Star Wars: Knights of the Old Republic/South Apartments

You exit your apartment to witness an altercation between two Duros and a Sith Soldier, flanked by two Battle Droids.

Without warning, the Sith Soldier guns him down with his Blaster Rifle.

The Sith Soldier engages the surviving Duros, so his back is to you, while the two Battle Droids face you:

When paused during combat, you have your first opportunity to select Carth:

Although he has already progressed towards using two blaster pistols, if you're a Scoundrel or otherwise have low Vitality, you may want to equip him with one or two melee weapons and have him lead at least temporarily, if only until you have another party member to take the front line.

You and Carth can kill one Battle Droid each in a single round, particularly if you’re equipping the Ion Blaster from the Sith Heavy Trooper remains from the Starboard Section of the Endar Spire and Carth uses Power Blast. Then only the Sith Soldier remains:

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All three can be killed with a Frag Grenade, although this will also damage the Duros. The two Battle Droids will be killed even with a successful Reflex save, while there’s 60% chance of killing the Sith Soldier (otherwise, he’ll be reduced from 15 to 5 Vitality).


 * Level 2


 * Level 3

If you wish to play without a party for increased challenge, this is your first opportunity to remove Carth.

If you speak to him again:

The Sith Soldier dropped a backpack:

The apartment complex is a ring, with the doors to four apartments (excluding your hideout) and the elevator to Upper City South in the outer wall. The latter is to the south, and the quickest way to reach it is to run anti-clockwise around the ring, hugging the inner wall to prevent a dialog with Larrim starting automatically as you pass him.



However, it’s normally advisable to explore each map more thoroughly rather than simply passing through as quickly as possible, to maximise your chances of gaining experience and items.

While there are numerous opportunities for dialog while traveling around the ring, most are brief:

However, there are a couple of dialogs which are more developed.

Larrim
You can see Larrim, a green-skinned male Twi'lek, to the south of your starting position, and you'll pass him as you travel counter-clockwise towards the elevator. Approaching him will automatically trigger a dialog:

Carth will interject if he's present:

Larrim only talks about energy shields the first time you speak to him.

The following response is only available the first time you speak to him:

Larrim's items cost 10% extra to buy, so do not buy anything unless you can't get it anywhere else.

If you speak to him again:

Unless otherwise stated, you can now repeat or explore responses missed when you first spoke to him.

Janitor
You can see the janitor, an elderly human male, to the east of your starting position, and you'll pass him as you travel clockwise around the apartment complex ring. Speak to him:

Carth will interject if he's present:

Otherwise, the dialog continues:

If you weren't unrepentantly disrespectful, and you speak to him again:

The following responses will allow you to repeat or explore responses missed when you first spoke to him:

These responses will obviously antagonize him if you avoided doing it the first time:

If you did antagonize him the first time, an apology will allow you to ask your questions:

Alternatively, you can antagonize him again:

Apartments
There are four other apartments accessed via low security doors in the outer wall of the apartment complex ring. They only have DC 12, so any character who spent any points in Security (including Carth) can unlock them. Alternatively they can be bashed open, although they resist the first 5 points of damage and have 20 Vitality.

The northeast apartment is unoccupied, but contains a footlocker; the southeast apartment contains an Ithorian and a bag:

The southwest apartment contains a Twi'lek and a bag:

The contents of all containers are random, although they were generated with the map. Surprisingly robbery doesn't result in any shift in alignment, although you may want to forbear if you're role-playing a light side character. However, the west apartment should be opened for your first opportunity to move closer to the light side or dark side of the Force...

Dia's apartment
If you use Security to open the door to the west apartment, you can enter it and look around first, finding a bag with random contents. Otherwise, a dialog with its occupant begins automatically:

This ends the dialog. Otherwise:

Throughout this dialog, this response will end it, while the following returns to other responses in the same loop, allowing you to try to persuade her until you succeed.

Dia's Bounty
Once you end this dialog:

Light side
When you speak to her again:

Dark side
Speaking to her again after learning of the bounty but without having offered to help also allows you to reach this point:

Carth interjects if he's present:

This gives you two last chances to avoid bloodshed:

Otherwise:

Dia leads with a melee Attack before drawing her Vibroblade. If you’re playing without a party, you can lead her out of her apartment to the left and she can become engaged with the surviving Duros, who can kill her single-handedly (you still receive XP for this, but it isn't recorded in Feedback).


 * Level 3