Star Wars Knights of the Old Republic Walkthrough

(X-box)

Version 1.02

Copyright 2008 by Paul Kerbow
Written by Paul Kerbow
Email:  plk04a@acu.edu

==============================================================================
This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright laws.
==============================================================================

WARNING: This guide contains spoilers

Table of Contents

I.      Guide Information
        A.      Welcome!
        B.      Email Policy
        C.      Things to Know - Before Starting
        D.      Quick Definitions
        E.      Glitches in the Game
II.     Starting A New Game
        A.      Character Classes
        B.      Portrait
	C.      Attributes
        D.      Skills
        E.      Feats
        F.      Name
        G.      Play
III.    Endar Spire
        A.      Main Area
                1.      Your Journal
        B.      Starboard Section
IV.     Taris
        A.      Background
        B.      Quests
                1.      Main Quests
                2.      Side Quests
        C.      Apartment Complex
                1.      Dia's Bounty
        D.	Upper City South
                1.      Rapid Transit System
                2.      Pazaak
                3.      Invited to a Party
                4.      The Duel Ring
                5.      Rackghoul Serum
        E.      Upper City North
                1.      Apartments
                        a.      The Party
                        b.      Largo’s Bounty
        F.      Lower City
                1.      Matrik's Bounty
                2.      Selvin's Bounty
                3.      Bek Base and Gadon's Deal
        G.      Undercity
                1.      Missing Apprentice
                2.      Infected Outcasts
                3.      Promised Land
                4.      The Sewers and Zaalbar
                5.      Upper Sewers
        H.      Black Vulkar Base
                1.      Back to Gadon (Light Side)
                2.      Assassinate Gadon (Dark Side)
        I.      Swoop Racing
        J.      The Rescue
        K.      Canderous' Crazy Scheme
        L.      The Duel Ring (continued)
        M.      Sith Base
        N.      The Duel Ring - Bendack’s Bounty
        O.      Davik's Mansion
        P.      The Ebon Hawk Escape!
V.      Dantooine
        A.      Background
        B.      Quests
                1.      Main Quests
                2.      Side Quests
        C.      Jedi Training
                1.      The Way of the Jedi
                2.      New Feats
                3.      Force Powers
                4.      The Dark Taint
                5.      Mandalorian Raiders
                6.      Missing Companion
                7.      Murdered Settler
                8.      Juhani
        D.      Mission's Brother - Party Member Side Quest
        E.      The Death of a Feud
        F.      Mandalorian Leader
        G.      To the Ruins
        H.      Star Map
VI.     Tatooine
        A.      Background
        B.      Quests
                1.      Main Quests
                2.      Side Quests
        C.      The Stowaway
                1.      Back to Dantooine (light side option)
                2.      Tatooine Again (or not)
        D.      Package Delivery?
        E.      Anchorhead
        F.      Swoop Track
        G.      HK-47
        H.      Dune Sea
        I.      A Peaceful Solution
        J.      Bastila's Mother - Party Member Side Quest
        K.      The Almighty Krayt Dragon
        L.      Star Map
VII.    Kashyyk
        A.      Background
        B.      Quests
                1.      Main Quests
                2.      Side Quests
        C.      Finding Dustil - Party Member Side Quest
        D.      Eli and Matton
        E.      Shadowlands
                1.      Jolee's Request
                2.      Lost Wookie
                3.      Lower Shadowlands
                4.      Mandalorian Shadows
                5.      Star Map
VIII.   Mannan
        A.      Background
        B.      Quests
                1.      Main Quests
                2.      Side Quests
        C.      Sunry Murder Trial
        D.      Missing Selkath and Republic Hiring Mercenaries
        E.      Dark Side Mission - Hulas and the Genoharaden
                1.      Lorgal
                2.      Dantooine - Zuulan
                3.      Back to Hulas
                4.      The Death of Ithorak
                5.      Tatooine - Vorn
                6.      Kashyyk - Rulan
                        a.      Darth Bandon
                7.      To Hulas Again
                8.      Hulas and the Dune Sea
                9.      Manan Again (end dark side mission)
        F.      Sunry Murder Trial (continued)
                1.      Firath Me
                2.      Glupor
        G.      Republic Embassy
        H.      Swoop Racing!
                1.      Queedle's Problem
        I.      Sith Base
                1.      Missing Selkath
        J.      The Trial of Sunry
        K.      Return to Republic Base
        L.      Hrakert Station
                1.      In the Water
                2.      Alone in the Station
                3.      To Destroy or Poison...
                4.      Star Map
                5.      Darth Bandon
        M.      On Trial Again
IX.     Leviathan
        A.      The Interrogation
        B.      Escape!
                1.      To the Bridge
                2.      Carth's Revenge
        C.      Darth Malak
X.      Korriban
        A.      Background
        B.      Quests
                1.      Main Quests
                2.      Side Quests and Gaining Prestige
        C.      Landing Area
                1.      Juhani's Temptation - Party Member Side Quest
                2.      Spice Run
                3.      The Box
        D.      Academy Hopeful
        E.      The Way of the Sith
                1.      Double Cross
                2.      Lashowe
                3.      Dustil Onasi - Party Member Side Quest
                4.      Doubting Sith
                5.      Mandalorian Weapons
                6.      Prisoners
                7.      Sith Rebels
                8.      Lost Droids
                9.      Holocron
                10.     Jorak the Hermit
                11.     Ajunta Pall
                12.     Double-Double Cross
                13.     Double-Double-Double Cross
                14.     Sith Code
        F.      The Tomb of Naga Sadow
        G.      Star Map
        H.      Betrayal
XI.     Unknown World
        A.      Background
        B.      Light Path
                1.      The Fall
                2.      The Elders' Request
                3.      The One
        C.      Dark Path
                1.      The Fall
                2.      The One's Request
                3.      The Elders
        D.      Temple of the Ancients
                1.      Main Area
                2.      Catacombs
                3.      Temple Summit
        E.      Back to The One (dark side)
        F.      To the Ebon Hawk (dark side)
XII.    Star Forge
        A.      Beginning Advice
        B.      Deck 1
        C.      Deck 2
        D.      Command Center
        E.      Darth Malak 
XIII.   Credits
XIV.    Contact Policy
XV.     Copyright Information
XVI.    Version History

I.  Guide Information

A.  Welcome!

Hello and welcome to my guide for Star Wars Knights of the Old Republic.  I am
Paul and I will walk you through every possible outcome in this game.  There
are some things that I do not know yet, so email me if you find something I
don't have here.  Since this game has a wonderful plot, I suggest you attempt
to finish it before consulting my guide.   This is because the guide contains
spoilers.  You can still use the guide if it's your first time playing the
game.  If you do it that way, use it only if you don't know where to go next.
With that said, I hope you enjoy the help I have to offer and I look forward 
to your emails.

B.  Email Policy

If you wish to email me, use the subject Star Wars KOR 1.  Emails that don’t
use this subject will be deleted.  Please avoid using ALL CAPS.

If you see a mistake or would like to add something, please tell me.  I have
checked and rechecked to make sure I haven’t made one, but there’s always one
that seems to slip away.

If you know something about the game that I have not mentioned, please tell 
me.  I don’t know everything about the game and your help is appreciated.

You will get credit for whatever you show me that I don’t have.  It could be
anything that helps other people such as a better strategy to defeat an
opponent, problems that I have not solved yet, etc.  When you email me, tell 
me what you want to be identified by along with your information.  I won’t put
your email address here unless you ask for me to do so.

B.  Things to Know - Before Starting

Save often!  There are glitches in the game.  Some of these benefit you.  
Others are harmful and can keep you from playing the game.  If you run into a
glitch that's harmful, don't panic.  Just reload the last saved game.

==============================================================================
WARNING:

Under no circumstances are you to kill a fallen Jedi named Juhani on 
Dantooine.  LET HER LIVE EVEN IF YOU ARE A DARK PLAYER!  She will join you 
later on if you save her.
==============================================================================

==============================================================================
WARNING:

Under no circumstances are you to attack the gun turrets on the Star Forge.
LEAVE THEM ALONE!  You need to disable the turrets by using a computer 
terminal nearby.  If you attack the turrets you will make the game harder for 
yourself.
==============================================================================

In this game you get to choose whether you become a Jedi and save the galaxy 
or fall to the dark side and rule the galaxy.  The decision must be made now 
about what type of player you want to be.  I will refer players as light 
players and dark players throughout the guide.

You can talk to many different intelligent life forms.  You’ll notice that it
will say in the selection box "Taris Citizen" or something to that affect.
Talking to them is a waste of time because they don’t start or help you
complete quests.  Obviously anyone that the game gives a name for is important
enough to talk to.

Your journal has a map feature that is very useful because it automatically
maps where you have been.  You'll find out how to use the journal on the Endar
Spire.  It is extremely important for you to explore the whole map of every
area, thus having the whole map in your journal.  This ensures you have gotten
every necessary item and every quest.  Some areas, like the Endar Spire, have a
full map already.  There will be a few places where exploring the entire map 
is not worth the trouble.

When you LEVEL UP (explained later in the guide and game) do not let the
computer do it for you.  Always manually level up your player.  You know when
it’s time to level up when you hear a ringing sound after you defeat an enemy.

Directions in this guide are composed of north, south, east, west, etc
according to the map layout.  If you don't know exactly what path is the north
path, look at the map in your journal (you'll find out how to do this later.)
Remember that you don’t always enter an area facing north.  For this reason,
you should always look at the map to see which way is which.  West will not
always be left and north will not always be straight ahead.  Sometimes I get 
my east and west mixed up, but again I have checked and rechecked to make sure
I haven't made that mistake.  Remember that if you see a mistake to email me
about it.

There are some tough enemies in this game.  The best way to defeat them is to
have lots of grenades.  Grenades are more effective than just hacking a tough
enemy with your sword.  There will be a few areas where I will not mention 
throwing grenades.  Mostly it's when you have one opponent or when throwing
a grenade ends up being more trouble than it's worth.

C.  Quick Definitions

xp - Experience points.  Every enemy you kill and every quest and sidequest 
you accomplish will get you these.  You need these points to have your 
character level up

lsp - light side points - anything that you do that moves you closer to the
light side of the force

dsp - dark side points - anything you do that moves you closer to the dark
side of the force

rts - Rapid Transit System (you’ll find more about this later in the guide)

D.  F.A.Q (frequently asked questions)

Here is where I list some general questions I have received through email.  I
obviously haven't had any questions sent to me because the guide is new.

E.  Glitches in the game

These are the more common glitches I've seen.  Some of them are beneficial.
Others are just plain annoying.

Taris Cantina Glitch

I saved my game upon entering Javiar's Cantina on Taris.  Upon reloading the
game after a while, the cutscenes of Calo and Mission did not appear.  Not
really a bothersome glitch, but it can keep you from getting a little xp.

Largo - more credits Glitch

In Taris, when you find out this guy has a bounty on his head, he will exclaim
that he has 50 credits on him and offers it to you.  If you take the offer for
dsp, you get 50 credits.  Then if you kill him to collect the bounty, his
corpse has another 50 credits.  So you would assume he had 100 credits all
along right?  Wrong.  If you were to not take the bribe and kill him, he would
only have 50 credits on him when you loot the corpse.

Duel Ring - more credits/items Glitch

After I had defeated Bendack Starkiller and received the winnings, I realized I
had forgotten to collect the winnings from the duel against Twitch.  When I
did, he gave me 700 credits, 200 more than he would normally give.  He also
gave me Bendack’s blaster again, so I had two blasters instead of one.

Killing Griff Glitch

If you kill a character named Griff on one of the worlds the game will act as
if that character is still alive.  Mission, his sister, will still talk about
wanting to find him even though you killed him.

Subtitles Glitch

This glitch is also explained later in the guide.  If you were to talk to
Glopor the Rodian with the subtitles turned off, the game doesn’t translate 
the alien language to English.  The simple way to avoid this glitch is to have
the subtitles turned on.  This also happens with one of the Hidden Bek guards,
though the guard you talk to isn’t important and you don’t even need to talk 
to him in the first place.

Dark side/Light side points Glitch

I have played the game many times and sometimes I don’t get dsp or lsp for a
quest when I did in an earlier game.  There’s one quest in particular that I 
haven’t gotten any alignment change that’s explained later.  Also, sometimes I
get the dsp or lsp the first time through the game but don’t get them when I
play the game again.  Infinite dsp is also possible in some areas of the game,
though it’s practically useless since you can only be so far down the meter.

At times, the screen will freeze up while loading a different area and the 
game will crash.

Mandalorian Shadows - Kashyyk

I experienced a glitch during this side quest several times.  When I 
unequipped my weapons and the Mandalorians came out of stealth mode, I 
couldn't reequip my weapons, Bastila's weapons, and Jolee's weapons.  After a 
few seconds of empty handed fighting, I was able to equip all weapons.

Space Suit/Environmental Suits Glitch

Sometimes when you have had a space suit or environmental suit on, when you 
take it off all of your weapons are un-equipped.  I don't actually know if 
it's a glitch, but it's worth mentioning.

II. Starting a New Game

A.  Character Selection

You start off on the selection screen to choose your class.  I typically avoid
the soldier class because there's so many problems with the soldier class.  
While you will be fighting most of the game, the soldier doesn't have many of 
the necessary skills you will need throughout the game.  Sure you could use 
other party members for these tasks, but it’s easier for you to have the 
skills.  Plus, you won't always have the character you need for a certain 
skill since you can only have two others with you at a time.  Also the 
majority of force powers don't work with armor.  There is no need to be a 
soldier for the free armor feats that they get.

If you haven't decided to be a dark player or light player, choose now.  Dark
players should select a scout.  Light players should select a scoundrel.  Yes,
gender does matter to some degree but it doesn’t influence the outcome of the 
game.

You may be wondering why I had light and dark players choose different 
classes.  Be patient my young padawan, the answer will come in time.

Upon selecting your class, you will be given the option to customize your 
character or have the computer do it for you.  It would be wise to do it 
yourself because the computer makes bad choices.

B.  Portrait

This is what you want your character to look like, not very important.

C.  Attributes

After selecting what you want your character to look like, you will be taken 
to the attributes screen.  You see that there are six attributes with an 
option to make them higher.  I recommend all attributes to be at least 12.

For light players, here's what I did for my scoundrel:

Strength:		12
Dexterity:		14
Constitution:		12
Intelligence:		14
Wisdom:			12
Charisma:		14

Dark players, this is a good choice for a scout:

Strength:		12
Dexterity:		14
Constitution:		12
Intelligence:		14
Wisdom:			14
Charisma:		12

If you'd rather be a fighting soldier (bad idea,) try strength of 
16 and the rest with 12.  The game describes the attributes for you.

Strength is a factor in determining how well you attack an enemy.  Both 
players need a good start in strength.

Dexterity determines how well you dodge attacks.  The higher it is, the more
you dodge.  Giving your character 14 at the beginning of the game is a good
start.

Constitution determines your health.  I like to have it at 12 for both 
players.  I don't choose 14 because there are other more important areas.

Intelligence helps you in the computer skill and repair skill.  It also has a 
small role in determining how many skill points you have when you level up.  A
scoundrel with 12 intelligence will only get 3 or 4 skill points at each level
up.  If the intelligence is set at 14, the scoundrel would get 5 points.  
Also, scouts get 3 points per level with a high intelligence.  Soldiers only 
get 2 points.  That's a reason I consider them useless.

At this point you see few differences between a dark and light player.  I have
dark players choose a higher wisdom and lower charisma.  Light players are the
opposite.  Overall it does make a difference.

Let's talk about wisdom first.  The reason dark players have a higher wisdom 
is because dark side powers are typically offensive powers.  You use these to 
attack your enemy directly.  Light powers are typically defensive powers.  
These powers allow your character or the entire party to buff up their 
defense.  Now wisdom is one of the deciding factors of a force power working 
against an enemy.  Since dark powers are offensive, dark players need more 
wisdom.  Light players can take a lower wisdom because light force powers do 
not attack an enemy directly.  Light players should still select 12 wisdom 
because a player with a high wisdom has a better chance at resisting an 
enemy's force powers.

The charisma attribute relates directly to the persuade skill.  Light players
will need to be persuasive.  After all, you will be wanting to achieve the 
most non-violent solution to a problem.  That gives you major lsp.  Dark 
players do not need the persuade skill as much.  You still need it, but you 
will be the cause of most problems instead of the solution.

D.  Skills

After you have chosen your attributes, you now must focus on your skills.  
Skills are essential in the game and tie in directly with your attributes 
(this is why every one should be at least 12.)  Some skills are good while 
others (like stealth) are just plain useless.

You'll notice that some skill points say "cross class" and take two points 
every time you add them.  Now if you pick a soldier you'll see that only three
skills are class skills.  That is why I consider the class of soldier useless.
When you level up, the soldier is even more useless because you will only have
one or two points to invest in skills.  Scouts have three points and 
scoundrels have five.  Intelligence does play a role in determining how much 
skill points you receive, but it's very minor.

A light scoundrel should start off with:

Computer use:		2
Demolitions:		2
Stealth			0
Awareness:		4
Persuade:		4
Repair:			2
Security:		2
Treat injury:		2 

A dark scout should start off with:

Computer use:		4
Demolitions:		2
Stealth:		0
Awareness:		4
Persuade:		2
Repair:			4
Security:		0
Treat Injury:		2

If you take the time to notice, your attributes relate directly to your 
skills.  This is why all attributes should be at least 12.  Yes, I know that 
the scoundrel has stealth in its class, but you won't need it.  The only 
reasons to use stealth are to sneak past enemies or sneak attack them.  The 
only problem is that you have to be in SOLO mode in order to be in stealth.  
This is where all party members are stationary except for the one you are 
controlling.  This is why I consider stealth useless.  Your allies will not 
help you fight if you're out of their line of sight.

E.  Feats

Next is the feat section.  Here’s a list of all the feats and the grade I give
them.

==============================================================================
Note:  I grade these based on what YOU will need, not the people who join you 
later on.
==============================================================================

Two-Weapon Fighting - Master Two-Weapon Fighting A++

Why fight with one weapon when you can have two?  You’ll notice that if you 
are fighting with two weapons, your attack will be negative instead of 
positive on the equip screen (there's more about the equip screen later,) in 
other words, your attacks won’t work.  With master two weapon fighting, you 
get to have two weapons and have a good attack as well.  This feat is 
extremely important.

Armor Proficiency Light - Armor Proficiency Heavy C-

This gets a C- because throughout the majority of the game you will not be 
wearing armor.  Why?  Most force powers don't work with armor.  As a 
Scoundrel, you get Armor Proficiency Light free, where as a soldier and a 
scout get light and medium for free.  Don’t get the heavy or medium option 
because it’s not worth wasting a feat that you’ll use for a short while.

Caution - Improved Caution B

Caution is a good feat to have, but it's not absolutely needed.  It gives you
a +1 skill point to both demolitions and stealth, provided that you have at 
least one skill point in that area.  You might need demolitions sometimes, but
you can always boost that skill when you level up.  You won’t need to go 
greater than 5 on demolitions unless you want to have a plethora of mines you
probably won’t use.  Stealth is completely useless.

Critical Strike - Master Critical Strike (melee weapons only) A-

This is a good feat to have and can put the hurt on some enemies.  At times, 
there will be enemies whose weak point is critical strike.  The only drawback 
is that it lowers your defense by five points.  Scoundrels get critical strike
for free instead of Armor Proficiency Medium.

Empathy - Master Empathy A+

This is an excellent feat because it improves three skills:  Persuade, 
Awareness, and Treat Injury.  You'll need all of them.

Flurry - Master Flurry (melee weapons only) A

This is an excellent feat that is almost just like critical strike.  Flurry 
only lowers your defense by four points, while master flurry lowers it by only
one point.  You even get an extra attack in that round.  You will definitely 
need this because this is a way to take down enemy’s health fast if you are 
overwhelmed by enemies.

Gear Head - Master Gear Head B+

Like Empathy, three skills, Repair, Security, and Computer Use are improved.
It’s a good feat to have, but not absolutely necessary.

Conditioning - Master Conditioning A

This feat lets you have a +1 bonus on your saving throws.  A successful saving
throw lets you dodge attacks or take less damage.  You can survive without it.
Use this feat later on.

Implant Level 1 - Implant Level 3 A-

Although these are good feats, I never use the implants I pick up in the game
unless I'm a scout.  Some implants are cool, but there are more important 
feats to select.  Scouts get this feat upgraded for free.

Power Attack - Master Power Attack (melee weapons only) A

This is a very good feat.  Your defense doesn't drop and the only drawback is
the -3 attack.  It’s worth using and having throughout the game.

Power Blast - Master Power Blast (blasters only) F

You don't need to use a blaster in the game, so skip this feat along with 
Rapid Shot.  You get Sniper Shot for free, but don't bother upgrading it.

Weapon Proficiency Blaster Pistol - Weapon Focus Blaster Pistol F

You get the first one for free, but don't bother upgrading it because you 
won't need it.  The same goes for blaster riffle and heavy weapons (both of 
which are just as useless and almost not worthy of mentioning.)

Weapon Proficiency Melee Weapons - Weapon Focus Melee Weapons C+

I would give this an A if you used melee weapons throughout the game, but you 
won't.  Soon the swords you have will be replaced by lightsabers, so you don't
need to upgrade.

Toughness - Master Toughness A+

This feat speaks for itself.  At the master level, you gain defense as well
as vitality points.  You can select this at any time you wish because it 
counts for the previous levels gained.

Dueling - Master Dueling F------------------------------------

This is the most useless feat in the game.  It gives you a +1 to attack and a
+1 to defense when you use a single weapon.  Now that sounds good and all, but
it’s not.  If you were to use the master two weapon fighting feat, then you 
will have two weapons and inflict more damage than you would with this feat.
Yeah, your defense goes up, but it’s not worth it.

That being said, it’s time to choose the feats.  I am a two weapon fighter and
like it better with two swords or lightsabers in my character’s hand.  
However, pick something else because improved two weapon fighting is the one 
you're really after.  The second upgrade is available when you reach level 4.
If you try to use two weapons now you won't hit anything.

F.  Name

And now you choose your character’s name.  Note that this will be the name 
throughout the 60+ hours of game play, so be sure it’s one you like.

G.  Play

Now you are ready to play.  After reading the introduction, you see your 
character on...

III. The Endar Spire

The Endar Spire is the first area of the game.  It's probably the shortest one
as well.  This is mostly a tutorial section so you can know how everything 
works.

You see yourself waking up to the Sith attacking your ship.  A guy named Trask
will run through the door and tells you everything you need to know for now.
It doesn't matter what dialog you use, it all leads up to the same thing.  He 
will eventually tell you how to get your gear and equip it.  This took a while
for me to figure out, even when I asked him how to do it.  It's actually 
pretty simple.  Just go over to the footlocker behind you.  You know you've 
selected the footlocker when you see a small blue circle on it and the left 
corner of your screen has a box that says "footlocker."  Or you can press the 
bottom trigger buttons to eventually select it.  Open the footlocker and take 
all the items.  You get 50 xp, and Trask will tell you how to equip it.

Equip the short sword and clothes.  Or you could use a blaster pistol 
depending on your preference.  You will get a lightsaber in the game, so you 
might want to think about getting used to melee combat.  Trask always has a 
blaster except for one occasion.

Once that's done, talk to Trask and he'll join your party.  The game tells you
to press A to go to the party selection screen.  Do this and Trask will 
already be selected, so all you have to do is press A again.

The screen switches back and Trask tells you the room is in lockdown.  You'll
have to use him to unlock the door.  Ask him how to do this and he'll tell 
you.  Press the black button to be Trask. Then, walk over to the door and open
it.

A.  Main Area

Trask advises you to take the lead and the game automatically switches the 
lead back to you.  Walk down the hallway and the screen with change to Carth,
a hardcore Republic Soldier, who will tell all hands to go to the bridge.

1.  Your Journal

Trask will tell you about how to get into your journal and other stuff that’s
in the game when you pause the game.  Look at each screen and familiarize 
yourself with it, you'll be using it a lot!  Here's the gist of each screen 
from left to right:

Equip Screen - lets you equip items you have to enhance your performance in 
battle.  Some items cannot be used without a certain feat.  Others are 
completely useless and should be never used.  Still others are some you can't
go without.

Party Inventory - All Items - This screen tells you each item you have and
gives a description.  When you get datapads, go to this screen and select it.
Then, use the right thumb stick to read further if you need to.

Your Character's Name (whatever you selected at the start) - This shows your
health and defense as well as your attributes and other important things as
well.  This is how you know how many experience points you have and how many
you need to level up (more about this later.)  You also see your alignment is
neutral.  Your choices can make you light or dark depending what type of
character you want to have.  You can also see what force power is currently in
affect upon you in battle.  Press x to go to the scripts screen.

Script Selection - This is deciding on how your character will automatically
attack in battle.  Always let someone who uses force powers and droids to use 
Jedi/Droid Support.  NEVER let someone be a Grenadier because YOU need to 
choose what grenade to use and who gets to throw it.  I have had so many 
problems with Carth (he joins you later) throwing so many grenades at the 
wrong time, damaging me or other party members, or wasting a grenade, and 
other problems that have delayed the battle.

Skills - This shows the skills you have.  You won't go to this screen much; 
it's just a good to know type of thing.  Press x to see the feat screen (which
is the same idea as the skills screen.)

Messages – This is the most recent messages you have received.  Again, I 
hardly use this screen.  For those of you who want to know the math and other 
things that go on in battle, press x on this screen to show some stuff that I
don't understand well enough to explain.  The only thing I do understand is 
that the fights in the game are based on a d20 system.  It's the same system
used in Dungeons and Dragons.  I don't understand any more than what I've 
told you.

Quests - This is something you'll use many times.  This is where all of the
quest information is stored.  Go here if you forget where to go.  Press Y to
cycle between active quests and completed quests.  When you get a quest, a
screen will pop up that says "Journal Entry Added."  This is handy because if
you get stuck or forget a quest all you have to do is consult the journal.
Main quests are part of the story plot that you HAVE to do in order to
complete the game.  Side quests are optional and are often related to main
quests.

Map - Again, something you'll use often.  Go here to see if you've explored an
entire area or if you get lost.  Press A to go to the party selection screen.
This lets you change your party.

Options - Your standard options that you see in every game.  There are 
submenus here as well.  Load game and save game are self explanatory.  
Gameplay changes a few settings for the game, all of which the game explains.  
Feedback also has options you can select or deselect to your whim.  Again, 
the game describes them all well.  Auto-Pause just tells the game when you 
want it to pause automatically before battle.  I would advise you to leave it
the way it is.  Graphics and Sound changes the graphics and the sound to your
liking.  Press Y to go back to the default if you screw it up (I screwed it up
so bad one time...)  Finally, quit lets you quit the current game.

Once you know the journal inside and out, walk down this hallway to the 
following door.  Press A to try and open it, but you can’t.  Trask will say
that he does not have the codes to unlock this door, but he might be able to
slice through the system.  If you have the security skill you can do it
yourself.  If not then switch to Trask and have him use it.  Remember to go to
the security box in the action menu to open the door.

The screen changes to a Republic soldier firing at two Sith soldiers.  The 
Sith win the firefight and Trask expresses his loyalty to the Republic.  You 
are now in pre-fight mode.  This is where you see the words "Enemy Sighted!"
on the top of the screen and you have the option to ignore them or engage 
them.  Press A to engage, then go up to one of the Sith and kill him.  If you
are having trouble doing this, try to use one of your feats like power attack
or flurry.  The action menu has changed, so use the D pad and move to the 
right once. You should now be on a red and white X if you picked critical 
strike (or got it for free) as a feat.  You can scroll up or down to see if 
you have another feat there.  This feat is a special attack that you can use 
an infinite number of times during battle.  Press A and you will use this 
special attack, which should take a big chunk of the Sith's life.  Then, fight
the other one the way you did the first.  This is where power attack, flurry,
and critical strike can be the deciding factor of how long an enemy stands and
takes down your health.

Trask will talk to you again and tell you how to use a medpac.  Use it if you
are low on health.  Trask tells you how to use them.  They are on the far 
right of the action menu and can be used in and out of combat.  After learning
about this, open to the door to the far end of the hallway.  Kill the Sith 
however you prefer and remember to search the room for contents you could use
or sell.  It's a good idea to wait for a few seconds to see if the enemy had 
something useful upon his demise.  You'll see it classified as "remains" and 
all you have to do is "open" it.

Go through opposite door. The screen will change to another firefight and the
Sith will once again win.  Heal if you have not already and walk around the
corner to the enemy.  Since there are a good number of them, use a grenade 
then kill the ones that remain and loot the bodies for items.

Walk down the north path to the door and a droid explodes.  Take some parts 
to the right of the busted droid then walk back to the intersection.  Go east
(or left) and walk to the door.  As you get closer to the door, the sounds of
lightsabers get louder and louder.   There's a fight up ahead between a Jedi 
and a Dark Jedi.  Both Jedi will die and two Sith soldiers will take their 
place.  Waste them, loot the remains of the Jedi and Sith, and go east towards
another door.

Open it and kill the two weak soldiers there.  Afterwards, Trask tells you 
that Bastila is not on the bridge and has already escaped in the escape pods.
You then learn that without Bastila on the Endar Spire, the Sith can destroy 
the ship at any moment.  You can get loot from dead soldiers on the bridge and
there's a backpack by the door with a blaster pistol in it.

Walk over and around the control desk and there you will see a door.  Trask
stops you before you open the door and tells you about leveling up.  Press the
start button; you should automatically be on a screen, that I have called the 
YOUR NAME screen (the name you chose for your character,) on it along with 
your alignment, (dark side, light side, or neutral) and your statistics.  
"LEVEL UP" will be over your character along with the option to automatically
level up or manually level up.  Manually level up and you’ll notice that you 
can't choose every option again.  In the skills section, boost your persuade,
treat injury, and any others you need.  For feats, I recommend two weapon 
fighting, toughness, or empathy.  Accept this and you’ll be done. 

==============================================================================
Note: I won't tell you what to select until force powers come into play.  It’s 
better to use the feats you like and improve the skills you want.
==============================================================================

Open the door ahead of you and this brings you to more doors!  Will it ever 
end?  Open it and Trask will run ahead of you, saying that there's something 
behind another door.  He opens it and a Dark Jedi shows off his lightsaber.  
Trask takes a short sword and sacrifices himself for you, jamming the door so 
the bad guy can't get to you.  There is a door to your left that goes to...

B.  Starboard Section

Carth will once again contact you, saying that Bastila's escape pod is away 
and you’re the last remaining crew member.  How exciting!  It's easy to find 
where to go, there's only one hallway you can walk down!  There are only four
Sith in this area, two in the hallway and two behind a door.  They are a 
little more difficult now that you have leveled up, but it shouldn’t be too
much of a challenge.

After you have defeated them, Carth will come up on the communicator again,
tell you that there is a team of Sith on the other side of the door and that
you will have to thin their numbers somehow.  He suggests you reprogram the
droid or slice through the computer terminal by the door.  Before you decide, 
there is a footlocker in the room with enough of each item you need.  Now 
Carth wants you to choose between the droid or the computer.  I don't see why
we can't do both!  You'll get more xp if you do both!  Select the droid and 
the screen will change.  Select the tutorial option for repairing droids.  
Then, select all of the ways you can program the droid and press A.

The droid will now walk to the door, open it, and engage the Sith.  Don't 
participate in the battle.  Instead, go to the computer terminal, learn how to
slice into computers, and overload the power conduit.  Loot the remains of the
dead soldiers.  Open the door at the end of the room.

There's not much to do here.  Both dialog selections generate the same 
response.  Carth introduces himself to you and you have to walk towards the 
escape pod.  Select it, hit A, and say that you want to use the pod.  I don't
even know why it asks you...come on, who doesn’t want to escape a doomed ship?
The screen flashes to the outside of the ship where the escape pod is shot 
out.  The ship then explodes into a giant fireball while your escape pod 
plummets to the planet below...whew!

IV. Taris

A.  Background

Taris is the first planet you are on, though it's not by choice.  There are 
three sections in Taris, the Upper City, Lower City, and Undercity.  The Upper
City is the safest part of Taris.  Except for one or two occasions you have to
fight someone on the Upper City.  The Lower City is a slum run by swoop gangs. 
The most dangerous and annoying are the Black Vulkars.  These guys attack 
anyone on sight and will be the main people you fight there.  The Undercity is
worse.  You'll find Rakgouls there.  Rakgouls are horrible monsters who feed 
on the flesh of others.  Their poison jaws can transmit the Rakgoul Disease to
others, turning them into one of the abominations.  Many of these guys lurk 
the sewers and the Undercity.  Gamorreans, huge, fat, and pig-like creatures,
also hang around those two areas.

B.  Quests

1.  Main quests:

Getting to the lower city
Gadon's deal
Zaalbar in the sewers
Black Vulkar Base
Back to Gadon (lsp)
Assassinate Gadon (dsp)
Swoop Race
Rescuing Bastilla
Canderous' deal
Sith Base
Davik’s Mansion
Ebon Hawk

2.  Side quests:

Dia's Bounty
Rapid transit system
Pazaak
Invited to a Party
The Duel Ring
Rackghoul Serum
Largo's Bounty
Matrik's Bounty
Selven's bounty
Missing Apprentice
Infected Outcasts
The Promise Land
Bendack's Bounty

C.  Apartment Complex

The next time you see yourself, you will be thrashing about in your sleep. The
screen then changes to a dream of a Jedi woman...strange.

Carth will then talk to you.  Ask him questions to find out about your 
situation.  It doesn't matter what you say to him because no option leads to 
lsp or dsp.  Near the close of the conversation, he will mention Dark Jedi 
techniques.  It is things like wiping away your mind and destroying your 
identity...eek!  This is the time where Carth officially joins your party.

==============================================================================
Note:  All stats of party members are taken straight from the game.
==============================================================================

==============================================================================
                                Carth Onasi
                              Level 4 Soldier

Starting Stats:

Vitality:               44/44

Defense:                13
Strength:               13 (+1)
Dexterity:              16 (+3)
Constitution:           12 (+1)
Intelligence:           13 (+1)
Wisdom:                 10 (0)
Charisma:               12 (+1)

Fortitude:              5
Reflex:	                4
Will:                   1

Starting Skills:

Computer Use:           1
Demolitions:            0
Stealth:                0
Awareness:              3
Persuade:               1
Repair:                 2
Security:               1
Treat Injury:           4

Starting Feats:

Improved Two Weapon Fighting
Armor Proficiency:  Heavy
Power Attack
Power Blast
Weapon Specialization:  Blaster Pistol
Weapon Proficiency:  Blaster Rifle
Weapon Proficiency:  Heavy Weapons
Weapon Proficiency:  Melee Weapons

Recommendations:

Carth is a hard fighting soldier that you will only have in your party in a 
few places in the game.  He doesn't level up now, so you don't have to worry
about that at this point.  When you do get the chance to level him up, invest 
in the dexterity and intelligence attributes.  For skills, focus on treat
injury.  Since Carth is better shooting at enemies than hacking at them with 
a sword, choose sniper shot, rapid shot, and the other blaster related feats.
For weapons, keep what he has on him right now.
==============================================================================

Explore your apartment.  You’ll find a workbench and a footlocker with 
goodies.  A workbench is something that allows you to upgrade swords, 
lightsabers, blasters, armor, and any other weapon or armor.  You can either
buy these or loot them from corpses.

==============================================================================
Note:  Now that you have a party member, it's worth getting to know more about 
him.  Talk to Carth now and get to know him more.  At various times the game 
will say "something’s bothering Carth, maybe you should speak to him" or 
something to that affect.  You should talk to your party members before the 
game prompts you to.  Party members have additional side quests that can be 
taken.  The fastest way to get them is to talk to your party members as much 
as possible.  If it’s not time to talk about their background yet, then either
ask them about the world you’re on or tell them you'll be going.  You should 
be polite towards your party members throughout this game, even if you are
dark sided.  This is because, except for a few cases, there’s no light or dark
option.  Once you have found out everything from them, you can treat them as 
you wish in a new game.  Typically your party member will have something new 
to talk about to you after you have completed or advanced quests.
==============================================================================

There’s nothing more to do, so walk to the door.  The game tells you some 
information and you and Carth step outside your apartment.

Seems the Sith are looking for trouble as you step out.  You are attacked 
almost instantly.  These guys are pathetic weaklings.  Duros, the alien 
fighting with you, will speak to you.  Even though "Stay out of my way or I’ll
kill you too" looks like a dsp, it’s not.  In fact it doesn’t matter what you
say to him.  He'll tell you not to worry about the Sith because he'll move the
bodies to throw them off...doesn’t sound like it would work right?

Explore the apartment complex.  There should be a few low-security doors that
either you or Carth can use the security skill on.  From your apartment, go
east (left) until you reach a door.  There's a footlocker here with some 
booty.  Keep walking and follow the circular walkway to another door.  There's
an Ithorian and a bag in here.  The Ithorian isn't worth talking to and the 
bag has a few goodies.  The next door leads to the Upper City, but it’s not 
time to go there yet.  Keep on going to find another low-security door.  This
one has a Twilek and a bag full of goodies.

Continue walking and a merchant will tell you about energy shields.  You could
buy some stuff from him, but you don't have enough credits for anything good.
Walk to the last apartment door.  This one has a woman named Dia inside it.

1.  Dia’s Bounty

Talk to Dia and you’ll find out that she’s got a bounty on her head because 
she cut a guy up.  The guy, Holdan, was making advances on her and she didn’t
like it.  Only mistake was that he worked for the local crime boss.  Light 
players should tell her that you'll try to speak to Holdan, then find him in
the lower city cantina.  You don't get lsp until you have spoken to Holdan.  
Keep this in your mind for now we’re not ready to meet him yet.  For dsp, find
out about the bounty, say that you're going to collect it, and kill her.  If 
you say to her that you're going to rob the place, it doesn’t give you dsp.

The only other guy worth talking to is the janitor.  He can tell you a little
bit about the city and suggests the cantina for more information.  That’s our
next destination.  Exit the complex using the southernmost door to...

D.  Upper City South

1.  Rapid Transit System

A Journal entry will be added here explaining how the Rapid Transit System 
works.  The game can transport you back to your hideout from the map screen 
when you press X.  You can't transit to your hideout in areas deemed dangerous
or while in combat.  Once you transport back to your hideout, you and your 
party are instantly healed.  You can then select transit back from the map 
screen to go back to where you were.  Use that feature now to get familiar 
with it.

Walk south and you'll eventually find a door that leads to a store called 
Kebla's Shop.  Light players need to buy a premacrete detonator from this shop
now.  You'll use this on a quest later.  Both light and dark players need to
buy 4 or 5 frag grenades.  You can sell some of your unwanted items if you do
not have enough credits.

2.  Pazaak

Talk to Garouk and he'll sell you a Pazaak deck.  You don't have to play this
game if you don't want to, but it can be fun to play.  He will teach you how 
to play this game.  Since the game is not vital to the storyline, this is the
only time I will mention it.  Just about every cantina and every planet has a
Pazaak player that you can challenge.

==============================================================================
Note:  Much, much, much later in the game you will acquire a pazaak deck for
free in a footlocker.  In other worlds there are other people willing to sell
a pazaak deck.  I believe Garouk has the lowest price (if you don't count the
free one you get) but I could be mistaken.
==============================================================================

3.  Invited to a Party

Now this is where males and females are slightly different.  The goal here is
to befriend a Sith soldier (who is out of uniform) and get invited to a party
in the Northern Upper City.  Males will speak to Sarina, the first woman on 
the right, as you enter the round circular room.  Females will need to speak 
to a man, named Yun Genda, who is in the northern room of the cantina.  In 
this room, a man named Jergan will stop you and ask if you want to meet the 
band (He only asks female characters this.) It’s an obvious scam so don't 
agree to do it.  Anyway, the guy you want to talk to is to the left of the 
entrance as you walk in the room with his back against the wall.  You can't 
see him right away,so go into the room and then turn around.  Be polite 
towards whomever you talk to (all dialog options lead to the same ending so it
doesn't matter what you say.  Don't say that you aren’t interested in chatting
now because that does stop the dialog) and they will invite you to a party.  
They  mention that they won’t bother going back to the military base to put up
their uniforms...how interesting.  You will need the uniforms to get into the
lower city.

There's a spoiled rich kid named Gana Lavin in the west room that will 
mistake you for a waiter.  Both light and dark players should be rude.  
There's no dsp or lsp and you get to gain experience later because you were 
rude.

4.  The Duel Ring

Another area of the cantina is the most fun one, the dueling ring.  It is
located in the southern room, which is left from where you entered the 
cantina.  You’ll watch a very short match between Gerlon Two-Fingers and 
Deadeye Duncan.  Talk to Ajar (he’s the fat Hutt in the back of the room) and
tell him you're interested in dueling.  He will give you the nickname The 
Mysterious Stranger.  You can't persuade him to pay you more than 10% of the
profits even if the skill is as high as it can go, so don’t even try.  The 
first person you fight is...

Deadeye Duncan

After watching how he fell after taking one little blaster shot from Gerlon, 
it's safe to assume this guy's simple.  In fact, he's so simple that you can 
attack him while you’re asleep!  After you tell Ajar you’re ready to start, 
the game will transport you to the ring where the announcer will kick it off.
Then combat mode starts.  All you have to do is press A when it says enemy 
sighted.  Again, this is one of the easiest fights in the whole game.  He 
goes down after two or three regular attack hits, not requiring any effort at 
all.  After defeating Duncan, talk to Ajar again and he will give you 100 
credits for winning.

Gerlon Two-Fingers

Talk to Ajur again and he’ll put you against Gerlon.  This guy is also pretty
easy and can be beaten by five or six good, regular melee attacks.  You can 
also use power attack and flurry.  The most health he takes out of you is a 
little over a third, so it’s nothing major.  You get 200 credits for defeating
Gerlon

Ice

Ice is rough if you use your sword to attack her.  If you stay where you are
she will use a blaster against you.  Just use 4 or 5 frag grenades against her
and she'll go down eaisly without taking away much of your health.  Don't heal
up after the fight because there's a guy you will meet who will heal you for
free soon.  You get 300 credits for defeating Ice.

You’re not ready to fight Marl yet.  You could try, but it's not recommended.

There's nothing more for you here, so exit the cantina and walk north.  The 
spoiled rich girl will confront you with two thugs when you reach the area 
around the shop.  They're pathetically easy and have goodies inside them after
you fight them. 

Continue walking north until you come up to the path that heads to the east.  
Walk until you see a door to the south that leads to the medical facility.  Go
inside and speak to Zelka.

5.  Rackghoul Serum

He will tell you that he can heal you and any disease you may have except the
Rakghoul disease.  Ask him about it and follow the first response dialog 
options.  Don't worry dark players, saying that you’ll get the serum for him 
doesn't give you lsp and it opens the Rakghoul serum quest.

After learning about the serum, open the door marked "Lab Personnel Only" 
using the security skill to find that there’s two republic soldiers floating 
in a tank.  This is the dialog you need to select for your appropriate 
alignment.

Light Path:
You - Hey, I recognize these soldiers, they're with the republic!
Zelka - How do you recognize them...?
You - [Persuade] Don't worry I'm with the republic...
Zelka - These soldiers won't survive, so all I can do...
You - Is there anything I can do? (lsp, then Zelka talks more and ends the 
conversation)

Dark Path
You - What's going on here?
Zelka - Nothing, this isn't your concern...
You - [Persuade/Threat] Either tell me what’s going on or you...
Zelka - What?  No!  Don't tell the Sith...
Carth - For that you have my thanks...
You - It's going to cost you...(if you select this without Carth in your 
party, you get dsp)
Carth - No it's not...
You - I don't take orders from you...(this is what gets you the dsp if Carth
is with you)

After all of this go towards the front door and Zelka's assistant will tell 
you that Davik wants his hands on the Rakghoul serum.  No light or dark 
options here, you just know that you can choose to deliver the Rakghoul serum
to Zax at the bounty office for a better reward than Zelka.

Leave the medical facility and go north towards two bounty hunters and their
bounty.  They will be angry at the guy because he hasn’t paid Davik and they 
want to take him away.  Carth will whisper to you asking if it’s wise to 
intervene or keep a low profile.  The bounty hunters will spot you and mention
that Davik doesn’t like witnesses.  Light players, tell the bounty hunters 
"Leave this man alone or you'll have to deal with me!" for a lsp, then give 
the guy the amount he owes Davik (100 credits) for another lsp.  Dark players,
tell the bounty hunters you don’t like their attitude and you’d better teach 
them a lesson to enter combat mode and kill them.  This option keeps you from
getting lsp.  The guy will then thank you.  Tell him to hand over his credits
if he wants to live.  If you have Carth with you, he’ll overrule you and tell
the guy to get out of here before more bounty hunters show up.  Carth prevents
you from getting his credits.  Boo.  Whatever side you take, be sure to search
the remains of the bounty hunters.  They each have 50 credits.  Now go through
the door that the guy ran off to, which leads to the...

E.  Upper City North

1.  Apartments

Go north and walk to a door that leads to another apartment complex.  Once 
again, open all apartment doors to find goodies.  From the entrance, walk west
and go towards a door.  There’s a family in here and some goodies in the 
footlocker.  Keep following the circular walkway to find an empty apartment 
with a footlocker to the left as you walk in.  After raiding all the items, 
continue following the walkway to find another empty apartment with another 
footlocker with booty.

a.  The Party

The next apartment has the Sith party in it.  Once you get near there, the 
person you talked to is glad to see you and tells you to try the Teresian ale.
All the party-goers have too much to drink and pass out on the floor...giving 
you an opportunity to search the room.  There’s a backpack in the back with a 
Sith uniform in it.  Take it, raid anything else in the room, and leave.

c.  Largo's Bounty

The last apartment door has a guy named Largo in it.  He'll beg you not to 
kill him and give you 50 credits so you won't go to Davik.  Dark players, the
same thing applies here as it did with Dia.  You actually have to find out he
has a bounty on his head to get the dsp.  So, take the 50 credits he offers 
you for dsp.  He gives you the credits and the dialog ends.  Talk to him again
and tell him you're going to kill him to collect the bounty for more dsp 
(isn't it fun to be EVIL?)  Now an interesting thing happens when you kill 
Largo.  You will get 50 more credits on his corpse.  This is interesting 
because he says he only has 50 credits.  You end up with 100 credits from 
this guy if you took his bribe.  If you didn't take the bribe you will only 
get 50 credits from looting his corpse.  I like this glitch.  It's also 
important to note that after he has given you credits you will not get dsp if
you threaten to tell Davik where he is.  Light players, ask him what he’s 
babbling about and he’ll tell you that he is in a 200 credit debt to Davik and
has a bounty on his head.  Give him 200 credits for lsp.

Once you have looted the apartment, leave the apartment complex through the 
next door that leads back to the Upper City.

Go west and walk until you see a path to the north.  You will find three drunk
men who want to pick a fight.  For lsp, persuade the guys to be friends and 
offer to buy them a drink.  Don't worry, you won't lose credits because they
decline.  For dsp, tell them if they’re trying to pick a fight then they have
one.  They're pathetic and easy to defeat.  If there's Sith soldiers near you
they will shoot at the drunk men if you fight them.  Loot the remains and keep
going west.

To the south is a droid shop, but there's no need to go there now, so go 
north.  You'll eventually find an elevator with a Sith guard standing in 
front.  Further north from that is the military base, but there is also no 
need to explore that area right now.  You have to equip the Sith uniform on in
order to get past the guard.  Talk to the guard and he’ll warn you about the 
lower city gangs.  Go into the elevator that lowers you into the...

F.  Lower City

Once here, take off the Sith uniform.  If you keep it on, people will be rude
towards you and you won’t get any quests done.  Walk forward and you'll see a
fight between the Beks and the Vulkars.  The Vulkars win, see you, and attack
you.  Kill them and loot the remains.  Walk to the door straight ahead of the
elevator to go into the lower city apartments.

Expect Black Vulkars to attack you everywhere in this apartment complex except
in two of the apartments.  Most of the apartments will have footlockers with 
goodies inside.  One in particular is in the apartment that is at the 
northeast.  The apartment contains a footlocker with six holograms and a desk
with a datapad.  This is obviously a puzzle.  Select the footlocker to learn 
that to open it you have to select the members of the Twisted Rancor Trio in 
the order they joined.  If you mess up twice the footlocker explodes and you
won’t get the goodies inside.  The order is:

Elinda
Ujaa
Ujiii
Loopa
Fodo
Ashana.

Doing this gains you experience points and you get Echani Fiber Armor, my 
favorite armor in the game to use for my character.  You can also find the 
order on the datapad you picked up in the desk.

1.  Matrik's Bounty

Another apartment of value is the southeastern one.  It has yet another guy 
who has a bounty on his head for the wrong reason.  His name is Matrik and 
dark players have to actually find out he's had a bounty on his head to get 
the dsp.  There's an interesting glitch here.  Sometimes you don’t get any dsp
if you tell him you’re going to collect the bounty.  Light players, suggest 
faking his own death and he likes the idea.  He'll tell you to get a 
premacrete detonator that’s found in the upper city.  You already have the 
detonator, so give him the bomb and it explodes.  He then disappears and you
never see him again.

Leave the apartments and go west.  Go past the Rodian (the alien that looks
like a bug) in front of the door and past the Hidden Bek guard.  Go around the
bend and attack the Vulkars.  Eventually, you'll see a bunch of the annoying 
buggers and a guy demanding Davik's cut.  The Vulkars are defiant and he 
whistles to bring in a guy named Canderous.  They instantly change their tone
and give him Davik's cut.  After all, who wants trouble with a Mandalorian?
Talk to Canderous and he'll give you a little bit of information but then 
mention that he isn’t one for small talk and leaves.  Go in the direction he’s
going into another apartment complex.

Here you see a famous bounty hunter named Calo Nord and two Rodians.  They 
have a bounty on their heads and Calo kills them with a flick of the wrist.  
He then turns around, gives you a look, then leaves.  Remember to expect 
Vulkars everywhere in the building with exception of two apartments.

The first apartment is to the northwest.  It has a desk with a datapad in it 
that is next to a footlocker that is being guarded by a mine.  Disable or set 
off the mine and attempt to enter the security code.  The security code is on 
the datapad, and it’s three questions about the person who set it.  The 
answers are:

Hypperdrive
My uncle
Alderan

Doing this gains you Republic Mod Armor.  Let Carth use this armor for now.

2.  Selven's Bounty

The other apartment that has someone valuable inside is to the northeast.  
This one has a woman by the name of Selvin.  Now Selven is another person with
a bounty on her head, but this one is actually justified!  She is a dangerous 
assassin and has killed too many people in her day, so the government put a 
bounty on her.  She doesn't tell you that.  Instead, she’ll warn you to back
off.  Go ahead and tell her you'll rob the place and attack her.  Nothing here
gets dsp or lsp.  She’s tough, so use special attacks against her and use 
three or four medpacs at the appropriate times.  You might even have to use an
energy shield.

Loot all the remaining apartments and kill all the Vulkers.  It's now time to
go to Javiar's Cantina.  It is located by the Rodian you passed earlier on the
way to the apartments (the alien that is the cantina bouncer.)

Inside the cantina you have another scene with Calo.  This time some Vulkars 
think they can beat him because it’s three against one.  How foolish.  After 
telling them to go away and counting to three, he will kill them in seconds.
He then turns around and starts walking out.  You can talk to him, but DO NOT
DO IT! He’ll treat you the same way he treated the Vulkars, regardless of how 
kind or mean you are.  If you make him hit three, you'll be dead even before 
combat mode engages and Carth will be dead the very instant you press the 
white button (the game automatically pauses when a party member is killed and
tells you to press the white button to continue.)
 
You'll also see a scene where two Vulkars are trying to intimidate a young 
Twilek.  She calls her Wookie friend Zaalbar to help her.  Now these guys are 
smart and decide to walk away.  No one is dumb enough to upset a Wookie...well
almost no one (you'll find that out later.)

Talk to the Twilek and learn more about the events going on in the lower city.
She has a good amount of useful information, so find out everything you can, 
then tell her you'll be going.  She and Zaalbar then go see if there’s 
anything good to eat at the Bek base.

Light players, Holdan is in this cantina.  He's in the north room where the 
Twilek dancers are.  Talk to him about Dia's bounty.  He'll reply that he 
feels bad about the bounty because Dia's a pretty girl.  Give him 200 credits
and  he'll tell Zax the bounty is off.  Then, for more lsp use rts to go back 
to Dia and tell her the bounty's off.  Politely Refuse her reward to actually
get the lsp.

Zax, another Hutt, is also in this cantina.  He is in the room to the south.
Ask him about bounties and he'll tell you about them.  If you have been 
following this guide and are light sided, tell him about Selvin and Matrik. 
He gives you money and scolds you for using a bomb to kill Matrik.  Cool, you 
saved a guy and profited from it!  Dark players have already killed all but 
one of the bounties.  The new bounty is Bendak Starkiller.  He is a famous 
death-match duelist who kept on winning so much that the government put a 
bounty on his head.  There’s nothing more for you to do here, so exit the 
cantina.

==============================================================================
Note: At about this time you can talk to Carth and he’ll say it's suspicious 
that you survived the crash since Bastila requested your transfer.  If this 
hasn’t happened yet, talk to him a few more times.
==============================================================================

Once you are outside of the cantina, talk to the Hidden Bek guard.  She will 
say that you can't just walk into the Bek base.  Tell her you need Gadon's 
help and that you need to speak to him.  She'll reply that Gadon has too many
enemies to let just anyone go through the door.  Say that you could be an ally
and she'll let you inside the...

3.  Bek Base and Gadon’s Deal

Inside the Bek base, walk straight towards Gadon.  He's the guy behind the 
desk.  As you approach, his bodyguard will become hostile, but Gadon will 
rebuke her.  She lets you speak to Gadon.  Talk to him and ask about the 
escape pods that have crashed into the Undercity.  All dialog options here end
up the same way, so it doesn’t matter what you say.  You find out that you'll 
have to win the seasonal swoop race in order to get Bastila back.  The Vulkars
put her up as the winning prize.  Now in order to do this, you have to get 
inside the Vulkar base and steal back a prototype accelerator that makes swoop
bikes go faster.  To get inside the base, you need the help of Mission Vao 
(the Twilek you talked to in the cantina.)  To get Mission’s help, you have to
go into the Undercity, find her, and then go into the sewers to get to the 
rear entrance to the base.  To get to the Undercity, you need the proper 
papers.  Your uniform disguise won't work.  Got it?  Fortunately, Gadon is 
willing to trade the security papers for your uniform.

Go out of the base and go along the walkway to the right, away from the 
elevator to the Upper City.  This takes you towards the elevator to the 
Undercity.  Kill all the baddies and talk to the Sith guard standing there.
Tell him you’ve got the security papers and he’ll let you down into the...

G.  Undercity

The instant you get out of the elevator beggars will demand 5 credits from you
because "it’s our elevator!" Now just giving them 5 credits isn't light enough
for lsp.  You have to ask who they are, then give them 20 credits for lsp. For
dsp, threaten to kill them with your blaster to put them out of their misery.

Whatever you do, a woman named Shaleena will run towards you and apologize for
the beggars. She asks you a few questions and I'm not sure if any option leads
to lsp or dsp, so just act according to your alignment.  She tells you about 
Gendar, the leader of her village. Then she mentions Rukil, an old man who has
a dream.  You can ask her questions, but don't bother.  It does you no good 
because she doesn't know much.  She always says "Gendar might be able to help
you more, or maybe Rukil."

Walk around the Undercity, exploring the area.  Gendar and Rukil are directly 
southeast from the elevator.  Talk to Gendar.  He can tell you more about the
Undercity and where Mission might be, but nothing you ask him gets xp.

1.  Missing Apprentice

Rukil is across from Gendar.  Talk to him and be polite to find out that his 
apprentice has gone missing.  She was looking for something and he asks you to
find out her fate and bring him whatever she found.  Tell him you'll look for 
her.

2.  Infected Outcasts

Also to the south of the elevator is a gate with an outcast healer guarding 
it. She will heal you if you get low on health.  Open the gate and she'll stop 
you, telling you that the outcasts behind that gate have been infected with 
the Rackghoul disease.  Tell her you'll help and she’ll reply that she can’t 
stop you from going in.  Once you go in, three of the outcasts will transform 
into Rackghouls before your eyes.

==============================================================================
Note: Don't worry about getting the Rackghoul disease.  The worst thing these 
guys can do to you other than kill you is poison you.  Poison usually lasts 
only a few minutes.   Without an antidote kit, your health slowly degenerates 
over a period of time.  Use antidote kits AFTER the battle.  If you use one 
while you’re attacking a Rackghoul it’ll just poison you again, wasting the 
antidote kit.
==============================================================================

It’s too late for the transformed outcasts, so kill them.  To the left of the 
gate is two more outcasts who haven't changed yet.  Dark players kill them for
dsp.  Light players can’t do anything now, so walk north towards the other 
gate.

Walk towards the northern part of the Undercity where an outcast merchant named
Igear will stop you.  Be polite and ask what he has for sale.  Buy all of his 
antidote kits.

Also to the north is the village gate.  At the village gate a woman and the 
gate guard will be arguing.  Apparently Hendar was foolish enough to leave the
village and is now being chased by Rackghouls. For lsp, tell the gate guard to
open the gate so you can kill the Rackghouls.  Then, you have to go back into
the village and talk to Hendar to get the lsp.  Now saying that you won't risk
your life is apparently not dark enough for dsp.  It might be part of the 
light/dark side points glitch, but I don't know.  I haven’t yet gotten dsp for
this.  It's just better to say you’ll kill the Rackghouls then not talk to the
woman.  You get the xp without the lsp.

Go away from the gate and Mission will run towards you, pleading for help.  
Zaalbar was captured and will be sold into slavery if you don’t rescue him. 
Tell Mission you’ll help rescue Zaalbar if she agrees to help you get inside 
the Vulkar Base.  She agrees and joins your party.

==============================================================================
                               Mission Veo
                             Level 3 Scoundrel

Starting Stats:

Vitality:               21/21
Defense:                16

Strength:               10 (0)
Dexterity:              16 (+3)
Constitution:           12 (+1)
Intelligence:           14 (+2)
Wisdom:                 11 (0)
Charisma:               10 (0)

Starting Skills:

Computer Use:           4
Demolitions:            9
Stealth:                10
Awareness:              6
Persuade:               0
Repair:                 2
Security:               6
Treat Injury:           3

Starting Feats:

Armor Proficiency:  Light
Caution
Critical Strike
Sniper Shot
Weapon Proficiency:  Blaster Pistol
Weapon Proficiency:  Blaster Rifle
Weapon Proficiency:  Melee Weapons
Sneak Attack II
Scoundrel's Luck

Recommendations:

You'll need to get Mission's strength attribute up more.  After that, work on 
constitution and dexterity.  For skills, keep upgrading the class skills along
with treat injury.  There's no need for her to invest in computer use or 
repair.  Mission is best used with a sword instead of a blaster.  With Mission
using melee combat, you will get less hits aimed at you.  Equip Mission with 
her sword (it's titled "Mission’s Vibroblade.")  Give her some armor for 
defense.  Later on when you can upgrade her feats, invest in flurry, power 
attack, and any other melee related feat.  Ignore blaster feats.
==============================================================================

From the main gate, go southeast and you’ll see a Sith patrol. The leader will
stop you and ask what you’re doing here.  Tell him you’ve got the security 
papers and he'll mention that they’ve lost one patrol to the rackgouls.
They've even ran out of rackghoul serum!  If you were planning attacking this
guy because he might have the serum, you’re out of luck.  You can still fight
them if you want to, they’re pathetic and weak, but no option leads to dsp.  
The xp is also low too, so it's almost not worth the effort. If you don't want
to fight, ask about the lost patrol.  He'll reply that they were in the 
southern section of the Undercity when contact was lost...maybe a dead one has
the serum...

From where the troops stopped you, head directly south and a few paces to the 
west.  There are many rackghouls in this area, so attack and kill all of them.
You will eventually come across a sewer entrance. Directly across from that is
a lamp post. Near the lamp post is a Sith corpse that has the Rackghoul serum!
Continue exploring the eastern side of the Undercity, killing and looting 
anything you find.

Towards the northeastern side, you will see a few mines.  Further north is a 
crashed escape pod with a surviving Republic Soldier that has the Rackghoul 
disease! There's no dark options here, just kill him when he transforms. Light
players must give him the serum right away!  If you don't, he’ll transform and
you don't get the lsp.  If you give him the serum, he'll thank you, run off, 
get killed by 3 rackghouls, and then the rackghouls attack you.

Now go to the western side of the Undercity and search the rubble near another
sewer entrance.  Eventually, you'll run into Canderous a little further to the
west.  One of his men tries to act tough, but Canderous stops him.  He doesn't
want to lose more men from a firefight.  He tells you to not bother searching
for the republic escape pods. The conversation goes on and rackghouls come and
attack the group.  Help Canderous and his men kill the rackghouls. You can ask
him more questions.  He'll answer them for you, but nothing gains you xp. Once
you tell him you’ll be going, he and his men leave.

Now you have a plethora of rackghouls to kill, so get moving! There is another
lamp post to the northwest.  Specifically, it is roughly northwest from the 
elevator (look on your map.)  By the lamp post is an outcast corpse. Search it
to find the Promised Land Apprentice Journal. You've found Rukil's apprentice.

3.  Promised Land

Go back to the village and give the serum to the infected outcasts (if you 
didn’t kill them.)  Then, talk to Rukil.  He will tell you the story of the 
promise land and ask you to find two more journals in the sewers.  Go towards 
the gate and Igear will stop you and offer you credits for those journals (100
credits, or 200 if your persuasion skill is good enough.)  Obviously, giving 
the journals to Rukil gets you lsp, while giving them to Igear gets you dsp.

==============================================================================
Note:  Remember to talk to Mission to find out about her.
==============================================================================

Now it is time to explore the sewers and leave this village for almost the
last time.  There are two entrances to the sewers, one to the south and one to
the north.  Go to the northern entrance into...

