Gorvuken and company along the way. In the Wookiee village everyone is on their ears - Freyr has returned. With the help of him and Zaalbar, you can easily defeat the pugnacious leader. You have the map, the Wookiees have raised an armed uprising, there is nothing more for you to do on Kashyyyk. The next planet is Korriban.

side quests

Outside the port gates, several slavers share a captured Wookiee. You can exterminate them (-) or persuade them to leave the planet in various ways (+).
Literally a stone's throw from the Ebonhawk's landing site, there are two merchants - Eli and Matton. Matton owes Eli money and may be enslaved. Evidence of Eli's crimes is on the surface, next to Joli's house, Bindo is a half-broken droid, a witness to the murder: Eli killed Matton's comrades, took the goods, and now wants to take him into slavery. Go back and tell Matton the whole truth. Persuade him to leave Eli alive (+) or offer him to settle accounts with the traitor, while asking for a reward (-).
In the netherlands, on a Wookiee's body, you'll find a Bowcaster Arrow and his notes. In the Wookiee village, go to Wurville's house. Accuse Zharaak of the murder, and he will inform you that the murdered Rorvorr collaborated with the slave owners. In the east of the village, find the local judge's house (Holder of the Laws), and protect Zharaak, informing the judge that his victim was a collaborator. He will be acquitted (+). If you insist on a death sentence and demand a reward, get (-).
After passing the protective screen with Bindo, you will witness the attack of the Mandalorians on the Wookiees. Destroy the bandits. At this place, evil and bad Jedi will offend Gvar and leave him to bleed (-). The good ones will share a first-aid kit (+) and go to exterminate the Mandalorian bandits that swarm in this area of ​​\u200b\u200bthe forest. Bandits use invisibility belts. To provoke them, you need to disarm your characters. The first group will attack you in the southwest of Gwar (you will recognize a dangerous place by the bodies of the Wookiees), the second - a little south. Pick up the motorcycle horn from the bodies.
The third and final group of Mandalorians can be found in the northwest. It is not necessary to disarm this time - just walk up to one of the motorcycles and use the horn. As proof of victory, bring the head of the head bandit in a beautiful helmet to Gvar (+).
After you find the third map, a new planet will appear on your galaxy map - Yavin. You can fly to it and visit the trading station, the only inhabitant of which is the timid Rodian Suvam Tan. Ferocious Transhodians "run into" him, and you can buy good artifacts from him.
If you return to Yavin after obtaining all the star maps (before visiting the Planet of the Lost Ships), then you will have the opportunity to kill several bandits. Grateful Suvam Tan will put a couple more useful artifacts on the counter.

