Star Wars: Knights of the Old Republic/Ebon Hawk

Cockpit
The cockpit is to the north of the Ebon Hawk's central hub, which is to the west of its where you enter and exit the ship. Carth stands to the left: you can speak to ../Carth/ until you unlock dialog about, but there's no need to do so here rather than when he's in your party elsewhere.

Bastila stands to the right: you can speak to ../Bastila/ until you unlock dialog about (just as you can when she's in your party elsewhere).

You can ask her to show you one of the visions again, which you have when you first arrive on each of the four remaining Star Map worlds (although she can only show you those for the first three worlds visited, not the last):

Galaxy Map
The Galaxy Map is a screen on the left side of the cockpit:

Exit Ramp
The exit ramp is to the east of the Ebon Hawk's central hub, in the north wall between the hub and the east. Zaalbar is on the northeast side of the hub itself: there's no need to speak to him here unless you want him to make you a grenade.

Otherwise:


 * }

T3-M4 is on the southwest side of the hub itself: there's no need to speak to him here unless you want a programming spike constructed for you.


 * }

Juhani is in the storage compartment in the hub's northeast wall if she wasn't slain during your third Jedi trial: you can speak to ../Juhani/ until you unlock dialog about the (just as you can when she's in your party elsewhere).

Crew Quarters
There are crew quarters in the east and west wings of the Ebon Hawk, to the north at each end of a passage bisecting the ship horizontally. The west wing is empty, but Mission is in the east wing: you can speak to ../Mission/ until you unlock dialog about (just as you can when she's in your party elsewhere).

Once you've acquired a ../Pazaak/ deck:

You can also ask her to make you a security spike:

Swoop Hangar
The swoop hangar is in the southeast quarter of the Ebon Hawk, to the south of the, with another exit in the southwest wall. There's a by the north wall in its northwest corner. Canderous stands in its midst: you can speak to ../Canderous/ until you unlock dialog about (just as you can when he's in your party elsewhere).

Otherwise, you can ask him to give you some adrenal stimulants:

Otherwise:

HK-47 stands by the southwest wall once you've purchased him from Yuka Laka's droid shop in Anchorhead on Tatooine: you can speak to ../HK-47/ and ask if there's any way to repair him (just as you can when he's in your party elsewhere).

Otherwise, you can ask him to begin a fighter simulation, allowing you to practice using the Ebon Hawk gunner station:

Engine Room
The engine room containing the hyperdrive is at the south end of the passage bisecting the ship vertically. In the west wall of this passage, between the hub and the west passage to the, is the entrance to the medical room where Jolee Bindo can be found once he's joined your party in the Upper Shadowlands of Kashyyyk: you can speak to ../Jolee Bindo/ to unlock further dialog (just as you can when he's in your party elsewhere).

Normally, if you ask your party if they know anything about this place while still aboard the Ebon Hawk, they respond as they do upon disembarking. Anywhere other than Kashyyyk, Jolee is a pedant:

Otherwise:

Cargo Hold
The cargo hold is in the southwest quarter of the Ebon Hawk. There are supplies by its southeast wall:


 * [This is a store of emergency food and supplies.]

At its northern end are two metal boxes and three plasteel cylinders you can use to store items (switch to give item to remove them from your inventory), and there's a compartment in the north wall that cannot be opened through conventional means:


 * [This appears to be some type of hidden smuggling compartment. Without proper codes you will not be able to open it.]

Dwindling Supplies
After using the for the first time, Zaalbar speaks to you:

If you check out the supplies by the southeast wall of the cargo hold:

Otherwise:


 * }

As you search the ship, you must hear footsteps three times before returning to the cargo hold:

Once you've done so, as you approach the cargo hold you hear them again:


 * [You hear the echo of footsteps coming from the direction of the cargo hold.]


 * [You hear footsteps. They sound like they're coming from the cargo hold!]

You now find a girl named Sasha in cargo hold. After you speak to her:

Strange Stowaway
If you don't conduct a search of the ship to try to find the culprit for the and subsequently complete this quest before acquiring a fourth Star Map, then upon entering the Ebon Hawk afterwards, Zaalbar speaks to you again:


 * }

Otherwise, when your little stowaway is found:


 * }

However, it's better to wait before ordering her off, as you can move even closer to the dark side of the Force and receive experience if you do so after identifying her (60 XP) and returning to Dantooine to speak to Lur Arka Sulas, a green Twi'lek male standing to the northwest of the Ebon Hawk, who asks you about a kidnapped girl named Sasha. If you speak to him after ordering her off:


 * }

You receive even more experience if you don't order her off, and hand her over to Lur Arka (310 XP) after learning her strange language, moving closer to the light side of the Force (although you'll also move closer to the dark side if you insist on a reward, receiving 100 credits):


 * }

Your party are no help whatsoever:


 * }

If you speak to Lur Arka Sulas before identifying her:

Otherwise, or upon returning:


 * }

Return to the cargo hold of the Ebon Hawk to identify her:


 * }


 * }

If you return to Lur Arka Sulas before you can communicate in her language:


 * }

If you tell him you'll drive her off the ship later, he leaves: if you're more interested in turning to the dark side than receiving experience or credits, then you should return to the Ebon Hawk and drive her off now (you'll have plenty of later opportunities, but she can no longer be handed over to receive credits and experience).

