Star Wars: Knights of the Old Republic/Taris

Hideout
You awaken from a troubled sleep, in which you had a dream or vision of a female Jedi armed with a yellow lightsaber fighting and defeating a dark Jedi. Upon seeing you're awake, Carth speaks to you.

The dialog becomes less linear at this point, allowing you to loop back to previous options. If this is not your first time, the following response will advance it most quickly:

Otherwise:

This first loop in the dialog closes, and another begins:

These two responses open a third loop:

All now start to converge:


 * }

The following responses conclude this opening dialog:

Otherwise, there's one final dialog loop allowing you to ask some more questions, and open :


 * }

Aside from Carth, the apartment contains a locker in the north corner.

There's also a workbench against the northwest wall. This can first be used to upgrade the from the Sith heavy trooper remains on the ../Starboard Section/ of the Endar Spire with the  from the Jedi remains on its ../Command Module/.

The exit to the apartment complex is opposite the workbench, in the southeast wall.

Before leaving you can speak to ../Carth/ again, and later others who join your party as you explore Taris.

Taris: Planetary Information
If you speak to Carth or later Bastila anywhere on Taris, you can ask for more information, but as off-worlders they're not particularly informative:

Canderous has been here longer, but clearly hasn't made it his home:

Zaalbar has similar feelings, but he has even less to say on the subject:

However, Mission grew up on Taris, and has plenty to say:


 * }

Search for Bastila
After you finish speaking to Carth and exploring your, head outside to find a Sith patrol on your doorstep. They aren't interested in you nor do they recognize you or Carth but that won't stop them from starting a fight anyway.

Before heading down to the Lower City you should sell unwanted items and stock up on supplies.

You can head to ../Javyar's Cantina/ and talk to Zax in the who will charge you 100 credits for information. Or head to the ../Hidden Bek Base/ and speak to the lookout. There's no XP reward for speaking to the Hutt first and you'll be short 100 credits just for him to suggest visiting the Hidden Beks.

It is recommended to explore the cantina for a missable cutscene and dialogue with two characters as well as a few quests from Zax. Otherwise head west towards the Hidden Bek base guarded by a Hidden Bek Lookout. Don't forget to remove the Sith uniform or you won't be allowed in either the cantina or the Hidden Bek base.


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Gadon Thek is located at the end of the room behind a desk. You'll be able to ask him about the history between the Black Vulkars and the Hidden Beks but eventually you'll need to ask him about the escape pods. He will reveal that the Black Vulkars kidnapped Bastila and offered her as a prize to the winner of the upcoming swoop race. Your only choice now is to enlist in the swoop race as a rider for the Hidden Beks. First, you'll need to retrieve stolen parts from the Vulkar Base by sneaking in from a secret entrance. Before you can even start on that, you'll need to find the only one who knows how to get there, Mission Vao. If you visited Zax the Hutt then you met her and her wookiee friend already. If not then you won't find her in the cantina anymore.

Also you will have to give up the Sith uniform in exchange for papers.


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Leave the base and continue west. Around the bend will be three Black Vulkar thugs, two with blasters and one with a baton, with two more Vulkars just up ahead. Fortunately those two are too busy arguing with Davik's agent to take part in the fight. After fighting the first three, approach the other two to watch those Vulkars act tough only to change their tune fast when a Mandalorian shows up to help Davik's agent. He will stand around for a bit allowing you to initiate dialogue with him but he won't say much whether you're in Sith uniform or not. You can also visit the West Apartments for loot and a bounty.

Once you're ready to continue with the main quest, keep heading west but heads up, there will be three gang members to your left as you approach the elevator. Eliminate them and show your papers to the Sith guard. Without the papers he will not allow you through even with uniforms. Fighting him is not an option either unless you want to see how fast an NPC can send you to the main menu. He is not only invulnerable but the nearby turrets are set to instant kill. You will not be able to pass without the proper papers from the Hidden Beks.

If you didn't retrieve the papers the journal will update:


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Upon arrival to the Undercity you'll be accosted by two villagers. Players have the choice to either give up some of your money, offer more for Light Side points, or threaten to shoot them for Dark Side points. Regardless of your decision, another villager will chase them off and give a warmer welcome. Afterwards feel free to explore the Outcast Village for lore and three quests, two of which can be completed without leaving the Undercity but all three will require you to leave the village.

(Add warning for game breaking bug, Nintendo Switch)

Once you're done exploring, save the game and head to the gates for another Light/Dark Side decision regarding the life of an outcast. A woman will be pleading with you to open the gates against the warnings of a villager while you're shown an outcast running from a Rakghoul. You can choose to try and save the outcast or tell the villager to keep the gates closed. If you choose to save the outcast then you will run outside to fight the rakghoul. Be quick as the Rakghoul will focus on the outcast and can kill him fast, robbing you of any Light Side points. After saving the outcast you MUST talk to the woman to receive Light Side point or else you won't receive any.

After the conversation you should be facing a Sith patrol to the southeast. You will now have two options for getting to the sewers:
 * North entrance: If you want to avoid fighting Rakghouls then head north. To your left is the Outcast Village where you came from and to the right are several mines and an infected Republic Soldier. Do not interact with the soldier unless you want to deal with the four Rakghouls that spawn. Keep heading north until you come across Rubble with loot. Near the rubble is the northern entrance to the Lower Sewers. Taking this entrance avoids the large Rakghoul group at the southern entrance and once inside, only four Rakghouls and a Gamorrean patrol stand between you and the Gamorrean compound.


 * South entrance: Heading in this direction will result in a brief conversation with the Sith Patrol Leader. Show him your papers to avoid combat or threaten him to initiate combat. Either way go past the patrol and keep heading south. Eventually you'll come across three Rakghouls to your left and five Rakghouls ahead. You can avoid the smaller group of Rakghouls but you'll have to fight the larger group to enter the sewers. Sneaking past them to the entrance won't work since all party members must be nearby when leaving an area. Once inside, several groups of Gamorreans stand between you and the Gamorrean compound.

The north entrance to the ../Lower Sewers/ sends you to the northwest corner of the sewer facing a Minor Frag Mine and a door. Beyond the door is a group of four Rakghouls and two more doors, one leading southwest and another leading east. Taking the southwest door leads you directly to the entrance of the Gamorrean Compound where Zaalbar is held captive. The east door will take you to the shielded ../Upper Sewers/ entrance.

Alternatively, the south entrance spawns you in the northeast corner of the Lower Sewers facing a door but you'll face three Gamorreans instead of four rakghouls. This route takes you south to a circular room with four Gamorreans and two paths. A northwest path will take you to the shielded Upper Sewers entrance, and beyond that the rakghoul infested room outside the north entrance, while the southwest path, beware of the lone Gamorrean patrol this hallway, takes you to another circular room with five rakghouls. That second circular room has two more paths, one leading straight to the Gamorrean Compound and another, with a Gas Mine, leading to a third circular room with four rakghouls. There's only one other exit out of the third room which takes you to the back of the compound. You'll need to fight through three rakghouls and watch out for the mine in front of the door before proceeding into the compound itself.

Regardless of which route you take, you'll have to face a tough group of three Gamorrean Elites and a Chieftain outside Zaalbar's cell so make sure you are ready for a close quarter fight. If you need to soften the group up first, there's a Rusted Droid in a room directly across the east entrance of the compound capable of doing some serious damage even without optimized weapons, targeting, or shields.

Quests
There are a number of side quests available. Some quests, such as Carth or the bounties, can be activated in different locations but they're listed in the first area they can be found.

Upper City

 * ../Carth/
 * Dia's Bounty
 * Largo's Bounty
 * The ../Duel Ring/
 * The ../Duel Ring/
 * The ../Duel Ring/
 * The ../Duel Ring/

Lower City

 * Selven's Bounty
 * Selven's Bounty

Undercity

 * The
 * The
 * The