Star Wars: Knights of the Old Republic/Hunting Lodge

Exit
The door exiting to Anchorhead is behind you in the east wall, in the northeast corner of the hunting lodge. The Rodian Pazaak player stands in the southeast corner while the hunters gather on the north and west sides of the lodge.

Fazza Utral
The Ithorian Fazza Utral runs this hunting lodge and stands at the north end below the ceiling fan:


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You won't be able to buy or sell anything until you've been to the next door to the southeast to get a hunting license:


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 * 80
 * 10
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 * 400
 * 2
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 * 49
 * Infinite
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 * 400
 * 1
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 * 40
 * Infinite
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 * 300
 * Infinite
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 * 4500
 * 1
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 * 350
 * 1
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 * 500
 * 1
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 * 200
 * 1
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 * 200
 * 1
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If you've received Sharina's Wraid Plate then you can now sell it to him:

Otherwise:


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Once you've killed wraid in the and received Desert Wraid Skull Plates from their remains, or a Krayt Dragon Pearl (or two) after a successful hunt in the Eastern Dune Sea, those can be sold to him as well:


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However, despite the special dialog his inventory simply opens and you sell them by opening your sell list like any other merchant, and the prices he offers are no better (as ever, offers the best prices). You can ask about what he does and hunting:


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You can also ask about Tatooine and anything out of the ordinary happening:


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Hunters
The hunters are gathered around the tables on the north and west sides of the lodge. They can all be asked about themselves and hunting, and told you're looking for something and asked who knows this planet best. You can also threaten them all to get them to leave, moving closer to the dark side of the Force (although only will pay you to leave him alone before leaving himself, and only 50 credits at that).

Komad Fortuna
The Twi'lek hunter Komad Fortuna stands closest to you as you enter, to the right of a table in the northeast corner. You can ask him about himself and hunting:


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You can also tell him you're looking for something, and ask him who knows this planet best:


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You can move closer to the dark side of the Force by trying to extort him:

Otherwise:


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Regardless of how persuasive you are with the Force he doesn't pay you, and simply leaves.

Dorak Quinn
The human hunter Dorak Quinn stands to the left of the center table on the north side of the lodge, between and the Gamorreans. You can ask him about himself and hunting:


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You can also tell him you're looking for something, and ask him who knows this planet best:


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You can move closer to the dark side of the Force by demanding respect:


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He needs no persuading to pay you to leave him alone before leaving himself:

Gurke
The leader of the Gamorrean hunters Gurke stands to the left of the table in the northwest corner, with Narka and Ugzak to the right. You can ask about them and hunting, and tell him you're looking for something, asking if they're good scouts:


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Narka and Ugzak are less talkative:


 * Don't you interrupt my drinking. Gurke gots more patience. Go bother him.


 * Gurke said no more talking. You got sand in your ears? No more talking.


 * You... you go deal with Gurke, maybe. I don't want any more trouble. Not even a little.
 * Ha! Little baby come back to talk? Maybe Gurke can stand your whimpering, but not me. Get lost.
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 * Uh... I got nothing to say to you. Maybe Gurke do, but that his business.


 * Gurke is through with you, and so is me.


 * You smell that? That's bantha... or maybe it's the new hunters.
 * Heh... Jawas don't bounce good.
 * Bah! Tube-heads can't hunt. Why they allowed here?
 * Too many new humees in town.
 * Maybe we hunt everything tomorrow. Nobody else gets anything!
 * What you looking at, hah? *snort*


 * It not my fault we are here. You blame Gurke if you gotta, not me.
 * You go away, humee. Cry to Gurke if you gotta talk. I don't care.
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Gurke will no longer answer questions after you tell them to watch their tongues, or confront them with Sharina's suspicion that they may have killed her husband:


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If you try to speak to them again you can only repeat your threat or accusation, although they'll leave if you tell them you believe the accusation, and you'll move closer to the dark side of the Force if you continue to threaten them:


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If they survive their desert ambush in the Dune Sea:


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If you bribed them in the desert, you can change your mind to restore the respect of any remaining hunters, using the Force to get them to leave and move closer to the dark side of the Force:

Alternatively, if they survived their desert ambush you can kill them now, moving closer to the dark side of the Force:

Tanis Venn
The human hunter Tanis Venn stands apart from the other hunters at a table by the west wall, at least until you leave Anchorhead and enter the Dune Sea. You can ask him about himself and hunting... and a female character can expect him to flirt, even after telling you about his wife:

If your character is female:

If Jolee isn't in your party, Carth or Zaalbar may react:

If your character is female:


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You can also tell him you're looking for something, and ask him who knows this planet best:

If your character is female:


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You can move closer to the dark side of the Force if the only question you ask is what his life is worth:

Otherwise:


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Regardless of how persuasive you are with the Force he doesn't pay you, and simply leaves.

Kudos
The Rodian player Kudos stands by a table in the southeast corner of the lodge. You can play him if you already have a deck, otherwise you can ask him about Tatooine and any rumors from off-planet:


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