Part 12: The Grove
Part 12: The GroveLast time, the Jedi Council on Dantooine trained us as a Jedi apprentice and talked a lot. To become a proper Jedi, we need to complete the three tests which, unlike the three trials of Melee Island, do not involve sword mastery, thievery, or treasure huntery. Instead, we had to recite the Jedi Code, build our first lightsaber, and as our final test we need to cleanse some sort of dark taint from a nearby grove. I think Master Zhar mentioned something about spooky perverts, or something like that.
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The kath hounds are being affected by the darkness, so they've recently become aggressive and started attacking settlers. That's one of the reasons we need to cleanse the grove.
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Sure is, but we're in a hurry and you're kind of in the way.
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We could ask about the task and Nemo here would give us some extra hints, but we don't need his help. Instead, we'll ask about him.
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What? No! We were just asking!
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Okay, enough of that. We've got more named NPCs up ahead, and we know what that means.
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Err...
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How in the hell are we supposed to know? When we left, they didn't say "Hey, tell the old man waiting outside the Enclave that he can come in now!"
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Sadly, I wouldn't hold my breath if I were him.
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Jon? Is this the same Jon who was mentioned by Gar just now?
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Can't really say he's wrong, at least if what Gar said is any indication. The Jedi don't seem to be doing a lot to help out here.
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We're not exactly a full-fledged Jedi yet, and revenge is not the Jedi way. However...
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...since it seems the Council is worried about the Mandalorians potentially being allied with the Sith, they're not going to do anything for fear of Darth Malak materializing at their front door. It's obvious these Mandalorian raiders are dangerous and the Jedi are simply leaving the settlers to their own devices, so someone has to step up before the Mandalorians wreck everything. We kind of have a miniature Mandalorian Wars scenario here.
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Lots of named NPCs in this area.
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Yes. I mean no, not really.
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That was exciting.
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Nothing else on this side, just some generic NPCs with equally generic lines.
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So, let's head east towards the grove.
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This lady clearly wants something, so let's hear it.
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Oh! Scandalous.
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what
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Concerned about his current situation or the fact this lady seems slightly too attached to him?
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Well, we can't promise anything, but I suppose we can keep an eye out. For now, we'll slowly back off and go talk to the Rodian opposite to her.
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This is Adum Larp, who runs a shop out here. He's not selling anything particularly interesting, so we'll keep our credits for now. Well, we do spend 4 credits on maps and grab some concussion grenades, but that's it.
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I also put Mission back in the party because T3 is sadly kind of boring. Mission's gained a level as well, so we set up her skills. She also learns Sneak Attack IV.
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Now that we've spent entirely too much time talking to these people, let's finally get a move on. I want to actually get somewhere in this update.
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One of the kath hounds, I presume.
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Now that I'm actually getting a good look at these things, they really don't look very much like hounds at all.
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A small pack of regular kath hounds is no trouble whatsoever, especially with Improved Critical Strike.
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Further to the east is the location of the ruins we saw in our vision, the ones visited by Revan and Malak years ago. We're not allowed to go there yet.
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So, we'll make our way towards the south instead.
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For some reason, we didn't get a map for this area, only the courtyard and the grove.
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Hello, what's going on here?
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Some poor settler getting shaken down by a Mandalorian raider, apparently. We should step in before this turns violent.
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Actually, never mind. Carry on.
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Okay, that's enough of that. The Mandalorians in KotOR are basically just generic raiders for the most part.
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Huh, Force Push straight-up doesn't work on him.
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This, however, does work quite nicely. Those are some half-decent damage numbers.
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Can't forget about his little buddies here, either.
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That first Mandalorian was a pushover, but as the journal suggests, things will get much more difficult soon enough.
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We're not taking the path east just yet. There's nothing stopping us from exploring the entire grasslands area, but right now we'll focus on the task given to us by the Council and that means heading further south.
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If you're playing this on PC, you may experience crippling frame rate issues in this area regardless of your configuration. That is a known bug and is easily fixed by adding the line Disable Vertex Buffer Objects=1 under Graphics Options in swkotor.ini. The GOG.com release has this fix applied right out of the box, so you won't have to mess with the INI file. Well, not for this reason, anyway...
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Okay, we're heading in the right direction.
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The horn kath hounds are much more dangerous than their basic brethren, and still don't look anything like hounds.
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To the east is our destination, the ancient grove. The Sandral family grounds are further to the south, but we have no business there at the moment so let's continue on our merry way.
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Zaalbar murders enough kath hounds to gain a level, so he gets another attribute point which goes to DEX (to get his DEX up to 14, although I forgot he was already wearing some DEX-boosting gear so his DEX is now an odd number). He also learns Implant Level 3, meaning he can now equip any implant in the game.