4.  The Sewers and Zaalbar

You enter the sewers and see a walkway ahead of you.  Walk down it and disable
the mine.  When that's done, open the sewer door ahead of you.  There will be 
lots of rackghouls guarding the area.  Kill them.  

You see two doors you can open.  One leads to the southeast, the other leads
to the southwest.  Take the one that leads southeast.  It seems we have found 
the entrance to the Vulkar base!  You can't go in there now because we still 
need to rescue Zaalbar, so disable the mines and ignore the force field 
control.  Open the door and some Gamorreans will attack you.  Once they are 
dead, take the door that leads to the east.  Follow the path and there will be
two doors, one to the north and one to the east.  Take the north one first, 
kill the Gamorrean Raiders, and loot the corpse.  The door to the west of this
room leads to the south entrance of the sewers from the Undercity.  We don't 
need to go there, so go back to the eastern door you didn’t open. You'll see 
an empty room with another door.  Open it, kill the rackghouls, and loot the
outcast corpse.  A Promised Land Journal is among the remains.  Two down, one 
more to go!  Backtrack to the circular room and take the unopened door to the
southwest.

Kill the lone Gamorrean, follow the path, and open the door into another 
circular room.  Kill the rackghouls, enter the southern door, and loot the 
corpse.  After that, take the southwestern door, disable the mine, and open 
the following door into a nest of rackghouls.  The south sewer door has a 
corpse with goodies inside it.  Now, take the northwestern door and open the 
door that is directly north.  Kill the rackghouls, disable the mine, and open 
the door in front of it using security.

==============================================================================
Note:  You should level up soon.  At this point, use the improved two weapon 
fighting feat if you have already chosen the predecessor.  You can now finally
use two swords instead of one. Remember, you don't have to select this feat if
you don't want to.
==============================================================================

Kill the two weak Gammorreans there and open the weapons locker with security.
Neat, Zaalbar’s bowcaster is inside it!  We must be getting close!  Open the 
door to the east and kill the Gammorreans.  Once that's done, Mission will say
that there's a locked door that doesn't use normal methods (in other words, 
it's a primitive lock like we use on our doors.)  She opens it and there's 
Zaalbar!  He thanks you for saving him and swears a lifedebt, which bonds him
to you until you die.  In other words, he joins your party.  Mission also 
mentions a rancor guarding the entrance to the Vulkar base.  If you don't know
what that is, you'll find out soon.  At the party selection screen, have 
Zaalbar and Mission in your party.

==============================================================================
                               Zaalbar
                            Level 4 Scout

Starting Stats:

Vitality:               60/60
Defense:                11

Strength:               20 (+5)
Dexterity:              13 (+1)
Constitution:           20 (+5)
Wisdom:                 12 (+1)
Charisma:               8  (-1)

Fortitude:              9
Reflex:                 5
Will:                   5

Starting Skills:

Computer Use:           0
Demolitions:            6
Stealth:                0
Awareness:              7
Persuade:              -1 (it is negative because of the low charisma)
Repair:                 4
Security:               0
Treat Injury:           6

Starting Feats:

Flurry
Implant Level 2
Improved Power Attack
Rapid Shot
Weapon Proficiency:  Blaster Pistol
Weapon Proficiency:  Blaster Rifle
Weapon Focus:  Melee Weapons
Uncanny Dodge 1
Wookiee Toughness

Recommendations:

You could either use Zaalbar as a shooter or a swordsman.  Either way, this 
guy can get the job done.  He is best at melee combat because of his super 
high strength.  I used to have him use his bowcaster, but I find that he is 
more effective in melee combat.  Improve his dexterity attribute.  Work on the
melee related feats, but don't give him two weapon fighting.  You won't be 
using Zaalbar enough to make the feat worthwhile.  Don't worry about skills.
Normally you or another party member will have the skills needed to get the
job done.

Note: Zaalbar won't talk to you about his past, no matter what you say to him.
==============================================================================

Open the eastern door and kill the Gamorrean.  The door to the south takes you
to an a circular room where you have already been, so go north until you see a
door to the east.  Open it, disable the mine, and raid the outcast corpse.  
That's all three journals Rukil and Igear wanted!

Ignore the rusted droid and continue north on the path.  You should end up in 
the room where you started at near the force field.  Go west, exit the sewers 
by selecting the ladder, and give the journals to either Rukil or Igear.  If 
you persuade Igear, he might give you more money.  Remember, Rukil is lsp and 
Igear is dsp.

Go back to the northwestern entrance to the sewers.  If you followed this 
guide, you should know exactly where the Vulkar base is.  Go there, switch to 
Mission, and have her select the computer panel.  She'll tell you she can 
deactivate the force field and does so.  This leads you to the...

5.  Upper Sewers

The eastern door in front of you leads to a circular room with four rackghouls
and two Gamorreans.  The two enemies will be fighting each other.  You could 
either let them kill each other (you still get the xp) and kill whoever's left
or you can kill them now.  Another good idea is throwing a grenade at the two
groups to ensure their demise.  Open the southeastern door. There's a mine and
corpses with goodies.  The ladder doesn’t go anywhere. After taking the items,
open the door to the northeast.  Kill the Gamorreans and open the door at the
end of the walkway.  This one leads you to another circular room with a gas 
mine and a droid.  Take care of them and open the door to the northeast. There
are some Gamorreans here, so kill them and raid the room.  Next, take the 
southeastern door and disable the mine.  Mission will at some point talk to 
Zaalbar, but it’s nothing important.  Follow the walkway down to the end 
towards a door.  Beyond this door is a huge room with the rancor monster in 
it. I have tried a few different ways to get past it.

Method 1: To the right of the door is a severed arm that has synthesized odor
and a frag grenade inside.  Now I've known some people who say you have to use
the stealth skill for this puzzle.  That is incorrect.  The rancor will stay
where it is if you don't go too far past the corpse pile.  All you have to do
is select the corpse pile in the middle of the room and take the items. Select
it again and press x to give an item.  Put a frag grenade in there. Select the
corpse pile a third time, press x, then put the synthesized odor inside.  The
rancor will eat the grenade and die.  So once again, stealth has proven to be
completely and utterly useless.

Method 2: Make sure you’re by yourself (take Mission and Zaalbar out of your 
party) and throw a grenade at the rancor when you're halfway between the 
corpse pile and the door.  It will charge at you.  Run back towards the door,
but instead of going through the door, run in a wide circle until the Vulkar 
base entrance is in front of you and the rancor is behind you.  Once that's 
done, stand on the path (it can't touch you here) and use a ranged weapon to 
kill it (which may take a while.)

Method 3: Throw grenades at it until it dies.  Only drawback is that it 
requires LOTS of grenades.

Method 4: Use stealth mode to slowly move under the rancor's legs. Once there,
hack at it with a sword.  Out of all the methods, this one is the most 
dangerous.  It only worked once for me and I think it's because the game got
buggy.

After the beast is gone, go to the door to the west.  Kill the two Vulkars at 
the end of the hallway.  They’re tough and use energy shields, so kill them 
with power attack or critical strike.  Open the door they were guarding that 
leads to the...

H.  Black Vulkar Base

Now's the time for a mass extermination, how fun!  Open the door to the south 
and kill the patrol droid guarding the hall that goes west.  Follow that 
hallway and you'll see a security panel beside a door.  Opening the door 
reveals gun turrets.  You won't survive attacking the turrets, so don't attack
them!  Go back down the hallway and raid the northern rooms. Ignore the sentry
droid in one of them, we need the parts for something more important later.

Go to the southeastern most door and open it. Kill the patrol droid, walk down
the hall, and open the first door you come to.  Exterminate the bartender and 
bouncer droids.  The north door leads back to a hallway you have already been 
in, so take the west door. Waste the bouncer droid here and talk to the woman,
who will beg to be set free.  Kill her for dsp or let her go for lsp. Raid the
room and take the north door.  Make a meal out of the cook and take the west 
door.

There will be two droids and two Vulkars guarding this area. Kill them and 
open the door in the middle of the room with the security skill.  This is the
armory where you will find tons of nice weapons.  Go to the security panel and
select it.

Slice the computer and access the security cameras.  For the barracks, 
override the power conduit to kill all but one of them.  This makes things a 
little easier later.  On the garage camera, shut down the security system.  
This deactivates the turrets.  You should only access system commands if you 
were not able to open the door to the armory.  Select the option to open all 
security doors and raid the armory.

Open the door to the southwest of the computer terminal.  A Vulkar will attack
you and ask you to spare him.  The alignment change is the same as it was for 
the woman you saved/killed earlier.  Once he's dealt with, raid the room and 
walk to the other door to the southwest.  Kill the surviving Vulkar and raid 
the barracks. Yes, the passcard you found on one of the bodies does grant you
free access to the terminal you used a short while ago.  I told you to do it 
this way because it doesn't matter if you use the passcard. The computer still
asks for computer spikes to deactivate the turrets. Plus, you would have had a
harder time killing all the guards because they are tough.

Take the north doors to find yourself in the pool room.  Select the droid and 
program it to go into the pool and explode.  It sets off gas mines that would 
have gotten you if you walked down there.  Open the footlocker to find some 
high quality weapons.  You're done with this area.  Go back to the garage 
(where you saw the turrets) and enter the elevator.

You will now be on the second floor of the Vulkar base.  To the left of you is
a junkpile droid that will come in handy later.  Walk to the east and kill the
patrol droid.  Then, walk a little bit south and you will be attacked.  Once 
you have killed five Vulkars, go back to the junkpile droid that has a human 
shape.  Program it to ram the loading bay doors.  It does so and the doors 
open. There is a droid that is VERY tough inside here, (which is why you need 
to make sure no other enemy attacks you while you're engaging the droid) but 
well worth the effort.  One of the footlockers it was guarding has 2,000 
credits!

==============================================================================
Note:  If you don't have the repair parts to program the droid, that's ok.
There's another way to get into the loading bay.
==============================================================================

From the loading bay, go to the west and follow the hallway that leads west.  
Raid the first room and kill the weaklings.  Raid the second room take the 
garage head keycard from the desk.  Ignore the computer terminal here because 
there's nothing you need to do.  The only exception is if you were unable to
program the droid to ram the loading bay doors.  To get into the loading bay, 
use the computer to program the swoop bike to explode.  This will break the 
seal on the door and make it openable.  Remember, nothing else is worth your
time with this terminal.  You especially shouldn't select "open all security 
doors" because there aren’t any to open! There is one door that is secure, but
that keycard you just acquired opens it.

Go back to the main area and follow the southern path.  Disable the mines and 
kill the guards.  Go west, raid the rooms, and kill the weaklings that are 
there.  There's a workbench you can use here, so use it if you wish.  Go east,
kill the remaining guards.  Heal up if you’re a light player because you're 
going to be in a bloody fight.  This is where light and dark paths temporarily
split.  Dark players, ignore Back to Gadon and go directly to Assassinate 
Gadon.

1.  Back to Gadon (Light Side)

There will be a lot of Brejik's men in this room that will start a 
conversation (dark players see the dark side mission below.)  Tell them to 
hand over the accelerator.  The Twilek will say no and offer you a deal.  Tell
him you won't betray Gadon for lsp.  Take out the bodyguard and the Twilek 
first because they are the hardest.  The easiest way to do that is to throw a
few thermal detonators at them.  You got a few from raiding the pool area of
the Vulkar base.  Have you and your party members throw them at the same time
to ensure their demise.  After they're dead then move on to the other Vulkars.
It shouldn't be too hard because the rest are pathetic weaklings.

Once you are finished with them, loot the bodies for the remains and go over 
towards the mine.  Disable it and get the prototype accelerator.

You're done with the Vulkar base.  Exit the garage and go towards the armory. 
Right behind the armory is the exit to the Lower City. Open the door, kill the
Vulkar guards and deliver the accelerator to Gadon.

(end of light side mission.)

2.  Dark Side Mission - Kill Gadon

So you’ve decided to betray Gadon eh?  Tell the Twilek that he's got your 
attention and ask about the offer.  Mission will be flabbergasted and will 
insist that you won't betray Gadon.  The Vulkars will say some things to 
Mission to mess with her mind in order to make her believe that Gadon is the 
real enemy.  Ask about the offer again.  He will offer 500 credits and says
they will sponsor you in the race if you kill Gadon. They will let you use the
prototype accelerator to win.  Agree to this and they will escort you to the 
exit.

Now since you are going to fall to the dark side, you need all the dsp you can
get.  Remember about the rackghoul serum?  Now is a good time to deliver it to
Zax at the bounty office for a substantial reward.

It’s time to be EVIL!  Go to the Bek base and walk inside.  Unfortunately, the
Beks know there’s an assassin after Gadon (but they don't know who.)  He's 
securely locked in the second floor behind many security doors, darn. It looks
like we'll have to...oh...did I mention that the Vulkars give you a pass card 
that lets you open any security door in the Bek Base? *evil laugh*

Anyway, talk to the bodyguard who didn't trust you earlier. You could say that
you'll keep a lookout for the assassin...or you can say that you are the
assassin!  Kill everyone in the room.  It's a tough battle, but it's 
manageable.  Alternatively you could just walk right into the security doors,
but then you have to fight all of them later.  It's best to kill all of them 
now so you won't have to worry about them later.  Once that's done, go to the 
left of the entrance and open a door to a small room.  There will be one Bek 
guarding this room.  Kill him and raid the room.  From here it doesn't matter 
which way you go because all doors lead to the same place.  Just open all the 
doors, kill all the enemies, and raid everything before you enter the elevator
to the second floor.  From the entrance, go north past the security door.  
Continue to go north to find the elevator.  

You emerge in a tiny room with Gadon and another of his bodyguards.  Now you 
could persuade them that the guards let you in, but why would you even think 
of doing that?  Don’t you want to be EVIL? I thought so. Tell them that you’re
the assassin and it’s time to die!  This is a tough and hard fight.  You'll 
have to make sure you and your party members attack only one enemy at a time
and have enough health to last the battle.  If you have the plasma grenades
from the Vulkar base (found in the pool area) 6 of them will kill them easily.
If you throw two, Mission throws two, and Zaalbar throws two then it'll be a
quick fight.

When the battle’s over, search the room and Gadon’s body for goodies.  Go back
to the Vulkar base (you can go inside through the front this time) and the 
Twilek will congratulate you on a job well done 

(end of dark side mission.)

Whoever you side with will tell you that the accelerator is unstable and may 
explode during the race.  Tell them you're not afraid and that you’ll race.  A
day passes and in the morning you are taken to the swoop track where only 
racers and mechanics are allowed to go.

I.  Swoop Racing

This is a fun mini game!  Talk to the racing announcer to start your race and
learn the best time for the day.  The controls are simple.  Press and hold A 
once the light turns green.  At the bottom, it tells you when you need to 
switch gears.  Do this by tapping A.  Use the thumb stick to steer and try to 
hit the speed pads while avoiding obstacles.  Got it?

Don't try your best the first time because someone from the rival gang 
(Vulkars if you're racing for the Beks and vice versa) will beat your time. 
Race again and beat the new time to win the swoop race.

==============================================================================
Note:  There are other worlds where you can swoop race.  If you purposely keep
your time high while still winning, then you will have an easier time on the
other worlds.  If you race with everything you've got, then it'll be a little
harder the next time you race. Knowing this beforehand, I delay my first race
in the game. When the timer starts, I wait for five seconds before pressing A.
I still have plenty of time to make it under the set time limit.
==============================================================================

J.  The Rescue

You finally have Bastila...wait Brejek's doing something...HE’S WITHDRAWING 
THE PRIZE...the little...Tell him that he’d better not be cheating you and the
announcer will protest Brejek's withdrawing of the prize.  He will get 
frustrated and tell the Vulkars to kill you and everyone else (even if you 
raced for the Vulkars, BOO!)

Normally you would kill the hardest first and then focus on the weaker 
enemies. Not a good idea here.  Kill the weak enemies first and then kill 
Brejik.  This is because he has an armband, gloves, and a belt equipped that 
can absorb melee attacks well, as well as armor that absorbs blaster shots.  
So, taking him out first only delays the fight and you'll most likely not 
survive.  Search Brejik's remains to get Bastila’s double bladed lightsaber 
and Brejik's equipment. She'll talk to you and eventually recognize you as one
of the Republic's men/women.  No dark or light options here (I've tried my 
hardest.)  Eventually, you'll tell her that Carth Onasi is still alive, she'll
apologize, and you will instantly transport to the apartment.

At this point you will have a vision of Bastila fighting a powerful Dark Jedi.
She says in a boring tone "You cannot win Revan." Just when I was getting into
the moment...

Carth and Bastila will argue about different things.  There's no light or dark
option here, so behave as you wish.  At the end of the conversation, Bastila 
will ask if something's troubling you.  Tell her about the vision and she'll 
say you’re force sensitive.  Leave the apartment taking whomever you wish with
you.

==============================================================================
                                  Bastila
                            Level 3 Jedi Sentinel

Starting Stats:

Vitality:               27/27
Force:                  27/27
Defense:                16

Strength:               12 (+1)
Dexterity:              18 (+4)
Constitution:           12 (+1)
Intelligence:           10 (0)
Wisdom:                 12 (+1)
Charisma:               15 (+2)

Fortitude:              4
Reflex:                 7
Will:                   3

Starting Skills:

Computer Use:           0
Demolitions:            0
Stealth:                0
Awareness:              5
Persuade:               2
Repair:                 0
Security:               0
Treat Injury:           5

*Force Powers:

Force Aura
Affect Mind
Stun
Force Push
Throw Lightsaber

Starting Feats:

Two Weapon Fighting
Flurry
Weapon proficiency blaster pistol, lightsaber, and melee weapons
Jedi defense
Battle Meditation
Force Immunity:  Fear
Jedi Sense

*Force powers will be covered later in the guide.  For now, focus on universal
and light powers.

Recommendations:

Make the intelligence attribute a little higher.  Then focus on strength.  For
skills, invest in treat injury first then other class skills later.  Force 
powers should be selected by her alignment.  She is light, so give her light
and universal powers. I would select stun droid, cure, and another light force
power. For feats, go with improved two weapon fighting so that she can do more
damage with her double bladed lightsaber.  She won't be equipped with it, so 
you must equip it on her now.
==============================================================================

K.  Canderous' Crazy Scheme

Once outside, an alien will come running over to you. He will ask if you were 
the one who won the swoop race. Say yes, and he will tell that Canderous wants
to meet you in the Upper City cantina.  Don't forget to go to your main 
character menu, and equip Brejik's belt, arm band, and gloves.

Go inside the cantina and look for Canderous.  He'll speak to you
automatically.  He tells you that he can get Davik's flagship, the Ebon Hawk, 
past the Sith blockade if you can get him the launch codes that disable the 
auto targeting lasers.  Tell him that you’ve got a deal. He tells you to go to
the droid shop and say "Canderous sent me."  The owner will then sell you a 
droid that can get you in the military base.

L.  The Duel Ring (continued)

But now you have some unfinished business in the dueling ring!  You fight Marl 
next.

Marl

Marl is the nicest duelist, but also one of the toughest.  He has a double 
bladed sword and he can use the master power attack against you.  If you have
to, run away from him and heal as you are doing so.  That most likely won't 
happen.  Eventually, you’ll beat him and get 400 credits for the duel.

Twitch

You are ready for the Taris Dueling Champion.  Twitch is easier than Marl 
because he is more skilled with a blaster than a sword. Use your special melee
attacks to bring him down.  By now, you should have gotten the feel for the 
fighting style of the game and win this duel easily.  After the fight, Ajur 
will give you 500 credits and express disappointment that you can't fight 
anyone else...well maybe Bendak Starkiller, but he's retired.

Glitch:  If you wait and collect the winnings from the Twitch duel after you 
have defeated and collected from the Bendack duel, you will receive 200 more 
credits than you normally would plus another Bendack blaster.

Now remember that Bendak Starkiller has a bounty on his head.  The only way to
get his bounty is to beat him in a death match, which gives you dsp.  Light 
players should still take a dark hit because the reward is well worth it and 
there’s more lsp than you need in the game.  Talk to Bendak, who is near the 
entrance to the cantina, and he'll challenge you to a death match.  Accept the
challenge.  It takes time to set up since Ajur has to make many preparations, 
so you can raid the Sith military base while he’s doing that.

Light players go to the medical facility and deliver the rackghoul serum to 
Zelka.  In order to actually get the lsp, politely refuse the reward he offers
you.

Go to Upper City North and towards the apartments that the Sith had a party 
at. An Ithorian will be harassed by kids. There is no dark option here, so you
can save him if you want.  To actually get lsp, give the Ithorian a medpac.

Now go to the droid shop and the owner will sell you the droid for 2,000 
credits, wow. But hey, you have 2,000 credits if you raided the docking bay in
the Vulkar Base!  If you want dsp, say that Davik will close down the shop if 
you don't give the droid for free.  Or, you could try to persuade her to lower
it to 1,500 credits with no alignment change.

==============================================================================
                                     T3-M4
                               Level 3 Expert Droid

Starting Stats:

Vitality:               30/30
Defense:                17

Strength:               10 (0)
Dexterity:              15 (+2)
Constitution:           14 (+2)
Intelligence:           20 (+5)
Wisdom:                 10 (0)
Charisma:               10 (0)

Fortitude:              3
Reflex:                 5
Will:                   1

Starting Skills:

Computer Use:           12
Demolitions:            7
Stealth:                0
Awareness:              3
Persuade:               0
Repair:                 12
Security:               7
Treat Injury:           0

Starting Feats:

Caution
Gear Head
Weapon Proficiency:  Blaster Pistol
Droid Upgrade Class I
Blaster Integration
Combat Logic Upgrade

Recommendations:

Invest in Dexterity.  T3 can only use a blaster so strength isn't necessary.  
It's also a good idea to improve his constitution. Invest in all class skills.
For feats, go with toughness and it's upgrades.
==============================================================================

Now you have T3-M4 in your party. Buy droid parts at the droid shop to use for
this little guy.  Equip him the way you wish and head north past the elevator 
to the Undercity towards the Sith base.

==============================================================================
Note: T3 is like Zaalbar, you don't get to talk about his past, so the only 
thing you’ll ever speak to him about is making computer spikes for you.
==============================================================================

Switch to T3 and he'll open the door for you.  Make sure it's you, T3 and 
Bastila entering the Sith base.

M.  Sith base

Uh-oh, the secretary's threatening to hit the alarm!  Bribe her 50 credits and
she won’t hit it. Yes, you could threaten her for dsp, but we want to take the
Sith by surprise now don’t we?  Plus, bribing her doesn't get you an alignment
change, so it’s all good.  Switch to T3 and have him select the reception 
terminal.  Using the security cameras, scroll down to where it says elevator. 
Eek a huge droid!  Disable the shield, but don't open the elevator.  The 
elevator will open automatically once the droid is defeated.  You can also 
overload one power conduit in one of the barracks if you wish.  Now go into 
system commands and take the turrets offline.  If you have enough spikes, hack
into the sentry droids target filtering.  What this does is have the droids 
attack all friendly (Sith) people and hostile (you) people.  Don't upload the
area schematics because you need to discover the map to see where you have and
have not been.  Log off the computer.

Do you hear a lot of blasters firing?  Those are the sentry droids attacking 
everything.  Wait until you can't hear anymore of the firefight (you still get
the xp,) then take the western door.  There's some Sith in here, so waste them
for some xp and loot the remains.  Take the north door now and walk down the 
hallway until you see a door to the west. Kill the lone surviving sentry droid
and loot the room for some medpacs. Go back to the hallway, heading north, and
take the east door this time.   Once again, there should be only one surviving
sentry droid with low health.  Kill it and loot the room.  Ignore the security
terminal because all the options are exactly the same as the one at the front 
desk.  Go back to the hallway and go through the north door.

Kill the sentry droid and look to your right.  There's Duros in a force cage!
Remember this guy?  He tried to move the Sith bodies and they caught him.  You
can either free him for lsp or kill him for dsp.  Turn all the panels green to
kill him for dsp, or turn them all red for lsp.  Face the panels.  Below, I 
have numbered them from left to right and given you what the color is for each
one at the beginning of the puzzle.

1G	2R	3G	4R	5G

For lsp, you need to select these panels in this order:
3
5
1

For dsp, you need to select these panels in this order:
3
5
4

Once that's done, open the north door to find some goodies inside.  Then, go
through the northwestern door and program the rusted sentry.  There will be a 
few Sith here, so kill them with the aid of the droid.  Enter the door going 
east to another hallway.  Kill the sentry droid here. The north door leads you
back to the force cages, so go south and to the door that leads east. Kill the
guards and loot the room.  Take the south door now and raid the armory.  Go 
back to the room that Duros was imprisoned in.

Take the door to the east and kill the droid.  There's a door that leads to 
another barracks to the west, so take it, kill whatever remains, and loot the 
room.  Now open the door to the south and you will see an assault droid.

Even without shields this guy's tough!  This is a manageable battle however, 
and you should walk away unscathed.  Open the elevator to the second floor of 
the Sith base.

Before you open the door in front of you, get ready for a big battle!  Wait 
until all of Bastila's force points (shown by her health) have regenerated.  
Use her curing power to heal you and her and use repair kits on T3 (the robot 
equivalent of a medpac.)  Once you are ready, open the door to see the Sith 
governor.  He will notice your force sensitivity.  Light players tell him to 
turn away from the dark side.  Dark players, express how much you'll enjoy 
gutting him.  The battle with him is tough.  Run up to him and hack away with 
flurry and other special attacks.  He might stun you, preventing you from 
attacking.  If that happens then switch to another party member and attack 
using that member until you are awake again.  When he gets low on health, he 
uses Drain Life (a dark side power) to drain your life and heal himself.  
Finish him off as quickly as possible, then loot his corpse and the 
footlockers.  The launch codes are inside the dead guy's corpse.

You're done with this place. Go back to the Upper City Cantina and talk to 
Ajur to fight Bendak.

N.  The Duel Ring – Bendack’s Bounty

This is a tough fight. He throws two grenades as you close in on him with your
melee weapons.  One of them will do about 10 points worth of damage or worse, 
stun you.  He can avoid your special attacks if you use them too much (i.e. if
you use power attack over and over again he'll eventually learn to avoid it) 
so mix up your attacks and try to be unpredictable.  Use your energy shields 
to lower the damage you take.  Use medpacs as much as you can, but do NOT run 
away from him because he’ll throw more grenades at you.  Once he's finally 
dead, Ajur will be amazed.  This is the time where you should persuade him to 
give you a little extra.  More than likely, he'll agree with you.  You get 600
credits if the persuade fails or 900 credits if it works.

At this point, check your quests to see if anything needs to be done. Once you
have agreed to help Canderous you will not return to Taris.

Once you have settled anything else you need to do, go into Javiar's Cantina
(the lower city cantina) and Canderous will automatically talk to you.  He 
knows you have the launch codes. Tell him you’ve got a few things to do first.
Collect Bendack's bounty from Zax.  This is the only one he'll give you extra
credits for if you persuade him.  He gives you 400 credits if it works.  Then,
talk to Canderous again and he'll ask if you’re ready to go.  Tell him you are
and he joins your party.  He takes you to...

O.  Davik’s Mansion

But before this you get a cut scene to Malak.  He gives the command to destroy
the entire planet to ensure Bastila’s death.  The first time I played this,
I wondered if they could actually accomplish this.  After all, the Death Star
hasn't even been thought of yet!

==============================================================================
Note:  I haven't yet gotten to Canderous' party member side quest.  I do know
however that one of his war stories will trigger a sidequest. I've seen other
guides that describe the sidequest on Tatooine. Since I haven't done it myself
and since I don't want to infringe copyright laws I won't include it in this
guide.  It will be here once I finally figure out what story triggers the
sidequest or someone emails me with the info.
==============================================================================

A conversation will occur with Davik, Calo Nord, you, and Canderous.  Tell 
Davik that you are interested in working for him.  I don’t know why you have a
choice here.  It would be pretty stupid to turn down his offer or to be rude. 
Anyway, Davik will give you a tour of the whole estate, and the game skips to 
the Ebon Hawk where Davik reveals some info about it.  You will then be in the
guest area, where you are in control.

==============================================================================
                                Canderous Ordo
                                Level 5 Soldier

Starting Stats:

Vitality:               65/65
Defense:                11

Strength:               15 (+2)
Dexterity:              12 (+1)
Constitution:           14 (+2)
Intelligence:           10 (0)
Wisdom:                 14 (+2)
Charisma:               10 (0)

Fortitude:              6
Reflex:                 2
Will:                   3

Starting Skills:

Computer Use:           0
Demolitions:            2
Stealth:                0
Awareness:              2
Persuade:               0
Repair:                 0
Security:               0
Treat Injury:           8

Starting Feats:

Armor Proficiency:  Heavy
Power Attack
Improved Power Blast
Rapid Shot
Weapon Proficiency:  Blaster Pistol, Blaster Rifle, and Melee weapons
Weapon Specialization:  Heavy Weapons
Toughness

Recommendations:

Canderous is a very hardcore fighting soldier. It is best to keep him equipped
with his blaster.  He'll do more damage shooting than in melee combat.  When 
leveling up, focus on dexterity then intelligence.  For skills, just give him
treat injury first and the rest of the class skills later.  You won't need the
two weapon fighting feat, so select other blaster related feats like sniper
shot.
==============================================================================

Go out of your room and to the east.  Follow the path until you come to a door
to the north.  Here is the slave quarters.  If you’re a male, they will give 
information about a pilot of the Ebon Hawk.  He's being tortured and knows the
security codes to get to the ship.  If you're a female, the slaves will tell 
you that the male slaves could assist you better, but there are no male 
slaves! Take the stuff from the footlocker and go back to the hallway.  Raid 
the three rooms that you passed on the way to the slave quarters.

The room directly across from yours has a guy who will be mad at you.  There's
no alignment change, so treat him however you wish. The room east of yours has
a Rodian inside it.  Tell him it's time to die for dsp or convince him you're 
friendly.  No option gives you lsp.  The room southeast of yours has 
footlockers with goodies inside.  Now it’s time to open the western door into
the throne room.  In the throne room, go north, open the door and take out the
guards.  Ignore the security terminal now and open the door to the east.  Raid
the supplies for goodies and go back to the throne room.

This time, take the door that goes west on the north most part of the room.  
Kill the bounty hunter guarding this hall and loot it’s remains.  You should 
find a computer passcard, but you don't need it yet unless you were unable to 
open the security doors near your room.  If that is the case, then go to the 
computer and use spikes to open all the doors.

From where you killed the bounty hunter, go north and open the northern door.
Kill the torture droids here.  They're not tough, but they have tough weapons 
like flamethrowers.  There's a force cage here and a control panel.  Select it
and press A to release the guy.  He'll give you the codes to get to the Ebon 
Hawk.  After he does, either kill him or let him go.

After you have gotten the codes and been evil or good, go back to the hallway,
raid both rooms to the west, and attack the baddies.  Now enter the 
southwestern most door, kill more guards, and raid the room.  Open the south 
door and follow the walkway that eventually goes east and take the north door.
Keep going north, attack the guard, and use the computer terminal to shut down
the security system to the Ebon Hawk.  After this, heal up, wait for Bastila’s
force points to regenerate, and step through the hanger door.

