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

Lower City
You enter from the Lower City at the east end of the Pazaak room, which has a Pazaak table in the middle. Javyar's cantina has the same layout as the Upper City cantina, with four rooms arranged around a central hub (in which four Lower Taris citizens are always present). The bounty office is to the south, the tap room is to the west and the music room is to the north.

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
Uriah: Ah, the hero of the swoop race makes an appearance to brighten our day in this dingy cantina. People all over the Lower City are talking about your glorious victory. I’ve never cared much for the swoop race myself. I guess that’s why I sell Pazaak cards. You need some cards to augment your deck?

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

Calo Nord
When you reach the threshold of the west exit to the Pazaak room before completing the search for Bastila, 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:

Here we go again... choosing the first response at any point from now on will end the dialog without violence:

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


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You've already seen what happens if he gets to three, but if you insist:

At this point, Calo Nord is invulnerable and has On Hit: Instant Death, DC 100, so you cannot possibly 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.

Escaping Taris
After completing the search for Bastila, Canderous Ordo spawns in Calo Nord's place to the left in the cantina's central hub just beyond the west exit of the Pazaak room. If you haven't already spoken to him in the Upper City Cantina, the dialog here will be identical except for the last line:

Otherwise, if you're coming from the Sith base in the Upper City after you've recovered the departure codes you need to escape Taris:

Only the following response commits you:

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Carth comments if Bastila isn't present:


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If you try to remove him from your party, you'll be informed of the following:


 * This character must be a member of your party at this time.

You can only add one more member to your party. However, once you've committed to go with Canderous, you cannot return to the rest of Taris and you won't be able to transit back to your hideout entrance to heal, or change your party selection. So before committing, make sure you've done everything you want to do on Taris (including selling any unwanted items if you don't have access to Yavin station, since otherwise you'll get the best price on Taris) and remove any useful items from characters who won't be in your party (particularly Bastila, since she won't be available for selection when you first arrive on Dantooine). Once you are ready, go with Canderous to Davik's estate.

If you speak to any Lower Taris citizen after completing the search for Bastila:

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.

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

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If you're just looking for information:

You can try to persuade him to lower the price for his information:

Otherwise, you can agree to pay him 100 credits if you don't have the patience to keep trying:

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Rakghoul Serum
After speaking to Zelka Forn in the Upper City's clinic about rakghoul serum and suggesting you might be able to get it, his assistant Gurney mentioned it might be more profitable to deliver it to Zax:

Rakghoul serum can be found on the corpse of a Sith Soldier to the south of the Outcast Village gate in the Undercity. To minimize travel time, it's best to speak to Zelka on your first visit to the Upper City (you cannot sell it to Zax until Gurney has spoken to you after speaking to Zelka), then wait until you've completed the search for Bastila before returning. You can try to persuade him to give more for it:

Otherwise, you can only make an empty threat about taking your business elsewhere or settle for 1000 credits:

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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 opportunity to receive some easy experience. You don't need to speak to the male, Bib Surool, but if you do so:

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

Otherwise:


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You do need to speak to and persuade the female, Lyn Sekla, to be able to receive experience by becoming her partner for her audition:

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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 40% chance to do so.

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:

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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:

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

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 whose responses depend on whether your character is male or female:

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

Otherwise:

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If your character's female:

Despite how this dialog ends you can still speak to him again as though nothing happened. Otherwise, the dialog continues:

If you speak to him again:


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Dia's Bounty
Dia can be found in her apartment in the Upper City. If you do talk to her, you'll find Holdan was right about her not having the credits. If you return to speak to him again:

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If you tell him again that you want the bounty on Dia's head removed:

You can also try to persuade him to remove the bounty:

If you fail but Bastila is present, she brings the full force of her persuasive powers to bear:

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 apartments to tell Dia the good news.

Alternatively, if you've killed Dia and you speak to him before getting paid by Zax:

However it ends, if you speak to him again afterwards:

Tap room
The tap room or bar is off the central hub of the cantina to the west. As long as you don't already have 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 once the two Rodians leave 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:

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Inside the tap room itself a Bith, Black Vulkar, Quara or "walrus man" and two Rodians are seated, but none of them will comment or engage in dialog. Only Ja'Gatcha, a two-headed alien standing by the bar in the southwest corner, will speak to you. You don't need to speak to them, but you can ask them about themselves and Taris: