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60-SECOND GAME BRIEF / START HERE
Know the game in three moves
- 01 / YOUR ROLEWho you play
Player character / Revan
- 02 / INFORMATIONWhat to know next
Start by learning how character choices, equipment, companions and mission conversations shape the next objective.
- 03 / GAME STYLEWhat to expect
Role-playing game
FIELD MANUAL / START PLAYING
Your first mission briefing
Practical orientation for this particular title. Instructions are not presented as a verified step-by-step walkthrough or as a substitute for edition-specific controls.
Start on Taris by talking to companions and checking your journal whenever a new district becomes accessible.
Make skill and dialogue choices deliberately; party members may supply different ways through combat or investigation.
After leaving Taris, use the Jedi training on Dantooine to understand Force abilities before planning the wider search.
PLAYER ORIENTATION / YOUR FIRST SESSION
How to approach the game
Know your next objective
Start by learning how character choices, equipment, companions and mission conversations shape the next objective. Check your journal and map before travelling, and save before consequential encounters.
What to pay attention to
Pay attention to which factions allow access, which allies supply information and how skills or reputation alter the options available.
Your role
The playable perspective recorded for this title is Player character / Revan. Its story context is Revan, Malak, and the Star Forge.
Controls and available objectives can vary by game version.
PLAYER GUIDE / GAME-SPECIFIC DIRECTIONS
KOTOR (2003): main quest, Star Maps and the route to the Star Forge
Start with the Endar Spire and Taris, train at the Dantooine Jedi Enclave, then search for five Star Maps. This walkthrough proposes Tatooine, Kashyyyk, Manaan and Korriban as a clear travel order, but those four worlds can be visited in another order. The Leviathan interrupts the search after the fourth Star Map is acquired, including the one on Dantooine. Follow your journal if you choose a different route.
- 01 / START WITH THE JOURNAL
Treat Taris as a sequence of districts and conversations
During the opening portion on Taris, pay attention to the most recently updated journal entries. Talk to residents and companions and identify which districts have become accessible. If the route seems blocked, check whether a person, access item or dialogue objective remains unresolved before searching every corridor.
- 02 / BUILD A WORKING PARTY
Cover more than one type of challenge
A companion's skills can change how a locked door, terminal, repair task or dialogue encounter is handled. Examine each party member's strengths and equipment rather than building every character for the same combat role. Use the inventory and party management interfaces before difficult areas.
- 03 / LEARN COMBAT
Pause to assign actions and protect vulnerable allies
Combat uses role-playing statistics, equipment and queued abilities rather than unrestricted action combat. Pause when an encounter becomes complicated, select useful targets and assign actions that complement party strengths. Keep consumables and different weapons available for fights that resist your first approach.
- 04 / CONTINUE THE STORY
Move from Taris into Jedi training
The early narrative leads from Taris to Jedi training on Dantooine and then into a broader search. Use the journal and conversations to determine the next priority rather than treating every side quest as mandatory. Save before decisions that may affect companions, character alignment or future dialogue.
Main-story route: find the next planet, district or objective
Recommended first-play route, not a compulsory planet order. The opening, Dantooine, Leviathan and finale have fixed story positions. The four post-Dantooine Star Map planets can be visited in any order. Mission and companion side quests may require extra travel. Return to the Ebon Hawk galaxy map whenever the current planet's Star Map and story tasks are finished.
Showing 22 of 22 missions
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- MISSION 1 OF 22
01 · Endar Spire: reach the bridge
Leave your quarters with Trask Ulgo. Follow the Command Module corridor toward the bridge, looting basic equipment and using pause to queue attacks. The side corridors and tutorials are optional; the current goal is surviving the assault, not clearing every room.
NEXT MISSION → 02 · Endar Spire: reach the escape pods↑ BACK TO MISSION INDEX - MISSION 2 OF 22
02 · Endar Spire: reach the escape pods
After the bridge sequence, continue through the Command Module to the escape-pod area. Use the nearby computer or repairable droid if the route is guarded. Leave aboard a pod when Carth calls you; the next story area is Taris.
NEXT MISSION → 03 · Taris Upper City: get into the Lower City← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 3 OF 22
03 · Taris Upper City: get into the Lower City
Wake in the South Apartments safehouse and speak with Carth. Search the North Apartments for a Sith uniform after the guard restricts Lower City access. Equip the uniform on the party member approaching the checkpoint, then take the elevator into the Lower City.
NEXT MISSION → 04 · Taris Lower City: meet the Hidden Beks← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 4 OF 22
04 · Taris Lower City: meet the Hidden Beks
Go into Javyar's Cantina to encounter Mission Vao and Zaalbar, then visit the Hidden Bek base. Speak to Gadon Thek about Bastila's swoop-race entry and the prototype accelerator. Obtain Undercity access papers rather than continuing to challenge the Upper City guard.
NEXT MISSION → 05 · Taris Undercity and sewers: find Zaalbar← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 5 OF 22
05 · Taris Undercity and sewers: find Zaalbar
Use the Lower City elevator to reach the Undercity gate. Speak with Mission by the village and follow her into the sewers. Find the caged Zaalbar, handle the nearby security threats, and recruit the two companions before looking for the Vulkar route.
NEXT MISSION → 06 · Taris Black Vulkar Base: recover the accelerator← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 6 OF 22
06 · Taris Black Vulkar Base: recover the accelerator
Enter the Vulkar base from the sewers. Check doors, security terminals and the base map while moving through the facility. Retrieve the prototype swoop accelerator or knowingly choose the alternate gang path; for the Hidden Bek route, return the part to Gadon.
NEXT MISSION → 07 · Taris swoop track: rescue Bastila← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 7 OF 22
07 · Taris swoop track: rescue Bastila
Return to the Hidden Bek base and enter the swoop tournament. Learn the accelerator and shifting controls, then complete the required racing time. Bastila is freed in the aftermath; return to the party's safehouse and speak with her and Carth.
NEXT MISSION → 08 · Taris Sith Base and Davik's estate: escape the planet← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 8 OF 22
08 · Taris Sith Base and Davik's estate: escape the planet
Advance the escape preparations with Canderous. Obtain T3-M4 for the Sith Base security systems, collect the necessary launch codes, and continue to Davik Kang's estate. Reach the Ebon Hawk in the hangar during the attack and leave Taris.
NEXT MISSION → 09 · Dantooine Jedi Enclave: finish your training← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 9 OF 22
09 · Dantooine Jedi Enclave: finish your training
Meet the Jedi Council, complete the training conversations and trials, and investigate the hostile Jedi in the Grove when assigned. Return to the Enclave to confirm that your training and Council objectives have advanced.
NEXT MISSION → 10 · Dantooine ancient ruins: take the first Star Map← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 10 OF 22
10 · Dantooine ancient ruins: take the first Star Map
Travel to the ancient ruins east of the Enclave grounds when directed. Speak to the guardian droid, explore the chambers, and solve the two computer trials to unlock the Star Map chamber. Activate the map, then report to the Council before taking the Ebon Hawk to a new world.
NEXT MISSION → 11 · Tatooine Anchorhead and the Dune Sea← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 11 OF 22
11 · Tatooine Anchorhead and the Dune Sea
Land at Anchorhead and investigate the local trouble with Sand People and Czerka. Obtain appropriate access and follow the desert route toward the Sand People Enclave, rather than treating every optional swoop or bounty task as a story requirement. HK-47 can help with communication.
NEXT MISSION → 12 · Tatooine Eastern Dune Sea: second Star Map← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 12 OF 22
12 · Tatooine Eastern Dune Sea: second Star Map
Pursue the Star Map lead to the Eastern Dune Sea and the krayt dragon cave. Arrange a way past the dragon with the nearby hunter, enter the cleared cave and activate the Star Map inside. Check companion quests before leaving the planet.
