Star Wars: Knights of the Old Republic/Javyar's Cantina

Map

Javyar's Cantina has the same layout as the Upper Cantina, with four rooms arranged around a central hub (in which four Lower Taris citizens are always present). You enter the Pazaak Room to the east; the bounty office is to the south, the tap room is to the west and the music room is to the north. You don't need to come here until you've completed the search for Bastila and are escaping Taris, but you may want to come here beforehand to receive a little bit of easy experience (only 60 XP) for meeting Mission and Zaalbar, more from the Starlight Entertainers, or a lot of experience (and credits) for bounties.

Pazaak room
The Pazaak room upon entry is not as crowded as that of the Upper City Cantina, with only two people standing around the Pazaak table in the center of the room: Uriah, a Twi'lek male selling Pazaak cards, stands by its northeast corner to the right of your entry, while Gelrood, a human male Pazaak player, stands by its northwest corner.

Uriah
If you don't have a deck yet:

Once you have a deck:

If you speak to him again:

Inventory
Don't spend credits on anything other than +/- Pazaak Cards. After exiting the inventory, the dialog will end.

Gelrood
If you don't have a deck yet:

Once you have a deck:

If you speak to him again:

Calo Nord
When you reach the threshold of the western exit to the Pazaak room, you'll witness a brief altercation in the central hub just beyond, between Calo Nord to your left and three Black Vulkars (a Rodian and two Twi'leks) to your right:

Calo Nord throws a grenade, resulting in a blinding flash during which you hear blaster fire. When you can see again, the three Black Vulkars drop dead on the floor, and Calo Nord starts to walk to the exit. The Black Vulkars may leave remains which can be searched for random content, and you can try speaking to Calo Nord:

You've already seen what happens next, but choosing the first response at any point from now on will end the dialog without violence:

Persisting may be fun, but it is not a good idea:

At this point, Calo Nord is invulnerable and any hit results in instant death, so you cannot win. If you've been silly or inattentive enough to get this far without saving the game beforehand, you can still save yourself by saving, exiting and then loading the game you've just saved: Calo Nord should now have disappeared.

Bounty office
The bounty office is off the central hub of the cantina to the south, and you can speak to all its inhabitants. The three bounty hunters only comment and cannot be engaged in dialog.

Speaking to the Rodian bounty hunter standing in northwest corner:

Speaking to the Twi'lek bounty hunter standing on the opposite side of a table to the Rodian by the west wall:

Speaking to another Twi'lek bounty hunter standing in the southeast corner:

Zax, the Hutt running the bounty office, sits at the back against the south wall:

You can always speak to him again:

Information
If you fail to persuade him or you aren't willing and able to pay his fee:

Otherwise:

Starlight Entertainers
You'll notice a Twi'lek male and female in the northeast corner of the bounty office, to the left of the entrance, who'll give you an oppurtunity to receive some easy experience. You don't need to speak to the male, Bib Surool, but if you do so:

Either of the following responses will end the dialog (although you can repeat it later):

Otherwise:

You do need to speak to and persuade the female, Lyn Sekla, to be able to receive experience:

You can continue trying to persuade her until you succeed, since even with 8 Charisma and no skill points spent in Persuade you still have a chance to do so. However, if you lose patience or want to try again later:

You can speak to her again:

Dances
It doesn't matter which of the three options you choose for the first dance:

It doesn't matter which of the three options you choose for the second dance either:

No matter what options you chose for the first two dances, choosing either of the first two options for the third and final dance will ensure Lyn's success:

Otherwise:

You receive nothing for ruining her audition, although if you weren't enamored by her response to success on a previous play-through or you're role-playing with a dark side character, you can obviously do it out of sheer spite.

Tap room
The tap room or bar is off the central hub of the cantina to the west. Inside a Bith, Black Vulkar, Quara or "walrus man" and two Rodian are seated, but none of them will comment or engage in dialog. Only Ja'Gatcha will speak to you, but there's no practical reason for you to do so.

Mission and Zaalbar
As long as you haven't already got Sith Papers from Gadon Thek in the Hidden Bek Base, Mission will appear outside the tap room to the left, while Zaalbar stands to the right by a table laden with food. As you approach either of them, two Rodians walk out of the tap room and confront Mission:

Mission and Zaalbar will now only remain until you leave the cantina or game (even if you save now, then exit and load the game you've just saved), so if you wish to speak to them and receive a little experience for speaking to Mission, do so now. You can speak to Zaalbar as well, albeit very briefly (get used to this):

Mission is much more talkative, although if you're only interested in receiving experience you can end the dialog at any point and still receive it:

Ja'Gatcha
Ja'Gatcha is a two-headed alien standing by the bar in the southwest corner of tap room.

If you speak to him again:

Music room
The music room is off the central hub of the cantina to the north. Inside a trio of Bith musicians accompany two Twil'ek dancers performing on a stage at the back of the room; trying to speak to any of them is no more productive than it was in the Upper City Cantina. Their audience consists of two Black Vulkars seated to the right of the entrance, neither of whom will comment or engage in dialog, and Holdan, a human male standing to the left.

Holdan
However, if your main character is female:

If either Zax or Dia herself have told you about Dia's Bounty:

Otherwise:

This ends the dialog, but despite how it ends you can still speak to him again as though nothing happened. Otherwise, the dialog continues:

If you speak to him again:

Dia's Bounty
If you speak to him again and tell him you want the bounty on Dia's head removed:

You can pay him yourself or try to persuade him to remove the bounty:

If you follow Holdan to the bounty office and talk to Zax, you'll find that he does indeed stick to his end of the bargain and you can transit back to the South Apartments to tell Dia the good news. Otherwise:

If you do talk to Dia, you'll find that Holdan was right about her not having the credits. If you return to speak to him again:

You can pay him, or try to persuade him again until you succeed, to remove the bounty. Alternatively, if you've killed Dia: