Walkthrough quests in star wars knights of the old republic. Original title: Star Wars: Knights of the Old Republic. Where does the gameplay begin? About various solutions, successful and not so

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Peragus

Your character will leave the healing capsule in Peragus. We leave into the hall. If necessary, return to the capsule and heal. Then Kreia will inform you that danger awaits you (the crowd is a piece 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 make an acquaintance 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 is dead. In the room that is located nearby, we take the Sonic Imprint Sensor from the container and again we 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 undermine it. We open the door of the atmospheric tray and take the spacesuit from the closet, then we unlock the next door and you will find yourself outwardly asteroid. We get the codes, they will be encrypted, the code from the turbolift is "3, 17, 13, 5, 7".

Tylos

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, Benoch will start a conversation with you. Chat with everyone else there and solve the Ithorian difficulty. We communicate with Khabat 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 to save Khabat. On the boat, 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 expelled from the Order and took the sword. You will also know on which planets you need to look for members of the Council. Then talk to the group and then Handmeiden will appear, she is your newly minted. Bao-Dur will begin to learn about the lightsaber, he will provide his help to collect it. As you manage to collect all the details, talk to him in private. He will also be able to improve the droid. We communicate with Hendmeiden, she will tell you how it came about. She will also teach you combat attacks. Then he will know you about the Force. Then you can choose one of four galaxies for your next journey, the first galaxy by name is Dantooine, the second is Onderon, the third is Shaddaa and the fourth, the final one is Korriban.

Dantooine

Let's talk with the team and go inside. Jorran is closed in one of the rooms in the corner, talk to him. The next station is the Crystal Cave. We are heading for the mercenary, you will find yourself in a secret squad. Before you leave the catacombs, we look into the cave, which is further, collect crystals. The manager will thank you. After Vruk will tell you what the Jedi need to hide.

Nar Shaddaa

Deal with them, or pay off them, if you are not too lazy to dump the dough. Find a card with a new identification code for Aton, if you manage to find it, there will be no difficulties in the future. Then teach a few thugs who torment the poor fellow a lesson, and then talk to him. Chat with another buddy at the wall. At the crossing, you will see several more criminals who are going to knock out the loot from the next victim. Discourage them from doing this, or pay off. Then head to the Exchange headquarters. We cure the victim, or we kill, as you please. After go to the cafe, and then to the docks. Etton will catch up with you and tell you to be careful. Then Mira will appear, we notify about our arrival with the C7-E3 piece of iron, which is located near the console. He will not let you pass, but will send C6-E3 to the rescue. He will give you a hint that you need to destroy the C7. If this happens, then C6-E3 will be able to activate the doors. After the liquidation of C7, you will see a door that will be locked with a code, we combine a row of numbers that are above with a 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 telecommunication room with a B-4R5 piece of iron, he will monitor the traffic of cargo ships. He will provide you with the codes and a blank transport card.

Goto boat

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

Dksin

Here you can choose one of several options: either shoot a little with a gun, or go straight to the moon. The landing will take place in a clearing near the waterfall. The boat will have minor malfunctions. You need to reach the nearest warehouse and find a way to fly to the Onderon galaxy. We follow from Ebon Hawk to the east side, near the spaceship Ettog will pick you up. There you will find a laptop, more will be said about Revan. Run into the jungle and eliminate everyone there. Find a multi-piece converter, fix the wires, and tune your computer. Also in the jungle you will be able to find a foreigner who has managed to get lost in them. Come to his aid, we save him from angry animals. Then tell Xarge about this, Kreia will connect and teach you how to fight. We communicate with the most important thing. You will need to activate the explosion device near the cannon depot.

Onderon

When you find yourself on the territory of the sellers, you can see how Vaklu's military climb to the press, accusing her of ties with the Republic. We save her, or we just pass by. Next, chat with 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 bloody stain, 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 purchase the remaining parts from the 1B-8D piece of iron. We show them to Kifu and show Nikoo the killer. After all, we communicate with Riiken and eliminate the group that will be in the cafe. We take away the disks and carry them to the doctor.

Korriban

Next, you need to win the battle of Malak, his subordinates will immediately disappear. Go to the doors in the middle. You will see a laptop at the next door. We 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. When you have done everything, return back to the valley, and then to the boat.

Dksin

Later, you will learn about the beginning of the civil war in Onderon. One part of the employees remained with the princess, while the other followed to the side of the general. The revolutionaries went to Dksin, you need to disarm them. Then the groups are divided into two, go to the group for a trip to the jungle. Eliminate all the Sith that will be in the camp, before that, clear the tunnel from explosives. Go to the terminal and read the alerts, follow the direction of the tomb of Fredon Ned. To get there, you need to kill all the Sith that get in your way. As you find yourself in the tomb, press the lever on the terminal on the north side to get into the Sith Krupt. We open the sarcophagus near the statue and take the items of the king of Onderon. After we approach the Mandolorian Kharga, he will send you back to the camp. The main character will be given a battle ship that can get to Onderon.

Onderon

We eliminate the employees of Vaklu on the site and move to another map. Climb into the Tourette Towers and deactivate the barrier that blocked the road to the castle. Chop off the next barrier with your lightsaber. As you will be 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 the Jedi Kavar, go to deal with the riot in the castle. After a few rooms, you will see Captain Kadron. He will tell you about the second console, to which you need to go, it is located in the south in the castle. With the help of the companion, you can quickly transfer to the castle, or run to the castle like this. After we go to the Primar of the Security Complex, we cut down the force field with the help of the terminal, captain Riken is closed in it. We switch all functions to the next terminal, it is still controlled by the princess's supporters. 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 keep him alive, the choice is yours. Kreia will be able to resurrect one of the employees, he 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 correctly, then 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 await you at the Enclave, everything has already been rebuilt and rebuilt. We talk with several Jedi for a long time, by the end they will remove you from the Force. Here Kreia will arrive, eliminate them and disappear immediately. Handmayden will say that everything is over, and you should return to Atris on Tilos. She is very cunning. We return to Ebon Havk, where Eton will open your eyes to Kreia's murk, and Visas will say that he is in love.

Tylos

Win the battle with Handmeiden, catch up with Atris in the Meditation Chamber, then we communicate and continue the battle. She does not agree to accept your offer. As soon as the damage is almost 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 leave her to live on. In the room next to you, you will meet Handmind, who survived. After talking with Lieutenant Green, we follow to the entertainment module, and then to the shuttle, he will take you to the devastator. As you will be on the boat, you must complete two tasks, the first is to find and eliminate Darth Nihilus, and then to blow 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 with him, the battle will not be easy. After that, it remains to lay the explosives that were left and go back to the shuttle. As you plant the third explosive, the fourth suddenly detonates during the battle with the Sith, so you will have to find new explosives. Go to Maytanance Bay and use Missle Bay Control. Click on the active startup sequence, determined by the emergency sequence. Then we take Proton Cor from Missle Bay. We install the fourth bomb and go 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, Malakore Depths. We follow in the direction of Trayus 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. We destroy the Hencher rug. Next, you will control a small flying droid, which is also a faithful companion of Bao-Dur. Travel to four consoles of state ships, you must repair the Shadow Mass Generator. You should not fight with 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 at the Academy, go to Trayusa proving ground, and then back to the previous map, but at a different destination. Once Zion appears, you must defeat him four times. After the battle, go to Trayusa Central, where you will meet with Krei. We deal with her. Check out the fate of Tilos, Dantooine and other friends and watch the final video. Walkthrough of the game Knights of the Old Republic completed.

- Dantooine
Jedi Enclave

1) Ebon Hawk

During the first visit to Dantooine, there is nothing interesting on board the ship, but then several quests will be directly related to the Ebon Hawk. In addition, here you can talk with your team members and improve equipment at the workbench.

When you first step on Dantooine, Bastila will appear and tell you to follow her to the Jedi Council.

To navigate from planet to planet, use the Galaxy map located in the cockpit. Just select a destination and you will be instantly transported there (this opportunity appears after the Jedi Council sends you in search of the remaining four parts of the Star Map).

2) Quests given by your fellow travelers and Ler Arka

First, the side quests:

Not far from the ship there is a twi "lek, named Lur Arka, who is looking for the girl Sasha. Soon you will find that you have a stowaway on the Black Hawk - that same Sasha. To complete the quest you will have to return to Dantooine and tell Ler Arca. Let him board the ship and collect the fugitive. The reward for this quest is 310xp and Light Side points (see Ebon Hawk (# 2) Stowaway)

This location is also important because all quests related to members of your party are activated here. Of course, some of them can be activated in other places (for example, when exiting the Ebon Hawk in the Tatooine Docking Bay, the Manaan Docking Bay or Korriban), but here these triggers are 100% likely to go off.

After listening to the stories of Carth, Bastila, Juhani, Canderous and Mission, you will receive quests from each of them. It should be noted that you will not be able to receive a quest from fellow party members on the planet on which the objective of this quest is located. For example, Mission's brother, Griff, is on Tatooine, so you cannot get a quest to find him on this planet (this also applies to Bastila and Canderos's quests).

