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You enter the Sand People Enclave from their territory on its west side: the Exit is behind you. If HK-47 is in your party to translate then you can be taken to the Chieftain's Room in the southeast quarter of the enclave's hub, and the chieftain can scale back attacks if you bring him moisture vaporators bought from Anchorhead's Czerka Office, after which he gives you his stick and a Map of the Eastern Dune Sea so you can travel to it from the Dune Sea or Sand People Territory. Otherwise, all Sand People attack and you need to kill their chieftain for his stick and the map, and so you can exit the enclave without your entire party being killed: be sure to get bantha fodder from a rag pile near this exit before doing so.

You can also get a map from the Jawa Iziz back in Anchorhead after setting free the Captives held at the east end of the enclave, with or without the chieftain's consent. Mission's Brother Griff (and his guards) can also be found here once told of him by the protocol officer back in Anchorhead's Czerka office.

To be Worthy of History you need to bring the chieftain a dragon pearl from the Desert Hunt in the Eastern Dune Sea, after which the Storyteller can enlighten you. Having exhausted your options you can provoke a Sand People attack (even inadvertently) and, since killing them all (some women, but no children) doesn't move you any closer to the dark side of the Force, pragmatically this can maximize experience and items received (including the pearl).

Map of the Sand People enclave

Exit[edit | edit source]

The exit to Sand People Territory is at the west end of the enclave. Upon first entering, you encounter a Sand People guard:

Sand People Guard: [This Sand People warrior has obviously recognized you, and is astounded that you are here. Your disguise may have allowed you to pass the turrets outside, but it is ineffective at close range.]

Without HK-47, your only options are to attack the Sand People, or retreat outside before they do so:

Dialog
Sand People Guard: [This situation is hopeless without a very specialized translator. You are seen as nothing more than a trespasser that must be expelled.
1. [Make a hasty retreat before they attack.] 2. [Attack them all.]
Sand People Guard: [You slip back out the entrance. The turrets still ignore you.] Sand People Guard: [The warriors ready their weapons.]

With HK-47 it can still get bloody, even after telling the guard you're not a threat if you then demand that his people stop attacking the miners:

HK-47: Interjection: One moment... I believe I understood that, master. It may not have been his intention, but he did actually communicate something.
Dialog
3. Why can you understand him but I can't?
HK-47: Cautionary: I am unsure, master. Now is not the time for speculation, however. I will attempt to address your question later.
1. Quickly, tell him we are not a threat!
HK-47: Translation: [Unintelligible]
HK-47: Result: I believe I have succeeded in confusing him, master. We have shown an interest not common among outsiders.
2. Never mind that, get ready to fight! 2. Demand that his people stop attacking the miners!
HK-47: Agreement: That is probably the most efficient course of action. HK-47: Translation: [Unintelligible]
HK-47: Cautionary: Not the most productive of results, master. Your threat will be answered in the same manner, happily. Preparing blasters!
Journal Entry Added Sand People
You made it inside the Sand People enclave, having walked past the turrets outside. You'll have to make sure to clear the place out or they will activate the turrets to kill you when you leave.
Experience Points (XP) Received:
  • 100 Made it inside the Sand People enclave
Item(s) Lost Sand People Enclave

Only the chieftain needs to be killed to deactivate the turrets outside to prevent them killing your entire party when you exit the enclave.

The guard uses a Blaster Rifle, but switches to a Krath Dire Sword in melee range.

Sand People Guard
Class Minion
Level 6
Alignment 50 (neutral)
Attributes
Strength 13 +1
Dexterity 15 +2
Constitution 14 +2
Intelligence 12 +1
Wisdom 7 -2
Charisma 8 -1
Attribute
Vitality 42
Defense 16
Fortitude 4
Reflex 4
Will 0
Skills
Awareness -2
Treat Injury-2
Ranged Main Off
Attack 8 -
Energy 1-8-
Threat 19-20,x2-
Melee Main Off
Attack 8 -
Slashing 3-13,+1-
Threat 19-20,x2-
Items and abilities Feats
Blaster Rifle + Krath Dire Sword Advanced Medpac Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons
Experience Points (XP) Received: Item(s) Received Sand People Guard

Medical items are only received if they aren't used. The same journal entry is added and experience received if it gets bloody before you agree to do as the chieftain asks, but this guard disappears once he's taken you before him.

Otherwise, HK-47 can tell the guard you are not a threat, then apologize for being here and say you want peace:

Dialog
1. Apologize for being here. Say we want peace.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He is expressing disbelief... as am I... but his duty requires that he report to the Chieftain.
HK-47: Extrapolation: It would seem that we are at least worthy of curiosity, for the moment. I would much rather this get bloody, master, but it is your call.
Item(s) Lost Sand People Enclave

The guard escorts you to the Chieftain's Room in the southeast quarter of the enclave's hub.

The only way to avoid losing your Sand People clothing is to exit the enclave and then enter again, but even though the enclave has become hostile there's no journal entry added and no experience received.

There's a rag pile to the right of the northern exit to the covered walkway that goes around the perimeter of the enclave:

Item(s) Received Rag Pile This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligent species would willingly call it food.


The two banthas in the bay to the east of the entrance are tended by a level 10 warrior:

Sand People Warrior
Class Minion
Level 10
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 15 +2
Constitution 14 +2
Intelligence 10 0
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 70
Defense 20
Fortitude 6
Reflex 6
Will 4
Skills
Awareness 4
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 13 11
Piercing 6-136-13
Threat 20-20,x220-20,x2
Items and abilities Feats
Gaffi Stick Weapon Proficiency: Melee Weapons Improved Two-Weapon Fighting Power Attack Flurry Critical Strike15
Experience Points (XP) Received: Item(s) Received Sand People Warrior
  • Gaffi Stick

There are at least 12 more warriors around the perimeter, all but one of whom always use gaffi sticks with Power Attack, Flurry and Critical Strike (so ranged attackers and Force users in your party should be able to attack and maybe even kill them before they can attack you, but at least one melee attacker is recommended for when they survive the approach).

A level 10 warrior patrols each quadrant of the perimeter, while the remainder are level 8, the first of whom is visible standing at the north end of the southwest quadrant of the perimeter:

Sand People Warrior
Class Minion
Level 8
Alignment 50 (neutral)
Attributes
Strength 19 +4
Dexterity 15 +2
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 56
Defense 18
Fortitude 5
Reflex 5
Will 3
Skills
Awareness 4
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 8 6
Piercing 5-125-12
Threat 20-20,x220-20,x2
Items and abilities Feats
Gaffi Stick Weapon Proficiency: Melee Weapons Two-Weapon Fighting Power Attack Flurry Critical Strike12

There's another level 8 warrior at the south end of the southwest quadrant standing to the right of the wood slat door in the inner wall which leads to the southwest quarter of the enclave's hub (which in turn leads to the Chieftain's Room), and a level 10 warrior patrols between them:

Sand People Warrior
Class Minion
Level 10
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 15 +2
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 70
Defense 19
Fortitude 6
Reflex 6
Will 4
Skills
Awareness 4
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 13 11
Piercing 6-136-13
Threat 20-20,x220-20,x2
Items and abilities Feats
Gaffi Stick Weapon Proficiency: Melee Weapons Improved Two-Weapon Fighting Power Attack Flurry Critical Strike15
Experience Points (XP) Received: Item(s) Received Sand People Warrior (3)
  • Gaffi Stick

There's also a Sand People wicker bin to the right of this wood slat door. Once you've made peace with the chieftain, their wicker bins and baskets are locked, and selecting them more than twice or unlocking them breaks the peace (even if you're alone and using Stealth):

[Because they know you are here, the Sand People are watching everything very closely. They will likely attack if anything goes missing. Selecting any of their containers again would prove disastrous.]
Security Sand People Wicker Bin Unlock 18 (0) Bash Resist - Vitality -
Item(s) Received Sand People Wicker Bin
  • ?
[As you examine the contents of the container, the Sand People begin to ready their weapons. They were looking for any excuse to attack, and you rifling through their possessions is as good as any.]

