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:

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His tour ends in the guest wing:


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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 map, you'll see the guest wing is in the east of the estate, with the throne room to the west and the hangar 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:

You can try to persuade him not to call the guards (a bribe obviously makes it easier):

Surprisingly, he doesn't object if you then search the footlocker in the southeast corner for its random contents. If you speak again, fail or don't even try to persuade him, 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).

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He starts by using his Sith Energy Shield.

Next door to the east is Davik's trophy room with mounted animal heads, including a Rancor head on the south wall. The footlocker in the southwest corner is locked:

You can read about one of Calo Nord's exploits by selecting the datapad in your inventory:

The footlocker in the southeast corner is also locked:

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

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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:

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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 is a footlocker by the north wall with random contents. You can speak to the slaves to ask them for information or a massage:

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If you speak to a slave of the same sex as your character:
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Otherwise:


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Threatening always works and bribery never does, but you can also try persuasion:

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 throne room and torture chamber "guest" room to the west:

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{{KotOR Dialog
 * }
 * Icon=Dialog
 * Name=Slave:
 * Dialog=Davik rarely lets us leave the slave quarters. We only know what we hear from Davik's guests. Recently they've all been talking about poor Hudrow. He was caught trying to steal some spice from the lab. Normally Hudrow is allowed to get away with things like that because he's Davik's personal pilot for the Ebon Hawk. But since the Sith have grounded every ship on the planet, Hudrow doesn't get any more special treatment. They've locked him up in Davik's torture chambers.}}

{{KotOR Dialog
 * Icon=Dialog
 * Name=2.
 * Dialog=What else can you tell me?}}

{{KotOR Dialog
 * Icon=Dialog
 * Name=Slave:
 * Dialog=Nothing – Davik keeps us locked away in here day and night. I'm not even certain of the location of the torture chamber where they've got Hudrow locked away.}}

{{KotOR Dialog
 * Icon=Dialog
 * Name=Slave:
 * Dialog=I think you can get there through the hall behind the west door of Davik's throne room. Just keep going west from the slave quarters and you'll see the throne room. But Davik's certain to have guards patrolling the area. If you leave the guest wing, they'll shoot you on sight. Please – I don't know anything else.}}
 * }

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 hangar 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 Computer Spikes in total.

Beyond the west door in the northwest corner is the south end of a corridor leading to the torture chamber "guest" room to the north (past doors to the spice lab 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, Quara or "walrusman", and 'droid':

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Guards in the throne room, storage and spice lab barracks, and the spice lab 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 chamer "guest" room, then you can access without needing Computer Spikes; 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 hangar 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 throne room 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:

The bounty hunter starts by using an Energy Shield.

You can look at the computer passcard by selecting it in your inventory:


 * 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 Computer Spikes.

There are three doors in the west wall of the corridor: two standard doors to the spice lab 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:

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Beware of their special weapons: both have DC 20, and if you fail to make a Will save against the Advanced Stun Ray then you'll be debilitated for 9 seconds, while failing to make a Fortitude save against the Advanced Flame Thrower 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 move closer to the dark side of the Force repeatedly by alternating between the following responses:

You can move even closer to the dark side of the Force by killing him:

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Otherwise, you can let him go, change your mind after Bastila's intervention or have it taken out of your hands by Carth:

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

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 spice lab. 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:


 * You will need to find a computer panel to disable the security system on this door.

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 Retinal Combat Implant gives him Immunity: Critical Hits, which also makes him immune to sneak attacks while debilitated. His Sonic Nullifiers have Damage Resistance: Resist 10/- vs. Sonic, which will half the damage of Sonic Grenades if his Will save fails, and result in no damage at all if it succeeds.

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Davik Kang starts by using his Arkanian Energy Shield, absorbing 40 points of energy, sonic, cold, heat or electrical damage. He will always save against Frag, Ion and Plasma Grenades, halving their damage; furthermore, Davik's War Suit 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 Sneak Attack VI, adding 6-36 to his attack if you do so. Also be wary of being debilitated by Calo Nord's Master Sniper Shot in conjunction with this: Bastila is granted Force Immunity: Stun at level 6, T3-M4 is immune as a droid, and Canderous and one other member of your party may equip a Nerve Enhancement Package or Republic Mod Armor with Mesh Underlay to have Immunity: Mind-Affecting 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 Davik's remains:

Once you've done so, run to the boarding ramp of the Ebon Hawk':

[Do you wish to board the Ebon Hawk?]

Before you board, also 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 throne room 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 will 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 throne room 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 spice lab itself, while the right door is a locked low security door like those in the guest wing:

Beyond is a Tarisian noble:

You can try to persuade him to avoid (or postpone) combat, and even receive a tip:

If you speak to him and successfully persuade him again he won't tip you, and if you fail or don't even try to persuade him he calls a guard from the barracks next door (or the next nearest barracks, if you've already killed all the guards in there).

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 throne room 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).

In the northwest corner is a container:

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 hangar bay door to the east.