Passage of the game Star Wars: Knights of the Old Republic. Star Wars: Knights of the Old Republic Walkthrough

Engineering systems 01.10.2019

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

To begin with, a small introductory speech. StarWars: KotOR contains not only a rich set of stats, abilities and feats, but also sprawling and multi-stage dialogue trees, as well as a host of main and secondary quests in which you will often be able to choose between several options for action, some of which will move you on the dark or light side of the Force. This solution does not adhere to any particular approach, but rather leans towards 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 the tasks and a description of the consequences of all actions. The emphasis is on the main storyline, with minor additions.

If one of the partners is killed, do not be alarmed, after the battle he will get up and, holding on to his side, limping, hobbles after you. You can heal quickly. From most zones, you can quickly transfer to the ship using the 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 problems allow you to change or choose new partners. First, your entire team (you can only take two with you, and there will be nine in total: Trask Ulgo, Carth Onasi, Mission Vao, Zalbaar Wookiee, Jedi Bastila Shan, 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 the Ebon Hawk at your disposal, he will hang out on the ship. Weapons: Lightsabers, blasters and armor can be upgraded on a special table by putting crystals and additional bells and whistles in them.

Sometimes you can make them yourself with the help of special equipment. Remember that heavy armor will block some of the Jedi tricks, so choose between light protection but with additional feints, or a trusty sword and a strong body armor. During the battle, you can’t change armor, only weapons, so you need to take care of this in advance. Dozens of NPCs roam each planet, there are merchants and shops where you can buy weapons and equipment. If you ask to reduce the price, then the merchants, of course, will reduce it (sometimes twice or more), but then you will have a darker side. The most valuable items and weapons, as a rule, cannot be bought, they lie in deep caves with terrible monsters, locked in boxes, or they are carried 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 is, 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 Sith fleet looking for an important Jedi, causing damage inconsistent with carefree sailing in outer space, and crashing into the city-planet (or vice versa city-planet) Taris. But while it has not crashed yet, you have to wander through it, breaking through to the escape pods. As soon as you wake up from the noise overboard, a Trask Ulgo soldier will run into your cabin and tell you about the attack, also that it would be nice for you to pick up things from the box and gossip a little more about management. It cannot be said that such instruction greatly colors the first minutes of acquaintance with the toy, but they have seen worse examples. Take the junk, try it on yourself, and include Trask "a in your team. It's better to fight back together than alone. Switch to it and open the door. You need to get to the control room. Open the next door with your first partner. Chop or shoot two soldiers, at the same time 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 farther, the more options will appear) by scrolling through the images with tiny arrows above or below these small ovals.

On the left, from the container, take the credit cards and the medpack. And from the chest on the right, grab swords and combat armor for company. Further, also try not to let chests and containers pass by. Almost in each of them there is something to profit from. Even if you don’t need a little thing, you can always sell it, and credit cards are valuable here. In the next corridor, watch the firefight scene, then take out the three remaining soldiers. They didn't have long. All doors will be blocked except for one, keep your way there. Behind it you will find two fighting Jedi with lightsabers. Both will finish 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 stumble a bunch of soldiers, leave the bridge, and through the door. By the way, it's time to increase the level already, which you will find out 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 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 crate and repair the droid. He will help you get to the next room. Finally, climb into the "Escape Pod".

Taris - Hope dies last.

The ship will crash onto a planet where you must seek out and save the hope of the entire galaxy - the young Jedi Bastila. You will again see a strange dream about a dark Jedi. This planet is controlled by the Sith, so it's best not to stick out too much, but try to pull off your clothes and impersonate their ordinary soldier. Come 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 an argument and save the alien at the far gate, from which local bandits are trying to knock out money. Go to "Upper City North", then to "North Appartments" Break the door on the right and talk to Largo, then a soldier will stop you and tell you that you can only go through in a special uniform.

A bunch of Sith are mocking the alien, get into a fight and chop the Sith to pieces. Talk to the rescued, he will tell you about the gangs in the lower city and Gadon Thek "a, the leader of the bandit sharash Hidden Beks. Search the bodies, now you have the form of the Sith. Go back upstairs and go to the side where the droid store was. In this store you can buy droid, only then it will explode, and you will be returned the money - even more than you paid, if you threaten the saleswoman (plus dark power). .

Get involved in a little brawl again and go to "Hidden Becks Base". Tell the girl at the entrance that you want to talk to their leader. At the base, talk to Gadon about the rescue capsule. He will tell you that another gang captured the woman from the capsule and only the one who wins the swoop race can get it. You will have to participate. Only first you need to get into the base of another gang and steal There is an Important Tech Gizmo for the local "motorcycle" to get a good advantage in the race.You can't get to the Vulkar base through the main entrance, you can only get there by detours.A girl with the 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 unhindered passage.

Get out into the corridor and go all the way. A Sith Guard guards the entrance to Undercity. Show him the papers and get into the elevator. Immediately upon arrival, bandits will press you against the wall and begin to demand money. You can give them money and medicines or not - the choice, as always, is yours. Showdowns, of course, showdowns, but you should not forget the main thing - here you need to find the leader of Gendar "a. The next scene will take place next to the bars, behind which a creepy and scary monster is going to eat a man. Agree to kill the monster, and you will be immediately let down inside. In you'll meet Mission Vao, who you can add to your team.

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 impenetrable blue field. Mission will turn it off later. The other will lead you to her friend. Go there and go out to the three doors. Behind the right door are two Gamorrean Elites, so you have to sweat a little. Then the girl will open the door and meet with 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). Return to the blue field, Mission will turn it off. Come out to the waterfall, where there is a battle between the guards and the monsters. You can wait for how it ends, and then calmly finish off the winners.

Then go through the left door, and at the new waterfall, where the droid will attack you, go to the right one. The path will lead you to a huge monster, the likes of which you have not seen before - Rancor "u. Defeating him is not easy, oh, how difficult. You can use different tactics, for example, first throw grenades and then run away into the tunnel and shoot from the tunnel itself. He is so big one that just doesn't fit in, and then goes back to its place.The correct way is to put a bait for a monster (taken from one of the corpses along the way) along with a grenade on a pile of bones.The little animal will eat it and hoard it.Oddly enough, but for killing with conventional weapons, eskpas get three times more. By the way, a funny glitch appeared - when a dead mountain of meat fell on my hero, he stopped moving, bogged down in it up to his ears. Only when it evaporated after a few seconds, I managed to move.

Behind the door that the monster was guarding, there will be new guards and the entrance to the "Vulkar Base". There are quite a few rooms here, and there are enough soldiers. In the dining room, talk to the waitress Ada. She will tell you about the prototype you are looking for. It'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 bunch of weapons. Connect to the console and look at the images from different cameras, then set off 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 turn off the security guns. Of course, if you have enough chips.

Get down to the garage (take the access card from one of the corpses in the barracks) on the elevator. In the room where there is a console, take the cards for playing Pazaak and "Garage Head Card" from the table. Enter the computer and open all doors. In the southeast part of the garage, you need to open the door - either with an access card or from a computer. Here you will find the desired detail and negotiations with the enemy gang. They will offer to race on their side and, in addition, bang the leader of your gang. Choose as you see fit. I refused, killed them all, took the "Swoop Accelerator" and returned back to Gadon, who was the first to offer participation in the race. Now you will become a full participant in this very race. Go to the race manager and declare your participation, a mini-game will start "You only need to beat your record to win the race. It's not difficult if you drive carefully over the accelerating plates and change gears in time. Although then it turns out that your record will be broken and you will have to set a new one. That is, ride again.

Bastila, having escaped from the cage, will start a fight in which you will also have to participate. Your desire to wave your fists, as usual, no one asked, but the Jedi should not be offended. Now this powerful girl will join your team, and then you will all find yourself in a shelter together. This is such a special place where all the members of your "team" will be while you walk around the planet. You can also quickly move 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 on the Jedi Council. Of course, for starters, it would be nice to find a way to get off this planet.

When you leave the hideout, you will be met by a messenger from the Canderous Ordo (local crime boss), who wants to grind with you. Go to the Cantina Bar in Upper City. Here you can also participate in the arena tournament, improving your combat abilities. Talk to Ordo there, who, like you, wants to sneak off the planet and will tell you about his crazy plan. You will need to steal the launch codes from the Sith military base. To get into it, you have to get a droid that can break open the doors.