Davik and Calo will be mad at the Sith because they’ve started bombing the 
entire planet.  Davik will see you and realize you've come to steal the ship.
Both of them won't allow it.  To fight this battle, I suggest you use the X 
button to give multiple commands to all of your party members while the game 
is still paused to where it says enemy sighted. You should have plenty of 
grenades by now.  This is the way I normally fight them - Your character 
should throw an adhesive grenade at Davik, another grenade of your choice, 
then power attack, then regular attack (you can only select 4 options at a 
time.)  Bastila should throw an adhesive grenade at Calo, switch to Davik and
throw another grenade at him, then uses the force power stun, then the force 
power cure.  Canderous should throw a grenade at Davik (not adhesive,) and
fill the rest of the action menu with power blasts.  If you don't have 
adhesive grenades, that's ok, just throw grenades of your choice then attack.

All of this should kill Davik.  If it doesn't, then he’ll go down soon.  Once 
he is dead, Calo will threaten to blow the hanger up with a detonator.  
However, the Sith bomb the hanger again and the ceiling comes down on Calo.  
If you’re lucky, the rubble doesn’t cover Davik's remains and you can get his 
equipment.  Now board the Ebon Hawk quickly. 

P.  The Ebon Hawk Escape!

It seems I had underestimated the power of the Sith.  They destroy the planet,
but not before you escape!  Enemy fighters will follow you and you'll have to 
get on the gun turrets and destroy them.  This is an easy mini-game.  All you 
have to do is target them with the thumb stick and press the trigger buttons 
to fire.

Once that's done, Bastila will advise to go to Dantooine. She thinks it's safe
there, but Carth doesn't think so.  They argue about where to go.  Agree with 
Bastila and you're off too...

V.  Dantooine

A.  Background

Dantooine is where you finally get to become a Padawan and use force powers.  
You don't become a full Jedi in the game and instead stay as a Padawan.  Boo!
Your main problems will be Kath hounds, kinrath, and Mandalorian Raiders. Kath
hounds are the enemies that annoy me most.  Fight a group of them, especially 
Horned Kath hounds and you'll see why. Kinrath are just like rackghouls - they
can poison you, so remember to use antidote packs AFTER the battle.

B.  Quests

1.  Main Quests

Meet and Training
Jedi Code
Constructing a lightsaber
Corruption in the grove
Fighting Juhani
Star Forge in Ancient Ruins

2.  Side Quests

Mandalorian Raiders
Missing Companion
Murdered Settler
Dead Settler
Sandral/Matale Feud

C.  Jedi Training

The Jedi Council has requested an audience with you.  Follow Bastila until a 
Jedi stops you.  No light or dark options here. After the rude Jedi encounter,
go left around the tree and walk down the east room (it's on the map if you 
can't find it.)  You'll see Carth in a hallway right before you enter the area
where the Council is.  Enter the room and they'll introduce themselves.  Go 
with the conversation.

==============================================================================
Note:  Dark players lie every chance you get when talking to the Council 
because it gets you dsp.  However, nothing you say to the Council can get you 
lsp.
==============================================================================

Soon they'll argue about Revan and tell you to go back to the ship.  You have 
another crazy dream.  At an ancient ruin, Revan and Malak open a door.  Malak 
seems to have doubts and asks Revan if the secrets of the Star Forge so 
valuable and worth the risk.  They trigger something within the ruins, but 
before you can see it the screen changes back to you and Carth.  After a short
conversation with Carth you will have to select party members. Choose whomever
you wish and go back to the Council.

==============================================================================
Note: If you've been talking to Mission, you've learned that she had a brother
who is a deadbeat.  Mission can't see that however and thinks that his 
girlfriend Lena is the bad egg.  Lena is on Dantooine and will talk to Mission
once you enter and exit the Ebon Hawk, or use the rapid transit system. If you
haven't found out about Mission’s brother, you still have time.  We're not 
ready to meet Lena yet.
==============================================================================

The Council will tell you about the dream you had and you can tell the truth 
or lie.  The conversation continues and you learn that you and Bastila share a
special bond. Once it's over, you will learn more about the Sith, and the Jedi
counsel. Then, the counsel will accept you for training and tell you that you 
will go to the ancient ruin that Revan and Malak traveled to on Dantooine to 
find out what corrupted them.

The next couple of scenes will be of you training to become a Jedi.  Soon 
enough, you will master your training, and be fully accepted into the order.  
Now all you have to do is complete three trials to become a full blown 
Padawan, the lowest rank among the Jedi.

1.  The Way of the Jedi

Walk over to Master Zhar, who is located adjacent of the big center room with 
the other three Jedi Masters. He is in the training room to be exact. Once 
there, talk to him and he will tell you of the first trial.  You have to know 
the Jedi Code.  Speak to one of the masters to learn the code.  While you're 
here, speak to Master Dorak and find out about the recent history of the Jedi
Order.  It doesn't give you xp, but you now have a better understanding of 
what's going on.  Go back to Master Zhar and he'll test your knowledge of the 
Jedi Code.  Here are the answers:

There is no emotion...
There is peace.

There is no ignorance...
There is knowledge.

There is no passion...
There is serenity.

There is no chaos...
There is harmony.

There is no death...
There is the force.

He congratulates you on your progress and tells you that it’s now time to 
create your lightsaber.  He instructs you to talk to Master Dorak for further 
details.  Dorak will talk a little bit about the different lightsaber colors 
and what they mean.  He will ask you a series of questions and tell you what 
path you'll be best at, but the decision is ultimately yours.

Jedi Guardian:

Jedi Guardians get a sweet special attack called Force Jump.  If an enemy is
within a certain distance, the Guardian will use the force to jump towards the
unsuspecting enemy to inflict major damage.  The benifit costs you by reducing
the number of skill points you get per level.  If your intelligence is 14, you
only get two points per level like the soldier class.  I find the force jump
well worth the cost of fewer skill points per level.  With force powers and a
lightsaber most skills are not needed as much.  I always select the Guardian
because of the force jump.  Jedi Guardians also get to select new feats more
often than the other Jedi classes.

Jedi Sentinel:

A Jedi Sentinel has the ability to resist anything that affects the mind, 
primairly the fear, horror, and insanity dark side powers.  There are items
in the game that produce this effect, so don't be a Sentinel for just that
purpose.   I think (and I could be mistaken) that with a level 14 intelligence
you can get 5 points in skills each time you level up.  You have more skills
at the cost of less times you get to select feats.

Jedi Consular:

Jedi Counselors can sometimes select two force powers while leveling up.  That
benifit costs you!  You will not be able to select new feats as much.  You can
get 3 skill points per level at a level 14 intellignece (I could be mistaken
on that as well.)

You are given a colored crystal (blue if you picked Guardian.)  At this time, 
you level up and finally get to use force powers.

2.  New Feats

Before I go over force powers, there are some new Jedi-related feats.  Most of
them are awarded to one type of class and given for free (so I don't know all 
of them because I’ve always played as a Jedi Guardian.)  There are two in 
particular that you have to upgrade manually if you wish to do so.  Both of 
them are given to you for free regardless of class.

Jedi Defense - B-

Sure, you could upgrade this feat, but it's a waste. It only focuses on ranged
weapons.  That sounds good, but most enemies that use ranged weapons are 
weaklings.  Also, when you attack a guy with a lightsaber, he'll change from 
ranged to melee.  This also doesn't help you against other lightsabers.

Weapon Proficiency Lightsaber - A

This is a good feat to have, but it's not necessary to upgrade it.  If you are
dark, don't upgrade it because there will be an item you get later on in the 
game that lets you upgrade it. Light players won’t be able to equip it because
it is restricted to the dark side.

3.  Force Powers

Here’s a list of the force powers and the grade I give for them.

==============================================================================
Note:  Some force powers draw on the light side, dark side, or neither.  A 
light side character can use a dark side power, but it costs more force 
points. Force points are shown to the right of your health.  They regenerate 
slowly during combat and quickly after combat.  Light players should focus 
more on defensive powers that affect you.  Dark players should focus more on 
offensive powers that attack an enemy.
==============================================================================

Cure - Heal A+ (light side)

You definitely need this if you’re going to be a light sided character.  This 
saves you tons of medpacs and heals the entire party.  Heal even cures poison,
saving you from using antidote kits.

Force Aura - Force Armor A (light side)

This power temporarily gives you a defense bonus.  Very valuable to light 
players.  I like this because it can be an alternative to heavy armor since 
most force powers don't work with armor.

Burst of Speed - Master Speed A++ (universal)

You get to double your speed boost and a bonus to defense.  Master speed also 
gives you 2 extra attacks per round.  This is something you'll definitely need
if you are a light sided character.

Force Valor - Master Valor A (light side)

This is a good force power to have because Master Valor grants you and the 
party immunity to poison.  However, I usually don't select this power and let 
Bastila select it because it affects the entire party.

Force Resistance - Force Immunity A++ (universal)

It is a very handy force power to have.  It gives you a higher chance of 
resisting an enemy's force powers against you.

Energy Resistance - Improved Energy Resistance A+ (universal)

This is another good power to have because it absorbs many different types of 
attacks and grants you immunity to poison.  As an added bonus the effect lasts
for 120 seconds.  The force points you spend on this will regenerate long
before the effect wears off.  Few force powers offer that luxury.

Affect Mind - Dominate Mind A (universal)

This opens up an extra dialog option every now and then.  You'll see it as 
[Force Persuade.]  Even though that is a universal power, I would recommend 
dark players to use it and light players to avoid it because more often than 
not using the force to persuade others results in a dsp.  Keep in mind that 
just because you have this power does not guarantee you will be successful 
with every force persuade option.  Extreme commands can still be resisted.

Stun - Stasis Field A (light side)

Using stasis field against a group of enemies makes them all freeze unless 
they save.  A wonderful power to have because you'll be fighting in places 
where there are tons of enemies.

Stun Droid - Destroy Droid B- (light side)

Yeah, this looks like a good power, but there aren't that many tough droids 
out there.  There are usually a small few per planet that are tough to beat.
There are even some immune to this power.  Have Bastila use this power.

Wound - Kill B (dark side)

This attack is dull.  If the enemy saves you can only do a maximum 20 points 
worth of damage.  Tougher enemies, especially Malak, nearly always save.  Skip
it.

Slow - Plague A++ (dark side)

Plague lets you poison an enemy and slow them down.  It is also impossible for
the victim to save against the effects. This leaves the victim weaker and less
likely to save against other force powers (such as insanity or force storm.)  
Use this if you’re going dark.

Fear - Insanity A+ (dark side)

Another extremely powerful dark side power. You can make your enemies cower in
fear for 12 seconds, giving you time to take their health down drastically.

Shock - Force Storm A+++ (dark side)

This is my favorite attack in the entire game.  Not only does it attack a 
victim's health, it drains their force points as well. This is a must have for
dark players

Force Push - Force Wave A++ (universal)

Force wave damages all enemies, even if they save!  If they don't, then they 
will be thrown back 5 meters and stunned for 6 seconds.  This is good for a 
large group of enemies.

Drain Live - Death Field A (dark side)

Death field is an impressive attack that damages all enemies, even if they 
save, while healing you.  The only drawback is that it's most effective on a
large group of enemies instead of a small few.  Dark players, you absolutely
need this power.  It will help you in the final battle of the game.

Force Suppression - Force Breech B- (universal)

Yeah, this power looks awesome, but it's one that you don't actually need.  I 
don't like that it only cancels out the force power without preventing the 
enemy from using another.  This only wastes force points for you and the 
attacker.  Since you don't know how much force points the attacker has, skip 
this power.  I have not used this force power and I probably won't ever select
it.

Throw Lightsaber - Advanced Throw Lightsaber C+ (universal)

This is probably the worst force power. You throw your lightsaber at an enemy,
leaving you defenseless against other enemies.  Light players absolutely need
this power in the final battle of the game.  Take this power at...say...level
17 or 18.  Don't bother upgrading it to the "advanced" version because the
first one will get the job done.  Dark players skip it.

==============================================================================
Note:  Don't select affect mind yet if you are dark because there’s no one you
can force persuade on Dantooine.  Select it the next time you level up.
==============================================================================

Go talk to Master Zhar and he'll say that the second test is for you to 
construct your lightsaber with your own hands.  You walk over to the workbench
and it's already there for you.  All you have do is select assemble and you're
done.  At this point it's recommended that you use your lightsaber and another
melee weapon, preferably the most powerful sword you have, so you can keep 
inflicting more damage to enemies.  Talk to Master Zhar again and he will give
you the third test.

==============================================================================
Note:  Now that you have a lightsaber you can easily bash through doors and 
footlockers that are secure if you are unable to open them with security.
==============================================================================

4.  The Dark Taint

==============================================================================
Note:  I don’t need to tell you step by step where exactly to go in Dantooine 
because the maps are very straightforward.  Two paths lead to another area.  
In the other area, the same two paths take you back to the enclave and there 
will be two more opposite paths that lead to a different area.
==============================================================================

Apparently Kath Hounds have been corrupted by the dark side, the source of 
which is coming from a grove to the south of the Enclave.  The Jedi Masters 
offer no further guidance because they want you to find out for yourself.  So 
go to the central area with the tree and the droid in the eastern hall.  Talk 
to him and he’ll open the door to the courtyard.

5.  Mandalorian Raiders

Once outside, walk north up the stone path. Soon, you will reach Jon, who will
tell you about the Mandalorian raiders that killed his daughter.  He'll give 
you everything he has to kill the leader of these guys.

WARNING:  The leader of these Mandalorians has killed 2 Jedi before and has 
their lightsabers.  He may use them to attack you.  On the easy level, he will
most likely use swords.  Be prepared just in case.

6.  Missing Companion

After the conversation, go east of Jon and you will be on grass. There will be
a woman by a swoop bike named Elsie.  Talk to her and she'll tell you her 
companion is missing.  You eventually find out that this companion is a droid 
that her late husband built.  She begs you to find the droid and bring it back
to her.

Keep following the grass past the merchant.  He has some grenades that will
come in handy later.  

Past the merchant, a pack of Kath Hounds will decide to attack you.  Waste 
them and explore the whole area, killing all the Kath Hounds and Horned Kath
Hounds before going into the next area.

==============================================================================
Note:  You’ll see some ancient ruins in this area, but stay away from them now
because there’s no reason to go there yet.
==============================================================================

In the next area, you should run into a group of Mandalorians on the west side
of the map.  Kill them and loot their remains.  There are three more of these 
groups you need to defeat. Once all enemies are wasted, go south to the Grove.

There is an abundance of enemies here, so kill away.  There are Mandalorian 
Raiders to the southeast, but be sure to explore the western side of the Grove
first.  The source of the dark side corruption lies to the east and there’s 
lots of xp to the west.

7.  Murdered Settler

You will come across a Twilek Jedi named Bolook on a bridge in the west side 
of the grove.  He will ask for help in a murder that happened that day.  This 
is very straightforward.  Talk to the two suspects, Handon and Rickard, then 
get any information out of the protocol droid.  Then talk to Bolook again to 
discuss the murder and tell him what you found.  Repeat the process until you 
solve the murder.  Here are the answers you should give him to get all the xp:

First answer - Rickard is lying - it was cloudy, there was no sun glare!
Second answer - Handon is lying - he knew his wife was cheating on him
Third answer - the blaster was Handon's, he lied about it being stolen
Fourth answer - it's Handon's blood, he's clutching his side
Fifth answer - No, they're both guilty - Rickard thought Calder (the dead guy)
was cheating him in business.

Doing this gets you tons of xp, but no alignment shift. If you don't solve the
murder, you’ll get less xp.

8.  Juhani

Walk east and you'll eventually see some pillars. Make sure you are healed and
walk towards it.  Soon, you'll see someone there and they will use stasis on 
your two party members, leaving you high and dry. This is a fairly easy fight.
Once she has 1/3 or half her health left she will stop and talk to you.

KEEP THE CONVERSATION NICE EVEN IF YOU ARE DARK!!!

Why should you be nice?  Because Juhani will join your party later if you save
her, and she will be very valuable in the quests ahead.  It's worth taking a 
light hit for this.  Here are the options you should choose.

Who are you?
You embraced the dark side, why?
You slew Quatra, your master?
(2 options work) I just want to talk or I was sent by the Council to cleanse 
the taint from this grove.
I don't hold anger towards you Juhani, I wish you peace.
The first step on the path to true knowledge is knowing that you're ignorant.
Even in death, the Force will allow her to live on
Anger? Show them that you’ve freed yourself from this passion
Your inner peace and harmony will show them your sincerity.

Or I suppose you *could* kill Juhani now if you want to be stupid.  If you 
really want to do it, just select the last option.  Combat mode starts, you 
kill her, and gain a dsp.  Certain people (like the rude Jedi you met while 
Bastila was taking you to the Council) will be pissed off, but they won't be 
able to do or prove anything.

D.  Mission’s Brother - Party Member Side Quest

Once that is done, take a character out of your party and put Mission in (if 
she isn't already) and use rts to transit back to the Ebon Hawk.  If you've 
found out about Griff and Lena, Lena should recognize Mission and talk to you 
after you walk a few steps.  There's nothing here that can change your 
alignment, so talk however you wish.  You find out that Griff is on Tatooine 
and Mission wants to find him.  At this point you can stop talking to Mission 
until you find her brother (yes we will go to Tatooine eventually.)

Go back to the training room and talk to Master Zhar.  He'll promote you to 
Padawan. Once he has done that, go talk to Master Vandar, who will ask you and
Bastila to explore the ruins.  Mr. Matale will then interject and demand 
justice.  Apparently another settler, Mr. Sandral, has kidnapped Mr. Matale's 
son Shen, or so he thinks. This is a huge feud that has the potential of going
out of control.  These families have been feuding ever since they came to 
Dantooine.  First Sandral's son Casus disappears and he blames Matale.  Then 
Shen disappears.  The Council adds this mission as well.  The ruins can wait, 
now we're going to solve a little mystery.

E.  The Death of a Feud

Once all that has been given to you, go straight to the Matale residence and 
talk to the droid.  Tell him that you're here on the behalf of the Jedi 
Council.  Mr. Matale comes out with a few assault droids and answers a few 
questions before getting frustrated.  He offers you a "contribution" to the 
Jedi (a bribe.)  He offers 1,000 credits for the return of Shen.  Saying the 
Jedi can’t be bought gets you lsp, and making the demand for 2,000 credits 
gets you dsp.

So now you have a little more information about the feud.  It's time to 
explore the grounds again.  Towards the eastern side of the map, you'll find a
cluster of trees along with a pack of about 4 or 5 Kath Hounds.  They are 
lying around the body of Casus.  Kill them and search the body for a journal. 
You now know the fate of Casus and it's up to you to break the news to his 
father.

Go south to the Grove area, then go further south into the Sandral grounds.  
Explore the grounds and kill all the Kath Hounds you find.  There should be 
Mandalorian raiders here as well, so waste them. Only one more band of raiders
left.

You will also find Elsie’s missing droid to the east. He will have Kath Hounds
gnawing at him, so waste them.  Talk to the droid to learn that Elsie obsessed
over him so much that he thought it would be better if he's destroyed and asks
you to destroy him.  Now you could persuade him to go back to Elsie if you're
light sided, but there's a happier ending for her.  Tell the droid you'll 
destroy him and tell her why you did it. If you say to the droid "I'll destroy
you and tell Elsie you're still out here" you get dsp.

There is also a crystal cave that has crystals that affect your lightsaber in 
this area.  It is on the east side of the map.  Once you go inside, there will
be a hoard of kinrath, giant spider-like things.  These guys are pretty tough,
but should be manageable by now.  At the end of the cave, you'll find crystal 
formations with lightsaber crystals in them.  The crystals will also be in the
kinrath eggs.  After you're done, go towards the Sandral home.

Talk to the droid guarding the entrance and tell him that Casus is dead.  He 
will let you go inside where Mr. Sandral will ask about Casus' fate.  Telling 
him that his son is a Kath Hound chew toy gets you a dsp.  He then will ask 
for the journal you found at the body and will offer you a reward.  Politely 
refuse the reward for lsp, or demand more for dsp.

==============================================================================
Note:  In the vast majority of cases, refusing a reward will always get you 
lsp, while demanding more gets you dsp.  There's no need to mention this again
except in the few cases where refusing rewards or demanding more doesn't gets 
you lsp or dsp.
==============================================================================

Sandral will then retire to his chambers to grieve more.  Rahasia, Sandral's 
daughter will then come out and after beating around the bush she tells you 
that her father has indeed kidnapped Shen.  You don't even have to ask why she
cares about Shen, it's obvious.  She gives you a key card that lets you in the
back of their home to rescue Shen.  The rear entrance is located on the east 
side of the estate.

Once inside you will be automatically under attack.  Kill the weak droid here,
disable the mine, and enter the room it was guarding using security.  After 
that room is raided, raid the room to the north of the room you were just in. 
Go south and open the southernmost door.  Kill the pathetic droids there and 
ignore the computer terminal.  You could overload power conduits if you wish,
but you might need to use more spikes later on.  Open the door past the 
computer terminal and kill the droid.  You should be at the south hallway.

Raid the first room you come across, backtrack to the hallway, and then open 
the next northern door. This leads you to a small hallway with a door that 
says "Security Control Room."  Enter and raid the room.  Go through the door 
at the end, kill the droids, and ignore the door to the north for now. 
Instead go through the western door and the following hallway will turn south.
Open the first door you come across and Rahasia will be there.  Raid the room 
then go south again and raid the room south of Rahasia's.  In one of the 
footlockers is a prison key.  This key will open Shen's prison...although 
normal security also works because the locks are as weak as the droids...
anyway, open the north door you ignored earlier and walk east until you come 
across a mine.  Disable it and open the door.

Hey, there's Shen!  He won't come with you however because he doesn't want 
Rahasia to see her father’s "wrath."  He will only leave if Rahasia agrees to 
go with him, so go back to Rahasia and tell her the news.  She will say that 
she'll meet him outside in the front of the house.  Run back to Shen and he'll
agree to go.

The game will automatically throw you to the next scene, which is of Rahasia 
and Shen.  For dsp, mention the reward Shen’s father promised you.  For lsp, 
be modest and say that no reward is necessary.  After a short reunion, Ahlan 
Matale and Nurik Sandral will crash the party, each bringing assault droids. 
They will argue a little. You will have a say in the conversation.

This is where dark players have the most fun. We get to make the families kill
each other...how tragic...and EVIL! To make blood flow in the streets, use the
most violent options, which are:

Why don't you just shoot each other and get it over with?
The only way either of you will end this is with blood
[Lie] You know, Nurik, Ahlan actually did kill Casus
Kill them!  Kill them all!

Now that’s being EVIL!  Wasn't that fun? Oh, you have to deal with Sandral and
Matale’s droids, but they aren't tough.

Light players should pick these dialog options:

You two just need to calm down.
Both of you calm down now!
[Persuade] Shen is capable of making his own decisions
[Persuade] Children grow up and leave eventually.

If you have the highest persuade skill you can have, then the persuade options
will work and they will buy a house for Rahasia and Shen.  If you have been 
neglecting the persuade skill, then it will most likely not work.  In this 
case, tell the children to run. Their parents will get frustrated and threaten
to tell the Council on you.  Don’t worry; the Council understands that not all
feuds can be stopped.  You still get lsp for trying.

F.  Mandalorian Leader

If you've been following this guide, you have killed three bands of 
Mandalorian raiders.  There will be another group in the middle of the grove 
area.  The leader is there with them.  When you get close to them, the leader 
will make threats and stuff like that then attack mode starts. This is a tough
fight and if you don't watch it you will die.  I suggest you have Bastila and 
Canderous in your party.  If worse comes to worse, where you and Bastila have 
been killed, make Canderous run all over the map, healing himself, and attack 
one guy at a time.  This has happened to me before and it wasn’t the first 
time I played the game (I think the game gets harder each time you play 
through it on the same level, but I can't prove it.)  The first thing you 
should do is have all three party members throw the most powerful grenades you
have all at once at the leader.  This should kill the weaklings and bring the
leader's health down to about half.  Have all three party members attack the 
leader at the same time.  Once you have killed the leader, search his remains 
for two lightsabers.  Sweet, you can now use two lightsabers instead of one, 
and you have an extra lightsaber!

G.  To the Ruins

Now we can finally go inside the mysterious ruins. You should have come across
it when you were exploring the enclave courtyard area.  If not, then it is on
the far eastern side of the map.  You can't miss it.  Once you see the ruins, 
enter through the front door.  Inside the ruins, there's another door. Open it
and you'll see an ancient droid.  Ask it questions and you'll learn about the 
Star Forge and the ruins.  You'll find out that the only way to explore the 
secrets is to prove yourself worthy.  Poor Nemo (the Jedi the Council sent to 
investigate the ruins) didn't pass the test and died.  Once the conversation 
has ended, take some goodies off of Nemo’s body then go through the west door.
It's time for another tough fight.  

A droid with a powerful shield will attack you.  Just keep at it and heal 
yourself.  Try to conserve your force powers until you really need it.  The 
droid is immune to force push, so don’t even try it. Dark players have a good
time with this because shock damages the droid pretty good.  After the fight, 
use the ancient terminal behind it.

Talk to the computer and then put your datapad into it.  Once the datapad is 
inserted, talk to the computer again. The computer will start to speak in your
language! It wants three death-giving worlds. This is so easy a caveman can do
it!  The answers are:

Desert
Barren
Volcanic. 

Once you have done that, go back to the middle room with the droid and take 
the opposite door. There's another tough droid here that is just as powerful 
as its counterpart.  Do the same thing with this computer as you did the 
other. This time it wants three life-giving worlds.  Again, it's pretty easy.
The answers are:

Oceanic
Grassland
Arboreal

H.  Star Map

Once you have done that, look directly behind you to find a broken droid. Take
whatever booty you find and go back to the middle room. In here, go south and 
through the door.  Walk over to the thing in the back center of the room.  It 
turns out to be a map that has the worlds of Korriban, Kashyyk, Manan, and 
Tatooine on it.  There are incomplete hyperspace coordinates and corrupted 
data.  This is, or was, a map to the Star Forge and finding all the star maps 
on those worlds will lead you to the location.

Exit the ruins and go back to Elsie.  Light players, tell Elsie that you 
destroyed her droid and she will run off.  Now don't worry, you can still get 
lsp, just not yet.  Dark players, tell her you couldn't find the droid and she
will run off to find him.

Also, talk to John and tell him you killed the Mandalorian leader to complete 
the Mandalorian Raiders side quest.  If you refuse the reward, he'll give it 
to you anyway!

Go back to the Council and they will give you the task to explore all four 
worlds the Star Map had.  They believe that other Star Maps will be on the 
other planets and assign the mission to you and your party members.  Juhani 
also joins the party at this point...unless you killed her.

==============================================================================
                                   Juhani
                            Level 6 Jedi Guardian

Starting Stats:

Vitality:               78/78
Force:                  36/36
Defense:                19

Strength:               13 (+1)
Dexterity:              16 (+3)
Constitution:           14 (+2)
Intelligence:           14 (+2)
Wisdom:                 12 (+1)
Charisma:		13 (+1)

Fortitude:              8
Reflex:                 9
Will:                   5

Starting Skills:

Computer Use:           2
Demolitions:            0
Stealth:                14
Awareness:              9
Persuade:               1
Repair:2
Security:               0
Treat Injury:           9

Starting Force Powers:

Force Aura
Burst of Speed
Energy Resistance
Affect Mind
Stun
Slow
Force Push
Throw Lightsaber

Starting Feats:

Conditioning
Power Attack
Weapon Proficiency:  Blaster Pistol, lightsaber, melee weapons
Jedi Defense
Toughness
Force Camouflage
Improved Force Jump
Knight Sense

Recommendations:

You'll be using Juhani for nearly the rest of the game. Invest in strength and
will attributes before anything else.  For skills, go with treat injury.  For
feats, go with the two weapon fighting and it's upgrades.  With force powers, 
have her select a few dark powers as well as a few light powers.
==============================================================================

Now if you were EVIL and had the families kill each other, you can talk to all
four members of the council and they will ask you what happened.  Tell them 
that it may have been Mandalorian raiders for more dsp!

After you've been assigned your mission, head back to the circular area of the
enclave and go north.  In the middle room, Elsie will be there.  Talk to her 
and she will apologize to you.  Say there's no need for apologies to complete
the quest.  She and her new lover will leave.

After that, go back to the Ebon Hawk.  A Jedi named Deesra will stop you and 
tell you about the Terentatek, a very scary beast.  He tells you about the 
beast's natural immunity to the force, but this is not entirely correct.  The 
beasts are immune to light side powers, but not dark side powers!

==============================================================================
Note:  This only refers to the few offensive light and universal powers.  
Powers that affect you such as force shield will not be affected by these 
beasts.
==============================================================================

After talking to Deesra, go inside the Ebon Hawk.  Go to the cockpit and use 
the Galaxy Map.  You can choose which planet to go to first.  The order you go
does make a difference.  The order that I recommend is Tatooine, Kashyyk, 
Manan, and then Korriban.

==============================================================================
Note:  you don’t have to go in that order if you don’t want to.  This is the 
recommended order because it is the best way to play the game.  If you do 
decide to do it differently, then be sure to NOT go to Korriban first.  
Seriously, it is tough if you decide to go there first.
==============================================================================

VI.  Tatooine

A.  Background

Tatooine is a desert planet that is almost uninhabited.  You dock in the small
town of Anchorhead, where it’s dry, sandy, and hot.  The main pain in the neck
enemies are Sand People.  For some reason beyond me, gaffi sticks are better 
against these guys than a lightsaber (and their attacks are more fierce than 
most of the Dark Jedi you will fight.)  It's something I’ve been trying to 
figure out...Anyway, Ancorhead is already mapped for you.  Also, the Dune Sea,
Sand People Territory, and the Eastern Dune Sea are one of those areas where 
exploring the whole map isn't worth the trouble.

B.  Quests

1.  Main Quests

Hunter's License
The Desert
Sand People
The Krayt Dragon

2.  Side Quests

Strange Stowaway
Package Delivery?
Sharina’s Problem
Swoop Racing
Nico's Agency
Iziz and the Jawa
Trapped Tanis
Sand People History

Once you have selected Tatooine on the galaxy map, a cut scene will appear.  
Admiral Saul Karath will tell of how you escaped Taris.  Malak asks how he 
knows this and Calo Nord will walk into view.  He's hard to kill apparently.  
He agrees to hunt Bastila.  After this, you have a dream about the Star Map's 
location.  Bastila will talk to you about the dream, but nothing truly 
important is said.

C.  The Stowaway

As you walk to the center of the ship, Zaalbar will stop you and say that the 
emergency supplies have been tampered with. Go to the storage room and press A
when you have emergency supplies selected.  After you further inspect the 
supplies, search the ship.  The game tells you that you hear footsteps.  Keep 
searching until you are told to go to the cargo hold.

A girl will be there that speaks part Mandalorian and part something else. You
have three choices. Do nothing and the girl will leave the ship after you have
found the third star map with no alignment change, learn the girl's language 
that leads to lsp, or order her off the ship for dsp.

If you learn the girl's language, you find out that she was kidnapped by 
Mandalorians.  Question her further and you'll find out she’s from Dantooine.
Now you have to find the dude who lost her.  I usually wait until I'm done 
with Tatooine before I go back to Dantooine, but it's so simple to find the 
guy that I'll tell you now.

