Star Wars: Knights of the Old Republic/Sand People Enclave

Exit
The exit to is at the west end of the enclave. Upon first entering, you encounter a Sand People guard:

Without HK-47, your only options are to attack the Sand People, or retreat outside before they do so:


 * }

With HK-47 it can still get bloody, even after telling the guard you're not a threat if you then demand that his people stop attacking the miners:


 * }

Only the chieftain needs to be killed to deactivate the turrets outside to prevent them killing your entire party when you exit the enclave.

The guard uses a, but switches to a in melee range.

are only received if they aren't used. The same journal entry is added and experience received if it gets bloody before you agree to do as the chieftain asks, but this guard disappears once he's taken you before him.

Otherwise, HK-47 can tell the guard you are not a threat, then apologize for being here and say you want peace:


 * }

The guard escorts you to the chieftain's room in the southeast quarter of the enclave's hub.

The only way to avoid losing your Sand People clothing is to exit the enclave and then enter again, but even though the enclave has become hostile there's no journal entry added and no experience received.

There's a rag pile to the right of the northern exit to the covered walkway that goes around the perimeter of the enclave:


 * This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligent species would willingly call it food.

The two banthas in the bay to the east of the entrance are tended by a level 10 warrior:

There are at least 12 more warriors around the perimeter, all but one of whom always use gaffi sticks with, and  (so ranged attackers and Force users in your party should be able to attack and maybe even kill them before they can attack you, but at least one melee attacker is recommended for when they survive the approach).

A level 10 warrior patrols each quadrant of the perimeter, while the remainder are level 8, the first of whom is visible standing at the north end of the southwest quadrant of the perimeter:

There's another level 8 warrior at the south end of the southwest quadrant standing to the right of the wood slat door in the inner wall which leads to the southwest quarter of the enclave's hub (which in turn leads to the chieftain's room), and a level 10 warrior patrols between them:

There's also a Sand People wicker bin with random contents to the right of this wood slat door. Once you've made peace with the chieftain, their wicker bins and baskets are locked, and selecting them more than twice or unlocking them breaks the peace (even if you're alone and using :


 * [Because they know you are here, the Sand People are watching everything very closely. They will likely attack if anything goes missing. Selecting any of their containers again would prove disastrous.]


 * [As you examine the contents of the container, the Sand People begin to ready their weapons. They were looking for any excuse to attack, and you rifling through their possessions is as good as any.]

Another level 10 warrior patrols the southeast quadrant:

The only warrior on the perimeter using a blaster rifle stands at the north end of the southeast quadrant, to the left of the wood slat door in the inner wall to the enclosure containing captive Jawas:

There's another level 8 warrior standing to the right of the door. If the protocol officer in Anchorhead's Czerka office has told you about Mission's brother, a level 8 warrior stands to either side of the wood slate door in the outer wall to the enclosure containing Griff as well; there will also be a level 8 warrior standing by the inner wall of the southeast quadrant, and another standing by the Sand People wicker bin with random contents by the outer wall of the northeast quadrant.

Another level 10 warrior patrols the northeast quadrant, where two level 8 warriors stand by the pots by the outer wall:

At the north end of the enclave there are two wood slat doors in the inner wall. Beyond the door on the left is the northeast quarter of the enclave's hub, where there are two medium-sized refuse piles by the east and south walls (there are also a broken droid and rubble with random contents):

Beyond the one on the right is the northwest quarter of the enclave's hub, where there's a Sand People wicker bin with random contents in the southeast corner, a level 8 warrior and two unarmed Sand People females:

Another level 10 warrior patrols the northwest quadrant:

Two level 8 warriors also stand by a Sand People wicker bin by the inner wall:

Chieftain's Room
If HK-47 tells the Sand People guard you are not a threat and want peace, you're brought before the Sand People chieftain in his room in the southeast quadrant at the hub of the enclave:


 * }

You can insist that HK-47 tell him to surrender or face death for the first of many, many opportunities to break the peace:


 * }

Otherwise, HK-47 can tell him you want a peaceful solution:

However, you can still break the peace with the following response at any time:


 * }

After HK-47 tells the chieftain you want a peaceful solution, it's best to just ask what he wants (although you can also try offering him credits or asking him questions beforehand):

Unless you want to break the peace, HK-47 must tell him you will get his vaporators:


 * }

You're taken back outside the enclave. The peace has not made the warriors in their territory, or their enclave upon your return, any more talkative:


 * [This Sand People warrior ignores you. It seems your presence here is a barely tolerated event.]

You'll no longer be ambushed while the peace holds, but the warriors of the still behave like you're wearing, attacking if you try speaking to them. However, rather than travel back across Sand People Territory, the Dune Sea and Anchorhead, return to Ebon Hawk and exit the docking bay to get to the, where can now sell you the vaporators: once he's done so, exit and return to the docking bay before transiting back here. HK-47 must speak to the Sand People guard now outside the enclave to tell him you have the vaporators:

Once HK-47 has been added to your party:


 * }

If you break the peace here, you must enter the enclave and kill the chieftain to prevent your entire party being killed. The guard outside is the same as the other Sand People warriors in their territory.

Otherwise:

You're taken back before him, and the guard leaves:

This is the worst time to break the peace:

Otherwise:


 * }

Although you have yet another opportunity to break the peace, if you've come this far you might as well keep it (at least for the time being) if you have questions for him:

Upon your return:

Otherwise:


 * }

This should be the plan, but taking too much of his time won't break the peace...

Star Map: Tatooine

 * }


 * By showing how to interpret ancient marker stones, this map can be used to find a safe route through the Eastern Dune Sea. Only intimate local knowledge could take the place of such a document.

You can now enter the Eastern Dune Sea via the Dune Sea and Sand People Territory. You'll also receive the map if HK-47 tells him you want information on Sand People culture, asks him to tell you the history of his clan, if you could meet his Storyteller, how to prove yourself worthy of it and finally where to find a krayt dragon. Otherwise, if you break the peace before receiving it from him, then you can retrieve it from his remains:

He uses an and favors melee combat, although he'll use a  or  if his target is out of range: if he's already given you his gaffi stick, then he's a much less formidable melee attacker.

His four bodyguards stand in the four corners of the room and use s, although they'll use s in melee range: if your party stays away from them and any level > 8 Jedi uses Improved, they can safely be ignored to focus on their chieftain.

There's a Sand People wicker bin by the north wall:

There are also a Sand People basket, and another Sand People wicker bin by the southeast wall, both with random contents.

Worthy of History

 * }

If the peace isn't broken by your insistence on apologizing for previously unwrapping his warriors, then you can ask him to tell you the history of his clan:


 * }

After asking where you could find a krayt dragon you receive a Map of the Eastern Dune Sea if you don't already have one. Once you have it, you can enter the Eastern Dune Sea via the Dune Sea and Sand People Territory to complete the, from which you receive at least one. Upon your return with HK-47, after asking how you could prove you are a worthy warrior, you can tell the chieftain you've killed a krayt dragon and give him a pearl to prove it:


 * }

You can retrieve the pearl from his remains after breaking the peace and killing him.

Storyteller
After proving yourself worthy of their history, the Storyteller appears in the southwest quarter of the enclave's hub, next door to the chieftain's room, to tell it:

Once HK-47 has been added to your party:


 * }

You're free to leave and return at any time to continue the history from where you left off, as well as ask questions about what you've heard.


 * }


 * }


 * }


 * }


 * }


 * }

Once you've heard the whole of the history you may select a piece of it to hear again:


 * }

If you ask questions about what you've heard, you'll commit blasphemy if you insist HK-47 ask certain questions in spite of his cautionary warnings:

Although after hearing the complete history there's no incentive to preserve the peace, committing blasphemy may be the least advisable way to break it: the storyteller's room also contains a level 8 warrior and an unarmed female, and reinforcements can come through the now open wood slat doors from the chieftain's room to the east and the perimeter walkway to the south.

He may only use his if his target is out of melee range.

There are a Sand People wicker bin and basket and rubble with random contents by the west wall.

Captives
If you've made peace with the chieftain, you can ask him about the captives held in enclosures on the east side of the enclave:

Fair Trade
Behind the wood slat door in the inner wall on the east side of the enclave is a small enclosure containing three Jawas. If you speak to the closest to the door:

If you haven't made peace nor encountered the chieftain:


 * }

The two remaining Jawas are less talkative:


 * We under Iziz will thank you for helping.
 * Your help will be fairly traded.
 * We are slaves here to the People of Sand.
 * We will thank you for helping.
 * }

If you made peace with the chieftain then you can return to his room in the southeast quarter of the enclave's hub with HK-47 to ask about captives, then setting the captive Jawas free:

You can tell the Jawas to run to Anchorhead after the chieftain has given you permission to release them, or if you've broken the peace (or are about to do so):

If you made peace with the Sand People:


 * }

If you've broken the peace then you'll need to kill the chieftain before you can return to the gates inside Anchorhead and receive your reward from their leader Iziz.

Mission's Brother
Beyond the wood slat door in the outer wall on the east side of the enclave is a small enclosure with a skeletal corpse in its northeast corner:

Mission's brother Griff appears here once the protocol officer in Anchorhead's Czerka office has told you about him:

If Mission isn't in your party:

If Mission isn't in your party, then after freeing Griff the following dialog doesn't take place until you return to Anchorhead's. Otherwise:


 * }

If you made peace with the chieftain then you can return to his room in the southeast quarter of the enclave's hub with HK-47 to ask about captives, then getting Griff set free:

Perhaps we could, HK, perhaps we could...


 * }

If you've broken the peace, you can ask him why you shouldn't kill him, and do so if Mission isn't in your party:


 * }

This is the best option for a dark side character (although you never tell Mission). Otherwise, you can tell him to run to Anchorhead after talking to the chieftain about him, or if you've broken the peace (or are about to do so):


 * }

If Mission isn't in your party, then after freeing him the following dialog doesn't take place until you return to Anchorhead's. Otherwise:


 * }

Do not give him any credits:


 * }

He now appears in the northwest corner of Anchorhead's Czerka office: if you've broken the peace then you'll need to kill the chieftain before you can return to Anchorhead to meet him there.