Go to the droid store and talk to its owner. Say you want to purchase the latest "T3-M4" model. She will agree to sell it for two thousand, but she can give it 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 a tip, and she will quickly wash off and 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 straight ahead, and the right one is generally drawn just like that, for beauty. At the end of the corridor, a familiar alien will ask you to save him. He is in a capsule, and you need to switch all the switches on the wall to the "off" position - red. This is a small puzzle, if you inadvertently make a mistake, and all the switches are in the "On" position, then the alien will immediately fry in his flask. To whom the stew of the alien?

Take from the drawer in the east of the card, "sith base passcard". Go to the southeast, where there will be a powerful assault droid and two laser guns. After him, get into the elevator and fill up the Sith Governor in his apartments. Before the battle, you will dissuade him from leaving the dark side, etc. It won't work, unfortunately. Search the body, now you have all the required launch codes. Get up and go to the Javyar's Cantina bar, which is located on the Lower Level, not far from Gadon's lair. 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 disable security system on a ship, and only then on it to fly away from the planet. Find the console, it's in the room next to the hangar, and hack it or use one of the guards' access card. Turn off all systems and open 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. Dog - dog death! Climb into the ship "Ebon Hawk", on which you will fly away from the planet, which at that moment will be attacked by the guns of the ship Malak "a. A mini-game will immediately start (in the spirit of the arcade" beachhead "a"): you need to destroy all enemy fighters when the help of the ship's cannon before they destroy your ship. Talk to the crew and fly the 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 appear 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 a few games. 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 get to know the different types of Jedi there to decide which one you want to train as. 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 smoothly flowing into each other, clearly showing how you master martial techniques, learn to meditate and lift objects into the air, etc. Typical Jedi training, just like the 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 Zhar, who will offer you a test. To make sure that you understand everything correctly and are worthy of 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 direct you to Master Dorak "y. 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 Jedi path. The blue color of the sword is the Guardian Jedi cutting his way with his sword; yellow - Jedi Sentinel, a sword in half with the Force, and, finally, green corresponds to the Jedi Consular, an active user of the Force. Then he will start asking you questions to determine your addictions and ask you to make your choice again, this time the final one. 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 may be three of them, counting one for color) and about the last test. You need to clear everything rabble grove of meditations.

Go out to the "Courtyard", you will be stopped by a local resident 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. Near the small boat is Elise, who will ask you to find her companion, a droid. Another side quest for those who like to wander 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 hounds, strange toothy creatures that look a bit like lions. Further in the "Matale Grounds", you will immediately see a Mandalorian terrorizing peaceful aliens. 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, go southwest to the "Grove".

On this map, new monsters will attack you, and a woman will crawl out next to the "Ancient Grove" and, taking out a red Jedi sword, will rush to the attack. Unfortunately, your partners will be frozen and will not take part in the battle. Once you've beaten this bitch up properly, she'll want to talk to you. It turns out that this same 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 she slipped too much, according to her, or simply destroy her. As the saying goes, no man - no problem.

Return to the Jedi Council and talk to Zhar in the training room. If you failed Juhani, an indignant Jedi will stop you on the way and start reproaching you for not doing everything possible to save the lost one. Pay no attention, boil and leave 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 remain to be revealed. After defeating the Mandalorians, they set off to explore the remote corners of the galaxy in search of unfinished remnants enemy and disappeared.

Some time later, they returned, but not alone, but at the head of a powerful fleet, some of the ships in which were of an unknown alien design. And then a new war began, and if not for the Jedi Bastila with her abilities, but 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 from a noble family, who will demand to go in search of his son, who, as he assumes, was kidnapped by another family respected in the local area. You can agree to participate in the search or 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 go to the "Strange Ruins" in the southeast. Be sure to take Bastil with you and a droid with which you can open the front doors in the ruins. Behind the next doors you will find a missing Jedi, who was sent by the Council to dig in the ruins, and you will meet an ancient droid that has been sticking out here for about twenty thousand years , that is, 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 Star Forge super-mega weapon 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, on the right and on the left, which are guarded by powerful battle droids, the battle with which will not be easy. There are also computer terminals that will require you to select three words from six offered. When you need to enter words from the series "life-giving" - press: oceanic, grassland, arboreal. "Death-giving" - respectively, desert, volcanic and barren. If you do everything right, 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 go through the door to the south. There you will find an ancient terminal in the form of a flower, which shows a star map. Bastila will try to figure it out, but some details are still missing to determine the exact location of "Star Forge". Therefore, we will have to visit four more new planets in search of additional information. Return to the city and speak with the Jedi Council. The local great-great-great-grandfather of Yoda 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 yet, and nothing is said about it in the Jedi archives, it does not hurt to be careful. You can always return to Dantooine to buy something or get advice from the wise elders. There are still a few side quests left on this planet, and you can still look for crystals for the lightsaber here, so go ahead if you wish. Deesra will meet you at the exit of the Council building and will warn you against possible dangers. Run to your ship and fly Tatooine.

Tatooine - Dragon slayers.

Before landing, they will show a couple of videos: in the first, Lord Malak orders a mercenary to catch your partner Bastil "y, and in the other, you will again see visions, this time about a new terminal with the next piece space map. The planet is one large, endless desert, but with caves in which a strange folk is hiding. Most likely, the desired device is hidden in one of the caves. Get off the ship and talk to the Czerka Corporation officer. He will require you to pay a registration fee of one hundred credits and will tell you a little about the planet where you landed. Move on to Anchorhead. There is a droid shop, an office of the only corporation on the planet, a bar, and you can also participate in races. Look into Czerka's office 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 you one in exchange for help with the people of the desert. This noxious sandfolk has a habit of destroying mines and breaking down mining machines. Agree to help with this problem and, having obtained a license, leave the office. An alien will stop you and advise you to take a translator droid with you 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 hefty price of 5,000 credits, but will drop it to four if you decide to bargain. If you scare him, he will slow down a little more, up to 2500, but in this case you will get a plus to the dark side. Buy a robot and exit the city, killing three Dark Jedi with lightsabers along the way, in the "Dune Sea". Show the guard your permission, he will let you through.

In the desert outside the walls of the city, you will be met by a woman looking for her husband. Go to the "harvester" directly on the course, over which two local suns hang. To his left you will see Tanis Venn surrounded by several battle droids. His wife programmed them in such a way that they will immediately explode, if Tanis "does even take a step to the side. You can help him if you fix the robots. Then the Sand People will attack you, take their clothes and change all the partners, except for the robots. "shaggy carpet", Wookiee, there will be no such clothes, so it's better to leave it on the ship.Behind the harvester, next to the broken cars, you will fall into a trap.

You can pay 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 talk, they will immediately attack. Those clothes that you put on yourself can only deceive the sand warriors from afar, but not at close range.

In the village, talk to the chief of the people, 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 diversions. Here, as usual, there are two options. Just take out everyone and clean up 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 sign of gratitude, he will give you his wand, you will need to drag it to the corporation office) and ask him to tell you about the history of his people. Usually they do not like to say this to outsiders, but the bravest warriors are always welcome. To prove your coolness, you need nothing at all - to fill up the local dragon and bring proof of his death to the leader.

Exit 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 "oh, who will share his plan to destroy this fat beast. If you immediately climb into the cave with the dragon, he will eat you, so it's better not to rush. First you have to get food for local animals, a mix of mammoth and goat, it can be found in the dwellings of the sand people or bought in the city.Then you should lure the hairy Bantha to the lair with the dragon.Click on the animals grazing nearby and they will follow you.As always, the Elite will arrive inopportunely Warrior's. After dismantling with them, bring the animals to the den and talk to Komad again. Then watch how the beast crawls out of the cave and blows up on the mines skillfully placed by the hunter. Talk to Komad again and step into the cave. By the way, you got "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, crystals for lightsabers and a computer panel with a "Star Map". Click on it and you will be one step closer to unraveling the whereabouts of Star Forge. Leaving the cave, you will run into Calo Nord, the same mercenary that the Malak radish sent on your trail. Kill his gang and return to the ship to fly to the next planet.

Kashyyyk - Forest walks.

Along the way, you will again have a dream about the location of the map on this planet. Get off the ship and take Zaalbar "a with you, otherwise you will not be allowed into the village. This planet, completely covered with mighty forests (on one of which you landed), is inhabited by Wookiees. Upon arrival, you will immediately be asked for a registration fee charged by a friend Corporation Czerka. 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 a sour reception from his hairy relatives. Go to exit to "The Great Walkway", where you will be attacked by three huge larvae. Your Wookiee will begin to remember his native places, and again he will suffer incomprehensible suspicions. On the next map, the Wookiee guard will not let you through, sending you to the main one, and a little further you will be attacked dark mercenaries of Malak. The battle will not be from duty. Next, you will meet a new guard, and a meeting will take place 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 will not even notice you now. Help a few Wookiees deal with the larvae and take the elevator down to the base of the trees in "Upper Shadowlands". Here you will see the Jedi Jolee Bindo, deftly wielding a lightsaber, surrounded by four large creatures. He will take you to his camp. Jolee will not tell as much as we would like, will disown the title of Jedi, posing as a quiet and forgotten old hermit. However, there will be some benefit from it. He will help you disable the force barrier (it will be a little further) in exchange for your help with the Czerka corporation people hanging out to the northeast of his camp. On the way to this camp, you will find a corpse of a Wookiee 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 listen to me (a plus to the dark side). Return to Jolee, he will join you. Then run back to the place where you "dealt" with the workers and move on, run into a passage protected by a blue force field. Behind him will be "Lower Shadowlands".