Below you will find detailed walkthroughs of each of these tasks:

  1. Search for Mission Brother. When you know enough about Mission's brother to begin your quest, join her team and run around the Ebon Hawk's landing area. Griff's girlfriend Lena will appear soon, who (if you “push” her) will tell you that Griff works for Czerka Corp "s and is currently on Tatooine. The magazine will have a new quest to find Griff. For more information about him, go to Tatooine and ask about the Mission Brother from the corporate representative on the planet, whose office (see Czerka Office (# 3)) is located in Anchorhead '. He will give you details of the whereabouts of the Vulture, who turns out to be held captive by the sand people (see the chapter on Tatooine).
  2. Bastila's mother. If Bastilla is on your team and you've learned enough about her relationship with her mother, return to Dantooine before you find the fourth part of the Star Map, and here (after running near the ship) you will meet a middle-aged woman who once knew Bastila. She will tell about Bastila's mother's illness and point out her whereabouts - Tatooine. Head there and in the Anchorhead area (see # 3) you will come across a stranger who tells you that Bastila's mother is at Anchorhead's bar (see Anchorhead Cantina (# 4)). Follow there to complete the quest.
  3. Juhani's past. After you have learned enough about the slave past of the Juhani family on Taris, join it to the team and fly to Dantooine (or to any other trigger activation point described above) and, as has already become a tradition, take a walk near the Ebon Hawk. Soon a twi-lek named Xor will approach you. Xor is a slave trader who wants to buy Juhani. While talking to him, Juhani will get angry and you will have to calm her down by quoting a passage from the Jedi Code (“There is no emotion ...” - “There is no emotion ...”). If you can resolve the conflict peacefully, you will receive points of the light side, and you will have to meet Xor again - on Tatooine, Manaan, Korriban or Kashyyyk, but he will no longer be alone, but accompanied by two Rodian thugs. This time, the battle cannot be avoided. Force the slaver to surrender and again stop Juhani from bloodshed, quoting the already familiar lines from the Code. If you manage to curb her rage, then as a reward you will receive 1800xp, points of the bright side and complete the quest. Otherwise, Juhani will go over to the dark side of the Force.
  4. Son of Kart. When you know enough about the son of Kart to start your search, you can activate the quest to find him (the activation process is described above). Jordo will come up to you and tell Kart (he must be in the team) that his son, Dustil, is studying at the Sith Akademy on Korriban. Don't rush there because no matter when you visit this planet, Dustil will be waiting for you at the Academy (see Sith Academy (# 7)). The end of the quest is in the Korriban chapter.
  5. The Honor of Canderos You can get the quest when Canderos tells you about the war between the Republic and the Mandalorians, and about Revan, the young Jedi who tipped the scales with the Republic. There is nothing original in activating the quest - we fly to Dantooine (or to other planets suitable for this) and wait for Jagi to appear. Jagi is a former subordinate of Canderos. He will accuse Canderos of cowardice and challenge him to a duel that will take place on Tatooine. We fly there and look for Jaga in the Dune Sea (see Dune Dea (# 10)). The end of the quest is in the chapter on Tatooine.

3) Local merchants

Sell ​​equipment and parts for droids.

4) Exit

2) Output:

3) Skirmish with the Mandalorian Raiders:

This is the first of two groups to bed if you spoke to them. These guys are pretty straightforward. You can either concentrate all your power on the leader of their gang, or first quickly take out the rest, and then deal with the leader, since he is stronger.

When it is finished with them, then search their remains. You will find several items including a Blaster Carbine.

4) Matali Manor

You will not be allowed into the estate itself, but Alan Matali will come out to talk to you. You will be able to get him out of your hole, if you received the quest about the civil strife between the Sandral and Matali estates. You get it after three Jedi Challenges. See Jedi Enclave

You will have a talk with the Droid Matali, which stands next to the estate, and when Matali comes out, ask him about the feud between families. He will offer a reward of one thousand credit cards for saving his son. You can convince him to give you two thousand, but for this you will receive Dark Side points. In any case, you will be rewarded with 150 experience points.

5) Quest "Dead settler":

The body of this very "Settler" appears if you have already received the quest about the internecine strife of the Sandral and Matali families. See Jedi Enclave (# 6: Sandral-Matali Civil War).

Then you will receive a quest, but before that you visit Sandral Lands, if you explore this territory, then the body of the "Settler" will be right here. On his remains you will find some pretty good things and "Casus's Diary". These include: Heart Stimulant, Echani Light Armor, Echani Shield, and Verpine Bandage.

7) Exit:

8) Zuulan Sentar, Genoheredan's reward:

Zuulan's speeder will appear after you receive the first part of Genoharedan's reward quests. It can be obtained from Hulas in East Central, Manaan. See East Central (# 13) under Zuulan Sentar subsection for more full description quest. After his death, return to Khulas for your reward.


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2) Exit

3) "Murder of a settler"

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

Each "round" of investigation involves interviewing suspects and obtaining information from the droid. When you have gathered all the information you need, go to Boluk, answer his questions and start a new “round”.

Round one.
After interrogating the suspects and obtaining information from the droid, you will come to the conclusion that Ricard is lying. Indeed, how could he hit the wrong person, at whom he was aiming because of the bright sunlight, if it was cloudy during the commission of the crime? Go to Boluk and share these thoughts with him.

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

Round three.
Ask Ricard, Handon, and the information droid again. You will conclude that Handon lied this time because he said that the blaster that killed Calder had been stolen from him, although no report was filed for the theft.

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

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

Tell Boluk about this. He will go and examine Handon's wound.

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

4) Encounter the Mandalorian Raiders

Here is a group of Mandalorian Raiders led by their leader, Sherruk. Killing him is the goal of the quest that John gives in the Courtyard (# 3). Sherrak only spawns here when you have eliminated the other two groups of raiders in the Lands of Metal (# 3) and Sandal (# 7).

It's okay if you come here earlier - it's just that Sherrak, unlike ordinary raiders, won't be here. Just come back here when you've dealt with both groups of raiders.

Killing Sherrak is pretty difficult. The matter is aggravated by the fact that it has an energy shield that will take on some of your blows.

To make it easier for yourself, use grenades, vibroblades and Bastila's skills (for example, “Stun” works very well).

Sherrak will leave behind two Lightsabers, Verpine Cardio-Regulator, Eriadu Strength Amplifier, Sonic Nullifiers and 750xp. After examining the rest of the bodies, return to John and get the well-deserved 1000 credits and 250xp.

A note for X-Box owners.

If you have already destroyed two groups of raiders and entered the Grove through entrance # 7, then Sherrak at point # 3 may not be. To make it appear, go to the location of the Land of Metal and immediately return back.

5) Ancient Grove, Juhani.

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

You have now completed the third trial of the Council and can return to Zar at the Jedi Enclave (# 7) to get promoted to Padawan and XP 800.

After that, the Council will give you the last task, and Juhani will join your party.

6) Exit:

7) Exit:

Star Wars: Knights of the Old Republic Complete Walkthrough


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2) Output:

3) Sandral Estate:

This quest is available after completing three Jedi Challenges and receiving the Sandral-Matali Civil War quest: see The Jedi Enclave (# 6: Sandral-Matali Civil War)

If you have already received a mission from the Jedi Enclave, a droid outside the estate will allow you to go inside to talk to Mr. Sandral: Sandral Manor (# 2) However, before entering, you should look for Sandral's son for bonus items and to gain experience ... When you return, talk to the Droid and enter the Manor. Next comes the Dead Settler quest.

Kazus's diary, "Dead Settler" quest:

If you have already received the Matali-Sandral feud quest, but have not yet visited Mr. Sandral, then you can gain additional experience and some good things by going through this auxiliary quest. Sandral's son disappeared, Sandral himself blames Alan Matali for everything. But as it turned out, Mr. Matali has nothing to do with it. The Cat Hounds wreaked havoc on his son in Metal Lands (# 5). Before speaking to Sandral for the first time, go to these lands. There you will find the "Dead Settler", or rather what is left of him. In his remains you will find Casus's Diary and quite a few useful things (described above). Bring the diary back to the manor, talk to the droid and he will provide you with an entrance to the manor to talk to Mr. Sandral: Sandral Manor (# 2). You will receive another dose of exp in the amount of 150 points. Follow the link to find out more.

After saving Sean:

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

4) Exit:

8) S8-42, Pet-Droid:

Here is the droid Alice was looking for in the Courtyard (# 4). He is being attacked by the Cat Hounds, so defeat them and start a conversation with the droid. You will learn about his sickening story with Alice, and then he will ask you to turn him into an unusable heap of junk. As for his last request, the most acceptable way is to say that you will kill him, and then explain to Alice the reason for this action. When he is killed, you will receive 200 experience points. Now you can find Alice (link above) and tell her what happened.

9) Exit:

2) Nurik and Raheisha:

This is your first time here, Mr. Sandral will meet you. If you accidentally stumbled upon Casus's Diary of his son (see Lands of Metal (# 5) and the "Dead Settler" quest), you will receive 150 exp and a reward if you politely give him the diary.

Now to the point. Either way, you've found Casus' diary. Mr. Sandral will mutter something and ask you to leave the site. However, before that happens, his daughter Raheisha will emerge from the inside of the estate and ask you to help her rescue Sean (see # 6), who is being held captive by Nurik. Well, the trumpet is calling. Agree to help, and along with 300 experience points, you will receive the key to the side door of the estate in Sandral Lands (# 5). Exit through the front door, as this is the only way inside, then proceed to the side door and use it to enter location # 3 on the map.

3) Exit:

2) Antique Droid and Remains:

When entering this key location, you will encounter a non-hostile Antique Droid (you will be rewarded with 300 experience points after talking to him). Talk to the droid and he will tell you about the secrets of these ruins, about the ancient race and the Star Forge - but not all of them are mysteries. For example, he will miss telling you how to enter the south door (area # 5 containing the Star Map) that Revan and Malak went through, unless he thinks you worthy.

How? You must complete the challenges in the rooms behind the east and west doors before the south door opens. Choose, no matter in what order, there are similar tests there and there. Before you start heroic, you will find Nemo's body on the floor. Yes, this is the one you walked past and who you may have talked to in the Courtyard (# 2).

Explore his body for a Sigil crystal that can upgrade your laser stick, and you will also find the first Jedi Robe.

3) Guard Droid and Ancient Terminal:

As soon as you enter, you will be attacked by the Guard Droid, quite strong, but with weak attacks. If you use laser swords or rifles against him, it will become a nightmare. Luckily, all you need is a vibroblade so you can take down his defenses in record time. Another option: you can run up to the ancient terminal and neutralize its shields, but if you have a vibroblade, then the second option is not particularly needed. When the droid is out of battle, go to the terminal and "talk to him." Now insert the datapad when the appropriate text appears. Finally, talk to him one more time. Here is a puzzle: "Recognize the three primary life-giving seeds of the world type." Three of them will seem more obvious to you, but still here are the answers:

    Oceanic
    Woody
    Herbal

As you do this, assume that you have successfully completed the challenge in this room. Check out all the leftovers in front of the terminal, looking for anything useful. If this is your first room, proceed to the west room. Otherwise, the south door will now be open.

4) Guard Droid and Ancient Terminal:

Do the same as with the droid in area # 3, use your vibroswords, ion blasters. Using a laser sword or carbines will take you all day. As before, the second option is provided: run up to the terminal and turn off the droid's shields. When the skirmish with the droid is over, approach the Ancient Terminal. Again, "talk to him." Pop in the datapad when asked, and then chat again. Again you will be given a puzzle: "Recognize the three primary, death-bringing seeds of the world type." If you went through the previous room, then this task is how to send two bytes. But if you run into problems, here are the answers:

    Deserted
    Volcanic
    Barren

Now that you have successfully completed the challenges in both rooms (if not, see # 3), head back to the center area # 2 and proceed through the newly opened southern door.