Otherwise:


 * }

Otherwise:

Return to the Ebon Hawk and speak to Sasha to try to learn her strange language. You need to decipher five phrases consisting of eight words in turn before you can communicate with her. Success is dependent on your : while you can decipher everything even with 8 Intelligence simply by trying again (and again), you fail more often and thus it takes longer (so using a power, and a  if possible, to increase Intelligence is recommended, but not necessary unless you're impatient).

Otherwise:

"Esowon" is "see" but "na esowon" is "hide":

"Bristag" means "starship":

"Laesfa" means "home":


 * }


 * }


 * }


 * }


 * }

Now you can finally communicate with Sasha in her language:

Otherwise:


 * }

However, you only need to do so if you haven't spoken to Lur Arka Sulas on Dantooine:

Otherwise:

Otherwise:


 * }

Return to speak to Lur Arka Sulas (although a light side character who wants to complete the quests should wait until after completing them):


 * }


 * }

Unfinished Business
If you speak to the Rodian Lurze Kesh outside the cantina in Dreshdae on Korriban and agree to return to him with the spice smuggled by Davik Kang, then he provides you with the security code for the compartment in the north wall of the cargo hold:

'''The term "spice" has come to describe a wide variety of stimulants mined on a number of worlds, but the highly coveted glitterstim found on Kessel is by far the most precious. '''

Once you've returned the spice, if you agree to further employment then you'll find a mysterious box in your cargo hold upon your return. Lurze warned you not to open the box... though he wasn't clear on why or what might be inside:

Nothing is gained from opening the box, but if you must satisfy your curiosity then save game beforehand. A blue beam shoots from it and you're transported to a prison where everything is whited out except for strange obelisks to the north, where the alien Rakatan awaits and speaks to you as you approach:


 * }

You can ask several questions, but the following is most pertinent:


 * }

It's about to become clear that this is inspired by Riddles in the Dark, the fifth chapter of J.R.R. Tolkien's The Hobbit:


 * }

You'll need to answer a minimum of three riddles correctly, and a maximum of four, before you can return to your body:


 * }

Answer incorrectly at any time, and the consequences are dire:

'''Your entire party has been killed. Return to main menu.'''

Otherwise, it's about to be made very clear that this is inspired by The Hobbit (although it's Gollum's riddle, not Bilbo's):


 * }

When it's your turn you can choose from two riddles, but the first two times he always answers correctly:


 * }


 * }

This is the first riddle he cannot answer:


 * }

Otherwise, one more riddle needs to be answered before he cannot answer either of yours:


 * }

Either way, once you've won you can return to your body when you're ready:


 * }

Travel to Tatooine to deliver it to Motta the Hutt in Anchorhead's swoop registration.

Trouble With Gizka
After disembarking on Tatooine and approaching the to its docking bay, the Aqualish dockworker Jor Ul Kurax speaks to you, informing you that a shipment of gizka has been delivered to your ship, and some might have gotten loose!

Sure enough, when you return to the Ebon Hawk you'll find it overrun with gizka, small, bipedal amphibians with an overly high reproductive rate. However, they're harmless and cause no actual trouble. You can interact with them:


 * }

If you want them gone, your party are no help whatsoever:


 * }

There are two ways to deal with them for which you receive experience. The most immediate action is to buy gizka poison from one of the following merchants:


 * Tatooine
 * Docking Bay
 * 350
 * Infinite
 * Tatooine
 * Cantina
 * 350
 * Infinite
 * Kashyyyk
 * Czerka Landing Port
 * Eli Gand / Matton Dasol
 * 350
 * Infinite
 * }
 * Eli Gand / Matton Dasol
 * 350
 * Infinite
 * }

'''Any gizka ingesting one of these toxic pellets will die within a few seconds. It will also cause the creature to attack all other gizka in the area, infecting them as well. '''

Return to the Ebon Hawk and find a gizka:

'''[This gizka looks rather sickly. It must have been infected with the gizka poison. You probably should keep your distance.]'''

If you can be persuasive using skill or the Force then you can travel to Manaan and its docking bay to convince the Selkath Nubassa to take the gizka off your hands. Although you receive slightly less experience (500 vs 560), not only can he take them off your hands for far less credits (100 vs 350), he can be persuaded to do so for free, or even give you 100 credits for them (but you must be highly persuasive to achieve this without lying to him and moving closer to the dark side of the Force).

Otherwise, gizka remain on the Ebon Hawk until you crash land on the ../Unknown World/ in the Star Forge System, once you've discovered the last of the Star Maps and have the hyperspace coordinates that lead you there:

It does, and they do.