1.  Back to Dantooine (light side option)

The guy you're looking for is within 20 feet of the Ebon Hawk's landing area 
on Dantooine. He is the only Twilek that has three names.  Tell him that Sasha
(the girl) is on the ship.  Convince him to board your ship and tell Sasha to 
go with him in her own language.  She will be happy, he'll be happy, you'll be
happy, we're all happy!

2.  Tatooine Again (or not)

You have a docking fee of 100 credits here because you weren't on the 
schedule. Force persuading the guy that you don't have to pay isn't dark 
(boo,) so either pay or persuade him to drop the fee (I haven't tried 
persuading the guy, it's just easier to pay him the credits and be on your 
way.)  You can ask questions about Tatooine, he does have some useful 
information.

D.  Package Delivery?

As you head towards the exit, some dude will tell you that you're package 
arrived in your ship safely.  Apparently there was a mix-up and you're now in 
charge of gizka.  It seems that Fate is conspiring against you.  No time to 
worry about the animals now.  You will be able to sell them later, so don't 
kill them with gizka poison (the merchant in this area sells gizka poison.)
Exit the area to enter...

E.  Anchorhead

Walk south and you will come across the hunting lodge.  Talk to the person who
is standing in front.

1.  Sharina's Problem

A poor woman is begging you to help her out.  Her husband died in the 
wilderness and all she has is a plate that is apparently important.  Dark 
players, tell her you'll take the plate, she objects, then force persuade her 
to do so.  She does, realizes what has happened, gets angry, and runs off.  
It's fun to manipulate people isn't it?  Light players, give her the credits 
she asks for (500) plus 200 in order to get the lsp.

After you have dealt with Sharina, go inside the hunting lodge.  You can talk 
to a few people here to find more information about Tatooine.  Dark players 
have a nice time in here because you can threaten everyone (except for the 
Ithorian) for dsp!  Just choose the most violent options there are. One hunter
in particular has a great dark path.  The hunter is named Tanis.  Talk to him 
and he'll ask if you're here for credits.  Ask him what his life is worth and 
he'll get very uncomfortable and mention guards.  Force persuade him to give 
you credits, he'll say "I like you, I think I'll buy you a couple of rounds...
wait, I've never done that before...why does my head hurt" (being evil is so 
much fun!)

Exit the lodge and the next place to go is the Czerka Offices, which is south 
of the lodge.  There will be a dispute there and after it's over talk to the 
Protocol Officer to the right. If you've met Lena on Dantooine, ask her about 
Mission's brother Griff.  It turns out he did work there, but was captured by 
Sand People and no one knows if he's alive or dead.  Ask her how to get to the
Sand People and she'll say you need a hunter's license.  She doesn’t want to 
give you one, but keep pressuring her and she'll cut you a deal: Agree to kill
the Sand People, bring back their gaffi sticks, especially the Chieftain's 
Gaffi, and she'll give you a license.

Walk outside and the guy who argued with the officer will stop you and ask
what they wanted with you. Be polite even if you are dark because he tells you
what to do.  He tells you that you need a translation droid to break the 
language barrier and that you can get some robes from the Sand People in the 
Dune Sea. He also says that a translator droid is for sale in the droid shop.

F.  Swoop Track

However, before we go there, Tatooine has a swoop track (there is a swoop bike
on the Ebon Hawk) and potential for dsp and lsp.  Go to the door marked Swoop 
Registration and talk to Motta the Hutt. He'll set you up with a race, but you
have to pay ridiculous fees.  You can persuade to avoid the first fee, but he 
only lets you race free once even if you have force persuade.

He also tells you about a deal he made to one of the swoop pros named Nico.  
The deal is a total scam because Motta gets most of the money, but before you 
can tackle this you have to beat the best times. It might be hard, so save the
game before you tell him you're ready to start the first race (there's three 
in all.)  Once you win, save again then tell him you want to race again. If 
you lose, then just reload the game.  This way, you can lose the race tons of 
times without losing tons of credits.

==============================================================================
Note: Motta gives you racing bonds worth 60 credits each to the winner.  They 
won’t buy these back at the swoop track, but the merchant that's in front of 
the Ebon Hawk (the weird alien guy with two heads) will buy them.  Others will
as well, but...he...is the one I usually go to.
==============================================================================

After you've beaten all the times, talk to Nico.  Force persuade him to accept
the deal (regular persuade might work) for dsp.  For lsp, persuade Motta to 
make a better deal for Nico.  You could also be violent to the people inside 
here for dsp if you wish.

From the swoop track, walk east and you’ll find some Dark Jedi.  They tell you
how displeased Lord Malak was and that "he has promised a great reward for 
whoever destroys you."  Yawn.  These guys are moderately simple.  All of them
will use drain life against you, so be prepared for that.

G.  HK-47

It's now time to go to the droid shop after you have sold your racing bonds.  
It's near the exit to the Dune Sea on the northeastern side of Anchorhead.  Go
inside and talk to the merchant and HK-47 to find out...interesting...things.
Apparently this droid can speak the Sand People language but is uncooperative.
At any rate, the merchant will sell you the droid for 5,000 credits...yikes!
Dark players can bargain aggressively (threaten to kill him) in order to lower
the price.  If you want to avoid the darkness, ask him to lower the price and 
he'll instantly lower it to 4,000 credits.  Politely ask him to lower it again
and he will with no new darkness within you.

==============================================================================
                                  HK-47
                          Level 6 Combat Droid

Starting Stats:

Vitality:               66/66
Defense:                16

Strength:               16 (+3)
Dexterity:              14 (+2)
Constitution:           10 (0)
Intelligence:           14 (+2)
Wisdom:                 12 (+1)
Charisma:               10 (0)

Fortitude:              5
Reflex:                 4
Will:                   3

Starting Skills:

Computer Use:           2
Demolitions:            7
Stealth:                0
Awareness:              6
Persuade:               0
Repair:                 8
Security:               0
Treat Injury:           1

Starting Feats:

Power Blast
Weapon Proficiency:  Blaster Pistol and Heavy Weapons
Weapon Focus:  Blaster Rifle
Droid Upgrade Class I
Toughness
Tactician Logic Upgrade

Recommendations:

Don't worry about skills because you'll hardly use HK for anything related to 
a skill.  Upgrade the dexterity attribute along with intelligence.  For feats,
go with any blaster related feat.  HK is best used with the blaster he has
equipped when you bought him, so ignore the two weapon fighting feat.
==============================================================================

After you buy him, tell him to come with you now.  You will go to the party 
selection screen.  Choose Bastila and HK-47 for now.  Talk to him and find out
that he's an assassin droid.  Further talking to him reveals that his memory 
core is shot. You can repair it to get some of his memory back, but the deeper
memories are best left untouched because something bad could happen.  He 
conjectures that some outside stimulus may trigger a full memory return, but 
is unaware of what it might be.  If you've been maxing out your repair skill, 
then you can repair him now and he will tell you about his former masters.  
There are four times that you can do this, and each successful time gets HK a 
boost in his skills.  If you haven’t maxed out the repair skill, then too bad!

==============================================================================
Note:  The repair skill has to be at least 15 in order to get the last repair 
to work.  Light players have difficulty because if you picked a scoundrel 
repair was cross class. If your repair skill is at least 10, go ahead and keep
upgrading it. If not, don't bother upgrading the repair skill.  There are some
items in the game that boost your repair skills, but not by much.
==============================================================================

Once you have HK, go to the gate, which is the big grayish wall near the droid
shop.  Find Iziz, the only named Jawa in this area.  Here, you get a great 
quote from HK-47 if you ask him to help you understand the Jawa.

HK-47: Translation: 98% probability that members of the miniature organics 
tribe are being held by Sand People, master. Doubtless he wishes assistance.

You: What about the other 2%?

HK-47: Translation: 2% probability that the miniature organic is simply 
looking for trouble and needs to be blasted. That may be wishful thinking on 
my part, master.

This is only the beginning of hilarious and downright funny things HK says, 
man I love this droid!

Anyway, Iziz knows about the star map, but won't tell you anything about it 
until you recover his lost tribe, who has been captured by the Sand People.  
Talk to the gate guard and show him your license.  He'll let you out into 
the...

H.  Dune Sea

Marlena automatically talks to you when you enter the Dune Sea.  She tells you
to say hey to her husband Tanis when you see him out in the desert.  Go 
southeast from the gates and you’ll soon see the four droids floating and 
Tanis in the middle.  He asks for help and once again you get another great 
quote from HK

Tanis:  Come on, can you help me out here?

Bastila:  I say leave him

Tanis:  You're pretty heartless for such a pretty lady, you know that?

Bastila:  I take it back, let's congratulate his wife

HK-47:  Commentary: I say we blast the meatbag and save you the trouble master

Tanis:  What's with all the droids lately, my wife get to you too?

HK-47:  Negative: I just don’t like organic meatbags! Except for the master of
course.  Heh.

Even funnier is the dark option. He asks for help, you say he can rot, he then
asks why and you reply "It's the cruelest death, maybe I'll stand here and 
drink a large glass of ice water!"  Of course telling him this makes him mad 
and he jumps up and down destroying all the droids.  This kills him and 
slightly damages your health, but that's a small price to pay for being EVIL!

Nice guys have tough mathematical equations to solve.  Some of them are very, 
very hard, especially D!  All you have to do is go to each droid one by one 
and solve the puzzle.  If you pick the wrong one, the droid will explode.  If 
two droids explode, Tanis dies.  Anyway, here are the answers:

Droid A:  Node 2 is working correctly (this one is the easiest one)
Droid B:  7 is the missing number
Droid C:  120 large pulses
Droid D:  31-13-12-14   23-41-12-14 (this one is the hardest one!)

Alternatively, you could just repair the droids using repair parts, but you 
get less xp.

Once Tanis is dealt with, you MUST take HK out of your party and have Juhani 
with you.  The sand people are tough and you need all the Jedi you can get.  
Go towards the sandcrawler (the huge thing in the middle of the desert.)  
You'd have to be blind to miss it.  Talk to the mining captain.  He asks for 
your help, but before he can finish Sand People come out of nowhere and 
ambush you.

There are four Sand People in this wave and there are three waves in all. This
can be tough like the Mandalorian leader (except harder) if you don’t watch 
it. Once you've wasted all of them, talk to the mining captain for some more
information.

After that's done, walk south.  Be prepared for sudden attacks from the Sand 
People.  You'll eventually come across a crash site with some goodies and 
apparently someone trapped beneath the wreckage.  It turns out to be a set up.
The Gammorians you met at the hunting lodge come out and threaten you to pay 
500 credits or else you die.  I haven't found a clear dark or light way of 
dealing with them yet, but I do know that force persuading them to leave you 
alone isn't dark enough for dsp.  Just don’t pay them and don't convince them 
you’re dangerous to attack them for xp.  They are pathetically easy to defeat.

Once that's done, look to the east.  There is a pathway there, but that is for
later. From this pathway, look to the south and you'll see another path to the
Sand People enclave guarded by Sand People Warriors.  There's more there than
you think, so be prepared for a tough fight.  Don't underestimate these guys, 
their gaffi sticks are powerful and formidable weapons.  They can drastically 
take down your health.

After they are all dead, loot all of the remains for gaffi sticks, sand people
clothing, and maybe bantha fooder.  Make sure HK is in your party along with 
Bastila and equip the sand people clothing on you and Bastila.  If you plan on
exterminating the Sand People, then don't have HK in your party and equip the 
clothing on you, Bastila, and Juhani.

Go into the Sand People Territory and walk directly south to eventually find 
the entrance.

Now, I have been trying time and time again to get dsp and lsp for this quest,
but I can't seem to get it and it’s annoying me so much!  I don’t know if the
game has a bug in it or if there’s supposed to be no alignment change.  That 
being said, if you are able to get lsp or dsp on this mission, please email me
and tell me exactly what to do.

Anyway, once you enter a sand guy will recognize you. HK will say that the guy
communicated something. You have two choices now, tell him you aren't a threat
or kill them all.  Again, if you decided to slaughter them all you won't have
HK in your party and you will be given the choice to retreat or fight.  Choose
to fight and the best way to do it is to walk a full revolution around the 
circular path, killing the sand people there first.  Then go into the separate
rooms killing whatever you might find (except for the captives of course.)  
When you get to Griff, don't kill him because it doesn't give you xp and the 
quest won't be finished.  Mission will still want to find her brother even 
though he's clearly dead by your hand. Instead of killing him, tell him to run
to Anchorhead and he'll escape.

I.  A Peaceful Solution

If you decide peace, the guy will take you to the Chieftain.  To make the long
story short, to slow down the attacks you have to get him moister vaperators 
so he can move his people further into the desert.

Go back to the Czerka office in Anchorhead and buy some from the guy behind 
the desk, then come back to the Sand People territory.  Talk to the guard and
he’ll bring you before the Chieftain.  Tell the boss you've got the stuff and 
he’ll lower the number of attacks.  He'll also give you his Chieftain’s Gaffi 
as a reward.  Now, ask him about the Jawas and Mission’s brother and he will 
let you take them.  Be sure to ask him about the Star Map and he’ll give you a
map to the Eastern Dune Sea.  He informs you that it wasn't salvaged because a
Krayt Dragon lives there.  You can also ask about the history of their people,
but the only way they'll let you in on it is if you give them a Krayt Dragon 
Pearl. You could do this when you find one. I never do because they make great
lightsaber crystals. Finally, be sure to ask him if you could release the Jawa
prisoners.  He'll agree to this because they're not useful to them.

==============================================================================
Note:  If you loot anywhere in the sand people enclave they will attack you.
Unless you want to kill all of them, leave their wrecker bins alone!
==============================================================================

Go to the eastern side of the enclave and you'll see two "doors," one to the 
east and one to the west.  Open the west one first to find the Jawas.  Tell 
them to run to Anchorhead.  In the other door is Mission's brother.  Now you 
could kill him now for dsp, but what that does is keep you from getting xp. 
Also, if you kill him and talk to Mission later, she won't even acknowledge 
that you killed him and still wants to find him.  It's better to tell him to 
run to Anchorhead.  He'll meet you at the Ebon Hawk the next time you go there
(you don't have to have Mission in your party for him to talk to you and 
Mission) and that is in fact our next destination.

(end of peaceful solution)

If you've decided to kill all the Sand People, welcome back!  That was a tough
fight wasn't it?  Be sure you have collected ALL of the remains.  Walk around 
the enclave two or three times just to be sure you've collected everyone’s 
gaffi stick and loot the storage bins they have.  Also, be sure to rescue 
Mission's brother and the Jawas.  Additionally, the Sand People outside the 
enclave will attack you so be prepared.

Go to the Dune Sea and use rts to go to the Ebon Hawk.  Mission’s brother will
talk to you and her (regardless if she's in the active party) and it won't be 
a happy reunion.  He asks you for credits.  You can give him some, but it 
doesn't get you lsp.  He goes off to take a job at the Czerka Office and says
that he could use your help with something.  If you don't have bantha fooder 
yet, buy some from the merchant here.  It's the two headed alien dude with a 
weird body.

Go to the Czerka Office again to talk to the Protocol Officer about the 
Chieftain’s Gaffi and the other gaffi sticks. If you've slaughtered the lot of
them, you should get about 2,000 credits plus the credits from the Chieftain’s
Gaffi Stick (the highest you can get is 500 credits.)  Talk to Griff and he 
wants you to get a tach gland so he can make Taresian Ale.  Tachs are found on
Kashyyk.

Talk to Iziz and he'll reward you for rescuing the Jawas.  He'll also talk a 
little more about the Star Map, but nothing you don't already know. Use rts to
go back to the Ebon Hawk. Before we find the star map, there is one more thing
that needs to be taken care of.  Use the galaxy map to go to Dantooine.

==============================================================================
Note:  The reason we are going back to Dantooine is because of an upcoming
party member side quest. The sidequests are triggered when you talk to most of
your party members.  It truly does not matter what world you are on to trigger
them.  They are always triggered in the Ebon Hawk area.  The other reason we 
are going back to Dantooine is because that is the one sure world where these
sidequests will get triggered.  I will not mention going back to Dantooine 
again.  If a party member sidequest does not trigger when it should, go to
Dantooine. Juhani's party member side quest is a special case where it is best
triggered on Korriban.
==============================================================================

J.  Bastila’s Mother - Party Member Side Quest

If you've been digging into Bastila's personal life, you'll find out that she 
wasn't on good terms with her mother.  After you exit the Ebon Hawk, walk away
from it with Bastila in your party.  A Twilek will recognize Bastila and talk 
to you.  In a nutshell, Bastila’s mother is sick and looking for Bastila.  
She’s on Tatooine in the cantina.

So go back to Tatooine and go inside the cantina.  Talk to Helena, Bastila's 
mother. She and Bastila will argue for a while.  She'll eventually send you to
look for a holocron that belonged to Bastila's father.  Helena tells you that 
he was hunting a Krayt Dragon and died.  Keep this in mind for now.

Exit Anchorhead and go to the Eastern Dune Sea. If you can't remember where it
is, walk towards the sandcrawler, go southeast towards the crash site and keep
going southeast. It's the path north of the path that leads to the sand people
territory.

K.  The Almighty Krayt Dragon

See that cave off to the north?  That's our destination.  Go towards the cave
and you'll see a cut scene where one of the hunters and Komad Fortuna is 
waiting for something.  The human hunter will get impatient, go inside the 
cave, and get eaten by the dragon.

Talk to Komad and he'll tell you the scoop.  He set up mines in front of the 
lair and all you have to do is lure banthas with bantha fooder to the lair.  
The sand people won't like that.  Sure, you've dealt with sand people before, 
but these are different than the ones you encountered earlier. They've got the
big guns.  Anyway, once Komad tells you all of this (if you want to be EVIL) 
tell him that you don't need him anymore.  He'll get mad and you get to kill 
him for dsp.  There's no light option here, just don't kill him.

Once you see one of the bantha, select one of them, they will follow, and the 
sand people will attack.  Waste them as quick as possible then select the 
bantha again.  They will stop in front of the lair.  The dragon will come out,
set off the mines, and die.

Now if you killed Komad, search the dragon’s remains for TWO Krayt Dragon 
Pearls.  Two pearls mean that you get two extra powerful lightsabers.  If you 
didn't kill him, he offers you one pearl as a reward and keeps the other one 
himself.  Don't refuse the reward.  Yeah, you'll get lsp but the pearl is 
better.

L.  Star Map

Now it's time to go into the cave.  Loot any corpses you find and walk to the 
star map.  It will open and there will be some dialog.  There is a tattered 
equipment pack right by the Star Map that has the holocron Helena wants.

There is an interesting bug here.  Select the equipment pack again.  There's 
another holocron.  Look at the party inventory - all items screen. Scroll down
to holocron.  The game says you have two right?  Select the pack again.  Three
holocrons.  Do this as many times as you wish.  The pack stops giving you
holocrons when you talk to Bastila.

Talk to Bastila about the holocron to trigger the journal entry (and to stop
getting tons of holocrons.)  Leave the cave and walk into the waiting hands of
Calo Nord.

This is actually a surprisingly easy fight. Just kill Calo first and you'll be
fine.  Be sure to loot his remains.  After the fight is over, go to the Dune 
Sea and use rts to return to the Ebon Hawk.  Go back to the cantina.  As you 
walk towards the cantina, Senni Vek will come up to you and claim you dropped
a datapad.  The datapad really isn't yours, but take it anyway.  The datapad 
has a message on it for you:  The Genoharadan say to see Hulas on Manaan. Come
alone or not at all.

Once you've gotten the datapad, go to the Cantina and talk to Helena.  No 
option gains you lsp.  I tend to avoid a dark ending when I am dark because if
you are polite and let the story reach a happy ending you'll get more xp.

Now, finally, after all that we get to go to...

VII.  Kashyyk

A.  Background

Kashyyk is a planet inhabited by Wookies. The main enemies to worry about here
are kinrath.  Remember these guys back on Dantooine?  Yeah, there’s many more 
where that came from.  There are also two new enemies you have to worry about,
Meykl and Katarn.  Meykl are bat-like creatures that are extremely easy to 
defeat.  Katarn are similar to Kath Hounds, but less annoying.  They have a 
natural ability to heal plus a little resistance to light powers. Don't worry,
you can cut through them easily.  If this is the first place you are traveling
to after Dantooine, welcome back.  This planet can also be done right after 
Dantooine. Of course, you'll have another dream and Bastila will talk about it
yet again.

B.  Quests

1.  Main Quests

Wookie Chief
Jolee’s Request
Star Map
Freyyr
Chuundar’s Gambit

2.  Side Quests

Finding Dustil
Eli and Matton
Lost Wookie
Mandalorian Shadows

C.  Finding Dustil - Party Member Side Quest

If you have been "interrogating" Carth about his past, he should have 
mentioned he had a wife who died on Telos and has no idea where his son Dustil
is. After you have dealt with the docking fee, start following the path.  
Eventually, someone will recognize Carth.  To sum it all up, Carth’s friend 
knows where Dustil is.  Dustil is on Korriban, training to become a Sith.  You
have to go past the czerka outpoast shop in order to trigger the quest.

D.  Eli and Matton

Choose Bastila and Zaalbar as your party members.  Pay the docking fee (unless
you already have with Carth in your party) and the Ithorian will tell you to 
speak him in his office.  This dude takes a long time to go to his office.  
Take some time to talk to Eli and Matton.  Now Matton has had it rough, his 
ship left one day leaving him high and dry. Now he has to pay Eli off for the 
lack of services.  This quest is simple; just find something that backs up Eli
or Matton.  This can't be done right now, so see if there’s anything you need 
and wait for the Ithorian to continue slowly walking to his office.

When he finally gets there, you can find out more info on Kashyyk.  He knows 
nothing about the star map, in fact no one does.  However, there is the matter
of slavery that you need to consider.  Remember how Zaalbar was going to be 
sold for slavery if you didn't rescue him?  That’s basically how this whole 
planet is.  Czerka has moved in and takes Wookie slaves.  An interesting thing
happened when I threatened to kill the Ithorian.  He begged for his life and 
Bastila force persuaded him to tell you more about the Wookie leadership...
shouldn't it only be you who can force persuade?  Anyway, continue to follow 
the path.

At some point Zaalbar will stop and talk about his "Madclaw" status...okay.  
With that found out, go along the pathway towards the great walkway.  Try to 
open the doors and the guards will stop you.  Now here's where you can get 
infinite dsp (or at least get it multiple times. I usually don’t bother with 
it,) although I don’t know why anyone would want to unless they’re EVIL! Just
threaten the guy then use the force to make him like you.  Keep doing this as 
long as you wish.  Tell the guard that you will go past him because you paid 
the landing fee.  He’ll reply that he can't stop you.

On the Great Walkway, expect to find some Kinrath and a few new enemies.  Get 
used to these guys.  They'll be at Korriban but thankfully not Manan.

Anyway, after you fight the first batch, Big Z will again interrupt your 
walking to talk about him being banished. Tell him we'll deal with it when the
time comes and walk east until you find three guards that have killed a 
Wookie. If you have Zaalbar in your party, he’ll get angry. For dsp, tell 
Zaalbar that we need to kill them. For lsp, tell Zaalbar that you'll handle it
and persuade the guards to leave their posts.

Afterwards, follow the path as it curves south and kill the kinrath.  Pretty 
soon you'll reach an open area with more kinrath (is there ever an end?)  To 
the south is a wookie guard that won't let you pass.  He tells you to go see 
Chuundar (I hate typing that name) in order to go to the Shadowlands and 
expresses his distaste for bringing Zaalbar here.  

Go to the north path you passed earlier and you will be attacked by three Dark
Jedi.  Remember the ones on Tatooine who wanted to collect the reward for your
death?  Same story different Jedi.  These guys are slightly harder than the 
ones earlier, but still manageable. They will use the force power slow on you,
so be prepared for that.  After they're dead, raid their remains and go further
north until you come up to another wookie guard. He also doesn’t treat you and
Zaalbar kindly.  He demands your audience with Chuundar.  The game then 
automatically throws you to the next scene.

It doesn't matter what you say here.   Be defiant or cooperative, there's no 
alignment change here. Now Chuundar wants you to kill another "madclaw" in the
shadowlands.  He keeps Zaalbar there until you complete this task.  You are 
then escorted out into the Wookie Village

The village of the wookies is mapped out for you on the map, so go to the 
Great Walkway.  From there, go south and you'll reach the wookie who wouldn't 
let you pass earlier.  He now lets you by.  Keep following the path to the 
south. After a while, you'll see some wookies fighting kinrath.  Kill the 
baddies and be however you want to the wookies, there's no alignment change. 
After helping the wookies, continue to follow the path and you'll eventually
reach Gorwooken.  He'll lower you down to the...

E.  Shadowlands

Follow the path around to the north and you'll come across some Katarn.  Kill
them and continue to follow the path until you see an old man being killed by 
enemies...or is it he that's killing them?  He'll take all four of the baddies
down and then talk to you.  Then he'll tell you to follow him to his home in a
log, so do as he says.  If you lose sight of him (which shouldn't happen 
because there’s no enemies nearby) take the first southern path you see.

1.  Jolee’s Request

Once you are at his house, ask him about the Star Map.  He knows where it is 
and suspected that's why you came. He tells you that he'll help you find it if
you get rid of some Czerka poachers off to the northeast of his hut.

Now it's a good idea to explore the area south from Jolee's Hut, killing every
enemy and looting every corpse you find.  There's a circular area to the east 
of Jolee's hut that will be important for dark characters later on.  A little 
more south of that, the path forks to two southern circular areas.  Near the 
fork, there is a malfunctioning droid.  The droid playbacks a message that 
tells you Eli killed Matton’s crew...interesting.

2.  Lost Wookie

Now go north of Jolee’s hut and travel east. You will eventually come across a
wookie corpse with a slave contract and a bowcaster.  Seems someone killed the
guy because he was selling wookies and left their weapon there...more 
interesting stuff.

After you have found those two things, go back to Gorwooken (yes, we have to 
finish the quests now because only one of them can be completed after you have
dealt with the madclaw wookie.)  He'll say something about unfinished progress
and take you back up.

Go back to the wookie village and on the map there will be a place called the 
Holder of the Laws.  Show the bowcaster to the wookie there and he'll call in 
the fur ball that killed the other. Tell them about the slave contract to save
the guy’s life for lsp.  For dsp, don’t mention the slave contract and say the
wookie deserves to die.

After this, go back to Eli and Matton.  Show Eli the evidence and tell him to 
run away for lsp.  For dsp, tell Matton to kill Eli.  Then for more dsp, force
persuade him to do evil deeds to get him off this rock.

Go back to the Shadowlands, follow the path, and keep going east.  You'll 
eventually see the Czerka poachers.  For dsp, tell the guard that you'll kill
him, but before that you could get extra dsp by telling the guard you’re 
interested in helping him out.  He says he'll give you a reward for every tach
gland you get for him.  He sprays you with some stuff that makes them attack 
you and all you have to do is kill them and loot their remains.  Don't bother 
though, the reward for each gland is almost worthless and it wastes time.  For
lsp, persuade the guards by the sonic emitters to give you the codes to them.
Once you have disabled two sonic emitters, a huge beast will crash the party 
and make all of them run away. Be sure to look in the storage bins for goodies
and tach glands.

Once you've dealt with them, go back to Jolee and he'll join your party.

==============================================================================
                                   Jolee
                           Level 6 Jedi Counsular

Starting Stats:

Vitality:               42/42
Force:                  72/72
Defense:                21

Strength:               12 (+1)
Dexterity:              16 (+3)
Constitution:           12 (+1)
Intelligence:           12 (+1)
Wisdom:                 15 (+2)
Charisma:               15 (+2)

Fortitude:              7
Reflex:                 7
Will:                   8

Starting Skills:

Computer Use:           1
Demolitions:            0
Stealth:                0
Awareness:              7
Persuade:               2
Repair:                 1
Security:               0
Treat Injury:           6

Starting Powers:

Cure
Force Aura
Force Valor
Affect Mind
Stun
Disable Droid
Force Push
Throw Lightsaber

Starting Feats:

Conditioning
Weapon Proficiency blaster pistol, lightsaber, and melee weapons
Jedi Defense
Improved Force Focus
Knight Sense
Improved Dueling

Recommendations:

With skills just upgrade treat injury.  There isn't anything necessary that he
will need to do that's skill related.  Since he is neutral with a touch of 
light side, have him choose more universal powers.  If you're a light player,
give him destroy droid when he reaches level 12.  This will come in handy in a
later battle.  For attributes, upgrade strength, constitution, wisdom and
intelligence.  For Feats, don't worry about the two weapon fighting upgrades.
Jedi Counsulars do not get the option to select feats as much as the other 
Jedi classes do (which is why I never choose my character to be one.) Give him
master dueling, toughness, and any melee related feat.  I'd much rather have
Jolee with the two weapon fighting line, but then you won't be able to select
good attack feats like flurry later.
==============================================================================

Go back to where Czerka was and continue to follow the path until you reach a 
force field.  Jolee will disable it for a few minutes.  This lets you go into 
the...

3.  Lower Shadowlands

To the south of where you enter the lower shadowlands, you will see a wookie 
fighting Mandalorians.  Kill the Mandalorians and give the wookie a medpac 
for lsp.  For dsp, call him a weakling and leave him to die.  Here's another 
area where you can get infinite dsp.  Keep talking to him and he'll continue 
to ask you help him heal.  Continue to call him weak for more dsp.

4.  Mandalorian Shadows

If you saved him, he'll tell you that these cowards attacked only when they 
put away their weapons. He tells you to look for wookie corpses, put away your
weapons, and kill the dudes that attack.  Now is not the time to complete this
task, just keep it in mind.  Dark players, you will have an opportunity to 
finish this quest later when the wookie is dead.

At the fork go southeast.  Waste the kinrath you come across and you should 
notice that you can take a kinrath body.  This will be useful later on.  When 
the road forks again, go south on the first east path, attack the kinrath, and
go south at the new fork.  The path takes you to a ritual area.  Tie the 
kinrath corpse on the vine and a Ritual Beast will come out.  This is your 
first fight with a Terentatek and should be a moderate fight.  Don't bother 
using light powers against it.  Remember they're immune to light powers, but 
not dark powers!  Once you have defeated it, you find a blade that was lodged 
in its skin. Be sure to search the remains further to find some other goodies.

It's now time to meet the madclaw wookie.  You probably passed him before you 
went to the ritual site.  If you didn't, go back to where the wookie was 
attacked and stay on the eastern "wall."  You’ll eventually find him.

He will attack then surrender. Straightforward here, kill him for dsp or don't
for lsp.  If you don't kill him, he asks for Beca's sword and says it's in the
ritual beast.  You already have it, so he'll go upstairs to start a riot 
(dethrone the big cheese, you know, the name I hate to type.)

5.  Star Map

And now it's time to look for the Star Map. It is in the far southwestern side
of this area past the swoop bikes.  Once you find a building with an alien 
holocron, you're there.  Talk to the holocron and ask it as many questions as 
you want.  To get to the Star Map, you have to behave in a certain way.  It 
asks you questions about what you would do in certain situations.  Here's the 
dialog options you have according to alignment as well as the "correct" 
and "incorrect" answers:

First question:

I'm unsure what Zaalbar would say.  I would accuse him to be safe (dsp, right 
answer)

I trust Zaalbar, I won't accuse him (lsp, wrong answer)

Second question:

I prepare my forces to attack in 10 days.  I do nothing to the city (dsp, 
right answer that leads to the next option) – That's right; the deaths of my 
people will spur my forces on (dsp, right answer)

I evacuate the city (lsp, wrong answer)

Third Question:

(light players will not reach this question)

I let the attack happen (dsp, right answer)

Dark players automatically get the star map if you answered everything 
correctly.  Light players will only answer two of the questions wrong to get 
lsp.  Then, the holocron will say that you don't match the standard he's 
looking for.  He does this if you threaten to take him apart as well.  Two 
droids will then attack.  This is a tough fight, so heal whenever you need to.
If you do get down to half your force points, start using them sparingly.

Once you are finished with the battle, talk to the holocron again and he will 
give you access, saying that secondary scanning of you fighting made you 
acceptable...right.

Now that you have the Star Map and have killed all the enemies, walk around 
without any weapons equipped (unless you are dark, remember we will do this 
quest later when the wookie is dead.) There are two wookie corpse sites around
the same area as the lone wookie and are easy to find.  Once the Mandalorians
de-stealth, immediately go to the equip screen and re-equip yourself.  One 
time, I could not equip my weapons.  If that happens to you, don't panic, just
attack for a couple of seconds and then you should be able to equip your 
weapons.  After the second wave of them is dead, check the remains for a 
missing signal device.  Place the device on one of the swoops.  That makes the
Mandalorian leader mad at you and the rest of the Mandalorians attack.  You'll
gut them easily.  Tell the walking carpet the good news and you’re off on your
merry way.

If you didn't kill Frayer, you'll have to fight Gorwooken.  He's pretty easy.
Once you've exited the shadowlands, go back to Chuundar (you can ask a wookie 
guard to take you there.)

If you killed Frayer, Zaalbar’s father, then there's nothing more to do here.
Just be as violent as you can and get the dsp once Gorwooken takes you back to
Chuundar.  You will be transported out of the village and will never return 
there again.  If you didn't finish the Lost Wookie side quest, you won't be 
able to now.

If you saved Frayer, then try to solve the conflict in a non-violent way.  Of 
course, Chuundar won't go down without a fight, so there is no way to do it 
peacefully.  It's not an easy firefight, but it's not an overly hard one 
either.  After the fight, the wookies will rebel and run off everyone that's 
not their kind except you.  If you didn't go to Eli and Matton for the droid 
head, it’s too late now.

No matter what you do, you'll get Baca’s Ceremonial blade as a reward.  It's 
time to go back to the Ebon Hawk.  Use the galaxy map again to go to...

VIII.  Mannan

A.  Background

Mannan is a world where the natives, the Selkath, strive for peace (it's also
a word that I misspell a lot.)  They want to be neutral in this war between 
the Sith and Republic and try to treat them equally. Enemies you find here are
Sith and you’ll have to fight some Selkath in two areas.  It shouldn't be too 
hard for you. This is also where you meet Hulas and do six resulting dark side
missions.  If this is the world you go to after Dantooine, welcome back!  
However, I strongly suggest you complete Kashyyk before doing this world.  I 
know, we have a tach gland we need to give to Griff if you’ve been following 
the guide, but there isn't a huge need to go to Tatooine yet.  You also get a 
cut scene where Malak sends Darth Bandon against you....doesn’t he look 
familiar?

B.  Quests

1.  Main Quests

Republic Base
Sith Base
Hrakert Station
In the Water

2.  Side Quests

Hulas and the Genoharadan (6 dark side missions)
Sunry Murder Trial
Selkath Mystery
Swoop Races
Queedle’s Problem
Mercenaries

You're flying along and you have another dream and Bastila will once again try
to explain it.  Leave the Ebon Hawk and choose Bastila and Jolee as your party
members. Open the two doors that lead out of the Docking Bay. Walk a little 
ways inside the hallway and a Sith and Republic soldier will be fighting with 
words.

Ask the Republic soldier about Manaan and he can tell you many things, except 
the Star Map.  When you finish talking to him, he'll give you confusing 
directions to the Republic Embassy and tells you to go there if you have more 
questions.  

Once you’re done with him, walk west and open the doors.  There's a merchant 
here that sells infinite computer spikes, so buy about 20 to 30 depending on 
how much credits you have.  Before you open the door to the south marked 
Manan - West Central, talk to Nubassa.  He asks if you have any exotic species
for sale.  Ah ha!  We can finally get rid of the gizka.  The only way to get 
dsp is to successfully persuade him that the gizka are special and will not 
reproduce.  There is no light option.

After that's done, go through the south door into the next area.  Follow the 
path to the visitors area and keep walking until you reach the port official.
Take care of the docking fee and go through the door to the south.  The 
Republic soldier did say to go east to get to the base, but we're going to 
take a trip west first.  Go south until you hit the bottom of the area then go
west past the door.

C.  Sunry Murder Trial

A woman named Elora will stop you if you have Jolee in your party.  One of 
Jolee's friends Sunry is on trial for murder (Elora is Sunry's wife.) Tell her
you'll help out and go south to the courts.  A case will be coming to a close,
after that talk to the judges and tell them you want to investigate the trial.
He will let you be Arbiter (lawyer) on Sunry's behalf.  He tells you a bit 
about the case and you can ask the other judges about the case as well.  

After this, go to the prison (it's on the eastern side, just hug the wall 
until you're there) and talk to the guard.  He'll let you in.  Once you’re in,
Sunry will recognize Jolee. He will give you his version of the story and 
encourages you to go to the hotel where the murder happened.  He claims that
the whole case is a frame up.  For now, it looks to be that way.

D.  Missing Selkath and Republic Hiring Mercenaries

There's nothing more you can do for him now, so go to the northeastern part of
the map.  You'll see a mercenary being recruited for the Republic.  Follow the
path until you reach a bar.  Two Selkaths here will have side quests, Shaelas 
and Nilko.  Shaelas suspects her daughter Sasha was taken by the Sith.  Nilko 
wants to know why the Republic is recruiting so many mercs. They will each pay
you 500 credits.

Now when that's done, go back to Ahto Central.  Go east and then open the door
to East Central.  Here is where Hulas is, and the chance for us to have more 
dsp and be EVIL!  Light players, ignore the next part.

E.  Dark Side Mission - Hulas and the Genoharadan

Now you actually have to be alone, as in have everyone else on the ship, in 
order to talk to Hulas.  He's the Rodian in the eastern part of this area and 
will tell you that he’s part of the Genoharadan.  It's a secret society in 
existence for thousands of years that has "influenced" Republic politics in 
order to keep the Republic intact.  Hard to believe isn’t it? Well, believe it
because it's real and Hulas wants you to join.  Of course, you can never tell 
anyone about this or else they will disappear and become a figment of your 
imagination.

To join, you have to prove yourself.  You've already done well by killing Calo
Nord, who Hulas thought about recruiting.  All you have to do is kill one of 
two people, Zuulan Sentar or Lorgal.  He will reward you substantially.  Yes, 
you have to do this now because if you get the Star Map before you do this, 
you may never have a chance to complete all of the missions.

1.  Lorgal

Conveniently, Lorgal is on Manaan as a prisoner in the Republic Embassy. Hulas
will instruct you to not use weapons on him and you’ll do well.  Go to the 
Republic Embassy, tell the guy you’re on a mission from the Jedi Council and 
ask about the Star Map.  Long story short (it will be covered in more detail 
later on after you finish the Genoharadan missions) he lets you in the base 
and you'll see Lorgal there.

==============================================================================
Note:  Don't waste time trying to force persuade the Republic dude.  He's not
weak minded.
==============================================================================

There are three ways to kill Lorgal; force choke, force kill, or overload the 
force cage with computer spikes.  Once that’s done you get dsp.  Now it's time
to head to Dantooine.  Zuulan won't know what hit him.

2.  Dantooine - Zuulan

The Genoharadan don't like Zuulan because he's kidnapped important people over
the years and demanded money from the families.  It's easy to complete this, 
just go to the Matale residence and look for his speed bike to the east of the
house.  It is within five feet of the home, so it shouldn't be hard to find.

Once you find it, you can either plant a frag mine on it or set off the alarm.
I like to set off the alarm because you can get 2 dspts.  He'll come running 
out with a few weaklings.  Tell him he should pay for his crimes and a fight 
breaks out.  When he’s almost dead, he'll try to pay you off with credits.  
Yeah, as if we’re going to take his credits and let him live.  He 
underestimated how EVIL we are.  Be violent to enter into combat mode again, 
gaining a dsp.  Kill him for more dsp and loot his remains to find the credits
he tried to bribe you with.

3.  Back to Hulas

Hulas will reward you (I know it's not credits, but the equipment he gives you
is some of the best in the game) for the two bounties and give you three more;
Vorn, Rulan, and Ithorak.

4.  The Death of Ithorak

Ithorak is also on Manan, but you can't approach him directly. Hulas instructs
you to pose as a wealthy person and be willing to buy something of some sort. 
Go to the swoop track, which is further east of this area.  When you enter the
area a Sith woman will demand you pay credits.  There's no dark way of dealing
with this, just don’t pay her.  After she threatens you, talk to her again and
she'll threaten you.  Threaten her with violence and she'll call a guard. Tell
the guard that you and the Sith were exchanging meaningless words and he'll 
disagree with you, demanding 100 credits.  Force persuade him to think it's 
the Sith’s fault and she will be put in prison.  Can anything top our EVIL?  
After that, go to the southern path and you should reach the swoop track. Talk
to Vek, the only Twilek there, and convince him you’re a wealthy guy that's 
interested in business with his boss.  He'll tell you to meet you at the Sith 
private docks.

Use rts and go towards the assault droid after you exit the Ebon Hawk landing 
site.  You won't be able to miss it.  Vek will be there and warn you about not
making trouble. There are two options you have, ignore the dislike of this guy
towards his master and you have to fight all three of them.  That may prove to
be a challenge.  The other option is to force persuade the guy to quit on his
boss.  Then, reprogram the droid to attack Ithorak and you'll have an easier 
battle (but with less xp.)  If you decide to kill all three of them, then you 
have a moderate battle.  All three of them are tough, but you should be able 
to kill them without manually directing your party members.  Once you have 
killed him, you get dsp.  Loot his remains and you find a rather interesting 
datapad. I wonder...who warned him?

5.  Tatooine - Vorn

Vorn is an interesting guy.  Why is he so interesting?  You'll find out later,
for now go back to Tatooine and give the tach gland to Griff if you wish (I'll
tell you the details later when we have been to Korriban, so for now threaten 
Griff when he asks for more credits.)

Now Hulas told you that Vorn was hunting a Krayt Dragon. The interesting thing
about this is that Vorn is not in the Eastern Dune Sea like I thought he would
be (I explored that area for an hour looking for this guy!)  Instead, he is in
the Sand People Territory, or at least his speeder and droid is. Once you 
enter the sand people territory, go east towards the path that leads to the 
Eastern Dune Sea and you will eventually see his speeder and droid.

The droid will attack and you will defeat it easily.  Now, reprogram the droid
to attack its master and it will go to Vorn.  You get a cut scene of you and 
your party following it.  Here's the interesting part, Vorn has slain a Krayt 
Dragon all by himself!  Yes, this guy is tough, even with his droid after him,
but there's four of you (including the droid) against...well, him!  Loot his 
remains when you’re done.  A final interesting thing is that even though you 
went who knows where after you reprogrammed the droid, you will end up near 
the exit to the Dune Sea...wonder why we didn’t see him before?  In his corpse
is another interesting datapad.  This guy knew about the Genoharaden...

6.  Kashyyk - Rulan

Rulan is even more interesting than Vorn.  You already know this because Hulas
told you he was a shape shifter, but that’s putting it mildly.

Go to Kashyyk and once again venture into the Shadowlands.

a.  Darth Bandon

Yup, this guy is attacking you now with Dark Jedi.  Still don't remember who 
this guy is? He’s the guy that killed Trask on the Endar Spire (way way back.)
You could mention this, but no option has an alignment change.  You just fight
him. He's tough to defeat.  Your character should target Bandon and your party
members need to kill the other two Jedi before moving on to Bandon.  If a 
party member goes down, then it will get tough, so just run around and heal 
yourself.  Don't bother casting any dark powers against this guy because he 
somehow resists all of them, even plague!  That might be a possible glitch 
since it should be impossible to resist plague, but I have no way of knowing 
if that's the case. Anyway, he will constantly use Death Field against you and
your party members, thus healing himself and draining your and your party 
member's health. Once he's dead, raid his corpse for 3,000 credits, his armor,
and his lightsaber.

If you want to complete the Mandalorian Raiders side quest now, you need to 
have Jolee in your party and go to the Lower Shadowlands.  The wookie you 
didn't help is now dead and wrote about the raiders before he died.  Sometimes
however, this doesn't happen.  If that's the case, then just follow the 
instructions I gave earlier to complete this quest.  When you kill a band of 
them and loot their remains a datapad you find will trigger the quest.  The 
only thing that sucks is that there's no one to tell in order to get a reward!
(You know, the wookie dead and no way to get to the wookie village.)

Rulan is not in the Lower Shadowlands however, so you must search the Upper 
Shadowlands.  It's easy to find him.  Go to Jolee's hut and follow the path to
the southwest.  You will see a new wookie corpse.   Raid it to find a datapad.
Ah, Rulan is here and he's killed a wookie named Grawwaar.  See the light at 
the end of the path?  It's a campsite with a fire burning. There's a wookie we
need to talk to.  His name is...Grawaar...isn't Grawaar dead?

Ah, he is dead!  Talk to Grawaar, who is really Rulan.  He'll keep up the
disguise until you tell him about the datapad.  Once you do that he'll do 
something that made me laugh.  He'll change his shape to look like Jolee.  
He's even got the voice down!  Tell him you'll kill him for dsp and attack. 
Don't worry, you'll attack him and not the real Jolee.  Eventually, a white 
light will surround him.  You and your party members will be thrown back and
he'll change into a Tarentetek.  He has all the immunities the beast has...of
course that doesn't include dark powers.  Hello force lightning!

After he realizes he won't win the fight (which is when you've almost killed 
him,) a white light will surround him.  He changes into something you can 
barely make out and scampers away.

If you paid close attention, you saw that he changed into a tach.  Go into the
circular area to the northeast that is directly east from Jolee's home. One of
these tachs is Rulan.  Happy hunting! You'll know when you’ve killed the right
tach.

==============================================================================
Note:  If you're having a problem finding him, here's a tip.  Real Tachs stick
together!
==============================================================================

7.  To Hulas Again

Now you'll notice that I mentioned six dark missions involving Hulas and we've
only had five missions from this guy (and collected lots of good items.)  Once
you have told him all are dead, he'll say that he's now the only overseer in
the society.  In other words, the dude double crossed you. You could just walk
away, but why would you do that? You and I are both EVIL so we'll want revenge
right?  I thought so.  He'll say to meet him in the Dune Sea, alone of course.

8.  Hulas and the Dune Sea

Hulas told you that he and you will meet alone in the Dune Sea, but he's EVIL 
too and won’t be alone. So don't go alone, or you can since you have good dark
powers (Knowing that he won't honor the agreement, I still would go alone 
because you should kill them all...fairly easily.)

Hulas will use a blaster against you along with all but two of his thugs.  
Attack those two first because they can drastically take down your health.  
Their blades are poisonous, so watch out and use antidote kits after they're 
dead.  Then, target Hulas next and use force lightning against him.  This is a
tough fight alone, so be sure to use drain life and one or two advanced 
medpacs.  Use force lightning until half of your force points are spent.  You 
should have killed Hulas by then and all you have to do is kill the rest.  
They are simple and weak.  A force jump attack on them and they'll be dead.  
Loot the remains, especially Hulas' remains for very good items.

9.  Manaan Again (end of dark side mission)

Welcome back Light players!  We want to complete the quest of the Genoharadan,
so talk to Hulas alone (with no party members with you) and tell him you don't
want to be part of it.  He will disappear and you will complete the quest.

F.  Sunry Murder Trial (continued)

Now where did we leave off...oh yes, go north from Hulas and open the door.  
After this, go left into the hotel, talk to the guy behind the counter and ask
him about the Sunry case (remember you're trying to help a guy accused of 
murder!)  He will tell you that Sunry left after the blaster shot went off.  
He's pretty sure about this, and admits that it could have gone off before, 
but not sure enough to testify it in court.  You could get dsp by bribing him.
I don’t know what happens because I've never tried it (I only assume it gets 
you dsp.)  I did try force persuading him once for dsp, but at the trial he 
didn't tell the court what I told him to say, boo!  He also implies that Sunry
and Elassa were having an affair and tells you about the witnesses.  They are 
the Pazaak player Firath Me and Glupor the Rodian.

1.  Firath Me.

Firath Me will be in one of the rooms closest to the clerk. You basically find
out two things from him if you are persuasive enough.  Elassa (the dead girl)
was a Dark Jedi, and he didn’t actually see the murder...interesting.

2.  Glupor

Now here is where there's a definite a glitch in the game.  If you have the 
subtitles turned off this glitch will affect you mildly.  The game doesn't 
translate the Rodian language into English.  I guess it thinks that since 
Glupor says his name in English that it is already in English, I don't know.  
At any rate, this isn't a worrisome glitch, simply turn the subtitles on right
now.  Then when you're done talking to him turn it back off.  If you have had 
the subtitles on since the beginning, the glitch doesn't affect you.

Glupor also didn't see the murder and your goal is to find out that he planted
Sunry's metal he won for his bravery on the body.  I usually persuade him to 
tell without bribing him.  If your dark, you might have to bribe him.  If you
use force persuade he won't admit to planting the medal.

Go outside of the hotel and a mysterious man will talk to you and tell you 
"many currents flow beneath" the case.  He'll also say that you can find more 
in the Republic and Sith embassies.  I think there was "supposed" to be 
something related to the incident in the Sith embassy, but I've never found 
anything.

G.  Republic Embassy

From the hotel, walk straight through the door to the embassy.  Talk to Roland
Wann (if you haven't already) and tell him you're on a mission from the Jedi
Council. He knows about the Star Map, but he won't tell you until you retrieve
data from a droid that surfaced too early.  The Sith picked it up and took it 
to their base.  All you have to do is get the data from the droid and he'll 
tell you about the Star Map.  There's three ways into the base.  The first is 
to interrogate the prisoner, another is to slice a keycard, and the third is 
to break into the third docking bay that's locked.  He gives you a keycard to 
the docking bay and one to the interior of the base.

Interrogating the prisoner is a good thing to do, but there's really no order 
you go through to do it.  If you do succeed in doing this (which isn't that 
hard) he'll give you the code.  Now regardless if you have gotten the code or 
decided to go to the docking bay, you must go into the computer room.  The guy
will tell you about the system.  I won't tell you about it because it’s beyond
me.

The first time I played this, I noticed that once you are logged into the big 
computer you could slice into the Republic system, so I did.  Look at that!  
"Open submarine doors – 100 spikes!"  Yikes! (Don't select this option, the
doors will be opened later for you)  There's a selection right below that.  
Select it and it downloads a video to your datapad of Sunry killing Elassa.  
Uh-oh, he was guilty all along!  We're not ready to confront him yet, we've 
still got an appointment to the destruction of the Sith base.

Once the prisoner gives you the code and you found that Sunry was not so 
innocent, go to the next area to the east.  The Sith will demand a fee to walk
here.  There is no light option (unless you have the option of reciting the 
Jedi Code) so don't threaten her with violence and you won't get dsp (dark 
players have already dealt with this situation during the Hulas missions.)
Find the path to the south to the swoop racing track.

H.  Swoop Racing!

1.  Queedle's Problem

You can only access this mission before racing.  Talk to the Ithorian across 
from the announcer.  He needs to upgrade his swoop bike, but doesn't have the 
money to do so.  I haven't found a dark way of dealing with this guy yet, but 
light players can give him 500 credits for lsp.

Swoop racing is the same as it has been.  Talk to the Selkath behind the 
counter to get started and do what you’ve already done before.  The Sector 
Champion wants to talk to you before you race for the last prize.  He'll 
threaten you and talk tough, but he's all talk and no walk.  Restrain yourself
and get lsp, or threaten him for dsp.  You can threaten everyone in the room 
for dsp as well.

I.  Sith Base

I think it's best that you don't enter through the front door because if you 
go into the private hanger, you get more xp since there's enemies in there. So
use rts and buy about 10 to 15 computer spikes (you'll need about 20-30) from
the merchant in this area (you should have plenty of credits from swoop 
racing.) The private hanger is on the map and easy to locate.  If you can't 
find it, it’s the far western hanger.  The few enemies in here are weak and 
easy to defeat. After they're dead, loot the remains and take the transport to
the Sith Base.  Open the door in front of you and watch out for the mine.  Go
to the west and open the door.  The woman inside the reception room will 
inquire about your business, and this time it doesn’t matter what you say, she
will call the guards.  This happens even if you force persuade her.  She's not
a weak minded fool...although she and everyone else in the room are weak and 
easy to kill!

Now that reception has been cleared, go through the north door. Go through the
first door to the west and walk through the hallway.  Ignore the door to the 
south for now and keep walking west.  Open the door to find some tough droids.
They can be beaten, but it will be a longer battle than most enemies.  Force 
lightning and destroy droid works well against these guys.  After they're 
decommissioned, go through the west door.  Kill more tough droids and a few 
weak Sith.  Once they are dead, enter SOLO mode by pressing the back button 
(this is located near the start button and is the same size and shape.)  Have 
your character open the north door and you will see red gas moving between 
vents.  Look closer at it and you’ll notice a pattern.  Figure out the pattern
and walk through the hallway without getting hurt by the gas.  If you do get 
hurt, it's ok because you have two Jedi (and maybe you) that can use improved 
heal to get your health back.  Open the door at the end of the hallway. To the
right is the steam control.  Select it, turn off the steam, and press the back
button to get out of SOLO mode.

Once you've done that, find the computer panel to the right of the steam 
control.  Slice into the computer and do your usual hacking.  You MUST select 
deactivate force field after you select to view the security room.  If you 
don't, you'll have to endure a frustrating puzzle.  You can also corrupt the 
sentry droids.  What this does is have the droids attack ALL things in the 
base.  This means that they will still attack you, but will also make you have
less enemies to fight (you still get the xp if a droid kills an enemy.)

After this, go back to the hallway and take the door to the south you ignored
earlier.  The door is marked "Disassembly Room."  This is where the droid the 
Republic sent out is.  Kill all the pathetic weaklings here and loot the room 
for goodies.  Remember to loot the broken droid for a data module.

You're not done yet!  Under no circumstances are you to exit the base now!  Go
back to the hallway and look on the map.  You should have areas highlighted 
where you looked through the security cameras.  If not, then go north after 
you exit this hallway going east.  Open the door and continue to go east.  
There will be three Dark Jedi here, and their powers are, but not limited to,
stasis, force lightning, insanity, and slow.  They are formidable opponents, 
but you should be able to beat them.  Loot their remains and keep going east.
Kill any enemies that may remain.  Now if you didn’t deactivate the force 
field, you have to go through the water doors.  I hate going through those
doors.  Here's the correct order:

Left Room 1 – flow
Left Room 2
Right Room 1 – Flow
Right Room 2 – Flow
Left Room 1
Left Room 2 – Flow
Left Room 3
Left Room 4
Exit

I might be incorrect in that puzzle; there could be a better way to do it.  Go
to where the force field is or was (if you went through the water doors, go 
north, follow the hallway and take the second south door.)  From the pressure 
room, go west (if you deactivated the force field) and take the north door.  
Kill the two tough droids there.  Once again, these guys don't have good 
weapons, but their health is hard to bring down.

After this, head north through the door, kill the Sith in the hallway and go 
east to the south door.  Take it and continue to kill the pathetic, weak Sith.
After that, go back to the hallway and keep going east.  The path should curve
south and you should end up behind the pressure room.  Take the south door, 
kill the Dark Jedi, and loot the room.  Once that’s done, go north and follow 
the hallway as it curves to the west then north again.  Head through the 
opposite door and follow the hallway.  You'll see a Selkath Apprentice.  Kill 
him.

1.  Missing Selkath

Now, go to the center room and you'll see four rooms.  Take the northwestern 
room and you’ll see the missing Selkath. In order to get the dark points, kill
them IMMEDIATELY.  You won't get dsp if you say or ask any question then kill 
them.  Light players have to try to convince them the Sith are evil.  Sasha 
wants proof, something you don’t have yet.

Go through the southeast door.  A tortured Selkath will give you a pin with 
blood on it and tell you to tell Sasha "the Sith."  This is good proof.  If 
your persuade skill is high you can probably get by with this.  If not, there
is something better you will find. Open the door to the northeast and kill the
enemies here. Heal and wait for your force powers to regenerate before opening
the next door.

Yeah, yeah, Malak was displeased we get it! There's a Dark Jedi along with two
Selkath Apprentices here.  This guy puts up a tough fight.  He is much like 
Bendack because he dodges your attacks often, however, unlike Bendack, he 
doesn't throw grenades and he's a lot tougher.  Make your entire party attack 
one of the Selkath Apprentices first, then, have two against one with the 
other Selkath while one of you attacks the Dark Jedi.  This should kill him. 
He may use force resistance, and if that’s the case, don't waste your force 
powers against him.  Loot the room for goodies and search the next room to the
east for a datapad.  This is the proof you need for Sasha.  Go back to her and
show it to her.  They will leave the base and you’ll get lsp.

It's time to bail. Exit the base and as you do, the Selkath will arrest you 
for breaching the peace. It doesn't matter what you do.  They will still take 
you before the judges.  Don’t force persuade them because they aren't weak
minded.

Now the next scene is you in the prison and your arbiter will ask you 
questions.  Simply tell him about the datapad and he'll start the trial right 
away.  Plead not guilty and tell the judges you have proof of the Sith’s evil 
and show them the datapad.  They will drop the charges against you and punish 
the Sith.

J.  The Trial of Sunry

Now it's time to talk to Elora.  Ask if Sunry had an affair. She'll break down
and say yeah.  Now it's time to talk to Sunry about the little recording we 
found.  He'll ask you to keep it secret.  Agree with him for dsp, or convince 
him to turn himself in for lsp. He won't turn himself in and gets angry at the
very thought of you betraying the Republic.

Now it's time to talk to the warden and start the trial.  This is a very easy 
to complete.  DO NOT GIVE THE JUDGES THE RECORDING!  Why?  Well, if you give 
them the recording right away, Sunry dies with little xp. If you let the trial
play out and Sunry is found guilty, he gets life in prison and you get some 
xp. If Sunry is found innocent, then you get more xp.

Now how should you approach the trial? That depends on if you want Sunry to be
innocent or guilty.  You have to have found everything, which is:  Elassa's a 
Dark Jedi, Glupor was paid by the Sith to put Sunry’s war medal in Elassa's 
hand, Elora knew Sunry was having an affair, and the recording of the murder.

First, you have options to give your opening statements. DO NOT force persuade
them because they are not weak minded and it makes your case look more 
hopeless.  Instead, say you'll find Sunry innocent.

The hotel manager will come up and give his testimony, but he's not considered
a witness, so you and the Sith prosecutor won’t ask him any questions.

The first witness is Firath Me.  The prosecutor will insult the witness. 
Object to his badgering and it will be sustained. Once he's given his account,
ask him these questions:

Did you actually see the murder happen?
Was the medal left at the crime scene not a little too obvious?
Elassa is a Dark Jedi, isn't she?
I have no additional questions.

The next witness is Glupor.  The prosecutor will ask him questions, and you 
should ask him these questions:

Did you see Sunry kill Elassa?
Isn't the medal at the crime scene too obvious a clue?
Did you plant the medal on Elassa?
I have no additional questions

Elora is next, so ask her these questions:

Was it true your husband was having an affair with Elassa? (the Sith know 
about this, so if you don't ask it now then it makes you look bad)
Sunry was a Republic war hero, wasn't he?
I have no additional questions.

Sunry is the last person to take the stand.  Ask him these questions:

Elassa was a Sith spy, wasn't she?
How could Elassa have got your medal?
I have no additional questions

Then, you make your closing statements.  This is what you should say:
No one actually witnessed the murder
Elassa was a spy and the Sith are framing Sunry
My arguments are complete.

It took many times to figure out how I could get Sunry off the hook.  I had 
began to think that Sunry would always be found guilty.

K.  Return to Republic Base

Go back to Roland and he'll give you the scoop about why they’re hiring 
mercenaries.  They are secretly harvesting kolto in a secret underwater 
facility.  Some of the smarter Selkath have allowed this.  They reported an 
ancient artifact during construction, and then contact was suddenly cut.  He 
gives you a passcard to let you into the room with a sub so you can go down to
the station.  You now know why they've been hiring mercenaries, so go tell 
Nilko now to get it over with.  Additionally, tell Shaelas about her daughter 
to complete the Missing Selkath quest.  If you killed Sasha, you can threaten 
Shaelas for dsp.  After that's done, enter the door opposite of the computer 
room in the Republic base (where you got the recording of Sunry killing 
Elassa) and go through another door.  Board the submersible there.

L.  Harakert Station

Walk through the door in front of you and a mercenary will greet you. Ask what
happened and he'll mutter about the Selkath being insane.  There's no light 
option here, but if you want to be EVIL tell him he’s food for the Selkath and
you'll attack him.

After you've dealt with Mr. Crazy raid the footlocker and take the door to the
east into a hallway that leads to another door.  Open it and go through the 
south door.  Yes, there is a computer panel, but there’s nothing you need to 
do.  Follow the hallway and kill the droids that attack you.  You should have 
passed a door going west.  Take it, kill the insane Selkath, and select the 
faulty patrol droid.  Repair it for some xp and it will help your slaying.  
Keep going west and kill the weak assault droids that attack.  When you see a 
door to the south, take it and kill more Selkath.  At the end of the room, 
there will be a footlocker with a sonic emitter.  This will help you later on.

Backtrack to the hallway with tons of doors and keep going west. There will be
a tough droid before the path goes south.  After it's dead, go through the 
south door.  In this room is an environmental suit and lots of goodies in the
lockers.  There's also a guy that locked himself in the locker.  I haven't 
found a way to convince him he's safe with us, but I've found a way to kill 
him!  Just treat him the same way you treated the mercenary at the beginning 
and then stick your lightsaber in the locker.

Now that you have the sonic emitter and suit, take the west door in the room 
then go to the south door in the next room.  There will be another long 
hallway, so kill all the enemies.  Open all of the doors at this hallway.  
There is one security door at the far east that is particularly hard to open, 
and I don’t know why.  Don't worry about that one for now, it only leads back 
to the hallway you entered before the computer terminal.  The door to the 
southwest is where one of the airlocks is.  Go through the door and use the 
pressure door to go outside.  Since there's only one suit, you have to go 
alone.