5) Dantooine Star Card:

Finally, you did it! This is the final stage of the last quest on Dantooine. There is a whole galaxy ahead of you (the four remaining planets will keep you awake)! Enter the south room. Go to the Star Map to bring its holographic image to life. Bastila will comment on the location of the four planets, although some data will be lost. The two of you decide that when you visit each of the four planets, you will find Star Charts on them. They will restore the lost data, which will eventually lead to the Star Forge. Now go to the Jedi Council. You can move to the Ebon Hawk, or go on foot if your legs don't fall off. Take a good look around, admire the beautiful sky, as you may see it all for the last time.

As you speak with the council, they will task you with finding the location of the Star Maps on Tatooine, Kashyyyk, Manaan, and Korriban in the hopes of finding the Star Forge.

Climb aboard the Ebon Hawk, proceed to the bridge, find a galactic map there - see Ebon Hawk (# 2) - and choose any planet. Once in space, you may have a chance to shoot at the Sith ships. Just aim the turrets at the ships, sometimes glancing at the radar in the lower left corner for navigation. This mini-game is quite simple, it appears periodically, when flying from one planet to another. Just be patient.

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12/20/2012 Star Wars: Knights of the Old Republic Walkthrough. All Parts, 81 (1080p FULL HD)
10.05.2011

Planet Taris: Dance with Twilek

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

Planet Taris: Sith Base - Captive Duros Puzzle


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

Puzzle solution:
a) Flip the middle toggle switch.
b) Flip the rightmost toggle switch.
c) Flip the leftmost toggle switch.

When you free Duros, get 110 xp and Light Side points.

Planet Taris: "TWISTED RANKOR TRIO" mystery

Don't touch anything. First, examine the table. If you want to complete this quest on your own (and I suppose that first you need to try to find the solution yourself, because there are a lot of funny puzzles scattered throughout the game), take Datapad from the table, then go to the quest menu and switch to the quest items tab.
Datapad Twisted Rancor Trio should be there. Read it to find the solution to this simple riddle. You need to activate the holograms in this room in the correct order to open the drawer.

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

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

Planet Taris: The Riddle of the Closed Safe

Before trying to open the safe, go to the table near the wall and read the electronic notebook lying on the table. The notepad contains the tips needed to open the safe. Read carefully and remember all the details.

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

"Hyperdrive"
"My uncle"
Alderaan

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

Planet Dantooine: Sandral-Matali Civil War

This quest is available after completing three Jedi Trials.

If you have already received a mission from the Jedi Enclave, then the droid outside the estate will allow you to go inside to talk to Mr. Sandral.
However, before entering, you should look for Sandral's son for bonus items and to gain experience. When you return, talk to the Droid and enter the Manor. Next comes the "Dead Settler" quest.

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

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

Planet Dantooine: The Grove - Settler Assassination

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

Each "round" of investigation involves interviewing suspects and obtaining information from the droid. When you have gathered all the information you need, go to Boluk, answer his questions and start a new “round”.

Round one.
After interrogating the suspects and obtaining information from the droid, you will come to the conclusion that Ricard is lying. Indeed, how could he hit the wrong person, at whom he was aiming because of the bright sunlight, if it was cloudy during the commission of the crime? Go to Boluk and share these thoughts with him.

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

Round three.
Ask Ricard, Handon, and the information droid again. You will conclude that Handon lied this time because he said that the blaster that killed Calder had been stolen from him, although no claim had been filed.

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

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

Tell Boluk about this. He will go and examine Handon's wound.

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

Planet Dantooine: Ancient Grove, Juhani.

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

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

Planet Manaan: The Trial of Sunry.

Old Sunry, an acquaintance of Jolie Bindo's, is charged with murder. He actually killed the Sith woman after learning that she was using him for espionage.

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

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

It is easy to bring the case to the death sentence - you just need to show the court a video recording of the murder. It will take a lot of work to justify Sunry. Bribe the receptionist. The receptionist at the trial would lie, saying that Sunry had run away from the hotel before the shot was fired. Protest the Sith's accusations of lying. When the Rodian Glubar speaks, press on him - he confesses that he tossed the medallion. This will only benefit the client.
In no case do not appeal to the old age of the client and to his military merits - it will only hurt! Ask Firit if he saw the crime? Naturally, he saw nothing. Ask Elora about Sunry's love affair with the victim, and the client himself - could the Sith set him up when he decided to tie up with the relationship on the side. In your closing remarks, insist that no one saw the crime, so it was fabricated by the Sith. Sunry will be acquitted.

an amendment for the trial of Sunry: when Firith will speak, it will be necessary to say that Elassa was a Dark Jedi and that he did not see the murder; when Gloubar will perform, it will be necessary to say about the fact that he threw a medal and about the fact that he did not see the murder;

Thanks for the addition to the user.
Many people fail to win the trial.

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

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

To get to the Sith Base, Roland will offer you three ways. You can interrogate a Sith prisoner held at the embassy, ​​ter .; hack the Sith access card in the embassy computer room, terr. or sneak into the private hangar in the Landing Sector with the access card he gives you and take the transport straight to the second entrance to the Sith Base. Penetrating the hangar is best for gaining experience, although you can of course use all methods. Interrogation will not give you any experience, but I will provide the answers below.

Decryption of the access card to the Sith Base:

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

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

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

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

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

Sequence 6, logarithmic progression: 1 0 - 8 3 - 32 5 - 128 ...?
Answer: 7.2 to the power of 0 = 1, 2 to 3 = 8, 2 to 5 = 32 and 2 to 7 = 128.

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

Interrogating the prisoner to obtain the access code to the Sith Base:

To enter the Sith Base after interrogation, you need to convince the prisoner to speak. You can choose the same options one or two times in succession until it splits. Talk to the Intelligence Officer to begin interrogation. Here is the general sequence required to break a captive.
1. Select: "Calm down, I will not threaten you."
2. Select: "We are the only ones who will accept you now."
3. Select: "Let's try something different."
4. Select: "We know a thing or two about your companion."
5. Select: "Maybe we will give you to the Sith, but we will keep him."
6. If this time does not help, do the same steps again using "Maybe we can do something with the Body" and then "We could make life easier for both of you in the Republic." If it doesn't work again, try again in order 1 through 6. It should work a third time. You will not gain experience, but you will receive an access code to enter the Sith Base in Ahto Vostok

Planet Manaan: Kolto Control Panel

The last stage of Manaan.
Using this panel, you can either
a) pour poison into the ventilation of the sweeper from the canister that Kono gave you at Kolto Office to poison the giant firax ... either
b) solve the toxic chemical distribution puzzle to blow up the station.

If you decide to pour poison, you will not gain experience points and will be forever banished from Manaan when you return to the surface. All first aid kits and healing items will increase significantly in value across the galaxy. Just activate the control panel and select the "pour poison into the ventilation" option. Now you can go to collect the Star Map for 2000xp and return to the surface via Hrakert Station!

It is possible to poison the kolto system and not be kicked out of Ahto City. However, at the time of the hearing, there is only ONE choice of correct answers that will lead to this result. The answers should be as follows:

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

Distribution of chemicals:

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

1. Fill the container. (container = 5 pieces)
2. Transfer from container to injector. (container = 2, injector = 3)
3. Empty the injector container. (container = 2, injector = 0)
4. Transfer from container to injector. (container = 0, injector = 2)
5. Fill the container. (container = 5, injector = 2)
6. Transfer from container to injector. (container = 4, injector = 3)
This should do the trick. When the mechanism is destroyed, the giant firaxa will move aside and you will gain access to the Star Map! Take it and 2000xp along with it, then return to Hrakert Station. You can, of course, go back to Kono Nolan and Sami, but they will be waiting for the "real" rescue team.

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

Each droid is labeled Droid K-X12a to Droid K-X12d and each has its own riddle.

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

Solution Found:
Strong Ripple Share + Weak Ripple = Total Energy
x / 180 + 100/300 = 1
x / 180 = 1 - 1/3
x / 180 = 2/3
x = (180 * 2) / 3
x = 360/3, therefore x = 120

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

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

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

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

Now describe each number in the digit "14". You only have one 1 and one four. This can be expressed as "11 - 14". Now describe it. You have three ones and still one four, so the answer is "31-14."

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

You have three ones, one three, one two and one four, which is equivalent to "31-13-12-14" and therefore, two threes, four ones, one four, which is equivalent to "23-41-12-14," this is and there is your answer.

Planet Korriban: Tomb of Naga Sadow

The hardest part
Computer Terminal and Energy Pillar Puzzle:

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

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

Planet Korriban. Tomb of Mark Ragnos

To disable droid circuits:
"Battle Matrix"
"Matrix of motor function"
"Matrix of sensory systems"
"Memory Matrix"
"Recognition systems"
"Matrix of emotional constructions"
"Creativity simulation matrix"
And it will automatically turn off its "Core".

Unknown World, Temple Catacombs: Tile Puzzle

Star Wars: KotOR

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

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

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

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

Taris - Hope dies last.

