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< Star Wars: Knights of the Old Republic
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Grove map

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 grove 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.

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It reappears 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.

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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.

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

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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 path south.

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To the east is a river, with a waterfall to the north.

Murdered Settler

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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.

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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.

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Standing on the bridge is an orange Twi'lek male Jedi named Bolook. If you try to cross the bridge he'll speak to you if you don't speak to him yourself, asking for your assistance in a murder enquiry.

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

You move to the east 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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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.

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.

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
Model
Alignment 50 (Neutral)
Class Jedi Guardian
Level 9
Skills
Awareness 2
Treat Injury 2
Attributes
Strength 13 +1
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attributes
Vitality 150
Force 77
Defense 22
Fortitude 6
Reflex 9
Will 6
Ranged Main Off hand
Attack - -
Damage - -
Threat - -
Melee
Attack 12 -
Energy 3-17 -
Threat 19-20,x2 -
Items Feats Force powers

Clothing Lightsaber

Knight Sense Weapon Proficiency: Lightsaber Master Jedi Defense 15 Power Attack Improved Flurry Critical Strike 10

Burst of Speed Choke 17 Force Aura Force Push 17 Stun 17

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

If you have character level > 8 and Improved Energy Resistance, this trivializes the energy damage of her preferred lightsaber attacks: only 2/15 or ~13% of non-critical hits will apply any damage at all, and then only 1-2 on Normal… so if you also have Improved Toughness then even on Hard 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 Jedi Defense makes using ranged weapons inadvisable unless she's debilitated), she stops attacking and starts talking.

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

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There's no point returning to the Ebon Hawk 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:

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.

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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 Juhani is slain or redeemed to remove the taint from the grove, your final trial is complete and you can return to the Jedi enclave. Before leaving, search the remains of a Mandalorian at the base of the front pillar on the right.

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The remains of another Mandalorian can be found between this pillar and its neighbor.

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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.

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It reappears 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 a backpack to the east of them, close to the path south.

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Mandalorian
Model
Alignment 50 (Neutral)
Class Soldier
Level 9
Skills
Awareness 1
Treat Injury 1
Attributes
Strength 20 +5
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 12 +1
Charisma 12 +1
Attributes
Vitality 100
Force 0
Defense 21
Fortitude 6
Reflex 6
Will 4
Ranged Main Off hand
Attack - -
Damage - -
Threat - -
Melee
Attack 12 10
Physical 7-21 7-21
Threat 20-20,x2 20-20,x2
Items Feats Force powers

Eriadu Strength Amplifier Mandalorian Armor Mandalorian Melee Shield Vibro Double-Blade

Armor Proficiency: Heavy Improved Two-Weapon Fighting Weapon Proficiency: Melee Weapons Power Attack

None

He begins by using a Mandalorian Melee Shield. 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:

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

His Mandalorian Assault Rifle has On Hit: Stun 25% chance, 6 seconds, DC 10. Both Mandalorians have Mandalorian Armor with Damage Resistance: Resist 25/- vs. Sonic.

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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.

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.

Sherruk
Model
Alignment 50 (Neutral)
Class Soldier
Level 12
Skills
Awareness 16
Treat Injury 1
Attributes
Strength 20 +5
Dexterity 14 +2
Constitution 14 +2
Intelligence 10 0
Wisdom 12 +1
Charisma 12 +1
Attributes
Vitality 156
Force 0
Defense 19
Fortitude 13
Reflex 6
Will 5
Ranged Main Off hand
Attack - -
Damage - -
Threat - -
Melee
Attack 18 18
Physical 10-20 10-20
Threat 17-20,x2 17-20,x2
Items Feats Force powers

Nerve Enhancement Package Sonic Nullifiers Mandalorian Melee Shield Mandalorian Heavy Armor Sith Energy Shield Verpine Cardio-Regulator Echani Foil (2)

Armor Proficiency: Heavy Implant Level 2 Toughness Master Two-Weapon Fighting Weapon Proficiency: Melee Weapons Master Power Attack Master Flurry Master Critical Strike 17

None

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

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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 Sneak Attack V, adding 5-30 to his attack if you do so. Also be wary of being debilitated by Sherruk's Master Critical Strike in conjunction with this.

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