Korriban

Korriban is the planet of eternal sunset and ancient stone tombs. But most of all, Korriban is known for his school of dark Jedi, where the youth of all the surrounding planets dream of entering.
The star map is supposedly in one of the giant tombs, but not everyone is allowed in. You will have to play Stirlitz and go to school - there is no other way to get a card. On this planet, I recommend taking a full Jedi team with you to work, without shooters. The ideal alignment is: you, Juhani and Bastila. Add Bindo to taste.
After answering the questions of an employee of the "Zerka", you will be taken to the spaceport city of Dreshda. A Sith fed up with the stupidity of wanting to go to school will ask you what he should do with this rabble. The answer will only affect your karma. Remember - even though this is a Sith planet, no one is going to attack you yet. Nobody here knows you. All quarrels and battles with the Sith so far will occur only within the framework of small-town quarrels.
Stagger around the city for a bit, and then visit the Jedi school. Unfortunate applicants are standing near the entrance - they were told that if they wait a long time, perhaps they will be accepted. Some are already dying of hunger, but you will not be able to pity the Sith Guardian. All you can do is try to convince the still living fools to come to their senses.
The guard at the gate will inform you that you need the permission of Yutara Ban, the Sith master, to enter the school. There is nothing else for you to do here, go back to Dreshda. There you will be met by unfriendly students. Combat can not be avoided, but it is not necessary. The main thing - do not forget to pick up a medallion from the body, which serves here as a kind of "passing score". With the medallion in your pocket, go to the bar and find Yutara Ban. When asked about the origin of the medallion, you can lie or answer truthfully - it does not matter. Yutara Ban is pleased: "Okay, we will test you. And who are these people with you?" "You don't see that they are with Jedi swords - they are actually slaves." Juhani's cat will try to object, but she will come to her senses in time and bite her tongue.
Before you become an official student of the academy, you will have to go out of your way to play the villain in front of the local headmaster, Uthar, a tattooed, blue-skinned Jedi. There shouldn't be any problems with this.
This is interesting: the dark Jedi are guys anywhere. One thing is bad - they squabble, constant quarrels and strife are elevated to the rank of virtue among them. Almost immediately, the cunning Ban will offer you to get rid of the rector Utar together with her. But he is not a bastard either - at a certain point in the story, he will offer you to attack the ambitious Ban together. For those who are not looking for easy ways, there is a third option - to confess to being "infiltrated" and fight both at once.
Competition for admission - four people per place. To find a star card, you need to beat three other applicants and impress the rector. To do this, you must perform certain "prestige" tasks, and then report this to Uthar. It is not necessary to complete all the tasks - three or four should be enough. Do not forget to talk with the inhabitants of the school - from them you will learn information about tasks.
Let's go through all the tasks in order.
The easiest thing here is to learn and teach Uthar the code of the Jedi. Keywords: passion (Passion), strength (Strength), power (Power), victory (Victory), chains are broken (My chains are broken). Finally, Utar will ask a tricky question: "Are all means good for victory?" or: "Is there nothing worse than love?". In both cases, you must unlock (False).
In the western part of the academy, the Sith are interrogating a prisoner. If you inject a smuggler with truth serum in doses: small, high, medium, small, small - and then ask about the weapons depot, then the prisoner will crack (-). The good Jedi will gain confidence in the prisoner and learn that he can feign death. Inject him with an overdose of the drug, he will "die", so that later he can be picked up by his own (+). True, in this case, the task will not be counted for you.
Desert students are hiding in caves a stone's throw from the academy. Kill them (-) or open the way for them to another exit from the cave (+). To do this, you have to fight the monster on the bridge.
Students are constantly dying in the tomb of Akhunta Poll. Having opened the door with master keys, you will understand why - the narrow bridge to the room with the coffin is guarded by powerful battle droids, and the bridge is blocked by a stone blank. Leave your companions on one side (in "solo mode"), plant a grenade in a blank and blow it up. The path is clear, but the battle droids come to life and begin firing. Quickly run to the other side and pull the lever - the mechanical guards will self-destruct without having time to cause any harm.
