Original title: Star Wars: Knights of the Old Republic. Walkthrough Star Wars: Knights of the Old Republic

Decor elements 01.10.2019
Decor elements

Ship "Endar Spire"

The battle over the planet Taris is in full swing, Darth Malak's fighters are flying around the ship like spring gnats, and they forgot to wake you up. Troubled dreams give way to vague visions starring Jedi.
Suddenly, a soldier bursts into the cockpit.
- Who are you?
“I’m Trask, your partner. We work in different shifts, so you haven't seen me yet.
- And who am I?
- Did you bang your head too? You are a soldier guarding a ship with an important person on board. Soon we could both be cosmic dust, so we better make our way to the exit. And along the way, I'll tell you about the game's interface.
Actually, on the ship you will be led by the hand, along the way teaching the basics of control, so there is no need to go through. You will be taught how to use the interface, dress and arm, open doors, switch between characters, fight, collect trophies, move in "invisibility" mode. The opportunity will be given to fix the droid and hack the computer. Trask, alas, will die as soon as the need for him disappears.
By the time you meet the gallant soldier Kart Onasi, you will grow up in the level and collect some collection of trophies. The "important person" whom according to legend you are guarding is Bastila. She has already "catapulted" to the planet Taris, and nothing keeps you on the ship. Hug Kart into the escape pod and undock with screams from the exploding ship.

Taris

Again these strange hallucinations, again the cloaked figures waving with droning laser swords. We pierce our eyes ... Kart Onasi reports:
- Our capsule collapsed right at the edge of the street-floor. When you fell, you banged your head again, but I dragged you into the abandoned apartment of one of the local skyscrapers. Only outcast humanoids live here, they are strongly disliked on this racist Taris.
- And what about the Sith?
“There are patrols everywhere here, looking for survivors, demanding registration. But they don't hurt 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 army of Darth Malak - the role of a battle drum. Her battle meditation, which gives strength to our soldiers, is a unique phenomenon. All the soldiers are praying for her. The lower levels are dangerous, there are gangs at war and the slave trade is flourishing. And Bastila is a prominent girl, so we'd better 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 Lageo embargo in Monkey Island 2. We'll have to somehow be cunning. But first - Bastila. We are soldiers of the old Republic, and we are sworn to protect it.
So, you need to save the hapless Jedi and fly off the planet.
First thing you need to do is get hold of Sith disguise armor. Exit the safe house, taking the Map. Having dealt with the impudent patrol in the corridor, go to the street. Visit a local club (cantina), talk to a bored Sith girl. If you carefully convince her to help, you will be offered the following combination: she scorches colleagues at a friendly party, and you steal armor from their insensitive carcasses. The party takes place in the northern apartments of the Upper Town.
If you scare her off, it doesn't matter - the armor will be yours if you eliminate three impudent guards in the same northern apartments.
Having put on the 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 the Vao Mission and the Zaalbar Wookiees. 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 in to the leader of the gang, the blind Gadon. Inside you will find a new guard and another portion of paranoia. Gadon himself, after settling all the formalities, will inform you of the following things. First, Bastila is captured by the Black Vulkar and will be a prize in the races. To get it, you have to win the race. Secondly, the Vulkars stole the prototype of a new accelerator for racers from the Beks, and without it they have nothing to catch in 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 armor of the Sith 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 help from outside. Descend into the gloomy underground Undercity (the Sith guard will let you through, you have an "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 antidote first-aid kits 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 Gamorey pigs. You need to help her, only she can then open the passage for you to the Vulkar base.
Walk with Vao around the neighborhood and help a group of mercenaries to cope with a pack of ghouls. At the head of the group is a veteran mercenary Kenderos, a hero of the Mandalorian Wars. He's out of sorts now.
Go down the sewers, picking up the mines laid out on the way. Clear the sewers of the Gamoreans and ghouls, free the Wookiees. The rescued Zaalbar, in a fit of gratitude, will inform you that he is indebted to you, and now he will never leave you. He will not leave Vao either, so both of you will be with you.
Mission Vao will open the door to the Vulkar base. On the way - an evil rancor, butting with him is useless. There are two ways to eliminate the toothy creature. You can simply lure the rancor to the mines and then shoot and throw grenades from a distance. But there is a more cunning way: take synthetic perfume from the severed hand next to the rancor room. Switch to stealth mode and rummage around in the middle of the room for a bunch of bodies and bones. Put the scent and pomegranate in there and get out quickly. The rancor will get fatal indigestion from a grenade.
At the Vulkar base, fear a robot with a freezing cannon - it alone is worth a dozen bandits. Having opened the locked doors from the remote control, go to the Twilek 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 cleanup of the Beks base. This is the dark path; supporters of kindness and light will refuse tempting offers and brutally kill Kandon on the spot.
Come back and report to Gadon - he is happy, and now he will gladly send you to the races. It's easy to win the competition - you just need to not yawn and switch gears in time at the second stage.
After your victory, the Vulkars will balk and do 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 what this circus was, why it was necessary to pretend to be an exhausted and incapable captive - it is absolutely incomprehensible. Together with Bastila, eliminate the remnants of the resistance, and then start an altercation over who really saved whom. The 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 someone Kenderos is waiting for you in the club. This is the same gloomy mercenary whom 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 down the street, you will find a funny dialogue: "Losing swords is part of your battle 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 its part, gives us access to the Ebonhok (Ebony 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 upgraded burglar droid. It costs 2,000 credits - that's a lot. You can threaten the saleswoman and pay nothing, receiving only a few points as punishment dark side.
Use the droid to make your way to the base. A young local security guard can be easily persuaded to leave her post and not raise the alarm. Clean out 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. Fortunately, you have Bastila. You will find a secret list of launch passwords at the last, most powerful, Jedi. Kenderos awaits us at the Lower City club.
This is important: after talking with Kenderos, you will no longer be able to return to the city, so settle everything there, talk to all the NPCs and complete the unfinished side quests.
How is the poor mercenary going to get us a ship? It's simple. Kenderos informs local mafioso Davik, the ship's owner, that you want to hire him. So you will get to Davik's mansion, and there the ship can simply be hijacked. You won't have to suffer for long with moral principles, since the Sith, angry at the elusiveness of the Bastila, are ready to start carpet bombing of the planet. You are in the mansion of a local authority.
This is interesting: chat with the Twilek slaves in the room next to yours. Ask a slave to massage you. If you like it, repeat it.
Make your way through the rooms, killing everyone without exception. Your target in the north of the map is the torture room where the ship's pilot sits. Free him (be careful: the torture droids can stand up for themselves) and receive codes that disable the anti-theft system as a reward. Disable protective system through the terminal and make your way to the hangar. Meanwhile, the bombardment of the planet's surface began.
In front of the hangar door, get ready for a tough battle - you will be met by Davik himself in company with Kalo Nord. Both decided to evacuate, realizing that the Sith were not joking. Meeting with you was not part of their plans. The most dangerous thing is Nord - deal with it first. When the mercenary is crushed by the reinforcement that has kindly fallen from the ceiling, you can deal with Davik.
Time is running out - there are explosions and fire all around, "gifts" from Darth Malak are falling from the sky. After quickly collecting trophies, climb into the Ebonhock, 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, getting points on the light side will be indicated by a plus (+), and on the dark side - by a minus (-).
Davik's sixes stick to 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 needs 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 Hutt Zacks. You will find the serum in Undercity, on the body of the Sith. You can give it to Zax in the lower club (-) or to a doctor in the same hospital (+). If you have the ability to persuade, try to bargain with Sachs. If the reward from the doctor seems too modest to you, threaten him and take it to the skin (-).
After going to the doctor, you can use the antidote for a good deed and cure the ghoul-infected residents sitting in the Andersity quarantine cage (+). But for this you will first have to kill several ghouls, whom you did not have time to help. An infected Republican soldier wandering near the wreckage of the escape pod (+) can also be cured of ghoul, although this will not help him.
Open the locked door in the hospital - you will find Republic soldiers floating in the medicinal 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 inform the Sith about illegal patients (+).
Strange old man Rukil in Undercity mutters something about the promised land. To leave and take the whole village to this hidden place, he needs three journals of the missing students. The first is to the east of the Undercity, the second is in the northeastern room of the lower sewer. To find the third, go west from the protective field in the sewers, then south and east - there will be a small room. You can give the magazines to the old man (+). If you go down later in Undercity, 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 Hutt club, Akhur conducts gladiatorial fights. Defeat all enemies: old Duncan, Gerlon, Ice, Marl and the psychopath Twitch. At the exit from the club you will be greeted by the legendary gladiator Bendak Starkiller and offered to fight to the death. If you agree and defeat Bendak, you will get a lot of money and a branded blaster. But one thing is just a fight, another is a fight to the death. Killing for money is not good, so catch the (-).
In the club on the top floor, you will be approached by the daughter of a middle-class local bandit. She clearly mistook you for a bar attendant. Dissuade her of this. Having 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.
At the downstairs club, the Hutt Sachs is handing out murder contracts. If Starkiller is dead, you can claim your reward. With the rest, things are 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 she insulted (in the lower club) to submit a request for murder (+). Do not forget to visit her later and share the good news.
* Matrik lives in the lower apartments. Kill him (-) or help him fake his own death with an explosion (+).
* Mercenary Selwen lives in the lower apartments. You cannot help her - just kill her roughly (-) or gently provoke her.
* Lajo lives in the upper northern apartments. Kill him (-) or give money to pay off the debt (+).
Racist children hound an alien outside the northern apartments. Drive the children away and heal the alien (+), or don't interfere.
Drunkards will stick to 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 asking you for money. Give them more than they ask for (+) or chase them away.
At the Sith base, you will find several torture chambers in a row. An alien is sitting in one of them. Opposite on the wall there are control elements. Each of them glows red or green. It's a puzzle: each switch, when activated, triggers two adjacent ones. By turning all the switches green, you free the alien (+), turning them red - kill him (-).
A Twilek dancer in a downstairs club is trying to convince the owner of the troupe to hire her. You can either help her by carefully dancing all the steps (+) 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. After reading the letter next to it, you will logically deduce the correct answers: Hyperdrive, uncle, Aldaran.

Dantooine

Immediately upon arrival, the Jedi Council demands you to see you. Admire the Cheburashka, reminiscent of Yoda sprinkled with ash.
The advice will immediately take the bull by the horns:
- The Power is visible in you. We usually don't teach these old ones, but this time we'll probably make an exception.
- Why is that?
- The fact is that there is some kind of 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 are playing a Dark Jedi, you can lie to them from three boxes - this will give you a few points of the dark side.
You are being taught. Your successes are amazing. You will complete a multi-year Jedi course within a few weeks. Before you become a real Padawan, you need to pass some small entrance exams. To get started, read the trademark speech of good Jedi to Twilek Heat (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 what you want - you can choose the class yourself 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 grove for meditation (Grove) and find out why it darkened ("The dark side of the Force dwells there. You must go inside"). Once in the grove, head south and east towards the strange rock formations. The darkening of this place can be easily explained - a Jedi cat (race cathar) named Juhani settled there. She studied in the enclave, but in a fit of anger attacked her mentor, and then fled. Now she imagines herself a Dark Jedi and meditates in the appropriate manner.
She will immediately freeze your partners and join 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 carefully persuade her to return to school (+). In the second case, you need to ask her why she attacked you, ask about the darkened animals, report 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 the recognition of your imperfection. Tell her that the death of her mentor is nonsense, that we all get angry sometimes.
Tip: Even if you consistently role-play the Dark Jedi, persuade Juhani to return to 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 the Heat. You are now a Padawan. The Council will invite you and Bastila to explore the strange ruins that Malak and Revan visited before they crossed to the dark side.
Once inside the ancient tomb, talk to the droid about everything he knows: the Jedi, the maps, and the mysterious Star Forge. To find the artifact, you have to fight. Go to the east room, destroy the droids. Turn on the computer, talk to him so that he switches to your language. Answer his questions. The correct answers are Oceanic, Grassland, Arboreal.
Then go to the west room. Here, droids are even more dangerous - they also freeze. Turn on your computer. Answer - Desert, Volcanic, Barren. The locked door has opened, your first star card is in front of you.
The Jedi Council is agitated. Big bosses urgently send you with Bastila and the others in search of other fragments of the star map. Go to the Ebonhock and navigate the captain's bridge for Tatooine.

Side quests

If Vao is with you, then you will meet Lena, the woman who seduced her brother into the torrid path of temptation and crime. She will tell you where to find your brother - on Tatooine. There you will find it (see the corresponding section).
At the gates of the enclave, a young boy named John complains about Mandalorian outlaws who are harassing local farmers. The Jedi don't seem to care about farmers. You need to destroy three groups of bandits. One is in the Matale lands, the second is in the Sandral lands, and the third is in the south of the Grove. From the grove, go further south and defeat the main bandit. Then you can take the award from the young man, refuse it (+) or demand more (-).
Find a bridge in the grove, and on it - a Jedi named Boloock. 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 interrogation. Catch suspects in lying, look for motives and stir the 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 Sandral lands to the west, there is a cave with native crystals for lightsabers. The kinrat spiders living there are dangerous, it is better to lure them out one by one. You will be rewarded with multi-colored crystals and the opportunity to ransack the corpse of a less fortunate adventurer.
"And I love the robot!" There are two Land Speeders behind the bridge next to the Jedi Enclave. A green eared merchant wanders alongside one, a saddened woman stands next to another. What worries her? She lost a very valuable robot in the household, the only memory of her deceased husband. During the conversation, interesting and piquant details are revealed. It turns out that the robot replaces her husband - whatever you want, understand it.
The robot itself is located in the lands of the Sandrales. Protect him from wild animals and question him. Terrifying details will emerge. The robot escaped on its own. 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 - with a cheerful squeal she grabs the robot and runs away. You can kill the droid, and inform the woman that you did not find him (-). Having destroyed the unfortunate robot, you can tell the woman that he is dead. 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 Mateil - have been at enmity for a long time. The situation escalated to the limit after the mysterious disappearance of young Kazus Sandral, and then young Shen Mateil. The Jedi will send you to investigate the case.
You can find Kazus' corpse in the lands of Mateil, in the east, by two trees. Report this to the Sandralov droid, and then to the inconsolable father Nurik. Talk to Rakhazia Sandral - it turns out that her father is holding young Shen in captivity. Go around the house, go through the back door, find Shen. He is in love with Rahazia, 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 don't take money from either the lovers or their father, you will earn (+). If you ask for a lot, you will receive (-). Here the angry fathers will appear on the stage. Try to calm them down by giving the young fools time to wash away (+). You can play off the fathers so that they shoot each other, and then finish off the droids (-).
After you leave Dantooine, Zaalbar will report that the food in the warehouse is decreasing suspiciously quickly. Check the stocks - and rightly so: there are fewer than expected. Walk around the ship. Either it's paranoia, or someone's quiet footsteps are really heard behind your back. They seem to be coming from the cargo hold. There you will find a girl who made her way onto the ship as a hare. She does not speak Russian, so you will have to learn her language step by step. You will need a little patience for this. Try to find out who she is and what she is doing on the ship. At the end, you will have a clue: a girl is hiding on a ship from the Mandalorians, and she mutters something about Dantooine. Fly back to the planet of the Jedi and talk to the Twilek Lur Sulas - he stands at the entrance to the Jedi enclave. Inform him that you have a girl on board who speaks only Mandalorian. Pass the girl to Sulas (+). If you are rude 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 to the Leviathan.

Tatooine

Tatooine is a planet similar in many ways to the famous Arrakis. Sand, stones, giant mechanisms crawling over the surface. Here we will meet with the evil-tusken, always wrapped in rags, and right there under our feet Java (jawa) - local gnomes in hoods - will be confused. The appearance of the planet will remain the same for the next two thousand years. Exactly the same will be seen by the droids from the fourth episode of the film that have crashed to the planet.
But it will be later, but for now, somewhere out there, in the sands, is a star map left by an unknown race. It is not easy to get to it, but the local mega-corporation Zerka will help us with this. Pay valet parking and exit into Anchorhead Town. Find your local Zerki 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. To communicate with the Tusken, you need a translator droid. You can buy it at the droid shop - it's HK-47, a very useful character. If you want, ask around the droid about its functions. The store owner will ask for 5000 credits. In a good way, you will drop the price up to 4000 credits, and in a bad way - up to 2500. If there is not enough money, sell all that is unnecessary. Collecting the required amount is easy if you go to Ebonhock and order some free pins from T3.
After purchasing the HK-47, head outside the gate. The smoking machine in front of you belongs to a corporation. Protect the miners from the sand people - the battle will be tough, the Tusken will attack in waves. During breaks, heal and activate shields. After the battle, 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 on yourself. The team must be human, so R2, HK-47 and Saalbar are best sent back. Make your way to the village. You can arrange a 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!"). Needless to say, this will greatly obscure you?
There is a good option - you call on HK-47 and try to establish a dialogue with the Tusken. Do not be rude, do not be rude to the leader, do not steal things. Having calmed down a little, the chief will offer you to get vaporators for them. You can buy them in the same Czerka office. If you are convincing, they will be sold to you for 200 credits. Return to the leader, and you will no longer need a disguise. As a reward, you will receive the wand of the leader, you can then provide it 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 there is a Twilek - he hunts a dragon. He needs to lure the monster into mines, and for this he needs decorating bows. Take the meat and lure these giant cows to the cave. The disgruntled shepherds will have to fight, 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 twaylek and go into the cave. The second star card is in our pocket! Collect everything that is bad in the cave, and go out into the fresh air. The restless bespectacled Kalo Nord is right there, and with him are several Rodians. As before, your main target in battle is Kahlo. The rest of the rivals 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 gizka load has been loaded onto your ship. To all your puzzled questions, he will answer: "I don't care, it is consolidated!" - and leave. Zhizka are small frog-like creatures, they now run all over the Ebonhoku. There is no harm from them.
What to do with them? There are three ways. You can float animals to Selkath Nubassa on the planet Manaan. But for this you have to convince him that these are not ordinary lives, but the new kind, which 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 from any planet to Dantooine and leave the Ebonhock with Bastila, then 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 the holocron from the dragon's cave. Having obtained the holocron, try to reconcile Bastila with his mother.
Outside the gates of Anchorhead you will be met by a strange woman and asked to say hello to her negligent husband. The husband languishes in the desert a little further away - he is surrounded by four broken and threatening to explode droids. If you don't save him, he will die (-). Each droid has a built-in puzzle that must be solved in order to neutralize it. Here are the answers:
K-X12a: second node (Node 2)
K-X12b: answer - 7
K-X12c: 120 pulses left
K-X12d: 31-13-12-14 * 23-41-12-14
In the desert, behind the corporation's sandy tank, there are abandoned Land Speeders. If you come closer to them, you will hear a woman's voice calling for help. But here's the strange thing - no one is visible, and the woman continues to scream. Suddenly, two Gamorean pigs will jump out from behind the dune, shouting "Aha, you got caught!" It turns out that it was such a cunning trap for travelers passing by, and the woman's voice was simply recorded on tape. For a Gamorean, the idea of ​​such an ambush is the height of genius. You can kill the pigs, or you can persuade them to leave with the help of Jedi tricks.
Not far from the Zerki office, at the entrance to the hunting club, there is a woman, Sharina Fizark. 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 "Czerka" you will have a certificate. There are several options: not to give the trophy back (-), just sell and give the proceeds to the woman. If you add two hundred credits from yourself, saying that you managed to help out more than expected, then you will find points of the bright side (+).
At the exit from the city the small java Iziz is trampled with a lost view. His fellow tribesmen were taken into slavery by the sand people. Once in the Tusken camp, you will have a talk with the captives, and then - with the head of the tribe. He will wave his hand: "What are the workers!" - and Java will let go. Inform the captives that they are free. Once in the city, talk to Iziz (+). Shake yourself out of the small creature as a reward all the money, get well-deserved sunglasses (-).
Ask the Tusken about their history (this can only be done when you understand their main quest). You will be prompted to find Dragon Ball to prove that you deserve to hear their story. After killing the dragon, take the pearl and show it to the head of the tribe - the story will be told to you, but the pearls will have to be given.
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 the best 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've already seen Lena, then ask the Czerka officer in the office about Vao's brother. His name is Griff, and you will then find him in the Tusken camp - held captive there, just like the dwarves. Once freed, Griff will ask you to retrieve the ingredients for the Tarizian Ale. You can pick them up in the lower lands of Kashyyyk, in the poachers 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 Trinny from Wizardry 8, only two-meter Wookiees live here instead of rodents. In a bad time you flew to this planet - the Zerka corporation is buying up slaves from the local monkey king Chuundar with might and main.
Take Zaalbar with you on your hikes in Kashyyyk (in fact, you have no other options). This is his home planet. At the sight of the suffering of his people, sadness will overwhelm the heart of the Wookiee, about which he will not hesitate to growl at you.
Exit the Ebonhock, pay for the parking. After talking with the cunning Twilek, go along the wooden bridge to the gate and leave the port. Forest Kinraths live here, they will now constantly come across your path and give you the opportunity to earn precious experience.
The passage to the surface of the earth (Shadowlands) is guarded by a Wookiee guard - 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 longed-for permission, agree to the offer of the leader. True, you will have to leave Zaalbar as a hostage.
Now the guard will let you through. Wookiee-lifter Gorvuken will kindly lower you to the surface in a basket.
This is interesting: if you go through the planets not in the order in which they are presented here, below you can be met by the dark Jedi Bandon - a student of Malak. Otherwise, he will meet you on one of the following planets.
Passing between the giant roots to the north and fighting with the 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 will not get there without my help. If you want to find it, first help me."
The task is set directly and clearly - to liquidate the camp of poachers "Czerki" in the northeast. Here, as always, options appear. If you provoke and exterminate poachers, you will earn (-). Therefore, I recommend persuading several workers to tell you the codes from ultrasonic generators, scaring away predatory animals. Turn off the generators - the indrik beast will come running and chase everyone away with light kicks.
Now Jolie Bindo is in the squad. From the former camp of poachers, head east to the protective field. Jolie will disable it and you will be taken to the Lower Shadowlands. Soon you will see a scene with Mandalorian bandits and a lone Wookiee - this is one of the side quests. To the south of this place, you will meet Freyr, the former chieftain of the Wookiees. Like Zaalbar, he was expelled from his tribe. After the battle, Freyr will inform you that he needs the legendary sword of Bakki to return to the tribe. But, according to some reports, the sword was swallowed by the monster, and no one else saw it.
Nothing - surgery and not that kind of cure. After killing several kinrats in the southwest, take their meat, find a clearing in the south with a hanging liana and attach the meat to the liana. The very monster will come running to the smell. Imagine your surprise when from his belly you get that very Bucky sword - 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 rise up, and you will not be able to complete many unfinished side missions 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 to the surface shouting: "Chuundar, come out, you mean coward!" It's time for you to look for a star map in the maze of winding roots in the southwest, next to three hovering motorcycles. This time the hologram will speak to you. Ask her about different things, answer her questions. You will receive the card anyway, so you can answer as you like. The maximum that the computer will do with you is to set several droids on you.
Return upstairs, killing Gorvuken with the company along the way. In the village of Wookiees, everyone is on their ears - Frey is back. With the help of him and Zaalbar, you can easily defeat the pugnacious leader. You have a map, the Wookiees have raised an armed uprising, you have nothing more to do on Kashyyyk. The next planet is Korriban.