Another level 10 warrior patrols the southeast quadrant:

Sand People Warrior
Class Minion
Level 10
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 15 +2
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 70
Defense 18
Fortitude 6
Reflex 6
Will 4
Skills
Awareness 0
Treat Injury0
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 13 11
Piercing 6-136-13
Threat 20-20,x220-20,x2
Items and abilities Feats
Gaffi Stick + Medpac Weapon Proficiency: Melee Weapons Improved Two-Weapon Fighting Power Attack Flurry Critical Strike15
Experience Points (XP) Received: Item(s) Received Sand People Warrior

The only warrior on the perimeter using a blaster rifle stands at the north end of the southeast quadrant, to the left of the wood slat door in the inner wall to the enclosure containing Jawa Captives:

Sand People Warrior
Class Minion
Level 8
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 15 +2
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 56
Defense 17
Fortitude 5
Reflex 5
Will 3
Skills
Awareness 0
Ranged Main Off
Attack 10 -
Energy 1-8-
Threat 20-20,x2-
Melee Main Off
Attack 9 7
Piercing 6-136-13
Threat 20-20,x220-20,x2
Items and abilities Feats
Blaster Rifle + Gaffi Stick Weapon Proficiency: Blaster Rifle Power Blast Rapid Shot Sniper Shot9 Weapon Proficiency: Melee Weapons Two-Weapon Fighting

There's another level 8 warrior standing to the right of the door. If the protocol officer in Anchorhead's Czerka office has told you about Mission's Brother, a level 8 warrior stands to either side of the wood slate door in the outer wall to the enclosure containing Griff as well; there will also be a level 8 warrior standing by the inner wall of the southeast quadrant, and another standing by the Sand People wicker bin by the outer wall of the northeast quadrant.

Experience Points (XP) Received: Item(s) Received Sand People Warrior (2-6)
  • Gaffi Stick
Item(s) Received Sand People Wicker Bin
  • ?

Another level 10 warrior patrols the northeast quadrant, where two level 8 warriors stand by the pots by the outer wall:

Sand People Warrior
Class Minion
Level 10
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 16 +3
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 70
Defense 18
Fortitude 6
Reflex 7
Will 4
Skills
Awareness 4
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 13 11
Piercing 6-136-13
Threat 20-20,x220-20,x2
Items and abilities Feats
Gaffi Stick Weapon Proficiency: Melee Weapons Improved Two-Weapon Fighting Power Attack Flurry Critical Strike15
Experience Points (XP) Received: Item(s) Received Sand People Warrior (3)
  • Gaffi Stick

At the north end of the enclave there are two wood slat doors in the inner wall. Beyond the door on the left is the northeast quarter of the enclave's hub, where there are two medium-sized refuse piles by the east and south walls (there are also a broken droid and rubble):

Item(s) Received Refuse Pile - Medium Item(s) Received Refuse Pile - Medium Item(s) Received Broken Droid
  • ?
Item(s) Received Rubble
  • ?

Beyond the one on the right is the northwest quarter of the enclave's hub, where there's a Sand People wicker bin in the southeast corner, a level 8 warrior and two unarmed Sand People females:

Sand People Female
Class Minion
Level 8
Alignment 50 (neutral)
Attributes
Strength 18 +4
Dexterity 12 +1
Constitution 14 +2
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 56
Defense 11
Fortitude 5
Reflex 4
Will 5
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 12 -
Blunt 5-
Threat 20-20,x2-
Items and abilities Feats
None None
Experience Points (XP) Received:
  • Challenge Rating 6 Killed Sand People Warrior
  • Challenge Rating 4 Killed Sand People Female (2)
Item(s) Received Sand People Warrior
  • Gaffi Stick
Item(s) Received Sand People Wicker Bin
  • ?

Another level 10 warrior patrols the northwest quadrant:

Sand People Warrior
Class Minion
Level 10
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 15 +2
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 70
Defense 17
Fortitude 6
Reflex 6
Will 4
Skills
Awareness 4
Treat Injury0
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 13 11
Piercing 6-136-13
Threat 20-20,x220-20,x2
Items and abilities Feats
Gaffi Stick + Medpac Weapon Proficiency: Melee Weapons Improved Two-Weapon Fighting Power Attack Flurry Critical Strike15
Experience Points (XP) Received: Item(s) Received Sand People Warrior
  • Gaffi Stick
  • Medpac

Two level 8 warriors also stand by a Sand People wicker bin by the inner wall:

Experience Points (XP) Received: Item(s) Received Sand People Warrior (2)
  • Gaffi Stick
Item(s) Received Sand People Wicker Bin

Chieftain's Room[edit | edit source]

If HK-47 tells the Sand People guard you are not a threat and want peace, you're brought before the Sand People chieftain in his room in the southeast quadrant at the hub of the enclave:

Sand People Chieftain: [Though you can't seem to understand him, the Sand People chieftain's tone is obvious. He clearly despises all outsiders.]
Dialog
HK-47: Translation: I can translate with some guarantee of accuracy that he is demanding to know why he should let us survive this encounter, master.
3. Why are you able to speak with the Sand People when I can't?
HK-47: Extrapolation: I understand that you are Force Sensitive, master, but I lack sufficient knowledge to make an accurate assumption.
HK-47: Hypothesis: Perhaps your ability does not take the place of actual language study when the subject is out of the ordinary. Or perhaps the Sand People confuse your ability because they actively refuse to communicate with most outsiders. I have no data on this, sadly.

You can insist that HK-47 tell him to surrender or face death for the first of many, many opportunities to break the peace:

Dialog
2. Tell him to surrender or face death.
HK-47: Protocol: While I enjoy the prospect, master, are you certain that is wise? He will not react favorably.
2. You have my orders. Do as I say!
HK-47: Translation: [Unintelligible]
HK-47: Translation: The results were predictable. He says we have tainted this place by being here and have insulted his leadership.
HK-47: Translation: And something about your parentage and a grub worm, but he won't repeat it. Prepare for battle, master.
Journal Entry Added Sand People
You have broken the short-lived peace with the Sand People and will have to acquire the chieftain's gaffi through brute force.

Otherwise, HK-47 can tell him you want a peaceful solution:

Dialog
1. Tell him we want a peaceful solution. 1. Fine, ask if he's open to a peaceful solution.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He claims he has no reason to believe you, master. Your kind have tainted this land with machines and uncaring ignorant feet.
HK-47: Translation: He requires proof of good faith. We must make a contribution to his people that shows we are not a threat. Shall I blast him now, master?

