Star Wars: Knights of the Old Republic/Dune Sea

Anchorhead
You exit Anchorhead on the northwest side of the Dune Sea. Czerka marker posts are dotted along the remaining boundaries:


 * Danger! Turn back.

If you try to cross these boundaries:

The view of the Dune Sea is dominated by the damaged sandcrawler in the center of it to the southeast, on the other side of which is the exit to ; the exit to the is barely visible in the distance beyond the northeast end of the sandcrawler, on the left, where  closer to the gate you'll also see a man surrounded by droids.

Sand People
Unless you really hug the boundaries of the Dune Sea or travel straight towards the sandcrawler, you're likely to encounter several Sand People ambushes:


 * The closest occurs as you approach a refuse pile with random contents visible to the right of the gate, to the south.


 * Another occurs as you travel further along the southwest side towards the tail of the sandcrawler.


 * The last ambush on the southwest side occurs as you approach a corpse with random contents beyond the tail of the sandcrawler.


 * The closest on the northeast side occurs as you approach a corpse with random contents beyond Tanis Venn and his droids to the southeast.


 * The furthest on the northeast side occurs as you approach a refuse pile to the northeast of the head of the sandcrawler.

At character level < 12, the ambush consists of two melee Sand People Warriors and a ranged Elite Warrior:


 * These are the intricate robes of a Sand People warrior. They seem to be in good condition, and might allow a wearer to superficially appear to be a member of the Sand People species.

Once Zaalbar is removed and all meatbag organic members of your party are wearing Sand People clothing then you'll no longer be ambushed.

At character level > 11, the ambush consists of a Holy Warrior and two Elite Warriors, all melee attackers using s:

Sand People Territory
The exit to on the southeast side of the Dune Sea opposite Anchorhead is heavily guarded, with three melee Sand People Warriors and two ranged Elite Warriors: each Sand People Warrior killed results in another appearing from the dunes to the right of the exit, and these in turn are replaced so that you may have to kill 9 in total.

If you've been ambushed by at character level < 12 and received Sand People clothing from the remains of the ranged Elite Warriors then once Zaalbar is removed and all meatbag organic members of your party are wearing it you won't be attacked, unless you try to speak:


 * [Your disguise fails at short range. The warrior attacks!]

Whether you leave them alone or engage one at a time after speaking, this is much easier. Otherwise, it's best to approach from the left, and ideally start attacking from range to engage a few at a time without getting overwhelmed:

Each Sand People Warrior can use a, so if you're not in disguise then Zaalbar can actually make himself very useful by engaging them in melee combat.

At character level > 11, each Elite Warrior gains 6 Strength and 60 Vitality:


 * This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligent species would willingly call it food.

There are two corpses to the left of the exit:

Aside from the Sand People guarding it, the exit to their territory is also mined:

Eastern Dune Sea
The exit to the is barely visible from, but it's to the left on the southeast, beyond the head of the sandcrawler. However, if you try to use it:

Tanis Trapped
When you first exit Anchorhead, a woman named Marlena Venn awaits you. If you've already encountered her husband Tanis in Anchorhead's hunting lodge then you may have some idea what to expect (particularly if your character is female):


 * }

The man himself can be seen surrounded by his four droids on the left to the southeast. Sure enough, as you approach him it becomes clear he needs assistance:

...

...

Accident Site
Beyond the head of the sandcrawler to the southeast is the site of an accident: two speeders to the east appear to have crashed, while another speeder to the west seems intact. The first sign that all might not be as it seems is that the northern approach is mined:

Between the three speeders are three refuse piles. Those to the northwest and southeast contain the following:

Desert Ambush
The refuse pile to the northeast, between the two speeders, is booby-trapped. As you step between the speeders, you hear cries for help:

Before examining the refuse pile, it's best to step away from the speeders and enter Solo mode before returning with only your most robust party member. Once you interact with the northeast refuse pile:

The explosion inflicts 60 points of universal damage on Normal (90 on Difficult), and you're surrounded by the three Gamorreans Gurke, Narkal and Ugzak (who you might have already met (or at least been warned about) in Anchorhead's ):


 * }

They'll leave you alone if you pay (although they only take your credits if you can pay the full amount):

In the unlikely event you have no credits whatsoever:


 * }

If unwilling (or even unable) to pay, then it's hard to persuade them to leave you alone:


 * }

Appeasing them also loses you the respect of the hunters back in Anchorhead's hunting lodge: although this is of little consequence, you earn their respect if you successfully intimidate the Gamorreans after suggesting you could be dangerous. Much more importantly, this is both easier and more rewarding:


 * }


 * }

If persuasion fails then you're forced to fight, or you can prove you're dangerous by volunteering to do so:


 * }

This results in most experience being received at character level < 17; at character level > 16, more is received for intimidating them and then killing them back at the hunting lodge, but you must move closer to the dark side of the Force to do so.

Sandcrawler
Standing at the base of the sandcrawler on its north side is a mining team captain, flanked by a miner on either side: do not approach them if any member of your party is wearing clothing, as they'll attack rather than speaking to you.


 * These Sand People are vicious. They attacked without any reason.
 * They were like animals. It was horrible.
 * Dozens of them attacked. I think the Captain's afraid there are more out there.
 * Barely got a shot off. That Captain will tell you all about it.
 * Out of nowhere, they came! I don't think the Captain even saw them coming.
 * Well, you should speak with the Captain. He's the only officer we've got left.
 * }


 * }

Once you've spoken briefly to the mining team captain, four Sand Warriors attack from the northwest: at character level < 12, these are the same as those encountered in ambushes; however, at character level > 11 they gain 6 Strength and 60 Vitality.

Once the last warrior is killed, another four attack from the west; once the last of those is killed, the same thing happens.

If the miners survive the attacks, you can speak to them again:


 * What choice do we have? They have to be killed. All of them.
 * How am I supposed to make a living with this going on?
 * They should all be wiped out. Every last one of them.
 * Is it safe? Heh. Is anywhere safe? I don't think so.
 * I guess I'm lucky to be alive. No more of this for me, that's for sure.
 * Thanks for your help. I hope there's no more of those animals out there.
 * }

You can ask the mining team captain about the Sand People:


 * }

There's a refuse pile to the right by the rear track of the sandcrawler:

You can return in Sand People clothing to kill them:

Wraid
Wraid are first encountered in the south corner of the Dune Sea, beyond the tail of the sandcrawler. At character level < 12 there are four Desert Wraid, whereas at character level > 11 there are four Hulak Wraid:

They stand and walk in a line, and it's best to approach and attack the head or tail from range, picking them off one or two at a time rather than being overwhelmed, unless you're able to use area of effect Force powers to debilitate and then damage them.


 * This is the incredibly dense bone skull plate cut from a desert wraid. They are rumored to have medical uses, but the market for them is very specific.

When you return to the area, a new group of wraid appears to the northeast at the head of the sandcrawler; the next group then appears to the northwest of its tail, and then their location returns to its original position.

By returning to the Ebon Hawk and then transiting back it's possible to hunt the wraid by following them around the sandcrawler in an anti-clockwise direction. The experience received can help to level up:

Although gaining experience exclusively from wraid hunting could be extremely tedious and unnecessary, it may help if you want to level up your character or party members before facing a particular challenge. It can also be somewhat lucrative, as Desert Wraid Skull Plates can be sold for 64 credits each on, and 24 credits apiece elsewhere:

However, if you really need credits then the possibilities of trade, and  should really be exhausted first...