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

A bunch of Sith mock the alien, get involved in a fight and chop the Sith to pieces. Talk to the rescued person, he will tell you about the gangs in the lower city and Gadon Thek "a, the leader of the bandit sharashka Hidden Beks. Search the bodies, now you have a Sith uniform. Go back upstairs and go to the side where the droid shop was. In this shop you can buy droid, only it will explode later, and you will be refunded the money - even more than you paid if you threaten the saleswoman (plus to the dark force). Go to the door opposite, you will be stopped by the Sith Guard. Change into Sith uniform and calmly go to the "Lower City" ...
Take part in a little mess again and go to the "Hidden Becks Base". Tell the girl at the entrance that you want to speak to their leader. At the base, talk to Gadon about the escape pod. He will tell you that the woman from the pod was captured by another gang and only the one who wins the swoop race can get her. There is an Important Technical Gizmo for the local "motorcycle" to get a strong advantage in the race. You cannot get to the Vulkar base through the main entrance, you can only get there by detours. A girl with a strange name Mission can help you with this, along with her friend Wookie. Gadon will offer to exchange the shape of the sieves for papers that will provide you with further unhindered passage.
Exit into the corridor and walk all the way. A Sith Guardian guards the entrance to Undercity. Show him the papers and get into the elevator. Immediately upon arrival, the bandits will press you against the wall and demand money. You can give them money and medicines or not - the choice, as always, is yours. Showdown, of course, showdown, but the main thing should not be forgotten - here you need to find the leader of Gendar. " corral with a monster, you will meet with Mission Vao, which you can include in your team. Hooray, replenishment, it's high time. The girl will agree to take you to the bandit base, but only if you help her rescue her furry friend. Agree.
In the "Lower Sewers" fill up a couple of monsters, behind them there will be two doors. One leads to the base "Vulkar", but the passage is blocked by an impassable blue field. Mission will disable it later. The other will lead you to her friend. Go there and go out to the three doors. There are two Gamorrean Elites behind the right door, so you have to sweat a little. Then the girl will open the door and meet her beloved Wookiee. He will be so grateful to you for his salvation that he will agree to be with you to the end (his or yours, it is not so important). Go back to the blue field, Mission will disable it. Come out to the waterfall, where the battle between the guards and the monsters takes place. You can wait to see how it ends, and then calmly finish off the winners.
Then step into the left door, and at the new waterfall, where a droid will attack you, go to the right. The path will lead you to a huge monster, such as you have not met before - Rancor "y. It's not easy to defeat him, oh, how difficult it is. You can use different tactics, for example, first throw grenades and then run into the tunnel and shoot from the tunnel itself. big, that it simply does not crawl there, and then goes to its place. The correct way is to put on a pile of bones a bait for a monster (taken from one of the corpses on the way) together with a grenade. The animal will eat it and gather. Oddly enough, but By the way, a funny glitch appeared - when a dead mountain of meat fell on my hero, he stopped moving, getting stuck in it up to his ears.
Behind the door, which was guarded by the monster, there will be a new guard and an entrance to the "Vulkar Base". There are quite a few rooms here, and there are enough soldiers. In the dining room, talk to Ada's waitress. She will tell you about the prototype you are looking for. He's probably in the garage somewhere on the lower level. You can break open the door to the armory, which is guarded by two soldiers, and collect a whole heap of weapons. Connect to the console and look at 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 disable the security guns. Of course, if you have enough chips.
Go down to the garage (take the access card from one of the corpses in the barracks) by elevator. In the room with the console, take the Pazaak and Garage Head Card from the table. Enter the computer and open all doors. In the southeastern part of the garage, you need to open the door - either with the access card or from the computer. Here you will find the desired detail and negotiations with the enemy's gang. They will offer to participate in races on their side and in addition to bang the leader of your gang. Choose as you see fit. I refused, interrupted them all, took the "Swoop Accelerator" and went back to Gadon, who was the first to offer participation in the races. Now you will become a full participant in this very race. Go to the race master and declare your participation, a mini-game will start You only need to break the set record to win the race. It's not difficult if you carefully drive over the accelerating plates and change gears in time. But then it turns out that your record will be broken and you have to set a new one. That is, ride one more time.
Having escaped from the cage, Bastila will start a fight, in which you will also have to take part. Your desire to wave fists, as usual, was not asked, but the Jedi should not be given offense. Now this powerful girl will join your team, and then you will all find yourself in cover. This is such a special place where all the members of your "brigade" will be while you walk around the planet. You can also quickly go here by clicking on a special option in the menu. Talk to Bastila and tell her about your visions and the battle with the Dark Jedi. It turns out that you are somehow connected with the Force and in order to finally figure out exactly how, you will need to get to the Jedi Council. Of course, it’s a good idea to find a way to get out of this planet to begin with. When you emerge from hiding, you will be greeted by a messenger from the Canderous Ordo (local crime boss) who wants to grind with you. Go to Cantina Bar in Upper City. Here you can also take part in the arena tournament, improving your fighting abilities. Talk to Ordo there, who, like you, wants to escape from the planet and tell you about his crazy plan. You will need to steal the launch codes from the Sith military base. To get into it, you will have to get a droid that can break open the doors.
Go to the droid store and talk to its owner. Say you want to buy the latest "T3-M4". She will agree to sell it for two thousand, but she can give up for one and a half if you bargain well. Or even give it away for free if you scare her properly (+ to the dark side). Now head to the base ("Sith Base"), switch to the droid and open the gate for them. Give the girl at the table 50 credits for tea, and she will quickly wash off and will not raise the alarm. There will be three doors in front of you: the left one leads to a room with security, there will be a corridor directly, and the right one is generally drawn just for beauty. At the end of the corridor, a familiar alien will ask you to save him. It is in the capsule, and you need to turn all the switches on the wall to the "off" position - red. This is a small puzzle, if you accidentally make a mistake, and all the switches are in the "On" position, then the alien is right there in his cone and fried. Who is the alien stew?
Take the card from the drawer to the east, "sith base passcard". Head to the southeast for a powerful assault droid and two laser cannons. After him take the elevator and fill up the Sith Governor in his apartment. Before the battle, you will begin to discourage him from leaving the dark side, etc. Unfortunately, it won't work. Loot the body, you now have all the required trigger codes. Climb up and head to the Javyar s Cantina bar, which is on the Lower Level, not far from Gadon's lair a. Talk to Ordo, he will join your company. Watch the video about how Lord Malak orders to destroy the planet Taris, on which you just now have the misfortune to be, if someone suddenly forgot. Then you will talk to Davik and become, as it were, his guest of honor, but in fact you will be in his apartment as a prisoner.
You need to turn off the security system on the ship, and only then fly off the planet on it. Find the console, it's in the room next to the hangar, and hack it or use the access card of one of the guards. Disconnect all systems and open the doors. Soon Davik and Calo will rush into the hangar - finish them off. You will fill one yourself, and the ceiling will suddenly fall on the other. A dog's death! Get into the ship "Ebon Hawk", on which you will fly away from the planet, which at that moment will be attacked by the cannons of the ship Malak "a." help the ship's cannon before they blow your ship. Talk to the crew and fly to Dantooine.

Dantooine - Dedication.

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

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

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

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

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

In the desert outside the city walls, you will be greeted by a woman looking for her husband. Go to the "harvester" right on the course over which two local suns hang. To his left you will see Tanis Venn surrounded by several battle droids. His wife has programmed them so that they will explode immediately if Tanis "takes a step away. You can help him if you fix the robots. Next, Sand People will attack you, take their clothes and change all of your partners except the robots. "furry carpet", Wookiees, such clothes will not be, so it is better to leave it on the ship. Behind the harvester, next to broken cars, you will fall into a trap.
You can buy off or fill stupid "pigs" with their impudent snouts. Go further north and into the village of sand people. If you get too close to them or try to speak, they will immediately pounce. The clothes that you put on yourself can deceive the sand warriors only from afar, but not at close range.
In the village, talk to the chief of the folk, and the robot will begin to translate. Try to convince him not to touch the miners. He will want to get vaporators from you, or they will continue their sabotage. Here, as usual, there are two exits. Just take everyone out and clear the village, or run to the city, to the corporation's store, for the necessary bells and whistles. Return with them to the village to the chief (as a token of gratitude, he will give you his wand, it will need to be brought to the office of the corporation) and ask him to tell about the history of his people. Usually they do not like to say this to strangers, but the bravest warriors are always welcome. To prove your coolness, you need nothing at all - to overwhelm the local dragon and bring the leader proof of his death.
Go out to the map with the crawler and from there to the "Eastern Dune Sea". Near the cave with the dragon (krayt dragon) talk to the hunter, Komad, who will share his plan to destroy this fat beast. food for local animals, a cross between a mammoth and a goat, it can be found in the dwellings of sand people or bought in the city. Then you should lure the hairy Bantha to the den with the dragon. Click on the animals grazing nearby and they will follow you. As always, Elite will arrive in time. Warrior "s. After dismantling them, bring the animals to the den and talk to Komad again. Then watch how the animal crawls out of the cave and explodes on the mines skillfully placed by the hunter. Talk to Komad again and go into the cave. By the way, you received the "krayt dragon pearl", so now you can go to the shaman of the sand people and listen to their story. Inside the cave there will be several corpses that can be searched, lightsaber crystals and a computer panel with a "Star Map". Click on it and you will be one step closer to solving the Star Forge's location. Coming out of the cave, you will run into Calo Nord, the very mercenary who was sent on your trail by the Malak radish. Kill his gang and return to the ship to fly to the next planet.

Kashyyyk - Forest walks.

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

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

Lord Malak will find out about the failure of his mercenary and will send his personal apprentice after you, so you can start mentally preparing for a meeting with him now.
Visions will show a new "Star Map" somewhere in ruins. Bastila, fearing that the Sith would recognize her, will wish to remain on the ship and may not count on her. If you take Jolee with you, he will meet his old friend next to the ship and he will ask you to help him with one thing on Manaan "e, another planet. We will visit there in due time. Agree or refuse, whatever you like. Pay the guard at the door the due collection and go on. He will bring you up to date and advise you to stay away from the Sith, they are the law here.
In the hallway, the Sith teacher is angry with his students, and he will ask you for advice on what to do with them. You can advise to kill, just scare or let go on all four sides. After this dialogue, I immediately added both to the light and to the dark side. A little further, the trio of Sith will try to piss you off by showing how cool they are. Fight back if you want to, or try to avoid a fight. Get off at the "Sith Academy Entrance" and head towards the academy. Belaya will meet you at the gate and immediately pounce with fists. Talk to the guard, unfortunately, only Sith can get into the walls of the academy, or those who have a special medallion. You need to find Yathura Ban, she is in charge of similar questions here.
Return to the port and visit the Cantina Bar. Talk to Yathura and lie to her that you want to become a Sith. She will take you to the head of the academy, who, in turn, will torment you with questions about the light and dark side, the Sith and 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 will be able to earn the highest prestige. First, you must find out the code of the Sith and tell it to the master. Go to Yathira and talk to her, she will tell you about the map in the ancient ruins, about the Sith code (ask about it in more detail) and how to earn more prestige. You need prestige so that the head of the academy will lead you to the ruins (where the map is located) for the final test.
You can earn prestige in different ways, and it is not necessary to complete all possible tasks. A few will be enough. So, first go to the Interrogation Room, where with the help of the computer, try to find out from the Mandalorian in the cage, where he hid his weapon. When you finally succeed, the local investigator will want to report this news to the authorities himself, and you will have to remove him. Exit the academy towards the Valley of the dark Lords ". You will immediately be greeted by a trio of dark Jedi led by Darth Bandon" th (a student of Malak "a) and will start swinging right. Deal with them and run further along the bottom of the gorge. Not far to the left will be" Shyrack Cave ", where you will find a group of Sith rebels. Try to help them, if you wish, or kill every single one (it will help to earn prestige). At the end of this cave, behind the bridge, you will be greeted by a hefty and terrible monster Terentatek. several corpses, from one of which you can drag the clothes and the Jedi journal 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. Plant a mine in it (you need to select the option to put an object on inspection), it will explode. the droids on the neighboring bridge will be activated and will begin to shower you with fire. Kill everyone with blasters or the "throw lightsaber" receiver. Press the lever and go further. Open the sarcophagus, 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 long 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 card, then he is on you will be attacked and it is not yet known how it will all end. It seems that the spirit is restoring its health all the time, so do not be dashing while it is quiet.
Exit the tomb, you will be greeted by another Sith apprentice and asked to give him the sword that you just deserve. You can deceive him and foist a fake, he will wash off with joy. Return to the academy and talk to Uthar. Tell him about the prisoner, about the sword, about the renegades and about the Sith code. 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 command 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. For which you need to transfer the Datapad to the Adrenas "sit next to the exit to the valley. It's even more fun to get involved in a double game, reporting to both of them about each other's intrigues, have fun. You will have a talk with the master Uthar Wynn, you will find yourself in the tomb "Naga Sadow". Here you must find the Star Map and the lightsaber and head back to the tomb entrance. Your partners will remain outside, and there is no other way to get out of here, except to complete the task. This task includes solving simple puzzles.

