Star Wars: Knights of the Old Republic/Undercity

Village Gate
Having killed the rakghoul that chased Hendar to the Outcast village gate, you can explore the remainder of the Undercity safe in the knowledge that you can return to the village at any time.

However, regardless of which direction you move, a blue Twi'lek female you might have seen and spoken to before outside the tap room of Javyar's cantina in the Lower City comes running towards you from the northeast:

You can speak to her again:

However, you won't be able to continue with the search for Bastila beyond a certain point without her, so it's best to choose the following response the first time you speak to her:

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Once she's added to your party you can remove her again immediately, although since you don't have to remove anyone to add her and you cannot find Zaalbar without her, it makes sense to keep her unless you're playing without any party for the challenge. Otherwise:

An extra gun is always welcome and her skill with Demolitions will come in useful in the Undercity and sewers. However, you should probably find Zaalbar before exploring the Undercity much further.

Sewers
The closest entrance to the sewers is to the northwest of the village gate, in the corner on the right. You can get to it without any more encounters, and a pile of rubble just before the entrance can be searched for random contents.

There's another entrance to the sewers further away to the southeast, in the corner on the left. A skeletal corpse to the south, beyond the sewer entrance, can be searched for random contents. You'll encounter a Sith patrol and rakghouls on your way there, and it's not as close to your objectives in the sewers, but there are a couple of quests you can complete in the process.

Rukil's Apprentice
If you travel to the northwest then west of the village gate before completing the search for Bastila, in the distance you'll see a trio of mercenaries led by a familiar figure from outside the west Lower City apartments. As you approach, so do they:

You're interrupted when four rakghouls come running from the west; fortunately Canderous and his mercenaries stand between you.

These rakghouls have On Hit: Poison, Mild Damage, which causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 15. Failure causes the loss of 30 points of Vitality (3 points every 3 seconds over 30 seconds). A successful save negates this effect. This does not affect droids.

Canderous Ordo and the mercenary who spoke to you cannot be killed (they're only reduced to minimum 1 Vitality), so you can just stand back and let them kill all four rakghouls: you'll still receive experience from the kills, although this won't be recorded in Feedback. However, just for fun you may want to see if you can save the other two blaster-wielding mercenaries (the survivor has a Blaster Carbine, but all switch to Vibroblades for melee combat).

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After Canderous and any other survivors leave, you'll find Rukil's apprentice beyond them to the west. However, you'll encounter two groups of rakghouls, each led by a rakghoul Fiend. Unless otherwise stated, any other rakghouls and Fiends you encounter in the Undercity are identical to these.

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The rakghoul Fiends each have On Hit: Poison, Average Weakness, which causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 20. Failure causes the loss of six points from each physical attribute (1 point every 6 seconds over 36 seconds). A successful save negates this effect. This does not affect droids. Although the loss of attributes is temporary, the loss of Constitution affects both current and maximum Vitality, which could result in death before the duration expires.

These rakghouls don't apply any poison damage on hit, so they're comparatively tame.

The first group of two rakghouls and a Fiend can be seen at the bottom of a ramp to the south. They can be avoided, but it's better to kill them for safety and experience. You should be able to target them from the top of the ramp even with blaster pistols, and you may be able to pick them off one by one if you're careful. Since rakghoul Fiends are visually indistinguishable from other rakghouls except for the label, pay close attention: if they start running towards you, focus all fire on the Fiend, and make sure the sturdiest member of your party is leading and ready to switch to melee if they manage to close the distance.

The second group of four rakghouls and a Fiend can be seen to the southwest. The ramp down to the west is mined:

You can move around if you're not willing or able to disable or recover it (unfortunately it cannot be triggered by the rakghouls, and you may want to move each party member past it individually in Solo mode to avoid accidents). As before, you may be able to pick off some of them with ranged weapons before going down the ramp, and if they come running you should focus all fire on the Fiend.

Afterwards do not return to hideout to heal, as when you transit back these rakghouls will have reappeared. The previous group can also reappear if you leave and return to the area after killing them (although there will now be four rakghouls rather than two, and they spawn to the south, at the base of the ramp), as can the group by the southeast entrance to the sewers. However, only one group will reappear each time you leave and return to the area.

At the bottom of the ramp to the west you'll see a skeletal corpse and corpse to the left, which can both be searched for random contents. To the southwest where the rakghouls were gathered, you'll see rubble which can also be searched for random contents, and an Outcast corpse:

You can read the journal by selecting it in your inventory:


 * This journal details the search for the Promised Land carried out by Rukil's Apprentice. Most of the entries are mundane; however, the last entry is quite interesting:


 * "I have uncovered evidence that others have been seeking out the fabled land, and that their treks have led them into the sewers. I have decided that I must go there as well."

You can return to Rukil in the Outcast village.

