Explore hidden details and strategies for Star Wars: Knights of the Old Republic, including Davik's Estate, Taris sewers, Pazaak scams, Sunry's trial, and companion interactions.
Walkthrough
- 1Davik's Estate: One of the Twi'lek slaves is male.
- 2Taris Sewers (Rancor): An alternative strategy involves luring the rancor, using an adhesive grenade, and then running away without engaging directly.
- 3Taris Sith Party Alternative: Instead of attending the Sith party, go to the apartments. Intervene in an interrogation of an alien by three Sith soldiers to gain XP and find a uniform on a corpse.
- 4Pazaak Strategy (Upper City Cantina): If playing as a male character, beat Niklos at Pazaak. Then, speak to Christina next to him. She will ask for 20 credits for drinks, then scam you by running off with a Tarisian noble.
- 5Sunry's Trial Details:
- Bribing the hotel manager does not grant Dark Side Points (DSP) but confirms Sunry left before the shot.
- 6Gluupor the Rodian will admit to planting the medal even if force persuaded, requiring persistent questioning.
- 7Attempting to open the door with 100 spikes or shutting down the power grid will fail, returning your spikes.
- 8Evil Playthrough - Zaalbar and Mission: If you choose to have Zaalbar kill Mission during an evil playthrough, he will attack you on the Star Forge if taken along, due to guilt.
- 9Korriban Sith Academy Prisoners: Using spikes to free prisoners on Korriban will fail, and your spikes will be returned. Using a fire grenade on yourself results in death.
- 10Unknown World Sidequests:
- Evil Alignment: Go along the water outside the One's enclave to find Warmaster Garn. He will provide items (possibly droid parts) after you kill a stealthy Mandalorian leader and return.
- 11Light-Side Alignment: Talk to Researcher Llawa in the elder's camp about his research. He will send you to the One's place to collect samples.
- 12Editor's Note: Both quests can be completed regardless of alignment, but it requires backtracking.
- 13Soldier Class Discussion: The Soldier class is viable for pure weapon fighters, offering more feats than Scouts or Scoundrels. Essential skills for the player character are Awareness, Persuade, and Treat Injury, as other party members (like Mission and T3-M4) can cover most other skills. The 'slow-plague' Force power is not very effective until fully upgraded to 'plague'.
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