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    FAQ/Walkthrough by ChibiWallin

    Version: 1.11a | Updated: 03/02/04 | Printable Version | Search Guide | Bookmark Guide

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    Star Wars: Knights of the Old Republic Walkthrough
    Platform: X-Box
    Version: 1.11a
    Last Updated: March 02, 2003
    Originally Created: August 5, 2003
    Author: David Lam, jhev(at)chibiknights.com
    Website: www.chibiknights.com
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    NOTE: This FAQ is no longer being updated.  Please do not send any additions
    or corrections.
    
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    Table of Contents
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    (Titles below are printed EXACTLY as such in the walkthrough)
    
    1. Introduction
    2. Updates and Versions
    3. General FAQ/Tips/Information
    4. Characters
        [4.01] - Trask Ulgo
        [4.02] - Carth Onasi
        [4.03] - Mission Vao
        [4.04] - Zalbaar
        [4.05] - Bastila Shan
        [4.06] - T3-M4
        [4.07] - Canderous Ordo
        [4.08] - Juhani
        [4.09] - HK-47
        [4.10] - Jolee Bindo
    5. Walkthrough 
        [5.01] - Endar Spire
        [5.02] - Taris
        [5.03] - Dantooine
        [5.04] - Tatooine
        [5.05] - Kashyyyk
        [5.06] - Korriban
        [5.07] - Leviathan
        [5.08] - Manaan
        [5.09] - Mystery World
        [5.10] - Star Forge
        [5.11] - Darth Malak
    6. Side Quests
        [6.01] - Taris
        [6.02] - Dantooine
        [6.03] - Tatooine
        [6.04] - Kashyyyk
        [6.05] - Korriban
        [6.06] - Manaan
    7. Bugs and Rants
    8. `After the Game' Thoughts (-=***SPOILER SECTION***=-)
    9. Credits
    
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    1. Introduction
    ------------------------------------
    After playing through Knights of the Old Republic, I found at the 
    moment there were very few full walkthroughs for the game.  This 
    walkthrough is not completely perfect.  The Endar Spire, Taris, and 
    Dantooine areas are somewhat vague because I'd have to play the game to 
    get to them.  Most importantly to me, and the reason I wrote this FAQ, 
    was because people are most likely having great difficulties with the 
    end of the game and right now there aren't any walkthroughs that detail 
    the entire game.  This FAQ goes into great detail with at least the 
    last 4/5 of the game.
    
    Except for section 8, this walkthrough is SPOILER-FREE.
    
    ------------------------------------
    2. Updates and Versions
    ------------------------------------
    Version 1.11a - Since this is an old FAQ and there are so many other ones
    that are much longer, this FAQ won't be updated anymore.
    
    Version 1.11 - Added information submitted by Shawn G concerning the Darth 
    Malak battle as well as some more info on character events.  Thanks!
    
    Version 1.10 - Added Section 8. After the Game Thoughts, which is a spoiler 
    section and is not to be read unless you've won the game at least once.
    * Corrected the `Bug' section concerning Mission's brother (I'm such a dummy, 
    lol).  Thanks to all that wrote about that!
    * Also added in the third way of infiltrating the Sith embassy on Manaan.  
    Thanks to Ray Samol for that.
    * Thanks to my brother and Blue Dragoon77 who confirmed that the creatures that 
    are loaded onto the Ebon Hawk on Tatooine can be sold to the alien on Manaan.  
    Blue Dragoon77 also brought the HK-47 side-quests to my attention.  Please 
    check out the NPC Guide by Reaper511 and Sabermaster to get all the details on 
    that.
    * Stephen Allerti reminded me of a quest that I not only forgot about, but 
    failed to complete on Korriban/Kashyyyk.  That has been added, and thanks for 
    that.
    * Frank Johnston also submitted information about the Canderous side-quests 
    that I never saw since I only used him on Taris, and also some info on HK-47 
    and the rewards of the Assassin Missions on Manaan.  Thank you!
    * Thanks to Baron Zemo who gave me info about the Dragon Pearl, as well as 
    confirmation about character events.
    * Added a new bug that was submitted by someone.  If anyone else came across 
    this and has a solution, let me know.
    
    Version 1.00 - Ironically, the first two areas covered in the 
    walkthrough are blatent and general.  The second half, where people are 
    definitely having the most trouble, is the detailed section.  The 
    entire walkthrough will be completed in total detail the future.
    
    NOTE: Because I'm focusing mostly on the second half or least 2/3 of the 
    game, there are at the moment no instructions on how to play.  If the 
    tips on the Endar Spire didn't help you, I'm sure I can't.
    
    ------------------------------------
    3. General FAQ/Tips/Information
    ------------------------------------
    I chose the path of the goody-Jedi.  In other words, I only said 
    helpful things, pretended to be patient, etc.  I was also overly 
    generous whenever possible, although if I had the chance to persuade 
    for a discount or something, I took it.  So any of the choices and 
    results I mention came from being overly nice or forgiving.  If you do 
    not follow the same path, more than likely things will be the same with 
    a few exceptions.
    
    The order in which I chose to visit the worlds is, to my knowledge, 
    irrelevant.  However some of the notes I mention only happen because 
    things happened in the order that I played.  If you are reading this 
    FAQ because you're stuck in a certain part, do not worry, my sequence 
    of events will ultimately end up the same as yours.
    
    By the end of the game, I had 37,976 credits and 21 race bonds (which 
    are worth 60 credits each).  I don't think I ever sold anything.  So 
    don't skimp on money if you don't have to.  I personally never bought 
    any weapons or armor, except maybe two or three through the course of 
    the game.
    
    The level max you can reach is 20.  After that you just get experience 
    but it never goes anywhere.
    
    As you level up, members not in your party can level up to 1 behind 
    your current level.  So if you're 11 and switch to someone who is only 
    4, they can level up instantly to 10 when you put them in your party.  
    This can happen as many times for all the characters, and can be saved 
    for as long as you want.
    
    For full story experience, as well as additional quests, be sure to 
    talk to all of the party members while exploring or while on the ship.  
    Every so often you can talk to them about their pasts, which usually 
    unlocks a journal quest at some point in the game.
    
    Some of the side quests I mention may not appear in the game if you do 
    not bond with the characters as often as you should.  For example, 
    Mission's brother may not appear in the sand people base at all if you 
    don't talk to her.  You may also have difficulty completing the quest 
    if Mission is not in your party.
    
    Submitted by Baron Zemo:
    "NPC sidequests: From what I can tell, these can only be triggered after
    two conditions are met. First, you have to have reached a certain part in
    the character's story through conversations with them. In other words,
    Mission's brother sidequest will not be initiated unless you get Mission to
    talk about her brother first. Secondly, you have to trigger the encounter
    that leads to the sidequest. In some cases, like Mission, it's simply a
    matter of having the right character with you at a certain time (99% of the
    time the trigger cutscene occurs when you're near the Ebon Hawk). In
    others, you need to have accessed a particular sidequest first. For
    Bastila, you need to get her to talk about her parents first, then trigger
    the Krayyt dragon sidequest either by talking to the Sandpeople Chief or by
    talking to the hunter, Komad. Once you have accessed this quest, Bastila's
    sidequest will be triggered the next time you approach the Ebon Hawk with
    her in your party. By carefully taking the time to speak to each of my
    party members at length and returning to the Ebon Hawk between sidequests, I
    was able to trigger Mission's, Bastila's and Carth's sidequests all on
    Tatooine, my first planet after leaving Dantooine. In addition, by doing
    so, I also triggered the assassin missions with Hulas on Manaan and was able
    to carry out all the assassinations requested, including the one on
    Dantooine."
    
    Submitted by Shawn G:
    "When you receive side quests from your party members. It is all level based. 
    Everytime you level, you'll gain new dialog options when speaking to your party 
    members. So far the only exception is Canderous Ordo. I can't seem to get Jagi 
    to appear until after the Leviathan."
    
    Any datapads you find can be read by looking at them in the inventory.  
    Almost all of them have valuable information to solving a puzzle, 
    preventing danger, or telling you part of a story.  Make sure to read 
    any you find.
    
    You can NOT change your armor while you're in the middle of a battle.  
    If your hero is wearing heavy armor, you can't use most of the Jedi 
    abilities, so keep this in mind.
    
    Q: What is a buff?
    A: A buff is a spell that improves your stats or defenses in someway.  
    Using an armor spell, speed spell, or resist/immunity spell is an 
    example of this.  Using stimulants is also considered buffing.
    
    Q: What skills are worth getting?
    A: This depends on your base job, but the most helpful skill for any 
    class is Treat Injury.  While you can use Cure/Heal as a Jedi later in 
    the game, it only heals 30-40 out of 300+, so you'll be using medpacks 
    and life support packs sometimes.  Against bosses you will definitely 
    need the big boost in health sometimes.
    
    Q: What Jedi Powers are worth getting?
    A: Force Immunity is a must, because you'll get very angry very quickly 
    being stunned and immobilized by evil Jedi, and then getting killed 
    fast because of that.  
    Throw Lightsaber is helpful and may be essential late in the game if you don't 
    have Dark Jedi skills.
    Heal is useful because it cures all party members, as well as 
    neutralizes poison.
    Droid Damage powers are helpful for their stun, which gives you time to 
    kill them.
    Speed is helpful because you get more attacks.
       
    Things that will more than likely give Light Side points:
    - Being generous, not taking a reward when offered
    - Saving a life
    - Doing "what's morally right"
    - Completing a journal task that required a personal favor
    
    Things that will more than likely give Dark Side points:
    - Killing without any cause
    - Threats, provocation
    - Stealing, conning
    - Taking a life without a real just cause
    
    Q: Is Pazaak useful?
    A: The money rewards on Taris were pitiful.  I never bothered to play 
    anywhere else, and if there's a reward for playing, I didn't need it.  
    Someone also said there's a bug with Pazaak where if you play a 
    particular person 10 times you get a reward, but instead you get a bug.
    
    Q: How do you play Pazaak?
    A: You don't want to know, seriously.  It's a huge waste of time.
    
    ------------------------------------
    4. Characters
    ------------------------------------
    *** 4.01 Trask Ulgo ***
    A soldier on the Endar Spire.  He teaches you the basics of the game.
    
    *** 4.02 Carth Onasi ***
    Another soldier, Carth is fairly skilled with blaster weapons.  He has 
    great tactical skills as he has been in hundreds of battles.  You first 
    meet him on the Endar Spire, but group with him on Taris.
    
    *** 4.03 Mission Vao ***
    Scoundrel class, Mission has been living in the Lower City of Taris for 
    quite some time after being left behind while her brother Griff went in 
    search of fame and fortune.  She has been hanging around Zaalbar and 
    the two help each other.
    
    *** 4.04 Zaalbar ***
    A wookie, Zaalbar is also a scout and has been paired up with Mission.  
    His homeworld is Kashyyyk.
    
    *** 4.05 Bastila Shan ***
    An important Jedi, Bastila is skillful in her use of the force, as she   
    possess a great skill called 'Battle Meditation'.  This ability can 
    turn the tides of war.
    
    *** 4.06 T3-M4 ***
    Bought on Taris, this droid was built specifically to crack into the 
    security systems of a Sith base on Taris.  It's functions can be quite 
    useful in other places, however. 
    
    *** 4.07 Canderous Ordo ***
    Works as a mercenary for Davik and soldier for a top member in the 
    exchange, Canderous is a Mandalorian and has fought in the war.  He 
    fights for the pride of battle.
    
    *** 4.08 Juhani ***
    A Jedi Guardian, Juhani is a Jedi on Dantooine who does not quite trust 
    herself or understand the powers of the Force.
    
    *** 4.09 HK-47 ***
    Like T3-M4, this droid is also bought, but on Tatooine.  It has an 
    entirely different personality however, and was also created with more 
    battle-intensive functions.
    
    *** 4.10 Jolee Bindo ***
    Jedi Consular, Jolee is a mysterious man and the oldest in the group.  
    His wisdom and abilities as a Jedi are very useful at times.
    
    ------------------------------------
    5. Walkthrough
    ------------------------------------
    *** [5.01] - Endar Spire ***
    
    NOTE #1: Because of the over simplistic nature of Endar Spire, the 
    walkthrough for this area is relatively brief.
    
    You'll start out in your room, hop out of bed, and a soldier (Trask 
    Ulgo) will enter the room and tell you the ship is under attack.  He 
    will give you some general advice and tell you to get your clothes from 
    the footlocker in the room.  
    
    After that, battle through the ship and eventually you'll run into a 
    Sith member.  Trask will take him on, leaving you to find the escape 
    pods alone.  When you do find them, Carth Onasi will be waiting for you 
    there and it's time to leave the Endar Spire.
    
    On your way to the pods, you can activate the battle droid if you wish 
    to help kill the Sith soldiers.
    
    *** [5.02] - Taris ***
    
    You'll have a strange vision before waking up and talking to Carth.  
    However you talk to him, you'll have to add him to your party, then 
    head out of the room and into the hall.  You'll see sith officers 
    assaulting some aliens.
    
    After helping them out, you can walk around opening apartment doors.  
    Some of them are locked, however, so unless you have the right skill or 
    another party member, you can't open them.
    
    SIDE QUEST: Head out to the cantina and you can fight in duels after 
    talking to the Hutt.  Once you beat all the basic opponents, you can 
    fight a special soldier and collect a bounty on his head, but it is a 
    fight to the death.  Killing him will cause a Dark side point penalty, 
    so it's up to you.  Use stimulants to help win the basic fights.
    
    While still in the cantina, you can talk to a girl in the circular 
    room, closest to the exit.  She's a Sith trooper out of uniform.  Treat 
    her nicely and you can go to her apartment for a party and steal Sith 
    uniforms.  Or if you decide to be harsh to her, you can still go to the 
    same room and kill some Sith soldiers there for the same result.  This 
    will give you access to the Lower City.
    
    SIDE QUEST: In the Lower City cantina there's a girl there looking for 
    a dance partner.  This is sort of trial and error, since I can't 
    remember the choices.
    
    SIDE QUEST: In the Lower City cantina, you can get bounty missions and 
    look for the people to either kill them (dark side) or help them out 
    (light side).
    
    To gain access to the Undercity, you need to get papers from the leader 
    of the 'good' gang in the Lower City.  He'll ask you to get a special 
    swoop engine from the other gang.
    
    SIDE QUEST: For the Undercity, when you see the sick quarentined 
    people, do not help them YET.  Go out and look for serum first on a 
    dead Sith Soldier, then go back up to hospital to get the doctor to 
    make more.  You'll also encounter an escape pod survivor, who you can 
    give the serum to, but he'll die like a complete moron regardless - I 
    think you get light side points if you do give it to him though.
    
    SIDE QUEST: A man in the Undercity village will ask to you to find his 
    apprentice.  Her body is somewhere in the wild area, go left of the 
    gates as you leave them and find a broken wall.  You'll also be asked 
    to find two other books.  Both are located in the sewers.
    
    Make sure when you're in the enemy base that you do not overload the 
    conduit you are using, or else your party will instantly die.  This 
    goes for ANY computer in the whole game, so if you see the option to 
    overload the unit you're using, or if you see yourself on the camera 
    and get the choice to overload it there, don't.
    
    After finding Bastila, you'll need to purchase T3-M4 from a lady in the 
    south area of the Upper City.  You can get the money out of the 'bad' 
    gang base, 2000 credits.  It's in a box near the droid area.  You can 
    persuade her to cut the price down to 1500, or you can scare her to get 
    it for free.  Scaring her gives dark side points, however.
    
    *** [5.03] - Dantooine ***
    
    NOTE #1: Whether it's a bug or something, when you become a Jedi, you 
    lose skill points when leveling.  My scoundrel went from getting 4 or 5 
    points a level to only getting 2 when he became a Jedi.
    
    NOTE #2 (SIDE QUEST): If you bring Mission with you, you'll come across 
    Lena, a woman who was close to Mission's brother Griff.  She can give 
    you some info on his whereabouts for later.
    
    Go into the Jedi council and you can start your Jedi training.  To pass 
    the trials, talk to the woman in courtyard-tree area who asked about 
    the Jedi robes.  She will tell you the Jedi code.
    
    When making a lightsaber, do not worry about the color you want, but 
    rather pick what job you want, you can change the saber's color later.
    
    Go out of the Jedi area and into the wild to look for the problem area 
    of the grove.  On the way, you'll encounter some people worried about 
    Mandalorians, and a woman who is looking for her droid.
    
    Out in the wild area somewhere is a spider cave.  It's relatively easy, 
    and you can find several crystals for your lightsaber, including 
    colored ones.
    
    SIDE QUEST: Also out in the wild is the missing droid.  Convince him 
    not to suicide and he will go back to the woman.
    
    SIDE QUEST: Kill any Mandalorians you meet to fulfill the requirements 
    of the other side quest.
    
    SIDE QUEST: After becoming a Jedi, but before investigating the 
    mysterious temple, you'll hear of another quest about a missing person.  
    Go out of the Jedi area into the wild, and you should find a zone close 
    by for someone's property.  Go there and to the large house to speak 
    with the owner.  His daughter will tell you where the missing man has 
    gone.  You can free him by finding and speaking to him, and making sure 
    he and the daughter leave the manor.  Then try to persuade the two 
    families to thinking rationally so they work things out.
    
    In the temple, you'll find a strange droid who tells you about how to 
    get inside.  Go to the side rooms, make sure you ONLY go to one at a 
    time, since both have attack droids.  Each is a somewhat difficult 
    fight on their own, so don't trigger both at once.  Kill the droids and 
    access the computers in each room.  Depending on which room you went to 
    first, the computer will ask you to identify live and dead worlds.  I 
    don't remember the answers, but for worlds of life you want to focus on 
    anything that sounds like water or jungle.  The dead worlds are barren, 
    desert, and volcanic types.  If you get one of the computers right, the 
    other computer is the left over answers.
    
    The strange thing you find in the temple will reveal 4 worlds that you 
    have to visit.  Go back to the Jedi Council, then take off on the Ebon 
    Hawk.
    
    *** [5.04] - Tatooine ***
    
    NOTE #1 (SIDE QUEST): As you leave the port area, an alien will stop 
    you and tell you he's loaded some trouble creatures on your ship.  You 
    can buy poison from the vendor at the port, however if you go to Manaan 
    (which I didn't do until late in the game so I missed the chance), 
    there's a guy not far from the docks there that tells you he's looking 
    for creatures.  My only option was that I had none, but if you 
    leave them alive and tell him, he'll buy them.
    
    NOTE #2: At some point during your stay in town, you'll meet three Sith 
    apprentices who will try to kill you.  They shouldn't be too hard, and 
    you can get purple crystals for your lightsaber, as well as short-
    bladed lightsabers for your offhand, and I think another double-bladed 
    lightsaber.
    
    SIDE QUEST: Talk to a named Jawa in town about his missing friends.
    
    Go to Czerka office to get pass from the woman there in order to leave 
    town.  If you have Mission with you and saw Lena on Dantooine (though 
    you may not have to see her to do this), talk to the officer and ask 
    about Griff.
    
    SIDE QUEST: You can do swoop racing here and win racing bonds 3 times.  
    Each bond is worth 60 credits, and if you do all three runs you can get 
    about 70-100 bonds as I recall.  My advice is, as in the instruction 
    book, don't rapidly press the A-button, it'll actually slow you down if 
    you press it too soon and such.
    
    Go to droid shop to find HK-47, buy him with Swoop Race money if need 
    to.
    
    SIDE QUEST: Tell the Hutt in Swoop Race place that you'll spread rumors 
    if he doesn't give Nico a fair deal in order to satisfy that side-
    quest.
    
    SIDE QUEST: When you first leave the city and head into the desert, 
    you'll meet a woman who tells you about her foolish husband.  In the 
    desert you'll find a guy trapped by four droids, and you'll have to 
    disarm each of them by decoding their programs.  I don't remember the 
    answers, you shouldn't have too tough a time though.  Just save and 
    load if needed.
    
    Head to the giant transporter to find miners, after you talk to the 
    lead miner, you'll be attacked by two waves of sand people.  After 
    killing the sand people, take their clothes.
    
    There's also a small area in the desert that appears to have run down 
    speeders.  If you inspect something there, a bomb will go off and 
    you'll be ambushed.  To get out of this without harm, just tell them 
    you'll spread their reputation and they'll leave.
    
    Take the clothes of any dead sand people and outfit your whole party.  
    Sometimes one or two will see through it at the zone, you should be 
    able to kill them without attracting others.  If you don't have the 
    clothes, there will be what I believe are endless waves of them.  HK-47 
    does not need to be wearing the clothes (since he can't.  If they give 
    you problems, take him out of the group and re-add him in the next 
    area).
    
    Go to the sand people village.  You MUST have HK-47 with you or else 
    you'll end up leaving the village.  Once you meet with the chief, he'll 
    ask you to prove yourself by getting humidifiers.  You can find these 
    in the Czerka office, from the guy at the desk.
    
    Submitted by Baron Zemo (I wasn't sure where this fitted in since I couldn't 
    quite remember it, but it's related to Tatooine.) 
    "Dragon pearl: One thing that ticked me off when playing a light side
    character was that you were asked to trade in your Krayyt dragon pearl to
    the sandpeople in order to learn their history. Since the pearl is unique
    in the game (unless you kill Komad, in which case you get another), it
    seemed an awful waste to give it up just for some boring story elements.
    But here's the catch - once you've given the pearl to the chief and spoken
    to the historian, giving you experience points, you can then trigger an
    attack by the sandpeople by questioning their history (I think I asked if
    they had any pictures of what their ancestors might look like). You get NO
    dark side points for this so you can go around and slaughter all the
    sandpeople, raid their stores and get your pearl back from the Chief's
    corpse. In addition, once you return to Anchorhead, you can go to the
    Czerka office and trade in all your gaffi sticks for quite a bit of cash."
    
    NOTE #3: Do NOT open any of the boxes or baskets in the sand people 
    village.  This will anger them and they will attack you.
    
    Go back to the sand people and give them the humidifiers.  You can ask 
    them to lessen their attacks, that's the best you can do, and you'll 
    also get the chief's gaffi stick.
    
    SIDE QUEST: Explore the village and you'll find the missing Jawas, as 
    well as Griff's brother.  Go back to the chief and ask them to be 
    released, then tell each of them the good news.
    
    To get to the Star Map, you can ask for a desert map from the named 
    Jawa back in town after freeing his companions, or you can ask the sand 
    people chief.  Go into the final area of the desert (it's connected to 
    the main one, not the sand people area) and learn about a dragon in the 
    cave from a hunter in front of it.
    
    You MUST follow the plan to lure the banthas to the dragon's lair.  If 
    you go in otherwise, you will automatically be eaten.  Game over.  Just 
    get some fodder from the vendor at the port, or find it.  Then go up to 
    the banthas and they'll follow you in a cinematic sequence.  A small 
    group of sand people will also attack, but just kill them and go back 
    to the banthas.
    
    The dragon will die thanks to the hunter, and you have access to the 
    Star Map.  On your way out, however, Calo Nord and a group of his 
    lackies will attack you.  Head back to the Ebon Hawk after and on to 
    the next Star Map.
    
    NOTE #4 (SIDE QUEST): After Kashyyyk, return to the port and leave the 
    Ebon Hawk with Carth.  Someone will approach you and tell Carth that 
    he's spotted his son Dustil in the Korriban Sith academy.
    
    *** [5.05] - Kashyyyk ***
    
    NOTE #1: You must take Zaalbar with you.  You could try not to, but for 
    me, Carth told me we should, and then I think you're forced to anyway, 
    or else you can't enter the village.  He'll leave as soon as you get to 
    the village if you dislike him, anyway.
    
    NOTE #2: At some point on your way to the village, you'll meet another 
    set of three Sith apprentices who will try to kill you like on 
    Dantooine.  Oddly enough, and this is obviously a bug, if two of your 
    hero and someone else dies, you can have the remaining party member run 
    back to a Wookie on another path.  Since only your hero can visually 
    have conversations, you will automatically come back to life with 1 
    health.
    
    When you get to the village, you will meet Zaalbar's brother, Chuundar.  
    You get permission to go into the Shadowlands.  To get there, go back 
    out of the village and down a different path from the 
    
    Go down to Shadowlands and you'll come across Jolee.  He'll ask you to 
    get rid of the Czerka people in the area.  Find them, and persuade two 
    workers to shut field off.  Then go back and Jolee will join your 
    party.  You must have him with you, because if you go further from 
    where you meet the Czerka group, you'll find an unpassable force field.  
    Jolee can shut it down though.
    
    NOTE #3: The rest of the guide for this area is rather vague since I 
    don't have maps of the game in front of me.  Just go everywhere you can 
    and you'll find what you need.
    
    SIDE QUEST: Look for a body with bow and datapad on it.  The datapad 
    concerns slaving.  This is for a quest in the village concerning the 
    disappearance of a Wookie.  The house of interest has two Wookies in it 
    and is next to Chuundar's place.  You'll also need to find the judge in 
    the village, which is just a little farther ahead.
    
    SIDE QUEST: You'll come across a single Wookie under attack by 
    Mandalorians in the Shadowlands. He'll tell you he wants you to kill 
    them.  You can only find them by unequipping your weapons in areas 
    where there are Wookie bodies (walk around those areas a little and 
    they'll show up).  The final area to find them will have three 
    swoopbikes.  Put a datapad in one of them (you'll find the pad on one 
    of the Mandalorian bodies as I recall) to make them appear.  You do NOT 
    need to unequip your weapons for that part.
    
    SIDE QUEST: As you search through things down in the Shadowlands, 
    you'll come across an item that Griff requested in order to make 
    Tarisian ale.  Take it back to him on Tatooine and later talk to the alien 
    behind the desk of the Czerka office, and inquire about Griff to finish the 
    quest.
    
    SIDE QUEST: Submitted by Stephen Allerti
    "In Korriban, there is a item seller with a man that owes him money. Later, 
    when you go down to the Shadow Lands, you'll find 3 or 4 bodies and a broken 
    down droid. Take the droid's head, and the stuff you get from the bodies and 
    bring it to the item trader. You MUST DO THIS BEFORE THE WOOKIE'S TAKE OVER or 
    the seller will be gone (not sure what happens when you bring him the items)." 
    
    While exploring the forest, you'll find a group of three spider-type 
    monsters.  Kill them and loot them, and use their one of the corpses on 
    an unusual vine that you'll also come across in the Shadowlands.  This 
    will spawn a creature that has a blade in it's body when you loot it.
    
    Look for a Wookie in the Shadowlands.  This will be Zaalbar's father.  
    To get him to go back to the village, give him the blade that you found 
    on the creature in the last step.
    
    Before going back to the village, continue to look for the Star Map.  
    You'll come across a strange computer that questions you before 
    granting you access to the map.  If you answer the just and defensive 
    answers, you get light side points after, but you will be attacked by 
    two battle droids.  If you answer tyrant/selfish kind of answers, you 
    SHOULD be given the Star Map with no hassle.
    
    Go back to the elevator and you'll have to fight Wookies there for 
    siding with Zaalbar's father.  They should be no problem.  Once you're 
    up, on your way to the village you'll run into a Wookie who will ask 
    you to go to Zaalbar's side.  Doing so sends you there instantly.  
    You'll have to fight once you get there.
    
    After this has been done, make sure to complete the rest of the quests 
    you have, then head to the Ebon Hawk and on to the next planet.
    
    *** [5.06] - Korriban ***
    
    NOTE #1: Bastila is automatically out of party when you come to this 
    planet.
    
    NOTE #2 (SIDE QUEST): If you bring Jolee with you when you first leave 
    the Ebon Hawk, he'll meet someone who tells you that their friend Sunry 
    is on trial on Manaan.  You can go there now or later, I chose to wait 
    and it doesn't change anything.
    
    IMPORTANT NOTE #3 (SIDE QUEST): You MUST do this quest BEFORE 
    completing Korriban, or else you can't do it ever.  If you head back to 
    Dantooine with Bastila in the party when you leave the Ebon Hawk, 
    you'll come across a woman that recognizes her.  She'll tell you 
    Bastila's mother, Helena, is looking for her on Tatooine.  Go to 
    Tatooine and find her in the cantina, then you'll be given the quest to 
    find a holocron.  Go out to the dragon's cave where you found the Star 
    Map and in the corner next to it is the holocron.  As you go out, 
    however, be careful, as Malak's current apprentice and two Sith attack 
    you as you try to leave.  Take the holocron back and try to resolve 
    things between Bastila and her mother.
    
    When you first reach the planet, you'll be bothered by some Sith in 
    various places.  Just ignore their threats as always.  Later you can 
    also tell a decent joke to one of them to get out of fighting.  
    
    SIDE QUEST: On your way to the academy, you'll meet an alien outside 
    the cantina in Dreshdae that asks about some spices that are on the 
    Ebon Hawk.  You can retrieve these for him from the storage room of the 
    ship, and get another delivery quest, explained below.
    
    SIDE QUEST: If you take the other delivery quest, you're probably as 
    curious as I was to what's in the mystery package.  Watch out, because 
    inside you'll meet an alien that will give you riddles.  If you get one 
    wrong, I assume you lose the game.  The riddles aren't so terribly 
    hard. I remember the answer to one was 'Tomorrow'.  Otherwise, the 
    riddle you give back to him that he'll lose on (which appears after 
    you've answered two riddles) is a question that involves numbers.  I 
    don't remember it correctly, it's mostly about how many passengers are 
    on the ship.  Then you'll leave after that and can complete the quest.
    
    Leave Dreshdae and head outside, and talk to guard at academy gates 
    about how to get in.  He'll tell you to meet a woman, who I will refer 
    to as Yuri because I can't remember her name.
    
    Go back to Cantina where Yuri is in Dreshdae and lie to her about 
    wanting to join the Sith.  After getting inside, you'll be left with 
    the task of earning prestige to get into the tomb that contains the 
    Star Map.  There's no way around this.
    
    To gain prestige:
    * Talk to Yuri and learn the Sith code.  Make sure to ask in detail, 
    because the head guy (who I will refer to as Uthar for the same reason) 
    will give you a pop question.
    * Torture a man in the cage in the academy about information of 
    weapons.  You can set him free and still get prestige.  Be warned that 
    if you put him out to save him, you get both dark side and light 
    points, the dark more than light, but it's very minor.
    * Talk to Ashelowe about a Jedi Holocron and agree to help her.
    * Go to any of the 2 ruins and get an artifact.
    * Find renegades outside of the academy, in the cave outside the 
    academy in the valley.
    * Do the backstab operation for Yuri and Uthar, and go through it all 
    the way, making sure to poison Uthar in the end.
    
    While you can do all of them, you don't HAVE to.  I only did the code, 
    the tortured prisoner, the renegade Siths, and one of the tombs.  If 
    you do more, you're doing them for yourself.
    
    NOTE #4: If you kill any of the Sith (with exception to the one in 
    front of the Ajunta tomb maybe), you will not lose Dark Jedi points.  
    By this time my light side points were also pretty maxed out as well.
    
    SIDE QUEST: Whether or not you talked to the man on Tatooine with 
    Carth, you should find his son Dustil in the area.  After you do the 
    backstabbing operation with Yuri and Uther, you will get the key to 
    Uthar's room, and in there you can find a datapad that will turn Dustil 
    away from the dark side. The following are descriptive methods of 
    getting prestige.
    
    As mentioned earlier, you can find the renegades in cave near the 
    academy.  To help them escape, you must also kill a beast in the cave, 
    one which the alien on Dantooine warned you about before leaving.  This 
    monster was pretty darn easy.  After killing the beast, make sure to 
    look around.  There are some helpful Jedi robes called 'Quel... 
    something Robes', and they give the same defense and dex as Jedi Knight 
    robes, as well as a +2 wisdom bonus.  After freeing the renegades, you 
    can still tell Uthar you killed them to get prestige.
    
    Go on to Ajunta Pall's tomb.  Inside you'll find bodies, and eventually 
    a large pit room with two bridges.  The right one is totally blocked 
    and has 4 droids on it.  The left has a pillar in the center.  Place a 
    sonic grenade in it (press X while inspecting the pillar to put the 
    grenade in).  If you need a grenade you can get one from a nearby body.
    
    The explosion will activate the droids.  You can use Throw Lightsaber 
    to attack them, or blasters, but there's no way to get close to them 
    otherwise.  Before you exit the room after crossing the bridge, there's 
    a lever.  I pulled it and nothing happened, but maybe something would 
    have if I had opened the door first, so pull the lever.
    
    Inside, if memory serves me, you'll see a tomb, which you can loot for 
    three swords.  Then you'll see the ghost of Ajunta Pall.  He'll tell 
    you to place his sword (which is the double bladed one - you can tell 
    by inspecting it and from the hint Ajunta gives you) in the statue in 
    the back.  Do so, and you get to take all three swords back with you.  
    You can turn Ajunta's in for prestige, although Carth says "you 
    could've used it for..." and then stops.  I saved it, never used it or 
    sold it, so it didn't matter.
    
    The other tomb has a robot sensative to sound.  If you walk in too far 
    without a Sound Dampening Stealth Device, you will upset them all and 
    you'll get a minor alert on the top left of the screen, but ignore it.  
    You can kill the first three or so droids with a blaster or Throw 
    Lightsaber, then stealth and walk in past them, however to open the 
    door at the end you have to kill everything, so just go in full force.  
    Ignore anyone who tells you they should've been saved.
    
    If you go into the far back area of the tombs (outside, where all the 
    archeologists are), you should find Ashelowe who told you about the 
    holocron, if you agreed to help her.  Help her kill the monsters, then 
    after she'll tell you she's taking it back.  Question her trust, and 
    eventually she'll just get angry and attack you.  Kill her for the 
    holocron.
    
    NOTE #5 (SIDE QUEST WARNING): If you did not do the Bastila quest as 
    mentioned in Note #3, this is your last chance to do so.
    
    After you get accepted for the test, you'll go on to the tomb with the 
    Star Map.  You must go in alone, and you'll have to pass three trials.  
    First start by going through the left door to a strange room with three 
    pillars.  Use the computer and it will tell you to move all the rings 
    to the left pillar.  If you want to do this yourself, but don't 
    understand what the instructions mean, here's the run down:
    
    You can only move the top ring of any pillar, and only one ring can 
    move at a time per turn.  Red can move without worry of losing.  The 
    higher blue can move ONLY as long as it doesn't move underneath a red 
    (you can move red ABOVE it, but you can't move blue BELOW it).  Yellow 
    can be moved onto a pillar that has ONLY the lower blue ring (I call 
    this the BASE-ring) on it.  And the BASE-blue can ONLY move on an empty 
    pillar.
    
    So here's the solution (keep in mind throughout the entire process, you 
    only move the bottom blue ring once, and again it's labeled 'BASE-
    blue'):
    
    Move red to middle, blue to right, red to right, yellow to middle, red 
    to left, blue to middle, red to middle, BASE-blue to right, red to 
    right, blue to left, red to left, yellow to right, red to middle, blue 
    to right, red to right.
    
    Now grab whatever you need in that room, then head back to the center 
    and to the room across from it (the room on the right, as you're coming 
    in).  There are two tough monsters here, but killing them is quite easy 
    thanks to what may be a bug.  When you first see them, run to lever 
    that's next to them.  This will open the door nearby (and I think the 
    exit as well).  Run into the room and they can't follow you, but you 
    can still attack them with blasters or Throw Lightsaber.  After they're 
    dead, take the bombs from the pillars in the room and go back to the 
    center and in the final direction.
    
    Use the freeze bomb on the acid river (fire kills you), then cross and 
    claim the lightsaber.  If you come back out, you'll find Uthar and Yuri 
    waiting for you.  You can choose to betray one or both of them.  I did 
    both first, and had a heck of a time. Yuri is fairly easy to kill, but 
    Uthar was a pain in the butt for me, even with the poison.  On top of 
    that, Yuri dropped junk, so it wasn't worth it going against her.  If 
    you choose to side with her, she'll fight you and kill Uthar, then you 
    have to fight her anyway, but when she's near death she'll yield.  I 
    chose to let her go, though I suppose you can kill her.  That more than 
    likely gives Dark points though.  Otherwise I got no Light points for 
    turning on both of them.
    
    Head out and back toward the academy.  You'll see a Sith officer ask 
    you where Uthar and Yuri are.  I told them I killed them for the fun of 
    screwing with the Sith's minds.  Doing this gets all the Sith in the 
    academy as well as in the archeology area to attack you.  Be careful 
    though!  As you go in, pause and switch through all your members.  I 
    found Carth was in an entirely different room on his own inside the 
    academy, surrounded by 8 or so Sith soldiers that would kill him if he 
    didn't run.  If this happens to you, have the stray member run to the 
    exit where the others are while they're still fighting, and you should 
    be able to zone out back into the tomb area safely so that you can heal 
    and regroup.  After this, head to the Ebon Hawk and take off.
    
    *** [5.07] - Leviathan ***
    
    Select a person who you want to save the group.  You can't use 
    yourself, Carth, or Bastila.  I used Mission here for her stealth 
    abilities.
    
    While you're getting tortured, you can choose to tell or not tell about 
    the mission you're on.  If you tell, Bastila gets angry.  If you don't 
    tell, Bastila says she wishes you had said something, but in the end it 
    doesn't matter.
    
    After the interrogation, you'll switch to whomever you chose.  I chose 
    Mission, so I only know about her experiences.  She'll start by 
    unlocking herself from her cell.  Talk to the guy in the cell across 
    from hers and ask about his trade to get a computer card in exchange 
    for releasing him.  Do NOT release the prisoners in the cell next to 
    his, or else they will attack you and without weapons you'll lose.
    
    Go down the hall and watch out for the guard.  When he's going in the 
    other direction, you should be able to go across and open some boxes.  
    One should include a Stealth Field Generator.  You can use this to 
    sneak past the guard in the hallway.  As you go down the hall, open the 
    door on the left and you should see a room with guards and a computer.  
    You can access the computer and use the card you received before to 
    slice it.  You should have an infinite number of spikes to use with the 
    card, and it can only be used once, so go crazy.
    
    Continue down the hall and go left.  Down a ways you should find a door 
    on the right with a deactivated robot in it.  Try to activate the robot 
    (you should not need to use shields, I didn't and it barely took 
    damage), and then you can unstealth fairly safely.  The robot can kill 
    just about everything on it's own.  Use this to your advantage by 
    attacking enemies and pulling them down the hall toward it on the 
    robot's patrol route.
    
    Go on again until you get to an area with a computer console, 
    surrounded by closed doors.  
    
    NOTE: MAKE SURE MISSION IS UNCLOAKED BEFORE ACTIVATING THE COMPUTER.  
    Some say there's a bug that occurs if Mission is invisible and can't 
    speak otherwise.  Then you'll have control of you, Carth, and Bastila 
    again.  I don't think it matters what you choose, you have to go with 
    them instead of with the other party members to the Ebon Hawk.
    
    You'll automatically go to a room with your belongings after being 
    released from the cell.  Check all the boxes and lockers and re-equip 
    your things.  Then go back down the hall, and instead of turning right 
    to go back to where you came from, go straight and you should reach the 
    elevator.
    
    Once you use the elevator, you'll have to go to the Bridge.  Run around 
    through all the rooms until you get to the Armory, and check for the 
    space suits.  You can use these in the Air Locker to go outside, which 
    you'll have to do since the main door to the Bridge is sealed.  Go out 
    the Air Lock and eventually you'll end up on the bridge, where you'll 
    fight Saul and several Sith soldiers.
    
    After you beat the soldiers, you can use the computer in the room to 
    open the docking bay doors.  There's also an option to change the 
    destination of the Leviathan, but my skill was either not high enough 
    (gave a failure message, though that might happen for everyone).  I 
    don't think it matters if you do or don't.
    
    Head for the Docking Bay and on the way you'll run into Darth Malak.  
    After a long conversation, you'll have to fight him alone down to about 
    half his health, then he'll flee.  Go around until you get to the back 
    door of the room he fled into, and you'll fight him one more time.  
    Beat him again and afterward you'll have to continue on to the docking 
    bay.  Then you'll escape from the Leviathan and move on to the final 
    Star Map.  If you've been following this guide so far, that leaves 
    Manaan.
    
    *** [5.08] - Manaan ***
    
    NOTE #1A (SIDE QUEST): If you've been through Tatooine lately, you'll 
    come across a guy somewhere in town who says you dropped a datapad.  If 
    you take it, it will tell you to go see a guy alone on Manaan.  If you 
    follow these directions (just dump your party members when you find 
    him), he'll tell you about an assassin guild.  If you've waited this 
    long to go to Manaan, the first task he gives you is to kill a guy on 
    Dantooine, which you can no longer go to, and so you get another quest 
    to kill a guy in the Republic Embassy.  Doing so will give you Dark 
    Jedi points, and the tasks he gives later just get even harder, so if 
    you're a Light Jedi, don't even bother with this quest.
    
    NOTE #1B: Because I chose to be a good Jedi, I did not opt to go through with 
    any of the assassination quests except for the first, and loaded up another 
    game immediately after since it gave dark side points, so I can't go into 
    detail with any of those quests.
    
    When you first reach Manaan, you'll notice there's no docking fee.  The 
    reason is that when you go to the city area later, you'll have to pay 
    100 credits to get in, and if you leave you have to pay it again.  This 
    is even worse than the one-time docking fee, so be careful.  Exit the 
    dock and you'll see a Republic and Sith soldier arguing, and learn how 
    fighting on Manaan is forbidden.
    
    SIDE QUEST: There are 3 more rounds of swoop racing you can participate 
    in on Manaan.  After completing the first two rounds, you'll be 
    threatened by the top pilot.  If you win, he'll tell you you're going 
    to get hassled, but I never actually came across any trouble, so just 
    ignore him.
    
    SIDE QUEST: In one area of the city, you should see Sunry's wife, who 
    will tell you about what's happened to her husband.  Head to the 
    courtroom in the same area and talk to the judges.  Then you need to go 
    investigate.  You only need to do the following things:
    * Go to the hotel, bribe the hotel owner to say that the shooting 
    occurred after Sunry left, and talk to the two other witnesses to hear 
    a confession from one of them.
    * Talk to Sunry's wife to clarify about the affair Sunry and Elassa 
    were having.
    * I also talked to the Republic Embassy, and the Sith.  The Sith were 
    just angry, I don't think you need to talk to them regardless of the 
    recommendation someone makes.
    
    SIDE QUEST: After the trial, there are two other quests you should take 
    up before advancing.  One is for finding information about why the 
    Republic is hiring mercenaries.  The other is to find out if the Sith 
    are kidnapping the Selkath.
    
    Go to the Republic Embassy and tell Roland you're searching for the 
    Star Map.  He'll tell you about how you need to do a favor for him 
    first, that's breaking into the Sith base.  You can do this in one of 
    three ways.
      1) Make the prisoner talk about how to get in.
      2) Decode one of the Sith cards
      3) Get a key from the hangar of the docking port (details below)
    I opted for option 2, it seemed less complicated just hearing about it 
    than playing with the drugs.  The method for option 3 follows.
    
    As far as I remember, here's how you get past option 2.  Use the 
    computer in the room:
    * There are 6 codes you need to break.  The first one you get by 
    following the adding pattern, which should be to add 6 to the last 
    number and get the answer 22.
    * The next pattern, you're subtracting 1 each time until you get to 15, 
    then you subtract 0, next is 16 (subtract -1 from 15 is adding 1 to 15, 
    so 16), then subtract -2 from 16 to get the answer 18.
    * The next set of numbers is multiples.  I think for this one you just 
    multiply the last number by 2, giving the answer 128.  Check the 
    pattern to make sure.
    * The next set of numbers you divide them by 2 to get the answer of 2.
    * The formula for the exponents is to add 1 for the base and subtract 1 
    from the exponent each time.  Eventually you'll end up with 6 to the 
    power of 1, which gives the answer 6.
    * Last is a set of three pairs of numbers.  I didn't quite get the 
    pattern of the second pair of numbers.  I recall that the answer came 
    out to be strange to me, I think the answer was 7.
    
    Info submitted by Ray Samol for the third method of getting into the Sith 
    embassy:
    "the third way of entry is probably the easiest and most straight-forward, and 
    that is to get the key to the locked hanger at the end of the docking port. you 
    go in, fight some really wimpy sith, and use the transport to get into the sith 
    base. this saves a lot of time, as you dont have to solve the puzzles or 
    interrogate the prisoner."
    
    Now you should have the card.  Go over to the Sith Embassy, but keep in 
    mind that once you go in, you cannot leave until you've cleared the 
    entire base.  A breathing mask is helpful for a short area in the base, 
    so get one before you go in if you want.  You can talk to the guard at 
    the desk, if you want, it doesn't matter.  When you go in, you'll have 
    no choice but to fight.  If you leave now, you'll be accused of 
    breaking the neutrality laws and without evidence, you'll be executed.
    
    Go through the base until you find a large busted droid and check it to 
    retrieve the data the Republic wants.  If you keep going to the left 
    side of the base, you should find a corridor filled with red gas.  Make 
    sure you're full on health, or a breathing mask SHOULD do the trick.  I 
    didn't have one, and took about 70 points of damage as I recall running 
    through.  On the other end you can access a computer as well as turn 
    off the gas in the hall for your run back.
    
    Continue on through the base until you get to a set of water doors.  
    The trick to getting through is to filter all the water into the right 
    side, because the final right door is permanently sealed, so you'll 
    have to go out through the left door.  Use the switches next to the 
    doors to move the water, and eventually you should end up before the 
    final door on the left side, then use the switch on the side wall to 
    filter the water again.  The door should open after that.
    
    SIDE QUEST: Keep exploring until you find a group of Selkath, or the 
    medical room.  Either way, you must prove to the Selkath the Sith are 
    evil.  Do so by taking a pin from a dying Selkath in the medical room.  
    Talk to the Selkath recruits again and they'll see the truth and leave.
    
    NOTE #2: As a humorous note, try telling people about who you are, 
    they'll all laugh at you.
    
    Continue on and you'll end up fighting 2 droids and a Selkath recruit 
    in one room, then after that in the next room you'll see 2 Selkath 
    recruits and a Dark Sith.
    
    Go on to the room past that and you should find something that looks 
    like a control room.  You need to find a datapad in here that tells 
    about the Sith's plan to convert young Selkath.  This will be your 
    proof for the court when you leave the base, which you can do now.
    
    Once you leave you'll be taken to court.  If you talk to your arbitor, 
    he seems fairly stupid.  Choose to represent yourself instead.  At the 
    court, tell them you're innocent (yes, you killed people so you are 
    guilty of the crime, but that's irrelevant when you're saving the 
    galaxy. :P).  Tell them about how you went to investigate the missing 
    Selkath, and then give them the datapad.  They'll let you go after.
    
    Go back to the Republic Embassy and he'll tell you why the Republic is 
    hiring so many mercs.  You can go to the Selkath in the mercenary 
    enclave after to complete this quest, as well as the missing Selkath 
    quest.  Back to the embassy, go down in the submercible to the lab on 
    the sea floor.
    
    Once you're in the lab, open the first door and you'll see a panicked 
    merc.  Talk to him and then press on through the rest of the place 
    (disregard what the guy says about the diving suits, they're harmless).  
    In the room with the diving suit, you'll also find a guy who is hiding 
    in a locker.  I had full persuasive skill I believe, and I couldn't get 
    him to come out.  So just ignore him.
    
    WARNING: Be absolutely sure you find at least 1 sonic emitter in the 
    lab before going underwater.  Without it, you're shark bait.  You will find one 
    in the first zone, the same place where your submersible docks, so it's BEFORE 
    you ever need to go out an airlock.  I found two down there, and they have 
    infinite charges.  Just check all the boxes and bodies, and you should come 
    across at least one.  My best guess is to try the equipment room where you get 
    the diving suit or one of the rooms close to it.
    
    Use any of the two airlocks on the bottom left of the map.  The one in 
    the far right is locked, but can be used at the very end of the 
    underwater experience.  Go down and you'll find a mercenary there, whom 
    you can follow, or you can also explore, but all you'll find are two 
    grenades.  At the rate you move, it's a waste of time, so just follow 
    the man.
    
    When you get out to the ocean floor, your mercenary friend will get 
    eaten (should've had an emitter, tsk tsk...).  Proceed to the left, and 
    every time a shark gets very close to you, use the sonic emitter (the 
    range is unusually small) for an instant kill and a measly 40 exp.
    
    Eventually you'll find another airlock and a hall with a force field 
    and two other doors as exits.  Talk to the two people behind the force 
    field and they'll go crazy and try to kill you by using the room's 
    defenses.  Talk to them again immediately and convince them you're not 
    bad, and they'll stop.  They'll tell you they're scientists and warn 
    you of the oversized shark outside, then give you two options to stop 
    it.
    
    The first option is to use poison, and this method is the easy way out.  
    It is also COMPLETELY wrong as far as I'm concerned.  If you do this, 
    not only will the kelto turn black, but you'll kill the oversized 
    shark, which is a bad no-no for Selkaths.  Instead, go to the machine 
    and choose to play around with the fuel pressure.
    
    The machine consists of two tubes, one that holds three units (3) of 
    pressure on the left, while the one on the right holds five (5).  
    You're looking to fill the right tube with only four (4) units of 
    pressure.  Here's what you do to fulfill that:
    
    Fill the left tube, transfer them to the right tube, fill the left tube 
    again, transfer to the right again which leaves 1 unit in the left 
    tank, empty the right tube, transfer the 1 unit to the right tube, fill 
    the left tube again, and make one final transfer to the right tube to 
    make 4.
    
    The machine will explode (don't worry about getting killed by it), and 
    the giant shark will not attack you now.  Go across the bridge nearby 
    to find the Star Map.  Now you can go back afterward and you should 
    notice there are two airlock doors.  The left goes back to the 
    scientists you saw before (the woman praises you, while the man scolds 
    you, that's all), but the door on the right leads back to the locked 
    airlock in the main lab, so you can get back to the sub really quickly 
    through that door.
    
    When you get back to the surface, Roland will ask you what happened.  
    Just tell him the truth, he'll seem upset, but that's okay.  Once you 
    leave the embassy, you'll be confronted for yet another crime and taken 
    to court.
    
    Tell the truth in court about the machine, and most importantly tell 
    them about how you saved the giant shark.  This will give you your 
    innocence.  And now you can move on to the Star Forge.
    
    *** [5.09] - Mystery World ***
    
    After crash landing, you'll get off the ship and you'll fight three 
    strange creatures called the Rakata.  Once you kill them, you'll be 
    approached by two familiar alien-types that tell you about the strange 
    world you're on.  Be warned, there are large and young rancors on this 
    planet, and they can do over 40 damage to you, even with heavy armor.  
    With that and the fact that they always work in pairs, you can die 
    quite easily, so be careful and have whoever's taking hits run back if 
    necessary.
    
    From there, go north to the closest camp, where you'll be approached by 
    a large group of warriors.  They recognize you, and take you to see 
    'The One'.  Meeting with him, he'll tell you of the situation and of 
    your previous visit, and ask you to go kill the elders in another camp.  
    Leave the regular Rakata and set out toward the temple.
    
    NOTE: 'The One' tells you you can check with the camp for ship parts, 
    but in reality, you can't.  You have to get them later.
    
    At the temple you'll see LOTS of rancors.  Also, as you approach the 
    southeast corner of the map, you'll suddenly be surrounded by a large 
    group of Mandalorians (about 8 to 10).  They're pretty easy to take 
    down, more or less.  This is the only place on the strange world they 
    appear.
    
    Continue on to the elders.  On the way you'll see one of those familiar 
    creatures set off mine next to a ship.  This ship contains a ship part, 
    but be careful of the mines scattered there.  They do about 40 damage 
    each, but there aren't too many there.  You can also skip this and wait 
    to find ship parts later without taking this damage.
    
    When you get to the Elder Rakata village, you'll see some pillars with 
    bolts around them.  Ignore them, they're not harmful.  Talk to elders 
    and they'll tell you they also recognize you, and ask you to prove your 
    motives by freeing some of their captured units from the camp of 'The 
    One'.  
    
    SIDE QUEST: Check with one of the named researchers in the camp about 
    their genes before leaving, then head back to the regular Rakatas.
    
    The Rakatas will attack you, as they believe you're a traitor.  There's 
    no way around this, so kill them all, both inside and outside of the 
    camp.  You'll have to fight and kill 'The One', ignoring what the elder 
    researcher mentioned (there's nothing you can do about this, it will 
    become irrelevant later anyway).  Afterward, check all of the cells 
    where the rancors were held.  One has a ship part in it, the other has 
    a remaining elder prisoner.  He'll go back to the elders, and you will 
    also have to make the run back there one more time.
    
    After talking with the elders, they'll tell you they agree to unseal 
    the temple, but you must go in alone.  Agree to this, and when you're 
    ready (though it's not like you have anywhere else to go), go to the 
    temple to meet them.
    
    The elder Rakatas will start chanting, but will be interrupted.  Jolee 
    and Juhani will appear and tell you they want to come with you.  If you 
    tell the priest they must come in with you, he will allow it.  Now 
    you'll enter the temple.
    
    The first door you see when you enter is locked, so ignore it for now.  
    Just go around opening doors, using computers, and killing the Sith and 
    droids you meet.  Droid damaging Jedi skills are extremely helpful 
    here.  Eventually you'll head downstairs and find a strange puzzle with 
    10 orange tiles.  The important ones are the 9 adjacent ones that make 
    up a square.  The extra tile is used to reset the puzzle.  A datapad on 
    the same floor mentions walking in a H-pattern, although this didn't 
    work for me.  Try starting off with the H, and then fiddle around till 
    you get it.
    
    You'll find a computer in the last room, which also recognizes you.  
    Ask him about the gene history of the elder Rakatas.  You can give this 
    to the researcher later.  Then ask about the disrupter field, and 
    you'll be granted access to the locked door from the first floor.  Then 
    go back up to it and advance to the upper levels of the temple.
    
    Eventually you'll end up on the roof, and you'll also see a familiar 
    face.  No matter how you talk, you have to fight.  After more talking, 
    the person will flee and take off.  There's no way around this.  Find 
    the computer to turn off the disrupter field, then you can head to the 
    elder Rakata camp to talk to the researcher for some experience.
    
    After that, head back to the ship, inspect the circular generator thing 
    in the room next to the storage room.  The ship parts will repair the 
    ship, and you'll be read to fly to the Star Forge.
    
    *** [5.10] - Star Forge ***
    
    You'll start in the dock area and meet several Jedi.  Advance through 
    the doors (it doesn't matter which way you go, they'll end in the same 
    place), and you'll come across droids at the start.  When you advance 
    to the next area, it will be Dark Jedis and Sith soldiers, and 
    eventually some turrets as well.  If you're using a ranged fighter like 
    Carth, be careful that he doesn't get attacked from behind since 
    enemies start coming out of the woodwork, often with multiple waves of 
    attackers.
    
    At some point you'll come across three Jedi fighting three Sith.  The 
    Jedi will fall, after you watch them fight for ten seconds.  Then the 
    Sith will be already half dead so it's easy work.
    
    Eventually you'll see a short clip of Malak talking to the familiar 
    face again.  When you do, you'll know this is the floor where you'll 
    fight.  You'll have to fight the person 3 times alone, the first time 
    to about 50% of health, then 75%, then to nothing.
    
    Afterward you'll continue on alone again (you can't convince the person 
    to come with you, and unless I'm mistaken, you can't bring anyone else 
    with you).  You'll see Darth Malak again with two Jedi, which he'll 
    eliminate.  Then Malak will send 6 droids after you.
    
    There's only one way I know about when facing the six droids.  You have 
    to use the computers besides the generators, which are located against 
    the walls (three per sidewall).  There are also boxes with computer 
    spikes next to them, although I needed 7 for each and the boxes only 
    had 2 each.  So if you have no skill or not enough parts, I assume you 
    have to keep killing or something, though I don't know how well that 
    works.  You can also create an ally droid, which doesn't last very 
    long, for 15 parts.  You can disable maybe one or two computers with 
    the help of one droid though.  Once you destroy a computer, I believe 
    the corresponding droid will either go dead, and the others will 
    destory it, or you'll have to kill it yourself.
    
    *** [5.11] - Darth Malak ***
    
    NOTE: I made this a separate heading because I'm sure many people have 
    questions about this (and the lack of information available about this 
    battle is why I wrote this FAQ).
    
    Last is the fight with Dark Malak.  This fight is a little tricky, 
    because you don't know what's going on until it's too late if you're 
    not using a walkthrough.  Once you get his health fairly low, you'll 
    see him run away toward one of the strange tubes with people in them.  
    You may not have even noticed they were there until he does it.  Using 
    the Captive Jedi, he can draw 300 health out of each one of them, and 
    there are 8 of them in the room.
    
    Waiting it out is a big no-no if you're low on Treat Injury skill like 
    I was.  If you check a tube, you'll get a hint that only a Jedi power 
    can help you use them.  Stun and any of the healing or buffing powers 
    do NOT work.  I thought I was screwed, but Throw Lightsaber DOES work.  
    I assume that dark Jedi skills also work, though Throw Lightsaber, 
    Stun, and buffs were the only things I had.  I don't believe there was 
    an option to throw a grenade, and that's not a Jedi power anyway.
    
    Submitted by Shawn G:
    "In the fight with Darth Malak. You may pull the same stunt that he does with 
    the captive jedi *If* you possess the drain life/death field power (Drain 
    life if the yellow-orange ray that he zaps the captive jedi with). When 
    using this power on the captive jedi. You not only kill them, but gain full 
    health, AND force. Just like Malak does!! A fun tactic that I found was 
    that Death Field works on the captive jedi, just as it would any other 
    character in the game. That is, if they are within 10 meters of the target. 
    They get hit with the effect. So both Force Lightening/Force Storm, and 
    Death Field can kill 2 captive jedi at a time(seeing as how at the most they 
    are in pairs). I just ran around the station with Master speed, and used 
    death field on all of captive jedi. So that Malak wouldn't be able to repeat 
    his "free refill" again."
    
    As a tip, you should try to buff with stimulants and Jedi powers before 
    you enter the room, speed through the text, and take him down as best 
    as you can before the buffs wear off.  Then destroy the Captive Jedis 
    before he can use them to heal.  So you'll have him about half dead and 
    taken very little damage with the buffs, then cut him off from healing.
    
    Once the tubes are all destroyed, fight Darth Malak to the death.
    
    ------------------------------------
    6. Side Quests
    ------------------------------------
    The titles for these quests are not the official journal names, they're 
    just short descriptions for easy reference.
    
    *** [6.01] - Taris ***
    Collect a Bounty: Bounty missions from the Hutt.
    
    Dancing Favor: Dance with a girl in the cantina in Lower City to get 
    her a job.
    
    Dueling: Fight in the dueling arena in the Upper City cantina.
    
    Rakghoul Serum: Find the rakghoul serum in the Undercity, bring it to 
    the clinic in Uppercity.
    
    Promised Land: A man in the Undercity village will ask to you to find 
    his apprentice.  Her body is somewhere in the wild area, go left of the 
    gates as you leave them and find a broken wall.  You'll also be asked 
    to find two others books.  Both are located in the sewers.
    
    Pazaak Rules: Learn how to play Pazaak from a guy that sells you his 
    deck.
    
    *** [6.02] Dantooine ***
    
    Clearing Mandalorians: Rid the area of Mandalorians
    
    Missing Droid: Meet the woman in front of the swoop bike outside the 
    Jedi area.  She's looking for her missing droid.  Look for it being 
    under attack out in the wild area, and convince him not to suicide and 
    to go back to the woman. 
    
    Family Feud: After becoming a Jedi, but before investigating the 
    mysterious temple, you'll hear of another quest about a missing person.  
    Go out of the Jedi area into the wild, and you should find a zone close 
    by for someone's property.  Go there and to the large house to speak 
    with the owner.  His daughter will tell you where the missing man has 
    gone.  You can free him by finding and speaking to him, and making sure 
    he and the daughter leave the manor.  Then try to persuade the two 
    families to thinking rationally so they work things out.
    
    Search for Griff: If you bring Mission with you the first time you go 
    to Dantooine, you'll come across Lena, a woman who was close to 
    Mission's brother Griff.  She can give you some info on his whereabouts 
    for later.
    
    Word to Bastila: Later in the game, before heading to the third planet 
    with a Star Map, bring Bastila and she'll meet someone who talks about 
    her mother, Helena, on Tatooine.
    
    *** [6.03] - Tatooine ***
    
    Trouble in a Box: As you leave the port area, an alien will stop you 
    and tell you he's loaded some trouble creatures on your ship.  You can 
    buy poison from the vendor at the port, however if you go to Manaan 
    (which I didn't do until late in the game so I missed the chance), 
    there's a guy not far from the docks there that tells you he's looking 
    for creatures.  My only option was that I had none, but if you 
    leave them alive and tell him, he'll buy them with some persuasion.
    
    Submitted by Blue Dragoon77:
    The first thing I want to mention is the gizka; I just wanted to confirm your 
    suspicions that you mentioned. When you first land on Manaan, there's a Selkath 
    that wants to "privately purchase" exotic species. If you mention that you have 
    gizka on board he will relate to you a short horror story of sorts about the 
    last time they had gizka on Manaan and tell you he isn't interested. There's 
    several ways to handle this, but I only took one. The first is regular 
    persuade, (which I took) he'll still tell you "no way" in so many words, and 
    add that they aren't worth the trouble. The second is Force persuade, I didn't 
    use this because I'm on the light side and didn't want to risk any Dark Side 
    points. The third option is a threat, for my reasons see the above. And the 
    fourth option is to give up on the conversation. When you use persuade once, 
    the option will change to bribe after the selkath's response. If you choose 
    bribe, you will offer the selkath 100 credits to take the gizka off your hands, 
    which he will accept. When you return to your ship after this, all of the gizka 
    will have been removed. You don't receive any light or dark side points for 
    doing it this way, but you do gain a little bit of exp. (But that's it) If 
    there's another way, then I don't know, I'm still on my first game. I'll keep 
    my ears open.
    
    Missing Jawas: Talk to a named Jawa in town about his missing friends.  
    When you reach the sand people village, you can have them freed once 
    you give the chief the humidifiers.
    
    Swoop Race #1: You can do swoop racing here and win racing bonds 3 
    times.  Each bond is worth 60 credits, and if you do all three runs you 
    can get about 70-100 bonds as I recall.  My advice is, as in the 
    instruction book, don't rapidly press the A-button, it'll actually slow 
    you down if you press it too soon and such.
    
    Fair Deals: Tell the Hutt in Swoop Race place that you'll spread rumors 
    if he doesn't give Nico a fair deal in order to satisfy that side-
    quest.
    
    Rigged Droids: When you first leave the city and head into the desert, 
    you'll meet a woman who tells you about her foolish husband.  In the 
    desert you'll find a guy trapped by four droids, and you'll have to 
    disarm each of them by decoding their programs.  I don't remember the 
    answers, you shouldn't have too tough a time though.  Just save and 
    load if needed.
    
    Griff Found: Ask about Griff in the Czerka office, or just find him out 
    in the sand people village.  You can have him freed once you give the 
    chief the humidifiers.
    
    Griff's Money Maker: Once saved, Griff will be in the Czerka office and will 
    ask you to get an item to make Tarisian Ale.  The item is found on Kashyyyk in 
    the Shadowlands.  Once you find this, take it back to him, then some point 
    after he leaves, talk to the alien at the desk, asking about Griff.  He'll tell 
    you Griff failed and went into hiding, ending the quest.
    
    Word of Dustil: After Kashyyyk, if Carth is in your party when you 
    leave the Ebon Hawk at the Tatooine port, a man will approach him 
    telling Carth that he's seen Dustil on Korriban in the Sith academy.
    
    Canderous' Battle: Submitted by Frank Johnston
    "There's also a Canderous side quest you can unlock. Another Mandalorian, named 
    Jagi (or something like that) approached me on Manaan. He challenged Canderous 
    to a duel on Tatooine (I found him to the right of the big Harvester in the 
    Dune Sea."
    
    *** [6.04] - Kashyyyk ***
    
    Revealing the Slaver: Look for a body with bow and datapad on it.  The 
    datapad concerns slaving.  This is for a quest in the village 
    concerning the disappearance of a Wookie.  The house of interest has 
    two Wookies in it and is next to Chuundar's place.  You'll also need to 
    find the judge in the village, which is just a little farther ahead.
    
    Wookie's Revenge: You'll come across a single Wookie under attack by 
    Mandalorians in the Shadowlands. He'll tell you he wants you to kill 
    them.  You can only find them by unequipping your weapons in areas 
    where there are Wookie bodies (walk around those areas a little and 
    they'll show up).  The final area to find them will have three 
    swoopbikes.  Put a datapad in one of them (you'll find the pad on one 
    of the Mandalorian bodies as I recall) to make them appear.  You do NOT 
    need to unequip your weapons for that part.
    
    Tarisian Ale: As you search through things down in the Shadowlands, 
    you'll come across an item that Griff requested in order to make 
    Tarisian ale.
    
    Head of a Droid: Part of a Korriban quest, find a droid's head in the 
    Shadowlands and return it to an item trader.  See `Head for Trade' for more 
    details.
    
    *** [6.05] - Korriban ***
    
    Word of Sunry: If you bring Jolee with you when you first leave the 
    Ebon Hawk, he'll meet someone who tells you that their friend Sunry is 
    on trial on Manaan.  You can go there now or later, I chose to wait and it 
    doesn't change anything.
    
    Head for Trade: Submitted by Stephen Allerti
    In Korriban, there is a item seller with a man that owes him money. Later, when 
    you go down to the Shadow Lands, you'll find 3 or 4 bodies and a broken down 
    droid. Take the droid's head, and the stuff you get from the bodies and bring 
    it to the item trader. You MUST DO THIS BEFORE THE WOOKIE'S TAKE OVER or the 
    seller will be gone (not sure what happens when you bring him the items).
    
    Bastila's Mother: You MUST do this quest BEFORE completing Korriban, or 
    else you can't do it ever.  If you head back to Dantooine with Bastila 
    in the party when you leave the Ebon Hawk, you'll come across a woman 
    that recognizes her.  She'll tell you Bastila's mother, Helena, is 
    looking for her on Tatooine.  Go to Tatooine and find her in the 
    cantina, then you'll be given the quest to find a holocron.  Go out to 
    the dragon's cave where you found the Star Map and in the corner next 
    to it is the holocron.  As you go out, however, be careful, as Malak's 
    current apprentice and two Sith attack you as you try to leave.  Take 
    the holocron back and try to resolve things between Bastila and her 
    mother.
    
    Spice Trade: On your way to the academy, you'll meet an alien outside 
    the cantina that asks about some spices that are on the Ebon Hawk.  You 
    can retrieve these for him from the storage room of the ship, and get 
    another delivery quest, explained below.
    
    Dangerous Package: If you take the other delivery quest, you're 
    probably as curious as I was to what's in the mystery package.  Watch 
    out, because inside you'll meet an alien that will give you riddles.  
    If you get one wrong, I assume you lose the game.  The riddles aren't 
    so terribly hard. I remember the answer to one was 'Tomorrow'.  
    Otherwise, the riddle you give back to him that he'll lose on (which 
    appears after you've answered two riddles) is a question that involves 
    numbers.  I don't remember it correctly, it's mostly about how many 
    passengers are on the ship.  Then you'll leave after that and can 
    complete the quest.
    
    Father and Son Reunion: Whether or not you talked to the man on 
    Tatooine with Carth, you should find his son Dustil in the area.  After 
    you do the backstabbing operation with Yuri and Uther, you will get the 
    key to Uthar's room, and in there you can find a datapad that will turn 
    Dustil away from the dark side.
    
    *** [6.06] - Manaan ***
    
    Assassin For Hire: If you've been through Tatooine lately, you'll come 
    across a guy somewhere in town who says you dropped a datapad.  If you 
    take it, it will tell you to go see a guy alone on Manaan.  If you 
    follow these directions (just dump your party members when you find 
    him), he'll tell you about an assassin guild.  If you've waited this 
    long to go to Manaan, the first task he gives you is to kill a guy on 
    Dantooine, which you can no longer go to, and so you get another quest 
    to kill a guy in the Republic Embassy.  Doing so will give you Dark 
    Jedi points, and the tasks he gives later just get even harder, so if 
    you're a Light Jedi, don't even bother with this quest.
    
    Frank Johnston wrote the following about the Assassin missions:
    "Doing missions for the Assassins guild will get you Darkside points, but the 
    rewards are pretty good. I got a set of +4 Strength Gauntlets, a +8 Stealth 
    Belt, and a set of goggles (I forget what they gave me)."
    
    Swoop Race #2: There are 3 more rounds of swoop racing you can 
    participate in on Manaan.  After completing the first two rounds, 
    you'll be threatened by the top pilot.  If you win, he'll tell you 
    you're going to get hassled, but I never actually came across any 
    trouble, so just ignore him.
    
    Sunry's Trial: In one area of the city, you should see Sunry's wife, 
    who will tell you about what's happened to her husband.  Head to the 
    courtroom in the same area and talk to the judges.  Then you need to go 
    investigate.  You only need to do the following things:
    * Go to the hotel, bribe the hotel owner to say that the shooting 
    occurred after Sunry left, and talk to the two other witnesses to hear 
    a confession from one of them.
    * Talk to Sunry's wife to clarify about the affair Sunry and Elassa 
    were having.
    * I also talked to the Republic Embassy, and the Sith.  The Sith were 
    just angry, I don't think you need to talk to them regardless of the 
    recommendation someone makes.
    
    Mercenary Information: Talk to someone in the mercenary enclave about a 
    quest for why the Republic is hiring mercenaries.  After raiding the 
    Sith base and talking to Roland, you will receive this information.
    
    Disappearing Selkath: Another person in the mercenary enclave will ask 
    you to investigate the disappearance of his daughter, believing the 
    Sith are behind it.  While in the Sith base, explore until you find a 
    group of Selkath, or the medical room.  Either way, you must prove to 
    the Selkath the Sith are evil.  Do so by taking a pin from a dying 
    Selkath in the medical room.  Talk to the Selkath recruits again and 
    they'll see the truth and leave.
    
    ------------------------------------
    7. Bugs and Rants
    ------------------------------------
    Submitted by DMBand:
    "Hey, I just got past Darth Malak on the sith ship...beat him went to the 
    hanger bay and as carth tells jolee what happens it freezes...no talking but it 
    is still focused on (I'm assuming you left out someone's name here, and a .) 
    any ideas as to what happened..im emailing you becuase u are the on carth...im 
    emailing you becuase u are the only one with a complete walktrhough..thanks"
    * When I played, it was Carth (without any of his armor since I brought him 
    with me to Bastila, that's kind of a bug too) and Bastila who talked.  I'm not 
    sure what you did to her.  My suggestion would be to do something different to 
    Bastila or bring different characters with you on the Star Forge. If anyone has 
    any information on this, please let me know.
    
    The only rant is that I'm an idiot for not checking with the guy at the desk in 
    the Czerka office about Griff.  Thanks to ALL the people who wrote to me, lol!
    
    ------------------------------------
    8. `After the Game' Thoughts (-=***SPOILER SECTION***=-)
    ------------------------------------
    This section is for people who have played through the entire game at least 
    once.  IF YOU HAVE NOT WON THE GAME, DO NOT READ THIS SECTION.
    
    **********************************************************************
    **********************************************************************
    **********************************************************************
    Here are some general things that I noted throughout the game up to and 
    including the ending:
    
    I had my light side points maxed out.  I can tell because by about the third or 
    fourth planet, my bar just stopped going any higher.  Besides the reduction of 
    force points for light side skills and such, there does not seem to be any sort 
    of reward otherwise.  No weapons, extra skills, etc.  So as far as I can say, 
    you can go wild sometimes with dark side points, and it doesn't really matter 
    all that much.  I'm sure this works the same for the dark side.  Why did I 
    consider this a spoiler?  I had to suffer through being good without knowing 
    that I didn't have to be all the time, so why shouldn't you? :P
    
    As a male scoundrel, I decided to steer my hero toward the path of love with 
    Bastila and see where that would go.  Besides the embarrassment and such that 
    she goes through concerning the matter, and the confessions that were exchanged 
    at the Star Forge, nothing actually happened.  The ending was, from what I can 
    say since I only went through once, the same.  She didn't kiss him, hug him, 
    run away with him, or anything like that.  Just, nothing.
    
    That's all of the important stuff.
    
    To hopefully prevent anyone reading the credits from unintentionally reading 
    something in this section, I'll just fill up some space by talking about the 
    characters I used and didn't use, since that's not really a spoiler.
    
    I used Carth for mostly the entire game just because he seemed to have the most 
    to say and was pretty handy with a blaster.  He also had higher preference for 
    me than some other characters.  I personally never used Zalbaar.  Don't get me 
    wrong, it's not that I don't like Chewbacca or anything, but Zalbaar isn't 
    exactly the most talkative person, especially since all his voice was just a 
    lot of grunting.
    
    I used Mission when I first got her and for the Leviathan breakout.  While I 
    appreciated her skills as a scoundrel, since my own character was the same 
    class, I didn't really find her all that useful.  She was basically blaster 
    support, and for that I could've used Carth who was a soldier and therefore had 
    more health.
    
    When I wasn't using Bastila for my third, I was using either Jolee or toward 
    the end I also started using Juhani.  Jedis are lots of fun, especially when 
    you see all three members of your group twirling all different colored 
    lightsabers.
    
    Canderous was evil and unless you're into the war and conquest thing, he's not 
    all that interesting either.  He's also pretty much on the same level as Carth 
    in terms of abilities, but T3-M4 was similarly boring to Zalbaar, so I only 
    used him on Taris.  And HK-47 was funny, but I had been using Carth for so long 
    that I just stuck with him.
    **********************************************************************
    **********************************************************************
    **********************************************************************
    ------------------------------------
    9. Credits
    ------------------------------------
    This walkthrough was made by David Lam, copyright 2003.
    
    For any feedback/questions/etc., please send an e-mail to  
    jhev(at)chibiknights.com.
    
    NOTE: This FAQ is no longer being updated.  Please do not send any additions
    or corrections.
    
    Thanks to LucasArts and Bioware for making this excellent game, Star 
    Wars: Knights of the Old Republic.
    
    All trademarks and copyrights contained in this document are owned by 
    their respective trademark and copyright holders.
    
    Thanks to Ray Samol for filling in the gap for the third way to infiltrate the 
    Sith embassy on Manaan. 
    
    Thanks to Frank Johnston for the Canderous side-quest and the rewards from the 
    assassin quests.
    
    Thanks to Baron Zemo for the information on character events and the Dragon 
    Pearl.
    
    Thanks to ALL the people who e-mailed me about the Mission/Griff thing.  I had 
    so many e-mails about this (I got 11-15 alone on the first day the FAQ came 
    out, what an audience!).
    
    Thanks to my brother and moreso to Blue Dragoon77 for confirming in detail that 
    the creatures (gizka) that are loaded onto the ship on Tatooine are indeed 
    sellable to the alien on Manaan.
    
    Thanks to Shawn G for the additional information about character events, and 
    especially the Darth Malak/Jedi skill info.
    
    This FAQ/walkthrough may be not be reproduced under any circumstances 
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