Help the poor Wookiee fight off the Mandalorians attacking him, he will also ask you to cure him and find the leader of the attackers. In the east, another Wookiee will attack you, Freyyr, as it turns out - the father of your Wookiee and the one who imagines himself 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 him off, or you can help him find a special sword, which is an important symbol in these parts, and then return to the village with him.

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 combat robots. But you will raise your light side. When you finish them off, talk to the computer again, it will open access to the map. Finish 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's up to you. Get on the ship and fly to the next planet.

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

Lord Malak will find out about the failure of his mercenary and will send his personal student after you, so you can start mentally preparing for a meeting with him now.

The visions will show a new "Star Map" somewhere in ruins. Bastila, fearing that the Sith will recognize her, wishes to remain on the ship, and you can 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, as you like. Pay the guard there is a set gathering at the door and go on in. He will bring you up to date and advise you to stay away from the Sith, they are the law here.

In the corridor, the Sith teacher is angry with his students, he will also 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 to both the light and the dark side. A little further on, a trio of Sith will try to piss you off by showing you how tough they are. If you want, then give a fitting rebuff, 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 the Sith, or those who have a special medallion, can enter the walls of the academy. You need to find Yathura Ban, she is in charge of such matters here.

Return to the port and go to the Cantina bar. Talk to Yathura and lie to her that you want to become a Sith. She will lead you to the head of the academy, who, in turn, will torment you with questions about the light side and the dark side, the Sith and the Jedi, and so on. 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 can earn the highest prestige. First you must learn 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 suffice. So, first go to the Interrogation Room, where, using the computer, ask the caged Mandalorian where he hid his weapon. When you finally succeed, the local interrogator will want to tell the news to the authorities himself later, you will have to remove him. Exit the academy towards "Valley of the Dark Lords". You will immediately be met by a trinity of dark Jedi led by Darth Bandon "th (a student of Malak" a) and will begin to download rights. Deal with them and run further along the bottom of the gorge. Not far to the left is "Shyrack Cave", where you will find a group of Sith Rebels. Try to help them if you wish, or kill every single one of them (it will help to earn prestige). At the end of this cave, behind the bridge, you will be met by a hefty and terrible monster Terentatek. You will not fight with him in vain, several corpses are lying behind him, from one of which you can pull off the clothes and magazine of the Jedi Duron Qel-Droma.

Exit 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 choose the option to put an object during inspection), it will explode. Immediately the droids on the nearby bridge will activate and start pouring fire on you.Kill everyone with blasters or the "throw lightsaber" receiver.Press the lever and move on.Open the sarcophagus, which will contain 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 distant past.Go to the statue and insert the "notched steel sword" into it.Then talk to the spirit, and he will safely disappear.If you torture him about the map, then he will you will be attacked and it remains to be seen how it all ends.It seems that the spirit restores its health all the time, so do not wake up famously while it is quiet.

Exit the tomb, another Sith apprentice will meet you and ask you to give him the sword you just earned. You can deceive him and foist a fake, he will happily wash off. Return to the academy and talk to Uthar. Tell him about the prisoner, about the sword, about the apostates and about the Sith code. Which he will immediately check.

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 the betrayal of his right hand Yathur's. Now he will finally choose you as the most worthy candidate and order you to prepare for the final test. You have to fight Yathura, and for the battle to be easier, you need to poison her, thereby weakening her strength. To do this, you need to transfer the Datapad to the Adrenas sieve near 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. Talk to Master Uthar Wynn, you will find yourself in the tomb "Naga Sadow". Here you must find the Star Map and the lightsaber and return back to the entrance to the tomb. Your partners will remain outside, and there is no other way to get out of here, except to complete the task. This task includes solving simple puzzles.

In the west of the map you will meet a couple of Terentateks, 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 to the crossroads and throw cold grenade into the acid lake.It will freeze, and you can go further.In the next room you will find "Star Map", statues, take the lightsaber. 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 at once. I stayed with the master and quickly stammered Yathur with a new sword. After which he said that I passed the final test and became a true Sith. 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 start conferring who can help her get out of this situation. I chose to deactivate the droid so that it could then take out the guards at startup 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 a lot. The commander will casually say that the Jedi Academy on Dantooine has been destroyed.

When you take control of the robot (well, or whoever you chose there), leave the room, kill the guards and enter the "Bridge Terminal" in one of the rooms. Open Detention Area. Go there, it's in the west of the map, and open all the cells with prisoners. The team will happily reunite again, although you won't be given a choice of who to bring with you. Bastila and Carth will join you as partners. 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 reached 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 space suits in the airless space overboard. Run along the path with red lights on the sides, well, how slowly they move, snails - even faster. Enter another "Air Lock", scatter the heels of the soldiers and continue moving towards the captain's bridge. There you will be met by Admiral Karath and a little mess will begin. Being near death, the admiral will whisper something to Carth, and he will want to know the truth about his past from Bastil. I convinced him to wait with his questions, besides, Bastila promised to put everything on Ebon Hawk. Click on the computer terminal, open the landing dock doors, you can also set a new course for the ship if you have enough computer skills.

Then run to the elevator and get over to "Hangar". Malak will meet you there with open arms and tell you the Terrible Secret - you are Dark Lord Revan! Universal evil, the main dark villain and the head of Malak "a himself! In the past, you were seriously injured, and the Jedi healed your body and imposed a new personality. That's really ... an unexpected discovery (I wonder what would happen if I played a female character?). Malak will freeze your teammates, so you will have to fight him alone. When the scoundrel's health bar reaches the middle, he will flee, closing the door behind him. Go around the room along the corridors and enter it from the other side. The second time ask pepper Malak "y. Suddenly, Bastila intervenes in the battle, and they, along with Malak, will find themselves locked in the same room. What will happen next with her is unknown (the cat cried the chances of defeating the dark lord, but this is none of your business). The script says that you are next must run to your ship and get 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 help you, of course, if you want to, because there are other options.

Manaan - Jaws-23.

Again prophetic dream about the 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 in vain) will tell you about local laws. It seems that fighting is forbidden here, but there are always exceptions to the rules, right? And he will 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. He, you see, planted 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 the benefit of his beloved. If this offer interests you, then go to Korriban and find his handy in the bar. Go out into the city by paying the creature with the head of the sea stingray the prescribed hundred coins, or fifty if you put pressure on him.

In the western part of the city, you will be puzzled by a couple of subquests: a woman recognizes Jolee (if he is on the team) and asks you to help free her captive 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 in return. Not too long ago, they lost a droid, and the Sith captured it. You need to get into the Sith base and rewrite the information from this droid. There are three different ways to get there: interrogate the prisoner, recode the access cards (if you have the appropriate abilities), or sneak into the Sith hangar with the key you were just given, steal their ship and sneak in from the back door. Choose for yourself what is more convenient for you, and for now we are going to the hangar.

Go to the landing zone "Docking Bay 26-A", kill the Sith, and climb inside a small transport ship that will take you straight to the "Sith Base". In the security room, you will be noticed and an alarm will be raised, so now you have to clear your way with your fists through all the oncoming Sith and droids. In the northern part of the map, which can only be reached by opening/closing water locks, you will meet with 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 for their own interests, shamelessly lying to them, and in general, from all points of view, extremely nasty types. He'll check your datapad to see if you're right, and he'll rush off to tell all his brethren the terrible truth about the Sith.

Return to the doors with water locks and use the computer nearby. With it, you can view cameras in all rooms, turn off droids, deactivate force fields, etc. Now go to the southwestern part of the map, to the "Disassembly Room", destroy the soldiers and take the "data module" from the broken droid. There was only a little left - to return to the city and hand over this module to the ambassador. It's easy to say. When you leave the base, you will be caught by the natives, put in prison, and will be judged to the fullest extent of the local law. In prison, your "lawyer" Bwa "lass will talk to you. Tell him and later the high court that you were just looking for your missing son and about the datapad, they will immediately acquit you and let you go on all four sides.

Go to the embassy and transfer the data from the robot to Ronald Wann "y. 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. In the same place, under water , they found strange ancient structures and probably the long-awaited "Star Map" Ronald will give you the keys to a submarine that is programmed to take you to this complex. you at "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 the sharks. In the room where the crazy scientist 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. Under water, you will be met by a mercenary in the same suit and will offer to go to a nearby underwater building. When you go out into the open space, a shark will immediately devour it. So always be ready when the sharks get too close - use the "sonic emitter", just remember that it has a short range. Crawl slowly (the underwater suit is literally a copy of the space suit, both in appearance and behavior, only in a different color) to the next "Air Lock" 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 just destroy the force barrier (I hacked him to death 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 he immediately presents. The woman will offer a more humane way. She will advise you to destroy the machine, which supposedly drives the shark crazy. After that, she must calm down and swim away to your lair. As usual, you can choose any of the ways ... or an unexpected third - "I do what I want, and now I will kill you both!"

Exit to the "Air Lock" in the room with the 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 the poison, the shark immediately died, inhaling this muck. Move on and you'll 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 again stand trial. You can tell them that it was you who poisoned the water (if you broke the 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 from this planet. But immediately you will find yourself on a ship, so much 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, trying to drag her to the dark side. But that one, like flint, is not lured into any. And then you will see this very Star Forge, something like a huge spaceship, to which rays are drawn from the sun. Fighters will immediately attack you, 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, littered with the wreckage of spaceships. The local analogue of the Bermuda Triangle, not otherwise. The team, having discussed the situation, decides to go explore the temple discovered in the neighborhood. Land on the beach, where 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 begin to thank you for the timely assistance. Go to the north of the map, where near something that very remotely resembles a hefty aircraft engine, you will be attacked by another bunch of warriors. From the engine, go further north and new card. This time, the warriors will not fight, but will offer to get acquainted with the local authority named "The One". He will recognize you as Revan "a, will remind you of your promise to get rid of the "elders" (a conflicting tribe) and reveal their secrets to him. In exchange for this, he promises to help gain access to the "Temple of the Ancients." I agreed to help him and bring an ancient book from another local clan.

Leave the native settlement and run to the previous map, from there to the "Temple Exterior". Here you will be met 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 cope with you, but you will prove to them how seriously they are wrong. The path to the temple is blocked by a force field. You can go left and fill up a whole pasture of rankors, if you have enough strength (they pour so much experience for each, you will swing), and then into the passage in the south leading to "South Beach".

See how the frog blows up on a mine, and henceforth be careful, they are everywhere. Take the "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 will appear and tell 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 find out that they hold a grudge against Revan, who lied to them on his last arrival on this planet when he tried to get into the temple. To prove your peaceful intentions, promise them to release the prisoner who was captured by another tribe.You can go to the other end of the settlement and talk to the computer there.Convince him that you work for Rakatan, and he will lay out everything that is in his database for you.

Return to "The One". This time you will expect a much less friendly welcome. The natives will immediately attack, so you have to clear the entire village. "The Only One" will open the cells, and from there a pack of monsters will attack you. Kill everyone, then in one of the chambers, talk to the prisoner, who will immediately rush off to tell the Elders about his salvation, and in the other, take the Ship Parts. Now go to the village to the "elders." They will confer a little and decide that again can trust you.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 the ritual, which will interrupt Jolee by saying, that he had a vision and he must come with you. The elders will start to object, but if they hang a little 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 Malak removed face plate of a subordinate officer.

Inside the temple you will find a bunch of Sith and battle droids. Go through the maze and go down to the "Temple Catacombs". Reach the room with golden plates in the floor, if you step on them, they change color. You need to make sure that all nine plates change their color. The datapad in the drawer in the next room tells you to go over them with the letter "H", so (if you number the plates like on a push-button phone) go like this: 9-6-3, then 6-5-4, and then 7 -4-1. All tiles 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, machines and droids, which feeds on any suitable energy and which eventually killed its own creators. The computer will also update its database, and you can now easily climb to the upper levels of the temple to disable the protective field surrounding the planet.

Return to "Main Floor" and go up to "Temple Summit". On the way, you can explore the armory and a whole bunch of rooms, some of which hide droids or have guns installed. Bastila will meet you on the roof of the temple and... will begin to lure 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 fight, but she didn't want to listen. She quickly rushed off to the spaceship and disappeared. If you are on the dark path, you can try to join her to fill up everyone and rule the whole world together. Go to the computer and turn off the "Planetary Disruptor Field" and "Temple Energy Shield", then return to your favorite ship.

The whole team will pour out onto the beach sand to find out what really happened in the temple. Tell them about Bastila and they'll start wondering if she can be brought back to the light side or if the train has already left. On the ship, repair the broken hyperdrive (just click on it) and fly to Star Forge. This is the only place where you can now fly. You will be contacted by the command of the fleet of the Republic, which hovered over the "Star Forge", and complain about the too smart 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 convenient position for the final salvo.

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

As soon as you leave the ship, you will be met by a group of Jedi who are being attacked by the Sith. Help the first to deal with the latter and go north. Access to the elevator on the left will be blocked. Malak will send battle droids towards you, which, for some reason, breaking the doors on their own ship, will attack you from two sides. The disable droid's ability is quite useful when fighting them.

Further along the path there will be about 8 more droids (you can equip 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 the joy will be short-lived. A little further away, take a couple 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 the 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 call Bastil to him and order her to kill you. And then he will burst into such a villainous laughter on duty. The path to Bastil will be littered with such an unimaginable number of Sith that you are tormented to count them. As usual, before the battle, Bastila will talk silently, freeze your teammates, then talk after a small skirmish, and again climb with a saber naked, and so on several times. I tried to convince her to go to the light side and in the end it happened. There was also an interesting version of the line where you confess your love to her (again, you ask, what if my character was not a man?), to which she immediately reciprocates. Yes, they are still a sweet couple. Only "bitter!" scream and left...

Bastila will begin to meditate to help the Republic fleet, which will successfully push back the Sith armada. Run a little more and you will finally see Malak "a himself. He will talk to you a little and close in the room, sending six killer droids at you. Do not worry that there are so few of them, they will always appear in whole packs from cars in the neighborhood Not a bad way to level up.By the way, I was lucky here at level 20 and, unfortunately, the last.If you completed all the quests in a row, important and not so, then you could grow up to this ceiling 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. Here he is, the terrible and terrible Malak in person! To defeat him, you first need to spoil his "healing devices".

There are several mechanisms in this room, like large flasks in which the Jedi captured by the Sith are imprisoned. When Malak wants to heal, he will draw strength from them. In general, bypass all devices and with the help of "destroy droid" destroy them, freeing the Jedi. Or destroy them with any destructive Force. Then fight Malak to the very end. In the end, he will repent and die. Bah ... and he won’t even say that he was my father, well, or son, at least a grandson at worst! Watch how the Republic Fleet destroys the Star Death... oh, sorry, Star Forge, and your ship, Ebon Hawk, will escape from this infernal 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 bonnets will be thrown into the air. No one and no one will kiss, which is a pity. The brainwashed dark lord saved the Galaxy from the unwashed dark lord, the teacher beat the student, who offered him to become his student in turn, and the main Sith threat in the face of the powerful Jedi first fought with them, then fought on their side, so that, in the end Finally, 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: KOTOR

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

To begin with, a small introductory speech. StarWars: KotOR contains not only a rich set of stats, abilities and feats, but also sprawling and multi-stage dialogue trees, as well as a host of main and secondary quests in which you will often be able to choose between several options for action, some of which will move you on the dark or light side of the Force. This solution does not adhere to any particular approach, but rather leans towards 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 the tasks and a description of the consequences of all actions. The emphasis is on the main storyline, with minor additions.
If one of the partners is killed, do not be alarmed, after the battle he will get up and, holding on to his side, limping, hobbles after you. You can heal quickly. From most zones, you can quickly transfer to the ship using the 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 problems allow you to change or choose new partners. First, your entire team (you can only take two with you, and there will be nine in total: Trask Ulgo, Carth Onasi, Mission Vao, Zalbaar Wookiee, Jedi Bastila Shan, 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 the Ebon Hawk at your disposal, he will hang out on the ship. Weapons: Lightsabers, blasters and armor can be upgraded on a special table by putting crystals and additional bells and whistles in them.
Sometimes you can make them yourself with the help of special equipment. Remember that heavy armor will block some of the Jedi tricks, so choose between light protection but with additional feints, or a trusty sword and a strong body armor. During the battle, you can’t change armor, only weapons, so you need to take care of this in advance. Dozens of NPCs roam each planet, there are merchants and shops where you can buy weapons and equipment. If you ask to reduce the price, then the merchants, of course, will reduce it (sometimes twice or more), but then you will have a darker side. The most valuable items and weapons, as a rule, cannot be bought, they lie in deep caves with terrible monsters, locked in boxes, or they are carried 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 is, 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 Sith fleet looking for an important Jedi, causing damage inconsistent with carefree sailing in outer space, and crashing into the city-planet (or vice versa city-planet) Taris. But while it has not crashed yet, you have to wander through it, breaking through to the escape pods. As soon as you wake up from the noise overboard, a Trask Ulgo soldier will run into your cabin and tell you about the attack, also that it would be nice for you to pick up things from the box and gossip a little more about management. It cannot be said that such instruction greatly colors the first minutes of acquaintance with the toy, but they have seen worse examples. Take the junk, try it on yourself, and include Trask "a in your team. It's better to fight back together than alone. Switch to it and open the door. You need to get to the control room. Open the next door with your first partner. Chop or shoot two soldiers, at the same time 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 farther, the more options will appear) by scrolling through the images with tiny arrows above or below these small ovals.
On the left, from the container, take the credit cards and the medpack. And from the chest on the right, grab swords and combat armor for company. Further, also try not to let chests and containers pass by. Almost in each of them there is something to profit from. Even if you don’t need a little thing, you can always sell it, and credit cards are valuable here. In the next corridor, watch the firefight scene, then take out the three remaining soldiers. They didn't have long. All doors will be blocked except for one, keep your way there. Behind it you will find two fighting Jedi with lightsabers. Both will finish 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 stumble a bunch of soldiers, leave the bridge, and through the door. By the way, it's time to increase the level already, which you will find out 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 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 crate and repair the droid. He will help you get to the next room. Finally, climb into the "Escape Pod".

Taris - Hope dies last.

The ship will crash onto a planet where you must seek out and save the hope of the entire galaxy - the young Jedi Bastila. You will again see a strange dream about a dark Jedi. This planet is controlled by the Sith, so it's best not to stick out too much, but try to pull off your clothes and impersonate their ordinary soldier. Come 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 an argument and save the alien at the far gate, from which local bandits are trying to knock out money. Go to "Upper City North", then to "North Appartments" Break the door on the right and talk to Largo, then a soldier will stop you and tell you that you can only go through in a special uniform.

A bunch of Sith are mocking the alien, get into a fight and chop the Sith to pieces. Talk to the rescued, he will tell you about the gangs in the lower city and Gadon Thek "a, the leader of the bandit sharash Hidden Beks. Search the bodies, now you have the form of the Sith. Go back upstairs and go to the side where the droid store was. In this store you can buy droid, only then it will explode, and you will be returned the money - even more than you paid, if you threaten the saleswoman (plus dark power). .
Get involved in a little brawl again and go to "Hidden Becks Base". Tell the girl at the entrance that you want to talk to their leader. At the base, talk to Gadon about the rescue capsule. He will tell you that another gang captured the woman from the capsule and only the one who wins the swoop race can get it. You will have to participate. Only first you need to get into the base of another gang and steal There is an Important Tech Gizmo for the local "motorcycle" to get a good advantage in the race.You can't get to the Vulkar base through the main entrance, you can only get there by detours.A girl with the 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 unhindered passage.
Get out into the corridor and go all the way. A Sith Guard guards the entrance to Undercity. Show him the papers and get into the elevator. Immediately upon arrival, bandits will press you against the wall and begin to demand money. You can give them money and medicines or not - the choice, as always, is yours. Showdowns, of course, showdowns, but you should not forget the main thing - here you need to find the leader of Gendar "a. The next scene will take place next to the bars, behind which a creepy and scary monster is going to eat a man. Agree to kill the monster, and you will be immediately let down inside. In you'll meet Mission Vao, who you can add to your team.
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 impenetrable blue field. Mission will turn it off later. The other will lead you to her friend. Go there and go out to the three doors. Behind the right door are two Gamorrean Elites, so you have to sweat a little. Then the girl will open the door and meet with 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). Return to the blue field, Mission will turn it off. Come out to the waterfall, where there is a battle between the guards and the monsters. You can wait for how it ends, and then calmly finish off the winners.
Then go through the left door, and at the new waterfall, where the droid will attack you, go to the right one. The path will lead you to a huge monster, the likes of which you have not seen before - Rancor "u. Defeating him is not easy, oh, how difficult. You can use different tactics, for example, first throw grenades and then run away into the tunnel and shoot from the tunnel itself. He is so big one that just doesn't fit in, and then goes back to its place.The correct way is to put a bait for a monster (taken from one of the corpses along the way) along with a grenade on a pile of bones.The little animal will eat it and hoard it.Oddly enough, but for killing with conventional weapons, eskpas get three times more. By the way, a funny glitch appeared - when a dead mountain of meat fell on my hero, he stopped moving, bogged down in it up to his ears. Only when it evaporated after a few seconds, I managed to move.
Behind the door that the monster was guarding, there will be new guards and the entrance to the "Vulkar Base". There are quite a few rooms here, and there are enough soldiers. In the dining room, talk to the waitress Ada. She will tell you about the prototype you are looking for. It'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 bunch of weapons. Connect to the console and look at the images from different cameras, then set off 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 turn off the security guns. Of course, if you have enough chips.
Get down to the garage (take the access card from one of the corpses in the barracks) on the elevator. In the room where there is a console, take the cards for playing Pazaak and "Garage Head Card" from the table. Enter the computer and open all doors. In the southeast part of the garage, you need to open the door - either with an access card or from a computer. Here you will find the desired detail and negotiations with the enemy gang. They will offer to race on their side and, in addition, bang the leader of your gang. Choose as you see fit. I refused, killed them all, took the "Swoop Accelerator" and returned back to Gadon, who was the first to offer participation in the race. Now you will become a full participant in this very race. Go to the race manager and declare your participation, a mini-game will start "You only need to beat your record to win the race. It's not difficult if you drive carefully over the accelerating plates and change gears in time. Although then it turns out that your record will be broken and you will have to set a new one. That is, ride again.
Bastila, having escaped from the cage, will start a fight in which you will also have to participate. Your desire to wave your fists, as usual, no one asked, but the Jedi should not be offended. Now this powerful girl will join your team, and then you will all find yourself in a shelter together. This is such a special place where all the members of your "team" will be while you walk around the planet. You can also quickly move 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 on the Jedi Council. Of course, for starters, it would be nice to find a way to escape from this planet. When you leave the shelter, you will be met by a messenger from the Canderous Ordo (local crime boss) who wants to grind with you. Go to the Cantina Bar in Upper City. Here you can also participate in the arena tournament, improving your combat abilities. Talk to Ordo there, who, like you, wants to sneak off the planet and will tell you about his crazy plan. You will need to steal the launch codes from the Sith military base. To get into it, you have to get a droid that can break open the doors.
Go to the droid store and talk to its owner. Say you want to purchase the latest "T3-M4" model. She will agree to sell it for two thousand, but she can give it 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 a tip, and she will quickly wash off and 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 straight ahead, and the right one is generally drawn just like that, for beauty. At the end of the corridor, a familiar alien will ask you to save him. He is in a capsule, and you need to switch all the switches on the wall to the "off" position - red. This is a small puzzle, if you inadvertently make a mistake, and all the switches are in the "On" position, then the alien will immediately fry in his flask. To whom the stew of the alien?
Take from the drawer in the east of the card, "sith base passcard". Go to the southeast, where there will be a powerful assault droid and two laser guns. After him, get into the elevator and fill up the Sith Governor in his apartments. Before the battle, you will dissuade him from leaving the dark side, etc. It won't work, unfortunately. Search the body, now you have all the required launch codes. Get up and go to the Javyar's Cantina bar, which is located on the Lower Level, not far from Gadon's lair. 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 disable the security system on the ship, and only then fly away from the planet on it. Find the console, it's in the room next to the hangar, and hack it or use one of the guards' access card. Turn off all systems and open 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. Dog - dog death! Climb into the ship "Ebon Hawk", on which you will fly away from the planet, which at that moment will be attacked by the guns of the ship Malak "a. A mini-game will immediately start (in the spirit of the arcade" beachhead "a"): you need to destroy all enemy fighters when the help of the ship's cannon before they destroy your ship. Talk to the crew and fly the 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 appear 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 a few games. 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 get to know the different types of Jedi there to decide which one you want to train as. 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 smoothly flowing into each other, clearly showing how you master martial techniques, learn to meditate and lift objects into the air, etc. Typical Jedi training, just like the 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 Zhar, who will offer you a test. To make sure that you understand everything correctly and are worthy of 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 direct you to Master Dorak "y. 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 Jedi path. The blue color of the sword is the Guardian Jedi cutting his way with his sword; yellow - Jedi Sentinel, a sword in half with the Force, and, finally, green corresponds to the Jedi Consular, an active user of the Force. Then he will start asking you questions to determine your addictions and ask you to make your choice again, this time the final one. 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 may be three of them, counting one for color) and about the last test. You need to clear everything rabble grove of meditations.
Go out to the "Courtyard", you will be stopped by a local resident 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. Near the small boat is Elise, who will ask you to find her companion, a droid. Another side quest for those who like to wander 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 hounds, strange toothy creatures that look a bit like lions. Further in the "Matale Grounds", you will immediately see a Mandalorian terrorizing peaceful aliens. 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, go southwest to the "Grove".