Side quests

Outside the port gate, several slavers divide the captured Wookiee. You can exterminate them (-) or different ways persuade to leave the planet (+).
Two merchants, Eli and Matton, are literally a stone's throw from the Ebonhock landing site. Matton owes Eli money and may fall into slavery. Evidence of Eli's crimes is on the surface, next to Jolie'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 invite him to settle scores with the traitor, while begging for a reward (-).
In the lower lands, on the body of the Wookiee, you will find a Bowcaster arrow and his notes. In Wookiee Village, enter Voorville's house. Blame Zharahak for the murder, and he will inform you that the murdered Rorvorr collaborated with the slave owners. In the east of the village, find the Holder of the Laws and protect Jarahak by informing the judge that his victim was a collaborator. He will be acquitted (+). If you insist on the death sentence and demand a reward, receive (-).
After passing through the protective screen from Bindo, you will witness the attack of the Mandalorians on the Wookiees. Destroy the bandits. At this point, 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 robbers swarming in this area of ​​the forest. Bandits use invisibility belts. To provoke them, you need to disarm your characters. The first group will attack you in the south-west of Gvar (you will recognize a dangerous place by the bodies of Wookiees), the second - a little to the south. Pick up the motorcycle horn from the bodies.
The third and final group of Mandalorians can be found in the northwest. You don't need 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 handsome helmet to Gvar (+).
After you find the third map, you will have a new planet on the galaxy map - Yavin. You can fly to her and visit a trading station, the only inhabitant of which is the shy Rodian Suvam Tan. Fierce transhodians "run over" on him, and you can buy good artifacts from him.
If you return to Yavin after acquiring all the star cards (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 of 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 dreams of getting.
The star map is presumably located 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 the card. On this planet, I recommend taking a fully Jedi team with you on business, without shooters. The ideal alignment is you, Juhani and Bastila. Add Bindo to taste.
After answering the questions of the employee of the "Czerka", you will be taken to the city-spaceport of Dreshda. The Sith, who got sick of the stupidity of those who want to go to school, will ask you what to 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 knows you here. All quarrels and battles with the Sith for now will only take place within the framework of small-town quarrels.
Wander around the city 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 Guard. All you can do is try to convince the still living fools to think better.
The guard at the gate will inform you that you need permission from Yutara Ban, the Sith Master, to enter the school. You have nothing else to do here, go back to Dreshda. Unfriendly students will meet you there. The battle cannot 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 look that they are with Jedi swords - they are actually slaves." Juhani's cat will try to argue, but it will come to its senses in time and bite its tongue.
Before you become an official student of the academy, you will struggle to portray the villain in front of the local rector Utar - a tattooed Jedi with blue skin. 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. Almost immediately, the cunning Ban will offer you to get rid of Rector Uthar together with her. But he is not a bastard either - at a certain point in the plot, he will offer you to attack the ambitious Ban together. For those who are not looking for easy ways, there is also a third option - to confess to being "overridden" and fight both at once.
Competition for admission - four people per place. To find a star chart, you need to get ahead of the other three applicants and impress the rector. To do this, you must complete certain tasks of "prestige", 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 the tasks.
Let's go through all the tasks in order.
The easiest thing here is to learn and tell Uthar the Jedi Code. Keywords: Passion, Strength, Power, Victory, My chains are broken. Finally, Uthar will ask a tricky question: "Are all means good for victory?" or: "Is there nothing worse than love?" In both cases it is necessary to unlock (False).
In the western part of the academy, the Sith interrogate a prisoner. If you inject the smuggler with truth serum in doses: small, high, medium, small, small - and then ask about the weapons depot, the prisoner will split (-). 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 will be picked up by his own (+). True, in this case, the task will not be credited to you.
Students-deserters 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 will 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"), put a grenade in the blank and detonate it. The path is clear, but the battle droids came to life and began firing. Run quickly to the other side and pull the lever - the mechanical guard 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 him, and you will be met by Akhunta Poll himself, or rather, his ghost. To calm the spirit, you need to put the sword in the hand of the statue. But what kind of sword - that Poll does not remember himself. But I remember - it is a notched steel sword (notched steel sword). At parting, you can try to convince Akhunta to switch to the bright side of the Force.
On the way back, you will face a battle with one of your rival applicants.
The old hermit Zhorak lives in the tomb of Tulak Nord. Your battle with cave animals among the stone walls will not impress him. He will trite you with gas, and then, when you are barely able to stay on your feet from a cruel hangover, he will make you answer your questions, as crazy as he is.
Not only you, but also one of the entrants 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" ones will receive lightning strikes your opponent. Dark Jedi will answer in a dark way, bringing the applicant to death. Light Jedi will take the blow - in this case, part of the health will be lost, but Zhorak will not be able to finish you off. If the applicant dies, Zhorak will let you go. If he survives, a battle with the hermit will begin. It is difficult to defeat him - you need to immediately cast a spell of resistance to the Force, and then heal. It is unlikely that the applicant will survive the battle, but if this happens, you will have the opportunity, as always, to persuade him to the bright side.
This is interesting: only the main character will fight. And what about the rest? They will stand, toil with their heads, stagger. They only have enough strength to turn on their lightsabers. It looks funny.
Battle droids inhabit the tomb of Marco Ragnos in large numbers. What have they forgotten here? The answer awaits you outside the last door. There is a droid who cannot stand noise. If you tumble into the room, 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 enter into dialogue with the droid. You can try to reprogram it by deleting the combat program. To do this, turn off its matrices in the following order: Combat, Motor Function, Sensory Systems, Memory, Cognitive, Emotional Construct, Creative Simulation. After that, all that remains is to turn off the core (Core) and erase the combat program.
Talking to the applicant Leshaw in the western rooms of the academy, you can persuade her to cooperate. Lie to her and tell her that a valuable artifact can be found in the tomb - the Sith cloak. The tomb is at the far end of the valley. There Leshow will help you repel the attack of wild animals, and then attack you herself. Pick up the holocron from her body.
These are all tasks. After making sure of your excellent qualities, Rector Utar will offer you to go through the last assignment. Complete the side quests and agree. You will have to pass the final test alone, without the help of your comrades. The tomb of Nagi Sadou awaits you.
You go in the door, go down the corridor, and go left from the fork. A puzzle is waiting for you behind the door - a modification of the famous problem with the Hanoi towers. You can transfer the energy rings from the left to the right pin 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 are on the right. Save in front of the door, as you have to fight two terentareks at once. Defeating them is incredibly difficult. Immediately press down on the wall to the left and slowly walk towards the nearest monster until it notices you. Run back quickly, activate all your shields, stimulants and protective spells. Jedi magic tricks have practically no effect on the animal, so you will have to beat it in the old grandfather's ways. When your shields and stimulants run out, don't forget to activate new ones.
Do not forget to search the room after slaughtering the cattle. Pull the lever to unlock the 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 all that remains is to take the Sith laser sword from the statue and pick up the star card.
Be sure to save - Utar and Utara will be waiting for you by the lake. The battle is inevitable. Take the side of one of them (Yutara is weaker!) Or tell your mentors about your true goals. In the latter case, on the way back to the academy, you will have to fight with the whole stream and with the teachers. The secret to defeating both Jedi is to quickly cast haste and Force immunity spells on yourself.
Finally - the native "Ebonhock". The next and final target is Manaan.
... Oh, it turns out, not the last one. Out of nowhere, Darth Malak's flagship jumped out and captured the Ebonhock in the field of gravity. What to do?

Side quests

If you return aboard the Ebonhock with Juhani, an unknown suspicious-looking Twilek may latch on 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 get hold of a young slave from the Cathar race. Of course, Juhani will immediately want to try his claws on the slave trader. Encourage her (-) or persuade her not to give in to anger (+). The chance to deal with the villain will be presented on Manaan - he will attack you immediately after your landing. Apparently, this quest is missing from the console version of the game.
The 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 Ebonhock where his goods are kept.
And in fact - in the hold, in the wall next to the plastic boxes, there will be a load of spices. Return the spices to Kesh, and he will offer you a "mail" task - to deliver a package to the Hutt Motta on Tatooine. There is only one condition - you cannot look into the parcel. Why? This is a bomb? No, this is not a bomb. You just can't, that's all.
Of course, I want to look inside. If you do this, 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). Having recovered 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 "Leviathan", then an old acquaintance will come up to you and tell you in confidence that the bartender in the club sells artifacts. They are very expensive, but also have a considerable effect.
In the corridors of Dreshda, a Sith student kills a young Twilek woman with lightning. The solution to the quest is obvious: stand up for her (+) or ignore (-) the beating. This is another way to obtain the Sith Medallion.
If you fly to Tatooine after Kashyyyk and go out into the fresh air arm in arm with Kart, then a man 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 return young Dustil, an academy student, to his true path.

Leviathan

Manaan

Manaan is a vast ocean, home to a race of sentient marine animals, the Selkath. It is an eternal resort, where shader waves are splashing, the sun is always shining in the sky, and quiet and relaxing music plays in the background. What else do weary adventurers need? Even the shine of the selkats' wet skin does not irritate, but only complements the overall picture of general pacification.
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 obtain a unique remedy, and as monopolists can dictate any conditions. The conditions are simple - the medicine is sold to both the Sith and the Republic. No side is given preference, and all clashes are prohibited in the city itself. Video cameras carefully monitor the observance of order, and all attempts to disrupt public order are punished quickly and severely.
The Sith take advantage of this and insult the Republican soldiers with might and main, trying to provoke them into a fight. They grit their teeth and can hardly restrain themselves. But now we are in Manaan, which means that someone is now uncomfortable.
Talk to a soldier offended 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). Please inform Ambassador Roland Vann of the purpose of your search. But he is on his mind - until you bring him a valuable spy droid from the Sith base, he will not help you.
There are three ways to get to the base. The first and easiest one is to return to the spaceport and hide in the cargo ship, having previously interrupted the guards. The second way for hackers: decipher the access code on the card - this can be done on a computer, a local programmer will help you to get comfortable. Continuing six rows is easy, a common task in the "complete row" cycle. Answers: 22, 18, 64, 2, 6, 7.
The third way is to split the captive Sith. First, tell him that you know about his companion, then hint that you could leave the companion and release the prisoner himself. Then try a different tactic - hint that you know something about the affair with Thela, and then inform by chance 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, and there will be Jedi. It is impossible to miss the wreckage of the Republican droid - the broken droid occupies half a room.
Fish-eyed selkats will be waiting for you at the exit. They will arrest you on charges of assaulting the Sith. Give up 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 did not fire even once, and that you were not there at all.
On your side (funnily enough) the absence of witnesses and statements from the injured party. All the Selkath have is the sounds of explosions and gunfire from the Sith base, so it won't be difficult to make excuses. You will be released.
Roland Vann will happily ask you for one more service: find out what happened to the secret bottom station for the extraction of a precious resource. Communication with her has disappeared, the rescue teams sent do not return, and the Republicans assume the worst (a riot, an attack by fans of the cult of Cthulhu, the discovery of an Alien egg, or a raid of blue slugs).
There is nothing to do - we do not care on the way. A friendly company will set off on a small submarine to explore the depths of Manaan.
At the station, the entire honest company is frightened with all its might by the last surviving member of the rescue team. It looks like it's a matter of the Selkaths working here. They got mad for some reason and attacked the human staff.
Move along the station, mercilessly exterminating mad fish-eyes and droids. Don't forget to bring your underwater spacesuit. At the gateway, you will have to leave your comrades and go into the depths of the sea yourself. Another survivor looms ahead. He will not call out your eyes for long. This is a hint to you: watch out for sharks, turn on the ultrasonic shocker in time. Leaving the building, go along the bottom to the east, then to the left - and turn into the lock.
After exterminating a group of rabid Selkath, you will meet two scientists behind a protective shield. In a panic, they will decide that their hour of death has come and will try to flood the room with you. Carefully pierce the protective field with a laser sword - this is the only way to make scientists think again. It turns out that the Selkats and sharks went berserk after turning on the new drilling rig, and a giant shark swam out of the depths of the sea and is terrifying. You have two options - to poison the giant shark (this is bad) or try to destroy the unit that violates the ecological balance (this is good).
Go outside in a spacesuit. Having dispersed the sharks, go to the control panel and proceed in the following order:
* Enable Access fuel tank pressure control.
* Fill container pod

* Dump fuel from the injector (Dump injector pod)
* Transfer fuel from container to injector (Transfer from container to injector)
* Fill container pod
* Transfer from container to injector again
As a result of all these manipulations, the drilling rig will jerk so that the Selkatam will hiccup upstairs in the city. And the giant shark will immediately calm down and let you across the bridge to the star map.
Taking your comrades and a map, return upstairs to the city. Explain the situation to Roland and you can leave the embassy. Outside, you will be immediately arrested again. If you did not poison the fish, then there will be no point in denying it - tell the truth, and you will be released. However, if you want to fly to Manaan again, then you will be charged a fivefold duty "so that it was discouraged."
Complete the side quests and fly off the planet to the Star Forge system.
This is important: before flying 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 begin to actively hire mercenaries? After your underwater adventures, you will know the real reason - and let Nilko know about it.
There, a certain Selkat Shalas complains that young Selkats are disappearing somewhere. They are being recruited by the Sith, and you will meet all the missing youth at the base. Kill them (-) or find Sith records in the rooms further down the road and prove to the foolish young people that the Sith are bad (+). Returning to Shalas, refuse the reward (+) or demand more (-).
Win the hovering motorcycle races. The former champion will begin to threaten you, but in reality he will not be able to do anything.
Old Sunry, an acquaintance of Jolie Bindo's, is charged with murder. He actually killed the 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, it will be fair, but it will benefit the Sith. If you cheat and try to justify Sunry, it will be useful to the Republic, but not fair. Those who decided to acquit Sunry (and who informed him about it) will earn (-).
Agree with the judges that you, as a Jedi, will help in the case. You will have a talk with the accused, his wife Elora, witnesses - the receptionist, Firit and Glubar. Go to the Republic base, talk to its head. After hacking into the Republic's computer on a tip from an unknown person, you will see video evidence proving Sunry's guilt. If you have not yet cleared the Sith base, then talk to the Sith too.
It is easy to bring the case to the death sentence - you just need to show the court a video recording of the murder. It will take a lot of work to justify Sunry. Bribe the receptionist. The receptionist at the trial would lie, saying that Sunry had escaped from the hotel before the shot was fired. Protest the Sith's accusations of lying. When the Rodian Glubar speaks, press on him - he confesses that he tossed the medallion. This will only benefit the client.
In no case do not appeal to the old age of the client and to his military merits - it will only hurt! Ask Firit if he saw the crime? Naturally, he saw nothing. Ask Elora about Sunry's love affair with the victim, and the client himself - could the Sith set him up when he decided to tie up with the relationship on the side. In your closing remarks, insist that no one saw the crime, so it was fabricated by the Sith. Sunry will be acquitted.
After killing Kalo Nord on Tatooine, you will receive a strange note about a Rodian named Hulas on your way back. The note reads "Approach him alone or not at all." The hint is transparent - if you have comrades with you, then Khulas (he stands at the side facing the sea) will not tell you anything. This quest is intended for the Dark Jedi - it has no "good" solution. The Rodian will give you two licenses to kill.
Victims: Zulas of Dantooine (Mateil Mansion) or Lorgal of Manaan (Republic enclave). After the death of at least one of them (-), the delighted Hulas will issue three more licenses. Victims: Itorak of Manaan, Rulan of Kashyyyk, and Vorn of Tatooine.
To reach Itorak, talk to Gek in the room where the races are registered. Convince him that you are a buyer. Itorak awaits you in the spaceport.
The Tatooine Vorn can be found by reprogramming his droid, which you 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 can't get through it - tell the werewolf about it. The annoyed Rulan will turn into a monster, and then - a small animal with a tach, and will try to get lost among other small animals. We'll have to exterminate all the suspicious tachy in the clearing.
If you, returning to Hulas, accuse him of foul play, the Rodian will make an appointment for you on Tatooine outside the city, where he will try to kill you. But you will, of course, disrupt all his plans.

Planet of the lost ships

The Star Forge is a giant space station that is powered by the energy of a star. It won't be difficult to fend off Malak's fighters, but an unknown disorienting field will disrupt the Ebonhok's equipment and crash down into an unknown resort planet with screams. It's called the Unknown World.
Here live the Rakata tribes - an ancient race, whose ancestors thundered throughout the Distant Galaxy. It was they who built the droid on Dantooine, the star maps, and the Forge itself. But now they have run wild and have become only a pitiful likeness of themselves. Rakata now live on a small island in the form of two tribes - wild and cute.
The Ebonhock is not the only wrecked ship on the planet. Around you - a huge number of space ships crashed to the planet of varying degrees of bruising. It's a strange field all around star station did not spare anyone. The aliens you will save from the savages will tell you about this.
Savages live in the north of the island, and civilized rakata in the south. Go first to the savages - there you can talk to 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 the small island. On the way, pay attention to the minefields (poor life - he was so inattentive during his lifetime!) And small rancor walking on the grass. Pick up spare parts for ship repairs among the mines. Consider a dilapidated temple, try to kick the door closed by an unknown protective field.
On the southern beaches, the village of civilized Rakata is guarded by a protective field. The Rakata hologram will ask you about the purpose of your arrival. In no case say that you were with the wild northerners - you will immediately be fried. Better tell me you're looking for the Star Forge.
These Rakata call themselves Elders. They do not believe in your good intentions, and they have reasons for this. In order to gain confidence in them, it is necessary to free their fellow tribesmen, captured by the northerners. The time has come 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. We will do all this for the sake of the only surviving captive of the Elders. In the cage, among the rancor droppings, you will find a few more parts from the ship - we now have a complete Ebonhock repair kit. It remains to disable the field.
After a little advice, the Elders will allow you to enter the temple, but only unaccompanied. Bindo and Juhani, who have come running from the beach, will oppose this - they will help you persuade the Rakata 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. After opening the door to the catacombs from the terminal, go downstairs. To open the next door, go through the nine tiles in the correct order (in the form of the letter H).

A computer is waiting for you outside the next door. Ask him. Return to the temple entrance and enter the large door that was previously locked. Above you will be greeted by Bastila - alive, but very dark.
Here you will have to make the final choice between Light and Dark. Light Jedi will persuade Bastila to come to their senses, then they will fight her several times until she escapes. The dark ones will inform Bastila that they are stronger than Malak, and it would be better for her to dissociate herself from her jawless comrade before it is 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 to the beach. If you are obscured, then kill everyone who disagrees with the general line of the party.
Repair the Ebonhock's engine and take off towards the Star Forge and your own destiny.

Side quests

On the northern beach of Rakata, Garn laments the ubiquitous Mandalorian bandits. They live near the wall of the temple (on the right, if you stand facing the entrance). Kill them, pick up the head bandit's helmet 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 - together with you, a small group of good Jedi who survived Dantooine broke through the defensive barriers. But they will not help you - they will be hammered almost immediately.
It will be very difficult to break through the corridors of the station to Malak - he sends dozens of droids, soldiers, apprentices and strong Jedi to intercept. All enemies here tend to respawn around the nearest corner, so do not waste 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 with them, it is easy to miss the moment when the character passes out. Your main spell now is to save the game frequently.
On the second deck, take your time to attack the automatic turrets - find the control room on the opposite side and, if you have a hacker, hack the defense system. Those wishing to profit from free clothes can get a few chlamyds here according to the local fashion.
Bastila will meet you at the control center (or not: if you chose the "bad" path, she will already be with you). Try, by exchanging blows, to persuade her on 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 your battle meditation for the benefit of the troops of the Republic.
Only Malak himself remained. He will first flee, leaving you to be mocked by the endlessly reborn battle droids. We'll have to hack the terminals responsible for their production. If you don't have enough pins, remember: killing a droid that has fallen out of the pipe will "give birth" to a pin in the corresponding basket. The most advanced hackers can set up computers to produce robots 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 before the start of the battle will read him a boring sermon. The enemy has several captive 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". Observers are usually silent about this feature. 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, sucking the life out of them. By depriving Malak of his support, you will greatly facilitate the final battle for yourself.
Malak dies in disbelief, which means that you have completed the game. You just have to sit back and watch the final video. Congratulations.

How old is the republic? Introduction Twenty thousand years and Yoda knows how many leagues humans spent in hyperspace by the time the events of the space saga of J. Lucas began. It was the invention of the engine that made interstellar travel a reality that led to the creation of the Galactic Republic. Is this a long time? For comparison, the history of earthly civilization is about 6,000 years old. During this time, we have gone from the Sumerian cuneiform to the flight to Mars. In a galaxy far, far away, progress seems to have stopped. Considering, apparently, that long-distance space flights are the pinnacle of the technology available to them, its inhabitants took up other matters: war, the construction of democracy, the slave trade - who had a heart for what occupation. This "stagnation" allowed the events of "Knights ..." to unfold quietly four thousand years before the birth of Anakin Skywalker. Droids, shuttles, laser swords - all of these are familiar to fans Star Wars the attributes of a true Jedi have remained practically unchanged, and you can safely come up with a plot without fear of discrepancy with the canon. The developers took advantage of this freedom in full, the story unfolding in front of us is practically on a scale equal to that of a movie series. Almost all VIPs of the time participated. Long-familiar and first-seen races and planets replace each other with a dizzying speed

And everything begins, as usual, "a long time ago in a distant, distant galaxy"




good is in trouble again. :) A huge armada of ancient Sith covenants invaded the Republic. It is led by Dart Malak, a disciple of the dark lord Revan.


An imposing figure, what to say, but he is far from Vader's namesake. Charisma, sorry, did not come out. :)

However, Malak acts on a grand scale, suppressing the defenders, first of all, with a huge numerical superiority, and with each victory the number of his supporters increases. Many Jedi, admired and intimidated by his power, also turn to the dark side.


We find ourselves in the very center of the battle of the fleets - on the Republican flagship suffering a crushing defeat.


Awakened by the direct hit of another volley into the ship, the protagonist jumps up - and sees in front of him a completely unfamiliar person who introduces himself as "Ensign Trask Ulgo".


It turns out that we have been sharing a bed with this warrior for many days ... no, not in that sense - we are just on duty in different shifts, so we have not met before. :) Having barely recommended himself, Trask drags us to rescue on board Bastila Shan - a Jedi who poses a great danger to Malak. At the same time, a hint at the "unusualness" of our hero, taken on board at the last moment by special order of the Jedi, is immediately given. Who would have doubted, it is not for the brave ensign Ulgo to save the galaxy, in fact. ;)

Who am I? Character creation and development

What kind of guises can our avatar take? First, he is human. This limitation is partially offset by a rich selection of satellites belonging to different races and (and types of robots - but more on that later). You can choose any gender, here political correctness is observed, but at first there are only three classes.

Soldier. Distinctive features - a large number of health (Vitality Points) and Special properties (Feats) - one for each level. These benefits offset the very slow skill gains. Perhaps this is the most "flexible" class, since allows you to reward the character with various combinations of properties. Of course, the soldier's fighting qualities (the probability of hitting - Attack Bonus) are also unmatched.

Scout or Scout. A class balanced in all respects. Scouts immediately automatically receive the Implant property. With the growth of the level, they will be able to implant more and more perfect mechanisms into their violent head. Representatives of other professions will have to spend precious properties to obtain such an opportunity. Another great advantage of the Scout is the high scores of all Saving Throws.

Scoundrel :) (Scoundrel). At first glance, the scoundrels got what they deserved - it is unlikely that even a huge number of skill points will compensate for poor health and a scanty choice of special properties. But two properties inherent only to representatives of this profession make these bad creatures useful not only in overcoming security systems. These are Scoundrel's Luck, which gives a bonus to the Defense parameter, and the familiar Sneak Attack, which in some situations significantly increases the damage inflicted on the enemy. These abilities also improve with the level of the hero. the purpose of the scoundrels is to help a party of brave ineptitude in repairing robots, hacking computers and solving other problems that cannot be sighted with a laser sword. :))) After retraining as Jedi, their combat value will increase dramatically ... but let's not get ahead of ourselves.



If you are at least a little familiar with the D20 system (for example, from the third edition of Dungeons and Dragons - Remember NeverWinter Nights?;)), Then the game mechanics of KOTOR will not seem complicated to you. All the same basic parameters - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma


Throwing the dice is not allowed, if you please honestly distribute the thirty points released to everyone. ;) Some features - the effectiveness of the Jedi Forces is influenced by Wisdom and Charisma. Intelligence, as always, was bypassed, only the growth of the character's Skills depends on it. :) Wisdom is the most important parameter for a true Jedi, because it also gives bonus points of Strength. Every four levels you can increase the value of one of the parameters by one. Taking into account that the maximum attainable level in the game is twenty, you will receive five additional points in total. Don't waste them, plan your development from the very beginning!

The standard system of skills (Skills) and Special properties (Feats) has been implemented.




Of course, most of the skills and properties of the world of laser swords are different from those you are used to in the dungeons of dragons. :) However, often these differences are only in the name.

Skills such as Repair, Treat Injury and a few others require special items, so take your time selling strange looking trophies - read their description first. ;) An interesting feature - skill points can be put aside when the level rises. This is necessary when all the inherent class skills have already been maximized, and one point remains, while at least two free points are required to improve other cross-class skills. But you can take advantage of this opportunity and accumulate a significant amount of points in order to spend them on those important skills that will move from the category of "other" to the category of "class" when you change the class. I did this myself with the useful Persuade skill.


I will mention one important feature: the ability to wield melee weapons and laser swords (light sabers - whatever :)) refer to two different properties, Melee and Lightsaber, respectively. So if you plan to fight with the natural weapons of every Jedi in the future, don't waste special mods on regular ones. However, some simple (but not quite :) - I'll tell you more about the improvement of weapons) swords are quite comparable in their fighting qualities with laser ones. I must note that in the Knights, the power of the latter is greatly underestimated so that opponents who do not have the Strength can offer at least some resistance to our squad. This decision led to rather amusing consequences: a cow parrying a blow of an all-destructive laser sword with a horn causes a certain ... um ... mistrust. :)


To be fair, I note that a competently developed Jedi rarely has problems in battle with ordinary opponents, with the exception of very large pieces of laser meat. Notice the arrow that says corpse pile. :)


As you already understood, as an ordinary soldier (scout, villain) we have to go through only a part of the game, and a relatively small one. It turns out pretty quickly that our protagonist is actually created for the Jedi service. At some point, you will have to change your profession. First, one of the Wizards will ask us a few questions about behavior in certain situations (remember Daggerfall?) And determine which class we gravitate towards. But following his recommendations is not at all necessary, the final decision is always yours. And the choice has to be made again from three classes:

Protector (Guardian). A soldier with the Force. :) Lots of health and special properties, impressive striking power, slow growth of skills and Strength points. The latter is the most big disadvantage Defender that can be replenished, for example, high value parameter Wisdom. It also helps to raise the Will Saving Throw, which is very important when facing dark Forces. However, you don't have to think about such subtleties, but simply chop everyone into cabbage. ;) For this, the "class" property is ideal - Force Jump, which allows one jump to attack the enemy in line of sight. Very useful when you need to quickly come to the aid of a companion in distress.

Sentinel. Seeks a balance between body power and mental strength. Along with the "average" progress of most of the characteristics, it gains very useful immunity against most of the Forces affecting the mind (Fear, Shock / Stun, Paralysis / Paralysis).

Consular. This profession is chosen by those Jedi who do not like the smell of grilled meat. Swinging a glow stick is not their style, but their incredible ability to concentrate Force makes them no less dangerous than the Soldier and the Guardian. Representatives of this class receive a lot of Strength points, several additional Strengths and a unique ability, Force Focus. They pay, of course, with health, but in order to hit the Consular, you need to approach him - and few succeed.

Each class corresponds to a certain color, which will take on your sword at first. Then it can be easily changed even to the villainous red (I'll tell you more about the system of customizing and improving weapons). :)


However, before acquiring the coveted weapon, one must undergo training,




answer a number of simple questions - and here it is, a moment of happiness!


By changing the class, we will gain access not only to the light cutting eyes and flesh, but also to the mighty Forces:




Their choice must be taken with maximum responsibility, it is very difficult to complete the game with the help of only one pick, even a laser one. To get started, read at least the official guide, and quite sensible and detailed advice on development strategy can be found here:

http://www.gamefaqs.com/computer/doswin/game/3379.html

http://db.gamefaqs.com/console/xbox/file/star_wars_kotor_character_buildup.txt

http://db.gamefaqs.com/console/xbox/file/star_wars_kotor_gameplay.txt

I recommend taking Dominate Mind right away - possessing this power opens up interesting and funny options in many dialogues.

Of course, the concept of Dark and Light Sides (Light & Dark Sides) is implemented - an analogue of Orientation (Alignment) DnD. Some of the Powers available to the Jedi belong to one of them, the rest belong to the category of "intermediate", ie. they can be used equally well by good and bad Padawans. Your avatar starts the game completely neutral - but as events unfold, the actions you take will bring it closer to darkness or light.


And the closer the hero is to one of the sides, the easier it will be for him to be given the powers related to it. In addition, all Powers are divided into passive and active. Applying the latter, each time you spend some amount of Force Points, then gradually recovering - a complete analogue of mana, familiar to us from many games (but not DnD!). The number of these points depends on the class and the value of the Wisdom parameter.

Important! Before the class change, you will be forced to level up only once, at the very beginning of the game. After that, you can postpone your promotion until you become a Jedi. Thus, the maximum number of levels in the second grade is eighteen. But it will be very difficult to live up to retraining, having only two classes of ordinary education :), it will be very difficult, and it is simply impossible alone. Personally, I chose the 4/16 ratio - Scout / Guardian. In general, the number of options is quite large, which arouses some interest in re-passing. In general, the potential for role-playing is quite high, but the process itself usually follows the usual pattern of "bad egoist - indifferent self-interested person - good altruist".

Note that the developers also thought about the lazy ones. Both when generating, and when increasing the level of the hero, you can take advantage of the automatic setting.


If you do not want to set Special properties yourself, distribute Skill points and choose Powers, click the Recommended button in the corresponding windows. Or just choose Auto Level Up.




In this case, a completely combat-ready option is obtained, but a good part of the game interest is lost - it is always better to sculpt your Galatea yourself. ;) But even if you entrusted the development to a computer, it is worth familiarizing yourself with a brief description of all the parameters - at least in order to be able to use the strengths of the protagonist and all his friends - you control their development according to the same scheme.

Jedi and his team. Friends and enemies

And our hero's companions are pretty motley. Initially, the protagonist will be accompanied only by Cart Onasi, one of the best soldiers of the Republic, who saved his life after a fatal battle for our fleet. Kart is well informed, perfectly shoots with two hands in Macedonian (in his past life he was a cleaner and wolfhound Tamantsev, not otherwise :)), but it is not easy to communicate with him. However, it is not necessary to patiently listen to his paranoid speeches, you can simply ignore all attempts to speak to you. In general, most of the potential nine satellites have their skeletons in the closet, and some do not even hide it. :)

As the story progresses, more and more adventurers will join the company. Naturally, most of the allies are not quite human, and some are not human at all, not humanoids, and do not even belong to the world of the living! Do not be alarmed (or should I have said: "Don't rejoice"?;)), It will not work to set a couple of vampires on the enemy, we will leave the undead in NeverWinter Nights with our comrades. On the other hand, a couple of droids will be glad to help in any way they can. Moreover, unlike the magnificent duet "a good robot - a very good robot" that accompanied Luke Skywalker, our iron friends are very different from each other not only in their corps, but also ... um ... the program of behavior. :) T3-M4 is a kind of cute pet, which you just want to stroke, causing a satisfied "beep-beep":


HK-47 ... however, I will not reveal secrets, I will limit myself to a portrait of this mechanical Luca Brasi:


Admire the graceful dance of the Twi'lek girls:


and help one of them become a star:


But you will have to meet with less pleasant creatures. Don't expect anything good from the Gamoreans:


And beware - the dragons of Tatooine are significantly inferior in intelligence to their Feyrun namesakes, but they do not become less dangerous from this:


Finally, the opportunity to communicate with one of the peoples of the same Tatooine in the Jawa language will give every certified Java programmer the opportunity to shine and fill his heart with genuine joy. ;) It's not easy for an ordinary person to understand their speech ...;)

Here you can see the description and photos;) of a number of characters in the game - friendly and not very friendly.
Watch out for some spoilers!

The beauty of the universe. Graphics and sound

To be honest, I have never made great demands on the audiovisual design of quests and RPGs. A fascinating plot and "charismatic" characters create the atmosphere, everything else is details that your imagination can perfectly cope with. And I'm not alone in this opinion - the popularity of the text RPG Ancient Domains Of Mystery or just ADOM is a guarantee of that. But good job The artists and sound engineers for which Bioware has always been famous can certainly greatly enhance the appeal of a game. The object of this review was no exception ... But what, I have not seen such beautiful landscapes for a long time. Even the views of the Underdark that captivated me so much (see Hordes of the Unedrdark review) are inferior to the beauties of the planets of a distant galaxy.

The action begins in the decadent world of Taris, once a beautiful metropolis planet, gradually turning into ruins ...


Pay attention to the robot - a connoisseur of local customs. It's good when such a guide greets you in an unfamiliar place. :)


Next, you will visit the sands of Tatooine, well known to all fans of the film,


stroll under the mighty trees of Kashyyyk, home of the mighty Wookie




and enjoy the beautiful savannas of Dantooine.




Fascinating sight, isn't it? Even to fight somehow got sick, and the peaceful charm of farm labor became closer and more understandable ... :)

Among the worlds created especially for KOTOR, the ocean planet Manaan (Manaan):




and the dark wastes of Korriban, home to the Sith who worshiped the dark side of the Force. This race has not existed for a long time, but their cult still lives in the minds of the Jedi, who left the Light for the absolute power of Darkness ...


I won’t be surprised if you’re unlikely to want to linger here after completing the minimum program.

Of course, each world has its own passions, and your appearance can leave a noticeable mark in their history. Jedi, as a rule, are well known to all galactic races, they are respected, admired ... or afraid ... Whether you leave behind the land scorched by a laser sword, or new friends - the choice is yours ... It is curious that on the hero model not only external, but also internal changes are shown. The display of the equipped armor has long been a standard, but the changes associated with the choice of one side of the Force or another is a very interesting idea.

Do not forget about your companions - some know well the places where you are going to visit, others will have unexpected meetings. The game is replete with cinematics


and scripted scenes (it’s not in vain that there are four CDs in the kit :)).


Both those and others deserve the highest appreciation in my eyes, perfectly complementing the action and illustrating the events taking place behind the scenes. The developers did not hide that they conceived something like an interactive film, and they achieved their goal.

KOTOR's budget allowed for the majority of the dialogues to be voiced, which gives them an extra charm. At the same time, the voices were chosen quite well. And lips, lips move, albeit not always in time! But it is still much better than the usual ventriloquism accompanied by an absurd head twitching. :) Another great touch - representatives of different races speak their own languages! After the third playthrough, you can say a few words using the Duros dialect, or growl a declaration of love in Wookiee. ;)

On the official website of the game, you can get information about some of the actors:
http://www.lucasarts.com/products/swkotor/GI_voice.html

And - as always! - the work of composer Jeremy Soule deserves special praise. http://www.lucasarts.com/products/swkotor/GI_music.html#jeremy

This time, his work was further complicated by the inevitable comparison with Johm Williams, the author of the famous soundtrack for the film. Well, Jeremy has stood the test with flying colors, creating unique themes for different worlds and separate orchestration for scripted scenes. This music is not yet planned to be released as a separate disc, but some of it lies here:
http://www.lucasarts.com/products/swkotor/S_supplies.html
You can also convert the original audio files to MP3 format and savor them while remembering your favorite moments from a recently played game. :)

Press any key ... Interface

Let's try to figure out how to manage the farm we got on four disks. The main menu looks like this:


Here you can start new game, load the "saved" one, change a number of options (these possibilities are also available directly in the game) and watch various video clips.

Well, let's restore one of our saved games and take a look at the main screen. Generally speaking, KOTOR was first developed for the Xbox platform (release date July 2003) and it wasn't until the end of November last year that the game was released for personal computers. Although the developers claim that the interface was reworked in the first place in the PC version, the prefix legacy is taking its toll. So, moving only with the mouse is possible, but not very convenient, it is much easier to use the keyboard. Of course, the layout can be redefined as your heart desires ... that is, your fingers want it. There are quite a few icons on the default screen that allow you to perform various actions with one click. Let's take a look at this mesmerizing picture of a fierce saber-house:


At the top left - a small map, on the right there are icons intended for calling up various menus and dialog boxes (Options, Map, etc.). At the bottom, from left to right, are the icons of all the soldiers of your squad, then - a small window of the command queue and, finally, lists of items that you can use in this moment... If you think that the interface occupies too much of the screen, you can remove certain parts of it (the Options / Options menu, called by the O key, then the Gameplay item).

The cursor, as usual, reacts to the type of object and changes shape or offers you a context-sensitive menu containing all possible actions. So you can pick up trophies, gain access to a computer, etc. Examine the battlefield carefully, sometimes small things are hard to notice, and you have to do real pixel hunting.


In a battle over the current target, highlighted by red arrows, a menu appears where you can select the type of attack (Strength or weapon) or apply one of the special properties available. If the NPC is neutral, then you can talk to him, while the dialogue is recorded, and then it can be viewed again in a special window (called by the J key):


Of course, all received tasks are entered into a special list displayed on the screen with the L key:


Quests can be sorted by status or title. You can also see separately the items required to complete the tasks received.

In the main window, you can switch between party members by pressing the tab key or using the mouse. The selected character will become the leader of the squad and only then will he be able to use all his skills. However, the dialogue with the NPC is always carried out by the main character, switching occurs automatically. Therefore, only he can have the Persuade Skill and the Affect / Dominate Mind Force. But if the protagonist does not have the skill to open doors, then you will have to use the help of one of the companions. Solo and stealth modes, fortunately, are available to everyone.

Unlike most games, in KOTOR, unused inventory is not segregated into pockets and bags of individual characters. You can take a look at it by pressing the I key:




The items that you or your companions are equipped with are always listed at the top of the list (Equipped Items). On the right is short description the item highlighted by the cursor and a button that allows you to view only certain categories of detachment property (newly acquired, quest, suitable for use, etc.).

To select armor, weapons and other useful equipment, use the character's equipment window (key U):


This procedure is implemented extremely conveniently. You move the cursor to the desired part of the body (hussars, be silent!;)) - in this case, only the corresponding objects will be shown on the right - and then select the desired thing. At the bottom left, you can choose who you actually want to equip.

There are two windows dedicated to character information. The first shows general information


The two stripes on the left reflect the orientation of the hero and the Force under the influence of which he is at the moment. All its attributes and parameters are listed on the right. At the bottom is the Scripts button, which allows you to select combat tactics. Unfortunately, there are only three simple templates available - Default Attack, Grenadier and Jedi / Droid Support. You cannot write your own script. Keep in mind that at each moment of the battle you can control only one fighter, the rest will act according to these scenarios. However, you can cause a pause (space) and calmly give the necessary orders.

The second window is dedicated to Skills, Special properties and Forces.






Here you can see their base values, modifiers and scope. Needless to say, it is advisable to study all this information before changing one or another parameter. ;-)

The map and related options are displayed with the M key.


In addition to actually studying a very sensible and detailed map, provided with detailed annotations, two very important functions are available here that allow you to replenish the team and make an instant trip to the base and back, if you are on the "surface" of any planet. What is considered a surface and what is a "dungeon" - do not ask, sometimes quite funny situations arise. :) Of course, this is not entirely fair, but it saves a lot of time. After all, advocates of justice may not take advantage of this opportunity ... at least in the midst of a battle. :)

Summing up, I would give the interface a four. With a plus. Two drawbacks that annoyed me pretty much made me downgrade the rating. First, the floating camera is sometimes not very comfortable. In order to pick up an unsuccessfully lying object, I had to look for a few seconds to walk around the bush. Although, of course, you can turn on the Caps Lock mode, but this did not always help. The second claim is more subjective. In my opinion, the amount of information received about dice rolls is extremely small (the D20 system, remember?). You can only see if the next blow or use of the Force is successful, and the damage inflicted on the enemy. In this case, the reasons for the hit or miss remain behind the scenes. Personally, I have always analyzed such data and could easily change tactics right in the course of the battle. However, here the battles, with rare exceptions, are simple even at the maximum difficulty level. But it was still a shame to lose your favorite toy. :)

Where does the gameplay begin? About various solutions, successful and not so

Of course, RPG is alive not only with mechanics and graphics, even worthy of the Louvre. A good story can compensate for almost all other shortcomings, while a boring story will likely negate even the outstanding work of artists and programmers. Well, the writers for KOTOR did really well. The plot is very intriguing, in the future, interest in the game is supported both by large events such as the transition to the Jedi :), and by numerous pleasant little things - the addition of new satellites, intrigues within the team, side quests, etc. The Star Wars universe is immense, and even relatively small The part of it shown in the game has something to proudly demonstrate to the player.

In general, I liked the "additional" adventures more than the main line. The saga of saving an entire galaxy is majestic, no doubt, but somehow very schematic. Of course, all the plots are described by Shakespeare, but you can say something new on a hackneyed topic ... or you can simply outshine your predecessors in a big way, which, in my opinion, was not without success made by Bioware. Finds such as the laconic bounty hunter Calo Nord, flirting with an imperial officer and other little touches that breathe life into the majestic canvas help the colossus to stay on its feet. You can have a lot of fun by wearing the armor of a Sith stormtrooper and intimidating the hapless inhabitants of Taris. :) However, if you take off the armor right in front of their eyes, they, as if nothing had happened, again cheerfully greet you. Yes, you can't find enough scripts for all occasions. :)

Not forgotten, of course, is the ability to improve armor and weapons. At the base, you will definitely find a workbench (workbench;)), which makes it possible to supplement laser swords and some types of conventional weapons with various pleasant properties. First, you choose what exactly you want to improve, then you build in the available devices.


... and the laser sword +50 "For the death of sons of bitches" is ready! :) This is where you can replace a special crystal that determines the color of the laser sword. However, you can bring the enemy to his knees with a good punch of the fist;)


Finally, three gourmet entertainments are designed to give KOTOR its special charm. These are arcade swoop races and gunner turret, as well as the card game Pazaak - a kind of point. Its rules are quite simple. There is a deck of cards with numerical values ​​from one to six. There is an additional deck (you can supplement it with purchased and found cards), which, along with the usual ones, can include special cards: some have negative meanings, while the meaning of others - especially valuable - changes from positive to negative at the request of the player. Before the start of the game, you place your bet, then draw ten cards from the additional deck.


Four of them, chosen at random, will make up your hand for the entire hand. Next, distributions begin. Players alternately receive one card, after which they can stop or ask for another card. You can also play one of the remaining cards in your hand at any time.


The winner is the one who scores more points, the result is greater than or equal to 21 - bust. Negative cards can help avoid this situation. Equality of points results in a draw, the winner of three hands is declared the winner in the game and receives money. Quite an entertaining activity, especially if you are a gambler. However, I did not manage to get so much money, although I usually outplayed my opponents - the stakes are very low. However, in some places it seemed like it was possible to promote rivals, I just didn't have the patience.

Having come first in the "swoop race" :), you can also get loans or other valuable prizes, sometimes even save a human life. The car is quite easy to drive, you can accelerate, brake and change gears. On the way to the finish line, you come across both obstacles threatening death and special devices that speed up your movement.


Unlike races and karts, controlling a spaceship's anti-aircraft gun is not a toy. If you are unable to fend off enemy fighters before going into hyperspace, the entire team will die.


The lower right indicator shows the level of energy protection, the left - the position of the attackers. The horizontal angle of fire is 360 degrees, but the vertical angle is limited to about thirty, which is what the enemy uses when attacking from above. In general, this attraction caused me big problems, the opponents turned out to be very nimble. Perhaps the joystick makes it easier to control, but I could not verify this. :) You cannot save during such entertainments, you can only take a pause (Escape key). In addition, the shooting usually starts after rather long cutscenes that precede the space attack, and as a result, the reboot and replay stretch for a couple of minutes. I will refer this car simulator to one of the few unpleasant moments of the Knights.

What else to say? Conclusion

Star Wars: Knights Of The Old Republic is a significant event in the RPG circle, in the world of Star Wars, and among all games in general. This is evidenced by the excellent sales figures for the PC and Xbox versions, as well as very high ratings exhibited by almost all publications. I think that I will not be mistaken, predicting the Knights at least the title of the best role-playing game of the year. Of course, the huge fame of "the best RPG creators" and "the most famous galaxy" played a role, but Bioware did their job honestly and very professionally, avoiding the temptation to just skim the cream ... well, maybe they rushed a little with the release of the PC version ( download the patch). The lack of a multiplayer game made it possible to devote all efforts to developing a single player campaign and improving the artificial intelligence of computer satellites, which immediately paid off. For Jedi fans of Internet battles, Star Wars Battlefront will be released at the end of the year. In the meantime, all connoisseurs of the role-playing genre, laser swords and simply exciting computer games should not miss this extraordinary creation of a wonderful team, which I respect and love more and more with each virtual year spent in the worlds they have created.


PS: As usual, here are a number of links to useful internet resources.

Official site of the game:
http://www.lucasarts.com/products/swkotor/index.html

The official Star Wars website, there you will find a lot of general information about our galaxy:
http://www.starwars.com

Another interesting site dedicated to SW: KOTOR:
http://www.gamebanshee.com/starwarskotor/

Look for the latest patch at this address:
http://www.bioware.com/games/knights_old_republic/support/updates/

And here you can see the list of "officially" found errors:
http://www.bioware.com/games/knights_old_republic/support/known_issues/pc/

As always, a lot of useful information can be found by reading the forums:
http://swforums.bioware.com

Official collection of questions and answers:
http://swforums.bioware.com/viewforum.html?forum=27

Here is a discussion of the issues involved in running KOTOR:
http://swforums.bioware.com/viewtopic.html?topic=306741&forum=27

Do not rush to use cheat codes, first read this thread:
http://swforums.bioware.com/viewtopic.html?topic=280261&forum=27

It will cover the answers to all the questions that a person playing KotOR may have - it doesn't matter if he is a beginner or an experienced player.

In order not to view the entire FAQ in its entirety:
1) Browse the content and find the question that interests you.
2) Copy its text. (Ctrl + C)
3) Press Ctrl + F4 (search by page).
4) Paste the question text into the opened window (Ctrl + V) and press Enter.

Content:

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

Game process
What planets are there in the game?
Who can be on the team?
What are the strengths and weaknesses of my companions?
What is a workbench for?
Will it be possible to become a Jedi?
Taris
How to get rancor in the sewers?
Dantooine
How do you find the Mandalorians to destroy?
In what order do the planets go after Dantooine?
Tatooine
How to save a hunter surrounded by droids?
Kashyyyk
And what, in general, with the dialogues on Kashyyyk ?? All lines are confused!
Manaan
How to destroy an installation at a submarine station?
Korriban
How to get out of the Rodian's trap near the bar?
How to solve the three-rod puzzle in Naga Sadow's tomb?
"Leviathan"
What numbers do you need to pick to solve the puzzle as T3?
Planet of the lost ships
What is the correct way to pass the 9-tile trap in the Rakata Shrine?
Star Forge
How to build a dialogue with Bastila so that she remains 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: P II 800MHz, 256Mb RAM, GeForce 2
Recommended: P IV 1800MHz, 512Mb RAM, GeForce 4 (128 Mb)

Engine:
Odyssey engine

Multiplayer:
No.

Disks in full version:
1 DVD or 4 CD

Technical Issues

Where can I get patches?

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

Where can I get a good crack?

What codes are in the game?

Various - from banal invulnerability to obtaining any skill and almost any item from the game.
A complete list can be seen.

Game process


What planets are there in the game?

In the game, you can visit the following planets:
1) Taris is a peaceful planet temporarily occupied by the Sith. At the upper levels, business and modern technology flourish; at the bottom - crime and violence.
2) Dantooine is a peaceful blooming planet, the location of the local Jedi Enclave.
3) Tatooine - roast sandy place, inhabited by the mysterious Tusken. The latter actively interfere with the extraction of minerals, almost driving the miners into the only spaceport of the planet Anchorhead.
4) Kashyyyk is a world with a humid tropical climate and vast jungle covering the entire surface of the planet. The birthplace of Wookiee and the place of fishing for the corporation of slave traders who flew in for living goods.
5) Korriban is a very attractive place for new visitors because, 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 Selkats. Produces a substance called "kolto", which is indispensable in the treatment of any wounds. Naturally, both the Sith and the Republic seek to win the planet over to their side. For trade with the outside world, the city of Ahto City was built right on the water.
7) The unknown world is a forgotten planet, the birthplace of the once great race Rakata.

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 survive until the release.

Who can be on the team?

Trask Algo (Trask ulgo) — soldier, is given at the beginning of the game and accompanies the protagonist aboard the Endar Spire. Killed in the same place by Darth Bandon.
Kart Onasi (Carth onasi) — soldier, conventional armament - two blaster pistols
Vao's mission (Mission vao) - young twi "lekk- scoundrel... Joins the player on Taris.
Saalbar (Zaalbar) - wookiee- scout... Joins the player on Taris.
Bastila Shen (Bastila shan) — Jedi Guardian, uses a two-pointed 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 protagonist on Dantooine.
HK-47battle droid, the usual weapon is a blaster rifle. Possesses a cynical black humor and a desire to destroy all organic life. Joins the player on Tatooine. As it later turns out, its first owner was Revan himself.
Jolie Bindo (Jolee bindo) - elderly jedi advisor... Joins the player on Kashiyka.

What are the strengths and weaknesses of my companions?

Bastila can fight in close combat, can support allies by Force. It's bad that she shoots badly - but why should a Jedi shoot? ..
Kenderos shoots well, and looks almost better in close combat, thanks to a large supply of health. The regenerating implant allows him to quickly recover from his injuries. Minus - except for fights, he is not good for anything.
Kart Is a good shooter and can stand up for himself in close combat. Only health is a little weak, but good armor will solve that too.
HK-47 is strong due to his specialization in ranged weapons, and a character with a developed Repair skill can further increase his effectiveness. In close combat, he cannot fight in principle.
Jolie Bindo does a good job of conjuring healing powers, can take on combat powers, but in melee it is almost nothing. Even a lightsaber doesn't save the old man.
Juhani- a good combat Jedi, also suitable for sabotage attacks.
Mission can shoot a little from a blaster, can swing a sword a little ... but that's all. In serious battles, she does not live long, and as a hacker and cracker she will be successfully replaced by T3.
T3-M4 looks like a clear "knowledge worker", namely - a cracker and a hacker. Combat use is rather limited, since he does not shoot very effectively, and he does not know how to swing a sword at all. At the same time, you can't deny it strength - especially if you splurge on several armor plates. And in close combat, unlike HK, it can show itself - if you equip it with a flamethrower or cryogenic cannon. Fear, enemies, the little "bucket"!
Saalbar... the classic Wookiee is strong, healthy and clumsy. Not bad in close combat with two blades, it can shoot from a personal Bowcaster, but in the last stages of the game there is little use from it - the enemies become much more protected.

And remember that you can develop any of your companions at your own discretion, so you can get 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.

Will it be possible to become a Jedi?

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

Taris

How to get rancor in the sewers?

On the severed 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 gobble it up and die. But if you manage to defeat him in a fair fight (with the help of mines and grenades), you will get 750 exp.

Dantooine


How do you find the Mandalorians to destroy?

They split into 3 groups - one north of the grove, one 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.

In what order do the planets go after Dantooine?

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

Korriban

How to get out of the Rodian's trap near the bar?

The sequence of answers "Time" - "Tomorrow" - "Grave" - ​​"Fire" will lead you out.

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.

Hard? And there is nothing to climb where they are not asked. :)

"Leviathan"

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

Planet of the lost ships

Star Forge

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

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

Star Wars: KotOR

A long time ago in a galaxy far, far away ...

To begin with, a short introductory speech. StarWars: KotOR contains not only a rich set of characteristics, abilities and feats, but also extensive and multi-stage dialogue trees, as well as a lot of main and a bucket of secondary quests, in which you can often choose between several options for actions, some of which will move you on the dark or light side of the Force. This solution does not adhere to any specific approach, but rather tends to the light version. Probably, more than half of the secondary quests will only be mentioned in passing, so do not expect an explanation of all tasks and a description of the consequences of all actions. The emphasis is on the main storyline, with minor additions.
If one of your partners is killed, do not be alarmed, after the battle he will get up and, holding on to the barrel, limping, hobbles after you. It will be possible to heal quickly. From most zones, you can quickly transfer to the ship using a button on the map screen. It is not necessary to run to the ladder every time. In the same place, on this navigation screen, they quickly and without unnecessary troubles allow you to change or select new partners. First, your whole team (you can only take two with you, and there will be nine of them in total: Trask Ulgo, Carth Onasi, Mission Vao, Zalbaar Wookiees, Bastila Shan Jedi, T3-M4 droid, Canderous Ordo, Juhani, HK-47 battle droid and Jedi Jolee Bindo) will be waiting for you in a safe place, in some warehouse or base, and after you get Ebon Hawk at your disposal, it will hang out on the ship. Weapons: lightsabers, blasters, and armor can be upgraded on a special table, putting crystals and additional bells and whistles in them.
Sometimes you can make them yourself using special equipment. Remember that heavy armor will block some Jedi tricks, so choose: either light defense, but with additional feints, or a trusty sword and strong body armor. During the battle, you cannot change armor, only weapons, so you need to take care of this in advance. Dozens of NPCs roam on each planet, there are merchants and shops where you can buy weapons and equipment. If you ask to lower the price, then the merchants will, of course, lower it (sometimes by two or more times), but then you will have more dark side. The most valuable items and weapons, as a rule, cannot be bought, they are lying in deep caves with terrible monsters, locked in boxes or they are carried with them by irresponsible citizens, parting with them along with own life at the very last moment. You can develop and pump your character in any direction, but I would advise you to pay attention to "Treat Injury", the higher this skill, the more health you can restore with medpacks. Well, stop shaking the air with your tongue, let's go!

Endar Spire - Motherland, ugh, the Republic is in danger!

Your ship is attacked by a fleet of Sith, which are looking for an important Jedi, as a result of which it will receive damage incompatible with carefree sailing in outer space, and will fall on the city-planet (or vice versa, the city-planet) Taris. But while it has not yet crashed, you have to wander along it, breaking through to the escape pods. As soon as you wake up from the noise overboard, a soldier Trask Ulgo will run into your cabin and tell you about the attack, and that it would be nice for you to pick up the things from the box and gossip about the controls a little more. This is not to say that such instruction greatly colors the first minutes of acquaintance with the toy, but we have seen worse examples. Pick up the junk, try it on yourself, and include Trask "a in your team. All together are better to fight off than one. Switch to it and open the door. You need to get to the control room. Open your first partner and the next door. Hack or shoot You can also change the actions in the combat icons that appear above the opponents (attack with a sword, energy beam, grenade; the further, the more options appear), you can still scroll through the images with tiny arrows above or below these small ovals.
On the left, from the container, take credit cards and a medpack. And from the chest on the right, grab swords and battle armor for the company. Further, also try not to miss chests and containers. Almost all of them have something to profit from. Even if some little thing is not needed, it will always be possible to sell, and credit cards are in the price here. In the next corridor, observe the shooting scene, then take out the three remaining soldiers. They didn't have much time left. All doors will be blocked except one, and keep your way there. Behind it you will find two Jedi fighting with lightsabers. Both will kill each other, to your great joy. Take things, fight with two soldiers and go out the door. You will find yourself on the bridge, everyone has disappeared somewhere, it's time for you to look for a way to salvation. Again zap a bunch of soldiers, leave the bridge, and into the door. By the way, it would be time to raise the level already, which you will learn about when the arrow on the character's portrait starts blinking.
A dark Jedi with a red sword will appear through a couple of doors, and your partner will go to fight with him, leaving you alone with your thoughts, because the door will close behind him. Well, you stomp into the "Starboard Section". The radio will tell everyone to move to the escape pods. Defeat the new soldier, take the parts from the box and repair the droid. He will help you get to the next room. Finally, head into the "Escape Pod".

Taris - Hope dies last.

The ship will fall on the planet, where you must find and save the hope of the entire galaxy - the young Jedi Bastila. You will again have a strange dream about a Dark Jedi. This planet is controlled by the Sith, so it is better not to protrude too much, but to try to pull off your clothes and impersonate their ordinary soldier. Go out and take Carth "a with you. Deal with the soldiers, take the items from the box. You can break the door in the corridor. Next, go to" Upper City ". Get involved in a dispute and save the alien at the distant gate, from which the local bandits are trying to get money. Go to "Upper City North", then to "North Appartments." Break down the door on the right and talk to Largo. Then a soldier will stop you and say that you can only go in a special uniform.

A bunch of Sith mock the alien, get into a fight and chop the Sith to pieces. You will have a talk with the rescued, he will tell about the gangs in the lower city and Gadon Thek "a, the leader of the bandit sharashka Hidden Beks. Search the bodies, now you have the form of the Sith. Go back up and go to the side where the droid shop was. In this shop you can buy droid, only it will explode later, and you will be refunded the money - even more than you paid if you threaten the saleswoman (plus to the dark force). Go through the door opposite, you will be stopped by the Sith Guard. Change into the Sith uniform and calmly go to the "Lower City" ...
Take part in a little mess again and go to the "Hidden Becks Base". Tell the girl at the entrance that you want to speak to their leader. At the base, talk to Gadon about the escape pod. He will tell you that the woman from the pod was captured by another gang and only the one who wins the swoop race can get her. There is an Important Technical Gizmo for the local "motorcycle" to get a strong advantage in the race. You cannot get to the Vulkar base through the main entrance, you can get there only by detours. A girl with a strange name Mission can help you with this, along with her friend Wookie. Gadon will offer to exchange the shape of the sieves for papers that will provide you with further unobstructed passage.
Exit into the corridor and walk all the way. A Sith Guardian guards the entrance to Undercity. Show him the papers and get into the elevator. Immediately upon arrival, the bandits will press you against the wall and demand money. You can give them money and medicines or not - the choice, as always, is yours. Showdown, of course, showdown, but the main thing should not be forgotten - here you need to find the leader of Gendar. " corral with a monster you will meet with Mission Vao, which you can include in your team. Hooray, replenishment, it's high time. The girl will agree to take you to the bandit base, but only if you help her rescue her furry friend. Agree.
In "Lower Sewers" fill up a couple of monsters, behind them there will be two doors. One leads to the base "Vulkar", but the passage is blocked by an impassable blue field. Mission will disable it later. The other will lead you to her friend. Go there and go out to the three doors. There are two Gamorrean Elites behind the door on the right, so you have to sweat a little. Then the girl will open the door and meet her beloved Wookiee. He will be so grateful to you for his salvation that he will agree to be with you to the end (his or yours, not so important). Go back to the blue field, Mission will disable it. Come out to the waterfall, where the battle between the guards and the monsters takes place. You can wait to see how it ends, and then calmly finish off the winners.
Then go to the left door, and at the new waterfall, where a droid will attack you, go to the right. The path will lead you to a huge monster, such as you have never met before - Rancor "y. It's not easy to defeat him, oh, how difficult it is. You can use different tactics, for example, first throw grenades and then run into the tunnel and shoot from the tunnel itself. big, that it just does not crawl there, and then goes to its place. The correct way is to put on a pile of bones a bait for a monster (taken from one of the corpses on the way) together with a grenade. The animal will eat it and gather. Oddly enough, but By the way, a funny glitch appeared - when a dead mountain of meat fell on my hero, he stopped moving, getting stuck in it up to his ears.
Behind the door, which was guarded by the monster, there will be a new guard and an entrance to the "Vulkar Base". There are quite a few rooms here, and there are enough soldiers. In the dining room, talk to Ada's waitress. She will tell you about the prototype you are looking for. He's probably in the garage somewhere on the lower level. You can break open the door to the armory, which is guarded by two soldiers, and collect a whole heap of weapons. Connect to the console and look at the images from different cameras, then set up an explosion to kill most of the guards in the barracks. Here you can also open all the doors and load base maps, overload and blow up the computer to disable the security guns. Of course, if you have enough chips.
Go down to the garage (take the access card from one of the corpses in the barracks) by elevator. In the room where the console is, take the Pazaak and Garage Head Card from the table. Enter the computer and open all doors. In the southeastern part of the garage, you need to open the door - either with the access card or from the computer. Here you will find the desired detail and negotiations with the enemy's gang. They will offer to participate in races on their side and in addition to bang the leader of your gang. Choose as you see fit. I refused, interrupted them all, took the "Swoop Accelerator" and returned back to Gadon, who was the first to offer participation in the races. Now you will become a full participant in this very race. Go to the race master and declare your participation, a mini-game will start . You only need to beat set record to win the race. It's not difficult as long as you drive carefully over the accelerating plates and change gears in time. Although later it turns out that your record will be beaten, and you will have to set a new one. That is, ride one more time.
Having escaped from the cage, Bastila will start a fight, in which you will also have to take part. Your desire to wave fists, as usual, was not asked, but the Jedi should not be given offense. Now this powerful girl will join your team, and then you will all find yourself in cover. This is such a special place where all the members of your "brigade" will be while you wander around the planet. You can also quickly go here by clicking on a special option in the menu. Talk to Bastila and tell her about your visions and the battle with the Dark Jedi. It turns out that you are somehow connected with the Force and in order to finally figure out exactly how, you will need to get to the Jedi Council. Of course, it’s a good idea to find a way to get off this planet to begin with. When you emerge from hiding, you will be greeted by a messenger from the Canderous Ordo (local crime boss) who wants to grind with you. Go to Cantina Bar in Upper City. Here you can also take part in the arena tournament, improving your fighting abilities. Talk to Ordo there, who, like you, wants to escape from the planet and tell you about his crazy plan. You will need to steal the launch codes from the Sith military base. To get into it, you will have to get a droid that can break the doors.
Go to the droid shop and talk to its owner. Say you want to buy the latest "T3-M4". She will agree to sell it for two thousand, but she can give up for one and a half, if you bargain well. Or even give it away for free if you scare her properly (+ to the dark side). Now head to the base ("Sith Base"), switch to the droid and open the gate for them. Give the girl at the table 50 credits for tea, and she will quickly wash off and will not raise the alarm. There will be three doors in front of you: the left one leads to a room with security, there will be a corridor directly, and the right one is generally drawn just for beauty. At the end of the corridor, a familiar alien will ask you to save him. It is in the capsule, and you need to turn all the switches on the wall to the "off" position - red. This is a small puzzle, if you accidentally make a mistake, and all the switches are in the "On" position, then the alien is right there in his cone and fried. Who is the alien stew?
Take the card from the drawer to the east, "sith base passcard". Head to the southeast for a powerful assault droid and two laser cannons. After him take the elevator and fill up the Sith Governor in his apartment. Before the battle, you will begin to discourage him from leaving the dark side, etc. Unfortunately, it won't work. Loot the body, you now have all the required trigger codes. Climb up and head to the Javyar s Cantina bar, which is on the Lower Level, not far from Gadon's lair a. Talk to Ordo, he will join your company. Watch the video about how Lord Malak orders to destroy the planet Taris, on which you just now have the misfortune to be, if someone suddenly forgot. Then you will talk to Davik and become, as it were, his guest of honor, but in fact you will be in his apartment as a prisoner.
You need to turn off the security system on the ship, and only then fly off the planet on it. Find the console, it's in the room next to the hangar, and hack it or use the access card of one of the guards. Disable all systems and open the doors. Soon Davik and Calo will rush into the hangar - finish them off. You will fill up one yourself, and the ceiling will suddenly fall on the other. A dog's death! Get into the ship "Ebon Hawk", on which you will fly away from the planet, which at that moment will be attacked by the cannons of the ship Malak "a." help the ship's cannon before they blow your ship. Talk to the crew and fly to Dantooine.

Dantooine - Dedication.

Look into the room with the Jedi Council, who will advise you to retrain from a full-fledged Jedi. Again, strange visions will begin to seem to you, where the two most important villains will appear. By the way, in one of the rooms of the complex you can buy a deck for playing Pazaak and play several partekas. The rules are quite simple, it is very similar to Poker, but you can win (more realistically and more opportunities) only when you have an impressive set of cards in your hands. As you travel the galaxy, buy or find cards to increase your chances of winning.
Go to the Training Room next to the Council room and meet the different types of Jedi there to determine who you want to study for. There are only three of them: Guardian, Consular or Sentinel. Tell the Jedi Council about your bad dream and agree to train as a Jedi. Watch funny mini-scenes that smoothly flow into each other, clearly showing how you master combat techniques, learn to meditate and lift objects into the air, etc. Typical Jedi training, just like movie prototypes. In general, now you are a Padawan and in the future you can acquire the status of a Jedi, but not everything is so simple. Talk to the teacher, Master "om Zhar", who will offer you to take the test. To make sure that you understand everything correctly and deserve such a high rank. The answers to the questions are as follows:

There is no emotion ... peace
There is no ignorance ... knowledge
There is no passion ... serenity
There is no chaos ... harmony
There is no death ... the force.

So you passed the first test, then Zhar will tell you about the second test (you will have to assemble a lightsaber with your own hands) and send Dorak to the Master. Go to the room with the Jedi and talk to Dorak. He will ask you to choose the color of the sword and, accordingly, your path of the Jedi. Blue color the sword is the Guardian Jedi cutting his way with the sword; yellow - Jedi Sentinel, sword in half with the Force, and, finally, green corresponds to Jedi Consular "y, an active user of the Force. Next, he will start asking you questions to determine your preferences and will ask you to make your choice again, this time final. I chose the Guardian "a. Then he will give a crystal to create a lightsaber (exactly the color you chose - I was given blue). Return to Zhar "y, and you will build your own Jedi sword. The teacher will also tell you about the crystals that you can insert into your sword (there can be three of them in total, counting one for the color) and about the last test. rabble grove of meditation.
Come out to the "Courtyard", you will be stopped by a local named Jon and will complain about the Mandalorians who killed his daughter. Send him to hell, or agree to help and punish the villains - it's up to you. Elise is standing next to a small boat, who will ask you to find her companion, a droid. Another side quest for lovers of wandering around the bush. Opposite is an alien merchant, from whom you can also buy maps of the area, and, you know, quite inexpensively. Go to the grove in the southeast, where you will be attacked by kath hound "s, strange toothy creatures a bit resembling lions. Further in" Matale Grounds ", you will immediately see a Mandalorian terrorizing peaceful aliens. Sort it out and give everyone what they deserve. On the map, clear the area to the east, a little further from the Matale Estate, from the "lions." Two paths lead south and one north, head southwest toward the "Grove".

On this map, new monsters will attack you, and a woman will creep out next to "Ancient Grove" and, taking out a red Jedi sword, rush to attack. Unfortunately, your partners will be frozen and will not take part in the battle. When you knock this tear off properly, she wants to talk to you. It turns out that this very Juhani, a former Jedi student, is the cause of all the troubles, the invasion of monsters in the vicinity of the town, and so on. So now you need to either convince her to leave the dark side, where, according to her, she slipped too much, or simply destroy. As the saying goes, no man - no problem.
Return to the premises of the Jedi Council and talk to Zhar in the training room. If you flunked Juhani, an outraged Jedi will stop you on the way and begin to reproach you for not doing everything possible to save the lost. After talking with the master, go to the Council and talk to everyone there. The Council will tell the story of the fall of Revan "a and Malak" a, in which many more dark spots have to be revealed. After defeating the Mandalorians, they set off to explore the distant corners of the galaxy in search of the remnants enemy and disappeared.
After some time, they returned, but not alone, but at the head of a powerful fleet, part of the ships in which was an unknown alien design. And then a new war began, and if not for the Jedi Bastila with her abilities, the victory of Revan "a and Malak" a would have been complete and final. The conversation is suddenly interrupted by the intervention of a local resident of a noble family, who will demand to go in search of his son, who, he believes, has been kidnapped by another respected family in the local area. You can agree to participate in the search, or you can directly engage in the main quest - the study of strange ruins that can shed light on the story of the fall of the main villains.
Exit the city and head towards the "Strange Ruins" in the southeast. Do not forget to take Bastil "and a droid with you, with which you can open the entrance doors in the ruins. Behind the next doors you will find the missing Jedi, who was sent by the Council to dig in the ruins, and you will meet an ancient droid that has been stuck here for about twenty thousand years. That is, even five thousand years before the creation of the Republic. A conversation with this droid will reveal to you the plans of Malak "a, who found out about the super-mega-weapon" Star Forge "and now wants to conquer the universe with its help. You also need to find out more about this device, information about which is stored behind the doors, just behind the droid. To get there, you must first visit a couple of rooms, right and left, which are guarded by powerful battle droids, the battle with which will not be easy. There are also computer terminals, which will require you to choose three words from the six suggested. When you need to enter words from the "life-giving" series - press: oceanic, grassland, arboreal. "Death-giving" - respectively, desert, volcanic and barren. If you do everything correctly, then access to the main doors will open, if you make a mistake - the droids will resurrect again and you will have to crush them again.
Return to the informant droid and head through the door to the south. There, you will find an ancient flower-shaped terminal that displays a star map. Bastila will try to figure it out, but some details are still missing to determine the exact location of the "Star Forge". Therefore, you will have to visit four more new planets in search of additional information. Return to town and speak with the Jedi Council. Local great-great ...- Yoda's great-grandfather will show you a new mission. You need to visit the four planets that were indicated on the star map and find the coordinates of the superweapon. Although no one knows for sure what it really is, and nothing is said about it in the Jedi archives, caution will not hurt. At Dantooine, you can always return to buy something or get advice from wise elders. There are still a few side quests on this planet, you can also look for crystals for a lightsaber here, so go for it if you wish. Deesra will meet you at the exit from the Council building and will warn you against possible dangers. Run to your ship and fly to Tatooine.
- Tatooine - Dragon Slayers.

Before landing, they will show a couple of cutscenes: in the first, Lord Malak orders the mercenary to catch your partner Bastil, and in the other you will again see visions, this time about a new terminal with the next piece of space map. The planet is one large, endless desert, but with caves in which a strange people are hiding. Most likely, in one of the caves and hidden the desired device. Get off the ship and talk to an officer of the Czerka corporation. He will require you to pay a registration fee of one hundred credits and tell you a little about the planet where you are have landed. Go further, in "Anchorhead". There is a shop of droids, the office of the only corporation on the planet, a bar, you can also take part in races. Look in the office of Czerka and talk to the officer there. To get out of the city, you need to have a hunting license, but they will agree to give it to you in exchange for help with the people of the desert. ”This malicious sand people got into the habit of destroying mines and breaking mining machines. volunteer to help with this problem and, after obtaining a license, leave the office. An alien will stop you and advise you to take a translator droid with you in order to solve the problem with the sand people peacefully. If you heed the advice, then go to the droid store. Talk to the owner, Yuka Laka, and ask him about the "HK-47" model. He will break the price of 5000 credits, but will drop it to four if you decide to bargain. If you scare him, it will slow down a little more, to 2500, but in this case you will get a plus sign to the dark side. Buy a robot and leave the city, nailing three dark Jedi with lightsabers on the way in "Dune Sea". Show the guard your permission, he will let you through.

In the desert outside the city walls, you will be greeted by a woman looking for her husband. Go to the "harvester" right on the course over which two local suns hang. To his left you will see Tanis Venn surrounded by several battle droids. His wife has programmed them so that they will explode immediately if Tanis "takes a step aside. You can help him if you fix the robots. Next, Sand People will attack you, take their clothes and change all of your partners except the robots. "furry carpet", Wookiees, there will be no such clothes, so it is better to leave it on the ship.
You can buy off or fill stupid "pigs" with their impudent snouts. Go further north and into the sand people village. If you get too close to them or try to speak, they will immediately pounce. The clothes that you put on yourself can deceive the sand warriors only from afar, but not at close range.
In the village you will have a talk with the chief of the folk, and the robot will begin to translate. Try to convince him not to touch the miners. He will want to get vaporators from you, or they will continue their sabotage. Here, as usual, there are two exits. Just take everyone out and clear the village, or run to the city, to the corporation's store, for the necessary bells and whistles. Return with them to the village to the chief (as a token of gratitude, he will give you his wand, it will need to be brought to the office of the corporation) and ask him to tell about the history of his people. Usually they do not like to say this to strangers, but the bravest warriors are always welcome. To prove your coolness, you need nothing at all - to overwhelm the local dragon and bring the leader proof of his death.
Go out to the map with the crawler and from there to the "Eastern Dune Sea". Near the cave with the dragon (krayt dragon) talk to the hunter, Komad, who will share his plan to destroy this fat beast. food for local animals, a cross between a mammoth and a goat, it can be found in the dwellings of sand people or bought in the city. Then you should lure the hairy Bantha to the den with the dragon. Click on the animals grazing nearby and they will follow you. As always, Elite will arrive in time. Warrior "s. After dismantling them, bring the animals to the den and talk to Komad again. Then watch how the animal crawls out of the cave and explodes on the mines skillfully placed by the hunter. Talk to Komad again and go into the cave. By the way, you received the "krayt dragon pearl", so now you can go to the shaman of the sand people and listen to their story. Inside the cave there will be several corpses that can be searched, lightsaber crystals and a computer panel with a "Star Map". Click on it and you will be one step closer to solving the Star Forge's location. Coming out of the cave, you will run into Calo Nord, the same mercenary who was sent on your trail by the Malak radish. Kill his gang and return to the ship to fly to the next planet.

Kashyyyk - Forest walks.

On the way, you will again have a dream about the location of the map on this planet. Get off the ship and take your Zaalbar "a with you, otherwise you will not be allowed into the village. This planet, completely covered with mighty forests (one of which you landed on), is inhabited by Wookiees. Upon arrival, you will be immediately requested to register a fee charged by a friend Zaalbar will tell you his story. A long time ago he was forced to flee from his home planet, because he did not share something with his brother twenty years ago. Now he is very afraid of the sour reception from his hairy relatives. exit to "The Great Walkway", where you will be attacked by three huge larvae. Your Wookiees will begin to remember their native places, and again will be tormented by incomprehensible suspicions. On the next map, the Wookiee-guard will not let you through, sending you to the main one, and a little further they will attack you the dark mercenaries of Malak. The battle is not coming from the duty. Next you will meet a new guard, and a meeting with the local chief, brother Zaalbar "a. He will allow you to go down to the unknown and dangerous world of Shadowlands, which is at the foot of the trees, and he will ask you to find and punish the escaped Wookiee. Your own Wookiee will remain with him as a guarantee of your good behavior.
Return to the previous map, go past the guard, who now won't even notice you. Help a few Wookiees deal with the maggots and take the elevator down to the treetops in Upper Shadowlands. Here you will see the Jedi Jolee Bindo, deftly wielding a lightsaber, surrounded by four large critters. He will take you to his camp. Jolee will not tell as much as she would like, will disown the title of Jedi, posing as a quiet and forgotten old hermit. However, there will be some benefit from it too. He will help you disable the power barrier (will be a little further) in exchange for your help with the people of the Czerka corporation hanging out to the northeast of his camp. On the way to this camp, you will find a Wookiee corpse in the grass, but not the one that the chief asked you to finish off. Talk to the workers and their leader. Maybe it was possible to avoid a fight, but for some reason they did not obey me (plus sign to the dark side). Return to Jolee, he will join you. Then run back to the place where you "figured out" with the workers and move on, run into a passage protected by a blue force field. It will be followed by "Lower Shadowlands".
Help the poor Wookiee fend off the Mandalorians who are advancing on him, he will also ask him to heal him and find the leader of the attackers. In the east, you will be attacked by another Wookiee, Freyyr, as it turns out - the father of your Wookiee and the one who pretends to be the chief of the village.
By the way, this is the same poor fellow whom their leader asked you to kill.
You can finish it off, or you can help him find a special sword, which is an important symbol in the local area, and then return with him to the village.

In the southwest of the map you will find a computer interface with a holographic alien figurine and a "Star Map". He will start asking questions, testing you. If you answer something like (protect people, save the city), then he will call two fighting robots. But you will enhance your bright side. When you finish them off, talk to the computer again, it will open access to the map. Complete your business on this planet and return to the ship. On the way, an alien will meet you and say that, they say, you recently dropped your datapad here. You can take it or refuse it - it's up to you. Get on the ship and fly to the next planet.

Korriban - Dark side, light, what the hell is the difference?

Lord Malak will find out about the failure of his mercenary and will send his personal apprentice after you, so you can start mentally preparing for a meeting with him now.
Visions will show a new "Star Map" somewhere in ruins. Bastila, fearing that the Sith would recognize her, will wish to remain on the ship and may not count on her. If you take Jolee with you, he will meet his old friend next to the ship and he will ask you to help him with one thing on Manaan "e, another planet. We will visit there in due time. Agree or refuse, whatever you like. Pay the guard at the door the due collection and go on. He will bring you up to date and advise you to stay away from the Sith, they are the law here.
In the hallway, the Sith teacher is angry with his students, and he will ask you for advice on what to do with them. You can advise to kill, just scare or let go on all four sides. After this dialogue, I immediately added both to the light and to the dark side. A little further, the trio of Sith will try to piss you off by showing how cool they are. Fight back if you want to, or try to avoid a fight. Get off at the "Sith Academy Entrance" and head towards the academy. Belaya will meet you at the gate and immediately attack with fists. Talk to the guard, unfortunately, only Sith can get into the walls of the academy, or those who have a special medallion. You need to find Yathura Ban, she is in charge of similar questions here.
Return to the port and stop by the Cantina Bar. Talk to Yathura and lie to her that you want to become a Sith. She will take you to the head of the academy, who, in turn, will torment you with questions about the light and dark side, the Sith and Jedi, and all that stuff. In total, there were five applicants for the position of the next sieve, and only one will receive it in the end. The one who will be able to earn the highest prestige. First, you must find out the Sith code and tell it to the master. Go to Yathira and talk to her, she will tell you about the map in the ancient ruins, about the Sith code (ask about it in more detail) and how to earn more prestige. You need prestige so that the head of the academy will lead you to the ruins (where the map is located) for the final test.
You can earn prestige in different ways, and it is not necessary to complete all possible tasks. A few will be enough. So, first go to the Interrogation Room, where with the help of the computer, try to find out from the Mandalorian in the cage, where he hid his weapon. When you finally succeed, the local investigator will want to report this news to the authorities himself, and you will have to remove him. Exit the academy towards the Valley of the Dark Lords. You will immediately be greeted by a trinity of dark Jedi led by Darth Bandon "th (a student of Malak" a) and will begin to swing rights. Deal with them and run further along the bottom of the gorge. Not far to the left is the "Shyrack Cave" where you will find a group of Sith rebels. Try to help them if you wish, or kill every last one (it will help to earn prestige). At the end of this cave, behind the bridge, you will be greeted by the hefty and terrible monster Terentatek. You will not fight him in vain, there are several corpses lying behind him, from one of which you can pull off the clothes and the Jedi magazine Duron Qel-Droma.
Leave the cave and crawl into a new one - "Ajunta Pall" s Tomb ". Soon you will come to two bridges, on one of which there is a strange column. Place a mine in it (you need to select the option to put an object on inspection), it will explode. the droids on the neighboring bridge will be activated and will begin to shower you with fire. Kill everyone with blasters or the "throw lightsaber" receiver. Press the lever and go further. Open the sarcophagus, in which there will be three swords. The spirit of this tomb will appear and say that you can pick up from his sword, if you guess which of the three belonged to him in the long past. Go to the statue and insert the "notched steel sword." Then talk to the spirit, and he will safely disappear. If you torture him about the card, he will you will be attacked and it remains to be seen how this will all end. It seems that the spirit is restoring its health all the time, so do not be dashing while it is quiet.
Exit the tomb, you will be greeted by another Sith apprentice and asked to give him the sword that you just deserve. You can deceive him and foist a fake, he will wash off with joy. Return to the academy and talk to Uthar. Tell him about the prisoner, about the sword, about the renegades and about the Sith code. He will immediately check it out.
Piece is a lie, there is only - passion.
Through passion, I gain - strength.
Through strength, I gain - power.
Through power, I gain - victory.
Through victory, - my chains are broken?
The Force shall free me.
And answer the last question - False.

Unfortunately, the teacher will not be satisfied with your prestige, then you will have to tell him about his betrayal right hand Yathur "s. Now he will finally choose you as the most worthy candidate and command you to prepare for the final test. You have to fight Yathura, and to make the battle easier, you need to poison her, thereby weakening her strength. For which you need to transfer Datapad Adrenas' sit next to the exit to the valley. It's even more fun to get involved in a double game, reporting to both of them about each other's intrigues, have fun. You will have a talk with the master Uthar Wynn, you will find yourself in the tomb "Naga Sadow". Here you must find the Star Map and the lightsaber and head back to the tomb entrance. Your partners will remain outside, and there is no other way to get out of here but to complete the task. This task includes solving simple puzzles.

In the west of the map you will meet a couple of Terentatek "s, behind which there will be a door. It hides a small room with" Pillar of Fire "and" Pillar of Ice ". Just here you can cheat a little, run into a small room (monsters will not run after you) and attack them from there. Take "cold grenade" and "fire grenade" from the columns. Go out to the crossroads and throw it into the lake with cold grenade acid. It will freeze and you can go further. In the next room you will find a "Star Map" with Take away the lightsaber from the statues. Go back, Uthar and Yathura will meet you by the lake with frozen acid. Here you can choose which side you are on, or betray both of them at once. I stayed with the master and quickly kicked Yathur with a new sword. Then he said that I passed the final test and became a true sieve. Well, well ... After the battle, return to the ship and fly to the planet Manaan.

Leviathan - A wolf in sheep's clothing.

On the way you will be captured by the ship "Leviathan" and the team will begin to confer who can help her get out of the situation. I chose to deactivate the droid so that it could then interrupt the guard on launch and save everyone else. Then the commander of the ship that captured you, Saul Karath, will catch everyone and begin to torture, trying to find out your Jedi secrets. You can continue to remain silent, then Bastil "e will get badly. The commander casually says that the Jedi Academy on Dantooine has been destroyed.
When you control the robot (well, or whoever you chose there), leave the room, interrupt the security and enter the "Bridge Terminal" in one of the rooms. Open the Detenition Area. Go there, this is in the west of the map, and open all the cells with the prisoners. The team will happily reunite again, although you won't be given a choice of who to take with you here. Bastila and Carth will be your companions. Take the things from the box and go out into the corridor. Go east, take the elevator and choose "Bridge". Your partner will contact you and say that they have almost made it to Ebon Hawk "a.
At this level, access to the bridge will be blocked, so you will have to look for a workaround, which, admittedly, will be completely unconventional. Climb into the "Armory" and, in addition to fancy guns and armor, grab a space suit from there.
Then to "Bridge Storage" and then to "Air Lock". All three of you will find yourself in spacesuits in an airless space overboard. Run along the path with red lanterns on the sides, well, how slow they move, snails - and even faster. Go to another "Air Lock", spread the heels of the soldiers and continue to move towards the captain's bridge. There you will be met by Admiral Karath and a small mess will begin. Dying, the admiral whispers something to Carth, and he wants to learn the truth about his past from Bastil. I convinced him to wait with my inquiries, besides Bastila promised to put everything on Ebon Hawk. Click on the computer terminal, open the landing dock doors, you can also plot a new course for the ship if you have enough computer skills.
Then run to the elevator and move to "Hangar". There you will be greeted by Malak with open arms and will tell you a Terrible Secret - you are Dark Lord Revan! Ecumenical evil, the main dark villain and the boss of Malak "a!" a female character?). Malak will freeze your partners, so you will have to fight alone. When the villain's health bar crawls to the middle, he will wash off, closing the door behind him. Walk around the room along the corridors and enter it from the other side. ask pepper malak "u. Suddenly, Bastila intervenes in the battle, and they, together with Malak, will find themselves locked in the same room. What will happen to her next is unknown (the cat cried the chances of defeating the dark lord, but this is no longer your business). must run to your ship and get your feet out of here. ”A mini-game will start on the ship: shooting a small flock of fighters from a cannon, and then there will be long conversations ... All members of your team will wash the bones of your dark past, but in the end they will agree of course, if you want to, because there are other options.

Manaan - Jaws-23.

