Star Wars: Knights of the Old Republic/Grove

Path North
There are two paths north, one at the west end and the other at the east end, which lead to the respective ends of the Matale grounds.

The east end is closest to the tainted to the southeast which needs to be cleared to complete your third trial. A level 8 horn kath hound wanders the plain to the south:

Another appears if you leave then return to the area. Behind the tree to the east of the path north lies a level 6 kath hound with 9 attack and 4-13 damage:

Further to the east is a level 9 horn kath hound, a level 6 kath hound with 8 attack and 3-12 damage, and two level 3 kath hounds:

In the northeast corner is another level 6 kath hound with 9 attack and 4-13 damage.

At the west end, two level 9 horn kath hounds and two level 6 kath hounds with 8 attack and 3-12 damage stand between you and a.

To the east is a river, with a waterfall to the north. If you approach from the west and you don't want to investigate the case of the until later, make sure another member of your party is leading when you encounter the Twi'lek Jedi Bolook on the bridge so that he doesn't speak to you.

Grove
The tainted grove you must cleanse to complete your third trial is in the southeast corner of the map.

Jedi Trials
You'll see a fallen Cathar Jedi named Juhani sitting and meditating amidst the pillars of a ruin. As you approach her, she places any party members in stasis and attacks you alone. Prepare for your first ever lightsaber duel!

Juhani only tends to use her Force powers if you run away from her. Although she may use, according to it doesn't add to her defense or saving throws.

If you have character level > 8 and Improved, this trivializes the energy damage of her preferred lightsaber attacks: only 2/15 or ~13% of non-critical hits will inflict any damage at all, and then only 1-2 on Normal... so if you also have Improved then even on Difficult only higher critical hits can damage you.

Once you've reduced her vitality by 75% (to 38 or less) by whatever means (although her Master makes using ranged weapons inadvisable unless she's debilitated), she stops attacking and starts talking:


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If you leave her now, or the first time she ends the dialog herself at a later stage without resolution:

There's no point returning to the in the Jedi enclave as none of the masters of the Jedi Council or any other Jedi you've met has anything new to say. You've already had four opportunities to finish Juhani and you'll get two more later in the dialog, all but one of which moves you (much) closer to the dark side of the Force:


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Any party members will no longer be in stasis, but if you've made it this far you shouldn't need any help finishing her yourself.

However, even if you're role-playing a dark side character you may want to redeem her instead: aside from receiving more experience for doing so, she can also join your party later and become a useful ally.

Unless you end her, Juhani will end the ensuing dialog at any time if you don't persuade her or choose the response most clearly inspired by the Jedi Code. You shouldn't try to persuade her if you have no chance of success with medium difficulty checks, and it may get frustrating if you don't have 100% chance of success (there are five checks, three medium and two easy). Otherwise:


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She runs off to the northwest. Failing to persuade her, or choosing any of the following responses, will result in her ending the dialog. Fortunately if you make a mistake then you don't always have to start all over again: after every two successful responses, you aren't obliged to backtrack any further.

Once you've made two successful responses, you don't have to repeat them if you're then unsuccessful:

Once you've made four successful responses, you don't have to repeat them if you're then unsuccessful:


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Once Juhani is slain or redeemed to remove the taint from the grove, your final trial is complete. Before leaving, search the remains of a Mandalorian at the base of the front pillar on the right, and those of another between this pillar and its neighbor:

It's quickest to return to Ebon Hawk, then transit back here later. The reception you receive upon your return from Nemo in the courtyard outside the enclave, and Belaya and Masters Vandar Tokare and Vrook Lamar within, depends on how you chose to remove the taint from the grove. If you redeemed Juhani:


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Juhani herself now stands to the northeast in the inner courtyard. You can speak to her now, although you may want to wait until you've spoken to the and Bastila has become available again to explore all dialog options:


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She repeats this if you speak to her again before speaking to the Council after completing your investigation of the ../Ruins/.

If Juhani is slain to remove the taint from the grove, unsurprisingly everyone questions your choice:


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Belaya in particular finds it unacceptable:


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She exits the enclave, never to return. You can ask Master Vandar about this if you speak to him again after being accepted into the Jedi Order as a Padawan but before completing your investigation of the ruins:


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You can also ask Master Vrook about this after completing your investigation of the ruins and reporting to Master Vandar:

This won't be the last you see of ...

Speak to again to get one chance to move closer to the dark side of the Force:


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This dialog is only an option after Juhani is redeemed or slain, but before formally completing your training by speaking to Master Zhar Lestin again, who still stands in the training room to the north of the Council chambers, waiting for you:


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Jedi Council
Master Zhar returns to the Council chambers, rejoining the rest of the Jedi Council of Dantooine:

If you speak to the Jedi Belaya or Deesra elsewhere:


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You must speak to Master Vandar Tokare, and he and the rest of the Council will order you to investigate the ../Ruins/ (which is mandatory) and the ../Sandral-Matale Feud/ (which is not).