On this map, new monsters will attack you, and a woman will crawl out next to the "Ancient Grove" and, taking out a red Jedi sword, will rush to the attack. Unfortunately, your partners will be frozen and will not take part in the battle. Once you've beaten this bitch up properly, she'll want to talk to you. It turns out that this same 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 she slipped too much, according to her, or simply destroy her. As the saying goes, no man - no problem.
Return to the Jedi Council and talk to Zhar in the training room. If you failed Juhani, an indignant Jedi will stop you on the way and start reproaching you for not doing everything possible to save the lost one. Pay no attention, boil and leave 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 remain to be revealed. After defeating the Mandalorians, they set off to explore the remote corners of the galaxy in search of unfinished remnants enemy and disappeared.
Some time later, they returned, but not alone, but at the head of a powerful fleet, some of the ships in which were of an unknown alien design. And then a new war began, and if not for the Jedi Bastila with her abilities, but 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 from a noble family, who will demand to go in search of his son, who, as he assumes, was kidnapped by another family respected in the local area. You can agree to participate in the search or 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 go to the "Strange Ruins" in the southeast. Be sure to take Bastil with you and a droid with which you can open the front doors in the ruins. Behind the next doors you will find a missing Jedi, who was sent by the Council to dig in the ruins, and you will meet an ancient droid that has been sticking out here for about twenty thousand years , that is, 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 Star Forge super-mega weapon 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, on the right and on the left, which are guarded by powerful battle droids, the battle with which will not be easy. There are also computer terminals that will require you to select three words from six offered. When you need to enter words from the series "life-giving" - press: oceanic, grassland, arboreal. "Death-giving" - respectively, desert, volcanic and barren. If you do everything right, 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 go through the door to the south. There you will find an ancient terminal in the form of a flower, which shows a star map. Bastila will try to figure it out, but some details are still missing to determine the exact location of "Star Forge". Therefore, we will have to visit four more new planets in search of additional information. Return to the city and speak with the Jedi Council. The local great-great-great-grandfather of Yoda 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 yet, and nothing is said about it in the Jedi archives, it does not hurt to be careful. You can always return to Dantooine to buy something or get advice from the wise elders. There are still a few side quests left on this planet, and you can still look for crystals for the lightsaber here, so go ahead if you wish. Deesra will meet you at the exit of the Council building and will warn you against possible dangers. Run to your ship and fly Tatooine.
- Tatooine - Dragon slayers.

Before landing, they will show a couple of videos: in the first, Lord Malak orders a 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 the space map. The planet is one large, endless desert, but with the caves in which strange people are hiding.Most likely, in one of the caves the device you are looking for is hidden.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 landed.Go further to "Anchorhead. There is a droid store, the office of the only corporation on the planet, a bar, you can also participate in races. Look into the office of Czerka and talk to the officer there. To leave the city, you need to have a hunting license, but they will agree to give her to you in exchange for help with the people of the desert.This malicious sandfolk have a habit of destroying mines and breaking mining machines. volunteer to help with this problem and, having received a license, leave the office. An alien will stop you and advise you to take a translator droid with you 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 hefty price of 5,000 credits, but will drop it to four if you decide to bargain. If you scare him, he will slow down a little more, up to 2500, but in this case you will get a plus to the dark side. Buy a robot and exit the city, killing three Dark Jedi with lightsabers along the way, in the "Dune Sea". Show the guard your permission, he will let you through.

In the desert outside the walls of the city, you will be met by a woman looking for her husband. Go to the "harvester" directly on the course, over which two local suns hang. To his left you will see Tanis Venn surrounded by several battle droids. His wife programmed them in such a way that they will immediately explode, if Tanis "does even take a step to the side. You can help him if you fix the robots. Then the Sand People will attack you, take their clothes and change all the partners, except for the robots. "shaggy carpet", Wookiee, there will be no such clothes, so it's better to leave it on the ship.Behind the harvester, next to the broken cars, you will fall into a trap.
You can pay 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 talk, they will immediately attack. Those clothes that you put on yourself can only deceive the sand warriors from afar, but not at close range.
In the village, talk to the chief of the people, 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 diversions. Here, as usual, there are two options. Just take out everyone and clean up 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 sign of gratitude, he will give you his wand, you will need to drag it to the corporation office) and ask him to tell you about the history of his people. Usually they do not like to say this to outsiders, but the bravest warriors are always welcome. To prove your coolness, you need nothing at all - to fill up the local dragon and bring proof of his death to the leader.
Exit 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 "oh, who will share his plan to destroy this fat beast. If you immediately climb into the cave with the dragon, he will eat you, so it's better not to rush. First you have to get food for local animals, a mix of mammoth and goat, it can be found in the dwellings of the sand people or bought in the city.Then you should lure the hairy Bantha to the lair with the dragon.Click on the animals grazing nearby and they will follow you.As always, the Elite will arrive inopportunely Warrior's. After dismantling with them, bring the animals to the den and talk to Komad again. Then watch how the beast crawls out of the cave and blows up on the mines skillfully placed by the hunter. Talk to Komad again and step into the cave. By the way, you got "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, crystals for lightsabers and a computer panel with a "Star Map". Click on it and you will be one step closer to unraveling the whereabouts of Star Forge. Leaving the cave, you will run into Calo Nord, the same mercenary that the Malak radish sent on your trail. Kill his gang and return to the ship to fly to the next planet.

Kashyyyk - Forest walks.

Along the way, you will again have a dream about the location of the map on this planet. Get off the ship and take Zaalbar "a with you, otherwise you will not be allowed into the village. This planet, completely covered with mighty forests (on one of which you landed), is inhabited by Wookiees. Upon arrival, you will immediately be asked for a registration fee charged by a friend Corporation Czerka. 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 a sour reception from his hairy relatives. Go to exit to "The Great Walkway", where you will be attacked by three huge larvae. Your Wookiee will begin to remember his native places, and again he will suffer incomprehensible suspicions. On the next map, the Wookiee guard will not let you through, sending you to the main one, and a little further you will be attacked dark mercenaries of Malak. The battle will not be from duty. Next, you will meet a new guard, and a meeting will take place 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 will not even notice you now. Help a few Wookiees deal with the larvae and take the elevator down to the base of the trees in "Upper Shadowlands". Here you will see the Jedi Jolee Bindo, deftly wielding a lightsaber, surrounded by four large creatures. He will take you to his camp. Jolee will not tell as much as we would like, will disown the title of Jedi, posing as a quiet and forgotten old hermit. However, there will be some benefit from it. He will help you disable the force barrier (it will be a little further) in exchange for your help with the Czerka corporation people hanging out to the northeast of his camp. On the way to this camp, you will find a corpse of a Wookiee 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 listen to me (a plus to the dark side). Return to Jolee, he will join you. Then run back to the place where you "dealt" with the workers and move on, run into a passage protected by a blue force field. Behind him will be "Lower Shadowlands".
Help the poor Wookiee fight off the Mandalorians attacking him, he will also ask you to cure him and find the leader of the attackers. In the east, another Wookiee will attack you, Freyyr, as it turns out - the father of your Wookiee and the one who imagines himself 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 him off, or you can help him find a special sword, which is an important symbol in these parts, and then return to the village with him.

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 combat robots. But you will raise your light side. When you finish them off, talk to the computer again, it will open access to the map. Finish 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's up to you. Get on the ship and fly to the next planet.

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

Lord Malak will find out about the failure of his mercenary and will send his personal student after you, so you can start mentally preparing for a meeting with him now.
The visions will show a new "Star Map" somewhere in ruins. Bastila, fearing that the Sith will recognize her, wishes to remain on the ship, and you can 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, as you like. Pay the guard there is a set gathering at the door and go on in. He will bring you up to date and advise you to stay away from the Sith, they are the law here.
In the corridor, the Sith teacher is angry with his students, he will also 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 to both the light and the dark side. A little further on, a trio of Sith will try to piss you off by showing you how tough they are. If you want, then give a fitting rebuff, 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 the Sith, or those who have a special medallion, can enter the walls of the academy. You need to find Yathura Ban, she is in charge of such matters here.
Return to the port and go to the Cantina bar. Talk to Yathura and lie to her that you want to become a Sith. She will lead you to the head of the academy, who, in turn, will torment you with questions about the light side and the dark side, the Sith and the Jedi, and so on. 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 can earn the highest prestige. First you must learn 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 suffice. So, first go to the Interrogation Room, where, using the computer, ask the caged Mandalorian where he hid his weapon. When you finally succeed, the local interrogator will want to tell the news to the authorities himself later, you will have to remove him. Exit the academy towards "Valley of the Dark Lords". You will immediately be met by a trinity of dark Jedi led by Darth Bandon "th (a student of Malak" a) and will begin to download rights. Deal with them and run further along the bottom of the gorge. Not far to the left is "Shyrack Cave", where you will find a group of Sith Rebels. Try to help them if you wish, or kill every single one of them (it will help to earn prestige). At the end of this cave, behind the bridge, you will be met by a hefty and terrible monster Terentatek. You will not fight with him in vain, several corpses are lying behind him, from one of which you can pull off the clothes and magazine of the Jedi Duron Qel-Droma.
Exit 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 choose the option to put an object during inspection), it will explode. Immediately the droids on the nearby bridge will activate and start pouring fire on you.Kill everyone with blasters or the "throw lightsaber" receiver.Press the lever and move on.Open the sarcophagus, which will contain 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 distant past.Go to the statue and insert the "notched steel sword" into it.Then talk to the spirit, and he will safely disappear.If you torture him about the map, then he will you will be attacked and it remains to be seen how it all ends.It seems that the spirit restores its health all the time, so do not wake up famously while it is quiet.
Exit the tomb, another Sith apprentice will meet you and ask you to give him the sword you just earned. You can deceive him and foist a fake, he will happily wash off. Return to the academy and talk to Uthar. Tell him about the prisoner, about the sword, about the apostates and about the Sith code. Which he will immediately check.
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 the betrayal of his right hand Yathur's. Now he will finally choose you as the most worthy candidate and order you to prepare for the final test. You have to fight Yathura, and for the battle to be easier, you need to poison her, thereby weakening her strength. To do this, you need to transfer the Datapad to the Adrenas sieve near 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. Talk to Master Uthar Wynn, you will find yourself in the tomb "Naga Sadow". Here you must find the Star Map and the lightsaber and return back to the entrance to the tomb. Your partners will remain outside, and there is no other way to get out of here, except to complete the task. This task includes solving simple puzzles.

In the west of the map you will meet a couple of Terentateks, 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 to the crossroads and throw cold grenade into the acid lake.It will freeze, and you can go further.In the next room you will find "Star Map", statues, take the lightsaber. 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 at once. I stayed with the master and quickly stammered Yathur with a new sword. After which he said that I passed the final test and became a true Sith. 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 start conferring who can help her get out of this situation. I chose to deactivate the droid so that it could then take out the guards at startup 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 a lot. The commander will casually say that the Jedi Academy on Dantooine has been destroyed.
When you take control of the robot (well, or whoever you chose there), leave the room, kill the guards and enter the "Bridge Terminal" in one of the rooms. Open Detention Area. Go there, it's in the west of the map, and open all the cells with prisoners. The team will happily reunite again, although you won't be given a choice of who to bring with you. Bastila and Carth will join you as partners. 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 reached 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 space suits in the airless space overboard. Run along the path with red lights on the sides, well, how slowly they move, snails - even faster. Enter another "Air Lock", scatter the heels of the soldiers and continue moving towards the captain's bridge. There you will be met by Admiral Karath and a little mess will begin. Being near death, the admiral will whisper something to Carth, and he will want to know the truth about his past from Bastil. I convinced him to wait with his questions, besides, Bastila promised to put everything on Ebon Hawk. Click on the computer terminal, open the landing dock doors, you can also set a new course for the ship if you have enough computer skills.
Then run to the elevator and get over to "Hangar". Malak will meet you there with open arms and tell you the Terrible Secret - you are Dark Lord Revan! Universal evil, the main dark villain and the head of Malak "a himself! In the past, you were seriously injured, and the Jedi healed your body and imposed a new personality. That's really ... an unexpected discovery (I wonder what would happen if I played a female character?). Malak will freeze your teammates, so you will have to fight him alone. When the scoundrel's health bar reaches the middle, he will flee, closing the door behind him. Go around the room along the corridors and enter it from the other side. The second time ask pepper Malak "y. Suddenly, Bastila intervenes in the battle, and they, along with Malak, will find themselves locked in the same room. What will happen next with her is unknown (the cat cried the chances of defeating the dark lord, but this is none of your business). The script says that you are next must run to your ship and get 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 help you, 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", it 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 in vain) will tell you about local laws. It seems that fighting is forbidden here, but there are always exceptions to the rules, right? And he will 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. He, you see, planted 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 the benefit of his beloved. If this offer interests you, then go to Korriban and find his handy in the bar. Go out into the city by paying the creature with the head of the sea stingray the prescribed hundred coins, or fifty if you put pressure on him.
In the western part of the city, you will be puzzled by a couple of subquests: a woman recognizes Jolee (if he is on the team) and asks you to help free her captive 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 in return. Not too long ago, they lost a droid, and the Sith captured it. You need to get into the Sith base and rewrite the information from this droid. There are three different ways to get there: interrogate the prisoner, recode the access cards (if you have the appropriate abilities), or sneak into the Sith hangar with the key you were just given, steal their ship and sneak in from the back door. Choose for yourself what is more convenient for you, and for now we are going to the hangar.

Go to the landing zone "Docking Bay 26-A", kill the Sith, and climb inside a small transport ship that will take you straight to the "Sith Base". In the security room, you will be noticed and an alarm will be raised, so now you have to clear your way with your fists through all the oncoming Sith and droids. In the northern part of the map, which can only be reached by opening/closing water locks, you will meet with 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 for their own interests, shamelessly lying to them, and in general, from all points of view, extremely nasty types. He'll check your datapad to see if you're right, and he'll rush off to tell all his brethren the terrible truth about the Sith.
Return to the doors with water locks and use the computer nearby. With it, you can view cameras in all rooms, turn off droids, deactivate force fields, etc. Now go to the southwestern part of the map, to the "Disassembly Room", destroy the soldiers and take the "data module" from the broken droid. There was only a little left - to return to the city and hand over this module to the ambassador. It's easy to say. When you leave the base, you will be caught by the natives, put in prison, and will be judged to the fullest extent of the local law. In prison, your "lawyer" Bwa "lass will talk to you. Tell him and later the high court that you were just looking for your missing son and about the datapad, they will immediately acquit you and let you go on all four sides.
Go to the embassy and transfer the data from the robot to Ronald Wann "y. 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. In the same place, under water , they found strange ancient structures and probably the long-awaited "Star Map" Ronald will give you the keys to a submarine that is programmed to take you to this complex. you at "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 the sharks. In the room where the crazy scientist 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. Under water, you will be met by a mercenary in the same suit and will offer to go to a nearby underwater building. When you go out into the open space, a shark will immediately devour it. So always be ready when the sharks get too close - use the "sonic emitter", just remember that it has a short range. Crawl slowly (the underwater suit is literally a copy of the space suit, both in appearance and behavior, only in a different color) to the next "Air Lock" 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 just destroy the force barrier (I hacked him to death 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 away the shark with poison, which he immediately presents. The woman will offer a more humane way. She will advise you to destroy the machine, which supposedly drives the shark crazy. She then must calm down and swim away to your lair. As usual, you can choose any of the ways ... or an unexpected third - "I do what I want, and now I will kill you both!" Exit 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 the poison, the shark immediately died, inhaling this muck. Move on and you'll 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 again stand trial. You can tell them that it was you who poisoned the water (if you broke the 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 from this planet. But immediately you will find yourself on a ship, so much 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, trying to drag her to the dark side. But that one, like flint, is not lured into any. And then you will see this very Star Forge, something like a huge spaceship, to which rays are drawn from the sun. Fighters will immediately attack you, 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, littered with the wreckage of spaceships. The local analogue of the Bermuda Triangle, not otherwise. The team, having discussed the situation, decides to go explore the temple discovered in the neighborhood. Land on the beach, where 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 begin to thank you for the timely assistance. Go to the north of the map, where near something that very remotely resembles a hefty aircraft engine, you will be attacked by another bunch of warriors. From the engine, go further north and onto a new map. This time, the warriors will not fight, but will offer to get acquainted with the local authority named "The One". He will recognize you as Revan "a, will remind you of your promise to get rid of the "elders" (a conflicting tribe) and reveal their secrets to him. In exchange for this, he promises to help gain access to the "Temple of the Ancients." I agreed to help him and bring an ancient book from another local clan.

Leave the native settlement and run to the previous map, from there to the "Temple Exterior". Here you will be met 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 cope with you, but you will prove to them how seriously they are wrong. The path to the temple is blocked by a force field. You can go left and fill up a whole pasture of rankors, if you have enough strength (they pour so much experience for each, you will swing), and then into the passage in the south leading to "South Beach".
See how the frog blows up on a mine, and henceforth be careful, they are everywhere. Take the "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 will appear and tell 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 find out that they hold a grudge against Revan, who lied to them on his last arrival on this planet when he tried to get into the temple. To prove your peaceful intentions, promise them to release the prisoner who was captured by another tribe.You can go to the other end of the settlement and talk to the computer there.Convince him that you work for Rakatan, and he will lay out everything that is in his database for you.
Return to "The One". This time you will expect a much less friendly welcome. The natives will immediately attack, so you have to clear the entire village. "The Only One" will open the cells, and from there a pack of monsters will attack you. Kill everyone, then in one of the chambers, talk to the prisoner, who will immediately rush off to tell the Elders about his salvation, and in the other, take the Ship Parts. Now go to the village to the "elders." They will confer a little and decide that again can trust you.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 the ritual, which will interrupt Jolee by saying, that he had a vision and he must come with you. The elders will start to object, but if they hang a little 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 Malak removed face plate of a subordinate officer.
Inside the temple you will find a bunch of Sith and battle droids. Go through the maze and go down to the "Temple Catacombs". Reach the room with golden plates in the floor, if you step on them, they change color. You need to make sure that all nine plates change their color. The datapad in the drawer in the next room tells you to go over them with the letter "H", so (if you number the plates like on a push-button phone) go like this: 9-6-3, then 6-5-4, and then 7 -4-1. All tiles 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, machines and droids, which feeds on any suitable energy and which eventually killed its own creators. The computer will also update its database, and you can now easily climb to the upper levels of the temple to disable the protective field surrounding the planet.
Return to "Main Floor" and go up to "Temple Summit". On the way, you can explore the armory and a whole bunch of rooms, some of which hide droids or have guns installed. Bastila will meet you on the roof of the temple and... will begin to lure 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 fight, but she didn't want to listen. She quickly rushed off to the spaceship and disappeared. If you are on the dark path, you can try to join her to fill up everyone and rule the whole world together. Go to the computer and turn off the "Planetary Disruptor Field" and "Temple Energy Shield", then return to your favorite ship.
The whole team will pour out onto the beach sand to find out what really happened in the temple. Tell them about Bastila and they'll start wondering if she can be brought back to the light side or if the train has already left. On the ship, repair the broken hyperdrive (just click on it) and fly to Star Forge. This is the only place where you can now fly. You will be contacted by the command of the fleet of the Republic, which hovered over the "Star Forge", and complain about the too smart 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 convenient position for the final salvo.

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

As soon as you leave the ship, you will be met by a group of Jedi who are being attacked by the Sith. Help the first to deal with the latter and go north. Access to the elevator on the left will be blocked. Malak will send battle droids towards you, which, for some reason, breaking the doors on their own ship, will attack you from two sides. The disable droid's ability is quite useful when fighting them.
Further along the path there will be about 8 more droids (you can equip 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 the joy will be short-lived. A little further away, take a couple 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 the 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 call Bastil to him and order her to kill you. And then he will burst into such a villainous laughter on duty. The path to Bastil will be littered with such an unimaginable number of Sith that you are tormented to count them. As usual, before the battle, Bastila will talk silently, freeze your teammates, then talk after a small skirmish, and again climb with a saber naked, and so on several times. I tried to convince her to go to the light side and in the end it happened. There was also an interesting version of the line where you confess your love to her (again, you ask, what if my character was not a man?), to which she immediately reciprocates. Yes, they are still a sweet couple. Only "bitter!" scream and left...

Bastila will begin to meditate to help the Republic fleet, which will successfully push back the Sith armada. Run a little more and you will finally see Malak "a himself. He will talk to you a little and close in the room, sending six killer droids at you. Do not worry that there are so few of them, they will always appear in whole packs from cars in the neighborhood Not a bad way to level up.By the way, I was lucky here at level 20 and, unfortunately, the last.If you completed all the quests in a row, important and not so, then you could grow up to this ceiling 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. Here he is, the terrible and terrible Malak in person! To defeat him, you first need to spoil his "healing devices".
There are several mechanisms in this room, like large flasks in which the Jedi captured by the Sith are imprisoned. When Malak wants to heal, he will draw strength from them. In general, bypass all devices and with the help of "destroy droid" destroy them, freeing the Jedi. Or destroy them with any destructive Force. Then fight Malak to the very end. In the end, he will repent and die. Bah ... and he won’t even say that he was my father, well, or son, at least a grandson at worst! Watch how the Republic Fleet destroys the Star Death... oh, sorry, Star Forge, and your ship, Ebon Hawk, will escape from this infernal 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 bonnets will be thrown into the air. No one and no one will kiss, which is a pity. The brainwashed dark lord saved the Galaxy from the unwashed dark lord, the teacher beat the student, who offered him to become his student in turn, and the main Sith threat in the face of the powerful Jedi first fought with them, then fought on their side, so that, in the end Finally, 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, the fighters of Darth Malak fly around the ship like spring midges, and they forgot to wake you up. Restless dreams are replaced by vague visions with the Jedi in the lead roles.
Suddenly, a soldier bursts into the cockpit.
- Who are you?
- I'm Trask, your partner. We work different shifts, so you haven't seen me yet.
- Who am I?
“Did you bang your head too?” You are a soldier guarding a ship with an important person on board. We could both be space dust soon, so we better get to the exit. And along the way, I'll tell you about the game's interface.
Actually, you will be led around the ship by the hand, simultaneously teaching the basics of management, so there is no need to go through. You will be taught how to use the interface, dress up and arm yourself, open doors, switch between characters, fight, collect trophies, move in "invisibility" mode. Will be given the opportunity to repair the droid and hack the computer. Trask, alas, will die as soon as the need for him disappears.
By the time you meet the good soldier Kart Onasi, you will have leveled up and collected some collection of trophies. The "important person" that you are guarding according to legend is Bastila. She has already "catapulted" to the planet Taris, and nothing keeps you on the ship. Sit in an embrace with Kart in an escape pod and undock from the exploding ship with screams.

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

side quests

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

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

side quests

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

Tatooine

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

side quests

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

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

side quests

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

Korriban

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

side quests

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

Leviathan

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

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

side quests

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

Planet of the Lost Ships

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

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

side quests

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

Star Forge

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

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

Peragus

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

tilos

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

Dantooine

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

Nar Shaddaa

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

Boat Goto

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

Dxin

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

Onderon

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

Korriban

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

Dxin

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

Onderon

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

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

Dantooine

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

tilos

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

Malachor 5

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

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Ship Endar Spire

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

Taris

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

side quests

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

Dantooine

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

side quests

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

Tatooine

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

side quests

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

Kashyyyk

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

side quests

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

Korriban

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

side quests

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

Leviathan

Manaan

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

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

side quests

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

Planet of the Lost Ships

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

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

side quests

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

Star Forge

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

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

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

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

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

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

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

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

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

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

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

Taris

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

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

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

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

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

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

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

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

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

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

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

In the further passage of the game Star Wars: Knights of the Old Republic, exit through those doors on the left and go to the next waterfall. Be careful, because a droid is attacking now. You can exit through the right doors and follow the path along which you will get to the huge monster. In order to defeat him, you need to shed 100 sweats. You can use different tactics, experiment and after attacks, hide in shelters. He will not be able to get you, for example, from the tunnel, because he simply will not crawl into it.

I advise you to run up to the dump of bones and throw a bait for the monster and a grenade there. After the monster swallows the bait, an explosion will occur that will take his life. Move through the door that the monster was guarding, and notice the entrance to the Vulkar Base "guarded by the Sith there. Go through and get out into the dining room. Find some Ada there, who works as a waitress, to find out about the prototype you are looking for. Most likely, he is in the garage, which is on the lower level.

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