Star Wars: Knights of the Old Republic/Elder Settlement

Trapped on a Nameless World
Three Elder councillors greet you as you enter. If you haven't already visited the on the north beach:

You must ask some questions before proceeding:


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Otherwise:


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If you made a deal with the One then this is the first opportunity to attack, although waiting until later gives you the opportunity to gain more experience:

Otherwise:


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In either case, you need to persuade them to help you:


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You don't receive this experience if you've already rescued one of their tribe from the One. Otherwise, you may attack if you've made a deal with the One, but you shouldn't (yet):

Otherwise:


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You can ask them questions about their history, where you can find parts to repair your ship and how to disable the disruptor field that caused your ship to crash:


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Once you've rescued one of their tribe:

Regardless of when the rescue took place:

Otherwise:


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Otherwise:


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You must now make your own way to the.

South Beach
The settlement exit is in the north wall of the lobby at the north end of the Elder settlement. There's a gong by the south wall opposite which you can strike, although it serves no purpose. A passage exits to the east and west, leading around the perimeter of the hub of the settlement.

If you made a deal with the One beforehand then you can speak to any of the three Elder councillors to attack them at any time, although to gain more experience you should activate and speak to Keeper Orsaa before attacking and killing him to retrieve the ancient tome from his remains.

If you attack, then the Elder councillors summon an Elder elite warrior to the west and an Elder warrior to the east:

Their high natural means that even a level 20 Jedi's Force powers will only breach it 45% of the time, which combined with :  makes it unlikely that they can be debilitated before they use their s: consequently, using Force powers (even (Advanced) ) or energy weapons isn't recommended.

Medical items are only received if unused. The passage exiting the lobby to the east and west curves to the south and circles around the hub of the settlement, with entrances to its four quadrants in the inner walls to the east and west. This passage contains four Elder Rakata, and two Elder droids:


 * I wish that we could fully trust you after your long absence, Revan... but I do not know if we can.
 * The keeper of our history can help you if there is anything you wish to know.
 * The Council thinks you may help us... I hope that they are right.
 * The work of our people must go on... to preserve our future.
 * You promised to help us last time, Revan. I hope that you live up to your word.
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 * In time, I hope our tribe can unify our race once more.
 * The other Rakata assaulted us mercilessly... but our defenses drove them back.
 * There are many unanswered questions about your last trip into the Temple, Revan... but those shall have to wait.
 * If you wish to know more about us, speak to our keeper of history.
 * I hope that you find what you seek in the Temple, Revan, and that you help us as well.
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If you attack the Elder councillors or Keeper Orsaa, the Elder Rakata use s:

Beep beep beep-oop!

If you attack, the Elder droids use s:

The northwest quadrant of the hub contains another Elder Rakata, and a wicker bin with random contents in the northeast corner; there's also an entrance to the southwest quadrant in the south wall, through which there are two more Elder Rakata, and another wicker bin with random contents in the northeast corner.

The northeast quadrant of the hub contains, while the southeast quadrant contains three Elder worshippers praying before an altar in its northwest corner, who comment like the Elder Rakata when spoken to; there are also two gongs by the southeast wall. If you attack, then the worshippers are unarmed:

Data Archives
At the south end of the passage around the hub of the settlement is a storage area in the north wall. There are two metal boxes in its northwest corner, and two plasteel cylinders in its northeast corner:

These are guarded by two Elder Rakata and an Elder droid. A short passage to the south leads to a path around a circular pool, which is also guarded by another two Elder Rakata and an Elder droid. If you attack the Elder councillors or Keeper Orsaa:

The short passage continues to the south, where it ends at the door to the computer room. Keeper Orsaa kneels to the left of this door, on the east side of the passage:

Otherwise:


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You only receive experience for being told about the beginnings of the Rakata Empire, although you can continue to ask questions about their history:


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You can also ask if he knows how to disable the disruptor field that caused your ship to crash, or where you can find parts to repair your ship:


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If you made a deal with the One then you can attack and kill him to retrieve the ancient tome from his remains before returning with it to the Rakatan settlement on the north beach:

'''This worn manuscript appears to be a collection of historical and religious writings from the height of the Infinite Empire's power. It includes details on a number of rituals sacred to the Rakata.'''

The computer room contains two wicker footlockers in its northeast corner, a wicker bin by the north wall in its northwest corner and two wicker footlockers to either side of the statue by the south wall, all with random contents. If you use the Rakatan computer facing the door in the center of the room, then a Rakatan hologram appears in the doorway behind you:


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Rakatan Research
The northeast quadrant of the hub of the settlement contains Researcher Ll'awa and two Elder researchers, who hold three Rakatan warriors captive in cages along the northeast wall:

'''The cage is locked with a strange mechanical contraption. Likely you will need a special key.'''

Speaking to the warriors suggests releasing them would be inadvisable:

If you speak to the researchers:

You should speak to Researcher Ll'awa:

Otherwise:


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You can retrieve some genetic data from the in the catacombs of the Temple of the Ancients to receive experience. However, if you made a deal with the One and attack the Elder councillors or Keeper Orsaa beforehand, you won't be able to return it:


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If you speak to the two Elder researchers afterwards:

Otherwise:

The is a key that appears to fit the cages in the Elder Researchers' room.

The caged warriors change their tune:

After releasing the first warrior:

When you release the other two:


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Otherwise:

Each warrior is like an Elder Rakata in all but name, appearance and, using a which must have been hidden... somewhere (the staff appears to be collapsible, but still...):