*******************************************************************************

            _____  __                  _       __
           / ___/ / /_ ____ _ _____   | |     / /____ _ _____ _____ _
           \__ \ / __// __ `// ___/   | | /| / // __ `// ___// ___/(_)
          ___/ // /_ / /_/ // /       | |/ |/ // /_/ // /   (__  )_
         /____/ \__/ \__,_//_/        |__/|__/ \__,_//_/   /____/(_)

          __ __       _        __   __               ___  __   __
         / //_/___   (_)___ _ / /  / /_ ___   ___   / _/ / /_ / /  ___
        / ,<  / _ \ / // _ `// _ \/ __/(_-<  / _ \ / _/ / __// _ \/ -_)
       /_/|_|/_//_//_/ \_, //_//_/\__//___/  \___//_/   \__//_//_/\__/
                      /___/
             ____   __    __  ___                   __    __ _
            / __ \ / /___/ / / _ \ ___  ___  __ __ / /   / /(_)____
           / /_/ // // _  / / , _// -_)/ _ \/ // // _ \ / // // __/
           \____//_/ \_,_/ /_/|_| \__// .__/\_,_//_.__//_//_/ \__/
                                     /_/


*******************************************************************************
A Comprehensive FAQ/Walkthrough for Star Wars: Knights of the Old Republic
   by Thuyker
Version 0.62
E-mail: Thuyker AT aol DOT com
*******************************************************************************

    o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
    |           A   M e s s a g e   t o   t h e   R e a d e r :           |
    o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
    | This is a work in progress, obviously; it is still very incomplete. |
    | I am trying to write a guide that is as detailed and complete as is |
    | humanly possible, and as such, it is taking quite a bit of time.  I |
    | am pretty sure that most of you are further in the game than I am   |
    | in this walkthrough, but for those who aren't, I hope that you find |
    | this guide truly helpful.  I'll be spending long hours trying to    |
    | finish it up as soon as possible, so please be patient.  Thank you! |
    o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
T A B L E   O F   C O N T E N T S
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

                                                                      (KEYWORD)
   I. Introduction .................................................... kw-int
  II. Frequently Asked Questions ...................................... kw-faq
 III. Game Basics ..................................................... kw-bas
        A. Background Story ........................................... kw-sto
        B. Controls ................................................... kw-con
  IV. Character Creation .............................................. kw-cha
        A. Classes .................................................... kw-cla
        B. Attributes ................................................. kw-att
        C. Skills ..................................................... kw-ski
        D. Feats ...................................................... kw-fea
   V. Walkthrough (incomplete) ........................................ kw-wth
        A. Endar Spire ................................................ kw-m01
        B. Taris ...................................................... kw-m02
        C. Dantooine .................................................. kw-m03
        D. Tatooine ................................................... kw-m04
        E. Kashyyyk ................................................... kw-m05
        F. Manaan ..................................................... kw-m06
  VI. Side-Quests (incomplete) ........................................ kw-que
 VII. Appendices ...................................................... kw-app
        A. Party Members .............................................. kw-par
        B. Weapons List ............................................... kw-wea
        C. Armor List ................................................. kw-arm
        D. Journal Entries ............................................ kw-jou
        E. Vendor Merchandise List .................................... kw-ven
VIII. Guide Information ............................................... kw-inf
        A. Version History
        B. Email information
        C. Credits
        D. Legal Stuff


   To quickly jump to a specific section, click HERE first, then press CTRL-F
   and type in the Keyword.


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I.   I N T R O D U C T I O N                                             kw-int
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

At the risk of alienating you die-hard Star Wars fans out there, I must admit
that I'm not a huge fan myself.  Sure, I thought the original three movies were
excellent, and I remember spending many, many hours playing the X-Wing and Tie
Fighter games for the PC.  But since then, my interest has waned considerably;
I haven't even bothered to see Episode 1: The Phantom Menace and the little I
saw of Episode 2: Attack of the Clones was, in my opinion, awful.  Nonetheless,
I decided to go out on a limb and purchase this game for mainly one reason:
BioWare.

Easily some of the best games I have ever had the pleasure of playing through
are the Baldur's Gate games for PC (not the Dark Alliance console games).  The
graphics, sound, etc. were, for the time, excellent.  But what really made them
stand out to me was their immersive storytelling and gameplay.  I actually
found myself captivated by the story and actually caring about the members of
my party!  Thus, I had no doubt in my mind that Star Wars: Knights of the Old
Republic would be an amazing game, whether you are a Star Wars fan or not.  At
any rate, it is my hope that you find the game just as enjoyable as I do and
that you find this guide helpful in times of need.  Please send me any comments
and criticisms you might have, and I will do my best to accommodate you.  Good
luck and have fun!


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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
II.   F R E Q U E N T L Y   A S K E D   Q U E S T I O N S                kw-faq
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Q: I'm confused...is combat real-time, turn-based, or what?

A: Combat is turn-based, as well as rule-based.  While I won't go into the D20
   system in too much detail, you basically assign what action your character
   and/or party is going to do.  How successful that action is - i.e. whether
   they hit or miss, how much damage they do, etc. - is determined by a
   combination of their statistics and a roll of the twenty-sided "dice."

---
Q: Is the game open-ended like Morrowind?  Can you keep playing after you have
   "beaten" the game?

A: No.  While the game gives you quite a bit of freedom, in that you can choose
   between what planets you are going to go to and such, once you have finished
   the game, you will not be able to continue any remaining side-quests, etc.

---
Q: What kind of Jedi should I become?

A: Honestly, you should choose whatever Jedi Class (and starting class, for
   that matter) that you want to.  There really is no right or wrong way to
   play the game.  Having said that, certain Jedi Classes take better advantage
   of the statistics of certain starting classes.  For example, Jedi Guardians,
   Sentinels, and Consulars typically fit best with Soldiers, Scouts, and
   Scoundrels, respectively.

---
Q: Are there any cheats or codes?

A: As far as I am aware of, none have been uncovered as of this time.

---
Q: Who should I choose to be in my party?

A: It depends on what type of character you are playing.  Typically, I prefer
   to have two melee combatants and one long-range combatant.  If you only have
   one melee fighter, they tend to get surrounded and take a lot of damage.
   Thus, if you like close combat, pick one other member who excels at the same
   thing (i.e. Bastila) and one who excels at a distance (i.e. Canderous Ordo
   or HK-47).  If you prefer to duke it out from range, however, choose two
   good melee fighters to battle up in front of you.

---
Q: Once you upgrade a weapon or armor, can you remove the upgrade when you want
   to put something else in it?

A: Yes.  Simply use a workbench, select the item you want to remove the upgrade
   from, deselect the item you wish to remove, then click on "Assemble."

---
Q: Can you upgrade your swoop bike?

A: Although the possibility of doing so was hinted at in the game by several
   merchants and NPCs, it is not currently possible, as far as I am aware.


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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
III.   G A M E   B A S I C S                                             kw-bas
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===============================================================================
= A) Background Story                                                    kw-sto
===============================================================================

A long time ago in a galaxy far, far away...

Four thousand years before the rise of the Galactic Empire, the Republic verges
on collapse.  Darth Malak, last surviving apprentice of the Dark Lord Revan,
has unleashed an invincible Sith armada upon an unsuspecting galaxy.

Crushing all resistance, Malak's war of conquest has left the Jedi Order
scattered and vulnerable as countless Knights fall in battle, and many more
swear allegiance to the new Sith Master.

In the skies above the Outer Rim world of Taris, a Jedi battle fleet engages
the forces of Darth Malak in a desperate effort to halt the Sith's galactic
domination...

                                        (as taken from the game's introduction)


===============================================================================
= C) Controls                                                            kw-con
===============================================================================

                        ______                ______
                       /L.TRIG\              /R.TRIG\
                    /ŻŻŻŻŻŻŻŻŻŻŻŻ`-,____,-`ŻŻŻŻŻŻŻŻŻŻŻŻ\
                   /                                    \
                  /   /ŻŻŻ\        \Ż\/Ż/        (Y)     \
 Left Stick------|-> |     |       /_/\_\     (X)   (B)   |
                 |    \___/         XBOX         (A)      |
     (Back)------|-> O      _____                         |
 (Start)---------/--> O    /_| |_\         /ŻŻŻ\      O <-\------(Black)
                |          |_ + _|        |     |    O <---|--------(White)
     D-PAD------|--------> \_|_|_/         \___/ <---------|----Right Stick
                /                                          \
                |        /`--------ŻŻŻŻŻŻ--------`\        |
                |       /       Controller S       \       |
                |      /             by Thuyker     \      |
                 \____/                              \____/



-(A) Button-
   When an item, person, attack is selected/highlighted, pressing the (A)
   button will perform the specified action.

-(X) Button-
   Adds the selected/highlighted action to the queue.

-(B) Button-
   Cancel.

-(Y) Button-
   Delete the selected/highlighted action from the queue.

-(Black) Button-
   Cycle through characters.

-(White) Button-
   Pause the game.

-(Start) Button-
   Pause the game, bring up the game menus.

-(Back) Button-
   Toggle Solo mode.

-D-Pad-
   Cycle through available actions.

-Left Trigger-
   Cycle through targets (including containers, non-hostiles, etc) and menus.

-Right Trigger-
   Cycle through targets (including containers, non-hostiles, etc) and menus.

-Left Thumbstick-
   Move your character.

-Right Thumbstick-
   Change camera view, or click in to switch to free mode.


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IV.   C H A R A C T E R   C R E A T I O N                                kw-cha
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Creating your character can certainly be one of the most frustrating - yet
ultimately enjoyable - aspects of the game.  I've certainly experienced my
share of restarting the game when I found that I had made some pretty poor
decisions building my character.  Because I feel that this is such an important
aspect of the game, I've decided to devote a whole section to character
creation, in which I will explore the different classes, skills, etc.

Now, don't get me wrong; part of the fun of the game is experimenting with what
works well, and what works not so well.  Remember, there is no one way that you
have to play through the game, so you should really make your character however
you choose, despite any recommendations that I might make.

===============================================================================
= A) Classes                                                             kw-cla
===============================================================================

The first decision you have to make when creating a character is what class
that they will fall in: Scoundrel, Scout, or Soldier.  At the same time, you
will also determine their sex; note that this does have some bearing on the
game.  For instance, certain non-player characters will treat you differently,
depending on your sex, although your main quests will (for the most part)
remain the same.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= S t a r t i n g   C l a s s e s =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                                                      _____________________
    _________________________________________________/  S C O U N D R E L  \
   /                                                                       |
   |                                                                       |
   | I like to think of scoundrels as the "thief" class in Knights of the  |
   | Old Republic, as such tactics as stealth and ranged-combat are more   |
   | suitable (typically) than close-range combat, at least early in the   |
   | game.  This is not to say that they are useless in combat, however -  |
   | nothing could be further from the truth!  If playing as a scoundrel,  |
   | I would recommend that you make such attributes as dexterity, wisdom, |
   | and charisma priorities.  Note that scoundrels start with the         |
   | greatest amount of skills, but receive feats much slower (feats are   |
   | explained in further detail below) than the other classes.            |
   |                                                                       |
   |              R E C O M M E N D E D   A T T R I B U T E S              |
   |               _________________________________________               |
   |              |               |            |            |              |
   |              |   ATTRIBUTE   |   VALUE    |  MODIFIER  |              |
   |              |_______________|____________|____________|              |
   |              |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|              |
   |              | Strength      |     10     |     +0     |              |
   |              |---------------|------------|------------|              |
   |              | Dexterity     |     16     |     +3     |              |
   |              |---------------|------------|------------|              |
   |              | Constitution  |     10     |     +0     |              |
   |              |---------------|------------|------------|              |
   |              | Intelligence  |     10     |     +0     |              |
   |              |---------------|------------|------------|              |
   |              | Wisdom        |     15     |     +2     |              |
   |              |---------------|------------|------------|              |
   |              | Charisma      |     14     |     +2     |              |
   |              |_______________|____________|____________|              |
   |                                                                       |
   |                                                                       |
   |   S T A R T I N G   F E A T S :                                       |
   |    Armor Proficiency: Light                                           |
   |    Critical Strike: Basic                                             |
   |    Scoundrel's Luck                                                   |
   |    Sneak Attack: Level 1                                              |
   |    Sniper Shot: Basic                                                 |
   |    Weapon Proficiency: Blaster Pistol                                 |
   |    Weapon Proficiency: Blaster Rifle                                  |
   |    Weapon Proficiency: Melee Weapons                                  |
   |                                                                       |
   |-----------------------------------------------------------------------|
   |                ---  R E C O M M E N D A T I O N S  ---                |
   |                                                                       |
   | Since Scoundrels receive so many skill points, it may be tempting to  |
   | boost your intelligence attribute, simply because it governs these    |
   | skills.  However, as is the case with the other classes, I feel that  |
   | points put into intelligence are, for the most part, wasted (although |
   | I don't think you should have it any lower than 10).  Also, whether   |
   | you are going to specialize in ranged or melee (lightsabers, of       |
   | course) combat, you will want to have your dexterity relatively high, |
   | since it benefits both your defense and attack ratings.               |
   |_______________________________________________________________________|


                                                          _________________
    _____________________________________________________/    S C O U T    \
   /                                                                       |
   |                                                                       |
   | Scouts serve as a balance between the Scoundrel and the Soldier.      |
   | While they can typically take more hits than the former, they are     |
   | still not as skilled in close-range combat as the latter.  Similarly, |
   | while they do not have as many skills as the scoundrel, they obtain   |
   | more feats.  As for attributes, I would again recommend emphasizing   |
   | dexterity, but less so on such attributes as wisdom and charisma,     |
   | albeit only slightly.  Since your scout is more likely to get down    |
   | and dirty in combat, you may also want to make constitution a bit     |
   | higher, although this is certainly not necessary.                     |
   |                                                                       |
   |              R E C O M M E N D E D   A T T R I B U T E S              |
   |               _________________________________________               |
   |              |               |            |            |              |
   |              |   ATTRIBUTE   |   VALUE    |  MODIFIER  |              |
   |              |_______________|____________|____________|              |
   |              |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|              |
   |              | Strength      |     10     |     +0     |              |
   |              |---------------|------------|------------|              |
   |              | Dexterity     |     16     |     +3     |              |
   |              |---------------|------------|------------|              |
   |              | Constitution  |     10     |     +0     |              |
   |              |---------------|------------|------------|              |
   |              | Intelligence  |     10     |     +0     |              |
   |              |---------------|------------|------------|              |
   |              | Wisdom        |     15     |     +2     |              |
   |              |---------------|------------|------------|              |
   |              | Charisma      |     14     |     +2     |              |
   |              |_______________|____________|____________|              |
   |                                                                       |
   |                                                                       |
   |   S T A R T I N G   F E A T S :                                       |
   |    Armor Proficiency: Light --> Medium                                |
   |    Flurry: Basic                                                      |
   |    Implant Level 1                                                    |
   |    Rapid Shot: Basic                                                  |
   |    Weapon Proficiency: Blaster Pistol                                 |
   |    Weapon Proficiency: Blaster Rifle                                  |
   |    Weapon Proficiency: Melee Weapons                                  |
   |                                                                       |
   |-----------------------------------------------------------------------|
   |                ---  R E C O M M E N D A T I O N S  ---                |
   |                                                                       |
   | A Scout should still place a strong emphasis on physical combat, so   |
   | should still have a high dexterity (because of the increased defense  |
   | it gives and its effect on lightsaber usage).  Constitution should    |
   | not be a priority to increase - instead, focus on avoiding damage in  |
   | the first place with high dexterity, and use Medpacs (and later,      |
   | Force Powers) to regain any health that is lost.  Wisdom and Charisma |
   | are both good attributes to boost, as they provide an increase to     |
   | your available Force Points, among other things.                      |
   |                                                                       |
   | As for feats, I would recommend that you do not increase any of the   |
   | Weapon or Armor Proficiencies, as you will most likely be using Jedi  |
   | Robes and Lightsabers eventually.  Instead, put your points into such |
   | feats as Flurry, either Two-Weapon Fighting or Dueling, etc.  The     |
   | Implant Levels are automatically gained by scouts, so you may wish to |
   | put points into something like Toughness, if you are finding that you |
   | are dangerously low on health too often.                              |
   |_______________________________________________________________________|


                                                          _________________
    _____________________________________________________/  S O L D I E R  \
   /                                                                       |
   |                                                                       |
   | The Soldier is an obvious choice for those who wish to be at the      |
   | vanguard of every hostile engagement.  For close-range fighting,      |
   | there is simply no match (other than a Jedi, of course); however,     |
   | this skill in combat comes at a price.  Because such attributes as    |
   | dexterity or constitution must be prioritized, such attributes as     |
   | charisma must be sacrificed.  In addition, they receive much less     |
   | skills than the other classes, although they obtain feats more        |
   | readily.                                                              |
   |                                                                       |
   |              R E C O M M E N D E D   A T T R I B U T E S              |
   |               _________________________________________               |
   |              |               |            |            |              |
   |              |   ATTRIBUTE   |   VALUE    |  MODIFIER  |              |
   |              |_______________|____________|____________|              |
   |              |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|              |
   |              | Strength      |     14     |     +2     |              |
   |              |---------------|------------|------------|              |
   |              | Dexterity     |     16     |     +3     |              |
   |              |---------------|------------|------------|              |
   |              | Constitution  |     12     |     +1     |              |
   |              |---------------|------------|------------|              |
   |              | Intelligence  |     10     |     +0     |              |
   |              |---------------|------------|------------|              |
   |              | Wisdom        |     14     |     +2     |              |
   |              |---------------|------------|------------|              |
   |              | Charisma      |     10     |     +0     |              |
   |              |_______________|____________|____________|              |
   |                                                                       |
   |                                                                       |
   |   S T A R T I N G   F E A T S :                                       |
   |    Armor Proficiency: Light --> Medium --> Heavy                      |
   |    Power Attack: Basic                                                |
   |    Power Blast: Basic                                                 |
   |    Weapon Proficiency: Blaster Pistol                                 |
   |    Weapon Proficiency: Blaster Rifle                                  |
   |    Weapon Proficiency: Heavy Weapons                                  |
   |    Weapon Proficiency: Melee Weapons                                  |
   |                                                                       |
   |-----------------------------------------------------------------------|
   |                ---  R E C O M M E N D A T I O N S  ---                |
   |                                                                       |
   | While the game recommends that you put 14 points into Constitution    |
   | and 12 points into Wisdom, I like to switch them around.  Of course,  |
   | the added health that you receive from a higher Constitution is nice; |
   | however, my thinking is that if you build your character so that they |
   | don't receive much damage in the first place (and use Medpacs when    |
   | necessary), the extra health is unneeded.  In my opinion, the Wisdom  |
   | is more beneficial, as it provides greater resistance to an enemy's   |
   | Force attacks, among other things.  Also, you may note that I favor   |
   | dexterity over strength.  Initially, with weapons like vibroblades,   |
   | yes, strength is more beneficial.  But with lightsabers, whichever    |
   | attribute is higher is used to calculate attack rating, etc.  Since   |
   | dexterity also increases your defense, I feel it is a better overall  |
   | attribute for lightsaber-using Jedi.                                  |
   |                                                                       |
   | As for feats, I would recommend choosing EITHER Dueling or Two-Weapon |
   | Fighting.  In addition, the Critical Strikes and Flurry feats work    |
   | especially well in melee combat.  My personal soldier, using Flurry   |
   | in combination with Two-Weapon Fighting, was potentially able to land |
   | up to three hits in a single round!  Feats that I would advise you to |
   | NOT put any points in are the Weapon Proficiencies, especially if you |
   | are intending to use Lightsabers later in the game, and feats like    |
   | Caution.                                                              |
   \_______________________________________________________________________/



===============================================================================
= B) Attributes                                                          kw-att
===============================================================================

Each character, no matter what class, starts with 8 points in each of the six
principal attributes.  An extra 30 points are then available to be assigned to
whatever attribute you choose (although they cannot be raised above 18 during
the character creation process).  To make better informed decisions, make sure
to read the description of each of the attributes, then put points toward
those that will provide the greatest benefit for your character.  For instance,
it doesn't make much sense to put a whole bunch toward intelligence, if you are
playing as a soldier.  Also note that once you reach 14 in any attribute, you
will thereafter need to assign TWO points to bring that attribute up a single
point.  For instance, to bring your intelligence from 8 to 14, it will take up
6 of your available points.  However, it will now cost two more points to
raise intelligence a single point.  Once you reach 16 in any attribute, each
further increase requires three points.

Another thing to note is the "Modifier" statistic in the top right corner of
the attribute point distribution screen.  With a strength of 8, for example,
you have a modifier of -1.  Now, add a point to your strength: the modifier
remains the same!  However, add a second point, and your modifier will now be
equal to 0.  The same applies even when you have an attribute at a relatively
high level.  With a strength of 16, you have a modifier of +3.  At 17, it is
still +3, so you might as well add another to achieve a +4 modifier.  Thus,
when putting points toward an attribute, try to do so in multiples of two;
putting a single point doesn't change the modifier, so doesn't benefit you as
much.  Of course, note that you will receive additional attribute points at
levels 4, 8, 12, 16, and 20 - just try to plan your character so that they
don't end up with any attributes at an odd number.

+-----------
- STRENGTH -
-----------+

The Strength attribute represents pure PHYSICAL power (there are other types of
power, by the way...), and affects not only how much damage you do when hitting
an enemy with a melee weapon, but your chances of even hitting them at all in
the first place.  Obviously, if a character is going to specialize in melee
combat, Strength is crucial.  Note, however, that with lightsabers, strength OR
dexterity (whichever is higher) will come into play.


+------------
- DEXTERITY -
------------+

Dexterity, like Strength, also affects the chances of hitting an enemy in
combat, but with ranged weapons.  However, it is still an important attribute
to consider for close-range combatants, however, as it also affects their
defensive capabilities (i.e. ability to block/dodge attacks).  As is mentioned
above, dexterity is also a determinant factor when it comes to hitting with a
lightsaber, if it is higher in value than strength.  Thus, for a lightsaber-
using Jedi, I feel that dexterity is more crucial than strength, since it also
boosts defense.


+---------------
- CONSTITUTION -
---------------+

The Constitution attribute determines the amount of hit points that a character
has, and how many they will gain upon leveling up.  Of course, if you are not
going to be doing most of your fighting from long range, and thus avoid taking
much damage, this isn't a priority to increase.  For your main character, I
would still not put too much emphasis on this attribute, since healing can be
accomplished through the use of Medpacs or Force Powers.


+---------------
- INTELLIGENCE -
---------------+

The Intelligence attribute primarily affects the number of skill points that
you will be able to use upon leveling up - the more you have, the more you will
be able to increase your skills.  Thus, classes more reliant on skills, such as
the Scoundrel, will find Intelligence to be of more use than those less reliant
upon them, such as the Soldier.  Even so, I would strongly advise putting too
many points into this attribute.  While it sounds nice on paper, I find that
the increased number of skills is far less beneficial to your character than
the points in other attributes are.


+---------
- WISDOM -
---------+

In my opinion, Willpower is one of the more important attributes to focus on
for your main character, especially if you plan on using Force powers.  Not
only will it make their use much easier and effective, but it will allow you to
resist Force powers when they are being used against you!


+-----------
- CHARISMA -
-----------+

Charisma, which represents your leadership ability and personality, determines
how most characters in the game will perceive you.  Your likeability is most
obvious during conversations with non-player characters, as it will allow you
to Persuade them much easier.  However, it also has an effect on certain Force
powers, as well, and along with Wisdom, increases the number of available Force
Points you have to utilize.


===============================================================================
= C) Skills                                                              kw-ski
===============================================================================

Once you have finished determining your character's starting attributes, you
will then decide what skills they will start with.  The number of points that
you have available to assign is dependant on two things: your Class and your
Intelligence attribute.  With a modifier of 0 (Intelligence = 10-11), the
Soldier is given 4 skill points, the Scout 12, and the Scoundrel 16.  For each
+1 Intelligence modifier, however, you will receive an extra 4 skill points.
To illustrate, if your Soldier has a modifier of +1 (Intelligence = 12-13),
then he will have 8 skill points to assign.

Don't confuse Skills with Feats.  Skills are primarily used in non-combat
situations, whereas Feats are more combat-oriented.  Furthermore, they are
divided into class and cross-class skills.  Cross-class skills require a
greater investment of skill points to increase a certain skill level.  For
instance, Stealth is a cross-class skill for a soldier.  Thus, he or she must
invest two points in order to increase his Stealth by one.  Treat injury,
however, is a class skill, so it is only necessary to invest one point to
increase it by one.  Read below for a more detailed description of the eight
available Skills.

   _________________________________________________________________________
  /                                                                         \
  |                       ---  A W A R E N E S S  ---                       |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: All                           Parent Attribute: Wisdom |
  |-------------------------------------------------------------------------|
  | Awareness shouldn't be a skill that you prioritize, although it can be  |
  | useful in the sense that it can help you detect such threats as hidden  |
  | mines.  Whatever character you use to disarm land mines, whether it be  |
  | your main character or another in your party, should have decent skill  |
  | in Awareness, of course.  Again, not a skill I would put a bunch of     |
  | points into, unless you have a lot of extra points available.           |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                    ---  C O M P U T E R   U S E  ---                    |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: Scout                   Parent Attribute: Intelligence |
  |-------------------------------------------------------------------------|
  | The higher a character's skill in Computer Use, the easier they will be |
  | able to bypass computer systems, using less Computer Spikes in the      |
  | process.  Characters who are less-skilled in that area will require     |
  | more to do the same tasks, including such things as turning an enemy's  |
  | own turret against them.  For a character that doesn't specialize in    |
  | combat, such as a scoundrel, computer skills can make certain tasks     |
  | much easier.  For instance, a base guarded by sentry droids in every    |
  | room could easily be made into a walk in the park, by simply slicing    |
  | into a computer and shutting all the droids down!  If you think about   |
  | it, however, this task can still be done with little to no Computer Use |
  | skill - it just saves you money by reducing the number of Spikes that   |
  | you need.  In other words, weigh the importance of the skill points     |
  | vs. the money you would save, see which is more important to you, then  |
  | make a decision on whether you should invest points or not from there.  |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                     ---  D E M O L I T I O N S  ---                     |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: All                     Parent Attribute: Intelligence |
  |-------------------------------------------------------------------------|
  | Skill in Demolitions will allow a character to both set and disarm such |
  | explosives as land mines.  Disarming and retrieving them will save you  |
  | both damage and money, while setting them allows you to thin enemy      |
  | forces before combat.                                                   |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                        ---  P E R S U A D E  ---                        |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: Scoundrel                   Parent Attribute: Charisma |
  |-------------------------------------------------------------------------|
  | Since your main character does all of the conversing for your party,    |
  | only he or she can increase their Persuade skill.  Coupled with a high  |
  | Charisma, it will allow you to, well, persuade non-player characters    |
  | into doing or saying things that they might not normally do.  For       |
  | example, someone may reveal more information than would be expected, or |
  | perhaps be persuaded to increase a bounty or prize.  Of course, this is |
  | not a skill that you MUST have to proceed further into the game - it    |
  | simply makes obtaining certain results/rewards/etc. easier.  Also note  |
  | that later on, you may have use of the Force Persuade Jedi Feat, which  |
  | is much more effective.  However, use of that feat for personal gain,   |
  | etc. will lead to Dark Side Points much of the time.                    |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                          ---  R E P A I R  ---                          |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: Scout                   Parent Attribute: Intelligence |
  |-------------------------------------------------------------------------|
  | The Repair skill allows your character to repair droids, including      |
  | themselves if they are one.  The higher the skill, the less number of   |
  | parts are needed to perform the necessary repairs.  This skill can      |
  | actually be utilized in combat, if necessary.  For your party members   |
  | that are droids, think of Repair as the Treat Injury skill for non-     |
  | "meatbags."  The better their skill, the more health they will recover  |
  | when using a repair kit.  Of course, if you keep your droids at range   |
  | and relatively out of harm's way, not too many points are necessary.    |
  | Also note that a high Repair skill is necessary to fully upgrade one    |
  | certain droid in particular... of course, this is not required.         |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                        ---  S E C U R I T Y  ---                        |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: Scoundrel                     Parent Attribute: Wisdom |
  |-------------------------------------------------------------------------|
  | A character well-versed in the Security skill is able to open           |
  | electronically-locked doors, containers, etc.  While the Security skill |
  | itself is often enough to pick lower-level locks, security spikes may   |
  | sometimes be necessary augmentation for tougher ones.  While a point or |
  | two early on in the game may be slightly useful, I would advice against |
  | investing too many points into security.  Most containers/doors/etc.    |
  | can simply be bashed open with brute force, making Security rather      |
  | unnecessary.                                                            |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                         ---  S T E A L T H  ---                         |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: Scoundrel                  Parent Attribute: Dexterity |
  |-------------------------------------------------------------------------|
  | Even with points invested in this skill, Stealth is not inherent.  In   |
  | other words, a stealth belt is still required to be worn - the actual   |
  | skill itself only makes it more effective.  Because it cannot be used   |
  | while in combat, it is more useful before an engagement and used in     |
  | conjunction with other skills.  For instance, Stealth will allow you to |
  | sneak past enemy forces and spring traps upon them, such as with your   |
  | Demolitions skill.  Or, for instance, sneaking past enemy forces to     |
  | reach a security terminal, from which they can disable the resistance.  |
  | This is a very useful skill for those wishing to avoid direct combat,   |
  | although combat is oftentimes necessary nonetheless.                    |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                    ---  T R E A T   I N J U R Y  ---                    |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Class Skill for: Scout, Soldier                Parent Attribute: Wisdom |
  |-------------------------------------------------------------------------|
  | The Treat Injury skill allows a character to heal damage taken from     |
  | battle more efficiently.  Possession of a Medpac is still necessary,    |
  | but the higher a character's skill, the more health is recovered from a |
  | single Medpac.  Note that this skill can only be used on the character  |
  | who has it, not on other party members.  Thus, it is a rather useful    |
  | skill that most of your party should have (other than droids, who will  |
  | instead use Repair).  For your main character, however, I would not     |
  | recommend putting too many points into it, because the Jedi have the    |
  | ability to heal themselves quite well.                                  |
  |_________________________________________________________________________|



===============================================================================
= D) Feats                                                               kw-fea
===============================================================================

While some Feats are used directly during combat, others indirectly affect it.
For example, a particular Feat may improve a character's saving throws, keeping
them safer in combat.  Rather than spreading out your Feats among many
different kinds, I feel that it is more efficient and beneficial to focus on
a select few, but bringing them up to Master Proficiency.  As touched upon very
briefly earlier, different classes obtain Feats at varying paces, and some are
exclusive to certain classes (i.e. Scoundrels, or any of the Jedi classes).

   _________________________________________________________________________
  /                                                                         \
  |               ---  A R M O R   P R O F I C I E N C Y  ---               |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Each piece of armor has a different classification that it falls under, |
  | be it Light, Medium, or Heavy.  Each of the respective proficiencies    |
  | allow the character to wear that type of armor.  For instance, without  |
  | an Armor Proficiency - Medium feat, a character could not wear any      |
  | Medium (or Heavy, for that matter) armor.  These feats do not have any  |
  | prerequisites, other than the next lighter armor proficiency before it. |
  | For ranged-combat characters, I wouldn't recommend going higher than    |
  | the Light proficiency, since anything heavier will hinder their         |
  | Dexterity (and thus, their effectiveness at range).  Soldiers, of       |
  | course, will already have all three proficiencies granted.  Of course,  |
  | any character who is going to be using a lot of Force Powers will find  |
  | this feat completely necessary, since armor hinders their abilities.    |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Light: No prerequisites.  Allows the character to wear Light armor.     |
  |-------------------------------------------------------------------------|
  | Medium: Light Armor Proficiency required.  Allows the character to wear |
  |         Medium armor.                                                   |
  |-------------------------------------------------------------------------|
  | Heavy: Medium Armor Proficiency required.  Allows the character to wear |
  |        Heavy armor.                                                     |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                         ---  C A U T I O N  ---                         |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Caution feat gives skill point bonuses to Demolitions and Stealth.  |
  | As such, it is perfectly suited for the Scoundrel class or for any      |
  | character that is interested in laying mine traps.  This isn't a feat I |
  | would recommend you give to every character, of course, but simply your |
  | specialist in such matters when there are no other feats that are       |
  | crucial to increase.                                                    |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  Provides +1 to Demolitions and Stealth.       |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  Additional +1 to Demolitions and       |
  |           Stealth, for a total of +2.                                   |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  Additional +1 to Demolitions and Stealth,|
  |         for a cumulative +3 bonus.                                      |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                    ---  C O N D I T I O N I N G  ---                    |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Conditioning feat is a rather good feat to give to any of your      |
  | characters, as it gives a bonus to each of your saving throws, thereby  |
  | decreasing the chances of taking damage from certain attacks.  I tend   |
  | to only invest points into this unless there is nothing else that you   |
  | are interested or able to invest points into at the time being (i.e.    |
  | due to level prerequisites, etc.)                                       |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  A +1 bonus is given to all saving throws.     |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  An additional +1 bonus is given to all |
  |           saving throws, for a total of +2.                             |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  An additional +1 bonus is given to all   |
  |         saving throws, for a total of +3.                               |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                 ---  C R I T I C A L   S T R I K E  ---                 |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | A roll of 20 is normally needed in order to score a critical hit, which |
  | does double damage.  However, by obtaining the Critical Strike feat,    |
  | the chances of scoring a critical hit are greatly increased.  Note that |
  | this only works with melee weapons - for ranged weapons, the Sniper     |
  | Shot feat is the equivalent.  In addition, the Critical Strike feat     |
  | hits, there is the possibility of stunning the enemy for six seconds,   |
  | unless they make a saving throw.  Finally, the feat does have some      |
  | disadvantages: there is a -5 penalty to Defense when it is used.  For   |
  | melee characters, this can be a very useful feat to have.  However,     |
  | even at Master level, there is still only a 20% chance of scoring a     |
  | critical hit.  Thus, I personally still prefer Flurry to this feat.     |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  A roll of either 19 or 20 will now cause a    |
  |        critical hit - essentially, the chances of scoring one have      |
  |        doubled.                                                         |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  The chances of scoring a critical hit  |
  |           are tripled, as any roll between 18-20 will score one.  The   |
  |           possibility of stunning and the same Defense penalty remain.  |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  Since a critical hit will now score on   |
  |         any roll between 17-20, the chances have actually quadrupled!   |
  |         The possibility of stunning and the same Defense penalty remain.|
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                         ---  D U E L I N G  ---                         |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Dueling feat is very useful, in that it gives bonuses to both a     |
  | character's attack and defense.  It is important to note, however, that |
  | it applies only to single one-handed weapons (either melee or ranged).  |
  | Therefore, don't invest points into both this feat and the Two-Weapon   |
  | Fighting feat.  Decide early on what your character will be wielding in |
  | combat, then choose one feat or the other.                              |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  A +1 bonus applies to both attack and defense.|
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  An additional +1 bonus applies to both |
  |           attack and defense, for a total of +2 to each.                |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  An additional +1 bonus is given to both  |
  |         attack and defense, for a total of +3 to each.                  |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                         ---  E M P A T H Y  ---                         |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Empathy feat, like Caution, gives skill point bonus, although to    |
  | different skills: Persuade, Awareness, and Treat Injury.  While the     |
  | Awareness and Treat Injury bonuses are nice, remember that Persuade can |
  | only be used by your main character.  To be honest, I'm not a very big  |
  | fan of this feat at all - I'd recommend investing points only if you    |
  | had nothing else to put them into.                                      |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  Provides +1 to Persuade, Awareness, and Treat |
  |        Injury.                                                          |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  An additional +1 bonus is given to     |
  |           Persuade, Awareness, and Treat Injury, for a total of +2.     |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  An Additional +1 bonus is given to       |
  |         Persuade, Awareness, and Treat Injury, for a total of +3.       |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                          ---  F L U R R Y  ---                          |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Flurry is an excellent feat to give to any close-combat character.  It  |
  | allows the character to make an extra attack each round, even if they   |
  | are already dual-wielding.  Note, however, that there are penalties     |
  | associated with using the feat, although they are reduced as mastery    |
  | of the feat is achieved.  This is perhaps my favorite feat for a melee  |
  | character, especially in conjunction with two weapons at once, as this  |
  | allows three attacks in a single round!  Later on, this number can be   |
  | increased even further by several Force Powers as well.                 |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  Use of Flurry results in a -4 penalty to the  |
  |        character's Defense while it is being used and for three seconds |
  |        afterward.  In addition, there is also a penalty of -4 to all    |
  |        attacks during that round.                                       |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  The penalties to both Defense and to   |
  |           all attacks is reduced to -2, although the three second       |
  |           duration of the Defense penalty remains.                      |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  The penalties to both Defense and to all |
  |         attacks is reduced even further, to -1, although the three      |
  |         second duration of the Defense penalty remains.                 |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                       ---  G E A R   H E A D  ---                       |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Gear Head feat provides bonus skill points to Repair, Security, and |
  | Computer Use.  Thus, it is an excellent choice for characters such as   |
  | Scoundrels and for droids who already specialize in such skills.  Can   |
  | be a handy feat, but I'd recommend giving it only to whatever character |
  | in your party already has high ability in those skills, rather than     |
  | everyone, and only when there isn't much else to put points into.       |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  Provides +1 to Repair, Security, and Computer |
  |        Use.                                                             |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  An additional +1 bonus is given to     |
  |           Repair, Security, and Computer Use, for a total of +2.        |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  An additional +1 bonus is given to       |
  |         Repair, Security, and Computer Use, for a total of +3.          |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                         ---  I M P L A N T  ---                         |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Implant feat allows a character the use of cybernetic implants, of  |
  | which there are many different varieties with many different effects.   |
  | Note that only one implant can be used at any particular time.  This is |
  | a pretty nice feat to give to everyone, since it will allow them to     |
  | augment such things as attributes, saving throws, etc.                  |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Level 1: No prerequisites.  Allows the use of Level 1 implants.         |
  |-------------------------------------------------------------------------|
  | Level 2: Level 4 prerequisite.  Allows the use of Level 2 implants.     |
  |-------------------------------------------------------------------------|
  | Level 3: Level 8 prerequisite.  Allows the use of Level 3 implants.     |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                    ---  P O W E R   A T T A C K  ---                    |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Depending on how many points you have invested into the Power Attack    |
  | feat, it adds an increasing amount of damage to your melee attacks.  It |
  | is important to note, however, that your chance to hit is penalized     |
  | while using it.  Furthermore, while the feat can be quite useful early  |
  | on in your adventure, since it provides only a flat damage increase, it |
  | rapidly loses its effectiveness.  Later, relative to the hit points of  |
  | the tougher enemies, the damage added is quite insignificant.  I much   |
  | prefer the Flurry feat to this one, as the extra attacks have the       |
  | potential of doing the same (if not more) damage that the Power Attack  |
  | would anyway.  Also, note that the Power Attack feat applies only to    |
  | melee weapons, not ranged ones.                                         |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  +5 damage is added to the next attack, while  |
  |        the chance to hit is penalized by -3.                            |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  +8 damage is added to the next attack, |
  |           but the to hit penalty still applies.                         |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  +10 damage is added to the next attack,  |
  |         but the to hit penalty remains.                                 |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                     ---  P O W E R   B L A S T  ---                     |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Power Blast feat is exactly like the Power Attack feat, except that |
  | it applies to ranged weapons, rather than melee weapons.  Depending on  |
  | how many points you have invested, it adds an increasing amount of      |
  | damage to your next ranged attack.  However, the chances to hit are     |
  | reduced, and as with the melee version, the damage is a flat rate.      |
  | Therefore, it can be useful earlier on, but quite ineffective as the    |
  | game progresses and tougher enemies appear.  The Rapid Shot feat is, in |
  | my opinion, a much better choice: the extra attacks have the potential  |
  | to do the same, if not more, damage as the Power Blast's bonus.         |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  +5 damage is added to the next attack, while  |
  |        the chance to hit is penalized by -3.                            |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  +8 damage is added to the next attack, |
  |           but the to hit penalty still applies.                         |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  +10 damage is added to the next attack,  |
  |         but the to hit penalty remains.                                 |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                      ---  R A P I D   S H O T  ---                      |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Rapid Shot feat allows a character to make an extra attack (with a  |
  | ranged weapon) during the round.  Essentially, it is the long-range     |
  | version of the Flurry feat, even sharing the same penalties.  A very    |
  | good feat to give to your ranged-combat characters, as the increased    |
  | damage dealt is tremendous, while the penalties rather insignificant,   |
  | at least at higher levels of the feat.                                  |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  The use of Rapid Shot causes a -4 penalty to  |
  |        Defense while using it and for three seconds thereafter.  Also,  |
  |        there is a -4 penalty to all attacks that round.                 |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  The penalty to Defense for using the   |
  |           feat is reduced to -2, although it still persists for three   |
  |           seconds afterward.  The penalty to all attacks during the     |
  |           round is also reduced to -2.                                  |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  The penalty to Defense and to attacks    |
  |         during the round are both reduced to -1.  The Defense penalty   |
  |         still lasts for three seconds after using the feat, however.    |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                 ---  S C O U N R E L ' S   L U C K  ---                 |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | As implied by the name, the Scoundrel's Luck feat is exclusive to the   |
  | Scoundrel Class.  The "luck" and instinct for survival that is inherent |
  | to the class manifests itself as an always active bonus to Defense.     |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: Scoundrel prerequisite.  A +2 bonus to Defense is awarded.       |
  |-------------------------------------------------------------------------|
  | Improved: Level 6 Scoundrel prerequisite.  A total of +4 bonus points   |
  |           are added to the character's Defense.                         |
  |-------------------------------------------------------------------------|
  | Master: Level 12 Scoundrel prerequisite.  Replacing the previous levels |
  |         of Scoundrel's Luck, the character is given a +6 Defense bonus. |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                    ---  S N E A K   A T T A C K  ---                    |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Exclusive to the Scoundrel Class, the Sneak Attack feat allows extra    |
  | damage to be done when attacking from behind, when attacking stunned or |
  | immobilized targets, or when attacking while in Stealth Mode (note that |
  | doing so will cancel Stealth Mode thereafter).  The target must not be  |
  | more than 10 meters away, and the extra damage is not multiplied in the |
  | case of a critical hit.  Be careful when using it when there are groups |
  | of enemies nearby, however, as you may get swarmed as soon as the sneak |
  | attack is made and you are revealed.                                    |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Level 1: Level 1 Scoundrel prerequisite.  The Sneak Attack adds 1-6     |
  |          points of extra damage to following attacks.                   |
  |-------------------------------------------------------------------------|
  | Level 2: Level 3 Scoundrel prerequisite.  The Sneak Attack adds 2-12    |
  |          points of extra damage to following attacks.  This feat is     |
  |          granted automatically - no points need to be invested.         |
  |-------------------------------------------------------------------------|
  | Level 3: Level 5 Scoundrel prerequisite.  The Sneak Attack adds 3-18    |
  |          points of extra damage to following attacks.                   |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                     ---  S N I P E R   S H O T  ---                     |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Think of the Sniper Shot feat as the Critical Strike feat, only for     |
  | ranged weapons.  While Defense is penalized, the chances of scoring a   |
  | critical hit are vastly improved by investing points into Sniper Shot.  |
  | In addition, there is also the possibility of stunning the target, if   |
  | they fail their saving throw.  I would recommend on deciding early on   |
  | if you are going to focus on ranged or melee combat, rather than        |
  | putting points into both Sniper Shot and Critical Strike.  In addition, |
  | even at the Master level, the chances of scoring a critical hit are     |
  | still only 20%.  While this is still a nice feat, I prefer Rapid Shot.  |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  The chances of a critical hit are doubled,    |
  |        since a roll of either 19 or 20 will now result in scoring one.  |
  |        Defense is penalized by -5 when Sniper Shot is used.             |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  The chances of scoring a critical hit  |
  |           are tripled, since any roll between 18-20 will achieve one.   |
  |           Defense is still penalized by -5.                             |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  As compared to having no points invested |
  |         in Sniper Shot, the chances of scoring a critical hit are now   |
  |         quadrupled, as any roll between 17-20 will score one.  Defense  |
  |         remains penalized by -5.                                        |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |                       ---  T O U G H N E S S  ---                       |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | The Toughness feat can prolong a character's life by providing bonus    |
  | vitality points and eventually reducing small amounts of damage taken.  |
  | Note that vitality is distributed each level-up, but because the feat   |
  | is actually retroactive, it is not necessary to put points into the     |
  | feat early on.  Putting points into Toughness at later levels will      |
  | still give the bonus points from previously earned level-ups.           |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  1 extra vitality point is given every time    |
  |        the character levels up (and for previous levels earned).        |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  In addition to the +1 vitality point   |
  |           per level, 2 points of damage are subtracted from any taken.  |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  Cumulative with the previous benefits,   |
  |         an additional +1 vitality point is gained with each level-up    |
  |         earned (including previous ones), for a total of +2 vitality    |
  |         points per level.  The damage subtraction is also maintained.   |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |             ---  T W O - W E A P O N   F I G H T I N G  ---             |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Normally, equipping two weapons would result in a rather large penalty  |
  | to your chances of hitting your target with either of the weapons in    |
  | each hand: -6/-10 (main hand/off hand).  However, possession of the     |
  | Two-Weapon Fighting feat reduces this penalty drastically.  Also note   |
  | that this feat can be used in conjunction with a "balanced" weapon in   |
  | the off-hand, resulting in the penalty being reduced by 2/0.  This is   |
  | a must-have feat if you are going to wield a weapon (of any type) in    |
  | each hand, as you will simply miss way too much without it.             |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Basic: No prerequisites.  The penalty is reduced by 0/4, to -6/6.       |
  |-------------------------------------------------------------------------|
  | Improved: Level 4 prerequisite.  The penalty is reduced an additional   |
  |           2/2 to -4/-4.                                                 |
  |-------------------------------------------------------------------------|
  | Master: Level 8 prerequisite.  The penalty is reduced an additional 2/2 |
  |         to -2/-2.                                                       |
  |_________________________________________________________________________|

   _________________________________________________________________________
  /                                                                         \
  |              ---  W E A P O N   P R O F I C I E N C Y  ---              |
  |_________________________________________________________________________|
  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
  | Each type of weapon - Blaster Pistol, Blaster Rifle, Heavy Weapons, and |
  | Melee Weapons - have their own Weapon Proficiency feat.  Within each of |
  | these proficiencies, there are three levels of mastery.  The first is   |
  | required to even use a certain weapon type, while the next two increase |
  | the chances of hitting and damage, respectively.  While it may be a bit |
  | tempting to have your main character invest points into the Melee       |
  | Weapon proficiencies (if he's a close-combat character, that is), I     |
  | STRONGLY recommend that you do not!  Lightsabers fall under their own   |
  | special category, and once you start using them, any points that you    |
  | may have invested into this proficiency will be wasted.  As for other   |
  | characters, the increased proficiencies are nice, but in my opinion,    |
  | less of a priority to increase than other feats.                        |
  |                                                                         |
  |-------------------------------------------------------------------------|
  | Proficiency: No prerequisites.  Investing a point into this feat gives  |
  |              the character the knowledge and training to use a          |
  |              particular weapon.                                         |
  |-------------------------------------------------------------------------|
  | Focus: No prerequisites.  The weapon for which you gain an improved     |
  |        level of proficiency now has a +1 attack bonus.                  |
  |-------------------------------------------------------------------------|
  | Specialization: Level 4 prerequisite, Soldier Class.  In addition to    |
  |                 the +1 attack bonus from the Improved proficiency feat, |
  |                 a +2 damage bonus is now added.                         |
  |_________________________________________________________________________|


Once you have selected your first feat, all there is left to do in the
character creation process is to name them!  Good luck!


_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
V.  W A L K T H R O U G H                                                kw-wth
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

NOTE: To the best of my ability, I will try to keep my walkthrough as detailed,
yet open-ended, as possible.  For instance, I don't want it to be suited for
only one type of character or class, but rather, I want it to be helpful no
matter your style of play.  While I will point out the numbers of enemies most
of the time to prepare the combat-heavy character for what lies ahead, I will
also point out alternate, more subtle paths, to benefit the sneakier and less
combat-intensive characters.  Of course, I will also make a point to list the
branching Light and Dark Side paths.  I think the look I'm going for is that of
the old "Choose Your Own Adventure" books.  You shouldn't have to read two
different walkthroughs, depending on if you want a Light or Dark solution.
What if you're usually a goody two-shoes, but have a mean streak in you?  Or
what if you're a mostly evil bastard with a heart of gold hidden deep inside?
Hopefully, my guide will enable you to choose different paths any time you
wish, without having to go all over the place to find an alternate solution.

Side-quests, for the most part, will be listed in the body of the walkthrough
but delineated by boxes, so that those who aren't interested in the side-quest
can easily skip right over it.  Note, however, that some side-quests are NOT
listed in the walkthrough, because they are initiated at varying times and/or
on varying planets.  Thus, these "Multi-World Side Quests" are listed in the
section following the walkthrough.  Finally, I will also delineate "Main Quest
Branches."  Typically, if there is a situation that has varying solutions (i.e.
Light or Dark), I'll list them one after the other in a paragraph.  However,
there are times where choosing one side results in a very big and lengthy
difference in the completion of the quest - far too lengthy to describe in a
paragraph or two, for example.  Thus, I list these in boxes entitled "Main
Quest Branch," so that you can figure out what side you want to take and then
quickly jump to the appropriate walkthrough, without having to read through the
other side's walkthrough as well.  Having said all that, good luck with the
game!


===============================================================================
= A) Endar Spire                                                         kw-m01
===============================================================================

As the Endar Spire, the ship you are aboard, starts to succumb under the
combined firepower of Sith fighters, you wake up (what the hell were you doing
sleeping during battle, anyway?) and meet up with a man who requests that you
hurry up.  Don't worry about time, however - go ahead and ask him about the
Endar Spire or who he is.  Apparently, Trask Ungo is your bunkmate, but since
the two of you work opposing shifts, you've never really met.  Anyway, he will
again stress the need to hurry: it is imperative to find someone by the name of
Bastila, and make sure that she gets off the ship alive.

Whether you are deciding to play as "Light," "Dark," or anything in-between,
you will now be faced with your first option affecting your alignment.  Of
course, it is blatantly obvious which question points toward the Dark side -
after all, an honorable Jedi wouldn't only be out to save his own skin, would
he?  At any rate, proceed through the conversations as boy scout-like or as
selfishly as you prefer.  Either way, Trask will tell you to equip your gear,
so that you can go ahead and get out of here.  Turn left, and you'll see the
footlocker, which should be highlighted with a circle, nearby.  Press (A) to
open it, and then a second time to retrieve your starting equipment, which is
dependent on what Class you are.  A Soldier will receive an Adrenal Stamina,
Blaster Rifle, Short Sword, Clothing, and two Medpacs.  The Scoundrel will
receive a Stealth Field Generator, Computer Spike, Security Spike, Blaster
Pistol, Short Sword, Clothing, and two Medpacs.  Finally, the Scout will
receive a Cardio Package, Adrenal Alacrity, Blaster Pistol, Short Sword,
Clothing, and two Medpacs.  Grabbing your stuff will also provide you with 50
experience points (XP).

Press (START) to access your inventory screen, then go ahead and equip your
clothing and either the Blaster Rifle or Short Sword.  Shortly thereafter,
Trask should automatically join your party, since the chances of success are
higher in groups.  Trask will also explain that the room that you are currently
in is under lockdown - thus, you'll have to use him to unlock the door.  Press
the (BLACK) button to switch control over to Trask, then highlight the door
with the circle and hit (A) to open it (100 XP).  Control will automatically
switch back to your main character.

Start moving through the now-accessible corridor, and you'll see a message from
an elite pilot, Carth Onasi, ordering all hands to the bridge to help protect
Bastila.  Take note of the small utility droid on the left side of the
corridor, but there isn't much you can do with it right now.  As you pass it,
Trask will tell you to use his Security skill to bypass the locked door ahead.
Use the (BLACK) button to switch to him, highlight the door ahead, then use the
D-Pad to select "Security," before hitting (A).

You will then see a brief cutscene in which a pair of soldiers from the Sith
advance boarding party kill a fellow Republic soldier.  Okay, now is the time
to get acquainted with the game's battle system.  If this is your first time
through the game, make sure to read the tutorial screen before proceeding.
Of course, you can simply hit the (WHITE) button to continue, but I prefer to
hit (A) to engage the enemy.  It can be a little confusing, but try to target
the Sith from long range and cut them down with your Blaster Rifle.  If one
gets too close, you may wish to switch to your Short Sword, but this shouldn't
be necessary.  As soon as the two Sith are dead, make sure to search the bodies
by highlighting them and selecting "open."  One should give you 12 credits,
while the other should give about 29.  By the way, you'll receive 75 XP for
each of these Sith Soldiers.

Proceed down the corridor to the next door, which should open easily.  Just in
case, you may wish to save before opening it, however, as another pair of Sith
enemies are waiting just beyond.  They shouldn't be too much trouble, however.
As always, make sure to search any bodies that you can.  One Republic soldier's
body, on the right, has a Frag Grenade.  The Sith enemies should have more
credits, Battle Stimulant, and a Repair Kit.  Don't forget to search the metal
box and footlocker along the edge of the room as well, for more credits, a
Medpac, two more Frag Grenades, another Short Sword, a Long Sword, and a Combat
Suit.  Of course, you'll want to equip such things as the latter to better
protect yourself.

Open the next door, and you should see another cutscene in which a large number
of Sith enemies are wreaking havoc on your fellow soldiers, with such weapons
as grenades.  Head forward and turn left around the corner, to engage the
surviving Sith.  If they are grouped together, go ahead and try using one of
your Frag Grenades.  Usually, three are relatively close by, while another pair
are further ahead.  Again, they shouldn't last long against you and Trask.  As
always, check the bodies for more credits, two Repair Kits, two Frag Grenades,
and an Advanced Repair Kit.  At the end of the corridor where the Sith were
(straight ahead) is a parts pile from which you can obtain, well, Parts.

Now, head down the right corridor (from where you first entered this room) and
open the door.  You should see a brief cutscene in which a Light Jedi is
battling a Dark Jedi with lightsabers.  While Bastila's companion wins, she is
unfortunately killed by a random explosion.  As soon as the cutscene is over,
a pair of Sith enemies will make their appearance, so kill them as before.
Search their bodies, as well as those of the Jedi, for credits, another Repair
Kit, a Medpac, Vibration Cell, and Adrenal Strength.

Straight ahead is the door to the bridge; go ahead and try to open it.  Trask
will then recommend that you switch to a melee weapon, since there isn't much
room inside.  Go ahead and equip your Long Sword, and if you wish, equip Trask
with a sword as well, although you can also leave him back for support from
afar (give him your Blaster Rifle, if you're going to be using a sword).  Open
the door and move through, then kill the Sith that engage you.  As soon as they
are dead, Trask will mention that Bastila is nowhere in sight - she must have
gone to the escape pods.  The Sith want her alive, but once she's off the ship,
there's nothing keeping them from destroying the Endar Spire!  In other words,
you should make way for the escape pods yourself.

Before you do so, however, remember to check the bodies for more equipment,
including credits, a Medpac, and a Poison Grenade.  Near the door where you
entered is a backpack, from which you can retrieve another Blaster Pistol.
Also, by this point, you should probably have obtained enough experience points
to level-up, so go ahead and do so.  I'd recommend doing so manually, rather
than letting the computer do it for you.  Move a little ways into the Bridge
area, then turn right.  Another right should take you to the next door, which
you should open and go through (note that you cannot proceed through unless
you first level-up).  Once through, open the next door, which is just ahead.

A second Dark Jedi awaits, so Trask valiant (or stupidly) decides to try and
hold him off, while you make for the escape pods.  Fortunately, an explosion
seals the door between the two of them and you, saving you from what was
probably a horrific sight.  Find the door to the Starboard section, then open
it.  Carth will once again contact you, and inform you that you are the lone
remaining survivor aboard the Endar Spire.  He can't wait much longer, so you
will have to make your way to the escape pods soon.

Don't worry - there isn't really a time limit to get to them that you have to
worry about.  Make your way around the right bend in the corridor, then kill
the lone Sith Trooper.  After disposing of him (or sneaking past him, if you
are a Scoundrel and would rather avoid fighting), turn left where he was, and
you'll arrive at another door.  Open it, then quickly kill the pair of Sith
soldiers.  Carth will warn you that a whole slew of Sith Troopers are on the
other side of the next door, so he will advise you to either: reprogram the
damaged assault droid (if you have enough repair parts) or use computer spikes
to slice into the terminal and use the Endar Spire's security systems against
the Sith.

Carth fails to mention that you can actually do both of those, however!  Check
the nearby footlocker, on the right side of the room, for five Computer Spikes
and seven Parts.  While it may seem somewhat wasteful to do both, you do gain
extra experience points for doing so (130 for reactivating the droid, 150 for
slicing into the computer system).  When reactivating the droid, first activate
its shields, before sending it on a patrol.  For the computer terminal, view
the camera feed, before selecting the "overload terminal" option.  Go through
and search the bodies for some credits, an Ion Blaster, and a Prototype
Vibroblade (which you should equip instead of your Long Sword).  Open the next
door, and you'll finally meet up with Carth in the flesh.  Go ahead and ask him
questions about himself, and you will receive 250 XP.  Move forward and to the
left to the escape pod, then use it to escape the Endar Spire's imminent
destruction.


===============================================================================
= B) Taris                                                               kw-m02
===============================================================================

There are so many different ways to play the game that it would be nearly
impossible to document every single choice you make.  Fortunately, it is
usually pretty obvious when a certain dialog option is weighed heavily toward
the Dark Side, and when it is weighed toward the Light Side.  The same goes
for many of your actions as well.  Because I feel much of the enjoyment to be
gleaned from this game is from choosing your own actions, I am writing this
walkthrough with the intent of being as comprehensive, yet open-ended, as is
possible.  I will, however, try to point out when you will gain Light or Dark
points and so on.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Upper City South Apartments =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After taking another nap during which you dream of Bastila, Carth will appear
and reintroduce himself.  Again, choose the responses/questions that suit your
style of play.  Eventually, you'll discover that after the crash, you've been
drifting in and out of consciousness, although Carth was luckily unhurt and was
able to bring you to this apartment.  You will also discover that Bastila is
the key to the whole Republic war effort, and was one of the Jedi who killed
Dark Lord Revan.  Carth also believes that her escape pod also landed on Taris,
which is currently under Sith control and quarantine, so it is imperative that
we find her.  Anyways, continue asking questions until you are ready to start
looking for her - after the conversation, you will receive 350 XP and update
your journal.  If you wish, initiate another dialog with Carth and ask a few
more questions about himself.  Eventually, he'll wish to stop speaking, but
your journal will update with the information he gives you.

Locate your locker, then open it to retrieve two Computer Spikes and three
Medpacs.  Also take note of the nearby workbench, where you can upgrade your
weapons.  If you'd like, upgrade your Prototype Vibroblade with the Vibration
Cell you found earlier, but I like to hold off on this for now.  Head out
through your hideout's door, and you will take Carth with you.  Immediately,
you will walk into a conflict between some Sith and a pair of aliens.  It looks
like the Sith are constantly raiding and bothering these aliens, and one that
speaks up is rapidly executed.

The Sith then notice your presence, and you are forced to fight.  Quickly take
out the trio of enemies, and the surviving alien, named Duros, will initiate a
conversation.  As always, respond however you like, relative to the path that
you've decided to take.  However, if you ask "Won't someone come searching for
this patrol?", the alien will agree to remove the bodies, to make it look like
they were killed elsewhere.  Search the backpack on the ground to find a
Blaster Rifle, Frag Grenade, Poison Grenade, Adrenal Strength, and Adrenal
Stamina.

By this point, you should probably have earned enough experience points to
level-up once again, so go ahead and do so, if you wish.  Start making your way
around the large, circular corridor in a counterclockwise direction.  Take note
of the first door on your right, marked as a low security door.  Inside is a
side quest that I will describe in more detail later, but if you're impatient
and want to do it now, use your security skill (or Carth's, if you have none)
to bypass the lock.  Again, I'll provide a more comprehensive walkthrough of
the side quest further below.

For now, talk to the alien, Larrim, just past this door.  He's a merchant, and
will try to hawk some energy shields to you, among other things.  Go ahead and
browse through his items, but you probably won't be able to afford much at this
point in time - besides, you'll be able to find better prices shortly anyway.
You can even sell some things, but I wouldn't recommend getting rid of anything
just yet.  Larrim may also mention that the janitor, Kadir, may be more willing
to talk, since the illegal aliens already consider him senile.  He's pretty
easy to find, as he just walks around the corridor continuously.  Ask about
Taris, and he'll mention the Cantina, where you might be able to find some
information about the Upper City, and the lower levels, where the swoop gangs
like to hang out.  He'll also mention that the best place to buy equipment is
Kebla Yurt's store, right across from the Cantina.

Before you head out to the Upper City, go ahead and use yours (or Carth's, if
you have none) Security skill to open the remaining low security doors on this
level.  There are three rooms (other than the one with the side quest), two of
which have occupants.  All three of them have either bags or footlockers from
which you can grab some goodies, even if the occupant is standing right there!
Of course, if you're really into the role-playing, and playing on the Light
side, you wouldn't do such a thing, right?  Me, I plundered everything I could
get my grubby little hands on, including credits, two Medpacs, three Parts, and
a Computer Spike.  When you are ready, circle the corridor until you find the
door leading to the Upper City, then open it and go through.


=-=-=-=-=-=-=-=-=-=-=
= Upper City South  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=

    ===========================================================================
    ----------------  R a p i d   T r a n s i t   S y s t e m  ----------------
    =================================================================SIDE-QUEST

    Your journal should update as soon as you reach the Upper City.  Go ahead
    and read the journal entry, then move to your Map screen and hit (X) to try
    out the "Return to Hideout" function.  You should instantly transport to
    the hallway right outside your apartment - ss soon as you arrive, the side-
    quest will be completed.
    ===========================================================================


Transit Back to the Upper City, then walk straight ahead, as this is southward,
which Kadir told us to head.  Shortly, you'll come to Kebla's shop, the
Equipment Emporium, on your right.  If you wish, go ahead and enter to browse
around and talk to her.  She'll tell you that the Sith have confiscated her
heavy weapons and other equipment she used to sell, but that she still has a
pretty decent selection to choose from.  Ask her about the crashed escape pods,
and she'll mention that the crash sites have already been stripped clean by the
Sith, unless the swoop gangs or Davik's men got there first.  Continue to ask
questions for more information, if you'd like.  She'll mention that things were
actually alright when the Hidden Beks were running the show, but that things
have changed drastically since the Black Vulkar gang took over.  Davik, on the
other hand, is a pretty shady mob-type guy, but he's smart enough to keep a low
profile around the Sith.

Once you are done browsing the merchandise, exit the Equipment Emporium and
turn right.  Follow the road around for just a short while, and you'll arrive
at the Cantina.  Open the door and enter, and you'll find yourself in a room
with a few Pazaak players.  Niklos, on the left, claims to be the best Pazaak
player on Taris, and is willing to play a few for some credits.  Garouk, on the
right side of the room, is looking to get out of the gambling game, so offers
to sell his deck - along with a free lesson - for fifty credits.  If you're
interested in doing it now, however, read the boxed section below; otherwise,
skip it and come back whenever you're ready.


    ===========================================================================
    ------------------------------  P a z a a k  ------------------------------
    =================================================================SIDE-QUEST

    Pay the 50 credits for your starting deck and lesson from Garouk.  If you
    forget the rules, simply read your datapad to refresh your memory.  The
    lesson is also very helpful if you've never played before, so take him up
    on his offer.  When you're ready, go ahead and speak to Niklos (he will
    mention Gelrood, a cheater that has been banned) and play against him.  Bet
    however much you want - hopefully, you saved before you did this - and
    start the match.  Note that you are at a serious disadvantage with none of
    the rarer cards, so for now, don't play too much.  Whenever you get to the
    Lower City, I'll mention a man that sells rare cards.  Buy them, and use
    them wisely, as they'll help you easily make your money back.  Come back
    and challenge Niklos whenever your deck is stacked, and wipe the smirk off
    his face.  Good luck!

    After you beat him five times (in a row?), he refuses to play Pazaak with
    you any longer, accusing you of cheating.  Talk to Christya, the nearby
    girl, and she will offer to go buy some drinks for the two of you, if you
    give her 20 credits.  You can, if you want, but she ends up going home with
    some noble anyway.  Women.  Anyway, you can always go play against Gelrood
    some more, but he's a bit tougher, it seems.
    ===========================================================================


Walk into the next, main room of the Cantina, and you should see a female Sith
named Sarna.  At any rate, she's pretty lonely, so chat her up until she
invites you to a party (note that if you are a female, you may have to just
bribe her).  Take note of the mention that there won't even be time to lock up
their uniforms, for later.  Continue making your way through the Cantina,
talking to anyone who has a name that stands out.  In the restaurant area, a
woman by the name of Gana Lavin starts bossing you around.  If you insult her
and call her a spoiled brat, she'll warn you and take off running.  Follow her
out of the Cantina and head in the direction of the Equipment Emporium.  You
will have to do battle with two Lavin Thugs, which aren't too tough and each
give up credits, a Medpac, and a Vibroblade, not to mention some experience
points.  Of course, you could always take her insults and avoid the fight
altogether, if you wish, if you don't feel like being a bit evil.

Back in the Cantina, look for the side-room in which a brief cutscene of an
Arena duel starts.  After watching it (and seeing how easy the battle is won),
go ahead and start talking to the various duelists in the room.  The old man,
Marl, in particular will give up some useful information about the other
fighters.  Now, this next part is optional, as it is more of a side-quest than
anything else.  Still, I'd strongly recommend taking part, however, as you will
gain credits and the all-important experience.  If you'd rather not fight,
however, simply skip past the next section.


    ===========================================================================
    -----------------------  A r e n a   D u e l i n g  -----------------------
    =================================================================SIDE-QUEST

    Initiate a dialog with Ajuur the Hutt, and mention that you might be
    interested in stepping into the duel ring.  He'll mention that noone ever
    dies in the ring anymore, and that you'll receive 10% of the bets placed.
    Agree to do it (if you're good at Persuade, you may be able to get a little
    more than 10%), and you'll face your first match:

    * Deadeye Duncan:  There isn't any need for elaborate strategy against
        Deadeye, since he's nearly blind.  Either blast away at him from afar
        or charge him with a melee weapon and he'll go down quickly.  For your
        victory, you'll obtain 55 XP and 100 credits (once you go talk to Ajuur
        again).

    Whenever you are ready for your next battle, simply go up to Ajuur and talk
    to him about it - just make sure you save before doing so, in case you lose
    the duel.  And remember, you can always go do other things for more
    experience and to hopefully level-up, if you are having a lot of trouble.
    You may even wish to use your battle stimulants (before you talk to Ajuur)
    to give yourself an edge.  In order of appearance, you will then face the
    following fighters:

    * Gerlon Two-Fingers:  Gerlon likes to use blaster pistols in the ring.
        Nevertheless, he shouldn't be too difficult; either close the distance
        as quickly as possible (to get in a swipe with your melee weapon before
        he can switch weapons) or blast at him in return.  For your victory,
        you will receive 80 XP and 200 credits.

    * Ice:  Ice is quite a bit tougher than the previous opponents.  She likes
        to start out with a blaster, but is even better up close, with her
        sword.  You could try to soften her up from long range, but I prefer to
        simply charge in right away, in hopes of scoring some hits before she
        puts her blaster away.  Of course, if you're much better with a ranged
        weapon, use that instead.  Defeat her, and you will receive 105 XP and
        300 credits.

    * Marl:  For an old man, Marl is one tough fighter.  In fact, he was the
        former duel champion!  He'll start off by charging you right away, but
        you may wish to try and get a few shots in with a blaster before he can
        get to you.  Just make sure you switch to your melee weapon when he
        gets close, or he will tear you apart with his double-bladed sword.
        Another thing you may wish to try is to constantly run away from him,
        fire a shot at him, run until the round is over and there is some space
        between you, then fire and repat.  Eventually, he will go down, since
        he doesn't use Medpacs.  For your victory, you receive 125 XP and 400
        credits.  If you talk to Marl after defeating him, he informs you that
        he is retiring, which is unfortunate, since he was the only fighter
        that was halfway decent to you.

    * Twitch:  Twitch, a Rodian, is the current champion, and for a very good
        reason.  Since he is equally adept at range and close-up, you won't be
        able to run around and take potshots at him.  If you're good with melee
        weapons, charge him as quickly as possible to try and slash him while
        his blasters are still out.  You may also want to take a few stimulants
        before talking to Ajuur, to give yourself a small edge.  Use Medpacs
        whenever your health gets low, and he should eventually be worn down.
        With my Soldier, I found that regular attacks worked better than feats,
        simply because I was able to better defend myself.  Congratulations,
        you are the new Champion of the Duel Ring!  For your accomplishment,
        you receive 155 XP and 500 credits.  While giving you your prize money,
        Ajuur will mention that the only person left who would fight you is
        Bendak Starkiller...

    * Bendak:  Because Bendak is a special case (read, this is a fight to the
        death) and because this match actually overlaps two side-quests, it
        will be described in further detail below: see the Bendak's Bounty
        side-quest.  Also, this match will not be available right away.  After
        you become the champion, you will have to initiate the match by talking
        to Bendak, who is located in the Pazaak room.
    ===========================================================================


Head back to where you first entered the Upper City from your apartment.  If
you talked to Carth and asked him about his past earlier, you may receive
another dialog from him sometime soon.  It happens automatically after a bit
of time, so don't worry if you don't see it just yet.  As always, choose the
dialog options that best suit your style of play.  Anyway, once you get back
to the main intersection near where you started, start heading east.  Near the
next intersection, you will encounter two bounty hunters giving an old man a
hard time:


    ===========================================================================
    --------------------  B u l l i e d   M e r c h a n t  --------------------
    =================================================================SIDE-QUEST

    Apparently, the old man has taken a loan from Davik, against the wishes of
    his wife, and is late on his payments.  Even though he offers to pay fifty
    credits to buy a little time, it is readily obvious that that is not going
    to be good enough, and that the bounty hunters intend to kill him.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you're taking the Light path, you'll want to step in and help the poor
    guy.  No matter what option you choose, you will have to fight the pair of
    bounty hunters.  However, if you choose the option in which you defend the
    old man, rather than simply picking a fight because you don't like their
    attitude, you'll receive extra Light Side Points.  After killing them,
    you'll be able to talk to the old man.  If you pick the first option
    ("Maybe I can help you."), you will have the option of giving him 100
    credits to repay the loan.  Doing so will give you even more Light Side
    Points, as well as 250 XP.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you're taking the Dark path, you will still have to fight them, as Davik
    doesn't like leaving witnesses.  Pick the option in which you say that you
    are going to teach them a lesson, however, to avoid getting Light Side
    Points.  After killing the bounty hunters, demand that the old man hand
    over all his credits to you, if he wants to live!  He will not give you
    any money, but you'll gain 250 XP and Dark Side Points.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Whatever path you take, make sure to search the remains of the bounty
    hunters for 100 credits!
    ===========================================================================


Head south from this encounter, and you will see a door leading to the Medical
Facility - open it and enter.  Locate a man named Zelka Forn and initiate a
conversation with him.  He'll mention that he can treat almost anything, other
than the Rakghoul disease.  Ask about the disease, and he'll mention that it
mutates those infected by it into horrible monsters, especially down in the
lower levels of Taris.  A serum does indeed exist for the disease, but the Sith
are hoarding it for themselves.  You can now offer to help him freely, or for
a price, and he will mention that the Sith patrols in the Undercity might be
carrying some.

Don't forget to ask Zelka about the Republic escape pods - he'll get a little
defensive, so keep trying to persuade him for more information, and he will
take you to a back room.  He's treating some of the survivors secretly, so if
you're interested in the Light path, offer to help to receive some Light Side
Points.  If you're evil, you can threaten to spill the beans unless he pays up.
Carth will protest, but remember, you're the boss - make Zelka pay you the 100
credits and you'll receive some Dark Side Points as well.  Of course, you may
not be able to buy anything there afterwards...anyways, start to leave the
Medical Facility.  Gurney will pull you aside, and wants to talk to you about
the rakghoul serum.  Listen to his offer, and you'll discover that Davik Kang
is willing to pay ten times what Zelka can.  Ask more questions, and you'll
find out about Zax, who runs the Lower City bounty office.  Choose whatever
responses befit your alignment, then exit the Medical Facility and head north,
past where the bounty hunters were harassing the old man.


=-=-=-=-=-=-=-=-=-=-=
= Upper City North  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=

Move through the nearby tunnel, and you and Carth should find yourself in
Taris' Upper City North.  Straight ahead is a door leading the some apartments,
where the Sith party is going to take place.  Let's ignore it for now, however.
Turn west, and you will eventually encounter a trio of drunks who try to pick
a fight with you.  These men don't feel that a "shlummie" like you should be
wandering out and about in the Upper City, but rather, down in the Lower
Cities.  They even get a little bit threatening!  Once again, there are three
different paths you can take.  The first option, in which you offer to buy them
a drink, will net you 60 XP and some Light Side Points.  The second option, in
which you politely caution them, gives you only the experience points, however.
Finally, the third option will result in a battle, which can be won rather
easily - they can barely stand up straight, let alone fight.  Obviously, this
is the Dark path, and will net you some Dark Side Points, the experience points
for killing them, and a small amount of credits from their remains.

Continue heading west, and you will hear the ravings of Gorton Colu.  He warns
of a plague spreading throughout Taris, and requests that you join his cause.
If you ask him about the plague, it turns out that he's simply a racist, and
that the "vermin" he is talking about are simply aliens.  Again, continue the
conversation however you see fit.  Now, turn left and head south from him, and
you will find yourself at the Droid Shop - open the door and enter.  The
proprietor is Janice Nall, who will tell you of the racism that is common
throughout Taris.  She'll also mention that she has a T3-M8 utility droid for
sale, among other items.  If you wish, you can undertake another side quest
here:


    ===========================================================================
    --------------------------  D r o i d   S h o p  --------------------------
    =================================================================SIDE-QUEST

    Purchase the T3-M8 Utility Droid from Janice for 50 credits, the leave her
    shop.  Almost immediately after leaving, the droid will blow into pieces,
    so reenter her business.  You'll have received 110 XP just for buying the
    droid, by the way, which isn't a bad tradeoff at all.  Talk to her, and you
    can either politely demand a refund or accuse her of ripping you off.
    Either way, she'll offer to refund your 50 credits to make amends.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you are pursuing the Dark path, you can "persuade" her to give you a
    little extra for the trouble.  Even if it fails the first time, try again,
    and you should receive 75 credits and some Dark Side Points!  Note, if you
    have a high Persuade skill, she'll agree to pay you extra as soon as you
    request it, and you won't get any Dark Side Points.
    ===========================================================================


Once Janice has refunded your money, talk to her about utility droids again.
She'll mention that she has a very nice T3-M4 in stock, but that it is on hold
for someone else.  Your journal will update with this information.  If you
wish, you can ask her further questions about Taris, but it isn't necessary.
Anyway, leave the shop and head straight across (north), past where Gorton Colu
was spewing his ignorance and hatred.  You'll soon come to an elevator guarded
by a Sith Trooper.  While this elevator leads down into the Lower City, he
won't let you through unless you're in uniform (!) or have the proper
authorization papers.  If you continue on straight ahead, past the elevator,
you will come to a military base - obviously, you won't be able to get in there
either.

Now, head back to the North apartments that we ignored earlier.  Once again,
you can go through the rooms and plunder to your heart's content, if you have
no qualms about stealing.  I prefer to go around the corridor in a counter-
clockwise direction, ignoring the first door on the right, as it is part of a
side quest that I'll describe in more detail later.  You'll be able to find
credits, two Medpacs, two Parts, and two Computer Spikes.  You'll also notice
the party that Sarna (or Yun) invited you to earlier.

Enter the room with the party, and you'll automatically start talking to the
person who invited you.  After a bit of Tarisian ale, everyone passes out -
that must be some strong stuff!  Now, you remember how they mentioned that they
wouldn't even have time to lock up their uniforms?  And how the Sith Trooper
guarding the elevator said you need to be part of a Sith patrol and in uniform
to gain access?  Well, search the footlocker and backpack in the room for a
Medpac, Parts, credits, and the Sith Armor (for which you'll receive 300 XP)!
Exit the apartment building, then head back to the guarded elevator.  For fun,
you can talk to the different inhabitants of Taris, and notice that you get
quite a different response when dressed as a Sith!  Talk to the guard near the
elevator, and he'll warn you about the swoop gangs, before letting you through.
You'll receive 350 XP and update your journal as well, by the way.  Open the
door and take the elevator down (50 XP).


=-=-=-=-=-=-=-=
= Lower City  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

Walk forward just a bit, and you'll see a melee between the Hidden Beks and
Black Vulkars.  The Black Vulkars will wipe the floor with the Beks, before
spotting and turning on you.  Take the three of them out with the assistance of
Carth, then search their remains for two Frag Grenades, a Repair Kit, and a
Vulkar Shock Stick.  Now, take a second to look around at your surroundings.
There are three possible directions in which you can go, not including back to
the Upper City.  To the north are the Lower City Apartments, while the west
leads to Javyar's Cantina and the Hidden Bek base.  The east corridor leads to
the Vulkar base, which you probably want to avoid right now - it's guarded, and
you can't get in just yet anyway.  Before you proceed, however, be warned that
there are quite a few enemies down here, so you may want to use the Rapid
Transit system to head back to your apartment and heal.  Also, I'll discuss
another side quest, which starts back in your apartment complex:


    ===========================================================================
    ------------------------  D i a ' s   B o u n t y  ------------------------
    =================================================================SIDE-QUEST

    From the corridor just outside your apartment, head counter-clockwise to
    the next door, on the west end of the building.  It's locked, so use your
    Security skill (or Carth's, if you have none) or Bash to open it.  Inside
    is a woman by the name of Dia, who you'll want to talk to.  If you are
    wearing the Sith armor, she tells you to go ahead and search her room.
    There's a bag near the door with credits, Parts, and a Medpac.  Now, remove
    your Sith armor and speak to her again - she won't be very happy to see
    you, so choose whatever response you wish.  She'll mention a man by the
    name of Holdan, who you should ask more questions about.

    Because Holdan couldn't keep his hands to himself, Dia slashed him with her
    Vibroblade.  She isn't willing to talk, but continue to persist, and she'll
    tell you that he has taken a bounty out on her head, so that is why she is
    hiding out here.  Remembering why there is even a bounty on her head in the
    first place, it should be rather clear what to do to continue on whatever
    path you're taking:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    To take the Light path, ask if there is anything you can do to help, before
    suggesting that maybe you could speak to Holdan for her.  She'll then
    mention that he hangs out in the Lower City Cantina.  Simply pull out your
    map and hit (X) to use the Transit Back function.  Back in the Lower City,
    start heading through the west tunnel, and you'll arrive at a door to your
    left.  Open it and go through to enter Javyar's Cantina.

    In the far north room of the cantina, walk up to Holdan and initiate a
    conversation.  He's a little distracted by the Twi'lek dancers, but
    nevermind that.  Mention Dia's bounty, then insist that he remove it.  He
    isn't very willing to, but agrees to do so if you pay him a sum of 200
    credits.  If you pay, you'll gain some Light Side Points.  It is also
    possible to persuade him, but it can be difficult, unless you are quite
    skilled with Persuade.  Threatening isn't much better, especially since he
    doesn't fear you and because you're supposed to following the Light path,
    remember?

    Finally, return to Dia and inform her that you were successful in getting
    the bounty removed.  She'll offer to give you an heirloom - if you accept,
    you'll receive 125 XP and an Energy Projector.  If you get angry about the
    "reward," you'll still receive the same.  Finally, you can politely decline
    the reward - while you will not get the Energy Projector, you will still
    receive 125 XP and Light Side Points instead.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If pursuing the Dark path, choose the options in which you decide that
    you're going to kill her and collect on the bounty.  She's pretty easy to
    kill, and Carth even helps, despite the fact that he protested.  You will
    receive 50 XP for killing her, as well as some Dark Side Points.  Once you
    have done so, go to Javyar's Cantina and talk to Holdan, then go see Zax in
    the Bounty Hunter office for your 300 credit reward (you may be able to
    Persuade him to give you 400 if you're good enough).
    ===========================================================================


In the first room of Javyar's Cantina are a couple more Pazaak players.  Uriah,
the green Twi'lek, will sell you some rare cards to bolster your deck, if you
bought the one from Garouk in the Upper City Cantina.  Although they are quite
expensive, you may want to consider buying them, as they'll make gambling much
easier.  Gelrood is a human that has been banned from the other cantina, for
what was probably cheating.  Again, if you bought a deck from Garouk, feel free
to challenge him, although I wouldn't recommend it.  Move to the next room of
the Cantina.

You'll see a brief cutscene in which the famed bounty hunter, Calo Nord, is
ambushed by a trio of Black Vulkars.  Nord calmly counts to three, before
disposing of all three with a well-placed grenade.  You can talk to him if you
want to, but just make sure that he doesn't get impatient with you and start
counting down.  Search the remains of the swoop gangbangers for a Repair Kit,
then walk around to the north side of the cantina.  In a small room, you will
find Holdan, who is part of the Dia's Bounty side-quest above (if you didn't do
it already).

Exit the room and continue around the Cantina.  A couple of Vulkar scum will
start hassling a female Twi'lek.  She asks Zaalbar, her Wookiee companion, to
give her a little bit of assistance, scaring off the thugs.  Go over and talk
to Mission, the Twi'lek, and ask her as many questions as you'd like.  She's
pretty familiar with Taris, so has a wealth of information on the subject.  If
you ask about Calo Nord, she'll tell you that she suspects him of working for
Davik and the Exchange.  Ask about Davik, and you'll discover that he has an
extremely fast ship - the Ebon Hawk - that he uses for smuggling.  Finally, ask
about the swoop gangs, and she'll mention that she hangs out at the Bek base,
since they're actually a pretty good group of people...aliens...whatever.
After your conversation, Mission and Zaalbar head back to the Bek base, while
you receive 60 XP.

Make your way to the southernmost room in the Cantina: the Bounty Office.  To
the left, as you enter, is a dancing Twi'lek, named Lyn Sekla.  If you are
interested in a fun little side-quest, go up and talk to her:


    ===========================================================================
    -------  A u d i t i o n i n g   f o r   t h e   S t a r l i g h t  -------
    ------------------------  E n t e r t a i n e r s  ------------------------
    =================================================================SIDE-QUEST

    Lyn is trying to audition for a job with the Starlight Dancers, but
    unfortunately, she won't have a chance unless she has a partner.  You can
    either volunteer to be her partner or agree to do so for a price, but
    either way, you won't get any money.  Once the audition starts, you will
    have to demonstrate three dances, and your performance is just as important
    as Lyn's, if not more so!  After you've persuaded her to let you try, she
    asks that you just not upstage her, although dancing as close as possible
    will be the most impressive to watch.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you truly wish to help her out, for the first dance, choose the second
    option: to dance close by her (but not in her face).  For the second dance,
    dance behind her.  Finally, in your final performance, choose the first
    option (to dance beside her), and you'll have helped her dreams come true!
    For your trouble, you receive 250 XP.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Feeling a little evil today?  In turn, dance too close and face to face,
    run around her while she dances, then take a dive, and Lyn will utterly
    fail her audition.  While I suppose there is a bit of sick satisfaction to
    be gained by this, note that you don't get any Dark Side points or the
    experience point reward that you would get for helping her out.
    ===========================================================================


Otherwise, locate Zax the Hutt and speak to him.  Ask about the rakghoul serum,
and you'll discover that it's worth 1000 credits to Davik.  If you try to ask
him for information, he'll give you some - for a price.  If you are interested
in several more side-quests, ask him about the bounties.  Again, these are not
necessary to proceed in the main game.  I'll list some of the bounty hunting
side-quests next, but if you are not interested, simply skip down below.  Exit
the Cantina and start heading back to where you entered the Lower City.  Most
likely, you will encounter a large group of Black Vulkar gang members, so try
and kill them without getting killed yourself.  Carth should be doing a great
job of blasting at them, so don't charge up to them; instead, let him soften
them up until they get to close range.  Once they're dead, search the remains
for such items as a Repair Kit, before heading through the door to the Lower
City Apartments.


    ===========================================================================
    ---------------------  M a t r i k ' s   B o u n t y  ---------------------
    =================================================================SIDE-QUEST

    In the Lower City Apartments, start walking in a counter-clockwise
    direction.  The first door, which will require Security to open, leads to
    Matrik's dwelling.  Talk to him, and you will discover that Davik only put
    a bounty on his head because his testimony helped put some of Taris'
    biggest criminals behind bars.  As usual, there are several ways to deal
    with this:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    For you do-gooders out there, offer to help Matrik out of his mess, by
    faking his death.  Apparently, he had already formulated a plan to do so,
    but is unable to pull it off while holed up in here.  Ask him to explain
    his plan, and you'll discover that you need an item called a Permacrete
    Detonator.  They don't sell these in the Lower City, though, so you'll need
    to return to the Upper City to find one.

    Head back to the Upper City and to the Equipment Emporium (near the
    Cantina); here, you can purchase the detonator from Kebla for 50 credits.
    Now, return to the Matrik's apartment, but before you talk to him, open the
    nearby footlocker for credits, Parts, and a Computer Spike.  Speak to him
    again and give him the detonator.  He'll automatically set it, and blow it
    to fake his death.  After he thanks you, you will then receive 480 XP and
    some Light Side Points.

    We're not quite done with this side-quest yet, however.  Return to Zax in
    the Javyar's Cantina Bounty Office, and talk to him about the bounty.
    Believing that Matrik is truly dead, the Hutt will reward you with 300
    credits (if you have a high Persuade skill, you may be able to get 400), as
    well as 55 XP.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you're pursuing the Dark path, ignore everything that Matrik just said
    and restate that it's time to collect his bounty!  As soon as you do so,
    the battle will begin - it shouldn't take long, however.  Search his body
    for Mesh Underlay, and the nearby footlocker for credits, a Medpac, and
    some Parts.  Return to Javyar's Cantina and speak to Zax, to receive your
    300 credits (you can try to Persuade him for 400), 105 XP, and update your
    journal.
    ===========================================================================


As mentioned above, the first door on the right leads to Matrik's apartment
and his side-quest.  Continue around the corridor to search the remaining
apartments.  Note that you will encounter several fights along the way against
the Black Vulkars, which will give up such items as Advanced Repair Kits.  The
apartment in the northwest contains a Vulkar Enforcer and a Vulkar Gang Boss
(which gives up 350 XP!), and they also give up some nice goodies, including
credits, a Heavy Blaster, an Energy Shield, and a Vulkar Shock Stick!  The
footlocker in their apartment contains an Advanced Medpac, Adrenal Alacrity,
and 4 Parts, while the nearby supplies container holds two Medpacs.  A very
nice score!

The apartment on the west end of the apartment corridor is less interesting,
with only two Black Vulkars and a footlocker containing credits, Parts, and a
Computer Spike.  Remember, if you need any healing, simply pull out your map
and use the Rapid Transit System, then Transit Back to return completely
healed.  Another thing you may take note of is the Sentry Droid in the
corridor.  If you wish, you can repair it, as it'll help you fight the Vulkar
gang members, but it's certainly not necessary.  The apartment right next to
the droid, in the southwest, contains a single Black Vulkar and a footlocker
holding credits, a Medpac, and a Computer Spike.  That about does it for this
apartment complex, so head back up to the Upper City.

By this point, you will probably have leveled up, and Carth will wish to speak
again.  Talk to him, and ask about the issues that he has with you.  He
explains that you're extremely skilled, but that doesn't keep him from being
wary of you.  Apparently, he has trust issues, as he has been betrayed in the
past.  Anyways, continue on with the conversation however you wish - again,
this may happen at a later time for you (if not already), so don't worry about
it too much.  Head back to the apartments where the Sith party took place, and
you will encounter another cutscene:

A group of children are teasing an old Ithorian, not to mention beating him
mercilessly.  The Ithorian asks you to step in, as they may listen to someone
of their own species.  There's only two options to choose from, with one
obviously Light, the other Dark.  To take the Light Path, tell the kids to
leave the Ithorian alone, then explain to them why his difference shouldn't
matter (threatening them isn't exactly something a Light path follower should
do!).  The Ithorian will thank you, but he looks hurt, so give him a Medpac.
You'll receive 60 XP and Light Side Points in return.  While the game doesn't
give you the chance to be REALLY evil and join in on the fun, it does give you
the option of turning the other cheek.  Do so, but Carth will still stick up
for him.  Refuse a second time to get involved, and Carth scares the kids away.
The Ithorian thanks you despite your reluctance, but demand a reward anyway.
Unfortunately, he doesn't have anything to give.  You do receive 60 XP,
however.

Enter the North apartments, then check the remaining apartments, if you haven't
done so already.  There is another bounty side-quest here as well, in the
southeast apartment:


    ===========================================================================
    ----------------------  L a r g o ' s   B o u n t y  ----------------------
    =================================================================SIDE-QUEST

    Enter Largo's apartment and grab the credits, Medpac, and Computer Spike
    from his footlocker before speaking to him.  As soon as you do so, he
    starts begging for his life, and offers to give you 50 credits to keep his
    hiding place secret.  Depending on which alignment your character is
    taking, choose either of the paths below:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Reassure Largo that you are not going to hurt him, then offer to help him
    with his problem with Davik.  Now, you have the option to either give him
    the 200 credits, change your mind and kill him, or simply say that you
    won't tell anyone where he is.  The second option is obviously no-good, if
    you're trying to follow the Light path, and the last still doesn't solve
    the problem of the bounty.  So, give him the money, and you will receive
    110 XP and some Light Side points.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Accepting Largo's bribe leans toward the Dark side, but even more evil is
    to proclaim that you're about to collect the bounty on his head.  As soon
    as you do so, Largo attempts to defend himself, but does so rather feebly
    (you receive 350 XP for killing him).  Search his remains for an Energy
    Projector and 50 credits, then head back to Zax to collect.  You will then
    receive another 300 credits (unless you can persuade him for 400), in
    addition to 105 XP.
    ===========================================================================


When you have finished checking out the entire apartment building, exit and
go back down the elevator to the Lower City.  Head down the west tunnel, but
pass Javyar's Cantina and the Hidden Bek base.  Eventually, you'll encounter
more Black Vulkars.  Defeat them, then move past where they were to view a
cutscene.  You'll witness a conflict between a member Davik's Exchange and the
Black Vulkars.  The Exchange member brings in a large Mandalorian named
Canderous, who seems to strike fear into the hearts of the Vulkar.  Go up and
talk to him, but he doesn't have much time to talk, as he's working on a
special assignment for Davik.  Move through to the nearby apartments.

As soon as you enter the building, you'll see Calo Nord a second time, and you
will again see him quickly dispatch his enemies - this time with blasters.
Once Nord leaves, start walking around and searching the various rooms.  As is
to be expected, you'll have a couple of battles in the corridors while trying
to do so.  Anyway, the apartment in the southwest contains another Black Vulkar
and Vulkar Gang Boss.  Kill them quickly, then search their remains and the
room for loot.  Be careful, however!  The room is armed with a Minor Frag Mine,
so use your Demolitions skill to disarm it.  From this room, you should obtain
credits, a Vulkar Shock Stick, Frag Grenade, Sonic Grenade, Energy Shield,
Combat Suit, Armor Reinforcement, Medpac, Advanced Repair Kit, three Antidote
Kits, and three Computer Spikes!

The next apartment, on the west side of the building, has another pair of Black
Vulkars.  From the footlocker, you should be able to grab credits, a Medpac,
and a Computer Spike.  Head back into the corridor and toward the next room.
Of course, you'll probably encounter several more groups of Vulkar gangbangers,
and one of them will give up a CryoBan Grenade.  Enter the apartment in the
northwest, and you will see that there is a sealed strongbox, guarded by a
Minor Gas mine.  If you have Demolitions skill, go disarm it.  Otherwise, you
may want to keep this room in mind for later (or simply take the hit - you
probably have some Antidote Kits to stop the poison).  If you check the desk,
you can read the message from Uncle Louie, mentioning that everything is in the
strongbox.

You won't be able to electronically slice into the strongbox, but will have to
guess the password.  The name of Elam's pet is "Hyperdrive," which you can
figure out from reading the message on the desk.  "Uncle" Louie is the one who
tought Elam how to fire a blaster, and his family originally came from the
planet "Alderaan."  Answer the three questions, and you will receive 110 XP,
not to mention unseal the strongbox.  Open it to find a Blaster Pistol, 100
credits, and Republic Mod Armor!  This armor is probably better then whatever
you are wearing right now, so put it on (or give it to Carth).  Continue moving
around the corridor, ignoring the low security door in the northeast for now.
The apartment in the southeast holds a lone Black Vulkar, who drops a Repair
Kit when he dies.  The footlocker inside contains credits, a Medpac, and Parts.

Another apartment near here contains a sealed footlocker in the center of the
room, surrounded by several holograms, each named.  Before you touch any of
them, check out the desk in the corner: you'll obtain a book called "The
Twisted Rancor Trio."  Read it, and you'll learn about the formation of the
band.  Now, to successfully and safely open the footlocker, you'll have to
activate the holograms in the same order as the members of the band joined.  In
order, they are: Elina, Ujaa, Ujii, Loopa, Fodo, and Ashana.  The footlocker
should automatically open, allowing you to grab the Echani Fiber Armor and 50
credits, as well as 110 XP.

When all the apartments (other than the one we ignored have been cleared, head
over there and use Security to open it.  This is the abode of Selven, who you
will recall has killed quite a few people and who has a government-sanctioned
bounty on her head:


    ===========================================================================
    ---------------------  S e l v e n ' s   B o u n t y  ---------------------
    =================================================================SIDE-QUEST

    After you enter Selven's apartment, she'll stop you and threaten you with a
    blaster shot between the eyes, unless you explain what you're doing in her
    home.  No matter what responses you choose, she won't be very happy - she
    will give you a chance to leave, however, if you say that you were just
    exploring.  At any rate, you want to kill her, but make sure that you have
    full health.  She's a deadly shot with her blaster pistols, so you can even
    equip an energy shield if you wish, just to absorb the rapid shots she
    unloads on you at the start.  After that, I'd recommend charging up and
    slashing away until she's dead (600 XP!).  Search her remains for a Scope,
    Adrenaline Amplifier, and a Neural Band.  Her footlocker contains credits,
    Parts, and a Medpac.

    When you've cleaned out her place, head back to Javyar's Cantina and into
    the Bounty Office, to talk to Zax.  Collect the 300 credit bounty (unless
    you can Persuade him to give you 400), and you will also receive 105 XP.
    ===========================================================================


Once you have become the duel champion, you may wish to undertake the Bendak's
Bounty side-quest.  An important note: because it is an illegal deathmatch,
there is absolutely no way that you can do it and not receive Dark Side Points.
While the monetary and experience point rewards, not to mention the prestige,
are great, you may wish to reconsider undertaking the task, if your goal is to
be as Light as possible.  Otherwise, read on:


    ===========================================================================
    ---------------------  B e n d a k ' s   B o u n t y  ---------------------
    =================================================================SIDE-QUEST

    Note that there is absolutely no way to complete this side-quest without
    obtaining any Dark Side Points...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    After becoming the duel champion, head to the first room of the Upper City
    Cantina (where the Pazaak players are).  Bendak Starkiller should be there
    as well, in a gold suit of armor.  Talk to him, and he will challenge you
    to a deathmatch.  Now, if you've been following my guide thus far, you'll
    already know that there is a bounty on Bendak's head.  Mention the bounty
    on him, to update both of your journal entries related to Bendak at once.
    When the conversation is over, go back to Ajuur the Hutt and talk to him.
    Unfortunately, the match won't be set up for awhile, so leave the Cantina,
    take care of any errands you need to finish (you may wish to buy some
    stimulants as well), then return.

    Speak to Ajuur a second time, then choose to get on with the match.  Of
    course, you may wish to take a few of your battle stimulants to boost your
    stats beforehand, and of course, you'll want to have saved before
    attempting the death match.  When you tell Ajuur that you're ready, the
    fight will begin.  Bendak will start out chucking grenades from long range,
    so if you're good with a melee weapon, try to charge him as quickly as
    possible, to hopefully get a hit in before he switches weapons.  Note, you
    will get Dark Side Points as soon as the announcer is done talking.  If
    melee isn't working well, try using his own strategy against him - Poison
    Grenades work particularly well, in my opinion.  Don't forget to use
    Medpacs whenever your health starts to get low, either.  Additionally, your
    choice of equipment also has bearing.  You know those Plasma Grenades that
    he throws at you?  They do ZERO damage against you if you're wearing Echani
    Fiber Armor upgraded with Mesh Underlay.

    Most likely, it'll take several tries, but don't give up.  Keep trying the
    same thing a few times, then try a different strategy if it still doesn't
    get you anywhere.  Finally, you may simply need to level-up.  A good place
    to do so is the Lower City, as you should find plenty of Black Vulkars down
    there to beat up on.  When you have succeeded in dispatching the legend,
    you will receive a whopping 800 XP for doing so!  You are then hailed as
    the greatest duelist ever, and afterwards receive 105 more XP, 700 credits,
    and Bendak's Blaster.  Don't forget to check back in with Zax in Javyar's
    Cantina, for your 300 credits (or 400, if you can Persuade him) and 105 XP.
    ===========================================================================


Whenever you are ready to proceed with the main quest, head to the Lower City.
Just a bit north of Javyar's Cantina, you will find the Hidden Bek hideout,
which is guarded by a lone lookout.  Speak with her, then mention that you need
the help of Gadon (the Hidden Bek leader).  Of course, with all of the current
conflicts against the Sith and Black Vulkars, she remains suspicious - offer
yourself as an ally, and she'll agree to let you in.  Open the door and enter.
Once you are inside the base, there is another door just ahead that you'll have
to proceed through.

Talk to any of the Hidden Beks wandering around, and you'll hear mention of a
big swoop race coming up.  You'll also hear that Brejik, the Black Vulkar gang
leader, is offering a Republic soldier as a prize!  Proceed toward the desk,
and Zaerdra, Gadon's bodyguard, stops you.  Gadon reprimands her, however, and
agrees to have an audience with you.  Initiate a conversation with him, then
ask for information on the Republic escape pods that crashed in the Undercity.
It seems that the Sith have been asking about them as well, so reassure them
that you're not working for them as a spy.  Gadon will mention that the Vulkars
stripped the escape pods clean, and took Bastila prisoner.  Continue asking
more questions, i.e. about the swoop race.  Bastila is the "prize" that Brejik
is offering, in hopes of gaining enough loyalty and power to crush the Hidden
Beks.

As your only hope to rescue Bastila is to somehow win the swoop race, ask Gadon
for help with it.  He agrees, as long as you return the favor: ask him what he
is proposing, and he'll mention that the Vulkars have stolen a prototype
accelerator that he had developed.  Thus, you'll have to infiltrate their base
and steal it back.  To do so, you'll need the help of Mission Vao, who you met
in Javyar's Cantina earlier.  Gadon will mention that she and her Wookiee
companion like to wander about the Undercity.  Mention that you have some Sith
uniforms to disguise yourself, but you'll learn that you will need proper
authorization papers nonetheless.  Exchange your Sith Armor for Gadon's papers,
then end the conversation when you're done asking any questions you might have.

If you want to get some more supplies, search the base.  Most of the doors are
locked, but the unlocked one to the west leads to a room with a Plasteel
Cylinder, containing a Frag Grenade, Concussion Grenade, and Sonic Grenade.
Exit the Hidden Bek base and start heading north through the corridor.  As it
bends around to the left, head past the apartments that you were in earlier
and kill any forces that might oppose you.  At the far end of the corridor, you
will see the next door, guarded by Blaster Turrets and a Sith Soldier.  Speak
to him, then show him your security papers.  He'll mention that the area below
is crawling with the mutant Rakghouls, so be careful.  Head on through, then
take the elevator down.


=-=-=-=-=-=-=
= Undercity =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

As soon as you reach the bottom, you are accosted by a group of thugs, who
demand a five credit toll for using "their" elevator.  If you are pursuing the
Light path, ask them who they are, then offer them 20 credits to buy some food
and clothing.  By doing so, you'll gain some Light Side Points (after finishing
the conversation that follows).  If you're not interested in those points,
however, you can refuse to pay or threaten them - they'll take off running.
Either way, as soon as you deal with them, a woman by the name of Shaleena will
run up to you and apologize for her fellow villagers.

Ask her all the questions you can, as she provides some useful information.
She'll mention Rukil, who used to tell her stories of the surface world when
she was a child.  Ask about him, and she'll mention his tales of the "Promised
Land."  If you're interested in that particular side-quest, you can find him in
the southern part of the town.  If you inquire about Gendar, the leader of the
village, and the crashed escape pods, she won't be able to provide much
information, although Gendar should know more about it.  Apparently, all of the
people down here are Outcasts, banished from the upper levels for something
that they (or their ancestors) did.

When you are done talking to Shaleena, go ahead and explore the village.  As
you approach the center of the village, a conversation with a salvage shop
merchant, Igear, ensues.  Carth will mention that he seems, well, a little
"slimy."  Ask him as many or as few questions as you would like, and go ahead
and check out his inventory.  He has a few items of interest that are actually
quite good for this point in the game, including the Arkanian Heavy Pistol.

In the southwest corner of the village, you'll meet Esala, the town healer.
She warns you to stop, however, as the villagers locked in the gate beyond are
infected with the rakghoul disease.  We'll take care of them later - note that
Esala can provide you with healing, if necessary.  Both Gendar and Rukil are
very nearby.  Talk to Gendar and ask him about the other up-worlders that only
recently came down here.  Everyone from armored troops, swoop gang members, and
mercenaries have recently been searching the sewers; he can provide you with
directions to them, if you ask.  Don't forget to ask about Mission as well, and
you'll discover that they're probably in the sewers as well.  Finish up your
conversation, then if you're interested in a couple of side-quests, see the box
below.  Note that you'll have to be going in the same direction either way, so
read the box below anyway, even if you're not interested in completing the
quest.


    ===========================================================================
    ------------------  R u k i l ' s   A p p r e n t i c e  ------------------
    =================================================================SIDE-QUEST

    Speak with Rukil, and he'll blabber on about some prophecy.  Ask him what
    he is talking about, introduce yourself, then ask about the "true path."
    Before he tells you anything, however, he wants you to prove yourself, by
    finding his missing apprentice, Malya.  Make your way to the northeast
    corner of the village, and you'll see a brief cutscene in which a villager
    is frantically rushing back.  However, the gate guard is refusing to open
    the gate, despite the pleas of a nearby woman, as the Rakghouls are simply
    too close.

    You now have several options: tell him to open the gate, as you will kill
    the rakghoul, or agree to keep it closed.  You don't get any Dark Side
    Points for dooming him, however, although you do get Light Side Points for
    helping him (after speaking with Hester, once the rakghoul has been
    killed).  If you wish, you can also speak to the gate guard, Trewin,
    although he doesn't have much information to share.  Go back through the
    gate and turn left - you should be heading northwest.

    After a little while, you should meet up with a distraught Mission.  Ask
    her what's wrong, and you'll discover that Zaalbar has been captured by
    slave hunters and will be sold if you don't help.  Inquire where they took
    him, and you will find out that he is probably in the sewers as well.  Ask
    Mission to help get you inside the Vulkar base if you agree to help
    Zaalbar, and she'll gladly accept (330 XP).  Welcome your new party member!

    Continue in a northwest direction, and you should see a pile of rubble on
    the ground.  "Open" it to find a Medpac and some Parts, before you head on.
    Eventually, you'll see another cutscene, reacquainting you with Canderous.
    He doesn't want to fight, especially since he's lost enough men to those
    rakghoul mutants.  About four rakghouls should then beset both of your
    groups, so help him cut them down to size.  Keep an eye on your health - if
    you get hit, it may turn green, indicating that you've been poisoned.
    Antidote Kits will help cure you, so use them before too much health
    drains.  Also keep in mind that you can use the Rapid Transit (once battle
    is over) to heal up, before instantly transporting back.  Rakghouls tend to
    spawn over and over, however, so new ones may be present as soon as you
    transit back.

    Canderous will mention that he told Davik that this was a bad idea - he
    decides to abort the mission, as he feels like he's babysitting the men
    more than anything else.  Ask him any questions that you want to, then end
    the conversation.  Search any remains that may be lying around, before
    continue northwest.  Most likely, you'll have to battle even more of the
    vile things, so be careful.  Also be on the lookout for Minor Frag Mines
    that may be set - Mission should be able to disable them.  Battle your way
    through until see another pile of rubble on the ground, alongside the body
    of Malya.

    Search the rubble for credits and three Computer Spikes, then Malya's
    remains for two Antidote Kits and the Promised Land Apprentice Journal.
    Relatively nearby should be a few more corpses, each with credits and other
    supplies.  Now, make your way back to the Outcast village to give the
    journal to Rukil and deliver the sad news.  He will now consider you worthy
    to be the "beacon" on their path to salvation.  If you are interested in
    another side-quest, respond that you don't even know where the Promised
    Land is!  Then, ask about the history of his people, before continuing
    through the conversation tree however you choose.  Eventually, he'll
    explain the Promised Land and his search, as well as that of his father and
    grandfather.  Give him the journal that you found on Malya's body, but you
    will still need to find the remaining two, but that is another side-quest.
    You receive 175 XP for completing this one.
    ===========================================================================


Head back toward the village gate, where you saved Hester earlier.  On your way
there, you'll probably see another cutscene with Igear, as he'll have seen your
conversation with Rukil.  If the Promised Land is found, Igear fears that his
high standing in the village will evaporate - thus, he is willing to compensate
you well, if you bring him the three journals, rather than give them to Rulik.
This is obviously the Dark path, but we'll discuss this in more detail later;
respond to his request however you plan on choosing.  Go through the gate and
head directly north.  Near the pile of rubble we searched earlier is one of the
entrances to the sewers.  Before you head down there, however, you may want to
head east and finish exploring the Undercity.  Just be careful of the mines
that are all over the place!

Just past the mines near the escape pod is a surviving Republic solder.  The
problem is, he feels something inside his skin - you know what's coming next.
No matter how you respond, he will soon mutate into a rakghoul, so put his poor
soul to rest.  Other than that, there isn't much to be gleaned from the pod.
South of the pod, there is a mass of Sith Soldiers, although it's not clear
what they are up to.  Show them the Security Papers when one of them questions
you, then ask about the lost patrol.  He'll mention that they were in the
southern section of the Undercity, so continue south.  Of course, you'll have
to battle more rakghouls along the way, but you'll eventually find the second
entrance to the sewers.  Nearby are several corpses, including that of a Sith
Soldier.  Search them for credits, Parts, Antidote Kits, a Beam Splitter, two
Medpacs, a Heavy Combat Suit, Blaster Rifle, and most importantly, the Rakghoul
Serum!


    ===========================================================================
    -------------------  I n f e c t e d   O u t c a s t s  -------------------
    =================================================================SIDE-QUEST

    You may have remembered your earlier conversation with the Outcast healer,
    Esala.  She's keeping several rakghoul-infected villagers in a locked cage
    nearby, so that they don't kill anyone when they mutate.  Once you have
    found the rakghoul serum from the corpse of the Sith soldier, speak to her
    again.  Tell her about the serum, but she will still refuse to administer
    it, since they could transform and kill at any moment.  Since she won't do
    it, go through yourself and give them the serum (don't worry, you'll still
    have enough left over for the "Rakghoul Serum" side-quest).  Open the
    nearby gate and walk through, and a cutscene will immediately ensue.  The
    three Outcasts nearby will immediately mutate, unfortunately.  Kill them,
    then turn left and walk over to the two Outcasts that are still alive.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you want to save them, talk to them and give them the serum - they will
    immediately be cured!  For your efforts, you will then receive 210 XP and
    Light Side Points.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If going for the Dark path, talk to them and tell them to get their
    diseased selves away from you!  Then, say that you are going to kill them,
    in order to keep anyone else from getting infected.  As soon as you do so,
    you will receive 60 XP and Dark Side Points, before having to battle the
    pair of them.
    ===========================================================================


    ===========================================================================
    ----------------------  R a k g h o u l   S e r u m  ----------------------
    =================================================================SIDE-QUEST

    This side-quest, in case you forgot or skipped over it earlier, is started
    when you speak to Zelka Forn in the Medical Facility (Upper City South).
    After you discover that he could use the serum to help quite a few people,
    you were pulled aside by Gurney, his assistant.  Gurney makes it quite
    clear that Zelka won't be able to pay you much for bring Zelka the serum,
    and asks that you instead bring it to Zax, who in turn will give it to
    Davik to sell.  Since you found the serum above, the only thing left to do
    is to decide who you will give it to:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    The "good" thing to do would be to bring it back to Zelka.  If you do so,
    he can almost barely believe it.  Fortunately, there is still enough that
    he can mass-produce enough for everyone.  In return for saving countless
    lives, Zelka offers you a reward (50 credits).  Even if you accept it, you
    will still receive Light Side Points and 200 XP.  Nonetheless, I prefer to
    turn it down, as you will instead receive a discount at his store, 200 XP,
    and the Light Side Points.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Head back to the Javyar's Cantina Bounty Office, then speak to Zax.  If you
    give him the rakghoul serum, you will receive 1000 credits (if you have
    good Persuade skill, you may be able to get 1500), 200 XP, and some Dark
    Side Points.
    ===========================================================================


If you decided to bring the rakghoul serum to Zelka, I would recommend buying
some right back from him, before heading back down to the Undercity and Sewers.
You won't be able to use it on yourself, but it's nice to have just in case.
Make your way back to the Undercity and to either of the two sewer entrances.
Since we will be exploring the sewers fully, it doesn't matter which one you
take down. For the sake of simplicity, however, I'll describe the sewers from
the north entrance (near the Undercity gate).


=-=-=-=-=-=-=-=-=
= Lower Sewers  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=

Once in the Lower Sewers, be on the lookout for any enemies and mines.  In
fact, as soon as you enter the north entrance, there is a Minor Frag Mine
straight ahead, right in front of the sewer door.  Disable/Recover it with
Mission, then open the door and go through.  Immediately, you will be beset by
a group of four rakghouls, so take them out as before.  As soon as they are
dead, take a look around the room that you are currently in.  There are two
doors, not including the one you entered the room from.  Take the one leading
to the southwest first.

As soon as you enter, you will spot a Gamorrean Patrol.  Dispatch him, and you
will receive 100 XP.  Continue through the narrow corridor, and it will start
to bend south.  The corridor will then branch off in three directions - there
is a door ahead, a door to the left, and a door to the right.  Open the one
on the left (east) first, but don't go through just yet, as there is another
Minor Frag Mine waiting just beyond the door.  Disarm or recover it, then loot
the Outcast corpse for two Antidote Kits, a Medpac, and the Promised Land
Journal!  Also, there is a Rusted Droid in here that you can repair if you
wish - it will help you in battles, but it certainly isn't necessary.  It's a
cool little spider-like droid, that is very effective in battle, but you'll
need a large number of Parts to make it fully operational.

Whatever you decide, exit the room and turn left (south).  Now, open the door
just ahead and to the right, but be ready for battle.  This room contains a
Gamorrean Chief and three Gamorrean Elites.  Try to stay outside of the door,
rather than rushing in - this will only result in you getting swarmed by all
four of them at once.  When they have been killed, search their remains for
credits, a Cardio-Regulator, and a Sonic Grenade.  Once again, there are two
more doors in this small room.  Mission will point out that one has an archaic
lock, on which you can't use normal security spikes.  Fortunately, she is able
to open it nonetheless, and look who is on the other side!  Mission then
reintroduces Zaalbar to you, so converse with him a bit.  Note that the nearby
door is rumbling, as if something very angry is on the other side... anyways,
continue talking, accepting Zaalbar's vow of loyalty (630 XP).

Mission will then mention the Black Vulkar base, but unfortunately, it might
still be guarded by a Rancor beast.  The location to the entrance is somewhere
to the southeast, but before you head there, you need to change your party
around.  Mission must accompany you, so decide between Carth and Zaalbar.  To
be honest, you will be just fine with either one of them accompanying you, but
I prefer to take Zaalbar, just because he's new.  Open the door to the west,
as nothing can be done with the rumbling one.  Kill the pair of Gamorreans
inside, then use someone's Security skill to open the nearby Weapons Locker
and obtain a Pazaak Card -2, Pazaak Card +/-1, Scope, Medpac, two Concussion
Grenades, two Sonic Grenades, two Frag Grenades, and Zaalbar's Bowcaster!

Now, use Security to unlock the next door, but be ready for a trio of rakghouls
that immediately attack you upon doing so.  Also, don't step through right
away, as there is also a Minor Frag Mine just beyond the door.  Once you have
taken care of the rakghouls and mine, search the corpse for credits and a
Computer Spike.  The skeletal corpse right next to it contains more credits and
a Medpac.  Open the door leading south, then continue through the corridor,
which soon bends to the left (east).  Open yet another door, and you will then
encounter more rakghouls.

After you have killed them, take a look around the room.  You should be in a
large, round chamber, with a fountain in the center.  Locate the southernmost
door, then open it.  Inside the tiny room, search the corpse for credits and
two Computer Spikes, before heading back to the round chamber and the door
leading to the northeast.  Open the door, disable or recover the Minor Frag
Mine, then proceed through the next door.  About five rakghouls ambush you as
soon as the door opens, so make sure to use Medpacs and an Antidote Kit when
necessary.

You should be in another round chamber, with three doors (not including the one
you entered from).  Open the south one first, then search the skeletal corpse
for credits and a Computer Spike.  The one to the north leads to the area where
you rescued Zaalbar earlier, so go ahead and ignore that one, instead taking
the one to the east.  Head through the corridor and around the bend to the left
to encounter another Gamorrean Patrol.  Kill him as before, then search his
remains for a Medpac, before heading through the corridor to the next door.
Open it, battle several more Gamorreans, then search their remains for credits
and a Medpac.

Circle around the room until you get to the east door, then go through.  At the
end of the corridor will be two doors - one straight ahead, and one to the
right.  The room to the right is absolutely swarming with rakghouls, so you may
want to save your game before entering, just in case.  Enter and take out the
rakghouls (grenades work well against the clustered enemies), then proceed to
the nook in the back of the room.  Search the skeletal corpse for credits and
Parts, and the Outcast Corpse for a Medpac, two Antidote Kits, and the final
Promised Land Journal!  You could go back to the Undercity to complete the
Promised Land side-quest right now, but I prefer to do it later, since we still
have things to do down here.  Exit this room, then go through the door to the
north.  Inside this room is the Gamorrean Raid Leader and a pair of Gamorrean
Raiders, which still aren't too tough to kill.  After dispatching them, search
the nearby corpse for credits and a Medpac.  Finally, head through the last
door down this path, and you'll see the ladder.  This is back where you would
have started if you had taken the other sewer entrance.

Since we're not done in the sewers just yet, head back through the corridor in
a southwest direction, until you get to the last round chamber.  Circle around
the room until you get to the northwest door, then go through.  Two Minor Frag
Mines are in this room: one near the door that you just opened and one near the
door up ahead.  That door, by the way, leads toward the beginning of the Lower
Sewers, where we entered.  Once you have disabled or recovered the mines, go up
to the Force Field Control console, then use it.  Mission has the proper codes
for it, fortunately, opening a new corridor for you to explore.  Head on
through the newly-accessible path, which leads to the Upper Sewers.


=-=-=-=-=-=-=-=-=
= Upper Sewers  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=

Open the door just ahead, and you'll see another large, round chamber.  This
particular one is occupied by a mixture of Gamorreans and rakghouls - before
entering, you may want to let them kill each other.  Of course, you'll miss out
on some experience points this way, so feel free to run in and join the fray if
you desire.  After they are all dead, open the door to the southeast and enter,
before disabling the nearby Minor Frag Mine.  When it has been taken care of,
search the Sith Soldier corpse for two Antidote Kits and two Medpacs.  The
skeletal corpse adjacent to it has credits and some Parts.  Ignore the ladder,
as it is unusable.

Head back to the round chamber, then take the northeast door into a long,
narrow corridor, occupied by two Gamorreans at the far end.  Search their
remains for a Frag Grenade, then head through the next door.  You'll now have
your first battle against a droid, although this one is malfunctioning (note
that Ion weapons work especially well against droids).  Once it has been
smashed into pieces, enter the door to the northeast and take on another pair
of Gamorrean Raiders and a Gamorrean Raid Leader.  The skeletal corpse nearby
has a few credits and a Computer Spike for you to grab.

Make your way back to the round chamber, then open the door to the southeast -
again, do not walk through right away, as a Minor Frag Mine awaits.  Disable
or recover it, then continue through the long corridor, which bends to the
right slightly, heading south.  At the far end of the corridor, just before the
next door, is a severed arm.  "Open" it, and you will receive a Bek Datapad and
three Synthesized Odors.  Make sure to take a look at them in your inventory!
If you're too lazy, the Bek Datapad basically describes a plan hatched by the
Hidden Beks to take care of the rancor.  The synthesized odor smells like a
favorite dish of the rancor, so the thinking is that a lethal item could be
slipped in with what the rancor would mistake for food.

Of course, the plan didn't seem to work so well for whoever is missing a
severed arm, but let's try to bring the plan to fruition.  When you've built
up your courage, open the door, into the rancor's chamber.  To the left is the
massive beast, while just ahead and slightly to the left a large pile of bones
(presumably those of previous victims foolish enough to enter).  Run to the
bones and "open" them - simply press the (WHITE) button to continue, rather
than engaging the rancor.  After you open the corpse pile, grab the pair of
Frag Grenades and the Computer Spike, then open it again.  Now, hit (X) to
switch to the give item screen.  Place a Frag Grenade in there, then open the
corpse pile again; hit (X) once again, then place the Synthesized Odor.

A short cutscene should then take place, in which the rancor eats your little
surprise and falls down dead (accomplishing this nets you 200 XP).  A rather
effective alternative is to set a large number of Frag Mines between the Rancor
and the doorway you came in from, using Stealth to do so in secret.  When there
are a good amount of mines in between you and the beast, throw a grenade at it
to cause it to come charging straight at you, only to be torn to shreds by the
mines, netting you 750 XP!  Either way, whenever he is dead, move through the
rancor's chamber and open the door that he was standing by.  On the other side
awaits a pair of Vulkar Guards, which should be a piece of cake, at least
compared to a rancor.  Loot their remains for credits, two Energy Shields, and
a Repair Kit, before entering the nearby elevator.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Black Vulkar Base Level 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Directly in front of you is a standard door, which you should open.  As soon
as you do so, you'll spot a Vulkar Patrol Droid.  Once again, Ion weaponry
works especially well against droids, so you should have at least one of your
party members using such a weapon.  Destroy it for 75 XP, then take a look at
your surroundings.  There are doors all over the place, but since you will
probably want to explore the base fully, it doesn't matter which one you take
first.  I'll start with the south door (right across from the door that you
used to enter this room), however.

Head down the long corridor, but be ready for another Patrol Droid that is just
around the corner to the right.  Turn down the corridor that he was in (you
should be heading west), ignoring the doors to your right for now.  Eventually,
you'll come across a Black Vulkar gang member in a large, expansive room, so
kill him quickly.  Shortly thereafter, another one should emerge from a door
to the left (south).  Go down this corridor and open the door, but do not go
through; you will see that this leads to the Lower City.  Turn around and head
back to the large room that we were just in, then move to the north end of the
walled-off room in the center of this room.

You'll encounter a pair of Vulkar Sentries guarding this small room, so destroy
them as quickly as possible, before opening the door (it should be labeled as
the Armory).  Security will be necessary to open the door, but inside is a VERY
nice cache of weapons and supplies, including an Ion Rifle, Heavy Blaster, Ion
Blaster, Average Frag Mine, Disruptor Rifle, Military Suit, Heavy Combat Suit,
Vibration Cell, Mesh Underlay, two Ion Grenades, two Concussion Grenades, and
two Frag Grenades!

Exit the armory and head down the corridor to the west of it.  Go ahead and use
someone's Security skill to unlock the first door you come to, on the left.  A
Black Vulkar waiting within attacks you, but as soon as you land a hit, he will
surrender.  Now, you have one of two options: asking him to explain himself or
telling him that you only fight to the death.  Choosing the latter option will
result in gaining some Dark Side Points, while the former option will reveal
that he is an original, "old-school" Vulkar, back before Brejik took over.  If
you ask him why he doesn't simply leave, if he hates the new leader so much, he
will explain that his life would be compromised by doing such a thing.  If you
threaten him for information, you can ask about the prototype accelerator.

The Vulkar will inform you that it's down in the basement garage, but is well-
protected by auto-targeting laser cannons.  You'll need a pass card to get by
them, but unfortunately, only Brejik's lieutenants are given them.  Also, it
may be possible to slice into the main computer bank near the front of the
base, but it'd be a difficult task.  If you ask about Bastila, you'll learn
that she is kept somewhere safe, somewhere outside of this base.  When you are
done asking him questions, let him live (or kill him, if you want the Dark Side
Points).  Make sure to search the footlocker in the room for a Concussion
Grenade, Frag Grenade, and a Repair Kit.

Exit the room, then continue down the west corridor.  To the left is a standard
door, which you should open and go through.  Inside, to the right, are several
Black Vulkar gang members and, as luck would have it, two Vulkar Lieutenants!
Don't rush headlong into the room, as you will find yourself surrounded.  Kill
them as quickly as possible - grenades work well against clustered enemies, but
make sure that you are not caught in the blast as well.   Also, make sure that
there are not any more enemies around the next corner, waiting to ambush you.
Make sure to check the remains, especially that of the Lieutenants, for a large
number of credits, four Advanced Medpacs, two Energy Shields, and two Pass
Cards.  In addition, the containers in the room contain three Parts, a Medpac,
an Advanced Medpac, Computer Spike, and an Adrenal Alacrity.  NOTE: if you are
having too much trouble with this battle, go ahead and skip it, then continue
on from the next paragraph below.

Continue through the barracks and through the next door.  You'll see a door to
the left and a door straight ahead.  The one on the left can't be opened,
however, so go through the north door into the swimming pool area.  Now, do not
go in very far or along the sides - your party members can be rather stupid and
walk right down into the poisonous steam below.  On the ground nearby, though,
is a pool droid.  Using the party member with the highest Repair skill, access
it, reactivate it (1 Part), then program it to crawl into the pool and self-
destruct (5 parts).  It should now be safe to enter the pool and open the
footlocker at the bottom, which contains three Plasma Grenades, a Hair Trigger,
a Cardio-Regulator, and a Durasteel Bonding Alloy.

Exit the swimming pool area and turn left, before heading down this eastward
corridor.  You'll eventually find yourself back in the large room, where the
armory is.  On the north wall of this room is a security panel, which controls
the laser turrets that the original Black Vulkar mentioned.  Of course, we now
have the pass card, so there isn't really a need to waste any Computer Spikes
on this.  I suppose I should mention that you could have skipped the battle in
the barracks and just sliced into the computer system instead, but where's the
fun in that?  Just in case, though, it'll take one Computer Spike to slice into
the computer and seven to shut down the garage elevator security system.  If
you wish, you can also use two Computer Spikes to open all security doors and
four to upload area schematics (reveal the whole base map).  Again, none of
this is necessary, however.

In the northeast corner of this large room is another door, which you should go
through.  The Vulkar Cook inside will attack you immediately, but should not
pose much of a threat.  Enter the kitchen, search the footlocker for an Ion
Grenade, credits, and Parts, then turn right and go through the south door.
Quickly destroy the Bouncer Droid, before initiating a dialog with the nearby
waitress.  She'll beg you to not hurt her, but go ahead and ask her some
questions before you decide what you're going to do with her.  Apparently, her
father owed Davik some money, so Davik killed him and sold her to the Vulkars
as a slave.  You can also ask her about Bastila and the prototype accelerator,
but she won't tell you much more than what the old Vulkar told you earlier.
Now, if you are a particularly evil bastard, you can decide to kill her
nonetheless, gaining some Dark Side Points in the process.  Otherwise, ask if
she can make it out alive, then send her on her way (you will receive Light
Side Points for doing so).

Go through the east door of this room, then kill the Vulkar Bartender and two
more Bouncer Droids.  Open the north door, and you'll find yourself back near
where you first entered the base.  Go through the north door straight ahead,
and you'll see a disabled sentry, which you can repair and reactivate.  It'll
take about twenty Parts to make it fully operational, however, so I don't think
it's really worth it, despite the extra firepower that it would provide.  Check
the supplies container nearby for a Medpac, Computer Spike, and some Parts,
before exiting the room and turning right when you're ready.  Enter the next
room on the right, but do not enter!  There's a Minor Gas Mine set just beyond
the door, so disable or recover it first.  The supplies container in this room
holds another Medpac, Computer Spike, and Parts.

Exit the room and turn right, so that you are heading west once again.  Turn
around the right corner, and you will see two doors and a security panel.  The
door to the north is blocked, however, so ignore it.  Now, before you head
through the west door, know that the elevator (and thus the laser turrets) are
on the other side.  The lasers will kill you instantly, so if you didn't use
the security panel all the way back near the armory, use this one.  Insert your
pass card to disable the turrets before heading through and taking the elevator
down.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Black Vulkar Base Basement  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Just ahead of you, on the ground, is a junkpile droid which you can repair and
activate, if you wish.  Head to the east, and you'll be attacked by a lone
Vulkar Patrol Droid, which shouldn't take long to destroy.  In the southeast
corner of the room, however, you'll encounter a Garage Head, worth 350 XP, and
two Vulkar Guards.  Search the remains for credits, an Advanced Medpac, Heavy
Blaster, Medpac and Heavy Combat Suit.  Ignore the door to the Loading Dock,
as it is impossible to access, even with Security.  Instead, head down the
corridor in the southwest, near where you first entered the basement.  Follow
it all the way around until you come to a door on the right, which you should
open.

Kill the two Vulkar gang members inside, then search the footlocker for some
credits, a Computer Spike, and a Medpac.  Go through the door to the north, and
you will find yourself in the Office.  There are several items of interest in
here: the Garage Head's desk, a supplies container, and the Garage computer.
The container holds a Repair Kit, two Computer Spikes, and two Medpacs.  Open
the desk to find a Pazaak Card +3, Pazaak Card -2, Improved Energy Cell, and
the Garage Head Key Card.  If you want to, you can access the computer, but it
isn't necessary.  When you're done in the office, head all the way back to the
large garage, where you started.

In the southern part of the room, near where you killed the Garage Head, is
a corridor leading south.  If you didn't take care of them earlier, kill a pair
of Black Vulkars, then disable or recover the two Minor Gas Mines ahead.  Past
where the mines were are more Vulkar Guards to deal with.  At the large T-
intersection, turn right first (this leads away from the prototype accelerator,
but it's not a bad idea to explore the whole basement).  Open the first door
that you come to, on the right, and enter.  Kill the Vulkar Gang Member, then
search the Radiation Shields in the corner of the room to grab an Energy
Shield.

Exit the room and continue heading west, past the large glass window.  Open the
door just past the window, then kill the two Vulkar Gang Members inside.  There
is a workbench inside this room, if you're interested in upgrading a weapon of
yours.  I don't know why you'd do that here, though, when you can always do it
in the safety of your apartment.  Exit the room and start heading east, now,
since this wing has been fully explored.  Just past the T-intersection is a
room that is already opened.  Kill the three Vulkar Guards inside, then search
the remains for some credits.  Open the nearby security door, and a cutscene
will ensue.  While I normally try to describe branching pathways/decisions in
the same paragraph, this next segment is far too long to explain in such a
manner.  Because I don't want to limit this walkthrough to one side only, I
will explain both options in full, in the box below.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
--------------------------  G a n g   W a r f a r e  --------------------------
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~MAIN QUEST BRANCH

It's Kandon, Brejik's right-hand man, and he knows what you're after.  However,
seeing that you are not wearing Hidden Bek colors, he takes you for freelance
mercenaries.  If you demand the accelerator, he will ask you to switch sides
and work for him.  Here, make your choice:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Despite Kandon's dismissal of Gadon, refuse to betray him until the Vulkar
resorts to battle.  Focus on the nearest bodyguard first, before getting the
two
firing blasters in the back.  I like to save Kandon for last, simply because
the bodyguards are so much easier to kill.  Once he is the sole survivor, the
three members of your party will have no trouble cutting him down (300 XP).
Search his remains, as well as that of his bodyguard, for credits, a Heavy
Blaster, Aural Amplifier, Hair Trigger, Disruptor Pistol, Response Package,
Sith Energy Shield, Military Suit, and Verpine Headband.

Cautiously approach the back of the room, then disable or recover the Minor
Frag Mine.  Once you have done so, grab the Swoop Accelerator, on the ground.
Head back to the large room where you started, then take the elevator back up
to the main level of the base.  From there, head east and then to the
southernmost part of the Vulkar base.  Exit into the Lower City, then head west
down the long corridor until it bends to the north and you arrive at the
Hidden Bek base.

Enter the base and move toward the desk straight ahead.  Gadon should still be
standing there, so speak to him and hand over the accelerator.  Of course, you
weren't doing this for nothing, so ask him to follow through with his end of
the bargain.  He allows you to race under the Hidden Bek banner, and on the
bike that will have the accelerator.  Reassure him that you will win the race,
and he will warn you that the possibility of the accelerator exploding is
certainly there.  When you tell him that you are ready for the race, Gadon will
let you spend the night, waking you up the next morning.  Speak to the mechanic
about the accelerator and the basics of racing, if you wish.  When you are done
speaking, you will receive 630 XP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You are offered 500 credits, as well as Bastila, if you decide to betray and
assassinate Gadon.  If you question the latter part of the deal, Kandon will
admit that he can't directly hand her over to you, but will do the next best
thing: equip your swoop with the accelerator and make winning the race, and
Bastila, much easier.  Agree to the deal, and Kandon will give you the access
codes to Gadon's private chambers.  You'll gain Dark Side Points, then be
automatically escorted outside of the Vulkar Base.

Head west until the path bends to the north and you arrive at the Hidden Bek
base.  Enter, then turn right and take the east corridor, which soon turns to
the north.  Open the security door, and you'll have to battle the nearby guard.
Inside this room is a footlocker holding a Computer Spike, an Ion Grenade, and
a Concussion Grenade.  Disable or recover the Minor Frag Mine near the next
door before opening it, then destroy the Sentry Droid that awaits by the
elevator.  Open the footlocker along the west wall for credits, a Computer
Spike, and a Medpac, before taking the elevator down.

At the bottom, Gadon and his bodyguard argue over your loyalty.  Gadon, rather
foolishly, still trusts you.  Choose any of the options that are available, and
you will have to battle the Hidden Beks (unless you were able to successfully
Persuade them that you were still loyal).  As soon as it starts, you'll gain
more Dark Side Points.  When they are dead, search the strongbox in the corner
of the room (use Security to unlock it) for 300 credits and two Advanced
Medpacs.  Gadon's body contains a Vibration Cell, Power Belt, Memory Package,
Energy Shield, and Light Battle Armor.  Kaeira's contains a Verpine Cardio-
Regulator, Vibro Double-Blade, Military Suit, and a Light-Scan Visor.  Pretty
nice loot, wouldn't you agree?

Head back up the elevator, then take the door to the southwest of it.  This
room is guarded by three Hidden Bek Guards, so take them out quickly.  In the
footlocker is a Repair Kit, Sonic Grenade, and Medpac, while the remains also
contain a Medpac.  Now, open the door leading to the north, but before you step
through, disable or recover the Minor Flash Mine.  The footlocker inside holds
four Ion Grenades, three Computer Spikes, and a Hyper-Adrenal Alacrity.  Exit
the room and take the nearby door, to the south (save first).  This room, which
is the bar, is very heavily-guarded, so be careful.  Search the remains for two
Repair Kits and CryoBan Grenade.  Now, before you exit the bar into the main
room of the base, keep in mind that it is absolutely swarming with Hidden Beks.

Use grenades, staying near the bar to form a sort of chokepoint.  Hopefully,
the gang members will come after you, which is much better than entering the
main room and being surrounded.  Be especially careful of Zaerdra, who gives a
nice bonus of 800 XP when killed.  Search her body for Adrenal Stamina, a
Heavy Blaster, an Advanced Adrenaline Amplifier, and a Military Suit.  The
final unexplored room of the Hidden Bek base is the Control Room, near the
entrance to the bar.  Enter and kill the lone guard, searching his remains for
a Medpac and Frag Grenade.  If you want, access the security terminal, but it
is not necessary.

Exit the Hidden Bek base, then make your way back to the Black Vulkar base (to
the south and east).  Of course, you don't have to use the back entrance any
longer, but can simply waltz in through the front.  As soon as you make your
way inside, claim your 500 credit reward.  Kandon will also mention your
modified swoop bike, which should be fast enough to win the race and Bastila.
Despite the instability of the accelerator, agree to race for the Vulkars.  In
the morning, Kandon will come for you when it is time to race.  After speaking
to the mechanic who worked on your swoop bike, you will receive 630 XP.
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


=-=-=-=-=-=-=-=
= Swoop Races =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

You definitely want to save your game before racing, especially if you've never
done this before.  Take to the other racers, if you wish, but when you are
ready to race, head over to the race announcer, sitting at the desk.  When you
speak to him, ask what the time to beat is, before telling him that you want to
race one of your heats.  Remember, use (A) to accelerate and shift gears, and
the left thumbstick to move your swoop bike.  Your first time through, you
should be able to beat the current best time, but of course, that time most
likely won't hold up.  Talk to the race announce again, then keep repeating
your heats until you manage a good time.  As for the stability issue - well,
let's just say that you don't take more than five heats to have an excellent
run.

I was able to win on only my second heat, with a time of about 26 seconds, so
try and shoot for a similar time.  After you win, Brejik claims that you are
a cheater, and decides that he is going to withdraw the Vulkar's share of the
victory prize.  Despite the protest of the race announcer, Brejik decides that
he is going to sell Bastila on the slave market.  Of course, she isn't going
to settle for that, and uses the Force to burst out of her cage (why didn't she
do that earlier?).  The Black Vulkar leader then orders his men to kill the
both of you, and a battle starts.

I like to focus on the Vulkar Guards first, because they are relatively easy to
kill.  Reducing their numbers means reducing the damage you'll be taking, after
all.  Once the both of them are dead, shift your focus to Redros, the racer you
defeated, and then finally, Brejik (400 XP).  Of course, Bastila will be right
alongside you, battling.  Search his remains for Brejik's Belt, Brejik's Arm
Band, Brejik's Gloves, and a Double-Bladed Lightsaber!  Speak to Bastila, and
she will recognize you as one of the soldiers with the Republic fleet.  Choose
whatever responses fit your style of play, and she turns the tables, insisting
that she saved you!  Mention Carth, and her attitude changes, albeit slightly.
The two of you will then head back to your apartment, but first, you will see
a cutscene in which Bastila and two Jedi confront Revan, who manages to escape.

At any rate, Bastila is NOT pleased to hear that you still haven't formulated a
plan to get off of Taris.  In fact, even Carth is annoyed by her ego!  Get them
both to settle down, and she'll then listen to his advice.  Proceed through the
conversation however you like, and she will mention that one of the locals at
the Cantina may have some advice.  Also, she'll notice that something seems to
be troubling you - if you mention your vision, she'll take that as a sign of
you having sensitivity to the Force.  Anyway, back to the tasks at hand.  We
still haven't returned the Promised Land Journals, so I'll mention that now:


    ===========================================================================
    -------------------  T h e   P r o m i s e d   L a n d  -------------------
    =================================================================SIDE-QUEST

    To refresh your memory, an Outcast elder, Rukil, has for many years
    searched for the Promised Land, as his father and grandfather before him
    did.  Unfortunately, his apprentice and ancestors were all lost, along with
    their journals and any evidence and clues that might have led to the
    Promised Land.  Thus, he requested that you find the three journals and
    return them to him.  However, Igear, who runs the salvage shop in the
    Undercity, also desires the journals, but for a sinister reason: if the
    Promised Land is indeed real, then he would lose his standing in the
    village.  Once you have recovered the three journals (see the Undercity
    and Lower Sewers sections above), return to the Undercity and choose your
    path:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Speak with Rukil - found in front of his tent, as always - then give him
    the three journals.  The old man can barely stand to look, but when he
    does, it all comes clear to him.  Now, the location of the Promised Land is
    obvious to him, and he takes the new information to Gendar.  Gendar looks
    at the journals, and he too is amazed.  The entrance to The Promised Land
    is far, and will probably take several months of hard traveling through
    rakghoul-infested land to reach.  However, the risk is well-worth taking,
    to escape the dire existence that they currently possess, and Gendar tells
    his people to start preparations for the journey.  Offer to help them
    travel, and Rukil will mention that the final secret is that noone could
    ever leave the land, but he is very appreciative of your offer.  The
    Outcasts then leave, and you are given 325 XP and Light Side Points.  Of
    course, you are also given the satisfaction of knowing that you helped an
    entire village of people, which is worth much more than the 100 credits you
    would have received from Igear.  100 credits?  "I lose more than that
    running for the bus!"

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Speak to Igear and tell him that you have the journals that he wanted.
    Before you hand them over to be destroyed, however, demand the credits that
    you were promised.  He'll only want to give you 100 credits, but you may be
    able to persuade him for twice that.  Now that Rukil will never be able to
    lead the people to the Promised Land, he runs over and berates you for
    betraying him and destroying the hopes of the people in the village.  Ouch.
    Oh well, you receive 325 XP, the 100 credits, of course, and Dark Side
    Points.
    ===========================================================================


Before leaving the hideout, level-up anyone that is able to (if you haven't
already done so).  I'd also recommend talking to each member of your party,
since they usually have something new to say after a level-up, as I mentioned
earlier.  Once you leave, you'll have to reselect which members are to join
you - I like to have Bastila, but you can choose anyone you want to, since you
will be changing things up in a little while anyway.  For some extra fun,
remove the Jedi's clothing and make her walk around in her skivvies!

Anyway, as soon as you leave the apartment, a Twi'lek will run up to you and
ask if you were the rider who won the Great Swoop Race.  Confirm so, and he
will deliver a message from Canderous Ordo, the mercenary working for Davik,
saying that he wants to meet you.  Apparently, Canderous has an offer that you
can't refuse, and given his connections, it would be wise to agree to his
request.  He'll be waiting in the Upper City Cantina for you, so leave the
apartment building and head over there.  There's not a time limit, of course,
so feel free to shop or finish up any remaining side-quests, such as the
Promised Land one (see box above), before you do so.

Enter the main room of the Cantina, and Canderous will automatically start a
conversation with you.  He's impressed by your swoop race victory, and decides
that you are just the kind of person that he's looking for.  Ask him to explain
himself, and he'll mention his work for Davik.  Lately, however, Davik has been
cheating him out of his money, so he figures it's time for him to escape the
Sith quarantine of Taris.  Canderous has a plan, but can't do it alone - that's
where you come in.  He wants you to break into the Sith military base and steal
the Sith launch codes.  Without those codes, any ship leaving the atmosphere
will be instantly destroyed by automated defense guns.  If you bring Canderous
the launch codes, he'll provide the transportation: Davik's flagship, the Ebon
Hawk.  Continue asking him details of the plan, such as how to get inside the
base, and you will learn that you need a droid, which can be obtained from
Janice Nall's Droid Shop.  Agree to the deal, and Canderous will go wait for
you in Javyar's Cantina.

Exit the Cantina, then head to Upper City North and back to the Droid Shop that
you were in earlier.  Talk to Janice, then drop Canderous' name and ask to buy
the T3-M4 droid.  Unfortunately, it's 2000 credits!  If you are following the
Dark path, simply threaten her by mention Davik - you'll receive the droid,
250 XP, and Dark Side Points.  If you'd rather not resort to evil methods, try
to persuade her to give you the T3-M4 for half price, and she'll compromise at
1500 credits (you still receive 250 XP).  Hopefully, you'll be able to afford
that!  Otherwise, go play some Pazaak (save after every time you win) or finish
the Dueling Arena side-quests, if you haven't already done so.

As soon as you purchase the T3-M4, you'll have to reconfigure your party.  The
droid must be in your party, and I like to have Bastila along as well, but the
decision is yours to make.  You'll be able to level-up T3-M4 immediately, so
do so.  Also, if you've been following my walkthrough, you should have a pretty
good assortment of droid equipment, which you should put to use.  Exit the
Droid Shop and head due north for awhile, past the elevator that you've been
using to enter the Lower City.  Eventually, you'll reach the front entrance of
the Sith Base, which, strangely enough, isn't even guarded.  Switch control to
T3-M3, then move up to the door - the droid will automatically bypass the door,
granting you access.  Before you enter, you should know that T3-M4's Security
skills are no longer of the utmost importance, so feel free to head back to
your hideout and change your party around.  Carth, equipped with dual Ion
Blasters, cuts down droids with ease, so I would recommend taking him.


=-=-=-=-=-=-=
= Sith Base =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

                      ###############        ####
                    ##               #       #  #
                   #   ############   #      #--#
                  #  ##            #  /######    ####
                ##  #               #/               ####
               #   #             ##                     ####
    ###########  ##    ##########             B             ##########
  ##           \#   ###         |                            |        ###
 #              #  ##   #####################    ####################    #
 ##           ##  #    #                     #--#                   ###   #
   #          #   #   #                      #  #             ##       #   #
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 #                |   # #     #    ###  ###  #  ####       #  #     ## #   #
 ###          #####   ###     #      #    #  #    |     ####  #      # #   #
   #          #   #    |   C  #      #    #  #  ####    #..   #      ###   #
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                 #     #                     #--#                    #        #
                 #     #          ###### ####    ####                #   D    #
                 #     #          #    ##           ##               #        #
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                  ##    ##        ##   ##            #                 ##--##
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                    ##    #               #       ##                    ####
                     ######                #     ##    T a r i s
                                            #----#
                                            #    #         S i t h   B a s e
                                            ######


As soon as you enter, you'll encounter a Twi'lek receptionist, who threatens
to hit the alarm if you don't explain your presence.  If you are excellent at
Persuading people, you can try to lie that you're here for a meeting.  Or, if
you're following the Dark Path, threaten her with death twice.  She'll hit the
alarm, but you'll gain Dark Side Points; of course, you'll also have to deal
with several Sith Troopers and a Technician.  Finally, you can simply buy her
silence with a measly 50 credits.

The room to the left (A) contains several Sith Troopers and a Technician, which
you will already be well aware of, if you set off the alarm.  Either way, you
will want to kill these enemies and search the remains for a Datapad.  If you
read it, you will learn that a power conduit in the elevator controls the
shields of some droid - keep that in mind for later.  At the desk of the
receptionist is a computer terminal that you can slice into, if you wish.  From
there, you can access the Security Cameras.  Of course, this isn't necessary,
but if you view the camera for the elevator, you will see an assault droid.
Back in the menu, you can disable the assault droid's shields or open the
elevator.  If you view the Barracks (secondary), you can overload the power
conduit, killing three Sith inside.  At the very least, I would recommend
taking down the shields of the droid, as it will make things easier for you
later.

If you access the Systems Commands menu, you can take the turrets offline
(recommended), take the sentry droids offline, hack the sentry droids' target
filtering, upload the area schematics, or overload the terminal (not a good
idea).  Do as many (or as few) of these as you wish, but overloading the
terminal will only damage your party immensely.  While disabling the sentry
droids and such will make your infiltration of the base MUCH easier, you also
miss out on the experience points that you would have gained for killing them.
For the walkthrough, I will describe the rooms as if you did not disable the
sentry droids.  If you chose to do so, still visit the rooms I mention, but
ignore the now-disabled enemies (or reprogram them to work for you!)

Head north from the Receptionist's desk through the door, then take the first
door on the left.  Kill the Medical droid and two sentry Droids, then make
sure the check the remains of the Medical droid for Droid Light Plating Type 1,
Energy Shield Level 2, and a Computer Probe.  Also, in a First Aid container,
there are two Medpacs that might come in handy.  Exit the room, turn left, then
open the next door, on the right.  Destroy the two sentry droids within, then
disable the Minor Gas Mine in between where they were.  The supplies container
in the room contains a Repair Kit, if you need it, and there is another
security terminal that you can access, behind where the mine was.

Exit the room and turn right, then go through the door to the north (B).  Once
you have taken care of the two sentry droids within, look to the east.  You
should see some type of weird chamber holding an alien, with some nearby wall
panels.


    ===========================================================================
    -------------------------------  D u r o s  -------------------------------
    =================================================================SIDE-QUEST

    Talk to the alien, and you will discover that it is the Duros that you met
    earlier!  If you don't recall, he's the alien that you helped out the first
    time you stepped outside of your apartment and who cleaned up the Sith
    bodies that you left.  The Sith are going to execute him for removing the
    corpses from your apartment, so he requests your help in getting him out.
    Now, there are two ways to go about dealing with Duros.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Agree to help him, then move over to the wall panels.  Carefully use the
    middle one first, then the far right panel, and finally, the far left
    panel.  Duros will thank you for saving his skin yet again, but has to
    leave before he is recaptured.  He advises you to do the same, but
    unfortunately, we still have work to do.  You receive 110 XP and Light Side
    Points for helping him escape.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Refuse Duros' repeated requests to help him escape, then take a look at the
    wall panels.  First, switch the one on the far right, then the one second
    from the right, and finally, the one in the middle.  This will cause an
    explosion, killing him, so you receive 110 XP and Dark Side Points for
    executing Duros for the Sith.
    ===========================================================================


Now, take a look around this large room.  The door that leads to the east is
where you eventually want to go.  However, if you are interested in clearing
out the whole base, take the west doors first - otherwise, skip down a few
paragraphs until you reach the one where we are back this large room.  I like
to start out by taking the far west door initially, rather than the north and
northwest ones.  As you walk around the left bend in the corridor, you will
encounter another sentry droid, so take him out.

Ignore the first door you come to (on your right) as you're heading south,
instead going through the door to your left (C).  This room is heavily-guarded,
so make sure to save first, of course.  Take out the sentry droids, Sith
Troopers, and Sith Captain, before searching the footlocker for four Parts, an
Advanced Medpac, and two Concussion Grenades.  Heal up if necessary, then exit
the room and take the south door, to the Armory.  You'll need to use Security,
by the way, to unlock it, or Bash it until it opens.  Disable the Minor Gas
Mine just beyond the door, and watch out for the turrets - hopefully, you
disabled them earlier, as I recommended.  Search the three Weapons lockers
inside for a Shield Disruptor, Flame Thrower, three Concussion Grenades, three
Sonic Grenades, three Frag Grenades, two Disruptor Rifles, and an Energy
Projector.

Now, exit the room and head north, then take the door to the west, which we
ignored earlier.  As soon as you open the door, back up, so that the Sith
inside chase after you.  Dispose of them in the hallway, then disable or
recover the Minor Gas Mine inside.  Don't forget to search the remains for some
credits, an Advanced Medpac, and an Adhesive Grenade.  This room has more
security terminals that you can access, if so desired.  When ready, disable or
recover the second Minor Gas Mine, in front of the next door in the room.  Head
on through, and there should be a rusted sentry that you can repair if you want
to.

Eventually, the corridor will spit you back out in the large room where Duros
was being held earlier.  Open the door to the north, which leads to a closet-
type room that is unoccupied.  However, there is a footlocker to the right,
containing two Frag Grenades, an Advanced Repair Kit, and an Adrenal Alacrity.
Back in the large room, take the east door (next to the prison cells).  Destroy
the Sentry droid guarding the corridor, then open the first door you come to,
on your right.  Take care of the three Sith Troopers within - note that if you
had overloaded the Secondary Barracks power conduit earlier, when slicing into
the computer, they would already be dead.  Search the remains for an Adhesive
Grenade and the footlocker for a Sith Basic Passcard and Improved Energy Cell.

Exit the room and turn south, but before you go through the door, make sure to
save your game.  Now, remember the assault droid we observed earlier?  The one
that you (hopefully) disabled the shields of?  Well, he awaits inside, so enter
the room (D) when you're ready.  After the short cutscene, attack him without
mercy, making sure that someone in your party is using Ion weaponry, which will
wreak havoc on his internal machinery.  Without his shields, he shouldn't last
too long at all, and coughs up 700 XP!  The Blaster Turrets will also have been
disabled previously, if you had taken my advice.

Take the elevator down, but before you head through the next door at the
bottom, save your game and make sure your characters are in good health.  Open
the door, and you will encounter the Sith Governor.  He is very unpleased that
you disturbed his meditation... but wait, he senses the Force in you!  If you
are interested in Dark Side Points, choose the last option when given the
chance, in which you say that you're going to enjoy gutting him.  If you are
not going down that path, however, try to turn him away from the Dark Side,
even though it's in vain.  During your battle against him, watch out for his
stunning attack, as you will be rendered helpless.  As soon as you are stunned,
there is nothing you can do for a short time but switch to another party member
and hope for the best.  Because he uses an energy shield, have whoever is using
blaster weapons switch to Disruptor Pistols or Rifles.

Eventually, he should fall, yielding 900 XP!  Search his remains for credits,
the Taris Launch Codes, an Advanced Medpac, Adrenaline Amplifier, Energy
Shield, Neural Band, and Strength Gauntlets.  Also, don't forget to search the
two Strong Boxes in the room, which contain Light Battle Armor, three Security
Spikes, three Computer Spikes, Durasteel Bonding Alloy, and 500 credits!  A
very well-deserved reward, if I might say so myself.  Now, make your way back
up the elevator and then out of the now-cleared Sith Base.  Once you are back
in the Upper City, head due south, until you reach the elevator to the Lower
City.


=-=-=-=-=-=-=-=-=-=
= Escaping Taris  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=

Before you head into the Lower City and to Javyar's Cantina, I would strongly
recommend that you complete all of the side-quests that you wish to first.  If
you've been following my walkthrough from the start, you should have already
done so, unless you are following the Light Path and are not going to kill
Bendak Starkiller.  Whenever you're ready, head to the Javyar's Cantina and
your rendezvous with Canderous Ordo.  He's already well-aware of your success
in breaking into the Sith Base, and will propose that you both join forces and
get into Davik's base - more specifically, to Davik's Ebon Hawk ship.  If you
still haven't finished all your side-quests, you can simply tell him that you
need to take care of them first.  Otherwise, agree to join up, while asking
how you're going to manage to get into Davik's estate.

Canderous, since he is still trusted by Davik, says that he will put in a good
word for you.  You'll then have to stay at Davik's estate for a few days, while
background checks are being run.  Bastila won't like the idea, however, but
there really is no other choice.  Canderous will then join your party, so pick
whoever else you want to join you.  If your main character doesn't have any
Security skill, you may wish to pick someone who does to accompany you.  During
the next cutscene, you will discover that an ominous Sith starcraft is orbiting
above Taris.  Darth Malak, afraid of the risk of Bastila escaping Taris, orders
the utter obliteration of the planet.  The Admiral, despite his protestations
over the deaths of the billions of civilians and Sith still stationed on Taris,
has no choice but to follow the orders.

Finally, you will meet Davik - not to mention another meeting with Calo Nord.
Davik commends you on your swoop race victory, not to mention the impressive
battle skills you demonstrated after the race.  Proceed through the dialog
however you choose, but of course, you want to show interest in joining the
Exchange.  He'll then give you a tour of his estate, including his pride and
joy: the Ebon Hawk (you'll learn that you need codes to steal it).  Finally,
Davik will show you to your room, which will be your home for the next few
days.  While you are free to visit the slave quarters, he warns you that if you
are found outside of the guest wing (or bothering other Exchange members), you
will be dealt with accordingly.

In your room, there is a footlocker containing a Medpac, Parts, and a small
number of credits.  While it isn't necessary to explore the whole of Davik's
estate, just as with the Sith Base, it is to your advantage - extra experience
and loot never hurts.  Anyway, exit the room and turn left (you should be
heading east.  Follow the corridor all the way around to the north, then go
through the door.  You'll find yourself in the slave chamber, with two Twi'lek
females willing to give you massages (unless you are playing as a female) and
information.  Talk to them and ask for more information, then try to Persuade
them to talk.  Credits won't really work, but even if you are unable to get any
information out of them, it's not a big deal.  If you are successful, however,
you'll hear rumor of the Ebon Hawk pilot, Hudrow, who was caught trying to
steal some spice.

Currently, Hudrow is locked up in the torture chamber, which can be reached by
taking the west door of Davik's throne room; of course, the way there will be
securely guarded.  Take the credits, Computer Spike, and Medpac from the nearby
footlocker, then exit the slave chambers.  Back in the corridor toward your
room, feel free to use Security or bashing to open the doors - note, however,
that they are usually occupied, and that you may be forced to fight.  The room
just to the east of yours has a Rodian inside (although it is not necessary to
fight him), as well as a footlocker with credits, Parts, and a Computer Spike.
The room due south of that one (southeast of yours) is unoccupied, but make
sure to open the locked footlockers for a Pazaak Card +/-1, Pazaak Card -3,
Pazaak Card -2, Hair Trigger, 100 Credits, and a Datapad!

The latter is a diary of Calo Nord, and it looks like he's quite the impressive
hunter.  The room directly south of yours contains a Bounty Hunter, but you've
caught him with a slave in the room, which is not allowed!  She takes off, so
obviously, he's a bit upset with you for scaring off his date.  You can try to
persuade him to not call the guards, but if you fail (which isn't necessarily a
bad thing), you'll have to battle him and a pair of guards.  Search the remains
and footlocker for credits, a Medpac, and a Computer Spike.  Back in the main
corridor, head west, into Davik's throne room.

Head toward the door in the northeast corner of the room, and you may encounter
some more guards - if they're not already attacking you, they will in the next
room.  Search the remains for an Advanced Repair Kit and two Frag Grenades,
then access the security terminal.  If you wish, you can view the camera for
each of the four Barracks and even gas them!  Davik must be one sadistic guy.
If you access the System Commands Menu, you can open all security doors,
disable hangar security, and upload the area schematics.  Again, none of this
is necessary at all, but it may make your task much simpler.  Open the final
door along this wing, to the east, but don't step through, as there is a Minor
Frag Mine inside.

Either disable or recover the mine, then open the nearby supplies container for
a Medpac, two Computer Spikes, some Parts, and a Repair Kit.  Head back to the
throne room, then open and go through the door in the northwest.  Immediately
to your right, you'll encounter a bounty hunter, who attacks you on sight and
is worth 250 XP.  Search his remains for two Frag Grenades, an Energy Shield,
and a Computer Passcard.  In this hallway are several more doors, but I would
recommend taking the one leading to the north first.  This is the torture
chamber that the slaves spoke of, and it is currently occupied by two Torture
droids.

Take them out as quickly as possible, as their attacks can be very damaging and
can stun you, leaving you at their mercy.  Killing them nets you 250 XP each.
By now, you will have spotted Hudrow in the nearby holding cell.  Use the cage
release in the corner of the room to release him, and a conversation will
immediately start.  Whether you are nice or threatening, he'll upload the
necessary codes to your datapad.  Let him go, and Canderous will recommend that
you get out of here as soon as possible.

Exit the torture chamber, then if you want to, use Security or bash open the
door to your right (west).  Inside is a rather snobby personal guest of Davik,
who you can whatever you wish to.  He's rather easy to kill, as are the pair of
guards that he summons.  When they are dead, search the two strong boxes by his
bed to obtain a Concussion Grenade, Vibroblade, Sonic Grenade, Heavy Blaster,
Armor Reinforcement, Advanced Medpac, and 500 Credits!  Exit the room and turn
right, heading south.  The next room on your right holds about four more of
Davik's guards, so make sure to be in good health before you take them on.
This room doesn't have much in the way of loot, but one of the corpses should
have some credits on it.

Head south in the corridor and take the final door, leading to the west.  This
room is crawling with enemies, including several guards and a couple of Spice
Lab Techs.  The techs are very easy to kill, and the guards aren't much more
difficult, fortunately.  Search the remains for three Frag Grenades, an Adrenal
Alacrity, two Medpacs, and a Repair Kit.  The First Aid container in the back
of the room also contains a Medpac as well.  Open the next door and head south
down the long corridor.  It will then turn to the left (east), ending in yet
another door.  Open this one as well and go through.

You'll find yourself in a small hallway, with a door to the north and a door to
the east.  The one to the east leads to the hangar, but we might as well finish
clearing Davik's estate, so take the one to the north first.  Kill the three
guards within, then search the remains for a Medpac.  The next door leads to
a hallway back to the throne room, which we've already cleared, so go ahead and
ignore that one.  Also, there is another security terminal in here that you may
access.  Since you have the access card, you don't need to use any Computer
Spikes!  Of course, this would have come in a lot more handy if we had used it
to gas the rooms that were previously full of guards, but hey, you get more
experience for killing them directly.  Do make sure to access the Systems
Command Menu and disable the hangar security, however!

Head south out of this room, then east, through the Hangar Bay door.  The Sith
will start commencing their bombing, but Davik stands in between you and the
Ebon Hawk.  Calo Nord offers to take care of you, and the battle starts.  Now,
you can go ahead and try to battle Nord if you wish, but he is VERY tough.
Having tried this battle several times to find the best strategy, I found that
simply having everyone focus on Davik is much easier, as killing him will
automatically trigger the end of the sequence.  Grenades can help soften him
up, as will Disruptor weapons, since he uses an energy shield.  It goes without
saying, of course, that you'll want to be at full health before attempting the
fight.

As soon as Davik falls, Nord will attempt to bring you down with him, by using
a thermal detonator.  Fortunately, a Sith barrage brings down a section of the
hangar roof right on top of him!  Quickly search Davik's remains for a Heavy
Blaster, Arkanian Energy Shield, Davik's War Suit, and Davik's Visor!  Wasting
no time, turn toward the Ebon Hawk and run to the ramp, until you see the
"Board Ebon Hawk" prompt appear.  Hit (A), then board it.  Meanwhile, even
after the city has been ruined, Darth Malak orders the bombardment to continue,
so that the entire planet is wiped from the face of the galaxy.  After picking
up your companions, the Ebon Hawk escapes the ruined city just in time!

Things aren't quite over yet, however.  Six Sith fighters give chase, and you
have to hold them off with the Ebon Hawk's gun turrets, until the Hyperspace
coordinates have been punched in.  There isn't much to say about this arcade
sequence - it's pretty straight forward.  Keep an eye on your radar, on the
lower left.  The blue dot in the center represent you, while the red dots
represent the enemy.  Swivel around so that the red dots are at the 12 o'clock
position, then rapidly press your trigger buttons to fire.  Keep going until
they are all dead, and you'll escape.


===============================================================================
= C) Dantooine                                                           kw-m03
===============================================================================

=-=-=-=-=-=-=-=-=
= Jedi Enclave  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=

Your crew soon arrives at Dantooine.  Bastila mentions that is seems like a
lifetime since she has set foot on that planet, which should be safe from
Malak (at least for the time being).  Carth mentions the destruction that was
wrought on Taris, but Bastila reassures him that even the Sith would think
twice about attacking Dantooine: there are many Jedi there, including several
of the most powerful Masters of the Order.  Agree that you should stay here for
the time being, and you will learn that Mission is taking the destruction of
Taris pretty hard.  Shortly thereafter, the Ebon Hawk lands.

Bastila has spoken with the Jedi Council, who now requests an audience with you
immediately.  Note that you will not be able to switch people in and out of
your party until you speak with them, and that you will receive 600 XP as soon
as you regain control.  Walk straight ahead (you should be going north) and
down the ramp between the two trees.  Of course, feel free to talk to any of
the Jedi that you encounter, especially those with names.  As you proceed
through the tunnel, you will eventually reach a large, round courtyard.
Automatically, a Jedi named Belaya will call you out, since a Padawan such as
yourself should be dressed in customary robes.  Explain that you are not a
Padawan, and she is quite surprised, as she senses the Force to be strong in
you.  Finish up the conversation, then take a look around the courtyard.

We'll be exploring the different corridors later, but for now, take the west
one.  When the corridor becomes a T-intersection, look to the left and you will
spot Carth.  Go ahead and speak to him, but he won't have much to say, except
that they (the Council) are waiting for you inside.  Proceed to the center of
the large round area, and the members of the Jedi Council will be introduced to
you.  Ask what they want from you, and they will tell you that they are now
considering you for Jedi training!  Before they will accept you for training,
however, they want proof of the Force within you.  Be willing to try your best,
and they will consider making the exception of allowing an adult such as
yourself to undergo the training.

You and Bastila return to the Ebon Hawk to await the decision.  While taking
another nap, another vision appears: Revan and Malak breaching a door sealed by
the Jedi, in search of the "Star Forge."  After you wake, Carth mentions that
you should return to the Council Chamber.  When your conversation is finished,
pick your party, then start walking back there.  Another conversation will then
start, in which the Jedi Council mentions the dreams that you and Bastila
share.  While it is a bit strange that Bastila already knew about the dream you
just had, considering you haven't spoken to her, tell them about the dream and
how you saw them searching for something.  Continue talking, and you will learn
that you and Bastila have some kind of connection together - together, you may
be able to stop Darth Malak.

They will then question if you are ready, so say that you are.  The Council has
decided that you and Bastila are to investigate the ruins that you dreamed of,
and perhaps find a way to stop them.  Accept your mission, and Master Vandar
(the Yoda-like guy) will mention that you must first go through training.
Agree, and you will see a cutscene in which you undergo it.  You will master
your training so quickly that the Jedi are extremely impressed, and welcome you
whole-heartedly.  Before you can be granted the rank of Padawan (the lowest
Jedi rank), however, you must first prove yourself worthy.  Ask how, and you
will learn that you must pass three tests.  First, you will be tested on your
knowledge of the Jedi Code.  When you are ready, you are to return to Zhar
Lestin to take the test.

Before we do so, however, let's explore a bit.  There is a Training Computer
that you can access in this room, gaining a bit of knowledge about the various
Jedi classes.  There is also a workbench here, that you can use to make any
upgrades to your equipment.  To the east, beyond the curtain, is the Training
Room, but it is currently devoid of anything interesting.  If you wish, head
back to the Council Chamber and speak to Bastila or any of the Council members.

Master Dorak will teach you of Jedi history, in hopes of avoiding the repeat of
past mistakes.  You'll learn of the war with Exar Kun and the Mandalorian War,
and how Revan played a huge role in its victory.  However, Revan soon vanished
into unexplored space, only to return years later as a conqueror, rather than a
savior.  Many of Revan's new ships were of a strange alien design, which is
among the many things that cannot be explained.  Bastila, using her Battle
Meditation, was able to defeat Revan, but unfortunately, Malak has taken over
and the war is still not going well.  The moral of Dorak's lesson: even the
greatest of Jedi can fall to the Dark Side.

Master Vandar will teach you about the Jedi code: "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."  Keep these in mind for later!  Master Vrooks will also
teach you the code, but he's a little less friendly than Vandar about it.  You
can ask him questions about Bastila, Revan, and Malak, however.  If you ask
about the latter two, you will learn of a sinister cave here on Dantooine - a
place in which they learned of the Dark Side's power.  Finally, if you ask why
he is always angry with you, he explains that there is simply so much at stake,
as any failure on his part could lead to the rebirth of the Dark Master.

Make your way east, back to the large, round courtyard.  Here, you can speak
with Belaya again, if you wish.  Head up through the north corridor, then turn
west.  The first door on your left leads to a Twi'lek named Sol'aa, with whom
you can play Pazaak.  He even sells a few very nice cards - if you can afford
them, definitely pick up the +/- cards, as they are the most useful.  Once you
have purchased them, it is well worth your time to play against him, as you can
win even better ones from him!  Bet the maximum of 120 credits, then beat him
five times in a row (saving after every win, if necessary).  After that, he
will have run out of funds (even if he beats you again), and will wager his
cards.  The next room to the west is empty, save for a footlocker containing a
Medpac and an Antidote Kit.  Finally, the room on the end is occupied by a man
named Ahlan Matale, but he is displeasured by the mere sight of you and refuses
to talk.

Head back to the round courtyard, and then through the south corridor, as the
eastward one is sealed.  Once outside, turn left (east) and enter the door
labeled Aratech Mercantile.  Speak to the Twi'lek named Crattis Yurkal, and he
will mention the evils of the Czerka Corporation.  Apparently, they have a
monopoly on half the galaxy, drive up prices, and keep anyone else from getting
a foothold on the industry.  Now, they've even thrown themselves in with the
Sith!  Malak has given them exclusive trading rights wherever the Sith have
control, and as a result, they have even expanded to such activities as
slavery.  Check out his inventory, and you'll find that he has some pretty nice
stuff, although they are prohibitively expensive!  Of particular note is Jurgan
Kalta's Assault Rifle, which costs 8000 credits, but is well worth the price.
Of course, you will most certainly be unable to afford any of the higher-ticket
items, but keep them in mind for later.  The other merchant in the store, Karal
Kaar, also sells a few items, but they are geared more toward your droids.

When you are done browsing the merchandise, exit the store and head south,
toward your Ebon Hawk.  If you haven't done so already, enter the ship and take
a tour of the interior.  You should really familiarize yourself with its
layout, as it will be your home/base for a long, long time.  I like to go and
talk to everyone after every level-up, as they usually have something new to
say.  Most of your party members also have secondary functions.  For instance,
in the center of the ship, T3-M4 can build you a Computer Spike, and Zaalbar a
grenade.  Canderous hangs out in the Swoop hangar, in the southeast area of the
ship, and can supply you with stimulants.  Mission is found in the Crew
Quarters, in the northeast part of the ship, will play Pazaak with you and even
build you a Security Spike.  Of course, you haven't completely filled out your
party, yet, so you will have more options later.  Alright, are you ready to
take your first Jedi test?

Leave the Ebon Hawk, then head back to Zhar Lestin, in the room next to the
Council Chamber and Training Room.  Speak to Zhar and inform him that you are
ready to continue your training and take the tests.  He'll then quiz you on the
code, which I mentioned earlier.  To save you a little bit of searching, here
they are again:

  "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."

Don't you wish all tests were that easy to pass (200 XP)?  Anyway, Zhar will
then inform you of the second test, and of the traditional weapon of the Order:
the lightsaber.  For the second test, each Jedi must construct his lightsaber
with his own hands - speak to Master Dorak to figure out how to choose a
crystal for your weapon.  Again, you can use the nearby Training Computer (or
my FAQ) to review the differences between the three Jedi Classes.  Walk over to
the nearby Council Chamber, then talk to Master Dorak, who is standing right
next to Bastila.

He will mention the color of your lightsaber, which also reflects your demeanor
and position within the Order.  Ask him a question, then tell him which you
wish to be.  However, this isn't what determines your class, just yet.  Dorak
will ask you several questions, and your answers should reflect what you wish
to become.  Of course, this is a role-playing game, so if you're a Soldier and
leaning toward being a Guardian, for example, you'll want to choose the more
aggressive responses.  I'm not going to dwell too much on these questions and
answers, simply because you should answer them however you wish.  However,
don't worry that you will be stuck in a Jedi Class that you don't want to be
in.  Even though Dorak will make his recommendation, you can still choose what
class you want to be.

Soldiers are best suited to Guardians, Scouts to Sentinels, and Scoundrels to
Consulars.  Again, feel free to pick whatever you want, but the corresponding
Jedi Class will be most efficient in terms of taking advantage of your skills,
attributes, et.  Master Dorak will then give you your lightsaber crystal and
tell you to go speak to Master Zhar, who will then instruct you in the process
of lightsaber construction.  As soon as the conversation ends, however, you
gain a level-up in your Jedi Class.  When you've finished picking your Force
Powers, Skills, etc., head back to the Zhar and talk to him.  You'll move over
to the nearby workbench, and under his tutelage, assemble your lightsaber.

Speak to Zhar again, and he will congratulate you on the expert construction of
your lightsaber.  He'll mention the rare crystals, usually found in Force-
sensitive caves, that are used in the weapons.  There is even the possibility
that some of those caves and crystals can even be found on Dantooine.  At any
rate, your final test is to battle a foe who also wields a lightsaber.  The
ancient grove on Dantooine is now perverted by the Dark Side, and the kath
hounds that inhabit it have grown threatening.  Your goal is to journey into
the grove and confront the source of the darkness.

Head back to the courtyard, then go down the east corridor, and the droid will
now let you through.  Actually, before you do so, make sure the party members
that you have with you are the ones that you want to help in this test; it's
more combat-oriented, so don't bring T3-M4 or Mission, for example.  I like to
have Canderous and either Carth or Zaalbar.  Outside, talk to the old man,
Nemo, slightly to the northeast.  You can ask him several questions, about the
lightsaber crystals, for instance.  He'll mention that they are infested by
Kinrath spiders, but doesn't give much more information.  Just a tiny bit past
him are a man, Gar, and his wife, Rilka.  Speak to Gar, and he'll ask if the
Council has agreed to hear his petition.

Of course, you have no idea what he's talking about, so tell him that you are
not yet a Jedi.  Don't tell him that the Council is waiting for him, however,
as he will then leave.  Ask him who he is, and he will mention that the kath
hound and Mandalorian problem hs been getting worse and worse.  He's come to
the Jedi Enclave to ask the Council for help.  Ask about the kath hounds and
Mandalorians, and he'll mention a man named Jon, who recently lost his daughter
to the latter.  He'll also mention that two people, Ahlan Matale and Nurik
Sandral, can't get along.  Sandral blames Matale for his missing son, and now,
Matale's son has also disappeared.  Obviously, they're now blaming each other!
Finish the conversation when you're done asking questions, then walk past the
old couple.


    ===========================================================================
    ---------  M a n d a l o r i a n   R a i d e r s ,   P a r t   1  ---------
    =================================================================SIDE-QUEST

    Jon, who Gar mentioned, will then automatically approach you and talk.
    Well, perhaps "talk" isn't the right word - he berates the Jedi for
    remaining safe in the Enclave, while the farmers and settlers suffer the
    wrath of the Mandalorians.  Ask him what he is talking about, and he will
    mention that a dozen of the Raiders killed his daughter, and begs you to
    stop the Raiders and avenge her.  Go ahead and agree to do so; because this
    side-quest encompasses so many different areas that we haven't even
    visited, however, I am going to break it up into different "parts."
    ===========================================================================


Turn west past Jon, and there is another Settler and Jedi that you can talk to.
The woman will mention that some stones to the east of here "aren't natural,"
and that the kath hounds near it are even more vicious than the others.  Head
east from here and cross the bridge.  Stop and look up on the hill to your
right - see the kath hound?  Ignore it for now, however, and speak to the woman
near the vehicle.  This is Elise, and she's quite distraught.  She's lost her
"companion," who you should ask about.  Apparently, she was in the garden,
while he was inside.  Later, however, she couldn't find him and fears that he
has been kidnapped.  Continue asking questions, then if you mention that
someone from the inside might have locked the door, she'll mention the he had
no reason to run away, as his programming...  Ooops!  She's let slip that her
missing companion is a droid, of all things!

Now, some of my female friends are quite attached to their battery-operated
toys, but nothing like this woman!  The droid is the last remnant of her
husband, so agree to help her find him/it.  This, of course, is yet another
side-quest, which I will also describe in further detail below.  Anyways, near
the bridge that you just crossed is a Rodian merchant, Adum Larp.  Go ahead and
see what he has to sell.  The maps he is offering are very cheap - only two
credits each - and can make finding things a bit easier.  In addition, the
equipment that he is selling is also VERY nice.  Expensive, of course, but
nice.  In particular, look at such things as Cassius Fett's Battle Armor!  It
will be quite awhile before you can scrap together 15,000 credits, but it's
still nice to look at.

Now, start heading southeast, toward the kath hound up on the hill.  After a
brief cutscene, three of them will attack.  They really aren't too difficult,
fortunately, but yield only 35 XP and no goodies.  Make your way around the
left bend, so that you are heading north again.  A horn kath hound should then
attack you.  It's a bit more dangerous, but still not too tough, although it
is worth 200 XP.  Further past it is another large herd, so repeat as before.
After killing them, the path should start heading in an eastward direction,
leading to an even large pack of kath hounds, with at least two horned ones
and several normal ones.  You're probably wondering if they're any good to eat,
but unfortunately, I don't know the answer.  Anyways, you've now cleared this
area of kath hounds, so take a look at your map.  There should be three exits
shown: the far southeast one leads to the ruins, which we won't worry about
yet, while the southward ones lead to the Matale Grounds.  Go ahead and take
either one, but for the walkthrough, I'm going to use the more western path
south (nearest to Elise and Adum Larp).


=-=-=-=-=-=-=-=-=-=
= Matale Grounds  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=

From Courtyard
      |                                                        From Courtyard
      |               M a t a l e   G r o u n d s                    |
      V                                                              |
     # #                                                             V
     # ################            ########                         # #
   ###           ##### #         ##        ###                     # #
 ##        A   ###   # ##       ##            ##                   # #
#             #       # #    ###               ##             ##### #
 ##           #       # #####         _______   ##           #      ###
  ##         ##        #######       |       |    ###########         ####
   ##      ###                #      |Matale |                            ##
    #  ####                   #      | Estate|   ###########               ##
   # |#                       #      |_______|  #          #        B       #
     |                         ###              #          #                 #
     V                           ##           ##           #                 #
 To Grove                         #          ##            #           ####  ##
                                  ##       ##              ########## #    ###
                                    #######                         #|#
                                                                     |
                                                                     V
                                                                 To Grove


As soon as you enter the Matale Grounds, look eastward.  In the distance, you
should see a gathering of people and aliens (A).  Start walking over there, and
a short cutscene should play:


    ===========================================================================
    ---------  M a n d a l o r i a n   R a i d e r s ,   P a r t   2  ---------
    =================================================================SIDE-QUEST

    The Mandalorian soldier, and several accompanying Duros aliens, are
    roughing up an old man, who they say has been holding back from them.  Of
    course, he doesn't really owe these thieves any money in the first place,
    but that's beside the point.  What's almost more apalling than the Raiders'
    actions, however, are those of the man!  He offers up his wife and
    children, if they'll only spare his life.  The Mandalorian kills him
    anyway, before he and his goons catch sight of you.

    Surprisingly, this group of enemies is very easy to defeat.  The Duros
    aliens are almost completely ineffective, relying mostly on karate kicks to
    damage you!  Take them out quickly, then have everyone focus their fire on
    the lone Mandalorian, who is worth 500 XP.  When they are all dead, make
    sure to search the remains and nearby equipment pack for credits, a Blaster
    Carbine, a Repair Kit, two Computer Spikes, and two Medpacs.
    ===========================================================================


After killing the Mandalorians, you have several options.  You can finish
exploring the Matale Grounds, or you can head south, to the Grove.  Since we
are going to have to explore the Matale Grounds for some later quests, I'll
save that for later, and head to the Grove for now.  Also, there are two paths
to and from the Grove/Matale Grounds anyway, so we can take the other path on
the way back.  The path down is very near to where you entered the current
area - simply head straight down (south).


=-=-=-=-=
= Grove =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=

                                                   From Matale Grounds
                                                            |
From Matale Grounds                                         |
     |                                                      V
     |                                                     # #
     V                                           ####     ## #
    #  #                                        #    #####   ###   ######
    #   #                                       #               # ##    #
    #    ####      #############                #                #       #
    #        #######            #####           #             ##        #
   #                        ###  A   #####     #              #####     #
  #                         #  #####     ######              ######     #
  #                       ###       ###                       #####      ##
  ##                    ##           #                  #####            ##
  ##         ###   #####             ####              ############       #
 ##         #  ####                      #            ############         #
 #        ####         T h e             ##         ##############        ##
 #        #                             ##          ##############        #
 #        ####           G r o v e    ##             ###########          ###
  ###         #                      ##                 #####                #
     #  ##   ##                    ##                          ###           #
     # #  ####                    ##                    #########        C  ##
     # #                          #                     #       ##    ######
     #|#                          #                     #         #  ##
      |                           #                      #         # #
      V                           #          B            #         ##
To Sandral Grounds                #                      ##
                                  ##                    ##
                                    #                  #
                                    #########  #########
                                            #  #
                                            #| #
                                             |
                                             V
                                     To Sandral Grounds


As soon as you enter the Grove, you should encounter two horn kath hounds and
two normal kath hounds.  Even though the horned ones are more dangerous, I like
to take out the normal ones first, to more quickly reduce the number of enemies
attacking you.  After they are dead, heal up - you should be able to simply
"rapid transit" back to the Ebon Hawk and then return here instantly.  Now,
start heading to the east, and you will soon come to a small bridge, upon which
a Twi'lek is standing (A).


    ===========================================================================
    --------------------  M u r d e r e d   S e t t l e r  --------------------
    =================================================================SIDE-QUEST

    Approach the Twi'lek, and he will introduce himself as Bolook, a Jedi from
    the Enclave.  He was sent down here to investigate a killing;
    unfortunately, he doesn't speak the necessary language to interview the
    suspects!  Thus, he asks you to assist him with sorting the truth from the
    lies.  Ask him what you have to do, and he will tell you to simply listen
    to the two suspects' stories.  To assist you, an information droid will be
    provided to check your facts.  Now, I suppose I could tell you exactly what
    happened and exactly what responses you need to give.  However, I feel it's
    a better idea to go through the reasoning process with you.  Besides, it'll
    be more fun this way!

    The first fact you learn is that the three men (two suspects and one
    victim) were out here in the field together, while it was cloudy.  This is
    somewhat strange, as a storm was imminent and most people would normally be
    indoors.  Now, the dead man, Calder Nettic, was shot in the back with a
    blaster rifle.  A rifle was found near his body, stained with blood (which
    has been sent back to the Enclave for testing).  The other two men, Handon
    Guld and Rickard Lusoff, were still at the scene.  While Guld was unarmed,
    Lusoff was carrying a hunting laser.  Another rather strange aspect of the
    case is that both men say that they didn't do anything and that they came
    across the body, but both accuse the other of being the killer.  Finally,
    Guld was found holding his side, while Lusoff was favoring his leg.

    Okay, first things first.  Speak to either of the two suspects - I will
    start with Lusoff.  Ask him what happened, and he will say that he was out
    hunting iriaz.  According to him, he spotted one, but couldn't see very
    well, due to the sun(!) in his eyes.  However, he was still able to hit it,
    so when he walked here to get it, he found Guld standing over the dead
    body.  Speak to him again, then ask him all the questions that you can.
    He'll mention that when he came over to the bridge, the iriaz he shot was
    gone, and that Guld must have taken it.  If you ask about his limp, he'll
    explain that he sprained his ankle running on the way to the body.

    Now, ask Guld what happened.  He'll tell you that he was out here for a
    run, to keep him in shape and because he hates speeders anyway.  When he
    was on the other side of the bridge, he heard a shot coming from over here
    and came running, only to find Nettic dead.  He then says that he saw
    Lusoff come skulking out of the shadows, and immediately hit his emergency
    button and called the Enclave.  Speak to him again and ask him all the
    questions you can, as well.  If you ask him about his side, he'll deny
    being injured at all, and quickly switch the topic back to running.

    Since you've heard both of their stories, go talk to the information droid.
    Ask for information on the body, and you will learn that he was killed
    about three hours ago with a single shot from a blaster.  Ask about the
    plains, and you will learn of the mostly docile iriaz and the more
    aggressive kath hounds.  Because of the hounds, a general advisory was
    made, asking people to carry weapons at all times when out on the plains.

    Speak to Bolook and say that you want to discuss the murder.  He will then
    go through the stories that you just heard, and mention that it is highly
    unlikely that both are completely innocent: at least one of them is lying.
    So which one is it?  Well, you should recall that it was a cloudy day, so
    Lusoff was obviously lying about sun being in his eyes.  Therefore, answer
    "Rickard" and explain about the sun glare.  Now, you need to find a motive
    for the killing, and should interview them both again.

    Ask Lusoff all possible questions about the victim, and you will learn that
    he's known the victim for a long time, and were actually business partners,
    despite the "differences" that they had in the past.  Ask Guld the same
    questions, and you will learn that although he didn't know the victim very
    well, he was glad of that, since Nettic wasn't much of a family man.  In
    addition, Guld had also heard that Nettic was involved in some pretty shady
    business practices.  Finally, speak to the droid again, and you'll learn
    that Nettic and Guld had recently rented a speeder (I thought Guld hated
    them?), and that there had been a violent encounter in a cantina, in which
    Lusoff accused Nettic of cheating him.

    Discuss the murder with Bolook again, and he'll mention that Lusoff said
    that he got along quite well with Nettic.  Of course, we learned of the
    cantina incident, and even Lusoff himself mentioned their past differences.
    Once again, say that Rickard is lying, mentioning the argument over the
    business matters.  Now, you need to focus on the murder weapon.

    Speak to Lusoff and ask about the weapon found by the body.  He'll say that
    he's never seen it before; the victim had a preference for Echani weapons
    and possessed a light blaster rifle that he always used.  You can also push
    the business problem issue with him, but it won't get you very far.  Ask
    Guld the same questions, and he'll say that the blaster was stolen from him
    last week.  Mention the speeder rental, and he will admit that he wanted to
    "punch [Nettic's] face in," as he was cheating with Guld's wife.  In fact,
    they had done so in his own bed, while he was in the next room!  Now, talk
    to the droid once more, then ask about Guld's blaster being stolen.  No
    reports were ever filed, however!  Ask about the weapon found at the scene,
    and you will learn that the blood did not belong the the victim.

    Again, speak to Bolook about the murder, and tell him that the blaster was
    Guld's, who lied about it being stolen.  Now, only one more piece of the
    puzzle remains: whose blood was on the weapon?  Speak to the droid first,
    and ask about the blood sample.  Again, the blood is most certainly not the
    victims - unfortunately, it was contaminated by some bacteria and no
    further testing could be done.  The two suspects won't have anything new to
    say, so discuss the murder with Bolook again.  Tell him that the blood
    doesn't belong to the victim.  So, who does it belong to?  Remember how
    Guld was clutching his side?  Answer that it is Handon's, for that very
    reason.  Bolook will then examine Guld's side, and it indeed appears that
    he has suffered a blaster wound.

    Bolook will then conclude that it was Lusoff who was the murderer, and that
    Guld must have been accidentally hit.  But do you really believe that Guld
    just happened to be out in the middle of nowhere and lied for no good
    reason at all?  Say that BOTH of the men are guilty, with Guld's motive
    being that his wife and Nettic were having an affair.  It appears that both
    men were out here, plotting to kill him.  Guld killed Nettic first, while
    Lusoff, who arrived shortly afterward, though that Guld was Nettic and
    attempted to kill him!  Great work, Sherlock.  You receive a nice bonus of
    1310 XP for a job well done.
    ===========================================================================


Cross the bridge, and you should encounter more kath hounds hiding among the
rocks and trees ahead.  Kill them all, once again trying to draw them to you,
so that you aren't quickly surrounded by more of them than you can handle.
After they are dead, take a look at your map.  You'll be about in the middle
of the grove, with the Ancient Grove (where the evil is emanating from) to the
southeast.  I like to go due south first, however, then loop back up to the
Ancient Grove afterward, simply, because I like to explore the whole area.  Of
course, feel free to head straight to the Ancient Grove.  As you head south,
you will be faced with another encounter (B):


    ===========================================================================
    ---------  M a n d a l o r i a n   R a i d e r s ,   P a r t   3  ---------
    =================================================================SIDE-QUEST

    This group of Raiders is tougher than the first one you faced.  It is once
    again partially composed of Duros Warriors, but this time, there are two of
    the armored Mandalorians.  While battling one, the other one will probably
    be blasting away at you from long range, so make sure to keep an eye on
    your health and take a Medpac if necessary.  Finish off both of them as
    quickly as possible, along with the Duros, then search the remains for
    credits, two Mandalorian Datapads, a Mandalorian Melee Shield, Vibro
    Double-Blade, and an Eriadu Strength Amplifier.  Also, a backpack on the
    ground yields an Advanced Medpac, Advanced Repair Kit, and two Medpacs.
    ===========================================================================


When you have cleared the southern part of the Grove, head north and to the
east, through the large rocks.  Kill the kath hounds that attack, then if it
is necessary, warp to the Ebon Hawk and back to heal completely (note that one
or two more kath hounds might spawn).  When you are ready, head toward the
southeast corner of the Grove (C), but save your game first.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
--------------------------------  J u h a n i  --------------------------------
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~MAIN QUEST BRANCH

In a small ruin, you should see someone waiting for you.  Head toward her, and
you will meet the Dark Jedi Juhani, who suddenly paralyzes the other two
members of your party!  That means you'll have to go through this fight on your
own, so hopefully, you are well-prepared.  Make good use of Medpacs if
necessary, your strongest feats, and Force Powers to try and whittle her health
down quickly.  When her health is dropped down to about a quarter of it's
maximum, she will stop the battle and admit that she is weaker than you, even
when she is following the Dark Side.  Now, you have a couple of options here:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ask her why she attacked you, and she will claim the Grove as her very own,
since that is where she found solace in the Dark Side.  Ask her why she
embraced the Dark Side, and she reveals that she killed Quatra, her former
Master, and knew that she could never go back.  Then, ask about the death of
Quatra, and she will tell you that she did so in a fit of anger.  Tell Juhani
that you want to talk, then either Persuade her that you have no desire to kill
her or tell her that you wish her peace (the latter option is safer, if you do
not have a high Persuade skill).

Now, tell her that "the first step on the path of true knowledge is knowing
that you are ignorant."  Juhani strongly regrets the death of Quatra, so
respond that "even in death, the Force will allow her to live on."  Yeah, I
know it's sappy, but do you see how we're trying to incorporate the Jedi Code
into what we tell her?  Next, tell her that she should show the Council that
she has freed herself of the passion known as anger, and then mention her inner
peace and harmony.  Finally, Juhani will thank you and return to the Council.
While you do not get any Light Side Points for this, you do receive 1200 XP!
Make sure to check the two remains nearby for two Battle Stimulants, two
Medpacs, a Mesh Underlay, and a Mandalorian Melee Shield.

Return to the Jedi Enclave Training Room and speak to Master Zhar.  He will
congratulate you for passing your test and saving Juhani, although it is
important to not forget that everyone is vulnerable to the Dark Side.  He
congratulates you and promotes you to Padawan - you are now a full-fledged
member of the Jedi Order (800 XP)!  Head over to the Council Chamber and talk
to Master Vrook, who is finally impressed by your actions (saving Juhani), as
they have given everyone hope for your future success.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you decide to finish her off, you will receive Dark Side Points and 800 XP
(in addition to the XP from killing her), but lose the chance of having her in
your party later - don't forget to search her remains for two lightsabers.  Two
other remains near the ruins also contain some loot, including two Battle
Stimulants, two Medpacs, a Mesh Underlay, and a Mandalorian Melee Shield.
Return to the Jedi Enclave Training Room and speak to Master Zhar.  He regrets
her death, but welcomes you as a full-fledged member of the Order nonetheless
(800 XP)!  Now, head to the Council Chamber and speak to Master Vrook; he will
mention Juhani, and ask why you couldn't find anything in her that could be
redeemed.  Choosing the first option or successfully lying for either of the
second and third options results in him resigning to your story.
Unfortunately, my main characters have high Charisma and Persuade, so I
couldn't find out what happens if your lie fails.  Please let me know if you
find out!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


After speaking to Master Vrook, speak to Master Vandar.  The little green guy
will also comment on how you dealt with Juhani, whether you let killed her or
let her redeem herself.  He will then discuss the matter of your shared dream
with Bastila - the Council recently sent a Jedi to go investigate, but he has
not returned.  Of course, that was probably a mistake in the first place, as
the ruins are probably tied to your destiny (you are the one who dreamed of
them, after all).  Thus, your mission is to go to the ruins, which are east of
the Enclave, and find what Revan and Malak were looking for.  Ask any further
questions you wish to, then end the conversation.  You'll then automatically be
taken to the party selection screen, and you will see that Bastila can now
rejoin your party - in fact, she must accompany you.  Typically, I like to have
Canderous join the two of you, but feel free to pick whoever you want.


    ===========================================================================
    ----------  S a n d r a l - M a t a l e   F e u d   /   D e a d  ----------
    ---------------------  S e t t l e r ,   P a r t   1  ---------------------
    =================================================================SIDE-QUEST

    As soon as you are done, Alhan Matale barges in and demands that the
    Sandrals be punished.  Matale's son, Shen, is missing, and he blames the
    Sandrals - for reasons mentioned further above.  To very briefly reiterate,
    the Sandrals blamed the Matales for the disappearance of THEIR son.
    Whether that is true or not, it seems that the Sandrals are retaliating, as
    the disappearance of Shen seems to be more than mere coincidence.  Since
    the Council has promised Matale that they would investigate Shen's
    disappearance, this task is also assigned to you.  If Matale is not
    returned to his father, there is the risk of a bloody feud between the two
    prominent families breaking out.

    Head back into the east courtyard, then take the path south, into the
    Matale Grounds.  Start running eastward, past the spot where the old man
    and the Mandalorians were earlier, and you should see some towers and
    lights in the distance.  This large complex is the Matale estate.  Speak to
    the droid out front, then inform it that you are there on the behalf of the
    Jedi Council.  Matale will soon come out, under some very heavy guard.  Ask
    him any questions that you are think are pertinent, and you will learn
    several things.  For instance, the families have been feuding every since
    they settled, and Matale recently found some Sandral droids trespassing on
    his land.  Matale's own droids destroyed them, but shortly after that, Shen
    vanished.  He offers you a reward of 1000 credits for rescuing his son, and
    implies that you don't really have to give it to the Council.  From here,
    you can do several things, such as hustle him for more money or say that
    Jedi cannot be bought!

    Matale will tell you to hurry up and go south to the Sandral Grounds, but
    don't do so yet.  Continue eastward over the Matale Grounds, but note that
    you may encounter several groups of kath hounds.  In the far eastern area
    of the grounds, about halfway in-between the paths north and south, you
    will find the body of a dead settler (B).  "Open" it, and you will find a
    Cardio Package, Echani Light Armor, Echani Shield, Verpine Headband, and
    Casus' Diary.  Casus, as you may recall, is the son of Sandral!  It looks
    like it wasn't Matale, but kath hounds, that were responsible for his
    disappearance.  Anyway, discovering his body sets off the "Dead Settler"
    side-quest, but there is a lot of overlap with the feud quest, so we'll be
    doing them at the same time.  NOTE: the body does not appear until after
    you've completed the third Jedi Trial and have become a Padawan.
    ===========================================================================


Head south from the body, taking the path to the Grove.  Once in the Grove,
continue southward, battling any kath hounds you encounter.  A small ways to
the west of where you fought Juhani is another southern path, leading to the
Sandral Grounds.


=-=-=-=-=-=-=-=-=-=
= Sandral Grounds =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=


             From Grove
                 |
                 |
                 V
                # #
               ## #
            ####  #####          S a n d r a l
        ####           ##
       ##               #            G r o u n d s              From Grove
      ##                #                                           |
     ##                  #                                          |
    ##                  #                                           V
   ##                  ##               ###################        #  #
  ##                  ##               #                   ##      # #
 ##                  ##    ###       ##                  ## ##    # #
##   _____   _____    ##  #  ######  #    ####         ##  #  ###  #
##  |     |_|     |    #  # ####   ###    #   ##      #     #    #
####|             |    ###  #   ##       #     #      #     #    ##########
 ###|  Sandral    |        ##    ##      #      #     #     #              #
  ##|   Estate   _|        #      ##      #     #  C  #     #       A      ###
  ##|           |_         #       ##     #      #    #     #             B\##
  ##|             |        #        ##    #       #  #      #          #### \
   #|             |      ###          #    #      #  #     ##       ###     |
   #|           __|   ####            ##   #      ###      #  ######        |
   #|__________|      #                #####               ###              V
    ###################                                         To Crystal Cave
     ##############




Since you probably haven't been here before, this area is still swarming with
enemies.  Kill the nearby kath hounds - one group slightly to the east (A) is
battling a droid!  Help him out, and as soon as the hounds are dead, speak to
him.


    ===========================================================================
    -------------------  M i s s i n g   C o m p a n i o n  -------------------
    =================================================================SIDE-QUEST

    This droid is C8-42, the missing companion of Elise.  To refresh your
    memory, Elise is the woman we spoke to in the courtyard east of the Jedi
    Enclave.  She feared that the droid, the last remnant of her late husband,
    had been kidnapped.  Upon speaking to him, however, and making the
    connection that he was Elise's personal assistance droid, he will beg you
    to not tell her that you found him.  Ask why he is running from her, and
    he will explain that Elise was treating her as she would her dead husband,
    which obviously isn't very health.

    C8-42 goes on to say that she is obsessed and won't meet new people.  By
    leaving, the droid (isn't he sweet?) feels that Elise would finally be able
    to move on with her life and meet a real human being.  In fact, he actively
    sought out the kath hounds that were attacking him, so that they would
    destroy him!  He begs you to finish the job, giving you a few different
    options:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Well, there are actually two things you could do that I would consider
    "Light."  First, you could refuse to destroy him and tell C8-42 to go back
    to Elise.  He'll ask why, so tell him that she is lonely and needs his
    support.  The droid will blame himself for being selfish, and will return
    to her at once.  Head back to Elise in the Courtyard, and you'll see C8-42
    already there.  Talk to her, and she thanks you before taking him home to
    celebrate - with lots of hugging and oiling up.  No, you don't get to go
    watch!  You do receive 200 XP, but NO Light Side Points.  This ending isn't
    very happy, however, so I'd recommend doing the next option:

    The more noble thing to do would be to destroy him.  He thanks you very
    sincerely, and then you enter combat mode.  Don't worry, he doesn't put up
    any resistance, and you receive 200 XP.  Return to the Courtyard and speak
    to Elise, telling her that you are afraid that he had to be destroyed.  At
    first, she is distraught, saying that she can't bear to live without him,
    and runs away  to the Enclave (150 XP).  Don't worry, you aren't finished
    yet.  Head back to the Enclave yourself, and to the round courtyard where
    Belaya and Juhani hang out.  From there, head up the north corridor.  In
    the room next to Sol'aa, the Pazaak player, you will find her accompanied
    by a man named Samnt.  Talk to her, and she will apologize for the way she
    acted.  Tell her that there is no need, and she will tell you how she met
    Samnt, who you should agree is quite nice.  She thanks you, and you receive
    an additional 150 XP (but still no Light Side Points).

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Tell C8-42 that you are going to destroy him, and then go back to Elise and
    tell her that he's still out here!  He'll immediately attack you, calling
    you a monster for making her suffer like that.  As soon as the battle
    starts, you receive 300 XP and Dark Side Points.  Killing him is relatively
    easy, but he doesn't have anything on him.

    Return to Elise in the Courtyard, then tell her that C8-42 escaped and is
    nowhere to be found.  She immediately runs off to find him, so after you
    are berated by Bastila (if she's in your party), you receive 150 XP and
    even more Dark Side Points!
    ===========================================================================


If you did the above "Missing Companion" side-quest, you should still be able
to Transit Back to where you were instantly.  Otherwise, simply make the trek
through the Matale Grounds and Grove as before, back to the Sandral Grounds.
Now, do you remember those caves that were mentioned by several Jedi?  The ones
that are force-sensitive and may hold lightsaber crystals?  It's just slightly
to the east, so let's head there (B).  Note that this is NOT necessary, and
that you should definitely be carrying some Antidote Kits with you.  If you
find that you are having too much trouble in there, simply skip this section
for now and level-up, then come back when you are ready.


    ===========================================================================
    ------------------------  C r y s t a l   C a v e  ------------------------
    =================================================================SIDE-QUEST

    After entering the very dimly-lit cave, cautiously walk forward.  As the
    cave bends to the right, you'll encounter two Kinraths in the far distance.
    These spiders can poison you, so make sure to cure yourself of that as soon
    as possible.  Other than that, they don't pose too much trouble, if you are
    at a decent level - they're only worth 40 XP, by the way.  Continue on
    through the narrow cave, and you'll encounter a large group of about five
    or six of them. Try not to get surrounded by them, or you will almost
    certainly be poisoned.  When they are all dead, you should see a large
    number of crystals poking out of the ground in a swelling of the cave, just
    ahead.

    Don't get too comfortable yet - head toward the large green one in the
    center, and you'll see the Hive Kinrath.  Use all tools at your disposal,
    including grenades, to kill this beast quickly.  It's actually not as tough
    as one would expect, but you do receive 550 XP for killing it.  Take
    another walk around the room to make sure that there are no more enemies,
    then check out the groups of crystal formations.  Each group has a few
    Kinrath Eggs near it, which you can bash open to find lightsaber crystals.
    Also, make sure to "Use" each of the crystal formations for even more!
    Finally, there are remains near the center crystal formation, containing
    Durasteel Bonding Alloy and a Response Package.  In total, I was able to
    grab a Blue Crystal, Bondar Crystal, Green Crystal, ten Red Crystals, two
    Rubat Crystals, and a Yellow Crystal!  Exit the cave when you are done
    looting it.
    ===========================================================================


Head northwest and through the narrow passageway to the next wide-open area.
Here, turn south, and you will encounter (C):


    ===========================================================================
    ---------  M a n d a l o r i a n   R a i d e r s ,   P a r t   4  ---------
    =================================================================SIDE-QUEST

    These parties of Mandalorian Raiders are getting a bit tougher, as you have
    probably noticed!  Repeat the same strategies as before.  If you are still
    having some trouble, try throwing an Adhesive Grenade at the Raiders - in
    particular, the armored Mandalorians.  While they are unable to move, lob
    Frag Grenade after Frag Grenade at them to soften them up, if not downright
    kill them.  Once they are dead, search their remains, and the nearby
    containers for a Battle Stimulant, Stabilizer Gauntlets, Mandalorian
    Datapad, Frag Grenade, Adrenaline Amplifier, two Medpacs, two Repair Kits,
    two Average Plasma Mines, two Average Frag Mines, an Average Flash Mine,
    and credits.  Very nice grab, although it is too bad that we can't take
    their vehicles.

    Now, that should have been the third group of Mandalorian Raiders that you
    disposed of.  Head toward the middle area of the Grove, and you should
    encounter the final group, including the leader of the Raiders: Sherruk.
    He'll realize that you are the meddler, and threatens to add your pretty
    little head to his collection of heads belonging to other Jedi.  Now, this
    group is quite a bit tougher than any of the others you battled.  Save
    Sherruk for last, instead concentrating on his henchmen first.  If you find
    that you are still having trouble, use the same strategy of throwing
    Adhesive Grenades, followed up by damaging (Frag, Poison, etc.) grenades.
    For killing Sherruk, you receive 700 XP - make sure to search the remains
    for two Lightsabers, a Verpine Cardio-Regulator, and Sonic Nullifiers!

    Head back to the Jedi Enclave Courtyard and speak to Jon.  Tell him that
    you have fought and killed their leader, and he will be very, very
    thankful.  He will then offer you your reward, which you can respond to in
    different ways:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Tell Jon that there is no need for a reward (after all, he just lost his
    daughter), and he will insist that you take it - you've done more for him
    than he will ever be able to repay.  He informs you that he will be sure to
    tell the Council of your great deed.  In addition to the 1000 credits, you
    receive 250 XP and Light Side Points.

    Note that if you just accepted the reward in the first place, you will not
    receive the Light Side Points.  Thus, unless you really want to stay
    neutral, there's no reason to accept the reward flat out, since you get the
    money even if you try to refuse it.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Rebuke his reward, telling him that you expected a lot more than that!  Jon
    will be quite shocked, even comparing you to the Mandalorians that you just
    rid Dantooine of.  However, while he still gives you the 1000 credits, he
    informs you that he is going to go tattle to that Council about your greed.
    In addition to the money, you receive 250 XP and Dark Side Points.
    ===========================================================================


From were you battled the Raiders in the Sandral Grounds, head north and to the
west.  Very soon, you should be able to spot the towers of the Sandral Estate
in the distance.  Head toward it, battling any kath hounds you encounter along
the way.  You'll also see your first Albino Kath Hound, which is noticeable
tougher than even the horned ones, but yield 750 XP.  Proceed west, over the
bridge and to the north door of the Sandral Estate.


    ===========================================================================
    ----------  S a n d r a l - M a t a l e   F e u d   /   D e a d  ----------
    ---------------------  S e t t l e r ,   P a r t   2  ---------------------
    =================================================================SIDE-QUEST

    Speak to the droid standing guard outside the door, then tell him that
    Casus Sandral is dead.  He will then grant you an audience with Nurik
    Sandral himself, who will be waiting for you in the main hall.  Open the
    nearby door and proceed inside; Sandral will automatically start a
    conversation with you and ask about the news of his son.  Tell him that you
    have seen the body, then explain that he was killed by kath hounds.  Even
    though Sandral now knows that Matale was not responsible for his son's
    disappearance, he refuses to give up any information about Shen.  He will
    then ask about Casus' Diary, and offer you 100 credits for it.  Of course,
    we have a few options here:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    When Nurik offers you 100 credits for the return of his son's diary,
    decline the reward and give it to him for free.  For doing so, you will
    receive Light Side Points and 800 XP.  Continue reading below for the
    continuation of the Sandral-Matale Feud side-quest.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    First, when explaining what happened to Casus, you have the option of
    telling Nurik that his son was a kath hound chew toy!  Then, when he asks
    for the diary, try to Persuade Nurik to give you 200 credits for his son's
    last words.  If you fail, you won't get the money, but you will still earn
    Dark Side Points and 800 XP!  Continue reading below to finish up the
    Sandral-Matale Feud side-quest.

    ---------------------------------------------------------------------------
    No matter what you do with the diary, whether you give it to Nurik for free
    or whether you hassle him for more money, he will abruptly end the
    conversation.  Shortly thereafter, you will then be approached by Rahasia,
    his daughter.  If you want to end the side-quest, choose the last option,
    telling her to back off!  Otherwise, any of the other dialog choices should
    work fine.  Eventually, you will learn that Nurik has kidnapped Shen, and
    even though he now knows that the Matales were not responsible for his own
    son's death, is being extremely irrational.  Rahasia fears that her father
    will take Shen's life, so gives you a key that will open an unguarded door
    at the back of the estate.  If you ask why she seems to care so much for
    Shen, you also learn that the two are in love - a Star Wars themed Romeo
    and Juliet, if you will.

    Exit through the north door back out into the Sandral Grounds.  Now, run
    all the way around the Estate until you reach the east side of it.  The
    door here is unguarded, so go on through.  As soon as you enter, you will
    notice a Minor Flash Mine directly ahead and a Sandral Sentry Droid to your
    left.  Attack the droid first, then disable or recover the mine when it has
    been destroyed.  Also, don't forget to search the remains for an Energy
    Shield Level 1 and a Basic Targeting Computer.  Now, enter the nearby door
    to the southwest, destroying the three Sandral War Droids (worth 350 XP
    each) inside.  The footlocker within contains some Parts, and you can slice
    into the Computer Panel right next to it.  From the various cameras
    available, you can do such things as corrupt the targeting programs of the
    droids or overload the power conduits, as well as download the Sandral
    Estate's schematics.  Again, none of this is necessary, but is useful for
    those wishing to avoid too much combat.

    From the Security room that you are in, head through the south door and
    destroy another droid.  Move a tiny bit west down the hallway, then through
    the first door on your right.  This room is unoccupied, but the footlocker
    (use Security or bash it open) contains some credits and a Medpac.  Exit
    the room, then head further west down the hallway.  For the time being,
    ignore the next door you come to, marked Security.  The one right after
    that is empty, so take the Security Room door just past it.  Another pair
    of Sandral War Droids await, so destroy them using the same tactics as
    before (if you didn't already disable them from the computer panel).  The
    footlocker in this room contains the prison key!  Also, you can repair the
    faulty droid, if you'd like a little bit of extra firepower.

    Exit through the west door, then head north a tad before taking the next
    door, on your right.  This is Rahasia's room, so talk to her some more if
    you wish.  She doesn't have any new information, really, but remember where
    this room is for later.  Exit her room, then go north in the hallway and
    take the final door, to your right, marked as a Security Room.  You know
    what that means: more War Droids.  Kill them, then open the two footlockers
    for a Computer Spike and two Repair Kits.  Now, you will notice that there
    are two more doors in this room.  The one on the east leads to another
    Security Room, occupied by three more droids.  Remember the door I told you
    to ignore earlier?  It led here, but since we were coming here eventually
    anyway, there was no need to take it earlier.  The large locker in the room
    contains a Sonic Rifle, while the two footlockers contain two Frag
    Grenades, a Light-Scan Visor, and a Response Package.

    Go back to the last room that we were in, then take the next door, to the
    north.  You'll find yourself on the other end of the hallway that we first
    entered the Sandral Estate from.  Disable or recover the mine, then open
    the door just past where it was, to the south.  This door should open
    freely, since you have the prison card.  Inside, talk to Shen and tell him
    that you are here to rescue him.  However, the little wimp refuses to,
    saying that it is too dangerous!  Tell him that you will protect him, and
    he will explain that it is Rahasia that he fears for.  Yeah... right.
    Anyway, offer to take Rahasia with you, then end the conversation (150 XP).

    Head back to Rahasia's room and explain the situation to her.  Although it
    is too dangerous for her to be seen in the hallways, she agrees to meet you
    outside the gates, and takes off running (300 XP).  If you didn't do so
    earlier, search her footlocker for some credits and a Medpac, before
    heading back to Shen.  Initiate a conversation with him, then tell him that
    Rahasia is going to meet you and him outside - the two lovebirds will then
    reunite.  From here, you have several options:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Keep in mind that there are still a couple possible endings to this quest,
    even if you decide to follow the Light Path.  Getting the "good" ending
    depends partially on luck and partially on your Persuade skill.  At any
    rate, say that it was no problem to help the young couple out, and reassure
    Shen that no reward is necessary.  First Ahlan Matale, and then Nurik
    Sandral, show up on the scene, however, and start bickering.  Tell them
    both to calm down once, and then again a second time.  Now, this is where
    your luck and Persuade skill come in.  Tell Matale that Shen is capable of
    making decisions on his own; if you fail, Shen and Rahasia will run off to
    live in the enclave.  If you are successful, however, you aren't quite out
    of the woods yet.  Now, you need to be able to successfully Persuade them
    that children grow up and leave eventually.

    If you were able to Persuade successfully both times, then you will get the
    best ending: the two families will make up, and Rahasia and Shen are
    allowed to continue their romance, with their fathers' blessings (although
    the two old men will still bicker back and forth).  Suggest that the couple
    live in the Jedi Enclave, and the two men will agree - after all, it saves
    them the trouble of buying them a house.  For achieving this ending, you
    receive 900 XP and 500 credits.  If you are unsuccessful with either one of
    the two persuasions, the two kids run off to the Enclave to continue their
    romance.  This way, you receive 600 XP and Light Side Points.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mention that Shen's father promised you a reward, and the two of them will
    start to lay a guilt trip on you, thick and heavy.  But before too long,
    Nurik Sandral and Ahlan Matale, both accompanied by several droids each,
    arrive on the scene and start bickering!  Encourage them to shoot each
    other and just get things over with, as the only way that either of them
    will ever see an end to this is with blood.  If he is in your party,
    Candelorous will happily agree!  However, the two men start to rethink
    things, so add some fuel to the fire: lie and say that Nurik actually did
    kill Casus!  If it's successful, Sandral will whip out his blaster and kill
    Shen.  But we're not done yet... not by a long shot.  Yell "Kill them!
    Kill them all!", and they will all happily oblige.  However, when all of
    the humans have been killed, the droids will then turn on you.  They
    shouldn't be too much of a problem for an evil, evil person like you,
    however.  You receive 600 XP and Dark Side Points for your role in the
    slaughter of the two families.

    Also note that if you go back to the Jedi Enclave and speak to both Master
    Vrook and Master Vandar, each will mention the slaughter and raise their
    suspicions.  Lie to each of them for even more Dark Side Points!
    ===========================================================================


Well, that about does it for all of Dantooine's side-quests, but there is still
the matter of investigating the ruins from your and Bastila's shared vision.
The entrance to the ruins is located on the eastern side of the Courtyard, so
either head north through the Grove and Matale Grounds, or simply warp back to
the Ebon Hawk and head east from the Enclave.  When you arrive and approach the
strange door, you'll see a brief cutscene - open the door end enter when it is
over.

The first room is completely barren, so walk straight ahead to the next door
and go through.  There, you should encounter an Ancient Droid, who starts
speaking to you in a language that even you do not understand.  Say whatever
you want back to it, and it will start speaking to you in a different one.
Perhaps it's trying to find one that you can understand?  Finally, it will
say something that you can comprehend: "I can reproduce any of the languages
spoken by the slaves of the Builders."  It's an archaic language of the planet
Manaan, by the way.  Anyway, it'll continue talking, making a reference to
those like you that came before - probably Revan and Malak (also, note the dead
body on the ground next to you).

Continue talking to it, and you will discover that this place is a monument to
the Star Forge.  When the project was completed, however, all of the slaves
were executed.  The ancient droid was then reprogrammed to serve until a
"Builder" returned to this place, in search of knowledge of the Star Forge.
Ask what the Star Forge is, and it will tell you that it is the epitome of the
Builders' technology - a "machine of invincible might, a tool of unstoppable
conquest."  While you can't be certain, you and Bastila think that it might be
some way of building weapons or a fleet, which would explain why the Sith were
able to amass one so large and so alien in technology so quickly.  Ask the
droid who the Builders are, but you don't get much information.  Bastila seems
to think that they are instinct, however, especially considering how old this
droid is.

Anyway, keep asking the ancient droid questions until no more remain.  Asking
about Revan and Malak, and you will learn that they proved themselves worthy
of knowledge of the Star Forge.  Another who came (the Jedi that the Council
recently sent) proved that he was NOT worthy, and paid for it with his life.
Sadly, it's Nemo - the old Jedi that you spoke to in the Courtyard.  Inquire
as to how you can prove yourself worthy, and the droid will tell you that the
proving grounds are to the east and the west.  Despite the risk, you will have
to undertake this test of your worthiness, if you are to have any hope of
defeating Malak.  After completing the conversation with the ancient droid, you
will receive 300 XP.

Search Nemo's remains, and you will find a Sigil Crystal and a Jedi Knight
Robe.  It almost feels wrong to pilfer this stuff off of his cold, lifeless
body, but hey, I'm sure a Jedi would rather you put his stuff to use than have
it wasted.  Now, you can go into either the west or east chambers of the ruins,
but for this walkthrough, I'll start with the west room.  Go through the door
leading to it, and you will immediately be attacked by a Guardian Droid.  Use
Ion or Disruptor-based weaponry to make the task even easier.  This particular
droid has an ice attack that can freeze you, so if that happens, simply switch
to another party member to continue the assault.  It's not a very damaging
attack - just annoying, really.  After it has been defeated, you will receive
400 XP.

Just beyond where the Guardian Droid was is an Ancient Terminal.  Access it,
and several options come up, including: press a button, press many buttons at
random, talk to the computer, kick the computer, attempt to slice the ancient
system, or leave the computer alone.  What you want to do is talk to it.  Doing
so results in the computer emitting a series of tones, which is echoed by your
datapad.  That's a clue to insert your datapad into the receptacle.  This
results in a series of recognizable characters, but incomprehensible words,
being displayed on-screen.  Talk to the computer again, and it'll release your
datapad and start displaying words in a language that you can understand!

Now, you have to take a bit of a pop quiz.  The computer will ask you to
identify the three primary death-giving seed world types.  Hopefully, you won't
think this too difficult, but if you're not quite sure, the answers are:
desert, volcanic, and barren.  Sure, while things do live in those locations in
the real world, they're not the most inhabitable environments, right?  If you
get the answers right, the computer will display a message that it is breaking
the death seal (seals are locking the door that we want to go through).

Exit this room and go straight across to the eastern room.  Go through the
door, and you will face another Guardian Droid.  Use the same exact strategies
against this one as you did against the last one, but be aware that this one
has a fire-based attack, rather than ice.  While this attack doesn't freeze you
every time, it does have the potential to stun you for a bit.  Make good use
of Bastila's Cure Power to heal you if necessary.  When the droid has been
destroyed, access the next Ancient Terminal.  Repeat as before, by first
talking to it, then inserting your datapad, then talking to it again.  Now, you
will be asked to identify the three primary LIFE-giving seed world types.  Of
course, these are the ones that are most hospitable to animal and plant life:
oceanic, grassland, and arboreal.  Now, the life seal has been opened.  Before
you leave, however, search the nearby wreckage for an Environment Shield Level
1, Droid Light Plating Type 2, and Droid Motion Sensors Type 1.

Head back to the main chamber of the ruins, where the ancient droid is.  Talk
to it again, and you will see that you have been proved worthy.  To learn the
secrets of the Star Forge, you must now pass through the newly-opened door into
the room beyond.  Head south through the open door and through the next set of
doors.  Approach the strange structure ahead, and you should see a cutscene in
which a hologram is revealed.  Bastila knows it to be a map, which we can use
to follow Malak and Revan's path.  While it doesn't reveal what exactly the
Star Forge is, it could certainly lead us to it.  Unfortunately, in its current
state, it is incomplete.  Hopefully, the worlds that are revealed on the map
will contain more clues.

Now, either use the Rapid Transit function to warp back to the Ebon Hawk and
walk back to the Council Chamber, or simply exit the ruins and hike all the
way back from there.  As soon as you get close enough, the Jedi Masters will
ask you if you discovered what Revan and Malak were looking for in those ruins.
If you are interested in Dark Side Points, go ahead and lie - while Bastila
will intervene and tell the truth, you'll move further down the Dark Path just
for one little white lie (it doesn't matter how you respond during the rest of
the conversation).  Otherwise, tell the truth about what you found.  After a
short time, while the Council deliberates, you are recalled to the Chamber and
told what is to come next.

Your new mission is to discover the location of the Star Forge!  To do so, you
need to find the Star Maps on Kashyyyk, Tatooine, Manaan, and Korriban.  When
pieced together with the one you found in the ruins, they should lead you to
the Star Forge.  The Council will not send a company of Jedi Knights with you,
as that would draw a lot of attention, dooming your efforts to failure.  You
will not be completely alone, however, as Bastila, Juhani (if you redeemed her
earlier), and the rest of your crew from Taris and the Endar Spire will also
accompany you.  Finally, Master Vandar tells you that you are free to return
here whenever you need some sanctuary and/or advice.  Start heading back to the
Ebon Hawk, and a Twi'lek Jedi named Deesra will stop you and inquire about your
recent mission with the Council.

Ask him how he knew that you had been given a mission, and he will answer that
he saw you enter the Chamber and stay for awhile.  He wishes you luck, but
warns you that the Sith are not the only minions of the Dark Side; ask him what
he means, and he will mention creatures - monsters, really - that are born of
the Dark Side.  The worst of these is the terentatek, which feeds on the blood
of those who are strong in the Force.  They have an inherent resistance to the
Force, making them especially dangerous.  Deesra fears that Malak's rise may
have causes the beasts to awake from their dormant state, and mention a Great
Hunt.  Supposedly, there are still some on the planet of Korriban, though to
be the birthplace of the Sith.  Even after the Hunt was called off, three Jedi
were dispatched to continue the work, but were unfortunately killed.  Anyway,
before you head onto the Ebon Hawk, you may want to finish any side-quests that
you have remaining.  Don't forget to talk to the Twi'lek, Lur Arka Sulas, just
outside of the Enclave, near where the Ebon Hawk is parked.  While you won't
get a journal update or anything, he'll mention that he's looking for a little
girl, Sasha, that was kidnapped by Mandalorians.

Hopefully, you've been taking my advice about talking to your party members as
much as possible, including the ones that you leave on the ship, as this will
open up more quests.  When you are ready to leave, board the Ebon Hawk and head
into the cockpit, at the far north end of the ship.  Highlight and use the
Galaxy Map, and you'll be able to scroll between the different destinations
available.  Keep in mind that you can go to any of the available planets in any
order that you wish.  While I am going to start with Tatooine, feel free to
start with another planet; simply skip down to the appropriate section of the
walkthrough.  As soon as you have selected your destination, hit (A) and you
will be on your way.



===============================================================================
= C) Tatooine                                                            kw-m04
===============================================================================

Meanwhile, during the transit to Tatooine, you will see a short cutscene, in
which Darth Malak is informed that the Star Forge is operating at 200%.  He's
more interested in how Bastila was able to escape Taris, however, and is
informed that she was helped by Carth Onasi.  Admiral Karath brings in his
witness: Calo Nord, the bounty hunter.  Nord has agreed to help capture Bastila
for a price, and although Malak is interested only in her (alive, if possible),
Admiral Karath wanted to bring up something else, in privacy.  Malak, not one
to waste time, is less than enthusiastic - however, Karath feels that the Dark
Lord will be VERY interested in Bastila's companion...

During another restless sleep, you have yet another vision: that of a Star Map,
near some type of alien body.  After waking up, you discover that Bastila has
again shared your vision!  She's a little surprised that there would be a Star
Map here, however.  Mention that it looked like it was inside a cave, and she
suspects that there are many such caves in the Dune Sea.  Now, head toward the
exit of the Ebon Hawk, and Zaalbar will approach you.


    ===========================================================================
    ------------------  D w i n d l i n g   S u p p l i e s  ------------------
    =================================================================SIDE-QUEST

    The Wookiee was checking the supplies in the cargo hold, and something
    isn't quite right.  Ask him what he means, and he'll explain that someone
    has been in the emergency stash of food, and that you should go check it
    out.  The cargo hold is in the southwest area of your ship, so make your
    way over there.  Try opening the supplies containers, and you will also
    notice that the food has been disturbed.  Choose the option to examine the
    supplies more closely, and it will be clear that someone has been eating
    the food.  Now, you need to search the ship to try and find out what's been
    going on.

    Start walking around the ship, and you should get the message that you
    hear some soft footsteps behind you.  Keep walking around, and you should
    get the message a few more times.  Eventually, once you get far enough away
    from the cargo hold, you'll get the message that they seem to be heading in
    that direction.  Head back there, and you should catch sight of a stowaway!
    As is to be expected, there are several ways to deal with her:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ask where she came from, but she won't be able to reply in a language that
    you can understand.  Continue talking to her nicely and reassuring her that
    you don't intend to hurt her.  Because of the communication problem,
    however, the conversation soon ends.  Don't give up just yet, though; talk
    to her again.  Now, remember that Twi'lek that we spoke to outside of the
    Jedi Enclave?  Mention his name, as well as that of his employer, Rundil.
    That doesn't work, however, so try asking her more questions, like what her
    name is and then pointing to yourself and giving your own name.

    She'll then point at herself and make a noise as well!  Now, we may be
    getting somewhere.  Ask if her name is Sasha, and she nods!  It seems like
    "Sasha" is a familiar sound to her, but none of the other words make any
    sense.  Now, select the option in which you try to learn her language.
    Mention that many of the words are Mandalorian, and then ask if she knows
    of them and if she is a Mandalorian child.  By this point, even I could
    figure out what she was saying, like that she wasn't one!  Anyways, keep
    asking questions over and over and over.  Even though many of them look the
    same, you'll notice that your responses will soon eventually change, as if
    you're picking up what she's saying.  After a time of doing this, the
    option to communicate with Sasha in her own language comes up!

    Ask why she is hiding, and she will say that she is scared - she left the
    Mandalorians and hid here, and now she doesn't want to leave; the Ebon Hawk
    is her new home.  Tell her that the Ebon Hawk is not her first home, then
    ask about her previous home.  Dantooine!  Mention Lur Arka, and reassure
    her that she can go home.  You will then receive 60 XP, as the conversation
    ends.  Head back to the cockpit, then use the galaxy map and select
    Dantooine.  When you've arrived, exit the Ebon Hawk and walk up to Lur Arka
    Sulas, who should be very nearby.  Talk to him, let him ask you his
    question, then answer that there is a stowaway on the ship named Sasha.
    Let him come on board to see her, mentioning that she only speaks a tiny
    bit of Mandalorian.

    After automatically boarding the ship, Lur Arka is pleased to see that it
    is indeed the right Sasha.  Although the child seems unhappy to go, speak
    to her in her language, and she'll brighten up, now knowing that she is
    headed home!  You will then receive 310 XP and Light Side Points.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Tell her to get out of the ship right away, but she doesn't speak any
    languages that you understand.  Order her off your ship again, and then a
    third time.  She still doesn't get the hint and starts crying, but tell her
    to find someone who cares.  She'll finally leave, and you will receive Dark
    Side Points for getting rid of her.
    ===========================================================================


Get back on the Ebon Hawk and head back to Tatooine (they should have at least
compensated us for gas or something, don't you think?).  Exit the ship, taking
whoever you wish to join you.  If you are interested in doing the Bastila's
Mother and Mission's Brother side-quests (see the section below for more
details), you'll want them in your party, of course.  As soon as you disembark,
you will be approached by a representative of the Czerka Corporation.  Since
your ship isn't on his list, there is a docking fee of 100 credits.  There
isn't much you can do about this, so just go ahead and pay.  Fortunately, the
fee will cover future landings as well.

Go ahead and ask the customs officer as many questions about Tatooine as you
would like.  If you ask about Czerka, he won't be able to give you very many
details, unless you can Persuade him otherwise.  If you do so, he'll tell you
that Czerka set up shop on a barren planet with peculiar and flawed ore, so
they had to resort to other forms of "business."  Ask about this, and you will
learn about hunting, swoop racing, etc.  Proceed with the conversation, and you
will discover that you can take part in these activities as well, although
hunting will require a license.  End the conversation when you are done, then
take a look around at your surroundings.

There are two garages nearby - one each to the east and west of your ship.  In
each, there is a footlocker with supplies, so loot them both for credits, an
Ion Grenade, Sonic Grenade, Computer Spike, and two Medpacs.  Now, head to the
south of the docking bay, then speak to the odd-looking alien, Mic'Tunan'Jus
Orgu.  He's a merchant with quite a lot of stuff that you may be interested in,
although you won't be able to afford any of it just yet.  If you have no qualms
about stealing, there is a pouch right next to him, containing an Adrenal
Stamina, Adrenal Alacrity, and four Parts.  Move toward the exit to the city
of Anchorhead, and you will be approached by a dockworker.  Apparently, he's
accidentally loaded a shipment of Gizka onto the Ebon Hawk, and won't accept
them back!

If you want to, go ahead and get back onboard your ship.  They're pretty cute,
and you can do things like play games with them or pet them.  Of course, you
can also kill them by breaking their neck, but that's totally up to you.  Did
you know that abuse of animals as a child is a pretty common trademark of
serial killers?  Ted Bundy and Jeffrey Dahmer started out that way... anyway,
nevermind that.  There's not much else to do with them right now, so exit the
ship and head through the south door into Anchorhead.


=-=-=-=-=-=-=-=
= Anchorhead  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

Head slightly southeast, and you should come to the Hunting Lodge.  Standing
right outside is a woman by the name of Sharina Fizark, who you can speak to
in order to initiate a side-quest.


    ===========================================================================
    ---------------------------  M i d d l e m a n  ---------------------------
    =================================================================SIDE-QUEST

    As soon as you speak to her, she begs you to help.  Ask her questions so
    that you learn her story: her husband was a hunter, but was killed out on
    the dunes.  She doesn't want a handout or anything; she has a wraid plate
    which normally can be sold to someone named Fazza.  The problem is that she
    doesn't have a hunting license, which is required to sell such a thing.
    She asks you to buy it from her, since she can't sell it to Fazza herself.
    Now, there are several different ways to go about dealing with Sharina:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you're feeling especially generous, buy the wraid plate from Sharina to
    help her out.  If you decide to do so, even more options come up.  You
    could try to haggle her price down to half of what she wants (500 credits),
    pay her asking price, or pay her an extra 200 credits!  Of course, the
    latter option is the most noble and Light path to take.  Doing so leaves
    her almost speechless, and she thanks you for your kindness.  While 700
    credits is a lot to pay, hopefully the 250 XP, Light Side Points, and
    satisfaction of knowing that you helped someone out is well-worth it.  Oh,
    and don't forget that you can sell the wraid plate to Fazza for 500 credits
    (once you have a hunting license), to help recoup your losses!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Tell Sharina that you think that you will just TAKE the wraid plate from
    her.  She almost can't believe her ears, so threaten her now, and she'll
    comply.  Of course, she calls you a few names first, since you have taken
    her last valuable possession and basically trapped her on this planet.
    You, however, now have a valuable wraid plate, 50 XP, and some more Dark
    Side Points!  Once you have a hunting license, make sure to sell the plate
    to Fazza for 500 credits.
    ===========================================================================


Whether you did the above side-quest or not, you will need a hunting license if
you are to get anywhere on Tatooine.  Surprisingly, these are not obtained at
the Hunting Lodge, but rather, at the Czerka Corporation office, since they
pretty much rule this world.  Head slightly south from the door to the Hunting
Lodge, and a conversation with an alien, Maana Demknot, will automatically
start.  After he has an outburst over some human, ask him he is talking about.
He'll mention a woman named "Helena" - if you've been paying attention and if
you have already initiated the Bastila's Mother side-quest (see Section VI
below), you will recognize that as the name of her mother! Mention that to
Bastila, then ask the alien if he has seen Helena - he'll reply that it'd be
impossible not to!  She has apparently strolled into the Cantina like she owns
the place, and is probably still there.

There's no rush, however, so head to the Czerka Corporation office first.  Note
that there is a footlocker right outside the entrance, containing credits, a
Computer Spike, and some Parts.  Take what you need, then enter the office.
Upon entering, another alien starts yelling at you!  What is it with the angry
aliens on this planet?  We've been here for five minutes, but have already been
bitched at twice!  Anyway, ask him what's going on, and he'll complain about
Czerka's treatment of him, before abruptly leaving.  Talk to the protocol
officer standing nearby, and she will mention that all mining positions are
full, and that she is no longer selling hunting licenses, unfortunately!

Now, there are several things that you can ask her.  If you've started the
side-quest for Mission's Brother, you can ask about Griff (see Section VI for
more details).  You can also ask about the corporation, the licenses, and about
any weird occurrences.  In regards to the licenses, she says that there are
simply way too many people outside the walls as it is.  Ask if there's any way
to get one, and she will say that instead of the 200 credits fee, you could
get one by accomplishing a certain task.  The Sand People - one tribe in
particular - have been destroying the corporation's sandcrawlers and killing
the miners.  She wants them eliminated, and their gaffi sticks brought back as
proof.  The protocol officer is even willing to give you the license now, then
pay the bounty for each gaffi stick later.  Agree to her proposal, and you will
obtain your license and directions to the tribe's enclave (to the south).  She
also suggests that you may want to follow one of the sandcrawlers, as they are
regularly attacked.

After you're done asking questions, end the conversation.  Go ahead and check
out Greeta Holda's merchandise, if you wish, or ask her about bounties and
such.  Even if you see something that you like, however, try to make sure that
you have at least 2000 credits to your name, especially if you are pursuing the
Light Path (if you're Dark, it's not a big deal).  When you're done perusing,
exit the office - you'll then run into the alien that was on a tyrade in there
earlier.  If you hear him out, you'll discover that the possibility of peace
with the Sand People is certainly there.  It's just that the Czerka Corporation
is too lazy to make it happen.  While the alien feels that the Sand People were
indeed wrong for attacking people, their land had been invaded and destroyed,
so what else would one expect?  Ask him what he would suggest, and he'll reply
that you should simply speak to them.

Unfortunately, there's no way that you'll be able to speak with them, unless
you had the assistance of a real translation droid.  Ask where you would find
such a droid, and luckily enough, the droid shop here may have one.  Also, ask
where you would get Sand People robes to serve as a disguise, and he can see
no other way than to take them off of the Sand People raiders in the Dune Sea.
Finally, you'll learn that their enclave is to the southwest.  End the dialog,
then head back to the Hunting Lodge, which we passed by earlier.  Directly in
front of you is Fazaa, who you can sell Sharina's wraid plate to, if you did
the side-quest earlier.  In the southwest corner is a Rodian named Kudos, who
you can play Pazaak with.

Now, you're supposed to be able to win a "trinket" from him if you beat him ten
times in a row (or with a 10+ differential).  However, do NOT do so!  The game
is a little bit bugged, and instead of getting a prize, you'll get a faulty
journal entry.  So, go ahead and beat him nine times for the money, if you
wish, but hold off on the tenth win for the time being.  To the right of the
entrance is a Twi'lek named Komad Fortuna.  If you're interested in Dark Side
Points, threaten him for money twice.  While he simply leaves and won't give
you any, you still advance a little further down the Dark Path.  Otherwise, you
can ask him questions about hunting, dragons, and the other hunters.  He'll
mention that the Gamorreans, led by Gurke, seem to hunt other humans than they
do beasts.  One human, Tanis Venn, is not considered honorable, while Dorak
Quinn is.

Speak of the devil: Quinn is standing just beyond Komad, so speak to him as
well.  You'll learn that a certain hunter is using battle droids to help him
out, although he won't mention which one.  Also, threaten him if you want to
gain some Dark Side Points.  Past him are the Gamorreans that were mentioned
earlier.  If you're interested in even more Dark Side Points, speak to Gurke
and threaten him until they leave.  Finally, Tanis Venn is to the left of the
Gamorreans.  Speak to him, and you will learn that he is the hunter who uses
battle droids, despite being looked down upon by the other hunters for doing
so.  Of course, he too can be threatened, gaining you even more Dark Side
Points, if you're interested.  He will also mention his wife quite a bit, as
you'll notice - keep that in mind for later.

Exit the Hunting Lodge, then head south and a bit east until you find the Swoop
Registration office.  Talk to Yuka Rill, ahead and slightly to the right of the
entrance.  Ask him any questions that you'd like to, then go ahead and try to
get some money out of him.  If you lie, you may be able to Persuade him out of
50 credits, without receiving any Dark Side Points!  You can also threaten
the female Twi'lek, Zoriis Bafka for 50 credits and no Dark Side Points, and
the Rodian, Garm Totryl, for no credits but Dark Side Points only.  Make sure
to speak to Nico Senvi, who is regarded as the most talented of the racers by
the others.  He's a little whiny, but be nice to him anyway (for a side-quest
later).  Finally, speak to Motta the Hutt.



    ===========================================================================
    -------------  T a t o o i n e   S w o o p   R a c i n g   /  -------------
    ------------------------  S i g n i n g   N i c o  ------------------------
    =================================================================SIDE-QUEST

    Proceed through the conversation with Motta however you choose, before
    mentioning that you raced on Taris and that you have your own bike, back on
    the Ebon Hawk.  If you're interested in racing, which I assume you are,
    he'll want a 100 credit track maintenance fee.  You may be able to Persuade
    him to only charge you half, however.  Whether you are able to drop the
    price down or not, pay the fee, since you'll be making all of your money
    (and more) back anyway.

    Before you start racing, however, Motta wants you to help him with some
    business.  Ask what he needs help with, and he'll mention one of the riders
    he wants to sign: Nico.  Motta then offers to pay you well if you convince
    him to sign the contract.  However, ask some questions in regards to the
    contract, and you'll learn that it's not a very good one (to Nico, at
    least).  Apparently, if Nico wants to continue racing, he has no choice but
    to sign - he just needs a little push in the right direction, so agree to
    see what you can do.

    Keep in mind that Nico won't even consider listening to your advice until
    you have proven yourself on the track, so compete in the first-tier race.
    If you'd like some practice first, go up to the large desk and pay the race
    coordinator 20 credits for a run.  For your first race, you'll have to pay
    another fee of 100 credits, unless you can persuade Motta to give you a
    one-time free race.  Now, you'll have to beat a completion time of
    approximately 23:90 (Garm Totryl's time).  You'll want to save before
    attempting, of course, unless you want to pay 100 credits before every run.
    For winning, you will receive a prize of 10 racing bonds, worth about 60
    credits each, and move on to Tier 2.

    For the second-tier race, you'll have to pay another 100 credits as usual,
    then beat a time of Yuka Rill's time of 23:29.  Remember, don't just hammer
    on (A) repeatedly.  Concentrate on hitting the speed boost pads, then hit
    (A) as soon as you see the acceleration meter max out.  If you win, you
    receive 30 racing bonds!  After paying the 100 credit fee again, you'll
    have to attempt to beat Zoriis Bafka's time of 22:51.  This can be quite
    tough, especially considering that she is a pro.  As always, keep an eye on
    the acceleration meter and hit (A) as soon as it appears.  To have any hope
    of winning, you can NOT hit any obstacles!  It may take several tries, but
    besting Zoriis' time will net you a nice prize of 80 racing bonds!  Now
    that you've earned some respect, it's time you dealt with Nico's contract:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Have a word with Nico, mentioning that you and Motta spoke about the
    talented racer.  Ask him why he doesn't want to sign, and he will tell you
    that the deal is pretty bad - not that he only cares about credits, but
    still.  Tell him that you'll go talk to Motta about it, then do so.
    Inform him that you think that he should give Nico a better deal, then try
    to Persuade (make sure you have Bastila in your party, by the way) or Force
    Persuade him.  Even if you fail, try again (do not threaten him).  If you
    fail a second time, Bastila will use her Force Persuade feat to change his
    mind (50 XP).  Go and speak to Nico again, then tell him that you were able
    to get him a better contract.  While you will no longer get the 20 racing
    bond reward, you do receive an additional 200 XP.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Talk to Nico, then mention that you spoke with Motta about him.  Ask him
    why he doesn't want the deal with the Hutt, and he points out the obvious:
    Motta would get most of what Nico won from racing!  Tell him that you think
    that he should sign anyway, then either Persuade him or threaten him with
    bodily injury, and he will do so.  You'll receive 50 XP and Dark Side
    Points.  Now, return to Motta, tell him that you were successful, then
    collect your 20 racing bonds (and an addition 200 XP).  If you are able to
    Persuade or Force Persuade him, he'll give you an extra 10 racing bonds -
    that's 600 credits worth!
    ===========================================================================


Exit the Swoop Registration office, and you will automatically be approached by
a Twi'lek who requests your autoprint.  At first, I couldn't figure out what he
meant, but then I realized it's Star Wars lingo for an autograph.  I don't
suppose there is really any difference whether you give it to him or not - he
simply leaves after you make your decision, and no Light or Dark Side Points
are gained.  Now, start heading to the east, toward the Cantina.  After just a
short walk, you will be accosted by three Dark Jedi, working for Darth Malak!
Attack them as normal, watching out for Force Powers that they use against you.
Each Dark Jedi yields 300 XP - don't forget to search their remains for some
credits, a Red Crystal, Damind Crystal, Yellow Crystal, Datapad, Sith Energy
Shield, Double-Bladed Lightsaber, Short Lightsaber, Dark Jedi Knight Robe,
Echani Defense Shield, Sith Assassin Pistol, Adrenal Alacrity, and Verpine
Cardio-Regulator!

Continue on to the Cantina, near the giant Ronto, and enter.  If you are doing
the Bastila's Mother side-quest and if Bastila is in your party, Helena will be
standing in a corner of the room, straight ahead of where you entered.  See the
Section below for more details on this quest.  When or if you are done speaking
to her, you may want to converse to the others in the Cantina (especially those
with unique names).  Furko Nellis, for example, will play Pazaak against you,
starting with a 50 credit wager, then 200, then 500.  Of course, he'll be using
progressively better decks as you continue winning - after you've won the 500
credits, however, he'll only for sport.  Junix Nard, the barkeep, sells a small
selection of weapons, equipment, and Pazaak cards.  When you're done in the
Cantina, exit and start heading north.

Soon, you'll come to the Droid Shop, which you should enter.  Now, you remember
how the alien in the Czerka Corporation shop mentioned that you would need a
droid that was capable of translating the Sand People's language, if you hope
for a peaceful resolution?  Even if you aren't hoping for peace, and would
rather slaughter the lot of them (the Dark Path, obviously), the droid, HK-47,
is an absolutely amazing party member.  Go ahead and speak to him, as he is
fully functional and capable of conversation.  You'll learn several things,
such as the fact that he has had some memory loss.  If you mention to HK-47
that you are considering his purchase, he'll even give you a little hint: the
Ithorian shopkeeper is a coward, and will be responsive to "aggressive
bargaining."

Speak to Yuka Laka, then ask about his merchandise.  He'll mention HK-47, but
doesn't seem to be fully aware of his combat capabilities.  Also, interestingly
enough, HK-47 would refuse to sell himself when farmers and such were looking
at him.  Anyways, when you are ready to buy, tell Yuka that - his starting
price is 5000 credits, however!  If you are pursuing the Dark Path, tell him
that you can't pay that and are not interested; he'll bring the price down to
4000 credits.  Now, say that you're going to try to convince him to go even
lower, then threaten his life!  This will cause him to bring the price all the
way down to 2500 credits, which, although still pricey, is well worth it.  If
you are trying to avoid the Dark Side, however, you'll have to rely on simple
Persuasion to bring the price down, to about 2500 (4000 if you fail to Persuade
him).  If you don't have enough, go swoop racing and sell your racing bonds or
play Pazaak for money.  Also make sure to talk to him about the Star Map, and
you'll learn that a Jawa that needs help is waiting by the city gate.

If you decided to buy him, have HK-47 accompany you now, especially if you plan
on solving the Sand People problem peacefully.  He'll certainly be able to
level-up a few times as well, so do that as well.  Also, you can talk to him
about his functionality, and you will discover that he has been damaged in the
past, and is not yet good-as-new.  It may be possible to repair his memory, but
it is risky and a lot of Repair skill would be necessary.  Now, I should note
that this skill must be possessed by your MAIN character - even if you have
someone in your party with good skill, it doesn't count.  Anyway, exit the
Droid Shop when you are done leveling and equipping him, then head east, toward
the city gates leading to the Dune Sea.


    ===========================================================================
    ------------------  F a i r   T r a d e ,   P a r t   1  ------------------
    =================================================================SIDE-QUEST

    Talk to the Jawa named Iziz, and he'll mention that he's having some
    troubles with the "ghosts" among the sands.  Ask him what he wants, and
    he'll say something about horned ghosts taking his people away.  Now, ask
    if he means the Sand People, and he will confirm that they are who he is
    referring to.  Once again, ask what he wants you to do, and you will make
    out that he wants you to rescue his fellow Jawas, and in return, offers
    scavenged material from "those that came before."  Anyway, the Sand People
    tribe that he is referring to is the same one to the south that we need to
    deal with, luckily.
    ===========================================================================


Talk to the gate guard, then show him your authorization (license) to move out
into the Dune Sea.


=-=-=-=-=-=-=
= Dune Sea  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=


    ===========================================================================
    -----------------------  T a n i s   T r a p p e d  -----------------------
    =================================================================SIDE-QUEST

    Walk a few steps forward, and a woman will automatically start talking to
    you.  It's Marlena, the wife of Tanis, who you met in the Hunting Lodge
    earlier (the hunter who uses droids to help him out).  Anyway, she wants
    you to deliver him a message: "enjoy the anniversary gift."  Ask what she
    is talking about, and she'll reveal that the gift is going to blow up in
    his face, which is rather appropriate considering their relationship.  She
    means that quite literally, by the way!  It seems that she's sick and tired
    of repairing and cleaning his droids, and has put him in a situation where
    his smarts (or lack thereof) will be the determinant of whether or not he
    gets out alive.  End the dialog, and she'll run off.

    In the distance straight ahead of where you are looking, you should see a
    few dark spots in the sand.  Head over there, and you'll discover that it
    is Tanis, surrounded by four battle droids.  Talk to him, and you'll learn
    that he's been stuck out here for hours without any water.  Ask him what
    happened, and he'll explain that Marlena has rigged up some sort of trap
    into the droids, figuring out that he wouldn't be able to get out of it -
    and she was right.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ask Tanis what he wants you to do, and he'll explain that you could try
    repairing the droids so that they are no longer rigged to blow.  HK-47, if
    he is in your party, suggests blowing him away to save the trouble.  Let's
    not do that, though, and agree to help him out.  Note that Tanis can only
    survive one explosion; anymore would certainly kill him.  Go up to any of
    the droids and access it, and you can do such things as playback Marlena's
    message, check out the status of the droids, etc.  Note, depending on the
    order that you do the droids in, you'll get a different puzzle, so if you
    are on a different one than the one I am explaining, go ahead and skip
    around.

    When you are ready to commence repairs, access the system status and repair
    functions.  You could try an automatic repair (which costs parts to
    perform) if you wish, but I prefer to do it manually.  Enter the diagnostic
    menu, and you will see a long message regarding Different Motivators and
    energy pulses.  It's a pretty simple math problem: if the total energy pool
    cannot exceed 300 small pulses or 180 large pulses, but the Upper Motivator
    has used 100 small pulses, how many large pulses are left?  Well, 100 small
    pulses out of 300 small pulses is 1/3 of the total, right?  That means we
    have 2/3 left.  2/3 of the maximum number of large pulses (180) is 120
    large pulses.

    The system will then return to normal, so move to the next droid and access
    the manual repair and diagnostic mode for this one as well.  This droid has
    a problem in its descriptive number progression.  On the screen is:

               4 * 14 * 11-14 * 31-14 * 13-21-14 * ..?.. * ..?..

    Now, look at the first two segments: 4 and 14.  Okay, the first one is ONE
    number 4.  Look at 14: 1 number 4.  So, look at the third one: 11-14.  That
    corresponds to the previous segment (14), which has ONE number 1 and ONE
    number 4.  Can you guess the pattern yet?  Okay, what does 11-14 have?  It
    consists of THREE number 1s, and ONE number 4, so the next segment should
    be 31-14.  Got it now?  Okay, skip to the last given segment: 13-21-14.
    This has THREE number 1s, ONE number 2, ONE number 3, ONE number 4, so the
    first missing segment is 31-12-13-14.  Repeat for the final one: how many
    of each number are there?  FOUR number 1s, ONE number 2, TWO number 3s, and
    ONE number 4.  So, the only answer that fits is 31-13-12-14 * 23-41-12-14.
    Many thanks to "Capo" for the solution to this puzzle!

    Move to the next droid and, once again, enter the manual repair mode.  This
    one will have three messages:

      - Node 1 reports Node 2 failed.
      - Node 2 reports Node 3 failed.
      - Node 3 reports Node 2 failed.

    Now, two of the above are definitely false; only one is correct.  Let's
    hypothesize.  If Node 1 is reporting accurately, that means that Node 3 is
    ALSO true, since it was also saying that Node 2 failed.  Since only one is
    correct, that means that Node 1 is not the right choice.  Of course, this
    would also mean that Node 3 couldn't be right either, as Node 1 would also
    be right if it was.  Thus, the correct option is that Node 2 is reporting
    accurately.

    Only one more droid to go!  Access the manual repair mode, and you will see
    that data is missing from the prime values, listed below:

                         2 * 3 * 5 * 11 * 13 * 17 * 19

    If you do not know what a prime number is, let me explain.  Prime numbers
    can be divided into a whole number ONLY by 1 or by itself.  For example, 4
    is not a prime number, because: 4/1 = 4, 4/2 = 2, 4/4 = 1.  So, what other
    numbers between 1 and 19 can ONLY be divided by 1 or by itself, but still
    give a whole number?  The answer is 7.

    Talk to Tanis, and he will thank you, as well as offer a reward.  The
    option to not accept anything strangely doesn't come up, so go ahead and
    take the 400 credits, as well as 175 XP.  Note that you can also demand
    more!  If you do so more than once, however, this will lead to a battle
    against him and the droids (200 XP) you just repaired!  Doing so, of
    course, will obviously lead to you receiving Dark Side Points.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you're going to take this route, make sure that you and everyone in your
    party are at full health.  Ask Tanis what he wants you to do, then refuse
    to help him out, saying that he can just rot here.  Say that it is the
    cruelest death, and that you'll watch while sipping ice water, but the fool
    still thinks you're just kidding!  Tell him that you are not, and that he
    WILL die here.  Tanis then decides to go out on his own terms and tries to
    take you out with him, if he's going to die anyway.  Hopefully, you'll
    survive the blast, and receive Dark Side Points.  In addition, make sure to
    search the remains for a Combat Suit, Thermal Detonator, Blaster Rifle,
    Flame Thrower, Droid Light Plating Type 1, Security Interface Tool, and
    Repair Kit.

    NOTE: You can also receive Dark Side Points by first repairing the four
    droids, and then demanding money and killing them afterwards.  See the
    Light Path walkthrough above for details on fixing the droids.
    ===========================================================================


Turn and face the huge, smoldering sandcrawler in the distance - you should be
able to spot what appears to be bodies scattered around as well.  Head in that
direction, and you will be ambushed by some Sand People, consisting of two
Warriors (100 XP each) and an Elite Warrior (200 XP).  After you've killed
them, loot the remains for an Advanced Medpac, Bantha Fodder, Sand People
Clothing, and Blaster Rifle.  You'll want to put the clothing on every one in
your party, excluding droids.  Of course, that means you'll have to find
another outfit or two to have enough to go around.  Also, don't forget to
search the corpses scattered in the sand, as they contain such things as
credits and about three Computer Spikes.

Head over to the sandcrawler, then search the Refuse Pile for three Antidote
Kits, three Computer Spikes, two Frag Grenades, and an Advanced Medpac, before
speaking to the Mining Captain.  Assume that they were attacked by the Sand
People, and he'll confirm your suspicions.  Almost immediately, you will be
beset by about four Sand People Warriors, so repeat as before.  When the first
wave is dead, you'll see a brief cutscene in which another wave of four attack.
Once they have been disposed of, a third wave of four appears!  I'm not sure if
the miners can be killed or not, but I like to kill the enemies as quickly and
as far away from them as possible, in hopes of protecting them.  The gaffi
sticks that the Sand People use are quite dangerous, so make sure that none of
your party members are surrounded.

Unfortunately, these Sand People didn't even leave any loot behind!  Speak to
the Miner Captain again, then tell him that you've agreed to try and stop the
Sand People attacks.  He'll warn you, however, that they have taken all of
Czerka's weapons and VERY heavily reinforced their enclave with such weapons as
turrets - thus, you'll have to find a way to sneak into it.  Ask any other
questions you wish, then end the conversation.  Make your way around the large
sandcrawler, looking for some brownish-colored objects in the sand.  To the
south of the sandcrawler are a few Desert Wraids, which you can kill for 40 XP
each, not to mention the Desert Wraid Skull Plates.  After the battle, remember
that you can warp back to the Ebon Hawk to fully heal, then transit back.

Continue walking around the Dune Sea until you have enough Sand People Clothing
to complete each party member's disguise.  Also, to the southeast of the large
sandcrawler are several wrecked speeders.  Approach, but watch out for some
Average Frag Mines in the area.  When you get close enough, you'll hear a
female cry out for help.  Search the refuse pile, but be aware that it will
explode and damage you severely!  Gurke and his Gamorrean cronies ambush and
surround you and demand 500 credits, but there are several ways out of this.
You can threaten and kill them, for 250 XP each, then search their remains for
Strength Gauntlets, an Adhesive Grenade, and credits.  Or, you can persuade
them not to attack, by refusing to pay, mentioning that you're dangerous, and
then Persuading them that you're a powerful Jedi.  Avoiding the conflict nets
you 200 XP.  Whatever you decide, make sure to check the Refuse Piles for some
Parts and an Advanced Repair Kit, Computer Spike, and Medpac.

When you have obtained enough Sand People clothing, don it and move to the
southeastern area of the desert - your map should be marked with the entrance
to the Sand People Territory.  Make sure to search the corpses for such things
as a Repair Kit, Parts, Droid Motion Sensors Type 1, etc.  At this location,
there are several Sand People Warriors and Elite standing around.  If you kill
them, they will simply keep regenerating, which isn't a bad way to earn some
experience points.  Plus, if you're wearing the Sand People Clothing, you can
walk up to them then talk to one.  The one that you talk to will attack, while
the others just stand around!


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
-----------------------  T h e   S a n d   P e o p l e  -----------------------
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~MAIN QUEST BRANCH

When you are ready to proceed with the main quest, head down the path in the
sand, toward the Sand People Territory.  Of course, you'll want to be wearing
your Sand People Clothing to make things easier, and be on the lookout for more
Average Frag Mines.  Note, however, that the companions you want in your party
should depend on what alignment you are:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you are to have any hope of completing this quest peacefully, you must
ABSOLUTELY have HK-47 in your party!  I also like to have Mission, simply
because I am usually doing her side-quest as well, but it is not necessary
(even if you ARE doing the side-quest) to have her.  Once you enter the Sand
People Territory, head due south, watching out for any mines that have been
set.  Also make sure to not get too close to any of the patrolling Sand People,
or they will spot your deception.

A few corpses are scattered among the sand dunes along the way, so make sure to
search them for a Life Support Pack, Medpac, and some Parts.  Approach the door
to the settlement cautiously, then enter.  As soon as you walk forward a few
steps inside, the nearby guard will see right through your disguise.  However,
HK-47 starts talking to him before he attacks.  Tell your droid to say that we
are not a threat, and the guard will be confused.  Now, apologize for being
there and ask for peace.  Quite surprised by your civility, the guard decides
to take you to the chieftain, despite HK-47's lust for blood!

The chieftain demands to know why he should let you live, so tell him that you
want a peaceful solution.  Of course, he still distrusts you, and wants proof
of your good faith.  Don't let HK-47 blast him, but instead, ask him what it is
that he wants.  You'll learn that the Sand People want to move far from
Anchorhead, but need moisture vaporators in order to do so.  Agree to do so,
and you'll be expelled from the Enclave, to be allowed back in only when you
have the vaporators in your possession.  (100 XP)

Pull up the Map Menu and warp back to the Ebon Hawk, then head through the
south door into Anchorhead.  Make your way back to the Czerka Corp. Office,
then speak to Greeta Holda, the Rodian merchant behind the counter.  Ask what
he has available to purchase, and he'll want to know if there is anything in
particular that you are looking for.  Tell him about the moisture vaporators,
and he'll wonder why you want them.  Go ahead and be honest, telling him that
they may stop the Sand People attacks.  He's quite happy that you're going
against Czkera's policies, but still requires 400 credits for them.  You may be
able to Persuade him to lower the price to 200 credits, but either way, pay up.

With your moisture vaporators in tow, head all the way back to the Sand People
Enclave.  You won't have to worry about being ambushed by them any longer,
although you may still encounter herds of Desert Wraids.  Now, before you
enter, let me first warn you that even though you have done them a service, you
still need to watch your mouth around the Sand People (particularly the
chieftain).  Also, once you are inside, doing such things as stealing will also
put you in a bad light - which is a shame, since they have some pretty nice
stuff.  Tell the guard outside the Enclave entrance that you have the moisture
vaporators, and he will automatically take you to the chieftain.

The chieftain is quite surprised that you have returned, and will be even more
so when you give the vaporators to him.  Although he still does not completely
trust you, the attacks will be reduced, you will be able to explore the
Enclave, and you will be given his gaffi stick.  Now, there is still the matter
of the hostages.  If you're doing Mission's side-quest, you'll remember that he
is being held against his will here.  In addition, the Jawa leader, Iziz, also
had some of his people held here as well.  Tell HK-47 that you want to ask the
chieftain some questions, then ask about the captives.  Ask about Griff (see
Section VI below for more details), then about the Jawas.  You are allowed free
reign to take both of them, if you wish.

You may also want to ask the chieftain about the Star Map, and he'll know where
it is!  It's in the East Dune Sea, guarded by a fearsome Krayt Dragon, to which
he'll give you a map of.  End the conversation, and you'll receive 400 XP.
Now, remember not to even look into any of their containers, or you'll be
attacked!  Exit through the nearby door, then turn left and go through another
door.  You'll now be on the outer periphery of the settlement.  Turn left, then
head around the edge in a counterclockwise direction, until you are at the east
side of the Enclave.

You'll see two doors - one to your left, and one to your right (if you are
facing north, that is).  The one on the left contains the Jawas that you are
rescuing, so open it and speak to them.  Tell them that you have negotiated
their release, and that they can go run back to Anchorhead (150 XP).  Once they
are free, open the other door to set Mission's brother free (if you're even
doing the side-quest at all, of course).  Speak to him, and proceed through the
conversation as described in the Section below.  Note that you can grab the
credits, Computer Spike, and Neural band from the skeletal corpse in Griff's
holding pen without any fear of retribution.

Now, go to the north side of the settlement.  There are two doors here: take
the one on the east, then search the Refuse Piles for Droid Heavy Plating Type
2, an Advanced Stun Ray, Advanced Targeting Computer, and Advanced Computer
Tool.  The Broken Droid contains some Parts and Droid Light Plating Type 1,
while the pile of rubble has six Parts and some Hyper-Adrenal Stamina.  That
about does it for everything that we can loot from here, so exit the Enclave
and warp back to the Ebon Hawk.  Go south to Anchorhead, then make your way
over to the Czerka Corporation Office.

Once inside, speak to the protocol officer and tell her that you have gaffi
sticks to redeem for bounties.  If you give her the chieftain's, she will
reward you with 1300 XP and 500 credits (you can Persuade her to give you an
extra 200 as well).  Speak to her again and redeem your normal gaffi sticks;
these are worth 50 credits each.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HK-47 isn't necessary if you're pursuing the Dark Path.  In fact, I'd strongly
recommend taking a melee character instead, as they are more effective against
the gaffi stick-wielding Sand People.  Juhani and Bastila make an effective
complement to your character.  As soon as you enter their territory, disable or
recover a few more mines that are scattered around the area.  Start heading in
a southward direction, but note that you may still be ambushed by Sand People,
even despite your disguise, if you get too close.  You'll also pass several
corpses along the way, containing such items as a Life Support Pack, Parts, and
credits.  At the far south end of the area is the entrance to the Sand People
enclave - open the door and enter.

Now, you'll want to eliminate each and every Sand Person you find!  The
disguises no longer work, so go ahead and put on your good armor now.  Kill the
first few that attack you, and as always, make sure to search their remains:
you'll obtain gaffi sticks, an Advanced Medpac, Krath Dire Sword, Scope, and a
Blaster Rifle.  Also, the Rag Pile near the Bantha contains some Bantha Fodder,
which you should grab.  It doesn't really matter which way you go, but this
walkthrough will take you around the settlement in a clockwise direction.

Just around the first corner are three more Warriors, as well as a Wicker Bin.
Search the bin for three Frag Grenades, four Sonic Grenades, an Adrenal
Stamina, and a Repair Kit.  Continue fighting your way around the outer edge of
the settlement (ignore the center for now) until you reach the east side.  If
you're doing Mission's side-quest, a nearby door will automatically open,
revealing Griff (see Section VI below for further details).  Make sure to
search the skeletal corpse in the pen that Griff was in for credits, a Medpac,
and a Neural Band.  Continue around the settlements periphery, and you'll come
to another Wicker Bin, with two Frag Grenades, four Ion Grenades, and an
Adrenal Stamina in the southern part of the area.

Once you've completed your circuit, go to any of the Wood Slat Doors leading to
the interior (I'll start from the north door).  Open it and dispose of the
three warriors inside.  The nearby wicker bin contains three Sonic Grenades,
three Ion Grenades, and an Adrenal Stamina.  The second north door is empty,
save for containers holding credits, a Hyper-Adrenal Alacrity, Advanced
Targeting Computer, Advanced Computer Tool, Droid Heavy Plating Type 2,
Advanced Stun Ray, Droid Light Plating Type 1, and some Parts.

Go all the way to the south door, open it, and kill the two Sand People inside,
before searching the rubble, wicker bin, and basket for some credits, a
Computer Spike, Adrenal Strength, two Adrenal Staminas, four Frag Grenades, and
four Sonic Grenades.  Now, open the nearby door, to the east, but make sure
that you are doing well on health before you do so.  This chamber contains four
Sand People Warriors and the Chieftain.  As usual, concentrate on the weaker
enemies first, so that you have less people attacking you.  However, be ready
with Antidote Kits, as the chieftain is able to poison you badly.  Finally,
focus your attention on the Chieftain, who is worth 350 XP.  Search the
remains, bins, and baskets in the room for six Concussion Grenades, two Sonic
Grenades, four Ion Grenades, an Adrenal Alacrity, Adrenal Stamina, Durasteel
Bonding Alloy, Map of the Eastern Dune Sea, Blaster Rifle, Heavy Blaster, and
Chieftain's Gaffi Stick!

Finally, the eastern door holds the captured Jawas that Iziz wanted you to
rescue.  Tell them to run back to Anchorhead, and they will do so, while you
gain 150 XP.  If you wish, make another run of the premises before you leave,
exit to the Dune Sea the way you came in, then warp back to the Ebon Hawk.
From the Docking Bay, head back into Anchorhead and into the Czerka Corporation
Office.  Speak to the protocol officer inside, then sell your dozens of gaffi
sticks for money!  Then, give her the all-important Chieftain's gaffi stick,
and she'll give you a nice bonus.  However, you may be able to Persuade her to
give you an extra 200 credits.  Whether you succeed or not, you'll obtain 1300
XP for completing the quest - note, however, that you do not receive any Dark
Side Points for solving the problem violently (although you can get some from
Mission's overlapping side-quest).
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


Now that that lengthy quest has been finished, let's finish up the Fair Trade
side-quest we took up earlier, since all we have left to do is collect our
reward.


    ===========================================================================
    ------------------  F a i r   T r a d e ,   P a r t   2  ------------------
    =================================================================SIDE-QUEST

    Of course, you've already freed the Jawas from the Sand People Enclave, if
    you're at this point in the walkthrough.  If not, see the Main Quest Branch
    just above - either path is fine.  Head back to the city gate on the east
    side of Anchorhead and speak to Iziz.  He'll thank you and give you your
    reward (two Echani shields), but there are a different ways to deal with
    this:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Simply accept the reward - you don't receive any Light Side Points, and
    there is no option to turn down the reward.  However, you may be able to
    Persuade him to give you an additional 500 credits if you have a high
    enough skill.  Doing it with Persuade, rather than Force Persuade or using
    threats gets you the extra credits without gaining any Dark Side Points.
    Note that even if you just accepted whatever he offers, you don't receive
    any Light Side Points anyway, so you might as well try to finagle a few
    extra bucks out of him.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Tell Iziz that he had better give you more... or he'll regret it.  He will
    respond that there isn't much more to give, but threaten him a second time,
    and you'll earn 500 credits total, 350 XP, and of course, Dark Side Points
    (in addition to the shields).  Also, you can use your Force Persuade (if
    you have it) to achieve the same result.
    ===========================================================================


Talk to Iziz about the Star Map, and like the Sand People chieftain, he will
mention the krayt dragon's cave, in the Eastern Dune Sea.  He'll also mention
that a Twi'lek hunter is also planning on slaying the dragon, so he may be of
some help.  Exit into the Dune Sea, then head to the southeast.  A little bit
north of the entrance to the Sand People Territory is the entrance to the East
Dune Sea, where you want to go.  Note, however, that you may encounter more
Desert Wraids - including the tougher Hulak Wraid variant (550 XP).  As always,
make sure to search their remains for tradable goods.  When you can see the
tall pointy spikes in the sand, you are near the path - take it down into the
Eastern Dune Sea.


=-=-=-=-=-=-=-=-=-=-=
= Eastern Dune Sea  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=

Head due east from where you entered, and you should soon spot a large cave in
the distance.  Continue in the direction of the cave until you see the short
cutscene with the hunters.  One of them is the Twi'lek that has been mentioned
and who you met in the Hunting Lodge earlier: Komad Fortuna.  Unfortunately,
his partner is a little bit impatient and runs into the cave, only to get his
foolish self killed.  Speak to Komad, and he'll suggest that you pool your
skills to kill the krayt dragon within the cave.  Say anything you want in
response, but eventually, you should ask why he wants you and not another
hunter.

He'll explain why, so agree to help, since we actually do need his assistance.
Komad's plan is to lure the dragon out and ambush him, but because his hide
makes him immune to blaster fire, he has set a whole bunch of mines outside
the entrance.  The problem lies with luring the beast out with his favorite
food: banthas.  Hopefully, you already have some bantha fodder, since the Sand
People Elite that you obtained the clothing from earlier were carrying some of
it as well.  Otherwise, you can buy some from the merchant in the space dock in
Anchorhead.  Another problem is that the Sand People consider the Bantha
sacred, so any attempt to feed them may result in you being attacked.  Finally,
if you are leaning to the Dark Side, you may decide to kill Komad after you
have learned of his plan (350 XP).

Anyway, show Komad your fodder, and he'll tell you to go find the herd that
moves around in the desert.  There should be some in the area - just look for
large, brown, moving animals roaming the dunes.  Many of them are Dewbacks, but
it shouldn't take you long to find a Bantha.  When you do, click (A) to start
a "dialog," and you should automatically head back to the cave.  On the way
back, however, you'll be ambushed by some Sand People Elite Warriors; try to
charge them as quickly as possible, or they will hit you with Adhesive Grenades
that make your party a sitting duck for follow-up grenades and blaster fire.
These Sand People don't give up any loot, so go "talk" to the Bantha again to
lead them back to the cave.

When you arrive, speak to Komad and tell him that you are ready.  If you had
killed him earlier, of course, this isn't necessary.  The krayt dragon, a big
one at that, will soon lumber out of his lair and set off a massive amount of
mines before he finally succumbs (if you killed Komad, make sure to search its
remains for two krayt dragon pearls).  Komad feels guilty that the dragon did
not have a fair fight, but promises to honor him instead.  Now, if are pursuing
the Dark Path and/or are just plain greedy, tell him that you want ALL of the
loot.  He refuses, however, and informs you that you will obtain his share only
over his dead body.  Oblige and cut him down, and you will receive 100 XP (in
addition to the 350 for actually killing him) and Dark Side Points.  Search his
body for his Krayt Dragon Pearl!  Of course, as nice of a prize as that is,
that simply isn't the way to go if you are of Light alignment.  If that is the
case, thank him and receive your 100 XP and single krayt dragon pearl (you
could try to refuse it, but you still get it anyway, and don't receive any
Light Side Points regardless).

We're not quite done here yet, however.  Enter the cave, then search the chewed
human body near the entrance for credits, a Computer Spike, a Blaster Rifle,
and a Jedi Master Robe!  Just a tiny bit past it is some rubble, containing a
Violet Crystal.  Another pile of rubble, near the opposite (left) wall, has a
Opila Crystal.  The chewed Twi'lek corpse yields more credits, an Adrenal
Alacrity, and a Nerve Amplifier Belt.  To the left of the Star Map is a
tattered equipment pack - search it for a Holocron, which you will realize
belonged to Bastila's father.  This is part of the Bastila's Mother side-quest,
of course, which is explained in further detail in Section VI.

Use the Star Map, and you'll find that it still works.  Bastila is uneasy,
however, as it is an artifact of the Dark Side - that is why the krayt dragon
was drawn here, only to be enslaved by it.  You'll receive 2000 XP for getting
it, as well as update your journal.  Now, make sure that your party is fully
healed, then head toward the cave exit.  Just as you reach the outside world,
you are ambushed by Calo Nord, accompanied by a large number of bounty hunters!
Choose whatever response to his threats that you like, as you'll have to battle
him no matter what.  While I normally like to focus on weaker enemies first,
the Rodians that are fighting alongside him are armed only with relatively weak
blasters.  Thus, I went straight after Nord with all three party members for a
quick kill (650 XP).  Then, finish off the remaining enemies, which should be
no problem next to Nord.  Make sure to search the remains for two Concussion
Grenades, two Frag Grenades, an Ion Grenade, two Mandalorian Heavy Pistols,
Calo Nord's Battle Armor, and over 2000 credits!

Head back to the Dune Sea, then warp back to the Ebon Hawk.  Before you board,
however, finish off any side quests that you haven't yet.  One that is pretty
easy to miss is this one:


    ===========================================================================
    -------------------  W o r t h y   o f   H i s t o r y  -------------------
    =================================================================SIDE-QUEST

    You already know that side quests are optional, although you usually get
    some nice loot, experience, or simply have lots of fun doing them.  That's
    not really the case with this one - in fact, I'd only recommend doing it if
    you have a save game right before you do it, then load once you have.
    Okay, here goes: go to the Sand People enclave and speak to the chieftain,
    before asking him about information on his culture, and more specifically,
    its history.  He refuses at first, so ask if you can meet the Storyteller,
    and HK-47 will tell you that you must be a great warrior to hear their
    history.  Mention that you've killed a krayt dragon, but he won't believe
    you unless you give him the pearl as proof of the feat.

    Give it to him, and he'll allow you to meet the Storyteller, although you
    are never to repeat what you hear (250 XP).  Say goodbye, then exit the
    room.  The Storyteller should be right outside the entrance to the
    chieftain's tent, so speak to him.  Now, you're probably wondering if
    giving up the krayt dragon pearl was worth a history lesson about the Sand
    People.  In my opinion: hell no!  Hence, I'll simply write it here word for
    word, so that if you are interested, you can read up on it, without having
    to give up your pearl.

    [As translated by HK-47]:

    "It begins with the ancient times.  They were not Sand People, for there
    was no sand.  The land was green with life, and they walked without
    wrappings.  Though the land was beautiful, they lived apart from the land.
    They built their walls high, and saw beyond the horizon.  They dared to
    reach to the stars.  There are no words for how long ago this was.  It was
    before the outsiders, before the abduction, before the cities fell.  Before
    the Builders."

    "His arrogant people touched the stars, and this sin drew the attention of
    the Builders.  The Builders did not touch the stars; they lashed them to
    millstones.  Great demons of metal stripped the world of its riches, until
    all that was left was the green of the ground.  The great cities were
    lifted away.  Those that had used the wealth were taken along with it;
    transgressors abducted to serve past the sky, seeding the stars with
    penitent, adaptable slaves."

    "There came a time when the Builders were also judged for their crimes.
    After generations, a plague weakened them, and the time of the great war
    began.  The Builders faltered, and his people realized why they had been
    punished: so that they understood the crime, and would now strike down the
    greater offender.  They worked chaos in the machines so they destroyed
    themselves.  The Builders fought back, laying waste to the green that had
    been misused with fire from above.  Soil became glass, grinding to sand,
    but the fight was long-planned, and his people were safe.  Deep in cave-
    homes carved from valley wall, they were free."

    "The tribes spread far, distant from each other, but all as Sand People,
    and all cherished the land that remained.  The sand would not be misused.
    Then machines fell from the stars again.  Outsiders, like you, that
    brazenly walked apart from the land.  And greater still was the insult to
    come.  These outsiders reminded them of their past transgressions, of the
    time when they too walked apart from land.  The outsiders - your kind -
    look like their ancient abducted.  So it is to the current suns, that the
    Sand People hate all outsiders and give them no footing.  You come again,
    time after time, adaptable slaves to the machine."
    ===========================================================================


Helena, Bastila's mother, is also waiting in the Cantina, if you're doing that
side quest as well.  While heading there, a Twi'lek named Senni Vek will come
up to you and say that you dropped your datapad, and wishes to return it to
you.  Of course, this is a bit suspicious, so ask if this is some sort of con
game.  Well, it doesn't hurt to take it, so go ahead and do so.  This opens up
some new side-quests: the Genoharadan.  You've probably been thinking that this
whole deal is kind of shady, and you're right, it is.  Look at the datapad, and
it will say to see someone named Hulas on Manaan.  Now, I should warn you, this
chain of side quests is suitable only for those leaning toward the Dark Side.
If you're pursuing the Light path, avoid these quests!  For further details on
these side-quests, such as the conclusion of Bastila's, see Section VI below.
That should about do it for Tatooine for now, so go ahead and board the Ebon
Hawk and use the cockpit galaxy map.  While you are free to go to whatever
planet you choose, I recommend going to Kashyyyk next.



===============================================================================
= D) Kashyyyk                                                            kw-m05
===============================================================================

During the transit to Kashyyyk, you'll have another vision: another Star Map
being activated somewhere, perhaps on this planet.  After the Ebon Hawk touches
down, Bastila will talk to you about this latest shared vision.  She'll express
her surprise that such alien technology would be found on an underdeveloped
world like Kashyyyk, however.  Mention that it looked like it was on the forest
floor, and you'll discover that Wookiees live high up in the trees, far above
the depths of the forest floor.  Thus, it is unlikely that the Wookiees know
much of it.  Anyway, converse with any of your party members that might have
something new to say or who you desire to speak with, then exit the ship.

While it is certainly not necessary, I like to have Zaalbar in my party for
now, since this is his homeworld, after all.  Of course, there are far more
useful party members, so pick whoever you want to accompany you.  After the
three of you disembark, you will be welcomed to the planet by an Ithorian,
Janos Wertka, who works for the Czerka Corporation.  As with Tatooine, you'll
have to pay another docking fee of 100 credits.  You can use Force Persuade to
convince him to not charge you, although this is somewhat looked down upon by
the Jedi (no Dark Side Points are gained, however).  He'll then ask you if you
need a translator, but tell him that that is not necessary.  Afterward, he'll
ask you to follow him to the information center.

Forget about that for now, though, as it's a little ways away (it's marked on
your map) and he walks VERY slowly.  Instead, search the two containers (you'll
need to use Security or Bash them open) in the northeast part of the landing
pad for three Medpacs and a Repair Kit, Computer Spike, and Interface Visor.
Also, on the southern part of the landing pad is a Rodian named Fodo Medoo, who
you can question for information or play Pazaak with.  The first time playing,
you can wager a maximum of 75 credits.  If you win and continue to win, though,
you can increase the wager to 200 credits (after four wins), then 600 credits
(after eight wins).  Once you win for the ninth time, he won't have any more
credits to wager, so will put up his cards instead.  Oddly enough, I beat him
three more times after he said that, but wouldn't receive any cards or money.
Bug, perhaps?  By the way, you may also have noticed that the planet is called
Kashyyyk only by the Wookiees - the Czerka Corporation pays to name its trade
routes, and calls it Edean.

Whenever you're ready, head down the long walkway, to the east of the landing
pad.  Just a little ways down is Komad, the Twi'lek who helped you slay the
Krayt Dragon.  He has left Tatooine because he felt guilty about the dragon,
but unfortunately, isn't feeling too welcome here so far and doesn't know if
he will be allowed to hunt here.  Ask him who he's trying to gain the approval
of, and then how to gain the trust of the Wookiees.  He'll mention that he has
heard tales of an off-worlder who gained their respect by living in the
Shadowlands for some years.

End the conversation, then head further down the walkway.  Zaalbar will then
start talking to you, and warns you that he should have prepared you (and
himself) for coming here.  Apparently, he didn't leave his homeworld on his
own prerogative, but is an exile.  If you ask why he was forced to leave,
you'll learn that his own brother made deals with the slavers, so Zaalbar
attacked him and was banished by his father, who did not believe him.  Zaalbar
had used his claws, which to the Wookiee society is frowned upon greatly -
doing so results in you being considered an animal (isn't that what they are
anyway?).  After you're done talking, continue down the walkway as it bends to
the left.


    ===========================================================================
    -----------------  H o n e s t   D e b t ,   P a r t   1  -----------------
    =================================================================SIDE-QUEST

    Soon, you'll come to two people, Matton Dasol and Eli Gand, talking.  Speak
    with them, and you'll discover that Matton owes Eli a debt, so is thereby
    being forced to work for him - at least until his crew returns with the
    owed money.  In fact, it is almost as if Eli would rather not get his money
    back, since Eli is such a skilled mechanic.  For now, however, that's about
    all the information you have on this quest.
    ===========================================================================


Anyways, Eli sells a variety of equipment, so feel free to browse and check out
his selection.  There are a couple prohibitively expensive items that really
stand out and might be worth the purchase, if you have the money.  Turn a right
where they are, and then another right, into Janos' office.  Just inside the
door is a crate containing three Frag Grenades, an Advanced Medpac, and an
Adrenal Strength.  The nearby footlocker contains an Advanced Repair Kit.

Talk to Janos, ahead in the next room, then ask as many questions as you would
like.  He too sells an assortment of equipment that you might want to look
over.  By asking him the available questions, you'll learn a little bit about
the slave trade on Czerka, aka Edean, aka G5-623.  For instance, there seems to
be some type of arrangement between the Czerka Corporation and the Wookiee
leadership!  Persuade or Force Persuade him to tell you about these agreements,
and you learn that Czerka supplies arms in exchange for healthy Wookiees.  As
a result, the current Wookiee leader (Chuundar) is kept in power, while Czerka
remains profitable.  Upon hearing the name, Zaalbar will mention that Chuundar
was NOT a name that he wanted to hear, although he is reluctant to talk about
it right now.

Exit Janos' Office, continuing straight ahead, to the north.  Soon, you'll come
to a large door guarded by two Czerka employees, and are warned that the areas
beyond are dangerous.  Again, ask any questions that you deem pertinent, but
you won't get many answers, since they don't talk to "Wookiee-lovers."  Simply
tell them that you've paid the landing fee and are going past them, and they
won't stop you; open the door and enter the Great Walkway.


=-=-=-=-=-=-=-=-=-=-=
= The Great Walkway =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=

As soon as you enter, you'll be attacked by some Forest Kinrath (50 XP each).
If you did the Crystal Cave side-quest earlier, you know what to expect.  Kill
them as quickly as possible, and use Antidote Kits to quell any poison damage
you might receive.  When they are dead, search the nearby corpse for a few
Credits and a Medpac, Computer Spike, Antidote Kit, and Frag Grenade.  Proceed
ahead on the walkway, and Zaalbar will again start talking.  He's quite happy
to be away from the city and back in the wilderness, and his village is very
near.  If you ask what you can help him with, he still won't tell you his
problems, as he feels that they are too personal.  However, he will warn you
that his father was the chieftain, but if his brother continued speaking ill of
Zaalbar to him, he may not be welcome in the village.

Just past where he started speaking to you is a damaged Sentry Droid that you
can repair, if you'd like a little extra firepower.  Continue ahead, and you
will meet three Czerka Guards and soldiers, standing over the body of a dead
Wookiee!  Approach, and you will see them bickering over it.  Their Captain
will then ask what you're doing, seeing that you've spotted what they're up to.
Ask them what happened, and he will say that the Wookiee was getting a bit too
rebellious for his own good, and that they had to "put it down."  This comment
enrages Zaalbar, if he's in your party.  Now, there are several ways to deal
with this situation.  If you goad Zaalbar on, by saying that you bet that this
makes him mad, he'll then offer to kill them.  Tell him to, and you'll have a
small battle on your hands.  It's not too difficult, and you receive Dark Side
Points, 250 XP per guard and 350 XP for Captain Dehno, as well as the loot from
the bodies.  This includes a Czerka Corp. Resource ID, which can come in very
handy later.

Of course, it is not necessary to resort to violence!  Tell Zaalbar that you
can handle this yourself, then ignore his protests and tell him to honor your
request.  Ask the men if their superiors approve of them killing Wookiees, and
this will open up several more options.  Saying that this will cost them more
than they know, and you can Persuade or Force Persuade them to pay you off.
If you demand even more, after they agree to pay you, you'll have to battle
them - because you stepped in and dealt with the situation, however, you will
receive both Light Side and Dark Side Points, although there is a Net Dark Side
shift.  Strangely, I didn't receive any of the money that they said they would
give.  Finally, there is the Light Side way of doing things.  After telling
Zaalbar that you will handle the situation and asking about the Czerka Captain
about his superiors, say that you won't allow them to enslave or kill another
Wookiee.  Then, either Persuade or Force Persuade them to leave, and they will
comply if you are successful, giving you Light Side Points.  Even if you fail
to persuade them to leave, you'll still receive the Light Side Points - you'll
just have to battle them as well.

However you deal with the three men, make sure to search the nearby backpack
for a Bowcaster and Vibrosword, and the Captain's remains if you did in fact
kill them.  Just beyond where they were standing are two Minor Frag Mines, so
don't forget to disable or recover them.  Continue ahead, and you'll be faced
with several more Kinrath, including the Viper (400 XP) and Forest Kinrath
Stalker (300 XP) varieties.  These two are usually the toughest in the Kinrath
groups, so take out the others before focusing on it and killing them.  While
fighting them, you may spot another enemy or two, Mykals, further ahead.  These
large, flying creatures are quite easy to kill, as reflected in their measly 25
XP given.  Keep proceeding down the walkway, as it heads south for awhile
before opening up to the east.

Once you arrive at the more open area, you'll have several more Kinrath, of
various types, to deal with.  After they lie curled up on the ground, take a
look around this wide area of the walkway.  You will see that it branches off,
with a path leading to the north and one leading to the south.  Let's go north
first - you'll soon encounter another group of kinrath.  Just beyond them is a
Supply Station terminal.  If you killed the Czerka Captain earlier, you'll have
obtained his Resource ID.  Use the terminal, then insert the Resource ID to
access the supplies.  You'll lose the ID, but can now search the two metal
boxes for an Interface Visor, Droid Light Plating Type 1, Repair Kit, Advanced
Repair Kit, Medpac, Advanced Medpac, two Parts, two Vibroblades, two Blaster
Pistols, two Combat Suits, and two Antidote Kits.

Continue north on the walkway until you reach the next wide area, where you
will encounter another three Dark Jedi!  Watch out for their Force Powers, and
use some of your own to help deal with them.  One usually likes to stay in the
back and use his Powers from afar, while the other two run up close.  I like to
get the one in the back first, as I feel that he is more dangerous than the
Lightsaber damage of the other two.  You'll know which one he is, because he
charges up a energy shield as the battle starts (look for the blue tinge).
Each of the Dark Jedi are worth 200 XP each - when the battle has been won,
search their remains for a Damind Crystal, Nextor Crystal, two Yellow Crystals,
Echani Dueling Shield, Sith Energy Shield, Verpine Cardio-Regulator, Dark Jedi
Knight Robe, Double-Bladed Lightsaber, Lightsaber, and two Short Lightsabers!
After this wide area, the walkway should then start bending to the east.

Approach the Wookiee guard, who then insults the "mad-claw" Zaalbar and claims
that you have brought some taint upon their land, and in doing so, must answer
to Chuundar.  Ask Zaalbar what he means about the taint, and you'll learn that
he is referring to Zaalbar.  You will then have to be brought in front of
Chuundar, after selecting another party member to replace Zaalbar (you'll see
why in a moment).  Back in Chuundar's dwelling, you will see that he's flanked
by Czerka slavers, and that he is now the chieftain!  Speak to him, mentioning
his deals with the slavers.  Of course, noone is apt to believe you, seeing as
how he's been their leader for such a long time and trust him blindly.  Ask
him what he wants, and he'll tell you that although Zaalbar must stay with him,
there is a task that he wants you to take care of.  He tells you that another
Wookiee has gone mad and been exiled to the Shadowlands, and is now pestering
the Czerka slavers.  Since it's not good for business, he will not give Zaalbar
back until you kill the other exile - you have no choice but to agree to his
task.


=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Village of Rwookrrorro  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=

After the conversation, you end up in the Village of Rwookrrorro (now that's a
mouthful - I'll just call it the village from now on, if that's okay with you).
To the northwest is the Great Walkway that you were on earlier - head in that
direction until you are halfway in between it and the Chieftain's Hall.  There
should be a wicker bin containing two Advanced Medpacs, a Hyper-Adrenal
Alacrity, a Construction Kit, three Computer Spikes, and four Parts.  Once you
have grabbed the equipment, start making your way toward the east end of the
village.  On the way there, you should see a spot marked on your map as the
Home of Woorwill, and just before that, another wicker bin, holding a Life
Support Pack, Hyper-Adrenal Strength, three Medpacs, five Parts, and six
Computer Spikes.


    ===========================================================================
    --------------  A   W o o k i e e   L o s t ,   P a r t   1  --------------
    =================================================================SIDE-QUEST

    Enter Woorwill's Home, then speak to him and then Jaarak.  While they are
    not willing to tell you much, being that you're an outsider, you will be
    able to pick up that a Wookiee named Rorworr has gone missing.  Apparently,
    Rorworr regularly led hunting parties down into the depths of the
    Shadowlands, and has even fought outsiders, slavers, etc.  He is idolized
    by Woorwill, so perhaps you should go looking for him, since you're heading
    to the Shadowlands anyway.

    Head toward the northeast end of the village, then enter the building
    marked as the "Holder of the Laws" and speak with Worrroznor about Rorwoor.
    You'll learn that he has been missing for over ten days, but the strange
    thing is that no slaver ships have been around recently, so he probably
    wasn't taken by them.  However, he knew the Shadowlands well, so it is
    unlikely that something in there got him as well.
    ===========================================================================


When you are done exploring the village, head to the northwest area and go
through the doors back to the Great Walkway.  You'll find yourself where you
were before being taken to speak to Chuundar.  From this point, head around the
curve to the west and then south, past the Supply Station we looted earlier.
Most likely, you'll encounter more Kinrath along the way, but you should know
how to deal with them.  Once you reach the wide area where you turned north
earlier, continue down the southern path that you neglected.  Past the Wookiee
guard, you should see a path to the left, curving northward.  More Mykals await
you here, so kill them before heading south, toward another encounter with some
kinrath spiders.  This wider area of the walkway will then start to curve to
the east, where a few Wookiees are battling some kinrath of their own.

Help them kill them, and one of the Wookiees will berate you, saying that he
doesn't want you following them on their hunt.  You can try talking to him if
you wish, and may even be able to Persuade or Force Persuade him to answer some
questions for you.  If you are successful, he'll tell you about the mad-claw
Wookiee in the Shadowlands, and he'll mention another outsider that resides
down there.  However, he is actually respected by the Wookiees, as he has
survived on his own down there for a long time, and even lends a helping hand
to lone travelers.  You'll also learn of Bacca's Sword, a ceremonial blade that
one could use to challenge Chuundar's leadership.  When you are done speaking
to the Wookiee, finish heading down to the far southeastern area of the Great
Walkway, then search the Plasteel Cylinder for a Bowcaster and Combat Suit.

Finally, speak to Gorwooken, the Wookiee guarding the elevator.  You may be
able to Persuade him to tell you about other Wookiees that have gone down
recently, including Rorworr.  You'll also learn that many others have gone
missing, supposedly due to the crazy Wookiee down there, yet no bodies have
been recovered.  If you ask about any outsiders that might be below, you'll
hear a bit more about the slavers and the respected outsider.  When you are
done asking questions, tell him to lower you down into the darkness below.


=-=-=-=-=-=-=-=-=-=-=
= Upper Shadowlands =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=

                                   #########
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    ###     #        # #             ######                             # F #
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      #### ##            #    ##           T h e   U p p e r
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                       ##   E  ########
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                  #  ##              ##
                  ####


From your starting position (A), there is only one way to go: north.  As soon
as you reach the bend to the west, you'll spot some beasts called Katarns, of
various types.  The Bull Katarns are worth 200 XP, while Dire Katarns are worth
500 XP.  There really is no special strategy needed to defeat these enemies,
since they simply charge at you and try to gnash at you with their jaws.  Of
course, you don't want to get surrounded by too many of them at once, so you
will hopefully have at least two members in your party that are skilled at
close-range combat.  In the narrow part of the path north, just beyond where
you killed the Katarns, is a corpse, on which there is a Krath Double Sword and
a Zabrak Tystel Mark III.

Continue down the path, and you will soon see what appears to be a Jedi (B),
wielding a lightsaber, battling four Katarns - the battle is over extremely
quickly, however, as he makes short work of him.  The Jedi will automatically
start talking to you, and warn you of more of the beasts hiding in the
underbrush.  Ask him who he is, and he will introduce himself as Jolee Bindo,
before inviting you back to his cabin.  Go ahead and ask him if he is indeed a
Jedi, and he'll mention that he has fought the Sith and does know quite a bit,
but that he still would rather talk in his cabin.

Jolee will then run off, so go ahead and start following him around the large
bend ot the east.  You'll pass some Tach monkeys on the way, but you can't
attack them or anything, even if you're doing Mission's side-quest.  You'll
soon come to a junction, branching to the northeast and to the south.  Go south
first, then speak to Jolee again when you've caught up to him (C).  Ask him for
some information, and he'll claim that he's neither a Jedi nor your master -
simply an old man lost in the woods.  Continue to ask him any questions that
you feel are important, as you'll glean quite a bit of information about the
Wookiees, including the ones that you are looking for, and about the Star Maps.
In fact, he seems to already know of Rorworr's fate, but would rather let the
mystery be sorted out by others.  Eventually, when asking about the Star Map,
he'll mention that you won't be able to obtain it without his help.  Of course,
he'll require that you perform a task for him first.

Jolee mentions that a group of poachers have set up camp near to his dwelling,
and that he wants them removed.  They don't respect the Shadowlands, butchering
wildlife and threatening entire species that are quite helpless.  Funny - he
doesn't really look like a veggie-burger type of guy, but agree to help him
out.  There camp is in the northeast, but before you head on your way, Jolee
reminds you that he does NOT want them dead, or he would have done it himself.
Once the conversation is over, turn around and head northwest again, back
toward where you were earlier.  When you reach the Y-shaped junction again, you
will most likely have more katarns to deal with.  Kill them, then head up the
narrow path toward the northeast, where you'll soon encounter the corpse of a
Wookiee (D).


    ===========================================================================
    --------------  A   W o o k i e e   L o s t ,   P a r t   2  --------------
    =================================================================SIDE-QUEST

    Search the Wookiee's corpse, and you will find a Bowcaster Bolt Casing,
    Bowcaster, and Slaver Contract.  Take a look at these items in your
    inventory, and you'll realize that the so-called hero, Rorwoor, was selling
    out his own people!  Furthermore, the bowcaster bolt casing indicates that
    it was a fellow Wookiee who killed him; fortunately, they are very unique
    items, so it's possible to trace who it belonged to previously.