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Mission levels up as well and gets another DEX point as well as Improved Sniper Shot.
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Hm? Who's this? Looks like he's wearing a Jedi Knight robe, although that doesn't necessarily mean anything in this game.
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I quite like this little bridge area. And yes, apparently Bolook here wants us to assist him on what seems to be a murder investigation.
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Seems simple enough.
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Alright. Let's do this.
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Err... that guy has been dead for a very, very long time, Bolook. Are you sure that's the victim?
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Okay, got it.
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We should probably start by getting all the known facts from the information droid.
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As for why BioWare chose to use the "long-dead desiccated corpse" model for the murder victim who died three hours ago, your guess is as good as mine. I know they had at least one non-fucked up corpse model, which they used for the dead Outcasts in the Undercity (and looked nothing like any of the Outcasts, and certainly not Rukil's apprentice Malya as the model was an old man). This kind of thing isn't a big deal or anything, but it just feels odd.
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Okay then, that'll get us started. Time to question the two men at the scene.
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We'll start with Rickard.
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Hm. Okay. Let's not get ahead of ourselves yet, Rickard.
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What have you got for us, Handon?
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Obviously. Let's hear your story.
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Uh huh. Anything else?
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Well, we've heard both men's stories and gotten all the facts from the droid, so we should present our findings to Bolook.
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This one is easy if you've been paying attention.
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Bolook mentioned the weather that morning had been cloudy, so there would've been no sun glare in Rickard's eyes. This is the correct answer, although technically the first option would also be correct because there literally are no iriaz in the game, as they were cut out at some point in development. Still, that does not count as a correct answer for the purposes of this quest, so the only acceptable answer is to point out the weather conditions.
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Got it. We'll start with Rickard again.
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Your observation has been noted. Okay then, Handon, what do you have to say about the victim?
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Okay, good. Droid, your turn.
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Interesting. It appears there was bad blood between Calder and Rickard, and the two recently got into some drunken fisticuffs over a business deal. If Rickard thought Calder was cheating him, that'd potentially provide a motive for killing Calder. However, we shouldn't jump into any conclusions yet, certainly not before talking to both men again.
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Handon claimed he barely knew Calder, but the two rented a speeder together. That in itself is not evidence of anything other than Handon lying to us, though, so we should confront Handon about the matter.
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What's this now?
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Yikes!
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Well, he changed his story quick, and that means he's also got a motive for killing Calder. Before we inform Bolook of this, we still need to talk to Rickard again.
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Okay then, Rickard doesn't seem to think there was actually any bad blood between him and Calder. Maybe the episode at the cantina was just a drunken altercation and nothing more?
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With Rickard it could go either way, but Handon is most definitely lying.
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On it. Rickard, let's hear about the weapon found by the body.
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According to Rickard, the weapon did not belong to Calder. Let's see if Handon knows anything about it.
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Hm. Apparently, the blaster is Handon's, but it was stolen recently. We should ask the droid if it has any information on the weapon.
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If it was such a prized possession of his, surely he would've filed a report when he discovered the blaster was missing.
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How about that. The case is taking shape, so let's bring our latest findings to Bolook.
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We shall do exactly that.
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Hmm... Bolook did mention both men were showing some signs of injury. You okay there, Handon?
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Great, just checking. Rickard?
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Thanks, Rickard. That'll be all.
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So, we'll inform Bolook that the blood was not the victim's.
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Rickard said he sprained an ankle, but that isn't going to bleed profusely.
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That leaves Handon.
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He insists he's fine, but it doesn't seem like he's just out of breath from running.
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Why would he accidentally shoot Handon, though? That doesn't add up.
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Thanks for the admission of guilt, Rickard!
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Bye, guys! Have fun!
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If you fail to figure out both suspects were guilty, you'll get less XP from the guest. The easiest way to fuck that up is to forget to ask Handon about the speeder he rented with Calder, because then you will not be able to establish a motive for him. If you get completely stumped, you can just let Bolook handle everything but you don't get anything if you do so.
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Zila levels up, and I make sure to teach her Force Resistance. If the dark side is affecting this grove in some way, it's not too far-fetched to imagine we might run into a Force user here. In that case, Force Resistance is an incredibly handy power to have as it mitigates the effects of powers used against you. Its upgraded version, Force Immunity, is even better and one of the most important Force powers in the game as we will be facing off with some very powerful dark side users down the line. I also put another skill point to Repair.
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Further into the grove, we encounter some more horn kath hounds. Nothing special.