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

Leviathan - A wolf in sheep's clothing.

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

Manaan - Jaws-23.

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

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

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

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

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

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

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

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

Star Wars: Knights of the Old Republic

Ship "Endar Spire"

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

Again these strange hallucinations, again the cloaked figures waving with the humming laser swords. We pierce our eyes ... Kart Onasi reports:
- Our capsule collapsed right at the edge of the street floor. When you fell, you banged your head again, but I dragged you into the abandoned apartment of one of the local skyscrapers. Only outcast humanoids live here, they are strongly disliked on this racist Taris.
- And what about the Sith?
“There are patrols everywhere here, looking for survivors, demanding registration. But they don't hurt much, you can walk the streets. The capsule with Bastila fell somewhere in the lower levels, we need to find and save the young Jedi.
- Why?
- She plays an important role in the fight against the army of Darth Malak - the role of a battle drum. Her battle meditation, which gives strength to our soldiers, is a unique phenomenon. All the soldiers are praying for her. The lower levels are dangerous, there are gangs at war and the slave trade is flourishing. And Bastila is a prominent girl, so we'd better hurry.
- Yeah, so I dream about her all the time ... And then?
- And then you need to somehow get off the planet. The Sith have established a quarantine: it is forbidden to leave Taris for any ship without special permission - just like the Lageo embargo in Monkey Island 2. We'll have to somehow be cunning. But first - Bastila. We are soldiers of the old Republic, and we are sworn to protect it.
So, you need to save the hapless Jedi and fly off the planet.
First thing you need to do is get some Sith disguise armor. Exit the safe house, taking the Map. Having dealt with the impudent patrol in the corridor, go outside. Visit a local club (cantina), talk to a bored Sith girl. If you carefully convince her to help, you will be offered the following combination: she scorches colleagues at a friendly party, and you steal armor from their insensitive carcasses. The party takes place in the northern apartments of the Upper Town.
If you scare her off, it doesn't matter - the armor will be yours if you eliminate three impudent guards in the same northern apartments.
Having put on the armor, boldly approach the guarded elevator and go down to the lower level. There, take off your armor and go to the local club (Javyar "s Cantina).
Meet the Vao Mission and the Zaalbar Wookiees. Marvel at the work of the elegant and deadly Calo Nord. Next to the club is the entrance to the base of the Hidden Beks gang. Persuade the paranoid guard to let you in to the leader of the gang, the blind Gadon. Inside you will find a new guard and another portion of paranoia. Gadon himself, after settling all the formalities, will inform you of the following things. First, Bastila has been captured by the Black Vulkar and will be a prize in the races. To get it, you have to win the race. Secondly, the Vulkars stole the prototype of a new accelerator for racers from the Beks, and without it they have nothing to catch in races.
The blind leader will offer you a deal: you steal an accelerator from the Vulkars, and he gives you the opportunity to compete on behalf of their gang. Agree. At the same time, change the armor of the Sith for a more effective pass - "ausweiss".
But here's the bad luck - it's impossible to get to the Vulkar base, the guards are on guard. Need help from outside. Descend into the gloomy underground Undercity (the Sith guard will let you through, you have an "Ausweiss"). Watch the death of a local from the clutches of a ghoul or help the unfortunate one if you are a champion of good. Stock up on antidote first-aid kits and get out into the "wild" territory. Mission Vao is running towards you. She is in a panic - her big and shaggy comrade was taken into slavery by Gamorey pigs. You need to help her, only she can then open the passage to the Vulkar base for you.
Walk with Vao around the neighborhood and help a group of mercenaries to cope with a pack of ghouls. At the head of the group is a veteran mercenary Kenderos, a hero of the Mandalorian Wars. He's out of sorts now.
Go down the sewers, picking up the mines laid out on the way. Clear the sewers from Gamoreans and ghouls, free the Wookiees. The rescued Zaalbar, in a fit of gratitude, will inform you that he is indebted to you, and now he will never leave you. He will not leave Vao either, so both of you will be with you.
Mission Vao will open the door to the Vulkar base. On the way - an evil rancor, butting with him is useless. There are two ways to eliminate the toothy creature. You can simply lure the rancor to the mines and then shoot and throw grenades from a distance. But there is a more cunning way: take synthetic perfume from the severed hand next to the rancor room. Go into stealth mode and rummage around in the middle of the room for a bunch of bodies and bones. Put the scent and pomegranate in there and get out quickly. From a pomegranate, a rancor will experience fatal indigestion.
At the Vulkar base, fear a robot with a freezing cannon - it alone is worth a dozen bandits. Having opened the locked doors from the remote control, go to the Twilek Kandon, the leader of the gang. You have the opportunity to go over to his side and betray Gadon. In this case, you will have to kill Gadon, which means a complete cleanup of the Beks base. This is the dark path; supporters of kindness and light will refuse tempting offers and brutally kill Kandon on the spot.
Come back and report to Gadon - he is happy, and now he will gladly send you to the races. It is easy to win the competition - you just need not to yawn and switch gears in time at the second stage.
After your victory, the Vulkars will balk and do not want to give you Bastila. But no one will ask them - the "prize" will suddenly jump out of its cage and chop everyone into cabbage. And for the sake of what this circus was, why it was necessary to pretend to be an exhausted and incapable captive - it is absolutely incomprehensible. Together with Bastila, eliminate the remnants of resistance, and then start an altercation over "who really saved whom." The disputes will continue in your "headquarters". Try to reconcile Bastila and Kart.
At the exit from the headquarters, an unknown twilek will run up to you and say that a certain Kenderos is waiting for you in the club. This is the same gloomy mercenary we helped in Undercity. I wonder what he wants from us?
This is interesting: if you do not immediately give Bastila her light blade and go for a walk with her and Kart down the street, you will find a funny dialogue: "Losing swords is part of your battle meditation, right?"
Kenderos will offer you an interesting combination: we infiltrate the Sith base and steal secret passwords-reviews for "our" ships there. With them, you can safely leave the planet. Kenderos, for its part, gives us access to the Ebonhok (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 upgraded burglar droid. It costs 2,000 credits - that's a lot. You can threaten the saleswoman and pay nothing, receiving only a few points of the dark side as punishment.
Use the droid to make your way to the base. A young local security guard can be easily persuaded to leave her post and not raise the alarm. Clean out the base the good old classic way. Pay attention to the Sith apprentices - you should not underestimate their knowledge of the dark side of the Force. Fortunately, you have Bastila. You will find the secret list of launch passwords at the last, most powerful, Jedi. Kenderos awaits us at the Lower City club.
This is important: after talking with Kenderos, you will no longer be able to return to the city, so settle everything there, talk to all the NPCs and complete the unfinished side quests.
How is the poor mercenary going to get us a ship? It's simple. Kenderos informs local mafioso Davik, the ship's owner, that you want to hire him to work. So you will find yourself in Davik's mansion, and there the ship can simply be hijacked. You won't have to suffer for long with moral principles, since the Sith Bastila, angry at the elusiveness of the Bastila, are ready to start carpet bombing of the planet. You are in the mansion of a local authority.
This is interesting: chat with Twilek slaves in the room next to yours. Ask a slave to massage you. If you like it, repeat it.
Make your way through the rooms, killing everyone without exception. Your target in the north of the map is the torture room where the ship's pilot sits. Free him (be careful: the torture droids can stand up for themselves) and receive codes that disable the anti-theft system as a reward. Disable the defense system through the terminal and make your way to the hangar. Meanwhile, the bombardment of the planet's surface began.
In front of the hangar door, get ready for a tough battle - you will be met by Davik himself in company with Kalo Nord. Both decided to evacuate, realizing that the Sith were not joking. Meeting with you was not part of their plans. The most dangerous thing is Nord - deal with it first. When the mercenary is crushed by the reinforcement that has kindly fallen from the ceiling, you can deal with Davik.
Time is running out - there are explosions and fire all around, "gifts" from Darth Malak are falling from the sky. After quickly collecting trophies, climb into the Ebonhock, surprisingly similar to Han Solo's Millennium Falcon. Everything is already on board, and all you have to do is shoot the fighters from the cannon.
Next stop is Dantooine, the Jedi School.

Side quests

This is important: hereinafter, for brevity, getting points on the light side will be indicated by a plus (+), and on the dark side - by a minus (-).
Davik's sixes stick to the old man, extorting money. After killing the bandits to warm up, you can supply the old man with money (+) or rob him (-).
A doctor at a local hospital needs a serum to treat the "ghoul" caused by monster bites. His apprentice will report that the antidote can be handed over for a lot of money to the local authority Hutt Zachs. You will find the serum in Undercity, on the body of the Sith. You can give it to Zax in the lower club (-) or to a doctor in the same hospital (+). If you have the ability to persuade, try to bargain with Sachs. If the reward from the doctor seems too modest to you, threaten him and take it to the skin (-).
After going to the doctor, you can use the antidote for a good deed and cure the ghoul-infected residents sitting in the Andersity quarantine cage (+). But for this you will first have to kill several ghouls whom you did not have time to help. An infected Republican soldier wandering near the wreckage of the escape pod (+) can also be cured of ghoul, although this will not help him.
Open the locked door in the hospital - you will find Republic soldiers floating in the medicinal solution. The doctor picked them up from the wreckage of the escape pods and hides them. Convince the doctor that you are not going to inform the Sith about illegal patients (+).
Strange old man Rukil in Undercity mumbles something about the promised land. To leave and take the entire village to this hidden place, he needs three journals of the missing students. The first lies in the east of the Undercity, the second is in the northeast room of the lower sewer. To find the third, go west from the protective field in the sewers, then south and east - there will be a small room. You can give the magazines to the old man (+). If you go down later in Undercity, you will find that it is empty. They really went somewhere - wonderful!
The dark characters will sell the magazines to the cunning merchant Izhar, who does not want to lose his clientele and wants to destroy all evidence of the existence of the promised land. The old man won't like it (-).
In the upper Hutt club, Akhur conducts gladiatorial fights. Defeat all enemies: old Duncan, Gerlon, Ice, Marl and the psychopath Twitch. At the exit from the club you will be greeted by the legendary gladiator Bendak Starkiller and offered to fight to the death. If you agree and defeat Bendak, you will get a lot of money and a branded blaster. But one thing is just a fight, another is a fight to the death. Killing for money is not good, so catch the (-).
In the club on the top floor, you will be approached by the daughter of a middle-class local bandit. She clearly mistook you for a bar attendant. Dissuade her of this. Having cowardly, the girl will run away and will be waiting for you with two Rodian thugs at the weapons store. After the death of her bodyguards, she will run away with a screech, and you will not see her again.
At the downstairs club, the Hutt Sachs is handing out murder contracts. If Starkiller is dead, you can claim your reward. With the rest, things are like this:
* The girl Dia is hiding in the southern apartments. Kill her and take the reward from the Hutt (-), give her money (+), or persuade the man she insulted (in the lower club) to submit a request for murder (+). Do not forget to visit her later and tell her the good news.
* Matrik lives in the lower apartments. Kill him (-) or help him fake his own death with an explosion (+).
* Mercenary Selwen lives in the lower apartments. You cannot help her - just kill her roughly (-) or gently provoke her.
* Lajo lives in the upper northern apartments. Kill him (-) or give money to pay off the debt (+).
Racist children hound an alien outside the northern apartments. Drive the children away and heal the alien (+), or don't interfere.
Drunkards will 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 asking you for money. Give them more than they ask for (+) or chase them away.
At the Sith base, you will find several torture chambers in a row. An alien is sitting in one of them. Opposite on the wall there are control elements. Each of them glows red or green. It's a puzzle: each switch, when activated, triggers two adjacent ones. By turning all the switches green, you free the alien (+), turning them red - kill him (-).
A Twilek dancer in a downstairs club is trying to convince the owner of the troupe to hire her. You can either help her by gently dancing all the steps (+) with her, or interfere by deliberately falling to the floor.
In one of the rooms of the lower apartments, in order to open a chest with interesting trophies, you need to answer three questions. After reading the letter next to it, you will logically deduce the correct answers: Hyperdrive, uncle, Aldaran.

Immediately upon arrival, the Jedi Council demands you to see you. Admire the Cheburashka, reminiscent of Yoda sprinkled with ash.
The advice will immediately take the bull by the horns:
- The Power is visible in you. We usually don't teach these old ones, but this time we'll probably make an exception.
- Why is that?
- The fact is that there is some kind of connection between you and Bastila. We will consult for now, and you go for a walk.
You will be trained as a Jedi in any case, the Council simply has no choice. If you are playing a Dark Jedi, you can lie to them from three boxes - this will give you a few points of the dark side.
You are being taught. Your successes are amazing. You will complete a multi-year Jedi course within a few weeks. Before you become a real Padawan, you need to pass some small entrance exams. To get started, read the trademark speech of good Jedi to Twilek Heat (answers: peace, knowledge, serenity, harmony, Force). This was the first test.
The second test is a psychological test that determines which Jedi class is right for you. Answer what you want - you can choose the class yourself later. After converting your class from regular to Jedi, tweak your updated stats. Go to the workbench and make a sword out of the crystal.
The third test will be a little more interesting. You need to go to the grove for meditation (Grove) and find out why it darkened ("The dark side of the Force dwells there. You must go inside"). Once in the grove, head south and east towards the strange rock formations. The darkening of this place can be easily explained - a Jedi cat (race cathar) named Juhani settled there. She studied in the enclave, but in a fit of anger attacked her mentor, and then fled. Now she imagines herself a Dark Jedi and meditates in the appropriate manner.
She will immediately freeze your partners and join the battle. Remove more than half of her health and start a conversation. You have two options - kill her and report to the Jedi (-), or carefully persuade her to return to school (+). In the second case, you need to ask her why she attacked you, ask about the darkened beasts, report that the dark side of the Force is weak, that the Council sent you, that you wish her peace, that the first step to perfection is the recognition of your imperfection. Tell her that the death of her mentor is nonsense, that we all get angry sometimes.
Tip: Even if you consistently play the Dark Jedi, persuade Juhani to return to the enclave. In this case, she will join you for a long time, and an extra Jedi will never hurt. Meow...
Back at the Jedi School, talk to Juhani. It turns out that her mentor actually survived and will soon come out of a coma. Report to the Council and the Heat. You are now a Padawan. The Council will invite you and Bastila to explore the strange ruins that Malak and Revan visited before they crossed to the dark side.
Once inside the ancient tomb, talk to the droid about everything he knows: the Jedi, the maps, and the mysterious Star Forge. To find the artifact, you have to fight. Go to the east room, destroy the droids. Turn on the computer, talk to him so that he switches to your language. Answer his questions. The correct answers are Oceanic, Grassland, Arboreal.
Then go to the west room. Here, droids are even more dangerous - they also freeze. Turn on your computer. Answer - Desert, Volcanic, Barren. The locked door has opened, your first star card is in front of you.
The Jedi Council is agitated. Big bosses urgently send you with Bastila and the others in search of other fragments of the star map. Go to the Ebonhock, and on the captain's bridge, chart a course for Tatooine.

Side quests

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

Tatooine

Tatooine is a planet similar in many ways to the famous Arrakis. Sand, stones, giant mechanisms crawling over the surface. Here we will meet the evil-tusken wicked eternally wrapped in rags; right there, under our feet, Java (jawa) will be confused - local gnomes in hoods. The appearance of the planet will remain the same for the next two thousand years. Exactly the same will be seen by the droids from the fourth episode of the film that have crashed to the planet.
But it will be later, but for now, somewhere out there, in the sands, is a star map left by an unknown race. It is not easy to get to it, but the local mega-corporation Zerka will help us with this. Pay valet parking and exit into Anchorhead Town. Find your local Czerka office and get a hunting license - without it you won't be allowed out of town. In return, you will have to promise to deal with the gangs of sand people attacking the miners.
Walk around the city, eliminate three dark Jedi. To communicate with the Tusken, you need a translator droid. You can buy it at the droid shop - it's HK-47, a very useful character. If you want, ask around the droid about its functions. The store owner will request 5,000 credits. In a good way, you will drop the price up to 4000 credits, but in a bad way - up to 2500. If there is not enough money, sell all that is unnecessary. Collecting the required amount is easy if you go to Ebonhock and order some free pins from T3.
After purchasing the HK-47, go out the gate. The smoking unit in front of you belongs to a corporation. Protect the miners from the sand people - the battle will be tough, the Tusken will attack in waves. During breaks, heal and activate shields. After the battle, ask the miners where the Tusken village is, and head south to the passage. Having eliminated the security detachment of sand people, collect their clothes, put on yourself. The team must be human, so R2, HK-47 and Zaalbar are best sent back. Make your way to the village. You can make a massacre and not leave a single soul alive (remember the second episode: "I killed them all, and their pets, and their mice. And I killed their fleas too!"). Needless to say, this will greatly obscure you?
There is a good option - you call on HK-47 and try to establish a dialogue with the Tusken. Do not be rude, do not be rude to the leader, do not steal things. Having calmed down a little, the chief will offer you to get vaporators for them. You can buy them in the same Czerka office. If you are convincing, they will be sold to you for 200 credits. Return to the leader, and you will no longer need disguise. As a reward, you will receive the wand of the leader, you can then provide it as proof of your victory.
Exit the village and head northeast to the passage to the sea of ​​dunes. At the entrance to the cave there is a Twilek - he hunts a dragon. He needs to lure the monster into mines, and for this he needs decorating bows. Take the meat and lure these giant cows to the cave. The disgruntled shepherds will have to fight, and the fight will be difficult - this kind of Tusken knows how to use grenades.
After the death of the dragon, take the due share of the reward from the twaylek and go into the cave. The second star card is in our pocket! Collect everything that is bad in the cave and go out to Fresh air... The restless bespectacled Kalo Nord is right there, and with him are several Rodians. As before, your main target in battle is Kahlo. The rest of the rivals are not half as strong.
And then one way - to the ship, and to the next planet. Let it be, for example, Kashyyyk.