However, you can still break the peace with the following response at any time:

4. This has gone far enough. Attack him.
HK-47: Agreement: That is probably the most efficient course of action. This will be enjoyable.

After HK-47 tells the chieftain you want a peaceful solution, it's best to just ask what he wants (although you can also try offering him credits or asking him questions beforehand):

Dialog
1. Offer him 100 credits to stop the attacks.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that this offer is an outrage, master, and that his people have no use for outsider credits. Where would they spend it?
3. Tell him that I have questions first. 3. See if he's holding the Jawas Iziz was looking for.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He refuses to waste breath on you until you are proven to be an ally of his people. He seems quite adamant about it. Please let me blast him, master!
2. Ask what it is that he wants.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He plans to move his people farther from Anchorhead, but they need to build up stores of water first. He says you must aid him.
HK-47: Translation: He wants moisture vaporators from the Czerka. If you deliver them, he will order that his people reduce their attacks on miners.
3. Will he also tell us about any captives he has?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says you will get no more answers until you have proven you are an ally of the Sand People.
2. The attacks must stop altogether!
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that will never happen, master. Ignorant outsiders continually desecrate their most reverential customs. This will always demand a response... an attitude I can respect.
HK-47: Protocol: From his perspective, a reduction is already a large step. It is doubtful you will get agreement on much more than that.

Unless you want to break the peace, HK-47 must tell him you will get his vaporators:

1. Tell him we will get his vaporators.
HK-47: Translation: [Unintelligible]
HK-47: Translation: Hmph. He does not believe you, master. We will only be allowed to reenter the enclave when we have the vaporators with us.
HK-47: Translation: We are to be escorted outside. He will wait, but he doesn't believe we are coming back.
Journal Entry Added Sand People
You have been brought before the Sand People chieftain. He will order the attacks against Czerka Corporation to be scaled back if you bring him moisture vaporators from the Czerka office in Anchorhead. You will not be allowed back inside the enclave until you have the vaporators.

You're taken back outside the enclave. The peace has not made the warriors in their territory, or their enclave upon your return, any more talkative:

[This Sand People warrior ignores you. It seems your presence here is a barely tolerated event.]

You'll no longer be ambushed while the peace holds, but the warriors of the Dune Sea still behave like you're wearing Sand People Clothing, attacking if you try speaking to them. However, rather than travel back across Sand People Territory, the Dune Sea and Anchorhead, return to Ebon Hawk and exit the docking bay to get to the Czerka Office, where Greeta Holda can now sell you the vaporators: once he's done so, exit and return to the docking bay before transiting back here. HK-47 must speak to the Sand People guard now outside the enclave to tell him you have the vaporators:

Dialog
Sand People Guard: [Even through the layers of wrappings, you can tell this Sand People warrior is disgusted by your presence among his people.]
Sand People Guard: [Without HK-47 present there is no way to communicate with him without risking violence.]
1. Let me pass! I demand it! 2. [Leave quietly]
Sand People Guard: [He screams and answers your threat in kind. He was likely waiting for an excuse to attack.] Sand People Guard: [He looks past you, like you were never there.]

Once HK-47 has been added to your party:

HK-47: Extrapolation: This guard doesn't appear honored to have the job of greeting us.
2. Ask him if we can enter.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says we may only enter if we have the items the Chieftain asked for. He doesn't appear open to bargaining.
3. Tell him to move aside or we'll make him! 4. [Leave quietly]
HK-47: Translation: [Unintelligible] Sand People Guard: [He looks past you, like you were never there.]
HK-47: Translation: It has had the expected effect. I hope you are ready for battle.

If you break the peace here, you must enter the enclave and kill the chieftain to prevent your entire party being killed. The guard outside is the same as the other Sand People warriors in their territory.

Experience Points (XP) Received: Item(s) Received Sand People Guard

Otherwise:

Dialog
1. Tell him we have the moisture converters.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He will take us before the Chieftain, as he was instructed to do.

You're taken back before him, and the guard leaves:

Sand People Chieftain: [If you can read anything of the Sand People chieftain's emotions, it seems that he is surprised that you have returned.]
HK-47: Translation: He did not expect us to return, master. He wonders if we have brought the moisture vaporators.
2. Tell him the deal is off unless the attacks stop.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that he has made his offer and there will be no further negotiation, master. Deliver the vaporators or face death. Shall I blast him now?

This is the worst time to break the peace:

3. This has gone far enough. Attack him.
HK-47: Query: Is that wise, master? You went through the trouble of acquiring the vaporators, after all... not that I would mind a battle.
3. You have my orders! Attack him!
HK-47: Conciliatory: I was not refusing, master. Quite the contrary, initiating attack sequence now!

Otherwise:

1. Tell him that we have his vaporators.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He does not trust you, master, but you have done more than any other outsider. They will not attack, and he grants you his Chieftain's Gaffi as reward.
HK-47: Translation: The attacks will be reduced, and he will allow you to explore this enclave, but be warned that any lack of respect will result in death.
Journal Entry Added Sand People
The Sand People chieftain was surprised that you returned with the vaporators. He will reduce the frequency of attacks against the Czerka, and has given you his gaffi stick as a symbol of the agreement. Take the gaffi to the Czerka office in Anchorhead.
Item(s) Lost Sand People Chieftain
  • Moisture Vaporators
Item(s) Received Sand People Chieftain Experience Points (XP) Received:
  • 400 Returned with the vaporators
2. I am tired of this. Attack him.
HK-47: Commentary: Thank you, master. This should be fun.
Journal Entry Added Sand People
The short-lived peace with the Sand People has failed. You'll have to kill the lot of them.

Although you have yet another opportunity to break the peace, if you've come this far you might as well keep it (at least for the time being) if you have questions for him:

Dialog
1. I have a few questions for him.
HK-47: Protocol: If you truly want this sadly peaceful arrangement to continue, be careful of what you ask.
4. Tell him farewell for now.
HK-47: Translation: [Unintelligible]
HK-47: Translation: We are free to leave.

Upon your return:

Sand People Chieftain: [The Sand People Chieftain seems grateful to you, or at least less inclined to smash your head open like a pocky grub seed.]
Sand People Chieftain: [You can't understand him without HK-47 present, and you can tell that speaking to him in outsider tongue would be a grave insult.]
1. I have questions for you, Chieftain. 2. [Leave quietly]
Sand People Chieftain: [His words are lost on you. Without HK-47 translating you have no hope of settling this situation peacefully. Sand People close around you.] Sand People Chieftain: [The Sand People Chieftain ignores you.]

Otherwise:

HK-47: Query: What do you wish to ask of him, master?
1. Ask about the Star Map. 2. Ask about captives. 3. I want information on Sand People culture.
2. Let's go back to my other questions.
HK-47: Protocol: We should not keep him long. It is an insult to take too much of his time. Unless the plan is to blast him when you are done, of course.

This should be the plan, but taking too much of his time won't break the peace...

Star Map: Tatooine[edit | edit source]

Dialog
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that what you seek is far from here, in the Eastern Dune Sea. He will give you a map so you can find your way. HK-47: Translation: He says that you already have a map to the Eastern Dune Sea, where we will find the Star Map.
HK-47: Translation: His people found it, but didn't scavenge it because a krayt dragon took up residence in the excavation.
1. A krayt dragon? What is that? How do I pass it? 1. I killed the dragon. I didn't see the Star Map.
HK-47: Translation: [Unintelligible] HK-47: Translation: [Unintelligible]
HK-47: Translation: Your ignorance isn't his concern. He claims there is a hunter that wanders the area sometimes, and that you should ask him. HK-47: Translation: He says that he is not responsible for the failure of your eyes. The thing that you seek is in the rear of the krayt lair.
HK-47: Translation: The hunter is a Twi'lek. He will be in the Eastern Dune Sea somewhere.
Journal Entry Added Star Map: Tatooine
The Sand People chieftain claims that there is something like the Star Map in the Eastern Dune Sea, though it is in a cavern now housing a feared krayt dragon.
Item(s) Received Sand People Chieftain
  • Map of the Eastern Dune Sea
By showing how to interpret ancient marker stones, this map can be used to find a safe route through the Eastern Dune Sea. Only intimate local knowledge could take the place of such a document.

You can now enter the Eastern Dune Sea via the Dune Sea and Sand People Territory. You'll also receive the map if HK-47 tells him you want information on Sand People culture, asks him to tell you the history of his clan, if you could meet his Storyteller, how to prove yourself worthy of it and finally where to find a krayt dragon. Otherwise, if you break the peace before receiving it from him, then you can retrieve it from his remains:

5. I've no further use for him. Kill him.
HK-47: Agreement: My thoughts exactly, master. One dead organic meatbag, coming up.

The chieftain and his bodyguards receive bonuses depending on your character level:

Character level Strength Vitality
12-14 +6 +60
> 14 +10 +100

Thus at character level > 14:

Sand People Chieftain
Class Minion
Level 15
Alignment 50 (neutral)
Attributes
Strength 32 +11
Dexterity 16 +3
Constitution 16 +3
Intelligence 16 +3
Wisdom 14 +2
Charisma 10 0
Attribute
Vitality 265
Defense 17
Fortitude 11
Reflex 11
Will 10
Skills
Awareness 6
Ranged Main Off
Attack 18 -
Energy 1-8-
Threat 19-20,x2-
Melee Main Off
Attack 29 27
Piercing 12-19,+4 Blunt (2)
Threat 20-20,x220-20,x2
Items and abilities Feats
Arkanian Energy Shield Chieftain's Gaffi Stick On Hit: Poison, Average Weakness20 + Blaster Rifle Heavy Blaster Weapon Focus: Melee Weapons Master Two-Weapon Fighting Improved Power Attack Improved Flurry Improved Critical Strike26 Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle

He uses an Arkanian Energy Shield and favors melee combat, although he'll use a Blaster Rifle or Heavy Blaster if his target is out of range: if he's already given you his gaffi stick, then he's a much less formidable melee attacker.

His four bodyguards stand in the four corners of the room and use Light Repeating Blasters, although they'll use Gaffi Sticks in melee range: if your party stays away from them and any level > 8 Jedi uses Improved Energy Resistance, they can safely be ignored to focus on their chieftain.

Sand People Warrior
Class Minion
Level 10
Alignment 50 (neutral)
Attributes
Strength 30 +10
Dexterity 16 +3
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 0
Charisma 8 -1
Attribute
Vitality 220
Defense 19
Fortitude 6
Reflex 7
Will 4
Skills
Awareness 4
Ranged Main Off
Attack 13 -
Energy 1-8-
Threat 20-20,x2-
Melee Main Off
Attack 16 14
Piercing 11-1811-18
Threat 20-20,x220-20,x2
Items and abilities Feats
Light Repeating Blaster + Gaffi Stick On Hit: Poison, Mild Weakness15 Weapon Proficiency: Heavy Weapons Weapon Proficiency: Melee Weapons Two-Weapon Fighting Power Attack Flurry Critical Strike20
Journal Entry Added Sand People
You have killed the Sand People chieftain. Find his personal gaffi stick and take it to the Czerka office in Anchorhead.
Experience Points (XP) Received:
  • Challenge Rating 9 Killed Sand People Chieftain
  • Challenge Rating 6 Killed Sand People Warrior (4)
Item(s) Received Sand People Chieftain
Journal Entry Added Sand People
You have acquired the Sand People chieftain's gaffi stick. Return it to the Czerka office in Anchorhead as proof that you have killed the Sand People in this enclave.
Journal Entry Added Star Map: Tatooine
You have found a map to the Eastern Dune Sea, an area far from civilization. If the Star Map is on Tatooine, it would likely be in a distant, little explored area such as this.

There's a Sand People wicker bin by the north wall, and another with a Sand People basket by the southeast wall:

Item(s) Received Sand People Wicker Bin Item(s) Received Sand People Wicker Bin
  • ?
Item(s) Received Sand People Basket
  • ?

Worthy of History[edit | edit source]

HK-47: Protocol: This will be a very sensitive topic, master. You will want to be careful with your questions or risk offending him. Not that that is much of a worry.
Dialog
2. Why are they so hostile to outsiders?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that the fact that you have to ask this is just one more example of your ignorance as an outsider, master. He says you are blind.
HK-47: Translation: His people believe they are part of the land, living with it. You and your kind dare to raise yourself above it. You remove yourself.
1. What do you mean, "raise myself above" the land?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that outsiders use machines to convey them, and to make their lives easier. This severs a connection with the land.
HK-47: Translation: Connection to the soil must be made through flesh. A sacred animal is the only external tool to be used.
1. Ask why he bargained for vaporators when they are "unnatural"?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that the use of these blasphemous things will only be tolerated because outsider interference has forced it upon them.
HK-47: Translation: If your kind had not come here, he would not have to defend their ways or their land.
2. How does he have contact with the land while completely covered?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that the robes are sacred, master, and you would not understand. Sand People are never uncovered outside of the most private moments.
1. Never? Not even in death?
HK-47: Translation: [Unintelligible]
HK-47: Translation: Never. That is their way, master.
1. Tell him I apologize for previously unwrapping his warriors.
HK-47: Protocol: Is that wise, master? They may have assumed that the disguises you used were replicas instead of being taken off their dead.
1. Just tell him. I want to see what happens.
HK-47: Translation: [Unintelligible]
HK-47: Translation: The result is predictable. You have desecrated their dead. Happily, it seems the peace is over. It is time to kill.

If the peace isn't broken by your insistence on apologizing for previously unwrapping his warriors, then you can ask him to tell you the history of his clan:

Dialog
1. Tell me the history of your clan.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that he will not, master. There is one Storyteller in each clan, and only he may recite the histories. HK-47: Translation: You have been told that to be considered worthy of hearing the histories, you need to bring him a dragon pearl from a krayt dragon. HK-47: Translation: He says you may listen to the Storyteller, but if you dare to say the histories incorrectly, they will have you killed.
HK-47: Translation: He says the discussion is closed until you fulfill this condition. He thinks you are just making fun of his traditions.
1. Ask if we could meet this Storyteller.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that you don't understand. They must never be told to someone who might say them incorrectly out of ignorance.
HK-47: Translation: To speak them in error is a blasphemy punishable by death. Only their greatest warriors are even permitted to listen to the tales.
1. How could I prove I am a worthy warrior?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He doesn't know, master. His people usually kill outsiders. Since you are an outsider yourself, that would not suffice.
HK-47: Translation: The greatest challenge for a warrior is to face a krayt dragon, the largest predator on Tatooine. Fight one of those and bring back a dragon pearl.
HK-47: Disgust: I think he's making fun of you, master. He doesn't believe an outsider could do such a thing.
Journal Entry Added Worthy of History
You have asked to hear the history of the Sand People, but the chieftain has said that you must first prove your worth as a warrior. Bring him a dragon pearl and he will consider it.
Dialog
1. Where could I find a krayt dragon?
HK-47: Translation: [Unintelligible]
HK-47: Translation: There is a dragon in the far Eastern Dune Sea, but he claims you could never defeat it. Here is a map to the area. HK-47: Translation: He says there is a dragon in the Eastern Dune Sea that you could sacrifice yourself to. You already have a map to the area.
HK-47: Translation: There is a hunter, a Twi'lek, that is sometimes seen out there. Perhaps he would be of some help.
2. What is a dragon pearl?
HK-47: Translation: [Unintelligible]
HK-47: Translation: Stones polished in the gullet of the beast. Apparently they are valuable items.

After asking where you could find a krayt dragon you receive a Map of the Eastern Dune Sea if you don't already have one. Once you have it, you can enter the Eastern Dune Sea via the Dune Sea and Sand People Territory to complete the Desert Hunt, from which you receive at least one Krayt Dragon Pearl. Upon your return with HK-47, after asking how you could prove you are a worthy warrior, you can tell the chieftain you've killed a krayt dragon and give him a pearl to prove it:

Dialog
1. I've killed a krayt dragon. Does that prove my worth?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He won't believe you until he sees a dragon pearl as proof. I should kill him for not taking you at your word, master.
1. Here is a dragon pearl.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He is stupefied, master. He never thought you could return with such an item. Such a thing has not been done in many years.
HK-47: Translation: He will allow you to meet the Storyteller, but also gives a warning: if you dare to repeat the histories incorrectly, you will be killed.
HK-47: Translation: The Storyteller will be summoned to one of the rooms here in the enclave. He seems to think this is a great honor for you, master.
Journal Entry Added Worthy of History
You have brought a dragon pearl to the Sand People chieftain. He will now allow you to speak with the storyteller, the keeper of their oral history.
Experience Points (XP) Received:
  • 250 Brought dragon pearl to Sand People chieftain
Item(s) Lost Sand People Chieftain
  • Krayt Dragon Pearl

You can retrieve the pearl from his remains after breaking the peace and killing him.

Storyteller[edit | edit source]

After proving yourself Worthy of History, the Storyteller appears in the southwest quarter of the enclave's hub, next door to the Chieftain's Room, to tell it:

The Storyteller: [Compared to the warriors that you have encountered, the Sand People Storyteller is relatively calm in his movements and speech, but he still regards you coldly.]
Dialog
The Storyteller: [You have no chance of understanding him without HK-47 present. He senses this and dismisses you, not wanting to waste his time.]

Once HK-47 has been added to your party:

HK-47: Translation: He identifies himself as the Storyteller, master. He has been told of your warrior skills and will speak the history to you.
1. I am honored. Ask him what he records. 2. He will speak it? They don't write it down? 3. What good will these histories be to me?
HK-47: Translation: [Unintelligible]
HK-47: Translation: There is only one accepted history, passed orally to each successive generation. HK-47: Translation: Theirs is an oral history, master, an active part of their lives. It is only permitted to relay the tales face to face. HK-47: Translation: He doesn't know what an outsider will gain. His people learn a sense of their importance in the world. Each generation must speak the tales of all the previous.
HK-47: Translation: A book or datapad can be taken away, cheapening the value of what it contains. To commit it to paper or storage is to remove it from the people.
1. What topics can I choose from?
HK-47: Translation: [Unintelligible]
HK-47: Translation: You may choose to hear the history, or you may choose not to. Their history is a single entity that cannot be partitioned.
HK-47: Translation: The only exception is in continuing the tales once they have begun. If you leave, when you return he will continue from where he left off.
2. Oral histories are often inaccurate.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that you dare not question the accuracy of his information. The stories are learned perfectly by each successive Storyteller.
HK-47: Translation: In fact, they aren't allowed to speak the stories aloud unless they are exact. Any error is considered a blasphemy punishable by death.
HK-47: Criticism: It seems inefficient to me, master. A score of apprentice Storytellers would be slaughtered each generation. What if the elder died before completing the teachings?
1. That's a good question. Ask him that.
HK-47: Translation: [Unintelligible]
HK-47: Translation: Apprentices are trained from birth. Very few speak the words in error. Storytellers are most often lost in battle between tribes.
HK-47: Translation: Any tribe that loses its Storyteller is obviously unworthy of existing. They lose their connection to history and destroy themselves with infighting soon after.
1. Begin the history.

You're free to leave and return at any time to continue the history from where you left off, as well as ask questions about what you've heard.