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Also, more Mandalorians. These guys have some goodies on them, such as the Eriadu Strength Amplifier which boosts STR by +2, meaning we can get Zila up to STR 16 and a +3 modifier. They also have a couple of datapads:
Mandalorian Datapad posted:
Jarg, did you remember not to take the XT-model bike out today? There was something funny with one of the intakes, and I thought it could jam.
Ha! Consider yourself lucky! If someone was dumb enough to take that thing out he would have ploughed right into the ground within a kilometer.
Another Mandalorian Datapad posted:
Jarg went missing in Sector B, then Reeza saw someone moving south of there. Take a couple troops and find out who it is.
If they look suspicious: terminate.
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We're almost at our destination, but there's something else we need to do before we proceed. Some Force powers, you see, are restricted by armor for reasons related to game mechanics, and we don't want that.
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So, we'll equip our regular Scoundrel outfit, which has some powerful Ned Flanders skiing suit energy on both male and female characters. We shouldn't dwell on that, though, because we seem to have located the source of the darkness in the grove.
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??: I WILL BE YOUR DOOM
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Mission and Zaalbar aren't going to be of much help in this fight. Whoever this is, we'll face her alone.
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This is Juhani, a Cathar Jedi who has fallen to the dark side. Here in Finland, Juhani is a common male name (albeit pronounced differently than it is here) and was presumably chosen for this character because BioWare thought it sounded exotic. Or maybe it was a coincidence, who can say? This, of course, isn't the first time gratuitous Finnish appears in a Star Wars work - I'm sure we all remember Teräs Käsi, which literally means "steel hand" both in-universe and in Finnish (although it's supposed to be a compound word, i.e. teräskäsi).
Erm, where was I? Yes, the fight. We don't really need Force Resistance against Juhani because she won't use Force powers often unless you try to run away. Energy Resistance or an energy shield would be more useful.
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Our critical strikes and saber/vibroblade combo make quick work of Juhani. Once you get her health down to 25%, the fight ends.
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The Cathar are supposed to be a race of cat-like humanoids, but the visuals here just kinda make it look like she has a fucked-up face. Speaking of cats, Juhani's original name was inspired by a certain Egyptian feline goddess. That name was... Bastila Shan, after the goddess Bast. There's concept art of her with the name Bastila Shan floating around. Why did they change it, you ask? I'll tell you, but first let's hear what Juhani is doing here in this grove.
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So, Juhani fell to the dark side after striking down her Jedi master, and she has been here for some time. Her dark side powers caused the kath hounds to become aggressive and start attacking people.
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Somehow, it doesn't seem Juhani has fully embraced the dark side. She seems confused and lost more than anything, so perhaps the best option for us would be to simply talk and listen to her.
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You can kill Juhani if you want, but that just means you're killing your next party member and that just seems counter-productive even if you're a dark side character. Personally, I don't kill party members in RPGs unless I absolutely have to. Yes, massive spoilers, Juhani will be a party member.
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You don't actually have to persuade Juhani to spare her. If you find your Persuade skill lacking, you can simply pick the options that most closely follow the tenets of the Jedi Code and it'll do the trick just as well. If you fail a Persuade check, you can just talk to Juhani again to retry.
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Juhani, by the way, is voiced by Courtenay Taylor aka Jack/Subject Zero from Mass Effect, of "I WILL DESTROY YOU" fame. Juhani's battle cry of "I WILL BE YOUR DOOM" kinda sounds like it's coming from Jack with some kind of vaguely Russian accent.
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Juhani has done a terrible thing, but she can still redeem herself.
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Mission accomplished. The ancient grove is now free of the dark side influence, and while the kath hounds will still be aggressive they should calm down eventually. More importantly, we've managed to convince a fallen Jedi to abandon the dark side and return to the light. Our three tasks are now complete, so next time we'll return to the Enclave and officially become a Padawan.
Before we finish this up, let me get back to the whole Juhani/Bastila thing. The character that became the Bastila we know was originally supposed to be Vima Sunrider, the daughter of Nomi Sunrider from Tales of the Jedi. However, due to a legal issue with the name Sunrider (apparently having to do with the fact Tales of the Jedi author Tom Veitch owned the name and had used in another work - it most likely wasn't an issue with the Jeep Corporation and their Sunrider model, as was often rumored), BioWare couldn't use Vima so they had to come up with a different character. Presumably, they then took the name of the Cathar Jedi they'd created and gave that to their Vima Sunrider replacement, and the former Bastila Shan became Juhani. I'm not 100% certain this is how it all went down, but it at least makes sense based on the information that is out there.