Escape Pod
To the northeast of the village gate you'll see the crash site of a Republic escape pod. As you approach it, you should become aware that the area is mined:

One is on the left of the escape pod and three are on the right. You should also see a Republic soldier standing at the back on the right, who'll speak to you if you approach him:

If you haven't already been to the southeast to acquire rakghoul serum, then regardless of your response there's only one outcome:

He transforms into a rakghoul, just like the infected Outcasts in the pen in the southwest corner of the Outcast village:

This rakghoul has On Hit: Poison, Average Weakness, which causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 20. Failure causes the loss of six points from each physical attribute (1 point every 6 seconds over 36 seconds). A successful save negates this effect. This does not affect droids. Although the loss of attributes is temporary, the loss of Constitution affects both current and maximum Vitality, which could result in death before the duration expires.

If you already have the rakghoul serum, you can give it to him and ask about Bastila if you haven't already completed the search for her:

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He gets spooked and runs away to the southwest, back towards the village gate, but four rakghouls come running up and one of them kills him.



This rakghoul may be close enough to become aware of you and your party, in which case it will start running towards you. However, the others are further away.

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These rakghouls have On Hit: Poison, Mild Damage, which causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 15. Failure causes the loss of 30 points of Vitality (3 points every 3 seconds over 30 seconds). A successful save negates this effect. This does not affect droids.

Sith patrol
To the southeast of the village gate you'll see a Sith patrol leader standing in the distance. If you head in that direction you'll be unable to avoid him, as he and two Sith troopers approach you as you approach him. However, you can avoid a fight:

However, even though you cannot acquire rakghoul serum from them, they're worth fighting. You should delay doing so until the two Sith troopers have closed the distance to him and stopped walking.

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All three use their Sith Energy Shield to deflect 30 points of energy, sonic or electrical damage in total, although you can have one round of attacks before the shields go up. They each have an Advanced Medpac in their inventory, which they'll use when reduced to less than 50% Vitality. Once their shields are up, it's best to switch to melee weapons for physical damage.

However, due to their high defense a single Frag Grenade is much more effective: it will always kill the two troopers outright and there's 55% chance that it'll do likewise to the patrol leader. Ideally your main character should leave any party members within throwing range, approach in Solo mode and allow enough time during dialog for all three to get close, then when a grenade is thrown only you need to run back out of the explosion's area of effect. If the patrol leader survives and hasn't drawn his Vibroblade, switch to melee weapons and take advantage of the melee on ranged bonus +10 added to your attack rolls.

You'll only get Advanced Medpacs if they weren't used. Motion Detection Goggles have Skills: Demolitions +1, which allows Mission to recover almost all mines on Taris without spending any more points in Demolitions.

To the southeast you'll see a two rakghouls and a rakghoul Fiend in the corner, which contains a corpse with random contents.

Rakghoul Serum
If you travel to the southeast, then southwest of the village gate after meeting the Sith patrol, you'll see four rakghouls and a rakghoul Fiend at the bottom of a slope. The Fiend is stronger than those you may have encountered elsewhere in the Undercity:

This rakghoul Fiend has On Hit: Poison, Average Weakness, which causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 20. Failure causes the loss of six points from each physical attribute (1 point every 6 seconds over 36 seconds). A successful save negates this effect. This does not affect droids. Although the loss of attributes is temporary, the loss of Constitution affects both current and maximum Vitality, which could result in death before the duration expires.

The area is wide open and the slope may temporarily cause you to lose sight of them, so once the rakghouls come running you can be swarmed if you're not careful. Although you can try picking them off with ranged weapons, it may be better to see if you can use grenades to cull the herd. Once they come running, focus all fire on the rakghoul Fiend.

Afterwards do not return to hideout to heal, as when you transit back these rakghouls may reappear, like those to the north (the stronger rakghoul Fiend is replaced by a normal Challenge Rating 3 one). They will also reappear if you use the southeast entrance to the sewers and then return to the Undercity.

This can be exploited to receive more experience and gain levels, although you'll only receive 30 XP for each rakghoul once experience level > 5, and 35 XP for the Fiend once level > 7: for example, at level 8 you would receive 155 XP in total and level 9 requires 8,000 XP, so you would have to kill this group 52 times to reach level 9. There's no need to do this unless you want your main character to sacrifice Jedi class levels for starting class levels for some reason (more feats with a Soldier or higher Sneak Attack for a Scoundrel, for example).

At the bottom of the slope to the right you'll find a corpse with random contents, and the corpse of a Sith Soldier:


 * A vial of greenish, bubbling liquid.

The rakghoul serum allows you to cure the Republic soldier by the escape pod to the northeast, the infected Outcasts in the pen in the southwest corner of the Outcast village, and then it can be delivered to Zelka Forn in the Upper City's clinic to move closer to the light side of the Force, or Zax in the bounty office of Javyar's cantina in the Lower City for at least 1,000 credits and to move closer to the dark side of the Force.