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    FAQ/Walkthrough by Thuyker

    Version: 0.62 | Updated: 09/04/03 | Printable Version | Search Guide | Bookmark Guide

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              ___/ // /_ / /_/ // /       | |/ |/ // /_/ // /   (__  )_
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             / //_/___   (_)___ _ / /  / /_ ___   ___   / _/ / /_ / /  ___
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               \____//_/ \_,_/ /_/|_| \__// .__/\_,_//_.__//_//_/ \__/
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    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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    T A B L E   O F   C O N T E N T S
    _______________________________________________________________________________
    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
    _______________________________________________________________________________
    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!
    
    
    _______________________________________________________________________________
    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
    _______________________________________________________________________________
    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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    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
    _______________________________________________________________________________
    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 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=
    
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                     #     #          ###### ####    ####                #   D    #
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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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    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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        #       #  #         #~~~~~~~#                      ##               |
        #       #  #          #######                      ##          To Ahto City
        #########  #                              A      ###             Central
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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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              #   #            #   |~~~~~|   #                         To Ahto East
        #######   #######      #   |~~~~~|   #                                 +-->
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       |                 ###                     ##              C e n t r a l
       |                   ####              ####
       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  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=-=-=
    
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                                         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
    
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VI.   S I D E - Q U E S T S                                              kw-que
    _______________________________________________________________________________
    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!
        ===========================================================================
    
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VII.   A P P E N D I C E S                                               kw-app
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    ===============================================================================
    = A) Party Members                                                       kw-par
    ===============================================================================
    
    
                                                              _________________
        _____________________________________________________/     Bastila     \
       /                                                                       |
       |                                                                       |
       |  CLASS: Jedi Sentinel                                                 |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 3              |               |            |            |   |
       |   VITALITY: 27/27       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 16           |_______________|____________|____________|   |
       |   FORTITUDE: 4          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 7   WILL: 3   | Strength      |     12     |     +1     |   |
       |   FORCE: 27/27          |---------------|------------|------------|   |
       |                         | Dexterity     |     18     |     +4     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 4 + 1    | Constitution  |     12     |     +1     |   |
       |    Computer Use = 0     |---------------|------------|------------|   |
       |    Demolitions = 0      | Intelligence  |     10     |     +0     |   |
       |    Persuade = 0 + 2     |---------------|------------|------------|   |
       |    Repair = 0           | Wisdom        |     12     |     +1     |   |
       |    Security = 0         |---------------|------------|------------|   |
       |    Stealth = 0          | Charisma      |     15     |     +2     |   |
       |    Treat Injury = 4 + 1 |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                          P O W E R S :                  |
       |    Battle Meditation                    Affect Mind                   |
       |    Flurry: Basic                        Force Aura                    |
       |    Force Immunity: Fear                 Force Push                    |
       |    Jedi Defense                         Stun                          |
       |    Jedi Sense                           Throw Lightsaber              |
       |    Two-Weapon Fighting: Basic                                         |
       |    Weapon Proficiency: Blaster Pistol                                 |
       |    Weapon Proficiency: Lightsaber                                     |
       |    Weapon Proficiency: Melee Weapons                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 2/Level                                              |
       |    Feats: 1 at each of Levels 6, 9, 12,                               |
       |      Level 6:  Force Immunity: Stun and Knight Sense are granted      |
       |      Level 12: Force Immunity: Paralysis and Master Sense are granted |
       |    Force Powers: 1/Level                                              |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | Bastila, with her excellent starting dexterity, and thus, lightsaber  |
       | skill, makes a rather good character in close-range fighting.  While  |
       | vitality is somewhat suspect, the dexterity allows her to avoid much  |
       | damage, and any that she takes can easily be negated with her Force   |
       | Powers.  You'll want to grant her Heal as soon as possible, as well   |
       | as any other Light Side Powers that you might find useful.  Master    |
       | Speed is a great power to shoot for, since it'll dramatically improve |
       | her offensive capabilities.                                           |
       |                                                                       |
       | With the attribute point granted every level, I'd recommend putting   |
       | them into Dexterity, to make her an even better fighter with better   |
       | defense.  Constitution might sound tempting, but again, any lost      |
       | health can be regained with well-timed use of Heal or Medpacs.  Of    |
       | course, this will take more micro-managing during combat, but I feel  |
       | that this is well worth it.                                           |
       |                                                                       |
       | Feats that make good use of Bastila's attributes are Critical Strike  |
       | or Flurry.  In addition, you'll want to increase Two-Weapon Fighting  |
       | to make her even more deadly with her double-bladed lightsaber.       |
       | Equipment-wise, she'll want to be wearing the best Jedi robe that you |
       | can find; anything heavier will impair her use of the Force.  Bolster |
       | her defenses with energy shields, belts, etc.                         |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/ Canderous Ordo  \
       /                                                                       |
       |                                                                       |
       |  CLASS: Soldier                                                       |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 5              |               |            |            |   |
       |   VITALITY: 65/65       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 11           |_______________|____________|____________|   |
       |   FORTITUDE: 6          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 2             | Strength      |     15     |     +2     |   |
       |   WILL: 3               |---------------|------------|------------|   |
       |                         | Dexterity     |     12     |     +1     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 0 + 2    | Constitution  |     14     |     +2     |   |
       |    Computer Use = 0     |---------------|------------|------------|   |
       |    Demolitions = 2      | Intelligence  |     10     |     +0     |   |
       |    Persuade = 0         |---------------|------------|------------|   |
       |    Repair = 0           | Wisdom        |     14     |     +2     |   |
       |    Security = 0         |---------------|------------|------------|   |
       |    Stealth = 0          | Charisma      |     10     |     +0     |   |
       |    Treat Injury = 6 + 2 |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                                                         |
       |    Armor Proficiency: Light --> Medium --> Heavy                      |
       |    Power Attack: Basic                                                |
       |    Power Blast: Basic --> Improved                                    |
       |    Rapid Shot: Basic                                                  |
       |    Toughness: Basic                                                   |
       |    Weapon Proficiency: Blaster Pistol                                 |
       |    Weapon Proficiency: Blaster Rifle                                  |
       |    Weapon Proficiency --> Focus --> Specialization: Heavy Weapons     |
       |    Weapon Proficiency: Melee Weapons                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 1/Level                                              |
       |    Feats: 1/Level                                                     |
       |    Force Powers: N/A                                                  |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | Once Canderous joins your party, you may find that there is little    |
       | reason to continue using Carth for your long-range fire support.  As  |
       | nice as Carth's dual blaster pistols are, they still are no match for |
       | Canderous' heavy weapons, especially in conjunction with Rapid Shot   |
       | at its highest.                                                       |
       |                                                                       |
       | The repeating blaster that Canderous starts out with is an excellent  |
       | choice that will serve him well throughout the game.  Of course, you  |
       | will want to upgrade it to it's full potential as soon as possible,   |
       | increasing it's killing capacity even further.  As for armor, you'll  |
       | want something that provides a good defense bonus (even though he'll  |
       | be far back in most skirmishes), yet does not hinder his dexterity.   |
       |                                                                       |
       | As mentioned above, Rapid Shot will be the way to go in terms of feat |
       | selection.  Since Canderous receives one feat every level, however,   |
       | you'll have plenty to spare.  So, I'd recommend putting some into     |
       | Conditioning, Implant, or Toughness.  If you're going to be using the |
       | repeating blaster, don't bother with Dueling or Two-Weapon Fighting,  |
       | as neither of them will benefit its use.  Finally, I should mention   |
       | skills, although I find that they're not particularly useful for him. |
       | Usually, I just throw points into Treat Injury or Demolitions.        |
       |                                                                       |
       | Alternatively, you may wish to make Canderous a melee character.  If  |
       | this is the case, and it is certainly a viable option, you'll want to |
       | pump attribute points into Strength, since Dexterity does not affect  |
       | non-lightsaber melee weapons.  Thus, you don't need to worry about    |
       | wearing equipment that hinders Dexterity, so go ahead and wear the    |
       | heaviest armor you can obtain, such as Calo Nord's or Cassus Fett's.  |
       | Obviously, you'll want to choose different feats as well, such as     |
       | Dueling or Two-Weapon Fighting, and Flurry or Critical Strike.        |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/   Carth Onasi   \
       /                                                                       |
       |                                                                       |
       |  CLASS: Soldier                                                       |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 4              |               |            |            |   |
       |   VITALITY: 44/44       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 13           |_______________|____________|____________|   |
       |   FORTITUDE: 5          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 4             | Strength      |     13     |     +1     |   |
       |   WILL: 1               |---------------|------------|------------|   |
       |                         | Dexterity     |     16     |     +3     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 3        | Constitution  |     12     |     +1     |   |
       |    Computer Use = 0 + 1 |---------------|------------|------------|   |
       |    Persuade = 0 + 1     | Intelligence  |     13     |     +1     |   |
       |    Repair = 1 + 1       |---------------|------------|------------|   |
       |    Security = 1         | Wisdom        |     10     |     +0     |   |
       |    Treat Injury = 4     |---------------|------------|------------|   |
       |                         | Charisma      |     12     |     +1     |   |
       |                         |_______________|____________|____________|   |
       |                                                                       |
       |   F E A T S :                                                         |
       |    Armor Proficiency: Light --> Medium --> Heavy                      |
       |    Power Attack: Basic                                                |
       |    Power Blast: Basic                                                 |
       |    Two-Weapon Fighting: Basic --> Improved                            |
       |    Weapon Proficiency --> Focus --> Specialization: Blaster Pistol    |
       |    Weapon Proficiency: Blaster Rifle                                  |
       |    Weapon Proficiency: Heavy Weapons                                  |
       |    Weapon Proficiency: Melee Weapons                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 1/Level                                              |
       |    Feats: 1/Level                                                     |
       |    Force Powers: N/A                                                  |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | Carth is best at long-range combat, especially since he has already   |
       | specialized in Blaster Pistol use, as well as Two-Weapon Fighting.    |
       | You'll want to put one more point into the latter feat to max it out, |
       | of course, and want to equip him with the best pistols you can find.  |
       | Bendak Starkiller's and Cassus Fett's pistols, especially when fully- |
       | upgraded, are good choices.  You may even wish to use a Sith assassin |
       | pistol, even though those are not unique, in hopes of stunning your   |
       | enemies.  Of course, you'll want Carth to wear armor that does not    |
       | hinder his Dexterity in the slightest.                                |
       |                                                                       |
       | As for the feat gained every level, you'll want to improve Two-Weapon |
       | Fighting, as mentioned above, and Rapid Shot or Sniper Shot.  I find  |
       | that Rapid Shot is more useful, but since Carth receives so many feat |
       | points, feel free to choose both, if you wish.  However, you may also |
       | wish to put points into feats like Conditioning, Toughness, or the    |
       | Implant line.  The first two will make him harder to kill, while a    |
       | good implant (which must be purchased or found still) can greatly     |
       | improve various statistics.                                           |
       |                                                                       |
       | Finally, for skills, I again don't find them very useful.  Because    |
       | Carth is a soldier, he just doesn't receive very many, so any skills  |
       | that you do increase will be eclipsed by the skills of other party    |
       | members.  And although he start out with a point in Security, it      |
       | takes two skill points to even raise it one, since it is a non-class  |
       | skill.  In short, throw the points into anything you wish, since you  |
       | won't be needing them much anyway.                                    |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/      HK-47      \
       /                                                                       |
       |                                                                       |
       |  CLASS: Combat Droid                                                  |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 6              |               |            |            |   |
       |   VITALITY: 66/66       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 16           |_______________|____________|____________|   |
       |   FORTITUDE: 5          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 4             | Strength      |     16     |     +3     |   |
       |   WILL: 3               |---------------|------------|------------|   |
       |                         | Dexterity     |     14     |     +2     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 5 + 1    | Constitution  |     10     |     +0     |   |
       |    Computer Use = 0 + 2 |---------------|------------|------------|   |
       |    Demolitions = 5 + 2  | Intelligence  |     14     |     +2     |   |
       |    Persuade = 0         |---------------|------------|------------|   |
       |    Repair = 6 + 2       | Wisdom        |     12     |     +1     |   |
       |    Security = 0         |---------------|------------|------------|   |
       |    Stealth = 0          | Charisma      |     10     |     +0     |   |
       |    Treat Injury = 0 + 1 |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                                                         |
       |    Combat Logic Upgrade --> Tactician Logic Upgrade                   |
       |    Droid Upgrade Class 1                                              |
       |    Power Blast: Basic                                                 |
       |    Toughness: Basic                                                   |
       |    Weapon Proficiency: Blaster Pistol                                 |
       |    Weapon Proficiency --> Focus: Blaster Rifle                        |
       |    Weapon Proficiency: Heavy Weapons                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 2/Level                                              |
       |    Feats: 1 at each of Levels 9, 12,                                  |
       |      Level 7:  Droid Upgrade Class 2 granted                          |
       |      Level 12: Battle Droid Logic Upgrade granted                     |
       |      Level 13: Droid Upgrade Class 3 granted                          |
       |    Force Powers: N/A                                                  |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | In regard to HK-47's attributes, you should note that if you have a   |
       | high enough Repair skill, you may be able to, well... repair him.  By |
       | doing so, he'll gain some VERY beneficial abilities, making him even  |
       | deadlier than he already is.  Note that the benefits do stack!        |
       |                                                                       |
       |   Repair 1: +2 to Dexterity                                           |
       |          2: +2 to Defense                                             |
       |          3: Regenerate 1 vitality / 6 seconds                         |
       |          4: Regenerate 1 vitality / 3 seconds, +2 to Dexterity        |
       |                                                                       |
       | Equipment-wise, HK-47 will obviously want to have the heaviest and    |
       | highest class plating you can find.  Unlike the armor worn by organic |
       | meatbags, heavier plating does not hinder Dexterity!  Thus, there is  |
       | no advantage to wearing a lighter type over a heavier plating.  You   |
       | may also want to equip him with such limited-use weapons as carbonite |
       | projectors and flamethrowers, which can be useful in dire situations. |
       | Jamoh Hograh's Carbine, which can be purchased from the shop in the   |
       | Tatooine Docking Bay, is an excellent Blaster Rifle for him to use.   |
       |                                                                       |
       | Since droids cannot be healed through the use of such Force Powers as |
       | Heal, HK-47 will have to rely on Repair Kits and regeneration (if you |
       | have repaired him and given him that ability).  Thus, you will most   |
       | likely want to put a good amount of skill points into the Repair      |
       | skill.  Even then, you'll probably have a good amount left over, so   |
       | throw them into any of the other skills that you wish.  As for feats, |
       | I'm assuming that you'll want to keep HK-47 as a ranged fighter.  So, |
       | increase either (or both) Rapid Shot and Sniper Shot, although I much |
       | prefer the former.                                                    |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/   Jolee Bindo   \
       /                                                                       |
       |                                                                       |
       |  CLASS: Jedi Consular                                                 |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 6              |               |            |            |   |
       |   VITALITY: 42/42       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 21           |_______________|____________|____________|   |
       |   FORTITUDE: 7          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 7   WILL: 8   | Strength      |     12     |     +1     |   |
       |   FORCE: 27/27          |---------------|------------|------------|   |
       |                         | Dexterity     |     16     |     +3     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 5 + 2    | Constitution  |     12     |     +1     |   |
       |    Computer Use = 0 + 1 |---------------|------------|------------|   |
       |    Demolitions = 0      | Intelligence  |     12     |     +1     |   |
       |    Persuade = 0 + 2     |---------------|------------|------------|   |
       |    Repair = 0 + 1       | Wisdom        |     15     |     +2     |   |
       |    Security = 0         |---------------|------------|------------|   |
       |    Stealth = 0          | Charisma      |     15     |     +2     |   |
       |    Treat Injury = 4 + 2 |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                          P O W E R S :                  |
       |    Conditioning: Basic                  Affect Mind                   |
       |    Dueling --> Improved Dueling         Cure                          |
       |    Force Focus --> Improved Focus       Force Aura                    |
       |    Jedi Defense                         Force Push                    |
       |    Jedi Sense --> Knight Sense          Force Valor                   |
       |    Weapon Proficiency: Blaster Pistol   Stun                          |
       |    Weapon Proficiency: Lightsaber       Stun Droid                    |
       |    Weapon Proficiency: Melee Weapons    Throw Lightsaber              |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 1/Level                                              |
       |    Feats: 1 at each of Levels 9, 12,                                  |
       |      Level 12: Master Force Focus and Master Sense are granted        |
       |    Force Powers: 1/Level, except for 2/Level at Levels 9, 13          |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | Jolee is a very capable close-range combatant.  Perhaps even more of  |
       | an advantage than his lightsaber, however, is his ability to heal the |
       | group.  With him and at least one other melee character fighting, use |
       | his Heal Force Power to regenerate large amounts of health for the    |
       | whole party.  He only starts out with Cure, however, so you'll have   |
       | to wait until he meets the level requirements before you can put a    |
       | point into Heal.  Other Force Powers that are good to have are Master |
       | Speed and Force Aura and Valor.  Basically, I like Jolee to use his   |
       | abilities to bolster the rest of the party.                           |
       |                                                                       |
       | As with any other Jedi, you will not want Jolee to wear anything more |
       | cumbersome than Jedi Robes.  Anything heavier, and you'll negate the  |
       | powers that make him such a useful character.  It goes without saying |
       | that you'll have him wield a lightsaber, which you should upgrade as  |
       | much as possible.  His durability is only average, so you may also    |
       | wish to equip him with belts, shields, etc. that help his defense.    |
       |                                                                       |
       | Not surprisingly, I'd recommend you invest in such feats as Flurry    |
       | and Dueling or Two-Weapon Fighting.  Skills are, once again, not a    |
       | priority either, so invest these points into whatever you wish.       |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/      Juhani     \
       /                                                                       |
       |                                                                       |
       |  CLASS: Jedi Guardian                                                 |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 6              |               |            |            |   |
       |   VITALITY: 78/78       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 19           |_______________|____________|____________|   |
       |   FORTITUDE: 8          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 9   WILL: 5   | Strength      |     13     |     +1     |   |
       |   FORCE: 36/36          |---------------|------------|------------|   |
       |                         | Dexterity     |     16     |     +3     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 8 + 1    | Constitution  |     14     |     +2     |   |
       |    Computer Use = 0 + 2 |---------------|------------|------------|   |
       |    Demolitions = 0      | Intelligence  |     14     |     +2     |   |
       |    Persuade = 0 + 1     |---------------|------------|------------|   |
       |    Repair = 0 + 2       | Wisdom        |     12     |     +1     |   |
       |    Security = 0         |---------------|------------|------------|   |
       |    Stealth = 5 + 9      | Charisma      |     13     |     +1     |   |
       |    Treat Injury = 8 + 1 |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                          P O W E R S :                  |
       |    Conditioning                         Affect Mind                   |
       |    Force Camouflage                     Burst of Speed                |
       |    Force Jump --> Improved              Energy Resistance             |
       |    Jedi Defense                         Force Aura                    |
       |    Jedi Sense --> Knight Sense          Force Push                    |
       |    Power Attack                         Slow                          |
       |    Toughness                            Stun                          |
       |    Weapon Proficiency: Blaster Pistol   Throw Lightsaber              |
       |    Weapon Proficiency: Lightsaber                                     |
       |    Weapon Proficiency: Melee Weapons                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 2/Level                                              |
       |    Feats: 1 at each of Levels 7, 9, 12, 13                            |
       |      Level 12: Master Force Jump and Master Sense are granted         |
       |    Force Powers: 1/Level                                              |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | Out of the three Jedi that eventually join your party, Juhani is the  |
       | most combat-oriented.  She is, after all, a Jedi Guardian, and her    |
       | combat abilities are demonstrated by her high vitality and dexterity. |
       | You'll want to pump points into Dexterity to increase her chances of  |
       | hitting with a lightsaber, or optionally, Strength to increase the    |
       | damage done per blow.  However, I still prefer Dexterity - after all, |
       | it doesn't matter how much damage you can potentially do per hit if   |
       | you can't hit in the first place, right?                              |
       |                                                                       |
       | Juhani should not wear anything heavier than a Jedi Robe, so although |
       | her Dexterity will help her avoid taking damage, you may still wish   |
       | to invest in feats that improve her durability.  Other feats that are |
       | useful are Flurry, and either Two-Weapon Fighting or Dueling.  Force  |
       | Powers that she should definitely have are Master Speed and perhaps   |
       | Force Armor.  Although she is Dark Side when you first meet her, she  |
       | comes over to the Light Side, so it's not really a good idea to have  |
       | her invest in Dark Side Force Powers, since they will be so expensive |
       | for her to use - especially since her Force Points are limited as is. |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/   Mission Vao   \
       /                                                                       |
       |                                                                       |
       |  CLASS: Scoundrel                                                     |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 3              |               |            |            |   |
       |   VITALITY: 21/21       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 16           |_______________|____________|____________|   |
       |   FORTITUDE: 2          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 6             | Strength      |     10     |     +0     |   |
       |   WILL: 1               |---------------|------------|------------|   |
       |                         | Dexterity     |     16     |     +3     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 6        | Constitution  |     12     |     +1     |   |
       |    Computer Use = 2 + 2 |---------------|------------|------------|   |
       |    Demolitions = 3 + 3  | Intelligence  |     14     |     +2     |   |
       |    Persuade = 0         |---------------|------------|------------|   |
       |    Repair = 0 + 2       | Wisdom        |     11     |     +0     |   |
       |    Security = 6         |---------------|------------|------------|   |
       |    Stealth = 6 + 4      | Charisma      |     10     |     +0     |   |
       |    Treat Injury = 3     |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                                                         |
       |    Armor Proficiency: Light                                           |
       |    Caution: Basic                                                     |
       |    Critical Strike: Basic                                             |
       |    Dueling: Basic                                                     |
       |    Scoundrel's Luck: Basic                                            |
       |    Sneak Attack 1 --> Sneak Attack 2                                  |
       |    Sniper Shot: Basic                                                 |
       |    Weapon Proficiency: Blaster Pistol                                 |
       |    Weapon Proficiency: Blaster Rifle                                  |
       |    Weapon Proficiency: Melee Weapons                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 5/Level                                              |
       |    Feats: 1 at each of Levels 5, 8, 11,                               |
       |      Level 5:  Sneak Attack III granted                               |
       |      Level 6:  Improved Scoundrel's Luck granted                      |
       |      Level 7:  Sneak Attack IV granted                                |
       |      Level 9:  Sneak Attack V granted                                 |
       |      Level 11: Sneak Attack VI granted                                |
       |      Level 12: Master Scoundrel's Luck granted                        |
       |      Level 13: Sneak Attack VII granted                               |
       |    Force Powers: N/A                                                  |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | To be perfectly honest, I don't find Mission to be a very useful      |
       | character to have in the party.  Overall, she is the most skilled,    |
       | but how often do these skills come into play?  At any rate, with the  |
       | five skill points gained per level, you'll want to increase her       |
       | Computer Use, Demolitions, etc. skills.  Since she is so low on life, |
       | Treat Injury may be a good choice as well, but note that it is a non- |
       | class skill, so requires an investment of two skill points.           |
       |                                                                       |
       | Although she starts out with a unique, upgradeable vibroblade, I feel |
       | that Mission is much better suited to ranged combat due to her low    |
       | Strength, Vitality, and her high Dexterity.  Thus, you'll want to put |
       | points into feats like Rapid Shot or Sniper Shot, as well as either   |
       | Dueling or Two-Weapon Fighting.  Then, equip her with armor that does |
       | not hinder her Dexterity and with the best Blaster Pistols you can    |
       | obtain.  Finally, you'll want to equip her with shields, implants,    |
       | etc. that improve her defenses, and perhaps a better stealth belt.    |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/      T3-M4      \
       /                                                                       |
       |                                                                       |
       |  CLASS: Expert Droid                                                  |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 3              |               |            |            |   |
       |   VITALITY: 30/30       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 17           |_______________|____________|____________|   |
       |   FORTITUDE: 3          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 5             | Strength      |     10     |     +0     |   |
       |   WILL: 1               |---------------|------------|------------|   |
       |                         | Dexterity     |     15     |     +2     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 3        | Constitution  |     14     |     +2     |   |
       |    Computer Use = 6 + 6 |---------------|------------|------------|   |
       |    Demolitions = 1 + 6  | Intelligence  |     20     |     +5     |   |
       |    Persuade = 0         |---------------|------------|------------|   |
       |    Repair = 6 + 6       | Wisdom        |     10     |     +0     |   |
       |    Security = 6 + 1     |---------------|------------|------------|   |
       |    Stealth = 0          | Charisma      |     10     |     +0     |   |
       |    Treat Injury = 0     |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                                                         |
       |    Blaster Integration                                                |
       |    Caution: Basic                                                     |
       |    Combat Logic Upgrade                                               |
       |    Droid Upgrade: Class 1                                             |
       |    Gear Head: Basic                                                   |
       |    Weapon Proficiency: Blaster Pistol                                 |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 4/Level                                              |
       |    Feats: 1 at each of Levels 5, 6, 9, 11, 12                         |
       |      Level 6:  Tactician Logic Upgrade granted                        |
       |      Level 7:  Droid Upgrade Class 3 granted                          |
       |      Level 12: Battle Droid Logic Upgrade granted                     |
       |      Level 13: Droid Upgrade Class 3 granted                          |
       |    Force Powers: N/A                                                  |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | T3-M4 gains 10 vitality points per level, but he still isn't a very   |
       | durable party member.  You will want to keep him at the rear during   |
       | any engagements.  To make him more effective in combat, it would be a |
       | good idea to give him Two-Weapon Fighting, as well as increase his    |
       | Blaster Pistol proficiency.  The latter, of course, can be increased  |
       | through the use of items, so it is not necessary to invest a feat     |
       | point into it.  As for skills, increase his initially strong Computer |
       | Use skill, as well as Repair.                                         |
       |                                                                       |
       | As mentioned above, under HK-47's recommendations, droid plating does |
       | not hinder Dexterity, no matter how heavy it is.  Thus, you'll want   |
       | to equip T3-M4 with the heaviest and highest class plating you can    |
       | obtain.  Also, equipment like shields, flamethrowers, etc. are also   |
       | good to rely on, despite their limited usage.                         |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/    Trask Ungo   \
       /                                                                       |
       |                                                                       |
       |  CLASS: Soldier                                                       |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 3              |               |            |            |   |
       |   VITALITY: 36/36       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 13           |_______________|____________|____________|   |
       |   FORTITUDE: 5          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 4             | Strength      |     14     |     +2     |   |
       |   WILL: 4               |---------------|------------|------------|   |
       |                         | Dexterity     |     14     |     +2     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 2 + 2    | Constitution  |     12     |     +1     |   |
       |    Computer Use = 0 + 1 |---------------|------------|------------|   |
       |    Persuade = 0 + 1     | Intelligence  |     12     |     +1     |   |
       |    Repair = 0 + 1       |---------------|------------|------------|   |
       |    Security = 3 + 2     | Wisdom        |     14     |     +2     |   |
       |    Treat Injury = 2 + 2 |---------------|------------|------------|   |
       |                         | Charisma      |     12     |     +1     |   |
       |                         |_______________|____________|____________|   |
       |                                                                       |
       |   F E A T S :                                                         |
       |    Armor Proficiency: Light --> Medium --> Heavy                      |
       |    Conditioning: Basic                                                |
       |    Dueling: Basic                                                     |
       |    Power Attack: Basic                                                |
       |    Power Blast: Basic                                                 |
       |    Toughness: Basic                                                   |
       |    Weapon Proficiency: Blaster Pistol                                 |
       |    Weapon Proficiency: Blaster Rifle                                  |
       |    Weapon Proficiency: Heavy Weapons                                  |
       |    Weapon Proficiency: Melee Weapons                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Trask will not level up, unfortunately...                          |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | There isn't much to say here, either, since Trask isn't in your party |
       | long enough to make any choices in his progression.                   |
       \_______________________________________________________________________/
    
    
                                                              _________________
        _____________________________________________________/     Zaalbar     \
       /                                                                       |
       |                                                                       |
       |  CLASS: Scout                                                         |
       |                                                                       |
       |                 S T A R T I N G   A T T R I B U T E S                 |
       |                          _________________________________________    |
       |   LEVEL: 4              |               |            |            |   |
       |   VITALITY: 60/60       |   ATTRIBUTE   |   VALUE    |  MODIFIER  |   |
       |   DEFENSE: 11           |_______________|____________|____________|   |
       |   FORTITUDE: 9          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|   |
       |   REFLEX: 5             | Strength      |     20     |     +5     |   |
       |   WILL: 5               |---------------|------------|------------|   |
       |                         | Dexterity     |     13     |     +1     |   |
       |   S K I L L S :         |---------------|------------|------------|   |
       |    Awareness = 6 + 1    | Constitution  |     20     |     +5     |   |
       |    Computer Use = 0     |---------------|------------|------------|   |
       |    Persuade = 0 -1      | Intelligence  |     10     |     +0     |   |
       |    Repair = 4           |---------------|------------|------------|   |
       |    Security = 0         | Wisdom        |     12     |     +1     |   |
       |    Treat Injury = 5 + 1 |---------------|------------|------------|   |
       |    Demolitions = 6      | Charisma      |     08     |     -1     |   |
       |    Stealth = 0          |_______________|____________|____________|   |
       |                                                                       |
       |                                                                       |
       |   F E A T S :                                                         |
       |    Flurry: Basic                                                      |
       |    Implant: Level 1 --> Level 2                                       |
       |    Power Attack: Basic --> Improved                                   |
       |    Rapid Shot: Basic                                                  |
       |    Uncanny Dodge: Level 1                                             |
       |    Weapon Proficiency: Blaster Pistol                                 |
       |    Weapon Proficiency: Blaster Rifle                                  |
       |    Weapon Proficiency --> Focus: Melee Weapons                        |
       |    Wookiee Toughness                                                  |
       |                                                                       |
       |   L E V E L   P R O G R E S S I O N:                                  |
       |    Skill Points: 3/Level                                              |
       |    Feats: 1 at each of Levels 5, 7, 9, 11, 13                         |
       |      Level 7:  Uncanny Dodge 2 granted                                |
       |      Level 8:  Implant 3 granted                                      |
       |    Force Powers: N/A                                                  |
       |    Attributes: 1 at each of Levels 4, 8, 12, 16, 20                   |
       |-----------------------------------------------------------------------|
       |               ---  R E C O M M E N D A T I O N S  ---                 |
       |                                                                       |
       | Although he starts out with a unique and upgradeable bowcaster, this  |
       | furry guy is much better suited to melee combat than he is to ranged  |
       | combat.  Just take a look at his attributes: 20 Strength and only 13  |
       | Dexterity.  In other words, he has a much better chance of hitting    |
       | with a melee weapon, and when he does, he'll cause massive damage!    |
       | Equip him with such swords as Sanasiki's Blade or Yusanis' Brand, and |
       | upgrade them fully as soon as possible.                               |
       |                                                                       |
       | Decide whether you want Zaalbar to use one or two weapons at a time,  |
       | then invest points into either Dueling or Two-Weapon Fighting, in     |
       | accordance with your choice.  Also, you'll want to invest points into |
       | Flurry or Critical Strike as soon as possible.  Being a scout, the    |
       | Wookiee receives a decent amount of skill points, which you may want  |
       | to put toward Treat Injury, as well as anything else you deem useful. |
       \_______________________________________________________________________/
    
    
    
    ===============================================================================
    = B) Weapons List                                                        kw-wea
    ===============================================================================
    
    "Official" item descriptions are courtesy of BioWare.
    
     _____________________________________________________________________________
    |                                                                             |
    |                   ---  B L A S T E R   P I S T O L S  ---                   |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      WEAPON      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Arkanian Pistol  | DAMAGE:   Energy, 3-8                                    |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Attack Modifier +2                             |
    |                  |                                                          |
    |                  | This is a versatile blaster variant, possibly of ancient |
    |                  | Arkanian origin.  The Arkanians are very proud that such |
    |                  | early efforts continue to be prized among collectors and |
    |                  | soldiers.                                                |
    |                  |----------------------------------------------------------|
    |                  | Compared to a standard Blaster Pistol, the Arkanian      |
    |                  | Pistol is harder hitting and offers a bonus to attack    |
    |                  | rating as well.  However, these are relatively small     |
    |                  | increases, so while they serve well in the early part of |
    |                  | the game, you'll want to upgrade as soon as possible.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Arkanian Heavy   | DAMAGE:   Energy, 2-9                                    |
    |   Pistol         | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Attack Modifier +1                             |
    |                  |                                                          |
    |                  | Arkanian designs of this kind predated mass acceptance   |
    |                  | of heavier pistols, but 2000 years later they are still  |
    |                  | superior performers.                                     |
    |                  |----------------------------------------------------------|
    |                  | Like the Arkanian Pistol, the Arkanian Heavy Pistol      |
    |                  | offers more damage and better attack rating.  However,   |
    |                  | it sacrifices attack rating slightly in exchange for the |
    |                  | potential for slightly higher damage.  This weapon will  |
    |                  | serve well early on in the game, but should be replaced  |
    |                  | whenever possible.                                       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bendak's Blaster | DAMAGE:   Energy, 2-7                                    |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Attack Modifier +1                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | This blaster belonged to Bendak Starkiller, a duelist    |
    |                  | legendary on Taris.  It is a highly adaptable weapon,    |
    |                  | and is definitely of better quality than any standard    |
    |                  | issue pistol.                                            |
    |                  |----------------------------------------------------------|
    |                  | Despite being obtained relatively early on in the game,  |
    |                  | Bendak's Blaster is an exceptional weapon, especially    |
    |                  | when it has been fully-upgraded, that will last late     |
    |                  | into the game.  When outfitted with a scope, improved    |
    |                  | energy cell, beam splitter, and hair trigger, it will    |
    |                  | be granted these improvements, respectively:             |
    |                  |                                                          |
    |                  |   Scope: +1 to Attack Modifier                           |
    |                  |   Improved Energy Cell: +2 Energy damage                 |
    |                  |   Beam Splitter: +1 Energy damage                        |
    |                  |   Hair Trigger: +1 to Attack Modifier                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Blaster Pistol   | DAMAGE:   Energy, 1-6                                    |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | The most common ranged weapon in the galaxy is the basic |
    |                  | blaster pistol, firing a bolt of intense coherent light  |
    |                  | powered by a replaceable power pack.                     |
    |                  |----------------------------------------------------------|
    |                  | The standard blaster pistol is one of the first weapons  |
    |                  | you'll obtain, and obviously, is rather forgettable.     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bothan Quick     | DAMAGE:   Energy, 2-5                                    |
    |   Draw           | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds, DC10;   |
    |                  |           Attack Modifier +1                             |
    |                  |                                                          |
    |                  | An unconscious opponent is a quiet opponent.  This       |
    |                  | weapon is a Bothan favorite, designed to "create         |
    |                  | "opportunities."                                         |
    |                  |----------------------------------------------------------|
    |                  | The Bothan Quick Draw is relatively weak, even compared  |
    |                  | to a standard blaster pistol, in terms of pure damage.   |
    |                  | However, it features an improved attack rating, and most |
    |                  | importantly, the potential to stun an enemy, making them |
    |                  | a sitting duck.  Of course, there is the matter of an    |
    |                  | enemy resisting the stun... I wouldn't hang onto this.   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bothan Needler   | DAMAGE:   Energy, 3-6                                    |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds, DC10;   |
    |                  |           Attack Modifier +2                             |
    |                  |                                                          |
    |                  | For serious espionage, this is the weapon of choice.     |
    |                  | Simple ownership can get you arrested in some systems,   |
    |                  | or invited to dine with royalty, depending on what it    |
    |                  | helped you learn.                                        |
    |                  |----------------------------------------------------------|
    |                  | The Bothan Needler is a much improved version of the     |
    |                  | Bothan Quick Draw, featuring the same stun potential but |
    |                  | an even further-improved attack rating.  Still, it isn't |
    |                  | a weapon you'll rely on all the time, however.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Carth's Blaster  | DAMAGE:   Energy, 2-7                                    |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Upgradeable                                    |
    |                  |                                                          |
    |                  | Carth's personal blaster is based on an old Arkanian     |
    |                  | design, but he has adapted it to incorporate all of the  |
    |                  | latest modular technology to the Republic.               |
    |                  |----------------------------------------------------------|
    |                  | Like Bendak's Blaster, Carth's is obtained early in the  |
    |                  | game, but upgradeable, so is actually quite decent, at   |
    |                  | least when outfitted completely:                         |
    |                  |                                                          |
    |                  |   Scope: +1 to Attack Modifier                           |
    |                  |   Improved Energy Cell: +1 Energy damage                 |
    |                  |   Beam Splitter: +1 Energy damage                        |
    |                  |   Hair Trigger: +1 to Attack Modifier                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Disruptor Pistol | DAMAGE:   Physical, 1-4                                  |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | These pistols are illegal in many planetary systems,     |
    |                  | being regarded as too powerful a weapon to be owned by   |
    |                  | civilians.  Disruptors reduce solid matter to its        |
    |                  | constituent molecules.  Unlike typical blasters,         |
    |                  | disruptors ignore most types of personal energy shields. |
    |                  |----------------------------------------------------------|
    |                  | While the damage seems rather insignificant, disruptor-  |
    |                  | based weapons can be very helpful against enemies using  |
    |                  | energy shields.  Most blasters, for example, use energy  |
    |                  | damage, which is easily absorbed by those shields.  The  |
    |                  | physical damage offered by disruptors, however, easily   |
    |                  | penetrates the shielding!  Still, this is only the basic |
    |                  | variant, and there are better weapons out there.         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Heavy Blaster    | DAMAGE:   Energy, 1-8                                    |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | These resemble regular blasters in the same way Quoorian |
    |                  | marshsuckers resemble mosquitoes.  Sure, they both do    |
    |                  | damage, but the former definitely has the edge in kill-  |
    |                  | potential.                                               |
    |                  |----------------------------------------------------------|
    |                  | Heavy Blasters offer the potential of doing slightly     |
    |                  | more damage than typical blaster pistols, but are still  |
    |                  | relatively mediocre.  Look for something with a bit more |
    |                  | damage and with a bonus to attack rating.                |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Hold Out Blaster | DAMAGE:   Energy, 1-4                                    |
    |                  | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds, DC10    |
    |                  |                                                          |
    |                  | Sometimes called a "sleeper," the hold out blaster is    |
    |                  | the preferred method of temporarily incapacitating an    |
    |                  | enemy.                                                   |
    |                  |----------------------------------------------------------|
    |                  | The only redeeming ability of this pistol is the stun    |
    |                  | potential.  If you are really interested in this, there  |
    |                  | are better options, such as the Sith Assassin Pistol and |
    |                  | the Bothan variants.  The Hold Out Blaster simply does   |
    |                  | not provide enough punch to make it holding on to.       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Ion Blaster      | DAMAGE:   Ion, 1-4                                       |
    |                  | RANGE:    17 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  +1-10 Ion Damage vs. Droid                     |
    |                  |                                                          |
    |                  | Unlike a typical blaster, this weapon fires a stream of  |
    |                  | energy very damaging to electrical systems, causing      |
    |                  | havoc on the internal components of droids.              |
    |                  |----------------------------------------------------------|
    |                  | Against anything other than droids, Ion Blasters are     |
    |                  | rather weak.  Nonetheless, they can still be quite handy |
    |                  | against such enemies, so hold onto one, at least until   |
    |                  | you can find more powerful Ion-based weaponry.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | DAMAGE:   Energy, 2-7                                    |
    |   Blaster        | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Attack Modifier +1                             |
    |                  |                                                          |
    |                  | The Mandalorian Blaster is a slightly more powerful      |
    |                  | version of the basic pistol common throughout the galaxy.|
    |                  |----------------------------------------------------------|
    |                  | As the above description states, Mandalorian Blasters    |
    |                  | are slightly more damaging than typical blaster pistols, |
    |                  | and even provide a bonus to attack rating.  However, it  |
    |                  | still won't be a weapon you keep around for very long.   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | DAMAGE:   Energy, 4-11                                   |
    |   Heavy Pistol   | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  +2 Physical Damage; Attack Modifier +3         |
    |                  |                                                          |
    |                  | Mandalorians boast that a shot from one of these pistols |
    |                  | can take a starship out of commission.  It's an obvious  |
    |                  | exaggeration, but for safety's sake, most listeners just |
    |                  | smile and nod.                                           |
    |                  |----------------------------------------------------------|
    |                  | Now here is one nice blaster pistol!  Excellent Energy   |
    |                  | damage is offered right out of the gate, and although it |
    |                  | isn't upgradeable, it also gives a very nice bonus to    |
    |                  | attack rating, as well as Physical damage that bypasses  |
    |                  | pesky energy shields!                                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | DAMAGE:   Physical, 3-6                                  |
    |   Ripper         | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Attack Modifier +2                             |
    |                  |                                                          |
    |                  | A weapon similar to this energy-propelled slug-thrower   |
    |                  | belonged to Jigger Wraith, a bounty hunter who plagued   |
    |                  | the Republic years ago.  Thirty-seven Mandalorians were  |
    |                  | executed for being him until sightings declined.  As a   |
    |                  | type of disruptor, this weapon ignores most personal     |
    |                  | energy shields.                                          |
    |                  |----------------------------------------------------------|
    |                  | Like Disruptor-based weaponry, the Mandalorian Ripper    |
    |                  | can easily bypass any energy shielding used by enemies.  |
    |                  | Thus, hold onto this blaster pistol for anyone using a   |
    |                  | shield.  The attack rating bonus is helpful as well.     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Assassin    | DAMAGE:   Energy, 3-6                                    |
    |   Pistol         | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  +1-10 Ion Damage vs. Droid; Attack Modifier +2 |
    |                  |           On Hit, 25% chance of Stun, 6 seconds, DC10    |
    |                  |                                                          |
    |                  | These weapons are designed to incapacitate so death may  |
    |                  | be quick or lingered upon as desired.  Droids are simply |
    |                  | dispatched, as cruelty is best rationed among the living.|
    |                  |----------------------------------------------------------|
    |                  | The Sith Assassin Pistol is an excellent blaster pistol! |
    |                  | While the Energy damage is none too spectacular, take    |
    |                  | note of the high Ion damage caused to droids, as well as |
    |                  | the nice bonus to attack rating.  Of course, there is    |
    |                  | the potential to stun an enemy as well.  Once you have   |
    |                  | obtained this, go ahead and get rid of your Bothan Quick |
    |                  | Draw and the like.                                       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sonic Pistol     | DAMAGE:   Sonic, 1-4                                     |
    |                  | RANGE:    17 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand.                                      |
    |                  | SPECIAL:  On Hit, Dexterity Attribute damage (DC 14)     |
    |                  |                                                          |
    |                  | Sometimes referred to as "squealers," these weapons      |
    |                  | deliver a high-frequency jolt to the senses that can     |
    |                  | damage and potentially disorient an opponent.            |
    |                  |----------------------------------------------------------|
    |                  | The relatively short range of this blaster pistol isn't  |
    |                  | a huge deal, but something you might want to take note   |
    |                  | of.  Also note that the damage is Sonic-based, which can |
    |                  | be quite useful.  However, the damage to an enemy's      |
    |                  | Dexterity is often negated, especially against later and |
    |                  | tougher enemies.                                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Zabrak Tystel    | DAMAGE:   Energy, 3-10                                   |
    |   Mark III       | RANGE:    23 m                                           |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  +2 Physical Damage; Attack Modifier +2         |
    |                  |                                                          |
    |                  | The Zabrak killed many pirates who were attempting to    |
    |                  | sieze shipments of these weapons and then sold them on   |
    |                  | the black markey anyway.  It's not a matter of where     |
    |                  | they end up, but of who gets paid.                       |
    |                  |----------------------------------------------------------|
    |                  | The Zabrak Tystel Mark III is an above-average blaster   |
    |                  | pistol which should serve you quite well.  It features   |
    |                  | some nice Energy damage, supplemented by a bit of        |
    |                  | Physical damage that can penetrate energy shields.  In   |
    |                  | addition, the bonus to attack rating is quite helpful.   |
    |__________________|__________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                    ---  B L A S T E R   R I F L E S  ---                    |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      WEAPON      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Blaster Carbine  | DAMAGE:   Energy, 1-8                                    |
    |                  | RANGE:    25 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Created initially by Gungis X Weapons, blaster carbine   |
    |                  | rifles have become very popular in recent years, helped  |
    |                  | by falling prices due to competition from other          |
    |                  | companies.                                               |
    |                  |----------------------------------------------------------|
    |                  | Aren't carbines supposed to do more damage?  The Blaster |
    |                  | Carbine does the exact same damage as a standard blaster |
    |                  | rifle, but at a greatly decreased range.  Not worth      |
    |                  | keeping, in my opinion.                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Blaster Rifle    | DAMAGE:   Energy, 1-8                                    |
    |                  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | More powerful than the commonly available pistol, the    |
    |                  | blaster rifle is favored by soldiers throughout the      |
    |                  | galaxy.  Civilian ownership of these weapons is not      |
    |                  | generally encouraged.                                    |
    |                  |----------------------------------------------------------|
    |                  | Blaster Rifles are very common, but they aren't a weapon |
    |                  | that you should keep around very long.  No attack rating |
    |                  | bonus and mediocre damage make them forgettable.         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bothan Discord   | DAMAGE:   Sonic, 2-7                                     |
    |   Gun            | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  On Hit, attribute damage (Dexterity DC14)      |
    |                  |           Attack Modifier +1                             |
    |                  |                                                          |
    |                  | This was conceived as a "last resort" weapon should      |
    |                  | espionage fail and a quick retreat be called for.  It is |
    |                  | effective, but the Bothans would prefer that it not be   |
    |                  | needed.                                                  |
    |                  |----------------------------------------------------------|
    |                  | The Bothan Discord Gun is much like Sonic weaponry, in   |
    |                  | that it can negatively affect an enemy's Dexterity.  In  |
    |                  | practical use, however, they can usually avoid this hit  |
    |                  | to their attribute.  The small attack rating bonus and   |
    |                  | the Sonic, rather than Energy, based damage make it a    |
    |                  | somewhat useful, but it is still relatively mediocre.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bowcaster        | DAMAGE:   Energy, 1-10                                   |
    |                  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  +2 Physical Damage                             |
    |                  |                                                          |
    |                  | The bowcaster is an invention of the Wookiees of         |
    |                  | Kashyyyk.  Also called a laser crossbow, it actually     |
    |                  | uses a magnetic accelerator to hurl an explosive energy  |
    |                  | quarrel at its target.                                   |
    |                  |----------------------------------------------------------|
    |                  | The standard Bowcaster is much more efficient than a     |
    |                  | standard blaster rifle, because of it's increased Energy |
    |                  | damage, as well as the small Physical damage it dishes   |
    |                  | out.  Nonetheless, you'll find much better weaponry, so  |
    |                  | ditch these as soon as you do.                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Chuundar's       | DAMAGE:   Energy, 3-12                                   |
    |   Bowcaster      | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  +4 Physical Damage                             |
    |                  |           Attack Modifier +2                             |
    |                  |                                                          |
    |                  | Chuundar's personal weapon is a bowcaster with some      |
    |                  | unusual Czerka modifications.  Most Wookiees would       |
    |                  | likely not appreciate such outside influence.            |
    |                  |----------------------------------------------------------|
    |                  | Although it is a shame that Chuundar's Bowcaster is not  |
    |                  | upgradeable, it is still an above-average blaster rifle. |
    |                  | It features greatly increased Energy and Physical        |
    |                  | damage, as well as a bonus to attack rating.  Not bad at |
    |                  | all!                                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Disruptor Rifle  | DAMAGE:   Physical, 1-6                                  |
    |                  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | This disruptor is even more destructive than its pistol  |
    |                  | counterpart, and is outlawed on just as many worlds.     |
    |                  | Disruptors reduce solid matter to its constituent        |
    |                  | molecules.  Painfully.  Unlike typical blasters,         |
    |                  | disruptors ignore most types of personal energy shields. |
    |                  |----------------------------------------------------------|
    |                  | As mentioned above, Disruptor-based weapons are useful   |
    |                  | against enemies equipped with energy shields.  However,  |
    |                  | there are other, more efficient weapons out there that   |
    |                  | you should probably look in to.                          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Ion Rifle        | DAMAGE:   Ion, 1-6                                       |
    |                  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Ion +2-12 vs. Droid                            |
    |                  |                                                          |
    |                  | Any well-stocked militia usually has stores of ion       |
    |                  | rifles in reserve.  They aren't much use against the     |
    |                  | living, but if the enemy has battle droids these weapons |
    |                  | become essential.                                        |
    |                  |----------------------------------------------------------|
    |                  | Ion Rifles are very useful against enemy droids.  Just   |
    |                  | make sure you switch them out when faced against any     |
    |                  | other type of enemies!                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Jamoh Hograh's   | DAMAGE:   Energy, 3-10                                   |
    |   Carbine        | RANGE:    25 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  +1-4 Physical Damage                           |
    |                  |           Attack Modifier +2                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | This was the weapon of mercenary Jamoh Hogra, and was    |
    |                  | supposed to protect him against the many enemies he      |
    |                  | earned in his lifetime.  Hogra's skill didn't match its  |
    |                  | potential, however.                                      |
    |                  |----------------------------------------------------------|
    |                  | This is my personal favorite blaster rifle!  Not only    |
    |                  | does it provide pretty good Energy damage, but it offers |
    |                  | Physical damage capable of penetrating energy shields!   |
    |                  | Of course, there is the attack rating bonus, as well as  |
    |                  | the following, amazing improvements from upgrades:       |
    |                  |                                                          |
    |                  |   Scope: +1 to Attack Modifier, +1 Energy damage         |
    |                  |   Improved Energy Cell: +1-4 Energy damage               |
    |                  |   Beam Splitter: +1-4 Piercing damage                    |
    |                  |   Hair Trigger: +2 to Attack Modifier                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Jurgan Kalta's   | DAMAGE:   Energy, 1-8                                    |
    |   Assault Rifle  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Ion +1-6 vs. Droid                             |
    |                  |           Attack Modifier +3                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | Jurgan Kalta wanted to make a big noise in the galaxy.   |
    |                  | If it was the screams of his enemies, all the better.    |
    |                  | This weapon was his favorite because it shared his       |
    |                  | adaptability.                                            |
    |                  |----------------------------------------------------------|
    |                  | Jurgan Kalta's Assault Rifle is another excellent choice |
    |                  | for ranged combatants.  Take note of the huge bonus to   |
    |                  | attack rating, the Ion damage against droids, and the    |
    |                  | following upgrade improvements:                          |
    |                  |                                                          |
    |                  |   Scope: +2 to Attack Modifier                           |
    |                  |   Improved Energy Cell: +1-4 Piercing damage             |
    |                  |   Beam Splitter: +1-4 Ion damage                         |
    |                  |   Hair Trigger: +1-4 Energy damage                       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Jurgan Kalta's   | DAMAGE:   Energy, 4-11                                   |
    |   Carbine        | RANGE:    25 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  +2 Physical Damage                             |
    |                  |           Attack Modifier +3                             |
    |                  |                                                          |
    |                  | The Zabrak mercenary Jurgan Kalta commissioned this      |
    |                  | rifle, a weapon he liked to think of as "amusingly       |
    |                  | destructive."                                            |
    |                  |----------------------------------------------------------|
    |                  | Unlike his Assault Rifle, Jurgan Kalta's Carbine is not  |
    |                  | upgradeable.  While it is still a great weapon due to    |
    |                  | its relatively high Energy damage, Physical damage       |
    |                  | bonus, and great attack rating bonus, there are a few    |
    |                  | more efficient tools of destruction out there.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | DAMAGE:   Energy, 3-10                                   |
    |   Assault Rifle  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds, DC10    |
    |                  |           Attack Modifier +2                             |
    |                  |                                                          |
    |                  | These weapons are almost overpowered for their size, but |
    |                  | the Mandalorians prefer them that way.  They do not make |
    |                  | a habit of being subtle in their war making.             |
    |                  |----------------------------------------------------------|
    |                  | Mandalorian Assault Rifles are decent weapons, standing  |
    |                  | out because of their very slightly above-average damage, |
    |                  | potential to stun, and attack rating bonus.  Still, they |
    |                  | aren't really keepers unless you insist on having a stun |
    |                  | weapon.                                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Sniper      | DAMAGE:   Energy, 2-9                                    |
    |   Rifle          | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Attack Modifier +1                             |
    |                  |                                                          |
    |                  | Despite its effectiveness, these modified blaster rifles |
    |                  | are not often employed by the Sith.  They prefer to      |
    |                  | engage their enemies up close and personal.              |
    |                  |----------------------------------------------------------|
    |                  | For a "sniper rifle," you'd think that the range would   |
    |                  | be quite a bit longer and the accuracy (attack rating)   |
    |                  | much higher.  As it is, this is a mediocre weapon not    |
    |                  | worth keeping.                                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sonic Rifle      | DAMAGE:   Sonic, 1-6                                     |
    |                  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  On Hit, attribute damage (Dexterity DC14)      |
    |                  |                                                          |
    |                  | More powerful than the pistol, the sonic rifle fires a   |
    |                  | blast of sound that causes a great deal of sensory       |
    |                  | overload in addition to damage, disorienting the victim. |
    |                  |----------------------------------------------------------|
    |                  | The Sonic Rifle is relatively mediocre.  While Sonic     |
    |                  | damage is always nice, this weapon just doesn't have a   |
    |                  | great deal of kick to it.  Weapons like the Bothan       |
    |                  | Discord Gun have the same capabilities but are more      |
    |                  | efficient.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Zaalbar's        | DAMAGE:   Energy, 1-10                                   |
    |   Bowcaster      | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Attack Modifier +1                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | This is Zaalbar's personal bowcaster.  He has made       |
    |                  | modifications to it over the years, but it still tightly |
    |                  | conforms to the traditions of his people.                |
    |                  |----------------------------------------------------------|
    |                  | While I feel that Zaalbar is better suited to melee      |
    |                  | combat, any of your other ranged characters can still    |
    |                  | make good use of this weapon.  The specifications are    |
    |                  | only so-so initially, but the weapon is much deadlier    |
    |                  | when it has been upgraded:                               |
    |                  |                                                          |
    |                  |   Scope: +1 Energy damage                                |
    |                  |   Improved Energy Cell: +1 Energy damage                 |
    |                  |   Beam Splitter: +2 to Attack Modifier                   |
    |                  |   Hair Trigger: Keen (+10% chance of Critical Hit)       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Zabrak Battle    | DAMAGE:   Energy, 6-13                                   |
    |   Cannon         | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Attack Modifier +3                             |
    |                  |                                                          |
    |                  | These weapons are almost beginning to cross the line to  |
    |                  | light artillery.  Armor is generally ineffective against |
    |                  | such a weapon, unless it is of the highest quality.      |
    |                  |----------------------------------------------------------|
    |                  | The Zabrak Battle Cannon is missing some of the bells    |
    |                  | and whistles of the higher end blaster rifles, but it is |
    |                  | still a very above-average weapon.  It features a very   |
    |                  | nice average damage, as well as a huge bonus to attack   |
    |                  | rating.  Definitely worth a look.                        |
    |__________________|__________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                        ---  E X P L O S I V E S  ---                        |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |       TYPE       |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Adhesive Grenade | DAMAGE:         None                                     |
    |                  | SECONDARY:      Entangle for 15 seconds                  |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           N/A                                      |
    |                  |                                                          |
    |                  | These grenades cover the target area in a goopy bio-     |
    |                  | adhesive that traps anyone caught within the effect.  It |
    |                  | quickly degrades, allowing allies to soon pass           |
    |                  | unhindered.                                              |
    |                  |----------------------------------------------------------|
    |                  | Adhesive Grenades are excellent weapons when your party  |
    |                  | is facing overwhelming odds.  Use them to stop enemies   |
    |                  | in their tracks, allowing yourself to take free shots at |
    |                  | them, heal up, etc.                                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Concussion       | DAMAGE:         None                                     |
    |   Grenade        | SECONDARY:      Stun for 9 seconds                       |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC15 for no effect                       |
    |                  |                                                          |
    |                  | This type of grenade explodes in a concussive wave of    |
    |                  | force that disrupts the senses of both organic and       |
    |                  | inorganic targets in the area of effect.                 |
    |                  |----------------------------------------------------------|
    |                  | It's never a bad idea to toss a Concussion Grenade at a  |
    |                  | group of enemies at the start of the battle, hopefully   |
    |                  | catching them off-guard and allowing you to take free    |
    |                  | shots at them.  They are no so useful in the thick of    |
    |                  | combat, however, as they are just as capable of stunning |
    |                  | your own party members as they are of stunning enemies.  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    |  CryoBan Grenade | DAMAGE:         Cold, 20 pts                             |
    |   Grenade        | SECONDARY:      Paralyzation for 6 seconds               |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC15 for half damage, negates            |
    |                  |                 paralyzation                             |
    |                  |                                                          |
    |                  | A CryoBan Grenade releases a supercoated liquid that     |
    |                  | freezes on contact, causing intense pain and damage to   |
    |                  | victims caught in the effect.                            |
    |                  |----------------------------------------------------------|
    |                  | CryoBan Grenades are much harder to come by than the     |
    |                  | Adhesive or Concussion variants, but are much more       |
    |                  | effective in terms of meeting the end goal.  The         |
    |                  | paralysis they render is much harder to avoid, and even  |
    |                  | if it is, at least half of the Cold damge is entirely    |
    |                  | unavoidable.                                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Frag Grenade     | DAMAGE:         Piercing, 20 pts                         |
    |                  | SECONDARY:      N/A                                      |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC15 for half damage                     |
    |                  |                                                          |
    |                  | Fragmentation Grenades are very basic.  They explode     |
    |                  | when thrown, showering the enemy in shrapnel.  It's not  |
    |                  | elegant, but it's definitely effective.                  |
    |                  |----------------------------------------------------------|
    |                  | Your typical thrown explosive, Frag Grenades are still   |
    |                  | very effective, especially against enemies shrouded in   |
    |                  | energy shields.                                          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Flash Mine,      | DAMAGE:         None                                     |
    |   Average        | SECONDARY:      Stun for 9 seconds                       |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC20 to negate stun                      |
    |                  |                                                          |
    |                  | This variant of the stun mine is an improvement on the   |
    |                  | basic model.  Larger power cells can increase its        |
    |                  | effectiveness a considerable amount.                     |
    |                  |----------------------------------------------------------|
    |                  | Like Concussion Grenades, Flash Mines have the potential |
    |                  | to stun an enemy, turning them into a sitting duck.      |
    |                  | While they must be set, and then an enemy provoked into  |
    |                  | running over them, they are harder to save against than  |
    |                  | the grenades or the Minor variant of the mine.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Flash Mine,      | DAMAGE:         None                                     |
    |   Minor          | SECONDARY:      Stun for 9 seconds                       |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC15 to negate stun                      |
    |                  |                                                          |
    |                  | Carefully set flash mines can stun any enemies           |
    |                  | unfortunate enough to step on them.  This is the basic   |
    |                  | model.                                                   |
    |                  |----------------------------------------------------------|
    |                  | Minor Flash Mines are just as difficult to save against  |
    |                  | as Concussion Grenades, and have the same effect.  They  |
    |                  | must be set beforehand, however.                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Frag Mine,       | DAMAGE:         Piercing, 30 pts                         |
    |   Average        | SECONDARY:      N/A                                      |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC20 for half damage                     |
    |                  |                                                          |
    |                  | Like all frag mines, this item sends a blast of shrapnel |
    |                  | through any nearby enemies.  This variant is much more   |
    |                  | powerful than the basic model.                           |
    |                  |----------------------------------------------------------|
    |                  | Average Frag Mines do a good amount of damage, and are   |
    |                  | much harder to save against than Frag Grenades (not to   |
    |                  | mention do up to 50% more damage).  Note, however, that  |
    |                  | they must be set, and have a smaller blast radius.       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Frag Mine, Minor | DAMAGE:         Piercing, 18 pts                         |
    |                  | SECONDARY:      N/A                                      |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC15 for half damage                     |
    |                  |                                                          |
    |                  | Frag mines send blasts of shrapnel through any nearby    |
    |                  | enemies.  This is the basic model.                       |
    |                  |----------------------------------------------------------|
    |                  | A single Minor Frag Mine does less damage than a single  |
    |                  | Frag Grenade, and must be set, so are less versatile.    |
    |                  | However, make up for this by setting large, unavoidable  |
    |                  | minefields that a powerful enemy might blunder over.     |
    |                  | Even a Rancor or Krayt Dragon wouldn't survive repeated  |
    |                  | mine blasts...                                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Gas Mine,        | DAMAGE:         Special                                  |
    |   Average        | SECONDARY:      Poison, 4 pts every 3 seconds (Duration: |
    |                  |                 30 seconds)                              |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC20 for no effect                       |
    |                  |                                                          |
    |                  | This item emits a far more toxic cloud of gas than the   |
    |                  | basic model mine of this type.                           |
    |                  |----------------------------------------------------------|
    |                  | Average Gas Mines can be extremely damaging, if an enemy |
    |                  | is affected by the poison.  Note, however, that many may |
    |                  | be able to shrug off taking any damage at all.  This     |
    |                  | variant has the same radius as a Minor Gas Mine, but     |
    |                  | is more toxic/damaging and harder to save against.       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Gas Mine, Minor  | DAMAGE:         Special                                  |
    |                  | SECONDARY:      Poison, 3 pts every 3 seconds (Duration: |
    |                  |                 30 seconds)                              |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC15 for no effect                       |
    |                  |                                                          |
    |                  | When stepped on, gas mines saturate the immediate area   |
    |                  | with poisonous gas.  This is the basic model.            |
    |                  |----------------------------------------------------------|
    |                  | Minor Gas Mines are just like Average Gas Mines, except  |
    |                  | that they are less damaging and easier to save against.  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Ion Grenade      | DAMAGE:         Sonic, 20 pts                            |
    |                  | SECONDARY:      -6 Dexterity for 30 seconds              |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC15 for half damage, negates dexterity  |
    |                  |                 penalty                                  |
    |                  |                                                          |
    |                  | These grenades explode loudly, but the majority of their |
    |                  | effect is delivered in disorienting frequencies the ear  |
    |                  | can barely perceive, even as it is damaged.              |
    |                  |----------------------------------------------------------|
    |                  | Ion Grenades can do immense amounts of damage, both to   |
    |                  | an enemy's health and to their Dexterity.  Perhaps the   |
    |                  | best use of them, however, is against droids and enemies |
    |                  | shrouded by energy shields.                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Plasma Grenade   | DAMAGE:         Heat, 36 pts                             |
    |                  | SECONDARY:      N/A                                      |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC15 for half damage                     |
    |                  |                                                          |
    |                  | These grenades release a quick burst of an incendiary    |
    |                  | agent that ignites immediately, damaging all enemies     |
    |                  | within the area of effect.                               |
    |                  |----------------------------------------------------------|
    |                  | Plasma Grenades, in terms of pure damage, are some of    |
    |                  | the most damaging thrown explosives.  You should note,   |
    |                  | however, that some enemies are more resistant to Fire    |
    |                  | damage than they are to other types.                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Plasma Mine,     | DAMAGE:         Heat, 42 pts                             |
    |   Average        | SECONDARY:      N/A                                      |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC20 for half damage                     |
    |                  |                                                          |
    |                  | An extremely volatile mixture of incendiary chemicals    |
    |                  | makes this plasma mine much more powerful than the basic |
    |                  | model.                                                   |
    |                  |----------------------------------------------------------|
    |                  | Average Plasma Mines are even more damaging than Plasma  |
    |                  | Grenades and even harder to save against.  However, you  |
    |                  | will want to make sure you do a good job of setting      |
    |                  | them, to ensure that an enemy will wander over it.       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Plasma Mine,     | DAMAGE:         Heat, 24 pts                             |
    |   Minor          | SECONDARY:      N/A                                      |
    |                  | AREA OF EFFECT: 3.3 m radius                             |
    |                  | RANGE:          N/A                                      |
    |                  | SAVE:           DC15 for half damage                     |
    |                  |                                                          |
    |                  | When stepped on, plasma mines emit a short burst of      |
    |                  | intense heat, searing all enemies nearby.  This is the   |
    |                  | basic model.                                             |
    |                  |----------------------------------------------------------|
    |                  | Minor Plasma Mines do much less damage than the thrown   |
    |                  | Plasma Grenade, and only have the same DC, so are quite  |
    |                  | inferior.  Still, set in conjunction with other mines to |
    |                  | ensure detonation, they can be very effective.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Poison Grenade   | DAMAGE:         Special                                  |
    |                  | SECONDARY:      Poison, 4 pts every 3 seconds (Duration: |
    |                  |                 30 seconds)                              |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC25 for no effect                       |
    |                  |                                                          |
    |                  | This grenade unleashes a blast of poison gas that        |
    |                  | affects the nervous system, lingering in the air to      |
    |                  | ensure that the effect is not escaped easily.            |
    |                  |----------------------------------------------------------|
    |                  | Poison Grenades are extremely effective, especially when |
    |                  | thrown against enemies that like to stay in one place.   |
    |                  | They are very difficult to save against, making them an  |
    |                  | even more valuable commodity.                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sonic Grenade    | DAMAGE:         Sonic, 20 pts                            |
    |                  | SECONDARY:      -6 Dexterity for 30 seconds              |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC15 for half damage, negates dexterity  |
    |                  |                 penalty                                  |
    |                  |                                                          |
    |                  | These grenades explode loudly, but the majority of their |
    |                  | effect is delivered in disorienting frequencies the ear  |
    |                  | can barely perceive, even as it is damaged.              |
    |                  |----------------------------------------------------------|
    |                  | Sonic Grenades work very well against enemies that are   |
    |                  | utilizing energy shields.  While they are relatively     |
    |                  | easy to save against, there is also the possibility of   |
    |                  | negatively affecting an enemy's dexterity.               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Thermal          | DAMAGE:         Energy, 60 pts                           |
    |   Detonator      | SECONDARY:      Knockdown                                |
    |                  | AREA OF EFFECT: 4 m                                      |
    |                  | RANGE:          Long                                     |
    |                  | SAVE:           DC15 for half damage                     |
    |                  |                                                          |
    |                  | This Republic device contains a baradium compound that   |
    |                  | produces a small fusion energy explosion of great force. |
    |                  | Civilian possession of these items is outlawed almost    |
    |                  | everywhere.                                              |
    |                  |----------------------------------------------------------|
    |                  | Thermal Detonators are EXTREMELY damaging, and have the  |
    |                  | added benefit of knocking down enemies, making them more |
    |                  | vulnerable to a subsequent attack.  Although they are    |
    |                  | somewhat easy to save against, the explosive will still  |
    |                  | cause massive damage to anything in its blast radius.    |
    |                  | These are relatively rare weapons, so use them wisely.   |
    |__________________|__________________________________________________________|
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                     ---  H E A V Y   W E A P O N S  ---                     |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      WEAPON      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Blaster Cannon   | DAMAGE:   Energy, 3-10                                   |
    |                  | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Attack Modifier +2                             |
    |                  |                                                          |
    |                  | The blaster cannon is a favorite among captains wealthy  |
    |                  | enough to hire experienced, dangerous crews and who      |
    |                  | might need a way to take them out quick if things go bad.|
    |                  |----------------------------------------------------------|
    |                  | Blaster Cannons offer improved damage and a nice attack  |
    |                  | rating bonus, in addition to the higher firing rate, as  |
    |                  | compared to typical blaster weapons.  Nonetheless, if    |
    |                  | you are going to look into heavy weapons, there are a    |
    |                  | few better ones out there.                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Light Repeating  | DAMAGE:   Energy, 1-8                                    |
    |   Blaster        | RANGE:    28 m                                           |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | This weapon allows the user to fire more quickly than    |
    |                  | usual, increasing his chances of survival without        |
    |                  | drastically changing the amount of equipment he would    |
    |                  | normally carry.                                          |
    |                  |----------------------------------------------------------|
    |                  | While Light Repeating Blasters offer only do about the   |
    |                  | same amount of damage as a typical blaster rifle, this   |
    |                  | damage is dished out at a much higher rate.  Still, this |
    |                  | is a rather forgettable weapon.                          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | DAMAGE:   Energy, 1-10                                   |
    |   Heavy Repeater | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  +1-4 Ion Damage                                |
    |                  |           Attack Modifier +1                             |
    |                  |                                                          |
    |                  | With this weapon, the Mandalorians again demonstrate a   |
    |                  | complete lack of subtlety.  The only thing better than a |
    |                  | big blaster, apparently, is one that shoots faster.      |
    |                  |----------------------------------------------------------|
    |                  | As is to be expected from a Mandalorian variant of a     |
    |                  | weapon, this heavy repeater does extra energy damage, a  |
    |                  | bit of Ion damage, and even throws in a small attack     |
    |                  | rating bonus.  This weapon is one of the better ones in  |
    |                  | the Heavy Weapon class, but is still only above-average. |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Ordo's Repeating | DAMAGE:   Energy, 2-11                                   |
    |   Blaster        | RANGE:    28 m                                           |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Upgradeable                                    |
    |                  |                                                          |
    |                  | This prototype heavy repeater was developed during the   |
    |                  | latter part of the Mandalorian War and never saw general |
    |                  | production.                                              |
    |                  |----------------------------------------------------------|
    |                  | Bar none, Ordo's Repeating Blaster is easily the supreme |
    |                  | heavy weapon.  Sure, damage is only slightly improved    |
    |                  | over the other repeating weapons, but once it has been   |
    |                  | fully-upgraded, it is extremely deadly:                  |
    |                  |                                                          |
    |                  |   Scope: +1 to Attack Modifier                           |
    |                  |   Improved Energy Cell: +1 Energy damage                 |
    |                  |   Beam Splitter: +1 Energy damage                        |
    |                  |   Hair Trigger: +1 Energy damage                         |
    |                  |                                                          |
    |                  | While the attack rating bonus is negligible and the      |
    |                  | entirely Energy-based damage less than that of a few of  |
    |                  | the higher-end blaster rifles, it is important to take   |
    |                  | into the account the much higher firing rate of heavy    |
    |                  | weapons!                                                 |
    |__________________|__________________________________________________________|
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                       ---  L I G H T S A B E R S  ---                       |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      WEAPON      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Double-Bladed    | DAMAGE:   Energy, 2-20                                   |
    |   Lightsaber     | RANGE:    N/A                                            |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | These exotic weapons are rare, and most often associated |
    |                  | with Jedi attracted to the dark side of the Force, for   |
    |                  | whom reckless aggression is sometimes considered an      |
    |                  | asset.  The double-bladed lightsaber is capable of       |
    |                  | inflicting more damage - but is also less precise - than |
    |                  | the single-bladed variant.                               |
    |                  |----------------------------------------------------------|
    |                  | The Double-Bladed variant is the most damaging type of   |
    |                  | lightsaber, at least straight out of the box.  You may   |
    |                  | notice, however, that it still only has room for two     |
    |                  | crystals (besides the obligatory color crystal).  So,    |
    |                  | wouldn't it be more useful to use two single-handed      |
    |                  | lightsabers instead?  Not necessarily: apparently, the   |
    |                  | game has a bug, in which using a double-bladed weapon    |
    |                  | does not penalize attack rating the way it should!       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Lightsaber       | DAMAGE:   Energy, 2-16                                   |
    |                  | RANGE:    N/A                                            |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Traditionally associated with the Jedi, the lightsaber   |
    |                  | is a devastating weapon difficult to master.  Properties |
    |                  | can vary with the type of focusing crystal used in       |
    |                  | construction.                                            |
    |                  |----------------------------------------------------------|
    |                  | Your standard, run-of-the mill lightsaber.  While I may  |
    |                  | personally prefer using two of these at once, feel free  |
    |                  | to use whatever combination you prefer.  Of course, you  |
    |                  | will want to upgrade yours as soon as possible...        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Short Lightsaber | DAMAGE:   Energy, 2-12                                   |
    |                  | RANGE:    N/A                                            |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Lightsabers can come in shorter styles, often used in    |
    |                  | the off hand during two=weapon fighting.  As in larger   |
    |                  | versions, different focusing crystals can produce        |
    |                  | additional effects.                                      |
    |                  |----------------------------------------------------------|
    |                  | Short Lightsabers do quite a bit less damage than normal |
    |                  | ones, but make up for it in attack rating.  Basically,   |
    |                  | they should only be used if you are dual-wielding; in    |
    |                  | other words, you're not going to want to use one of      |
    |                  | these all by itself.  Even if you are dual-wielding, of  |
    |                  | course, you may have a high enough attack rating that    |
    |                  | ignoring these and using two standard lightsabers is     |
    |                  | still perfectly viable.                                  |
    |__________________|__________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |               ---  L I G H T S A B E R   C R Y S T A L S  ---               |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      WEAPON      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Blue Crystal     | EFFECT: Blue Blade Color                                 |
    |                  |                                                          |
    |                  | A facetted crystal used in the constructing of a         |
    |                  | lightsaber.  It glows faintly with an inner blue light.  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bondar Crystal   | EFFECT: On hit, 25% chance of Stun for 6 seconds         |
    |                  | SAVE:   DC10 to negate stun                              |
    |                  |                                                          |
    |                  | This crystal was mined on a far-orbit asteroid circling  |
    |                  | the Alderaan system.  It produces a volatile lightsaber  |
    |                  | beam that pulses on impact, potentially stunning an      |
    |                  | opponent.                                                |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Damind Crystal   | EFFECT: Attack Modifier +3                               |
    |                  |                                                          |
    |                  | Found on the desert world of Daminia, this crystal can   |
    |                  | be used in lightsaber construction to produce a clearly  |
    |                  | defined beam of subtly wider width and length.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Green Crystal    | EFFECT: Green Blade Color                                |
    |                  |                                                          |
    |                  | A facetted crystal used in the constructing of a         |
    |                  | lightsaber.  It glows faintly with an inner green light. |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Krayt Dragon     | EFFECT: Damage +2; Attack Modifier +3                    |
    |   Pearl          |                                                          |
    |                  | Taken from the gullet of a krayt dragon, this            |
    |                  | crystalline "pearl" appears to have refractory qualities |
    |                  | that might allow it to function as a lightsaber crystal  |
    |                  | once properly adapted.                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Opila Crystal    | EFFECT: Damage +3                                        |
    |                  |         Massive Criticals: +2-12 damage on critical hit  |
    |                  |                                                          |
    |                  | Found in the asteroid fields of the Fyrth system, this   |
    |                  | crystal can be used in lightsaber construction to        |
    |                  | produce an intense beam that seems extraordinarily quick |
    |                  | to the cut.                                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Red Crystal      | EFFECT: Red Blade Color                                  |
    |                  |                                                          |
    |                  | A facetted crystal used in the constructing of a         |
    |                  | lightsaber.  It glows faintly with an inner red light.   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Rubat Crystal    | EFFECT: Damage +1; Attack Modifier +1                    |
    |                  |                                                          |
    |                  | Used in lightsaber construction, rubat crystal is mined  |
    |                  | on Phemis.  It produces a clearly defined blade that a   |
    |                  | Jedi can easily track, making it easier to hit opponents.|
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sigil Crystal    | EFFECT: Energy Damage, +1-6; Attack Modifier +1          |
    |                  |                                                          |
    |                  | Mined in the Sigil System, this crystal is a costly but  |
    |                  | valued addition to a lightsaber.  It produces a fiercely |
    |                  | bright beam that sears on contact, inflicting great      |
    |                  | damage.                                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Violet Crystal   | EFFECT: Violet Blade Color                               |
    |                  |                                                          |
    |                  | A facetted crystal used in the constructing of a         |
    |                  | lightsaber.  It glows faintly with an inner violet light.|
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Yellow Crystal   | EFFECT: Yellow Blade Color                               |
    |                  |                                                          |
    |                  | A facetted crystal used in the constructing of a         |
    |                  | lightsaber.  It glows faintly with an inner yellow light.|
    |__________________|__________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                     ---  M E L E E   W E A P O N S  ---                     |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      WEAPON      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Bacca's          | DAMAGE:   Physical, 4-14                                 |
    |   Ceremonial     | BALANCED: N/A                                            |
    |     Blade        | SPECIAL:  +4 Energy Damage                               |
    |                  |           Attack Modifier +2                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | The great Bacca was hunting the Shadowlands ages ago     |
    |                  | when an alien ship crashed through the forest.  He saw   |
    |                  | that first contact as a warning of the destruction       |
    |                  | outsiders could bring.  Made from the debris, this sword |
    |                  | is a reminder for his people that trust must be given    |
    |                  | cautiously, and only to those who have earned it.        |
    |                  |----------------------------------------------------------|
    |                  | Bacca's Ceremonial Blade is easily one of the best melee |
    |                  | weapons (non-lightsaber, of course) that you can find.   |
    |                  | It features excellent Physical and Energy-based damage,  |
    |                  | a bonus to attack rating, and is upgradeable!            |
    |                  |                                                          |
    |                  |   Vibration Cell: +2 to Attack Modifier                  |
    |                  |                   +2 Physical Damage                     |
    |                  |   Durasteel Bonding Alloy: Massive Criticals (+2-12)     |
    |                  |   Energy Projector: +2-12 Bludgeoning Damage vs. Droids  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bothan Chuka     | DAMAGE:   Physical, 3-3                                  |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds, DC10    |
    |                  |           Attack Modifier +2                             |
    |                  |                                                          |
    |                  | A very effective device used by Bothan elite.  Some      |
    |                  | systems consider simple possession of one as grounds for |
    |                  | execution as a spy.  High-density discharge cells make   |
    |                  | this item unwieldy and unusable in the off-hand.         |
    |                  |----------------------------------------------------------|
    |                  | I'm not a huge fan of this weapon.  Although the stun    |
    |                  | potential is nice, I find that it simply doesn't work as |
    |                  | well as it should, especially against later enemies.     |
    |                  | Also take into account the atrocious damage it can do,   |
    |                  | and you'll see that you're better off with a different   |
    |                  | weapon.                                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bothan Stun      | DAMAGE:   Physical, 2-2                                  |
    |   Stick          | BALANCED: N/A                                            |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds, DC10    |
    |                  |           Attack Modifier +1                             |
    |                  |                                                          |
    |                  | A useful tool for espionage, this weapon is more         |
    |                  | effective than the standard stun baton, but is still     |
    |                  | available on most worlds.  High-density discharge cells  |
    |                  | make this item unwieldy and unusable in the off-hand.    |
    |                  |----------------------------------------------------------|
    |                  | Read my thoughts on the Bothan Chuka above - the Bothan  |
    |                  | Stun Stick is an even weaker variant!                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Chieftain's      | DAMAGE:   Physical, 1-8                                  |
    |   Gaffi Stick    | BALANCED: N/A                                            |
    |                  | SPECIAL:  +4 Physical damage                             |
    |                  |           On hit, Poison, Average Weakness DC 20         |
    |                  |           Attack Modifier +2                             |
    |                  |                                                          |
    |                  | A variation of the traditional gaffi stick, or           |
    |                  | gaderffii, marked as a chieftain's weapon by its         |
    |                  | slightly more ornate appearance and better construction. |
    |                  |----------------------------------------------------------|
    |                  | Sure, it looks like a wooden club, but the Sand People's |
    |                  | Chieftain's Gaffi Stick is actually relatively decent.   |
    |                  | The damage is mediocre, even with the damage bonus, but  |
    |                  | take the attack rating bonus and poison damage into      |
    |                  | account, and you'll see that it isn't quite bad after    |
    |                  | all.                                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Double-Bladed    | DAMAGE:   Physical, 2-12                                 |
    |   Sword          | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | A difficult weapon to master, the double-bladed sword    |
    |                  | has a grip in the center with two long blades emerging   |
    |                  | from either end.  The double-bladed sword is capable of  |
    |                  | inflicting more damage - but is also less precise - than |
    |                  | the single-bladed variant.                               |
    |                  |----------------------------------------------------------|
    |                  | Not much to say here - no bonuses to damage or attack    |
    |                  | rating make it a decent beginning-of-game weapon, but    |
    |                  | nothing more.                                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Echani Foil      | DAMAGE:   Physical, 5-15                                 |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Attack Modifer +3                              |
    |                  |                                                          |
    |                  | These swords were crafted to honor Raskta Fenne, the     |
    |                  | best Echani duelist of her time.  Many were sold, but    |
    |                  | imperfections in the difficult lightsaber-deflection     |
    |                  | cortosis weave caused few to survive.                    |
    |                  |----------------------------------------------------------|
    |                  | Echani Foils are slightly above-average melee weapons,   |
    |                  | with improved damage and a very large bonus to attack    |
    |                  | rating.  Having said that, there are quite a few options |
    |                  | that are much more efficient and deadly.                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Echani Ritual    | DAMAGE:   Physical, 3-13                                 |
    |   Brand          | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  Attack Modifer +1                              |
    |                  |                                                          |
    |                  | Echani Firedancers use the double-bladed Ritual Brand in |
    |                  | a dodging and slicing pattern so graceful it looks more  |
    |                  | like a dance than combat.                                |
    |                  |----------------------------------------------------------|
    |                  | Again, this weapon is decent early on in the game, but   |
    |                  | you'll certainly want to upgrade to something else as    |
    |                  | soon as possible.                                        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Echani           | DAMAGE:   Physical, 3-12                                 |
    |   Vibroblade     | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  +2 Cold Damage; Attack Modifier +2             |
    |                  |                                                          |
    |                  | These blades are typically used in the off hand.  In     |
    |                  | addition to a cortosis weave that deflects lightsaber    |
    |                  | sparring damage, some Echani vibroblades are supercooled |
    |                  | to keep them in alignment, giving them an icy sting.     |
    |                  |----------------------------------------------------------|
    |                  | Echani Vibroblades are quite nice in the early stages of |
    |                  | the game, but will become outdated later on.  Still, you |
    |                  | can't complain about the Cold damage and attack rating   |
    |                  | bonus.                                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Gaffi Stick      | DAMAGE:   Physical, 1-8                                  |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | The gaffi stick, or gaderffii, is the traditional melee  |
    |                  | weapon of the Sand People.  Crafted out of whatever      |
    |                  | salvage is at hand, they can be very effective in close  |
    |                  | combat.                                                  |
    |                  |----------------------------------------------------------|
    |                  | A wooden club.  These are worth more sold to the Czerka  |
    |                  | Corporation than they are as weapons.                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Krath Blood      | DAMAGE:   Physical, 2-11                                 |
    |   Blade          | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Attack Modifier +1                             |
    |                  |                                                          |
    |                  | Twisted by the dark side, this Krath weapon is as deadly |
    |                  | as a modern vibroblade.  It was meant for assassination, |
    |                  | and a cortosis weave that prevents lightsaber sparring   |
    |                  | damage ensured that even Jedi must respect it.           |
    |                  |----------------------------------------------------------|
    |                  | The Krath Blood Blade is a decent, if somewhat average,  |
    |                  | melee weapon.  The damage is only slightly-above the     |
    |                  | norm, as is the attack rating bonus.  You'll want to use |
    |                  | something a little more damaging and accurate.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Krath Dire Sword | DAMAGE:   Physical, 3-13                                 |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  Attack Modifier +1                             |
    |                  |                                                          |
    |                  | This was a weapon of distinction in the time of the      |
    |                  | Krath.  Protected against lightsaver sparring damage,    |
    |                  | Sith would grant these cortosis-laced blades to only the |
    |                  | most loyal underlings.                                   |
    |                  |----------------------------------------------------------|
    |                  | The Krath Dire sword is much like the Krath Blood Blade, |
    |                  | although it sacrifices balance for slightly more damage. |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Krath Double     | DAMAGE:   Physical, 4-14                                 |
    |   Sword          | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  +1 Cold Damage                                 |
    |                  |           Attack Modifier +2                             |
    |                  |                                                          |
    |                  | Twisted by the dark side, the Krath favored weapons of   |
    |                  | fearsome appearance requiring brute strength to wield,   |
    |                  | and the blades of this weapon are certainly effective,   |
    |                  | if not elegant.                                          |
    |                  |----------------------------------------------------------|
    |                  | The Krath Double Sword is slightly better than a typical |
    |                  | double-bladed sword, due to its cold damage and attack   |
    |                  | rating bonus.  Nevertheless, you'll want something with  |
    |                  | a little more damage eventually.                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Long Sword       | DAMAGE:   Physical, 1-12                                 |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Here is where the roots of the lightsaber begin, with    |
    |                  | traditional swords still wielded today in many primitive |
    |                  | cultures.  They are simple, but still effective in the   |
    |                  | right hands.                                             |
    |                  |----------------------------------------------------------|
    |                  | You'll obtain a Long Sword early on in the game, but     |
    |                  | while it may be effective at that stage, it's not worth  |
    |                  | holding onto.  Despite the decent damage, the lack of an |
    |                  | attack rating bonus or any damage extras hurts it.       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mission's        | DAMAGE:   Physical, 1-10                                 |
    |   Vibroblade     | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  +1 Physical Damage                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | Working with few resources, Mission Vao turned this      |
    |                  | basic vibroblade into an exceptional weapon almost as    |
    |                  | adaptable as she is.                                     |
    |                  |----------------------------------------------------------|
    |                  | Mission's Vibroblade, obtained relatively early on in    |
    |                  | the game, can be upgraded later on.  Even when fully-    |
    |                  | improved, however, it is still slightly lacking, in      |
    |                  | terms of damage potential.                               |
    |                  |                                                          |
    |                  |   Vibration Cell: +1 to Attack Modifier                  |
    |                  |   Durasteel Bonding Alloy: +1 to Attack Modifier         |
    |                  |   Energy Projector: +1 Energy damage                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Prototype        | DAMAGE:   Physical, 1-10                                 |
    |   Vibroblade     | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Damage Bonus +1                                |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | This is a very adaptable model of vibroblade, made for   |
    |                  | the user on a budget that will be purchasing upgrades as |
    |                  | resources or finances become available.                  |
    |                  |----------------------------------------------------------|
    |                  | The Prototype Vibroblade, despite being found early in   |
    |                  | the game, makes a relatively decent weapon to use for    |
    |                  | awhile.  You'll want to make sure that you upgrade it    |
    |                  | completely, however, and keep an eye out for more deadly |
    |                  | blades.                                                  |
    |                  |                                                          |
    |                  |   Vibration Cell: +1 Slashing damage                     |
    |                  |   Durasteel Bonding Alloy: +1 to Attack Modifier         |
    |                  |                            +1 Slashing damage            |
    |                  |   Energy Projector: +2 to Attack Modifier                |
    |                  |                     +1 Slashing damage                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Quarterstaff     | DAMAGE:   Physical, 1-6                                  |
    |                  | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Usually just a smooth staff of wood or light alloys,     |
    |                  | this is a very simple weapon of ancient design.          |
    |                  |----------------------------------------------------------|
    |                  | Utterly unremarkable, the quarterstaff is pretty much    |
    |                  | completely worthless, both as a weapon and monetarily.   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sanasiki's Blade | DAMAGE:   Physical, 3-12                                 |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  Ion +3 vs. Droid                               |
    |                  |           Attack Modifier +2                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | Sanasiki used this weapon to kill Nelinik, a Zabrak who  |
    |                  | assassinated the Echani High Protector with battle       |
    |                  | droids.  Cortosis protects the blade against lightsaber  |
    |                  | sparring damage while energy cells disrupt droid         |
    |                  | opponents.                                               |
    |                  |----------------------------------------------------------|
    |                  | Sanasiki's Blade is an excellent choice for any melee    |
    |                  | character, even before it has been upgraded.  Make a     |
    |                  | point to do so, however, and you'll find out just how    |
    |                  | deadly a weapon can really be:                           |
    |                  |                                                          |
    |                  |   Vibration Cell: +2 to Attack Modifier                  |
    |                  |   Durasteel Bonding Alloy: Keen (+10% chance of Critical |
    |                  |                            Hit)                          |
    |                  |   Energy Projector: +1-6 Energy damage                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Short Sword      | DAMAGE:   Physical, 1-6                                  |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Disregarded by most modern warriors, a good short sword  |
    |                  | can still serve well in combat if the user is skilled.   |
    |                  |----------------------------------------------------------|
    |                  | The Short Sword, found in abundance early on, should be  |
    |                  | discarded as soon as possible.  It just doesn't offer    |
    |                  | enough in the way of damage or bonuses to make it        |
    |                  | worthwhile.                                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Stun Baton       | DAMAGE:   Physical, 1-1                                  |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds (DC 10)  |
    |                  |                                                          |
    |                  | A common weapon, stun batons do minimal damage but can   |
    |                  | incapacitate a target.  The high-density cells needed    |
    |                  | for repeated discharge are unwieldy, making it unusable  |
    |                  | in the off hand.                                         |
    |                  |----------------------------------------------------------|
    |                  | If you really insist on having a weapon that has stun    |
    |                  | potential, I'd take one of the Bothan weapons over this  |
    |                  | one.  The typical Stun Baton simply does too little      |
    |                  | damage with too easily-negated stun to make it useful.   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Vibro Double-    | DAMAGE:   Physical, 2-16                                 |
    |   Blade          | BALANCED: N/A (Two-handed)                               |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Ultrasonic vibrations make this double-bladed sword      |
    |                  | exceptionally deadly.  A rare Echani cortosis weave      |
    |                  | protects it against lightsaber sparring damage, ensuring |
    |                  | effectiveness even against Jedi and Sith.  The double-   |
    |                  | bladed sword is capable of inflicting more damage - but  |
    |                  | is less precise - than the single-bladed variant.        |
    |                  |----------------------------------------------------------|
    |                  | The Vibro Double-Blade is slightly better than a typical |
    |                  | double-bladed sword, but still, entirely forgettable.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Vibroblade       | DAMAGE:   Physical, 1-10                                 |
    |                  | BALANCED: +2/+0 vs. two-weapon penalty if used in the    |
    |                  |           off hand                                       |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Small size makes this a good off hand weapon.  Echani    |
    |                  | vibroblades use a rare cortosis weave to prevent         |
    |                  | lightsaber sparring damage, allowing traditional         |
    |                  | swordplay to continue in the time of Jedi and Sith.      |
    |                  |----------------------------------------------------------|
    |                  | A vibroblade offers slightly more damage than a typical  |
    |                  | short sword, but less than that of a vibrosword, but it  |
    |                  | is suitable for off-hand use very early on in the game.  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Vibrosword       | DAMAGE:   Physical, 2-12                                 |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  N/A                                            |
    |                  |                                                          |
    |                  | Ultrasonic generators power this Echani-developed weapon |
    |                  | design.  A rare cortosis weave that protects against     |
    |                  | sparring damage ensures that traditional swordplay will  |
    |                  | endure in the time of lightsabers.                       |
    |                  |----------------------------------------------------------|
    |                  | As mentioned above, Vibroswords do more damage than      |
    |                  | vibroblades, but this comes at the cost of being         |
    |                  | unbalanced.                                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Vulkar Shock     | DAMAGE:   Physical, 2-5                                  |
    |   Stick          | BALANCED: N/A                                            |
    |                  | SPECIAL:  On Hit, 25% chance of Stun, 6 seconds (DC 10)  |
    |                  |                                                          |
    |                  | A favorite weapon of the Vulkars, this modified stun     |
    |                  | baton is designed more for the purpose of inflicting     |
    |                  | pain than actually incapacitating an opponent.  The      |
    |                  | high-density cells needed for repeated discharge are     |
    |                  | unwieldy, making it unusable in the off-hand.            |
    |                  |----------------------------------------------------------|
    |                  | Vulkar Shock Sticks are basically improved versions of   |
    |                  | stun batons, offering slightly more physical damage.  I  |
    |                  | still prefer something with more raw damage, however.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Yusanis' Brand   | DAMAGE:   Physical, 4-18                                 |
    |                  | BALANCED: N/A                                            |
    |                  | SPECIAL:  Ion +5 vs. Droid                               |
    |                  |           Attack Modifier +2                             |
    |                  |           Upgradeable                                    |
    |                  |                                                          |
    |                  | Yusanis was the most famous of Echani warriors, fighting |
    |                  | against oppression and villainy until encountering Darth |
    |                  | Revan.  Discovering that Revan had killed an Echani      |
    |                  | senator, Yusanis attempted to tell authorities but fell  |
    |                  | to the powers of the Sith Lord despite his own           |
    |                  | impressive abilities and the cortosis weave inherent in  |
    |                  | all Echani vibroblades.                                  |
    |                  |----------------------------------------------------------|
    |                  | Yusanis' Brand is easily one of the best melee weapons   |
    |                  | you can obtain.  Even before it has been upgraded, the   |
    |                  | Physical and Ion damage it offers is massive, and the    |
    |                  | attack rating bonus is very nice as well.  Nevertheless, |
    |                  | you'll want to fully upgrade it as soon as possible:     |
    |                  |                                                          |
    |                  |   Vibration Cell: +1 to Attack Modifier                  |
    |                  |                   Keen (+10% chance of Critical Hit)     |
    |                  |   Durasteel Bonding Alloy: +1-4 Ion damage vs. Droids    |
    |                  |                            On Hit, 50% chance of Stun, 4 |
    |                  |                            rounds, DC10)                 |
    |                  |   Energy Projector: +3 Fire damage                       |
    |                  |                                                          |
    |                  | As you can see, the mixture of damage types and the stun |
    |                  | potential allows the user to absolutely wreak havoc on   |
    |                  | enemy forces.                                            |
    |__________________|__________________________________________________________|
    
    
    
    
    ===============================================================================
    = C) Armor List                                                          kw-arm
    ===============================================================================
    
     _____________________________________________________________________________
    |                                                                             |
    |                     ---  A R M   E Q U I P M E N T  ---                     |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      TYPE        |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |
    
    Brejik's Arm Band: Resist 5/- vs. Slashing.  Brejik's arm band, when used in
    conjunction with his belt, generates an effective barrier against melee
    attacks.
    
    Arkanian Energy Shield: Uses: 5/5. Deflection: Energy, Sonic, Cold, Heat,
    Electrical 40 pts total.  Duration: 200 seconds, or max damage taken.  Even
    2000 years after the designs were pioneered, Arkanian technology remains
    desirable.  When equipped and activated, this forearm shield protects against a
    variety of combat conditions, though it must be replaced often due to burnout.
    
    Echani Dueling Shield: Uses: 5/5.  Deflection: Energy, Electrical 60 pts.
    Duration: 200 seconds, or max damage taken.  Far more powerful than most
    forearm shields, when activated this unit absorbs some of the incoming energy
    to provide good protection without the need for bulky generators.  The unit
    must still be replaced after repeated use, however.
    
    Echani Shield: Uses: 5/5.  Deflection: Energy, Sonic, Electrical 50 pts total.
    Duration: 200 seconds, or max damage taken.  The Echani put much effot into
    developing a forearm shield that, once activated, would allow a mercenary to
    close on a blaster-wielding enemy relatively unscathed.  This unit is discarded
    once its energy cells are depleted.
    
    Energy Shield:  Uses: 5/5.  Deflection: Energy, Electrical 20 pts.  Duration:
    200 seconds, or max damage taken.  When equipped and activated, these items
    project an energy shield around the wearer.  The small power source can burn
    out when repeatedly stressed, requiring replacement of the entire unit.
    
    Mandalorian Melee Shield: 5/5.  Deflection: Bludgeoning, Piercing, Slashing 20
    pts total.  Duration: 200 seconds, or max damage taken.  Mandalorians don't
    feat melee combat, but anything that absorbs physical damage brings them a step
    closer to victory, and these forearm shields are a favorite.  The units are
    discarded once their maximum activations have been expended.
    
    Sith Energy Shield: Uses: 4/5.  Deflection: Energy, Sonic, Electrical 30 pts
    total.  Duration: 200 seconds, or max damage taken.   The Sith have made many
    improvements to personal forearm shielding, much to the dismay of the Jedi.
    Though efficient, the unit must be replaced often as it burns out when
    repeatedly activated.
    
     *NOTE: Charges: Using this item consumes one charge.  This item is
            automatically discarded after all available charges are consumed.
            Items that have charges do not stack in inventory.
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                             ---  B E L T S  ---                             |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      TYPE        |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |
    
    Advanced Stealth Unit: Stealth +4.  Costly to produce, this unit refines the
    Stealth Mode field to better camouflage the user.  Opponents must make an
    Awareness check versus user Stealth skill +4 or remain unaware of them.  The
    user must have paid points into the Stealth skill to use Stealth mode.  Combat
    disrupts the field, but mundane tasks do not.
    
    Adrenaline Amplifier: Saves: Reflex +2.  This device improves the wearer's
    reflexes by triggering prolonged bursts of adrenaline.  It is though to be
    perfectly safe, with only a few instances of uncontrolled muscle spasms.
    
    Brejik's Belt: Resist 5/- vs. Bludgeoning.  Brejik's belt, when used in
    conjunction with his arm band, produces an effective barrier against melee
    attacks.
    
    Cardio-Regulator: Saves: Fortitude +2.  This belt monitors heartbeat and
    breathing and releases chemicals into the body should either of these become
    irregular.  This gives the wearer a higher fortitude than most.
    
    CNS Strength Enhancer: Saves: All +2.  Strength +2.  An experimental system
    that amplifies power signals along the length of the central nervous system,
    this generator, attached to a belt, provides greater impulses to all muscles,
    as well as a resistance to all sorts of perturbations of the user's system.
    
    Electrical Capacitance Shield: Immunity 100% vs. Electrical.  This shielding
    device, worn around the waist, absorbs and stores electrical energy directed at
    the user, which is then released slowly over a period of time, dissipating
    harmlessly.  The manner of release generates vibrations along the edge of the
    shield, giving it the less than complimentary nickname, "The Tingler."
    
    Nerve Amplifier Belt: Immunity (Mind-Affecting)  This belt monitors the brain,
    emitting energy waves to reinforce established patterns and block any outside
    influence.  It's extremely effective, if mildly uncomfortable.
    
    Power Belt: Strength: +1.  Primarily designed for those doing heavy lifting,
    the power belt has also found use as an enhancement for melee fighters.
    
    Sound Dampening Stealth Unit: Skills: Stealth +2.  This Republic unit improves
    on the basic Stealth Mode field by dampening all sound that the user might
    make.  Opponents must make an Awareness check versus user Stealth skill +2 or
    remain unaware of them.  The user must have paid points into the Stealth skill
    to gain the use of Stealth Mode.  Combat disrupts the field, but mundane tasks
    do not.
    
    Stealth Field Generator:  This device enables Stealth Mode, a camouflage field
    that hides the user.  Opponents must make an Awareness check versus the Stealth
    skill of the user or remain unaware of them.  The user must have paid points
    into the Stealth skill to use Stealth Mode.  Combat disrupts the field, but
    mundane tasks do not.
    
    Thermal Shield Generator: Immunity (100% vs. Fire) This generator forms a
    magnetic shield around the wearer which, while ineffective against most modern
    weaponry, does allow for the ablation of directed heat attacks, generally in
    the form of fire.
    
    Verpine Cardio-Regulator: Saves: Fortitude +3.  This device regulates the body
    in distress with emergency fortitude support for the wearer.  It functions so
    well that some wonder how many "bodies in distress" the Verpine tested.
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                    ---  H A N D   E Q U I P M E N T  ---                    |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      TYPE        |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |
    
    Brejik's Gloves: Dexterity +1.  Brejik's gloves are designed to enhance the
    hand/eye coordination of the wearer
    
    Eriadu Strength Amplifier: Strength +2.  This device uses micro-bursts of
    repulsorlift energy to assist actions in combat, giving the appearance that the
    user is stronger than normal.
    
    Infiltrator Gloves: Skills: Computer Use +4, Security +4.  Dexterity +1.  These
    gloves are equipped with an advanced artificial intelligence unit that the
    wearer can use to tap into nearby computer systems through cables of wireless
    transmission.  The system also stabilizes the wearer's hands for fine detail
    work.
    
    Karakan Gauntlets: Saves: All +3.  Dexterity +1.  These heavy gauntlets,
    created by the isolationist Karakan, are almost a complete medical computer in
    themselves.  They constantly monitor and adjust the nervous impulses, blood
    pressure, and tension through the wearer's hands.  The resulting increase in
    stability and overall system integrity have many benefits.
    
    Stabilizer Gauntlets: Skills: Demolitions +2.  These gauntlets are quite stiff,
    minimizing actions that might interfere with the manipulation of volatile
    materials.  The user must have basic knowledge of Demolitions (paid points into
    the skill) to benefit from this item.
    
    Strength Gauntlets: Strength +1.  Developed by the Mephilis Corporation, these
    gauntlets use pulses of energy to stimulate muscles at the key leverage points
    of combat actions, effectively increasing strength.
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                          ---  H E A D G E A R  ---                          |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      ARMOR       |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Advanced Aural   | PREREQUISITES: N/A                                       |
    |   Amplifier      | EFFECT:        Awareness +4                              |
    |                  |                                                          |
    |                  | In a fine balancing act, this unit amplifies the faint   |
    |                  | sounds of moving creatures, while filtering out louder   |
    |                  | background noise that might otherwise deafen the user.   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Aural Amplifier  | PREREQUISITES: N/A                                       |
    |                  | EFFECT:        Awareness +2                              |
    |                  |                                                          |
    |                  | With this item, Durkish Corporation abandoned visual     |
    |                  | detection in favor of aural, citing that most creatures  |
    |                  | breathe, and even camouflage fields can't blend the      |
    |                  | sound of that away.                                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bothan Sensory   | PREREQUISITES: Light Armor Proficiency                   |
    |   Visor          | EFFECT:        Immunity (Critical Hits)                  |
    |                  |                Awareness +4, Demolitions +3, Security +3 |
    |                  |                                                          |
    |                  | Bothans place great importance on the tools of the       |
    |                  | information trade.  They would consider these items to   |
    |                  | be of average quality, though their standards are        |
    |                  | exceptionally high.                                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Breath Mask      | PREREQUISITES: Medium Armor Proficiency                  |
    |                  | EFFECT:        Immunity (Poison)                         |
    |                  |                                                          |
    |                  | This is standard issue gear for Republic forces and most |
    |                  | professional soldiers, protecting against a variety of   |
    |                  | gas-based attacks.                                       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Combat Sensor    | PREREQUISITES: N/A                                       |
    |                  | EFFECT:        Gives Weapon Focus: Blaster Pistol        |
    |                  |                Gives Weapon Focus: Blaster Rifle         |
    |                  |                Dexterity +2                              |
    |                  |                                                          |
    |                  | The targeting software inherent in this visor uses       |
    |                  | predictive algorithms to direct the wearer's gaze,       |
    |                  | allowing them to function more efficiently in combat.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Davik's Visor    | PREREQUISITES: N/A                                       |
    |                  | EFFECT:        Gives Improved Power Blast Feat           |
    |                  |                                                          |
    |                  | Davik's visor is designed to enhance the user's ability  |
    |                  | to target and deal damage when using a blaster.          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Interface Band   | PREREQUISITES: N/A                                       |
    |                  | EFFECT:        Resist 5/- vs. Sonic                      |
    |                  |                Computer Use +2                           |
    |                  |                Demolitions +2                            |
    |                  |                Security +2                               |
    |                  |                                                          |
    |                  | This item provides a mental interface to a store of      |
    |                  | information on electronic systems common to security,    |
    |                  | demolitions, and general computing functions.            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Interface Visor  | PREREQUISITES: Light Armor Proficiency                   |
    |                  | EFFECT:        Resist 5/- vs. Sonic                      |
    |                  |                Computer Use +4                           |
    |                  |                Demolitions +4                            |
    |                  |                Security +4                               |
    |                  |                                                          |
    |                  | This visor combines mental and visual interfaces to aid  |
    |                  | in the analysis of electronic systems common to          |
    |                  | security, demolitions, and general computing functions.  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Light-Scan Visor | PREREQUISITES: Light Armor Proficiency                   |
    |                  | EFFECT:        Awareness +4                              |
    |                  |                                                          |
    |                  | These are invaluable tools that increase visual acuity   |
    |                  | by analyzing light on several frequencies above those of |
    |                  | normal sight.                                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Motion Detection | PREREQUISITES: Light Armor Proficiency                   |
    |   Goggles        | EFFECT:        Awareness +2                              |
    |                  |                Demolitions +1                            |
    |                  |                Security +1                               |
    |                  |                                                          |
    |                  | A built-in micro tracking processor means a user wearing |
    |                  | these goggles can detect almost any movement.            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Neural Band      | PREREQUISITES: N/A                                       |
    |                  | EFFECT:        Will +2 (Saves)                           |
    |                  |                                                          |
    |                  | Developed after the Exar Kun war, this item bolsters the |
    |                  | willpower of the user by electrically reinforcing        |
    |                  | established mental patterns.  Republic troops called it  |
    |                  | "Little Shocky."                                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Pistol           | PREREQUISITES: N/A                                       |
    |   Targeting      | EFFECT:        Gives Weapon Focus --> Specialization:    |
    |     Optics       |                  Blaster Pistol                          |
    |                  |                                                          |
    |                  | This advanced optics and targeting system, worn as a     |
    |                  | mask, attaches to a held weapon, in this case pistol,    |
    |                  | and provides targeting information, distances, and       |
    |                  | tracking of potential targets within line of sight.      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sonic Nullifiers | PREREQUISITES: Light Armor Proficiency                   |
    |                  | EFFECT:        Resist 10/- vs. Sonic                     |
    |                  |                                                          |
    |                  | Replacing bulky ear protection, these items make use of  |
    |                  | newly developed counterwave-nullifiers, an innovation    |
    |                  | pioneered by shipyard workers, not the military.         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Stabilizer Mask  | PREREQUISITES: Medium Armor Proficiency                  |
    |                  | EFFECT:        Immunity (Mind-Affecting); All Saves +2   |
    |                  |                                                          |
    |                  | This mask uses micro-bursts of electricity to regulate   |
    |                  | the user's mental patterns.  It effectively fortifies    |
    |                  | both mind and body against attacks.                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Stealth Field    | PREREQUISITES: Light Armor Proficiency                   |
    |   Reinforcement  | EFFECT:        Stealth +8                                |
    |                  |                                                          |
    |                  | A very powerful item designed to both regulate stealth   |
    |                  | field emissions and improve the user's perception of the |
    |                  | field while in Stealth Mode.                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Verpine Headband | PREREQUISITES: N/A                                       |
    |                  | EFFECT:        Awareness +2                              |
    |                  |                Will +3                                   |
    |                  |                                                          |
    |                  | Not subject to Republic regulations, the Verpine         |
    |                  | increased neural band effectiveness with brute           |
    |                  | electrical force.  The market is there, but long-term    |
    |                  | effects on users are unknown.                            |
    |__________________|__________________________________________________________|
     *NOTE: Headgear is not wearable by Wookiees.
    
     _____________________________________________________________________________
    |                                                                             |
    |                       ---  H E A V Y   A R M O R  ---                       |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      ARMOR       |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Battle Armor     | DEFENSE BONUS:       8                                   |
    |                  | MAX DEXTERITY BONUS: +1                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | This isn't the heaviest of armor, but it comes close.    |
    |                  | Designed for heavy militias, it has the protection       |
    |                  | needed to keep a soldier alive during ranged combat with |
    |                  | massive weapons.                                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Calo Nord's      | DEFENSE BONUS:       9                                   |
    |   Battle Armor   | MAX DEXTERITY BONUS: +1                                  |
    |                  | SPECIAL:             Resist 10/- vs. Cold                |
    |                  |                      Resist 10/- vs. Fire                |
    |                  |                      Resist 10/- vs. Sonic               |
    |                  |                      Upgradeable                         |
    |                  |                                                          |
    |                  | Commissioned by Calo Nord, this armor was based on       |
    |                  | heavily modified Mandalorian designs.  The maker was     |
    |                  | killed to appease Nord's ego, ensuring his suit would    |
    |                  | forever be unique.                                       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Cassus Fett's    | DEFENSE BONUS:       10                                  |
    |   Battle Armor   | MAX DEXTERITY BONUS: +0                                  |
    |                  | SPECIAL:             Resist 10/- vs. Cold                |
    |                  |                      Resist 10/- vs. Fire                |
    |                  |                      Resist 10/- vs. Sonic               |
    |                  |                      Upgradeable                         |
    |                  |                                                          |
    |                  | The armor of Cassus Fett, the most wanted man in known   |
    |                  | space.  Famous for killing the captain of a flagship     |
    |                  | Republic frigate at the Battle of Jaga's Cluster, he is  |
    |                  | presumed dead.                                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | DEFENSE BONUS:       11                                  |
    |   Battle Armor   | MAX DEXTERITY BONUS: +0                                  |
    |                  | SPECIAL:             Resist 25/- vs. Electrical          |
    |                  |                                                          |
    |                  | Republic soldiers saw this armor all too often during    |
    |                  | the Mandalorian War.  It's understandable that the       |
    |                  | conflict could drag on when a fanatical enemy is         |
    |                  | defensively outfitted.                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Powered Battle   | DEFENSE BONUS:       9                                   |
    |   Armor          | MAX DEXTERITY BONUS: +1                                  |
    |                  | SPECIAL:             Strength +1                         |
    |                  |                                                          |
    |                  | The micro-hydraulics of this armor provides the operator |
    |                  | with both protection and strength enhancement.  It is    |
    |                  | rare outside of professional mercenaries and soldiers.   |
    |__________________|__________________________________________________________|
    
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                          ---  I M P L A N T S  ---                          |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      ARMOR       |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Bavakar Cardio   | PREREQUISITES: Implant Level 3                           |
    |   Package        | EFFECT:        Constitution +2                           |
    |                  |                                                          |
    |                  | This implant stimulates cardiovascular performance well  |
    |                  | beyond the user's norm.  The Bavakar Medical Research    |
    |                  | Labs are at the forefront of developmental cybernetics.  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Beemon Package   | PREREQUISITES: Implant Level 3                           |
    |                  | EFFECT:        Constitution +3                           |
    |                  |                                                          |
    |                  | Beemon's top of the line package usurps the body's       |
    |                  | natural reactions to stress and damage, allowing the     |
    |                  | user to withstand greater amounts of punishment and      |
    |                  | exertion than normally possible.                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bio-Antidote     | PREREQUISITES: Implant Level 3                           |
    |   Package        | EFFECT:        Immunity (Poison)                         |
    |                  |                                                          |
    |                  | This implant maintains an ever-circulating stream of     |
    |                  | antitoxins in the user, increasing relevant antidotes    |
    |                  | for specific poisons introduced.  Side effects include   |
    |                  | dry mouth.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Cardio Package   | PREREQUISITES: Implant Level 1                           |
    |                  | EFFECT:        Constitution +1                           |
    |                  |                                                          |
    |                  | This implant micromanages the cardiovascular system,     |
    |                  | effectively increasing the user's constitution faster    |
    |                  | and further than hard work and exercise might.           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Cyber Reaction   | PREREQUISITES: Implant Level 3                           |
    |   System         | EFFECT:        Dexterity +3                              |
    |                  |                                                          |
    |                  | This system supplants the user's normal nervous system,  |
    |                  | enhancing it artificially.  It allows the impulses to    |
    |                  | travel faster and farther along the system, improving    |
    |                  | reaction time, while also improving fine motor control,  |
    |                  | increasing accuracy.                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Memory Package   | PREREQUISITES: Implant Level 1                           |
    |                  | EFFECT:        Intelligence +1                           |
    |                  |                                                          |
    |                  | This implant stimulates the brain, effectively           |
    |                  | increasing the user's capacity for intelligent thought,  |
    |                  | all at a price cheaper than a trip to the libraries of   |
    |                  | Coruscant.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Nerve            | PREREQUISITES: Implant Level 2                           |
    |   Enhancement    | EFFECT:        Immunity (Mind-Affecting)                 |
    |     Package      |                                                          |
    |                  | This implant regulates the nervous system, preventing    |
    |                  | loss of consciousness due to sudden impact or sensory    |
    |                  | overload.                                                |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Response Package | PREREQUISITES: Implant Level 1                           |
    |                  | EFFECT:        Dexterity +1                              |
    |                  |                                                          |
    |                  | This implant boosts the regular energy impulses of the   |
    |                  | nervous system, sharpening the performance of dexterous  |
    |                  | action.  Inactive users may suffer the odd lingering     |
    |                  | twitch.                                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Retinal Combat   | PREREQUISITES: Implant Level 2                           |
    |   Implant        | EFFECT:        Awareness +1                              |
    |                  |                Immunity (Critical Hits)                  |
    |                  |                                                          |
    |                  | This ocular implant greatly increases visual acuity,     |
    |                  | allowing the user to better track enemy movement in      |
    |                  | combat.  General awareness will improve as well.         |
    |__________________|__________________________________________________________|
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                       ---  L I G H T   A R M O R  ---                       |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      ARMOR       |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Bonadan Alloy    | DEFENSE BONUS:       6                                   |
    |   Heavy Suit     | MAX DEXTERITY BONUS: +4                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | Bonadan is an emerging industrial society financing      |
    |                  | their exploration of the galaxy through production of    |
    |                  | small arms and armor.  They favor heavy materials        |
    |                  | offering solid defense.                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Combat Suit      | DEFENSE BONUS:       4                                   |
    |                  | MAX DEXTERITY BONUS: +5                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | Even the most frugal of mercenaries know they need at    |
    |                  | least some protection from the rigors of combat,         |
    |                  | although suits of this type are recommended for light    |
    |                  | skirmishes only.                                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Echani Light     | DEFENSE BONUS:       5                                   |
    |   Armor          | MAX DEXTERITY BONUS: +5                                  |
    |                  | SPECIAL:             Resist 15/- vs. Fire                |
    |                  |                                                          |
    |                  | Echani prefer elegant design to brute force.  The        |
    |                  | Maktites learned this when their stores of thermal       |
    |                  | weapons were rendered ineffective by simple changes in   |
    |                  | the Echani Light Armor.                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Heavy Combat     | DEFENSE BONUS:       5                                   |
    |   Suit           | MAX DEXTERITY BONUS: +4                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | This version of the combat suit offers more protection   |
    |                  | than the basic model.  It is heavier overall and not     |
    |                  | quite as flexible, but many consider the tradeoffs       |
    |                  | worthwhile.                                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Reinforced Fiber | DEFENSE BONUS:       7                                   |
    |   Armor          | MAX DEXTERITY BONUS: +4                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | Inspired by craftsmen on worlds where metal is in short  |
    |                  | supply, this type of light armor consists of jung-ju     |
    |                  | tree fibers bound with synthetics, offering good,        |
    |                  | flexible protection.                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Republic Mod     | DEFENSE BONUS:       5                                   |
    |   Suit           | MAX DEXTERITY BONUS: +4                                  |
    |                  | SPECIAL:             Upgradeable                         |
    |                  |                                                          |
    |                  | The Republic has prospered militarily by keeping its     |
    |                  | troops well supplied with modular armor, ensuring they   |
    |                  | are always prepared for a variety of battle conditions.  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Armor       | DEFENSE BONUS:       2                                   |
    |                  | MAX DEXTERITY BONUS: +8                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | This full body armor could be used to fool people into   |
    |                  | thinking the wearer was one of the Sith.                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Zabrak Battle    | DEFENSE BONUS:       6                                   |
    |   Armor          | MAX DEXTERITY BONUS: +4                                  |
    |                  | SPECIAL:             Resist 20/- vs. Cold                |
    |                  |                                                          |
    |                  | In northern Iridonia, the Zabrak produce expensive armor |
    |                  | that nonetheless has become very popular on the galactic |
    |                  | markets, due to excellent low-temperature defensive      |
    |                  | properties.                                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Zabrak Combat    | DEFENSE BONUS:       5                                   |
    |   Suit           | MAX DEXTERITY BONUS: +5                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | A Zabrak improvement on the combat suit, this armor is   |
    |                  | good protection where speed and unrestricted movement    |
    |                  | are more important than bulky plating.                   |
    |__________________|__________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                      ---  M E D I U M   A R M O R  ---                      |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |      ARMOR       |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Bronzium Light   | DEFENSE BONUS:       8                                   |
    |   Battle Armor   | MAX DEXTERITY BONUS: +2                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | This molded armor is made of better materials than       |
    |                  | standard military issue, but is still relatively cheap   |
    |                  | and easy to mass-produce, making it ideal for light      |
    |                  | militias and the like.                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Cinnagar War     | DEFENSE BONUS:       7                                   |
    |   Suit           | MAX DEXTERITY BONUS: +3                                  |
    |                  | SPECIAL:             Resist 15/- vs. Sonic               |
    |                  |                                                          |
    |                  | After the Great Hyperspace War a thousand years ago, the |
    |                  | heirs of Empress Teta militarized their world industry,  |
    |                  | a legacy that produced battle armor still sought after   |
    |                  | today.                                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Davik's War Suit | DEFENSE BONUS:       8                                   |
    |                  | MAX DEXTERITY BONUS: +3                                  |
    |                  | SPECIAL:             Resist 10/- vs. Cold                |
    |                  |                      Resist 10/- vs. Fire                |
    |                  |                                                          |
    |                  | Davik spent lavishly on his safety, and many a bounty    |
    |                  | hunter ended up dead in the streets for underestimating  |
    |                  | both his will to live and the protective qualities of    |
    |                  | his armor.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Jamoh Hogra's    | DEFENSE BONUS:       11                                  |
    |   Battle Armor   | MAX DEXTERITY BONUS: +2                                  |
    |                  | SPECIAL:             Immunity (Critical Hits)            |
    |                  |                      Strength +1                         |
    |                  |                                                          |
    |                  | Jamoh Hogra was a Zabrak mercenary who feared for his    |
    |                  | life after a raid on a Sith dreadnaught.  He spent a     |
    |                  | fortune on his personal armor, only to be killed while   |
    |                  | in the bath.                                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Light Battle     | DEFENSE BONUS:       7                                   |
    |   Armor          | MAX DEXTERITY BONUS: +2                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | Providing solid protection for a minimal cost, this      |
    |                  | armor is excellent for entrenched troops or guards.  A   |
    |                  | force on the move, however, may find it somewhat         |
    |                  | constricting.                                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Echani Battle    | DEFENSE BONUS:       7                                   |
    |   Armor          | MAX DEXTERITY BONUS: +3                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | This armor provides solid defense at the cost of some    |
    |                  | flexibility, although it is still an Echani product and  |
    |                  | is therefore well-suited to quick-moving combat.         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Military Suit    | DEFENSE BONUS:       6                                   |
    |                  | MAX DEXTERITY BONUS: +3                                  |
    |                  | SPECIAL:             N/A                                 |
    |                  |                                                          |
    |                  | This standard issue suit provides good protection, but   |
    |                  | can be heavier and more restrictive than some of its     |
    |                  | counterparts.  Even so, many mercenaries swear the       |
    |                  | tradeoffs are worth it.                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Powered Light    | DEFENSE BONUS:       8                                   |
    |   Battle Armor   | MAX DEXTERITY BONUS: +2                                  |
    |                  | SPECIAL:             Resist 25/- vs. Sonic               |
    |                  |                      Strength +1                         |
    |                  |                                                          |
    |                  | This is an early attempt at power-assisted armor.        |
    |                  | Dampening fields block the noise of servomotors,         |
    |                  | unintentionally shielding against external extremes in   |
    |                  | sonic frequencies as well.                               |
    |__________________|__________________________________________________________|
    
    
    
    ===============================================================================
    = X) Miscellaneous Item List                                             kw-ite
    ===============================================================================
    
     _____________________________________________________________________________
    |                                                                             |
    |                       ---  Q U E S T   I T E M S  ---                       |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |       ITEM       |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Bacca's Sword    | LOCATION: Kashyyyk, Lower Shadowlands (from Ritual Beast |
    |   Blade          |           summoned)                                      |
    |                  |                                                          |
    |                  | This is part of Bacca's Ceremonial Blade, damaged due to |
    |                  | the arrogance of Chieftain Rothrrrawr.  He               |
    |                  | underestimated a creature in the Shadowlands (later      |
    |                  | dubbed the Great Beast), and lost the blade in its hide. |
    |                  | The hilt remained in his court, passed to other          |
    |                  | chieftains.  If both pieces could be found, the sword    |
    |                  | might be able to be reassembled.                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bek Datapad      | LOCATION: Taris Upper Sewers (on a severed arm in the    |
    |                  |           corridor outside Rancor's abode)               |
    |                  |                                                          |
    |                  | This datapad seems to detail plans the Hidden Bek has to |
    |                  | get into the Black Vulkar base.  Of note is the          |
    |                  | following:                                               |
    |                  |                                                          |
    |                  |   "We have synthesized a substance with an odor that     |
    |                  |   resembles a favorite prey of rancors.  If we place the |
    |                  |   ball properly, we can lure the rancor into eating      |
    |                  |   something lethal enough to kill it."                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Bowcaster Bolt   | LOCATION: Kashyyyk, Upper Shadowlands (on Wookiee corpse)|
    |   Casing         |                                                          |
    |                  | This bolt casing was abandoned next to Rorworr's corpse, |
    |                  | likely by whoever killed him.  Bowcasters and the        |
    |                  | accompanying bolt casings are very personal items among  |
    |                  | the Wookiees, and are adorned with traditional family    |
    |                  | symbols and other identifying marks.  It is possible the |
    |                  | owner of this one could be identified by a knowledgeable |
    |                  | Wookiee.                                                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Casus' Diary     | LOCATION: Dantooine Matale Grounds, eastern side         |
    |                  |                                                          |
    |                  | This is the diary of Casus Sandral, amateur              |
    |                  | archaeologist.  It details his efforts to discover the   |
    |                  | source of the ancient ruins found across the surface of  |
    |                  | Dantooine.  Upon reading it, you gather that he found    |
    |                  | some correlation between the ruins and something called  |
    |                  | the "Rak."                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Computer         | LOCATION: Davik's Estate, on Bounty Hunter found in the  |
    |   Passcard       |           corridor west of the throne room               |
    |                  |                                                          |
    |                  | This seems to be a standard keycard for use at secure    |
    |                  | terminals.  Most likely, this one is designed to Davik's |
    |                  | computer system.                                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Data Module      | LOCATION: Manaan Sith Embassy (Ahto City East), in the   |
    |                  |           broken droid south of the Disassembly Room     |
    |                  |                                                          |
    |                  | This is an encrypted data module retrieved from the      |
    |                  | remains of a Republic droid.                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Datapad          | LOCATION: Manaan Sith Embassy (Ahto City East), in the   |
    |                  |           Dark Jedi Master's footlocker                  |
    |                  |                                                          |
    |                  | These appear to be the personal notes of the Dark Jedi   |
    |                  | Master in charge of the Sith base on Manaan.  It seems   |
    |                  | that the Sith have been trying to turn impressionable    |
    |                  | young Selkath over to the dark side.                     |
    |                  |                                                          |
    |                  | After reading the lengthy progress reports on this       |
    |                  | topic, it seems that the final plan was to use these     |
    |                  | young Selkath to overthrow the current government and    |
    |                  | install a puppet government that the Sith would          |
    |                  | dominate.                                                |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Datapad          | LOCATION: Taris Sith base, on Technician in the room     |
    |                  |           west of the receptionist's desk                |
    |                  |                                                          |
    |                  | This seems to be an activity log for the day.  Of        |
    |                  | interest is the following entry:                         |
    |                  |                                                          |
    |                  |   "the power conduit we installed in the elevator seems  |
    |                  |   to have solved the shield outage problem on the droid. |
    |                  |   Finish tuning it today."                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Datapad          | LOCATION: Davik's Estate, in footlocker in the room to   |
    |                  |           to the southeast of yours                      |
    |                  |                                                          |
    |                  | This datapad contains a record of Calo Nord's trophy     |
    |                  | kills... sentient and otherwise.  The last entry is an   |
    |                  | account of a recent Rancor hunt.                         |
    |                  |                                                          |
    |                  |   "What the Rancor lacked in intelligence, it made up    |
    |                  |   for in size, strength, and ferocity.  Conventional     |
    |                  |   blasters were all but useless against its impenetrable |
    |                  |   hide, and I was forced to resort to more unorthodox    |
    |                  |   methods to bring the beast down."                      |
    |                  |                                                          |
    |                  |   "Some well placed mines near a watering hole were the  |
    |                  |   first step, their explosions herding the creature into |
    |                  |   a dead-end canyone where I lay in wait, perched among  |
    |                  |   the rocks."                                            |
    |                  |                                                          |
    |                  |   "As soon as the Rancor was below me, I dropped down on |
    |                  |   its massive neck.  It reared back, bucking and clawing |
    |                  |   in an effort to dislodge me, but I had the perfect     |
    |                  |   position."                                             |
    |                  |                                                          |
    |                  |   "Unable to shake me, the monster opened its mouth in   |
    |                  |   an outraged howl, and I was able to flip several frag  |
    |                  |   grenades down its gaping maw."                         |
    |                  |                                                          |
    |                  |   "The explosion blew me clear of the shredded corpse,   |
    |                  |   but luckily the head was still intact.  If I take it   |
    |                  |   to Taris, I'm sure Davik will mount it in his trophy   |
    |                  |   room along with the other heads I have collected for   |
    |                  |   him."                                                  |
    |                  |                                                          |
    |                  |   "Davik's also expressed interest in hiring me.  I may  |
    |                  |   take him up on his offer, even though I still have yet |
    |                  |   to claim the greatest hunting trophy of all: a pearl   |
    |                  |   from one of the Krayt Dragons of Tatooine."            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Datapad          | LOCATION: Tatooine, Anchorhead (given by Senni Vek)      |
    |                  |                                                          |
    |                  | This datapad contains a single short, cryptic message:   |
    |                  | The Genoharadan say to see Hulas on Manaan.  Come alone  |
    |                  | or not at all.                                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Datapad          | LOCATION: Tatooine, East Dune Sea (from Calo Nord)       |
    |                  |                                                          |
    |                  | This datapad contains detailed descriptions of you and   |
    |                  | Bastila.  It also has a brief message: Bastila has       |
    |                  | escaped Taris.  Whoever can find and dispose of her and  |
    |                  | her Jedi companion will be greatly rewarded by Lord      |
    |                  | Malak himself.                                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Head       | LOCATION: Kashyyyk, Upper Shadowlands (on broken droid)  |
    |                  |                                                          |
    |                  | Replaying the last memory of this damaged droid reveals  |
    |                  | that it and its owners were the victims of an ambush by  |
    |                  | someone named Eli.  The name "Matton" was also mentioned.|
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Garage Head Key  | LOCATION: Black Vulkar Base Basement, from Garage Head   |
    |   Card           |           (southern part of main garage)                 |
    |                  |                                                          |
    |                  | This key card will give access to most of the restricted |
    |                  | areas in the Vulkar garage.                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Guun Han's       | LOCATION: Kashyyyk, Lower Shadowlands (from Ritual Beast |
    |   Journal        |           remains)                                       |
    |                  |                                                          |
    |                  | This data pad was recovered from the remains of a        |
    |                  | terentatek on Kashyyyk, and must have been devoured by   |
    |                  | the beast.  It appears to be the personal journal of     |
    |                  | Guun Han Saresh.  The last entry explains what he was    |
    |                  | doing on Kashyyyk:                                       |
    |                  |                                                          |
    |                  |   "Duran and Shaela have given in to their passion for   |
    |                  |   each other, and are doomed to fall to the dark side.   |
    |                  |   I tried to warn them against expressing their love,    |
    |                  |   but they called me arrogant and accused me - ME! - of  |
    |                  |   being the one on the dark path.  I left the fools on   |
    |                  |   Korriban."                                             |
    |                  |                                                          |
    |                  |   But I am not about to abandon the mandate given me by  |
    |                  |   the Jedi Council.  I will destroy the terentatek       |
    |                  |   wherever I find them.  I have heard rumors of such a   |
    |                  |   beast may exist in the Shadowlands of Kashyyyk."       |
    |                  |                                                          |
    |                  |   "I shall go there and slay the beast, proving that I   |
    |                  |   do not need either Duran or Shaela with me to defeat   |
    |                  |   these creatures!"                                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Holocron         | LOCATION: Tatooine, East Dune Sea (in tattered equipment |
    |                  |           bag in krayt dragon cave)                      |
    |                  |                                                          |
    |                  | This holocron has been cracked and worn by the sands and |
    |                  | wind, but is still marginally operational.  When         |
    |                  | activated, it shows the holographic image of a middle-   |
    |                  | aged human man and appears to have been used as a means  |
    |                  | to record his personal thoughts over many years.         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Hunter's License | LOCATION: Tatooine, Anchorhead.  Obtained from Czerka    |
    |                  |           Corp. Office protocol officer                  |
    |                  |                                                          |
    |                  | This signifies that the bearer may exit Anchorhead to    |
    |                  | hunt out on the deserts of Tatooine, having acknowledged |
    |                  | that Czerka Corporation bears no responsibility for any  |
    |                  | harm that may come to them.                              |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Manaan Visitor's | LOCATION: Manaan, West Central Ahto City (obtained from  |
    |   Guide          |           Port Official)                                 |
    |                  |                                                          |
    |                  | "Welcome traveler, to exciting and adventurous Manaan!"  |
    |                  |                                                          |
    |                  | "Manaan, the only source of the healing kolto in the     |
    |                  | entire galaxy, is a wonderful and refreshing place to    |
    |                  | visit or do business.  The Manaan Port Authority         |
    |                  | welcomes beings of all species and affiliations to trade |
    |                  | peacefully within the confines of Ahto City."            |
    |                  |                                                          |
    |                  | "All visitors will rest easy knowing that the Selkath    |
    |                  | Security Forces are always alert and watchful, even      |
    |                  | while you sleep.  Our constant vigilance keeps the peace |
    |                  | on the streets of Ahto City and prevents the needless    |
    |                  | interruption of commerce by violence."                   |
    |                  |                                                          |
    |                  | "Enjoy a fun and prosperous stay on Manaan and, please,  |
    |                  | tell your friends about Manaan!"                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | LOCATION: Dantooine, Sandral Grounds or Matale Grounds   |
    |   Datapad        |                                                          |
    |                  | "Jarg went missing in Sector B, then Reeza saw someone   |
    |                  | moving south of there.  Take a couple of troops and find |
    |                  | out who it is.  If they look suspicious: terminate."     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | LOCATION: Dantooine, Grove                               |
    |   Datapad        |                                                          |
    |                  | "Jarg, did you remember not to take the XT-model bike    |
    |                  | out today?  There was something funny with one of the    |
    |                  | intakes, and I thought it could jam.  Ha!  Consider      |
    |                  | yourself lucky!  If someone was dumb enough to take that |
    |                  | thing out he would have ploughed right into the ground   |
    |                  | within a kilometer."                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | LOCATION: Kashyyyk, Lower Shadowlands                    |
    |   Datapad 1      |                                                          |
    |                  | This request is in the Mandalorian language.             |
    |                  |   "A stump disabled the stabilizers on my swoop.  I      |
    |                  |   request parts before other systems fail.  If the       |
    |                  |   generator goes, my blending field will stop working    |
    |                  |   and I'll be visible to our prey."                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | LOCATION: Kashyyyk, Lower Shadowlands                    |
    |   Datapad 2      |                                                          |
    |                  | This is a personal log in the Mandalorian language.      |
    |                  |   "This hunt is no challenge.  How will attacking        |
    |                  |   unarmed creatures train us to use these Jedi toys?     |
    |                  |   You want new warriors to learn?  Watching a comrade    |
    |                  |   lop his own arm off fighting a real opponent would     |
    |                  |   teach more than these pointless battles.  I obey,      |
    |                  |   Mandalore, but with protest.  The blending field       |
    |                  |   generators on the swoops grant near perfect            |
    |                  |   camouflage.  Why only attack unarmed opponents?"       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mandalorian      | LOCATION: Kashyyyk, Lower Shadowlands (from Mandalorian  |
    |   Helmet         |           Commander)                                     |
    |                  |                                                          |
    |                  | This is the helmet of a fierce Mandalorian warrior,      |
    |                  | taken from a group that stalked the Shadowlands of       |
    |                  | Kashyyyk for wounded or unwary prey.                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Map of the       | LOCATION: Tatooine, from Sand People Chieftain or Iziz   |
    |   Eastern Dune   |                                                          |
    |     Sea          | By showing how to interpret ancient marker stones, this  |
    |                  | map can be used to find a safe route through the Eastern |
    |                  | Dune Sea.  Only intimate local knowledge could take the  |
    |                  | place of such a document.                                |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Moisture         | LOCATION: Tatooine, Anchorhead.  Purchased from Czerka   |
    |   Vaporators     |           Corp. Office (Greeta Holda)                    |
    |                  |                                                          |
    |                  | These devices use a pair of vaporators to condense       |
    |                  | moisture from the air, albeit in small amounts over a    |
    |                  | long period of time.  Droughts can last for centuries on |
    |                  | some desert worlds, so this may be the only means to     |
    |                  | obtain water.                                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Murder           | LOCATION: Manaan, Ahto East, Republic Embassy (from      |
    |   Recordings     |           Large Computer's restricted data archives)     |
    |                  |                                                          |
    |                  | A recording of an older man murdering a young Sith       |
    |                  | woman.                                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Pazaak Deck:     | LOCATION: Taris Upper City Cantina (buy from Garouk)     |
    |                  |                                                          |
    |                  | This is a standard Pazaak deck, complete with side deck  |
    |                  | cards.                                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Pazaak Side Deck | LOCATION: Various (can be purchased or found)            |
    |                  |                                                          |
    |                  | Pazaak requires both a main deck and a side deck.  You   |
    |                  | can store all your side deck cards here and bring them   |
    |                  | out when you start a game.                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Permacrete       | LOCATION: Purchased from the Taris Equipment Emporium    |
    |   Detonator      |           (Upper City South)                             |
    |                  |                                                          |
    |                  | This powerful detonator is extremely complicated.  Only  |
    |                  | someone trained in its use could set and activate it.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Prison Key       | LOCATION: Dantooine, Sandral Estate (southwest Security  |
    |                  |           room)                                          |
    |                  |                                                          |
    |                  | This key opens the holding cell in the Sandral Estate.   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Promised Land    | LOCATION: Taris Undercity, in the northwestern area      |
    |   Apprentice     |           outside of the village                         |
    |     Journal      |                                                          |
    |                  |                                                          |
    |                  | This journal details the search for the Promised Land    |
    |                  | carried out by Rukil's Apprentice.  Most of the entries  |
    |                  | are mundane: however, the last entry is quite            |
    |                  | interesting:                                             |
    |                  |                                                          |
    |                  |   "I have uncovered evidence that others have been       |
    |                  |   seeking out the fabled land, and that their treks have |
    |                  |   led them into the sewers.  I have decided that I might |
    |                  |   go there as well."                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Promised Land    | LOCATION: Taris Lower Sewers (see walkthrough)           |
    |   Journal        |                                                          |
    |                  | This journal is a record of the long and difficult       |
    |                  | search to find the Promised Land.  It contains many      |
    |                  | half-completed maps and cryptic notes, all attempting to |
    |                  | decipher whether the legend is true or simply a child's  |
    |                  | fable.  By itself this journal does not contain enough   |
    |                  | information to solve the mystery, however it could be a  |
    |                  | valuable piece of the puzzle.                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Race Bond        | LOCATION: Tatooine, Swoop Registration Office (obtained  |
    |                  |           by winning swoop races)                        |
    |                  |                                                          |
    |                  | Issued by Motta the Hutt, these bonds are honored        |
    |                  | throughout the galaxy.  Each digital certificate can     |
    |                  | usually be redeemed for around 60 credits simply by      |
    |                  | selling them to any merchant or at any store.            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Rahasia's Key    | LOCATION: Dantooine, Sandral Grounds; given to you by    |
    |                  |           Rahasia, after speaking to her father, Nurik   |
    |                  |                                                          |
    |                  | This key opens the rear door to the Sandral Estate.      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Rakghoul Serum   | LOCATION: Taris Undercity, on body of Sith Soldier in    |
    |                  |           the southeastern area outside of the village   |
    |                  |                                                          |
    |                  | This vial of green, bubbling liquid is the only hope of  |
    |                  | a cure for anyone infected with the rakghoul disease.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Republic Enclave | LOCATION: Manaan, Ahto East, Republic Embassy (from      |
    |   Key            |           Roland Wann)                                   |
    |                  |                                                          |
    |                  | An access key to the outer doors of the Republic Enclave |
    |                  | in Ahto City.                                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sand People      | LOCATION: Tatooine Dune Sea, from Sand People Elite      |
    |   Clothing       |           Warriors                                       |
    |                  |                                                          |
    |                  | Max Dexterity Bonus: +8                                  |
    |                  |                                                          |
    |                  | These are the intricate robes of a Sand People warrior.  |
    |                  | They seem to be in good condition, and might allow a     |
    |                  | wearer to superficially appear to be a member if the     |
    |                  | Sand People species.                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sharina's Wraid  | LOCATION: Tatooine, Anchorhead.  Obtained from Sharina   |
    |   Plate          |           by buying it or threatening her                |
    |                  |                                                          |
    |                  | This is the incredibly dense bone skill plate of a       |
    |                  | Tatooine desert wraid.                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Armor       | LOCATION: Taris Upper City North Apartments, in backpack |
    |                  |           at Sarna's party                               |
    |                  |                                                          |
    |                  | This full body armor could be used to fool people into   |
    |                  | thinking the wearer was one of the Sith.  (See Armor     |
    |                  | list above for specifications)                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Base        | LOCATION: Manaan, Ahto City East Central, Republic       |
    |   Passcard       |           Embassy (from Large Computer)                  |
    |                  |                                                          |
    |                  | A passcard used to enter the Sith Base in Ahto City.     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Basic       | LOCATION: Taris Sith Base, on a Sith Trooper in the east |
    |   Passcard       |           wing barracks                                  |
    |                  |                                                          |
    |                  | A standard ID card for Sith troopers.                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Hangar Key  | LOCATION: Manaan, Ahto East, Republic Embassy (from      |
    |                  |           Roland Wann)                                   |
    |                  |                                                          |
    |                  | A key card to the Sith Reserved Hangar in Ahto City.     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sith Papers      | LOCATION: Taris, Hidden Bek Base: obtained from Gadon in |
    |                  |           exchange for the Sith Armor                    |
    |                  |                                                          |
    |                  | These official looking papers identify the bearer as     |
    |                  | being on special assignment by order of the Sith         |
    |                  | government of Taris.  They also warn of gruesome         |
    |                  | penalties for anyone foolish enough to challenge the     |
    |                  | bearer.                                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Slaver Contract  | LOCATION: Kashyyyk, Upper Shadowlands (on Wookiee corpse)|
    |                  |                                                          |
    |                  | This datapad card contains a contract to trade weapons   |
    |                  | for slaves, and a manifest of goods already delivered.   |
    |                  | It would seem that Rorworr had sold a number of Wookiees |
    |                  | previously, and intended to do so again.                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Star Map:        | LOCATION: Dantooine, in ruins east of Jedi Enclave       |
    |   Dantooine      |                                                          |
    |                  | You have recorded the coordinates from the Star Map you  |
    |                  | found on Dantooine into a datapad.                       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Star Map:        | LOCATION: Dantooine, in ruins east of Jedi Enclave       |
    |   Tatooine       |                                                          |
    |                  | You have recorded the coordinates from the Star Map you  |
    |                  | found on Tatooine into a datapad.                        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Swoop            | LOCATION: Taris, Black Vulkar Base Basement              |
    |   Accelerator    |                                                          |
    |                  | Though not overly large the prototype swoop accelerator  |
    |                  | is surprisingly heavy.  Without being an expert on swoop |
    |                  | bike construction, it is difficult to imagine how this   |
    |                  | simple device could be so valuable.                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Swoop Bike       | LOCATION: Kashyyyk, Lower Shadowlands (from second group |
    |   Signal Device  |           of Mandalorians)                               |
    |                  |                                                          |
    |                  | This device attaches to a swoop bike, transmitting any   |
    |                  | field data that has been collected on it to the          |
    |                  | Commander.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Synthesized Odor | LOCATION: Taris Upper Sewers (on a severed arm in the    |
    |                  |           corridor outside Rancor's abode)               |
    |                  |                                                          |
    |                  | This appears to be a timed release device for a strange  |
    |                  | substance.  The liquid has a very pungent odor.          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Tach Gland       | LOCATION: Kashyyyk, Upper Shadowlands (from poaching or  |
    |                  |           from poacher's metal boxes)                    |
    |                  |                                                          |
    |                  | This gland was cut from the corpse of a tach, a small    |
    |                  | primate.  It can supposedly be powdered to produce a     |
    |                  | powerful stimulant.                                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Token            | LOCATION: Manaan, Sith Base (from tortured Selkath in    |
    |                  |           Medical Room)                                  |
    |                  |                                                          |
    |                  | This appears to be a small token of a personal nature.   |
    |                  | Perhaps someone who knew this Selkath would recognize    |
    |                  | it.                                                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Viper Kinrath    | LOCATION: Kashyyyk, Lower Shadowlands                    |
    |   Body           |                                                          |
    |                  | The corpse of an exceptionally large viper kinrath,      |
    |                  | freshly killed.                                          |
    |__________________|__________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                        ---  S T I M U L A N T S  ---                        |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |     UPGRADE      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Adrenal Alacrity | EFFECT:   Dexterity +4                                   |
    |                  |           Speed/Movement +20%                            |
    |                  | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | A shot of this enhancer provides a temporary boost in    |
    |                  | the dexterity of the user.  The effect wears off after a |
    |                  | short time, and side effects are considered minimal.     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Adrenal Stamina  | EFFECT:   Constitution +4                                |
    |                  | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | A shot of this enhancer provides a temporary boost in    |
    |                  | the constitution of the user.  The effect wears off      |
    |                  | after a short time, and side effects are considered      |
    |                  | minimal.                                                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Adrenal Strength | EFFECT:   Strength +4                                    |
    |                  | DURATION:                                                |
    |                  |                                                          |
    |                  | A shot of this enhancer provides a temporary boost in    |
    |                  | the strength of the user.  The effect wears off after a  |
    |                  | short time, and side effects are considered minimal.     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Battle Stimulant | EFFECT:   Vitality max +8                                |
    |                  |           Attack +1                                      |
    |                  |           Damage +1                                      |
    |                  | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | This stimulant enables the user to better absorb damage  |
    |                  | and focuses the mind on the fight, improving the ability |
    |                  | to hit.  The effect wears off after a short time.        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Echani Battle    | EFFECT:   Vitality max +25                               |
    |   Stimulant      |           Attack +3                                      |
    |                  |           Damage +3                                      |
    |                  | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | This stimulant produces a chemical cocktail that sends a |
    |                  | boost of adrenaline through the body, focusing the mind  |
    |                  | and bolstering the user's tolerance for damage.          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Hyper-Adrenal    | EFFECT:   Dexterity +6                                   |
    |   Alacrity       |           Speed/Movement +30%                            |
    |                  | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | This model of alacrity stim uses a very powerful mixture |
    |                  | of chemicals to produce an incredible increase in the    |
    |                  | dexterity of the user.                                   |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Hyper-Adrenal    | EFFECT:   Constitution +6                                |
    |   Stamina        | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | Steeling the user against pain, this stim provides a     |
    |                  | very large boost in constitution.                        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Hyper-Adrenal    | EFFECT:   Strength +6                                    |
    |   Strength       | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | More effective than the basic model, this stim uses a    |
    |                  | risky cocktail of chemicals to boost the strength of the |
    |                  | user.                                                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Hyper-Battle     | EFFECT:   Vitality max +16                               |
    |   Stimulant      |           Attack Modifier +2                             |
    |                  |           Damage +2                                      |
    |                  | DURATION: 120 seconds                                    |
    |                  |                                                          |
    |                  | This stim removes all distractions, allowing the user to |
    |                  | focus purely on the battle.  The user is almost          |
    |                  | oblivious to damage suffered.                            |
    |__________________|__________________________________________________________|
    
