Star Wars: Knights of the Old Republic/Courtyard

Jedi Enclave
You exit the door of the Jedi enclave at the south end of the outer courtyard. Two female settlers stand in front of you to the east, while a male Jedi walks the length of the path to the north. Settlers and Jedi will comment when spoken to, but they cannot be engaged in dialog.

Another male Jedi called Nemo is standing on your left to the northeast, just before the path to the north, apparently reflecting on Dantooine's natural beauty. You can ask him about the tainted grove you must cleanse to complete your third trial, the stores and caves of Dantooine, and himself. Later you can also ask him about the Mandalorian raiders, although none of this is necessary.

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Once Jon or Gar have told you about the Mandalorian raiders:


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Mandalorian Raiders
Gar and his wife Rilka stand midway down the south half of the path to the north. Rilka defers to her husband:

You can ask Gar about himself, Dantooine and its kath hounds, Mandalorian raiders and farms.

A settler called Jon stands at the intersection to the north. To the west is a small plaza with a pillar in the middle of it and a female settler and male Jedi stand to the left. The path to the north ends in another small plaza where two female settlers stand, and the path itself is walked by a Duros refugee called Kni:

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However, as you try to cross the intersection Jon will approach and demand your attention if you don't speak to him yourself:

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You have two options but only one opportunity to move closer to the dark side of the Force:

If you return before finding any of the raiders, you can ask him more about them:

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If you told him his problems are not your concern, or that revenge is never a good reason:

Otherwise:


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If you return to the Jedi enclave you can ask Masters Vandar Tokare and Vrook Lamar why the Council has done nothing to stop the raiders, and they will give you leave to do so now, while the merchants Adum Larp, Crattis Yurkal and Karal Kaar can now comment on them. None of this is necessary, though.

Should you return to Jon after killing some (but not all) Mandalorians on the plains:

Their leader, Sherruk, won't appear until you have found and killed all three Mandalorian groups in the Matale grounds, grove and Sandral grounds, at which point he appears in the same location as the late Mandalorian group in the grove.

Missing Companion
To the east of the intersection where Jon accosts you is a bridge across a river which separates the courtyard from the plains to the south and east. A woman called Elise stands to the left by her landspeeder in the northeast corner:

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If you speak to her again before finding her droid:

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You can ask her to tell you what happened to him again, or for the first time if you told her you have no time for this and then that no means no, repeating the dialog above up to the revelation that her companion was a droid, but with a different ending.


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Adum Larp
Just across the bridge to the east, over the river separating the courtyard from the plains, an… enthusiastic Rodian arms merchant called Adum Larp stands on the right by his landspeeder to the south. You can ask him about his inventory, maps for the courtyard and Matale grounds to the south (which he sells for 2 credits apiece), Mandalorian raiders, kath hounds and the corrupted grove (although none of this is necessary).

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He greets you with this last line whenever you return to talk to him.


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Path South
Once you've let the courtyard and crossed the bridge to the plains in the east, you should see a lone kath hound standing on a ridge to your left as you go south. As you approach, it calls three level 5 kath hounds from around the southeast corner.

If you continue down to the southwest corner, you'll find the first path south, taking you to the west end of the Matale grounds. This is the quickest and safest route to the grove further south. Alternatively, there's another path south to the east, taking you to the opposite end of the Matale grounds. You'll have to cross an area populated by more kath hounds to reach it.

Around the corner to the east is a lone level 3 kath hound with 63 vitality lying at the base of a standing stone to the northwest.

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In the northeast corner is a level 6 horn kath hound with two more level 5 kath hounds and a level 3 kath hound with 43 vitality.

A lone level 9 horn kath hound wanders back and forth from the stones in the southeast.

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It reappears if you leave then return to the area. The stones to the southeast shelter another level 6 horn kath hound, two level 5 kath hounds and a level 3 kath hound with 43 vitality. There's another level 3 kath hound with 63 vitality lying behind a stone by the north wall.

Another level 9 horn kath hound wanders to either side of the east path south.

It also reappears if you leave then return to the area. Continue east through the stones and you'll see the second path south.

Strange Ruins
At the east end of the plains beyond the other path south there are some strange ruins, with a slope leading down to a heavy stone door.

'''[This heavy stone door is sealed. The door is too thick to be cut through with a lightsaber.]'''

It remains locked, but it looks like the same kind of door you saw Revan and Malak pacing before in the dream or vision you shared with Bastila on your first night on Dantooine…