Star Wars: Knights of the Old Republic/Hall of the Chieftain

Chieftain in Need
You stand before Chuundar once again at the west end of the Hall of the Chieftain. Zaalbar stands to the left of him. A Czerka guard stands in each corner behind them, while you're flanked by a Wookiee guard with a warblade and another with a bowcaster on both sides. If you didn't kill him in the lower Shadowlands, Freyyr stands to the right of Chuundar:

Otherwise:


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You move closest to the light side of the Force by urging Zaalbar to convince them to talk it through:


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You move closer to the dark side of the Force by prodding Zaalbar to side with his brother Chuundar against their father:


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Side with Freyyr
Aside from any party, your only allies in the hall are Freyyr and Zaalbar, although they're invulnerable at this point.

The Czerka guard in each corner behind him uses a at range and a  in melee combat:

Two Wookiee guards use s, and can use a :

Two Wookiee guards use s:

While they surround and outnumber you, all are within radius of Insanity (character level > 11), Force Wave or Stasis (both character level > 14), which can be used to debilitate them all at once. The two Wookiee guards with bowcasters are extremely weak (only 8 Vitality) and should be killed in a single round (Force Wave will always do so even if their are successful).


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Party selection opens, allowing you to add Zaalbar to your party again, although you remain in the hall so this isn't necessary.

You can speak to Freyyr again to ask about the Star Map if you haven't already acquired it (or the if you have), and the Mandalorian hunters in the Shadowlands:


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If Zaalbar isn't in your party and you can dominate minds, if you ask Freyyr about the reward then you can get him to pay you credits (although you'll move closer to the dark side of the Force even if you're only able to affect minds):

Otherwise, another member of your party will warn, but not stop you:


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If you speak to Zaalbar afterwards, you can find out what effect this whole experience has had on him:


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Exit the hall via the door in the east wall, taking you back to the village of Rwookrrorro.

Side with Chuundar
The only enemies are Freyyr and the two Wookiee guards with warblades flanking you on either side. Freyyr is a shadow of his former self:


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If you already killed Freyyr in the lower Shadowlands, you're brought before Chuundar by Gorwooken and there's no combat:


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Regardless of where Freyyr was killed:


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You can ask about what you saw in the Shadowlands:


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Otherwise:

Otherwise:

If you killed Freyyr but not the ritual beast in the lower Shadowlands:

Otherwise:


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You only receive Bacca's Ceremonial Blade if you or Freyyr brought Bacca's Sword Blade up from the lower Shadowlands after killing the ritual beast. Otherwise, the hilt is given to Zaalbar so he has to be in your party (and nearby) if you return to the Shadowlands to kill the beast.

Party selection now opens, allowing you to add Zaalbar to your party again. This is your only chance to change your party until you return to the Czerka landing port via the Great Walkway, as you're now escorted outside the village gates, forbidden to return.

If you speak to Zaalbar afterwards, you can find out what effect this whole experience has had on him:

These responses end the dialog, never to be repeated:


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