Murdered Settler
A river runs through the grove from north to south, crossed by a bridge. The approach from the west end is unoccupied, but to the east the plain is divided by a belt of trees and stones, in which there are a level 9 horn kath hound and two level 3 kath hounds between the central tree and stones by the west wall.

There are also two level 6 kath hounds with 9 attack and 4-13 damage, one lying between some stones and a tree to the south and the other lying at the base of a tree by the east wall.

Standing on the bridge is an orange Twi'lek male Jedi named Bolook. If you don't speak to him as you cross, he only speaks to you if you're the party leader (so if you want to complete this quest later, make someone else party leader):


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Bolook leaves, running off to the west. Otherwise, if you agree to assist him:


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You move to the west bank, where you now stand amidst Bolook to the southwest, the information droid to the northeast, Rickard Lusoff to the northwest and Handon Guld to the southeast:


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If you try to leave, Bolook comments on it:

You may leave if you wish, but if you do I will have no choice but to tell the Jedi Council that you lacked the wisdom to solve this case.

If you leave the area now, all will be gone when you return. The murdered settler lies to the east, by the river bank:


 * The body of Calder Nettic. He was apparently shot from behind with a blaster.

If you speak to Bolook again then he can tell you what happened here again, or you can tell him that you cannot resolve the case:

Otherwise:


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However, there's no point discussing the murder until you've spoken to the witnesses (you don't need to speak to the droid yet):

That's all you need, but you can speak to him again:


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That's all you need, but you can speak to him again:


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After speaking to Handon and Rickard once, you can discuss the murder with Bolook:

Otherwise:


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To progress you need to say Rickard is lying, for the following reason:

The preceding paragraph is repeated if you try to speak to him before the droid tells you about Calder and both men (or one man, and you speak to the other), or you speak to Handon and Rickard again:


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Once the droid has told you about Calder and Handon:


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Once the droid has told you about Calder and Rickard:


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Discuss the murder with Bolook:

Otherwise:


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Both men are lying, so you can choose either: however, to progress after saying Rickard is lying, the droid only needs to have told you about Calder and him; after saying Handon is lying, it needs to have told you about Calder and him, and then when you spoke to Handon, you need to have said he knew Calder better than he admits. This unlocks the following reasons:

You can only say one man is lying now, but ideally you should know why both are. You need to ask Handon what he knows, then ask the droid if there's a report of Handon's blaster being stolen, before discussing the murder with Bolook again (after which the droid can tell you about the blood sample):

Speaking to Rickard (or the droid) only confirms that the blaster didn't belong to the victim.

Speak to the droid:

After asking Handon what he knows:

Discuss the murder with Bolook:

After asking Rickard or the droid, or Handon what they know:

After asking Handon what he knows, then asking the droid if there's a report of Handon's blaster being stolen:

Speak to the droid:


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Discuss the murder with Bolook one last time, after making sure you've unlocked both men's motives:

Otherwise:


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Bolook's conclusion depends on whether you said Handon or Rickard was lying earlier about having no motive:

They're both guilty, but you need to have unlocked the other's actual motive as well to successfully solve the crime and receive the most experience:

Otherwise:


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If you don't give the other man's actual motive then you only receive 570 XP (740 less), although this is still 100 more than received for finding only one guilty, whether or not you agree with Bolook's conclusion:


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If you disagree but don't give the other man's actual motive, then you receive no experience whatsoever unless you can be highly persuasive, then say they're both guilty or it's one who's actual motive is known:

Otherwise:


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Path South
There are two paths south, one at the west end and the other at the east, which lead to the respective ends of the Sandral grounds. The west ends of both are comparatively peaceful, while those to the east are... less so.

A level 4 horn kath hound wanders the plain to the north of the east path south:

Another appears if you leave then return to the area.

Mandalorian Raiders
Just to the west of the east path south to the Sandral grounds are two Mandalorians and two Duros warriors, standing among some stones with a landspeeder by the west wall. There's also a backpack to the east of them, close to the path south:

He begins by using a, and his has : Resist 25/- vs. Sonic. Technically he's the only one here you need to kill to make their leader Sherruk appear, and if he's the first Mandalorian you kill:

However, since Sherruk will appear here, it's advisable to kill everyone:

One Duros warrior is unarmed while the other uses a :

This is the second of two Mandalorian datapads, which the last of the three Mandalorians you need to kill also has; the second of the three Mandalorians you need to kill has the first.


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Once you've killed Sherruk, any Mandalorian datapads will be lost from your inventory.

Once you've also killed the Mandalorians in the Matale grounds and Sandral grounds, when you leave then return to the grove Sherruk will appear here. As you approach, he challenges you:


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Sherruk begins by using a and has Immunity:  and a high Fortitude save, so the most reliable way to debilitate him is to use Force Whirlwind. His have : Resist 10/- vs. Sonic.

Technically you only need to kill Sherruk to return to the courtyard and collect your reward from Jon, but you might as well kill them all:

Do not turn your back on him as he has V, adding 5-30 to his attack if you do so. Also be wary of being debilitated by Sherruk's Master in conjunction with this. The remaining Mandalorian uses a :

The two Duros warriors use a or  at range and a  in melee combat: