Star Wars: Knights of the Old Republic/Sith Base (Taris)

Upper City
The entrance from the Upper City is at the south end of the Sith base. You can return there to return to hideout or change party selection.

Reception
When you enter, you're immediately challenged by a receptionist standing behind the reception terminal in the middle of the reception area, which has a standard door in its north and west wall:

If you let her live, she leaves the base without hitting the alarm. Otherwise, the alarm opens the standard door in the west wall for reinforcements (the receptionist herself is unarmed):

Behind the west door are a technician, and three Sith troopers who throw their if they can do so without damaging themselves, while in melee combat they use a  with :   25% chance, 6 seconds, DC 10.

'''This seems to be an activity log for the day. Of interest is the following entry: '''

"The power conduit we installed in the elevator seems to have solved the shield outage problem on the droid. Finish tuning it today."

Reception Terminal
Once the receptionist is gone, you can use the reception terminal in the middle of the reception area. is likely to have the highest rank, so using him can significantly reduce the number of s needed.


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Accessing security cameras will reveal points of interest on the map so uploading area schematics is unnecessary, and the sight of the being guarded by an assault droid and two blaster turrets should indicate its importance.

Disabling the assault droid's shield is unnecessary unless you insist on using energy weapons. Opening the elevator is also unnecessary since you can get a passcard from the footlocker against the south wall of the barracks to the north of the elevator. Overloading the power conduit by its east wall will kill the three Sith troopers inside.

Taking turrets and sentry droids offline makes it possible to get to the elevator without having to fight anything but the assault droid guarding it. However, this deprives you of experience received for killing them, so hacking sentry droid target filtering is a better option: they will turn on each other, and other enemies within the Sith base, reducing the numbers you have to fight while receiving experience for any kills (although this won't be displayed in ).

As ever, overloading the terminal is not recommended, as it results in 1000 electrical damage to everyone in the vicinity.

Cells
Beyond the standard door in the north wall of the reception area is a corridor with behind a door in the west wall and a  behind one in the east wall. If you hacked sentry droid target filtering at the, you'll hear blaster fire as you travel through the base.

Behind the door at the north end of the corridor are the cells, which are guarded by two sentry droids. You won't have to fight either of them if you've taken them offline, and you may only have to fight one damaged droid if you hacked sentry droid target filtering.

Beyond a standard door in the east wall is a corridor guarded by another sentry droid leading to the. Beyond one in the west wall is a corridor leading to the, beyond that in the northwest wall is a corridor leading to the , and beyond that in the north wall is an alcove containing a footlocker with random contents.

Otherwise, there are five wall panels on the south wall to the right of the entrance, opposite which are four cells lined against the northeast wall, the second from the right of which contains a familiar Duros who needs your help again:

Otherwise:


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You can leave the Duros where he is, release him or execute him:


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Barracks (Secondary)
The corridor beyond the standard door in the east wall of the cells turns south, and is guarded by a sentry droid. If you haven't used the to take it offline, you may have to kill it.

The corridor ends at a standard door at its south end, beyond which is the. There's also a standard door in its west wall, beyond which is a secondary barracks with a footlocker by its south wall and three Sith troopers: if you haven't overloaded the power conduit by the east wall in the southeast corner, when you enter you may have to kill them.

A standard ID card for Sith troopers

This passcard will allow you to use the elevator if you haven't already opened it using the reception terminal.

Elevator
The corridor to the east of the ends in a standard door at its south end, beyond which is the elevator. As you enter, the assault droid guarding it reacts to your presence, and the door to the cells at the west end of the corridor closes and locks behind you. It remains locked until the assault droid has been killed.

There are also two blaster turrets flanking the elevator in the south wall. If they haven't been taken offline using the, they also attack. They aren't particularly dangerous in themselves, but the combination of damage from the assault droid and their supporting fire can be significant.

You can simply run past the assault droid and take the elevator if it was opened using the reception terminal or you have the passcard from the footlocker in the barracks outside, but you cannot leave the base until it's been killed and it will be waiting for you on your return.

The assault droid is a melee attacker, so you can run back down the corridor out of range of the blaster turrets and it will follow you. If its shield hasn't been disabled using the reception terminal then it can absorb 300 points of energy and ion damage, so attacking with melee weapons or other types of damage is really recommended.

Before taking the elevator, it might be worth exploring the rest of the base to receive more experience and items, particularly from and the : when you're ready, return to face the Sith governor of Taris...

Sith Governor
The elevator takes you to the south end of a short corridor. Beyond the standard door at its north end is the Sith governor, the first Force user encountered in the game. If you're playing without a party, you may want to set some ../Mines/ in the middle of this corridor so that you can lure him back to them after opening the door.

