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.


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Another male Jedi named 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, although none of this is necessary:


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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:

He walks south to enter the Enclave. Rilka doesn't become more forthcoming in his absence:

Once you leave then return to the area, you'll never see either of them again. Otherwise:

The dialog continues, or resumes if you talk to him again:


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They remain until you kill the leader of the Mandalorian raiders. A settler named 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 named 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:

Otherwise:


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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:

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 Jedi Nemo and the merchants, 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:


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Their leader, Sherruk, won't appear until you've 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. A light side character who wants to complete the quests later may want to delay reporting his death until after completing those quests, although Jon's reward is substantial:

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 named 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:

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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The droid C8-42 can be found on the east side of the Sandral grounds, beyond the Matale grounds and Grove. If you convince him to return:

If you follow them back inside the Jedi Enclave to the middle of the three rooms to the north and west of the exit back to the outer courtyard, that dialog can be repeated but the following is added before they leave:


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If you destroyed C8-42 instead, you can move closer to the dark side of the Force by fooling her:


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Otherwise, you can tell her about his destruction:


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She can now be found back inside the Jedi Enclave in the middle of the three rooms to the north and west of the exit back to the outer courtyard, with a man named Samnt:


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Adum Larp
Just across the bridge to the east, over the river separating the courtyard from the plains, the... enthusiastic Rodian arms merchant Adum Larp stands on the right by his landspeeder to the south:


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


 * align=left|
 * 3000 || 1
 * align=left|
 * 130 || 5
 * align=left|
 * 15000 || 1
 * align=left|
 * 80 || 5
 * align=left|
 * 1500 || 1
 * align=left|
 * 80 || 5
 * align=left|
 * 30 || 2
 * align=left|
 * 100 || 2
 * align=left|
 * 100 || 5
 * align=left|
 * 100 || 2
 * align=left|
 * 500 || 1
 * align=left|
 * 100 || 2
 * align=left|
 * 300 || 5
 * align=left|
 * 100 || 2
 * align=left|
 * 130 || 5
 * align=left|
 * 300 || 2
 * align=left|
 * 130 || 5
 * }
 * }
 * 130 || 5
 * align=left|
 * 300 || 2
 * align=left|
 * 130 || 5
 * }
 * }
 * }

You can also buy maps for the courtyard and ../Matale Grounds/ to the south:

Otherwise:


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You can ask him about, kath hounds and the corrupted ../Grove/ (among other things later, although none of this is necessary):


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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:

In the northeast corner are 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:

Another appears 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:

Another also appears 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...