1.  In the Water

Here is another area where exploring the whole map is more trouble than its 
worth.  You can only attack with the sonic emitter, so use it when the sharks
get really close to you.  It has a limited range.  Walk south then east and 
you’ll find a survivor.  After some dialog, follow him and he'll eventually be
eaten by a shark. Once you’re in the open, walk east and kill the sharks along
the way using the sonic emitter.  You'll see a fork in the road.  Kill the 
sharks on each path, go to the northern part, and open the pressure door.

2.  Alone in the Station

There's four insane Selkaths, so take them out and take the door to the east.
This takes you to a center room.  Explore the rooms and loot them before you 
select the force field.  Select it and the people there will depressurize 
everything except the area they're in (they’re trying to kill you and the 
Selkath.)  All you have to do is bash the force field and the sequence will 
stop.  Or you could select the computer panel and use spikes to disable the 
force field for xp.

3.  To Destroy or Poison...

They tell you about a giant shark that possibly drove all the Selkath insane.
They give you the option to kill the shark (dsp) or destroy the machinery 
(lsp.) If you want major dsp, tell them you'll do what you want AND KILL THEM!
*evil laugh*

The pressure door behind them leads back into the water, but near the star 
map. Once you are in the water, kill the sharks and you’ll see a path to the 
west. That leads to the other station, so go right and kill any other sharks 
that might be there.  You'll eventually find the control panel.

Now to destroy the machinery you have to do some funky stuff with the gas to 
make it a liquid.  The first time I played, I got frustrated and decided to 
kill the shark.  Then it dawned on me how the puzzle works.  Anyway, here's 
what you have to do for lsp:

1.	Access the fuel tank pressure control.
2.	Fill injector pod.
3.	Transfer from injector to container.
4.	Fill injector pod.
5.	Transfer from injector to container.
6.	Dump container pod.
7.	Transfer from injector to container.
8.	Fill injector pod.
9. 	Transfer from injector to container.

It took me an hour to figure out how to do it...ugh.

Dark players just inject gas into the vents

==============================================================================
Note:  The alignment change doesn't come until you talk to the Republic 
diplomat after you have returned from the station.
==============================================================================

4.  Star Map

All you have to do is keep walking to the right and, after the shark is dealt 
with, you'll see the Star Map.  Go back the way you came and use the north 
path.  That will take you back to the first station. You may or may not have a
surprise waiting for you there.

5.  Darth Bandon

Now here is where light players have a battle to fight.  Near the sub entrance
to the station is Darth Bandon (dark players met him on Kashyyk.)  Remember 
him?  He's the guy who killed Trask.  Now usually I would say that light 
players have a harder time in a fight, but this is not the case.  It is 
actually easier to defeat Bandon here as a light player than it was on Kashyyk
as a dark player.  I don't exactly know why, but it's always been that way.  
You have two Dark Jedi fighting alongside him.  DON'T use force powers against
Bandon because he has a strange immunity to force powers.  Keep healing 
yourself with heal and you'll do fine.

M.  On Trial Again

Go back to the Republic base and tell the guy how it went down.  This is 
actually where you get the lsp or dsp depending on what you did to take care 
of the shark. Here is where you can get infinite dsp: If you decided to poison
the shark, you can talk to him again and again and again.  He stresses 
importance of you not telling anyone about the kolto.  Ask for a bribe and 
you'll keep getting dsp.  Once you're done talking, exit the base and the 
Selkath will stop you and put you on trial again.

Now light players tell the truth and you will be praised for your work.  Dark 
players will be banished from the planet for killing the mother of their 
species.  I've tried lying and it doesn’t work.  Go back to the Ebon Hawk and 
plot a course for Korriban

IX.  Leviathan

WARNING: Major spoilers ahead!  Don't read ahead unless you want to know the 
huge plot twist!

As you are on the hyperspace route, a Sith ship will catch you in a tractor 
beam.  This ship is the Leviathan, Saul Karath’s vessel, who is Carth's old 
mentor.  There will be some dialog exchange and you will have to pick someone 
to bust you out, hoping that Saul doesn't know how many are on board or the 
talents each of you possess.  The best one to choose is Juhani because she 
uses stealth to hide and keeps her weapons. If you want tons of xp, select T3.
I will tell you what happens when you select a party member.  Here is each 
party member's plan:

Mission: make the Sith mad enough to put her in a separate cell which she will
bust out of.

T3:  the Sith will probably wipe his memory, but you can have a backup memory 
chip that will kick in after or during the memory wipe.

Jolee:  use the force to persuade a Sith to give him a separate cell, then use
the force to persuade the Sith to get out of the cell.

Canderous:  give him a shot to keep him from healing for a while and make a 
grenade to make it look like he's mortally wounded.  Wait until the healing 
mod kicks in and he’ll rescue you from the medical room.

Zaalbar:  you can't have Zaalbar rescue you because Bastila objects since 
wookies tend to draw attention.

HK-47:  deactivate his main circuits, wipe his memory chip, and hope that his 
back-up systems reactivate to let him be able to rescue you.

Juhani:  use stealth to hide as Sith search ship.

A.  The Interrogation

After choosing Juhani (or whoever you prefer) the crew will take you to the 
prison and you, Bastila, and Carth will be in force cages.  Saul interrogates 
you.  It doesn't matter what you do here, be defiant, be truthful, be devious,
nothing gets you an alignment change (saying "I only kept lying to watch you 
suffer" might do that.  I haven’t tried that yet.)  You also learn that they 
found out about Dantooine and it’s now a smoking ruin.

Once the interrogation is over, some dialog will be exchanged and Bastila will
feel the presence of Malak approaching closer and closer.  Carth hopes Juhani 
gets to you in time.

B.  Escape!

This guide will be different here because you have so many options.  That 
being the case, I will walk you through each party member's plan.

Juhani:
There will be a cut scene of Juhani killing a guard right by the elevator then
you have control.  Walk west, away from the elevator, and take the path to the
south.  There, kill the Sith guard to get a cell keycard. Ignore the doors and
keep going until you reach cells with force cages.  There are two cells of 
interest, one has a lone Rodian in it, and the other has a few insane Rodians.
Walk to the one with the lone Rodian and he'll ask you to help him out by 
freeing him.  Doing this gets you an ICE breaker.  It only works in this area 
of the game, but it is essentially something that saves you computer spikes.  
You will need this.

Backtrack to the path and enter the west door.  Kill the Sith here and use the
ICE breaker on the computer terminal.  Select every option on there, log out, 
and then go to the west.  Kill the guards and raid the two rooms to the north 
and south.  Continue to follow the path as it goes south then west again.  Use
the terminal at the end of the path to unlock the cell doors.

Mission:  There's quite a dialog here.  Mission picked the guard's pocket and 
got the keycard!  However, you are at a disadvantage here because you don’t 
have weapons or force powers.  From your cell, go east, ignore the Sith guard,
and go to the footlockers and storage bins at the end of the hallway.  Raid 
them for precious weapons!  Attack the Sith soldier now that you have weapons 
and armor.  Go back to the force cages and open the one that has the lone 
Rodian in it.  He gives you an ICE breaker.

Ok, now since Mission doesn't have any force powers you must be in stealth 
mode for the majority of the time.  It is unadvisable to attack three or more
Sith at a time because by now you are so used to using force powers you have 
forgotten how to fight without them.  That being said, ignore the barracks to 
the south and take the path to the north.  Open the door to the west and you 
will be in a room with two enemies.  These guys are easy, so go ahead and 
attack them.  Log onto the terminal.

Since you have an ICE breaker, select every option you can select because you 
get xp.  After that's done, continue north.  You will reach a junction here.  
Go west and then enter stealth mode when you are halfway up the hill.  The 
doors to the north and south don't have baddies in them, but good items.  
Continue following the path, ignoring the three soldiers, and follow the path 
as it goes south then west.  Select the Detention Terminal and free everyone.

T3:  What you have to do is try to corrupt the droid that is wiping T3's 
memory.  Unlike the other math problems we have encountered, these are easy 
(then again, they all might be easy because I haven't really thought about 
them...)  The answers are:

3
10
11

Once the droid is dead, go to the deactivated droid in a corner in the room.  
Activate it, let it open the door and kill the Sith.  The good thing is you 
have a blaster to help you along, but it isn't good for tough enemies.  Once 
that's done, raid the medical bay then go to the east hallway.  When you see a
path to the south, take it and go to the force cages.  Go to the one with the 
lone Rodian in it.  It will give you an ICE breaker to use on the ship.  Free 
him using security, backtrack to the path and enter the west door (if the 
droid hadn't opened it already) and kill the enemies. Log onto the brig 
terminal and select every option, then go north and west, following the 
hallway until you reach the detention terminal.  Select it and free everyone.

Jolee:  Jolee’s plan works the same as Mission's does with one key difference,
force powers.  You will be put in the same area that Mission would be if you 
chose her, so follow the same instructions for Jolee that I gave for Mission.
The only difference is to kill all the Sith you find.

Canderous:  You awake in the medical bay. Raid the room and you’ll notice that
the Patient Gear storage bin has all of Canderous' items!  Nice, you get 
everything he had!  This is similar to T3's ordeal, so use Canderous the same 
way you used T3...except you can attack with more firepower!

HK:  You get to shoot one of the Sith in the back! This is exactly the same as
T3 except you don’t have to worry about a memory wipe.  Follow the same 
instructions for HK that I gave for T3.

1.  To the Bridge

Once whoever you picked rescues you, you will automatically go to the room 
where your equipment is. Raid the room and go to the elevator (it's to the far
east.)  Canderous will contact you and say they're at the Ebon Hawk along with
guards.  They're pretty sure they can take care of them. Open the elevator and
select Bridge.

This is an area where you must explore all areas of the map because if you 
don't, it will come back to haunt you later on.  Walk east and the path splits
to north and south.  Kill the guards in the hallway.  There should be an open
entryway to the east where there are more guards.  Waste them quickly because
these guys will throw grenades at you. South of this room is another room with
Sith soldiers.  Clear the room and continue heading south into the Droid Bay.
Kill the weak droids here and raid the room. The western door takes us back to
the starting hallway.  The northern unopened door has nothing but a computer
terminal. There isn't anything we need to select, so go attack the Sith in the
central corridor to the east of the barracks you were in. In the southern area
of this corridor, directly to the east of the Droid Bay is the Armory.  Raid 
the room and exit the following door going east.

Ignore the computer terminal and head south.  Sweep the hallway going west to 
make sure no baddies remain. Once that's done, backtrack to where you were and
follow the hallway until it turns north.  Kill the guard in the hallway.  Go 
through the western door to the southern part of the hallway, kill the troops,
and raid the room.  From there go north and you'll see the door to the bridge
on the west side in the center of the hallway.  Due to security problems (you)
the bridge cannot be accessed through that door. So go west away from the door
and enter the first northern room you see.  There's dark Jedi here, so take 
care of them.  Loot the room.  Inside the room you should see a door to the
north that says Bridge Storage.  You should have picked up space suits in the 
armory.  Bash or open the door with security and walk to the next area.

The next area is easy.  Open the airlock inner door, open the outer door, and
you'll be in the space suits outside of the ship.  Follow the walkway to 
another airlock.

Now before you open the airlock door to get back inside, you need to reequip 
your items.  Sometimes I forget about this and it sucks.  Now, go through the 
door to the south and kill the many enemies you find. After the massacre, open
the eastern door and follow the hallway. Heal yourself and go through the door
at the end of the hallway that leads to the bridge.

2.  Carth’s Revenge

Saul will be there of course, some dialog will be exchanged and you will begin
the fight.  Target the Dark Jedi first, then Saul, then the other soldiers.  
None of these guys are weak, so it has a medium to hard difficulty.

After the battle, Saul will call Carth over to him and you have the option to 
gain dark or light points (it's easy to figure out.)  But, before Carth kills 
him, Saul whispers something unintelligible into his ear. Whatever he said has
made Carth real mad!

What is it what is it?  No time to find out, Malak’s presence is drawing ever
closer, you have to hurry!

Now, the Sith come into the bridge to keep you from remembering to open the 
hanger bay doors (it's worked on me a few times.)  Kill them and use the 
terminal to open the doors.  Don't bother trying to slice into the computer, 
there's nothing else to do.

You can now leave the bridge without going through the airlock, yay!  Once 
you're on the Command Deck there are more enemies awaiting you.  Don't try to
kill them all, just get to the elevator as fast as possible.  Select "Hanger"
and you go down there.

After exiting the elevator, Canderous will say everything is green and you can
leave whenever you get to the ship. Go east down the hallway and open the door
to the north.  Kill the Sith and loot the storage bins to get healing items.  
Go back to the hall and head east.  Through the blast doors, you will come 
across many enemies.  Kill them all and loot everything in this room.  You're 
so close to the ship!  Take the eastern blast door and run down the hall.

B.  Darth Malak

Crap, we have to fight him! He's not attacking yet. He expresses surprise that
you're still alive and wonders if you have come for vengeance...huh?  What's 
this? We’re in a cut scene with different characters talking...there has to be
a point to this...no way...NO WAY!  It can't be its just not possible! This is
the plot of all plots, the surprise amongst the surprise.  I shouldn't tell 
you...you might be reading ahead.  Oh, why not? I might as well, after all you
can look at other guides and they tell you the same thing.  Plus you have been
warned about spoilers.  You are Revan...or you were Revan until the Jedi 
captured you after Malak fired upon your ship to destroy them and you in order
to become the Master of the Sith.  Ask Bastila and Malak all sorts of 
questions, then forgive Bastila for lsp, or say she’s no better than the Sith 
for dsp.

And here comes the fight.  Bastila and Carth are frozen by Malak and he 
demands you fight him alone.  The first time I played through this, I thought 
this would be tough and I would die so many times.  This is actually a 
surprisingly easy fight.  Just hack him with your special melee attacks and 
use little force powers against him except for force lightning and drain life.
When his health is at 50%, the coward will run and lock himself behind a blast
door.  This gives you a chance to heal yourself.  Go north or south until you 
get to the opposite side of where he locked himself in.  Open the door and you
have another battle. This one is easy as well, but he decides to freeze you at
the last moment, then Bastila comes in and gets pumped up.  She and Malak are 
locked in, battling each other while you and Carth are outside with no way of 
getting to her.

Take the blast door that is opposite of the one Bastila and Malak are fighting
and you will be at the Ebon Hawk.  You'll also have to destroy some of the 
enemy fighters and then Jolee will ask what happened.  They will find out that
you’re Revan and Carth will start to have doubts.  Here is where you ask the 
others if they will stand by you.

There are two interesting things that happen here. The first is you learn that
Jolee already knew who you were and decided not to tell you. The second is you
find out that HK was Revan's...your...droid and his memory has returned.  What
other plot twists are there?  Anyway, if you didn't succeed in repairing HK’s 
memory all four times, it's too late now. Once everyone has agreed to stand by
you, Carth will agree to follow you as long as you don't betray the Republic. 
The scene ends and you are automatically transported to...

X.  Korriban

A.  Background

Korriban is a Sith world corrupted by the Dark Side and the Sith living there.
There is no main enemy here.  The enemies you fight are almost the same as 
Kashyyk.  The only difference is the name and that they’re much tougher. 
However, you are probably at level 18 by now and should have no problem 
exterminating the enemies.  Despite the enemies you come across that you can 
easily kill, this world is not easy. There are many more ways to die here than
there are on any other world. Keep in mind that there are rumors of Tarentetek
here.  If you decided to tackle this world right after Dantooine, TURN BACK!  
Seriously, it's better if you go to Manan first than Korriban.  Now light
players, it is difficult to play Korriban without getting a dsp.  Don't worry 
about the occasional dark hit, there's still plenty of ways to get lsp.  Once 
again, you have a dream about the star map, but no discussion since Bastila’s 
not here to run her mouth.

B.  Quests

1.  Main Quests

Academy Hopeful
The Way of the Sith
The Tomb of Naga Sadow
Star Map
Betrayal

2.  Side Quests

Juhani’s Temptation – Party Member Side Quest
Spice Run
The Box
Double Cross
Lashowe
Dustil
Doubting Sith
Mandalorian Weapons
Prisoners
Sith Rebels
Lost Droids
Holocron
Jorak the Hermit
Ajunta Pall
Double-Double Cross
Double-Double-Double Cross
Sith Code

C.  Landing Area

Exit the ship and have HK and Juhani as your party.  HK has some more dialog 
options that are amusing if you want to hear them.  Be sure to take him out 
when I tell you to.

Once you have walked a little ways, a Twilek will stop you, saying it concerns
the Lord of the Sith, this guy knows who you really are!  He offers "special" 
items that they only sell to the pilot of the Ebon Hawk in the cantina (and 
yes, these items are really good!)

Walk back towards the entrance to the Ebon Hawk.

1.  Juhani's Temptation - Party Member Side Quest

If you have been digging into Juhani’s life you've learned that her father was
murdered and her mother worked herself to death to try and make life better 
for Juhani, then you have a side quest coming up.  A slime ball will come up 
and try to exploit her anger towards him. Keep reminding Juhani about the Jedi
Code for lsp, or threaten the guy for dsp.  For some reason if you take up the
guy's offer to sell Juhani you don't get dsp. She must be in your active party
for this to work.

He runs off and promises to get you again.  Talk to Juhani and she'll be angry
about it.  Keep this in mind, we will meet him again in a bit.

Talk to the docking bay guard to find out that there's an academy here to 
train the Sith. Interesting, seems like you’ll be going there. The docking fee
is only 25 credits since the ship docks here normally.  It seems like people 
here really know the Ebon Hawk well.

When you exit the landing area, a Sith student will be asking hopefuls to get 
into the academy some questions.  They get the answers wrong and he gets mad.
He asks you what he should do.  Obvious dark and light options here, but it's 
hard to keep him from killing them (unless your persuade skill is high.)

Go further away from your ship and there will be some Sith that want to hurt 
you.  Be violent and tell them you’re Revan to get a dsp or be non-violent to 
get lsp.  Now no one is going to believe you when you tell them you're Revan, 
except once.

Follow the hallway going east and leave this area.  Yes there are people to 
talk to, but we want to get Juhani's quest over with.  Go outside the Sith 
Academy entrance and use rts.  You will fight him along with two rodian thugs.
Once the fight is over, the alignment changes are the same.  Have Juhani give 
into the dark side and kill the man for dsp.  For lsp, remind Juhani of the 
Jedi Code like you did earlier.

At this point, I haven’t found anything further from Juhani.

2.  Spice Run

Go back to the path heading east and you will see a Rodian standing near the 
cantina.  This guy is interested in some spice you have on your ship that’s in
the secret compartment you may have noticed while exploring the ship.  He will
give you a substantial reward for the spice.  Go back to the ship and take the
spice from the secret compartment in the cargo hold and bring it to him.  You 
don't get lsp for refusing the reward, so just take it.

3.  The Box

After delivering spice, he wants you to deliver a box to Motta the Hutt on 
Tatooine.  He stresses the importance of you not opening the box.  Agree to 
this and go back to the Ebon Hawk.

To open or not to open...hmmm...of course you're going to open it! I'll let it
be a surprise for you, but make sure you save the game before opening the box.
You won't get xp for opening the box unfortunately.

Once you have tackled the box, go to Tatooine and deliver it to Motta.  He'll 
ask you about opening the box, but nothing really interesting goes on here.  
Additionally, you can also give Griff the tach gland. Wait until he leaves the
Czerka office, then exit into Anchorhead. Use rts to go back to the Ebon Hawk,
then go back to the Czerka office and walk towards the guy behind the desk. He
should tell you about Griff scampering away, be mean for dsp or be nice for 
lsp.  After this, you can talk to Mission.  Be your alignment because you can 
get dsp and lsp.

D.  Academy Hopeful

Now that all the errands are done go outside of the main area to find yourself
outside the academy entrance.  Talk to the Sith guard and he'll tell you that 
since you’re not a Sith you can’t go in.  Ask him how to become one and he'll 
say to talk to Yuthura Ban in the cantina. You will see three people standing,
looking like they’re injured with another guy named Mekel enjoying their
torment.  Talk to the alien and he'll tell you what the deal is. It seems that
Mekel has played them for fools.  Talk to Mekel and say whatever, there's no 
alignment change.  He will run off and you can talk to the prospective Sith.  
For lsp, tell them about the sham.  For dsp, say their final test is to attack
the guard at the door (I love being EVIL!)

(Take HK out of your party now if he is in your party.)   Make Carth one of 
your active party members (only if you have found out about his son Dustil.)
Go to the cantina and talk to Yuthura (another annoying name to type.) She 
will be on the right side near the back. Just tell her that you want to become
a Sith and she'll ask you a few questions.  Be honest in your answers and when
she asks you if you want to become a Sith, say yes, but don't use persuade 
because it might not work.  She will take you to the academy.

There is another way to do this, of course, if she says no.  Go towards the 
Ebon Hawk and a group of Sith who just passed their test will attack you 
(there’s also a chance for an alignment change, just act like you have 
throughout the whole game.)  Loot their remains to find a Sith Medallion.  Go 
talk to Yuthura again and she’ll agree to let you into the academy.

E.  The Way of the Sith

You meet Master Uthar here, he's the boss of the academy and ultimately 
decides who becomes a Sith and who doesn't.  You have to impress him to gain 
enough prestige to do this.  He will ask you what lies you have been fed to 
about the Sith, answer him however you want to. After this he sends you off 
and welcomes you to the Dark Side.

1.  Double Cross

You will be transported to your room on the western side of the map.  Take the
items from the footlocker and walk away from your room.  Yuthura will stop you
and reveal her plan to get rid of Master Uthar.  She wants to be the new 
academy leader and thinks she is strong enough, but still needs your help. You
don't have a choice.  She knows you will probably be the one who will impress 
Uthar enough, and she will tell you that the Tomb of Naga Sadow is the final 
test.  This tomb is where Revan and Malak found the last star map.  All of the
Sith know of it.  There is no other way inside.

Now, she knows plenty of ways to impress Master Uthar, so ask her about 
everything.  You can get to know her as well, but the only thing that does is 
generate slightly different dialog later on and possibly some xp.  It is also 
recommended that you finish ALL of the quests then talk to Uthar and choose 
what to impress him with.  There's more than enough ways to impress him.

2.  Lashowe

Once you have found out everything, explore the rest of the rooms. One of them
will have Lashowe working on the computer panel.  Yuthura told you that she 
could be tricked, so ask her if she needs help with anything.  Persuade her to
work with you and she may decline. If she does, talk to her again and kiss her
butt, then she'll agree and tell you to meet in the Valley of the Dark Lords.

3.  Dustil Onasi - Party Member Side Quest

Another room will have Dustil Onasi, Carth's son, if you had done all the 
necessary things on Kashyyk (way, way back.)  Now, you have to have Carth in 
your party for this to work.  If you don't, you have to go all the way back to
the Ebon Hawk.  Yeah, you have to walk back. Once he is in your party, talk to
Dustil.  Be rude and he'll attack you and Carth will be very angry with you 
(but you won’t get dsp.)  Light players, choose the least rude and violent 
option.  He’ll ask for proof of the Sith’s evil.  You'll be able to complete
this quest later.  Go back to the Ebon hawk and take Carth out of your party.
From where you are, go east into the circular room.  From there go south into
Dreshdae.

==============================================================================
Note:  Light players if you want to do the quest now, do the double-double 
cross and the double-double-double cross side quests.
==============================================================================

4.  Doubting Sith

Once you've switched or not switched party members, continue exploring the 
rooms. The last one of interest will have a guy named Kel. He's doubting about
becoming a Sith, but you don't know this at first. You have to persuade him to
tell you, and it’s not hard.  Once he does that, light players tell him to try
the Jedi. Dark players have two choices, either tell him you won’t tell anyone
and tell Uthar, or call him a weakling and he’ll fight you.  I like to fight 
him because it's fun! If you fight, you won't gain prestige, but again there’s
plenty of ways to impress Uthar.

Ok, now it's time to head east until you get to the circular area with Uthar 
in it.  Go to the east path and there will be two rooms.

5.  Mandalorian Weapons

Go to the northern room and you will see that it is a torture room.  The Sith 
torturer wants you to get the Mandalorian getting tortured to crack and tell 
you the location of his weapons.  Light players have it difficult because in 
order to save him, you have to use your super high computer skills to put the 
guy in a catatonic state. If it fails once, just leave and don't try it again.
If he dies while you're trying to save him, you'll take a dark hit.  Dark 
players have a difficult time of trying to get the truth serum just right or 
else he dies. If you get him to tell the truth, you get a dsp, you get to tell
Uthar, and you have to fight the torturer because he wants to get the 
prestige. If the Mandalorian dies, you still get the dsp.

6.  Prisoners

The opposite door to the torture room is the prisoner room.  Here is where you
can fight prisoners or set them all free. If you fight one and tell him to run
away to safety, he won't believe you.  I don't know what happens when you set 
them all free yet.  I haven't been able to persuade the guy to do it and I can
never seem to have enough computer spikes.  If you really want to free the 
prisoners light players, go back to Mannan and buy the required amount from 
the merchant in the docking area (remember that he had infinite computer 
spikes.)

Now you are finally ready to go to the Valley of the Dark Lords.  Go back to 
the circular area and head north.  Keep going until you find the exit.  You 
enter from the southern part of the valley. Go north and you’ll eventually see
a cave.  Enter the cave

7.  Sith Rebels

Explore the entire cave starting from the top most paths going east until you 
hit the end of the path.  There are enemies here in every corner of the cave 
and lots of bodies to loot, so be prepared.  Go south until you see two paths 
in the middle.  Take the one that goes back toward the entrance and then from 
the entrance go onto the southern path, killing the enemies.

At some point you should reach the renegade Sith.  Yuthura told you about them
earlier in the ways you can impress Uthar.  You could kill them for dsp, or 
spare them.  If you spare them, they’ll ask you to clear the path to an 
alternate exit to the caves.  Keep them in mind for now.

Now go across the path to the east that you didn't go on before. You will meet
up with a tough Tarentatek.  Don't use light powers against these guys, it 
doesn't work.  After they are dead, explore this part of the cave the same way
you did before.  Kill all the enemies and go back to the renegade Sith.  They
will wonder what to do next.  Suggest joining the Jedi for lsp.  If you do the
light option you can lie to Uthar about killing them.  He'll believe you and 
think the bodies were eaten.

8.  Lost Droids

From the cave entrance, go north and you'll see four tombs. Go to the one that
is to the west of you and talk to the student there.  She will tell you to be 
careful because there is a rogue droid in there sensitive to sound.

Go inside the tomb and fight tons upon tons of droids.  Now there is a way to 
go in without having the rogue droid attack you, you have to have a sound 
dampening stealth unit.  A corpse near the entrance has one of those on his 
body.  Equip it and go inside the closed door.

The droid will express thanks for taking the effort to lower your sound and he
wants you to reprogram him.  The order of fixing him is...

Combat Matrix
Motor Function Matrix
Sensory Systems Matrix
Memory Matrix
Cognitive Systems
Emotional Construct Matrix
Creative Simulation Matrix
Core

Once that's done, activate the droid's self destruct sequence for dsp or 
deletevthe assassination programming for lsp.  If you program it to self 
destruct, you'll have to fight the rest of the droids in the tomb.

9.  Holocron

You are now ready to meet Lashowe.  She's in the northern part of the valley. 
Talk to her and fight the beasts that come after.  She will take the holocron 
and say she'll give you credit...sure.  Be violent for dsp.  I haven't found a
light way of dealing with this yet.  Just giving it to her isn't light enough 
apparently.  For no alignment change insist that you take the holocron back 
together and you'll fight her.  This should impress Uthar.

10.  Jorak the Hermit

Go to the northeastern tomb and enter it.  Walk east and kill the enemies you 
find.  Go south and there will be tons of bat creatures. Raid the area then go
north.  Kill more enemies as the path turns to the east.  When you reach the 
area with an ancient console, select it to...open the door...wow that was a 
complete waste of time.  Go through it to take a little nap. When you wake up,
Jorak, Master Uthar's old master, will administer a test.  Get the question 
right and Mekel will get tortured.  Get it wrong, and you'll get tortured. Now
answering three questions wrong will let Mekel survive and leads to lsp or 
dsp. Answer all of them right for dsp.  Here are the correct answers:

I use the opportunity to kill him
I take the reward and leave the weak fools to their fate
I keep it to myself
I kill him
A true Sith never dies (sometimes this option is not available, so you should 
save the third wrong answer for this one just in case)

After the test, Jorak will get mad and let Mekel go (if he's still alive.)  
Mekel uses the force to free you and your party.  Kill Jorak and you can be 
EVIL and say to Mekel that you wanted to kill him yourself for dsp.  Convince 
Mekel to join the Jedi for lsp.  Be sure to raid the tomb for goodies and 
Jorak's corpse.  If you answered all questions right, Jorak won't be mad and 
lets you leave.

11.  Ajunta Pull

The last tomb for now, it is south of the tomb you found the hermit in.  There
will be a student in front of the entrance that will give you the lowdown on 
the tomb.  After you know more about it go inside.  Once inside, follow the 
path, open the doors, and kill the enemies. You should come to a choice of two
paths that have dead ends.  One has droids on it.  Take the datapad off the 
severed arm on the right side of the bridge.  This has the solution to the 
problem.  Go on the north bridge and put a frag grenade on the obelisk (or any
grenade that would normally explode.)  This makes the obelisk explode and the 
droids on the other bridge activate.  They're tough if you are light because 
the only way to kill them is by blaster deflection, stun droid, and throw 
lightsaber.  Hopefully you were smart and had Jolee or Juhani choose the 
destroy droid power as it is the most effective way for light players.

Once the droids are gone, walk across the bridge to the newly found area. This
leads to the last area.  Pull the lever to unlock the door and open it.  Take 
three swords from the sarcophagus and try to leave.  The spirit of Ajunta Pall
will say that you have to choose which sword is his.  It led to his demise.  
This is very simple, walk to the Sith statue and place the one that is first 
on the list on it.  He will be happy that you chose the correct one.  Ask him 
about his past and he'll be all sad and boohoo crybaby about it.  Convince him
to return to the light side (I really don't see how he can since he’s already 
dead) for lsp or call him a pathetic Sith Lord for dsp and he'll attack you.  
This is an easy fight.

After that, go outside and Shaardan, one of the students, will be waiting for 
you.  He wants the sword.  Don't give it to him, instead give him a fake and 
he'll run off quickly to Uthar without thoroughly looking at it (or if you 
want xp attack him.)

Go back to the academy.  It is now time to talk to Master Uthar.

12.  Double-Double Cross

If you have been following my advice, you haven't talked to Uthar yet.  Tell 
him about Yuthura’s plot to kill him.  He will tell you to take a datapad to 
give to Adrenas.  He is located near the entrance of the valley and is where 
the students are training.  He is impressed with you.  Be sure to not tell him
anything else at the moment.  Keep in mind that you don't have to give the 
datapad to Adrenas if you don't want to.  You could even give the datapad to 
Yutura if you wish.

13.  Double-Double-Double Cross

This actually turns back into Double Cross in your journal, but I made it this
way to show how different it is.  Go back to Yuthura and tell her that Uthar 
plans to have her killed by setting you up against her in the final test.  She
asks if you told him about her plot and it doesn't matter if you lie or tell 
the truth. Then, she asks if there’s anything else and this time, lie and tell
her no.  She will give you a device to place under Uthar’s bed and give you a 
keycard to his room.  Master Uthar's bedroom is to the far western side of the
academy.  Enter it and place the device under the bed.  Keep in mind that you 
don't have to place the device if you do'’t want to.

