Star Wars: Knights of the Old Republic/Upper City South



You start in the northwest corner of Upper City South:



If this is your first time and you questioned Kadir, the janitor of the South Apartments, you may follow his directions and go south to the Upper City Cantina, perhaps visiting the Equipment Emporium on the way there or back. Otherwise, you may head east and then north for the entrance to Upper City North, hugging the left of the entrance to avoid being drawn into an altercation between a bullied merchant and two bounty hunters on the other side.

If you haven't spoken to Carth since the opening dialog, you'll be prompted to do so shortly after arriving in the Upper City. However, you do not have to do so.

The men and women on the streets of the Upper City may make a comment on Taris when spoken to, but they cannot be engaged in dialog. Unsurprisingly, patrolling Sith Troopers are even less helpful:

Protocol Droid
Protocol Droids are more talkative and informative than the Salvage Droids, though:

Rapid Transit System
You're notified of this 'quest' immediately upon arriving in the Upper City:

Transiting back to Hideout at any time warps you (and any party) back outside its entrance, fully healed, and completes this quest. You receive no experience for this, but it's instructive if this is your first time.

Equipment Emporium
Travel south towards the Upper City Cantina and you'll pass the Equipment Emporium on your left. Open the door in the west wall to reveal Kebla Yurt standing behind a desk in the middle of the Emporium, and the Shop Droid:

Kebla Yurt herself is much more talkative.

Kebla Yurt
Carth interjects if he's present:

Inventory
After exiting the inventory, the dialog will end.

Questions
Carth interjects if he's present:

Upper City Cantina
Continue south past the Equipment Emporium to find the door to the Upper City Cantina, with a Sith Trooper standing to your right:

This business doesn't involve preventing entry to the cantina, so open the door and go inside.

On your return from the cantina, if Gana Lavin ran off after you spoke to her in there, you will find her by the entrance to the Equipment Emporium, flanked one each side by a Rodian armed with a Vibroblade, both of whom attack you on sight:

Carth warned you she could be trouble...


 * Level 3

Unfortunately Gana Lavin herself takes no part:

She runs off and disappears in the direction of the South Apartments, never to be seen again. Search the Rodian remains:

Aside from their Vibroblades, each may have other random items.

Clinic
Head east to the other end of Upper City South, and you can enter the clinic through an open doorway in the south wall. To the left of the entrance is Gurney, while directly ahead of you is a Medical Droid.

There is a locked door labelled Lab Personnel Only in the west wall, and Zelka Forn is to your right, standing between a desk in the middle of the room and the south wall.

Zelka Forn
After the latter two, the dialog will end.

Rakghoul Serum
After this dialog ends:

Republic escape pods
If you fail or don't bother to persuade him, you can use Security on the door labelled Lab Personnel Only (DC 5) or bash it (it resists 5 damage and has 20 Vitality) to open it and force the issue:



Carth interjects if he's present:

Carth interjects if he's present:

Otherwise:

Carth interjects if he's present:

Zelka will be less welcoming, because although you can no longer ask him questions, he continues to provide his services (albeit grudgingly):

Otherwise:

Inventory
After exiting the inventory, the dialog will end.

Gurney
To the left of the entrance is Gurney. He isn't particularly helpful to start with:

Rakghoul Serum
If you don't speak to Gurney after suggesting to Zelka that you might be able to get your hands on the rakghoul serum for him, he attracts your attention as you leave the clinic:

Carth interjects if he's present:

If you speak to Gurney again:

Upper City North
Head east to the other end of Upper City South, and you'll find the entrance to Upper City North in the north wall. Hug the left of the entrance to avoid being drawn into an altercation between a bullied merchant and two bounty hunters on the other side. Otherwise:

Carth interjects if he's present:

The three of them walk off to the north, never to return. Otherwise:

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Both can be killed with a single Frag Grenade, even if their Reflex saves are successful... so it's not necessary. If you're playing without a party and you run away, Sith Troopers may kill them for you (you will still receive the experience, although it won't be recorded in Feedback); however, don't run too far away or when they die, the bullied merchant will run off without speaking to you.

Carth interjects if he's present:

Carth interjects if he's present:

Otherwise:

When the dialog ends, the bullied merchant runs off to the north, never to return.

Search the bounty hunter remains: