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13. Tatooine PDF Print E-mail
Written by Old-Republic.com   
Wednesday, 13 August 2008 20:10

Docking Bay

As you attempt to leave the docking bay the first time, you will be told a shipment of gizka (small frog-like animals that reproduce rapidly) has been delivered to your ship. They are now your problem. There are three ways to handle this:

  1. Buy some gizka poison from the nearby merchant, return to your ship and feed one gizka the poison. The next time you return to Ebon Hawk, they will be gone.
  2. In the docking ring on Manaan, you will find a Selkath interested in purchasing exotic animals; but, he wants nothing to do with gizka. Lie to him about the reproductive capacities of your gizka and earn Dark Side points as well as convince him to buy your gizka. Otherwise, you have to pay him 100 credits to take them off your hands.
  3. When you reach the unknown world in the Star Forge system (near the end of the game), you will find gizka all over the place. Yours will leave the ship at this point.

Personally, I prefer method #1 so I don't have to deal with lots of animals hopping all over my ship. While you're here, buy some Bantha fodder from the merchant. You'll need it later and it is easier to get it now.

Anchorhead

  1. Exit to docking bay
  2. Hunting lodge. Standing near the entrance is Sharina Fizark. Her husband, a hunter, was killed and she needs the money she can get by selling a valuable wraid plate. Buy the plate from her, and, once you have your own hunting license, sell it to Fazaa in the lodge for the same amount you paid Sharina. For Light Side points, give her an extra 200 credits. Or, for Dark Side points, threaten her and take it from her by force and then sell it to Fazaa. Inside the lodge you can get to know other hunters; you'll be meeting most of them again during your travels. You will also find a Pazaak player inside.
  3. Czerka office. You need a hunting license from this office, so be nice to the lady. She'll only agree to give you a license if you agree to slaughter the local tribe of sand people. You have no choice but to agree (no LS/DS points for agreeing); although, you will be able to resolve the situation without too much bloodshed if that is your wish. Also be sure to ask her about Griff. You'll have to jog her memory, but she will tell you he was lost in a Sand People raid and is either dead or captive.
  4. Swoop bike registration. You can race your bike here and get a quest to try to convince the local swoop racing legend (Niko) to sign a bad contract with the Hutt boss. You don't want to accept this commission unless a) you have a high Persuade skill and b) you're playing Dark Side. Convincing Niko to sign the contract earns DS points. Convincing Motta the Hutt to give Niko a better contract does not earn any Light Side points and is a much tougher Persuade. Oh, and on top of all that, Niko won't even listen to you unless you beat the fastest track time, which is 22:51 (not an easy task).

    If you do decide to race, your winnings will be in the form of Race Bonds, that can be sold to any merchant for 60 credits each. You get 10 bonds for beating the first time, 30 for beating the second and 80 for beating the third: grand total, 120 bonds worth 7200 credits. Not bad. Even better, you can hold onto them and sell them to Suvam Tan on Yavin IV for 156 credits each (18,720 credits total).
  5. The first time through Anchorhead, you'll be ambushed here by three dark Jedi.
  6. Anchorhead cantina. You'll find Helena, Bastila's mother, inside provided you've received the message Helena is waiting for you. She informs Bastila her father is dead and they argue for a while. She wants her husband's holocron. You can get this at the same time as you get the Star Map on Tatooine. Once you have it, return here and be careful with the way you handle the two of them and you can get them to reconcile.
  7. Droid shop. You can purchase HK-47 here. You need him if you hope to have a peaceful resolution to the Sand People problem. It will cost you at least 2,500 credits and possibly as much as 4,000, so you may have to loot-and-pillage for a while.
  8. Exit to Dune Sea. You need a hunting license from the Czerka office to leave. Nearby is Iziz, a Jawa tribal leader. He will tell you many of this tribe have been captured by Sand People. Agree to rescue them and he will "trade fair" with you.

Dune Sea

Lots of stuff happens here. Be careful as you wander around and keep shields/stims active because you will be ambushed by Sand People. These ambushes seem to occur near small piles of debris, so try to steer clear of any wreckage (unless otherwise noted below). You will also encounter wandering groups of wraid (rhinocerous-type creatures) in this area. Their plates are not worth anywhere near as much as Sharina's (about 25 credits, if memory serves me correctly); so, don't bother with them unless you are trying to build XP. Finally, if you are here to finish the Genoharadan Assassination quests, you will meet Hulas right outside the gates.

  1. Exit to Anchorhead.
  2. Exit to Sand People area. Standing around in front of this area is a large group of Sand People. As you fight them, more will appear to a total of about 10 to 12 warriors. The Sand People prefer to use either blasters or their gaffi sticks, so energy shields and/or melee shields are essential. Use plenty of grenades and don't be afraid to run away, heal (by transitting back to Ebon Hawk) and return. Make sure there are no wandering wraid nearby when you engage the Sand People. After disposing of them all, loot their bodies for their clothing to use to sneak into their village. You will want to sneak in even if you are planning to kill them rather than negotiate. A frontal assault on their fort is not recommended.
  3. Exit to Eastern Dune Sea. You'll need a map to get through here. You can get one from the Sand People chieftan or Iziz (after rescuing the Jawa from the Sand People).
  4. Droid trouble. Just outside the gate you will meet Marlena Venn. Her husband, Tanis, is having a bad day...courtesy of her. At this spot (D), Tanis is surrounded by his hunting droids, all sabotaged by his wife. You can let him rot or fix the droids, either by repairing them (requires Repair skill and sufficient parts) or solving a logic problem. The problems are:
    1. K-X12a:
      1. Node 1 reports Node 2 failed
      2. Node 2 reports Node 3 failed
      3. Node 3 reports Node 2 failed

        Two of these are definitely false and you must identify the one that is true. Logically, if either Node 1 or Node 3 is correct, then the other is also correct (since they are reporting the same status). Thus, they must both be wrong and Node 2 is reporting accurately.
    2. K-X12b: 2 * 3 * 5 * 11 * 17 * 19
      This is a simple list of prime numbers (number that is evenly divisible only by 1 and itself). The missing prime number is 7.
    3. K-X12c: Same energy pool must be 300 small pulses or 180 large pulses. 100 small pulses have been measured, how many large pulses remain? 100 is 1/3 of 300, so 2/3 remains. 2/3 of 180 = 120.
    4. K-X12d: 4 * 14 * 11-14 * 31-14 * 13-21-14 * ? * ?
      Each successive sequence describes the previous sequence. So the second sequence (14) is telling us there is one numeral four in the previous sequence. The third sequence (11-14) tells us the previous sequence had one numeral one and one numeral four, etc. So the final two sequences should be 31-13-12-14 * 23-41-12-14
  5. As you approach this wrecked mining harvester, you'll meet three miners. Power up (shields/stims) before talking to the captain, as you will then be attacked by three waves of Sand People. Fight them off, then speak to the captain again to get more info on the Sand People enclave.
  6. There are three wrecked speeders in this area and a voice calling for help from beneath a pile of rubble. It's a trap placed by Gammorean hunters. I would recommend not triggering it until after dealing with the Sand People at the exit nearby. It is possible to Persuade the Gammoreans to leave you alone.
  7. If you are helping Canderous with his duel of honor, approach this area of the harvester and look to the West to see Jagi approaching.

Sand People Area

Watch out for mines in this area and try not to draw all the Sand People down on you at once (assuming you are going through here without a disguise). If you do wear your disguise, you should still try to avoid the Sand People. While it is possible to walk right up to one while in disguise, attempting to speak to one will immediately cause them to go hostile. So just stay away where you won't accidentally click on one.

  1. Exit to Dune Sea
  2. Exit to Eastern Dune Sea. If you are doing the Genoharadan quests , you'll find Vorn's assault droid and speeder close to this exit.
  3. Exit to Sand People Enclave. This exit is guarded by a number of gun turrets, so I don't recommend a frontal assault. Sneak in with a disguise and dispose of the Sand People in the enclave first (if that's your choice). When you exit, the gun turrets will be silent (no one left to operate them...) and you can pick off the wandering Sand People at your leisure.

Sand People Enclave

If you are trying to earn Light Side points and maintain the peaceful resolution to the Sand People problem, do not under any circumstances, open any container in the enclave. Merely opening any container is taken as an act of disrespect and the Sand People will immediately attack you. Even if you don't remove any items!

  1. Exit to Sand People area. When you enter here, your disguises will be discovered. If you have HK-47 with you, you will be able to arrange an audience with the chieftan. Otherwise, get ready to rumble...
  2. Banthas. You can safely pick through the rag pile to get some Bantha fodder, if you haven't already bought some from the merchant in the docking bay.
  3. Sand People Chieftan. If you choose the peaceful path, question him closely (and carefully) and you'll find they want moisture vaporators. If they get these, they'll leave the miners alone. Head back to town, go to the Czerka office, talk to Greeta (the Rodian behind the counter) and ask about vaparators. You can get two for 400 credits. Bring them back to the chieftan and he'll give you his gaffi stick as a reward. He will also let you explore the compound (don't open any locked bins!) and you can request the freedom of the Jawas and Griff. You should also ask about the Star Mpa. He'll tell you they have seen something in a krayt dragon cave in the Eastern Dune Sea and give you a map opening the exits into that area.
  4. Captive Jawas. These Jawas will only be here if you have spoken to Iziz about them. Once freed, return to Iziz in Anchorhead and he will reward you. You can then ask him about the Star Map and he will give you a map to the Eastern Dune Sea (if you didn't already get one from the Sand People Chieftan).
  5. Griff. Make sure you have Mission with you when you rescue him for some cute dialogue. Grif will only be in this cell if you have spoken to the Czerka rep about him.
  6. There's some broken droids and trash piles in this room. You can safely loot these and obtain some nice upgrades for HK-47.

Eastern Dune Sea

Pretty simple stuff here. Now that you've done all the hard parts in getting here, the end of your search on Tatooine is kind of anti-climactic.

  1. Exit to Dune Sea
  2. Exit to Sand People area
  3. Krayt dragon cave. Outside the cave you will run into hunter Komad Fortuna. He will outline his scheme to kill the dragon (now is when you need that Bantha fodder--you have gotten Bantha fodder by now, right?); just follow his instructions, kill the dragon and enter the cave to find the Star Map. Make sure you loot everything in the cave. You can get some saber crystals in here as well as Bastila's father's holocron (if you've gotten the request from Bastila's mother, otherwise it will not yet have appeared). If this is your first Star Map, you will run into Calo Nord outside the cave when you leave. If this is your third Star Map, it will be Darth Bandon awaiting your pleasure.


Last Updated on Wednesday, 13 August 2008 21:23