Ancient times
HK-47: Translation: [Unintelligible]
HK-47: Translation: It begins with the ancient times. They were not Sand People, for there was no sand. The land was green with life, and they walked without wrappings.
HK-47: Translation: Though the land was beautiful, they lived apart from the land. They built their walls high, and saw beyond the horizon. They dared to reach to the stars.
HK-47: Translation: There are no words for how long ago this was. It was before the outsiders, before the abduction, before the cities fell. Before the Builders.
2. I want to ask questions about what I've heard. 4. I want to ask something about a different part of the history.
HK-47: Cautionary: I should warn you, master, that any questioning of their interpretation may be seen as trying to change the meaning of what was said. HK-47: Cautionary: Remember my warning, master. They may consider certain questions to be "speaking the words in error," a blasphemy they would attempt to kill you for.
HK-47: Clarification: They may consider this to be "speaking the words in error," a blasphemy they would attempt to kill you for.
1. I want to ask something about the ancient times.
HK-47: Clarification: It would appear that they once had a thriving technologically advanced society, but were wiped out by a much more sophisticated alien species.
1. Is there anything in the galactic record that would verify this?
HK-47: Negative: I am no library, but since there is no Republic record of this planet having sentient life before Czerka colonization, I doubt you will find such evidence.
3. Can he clarify how long ago Tatooine was "green with life"?
HK-47: Doubting: I don't believe he can, master. Even if their stories are exact and unchanged, it is likely they were first told thousands of years after these events occured. This has become very much like a creation myth for his people. There is no date; it simply was.
2. Ask him if these "Builders" resemble any modern species.
HK-47: Translation: [Unintelligible]
HK-47: Translation: He only understands the Builders as an iconic force meant to test the resolve of his people. He is not making sense, master.
HK-47: Clarification: They claim their stories are repeated unchanged, but they have demonized these Builders. In their minds, they wreaked such havoc they could not possibly be flesh and blood.
1. Ask if they have an image we could compare with current species.
HK-47: Cautionary: Master, this line of questioning may be interpreted as attempting to change the story. He may react poorly.
2. Let's return to my other questions.
HK-47: Obedient: I will ask whatever you wish, master.
Time of enslavement
1. Continue with the history. 1. Continue the history from where we left off.
HK-47: Translation: [Unintelligible]
HK-47: Translation: His arrogant people touched the stars, and this sin drew the attention of the Builders. The Builders did not touch the stars; they lashed them to millstones.
HK-47: Translation: Great demons of metal stripped the world of its riches, until all that was left was the green of the ground. The great cities were lifted away.
HK-47: Translation: Those that had used the wealth were taken along with it; transgressors abducted to serve past the sky, seeding the stars with penitent, adaptable slaves.
1. I want to ask something about the time of enslavement.
HK-47: Clarification: I believe they were occupied by this technologically superior species for a substantial period. Stripping an entire planet of usable resources would have taken generations.
2. Why would the invaders have done this?
HK-47: Obvious: The same reason Czerka Corporation is attempting it now. Expanding empires need tremendous amounts of resources.
1. How many of his people were taken off-world?
HK-47: Translation: [Unintelligible]
HK-47: Translation: He has no number. He claims that those that were taken were examples of the worst of his kind, arrogant and uncaring of the land.
HK-47: Doubtful: Master, this is just another distortion due to their demonization of the Builders. It's like claiming an aspect of his people were taken, not actual individuals. Clearly history has colored his view. Of course only the inferior meat-bags were taken. The remaining were his ancestors after all, and must have been special.
1. Suggest that he rethink it.
HK-47: Cautionary: Master, this line of questioning may be interpreted as attempting to change the story. He may react poorly.
Great war
1. Continue with the history. 1. Continue the history from where we left off.
HK-47: Translation: [Unintelligible]
HK-47: Translation: There came a time when the Builders were also judged for their crimes. After generations, a plague weakened them, and the time of the great war began.
HK-47: Translation: The Builders faltered, and his people realized why they had been punished: so that they understood the crime, and would now strike down the greater offender.
HK-47: Translation: They worked chaos in the machines so they destroyed themselves. The Builders fought back, laying waste to the green that had been misused with fire from above.
HK-47: Translation: Soil became glass, grinding to sand, but the fight was long-planned, and his people were safe. Deep in cave-homes carved from valley wall, they were free.
1. I want to ask something about the great war.
HK-47: Clarification: The occupying force suffered some sort of species-wide plague that lowered their numbers over time. His people used this extended weakness to sabotage their larger ships. The response of the Builders appears to have been to lay waste to the entire surface of Tatooine.
3. How could they survive such an attack?
HK-47: Hypothesis: If his people were moving away from technology for a long time under the Builders, they may have had extensive cave systems that could grant shelter. I would also suggest that, given the evidence of the massive shift in the nature of their society, most of them did not survive.
1. How could they repel such a powerful species? 2. What kind of weapon could do so much damage?
HK-47: Doubting: They didn't, master. They struck a blow, but the Storyteller only believes they won because the Builders were gone when they emerged from their caves. That does not mean they defeated anyone. It seems clear that the Builders simply sterilized their problem and left. The enemy judged them not worthy to fight. HK-47: Clarification: I may not have properly conveyed how long they fought with the Builders. Given time, any number of armaments could destroy a world.
HK-47: Hypothesis: Perhaps this is another distortion. Their climate may have begun to fail due to their unrestrained development even before the Builders arrived. Looking back thousands of years later, such a shift could easily be attributed to the much-hated conquerors.
1. Ask him if that is a possibility. 1. Suggest that possibility to him.
HK-47: Cautionary: Master, this line of questioning may be interpreted as attempting to change the story. He may react poorly.
Long walk
1. Continue with the history. 1. Continue the history from where we left off.
HK-47: Translation: [Unintelligible]
HK-47: Editing: If I may, master, this section of his tale details several millennia of "the long walk," their nomadic wanderings as they accept their identity in a desert world. Rather than strain my circuits on his dialect, might we just assume there was much fighting over who has the biggest bantha and move to more recent things?
2. No, I want to hear it all.
HK-47: Resignation: Very well, master, very well.
The Storyteller: [Several hours later...]
1. I want to ask something about the long walk.
HK-47: Impatience: Master, I refuse to inconvenience you with this. He spouted names of petty tribal fights in deserts so distant they might as well be across the galaxy. Really, master, I'm sure it's important to him, but it has nothing of value that you could ever put to use.
1. We'll have to discuss this impudence, HK-47.
HK-47: Agreement: Of course, master. Just no more of their inane wandering.
Outsiders
1. If you can gently encourage that, go ahead. 2. No, I want to hear it all.
HK-47: Translation: [Unintelligible]
HK-47: Translation: The tribes spread far, distant from each other, but all as Sand People, and all cherished the land that remained. The sand would not be misused.
HK-47: Translation: Then machines fell from the stars again. Outsiders, like you, that brazenly walked apart from the land. And greater still was the insult to come.
HK-47: Translation: These outsiders reminded them of their past transgressions, of the time when they too walked apart from land. The outsiders - your kind - look like their ancient abducted.
HK-47: Translation: So it is to the current suns, that the Sand People hate all outsiders and give them no footing. You come again, time after time, adaptable slaves to the machine.
1. I want to ask something about the outsiders.
HK-47: Clarification: They appear to hate humanity with a passion only rivaled by their hatred of the Builders. For some reason, you resemble what they once were. Perhaps there is a lingering fear that you are their tainted selves returning from exile among the stars.
1. Is it a physical or societal similarity?
HK-47: Cautionary: Master, if you mean to suggest that humanity is ancestrally linked to ancient Tatooine, you will strain his belief system to its pitiful meat-bag maximum.
Conclusion
1. Is there anything further?
HK-47: Editing: The last thousand years are full of conflicts with different groups of attempted planetary settlers, all of whom are poorly described, long dead, and likely untraceable. I believe I have truncated it down to the useable bits in what was already said. I hope it is enough, master.
3. I'll return later.
HK-47: Translation: [Unintelligible]
HK-47: Translation: We are free to leave.

Once you've heard the whole of the history you may select a piece of it to hear again:

Dialog
The Storyteller: [The Sand People Storyteller regards you as he did before; as an outsider. He is obviously used to being the most important figure in the tribe.]
HK-47: Translation: The Storyteller waits for your questions, master.
1. Continue the history from where we left off.
HK-47: Translation: [Unintelligible]
HK-47: Translation: Now that you have heard the whole of the history you may select a piece of it to hear again.
1. Repeat the first part. The ancient times. 2. Repeat the part about the time of enslavement. 3. Repeat the part about the great war. 4. Repeat the part about the long walk. 5. Repeat the part about the outsiders.

If you ask questions about what you've heard, you'll commit blasphemy if you insist HK-47 ask certain questions in spite of his cautionary warnings:

HK-47: Cautionary: Master, this line of questioning may be interpreted as attempting to change the story. He may react poorly. HK-47: Cautionary: Master, if you mean to suggest that humanity is ancestrally linked to ancient Tatooine, you will strain his belief system to its pitiful meat-bag maximum.
1. Just do it. 2. Just pose the question.
HK-47: Translation: [Unintelligible]
HK-47: Cautionary: As expected, he is claiming you have committed blasphemy. Warming blasters. Combat is inevitable.

Although after hearing the complete history there's no incentive to preserve the peace, committing blasphemy may be the least advisable way to break it: the storyteller's room also contains a level 8 warrior and an unarmed female, and reinforcements can come through the now open wood slat doors from the Chieftain's Room to the east and the perimeter walkway to the south.

The storyteller receives bonuses depending on your character level:

Character level Strength Vitality
12-14 +6 +60
> 14 +10 +100

Thus at character level > 14:

The Storyteller
Class Minion
Level 10
Alignment 50 (neutral)
Attributes
Strength 32 +11
Dexterity 16 +3
Constitution 15 +2
Intelligence 18 +4
Wisdom 12 +1
Charisma 8 -1
Attribute
Vitality 175
Defense 17
Fortitude 6
Reflex 7
Will 5
Skills
Awareness 1
Ranged Main Off
Attack 11 -
Damage 1-8-
Threat 19-20,x2-
Melee Main Off
Attack 24 22
Piercing 12-19,+512-19,+5
Threat 20-20,x220-20,x2
Items and abilities Feats
Raito's Gaderffii + Blaster Rifle Weapon Proficiency: Melee Weapons Improved Two-Weapon Fighting Improved Power Attack Improved Flurry Improved Critical Strike21 Weapon Proficiency: Blaster Rifle

He may only use his Blaster Rifle if his target is out of melee range.

Experience Points (XP) Received:
  • Challenge Rating 10 Killed The Storyteller
  • Challenge Rating 6 Killed Sand People Warrior
  • Challenge Rating 4 Killed Sand People Female
Item(s) Received Sand People Warrior Item(s) Received The Storyteller

There are a Sand People wicker bin and basket with rubble by the west wall:

Item(s) Received Sand People Wicker Bin
  • ?
Item(s) Received Sand People Basket
  • ?
Item(s) Received Rubble
  • ?

Captives[edit | edit source]

If you've made peace with the chieftain, you can ask him about the captives held in enclosures on the east side of the enclave:

HK-47: Clarification: We must be more specific, master. They capture many organics.
1. Ask if he knows about the Jawas Iziz told us about. 1. Ask about setting the captive Jawas free.
2. Ask if he knows about Mission's brother Griff. 2. Ask about getting Griff set free.

Fair Trade[edit | edit source]

Behind the wood slat door in the inner wall on the east side of the enclave is a small enclosure containing three Jawas. If you speak to the closest to the door:

Jawa: You are not the ghostly giants that hold us trapped, the People of Sand. You are from the old city new. Iziz must have sent your coming. Are you a rescuer? You must be.
Dialog
2. I need to ask you some questions. 2. I'm not done asking questions.
Jawa: We will answer if it leads to freedom.
1. I'm looking for something. A Star Map.
Jawa: I hear of this! Iziz would know! We scavenge and see many things, and Iziz could tell, in trade for a rescue. Help us here, and then talk to him in the old city new.
3. What do you mean by "old city new"?
Jawa: The city now founded by the group that digs, it is not new to you. We scavenge what came before. It will fall again, some days from now. Or many days. That is what happens.
4. Why were you taken captive?
Jawa: Slaves to the People of Sand. We work before the whip. We scavenge and they pay with the hitting gaffi. We trade with your kind, so we are weapons. They take what we find so you have less.
Jawa: Now please to you of your kind, help us get away from the gaffi and the whip.

If you haven't made peace nor encountered the chieftain:

2. Where is the Sand People Chieftain?
Jawa: Eeeeee! We would not ask, and would not want to ask. If here, then there will be blood. So much blood. He that leads the ghosts will find you. Find us. Let us out and free!
3. I'm not here to rescue you. Goodbye. 4. I'll release you later. I have to make sure it's safe first.
Jawa: Please return! The People of Sand lead with whip and gaffi. Iziz needs us free. He would reward you, we know! Jawa: The Jawas under Iziz know caution is best. Please return with speed so we can be free and out of here. We thank you for this, if you mean to do it. It is unlike your kind, and will get rewards in trade.
Journal Entry Added Fair Trade
You have found some captive Jawas within the Sand People enclave, but releasing them without the chieftain's permission could be a bad idea.

The two remaining Jawas are less talkative:

Jawa
We under Iziz will thank you for helping.
Your help will be fairly traded.
We are slaves here to the People of Sand.
We will thank you for helping.

If you made peace with the chieftain then you can return to his room in the southeast quarter of the enclave's hub with HK-47 to ask about Captives, then setting the captive Jawas free:

HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that the captive Jawas are slaves and that have lived past their usefulness. You may take them, if you wish.
Journal Entry Added Fair Trade
The Sand People chieftain has given you permission to release the Jawas they currently hold captive.

You can tell the Jawas to run to Anchorhead after the chieftain has given you permission to release them, or if you've broken the peace (or are about to do so):

Dialog
Jawa: You are back to us. Your kind leaves more often than that. Are you a rescuer that saves? Iziz must have sent.

If you made peace with the Sand People:

1. If I let you out, this whole place will turn on me.
Jawa: We ask risk, but would trade for it. Iziz by the gates of the old city new would give much for our safety.
2. The Sand People said you can go. Run to Anchorhead. 1. Run to Anchorhead. They'll be too busy fighting me to operate the turrets. 1. Go to Anchorhead. They're too busy fighting me to operate the turrets.
Jawa: There are thanks you must have. The Jawas under Iziz will reward in trade. Find him and you will see. Iziz will wait by the walls of your city that open to the sand. He'll trade fair. Thank you.
Journal Entry Added Fair Trade
The Jawas held captive in the Sand People enclave were very glad for your help, and have promised that their leader Iziz will reward you when you return to the gates inside Anchorhead.
Experience Points (XP) Received:
  • 150 Released the Jawas

If you've broken the peace then you'll need to kill the chieftain before you can return to the gates inside Anchorhead and receive your reward from their leader Iziz.

Mission's Brother[edit | edit source]

Beyond the wood slat door in the outer wall on the east side of the enclave is a small enclosure with a skeletal corpse in its northeast corner:

Item(s) Received Skeletal Corpse

Mission's Brother Griff appears here once the protocol officer in Anchorhead's Czerka office has told you about him:

Griff: Uh... you there! I'm... I'm a high ranking executive of the Czerka Corporation! Eh... there's a big reward if you take me back to Anchorhead!
Dialog

If Mission isn't in your party:

Griff: So, uh... you're here to save me, right? I'm sure you'll get... a huge reward! Yes indeed, Mission always said some people would pay to find me.
1. You know Mission? Who are you? 2. Explain yourself! How do you know Mission?
Griff: My name is Griff. You know her? Are you from Czerka Corporation? Please, tell me what's going on here!
1. I know Mission. She's here on Tatooine with me. 2. Mission travels with me. Why does that matter?
Griff: I'm her brother! She's alive? I... I can't believe it! When I heard about Taris I thought the worst! Come on, take me to her! Get me out of here!

If Mission isn't in your party, then after freeing Griff the following dialog doesn't take place until you return to Anchorhead's spaceport. Otherwise:

Mission: Griff, don't you recognize me? It's Mission!
Griff: Mission? Is it really you? I heard Taris was destroyed! I thought you were dead! Joy of joys, my little sister is alive!
Mission: I... I have to ask you something, Griff. It's important. I ran into Lena. She said... she said it was your idea to leave me on Taris. It's not true, is it?
Griff: Ah, well... there's the truth and then there's the *truth*, you know? I always meant to go back to Taris, sis. Just as soon as I had the credits to pay off my debts. But credits have been hard to come by.
Mission: You mean it's true? It was your idea to leave me there? I'm your sister - how could you abandon me like that?
Griff: Come on, sis. You didn't need me to look after you anymore. You may have been young, but you knew how to take care of yourself. Besides, you're here now - everything worked out fine.
Mission: That's it? That's all you have to say to me after all these years after deserting me on Taris?
Griff: Well, that and uh... could you please get me out of here? You've got a tough looking friend there.
1. I can't just let you out. This whole place would turn on me.
Griff: What, we've only just met and everything is about you? What about me? Mission wouldn't want me trapped here waiting for Sand People to kill me. Mission: We'd be risking everything just to get you out! That doesn't bother you?
Griff: You can't abandon me here. These Sand People, they're animals.
2. I'll try to talk to the Sand People Chieftain. 3. I'm not risking getting the Sand People mad. Stay here.
Griff: Yeah, you do that. Mission would appreciate it. I know it. She loves me like a... well, a brother, I guess. Mission: And you'd better appreciate it! Mission: Yeah, you can just stay here!
Griff: You know I do, Mission, you know I do. Honest this time. Griff: Hey, come on now, you may as well be killing me. Get me out of here!
Journal Entry Added Mission's Brother
You found Griff alive and well and being held prisoner in the Sand People enclave. But his reunion with his long-lost sister was far from a tear filled event. Mission feels Griff deserted her back on Taris. Even so, the humane thing to do would be to set him free if the opportunity presents itself.

If you made peace with the chieftain then you can return to his room in the southeast quarter of the enclave's hub with HK-47 to ask about Captives, then getting Griff set free:

HK-47: Translation: [Unintelligible]
HK-47: Translation: He says that by his very presence, this Griff defiles their home and land. He is without any semblance of usefulness to them.
Mission: Yup. That would be Griff.
HK-47: Extrapolation: I would assume we are free to take him. It is doubtful they will even waste the effort to kill him. Perhaps we could do it, master?

Perhaps we could, HK, perhaps we could...

Dialog
Griff: You're back! You've come to let old Griff out, right? Right? Uh... I don't want to beg, but I'm more than willing.
Griff: Because you know, I... I think Mission would really appreciate me being alive and not at all dead. Mission: You can just keep waiting, Griff. We'll get you out of there when it suits us.
Griff: We used to be so close, sis. Now, I know we've had our differences, but I really need to get out of here now. No fooling.

If you've broken the peace, you can ask him why you shouldn't kill him, and do so if Mission isn't in your party:

Dialog
2. Why shouldn't I just kill you? I've no interest in you.
Griff: Hey, there's no call for that. If you know Mission like you say, you'll know she'd want me alive. I'm her dear brother. Mission: Hey now, I don't want him dead. Well, maybe I do, but couldn't we just let him sit here and think about things for a while?
Griff: Oh, I've been thinking about a lot of things! Honest! Come on now, let me go.
2. I don't need the headache. You'll die here! Dark Side Points Gained: -6
Griff: What? No! This isn't right! No!
Griff
Class Jedi Guardian
Level 1
Alignment 50 (neutral)
Attributes
Strength 13 +1
Dexterity 12 +1
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 8
Defense 13
Fortitude 2
Reflex 3
Will 3
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 2 -
Blunt 2-
Threat 20-20,x2-
Items and abilities Feats
None Jedi Sense
Experience Points (XP) Received:

This is the best option for a dark side character (although you never tell Mission). Otherwise, you can tell him to run to Anchorhead after talking to the chieftain about him, or if you've broken the peace (or are about to do so):

Dialog
1. The Sand People said you can go. Run to Anchorhead. 1. Run to Anchorhead. They'll be too busy fighting me to operate the turrets. 1. Run to Anchorhead. They're too busy fighting me to operate the turrets.
Griff: What, no speeder escort? Okay, okay, I should just take what I can get. I sure would like to see Mission, though. She's probably waiting for you on the ship you used to come to Tatooine, right? I think I'll go to the spaceport and see her. She'd like that. Thanks again. Oh, and don't tell Mission I'm coming. I want it to be a surprise when I show up at the spaceport. I can't wait to see the look on her face.
Journal Entry Added Mission's Brother
Mission's brother is free from the clutches of the Sand People, thanks to you. Griff is eager to meet up with his sister again, though what will happen during the reunion remains to be seen.

If Mission isn't in your party, then after freeing him the following dialog doesn't take place until you return to Anchorhead's spaceport. Otherwise:

Mission: Yeah, you can find your way from there, right? Can you manage that? What? Is there something else?
Dialog
Griff: Uh... well, I... I wanted to thank you, and, uh, you look like you're doing well. Financially, I mean. Say... um... could you spare me a few credits to get back on my feet?
Mission: You... you're hitting me up for credits? I don't believe this! Lena was right about you, Griff! We should have just left you to the Sand People! Don't talk to me anymore - ever!
Griff: Huh... that didn't go well. Sis always was a little too fiery for her own good. She'll cool down in time.
1. Don't be so sure. 2. Now what, Griff? 3. So, is there a reward for rescuing you?
Griff: Ah, she'll be okay. We've had our fights before. Too bad, though. I could really have used a helping hand right now. Griff: Ha! You're kidding, right? Look at me... do I look like I've got any reward for you?
Griff: You may have saved my life, but I don't have a single credit to my name. Say, you wouldn't be able to spare me some credits? Just till I get back on my feet, you know?
1. Sure - here's 100 credits. 2. Here - take 50 credits.
Griff: That's it, huh? Oh, figured you would be able to spare a bit more than that, but, you know, I'll take whatever I can get. Don't worry about me... I've already got a job waiting for me.
Credits Lost: 100 Credits Lost: 50

Do not give him any credits:

Dialog
3. Sorry, I don't have any credits to spare. 4. Forget it - you're nothing but a deadbeat!
Griff: Huh - I... uh... guess you've been talking to Lena, too. That's okay - I'll figure out a way to get by without your credits. I always do. Besides, I've already got a job lined up for me.
Griff: Greeta, the manager over at the Czerka supply shop, said I could come work for him if I ever get tired of the mines. I think I'll go take him up on his offer. You know, maybe there's something else you can help me with. I need to talk to a guy first and set up the details, but if you're interested in a job come see me in Greeta's shop. Goodbye, Mission. Uh... I'm glad you're not dead.
Mission: Hmph!
Journal Entry Added Mission's Brother
Griff and Mission have been reunited, though Mission is still resentful about Griff deserting her on Taris. Before he left, Griff suggested you stop by the Czerka supply shop on Tatooine to speak with him about a potential job.

He now appears in the northwest corner of Anchorhead's Czerka office: if you've broken the peace then you'll need to kill the chieftain before you can return to Anchorhead to meet him there. If you speak to Mission before you speak to him there:

Mission: Hey, there. What can I do for you?
1. I want to talk to you about your brother.
Mission: Look, I'm happy Griff's alive but I'm mad at him right now. And I don't know what kind of job he's got for you, but I don't trust him. It's probably just another scam! So, is there anything else you need?