After picking up the keys to the next door, you will find yourself in a room with a sarcophagus. Rob it, and you will be met by Ahunta Poll himself, or rather, his ghost. In order for the spirit to calm down, it is necessary to put the sword into the hand of the statue. But what kind of sword - Poll does not remember this himself. But I remember - this is a serrated steel sword (notched steel sword). At parting, you can try to convince Ahunta to switch to the light side of the Force.
On the way back, you will have a battle with one of your rival applicants.
The old hermit Zhorak lives in the tomb of Tulak Nord. Your fight with cave creatures among the stone walls will not impress him. He will tritely put you to sleep with gas, and then, when you are barely on your feet from a severe hangover, he will force you to answer your questions, as crazy as he is.
Not only you, but also one of the applicants will be captured by the old man. How to answer questions is a matter of altruism. "Wrong" answers will be punished by lightning strikes, after "correct" answers your opponent will receive lightning strikes. The Dark Jedi will answer in the dark, bringing the applicant to death. Light Jedi will take the hit - in this case, part of the health will be lost, but Jorak will not be able to finish you off. If the applicant dies, Jorak will let you go. If he survives, the battle with the hermit will begin. It is difficult to defeat him - you must immediately cast a resistance spell on yourself, and then heal yourself. It is unlikely that the applicant will survive in battle, but if this happens, you will have the opportunity, as always, to incline him to the bright side.
This is interesting: only the main character will fight. But what about the rest? They will stand, toil head, stagger. Their strength is only enough to turn on the lightsabers. It looks funny.
The tomb of Marco Ragnos is inhabited by large numbers of battle droids. What are they doing here? The answer is waiting for you behind the last door. There lives a droid that can't stand the noise. If you burst into the room with a rattling sound, you will have to carry him and all his associates. But there is another option. In the cave you will find a Sound Dampening Unit - put it on and try to engage in dialogue with the droid. You can try to reprogram it by removing the combat program. To do this, turn off its matrices in the following order: combat (Combat), motor (Motor Function), sensory (Sensory Systems), memory (Memory), cognitive (Cognitive), emotional (Emotional Construct), creative (Creative Simulation). After that, it remains only to turn off the core (Core) and erase the combat program.
After talking with the entrant Lashaw in the western rooms of the academy, you can persuade her to cooperate. Lie to her, telling her that in the tomb you can find a valuable artifact - the cloak of the Sith. The tomb is at the far end of the valley. There, Lashaw will help you repel the attack of wild animals, and then attack you herself. Pick up the holocron from her body.
These are all assignments. Convinced of your excellent qualities, rector Utar will offer you to complete the last task. Finish the side quests and agree. You will have to pass the final test alone, without the help of your comrades. The tomb of Naga Sadow awaits you.
Go through the door, go down the corridor, and go left from the fork. A puzzle awaits you outside the door - a modification of the famous problem with the towers of Hanoi. You can transfer energy rings from the left pin to the right one if you do it in the following order (1 - left ring, 2 - middle, 3 - right): 1-3, 1-2, 3-2, 1-3, 2-1 , 2-3, 1-2, 3-1, 2-1, 3-2, 1-3, 1-2, 3-2, 1-3, 2-3, 2-1, 3-1, 2 -3, 1-2, 1-3, 2-3.
Follow down the corridor, defeating enemies along the way, take the sword from the tomb. Return back to the fork - you to the right. In front of the door, save, as you have to fight with two terentareks at once. It's incredibly hard to defeat them. Immediately press against the wall on the left and slowly walk towards the nearest monster until it notices you. Quickly run back, activate all your shields, stims and defensive spells. Jedi magical things have practically no effect on the animal, so you have to beat him in the old grandfather ways. When your shields and stims run out, don't forget to activate new ones.
After slaughtering the cattle, do not forget to search the room. Pull the lever, unlocking two doors. Take frost and fire grenades, return to the beginning of the path. Freeze the acid lake in the south with a grenade. Now it remains only to take the Sith laser sword from the statue and pick up the star map.
Be sure to save - Utar and Yutara will be waiting for you by the lake. The battle is unavoidable. Take the side of one of them (Yutara is weaker!) or tell the mentors about your true goals. In the latter case, on the way back to the academy, you will have to fight with the entire stream and with the teachers. The secret to defeating both Jedi is to quickly cast haste spells and immunity to the Force on yourself.
Finally - native "Ebonhawk". The next and last target is Manaan.
... Oh, it turns out, not the last one. Out of nowhere, Darth Malak's flagship jumped out and captured the Ebonhawk in the gravity field. What to do?