He uses his before he attacks. He has enough Force points to use Stasis or five times. Stasis paralyzes for 12 seconds or 4 combat rounds while Drain Life drains 10-40 life unless the target makes a successful Fortitude save or is a droid like.

Since he's a melee attacker using an Energy Shield (although a single use of a will be more than enough to remove it), attacking him with melee attackers of your own is advisable; so is debilitating him, although a,  or  only have 25% chance to stun him for 9 seconds or 3 combat rounds.

'''This datapad contains the codes necessary to launch a ship from the planet's surface without being destroyed by the Sith autotargeting cannons. '''

There are also two strong boxes, one to the left against the west wall and the other to the right against the east wall:

You can now bring the departure codes back to Canderous Ordo in in the Lower City (he'll be in its central hub, just beyond the west exit of the Pazaak room):


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Only the following response commits you:

Carth comments if Bastila isn't present:


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If you try to remove him from your party:


 * This character must be a member of your party at this time.

You can only add one more member to your party. However, once you've committed to go with Canderous, you cannot return to the rest of Taris and you won't be able to return to hideout or change party selection. So before committing, make sure you've done everything you want to do on Taris (including selling any unwanted items if you don't have access to ../Yavin Station/, since otherwise you'll get the best price on Taris) and remove any useful items from characters who won't be in your party (particularly Bastila, since she's removed from your party when you first arrive on ../Dantooine/). Once you are ready, go with Canderous to ../Davik's Estate/.

Medical
Beyond the standard door in the west wall of the corridor to the north of is the medical bay, occupied by a medical droid and two sentry droids, one in the southwest corner opposite the door and the other to the north by the east wall... although if the  was used to take the sentry droids offline or hack their target filtering, you may face fewer damaged droids or the medical droid alone (its  has :  25% chance, 6 seconds, DC 10). There's also a container at the north end of the medical bay.

Security Terminal
Beyond the standard door in the east wall of the corridor to the north of is a security terminal in the central alcove of the east wall, guarded by a mine and flanked by a sentry droid on each side: if the  was used to take the sentry droids offline or hack their target filtering, you may only face the mine, or one or two damaged droids. The security terminal is the same as the reception terminal, and there's also a container at the south end.

Barracks (Main)
Beyond the standard door in the west wall of the is a corridor turning south, guarded by a sentry droid. If you haven't used the to take it offline, you may have to kill it.

There's a standard door to the in the west wall, and just beyond it in the east wall is another to then main barracks, occupied by two Sith troopers and two sentry droids flanking the door, and a Sith captain in the northeast corner... although if the reception terminal was used to take the sentry droids offline or hack their target filtering, you may face fewer or damaged enemies.

Remembering that each Sith trooper has a and the Sith captain has three s, running towards them to engage in melee combat, or away from them until they've used all their grenades, is advisable. Since they all prefer to attack from range, the walls to either side of the door can be used to block line of sight and face fewer enemies at a time. There's also a footlocker by south wall with random contents.

Armory
At the south end of the corridor to the west of the, beyond the standard doors to the to the west and the main barracks to the east, is a locked door, beyond which is an armory that is mined and guarded by two blaster turrets like those guarding the , which will attack if they haven't been taken offline using the.

There's a weapons locker in the southeast corner containing some special weapons for a droid like, and another three weapons lockers lining the southwest wall:

Command Center
Beyond the standard door in the northwest wall of the is a corridor turning west then southwest, in which you'll find an inactive rusted sentry:


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'''The droid is actively engaged in its patrol route. You cannot reprogram it anymore.'''

The droid is more useful as a distraction than a combatant. Engage its patrol mode and it will walk to the southwest end of the corridor and open the standard door to the control center beyond. The door is mined, but there's a female technician at the north end of the control center within range and the droid will stop to attack her before walking over it:

The control center is split into three sections by two floor-to-ceiling computer banks, between which are two security terminals (the same as the ) guarded by three technicians and two Sith troopers. One of these technicians is the same as the one at the north end, the other two are not:

Although they prefer to attack from range (remember each of the Sith troopers has a ) and the computer banks can block line of sight, some of them may notice any entry from the northeast, and the mine inside the door interferes with targeting them until it's triggered or walked around (disabling or recovering it aren't really an option unless you enter using and remain undetected). In melee combat all use a with :  25% chance, 6 seconds, DC 10.

All will also notice an entry through the standard door in the east wall from the west corridor between the cells and the, which is also mined: although this is a better position for using ../Grenades/ (one thrown at the central Sith trooper will affect all five targets between the computer banks, always killing all three technicians), the mine causes similar targeting difficulties.