     *NOTE: Stimulants that affect the same statistic do not stack.  For example,
            using an Adrenal Alacrity (Dexterity +4) and a Hyper-Adrenal Alacrity
            (Dexterity +6) will NOT give you a +10 bonus to Dexerity, but instead,
            only the higher of the two.  Also note that the stimulants last for a
            set amount of real time.  Thus, if you take it before conversing with
            someone, for instance, your time will still be running.
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                     ---  U P G R A D E   I T E M S  ---                     |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |     UPGRADE      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Armor            | UPGRADES: Armor                                          |
    |   Reinforcement  | EFFECT:                                                  |
    |                  |          Calo Nord's Battle Armor: Defense Bonus +3      |
    |                  |                                    Immunity (Critical    |
    |                  |                                      Hits)               |
    |                  |          Republic Mod Armor:       Defense Bonus +1      |
    |                  |          Cassus Fett's Body Armor: Defense Bonus +4      |
    |                  |          Echani Fiber Armor:       Defense Bonus +2      |
    |                  |                                                          |
    |                  | Durasteel reinforcement is a complicated armor           |
    |                  | application that increases protective qualities.         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Beam Splitter    | UPGRADES: Ranged                                         |
    |                  | EFFECT:                                                  |
    |                  |          Carth's Blaster:          +1 Energy Damage      |
    |                  |          Ordo's Repeating Blaster: +1 Energy Damage      |
    |                  |          Zaalbar's Bowcaster:      +2 Attack Modifier    |
    |                  |                                                          |
    |                  | This item can broaden the beam of certain blaster types, |
    |                  | increasing damage or possibly granting other effects.    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Durasteel        | UPGRADES: Melee                                          |
    |   Bonding Alloy  | EFFECT:                                                  |
    |                  |           Prototype Vibroblade: +1 Attack Modifier       |
    |                  |                                 +1 Slashing Damage       |
    |                  |           Mission's Vibroblade: +1 Attack Modifier       |
    |                  |           Bacca's Ceremonial Blade: Massive Criticals    |
    |                  |                                       (2d6)              |
    |                  |                                                          |
    |                  | Application of this alloy can strengthen a melee weapon, |
    |                  | increasing damage and possibly resistance to damage.     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Energy Protector | UPGRADES: Melee                                          |
    |                  | EFFECT:                                                  |
    |                  |           Prototype Vibroblade: +2 Attack Modifier       |
    |                  |                                 +1 Slashing Damage       |
    |                  |           Mission's Vibroblade: +1 Energy Damage         |
    |                  |           Bacca's Ceremonial Blade: +2d6 bludgeoning     |
    |                  |                                       vs. Droids         |
    |                  |                                                          |
    |                  | This modular projector can cause a melee weapon to do    |
    |                  | additional energy-based damage.                          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Hair Trigger     | UPGRADES: Ranged                                         |
    |                  | EFFECT:                                                  |
    |                  |          Carth's Blaster:          +1 Attack Modifier    |
    |                  |          Ordo's Repeating Blaster: +1 Energy Damage      |
    |                  |          Zaalbar's Bowcaster:      Keen                  |
    |                  |                                                          |
    |                  | This unit regulates the firing mechanism of certain      |
    |                  | blaster types, improving the ability of a skilled user   |
    |                  | to fire rapidly.                                         |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Improved Energy  | UPGRADES: Ranged                                         |
    |   Cell           | EFFECT:                                                  |
    |                  |          Carth's Blaster:          +1 Energy Damage      |
    |                  |          Ordo's Repeating Blaster: +1 Energy Damage      |
    |                  |          Zaalbar's Bowcaster:      +1 Energy Damage      |
    |                  |                                                          |
    |                  | This cell increases the energy output of certain blaster |
    |                  | types, allowing skilled users to better deliver powerful |
    |                  | attacks.                                                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Mesh Underlay    | UPGRADES: Armor                                          |
    |                  | EFFECT:                                                  |
    |                  |          Calo Nord's Battle Armor: Immunity (Mind-       |
    |                  |                                      Affecting)          |
    |                  |          Republic Mod Armor:       Immunity (Mind-       |
    |                  |                                      Affecting)          |
    |                  |          Cassus Fett's Body Armor: Strength +1           |
    |                  |          Echani Fiber Armor:       Resist Cold 20/-      |
    |                  |                                    Resist Fire 20/-      |
    |                  |                                                          |
    |                  | Mesh underlay can have a variety of effects, depending   |
    |                  | on the nature of the armor it is applied to.             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Scope            | UPGRADES: Ranged                                         |
    |                  | EFFECT:                                                  |
    |                  |          Carth's Blaster:          +1 Attack Modifier    |
    |                  |          Ordo's Repeating Blaster: +1 Attack Modifier    |
    |                  |          Zaalbar's Bowcaster:      +1 Energy Damage      |
    |                  |                                                          |
    |                  | This scope increases the accuracy of certain blaster     |
    |                  | types, increasing the user's effectiveness with sniper   |
    |                  | attacks.                                                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Vibration Cell   | UPGRADES: Melee                                          |
    |                  | EFFECT:                                                  |
    |                  |           Prototype Vibroblade: +1 Slashing Damage       |
    |                  |           Mission's Vibroblade: +1 Attack Modifier       |
    |                  |           Bacca's Ceremonial Blade: +2 Attack Modifier   |
    |                  |                                     +2 Damage            |
    |                  |                                                          |
    |                  | A cell like this can stabilize a melee weapon allowing   |
    |                  | it to hit and damage better, and possibly gain other     |
    |                  | effects.                                                 |
    |__________________|__________________________________________________________|
     *NOTE: Upgrading your weapons and/or armor requires a weapon or piece of armor
            requires not only the upgrade component, but a weapon or piece of armor
            that is marked as upgradeable.  Furthermore, upgrades can only be done
            at a workbench, which can be found in your apartment, the Ebon Hawk,
            some enemy bases, etc.
    
     Keen improves chances of critical hit, i.e. from 19-20 to 17-20
    
    
    Attack Modifier
    Damage
    
    
    
    
    
     _____________________________________________________________________________
    |                                                                             |
    |                    ---  D R O I D   U P G R A D E S  ---                    |
    |_____________________________________________________________________________|
    |                  |                                                          |
    |     UPGRADE      |                       DESCRIPTION                        |
    |__________________|__________________________________________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Advanced         | UPGRADE CLASS: 2                                         |
    |   Computer Tool  | ITEM FUNCTION: Computer Use +4                           |
    |                  |                                                          |
    |                  | Like the basic unit, this retractable probe allows droid |
    |                  | access to the higher programming functions of any        |
    |                  | computer terminal, though better interface adapters make |
    |                  | it more effective.                                       |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Advanced Stun    | UPGRADE CLASS: 2                                         |
    |   Ray            | ITEM FUNCTION: Damage: None; On Hit, Stun 100% for 9 sec |
    |                  |                Range: Medium                             |
    |                  |                Save: DC20 to negate stun                 |
    |                  |                Uses: 10/10                               |
    |                  |                                                          |
    |                  | This product is a special order aftermarket modification |
    |                  | of a Quellegh Industrial stun ray.  Very expensive to    |
    |                  | produce, most are in the hands of government-sponsored   |
    |                  | elite troops.                                            |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Advanced         | UPGRADE CLASS: 2                                         |
    |   Targeting      | ITEM FUNCTION: Gives Weapon Focus: Blaster Pistol        |
    |     Computer     |                Gives Weapon Focus: Blaster Rifle         |
    |                  |                                                          |
    |                  | Meant for droids that see regular combat, this targeting |
    |                  | unit improves on the basic model and greatly increases   |
    |                  | battlefield performance.                                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Basic Targeting  | UPGRADE CLASS: 1                                         |
    |   Computer       | ITEM FUNCTION: Gives Weapon Focus: Blaster Pistol        |
    |                  |                                                          |
    |                  | Battle droids come factory-ready for combat, but it is   |
    |                  | still wise to invest in targeting computer upgrades to   |
    |                  | optimize performance at range.  Cost rises with quality, |
    |                  | as always.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Computer Probe   | UPGRADE CLASS: 1                                         |
    |                  | ITEM FUNCTION: Computer Use +2                           |
    |                  |                                                          |
    |                  | This retractable probe allows droid access to the higher |
    |                  | programming functions of any computer terminal.  Better  |
    |                  | quality probes provide cheaper access, increasing        |
    |                  | functionality.                                           |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Heavy      | UPGRADE CLASS: 1                                         |
    |   Plating Type 1 | ITEM FUNCTION: Defense Bonus +9                          |
    |                  |                                                          |
    |                  | Originally used on starship hulls, durasteel is the best |
    |                  | protection available for droids.  This particular        |
    |                  | variant of the alloy is the standard for mass-production |
    |                  | heavy combat droids.                                     |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Heavy      | UPGRADE CLASS: 3                                         |
    |   Plating Type 3 | ITEM FUNCTION: Defense Bonus +11                         |
    |                  |                                                          |
    |                  | The heaviest protection available, this type of plating  |
    |                  | is uncommon due to the cost involved in production.  It  |
    |                  | is best suited to specialized assassin or assault        |
    |                  | droids, though such units are highly regulated.          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Light      | UPGRADE CLASS: 1                                         |
    |   Plating Type 1 | ITEM FUNCTION: Defense Bonus +3                          |
    |                  |                                                          |
    |                  | A thin sheet of alloy plating is a relatively            |
    |                  | inexpensive way to improve a droid's chance of surviving |
    |                  | combat.  This model is an excellent option for light-    |
    |                  | duty droids.                                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Light      | UPGRADE CLASS: 2                                         |
    |   Plating Type 2 | ITEM FUNCTION: Defense Bonus +4                          |
    |                  |                                                          |
    |                  | Though more for the factory floor, plating of this type  |
    |                  | is seeing more general use.  Light but effective, this   |
    |                  | upgrade can mean the difference between repair and       |
    |                  | replacement if a droid comes to harm.                    |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Light      | UPGRADE CLASS: 3                                         |
    |   Plating Type 3 | ITEM FUNCTION: Defense Bonus +5                          |
    |                  |                                                          |
    |                  | The strongest of the light-grade plating, this is the    |
    |                  | best protection most individuals consider purchasing for |
    |                  | droids not actively in a class intended for combat.      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Medium     | UPGRADE CLASS: 1                                         |
    |   Plating Type 1 | ITEM FUNCTION: Defense Bonus +4                          |
    |                  |                                                          |
    |                  | Developed by engineer Hoot Calin, this plating relies    |
    |                  | more on deflecting angles than exotic alloys.  Cost can  |
    |                  | be prohibitive, though this is the most affordable model |
    |                  | of the type.                                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Medium     | UPGRADE CLASS: 2                                         |
    |   Plating Type 2 | ITEM FUNCTION: Defense Bonus +5                          |
    |                  |                                                          |
    |                  | This version of the Calin Industries plating system      |
    |                  | signaled a company shift in production from construction |
    |                  | droids to military models.  It now sees use on many      |
    |                  | different worlds.                                        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Droid Motion     | UPGRADE CLASS: 1                                         |
    |   Sensors Type 1 | ITEM FUNCTION: Awareness +2                              |
    |                  |                                                          |
    |                  | These devices allow a droid to better detect creatures   |
    |                  | hidden by stealth fields.  The basic model is the most   |
    |                  | inexpensive of the type, and is commonly available on    |
    |                  | many worlds.                                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Energy Shield    | UPGRADE CLASS: 1                                         |
    |   Level 1        | ITEM FUNCTION: Deflection: Energy, 20 pts                |
    |                  |                Duration: 200 seconds or max damage taken |
    |                  |                Uses: 10/10                               |
    |                  |                                                          |
    |                  | This is a basic model energy shield universally          |
    |                  | applicable to most droids.  The power drain is           |
    |                  | significant, however, and units like this must be        |
    |                  | replaced regularly.                                      |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Energy Shield    | UPGRADE CLASS: 2                                         |
    |   Level 2        | ITEM FUNCTION: Deflection: Energy, 30 pts                |
    |                  |                Duration: 200 seconds or max damage taken |
    |                  |                Uses: 10/10                               |
    |                  |                                                          |
    |                  | Upgraded from the basic portable energy shield, these    |
    |                  | units are marketed to companies and governments that     |
    |                  | keep large standing forces of combat droids.  The power  |
    |                  | drain is significant, however, and they must be replaced |
    |                  | regularly.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Environment      | UPGRADE CLASS: 1                                         |
    |   Shield Level 1 | ITEM FUNCTION: Deflection: Energy, Sonic, Cold, Heat (20 |
    |                  |                            pts total)                    |
    |                  |                Duration: 200 seconds or max damage taken |
    |                  |                Uses: 10/10                               |
    |                  | Initially designed to resist the harsh conditions of     |
    |                  | factory floors, these shields provide a droid with basic |
    |                  | protection against a broad array of effects.  The power  |
    |                  | drain is significant, however, and they must be replaced |
    |                  | regularly.                                               |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Flame Thrower    | UPGRADE CLASS: 2                                         |
    |                  | ITEM FUNCTION: Damage: Heat, 30 pts; On Hit: Horror,     |
    |                  |                  100% for 3 seconds (targets 7th level   |
    |                  |                  and up ignore horror effect)            |
    |                  |                Range: Short                              |
    |                  |                Save: DC15 for half damage                |
    |                  |                Uses: 10/10                               |
    |                  |                                                          |
    |                  | This droid-mounted weapon can inflict damage over a      |
    |                  | broad area.  The incendiary compounds within border on   |
    |                  | military quality, though the unit was initially designed |
    |                  | for industrial purposes.                                 |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Gravity          | UPGRADE CLASS: 2                                         |
    |   Generator      | ITEM FUNCTION: Damage: None; On Hit, Slow 75% for 9 sec  |
    |                  |                Range: N/A                                |
    |                  |                Save: DC15 to negate slow                 |
    |                  |                Uses: 10/10                               |
    |                  |                                                          |
    |                  | These devices allow a droid to create localized gravity  |
    |                  | swells, the reverse effect of a repulsorlift engine.     |
    |                  | This can seemingly increase the weight of an enemy,      |
    |                  | slowing their movement.                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Security         | UPGRADE CLASS: 2                                         |
    |   Interface Tool | ITEM FUNCTION: Security +4                               |
    |                  |                                                          |
    |                  | This model of security breaker is no longer in           |
    |                  | production.  It was an effective option before the       |
    |                  | factories of Toshan Gant took over the market.  A droid  |
    |                  | must have basic Security software (paid points into the  |
    |                  | skill) to benefit from this item.                        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Security         | UPGRADE CLASS: 1                                         |
    |   Interface Tool | ITEM FUNCTION: Security +2                               |
    |                  |                                                          |
    |                  | Pioneered by Toshan Gant, this is the basic droid        |
    |                  | security breaker in use across the galaxy.  Gant did     |
    |                  | most of his research for the Republic military after     |
    |                  | private efforts led to his imprisonment.  A droid must   |
    |                  | have basic Security software (paid points into the       |
    |                  | skill) to benefit from this item.                        |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Sensor Probe     | UPGRADE CLASS: 1                                         |
    |                  | ITEM FUNCTION: Demolitions +2                            |
    |                  |                                                          |
    |                  | This basic probe improves a droid's Demolitions          |
    |                  | capabilities, allowing for more sensitive adjustments of |
    |                  | volatile substances.  A droid must have basic            |
    |                  | Demolitions software (paid points into the skill) to     |
    |                  | benefit from this item.                                  |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Shield Disruptor | UPGRADE CLASS: 1                                         |
    |                  | ITEM FUNCTION: Damage: Ion, 20 pts                       |
    |                  |                Range: Medium                             |
    |                  |                Uses: 10/10                               |
    |                  |                                                          |
    |                  | This item is automatically discarded after all available |
    |                  | charges are consumed.  Items that have charges do not    |
    |                  | stack in inventory.  Designed for Republic forces, these |
    |                  | devices allow a droid to potentially devastate opponent  |
    |                  | droids or the personal shielding of an enemy, though the |
    |                  | energy drain is quite large.                             |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Stun Ray         | UPGRADE CLASS: 1                                         |
    |                  | ITEM FUNCTION: Damage: None; On Hit, Stun 100% for 9 sec |
    |                  |                Range: Medium                             |
    |                  |                Save: DC15 to negate stun                 |
    |                  |                Uses: 10/10                               |
    |                  |                                                          |
    |                  | This item is automatically discarded after all available |
    |                  | charges are consumed.  Items that have charges do not    |
    |                  | stack in inventory.  Quellegh Industrial is becoming the |
    |                  | standard in publicly traded non-lethal droid-mounted     |
    |                  | weapons.  Company officials credit aggressive marketing  |
    |                  | toward any despot with credits.                          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Universal        | UPGRADE CLASS: 3                                         |
    |   Computer       | ITEM FUNCTION: Computer Use +6                           |
    |     Interface    |                                                          |
    |                  | The best and most expensive of its type available, this  |
    |                  | retractabke probe allows droid access to the higher      |
    |                  | programming functions of any computer terminal.          |
    |__________________|__________________________________________________________|
    |                  |                                                          |
    | Verpine          | UPGRADE CLASS: 2                                         |
    |   Demolitions    | ITEM FUNCTION: Demolitions +4                            |
    |     Probe        |                                                          |
    |                  | Wartime contracts over the last forty years saw a great  |
    |                  | deal of money poured into Verpine droid modifications,   |
    |                  | particularly in the area of demolitions.  A droid must   |
    |                  | have basic Demolitions software (paid points into the    |
    |                  | skill) to benefit from this item.                        |
    |__________________|__________________________________________________________|
    
    
    Advanced Adrenaline Amplifier: Saves: Reflex +3.  This device is an improved
    version of the basic model, increasing effectiveness with fewer occurrences of
    side effects.  It improves reflexes by triggering prolonged bursts of
    adrenaline.
    
    Advanced Medpac: Single Use.  An Advanced Medpac contains an improved array of
    equipment for the treatment of wounds.  They cannot be used by droids.
    Advanced Medpacs heal 20 vitality points + WIS modifier + (2 x user's skill in
    Treat Injury).
    
    Advanced Repair Kit: Single Use.  Included are an improved assortment of tools
    and parts needed for a droid to repair itself after being damaged in combat.
    This kit can't be used by living beings.  Advanced kits repair 25 vitality
    points + INT modifier + (2 x user's skill in Repair).
    
    Antidote Kit: Single Use.  This kit contains wide-spectrum antidote hypospray
    injectors designed to neutralize all known poisons.  Lowered attribute scores
    are returned to normal and physical damage is halted.  Damage already suffered
    must still be healed by other means.
    
    Clothing: These are simple garments that protect little more than the modesty
    of the wearer.
    
    Computer Spike: These items allow a user to slice computer programs, assaulting
    systems with garbage data to overwhelm security measures.  They are one-use
    items.  A high Computer Use skill reduces the number of spikes required for any
    given task.
    
    Czerka Corp. Resource ID: This grants access to a Czerka resource station,
    which are usually deployed in areas where patrols may need emergency supplies.
    Most shut down if tampered with to minimize theft.
    
    Desert Wraid Skull Plate: This is the incredible dense bone skull plate cut
    from a desert wraid.  They are rumored to have medical uses, but the market for
    them is very specific.
    
    Life Support Pack: A life support pack contains dermal regenerators and other
    equipment for the treatment of wounds.  They cannot be used by droids.  Life
    support packs heal 30 vitality points + WIS modifier + (3 x user's skill in
    Treat Injury).
    
    Medpac: A medpac contains essential equipment for the treatment of wounds.
    They cannot be used by droids.  Basic medpacs heal 10 vitality points + WIS
    modifier + user's skill in Treat Injury.
    
    Repair Kit:  Included are the basic tools needed for a droid to repair itself
    after being damaged in combat.  This kit can't be used by living beings.  Basic
    kits repair 15 vitality points + INT modifier + user's skill in Repair.
    
    Security Spike:  This one-use item improves the user's ability to bypass
    security measures, creating electronic interference in the locking mechanisms
    of doors and containers.
    
    Security Spike Tunneler: This one-use item employs anti-encryption software and
    electronic interference to improve the user's ability to bypass locking
    mechanisms on doors and containers.
    
    
    
    
    ===============================================================================
    = D) Journal Entries                                                     kw-jou
    ===============================================================================
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=
    = Multi-World Side-Quests =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      ===========================================================================
      -----------------------------  B a s t i l a  -----------------------------
      ===========================================================================
      You experienced a powerful vision upon first meeting Bastila.  The vision
      could be an indication that you have a strong connection with the Force,
      but Bastila was reluctant to speculate on such matters.
      ---------------------------------------------------------------------------
      Bastila has told you she sees signs that the Force is acting through you.
      However, she was reluctant to speculate further, feeling such matters are
      the providence of the Jedi Council.
      ---------------------------------------------------------------------------
      Because of the bond you and Bastila share, she is extremely interested in
      learning more about your character.  However, you get the sense there is
      something she isn't telling you.
      ---------------------------------------------------------------------------
      Bastila seems to have taken the role of teacher upon herself, choosing to
      lecture you about the evils of the dark side.  Understandable, considering
      the bond the two of you share.
      ---------------------------------------------------------------------------
      In order to prepare you for your meeting with Darth Malak, Bastila
      described her own encounter with the Sith Lord Revan.  According to
      Bastila, the Jedi wanted to capture Revan alive but were foiled when Malak
      betrayed his own master.
      ---------------------------------------------------------------------------
      Bastila told you something of her life before the Jedi.  She was very
      adamant in her support of the Jedi's policy of severing all familial
      relationships, as emotional attachments are inherently dangerous to a Jedi.
      ---------------------------------------------------------------------------
      Apparently Bastila is still playing the role of mentor.  She has been
      studying your progress carefully, and had much to say about your actions
      and the perils of the dark side.
      ---------------------------------------------------------------------------
      You've asked Bastila why the Jedi Council sent the two of you - neither
      fully trained - on this dangerous mission.  Based on her answer, Bastile
      either has blind faith in the Council or she simply prefers to avoid the
      question.
      ---------------------------------------------------------------------------
      Bastila has apologized to you for her earlier attitude, and has admitted
      how much she respects and admires you as a person and a Jedi.  Whether this
      will change anything between you remains to be seen.
      ---------------------------------------------------------------------------
      Bastila is having doubts about her own abilities as a Jedi.  Hopefully, her
      uncertainty won't work against the mission... or lead her down the path of
      the dark side.
      ---------------------------------------------------------------------------
      Bastila's doubts about her own abilities continue to grow.  She is actually
      afraid she may now be a detriment to your development as a Jedi.
      ---------------------------------------------------------------------------
      There's nothing more that needs to be said at the moment.  Your
      relationship with Bastila is going to depend on the outcome of this
      mission, and perhaps once it is over with the two of you can look at what
      is going to become.  For now, however, the mission is more important... as
      is your destiny.
      ===========================================================================
    
    
      ===========================================================================
      --------------------  B a s t i l a ' s   M o t h e r  --------------------
      ===========================================================================
      You encountered someone named Malare who told Bastila that her mother was
      looking for her.  Bastila has asked that you look for her mother.  Her name
      is Helena and Malare reported that she saw her last in the colony of
      Anchorhead on Tatooine.
      ---------------------------------------------------------------------------
      Bastila agreed to consider her mother's request: to locate her father's
      body and recover his holocron.  It should be out in the Tatooine desert...
      likely near wherever krayt dragons exist... though Bastila did not promise
      that she would give her father's holocron to her mother even if she did
      find it.
      ---------------------------------------------------------------------------
      Bastila's father's holocron has been found out in the desert, still intact.
      Bastila is unsure, however, whether she intends to give it back to her
      mother.  Part of her thinks she should keep it for herself... she and her
      father were close.  Either way, it is probably a good idea to return to her
      mother at the cantina.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Bastila and her mother have parted   | The final meeting with Bastila's
      on good terms.  Her mother insisted  | mother did not go well.  Bastila and
      Bastila keep the holocron, and while | her mother argued, and Bastila ended
      she is indeed dying from an illness, | up deciding to keep the holocron for
      Bastila promised to try and help her | herself.  They parted on poor terms,
      once the mission is done.  While     | unlikely ever to see each other
      Bastila is sad that her father is    | again... and the weight of the
      dead, she is happy that her          | encounter seems to press unhappily
      relationship with her mother looks   | on Bastila's shoulders.
      hopeful.                             |
      ===========================================================================
    
    
      ===========================================================================
      ---------------------------  C a n d e r o u s  ---------------------------
      ===========================================================================
      You have been joined by Canderous Ordo, a skilled Mandalorian mercenary.
      You know little about him, however.
      ---------------------------------------------------------------------------
      Canderous has told you a little about himself.  He told of the great wars
      and battles his people had fought before, and how he had been reduced to
      serving Davik on a backwater world.  He seemed to regret mentioning
      anything.  Perhaps you should speak to him about this again later.
      ---------------------------------------------------------------------------
      Canderous told you about what it's like to drop through the atmosphere in
      one of the Mandalorian's Basilisk war droids.  From what he said, they must
      have been fearsome weapons.  He would probably tell you more stories if you
      talked to him later.
      ---------------------------------------------------------------------------
      You have heard Canderous' tale of his encounter in an asteroid field on the
      Outer Rim, but do not know what to make of it.  Maybe talking to him
      further will make things more clear.
      ---------------------------------------------------------------------------
      Canderous told you about the honors he won leading a unit in the battle
      over Althir.  It seems that he was quite the warrior back then.  You could
      probably hear more if you asked him again later.
      ---------------------------------------------------------------------------
      You've heard from Canderous how the Mandalorians started their war on the
      Republic and the success they had at the beginning.  If you talked to him
      later, he might tell you how the tide turned later on.
      ---------------------------------------------------------------------------
      Canderous described the end of Mandalorian Wars to you.  He seemed to
      admire Revan greatly.  Maybe you can ask him about this later.
      ---------------------------------------------------------------------------
      Canderous told how Revan and his forces destroyed the Mandalorians'
      weaponry and exiled them, scattering them across the Outer Rim.  He thinks
      that now, with you, he might find more worthy opponents once again.  You
      might try to talk to him more later.
      ---------------------------------------------------------------------------
      Canderous was affected oddly by his encounter with Jagi.  He probably needs
      time to think about it and what it will mean for him.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      -------------------------------  C a r t h  -------------------------------
      ===========================================================================
      You've discovered that Carth's home world was attacked by the Sith, though
      he was reluctant to talk about it.  Perhaps you can talk more later, after
      you've gained more experience.
      ---------------------------------------------------------------------------
      Although he has agreed to work with you, you've learned that Carth is
      suspicious and mistrustful of others.  There is probably a reason behind
      his mistrust, but he was reluctant to discuss it.
      ---------------------------------------------------------------------------
      Despite being impressed with your abilities, Carth is still not willing to
      fully open up to you.  Maybe if you give him some time, he'll finally learn
      to trust you.
      ---------------------------------------------------------------------------
      It's obvious Carth is emotionally scarred by the betrayals of friends and
      allies at the start of the Sith war.  There's probably more to the story,
      but he doesn't want to discuss it right now.
      ---------------------------------------------------------------------------
      You've learned that Carth's mentor, Saul Karath, was one of the first to
      defect to the Sith cause.  It's no wonder Carth has trust issues, though he
      seems reluctant to talk about it right now.
      ---------------------------------------------------------------------------
      Carth feels like he's being left out of the loop where the Jedi Council and
      Bastila are concerned.  Because of the betrayals in his past, he's not
      reacting to the situation well.  Hopefully in time he'll learn to cope with
      his emotional demons.
      ---------------------------------------------------------------------------
      Carth has apologized for his previous behavior, and has promised to try not
      to punish his current companions for the betrayals of people in his past.
      Whether he can accomplish this remains to be seen.
      ---------------------------------------------------------------------------
      You've learned that Carth's wife and son were lost when Saul Karath led the
      Sith fleet against Carth's homeworld, making him swear vengeance on the man
      he once admired.  Whether he will ever get a chance to make good on his
      oath remains to be seen.
      ---------------------------------------------------------------------------
      Carth is worried about you and Bastila.  He's afraid the temptation of the
      dark side might destroy you both.  He could be right... or he could just be
      a typically over-protective male.
      ---------------------------------------------------------------------------
      Once again Carth has vowed to kill Saul Karath for his betrayal.  Hopefully
      Carth's desire for revenge won't jeopardize the mission.
      ---------------------------------------------------------------------------
      Carth has admitted he expects his vengeance against Saul to result in both
      their deaths.  He hasn't even thought about what he will do next if he
      kills Saul and somehow manages to survive.
      ---------------------------------------------------------------------------
      It seems you've finally won Carth's full trust, though it wasn't easy.  How
      this will affect the mission, or your relationship with Carth, remains to
      be seen.
      ===========================================================================
    
    
      ===========================================================================
      ------------------  D w i n d l i n g   S u p p l i e s  ------------------
      ===========================================================================
      Zaalbar is concerned about the emergency food stores in the Ebon Hawk's
      cargo hold.  The Wookiee's natural fixation on food might be causing him to
      worry unjustly, but you should still check it out just to be safe.
      ---------------------------------------------------------------------------
      Something, or possibly someone, has been into the food supplies.  You might
      want to conduct a search of the ship to try to find the culprit.
      ---------------------------------------------------------------------------
      The mystery of the missing supplies is solved: a girl has been hiding on
      the ship and stealing food.  Of course, now you have to figure out what to
      do with this stowaway...
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      -----------------------  T h e   E b o n   H a w k  -----------------------
      ===========================================================================
      You have now gained possession of the Ebon Hawk, your own space vessel.
      With it, you can travel throughout the galaxy to any world you choose.
      Unfortunately, your choices are fairly limited right now, because the Jedi
      Council will not let you leave Dantooine.
    
      Most of your party will remain aboard the Ebon Hawk while you explore
      Dantooine.  Should you need them, they will await you there.
    
      In one of the holds, there is a workshop of tools you could use to upgrade
      existing weapons and armor if you buy enhancements for them.
    
      Additionally, it would seem that Davik had stored a swoop bike aboard the
      Ebon Hawk before you stole it.  If you found a track somewhere, you might
      be able to make some good money with it.
      ===========================================================================
    
    
      ===========================================================================
      -------------------------  G e n o h a r a d a n  -------------------------
      ===========================================================================
      A Twi'lek named Senni Vek has given you a datapad he claims you dropped.
      On the datapad is a cryptic message: The Genoharadan say to see Hulas on
      Manaan.  Come alone or not at all.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      -------------------------------  H K - 4 7  -------------------------------
      ===========================================================================
      Successful tampering with HK-47's memory core has recovered the droid's
      memory of his most recent owner.  The dissolution of the owner's company
      and auctioning of its assets must be how HK-47 ended up in the droid shop
      on Tatooine.  How the droid got to the executive, however, is unknown.
      ---------------------------------------------------------------------------
      Memories of HK-47's owner prior to the corporate executive have been
      recovered.  The death of that owner shut HK-47 down... and eventually his
      wife unwittingly sold the droid to the executive.  How the senator acquired
      HK-47 is unknown.
      ---------------------------------------------------------------------------
      It appears that prior to the senator, HK-47 was owned by a feared gangster
      on Sleheyron known as Bochaba the Hutt.  After Bochaba died, another
      gangster apparently sold the droid to the senator.  HK-47 wasn't built on
      Sleheyron, however, so how he came into the Hutt's possession is unknown.
      ---------------------------------------------------------------------------
      Prior to the Hutt, it appears that HK-47 was owned by a Mandalorian
      soldier.  This is the last of HK-47's retrievable memories, however, and it
      seems the chain is still not complete... HK-47 had been on an assassination
      mission in Mandalorian space when he was damaged, but does not know who had
      originally sent him.  Unless the stimuli to restore his deeper core is
      discovered, the details may never be known.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      --------------------  J a g i ' s   C h a l l e n g e  --------------------
      ===========================================================================
      Canderous was approached by a man who had fought under him a long time ago.
      A man named Jagi.
    
      Jagi claims that Canderous had abandoned and betrayed his own men and seeks
      vengeance.  He has called Canderous to duel with him in the Dune Seas of
      Tatooine or be forever outcast in the eyes of his fellow Mandalorians.
      Canderous seems eager to meet this challenge.
      ---------------------------------------------------------------------------
      Jagi didn't have to fight Canderous, and you tried to persuade him not to.
      The Mandalorian sense of honor, however, would not let him live having done
      what he has.
    
      Jagi took his own life in the Dune Sea.  This has deeply affected
      Canderous.
      ===========================================================================
    
    
      ===========================================================================
      -------------------------  J o l e e   B i n d o  -------------------------
      ===========================================================================
      You and Jolee have talked a little about his past.  You may continue the
      conversation with him in the future, perhaps once you have gained some more
      experience.
      ---------------------------------------------------------------------------
      You prodded Jolee in an effort to find out why he decided to come with you.
      In the end, he did mention his "adventuring days."  Perhaps you could ask
      him about them later, once you gain more experience.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      -------------------  M i s s i o n ' s   B r o t h e r  -------------------
      ===========================================================================
      You've run into Lena, an old girlfriend of Mission's brother, Griff.  Lena
      informed Mission that it was Griff's idea to leave her behind on Taris when
      they left.  She also mentioned that Griff was on Tatooine, working on the
      Czerka Corp. mines.  Understandably, Mission is eager to speak with him.
      ---------------------------------------------------------------------------
      According to the Czerka rep on Tatooine, Griff was captured during a Sand
      People raid on one of the mining camps.  Whether he is still alive is
      anyone's guess.
      ---------------------------------------------------------------------------
      Griff and Mission have been reunited, though Mission is still resentful
      about Griff deserting her on Taris.  Before he left, Griff suggested you
      stop by the Czerka supply shop on Tatooine to speak with him about a
      potential job.
      ---------------------------------------------------------------------------
      Griff wants you to bring him a tach gland so he can brew up some Tarisian
      ale to sell to a "business associate."  He's promised you a healthy reward
      if you come through for him.
      ---------------------------------------------------------------------------
      Griff rushed off to brew up a batch of Tarisian ale to deliver to his
      business connection.  However, the credits he promised you haven't
      materialized yet.  He did say you could meet him later in the Czerka supply
      shop on Tatooine to collect the debt.
      ---------------------------------------------------------------------------
      Due to his own incompetence, Griff's Tarisian ale deal has turned sour.
      True to form, he's decided he'd rather disappear than face the wrath of his
      contact at the Exchange.  You get the feeling both he and the credits he
      promised you are gone for good.
      ===========================================================================
    
    
      ===========================================================================
      --------------------  S t r a n g e   S t o w a w a y  --------------------
      ===========================================================================
      You have encountered a young girl on board the Ebon Hawk... obviously a
      stowaway.  The language she speaks, while sounding like Mandalorian,
      translates into pure gibberish.  She may know the language, but she
      certainly doesn't know how to use it.  And yet it seems to be the only
      language she knows.  It might be possible to try talking to her... but
      dumping her on the planet is also a possibility.
      ---------------------------------------------------------------------------
      After considerable effort, you have managed to communicate with the young
      stowaway... whose name appears to be Sasha... and learned what she was
      doing aboard the ship.  Apparently, she was once held by Mandalorians, long
      enough to learn their speech but nothing else, and she escaped from them
      long enough to stow away on the Ebon Hawk and hide.  Her original home
      seems to be Dantooine.  Perhaps someone there could help her?
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Sasha has been handed over to the    | Problem solved, the easy way: the
      Lur Arka, and hopefully is now on    | stowaway has been ordered off your
      her way back to her family.  Problem | ship.  It isn't really your problem,
      solved.  With luck, this will mean   | after all, is it?
      less messes in the food stores       |
      unless Zaalbar has another one of    |
      his late-night cravings.             |
      ===========================================================================
    
    
      ===========================================================================
      --------------  T h e   T r o u b l e   w i t h   G i z k a  --------------
      ===========================================================================
      The fates seem to be conspiring against you.  The disorganized port
      authorities on Tatooine appear to have shipped a delivery of gizka to the
      Ebon Hawk's hold... and there doesn't appear to be any way to give them
      back!  The dockworker mentioned that some of the gizka "escaped," which
      certainly doesn't sound good...
      ---------------------------------------------------------------------------
      You have managed to convince a Selkath on Manaan to take the gizka off your
      hands, though it was not easy.  Hopefully, the Selkath take *all* of the
      little beasts.
      ===========================================================================
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    = Endar Spire Command Module  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      ===========================================================================
      -----------  A t t a c k   o n   t h e   E n d a r   S p i r e  -----------
      ===========================================================================
      The Endar Spire is under attack.  Your cabin mate, Trask, has warned you
      that the Sith have boarded the ship in search of Bastila, the commander of
      the vessel.  You and Trask have to find her before the Sith do.
      ---------------------------------------------------------------------------
      You've received a message from Carth Onasi, a highly respected Republic
      soldier.  He's ordered all hands to the bridge to protect Bastila.
      ---------------------------------------------------------------------------
      You've reached the bridge, but Bastila is nowhere to be found.  She likely
      made her way to the starboard escape pods.  If you want to get off the
      Endar Spire alive, you should do the same.
      ---------------------------------------------------------------------------
      You and Carth escaped the Endar Spire on the last remaining pod,
      jettisoning mere moments before the doomed ship is utterly destroyed.
      ===========================================================================
    
    
    =-=-=-=-=
    = Taris =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=
    
      ===========================================================================
      ---------------------  B e n d a k ' s   B o u n t y  ---------------------
      ===========================================================================
      There is an official government bounty out on Bendak Starkiller, a famous
      duelist renowned for killing dozens - if not hundreds - of people in
      illegal death matches.  Bendak has been known to frequent the areas in the
      Upper Cantina near the dueling ring.
      ---------------------------------------------------------------------------
      You've located Bendak Starkiller in the Upper City Cantina, but it looks
      like the only way you can collect his bounty is if you manage to beat him
      in the duel ring.  Of course, you have to become the Taris duel champion
      before he'll come out of retirement to face you...
      ---------------------------------------------------------------------------
      Bendak is dead.  Now all you have to do is go back to Zax and collect his
      bounty.
      ---------------------------------------------------------------------------
      Bendak Starkiller's reign of terror is over, thanks to your efforts in the
      duel ring.  Zax, like most others on Taris, was well aware of the
      Starkiller's demise when you returned to collect your bounty.
      ===========================================================================
    
    
      ===========================================================================
      ------------------------  D i a ' s   B o u n t y  ------------------------
      ===========================================================================
      Dia has explained to you that she attacked Holdan in self-defense when he
      began making drunken advances.  In retaliation, he ordered a bounty to be
      placed on her head.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Holdan has agreed to remove the      | Dia is dead.  Now all you have to do
      bounty from Dia's head in exchange   | is go back to Zax to collect the
      for enough credits to soothe his     | bounty.
      stinging pride.                      |-------------------------------------
      -------------------------------------| Zax was waiting for you when you
      Thanks to your intervention, Holdan  | returned.  Dia's life was just
      has withdrawn the bounty from Dia's  | business between you.
      head.  Now, the only thing left is   |
      to tell Dia herself the good news.   |
      -------------------------------------|
      Not surprisingly, Dia was very       |
      excited to discover that the bounty  |
      on her head has been lifted.  Thanks |
      to you, she no longer has to fear    |
      retribution from Holdan for merely   |
      defending herself.                   |
      ===========================================================================
    
    
      ===========================================================================
      -----------------------  T h e   D u e l   R i n g  -----------------------
      ===========================================================================
      You've agreed to join the Taris dueling circuit.  The non-lethal duels seem
      quite popular with the spectators, and you sense the chance for substantial
      profit.  Whenever you want a duel, all you have to do is speak to Ajuur.
      ---------------------------------------------------------------------------
      You've claimed your first victory in the dueling ring by defeating Deadeye
      Duncan.  Unfortunately, Duncan's lack of ability is legendary, so hardly
      anyone is impressed by your victory.
      ---------------------------------------------------------------------------
      Gerlon Two-fingers has fallen before you in battle, gaining you some
      measure of respect among aficionados of the sport, though you are still
      ranked far below the top-ranked duelists.
      ---------------------------------------------------------------------------
      With your victory over Ice, people are beginning to notice your
      accomplishments in the ring.  If you continue to climb the ranks, a
      championship match is inevitable.
      ---------------------------------------------------------------------------
      By defeating Marl, you've solidly staked your claim among the duel ring's
      elite.  In fact, only one fighter stands between you and the title of duel
      champion... the crazed Rodian, Twitch.
      ---------------------------------------------------------------------------
      You are the reigning duel champion on Taris, but only by facing the
      legendary Bendak Starkiller in a death match can you prove yourself the
      greatest duelist of all time... unless you end up a smoking corpse in the
      middle of the ring.
      ---------------------------------------------------------------------------
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~  D A R K   P A T H  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
      Bendak Starkiller will face you in an illegal death match.  The death match
      will take Ajuur some time to prepare, giving ample opportunity for news of
      Bendak's return to spread quickly among the people of Taris.  But when the
      battle is over, it's you the people will be talking about... you hope.
      ---------------------------------------------------------------------------
      Bendak is dead, both in the ring and in the minds of the people.  Now it is
      you they talk about: the Mysterious Stranger, the greatest duelist in the
      history of Taris.
      ===========================================================================
    
    
      ===========================================================================
      ----------------------  E s c a p i n g   T a r i s  ----------------------
      ===========================================================================
      A messenger has informed you that Canderous Ordo, a Mandalorian working for
      the local crime lord, wants a meeting.  Although associating with a known
      felon may not be the wisest move, you do need all the potential allies you
      can get if you want to get off Taris.  Canderous will be waiting for you in
      the Cantina.
      ---------------------------------------------------------------------------
      Canderous Ordo, a Mandalorian mercenary working for Davil will help you get
      off the planet if you break into the Sith military base and recover the
      planetary departure codes.  A T3 droid could get you past the security
      doors, but it'll  take more than that to deal with the Sith troopers
      inside.
      ---------------------------------------------------------------------------
      You've recovered the departure codes you need to escape Taris.  Now you
      just have to bring them back to Canderous Ordo in the Lower City Cantina.
      ---------------------------------------------------------------------------
      As promised, Canderous got you inside Davik's estate.  The Taris crime lord
      gave you a tour of the facilities, including the hangar where the Ebon Hawk
      is stored.  All you have to do now is find the codes to disable the Hawk's
      security systems.
      ---------------------------------------------------------------------------
      You have the codes to disable the Ebon Hawk's security system.  Now you
      just have to get to the hangar and board the ship before it's too late.
      ---------------------------------------------------------------------------
      You've managed to escape Taris just in time, though there was nothing you
      could do to stop the Sith from razing the entire surface of the planet.
      The casualties are likely to climb well into the millions: further evidence
      of Malak's ruthlessness and just one more reminder of why the Sith must be
      stopped.
      ---------------------------------------------------------------------------
      Taris: Planetary Information
      Taris has been reduced to a desolate wasteland of rubble and permacrete
      dust.  No doubt a few citizens survived the Sith assault on the planet,
      though any survivors are likely to seek shelter in the regions beneath the
      surface, making it virtually impossible to locate them.
      ===========================================================================
    
    
      ===========================================================================
      -------------------  I n f e c t e d   O u t c a s t s  -------------------
      ===========================================================================
      Several of the Outcasts have been infected with the rakghoul disease.  They
      have been placed in quarantine away from the others so that when they
      transform into rakghouls they won't ravage the rest of the village.
      ---------------------------------------------------------------------------
      A number of the infected Outcasts have already transformed into rakghouls,
      it's too late for them.  But there are others who could be saved if someone
      were to administer the rakghoul serum to counteract the disease.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You have cured the infected Outcasts | You've decided it would be more
      if the rakghoul disease, and they    | efficient to just slaughter the
      have been welcomed back into the     | to just slaughter the infected
      village.                             | Outcasts rather than help them.
      ===========================================================================
    
    
      ===========================================================================
      --------------  I n s i d e   t h e   V u l k a r   B a s e  --------------
      ===========================================================================
      You're inside the Vulkar base, but you still have to locate the prototype
      accelerator.  It's probably stored somewhere off the main level, under
      heavy guard.
      ---------------------------------------------------------------------------
      The prototype accelerator is stored in the basement, but the only way down
      is through a security elevator in the back of the Vulkar base.  You'll need
      a pass card to use the elevator, unless you can disable the security
      cannons protecting it.
      ---------------------------------------------------------------------------
      You've successfully shut down the thermal security system protecting the
      elevator to the garage level of the Vulkar base.  Now all you have to do is
      go down there and find the prototype accelerator... and deal with any angry
      Vulkars you might meet along the way.
      ---------------------------------------------------------------------------
      You've found the prototype accelerator and, not surprisingly, it was under
      heavy guard by a Twi'lek named Kandon Ark, Brejik's right-hand man.
      ===========================================================================
    
    
      ===========================================================================
      ------------------  I n v i t e d   t o   a   P a r t y  ------------------
      ===========================================================================
      You've been invited to a party by one of the Sith.  According to the
      directions on your datapad, they're getting together at an apartment on the
      east side of the North Upper City.
      ===========================================================================
    
    
      ===========================================================================
      ----------------------  L a r g o ' s   B o u n t y  ----------------------
      ===========================================================================
      A merchant named Largo owes a large sum of money to Davik Kang.  Because he
      is unable to pay the debt, Largo has gone into hiding.  In response, Davik
      has put an illegal bounty on his head.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Out of the goodness of your heart,   | Largo is dead.  Now all you have to
      you've given Largo the money to pay  | do is go back to Zax and collect the
      Davik back, likely saving the poor   | bounty.
      man's life.                          |-------------------------------------
                                           | You returned to Zax to collect the
                                           | posted bounty for Largo's death.
                                           | The hapless merchant's fate will
                                           | serve as a grim reminder of what
                                           | happens to people who borrow money
                                           | from Davik Kang and can't pay it
                                           | back.
      ===========================================================================
    
    
      ===========================================================================
      ---------------------  M a t r i k ' s   B o u n t y  ---------------------
      ===========================================================================
      Davik Kang has put out an illegal bounty on a former associate named Matrik
      who turned state's evidence against Davik and the Exchange.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Matrik thinks he can escape his      | Matrik is dead.  Now all you have to
      bounty by faking his own death.      | do is go back to Zax to collect the
      He's asked you to bring him a        | bounty.
      permacrete detonator.  He plans to   |-------------------------------------
      set off an explosion in his          | By completing the bounty on Matrik's
      apartment in the hope that Davik     | head, you further strengthened
      will believe he perished in the      | Davik's hold on the hearts and minds
      blast.                               | of the people on Taris.  Thanks to
      -------------------------------------| you, it will be a long time before
      Matrik's apartment is nothing but a  | anyone ever dares to testify against
      pile of charred rubble, and Matrik   | the Exchange again.
      himself has vanished into the wind.  |
      If the plan works and people really  |
      do believe Matrik is dead, then you  |
      can probably still collect his       |
      bounty from Zax.                     |
      -------------------------------------|
      Zax gladly paid you the bounty on    |
      Matrik's head, so it seems the plan  |
      to fake Matrik's death was a success.|
      ===========================================================================
    
    
      ===========================================================================
      -------------------  T h e   P r o m i s e d   L a n d  -------------------
      ===========================================================================
      Rukil believes that with his apprentice's journal and the journals of his
      father and grandfather, he could piece together the clues and discover the
      location of the promised land.  He's asked you to bring the journals to
      him.
      ---------------------------------------------------------------------------
      The shopkeeper Igear wants you to bring him the missing journals of those
      who died searching for the Promised Land so he can destroy them.  He's also
      offered to pay you for the journals, something Rukil can't do.
      ---------------------------------------------------------------------------
      You have found a journal detailing the search for the Promised Land.  Alone
      it isn't worth much, but with the journal of Rukil's apprentice and one
      more journal, it might reveal the true location of the Promised Land.
      ---------------------------------------------------------------------------
      You have found another journal detailing the search for the Promised Land.
      With the journal of Rukil's apprentice and the other journal you have, it
      looks like you have all the clues to reveal the true location of the
      Promised Land.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      The Outcasts have left in a mass     | You've given the journals to Igear,
      exodus, going to seek out the fabled | forever condemning Rukil and the
      paradise of the Promised Land.  The  | other Outcasts to their current grim
      journey will be difficult, but by    | and hopeless existence.  But at
      recovering the journals you've given | least you made a nice profit on the
      the Outcasts something they haven't  | deal.
      had in a long, long time: hope.      |
      ===========================================================================
    
    
      ===========================================================================
      ------------------  P u r c h a s i n g   a   D r o i d  ------------------
      ===========================================================================
      You're interested in purchasing a T3-M4 droid, but unfortunately, it's
      being held for another buyer.  There is nothing you can do about it for
      now.
      ---------------------------------------------------------------------------
      Canderous has told you that Janice Nall has a droid in her Upper City shop
      that could get you into the Sith base.  He said to just mention his name
      and she'll sell him to you.
      ---------------------------------------------------------------------------
      You've purchased a T3-M4 droid.  If Canderous is right, it should be able
      to get you inside the Sith base.
      ===========================================================================
    
    
      ===========================================================================
      ----------------------  R a k g h o u l   S e r u m  ----------------------
      ===========================================================================
      Zelka at the Upper City medical center is eager to acquire a sample of the
      rakghoul serum used by the Sith Undercity patrols.
      ---------------------------------------------------------------------------
      Zelka at the Upper City medical center is eager to acquire a sample of the
      rakghoul serum used by the Sith Undercity patrols.  However, Gurney,
      Zelka's assistant, mentioned that it might be more profitable if you
      deliver the serum to Zax in the bounty office in the Lower City cantina.
      ---------------------------------------------------------------------------
      You've acquired a sample of rakghoul serum.  This could be very valuable to
      the right people.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You've delivered the rakghoul serum  | You've delivered the rakghoul serum
      to Zelka.  He plans to mass produce  | to Zax, who will forward it on to
      it so that it will always be         | Davik so the crime lord can mass
      available in the store at a very     | produce it and sell it for a
      affordable price for anyone who      | substantial profit to those who are
      needs it.                            | sick and desperate enough to pay
                                           | anything.  No doubt Zelka will stock
                                           | the serum at his store, but the cost
                                           | will likely be outrageous.
      ===========================================================================
    
    
      ===========================================================================
      --------------  A   R a n c o r   i n   t h e   S e w e r s  --------------
      ===========================================================================
      Mission has warned you of a not so small obstacle between you and the
      entrance to the Vulkar base: a full grown Rancor.  Getting by the beast
      won't be easy.
      ---------------------------------------------------------------------------
      You've managed to get past the rancor, proving once again that size and
      brute strength aren't everything.
      ===========================================================================
    
    
      ===========================================================================
      ----------------  R a p i d   T r a n s i t   S y s t e m  ----------------
      ===========================================================================
      STAR WARS Knights of the Old Republic has a rapid transit system to allow
      you to move quickly through the game.  You can access the rapid transit
      system through your MAP screen.
    
      On the map screen, you will see a button that says "Return to Hideout."  In
      non-action areas, you can use this button to instantly transport you back
      to the apartment complex where your base is located.  In some action areas,
      this button will be disabled.
    
      While in the apartment complex, the button on the Map screen will read
      "Transit Back."  When pressed, you will be transported back to the location
      where you last used the Return to Hideout function.
    
      Remember: if you leave the area around your hideout, the "Transit Back"
      button will switch back to "Return to Hideout" and you will have to
      manually walk back to your previous location.
    
      You should try using the Return to Hideout and Transit Back buttons now,
      just to see how they work.
      ===========================================================================
    
    
      ===========================================================================
      ------------------  R u k i l ' s   A p p r e n t i c e  ------------------
      ===========================================================================
      Rukil of the Outcast village has asked you to discover the fate of his
      missing apprentice, a young woman named Malya.  She never returned from a
      mission Rukil sent her on some time ago, though he refuses to tell you what
      she was searching for when she left the village
      ---------------------------------------------------------------------------
      You've found the journal of Rukil's apprentice near her corpse.  You should
      return to the old man in the Outcast village to tell him of her fate, and
      to deliver the journal to him.
      ---------------------------------------------------------------------------
      You've given Rukil the journal of his missing apprentice, confirming what
      the old man suspected: she perished while searching for the mythical
      Promised Land.
      ===========================================================================
    
    
      ===========================================================================
      --------------  T h e   S e a r c h   f o r   B a s t i l a  --------------
      ===========================================================================
      You are stranded on Taris, a planet under Sith control.  Now, you and Carth
      Onasi must find Bastila - the only person capable of stopping the Sith from
      conquering the entire galaxy.  You should probably begin by investigating
      reports of escape pods that crashed into the Undercity.
      ---------------------------------------------------------------------------
      You've been invited to a party being given by one of the off-duty Sith
      officers.  Going there might be risky, but it could also get you a step
      closer to finding Bastila.
      ---------------------------------------------------------------------------
      The Sith at the party underestimated the infamous kick of Tarisian ale,
      giving you ample opportunity to search their belongings while they sleep
      off the effects of the powerful drink.
      ---------------------------------------------------------------------------
      The Sith guard in the Lower City refuses to let you into the Undercity
      without the proper authorization.  You'll have to get your hands on some
      type of pass or papers if you want to explore the Undercity for signs of
      Bastila's escape pod.
      ---------------------------------------------------------------------------
      Gadon Thek, leader of the Hidden Bek swoop gang, will help you get Bastila
      back if you recover a prototype swoop accelerator stolen by the rival Black
      Vulkars.  He suggested you look for Mission Vao in the Undercity or the
      sewers to help you get in.
      ---------------------------------------------------------------------------
      Mission has agreed to help you sneak into the Black Vulkar base to recover
      the stolen swoop accelerator.  But first, she wants you to rescue her
      Wookiee friend, Zaalbar, from the Gamorrean slavers in the sewers.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Gadon has entered you as a rider in  | The Black Vulkars have entered you
      the swoop race.  If you can post the | as a rider in the swoop race.  If
      fastest time, you'll win the         | you can post the fastest time,
      champion's prize - including Bastila.| you'll win the champion's prize -
      The  Beks are allowing you to ride a | including Bastila.  The Vulkars are
      bike equipped with the prototype     | allowing you to ride a bike equipped
      accelerator, giving you a better     | with the prototype accelerator,
      chance to win the race... if you     | giving you a better chance to win
      survive.                             | the race... if you survive.
      -------------------------------------|-------------------------------------
      Despite all odds, you managed to win |
      the swoop race.  However, Brejik     |
      refused to give Bastila to you as    |
      promised.  Somehow, you're not       |
      surprised.                           |
      -------------------------------------|
      By winning the swoop race, you've    |
      managed to secure Bastila's freedom  |
      from the Black Vulkars.  But neither |
      Bastila nor you will be safe until   |
      you find   a way to escape the       |
      planet.  It's obvious your work on   |
      Taris is far from done.              |
      ===========================================================================
    
    
      ===========================================================================
      ---------------------  S e l v e n ' s   B o u n t y  ---------------------
      ===========================================================================
      There is an official government bounty out on a woman named Selven.  She is
      a known assassin, and there are no leads as to where she may be hiding now.
      ---------------------------------------------------------------------------
      Selven is dead.  Now all you have to do is go back to Zax to collect her
      bounty.
      ---------------------------------------------------------------------------
      Where others have failed you have once again found success in managing to
      kill the assassin Selven for Zax.
      ===========================================================================
    
    
    
    =-=-=-=-=-=-=
    = Dantooine =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=
    
      ===========================================================================
      ------------------------  D e a d   S e t t l e r  ------------------------
      ===========================================================================
      You have found the body of Casus Sandral.  The journal you found on the
      body tells that he was an amateur archaeologist who was investigating
      strange ruins across Dantooine.  By the wounds on his body, it would seem
      that he was mauled to death by kath hounds.
      ---------------------------------------------------------------------------
      You have given Casus' journal to his father, Nurik.  This may help ease the
      pain of his loss.
      ===========================================================================
    
    
      ===========================================================================
      -------------------  I n v e s t i g a t e   R u i n s  -------------------
      ===========================================================================
      The Jedi Council has ordered you to investigate some strange ruins on
      Dantooine.  It would seem that this is one of the places Revan and Malak
      visited when they were on the planet, and it may hold some key to their
      fall.
      ---------------------------------------------------------------------------
      You have encountered an ancient droid in these ruins, which purports to be
      a remnant of a vast, ancient, galaxy-spanning civilization.  What happened
      to this civilizations of "Builders" and what else lies deeper in the ruins
      you do not know.
    
      You have also found the fate of the Jedi who had been sent to investigate
      earlier.  It would seem he had been slain...
      ---------------------------------------------------------------------------
      You have solved the puzzles of the ancient Builder computers and were able
      to open the doors deeper in the ruins.  In the chamber beyond you found an
      ancient Star Map with several locations marked on it.
    
      Bastila believes that Revan and Malak followed this map and it led them to
      the "Star Forge" which somehow affected them.  You should return to the
      Council and tell them of your findings.
      ===========================================================================
    
    
      ===========================================================================
      --------------------  T h e   J e d i   C o u n c i l  --------------------
      ===========================================================================
      Now that you have been accepted as a Padawan, the Jedi Council might tell
      you more about the bigger picture and what you must do.
      ===========================================================================
    
    
      ===========================================================================
      -------------------------  J e d i   T r i a l s  -------------------------
      ===========================================================================
      The Jedi Council on Dantooine has decided to train you in the ways of the
      ancient Jedi Order.  After much initial training, your first task will be
      to learn the precepts of the Jedi Code.  This code is the path by which all
      Jedi should lead their lives.
      ---------------------------------------------------------------------------
      "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."
      ---------------------------------------------------------------------------
      Having completed the first trial, your second task to become a Jedi is to
      speak to Master Dorak and determine what sort of path within the Order you
      wish to follow.
      ---------------------------------------------------------------------------
      You have received your lightsaber crystal and become a Jedi Guardian/
      Sentinel/Consular.  You must return to Master Zhar and complete your
      training.
      ---------------------------------------------------------------------------
      You must cleanse a meditation grove to the southeast of the dark taint that
      has been infesting it.  The exact nature of the cause of the taint has not
      been made clear.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You have redeemed the fallen Jedi    | You have slain the fallen Jedi
      Padawan Juhani, and removed the dark | Padawan Juhani, and removed the dark
      taint from the meditation grove.     | taint from the meditation grove.
      -------------------------------------|-------------------------------------
      You have completed the final stages of your training and have been accepted
      into the Jedi Order as a Padawan.
      ===========================================================================
    
    
      ===========================================================================
      ------------------------------  J u h a n i  ------------------------------
      ===========================================================================
      The Jedi Council have said that you will be accompanied by Juhani, a young
      Cathar Jedi.  She seems to be still troubled by her emotions.  Perhaps in
      time you can help her.
      ---------------------------------------------------------------------------
      Juhani has apologized for the way she acted towards you.  She seems to be
      very hard on herself for her actions.  If you talk to her more, you may
      find out more about her.
      ---------------------------------------------------------------------------
      Juhani has told you of how she idolized Jedi in her youth and dreamed of
      being a Jedi.  It would seem that she has succeeded in her desire.  Maybe
      talking to her later will reveal more about her past.
      ---------------------------------------------------------------------------
      You have heard from Juhani that her people were oppressed and ostracized by
      the human majority.  It seems that the Jedi were the only ones to treat her
      fairly, and may be why she admires them so much.  Perhaps in a little while
      she will reveal more
      ---------------------------------------------------------------------------
      You have learned a lot about Juhani's past now.  She was, in fact, raised
      on Taris - the world which the Sith destroyed because of you and Bastila.
      Some of her bitterness may be explained now.  If you ask after she has
      calmed down a bit, she might tell you more.
      ---------------------------------------------------------------------------
      Juhani's parents fled to Taris from the homeworld of her species.
      Unfortunately for them, Taris was very oppressive towards alien species.
      Life was not east for them.  Perhaps she will tell you more in time.
      ---------------------------------------------------------------------------
      Juhani has told of how she lived with her parents on Taris, and how her
      father was killed one day in a bar fight.  This is a very sensitive issue
      for her.  She might tell you more in the future.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      -----------------  M a n d a l o r i a n   R a i d e r s  -----------------
      ===========================================================================
      You have heard that bands of Mandalorian Raiders have been harassing the
      settlers on Dantooine.
      ---------------------------------------------------------------------------
      Jon has told you of the attacks by the raiders that killed his daughter.
      He has begged you to find them and destroy them.  If they are destroyed,
      then they won't bother the settlers anymore... but it could be dangerous.
      ---------------------------------------------------------------------------
      You have encountered some of the Mandalorian raiders plaguing Dantooine and
      slain them.  They did not seem as organized or powerful as you had been led
      to believe.  Perhaps you have not yet met their most powerful members.
      ---------------------------------------------------------------------------
      You have met and slain the Mandalorian leader, Sherruk.  He liked to
      collect lightsabers, and surely would have taken yours, and your head, had
      you not slain him.
    
      Jon would surely like to hear of this, and should reward you as well.
      ---------------------------------------------------------------------------
      Jon has thanked you for slaying the leader of the Mandalorian raiders.
      Perhaps now the settlers can live their lives without fear.
      ===========================================================================
    
    
      ===========================================================================
      -------------------  M i s s i n g   C o m p a n i o n  -------------------
      ===========================================================================
      You have met Elise Montagne, who has lost her... companion.  Her droid
      companion.
    
      It is all that she has left of her late husband, and she wishes you to find
      him.  He was apparently kidnapped from her home, and she has been searching
      for him ever since.  She misses him VERY much.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      The droid that fled from Elise,      | The droid that fled from Elise,
      C8-42, ran away because he feared    | C8-42, ran away because he feared
      his mistress was spending too much   | his mistress was spending too much
      time focused on him, and not enough  | time focused on him, and not enough
      on other living beings.  He wished   | on other living beings.  He wished
      you to destroy him to force her to   | you to destroy him to force her to
      live a real life.  You obliged him.  | live a real life.  You decided it
      -------------------------------------| would be much more fun to destroy
      You told Elise that her droid had to | him, and convince Elise that he had
      be destroyed.  She was devastated.   | got away.
      She ran off towards the Jedi Enclave.|-------------------------------------
      -------------------------------------| You fooled Elise into thinking that
      You met Elise in the Jedi Enclave.   | her droid was still out there, so
      It turns out that not everything had | she flew off after him.  Maybe
      ended badly after the destruction of | she'll realize what happened... in
      her droid.  She met a man named      | a year or two.
      Samnt, and they appear quite         |
      interested in each other.  Perhaps,  |
      she can lead a normal, happy life    |
      yet.                                 |
      ---------------------------------------------------------------------------
      ~~~~~~~~~~~~~~~~~~~~~~~~~ N e u t r a l   P a t h ~~~~~~~~~~~~~~~~~~~~~~~~~
      The droid that fled from Elise, C8-42, ran away because he feared his
      mistress was spending too much time focused on him, and not enough on
      other living beings.  He wished you to destroy him to force her to live a
      real life.  You could not and convinced him to return to her.
      --------------------------------------------------------------------------
      You met Elise and C8-42 back near the Enclave.  Elise was overjoyed that
      you returned her droid to her, and thanked you profusely.  C8-42 was a
      little less... enthusiastic.
      ==========================================================================
    
    
      ===========================================================================
      --------------------  M u r d e r e d   S e t t l e r  --------------------
      ===========================================================================
      You have been approached by a Jedi, Bolook, who requires your assistance in
      resolving a complicated crime he has encountered.  He hopes your
      understanding of human nature can clarify the contradictory statements of
      the witnesses at the scene.
      ---------------------------------------------------------------------------
      You've successfully solved the crime by realizing that both men were
      guilty.  Although it was Handon who actually killed Calder, Rickard would
      have killed him had he arrived a little sooner.  The two suspects have
      both been taken into custody, and Bolook is certain to tell the Jedi
      Council of your brilliant deductive skills.
    
    
      ===========================================================================
      ----------  A   Q u e s t   f o r   t h e   S t a r   F o r g e  ----------
      ===========================================================================
      The Jedi Council has instructed you to seek out the ancient Star Maps
      scattered about the galaxy in the hopes of uncovering the location the
      mysterious Star Forge, as Revan and Malak did before you.
      ---------------------------------------------------------------------------
      You've discovered another ancient Star Map on the sunless surface of
      Kashyyyk.  As before, the map is incomplete.  But each map you find fills
      in more missing pieces of the puzzle.  Hopefully, once you find all the
      Star Maps they will give you the location of the Star Forge.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      -----------------  S a n d r a l - M a t a l e   F e u d  -----------------
      ===========================================================================
      Ahlan Mathale has approached the Jedi Council and demanded action.  He
      believes that the head of the rival Sandral family, Nurik Sandral, has
      kidnapped his son.  The Jedi Council has decreed that you may investigate
      the disappearance so long as it does not detract from your main quest.
      ---------------------------------------------------------------------------
      You have spoken to Ahlan Matale and he is very adamant about his belief
      that the Sandrals to the south are behind the disappearance of his son
      Shen.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      1) Shen and Rahasia met outside the  | Shen and Rahasia met outside the
      Sandral estate, but were ambushed by | Sandral estate, but were ambushed by
      Ahlan Matale.  Shortly thereafter,   | Ahlan Matale.  Shortly thereafter,
      Nurik Sandral showed up as well.     | Nurik Sandral showed up as well.  In
      Unable to reconcile them with their  | time, the history books may print
      families, Shen and Rahasia fled to   | your part in what followed, but as
      the Jedi Enclave where they can live | far as the Council is concerned,
      their lives away from their          | both families were uncontrollable
      families' poisonous influence.       | and the bloodbath that followed was
                                           | entirely unavoidable.  Tragic,
      2) Shen and Rahasia met outside the  | really.
      Sandral estate, but were ambushed by |
      Ahlan Matale.  Shortly thereafter,   |
      Nurik Sandral showed up as well.     |
      You managed to convince both fathers |
      that this match was for the best and |
      Shen and Rahasia are allowed to stay |
      together now.  They thanked you      |
      profusely and walked off with their  |
      families.                            |
      ===========================================================================
    
    
    
    =-=-=-=-=-=-=
    = Tatooine  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=
    
      ===========================================================================
      -----------------------  D e s e r t   A m b u s h  -----------------------
      ===========================================================================
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You successfully intimidated the     | The Gamorrean ambush has ended in
      Gamorreans who ambushed you.  They   | violence.
      fled into the desert.                |
      ===========================================================================
    
    
      ===========================================================================
      -----------------------  A   D e s e r t   H u n t  -----------------------
      ===========================================================================
      Komad maintains that the only way to bait the krayt dragon out of its lair
      is to tempt it with banthas.  Banthas will need to be lured into position
      with bantha fodder.  Some of the Sand People may carry fodder, and there
      might also be some in the enclave.  The vendor in the Anchorhead spaceport
      may also have some.
      ---------------------------------------------------------------------------
      As Komad said to do, you have several banthas following you, lured by the
      scent of fodder.  You must lead them to the mouth of the krayt dragon lair.
      ---------------------------------------------------------------------------
      The hunt was successful and the krayt dragon is dead.  Whatever might be
      hidden in the depths of its lair is now yours to claim.
      ===========================================================================
    
    Komad is dead, but he already told you how to bait the krayt dragon out of its
    lair.  You'll have to lure banthas into position by tempting them with bantha
    fodder.  Some of the Sand People may carry fodder, and there might also be some
    in the enclave.  The vendor in the Anchorhead may also have some.
    
    
      ===========================================================================
      ----------------------  D r o i d   f o r   S a l e  ----------------------
      ===========================================================================
      You have spoken to HK-47, a droid eager to be purchased from Yuka Laka in
      Anchorhead.  It is a translator and an effective combatant.
      ---------------------------------------------------------------------------
      You have purchased HK-47 from Yuka Laka in Anchorhead.  It is apparently
      able to translate the Sand People dialect as well as handle itself well in
      combat, if it is to be believed.  It is very reluctant to speak of itself.
      ===========================================================================
    
    
      ===========================================================================
      --------------------------  F a i r   T r a d e  --------------------------
      ===========================================================================
      Iziz has asked that you help rescue members of his tribe from the Sand
      People enclave.  He will reward you well for any help given.
      ---------------------------------------------------------------------------
      The Jawas held captive in the Sand People enclave were very glad for your
      help, and have promised that their leader Iziz will reward you when you
      return to the gates inside Anchorhead.
      ===========================================================================
    
    
      ===========================================================================
      -------------------------------  H K - 4 7  -------------------------------
      ===========================================================================
      The deeper functions of HK-47's memory core require some sort of stimulus
      in order to restore themselves, and HK-47 thinks it is unwise to tamper
      with this, but other parts of the core might be restored.  It would simply
      take someone of sufficient technical skill in order to do so.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      ---------------------------  M i d d l e m a n  ---------------------------
      ===========================================================================
      A distraught woman outside Fazza's hunting lodge needs someone to buy a
      wraid plate from her.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You have paid the woman outside      | You have taken the wraid plate from
      Fazza's lodge for the wraid plate,   | the woman outside Fazza's.  She
      offering more than she was asking.   | could do nothing to stop you.
      She was extremely grateful for your  |
      kindness.                            |
      ===========================================================================
    
    
      ===========================================================================
      -------------------------  S a n d   P e o p l e  -------------------------
      ===========================================================================
      Czerka Corporation has given you permission to enter the Dune Sea on the
      condition that you stop the Sand People from raiding their mining
      interests.  They want the Sand People chieftain's gaffi stick as proof.
      ---------------------------------------------------------------------------
      Czerka Corporation is allowing you to enter the Dune Sea on the condition
      that you stop the Sand People raids, bringing them the chieftain's gaffi
      stick as proof.  An alien conservationist has suggested there might be a
      better way to stop the conflict if a sophisticated translation droid could
      be taken on the task.
      ---------------------------------------------------------------------------
      You have acquired Sand People robes.  They should allow you to pass
      yourself off as a Sand People warrior, at least from a distance.  They may
      make entering the Sand People enclave a little easier.  All of the non-
      droid members of your party would have to be wearing robes for the disguise
      to work.  Since you don't have robes big enough to fit Zaalbar, his
      presence would certainly give you away.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You have been brought before the     | You have killed the Sand People
      Sand People chieftain.  He will      | chieftain.  Find his personal gaffi
      order the attacks against Czerka     | stick and take it to the Czerka
      Corporation to be scaled back if you | office in Anchorhead.
      bring him moisture vaporators from   |-------------------------------------
      the Czerka office in Anchorhead.     | You have acquired the Sand People
      You will not be allowed back inside  | chieftain's gaffi stick.  Return it
      the enclave until you have the       | to the Czerka office in Anchorhead
      vaporators.                          | as proof that you have killed the
      -------------------------------------| Sand People in this enclave.
      You have purchased two moisture      |
      vaporators from the Czerka office.   |
      Take them  to the Sand People        |
      chieftain in the enclave.            |
      -------------------------------------|
      The Sand People chieftain was        |
      surprised that you returned with the |
      vaporators.  He will reduce the      |
      frequency of attacks against the     |
      Czerka, and has given you his gaffi  |
      stick as a symbol of the agreement.  |
      Take the gaffi to the Czerka office  |
      in Anchorhead.                       |
      ---------------------------------------------------------------------------
      You brought the Sand People chieftain's gaffi to the Czerka office,
      fulfilling your agreement with them.
      ===========================================================================
    
    
      ===========================================================================
      ------------------------  S i g n i n g   N i c o  ------------------------
      ===========================================================================
      Motta the Hutt wants you to help him bully the young racer Nico into a very
      restrictive racing contract.
      ---------------------------------------------------------------------------
      Nico won't listen to what you have to say about Motta's contract until you
      have proven you are as good a racer as he is, and his times are presumably
      as fast as the Tatooine official track record.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You have convinced Motta to give     | You have convinced Nico that he
      Nico a better contract that will     | should sign Motta's contract.  He
      benefit both of them in the long     | was resigned to his fate.  Time to
      term.  Nico will want to express his | collect your fee from Motta.
      thanks to you.                       |
      -------------------------------------|
      Nico has expressed his thanks for    |
      securing him a better deal with      |
      Motta.                               |
      ===========================================================================
    
    
      ===========================================================================
      ------------------  S t a r   M a p :   T a t o o i n e  ------------------
      ===========================================================================
      The Sand People chieftain claims that there is something like the Star Map
      in the Eastern Dune Sea, though it is in a cavern now housing a feared
      Krayt Dragon.
      ---------------------------------------------------------------------------
      The krayt dragon has been killed.  Whatever might be hidden in the depths
      of its lair is now yours to claim.
      ---------------------------------------------------------------------------
      You have acquired the Star Map from the lair of the krayt dragon in
      Tatooine.
      ===========================================================================
    
    
      ===========================================================================
      -----------------------  T a n i s   T r a p p e d  -----------------------
      ===========================================================================
      Tanis, a wraid hunter, is stuck in the desert, the victim of a trap laid by
      his estranged wife.  His four droids have surrounded him, and unless
      someone repairs them, they will explode when he moves.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Tanis is free to move.  The trap     | Tanis has been killed in the trap
      left by his estranged wife has been  | set by his estranged wife.
      disarmed. He'll be glad to hear it.  |
      -------------------------------------|
      Tanis has been rescued from the trap |
      laid by his estranged wife.          |
      ===========================================================================
    
    
      ===========================================================================
      ---------------  T a t o o i n e   S w o o p   R a c i n g  ---------------
      ===========================================================================
      You have signed up for the swoop races on Tatooine.  Motta the Hutt runs
      the races and will keep track of your times.
      ---------------------------------------------------------------------------
      You have won the first tier of races on Tatooine.
      ---------------------------------------------------------------------------
      You have won the second tier of races on Tatooine.
      ---------------------------------------------------------------------------
      You are now champion of the swoop racing track on Tatooine, having won all
      three official time tiers.
      ===========================================================================
    
    
      ===========================================================================
      -------------------  W o r t h y   o f   H i s t o r y  -------------------
      ===========================================================================
      You have brought a dragon pearl to the Sand People chieftain.  He will now
      allow you to speak with the storyteller, the keeper of their oral history.
      ===========================================================================
    
    
    
    =-=-=-=-=-=-=
    = Kashyyyk  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=
    
      ===========================================================================
      -------------------  C h i e f t a i n   i n   N e e d  -------------------
      ===========================================================================
      The Wookiee chieftain Chuundar has taken his brother Zaalbar from you and
      demands that you kill a mad Wookiee in the Shadowlands.  Gorwooken waits
      for you further down the Great Walkway, and will show you how to descend
      into the lower forest.
      ---------------------------------------------------------------------------
      Gorwooken has delivered you to the Shadowlands so you can begin your
      search.
      ---------------------------------------------------------------------------
      Jolee Bindo has helped you pass the Czerka repulsor field so you can
      continue your search for the supposedly mad Wookiee that Chuundar wants
      killed.
      ---------------------------------------------------------------------------
      You have encountered the Wookiee that Chuundar sent you to kill.  He seems
      almost feral, and will have to be subdued before he will respond to reason.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Freyyr, Zaalbar's father, has asked  | You have killed the Wookiee Freyyr
      that you find Bacca's blade.  It was | as Chieftain Chuundar asked.  Return
      lost in the "Great Beast's" hide     | to him for your reward.
      during a ritual hunt.  You have      |-------------------------------------
      found the body of a large viper      | Chuundar was very appreciative that
      kinrath that may serve as bait in a  | you killed Freyyr, his and Zaalbar's
      recreation of the hunt.  The ritual  | father.  Zaalbar, too, has decided
      area is south of Freyyr.             | it was for the best, adopting his
      -------------------------------------| brother's darker view of the future.
      You have set the bait in place,      |
      recreating the ritual that should    |
      lure out the Great Beast, just as    |
      Freyyr said.                         |
      -------------------------------------|
      Now that it has been recovered,      |
      Bacca's blade can be returned to     |
      Freyyr so he can raise allies        |
      against Chuundar.                    |
      -------------------------------------|
      You have returned Bacca's blade to   |
      Freyyr.  He has gone to rally        |
      support and will meet you back in    |
      Chuundar's throne room.  He's        |
      counting on your support.            |
      -------------------------------------|
      Freyyr was very grateful that you    |
      helped him regain his place as       |
      chieftain.  He will see that his     |
      people are restored to glory and     |
      that Zaalbar is no longer an         |
      outcast...                           |
      ===========================================================================
    
    
      ===========================================================================
      ----------------------  H i d d e n   H u n t e r s  ----------------------
      ===========================================================================
      The injured Wookiee Grrrwahrr's hunting party was attacked by camouflaged
      outsiders.  He would reward you for killing the leader of the group.  They
      found bodies a short way southwest, and then further south once past the
      west branch of the path.  He said look where the bodies of his fellows are.
      The outsiders only appeared once Grrrwahrr's group had put their weapons
      away, obviously wanting their prey as weak as possible.  Disarming may be
      the only way to flush them out.
      ---------------------------------------------------------------------------
      A group of Mandalorians is in the Shadowlands training new recruits and
      attacking unarmed creatures.  They also have camouflage generators on their
      swoops to further sway odds in their favor.
      ---------------------------------------------------------------------------
      You have killed the leader of the Mandalorians hunting in the Shadowlands.
      The injured Wookiee Grrwahrr will be pleased his fallen comrades have been
      avenged.
      ---------------------------------------------------------------------------
      Grrrwahrr rewarded you for avenging the fallen members of his hunting
      party.
      ===========================================================================
    
    
      ===========================================================================
      -------------------------  H o n e s t   D e b t  -------------------------
      ===========================================================================
      The merchant Eli Gand is holding Matton Dasol as an indentured servant.
      Matton's crew apparently left Kashyyyk under cover of night to avoid paying
      a repair debt to Eli.  Standard business practice, it seems.
      ---------------------------------------------------------------------------
      The scrambled memory of the malfunctioning droid found in the Shadowlands
      reveals the violent last moments of its companions.  They were ambushed,
      but identified their attacker as Eli, the merchant you met on the docking
      ring.  It appears that he has not told the truth about these creditors that
      supposedly skipped-out on paying him.  You have salvaged the droid's head.
      Matton would likely be very interested in it.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Matton was outraged that Eli would   | Matton was outraged that Eli would
      be so devious, and has reacted with  | be so devious, and has reacted with
      understandable violence.             | understandable violence
      -------------------------------------|-------------------------------------
      Matton was grateful that the truth   | Matton was grateful that Eli was
      about what happened to his crew was  | exposed as a thief and a murderer.
      revealed and that Eli was exposed as | Because of your prodding, Matton
      a thief and a murderer.  He'll try   | will make sure that he is never so
      to put this treachery behind him.    | weak again.  This incident has
                                           | certainly tainted him.
      ===========================================================================
    
    
      ===========================================================================
      ---------------------  J o l e e ' s   R e q u e s t  ---------------------
      ===========================================================================
      Jolee has offered to join with you and help "remove barriers from your
      path," but he first wants you to remove a group of Czerka poachers from the
      Shadowlands, northeast of his camp.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Jolee wants you to remove a group of |
      poachers before he will help you.    |
      Speaking with the poachers you have  |
      learned that the camp is protected   |
      from hostile creatures by sonic      |
      emitters.  Each emitter is assigned  |
      a Czerka guard to watch over it.     |
      The officer in charge also said that |
      as long as he has enough guards he   |
      would stay.  It might be possible to |
      persuade or bribe the guards into    |
      helping shut down the protective     |
      field the emitters produce.  Another |
      option might be to try and convince  |
      guards to leave, although that would |
      likely require Force manipulation.   |
      ---------------------------------------------------------------------------
      You have removed the poachers as Jolee requested.  He will now show you how
      to go deeper into the Shadowlands.
      ===========================================================================
    
    
      ===========================================================================
      ------------------  S t a r   M a p :   K a s h y y y k  ------------------
      ===========================================================================
      People seem to know nothing about a possible Star Map on Kashyyyk, though
      much of the planet is unexplored due to the dangers of the Shadowlands.
      Firsthand exploration may be the only option.
      ---------------------------------------------------------------------------
      Wookiee chieftain Chuundar has asked that you descend into the Shadowlands
      and perform a task for him.  This will allow you to search for the Star
      Map.
      ---------------------------------------------------------------------------
      Having the reclusive Jolee Bindo in your group will allow you to access the
      Lower Shadowlands.
      ---------------------------------------------------------------------------
      Having the reclusive Jolee Bindo in your group has allowed you to access
      the Lower Shadowlands and continue your search for the Star Map.
      ---------------------------------------------------------------------------
      You have acquired the Star Map from the ancient computer on Kashyyyk.
      ===========================================================================
    
    
      ===========================================================================
      -----------------------  T a c h   P o a c h i n g  -----------------------
      ===========================================================================
      You have decided to harvest tach for a group of Czerka poachers in the
      Shadowlands, the same group that Jolee wants removed.  It is likely he
      won't be pleased.
      ===========================================================================
    
    
      ===========================================================================
      ----------------------  A   W o o k i e e   L o s t  ----------------------
      ===========================================================================
      The Wookiees are worried about a popular member of their tribe that has
      gone missing.  Rorworr cannot be found.  His friends Jaarak and Woorwill
      await him in Woorwill's home.
      ---------------------------------------------------------------------------
      You have found the corpse of the missing Wookiee Rorworr in the
      Shadowlands.  A datapad revealing that he dealt with his slavers was on the
      body, as well as a bowcaster bolt casing that probably belongs to whoever
      killed him.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      Jaarak was not killed for the murder | Jaarak has been killed for the
      of Rorworr. Rorworr was dealing with | murder of Rorworr.  No defense was
      the slavers, and was a traitor to    | offered.
      his kind.                            |
      ===========================================================================
    
    
    
    =-=-=-=-=-=
    = Manaan  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=
    
      ===========================================================================
      -----------------  E l o r a ,   S u n r y ' s   W i f e  -----------------
      ===========================================================================
      Elora professes Sunry's innocence.  She claims that this is some sort of
      frame-up by someone who wants to get revenge on him.  Sunry was an old war
      hero against the Sith, so they might harbor him ill...
      ---------------------------------------------------------------------------
      You have heard rumors that Sunry may have been cheating on his wife...
      Perhaps you should ask Elora about this.
      ---------------------------------------------------------------------------
      Under pressure Elora confessed that Sunry had been having an affair with
      the Sith woman Elassa, but that he had been going there to end the affair.
      ===========================================================================
    
    
      ===========================================================================
      ---------  F i r i t h   M e   t h e   P a z a a k   P l a y e r  ---------
      ===========================================================================
      Firith told you he once brushed up against Elassa and her cloak fell open
      to reveal that she was carrying a lightsaber - the mark of a Jedi!  It
      would seem that Elassa may have been a Dark Jedi allied with the Sith.
      ===========================================================================
    
    
      ===========================================================================
      ------------------  G l u u p o r   t h e   R o d i a n  ------------------
      ===========================================================================
      Gluupor was staying in one of the rooms of the hotel when the murder took
      place.  He says that he had nothing to do with the crime, ESPECIALLY not
      with anything in Elassa's room.
      ---------------------------------------------------------------------------
      Gluupor confessed that the Sith made him plant the medal as evidence
      against Sunry after the murder occurred.  It would seem that the Sith are
      indeed trying to point blame at Sunry.
      ===========================================================================
    
    
      ===========================================================================
      ---------------  I g n u s   t h e   H o t e l   O w n e r  ---------------
      ===========================================================================
      Ignus is the proprietor of the hotel that the murder of Elassa occured at.
      He told you that he heard the blaster shot go off, then saw Sunry hobbling
      away from the scene of the crime.
      ---------------------------------------------------------------------------
      You have managed to persuade Ignus, the hotel owner, to tell the court that
      he saw Sunry leaving before the shot went off.
      ===========================================================================
    
    
      ===========================================================================
      ------------------  M a n a a n   S w o o p   R a c e s  ------------------
      ===========================================================================
      You have beaten the first round of races on Manaan.
      ---------------------------------------------------------------------------
      You have beaten the second round of races on Manaan.
      ---------------------------------------------------------------------------
      The race organizer on Manaan says that current Sector Champion Hukta Jax
      wants to speak with you before you do another official race.
      ---------------------------------------------------------------------------
      You have beaten the third round of races on Manaan, and become Sector
      Champion.
    
    
      ===========================================================================
      ---------------------  M i s s i n g   S e l k a t h  ---------------------
      ===========================================================================
      You have been approached by a Selkath named Shaelas.  He claims that many
      young Selkath have been going missing, including his daughter Shasa.  He
      wishes you to find out what has been happening to them.
      ---------------------------------------------------------------------------
      You have discovered that the Sith have been hiring mercenaries to lure the
      young Selkath into their base for some questionable purpose.  More answers
      would seem to lie inside the Sith embassy.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
      You have found the young Selkath     | You have found the young Selkath
      that were missing.  They have been   | that were missing.  They have been
      taken by the Sith and given some     | taken by the Sith and given some
      training in the dark arts.  You have | training in the dark arts.  It was
      tried to convince them to return to  | most unfortunate that you had to
      the light side, but they won't       | kill all of them.  Maybe Shaelas
      budge.  It will take some proof to   | will understand...
      show them how evil the Sith really   |
      are...                               |
      -------------------------------------| 
      You have managed to convince Shasa   |
      and the other Selkath that the Sith  |
      were only using them to gain control |
      of Manaan.  They have forsaken their |
      dark ways and returned to the city.  |
      -------------------------------------|
    
    
      ===========================================================================
      ------------  M i s s i o n   f o r   t h e   R e p u b l i c  ------------
      ===========================================================================
      You have spoken to Roland Wann, the representative of the Republic Embassy
      on Manaan.  He says that he may have information about the Star Map, but
      will only tell you what he knows if you retrieve the remains of a Republic
      droid lost recently to the Sith.  The droid has sensitive data recordings
      of its mission outside Ahto City and the Republic wants it back before the
      Sith are able to decrypt it.  To do this, you will need to enter the Sith
      Embassy.
    
      He has said that there are 3 ways to get into the Sith base:
    
      1) You can interrogate a Sith prisoner who was found snooping around the
         Republic Embassy.  He knows a pass code that allows him entry into the
         Sith base.
    
      2) You can decrypt some captured Sith passcards and use them to open the
         door to the base.
    
      3) You can use the key Roland gave you and force your way into the Sith
         controlled hangar and fly outside Ahto City into the Embassy through the
         rear entrance.  The hangar is located at the west end of the Ahto City
         Docking Bay.
    
      Once you have entered the Sith base, retrieve the data module and return it
      to Roland.
      ---------------------------------------------------------------------------
      You managed to retrieve the encrypted data module from the Sith base.  Now
      you need to return it to Roland Wann so he'll tell you what he may know
      about a Star Map on this world.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      --------------------  R e p u b l i c   E m b a s s y  --------------------
      ===========================================================================
      The Republic solder you met in the docking bays on Manaan seemed to think
      you might have a hard time finding the Embassy here in the city... perhaps
      it's a big place.
    
      He said you go south to the first courtyard, then east to the second
      courtyard, and it's in the northeast secion of that area.
      ---------------------------------------------------------------------------
      You finally managed to find the Republic Embassy on Manaan.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      ---------  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  ---------
      ===========================================================================
      The Selkath Nilko is suspicious about the Republic hiring mercenaries.  He
      claims to be a friend of the Republic and is merely seeking to find out if
      something is wrong.  He says he will reward you if you find out why they've
      been hiring too many lately.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      --------------------  S t a r   M a p :   M a n a a n  --------------------
      ===========================================================================
      Manaan is an ocean world covered completely by water.  The only surface
      settlement on the planet is the constructed Ahto City.  Any ancient relics
      or ruins would probably be below the surface.
      ---------------------------------------------------------------------------
      You have been advised to see Roland Wann at the Republic Embassy for
      further information on Manaan.
      ---------------------------------------------------------------------------
      Roland Wann, the Republic Diplomat on Manaan, has indicated that he may
      know something about ancient ruins on Manaan.  He first requires you to
      retrieve a data module stolen by the Sith and bring it back to him before
      he'll tell you anything.
      ---------------------------------------------------------------------------
    
    
      ===========================================================================
      ------------------  S u n r y   M u r d e r   T r i a l  ------------------
      ===========================================================================
      You have been approached by Elora, wife of Jolee's friend Sunry.  She has
      begged you to bring Jolee to her so that she may speak to him.
      ---------------------------------------------------------------------------
      Elora has told Jolee that her husband has been imprisoned for the murder of
      a Sith woman.  Elora is adamant that her husband is not responsible and has
      begged you and Jolee to help her prove his innocence.  She says that you
      can talk to the judges in the court to help get him released.
      ---------------------------------------------------------------------------
      You have spoken to the judges in the court and they have consented to
      appoint you Arbiter in this case.  As Arbiter you will defend your client
      to the best of your ability before the judges.
    
      They have given you the following information as well:
    
        Sunry was seen leaving the scene of the murder after a blaster shot was
        heard.
    
        Sunry has noticeable, crippling injuries from his past experience as a
        war hero against the Sith, so it was definitely him.  This is testified
        to by the proprietor of the hotel where this occurred, Ignus.
    
        In the room that he had rented, a Sith woman, Elassa, was found dead,
        clutching a Republic war medal in her hand.
    
        There were two witnesses besides the hotel owner.  One is Gluupor, a
        Rodian who was staying in the next room.  The other is Firith Me, a
        gambler who was also staying nearby.  Their stories seem to corroborate
        Ignus'.
      ---------------------------------------------------------------------------
      As Arbiter you must defend Sunry to the best of your ability.  However, you
      have found a data recording that clearly shows Sunry killing the Sith woman
      Elassa.  Can you continue your role of Arbiter impartially, knowing that
      your client has committed such a crime?
      ---------------------------------------------------------------------------
      You have managed to convince the Selkath court that Sunry is innocent of
      his crime.  Sunry and Elora both thanked you profusely.  They say they'll
      be heading off-world as soon as possible to get somewhere more peaceful.
    
      In addition, you proved that the Sith were guilty of trying to frame Sunry.
      The Ahto City authorities have imposed additional sanction on the Sith in
      the form of subsidies towards kolto purchases.  This should make things
      easier in the future.
      ===========================================================================
    
    
      ===========================================================================
      -----------------------  S u n r y ' s   S t o r y  -----------------------
      ===========================================================================
      Sunry claims that he's been set up by someone to take the fall for Elassa's
      murder.  He claims that he was secretly trying to turn her into a double
      agent for the Republic and that the Sith most likely killed her as a result
      of that.
      ---------------------------------------------------------------------------
      Confronted with the evidence of the recording of him killing Elassa, Sunry
      admitted to his crime.  He refuses to confess to the court, however.  He
      says he will not betray the Republic or harm it because of what happened.
      -------------------------------------|-------------------------------------
      ~~~~~~~~ L i g h t   P a t h ~~~~~<--+-->~~~~~~ D a r k   P a t h ~~~~~~~~~
                                           | 1. You have presented the data
                                           | recording of Sunry killing Elassa to
                                           | the court and they have summarily
                                           | found Sunry guilty as charged.  Due to
                                           | the nature of the crime, the death
                                           | sentence has been decreed.  Justice
                                           | has been served.
      ===========================================================================
    
    
    ===============================================================================
    = E) Vendor Merchandise List                                             kw-ven
    ===============================================================================
    
    Looking to buy something, but not sure who sells it, let alone what planet the
    merchant is even on?  Well, look no further: listed below are the items that
    each merchant on each planet (up to where the walkthrough has covered) sells,
    and for what price.  Rather than listing the items in the same order that the
    merchants do, I decided to list them by alphabetical order, to make for easier
    searching.
    
    =-=-=-=-=
    = Taris =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=
    
            _____________________________________________________________
           |                                                             |
           |                ---  D R O I D   S H O P  ---                |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Basic Targeting Computer |        500        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Computer Probe           |        500        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Computer Spike           |        250        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |         75        |   Infinite   |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |        150        |   Infinite   |
           |   2                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Environment Shield Level |        350        |   Infinite   |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Parts                    |        200        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Repair Kit               |         25        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Security Interface Tool  |        500        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Sensor Probe             |        500        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Shield Disruptor         |        300        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Stun Ray                 |        300        |   Infinite   |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |        ---  E Q U I P M E N T   E M P O R I U M  ---        |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Blaster Pistol           |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Blaster Rifle            |        300        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Bonadan Alloy Heavy Suit |        900        |      01      |
           |--------------------------|-------------------|--------------|
           | Combat Suit              |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Concussion Grenade       |         80        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Double-Bladed Sword      |         80        |      02      |
           |--------------------------|-------------------|--------------|
           | Echani Ritual Brand      |        280        |      01      |
           |--------------------------|-------------------|--------------|
           | Flash Mine, Minor        |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Frag Grenade             |         80        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Frag Mine, Minor         |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Gas Mine, Minor          |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Heavy Combat Suit        |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Ion Blaster              |        200        |      02      |
           |--------------------------|-------------------|--------------|
           | Ion Grenade              |        130        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Light Battle Armor       |        250        |      01      |
           |--------------------------|-------------------|--------------|
           | Long Sword               |          5        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Military Suit            |        150        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Permacrete Detonator     |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Plasma Mine, Minor       |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Quarterstaff             |          2        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Security Spike           |        100        |      05      |
           |--------------------------|-------------------|--------------|
           | Short Sword              |          1        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Sith Sniper Rifle        |       1500        |      01      |
           |--------------------------|-------------------|--------------|
           | Sonic Grenade            |        130        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Sound Dampening Stealth  |        200        |      01      |
           |   Unit                   |                   |              |
           |--------------------------|-------------------|--------------|
           | Stealth Field Generator  |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Stun Baton               |         30        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Vibroblade               |         80        |      02      |
           |--------------------------|-------------------|--------------|
           | Vibrosword               |        120        |      05      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |            ---  L A R R I M ' S   K I O S K  ---            |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Battle Stimulant         |        110        |      01      |
           |--------------------------|-------------------|--------------|
           | Blaster Pistol           |        110        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Combat Suit              |         55        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Computer Spike           |        275        |      02      |
           |--------------------------|-------------------|--------------|
           | Concussion Grenade       |         88        |      02      |
           |--------------------------|-------------------|--------------|
           | Energy Shield            |        154        |      01      |
           |--------------------------|-------------------|--------------|
           | Flash Mine, Minor        |        110        |      01      |
           |--------------------------|-------------------|--------------|
           | Frag Grenade             |         88        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Frag Mine, Minor         |        110        |      01      |
           |--------------------------|-------------------|--------------|
           | Gas Mine, Minor          |        110        |      01      |
           |--------------------------|-------------------|--------------|
           | Heavy Combat Suit        |        110        |      01      |
           |--------------------------|-------------------|--------------|
           | Ion Blaster              |        220        |      01      |
           |--------------------------|-------------------|--------------|
           | Light Battle Armor       |        275        |      01      |
           |--------------------------|-------------------|--------------|
           | Light Repeating Blaster  |        550        |      01      |
           |--------------------------|-------------------|--------------|
           | Long Sword               |          5        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         44        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Military Suit            |        165        |      01      |
           |--------------------------|-------------------|--------------|
           | Plasma Mine, Minor       |        110        |      01      |
           |--------------------------|-------------------|--------------|
           | Parts                    |        220        |      02      |
           |--------------------------|-------------------|--------------|
           | Poison Grenade           |        143        |      01      |
           |--------------------------|-------------------|--------------|
           | Quarterstaff             |          2        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Short Sword              |          1        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Sonic Grenade            |        143        |      01      |
           |--------------------------|-------------------|--------------|
           | Sonic Pistol             |        220        |      01      |
           |--------------------------|-------------------|--------------|
           | Sound Dampening Stealth  |        220        |      01      |
           |   Unit                   |                   |              |
           |--------------------------|-------------------|--------------|
           | Stealth Field Generator  |        110        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Stun Baton               |         33        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Vibroblade               |         88        |      01      |
           |--------------------------|-------------------|--------------|
           | Vibrosword               |        132        |      01      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |          ---  M E D I C A L   F A C I L I T Y  ---          |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adrenal Alacrity         |      50 / 40      |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Stamina          |      50 / 40      |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Strength         |      50 / 40      |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Advanced Medpac          |      80 / 64      |      05      |
           |--------------------------|-------------------|--------------|
           | Antidote Kit             |      49 / 39      |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Bio-Antidote Package     |     500 / 400     |      01      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |      40 / 32      |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Nerve Enhancement        |     500 / 400     |      01      |
           |   Package                |                   |              |
           |--------------------------|-------------------|--------------|
           | Rakghoul Serum           |         40        |      01      |
           |__________________________|___________________|______________|
            NOTE: the second price reflects the discounted price given if
                  you return the rakghoul serum to Zelka.  The rakghoul
                  serum cannot be purchased until you have done so.
    
            _____________________________________________________________
           |                                                             |
           |    ---  U N D E R C I T Y   S A L V A G E   S H O P  ---    |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Antidote Kit             |         36        |      06      |
           |--------------------------|-------------------|--------------|
           | Arkanian Heavy Pistol    |        750        |      01      |
           |--------------------------|-------------------|--------------|
           | Computer Spike           |        187        |      02      |
           |--------------------------|-------------------|--------------|
           | Echani Battle Armor      |       1312        |      01      |
           |--------------------------|-------------------|--------------|
           | Frag Grenade             |         60        |      05      |
           |--------------------------|-------------------|--------------|
           | Long Sword               |          3        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         30        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +2           |         56        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -2           |         56        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -3           |         18        |      01      |
           |--------------------------|-------------------|--------------|
           | Quarterstaff             |          1        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Repair Kit               |         18        |      05      |
           |--------------------------|-------------------|--------------|
           | Retinal Combat Implant   |        562        |      01      |
           |--------------------------|-------------------|--------------|
           | Scope                    |        150        |      01      |
           |--------------------------|-------------------|--------------|
           | Stun Baton               |         22        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Vibration Cell           |        112        |      01      |
           |--------------------------|-------------------|--------------|
           | Vibroblade               |         60        |      01      |
           |--------------------------|-------------------|--------------|
           | Vibrosword               |         90        |      01      |
           |__________________________|___________________|______________|
    
    
    
    =-=-=-=-=-=-=
    = Dantooine =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=
    
            _____________________________________________________________
           |                                                             |
           |                 ---  A D U M   L A R P  ---                 |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adhesive Grenade         |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Blaster Pistol           |        100        |      05      |
           |--------------------------|-------------------|--------------|
           | Blaster Rifle            |        300        |      05      |
           |--------------------------|-------------------|--------------|
           | Bronzium Light Battle    |       1500        |      01      |
           |   Armor                  |                   |              |
           |--------------------------|-------------------|--------------|
           | Cassius Fett's Battle    |      15000        |      01      |
           |   Armor                  |                   |              |
           |--------------------------|-------------------|--------------|
           | Cinnagar War Suit        |       3000        |      01      |
           |--------------------------|-------------------|--------------|
           | Concussion Grenade       |         80        |      05      |
           |--------------------------|-------------------|--------------|
           | Flame Thrower            |        300        |      02      |
           |--------------------------|-------------------|--------------|
           | Flash Mine, Minor        |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Frag Grenade             |         80        |      05      |
           |--------------------------|-------------------|--------------|
           | Frag Mine, Minor         |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Gas Mine, Minor          |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Ion Grenade              |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Light Repeating Blaster  |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Plasma Mine, Minor       |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Sonic Grenade            |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Stun Baton               |         30        |      02      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |        ---  A R A T E C H   M E R C A N T I L E  ---        |
           |                  ---  (Crattis Yurkal)  ---                 |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adrenal Alacrity         |         50        |      05      |
           |--------------------------|-------------------|--------------|
           | Adrenal Stamina          |         50        |      05      |
           |--------------------------|-------------------|--------------|
           | Adrenal Strength         |         50        |      05      |
           |--------------------------|-------------------|--------------|
           | Advanced Medpac          |         80        |      05      |
           |--------------------------|-------------------|--------------|
           | Antidote Kit             |         49        |      05      |
           |--------------------------|-------------------|--------------|
           | Arkanian Energy Shield   |        700        |      01      |
           |--------------------------|-------------------|--------------|
           | Aural Amplifier          |         50        |      01      |
           |--------------------------|-------------------|--------------|
           | Battle Armor             |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Breath Mask              |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | CNS Strength Enhancer    |       8500        |      01      |
           |--------------------------|-------------------|--------------|
           | Combat Suit              |         50        |      02      |
           |--------------------------|-------------------|--------------|
           | Energy Shield            |        140        |      04      |
           |--------------------------|-------------------|--------------|
           | Heavy Combat Suit        |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Infiltrator Gloves       |       7000        |      01      |
           |--------------------------|-------------------|--------------|
           | Interface Band           |       1000        |      01      |
           |--------------------------|-------------------|--------------|
           | Jurgan Kalta's Assault   |       8000        |      01      |
           |   Rifle                  |                   |              |
           |--------------------------|-------------------|--------------|
           | Light Battle Armor       |        250        |      01      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |      05      |
           |--------------------------|-------------------|--------------|
           | Military Suit            |        150        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-1         |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-3         |        125        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-5         |         75        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -2           |         75        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -4           |         25        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -6           |          5        |      01      |
           |--------------------------|-------------------|--------------|
           | Retinal Combat Implant   |        750        |      01      |
           |--------------------------|-------------------|--------------|
           | Sanasiki's Blade         |       7000        |      01      |
           |--------------------------|-------------------|--------------|
           | Stealth Field            |       2400        |      01      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |        ---  A R A T E C H   M E R C A N T I L E  ---        |
           |                   ---  (Karal Kaar)  ---                    |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Advanced Repair Kit      |         50        |      05      |
           |--------------------------|-------------------|--------------|
           | Basic Targeting Computer |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Computer Probe           |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Droid Heavy Plating Type |       1250        |      01      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |         75        |      02      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |        150        |      01      |
           |   2                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |        250        |      01      |
           |   3                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Medium Plating     |        500        |      01      |
           |   Type 1                 |                   |              |
           |--------------------------|-------------------|--------------|
           | Energy Shield Level 1    |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Environment Shield Level |        350        |      01      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Repair Kit               |         25        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Security Interface Tool  |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Sensor Probe             |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Shield Disruptor         |        300        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Stun Ray                 |        300        |   Infinite   |
           |__________________________|___________________|______________|
    
    
    =-=-=-=-=-=-=
    = Tatooine  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=
    
    
            _____________________________________________________________
           |                                                             |
           |        ---  A N C H O R H E A D   C A N T I N A  ---        |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Advanced Medpac          |         80        |      01      |
           |--------------------------|-------------------|--------------|
           | Advanced Stealth Unit    |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Bothan Chuka             |        480        |      01      |
           |--------------------------|-------------------|--------------|
           | Bothan Quick Draw        |       1000        |      01      |
           |--------------------------|-------------------|--------------|
           | Gizka Poison             |        350        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Hair Trigger             |        150        |      01      |
           |--------------------------|-------------------|--------------|
           | Krath Blood Blade        |        230        |      01      |
           |--------------------------|-------------------|--------------|
           | Mandalorian Blaster      |        750        |      01      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-1         |        200        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-2         |        150        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-3         |        125        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-5         |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Security Spike           |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Security Spike Tunneler  |        200        |      06      |
           |--------------------------|-------------------|--------------|
           | Sonic Pistol             |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Stabilizer Gauntlets     |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Vibroblade               |         80        |      01      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |       ---  C Z E R K A   C O R P .   O F F I C E  ---       |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adhesive Grenade         |        130        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Advanced Medpac          |         80        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Antidote Kit             |         49        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Breath Mask              |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Combat Suit              |         50        |      01      |
           |--------------------------|-------------------|--------------|
           | Computer Spike           |        250        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Concussion Grenade       |         80        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Echani Battle Armor      |       1750        |      01      |
           |--------------------------|-------------------|--------------|
           | Energy Shield            |        140        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Flash Mine, Average      |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Frag Mine, Average       |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Gas Mine, Average        |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Heavy Combat Suit        |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Hold Out Blaster         |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Ion Grenade              |        130        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Life Support Pack        |        150        |      06      |
           |--------------------------|-------------------|--------------|
           | Mandalorian Heavy Pistol |       2000        |      01      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Mesh Underlay            |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Military Suit            |        150        |      03      |
           |--------------------------|-------------------|--------------|
           | Motion Detection Goggles |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Plasma Grenade           |        750        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Plasma Mine, Average     |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Poison Grenade           |        130        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Powered Battle Armor     |       2000        |      01      |
           |--------------------------|-------------------|--------------|
           | Powered Light Battle     |       3000        |      01      |
           |   Armor                  |                   |              |
           |--------------------------|-------------------|--------------|
           | Sonic Grenade            |        130        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Sound Dampening Stealth  |        200        |      01      |
           |   Unit                   |                   |              |
           |--------------------------|-------------------|--------------|
           | Thermal Detonator        |       2000        |      02      |
           |--------------------------|-------------------|--------------|
           | Vibrosword               |        120        |      01      |
           |--------------------------|-------------------|--------------|
           | Zabrak Battle Armor      |       2000        |      01      |
           |--------------------------|-------------------|--------------|
           | Zabrak Combat Suit       |        750        |      01      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |          ---  D O C K I N G   B A Y   S H O P  ---          |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adrenal Alacrity         |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Stamina          |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Strength         |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Advanced Aural Amplifier |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Advanced Medpac          |         80        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Antidote Kit             |         49        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Arkanian Energy Shield   |        700        |      01      |
           |--------------------------|-------------------|--------------|
           | Bantha Fodder            |          1        |      01      |
           |--------------------------|-------------------|--------------|
           | Bothan Sensory Visor     |        150        |      01      |
           |--------------------------|-------------------|--------------|
           | Breath Mask              |        100        |      03      |
           |--------------------------|-------------------|--------------|
           | Energy Shield            |        140        |      04      |
           |--------------------------|-------------------|--------------|
           | Gizka Poison             |        350        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Jamoh Hogra's Carbine    |       9000        |      01      |
           |--------------------------|-------------------|--------------|
           | Karakan Gauntlets        |       7500        |      01      |
           |--------------------------|-------------------|--------------|
           | Life Support Pack        |        150        |      04      |
           |--------------------------|-------------------|--------------|
           | Mandalorian Heavy        |       2500        |      01      |
           |   Repeater               |                   |              |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Nerve Amplifier Belt     |       1000        |      01      |
           |--------------------------|-------------------|--------------|
           | Nerve Enhancement        |        500        |      01      |
           |   Package                |                   |              |
           |--------------------------|-------------------|--------------|
           | Retinal Combat Implant   |        750        |      01      |
           |--------------------------|-------------------|--------------|
           | Sith Energy Shield       |        350        |      02      |
           |--------------------------|-------------------|--------------|
           | Stealth Field Generator  |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Thermal Shield Generator |       8000        |      01      |
           |--------------------------|-------------------|--------------|
           | Verpine Cardio-Regulator |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Verpine Headband         |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Yusanis' Brand           |       8000        |      01      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |                ---  D R O I D   S H O P  ---                |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Advanced Stun Ray        |        900        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Advanced Targeting       |       1500        |      01      |
           |   Computer               |                   |              |
           |--------------------------|-------------------|--------------|
           | Basic Targeting Computer |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Computer Spike           |        250        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Droid Heavy Plating Type |       1250        |      01      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Heavy Plating Type |       1500        |      01      |
           |   2                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |         75        |      01      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |        150        |      01      |
           |   2                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Medium Plating     |        500        |      01      |
           |   Type 1                 |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Medium Plating     |        750        |      01      |
           |   Type 2                 |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Motion Sensors     |         50        |      01      |
           |   Type 1                 |                   |              |
           |--------------------------|-------------------|--------------|
           | Energy Shield Level 1    |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Energy Shield Level 2    |        450        |      01      |
           |--------------------------|-------------------|--------------|
           | Energy Shield Level 3    |        700        |      01      |
           |--------------------------|-------------------|--------------|
           | Environment Shield Level |        350        |      01      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Environment Shield Level |        500        |      01      |
           |   2                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Environment Shield Level |        900        |      01      |
           |   3                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Parts                    |        200        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Security Spike           |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Security Spike Tunneler  |        200        |      05      |
           |--------------------------|-------------------|--------------|
           | Sensor Probe             |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Stun Ray                 |        300        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Verpine Demolitions      |       1000        |      01      |
           |   Probe                  |                   |              |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |             ---  H U N T I N G   L O D G E  ---             |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Advanced Medpac          |         80        |      10      |
           |--------------------------|-------------------|--------------|
           | Antidote Kit             |         49        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Armor Reinforcement      |        350        |      01      |
           |--------------------------|-------------------|--------------|
           | Blaster Carbine          |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Blaster Rifle            |        300        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Ion Rifle                |        400        |      02      |
           |--------------------------|-------------------|--------------|
           | Jurgan Kalta's Carbine   |       4500        |      01      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Scope                    |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Sonic Rifle              |        400        |      01      |
           |__________________________|___________________|______________|
    
    
    =-=-=-=-=-=-=
    = Kashyyyk  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=
    
            _____________________________________________________________
           |                                                             |
           |           ---  E L I   G A N D ' S   S H O P  ---           |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adrenaline Amplifier     |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Advanced Medpac          |         80        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Arkanian Energy Shield   |        700        |      01      |
           |--------------------------|-------------------|--------------|
           | Battle Armor             |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Bothan Sensory Visor     |        150        |      01      |
           |--------------------------|-------------------|--------------|
           | Breath Mask              |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Cardio-Regulator         |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Combat Suit              |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Cyber Reaction System    |       7500        |      01      |
           |--------------------------|-------------------|--------------|
           | Electrical Capacitance   |       8500        |      01      |
           |   Shield                 |                   |              |
           |--------------------------|-------------------|--------------|
           | Energy Shield            |        140        |      05      |
           |--------------------------|-------------------|--------------|
           | Gizka Poison             |        350        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Heavy Combat Suit        |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Alacrity   |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Stamina    |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Strength   |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Hyper-Battle Stimulant   |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Jamoh Hogra's Battle     |      10000        |      01      |
           |   Armor                  |                   |              |
           |--------------------------|-------------------|--------------|
           | Light Battle Armor       |        250        |      01      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Military Suit            |        150        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Neural Band              |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Reinforced Fiber Armor   |       3500        |      02      |
           |--------------------------|-------------------|--------------|
           | Security Spike           |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Sith Energy Shield       |        350        |      02      |
           |--------------------------|-------------------|--------------|
           | Sound Dampening Stealth  |        200        |      01      |
           |   Unit                   |                   |              |
           |--------------------------|-------------------|--------------|
           | Stealth Field Generator  |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Strength Gauntlets       |       1000        |      01      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |             ---  J A N O S '   O F F I C E  ---             |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adhesive Grenade         |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Blaster Cannon           |        600        |      02      |
           |--------------------------|-------------------|--------------|
           | Blaster Pistol           |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Blaster Rifle            |        300        |      02      |
           |--------------------------|-------------------|--------------|
           | Bothan Discord Gun       |       1000        |      01      |
           |--------------------------|-------------------|--------------|
           | Bothan Stun Stick        |        230        |      01      |
           |--------------------------|-------------------|--------------|
           | Bowcaster                |        400        |      02      |
           |--------------------------|-------------------|--------------|
           | Concussion Grenade       |         80        |      05      |
           |--------------------------|-------------------|--------------|
           | CryoBan Grenade          |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Disruptor Pistol         |        200        |      02      |
           |--------------------------|-------------------|--------------|
           | Flash Mine, Average      |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Frag Grenade             |         80        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Frag Mine, Average       |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Gas Mine, Average        |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Heavy Blaster            |        200        |      02      |
           |--------------------------|-------------------|--------------|
           | Ion Blaster              |        200        |      02      |
           |--------------------------|-------------------|--------------|
           | Ion Grenade              |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Plasma Grenade           |        750        |      05      |
           |--------------------------|-------------------|--------------|
           | Plasma Mine, Average     |        250        |      05      |
           |--------------------------|-------------------|--------------|
           | Poison Grenade           |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Sonic Grenade            |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Sonic Pistol             |        200        |      02      |
           |--------------------------|-------------------|--------------|
           | Vibration Cell           |        150        |      01      |
           |__________________________|___________________|______________|
    
    
    =-=-=-=-=-=
    = Manaan  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=
    
            _____________________________________________________________
           |                                                             |
           |       ---  P R O V I S I S I O N A L   S T A N D  ---       |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adrenal Alacrity         |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Stamina          |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Strength         |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Advanced Medpac          |         80        |      01      |
           |--------------------------|-------------------|--------------|
           | Advanced Repair Kit      |         50        |   Infinte    |
           |--------------------------|-------------------|--------------|
           | Antidote Kit             |         49        |      01      |
           |--------------------------|-------------------|--------------|
           | Computer Spike           |        250        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Concussion Grenade       |         80        |      05      |
           |--------------------------|-------------------|--------------|
           | CryoBan Grenade          |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Alacrity   |        100        |      05      |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Stamina    |        100        |      05      |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Strength   |        100        |      05      |
           |--------------------------|-------------------|--------------|
           | Hyper-Battle Stimulant   |        200        |      05      |
           |--------------------------|-------------------|--------------|
           | Ion Grenade              |        130        |      05      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Parts                    |        200        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Plasma Grenade           |        750        |      05      |
           |--------------------------|-------------------|--------------|
           | Repair Kit               |         25        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Thermal Detonator        |       2000        |      05      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |         ---  S E L K A T H   B A R T E N D E R  ---         |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adrenal Alacrity         |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Stamina          |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Adrenal Strength         |         50        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Battle Stimulant         |        100        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Stamina    |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Stimulant  |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Hyper-Adrenal Strength   |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Hyper-Battle Stimulant   |        200        |      02      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |              ---  S H A D Y   R O D I A N  ---              |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Pazaak Card +/-1         |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-2         |        150        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-3         |        125        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +/-6         |         50        |      03      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +1           |        100        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +2           |         75        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +3           |         50        |      03      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +4           |         25        |      03      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +5           |         12        |      04      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card +6           |          5        |      05      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -1           |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -2           |         75        |      01      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -3           |         25        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -4           |         25        |      02      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -5           |         12        |      04      |
           |--------------------------|-------------------|--------------|
           | Pazaak Card -6           |          5        |      05      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |    ---  T Y V A R K ' S   G E N E R A L   S T O R E  ---    |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Adrenaline Amplifier     |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Advanced Aural Amplifier |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Advanced Medpac          |         80        |      05      |
           |--------------------------|-------------------|--------------|
           | Advanced Stun Ray        |        900        |      01      |
           |--------------------------|-------------------|--------------|
           | Arkanian Heavy Pistol    |       1000        |      01      |
           |--------------------------|-------------------|--------------|
           | Arkanian Pistol          |       1000        |      01      |
           |--------------------------|-------------------|--------------|
           | Aural Amplifier          |         50        |      01      |
           |--------------------------|-------------------|--------------|
           | Battle Armor             |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Beemon Package           |       7500        |      01      |
           |--------------------------|-------------------|--------------|
           | Blaster Carbine          |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Blaster Pistol           |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Blaster Rifle            |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Bothan Needler           |       1750        |      01      |
           |--------------------------|-------------------|--------------|
           | Bothan Stun Stick        |        230        |      01      |
           |--------------------------|-------------------|--------------|
           | Breath Mask              |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Cardio-Regulator         |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Combat Sensor            |       6000        |      01      |
           |--------------------------|-------------------|--------------|
           | Combat Suit              |         50        |      01      |
           |--------------------------|-------------------|--------------|
           | Disruptor Pistol         |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Disruptor Rifle          |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Echani Battle Stimulant  |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Hold Out Blaster         |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Ion Rifle                |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Light Battle Armor       |        250        |      01      |
           |--------------------------|-------------------|--------------|
           | Light Repeating Blaster  |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Mandalorian Blaster      |        750        |      01      |
           |--------------------------|-------------------|--------------|
           | Medpac                   |         40        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Military Suit            |        150        |      01      |
           |--------------------------|-------------------|--------------|
           | Neural Band              |        100        |      01      |
           |--------------------------|-------------------|--------------|
           | Parts                    |        200        |      02      |
           |--------------------------|-------------------|--------------|
           | Pistol Targeting Optics  |       8000        |      01      |
           |--------------------------|-------------------|--------------|
           | Sonic Pistol             |        200        |      01      |
           |--------------------------|-------------------|--------------|
           | Sonic Rifle              |        400        |      01      |
           |--------------------------|-------------------|--------------|
           | Stabilizer Mask          |       5500        |      01      |
           |--------------------------|-------------------|--------------|
           | Strength Gauntlets       |       1000        |      01      |
           |--------------------------|-------------------|--------------|
           | Vibro Double-Blade       |        180        |      01      |
           |--------------------------|-------------------|--------------|
           | Vibroblade               |         80        |      01      |
           |--------------------------|-------------------|--------------|
           | Vibrosword               |        120        |      01      |
           |--------------------------|-------------------|--------------|
           | Zabrak Battle Cannon     |       4000        |      01      |
           |__________________________|___________________|______________|
    
            _____________________________________________________________
           |                                                             |
           |         ---  Y O R T A L ' S   E M P O R I U M  ---         |
           |_____________________________________________________________|
           |                          |                   |              |
           |           ITEM           |  Price (Credits)  |  # in Stock  |
           |__________________________|___________________|______________|
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | Advanced Repair Kit      |         50        |      05      |
           |--------------------------|-------------------|--------------|
           | Advanced Targeting       |       1500        |      01      |
           |   Computer               |                   |              |
           |--------------------------|-------------------|--------------|
           | Basic Targeting Computer |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Computer Probe           |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Computer Spike           |        250        |      02      |
           |--------------------------|-------------------|--------------|
           | Droid Heavy Plating Type |       1250        |      01      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Heavy Plating Type |       2000        |      01      |
           |   3                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |         75        |      02      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |        150        |      02      |
           |   2                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Light Plating Type |        250        |      01      |
           |   3                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Medium Plating     |        500        |      02      |
           |   Type 1                 |                   |              |
           |--------------------------|-------------------|--------------|
           | Droid Medium Plating     |        750        |      01      |
           |   Type 2                 |                   |              |
           |--------------------------|-------------------|--------------|
           | Energy Shield Level 1    |        300        |      02      |
           |--------------------------|-------------------|--------------|
           | Environment Shield Level |        350        |      01      |
           |   1                      |                   |              |
           |--------------------------|-------------------|--------------|
           | Flame Thrower            |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Gravity Generator        |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Repair Kit               |         25        |   Infinite   |
           |--------------------------|-------------------|--------------|
           | Security Interface Tool  |        500        |      01      |
           |--------------------------|-------------------|--------------|
           | Shield Disruptor         |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Stun Ray                 |        300        |      01      |
           |--------------------------|-------------------|--------------|
           | Verpine Demolitions      |       1000        |      02      |
           |   Probe                  |                   |              |
           |__________________________|___________________|______________|
    
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VIII.   G U I D E   I N F O R M A T I O N                                kw-inf
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    =-=-=-=-=-=-=-=-=-=-=-=
    = A) Version History  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=-=-=-=-=-=
    
    Version 0.62 (September 04, 2003) - Quite a bit was added to the Appendices,
      especially the Weapons List.  Some progress on the walkthrough for Manaan
      was also made, although it is still incomplete.   
    
    Version 0.61 (August 31, 2003) - Added only a tiny amount to the walkthrough,
      but reorganized and fleshed out the party members section.  In addition,
      several typos were fixed.
    
    Version 0.6 (August 26, 2003) - Walkthrough, including side-quests, has been
      completed up through part of Manaan, for both the Light and Dark Sides.  In
      addition, appendices covering items obtainable up through that point are
      mostly completed, but some categories need reformatting.  Party member
      information is also mostly complete, but is still being reorganized, so may
      look a little "messy."  Look for fixes to this, and more of the walkthrough,
      very soon.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=
    = B) Email information  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=-=-=-=-=-=-=
    
    If you have any questions regarding this guide, feel free to email me at
    Thuyker at aol dot com.  Make sure to put something in your email subject, so
    that I don't mistake it for spam.
    
    Also, if you have any suggestions, comments, or information that might be
    useful, please let me know!  I'll definitely give credit where credit is due.
    
    
    =-=-=-=-=-=-=-=
    = C) Credits  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=-=
    
    - Thanks to BioWare for making the game!
    
    - Item descriptions and journal entries are courtesy of BioWare and the game -
      thank you!
    
    - Thanks to GameFAQS and CJayC, IGN, and Neoseeker for putting this up!
    
    - Thanks to PeaceNLove for help with decrypting the Sith passcard!
    
    - Thanks to Capo for help with solving the Tanis Trapped sidequest!
    
    - Thanks to ZoopSoul, War Doc, SinirothX, and AdrenalineSL for comments they
      have made about my work in the past.    
    
    - Last, but certainly not least, thanks to YOU for reading this!
    
    In addition, as I mentioned above, I would greatly appreciate anyone who has
    any further information that might be useful for this guide.  Your name will
    go here!
    
    
    =-=-=-=-=-=-=-=-=-=
    = D) Legal Stuff  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    =-=-=-=-=-=-=-=-=-=
    
    Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
    and copyrights owned by their respective trademark and copyright holders.
    The FAQ/Walkthrough is the intellectual property of myself, and is Copyright İ
    2003 Thuy Tran ("Thuyker") and may not be taken in part or whole to be claimed
    as your own work, nor altered in any way.  Please contact me for permission if
    you're interested in posting this on your site.
    
    Currently, the following sites have permission to post my FAQ:
    
       www.gamefaqs.com
       www.ign.com
       www.neoseeker.com
    
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.