side quests

If you return aboard the Ebonhawk with Juhani, an unknown suspicious-looking twilek may attach to you. His request is original - he will ask you to sell him Juhani. Word for word - and it turns out that it was he who killed her father on Taris, and now he wants to have a young slave from the Cathar race. Of course, Juhani will immediately want to try her claws on the slaver. Point her out (-) or persuade her not to succumb to anger (+). The chance to deal with the villain will be presented on Manaan - he will attack you immediately after you land. Apparently, this quest is missing from the console version of the game.
Rodian Lurze Kesh at the entrance to the club will ask you how Davik is doing. Upon learning that you do not work for Davik and that he died long ago, the Rodian will say that there is an old cache in Ebonhawk where his goods are stored.
And in fact - in the hold, in the wall next to the plastic steel boxes, a cargo of spices will be found. Return the spices to Kesh, and he will offer you a "postal" task - to deliver a package to Hutt Motte on Tatooine. There is only one condition - you can not look into the parcel. Why? This is a bomb? No, it's not a bomb. You just can't, that's all.
Of course, you want to look inside. If you do, you will find yourself in a strange environment reminiscent of The Matrix. We'll have to play with the only inhabitant of this area in riddles. Answers to riddles: time (Time), tomorrow (Tomorrow), grave (Grave), fire (Flame). After recovering from the shock, do not forget to fly to Tatooine - a lot of money will be paid for the package.
If you find yourself on Korriban after visiting the Leviathan, then an old acquaintance will come up to you and secretly tell you that the bartender in the club sells artifacts. They are very expensive, but the effect is considerable.
In the corridors of Dreshda, a Sith student kills a young Twilek woman with lightning bolts. The solution to the quest is obvious: stand up for her (+) or ignore (-) the beating. This is another way to get a Sith medallion.
If you fly to Tatooine after Kashyyyk and go out into the fresh air arm in arm with Carth, then a person will come up to you. He will say that he saw his son Kart at the Sith academy on Korriban. To complete this quest, take the key to Uthar's room from the bodies of your teachers during the passage of Korriban or open it with a master key. There you will find a holocron that will help bring young Dustil, an academy student, back on the true path.

Leviathan

Manaan

Manaan is a vast ocean inhabited by a race of intelligent marine animals, the Selkath. This is an eternal resort where shader waves splash, the sun always shines in the sky, and quiet and relaxing music plays in the background. What else do weary adventurers need? Even the shine of the wet skin of the Selkath does not irritate, but only complements the overall picture of universal appeasement.
By the way, about appeasement. Since the entire planet is covered in water, the Selkath built a single floating city to trade with other civilizations. They produce a unique remedy, and as monopolists they can dictate any conditions. And the conditions are simple - the medicine is sold to both the Sith and the Republic. Neither side is given preference, and any clashes are prohibited in the city itself. Video cameras carefully monitor the observance of order, and all attempts to disturb public order are punished quickly and cruelly.
The Sith take advantage of this and vengeance offend the Republican soldiers, trying to provoke them into a fight. They grit their teeth and barely contain themselves. But now we are on Manaan, which means that someone is now in trouble.
Talk to the offended soldier in the best feelings, try to calm him down. At the checkpoint you will have to pay a fee and listen to the rules of conduct. Find the embassy of the Republic (at the same time orient yourself in the city). Inform Ambassador Roland Vann of the purpose of your search. But he is on his own mind - until you bring him a valuable spy droid captured by them from the Sith base, he will not help you.
There are three ways to enter the base. The first and easiest is to return to the spaceport and hide in a cargo ship, having previously killed the guards. The second way for hackers: decrypt the access code on the card - this can be done on a computer, a local programmer will help you get comfortable. It is easy to continue six rows, this is a common task from the "complete a row" cycle. Answers: 22, 18, 64, 2, 6, 7.
The third way is to split the captive Sith. First tell him what you know about his companion, then hint that you could leave the companion and release the prisoner himself. Then try another tactic - imply that you know something about the affair with Thela, and then casually inform that she has already been captured.
In any case, you will have to arrange a raid on the Sith base. There will be soldiers on your way, there will be Jedi. Missing the wreckage of the Republic droid is impossible - the broken droid takes up half the room.
At the exit, fish-eyed selkaths will be waiting for you. They'll arrest you on charges of attacking the Sith. Get rid of a lawyer. At the trial, go into a deaf "unconscious" - blame the Sith (the dead have no shame). You can say that you were lured to the base for the purpose of negotiations, that you never fired a shot, and that you were not there at all.
On your side (however funny) the absence of witnesses and the statements of the injured party. All the Selkath have is the sounds of explosions and gunshots from the Sith base, so it won't be hard to make excuses. You will be released.
Roland Vann will happily ask you for another favor: to find out what happened to the secret bottom station for the extraction of a precious resource. Communication with her has disappeared, the sent rescue teams do not return, and the Republicans assume the worst (riot, attack by Cthulhu cult fans, discovery of Alien eggs or a raid of blue vermin).
There is nothing to do - we do not care on the way. On a small submarine, a friendly company will go to explore the sea depths of Manaan.
At the station, the entire honest company is frightened with all their might by the last surviving member of the rescue team. Looks like it's the Selkath working here. For some reason they went berserk and attacked the human staff.
Move through the station, mercilessly exterminating the rabid fish-eyes and droids. Don't forget to take your diving suit. At the gateway you will have to leave your comrades and go to the depths of the sea yourself. Another survivor looms ahead. It won't hurt your eyes for long. This is a hint for you: beware of sharks, turn on the ultrasonic shocker in time. After leaving the building, go along the bottom to the east, then to the left - and turn into the gateway.
After exterminating a group of rabid Selkath, you will meet two scientists behind a protective screen. In a panic, they will decide that their hour of death has come, and they will try to flood the room with you. Gently break through the protective field with a laser sword - this is the only way to make scientists change their minds. It turns out that the Selkats and sharks went berserk after turning on the new drilling rig, and a giant shark emerged from the depths of the sea and is terrifying. You have two options - poison the giant shark (that's bad) or try to destroy the ecologically disturbing unit (that's good).
Come outside in a spacesuit. After dispersing the sharks, go to the control panel and proceed in the following order:
* Turn on the fuel tank control (Access fuel tank pressure control).
*Fill container pod