Again a prophetic dream about a new piece of "Star Map", she lives somewhere deep at the bottom. Which, however, is not surprising. After all, you are landing on an ocean planet. Upon exiting the hangar, a Republic soldier (whom the Sith just insulted for nothing) will tell you about local laws. It looks like it is forbidden to fight here, but there are always exceptions to the rule, right? He will also tell you about the Embassy of the Republic, where we will immediately go. Soon you will be stopped by the "businessman" Ziagrom, who will offer to purchase a rare weapon. You see, he installed a bug on your ship, and now he knows everything about you. And he even wants to help in the fight against Malak, of course, not without benefit for himself. If this offer interests you, then go to Korriban, and find his handy in the bar. Go out into the city, paying the creature with the head of a stingray. coins, or fifty if you press him.
In the western part of the city you will be puzzled by a couple of subquests: one woman recognizes Jolee (if he is in the team) and asks to help free her prisoner husband; and in the room with the mercenaries, the local Shaelas will ask you to find his daughter for a reward of 500 coins. Move to the eastern part and go to the Embassy of the Republic. Ronald Wann will agree to tell you about the Star Map, but only if you do him a favor. Not long ago, they lost a droid, and the Sith captured it. You need to sneak into the Sith base and rewrite the information from this droid. You can get there in three different ways: interrogate the prisoner, recode the access cards (if you have the appropriate abilities), or sneak into the Sith hangar using the key you just gave, drag their ship and get in from the back. Choose for yourself, whichever is more convenient for you, while we go to the hangar.

Go to Docking Bay 26-A, kill the Sith, and get inside a small transport ship that will take you straight to Sith Base. In the security room you will be noticed, and an alarm will be raised, so now you have to use your fists to clear your way through all the oncoming Sith and droids. In the northern part of the map, which can only be reached through opening / closing the water locks, you will meet the dark master, take his computer and talk to Shasha. This is the missing son, whom you were asked to find a couple of paragraphs ago. Try to convince him that the Sith are using the locals to their advantage, shamelessly lying to them and, in general, from all points of view, extremely disgusting types. He will be convinced of your correctness by looking at the datapad, and will rush away to tell all his brethren the terrible truth about the Sith.
Return to the doors with water locks and use the computer nearby. It can be used to view cameras in all rooms, turn off droids, deactivate force fields, etc. Now go to the southwest part of the map, in the "Disassembly Room", destroy the soldiers and take the "data module" from the broken droid. The only thing left is to return to the city and present this module to the ambassador. Easy to say. When you leave the base, you will be caught by the indigenous people, hid in a prison, and will be judged according to the severity of local law. In prison, your "lawyer" Bwa "lass will speak to you. Tell him and later the high court about the fact that you were only looking for the missing son and about the datapad, they will immediately acquit you and release you on all four sides.
Go to the embassy and transfer the data from the robot Ronald Wann. He will tell you about a secret underwater complex, where they secretly mine a local medical resource, terribly important for the Republic and, possibly, one of the keys to defeating the Sith. , they found strange ancient structures and probably the long-awaited "Star Map". Ronald will give you the keys to the submarine that is programmed to take you to this complex. The sub is further, at the back of the embassy. Run to the pool and click on the submarine, it will deliver take you to the Hrakert Station.
At the station, do not forget to pick up at least one "sonic emitter" among the bodies, which will help you fight off sharks. In the room where the crazy scientist has locked himself in the locker, take the underwater suit. Find "Air Lock" and you will find yourself in an underwater suit at the bottom of the sea. Friends, unfortunately, will remain at the station. A mercenary in the same suit will meet you under the water and offer to go to the neighboring underwater building. When entering an open space, it is immediately devoured by a shark. So always be ready when sharks come too close - use the "sonic emitter", just remember that it has a short range. Crawl quietly (the underwater suit is literally a copy of the space suit, both in appearance and behavior, only a different color) to the next "Air Lock" a "and enter the building. Behind the force field there will be two scientists who will trap you and try kill by lowering the pressure. You can try to convince them or simply destroy the power barrier (I hacked it with a sword, although it is completely unclear what explanation the authors came up with) in the allotted tens of seconds. Scientists will tell you about a terrible shark that terrorizes the surroundings, apparently guarding some ruins. One of the scientists, Kono Nolad, a leading specialist, will advise you to drive the shark away with the help of poison, which will immediately present. The woman will suggest a more humane way. She will advise calm down and swim away to your lair. As usual, you can choose any of the ways ... or the unexpected third - "I do what I want, and now I will finish you both!" Go to "Ai r Lock "in the room with scientists and stomp along the bottom to the" Kolto Control Panel ". Activate the console: you can solve a simple puzzle or just throw poison into the ventilation system. I chose poison, the shark immediately died, inhaling this muck. Move on and you will come across the last part of the "Star Map"! Now you finally know the exact coordinates of Star Forge, and you can fly there. Climb back into the underwater complex, get into the submarine and get out to the surface of the planet.
Tell Ronald about what happened at the bottom or just run to your ship. On the way you will be caught again and you will be brought to trial again. You can tell them that it was you who poisoned the water (if you broke your car and the shark swam away, then you will be acquitted), or blame everything on the Sith. This deception, however, will quickly be revealed and you will be banned on this planet. But immediately you will find yourself on the ship, all the better. Fly to the "Star Forge System".

Unknown World - "My shaman is stronger than your amulet."

First watch the scene where Malak mocks Bastila by trying to drag her to the dark side. But she, like flint, and is not lured into any. And then you will see this very Star Forge, something like a huge spaceship, towards which rays are drawn from the sun. You are immediately attacked by fighters, and another mini-game (ship cannon) will start, after which you will land on an unfamiliar planet. The setting is very reminiscent of some tropical island, strewn with wreckage from space ships. Local analogue of the Bermuda Triangle, not otherwise. After discussing the situation, the team decides to go to investigate the temple discovered in the neighborhood. Go to the beach, where the warlike natives, Rakatan Warriors, will immediately attack you. After that, other aliens will come running, you have already met with these more than once, and they will thank you for the timely help shown. Go to the north of the map, where a bunch of soldiers will attack you near something that very remotely resembles a hefty aircraft engine. From the engine, head further north and onto a new map. This time the warriors will not fight, but will offer to meet a local authority named "The One". He recognizes you as Revan "a, will remind you of your promise to get rid of the" elders "(the conflicting tribe) and reveal their secrets to him. In exchange, he promises to help get access to" Temple of the Ancients ". I agreed to help him and bring an ancient book from another local clan.

Exit the natives settlement and run to the previous map, from there to "Temple Exterior". Here you will be greeted by a dozen powerful wild rankor "s and a Mandalorian ambush at the columns to the right of the stairs to the temple. They think they can control you, but you will prove to them how seriously they are mistaken. The path to the temple is blocked by a force field. You can go left and fill up a whole pasture of rankor "s, if you have enough strength (for each so much experience, pour in, you swing), and then into the passage in the south, leading to" South Beach ".
See how the frog is blown up by a mine, and henceforth be careful, they are everywhere here. Take "ship parts" on the ground among the rubble, fill up a couple of large monsters and go to the dwelling surrounded by columns. Between these columns the passage is closed, when you approach them, a holographic image of a native appears and says to you in a human voice, they say, who you are and what you need. I said I was quite interested in Star Forge. The computer recognized me as Revan, and opened access to the temple. After talking with the Elders, you will learn that they have a grudge against Revan, who lied to them on his last arrival on this planet when he tried to get to the temple. To prove your peaceful intentions, promise them to free a prisoner who was captured by another tribe. You can go to the other end of the settlement and talk to the computer. Convince him that you work for Rakatan, and he will give you everything that is in his database.
Go back to "The One". This time, you will receive a much less friendly welcome. The natives will attack immediately, so you will have to clear the entire village. "The One" will open the cells, and from there a pack of monsters will attack you. Kill everyone, then in one of the cells you will have a talk with the prisoner, who will immediately rush off to tell the Elder about his salvation, and in the other take away the “Ship Parts.” Now go to the village to the “elders.” They will confer a little and decide that again can trust you. They will only warn you that you must enter the temple alone, without comrades. Go to the temple and select the party generation screen to remove all partners, then talk to the "Elder Guide." The shamans will begin a ritual that will interrupt Jolee, saying, that he had a vision, and he should go with you. The elders will start to object, but if they hang some noodles on their ears, they will agree and continue the ritual. The protective barrier in front of the door to the temple will disappear. They will show a curious scene of how Malak scares his ugly face with removed faceplate of a subordinate officer.
Inside the temple, you will find a bunch of Sith and battle droids. Go through the maze and get down to Temple Catacombs. Get to the room with gold plates in the floor, if you step on them, they change color. You need to make all nine plates change their color. Datapad in a box in the next room says that to do this, you need to go over them with the letter "H", that is (if you number the plates as on a push-button telephone) go like this: 9-6-3, then 6-5-4, and then 7 -4-1. All slabs will turn green and the door will open by itself. Behind it, click on "rakatan computer". He will talk about "Star Forge" - a powerful factory for the production of ships, cars and droids, which is powered by any suitable energy and which eventually destroyed its own creators. The computer will also update its database, and now you can easily climb to the upper levels of the temple to turn off the protective field that surrounds the planet.
Return to the "Main Floor" and climb up to the "Temple Summit". On the way, you can examine the armory and a whole heap of rooms, in some of them droids are hiding or cannons are installed. Bastila will meet you on the roof of the temple and ... will begin to entice you to the dark side. Malak, therefore, completely fooled her brains, and she left the bright path. I tried to get her back, first by talking, then by a little battle, but she didn't want to listen. Quickly rushed to the spaceship and washed away. If you are on a dark path, you can try to join her in order to overwhelm everyone and rule the whole world together. Go to the computer and turn off "Planetary Disruptor Field" and "Temple Energy Shiеld", then return to your favorite ship.
The whole team will pour out on the beach sand to find out what really happened in the temple. Tell them about Bastila and they'll start wondering if they can bring her back to the bright side or if the train has already left. On the ship, repair the broken hyperdrive (just click on it), and fly to the Star Forge. This is the only place where you can fly now. You will be contacted by the command of the Republic fleet, which is hovering over the "Star Forge", and will complain about too clever behavior of the enemy. Most likely, Bastila helps him with his "battle meditation". It is necessary to infiltrate the station and neutralize the fugitive so that the flagship can get into a comfortable position for the final salvo.

Star Forge - Love will come unexpectedly when you don't expect it at all.

Immediately at the exit from the ship you will be greeted by a group of Jedi, which are attacked by the Sith. Help the first to deal with the last and go north. Access to the elevator on the left will be blocked. Malak will send battle droids to you, which, for some reason, breaking the doors on their own ship, will attack you from two sides. The disable droid ability is very useful against them.
Further along the way there will be 8 more droids (you can arm the HK-47 "Verpine Droid Disruptor", if you have one), and then you will see the battle of three Jedi with three Sith. The Sith will win. But they will not rejoice for long. A little further off, take a few more Siths and go to "Deck 2". Malak will order to send all the forces on board against you so that he can slow down your advance and prepare the station for defense. Cut through the close-knit ranks of Sith and Droids to the southeast. There in computer room, turn off the protection, here you can make yourself cool armor or build a Jedi robe.
Run to the other side and in the southwestern part take the elevator. Malak will summon Bastil and order her to kill you. Then he will burst out with such a usual villainous laugh. The path to Bastil will be littered with such an unthinkable number of Sith that you will be tortured to count them. As usual, before the battle Bastila will talk a little, freeze your teammates, then talk after a small skirmish, and again climb up with a sword bald, and so on several times. I tried to convince her to switch to the bright side and in the end it happened. There was also an interesting version of the replica, where you confess your love to her (again the question is, what if my character was not a man?), To which she will immediately reciprocate. Yeah, they're still a sweet couple. Only "bitter!" scream and it remains ...

Bastila will begin meditating to aid the Republic fleet, which will successfully push against the Sith armada. Run a little more and you will finally see Malak "a himself. He will talk to you a little and lock himself in the room, sending six killer droids at you. Do not worry that there are so few of them, they will all the time appear in whole packs of cars in the neighborhood Not a bad way to level up. By the way, I was made happy here with level 20 and, unfortunately, the last level. If you completed all the quests in a row, important and not so, then this ceiling could be grown much earlier.
Find computer terminals (6 pieces) and turn off the production of droids, you can produce droids to help you. The doors will open, you can continue to chase Malak. Run north and get into the east elevator. There he is, the terrible and terrible Malak himself! To defeat him, you first need to spoil his "healing devices".
This room contains several mechanisms, such as large flasks, in which Jedi captured by the Sith are imprisoned. When Malak wants to heal, he will draw strength from them. In general, bypass all the devices and use "destroy droid" to destroy them, freeing the Jedi. Or destroy them with any destructive Force. Then fight Malak until the very end. In the end he will repent and die. Bah ... and won't even say that he was my father, well, or my son, at least a grandson at worst! Watch as the Republic Fleet will destroy the Star Death ... oh sorry Star Forge and your ship, Ebon Hawk, will escape this hellish hell at the very last moment.
In the final video, everyone will honor the winners, you will be awarded the highest award of the Republic, solemn speeches will be made and caps thrown into the air. Nobody will kiss with anyone, which is a pity. The dark lord with the brainwashed saved the Galaxy from the dark lord with the unwashed ones, the teacher beat the student, who offered him, in turn, to become his student, and the main threat of the Sith in the person of the mighty Jedi first fought with them, then fought on their side, so that, in the end in the end, finish them off. The devil himself will break his leg, if in a nutshell. But, by the way, a lot could be completely different if you chose a different path each time.
Oh yes, I almost forgot, the most important thing ... - May the Force be with you!

Star Wars: Knights of the Old Republic

Ship "Endar Spire"

The battle over the planet Taris is in full swing, Darth Malak's fighters are flying around the ship like spring gnats, and they forgot to wake you up. Troubled dreams give way to vague visions starring Jedi.
Suddenly, a soldier bursts into the cockpit.
- Who are you?
“I’m Trask, your partner. We work in different shifts, so you haven't seen me yet.
- And who am I?
- Did you bang your head too? You are a soldier guarding a ship with an important person on board. Soon we could both be cosmic dust, so we better make our way to the exit. And along the way, I'll tell you about the game's interface.
Actually, on the ship you will be led by the hand, along the way teaching the basics of control, so there is no need to go through. You will be taught how to use the interface, dress and arm, open doors, switch between characters, fight, collect trophies, move in "invisibility" mode. The opportunity will be given to fix the droid and hack the computer. Trask, alas, will die as soon as the need for him disappears.
By the time you meet the gallant soldier Kart Onasi, you will grow up in the level and collect some collection of trophies. The "important person" whom according to legend you are guarding is Bastila. She has already "catapulted" to the planet Taris, and nothing keeps you on the ship. Hug Kart into the escape pod and undock with screams from the exploding ship.

Again these strange hallucinations, again the cloaked figures waving with droning laser swords. We pierce our eyes ... Kart Onasi reports:
- Our capsule collapsed right at the edge of the street-floor. When you fell, you banged your head again, but I dragged you into the abandoned apartment of one of the local skyscrapers. Only outcast humanoids live here, they are strongly disliked on this racist Taris.
- And what about the Sith?
“There are patrols everywhere here, looking for survivors, demanding registration. But they don't hurt 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 army of Darth Malak - the role of a battle drum. Her battle meditation, which gives strength to our soldiers, is a unique phenomenon. All the soldiers are praying for her. The lower levels are dangerous, there are gangs at war and the slave trade is flourishing. And Bastila is a prominent girl, so we'd better 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 Lageo embargo in Monkey Island 2. We'll have to somehow be cunning. But first - Bastila. We are soldiers of the old Republic, and we are sworn to protect it.
So, you need to save the hapless Jedi and fly off the planet.
First thing you need to do is get hold of Sith disguise armor. Exit the safe house, taking the Map. Having dealt with the impudent patrol in the corridor, go to the street. Visit a local club (cantina), talk to a bored Sith girl. If you carefully convince her to help, you will be offered the following combination: she scorches colleagues at a friendly party, and you steal armor from their insensitive carcasses. The party takes place in the northern apartments of the Upper Town.
If you scare her off, it doesn't matter - the armor will be yours if you eliminate three impudent guards in the same northern apartments.
Having put on the 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 the Vao Mission and the Zaalbar Wookiees. 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 in to the leader of the gang, the blind Gadon. Inside you will find a new guard and another portion of paranoia. Gadon himself, after settling all the formalities, will inform you of the following things. First, Bastila is captured by the Black Vulkar and will be a prize in the races. To get it, you have to win the race. Secondly, the Vulkars stole the prototype of a new accelerator for racers from the Beks, and without it they have nothing to catch in 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 armor of the Sith 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 help from outside. Descend into the gloomy underground Undercity (the Sith guard will let you through, you have an "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 antidote first-aid kits 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 Gamorey pigs. You need to help her, only she can then open the passage for you to the Vulkar base.
Walk with Vao around the neighborhood and help a group of mercenaries to cope with a pack of ghouls. At the head of the group is a veteran mercenary Kenderos, a hero of the Mandalorian Wars. He's out of sorts now.
Go down the sewers, picking up the mines laid out on the way. Clear the sewers of the Gamoreans and ghouls, free the Wookiees. The rescued Zaalbar, in a fit of gratitude, will inform you that he is indebted to you, and now he will never leave you. He will not leave Vao either, so both of you will be with you.
Mission Vao will open the door to the Vulkar base. On the way - an evil rancor, butting with him is useless. There are two ways to eliminate the toothy creature. You can simply lure the rancor to the mines and then shoot and throw grenades from a distance. But there is a more cunning way: take synthetic perfume from the severed hand next to the rancor room. Switch to stealth mode and rummage around in the middle of the room for a bunch of bodies and bones. Put the scent and pomegranate in there and get out quickly. The rancor will get fatal indigestion from a grenade.
At the Vulkar base, fear a robot with a freezing cannon - it alone is worth a dozen bandits. Having opened the locked doors from the remote control, go to the Twilek 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 cleanup of the Beks base. This is the dark path; supporters of kindness and light will refuse tempting offers and brutally kill Kandon on the spot.
Come back and report to Gadon - he is happy, and now he will gladly send you to the races. It's easy to win the competition - you just need to not yawn and switch gears in time at the second stage.
After your victory, the Vulkars will balk and do 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 what this circus was, why it was necessary to pretend to be an exhausted and incapable captive - it is absolutely incomprehensible. Together with Bastila, eliminate the remnants of the resistance, and then start an altercation over who really saved whom. The 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 someone Kenderos is waiting for you in the club. This is the same gloomy mercenary whom 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 down the street, you will find a funny dialogue: "Losing swords is part of your battle 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 its part, gives us access to the Ebonhok (Ebony 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 upgraded burglar droid. It costs 2,000 credits - that's a lot. You can threaten the saleswoman and pay nothing, receiving only a few points of the dark side as punishment.
Use the droid to make your way to the base. A young local security guard can be easily persuaded to leave her post and not raise the alarm. Clean out 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. Fortunately, you have Bastila. You will find a secret list of launch passwords at the last, most powerful, Jedi. Kenderos awaits us at the Lower City club.
This is important: after talking with Kenderos, you will no longer be able to return to the city, so settle everything there, talk to all the NPCs and complete the unfinished side quests.
How is the poor mercenary going to get us a ship? It's simple. Kenderos informs local mafioso Davik, the ship's owner, that you want to hire him. So you will get to Davik's mansion, and there the ship can simply be hijacked. You won't have to suffer for long with moral principles, since the Sith, angry at the elusiveness of the Bastila, are ready to start carpet bombing of the planet. You are in the mansion of a local authority.
This is interesting: chat with the Twilek slaves in the room next to yours. Ask a slave to massage you. If you like it, repeat it.
Make your way through the rooms, killing everyone without exception. Your target in the north of the map is the torture room where the ship's pilot sits. Free him (be careful: the torture droids can stand up for themselves) and receive codes that disable the anti-theft system as a reward. Disable the defense system through the terminal and make your way to the hangar. Meanwhile, the bombardment of the planet's surface began.
In front of the hangar door, get ready for a tough battle - you will be met by Davik himself in company with Kalo Nord. Both decided to evacuate, realizing that the Sith were not joking. Meeting with you was not part of their plans. The most dangerous thing is Nord - deal with it first. When the mercenary is crushed by the reinforcement that has kindly fallen from the ceiling, you can deal with Davik.
Time is running out - there are explosions and fire all around, "gifts" from Darth Malak are falling from the sky. After quickly collecting trophies, climb into the Ebonhock, 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, getting points on the light side will be indicated by a plus (+), and on the dark side - by a minus (-).
Davik's sixes stick to 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 needs 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 Hutt Zacks. You will find the serum in Undercity, on the body of the Sith. You can give it to Zax in the lower club (-) or to a doctor in the same hospital (+). If you have the ability to persuade, try to bargain with Sachs. If the reward from the doctor seems too modest to you, threaten him and take it to the skin (-).
After going to the doctor, you can use the antidote for a good deed and cure the ghoul-infected residents sitting in the Andersity quarantine cage (+). But for this you will first have to kill several ghouls, whom you did not have time to help. An infected Republican soldier wandering near the wreckage of the escape pod (+) can also be cured of ghoul, although this will not help him.
Open the locked door in the hospital - you will find Republic soldiers floating in the medicinal 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 inform the Sith about illegal patients (+).
Strange old man Rukil in Undercity mutters something about the promised land. To leave and take the whole village to this hidden place, he needs three journals of the missing students. The first is to the east of the Undercity, the second is in the northeastern room of the lower sewer. To find the third, go west from the protective field in the sewers, then south and east - there will be a small room. You can give the magazines to the old man (+). If you go down later in Undercity, 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 Hutt club, Akhur conducts gladiatorial fights. Defeat all enemies: old Duncan, Gerlon, Ice, Marl and the psychopath Twitch. At the exit from the club you will be greeted by the legendary gladiator Bendak Starkiller and offered to fight to the death. If you agree and defeat Bendak, you will get a lot of money and a branded blaster. But one thing is just a fight, another is a fight to the death. Killing for money is not good, so catch the (-).
In the club on the top floor, you will be approached by the daughter of a middle-class local bandit. She clearly mistook you for a bar attendant. Dissuade her of this. Having 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.
At the downstairs club, the Hutt Sachs is handing out murder contracts. If Starkiller is dead, you can claim your reward. With the rest, things are 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 she insulted (in the lower club) to submit a request for murder (+). Do not forget to visit her later and share the good news.
* Matrik lives in the lower apartments. Kill him (-) or help him fake his own death with an explosion (+).
* Mercenary Selwen lives in the lower apartments. You cannot help her - just kill her roughly (-) or gently provoke her.
* Lajo lives in the upper northern apartments. Kill him (-) or give money to pay off the debt (+).
Racist children hound an alien outside the northern apartments. Drive the children away and heal the alien (+), or don't interfere.
Drunkards will stick to 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 asking you for money. Give them more than they ask for (+) or chase them away.
At the Sith base, you will find several torture chambers in a row. An alien is sitting in one of them. Opposite on the wall there are control elements. Each of them glows red or green. It's a puzzle: each switch, when activated, triggers two adjacent ones. By turning all the switches green, you free the alien (+), turning them red - kill him (-).
A Twilek dancer in a downstairs club is trying to convince the owner of the troupe to hire her. You can either help her by carefully dancing all the steps (+) 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. After reading the letter next to it, you will logically deduce the correct answers: Hyperdrive, uncle, Aldaran.

