Star Wars: Knights of the Old Republic/Davik's Estate

Escaping Taris
A ship you later learn is the Leviathan, the flagship of the Sith fleet, orbits Taris ominously… on board, Admiral Saul Karath approaches Darth Malak on the bridge as he looks down on Taris below:


 * }

Meanwhile, back on Taris itself Canderous has taken you to meet the crime lord Davik Kang on his estate. He greets you in his throne room (seriously), accompanied by Calo Nord:

His tour ends in the guest wing:


 * }

There's a footlocker with random contents by the north wall of your room, and a standard door in its south wall. Looking at the, you'll see the guest wing is on the east side of the estate, with the to the west and the  to the southwest.

Beyond your room is the west end of a corridor, ending in a standard door beyond which is the throne room. In the south wall opposite are two low security doors, with another in the north wall to your left:

Beyond the door immediately opposite, you interrupt a bounty hunter with a slave:


 * }

Surprisingly, he doesn't object if you then search the footlocker in the southeast corner for its random contents. If you fail to persuade him, don't even try or speak to him again, he'll attack you and call a guard from the storage barracks (unless there are no longer any guards there, in which case they may come from the next nearest).


 * }

Next door to the east is Davik's trophy room with mounted animal heads, including a Rancor head on the south wall. The footlockers in the southwest and southeast corners are locked, with the latter being more difficult to open:


 * This datapad contains a record of Calo Nord's trophy kills... sentient and otherwise.


 * The last entry is an account of a recent Rancor hunt.


 * "What the Rancor lacked in intelligence it made up for in size, strength and ferocity. Conventional blasters were all but useless against its impenetrable hide, and I was forced to resort to more unorthodox methods to bring the beast down.


 * Some well placed mines near a watering hole were the first step, their explosions herding the creature into a dead-end canyon where I lay in wait, perched among the rocks.


 * As soon as the Rancor was below me, I dropped down onto its massive neck. It reared back, bucking and clawing in an effort to dislodge me, but I had the perfect position.


 * Unable to shake me, the monster opened its mouth in an outraged howl, and I was able to flip several frag grenades down its gaping maw.


 * The explosion blew me clear of the shredded corpse, but luckily the head was still intact. If I take it to Taris, I'm sure Davik will mount it in his trophy room along with the other heads I have collected for him.


 * Davik's also expressed interest in hiring me. I may take him up on his offer, even though I still have yet to claim the greatest hunting trophy of all : a pearl from one of the Krayt Dragons of Tatooine."


 * }

Opposite the trophy room is your next-door neighbor, a Rodian, who isn't as hostile as the bounty hunter:


 * }

Like the bounty hunter, he doesn't object if you then search the footlocker in the northwest corner for its random contents. Alternatively, you can attack or threaten him to move closer to the dark side of the Force, and he'll call another guard from the storage barracks:

The corridor to the east turns north and ends in a standard door, beyond which are the slave quarters Davik mentioned. Three Twi'lek slaves, one male and two female, are within, and there's a footlocker by the north wall with random contents. You can speak to the slaves to ask them for some information or a massage:

Otherwise:


 * }

You cannot bribe them to get some information, but they can be persuaded or threatened:

If persuasion fails, you can also ask for a massage then express disappointment to get some information:


 * }


 * }

The slave now tells you about the unfortunate Hudrow, and points you in the direction of the and torture chamber  to the west:


 * }

Throne Room
You enter the throne room from the guest wing through the east standard door in its southeast corner. There are three other standard doors exiting.

The most direct route to the is beyond the south door in the southeast corner, where a long empty corridor ends in a standard door to the west, beyond which is the hangar barracks containing a security terminal which can be used to disable hangar security. This can take up to 10 s in total.

Beyond the west door in the northwest corner is the south end of a corridor leading to the torture chamber to the north (past doors to the  and its barracks), about which the slaves in their quarters may have told you. This is the route you should take if you aren't willing or able to use Computer Spikes to disable hangar security.

Beyond the north door in the northeast corner is the throne room barracks, leading to the storage barracks. If any of the other guests called for a guard, this door will already be open (as will that to the storage barracks).

Barracks (Hangar)
Exiting the throne room to the south and going down the corridor to the west and you'll enter the hangar barracks through a standard door in its northeast corner. There's a table seating eight in the middle and three guards, chosen randomly from Rodian, Duros, Aqualish and 'droid':

Guards in the throne room, storage and spice lab barracks, and the itself, are the same as these.

There's a security terminal by the north wall, which must be used to disable hangar security:


 * }

If you have the computer passcard from the remains of the bounty hunter patrolling the corridor outside the torture chamber "guest" room, then you can access without needing s; if you released Hudrow from the torture cage and spoke to him to get the codes to disable the Ebon Hawk's security system, then you don't need them to disable hangar security either (although you'll receive none of the experience that you would have if you had used them). Now you're ready to open the south standard door, beyond which is the to the east.

Gassing the guards in all the barracks can spare you from a lot of combat, but at the expense of Computer Spikes (up to 15 in total, since you don't want to gas yourself). Opening all security doors will unlock, but not actually open, all low security doors in the estate.

"Guest" Room
Exit the through the west standard door in its northwest corner to find yourself at the south end of a corridor patrolled by a Trandoshan bounty hunter:

'''This seems to be a standard keycard for use at secure terminals. Most likely, this one is designed to Davik's computer system.'''

This allows you to access the security terminals in the hangar barracks and throne room barracks without using s.

There are three doors in the west wall of the corridor: two standard doors to the and its barracks, and a low security door in the northwest corner, beyond which is another guest room. The corridor turns to the east and in its north wall is a standard door, beyond which is the "guest" room torture chamber, where you'll find two torture droids:

Beware of their special weapons: both have DC 20, and if you fail to make a Will save against the then you'll be debilitated for 9 seconds, while failing to make a Fortitude save against the  will do likewise for 3 seconds... although it deal 60 points of heat damage if you fail to make a Reflex save. Consequently attacking and killing them from range is recommended.

Hudrow is in the torture cage in the northeast corner, although he's unable to speak until you've used the cage release in the northwest corner:


 * }

You can repeatedly move closer to the dark side of the Force by alternating between the following responses:

If you don't let him go, Carth prevents you from killing him or you can change your mind about doing so if Bastila's present:

Otherwise:

The codes allow you to disable hangar security from the security terminal in the hangar barracks (or throne room barracks) without using s, giving you access to the.

Hangar
Beyond the south standard door in the hangar barracks is an intersection with a standard door to the south, beyond which is the east end of a long, empty corridor to the west which turns north and ends at the standard door in the southwest corner of the. To the east is the hangar bay door. If you haven't disabled hangar security from the security terminal in the hangar barracks (or throne room barracks), then it is locked and impossible to open:

Otherwise, make sure you have done everything you want to do in the estate before opening it, because it will close and lock behind you:


 * }

They're both standing far enough away that you'll have to approach them yourself to engage in combat, which means you can take your time to prepare.

Calo Nord's grants him Immunity:  and s. His  have : Resist 10/- vs. Sonic, which will half the damage of s if his Will save fails, and result in no damage at all if it succeeds.

Davik Kang starts by using his, absorbing 40 points of energy, sonic, cold, or heat damage. He will always save against Frag, Ion and s unless debilitated, halving their damage; furthermore, has Damage Resistance: Resist 10/- vs. Fire, which would reduce heat damage from the latter to just 8 (so Frag Grenades are actually better).

Combat ends when Calo Nord is reduced to 50% Vitality or less, or you kill Davik Kang. Even if this weren't the case, Calo would still be the weaker of the two, and you should focus fire on him. However, do not turn your back on Davik as he has VI, adding 6-36 to his attack if you do so. Also be wary of being debilitated by Calo Nord's Master in conjunction with this: Bastila is granted : Stun at level 6, T3-M4 is immune as a, and Canderous and one other member of your party may equip a  or  with  to have Immunity:  if you bought or found and upgraded them.

Rubble from the roof buries Calo Nord, and Davik Kang is killed if you haven't already done so. Even though the Sith orbital lasers are now firing through the ceiling, doing up to 20 points of universal damage (on Normal), it's worth getting the items from his remains:

Once you've done so, run to the boarding ramp of the Ebon Hawk: before you board, make sure to remove any items from Bastila if she's in your party, since she won't be available when you first arrive on ../Dantooine/.

In the Leviathan overhead, Admiral Saul Karath approaches Darth Malak on its bridge:

As the bombardment resumes and Taris is destroyed, you finally escape in the Ebon Hawk!

Taris: Planetary Information
For what it's worth, this quest is also completed when you escape Taris:

Barracks (Throne Room)
Beyond the north standard door in the northeast corner of the is its barracks. If any of the other guests in the guest wing called a guard from the storage barracks, this door will already be open. There's a table seating eight in the middle, and three guards (the same as those in the hangar barracks):

A security terminal by the north wall is also the same as that in the hangar barracks. Beyond the east standard door in the northeast corner is the storage barracks.

Barracks (Storage)
The storage barracks beyond the throne room barracks to the east has another table seating eight in the middle, and up to three guards (the same as those in the hangar barracks). However, if any of the other guests in the guest wing called a guard then the door will already be open and there'll be fewer guards here.

Beyond a standard door at its east end is a small storage closet, which is mined: a container by the south wall can be opened without exploding the mine, although Canderous can disable it if no one else in your party can disable or recover it.

Barracks (Spice Lab)
Beyond the west door in the northwest corner of the is the south end of a corridor patrolled by a Trandoshan bounty hunter. In its west wall are three doors, and beyond the middle standard door is the spice lab barracks, containing up to six guards (the same as those in the hangar barracks). However, if the guest in the room next door called a guard then the door will be open and there will be fewer guards.

Beyond the left standard door is the itself, while the right door is a locked low security door like those in the guest win, beyond which is a Tarisian noble:

If you speak to him again then he's still easily persuaded not to summon guards (although he won't tip you again), but if you fail or don't even try then he summons a guard from the barracks next door (or the next nearest barracks, if you've already killed all the guards in there):

Otherwise:


 * }

There's a strongbox in each of the southwest and northwest corners, which he doesn't object to you searching if you haven't killed him:

Spice Lab
Beyond the west door in the northwest corner of the is the south end of a corridor patrolled by a Trandoshan bounty hunter. In its west wall are three doors, and beyond the left standard door is the spice lab, containing two spice lab techs at its east end and four guards at its west (the same as those in the hangar barracks). There's also a container in the northwest corner.

Beyond the south standard door in the southwest corner is a long empty corridor to the south which turns east and ends with a north standard door in its northeast corner. Beyond is an intersection with the hangar barracks beyond another standard door to the north, and the bay door to the east.