Raid the footlockers and you will see a datapad that is proof of the Sith's 
evil nature.  Go back to the Ebon Hawk and have Carth in your party, then show
the datapad to Dustil to complete the "Finding Dustil" quest. Then, go back to
the Ebon Hawk and select Jolee and Juhani as your party members.

14.  Sith Code

After all that is done, talk to Master Uthar about the things you have done.  
You have done more than enough to gain the right amount of prestige, so it is
up to you what you choose.  If you decide to do the Sith code, here are the 
answers:

Peace is a lie. There is only...
Passion.

Through passion, I gain...
Strength.

Through strength, I gain...
Power.

Through power, I gain...
Victory.

Through victory...
My chains are broken.

He also asks you one of three possible true-false questions; here are the 
answers to these:

Nothing is worse than love
False

Victory by any means is always desirable
False

Passion fuels the force
True

Remember, if you haven't told him about Yuthura’s plot and want to, do so now.
Then, don't tell him anything else and go to Yuthura to reveal Uthar’s plot if
you want to.  You can't tell Yuthura about Uthar’s plot after you have gained 
enough prestige.

==============================================================================
Note:  The Tomb of Naga Sado is the "No Turning Back Point."  In other words, 
if you have side quests on this world or others that you want to complete do 
these now.  Once you find the Star Map you can't go anywhere else except for 
the Star Forge System. Also, once you enter Naga Sadow's tomb, you can't leave
until everything there is done.
==============================================================================

F.  The Tomb of Naga Sadow

Ok, we're almost to the final Star Map; there are just a few things left.  
Uthar and Yuthura will tell you about your final test. You get slightly 
different dialog depending upon the double-double cross and the double-double
-double cross.  They send you off into the tomb with the quest to find the 
Star Map and retrieve the Sith lightsaber near it.  It's very simple.

Walk to the south, kill the enemies, and choose the eastern path.  This is 
optional because the prize to the east doesn’t help you solve anything in this
tomb, but it’s worth lots of money!  Open the door you find and go inside.  It
locks automatically and you have to find a way out.  There's a computer 
terminal there that you select for a mini game. Before you select it SAVE YOUR
GAME!  If you decide to figure the puzzle out yourself, you only have two 
chances to get it right.  You have to get all the systems over to the right 
side.  The correct way of doing this is:

Top system from left to middle.
Mid-upper system from left to right.
Top system from middle to right.
Mid-lower system from left to middle.
Top system from right to left.
Mid-upper system from right to middle.
Top system from left to middle.
Base system from left to right.
Top system from middle to right.
Mid-upper system from middle to left.
Top system from right to left.
Mid-lower system from middle to right.
Top system from left to middle.
Mid-upper system from left to right.
Top system from middle to right.

It took a long time for me to figure this out.  The door opens to a room.  Go 
in and pick up Naga Sadow's poison blade in the pillar.  Go back to the 
central chamber.

Go west, raid the corpse and open the door.  Inside there are two Tarentateks.

Dark players have a slightly easier time with these guys because they are 
vulnerable to Death Field and Force Storm.  Instead of using medpacs, heal 
yourself with death field when you get low on health.  They will save about 85
to 90% of the time, so don't expect major damage to be done to them.  Another 
thing that works really well is plague.  Insanity often works too.

Light players have a tough time with these guys.  You have to use burst of 
speed to keep yourself healed and to attack from a long distance.  When I say 
long distance, I am referring to the Force Jump that Jedi Guardians have. Once
you are far enough away from the beast, select attack and you will force jump 
to it, inflicting major damage.  Then, run away before the beast can attack 
you.  Once one has died, you have an easier time of defeating the other one 
because you don't have to worry about where the other one is while you're 
attacking the last one.  Remember, don't use light powers against these beasts
because they are immune.  They will also save against Force Wave almost all 
the time, so if you want them stunned or paralyzed, you're out of luck.

Once they are dead, walk over to the southwestern corner of the room and pull 
the lever.  This unlocks the doors.  Open the door next to the lever and take
the special ice grenade from the two pillars. You won't need the fire grenade.
It is a worthless grenade.

G.  Star Map

Return to the four way intersection and go down the path you haven't traveled 
on yet.  You will see an acid pool. Now I haven't thrown a fire grenade in the
pool because it seems like a stupid thing to do if you think about it; Fire + 
acid = big explosion, so I don't know what happens.  You should throw the cold
grenade in there to freeze the pool and you can walk across.

Follow the new path to the Star Map and you have all four maps.  Only one more
thing left to do, take the Sith Lightsaber from the statue behind the star map
and walk back to the frozen acid pool.

H.  Betrayal

Here we go.  Go back to the acid pool and Uthar and Yuthura will be waiting 
there for you.  Uthar will talk to you about your progress and other mumbo 
jumbo.  Tell him you understand.  Here is where there are literally tons of 
different outcomes that all depend upon the Double-Cross and the related side 
quests.  Basically you have a choice between Uthar, Yuthura, or yourself. Here
are the different ways to do it:

Take Uthar’s Side

This will ALWAYS get you dsp.  It doesn't matter if you poisoned Yuthura, she 
is a weakling and is easy to defeat. However, it does matter if you told Uthar
about the plot.  If you didn't, he will attack you no matter what. If you did,
he will ask a question and you have the option to fight or not fight again.  
If you tell him you’re Revan, he will believe you and pledge service to you if
you were to defeat Malak (but you won't fight him.)  If you poisoned Uthar, he
will fight you no matter what and you might get more dsp depending on how you 
gloat.  Some options look light sided or dark sided, but they aren't.  The 
poison will take effect on Uthar after you have killed Yuthura.

Take Yuthura's Side

This has the potential for lsp and dsp.  Since Uthar is difficult to fight, it
helps to have Yuthura as an ally.  However, after killing Uthar, Yuthura will 
attack you no matter what you did because she wants absolute control.  Again, 
it doesn't matter if you poisoned her. She's a weakling and will go down easy.
She is very different from Uthar.  When you have almost defeated her, she begs
for mercy.  Kill her for dsp or for lsp let her live, tell her your true 
identity (and she believes you,) then convince her to join the Jedi. She won't
join the Jedi, but she will leave the Sith.

Take Your Side

Essentially, you are telling both of them you’re going to kill them.  Both of 
them will be angry and Uthar will ask you why.  Tell them you just wanted the 
star map, were working for the Republic, or were working for the Jedi for lsp.
However, if you poisoned both of them you have a high chance of getting dsp 
and a low chance of getting lsp depending on how you gloat. Remember, some 
options look good or bad, but that doesn't mean they actually are. This is not
the recommended choice because you have to fight both Uthar and Yuthura. If 
you do this, attack Yuthura first and heal as often as you can. Once Yuthura's
dead, run away from Uthar and heal yourself as much as possible then attack 
him using the same strategy you used to fight the Tarentetecs.

After all that we are finally done.  You can't use rts here, so you have to 
walk all the way back to the ship.  If you killed Uthar, there will be Sith 
students in front of the entrance and ask you about Uthar.  The alignment 
changes are obvious and they won't believe you're Revan.  They attack you and 
you should kill them easily.

Go back inside the academy and if you killed Uthar, EVERYONE will attack you.
The plus is that your party members are back and will help you attack 
everyone. The negative thing to this is that they're all in separate places,
so it could be a tough fight.  Try to get to one party member, then switch to
the lone party member and have him/her go towards your character as fast as 
possible.

We’re done with this place, go to the Ebon Hawk and select the Unknown Planet.

XI.  Unknown World

A.  Background

This planet doesn't have many tough enemies until you get into a certain area.
For now, the toughest thing is a Young Rancor. These beasts are about the same
size of the Tarenteteks and are just as deadly if a group of them are 
attacking you.  However, they have a low to medium resistance to the Force, so
you will have a good chance of killing them. This is the only planet where the
dark paths and light paths are extremely different from each other and the 
only planet where there are no side quests.  Dark players, ignore the light 
path, and light players, ignore the dark path.

B.  Light Path

Quests

The Fall
The Elders' Request
To the Temple

1.  The Fall

You get a cut scene where Malak is tormenting and tempting Bastila.  After 
that,  there's an impressive scene where you see the Star Forge and the many, 
many ships surrounding it.  You have to fight enemy fighters *again* and Carth
will transmit the coordinates to the Republic Fleet in hopes that they can 
cripple the Sith Fleet.  After the fighters, you are caught in a disrupter 
field and plummet to the planet below. Some dialog will be exchanged and other
stuff. Basically, the source of the disrupter field is the temple to the east.
You also have to find parts to repair the hypperdrive.

After that it’s time to roll.  Chose your party and exit the ship.  Right away
you see some enemies you need to take care of.  After you kill them, some 
aliens will thank you for saving them.  They give you some useful information 
about the planet and say they need help to survive.  Suggest getting on board 
your ship then suggest swimming to the other island for lsp.

Take the path north, attacking all the enemies, and at the fork go southeast.
Here is the Temple Exterior along with Rancors and hidden Mandalorians over to
the northeast.  Kill all of them and explore the entire area.  There's one 
other path from the temple that leads to the south beach, so take it.

Walk to the west and you will see a Gizka eat a mine, yikes.  Go west and 
disable all the mines.  There are some ship parts under the wrecked ship you 
can use to repair the Ebon Hawk, yay! Continue to follow the path and kill the
enemies.  You should eventually come across a settlement.  Go towards the four
pillars in front of the settlement and a holocron will ask you what your 
business is.  Tell him you seek the Star Forge and he will recognize you as 
Revan!  He lets you inside.

2.  The Elders' Request

==============================================================================
Note:  Just because this is the light path doesn't mean you can’t get dsp, so
don’t be evil k?
==============================================================================

The guys in here are angry with you, and it's understandable as to why.  They 
wanted you, Revan, to destroy the Star Forge and instead you used it to expand
the Sith empire.  Tell them that you aren't Revan anymore and that you have 
changed.  They will believe you. However, you have to prove yourself worthy of
their trust by persuading another tribe to release one of their own.  They 
would prefer you to be non-violent.  If you succeed, they will tell you how to
get inside the temple.  Since the disruptor field can only be turned off from
inside the temple, this is good.

3.  The One

Go back to the Ebon Hawk area and at the fork take the path you didn't take 
earlier.  You will be right outside The Ones' Tribes' Enclave.  Two Rakatans 
and two rancors will approach you. They'll tell you that since you're with the
Elders, The One commands you to die.  Kill all of these guys and enter the 
enclave.

Once inside, kill every living thing inside.  Start by going west, raiding the
rooms and footlockers and killing the guards.  Then, go east and the path 
eventually curves to the north.  Kill all baddies in the way and you will come
upon an arena.  The One is there and you have four, that's right four, rancors
to beat, two Rakatans, and The One.  It is a difficult fight, but shouldn’t be
so hard that one of your party members goes down.

After The One is dead, raid all wrecker bins for goodies. You will mainly find
many computer spikes.  From this point on, I want you to save your computer 
spikes because you will need them for something very important later on - 
something that could mean the difference of life and death.

In this area, you will also find the guy the Elders told you about.  Talk to 
him and he'll run back to the Elders' enclave.  Explore the area further to 
find the parts you need to repair the ship.

Go back to the Elders and they will agree to help you get inside the temple, 
but the ancient traditions demand that you go alone.  See you there, for now 
I need to fill in the dark players about their mission.

C.  Dark Path

Quests

The Fall
The One's Request
The Elders

==============================================================================
Note:  Dark players can do the light path without gaining any lsp.  Just lie 
to the elders as much as you can.  You can actually get more dsp while doing 
the light path, but you gain more xp by doing the dark path.
==============================================================================

1.  The Fall

You get a cut scene where Malak will be tormenting and tempting Bastila. Then,
there's an impressive scene where you see the Star Forge and the many, many 
ships surrounding it.  You have to fight enemy fighters *again* and Carth will
transmit the coordinates to the Republic Fleet in hopes that they can cripple 
the Sith Fleet.  After the fighters, you are caught in a disrupter field and 
plummet to the planet below.  Some dialog will be exchanged and other stuff.  
Basically, the source of the disrupter field is the temple to the east.  You 
also have to find parts to repair the hypperdrive.

After that it’s time to roll.  Chose your party and exit the ship.  Right away
you see some enemies you need to take care of.  After you kill them, some 
aliens will thank you for saving them. Tell them you’re not here to save them,
but to finish the job they started for dsp.

After this, go east and follow the path to the north, eliminating all enemies.
Ignore the road that leads to the southeast and take the path to the North 
Beach. Here, walk a little ways and you’ll be greeted by Rakatans and Rancors.
They recognize who you are and also want you to see The One. Agree to this and
you will be transported directly to him.

2.  The One's Request

This guy knew everything about your previous life.  Ask him all the questions 
to find out you have to kill some elders and that he'll allow you to search 
his enclave for items.  Ask him about the disrupter field and he will say he 
doesn't know anything about that, but the Elders probably would.  He instructs
you to get inside their enclave, kill them, bring back the Ancient Tome, and 
tell him of any secrets you find in the Temple.  Be sure to raid all the 
storage bins for items, mainly computer spikes.  At this point, you must save
your computer spikes because you will need them for something later on -
something that could be the difference between life and death.  Exit the 
enclave.

Go back to the Ebon Hawk area and take the path you didn't take earlier to the
southeast.  It leads to the Temple Exterior.  There are Rancors in this area
plus hidden Mandalorians over to the northeast.  Kill all of them and explore
the entire area.  There’s one other path from the temple that leads to the
south beach, so take it.  

In the next area, walk to the west and you will see a Gizka eat a mine, yikes.
Go west and disable all the mines. There are some ship parts under the wrecked
ship you can use to repair the Ebon Hawk, yay! Continue to follow the path and
kill the enemies.  You should eventually come across a settlement.  Go towards
the four pillars in front of the settlement and a holocron will ask you what 
your business is.

3.  The Elders

Now don't be stupid and say you are with The One's Tribe.  He'll just say that
you’re a spy and kill you instantly. Instead, tell him you seek the Star Forge
and he will recognize you as Revan!  He lets you inside.

All you have to do is tell the Elders that The One is helping you out and 
they'll try to reason with you...as if that’s going to work.  Tell them you 
will kill them and then do just that.  They and the guys here are pathetic 
weaklings.  The Keeper that has the Ancient Tome will be at the southern part 
of the settlement.  Kill him and loot his remains.

Go back to The One and give him the Ancient Tome.  He will thank you and tell 
you to meet members of his tribe outside the Temple.  You have to go alone 
because it's ancient tradition

D.  Temple of the Ancients

I would like to welcome everyone to the Temple.  Tonight we have a most 
magnificent show for you, a Sacred Rakatan Ritual that will open the force 
field in front of the door!

Make sure you're alone and that everyone is on the ship.  The priests will 
begin the ritual when suddenly Juhani and Jolee will return and demand that 
you take them with you because many enemies are inside, mostly Dark Jedi.  
Persuade or threaten to get Jolee and Juhani in your party.  At this point I 
won’t tell you any alignment change until you are presented with The Choice 
because they're easy to recognize. The Choice is the ultimate decision. Either
save the galaxy or rule it!

1.  Main Area

This map is very straightforward and simple to do. Every room and hallway will
have an enemy, so explore the entire area and kill all Dark Jedi, kill all 
droids, and raid everything (remember to leave computer terminals alone
because you need to save computer spikes.) Once that's done, go to the eastern
side of the temple, open the door that leads to a hallway going west, kill the
droids, and enter the catacombs.

==============================================================================
Note:  There is one door you can't open.  It's right in front of you when you
enter the area.  You'll be able to open it later so keep it in mind for now.
==============================================================================

2.  Catacombs

Kill the weak droids ahead of you.  Explore the areas around you and you will 
find a lightsaber crystal and a datapad. After getting these items, follow the
path until you reach a puzzle, the goal of this is to turn all the red squares
into white squares.

Now this puzzled caused me SO much frustration.  I kept trying and trying to 
get this right.  Finally, as I was looking at the items screen to see if 
anything could help me, I came across the datapad that you just picked up. All
along, the answer was right there, RIGHT THERE, and I spent an hour or two 
trying to figure it out.  Of course it was 3 a.m., so that might have been a 
factor...

Anyway, the datapad tells you to walk in an H formation. This is simple to do,
walk across one line of the H, the other, and then go through the middle.  All
of the squares should turn white.

The door opens and you find a wonderful, awesome, wonderful computer, did I 
mention it was awesome?

This guy tells you everything about the Star Forge, Rakatan empire, Star Maps,
and it even opens the doors to the upper temple for you!  You remember that 
door right?  The one you couldn't open when you entered?  That's the one!  
Isn't this the best computer you’ve ever used?

Go back to the entrance of the Temple and go through the door you couldn't go 
through earlier (it's on the western side.) Go through a few adjacent doors to
reach the summit.

3.  Temple Summit

Take all the items, walk outside and you will see Bastila.  It amazes me how 
stupid, dense, or utterly clueless some people can be.  Seriously, we all knew
that Bastila would embrace the Dark Side because of the way she has acted 
throughout the game.  There's no way Malak would let Bastila go if she didn't
embrace the Dark Side, but no, as soon as you see Bastila, Juhani will tell 
her to escape with you. Yeah right, instead you, Juhani and Jolee get to fight
Bastila. She's a pathetic weakling.  Note that Insanity doesn't work against 
her because Jedi Sentinels are immune to anything that affects the mind.  When
she finally realizes she's weak, she'll use force wave to throw all of you 
back.

Here is where you make The Choice.  You can embrace your former self and fall 
to the Dark Side, or take the Light Path.  You have three chances to decide.  
After the third chance, you can never go back.  Remember, all three chances 
have alignment changes.

If you fall to the dark side, Jolee and Juhani will not be happy with you. You
have to fight them.  Good luck!

Now you could decide to give up the light and embrace the dark side if you are
a light character (or vice versa,) but it is EXTREMELY unwise to do this. Why?
Well, remember how your alignment was at the beginning of the game?  It was 
neutral.  You will get what is called “net dark side shift” (if you are light 
side and go dark or vice versa) and your alignment will be neutral.  Remember 
that some force powers draw upon the dark and light side of the force.  Those 
powers will now cost more force points because your alignment changed.  If you
are dark and threaten to kill Bastila, she will flee, and the game forces you
to follow the light path.  You will, however, have some darkness within you.  
Dark players might be able to get away with going to the light side, but light
players should NEVER go to the dark side.  I will tell you why in a few 
moments.

Once you have chosen, select the computer to turn off the disrupter field and 
temple shields. Light players, go back to the Ebon Hawk and tell the others 
what went down. Then, repair the ships engine with the parts you had and go to
the Galaxy Map and select the Star Forge.  We will see you there.  Dark 
players, you have a few more things to do.

E.  Back to The One

==============================================================================
Note:  Going back to The One is entirely optional. If you feel like ending the
game as fast as possible then go ahead and go to the Star Forge. Xp is useless
now because you've already hit level 20 at this point.
==============================================================================

Go back to The One's enclave and tell him about the temple.  He asks you about
the secrets and it doesn't matter what you tell him.  He'll get angry and 
you'll have to fight the entire tribe.  They are easy, even the Rancors are 
easy against your dark powers.

Now, it's time to go back to the Ebon Hawk and be so EVIL! Carth and the 
others know something's wrong when you and Bastila show up without Juhani and
Jolee. You have a huge conversation and then you ask your party to follow you.
Carth and Mission will oppose.  The cowardly Carth will run off into the 
jungle and that just leaves Mission.  She thinks you haven't totally fallen to
the Dark Side.  Boy is she wrong how EVIL you are.  The most EVIL thing to do 
here is not attack her yourself, not let her run away, but to force persuade 
Zaalbar to kill Mission!  If you attack Mission yourself, then you'll have to
fight and kill Zaalbar as well.

Once that’s done, repair the engine, go to the Galaxy Map and select the Star 
Forge.

XII.  Star Forge

This is what we've been waiting for!  You get different dialog, depending on 
what side you chose and then you'll go into the Star Forge.

A.  Beginning Advice

The Star Forge is the toughest area in the entire game. This is where you have
to keep moving, DON'T DWINDLE!  I will tell you the few areas you can stop, 
heal yourself, and wait for your force points to regenerate.  If you stop in 
any other place for ANY reason, you will most likely get killed.

Having said that, ALL areas are not worth exploring the entire map; just get
to the next area as fast and as quick as you can.  If that means leaving your 
party members to fight while you need to do something else, do it.

If you need to heal you or your party members, pause the game with the white 
button and select a medpac then, take control of your character again and keep
moving! It is extremely unwise to use the force power heal while you aren't in
battle.  Why?  You will most likely run out of force points before you finish 
an area, so the less you use the better.  The exception would be when you are 
very low on health and the very few areas you will not get attacked at.

You must choose your party wisely because you won't be able to change it.  
Light players MUST choose Jolee and Juhani.   Dark players have a more 
difficult time on the Star Forge because it's you, Bastila, and another 
non-Jedi (this is why light players will have a huge disadvantage if they went
dark.)  This does not mean the Star Forge is too tough for dark players and 
too easy for light players.  Dark players MUST choose Canderous because of his
special healing ability.  I made the mistake of choosing HK one time, and if 
you do the same you will have an even harder time.  Remember that Bastila has 
the force power heal if you gave it to her while you leveled her up, use it 
sparingly and in emergencies. After going through each area of the Star Forge,
you MUST save your game!

B.  Deck 1

When you enter the Star Forge, the Jedi will welcome you and tell you to move 
quickly before they find out you're here.  Sadly, they already know because an
army of Dark Jedi will come out of the elevator.  Fight them because they are 
but a taste of what is to come. Once they're dead, go south down the path (you
can’t use the elevator BOO!) passing a few doors until you reach a junction.  
From here, you will have a cut scene where Malak will summon droids to attack 
you.

The droids will come from all sides, but they can be beaten.  Use flurry to 
kill them, regular melee attacks don't work well.  After they are all dead, go
east or west, it doesn't matter because it all leads to the same place (I 
normally go west.)  You will reach Jedi fighting Dark Jedi. The good guys will
go down easily and the Dark Jedi will attack you.  They are weak from the 
battle and are easy to defeat.  After the battle, keep on going until you find
more Dark Jedi.  Kill them, wait for your force points to regenerate, heal up,
and go through the door at the end of the path.  There's another Malak cut 
scene where he sends all the troops and apprentices.

C.  Deck 2

SAVE YOUR GAME NOW!

This is the time to really move it! Follow the path and tons upon tons of Dark
Jedi and Sith Heavy Troopers will attack you.  They attack from the front, 
side, and behind you, so whenever you are attacked, attack in return.  You 
learn very quickly to not underestimate these guys because they can make you 
go down FAST if you aren't careful.  Remember to use your force powers when 
there’s tons of baddies surrounding you and medpacs when you are about 1/3 of
your total health.  The best way to kill these guys quickly and efficiently is
to use flurry against them.

Make your way east and kill the hundreds of Sith that are in the way.  Watch 
your back because they start attacking you from the rear. Eventually, you will
reach a door.  Behind this door and the next door are turrets.  If you are 
lucky, you will not be in combat mode when you reach the turrets.  If not, 
then your party members will attack the turrets.  It's very important that you
DO NOT ATTACK THE TURRETS!  If you do, you will get flanked by Sith.  There is
a way to turn off the turrets. The important thing to do is ignore the turrets
and run, that’s right run, away from the turrets to the east.  If your party 
members attack the turrets, then leave them behind.  Run to the east.

I will say this again.  DO NOT ATTACK THE TURRETS!  It is very important to 
shut them down using the computer terminal near the turrets. If you don't have
enough computer spikes then good luck.  You'll need it!

At the far east, you should see a door.  Open it and kill the enemies behind 
the door.  If you're lucky, no one will come in after you before you can use
the computer.  Use the terminal and deactivate the gun turrets.  You can also 
get Revan's robes or the Star Forge robes depending on what your alignment is.
These robes heal you slowly, so you have some help with your health.

After this, go back to your party members, who are probably fighting without 
you, kill the enemies, and go through the door that opened after you 
deactivated the turrets.  If you're lucky, you might get a chance to heal up.

D.  Command Center

SAVE THE GAME NOW!

If you survived Deck 2, you aren't out of the woods yet.  There will be a cut 
scene of Malak talking to Bastila or three Dark Jedi depending on what side
you are on. Go south and kill all the enemies.  Move fast and there will be a
second weaker wave that attacks you.  Once you find a door that leads to 
another door, heal up and regain your force points.  Hopefully no one will 
attack you.

Open the door and kill the two baddies and get ready for a rear attack.  After
killing these guys, there will be four tough Dark Jedi.  Kill them and follow 
the path until you reach a door.  Open the door and you will see three Dark
Jedi or Bastila depending on what side you are on.  Heal and regain your force
points now.  Step through the door and get ready for a fight.

If you're fighting Bastila, you do it alone.  To get her to come back to the 
light, say these things:

I'll never give up on you, Bastila...
I'm as strong in the light as I ever was...
Malak will never let you...
You're dooming yourself to...
Then strike me down...
You are not evil, Bastila...
Now you can see the dark side...
I could never kill you Bastila.
You can reject the dark side...
I was redeemed, Bastila...
You did more than protect me...
Help us defeat the Sith...
I trust you to enough to...
You won't, Bastila...
You could use your...

==============================================================================
Note:  There will be slightly different dialogue depending on the sex of your
character.  Just choose the least non-violent options.
==============================================================================

If you're fighting the three Dark Jedi, they aren't difficult if you have all 
three of your party members attacking one at a time.

You finally get to rest now and fully heal up without worrying about an 
attack.

Go through the opposite door and any characters that are in your party will 
now leave.  You're all alone.  Follow the path to see another door. Get close
to the door and Malak will arrive.

==============================================================================
Note:  there’s still potential to gain dsp or lsp, but that doesn't matter 
anymore at this point.
==============================================================================

Malak will do some stuff, laugh, call you weak, and unleash the full power of 
the star forge against you.  Six extremely easy droids will attack you, and 
each one re-spawns after you kill one.  There are two ways to approach this.

The first way is to go to each computer terminal and disable the thing that's 
making the droids.  If you don't have enough spikes, simply kill a droid and 
spikes will move into the storage bins by the computers.

The other way is to simply bash the door down with your lightsaber.  You would
think that the game creators would have made the door unbashable...

Now when I played this game for the first time, I had zero idea that you could
disable the thing that made the droids. I thought that as soon as I had killed
enough droids I'd go to face Malak.  I think I spent an hour fighting the 
droids before I noticed that I could bash the door down.  I guess you can get
infinite XP this way, but I don't think it's wise to bother with it.  The game
stops leveling you up at 20 and you should have reached that level long ago.

At any rate, once you have done whatever you did, go through the door.

E.  Darth Malak

This is it, the final battle, the icing on the cake.

Light Players

You have a tougher time fighting Malak, however this doesn't mean he's 
impossible to beat.  He automatically casts force resistance, so don't bother 
using your light powers against him.  He doesn't freeze when you use stasis 
field on him, so don't try it at any time.  What you need to do is fight 
offensively and defensively.  The best way to fight offensively is to throw a 
thermal detonator at him whenever he stops for any reason. This grenade knocks
him on his back, letting you throw another grenade.  Adhesive grenades 
sometimes work, but use them when he’s a good distance away from you.  A good 
defense is to first select master speed then run away from Malak.  Sometimes 
you will need to press B to exit out of combat mode.  When you get the chance,
use the force jump to inflict major damage against Malak.  While you are doing
this, use as many stimulants as you can. He will cast Force Breech against you
to disable burst of speed, but it doesn't do much harm, all you have to do is 
select burst of speed again.  If you get low on health, use life support packs
and advanced medpacs.  Use the force power heal sparingly.

Dark Players

You have an easier time defeating Malak, but he can still get the better of 
you if you don't watch it. Your offense is better in this case because you can
cast force storm and death field against him.  Plague also works wonders in 
this fight because he can’t save against this attack and it slows him down.  
Insanity doesn't work against Malak.  The best defensive strategy is to run 
away from him, especially when your force points and/or health are low.  

Once Malak's health is about 50-75%, he will run to a Jedi inside a tube.  He 
will say that he can use the power of the star forge to heal himself with this
guy and does so.  Now it looks like Malak has 8 more lives, but he doesn't.  
Once the scene ends, you notice that the captive Jedi is now an enemy.  Ah ha!

Two force powers "kill" the Jedi in the tube, Death Field and Throw 
Lightsaber. Death Field heals you and Throw Lightsaber replenishes your force
points. You must "kill" the 8 remaining Jedi before you attack Malak again.
After that, continue to attack him offensively and defensively.  If you have 
neither of these powers, then you have an extremely tough fight.  There's no
special way to do it other than keep on attacking him using the strategies 
I've told you until he's finally "killed" the last Jedi.  Once he's done that 
then you'll be able to take him down finally.

Once he is dead, celebrate because you have finally finished the game. You see
yourself as the Dark Lord once again if you took the dark ending, or you get 
medals for your bravery if you took the light ending.

XIII.  Credits

This is where I will give you credit if you know something that I don't and 
want me to put it in this guide. Since the guide is new, I don't have anything
yet.

XIV.  Contact Policy

Any questions you have can be sent to plk04a@acu.edu.  I have only two rules.
Put Star Wars KOR 1 in the subject line and don't use all caps.  Any emails 
that violate these rules will go into File 13 (the trash.)

XV.  Copyright Information

Copyright 2008 by Paul Kerbow.

This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
any other web site or as a part of any public display is strictly prohibited, 
and a violation of copyright laws.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

XVI.  Version History

Version 1.00
August 17, 2008

I finally finished my walkthrough and was able to submit it to my first site.
I'm very happy it got accepted :)

Version 1.01

August 20, 2008

There were some minor problems with the guide transfer on a website. Some of 
my punctuation marks came out as ? in a site.  I figured out what the problem
was and fixed it.  There's probably going to be a few stray ? areas, but most
of them should be fixed.

Version 1.02

August 30, 2008

Another minor update.  There's quite a few changes from the previous version.

I noticed another glitch.  If you save the game in the Lower City Cantina 
before the Calo Nord and Mission cutscenes they will not happen.

There's also another glitch I haven't experienced but want to.  That may sound
weird I know.  Anyway, I am looking to trigger the infamous "galaxy droid"
glitch.  For now, google that if you want to know more information.

I found an area where I got my east and west mixed up.  It was in the Taris
sewers section.  Fixed it.

I also noticed that somehow my margins were a little too wide.  Fixed that as
well. (They have to be no longer than 79 characters on some sites.)

I changed my strategy for some of the bosses.  Grenades are sometimes more
useful than just hacking at them with a melee weapon.  Made a note in the
before you start secton to keep lots of grenades.  I'm eventually going to 
change the strategies on all the bosses, but I don't have time at the moment.

Changed my discriptions of the Jedi Classes and seperated them to make the 
guide have more clarity.  I gave more descriptions of the other Jedi classes
in case someone wanted to play as a Sentinal or Consular.  If anyone knows
anything else about the classes that I don't have, the info would be much
appreciated.