Immediately upon arrival, the Jedi Council demands you to see you. Admire the Cheburashka, reminiscent of Yoda sprinkled with ash.
The advice will immediately take the bull by the horns:
- The Power is visible in you. We usually don't teach these old ones, but this time we'll probably make an exception.
- Why is that?
- The fact is that there is some kind of 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 are playing a Dark Jedi, you can lie to them from three boxes - this will give you a few points of the dark side.
You are being taught. Your successes are amazing. You will complete a multi-year Jedi course within a few weeks. Before you become a real Padawan, you need to pass some small entrance exams. To get started, read the trademark speech of good Jedi to Twilek Heat (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 what you want - you can choose the class yourself 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 grove for meditation (Grove) and find out why it darkened ("The dark side of the Force dwells there. You must go inside"). Once in the grove, head south and east towards the strange rock formations. The darkening of this place can be easily explained - a Jedi cat (race cathar) named Juhani settled there. She studied in the enclave, but in a fit of anger attacked her mentor, and then fled. Now she imagines herself a Dark Jedi and meditates in the appropriate manner.
She will immediately freeze your partners and join 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 carefully persuade her to return to school (+). In the second case, you need to ask her why she attacked you, ask about the darkened animals, report 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 the recognition of your imperfection. Tell her that the death of her mentor is nonsense, that we all get angry sometimes.
Tip: Even if you consistently role-play the Dark Jedi, persuade Juhani to return to 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 the Heat. You are now a Padawan. The Council will invite you and Bastila to explore the strange ruins that Malak and Revan visited before they crossed to the dark side.
Once inside the ancient tomb, talk to the droid about everything he knows: the Jedi, the maps, and the mysterious Star Forge. To find the artifact, you have to fight. Go to the east room, destroy the droids. Turn on the computer, talk to him so that he switches to your language. Answer his questions. The correct answers are Oceanic, Grassland, Arboreal.
Then go to the west room. Here, droids are even more dangerous - they also freeze. Turn on your computer. Answer - Desert, Volcanic, Barren. The locked door has opened, your first star card is in front of you.
The Jedi Council is agitated. Big bosses urgently send you with Bastila and the others in search of other fragments of the star map. Go to the Ebonhock and navigate the captain's bridge for Tatooine.

Side quests

If Vao is with you, then you will meet Lena, the woman who seduced her brother into the torrid path of temptation and crime. She will tell you where to find your brother - on Tatooine. There you will find it (see the corresponding section).
At the gates of the enclave, a young boy named John complains about Mandalorian outlaws who are harassing local farmers. The Jedi don't seem to care about farmers. You need to destroy three groups of bandits. One is in the Matale lands, the second is in the Sandral lands, and the third is in the south of the Grove. From the grove, go further south and defeat the main bandit. Then you can take the award from the young man, refuse it (+) or demand more (-).
Find a bridge in the grove, and on it - a Jedi named Boloock. 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 interrogation. Catch suspects in lying, look for motives and stir the 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 Sandral lands to the west, there is a cave with native crystals for lightsabers. The kinrat spiders living there are dangerous, it is better to lure them out one by one. You will be rewarded with multi-colored crystals and the opportunity to ransack the corpse of a less fortunate adventurer.
"And I love the robot!" There are two Land Speeders behind the bridge next to the Jedi Enclave. A green eared merchant wanders alongside one, a saddened woman stands next to another. What worries her? She lost a very valuable robot in the household, the only memory of her deceased husband. During the conversation, interesting and piquant details are revealed. It turns out that the robot replaces her husband - whatever you want, understand it.
The robot itself is located in the lands of the Sandrales. Protect him from wild animals and question him. Terrifying details will emerge. The robot escaped on its own. 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 - with a cheerful squeal she grabs the robot and runs away. You can kill the droid, and inform the woman that you did not find him (-). Having destroyed the unfortunate robot, you can tell the woman that he is dead. 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 Mateil - have been at enmity for a long time. The situation escalated to the limit after the mysterious disappearance of young Kazus Sandral, and then young Shen Mateil. The Jedi will send you to investigate the case.
You can find Kazus' corpse in the lands of Mateil, in the east, by two trees. Report this to the Sandralov droid, and then to the inconsolable father Nurik. Talk to Rakhazia Sandral - it turns out that her father is holding young Shen in captivity. Go around the house, go through the back door, find Shen. He is in love with Rahazia, 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 don't take money from either the lovers or their father, you will earn (+). If you ask for a lot, you will receive (-). Here the angry fathers will appear on the stage. Try to calm them down by giving the young fools time to wash away (+). You can play off the fathers so that they shoot each other, and then finish off the droids (-).
After you leave Dantooine, Zaalbar will report that the food in the warehouse is decreasing suspiciously quickly. Check the stocks - and rightly so: there are fewer than expected. Walk around the ship. Either it's paranoia, or someone's quiet footsteps are really heard behind your back. They seem to be coming from the cargo hold. There you will find a girl who made her way onto the ship as a hare. She does not speak Russian, so you will have to learn her language step by step. You will need a little patience for this. Try to find out who she is and what she is doing on the ship. At the end, you will have a clue: a girl is hiding on a ship from the Mandalorians, and she mutters something about Dantooine. Fly back to the planet of the Jedi and talk to the Twilek Lur Sulas - he stands at the entrance to the Jedi enclave. Inform him that you have a girl on board who speaks only Mandalorian. Pass the girl to Sulas (+). If you are rude 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 to the Leviathan.

Tatooine

Tatooine is a planet similar in many ways to the famous Arrakis. Sand, stones, giant mechanisms crawling over the surface. Here we will meet with the evil-tusken, always wrapped in rags, and right there under our feet Java (jawa) - local gnomes in hoods - will be confused. The appearance of the planet will remain the same for the next two thousand years. Exactly the same will be seen by the droids from the fourth episode of the film that have crashed to the planet.
But it will be later, but for now, somewhere out there, in the sands, is a star map left by an unknown race. It is not easy to get to it, but the local mega-corporation Zerka will help us with this. Pay valet parking and exit into Anchorhead Town. Find your local Zerki 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. To communicate with the Tusken, you need a translator droid. You can buy it at the droid shop - it's HK-47, a very useful character. If you want, ask around the droid about its functions. The store owner will ask for 5000 credits. In a good way, you will drop the price up to 4000 credits, and in a bad way - up to 2500. If there is not enough money, sell all that is unnecessary. Collecting the required amount is easy if you go to Ebonhock and order some free pins from T3.
After purchasing the HK-47, head outside the gate. The smoking machine in front of you belongs to a corporation. Protect the miners from the sand people - the battle will be tough, the Tusken will attack in waves. During breaks, heal and activate shields. After the battle, 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 on yourself. The team must be human, so R2, HK-47 and Saalbar are best sent back. Make your way to the village. You can arrange a 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!"). Needless to say, this will greatly obscure you?
There is a good option - you call on HK-47 and try to establish a dialogue with the Tusken. Do not be rude, do not be rude to the leader, do not steal things. Having calmed down a little, the chief will offer you to get vaporators for them. You can buy them in the same Czerka office. If you are convincing, they will be sold to you for 200 credits. Return to the leader, and you will no longer need a disguise. As a reward, you will receive the wand of the leader, you can then provide it 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 there is a Twilek - he hunts a dragon. He needs to lure the monster into mines, and for this he needs decorating bows. Take the meat and lure these giant cows to the cave. The disgruntled shepherds will have to fight, 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 twaylek and go into the cave. The second star card is in our pocket! Collect everything that is bad in the cave, and go out into the fresh air. The restless bespectacled Kalo Nord is right there, and with him are several Rodians. As before, your main target in battle is Kahlo. The rest of the rivals 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 gizka load has been loaded onto your ship. To all your puzzled questions, he will answer: "I don't care, it is consolidated!" - and leave. Zhizka are small frog-like creatures, they now run all over the Ebonhoku. There is no harm from them.
What to do with them? There are three ways. You can float animals to Selkath Nubassa on the planet Manaan. But to do this, you will have to convince him that these are not ordinary lives, 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 from any planet to Dantooine and leave the Ebonhock with Bastila, then 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 the holocron from the dragon's cave. Having obtained the holocron, try to reconcile Bastila with his mother.
Outside the gates of Anchorhead you will be met by a strange woman and asked to say hello to her negligent husband. The husband languishes in the desert a little further away - he is surrounded by four broken and threatening to explode droids. If you don't save him, he will die (-). Each droid has a built-in puzzle that must be solved in order to neutralize it. Here are the answers:
K-X12a: second node (Node 2)
K-X12b: answer - 7
K-X12c: 120 pulses left
K-X12d: 31-13-12-14 * 23-41-12-14
In the desert, behind the corporation's sandy tank, there are abandoned Land Speeders. If you come closer to them, you will hear a woman's voice calling for help. But here's the strange thing - no one is visible, and the woman continues to scream. Suddenly, two Gamorean pigs will jump out from behind the dune, shouting "Aha, you got caught!" It turns out that it was such a cunning trap for travelers passing by, and the woman's voice was simply recorded on tape. For a Gamorean, the idea of ​​such an ambush is the height of genius. You can kill the pigs, or you can persuade them to leave with the help of Jedi tricks.
Not far from the Zerki office, at the entrance to the hunting club, there is a woman, Sharina Fizark. 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 "Czerka" you will have a certificate. There are several options: not to give the trophy back (-), just sell and give the proceeds to the woman. If you add two hundred credits from yourself, saying that you managed to help out more than expected, then you will find points of the bright side (+).
At the exit from the city the small java Iziz is trampled with a lost view. His fellow tribesmen were taken into slavery by the sand people. Once in the Tusken camp, you will have a talk with the captives, and then - with the head of the tribe. He will wave his hand: "What are the workers!" - and Java will let go. Inform the captives that they are free. Once in the city, talk to Iziz (+). Shake yourself out of the small creature as a reward all the money, get well-deserved sunglasses (-).
Ask the Tusken about their history (this can only be done when you understand their main quest). You will be prompted to find Dragon Ball to prove that you deserve to hear their story. After killing the dragon, take the pearl and show it to the head of the tribe - the story will be told to you, but the pearls will have to be given.
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 the best 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've already seen Lena, then ask the Czerka officer in the office about Vao's brother. His name is Griff, and you will then find him in the Tusken camp - held captive there, just like the dwarves. Once freed, Griff will ask you to retrieve the ingredients for the Tarizian Ale. You can pick them up in the lower lands of Kashyyyk, in the poachers camp - give them to him, and then, when Griff leaves, talk to the alien behind the counter.

Most of all, the giant trees of the planet Kashyyyk resemble the sprawling city of Trinny from Wizardry 8, only two-meter Wookiees live here instead of rodents. In a bad time you flew to this planet - the Zerka corporation is buying up slaves from the local monkey king Chuundar with might and main.
Take Zaalbar with you on your hikes in Kashyyyk (in fact, you have no other options). This is his home planet. At the sight of the suffering of his people, sadness will overwhelm the heart of the Wookiee, about which he will not hesitate to growl at you.
Exit the Ebonhock, pay for the parking. After talking with the cunning Twilek, go along the wooden bridge to the gate and leave the port. Forest Kinraths live here, they will now constantly come across your path and give you the opportunity to earn precious experience.
The passage to the surface of the earth (Shadowlands) is guarded by a Wookiee guard - 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 longed-for permission, agree to the offer of the leader. True, you will have to leave Zaalbar as a hostage.
Now the guard will let you through. Wookiee-lifter Gorvuken will kindly lower you to the surface in a basket.
This is interesting: if you go through the planets not in the order in which they are presented here, below you can be met by the dark Jedi Bandon - a student of Malak. Otherwise, he will meet you on one of the following planets.
Passing between the giant roots to the north and fighting with the 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 will not get there without my help. If you want to find it, first help me."
The task is set directly and clearly - to liquidate the camp of poachers "Czerki" in the northeast. Here, as always, options appear. If you provoke and exterminate poachers, you will earn (-). Therefore, I recommend persuading several 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 chase everyone away with light kicks.
Now Jolie Bindo is in the squad. From the former camp of poachers, head east to the protective field. Jolie will disable it and you will be taken to the Lower Shadowlands. Soon you will see a scene with Mandalorian bandits and a lone Wookiee - this is one of the side quests. To the south of this place, you will meet Freyr, the former chieftain of the Wookiees. Like Zaalbar, he was expelled from his tribe. After the battle, Freyr will inform you that he needs the legendary sword of Bakki to return to the tribe. But, according to some reports, the sword was swallowed by the monster, and no one else saw it.
Nothing - surgery and not that kind of cure. After killing several kinrats in the southwest, take their meat, find a clearing in the south with a hanging liana and attach the meat to the liana. The very monster will come running to the smell. Imagine your surprise when from his belly you get that very Bucky sword - 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 rise up, and you will not be able to complete many unfinished side missions 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 to the surface shouting: "Chuundar, come out, you mean coward!" It's time for you to look for a star map in the maze of winding roots in the southwest, next to three hovering motorcycles. This time the hologram will speak to you. Ask her about different things, answer her questions. You will receive the card anyway, so you can answer as you like. The maximum that the computer will do with you is to set several droids on you.
Return upstairs, killing Gorvuken with the company along the way. In the village of Wookiees, everyone is on their ears - Frey is back. With the help of him and Zaalbar, you can easily defeat the pugnacious leader. You have a map, the Wookiees have raised an armed uprising, you have nothing more to do on Kashyyyk. The next planet is Korriban.

Side quests

Outside the port gate, several slavers divide the captured Wookiee. You can exterminate them (-) or persuade them to leave the planet in different ways (+).
Two merchants, Eli and Matton, are literally a stone's throw from the Ebonhock landing site. Matton owes Eli money and may fall into slavery. Evidence of Eli's crimes is on the surface, next to Jolie'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 invite him to settle scores with the traitor, while begging for a reward (-).
In the lower lands, on the body of the Wookiee, you will find a Bowcaster arrow and his notes. In Wookiee Village, enter Voorville's house. Blame Zharahak for the murder, and he will inform you that the murdered Rorvorr collaborated with the slave owners. In the east of the village, find the Holder of the Laws and protect Jarahak by informing the judge that his victim was a collaborator. He will be acquitted (+). If you insist on the death sentence and demand a reward, receive (-).
After passing through the protective screen from Bindo, you will witness the attack of the Mandalorians on the Wookiees. Destroy the bandits. At this point, 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 robbers swarming in this area of ​​the forest. Bandits use invisibility belts. To provoke them, you need to disarm your characters. The first group will attack you in the south-west of Gvar (you will recognize a dangerous place by the bodies of Wookiees), the second - a little to the south. Pick up the motorcycle horn from the bodies.
The third and final group of Mandalorians can be found in the northwest. You don't need 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 handsome helmet to Gvar (+).
After you find the third map, you will have a new planet on the galaxy map - Yavin. You can fly to her and visit a trading station, the only inhabitant of which is the shy Rodian Suvam Tan. Fierce transhodians "run over" on him, and you can buy good artifacts from him.
If you return to Yavin after acquiring all the star cards (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 of 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 dreams of getting.
The star map is presumably located 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 the card. On this planet, I recommend taking a fully Jedi team with you on business, without shooters. The ideal alignment is you, Juhani and Bastila. Add Bindo to taste.
After answering the questions of the employee of the "Czerka", you will be taken to the city-spaceport of Dreshda. The Sith, who got sick of the stupidity of those who want to go to school, will ask you what to 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 knows you here. All quarrels and battles with the Sith for now will only take place within the framework of small-town quarrels.
Wander around the city 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 Guard. All you can do is try to convince the still living fools to think better.
The guard at the gate will inform you that you need permission from Yutara Ban, the Sith Master, to enter the school. You have nothing else to do here, go back to Dreshda. Unfriendly students will meet you there. The battle cannot 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 look that they are with Jedi swords - they are actually slaves." Juhani's cat will try to argue, but it will come to its senses in time and bite its tongue.
Before you become an official student of the academy, you will struggle to portray the villain in front of the local rector Utar - a tattooed Jedi with blue skin. 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. Almost immediately, the cunning Ban will offer you to get rid of Rector Uthar together with her. But he is not a bastard either - at a certain point in the plot, he will offer you to attack the ambitious Ban together. For those who are not looking for easy ways, there is also a third option - to confess to being "overridden" and fight both at once.
Competition for admission - four people per place. To find a star chart, you need to get ahead of the other three applicants and impress the rector. To do this, you must complete certain tasks of "prestige", 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 the tasks.
Let's go through all the tasks in order.
The easiest thing here is to learn and tell Uthar the Jedi Code. Keywords: Passion, Strength, Power, Victory, My chains are broken. Finally, Uthar will ask a tricky question: "Are all means good for victory?" or: "Is there nothing worse than love?" In both cases it is necessary to unlock (False).
In the western part of the academy, the Sith interrogate a prisoner. If you inject the smuggler with truth serum in doses: small, high, medium, small, small - and then ask about the weapons depot, the prisoner will split (-). 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 will be picked up by his own (+). True, in this case, the task will not be credited to you.
Students-deserters 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 will 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"), put a grenade in the blank and detonate it. The path is clear, but the battle droids came to life and began firing. Run quickly to the other side and pull the lever - the mechanical guard 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 him, and you will be met by Akhunta Poll himself, or rather, his ghost. To calm the spirit, you need to put the sword in the hand of the statue. But what kind of sword - that Poll does not remember himself. But I remember - it is a notched steel sword (notched steel sword). At parting, you can try to convince Akhunta to switch to the bright side of the Force.
On the way back, you will face a battle with one of your rival applicants.
The old hermit Zhorak lives in the tomb of Tulak Nord. Your battle with cave animals among the stone walls will not impress him. He will trite you with gas, and then, when you are barely able to stay on your feet from a cruel hangover, he will make you answer your questions, as crazy as he is.
Not only you, but also one of the entrants 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" ones will receive lightning strikes your opponent. Dark Jedi will answer in a dark way, bringing the applicant to death. Light Jedi will take the blow - in this case, part of the health will be lost, but Zhorak will not be able to finish you off. If the applicant dies, Zhorak will let you go. If he survives, a battle with the hermit will begin. It is difficult to defeat him - you need to immediately cast a spell of resistance to the Force, and then heal. It is unlikely that the applicant will survive the battle, but if this happens, you will have the opportunity, as always, to persuade him to the bright side.
This is interesting: only the main character will fight. And what about the rest? They will stand, toil with their heads, stagger. They only have enough strength to turn on their lightsabers. It looks funny.
Battle droids inhabit the tomb of Marco Ragnos in large numbers. What have they forgotten here? The answer awaits you outside the last door. There is a droid who cannot stand noise. If you tumble into the room, 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 enter into dialogue with the droid. You can try to reprogram it by deleting the combat program. To do this, turn off its matrices in the following order: Combat, Motor Function, Sensory Systems, Memory, Cognitive, Emotional Construct, Creative Simulation. After that, all that remains is to turn off the core (Core) and erase the combat program.
Talking to the applicant Leshaw in the western rooms of the academy, you can persuade her to cooperate. Lie to her and tell her that a valuable artifact can be found in the tomb - the Sith cloak. The tomb is at the far end of the valley. There Leshow will help you repel the attack of wild animals, and then attack you herself. Pick up the holocron from her body.
These are all tasks. After making sure of your excellent qualities, Rector Utar will offer you to go through the last assignment. Complete the side quests and agree. You will have to pass the final test alone, without the help of your comrades. The tomb of Nagi Sadou awaits you.
You go in the door, go down the corridor, and go left from the fork. A puzzle is waiting for you behind the door - a modification of the famous problem with the Hanoi towers. You can transfer the energy rings from the left to the right pin 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 are on the right. Save in front of the door, as you have to fight two terentareks at once. Defeating them is incredibly difficult. Immediately press down on the wall to the left and slowly walk towards the nearest monster until it notices you. Run back quickly, activate all your shields, stimulants and protective spells. Jedi magic tricks have practically no effect on the animal, so you will have to beat it in the old grandfather's ways. When your shields and stimulants run out, don't forget to activate new ones.
Do not forget to search the room after slaughtering the cattle. Pull the lever to unlock the 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 all that remains is to take the Sith laser sword from the statue and pick up the star card.
Be sure to save - Utar and Utara will be waiting for you by the lake. The battle is inevitable. Take the side of one of them (Yutara is weaker!) Or tell your mentors about your true goals. In the latter case, on the way back to the academy, you will have to fight with the whole stream and with the teachers. The secret to defeating both Jedi is to quickly cast haste and Force immunity spells on yourself.
Finally - the native "Ebonhock". The next and final target is Manaan.
... Oh, it turns out, not the last one. Out of nowhere, Darth Malak's flagship jumped out and captured the Ebonhock in the field of gravity. What to do?

