Star Wars: Knights of the Old Republic/Quest for the Star Forge



After investigating the ruins at the east end of the plains beyond the courtyard outside the Jedi enclave on Dantooine, you must return to the Jedi Council chambers to tell them of your findings... or lie and have Bastila tell them, moving closer to the dark side of the Force.

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When they're done:


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If you speak to the Council again before leaving Dantooine:

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A selling point for Star Wars Knights of the Old Republic II: The Sith Lords is that it finally gives you the opportunity to beat seven shades of s… not out of this guy.


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You're now free to leave the Jedi enclave aboard the Ebon Hawk, where Juhani can join your party if she was redeemed rather than slain during your third trial, and explore the desert of Tatooine, the forest of Kashyyyk, the ocean of Manaan and the Sith world of Korriban in any order you wish as often as you wish. You can also return to Dantooine and, if available, visit Yavin station.

Great Hunt
As you exit the tunnel and go up the ramp to the docking bay and the Ebon Hawk, Deesra the Twi'lek Jedi will speak to warn you about the terentatek, creatures born of the dark side whose prey are the Jedi.

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If you continue this dialog instead or resume it later, he can tell you about the Great Hunt for these terentatek organized by the Jedi Council.

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You can learn the fate of the last three Jedi tasked with the hunt as you explore the galaxy.

Calo Nord
After you leave Dantooine, Dark Malak approaches Admiral Saul Karath on the bridge of the Leviathan…

So after Darth Malak ordered the destruction of an entire planet to get Bastila, he dials it down a notch and the bounty hunter Calo Nord has been commissioned to capture her. After your last encounter Nord may have lost a great deal of the mystique he had earlier, but you'll soon find out if he can restore his reputation...

Kashyyyk
Upon first descent to the Shadowlands, if Calo Nord hasn't been encountered since escaping Taris then he awaits with a couple of Wookiee thugs by a campfire to the south of the basket. He immediately challenges, giving no time to prepare before engaging in combat.

He begins by using his Verpine Prototype Shield, absorbing 70 points of energy, sonic, cold, heat or electrical damage in total. Calo Nord's Battle Armor also has Damage Resistance: Resist 10/- vs. Cold, Fire and Sonic. Although he has three Thermal Detonators and three Concussion Grenades in his inventory, he doesn't appear to use them.

The Wookiee thug behind him on the left begins with a bowcaster, while that on the right has a Wookiee warblade.

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He uses the Antidote Kit himself if poisoned.