Side quests

At the exit from the spaceport, an unknown alien will meet you and report that a gizka load has been loaded onto your ship. He will answer all your puzzled questions: "I don’t care, it’s consolidated!" - and leave. Zhizka are small frog-like creatures, they now run all over the Ebonhoku. There is no harm from them.
What to do with them? There are three ways. You can float animals to Selkath Nubassa on the planet Manaan. But to do this, you will have to convince him that these are not ordinary lives, but a new species that does not breed in captivity. Sell ​​them to him (-) or give them away for free. On Kashyyyk, you can buy poison from Eli Gand and feed it to one of the animals. Zhizka will disappear almost instantly. Finally, if you find yourself on the planet of lost ships (Unknown World), then the animals will scatter themselves - this is their home world.
If you return from any planet to Dantooine and leave the Ebonhock with Bastila, then a woman will speak to you. She will inform you that Helena - Bastila's mother - is waiting for you on Tatooine, in the club. Fly to Tatooine. There Helena will ask you to get the holocron from the dragon's cave. Having obtained the holocron, try to reconcile Bastila with his mother.
A strange woman will meet you outside the gates of Anchorhead and ask you to say hello to her negligent husband. The husband languishes in the desert a little further away - he is surrounded by four broken and threatening to explode droids. If you don't save him, he will die (-). Each droid has a built-in puzzle that must be solved in order to neutralize it. Here are the answers:
K-X12a: second node (Node 2)
K-X12b: answer - 7
K-X12c: 120 pulses left
K-X12d: 31-13-12-14 * 23-41-12-14
In the desert, behind the corporation's sandy tank, there are abandoned Land Speeders. If you come closer to them, you will hear a woman's voice calling for help. But here's the strange thing - no one is visible, and the woman continues to scream. Suddenly, two Gamorean pigs jump out from behind the dune, shouting "Aha, you got caught!" It turns out that it was such a cunning trap for travelers passing by, and the woman's voice was simply recorded on tape. For a Gamorean, the idea of ​​such an ambush is the height of genius. You can kill the pigs, or you can persuade them to leave with the help of Jedi tricks.
Not far from the Czerka office, at the entrance to the hunting club, there is a woman, Sharina Fizark. Her husband has died and she is in dire need. The hunting trophy that her husband brought shortly before his death may bring her some money, but she cannot sell it - she does not have a hunter's certificate. After visiting "Czerka" you will have a certificate. There are several options: not to give the trophy back (-), just sell and give the proceeds to the woman. If you add two hundred credits from yourself, saying that you managed to bail out more than expected, then you will find points of the bright side (+).
At the exit from the city the small java Iziz is trampled with a lost view. His fellow tribesmen were taken into slavery by the sand people. Once in the Tusken camp, you will have a talk with the captives, and then - with the head of the tribe. He will wave his hand: "What are the workers!" - and Java will let go. Inform the captives that they are free. Once in the city, talk to Iziz (+). Shake yourself out of the small creature as a reward all the money, get well-deserved sunglasses (-).
Ask the Tusken about their history (this can only be done when you understand their main quest). You will be asked to find Dragon Ball to prove that you deserve to hear their story. After killing the dragon, take the pearl and show it to the head of the tribe - the story will be told to you, but the pearls will have to be given.
The local racing club is run by Hutt Motta. Take part in races in the desert, win them. Then talk to Niko Senvi and help him get the best contract by threatening the greedy Motta with a scandal (+). If you threaten Niko to sign a bad deal, you will receive a reward from Motta (-).
If Vao will be with you, and you have already seen Lena, then ask the Czerka officer in the office about Vao's brother. His name is Griff, and you will then find him in the Tusken camp - he is held captive there, just like the dwarves. Once freed, Griff will ask you to retrieve the ingredients for the Tarizian Ale. You can pick them up in the lower lands of Kashyyyk, in the poachers' camp - give them to him, and then, when Griff leaves, talk to the alien behind the counter.

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

Side quests

Outside the port gate, several slavers share the captured Wookiee. You can exterminate them (-) or persuade them to leave the planet in various ways (+).
Literally a stone's throw from the Ebonhock landing site, there are two merchants - Eli and Matton. Matton owes Eli money and may fall into slavery. Evidence of Eli's crimes is on the surface, next to Jolie's house Bindo is a half-broken droid, a witness to the murder: Eli killed Matton's comrades, took the goods, and now he wants to take him into slavery. Go back and tell Matton the whole truth. Persuade him to keep Eli alive (+) or invite him to settle scores with the traitor, while begging for a reward (-).
In the lower lands, on the body of the Wookiee, you will find a Bowcaster arrow and its records. In Wookiee Village, enter Voorville's house. Blame Zharahak for the murder, and he will inform you that the murdered Rorvorr collaborated with the slave owners. In the east of the village, find the Holder of the Laws and protect Jarahak by informing the judge that his victim was a collaborator. He will be acquitted (+). If you insist on the death sentence and demand a reward, receive (-).
After passing through the protective shield with Bindo, you will witness the attack of the Mandalorians on the Wookiees. Destroy the bandits. At this point, evil and bad Jedi will offend Gvar and leave him to bleed (-). The good ones will share a first-aid kit (+) and go to exterminate the Mandalorian robbers swarming in this area of ​​the forest. Bandits use invisibility belts. To provoke them, you need to disarm your characters. The first group will attack you in the southwest of Gvar (you will recognize a dangerous place by the bodies of Wookiees), the second - a little to the south. Pick up the motorcycle horn from the bodies.
The third and final group of Mandalorians can be found in the northwest. You don't need to disarm this time - just walk up to one of the motorcycles and use the horn. As proof of victory, bring the head of the head bandit in a handsome helmet to Gvar (+).
After you find the third map, you will have a new planet on the galaxy map - Yavin. You can fly to her and visit a trading station, the only inhabitant of which is the shy Rodian Suvam Tan. Fierce transhodians "run over" on him, and you can buy good artifacts from him.
If you return to Yavin after acquiring all the star cards (before visiting the Planet of the Lost Ships), then you will have the opportunity to kill several bandits. The grateful Suvam Tan will put a couple of more useful artifacts on the counter.

Korriban

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

Side quests

If you return aboard the Ebonhock with Juhani, an unknown suspicious-looking Twilek may latch on to you. His request is original - he will ask you to sell him Juhani. Word for word - and it turns out that it was he who killed her father on Taris, and now he wants to get hold of a young slave from the Cathar race. Of course, Juhani will immediately want to try his claws on the slave trader. Encourage her (-) or persuade her not to give in to anger (+). The chance to deal with the villain will be presented on Manaan - he will attack you immediately after your landing. Apparently, this quest is missing from the console version of the game.
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 the Ebonhock where his goods are kept.
And in fact - in the hold, in the wall next to the plastic boxes, there will be a load of spices. Return the spices to Kesh, and he will offer you a "mail" task - to deliver a package to the Hutt Motta on Tatooine. There is only one condition - you cannot look into the parcel. Why? This is a bomb? No, this is not a bomb. You just can't, that's all.
Of course, I want to look inside. If you do this, you will find yourself in a strange environment, reminiscent of the "Matrix". We'll have to play with the only inhabitant of this area in riddles. Answers to riddles: time (Time), tomorrow (Tomorrow), grave (Grave), fire (Flame). Having recovered from the shock, do not forget to fly to Tatooine - a lot of money will be paid for the package.
If you find yourself on Korriban after visiting "Leviathan", 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 they also have a significant effect.
In the corridors of Dreshda, a Sith student kills a young Twilek woman with lightning. The solution to the quest is obvious: stand up for her (+) or ignore (-) the beating. This is another way to obtain the Sith Medallion.
If you fly to Tatooine after Kashyyyk and go out into the fresh air arm in arm with Kart, then a man will come up to you. He will say that he saw his son Kart at the Sith Academy on Korriban. To complete this quest, take the key to Uthar's room from the bodies of your teachers during the passage of Korriban, or open it with a master key. There you will find a holocron that will help return young Dustil, an academy student, to his true path.

Leviathan

Manaan is a vast ocean, home to a race of sentient marine animals - the Selkaths. This is an eternal resort, where shader waves are splashing, the sun is always shining in the sky, and quiet and relaxing music plays in the background. What else do weary adventurers need? Even the shine of the selkat's wet skin does not irritate, but only complements the overall picture of general pacification.
By the way, about appeasement. Since the entire planet is covered with water, the Selkath built a single floating city to trade with other civilizations. They produce a unique remedy, and as monopolists can dictate any conditions. The conditions are simple - the medicine is sold to both the Sith and the Republic. Neither side is given preference, and all clashes are prohibited in the city itself. Video cameras carefully monitor the observance of order, and all attempts to disrupt public order are punished quickly and severely.
The Sith take advantage of this and insult the Republican soldiers with might and main, trying to provoke them into a fight. They grit their teeth and barely hold back. But now we are in Manaan, which means that someone is now uncomfortable.
Talk to a soldier offended in the best feelings, try to calm him down. At the checkpoint, you will have to pay a fee and listen to the rules of conduct. Find the embassy of the Republic (at the same time orient yourself in the city). Please inform Ambassador Roland Vann of the purpose of your search. But he is on his mind - until you bring him a valuable spy droid from the Sith base, he will not help you.
There are three ways to get into the base. The first and easiest one is to return to the spaceport and hide in the cargo ship, having previously interrupted the guards. The second way for hackers: decrypt the access code on the card - this can be done on a computer, a local programmer will help you get the hang of it. Continuing six rows is easy, a common task from the "complete row" cycle. Answers: 22, 18, 64, 2, 6, 7.
The third way is to split the captive Sith. First, tell him that you know about his companion, then hint that you could leave the companion and release the prisoner himself. Then try a different tactic - hint that you know something about the affair with Thela, and then inform by chance that she has already been captured.
In any case, you will have to arrange a raid on the Sith base. There will be soldiers on your way, and there will be Jedi. It is impossible to miss the wreckage of the Republican droid - the broken droid occupies half a room.
Fish-eyed selkats will be waiting for you at the exit. They will arrest you on charges of assaulting the Sith. Give up a lawyer. At the trial, go into a deaf "unconscious" - blame the Sith (the dead have no shame). You can say that you were lured to the base for the purpose of negotiations, that you did not fire even once, and that you were not there at all.
On your side (funnily enough) the absence of witnesses and statements from the injured party. All the Selkath have is the sounds of explosions and gunfire from the Sith base, so it won't be difficult to make excuses. You will be released.
Roland Vann will happily ask you for one more service: find out what happened to the secret bottom station for the extraction of a precious resource. Communication with her has disappeared, the rescue teams sent do not return, and the Republicans assume the worst (a riot, an attack by fans of the cult of Cthulhu, the discovery of an Alien egg, or a raid of blue pests).
There is nothing to do - we do not care on the way. A friendly company will set off on a small submarine to explore the depths of Manaan.
At the station, the entire honest company is frightened with all its might by the last surviving member of the rescue team. It looks like it's a matter of the Selkaths working here. They got mad for some reason and attacked the human staff.
Move along the station, mercilessly exterminating mad fish-eyes and droids. Don't forget to bring your underwater spacesuit. At the gateway, you will have to leave your comrades and go into the depths of the sea yourself. Another survivor looms ahead. He will not call out your eyes for long. This is a hint to you: watch out for sharks, turn on the ultrasonic shocker in time. Leaving the building, go along the bottom to the east, then to the left - and turn into the lock.
After exterminating a group of rabid selkaths, you will encounter two scientists behind a protective shield. In a panic, they will decide that their hour of death has come and will try to flood the room with you. Carefully pierce the protective field with a laser sword - this is the only way to make scientists think again. It turns out that the Selkats and sharks went berserk after turning on the new rig, and a giant shark swam out of the depths of the sea and is terrifying. You have two options - to poison the giant shark (this is bad) or try to destroy the unit that violates the ecological balance (this is good).
Go outside in a spacesuit. Having dispersed the sharks, go to the control panel and proceed in the following order:
* Enable Access fuel tank pressure control.
* Fill container pod

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

Side quests

In the Mercenary Enclave, Nilko Bwaas is interested in the increased activity of the Republic. Why did the Republic suddenly begin to actively hire mercenaries? After your underwater adventures, you will know the real reason - and let Nilko know about it.
There, a certain Selkat Shalas complains that young Selkats are disappearing somewhere. They are being recruited by the Sith, and you will meet all the missing youth at the base. Kill them (-) or find Sith records in the rooms further down the road and prove to the foolish young people that the Sith are bad (+). Returning to Shalas, refuse the reward (+) or demand more (-).
Win the hovering motorcycle races. The former champion will start to threaten you, but in reality he will not be able to do anything.
Old Sunry, an acquaintance of Jolie Bindo's, is charged with murder. He actually killed the Sith woman after learning that she was using him for espionage. But here a moral dilemma arises: if you accuse him of murder in court, it will be fair, but it will benefit the Sith. If you cheat and try to justify Sunry, it will be useful to the Republic, but not fair. Those who decided to acquit Sunry (and who informed him about it) will earn (-).
Agree with the judges that you, as a Jedi, will help in the case. You will have a talk with the accused, his wife Elora, witnesses - the receptionist, Firit and Glubar. Go to the Republic base, talk to its head. After hacking into the Republic's computer on a tip from an unknown person, you will see video evidence proving Sunry's guilt. If you have not yet cleared the Sith base, then talk to the Sith too.
It is easy to bring the case to the death sentence - you just need to show the court a video recording of the murder. It will take a lot of work to justify Sunry. Bribe the receptionist. The receptionist at the trial would lie, saying that Sunry had run away from the hotel before the shot was fired. Protest the Sith's accusations of lying. When the Rodian Glubar speaks, press on him - he confesses that he tossed the medallion. This will only benefit the client.
In no case do not appeal to the old age of the client and to his military merits - it will only hurt! Ask Firit if he saw the crime? Naturally, he saw nothing. Ask Elora about Sunry's love affair with the victim, and the client himself - could the Sith set him up when he decided to tie up with the relationship on the side. In your closing remarks, insist that no one saw the crime, so it was fabricated by the Sith. Sunry will be acquitted.
After killing Kalo Nord on Tatooine, you will receive a strange note about a Rodian named Hulas on your way back. The note reads "Approach him alone or not at all." The hint is transparent - if you have comrades with you, then Khulas (he stands at the side facing the sea) will not tell you anything. This quest is for the Dark Jedi - it has no "good" solution. The Rodian will give you two licenses to kill.
Victims: Zulas of Dantooine (Mateil Mansion) or Lorgal of Manaan (Republic enclave). After the death of at least one of them (-), the delighted Hulas will issue three more licenses. Victims: Itorak of Manaan, Rulan of Kashyyyk, and Vorn of Tatooine.
To reach Itorak, talk to Gek in the room where the races are registered. Convince him that you are a buyer. Itorak awaits you at the spaceport.
The Tatooine Vorn can be found by reprogramming his droid, which you find near the Tusken camp.
Hunting Rulan from Kashyyyk will be strange. At Jolie Bindo's house you will see a Wookiee corpse with a note "Owls are not what they seem." Approach another Wookiee by the fire and tell him about the find. He will turn into Jolie. But you can't get through it - tell the werewolf about it. The annoyed Rulan will turn into a monster, and then - a small animal with a tach, and will try to get lost among other small animals. We'll have to exterminate all the suspicious tachs in the clearing.
If you, returning to Hulas, accuse him of foul play, the Rodian will make an appointment for you on Tatooine outside the city, where he will try to kill you. But you will, of course, disrupt all his plans.

Planet of the lost ships

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

A computer is waiting for you outside the next door. Ask him. Return to the temple entrance and enter the large door that was previously locked. Above you will be greeted by Bastila - alive, but very dark.
Here you will have to make the final choice between Light and Dark. Light Jedi will persuade Bastila to change her mind, then they will 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 dissociate herself from her jawless comrade before it is too late. In this case, you will have to kill Juhani and Jolie.
In any case, you need to disable the field from the computer terminal. Having done this, return to the ship. All your companions will run out of the ship to the beach. If you are obscured, then kill everyone who disagrees with the general line of the party.
Repair the Ebonhock's engine and take off towards the Star Forge and your own destiny.

Side quests

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

Star Forge

If you chose the "good" path, then you were not the only one who attacked the space station - together with you, a small group of good Jedi who survived Dantooine broke through the defensive barriers. But they will not help you - they will be hammered almost immediately.
It will be very difficult to break through the corridors of the station to Malak - he sends dozens of droids, soldiers, apprentices and strong Jedi to intercept. All enemies here tend to respawn around the nearest corner, so do not waste time, and move further and further along the bridges and through the doors, stopping only to heal. Worst of all are the Jedi Masters. When fighting them, it is easy to miss the moment when the character passes out. Your main spell now is to save the game frequently.
On the second deck, 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 wishing to profit from free clothes can get a few chlamyds here according to the local fashion.
Bastila will meet you at the control center (or not: if you chose the "bad" path, she will already be with you). Try, by exchanging blows, to persuade her on the path of correction and cooperation with the administration. At the end of the third round, you will have the opportunity to convince her of your good intentions and force her to use your battle meditation for the benefit of the troops of the Republic.
Only Malak himself remained. He will first flee, leaving you to be mocked by the endlessly reborn battle droids. We'll have to hack the terminals responsible for their production. If you do not have enough pins, remember: killing a droid that has fallen out of the pipe "spawns" a pin in the corresponding basket. The most advanced hackers can set up computers to produce robots on your side (apparently, this feature was not available in the console version).
The fight with your old friend Malak will drag on. True to tradition, good Jedi before the start of the battle will read him a boring sermon. The enemy has several 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". Observers are usually silent about this feature. It is very easy to "de-energize" them - throw a sword at them, strangle them, use any spells. Dark Jedi can use "chargers" on their own, sucking the life out of them. By depriving Malak of his support, you will greatly facilitate the final battle for yourself.
Malak dies in disbelief, which means that you have completed the game. You just have to sit back and watch the final video. Congratulations.

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

When you choose a character and main characteristics, then get ready for the battle to begin immediately. 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 will 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 there is a navigation bar that allows you to quickly change partners, which at first will be only 9. And with you two of them can follow. For the time being, there will be only lightsabers, armor and blasters, which can be improved in a specially designated place (on a special table). You will need to insert crystals and many other elements into them.

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

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, the sellers can reduce the cost of the goods, but the dark side of your essence will increase in the process.

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

Endar spire
At the start of Star Wars: Knights of the Old Republic, your spaceship will be attacked by the Sith in search of one of the Jedi. After they leave, the ship will gap from holes and crash on the planet-city Taris. But you do not need to wait for the fall itself, hurry up to examine the board and look into the compartment with the 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 the 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 a first-aid kit and credit cards from the container. Then open the right chest. and take away swords and armor.

Move on and do not forget to open and take useful loot from containers and chests. Go out into the next corridor and stop. There is a shootout, wait for it to end, and then finish off the three mercenaries who survived. Go to the doors and find the only one that is not locked yet. Exit through it and get ready to see two Jedi fighting with enthusiasm. After a while, they themselves will finish off each other, you just have to pick up things and deal with two enemies, and then get out through the doors.

Continue playing Star Wars: Knights of the Old Republic and move to where you see the bridge. Look around and start massacring opponents. After leaving 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. The best time to move to the "Starboard Section" is now. When the radio starts broadcasting, listen to it and move to the escape pods. Kill one more soldier on the way and look for useful things in the box in order to use them to repair the droid. It is he who will lead you to another room. Go through the doors with the "Escape Pod" sign.

Taris

After the space liner crashes to the planet, you will have to find and save from death the Jedi Bastille, which has all the hopes of saving the galaxy. 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 not to stick your head out, 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 several enemies and search the crate. Go to the door and break it. Go to the area called" Upper City ". When you see the alien near the far gate, save him. Then leave this location and head in "North Appartments" Move to the right again and take out the door. Go and chat with Largo.

Move lower and approach the soldier, who will tell you that you can go further if there is a special uniform. When you see the Sith mocking another alien, interrupt them and talk to the humanoid in order to find out information about the gangs existing in the lower city and about the leader of the Hidden Beks gang, who is called Gadon Thek "a.

Then, during 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. Return upstairs and move to where you saw the droid shop. Go into 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 gave 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 town.

After you defeat opponents in the next battle, you can go to the territory of the "Hidden Becks Base". Go to 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 the girl from her was intercepted by another gang, and to get her back, you need to win the races. Get ready for them.

But for now, go to the base of another group and steal there an important part necessary for a motorcycle, with which you can get a certain advantage in the race. You cannot get to 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 Wookie will also help to get into enemy territory.

After in the passage of the game Star Wars: Knights of the Old Republic, you will be asked to change the Sith uniform for paper, with which you can move on without hindrance. I advise you to obey him. Move through the corridor to the end. After proving to be near the Sith guard, who stands and watches the entrance to "Undercity", show him the received papers and run into the elevator.

When it stops, exit it and get ready that the enemies will immediately meet you. They will start extorting money. There are two ways: either give them all your savings and first-aid kits, or not. It only depends on you. Your main goal now is the leader of the gangster group Gendar. Move on and get ready to fight a creepy monster. If you finish him off, then you will be allowed inside. When you enter the cage to the monster, you will meet Mission Vao. I advise you to take her to 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 condition that you save her four-footed friend. Be sure to agree and move to the area called "Lower Sewers". There you will meet monsters that you need to finish off and go out through the doors. If you go through them, you will find yourself at the "Vulkar" base. Stop and look around carefully to see a blue field. It is his newly-made friend who deactivates a little later.

Move in the direction of the doors and go through the one on the right. Be careful, because behind it you will be met by several enemies that need to be destroyed. After you kill them, go further and find yourself near the door. Wait for a friend to open them to see what her Wookiee is. He will thank you for keeping him alive and will swear fealty for the rest of his days.

You can return to the blue field and wait for Mission to turn it off. Find the waterfall and go to it. Stop and see that guards and monsters are fighting around it. It is not worth asking too much trouble, do not protrude until it ends, and then finish off the survivors.