NEXT MISSION → 13 · Kashyyyk: village, Great Walkway and Shadowlands← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 13 OF 22
13 · Kashyyyk: village, Great Walkway and Shadowlands
Reach Rwookrrorro through the landing area and Great Walkway. Follow the Czerka and Wookiee disputes far enough to gain access down into the Shadowlands. Meet Jolee Bindo and listen to his instructions for moving deeper into the forest.
NEXT MISSION → 14 · Kashyyyk Lower Shadowlands: third Star Map← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 14 OF 22
14 · Kashyyyk Lower Shadowlands: third Star Map
Follow Jolee's route into the Lower Shadowlands. Reach the ancient computer and answer its questions or use the alternate method to open its Star Map access. Return to the settlement for the Wookiee leadership resolution if you have not yet completed that story.
NEXT MISSION → 15 · Manaan Ahto City: access the Sith Embassy← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 15 OF 22
15 · Manaan Ahto City: access the Sith Embassy
On Ahto City, speak to the Republic authorities about the missing agent and their investigation. Acquire access to the Sith Embassy through one of the offered approaches. Search for evidence that moves the Republic assignment toward the underwater Hrakert facility.
NEXT MISSION → 16 · Manaan Hrakert Station: fourth Star Map← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 16 OF 22
16 · Manaan Hrakert Station: fourth Star Map
Take the submarine to the underwater station when the Republic investigation permits. Use the pressure-suit routes and station systems to reach the ocean-floor Star Map. Activate it, handle the Selkath legal aftermath on returning to Ahto City, and depart aboard the Ebon Hawk.
NEXT MISSION → 17 · Leviathan: escape the prison ship← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 17 OF 22
17 · Leviathan: escape the prison ship
After four total Star Maps, the Leviathan capture event occurs during hyperspace travel. Select the companion who will evade imprisonment, free the others, retrieve equipment and cross the detention and command areas. Defeat or escape the command confrontation and return to the Ebon Hawk.
NEXT MISSION → 18 · Korriban Dreshdae and Sith Academy← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 18 OF 22
18 · Korriban Dreshdae and Sith Academy
Travel to Korriban for the remaining Star Map. Enter Dreshdae, learn how academy enrollment works, then gain enough prestige from Master Uthar's trials to be permitted to attempt the final tomb. Several trials have competing outcomes; save before committing.
NEXT MISSION → 19 · Korriban Tomb of Naga Sadow: fifth Star Map← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 19 OF 22
19 · Korriban Tomb of Naga Sadow: fifth Star Map
Enter Naga Sadow's tomb for the Academy's final test. Deal with its puzzles and guardian threats, reach the Star Map chamber and activate the last map. Finish the Academy confrontation and return to the Ebon Hawk with all five coordinates.
NEXT MISSION → 20 · Unknown World: restore access to the Ebon Hawk← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 20 OF 22
20 · Unknown World: restore access to the Ebon Hawk
Use the assembled Star Maps to travel to the Star Forge system. After the crash on the Unknown World, speak with the local Rakatan factions and investigate the ancient temple. Complete what is needed to deactivate the field blocking your ship.
NEXT MISSION → 21 · Temple of the Ancients: choose your ending← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 21 OF 22
21 · Temple of the Ancients: choose your ending
Enter the temple, follow its trials to the summit, and resolve the major Bastila confrontation. Your choice shapes the light-side or dark-side endgame. Return to the Ebon Hawk after the field has been disabled.
NEXT MISSION → 22 · Star Forge: reach Malak← PREVIOUS MISSION↑ BACK TO MISSION INDEX - MISSION 22 OF 22
22 · Star Forge: reach Malak
Board the Star Forge, prepare your party and advance through its industrial decks. Fight through the defensive waves, keep healing supplies for the final confrontation, and proceed to Darth Malak. Complete the endgame on the path determined by your preceding choices.
END OF ROUTE← PREVIOUS MISSION↑ BACK TO MISSION INDEX
If you get stuck
- No obvious next quest marker
- Open the journal and read the most recent objective update. Review nearby named characters and previously inaccessible doors.
- Unable to pass a security or repair obstacle
- Check other party members' skills and inventory for a different approach. Many challenges admit more than one solution.