* Dump fuel from the injector (Dump injector pod)
* Transfer fuel from container to injector
* Fill container pod
* Transfer from container to injector again
As a result of all these manipulations, the drilling rig will explode in such a way that the Selkatam will hiccup at the top in the city. And the giant shark will immediately calm down and let you through the bridge to the star map.
Having taken your comrades and the map, return upstairs to the city. Explain the situation to Roland, and you can leave the embassy. Outside, you will immediately be arrested again. If you did not poison the fish, then there will be no point in denying it - tell the truth, and they will let you go. True, if you want to fly to Manaan again, then you will be charged a fivefold fee "to be discourteous."
Complete the side quests and fly off planet to the Star Forge system.
This is important: before you fly to the Star Forge system, make sure that you have not forgotten anything on other planets - you will not be able to return there.

side quests

In the Mercenary Enclave, Nilko Bwaas is interested in the increased activity of the Republic. Why did the Republic suddenly become actively recruiting mercenaries? After your underwater adventures, you will know the true reason - tell Nilko about it.
In the same place, a certain Selkath Shelas complains that young Selkath are disappearing somewhere. They are being recruited by the Sith and you will meet all the missing youths at the base. Kill them (-) or find the Sith notes in the further rooms and prove to the young fools that the Sith are bad (+). Returning to Shelas, refuse the reward (+) or demand more (-).
Win races on hover bikes. The former champion will begin to threaten you, but in reality he will not be able to do anything.
Old Sunri, an acquaintance of Jolie Bindo, is accused of murder. He actually killed a Sith woman after learning that she was using him for espionage. But here a moral dilemma arises: if you accuse him of murder in court, then this will be fair, but will benefit the Sith. If you cheat and try to justify Sunry, it will be useful to the Republic, but not fair. Those who decide to justify Sunri (and inform him about it) will earn (-).
Agree with the judges that you, as a Jedi, will help in the case. Talk to the accused, his wife Elora, the witnesses - the porter, Firit and Gluubar. Go to the base of the Republic, talk to its head. After hacking the Republic's computer on a tip from an unknown person, you will see a video proving Sunry's guilt. If you have not cleared the Sith base yet, then talk to the Sith too.
It is easy to bring the case to a death sentence - you just need to show the court a video recording with footage of the murder. To justify Sunry, you have to try. Brib the porter. The receptionist at the trial will lie, saying that Sunry ran out of the hotel before the shot. Protest against accusations of lies by the Sith. When the Rodian Gluubar speaks, press him - he admits that he threw the medallion. This will only benefit the defendant.
In no case do not appeal to the old age of the client and to his military merits - this will only hurt! Ask Firita if he saw the crime? Naturally, he didn't see anything. Ask Elora about Sunri's love affair with the victim, and ask the client himself - could the Sith set him up when he decided to start a connection on the side. In the final word, stress that no one saw the crime, so it was fabricated by the Sith. Sanri will be acquitted.
After killing Calo Nord on Tatooine, you will receive a strange note on your way back about a Rodian named Hulas. The note reads "Come to him alone or don't come at all." The hint is transparent - if there are comrades with you, then Hulas (he is standing at the side overlooking the sea) will not tell you anything. This quest is for the Dark Jedi - there is no "good" solution for it. The Rodian will give you two licenses to kill.
Victims: Zulas of Dantooine (Matale mansion) or Lorgal of Manaan (Republic enclave). After the death of at least one of them (-), a delighted Hulas will issue three more licenses. Victims: Ithorak from Manaan, Rulan from Kashyyyk, and Vorn from Tatooine.
To get to Ithorak, talk to Huck in the race registration room. Convince him that you are the buyer. Ithorak awaits you at the spaceport.
Vorn from Tatooine can be found by reprogramming his droid, which you will find near the Tusken camp.
Hunting Rulan from Kashyyyk will be strange. At Jolie Bindo's house, you will see a Wookiee corpse with a note "Owls are not what they seem." Approach another Wookiee by the fire and tell him about the find. He will turn into Jolie. But you won't get through this - tell the werewolf about it. Frustrated, Rulan will turn into a monster, and then - a small animal tach, and will try to get lost among other small animals. We'll have to exterminate all the suspicious tachs in the clearing.
If you, returning to Hulas, accuse him of foul play, then the Rodian will make an appointment for you on Tatooine outside the city, where he will try to kill you. But you, of course, disrupt all his plans.

Planet of the Lost Ships

The Star Forge is a gigantic space station powered by the energy of a star. Fending off Malak's fighters will not be difficult, but an unknown disorienting field will disrupt the Ebonhawk's equipment, and you will crash screaming onto an unknown resort planet. It's called the Unknown Planet.
Here live the tribes of rakata - an ancient race, whose ancestors thundered throughout the distant galaxy. It was they who built the droid on Dantooine, and the star maps, and the Forge itself. But now they have gone savage and turned into nothing more than a pitiful imitation of themselves. Rakata now huddle on a small island in the form of two tribes - wild and pretty.
The Ebonhawk is not the only wrecked ship on the planet. Around you - a huge number of space ships crashed onto the planet of varying degrees of bruising. This strange field around the star station spared no one. The aliens whom you save from the savages will tell you about this.
The savages live in the north of the island, and the civilized rakats live in the south. Go first to the savages - there you can talk with the leader and learn more about yourself and the situation in which you find yourself. Then head north, closer to civilization. The road winds between the rocks, and it is almost impossible to get lost on a small island. Along the way, pay attention to the minefields (poor Zhizka - he was so inattentive during his lifetime!) And small rancors walking on the grass. Pick up among the mines spare parts to repair the ship. Consider a dilapidated temple, try to kick the door closed by an unknown protective field.
On the southern beaches, a village of civilized rakats guards a protective field. The hologram of the rak'ah will ask you about the purpose of your arrival. In no case do not say that you were with the wild northerners - you will be fried immediately. Better let them know you're looking for the Star Forge.
These rak'ah call themselves Elders. They do not believe in your good intentions, and they have reasons for this. In order to ingratiate themselves with them, it is necessary to free their fellow tribesmen, captured by the northerners. It's time to bring democracy and prosperity to the northern village. We'll have to fight with the savages and destroy the entire village along with the beast. All this we will do for the sake of the only surviving prisoner from the Elders. In the cage, among the rancor droppings, you will find a few more parts from the ship - now we have a complete Ebonhawk repair kit. It remains to disable the field.
After a little advice, the Elders will allow you to enter the temple, but only without an escort. This will be opposed by Bindo and Yuhani, who have come running from the beach - they will help you persuade the rakat to let the three of you into the temple.
And the temple is inhabited! Dozens of Dark Jedi and powerful droids will stand in your way. Having opened the door to the catacombs from the terminal, go down. To open the next door, go through the nine plates in the right order (in the form of the letter H).

There is a computer waiting for you behind the next door. Question him. Return to the entrance to the temple, and go through the large door, previously locked. Bastila will meet you at the top - alive, but very dark.
Here you will have to make the final choice between Light and Darkness. The Light Jedi will persuade Bastila to change her mind, then fight her several times until she runs away. The Dark Ones will inform Bastila that they are stronger than Malak, and it would be better for her to disassociate herself from her jawless comrade before it's too late. In this case, you will have to kill Juhani and Jolie.
In any case, you need to disable the field from the computer terminal. Having done this, return to the ship. All your companions will run out of the ship onto the beach. If you are blacked out, then kill everyone who does not agree with the general line of the party.
Repair the Ebonhawk's engine and take off towards the Star Forge and your own destiny.

side quests

On the northern rakata beach, Garn laments the ubiquitous Mandalorian bandits. They live near the wall of the temple (on the right, if you face the entrance). Kill them, pick up the helmet of the main bandit and report to Garn.
In the settlement of the Ancients, a scientist named Llava is trying to decipher the genes of the Rakata race. If you, once in the temple, ask the computer about the genetic data of the race, the scientist will be very pleased with the information received.

Star Forge

If you chose the "good" path, then you were not the only one who attacked the space station - along with you, a small group of good Jedi who survived after Dantooine broke through the defensive barriers. But they will not help you - they will be killed almost immediately.
It will be very difficult to break through the corridors of the station to Malak - he sends dozens of droids, soldiers, students and strong Jedi to intercept. All the enemies here tend to respawn around the nearest corner, so don't waste your time and move further and further along the bridges and through the doors, stopping only to heal. Worst of all are the Jedi Masters. When fighting them, it's easy to miss the moment when the character passes out. Your main spell now is to frequently save the game.
On the second deck, do not rush to attack the automatic turrets - find the control room on the opposite side and, if you have a hacker, hack the defense system. Those who want to profit from free clothes can get themselves a few mantles according to the local fashion here.
Bastila will meet you at the control center (or not: if you chose the "bad" path, then she will already be with you). Try, by exchanging blows, to incline her to the path of correction and cooperation with the administration. At the end of the third round, you will have the opportunity to convince her of your good intentions and force her to use her battle meditation for the benefit of the troops of the Republic.
Only Malak remained. He will first escape, leaving you to be scolded by endlessly respawning battle droids. We'll have to hack the terminals responsible for their production. If you do not have enough pins, remember: killing a droid that has fallen out of a pipe "spawns" a pin in the corresponding basket. The most advanced hackers can set up computers to produce robots that act on your side (apparently this feature was not in the console version).
The fight with your old friend Malak will drag on. True to tradition, good Jedi will read him a tedious sermon before the start of the fight. The enemy has several captured Jedi "batteries" in stock, with the help of which he will be able to fully restore his health several times.
There is a trick here - as soon as Malak explains to you why he captured these Jedi on Dantooine, you will have the opportunity to destroy all the "batteries". Browsers are usually silent about this possibility. It is very easy to "de-energize" them - throw a sword at them, strangle them, use any spells. Dark Jedi can use "chargers" on their own, draining the life out of them. By depriving Malak of support, you will greatly facilitate your final fight.
Malak dies in bewilderment, which means that you have completed the game. You just have to lean back in your chair and watch the final video. Congratulations.

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