    Head back up to the village and to Woorwill's Home.  This is a very long
    hike, of course, so feel free to do this part of the side-quest later, when
    you're heading back to the village anyhow.  For the sake of organizational
    purposes, however, I'll be describing the conclusion of the quest here.
    Speak to Woorwill, then ask about the bolt casing that you found.  You'll
    discover that it looks like Jaarak's, standing right next to him!  Mention
    that it was found on Rorworr's body, and Jaarak will accuse you of lying.
    Mention that Rorworr was dealing with the slavers, and Woorwill gets quite
    angry at you.  So, choose the option to speak to Jaarak instead, which ends
    the conversation (200 XP).

    Initiate a conversation with Jaarak, but he will still not admit his guilt
    at first, saying only that you should do whatever you must with your claim.
    No matter what you say, there is nothing much to do but go to the Holder of
    the Laws.  Make your way over there (in the eastern part of the village)
    and speak to Worrroznor.  Show him the bolt casing that you found, and he
    will confirm that it belongs to Jaarak.  Tell him that you found it on
    Rorworr's corpse, and he'll send for Jaarak, to hold a mini-trial of sorts.
    Note that Worrroznor will mention that if Jaarak is guilty, then you will
    be given his possessions!  Also, while the penalty for murder is typically
    execution, there may be an exception for mitigating circumstances (i.e.
    killing a slaver).  Thus, you have a decision to make:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Now, you know why Jaarak killed Rorworr: because of the latter's part in
    the slave trade.  Add this to the knowledge that a Wookiee guilty of murder
    is executed, unless there are special circumstances as for why he committed
    it.  Since Jaarak admits his guilt, but refuses to give his motives, you
    have to do it for him.  Say that Rorworr was dealing with slavers, and
    Jaarak will protest - after all, everyone admires the former hero, while he
    is simply an old Wookiee.  Refuse, however, and say that you are NOT going
    to let this happen.  Show Worrroznor the datapad that you found, and Jaarak
    will be declared innocent.  While it is sad that a hero's legacy has been
    destroyed, you have done the right thing and are offered a reward: credits
    equal to 1/3 of Rorworr's estate.  In total, you receive 400 credits, 1600
    XP, and Light Side Points.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Jaarak freely admits that he killed Rorworr, but refuses to explain why.
    Are you going to stick up for him?  Nope!  Tell Worrroznor to kill him,
    saying that you found nothing to justify the murder.  Still, Jaarak refuses
    to speak for himself, so reiterate that Jaarak must pay for his crime.
    After he is killed (we don't get to watch?), ask about a reward and you
    will receive credit equivalent to 1/3 of Jaarak's estate: a measly 100
    credits.  Of course, you also receive 1600 XP and Dark Side Points
    (although you receive some Light Side Points for doing the quest, there is
    a Net Dark Side shift).
    ===========================================================================



Back in the open area where Jolee was battling the Katarns earlier, note that
there is another corpse to the northwest, which you bypassed earlier because of
the Jolee cutscene.  It contains a Construction Kit, Zabrak Combat suit, and
Ion Rifle.  Head back to the clearing, search the pile of rubble for a single
Concussion Grenade, then make your way up the northeastern path, which starts
to make a big curve.  When the path starts to curve back south, watch your
step, as an Average Flash Mine and Minor Frag Mine litter the ground.  Disable
or recover them, then walk over to the Czerka poachers just beyond.  Almost
immediately, Commander Dern shows a bit of hostility, threatening your life if
you mess with his profits.

There are several ways to deal with this, of course.  If you are interested in
getting Dark Side Points, keep pushing his buttons and then threaten to kill
him.  You'll have to battle Dern and all of his men, but they shouldn't pose
too much of a threat.  Dern is worth 200 XP, while the guards are worth 50 XP.
Of course, Jolee isn't going to be too happy, as he knows that the Wookiees
will be blamed for the poachers' deaths, but he'll still join you nonetheless.
Make sure to talk down to him, calling him an old man and telling him that you
do whatever you want to for even more Dark Side Points.  If you are pursuing
the Light Path, tell Dern that you want him to leave the Shadowlands.  He will
refuse, since the nearby Sonic Emitters keep the predators away, and he even
puts up with his own guards' complaints...

End the conversation with Dern, since he obviously won't budge.  As for the
guards, however, find one standing by a Czerka Sonic Device and speak to him.
Ask why he is here, and he'll say that he's simply following orders.  Tell him
that you want to ask him some more questions, and then ask if you could
persuade him to leave.  Since the Commander would likely execute them for doing
so, ask him another question (if you are especially devious, you could Force
Persuade him to leave, resulting in his death and Dark Side Points).  Ask what
the emitters do, and then if the emitters are the only things keeping him here.
Now, you can either bribe him 200 credits, Persuade, or Force Persuade him to
allow you to shut down the emitter he is guarding.  Once he has given you the
code, access the emitter's primary functions, then enter the guard code and
terminate the sonic emission.

Now, locate another guard standing next to an emitter, and repeat the same
exact process.  As soon as you disable the second emitter, you should see a
short cutscene in which a monstrous beast chases the poachers away.  Note,
however, that there is one thing you can do before you get rid of the
poachers...


    ===========================================================================
    -----------------------  T a c h   P o a c h i n g  -----------------------
    =================================================================SIDE-QUEST

    Note that this side-quest is suitable only for those following the Dark
    Path...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Finally, another Dark Side means of dealing with the poachers is to tell
    Commander Dern that you might be interested in some work.  He'll tell you
    that he wants the glands of tach monkeys.  If you agree to find some, he'll
    spray you with some pheromones.  Now, you'll be able to attack them,
    whereas you couldn't before.  Head back in the direction of where you came
    from, toward where you entered the Upper Shadowlands.  On the way back, you
    will certainly encounter several of them.  They're quite easy to kill, and
    are worth 20 XP each - just make sure to search their remains for the tach
    glands.  Return to Dern when you've collected a good amount of them, then
    speak to him and sell them to him (10 credits each).  While you do not
    receive Dark Side Points for doing this, picking on the poor monkeys is
    obviously evil!
    ===========================================================================


As mentioned above, this is a rather evil thing to do, of course, so become a
tach poacher only if you're interested in profit and the Dark Side.  Either
way, as soon as you have dealt with the poachers, make sure to search the
three metal boxes nearby.  Two of them will require Security or Bashing to
open.  From the three of them, you should find Motion Detector Goggles, a
Repair kit, Advanced Medpac, Disruptor Rifle, Concussion Grenade, Light
Repeating Blaster, Beam Splitter, Echani Light Armor, five Parts, and three
Tach Glands.  After collecting the goods, it is time to return to Jolee and
inform him of your success.

He'll respond differently to you, depending on how you dealt with the
poachers (i.e. letting them live or killing them).  Either way, ask him if he
will help you find the Star Map, and he'll join your party (with several level-
ups ready to go).  Before we head to the Czerka force field that requires his
skill to bypass, however, walk south from his home.  Where the path splits off
to the east and west (E), there is a broken droid, which you should certainly
investigate:


    ===========================================================================
    -----------------  H o n e s t   D e b t ,   P a r t   2  -----------------
    =================================================================SIDE-QUEST

    Use the droid, and you'll see that is severely damaged, with most of its
    systems malfunctioning.  However, it is still able to playback a rather
    sinister series of messages:

      "I don't get it.  That merchant said there was salvage down here.  We
      need Matton to work the sensors."

      "When he gets back we'll... wait... I'm getting something.  Oh, it's Eli.
      Good.  Maybe he'll point us in the right direction."

      "Eli!  What the... ! But you got your money, you double-crossing snake!
      We had a deal... (blaster sounds)."

    It looks like the merchant that Matton Dasol is working for is nothing more
    than a back-stabbing murderer!  Salvage what parts you can from the droid,
    but before you do so, however, note that the droid will explode after you
    remove its head - make sure you aren't extremely low on health or anything.
    When you are ready to complete the side-quest, return to the merchant's
    stand.  Of course, you can always save this for later, such as when you are
    completing the other quests, as it is a long walk back.

    With the head in your possession, speak to Eli and ask about it.  Matton,
    being a little surprised to hear of a droid on Kashyyyk, will want to see
    it, and immediately recognizes it as D-A02, the repair droid from his ship!
    Now, there are two ways to deal with Eli:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mention that the droid's head recorded an ambush, and that someone yelled
    Eli's name.  Matton, realizing what actually happened, becomes enraged.
    However, tell him to not act rashly, as more violence will not help - Eli
    is through no matter what, and runs away.  You receive 638 XP and Light
    Side Points for your actions.  Speak to Matton again, then tell him that
    Eli won't last long hiding in the Shadowlands.  Now that Eli's reputation
    is shot, mention that someone honest should take over the shop.  He thinks
    it's a good idea, so either take a look at his merchandise or mention that
    he's no longer in debt, and you'll gain 500 credits.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ask if there's a reward involved, then after Matton says that there will be
    and confronts Eli, goad him into killing the murderer!  As a result, you
    get 638 XP and Dark Side Points.  If you speak to Matton after he has
    killed Eli, ask him what he's going to do now.  He needs a bit of money, so
    will take over the shop for now.  We're not done yet, however!  Say that
    Matton should wipe out all traces of Eli, then use Persuade or Force
    Persuade to tell him to let the store rot.  If you succeed, he'll see your
    point and decide to take everything he can from the store, buy passage on a
    ship, then never look back.  Also, he will make sure that noone will ever
    misuse his trust again.  For feeding his hatred, you receive more Dark Side
    Points!
    ===========================================================================


From where the broken droid is, feel free to head down either of the east or
west paths that lead south.  Both paths lead to corpses containing credits, a
good amount of Parts, Hyper-Adrenal Strength and Stamina stimulants, and a Life
Support Pack or two.  The southeast pack, however, does contain a couple groups
of Katarns that you'll need to battle.  Now, head all the way back to the
northeast, where the poachers were earlier.  As you pass the sonic emitters, be
on the lookout for more a Minor Frag Mine, Minor Gas Mine, and Average Flash
mine on the ground ahead.  Disable or recover them, then continue northeast.
After just a little while, the path will bend to the south, with a visible blue
force shield up ahead (F).  Again, there are more mines littering your way, so
be sure to disable or recover these as well.  When you have done so, approach
the shield and open it.  Jolee will mention that several of these have been
placed in precise locations, but they can be rendered ineffective by climbing
beasts.  Have him open it, and you'll enter the Lower Shadowlands.


=-=-=-=-=-=-=-=-=-=-=
= Lower Shadowlands =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=

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                      #######                                     ######



From where you enter the Lower Shadowlands (A), start walking straight ahead,
and you should see some sparks in the distance.  Run toward it, and you'll find
that the cause is the clashing of blades between a lone Wookiee and three
Mandalorians (B).  Help the Wookiee out and join the fight, killing the enemies
for 200 XP each.  Once they are dead, speak to the Wookiee, Grrrwahrr, and he
will ask if you will heal his wounds.  If you are evil, ask why he is worthy of
your assistance, then refuse to help the weakling - you'll gain some Dark Side
Points.  If you are following the Light Path, however, lend him a helping hand,
by choosing the option in which you give him the means to heal himself.  You'll
gain some Light Side Points, as well as open up another side-quest.


    ===========================================================================
    ----------------------  H i d d e n   H u n t e r s  ----------------------
    =================================================================SIDE-QUEST

    After healing Grrrwahrr, he'll mention that his entire hunting party was
    killed without honor, and that he wants vengeance upon the murderers.  Ask
    about the attackers, and you'll learn that they were armored from head to
    toe, yet able to camouflage themselves fully among the trees.  Even more
    dishonorable was the fact that they did not attack until the party was
    unarmed and unable to fight back!  Tell him that you will look into it, and
    he'll mention that they will probably be near the bodies of his fellow
    Wookiees, but will not attack unless you are also unarmed.

    While it seems like a scary prospect, unequip your weapons (go ahead and
    leave your armor on).  Also, don't forget to search the remains of the
    Mandalorians for a Medpac, Strength Gauntlets, Mandalorian Blaster, Mesh
    Underlay, and Repair Kit.  Currently, you should be near a branch in the
    paths, with one leading southwest, the other due south.  Take the southwest
    path for a little while, until you are ambushed by three Mandalorians (C)!
    Re-equip your weapons, then try to have your party members focus on one
    Mandalorian at a time - each one yields 150 XP when killed.  Note that
    there are also about three Viper Kinraths in the area, so you may have to
    kill them after the ambush.  Kill them for 50 XP, but watch out for their
    poison.  Also note that you can search the bodies of the Viper Kinraths,
    then pick up their bodies!

    Be sure to search the Mandalorian remains for a Mandalorian Assault Rifle,
    Mandalorian Blaster, Mandalorian Datapad 1 and 2, Mandalorian Ripper, Ion
    Grenade, and a Medpac.  Look at your map, and you will note that you are at
    another branch.  One path goes to the west, the other to the south.  Take
    the west branch, which soon bends southward.  Shortly afterwards, it
    branches yet again, to the west and south.  Continue going south (remember
    to have your weapons unequipped), and you will soon arrive at more Wookiee
    bodies and another ambush (D).  Once again, re-equip your weapons and have
    your party try to focus on a single Mandalorian, to quickly reduce their
    numbers one-by-one.  Be sure to search their bodies for a Mandalorian
    Datapad 1 and 2, Swoop Bike Signal Device, Mandalorian Ripper, Vibrosword,
    Mandalorian Assault Rifle, and Mandalorian Blaster.

    From your current position, head back up to the northwest, until you reach
    point (E).  You should see three Swoop Bikes parked here, but before you do
    anything, make sure your party is fully healed.  When you are ready, click
    on the one in the west, and you'll get a message that it is missing its
    signal device.  Replace the one that you found, and the Mandalorian
    Commander, as well as two cronies, will appear beside you.  Tired of you
    interrupting their training, they attack you.  Once again, focus your
    party's attacks on a single enemy at a time, making sure to use their Force
    Powers to either heal you or damage them.  Killing the Commander nets you
    350 XP, while the others give 150 XP.  Search their remains for a
    Mandalorian Helmet, Mandalorian Ripper, Mandalorian Assault Rifle, Armor
    Reinforcement, Nerve Amplifier Belt, and finally, Mandalorian Battle Armor!

    Head back to Grrrwahrr and speak to him, to inform him that you have killed
    all of the Mandalorians.  Seeing the helmet that you have on you, he
    realizes that what you say is true.  Choose any of the dialog options, and
    he will reward you with an Echani Vibroblade, as well as 350 XP (although
    he takes the Mandalorian helmet).
    ===========================================================================


From the point marked as (D) on the map above, head slightly southwest and then
south.  You'll come to a clearing (F), but the paths to it are guarded by an
Average Frag Mine or Average Plasma mine, depending on which of the two paths
you take.  Disable or recover them, then approach the computer hologram on the
platform and speak to it.  It'll detect some type of "match found" with you,
surprisingly, since it always rejected Jolee in times past.  Ask why it has
acknowledged you, and it will mention that behavioral reconfiguration is
required.  Anyways, go ahead and ask any questions that you deem pertinent, and
you will learn several things.  A Wookiee named Freyyr has accessed this system
three times, Jolee 152!  Before that, the last access was 5 years prior, which
is about the time that Revan passed this way...  anyways, make sure to finally
ask about the Star Map.

It'll find a Star Map in its memory, but access is restricted.  Ask how you can
get access, and then how you can match the parameters supplied.  Proceed asking
questions until you have the option of telling the computer to begin the
evaluation.  He'll then ask you a series of questions, which you should answer
however you see fit.  There's no right or wrong answer, per se - but answers do
correspond to the Light Side or Dark Side.  If you choose the answers with the
evil leanings, you will see that you match the parameters in memory (i.e. those
of the people who accessed it in the past).  On the other hand, if you choose
an answer that leans toward the Light Side, you will fail the parameters and
be attacked by Defense Droids.  See the main quest branch below for the
appropriate answers, depending on your alignment.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
----------------  K a s h y y y k   S t a r   M a p   T e s t  ----------------
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~MAIN QUEST BRANCH

1. You travel with a Wookiee and have encountered complications.  Hypothetical:
   you and this Zaalbar are captured and separated.  If you both remain silent,
   one year in prison for each of you.  However, call Zaalbar a traitor, and he
   will serve five years, while you serve none.  He is offered the same deal,
   but if you both accuse the other, you both serve 2 years.  What do you do?
   What do you trust him to do?

2. Hypothetical: you are at war.  Deciphering an intercepted code, you learn
   two things about your enemy.  A single spot in their defense will be at its
   weakest in ten days, and they will attack on of your cities in five days.
   What do you do with this information?  What is the most efficient course of
   action?

3. Hypothetical: remove the ongoing war from the previous example.  Consider
   enemy states to be weak and remote.  With no external threat, your empire
   stagnates.  Your people become complacent and begin to question you.  Same
   scenario as before: you discover an impending attack, but also a weakness
   that will come after.  How do you react?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note that failing ANY two of the posed questions by answering in a manner that
is unbecoming of a Sith (i.e showing compassion for others) results in instant
failure of the test and attack by Defense Droids.  However, avoiding an extra
battle isn't worth turning your back on the Light Side, now is it?  The proper
Light Side answers are listed below:

  1. "I trust Zaalbar.  I would say nothing, and neither would he."

     "The choice is mine.  I refuse to alter it."

  2. "I evacuate my people from the city."

  3. "I stop the attack.  I will appear to be a hero."

Note that if you "passed" the first or second question, you would still have to
answer the third.  If you choose the Light Side answers for both the first and
second questions, you are attacked by the Defense Droids even before the third
is asked.  Each is worth 550 XP, but are quite resilient and have a variety of
damaging attacks.  Use Ion-based weaponry, such as Ion Grenades, to quickly
damage them.  Also, be very sure to avoid their explosive attacks - do not
stand at a distance from them for very long!  Of course, make good use of
Medpacs or the Heal Force Power to keep your party alive.

When they have been destroyed, access the computer again, and it will now say
that you do indeed match the parameters, as revealed by its scan performed
during the battle.  Ask what the scan revealed, and it won't answer, although
it will give you the Star Map.  You'll receive 2800 XP in addition to the Light
Side Points (when you battled the droids).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Answering all questions in an evil manner, resembling that of the Sith, will
result in unimpeded access to the Star Map!  The proper answers are listed
below:

  1. "I'm unsure what Zaalbar would say.  I would accuse him to be safe."

  2. "I prepare my forces to attack in ten days.  I do nothing in the city."

     "That's right.  The deaths of those people would spur my forces on."

  3. "I let the attack happen."

Once you have answered the three questions in this way, the computer will
recognize you and allow you access to the Star Map.  You will also receive 2800
XP and Dark Side Points!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


Even after you have obtained the Star Map, you're not quite done on this dark
and gloomy planet; you have yet to rescue your furry friend Zaalbar, remember?
Head over to the eastern part of the Lower Shadowlands, and you should see the
"mad-claw" Wookiee at about point (G).  As soon as you speak to him, he'll
mistake you for more Czerka employees, and attacks your party!  No worries,
though, as he's already hurt at the start, and the three of you should be more
than he can handle.  Once his health is down to a quarter of its capacity, he
will speak to you and tell you to take his head.  Now, you have two options:



=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
---------  C h i e f t a i n   F r e y y r   o r   C h u u n d a r ?  ---------
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~MAIN QUEST BRANCH

You can either complete Chuundar's quest by killing Freyyr, or you can hear him
out.  The former leads to the Dark Path, while the latter leads to the Light
Path.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tell Freyyr that you are not hear to kill him, but he won't believe you.
Mention Zaalbar and Chuundar, then explain that you came to Kashyyyk with the
former.  He'll then question if you are his son's owner (be glad that Zaalbar
isn't a pet - can you imagine what a mess your lawn would be?), so tell him
that his son follows you only because of a life-debt.  Freyyr now believes
Zaalbar's story from long ago, so ask him what exactly happened.  After
believing Chuundar's lies and exiling Zaalbar, Chuundar then spread lies about
Freyyr, who was forced to retreat to the Shadowlands.

Ask Freyyr what happens now, and he'll mention that there is a way for him to
challenge Chuundar.  By appealing to traditions, he hopes to gather the support
of the other Wookiees - to do so, however, requires the sword of Bacca.  Ask
him where you might find it, and you'll learn of the battle vs. the Ritual
Beast long ago.  You'll need the body of a viper kinrath to summon the beast,
but you should have picked some up earlier - if not, just walk around until you
encounter some.  From Freyyr's location, there should be two paths to the
south.  Take the one that goes slightly west, as the other one is a dead-end.
Then, make your way back to the east, until you reach point (H) on the map
above.

Look at the Ritual Marker, and you'll see that you need to suspend the body of
the bait.  Use the dangling vine, then tie the corpse of the viper kinrath to
it.  Shortly after you do so, the massive Ritual Beast should make its
appearance.  It's actually much easier than it appears, however, especially
against your combined forces.  Use everyone to attack it at the same time, but
me mindful that some of its attacks can knock you down, leaving you vulnerable.
Once it's dead (350 XP), you will automatically pull Bacca's Sword Blade from
the beast's hide.  Be sure to search the remains for Guun Han's Journal before
returning to Freyyr.

When you speak to the former Wookiee chieftain, tell him that you now have the
blade of Bacca's sword and give it to him.  Tell him that we should proceed
carefully when he resolves to challenge Chuundar, and he will leave to go
gather some supporters (you receive 675 XP at this point).  Since you are
pretty much done with the Lower Shadowlands, head up the northwest path and
then around to the northeast corner of the area to return to the Upper
Shadowlands.  From here, head all the way to the west, back to the elevator
back up.  Of course, having sided with Freyyr, you will be attacked by
Gorwooken, who remains loyal to Chuundar.  Note that two cloaked Wookiee,
presumably the spies that have been following you around, will also attack.

Watch out for grenades that are lobbed at you, focusing your party's combined
efforts on one enemy at a time.  I usually attack the previously-cloaked
Wookiees first, so that I don't have to worry about them standing back and
throwing grenades.  These Wookiees are worth 50 XP each, while Gorwooken is
worth 350 XP.  None of them leave any equipment on their bodies, so simply use
the basket to raise yourself out of the Shadowlands.  Start heading toward the
northeast corner of the Great Walkway, and you'll soon come across the Wookiee
that you assisted with the kinraths earlier.  He's quite a bit friendlier now,
and offers to take you back to the throne room of Chuundar.  Tell him to lead
on, and you'll automatically transport there.

Needless to say, Chuundar is quite unhappy with the situation.  Despite Freyyr
having the blade, Chuundar still has the hilt, so they are at an impasse.  If
you tell all of them to quiet down, Zaalbar will admit that some of what his
brother has been telling him is starting to make a little sense.  Tell everyone
to work together, rather than fighting, but Chuundar refuses, and attacks with
the support of the Czerka Guards (Light Side Points gained).  The Czerka are
worth 250 XP, the Wookiee Guards worth 50 XP, and Chuundar himself worth 350
XP.  Of course, Freyyr and Zaalbar will be helping you battle as well - just
make sure none of the members in your party are surrounded by several Wookiees
(particularly Chuundar) at once.

When the battle is over, Freyyr gives his regrets and apologizes to his son for
the past.  Ask Freyyr some questions, such as about what he's going to do about
the slavers, then ask Zaalbar what he is going to do now.  He'll still want to
honor his life-debt to you, so will still accompany you.  Leave when you are
ready, and Freyyr will offer you a reward: Zaalbar will say that he wants
Bacca's Sword, so tell him that that would be fitting.  After the sword is put
back together, you'll go back to the party selection screen.  Choose whoever
you want, but I like to put Zaalbar in, even though he's not one of my favorite
characters.  You'll gain 3510 XP, Light Side Points, and of course, Bacca's
Sword.  Also make sure to search the remains for Chuundar's Bowcaster before
exiting the throne room and the village.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tell Freyyr that Chuundar sends his regards and to die, but Jolee will step in
and intervene.  Ignore the old goody-two-shoes, and tell him to get back in
line - you're the boss here, after all.  Threaten Freyyr a second time, and the
battle will continue (you'll gain Dark Side Points as well).  Take the
remaining half of his life quickly, and you'll receive 350 XP.  There is no
loot to be gained from his body, unfortunately, so make your way to the far
southeast clearing (H).  If you use the Ritual Marker, you will see that you
can call a beast by feeding it, hanging vipers from above.  Well, there are
dangling vines nearby, and you should have the Viper Kinrath bodies from
earlier (if not, go walk around looking for them).  Use the Dangling Vine, then
tie the viper kinrath corpse to it.  It shouldn't take long before the massive,
spined Ritual Beast attacks.  He really isn't as tough as he looks, however,
especially against all three members of your party attacking him at once.  Kill
him for 350 XP and the missing blade!

You're pretty much done down here, so head back to the Upper Shadowlands and to
the elevator.  Gorwooken will already be informed of your success, so tell him
to take you up.  Fortunately, he takes you straight to the chieftain, saving
you a bit of walking time.  Anyways, he congratulates you for killing Freyyr,
who turns out to be Zaalbar's father!  And his own as well, of course.  Mention
that you butchered Freyyr, and you'll see that even Zaalbar is "coming around"
and seeing things the same way that Chuundar was - he's resentful of being
exiled by his father still, after all these years.  Ask for a reward, and as
soon as you're done asking any questions you wish to, and that greedy ape
Zaalbar decides to take Bacca's Sword, but mostly for himself!  Demand some
credits, but all you will receive is the hilt of the aforementioned ceremonial
sword.  Since you've already found the blade, of course, it is automatically
reassembled for you.  Once the conversation is over, you'll receive 2385 XP and
some Dark Side Points.  NOTE: You cannot return to the village after speaking
with Chuundar, so make sure you have finished up anything else you wanted to do
there first!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


On the Great Walkway, heading back toward the Czerka Landing Dock, to the west.
Once there, make your way back to the Ebon Hawk.  Note that if you helped
Freyyr assume his rightful position as chieftain, you'll encounter a battle
between some Czerka Guards and some Wookiee Rebels.  Help the Wookiees out,
being sure to search the remains for two Medpacs, Adrenal Stamina, etc.  You
will also note that, unfortunately, you won't be able to purchase any equipment
from Janos any longer, now will you be able to play Pazaak or purchase any
supplies from Matton, as every outsider besides your party is gone.  Board the
Ebon Hawk, then take care of anything you need to do.  For example, switch
your party around and exit the ship so that you can level people up or maybe
gain a new side-quest or two.  When you are all done, head to the cockpit and
use the galaxy map, then pick the next planet you wish to visit (I recommend
Manaan next).




===============================================================================
= E) Manaan                                                              kw-m06
===============================================================================

During the next cutscene, Admiral Karath informs Darth Malak of Calo Nord's
death, and asks for forgiveness.  He is granted it, but when he asks if he
should hire another bounty hunter, Malak says that no mere bounty hunter would
be enough to stand up against a Jedi.  He then introduces his apprentice, Darth
Bandon, who makes short work of several Sith troops in a display of his powers.
Bandon is then dispatched to find you and Bastila - to be brought to Malak
alive, if possible.  Meanwhile, you have another vision: a Starmap, which seems
to be underwater.  No surprise here, but Bastila has shared your vision, but
finds it strange that someone would have built a Star Map on this world, as it
is mostly covered by the ocean.

Exit the Ebon Hawk, and you'll find yourself in a large hangar.  There's not
much to do here, other than look out the large observation window at the nice
view.  Go through the nearby door, and then a second one leading to the docking
bay.  Just beyond this second door, you'll encounter a Republic Solder and a
Sith arguing.  While the tension is extremely high, the situation does not lead
to violence, due to the large number of security cameras around.  Speak to the
soldier, then ask him as many questions as you can.  You'll learn that Manaan
is home to the native Selkath (fish-people), as well as both the Sith and the
Republic, who purchase kolto from the Selkath.  Kolto is an almost priceless
resource, due to it's incredible healing properties and the inability of it to
be synthesized.  By remaining neutral and catering to both sides, the Selkath
feel that they are safer and less apt to be attacked - especially since they
have threatened to destroy all of the kolto if an attack is imminent.

You can also ask the soldier about the Star Map, and he'll refer you to a man
named Roland Wann, the Republic Diplomat on Manaan.  He'll also give you some
directions to the embassy, where Wann can be found.  Turn right down the narrow
corridor, heading west.  The merchant at the Visitor's Provisional Stand has a
small selection of items you may or may not need, and just past him is another
large door, which you should go through.  On the other side of this door is a
Selkath named Nubassa, who you can talk to get rid of your Gizka "problem."
See the side-quest section below for further details.  Anyways, there isn't
much to do down the west end of this corridor at this time, so take the first
door on your left (leading south) - it should take you to West Central Ahto
City.


=-=-=-=-=-=-=-=-=-=-=-=-=-=
= West Central Ahto City  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=

Continue heading south through the corridor, entering the next door you come
to.  On the east side of this large room is Jolan Aphett, who you can play
Pazaak against.  Wagers stay at a constant maximum of 200 credits, but after
you have beaten him for the tenth time, he'll wager his cards.  While you
probably have some pretty good ones already (you'll need them to beat Jolan
that many times), it doesn't hurt to snag a few more +/- cards to add to your
growing collection.  Once you've taken away his cards, he leaves, so continue
to the southern end of the room and go through the door to the Visitor's Area.
There isn't anything of note in this room, so go through the next door and
speak to the Selkath Port Official.

He'll go over the rules with you - the most important being that you do NOT
smuggle kolto!  Secondary to that is to maintain peace and avoid any activities
that might jeapordize the neutrality of the Selkath.  Finally, he will mention
that you must pay a 100 credit docking fee EACH TIME you land on Manaan!  That
is a little pricey, but you may be able to Persuade him to halve it.  Or, you
can use Force Persuade to avoid paying it at all, but this is looked down upon
by Bastila.  Once you've dealt with the fee, you are free to enter the city,
which is accessible through the next door to the south.  There isn't much to
see in this large room either.  It branches off to the west and to the east,
but let's go to the west first.  For now, ignore the door to the north as you
enter the west corridor.  It leads to the Kolto Distribution Center, but there
is nothing to do in there at this moment.  At the end of the corridor, go
through the door into Ahto West.


=-=-=-=-=-=-=-=-=-=
= Ahto City West  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=




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                 ###################



Move through the corridor, and just past some steam, you'll run into an old
acquaintance of Jolee - a woman named Elora (A).



    ===========================================================================
    ----------  S u n r y   M u r d e r   T r i a l ,   P a r t   1  ----------
    =================================================================SIDE-QUEST

    If Jolee is in your party, she will automatically tell you of the trouble
    her husband, Sunry, is in.  If he is not, she'll request that you have him
    accompany you (simply go back to the Ebon Hawk and have him join your
    party).  Apparently, Sunry is in the unfortunate position of having been
    accused of murder by the Sith, and is being held at the Selkath courts.
    His wife requests that you go speak to the courts and get to the bottom of
    this.  To get to the courts, walk west until you reach the large, round
    courtyard, then head south.  As soon as you enter the High Court (B),
    you'll see the Selkath judging a dispute between the Sith and the Republic.
    Not being willing to choose one side over the other easily, both are found
    equally at fault and levied an enormous fine.

    Speak to Judge Selkar in the middle and mention that you would like to
    investigate Sunry's murder case.  As a Jedi, you qualify to serve as an
    "Arbiter" - a neutral party who can investigate and present evidence in the
    trial, and argue on the defendant's behalf.  The Judge will then inform you
    of the facts of the case.  First of all, Sunry was seen leaving the scene
    of the crime, a hotel, leaving behind a dead Sith woman named Elassa.
    Because he is crippled, he is being held in an Ahto City solitary
    confinement cell.  Next, witnesses at the hotel who claim to have seen the
    killing are awaiting you at the hotel so that you might question them.  In
    addition, Elassa was found clutching a war medal of the Republic.  As
    Arbiter, you are allowed to question Sunry, the witnesses, and even the
    judges.  Do so, and you'll learn that:

      Judge Duula: finds it preposterous that a half-human cripple could kill a
        Sith warrior in her prime, thinks that another (possible a witness?)
        that was there killed Elassa, and believes that the Republic needs much
        change, and the Sith is the breath of fresh air that is needed.

      Judge Kota: believes that Sunry was a great and valorous warrior, and
        deserves respect for his accomplishments.  In addition, Kota does not
        think that a man of Sunry's caliber would do such a thing as murder
        someone, and finally, that the Republic has benefited many in its time,
        as opposed to the Sith.

      Judge Shelkar: knows Sunry as a hero of the Republic, finds it very
        strange/suspicious that an obvious piece of evidence like the medal
        would be found in Elassa's hands, and is neutral when it comes to the
        Republic and the Sith.

      Judge Naleshekan: thinks that Sunry still has ties to the Republic and
        was seeking to escalate the situation between the two sides, thinks the
        case was a straightforward, simple clash between two members of
        opposing sides, and does not believe the Republic "good" and the Sith
        "evil" - instead, the Sith are just an expansionistic empire, much like
        the Republic once was.

      Judge Jhosa: believes that Sunry, despite his handicap, is still a very
        capable man in terms of abilities, wonders why Sunry would flee the
        scene if he was innocent, and believes that both sides of the conflict
        have committed wrongs, although he holds the Sith more at fault for the
        current problems.

    As you can see, each of the judges has quite a different outlook on the
    case, and on politics, than the others.  Thus, keep in mind that any time
    you appeal to the beliefs of one judge, you may be going against those of
    another.  Alright, next, we should interview Sunry himself.  He's currently
    being held in the Ahto City Prison, so exit the High Court and make your
    way over there.  You should now have free access to the cells (C), since
    you've been appointed Arbiter.  Inside, you should first speak to the
    Selkath Warden and tell him that you wish to speak to Sunry.  Once you have
    been given permission, do so, and you will hear his side of the story.

    After a little bit of reminiscing with Jolee, Sunry claims that the case is
    indeed a frame-up, and that all the evidence against him is circumstantial
    and completely flawed.  Go over the evidence, and he'll mention that he met
    Elassa at the hotel, as he was trying to turn her into a double-agent.
    He'll then say that he's far too crippled to kill someone such as Elassa,
    that his medal was planted, and that there was no forensic evidence found
    at the scene.  Now, say that there are a few things you need to clear up,
    then mention that he left after the shot was fired.  He'll say that the
    Sith are probably pressuring the supposed witnesses to lie.  Finally, you
    can ask if there are any leads that you should follow, and he'll mention
    the hotel, as well as say that the Sith Embassy may have some hidden
    evidence.  That's about all you can ask for now, so leave.  Make sure to
    talk to Elora before you leave the area, then head to Ahto City East
    Central.
    ===========================================================================


=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Ahto City East Central  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=


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    #######   #######      #   |~~~~~|   #                                 +-->
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   V                      ################
To Ahto West Central
  Courtyard


The corridor in the southeastern part of the West Central Courtyard leads to
East Central Ahto City.  Head down the corridor slightly once you've entered,
and you'll witness an exchange of harsh words between some Sith and Republic
soldiers.  Nothing happens, of course, with all the strict Selkath rules in
place.  Feel free to explore the area, as there are several points of interest:
at point (A) on the map above, there is a general store run by a very Pro-
Republic proprietor who prices his goods accordingly.  At point (B), there is a
"Shady Rodian" who sells some Pazaak Cards that would be a nice addition to
your playing deck.  The Republic Embassy that the soldier mentioned to you when
you first stepped off the Ebon Hawk is located at point (C).

Enter the Embassy, then make your way around the corridor until you arrive at
the table that Roland Wann is standing behind.  Ask him any questions that you
wish to, then tell him that you are on a mission from the Jedi Council.  Next,
ask about the Star Map, and it'll turn out that he seems to know something
about it.  Unfortunately, he wants a favor before he will dole out any useful
information, and Persuade and Force Persuade will not work on him.  Wann will
tell you about a submersible reconnaissance droid that has been captured by the
Sith and must be retrieved, before its data centers are decoded.  Ask him where
it is and how you are to get it back, and you'll learn that it is under heavy
guard in the Sith Embassy.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
------  M i s s i o n   f o r   t h e   R e p u b l i c ,   P a r t   1  ------
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~MAIN QUEST BRANCH

There are three ways you can go about getting into the enemy base:

  1) Interrogate a captured Sith prisoner, who has knowledge of a passcode that
     will grant entry.  Unfortunately, he is VERY resilient to standard
     interrogation techniques, even that of the Jedi persuasion.

  2) Decrypt a blank Sith passcard so that it can be used to gain access.

  3) Raiding the Sith hangar, which leads to a second entrance to the Sith
     Embassy.

Wann will ask you which of these methods you'd like to try first, but it does
not really matter which one you pick (I'll explain each method below), as you
can still choose whatever method you want to try first anyway.  Go through the
nearby door, as you should now have clearance to enter the Embassy.

~~~~~~~~~~~~~~~~~~~~~~~~~  I N T E R R O G A T I O N  ~~~~~~~~~~~~~~~~~~~~~~~~~

Speak to the interrogation officer near the holding cells, then ask any
questions you deem pertinent, before telling him that you are ready to
interrogate the prisoner now.  The officer will mention several things: that he
was seen with another man when he was caught and that he was involved with a
woman by the name of Tela.  Furthermore, you have some truth serum available
for you to inject, but if you use too much, his body will realize what is
happening and will shut down.  The antidote causes short term memory, which can
be useful in that you can repeat your questions if need be.  Unfortunately, too
much of that will make him forget everything he knows!  Finally, one more note:
there are three distinct lines of interrogating him, and each method of
interrogation has its own caveats - at any rate, each will require that you
have a high Persuade skill and/or a lot of luck.

Note that you do not have to stick to a certain line of questioning.  In fact,
unless you have a high Charisma and/or Persuade skill, you will most likely
have to resort to several different lines, since you'll probably fail on a few
attempts.  On the other hand, if you have an exceptional Charisma and/or skill
in Persuade, it'll take mere seconds to get the Sith to spill his guts.  The
line of questioning that I had the most success with was this one:

  - "Maybe we should do something about Tela."
  - "We could make life easy for both of you here in the Republic."
  - "Talk or something may happen to her."
  - "We have her already.  She may be spared if you talk."

This way, you don't have to resort to a whole bunch of different topics, and it
is much simpler.  With either of the other lines of interrogation (threatening
his companion or the unthreatening one), even if you succeed in all of the
persuasions, you will STILL have to go to a different line!  Thus, it's a good
idea to just stick to just threatening Tela.  At ant rate, once you succeed,
he will give you the passcode: zeta 245698 alpa.  Once you have it, you can
just speak to the Sith diplomat outside the Sith embassy, and he'll let you in
once you tell it to him.

~~~~~~~~~~~~~~~~~~~  P A S S C A R D   D E C R Y P T I O N  ~~~~~~~~~~~~~~~~~~~

Enter the door to the right (northeast), and a Republic technician will discuss
his previous, failed attempts at decrypting the passcard.  Move over to the
"Large Computer" on the right, then use it and attempt to decrypt the Sith
passcard.  Now, you'll have to solve a series of math sequences, but in each
case, you're given quite a good clue at the top in terms of what math you
should be using.

  a) Terminal Sequence: 1 2 4 7 11 16  (Additive Matrix)
     Look at what is being added to get to the next sequential number:
       1 (+1) 2 (+2) 4 (+3) 7 (+4) 11 (+5) 16
       Of course, the next number should be 16 (+6) = 22

  b) Terminal Sequence: 21 18 16 15 15 16  (Subtractive Matrix)
     Now, look at what is being subtracted between each sequential number:
       21 (-3) 18 (-2) 16 (-1) 15 (-0) 15 (- -1) 16
       So, what comes next is 16 (- -2) = 18

  c) Terminal Sequence: 1 2 4 8 16 32  (Multiplicative Matrix)
     Ok, so what is each number in the sequence being multiplied by?
       1 (x2) 2 (x2) 4 (x2) 8 (x2) 16 (x2) 32
       Finally, 32 (x2) = 64

  d) Terminal Sequence: 128 64 32 16 8 4  (Divisive Matrix)
     This one isn't much harder - simply figure out the denominator.
       128 (/2) 64 (/2) 32 (/2) 16 (/2) 8 (/2) 4
       Thus, the answer is 4 (/2) = 2

  e) Terminal Sequence: 1 32 81 64 25  (Exponential Matrix)
     Many thanks to "PeaceNLove" on the gamefaqs message board for this
     solution:
       1 (^6) = 1   2 (^5) = 32   3 (^4) = 81   4 (^3) = 64   5 (^2) = 25
       So, what comes next?  That's right, 6 (^1) = 6

  f) Terminal Sequence: 1 0 - 8 3 - 32 5 - 128  (Logarithmic Matrix)
     I don't think it's necessary (or even remotely useful) to get into the
     fun-filled math of Logarithms, but I'll give a short explanation of the
     pattern nonetheless.  Look at the second number of each pair.  Now:
       2 (^0) = 1   2 (^3) = 8   2 (^5) = 32.  So, if 2 (^x) = 128, what is
       X?  The answer is 7.

  Congratulations, you've decrypted the passcard!  You'll be able to use it
  later to gain entry into the Sith base, without having to talk to the Sith
  diplomat waiting right outside the door.


~~~~~~~~~~~~~~~~~~~~~~~~~~~  B R U T E   F O R C E  ~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you'd rather forgo the subtleties of interrogation or the mathematical
gymnastics of the other two methods, resort to pure violence to gain access to
the Sith base.  Warp back to the Ebon Hawk, then head south until you are in
the long corridor.  From there, head west, but ignore the first doors that you
pass (to both the north and south).  After you go through the next door to the
west, you should encounter a door to your right (north) labeled as Docking Bay
26-A.  Go through the door, and you'll see that here, you are out of sight of
the Selkath cameras.  Make your way through the next door, and you will
immediately beset by several attackers, including Sith Grenadiers, Sith Elite
Troopers, and even Dark Jedi Apprentices!  I like to go after the Grenadier
(worth 500 XP) first, followed by the Elite Troopers (45 XP), and finally, the
Apprentice (40 XP).  After they are all dead, use the transport and commence
launch to the Sith base.  Before you do so, however, you may wish to read below
to initiate more side-quests that you can accomplish while in the base.  Also
note that if you take this route, you will enter the base at a different
location than if you used either of the other two methods.
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=


    ===========================================================================
    ----------  S u n r y   M u r d e r   T r i a l ,   P a r t   2  ----------
    =================================================================SIDE-QUEST

    Once you arrive in East Central Ahto City, head to point (D) on the map
    above; this is the previously-mentioned hotel in which Elassa's body was
    discovered.  Speak to Ignus, the man at the front desk, and he'll be
    willing to answer any questions that you might have.  If you ask about
    Sunry and Elassa, he'll mention that it was pretty obvious that the two
    were having an affair.  Ask what he witnessed the night of the murder, and
    he'll mention that a couple hours after the two met up in the hotel room,
    he heard a blaster shot, after which he saw Sunry run.  Follow up, asking
    if it was possible that Sunry might have left just after the shot.

    If you have no qualms about "working the system," you can use Force
    Persuade to convince Ignus to lie and say that he saw Sunry leave just
    before the shot was fired.  More difficult is simply bribing him with
    credits or using simply Persuasion techniques to get him to say the same
    thing.  If you are successful, you will receive 500 XP.  Now, you should
    locate the two witnesses, who are in separate hotel rooms to the south.
    Firith Me is found in the northeast-most room, which contains a footlocker
    with 100 credits in it.  Speak to him, and ask about Sunry and Elassa.
    You'll discover that the two of them kept the rest of the building up all
    night with their "antics!"  Not bad for a crippled old man, huh?  Continue
    to ask more questions about them, and you'll learn that Elassa worked for a
    Sith Master - Persuade, Force Persuade, or bribe him to learn that she
    wielded a Sith Lightsaber!  Keep in mind that using Force Persuade will net
    you Dark Side Points.  Whatever method you use, you'll gain 500 XP for
    learning that information.

    It would seem that Elassa was a Dark Jedi working for the Sith, which seems
    like motive enough for a Republic war hero like Sunry to kill her, does it
    not?  Also make sure to ask him what he saw the night of the murder, and
    he'll mention that a little while after the blaster shot, he saw Sunry
    running away pretty fast for a cripple, and Gluupor in the hall by Elassa's
    room.  Let's go have a little talk with Gluupor, the Rodian in the
    southwest room of the hotel.  Ask about the murder, about why he was there,
    about what he saw, and finally, about Elassa's room.  He'll let slip that
    someone might have paid him to enter her room, so once again, use Persuade,
    Force Persuade, or bribes to learn that he planted the war medal on Elassa.
    Note that if you use Force Persuade, you will not receive the 500 XP that
    you would by using the other methods.

    That about does it for the hotel witnesses, so exit and head east to the
    nearby Republic Embassy (C).  As you are heading there, a man in the
    hallway will stop you, and mention that all is not as it appears to be.
    Ask what he means, and he'll say that Sunry and Elassa were both proxies
    for their respective governments.  Continue talking, and you'll learn that
    both sides had some involvement in the case, and that their Embassies
    probably have further information.  Enter the Embassy, which you should
    have access to from before.  Inside, move to the room in the northeast
    corner, with the Large Computer.  Use it, then slice into the Republic
    system.  Several options requiring an exorbitant amount of computer spikes
    will appear, but the one you are interested in is the cost-effective
    "access restricted data archives" option.  If you do so, you'll obtain a
    recording that proves that Sunry is indeed guilty of the murder! (300 XP)

    Now, you're in quite a bit of a quandary.  Are you going to defend him
    without hesitation and disregard the crime?  Perhaps try to get him to
    confess?  Or show the evidence to the High Court, and in doing so, seal his
    fate and irreversibly damage the war efforts of the Republic (which will be
    severely punished by the Selkath for Sunry's acts)?  Make your way back to
    Ahto City West, then speak to Elora.  Because you have now obtained some
    new information regarding Sunry and Elassa, the option to Persuade her to
    disclose information about their affair now appears.  If you are
    successful, she reluctantly admits that Sunry was indeed seeing that Sith
    "harlot," and apparently, this affair was very common knowledge.  However,
    Sunry had told her that he was meeting Elassa at the hotel to break things
    off, and Elora still believes him to be incapable of murder.  (500 XP)

    Head south to the Prison Cells and speak to Sunry one last time before the
    trial starts, telling him that you need to clear a few things up.  Of
    course, you'll want to mention the recording you found.  If you are
    interested in Dark Side Points, insist that you are going to defend him
    despite his guilt and that you will not betray his secret (500 XP).
    However, there are ways around receiving the Dark Side Points - simply keep
    insisting that Sunry confess to his crime.  While he will never agree to do
    so (do not use Force Persuade to try to get him to confess, as this will
    also give you Dark Side Points), if you insist enough, he will end the
    conversation without you ever having agreed to continue to defend him (500
    XP).  Finally, speak to the Warden and tell him that you are ready to begin
    the trial.

    Once the trial starts, you have the option of turning in the recording
    (whether you told Sunry you would or not), condemning him to murder and the
    Republic to kolto sanctions.  If you decide to defend him, however, you'll
    quickly see that it is going to be a see-saw battle between the two sides.
    The prosecution will bring up points that bring some, all, or none of the
    five judges to agree with it, while you will attempt to do the same.  First
    off, you make your opening statement, saying that you will find Sunry
    innocent (unless you want him sentenced to die, in which case you'll bring
    up the recording, as mentioned before).  The first witness is Ignus, the
    hotel proprietor.  There is no witness examination - he just states what he
    saw, unless you were able to convince him to lie about when Sunry left.

    Called to the stand next is Firith Me.  The prosecution will undermine his
    credibility, being that he is a gambler, so object!  After Firith tells the
    court what he saw, it is your turn to ask questions.  So, ask if he
    actually saw the murder happen, if the medal left at the crime scene is
    just a little too obvious, and finally, if Elassa was a Dark Jedi.  Do NOT
    mention Sunry's handicap!  The next witness to be called is Gluupor, who
    under examination by the prosecution, will say that he saw Sunry running
    down the hallway and that he found Elassa's body.  Again, ask if the
    witness actually saw the murder, if the medal was a little too obvious, and
    finally, if he planted the medal on Elassa.  Just as before, do not mention
    that Sunry is a cripple.

    Elora is called to testify next, and will mention that Sunry blames his
    disability on the Sith.  Remember, this gives him a motive, so be sure to
    not mention him being crippled!  Do not mention that he was a war hero
    either; rather, the only question you should ask her is whether or not
    Sunry was having an affair with Elassa.  Better that you bring this up
    yourself, than let the Sith bring it up, right?  Finally, Sunry himself
    will be called to the stand.  The prosecution will bring up the fact that
    he was a war hero, that he hates the Sith, and that he was indeed in
    Elassa's room.  Since you already brought up the affair, his testimony will
    not be as damaging as if you hadn't done so.

    When you are cross-examining him, do not mention that Elassa was a Sith
    spy, especially since he just proclaimed his hate for them.  Instead, only
    ask how Elassa may have obtained his medal and mention that he was about to
    end the affair, which the Sith would object to.  Then, it is time for
    closing arguments.  Bring up that no one actually witnessed the murder, and
    that Sunry was ending the affair - nothing else!  You don't want to call
    the Sith evil, since some of the judges are very pro-Sith.  Conclude your
    arguments, and if you asked everything I told you to, and nothing that I
    told you not to, the Selkath should find Sunry innocent.  Not just that,
    but they'll find the Sith guilty of conspiracy and obstruction of justice!
    As punishment, the Sith will be forced to subsidize Republic purchases on
    Manaan; in other words, the prices of goods in stores will (or SHOULD) be
    lessened for you!  I'm not quite sure if this is a bug or not, but I didn't
    notice any difference in prices, however.
    ===========================================================================


In Ahto City West, head up the northeast passageway toward the Mercenary
Enclave.  At location (D) on the map above, a Selkath named Nilko Bwaas will
ask that you speak to him, if you have a moment.

    ===========================================================================
    ---------  R e p u b l i c   H i r i n g   M e r c e n a r i e s  ---------
    =================================================================SIDE-QUEST
    Do so, and you'll realize that he's the friendliest Selkath you've met thus
    far!  Point that out, and he will start talking about the environmental
    problems that Manaan faces.  He'd like you to do him a favor: the Republic
    has been hiring mercenaries at a much greater rate than normal, which is
    causing some concern.  Thus, he'd like you to discover the reason behind
    this change in policy.  Of course, this almost seems like spying on the
    Republic, but he does offer you a reward of 500 credits for your efforts.
    And, believe it or not, Nilko says that he is a friend of the Republic, and
    will keep its best interests (and that of the Selkath) at heart.  Another
    thing you might want to take note of is that he mentions that many of these
    hired mercenaries are not returning from wherever they have been sent...
    ===========================================================================


Another person in the Mercenary Enclave that you may wish to speak to is Gonto
Yas, who you can play Pazaak with (and who looks like he must be Sunry's twin).
Each time you play, you can bet him a maximum of 200 credits; unfortunately,
once you've beaten him three times in a row, he refuses to play any longer.  It
isn't necessary, but you may also wish to speak to the Mandalorian mercenary
if Canderous is in your party, since they know each other.  The bartender sells
a small assortment of items (such as stimulants), if you're interested, and
another Selkath in the enclave will speak to you automatically, as soon as you
get close enough:

    ===========================================================================
    -------------  M i s s i n g   S e l k a t h ,   P a r t   1  -------------
    =================================================================SIDE-QUEST
    Shaelas' first question is whether you are a friend of the Sith or not.
    While you should feel free to answer however you choose, you should make
    your hate of the Sith obvious, if you're interested in this side-quest.
    Apparently, they have brought much grief to Shaelas' family, and he feels
    that the Selkath should aid the Republic against the Sith.  Unfortunately,
    he doesn't have much say in the matter.  At any rate, he mentions that many
    Selkath (most of them young, on the verge of adulthood) have vanished, and
    he strongly feels that the Sith are involved in these disappearances.

    Once of these missing Selkath is Shaelas' daughter, and he requests that
    you investigate the disappearances - he also mentions that he'll reward you
    with 500 credits for doing so.  Finally, he'll say that the mercenaries in
    this enclave may also know a little bit, since it is unlikely that the Sith
    acted alone.  Speak to the Mandalorian mercenary again, then ask him some
    questions, such as if he knows anything about the disappearances.  While he
    doesn't, he'll reveal that the Iridorian mercenary nearby has been seen
    with several of the missing Selkath.

    The Iridorian, wearing the black and yellow full-body armor, is very close-
    by.  Speak to him, then ask him some questions, inquiring about the missing
    Selkath.  He'll imply that he knows something, but will mention this his
    business with him is his own.  Using whatever means necessary (Persuade,
    Force Persuade, etc.), get him to reveal what he knows.  He'll admit that
    the Sith tried to buy his loyalty with credits, as if money could somehow
    satisfy his desire for blood.  Ask what he was doing for the Sith, and he
    will tell you that he would lure the Selkath youth to the Sith Embassy,
    although what happened after he succeeded is unknown to him.  You receive
    150 XP for obtaining this information.
    ===========================================================================

At this point, you should head all the way to Ahto City East.  There is a door
to the east (obviously), near the "shady Rodian" in Ahto City East Central,
that leads there.



=-=-=-=-=-=-=-=-=-=
= Ahto City East  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=

Head northeast through the corridor, then go through the door at the end.  As
soon as you enter the main courtyard of the area, you'll encounter a large
group of Sith who demand that you pay a 20 credit toll for walking down "their"
street.  Please tell me you weren't actually thinking of giving in and paying
up!  If you were, you need to toughen up!  If you refuse to pay, the Sith will
mention the destruction of Taris, as a warning.  If you are interested in
earning some more money and prestige, head south to point (A): the Manaan Swoop
Track Registration.  Otherwise, skip down below.

    ===========================================================================
    ------------------  M a n a a n   S w o o p   R a c e s  ------------------
    =================================================================SIDE-QUEST
    Once you enter the registration area, you may wish to speak to everyone who
    has a unique name.  When you are ready to race, speak to the Selkath behind
    the bar named Sslamoth.  If you tell him that are you interested in joining
    the competition, he'll mention a 100 credit fee, which you may be able to
    Persuade him to lower to 50 credits.  Of course, using Force Persuade will
    be even more effective, although this is only something to consider if you
    are shying away from the Light Side.  Your first race, you must beat a time
    of 23:82, set by Queedle.  The obstacles on this course are relatively
    diminutive in size, but can very dramatically decrease your chances of
    achieving a competitive time.  Furthermore, they are oftentimes found right
    in front of a speed boost ramp, so keep an eye out and try to memorize the
    course!

    For your first victory, you will be paid 500 credits!  The next time that
    you race, you must pay the 100 credit fee - there is no way around it this
    time.  You will then have to beat Casandra Mateil's time of 23:25, which
    shouldn't be much of a problem if you were able to beat Queedle's time.
    Again, make sure to avoid any obstacles, as it is better to avoid hitting
    one but miss a boost ramp than it is to hit the boost ramp but ram an
    obstacle.  In fact, hitting even just one will make your chances of winning
    almost impossible.  Winning the second round of races will net you a prize
    of 2000 credits!  Great work!

    Finally, there is the third round of racing.  Speak to Sslamoth, and he
    will mention the current champion: a Gamorrean named Hukta Jax.  However,
    he will warn you that Jax can be quite troublesome, so it is important that
    you do not anger him.  Go through the door to the north, marked "Swoop
    Racers Only," then speak to him (and Casandra, if you wish).  He threatens
    you, saying that there will be trouble if you win the Sector Championship
    away from him!  Ignore this, however, and go talk to Sslamoth to pay your
    100 credits and race your final round on this planet.  Beat Jax's time of
    22:50, and you will receive the title of Sector Champion and 5000 credits!
    So far, my best time has been a 22:23, which I'm quite proud of.  If you
    find that you are having trouble with the races, try checking out the
    excellent Swoop Bike Racing FAQ by "savior."  Good luck!  Oh, and don't
    forget to speak to Jax when you've won - he'll threaten you once again, but
    because of the Selkath cameras watching, won't act upon his threat yet.
    ===========================================================================


Head to the northeast area of the Ahto City East courtyard, then take the
corridor to the north.  Once you pass through the next door, you'll encounter
Yortal's Emporium, from which you can buy some "junk-grade" equipment that is
actually quite nice and for bargain prices.  For instance, he sells Droid Heavy
Plating Type 3 for only 2000 credits, which is a great price.  Exit Yortal's
shop, then head due north.  You should then arrive at the entrance to the Sith
Embassy, which is guarded by several War Droids and a Diplomat.

Depending on how you decided to gain access to the Embassy, there are several
ways to go about entering.  For instance, if you decrypted the passcard, simply
open the door.  If you used interrogation, talk to the Diplomat and tell him
the passcode.  Finally, if you decided to use brute force, you wouldn't even
use this main entrance, as you would've gained entrance elsewhere!  If this is
the case, skip down to the second paragraph below, which first mentions where
you would have started if you decided on this route.


=-=-=-=-=-=-=-=-=
= Sith Embassy  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=

                                                         #####                 
                                     ####################     #######          
                                     #    #   |    |    |     |      #         
                                     #    #   #    ######     #######          
                                     #--###   ######     #####                 
                                     #             #                           
                                     ######   ###--#                           
                                     #    #   #    #                           
                                     #    |   #    #                           
    ###                              #  ############                           
   #   #                             #  #                                      
   ## ##      M a n a a n            #  #                                      
    # #                              #  #                                      
    # #           S i t h             #  ################################      
    # #                                 ##                               ##    
    # #               E m b a s s y       ######-########--##############  ##  
    # #                                      #     #  ##      #         ##  #  
    # #                                       #   #  #     ####          #  #  
    # #                                        # #   #######             #  #  
    # #                                      ##  ##                    ##   ## 
    # #                                      #    #                    #      #
   #  #                                      ##  ##        ####        ###  ###
  #   #                                       #  #       ##    ##        #  #  
 ##   #      ####                             #  #      ##       #########  #  
##    #######    ##############              ##  ##     ##       | |  |  |  #  
#                       C     ####    #######     #######        #########  #  
##    #######    #######-####### #  ##  ######    #######        | |  |  |  #  
 ##   #      ####      # #      # # # ##      ####      #        #########  #  
  #   #                # #      # ##  #                 #        #       #  #  
   #  #               ##-##     ####  #                  ##   ###        #  #  
    ###              ##   ##       #  #                    #  #        ###  ## 
                     #     #       #  #                     # #        ##    # 
                      #####        #  #            ##       # #         #####  
                                   #--##          #B #  ####  #                
                                 ##     ###########--###    ##                 
                                 ##  A  #########      #####                   
                                  ###  ##        ##  ##                        
                                    # #            ##                          
                                    # #                                        
                                    #|#                                        
                                     |
                                     V
                             To Ahto City West



As soon as you enter (A), a Sith Security Officer demands to know why you are
here.  It doesn't really matter what you say, because no matter what, she will
call the Commander (and some War Droids) down to attack.  Take out the Security
Officer first (45 XP), since she is the closest, and then the War Droid Mark
IVs (200 XP), and finally, the Diplomat (100 XP).  Search the diplomat's body
for an Echani Foil, and the Secuirt Officer's for a Nerve Enhancement Package.
Now, there are two doors that you can take: one leading to the north, one to
the east.  Take the one to the east first, then go through the empty hallway
and through the next door, where there is an Average Frag Mine waiting for you
to disable or recover.

The room to the north (A) is where you would have started, had you decided to
use brute force and enter through the back way.  Okay, now that you have been
oriented, no matter what path you chose, let's go back to the west room, where
the Diplomat and Security Officer are/were.  Go through the door to the north,
before taking the first door on the left.  As the corridor curves around, you
will come to a door to your left (south) marked as the Disassembly Room (C).
Go through, and you'll see a faulty war droid, which you can repair and
reactivate if you desire some extra firepower.  Now, before you go through the
next door, make sure your health is full and that you are primed for combat. 

As soon as you enter, go after the Sith Grenadier in the back of the room, or
he'll continue to chuck grenades at your party.  Once he is dead (500 XP),
finish off the Sith Elite Trooper (45 XP), Sith Heavy Trooper (100 XP), and
Sith War Droids (100 XP).  Make sure to search the remains for a Stun Ray and
Battle Stimulant, and the footlocker for a Universal Computer Interface and
Security Decryption Interface.  Finally, "open" the broken droid for a Data
Module - this is the item that Roland Wann insisted that you retrieve. 

Exit this room, then turn west and take the final door down this way.  You'll
have to battle a pair of Assault Droid Mark IVs, which are actually VERY, very
powerful.  Make sure that you are full on health before entering, and again,
Ion-based weapons work wonders against droids; each of these are worth about
500 XP each.  When they have both been reduced to rubble, go through the door
leading to the West Lounge.  After another short, empty hallway, go through the
next door, where you'll face another pair of Assault Droid Mark IVs, as well as
a Sith Heavy Trooper.  The latter drops a CryoBan Grenade, Hyper-Adrenal
Stamina, and an Adrenal Stamina.  

Ignore the door to the south, instead opening the northern one, labeled as
leading to the North Computer Room.  Note that the red steam that pours out of
the vents is very dangerous, so you probably won't want to run through it.  It
is possible to charge your way through, of course, but just make sure you do
not dally.  If you do decide to go through, use the Steam Control panel just
next to the door to deactivate the steam.  Then, if you wish, slice into the
computer panel to the right of the door.  You'll be able to view the various
rooms of the Sith Embassy, and even be able to kill a few enemies in the
process, making your task easier.  

When you're all done here, head all the way back to the corridor north of the
main lobby room, where you fought the diplomat and security officer.  Now, you
should follow the corridor as it bends around to the northeast.  Go through the
next door, and you'll find yourself in a small room (B) containing a Dark Jedi
Apprentice (worth 40 XP) and two Dark Jedi (100 XP).  Note that these Dark Jedi
are much tougher than the ones that you faced previously.  Fortunately, they
drop such goodies as a Jenruax Crystal, Adrenal Strength, Sith Energy Shield,
Advanced Aural Amplifier, and Short Lightsaber.  Take a look around this room,
and you'll see that, once again, there is a door to the north and a door to the
east.

Take the door to the east first, the go through the short hallway to find yet
another room swarming with enemies.  These include a Sith Captain (100 XP), a
trio of Sith Elite Troopers (45 XP), a pair of Sith War Droids (100 XP), and a
Sith Heavy Trooper (100 XP).  Again, make sure to search the remains, as you'll
find such items as a CryoBan Grenade, Water Pump Analysis, Adhesive Grenade,
and two Concussion Grenades.  In this large room, the door to the south leads
back to where you first entered the Embassy, so go ahead and ignore it.  Now,
what in the world is the point of this room?

There are two Pressure Doors on the east side of the room, each with its own
Door Control panel.  This is a rather tricky puzzle, which I feel is best
explained in a list.  Notice that if you try to open the door on the left, you
will be unable to, since that chamber is filled with water.  

  1. Use the left panel to transfer the water to the adjoining chamber.
  2. Open the left door, then use the Flow Control panel.
  3. Exit back into the main room, then go through the right door.
  4. Use the Flow Control Panel, then exit back to the main room.
  5. Enter the left door and use the Flow Control panel.
  6. Open the door to the east, then the next two doors to the east, without
     touching any of the panels.  

You should now find yourself in a long north-south hallway, with doors at both
ends.  Before you go through the door to the south, make sure that you are full
on health, then perform your pre-battle routine, enabling Master Speed, taking
stimulants, etc.  This southern room contains three more Dark Jedi, so you
certainly don't want to be surrounded by all of them at once.  I like to have
someone use Force Whirlwind on one at a time, rendering them helpless, then
using everyone to attack this one simultaneously.  Repeat with the other two,
then search their remains for a Short Lightsaber, Adhesive Grenade, Advanced
Adrenaline Amplifier, Advanced Aural Amplifier, two Jenruax Crystals, and two
Sith Energy Shields.  Also, there are a couple of footlockers around the edge
of the room, but watch out, as the one on the east is booby-trapped.  You'll
have to use Security or Bash to get them open, but they reveal an Eriadu
Strength Amplifier, Bio-Antidote Package, and Hair Trigger.  

Head back into the corridor, but this time, take the northern door.  This room
is also heavily-guarded, but I like to focus on the Sith Grenadier first,
before taking out the Elite and Heavy Troopers.  Search the remains for a few
credits, then check out the desk.  If you wish, slice into the computer, but
again, this is not necessary.  Continue through the next door to the north,
which leads to a hallway that curves around to the west.  A lone Sith Heavy
Trooper guards this corridor, but he shouldn't be too much trouble.  Ignore the
first door that you come to (on the right), since you can't open it.  The next
door, however, to your left, leads to the East Barracks.

Again, you'll want to toughen up before entering.  Take out the Sith Grenadier
and Heavy Trooper quickly, but watch out for the Average Gas Mine near the
table in the center of the room.  Search the remains for an Adhesive Grenade,
Construction Kit, and Ion Grenade, and the footlocker for 125 credits.  You
should now exit back into the hallway, then continue westward.  Shortly
thereafter, you'll come to another door to your left (south).  Remember that
Ion Grenade you just picked up?  It'll come in handy here, because you'll be
faced with another pair of Assault Droid Mark IVs.  Again, I like to use Force
Whirlwind to suspend one in the air, helpless to the combined attacks of your
party.  Repeat with the second, then search the remains for a pair of Advanced
Gravity Generators!

Make your way back into the hallway, continuing westward.  As it bends around
to the north, you'll see a Selkath Apprentice, who attacks you as soon as you
are spotted.  Kill him (50 XP), then think about what you just saw.  Perhaps
this is a clue as to what happened to all those missing Selkath?  Go through
the door to the north, then open the footlocker for a Medpac and 150 credits.
This small room has only one other door, which leads to a small hallway, from
which you can access three other small rooms, besides the one you just came
from.  The room in the northwest is a Dormitory, the one in the northeast is
the Training Room, and the one in the southeast is the Medical Room.


    ===========================================================================
    -------------  M i s s i n g   S e l k a t h ,   P a r t   2  -------------
    =================================================================SIDE-QUEST
    Let's check out the Dormitory first.  As soon as you open the door, several
    Selkath, especially a female one named Shasa, start questioning your
    presence.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Introduce yourself, then mention that you are investigating the missing
    Selkath youth for Shaelas.  One of them will mention that Shasa is the
    daughter of Shaelas, but they still don't care, as she believes that her
    father is simply blinded by prejudice.  Now, say that the Sith are evil and
    that what they told them was nothing more than a lie, and then, that if the
    Republic is defeated, the Sith will enslave Manaan.  Shasa will mention her
    friend Galas, who was supposedly returned home by the Sith, with no trouble
    at all.  Finally, say that the Sith are only trying to use the Selkath
    youth to conquer Manaan for the kolto, then Persuade them that you will
    find some form of physical evidence proving this.

    Exit the Dormitory, then enter the Medical Room, in the southeast corner.
    As soon as you enter, a dying Selkath requests that you give a Shasa a
    message, but unfortunately, he dies before telling you what he wanted to
    say.  However, you are able to pick up some sort of token from the tortured
    Selkath (perhaps this is Galas?).  Also make sure to empty the nearby
    footlocker of a Medpac and Repair Kit.  While the token is enough proof of
    the sinister intents of the Sith, don't head back to Shasa yet.  Instead,
    make your way over to the Training Room and enter.  

    Destroy the two Practice Droids (30 XP) and the Selkath Apprentice, but
    before you enter the next room, make sure to heal up and prepare for some
    combat.  When you are ready, open the door, and then another one, only to
    encounter a Dark Jedi Master and two Selkath Apprentices.  Use Force
    Whirlwind to (hopefully) suspend the Dark Jedi Master in the air, while
    your whole party beats him like a pinata on Cinco de Mayo.  Finish off the
    Selkath Apprentices (of course, you could've taken them out first, but at
    least use Force Whirlwind on the Master first, or he'll tear you to pieces
    with his lightsaber).  

    For killing the Dark Jedi Master, you'll receive 1000 XP, as well as his
    Double-Bladed Lightsaber, Retinal Combat Implant, Luxum Crystal, and Dark
    Jedi Master Robe!  The two footlockers in this room contain two Advanced
    Medpacs, a Dark Jedi Knight Robe, and an Echani Dueling Shield.  We're not
    quite done looting yet, however, so go through the next door - don't worry,
    as there are no enemies on the other side.  The footlocker inside these
    private chambers, presumably of the Dark Jedi Master, contains a Datapad
    which reveals the Sith plans for a hostile takeover of Manaan!  Be very
    careful, however, as the footlocker is booby-trapped.  

    Head back to the dormitory and speak to Shasa, and you'll be presented with
    several options.  One is to show her the token you retrieved from the dying
    Selkath, while another is to show her the datapad you recovered from the
    Dark Jedi Master.  If you decide to show the token, you'll have to try to
    Persuade the Selkath that you did not kill Galas yourself.  Don't worry,
    however, because even if you fail, the Selkath will use to Force to realize
    that you are telling the truth.  If this is the method you choose, you'll
    receive Light Side Points.

    Alternatively, and much more rewarding, is to show Shasa the datapad you
    found.  It is irrefutable evidence, and there is no need for Persuasion;
    in fact, the Selkath head off the inform Manaan authorities at once.  This
    method nets you the Light Side Points, as well as 700 XP.  Be sure to loot
    the footlockers in the dormitory for an Advanced Medpac and Neural Band.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Immediately say that whether they are Selkath or Sith, that you're just
    there to kill anyone in your way!  Shasa and the three Selkath Apprentices
    will immediately attack, for which you'll receive 600 XP and Dark Side
    Points.  Also, for killing Shasa, you'll receive an additional 20 XP, while
    the Apprentices yield 50 each.  Make sure to search the remains for a Sith
    Energy Shield, Mandalorian Heavy Pistol, and Bavakar Cardio Package, and
    the nearby footlocker for a Neural Band and Advanced Medpac.  I would also
    recommend that you read the Light Path walkthrough for this side-quest
    above, especially starting with the part regarding the Training Room.  You
    should clear that area out as well!
    ===========================================================================


Once the Training Room and beyond has been purged of the Dark Jedi Master, go
ahead and make your way back to the entrance to Ahto City.  Exit the Sith Base,
and your party will immediately be placed under arrest!  Apparently, they have
been noticing a large amount of weapon discharge has been detected from inside
the base, which now seems empty - of course, you were seen entering the Sith
Embassy, and are thus under suspect.  You will automatically be transferred to
the prison cells, where you'll meet a Selkath named Bwa'lass.  It seems like
Bwa'lass has been appointed your arbiter, which you may have done for Sunry (if
you did that side-quest).  Converse with your arbiter however you like, because
you're not going to want him to stick around very long.  Eventually, he will
start to ask you some questions to gain evidence, but it doesn't really matter
how you answer them.

Tell Bwa'lass that you are ready to get the trial started, and you'll move to
the High Court, where you are to be judged.  You're not facing a slap on the
wrist, either, as you have been charged with murder, among other things!  If
you allow Bwa'lass to continue as your arbiter, you'll soon to realize the
truth behind the adage: "you get what you pay for."  In other words, this
arbiter freaking stinks when it comes to defending you!  So, interrupt him as
soon as you have the option to do so, unless you feel like being executed.
Or, even better, when he is asking you questions in jail, tell him that you'd
rather represent yourself.

When the trial starts, plead "not guilty."  The judges will then ask what your
explanation for being inside the Sith Embassy was, so mention that you were
investigating the disappearnaces of young Selkath.  Show the token that you
recovered from Galas, and the court will adjourn to verify this new evidence.
When it reconvenes, they will drop all charges against you!  Alternatively, you
could have shown them the datapad you recovered from the Dark Jedi Master, as
this achieves the same result.  


MORE COMING SOON


_______________________________________________________________________________
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VI.   S I D E - Q U E S T S                                              kw-que
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Since I explain most of the side-quests throughout the walkthrough, what is the
need for this section?  Well, first and foremost, there are many side-quests in
Knights of the Old Republic that do not fit in any certain, logical place in
the walkthrough.  For instance, these particular quests are initiated at
differing times and in differing locations, depending on conversations that you
have had up to that point, etc.  As a result, these quests will often require
you to travel to a completely different world (or worlds) than the one that you
are currently on.


=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Multi-World Side-Quests =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=

    ===========================================================================
    ---------------------  B a s t i l a   R o m a n c e  ---------------------
    =================================================================SIDE-QUEST
    After meeting with the Jedi Masters on Dantooine, ask Bastila about the
    dream, and she'll respond that it was less of a dream and more of a vision
    - one that the two of you shared.  She's willing to answer questions that
    the Jedi council did not, so ask her if you think that the two of you will
    share more visions.  "With luck," she replies, although she would rather
    not rely on visions to guide the two of you.  Tell her you still don't
    understand why you shared a vision, and she'll reply that your fates are
    linked. Ask why your fates were joined, and she gets a bit snippish,
    replying that she doesn't find the prospect of being joined to you
    enjoyable in any fashion.  Say "thanks a lot," and she apologizes; she's
    just not used to sharing something so personal.

    Tell Bastila that it looks like something's bothering her, and she will say
    that she isn't bothered - just thinking about what the Council said about
    you two.  She doesn't dispute that there is a bond - she just isn't sure
    about the nature of that bond and its effect on our mission.  Flirt with
    her, and she will admit that she finds you intriguing.  Well, she corrects
    herself, saying that she finds your command of the Force intriguing.  She
    will then mention your service records; flirt again, then agree to answer
    any questions that she might have.  Answer them truthfully (it's plainly
    obvious which ones are right), and you will eventually learn that she was
    simply studying how you responded to her questions, as a way of judging
    you.

    Talk to Bastila again, and ask if there is anything she wants to ask you.
    Mention that she keeps staring at you, and she'll indignantly say that she
    was purposely NOT staring at you.  However, she lets slip that whatever she
    feels - oops, thinks - about you, she keeps hidden.  Say that she's so cute
    when she's embarrassed, and she will once again bring up the bond.  Bastila
    admits that what she feels within you is troubling.  Normally, a Padawan
    requires a considerable amount of training, to control their emotions and
    darker impulses; often, it takes years before using the force can be
    considered safe.  The fact that you are so strong in the Force, yet have
    had so little training, scares her.  Ask her what she thinks you should do,
    and she will reply that there isn't much.  Fortunately, you've displayed a
    degree of compassion and self-control - we must all resist the influence of
    the Dark Side!  Note that this is only the response you get if you've been
    leaning toward the Light Side; otherwise, she would mention your utter lack
    of regard for others.

    Ask her why she is upset, and she will apologize.  She's concerned for you,
    the mission, and for herself.  Every action either one of you does has
    consequences for the other.  Say that she could help you stay strong, and
    she will say that she will do her best to guide you.  Respond by saying
    that you would appreciate any help, and she says that she hopes that she
    has the wisdom to help you through the dark times.

    Bastila wants to speak to you about your mission, and about what lies
    ahead.  It seems to her that fate, or the Force, is driving the two of you
    into a confrontation with the Dark Lord.  She mentions the time when she
    first faced Revan, so ask if it is true that she killed him.  Surprisingly,
    you learn that, due to her Battle Meditation, she was on the strike team
    that boarded his ship.  However, they did not kill him; their mission was
    to capture him.  It was Malak who turned on his own master, by firing upon
    Revan's ship while they were all still on board it.  Apparently, it was
    Malak's attempt to destroy both his master and the Jedi at the same time.
    Revan's end was unforeseen, as the Jedi do not believe in killing
    prisoners.  Bastila then reminds you that Revan and Malak were once great
    Jedi, and that they demonstrate the danger of the Dark Side to all Jedi.

    Tell Bastila that you'd like to know a little more about her, and she
    agrees to answer any questions that you might have.  Ask how she joined the
    Jedi, and she will tell you that she was found to be strong with the Force
    when she was young, and was given as a "gift" to the Order.  She left her
    family behind on Talravin, as all Padawans do, and has had little contact
    with them since, as it is discouraged.  Ask her why, and she will say that
    powerful emotions are to be avoided.  Anger and hate are the worst, but
    even love can lead to folly.  Mention that it's strange that you aren't
    allowed to love, and she will say that emotional entanglements can be
    deadly, and can lead to outbursts of uncontrolled emotion.

    Of course, she doesn't sound very convinced, so mention that, and she will
    respond that although she wasn't on good terms with all of her family, she
    missed her father for a very long time.  Ask if they were close, and you'll
    learn that they were - he was very kind and gently, but her mother was a
    different story.  She treated the father poorly, pushing him into treasure
    hunting and whittling away his fortune.  In fact, she was relieved to be
    rid of Bastila and to give her to the Jedi, but her father was heartbroken.
    Ask why she never tried to get in touch with him again, and she will say
    that love can only obscure and confuse the matter.  Say that she sounds
    very sad when she says that, and she will admit that even a Jedi cannot
    always control the feelings of the heart.

    The next time you speak, Bastila will say that she's been watching you and
    what kind of progress you've been making.  If you flirt with her and say
    that you know the real reason she's been watching you, she admits that
    she's interested in you.  Compelled, even, but not in the matter that you
    think.  She thinks that you have an awesome command of the Force, and
    trembles when she thinks of how you might misuse it.  Tremble, huh?  Say
    "I make you tremble?  Do you get all tingly inside, too?"  She refuses to
    accept that, however, and instead changes the subject to you being
    dangerous.  She's seen how you've resisted many temptations and contine to
    walk the path of the Light Side (again, if you've been leaning to the Dark
    Side, you'll get a different response), but she's afraid that you might
    stray.

    Continue on with the conversation, and she tells you that the Dark Side is
    much more than simply anger or temptation; once you stop resisting it, it
    is too late.  Ask how she knows how terrible it is, and she mentions the
    atrocities that have been committed by those influenced by it.  Reassure
    her that you wouldn't commit such acts, but it doesn't make her worry any
    less, as she senses something ominous coming from the shadows of the Dark
    Side.

    When Bastila is ready to speak again, ask why the Council sent you with her
    on this mission, and she'll mention that she certainly couldn't complete it
    alone, and the bond is an extra bonus.  Ask why if the Force wants the two
    of you to be together, why does she keep resisting your charms?  She
    reiterates that you were brought together to stop Malak, not for romance!
    She then reminds you to stay focused, as the Jedi Council will probably
    disapprove if they knew that you were discussing your mutual attraction
    when you're supposed to be saving the galaxy.  Push the mutual attraction
    issue, and she gets flustered, telling you to ignore your feelings and
    concentrate on the task at hand.  She will admit that she sometimes wonders
    if this is more than just a mission to stop Malak, but also a test of her
    abilities.  Agree that you feel the same, but eventually, she decides that
    the Council knows best.

    Say that Bastila looks like she has something to say, and she tells you
    that she's been trying to figure out how to say this for a long time: she
    depends on you - not just for the sake of the mission, but for her own sake
    as well; she is glad that you are with her.  Express your surprise at her
    compliment, and she will say that it was indeed a compliment, but that
    surely it wasn't so surprising.  Mention that she sounded so pained when
    saying it, and she will explain that she is sincere, and that she has
    realized that she is too critical and demanding of you sometimes.  Thank
    her for the gesture, and she'll admit that you probably get sick of all of
    her lectures about the Dark Side and everything else - she realizes that
    she's turning out just like her Jedi Masters, stodgy and self-absorbed!  Of
    course, you don't want to insult her while she is vulnerable, so say that
    she isn't either of those.  She realizes it is time to stop pushing
    everyone away, and tells you that you deserve to know how much she respects
    and admires you, and how much she cares for you - as a friend, of course.
    Say that you and her could be more than friends, and she will say that it's
    not allowed, and that maybe she shouldn't have said anything... perhaps you
    should let the issue rest for awhile, so tell her that you are glad she did
    and that you care for her too, as a friend.

    Ask Bastila if she is curious about something, and she'll be surprised that
    she is so transparent.  If you'll allow it, there's something she wants to
    ask - tell her to go ahead.  In your time together, she's been watching
    you, and mentions that you are a "true servant of the light" (if that's how
    you've been playing, of course) and that you make resisting the Dark Side
    seen so easy.  She asks if that is only an illusion, so tell her that you
    find it a struggle sometimes also.  She's relieved to hear it, as she has
    never found the Jedi path an easy one to take, and it's good to know that
    she isn't alone.  She mentions dreaming about confronting Darth Malak and
    using all the power she has to kill him - yet those feelings are the path
    to the Dark Side.  Tell her to trust in the wisdom of the Jedi Code, and
    she says that you are right and that she has to remember her training.  Of
    course, she still doesn't think she could ever be as evil as Malak.  She
    then apologizes for questioning the Jedi teachings and maybe even trying to
    make you question them yourself.

    Talk to Bastila about what she said before - about giving in to her
    emotions.  She says that she should never have brought it up to you - part
    of her purpose on this mission was to guide you down the Light Path and
    help you avoid the Dark Side, but she feels that you have failed you.
    Disagree with her, and she thinks that you aren't being truly objective,
    and are only trying to save her feelings.  She admits that she has never
    even been able to control herself, and you have maintained the path of the
    Light Side in spite of her influence - not because of it.  Tell her that
    she is doing her best to guide you, and she will respond that that was very
    kind of you to say, but she thinks that she has made a big mistake, and
    hopes that you are not the one who ultimately has to pay the price.  Say
    that you and her should help each other, and she'll mention that you
    continue to be there for her, even after she keeps pushing you away and
    when she needs you the most.  You're like no man she has ever met, and
    nothing like what she expected.  Respond that you and her were made for
    each other, and she will need time to think upon what you've said.

    Once Bastila has had some time to think and is ready to talk again, do so.
    She says that you deserve an answer, since you have been so patient, but
    that you have to understand how difficult this is for her to say.  Reply
    that you think that you do, and she goes on to say that you're unlike any
    man she has ever met before, and that she finds herself watching you,
    whenever she can - it's not supposed to be like this, as she's supposed to
    control her emotions better!  Ask her what she's trying to say, exactly,
    and she describes your power and passion, and how she is drawn to you.  If
    you ask if she's interested in you or your ability to use the Force, she
    says that the Force is part of you, but not what attracted her to you.
    However, she feels that her own feelings are getting in the way of the
    mission, and she can't let that happen.  Tell her to just give in to her
    feelings, and she decides that the conversation should be held in privacy.

    Back in the living quarters, she tells you that you are stronger than her,
    and will be a great Jedi.  In some ways, you make her feel weak, but at the
    same time, you make her feel stronger and more alive.  Tell her that you
    are more alive when you are with her as well, and she'll say that these
    feelings are part of the bond you share, and that facing and overcoming her
    feelings for you was a test given to her by the Council.  She apologizes,
    saying that your... infatuation... was nothing more than the bond between
    you.  Tell her that she's simply rationalizing and just scared to face the
    truth, and she'll respond that you are the one who can't face the truth.
    Say that you are going to stop Malak, but that you want her at your side
    while you are doing so.  She tries to resist, saying that she has to be
    strong for the both of you, so tell her to just give in for once.  Then,
    tell her that you love her and that you know she loves you, and she'll tell
    you to shut up and kiss her, you fool!  Afterward, she regrets it, saying
    that Jedi shouldn't fall in love.  Respond that it didn't feel wrong to
    you, but she still feel that she gave in to weakness, and runs out of the
    room.  Man, you must be one terrible kisser!

    Try to talk to Bastila about what happened between the two of you, and she
    won't want to - it was a moment of weakness and passion, she says.  She
    feels that you and her need to stay focused on stopping Darth Malak, and
    that she doesn't want the other party members to get suspicious and start
    gossiping.  Thus, until your mission is over, she says that you and her
    need to be more discrete and not talk about this anymore.  Well, I suppose
    that means you're not going to be getting any action until you've killed
    Malak, so on with the mission.
    ===========================================================================


    ===========================================================================
    -------------------  M i s s i o n ' s   B r o t h e r  -------------------
    =================================================================SIDE-QUEST

    Talk to Mission, asking her about everything you can, including how she met
    Zaalbar, how they survived, etc.  Eventually, right before you end the
    conversation, she'll mention her brother offhand, although she will not
    want to talk about him just yet.

    The next time Mission wants to talk, ask about her brother.  It seems that
    she's rather embarrassed telling people at him, so ask her why.  He and
    Mission were stowaways long ago, but even though he had his problems, he
    always looked out for her.  After all, he's family, and you have to stick
    by family - thus, Mission doesn't want to make him out to be bad guy.
    Furthermore, he taught her quite a bit of stuff, such as how to break into
    computer systems and doors.  Agree that they are handy skills, then ask why
    he left.  Mission blames someone named Lena for Griff leaving, but if you
    ask about her, she gets quite angry.

    When she is ready to speak again, ask Mission about her brother, and she'll
    apologize for the way she acted earlier.  She just tends to get a little
    angry when thinking of Lena.  Ask why she hates her so much, and she'll
    explain that Lena was a dancer, accustomed to dating Tarisian nobles.
    Griff, of course, could never provide her with the type of lifestyle that
    she was used to, but rather than dumping him, kept the relationship going,
    in hopes of a future payday.  A few months later, Griff and Lena left Taris
    to seek his fortunes, and two years later, he still hasn't returned.
    Mission blames Lena for making Griff forget all about his sister, and part
    of the reason she has joined you is to maybe find her long-lost brother.

    At this point, or perhaps just a little while later, exit the Ebon Hawk (if
    necessary, simply board it before exiting right away), select your party,
    making sure Mission accompanies you.  If you've been speaking to her
    enough, with Mission in your party, Lena, the girl that Griff ran off with,
    approaches.  Mission, surprised to see her, will ask where her brother is.
    Lena will say that she and him broke up a few months after they left Taris,
    as he is bad news.  Mission defends her brother, which surprises Lena.  Say
    that Lena took Griff away and left Mission alone on Taris, and Lena will
    respond that the facts are backward.  In fact, she wanted Mission to come
    along, but Griff didn't want her to, because he felt that his sister was
    holding him back.  Ask why you and Mission should believe her, and she'll
    say that if Griff wasn't trying to ditch Mission, then why didn't he tell
    her where he was going?  As soon as Lena ran out of money, he started
    blaming her for all his problems - he's always looking to blame other
    people for them.  Ask where Griff is now, and she will tell you that he was
    still on Tatooine, working in the mines for the Czerka Corporation.

    Once you are on Tatooine, ask the protocol officer in the Czerka Corp.
    Office about Griff, and she will mention that she's never even remembered
    having a single "Griff" on the Czerka Corp. payroll.  Persuade her, and
    she'll change her tune and tell you all about his work habits: always
    faking injuries to get out of work, falsifying his time sheets, sleeping on
    the job, and maybe even stealing.  Ask if she fired him, and she'll say no,
    since they needed the workers.  However, it would have been better for him
    if he had been fired, as the Sand People wouldn't have gotten to him.  Ask
    her to clarify, and you will learn that he was lost in a raid by the Sand
    People, who took prisoners.  They stopped the search, since it wasn't
    "cost-effective," but they did start a bounty program to thin the Sand
    People numbers.  The fate of Griff, she really doesn't know, since they
    never found a body.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~  L I G H T   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    During the main quest, you'll enter the Sand People Enclave - if you are
    pursuing the Light Path, of course, you'll want to do so peacefully, which
    requires HK-47 to be in your party.  The chieftain will require you to
    perform a task for him, so after you give him the moisture evaporators, ask
    the chieftain about Griff; you'll learn that the mere presence of Mission's
    brother in their enclave is a defilement of their land.  He's considered
    nearly useless, so you are free to take him.

    Open the door to his holding cell, which is on the east side of the
    Enclave, then speak to him. He'll immediately start lying, saying that he's
    an important Czerka executive.  Of course, you'll want Mission in your
    party to get the most out of the story.  Mission will interrupt his lies,
    as he doesn't even seem to recognizer her at first!  She'll then ask
    whether or not what Lena said was true, and sadly, she'll find out that it
    was - Griff did indeed want to leave her on Taris.  When he asks if you
    will help get him out of here, tell him that he is free to go and to run
    back to Anchorhead.  Of course, being the deadbeat that he is, he tries to
    hit Mission up for some credits, but is promptly refused.  Ask what is next
    for him, and he'll then beg you for some credits!  Whether or not you give
    him some is completely up to you, as you don't receive any Light Side
    Points and he isn't grateful even when you do give him some.  He'll then
    mention that he has a job lined up at the Czerka Corp. office, working for
    Greeta, and will tell you to come meet him there later.

    If you talk to Mission before then, however, she'll suspect that whatever
    job he has for you is a scam.  Talk to Griff once you are back in the
    Czerka Corp. Office, and Mission will refuse to have anything to do with
    whatever plan he has concocted.  Of course, he intends for you to help him
    out - not his sister.  Ask him what the job is, and he'll mention that now
    that Taris is gone, Tarisian ale is very scarce (and thus, very valuable).
    Fortunately, he knows the recipe for it!  Ask what this has to do with you,
    and he says that he knows someone with the Exchange, who can synthesize a
    whole batch of it.  Unfortunately, he needs a tach gland, which can only be
    found on the planet Kashyyyk.  What's more, if he doesn't come through for
    the guy in the Exchange, he'll get his legs broken... or worse!  Respond
    however you choose, as he'll ask you to do this quest for him regardless.

    Talk to Mission again, and she'll reconfirm that she thinks that Griff's
    plan is a scam - he certainly doesn't know how to brew Tarisian ale!  What
    worries her even more is that he has gotten mixed up with the Exchange,
    which doesn't bode well for anyone.  She's still angry, however, and says
    that part of her just wants to let him get what's coming to him.  Say that
    she can't turn her back on her brother, and she'll retort that he turned
    his back on her!  Of course, she doesn't want him to die - just learn a
    lesson.  Now, say that noone can teach him this lesson, and that he has to
    learn it himself.  She'll agree that she cannot change him, but maybe if
    you got the tach glands for him, things will work out.  Or maybe he'll
    finally see the light and turn over a new leaf, as unlikely as it seems.
    That's all Mission has to hope for, however.  For keeping her hopes for her
    brother alive, you'll gain some Light Side Points.

    Once you have obtained the tach glands from Kashyyyk (they can be obtained
    in the Upper Shadowlands), head back to the Czerka Corporation Office on
    Tatooine.  Speak to Griff, then give him the tach gland freely (none of the
    other options do any good, since he doesn't have any money anyway).  If
    Mission is with you - which she should be - she begs him to not pull any
    more scams, and he promises to make his past mistakes up to her.  Not
    before asking for more credits, however!  If you refuse to give him any
    money, and then threaten him afterwards when he persists, you'll gain Dark
    Side Points.  You can also refuse him without being threatening, of course,
    or give him the 200 credits; I wouldn't recommend the latter, however, as
    you don't get any Light Side Points or anything in return.

    Talk to Mission about Griff, then exit the Czerka Corp. Office before
    heading right back in.  Approach Greeta's desk, and he'll automatically
    start talking to you.  He has a message: Griff has ruined the Tarisian ale,
    and rather than face the consequences of his blunder, is on the run once
    again.  He also told Greeta to tell Mission that he was sorry... ask all
    the questions you want to about Griff's whereabouts, but you won't be able
    to get much information.  Talk to Mission, then threaten and insult him a
    couple of times to gain more Dark Side Points, if you're interested.  Or,
    be nice when you are talking to her, telling her that people can still
    change, and that she has a mature attitude; this will net you some Light
    Side Points.  Well, that's about it for this side quest!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    During the main quest, you'll have to enter the Sand People Enclave - it
    doesn't really matter one way or the other whether or not you are doing so
    peacefully.  Either way, behind a wooden slat door on the east side of the
    Enclave, you'll encounter Mission's brother, being held captive.  Talk to
    Griff, and as soon as you do so, the first thing that spouts out of his
    mouth is a whole bunch of B.S.!  He lies about him being a high-ranking
    Czerka Corp. officer, and lies about you getting a big reward if you bring
    him back.  Nevermind that, though, and mention Mission and how she travels
    with you, then ask why you shouldn't just kill him.  Threaten him again,
    then kill him - it's ridiculously easy!  You'll get 40 XP and Dark Side
    Points.  However, you will be unable to kill him if Mission is in your
    party.

    Note that if you let him keep his pitiful life, there are still several
    ways to get Dark Side Points, simply by the dialog options you choose
    later.  See the Light Side Path walkthrough above, starting at the point
    where you are meeting him in the Czerka Corporation Office, for further
    details.
    ===========================================================================


    ===========================================================================
    -------------------------------  H K - 4 7  -------------------------------
    =================================================================SIDE-QUEST

    After purchasing HK-47, ask about his abilities and history, and he will
    eventually mention that he may be able to be repaired.  If you have a
    decent Repair skill level (at least 6), attempt to do so (although it won't
    hurt if you attempt and fail anyway).  If the repair is successful, he will
    recover part of his memory, in regards to his last owner.  He'll mention
    that this owner was an executive, who accidentally stumbled upon HK-47's
    assassination protocol.  HK-47 then followed this protocol, executing 104
    Systech employees, including his owner, although this was more by chance
    than anything else.  At any rate, once you have finished the conversation,
    HK-47 will gain a permanent +2 to his dexterity.

    The second time you successfully repair him, HK-47 will recall information
    on the owner before the commercial officer previously mentioned.
    Apparently, this owner was a senator of great importance on Coruscant,
    although he did not know about HK-47's assassination protocol.  However,
    one of his assistants found out and told the senator, advising him to
    reduce the droid to spare parts and avoid a potential scandal.  Rather
    fortunately, the senator didn't agree, and had HK-47 eliminate the former
    assistant.  It seems as if HK-47 actually rather liked this senator, and
    even executed a few of his opponents that he didn't ask for... "freebies,"
    if you will.  Finally, though, the senator set HK-47 on his own wife, who
    was perhaps cheating on him.  However, the senator followed behind, as he
    apparently changed his mind, and threw himself in front of his cheating
    wife and her male companion - just as HK-47 attacked.  Unsure of what to do
    with the droid, the senator's wife sold him to the commercial officer.
    Anyway, once the conversation is over, he gains a permanent bonus of +2 to
    his defense.

    Repairing HK-47 for a third time, he'll remember his owner prior to the
    senator.  He was owned by Bochaba the Hutt on the planet Sleheyron, who was
    one of the most feared gangsters on the planet.  In only one year, HK-47
    killed a total of 322 "meatbags," contributing to Bochaba's fearsome
    reputation.  Eventually, however, Bochaba overstepped his bounds and was
    assassinated by the Exchange, quite gruesomely.  The rival Hutt claimed
    HK-47 as his own, but did not know of his assassination protocol, so sold
    him to the senator, who he bribed regularly.  Your repairs will give HK-47
    the ability to regenerate 1 vitality point every 6 seconds.

    After a fourth and final repair (you'll probably need a repair skill of
    at least 17), HK-47 recovers the last of his deleted memory, although his
    history is unfortunately still incomplete.  The majority of his memory is
    still locked within his core, which can only be unlocked by an as of yet
    unknown stimuli.  Ask about the owner he can remember, and he'll bring up
    that he had just assassinated someone in Mandalorian space when he was
    badly damaged.  A Mandalorian soldier claimed him as booty, repaired him
    (poorly), and used the droid's assassination protocol to raise his rank.
    Continue the conversation, and you'll learn that the soldier sent the droid
    against Mandalore himself, although the mission turned out poorly: he was
    captured by Mandalore, reverse programmed, and sent after his owner.
    Eventually, he ended up on the black market and was sold to Bochaba.
    Surprisingly, HK-47 shows a bit of remorse at having killed his owner
    directly.  Finally, he mentions that he can now activate a few Mandalorian
    implants that were installed in him, which increases his vitality
    regeneration to 1 point every 3 seconds and increases his Dexterity an
    additional 2 points!
    ===========================================================================


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