- Combat is confusing after action games
- Use pause and queued actions; the game calculates attacks using role-playing statistics instead of direct weapon aiming.
GAMEPLAY / OFFICIAL SCREENSHOTS
See the game in action
Select an image to enlarge it. These are actual gameplay images from this game's official Steam store listing. Screenshots can reflect a later PC edition.
Source: Official Steam game page ↗. Images © their respective rights holders.
01 · Orientation
What the game is
KOTOR made the Old Republic a lived historical era through party relationships, exploration, dialogue choices, class progression, and a major identity reveal. It remains one of the most influential Star Wars games because player agency is tied directly to memory, allegiance, Jedi authority, and Sith power.
IDS places the game in the Old Republic era and records its continuity as Legends.
02 · Publication file
Release, studio, and platform context
Star Wars: Knights of the Old Republic was developed by BioWare and published by LucasArts. Its primary release platforms in the IDS record are Xbox; Windows; later ports.
Star Wars: Knights of the Old Republic is cataloged as a released Star Wars game. Later ports, remasters, backward-compatible versions, or storefront reissues remain attached to this core record unless they substantially alter the underlying work.
IDS stores the game itself as one work rather than creating separate records for every port, storefront release, compatibility update, or remaster. Platform history still matters, but the archive avoids inflating a single game into several supposedly different titles.
03 · Story
Narrative and player position
The current IDS story label is Revan, Malak, and the Star Forge. The playable role is recorded as Player character / Revan.
Rather than reducing the game to plot summary, IDS tracks what position the player occupies in the galaxy. Playing as Player character / Revan changes which institutions, conflicts, and social relationships the game can make visible.
04 · Gameplay systems
How Star Wars becomes playable
Role-playing systems make dialogue, advancement, party composition, equipment, alignment, and player decisions part of the narrative structure.
IDS classifies the title as Role-playing game. That label is useful because genre changes what parts of Star Wars become legible: a strategy game foregrounds institutions and logistics, an RPG foregrounds identity and relationships, and an action game often foregrounds bodies, movement, combat, and environmental navigation.
05 · Place
Worlds, routes, and environments
Major locations in the current record include Taris; Dantooine; Tatooine; Kashyyyk; Manaan; Korriban; Rakata Prime. Those places matter because games convert fictional geography into routes, obstacles, hubs, battlefields, workplaces, ruins, or social spaces the player must navigate.
Interactive scale can reveal details that screen media pass over quickly: how far locations are from one another, which areas are restricted, where people gather, what infrastructure connects spaces, and how movement is shaped by vehicles, architecture, terrain, enemies, or local authority.
06 · Institutions
Power, organizations, and social systems
The story context is Revan, Malak, and the Star Forge. That places the player inside or alongside institutions whose authority is usually encountered through missions, ranks, restricted spaces, enemies, allies, contracts, or rules.
Games are especially useful for IDS because institutions become operational systems. A faction can control checkpoints, issue objectives, distribute equipment, reward loyalty, restrict movement, organize training, or shape reputation. Those mechanics make political power experiential rather than only descriptive.
07 · People
Characters and playable roles
The current playable-role record is Player character / Revan. IDS uses this field as a route into the characters, crews, military roles, factions, or created player identities through which the game is experienced.
Games often make character identity interactive. Abilities, dialogue choices, party membership, equipment, reputation, and mission access can determine how a player experiences relationships that screen media presents from the outside.
08 · Anthropology
Anthropological analysis
The strongest IDS entry point is the relationship between role-playing game mechanics and the story context described as Revan, Malak, and the Star Forge. The player does not only learn about the setting; the player is required to act through a particular set of rules.
That distinction matters anthropologically. Interactive media can make hierarchy, labor, mobility, violence, ritual, reputation, resource management, or identity into repeatable behaviors. IDS therefore reads games as designed social systems as well as narrative texts.
09 · Source record
Verify the game
IDS separates release facts from independently written summaries and analysis. External links are retained as verification sources, but the substantive game description now lives inside IDS instead of requiring the visitor to leave the archive.
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