Side quests

If you return aboard the Ebonhock with Juhani, an unknown suspicious-looking Twilek may latch on 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 get hold of a young slave from the Cathar race. Of course, Juhani will immediately want to try his claws on the slave trader. Encourage her (-) or persuade her not to give in to anger (+). The chance to deal with the villain will be presented on Manaan - he will attack you immediately after your landing. Apparently, this quest is missing from the console version of the game.
The 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 Ebonhock where his goods are kept.
And in fact - in the hold, in the wall next to the plastic boxes, there will be a load of spices. Return the spices to Kesh, and he will offer you a "mail" task - to deliver a package to the Hutt Motta on Tatooine. There is only one condition - you cannot look into the parcel. Why? This is a bomb? No, this is not a bomb. You just can't, that's all.
Of course, I want to look inside. If you do this, 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). Having recovered 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 "Leviathan", then an old acquaintance will come up to you and tell you in confidence that the bartender in the club sells artifacts. They are very expensive, but also have a considerable effect.
In the corridors of Dreshda, a Sith student kills a young Twilek woman with lightning. The solution to the quest is obvious: stand up for her (+) or ignore (-) the beating. This is another way to obtain the Sith Medallion.
If you fly to Tatooine after Kashyyyk and go out into the fresh air arm in arm with Kart, then a man 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 return young Dustil, an academy student, to his true path.

Leviathan

Manaan is a vast ocean, home to a race of sentient marine animals, the Selkath. It is an eternal resort, where shader waves are splashing, the sun is always shining in the sky, and quiet and relaxing music plays in the background. What else do weary adventurers need? Even the shine of the selkats' wet skin does not irritate, but only complements the overall picture of general pacification.
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 obtain a unique remedy, and as monopolists can dictate any conditions. The conditions are simple - the medicine is sold to both the Sith and the Republic. No side is given preference, and all clashes are prohibited in the city itself. Video cameras carefully monitor the observance of order, and all attempts to disrupt public order are punished quickly and severely.
The Sith take advantage of this and insult the Republican soldiers with might and main, trying to provoke them into a fight. They grit their teeth and can hardly restrain themselves. But now we are in Manaan, which means that someone is now uncomfortable.
Talk to a soldier offended 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). Please inform Ambassador Roland Vann of the purpose of your search. But he is on his mind - until you bring him a valuable spy droid from the Sith base, he will not help you.
There are three ways to get to the base. The first and easiest one is to return to the spaceport and hide in the cargo ship, having previously interrupted the guards. The second way for hackers: decipher the access code on the card - this can be done on a computer, a local programmer will help you to get comfortable. Continuing six rows is easy, a common task in the "complete row" cycle. Answers: 22, 18, 64, 2, 6, 7.
The third way is to split the captive Sith. First, tell him that you know about his companion, then hint that you could leave the companion and release the prisoner himself. Then try a different tactic - hint that you know something about the affair with Thela, and then inform by chance 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, and there will be Jedi. It is impossible to miss the wreckage of the Republican droid - the broken droid occupies half a room.
Fish-eyed selkats will be waiting for you at the exit. They will arrest you on charges of assaulting the Sith. Give up 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 did not fire even once, and that you were not there at all.
On your side (funnily enough) the absence of witnesses and statements from the injured party. All the Selkath have is the sounds of explosions and gunfire from the Sith base, so it won't be difficult to make excuses. You will be released.
Roland Vann will happily ask you for one more service: find out what happened to the secret bottom station for the extraction of a precious resource. Communication with her has disappeared, the rescue teams sent do not return, and the Republicans assume the worst (a riot, an attack by fans of the cult of Cthulhu, the discovery of an Alien egg, or a raid of blue slugs).
There is nothing to do - we do not care on the way. A friendly company will set off on a small submarine to explore the depths of Manaan.
At the station, the entire honest company is frightened with all its might by the last surviving member of the rescue team. It looks like it's a matter of the Selkaths working here. They got mad for some reason and attacked the human staff.
Move along the station, mercilessly exterminating mad fish-eyes and droids. Don't forget to bring your underwater spacesuit. At the gateway, you will have to leave your comrades and go into the depths of the sea yourself. Another survivor looms ahead. He will not call out your eyes for long. This is a hint to you: watch out for sharks, turn on the ultrasonic shocker in time. Leaving the building, go along the bottom to the east, then to the left - and turn into the lock.
After exterminating a group of rabid Selkath, you will meet two scientists behind a protective shield. In a panic, they will decide that their hour of death has come and will try to flood the room with you. Carefully pierce the protective field with a laser sword - this is the only way to make scientists think again. It turns out that the Selkats and sharks went berserk after turning on the new drilling rig, and a giant shark swam out of the depths of the sea and is terrifying. You have two options - to poison the giant shark (this is bad) or try to destroy the unit that violates the ecological balance (this is good).
Go outside in a spacesuit. Having dispersed the sharks, go to the control panel and proceed in the following order:
* Enable Access fuel tank pressure control.
* Fill container pod

* Dump fuel from the injector (Dump injector pod)
* Transfer fuel from container to injector (Transfer from container to injector)
* Fill container pod
* Transfer from container to injector again
As a result of all these manipulations, the drilling rig will jerk so that the Selkatam will hiccup upstairs in the city. And the giant shark will immediately calm down and let you across the bridge to the star map.
Taking your comrades and a map, return upstairs to the city. Explain the situation to Roland and you can leave the embassy. Outside, you will be immediately arrested again. If you did not poison the fish, then there will be no point in denying it - tell the truth, and you will be released. However, if you want to fly to Manaan again, then you will be charged a fivefold duty "so that it was discouraged."
Complete the side quests and fly off the planet to the Star Forge system.
This is important: before flying 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 begin to actively hire mercenaries? After your underwater adventures, you will know the real reason - and let Nilko know about it.
There, a certain Selkat Shalas complains that young Selkats are disappearing somewhere. They are being recruited by the Sith, and you will meet all the missing youth at the base. Kill them (-) or find Sith records in the rooms further down the road and prove to the foolish young people that the Sith are bad (+). Returning to Shalas, refuse the reward (+) or demand more (-).
Win the hovering motorcycle races. The former champion will begin to threaten you, but in reality he will not be able to do anything.
Old Sunry, an acquaintance of Jolie Bindo's, is charged with murder. He actually killed the 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, it will be fair, but it will benefit the Sith. If you cheat and try to justify Sunry, it will be useful to the Republic, but not fair. Those who decided to acquit Sunry (and who informed him about it) will earn (-).
Agree with the judges that you, as a Jedi, will help in the case. You will have a talk with the accused, his wife Elora, witnesses - the receptionist, Firit and Glubar. Go to the Republic base, talk to its head. After hacking into the Republic's computer on a tip from an unknown person, you will see video evidence proving Sunry's guilt. If you have not yet cleared the Sith base, then talk to the Sith too.
It is easy to bring the case to the death sentence - you just need to show the court a video recording of the murder. It will take a lot of work to justify Sunry. Bribe the receptionist. The receptionist at the trial would lie, saying that Sunry had escaped from the hotel before the shot was fired. Protest the Sith's accusations of lying. When the Rodian Glubar speaks, press on him - he confesses that he tossed the medallion. This will only benefit the client.
In no case do not appeal to the old age of the client and to his military merits - it will only hurt! Ask Firit if he saw the crime? Naturally, he saw nothing. Ask Elora about Sunry's love affair with the victim, and the client himself - could the Sith set him up when he decided to tie up with the relationship on the side. In your closing remarks, insist that no one saw the crime, so it was fabricated by the Sith. Sunry will be acquitted.
After killing Kalo Nord on Tatooine, you will receive a strange note about a Rodian named Hulas on your way back. The note reads "Approach him alone or not at all." The hint is transparent - if you have comrades with you, then Khulas (he stands at the side facing the sea) will not tell you anything. This quest is intended for the Dark Jedi - it has no "good" solution. The Rodian will give you two licenses to kill.
Victims: Zulas of Dantooine (Mateil Mansion) or Lorgal of Manaan (Republic enclave). After the death of at least one of them (-), the delighted Hulas will issue three more licenses. Victims: Itorak of Manaan, Rulan of Kashyyyk, and Vorn of Tatooine.
To reach Itorak, talk to Gek in the room where the races are registered. Convince him that you are a buyer. Itorak awaits you in the spaceport.
The Tatooine Vorn can be found by reprogramming his droid, which you 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 can't get through it - tell the werewolf about it. The annoyed Rulan will turn into a monster, and then - a small animal with a tach, and will try to get lost among other small animals. We'll have to exterminate all the suspicious tachy in the clearing.
If you, returning to Hulas, accuse him of foul play, the Rodian will make an appointment for you on Tatooine outside the city, where he will try to kill you. But you will, of course, disrupt all his plans.

Planet of the lost ships

The Star Forge is a giant space station that is powered by the energy of a star. It won't be difficult to fend off Malak's fighters, but an unknown disorienting field will disrupt the Ebonhok's equipment and crash down into an unknown resort planet with screams. It's called the Unknown World.
Here live the Rakata tribes - an ancient race, whose ancestors thundered throughout the Distant Galaxy. It was they who built the droid on Dantooine, the star maps, and the Forge itself. But now they have run wild and have become only a pitiful likeness of themselves. Rakata now live on a small island in the form of two tribes - wild and cute.
The Ebonhock is not the only wrecked ship on the planet. Around you - a huge number of space ships crashed to the planet of varying degrees of bruising. This strange field around the star station did not spare anyone. The aliens you will save from the savages will tell you about this.
Savages live in the north of the island, and civilized rakata in the south. Go first to the savages - there you can talk to 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 the small island. On the way, pay attention to the minefields (poor life - he was so inattentive during his lifetime!) And small rancor walking on the grass. Pick up spare parts for ship repairs among the mines. Consider a dilapidated temple, try to kick the door closed by an unknown protective field.
On the southern beaches, the village of civilized Rakata is guarded by a protective field. The Rakata hologram will ask you about the purpose of your arrival. In no case say that you were with the wild northerners - you will immediately be fried. Better tell me you're looking for the Star Forge.
These Rakata call themselves Elders. They do not believe in your good intentions, and they have reasons for this. In order to gain confidence in them, it is necessary to free their fellow tribesmen, captured by the northerners. The time has come 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. We will do all this for the sake of the only surviving captive of the Elders. In the cage, among the rancor droppings, you will find a few more parts from the ship - we now have a complete Ebonhock repair kit. It remains to disable the field.
After a little advice, the Elders will allow you to enter the temple, but only unaccompanied. Bindo and Juhani, who have come running from the beach, will oppose this - they will help you persuade the Rakata 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. After opening the door to the catacombs from the terminal, go downstairs. To open the next door, go through the nine tiles in the correct order (in the form of the letter H).

A computer is waiting for you outside the next door. Ask him. Return to the temple entrance and enter the large door that was previously locked. Above you will be greeted by Bastila - alive, but very dark.
Here you will have to make the final choice between Light and Dark. Light Jedi will persuade Bastila to come to their senses, then they will fight her several times until she escapes. The dark ones will inform Bastila that they are stronger than Malak, and it would be better for her to dissociate herself from her jawless comrade before it is 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 to the beach. If you are obscured, then kill everyone who disagrees with the general line of the party.
Repair the Ebonhock's engine and take off towards the Star Forge and your own destiny.

Side quests

On the northern beach of Rakata, Garn laments the ubiquitous Mandalorian bandits. They live near the wall of the temple (on the right, if you stand facing the entrance). Kill them, pick up the head bandit's helmet 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 - together with you, a small group of good Jedi who survived Dantooine broke through the defensive barriers. But they will not help you - they will be hammered almost immediately.
It will be very difficult to break through the corridors of the station to Malak - he sends dozens of droids, soldiers, apprentices and strong Jedi to intercept. All enemies here tend to respawn around the nearest corner, so do not waste 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 with them, it is easy to miss the moment when the character passes out. Your main spell now is to save the game frequently.
On the second deck, take your time to attack the automatic turrets - find the control room on the opposite side and, if you have a hacker, hack the defense system. Those wishing to profit from free clothes can get a few chlamyds here according to the local fashion.
Bastila will meet you at the control center (or not: if you chose the "bad" path, she will already be with you). Try, by exchanging blows, to persuade her on 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 your battle meditation for the benefit of the troops of the Republic.
Only Malak himself remained. He will first flee, leaving you to be mocked by the endlessly reborn battle droids. We'll have to hack the terminals responsible for their production. If you don't have enough pins, remember: killing a droid that has fallen out of the pipe will "give birth" to a pin in the corresponding basket. The most advanced hackers can set up computers to produce robots 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 before the start of the battle will read him a boring sermon. The enemy has several captive 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". Observers are usually silent about this feature. 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, sucking the life out of them. By depriving Malak of his support, you will greatly facilitate the final battle for yourself.
Malak dies in disbelief, which means that you have completed the game. You just have to sit back and watch the final video. Congratulations.

Star Wars: KotOR

A long time ago in a galaxy far, far away ...

To begin with, a short introductory speech. StarWars: KotOR contains not only a rich set of characteristics, abilities and feats, but also extensive and multi-stage dialogue trees, as well as a lot of main and a bucket of secondary quests, in which you can often choose between several options for actions, some of which will move you on the dark or light side of the Force. This solution does not adhere to any specific approach, but rather tends to the light version. Probably, more than half of the secondary quests will only be mentioned in passing, so do not expect an explanation of all tasks and a description of the consequences of all actions. The emphasis is on the main storyline, with minor additions.
If one of your partners is killed, do not be alarmed, after the battle he will get up and, holding on to the barrel, limping, hobbles after you. It will be possible to heal quickly. From most zones, you can quickly transfer to the ship using a button on the map screen. It is not necessary to run to the ladder every time. In the same place, on this navigation screen, they quickly and without unnecessary troubles allow you to change or select new partners. First, your whole team (you can only take two with you, and there will be nine of them in total: Trask Ulgo, Carth Onasi, Mission Vao, Zalbaar Wookiees, Bastila Shan Jedi, T3-M4 droid, Canderous Ordo, Juhani, HK-47 battle droid and Jedi Jolee Bindo) will be waiting for you in a safe place, in some warehouse or base, and after you get Ebon Hawk at your disposal, it will hang out on the ship. Weapons: lightsabers, blasters, and armor can be upgraded on a special table, putting crystals and additional bells and whistles in them.
Sometimes you can make them yourself using special equipment. Remember that heavy armor will block some Jedi tricks, so choose: either light defense, but with additional feints, or a trusty sword and strong body armor. During the battle, you cannot change armor, only weapons, so you need to take care of this in advance. Dozens of NPCs roam on each planet, there are merchants and shops where you can buy weapons and equipment. If you ask to lower the price, then the merchants will, of course, lower it (sometimes by two or more times), but then you will have more dark side. The most valuable items and weapons, as a rule, cannot be bought, they are lying in deep caves with terrible monsters, locked in boxes, or they are carried with them by irresponsible citizens, parting with them along with their own lives at the very last moment. You can develop and pump your character in any direction, but I would advise you to pay attention to "Treat Injury", the higher this skill, the more health you can restore with medpacks. Well, stop shaking the air with your tongue, let's go!

Endar Spire - Motherland, ugh, the Republic is in danger!

Your ship is attacked by a fleet of Sith, which are looking for an important Jedi, as a result of which it will receive damage incompatible with carefree sailing in outer space, and will fall on the city-planet (or vice versa, the city-planet) Taris. But while it has not yet crashed, you have to wander along it, breaking through to the escape pods. As soon as you wake up from the noise overboard, a soldier Trask Ulgo will run into your cabin and tell you about the attack, and that it would be nice for you to pick up the things from the box and gossip about the controls a little more. This is not to say that such instruction greatly colors the first minutes of acquaintance with the toy, but we have seen worse examples. Pick up the junk, try it on yourself, and include Traska in your team. All together are better to fight back than one. Switch to it and open the door. You need to get to the control room. Open the next door with your first partner. Hack or shoot two soldiers, and at the same time you will get acquainted with the combat interface. You can still change the actions in the combat icons that appear above the opponents (attack with a sword, energy beam, grenade; the further, the more options will appear) by scrolling through the images with tiny arrows at the top or bottom of these small ovals.
On the left, from the container, take credit cards and a medpack. And from the chest on the right, grab swords and battle armor for the company. Further, also try not to miss chests and containers. Almost all of them have something to profit from. Even if some little thing is not needed, it will always be possible to sell, and credit cards are in the price here. In the next corridor, observe the shooting scene, then take out the three remaining soldiers. They didn't have much time left. All doors will be blocked except one, and keep your way there. Behind it you will find two Jedi fighting with lightsabers. Both will kill each other, to your great joy. Take things, fight with two soldiers and go out the door. You will find yourself on the bridge, everyone has disappeared somewhere, it's time for you to look for a way to salvation. Again zap a bunch of soldiers, leave the bridge, and into the door. By the way, it would be time to raise the level already, which you will learn about when the arrow on the character's portrait starts blinking.
A dark Jedi with a red sword will appear through a couple of doors, and your partner will go to fight with him, leaving you alone with your thoughts, because the door will close behind him. Well, you stomp into the "Starboard Section". The radio will tell everyone to move to the escape pods. Defeat the new soldier, take the parts from the box and repair the droid. He will help you get to the next room. Finally, head into the "Escape Pod".

Taris - Hope dies last.

The ship will fall on the planet, where you must find and save the hope of the entire galaxy - the young Jedi Bastila. You will again have a strange dream about a Dark Jedi. This planet is controlled by the Sith, so it is better not to protrude too much, but to try to pull off your clothes and impersonate their ordinary soldier. Come out and take Cartha with you. Deal with the soldiers, take the items from the box. You can break down the door in the hallway. Next, go to the "Upper City". Get involved in an argument and rescue an alien at the distant gate, from which local bandits are trying to knock out money. Go to Upper City North, then North Appartments. Break down the door on the right and talk to Largo. Then a soldier will stop you and say that you can only go in a special uniform.

A bunch of Sith mock the alien, get into a fight and chop the Sith to pieces. You will have a talk with the rescued, he will tell about the gangs in the lower city and Gadon Theka, the leader of the bandit sharashka Hidden Beks. Search the bodies, you now have a Sith uniform. Return upstairs and go to the side where the droid shop was. In this shop, you can buy a droid, only then it will explode, and you will get your money back - even more than you paid if you threaten the saleswoman (plus to the dark force). Go to the door opposite, you will be stopped by Sith Guard. Change into your Sith uniform and make your way to Lower City.
Take part in a little mess again and go to the "Hidden Becks Base". Tell the girl at the entrance that you want to speak to their leader. At the base, talk to Gadon about the escape pod. He will tell you that the woman from the capsule was captured by another gang and only the one who wins the swoop race can get her. We'll have to participate. Just first you need to get to the base of another gang and steal there an Important Technical Gizmo for the local "motorcycle" in order to get a strong advantage in the race. You cannot get to the Vulkar base through the main entrance, you can get there only by roundabout routes. A girl with a strange name Mission, together with her friend Wookie, can help you with this. Gadon will offer to exchange the shape of the sieves for papers, which will provide you with further unimpeded passage. Change without thinking.
Exit into the corridor and walk all the way. A Sith Guardian guards the entrance to Undercity. Show him the papers and get into the elevator. Immediately upon arrival, the bandits will press you against the wall and demand money. You can give them money and medicines or not - the choice, as always, is yours. Showdown, of course, showdown, but the main thing should not be forgotten - here you need to find the leader of Gendara. The next scene will take place next to the grate, behind which a creepy and terrible monster is going to eat a man. Agree to kill the monster, and they will immediately let you down inside. In the corral with the monster, you will meet with Mission Vao, which you can include in your team. Hurray, replenishment, it's high time. The girl will agree to take you to the bandit base, but only if you help her rescue her furry friend. Agree.
In "Lower Sewers" fill up a couple of monsters, behind them there will be two doors. One leads to the base "Vulkar", but the passage is blocked by an impassable blue field. Mission will disable it later. The other will lead you to her friend. Go there and go out to the three doors. There are two Gamorrean Elites behind the door on the right, so you have to sweat a little. Then the girl will open the door and meet her beloved Wookiee. He will be so grateful to you for his salvation that he will agree to be with you to the end (his or yours, not so important). Go back to the blue field, Mission will disable it. Come out to the waterfall, where the battle between the guards and the monsters takes place. You can wait to see how it ends, and then calmly finish off the winners.
Then go to the left door, and at the new waterfall, where a droid will attack you, go to the right. The path will lead you to a huge monster you've never seen before - Rancoru. Defeating him is not easy, oh, how difficult it is. You can use different tactics, for example, first throw grenades and then run into the tunnel and shoot from the tunnel itself. It is so big that it simply does not fit in there, and then goes back to its place. The correct way is to put on the pile of bones the bait for the monster (taken from one of the corpses on the way) along with a grenade. The animal will eat it and gather up. Oddly enough, but for the murder with the help of conventional weapons, eksps get three times more. By the way, a funny glitch appeared - when a dead mountain of meat fell on my hero, he stopped moving, getting stuck in it up to his ears.

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